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    Qhular aberrant mind

    Chris
    Chris


    Posts : 9511
    Join date : 2011-10-26

    Character Information
    Hit points:
    Qhular aberrant mind Left_bar_bleue35/35Qhular aberrant mind Empty_bar_bleue  (35/35)
    Action Points:
    Qhular aberrant mind Left_bar_bleue0/0Qhular aberrant mind Empty_bar_bleue  (0/0)
    Character Sheet:

    Qhular aberrant mind Empty Qhular aberrant mind

    Post  Chris Fri Jan 20, 2023 4:02 pm

    name:  Qhular  "Qhu"
    race:   Svirfneblin (deep gnome)
    class:  Aberrant Sorcerer \ Hexblade Warlock
    Level: 11 (9\2)

    Str: 8
    Dex: 12+1
    Con: 16 +3
    Int:  12 +1
    Wis:  12 +1
    Cha: 20+5

    HP: 79/79
    AC:  20
    Init: +1
    PP: 15
    Sorc pts: 9
    saves:  Cha +9  Con +7
    prof: +4
    Spell DC = 8+cha+prof+1 = 18
    Spell Attack prof+cha+2 = +11

    Eldritch Blast (x3) +11  1d10+5 +10ft push
    Bite (HB wpn) +5  1d4+5   (adv is under 1/2 health, regain HP)

    Metamagic: Quickened, Twinned
     
    4th   Gift of the Elder Brain (gem dragon from Fizban's)
    8th:  ASI: +2 CHA
    Background: Hive Mind Refugee 
    Background Skills:  Perception +5, Stealth +5
    Tools:  Disguise Kit
    Class Skills: Deception +9, Persuasion +9
    Racial Skill:  Investigation +5
    Languages:  Common, Deep Speech


    Aberrant Mind Features:
    Psionic Spells
    Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

    1st Arms of Hadar, Dissonant Whispers, Mind Sliver
    3rd Calm Emotions, Detect Thoughts
    5th Hunger of Hadar, Sending
    7th Evard's Black Tentacles, summon aberration
    9th Rary's Telepathic Bond, Telekinesis


    Telepathic Speech
    Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

    The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

    Sorcerer Spell slots 4/3/3/3/1
    Cantrips known (5+1*) :  Friends, Minor Illusion, Mind Sliver*, Mage Hand, Thaumaturgy
    Spells Known (10+10*) :  
    1st:   Gift of Alacrity*, Dissonant Whispers*, Silvery Barbs, Absorb Elements
    2nd:  Detect Thoughts*, Suggestion*, Misty Step, Vortex Warp
    3rd:  Hunger of Hadar*, Tongues*, Counter Spell, Fly, Psionic Blast
    4th:  EBT*,  Raulothim's Psychic Lance*, Dimension Door, Polymorph
    5th:  Telekinesis*, Synaptic Static*, Animate Objects


    Warlock 2 spell slots
    Cantrips:  Eldritch Blast, Chill Touch
    1st:  Hex, Armor of Agathys, Charm Person
    Hexblade: Shield, Wrathful Smite
    Invocations: Repelling Blast, Agonizing Blast


    Psionic Sorcery
    Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

    Psychic Defenses
    At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

    Svirfneblin
    Creature Type. You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.
    Size. You are Small.
    Speed. Your walking speed is 30 feet.
    Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
    Gift of the Svirfneblin. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
    Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
    Gnomish Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
    Svirfneblin Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. (Deep Speech)


    Feats:

    Gift of the Gem Dragon Elder Brain
    Source: Fizban's Treasury of Dragons

    You’ve manifested some of the power of gem dragons, granting you the following benefits:

    Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
    Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Hexblade's Curse
    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

    You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
    If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
    You can’t use this feature again until you finish a short or long rest.

    Hex Warrior
    At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

    The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

    Font of Magic
    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

    Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
    Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
    Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
    Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
    Creating Spell Slots
    Spell Slot Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7

    Equipment:
    Spell Focus +2 to hit, +1 spell DC
    +1 breastplate
    +1 shield
    +2 Con (Hag's Hair)
    *Wand of Acid Arrow

    *Amulet of Absorption - Requires Attunement.  While wearing this amulet, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell's Effect is canceled, and the spell's energy — not the spell itself — is stored in the amulet. The energy has the same level as the spell when it was cast.  The amulet can absorb up to 5 spell levels at a time.  If you are a Spellcaster wearing the amulet, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the amulet as a 3rd-level spell slot.

