Escolar Documentos
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Cultura Documentos
Player Name
8 STR
Strength
-1 3 15 FORT 14 1 14 Passive Insight 10 + 4
10 CON
Constitution
0 4
CONDITIONAL BONUSES
16 Passive Perception 10 + 6
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 DEX 0 4 20
Dexterity REF 14 5 1
ATTACK WORKSPACE
21 INT
Intelligence
5 9 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Mace
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
11 WIS 0 4
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 6 4 -1 2 1
Wisdom 22 WILL 14 5 2 1 ABILITY:
Ranged Basic Attack - Unarmed
20 CHA
Charisma
5 9 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 4 4 0
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
50 25 12 6 2 3 Melee Basic Attack - Unarmed
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d4-1 -1
RACE FEATURES ABILITY:
Ranged Basic Attack - Unarmed
Telepathy - Communicate telepathically with creatures DAMAGE ABIL FEAT ENH MISC MISC
16 9 5 n/a 2 Psionic Augmentation - Gain augmentable at-wills instead Psychic Focus - +2 damage with psychic powers; +3 at
Arcana INT
Horus Page 1
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Dishearten
WEAPON
Mind Thrust
WEAPON
Betrayal
WEAPON
ARMOR
Summoned Cloth Armor (Basic Clothing) +2 (E)
ARMS
Phylactery of Action (heroic tier) (E)
FEET
ENCOUNTER POWERS
HANDS
Second Wind Resplendent Gloves (heroic tier) (E)
HEAD
Shard Swarm Headband of Intellect (heroic tier) (E)
NECK
Far Hand Cape of the Mountebank +1 (E)
RING
Forceful Push
RING
Hypnotic Pulse
UTILITY POWERS
Intellect Fortress
Everybody Move
Horus Page 2
CHARACTER NAME
Skills Action Point
Horus
PLAYER NAME ADDITIONAL EFFECTS
4 Acrobatics DEX
16 Arcana INT (Trained)
RACE
Shardmind
CLASS
Psion
LEVEL
8 3 Athletics STR
14 Bluff CHA (Trained)
SCORE ABILITY MOD 14 Diplomacy CHA (Trained)
HP AC 4 Dungeoneering WIS
8 STR –1 6 Endurance CON
23
50 10 CON +0 4 Heal WIS
Fort 9 History INT
Spd 4 Insight WIS
10 DEX +0 15
14 Intimidate CHA (Trained)
6 21 INT +5 Ref 4 Nature WIS
6 Perception WIS
20
Init 11 WIS +0 9 Religion INT
Will 4 Stealth DEX
+4 20 CHA +5 9 Streetwise CHA
22
4 Thievery DEX
ADDITIONAL EFFECTS Effect: Gain a standard action this turn.
Special: You are reset to one action point when
Passive Passive you take an extended rest. You gain an action
14 Insight 16 Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL
Standard Personal Standard 10 Area burst 1 within 10 squares Standard 10 Area burst 1 within 10 squares
ACTION 1 RANGE ACTION 1 RANGE
ACTION RANGE
AT-WILL ENCOUNTER DAILY 14 vs Will Each creature in burst 14 vs Will Each creature in burst
Effect: You spend a healing surge and regain 12 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Intelligence vs. Will Attack: Intelligence vs. Will
until the start of your next turn. Hit: 1d6 + Intelligence modifier (+5) psychic Hit: 1d6 + Intelligence modifier (+5) psychic
damage, and the target takes a –2 penalty to damage, and the target takes a –2 penalty to
attack rolls until the end of your next turn. attack rolls until the end of your next turn, and
the target cannot make opportunity attacks until
Accurate staff of Ruin +2: +14 attack, 1d6+14 the end of your next turn.
damage
Accurate staff of Ruin +2: +14 attack, 1d6+14
damage
+1 to attack rolls against bloodied creatures - Impending +1 to attack rolls against bloodied creatures - Impending
Victory. Victory.
Attack: Intelligence vs. Will Attack: Intelligence vs. Will Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier (+5) psychic Hit: 1d10 + Intelligence modifier (+5) psychic Hit: 1d10 + Intelligence modifier (+5) psychic
damage, and the target takes a penalty to attack damage. damage, and the target takes a penalty to Will
rolls equal to your Charisma modifier (+5) until Special: You can use this power unaugmented equal to your Charisma modifier (+5) until the
the end of your next turn. as a ranged basic attack. end of your next turn.
Special: You can use this power unaugmented
Accurate staff of Ruin +2: +14 attack, 2d6+14 Accurate staff of Ruin +2: +14 attack, 1d10+14 as a ranged basic attack.
damage damage
Accurate staff of Ruin +2: +14 attack, 1d10+14
damage
+1 to attack rolls against bloodied creatures - Impending +1 to attack rolls against bloodied creatures - Impending +1 to attack rolls against bloodied creatures - Impending
Victory. Victory. Victory.
