Viator - Eladrin Psion Level 2
[sblock= Viator, Character Sheet]
Viator, level 1 Eladrin Psion
Male, 5' 5", 130lb
[sblock= Race Features]Ability scores: +2 Intelligence, +2 Dexterity or +2 Charisma
Size: Medium
Speed: 6 squares.
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: , +2 Arcana, +2 History.
Eladrin Education: You gain training in one skill of your choice.
Eladrin Weapon Proficiency: You gain proficiency with the longsword.
Eladrin Will: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Fey Step: You have the fey step power.
Trance: Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
[sblock= Fey Step]
Eladrin Racial Power
You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares.
[/sblock][/sblock][sblock= Class Features][sblock= Telekenesis Focus] You gain the powers far hand and forceful push.
[sblock=Far Hand]
Psion Feature
You lift an object into the air with the power of your mind.
Encounter Psionic
Minor Action Ranged 5
Target: One object that weighs 20 pounds or less and isn’t carried by another creature
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 you’re 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
[/sblock]
[sblock=Forceful Push]
Psion Feature
With a focused thought, your mental push becomes physical force, moving a creature in the direction you choose.
Encounter Psionic
Free Action Ranged 10
Target: One creature
Effect:You slide the target 1 square, but not into hindering terrain.
Level 11: You slide the target 2 squares.
Level 21: You slide the target 3 squares. [/sblock]
[/sblock][sblock= Psionic Augmentation] Through discipline and careful study, you have mastered a form of psionic magic that offers greater versatility than other characters command. You know a broad array of at-will powers, each of which is a conduit through which you can pour as much or as little psionic energy as you choose. You channel psionic energy into a reservoir of personal power—represented in the game as power points—that you can use to augment your at-will attack powers, replacing the encounter attack powers that other characters use.
Because of this class feature, you acquire and use powers in a slightly different manner from how most other classes do.
At-Will Attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you don’t start with any encounter attack powers from your class. You can instead augment your class at-will attack powers using power points. These powers have the augmentable keyword.
You gain new at-will attack powers from this class, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new at-will attack power from this class. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one of your at-will attack powers with another one of your level or lower. Both powers must be augmentable and from this class.
Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.
[/sblock][/sblock][sblock= Background]Early Life – Test Subject
Benefit: +2 Arcana[/sblock][sblock=Theme]Noble Adept
Noble Adept Traits
Role: Controller
Power Source: Psionic
Noble Adept Power Point: You gain 1 power point at first level. Gain additional at higher levels
Granted Power: Adept’s Insight
[sblock=Adept’s Insight]
Noble Adept Feature
With a mental focus, you enhance the undeniability of your actions.
Encounter Psionic
Free Action Close Burst 5
Trigger: You or an ally in the burst makes an attack roll, saving throw, or skill check.
Effect: You add 1 to the triggering roll.
Augment 1
Effect: You instead add 1d4+1 to the triggering roll.[/sblock][/sblock][sblock= Reference]
Initiative: +1
Speed: 6
Passive Insight: 18
Passive Perception: 18 (
Senses: Low-Light)
Resistances: None
Saving Throw Modifiers: +5 against charm effects
Languages: Common, Elven
[sblock= Stats]
Strength: 8
Constitution: 14
Dexterity: 11
Intelligence: 18
Wisdom: 15
Charisma: 12
[/sblock][sblock= Defenses]
AC: 15
Fortitude: 13
Reflex: 15
Will: 16
HP: 30
Surges/day: 8
Surge Value: 7
[/sblock][sblock= Skills]Acrobatics +1
Arcana +14
Athletics 0
Bluff +2
Diplomacy +2
Dungeoneering +3
Endurance +3
Heal +3
History +12
Insight +8
Intimidate +2
Nature +3
Perception +8
Religion +5
Stealth +1
Streetwise +7
Thievery +1
[/sblock][sblock= Feats]
Level 1: Ubiquitous Step
Regain fey step at 0 power points
Level 2: Orb Expertise
You gain a +1 feat bonus to implement attack rolls that you make with an orb. This bonus increases to +2 at 11th level and +3 at 21st level.
You also gain a +1 feat bonus to the number of squares you pull, push, or slide targets of attacks that you make with an orb.
[/sblock][sblock= Powers]
[sblock= Dimensional Scramble]
Psion Attack 1
Your attack causes space to jumble and fragment, scattering creatures into different position
At-Will Augmentable, Implement, Psionic, Teleportation
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage, and you teleport the target to a square adjacent to the burst.
Augment 1
Target: Each enemy in the burst
Augment 2
Target: Each enemy in the burst
Hit: 2d6 + Intelligence modifier damage, and you teleport the target to another square in or adjacent to the burst.
