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Level:1Mimery MenteePlutak LarundDream MoonWardrobifier
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0 XPNext level at 30 XPMale IndigobloodBard of BloodHandWardrobeHand
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mummerHieromachia [MH]Land of Silence and SerenadesWhite GlovesPantomeurtrier Costume
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Vilebranches#8810🤐🤐🤐AccessoryAccessoryAccessory
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SkillStatBonusTotalBeret
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AthleticsStr+0+5AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+10016 / 1611White Gloves | Tier 0 mimekind
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AcrobaticsDex+0+0Temporary HP100%Hit Die RollA pair of perfectly plain cotton gloves. Perfect for drawing attention to the wearer's hands.
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Sleight of HandDex+0+101d8+1
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StealthDex+0+0
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EngineeringInt+0-1Lesser slots2Greater slots2
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InvestigationInt+0-1Speed30 ft.Passive PerceptionProficiency+2"You cannot make a revolution in white gloves."
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OccultInt+0-1Initiative+012
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Animal HandlingWis+0+2
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InsightWis+0+3Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+2Strength16 (3)+0Rupture0
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PerceptionWis+0+2Constitution13 (1)Fortitude14Sunder0
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SanityWis+0+4Dexterity10 (0)+0Fade0
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SurvivalWis+0+2Intelligence8 (-1)Reflex9Cripple0Pantomeurtrier Costume | Tier 0 Apparel
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DeceptionCha+0+3Wisdom15 (2)+0Setback0A pair of black suspenders with a black and white striped shirt.
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IntimidationCha+0+1Charisma12 (1)Will11Max HP Redux0
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PerformanceCha+0+3+0
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PersuasionCha+0+1Hit Bonus+0Crit Range20Defense Bonus+0
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"Never get a mime talking. They won't stop."
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ResourcesBeret
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NameNameNameNameNameA classic black beret. An icon of Troll-Franc.
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CurrentCurrentCurrentCurrentCurrent
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MaximumMaximumMaximumMaximumMaximum
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MimeryAntipsionicsTier0StatSTRHit+5 to hitMimeryAssistTier0StatSTRHit+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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Detect Psionics (affinity)You gain a sixth sense attuned to psionic emanations. Your ability to Discern and Scrutinize extends to nearby psionics within 100 feet, whether it be psionic beings, items, phenomena, etc. You can use your psionic skill for those abilities where necessary, and the SM may require such a check to tell specific details about some psionic signature, detect some subtle or otherwise concealed psionics, 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 psionic creatures or telepathic conversations, 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.
Aid: Abet (affinity)Your ability to guide others is subtly enhanced; you decide the physical signs of this ability if any exist. Your ability to Help has its range increased by 30 feet and is potent enough to count as a Stakes die.

You can spend a lesser slot to push this ability, Helping as a free action; when Helping in this way, you can target yourself.
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Mind Crush (at-will, ranged)Pd6+PCM2d6+3Major action: Make a ranged attack against a target’s Will resistance. [Base damage: Pd4+PCM]Guide: Direct (at-will)Free action: When you Aim, add +1 die size.

Major action: You Aim, but the Aim die has +1 die size and lasts 1 minute.
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Mind Crush (at-will, crush)Pd6+PCM2d6+3Minor action: Make a melee attack (range: as grapple) targeting Will resistance. This attack has the Crush property. [Base damage: Pd4+PCM]Guide: Direct (lesser)Free action: When you Aim, the Aim die has +1 die size and lasts 1 minute.

Free action: When you Help, it grants a second advantage.

Major action: You Aim, but the Aim die has +1 die size, lasts 1 minute, and can benefit up to four targets within range.
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Mind Crush (at-will, dazing)Pd4+PCM2d4+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: Pd2+PCM]Allay: Protect (at-will)Free action: When you Avert, add +1 die size.

Major action: You Avert, but the Block die has +1 die size and lasts 1 minute.
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Mind Crush (lesser)Pd12+PCM2d12+3Major action: Make a ranged attack against a target’s Will resistance. [Base damage: Pd10+PCM]Allay: Protect (lesser)Free action: When you Avert, the Block die has +1 die size and lasts 1 minute.

Free action: When you Defend, it lasts an additional round.

Major action: You Avert, but the Block die has +1 die size, lasts 1 minute, and can benefit up to four targets within range.
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Mind Crush (greater)2Pd10+PCM4d10+3Major action: Make a ranged attack against Will resistance, targeting all creatures within a 30 ft radius sphere centered somewhere within range. For each target, if you fail to break resistance, you deal half damage but no additional effects. [Base damage: 2Pd8+PCM]Sustain: Ease (at-will)Free action: When you grant Block dice as a reaction, the recipient of the Block dice gains PCM temporary hit points.

Major action: You grant up to four targets within range PCM+P temporary hit points.
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Neural Disruption (at-will)Pd8+PCM2d8+3Major action: Make a melee attack (range: 10 feet) against a target's Will resistance. [Base damage: Pd6+PCM]Sustain: Ease (greater)Reaction: As a reaction to a creature within range taking damage, reduce the damage taken by thrice your Level. If multiple creatures are taking damage, you can distribute this damage reduction among all targets as you see fit.

