Name
Age
Type
Height
Weight
Size
Race
Alignment
Languages
Background
Class Levels
Proficiency
Tycho Findlay
26
Humanoid
Medium
vHuman
Neutral
Southern, Common
Charlatan
Rogue1
Disguise Kit, Forgery Kit
Theme (if I find one) :
Battle?:
HP
Initiative
Proficiency
Passive Perception
10
+2
+2
11
AC
Speed
Spell DC
Spell Modifier
12
30
HA actually like, 13
+3
Str : 10
Dex : 14
Con : 15
d20+0
d20+2
d20+2
Int : 16
Wis : 12
Cha : 16
d20+3
d20+1
d20+3
[DEX] Acrobatics : d20+2
[STR] Athletics: d20+0
[WIS] Animal Handling : d20+1
[INT] Arcana : d20+3
[CHA] Deception** : d20+7
[INT] History : d20+3
[WIS] Insight** : d20+5
[CHA] Intimidation: d20+3
[INT] Investigation : d20+3
[WIS] Medicine : d20+1
[INT] Nature : d20+3
[WIS] Perception* : d20+3
[CHA] Performance* : d20+5
[CHA] Persuasion* : d20+5
[INT] Religion : d20+3
[DEX] Stealth : d20+2
[DEX] Sleight of Hand* : d20+4
[WIS] Survival : d20+1
Attack 1-----------------
Attack 2-----------------
Attack 3------------------
etc
Attack Rolls
1d20+
1d20+
1d20+
Damage Rolls
Additional Info
Example: +1d6 sneak attack damage
Feature: False Identity. You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
FEAT: Psionic Adept. You develop a minor grasp of psionic power, either uncovering an innate potential within yourself, through contact with a psionic source, or through training. You gain one of the psionic disciplines of the Psion class, gaining the attached psionic feature and psionic power, but you do not gain use of any associated spells when you gain a Discipline from this feat. You gain 1 psi point that you can use to empower the Discipline. You regain use of this Psi Point when you finish a short or long rest
Nullification Discipline. Nullification is the ability to interfere with the supernatural effects of the world, reverting reality back to its original state.
Disruptive Touch. When you gain this feature, you can create an aura of interference, wreathing yourself in the disruptive power that asserts reality. You can end minor magical or psionic effects (such as the result of cantrips or zero point psionic powers) by touching them, and have resistance to illusions or magical damage from things you touch (gaining advantage on the saving throw against them, if applicable). If you are grappling or otherwise touching a spellcasting or psionic creature, at the start of your turn you can expend 1 or more psi to interfere with their abilities until the start of your next turn. In order to cast a spell or use a psionic power, they must succeed on a saving throw of their spellcasting or psionic ability score against your psionics DC, unless they are casting a spell with a higher level or using a power with more psi points than the psi points spent on this feature.
Expertise. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Denial
Psionic Power
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous
You release a burst of raw psionic nullification at a creature you can see within range. The creature must make a Charisma saving throw. On failure, it takes 1d4 force damage as its existence is disrupted. If the target is an aberration, celestial, construct, elemental, fey, fiend, undead, or a creature with the ability to cast spells or use psionic powers, it takes an extra 1d4 force damage, and becomes disoriented; until the end of its next turn, it rolls a d4 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. A creature can choose to fail the saving throw.
You can spend psi points up to your per use limit to add the following modifiers to Denial modifying its functionality (you can add multiple modifiers). The points must be spent when choosing the target of the power. (1 POINT TOTAL)
Existential (1+ psi points): You deal an additional 1d4 initial and bonus (if applicable) force damage to the target creature on a failed save.
Lingering (1+ psi points): You can apply the effect of Disruptive Touch to an affected creature.
Supernatural (1+ psi points): A supernatural effect of or on the creature is ended; if the effect is a magical or psionic power, it is only ended if the psi points spent on this modifier equals or exceeds the spell level or psi points spent on the effect. If the property is an innate property of a creature (either of the target creature, or affecting the target of this power), it is only ended if the psi points exceed the CR (or class levels) of the target creature, and they return at the end of that creature’s next turn. The supernatural effect can’t be its existence, unless it has less than 10 hit points and it would otherwise qualify
Scam: After getting bored with living as a pickpocket, he started scamming gullible people by acting as an exorcist.
Tycho was a boring pickpocket who went from city to city, living as an urchin in the streets and taverns. One day, he just got bored of it all and decided on a whim to start his own business, to get out of the trenches. Several ventures later, and he found out that the best way to scam people out of their money, while still somehow making them happy, was to simply solve their problems. Of course, these problems weren't actually there, and he wasn't actually solving anything. More of a way to give them peace of mind, I suppose.
Guided by his principles - Why should that rich guy have more money than me? How do I make more money? How do I get more money to live a comfortable life? While he has no qualms with stealing from or manipulating others, he still has his own strong sense of honor. He avoids harming others in any of his schemes, and believes that hurting others is outright wrong. Tycho runs his business on his own, and answers to no one but himself and his client.
Touting himself as the Strongest Psychic of the Southlands, he genuinely does not believe in the supernatural to the same extent as his clients. He's noticed some strange things, but is mostly oblivious and uncaring to the things paranormal and occult, even though he plays the part of valiant fighter against these forces. Tycho doesn't bite on the nonsense he feeds others, but so long as he makes money and makes the client happy, he's happy to put on a show.
Tycho's knowledge of his own innate psychic power is lost on him. He has no clue that his existence acts as a partial anathema to the supernatural, but his cons has genuinely helped others in the past, even if he doesn't know about it.
Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp
Shortsword
Shortsword 2
Burglar's Pack
Leather Armor
Two Daggers
Thieves Tools
Things he actually brings to the occasion:
Fine Clothes
Con Tool: 1lb sack of "Blessed" Salt to use on poltergeists
Two daggers
Backpack, which he brings some essentials in case he heads home at night:
Bag of 1000 Ball Bearings
Candles and a way to light them
A bell
Hooded Lantern
1 Flask of Oil
10ft of String
15gp
*He's very casual when it comes to his day-to-day life, rarely wearing proper armor as he doesn't really encounter situations that require it very often.