Female Kalashtar Wilder 2 Status HP 13/18 | AC 19 | T 17 | FF 16 | F +3 | R +3 | W +5 | Init +3 | Spot +7 | PP 9/12
Female Kalashtar Wilder 2
CG Medium Kalashtar
Init +3; Senses Spot +7
XP:1200 from kandler wounded fight, + anything before that.
--------------------
DEFENSE
--------------------
AC 19, touch 17, flat-footed 16. . (+4 armor, +3 Dex, +2 Shield, +4 Cha to Touch)
hp 18 (2d6+6)
Fort +3, Ref +3, Will +5 (+2 vs mind affecting and possession)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee masterwork Mace +3 (1d8+1/x3)
...dagger +2 (1d4+1/19-20)
Ranged dagger +4 (1d4+1/19-20, 10 ft)
Powers
1pp- Energy Ray, Vigor
--------------------
STATISTICS
--------------------
Str 13, Dex 16, Con 16, Int 15, Wis 14, Cha 18
Base Atk +1; CMB +2; CMD 15
Feats Enervation Endurance
Skills Bluff +9 (+11), Concentration +8, Knowledge (Psionic, Planes) +7, Psicraft +7, Spot +7
Languages Common, ???, ???, ???
Combat Gear masterwork mace, chain shirt, 10 daggers, heavy steel shield
Other Gear bedroll,blanket, backpack, tindertwigs(5), 5/day rations), 179 gp
--------------------
SPECIAL ABILITIES
--------------------
Kalashtar Stuff:
+2 on saves vs. mind-affecting spells and possession
+2 on bluff, diplomacy, and intimidate
+2 on disguise to impersonate a human
Sleep, but do not dream
1 extra psionic power point per HD
Mindlink once per day
Wilder Stuff:
Wild Surge: +1 manifester level and free power point proved for spell, 5% chance of being dazed for one round and losing wilder level in PP.
Elude Touch: Gain charisma modifier to touch AC, up to a max of normal AC.
Feats:
Enervation Endurance: Only lose half of Wilder level in PP when suffering enervation.
Powers:
Energy Ray: 1 pp, 30 ft, ranged touch, ray checks for PR, 1d6 damage cold +1 per d6, fire +1 per d6, elec +3 attack vs target with metal +2 vs PR, sonic -1 per d6, full damage vs objects), extra pp +1d6
Wild Surge +1d6
Vigor: 1 pp, personal, 2 min, gain 5 temp hit points, non stacking. Extra pp +5 temp hit points
Wild Surge +1 min duration, +5 temp hit points.
Action Points:
6 remaining,
Gain +1d6 on a d20 roll, or stabilize, once a round. 1 point