Paracount Julistar

Talus Koss's page

252 posts. Alias of Spazmodeus.


Race

Talus Koss Human Mystic 7 HP:51/55 5 temp Init:+2 PP:15 AC:16 Psi:12/38 Psi Limit:6HD:5/6 S:+2 D:+2 C:+2 I:+7 W:+4 Ch:-1

About Talus Koss

Male Human Mystic 6 ( Sage )
Chaotic Good
Height:5'11'' Weight:154
Age:22
Init:+2 Passive Perception : 13
Mystic Order: Immortals

DEFENSE
Armor:none
AC: 14 (10 + Dex + Con)
HP: 55 ( 7d8 + CON + Immortal Durablity (5))
Psi Points:32 Psi Limit:5
Psionic Resilience: +5 temp Hp/turn, if have 1 hp

Saves: STR +2 DEX +2 CON +2 INT +7 WIS +4 CHA -1

STATISTICS

STR 14 (+2)
DEX 15 (+2)
CON 14 (+2)
INT 18 (+4)
WIS 13 (+1)
CHA 9 (-1)

Proficiency Bonus: +3
Saving Throws: Intelligence , Wisdom
Tools: None
Skills: Acrobatics +2 ( Dex)
Athletics +2 (Str)
Arcana + 4 (Int)
Deception -1 (Cha)
History +4 (Int)
Insight + 5 ( Wis + Pro)
Intimidation -1 ( Cha )
Investigation +4 (Int )
Medicine +1 (Wis)
Nature +4 (Int)
Perception +5 (Wis + Pro)
Performance -1 (Cha)
Persuasion -1 (Cha)
Religion +4 (Int)
Sleight of Hand +2 (Dex)
Stealth +2 ( Dex )
Survival +1 (Wis)
Languages: Common

OFFENSE
Speed:30
Psionic Discipline Attack: Prof + Int = +7

Melee

Spear +5 Dam 1d8+2 - piercing versatile
Dagger +5 Dam 1d4+2 - piercing fineese/light

Ranged
light crossbow +5 Dam:1d8 Range 80/320 loading, two handed
spear +5 dam 1d6+4 range 20/60, versatile (1d8)
dagger +5 dam 1d4+4 range 20-/60, finesse, light

Psionic Talents

Beacon
As a bonus action, you cause bright light to radiate from your body
in a 20-­‐‑foot radius and dim light for an additional 20 feet. The
light can be colored as you like. The light lasts for 1 hour, and
you can extinguish it as a bonus action.

Mind Slam
As an action, you target one creature you can see
within 60 feet of you. The target must succeed on
a Constitution saving throw or take 1d6 force
damage. If it takes any of this damage and is
Large or smaller, it is knocked prone.
The talent’s damage increases by 1d6 when
you reach 5th level (2d6), 11th level (3d6), and
17th level (4d6).

Psionic Disciplines Save DC: 8 + Prof + Int = 15
5

Psionic Weapon
Focus: charge one non-magical weapon, damage is psychic and magical. No Str/Dex mod until 6th level
Ethereal Weapon(1 psi) : bonus action, weapon held = psionic energy. Next attack no attack roll. Target
makes Dex saving throw . on Failure, take normal damage and any additional effects.
Success , half damage and no additional effects
Lethal Strike (1-7 psi) when hit with a melee weapon, increase damage 1d10 per psi point spent
Augemented Weapon (5, Conc, 10 min) bonus action, infuse weapon with psionic energy. For up to 10 minutes, +3 magical weapon

Iron Durability
Focus: +1 bonus to AC
Iron Hide (1-7): As a reaction when you
are hit by an attack, you gain a +1 bonus to AC
for each psi point you spend on this ability. The
bonus lasts until the end of your next turn. This
bonus applies against the triggering attack.
Steel Hide ( 2 psi ) As a bonus action, you gain
resistance to bludgeoning, piercing, and slashing
damage until the end of your next turn.
Iron Resistance (7 psi, conc, 1 hr)As an
action, you gain resistance to bludgeoning,
piercing, or slashing damage (your choice),
which lasts until your concentration ends.

Psionic Restoration
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.
Restore Health (3 psi) As an action, you touch
one creature and remove one of the following
conditions from it: blinded, deafened, paralyzed,
or poisoned. Alternatively, you remove one
disease from the creature.
Restore Life (5 psi) As an action, you touch
one creature that has died within the last
minute. The creature returns to life with 1 hit
point. This ability can’t return to life a creature
that has died of old age, nor can it restore a
creature missing any vital body parts.
Restore Vigor (7 psi) As an action, you can
touch one creature and choose one of the
following: remove any reductions to one of its
ability scores, remove one effect that reduces its
hit point maximum, or reduce its exhaustion
level by one.

Third Eye
Focus: blindsight, radius 30ft
Tremorsense (1,C) bonus action, tremorsense , radius 30ft , 1 minute
Unwavering Eye (1,C) bonus action, advantage Wisdom checks for 1 minute
Truesight (5,C) bonus action, truesight , radius 30ft, 1 minute

Psychic Assault
Focus : +2 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 feet 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 feet 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-foot
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-foot cube of psychic energy within 120 feet
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.

Gear

studded leather armor
spear
light crossbow
dagger

20 bolts
quiver

explorers pack
backpack
bedroll
mess kit
tinderbox
10 torches
10 days rations
waterskin
50 ft hempen rope

9 gp

CLASS FEATURES/RACIAL TRAITS
Ability Score Increase +1 all
Fey Ancectry : Advantage on saves vs charm, magic cannot put me to sleep
Armor: light
Weapons: Simple
Skils: Insight, Perception
Strength Of Mind: Can replace Wisdowm prof with another ability. Lasts until next short/long rest
Mystical Recovery: After spending psi points on a discipline, take a bonus action to regain hit points equal to psi points spent
Telepathy: Telepathically speak with any creature within 120 ft.
Immortal Durability: Increase hit point max by 1 per mystic level. W
No armor/Shield AC = 10 + Dex mod + Con mod = 14
Psionic Resilience: Startof each turn, gain temp hit points equal to Int modifier (5) if have at least 1 hit point
Surge of Health: As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends, and you
can’t use it again until you finish a short or long rest. You can’t use this ability if you can’t use your psychic focus.
# of Disciplines : 5
# of Talents : 2

BACKGROUND (Sage: Researcher)
Personality:There's nothing I like more than a good mystery

Ideal:No Limits, Nothing should fetter the inifinite possibility inherent in all existence

Bond: I've been searching my whole life for the answer to a certain question

Flaw: I am easily distracted by the promise of information

SKILL Proficiencies: Insight, Perception
Tool Proficienceis: None

Appearance:

Personality:

Background: