Amata, Shardmind Psion, Shard Disciple
Init +11 HP 77/77 Bloodied 38 Healing Surge 19 (0 used /8)
AC 22 Fort 19 Reflex 22 Will 24 Speed 6
Str 9 (-1) Con 14 (+2) Dex 12 (+1) Int 21 (+5) Wis 11 (0) Cha 21 (+5)
Betrayal,
Dishearten,
Mind Break,
Shard Swarm,
Send Thoughts,
Distract,
Telepathic Projection,
Hypnotic Pulse,
Mind Blast,
Irruption of the Living Gate,
Intellect Leech,
Insightful Warning,
Intellect Fortress,
Recrystallize
Magic Items:
Shimmering Cloth Armor +2,
Amulet of Seduction,
Acrobat Boots,
Gem of Colloquy (Draconic),
Hedge Wizard's Gloves,
Delver's Light
Feats:
Crystalline Auger,
Psychic Lock,
Aberrant Mark of Madness,
Staff Expertise
Rituals Known:
Sending, Enchant Magic Item, Wizard's Curtain, Transfer Enchantment, Disenchant Magic Item, Silence, Comprehend Language, Seek Rumor, Fool's Gold
Notes Resist 10 Psychic (Race)
Does not eat, breathe, or sleep, trances for 4 hours (Race)
Use Intelligence for starting HP (Background: Auspicious Birth)
Init +11 HP 77/77 Bloodied 38 Healing Surge 19 (0 used /8)
AC 22 Fort 19 Reflex 22 Will 24 Speed 6
Str 9 (-1) Con 14 (+2) Dex 12 (+1) Int 21 (+5) Wis 11 (0) Cha 21 (+5)
| Betrayal At-Will Augmentable, Charm, Implement, Psionic Standard Action Ranged 12 Target: One enemy Attack: Intelligence vs. Will Hit: You slide the target 1 square to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll equal to your Charisma modifier. Augment 1 Hit: As above, and the target gains a bonus to the damage roll equal to your Charisma modifier. Augment 2 Hit: You slide the target a number of squares equal to your Charisma modifier to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll and the damage roll equal to your Charisma modifier. The target is also dazed until the end of your next turn. |
| Dishearten At-Will Augmentable, Implement, Psionic, Psychic Standard Action Area burst 1 within 12 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier 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 + Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn. |
| Mind Break At-Will Augmentable, Implement, Psionic, Psychic Standard Action Ranged 12 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to your Charisma modifier until the end of your next turn. Special: You can use this power unaugmented as a ranged basic attack. Augment 1 Hit: As above, but the vulnerability equals 5. The target loses resistance to psychic damage until the end of your next turn. Augment 2 Hit: 2d8 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to 5 + your Charisma modifier until the end of your next turn. |
| Shard Swarm Encounter Teleportation Move Action Close burst 2 Target: Each enemy in burst Effect: Each target grants combat advantage to you until the end of your next turn. You then teleport your speed. |
| Send Thoughts Encounter Psionic 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 Psionic Minor Action Ranged 10 Target: One creature Level 11: One or two creatures Level 21: One, two, or three creatures Effect: The target grants combat advantage to the next creature that attacks it before the end of your next turn. |
| Telepathic Projection Daily Charm, Implement, Psionic, Psychic Standard Action Ranged 12 Target: One creature Attack: Intelligence vs. Will Hit: 3d8 + Intelligence modifier psychic damage, and the target is subject to your telepathic projection (save ends). While the target is affected by your telepathic projection, when you start your turn, the target makes a melee basic attack as a free action against a target you choose. Miss: Half damage, and the target makes a melee basic attack against a random creature. If this attack targets one of your allies, the target takes a -2 penalty to the attack roll. |
| Hypnotic Pulse Daily Implement, Psionic, Psychic Standard Action Area burst 1 within 12 squares Target: Each enemy in burst Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed (save ends). Miss: The target is dazed until the end of your next turn. |
| Mind Blast Daily Implement, Psionic Standard Action Close blast 5 Target: Each creature in blast Attack: Intelligence vs. Will Hit: The target is stunned (save ends). Miss: The target is dazed until the end of your next turn. |
