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2 | Level: | 1 | Dire Diner | Fell Fieri | Dream Moon | Wardrobifier | ||||||||||||||||||
3 | 0 XP | Next level at 30 XP | Male Human | Class of Aspect | Hand | Wardrobe | Hand | |||||||||||||||||
4 | dinersdriveInsdives [DI] | Land of ___ and ___ | Backup Crocker-Spork | Felflame Button-Up | ||||||||||||||||||||
5 | Pentigan#6499 | "Someday I'll find that Flavortown. Mark my words." | Accessory | Accessory | Accessory | |||||||||||||||||||
6 | Skill | Stat | Bonus | Total | Scratchworn Spatula | |||||||||||||||||||
7 | Athletics | Str | +0 | +1 | Aegis | HP lost | Hit Points | HD left | HD max | |||||||||||||||
8 | Endurance | Con | +0 | +2 | 0 | 0 | 17 / 17 | 1 | 1 | Backup Crocker-Spork | Tier 0 2x3dentkind | ||||||||||||||
9 | Acrobatics | Dex | +0 | +0 | Temporary HP | 100% | Hit Die Roll | Nothin' | ||||||||||||||||
10 | Sleight of Hand | Dex | +0 | +0 | 0 | 1d6+2 | ||||||||||||||||||
11 | Stealth | Dex | +0 | +0 | ||||||||||||||||||||
12 | Engineering | Int | +0 | -1 | Lesser slots | 2 | Greater slots | 2 | ||||||||||||||||
13 | Investigation | Int | +0 | -1 | Speed | 30 ft. | Passive Perception | Proficiency | +2 | Not the true weapon of the Empress, merely a backup copy. | ||||||||||||||
14 | Occult | Int | +0 | -1 | Initiative | +0 | 14 | |||||||||||||||||
15 | Animal Handling | Wis | +0 | +2 | ||||||||||||||||||||
16 | Insight | Wis | +0 | +2 | Ability Scores | Armor Class | 12 | Status Debuffs | ||||||||||||||||
17 | Medicine | Wis | +0 | +3 | Strength | 12 (1) | +0 | Rupture | 0 | |||||||||||||||
18 | Perception | Wis | +0 | +4 | Constitution | 14 (2) | Fortitude | 13 | Sunder | 0 | ||||||||||||||
19 | Sanity | Wis | +0 | +4 | Dexterity | 10 (0) | +0 | Fade | 0 | |||||||||||||||
20 | Survival | Wis | +0 | +4 | Intelligence | 8 (-1) | Reflex | 9 | Cripple | 0 | Felflame Button-Up | Tier 0 Apparel | |||||||||||||
21 | Deception | Cha | +0 | +6 | Wisdom | 14 (2) | +0 | Setback | 0 | Nothin' | ||||||||||||||
22 | Intimidate | Cha | +0 | +3 | Charisma | 16 (3) | Will | 13 | Max HP Redux | 0 | ||||||||||||||
23 | Performance | Cha | +0 | +6 | +0 | |||||||||||||||||||
24 | Persuasion | Cha | +0 | +6 | Hit Bonus | +0 | Crit Range | 20 | Defense Bonus | +0 | ||||||||||||||
25 | A shirt of flames befitting the cruel one. In a tasteful neon green. | |||||||||||||||||||||||
26 | Resources | Scratchworn Spatula | ||||||||||||||||||||||
27 | Lesser Slot | Greater Slot | Fusion Matter | Name | Name | Arcane and Fusion Focus. "It leads a way home." | ||||||||||||||||||
28 | 2 | 2 | 2 | 2 | 0 | 100 | | | | | |||||||||||||||||||
29 | ||||||||||||||||||||||||
30 | Current | 2 | Current | 2 | Current | 0 | Current | Current | ||||||||||||||||
31 | Maximum | 2 | Maximum | 2 | Maximum | 100 | Maximum | Maximum | ||||||||||||||||
47 | ||||||||||||||||||||||||
48 | The Fieri | Pyrokinesis | Tier | 0 | Stat | CHA | Hit | +5 to hit | The Fell | Fuse Magus | Tier | 0 | Stat | CHA | Hit | +5 to hit | ||||||||
49 | Type | Psionic Power | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | Type | Psionic Power | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | ||||||||||||
50 | Name | Dice | Dmg | Description | Name | Dice | Dmg | Description | ||||||||||||||||
