Played by Nick Cobb
9 Games Played
Created 10/30/2010
BARAK DARKSOUL
The Liberati
Phoenix Gaming Club
Male Tiefling Unaligned Medium Level 3
Class Psion Paragon Path None Epic Destiny None
Theme Noble Adept Background Balican  
Ability Score Mod +1/2 Lvl
STR 13 13 base +0 race +0 level +1 +2
DEX 13 13 base +0 race +0 level +1 +2
CON 13 13 base +0 race +0 level +1 +2
INT 16 14 base +2 race +0 level +3 +4
WIS 13 13 base +0 race +0 level +1 +2
CHA 15 13 base +2 race +0 level +2 +3
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
3313 Con score plus 20 class levels 16 88 one-quarter hit points □□□□□□□
Current HP
 
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods
Defenses
AC 14 11 10 + 1/2 level +3 Dex or Int +0 armor +0 shield +0 class +0 feat +0 enhancement
Conditions
FORT 12 11 10 + 1/2 level +1 Str or Con +0 class +0 feat +0 enhancement
Conditions
REF 14 11 10 + 1/2 level +3 Dex or Int +0 shield +0 class +0 feat +0 enhancement
Conditions
WILL 15 11 10 + 1/2 level +2 Wis or Cha +2 class +0 feat +0 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
magic staff +11 ♦ STR vs. AC +1d6 on critical
+5 +1 +1 +0 +2 +0 +1 +0 1d8+2 1d8 +1 +0 +1 +0 +0
bone mace ♦ STR vs. AC +1d6 on critical
+5 +1 +1 +0 +2 +0 +1 +0 1d8+2 1d8 +1 +0 +1 +0 +0
sling ♦ load free ♦ DEX vs. AC ranged 10/20; +1d6 on critical
+5 +1 +1 +0 +2 +0 +1 +0 1d6+2 1d6 +1 +0 +1 +0 +0
unarmed strike ♦ STR vs. AC +1d6 on critical
+3 +1 +1 +0 +0 +0 +1 +0 1d4+2 1d4 +1 +0 +1 +0 +0
Workarea Workarea
                             

1 Adds +1 enhancement bonus to attack and damage on powers with the Implement keyword. Add 1d6 damage on critical hits.
Senses
  Vision normal, low-light
  passive Insight 1710 base +7 Insight score
  passive Perception 1210 base +2 Perception score


Power Points
 Max PP 3 | Current PP
Action Points
Actions Points
Additional Action Point Effects
 
Initiative +2+1 Dex +1 half-level
Speed 66 race -0 armor
Experience Points 2,945 of 3,750
Workspace
Conditions

Ongoing Effects


Resistances
65 fire +1 1/2 level fire
 Armor Check Penalty -0-0 armor -0 shield
 Skills Acrobatics +2 (+1 Dex, +1 half-lvl, -0 armor), Arcana +9 (+3 Int, +1 half-lvl, +5 trained), Athletics +2 (+1 Str, +1 half-lvl, -0 armor), Bluff +5 (+2 Cha, +1 half-lvl, +2 racial), Diplomacy +8 (+2 Cha, +1 half-lvl, +5 trained), Dungeoneering +7 (+1 Wis, +1 half-lvl, +5 trained), Endurance +2 (+1 Con, +1 half-lvl, -0 armor), Heal +2 (+1 Wis, +1 half-lvl), History +4 (+3 Int, +1 half-lvl), Insight +7 (+1 Wis, +1 half-lvl, +5 trained), Intimidate +3 (+2 Cha, +1 half-lvl), Nature +2 (+1 Wis, +1 half-lvl), Perception +2 (+1 Wis, +1 half-lvl), Religion +4 (+3 Int, +1 half-lvl), Stealth +4 (+1 Dex, +1 half-lvl, +2 racial, -0 armor), Streetwise +5 (+2 Cha, +1 half-lvl, +2 background), Thievery +2 (+1 Dex, +1 half-lvl, -0 armor)
 Feats Armor Proficiency (cloth), Controlling Advantage, Low Crawl, Ritual Casting, Weapon Proficiency (simple melee, simple ranged)
Combat Features
  • Bloodhunt – You gain a +1 racial bonus to attack rolls against bloodied foes.
  • Controlling Advantage – When you pull, push, or slide a target that is granting combat advantage to you, you can increase the distance of the forced movement by 1 square.
  • Fixed Enhancement Bonuses – You gain an automatic enhancement bonus of +1 to Attack and Damage rolls as well as a +0 enhancement bonus to all Defenses. On a critical hit, you deal 1d61d6 per fixed enhancement bonus to the attack roll extra damage. This does not stack with other enhancement bonuses and goes into effect even if an item does not have an enhancement bonus of its own.
  • Implements – orbs, staffs – Add magic implement enhancement bonus to the attack rolls and damage of psion powers that have the implement keyword. Without an implement, you can still use these powers.
  • Low Crawl – You can shift while prone.
  • Psionic Augmentation – Spend a power point to augment any at-will psionic power with the augmentable keyword. You regain all your power points when you take a short or an extended rest.


