Rook

Bending Spoons, Breaking Through

Description:

Benjamin Rook
Level 10 Psion (Controller)
Medium natural humanoid (human)

Initiative +9; Passive Senses Perception 15, Insight 15
HP 66; Bloodied 33
Healing Surge 16; Surges Per Day 9
AC 22; Fortitude 18, Reflex 22, Will 23
Speed 6; Action Points 1; Power Points 6

Alignment Good; Languages Common, Deep Speech
Skills Arcana +15 (+17 Knowledge/Monster), Bluff +14, Diplomacy +14, Dungeoneering +10 (+12 Knowledge; +17 Monster), History +15 (+17 Knowledge/Monster)
Feats Discipline Adept (Can use each power granted by Discipline Focus twice per encounter), Distant Advantage (gain combat advantage for ranged or area attacks against any enemy flanked by your allies), Durable (increase number of healing surges by two), Improved Initiative (+4 Init), Monster Scholar (Use Int instead of Wis for Dungeoneering or Nature Monster knowledge checks), Ritual Caster (may perform Sending or Tenser’s Floating Disc 1/day without components), Timely Respite (roll saving throw with Second Wind or Total Defense), Toughness (+5 HP)
Str 8 (-1/+4) Dex 10 (+0/+5) Wis 11 (+0/+5)
Con 13 (+1/+6) Int 20 (+5/+10) Cha 18 (+4/+9)
Possessions +3 Orb of Mental Dominion, +2 Shimmering Cloth Armor, +2 Periapt of Cascading Health, Headband of Intellect, adventurer’s kit (backpack, bedroll, flint and steel, belt pouch, two sunrods, ten days’ worth of trail rations, 50 ft hempen rope, waterskin), Ritual Book (Comprehend Language, Sending)

Racial Traits Bonus Feat, Bonus Trained Class Skill, Bonus At-Will Power
Class Features Discipline Focus: Telepathy (distract, send thoughts), Psionic Augmentation, Ritual Casting

Basic Attacks

Unarmed Attack (standard; at-will) ✦ Weapon +4 vs. AC; 1d3 – 1 (2 on a crit) damage.
Mind Thrust (standard; at-will) ✦ Weapon Ranged 10; +12 vs. AC; 1d10 + 8 (17 on a crit) psychic damage.

Power Descriptions

At-Will Disciplines

Dishearten Psion Attack 1
At-WillAugmentable, Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +14 vs. Will
Hit: 1d6 + 8 (14 on a crit) psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Augment 1
Hit: As above, and the target cannot make opportunity attacks until the end of your next turn.
Augment 2
Hit: 2d6 + 8 (20 on a crit) psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier (4) until the end of your next turn.

Mind Thrust Psion Attack 1
At-WillAugmentable, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +14 vs. Will
Hit: 1d10 + 8 (18 on a crit) psychic damage.
Special: You can use this power unagumented as a ranged basic attack.
Augment 1
Hit: As above, and the target takes a penalty to Will equal to your Charisma modifier (4) until the end of your next turn.
Augment 2
Hit: 2d10 + 8 (28 on a crit) psychic damage, and the target takes a penalty to all defenses equal to your Charisma modifier (4) until the end of your next turn.

Betrayal Psion Attack 3
At-WillAugmentable, Charm, Implement, Psionic
Standard Action Ranged 10
Target: One enemy
Attack: +13 vs. Will
Hit: You slide the target 1 square to an square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll equal to your Charisma modifier (4).
Augment 1
Hit: As above, and the target gains a bonus to the damage roll equal to your Charisma modifier (4).
Augment 2
Hit: You slide the target a number of squares equal to your Charisma modifier (4) to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll and the damage roll equal to your Charisma modifier (4). The target is also dazed until the end of your next turn.

Force Grasp Psion Attack 7
At-WillAugmentable, Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: +13 vs. Fortitude
Hit: 1d8 + 8 (16 on a crit) force damage, and the target is slowed until the end of your next turn.
Augment 1
Target: One creature or two creatures adjacent to each other
Augment 2
Target: One or two creatures
Hit: 2d8 + 8 (24 on a crit) force damage, and the target is immobilized until the end of your next turn.

Encounter Disciplines

Distract Psion Feature
Encounter (Special)Psionic
Special: You may use this power twice per encounter.
Minor Action Ranged 10
Target: One creature
Effect: The target grants combat advantage to the next creature that attacks it before the end of your next turn.

Send Thoughts Psion Feature
Encounter (Special)Psionic
Special: You may use this power twice per encounter.
Free Action Ranged 20
Target: One creature
Effect: You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.

Intellect Fortress Psion Utility 2
EncounterPsionic
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Choose a defense. Until the end of your next turn, you gain a power bonus to that defense equal to your Charisma modifier (4).

Second Wind PC Feature
EncounterHealing
Standard Action Personal
Effect: Spend a healing surge. You regain 16 hit points, and gain a +2 bonus to all defenses until the start of your next turn.

Daily Disciplines}

Ravening Thought Psion Attack 1
DailyImplement, Psionic, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: +14 vs. Will
Hit: 2d6 + 8 (20 on a crit) psychic damage, and ongoing 5 psychic damage (save ends).
Miss: Half damage, and ongoing 3 psychic damage (save ends).
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: +14 vs. Will
Hit: 1d6 + 8 (14 on a crit) psychic damage, and ongoing 5 psychic damage (save ends).

Hypnotic Pulse Psion Attack 5
DailyImplement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: +14 vs. Will
Hit: 2d6 + 8 (20 on a crit) psychic damage, and the target is dazed (save ends).
Miss: The target is dazed until the end of your next turn.

Mind Blast Psion Attack 9
DailyImplement, Psionic
Standard Action Close blast 5
Target: Each creature in blast
Attack: +13 vs. Will
Hit: The target is stunned (save ends).
Miss: The target is dazed until the end of your next turn.

Steadfast Stanchion Psion Utility 6
DailyPsionic
Standard Action Personal
Effect: You become immune to forced movement until the end of your next turn. In addition, your allies are immune to forced movement while wihtin 5 squares of you. If you move, the effect ends.
Sustain Minor: The effect persists.

Intellect Leech Psion Utility 10
DailyPsionic
Standard Action Ranged 20
Target: One creature
Effect: Until the end of the encounter, whenever the target takes psychic damage while within 10 squares of you, you gain temporary hit points equal to 5 + your Charisma modifier.

Magic Items

+3 Orb of Mental Dominion Level 11
Implement (Orb)
Enhancement: +3 to attack rolls and damage rolls
Power (Daily): Free Action. Use this power when an attack with this orb succeeds against the target’s Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.

+2 Shimmering Cloth Armor Level 9
Armor: Cloth
Enhancement: +2 AC
Property: You do not provoke opportunity attacks when you make ranged or area attacks.

+2 Periapt of Cascading Health Level 10
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Power (Encounter): Minor Action. You end one condition that a save can end.

Headband of Intellect Level 10
Item Slot: Head
Property: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Power (Daily): Minor Action. Gain a +2 power bonus to the next Intelligence attack that you make this turn.

Rituals Mastered

Comprehend Language
Sending

Current XP: 22,000 (Thru Session 2)
Next Level: 26,000

Bio:
Height: 5’10" Weight: 150 lbs. Age: 28
Eyes: Dark Brown Hair: Brown Skin: Fair

DESCRIPTION

Rook’s short brown hair is often tousled and sticks up at odd angles, often due to him idly toying with it while thinking about something. His eyes are deep pools of curiosity, and he smiles easily. He sports sideburns, though the rest of his face tends to be clean-shaven while not out on an adventure. His clothes tend to be nice, but ruffled because of his inattention to details like that. He possesses a pair of spectacles, which he will sometimes wear while reading, though he doesn’t need them so much as he thinks they make him look a bit clever.

BACKGROUND

Benjamin Rook grew up in the city of Hammerfast to the northeast of Harkenwold. As humans in a primarily dwarven city, his family served as caretakers of the small shrine to Ioun. His father Francis was a devout priest of the goddess of knowledge and insisted upon his son being given a good education. Young Rook was less interested in the religious philosophies than he was in the texts concerning all the strange and wonderful creatures that inhabited the world and the realms beyond. Books were the boy’s constant companions, and he spent hours memorizing every bit of lore associated with the arcane and the deeps of the world. Rather than learning Dwarven, a practical language to know for one living in a city filled with native speakers, he instead obsessed over the tongue known as the Deep Speech. It was harsh and guttural and pulsed with danger, sparking the young man’s imagination about the nature of those who had created it.

Though the dwarf children would sometimes tease him for being so tall, lanky, and “brainy,” they still allowed the boy to tag along with them as they played their games in the tunnels beneath the city. Rook’s first exposure to the disturbing energies of the Far Realm occurred during one of the kids’ explorations of some of the less-traveled tunnels. The memory of the event itself escapes him, but he would often later describe what he saw as “squirmy.” He’d gone off alone into a side passage, and when his friends found him, he was lying on the floor unconscious. They ran for help and brought back some adults to carry the young human back home. He awoke at the shrine with a terrible migraine, but as the pain dulled he could sense a greater…awareness of things around him.

Rook’s experience with psionic energy seemed to have pried open an untapped part of his mind, and as his headaches eventually faded away completely, he discovered that he was mildly telepathic. He was sometimes able to “hear” the surface thoughts of others and even accidentally project his own thoughts directly into someone’s head. Afraid of this new development, he confessed all to his father, whom he trusted above all others. Francis researched the phenomena his son described to him, performed divination rituals, and prayed to Ioun herself for guidance in helping his son understand what was occurring to him. He discovered ancient and almost forgotten references to Psionic power and their links to the Far Realm, and he reached out to some friends of his, seeking an expert on the subject. A few months later, the Rooks were visited by a master of the mental arts called Julius.

With a mentor to help guide and shape his new found abilities, Rook learned to tap fully into the psionic power source. With the uncertainty and fear stripped away, the young man found the possibilities fascinating. He continued his traditional education under his father’s tutelage, but also began extra lessons with Julius to exercise and strengthen the recently awakened parts of his mind. It was rigorous and tiring, but he found it all to be worthwhile. He absorbed everything that both men had to teach him, but he took a particular interest in his psionic mentor’s tales of his life as an adventurer. This preoccupation with the dangerous and awe inspiring path in life led him to want to get out of the books and out into the world to experience what he could, and put his mental abilities to practice serving the greater good of the Nentir Vale.

PERSONALITY

Rook is enthusiastically optimistic, genial, and engaging. He’s quick with an encouraging word for those who seem to be in need, though he tends to overstate his point. He gets distracted easily, and will sometimes talk all around his point before finally making it. He enjoys word play, and can become a bit frustrated if others do not “get” him. He’s smart and good with people, but he is rather too trusting. He values his own moral code, and though he does not insist the same of those around him, he certainly encourages them to hold true to some principles.

COMMON EXPRESSIONS

“Brilliant!”
“You do not wish to find yourself on our fecal roster.”
“No. No, no. Don’t do that.”

KNOWN FAMILY MEMBERS

Francis (father)
Mina (mother)

Rook’s Journal
Rook’s Character Entry

Rook

The Tear of Ioun zero