Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Talking the Talk
Calling of Vecna Rogue's Gallery
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="VLAD the Destroyer" data-source="post: 6897816" data-attributes="member: 6803188"><p>[ATTACH]76897[/ATTACH]</p><p></p><p><strong>Name:</strong> Jareth </p><p><strong>Race:</strong> Half-Drow Elf</p><p><strong>Class:</strong> Mystic (Order of the Awakened) 4</p><p><strong>Background:</strong> Urchin</p><p><strong>Alignment:</strong> Neutral Evil</p><p><strong>Experience:</strong> 2700</p><p></p><p><strong>ABILITIES</strong> </p><p><strong>Strength:</strong> 21 (+5)</p><p><strong>Dexterity:</strong> 20 (+5)</p><p><strong>Constitution:</strong> 17 (+3)</p><p><strong>Intelligence:</strong> 20 (+5)</p><p><strong>Wisdom:</strong> 15 (+2)</p><p><strong>Charisma:</strong> 19 (+4)</p><p></p><p><strong>AC:</strong> 17 (18 w/ Iron Durability)</p><p><strong>Initiative:</strong> +5</p><p><strong>Speed:</strong> 30 ft</p><p><strong>HP:</strong> 35</p><p><strong>Hit Dice:</strong> 4 d8</p><p><strong>Proficiency Bonus:</strong> +2</p><p></p><p><strong>OFFENSE:</strong></p><p>Spear +8 1d6+6 piercing 20/60 3 lb. thrown, versatile (1d8)</p><p>Dagger +7 1d4+5 piercing 20/60 1 lb. finesse, light, thrown</p><p></p><p></p><p></p><p><strong>SAVES:</strong></p><p>Intelligence, Wisdom</p><p></p><p><strong>SKILLS:</strong></p><p>[sblock]</p><p></p><p>*=Proficiencies</p><p>**=Expertise</p><p></p><p>Acrobatics: +5</p><p>Animal Handling: +2</p><p>*Arcana: +7</p><p>Athletics: +5</p><p>**Deception: +8</p><p>History: +5</p><p>*Insight: +4</p><p>Intimidation: +4</p><p>*Investigation: +7</p><p>Medicine: +2</p><p>Nature: +5</p><p>*Perception: +5</p><p>Performance: +4</p><p>*Persuasion: +6</p><p>Religion: +5</p><p>*Sleight of Hand: +7</p><p>*Stealth: +7</p><p>Survival: +2</p><p>[/sblock]</p><p></p><p>Passive Perception: 12</p><p></p><p><strong>PROFICIENCIES AND LANGUAGES</strong></p><p>Languages: Common, Elvish, Dwarvish</p><p>Armor: Light armor, medium armor</p><p>Weapons: Simple weapons</p><p>Tools: Disguise Kit, Thieves’ Tools, Forgery Kit</p><p></p><p><strong>FEATURES AND TRAITS:</strong></p><p></p><p><strong>Feats:</strong></p><p>Skilled (Insight, Perception, and Forgery Kit)</p><p>Lucky (3 Luck Points)</p><p></p><p><strong>Race:</strong></p><p>Darkvision: 60ft</p><p>Fey Ancestry: Advantage on saving throws against charmed, magic cannot put you to sleep</p><p>Drow Magic:</p><p> I know the Dancing Lights cantrip.</p><p> Once I reach 3rd level, I can cast the Faerie Fire spell once per long rest.</p><p> Once I reach 5th level, I can also cast the Darkness spell once per long rest.</p><p> Charisma is my spellcasting ability for these spells. Save DC 14</p><p></p><p><strong>Background:</strong></p><p>Feature: City Secrets</p><p>You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When not in combat you (and companions you lead) can travel between any two locations in the city twice as fast as your normal speed would allow.</p><p></p><p><strong>Class:</strong></p><p>[sblock]</p><p></p><p>Psionics</p><p>Psi Points: 17 (Limit: 3)</p><p></p><p>Mystical Recovery:</p><p>Starting at 2nd level, you draw vigor from the psi energy you use to power psionic disciplines associated with your Mystic Order.</p><p>Whenever you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less.</p><p></p><p></p><p></p><p></p><p>Strength of Mind:</p><p>Even the simplest psionic techniques require a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.</p><p>Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.</p><p></p><p>Mystic Order (Order of the Awakened)</p><p>Mind Mastery:</p><p>At 1st level, you gain the mind meld and thought spear psionic talents (these are in addition to the talents you gain in the Mystic table). If you already have either one, you can pick any other talent to replace it.</p><p></p><p>Awakened Expertise:</p><p>Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in two skills of your choice. In addition, choose one skill you are proficient in. </p><p>Your proficiency bonus is doubled for any ability check you make that uses that skill.</p><p></p><p>Psionic Investigation:</p><p>At 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object, regardless of how long ago it was last handled. You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.