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About Rive39HP / 13 Bloodied / 13 surges per day at value 8 Magic: +1 Scale, +1 Sentinel Marshal Honor Blade Longsword 21 AC
Defense Breakdowns : 19 AC = 10 + 7(scale) + 2(shield)
5 Speed
14 Passive Insight
Trained Skills: Athletics, Endurance, Insight, Intimidate, Streetwise, Skills: -1 Acrobatics, 0 Arcana, 4 Athletics, 4 Bluff, 4 Diplomacy, 2 Dungeoneering, +8 Endurance, 2 Heal, 0 History, 7 Insight, +9 Intimidate, 2 Nature, 2 Perception, 0 Religion, -1 Stealth, 9 Streetwise, -1 Thievery Feats: Master at Arms (+1 to hit with weapon attack rolls)
Wild Focus
Battlemind Features: To attack with powers: +10 vs. AC/1d8+4 Damage Battlemind Feature Wild Focus Using a surge of telekinetic power, you yank an enemy toward you, forcing it to fight. Encounter Psionic
Trigger: An enemy starts its first turn during an encounter. Target: The triggering enemy in burst Effect: You pull the target a number of squares equal to your Charisma modifier and mark it until the end of your next turn. Blurred Step You bend reality with the power of your mind, flashing across the space between you and your enemy. At-Will Psionic
Trigger: An adjacent enemy marked by you shifts Effect: You shift 1 square. Special: You can use this power only once per turn. Update (6/14/2010)
Battlemind's Demand You draw your foe’s concentration, taunting the foe to strike at you. At-Will Augmentable, Psionic
Target: One creature in burst Effect: You mark the target until you use this power again or until the end of the encounter.
Target: One or two creatures in burst Mind Spike You force your enemy to feel the pain that it inflicts on your friend. At-Will Force, Psionic, Psychic
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. Level One Powers Vicious Cobra Strike In your foe’s mind, your weapon takes the form of a hissing serpent, its strike hindering that enemy’s attacks against you. At-Will Augmentable, Psionic, Psychic, Weapon
Target: One or two creatures Attack: Constitution vs. AC Hit: Constitution modifier psychic damage, and you mark the target until the end of your next turn. If you target only one creature with this power, the attack deals 1[W] extra damage.
Hit: As above, and you also mark one enemy adjacent to the target until the end of your next turn.
Range: Close burst 1 Target: Each enemy you can see in burst Hit: 1[W] + Constitution modifier psychic damage, and the target is marked and takes a -2 penalty to attack rolls until the end of your next turn. Bull's Strength You slam your foe back as if it were a puny goblin. By enhancing your strength further, you can reach enemies farther away or even swat multiple foes. At-Will Augmentable, Psionic, Weapon
Target: One creature Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier damage, and you push the target 1 square.
Special: Your reach increases by 1 for this attack.
Close: blast 3 Target: Each enemy you can see in blast 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
Target: One creature Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier damage. You are no longer marked or slowed, and you cannot be marked or slowed until the end of your next turn.
Hit: 1[W] + Constitution modifier damage. 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.
Hit: 2[W] + Constitution modifier damage. You are no longer immobilized, marked, or slowed, and you cannot be immobilized, marked, or slowed until the end of your next turn. Renewed Focus (new one) Aspect of Elevated Harmony Your eyes glow as you achieve harmony of mind, body, and spirit. In this state, you are able to heal yourself, and you understand where to strike your enemy best and how to lessen its blows. Daily Healing, Polymorph, Psionic, Weapon
Target: One creature Attack: Constitution vs. AC Hit: 2[W] + Constitution modifier damage. Miss: Half damage. Effect: You can spend a healing surge. You then assume the aspect of elevated harmony until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Effect: You gain temporary hit points equal to 5 + your Wisdom modifier. In addition, choose a single creature hit by the at-will attack. That creature takes extra damage equal to your Wisdom modifier. Ardent Surge You send a surge of powerful emotion that revives a faltering ally. Encounter (Special) Healing, Psionic
Target: You or one ally Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Mantle of Clarity: The target gains a +1 bonus to all defenses until the end of your next turn. Mantle of Elation: The target gains a +1 bonus to attack rolls until the end of your next turn. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round. Quickie backstory: Rive (his name means "to split") was sold into slavery by his father at birth -- his mother died giving birth to him (he was cut from her -- the first time he was "riven" in his life), and his father couldn't bear looking at him. He doesn't know his original name -- his owner called him "Groom boy" because that's what he did. He begins to gain status among the other slaves for his ability to fight -- augmented by his wild talent, a talent he's trained in from time to time by a wandering Ardent (hence the multi-class). At 16 he "marries" another slave (of course, slaves can't formally marry, so it's a bit more of an informal arrangement). His wife catches the master's eye -- and she's taken from him. Again, Riven. When his master discovers his fighting ability, he begins to enter him into arena contests -- which he does quite well in. He gives himself the name Rive. His new status earns him better treatment back at the manor -- until he finds himself in a position to have access to his master, at which time he kills him, robs him and flees. Rive has learned to look out for number one. He's practical, sometimes brutal -- but he is also fiercely loyal to his companions. Perhaps because he so often has his sources of protection taken from him, he is fiercely protective of those he considers friends. |