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Level:1Parting WingsSam RaolDream MoonWardrobifier
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0 XPNext level at 30 XPMale Human (Bronze)Class of AspectHandWardrobeHand
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transientDeference [TD]Land of ___ and ___Insufferable MementoDirty SweaterEmpty Hand
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Rathalkan Emissary#8972"You should learn to fear the dead, little one. Their masses exist across this plane on a level beyond what you could fathom."
"Hey! Don't scare them like that!"
AccessoryAccessoryAccessory
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SkillStatBonusTotalGrim Clip
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AthleticsStr+0+1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+20017 / 1711Insufferable Memento | Tier 0 BondKind
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AcrobaticsDex+0+0Temporary HP100%Hit Die RollA once pinned butterfly that flies. Somehow.
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Sleight of HandDex+0+001d6+2
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StealthDex+0+0
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EngineeringInt+0+2Lesser slots2Greater slots2
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InvestigationInt+0+2Speed30 ft.Passive PerceptionProficiency+2It moves. Why does it move it should be dead this is against all known laws of Aviati—No wait that's bees.
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OccultInt+0+3Initiative+014Empty Hand | Tier 0 handkind
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Animal HandlingWis+0+3Freaky, huh.
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InsightWis+0+4Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+3Strength12 (1)+0Rupture0
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PerceptionWis+0+4Constitution14 (2)Fortitude13Sunder0
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SanityWis+0+6Dexterity10 (0)+0Fade0Six legs see a spacious perch.
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SurvivalWis+0+3Intelligence14 (2)Reflex12Cripple0Dirty Sweater | Tier 0 Apparel
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DeceptionCha+0-1Wisdom16 (3)+0Setback0A sweater that you wear everywhere. You've only washed it thrice in your life.
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IntimidationCha+0-1Charisma8 (-1)Will10Max 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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Your company don't care what you smell like. They're butterflies, after all.
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ResourcesGrim Clip
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PassionFate of the Lost
(Lesser)
Fate of the Languished
(Greater)
Fate of Another
(Empathetic)
NameAn eerie butterfly clip holding back your unkempt hair.
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2 | 22 | 22 | 21 | 1 |
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Current2Current2Current2Current1Current
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Maximum2Maximum2Maximum2Maximum1Maximum
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KaleidoscopeWhispersTier0StatWISHit+5 to hitEntanglementDominating Mind ControlTier0StatWISHit+5 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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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.
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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Lay Waste (at-will, ranged)Pd6+PCM2d6+3Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd6+PCM]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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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]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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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]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.
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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]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.
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Lay Waste (lesser)Free action: After landing an attack, a phantom Impairs the target for 1 round.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.
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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.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.
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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.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.
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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]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.
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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.
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.
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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.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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Requiem (lesser)Pd12+PCM2d12+3Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd12+PCM]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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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]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.
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Eulogies (at-will)PPMinor 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]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.
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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.
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.
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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.
"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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If there's any other notes about this specibus or power, put it here!
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Insufferable MementoBondKindTier0StatSTRHit+3 to hitEnlightenmentEmpathic Mind ControlTier0StatWISHit+5 to hit
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TypeSpecial One-Handed Esoteric Control WeaponAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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StrikeQd4+WIS1d4+3Major action: Your minion makes a melee attack against a single target within range. [Base damage: Qd6+WIS, basic]Empathy, ability (affinity)You gain a psionic ability to read the minds of others, as well as telepathy within range. You can telepathically speak with other creatures within range as if you were speaking to them in person. You can also read the surface thoughts of others as a channeled action as if you were reading a book; this does not need a check, though the SM may require a lengthy channel time, a check, and/or a lesser slot, at their discretion.
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Double StrikeMajor action: Your minion makes a melee attack against a single target within range. This abilitech has the Combo property. [Base damage: Qd3+WIS]Empathy, rules (affinity)As a rule of thumb, plumbing the depths of someone's mind or something lengthy might require 30 minutes, trying to invade a mind actively resisting you or avoiding psionic mind blocks might require a check with consequences like shutout or injury on failure, and linking several minds into a telepathic chat room or something similarly unconventional might require a lesser slot.
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Crippling StrikeMajor action: Your minion makes a melee attack against a single target within range. If you hit, the target is Crippled (10) for 1 round. [Base damage: Qd3+WIS]Empathy, heartsense (affinity)You can spend a lesser slot to heighten your sensitivity, allowing you to know and track the locations and moods of emotion-capable creatures within range for 30 minutes. 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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Hex TargetMinor action: Your minion curses a target within range for 1 minute (10 rounds). Whenever an attacker would add bonus damage from Assail against the target, they add Q to the damage done.Empathy, empathic bond (affinity)You can also channel for 1 minute with a person within range to form an Empathic Bond with them, a telepathic bond that allows the two of you to telepathically converse regardless of distance, perceive through each others' senses, and tag the other person as an Empathic Bond, who also benefits from several EMC subpowers. This bond lasts for 24 hours or until you sever it as a free action.
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Range: 10 feet (melee), 30 feet (control), Esoteric: WIS

Notes: When you equip BondKind, you gain a mystical minion 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.
"How does that make you feel?"

Hands: Two, Range: 120 feet.

Notes: Empathic Mind Control may have situations with uncertain resolutions that are not provided for in the subpower. In this case, use a DC equal to your total psionic skill bonus plus 15, or your psionic attack bonus plus 15, whichever is higher, if a DC ever needs to be provided for you.
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Sanguine: Empathetic
You know Empathic Mind Control's Affinity, Empathy. Additionally, Lvl times per long rest, you can push yourself to count as having spent a lesser slot for the purposes of this affinity, but you use Wisdom/Sanity as your psionic casting stat/skill for this.
StrategistYou are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight.PassionP 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.
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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!Vision: AugurYou're used to sizing up supernatural influences at play. How a ghost died by the influence it holds on the waking world, the training a psion has by the structure of their psionic wards, if that uneasy feeling in your gut is really just last night's dinner or something more malignant. When searching for such things, you add one stakes die.
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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 (Pact Modus)
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T0Build Grist20What kind of captchalogue deck do you have?DefaultMissing Father's AltoPot of Flowers
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T10Missing Father's LaptopPot of Flowers
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T20You can captchalogue items of your size or smaller, and they deal 1d4 damage when ejected.Missing Father's MugPot of Flowers
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T30Missing Father's PhoneButterfly Feed
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T40Writing Notebook and PenButterfly Feed
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T50What's your fetch modus? What skill does it take to use it?Box of cerealUsed Cup
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Boondollars0Box of cerealMissing Father's Credit Card
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(extra space)0PactSanityBox of cereal
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(extra space)0Great! You use this skill when making attacks with your sylladex.Used Spoon
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(extra space)0Used Bowl
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