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2 | Level: | 3 | Regis of Terrors | Denn Benton | Dream Moon | Wardrobifier | ||||||||||||||||||
3 | 150 XP | Next level at 250 XP | Male Human | Class of Aspect | Hand | Wardrobe | Hand | |||||||||||||||||
4 | animusCorporeal [AC] | Land of Conflict and Gears | Blaziken Plush | Divine Cockatrice Shirt | Thrall Training Guide | |||||||||||||||||||
5 | B.E.H.O.L.D.#9904 | War Crime Certified™ | Accessory | Accessory | Accessory | |||||||||||||||||||
6 | Skill | Stat | Bonus | Total | Quick Mask | |||||||||||||||||||
7 | Athletics | Str | +0 | -1 | Aegis | HP lost | Hit Points | HD left | HD max | |||||||||||||||
8 | Endurance | Con | +0 | +3 | 0 | 3 | 21 / 24 | 2 | 3 | Blaziken Plush | Tier 0 PuppetKind | ||||||||||||||
9 | Acrobatics | Dex | +0 | +2 | Temporary HP | 88% | Hit Die Roll | |||||||||||||||||
10 | Sleight of Hand | Dex | +0 | +2 | 0 | 1d6+2 | ||||||||||||||||||
11 | Stealth | Dex | +0 | +2 | ||||||||||||||||||||
12 | Engineering | Int | +0 | +0 | Lesser slots | 3 | Greater slots | 2 | ||||||||||||||||
13 | Investigation | Int | +0 | +0 | Speed | 30 ft. | Passive Perception | Proficiency | +2 | It's big enough to do damage... right? | ||||||||||||||
14 | Occult | Int | +0 | +0 | Initiative | +2 | 14 | Thrall Training Guide | Tier 1 Beast Control | ||||||||||||||||
15 | Animal Handling | Wis | +0 | +7 | Gain +2 to Psionics to break Will. +2 Persuasion and Intimidate | |||||||||||||||||||
16 | Insight | Wis | +0 | +5 | Ability Scores | Armor Class | 14 | Status Debuffs | ||||||||||||||||
17 | Medicine | Wis | +0 | +6 | Strength | 8 (-1) | +1 | Rupture | 0 | |||||||||||||||
18 | Perception | Wis | +0 | +4 | Constitution | 14 (2) | Fortitude | 11 | Sunder | 0 | ||||||||||||||
19 | Sanity | Wis | +0 | +8 | Dexterity | 14 (2) | +0 | Fade | 0 | "A book describing the best way to take advantage of people and have them work for you." | ||||||||||||||
20 | Survival | Wis | +0 | +4 | Intelligence | 10 (0) | Reflex | 12 | Cripple | 0 | Divine Cockatrice Shirt | Tier 0 Apparel | |||||||||||||
21 | Deception | Cha | +0 | +1 | Wisdom | 18 (4) | +0 | Setback | 0 | |||||||||||||||
22 | Intimidate | Cha | +2 | +6 | Charisma | 12 (1) | Will | 13 | Max HP Redux | 0 | ||||||||||||||
23 | Performance | Cha | +0 | +3 | +0 | |||||||||||||||||||
24 | Persuasion | Cha | +2 | +5 | Hit Bonus | +0 | Crit Range | 20 | Defense Bonus | +0 | ||||||||||||||
25 | Light, comfortable, and helps you focus for some reason. | |||||||||||||||||||||||
26 | Resources | Quick Mask | ||||||||||||||||||||||
27 | Lesser Slots | Greater Slots | Rotom HP | Shadow Minokawa HP | Passion | Additional 10 ft. movespeed | ||||||||||||||||||
28 | 1 | 3 | 2 | 2 | 6 | 6 | 40 | 50 | 1 | 2 | |||||||||||||||||||
29 | ||||||||||||||||||||||||
30 | Current | 1 | Current | 2 | Current | 6 | Current | 40 | Current | 1 | ||||||||||||||
31 | Maximum | 3 | Maximum | 2 | Maximum | 6 | Maximum | 50 | Maximum | 2 | ||||||||||||||
47 | ||||||||||||||||||||||||
48 | Artistic Prowess Demonic Possession | Dominating Mind Control | Tier | 0 | Stat | WIS | Hit | +6 to hit | Veterinary Research Soulforce Chaos | Beast Control | Tier | 1 | Stat | WIS | Hit | +6 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 | 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. | Natural Communion (affinity) | You 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. | ||||||||||||||||||||
52 | 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. | Beastmaster (at-will) | Pd2+PCM | 2d2+4 | 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] | ||||||||||||||||||
53 | 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. | 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. | ||||||||||||||||||||
54 | Obligate, greater hypnotism (affinity) | You can also spend a greater slot to greatly magnify the hypnosis in some way, such as specifying several complex suggestions each with a corresponding trigger, embedding the hypnosis deeply enough to avoid detection by all but the most scrutinizing psions, specifying a code phrase and a true suggestion/trigger such that the hypnotized target passes on the true suggestion/trigger to whomever they speak the code phrase, or something similarly complex or convoluted. | 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. | ||||||||||||||||||||
55 | Pressure (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. | 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. | ||||||||||||||||||||
56 | Pressure (lesser) | Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Blinded, Deafened, and Stuck, and attack rolls against it have advantage until the end of your next turn. | 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. | ||||||||||||||||||||
57 | Antipathy (at-will) | Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Impaired and Stuck for 1 round. The target can remove Stuck by passing a Sanity check as a minor action against your DC. | 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. | ||||||||||||||||||||
