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Dungeons and Dragons Character Sheet
Player Name: Sarah Adam
Action Point:
Second Wind:
Death Saving Throws:
(+1 saving throws while Bloodied)
Power points: 2
Character Level: 1
Character Name: Magnito
Alignment: Unaligned
Gender: Male
Race: Human Hyrbid
Age: 25
Height: 6'3''
Weight: 200 lbs
Size: Medium
Deity:Waukeen
Background: Arcane Agent
Theme: Animal Master
Mannerisms and Appearance: Quick in thought, likes to swindle and make deals that benefit himself. Has 2 Scars on the left side of his face, these scars merge due to his skin tearing from a Panther's bite. Has many scars on his back and upper arms. Almost died of an infection when he was little, he survived.
Personality Traits: Intelligent, Cautious, Not trusting, Lies when it benefits him, Loyal to friends.
Equipment
Main hand: War hammer
Armor: Cloth Armor (Basic Clothing)
Other Equipment: Dejada (2), Adventurer's Kit
Total Weight: 46 lbs
Carrying Capacity (lbs)
Normal: 110
Heavy: 220
Max: 550
GOLD: 49 GP
Total Experience Points: 0
Level up: 1000
Defenses
AC: 10
Fort: 13
Ref: 11
Will: 17
Hit Points:26
Bloodied: 13
Temp HP:
Current HP:
Healing Surges
Surge Value: 6
Surges/Day: 8
Current Condition:
Combat Statistics and Senses
Initiative: 2
Speed: 6
Passive Insight: 12
Passive Perception: 17
Special senses: Normal
Basic Attacks
Meele
Warhammer: 2 Strength vs. AC - 1d10 Damage
Ranged
Dejada: 2 Dexterity Vs. AC - 1d8 Damage
Languages: Common, Draconic
Abilities
STR: 11 - MOD: 0
CON: 14 - MOD: 2
DEX: 10 - MOD: 0
INT: 10 - MOD: 0
WIS: 14 - MOD: 2
CHA: 18 - MOD: 4
Skills
Acrobatics - dex - 0 ||Arcana - Int - 0 ||Athletics - str - 0 ||Bluff - cha - 9 || Diplomacy - cha - 9 || Dungeoneering - wis - 2 || Endurance - con 2 || Heal - wis- 2 || History - intel- 0 || Insight - wis - 2 || Intimidate - cha - 4 || nature - wis - 2 || Perception - wis - 7 || Religion - intel - 0 || stealth - dex - 0 || Streetwise - cha- 11 || Theivery - dex - 0
Racial Features
Bonus Feat: Choose an Extra feat at 1st level
Bonus Skill: Trained in one additional class skill
Heroic Effort: Gain the Heroic Effort power
Human Defense bonuses: +1 to Fortitude, Reflex, and Will
Human Power Selection: Choose an option for your human character
Class/other features
Animal Master Starting Feature: Gain the Distracting Attack encounter power. Choose an animal Minion; it may take a move action when you do, and use a power only on your turn.
Ardent Mantle (Hybrid): Functions as the ardent class feature, except you don't gain the power associated with the mantle you choose.
Ardent surge (Hybrid): Gain ardent surge, usable 1/encounter
Discipline Focus (Hybrid): Gain your choice of a Discipline Focus option and it's associated power.
Hybrid Ardent Will mantle of Clarity (Hybrid): You and allies within 5 sq gain [your Wis mod] bonus vs. opportunity attacks. Allies in 5 sq gain +2 insight and perception.
Psionic Augmentation : Gain augmentable at-wills instead of encounter powers.
Psionic Augmentation (Hybrid) Raven: Gain a Raven animal minion
Telekinesis Focus (Hybrid): Gain far hand power
Feats
Courageous Mind: +2 to initiative. While bloodied: +1 to saving throws.
