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Surya Shemesh, Level 1 Shardmind Invoker
Theme: Veiled Alliance
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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.
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[M] Melee Basic (Standard; At-Will) * Melee Basic
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Staff: +3 Vs. AC; 1d8+0 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: +7 Vs Reflex; 1d8+5 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: +7 Vs. Reflex; 1d4+5 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: +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.
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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] Rebuke Undead (Standard; Encounter) Lv 1 * Divine, Implement, Radiant
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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.
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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(2) 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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[THEME] [R] Excise From Sight (Standard; Encounter) LV 1 * Arcane, Implement, Psyhic
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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.
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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.
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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: 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: