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Level:2Plebian Promoted
Veruin SyndelDream MoonWardrobifier
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30 XPNext level at 130 XPFemale OlivebloodClass of AspectHandWardrobeHand
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onerousBelligerent [OB]Land of ___ and ___Excavation ShovelExcavation FatiguesWild Memento
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Galayis#9218"[>--D Don't fuck this up. They're watching."AccessoryAccessoryAccessory
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SkillStatBonusTotalDigger GogglesHazard Gloves
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AthleticsStr+0+6AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+20030 / 3022Excavation Shovel | Tier 0 ShovelKind
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AcrobaticsDex+0+0Temporary HP100%Hit Die RollMundane
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Sleight of HandDex+0+201d8+2
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StealthDex+0+0
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EngineeringInt+0-1Lesser slots3Greater slots0
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InvestigationInt+0-1Speed30 ft.Passive PerceptionProficiency+2A durable standard issue shovel issued to Veruin by her overseer. Slightly more advanced than your garden variety shovel.
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OccultInt+0-1Initiative (Adv.)+016Wild Memento | Tier 0 Psi-Focus
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Animal HandlingWis+0+4No effect
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InsightWis+0+3Ability ScoresArmor Class13Status Debuffs
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MedicineWis+0+5Strength16 (3)+0Rupture0
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PerceptionWis+0+6Constitution14 (2)Fortitude15Sunder0
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SanityWis+0+6Dexterity10 (0)+0Fade0Veruin's memento of her lusus, a charm made with a tuft of its hair tied to a colorful stone it gave her that she hides from her superiors in the handle of her shovel, which she discretely hollowed out.
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SurvivalWis+0+3Intelligence8 (-1)Reflex9Cripple0Excavation Fatigues | Tier 0 Apparel
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DeceptionCha+0+1Wisdom16 (3)+0Setback0Mundane
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IntimidateCha+0+1Charisma12 (1)Will12Max 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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Fatigues issued to Veruin and her co-workers to keep them marginally protected from filth and harm in their jobs.
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ResourcesDigger GogglesHazard Gloves
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Lesser SlotsBalance PointsEruditionBestial Ally (Badgerwolf)Bestial Ally (Badgerwolf)MundaneMundane
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1 | 30 | 52 | 250 | 5050 | 50
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Current1Current0Current2Current50Current50
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Maximum3Maximum5Maximum2Maximum50Maximum50
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Wild MementoBeast ControlTier0StatWISHit+5 to hitExcav. ShovelShovelKindTier0StatSTRHit+5 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypeMelee Versatile Brutality WeaponAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Natural Communion (affinity)You gain a psionic ability to sense, commune, and otherwise deal with animals and the like, such as underlings. You can interchangeably use your psionic skill or Animal Handling for those abilities where necessary. This affinity works with the psion's other senses; the SM may require such a check to sense animals they do not sense otherwise, or to persuade animals to act against their natural instinct, at the SM's discretion.

Additionally at the SM's discretion, you can spend a lesser slot to automatically pass some check where this affinity came into play, sense the exact locations of all animals within range, or otherwise supercharge your animalistic gift to attempt something extraordinary with your ability you normally would not be able to do.

This affinity is used as a free action if an action cost must be specified.
SliceQd8+STR+WIS1d8+3+3Major action: Make a melee attack against a single target within range. [Base damage: Qd8+STR, basic]
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Beastmaster (at-will)Pd2+PCM+WIS2d2+3+3Minor action: Command your Bestial Allies to each make a melee weapon attack (range: 5 ft.) against a target in range. [Base damage: Pd2+PCM]BashQd3+STR+WIS1d3+3+3Major action: Make a melee attack against a single target within range. If you hit, the target is Weakened for 1 round. [Base damage: Qd3+STR]
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Beastmaster (lesser)Major action: Summon a loyal Bestial Ally minion. They are Medium-sized creatures with Level*5 hit points and AC/resistances of 12+P. They use your base speed plus 10, use 2P for any skill checks, and move during your turn as you will them, but do not attack on their own. They last for 24 hours or until dismissed as a free action. You can only have two Bestial Allies at a time.

While they cannot be used to fight if outside your range, they can otherwise still be interacted with and follow orders like any other loyal animals.
Dust DevilQd4+STR+WIS1d4+3+3Major action: Make a melee attack against a single target within range. If you hit, you impose one d4 Block die to the target's next attack targeting AC made within one round. If you are a psion, this is reduced to a d3. [Base damage: Qd4+STR]
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Skinwalker (channeled)Channeled action: You expand your affinity, allowing you to also perceive through the senses of the animals with which you can commune, for as long as you maintain the channel.Sand AttackQd3+STR+WIS1d3+3+3Major action: Shovel dust into your opponent's face. Make a melee attack against a single target within range. If you hit, the target is Impaired for 1 round. [Base damage: Qd3+STR]
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Skinwalker (lesser)Channeled action: You expand your affinity in a curious way. For the next hour, you can also take direct, fine-tuned control of a creature with which you can commune. Mundane creatures and your Bestial Ally can be controlled without much incident, but powerful animals might shrug off your control, at the SM's discretion. You are not capable of fighting as the creature while controlling them in this way, though individual hostile actions may be possible, also at the SM's discretion.

