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Level:1Medical ApprenticeLuna SterryDream MoonWardrobifier
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0 XPNext level at 30 XPFemale HumanClass of LifeHandWardrobeHand
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supportingCast [SC]Land of Vitality and FlameScalpelLab CoatMedical Handbook
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Gamefrog51"Have I told you about my Dad yet?"AccessoryAccessoryAccessory
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SkillStatBonusTotalHairclips
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+10017 / 1711Scalpel | Tier 0 DaggerKind
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AcrobaticsDex+0+2Temporary HP100%Hit Die RollA Medical Scalpel
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Sleight of HandDex+0+301d6+1
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StealthDex+0+3
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EngineeringInt+0+2Lesser slots2Greater slots2
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InvestigationInt+0+3Speed30 ft.Passive PerceptionProficiency+2"Borrowed from Dad"
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OccultInt+0+2Initiative+216Medical Handbook | Tier 0 -
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Animal HandlingWis+0+3Psionic Focus
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InsightWis+0+6Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+6Strength8 (-1)+0Rupture0
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PerceptionWis+0+6Constitution12 (1)Fortitude10Sunder0
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SanityWis+0+6Dexterity14 (2)+0Fade0"Somehow makes it easier to use your powers"
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SurvivalWis+0+4Intelligence14 (2)Reflex14Cripple0Lab Coat | Tier 0 Apparel
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DeceptionCha+0+0Wisdom16 (3)+0Setback0An undersized white Labcoat
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IntimidationCha+0+0Charisma10 (0)Will11Max HP Redux0
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PerformanceCha+0+0+0
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PersuasionCha+0+0Hit Bonus+0Crit Range20Defense Bonus+0
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"You always wear this"
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ResourcesHairclips
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NameNameNameNameNameKeeps your Hair out of your Eyes
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CurrentCurrentCurrentCurrentCurrent
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MaximumMaximumMaximumMaximumMaximum
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RadionicsRadionicsTier0StatINTHit+4 to hitPyrokinesisPyrokinesisTier0StatSTRHit+1 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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Diagnosis, ability (affinity)You gain a sixth sense attuned to biological anatomy. Your ability to Discern and Scrutinize extends to nearby biologicals within 100 feet, whether it be their health, afflictions, new or old injuries, etc. You can interchangeably use your psionic skill or Medicine for those abilities where necessary, and the SM may require such a check to tell specific details about a creature's biology, detect infection vectors in an area, or some other use for this sixth sense, at the SM's discretion.

This affinity is used as a free action if an action cost is not given elsewhere.
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.
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Diagnosis, healing (affinity)Your healing is more effective on creatures you have recently Scrutinized, or Discerned on the same turn as the heal. If rolling for healing, you may reroll the amount healed. If healing a flat amount, add your PCM to it.Fireballs (at-will, combo)Major action: Make a ranged attack against a target's Reflex resistance. This attack has the Combo property. [Base damage: Pd4+PCM]
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Diagnosis, rules (affinity)You can spend a lesser slot to heighten this sixth sense, allowing you to sense and track the locations of living creatures within this range for 30 minutes. At the SM's discretion, you might also spend a lesser slot to track the trails of living 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.Fireballs (at-will, crippling)Major 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]
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Lay On Hands (lesser)Major action: You heal an ally for the listed damage. [Base damage: 2Pd3+PCM]Fireballs (at-will, ranged)Major action: Make a ranged attack against a target's Reflex resistance. [Base damage: Pd6+PCM]
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Lay On Hands (greater)Major action: You heal all allies within 30 feet for the listed damage. You also heal yourself, but for half the listed damage. [Base damage: 2Pd6+PCM]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]
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Lay On Hands (greater)Major action: You use the lesser version of Lay On Hands thrice. For each usage, you can heal yourself instead of an ally, but for half the listed damage instead.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.
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Acupressure (at-will)Reaction: On yourself or an ally, choose one status condition with a duration of two minutes or less. You reduce its duration by 3 rounds. If this eliminates the condition, they are then immune to it for 3 rounds.Ignite (lesser)Free action: After landing an attack, you also inflict Flame (P, 5 rounds) on the target.
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Acupressure (lesser)Minor action: Remove all status conditions from a target. They are then immune to new status conditions for 1 minute.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]
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Acupressure (greater)Major action: Poke an ally in their meridians. For the next 1 minute, they have Aegis (P), lose all negative conditions and are immune to them, and heal for P hit points at the start of each of their turns.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.
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Vitalistic Circle (at-will)Channeled action: Have everyone hold hands in a circle, including yourself, then channel for 1 minute. This links everyone in the circle in a Sympathetic Bond for 1 hour; whenever anyone is psionically healed (or through Steps), you may split and distribute the healing as you see fit, as long as all parties involved agree to it. Additionally, the Lay On Hands subpower can be used on bonded allies regardless of distance.

Only four creatures can be in this bond, including yourself, and they cannot count as part of this bond if they are more than 100 feet from you.
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.
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Vitalistic Circle (at-will)Reaction: As a reaction to healing being distributed, choose a Sympathetic Bondmate to heal for an additional P hit points. This bonus amount cannot be distributed.Breathe Flames (lesser)Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. cone. [Base damage: Pd8+PCM]
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Vitalistic Circle (lesser)Free action: Flood the circle with calcium. For 1 round, all Sympathetic Bondmates have Aegis (P). This effect does not stack.

