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2 | Level: | 10 | Bard of Void | Detective Snoop Peepers | Dream Moon | Wardrobifier | ||||||||||||||||||
3 | 2,190 XP | Next level at 3640 XP | Female Human | Bard of Void | Hand | Wardrobe | Hand | |||||||||||||||||
4 | privateDefective [PD] | Land of Chills and Secrets | "New" Notebook | Cable Knit Sweater | Red Pen | |||||||||||||||||||
5 | fitemescrubs | "We're Detectives Bernadette Thompson and Snoop Peepers of Thompson Detective Agency. Mind if we ask ya some questions?" | Accessory | Accessory | Accessory | |||||||||||||||||||
6 | Skill | Stat | Bonus | Total | Glasses | Midnight Blue Trenchcoat | Dress Shoes | |||||||||||||||||
7 | Athletics | Str | +0 | -1 | Aegis | HP lost | Hit Points | HD left | HD max | |||||||||||||||
8 | Endurance | Con | +0 | +0 | 0 | 0 | 65 / 65 | 10 | 10 | "New" Notebook | Tier 2 NotebookKind | ||||||||||||||
9 | Acrobatics | Dex | +0 | +8 | Temporary HP | 100% | Hit Die Roll | Nothing | ||||||||||||||||
10 | Sleight of Hand | Dex | +0 | +2 | 0 | 1d10+0 | ||||||||||||||||||
11 | Stealth | Dex | +0 | +2 | ||||||||||||||||||||
12 | Engineering | Int | +0 | +4 | Lesser slots | 0 | Greater slots | 0 | ||||||||||||||||
13 | Investigation | Int | +0 | +12 | Speed | 30 ft. | Passive Perception | Proficiency | +4 | A fresh notebook, clear of any marks on the page. Pristine condition except for some claw and bite marks. You thiiiiink it's Bernadette's, but it might be yours. | ||||||||||||||
14 | Occult | Int | +0 | +8 | Initiative | +2 | 12 | Red Pen | Tier 2 Penkind | ||||||||||||||||
15 | Animal Handling | Wis | +0 | +1 | Psionics Focus | |||||||||||||||||||
16 | Insight | Wis | +0 | +5 | Ability Scores | Armor Class | 16 | Status Debuffs | ||||||||||||||||
17 | Medicine | Wis | +0 | +1 | Strength | 8 (-1) | +0 | Rupture | 0 | |||||||||||||||
18 | Perception | Wis | +0 | +2 | Constitution | 10 (0) | Fortitude | 9 | Sunder | 0 | ||||||||||||||
19 | Sanity | Wis | +0 | +1 | Dexterity | 14 (2) | +0 | Fade | 0 | A red pen. You primarily use it to cross things out or highlight in your book. It also makes you feel like a teacher, crossing things out and stuff. | ||||||||||||||
20 | Survival | Wis | +0 | +1 | Intelligence | 18 (4) | Reflex | 20 | Cripple | 0 | Cable Knit Sweater | Tier 2 Apparel | |||||||||||||
21 | Deception | Cha | +0 | +4 | Wisdom | 12 (1) | +0 | Setback | 0 | Nothing | ||||||||||||||
22 | Intimidation | Cha | +0 | +8 | Charisma | 18 (4) | Will | 15 | Max HP Redux | 0 | ||||||||||||||
23 | Performance | Cha | +0 | +8 | +0 | |||||||||||||||||||
24 | Persuasion | Cha | +0 | +6 | Hit Bonus | +0 | Crit Range | 20 | Defense Bonus | +0 | ||||||||||||||
25 | A navy blue, oversized, and chunky cable knit sweater that covers up Snoop's mouth. She likes to think it makes her look reserved and delicate, but she ends up looking goofy. | |||||||||||||||||||||||
26 | Resources | Glasses | Midnight Blue Trenchcoat | Dress Shoes | ||||||||||||||||||||
27 | Artifice | Lateral Thinking | Countermeasure | Spark of Genius | Name | Nothing | Nothing | Nothing | ||||||||||||||||
28 | 4 | 4 | 4 | 4 | 1 | 1 | 1 | 1 | | | |||||||||||||||||||
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30 | Current | 4 | Current | 4 | Current | 1 | Current | 1 | Current | |||||||||||||||
31 | Maximum | 4 | Maximum | 4 | Maximum | 1 | Maximum | 1 | Maximum | |||||||||||||||
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48 | Tomekind | TomeKind | Tier | 2 | Stat | INT | Hit | +8 to hit | Radionics | Radionics | Tier | 2 | Stat | INT | Hit | +8 to hit | ||||||||
49 | Type | Special One-Handed Esoteric Weapon | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | Type | Psionic Power | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | ||||||||||||
50 | Name | Dice | Dmg | Description | Name | Dice | Dmg | Description | ||||||||||||||||
