Female Shardmind Psion
Level 1
Unaligned
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|
Maximum Hit Points: 28
Bloodied: 14
Surge Value: 7
Surges / Day: 9 [includes constitution modifier]
Size: Medium
Speed: 6 squares
Vision: Normal
Initiative: | 1d20 +1 | = + 1 [dexterity] |
Base Strength Attack: | 1d20 -2 | = -2 [strength] |
Base Dexterity Attack: | 1d20 +1 | = + 1 [dexterity] |
Base Constitution Attack: | 1d20 +3 | = + 3 [constitution] |
Base Intelligence Attack: | 1d20 +5 | = + 5 [intelligence] |
Base Wisdom Attack: | 1d20 +4 | = + 4 [wisdom] |
Base Charisma Attack: | 1d20 +3 | = + 3 [charisma] |
Armor Class: | 18 | = 10 + 5 [intelligence] + 2 [unarmored agility] + 1 [Cloth +1] |
Fortitude Defense: | 13 | = 10 + 3 [constitution] |
Reflex Defense: | 15 | = 10 + 5 [intelligence] |
Will Defense: | 16 | = 10 + 2 [psion] + 4 [wisdom] |
If your campaign uses the fixed-enhancement bonus system
[PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra
damage on a critical hit) and +0 on all defenses. These bonuses do not
stack with magic items.
Armor: Cloth +1
Shield: None
Power Points (psionics): 2
Attacks:
Encumberance 4e
| Encumberance 3.5
|
Languages: | Common; Deep Speech; Primordial; |
Rituals Known:
Skills:
Acrobatics: | +1 | = 1 [dexterity] |
Arcana: | +12 | = 5 [intelligence] + 2 [shardmind] +5 [class training] |
Athletics: | -2 | = -2 [strength] |
Bluff: | +3 | = 3 [charisma] |
Diplomacy: | +10 | = 3 [charisma] +5 [class training] + 2 [shardmind choice] |
Dungeoneering: | +4 | = 4 [wisdom] |
Endurance: | +5 | = 3 [constitution] + 2 [Shardmind] |
Heal: | +4 | = 4 [wisdom] |
History: | +5 | = 5 [intelligence] |
Insight: | +9 | = 4 [wisdom] +5 [class training] |
Intimidate: | +3 | = 3 [charisma] |
Nature: | +4 | = 4 [wisdom] |
Perception: | +9 | = 4 [wisdom] +5 [class training] |
Religion: | +5 | = 5 [intelligence] |
Stealth: | +1 | = 1 [dexterity] |
Streetwise: | +3 | = 3 [charisma] |
Thievery: | +1 | = 1 [dexterity] |
Feats:
Unarmored Agility [PH3] |
At-Will:
Other Standard Actions: | Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); |
Other Move Actions: | Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) |
Other Minor Actions: | Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight) |
Other Immediate Actions: | Readied action |
Other Opportunity Actions: | Opportunity attack |
Other Free Actions: | Drop held items; End a grab; Talk |
Other Non-Actions: | Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive |
Short rest: | Healing surges as available |
Five minutes: | Normal escape from restraints (Acrobatics) |
One hour: | Forage; Streetwise check |
Encounter Powers:
Daily Powers:
Shardmind
Shroom's Equipment:
6 lb 2 lb 2 lb 5 lb 1 lb 10 lb 10 lb 2 lb 4 lb 3 lb _____ 45 lb | Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Backpack Bedroll Flint and steel Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) x1 Sunrods x2 Waterskins x1 Ritual book x1 Ritual components Total |
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier
Milestones: / / /
Death Saving Throw Failures:
More about Shroom:
Error reports to [email protected] Thanks!