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Level:1Bedridden BuilderPita Fiintza[Dream Moon]Wardrobifier
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0 XPNext level at 30 XPNB Human[Class of Aspect]HandWardrobeHand
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daedalusParadigmLand of ___ and ___rubber malletBear Pajamascompletely normal unassuming metallic rod
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firebrde#7686"La Creatura"AccessoryAccessoryAccessory
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SkillStatBonusTotalSmart WatchCloth MaskPatchwork Bear
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AthleticsStr+0+3AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0-10015 / 1511rubber mallet | Tier 0 hammerkind
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AcrobaticsDex+0+2Temporary HP100%Hit Die Roll
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Sleight of HandDex+0+301d6-1
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StealthDex+0+2
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EngineeringInt+0+6Lesser slots2Greater slots2
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InvestigationInt+0+4Speed30 ft.Passive PerceptionProficiency+2Squeaky. Deadly?
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OccultInt+0+4Initiative+211completely normal unassuming metallic rod | Tier 0 psionic focus
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Animal HandlingWis+0+1
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InsightWis+0+0Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+2Strength14 (2)+0Rupture0
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PerceptionWis+0+1Constitution8 (-1)Fortitude11Sunder0
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SanityWis+0+0Dexterity14 (2)+0Fade0It's not special, just conductive. Really!
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SurvivalWis+0+0Intelligence16 (3)Reflex17Cripple0Bear Pajamas | Tier 0 Apparel
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DeceptionCha+0+1Wisdom10 (0)+0Setback0
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IntimidationCha+0+1Charisma12 (1)Will7Max HP Redux0
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PerformanceCha+0+2+0
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PersuasionCha+0+1Hit Bonus+0Crit Range20Defense Bonus+0
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Comfortable hooded onesie mimicking a brown bear. The drawstrings are misaligned and the fur is starting to get ratty.
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ResourcesSmart WatchCloth MaskPatchwork Bear
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Brainstorming
(Lesser Slots)
Spark of Genius
(Greater Slots)
A Certain Energy
(Passion)
Forbidden Insight
(Dreams)
Tells the time... and they got games on their phone.A white medical-grade face mask with no design.An old friend. Reeeeaaaally old.
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2 | 22 | 22 | 20 | 0 |
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Current2Current2Current2Current0Current
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Maximum2Maximum2Maximum2Maximum0Maximum
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It's Electric!ElectrokinesisTier0StatINTHit+5 to hitHeated VibePyrokinesisTier0StatINTHit+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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Battery, ability (affinity)You gain a psionic ability to channel electrical power. As a baseline, you are able to power any common household item to operate for P hours. 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, powering up minor industrial tools and other high-expenditure devices might need a lesser slot or 15 minutes' worth of channeling, while powering something delicate or damaged that requires finesse might require a check with consequences like blowout on failure.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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Battery, slot usage (affinity)Additionally at the SM's discretion, you can spend a lesser slot to supercharge your affinity to attempt something unconventional with it you normally would not be able to do. You can also spend a greater slot to supply an incredible amount of power with no upper limit except the SM's discretion, though such extraordinary expenditures, such as powering up an abandoned laboratory complex, probably has side effects like unconsciousness, bodily harm, exhaustion, and temporarily burning out the psion's electrokinesis.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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Lightning Bolt (at-will, ranged)Pd4+PCM2d4+3Major action: Make a ranged attack against a target's Reflex resistance. [Base damage: Pd4+PCM]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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Lightning Bolt (at-will, combo)Pd4+PCM2d4+3Major action: Make a melee attack (range: 5 feet) against a target's Reflex resistance. This attack has the Combo property. [Base damage: Pd4+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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Lightning Bolt (at-will, melee)Pd8+PCM2d8+3Major action: Make a melee attack (range: 5 feet) against a target's Reflex resistance. [Base damage: Pd8+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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Lightning Bolt (at-will, dazing)Pd2+PCM2d2+3Major action: Make a ranged attack against a target's Reflex resistance. If you break resistance, you Daze the target for 1 round. [Base damage: Pd2+PCM] 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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Lightning Bolt (lesser)Pd6+PCM2d6+3Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 60 ft. cone. [Base damage: Pd6+PCM]Ignite (lesser)Free action: After landing an attack, you also inflict Flame (P, 5 rounds) on the target.
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Lightning Bolt (lesser)Minor action: After landing a Lightning Bolt attack, you automatically hit your target(s) again for half damage.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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Lightning Rod (at-will)Free action: After landing an attack that benefited from Aim or Assail, you gain one feedback charge. You can only gain one charge per attack made, and only in a strife. You can hold up to three; these charges expire in 1 minute if not used.

Minor action: After landing a damaging Electrokinesis attack, expend up to three feedback charges, gaining +1 die size to damage per charge expended.

Major action: Your next ranged attack roll with an Electrokinesis subpower is made at advantage and Dazes the target for 2 rounds.
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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Lightning Rod (at-will)Major action: You push your affinity to sap and destroy electrical power instead of creating it. For the next hour, you can eliminate electric power from a system, at the same quantities, rules of thumb, and discretion as the base Battery affinity.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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Taser (at-will)Pd2+PCM2d2+3Major action: Make a melee attack (range: 5 feet) against a target's Reflex resistance. If you break resistance, you Daze and Weaken the target for 1 round. [Base damage: Pd2+PCM]

Minor action: After landing an attack, you also inflict Weaken for 1 round.
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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Taser (lesser)Free action: After landing an attack, you also Impair the target for 1 round.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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Static Shock (at-will)Pd2+PCM2d2+3Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 10 ft. radius sphere centered somewhere within range. [Base damage: Pd2+PCM]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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Static Shock (lesser)Pd3+PCM2d3+3Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 10 ft. radius sphere centered somewhere within range. The sphere is then difficult terrain for 1 round. [Base damage: Pd3+PCM]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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Static Shock (greater)Pd4+PCM2d4+3Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. radius sphere. For each target, if you break resistance, they are Stuck and Impaired for 1 round. The sphere persists for 1 minute; all creatures of your choice inside it are Crippled (half), count it as difficult terrain, and have Hazard (damage roll). [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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Red Sprite (lesser)Minor action: Select a target with condition(s) imposed by an Electrokinesis subpower; those conditions are extended by 1 round and the target takes P damage per such condition.Phoenician Flame (lesser)Pd6+PCM2d6+3Major action: You heal yourself for half the listed damage. [Base damage: Pd6+PCM]
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Red Sprite (greater)Pd2+PCM2d2+3Free action: A red light shines behind you. For the next 1 minute, as a reaction to having an enemy within 15 feet of you, make a ranged attack against all targets within 15 feet of you, targeting Reflex resistance. [Base damage: Pd2+PCM]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]
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Titanic Bolt (greater)2Pd8+PCM4d8+3Major and minor actions: Make a ranged attack against a target's Reflex resistance. If you fail to break resistance, you deal half damage but still treat the attack as having hit for the purposes of inflicting conditions, using on-hit effects, etc. [Base damage: 2Pd8+PCM]
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"The power you're supplying.. It's electrifying!"

Hands: Versatile, Range: 60 feet.
"Is it hot in here or is it just me?"

Hands: Two, Range: 60 feet.
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Comically Large HammerGraveKindTier0StatSTRHit+4 to hitTier0StatINTHit+5 to hit
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TypeMelee Two-Handed Brutality WeaponAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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SlamQd8+STR1d8+2Major action: Make a melee attack against a single target within range. [Base damage: Qd10+STR, basic]
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Childhood: Well-Educated
You gain an additional 6 skill points at character creation.
SentinelYou are a Sentinel! You are a survivor and a controller, able to weather the harshest conditions and impose your own in return.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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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.2Remember, you pick one Step every two levels!Vision: CurtainYou're used to sizing up where something might be hidden, by someone or by itself. Lost socks, wallets, papers, themselves, others, buttons, secret corridors, if it might escape notice it might not escape yours. When searching for such things, you add one stakes die.
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Guardian: Controller, 2 Steps, SentinelAny damaging attacks that inflict a negative condition or effect have +1 die size to damage.Pick this at level 3!
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Resilience, 4 Steps, SentinelChoose one resistance. You become proficient with this resistance, adding your Proficiency bonus to it. You cannot choose a resistance in which you are already proficient.Pick this at level 7!
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Sound Health, 6 Steps, SentinelYour Hit Dice have another +1 die size and turn any 1s and 2s on hit die rolls to 3.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!
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Pick this at level 17!
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Pick this at level 19!
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Grist and BoondollarsSylladex (Pillbox Modus)
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T0Build Grist20What kind of captchalogue deck do you have?Defaultmedicine (x2)frozen pizza
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T10beakerwooden sword
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T20You can captchalogue items of your size or smaller, and they deal 1d4 damage when ejected.toolboxfrozen pizza
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T30handsawsewing kit
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T40handmade gliderpristine chessboard
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T50What's your fetch modus? What skill does it take to use it?replica keybladechess pieces
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Boondollars0literal actual guntelescope
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(extra space)0PillboxMedicinefire extinguisherdream journal
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(extra space)0Great! You use this skill when making attacks with your sylladex.soldering iron
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(extra space)0copper wire
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