Eris Darkhope
Female human Jedi 5 Fighter 5 Grey Jedi 5
Stats
BP:
- Earned 15
- Spent 11 on stats
- Spent 2 on talents
- Spent 2 unlocking psionic disciplines
Stat | Base | Race | Add | Tier | Final |
---|---|---|---|---|---|
Str | 3 | 1 | 3 | 3 | 10 |
Dex | 3 | 0 | 2 | 3 | 8 |
Con | 2 | 1 | 3 | 3 | 9 |
Int | 0 | 0 | 0 | 3 | 3 |
Wis | 1 | 0 | 0 | 3 | 4 |
Cha | 1 | 1 | 3 | 3 | 8 |
Source | HP/lev | Total |
---|---|---|
Con | 9 | 135 |
Jedi | 5 | 25 |
Fighter | 6 | 30 |
Grey Jedi | 5 | 25 |
Skills
- Str Weapons +10
- Dex Weapons +8
- 4 skills of your choice
- The Force +8
Combat Stats
- HP 215
- AC 22
- Speed 30
- Mana 20
Talents
Fighter
- Action Surge: Once per short rest, you can take an additional action of any type.
- Improved Critical: Your weapon attacks score a critical on a roll of 19 or 20.
Maneuvers
10 maneuvers, 7 used, 3 remaining
Defense
- Intervene: Reaction an attack against an ally within movement range; you rush to interpose yourself between ally and attacker, forcing the attacker to target you instead.
- Parry: Reaction to an incoming melee attack that is going to hit you; roll an attack roll. If it beats the attacker, you turn their attack aside. You suffer disadvantage to the check if you are parrying with a light weapon, but gain advantage if parrying with a shield. You must have a weapon or a shield to parry. You may use this ability once per round as a reaction. You may also ready a standard action to Parry if you choose.
- Parry Missiles: You can parry ranged attacks, if your weapon allows it.
- Riposte: When you successfully [[Parry]], you may take an opportunity attack against the attacker.
- Taunt: At-will, bonus, range 10; roll a Charisma check against enemy's Wisdom. On success, enemy is compelled to focus attacks on you (all attacks must include you, and every round must include at least one hostile action). Enemy may attempt a Wisdom save each round to end. Doesn't work on subjects that cannot understand you, or cannot feel emotions.
Offense
- Charge: At-will, std; you move up to twice your normal movement in a straight line, then attack, gaining advantage to your attack roll.
- Cleave: Melee attacks are chain 1/unlimited.
- Whirlwind Attack: As an attack action, you may take a single attack, rolling to hit once, and rolling for damage once, and apply it to every target in your threatened area.
Force Powers
Powers known: 20. Max level: 5th
Psionic disciplines known:
- Darkness
- Force
- Mind
Psychic Battle
- Ablative Mind: waste incomign mental effects on tiny, discarded shards of your intellect. TBD
- Empty Mind
- Mind Trap: trap invading mind in a prison of your own creation. TBD
- Tower of Iron Will: Reaction, 3 Energy, centered circle 1-3; you and others within radius are immune to incoming mental attack if you defeat its DC with a proficient Charisma check. Sustainable for 3 Energy/rd.
Darkness
Psionic focus: see perfectly fine in any level of darkness
- Absorb Light
- Drain Life: std action, touch; you sap the target's life force, inflicting medium necrotic damage. You gain the same amount as temporary Hit Points (expiring after 5 rounds if not used).
- Drain Mana: std action, touch; you drain 1d4+1 Mana from the subject, gaining the same as temporary Mana to be used within 5 rounds. At level 5, drains 1d6+2; at level 10, 1d8+3, etc.
- Alternate use: can use against an existing spell effect. If spell's Mana cost is equal to your drain limit or less, you end the spell while gaining the (temporary) Mana. If its Mana cost is less than twice your maximum, you halve its effectiveness (half damage or healing, subjects have advantage to save against it, etc); doing this twice will end the spell. If its Mana cost is higher still, you cannot affect it. Note that this spell does not confer immunity to the touched spell's effect, so touching a Wall of Firemight be a bad idea.
