DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC. CONDITIONAL BONUSES +1 AC against attacks made by bloodied creatures

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1 Yurius Papers Page Character Sheet Player Name Yurius Papers 4 Hermetic Saboteur,4 Character Name Level Class Paragon Path Epic Destiny Total XP Deva Medium Male 6'" 7 Good Ioun Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number INITIATIVE SCORE DEX / LVL MISC 9 Initiative 7 0 CONDITIONAL MODIFIERS ABILITY SCORES SCORE ABILITY ABIL MOD MOD + / LVL 9 STR Strength - 6 CON Constitution 9 4 DEX Dexterity 9 INT Intelligence 6 0 WIS Wisdom CHA Charisma 0 7 MAX HP HIT POINTS HEALING SURGES BLOODIED SURGE VALUE SURGES/DAY CURRENT HIT POINTS / HP /4 HP SECOND WIND /ENCOUNTER TEMPORARY HIT POINTS DEATH SAVING THROW FAILURES SAVING THROW MODS RESISTANCES Resist Necrotic, Resist Radiant CURRENT CONDITIONS AND EFFECTS BONUS SKILL NAME SKILLS ABIL MOD + / LVL CURRENT SURGE USES TRND (+) 9 Acrobatics DEX 9 0 ARMOR PENALTY MISC 0 Arcana INT n/a 6 Athletics STR Bluff CHA 7 0 n/a 7 Diplomacy CHA 7 0 n/a 7 Dungeoneering WIS n/a 9 Endurance CON 9 0 Heal WIS 0 n/a 0 History INT n/a Insight WIS 0 n/a 7 Intimidate CHA 7 0 n/a Nature WIS 0 n/a Perception WIS 0 n/a 0 Religion INT n/a 9 Stealth DEX Streetwise CHA 7 0 n/a 9 Thievery DEX 9 0 SCORE S 0 + ARMOR/ 6 AC AC against attacks made by bloodied creatures 0 + FORT 7 + itude Defense against attacks made by bloodied creatures REF Defense against attacks made by bloodied creatures WILL 7 + Defense against attacks made by bloodied creatures POINTS MILESTONES 0 Action Points FOR SPENDING POINTS RACE FEATURES POINTS Astral Majesty - + bonus to all defenses against bloodied creatures Astral Resistance - Resist necrotic and resist radiant equal to + one-half your level Immortal Origin - Immortal creature origin Memory of a Thousand Lifetimes - Have the memory of a thousand lifetimes power / 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 Passive Insight 0 + Passive Perception 0 + SPECIAL SENSES WORKSPACE ABILITY: Ray of Frost - Orb of Impenetrable Escape + ATT BONUS / LVL ABIL PROF FEAT ENH MISC ABILITY: Psychic Detonations Attack - Orb of Impenetrable ATT BONUS / LVL ABIL PROF FEAT ENH MISC ABILITY: Orbmaster's Umbral Assault - Orb of Impenetrabl ATT BONUS / LVL ABIL PROF FEAT ENH MISC DAMAGE WORKSPACE ABILITY: Ray of Frost - Orb of Impenetrable Escape + DAMAGE ABIL FEAT ENH MISC MISC d6+ 6 ABILITY: Psychic Detonations Attack - Orb of Impenetrable DAMAGE ABIL FEAT ENH MISC MISC d6+ 6 ABILITY: Orbmaster's Umbral Assault - Orb of Impenetrabl DAMAGE ABIL FEAT ENH MISC MISC d6+ 6 BASIC S OR DAMAGE 6 AC Unarmed (Melee) d4- FEATS Ritual Caster - Master and perform rituals Implement Expertise (orb) - + to attack rolls with orbs Improved Initiative - +4 to initiative checks Enlarge Spell - - to to increase size of blast or burst Battle Intuition - Use Wis mod for Initiative check. + to Initiative. Far Spell Improved Orb of Imposition - Target that fails a saving throw takes extra Dual Implement Spellcaster - Add off-hand implement enhancement to rolls Lasting Frost - Target hit with cold power gains vulnerable cold Danger Sense - Roll twice for initiative, use the higher result