    *Cowl of the Quiet Mind
    When the wearer of this cloak raises the hood they become immune to sending and receiving telepathy, both innate and magical. The cloak also grants Advantage on all rolls to maintain spell concentration when the wearer takes damage.

    1 arcane scroll with the following spells:  levitate, alarm, knock
    Adventurer's pack


    Last edited by Chris on Sat Mar 25, 2023 3:59 pm; edited 14 times in total
    Chris
    Chris


    Posts : 9511
    Join date : 2011-10-26

    Character Information
    Hit points:
    Qhular aberrant mind Left_bar_bleue35/35Qhular aberrant mind Empty_bar_bleue  (35/35)
    Action Points:
    Qhular aberrant mind Left_bar_bleue0/0Qhular aberrant mind Empty_bar_bleue  (0/0)
    Character Sheet:

    Qhular aberrant mind Empty Re: Qhular aberrant mind

    Post  Chris Mon Jan 23, 2023 1:10 am

    Qhular aberrant mind 555b3310




    typical disguised form as an elven sorcerer

    Qhular aberrant mind Mindfl11



    Last edited by Chris on Sat Mar 25, 2023 4:00 pm; edited 1 time in total
    Chris
    Chris


    Posts : 9511
    Join date : 2011-10-26

    Character Information
    Hit points:
    Qhular aberrant mind Left_bar_bleue35/35Qhular aberrant mind Empty_bar_bleue  (35/35)
    Action Points:
    Qhular aberrant mind Left_bar_bleue0/0Qhular aberrant mind Empty_bar_bleue  (0/0)
    Character Sheet:

    Qhular aberrant mind Empty Re: Qhular aberrant mind

    Post  Chris Mon Jan 23, 2023 1:25 am

    Qhu was one of many Svirfneblin enslaved by the Illithids. He served a particular Elder Brain that was involved in a plot to use a Beholder to warp the reality of region near the home of the Dawi.

    Whisp and Haywire helped Qhu escape control by the Elder Brain.  Marvin, Vasyli and Warhol killed his Elder Brain and released him from a lifetime of servitude and fear.  

    During the fight with the Beholder Zormoxiph, Qhu was petrified and Zax was disintegrated.  Zax appeared in Qhu's mind, or at least it looked like Zax.  In reality, it was the Raven Queen in disguise, but Qhu doesn't know that.  Zax offered to share his knowledge of fighting with Qhu to aid his future adventures, now that Whips was dead.  Qhu agreed to travel with Warhol and Vasyli in exchange for this newfound knowledge.  Qhu entered a pact with the Raven Queen, disguised as Zax, and became a Hexblade Warlock.  

    Qhu communes mentally with Zax\RQ which seems perfectly normal to him as he lived within a Hive Mind for most of his life.  Although he is mature, Qhu is very child-like in his experiences with the wider world.  The RQ is taking advantage of this to influence her new servant.  

    Qhu is eager to explore.  He has never seen the sun or even been above ground.


    Last edited by Chris on Sat Mar 25, 2023 4:07 pm; edited 1 time in total
    Chris
    Chris


    Posts : 9511
    Join date : 2011-10-26

    Character Information
    Hit points:
    Qhular aberrant mind Left_bar_bleue35/35Qhular aberrant mind Empty_bar_bleue  (35/35)
    Action Points:
    Qhular aberrant mind Left_bar_bleue0/0Qhular aberrant mind Empty_bar_bleue  (0/0)
    Character Sheet:

    Qhular aberrant mind Empty Re: Qhular aberrant mind

    Post  Chris Sat Jan 28, 2023 2:16 pm

    QHU's STAT BLOCK

    HP: 79/79
    AC:  20
    PP: 15
    Sorc pts: 9/9
    saves:  Cha +9  Con +7, ADV concentration, ADV all Int\Wis\Cha
    resistant to psychic dmg
    Spell DC = 8+cha+prof+1 = 18

    Sorcerer Spell slots
    4/4
    2/3
    3/3
    3/3
    1/1

    Warlock spell slots
    2/2

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    Qhular aberrant mind Empty Re: Qhular aberrant mind

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