51 | Heavy Reading | Qd6+INT | 3d6+4 | Major action: Make a melee attack against a single target within range. [Base damage: Qd6+INT, basic] | Diagnosis, ability (affinity) | You gain a sixth sense attuned to biological anatomy. Your ability to Discern and Scrutinize extends to nearby biologicals within 100 feet, whether it be their health, afflictions, new or old injuries, etc. You can interchangeably use your psionic skill or Medicine for those abilities where necessary, and the SM may require such a check to tell specific details about a creature's biology, detect infection vectors in an area, or some other use for this sixth sense, at the SM's discretion. This affinity is used as a free action if an action cost is not given elsewhere. | ||||||||||||||||||
52 | Lecture | Qd3+INT | 3d3+4 | Major action: In this essay I will— Make an Engineering, Animal Handling, Medicine, or Sanity check against all targets of choice within special range, targeting Will resistance. For each target, if you break resistance, you inflict Lethal (damage roll, 1 minute) in place of damage. Lethal from Lecture stacks to twice the maximum value of the damage roll. [Base damage: Qd3+INT] | Diagnosis, healing (affinity) | Your healing is more effective on creatures you have recently Scrutinized, or Discerned on the same turn as the heal. If rolling for healing, you may reroll the amount healed. If healing a flat amount, add your PCM to it. | ||||||||||||||||||
53 | Stand Up Straight | Major action: Were you raised in a barn? Make an Investigation, Perception, or Survival check against a target of choice within special range, targeting Will resistance. If you break resistance, the target is Impaired for 2 rounds. | Diagnosis, rules (affinity) | You can spend a lesser slot to heighten this sixth sense, allowing you to sense and track the locations of living creatures within this range for 30 minutes. At the SM's discretion, you might also spend a lesser slot to track the trails of living creatures, 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. | ||||||||||||||||||||
54 | Hilarious Pun | Qd4+INT | 3d4+4 | Major action: Make an Investigation, Perception, or Survival check against a target of choice within special range, targeting Will resistance. If you break resistance, the target is knocked Prone. If you fail to break resistance, you take 2Q true damage and feel bad about yourself. [Base damage: Qd4+INT] | Lay On Hands (lesser) | Major action: You heal an ally for the listed damage. [Base damage: 2Pd3+PCM] | ||||||||||||||||||
55 | I've Read About This! | Major action: When used in a strife, your first skill check next turn has advantage. If the skill check imparts any conditions on a success, choose one condition and extend its duration by one round. You can forego the advantage to extend it by two rounds instead. | Lay On Hands (greater) | Major action: You heal all allies within 30 feet for the listed damage. You also heal yourself, but for half the listed damage. [Base damage: 2Pd6+PCM] | ||||||||||||||||||||
56 | Font of Knowledge | Major action: Did you know? You and all allies are Warded (Q) and add +Q to all HP and temp HP gained for 1 minute while within special range. | Lay On Hands (greater) | Major action: You use the lesser version of Lay On Hands thrice. For each usage, you can heal yourself instead of an ally, but for half the listed damage instead. | ||||||||||||||||||||
57 | Anatomical Studies | Minor action: You Distract, but Aim dice can be used on the check, and you can choose to use Occult or Medicine to make it. | Acupressure (at-will) | Reaction: On yourself or an ally, choose one status condition with a duration of two minutes or less. You reduce its duration by 3 rounds. If this eliminates the condition, they are then immune to it for 3 rounds. | ||||||||||||||||||||
63 | Megavitamins (at-will) | Major action: You expand your affinity into the field of edibles. For the next hour, your ability to Discern and Scrutinize extends to edible objects; you might tell the nutritional content, artificial ingredients, and any poisons in a meal. | ||||||||||||||||||||||
