Spelljammer-Adventures In Realm Space

Nievatash

Track Star Nievatash, captain of the Aspirant.

Nievatash

Description

== Created Using Wizards of the Coast D&D Character Builder ==
Nievatash, level 6
Kalashtar, Ardent
Ardent Mantle: Mantle of Clarity
Kalashtar: Athletics Bonus
Background: Sea of Silt – Silt Pirate (Acrobatics class skill)

FINAL ABILITY SCORES
Str 10, Con 10, Dex 13, Int 8, Wis 16, Cha 21.

STARTING ABILITY SCORES
Str 10, Con 10, Dex 13, Int 8, Wis 13, Cha 18.

AC: 20 Fort: 15 Reflex: 15 Will: 20
HP: 47 Surges: 7 Surge Value: 11

TRAINED SKILLS
Diplomacy +13, Insight +13, Acrobatics +9, Athletics +10, Thievery +9, Stealth +9

UNTRAINED SKILLS
Arcana +2, Bluff +8, Dungeoneering +6, Endurance +3, Heal +8, History +2, Intimidate +8, Nature +6, Perception +6, Religion +2, Streetwise +8

FEATS
Level 1: Sneak of Shadows
Level 2: Practiced Study
Level 4: Wild Talent Master (retrained to Telepathic Sensitivity at Level 5)
Level 6: Twilight Adept

POWERS
Ardent at-will 1: Energizing Strike
Ardent at-will 1: Impetuous Ruin
Dark Sun: Mental Tools
Wild Talent Master: Telekinetic Grasp
Wild Talent Master: Sensing Eye
Wild Talent Master: Know Direction
Ardent daily 1: Implanted Suggestion
Ardent utility 2: Dimension Swap
Ardent at-will 3: Ire Strike
Ardent daily 5: Enlightening Pulse
Ardent utility 6: Escalating Fury

ITEMS
Eladrin Chainmail +1, Healer’s Brooch +1, Adventurer’s Kit, Master Artisan, Temporary Fix, Warded Campsite, Speech Without Words, Flesh Seeker Alhulak +1, Filter mask, Hidden Pocket, Precise Forgery, Hidden Rapier +1, Goggles of Aura Sight (heroic tier)
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Martial Powers:-
MASTER ARTISAN
You create useful objects from raw materials.
level: 1 Market Price: 50 gp Time: Special Key Skill: Athletics (no check) Duration: Permanent Component Cost: Special
You create a non magical item, such as a mundane weapon or a suit of mundane armor, or a piece of adventuring gear. This process usually takes at least 1 hour, and certain items might take more or less time at the DM’s discretion. The component cost is equal to the item’s price.

TEMPORARY FIX
A few tools and a bit of time are all you need to make a device work again.
level: 1 Market Price: 50 gp Time: 10 minutes Key Skill: Athletics or Duration: 24 hours Thievery (no check) Component Cost: 1 healing surge
You repair a single object that can fit within a cube that is 10 feet on each side. The object functions for the practice’s duration. After that time, the object returns to its prior state.

WARDED CAMPSITE
You arrange tripwires, traps, and other devices so that you and your allies will know when an intruder approaches your campsite.
level: 3 Market Price: 50 gp Time: 30 minutes Key Skill: Nature or Thievery Duration: 8 hours (no check) Component Cost: 1 healing surge
You ward an area no larger than 10 squares by 10 squares. Whenever a creature enters the area, you and your allies within the area are awakened and cannot be c:l surprised. You can designate any specific creatures that are able to move freely through the warded area without waking up sleeping allies.

SPEECH WITHOUT WORDS
No language barrier can keep you from communicating.
Level:3 Market Price: 50gp Time: 5 minutes Key Skill: Diplomacy (no check) ~ Duration: 10 minutes Component Cost: 1 healing surge
Through pantomime, you communicate with a non-hostile creature you can see, even if it does not speak your language. The creature must have an Intelligence score higher than 3. You can communicate simple ideas and concepts, such as figuring out where a monster went, where someone might find fresh water, if there’s a safe place to camp, and so on. Conveying complex ideas might Require a skill challenge, at the DM’s discretion.

HIDDEN POCKET
You hide an object on your person, confident that no matter how thoroughly you are searched, it will not be found.
level: 5 Market Price: 80 gp Time: 1 minute Key Skill: Thievery Duration: Until object is retrieved Component Cost: 1 healing surge
You hide a small object on your person so that it cannot be found. Make a Thievery check with a +10 bonus. Anyone searching you must make a Perception check with a DC equal to your check result to find the item. The DM can modify the DC based on the size of the object.

PRECISE FORGERY
Your falsified papers are resistant to even the closest scrutiny.
Level: 5 Market Price: 80 gp Time: 10 minutes Key Skill: Thievery Duration: Permanent
You fabricate papers or documents so that you can foist them off as being authentic. You can create forgeries of any kind, including written orders, treasure maps, paintings, manifests, and land grants. Forging a simple document takes 10 minutes. More complex works take as long as the DM decides.
At the end of the performance of the practice, make a Thievery check. Your check result determines the forgery’s quality. Anyone examining the document must succeed on a Perception check with a DC equal to your Thievery check result to discern the falsehood. If the forgery contradicts other documents or orders, you might have to make a skill check or engage in a skill challenge to convince another creature that the document is authentic.

Bio

Niev is a Kalashtar Ardent/Rouge from Dark Sun. He started off life as a noble, serving and learning under a Sorcerer King, until he found out about the Sorcerer Kings massive abuse of defiling magic, along with the torture of psionics for power. Discussed niev left to become a silt pirate, but not before stealing a throne from one of the sorcerer kings treasure rooms*. He spent the next year or so as a Silt Pirate out on the Silt Seas of Athis, until one day he was sitting in his throne, when he accidentally activated it. His silt barge jumped out of Athis. Having little experience with inter-universal travel proved hazardous for the crew, and hardly any of them made it to a nearby port, where Niev picked up his new crew…

Character Name Level Class Paragon Path Epic Destiny Total XP Race Size Age Gender Height Weight Alignment Deity Affiliation
INITIATIVE
Score Dex ½Lv Misc
Initiative
Conditional Modifiers +
ABILITY SCORES
Score Mod M+½
Strength
Constitution
Score Mod M+½
Dexterity
Intelligence
Score Mod M+½
Wisdom
Charisma
HIT POINTS
Max HP Bloodied Surge Value Surges Current HP Temp HP Surges Used Death Saves Resistances +
SAVE MODIFIERS
Modifiers +
SKILLS
Bonus A+½ Trnd Arm Misc
Acrobatics Dex
Arcana Int
Athletics Str
Bluff Cha
Diplomacy Cha
Dungeoneering Wis
Endurance Con
Heal Wis
History Int
Insight Wis
Intimidate Cha
Nature Wis
Perception Wis
Religion Int
Stealth Dex
Streetwise Cha
Thievery Dex
NOTES
Note +
DEFENSES
Score 10+½ Abil Cls Feat Enh Misc Misc
AC
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Fort
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Ref
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Will
Conditional Bonuses +
ACTION POINTS
Points MSs
Action Points
Additional Action Point Effects +
RACE FEATURES
Feature +
CLASS FEATURES
Feature +
FEATS
Feat +
LANGUAGES KNOWN
Language +
BACKGROUNDS
Background +
MOVEMENT
Speed Base Arm Item Misc
Speed
Special Movement +
SENSES
Score Base Skill
Passive Insight 10 +
Passive Perception 10 +
Special Senses +
COMBAT WORKSPACE
+
Attack Type
Attack
½Lv
Abil
Cls
Prof
Feat
Enh
Misc
Damage
Abil
Feat
Enh
Misc
Misc
 
AT-WILL POWERS
Power +
ENCOUNTER POWERS
Power +
DAILY POWERS
Power +
EQUIPMENT
Item +
Character By • Sheet By