51 | Hot Touch (affinity) | You gain a psionic ability to start, fuel, and stop fires. You can set objects on fire as if you had a lighter. This typically takes a major action and does not need a check, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion. As a rule of thumb, something like burning down an entire orphanage or some broad area might require either 15 minutes' worth of channeling and sufficient tinder, or several casts at specific and vulnerable locations, burning through metal or something similarly durable might require a lesser slot, and applying heat in a physically unnatural or otherwise unconventional manner might require a check with consequences like misfiring on failure. | Fusion Matters (Affinity) | You gain a mastery over manipulating Fusion Matter directly. You can create a small amount, as though you had a cup of unrefined Fusion Matter. This typically takes a major action and does not need a check, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion. | ||||||||||||||||||||
52 | Fireballs (at-will, combo) | Pd4+PCM | 2d4+3 | Major action: Make a ranged attack against a target's Reflex resistance. This attack has the Combo property. [Base damage: Pd4+PCM] | Brain Split (At-Will) | Pd6+PCM | 2d6+3 | Major Action: Select one target within range. The attack automatically hits. If the target has below 1 HP after this, they are unconscious for up to PCM hours but do not die. If they are not, they take no damage. | ||||||||||||||||
53 | Fireballs (at-will, crippling) | Pd2+PCM | 2d2+3 | Major action: Make a ranged attack against a target's Reflex resistance. If you break resistance, you Cripple (10) the target for 1 round. [Base damage: Pd4+PCM] | Brain Split (Lesser) | Pd8+PCM | 2d8+3 | Major Action: Select one target within range. The attack automatically hits. If the target has below 1 HP after this, they are unconscious for up to PCM hours but do not die. If they are not, they take no damage. | ||||||||||||||||
54 | Fireballs (at-will, ranged) | Pd6+PCM | 2d6+3 | Major action: Make a ranged attack against a target's Reflex resistance. [Base damage: Pd6+PCM] | Brain Split (Greater) | Pd12+PCM | 2d12+3 | Major Action: Select one target within range. The attack automatically hits. If the target has below 1 HP after this, they are unconscious for up to PCM hours but do not die. If they are not, they take damage equal to PCM. | ||||||||||||||||
55 | Fireballs (lesser) | Pd8+PCM | 2d8+3 | Major action: Make a ranged attack against a target's Reflex resistance. This attack has the Combo property, and does not cost a slot when used as a minor action followup to a slotted major action Combo attack. [Base damage: Pd8+PCM] | Ill Bomb (At-Will) | Pd4+PCM | 2d4+3 | Major Action: Attack one target's Reflex within range. The Tile hit Irradiates (1) anyone who ends their turn in it for 30 minutes. The tile remains this way for PCM rounds. | ||||||||||||||||
56 | Ignite (at-will) | Major action: Make a ranged attack against a target's Reflex resistance. If you break resistance, you inflict Flame (2P, 5 rounds) on the target. | Ill Bomb (Lesser) | Pd6+PCM | 2d6+3 | Major Action: Attack one target's Reflex within range. The Tile hit Irradiates (2) anyone who ends their turn in it for 30 minutes. The tile remains this way for PCM rounds. | ||||||||||||||||||
57 | Ignite (lesser) | Free action: After landing an attack, you also inflict Flame (P, 5 rounds) on the target. | Ill Bomb (Greater) | 2Pd6+PCM | 4d6+3 | Major Action: Attack one target's Reflex within range. The Tile hit irradiates (2), Ruptures (1), and Poisons anyone who ends their turn in it for 30 minutes. The tile remains this way for PCM rounds. | ||||||||||||||||||
58 | Ignite (lesser) | Pd4+PCM | 2d4+3 | Major action: Make a ranged attack against a target's Reflex resistance. If you break resistance, you inflict Flame (P, 5 rounds) on the target; they cannot heal while this Flame is active. [Base damage: Pd4+PCM] | Nuclear Ray (At-Will) | Pd2+PCM | 2d2+3 | Major Action: Attack all creatures in a straight line up to max range. | ||||||||||||||||
