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Character Sheet Player Name Yurius Papers 14 Wizard Hermetic Saboteur 52,145 Character Name Level Class Paragon Path Epic Destiny Total XP Deva Medium 25 Male 6'1" 175 Good Ioun Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number INITIATIVE SCORE DEX 1/2 LVL MISC 19 Initiative 2 7 10 CONDITIONAL MODIFIERS ABILITY SCORES SCORE ABILITY ABIL MOD MOD + 1/2 LVL 9 STR Strength -1 6 15 CON Constitution 2 9 14 DEX Dexterity 2 9 22 INT Intelligence 6 13 20 WIS Wisdom 5 12 11 CHA Charisma 0 7 HIT POINTS MAX HP HEALING SURGES BLOODIED SURGE VALUE SURGES/DAY 1/2 HP 1/4 HP 77 38 19 8 CURRENT HIT POINTS CURRENT SURGE USES SECOND WIND 1/ENCOUNTER USED TEMPORARY HIT POINTS DEATH SAVING THROW FAILURES SAVING THROW MODS RESISTANCES Resist 12 Necrotic, Resist 12 Radiant CURRENT CONDITIONS AND EFFECTS SKILLS BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC 9 Acrobatics DEX 9 0 20 Arcana INT 13 5 n/a 2 6 Athletics STR 6 0 7 Bluff CHA 7 0 n/a 7 Diplomacy CHA 7 0 n/a 17 Dungeoneering WIS 12 5 n/a 9 Endurance CON 9 0 12 Heal WIS 12 0 n/a 20 History INT 13 5 n/a 2 12 Insight WIS 12 0 n/a 7 Intimidate CHA 7 0 n/a 12 Nature WIS 12 0 n/a 12 Perception WIS 12 0 n/a 20 Religion INT 13 5 n/a 2 9 Stealth DEX 9 0 7 Streetwise CHA 7 0 n/a 9 Thievery DEX 9 0 DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 26 AC 17 6 3 CONDITIONAL BONUSES +1 AC against attacks made by bloodied creatures 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 22 FORT 17 2 3 CONDITIONAL BONUSES +1 Fortitude Defense against attacks made by bloodied creatures 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 26 REF 17 6 3 CONDITIONAL BONUSES +1 Reflex Defense against attacks made by bloodied creatures 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 29 WILL 17 5 2 3 1 1 CONDITIONAL BONUSES +1 Will Defense against attacks made by bloodied creatures ACTION POINTS Action Points MILESTONES 0 1 2 ACTION POINTS 1 2 3 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS RACE FEATURES Astral Majesty - +1 bonus to all defenses against bloodied creatures Astral Resistance - Resist necrotic and resist radiant equal to 5 + one-half your level Immortal Origin - Immortal creature origin Memory of a Thousand Lifetimes - Have the memory of a thousand lifetimes power CLASS / PATH / DESTINY FEATURES Arcane Implement Mastery - Choose Orb of Imposition, St Orb of Imposition - Encounter, free; with orb, penalize Cantrips Ritual Casting - Gain Ritual Caster as a bonus feat. Spellbook Attune Target Saboteur's Action LANGUAGES KNOWN Common, Draconic, Deep Speech MOVEMENT SCORE BASE ARMOR ITEM MISC 6 Speed (Squares) 6 SPECIAL MOVEMENT SENSES SCORE PASSIVE SENSE BASE SKILL BONUS 22 Passive Insight 10 + 12 22 Passive Perception 10 + 12 SPECIAL SENSES ATTACK WORKSPACE ABILITY: Ray of Frost - Orb of Impenetrable Escape +3 ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC + 17 7 6 3 1 ABILITY: Psychic Detonations Attack - Orb of Impenetrable ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC + 17 7 6 3 1 ABILITY: Orbmaster's Umbral Assault - Orb of Impenetrabl ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC + 17 7 6 3 1 DAMAGE WORKSPACE ABILITY: Ray of Frost - Orb of Impenetrable Escape +3 DAMAGE ABIL FEAT ENH MISC MISC 1d6+12 6 3 3 ABILITY: Psychic Detonations Attack - Orb of Impenetrable DAMAGE ABIL FEAT ENH MISC MISC 2d6+12 6 3 3 ABILITY: Orbmaster's Umbral Assault - Orb of Impenetrabl DAMAGE ABIL FEAT ENH MISC MISC 1d6+12 6 3 3 BASIC ATTACKS ATTACK DEFENSE WEAPON OR POWER DAMAGE 6 vs AC 1d4-1 Unarmed (Melee) FEATS Ritual Caster - Master and perform rituals Implement Expertise (orb) - +1 to attack rolls with orbs Improved Initiative - +4 to initiative checks Enlarge Spell - -2 to damage to increase size of blast or burst Battle Intuition - Use Wis mod for Initiative check. +2 to Initiative. Far Spell Improved Orb of Imposition - Target that fails a saving throw takes extra damage Dual Implement Spellcaster - Add off-hand implement enhancement to damage rolls Lasting Frost - Target hit with cold power gains vulnerable cold 5 Danger Sense - Roll twice for initiative, use the higher result Yurius Papers Page 1

