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2 | Level: | 1 | Young Blood | Dream Moon | Eryx Spatha | Human Boy | Wardrobifier | |||||||||||||||||
3 | 0 XP | Next level at 30 XP | "I can do this - Let me do this!" | Class of Aspect | hankeringPhilanthropist [HP] | Hand | Wardrobe | Hand | ||||||||||||||||
4 | Land of ___ and ___ | Wooden Sword | Neat Outfit | Wooden Sword | ||||||||||||||||||||
5 | Henolix | "Sanguine Saint" | He/Him | Accessory | Accessory | Accessory | ||||||||||||||||||
6 | Skill | Stat | Bonus | Total | ||||||||||||||||||||
7 | Athletics | Str | +0 | +4 | Aegis | HP lost | Hit Points | HD left | HD max | |||||||||||||||
8 | Endurance | Con | +0 | +4 | 0 | 0 | 22 / 22 | 1 | 1 | Wooden Sword | Tier 0 swordkind | ||||||||||||||
9 | Acrobatics | Dex | +0 | +0 | Temporary HP | 100% | Hit Die Roll | N/A | ||||||||||||||||
10 | Sleight of Hand | Dex | +0 | +0 | 0 | 1d10+2 | ||||||||||||||||||
11 | Stealth | Dex | +0 | +0 | ||||||||||||||||||||
12 | Engineering | Int | +0 | -1 | Lesser slots | 0 | Greater slots | 0 | ||||||||||||||||
13 | Investigation | Int | +0 | -1 | Speed | 30 ft. | Passive Perception | Proficiency | +2 | "Father Patrick made this sword when he was young. It's holding pretty strong still!" | ||||||||||||||
14 | Occult | Int | +0 | -1 | Initiative | +0 | 11 | Wooden Sword | Tier 0 swordkind | ||||||||||||||||
15 | Animal Handling | Wis | +0 | +1 | N/A | |||||||||||||||||||
16 | Insight | Wis | +0 | +1 | Ability Scores | Armor Class | 12 | Status Debuffs | ||||||||||||||||
17 | Medicine | Wis | +0 | +1 | Strength | 14 (2) | +0 | Rupture | 0 | |||||||||||||||
18 | Perception | Wis | +0 | +1 | Constitution | 15 (2) | Fortitude | 16 | Sunder | 0 | ||||||||||||||
19 | Sanity | Wis | +0 | +1 | Dexterity | 10 (0) | +0 | Fade | 0 | "Father Patrick made this sword when he was young. It's holding pretty strong still!" | ||||||||||||||
20 | Survival | Wis | +0 | +1 | Intelligence | 8 (-1) | Reflex | 9 | Cripple | 0 | Neat Outfit | Tier 0 Apparel | |||||||||||||
21 | Deception | Cha | +0 | +2 | Wisdom | 13 (1) | +0 | Setback | 0 | N/A | ||||||||||||||
22 | Intimidation | Cha | +0 | +2 | Charisma | 14 (2) | Will | 13 | Max HP Redux | 0 | ||||||||||||||
23 | Performance | Cha | +0 | +2 | +0 | |||||||||||||||||||
24 | Persuasion | Cha | +0 | +4 | Hit Bonus | +0 | Crit Range | 19-20 | Defense Bonus | +0 | ||||||||||||||
25 | "Red and Yellow always looked good on you, kid!" | |||||||||||||||||||||||
26 | Resources | |||||||||||||||||||||||
27 | Passion | Lesser Slots | Name | Name | Name | |||||||||||||||||||
28 | 2 | 2 | 2 | 2 | | | | | | | |||||||||||||||||||
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30 | Current | 2 | Current | 2 | Current | Current | Current | |||||||||||||||||
31 | Maximum | 2 | Maximum | 2 | Maximum | Maximum | Maximum | |||||||||||||||||
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48 | Wooden Sword | SwordKind | Tier | 0 | Stat | STR | Hit | +4 to hit | Tier | 0 | Stat | STR | Hit | +4 to hit | ||||||||||
49 | Type | Melee Versatile Finesse Weapon | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | Type | Ammo/Charges | 0/0 | Bonuses to hit: | 0 | |||||||||||||
50 | Name | Dice | Dmg | Description | Name | Dice | Dmg | Description | ||||||||||||||||
51 | Sword | Qd8+STR | 1d8+2 | Major action: Make a melee attack against a single target within range. [Base damage: Qd8+STR, basic] | ||||||||||||||||||||
52 | Arc | Qd4+STR | 1d4+2 | Major action: Make a melee attack against three targets within range. [Base damage: Qd4+STR] | ||||||||||||||||||||
53 | Crippling Strike | Qd4+STR | 1d4+2 | Major action: Make a melee attack against a single target within range. If you hit, the target is Crippled (10) for 1 round. [Base damage: Qd4+STR] | ||||||||||||||||||||