At-Will Powers
  • Force Hammer – Augmentable, Force, Implement, Psionic ♦ StdArea burst 1 within 10 squares ♦ Target each creature in burst ♦ Attack Intelligence vs. Fortitude ♦ Hit 1d6 + Intelligence modifier force damage, and the target is slowed until the end of your next turn. ♦ Augment 1 (Hit As above, and the target can't shift until the end of your next turn.) ♦ Augment 2 (Hit 1d8 + Intelligence modifier force damage, and you knock the target prone.) Reference Player's Handbook 3, pg. 85.
  • Force Punch – Augmentable, Force, Implement, Psionic ♦ StdMelee 1 ♦ Target one creature ♦ Attack Intelligence vs. Fortitude ♦ Hit 1d8 + Intelligence modifier force damage, and you push the target and each enemy adjacent to you 1 square. ♦ Augment 1 (Hit As above, but you push the target a number of squares equal to your Wisdom modifier.) ♦ Augment 2 (Hit 1d8 + Intelligence modifier + Wisdom modifier force damage, and you knock the target prone. In addition, you push the target and each enemy adjacent to you 1 square.) Reference Player's Handbook 3, pg. 83.
  • Kinetic Trawl – Augmentable, Force, Implement, Psionic ♦ StdRanged 10 ♦ Target one creature ♦ Attack Intelligence vs. Reflex ♦ Hit 1d8 + Intelligence modifier force damage, and you pull the target 1 square. ♦ Special You can use this power unaugmented as a ranged basic attack. ♦ Augment 1 (Hit 1d10 + Intelligence modifier force damage, and you pull the target a number of squares equal to your Wisdom modifier.) ♦ Augment 2 (Hit 2d10 + Intelligence modifier force damage, and you pull the target a number of squares equal to your Wisdom modifier.) Reference Player's Handbook 3, pg. 83.
  • Know Direction – Psionic ♦ Minor ActionPersonalEffect You determine which way is north. For 1 hour, you gain a +2 power bonus to checks to navigate natural terrain using either Perception or Nature.Reference Dark Sun Campaign Setting, pg. 81.
Encounter Powers
  • Adept's Insight – Augmentable, Psionic ♦ Free ActionClose burst 5 ♦ Trigger you or an ally in burst makes an attack roll, saving throw, or skill check ♦ Effect You add 1 to the triggering roll. ♦ Augment 1 (Effect You instead add 1d4+1 to the triggering roll.) Reference Dark Sun Campaign Setting, pg. 54.
  • Far Hand – Psionic ♦ MinorRanged 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.Reference Player's Handbook 3, pg. 82.
  • Forceful Push – Psionic ♦ Free ActionRanged 10 ♦ Target one creature ♦ Effect You slide the target 1 square, but not into hindering terrain.Advances levels 11 & 21 ♦ Reference Player's Handbook 3, pg. 82.
  • Infernal WrathMinorPersonalEffect You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.Reference Player's Handbook, pg. 48.
Daily Powers
  • Telekinetic Anchor – Force, Implement, Psionic ♦ StdArea burst 1 within 10 squares ♦ Target each creature in 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.Reference Player's Handbook 3, pg. 84.
  • Telekinetic Lift – Psionic ♦ StdRanged 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 you 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.Reference Player's Handbook 3, pg. 84.
Special Features
  • Discipline Focus – Telekinesis focus.
Rituals Known
  • SilenceLevel 1 | Category Warding | Time 10 minutes | Duration 24 hours | Key Skill Arcana (no check) | Component Cost 30 gp | Reference Player's Handbook, pg. 312.
  • Tenser's Floating DiskLevel 1 | Category Exploration | Time 10 minutes | Duration 24 hours | Key Skill Arcana | Component Cost 10 gp | Special 1/day—Use ritual without spending component cost. | Reference Player's Handbook, pg. 312.
Miscellaneous Information
 History Barak Darksoul Barak was a minor noble in Balic who had the best education, including graduating from the famed Cerebran psionic university. He was rising to prominence until framed for theft. He lost his wealth and was sentenced to hard labor. Using the last of his funds, he faked his death and slipped out of Balic. He has vowed to some day return to the city-state and discover who set him up and wreck vengeance.
Why did you become an adventurer? With no wealth or trade, it was one of his few choices.
Where did you learn your class skills? The Cerebran psionic university.
How did you acquire your equipment, and does any of it have special meaning? None has special meaning.
What's the worst event in your life? Being framed and losing status.
What's the best event in your life? Successfully avoiding punishment in Balic.
Do you have survivng family? Mother? Father? Siblings? Spouse? Do you stay in touch? Yes, family survives but believes him dead.
What is your biggest fear? Failing to avenge himself.
What makes you laugh out loud? Physical might failing against the power of the mind.
What makes you angry? Running out of money.
What talent would you most like to have? Knowledge of sufficient rituals and psionics to crash triumphantly back into the nobility of Balic.
What is your opinion of the Sorcerer-Kings? Without them, there would be only chaos. The world needs strong rulers and nobles.
What would be your theme music? "Betrayed" by Kiss