Major action: You cause up to four targets within range to heal for P hit points at the start of each of their turns for 1 minute (10 rounds). Alternately, you may limit it to one target to double the healing per turn.
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Neural Disruption (at-will)Minor action: After landing a melee attack, you also Daze the target for 1 round.

Reaction: As a reaction to a creature you are grappling attempting to teleport out of your grapple or inflict forced movement to the same effect (regardless of if it would or not), make a psionic skill check against their Will resistance. If you break resistance, their teleport or forced movement is nullified. If it involves a roll from them, it takes disadvantage instead.
Impede: No (lesser)Reaction: As a reaction to a creature making an attack roll or skill check, you force it to be made at disadvantage.

Major action: You mark a target within range. Whenever the target uses a reaction or minor action, the target takes P true damage. This effect lasts for 1 minute.
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Neural Disruption (lesser)Pd8+PCM2d8+3Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Impaired until the end of your next round. [Base damage: Pd6+PCM]Impede: No (greater)Major action: You mark a target within range. Whenever the target attacks, uses an ability, or is directly damaged by an attack, the target takes P true damage. This effect lasts for 1 minute.
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Null Hand (at-will)Pd4+PCM2d4+3Major action: Make a melee attack (range: 10 feet) against a target's Will resistance. If you break resistance, the target is Dazed for 1 round. This attack has the Combo property. [Base damage: Pd2+PCM]Mark: Pain (at-will)Free action: When you impose some negative effect on a target, the next time the target takes damage they take an additional PCM damage. This effect does not stack.
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Null Hand (lesser)Minor action: After landing an attack, you also Weaken the target for 2 rounds.Mark: Pain (lesser)Free action: When a target gains Exposed, Impaired, or Doom/Rupture, it lasts an additional round. If Fade or Sunder, its magnitude is increased by 2. If Doom/Rupture, its magnitude is increased by P. If multiple conditions are gained at once, you can amplify all such conditions.

Major action: You predict pain for a target within range. You inflict DoT (P, 1 minute/10 rounds). Whenever the target takes damage from something other than this DoT, the DoT immediately activates, dealing damage and reducing its duration by 1 round.
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Counterpsi (at-will)Reaction: Make a psionic skill check to remove one condition on a willing target, provided the condition is of psionic origin, against the DC of the creature that inflicted it. If no such DC exists, the SM sets one at their discretion, if at all.Bolster: Heroism (greater)Major action: You Aim, Avert, and Assail, but each of them can benefit up to four targets within range, lasts for 1 minute. For this duration, whenever the recipient rolls bonus dice, they raise all of them to match highest die size in the pool, before rolling. Whenever they Assail, they add P to the magnitude.
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Counterpsi (channeled)Major action: You push your affinity to nullify the works of psions. For the next hour, you can dismantle psionic phenomena within range. This typically takes 1 minute and does not need a check, though the SM may raise the channeling time needed, require a check, and/or spend a lesser slot, at their discretion. As a rule of thumb, something complex might need 10 minutes and have the dismantling be easily detected, something reactive might need a check with consequences for failure, and something fortified against antipsions might need a lesser slot.Further: Glory (greater)Major action: You grant up to four targets within range +10 ft. to their base speed, Aegis (P), and +2 crit range for 1 minute.
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Counterpsi (lesser)Reaction: Make an attack roll against an incoming psionic ability. If your attack roll is greater than the incoming roll (if the ability did not need an attack roll, the caster must make one now), the ability is considered to have missed. If you can grant Block dice for allies within a certain distance as a reaction, you can use this reaction against attacks on allies within this distance as well.

Alternately, make a psionic skill check to immediately end some ongoing psionic ability of a target within range, rolling against the target's DC. The target must be the source of the ongoing ability.
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Anti-psi Field (lesser)Major action: Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All psi attacks of your choice that pass through this sphere have disadvantage.
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Anti-psi Field (greater)Major action: Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All psi attacks of your choice that pass through this sphere have disadvantage, and all creatures of your choice are Impaired while in the sphere.
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"Counterspell."

Hands: Versatile, Range: 30 feet.
"This the way."

Hands: One, Range: 100 feet.

Notes: Assist subpowers may target yourself, but a given subpower/affinity that modifies another action can only modify that action once. For example, if you Aim, you can modify it with the lesser slot version or at-will version of Guide: Direct, but not both.

However, they can intersect; if you use Bolster: Heroism, you can use Guide: Direct and Allay: Protect in conjunction.
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If there's any other notes about this specibus or power, put it here!
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Ruffiannihilate
Gain +1 die size to your damage and Aim dice.
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!Expertise: DisguiseThrough hands-on experience and practice, you understand how to accentuate, disguise, or otherwise alter your appearance with cosmetics, outfits, and props. Whenever putting these alterations to the test, 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 (Charades Modus)
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T0Build Grist20What kind of captchalogue deck do you have?HeavyInvisible Inkpen
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T10UV Flashlight
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T20You can captchalogue items of one size bigger than you or smaller (default is Large), and they deal 1d6 damage when ejected, but their range is reduced to 15 feet.Guide to Advanced Mummery
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T30Stale Parisian Yeast-Cylinder
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T40
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T50What's your fetch modus? What skill does it take to use it?
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Boondollars0
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(extra space)0CharadesPerformance
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(extra space)0Great! You use this skill when making attacks with your sylladex.
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