D&D 4E Character Sheet - Meetupfiles.meetup.com/1335166/Yurius Papers 14th.pdf · Character Sheet Player Name ... AT-WILL POWER ® Thunderwave KEYWORDS Arcane, Implement, Thunder

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Character Sheet

Player Name

Yurius Papers 14 Wizard Hermetic Saboteur 52,145Character Name Level Class Paragon Path Epic Destiny Total XP

Deva Medium 25 Male 6'1" 175 Good IounRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVESCORE DEX 1/2 LVL MISC

19 Initiative 2 7 10

CONDITIONAL MODIFIERS

ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL

9 STRStrength

-1 6

15 CONConstitution

2 9

14 DEXDexterity

2 9

22 INTIntelligence

6 13

20 WISWisdom

5 12

11 CHACharisma

0 7

HIT POINTSMAX HP HEALING SURGES

BLOODIED SURGE VALUE SURGES/DAY

1/2 HP 1/4 HP

77 38 19 8

CURRENT HIT POINTS CURRENT SURGE USES

SECOND WIND 1/ENCOUNTER USED

TEMPORARY HIT POINTS

DEATH SAVING THROW FAILURES

SAVING THROW MODS

RESISTANCES Resist 12 Necrotic, Resist 12 Radiant

CURRENT CONDITIONS AND EFFECTS

SKILLS

BONUS SKILL NAMEABIL MOD+ 1/2 LVL

TRND(+5)

ARMORPENALTY MISC

9 Acrobatics DEX 9 0

20 Arcana INT 13 5 n/a 2

6 Athletics STR 6 0

7 Bluff CHA 7 0 n/a

7 Diplomacy CHA 7 0 n/a

17 Dungeoneering WIS 12 5 n/a

9 Endurance CON 9 0

12 Heal WIS 12 0 n/a

20 History INT 13 5 n/a 2

12 Insight WIS 12 0 n/a

7 Intimidate CHA 7 0 n/a

12 Nature WIS 12 0 n/a

12 Perception WIS 12 0 n/a

20 Religion INT 13 5 n/a 2

9 Stealth DEX 9 0

7 Streetwise CHA 7 0 n/a

9 Thievery DEX 9 0

DEFENSESSCORE 10 + ARMOR/

DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

26 AC 17 6 3

CONDITIONAL BONUSES

+1 AC against attacks made by bloodied creatures

10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

22 FORT 17 2 3

CONDITIONAL BONUSES

+1 Fortitude Defense against attacks made by bloodied creatures

10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

26 REF 17 6 3

CONDITIONAL BONUSES

+1 Reflex Defense against attacks made by bloodied creatures

10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

29 WILL 17 5 2 3 1 1

CONDITIONAL BONUSES

+1 Will Defense against attacks made by bloodied creatures

ACTION POINTS

Action PointsMILESTONES

012

ACTION POINTS123

ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

RACE FEATURES

Astral Majesty - +1 bonus to all defenses against bloodied

creatures

Astral Resistance - Resist necrotic and resist radiant equal

to 5 + one-half your level

Immortal Origin - Immortal creature origin

Memory of a Thousand Lifetimes - Have the memory of

a thousand lifetimes power

CLASS / PATH / DESTINY FEATURES

Arcane Implement Mastery - Choose Orb of Imposition, Staff of Defense, or Wand of Accuracy.

Orb of Imposition - Encounter, free; with orb, penalize foe's saving throws against your s

Cantrips

Ritual Casting - Gain Ritual Caster as a bonus feat.

