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Level:1Junior MechanistLasloo ArkissDream MoonWardrobifier
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0 XPNext level at 30 XPMale GoldbloodClass of AspectHandWardrobeHand
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shockingDiscovery [SD]Land of ___ and ___Shard of GlassBlack Underclothes
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Anon1mity#0101"Zzzorry about the mezzz. Got iiinto a fiiight. Zzzhould be okayyy"AccessoryAccessoryAccessory
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SkillStatBonusTotalPsi Goggles Golden Bomber Jacket
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AthleticsStr+0+0AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+40013 / 1311Shard of Glass | Tier 0 daggerkind
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AcrobaticsDex+0+4Temporary HP100%Hit Die Roll
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Sleight of HandDex+0+201d6+2
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StealthDex+0+4
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EngineeringInt+0+2Lesser slots2Greater slots2
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InvestigationInt+0+2Speed30 ft.Passive PerceptionProficiency+2A piece of glass that seems to be from a bottle.
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OccultInt+0+2Initiative+213
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Animal HandlingWis+0+1
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InsightWis+0+2Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+2Strength10 (0)+0Rupture0
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PerceptionWis+0+3Constitution14 (2)Fortitude10Sunder0
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SanityWis+0+1Dexterity15 (2)+0Fade0
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SurvivalWis+0+1Intelligence15 (2)Reflex14Cripple0Black Underclothes | Tier 0 Apparel
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DeceptionCha+0-1Wisdom12 (1)+0Setback0
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IntimidateCha+0-1Charisma8 (-1)Will10Max 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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A basic black t-shirt and pants, worn underneath your bomber jacket.
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ResourcesPsi Goggles Golden Bomber Jacket
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Lesser SlotsGreater SlotsNameNameName
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2 | 22 | 2 | | |
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Current2Current2CurrentCurrentCurrent
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Maximum2Maximum2MaximumMaximumMaximum
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PsionicsEyebeamsTier0StatINTHit+4 to hitPsionicsTelekinesisTier0StatINTHit+4 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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Sight (affinity)Pd4+PCM2d4+2Your eyesight is enhanced. You have night vision, and your eyesight is potent enough to count as a Stakes die.

You can spend a lesser slot to turn your vision telescopic, see heat signatures within range, and/or selectively see through objects within range. This effect lasts for 1 hour. At the SM's discretion, you can spend a lesser slot to automatically pass some check where this affinity came into play.
Lift, ability (affinity)Pd4+PCM2d4+2You gain a psionic ability to lift things with the power of your mind. As a baseline, you are able to lift as much as you might be able to carry with one arm, keeping any lifted objects within range and in sight, though it has no talent for dextrous manipulation and you can only focus on one thing at a time. This is typically channeled as long as something is being lifted and does not need a check, though the SM may require a check and/or a lesser slot, at their discretion.

As a rule of thumb, lifting a sofa or something you might hesitate to lift without help might need a lesser slot, and expending a lesser slot empowers you long enough to do so for an hour. Picking a lock from a distance or something similar that requires sleight of hand, or some burst of telekinetic strength too short to want to spend a lesser slot, might require a check, with consequences like breakage on failure.
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Eyebeam (at-will, ranged)Pd12+PCM2d12+2Major action: Make a ranged attack against a target’s AC. [Base damage: Pd4+PCM]Lift, greater slot usage (affinity)Pd8+PCM2d8+2Additionally at the SM's discretion, you can spend a greater slot to supercharge your affinity with no specific upper limit except the SM's discretion, though such extraordinary expenditures, such as lifting a car, probably has side effects like unconsciousness, bodily harm, exhaustion, and temporarily burning out the psion's telekinesis.

Without blowback, however, you can spend a greater slot to empower your affinity to lift yourself in what is functionally flight for an hour. ...given you remember to not stop channeling, of course.
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Eyebeam (at-will, multishot)2Pd8+44d8Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting AC. [Base damage: Pd3+PCM]Force Crush (at-will, ranged)Pd8+PCM2d8+2Major action: Make a ranged attack against a target's Fortitude resistance. [Base damage: Pd4+PCM]
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Eyebeam (at-will, line)Pd8+PCM2d8+2Major action: Make a ranged attack against AC, drawing a 20 ft. line, both ends within range and hitting everyone in this line. [Base damage: Pd2+PCM] Force Crush (at-will, multishot)Pd8+PCM2d8+2Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting Fortitude resistance. [Base damage: Pd3+PCM]
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Eyebeam (lesser, ranged)Pd12+PCM2d12+2Major action: Make a ranged attack against a target’s AC. [Base damage: Pd8+PCM]Force Crush (at-will, crush)Pd10+PCM2d10+2Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd4+PCM]
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Eyebeam (lesser, line)Major action: Make a ranged attack against AC, drawing a 90 ft. line, both ends within range and hitting everyone in this line. [Base damage: Pd4+PCM]]Force Crush (lesser, crippling)Pd4+PCM2d4+2Major action: Make a ranged attack against a target's Fortitude resistance. If you break resistance, the target is Crippled (10) for 1 round. [Base damage: Pd6+PCM]
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Convergence Beam (at-will)Major action: Make a ranged attack against a target’s AC. This attack has the Combo property. [Base damage: Pd3+PCM]

Free action: Once per turn, after hitting with both major and minor combo attacks with the Convergence Beam subpower in the same turn, make a ranged attack against a target’s AC. [Base damage: 2P]
Force Crush (lesser, crush)Pd12+PCM2d12+2Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd10+PCM]
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Ocular Charge (at-will)Major action: Your first ranged subpower with the Eyebeam subpower next turn is Empowered.Impact (at-will, melee)2Pd8+PCM4d8+2Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. [Base damage: Pd8+PCM]
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Ocular Charge (lesser)Minor action: When making an attack with an Eyebeams subpower, you may bend the beam to ignore hit maluses.Impact (at-will, combo)Pd32d3Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. This attack has the Combo property. [Base damage: Pd4+PCM]
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Ocular Charge (lesser)Minor action: After landing an attack, you Sunder (3) the target.Impact (at-will, knockdown)Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. If you break resistance, the target is knocked Prone. [Base damage: Pd3+PCM]
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"I got my eyes on you!"

Hands: None, Range: 90 feet.
"Any of you that believes in telekinesis, please raise my hand."

Hands: Versatile, Range: 30 feet.
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Shard of GlassDaggerkindTier0StatDEXHit+4 to hitTier0StatSTRHit+2 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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SliceQd3+DEX1d3+2Major 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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ShankQd4+DEX1d4+2Major 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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Execute3Qd4+DEX3d4+2Major 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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ThrowQd4+DEX1d4+2Major 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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Range: 5 feet (melee), 30 feet (ranged)

Notes: DaggerKind has +1 die size against Crippled, Impaired, or Stuck targets.
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Presence of Mind: Overdrive
Once per strife, you may either make a missed attack roll still deal half damage (but no effects), or make a landed attack deal 50% bonus damage.
StrategistYou are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight.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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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.Remember, you pick one Step every two levels!Panoply: FatigueYou have experience dealing with being physically outdone. If you suffer any flaws dice when participating in physical activities, remove one flaws die (min 0). If you find yourself in a situation where you physically compete against another, inflict one flaws die on your opponent as well.
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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 (Gear Modus)
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T0Build Grist20What kind of captchalogue deck do you have?PackratPalmhusk
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T10
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T20Your items only deal 1 damage when ejected, but your deck's size is raised to 70 cards. (unhide rows below the sylladex)
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T30
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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)0GearEngineering
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(extra space)0Great! You use this skill when making attacks with your sylladex.
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