 Languages Common, Giant
 Home Region Balic
 Height 5 ft. 11 in. | Weight 175 lb. | Age 22 | Skin Pink | Hair Brown | Eyes Crimson

 Personality Traits Social—Charming, Hopeful, Suspicious | Decision Points—Commanding, Flexible, Stern | Dire Straits—Competitive, Vengeful, Patient.
 Mannerisms Cultured and refined by a noble upraising, he often appears haughty to the common folk.
 Appearance Physically fit, confident, and proud.
 Tattoos, Scars, or Piercings None.

 Last Played March 8, 2011

Defeated Enemy Record
  Gith Savage, Hejkin Sparker, Human Bandit (2), Human Berserker, Human Guard Savage Berserker (Marta), Kenku Ruffian, Silt Runner Darter, Skeletal Archer, Tarek Raider, Tiefling Rogue, Tiefling Scofflaw (2), Zombie, Zombie Rotter
Equipment & Possessions
  Daily Item Powers Per Day

 Magic Items Equipped WEAPON—magic staff +1 (+1 enhancement attack and damage; implement for arcane and psionic users; +2 proficiency; 1d8 damage; two-handed; staff; 4 lb.) (400 gp), ARMOR—None, ARMS—None, FEET—None, HANDS—None, HEAD—None, NECK—None, RING (left)—None, RING (right)—None, WAIST—None

 Magic Items Carried None

 Exotic Fruits None

 Nonmagical Items alchemist's fire (Level 1 ♦ Consumable, Fire ♦ Standard Action ♦ Make an attack: Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire damage; on miss, deal half damage.Adventurer's Vault, pg. 24) (20 gp) backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), bone mace (+2 proficiency; 1d8 damage; versatile; mace; 6 lb.) (5 gp), desert clothing (+1 item bonus on Endurance checks against environmental dangers) (10 gp), filter mask (1 gp), fire kit (1 gp), hempen rope (50 ft.) (1 gp), obsidian dagger (+3 proficiency; 1d4 damage; 5/10 range; light blade; off-hand, light thrown; 1 lb.) (1 gp), sling (+2 proficiency; 1d6 damage; 10/20 range; sling; load free; 0 lb.) (1 gp), ||| sling bullets (5 cp), surival day (5 gp), torches (bright light 5 squares; 1 hour duration; 1 lb.) (1 sp)

 pp 0, gp 220, sp 99, cp 0
 Other Wealth None

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