54 | Cutting Strike | Qd3+STR | 1d3+2 | Major action: Make a melee attack against a single target within range. If you hit, you inflict DoT (Q, 5 rounds) on the target. [Base damage: Qd3+STR] | ||||||||||||||||||||
55 | Perfect Cut | Qd10+STR | 1d10+2 | Full-round action: Make a melee attack against all targets within a 15 ft. radius, targeting Reflex resistance. After making the attack, you may move to anywhere within this radius. [Base damage: Qd10+STR] | ||||||||||||||||||||
56 | Vampiric Bite | Qd8+STR | 1d8+2 | Major action: Make a melee attack against a single target within range. This abilitech has differing effects based on how many times a given target has been hit by Vampiric Bite. 1st hit) You do not inflict any damage, you inflict Weakened for 1 round and gain 1 Blood pip. 2nd hit) You inflict half the listed damage and gain ½ a Blood pip. 3rd hit and onwards) You inflict the listed damage and gain ¼ a Blood pip. [Base damage: Qd8+STR] | ||||||||||||||||||||
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71 | Range: 5 feet | |||||||||||||||||||||||
72 | Notes: You do not gain any Blood pips if a creature dies as a result of a Vampiric Bite attack. Gathering blood from consenting creatures should be dealt with narratively instead of using Vampiric Bite. | 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 | Life and Death: Rainbow Drinker You have +1 to any hit die rolls when healing, and as a reaction to being attacked, you may grant yourself +2 to Fortitude/Will. If you can already grant yourself a bonus or impose a malus (like Block dice) through a reaction, you get +2 to Fort/Will as part of that action instead. If you die, you revive as a rainbow drinker (alongside god tiering if applicable). You can see in darkness as if it were light, you can shed light freely, your +1 bonus to hit die healing becomes +2, you can always move 10 feet as a minor action (or increase another minor action movement by 10 feet), and you have a newfound supernatural nature and the visage to go with it; you have one Stakes die to any non-strife skill checks made wherever you can bring either of these to bear. | Sentinel | You are a Sentinel! You are a survivor and a controller, able to weather the harshest conditions and impose your own in return. | Passion | 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 Confrontation, Power, Emotion, or Sacrifice. | |||||||||||||||||||
128 | Keeper, lvl 1, Sentinel | Your 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. | Fury of the True Hero, Immortal, Sentinel | Once per short rest, when at half HP (ignoring temp HP) or lower in a strife, as a free action you may enter a heroic fury. You heal for HP equal to twice your Level and gain Regen (P, 5 rounds). While the Regen persists, you count as being at half HP or less and add +1 die size to damage. | Persona: Martial | You have a fair understanding of the social rituals and norms followed by soldiers, warriors, and the militant members 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. | ||||||||||||||||||
129 | Guardian: Controller, 2 Steps, Sentinel | Any damaging attacks that inflict a negative condition or effect have +1 die size to damage. | Bloodlust, Marauder, Sentinel | Gain Lvl/2 temporary hit points after you successfully land an attack. This can only happen once per turn. | Pick this at level 3! | |||||||||||||||||||
130 | Resilience, 4 Steps, Sentinel | Choose one resistance. You become proficient with this resistance, adding your Proficiency bonus to it. You cannot choose a resistance in which you are already proficient. | Fearless Resolve, Ancient, Strategist/Sentinel | Any temporary hit points you gain now stack with itself from any other sources. Additionally, you add +P to all temp HP you gain or grant, and any temp HP that you grant to others or others grant to you stacks with other temp HP already present. | Pick this at level 7! | |||||||||||||||||||