58 | Antipathy (lesser, 1 minute) | Channeled action: You imbue the environment with a subconscious repellant. Select some object of Large size or smaller. All creatures except ones of your choice designated at creation are terrified of the object and compelled to retreat if they enter within 60 feet of it, and will be generally fearful towards it. Particularly brave or psionically resilient creatures, at the SM's discretion, may attempt a Sanity check against your DC to resist the effect. The repellant lasts for 24 hours. | Naturalism (at-will) | Major action: You grant an ally half the listed damage as temporary hit points. [Base damage: Pd3+PCM] | ||||||||||||||||||||
59 | Geas (lesser) | Major action: Make an attack against a target's Will resistance. If you break resistance, specify an activity and disrupt a target's cognition. If their ability to do that activity is uncertain (they would roll for it), they can no longer do it normally and unaided. If they can do it (and would not roll for it), it instead becomes uncertain (and would require rolling). If they cannot do it normally and unaided, they become physically incapable of even trying, freezing up if they do. This effect lasts for 24 hours. You cannot specify any activities that the target knows not doing so would be suicidal, and is suspended in strifes or other life and death situations. The geas may be broken in extreme cases or noticed by particularly perceptive or psionically powerful creatures, at the SM's discretion. | Naturalism (channeled) | Pd3+PCM | 2d3+4 | 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. | ||||||||||||||||||
60 | Geas (greater) | Major action: Specify an activity and target a creature to disrupt their cognition. If the creature's ability to perform this activity is less than second nature (they would not roll for it), they become incapable of trying to do it at all, freezing up if they try. Otherwise, they become unable to do it normally and without aid. This effect lasts for 24 hours. You cannot specify any activities that the target knows not doing so would be suicidal, and is suspended in strifes or other life and death situations. The geas may be broken in extreme cases or noticed by particularly perceptive or psionically powerful creatures, at the SM's discretion. | 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] | ||||||||||||||||||||
61 | 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. | Pack Tactics (at-will) | Pd4+PCM | 2d4+4 | 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. | ||||||||||||||||||
62 | 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. | 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. | ||||||||||||||||||||
63 | False Memory (at-will) | Channeled action: Weave together a false memory in your mind that can be implanted elsewhere, channeling as long as the memory needs to play out. | 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] | ||||||||||||||||||||
64 | False Memory (greater) | Major action: Implant a false memory into a creature within range. The false memory can overwrite preexisting memories, but only if they were woven to be identical except for small details, at the SM's discretion. Otherwise, the false memory sits with all their other memories as if they always had it. Eidetic or psionically sensitive creatures, at the SM's discretion, might notice something is off; any corresponding checks would be made against your DC. | Feral Instinct (at-will) | Pd3+PCM | 2d3+4 | 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. | ||||||||||||||||||
65 | Dominate (greater) | Major action: Supercharge your mind to mentally take control of another being for 1 minute. Make an attack against a target's Will resistance. If you break resistance, you assume direct control of them for the duration of this supercharged mental state. The target cannot be compelled to take suicidal or impossible actions. If you fail to break resistance, the target has double disadvantage for 2 rounds. You must channel in subsequent rounds to maintain this supercharged mental state. The effect also ends if the target goes out of range. Major action: If you fail to take control over a creature the first time, or it ends prematurely, you can repeat the attack at the cost of a lesser slot to reassert control for the remaining duration of your mental state. If you fail to break resistance, the target has disadvantage for 2 rounds, but the mental state is lost. | Feral Instinct (lesser) | Free action: Grant yourself and your Bestial Allies +1 crit range for 1 minute. This effect cannot stack. | ||||||||||||||||||||
66 | 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. | ||||||||||||||||||||||
67 | 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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71 | "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. | "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. | ||||||||||||||||||||||
72 | (Basically just impresses not-so-intelligent lifeforms into liking him, so it can't be used on smart characters/PCs) | |||||||||||||||||||||||
73 | ||||||||||||||||||||||||
74 | Plushes | PuppetKind | Tier | 0 | Stat | STR | Hit | +1 to hit | Tier | 0 | Stat | STR | Hit | +1 to hit | ||||||||||