Your actual body is left Incapacitated while in control of another creature, and creatures controlled this way are more difficult to control and use when outside your range; at your SM's discretion, you may have to make a check to perform actions that might ordinarily be second nature to the host creature.
Execute2Qd6+STR+WIS2d6+3+3Major action: Make a melee attack against a single target within range. The target must be Exposed, Prone, or Stuck. [Base damage: 2Qd6+STR]
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Sensory Overload (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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Sensory Overload (lesser)Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Blinded, Deafened, Exposed, Stuck, and Weakened until the end of your next turn.
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Naturalism (at-will)Major action: You grant an ally half the listed damage as temporary hit points. [Base damage: Pd3+PCM]
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Naturalism (channeled)Pd3+PCM2d3+3Channeled action: Your expand your affinity to gain a sixth sense for landscapes and natural environments, similar to animals' magnetoreception. You can interchangeably use your psionic skill or Survival for those abilities where necessary, and the SM may require such a check to tell specific details about an environment, find some lost locale, sense changes in the weather, or some other use for this sixth sense, at the SM's discretion.
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Naturalism (lesser)Major action: You heal yourself and two other allies within range for half the listed damage. If a recipient of the healing is a Bestial Ally, heal them for the full amount instead. [Base damage: Pd4+PCM]
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Pack Tactics (at-will)Pd4+PCM2d4+3Reaction: As a reaction to an attack being made against a target, if the attacker has any allies and/or minions adjacent to that target, they gain +3 to the attack roll.
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Pack Tactics (lesser)Reaction: As a reaction to your Bestial Ally attacking a target, your attack rolls and skill checks against them have advantage for 1 round.
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Pack Tactics (lesser)Major action: You Aim, but instead of targeting yourself or an ally to grant the bonus, you target an enemy within range and the Aim die is usable by anyone who attacks them. This lasts for 1 minute. Once per round, whenever two separate creatures land damaging attacks on them, the second of those attacks adds the listed damage to the damage roll. [Base damage: Pd3+PCM]
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Feral Instinct (at-will)Pd3+PCM+WIS2d3+3+3Reaction: As a reaction to an incoming attack roll against a resistance, impose -2 to the attack roll.

Free action: Whenever you Assail for a Bestial Ally, it applies to both.
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Feral Instinct (lesser)Free action: Grant yourself and your Bestial Allies +1 crit range for 1 minute. This effect cannot stack.
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Feral Instinct (greater)Free action: Empower your Bestial Allies. They are healed to full, gain Aegis (PCS/2), and gain +1 die size to damage rolls. Commanding your allies to attack with at-will Beastmaster has its action cost changed from a minor action to a free action that can be done once per round on your turn. This lasts for 1 minute.
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"Druids are kinda like clerics.... except not at all."

Hands: One, Range: 120 feet.

Notes: The exact nature of your Bestial Allies is up to you and your SM. As long as they can be called or summoned, and can be replaced or revived or resummoned if killed (or said to flee or some other explanation that takes it off the field), it will suffice.
Range: 5 feet
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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 | Childhood: Had to be Sharp
You cannot be surprised in a strife, and you have advantage to roll for initiative.
StrategistYou are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight.EruditionP 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 Calculation, Knowledge, Reason, or Exploitation.
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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.Enlightenment, Harmony, StrategistKeystone Path: when taken, you cannot enter any other Keystone Paths.

Path of Harmony uses a resource called Balance Points (BP). You have a maximum of 5 BP when you enter this Path. You gain 1 BP whenever you land an attack roll or skill check, up to 2 BP per round. You lose all BP after 1 minute out of a strife. Additionally, whenever you add stat modifiers to a damage roll, you add your Wisdom modifier as well.
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!Mental Discipline, Harmony, StrategistSelect a psionic subpower. If you don't know it, you learn it. If you know it, the at-will and lesser versions have +1 die size. Either way, you may use Wisdom when casting it. You may spend 5 BP to cast the subpower as if you expended (and counts as) a lesser slot.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!Paths of Harmony & Host
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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 (Ore Modus)
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T0Build Grist20What kind of captchalogue deck do you have?PackratExcavation equipment
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T10Harness x1
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T20Your items only deal 1 damage when ejected, but you can captchalogue items of one size bigger than you or smaller (default is Large), and your deck's size is raised to 70 cards. (unhide rows below the sylladex)Wedges
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T30Rope
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T40Wires
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T50What's your fetch modus? What skill does it take to use it?Chains
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Boondollars800Excavation Light x1
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(extra space)0OreAthleticsPalmhusk x1
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(extra space)0Great! You use this skill when making attacks with your sylladex.
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This is the blackboard, use it to write down any notes you have!
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