Dakein
From UTRPG
Dakein is an eladrin telepath.
Contents |
[edit] Stats
HP 38, surge value 9, surges/day 8
Initiative: +2
Speed 6
Saving Throws: +5 against charm, +1 feat bonus to saving throws when Dakein has at least one power point
AC 17; Fort 15, Ref 17, Will 19
Str 10 Con 14 Dex 10 Int 18 Wis 14 Cha 16
[edit] Racial Powers
Trance: Sleep 4 hours.
Eladrin Education: Gain 1 additional skill.
Eladrin Will: +1 Will defense, +5 saving throws against charm powers and effects.
Fey Step (see powers below).
Fey Origin (treated as fey rather than natural)
[edit] Attacks
Longsword (weapon) * At-Will. Atk: +6 vs AC. Hit: 1d8+3 dmg.
Quarterstaff (weapon) * At-Will. +5 vs AC. Hit: 1d8+1 dmg.
Crossbow (weapon) * At-Will. Atk: Ranged 15/30; +5 vs AC. Hit: 1d8+1 dmg.
Unarmed attack * At-Will. Atk: +3 vs AC. Hit: 1d4+1 dmg.
[edit] Powers
Dakein has 4 power points.
[edit] Standard Actions
[edit] At-Will
Dishearten (augmentable, implement, psionic, psychic) * At-Will. Atk: Area burst 1 within 10 squares (each creature in burst); Int (+7) vs Will. Hit: 1d6 + Int modifier (+5) 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 + Int modifier (+5) psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier (-3) until the end of your next turn.
Force Shard (augmentable, conjuration, force, implement, psionic) * At-Will. Atk: ranged 5. Effect: You conjure a force shard in an unoccupied square within range. The shard lasts until the end of your next turn or until expended. Any enemy that enters the shard's space or ends its turn there takes force damage equal to your Charisma modifier (4 dmg). In addition. you can make the following attack using the shard as a minor action.
- Atk: Ranged 5 (one creature); Int (+7) vs Ref. Hit: 1d8 + Int (+5) force damage. Effect: The force shard is expended.
- Augment 1: Effect: You conjure a force shard as above, and you can also move the force shard 5 squares as a move action.
- Augment 2: Hit: 2d8 + Int (+5) modifier force damage.
Id Insinuation (augmentable, implement, psionic, psychic) * At-Will. Atk: Area burst 1 within 10 squares (each creature in burst); Int (+7) vs Will. Hit: 1d6 + Int modifier (+5) dmg, and the target takes a -2 penalty to Fortitude until the end of your next turn.
- Augment 1
Hit: As above, but the penalty to Fortitude equals your Charisma modifier (-3).
- Augment 2
Hit: 2d8 + Int modifier (+5) psychic damage. If an attack hits the target's Fortitude before the end of your next turn, that attack deals extra damage equal to your Charisma modifier (+3).
[edit] Encounter
Distract * Encounter. Effect: Ranged 10 (one creature). The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Second Wind (healing) * Encounter. Effect: You spend a healing surge and regain 9 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
[edit] Daily
Ravening Thoughts (implement, psionic, psychic) * Daily. Atk: Ranged 10 (one creature); Int (+7) vs Will. Hit: 2d6 + Int modifier (+5) psychic damage, and ongoing 5 psychic damage (save ends).
Miss: Half damage, and ongoing 3 psychic damage (save ends).
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Int (+7) vs Will.
Hit: 1d6 + Int (+5) modifier psychic damage and ongoing 5 psychic damage (save ends).
[edit] Move Actions
[edit] Encounter
Fey Step (teleportation) * Encounter. Effect: You teleport up to 5 squares.
[edit] Free Actions
[edit] Encounter
Dimensional Stowaway (psionic, teleportation) * Encounter. Trigger: You teleport or a creature teleports you. Effect: Ranged 1 (one ally adjacent to you before the teleport). You teleport the target to a square adjacent to your destination.
Send Thoughts * Encounter. Effect: Ranged 20 (one creature that shares a language with you). You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.
[edit] Feats
- Eladrin Soldier: +2 damage and proficiency with longswords and spears
- Fey Escape: Use fey step as an immediate reaction when grabbed, immobilized or restrained. This uses up your encounter's fey step power.
- Psionic Fortune: +1 bonus to saving throws when Dakein has at least one power point; +3 bonus if augmented.
- Ritual Caster: can use psionic rituals.
[edit] Skills
- Arcana +8
- Bluff +10
- Diplomacy +10
- History +13
- Intimidate +10
- Perception +9
[edit] Equipment
Bedroll, backpack, grappling hook, firemaking kit, hammer, unequipped scale armor, 1 additional crossbow.
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