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Surya Shemesh, Level 2 Shardmind Invoker
Theme: Veiled Alliance
Wild Talent: Know Direction
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Initiative +1, Perception 21, Insight 21, Normal Vision
HP: 27; Bloodied 13; Surges 8, Value 7
AC: 18; Fort 15, Reflex 14, Will 18
Resistances: 5 Psychic.
Speed 5
Origin: Immortal.
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[M] Melee Basic (Standard; At-Will) * Melee Basic
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Staff: +4 Vs. AC; 1d8+1 DMG.
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[R] Ranged Basic (Standard; At-Will) * Ranged Basic
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Sun Strike: See Power.
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[R] Sun Strike (Standard; At-Will) LV 1 * Divine, Implement, Radiant
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Staff: +8 Vs Reflex; 1d8+7 Radiant DMG. Range 10.
Hit: Slide Target 1.
Ranged Basic: Duh.
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[R] Hand Of Radiance (Standard; At-Will) LV 1 * Divine, Implement, Radiant
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Target: 1, 2, or 3 targets within Range 10.
Staff: +8 Vs. Reflex; 1d4+7 Radiant DMG. Range 10.
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[RB] Blades Of Astral Fire (Standard; Encounter) LV 1 * Divine, Implement, Radiant
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Target: Each Enemy in Burst 1, Range 10.
Staff: +8 Vs. Reflex; 1d6+7 Radiant DMG. Range 10, Burst 1.
Effect: Each Ally In Burst gains a +2 power bonus to AC, Until End Of Your Next Turn.
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[RB] Brilliant Beacon (Standard; Day) LV 1 * Divine, Fear, Implement, Radiant, Zone
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Target: Each Enemy in Burst 1, range 10.
Staff: +8 Vs. Will; Nada. Range 10, Burst 1.
Hit: Target takes Ongoing 10 Radiant DMG (Save Ends).
Miss: 5 Radiant DMG.
Effect: Burst creates a Zone that Lasts until End Of Your Next Turn.
As part of a Move Action, you can move Zone up to 6. Enemies in Zone take -2 To-Hit,
Defenses, and Save Throws. Zone Ends at End of your Turn if you are Inside Zone.
Sustain Minor: Zone Persists.
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[CHANNEL] [CB] Armor Of Wrath (Reaction; Encounter) Lv 1 * Divine, Radiant
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Trigger: An Enemy within 5 of you hits you.
Target: Triggering Enemy
Effect: The Target takes CON(1) Radiant DMG, and you push target 2.
Channel Divinity: You can only use One Channel Divinity Power Per Encounter.
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[CB] [RACIAL] Shard Swarm (Move; Encounter) LV 1 * Teleportation
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Target: Each Enemy In Close Burst 1 of start tile.
Effect: Each target grants You CA Until the End Of Your Next Turn.
After this you teleport half your speed.
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[WILD TALENT] Know Direction (Minor; At-Will) LV 1 * Psionic
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Effect: You determine which way is North. For 1 Hour, you gain
+2 Bonus to Navigate Natural Terrain using either Perc or Nature.
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[UTILITY] Divine Protection (Minor; Encounter) Lv2 * Divine
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Effect: Until End Of Your Next Turn, you don't Provoke AoO.
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[THEME] [R] Excise From Sight (Standard; Encounter) LV 1 * Arcane, Implement, Psyhic
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Staff: +8 Vs. Will; 1d10+6 Psychic DMG, Range 10.
Hit: You OR One Ally become Invisible to Target until End Of Your Next Turn.
Special: You can spend a Minor Action to enhance this power after you use it.
It you do, you can also slide target 1 on a hit.
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[CHANNEL] [FEAT] [CB] Solar Enemy (Minor; Encounter) Lv 2 * Divine
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Target: Each enemy in Close burst 2.
Effect: Each Target gains +5 Vulnerable Radiant, Until the End Of Your Next Turn.
Channel Divinity: You can only use One Channel Divinity power per Encounter.
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Alignment: Unaligned
Languages; Common, Deep Speech, Primordial, Draconic, Telepathy 5.