</p><p>[/sblock]</p><p></p><p><strong>EQUIPMENT</strong></p><p>[sblock]</p><p></p><p>Small Knife</p><p>Map of the city I grew up in</p><p>Pet spider</p><p>Set of common clothes</p><p>A belt pouch</p><p>Spear +1</p><p>Mace</p><p>Explorer’s Pack</p><p>Studded Leather</p><p>Dagger x 5</p><p>Thieves’ tools</p><p>Disguise Kit</p><p>Forgery Kit</p><p>Acid (vial) x4</p><p>Alchemist’s fire (flask) x2</p><p>Poison, basic (vial) x3</p><p>Clothes, fine</p><p>Clothes, Traveler’s</p><p>Potion of Healing x4</p><p>Potion of Greater Healing x3</p><p>Caltrops (bag of 20)</p><p>Belt of the Giant Strength (Hill Giant)</p><p>Chest w/ Lock</p><p>23 pp 16 gp</p><p>[/sblock]</p><p></p><p><strong>DESCRIPTION</strong></p><p>Age: 35</p><p>Height: 5’ 9</p><p>Weight: 153 lbs</p><p>Eyes: Purple</p><p>Skin: Black</p><p>Hair: Silver</p><p>Description: Jareth is tall and lithe. His parentage is apparent by his dark skin, silver hair and deep purple eyes. This is why he wears a deep hooded cloak to hide his features. The most notable feature is a nasty scar which encircles the front of his neck. His voice is raspy and raw and it seems to hurt when he speaks much above a whisper.</p><p></p><p></p><p></p><p><strong>Talents: (Save DC: 15)</strong></p><p>[sblock]</p><p>Mind Meld:</p><p>As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.</p><p></p><p>Thought Spear:</p><p>As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</p><p></p><p>Blade Meld:</p><p>As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.</p><p></p><p>Mind Thrust:</p><p>As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p><p>[/sblock]</p><p></p><p><strong>Disciplines: (Save DC: 15)</strong></p><p>[sblock]</p><p>Conquering Mind</p><p><em>Lesser discipline (awakened)</em></p><p>By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.</p><p></p><p>Psychic Focus:</p><p>While focused on this discipline, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. You can change the chosen skill each time you apply your focus to this discipline.</p><p></p><p>Exacting Query (2):</p><p>As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw(it succeeds automatically if it is immune to being charmed). On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.</p><p></p><p>Occluded Mind (2):</p><p>As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe you or a creature or object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.</p><p></p><p>Broken Will (5):</p><p>As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. On a successful save, the target is unaffected, and you can’t use this ability on that creature again until you finish a long rest.</p><p></p><p>Psychic Grip (7, C):</p><p>As an action, you target a creature you can see. The target must make an Intelligence saving throw. On a failed save, you overload the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, despite being paralyzed.</p><p></p><p>Third Eye</p><p><em>Lesser discipline (awakened)</em></p><p>This discipline can open a third eye within your mind, opening your doors of perception.</p><p></p><p>Psychic Focus:</p><p>While focused on this discipline, you have blindsight with a radius of 30 feet.</p><p></p><p>Tremorsense (1, C):</p><p>As a bonus action, you gain tremorsense with a radius of 30 feet for up to 1 minute.</p><p></p><p>Unwavering Eye (1, C):</p><p>As a bonus action, you gain advantage on Wisdom checks for up to 1 minute.</p><p></p><p>Truesight (5, C):</p><p>As a bonus action, you gain truesight with a radius of 30 feet for up to 1 minute.</p><p></p><p>Iron Durability:</p><p><em>Lesser discipline (immortal)</em></p><p>This discipline grants you unmatched toughness and resilience on the battlefield. </p><p></p><p>Psychic Focus:</p><p>While focused on this discipline, you gain a +1 bonus to AC.</p><p></p><p>Psionic Recovery (2):</p><p>As an action, you can spend up to two Hit Dice. Roll each die, add your Constitution modifier to it, and regain hit points equal to the total.</p><p></p><p>Iron Hide (1–3):</p><p>As a reaction when you are attacked, you gain a +2 bonus to AC for each psi point you spend. You spend these points after learning the attack’s result but before applying its effects.</p><p>[/sblock]</p><p></p><p><strong>Personality Traits: </strong>I think anyone who’s nice to me is hiding evil intent.</p><p></p><p><strong>Ideals:</strong> Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)</p><p></p><p><strong>Bonds:</strong> I escaped my life of poverty by robbing an important person, and I’m wanted for it.</p><p></p><p><strong>Flaws:</strong> I will never fully trust anyone other than myself.