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Level:1Aspiring ArcanistLuna HelvingDream MoonWardrobifier
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0 XPNext level at 30 XPFemale HumanClass of AspectHandWardrobeHand
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enchantedLegatee [EL]Land of ___ and ___Heirloom WandCaster's Robes
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Darkle#0485"Nothing's out of reach with a little magic!"AccessoryAccessoryAccessory
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SkillStatBonusTotalCrystal EarringsCaster Hat
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+10017 / 1711Heirloom Wand | Tier 0 Wandkind
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AcrobaticsDex+0+1Temporary HP100%Hit Die Roll
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Sleight of HandDex+0+101d6+1
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StealthDex+0+1
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EngineeringInt+0+3Lesser slots2Greater slots2
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InvestigationInt+0+3Speed30 ft.Passive PerceptionProficiency+2A wand passed down by your family! It's wooden and old, but full of magic!
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OccultInt+0+5Initiative+112
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Animal HandlingWis+0+0
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InsightWis+0+0Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+2Strength9 (-1)+0Rupture0
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PerceptionWis+0+2Constitution13 (1)Fortitude10Sunder0
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SanityWis+0+0Dexterity12 (1)+0Fade0
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SurvivalWis+0+0Intelligence16 (3)Reflex14Cripple0Caster's Robes | Tier 0 Apparel
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DeceptionCha+0+2Wisdom10 (0)+0Setback0
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IntimidateCha+0+2Charisma14 (2)Will10Max HP Redux0
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PerformanceCha+0+2+0
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PersuasionCha+0+2Hit Bonus+0Crit Range20Defense Bonus+0
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"Robes worn to heighten your magic abilities. They're comfy and easy to wear!"
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ResourcesCrystal EarringsCaster Hat
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NameNameNameNameName
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CurrentCurrentCurrentCurrentCurrent
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MaximumMaximumMaximumMaximumMaximum
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PyrokinesisTier0StatINTHit+5 to hitCryokinesisTier0StatSTRHit+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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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.
Icy Touch (affinity)You gain a psionic ability to create and reshape ice. You can turn water into ice with a touch, and can freely and quickly turn water under your feet to ice. You can also shape ice as if you were physically shaping malleable clay; this typically is a channeled action 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, creating something intricately detailed or in need of finesse might require a check with consequences like breakage on failure. Something that needs power, like fortifying ice to endure in hot weather, creating and reshaping massive amounts of ice in a short time without an easy water supply, trying to freeze an entire lake at once, or freezing liquids with lower freezing points than water might require a lesser slot.
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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]Frostbite (at-will, crippling)Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. If you break resistance, the target is Crippled (10) for 1 round. [Base damage: Pd4+PCM]
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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]Frostbite (at-will, cleave)Major action: Make a melee attack (range: 5 feet) against Fortitude resistance, targeting up to three creatures within range. [Base damage: Pd4+PCM]
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Fireballs (at-will, ranged)Major action: Make a ranged attack against a target's Reflex resistance. [Base damage: Pd6+PCM]Frostbite (at-will, melee)Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. [Base damage: Pd8+PCM]
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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]Frostbite (lesser, cleave)Major action: Make a melee attack (range: 10 feet) against Fortitude resistance, targeting all creatures within range. For each target, if you break resistance, they are Crippled (10) for 1 round. [Base damage: Pd6+PCM]
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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.Frostbite (lesser, break)Major action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Exposed until the end of your next turn. [Base damage: Pd4+PCM]
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Ignite (lesser)Free action: After landing an attack, you also inflict Flame (P, 5 rounds) on the target.Permafrost (at-will)Reaction: As a reaction to a target within range gaining Cripple or Daze, the target takes the listed damage. [Base damage: P]
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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]Permafrost (lesser)Free action: After landing an attack, you also Weaken the target for 1 round.

Minor action: Freeze. For every target within range, they take P damage. For each Cripple (5) on the target, they take an additional P damage, taking 4P damage if Stuck. After dealing this damage, the durations of each condition is extended by 1 round.
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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.Glacial Path (at-will)Major action: You emanate a freezing aura. Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain.
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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.
Glacial Path (at-will)Major action: You push your affinity to sap heat more generally. For the next hour, you can remove the heat from an object or environment. 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, cooling an entire house might need 5 minutes' worth of channeling, using this force in some unconventional or delicate way might need a check with consequences like overload on failure, and snuffing out a fire or some active heat source might need a lesser slot.
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Breathe Flames (lesser)Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. cone. [Base damage: Pd8+PCM]Glacial Path (lesser)Minor action: You emanate a freezing aura. Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain and have Hazard (PCM, true).
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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]Glacial Path (greater)Free action: You emanate a freezing aura. Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain, are Weakened and Doomed (P) that stacks with other Dooms, and have Hazard (PCM, true).
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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.Entomb (lesser)Major action: Make a melee attack against a target’s Fortitude resistance. If you break resistance, the target is Crippled (half) for 1 round and Faded (2). [Base damage: Pd2+PCM]
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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.Entomb (greater)Major action: There is no escape. You inflict Stasis a target for 3 rounds. While in Stasis in this way, the target takes true damage at the start of each of their turns. This damage ignores the usual damage immunity from Stasis. [Base damage: Pd3+PCM]
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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]Entomb (greater)Full-round action: Turn to ice. You remove all status conditions on yourself, then put yourself in Stasis for 3 rounds. While in Stasis in this way, all creatures of your choice within 30 feet have Hazard (damage roll), while you have Regen (half the damage roll).