Major action: Flood the circle with selenium. Roll the listed damage; for the next 1 minute, whenever a Sympathetic Bondmate takes damage, you can redirect some or all of the damage to this amount. If there is any left at the end of the minute, it becomes healing to be divided among bondmates. [Base damage: Pd3+PCM]
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]
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Megavitamins (at-will)Major action: You expand your affinity into the field of edibles. For the next hour, your ability to Discern and Scrutinize extends to edible objects; you might tell the nutritional content, artificial ingredients, and any poisons in a meal.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.
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Megavitamins (at-will)Major action: Embed a single-use vitamin injection into a willing creature, choosing a resistance of choice. Whenever the creature is hit by an attack that targets that resistance, the injection reflexively releases to grant them +4 to that resistance for that attack. The injection only lasts 1 hour, and only one can exist at a time.

Major action: You administer a chemical cocktail to an ally. For the next 1 minute, whenever the ally Assails or is Assailed for, increase its magnitude by P.
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.
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Megavitamins (lesser)Major action: You administer a questionable cocktail to yourself or an ally. For the next 1 minute, you can activate the cocktail as a reaction to the recipient landing a damaging attack. The damage is increased by the listed damage, and the attacker heals for half the listed damage. [Base damage: Pd4+PCM]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]
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Detoxify (at-will)Major action: Firm up the target's resolve. The next time the creature is hit by an attack that targets AC, they gain +4 to AC for that attack. The resolve only lasts 1 hour, and only one can exist at a time.Phoenician Flame (lesser)Major action: You heal yourself for half the listed damage. [Base damage: Pd6+PCM]
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Detoxify (lesser)Major action: You create a shield for 1 minute, a 30 ft. radius sphere, centered on yourself. All creatures of your choice gain +4 to AC while within this sphere.

You must expend a minor action in subsequent rounds to maintain this effect, or it ends.
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]
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Detoxify (greater)Major and minor action: You focus your mind for 1 minute, creating a 30 ft. radius sphere as a shield, centered on yourself. All creatures of your choice gain +4 to AC and Regen (P) while within this sphere. And all creatures of your choice are Impaired and in difficult terrain while within this sphere.

You must expend a minor action in subsequent rounds to maintain this shield, or the shield dissipates. Your focus does not, however.

Major action: Reestablish the shield for the remaining duration of your focus; this does not cost a slot.
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Bloodletting (at-will)Major action: Make a melee attack against a target's Fortitude resistance. If you break resistance, the target is Ruptured (P, 2 rounds) and Setback (1). Rupture and Setback from Bloodletting stacks twice. [Base damage: Pd2]
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Bloodletting (lesser)Minor action: After landing an attack, you also inflict DoT (P, 5 rounds) on the target.

Minor action: No leeches were harmed in the doing of this. You remove all conditions with durations of 2 minutes or less; you must do this after landing an attack if done against an enemy.

As a free action (without spending a slot) after landing an attack, you can reapply them with their durations reset. You can do this automatically to a willing target, if your allies are masochists. The conditions are lost if kept unused beyond their original durations.
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"I've got the cure for all that ails ya."

Hands: Versatile, Range: Melee.

Notes: If a target is unwilling to receive healing from any Radionics subpower, you must make an attack roll against their Fortitude resistance. Any healing received from Radionics cannot critically hit, damage from Radionics can. If you break resistance, the subpower works as described.

Additionally, the healing done by Radionics subpower counts as an landing an attack (but cannot benefit from anything that specifies an attack roll), and the healing done counts as damage, for the purposes of interaction with Pillars and Paths, etc. For example, damage dice size increases and Assail would both increase the healing done.
"Is it hot in here or is it just me?"

Hands: Two, Range: 60 feet.
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If there's any other notes about this specibus or power, put it here!
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ScalpelDaggerKindTier0StatSTRHit+1 to hitTier0StatSTRHit+1 to hit
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TypeMelee One-Handed Finesse WeaponAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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SliceMajor action: Make a melee attack against a single target within range. This abilitech has the Combo property. [Base damage: Qd6+DEX, basic]
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ShankMajor action: Make a melee attack against a single target within range. If you hit, the target is Crippled (half) for 1 round. [Base damage: Qd4+DEX]
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ExecuteMajor action: Make a melee attack against a single target within range. The target must be Exposed, Prone, or Stuck. [Base damage: 2Qd4+DEX]
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ThrowMajor action: Make a ranged attack against a single target within range. You may choose to leave the dagger in the target; you can retrieve it as a major action, repeating this abilitech with +1 die size but as a melee attack. [Base damage: Qd8+DEX]
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ShivMajor action: Make a melee attack with advantage against a single target within range. [Base damage: Qd4+DEX]
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Range: 5 feet (melee), 30 feet (ranged)

Notes: DaggerKind has +1 die size against Crippled, Impaired, or Stuck targets.
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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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