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<blockquote data-quote="FitzTheRuke" data-source="post: 7108749" data-attributes="member: 59816"><p><strong>Xerksis "Zerk" Belaninen</strong></p><p></p><p>Chaotic Good High Elf Outlander Mystic (Nomad) Level <strong>1</strong></p><p></p><p><strong>AC</strong> 15 (Studded Leather)</p><p><strong>HP</strong> 9</p><p><strong>Hit Dice</strong> 1x (1d8+1)</p><p></p><p><strong>Attack </strong></p><p>Short Sword +5 (1d6+3)</p><p>Short Bow +5 (1d6+3)</p><p></p><p>[sblock=Skills & Abilities]</p><p><strong>Str</strong> 10(+0) <strong>Dex</strong> 16 (+3) Con 12(+1) Int 16(+3) Wis 13(+1) Cha 8(-1)</p><p></p><p>Arcana +5</p><p>Athletics +2</p><p>History +5</p><p>Insight +3 *</p><p>Investigation +5 *</p><p>Perception +3 (Passive 13)</p><p>Survival +3</p><p></p><p>* Floating Skills per Long Rest (Breadth of Knowledge)</p><p></p><p>Intelligence Saves +5</p><p>Wisdom Saves +3</p><p></p><p>Musical Instrument (Fife)</p><p></p><p><strong>Languages</strong></p><p>Common, Elvish, Draconic</p><p></p><p><strong>Class Abilities</strong></p><p>Mystic 1 - Psionics - Talents x1, Disciplines x1, Psi Points x4 (Max 2)</p><p>Mystic 1 - Mystic Order (Nomad) - Nomadic Disciplines x2, Breadth of Knowledge</p><p></p><p><strong>Disciplines</strong></p><p></p><p><u>Celerity</u> </p><p><strong>Psychic Focus</strong> - Your walking speed increases by 10' (to 40') </p><p><strong>Rapid Step</strong> (1–7 psi) Bonus action - You increase your walking, climbing, and/or swim speed by 10' per psi point spent until the end of the current turn.</p><p><strong>Agile Defense</strong> (2 psi) Bonus action - You take the Dodge action.</p><p><strong>Blur of Motion</strong> (2 psi) Action - You are invisible during any of your movement during the current turn.</p><p><strong>Surge of Speed</strong> (2 psi) Bonus action - Until the end of the current turn you don’t provoke opportunity attacks and you have a climbing speed equal to your walking speed.</p><p></p><p><u>Nomadic Chameleon</u></p><p><strong>Psychic Focus</strong> - You have advantage on Stealth checks.</p><p><strong>Chameleon</strong> (2 psi) Action - You can hide even if you fail to meet the requirements. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.</p><p></p><p><u>Nomadic Step</u></p><p><strong>Psychic Focus</strong> After you teleport on your turn, while focused on this discipline, your walking speed increases by 10' until the end of the turn (once per turn).</p><p><strong>Step of a Dozen Paces</strong> (1–7 psi) Bonus action - instead of moving this turn, you teleport up to 20' per psi point spent.</p><p></p><p><u>Talent</u></p><p><strong>Delusion</strong> Action - You plant a false belief (a sound or image) in the mind of one creature you can see within 60' for 1 minute.</p><p>Only the target perceives the sound or image. If a sound, the volume can range from a whisper to a scream. It can be a voice, roar, music, etc.</p><p>If an object, it must fit within a 5-foot cube and can’t move or be reflective. The image can't influence a sense other than sight and disappears if the creature touches it.</p><p>[/sblock]</p><p></p><p>[Sblock=Equipment]</p><p>Studded Leather & Traveller's Clothes</p><p>Shortbow & Quiver of 20 Arrows</p><p>Shortsword</p><p>Explorer's Pack (Backpack, Bedroll, Messkit, Rations, & Waterskin, Tinderbox & Torches, Rope)</p><p>Fife</p><p>10gp</p><p>[/Sblock]</p><p></p><p>[sblock=Background]</p><p>A strange, wandering elf. Zerk is a peculiar, if friendly fellow.