====== Krazeg ====== {{http://i.imgur.com/lX0GQ8J.png?nolink&421x600}} Githzerei Harrier Battlemind (2) Sources: Players handbook 3 (ph3), Psionic handbook (pp), [[https://www.scribd.com/doc/102635679/Dragon-378|Dragon magazine 378]] (dm), [[http://www.enworld.org/forum/showthread.php?469129-Beyond-Bodily-Brutality-the-Basics-of-Building-Battleminds-(By-Dedekine)&prefixid=wotc|build guide]]. Unaligned, Erathis Description: Tall (6'2") and slender. Even though dressed in combat gear, it's clear to see that fighting isn't Krazeg's forte. By trade, he's a teacher at the local monastery teaching philosophy and history. ===== Characteristics ===== ^ ^ Mod ^ + 1/2 lvl ^ Base ^ Race ^ Level ^ | Str | 0 | +1 | 10 | | Con | +3 | +4 | 17 | | Dex | +1 | +2 | 10 | +2 | | Int | -1 | 0 | 8 | | Wis | +3 | +4 | 15 | +2 | | Cha | +1 | +2 | 13 | ===== Attack / defense ===== Basic attack: +6 = +1(half) +3(falchion) +1(feat) +1(item) \\ Damage: 2d4 +2(feat) +1(item) \\ HP: 41 (36) (15 + Con + (9x1)) \\ Healing surges: 12 \\ AC: 21 = 10 + 1(half) + 7(armor) + 3(enhancement) \\ Fort: +4 \\ Ref: +2 \\ Will: +4 \\ +2 to all defenses while wielding heavy blades \\ Augmentation: 2 \\ Init: +2 = +1(dex) +1(lvl) ===== Skills ===== * History * Endurance * Bluff ===== Racial- and class abilities ===== * Ability Scores: +2 Wisdom; +2 Dexterity or Intelligence * Size: Medium Speed: 5 (6 -1(armor)) squares * Vision: Normal * Languages: Common. Deep Speech * Skill Bonuses: +2 Acrobatics. +2 Athletics * Danger Sense: You have a +2 racial bonus on initiative checks. * Defended Mind: You have a +2 racial bonus to saving throws against effects that daze. dominate. or stun. * Shifting Fortunes: When you use your second wind. you can shift 3 squares as a free action. * Iron Mind: You have the iron mind power. ===== Feats ===== * Githzerai Blade Master: You gain proficiency with all military heavy blades, as well as the bastard sword and the fullblade. Additionally, you gain a +2 feat bonus to damage rolls with these weapons. This bonus increases to +3 at 11th level and +4 at 21st level. * Heavy Blade Expertise: +1 to attack (+2@11, +3@21); +2 to all defenses against opportunity attacks while wielding a heavy blade. Desired progression * Harrying step: When using Blurred step, teleport to triggering enemy instead of shifting. ===== Items ===== * 345 gp * Blessed book (lvl1): Normal book size, holde 1000 pages of Githzerei history * Supremely vicious falchion (lvl2): +1 damage, +1 attack, +1d8 on crit (one reroll allowed) * Scale armor of cleansing (lvl3): +2 saving throw against ongoing damage * Adventurer's kit ===== Powers (disciplines) ===== ==== At-Will ==== **Conductive Defense (pp.35)** \\ Standard Action; Melee 1; target 1 \\ Attack: Constitution (+10) vs. Reflex \\ Hit: 1 [W] + Constitution modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to your constitution modifier whenever it hits one of your allies. \\ Augment 1: Hit: As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies. \\ Augment 2: Hit: 2[W] + Constitution modifier lightning damage. Until the start of your next turn/the target takes lightning damage equal to you constitution modifier whenever it hits one of your allies. **Iron Fist (ph3.45)** \\ Standard Action; Melee 1; target 1 \\ Attack: Constitution (+10) vs. AC \\ Hit: 1[W] + Constitution modifier damage. \\ Effect: Until the end of your next turn, you gain resistance to all damage equal to your Wisdom modifier. \\ Augment 1: Effect: Until the end of your next turn, you gain fire resisĀ­tance equal to 5 + your Wisdom modifier. \\ Augment 2: Hit: 2[W] + Constitution modifier damage. \\ **Battlemind's Demand (ph3.44)** \\ Minor Action; Close burst 3; One creature in burst \\ Effect: You mark the target until you use this power again or until the end of the encounter. \\ Augment 1: Target: One or two creatures in burst. \\ **Blurred Step (ph3.44)** \\ Opportunity Action; Self \\ Trigger: An adjacent enemy marked by you shifts \\ Effect: You shift 1 square. \\ **Mind Spike (ph3.44)** \\ Immediate Reaction; Melee 1; Triggering enemy \\ Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target. \\ Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally. \\ **Battle Resilience (ph3.44)** \\ Free action; Self \\ Trigger: An attack hits or misses you for the first time during an encounter. \\ Effect: Until the end of your next turn, you gain resistance to all damage equal to 3 + your Wisdom modifier. \\ **False Bravado (ph3.166)**\\ Minor action; Personal \\ Requirement: You must be marked. \\ Effect: You are no longer marked. \\ ==== Encounter ==== **( ) Persistent Harrier (pp.34)** \\ Trigger: An enemy hits or misses you with an attack for the first time during an encounter. \\ Target: The triggering enemy \\ Special: You can attack the target with this melee attack even if the target is outside your melee reach. \\ Attack: Constitution vs. AC \\ Hit: 1 [W] + Constitution modifier damage and you teleport to a square adjacent to the enemy. **( ) Speed of Thought (ph3.44)** \\ Free action; Self \\ Trigger: You roll initiative \\ Effect: You move a number of squares equal to 3 + your Charisma modifier. \\ Special: You can use this power even if you're surprised. \\ **( ) Iron Mind (ph3.8)**\\ Immediate Interrupt; Personal \\ Trigger: You are hit by an attack \\ Effect: You gain a +2 bonus to all defenses until the end of your next turn. \\ ==== Daily ==== ** ( ) Steel Unity Strike (ph3.46)** \\ Standard Action; Melee 1; One creature \\ Primary Attack: Constitution vs. AC \\ Hit: 3[W] + Constitution modifier damage. \\ Miss: Half damage. \\ Effect: You assume the steel unity stance. Until the stance ends, you can make the following secondary attack. Secondary attack: * Trigger: An adjacent enemy marked by you moves without shifting on its turn * Secondary Target: The triggering enemy * Secondary Attack: Constitution vs. AC * Hit: 2[W] + Constitution modifier damage.