[/sblock][sblock= Dishearten]
Psion Attack 1
You insert thoughts of defeat into your foe's minds, sapping their will to fight.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Augment 1
Hit: As above, and the target cannot make opportunity attacks until the end of your next turn.
Augment 2
Hit: 2d6 + Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.
[/sblock][sblock= Living Missile]
Psion Attack 1
You bind an enemy with a thought, then hurl it into another foe.
Daily Implement, Psionic, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Intelligence vs. Fortitude
Hit: The target is immobilized (save ends).
Miss: The target is slowed (save ends).
Effect: While the target is immobilized or slowed by this power, you can use the Living Missile Attack power once per round.
Daily Implement, Psionic
Minor Action Ranged 10
Requirement: The power Living Missile must be active in order to use this power. This power may be used once per round.
Effect: Before the secondary attack, you slide the primary target 10 squares.
Secondary Target: One creature adjacent to the primary target at any point during the slide
Secondary Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage, and the secondary target falls prone. The primary target takes half damage and falls prone.
Miss: Half damage, and the primary target falls prone. [/sblock] [sblock= Transport Self]
Psion Utility 2
With a thought, you transport yourself to a position that better suits your desires.
Encounter Psionic, Teleportation
Move Action Personal
Effect: You teleport a number of squares equal to 1 + your Wisdom modifier. [/sblock][/sblock] [sblock=Items]
Magic Orb +1
Cloth Armor
Adventurer's Kit
Wealth: 30 gp
[/sblock]
[sblock=Rituals][sblock=Sending]
You can see him in your mind’s eye, clear as the first time you met him. Your magic lets him know that you’re safe, despite encountering the followers of Thoon, and he reassures you that the red dragon caused him no harm.
Component Cost: 50 gp
Market Price: 360 gp
Key Skill: Arcana
Level: 6
Category: Exploration
Time: 10 minutes
Duration: Instantaneous
You convey a mental message of up to 25 words to a person you know. If the target is within range, he or she receives the message mentally and can respond likewise. The ritual’s maximum range is determined by your Arcana check result.[/sblock]
[sblock=Tenser’s Floating Disk]
“Oh, this? It follows me everywhere, like a porter that never needs to rest.”
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying. Your Arcana check result determines the maximum load the disk can carry.[/sblock]
[sblock=Unseen Servant]
Why bother with real servants when magical ones are so much more obedient?
Component Cost: 20 gp, plus a focus worth at least 25 gp
Market Price: 50 gp
Key Skill: Arcana
Level: 1
Category: Creation
Time: 10 minutes
Duration: Until your next extended rest or until you dismiss the servant
You conjure a Medium unseen servant of invisible force. It obeys your commands, moves at your speed, can lift up to 100 pounds, and performs basic functions and repetitive tasks, such as cleaning, making camp, and moving, holding, or carrying objects.
An unseen servant never tires. It cannot move more than 20 squares from your space. It does not occupy any space and cannot attack or be attacked. Each unseen servant you currently control doubles the component cost to create the next.
Focus: A ceramic hand. The person who holds this focus is empowered to command any unseen servants summoned with it. If the focus is broken or not in anyone’s possession for a minute or longer, all unseen servants bound to it disappear. [/sblock][/sblock][/sblock][sblock= Details][sblock= Mannerisms and Appearance]Viator comes across as small and vulnerable. His blonde hair and diminutive stature belie an internal strength. Only his ice blue eyes hint toward the destructive power his mind contains. Occasionally struggling with the torrent inside he develops a tick under times of great stress that cannot be relieved by unleashing his psionic flow.[/sblock][/sblock][/sblock]
[sblock=Viator Combat Stats]AC: 15 Fort: 13 Ref: 15 Will: 16
Init: +1 PI: 18 PP:18
HP: 30/30
Surges: 8/8
Power Points: 3/3
[sblock=Powers]
Dimensional Scramble (+7 vs Fort, 1d6+5 dmg and teleport)
Dishearten (+7 vs Will, 1d6+5 psychic dmg and -2 to attack)
Fey Step
Far Hand
Forceful Push
Transport Self
Adept’s Insight
Living Missile (+7 vs Fort, immobilized/slowed (save ends); +7 vs Ref, 2d6+5 dmg and prone - half for primary target and prone)
[/sblock][sblock=Rituals]Sending
Tenser’s Floating Disk
Unseen Servant
[/sblock][sblock= Skills]Acrobatics +1
Arcana +14
Athletics +0
Bluff +2
Diplomacy +2
Dungeoneering +3
Endurance +3
Heal +3
History +12
Insight +8
Intimidate +2
Nature +3
Perception +8
Religion +5
Stealth +1
Streetwise +7
Thievery +1
[/sblock]
[sblock=Interactive Char Sheet]
Viator at iplay4e[/sblock][/sblock]