Power Name
Power Source
Type
None
Will
Encounter
Daily
Action Type
Range Type
Range
Attack and Effects
[?Formula Info]
Uses Available
1
2
3
4
AC Arm/Abil Formula
Fortitude Arm/Abil Formula
Reflex Arm/Abil Formula
Will Arm/Abil Formula
[?Formula Info]
Character Name
Player
Base Class
Paragon Class
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align
Deity
Current XP
Next XP
Level
Basic Stats
Ability
Score
Temp
Mod
Mod+
½LvL
STR
CON
DEX
INT
WIS
CHA
Total
Mod
Feat
Misc
Temp
Initiative
P. Perception
P. Insight
Other Senses
Total
Base
Feat
Item
Arm
Misc
Temp
Walk
Other Forms of Movement
Skills
Total
Skill Name
Abil
Train
(+5)
Mod+
½LvL
Arm
Feat
Misc
Tmp
Acrobatics
Dex
Arcana
Int
Athletics
Str
Bluff
Cha
Diplomacy
Cha
Dungeoneering
Wis
Endurance
Con
Heal
Wis
History
Int
Insight
Wis
Intimidate
Cha
Nature
Wis
Perception
Wis
Religion
Int
Stealth
Dex
Streetwise
Cha
Thievery
Dex
Defense
Total
10+
½LvL
Arm/
Abil
Race/
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
Will
Current HP
Max HP
Bloodied
Surges Available
Max Surges
Heal Amount
Armor
Shield
Check Pen
Speed Pen
Heavy
Defensive Notes and Resistances
Racial Features
Class Features
Extra Calc Areas
[?]
Name
Total
Formula
1
2
3
4
5
6
Feats
Feat Name
LvL
Other
Second Wind
Death Saves
Powers
Action Points
Action Point Bonus Effects
Thundering Armor
Arcane
Standard
Close
burst 10
`b`Primary Target:`b` You or 1A in the burst.`br``b`Effect:`b` +1 power bonus to AC UENT.`br``b`Secondary Target:`b` 1C adjacent to prime`br``b`Attack:`b` Int vs Fort (+10)`br``b`Hit:`b` 1d8+Int (6) thunder damage, push 3 sq away from primary.
`b`Primary Target:`b` You or 1A in the burst.`br``b`Effect:`b` +1 power bonus to AC UENT.`br``b`Secondary Target:`b` 1C adjacent to prime`br``b`Attack:`b` Int vs Fort (+10)`br``b`Hit:`b` 1d8+Int (6) thunder damage, push 3 sq away from primary.
Thunderwave
Arcane, Evoc, Thunder
Standard
Close
blast 3
`b`Target:`b` EC in blast`br``b`Attack:`b` Int vs Fort (+10)`br``b`Hit:`b` 1d6+Int (6) thunder damage, push 5 sq
`b`Target:`b` EC in blast`br``b`Attack:`b` Int vs Fort (+10)`br``b`Hit:`b` 1d6+Int (6) thunder damage, push 5 sq
Glorious Presence
Arcane, Charm, Enchant, Rad
Standard
Close
burst 2
`b`Target:`b` EE in burst`br``b`Attack:`b` Int vs Will (+10)`br``b`Hit:`b` 2d6+Int (6) rad damage, push 5 sq.`br``b`Effect:`b` You & EA in burst gain 3 THP
`b`Target:`b` EE in burst`br``b`Attack:`b` Int vs Will (+10)`br``b`Hit:`b` 2d6+Int (6) rad damage, push 5 sq.`br``b`Effect:`b` You & EA in burst gain 3 THP
Prestidigitation
Arcane
Standard
Ranged
2
Do `b`magicky stuff,`b` limited by already defined better stuff.
Do `b`magicky stuff,`b` limited by already defined better stuff.
Mage Hand
Arcane, Conj
Minor
Ranged
5
`b`Minor:`b` Manipulates <=20 lb object`br``b`Move:`b` Move <= 5sq`br``b`Free:`b` Drop`br``b`Sustain Minor`b`
`b`Minor:`b` Manipulates <=20 lb object`br``b`Move:`b` Move <= 5sq`br``b`Free:`b` Drop`br``b`Sustain Minor`b`
Altered Luck
Arcane
Standard
Area
burst 2 in 10
`b`Target:`b` 1C in burst`br``b`Attack:`b` Int vs Will (+10)`br``b`Hit:`b` 1d6+Int (6) damage, -2 saves UENT`br``b`Effect:`b` 1A in burst gets 8 THP & +2 to a single d20 roll UENT. Can use after result.
