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Level:1Grave DiggerVedjor TrelizDream MoonWardrobifier
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0 XPNext level at 30 XPJadeblood ManClass of AspectHandWardrobeHand
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chumHandle [CH]Land of ___ and ___PistolVelvet Suit
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doc#9324quoteAccessoryAccessoryAccessory
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SkillStatBonusTotalMagnifier
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AthleticsStr+0+0AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0-10013 / 1311Pistol | Tier 0 pistolkind
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AcrobaticsDex+0+1Temporary HP100%Hit Die RollA basic pistol
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Sleight of HandDex+0+101d6-1
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StealthDex+0+1
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EngineeringInt+0+1Lesser slots2Greater slots2
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InvestigationInt+0+1Speed30 ft.Passive PerceptionProficiency+2"Should always have a trusty sidearm"
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OccultInt+0+2Initiative+112
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Animal HandlingWis+0+4
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InsightWis+0+2Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+2Strength10 (0)+0Rupture0
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PerceptionWis+0+2Constitution8 (-1)Fortitude9Sunder0
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SanityWis+0+2Dexterity13 (1)+0Fade0
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SurvivalWis+0+2Intelligence12 (1)Reflex12Cripple0Velvet Suit | Tier 0 Apparel
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DeceptionCha+0+3Wisdom14 (2)+0Setback0n/a
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IntimidateCha+0+3Charisma17 (3)Will13Max HP Redux0
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PerformanceCha+0+6+0
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PersuasionCha+0+3Hit Bonus+0Crit Range20Defense Bonus+0
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"A nice suit"
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ResourcesMagnifier
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Lesser SlotsGreater SlotsKoche's HealthNameNamen/a
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2 | 22 | 26 | 6 | |
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Current2Current2Current6CurrentCurrent
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Maximum2Maximum2Maximum6MaximumMaximum
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NecromancyWhispersTier0StatCHAHit+5 to hitPistolPistolKindTier0StatDEXHit+3 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypeRanged One-Handed Reload WeaponAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Augur (affinity)You gain a sixth sense attuned to ghosts and the undeathly supernatural. Your ability to Discern and Scrutinize extends to such things within 100 feet, whether it be ghostly beings, items, phenomena, etc. You can interchangeably use your psionic skill or Occult for those abilities where necessary, and the SM may require such a check to tell specific details about some ghostly signature, detect some subtle or otherwise concealed spectral magic, or some other use for this sixth sense, at the SM's discretion.

You can spend a lesser slot to heighten your psi sense, allowing you to know and track the locations of all creatures with psionic natures, foci, or other psionic features within 100 feet for 30 minutes. At the SM's discretion, you might also spend a lesser slot to track the trails of undead creatures, automatically pass some check where this affinity came into play, or otherwise supercharge your psi sense to attempt something extraordinary with your affinity not covered in this writing.

