Union
Union, Shardmind Psion, Dreamwalker
Init +7 HP 77/77 Bloodied 38 Healing Surge 19 (0 used /8)
AC 24 Fort 22 Reflex 24 Will 26 Speed 6
Str 12 (+1) Con 14 (+2) Dex 12 (+1) Int 21 (+5) Wis 14 (+2) Cha 18 (+4)
'MBA',
RBA,
Dimensional Scramble,
Id Insinuation,
Mind Break,
Manifest Dream Form,
Dream Blade,
Far Hand,
Forceful Push,
Shard Swarm,
Surefooted Stride,
Telekinetic Screen,
Dream Stride,
Telekinetic Anchor,
Hypnotic Pulse,
Inflict Pain,
Telekinetic Lift,
Intellect Leech,
Shoes of Water Walking,
Bracers of Brachiation,
Eternal Chalk,
Bag of Holding,
Helm of Seven Deaths,
Amulet of Protection +3,
Robe of Scintillation +3,
Staff of Ruin +3
Notes +2 ST vs Poison Damage; Resist 10 Psychic.
Init +7 HP 77/77 Bloodied 38 Healing Surge 19 (0 used /8)
AC 24 Fort 22 Reflex 24 Will 26 Speed 6
Str 12 (+1) Con 14 (+2) Dex 12 (+1) Int 21 (+5) Wis 14 (+2) Cha 18 (+4)
'MBA',
| RBA Mind Break Mind Break You lance your foe’s mind with mental trauma, which makes it vulnerable to psychic damage. If you choose, you can strip away its psychic resistances. At-Will Augmentable, Implement, Psionic, Psychic Standard Action Ranged 10 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. |
| Dimensional Scramble Dimensional Scramble Your attack causes space to jumble and fragment, scattering creatures into different positions. At-Will Augmentable, Implement, Psionic, Teleportation Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier damage, and you teleport the target to a square adjacent to the burst. Augment 1 Target: Each enemy in the burst Augment 2 Target: Each enemy in the burst Hit: 2d6 + Intelligence modifier damage, and you teleport the target to another square in or adjacent to the burst. |
| Id Insinuation Id Insinuation You send tendrils of thought burrowing into your foes’ minds, compromising their resilience. By increasing the size of the tendrils, you can make your foes more susceptible to harm. At-Will Augmentable, Implement, Psionic, Psychic Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, 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. Augment 2 Hit: 2d8 + Intelligence modifier 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. |
| Mind Break Mind Break You lance your foe’s mind with mental trauma, which makes it vulnerable to psychic damage. If you choose, you can strip away its psychic resistances. At-Will Augmentable, Implement, Psionic, Psychic Standard Action Ranged 10 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. |
| Manifest Dream Form Manifest Dream Form A hazy image of yourself, your dream form manifests nearby. At-Will Conjuration, Psionic Free Action Close burst 10 Trigger: You spend 1 power point or more to augment a psionic power Effect: You conjure your dream form in an unoccupied square in the burst. It lasts until you fall unconscious, until you dismiss it as a minor action, or until you use this power again. Your dream form occupies its square, and you and your allies can move through it. When you take a move action, you can also move your dream form a number of squares equal to your speed. You can see and hear as if you were in your dream form’s square, and you can use powers as if you were there. Your dream form can flank with your allies, and you gain combat advantage against any target your dream form is flanking. Your dream form can be attacked, although it lacks hit points. If it takes any damage, it disappears. It is immune to your attacks. |
| Dream Blade Dream Blade Your dream form lashes out with a blade of psychic energy at a nearby foe and hinders any enemies that try to pass by it. Encounter Implement, Psionic, Psychic Standard Action Close burst 5 Effect: Your dream form makes the following melee attack. If your dream form isn’t present, you use manifest dream form as part of this power, and then your dream form makes the attack. Target: One creature adjacent to your dream form Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier psychic damage. Effect: Until the end of your next turn, squares adjacent to your dream form are difficult terrain for your enemies. Augment 2 Target: Each enemy adjacent to your dream form |
| Far Hand Far Hand You lift an object into the air with the power of your mind. Encounter Psionic Minor Action Ranged 5 Target: One object that weighs 20 pounds or less and isn’t carried by another creature Effect: You either move the target to a square within range or manipulate it. When you move the target with this power, you can cause the target to remain aloft until the end of your next turn. If you are holding the target when you use this power, you can put it into a container that’s on your person and simultaneously move a second object that you’re carrying to your hand. The second object then becomes the target if it weighs 20 pounds or less. Sustain Minor: You either move the target to a square within range or manipulate it. |
| Forceful Push Forceful Push With a focused thought, your mental push becomes physical force, moving a creature in the direction you choose. Encounter Psionic Free Action Ranged 10 Target: One creature Effect: You slide the target 1 square, but not into hindering terrain. Level 11: You slide the target 2 squares. |
| Shard Swarm Shard Swarm You loosen your mental grip on your physical form, distracting your foes with a swarm of shards. You then re-form elsewhere. Encounter Teleportation Move Action Close burst 1 Target: Each enemy in the burst Effect: Each target grants combat advantage to you until the end of your next turn. You then teleport half your speed. |
| Surefooted Stride Surefooted Stride Your expert woodcraft allows you to move easily through difficult terrain and use it to your advantage in battle. Encounter Primal Move Action Personal Effect: You move up to your speed, ignoring difficult terrain. Until the end of your next turn, you gain a +2 bonus to AC and Reflex if you are in difficult terrain, and you gain combat advantage against enemies that are in difficult terrain. |
| Telekinetic Screen Telekinetic Screen You mentally project a thin layer of force around yourself to ward off a deadly attack. Encounter Psionic Immediate Interrupt Personal Trigger: An enemy scores a critical hit against you Effect: The attack’s damage is reduced by 10 + your Wisdom modifier. |
