Almah Rovshki

Calla the Quick's page

165 posts. Alias of Will Cooper (RPG Superstar 2012 Top 16).


About Calla the Quick

Calla the Quick
Human, Battlemind, level 2
Build: Quick Battlemind
Psionic Study Option: Speed of Thought
Human Power Selection Option: Bonus At-Will Power
Dark Sun, Inherent Bonuses
Background: Tyr - Enlightened Noble (Streetwise class skill)
Theme: Dune Trader
 
FINAL ABILITY SCORES
STR 10, CON 20 [+5], DEX 10, INT 8 [-1], WIS 11, CHA 14 [+2] 
 
AC: 20 Fort: 18 Ref: 15 Will: 17
HP: 41 Surges: 14 Surge Value: 10
PP: 2 Initiative: +3
Passive perception: 11
Passive insight: 16
 
TRAINED SKILLS
Diplomacy +8, Endurance +9, Insight +6, Streetwise +8
 
UNTRAINED SKILLS

Acrobatics –1, Arcana +0, Athletics –1, Bluff +3, Dungeoneering +1, Heal +1, History +0, Intimidate +3, Nature +1, Perception +1, Religion +0, Stealth –1, Thievery –1
 
AT WILL POWERS
Melee Basic Attack: +10 vs AC, 1d8 damage
Ranged Basic Attack: +10 vs AC, 1d8 damage

Battlemind's Demand:

You draw your foe’s concentration, taunting the foe to strike at you.
At-Will        Augmentable, Psionic
Minor Action      Close burst 3
Target: One creature in the 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 the burst

Blurred Step:

You bend reality with the power of your mind, flashing across the space between you and your enemy.
At-Will        Psionic
Free Action      Personal
Trigger: An adjacent enemy marked by you shifts
Effect: You shift 1 square.
Special: You can use this power only once per turn.

Mind Spike:

You force your enemy to feel the pain that it inflicts on your friend.
At-Will        Force, Psionic, Psychic
Immediate Reaction      Melee 1
Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn’t include you as a target
Target: The triggering enemy
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.

Renewed Focus:

By the power of your mind, you shrug off effects that would keep you away from your foes.
At-Will        Augmentable, Psionic, Weapon
Standard Action      Melee weapon
Target: One creature
Attack: Constitution vs. AC (+10 vs AC)
Hit: 1[W] + Constitution modifier damage (1d8+6). You are no longer marked or slowed, and you cannot be marked or slowed until the end of your next turn.
Augment 1
Hit: 1[W] + Constitution modifier damage (1d8+6). You and allies within 5 squares of you are no longer marked or slowed, and cannot be marked or slowed until the end of your next turn.
Augment 2
Hit: 2[W] + Constitution modifier damage (2d8+6). You are no longer immobilized, marked, or slowed, and you cannot be immobilized, marked, or slowed until the end of your next turn.

Whirling Defense:

Seeking to defend your friends, you attack your foe to get it to focus on you. By channeling more power into your attack, you can distract more opponents.
At-Will        Augmentable, Psionic, Weapon
Standard Action      Melee weapon
Target: One creature
Attack: Constitution vs. AC (+10 vs AC)
Hit: 1[W] + Constitution modifier damage (1d8+6), and you mark the target until the end of your next turn.
Augment 1
Effect: Whenever you use your mind spike before the end of your next turn, the target of that power takes extra damage equal to your Charisma modifier (+2 damage).
Augment 2
Range: Close burst 1.
Target: Each enemy you can see in the burst

Concussive Spike:

Your weapon shimmers with force as you bring it crashing down, clobbering your foes and driving some of them back.
At-Will        Augmentable, Force, Psionic, Weapon
Standard Action      Close blast 3
Target: One creature you can see in the blast
Attack: Constitution vs. AC (+10 vs AC)
Hit: 1[W] + Constitution modifier force damage (1d8+6). You push each enemy in the blast other than the target a number of squares equal to 1 + your Charisma modifier.
Augment 1
Range: Close burst 3
Target: One creature you can see in the burst
Hit: 1[W] + Constitution modifier force damage (1d8+6). You push one enemy in the burst other than the target a number of squares equal to 1 + your Charisma modifier.
Augment 2
Hit: 1[W] + Constitution modifier force damage (1d8+6), and you knock the target prone. You push each enemy in the blast other than the target a number of squares equal to 1 + your Charisma modifier.

ENCOUNTER POWERS

Psionic Vigor:

Battlemind Utility 2 
Encounter minor action personal 
Effect: you gain temporary hit points equal to 5+CHA (7)

Quick Formation:

You lash at your enemies and move your allies into a defensible position.
Encounter        Martial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature
Attack: CON vs. AC (+10 vs AC)
Hit: 1[W] + CON damage (1d8+6), and either you shift 4 squares, or each ally within 5 squares of you can shift 2 squares as a free action.

Speed of Thought:

You move in the blink of an eye, reaching your foes before they can draw their weapons.
Encounter        Psionic
Free Action      Personal
Trigger: You roll initiative
Effect: You move a number of squares equal to 3 + your Charisma modifier (5 squares).
Special: You can use this power even if you’re surprised.

DAILY POWERS

Steel Unity Strike:

You become one with your weapon as you unleash a devastating attack against your foe, leaving yourself in position to strike again if your enemies flee.
Daily        Psionic, Stance, Weapon
Standard Action      Melee weapon
Target: One creature
Attack: Constitution vs. AC (+10 vs AC)
Hit: 3[W] + Constitution modifier damage (3d8+6).
Miss: Half damage.
Effect: You assume the steel unity stance. Until the stance ends, you can use the Steel Unity Attack power.

Steel Unity Attack:

Steel Unity Attack
At-Will      Psionic, Weapon
Opportunity Action      Melee 1
Requirement: The power Steel Unity Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting on its turn
Target: The triggering enemy
Attack: Constitution vs. AC (+10 vs AC)
Hit: 2[W] + Constitution modifier damage (2d8+6).

FEATS
Level 1: Improved Defenses - You gain a +1 feat bonus to Fortitude, Reflex, and Will. 
Level 1: Psionic Initiative - You gain a +3 feat bonus to initiative checks. When you roll initiative, you can spend 1 power point to increase the bonus to +6.
Level 2: Melee Training (Con)

 
ITEMS
Spear - Damage: 1d8 Proficient: +2 
Althulak - Damage: 1d8 Proficient: +3
Reinforcing Scale Armor +1 (Grants +1 bonus to all defenses when struck in melee)
Heavy Shield
Desert clothing
Filter mask
10 survival days
Antivenom (3) (+2 to saves vs poison)
Alchemist's acid (3) (Ranged +4 vs reflex. 1d10 acid damage and 5 ongoing. On miss, half damage and no ongoing damage).