64 | Megavitamins (at-will) | Major action: Embed a single-use vitamin injection into a willing creature, choosing a resistance of choice. Whenever the creature is hit by an attack that targets that resistance, the injection reflexively releases to grant them +4 to that resistance for that attack. The injection only lasts 1 hour, and only one can exist at a time. Major action: You administer a chemical cocktail to an ally. For the next 1 minute, whenever the ally Assails or is Assailed for, increase its magnitude by P. | ||||||||||||||||||||||
66 | Detoxify (at-will) | Major action: Firm up the target's resolve. The next time the creature is hit by an attack that targets AC, they gain +4 to AC for that attack. The resolve only lasts 1 hour, and only one can exist at a time. | ||||||||||||||||||||||
69 | Bloodletting (at-will) | Pd2 | 4d2 | Major action: Make a melee attack against a target's Fortitude resistance. If you break resistance, the target is Ruptured (P, 2 rounds) and Setback (1). Rupture and Setback from Bloodletting stacks twice. [Base damage: Pd2] | ||||||||||||||||||||
71 | Range: 5 feet (melee), 60 feet (ranged, special), Esoteric: INT/WIS | "I've got the cure for all that ails ya." Hands: Versatile, Range: Melee. Notes: If a target is unwilling to receive healing from any Radionics subpower, you must make an attack roll against their Fortitude resistance. Any healing received from Radionics cannot critically hit, damage from Radionics can. If you break resistance, the subpower works as described. Additionally, the healing done by Radionics subpower counts as an landing an attack (but cannot benefit from anything that specifies an attack roll), and the healing done counts as damage, for the purposes of interaction with Pillars and Paths, etc. For example, damage dice size increases and Assail would both increase the healing done. | ||||||||||||||||||||||
72 | If there's any other notes about this specibus or power, put it here! | |||||||||||||||||||||||
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126 | Pillar, Racial, and Milestones | Pillar and Steps | Decors and Demeanor | |||||||||||||||||||||
127 | Racial | Presence of Mind: Lateral Thinking Given a problem, you see solutions where others don't. P times per short rest, once per check, you add +3 and a Stakes die to a non-strife skill check. | Strategist | You are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight. | Artifice | P 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. | |||||||||||||||||||
128 | Rapidity, lvl 1, Strategist | Once 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. | Shadow Play, Shadowdancer, Strategist/Sentinel | Path of the Shadowdancer has Steps with Shadewalk, a special type of movement where you functionally teleport, allowing feats such as moving across chasms and swapping cover without being seen. | Vision: Gumshoe | You're used to sizing up crime scenes. Recreate a murder as if you were there, look for details that might be relevant. It could be as innocent as taking the last cookie, you'll still look for errant crumbs and fingerprints. When searching for such things, you add one stakes die. | ||||||||||||||||||
129 | Countermeasure, 2 Steps, Strategist | Once per strife, as a reaction to an attack made from or against a target within 30 feet of you, make a skill check, of your choice. If the skill check beats the attack, the attack does half damage and deals no additional effects, as long as you can justify why the skill you rolled might work in this way. | Human Shield, Shadowdancer, Strategist/Sentinel | When you Help, Defend, or perform a non-damaging major action abilitech or subpower, as part of the action you may swap positions with an ally within your line of sight and range equal to your speed. | Direction: Conceal | You find you excel when working to cover your tracks. If you can work towards obfuscating the truth, you add one stakes die. | ||||||||||||||||||
