Name:
Origin: Mind Coercer (Primary)
Android (Secondary)
Statistics:
Strength8(-1)
Constitution7(-2)
Dexterity10(+0)
Intelligence16(+3)
Wisdom9(-1)
Charisma18(+4)
Max Hit Points:
19 Bloodied Value: 9
Initiative:
+1 Speed: 6
Defenses:
AC:14Fortitude:12Reflex:14Will:17
Armor:
UnarmoredLight ArmorHeavy Armor
Shield: YesNo
Skills:
Acrobatics+1
Athletics+0
Conspiracy+4
Insight+0
Interaction+13
Mechanics+4
Nature+0
Perception+0
Science+8
Stealth+1
Level:
1 Current EXP:
Power Source: Psi (+2 to Psi Alpha overcharge rolls.)
Primary Traits: Mutant Type: Charisma; Psi; +2 to psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Interaction checks.
Labyrinthine Mind (Level 1): Gain a +2 bonus to Will.
Group Telepathy (Level 1): While you're conscious, you and each ally within 10 squares of you can mentally communicate with each other.
Mind Coercer Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you slide the target 3 squares.
Secondary Traits: Mutant Type: Intelligence; Dark; +2 to dark overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Science checks.
Built to Last (Level 1): Gain a +2 bonus to Fortitude.
Machine Powered (Level 1): You do not need to eat, drink, or breathe.
Android Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target grants combat advantage to you until the end of the encounter.
Melee Weapon:
+7 accuracy vs. AC, 1d4+4 damage
Ranged Weapon:
+7 accuracy vs. AC, 1d8+4 damage, range 5
Other Starting Gear:
Explorer's Kit: YesNo
Random Gear: (Randomize) Tent, Laptop computer, Draft horse (no wagon), Night-vision goggles
Mental PushMind Coercer Novice
At-Will • Psi, Psychic
Standard ActionRanged 10
Target: One creature
Attack: +5 vs. Will
Hit: 4 psychic damage, and the target makes a basic attack as a free action against a creature of your choice.
Machine GripAndroid Novice
At-Will • Dark, Physical
Standard ActionMelee 1
Target: One creature
Attack: +Intelligence + 1 vs. Reflex
Hit: 1d10 + Intelligence + 2 physical damage, and the target is immobilized until the start of your next turn. If you move to a square that isn't adjacent to the target, the immobilization ends.