Die Hard: +5 to death saves after two failed death saves; on 15+, spend healing surge
Powers
Melee basic Attack - At Will - Standard Action
[/i][/u]
Warhammer: +2 vs. AC, 1d10 damageMelee Weapon
Target: one creature
You resort to the simple attack you learned when you first picked up a melee weapon. Keyword: weapon
Attack: Strength vs AC
Hit: 1[W] + Str mod. (+0) damage
Level 21: 2[w] + Str Mod (+0) damage
Ranged basic Attack - At will - Standard Action[/i]
Dejada: +2 vs AC, 1d8 damageRanged weapon
Target: one creature
You resort to the simple attack you learned when you first picked up a ranged weapon. Keyword: weapon
Attack: Dexterity Vs. Ac
Hit: 1[W] + Dex Mod (+0) damage
Level 21: 2[W] + Dex Mod (++0) damage
Impetuous Ruin - At will - Standard Action[/i]
Warhammer: +6 vs AC, 1d10+4 damageMelee Weapon
Target: one creature
Your strike hobbles your enemy's impulsiveness, preventing it from reacting in the heat of combat. Keyword: Augmentable, charm, Psionic, weapon
Attack: Charisma vs. Ac
Hit: 1[W] + cha Mod (+4) damage, and the target cannot make opportunity attacks against any creature other than you until the end of your next turn.
Augment 1Hit: 1[W] + Cha Mod (+4) damage and the target cannot make opportunity attacks until the end of your next turn.
Augment 2Hit: 1[W] + Cha Mod (+4) damage, and the target is dazed until the end of your next turn.
Kinetic Trawl - At will - Standard ActionUnarmed: +0 Vs. Reflex, 1d8 damageRanged: 10
Target 1 creature
you catch your foe in a net of constricting force and draw the foe toward youKeywords: augmentable, force, implement, psionic
Attack: Intel Vs Reflex
Hit: 1d8 + intel mod (+0) force damage, and you pull the target 1 sqaure
Special: You can use this power unaugmented as a ranged basic attack
Augment 1Hit: 1d10 + Int. Mod (+0) force damage, and you pull the target a number of squares equal to your wis mod (+2)
Augment 2Hit: 2d10+ Intel Mod (+0) force damage, and you pull the target a number of squares equal to your wis mod (+2)
Distracting Attack - Encounter - Minor actionClose burst 5
target one enemy in burst
At your command, your animal friend darts forward to bite rake or peck at your foe.Keyword: Martial
Requirement: Your animal minion must be within 5 squares of you
Effect: You gain combat advantage against the target until the end of your turn.
Mental Turmoil - Daily - Standard ActionWarhammer: +6 vs, AC, 2d10+4 damageMelee weapon
Target one creature
You transform your opponents frustration about it's own mistakes into your allies' elation. Keywords: Psionic, weapon
Atttack: Charisma Vs AC
Hit: 2[W] + Cha Mod(+4) damage, and the target takes a penalty to attack rolls equal to your wis. Mod (+2) (Save ends)
Miss: Half damage, and the target takes a penalty to attack rolls equal to half your Wis Mod. (+2) (Save ends)
Effect: Until the end of the encounter, whenever the target misses with a melee attack, you or one ally adjacent to you gains temporary hit points equal to 5+ one half your level.
Ardent Surge - Encounter (Special) - Minor ActionUnarmed:Close Burst 5 (10 at 16th level)
Target you or one ally
you send a surge of powerful emotion that revives a faltering ally. Keywords: healing, psionic
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Mantle of Clarity: The target gains a +1 bonus to all defenses until the end of your next turn.
Mantle of Elation: The target gains a +1 bonus to attack rolls until the end of your next turn.
Far Hand - Encounter - Minor actionRanged 5
Target one object that weighs 20 pounds or less and isn't carried by another creature.
You lift an object into the air with the power of your mind. Keyword: Psionic
Effect: you either move the target to a square within range or manipulate it. When you move the target with this power, you can cause the target to remain aloft until the end of your next turn. If you are holding the target when you use this power, you can put it into a container that's on your person and simultaneously move a second object that your carrying to your hand. The second object then becomes the target if it weighs 20 pounds or less.
Sustain Minor: You either move the target to a square within range or manipulate it.
Heroic Effort - encounter - no ActionPersonalyour grim focus and unbridled energy means that failure is not an optionTrigger: you miss with an attack or fail a saving throw.
Effect: you gain a +4 racial bonus to the attack roll or saving throw.
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