0 Acrobatics, 9 Arcana*, 0 Athletics, 0 Bluff, 0 Diplomacy, 6 Dungeoneering,
4 Endurance, 6 Heal, 2 Hist, 11 Insight*, 0 Intimidate, 6 Nature, 11 Percep*,
11 Religion*, 0 Stealth, 0 Streetwise, 0 Thievery
STR 10(+0/+0) DEX 10(+0/+1) WIS 20(+5/+6)
CON 14(+2/+3) INT 13(+1/+2) CHA 8(-1/+0)
Equipment: Accurate Staff. Chainmail Of Fire Resistance(lv2)+1
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Racial attributes: Shardmind
Speed: 6 squares
Vision: Normal
Languages: Common, Deep Speech, One Free. (Primordial).
Skill Bonus: +2 Endurance, +2 Arcana, +2 Free (Religion).
Living Construct: As a living construct, you have the following traits.
You can us attached components and embedded components.
You dont need to eat, drink, or breathe, or sleep, but this doesnt render you immune
to any effect.
Immortal Origin:
Shardmind are considered an immortal creature for the purposes of effects that
relate to creature origin.
Crystalline Mind:
Has resist 5 psychic, this increase to 10 at 11th level and 15 at 21st level.
Shard Swarm:: Racial Encounter, See Power.
Telepathy:
- Can communicate telepathically with any creature within 5 squares of Seluku
that has a language.
Class Attributes:
Invoker
Armor Proficiencies: Cloth, Leather, Hide, Chainmail.
Weapon Proficiencies: Simple Melee, Simple Ranged.
Implements: Rods, Staffs.
Defense Bonus: +1 Fort, +1 Reflex, +1 Will.
Channel Divinity: Once Per Encounter, can use a Channel Divinity power.
Divine Covenant: Covenant Of Wrath; Armor Of Wrath Channel Divinity Power.
Covenant Manifestation: When you use a Divine Encounter or Day power on Your Turn, you gain a bonus to DMG Rolls =1 per enemy attacked with power.
Ritual Casting: You own a Ritual book, and it contains Two rituals that you have mastered. Hand Of Fate, and one lv 1 Ritual. Once per day, you can use Hand of Fate without components.
Background Benefit: Crystal Cloister (Which = Windrise Port). 1 Free lv 1 Language. Unlock 1 skill on C list (Perception?).
Critical: +1d6
Special: +1 Item Endurance Checks for Enviro Dangers (D Clothes).
You gain the Chanel Divinity power Solar Enemy, See Power (Feat).
Feats: Superior Implement Training[Accurate Staff](Lv1). Staff Expertise(Lv2).
Rituals:
Hand Of Fate (Free): Lv 1
Comprehend Language: Lv 1.
Additional Equipment: Ritual Book
Backpack, Hempen Rope(50ft), Desert Clothing, Filter Mask.
Warforged Survival Days: 10 (30 LB)
Survival Days: 2
Potion of Poison Resistance(1)
Potion of Necrotic Resistance(1)
Potion of Acid Resistance(1).
Lbs 97/100
Cash Etc:
Total GP Value: See DS Narrator.
Background: In time immemorial, when the gods held nature in balance, the sun was worshiped as a welcome ally. Night and winter were associated with death and evil while day and summer associated with love and life. But the ambition of a few sorcerers upset this balance and the pantheon was cast down. Before she was defeated, the sun goddess prophesied her return.
"As the seasons change, the sun must set,
but night and dark must pay their debt.
The morning comes, the sun shall rise,
But in it's wrath shall scorch the skies.
A time shall pass, the seasons turn,
Sun's wrath quenched, shall ease the burn."
A shard of the goddess' essence was set aside in a safe place to await the prophesied time, and the knowledge of these events faded from memory.
Many years later, a community was forged from the earth as guardians of one of nature's last oases. One member of this community has a body was made mostly of quartz. Surya's talent as a lorekeeper was soon apparent, and she put to work as a school teacher. But her talent in combat inevitably became apparent over time, and the elders of the community took note to keep her in mind should a great need for such talents arise...