</p><p></p><p><strong>Personality</strong>: He has different ideas on customs, manners, property, and personal space compared to normal folk</p><p><strong>Ideals:</strong> Inquisitive - Everyone and everything is a fascination.</p><p><strong>Bonds:</strong> Socialization comes awkwardly to him.</p><p><strong>Flaws:</strong> He knows a little too much about the space between space, and it has left him very odd.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 7108749, member: 59816"] [B]Xerksis "Zerk" Belaninen[/B] Chaotic Good High Elf Outlander Mystic (Nomad) Level [B]1[/B] [B]AC[/B] 15 (Studded Leather) [B]HP[/B] 9 [B]Hit Dice[/B] 1x (1d8+1) [B]Attack [/B] Short Sword +5 (1d6+3) Short Bow +5 (1d6+3) [sblock=Skills & Abilities] [B]Str[/B] 10(+0) [B]Dex[/B] 16 (+3) Con 12(+1) Int 16(+3) Wis 13(+1) Cha 8(-1) Arcana +5 Athletics +2 History +5 Insight +3 * Investigation +5 * Perception +3 (Passive 13) Survival +3 * Floating Skills per Long Rest (Breadth of Knowledge) Intelligence Saves +5 Wisdom Saves +3 Musical Instrument (Fife) [B]Languages[/B] Common, Elvish, Draconic [B]Class Abilities[/B] Mystic 1 - Psionics - Talents x1, Disciplines x1, Psi Points x4 (Max 2) Mystic 1 - Mystic Order (Nomad) - Nomadic Disciplines x2, Breadth of Knowledge [B]Disciplines[/B] [U]Celerity[/U] [B]Psychic Focus[/B] - Your walking speed increases by 10' (to 40') [B]Rapid Step[/B] (1–7 psi) Bonus action - You increase your walking, climbing, and/or swim speed by 10' per psi point spent until the end of the current turn. [B]Agile Defense[/B] (2 psi) Bonus action - You take the Dodge action. [B]Blur of Motion[/B] (2 psi) Action - You are invisible during any of your movement during the current turn. [B]Surge of Speed[/B] (2 psi) Bonus action - Until the end of the current turn you don’t provoke opportunity attacks and you have a climbing speed equal to your walking speed. [U]Nomadic Chameleon[/U] [B]Psychic Focus[/B] - You have advantage on Stealth checks. [B]Chameleon[/B] (2 psi) Action - You can hide even if you fail to meet the requirements. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding. [U]Nomadic Step[/U] [B]Psychic Focus[/B] After you teleport on your turn, while focused on this discipline, your walking speed increases by 10' until the end of the turn (once per turn). [B]Step of a Dozen Paces[/B] (1–7 psi) Bonus action - instead of moving this turn, you teleport up to 20' per psi point spent. [U]Talent[/U] [B]Delusion[/B] Action - You plant a false belief (a sound or image) in the mind of one creature you can see within 60' for 1 minute. Only the target perceives the sound or image. If a sound, the volume can range from a whisper to a scream. It can be a voice, roar, music, etc. If an object, it must fit within a 5-foot cube and can’t move or be reflective. The image can't influence a sense other than sight and disappears if the creature touches it. [/sblock] [Sblock=Equipment] Studded Leather & Traveller's Clothes Shortbow & Quiver of 20 Arrows Shortsword Explorer's Pack (Backpack, Bedroll, Messkit, Rations, & Waterskin, Tinderbox & Torches, Rope) Fife 10gp [/Sblock] [sblock=Background] A strange, wandering elf. Zerk is a peculiar, if friendly fellow. [B]Personality[/B]: He has different ideas on customs, manners, property, and personal space compared to normal folk [B]Ideals:[/B] Inquisitive - Everyone and everything is a fascination. [B]Bonds:[/B] Socialization comes awkwardly to him. [B]Flaws:[/B] He knows a little too much about the space between space, and it has left him very odd. [/sblock] [/QUOTE]
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