Alternately, you may use this as a major action to target an ally within range. [Base damage: Pd6+PCM]
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Phoenician Flame (lesser)Major action: You heal yourself for half the listed damage. [Base damage: Pd6+PCM]Cardice Blast (lesser)Major action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Doomed (P). Doom from this version of Cardice Blast stacks thrice. [Base damage: Pd6+PCM]

Free action: After landing an attack, you also inflict Fade (2).
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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]Cardice Blast (greater)Major action: Make a ranged attack against Fortitude resistance, targeting all creatures within range. All targets are then Faded (4) and Doomed (2P), whether or not it hit. Doom from this version of Cardice Blast stacks with other Dooms. [Base damage: Pd6+PCM]
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Siberian Winter (greater)Free action: You emanate a lethal aura. Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice cannot heal and have Lethal (4*Lvl) while in this sphere, and if they die, they turn frozen solid.
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Merciless Cold (greater)Major action: Select a target. If the target is Faded and/or Sundered, their magnitudes are raised by 2 and the target takes the listed damage. Additionally, if the target is Doomed or Ruptured, its magnitude is raised by P, then the target takes the listed damage. [Base damage: Pd6+PCM]

This subpower may apply the Doom/Rupture before resolving any other parts of this subpower.
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"Is it hot in here or is it just me?"

Hands: Two, Range: 60 feet.
"What killed the dinosaurs? The Ice Age!"

Hands: Versatile, Range: 30 feet.
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If there's any other notes about this specibus or power, put it here!
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WandKindTier0StatSTRHit+1 to hitTier0StatSTRHit+1 to hit
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TypeSpecial One-Handed Esoteric WeaponAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Wand StabQd4+CHA1d4+2Major action: Make a melee attack against a single target within 5 feet. [Base damage: Qd6+CHA, basic]
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ShankMajor action: Make a melee attack against a single target within range. If you hit, the target is Crippled (10) for 1 round. [Base damage: Qd3+CHA]
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Baton TwirlMajor action: Do one of two things:

1) Charge your wand up.

2) Make a melee attack against a single target within range. [Base damage: 3Qd3+CHA]

This abilitech has the Encore property.
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Spray GlitterMajor action: Glitter! Make a ranged attack against all target within a 40 ft. cone, targeting Reflex resistance. For each target, if you break resistance, they are Exposed until the end of your next turn.

2nd) MORE GLITTER!!! Make a ranged attack against all target within a 40 ft. cone, targeting Reflex resistance. For each target, if you break resistance, they are Exposed and Impaired for 2 rounds.

This abilitech has the Encore property.
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Conductor's MarkMajor action: You Aim, but you Aim on a target, and the die lasts until the end of your next turn.

2nd) You Aim, but you Aim on a target, and the die lasts until the end of your next turn. The target is Exposed while the die lasts, or for 2 rounds if it would last longer.

This abilitech has the Encore property.
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Point and LaughMajor action: You point your wand menacingly, making a ranged attack at a single target within range. If you hit, the target is Doomed (Q). Doom from Point and Laugh stacks thrice. [Base damage: Qd2+CHA]
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Range: 5 feet (melee), 40 feet (ranged)
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Childhood: Supernatural
Choose one of the following psionic powers. You know the Affinity associated with that power. Lvl times per long rest, you can push yourself to count as having spent a lesser slot for the purposes of this affinity.

>Cryokinesis, Electrokinesis, Pyrokinesis, Radionics
SlayerYou are a Slayer! Your calling is the rapid, unrelenting beatdown of all those who stand before you.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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Fighting Style: Dual Wielding, lvl 1, SlayerYou have +1 to hit with all attack rolls, and when you use your minor action to make a damaging attack that does not add a stat mod to damage, you may add your Strength, Dexterity, or PCM.Remember, you pick one Step every two levels!Panoply: ArcanaYou have experience with the supernatural. If you suffer any flaws dice when consorting with psionic or other supernatural forces, remove one flaws die (min 0). If you find that the supernatural pushes back against you or an enemy attempts to influence it against you, inflict one flaws die on your opponent.
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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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