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Level:1Firetorch with a fire-y headEctann OctaveDerseWardrobifier
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0 XPNext level at 30 XPMale, Troll - RustbloodClass of AspectHandWardrobeHand
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fallingCascade [FC]Land of ___ and ___HandsSimple clothing
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Stonks#2959"Can you pass me the apple juice?"AccessoryAccessoryAccessory
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SkillStatBonusTotalRing
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+20020 / 2011Hands | Tier 0 pyrokinesis
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AcrobaticsDex+0+0Temporary HP100%Hit Die RollThey allow him to burn shit, self explanitory
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Sleight of HandDex+0+001d8+2
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StealthDex+0+0
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EngineeringInt+0+3Lesser slots2Greater slots2
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InvestigationInt+0+4Speed30 ft.Passive PerceptionProficiency+2Mm, yes, hands are made out of hands
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OccultInt+0+6Initiative+011
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Animal HandlingWis+0+1
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InsightWis+0+1Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+1Strength8 (-1)+0Rupture0
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PerceptionWis+0+1Constitution15 (2)Fortitude11Sunder0
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SanityWis+0+1Dexterity10 (0)+0Fade0
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SurvivalWis+0+1Intelligence16 (3)Reflex13Cripple0Simple clothing | Tier 0 Apparel
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DeceptionCha+0+2Wisdom12 (1)+0Setback0Comfy as all hell thats for sure, even if a bit torn here and there.
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IntimidateCha+0+2Charisma13 (1)Will6Max HP Redux0
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PerformanceCha+0+1-4
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PersuasionCha+0+1Hit Bonus+0Crit Range20Defense Bonus+0
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ResourcesRing
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NameNameNameNameNamePSIONIC TRINKET: a small, silver ring on Ectanns right hand
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CurrentCurrentCurrentCurrentCurrent
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MaximumMaximumMaximumMaximumMaximum
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Tier0StatINTHit+5 to hitTier0StatSTRHit+1 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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PyrokinesisTier0StatINTHit+5 to hitWhispersWhispersTier0StatINTHit+5 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionChargesNameDiceDmgDescription
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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.
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.
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Fireballs (at-will, combo)Pd4+PCM2d4+3Major action: Make a ranged attack against a target's Reflex resistance. This attack has the Combo property. [Base damage: Pd4+PCM]32Lay Waste (at-will, ranged)Pd6+PCM2d6+3Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd6+PCM]
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Fireballs (at-will, crippling)Pd2+PCM2d2+3Major 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]21Lay 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]
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Fireballs (at-will, ranged)Pd6+PCM2d6+3Major action: Make a ranged attack against a target's Reflex resistance. [Base damage: Pd6+PCM]3Lay 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]
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Fireballs (lesser)Pd8+PCM2d8+3Major 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]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]
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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.Lay Waste (lesser)Free action: After landing an attack, a phantom Impairs the target 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.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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Ignite (lesser)Pd4+PCM2d4+3Major 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]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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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.1Vengeful Dirge (at-will)Reaction: 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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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.
Vengeful Dirge (lesser)Major 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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Breathe Flames (lesser)Pd8+PCM2d8+3Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. cone. [Base damage: Pd8+PCM]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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Breathe Flames (greater)2Pd6+PCM4d6+3Major 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]1Requiem (lesser)Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd12+PCM]
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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.Requiem (greater)Major 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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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.Eulogies (at-will)Minor 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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Fervid Conflagration (2P HP, greater)2Pd10+PCM4d10+3Major 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]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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Phoenician Flame (lesser)Pd6+PCM2d6+3Major action: You heal yourself for half the listed damage. [Base damage: Pd6+PCM]1Eulogies (lesser)Major 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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Phoenician Flame (greater)Pd12+PCM2d12+3Major 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]Eulogies (greater)Major 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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"Is it hot in here or is it just me?"

Hands: Two, Range: 60 feet.
"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.
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Tier0StatSTRHit+1 to hitTier0StatSTRHit+1 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 | Psionic Gift: Psi Pulse
Once per short rest, as a free action, make a psionic attack against Fortitude resistance, targeting all creatures within 30 feet. For each target, if you break resistance, they release any grapples, and for 3 rounds they are Impaired and cannot benefit from bonus dice. You then refill one lesser slot.
SentinelYou are a Sentinel! You are a survivor and a controller, able to weather the harshest conditions and impose your own in return.ArtificeP 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 Finesse, Control, Evasion, or Redirection.
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Keeper, lvl 1, SentinelYour Hit Dice have +1 die size, you can use Constitution when determining your armor, and you gain a unique block radius of 5 feet: if you can Block as a reaction, you can do this on all attacks that target or originate within this radius, not just attacks against you.Remember, you pick one Step every two levels!Persona: LaborYou have a fair understanding of the social rituals and norms followed by the working class of society. 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!