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(OOC) Vault of the Dracolich 5E (Full)
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<blockquote data-quote="tglassy" data-source="post: 7089072" data-attributes="member: 6855204"><p>Name: Aurai</p><p>Race: Female Air Genasi</p><p>Class: Mystic (Soul Knife) 4</p><p>Background: Criminal (Spy)</p><p></p><p>HP: 35</p><p>AC: 17 (+2 when parrying with soul knife)</p><p>Psi Points: 17 (Max 3 at a time)</p><p></p><p>Str: 8</p><p>Dex: 15 + 1 = 16</p><p>Con: 14 + 2 = 16</p><p>Int: 10</p><p>Wis: 13</p><p>Cha: 12</p><p></p><p>Skills:</p><p>Deception</p><p>Stealth</p><p>Perception</p><p>Arcana</p><p></p><p></p><p>Proficiencies:</p><p>Medium Armor</p><p>Martial Weapons</p><p>Common</p><p>Primordial</p><p>Dice Gaming Set</p><p>Thieves Tools</p><p></p><p>Weapons:</p><p>Soul Knife - +5/1d8+3 psychic (spend 2 psi points to give +1 for 1 minutes)</p><p>Light Crossbow - +5/1d8+3</p><p></p><p>Feat: Medium Armor Master: Medium armor does not impost disadvantage on stealth, can use +3 from Dex.</p><p></p><p></p><p>Racial Features:</p><p>Unending Breath: Can hold breath indefinitely while not incapacitated</p><p>Mingle with the Wind: can cast levitate once per day</p><p></p><p>Class Features:</p><p></p><p>2 Disciplines </p><p>Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language)</p><p>Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest.</p><p></p><p></p><p>Psionic Talents (like cantrips):</p><p>Blind Spot: As an Action, you erase your image from the mind of one creature you can see within 120 feet. Target makes wisdom saving throw (DC 11), and if fails, you are invisible to him until end of your next turn</p><p></p><p>Delusion: Basically, Minor Illusion, but only effects one person.</p><p></p><p>Disciplines (can spend max 3 points on any one discipline at a time):</p><p></p><p><strong>Mastery of Air</strong></p><p>Wu Jen Discipline</p><p>You become one with the power of elemental air. Psychic Focus. While focused on this</p><p>discipline, you take no falling damage, and you ignore difficult terrain when walking.</p><p></p><p>Wind Step (1–7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.</p><p></p><p>Wind Stream (1–7 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8</p><p>bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.</p><p></p><p>Cloak of Air (3 psi; conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.</p><p></p><p><strong>Nomadic Step</strong></p><p>Nomad Discipline</p><p>You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.</p><p></p><p>Psychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.</p><p></p><p>Step of a Dozen Paces (1–7 psi). If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.</p><p></p><p>Nomadic Anchor (1 psi). As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.</p><p></p><p>Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.</p><p></p><p>There and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.</p><p></p><p>Transposition (3 psi). If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.</p><p></p><p></p><p>Equipment:</p><p>Scale Mail</p><p>Light Crossbow (20 Bolts)</p><p>Explorer's Pack</p><p>Crowbar</p><p>Dark Common Clothes with hood</p><p>200 gp</p></blockquote><p></p>
[QUOTE="tglassy, post: 7089072, member: 6855204"] Name: Aurai Race: Female Air Genasi Class: Mystic (Soul Knife) 4 Background: Criminal (Spy) HP: 35 AC: 17 (+2 when parrying with soul knife) Psi Points: 17 (Max 3 at a time) Str: 8 Dex: 15 + 1 = 16 Con: 14 + 2 = 16 Int: 10 Wis: 13 Cha: 12 Skills: Deception Stealth Perception Arcana Proficiencies: Medium Armor Martial Weapons Common Primordial Dice Gaming Set Thieves Tools Weapons: Soul Knife - +5/1d8+3 psychic (spend 2 psi points to give +1 for 1 minutes) Light Crossbow - +5/1d8+3 Feat: Medium Armor Master: Medium armor does not impost disadvantage on stealth, can use +3 from Dex. Racial Features: Unending Breath: Can hold breath indefinitely while not incapacitated Mingle with the Wind: can cast levitate once per day Class Features: 2 Disciplines Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language) Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest. Psionic Talents (like cantrips): Blind Spot: As an Action, you erase your image from the mind of one creature you can see within 120 feet. Target makes wisdom saving throw (DC 11), and if fails, you are invisible to him until end of your next turn Delusion: Basically, Minor Illusion, but only effects one person. Disciplines (can spend max 3 points on any one discipline at a time): [B]Mastery of Air[/B] Wu Jen Discipline You become one with the power of elemental air. Psychic Focus. While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking. Wind Step (1–7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft. Wind Stream (1–7 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one. Cloak of Air (3 psi; conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself. [B]Nomadic Step[/B] Nomad Discipline You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel. Psychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn. Step of a Dozen Paces (1–7 psi). If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn. Nomadic Anchor (1 psi). As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability. Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. There and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. Transposition (3 psi). If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space. Equipment: Scale Mail Light Crossbow (20 Bolts) Explorer's Pack Crowbar Dark Common Clothes with hood 200 gp [/QUOTE]
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