131 | Sound Health, 6 Steps, Sentinel | Your Hit Dice have another +1 die size and turn any 1s and 2s on hit die rolls to 3. | Berserker Stance, Berserker, Sentinel/Slayer | Keystone Path: when taken, you cannot enter any other Keystone Paths. You learn the Berserker Stance. While in this stance, you have Ward (P). The stance lasts 1 minute or if you end your turn without having attacked or grappled a target or having taken damage since the start of your last turn. | Pick this at level 9! | |||||||||||||||||||
132 | Fire and Iron, Berserker, Sentinel/Slayer | When you deal damage, you may spend some or all of your temp HP to add it as bonus damage, including temp HP you would gain from the attack. You also add +P to any Assails you benefit from and any temp HP you gain. | Pick this at level 13! | |||||||||||||||||||||
133 | Specializations | Book of Grudges, Nemesis, Sentinel | In a strife, when you take damage from an attacker, you gain one Grudge. If you would gain a Grudge when at three Grudges, you go to zero Grudges and add Pd3+mod (of choice) to your next damage roll. This effect cannot be stacked, any die size increases to abilitechs/subpowers also increases this. | Pick this at level 15! | ||||||||||||||||||||
134 | Lunge | When you make lunge attacks, you gain +2 die sizes to any damage rolls. When you move by any means besides a move action or regain movement speed, add +5 ft. to the distance. | Vermillion Wind, Carmine, Sentinel/Slayer | Once per short rest, as a free action, your blood begins to boil, gaining +P to all damage dealt, +P to all healing dealt and taken, and dealing 2P damage on a missed damaging attack (or +2P damage if already has this) for 1 minute. However, you spend P hit points at the start of each turn. If you would be reduced to 0 HP this way, you instead go to 1 HP and end the effect. | ||||||||||||||||||||
135 | Resilience | Choose one resistance. You become proficient with this resistance, adding your Proficiency bonus to it. You cannot choose a resistance in which you are already proficient. | Apple Modus - Every item Eryx stores becomes an apple that he carries in a backpack. Every apple is marked to show which item is stored. To retrieve the item, he simply needs to eat the apple with the right marking. It is also to be noted that Eryx dislikes apples. | |||||||||||||||||||||
136 | Martial Training | You gain +1 to attack rolls, skill checks, and AC/resistances. | ||||||||||||||||||||||
137 | Pick this at level 19! | |||||||||||||||||||||||
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139 | Don't mind the fact it has some stuff filled, it's just a roadmap for what to take as I level up :D | |||||||||||||||||||||||
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148 | Grist and Boondollars | Sylladex (Apple Modus) | ||||||||||||||||||||||
149 | T0 | Build Grist | 20 | What kind of captchalogue deck do you have? | Heavy | |||||||||||||||||||
150 | T1 | 0 | ||||||||||||||||||||||
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. | |||||||||||||||||||||
152 | T3 | 0 | ||||||||||||||||||||||
153 | T4 | 0 | ||||||||||||||||||||||
154 | T5 | 0 | What's your fetch modus? What skill does it take to use it? | |||||||||||||||||||||
155 | Boondollars | 0 | ||||||||||||||||||||||
156 | (extra space) | 0 | Apple | Endurance | ||||||||||||||||||||
157 | (extra space) | 0 | Great! You use this skill when making attacks with your sylladex. | |||||||||||||||||||||
158 | (extra space) | 0 | ||||||||||||||||||||||
169 |