Horus Page 3
Mind Thrust (Augment 2) Betrayal (Augment 0) Betrayal (Augment 1)
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Augmentable, Implement, Psionic, Psychic Augmentable, Charm, Implement, Psionic Augmentable, Charm, Implement, Psionic
Attack: Intelligence vs. Will Attack: Intelligence vs. Will Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier (+5) psychic Hit: You slide the target 1 square to a square Hit: You slide the target 1 square to a square
damage, and the target takes a penalty to all adjacent to an enemy. The target then makes a adjacent to an enemy. The target then makes a
defenses equal to your Charisma modifier (+5) melee basic attack as a free action against that melee basic attack as a free action against that
until the end of your next turn. enemy, with a bonus to the attack roll equal to enemy, with a bonus to the attack roll equal to
Special: You can use this power unaugmented your Charisma modifier (+5). your Charisma modifier (+5), and the target
as a ranged basic attack. gains a bonus to the damage roll equal to your
Accurate staff of Ruin +2: +13 attack Charisma modifier (+5).
Accurate staff of Ruin +2: +14 attack, 2d10+14
damage Accurate staff of Ruin +2: +13 attack
+1 to attack rolls against bloodied creatures - Impending +1 to attack rolls against bloodied creatures - Impending +1 to attack rolls against bloodied creatures - Impending
Victory. Victory. Victory.
Attack: Intelligence vs. Will Effect: Each target grants combat advantage to Target: One object that weighs 20 pounds or less and isn't
carried by another creature
Hit: You slide the target a number of squares you until the end of your next turn. You then
Effect: You either move the target to a square within range
equal to your Charisma modifier (+5) to a square teleport half your speed. or manipulate it. When you move the target with this power,
adjacent to an enemy. The target then makes a you can cause the target to remain aloft until the end of
melee basic attack as a free action against that your next turn. If you are holding the target when you use
enemy, with a bonus to the attack roll and the this power, you can put it into a container that's on your
person and simultaneously move a second object that you're
damage roll equal to your Charisma modifier carrying to your hand. The second object then becomes the
(+5). The target is also dazed until the end of target if it weighs 20 pounds or less.
your next turn. Sustain Minor: You either move the target to a square
within range or manipulate it.
Accurate staff of Ruin +2: +13 attack
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Effect: You slide the target 1 square, but not Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage, and
into hindering terrain. Hit: 2d6 + Intelligence modifier (+5) psychic ongoing 5 psychic damage (save ends).
Level 11: You slide the target 2 squares. damage, and the target is dazed (save ends). Miss: Half damage, and ongoing 3 psychic damage
(save ends).
Level 21: You slide the target 3 squares. Miss: The target is dazed until the end of your
Effect: Make a secondary attack.
next turn. Secondary Target: Each enemy adjacent to the
primary target
Accurate staff of Ruin +2: +14 attack, 2d6+14 Secondary Attack: Intelligence vs. Will
damage Hit: 1d6 + Intelligence modifier psychic damage, and
ongoing 5 psychic damage (save ends).
Horus Page 4
Intellect Fortress Everybody Move Accurate staff of Ruin +2
KEYWORDS USED KEYWORDS USED
Psionic Fear Staff
DAMAGE PROFICIENT GROUP RANGE
Imm Interrupt Personal Minor Close blast 3
ACTION RANGE ACTION 3
RANGE +2 attack rolls and damage rolls 8 +2d10 damage
ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
PROPERTIES
Trigger: You are hit by an attack Target: Each enemy in blast Whenever you make an attack using this staff,
Effect: Choose a defense. Until the end of your Effect: You push each target 1 square, but not you gain an item bonus to the attack's damage
next turn, you gain a power bonus to that into hindering terrain. rolls equal to the staff's enhancement bonus.
defense equal to your Charisma modifier (+5). Prerequisite: You must be trained in Intimidate.
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Psion 2 PH3 Intimidate 6 PH3 Off-hand 4 3400 PH3
Summoned Cloth Armor (Basic Clothing) +2Cape of the Mountebank +1 Resplendent Gloves (heroic tier)
- - 1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
+2 AC 6 Armor +1 Fortitude, Reflex, and Will 5 Neck Slot Item 5 Hands Slot Item
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
Power (At-Will): Minor Action. You banish this Power (Daily • Teleportation): Immediate
armor to a secure extradimensional location. At Reaction. Use this power when you are hit by an
any point in the future, unless you are wearing attack. Teleport 5 squares and gain combat
armor, you can use another minor action to recall advantage against the attacker until the end of
the armor. The armor appears on you as though your next turn.
you had donned it normally.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Body 4 1800 PH Neck 0 1000 AV Hands 0 1000 AV2
MAGIC ITEM MAGIC ITEM MAGIC ITEM
Phylactery of Action (heroic tier) Headband of Intellect (heroic tier) Siberys Shard of the Mage (heroic tier)
1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
Gain a +2 item bonus to knowledge or monster You gain a +1 bonus to damage rolls with
knowledge checks, and a +1 item bonus to attack implement attacks that use the augmented
rolls on powers that have the psychic keyword. weapon.
Power (Encounter): No Action. Reroll a saving Power (Daily): Minor Action. Gain a +2 power
throw against any effect on you that applies one bonus to the next Intelligence attack that you
or more of these conditions: dazed, immobilized, make this turn.
petrified, restrained, or stunned. You must use
the new result, even if it is lower.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Arms 0 680 RVOH Head 0 5000 AV 0 680 EPG
Horus Page 5
Resplendent Finery
Only the most fashionable adventurers
seek out the clothing that makes up the
set known as Resplendent Finery. The
items of the Resplendent Finery grant
potent defenses and mental abilities to
any character, but these garments are
favored by bards, fey pact warlocks, and
illusionist wizards.
Horus Page 6