Summary[]
Sacred Flame (At Will Standard Ranged 5 ✦ Divine, Implement, Radiant) | Cleric At-will 1 |
Target: One creature | |
Attack: +5 vs. Reflex | |
Hit: 1d6 + 3 modifier radiant damage, and one ally you can see chooses either to gain 2 temporary hit points or to make a saving throw. |
Force Punch (At Will Standard Melee 1 ✦ Augmentable, Force, Implement, Psionic) | Psionic |
Target: One Creature | |
Attack: +6 Vs. Fort | |
Hit: 1d8 + 4 force damage and you push the target and each enemy adjacent to you 1 square.
Augment 1 Hit: As above, but you push the target a number of squares equal to 3 squares. Augment 2 Hit: 1d8 + 7 modifier force damage, and you knock the target prone in addition, you push the target and each enemy adjacent to you one square. |
Dishearten (At Will Standard Burst 1 within 10 squares. ✦ Augmentable, Implement, Psionic, Psychic) | Psion At-will 1 |
Target: Each creature within burst | |
Attack: +6 vs. Will | |
Hit: 1d6 + 4 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 + 4 psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. |
Healing Word (Encounter Minor ✦ Healing) | Divine |
Target: (Close burst 5) You or one ally | |
Effect: The target can spend a healing surge and regain an additional 1d6+3 hit points. |
Send Thoughts (Encounter Free ) | Psionic |
Target: One creature that shares a language with you | |
Effect: You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action. |
Ravening Thoughts (Daily Standard Range 10 ✦ Implement, Psionic, Psychic) | Psion Daily 1 |
Target: One creature | |
Attack: +6 vs. Will | |
Hit: 2d6 + 4 psychic damage, and on going 5 psychic damage (save ends). | |
Secondary Target: Each enemy adjacent to the primary target | |
Secondary Attack: Intelligence vs. Will | |
Secondary Hit: 1d6 + 4 psychic damage, and ongoing 5 psychic damage (save ends). | |
Miss: Half damage, and ongoing 3 psychic damage (save ends). | |
Effect: Make a secondary attack. |
Cause Fear (Encounter Standard Ranged 10 ✦ Divine, Implement, Fear) | |
Target: One creature | |
Attack: +3 vs. Will | |
Hit: The target moves it's speed + your charisma modifier away from you, the target avoids unsafe squares and difficult terrain if it can. This movement prevokes opportunity attacks. |
Telekinetic Lift (Daily Standard Ranged 10 ✦ Psionic) | |
Target: One ally, helpless enemy or object that weighs 400lbs or less and isn't carried by another creature. | |
Effect: You slide the target three squares in any direction even into the air. The target remains aloft and is immoblized until the end of your next turn. You can end this effect as a free action, and it ends if you can end your turn out of range of the target. If the target is a creature it can end the effect as a minor action. | |
Properties: Sustain minor: the target remains aloft and is immoblized and you can slide the target 3 squares in any direction. Alternatively, you can drop the target and use on a new target. |
Fluff[]
Background
Karma was born to a poor human parents, but he was found by a changeling spy who discovered that he was naturally very observant and insightful. The changeling raised him as his own intrigued to see how good at spying he too could become. Information was power as he often told his new son. He could often tell if someone was lying just their body language and voice. Karma grew steadily and everyone thought he would follow his father into espionage. However, at the age of 10, he was offered a place in a secret training ground to protect 'knowledge from evil'. The secretive and strange people had heard of his incredible insight and wished to offer him the place with Ioun fighting against evil users of magic and knowledge. Although suspicious, Karma agreed if not for any other reason but to sate his curiosity of wondering what would have happened if he did. He did not know it then but this was part of Mireva test. Taken to a monastery many miles away Karma was trained in doctrine but only a practical sense, he was trained in combat and how to focus the gifts Mireva had granted him.   He had developed control over prayers in the form of spells, he could harness divine power to use as a weapon. His primary weapon remained his mind however. His gift of insight served him well, when he investigated knowledge himself years later. Many corrupt merchants realized in vane that it was futile to lie when those sparkling green eyes were focused on them. Ever loyal to the cause, Karma has been asked to infiltrate the adventurers in the Hanged Man Inn to determine if any of them have heard of an ancient tome that was removed from a tomb in the nearby vicinity Information, as ever information cannot be allowed in the hands of just anyone. In combat, Karma relies on his understanding of humanoid behavior to anticipate behavior and use it to his advantage. He enjoys using his understanding of people to his advantage in combat, as well as improving the overall cohesion of a team, he has aspirations to be promoted to the rank of the A'vian, or Commander in common. Combat is not all that is important in life, but it is not his duty to concern himself with luxuries and has devoted his life to combat for the protection of the clergy of Mireva and scholars who resist corruption, and need their protection. He accepts his focused responsibility with vigor, and doesn't think about the end as he see's the fight as everlasting.
Personality
Karma is reserved but overall pleasant enough. He is prone to always trusting people until proven otherwise. He is aware that he is not as intelligent as he might like, however he believes this is by design and to protect him from unnecessary temptation. He is grim and resolved and is very single minded, a perfectionist fighting an ever lasting war. He enjoys discussing tactics with those he trusts. He is aware his life is based on combat and killing, but tries to make the most of it.
