Dungeons and Dragons 4th Edition Character Record Sheet
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Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
[url=http://www.myth-weavers.com/sheetview.php?sheetid=431729][size=4][B]Pheyd[/B][/size][/url], Human Psion [B]Init[/B] +0 [B]HP[/B] / [B]Bloodied[/B] [B]Healing Surge[/B] ( used /6) [B]AC[/B] 13 [B]Fort[/B] 10 [B]Reflex[/B] 13 [B]Will[/B] 15 [B]Speed[/B] 6 [B]Str[/B] 8 (-1) [B]Con[/B] 10 (0) [B]Dex[/B] 10 (0) [B]Int[/B] 16 (+3) [B]Wis[/B] 15 (+2) [B]Cha[/B] 16 (+3) 'Adept's Insight', 'Far Hand', 'Forceful Push', 'Dishearten', 'Dimensional Scramble', 'Mind Lock', 'Living Missle' [B]Notes[/B]
Class / Path / Destiny Features
Surges / Day
Death ST Fail
You or ally in burst 5 add 1 to attack roll, saving throw or skill check.
Move one object 20 lbs. or less within range 5.
Slide target 1 square.
1d6 (+Int) psychic dmg. -2 to attack until end of next turn for enemies. Aug 1 = no opportunity attacks. Aug 2 = 2d6 (+Int) and - Cha mod. to attacks
Hit: 1d8 + Intelligence modifier force damage, and you pull the target 1 square. Special: You can use this power unaugmented as a ranged basic attack.
1d8 + Int, slowed until end of next turn. Aug 1 cannot shift either. Aug 2 targets each creature in burst 1.
hurl target into an enemy, Int vs. Fort to bind target. Slide target 1 square into adjacent enemy. Int vs. Ref to hit. 2d6 + Int dmg. Primary half dmg and prone.
Triggered on attack hit. Choose a defense and add Charisma modifier to to it until end of next turn.
You slide the target to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll equal to your Charisma modifier. Augment 1: As above, and the target gains a bonus to the attack roll equal to your Charisma modifier. Augment 2: You slide the target a number of squares equal to your Charisma modifier to a square adjacent to an enemy. The target the makes a melee basic attack a a free action against that enemy, with a bonus to the attack and damage roll equal to your Charisma modifier. The target is also dazed until the end of your next turn.
Daily Force, Implement, Psionic Standard Action Personal Effect: You set four force spheres spinning around you in your space until the end of the encounter or until you expend them. While you have at least one force sphere, you gain a +2 bonus to all defenses, and you can use the Force Spheres Attack power, once per round. Daily Force, Implement, Psionic Minor Action Ranged 20 Requirement: The power Force Spheres must be active in order to use this power. This power may be used once per round. Target: One creature Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage, and the target falls prone. Effect: You expend one force sphere.
Pheyd excels at reorienting the battlefield in favor of his allies. Property: Increase the distance of all your push, pull, and slide effects by 1 square.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
Mannerisms and Appearance
Session and Campaign Notes
Nightmare Trap Level: 4 Category: Warding Key Skill: Arcana Time: 1 hour Duration: until discharged Component Cost: 50 ceramic pieces + a variable number of Healing Surges (see below) You infuse a small object such as a book, scroll, map, or similar item with a psionic trap. The trap is undetectable except with an Insight check equal to your Arcana check result. You may designate a password (which need only be thought, not uttered aloud) that allows any creature to use the object without triggering the trap. The trap requires one healing surge spent after each extended rest in order to maintain, in addition to any healing surges spent in the creation of the ritual. Once triggered, the trap ensnares the triggering creature and any other creatures within 2 squares in a vivid nightmare. Compare your Arcana check result with the target's Will defense. Subtract 1 from the target's Will defense for each healing surge spent in the creation of the ritual, and consult the table below: Arcana check is < the target's Will defense+10: Nothing happens - the target's mind is simply too strong. Arcana check >= Will+10: The target experiences a mild hallucination, enough to ensnare them for a few seconds and give them a headache, but little more. Arcana check >= Will+15: The target experiences a vivid hallucination, enough to ensnare them for approximately one minute and inflicting moderate psychic damage (1/4 of their maximum hit points in psychic damage). Arcana check >= Will+20: The target experiences crippling psychic trauma, ensnaring them for approximately 10 minutes and inflicting severe psychic damage (their bloodied value in psychic damage). Arcana check >= Will+25: The target experiences nearly fatal psychic trauma. They are ensnared for one hour and are reduced to one hit point. Arcana check >= Will+30: The target goes irrevocably insane, trapped forever in the horror of their own mind.
Companions and Allies
Gerran Grimhammer - Dwarf Fighter Rush'lak - Dray Barbarian Varis - Elf Ranger Shea - Human Bard
Background & Other Notes
Pheyd is a human born of a wealthy merchant tradesman dealing mainly in pottery. His grandfather was an arena gladiator who won his freedom and fame. Using this to his advantage, Pheyd's father became very successful in Urik trading pottery with neighboring settlements. His father has telepathic wild talents which aided in his business dealings. This, in addition to owning a small section of irrigated land surrounding the city, his family was able to attained considerable financial status gaining access to the noble community at its most modest level. At a very early age like his father, Pheyd showed signs of psionic ability. He was quickly identified by the Templars of Urik who placed him in training at the King's Academy. Pheyd embraced the teachings of the Way completely. In most cases students of the Academy have little to look forward to but a life of service to the Sorcerer King. Pheyd's family was able to "influence" a reprieve from this duty with the help of bribes and by agreeing to serve one of the major houses of Urik, using his talents to assist with their trade interests in neighboring cities. This was fine with Pheyd who, like his father and grandfather, is anxious to prove himself on his own merits. Being the grandson of a freed slave, he was taught to disagree with the practice of slavery. While his family did not own slaves themselves, servants were commonplace in his childhood environment and some were even close friends. The families stance against slavery has hindered their growth as a merchant house, instead opting to employ servants and workers. As for his past, Pheyd's life in the harshness of Athas has been relatively sheltered. He doesn't really hold any dark secrets in his past. Although he has faced many challenges in his training, none have been life threatening, at least from his sometimes over-confident point of view. Now in the employ of House Mestyan, Pheyd is accomplished in his learned discipline, but very green when it comes to real life application. He is fresh out of school and 18 years of age. Having come from relatively noble upbringing and formal training, he does not consider himself on the same station as others in the House's employ. That said, the teachings of the Way along with his Grandfather's influence have given him some humility when dealing with others. He is eager to use his new position to find his purpose in the world. He is not cocky, but he is very sure of his skills and does not fear dangerous situations. Pheyd follows the principals taught to him by his favorite teacher at the King's Academy, and a follower of the Guiding Hand philosophy. He believes that psionic potential exists in all living beings and its source is the balance of body, mind, spirit and emotions. It is the responsibility of those who have mastered the four bodies, to protect those of lesser abilities. He displays the symbol of the Hand; four small squares that combine to create a larger square with the image of a hand superimposed over them. This symbolizes balanced control over the four square world.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008