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Level:1LUCKY GAME WINNERAzer "Blue" ClavisDream MoonWardrobifier
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0 XPNext level at 30 XPMale HumanClass of AspectHandWardrobeHand
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azureManiac [AM]Land of ___ and ___HandBrand ClothingHand
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pageofspace"You're the one that brought it on yourself."AccessoryAccessoryAccessory
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SkillStatBonusTotalPsyche PinBrand Hat
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AthleticsStr+0+0AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+10017 / 1711Hand | Tier 0 Nothing
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AcrobaticsDex+0+4Temporary HP100%Hit Die RollA Free Hand
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Sleight of HandDex+0+301d6+1
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StealthDex+0+3
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EngineeringInt+0+2Lesser slots2Greater slots2
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InvestigationInt+0+2Speed30 ft.Passive PerceptionProficiency+2Used to manipulate objects, and use Psyche
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OccultInt+0+2Initiative+215Hand | Tier 0 Nothing
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Animal HandlingWis+0+3A Free Hand
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InsightWis+0+4Ability ScoresArmor Class13Status Debuffs
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MedicineWis+0+3Strength10 (0)+1Rupture0
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PerceptionWis+0+5Constitution12 (1)Fortitude13Sunder0
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SanityWis+0+5Dexterity14 (2)+0Fade0Used to manipulate objects, and use Psyche
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SurvivalWis+0+4Intelligence14 (2)Reflex14Cripple0Brand Clothing | Tier 0 Apparel
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DeceptionCha+0-1Wisdom16 (3)+0Setback0Shows Brand Loyalty
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IntimidationCha+0-1Charisma8 (-1)Will8Max HP Redux0
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PerformanceCha+0-1+0
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PersuasionCha+0-1Hit Bonus+1Crit Range19-20Defense Bonus+0
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It's what kept you alive so far.
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ResourcesPsyche PinBrand Hat
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ArtificeLesserGreaterNameNameA FocusShows Brand Loyalty
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2 | 22 | 22 | 2 | |
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Current2Current2Current2CurrentCurrent
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Maximum2Maximum2Maximum2MaximumMaximum
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Martial ArtsMrtlArtsKindTier0StatDEXHit+5 to hitUnfocused PsycheAntipsionicsTier0StatWISHit+6 to hit
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TypeMelee Double Finesse WeaponAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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PunchQd4+DEX1d4+2Major action: Make a melee attack against a single target within range. This abilitech has the Combo property. [Base damage: Qd6+DEX, basic]Detect Psionics (affinity)You gain a sixth sense attuned to psionic emanations. Your ability to Discern and Scrutinize extends to nearby psionics within 100 feet, whether it be psionic beings, items, phenomena, etc. You can use your psionic skill for those abilities where necessary, and the SM may require such a check to tell specific details about some psionic signature, detect some subtle or otherwise concealed psionics, or some other use for this sixth sense, at the SM's discretion.

You can spend a lesser slot to heighten your psi sense, allowing you to know and track the locations of all creatures with psionic natures, foci, or other psionic features within 100 feet for 30 minutes. At the SM's discretion, you might also spend a lesser slot to track the trails of psionic creatures or telepathic conversations, 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.

This affinity is used as a free action if an action cost is not given elsewhere.
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Kidney ShotMajor action: Make a melee attack against a single target within range. If you hit, the target is Dazed for 1 round. [Base damage: Qd6+DEX]Mind Crush (at-will, ranged)Pd4+PCM2d4+3Major action: Make a ranged attack against a target’s Will resistance. [Base damage: Pd4+PCM]
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Palm StrikeMajor action: Make a melee attack against a single target within range. If you hit, the target is Weakened for 1 round. [Base damage: Qd4+DEX]Mind Crush (at-will, crush)Pd4+PCM2d4+3Minor action: Make a melee attack (range: as grapple) targeting Will resistance. This attack has the Crush property. [Base damage: Pd4+PCM]
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High SweepMajor action: Make a melee attack against all targets within range. [Base damage: Qd6+DEX]Mind Crush (at-will, dazing)Pd2+PCM2d2+3Major action: Make a ranged attack against a target’s Will resistance. If you break resistance, the target is Dazed for 1 round. [Base damage: Pd2+PCM]
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Flying KickFull-round action: Move to a single target, up to your movement speed, then make a melee attack against the target. If you hit, the target is pushed 10 feet or knocked Prone, of your choice. This abilitech has the Lunge property.[Base damage: Qd8+DEX]Mind Crush (lesser)Pd10+PCM2d10+3Major action: Make a ranged attack against a target’s Will resistance. [Base damage: Pd10+PCM]
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Mind Crush (greater)2Pd8+PCM4d8+3Major action: Make a ranged attack against Will resistance, targeting all creatures within a 30 ft radius sphere centered somewhere within range. For each target, if you fail to break resistance, you deal half damage but no additional effects. [Base damage: 2Pd8+PCM]
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Neural Disruption (at-will)Pd6+PCM2d6+3Major action: Make a melee attack (range: 10 feet) against a target's Will resistance. [Base damage: Pd6+PCM]
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Neural Disruption (at-will)Minor action: After landing a melee attack, you also Daze the target for 1 round.

