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Hit Points | 17 |
Hit Dice | 2d8 |
Armor Class | 14 |
Proficiency | +2 |
Initiative | +2 |
Speed | 30ft |
Strength | 09 (-1) |
Dexterity | 14 (+2) |
Constitution | 14 (+2) |
Intelligence | 16 (+3) |
Wisdom | 14 (+2) |
Charisma | 10 (0) |
Armor | Light |
Weapons | Simple |
Tools | Thieves' Tools, Disguise Kit, and Herbalism Kit |
Saving Throws | Int, Wis |
Languages | Common, Elvish, Undercommon, Primordial |
Athletics (Str) | -1 |
Acrobatics (Dex) | 2 |
Sleight of Hand (Dex)* | 4 |
Stealth (Dex)* | 4 |
Arcana (Int)* | 5 |
History (Int)* | 5 |
Investigation (Int)* | 5 |
Nature (Int)* | 5 |
Religion (Int) | 3 |
Animal Handling (Wis) | 2 |
Insight (Wis) | 2 |
Medicine (Wis) | 2 |
Perception (Wis)* | 4 |
Survival (Wis) | 2 |
Deception (Cha) | 0 |
Intimidation (Cha) | 0 |
Performance (Cha) | 0 |
Persuasion (Cha) | 0 |
Psi Points | 6 |
Psi Limit | 2 |
Chameleion | Advantage on Dex (Stealth) checks |
Step | After you teleport on your turn, you get +10 movement speed. |
Assault | You get +2 to damage rolls with your talents that deal psychic damage. |
Mind Thrust | 120ft range, Int save, 1d10 damage. |
Psionic Blast | Action, 60ft, one creature, 1d8 psychic per point. |
Step of a Dozen Places | Bonus, teleport 20 feet per point then reduce speed to 0. |
Nomadic Anchor | Action, create teleport anchor within 120ft, 8 hours. |
Chameleon | Action, hide without needing to be hidden until end of turn. |
Defensive Step | Reaction, When hit, gain +4 AC against attack then teleport 10ft. |
There and Back Again | Bonus, teleport 20 ft then move half your speed. At the end of the turn, teleport back to start. |
Copper | |
Silver | |
Gold | 15 |