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A Season of Bones RG
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<blockquote data-quote="Walking Dad" data-source="post: 5296910" data-attributes="member: 59043"><p>Jalaan, Tiefling Psion (Telepath)</p><p></p><p>Jallan always had terrible dreams about dying and eternal. But he realized their was something more as his whole tribe awakened at knight, horribly afraid and confused. His nascent psionic powers allowed him to project his own fears and nightmares into another mind. Maybe this was his way for redemption? Others paid their ticket out of hell through blood, he through seeding despair and madness???</p><p></p><p> He used used his new-found abilities on their raids. Most were quite successful, but in the last one his powers were blocked and he was subdued by a strange human with white glowing eyes and red hair.</p><p></p><p>Having no more memories until he arrived in the arena, he found more 'subjects' for paying his blood-dept...</p><p></p><p></p><p>[sblock=sheet]</p><p>level 6</p><p>Tiefling, Psion</p><p>Discipline Focus: Telepathy Focus</p><p>Background: Blazestone (Learn Primordial)</p><p>Theme: Wilder</p><p>Wild Talent: Thought Projection</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 11, Con 14, Dex 10, Int 19, Wis 10, Cha 17.</p><p></p><p></p><p>AC: 20 Fort: 17 Reflex: 19 Will: 20</p><p>HP: 51 Surges: 8 Surge Value: 12</p><p></p><p>TRAINED SKILLS</p><p>Arcana +12, History +12, Perception +8, Bluff +13</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +3, Diplomacy +6, Dungeoneering +3, Endurance +5, Heal +3, Insight +3, Intimidate +6, Nature +3, Religion +7, Stealth +5, Streetwise +6, Thievery +3, Athletics +3</p><p></p><p>FEATS</p><p>Psion: Ritual Caster</p><p>Level 1: Unarmored Agility</p><p>Level 2: Toughness</p><p>Level 4: Superior Implement Proficiency (Crystal Orb)</p><p>Level 6: Improved Defenses</p><p></p><p>POWERS</p><p>Psion at-will 1: Mind Thrust</p><p>Psion at-will 1: Dishearten</p><p>Psion daily 1: Mental Trauma</p><p>Psion utility 2: Intellect Fortress</p><p>Psion at-will 3: Psychic Anomaly</p><p>Psion daily 5: Force Spheres</p><p>Psion utility 6: Shared Recovery</p><p></p><p>ITEMS</p><p>Cloth Armor (Basic Clothing), Crystal Orb</p><p></p><p>[sblock=Powers]</p><p><span style="color: Lime"><strong>At-Will Powers</strong></span></p><p><span style="color: Lime"><strong></strong></span></p><p><span style="color: Lime"><strong></strong>Thought Projection: minor, cb5, You convey either an image or a message of 10 words or fewer to each target.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Dishearten: standard, b1 in 10, +9 vs Will - 1d6 + 7 psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.</span> <span style="color: Lime"></span></p><p><span style="color: Lime">Augment 1: Hit: As above, and the target cannot make opportunity attacks until the end of your next turn.</span></p><p><span style="color: Lime">Augment 2: Hit: 2d6 + 7 psychic damage, and the target takes a -3 penalty to attack rolls until the end of your next turn.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Mind Thrust: standard, r10, +9 vs Will - 1d10 + 7 psychic damage. - You can use this power unaugmented as a ranged basic attack.</span> <span style="color: Lime"></span></p><p><span style="color: Lime">Augment 1: Hit: As above, and the target takes a -3 penalty to Will until the end of your next turn.</span></p><p><span style="color: Lime">Augment 2: Hit: 2d10 + 7 psychic damage, and the target takes a -3 penalty to all defenses until the end of your next turn.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Psychic Anomaly: standard, r10, Effect: You conjure a psychic anomaly in an unoccupied square within range. The anomaly lasts until the end of your next turn. You can make the following attack using the anomaly.</span></p><p><span style="color: Lime">Anomaly attack: opportunity, m1, Trigger: An enemy starts its turn in a square adjacent to the anomaly. - </span> <span style="color: Lime">+9 vs Will - 1d6 + 7 psychic damage, and you slide the target 3 squares to a square adjacent to the anomaly.</span></p><p><span style="color: Lime">Augment 1: Effect: As above, and your allies can flank with the psychic anomaly.</span></p><p><span style="color: Lime">Augment 2: Hit: 1d8 + 7 psychic damage, and the target is dazed until the end of your next turn.</span></p><p></p><p></p><p><span style="color: Red"><strong>Encounter Powers</strong></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Infernal Wrath: free, cb10, Trigger: An enemy within 10 squares hits him. Effect: The target takes 1d6+4 fire damage.</span><span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Psychic Surge: standard, r10, 1d20+8 vs Reflex - 1d8 + 7 psychic damage, and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.</span> <span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Distract: minor, r10, The target grants combat advantage to the next creature that attacks it before the end of your next turn.</span> <span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Send Thoughts: free, r20, You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.</span> <span style="color: Red"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Intellect Fortress: imm interrupt, personal, Choose a defense. Until the end of your next turn, you gain a +3 power bonus to that defense.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Shared Recovery: free, personal, - Trigger: An ally within 5 squares of you regains hit points or succeeds on a saving throw - Effect: You gain 8 temporary hit points.