Quarion, eladrin psion (city slicker)

Description:
Level 1 Eladrin Psion (city slicker)
Quarion
+0
11
Strength
+0
10
Constitution
+0
10
Dexterity
+5
20
Intelligence
-1
8
Wisdom
+3
16
Charisma
HIT POINTS
Total
22
Bloodied
11
Surges
6
Value
5
SAVE MODIFIERS
+5 vs charm effects
+0
Initiative
6
Speed
SKILLS
+0
Acrobatics
(Trained) +12
Arcana
+0
Athletics
(Trained) +8
Bluff
(Trained) +8
Diplomacy
-1
Dungeoneering
+0
Endurance
-1
Heal
(Trained) +12
History
-1
Insight
+3
Intimidate
-1
Nature
-1
Perception
(Trained) +10
Religion
+0
Stealth
+3
Streetwise
+0
Thievery
15
Armor Class
10
Fortitude
15
Reflex
16
Will
RACE FEATURES
Fey Origin
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Trance
Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Fey Step (Encounter)
Move Action ♦ Personal
Effect: Teleport up to 5 squares.
Special: You can use fey step as an immediate reaction when grabbed, immobilized, or restrained.
CLASS FEATURES
Psionic Augmentation
Gain augmentable at-wills instead of encounter powers. You gain 3 power points.
Send Thoughts (Encounter)
Free Action ♦ Ranged 20
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.
Distract (Encounter)
Minor Action ♦ Ranged 10
Target: One creature
Effect: The target grants combat advantage to the next creature that attacks it before the end of your next turn.
FEATS
Fey Escape
You can use fey step as an immediate reaction when grabbed, immobilized, or restrained.
AT-WILL POWERS
Memory Hole
Standard Action ♦ Ranged 10
Target: One creature
Attack: +5 vs. Will
Hit: 1d6 + 5 psychic damage, and you become invisible to the target until the start of your next turn.
Augment 1
Hit: As above, but the invisibility lasts until the end of your next turn.
Augment 2
Range: Area burst 1 within 10 squares
Target: Each creature in burst
Hit: 2d6 + 5 psychic damage, and you become invisible to the target until the start of your next turn.
Mind Thrust
Standard Action ♦ Ranged 10
Target: One creature
Attack: +5 vs. Will
Hit: 1d10 +5 psychic damage.
Augment 1
Hit 1: As above, and the penalty to Will equal to your Charisma modifier (+3) until the end of your next turn.
Augment 2
Hit: 2d10 + 5 psychic damage, and the target takes a penalty to all defenses equal to your Charisma modifier (+3) until the end of your next turn.
ENCOUNTER POWERS
Keep Your Shoes Clean
Immediate Reaction ♦ Personal
Trigger: An enemy makes a melee attack against you.
Effect: You gain a +4 bonus to defenses against the triggering attack. If the attack misses, you may shift 2 squares.
Augment 1
Effect: As above, except you may shift 4 squares and the triggering enemy is slowed until the end of your next turn.
DAILY POWERS
Mental Trauma
Standard Action ♦ Ranged 20
Target: One creature
Attack: + 5 vs. Will
Hit: 3d8 + 5 psychic damage.
Miss: Half damage.
Effect: The target gains vulnerable 5 psychic (save ends).
ATTACKS
1d8
+3 vs AC
Longsword
1d10
+3 vs AC
Rifle
EQUIPMENT
Pioneer's Kit
20 Rifle Bullets
MONEY
Platinum
0
Gold
16
Silver
0
Copper
0
Bio:

Quarion, eladrin psion (city slicker)

Homestead wesdecker