Spellbook

Attune Target

Saboteur's Action

LANGUAGES KNOWN

Common, Draconic, Deep Speech

MOVEMENTSCORE BASE ARMOR ITEM MISC

6 Speed (Squares) 6

SPECIAL MOVEMENT

SENSESSCORE PASSIVE SENSE BASE SKILL BONUS

22 Passive Insight 10 + 12

22 Passive Perception 10 + 12

SPECIAL SENSES

ATTACK WORKSPACEABILITY: Ray of Frost - Orb of Impenetrable Escape +3ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 17 7 6 3 1

ABILITY: Psychic Detonations Attack - Orb of Impenetrable Escape +3ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 17 7 6 3 1

ABILITY:Orbmaster's Umbral Assault - Orb of Impenetrable Escape +3ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 17 7 6 3 1

DAMAGE WORKSPACEABILITY: Ray of Frost - Orb of Impenetrable Escape +3DAMAGE ABIL FEAT ENH MISC MISC

1d6+12 6 3 3

ABILITY: Psychic Detonations Attack - Orb of Impenetrable Escape +3DAMAGE ABIL FEAT ENH MISC MISC

2d6+12 6 3 3

ABILITY:Orbmaster's Umbral Assault - Orb of Impenetrable Escape +3DAMAGE ABIL FEAT ENH MISC MISC

1d6+12 6 3 3

BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE

6 vs AC 1d4-1Unarmed (Melee)

FEATS

Ritual Caster - Master and perform rituals

Implement Expertise (orb) - +1 to attack rolls with orbs

Improved Initiative - +4 to initiative checks

Enlarge Spell - -2 to damage to increase size of blast or

burst

Battle Intuition - Use Wis mod for Initiative check. +2 to

Initiative.

Far Spell

Improved Orb of Imposition - Target that fails a saving

throw takes extra damage

Dual Implement Spellcaster - Add off-hand implement

enhancement to damage rolls

Lasting Frost - Target hit with cold power gains vulnerable

cold 5

Danger Sense - Roll twice for initiative, use the higher

result

Yurius Papers Page 1

POWER INDEXList your powers below.

Check the box when the power is used.Clear the box when the power renews.

AT-WILL POWERS

Ghost Sound

Light

Mage Hand

Prestidigitation

Ray of Frost

Thunderwave

ENCOUNTER POWERS

Second Wind

Memory of a Thousand Lifetimes

Orb of Imposition

Icy Rays

Twist of Space

Psychic Detonations

Psychic Detonations Attack

Sabotage Trap

Orbmaster's Umbral Assault

DAILY POWERS

Sleep

Grasp of the Grave

Visions of Ruin

Acid Arrow

Bigby's Icy Grasp

Ice Storm

UTILITY POWERS

Shield

Wizard's Escape

Blur

Guardian Blades

Levitate

Mass Resistance

OTHER EQUIPMENT

Spellbook

Adventurer's Kit

COINS AND OTHER WEALTHMoney on hand: 1 ad; 26 pp; 69 gp; 2 sp

Stored money: 0 gp

Encumbrance: 39 / 90

MAGIC ITEM INDEXList your powers below.

Check the box when the power is used.Clear the box when the power renews.

MAGIC ITEMSWEAPON

Orb of Impenetrable Escape +3 (Off-hand) (E)

WEAPONOrb of Drastic Resolutions +3 (Off-hand) (E)

WEAPON

WEAPON

ARMORDisplacer Githweave Armor +3 (E)

ARMSBracers of Rejuvenation (heroic tier) (E)

FEET

HANDS

HEADCirclet of Mental Onslaught (paragon tier) (E)

NECKTimeless Locket +3 (E)

RING

RING

WAIST

Potion of Healing (heroic tier)

Power Jewel (heroic tier)

Potion of Clarity (level 5) (3)

Salve of Power (heroic tier)

Daily Item Powers Per Day

Heroic (1-10) Milestone / / /

Paragon (11-20) Milestone / / /

Epic (21-30) Milestone / / /

RITUALS / ALCHEMY

Amanuensis

Arcane Mark

Tenser's Floating Disk

Unseen Servant

CHARACTER PORTRAIT

PERSONALITY TRAITS

MANNERISMS AND APPEARANCE

CHARACTER BACKGROUNDBirth - Omen

Your birth was marked by an unusual occurrence—perhaps a

great storm, an eclipse, or the start or end of a battle. What was the omen? How was it interpreted? Were others born

under the same omen, and if so, do you have any special relationships with them?

