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Ametned-Thoth Level 9 Controller Medium natural humanoid XP Initiative +4 Senses Perception +9 HP 92; Bloodied 46 AC 25; Fortitude 23, Reflex

22, Will 23 Speed 6 mQuarterstaff (standard; at-will) Weapon +14 vs. AC; 1d8+2 damage (Critical: Target Stunned (save ends)) mMummy Rot(standard; at-will) Necrotic +12 vs. Fortitude; 1d10+6 Necrotic damage and ongoing 5 Necrotic damage (save ends) rZephyr Khopesh (standard; at-will) Force Ranged 20; +12 vs. Reflex; 2d4 + 6 Force damage. rAgitate Wounds (standard; encounter) Requirement: Target must be taking ongoing damage; Range 15; +12 vs. Fortitude; 1d10+6 damage and the ongoing damage increases by 10 and the save against it is at a -2. rDevastate (standard; at-will) Charm Range 20; +12 vs. Will; Target gains Vulnerable 10 against all damage, is Weakened, and takes a -5 penalty to all saves (save ends all). cIgnite Flame (standard; at-will) Fire Close burst 5; One target; +12 vs. Reflex;1d8+6 Fire damage and ongoing 5 Fire damage (save ends). cStormvoice (standard; encounter) Thunder Close blast 5; +12 vs. Fortitude; 1d10+6 Thunder damage and the target is knocked prone. aSlumber (standard; encounter) Charm Area burst 5 within 20; +12 vs. Will; Target is Slowed (save at -2 ends). First failed save: Target is Unconscious until the end of the encounter. aSandstorm (standard; encounter) Force, Zone Area burst 3 within 15; Targets take 10 Force damage upon starting their turn within the zone, are Blinded, and must save before moving or fall prone. Sustain minor: The zone continues until the end of Ametneds next turn. Move Action: Ametned can move the zone six squares. aThunderball (standard; encounter) Lightning, Thunder Area burst 2 within 15; +12 vs. Fortitude; 1d8 + 4 thunder damage, and the target is dazed (save ends). aChill (standard; encounter) Cold, Zone Area burst 2 within 15; Targets take 10 Cold damage upon starting their turn within the zone and are Slowed. Sustain minor: The zone continues until the end of Ametneds next turn. Move Action: Ametned can move the zone six squares. Channel Divinity: Divine Fortune (free action personal; encounter) Divine Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn. Channel Divinity: Turn Undead (standard action; encounter) Radiant Close burst 5; +12 vs. Will; 2d10 + 6 Radiant damage, you push the target 6 squares, and the target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized. Cure Light Wounds (standard action-melee touch; Encounter) Healing Target: You or one creature. Effect: The target regains hit points as if it had spent a healing surge. Special: This power can only be used twice during a short rest. Healing Word (minor action; twice per encounter) Healing Close burst 5; Target: You or one ally. Effect: The target can spend a healing surge and regain an additional 2d6 hit points. Str 10 (+4) Dex 14 (+6) Wis 20 (+9) Alignment Lawful Neutral Languages Common, Elven, Dwarven, Mulhorandi, Deep Speech Con 12 (+5) Int 18 (+8) Cha 17 (+7) Skills Arcana +13, Bluff +15, Diplomacy +12, History +13, Insight +14, Intimidate +12, Equipment robes, quarterstaff , wand Religion +16, Streetwise +12 Staff of Stunning Made of spiral cut yew wood, this staff has the power to knock a foe unconscious with a well timed blow. Level 12 +2 13,000 gp Implement (Staff) Enhancement: +2 to attack rolls and damage rolls Critical: Target is Stunned (save ends) Attack Power (Daily) Free action. Effect: When you hit with an attack using this staff, you can choose to Stun (save ends) the target as a free action. Robe of Refuge This sand-colored linen robe can provide protection from hostile magic that would otherwise harm you. Level 13 +3 17,000 gp Armor: Cloth Enhancement: +3 to AC Property: +3 to saves versus ongoing Cold and Fire damage. Power (Daily) Immediate reaction. Trigger: You start your turn in a zone that deals damage. Effect: You do not take any damage, although you are affected by any other conditions that the zone places upon you. Ankh of Knowledge Made of gleaming gold, this ankhs eye holds a multitude of gems that form a mosaic of an ibis. Level 12 +2 13,000 gp Implement (Holy Symbol) Enhancement: +2 to attack rolls and damage rolls Critical: +2d10 damage Property: You gain a +2 to all Arcana, Dungeoneering, Healing, History, Nature, or Religion checks. Power (Daily) Minor action. Effect: You gain a +4 to your next skill check or +6 if it is an Arcana, Dungeoneering, Healing, History, Nature, or Religion check. Peruke of Pretentiousness This powdered hairpiece, gathered at the back of the neck with a ribbon, gives its wearer an air of status and grandeur. Level 12 13,000 gp Item Slot: Head Property: This item gives you a +3 item bonus to Bluff and Diplomacy checks. Property: While using this items power, gain a +5 item bonus to Bluff checks to pass off a disguise. Power (At-Will Illusion): Standard Action. You gain the appearance of any humanoid race of the same size category as you. Your clothing and equipment alter appearance to reflect this change. The illusion does not alter sound or texture, so a creature listening to you or touching you might detect the illusion. Belt of Nourishment This comfortable leather belt is worked with images of food stuffs that nourish you. Level 7 2,600 gp Item Slot: Waist Property: You gain a +3 Item bonus to Endurance checks. Property: You don't need to eat. You must wear the belt for 24 consecutive hours before this property functions.

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