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About "Aren"combat Info::
HP 19 AC 14 Proficiency Bonus +2 Initiative +3 Saves:
Power: +6 to hit
Proficiencies (Skills | Tools):
Athletics +3, Survival +2, Arcana +6, Nature +2, Medicine +6, Insight +2, Perception +2 Feats:
Warchanter Class Features:
Psi Points: 6 Psi Limit: 2
Order of the Wu Jen:
The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires. Bonus Disciplines: At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines. Hermit’s Study: At 1st level, you gain proficiency with two of the following skills of your choice: Insight, Perception.
******************* Disciplines: Psionic Restoration:
Immortal Discipline You wield psionic energy to cure wounds and restore health to yourself and others. Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. Mend Wounds (1–7 psi): As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.
Mastery of Force:
Wu Jen Discipline As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command. Psychic Focus: While focused on this discipline, you have advantage on Strength checks. Push (1–7 psi): As an action, choose one creature you can see within 60' of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage/psi point spent and is pushed up to 5' per point spent in a straight line away from you. On a successful save, it takes half as much damage. Move (2–7 psi): Choose one object you can see within 60' of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20' on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60', and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below. Psi Maximum Bludgeoning
2 25 lbs. 2d6
Inertial Armor (2 psi): As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
Mastery of Weather:
Wu Jen Discipline Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. Psychic Focus: While focused on this discipline, you have resistance to lightning and thunder damage. Cloud Steps (1–7 psi; conc., 10 min.): As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10' x 10' area and reaches upward 20'/psi point spent. Hungry Lightning (1–7 psi): As an action, you lash out at one creature you can see within 60' of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one. Wall of Clouds (2 psi; conc., 10 min.): As an action, you create a wall of clouds, 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. Creatures can pass through it without hindrance, but the wall blocks vision. Whirlwind (2 psi): As an action, choose a point you can see within 60' of you. Winds howl in a 20' radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.
>>>>>>>>>>>>>>>>> Psionic Talents:
Mind Thrust: As an action, you target one creature you can see within 120' of you. The target must succeed on an Int saving throw or take 1d10 psychic damage. Posessions:
Pistol, Traveler's pack, Leather Duster Backstory:
Left on the doorstep of a local temple to Pelor, Aren was placed in an orphanage that was sponsored by the temple, one run by a very corrupt woman named Mistress Orphelia (although the kids called her Mistress). She abused the children, making them work long hours reating "homemade" blankets and baby clothing, and then graduating them to breaking into hours and pickpocketing when they were old enough, with the price for failure being broken bones, bruises (or in extreme cases) death. Aren, like all of the children, suffered under her wrath, but Aren was different: he was the only child who would stand up to her and even defy her. She would retaliate by locking him in the closet for days at a time. This went on for several years, until the day that Aren discovered that his mother had left a hand-stitched piece of fabric with 9 dots on it, broken down into 3 rows of 3. He stole the fabric and hid it, and would stare at it whenever she wasn't looking. Something about it drew his eye, and soon he didn't even need light to see the pattern. He also noticed that as he grew, his focus on the pattern gave him phenomonal concentration. All of this came to head one day when she was beating him and he was concetrating on the pattern and mostly ignoring her ranting and blows and then Aren felt a door open in the back of his mind, and the years of her verbal abuse came pouring out into Mistress Orphelia, who didn't take long to succumb to the mental assault. Knowing that he didn't have long to escape, he took what money she had and fled into the wilderness, where he promptly got lost wandering and practicing to use his power. As he reached his teens, he realized that he needed something to deflect attention away from his power, and that he should carry a gun, which would allow him to pass as a gunslinger or drifter. While for the most part things have turned out okay, there are nights when he dreams about the day he killed mistress Orphelia: Quiet nights, where his small fire is the only thing that keeps the demons at bay. In his dreams, however, he see her crawling out of her grave and silently stocking him. silent and dark except for her deep green eyes. Now he makes his way across the great west, helping those he can and opposing tyanny whereever he encounters it.
Description:
Aren is physically not that different from many young men who grew up in the west: he is 5'10", with jet black hair, purple eyes and a piercing gaze. He has the tanned skin of one who has spent a significant amount of time in the desert. Motivations:
Background: Inheritor *Personality Trait: I judge people by their actions, not their words. *Ideal: Fairness. No one should get preferential treatment before the law, and no one is above the law. *Bond: I will always stand up to bullies. *Flaw: I'm praying that the power I inherited does not come with a dark side. |