</span></p><p><span style="color: Red"></span> </p><p></p><p><span style="color: Silver"><strong>Daily Powers</strong></span></p><p><span style="color: Silver"></span></p><p><span style="color: Silver">Mental Trauma: standard, r20, 1d20+9 vs Will - 3d8 + 7 psychic damage. - Miss: Half damage. - Effect: The target gains vulnerable 5 psychic (save ends).</span></p><p><span style="color: Silver"></span></p><p><span style="color: Silver">Force Spheres: standard, personal - Effect: You set four force spheres spinning around you in your space until the end of the encounter or until you expend them. While you have at least one force sphere, you gain a +2 bonus to all defenses, and you can make the following attack.</span></p><p><span style="color: Silver">Sphere Attack: minor (1/round), r20, </span> <span style="color: Silver">1d20+8 vs Reflex - 3d8 + 5 force damage, and the target falls prone. - Effect: You expend one force sphere.</span></p><p></p><p>[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5296910, member: 59043"] Jalaan, Tiefling Psion (Telepath) Jallan always had terrible dreams about dying and eternal. But he realized their was something more as his whole tribe awakened at knight, horribly afraid and confused. His nascent psionic powers allowed him to project his own fears and nightmares into another mind. Maybe this was his way for redemption? Others paid their ticket out of hell through blood, he through seeding despair and madness??? He used used his new-found abilities on their raids. Most were quite successful, but in the last one his powers were blocked and he was subdued by a strange human with white glowing eyes and red hair. Having no more memories until he arrived in the arena, he found more 'subjects' for paying his blood-dept... [sblock=sheet] level 6 Tiefling, Psion Discipline Focus: Telepathy Focus Background: Blazestone (Learn Primordial) Theme: Wilder Wild Talent: Thought Projection FINAL ABILITY SCORES Str 11, Con 14, Dex 10, Int 19, Wis 10, Cha 17. AC: 20 Fort: 17 Reflex: 19 Will: 20 HP: 51 Surges: 8 Surge Value: 12 TRAINED SKILLS Arcana +12, History +12, Perception +8, Bluff +13 UNTRAINED SKILLS Acrobatics +3, Diplomacy +6, Dungeoneering +3, Endurance +5, Heal +3, Insight +3, Intimidate +6, Nature +3, Religion +7, Stealth +5, Streetwise +6, Thievery +3, Athletics +3 FEATS Psion: Ritual Caster Level 1: Unarmored Agility Level 2: Toughness Level 4: Superior Implement Proficiency (Crystal Orb) Level 6: Improved Defenses POWERS Psion at-will 1: Mind Thrust Psion at-will 1: Dishearten Psion daily 1: Mental Trauma Psion utility 2: Intellect Fortress Psion at-will 3: Psychic Anomaly Psion daily 5: Force Spheres Psion utility 6: Shared Recovery ITEMS Cloth Armor (Basic Clothing), Crystal Orb [sblock=Powers] [COLOR=Lime][B]At-Will Powers [/B]Thought Projection: minor, cb5, You convey either an image or a message of 10 words or fewer to each target. Dishearten: standard, b1 in 10, +9 vs Will - 1d6 + 7 psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.[/COLOR] [COLOR=Lime] Augment 1: Hit: As above, and the target cannot make opportunity attacks until the end of your next turn. Augment 2: Hit: 2d6 + 7 psychic damage, and the target takes a -3 penalty to attack rolls until the end of your next turn. Mind Thrust: standard, r10, +9 vs Will - 1d10 + 7 psychic damage. - You can use this power unaugmented as a ranged basic attack.[/COLOR] [COLOR=Lime] Augment 1: Hit: As above, and the target takes a -3 penalty to Will until the end of your next turn. Augment 2: Hit: 2d10 + 7 psychic damage, and the target takes a -3 penalty to all defenses until the end of your next turn. Psychic Anomaly: standard, r10, Effect: You conjure a psychic anomaly in an unoccupied square within range. The anomaly lasts until the end of your next turn. You can make the following attack using the anomaly. Anomaly attack: opportunity, m1, Trigger: An enemy starts its turn in a square adjacent to the anomaly. - [/COLOR] [COLOR=Lime]+9 vs Will - 1d6 + 7 psychic damage, and you slide the target 3 squares to a square adjacent to the anomaly. Augment 1: Effect: As above, and your allies can flank with the psychic anomaly. Augment 2: Hit: 1d8 + 7 psychic damage, and the target is dazed until the end of your next turn.[/COLOR] [COLOR=Red][B]Encounter Powers[/B] Infernal Wrath: free, cb10, Trigger: An enemy within 10 squares hits him. Effect: The target takes 1d6+4 fire damage.[/COLOR][COLOR=Red] Psychic Surge: standard, r10, 1d20+8 vs Reflex - 1d8 + 7 psychic damage, and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.[/COLOR] [COLOR=Red] Distract: minor, r10, The target grants combat advantage to the next creature that attacks it before the end of your next turn.[/COLOR] [COLOR=Red] Send Thoughts: free, r20, You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.[/COLOR] [COLOR=Red] Intellect Fortress: imm interrupt, personal, Choose a defense. Until the end of your next turn, you gain a +3 power bonus to that defense. Shared Recovery: free, personal, - Trigger: An ally within 5 squares of you regains hit points or succeeds on a saving throw - Effect: You gain 8 temporary hit points. [/COLOR] [COLOR=Silver][B]Daily Powers[/B] Mental Trauma: standard, r20, 1d20+9 vs Will - 3d8 + 7 psychic damage. - Miss: Half damage. - Effect: The target gains vulnerable 5 psychic (save ends). Force Spheres: standard, personal - Effect: You set four force spheres spinning around you in your space until the end of the encounter or until you expend them. While you have at least one force sphere, you gain a +2 bonus to all defenses, and you can make the following attack. Sphere Attack: minor (1/round), r20, [/COLOR] [COLOR=Silver]1d20+8 vs Reflex - 3d8 + 5 force damage, and the target falls prone. - Effect: You expend one force sphere.[/COLOR] [/sblock][/sblock] [/QUOTE]
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