Sh'Ik'Irr

"I'd rather keep watch. I thought I saw something in the darkness."

Description:


















Level 1 Thri-Kreen Battlemind
Sh’Ik’Irr
+0
10
Strength
+4
18
Constitution
+1
12
Dexterity
-1
8
Intelligence
+3
16
Wisdom
+0
11
Charisma
HIT POINTS
Total
33
Bloodied
16
Surges
13
Value
8
+1
Initiative
+1 Dex, +0 1/2Level
6
Speed
SKILLS
+1
Acrobatics
-1
Arcana
+8
Athletics
+0
Bluff
+0
Diplomacy
+3
Dungeoneering
+9
Endurance
+3
Heal
-1
History
+3
Insight
+5
Intimidate
+3
Nature
+3
Perception
-1
Religion
+1
Stealth
+0
Streetwise
+1
Thievery
CHARACTER NOTES
Replace Twisted Eye with Iron Fist and Allies to Enemies to Aspect of Elevated Harmony.
17
Armor Class
+7 mekillot scale armor
14
Fortitude
+4 Con
11
Reflex
+1 Dex
15
Will
+3 Wis, +2 Battlemind
RACE FEATURES
Multiple Arms
Once per turn, draw or sheathe a weapon as a free action.
Natural Jumper
Sh’Ik’Irr is always considered to have a running start when jumping.
Torpor
Only 4 hours a day is needed for an extended rest.
CLASS FEATURES
Psionic Augmentation
2 power points to use, split any way Sh’Ik’Irr likes, on any At-Will power with the Augmentable keyword.
Psionic Defense
Battlemind’s demand, blurred step, and mind spike help Sh’Ik’Irr maintain tactical superiority in combat.
Psionic Study
Sh’Ik’Irr can predict the best position for launching an attack an attack with speed of thought.
FEATS
Melee Training
Use Con for melee attacks.
EQUIPMENT
Adventurer’s Kit
Backpack, bedroll, flint & steel, belt pouch, 2 sunrods, trail rations for 10 days, 50’ hempen rope, & waterskin.


Bone Wrist Razors Melee Basic Attack
Battlemind Basic
Sh’Ik’Irr uses his bone wrist razors when he needs greater armor penetration over damage potential.
At-WillWeapon
Standard ActionMelee 1
Prerequisite: Sh’Ik’Irr must wield his bone wrist razors to use this basic melee attack.
Target: One creature
Attack: +7 v. AC
Hit: 1d4+4
Special: Sh’Ik’Irr can wear his wrist razors and still hold and wield other objects in his hands.

Stone Trikal Melee Basic Attack
Battlemind Basic
Sh’Ik’Irr utilizes his stone trikal for greater melee reach and optimum damage potential.
At-WillWeapon
Standard ActionMelee Reach 2
Prerequisite: Sh’Ik’Irr must wield his stone trikal to use this basic melee attack.
Target: One creature
Attack: +6 v. AC
Hit: 1d10+4




Blurred Step
Battlemind Feature
Sh’Ik’Irr bends reality with the power of his mind, flashing across the space between him and his enemy.
At-WillPsionic
OpportunityPersonal
Trigger: An adjacent enemy marked by Sh’Ik’Irr shifts
Effect: Sh’Ik’Irr shifts 1 square

Battlemind’s Demand
Battlemind Feature
Sh’Ik’Irr draws his foe’s concentration, taunting the foe to strike at him.
At-WillAugmentable, Psionic
Minor ActionClose Burst 3
Target: One creature in burst
Effect: Sh’Ik’Irr marks the target until he uses this power again or until the end of the encounter.
Augment 1:
Target: One or two creatures in blurst

Mind Spike
Battlemind Feature
Sh’Ik’Irr forces his enemy to feel the pain that it inflicts on his friends.
At-WillForce, Psionic, Psychic
Immediate ReactionMelee 1
Trigger: An adjacent enemy marked by Sh’Ik’Irr deals damage to his ally with an attack that doesn’t include him as a target
Target: The triggering enemy
Effect: The target takes force and psychic damage equal to the damage that its attck dealt to Sh’Ik’Irr’s ally.

Bio:

Sh'Ik'Irr

Shadow Falls Figment