`b`Target:`b` 1C in burst`br``b`Attack:`b` Int vs Will (+10)`br``b`Hit:`b` 1d6+Int (6) damage, -2 saves UENT`br``b`Effect:`b` 1A in burst gets 8 THP & +2 to a single d20 roll UENT. Can use after result.
Water Stride
Arcane
Minor
Personal
`b`Effect:`b` UENT, liquid is solid difficult terrain.
`b`Effect:`b` UENT, liquid is solid difficult terrain.
Whispering Wind
Arcane
Standard
Personal
`b`Effect:`b` message <=25 words, or sound <=6s travels to familiar loc on wind, <=4mi
`b`Effect:`b` message <=25 words, or sound <=6s travels to familiar loc on wind, <=4mi
Runic Resistance
Arcane
Standard
Area
burst 1 in 10
`b`Target:`b` EE in burst`br``b`Attack:`b` Int vs Reflex (+10)`br``b`Hit:`b` 2d6+Int (6) acid/cold/fire/lightning damage. Choose one.`br``b`Effect:`b` Choose acid/cold/fire/lightning. EA in burst gains resist 8 [type] UENT.
`b`Target:`b` EE in burst`br``b`Attack:`b` Int vs Reflex (+10)`br``b`Hit:`b` 2d6+Int (6) acid/cold/fire/lightning damage. Choose one.`br``b`Effect:`b` Choose acid/cold/fire/lightning. EA in burst gains resist 8 [type] UENT.
Curative Admixture
Infusion
Minor
Close
burst 5
`b`Target:`b` You or 1A in burst`br``b`Effect:`b` regain HP =surge +5. Don't spend the surge (yet).
`b`Target:`b` You or 1A in burst`br``b`Effect:`b` regain HP =surge +5. Don't spend the surge (yet).
Shielding Elixer
Infusion
Minor
Close
burst 5
`b`Target:`b` You or 1A in burst`br``b`Effect:`b` Choose cold/fire/force/lightning/necrotic/poison/radiant/thunder. Gain resist 5 [type] UEE. Target can end resist as a free action - gain immune [type] UENT.
`b`Target:`b` You or 1A in burst`br``b`Effect:`b` Choose cold/fire/force/lightning/necrotic/poison/radiant/thunder. Gain resist 5 [type] UEE. Target can end resist as a free action - gain immune [type] UENT.
Trip the Trap
Immediate Reaction
Melee
1
`b`Target:`b` triggering enemy`br``b`Trigger:`b` enemy enters adj. sq.`br``b`Attack:`b` Int+2 vs Reflex (+10)`br``b`Hit:`b` 1d6+Int (4) damage`br``b`Effect:`b` target grants CA UENT
`b`Target:`b` triggering enemy`br``b`Trigger:`b` enemy enters adj. sq.`br``b`Attack:`b` Int+2 vs Reflex (+10)`br``b`Hit:`b` 1d6+Int (4) damage`br``b`Effect:`b` target grants CA UENT
Disorienting Trap
Arcane
Minor
Personal
`b`Effect:`b` Set the trap in one unoccupied sq. adj. to you. It lasts UE of next extended rest. An enemy entering w/in 5sq of trap, trap is destroyed, and...`br``b`Burst 1 on enemy:`b` grants CA & falls prone if hit (save ends both)
`b`Effect:`b` Set the trap in one unoccupied sq. adj. to you. It lasts UE of next extended rest. An enemy entering w/in 5sq of trap, trap is destroyed, and...`br``b`Burst 1 on enemy:`b` grants CA & falls prone if hit (save ends both)
Arcane Anchor
Arcane
Immediate Interrupt
Ranged
10
`b`Trigger:`b` You or 1A are hit by FM.`br``b`Effect:`b` The FM is negated.
`b`Trigger:`b` You or 1A are hit by FM.`br``b`Effect:`b` The FM is negated.
Heroic Effort
No action
Personal
`b`Trigger:`b` You miss an attack or save.`br``b`Effect:`b` Gain +4 racial bonus to the roll.
