Flick (he/him)
Kobold Psychic 3
[Sheet Link]
Ancestry: Kobold
Background: Trailblazer
Class: Psychic
Ability Boosts
A: +CHA, +DEX
B: +CHA, +CON
C : +CHA
Free: +CHA, +CON, +DEX, +INT
STR 10 (+0)
DEX 14 (+2)
CON 14 (+2)
INT 12 (+1)
WIS 10 (+0)
CHA 18 (+4)
30 HP6 ancestry + 8 per level
(X) Perception
(T) Fortitude
(T) Reflex
(X) Will
"I'm not fearless, I'm just really good at being scared."
―Feats―
Ancestry
Skill
Combat Climber
Terrain Expertise (Mountain)
Intimidating Glare
Class
Psychic Rapport
Sorcerer Dedication (fey bloodline)
General
Canny Acumen (Perception)
―Ancestry Features―
Caveclimber KoboldYou live in a vertically-oriented home, and you're a consummate climber. You gain the Combat Climber skill feat, even if you don't meet the prerequisites. You can use your clawed feet and tail to Climb, leaving your hands free. Additionally, if you succeed at an Athletics check to Climb, you critically succeed instead.
Draconic ExemplarYou draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM’s discretion. Your exemplar may also determine details of other abilities you have. - Brass
DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
―Class Features―
Subconscious MindA psychic's power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power comes to you naturally, or it may be a framework you use to safely access the infinite potential of your mind. Either way, your subconscious mind fundamentally shapes how you access and wield psychic magic. Choose a subconscious mind from the options to which you have access. This choice will determine your key ability, special spellcasting components you use, and an action you can take while you have Unleashed your Psyche. - Emotional Acceptance
Conscious MindContent... - The Unbound Step
Unleash PsycheIf you're in an encounter, you cast a spell on your previous turn, and you aren't stupefied, you can 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, you're constantly surrounded by the visual manifestation of your psychic magic, you can use actions that have the psyche trait, and when you cast a damaging spell, you gain a status bonus to its damage equal to double the spell's level.
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.
Restore the MindYour unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one ally within 30 feet that you can see. You can grant them a +1 status bonus to saving throws against mental effects until your psyche ends, or you can have them regain Hit Points equal to 2 + double your level. That ally is then temporarily immune for 10 minutes.
―Items―
Starting Wealth: 15 gp
Adventurer's Pack 1 gp, 5 sp
Explorer's Clothing 1 sp
Thieves' Tools 3 gp
Hide Shield 2 gp
Unspent Wealth: 8 gp, 4 sp
―Background―
Kobolds are inquisitive creatures, but most are too fearful to directly indulge their curiosity, so instead, they hide and watch from afar. They mostly live on mountaintops, isolated from the rest of the world... but then the Great Upheaval happened.
Fortunately, the Whiteclaw tribe appeared on a mountaintop, which they quickly made their new home. Unfortunately, as they soon discovered, their new home sits atop a fount of arcane power. Sooner or later, that would draw attention - and of course, they can't just relocate, because the wilderness is full of big, hungry things.
It took several years for the tribe to prepare an "ambassador" - and another year before official contact was made - but that ambassador was Flick's mother, and her son would be expected to follow in her footsteps. Flick didn't want to talk to bigfolk or map a new continent, he just wanted to pick berries. But he was told, quite forcefully, that it was this or exile.
After years of rigorous self-training, Flick has embraced his fight-or-flight instinct and has learned how to force himself to choose "fight". And through his mental training, he has learned to harness a special kind of magic. He is ready now to face his fears.
―Appearance―
Flick is short, like all kobolds, and rather scrawny, though his legs are quite strong. His scales are the color of polished metal - what metal, though, is the subject of much debate - and his body is covered with various spines and frills, though none of them actually offer him any extra protection. He wears simple clothing: a pair of cropped pants, and a jerkin which bears his clan's symbol. He also carries a shield, which he hides behind more than is entirely necessary. His voice is soft and meek. To his credit, though, when forced into diplomatic situations, he can speak quite eloquently.
―Personality―
Almost anyone who meets Flick will inevitably describe him as a "lovable coward". Whenever he is faced with danger or even social pressure, he always wants to run, hide, or some combination thereof. But when forced to face problems head-on, he does face them quite fiercely. Deep down, he is eager to meet people and experience new things - but there's some part of his mind that's always expecting the worst, and it's hard to ignore.
Recently though, Flick has found that he enjoys working as part of a team - strength in numbers, and all that. He is considerably more willing to face danger when he is not facing it alone. He also wants to make a good impression on behalf of his people; so if he is asked or ordered to step up, he probably will.
―Skills― (unlisted = untrained)
(T) Acrobatics
(T) Athletics
(X) Deception
(T) Diplomacy
(T) Intimidation
(T) Kobold Lore
(T) Cartography Lore
(T) Nature
(T) Stealth
(T) Survival
(T) Thievery (ABP +1)
―Magic―
(T) Occult - spontaneous
(T) Primal - spontaneous
Focus Spells (2 focus points)
Amp Distortion Lens
Amp Warp Step
Amp Phase Bolt
Cantrips (rank 2)
Distortion Lens
Guidance
Light
Telekinetic Hand
Warp Step
Phase Bolt
Puff of Poison
Rousing Splash
Rank 1 Spells (2 per day)
Thoughtful Gift
Force Barrage
Fear
Rank 2 Spells (1 per day)
Enlarge
Soothe (signature spell)