</p><p></p><p><strong>BACKGROUND</strong> </p><p>Abandoned by his mother and left for dead Jareth only survived because an old woman took pity on the infant despite his heritage. The woman kept him sheltered to protect him. That didn’t protect her. The city watch came for her. She was charged with treason and they were both hung from the city walls. He was only 7. He cursed those who killed his only constant and swore vengeance on his dying breath. As the world turned black he felt falling and something speaking to him. The Whispered One spared his life in return for service. He grew up in the gutters of the city hidden in the shadows. He looked inward meditating as the Dying King commanded. The secrets he found there gave him the power to take his vengeance. Take vengeance he did. One by one those that took him and tried him were found eyes staring blankly screaming in fear clawing at their own faces. But it wasn’t enough they would all pay for what they had done. And his master would show him how it would be done.</p></blockquote><p></p>
[QUOTE="VLAD the Destroyer, post: 6897816, member: 6803188"] [ATTACH=CONFIG]76897._xfImport[/ATTACH] [B]Name:[/B] Jareth [B]Race:[/B] Half-Drow Elf [B]Class:[/B] Mystic (Order of the Awakened) 4 [B]Background:[/B] Urchin [B]Alignment:[/B] Neutral Evil [B]Experience:[/B] 2700 [B]ABILITIES[/B] [B]Strength:[/B] 21 (+5) [B]Dexterity:[/B] 20 (+5) [B]Constitution:[/B] 17 (+3) [B]Intelligence:[/B] 20 (+5) [B]Wisdom:[/B] 15 (+2) [B]Charisma:[/B] 19 (+4) [B]AC:[/B] 17 (18 w/ Iron Durability) [B]Initiative:[/B] +5 [B]Speed:[/B] 30 ft [B]HP:[/B] 35 [B]Hit Dice:[/B] 4 d8 [B]Proficiency Bonus:[/B] +2 [B]OFFENSE:[/B] Spear +8 1d6+6 piercing 20/60 3 lb. thrown, versatile (1d8) Dagger +7 1d4+5 piercing 20/60 1 lb. finesse, light, thrown [B]SAVES:[/B] Intelligence, Wisdom [B]SKILLS:[/B] [sblock] *=Proficiencies **=Expertise Acrobatics: +5 Animal Handling: +2 *Arcana: +7 Athletics: +5 **Deception: +8 History: +5 *Insight: +4 Intimidation: +4 *Investigation: +7 Medicine: +2 Nature: +5 *Perception: +5 Performance: +4 *Persuasion: +6 Religion: +5 *Sleight of Hand: +7 *Stealth: +7 Survival: +2 [/sblock] Passive Perception: 12 [B]PROFICIENCIES AND LANGUAGES[/B] Languages: Common, Elvish, Dwarvish Armor: Light armor, medium armor Weapons: Simple weapons Tools: Disguise Kit, Thieves’ Tools, Forgery Kit [B]FEATURES AND TRAITS:[/B] [B]Feats:[/B] Skilled (Insight, Perception, and Forgery Kit) Lucky (3 Luck Points) [B]Race:[/B] Darkvision: 60ft Fey Ancestry: Advantage on saving throws against charmed, magic cannot put you to sleep Drow Magic: I know the Dancing Lights cantrip. Once I reach 3rd level, I can cast the Faerie Fire spell once per long rest. Once I reach 5th level, I can also cast the Darkness spell once per long rest. Charisma is my spellcasting ability for these spells. Save DC 14 [B]Background:[/B] Feature: City Secrets You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When not in combat you (and companions you lead) can travel between any two locations in the city twice as fast as your normal speed would allow. [B]Class:[/B] [sblock] Psionics Psi Points: 17 (Limit: 3) Mystical Recovery: Starting at 2nd level, you draw vigor from the psi energy you use to power psionic disciplines associated with your Mystic Order. Whenever you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less. Strength of Mind: Even the simplest psionic techniques require a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest. Mystic Order (Order of the Awakened) Mind Mastery: At 1st level, you gain the mind meld and thought spear psionic talents (these are in addition to the talents you gain in the Mystic table). If you already have either one, you can pick any other talent to replace it. Awakened Expertise: Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses that skill. Psionic Investigation: At 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object, regardless of how long ago it was last handled. You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. [/sblock] [B]EQUIPMENT[/B] [sblock] Small Knife Map of the city I grew up in Pet spider Set of common clothes A belt pouch Spear +1 Mace Explorer’s Pack Studded Leather Dagger x 5 Thieves’ tools Disguise Kit Forgery Kit Acid (vial) x4 Alchemist’s fire (flask) x2 Poison, basic (vial) x3 Clothes, fine Clothes, Traveler’s Potion of Healing x4 Potion of Greater Healing x3 Caltrops (bag of 20) Belt of the Giant Strength (Hill Giant) Chest w/ Lock 23 pp 16 