`b`Trigger:`b` You miss an attack or save.`br``b`Effect:`b` Gain +4 racial bonus to the roll.
Flameburst Armor
Arcane, Fire
Minor
Melee
touch
`b`Target:`b` You or 1A`br``b`Effect:`b` UEE, target has resist 5 fire. Also, can use the Attack power 1/rnd UEE if target is w/in 5sq.
`b`Target:`b` You or 1A`br``b`Effect:`b` UEE, target has resist 5 fire. Also, can use the Attack power 1/rnd UEE if target is w/in 5sq.
Flameburst Armor Attack
Arcane, Fire
Standard
Close
burst 1 on A
`b`Requirement:`b` Flameburst Armor first.`br``b`Special:`b` Once per round. Period.`br``b`Secondary Target:`b` EE in burst`br``b`Effect:`b` 7 fire damage, marked by primary UENT
`b`Requirement:`b` Flameburst Armor first.`br``b`Special:`b` Once per round. Period.`br``b`Secondary Target:`b` EE in burst`br``b`Effect:`b` 7 fire damage, marked by primary UENT
Stinking Cloud
Arcane, Poison, Zone
Standard
Area
burst 2 in 20
`b`Target:`b` EC in burst`br``b`Attack:`b` Int vs Fort (+10)`br``b`Hit:`b` 1d10+Int (6) poison damage`br``b`Effect:`b` Zone UENT - heavily obscured. Any C entering or starting turn takes 9 poison damage.`br``b`Move:`b` Move zone 6 sq.`br``b`Sustain Minor`b`
`b`Target:`b` EC in burst`br``b`Attack:`b` Int vs Fort (+10)`br``b`Hit:`b` 1d10+Int (6) poison damage`br``b`Effect:`b` Zone UENT - heavily obscured. Any C entering or starting turn takes 9 poison damage.`br``b`Move:`b` Move zone 6 sq.`br``b`Sustain Minor`b`
Acrobat Boots
Minor
Personal
`b`Effect:`b` Stand from prone.
`b`Effect:`b` Stand from prone.
Exceptional Factotum Helm
Minor
Personal
`b`Effect:`b` Gain training in one skill UENT, or 1 min out of combat.
`b`Effect:`b` Gain training in one skill UENT, or 1 min out of combat.
Robe of Useful Items
Minor
Personal
`b`Effect:`b` Procure one generic nonmagical item worth <=10gp. It lasts for 1 hr, after which it disappears and you get this power back.
`b`Effect:`b` Procure one generic nonmagical item worth <=10gp. It lasts for 1 hr, after which it disappears and you get this power back.
Equipment
Weapon 1
Name
Prof
Attack
Dam.
Properties and Effects
WT.
Groups
Crit
Weapon 2
Name
Prof
Attack
Dam.
Properties and Effects
WT.
Groups
Crit
Weapon 3
Name
Prof
Attack
Dam.
Properties and Effects
WT.
Groups
Crit
Weapon 4
Name
Prof
Attack
Dam.
Properties and Effects
WT.
Groups
Crit
Name
Properties and Effects
WT.
Head
Armor
Hands
Legs
Ring
Name
Properties and Effects
WT.
Neck
Other
Arms
Waist
Ring
Heroic
Milestones
Paragon
Milestones
Epic
Milestones
Inventory
Item Name
Loc
Item Name
Loc
Item Name
Loc
Rituals
Name
Cost
Time
Dur
LvL
Name
Cost
Time
Dur
LvL
Name
Cost
Time
Dur
LvL
Notes and Background Information
* Has a +19 Thievery for traps/locks. Jalix was born in Renthel, and later went to the Armos Academy for the Magickally Inclined. A career academic, he changed his major multiple times before he was finally convinced to just finish and start anew with the graduate program. His current for-credit project is to recover, classify, and study any ancient artifact. Of course, having been cooped up in academia for so long, a dormant adventuring urge surfaced, and Jalix chose to go find one himself. Having heard the caves beneath the Tiaden Forest are rife with ancient ruins, Jalix finds himself a little out of his element spelunking. Unlike your average "adventurer", Jalix still has both his parents (and they're supportive of his schooling), he's never lost a love, and he's never saved a princess. He dotes on his magpie, Wick, sometimes to his own detriment.