59 | Torch (at-will) | Major action: Empower your affinity to create lights and torches. For the next hour, you can use your affinity to create small, solid lights that exude visible light. You can control their intensity (though they cannot blind), color, appearance, etc. You can mentally dim and brighten at will or according to patterns you set for them. These lights burn out after a full day's operation. | Nuclear Ray (Lesser) | Pd6+PCM | 2d6+3 | Major Action: Attack all creatures in a straight line up to max range. Can only be used the turn after using the At-Will version. | ||||||||||||||||||
60 | Torch (lesser) | Minor action: After landing an attack, you also Blind the target until the end of your next turn. Major action: Make a ranged attack against Reflex resistance, targeting all creatures in range. For each target, if you break resistance, the target is Blinded for 2 rounds. | Nuclear Ray (Greater) | 2Pd6+PCM | 4d6+3 | Major Action: Attack all creatures in a straight line up to max range. Can only be used the turn after using the Lesser Slot version. | ||||||||||||||||||
61 | Breathe Flames (lesser) | Pd8+PCM | 2d8+3 | Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. cone. [Base damage: Pd8+PCM] | Shock Wave (Lesser) | Pd10+PCM | 2d10+3 | Major Action: Attack all targets in melee range individually. The next attack against any number of affected targets has advantage. | ||||||||||||||||
62 | Breathe Flames (greater) | 2Pd8+PCM | 4d8+3 | Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 60 ft. cone. For each target, if you fail to break resistance, you deal half damage but no additional effects. [Base damage: 2Pd8+PCM] | ||||||||||||||||||||
63 | Ash Cloud (at-will) | Major action: Empower your affinity to manipulate ash and smoke. For the next hour, you can use your affinity to magnify the ash and smoke created by your fire. You can mold them to take and hold crude shapes, gird them to resist wind that might blow them away, manipulate it to move where you wish, and will them to move independently according to patterns you set for them. Ash and smoke modified in this way return to their natural state after an hour. At your SM's discretion, this affinity can have some sway over fog, gas, and other vapors. | ||||||||||||||||||||||
64 | Ash Cloud (lesser) | Minor action: You create a 30 ft. radius cloud of smoke, centered somewhere within range. Terrain within the smoke is heavily obscured and lasts for 1 minute or until dismissed as a free action. Additionally, all creatures of your choice are Blind while inside the smoke. | ||||||||||||||||||||||
65 | Fervid Conflagration (2P HP, greater) | 2Pd10+PCM | 4d10+3 | Major action: Make a ranged attack against a target's Reflex resistance. This attack deals true damage, hits at advantage, and ignores maluses to hit. If you fail to break resistance, you deal half damage but no additional effects. [Base damage: 2Pd10+PCM] | ||||||||||||||||||||
66 | Phoenician Flame (lesser) | Pd6+PCM | 2d6+3 | Major action: You heal yourself for half the listed damage. [Base damage: Pd6+PCM] | ||||||||||||||||||||
67 | Phoenician Flame (greater) | Pd12+PCM | 2d12+3 | Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. radius sphere centered on yourself. You and any creatures of your choice within this sphere heal for half the listed damage, instead. [Base damage: Pd12+PCM] | ||||||||||||||||||||
71 | "Is it hot in here or is it just me?" Hands: Two, Range: 60 feet. | "Fission, Fusion. It's all rads, baby!" Hands: Versatile, Range: 30 feet. | ||||||||||||||||||||||
72 | If there's any other notes about this specibus or power, put it here! | |||||||||||||||||||||||
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74 | Benefactor's Fork | 2x3dentKind | Tier | 0 | Stat | STR | Hit | +3 to hit | Tier | 0 | Stat | STR | Hit | +3 to hit | ||||||||||