| Irruption of the Living Gate Encounter Implement, Psionic, Zone Standard Action Area burst 1 within 12 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 2d10 + Intelligence modifier damage. Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies. Augment 2 Keyword: This power gains the teleportation keyword. Area: burst 2 within 12 squares Effect: As above, and while the zone persists, you can teleport to a square within it as a move action. |
| Intellect Leech Daily Psionic Minor Action Ranged 20 Target: One creature Effect: Until the end of the encounter, whenever the target takes psychic damage while within 10 squares of you, you gain temporary hit points equal to 5 + your Charisma modifier. |
| Insightful Warning Encounter Immediate Interrupt Personal Trigger: A creature you can see makes an attack roll for an area or a close attack that includes you as a target Effect: You and each ally included as a target of the triggering attack gain a +2 power bonus to all defenses against it. |
| Intellect Fortress Encounter Psionic Immediate Interrupt Personal Trigger: You are hit by an attack Effect: Choose a defense. Until the end of your next turn, you gain a power bonus to that defense equal to your Charisma modifier. |
| Recrystallize Daily Healing, Psionic, Teleportation No Action Personal Trigger: You drop to 0 hit points or fewer Effect: You spend a healing surge and then teleport 10 squares. |
Magic Items:
| Shimmering Cloth Armor +2 You do not provoke opportunity attacks when you make ranged or area attacks. |
| Amulet of Seduction Property: You gain a +2 item bonus to Bluff and Diplomacy checks. Property: When you impose a charm effect that a save can end, the target takes a -2 penalty to the first saving throw against the effect. Power (Daily * Charm): Standard Action. Make an attack: Close burst 1; one creature in burst; Charisma + the amulet’s enhancement bonus vs. Will; on a hit, the target cannot attack you (save ends). While this effect lasts, if the target is adjacent to you when you are targeted by a melee or a ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power ends. |
| Acrobat Boots Property: Gain a +1 item bonus to Acrobatics checks. Power (At-Will): Minor Action. Stand up from prone. |
| Gem of Colloquy (Draconic) Item Slot: Head Property: Gain a +1 item bonus to Bluff and Diplomacy checks. Understand and speak 1 additional language, chosen at the time of the gem’s creation. |
| Hedge Wizard's Gloves Power (At-Will • Arcane, Conjuration): Standard Action. As the wizard’s mage hand power. Power (At-Will • Arcane): Standard Action. As the wizard’s prestidigitation power. |
| Delver's Light Prerequisite: (embedded component) Requirement: You must have the living construct racial trait to use this item. Power (At-Will): Free Action. The delver’s light sheds dim light to a radius of 20 squares. Power (At-Will): Free Action. The delver’s light sheds bright light to a radius of 20 squares. Power (At-Will): Free Action. The delver’s light sheds no light. |
Feats:
| Crystalline Auger Benefit: Your attacks ignore the first 5 points of psychic resistance. This increases to 10 points at 11th level, and to 15 points at 21st level. |
| Psychic Lock Any target you hit with a power that has the psychic keyword takes a -2 penalty to its next attack roll. |
| Aberrant Mark of Madness Benefit: Whenever you hit an enemy with a daily attack power, that enemy takes a -2 penalty to Will until the end of the encounter. |
| Staff Expertise You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so. When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1. |
Rituals Known:
Sending, Enchant Magic Item, Wizard's Curtain, Transfer Enchantment, Disenchant Magic Item, Silence, Comprehend Language, Seek Rumor, Fool's Gold
Notes Resist 10 Psychic (Race)
Does not eat, breathe, or sleep, trances for 4 hours (Race)
Use Intelligence for starting HP (Background: Auspicious Birth)






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