Math[]
Attributes[]
Attributes | |||||||||||
Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
Str | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Con | 0 | 8 | 0 | 0 | 8 | -1 | |||||
Dex | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Int | 9 | 16 | 2 | 0 | 18 | 4 | |||||
Wis | 9 | 16 | 0 | 0 | 16 | 3 | |||||
Cha | 7 | 15 | 0 | 0 | 15 | 2 | |||||
Totals | 25 | 8 |
Defenses[]
Defenses | ||||||||||||
Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
Armor Class | +0/+4 | dex/int | 0 | 0 | 0 | 0 | 3 | Hide Armour | 0 | 0 | 1 | 18 |
Fortitude | +0/-1 | str/con | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 12 |
Reflex | +0/+4 | dex/int | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 16 |
Will | +3/+2 | wis/cha | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 17 |
Hitpoints[]
Health | |||||||||||||
-- | Base Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Surge Value Bonus | Total | Bloodied | Surge |
Hit Points | 12 | 8 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 25 | 12 | 6 |
Surges/day: 5 (base for class -1 from 8 constitution.)
Attacks[]
Basic:[]
Melee; Unarmed Strike, +0 to hit, D4 +0 damage
Ranged;None
Powers[]
Power To-Hit | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Sacred Flame | 3 | Wisdom | 1 | Enhancement(staff) | 0 | 0 | 1 | 5 | Reflex | ||||
Force Punch | 4 | Int | 1 | Enhancement(staff) | 0 | 0 | 1 | 6 | Fort | ||||
Dishearten | 4 | Int | 1 | Enhancement(staff) | 0 | 0 | 1 | 6 | Wis | ||||
Ravening Thoughts | 4 | Int | 1 | Enhancement(staff) | 0 | 0 | 0 | 5 | Wis |
Powers Known[]
- Cleric/Psion
- 1st Level
- At-Will
- Sacred Flame
- Dishearten
- Force Punch
- Encounter
- Healing Word
- Send Thoughts
- Daily
- Ravening thoughts
- Telekinetic Lift
- At-Will
- 1st Level
Skills[]
Skills | ||||||||||
Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
Acrobatics | 0 | 0 | dex | 0 | 0 | 0 | -1 | Hide armour | 0 | -1 |
Arcana | 5 | 4 | int | 0 | 0 | 0 | 0 | 0 | 0 | 9 |
Athletics | 5 | 0 | str | 0 | 0 | 0 | -1 | Hide armour | 0 | 4 |
Bluff | 0 | 2 | cha | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
Diplomacy | 5 | 2 | cha | 0 | 0 | 0 | 0 | 0 | 0 | 7 |
Dungeoneering | 0 | 3 | wis | 0 | 0 | 0 | 0 | 0 | 0 | 3 |
Endurance | 0 | -1 | con | 0 | 0 | 0 | -1 | Hide armour | 0 | -2 |
Heal | 0 | 3 | wis | 0 | 0 | 0 | 0 | 0 | 0 | 3 |
History | 0 | 4 | int | 0 | 0 | 0 | 0 | 0 | 0 | 4 |
Insight | 5 | 3 | wis | 0 | 3 | Skill Focus | 0 | 0 | 0 | 11 |
Intimidate | 0 | 2 | cha | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
Nature | 0 | 3 | wis | 0 | 0 | 0 | 0 | 0 | 0 | 3 |
Perception | 0 | 3 | wis | 0 | 0 | 0 | 0 | 0 | 0 | 3 |
Religion | 5 | 4 | int | 0 | 0 | 0 | 0 | 0 | 0 | 9 |
Stealth | 0 | 0 | dex | 0 | 0 | 0 | -1 | Hide armour | 0 | -1 |
Streetwise | 0 | 2 | cha | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
Thievery | 0 | 0 | dex | 0 | 0 | 0 | -1 | Hide armour | 0 | -1 |
Feats[]
Skill Focus Insight +3 to Insight Checks
Hybrid Talent: Cleric Armour Proficiency
Fervent Talent: Multiclass (ardent) Training in Skill from Ardent list and may use Ardent Surge 1/day/
Equipment[]
Equipment Name | Price | Weight |
---|---|---|
+1 Staff of the Third Eye (Level 4) | - | 4lbs |
Hide Armour | 15gp | 25lbs |
Holy Symbol of Mireva (silver) | 10gp | 1lb |
Standard Adventurer's Kit | 15gp | 33lbs |
Climbers kit | 2gp | 11lbs |
Fine clothing |
30gp |
6lbs |
341 gold pieces
75 silver pieces
20 copper pieces
Total Weight: 76lbs
Extra Notes: Information obsessed Psion/Cleric! :)
Judge Comments[]
Level 1[]
Approval 1[]
Approval from TwoHeadsBarking:
- Summary: Healing Word is missing the bonus from Healer's Lore.
Minor, so approved.
Approval 2[]
Approval from Sanzuo (9/14/10)
- I fixed everything I didn't like. Now you just need a judge to look at it.
Status[]
Approved for level 1 by TwoHeadsBarking and Sanzuo
Lvl 2 utility: telekinetic lift
Lvl 3 encounter; daunting light
Level 3 comments from (Someone) (21/2/11)
- Initiative should be +1
- Since the power Dishearten was taken as the bonus human at-will power, it should lose it's Augmentable tag (PHB3 page 216) and any augments. This means Karma has only 1 1st level augmentable power and thus should only have 2 power points, not 4.