2 Yurius Papers Page Ghost Sound Light Mage Hand Prestidigitation INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. AT-WILL S MAGIC ITEM INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. MAGIC ITEMS Orb of Impenetrable Escape + (Off-hand) (E) Orb of Drastic Resolutions + (Off-hand) (E) CHARACTER PORTRAIT Ray of Frost Thunderwave ENCOUNTER S 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 ARMOR ARMS FEET HANDS HEAD NECK RING RING WAIST Displacer Githweave Armor + (E) Bracers of Rejuvenation (heroic tier) (E) Circlet of Mental Onslaught (paragon tier) (E) Timeless Locket + (E) Potion of Healing (heroic tier) Power Jewel (heroic tier) Potion of Clarity (level ) () PERSONALITY TRAITS Sleep DAILY S Salve of Power (heroic tier) Grasp of the Grave Visions of Ruin MANNERISMS AND APPEARANCE Acid Arrow Bigby's Icy Grasp Ice Storm Shield UTILITY S 's Escape Blur Guardian Blades Levitate Mass Resistance Spellbook Adventurer's Kit OTHER EQUIPMENT Daily Item Powers Per Day Heroic (-0) Milestone / / / Paragon (-0) Milestone / / / Epic (-0) Milestone / / / RITUALS / ALCHEMY Amanuensis Arcane Mark Tenser's Floating Disk Unseen Servant CHARACTER BACKGROUND Birth - 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 COINS AND OTHER WEALTH Money on hand: ad; 6 pp; 69 gp; sp Stored money: 0 gp Encumbrance: 9 / 90

3 CHARACTER NAME Yurius Papers PLAYER NAME Second Wind RACE Deva 4 HP 77 Spd SCORE ABILITY MOD 9 STR CON DEX AC 6 Effect: You spend a healing surge and regain 9 hit points. You gain a + bonus to all defenses until the start of your next turn. 6 Init INT 0 + WIS +0 CHA Ref 6 9 Passive Insight Passive Perception PLAY DATA Ghost Sound Light Mage Hand Arcane, Illusion Arcane Arcane, Conjuration 0 Ranged 0 One object or unoccupied square 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. Ranged One object or unoccupied square 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 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. Ranged Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 0 pounds or less and carries it up to 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 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 : You can sustain the hand indefinitely. Special: You can create only one hand at a time. With a wink, you create an illusory sound that emanates from somewhere close by. 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. You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. Prestidigitation Ray of Frost Thunderwave Arcane Arcane, Cold, Implement Arcane, Implement, Thunder Ranged Effect: Use this cantrip to accomplish one of the effects given below. Move up to pound of material. Create 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 cubic foot for up to hour. Instantly light (or snuff out) a candle, a torch, or a small campfire. Chill, warm, or flavor up to pound of nonliving material for up to hour. Make a small mark or symbol appear on a surface for up to 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, 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. 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. 7 0 Ranged 0 One creature Attack: Intelligence. itude Hit: d6 + Intelligence modifier (+6) cold, and the target is slowed until the end of your next turn. Increase to d6 + Intelligence modifier (+6) at st level. Orb of Impenetrable Escape +: +7 attack, d6 + Orb of Drastic Resolutions +: +7 attack, d6 + A blisteringly cold ray of white frost streaks to your target. 7 Close blast Each creature in blast Attack: Intelligence. itude Hit: d6 + Intelligence modifier (+6) thunder, and you push the target a number of squares equal to your Wisdom modifier (+). Increase to d6 + Intelligence modifier (+6) at st level. Orb of Impenetrable Escape +: +7 attack, d6 + Orb of Drastic Resolutions +: +7 attack, d6 + You create a whip-crack of sonic power that lashes up from the ground. Yurius Papers Page