This affinity is used as a free action if an action cost is not given elsewhere.
GunQd4+DEX1d4+1Major action: Make a ranged attack against a single target within range. Decrease rounds by 1. [Base damage: Qd6+DEX, basic]
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Lay Waste (at-will, ranged)Pd6+PCM2d6+3Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd6+PCM]FaceoffMajor action: Make one ranged attack at each target within range. Decrease rounds by 1 per attack made. [Base damage: Qd4+DEX]
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Lay Waste (at-will, cleave)Pd3+PCM2d3+3Major action: Make a ranged attack against Will resistance, targeting up to three creatures within range. [Base damage: Pd3+PCM]UnloadMajor action: Make three ranged attacks with disadvantage against a single target within range. Decrease rounds by 3. [Base damage: Qd4+DEX]
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Lay Waste (at-will, dazing)Pd3+PCM2d3+3Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Dazed for 1 round. [Base damage: Pd3+PCM]FlushMajor action: Make a ranged attack against a single target within range, targeting Will resistance. If you break resistance, the target must move half their base speed in a direction of your choosing, then is Crippled (half) for 1 round. Decrease rounds by 3.
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Lay Waste (lesser)Pd6+PCM2d6+3Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Impaired for 1 round. While Impaired in this way, the target cannot move towards you. [Base damage: Pd6+PCM]MawpMajor action: Make a ranged attack against all targets within range, targeting Fortitude resistance. For each target, if you break resistance, they are Dazed and Deafened for 1 round. Decrease rounds by 4. [Base damage: Qd3+DEX]
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Lay Waste (lesser)Free action: After landing an attack, a phantom Impairs the target for 1 round.Fresh MagMajor action: Fully restore rounds. This is a basic abilitech.
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Mourners (lesser)Major action: Create a 15 ft. radius sphere that is centered on and moves with you, that lasts for 1 minute. All creatures of your choice have Fade (4) while within this sphere.
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Mourners (greater)Major action: Create a 30 ft. radius sphere that is centered on and moves with you, that lasts for 1 minute. All creatures of your choice have Fade (4) and Impaired while within this sphere.
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Vengeful Dirge (at-will)Pd1Pd1Reaction: You summon a spectre to protect you and lash out against attackers. As a reaction to being attacked, make a ranged attack against a target's Will resistance. [Base damage: P]
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Vengeful Dirge (lesser)Pd4+PCM2d4+3Major action: You empower your protective spectre. For the next 1 minute, as a reaction to being attacked, make an attack against a target's Will resistance. If it hits, you impose a d3 Block die against the attack that triggered it. [Base damage: Pd3+PCM]

Free action: After landing an attack, you summon a shade to curse your target. For 3 rounds, the target takes P damage for every attack roll they make.
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Requiem (lesser)Major action: You empower your affinity gain a postcognitive sixth sense by which you can glean details of the past.. For the next hour, your ability to Discern and Scrutinize also extends to telling significant memories and past events from a given object or locale, as determined by the SM. Any rules of thumb also follow that of the base Augur affinity.
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Requiem (lesser)Pd12+PCM2d12+3Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd12+PCM]
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Requiem (greater)2Pd8+PCM4d8+3Major action: Make a ranged attack against a target's Will resistance. If this attack fails to break resistance, it deals half damage but no additional effects. Either way, all other targets within 20 feet then take half the damage done. [Base damage: 2Pd8+PCM]
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Eulogies (at-will)22Minor action: Command your Ravening Spirits to each make a ranged weapon attack (range: 15 ft.) against a target in range, targeting Reflex resistance. [Base damage: P]
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Eulogies (lesser)Major action: Summon a Ravening Spirit minion. These spirits are Medium-sized flying creatures with 2*Level hit points and AC/resistances of 18+P. They have a range of 15 feet, has your base speed, use 2P for any skill checks, and move during your turn as you will them, but only attack when ordered as a minor action as below. They last for 24 hours or until dismissed as a free action, but go intangible and inactive if outside your range.

You can only have three Ravening Spirits at one time.
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Eulogies (lesser)Pd3+PCM2d3+3Major and minor actions: Empower your ravening spirits, commanding them to immediately move and attack as described above, but they use the listed damage for this attack, and make them with advantage. [Base damage: Pd3+PCM]
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Eulogies (greater)Pd6+PCM2d6+3Major action: Summon an Avenging Spirit minion. It is a Large-sized flying creature with 10*Level hit points and AC/resistances of 12+P. It has a range of 5 feet, has your base speed plus 10, and uses 2P for any skill checks. It moves and acts as you will it, without an action cost. It lasts for 1 minute. You can only have one Avenging Spirit at a time.

It acts during your turn. Its attack is a melee attack against a target's Reflex resistance, with the listed damage. It can choose to grapple instead of attacking when it acts, using your psionic casting skill instead of Athletics. [Base damage: Pd6+PCM]
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Covenant (greater)Full-round action: Summon an enigmatic spirit to reside in you for 1 minute. You gain Regen (P) and +PCM damage to any Whispers subpower/minion damage for the duration.
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"I'm putting your name in my little black necronomicon."