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

Yurius Papers Page 2

PLAY DATA ®

CHARACTER NAME

Yurius PapersPLAYER NAME

RACEDeva

CLASSWizard

LEVEL14

22Passive

Insight 22Passive

Perception

HP

77

Spd

6

Init

+19

SCORE ABILITY MOD

9 –1STR

15 +2CON

14 +2DEX

22 +6INT

20 +5WIS

11 +0CHA

AC

26

Fort

22

Ref

26

Will

29

®

Second Wind

KEYWORDS USED

Standard

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

Effect: You spend a healing surge and regain 19 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

ADDITIONAL EFFECTS

CLASS LEVEL BOOKPH

UTILITY POWER ®

Ghost Sound

KEYWORDSArcane, Illusion

USED

Standard

ACTION

Ranged 10

RANGE

ATTACK

One object or unoccupied square

TARGET

10

vs

DEFENSE

Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

FLAVOR TEXT

With a wink, you create an illusory sound that emanates from somewhere close by.

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Light

KEYWORDSArcane

USED

Minor

ACTION

Ranged 5

RANGE

ATTACK

One object or unoccupied square

TARGET

5

vs

DEFENSE

Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

FLAVOR TEXT

With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Mage Hand

KEYWORDSArcane, Conjuration

USED

Minor

ACTION

Ranged 5

RANGE

ATTACK TARGET

5

vs

DEFENSE

Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power,

the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.

As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.

Sustain Minor: You can sustain the hand indefinitely.Special: You can create only one hand at a time.

FLAVOR TEXT

You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Prestidigitation

KEYWORDSArcane

USED

Standard

ACTION

Ranged 2

RANGE

ATTACK TARGET

2

vs

DEFENSE

Effect: Use this cantrip to accomplish one of the effects given below.•LMove up to 1 pound of material.•LCreate a harmless sensory effect, such as a shower of sparks, a puff of

wind, faint music, or a strong odor.• Color, clean, or soil items in 1 cubic foot for up to 1 hour.• Instantly light (or snuff out) a candle, a torch, or a small campfire.• Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.

• Make a small mark or symbol appear on a surface for up to 1 hour.• Produce out of nothingness a small item or image that exists until the end

of your next turn.• Make a small, handheld item invisible until the end of your next turn.

Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.

Special: You can have as many as three prestidigitation effects active at one time.

FLAVOR TEXT

You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Ray of Frost

KEYWORDSArcane, Cold, Implement

USED

Standard

ACTION

Ranged 10

RANGE

17

ATTACK

One creature

TARGET

10

vs Fort

DEFENSE

Attack: Intelligence vs. FortitudeHit: 1d6 + Intelligence modifier (+6) cold damage, and the target is slowed until the end of your next turn.Increase damage to 2d6 + Intelligence modifier (+6) at 21st level.

Orb of Impenetrable Escape +3: +17 attack, 1d6+12 damageOrb of Drastic Resolutions +3: +17 attack, 1d6+12 damageFLAVOR TEXT

A blisteringly cold ray of white frost streaks to your target.

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Thunderwave

KEYWORDSArcane, Implement, Thunder

USED

Standard

ACTION

Close blast 3

RANGE

17

ATTACK

Each creature in blast

TARGET

3

vs Fort

DEFENSE

Attack: Intelligence vs. FortitudeHit: 1d6 + Intelligence modifier (+6) thunder damage, and you push the target a number of squares equal to your Wisdom modifier (+5).Increase damage to 2d6 + Intelligence modifier (+6) at 21st level.

Orb of Impenetrable Escape +3: +17 attack, 1d6+12 damageOrb of Drastic Resolutions +3: +17 attack, 1d6+12 damageFLAVOR TEXT

You create a whip-crack of sonic power that lashes up from the ground.

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Yurius Papers Page 3

Memory of a Thousand Lifetimes

KEYWORDS USED

No Action

ACTION

Personal

RANGE

ATTACK TARGET

vs

DEFENSE

Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the resultEffect: You add 1d6 to the triggering roll.

FLAVOR TEXT

The dreamlike memories of your previous lives lend insight to aid you.

CLASSRacial Power

LEVEL*

BOOKPH2

ENCOUNTER POWER ®

Orb of Imposition

KEYWORDSImplement

USED

Free

ACTION RANGE

ATTACK TARGET

vs

DEFENSE

Effect: you can use your orb to gain one of the following two effects.You can designate one creature you have cast a wizard spell

upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier (+5).

Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of

your current turn. The effect instead ends at the end of your next turn.Requirement: You must wield an orb to use this ability.

FLAVOR TEXT

Control wizards select this form of mastery because it helps extend the duration of their control effects.

CLASS LEVEL*

BOOKPH

ENCOUNTER POWER ®

Icy Rays

KEYWORDSArcane, Cold, Implement

USED

Standard

ACTION

Ranged 10

RANGE

17

ATTACK

One or two creatures

TARGET

10

vs Reflex

DEFENSE

Attack: Intelligence vs. Reflex, one attack per targetHit: 1d10 + Intelligence modifier (+6) cold damage, and the target is immobilized until the end of your next turn.

Orb of Impenetrable Escape +3: +17 attack, 1d10+12 damageOrb of Drastic Resolutions +3: +17 attack, 1d10+12 damage

FLAVOR TEXT

You fire two bolts of brilliant blue-white energy. A thin path of frost appears on the ground below each one before fading away.

CLASSWizard

LEVEL3

BOOKPH

ENCOUNTER POWER ®

Twist of Space

KEYWORDSArcane, Implement, Teleportation

USED

Standard

ACTION

Area burst 1 within 10 squares

RANGE

17

ATTACK

Each creature in burst

TARGET

10

1

vs Will

DEFENSE

Attack: Intelligence vs. WillHit: 1d6 + Intelligence modifier (+6) damage, and the target is teleported 3 squares and slowed until the end of your next turn.

Orb of Impenetrable Escape +3: +17 attack, 1d6+12 damageOrb of Drastic Resolutions +3: +17 attack, 1d6+12 damage

FLAVOR TEXT

You bend and fold the fabric of space, scattering your enemies across the battlefield.

CLASSWizard

LEVEL7

BOOKAP

ENCOUNTER POWER ®

Psychic Detonations

KEYWORDSArcane, Illusion, Implement, Psychic

USED

Standard

ACTION

Ranged 10

RANGE

ATTACK TARGET

10

vs

DEFENSE

Effect: You bring into being three illusory traps in three separate squares that last until the end of your next turn. Each trap can use the Psychic Detonations Attack power the first time it is triggered.Special: Triggering this attack is considered triggering a trap for the purpose of your sabotage trap power.

FLAVOR TEXT

You tap on the floor, and three illusory traps are set under the feet of your enemies.

CLASSHermetic Saboteur

LEVEL11

BOOKAP

ENCOUNTER POWER ®

Psychic Detonations Attack

KEYWORDSArcane, Illusion, Implement, Psychic

USED

ACTION

Close burst 1

RANGE

17

ATTACK

The triggering creature

TARGET

1

vs Will

DEFENSE

Requirement: The Psychic Detonations power must be active to use this power.

Trigger: A creature starts its turn in or moves adjacent to a square containing a trap

Attack: Intelligence vs. WillHit: 2d6 + Intelligence modifier (+6) psychic damage,

and the target is knocked prone.

Orb of Impenetrable Escape +3: +17 attack, 2d6+12 damage

Orb of Drastic Resolutions +3: +17 attack, 2d6+12 damage

FLAVOR TEXT

You tap on the floor, and three illusory traps are set under the feet of your enemies.

CLASS LEVEL*

BOOKAP

ENCOUNTER POWER ®

Sabotage Trap

KEYWORDSArcane, Teleportation

USED

ACTION

Ranged 10

RANGE

ATTACK

The triggering creature

TARGET

10

vs

DEFENSE

Trigger: A creature triggers a trap within rangeSecondary Target: A different creature within 10 squares of the primary targetEffect: The primary target and secondary targets swap positions, and the secondary target is considered to have triggered the trap. If the secondary target is you or an ally, he or she gains a +4 bonus to all defenses against that trap's attacks until the end of the secondary target's next turn.

FLAVOR TEXT

Sometimes the wrong person triggers the trap. Fortunately, you have an answer for that.

CLASSHermetic Saboteur

LEVEL12

BOOKAP

ENCOUNTER POWER ®

Orbmaster's Umbral Assault

KEYWORDSArcane, Illusion, Implement, Necrotic, Zone

USED

Standard

ACTION

Area burst 1 within 20 squares

RANGE

17

ATTACK

Each creature in burst

TARGET

20

1

vs Will

DEFENSE

Attack: Intelligence vs. Will

Hit: 1d6 + Intelligence modifier (+6) necrotic damage.