75 | Type | Melee Two-Handed Brutality Weapon | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | Type | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | |||||||||||||
76 | Name | Dice | Dmg | Description | Name | Dice | Dmg | Description | ||||||||||||||||
77 | Thrust | Major action: Make a melee attack against a single target within 5 feet. [Base damage: Qd10+STR, basic] | ||||||||||||||||||||||
97 | Range: 5 feet (melee), 30 feet (ranged) | |||||||||||||||||||||||
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125 | ||||||||||||||||||||||||
126 | Pillar, Racial, and Milestones | Pillar and Steps | Decors and Demeanor | |||||||||||||||||||||
127 | Racial | Childhood: Well-Nucleated You may add +2 to up to 3 different skills. | Strategist | You are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight. | Passion | P times per long rest, your next non-strife skill check (or all checks during an opposed gambit round) have 2d8 Stakes as long as you approach the gambit with Confrontation, Power, Emotion, or Sacrifice. | |||||||||||||||||||
128 | Rapidity, lvl 1, Strategist | Once per round, when you Aim, Avert, Assail, or make a skill check in a strife as part of an action or ability, you have +1d3 to your crit range for 1 round. Additionally, once per round, you can Discern as a free action. If you already know at least one hidden feature about your target, you have advantage on this check. | Remember, you pick one Step every two levels! | Persona: Mercantile | You have a fair understanding of the social rituals and norms followed by traders, administrators, and those who deal with money or bureaucracy. You have one Stakes die when dealing with them. You also possess a cursory knowledge of the field such that you can pass as one of these individuals, but not enough to claim any skill bonuses for the knowledge itself. | |||||||||||||||||||
129 | Pick this when you have two Steps of your pillar! | Pick this at level 3! | ||||||||||||||||||||||
130 | Pick this when you have four Steps of your pillar! | Pick this at level 7! | ||||||||||||||||||||||
131 | Pick this when you have six Steps of your pillar! | Pick this at level 9! | ||||||||||||||||||||||
132 | Pick this at level 13! | |||||||||||||||||||||||
133 | Specializations | Pick this at level 15! | ||||||||||||||||||||||
134 | Pick this at level 5! | |||||||||||||||||||||||
135 | Pick this at level 11! | This is the blackboard, use it to write down any notes you have! | ||||||||||||||||||||||
136 | Pick this at level 17! | |||||||||||||||||||||||
137 | Pick this at level 19! | |||||||||||||||||||||||
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139 | This is the blackboard, use it to write down any notes you have! | |||||||||||||||||||||||
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148 | Grist and Boondollars | Sylladex (Greenlight Modus) | ||||||||||||||||||||||
149 | T0 | Build Grist | 20 | What kind of captchalogue deck do you have? | Heavy | |||||||||||||||||||
150 | T1 | 0 | ||||||||||||||||||||||
151 | T2 | 0 | You can captchalogue items of one size bigger than you or smaller (default is Large), and they deal 1d6 damage when ejected, but their range is reduced to 15 feet. | |||||||||||||||||||||
152 | T3 | 0 | ||||||||||||||||||||||
153 | T4 | 0 | ||||||||||||||||||||||
154 | T5 | 0 | What's your fetch modus? What skill does it take to use it? | |||||||||||||||||||||
155 | Boondollars | 0 | ||||||||||||||||||||||
156 | (extra space) | 0 | Greenlight | Persuasion | ||||||||||||||||||||
157 | (extra space) | 0 | Great! You use this skill when making attacks with your sylladex. | |||||||||||||||||||||
158 | (extra space) | 0 | ||||||||||||||||||||||
169 |