gp [/sblock] [B]DESCRIPTION[/B] Age: 35 Height: 5’ 9 Weight: 153 lbs Eyes: Purple Skin: Black Hair: Silver Description: Jareth is tall and lithe. His parentage is apparent by his dark skin, silver hair and deep purple eyes. This is why he wears a deep hooded cloak to hide his features. The most notable feature is a nasty scar which encircles the front of his neck. His voice is raspy and raw and it seems to hurt when he speaks much above a whisper. [B]Talents: (Save DC: 15)[/B] [sblock] Mind Meld: As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature. Thought Spear: As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Blade Meld: As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead. Mind Thrust: As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). [/sblock] [B]Disciplines: (Save DC: 15)[/B] [sblock] Conquering Mind [I]Lesser discipline (awakened)[/I] By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own. Psychic Focus: While focused on this discipline, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. You can change the chosen skill each time you apply your focus to this discipline. Exacting Query (2): As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw(it succeeds automatically if it is immune to being charmed). On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. Occluded Mind (2): As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe you or a creature or object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. Broken Will (5): As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. On a successful save, the target is unaffected, and you can’t use this ability on that creature again until you finish a long rest. Psychic Grip (7, C): As an action, you target a creature you can see. The target must make an Intelligence saving throw. On a failed save, you overload the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, despite being paralyzed. Third Eye [I]Lesser discipline (awakened)[/I] This discipline can open a third eye within your mind, opening your doors of perception. Psychic Focus: While focused on this discipline, you have blindsight with a radius of 30 feet. Tremorsense (1, C): As a bonus action, you gain tremorsense with a radius of 30 feet for up to 1 minute. Unwavering Eye (1, C): As a bonus action, you gain advantage on Wisdom checks for up to 1 minute. Truesight (5, C): As a bonus action, you gain truesight with a radius of 30 feet for up to 1 minute. Iron Durability: [I]Lesser discipline (immortal)[/I] This discipline grants you unmatched toughness and resilience on the battlefield. Psychic Focus: While focused on this discipline, you gain a +1 bonus to AC. Psionic Recovery (2): As an action, you can spend up to two Hit Dice. Roll each die, add your Constitution modifier to it, and regain hit points equal to the total. Iron Hide (1–3): As a reaction when you are attacked, you gain a +2 bonus to AC for each psi point you spend. You spend these points after learning the attack’s result but before applying its effects. [/sblock] [B]Personality Traits: [/B]I think anyone who’s nice to me is hiding evil intent. [B]Ideals:[/B] Retribution. The rich need to be shown what life and death are like in the gutters. (Evil) [B]Bonds:[/B] I escaped my life of poverty by robbing an important person, and I’m wanted for it. [B]Flaws:[/B] I will never fully trust anyone other than myself. [B]BACKGROUND[/B] Abandoned by his mother and left for dead Jareth only survived because an old woman took pity on the infant despite his heritage. The woman kept him sheltered to protect him. That didn’t protect her. The city watch came for her. She was charged with treason and they were both hung from the city walls. He was only 7. He cursed those who killed his only constant and swore vengeance on his dying breath. As the world turned black he felt falling and something speaking to him. The Whispered One spared his life in return for service. He grew up in the gutters of the city hidden in the shadows. He looked inward meditating as the Dying King commanded. The secrets he found there gave him the power to take his vengeance. Take vengeance he did. One by one those that took him and tried him were found eyes staring blankly screaming in fear clawing at their own faces. But it wasn’t enough they would all pay for what they had done. And his master would show him how it would be done. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Calling of Vecna Rogue's Gallery
Top