Reaction: As a reaction to a creature you are grappling attempting to teleport out of your grapple or inflict forced movement to the same effect (regardless of if it would or not), make a psionic skill check against their Will resistance. If you break resistance, their teleport or forced movement is nullified. If it involves a roll from them, it takes disadvantage instead.
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Neural Disruption (lesser)Pd6+PCM2d6+3Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Impaired until the end of your next round. [Base damage: Pd6+PCM]
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Null Hand (at-will)Pd2+PCM2d2+3Major action: Make a melee attack (range: 10 feet) against a target's Will resistance. If you break resistance, the target is Dazed for 1 round. This attack has the Combo property. [Base damage: Pd2+PCM]
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Null Hand (lesser)Minor action: After landing an attack, you also Weaken the target for 2 rounds.
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Counterpsi (at-will)Reaction: Make a psionic skill check to remove one condition on a willing target, provided the condition is of psionic origin, against the DC of the creature that inflicted it. If no such DC exists, the SM sets one at their discretion, if at all.
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Counterpsi (channeled)Major action: You push your affinity to nullify the works of psions. For the next hour, you can dismantle psionic phenomena within range. This typically takes 1 minute and does not need a check, though the SM may raise the channeling time needed, require a check, and/or spend a lesser slot, at their discretion. As a rule of thumb, something complex might need 10 minutes and have the dismantling be easily detected, something reactive might need a check with consequences for failure, and something fortified against antipsions might need a lesser slot.
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Counterpsi (lesser)Reaction: Make an attack roll against an incoming psionic ability. If your attack roll is greater than the incoming roll (if the ability did not need an attack roll, the caster must make one now), the ability is considered to have missed. If you can grant Block dice for allies within a certain distance as a reaction, you can use this reaction against attacks on allies within this distance as well.

Alternately, make a psionic skill check to immediately end some ongoing psionic ability of a target within range, rolling against the target's DC. The target must be the source of the ongoing ability.
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Anti-psi Field (lesser)Major action: Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All psi attacks of your choice that pass through this sphere have disadvantage.
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Anti-psi Field (greater)Major action: Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All psi attacks of your choice that pass through this sphere have disadvantage, and all creatures of your choice are Impaired while in the sphere.
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Range: 5 feet

Notes: You can and should alchemize for MrtlArtsKind, either through substitutes such as hand bandages, or an item you carry on you that confers the same effects.

MrtlArtsKind does not count as a free hand for the purposes of casting psionics.
"Counterspell."

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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PsychokineticTelekinesisTier0StatWISHit+6 to hitTier0StatSTRHit+3 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Lift, ability (affinity)You gain a psionic ability to lift things with the power of your mind. As a baseline, you are able to lift as much as you might be able to carry with one arm, keeping any lifted objects within range and in sight, though it has no talent for dextrous manipulation and you can only focus on one thing at a time. This is typically channeled as long as something is being lifted 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, lifting a sofa or something you might hesitate to lift without help might need a lesser slot, and expending a lesser slot empowers you long enough to do so for an hour. Picking a lock from a distance or something similar that requires sleight of hand, or some burst of telekinetic strength too short to want to spend a lesser slot, might require a check, with consequences like breakage on failure.
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Lift, greater slot usage (affinity)Additionally at the SM's discretion, you can spend a greater slot to supercharge your affinity with no specific upper limit except the SM's discretion, though such extraordinary expenditures, such as lifting a car, probably has side effects like unconsciousness, bodily harm, exhaustion, and temporarily burning out the psion's telekinesis.