Effect: The burst creates a zone of illusory darkness that lasts until the end of your next turn. All creatures are blinded

while they are within the zone.Orb of Imposition: You can extend the duration of this

effect, even though it is not an at-will power. If you do so,

the zone expands to a burst 3 and doesn't affect you or your allies.

Orb of Impenetrable Escape +3: +17 attack, 1d6+12 damage

Orb of Drastic Resolutions +3: +17 attack, 1d6+12 damage

FLAVOR TEXT

A shroud of roiling shadows coalesces around your orb. Your enemies see a globe of utter blackness flare out to engulf them.

CLASSWizard

LEVEL13

BOOKAP

ENCOUNTER POWER ®

Sleep

KEYWORDSArcane, Implement, Sleep

USED

Standard

ACTION

Area burst 2 within 20 squares

RANGE

17

ATTACK

Each creature in burst

TARGET

20

2

vs Will

DEFENSE

Attack: Intelligence vs. WillHit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).Miss: The target is slowed (save ends).

Orb of Impenetrable Escape +3: +17 attackOrb of Drastic Resolutions +3: +17 attack

FLAVOR TEXT

You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.

CLASSWizard

LEVEL1

BOOKPH

DAILY POWER ®

Yurius Papers Page 4

Acid ArrowSPELLBOOKKEYWORDS

Acid, Arcane, ImplementUSED

Standard

ACTION

Ranged 20

RANGE

17

ATTACK

One creature

TARGET

20

vs Reflex

DEFENSE

Attack: Intelligence vs. ReflexHit: 2d8 + Intelligence modifier (+6) acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.

Secondary Target: Each creature adjacent to the primary targetSecondary Attack: Intelligence vs. Reflex

Hit: 1d8 + Intelligence modifier (+6) acid damage, and ongoing 5 acid damage (save ends).Miss: Half damage, and ongoing 2 acid damage to primary

target (save ends), and no secondary attack.

Orb of Impenetrable Escape +3: +17 attack, 2d8+12 damage

Orb of Drastic Resolutions +3: +17 attack, 2d8+12 damage

FLAVOR TEXT

A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.

CLASSWizard

LEVEL1

BOOKPH

DAILY POWER ®

Grasp of the Grave

KEYWORDSArcane, Implement, Necrotic, Zone

USED

Standard

ACTION

Area burst 2 within 20 squares

RANGE

17

ATTACK

Each enemy in burst

TARGET

20

2

vs Reflex

DEFENSE

Attack: Intelligence vs. ReflexHit: 1d10 + Intelligence modifier (+6) necrotic damage,

and the target is dazed until the end of your next turn.Miss: 1d10 + Intelligence modifier (+6) necrotic damage.Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage.

Orb of Impenetrable Escape +3: +17 attack, 1d10+12 damageOrb of Drastic Resolutions +3: +17 attack, 1d10+12 damage

FLAVOR TEXT

Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes.

CLASSWizard

LEVEL5

BOOKDragon 372

DAILY POWER ®

Bigby's Icy GraspSPELLBOOKKEYWORDS

Arcane, Cold, Conjuration, ImplementUSED

Standard

ACTION

Ranged 20

RANGE

17

ATTACK

One creature adjacent to the hand

TARGET

20

vs Reflex

DEFENSE

Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.Attack: Intelligence vs. Reflex

Hit: 2d8 + Intelligence modifier (+6) cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.

Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier (+6) cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.

Orb of Impenetrable Escape +3: +17 attack, 2d8+12 damageOrb of Drastic Resolutions +3: +17 attack, 2d8+12 damage

FLAVOR TEXT

You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them.

CLASSWizard

LEVEL5

BOOKPH

DAILY POWER ®

Visions of Ruin

KEYWORDSArcane, Fear, Illusion, Implement, Psychic, Zone

USED

Standard

ACTION

Area burst 1 within 10 squares

RANGE

17

ATTACK

Each creature in burst

TARGET

10

1

vs Will

DEFENSE

Effect: The burst creates a zone of illusory safety. A target that is

forced to leave the zone takes 2d8 + Intelligence modifier (+6) psychic

damage, and this effect ends for it. The zone lasts until no creature is subject to this effect.