130 | Pick this when you have four Steps of your pillar! | Clothesline, Shadowdancer, Strategist/Sentinel | Twice per round, when you move through an enemy by any means besides a move action (or adjacent to them at any point during that movement), you may roll an Athletics or Acrobatics check versus their Fortitude. If you break resistance, you knock them Prone. You may only target one enemy in this way per turn. | Direction: Surprise | You find you excel when unexpected. If you can catch someone off-guard and exploit it, you add one stakes die. | |||||||||||||||||||
131 | Pick this when you have six Steps of your pillar! | Einhander Style, Einhander, Slayer | To benefit from the special actions and bonuses in this path, you must be wielding a one-handed weapon in one hand, and have the other hand free (a psionic focus and grappling with the free hand is exempt from this restriction). | Vision: Auditor | You're used to sizing up dense reams of information for inconsistencies and oddities. You have a talent for picking out fine details from a bloat of data. You may or may not have used it to find Waldo every time. When searching for such things, you add one stakes die. | |||||||||||||||||||
132 | Versetzen, Einhander, Slayer | You can move through other creatures' space, but you must end your movements outside it. If you move by any means besides a move action (including forced movement), you can increase or decrease it by up to 10 feet; you can move 10 feet as a minor action but this does not benefit from that bonus. | Pick this at level 13! | |||||||||||||||||||||
133 | Specializations | Follow Up!, Einhander, Slayer | At the end of a short rest, pick a damaging at-will subpower or basic abilitech that you know. When you move by means besides a move action (but not forced movement), you can use it as part of the action to move, but it rolls at disadvantage and deals half damage. [Requires Versetzen] | Pick this at level 15! | ||||||||||||||||||||
134 | Path to Power | Pick a psionic power. You immediately learn one subpower in this power. You then learn subpowers in this power as though you were a psion. | Master of Tactics, Mastermind, Strategist | Keystone Path: when taken, you cannot enter any other Keystone Paths. When you take any Step in Path of the Mastermind, you can Help as a minor action with a range of 100 feet. Additionally, you also add your Intelligence modifier when rolling for initiative. You also gain the Spark of Genius ability; once per short rest, you may modify any d20 roll by adding or subtracting your Intelligence modifier from the roll. | ||||||||||||||||||||
135 | Pick this at level 11! | Anatomical Accuracy, Mastermind, Strategist | If you are attacking a target's anatomy, you can ignore either the hit or the crit penalty. If you roll for damage without targeting anatomy, add INT+P to the roll. | This is the blackboard, use it to write down any notes you have! | ||||||||||||||||||||
136 | Pick this at level 17! | |||||||||||||||||||||||
137 | Pick this at level 19! | |||||||||||||||||||||||
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139 | This is the blackboard, use it to write down any notes you have! | |||||||||||||||||||||||
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148 | Grist and Boondollars | Sylladex (Pepper Modus) | ||||||||||||||||||||||
149 | T0 | Build Grist | 20 | What kind of captchalogue deck do you have? | Heavy | |||||||||||||||||||
150 | T1 | 0 | Detective Rocky III | |||||||||||||||||||||
151 | T2 | 0 | You 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. | Wardrobe | ||||||||||||||||||||
152 | T3 | 0 | Filing Cabinet of Cases | |||||||||||||||||||||
153 | T4 | 0 | Magnifying Glass | |||||||||||||||||||||
154 | T5 | 0 | The user must solve a captcha in order to distinguish between various types of peppers. Snoop misread what this modus was called... | Camera | ||||||||||||||||||||
155 | Boondollars | 0 | Computer | |||||||||||||||||||||
156 | (extra space) | 0 | Pepper | Investigation | Phone | |||||||||||||||||||
157 | (extra space) | 0 | Great! You use this skill when making attacks with your sylladex. | Table | ||||||||||||||||||||
158 | (extra space) | 0 | Chair | |||||||||||||||||||||
169 |