75 | Type | Special One-Handed Brutality Control 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 | Puppet Attack | Qd6+STR | 1d6-1 | Major action: Your puppet makes a melee attack against a single target within its range. [Base damage: Qd8+STR, basic] | ||||||||||||||||||||
78 | Team Attack | Qd4+STR | 1d4-1 | Major action: Your puppet makes a melee attack against a single target within its range. This abilitech has the Combo property. [Base damage: Qd6+STR] | ||||||||||||||||||||
79 | Grapple Command | Major action: Your puppet initiates a grapple against a target within melee range. It can only grapple one target at a time in this way. | ||||||||||||||||||||||
80 | Creep | Qd4 | 1d4 | Minor action: Your puppet makes a melee attack. This abilitech has the Crush property. [Base damage: Qd6] | ||||||||||||||||||||
81 | Soul Stare | Major action: Your puppet stares at a single target within range, staring into their soul with its lifeless eyes, targeting Will resistance. If you break resistance, the target is Dazed and Exposed until the end of your next turn. | ||||||||||||||||||||||
82 | Stress | Major action: Your puppet makes a single target within range uncomfortable, inflicting Setback (2) for one minute (10 rounds). | ||||||||||||||||||||||
83 | Screech | Major action: Your puppet lets out a cackle of unknown origin and frankly you don't want to know how it did that. Make a psionic skill or Intimidation check against a single target within command range, targeting Will resistance. If you break resistance, the target is Dazed and Impaired for 1 round. | ||||||||||||||||||||||
97 | Range: 5 feet (melee), 30 feet (control) Notes: When you equip PuppetKind, you gain a puppet minion theoretically under your control. It is Medium, with 15*Q hit points, AC/resistances of 15+Q, and a speed equal to your base speed plus ten. | |||||||||||||||||||||||
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126 | Pillar, Racial, and Milestones | Pillar and Steps | Decors and Demeanor | |||||||||||||||||||||
127 | Racial | Childhood: Well-Educated You gain an additional 6 skill points at character creation. | 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. | Shadow Play, Shadowdancer, Strategist/Sentinel | Path of the Shadowdancer has Steps with Shadewalk, a special type of movement where you functionally teleport, allowing feats such as moving across chasms and swapping cover without being seen. | Direction: Rapport | You find you excel when you have shared interests to leverage. If you can appeal to a common interest or goal, you add one Stakes die. | ||||||||||||||||||
129 | Countermeasure, 2 Steps, Strategist | Once per strife, as a reaction to an attack made from or against a target within 30 feet of you, make a skill check, of your choice. If the skill check beats the attack, the attack does half damage and deals no additional effects, as long as you can justify why the skill you rolled might work in this way. | Shadowstep, Shadowdancer, Strategist/Sentinel | Once per three rounds, you may Shadewalk 20 feet in any direction within line of sight as a reaction. Alternately, when you Dash, you can Shadewalk all movement for the rest of that turn. Independently of the cooldown, you may Shadewalk when moving through any reaction. | Panoply: Arcana | You have experience with the supernatural. If you suffer any flaws dice when consorting with psionic or other supernatural forces, remove one flaws die (min 0). If you find that the supernatural pushes back against you or an enemy attempts to influence it against you, inflict one flaws die on your opponent. | ||||||||||||||||||
130 | Favored Tactic, 4 Steps, Strategist | Pick an ability from Pillars and Paths or racial features that is limited in use per strife or short rest. This limit is raised by one. | Thaum? | Pick this at level 7! | ||||||||||||||||||||
131 | Expeditious, 6 Steps, Strategist | Your base speed is increased by 10 feet. | Stand and Fight? | 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 (Pet Modus) | ||||||||||||||||||||||
149 | T0 | Build Grist | 70 | What kind of captchalogue deck do you have? | Packrat | Fake Pokeball | One Punch Man Poster | Ladybug Pins (x3) | ||||||||||||||||
150 | T1 | 10 | Poorly-Written "Inferno Hundun" Book #167 | Credit Card | Cell Phone (Samsung) | |||||||||||||||||||
151 | T2 | 0 | Your items only deal 1 damage when ejected, but your deck's size is raised to 70 cards. (unhide rows below the sylladex) | Nintendo Switch | Nintendo Switch Games Case | Water Paints | ||||||||||||||||||
152 | T3 | 0 | Ink and Quill | Pen | Pencils (x10) | |||||||||||||||||||
153 | T4 | 0 | Pencil Sharpener | Papers (x100) | Notebook | |||||||||||||||||||
154 | T5 | 0 | What's your fetch modus? What skill does it take to use it? | Dream Journal | Biology Homework (Finished) | Biology Study Packet (Finished) | ||||||||||||||||||
155 | Boondollars | 1998 | Math HW (Partly Finished) | Paper Shuriken (x12) | Plastic Kunai | |||||||||||||||||||
156 | (extra space) | 0 | Pet | Animal Handling | Pokemon TCG Cards (x480) (8 Decks) | Prince of Thralls Deck | Official Jeff Bezos Part 9 Figurine |