Force
Psionic focus: gain an extra die of damage with Str weapons. Take advantage to raw strength checks.
- Boost: at-will, move, costs 1 Mana; you move at 10x speed for a single move action.
- Grip: at-will, std, range 10, costs 1 Mana; subject is grappled telekinetically. You can move them up to 5 squares per round, or crush for medium damage, or convert to a Push. Str ends.
- Push: at-will, std, range 10, costs 1 Mana; subject is pushed 5 squares (+5 per Mana spent). Inflicts medium bludgeoning damage on impact.
- Repulsion: at-will, bonus, close burst 5, costs 3 Mana; enemies are pushed 5 squares and knocked prone (Dex negates).
Telepathy
Psionic focus: TBD
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Emotion: Single action, range 10; subject is affected by a single, powerful emotion. Choose one of the following: Calm: Subject immediately ceases all action and contemplates life. Wisdom save ends; any hostility against target ends the effect. Can also use on an ally to nullify a negative emotion effect or berserker rage. Desire: Subject is overcome with desire for caster or another of caster's choice, undermining his judgment. Rules TBD. Fear: Subject becomes frightened, ceasing all action but to flee and defend himself. Wisdom save ends after first round. Resolve: Subject's will is hardened; he gains advantage to all saving throws for 1 minute. Rage: Subject immediately becomes hostile to everyone. Wisdom save ends.
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Greater Emotion: As Emotion, but affects all targets in a 10-ft burst. Alternatively, a single target within range 10 gains one of the following effects:
- Despair: Subject takes no actions at all, even if attacked and harmed. Love: Subject loves you and no concern--not allies, nor even his own life--stands in the way.
- Zeal: Subject is so self-assured, he becomes immune to all mental control effects for 1 minute. Others TBD
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Mind Control: std action, range 10, concentration; you make eye contact with target, and control their actions (on your Initiative) while your body remains motionless and unaware. Subject is allowed Cha to negate initially, and again once/rd to end the effect.
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Mind Flay: single action, medium range; target suffers medium psychic damage plus ''wracked'' (unable to act) for 1 rd (Wis negates).
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Pain Suppression: swift action, touch; you absorb subject's pain, making them mostly immune: ignoring pain effects, and gaining the ability to take actions while disabled or dying. Rules TBD
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Psychic Feedback: swift, medium range, concentration; you cause any who inflict pain upon you to feel the same pain. When you suffer damage, the attacker, if within range, suffers the same as psychic damage.
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Correspond
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Detect Minds
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Read Thoughts
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Suggestion
Equipment
Armor
Black Mandalorian Beskar'garm armor
Grants AC 18 + 1/2 Dex, effective against all damage types. No disadvantage.
Weapons
- Ionized Vibroblade: +10 hit, 4d8+10 slashing damage, can parry missiles. Recharge 33%, adds 4d8 electricity damage to one attack.
- Lightsaber: +12 hit, 4d8+12 thermal damage, can parry missiles. Utility: can cut through mostly anything, given time.
- Blaster Cannon: +10 hit, 4d8+10 x2 thermal damage, autofire (can keep attacking until you miss, or create a cone of spray fire).
- Rocket Launcher: recharge 33%, +10 hit (advantage), 4d8+10 x4 explosive damage.
Other Items
Mandala of the Peaceful Warrior
A keepsake from a forgotten time, gifted by Eris' teacher, Jedi Master Denia Fal. It is a meditative aide, and acts as a sort of talisman.
- Once per encounter, as an immediate action, it can restore and expended psionic focus.
- Grants Advantage to any Wisdom check for which failure would cause harm or loss of life.
Totem of Dark Hope
Bestowed by the Gatekeepers of Felucia, in gratitude and recognition for Eris' heroic efforts on their home world. Takes the form of a bauble of volcanic glass on a leather thong.
- Can store up to 5 points of Mana.
- Once per long rest, grants advantage to any contest of wills or other check involving supremacy over Force use.
- Once per day, triggered by the fall of an ally; gain Inspiration.