Attack: Intelligence vs. Will

Hit: The target is affected by visions of ruin (save ends). While affected

by visions of ruin, it cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone.

Miss: Until the end of your next turn, the target cannot voluntarily leave

the zone, and it does not have line of sight to targets outside the zone.

Special: A creature whose space is partly within the zone can move only into squares within the zone.

Orb of Impenetrable Escape +3: +17 attackOrb of Drastic Resolutions +3: +17 attack

FLAVOR TEXT

Your foes scream in terror as a great cataclysm seems to destroy the world around them. Only the small area they occupy is safe from the horrid destruction they witness.

CLASSWizard

LEVEL9

BOOKAP

DAILY POWER ®

Ice StormSPELLBOOKKEYWORDS

Arcane, Cold, Implement, ZoneUSED

Standard

ACTION

Area burst 3 within 20 squares

RANGE

17

ATTACK

Each creature in burst

TARGET

20

3

vs Fort

DEFENSE

Attack: Intelligence vs. FortitudeHit: 2d8 + Intelligence modifier (+6) cold damage, and

the target is immobilized (save ends).Miss: Half damage, and the target is slowed (save ends).Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.

Orb of Impenetrable Escape +3: +17 attack, 2d8+12 damageOrb of Drastic Resolutions +3: +17 attack, 2d8+12 damage

FLAVOR TEXT

A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice.

CLASSWizard

LEVEL9

BOOKPH

DAILY POWER ®

Shield

KEYWORDSArcane, Force

USED

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

Trigger: You are hit by an attackEffect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

ADDITIONAL EFFECTS

You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.

CLASSWizard

LEVEL2

BOOKPH

UTILITY POWER ®

Guardian BladesSPELLBOOKKEYWORDS

Arcane, FearUSED

Minor

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier (+6). No enemy can take this damage more than once per turn.

ADDITIONAL EFFECTS

Three spectral blades appear around you, floating in a ring that wards away your foes.

CLASSWizard

LEVEL2

BOOKAP

UTILITY POWER ®

Wizard's Escape

KEYWORDSArcane, Teleportation

USED

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

Trigger: An enemy hits you with a melee attackEffect: You teleport 5 squares to a space that is not adjacent to an enemy.

ADDITIONAL EFFECTS

With a flash, you are gone.

CLASSWizard

LEVEL6

BOOKAP

UTILITY POWER ®

LevitateSPELLBOOKKEYWORDS

ArcaneUSED

Move

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a –2 penalty to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall.Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power, you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don't sustain the power, you descend to the ground without taking falling damage.

ADDITIONAL EFFECTS

You hold out your hands, and suddenly you feel air beneath your feet.

CLASSWizard

LEVEL6

BOOKPH

UTILITY POWER ®

Yurius Papers Page 5

Blur

KEYWORDSArcane, Illusion

USED

Minor

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you.

ADDITIONAL EFFECTS

You cloak yourself with a shimmering aura, making your outline almost impossible to discern.

CLASSWizard

LEVEL10

BOOKPH

UTILITY POWER ®

Mass ResistanceSPELLBOOKKEYWORDS

ArcaneUSED

Minor

ACTION

Close burst 10

RANGE10

AT-WILL ENCOUNTER DAILY

Target: You and each ally in burstEffect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to one-half your level + your Intelligence modifier (+6).

ADDITIONAL EFFECTS

You wrap arcane strands about yourself and all your allies, insulating all against a particular type of damage.

CLASSWizard

LEVEL10

BOOKAP

UTILITY POWER ®

Orb of Impenetrable Escape +3

DAMAGE PROFICIENT GROUP RANGE

+3 attack rolls and damage rolls

ENHANCEMENT

11

LEVEL CRITICAL

PROPERTIES

AT-WILL ENCOUNTER DAILY

POWER

Power (Daily): Free Action. Use this power when a creature makes a save against one of your powers. It rerolls its saving throw and must take the new result.

ITEM SLOTOff-hand

WEIGHT0

PRICE9000

BOOKAV

MAGIC WEAPON ®

Orb of Drastic Resolutions +3

DAMAGE PROFICIENT GROUP RANGE

+3 attack rolls and damage rolls

ENHANCEMENT

13

LEVEL

+3d6 damage

CRITICAL

PROPERTIES

AT-WILL ENCOUNTER DAILY

POWER

Power (Daily): Free Action. You can use this power when an enemy within 10 squares of you drops to 0 hit points or fewer. Immobilize (save ends) or weaken (save ends) a different enemy within 10 squares of you.

ITEM SLOTOff-hand

WEIGHT0

PRICE17000

BOOKPH

MAGIC WEAPON ®

Potion of Healing (heroic tier)

AC BONUS CHECK SPEED

1

QUANTITY

ENHANCEMENT

5

LEVEL

Potion

TYPE

PROPERTIES

AT-WILL ENCOUNTER DAILY

POWER

Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

ITEM SLOT WEIGHT0

PRICE50

BOOKPH

MAGIC ITEM ®

Power Jewel (heroic tier)

AC BONUS CHECK SPEED

1

QUANTITY

ENHANCEMENT

5

LEVEL

Wondrous Item

TYPE

PROPERTIES

AT-WILL ENCOUNTER DAILY

POWER

Power (Daily): Minor Action. This power allows you to regain the use of an encounter power of 1st or 3rd level.Special: You must have reached at least one milestone today to activate this item.

ITEM SLOT WEIGHT0

PRICE1000

BOOKAV

MAGIC ITEM ®

Potion of Clarity (level 5)

AC BONUS CHECK SPEED

3

QUANTITY

ENHANCEMENT

5

LEVEL

Potion

TYPE

PROPERTIES

AT-WILL ENCOUNTER DAILY

POWER

Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll.

ITEM SLOT WEIGHT0

PRICE50

BOOKAV

MAGIC ITEM ®

Bracers of Rejuvenation (heroic tier)

AC BONUS CHECK SPEED

1

QUANTITY

ENHANCEMENT

8

LEVEL

Arms Slot Item

TYPE

PROPERTIES

AT-WILL ENCOUNTER DAILY

POWER

Power (Healing Surge): Minor Action. Gain a +1 item bonus to all rolls, defenses, and saving throws until the end of your next turn.

ITEM SLOTArms

WEIGHT0

PRICE3400

BOOKAV

MAGIC ITEM ®

Salve of Power (heroic tier)

AC BONUS CHECK SPEED

1

QUANTITY

ENHANCEMENT

10

LEVEL

Wondrous Item

TYPE

PROPERTIES

AT-WILL ENCOUNTER DAILY

POWER

Power (Daily): Minor Action. When salve of power

is applied to a creature, the target can expend one healing surge to regain the use of one daily power

of 5th level or lower (instead of regaining hit points). If the target has no healing surges

remaining, it cannot benefit from the salve.

ITEM SLOT WEIGHT0

PRICE5000

BOOKAV

MAGIC ITEM ®

Yurius Papers Page 6

Circlet of Mental Onslaught (paragon tier)

AC BONUS CHECK SPEED

1

QUANTITY

ENHANCEMENT

11

LEVEL

Head Slot Item

TYPE

PROPERTIES

Gain a +1 bonus to Will defense.

AT-WILL ENCOUNTER DAILY

POWER

Power (Daily): Minor Action. Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.

ITEM SLOTHead

WEIGHT0

PRICE9000

BOOKAV

MAGIC ITEM ®

Displacer Githweave Armor +3

0

AC BONUS

-

CHECK

-

SPEED

1

QUANTITY

+3 AC

ENHANCEMENT

14

LEVEL

Armor

TYPE

PROPERTIES

Githzerai weavers first taught other peoples the methods of making githweave. It's clear that the githzerai took these techniques from their erstwhile masters, the mind flayers.

AT-WILL ENCOUNTER DAILY

POWER

Power (Daily • Illusion): Minor Action. Any enemy making a melee or ranged attack against you must roll two d20s for the attack roll and use the lower result. This effect lasts until the end of the encounter.

ITEM SLOTBody

WEIGHT2

PRICE21000

BOOKAV

MAGIC ITEM ®

Timeless Locket +3

AC BONUS CHECK SPEED

1

QUANTITY

+3 Fortitude, Reflex, and Will

ENHANCEMENT

14

LEVEL

Neck Slot Item

TYPE

PROPERTIES

You gain an item bonus to initiative checks equal to the locket's enhancement bonus.

AT-WILL ENCOUNTER DAILY

POWER

Power (Daily): Minor Action. You take a standard action.

ITEM SLOTNeck

WEIGHT0

PRICE21000

BOOKAV2

MAGIC ITEM ®

Yurius Papers Page 7