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 Forest Gnome Mystic

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despyzer
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PostSubject: Forest Gnome Mystic   Wed May 24, 2017 5:08 pm

Names that this character has gone by or been called:

Spizzle
The Spiz
Spizzler
Spizter
Spitzer
Fezzlegook


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PostSubject: Re: Forest Gnome Mystic   Wed May 24, 2017 5:36 pm

Race: Forest Gnome                         Height: 2'10"
Class: Mystic                                   Weight: 35 lbs.
Sub-class: Order of the Awakened     Hair: Dark Green
Alignment: CN                                 Eyes: Dark Brown                               
Background: Sage: Wizard's Apprentice
Level: 7th        Experience: 32,350        Next: 34,000

Strength: 10 (0/+1)
Dexterity: 19 (+4/+5)
Constitution: 16 (+3/+4)
Intelligence: 24 (+7/+10)
Wisdom: 14 (+2/+5)
Charisma: 10 (0/+1)

HP: 11+10+11+7+11+7+9 = 66
Armor: Studded Leather
AC: 16
Proficiency: +3

Weapons: handaxe (+2 attack) d6
dagger (+6 attack) d4+4
 
Acrobatics (Dex):
Animal Handling (Wis): +2
Arcana (Int): +10 (Background)
Athletics (Str):
Deception (Cha):
History (Int): +10 (Background)
Insight (Wis): +5 (Sub-class)
Intimidation (Cha):
Investigation (Int): +10 (Class)
Medicine (Wis): +2
Nature (Int): +10 (Class)
Perception (Wis): +5 (Sub-class)
Performance (Cha):
Persuasion (Cha):
Religion (Int): +7
Sleight of Hand (Dex): +4
Stealth (Dex): +7 (Feat)
Survival (Wis): +2

Languages: common, Gnomish, Primordial, Celestial


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PostSubject: Re: Forest Gnome Mystic   Wed May 24, 2017 6:00 pm

CLASS/SUB-CLASS/MISC. ABILITIES

Feat
    Fade Away - Increase INT by 1, up to 20. • When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
    Stealthy - You know how best to hide. You gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
• If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.

Forest Gnome
    Darkvision - See in dim light for 60' as if it were bright, and in darkness as if it were dim.
    Gnome Cunning - Advantage on all magic saving throws dealing with INT, WIS, or CHA.
    Natural Illusionist - You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
    Speak with Small Beasts - Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Mystic
    Psionics - As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting.
    Mystical Recovery - Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.
    Telepathy - You can telepathically speak to any creature you can see within 120' of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
    Potent Psionics - At 8th level, you gain the ability to infuse your  weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.
    Consumptive Power - At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reducedby the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.
    Psionic Mastery - Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on. At 15th level, the pool of psi points you gain from this feature increases to 11. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.

Order of the Awakened
    Psionic Investigation - Starting 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 within the past 24 hours. You also learn of any events that have occurred within 20' of the object within the past hour. 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. Once you use this feature, you can’t use it again until you finish a short or long rest.
    Psionic Surge - You can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
    Spectral Form - At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.

Sage
    Researcher - When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.


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PostSubject: Re: Forest Gnome Mystic   Wed May 24, 2017 7:21 pm

TALENTS : 2
DISCIPLINES: 4 + 2 awakened
PSI POINTS: 38
PSI LIMIT: 6

DC for saves is 18 = 8 + 7 (INT) +3 (prof)
Discipline Attack Modifier is +9

TALENTS
Light Step - As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10', and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

Mind Thrust - As an action, you target one creature you can see within 120' of you. The target must succeed on an Intelligence saving throw or take 2d10 psychic damage. The talent’s damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).

DISCIPLINES
Bestial Form
    Psychic Focus - While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.
     Bestial Claws (1–7 psi) - You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent.
    Bestial Transformation - As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.
         Amphibious (2 psi) - You gain gills; you can breathe air and water.
         Climbing (2 psi) - You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.
         Flight (5 psi) - Wings sprout from your back. You gain a flying speed equal to your walking speed.
         Keen Senses (2 psi) - Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
         Perfect Senses (3 psi) - You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
         Swimming (2 psi) - You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
         Tough Hide (2 psi) - Your skin becomes as tough as leather; you gain a +2 bonus to AC.

Mastery of Wood and Earth:
    Psychic Focus - While focused on this discipline, you have a +1 bonus to AC.
    Animate Weapon (1–7 psi) - As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30' of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.
    Warp Weapon (2 psi) - As an action, choose one non-magical weapon held by one creature you can see within 60' of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.
    Warp Armor (3 psi) - As an action, choose a non-magical suit of armor worn by one creature you can see within 60' of you. That creature must succeed on a Constitution saving throw, or the creature’s AC becomes 10 + its Dexterity modifier until the end of your next turn.
    Wall of Wood (3 psi; conc., 1 hr.) - As an action, you create a wall of wood at least one portion of which must be within 60' of you. The wall is 60' long, 15' high, and 1' thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC
12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.
    Armored Form (6 psi; conc., 1 min.) - As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.
    Animate Earth (7 psi; conc., 1 hr.) - As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120' of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

Precognition -
    Psychic Focus - While focused on this discipline, you have advantage on initiative rolls.
    Precognitive Hunch (2 psi; conc., 1 min.) - As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
    All-Around Sight (3 psi) - In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
    Danger Sense (5 psi; conc., 8 hr.) - As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the
future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
    Victory Before Battle (7 psi) - When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.

Psychic Assault:
     Psychic Focus - While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.
     Psionic Blast (1–7 psi) - As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.
     Ego Whip (3 psi) - As an action, choose one creature you can see within 60' of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
     Id Insinuation (5 psi) - As an action, choose one creature you can see within 60' of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.
     Psychic Blast (6 psi) - As an action, you unleash devastating psychic energy in a 60' cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.
     Psychic Crush (7 psi) - As an action, you create a 20' cube of psychic energy within 120' of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

Psychic Inquisition:
    Psychic Focus - While focused on this discipline, you know when a creature communicating with you via telepathy is lying.
    Hammer of Inquisition (1–7 psi; conc., 1 min.) - As an action, choose one creature you can see within 60' of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.
    Forceful Query (2 psi) - As an action, you ask a question of one creature that can see and hear you within 30' of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.
    Ransack Mind (5 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.
    Phantom Idea (6 psi; conc., 1 hr.) - While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30' of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.

Psychic Phantoms:
    Psychic Focus - While focused on this discipline, you have advantage on Charisma (Deception) checks.
    Distracting Figment (1–7 psi) - As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.
    Phantom Foe (3 psi; conc., 1 min.) - As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability.
    Phantom Betrayal (5 psi; conc., 1 min.). As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
    Phantom Riches (7 psi; conc., 1 min.) - As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


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PostSubject: Re: Forest Gnome Mystic   Thu May 25, 2017 1:45 pm

ITEMS (Weapons and armor appear above; magic Items appear below)

442 pp
2,630 gp
7,003 sp
500 cp

bedroll
10 torches
tinderbox
22 days rations
waterskin
50' hempen rope
scholar's pack
    backpack
    book of lore
    bottle of black ink
    ink pen
    10 sheets of parchment
    small bag of sand
    small knife
common clothes


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PostSubject: Re: Forest Gnome Mystic   Thu May 25, 2017 2:35 pm

MAGIC ITEMS

Bag of Holding
2 X Tome of Clear Thought (used)
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