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Alex Cocker
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Level: 1The First Level
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arrythmicAtaraxia [AA]0 XPNext level at 20 XP
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Human Male
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Class of AspectMoonCurrent Status Effects
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Land of _____ and _____
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/u/monster_pancakes
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Str8 (-1)Fort8Hit PointsHit Dice (1d6-1)
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Con9 (-1)+010 / 101 / 1
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Dex15 (2)Ref15100%100%
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Int16 (3)+0
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Wis14 (2)Will13HP Lost0HD Lost0
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Cha12 (1)+0Temp. HP0Max HD1
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Current StanceAC12Speed30 feetExhaustion0
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+0Initiative+2Proficiency+1
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RESOURCES
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Current:Current:Current:Current:
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Maximum:Maximum:Maximum:Maximum:
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WEAPON (Main)WEAPON (Offhand)ARMOUREQUIPMENT
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Heavy CrossbowSteak Knife
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Effect: Modified rifle.Effect: Effect:
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Tier 0 HeavycrossbowkindTier 0 Daggerkind0 AC - No Armour
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HeavycrossbowkindTier0DexAmmo Left--Plus+3 vs. AC
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NameDamageDescriptionDamage
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SnipeTd8+DEXMajor action: Make a ranged attack roll against a single target. Decrease bolts by one. 1d8+2
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Piercing ShotTd4+DEXMajor action: Make an attack against up to three enemies in a 60 foot line. Decrease bolts by one. 1d4+2
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ReloadNoneMinor action: Increase bolts by one.
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Hold BreathNoneMajor action: Take a deep breathing, aiming your next attack more carefully. Your first attack with a crossbow on your next turn deals increased damage. Snipe damage is increased to 2Td8+DEX and Piercing shot damage is increased to Td10+DEX. Additionally, you also have +1d4 on your next attack roll with the crossbow. If there is an enemy within 30 feet, you can’t use Hold Breath, nor can you benefit from the damage increase. If you move after using Hold Breath, you lose all benefits from it.
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Crossbow ButtTd4+STRMajor action: Make a melee attack (range 5 feet) against an opponent. If you hit, they are knocked back five feet. If you are grappled, you have disadvantage on this attack. Note that this attack uses strength to hit.1d4-1
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Other Notes: Range: 50/120
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DaggerkindTier0DexAmmo Left--Plus+3 vs. AC
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NameDamageDescriptionDamage
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SliceTd4+DEXMajor action: Make an attack against an enemy in melee range. Combo. 1d4+2
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LungeTd6+DEXMajor action: Make an attack against an enemy in melee range. Before each use of Lunge, you must move 10 feet towards your opponent. 1d6+2
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Coupe de Grace3Td4+DEXMajor action: Make an attack against a prone, restrained or surprised enemy.3d4+2
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ThrowTd6+DEXMajor action: Throw a knife against an opponent. 1d6+2
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Other Notes:
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PSIONICSKey Stat
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Minor PowerMajor PowerInt
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Other Notes:
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1Remaining0Remaining
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IllusionRange: 120 feetPlus+4 to hit
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NameDescription
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Lose: PerceptionAt Will: Create a sound or an image of an object that lasts for 30 seconds (5 rounds). The illusion ends early if you cast the At Will version of Lose: Perception again, or if you dismiss it as a minor action. Any attempts to interact with the illusion reveals its nature, as everything passes through the illusion. If you create an illusion, it can be no larger than a 5 foot cube and it can’t move in any way. If someone that can see or hear the illusion (but not interact with it) they can still try to disbelieve it as a minor action. When they do, they make an Investigation check opposed by a psionic attack roll. If their result is greater, they realize that the illusion is not real, and gain the ability to see through it. Minor slot: The illusion can be larger, with a maximum size of 10 foot cube. The illusion gains the ability to move. Major illusion: The illusion has a maximum size of a 20 foot cube, and you can have sound and images at the same time.
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Lose: YourselfAt-Will: Make a psionic attack roll with certain situational modifiers depending on the thing you are trying to imitate (-5 for objects larger than yourself, -5 for non-human things, etc.) create an illusion that makes you appear as if you were someone or something else. If your psionic attack roll surpasses a character's passive Perception, they believe in the illusion. Characters may take a minor action to roll Perception against your illusion.
Minor Slot: Create a carbon copy illusion of yourself. This illusion follows your movements, and has an AC of 10, and an HP of 1. You may take a minor action to command the Illusion to make certain movements, however, it cannot imitate physical touch. Upon creation, make a deception roll following the above rules.
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Lose: RealityMinor slot: Make your current illusions more real, strengthening their grip on reality. When a character interacts with one of your illusions, make a psionic attack roll against their will resistance. If you break resistance, the character believes that it is touching the illusion, and is unable to tell that it is an illusion despite interacting with it. When the character fails to interact with it, it will try to rationalize what just happened to the best of its ability. For example, if the character fell through an illusion of a bridge, they will believe that the bridge broke.
Major slot: As a minor action, give an illusion a physical form. Take cover behind illusory walls, walk over illusory bridges, and so on. Note that it is still just an image, and does not have any kind of sentience. If your real illusion would deal damage to a character one way or another, it always deals Pd6 psychic damage.
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Other Notes:
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Anti-PsionicsRange: 120 feetPlus+4 to hit
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NameDescription
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Mind CrushAt will: Make a psionic attack roll against Will resistance, if you succeed, you deal Pd6 psychic damage and they can’t use at-will psionics until the beginning of your turn.
Minor slot: In addition to not being able to use at-will psionics, the target can’t use minor slot psionics.
Major slot: Make a psionic attack roll against Will resistance, if you succeed. Until the beginning of your next turn, the target can’t use any kind of psionics. If you fail, the target cannot use minor or at-will psionics.
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Anti-Psi FieldMajor slot: Create a 30 foot radius anti psionic field up to 100 feet away. Make a Psionic Attack Roll, anyone attempting to use a power within the range of the field must make an extra Psionic Attack Roll against your original roll, if they succeed, they may use their power unhindered. The field lasts for 5 rounds.
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Psi CounterMinor slot: As a reaction, you and your target each make an Psionic Attack roll, if yours surpasses theirs you may immediately cancel a power that is either unslotted or uses a minor slot.
Major slot: As above, but functions on any level of power.
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Dispel PsionicsMinor slot: Remove all psionic effects from a character.
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Other Notes:
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GristPillars and Paths
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T0Build Grist 20Pillar: Sniper
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T1 0Mind Barrage: You have +1 to psionic rolls. Does not stack with other features named Mind Barrage.
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T2You can 0
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T3rename each 0