| Dream Stride Dream Stride Stepping through the realm of dreams, you and your dream form switch places. Encounter Psionic, Teleportation Move Action Personal Effect: You and your dream form teleport, swapping positions. |
| Telekinetic Anchor Telekinetic Anchor You drive an unseen spike of force into space itself, anchoring creatures in place and causing them harm if they struggle. Daily Force, Implement, Psionic Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. Fortitude Hit: 3d6 + Intelligence modifier force damage. Miss: Half damage. Effect: Each target takes 5 force damage the first time it moves on its next turn. |
| Hypnotic Pulse Hypnotic Pulse You emanate a hypnotic ripple of psychic influence among your foes. Daily Implement, Psionic, Psychic Standard Action Area burst 1 within 10 squares Target: Each enemy in the 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. |
| Inflict Pain Inflict Pain Your thoughts work their way into a foe’s mind like razor-sharp needles, crippling it with excruciating pain. Daily Implement, Psionic, Psychic Standard Action Area burst 2 within 10 squares Target: Each enemy in the burst Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage, and the target is slowed and takes ongoing 5 psychic damage (save ends both). Miss: Half damage, and the target is slowed until the end of your next turn. |
| Telekinetic Lift Telekinetic Lift You lift a creature or an object into the air with the power of your mind and can hold it there or move it as you wish. Daily Psionic Standard Action Ranged 10 Target: One ally, helpless enemy, or object that weighs 400 pounds or less and isn’t carried by another creature Effect: You slide the target 3 squares in any direction, even into the air. The target remains aloft and is immobilized until the end of your next turn. You can end this effect as a free action, and it ends if you end your turn out of range of the target. If the target is a creature, it can end the effect as a minor action. Sustain Minor: The target remains aloft and is immobilized until the end of your next turn, and you can slide the target 3 squares in any direction. Alternatively, you can drop the target and then use the power on a new target. |
| Intellect Leech Intellect Leech You force a short-range telepathic connection on your foe. Every time your enemy’s mind is damaged, you draw invigorating energy from it. 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. |
| Shoes of Water Walking Shoes of Water Walking Level 6 Common While in these shoes, you tread across water as if it were land. Feet Slot 1,800 gp Property You can move on water as if it were solid ground (rough water counts as difficult terrain). You can break through the surface of the water as a free action, whether you’re descending or ascending. |
| Bracers of Brachiation Bracers of Brachiation Level 5+ Common You seamlessly negotiate through the forest canopy of a wilderness as if on foot. Lvl 5 1,000 gp Lvl 25 625,000 gp Lvl 15 25,000 gp Arms Slot Property You gain a climb speed equal to half your ground speed, and you can swing through the trees of a forest at your climb speed, during which time you do not leave any tracks. |
| Eternal Chalk Eternal Chalk Level 1 Common The marks left by this chalk glow briefly as you scribe them, remaining in place to guide you until you choose to erase them. Wondrous Item 360 gp Property A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the original artist or author. A stick of eternal chalk can be created in any color. |
| Bag of Holding Bag of Holding Level 5 Uncommon This item appears to be a simple sack of brown canvas. Wondrous Item 1,000 gp Property This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from the bag is a minor action. |
| Helm of Seven Deaths Helm of Seven Deaths Level 5 Rare This black helm has seven green gems set above its brow. They are dull, dead things, as if they once held magical power that has long since been spent. Head Slot 1,000 gp Utility Power At-Will (Minor Action) Effect: Choose one bloodied creature you have hit with an attack during this turn. You learn that creature’s current hit point total. Utility Power At-Will, 1/turn (Free Action) Trigger: You kill a living creature with an attack. Effect: One of the helm’s seven gems captures the creature’s soul. A gem can hold no more than one soul at a time and glows with a green radiance while it contains a soul. A dead creature cannot be returned to life while its soul is captured in this manner. Utility Power (Healing) Encounter (Minor Action) Requirement: At least three of the seven gems must each contain a soul. Effect: You regain hit points equal to 5 + one-half your level, and two of the gems release their souls. Utility Power Daily (Minor Action) Requirement: All seven gems must contain souls. Effect: On your next damage roll, maximize the results of up to four of the dice you roll. All seven gems then release their souls. |
| Amulet of Protection +3 Amulet of Protection Level 1+ Common This light blue amulet increases your defenses. Lvl 11 +3 9,000 gp Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will |
| Robe of Scintillation +3 Robe of Scintillation Level 2+ Uncommon Made of fine silks, this robe sheds light when you want it to, and it can also unleash a swirling melange of color that befuddles foes. Lvl 12 +3 13,000 gp Armor: Cloth Enhancement Bonus: AC Power (Radiant) (Minor Action) The robe radiates colored lights, illuminating like a torch. You can end the illumination as a free action. Power (Radiant) Daily (Standard Action) The robe shines bright with myriad colors. Make an attack: Close burst 2; Intelligence or Charisma vs. Will (add the robe's enhancement bonus as an enhancement bonus to the attack roll); on a hit, the target is dazed (save ends). |
| Staff of Ruin +3 Staff of Ruin Level 3+ Uncommon This gnarled, jagged staff fits the hand of any wizard seeking to devastate her opponent. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Implement: Staff Enhancement Bonus: attack rolls and damage rolls Critical: +1d10 damage per plus Property Whenever you make an attack using this staff, you gain an item bonus to the attack’s damage rolls equal to the staff’s enhancement bonus. |
Notes +2 ST vs Poison Damage; Resist 10 Psychic.