Without blowback, however, you can spend a greater slot to empower your affinity to lift yourself in what is functionally flight for an hour. ...given you remember to not stop channeling, of course.
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Force Crush (at-will, ranged)Major action: Make a ranged attack against a target's Fortitude resistance. [Base damage: Pd4+PCM]
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Force Crush (at-will, multishot)Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting Fortitude resistance. [Base damage: Pd3+PCM]
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Force Crush (at-will, crush)Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd4+PCM]
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Force Crush (lesser, crippling)Major action: Make a ranged attack against a target's Fortitude resistance. If you break resistance, the target is Crippled (10) for 1 round. [Base damage: Pd6+PCM]
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Force Crush (lesser, crush)Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd10+PCM]
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Impact (at-will, melee)Pd8+PCM2d8+3Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. [Base damage: Pd8+PCM]
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Impact (at-will, combo)Pd4+PCM2d4+3Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. This attack has the Combo property. [Base damage: Pd4+PCM]
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Impact (at-will, knockdown)Pd3+PCM2d3+3Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. If you break resistance, the target is knocked Prone. [Base damage: Pd3+PCM]
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Impact (lesser)Pd10+PCM2d10+3Major action: Make a ranged attack against a target's Fortitude resistance. This attack ignores disadvantage for attacking a Prone target from beyond 5 feet, but if the target is Prone, Crippled, Stuck, or has their movement impeded in some way, such as difficult terrain, the attack still deals half damage but no other effects on a miss. [Base damage: Pd10+PCM]
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Hammerhand (at-will)Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. If you break resistance, the target is Dazed for 1 round. This attack has the Combo property. [Base damage: Pd2+PCM]
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Hammerhand (lesser)Free action: After landing an attack, you also knock the target Prone.
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Rive (lesser)Major action: Make a ranged attack against a target's Fortitude 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]

Minor action: Make a ranged attack against Fortitude resistance, targeting all creatures within a 10 ft. radius centered somewhere within range. For each target, if you break resistance, inflict Sunder (2). For each target, if one or more condition(s) was imposed by a subpower you know, it automatically hits and the Sunder's magnitude is raised by one per condition, up to Sunder (5).
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Rive (greater)Major action: Make a ranged attack against a target's Fortitude resistance. If you break resistance, the target is Exposed, Impaired, and Weakened until the end of your next turn. If you fail to break resistance, the attack still deals half damage and you can only choose one of those three conditions to inflict. [Base damage: Pd8+PCM]
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Kinetic Lash (at-will)Major action: You initiate a grapple against a target within range. You use your psionic casting skill in place of Athletics when grappling or otherwise making Athletics checks in relation to grappling in this way. You can grapple one target per hand used for Telekinesis, and any hands used to grapple targets in this way are considered free for the purposes of casting Telekinesis subpowers.

Major action: Make a Shove action against one or more targets you have grappled with Kinetic Lash, using your psionic casting skill. You push them an additional 5 feet per 5 by which you beat their check.
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Kinetic Lash (lesser)Free action: When you make a grappling check, the check has advantage.
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Telekinetic Field (lesser)Major action: Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All weapon attacks of your choice that pass through this sphere have disadvantage.
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Telekinetic Field (greater)Major action: Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All weapon attacks of your choice that pass through this sphere have disadvantage, and all creatures of your choice are Exposed while in the sphere.
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Penrose Process (greater)Major action: You create a miniature gravity process that lasts 1 minute. Once per round as a free action, choose a target. If yourself or an ally, gain 15 ft. of speed and +1 die size on one damage roll in that round. If an enemy, make a ranged attack against their Fortitude resistance. If you break resistance, you force them to move 15 feet and Weaken them for 1 round. If you fail to break resistance, you must choose between moving them 15 feet or Weakening (1) them for 1 round.
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"Any of you that believes in telekinesis, please raise my hand."

Hands: Versatile, Range: 30 feet.
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Childhood: Had to be Sharp
You cannot be surprised in a strife, and you have advantage to roll for initiative.
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.Remember, you pick one Step every two levels!Panoply: FatigueYou have experience dealing with being physically outdone. If you suffer any flaws dice when participating in physical activities, remove one flaws die (min 0). If you find yourself in a situation where you physically compete against another, inflict one flaws die on your opponent as well.
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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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Phone Modus, everything is stored on a Sylladex Flip Phone. To retrieve anything he has to navigate the Phone UI to a card, select it, and select the correct option to retrieve, launch or drop.
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