Hands: Two, Range: 50 feet.

Notes: Talk with your SM beforehand to figure out how prevalent ghosts may be in their session, if they exist at all. While ghosts are canon, it's good to communicate effectively with your SM from the get-go.
Range: 40 feet, Rounds: 10
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If there's any other notes about this specibus or power, put it here!
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Mind ControlDominating Mind ControlTier0StatCHAHit+5 to hitTier0StatSTRHit+2 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Obligate, ability (affinity)You gain a psionic ability to telepathically commune with others, speaking with other creatures within range as if you were speaking to them in person. Your ability to compel or coerce others is subtly enhanced, potent enough to count as a Stakes die. You can leverage your ability to compel more overtly and in extraordinary ways, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion.
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Obligate, rules (affinity)As a rule of thumb, trying to influence an entire crowd at a rally might need as many minutes of channeling as it takes to make the speech, trying to evoke a nuanced feeling instead of blind emotion might require a check with consequences like overdoing or underdoing it on failure, and evoking abnormally intense feelings or something similarly intense might need a lesser slot.
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Obligate, hypnotism (affinity)You can spend a lesser slot and force a creature to make a Sanity check against your DC or be hypnotized, specifying a simple suggestion and a trigger; the creature will act on the suggestion when the trigger is met, though the creature may resist extreme commands and cannot knowingly harm themselves. At the SM's discretion, you might also spend a lesser slot to automatically pass some check where this affinity came into play, or otherwise supercharge your affinity to attempt something extraordinary not covered in this writing.
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Servitor (lesser)Reaction: As a reaction to having an attack against Will resistance fail, you can create an unstable thoughtform to attack their psyche, forcing -4 to Will for that attack.
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Servitor (greater)Major action: Specify a command and a trigger, then create a malignant thoughtform to burrow into a target's mind, dormant for 24 hours or until activated by the trigger. When active, thoughtform is capable of selectively blotting out, falsifying, and distorting that target's sensory inputs. It can only work when the target is at ease, not in a strife or some stressful situation, and the thoughtform can only work towards the command subtly, unable to take overt, obvious actions. The thoughtform disintegrates after being active for 1 hour.

Perceptive or psionically sensitive creatures, at the SM's discretion, might notice something is off; any corresponding checks would be made against your DC.
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"Would you kindly?"

Hands: Two, Range: 100 feet.

Notes: Certain Dominating Mind Control subpowers use a DC equal to your total psionic skill bonus plus 15, or your psionic attack bonus plus 15, whichever is higher. This DC should also be used if DMC ever creates an uncertain situation not provided for in the subpower and a DC needs to be provided.

Mind control is a dangerous power to have. If using on other players, you must have consent from the player out of character first, or the power automatically fails.
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Tier0StatSTRHit+2 to hitTier0StatSTRHit+2 to hit
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TypeAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Life and Death: Rainbow Drinker
You have +1 to any hit die rolls when healing, and as a reaction to being attacked, you may grant yourself +2 to Fortitude/Will. If you can already grant yourself a bonus or impose a malus (like Block dice) through a reaction, you get +2 to Fort/Will as part of that action instead.

If you die, you revive as a rainbow drinker (alongside god tiering if applicable). You can see in darkness as if it were light, you can shed light freely, your +1 bonus to hit die healing becomes +2, you can always move 10 feet as a minor action (or increase another minor action movement by 10 feet), and you have a newfound supernatural nature and the visage to go with it; you have one Stakes die to any non-strife skill checks made wherever you can bring either of these to bear.
StrategistYou are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight.EruditionP 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 Calculation, Knowledge, Reason, or Exploitation.
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Rapidity, lvl 1, StrategistOnce 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: SciencesYou have a fair understanding of the social rituals and norms followed by those who study, teach, or use the natural sciences. 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.
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Pick this when you have two Steps of your pillar!Pick this at level 3!
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Pick this when you have four Steps of your pillar!Pick this at level 7!