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Level:1Puppet's PuppetEsrias NeskioDream MoonWardrobifier
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0 XPNext level at 30 XPMale PurplebloodClass of AspectHandWardrobeHand
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paramountPuppeteer [PP]Land of ___ and ___Wooden puppetJester OutfitOther example
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Zetrolli/Kagnoca"The tupperware do be lookin' pretty thicc though. Pass that fine peice of ass."AccessoryAccessoryAccessory
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SkillStatBonusTotalJester Hat
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AthleticsStr+0+30AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+10012 / 1211wooden puppet | Tier 0 puppetkind
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AcrobaticsDex+0+2Temporary HP100%Hit Die Rolla simple wooden marionette.
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Sleight of HandDex+0+201d8+0
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StealthDex+0+2
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EngineeringInt+0-1Lesser slots0Greater slots0
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InvestigationInt+0-1Speed30 ft.Passive PerceptionProficiency+2"a simple wooden puppet. a blank slate to be changed and made into something different and totally not funko pop kirby related"
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OccultInt+0+0Initiative+211Other example | Tier 0 glubglubkind
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Animal HandlingWis+0+1[yet another description]
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InsightWis+0+1Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+1Strength16 (3)+0Rupture0
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PerceptionWis+0+1Constitution11 (0)Fortitude13Sunder0
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SanityWis+0+1Dexterity14 (2)+0Fade0This is a flavor text.
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SurvivalWis+0+1Intelligence8 (-1)Reflex13Cripple0Jester Outfit | Tier 0 Apparel
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DeceptionCha+0+1Wisdom12 (1)+0Setback0Silly Clown Hours
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IntimidateCha+0+3Charisma13 (1)Will12Max 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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"This is my Sunday best, fuck you."
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ResourcesJester Hat
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NameNameNameNameNameMakes the boio look cute.
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CurrentCurrentCurrentCurrentCurrent
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MaximumMaximumMaximumMaximumMaximum
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GladiusPuppetKindTier0StatINTHit+1 to hitDominating Mind ControlTier0StatSTRHit+5 to hit
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TypeSpecial One-Handed Brutality Control WeaponAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Puppet AttackQd8+STR1d8+3Major action: Your puppet makes a melee attack against a single target within its range. [Base damage: Qd8+STR, basic]Obligate, ability (affinity)You gain a psionic ability to telepathically commune with others, speaking with other creatures within range as if you were speaking to them in person. Your ability to compel or coerce others is subtly enhanced, potent enough to count as a Stakes die. You can leverage your ability to compel more overtly and in extraordinary ways, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion.
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Team AttackQd6+STR1d6+3Major action: Your puppet makes a melee attack against a single target within its range. This abilitech has the Combo property. [Base damage: Qd6+STR]Obligate, rules (affinity)As a rule of thumb, trying to influence an entire crowd at a rally might need as many minutes of channeling as it takes to make the speech, trying to evoke a nuanced feeling instead of blind emotion might require a check with consequences like overdoing or underdoing it on failure, and evoking abnormally intense feelings or something similarly intense might need a lesser slot.
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Grapple CommandMajor action: Your puppet initiates a grapple against a target within melee range. It can only grapple one target at a time in this way.Obligate, hypnotism (affinity)You can spend a lesser slot and force a creature to make a Sanity check against your DC or be hypnotized, specifying a simple suggestion and a trigger; the creature will act on the suggestion when the trigger is met, though the creature may resist extreme commands and cannot knowingly harm themselves. At the SM's discretion, you might also spend a lesser slot to automatically pass some check where this affinity came into play, or otherwise supercharge your affinity to attempt something extraordinary not covered in this writing.
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CreepQd61d6Minor action: Your puppet makes a melee attack against a single target within range that it is grappling. [Base damage: Qd6]Obligate, greater hypnotism (affinity)You can also spend a greater slot to greatly magnify the hypnosis in some way, such as specifying several complex suggestions each with a corresponding trigger, embedding the hypnosis deeply enough to avoid detection by all but the most scrutinizing psions, specifying a code phrase and a true suggestion/trigger such that the hypnotized target passes on the true suggestion/trigger to whomever they speak the code phrase, or something similarly complex or convoluted.
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Soul StarePd1 +12d1Major action: Your puppet stares at a single target within range, staring into their soul with its lifeless eyes, targeting Will resistance. If you break resistance, the target is Dazed and Exposed until the end of your next turn.Pressure (at-will)Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Blinded, Crippled (half), and Deafened for 1 round.
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StressMajor action: Your puppet makes a single target within range uncomfortable, inflicting Setback (2) for one minute (10 rounds).Pressure (lesser)Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Blinded, Deafened, and Stuck, and attack rolls against it have advantage until the end of your next turn.
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ScreechMajor action: Your puppet lets out a cackle of unknown origin and frankly you don't want to know how it did that. Make a psionic skill or Intimidation check against a single target within command range, targeting Will resistance. If you break resistance, the target is Dazed and Impaired for 1 round.Antipathy (at-will)Major action: Make an attack against a target's Will resistance. If you break resistance, the target is Impaired and Stuck for 1 round. The target can remove Stuck by passing a Sanity check as a minor action against your DC.
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Antipathy (lesser, 1 minute)Channeled action: You imbue the environment with a subconscious repellant. Select some object of Large size or smaller. All creatures except ones of your choice designated at creation are terrified of the object and compelled to retreat if they enter within 60 feet of it, and will be generally fearful towards it.