4 Memory of a Thousand Lifetimes Orb of Imposition Icy Rays Implement Arcane, Cold, Implement No Action Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add d6 to the triggering roll. Free 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 (+). 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. 7 0 Ranged 0 One or two creatures Attack: Intelligence., one attack per target Hit: d0 + Intelligence modifier (+6) cold, and the target is immobilized until the end of your next turn. Orb of Impenetrable Escape +: +7 attack, d0+ Orb of Drastic Resolutions +: +7 attack, d0 + The dreamlike memories of your previous lives lend insight to aid you. Control wizards select this form of mastery because it helps extend the duration of their control effects. You fire two bolts of brilliant blue-white energy. A thin path of frost appears on the ground below each one before fading away. Racial Power * * Twist of Space Psychic Detonations Psychic Detonations Attack Arcane, Implement, Teleportation Arcane, Illusion, Implement, Psychic Arcane, Illusion, Implement, Psychic 7 0 Area burst within 0 squares Attack: Intelligence. Hit: d6 + Intelligence modifier (+6), and the target is teleported squares and slowed until the end of your next turn. Orb of Impenetrable Escape +: +7 attack, d6 + Orb of Drastic Resolutions +: +7 attack, d6 + You bend and fold the fabric of space, scattering your enemies across the battlefield. 0 Ranged 0 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. You tap on the floor, and three illusory traps are set under the feet of your enemies. 7 Close burst The triggering creature 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. Hit: d6 + Intelligence modifier (+6) psychic, and the target is knocked prone. Orb of Impenetrable Escape +: +7 attack, d6+ Orb of Drastic Resolutions +: +7 attack, d6+ You tap on the floor, and three illusory traps are set under the feet of your enemies. 7 Hermetic Saboteur * Sabotage Trap Orbmaster's Umbral Assault Sleep Arcane, Teleportation Arcane, Illusion, Implement, Necrotic, Zone Arcane, Implement, Sleep 0 Ranged 0 The triggering creature Trigger: A creature triggers a trap within range Secondary Target: A different creature within 0 squares of the primary target Effect: 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. Sometimes the wrong person triggers the trap. unately, you have an answer for that. 7 0 Area burst within 0 squares Attack: Intelligence. Hit: d6 + Intelligence modifier (+6) necrotic. 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 and doesn't affect you or your allies. Orb of Impenetrable Escape +: +7 attack, d6+ Orb of Drastic Resolutions +: +7 attack, d6+ A shroud of roiling shadows coalesces around your orb. Your enemies see a globe of utter blackness flare out to engulf them. 7 0 Area burst within 0 squares Attack: Intelligence. Hit: 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 +: +7 attack Orb of Drastic Resolutions +: +7 attack You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Hermetic Saboteur Yurius Papers Page 4

5 Acid Arrow Grasp of the Grave Bigby's Icy Grasp Acid, Arcane, Implement Arcane, Implement, Necrotic, Zone Arcane, Cold, Conjuration, Implement 7 0 Ranged 0 One creature Attack: Intelligence. Hit: d8 + Intelligence modifier (+6) acid, and ongoing acid (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence. Hit: d8 + Intelligence modifier (+6) acid, and ongoing acid (save ends). Miss: Half, and ongoing acid to primary target (save ends), and no secondary attack. Orb of Impenetrable Escape +: +7 attack, d8+ Orb of Drastic Resolutions +: +7 attack, d8+ A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. 7 0 Area burst within 0 squares Each enemy in burst Attack: Intelligence. Hit: d0 + Intelligence modifier (+6) necrotic, and the target is dazed until the end of your next turn. Miss: d0 + Intelligence modifier (+6) necrotic. 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 necrotic. Orb of Impenetrable Escape +: +7 attack, d0+ Orb of Drastic Resolutions +: +7 attack, d0+ Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes. 7 0 Ranged 0 One creature adjacent to the hand Effect: You conjure a -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. Hit: d8 + Intelligence modifier (+6) cold, and the hand grabs the target. If the target attempts to escape, the hand uses your itude or defense. Sustain : A target grabbed by the hand takes d8 + Intelligence modifier (+6) cold 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 +: +7 attack, d8+ Orb of Drastic Resolutions +: +7 attack, d8+ You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them. BOOK Dragon 7 Visions of Ruin Ice Storm Shield Arcane, Fear, Illusion, Implement, Psychic, Zone Arcane, Cold, Implement, Zone Arcane, Force 7 0 Area burst within 0 squares Effect: The burst creates a zone of illusory safety. A target that is forced to leave the zone takes d8 + Intelligence modifier (+6) psychic, and this effect ends for it. The zone lasts until no creature is subject to this effect. Attack: Intelligence. 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 +: +7 attack Orb of Drastic Resolutions +: +7 attack 7 0 Area burst within 0 squares Attack: Intelligence. itude Hit: d8 + Intelligence modifier (+6) cold, and the target is immobilized (save ends). Miss: Half, 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 minutes. Orb of Impenetrable Escape +: +7 attack, d8+ Orb of Drastic Resolutions +: +7 attack, d8+ Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and defense until the end of your next turn. 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. A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice. You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. 9 9 Guardian Blades 's Escape Levitate Arcane, Fear Arcane, Teleportation Arcane Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force equal to your Intelligence modifier (+6). No enemy can take this more than once per turn. Trigger: An enemy hits you with a melee attack Effect: You teleport squares to a space that is not adjacent to an enemy. Move Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a penalty to AC and 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 from such a fall. Sustain Move: You can sustain this power until the end of the encounter or for minutes. When you sustain this power, you can move squares up or down or 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. Three spectral blades appear around you, floating in a ring that wards away your foes. With a flash, you are gone. You hold out your hands, and suddenly you feel air beneath your feet. 6 6 Yurius Papers Page

6 Blur Mass Resistance Orb of Impenetrable Escape + Arcane, Illusion Arcane Effect: Until the end of the encounter, you gain a + power bonus to all defenses, and enemies or more squares away from you cannot see you. You cloak yourself with a shimmering aura, making your outline almost impossible to discern. 0 Close burst 0 Target: You and each ally in burst Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that type equal to one-half your level + your Intelligence modifier (+6). You wrap arcane strands about yourself and all your allies, insulating all against a particular type of. DAMAGE PROFICIENT GROUP + attack rolls and rolls CRITICAL 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. 0 0 ITEM SLOT Off-hand WEIGHT 0 PRICE 9000 Orb of Drastic Resolutions + Potion of Healing (heroic tier) MAGIC Power Jewel (heroic tier) DAMAGE PROFICIENT GROUP + attack rolls and rolls +d6 Potion Wondrous Item CRITICAL Power (Daily): Free Action. You can use this power when an enemy within 0 squares of you drops to 0 hit points or fewer. Immobilize (save ends) or weaken (save ends) a different enemy within 0 squares of you. Power (Consumable Healing): Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 0 hit points. Power (Daily): Action. This power allows you to regain the use of an encounter power of st or rd level. Special: You must have reached at least one milestone today to activate this item. ITEM SLOT Off-hand WEIGHT 0 PRICE 7000 ITEM SLOT WEIGHT 0 PRICE 0 ITEM SLOT WEIGHT 0 PRICE 000 MAGIC Potion of Clarity (level ) Bracers of Rejuvenation (heroic tier) Salve of Power (heroic tier) Potion 8 Arms Slot Item 0 Wondrous Item Power (Consumable): 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 d0 roll you just made, gaining a + bonus on the reroll. You must use the result of the reroll. Power (Healing Surge): Action. Gain a + item bonus to all rolls, defenses, and saving throws until the end of your next turn. Power (Daily): 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 th level or lower (instead of regaining hit points). If the target has no healing surges remaining, it cannot benefit from the salve. ITEM SLOT WEIGHT 0 PRICE 0 ITEM SLOT Arms WEIGHT 0 PRICE 400 ITEM SLOT WEIGHT 0 PRICE 000 Yurius Papers Page 6

7 Circlet of Mental Onslaught (paragon ti Displacer Githweave Armor + Timeless Locket AC BONUS CHECK SPEED Head Slot Item + AC 4 Armor + itude,, and 4 Neck Slot Item Gain a + bonus to defense. 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. You gain an item bonus to initiative checks equal to the locket's enhancement bonus. Power (Daily): Action. Gain a + power bonus to attack rolls and rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter. Power (Daily Illusion): Action. Any enemy making a melee or ranged attack against you must roll two d0s for the attack roll and use the lower result. This effect lasts until the end of the encounter. Power (Daily): Action. You take a standard action. ITEM SLOT Head WEIGHT 0 PRICE 9000 ITEM SLOT Body WEIGHT PRICE 000 ITEM SLOT Neck WEIGHT 0 PRICE 000 Yurius Papers Page 7

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