Surya Shemesh
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Surya Shemesh, Level 1 Shardmind Invoker
Theme: Veiled Alliance

Initiative +0, Perception 20, Insight 20, Normal Vision
HP: 24; Bloodied 12; Surges 8, Value 6
AC: 16; Fort 13, Reflex 12, Will 16
Resistances: 5 Psychic.
Speed 5
Origin: Immortal.

[M] Melee Basic (Standard; At-Will) * Melee Basic
Staff: +3 Vs. AC; 1d8+0 DMG.

[R] Ranged Basic (Standard; At-Will) * Ranged Basic
Sun Strike: See Power.

[R] Sun Strike (Standard; At-Will) LV 1 * Divine, Implement, Radiant
Staff: +7 Vs Reflex; 1d8+5 Radiant DMG. Range 10.
Hit: Slide Target 1.
Ranged Basic: Duh.

[R] Hand Of Radiance (Standard; At-Will) LV 1 * Divine, Implement, Radiant
Target: 1, 2, or 3 targets within Range 10.
Staff: +7 Vs. Reflex; 1d4+5 Radiant DMG.  Range 10.

[RB] Blades Of Astral Fire (Standard; Encounter) LV 1 * Divine, Implement, Radiant
Target: Each Enemy in Burst 1, Range 10.
Staff: +7 Vs. Reflex; 1d6+5 Radiant DMG.  Range 10, Burst 1.
Effect: Each Ally In Burst gains a +2 power bonus to AC, Until End Of Your Next Turn.

[RB] Brilliant Beacon  (Standard; Day) LV 1 * Divine, Fear, Implement, Radiant, Zone
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.

[CHANNEL] [CB] Rebuke Undead (Standard; Encounter) Lv 1 * Divine, Implement, Radiant
Target: Each Enemy Undead in Close Blast 5.
Staff: +7 Vs. Will; 1d10+5 Radiant DMG.
Hit: Push target 2 Squares, and they are Dazed until End Of Your Next Turn.
Miss: Half Damage.
Channel Divinity: You can only use One Channel Divinity Power Per Encounter.

[CHANNEL] [CB] Armor Of Wrath (Reaction; Encounter) Lv 1 * Divine, Radiant
Trigger: An Enemy within 5 of you hits you.
Target: Triggering Enemy
Effect: The Target takes CON(2) Radiant DMG, and you push target 2.
Channel Divinity: You can only use One Channel Divinity Power Per Encounter.

[CB] [RACIAL] Shard Swarm (Move; Encounter) LV 1 *  Teleportation
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.

[THEME] [R] Excise From Sight (Standard; Encounter) LV 1 * Arcane, Implement, Psyhic
Staff: +7 Vs. Will; 1d10+5 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.

Alignment: Unaligned
Languages; Common, Deep Speech, Primordial, Draconic, Telepathy 5.
 -1 Acrobatics, 8 Arcana*, -1 Athletics, -1 Bluff, -1 Diplomacy, 5 Dungeoneering,
 3 Endurance, 5 Heal, 1 Hist, 10 Insight*, -1 Intimidate, 5 Nature, 10 Percep*,
 10 Religion*, -1 Stealth, -1 Streetwise, -1 Thievery
STR 10(+0/+0)  DEX 10(+0/+0)  WIS 20(+5/+5)
CON 14(+2/+2)  INT 13(+1/+1)  CHA  8(-1/-1)
Equipment:  Accurate Staff. Chainmail. Desert Clothes.



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 don’t need to eat, drink, or breathe, or sleep, but this doesn’t 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:  Windrise Port. 1 Free lv 1 Language. Unlock 1 skill on C list (Perception).

Critical: N/A

Special:  +2 Item Endurance Checks for Desert Enviro Dangers (D Clothes).

Feats:  Superior Implement Training[Accurate Staff](Lv1).
Rituals:
  Hand Of Fate (Free): Lv 1
  Comprehend Language: Lv 1.

Additional Equipment: Ritual Book
SAK, Climber's Kit.

Cash Etc:
Total GP Value: 18

Background: