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Level:1Survivalist Naearn ProphtDream MoonWardrobifier
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0 XPNext level at 30 XPMale BurgendyBloodClass of AspectHandWardrobeHand
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voicelessHuntsman
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Land of ___ and ___Charred WoodPlain shirt and torn pantsCharred Wood
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MysticalDiviner"The Wild can teach many things you need only listen."AccessoryAccessoryAccessory
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SkillStatBonusTotalLong BandannaBlack ShoesLusus Tooth Necklace
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AthleticsStr+0+1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+30012 / 1211Charred Wood | Tier 0 Pyrokinesis
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AcrobaticsDex+0+2Temporary HP100%Hit Die RollFoci for Pyrokinesis
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Sleight of HandDex+0+201d8+2
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StealthDex+0+4
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EngineeringInt+0+0Lesser slots4Greater slots2
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InvestigationInt+0+0Speed30 ft.Passive PerceptionProficiency+2A piece of burnt wood that Naearn burnt while starting a fire while ruffing it, it never burnt completely even when he through it in the center of the flames. So he kept it as a souvenir.
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OccultInt+0+0Initiative+212Charred Wood | Tier 0 Pyrokinesis
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Animal HandlingWis+0+4Foci for Pyrokinesis
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InsightWis+0+4Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+2Strength12 (1)+0Rupture0
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PerceptionWis+0+2Constitution14 (2)Fortitude11Sunder0
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SanityWis+0+3Dexterity14 (2)+0Fade0A piece of burnt wood that Naearn burnt while starting a fire while ruffing it, it never burnt completely even when he through it in the center of the flames. So he kept it as a souvenir.
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SurvivalWis+0+4Intelligence11 (0)Reflex10Cripple0Plain shirt and torn pants | Tier 0 Apparel
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DeceptionCha+0-1Wisdom15 (2)+0Setback0No Effects
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IntimidateCha+0-1Charisma8 (-1)Will13Max HP Redux0
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PerformanceCha+0-1+0
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PersuasionCha+0-1Hit Bonus+0Crit Range20Defense Bonus+0
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Well worn clothes that Naearn has had for several sweeps, the pants have torn at the bottom from long trips that happen to pass through thorn patches.
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ResourcesLong BandannaBlack ShoesLusus Tooth Necklace
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Lesser SlotsGreater SlotsNameNameNameNaddaZilchFoci for Beast Control (Natures Bond)
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4 | 42 | 2 | | |
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Current4Current2CurrentCurrentCurrent
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Maximum4Maximum2MaximumMaximumMaximum
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KindlePyrokinesisTier0StatINTHit+2 to hitNatures BondBeast ControlTier0StatSTRHit+3 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Hot Touch (affinity)Qd8+STR1d8+1You 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.
Natural Communion (affinity)Pd6+Prof+Lvl+STR2d6+2+1+1You gain a psionic ability to sense, commune, and otherwise deal with animals and the like, such as underlings. You can interchangeably use your psionic skill or Animal Handling for those abilities where necessary. This affinity works with the psion's other senses; the SM may require such a check to sense animals they do not sense otherwise, or to persuade animals to act against their natural instinct, at the SM's discretion.

Additionally at the SM's discretion, you can spend a lesser slot to automatically pass some check where this affinity came into play, sense the exact locations of all animals within range, or otherwise supercharge your animalistic gift to attempt something extraordinary with your ability you normally would not be able to do.

This affinity is used as a free action if an action cost must be specified.
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Fireballs (at-will, combo)Qd4+STR1d4+1Major action: Make a ranged attack against a target's Reflex resistance. This attack has the Combo property. [Base damage: Pd4+PCM]Beastmaster (at-will)Minor action: Command your Bestial Allies to each make a melee weapon attack (range: 5 ft.) against a target in range. [Base damage: Pd2+PCM]
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Fireballs (at-will, crippling)Qd4+STR1d4+1Major 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]Beastmaster (lesser)Major action: Summon a loyal Bestial Ally minion. They are Medium-sized creatures with Level*5 hit points and AC/resistances of 12+P. They use your base speed plus 10, use 2P for any skill checks, and move during your turn as you will them, but do not attack on their own. They last for 24 hours or until dismissed as a free action. You can only have two Bestial Allies at a time.

While they cannot be used to fight if outside your range, they can otherwise still be interacted with and follow orders like any other loyal animals.
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Fireballs (at-will, ranged)Major action: Make a ranged attack against a target's Reflex resistance. [Base damage: Pd6+PCM]Skinwalker (channeled)Channeled action: You expand your affinity, allowing you to also perceive through the senses of the animals with which you can commune, for as long as you maintain the channel.
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Fireballs (lesser)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]Skinwalker (lesser)Channeled action: You expand your affinity in a curious way. For the next hour, you can also take direct, fine-tuned control of a creature with which you can commune. Mundane creatures and your Bestial Ally can be controlled without much incident, but powerful animals might shrug off your control, at the SM's discretion. You are not capable of fighting as the creature while controlling them in this way, though individual hostile actions may be possible, also at the SM's discretion.

Your actual body is left Incapacitated while in control of another creature, and creatures controlled this way are more difficult to control and use when outside your range; at your SM's discretion, you may have to make a check to perform actions that might ordinarily be second nature to the host creature.
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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.Sensory Overload (at-will)Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Blinded, Crippled (half), and Deafened for 1 round.
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Ignite (lesser)Free action: After landing an attack, you also inflict Flame (P, 5 rounds) on the target.Sensory Overload (lesser)Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Blinded, Deafened, Exposed, Stuck, and Weakened until the end of your next turn.
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Ignite (lesser)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]Naturalism (at-will)Major action: You grant an ally half the listed damage as temporary hit points. [Base damage: Pd3+PCM]
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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.Naturalism (channeled)Channeled action: Your expand your affinity to gain a sixth sense for landscapes and natural environments, similar to animals' magnetoreception. You can interchangeably use your psionic skill or Survival for those abilities where necessary, and the SM may require such a check to tell specific details about an environment, find some lost locale, sense changes in the weather, or some other use for this sixth sense, at the SM's discretion.
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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.
Naturalism (lesser)Major action: You heal yourself and two other allies within range for half the listed damage. If a recipient of the healing is a Bestial Ally, heal them for the full amount instead. [Base damage: Pd4+PCM]
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Breathe Flames (lesser)Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. cone. [Base damage: Pd8+PCM]Pack Tactics (at-will)Reaction: As a reaction to an attack being made against a target, if the attacker has any allies and/or minions adjacent to that target, they gain +3 to the attack roll.
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Breathe Flames (greater)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]Pack Tactics (lesser)Reaction: As a reaction to your Bestial Ally attacking a target, your attack rolls and skill checks against them have advantage for 1 round.
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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.Pack Tactics (lesser)Major action: You Aim, but instead of targeting yourself or an ally to grant the bonus, you target an enemy within range and the Aim die is usable by anyone who attacks them. This lasts for 1 minute. Once per round, whenever two separate creatures land damaging attacks on them, the second of those attacks adds the listed damage to the damage roll. [Base damage: Pd3+PCM]
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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.Feral Instinct (at-will)Reaction: As a reaction to an incoming attack roll against a resistance, impose -2 to the attack roll.

Free action: Whenever you Assail for a Bestial Ally, it applies to both.
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Fervid Conflagration (2P HP, greater)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]Feral Instinct (lesser)Free action: Grant yourself and your Bestial Allies +1 crit range for 1 minute. This effect cannot stack.
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Phoenician Flame (lesser)Major action: You heal yourself for half the listed damage. [Base damage: Pd6+PCM]Feral Instinct (greater)Free action: Empower your Bestial Allies. They are healed to full, gain Aegis (PCS/2), and gain +1 die size to damage rolls. Commanding your allies to attack with at-will Beastmaster has its action cost changed from a minor action to a free action that can be done once per round on your turn. This lasts for 1 minute.
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Phoenician Flame (greater)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]Therianthropy (greater)Full-round action: Why limit yourself to lycanthropy? You shapeshift into a bipedal, animalistic form influenced by the shape of your Bestial Allies. For the next 1 minute, your base speed is increased by 10 ft., you have +2 to AC/resistances, and whenever you command your Bestial Allies to attack, you can perform a separate minor action alongside it.
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"Is it hot in here or is it just me?"

Hands: Two, Range: 60 feet.
"Druids are kinda like clerics.... except not at all."

Hands: One, Range: 120 feet.

Notes: The exact nature of your Bestial Allies is up to you and your SM. As long as they can be called or summoned, and can be replaced or revived or resummoned if killed (or said to flee or some other explanation that takes it off the field), it will suffice.
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If there's any other notes about this specibus or power, put it here!
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Lowblood: Expanded Mind
You should pick a racial ability from the Mechanics tab!
SentinelYou are a Sentinel! You are a survivor and a controller, able to weather the harshest conditions and impose your own in return.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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Increased Health, lvl 1, SentinelYou should pick a lvl 1 milestone!Remember, you pick one Step every two levels!Persona: SpiritualYou have a fair understanding of the social rituals and norms followed by the mystic, religious, and spiritual. 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!
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Pick this when you have six Steps of your pillar!Pick this at level 9!
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Pick this at level 13!
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SpecializationsPick this at level 15!
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Pick this at level 5!
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Pick this at level 11!This is the blackboard, use it to write down any notes you have!
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Pick this at level 17!
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Pick this at level 19!
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This is the blackboard, use it to write down any notes you have!
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Grist and BoondollarsSylladex (Snare Modus)
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T0Build Grist20What kind of captchalogue deck do you have?Heavy
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T10
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T20You 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.
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T30
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T40
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T50What's your fetch modus? What skill does it take to use it?
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Boondollars0
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(extra space)0SnareSleight of Hand
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(extra space)0Great! You use this skill when making attacks with your sylladex.
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