Particularly brave or psionically resilient creatures, at the SM's discretion, may attempt a Sanity check against your DC to resist the effect. The repellant lasts for 24 hours.
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Geas (lesser)Major action: Make an attack against a target's Will resistance. If you break resistance, specify an activity and disrupt a target's cognition. If their ability to do that activity is uncertain (they would roll for it), they can no longer do it normally and unaided. If they can do it (and would not roll for it), it instead becomes uncertain (and would require rolling). If they cannot do it normally and unaided, they become physically incapable of even trying, freezing up if they do. This effect lasts for 24 hours.

You cannot specify any activities that the target knows not doing so would be suicidal, and is suspended in strifes or other life and death situations. The geas may be broken in extreme cases or noticed by particularly perceptive or psionically powerful creatures, at the SM's discretion.
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Geas (greater)Major action: Specify an activity and target a creature to disrupt their cognition. If the creature's ability to perform this activity is less than second nature (they would not roll for it), they become incapable of trying to do it at all, freezing up if they try. Otherwise, they become unable to do it normally and without aid. This effect lasts for 24 hours.

You cannot specify any activities that the target knows not doing so would be suicidal, and is suspended in strifes or other life and death situations. The geas may be broken in extreme cases or noticed by particularly perceptive or psionically powerful creatures, at the SM's discretion.
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Servitor (lesser)Reaction: As a reaction to having an attack against Will resistance fail, you can create an unstable thoughtform to attack their psyche, forcing -4 to Will for that attack.
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Servitor (greater)Major action: Specify a command and a trigger, then create a malignant thoughtform to burrow into a target's mind, dormant for 24 hours or until activated by the trigger. When active, thoughtform is capable of selectively blotting out, falsifying, and distorting that target's sensory inputs. It can only work when the target is at ease, not in a strife or some stressful situation, and the thoughtform can only work towards the command subtly, unable to take overt, obvious actions. The thoughtform disintegrates after being active for 1 hour.

Perceptive or psionically sensitive creatures, at the SM's discretion, might notice something is off; any corresponding checks would be made against your DC.
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False Memory (at-will)Channeled action: Weave together a false memory in your mind that can be implanted elsewhere, channeling as long as the memory needs to play out.
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False Memory (greater)Major action: Implant a false memory into a creature within range. The false memory can overwrite preexisting memories, but only if they were woven to be identical except for small details, at the SM's discretion. Otherwise, the false memory sits with all their other memories as if they always had it.

Eidetic or psionically sensitive creatures, at the SM's discretion, might notice something is off; any corresponding checks would be made against your DC.
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Dominate (greater)Major action: Supercharge your mind to mentally take control of another being for 1 minute. Make an attack against a target's Will resistance. If you break resistance, you assume direct control of them for the duration of this supercharged mental state. The target cannot be compelled to take suicidal or impossible actions. If you fail to break resistance, the target has double disadvantage for 2 rounds.

You must channel in subsequent rounds to maintain this supercharged mental state. The effect also ends if the target goes out of range.

Major action: If you fail to take control over a creature the first time, or it ends prematurely, you can repeat the attack at the cost of a lesser slot to reassert control for the remaining duration of your mental state. If you fail to break resistance, the target has disadvantage for 2 rounds, but the mental state is lost.
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Range: 5 feet (melee), 30 feet (control)

Notes: When you equip PuppetKind, you gain a puppet minion theoretically under your control. It is Medium, with 15*Q hit points, AC/resistances of 15+Q, and a speed equal to your base speed plus ten.
"Would you kindly?"

Hands: Two, Range: 100 feet.

Notes: Certain Dominating Mind Control subpowers use a DC equal to your total psionic skill bonus plus 15, or your psionic attack bonus plus 15, whichever is higher. This DC should also be used if DMC ever creates an uncertain situation not provided for in the subpower and a DC needs to be provided.

Mind control is a dangerous power to have. If using on other players, you must have consent from the player out of character first, or the power automatically fails.
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If there's any other notes about this specibus or power, put it here!Chucklevoodoo
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | High Fever: Chucklevoodoo
You know Dominating Mind Control's Affinity, Obligate. Additionally, Lvl times per long rest, you can push yourself to count as having spent a lesser slot for the purposes of this affinity, but you use Charisma/Performance as your psionic casting stat/skill for this.
SlayerYou are a Slayer! Your calling is the rapid, unrelenting beatdown of all those who stand before you.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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Fighting Style: Combat Precision, lvl 1, SlayerYou have +1 to hit with attack rolls, +1 to your crit range, and +1 to your AC.Dashing Swordsman, Einhander, SlayerRemember, you pick one Step every two levels!Persona: SpiritualYou have a fair understanding of the social rituals and norms followed by the mystic, religious, and spiritual. 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.
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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!Sneeze modus update: Esrias doesn't realize he doesn't need to inhale the items to captchalouge them, so he sometimes just stands there inhaling; opening, and closing his mouth until it goes into his captcha deck.
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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 (Sneeze Modus)
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T0Build Grist20What kind of captchalogue deck do you have?Heavy
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T10
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T20You 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.
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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)0SneezeAthletics
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(extra space)0He has a silent sneezing attack whenever ejecting an item.
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(extra space)0
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