Wyssilka the Fantabulous

Myrp's page

39 posts. Alias of scranford.


Full Name

Myrp Glynn

Race

Ghost Poppet | HP 13/13 | PER +6 | AC 15/17 | Speed 24 | Size Small

Classes/Levels

Psychic / 1 | Fort +4, Ref +5, Will +6

Gender

Male

Size

Small

Age

37 or (3) Weeks

Special Abilities

The Distant Grasp, Precise Disipline

Deity

Brigh

Location

Absalom

Languages

Common, TBD

Occupation

Toymaker

Strength 0
Dexterity 2
Constitution 1
Intelligence 3
Wisdom 1
Charisma 2

About Myrp

Character Sheet

Spoiler:

Here is Myrp. I'll format the information better at the first opportunity.

Myrp

Psychic 1

Small Poppet
Ghost Poppet (Humanoid)

Perception +6; Darkvision

Languages: Common, ? , ? , ?

Skills Acrobatics +2, Arcana +6, Athletics +0, Crafting +6, Deception +5, Diplomacy +5, Lore: Mercantile +6, Occultism +6, Performance +5, Stealth +5, Thievery +5

Str +0, Dex +2, Con +1, Int +3, Wis +1, Cha +2

Items: Unarmored, Wheelbarrow, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healing Potion (Minor), Steel Shield (Hardness 5, HP 20, BT 10)

AC 15 (+17 with shield raised);

Fort +4, Ref +5, Will +6

HP: 13/13; Resistances: Negative 1

Speed 25 feet

Melee: Shears +5 (Deadly d8, Finesse, Uncommon, Versatile P), Damage 1d4 S
Melee: Club +3 (Thrown 10 ft.), Damage 1d6 B
Melee Fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 B
Ranged: Hand Crossbow +5 (Crossbow), Damage 1d6 P
Ranged: Alchemical Bomb +2 (), Damage Special Varies

Unleash Psyche: Trigger Your turn begins. Requirements You’re in an encounter, you Cast a Spell on your previous turn, and you aren’t stupefied. You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can’t voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.

• You’re constantly surrounded by the visual manifestation of your psychic magic.
• When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell’s level. This applies only to spells that don’t have a duration and that you cast using psychic spellcasting.
• You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can’t use Unleash Psyche again for 2 rounds, and you’re stupefied 1 for 2 rounds.

Calculate Threats: (Mental, Psyche, Psychic) Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn.

Occult Known Spells: DC 16, attack +6;
* 1st Force Barrage, Kinetic Ram (1 slots);
* Cantrips Haunting Hymn, Needle Darts, Daze
* Focus Spells (2 points) Telekinetic Hand (Amped)
Telekinetic Projectile (Amped)
Telekinetic Rend

Additional Feats: Canny Acumen (Pereption), Ghost Poppet, Shiny Button Eyes, Specialty Crafting (Toymaking)

Additional Specials: Canny Acumen (Perception), Conscious Mind (The Distant Grasp), Constructed, Flammable, Psi Cantrips And Amps, Psychic Spellcasting, Subconscious Mind (Precise Discipline)