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2 | Level: | 1 | Aspiring Cardreader | Iris Delphi | Dream Moon | Wardrobifier | ||||||||||||||||||
3 | 0 XP | Next level at 30 XP | Female - Human | Class of Aspect | Hand | Wardrobe | Hand | |||||||||||||||||
4 | elysianPatron [EP] | Land of ___ and ___ | Hand of The Star | Coastal Wear | Hand of The Emperor | |||||||||||||||||||
5 | yomi?!#4998 | "Everything happens for a reason! The cards just...! Help us understand the why a little better." | Accessory | Accessory | Accessory | |||||||||||||||||||
6 | Skill | Stat | Bonus | Total | Card Case Holder | |||||||||||||||||||
7 | Athletics | Str | +0 | +0 | Aegis | HP lost | Hit Points | HD left | HD max | |||||||||||||||
8 | Endurance | Con | +0 | -1 | 0 | 0 | 15 / 15 | 1 | 1 | Hand of The Star | Tier 0 Radionics | ||||||||||||||
9 | Acrobatics | Dex | +0 | +1 | Temporary HP | 100% | Hit Die Roll | "To see this card is a message to have faith, for the universe will bless you and bring forth all that you need." | ||||||||||||||||
10 | Sleight of Hand | Dex | +0 | +3 | 0 | 1d6-1 | ||||||||||||||||||
11 | Stealth | Dex | +0 | +1 | ||||||||||||||||||||
12 | Engineering | Int | +0 | +3 | Lesser slots | 2 | Greater slots | 2 | ||||||||||||||||
13 | Investigation | Int | +0 | +6 | Speed | 30 ft. | Passive Perception | Proficiency | +2 | The 17th Major Arcana card. | ||||||||||||||
14 | Occult | Int | +0 | +6 | Initiative | +1 | 14 | Hand of The Emperor | Tier 0 Telekinesis | ||||||||||||||||
15 | Animal Handling | Wis | +0 | +2 | "To see this card is a sign to draw upon your inner resources of resilience, and become the final authority." | |||||||||||||||||||
16 | Insight | Wis | +0 | +2 | Ability Scores | Armor Class | 12 | Status Debuffs | ||||||||||||||||
17 | Medicine | Wis | +0 | +4 | Strength | 10 (0) | +0 | Rupture | 0 | |||||||||||||||
18 | Perception | Wis | +0 | +4 | Constitution | 8 (-1) | Fortitude | 9 | Sunder | 0 | ||||||||||||||
19 | Sanity | Wis | +0 | +4 | Dexterity | 12 (1) | +0 | Fade | 0 | The 2nd Major Arcana card. | ||||||||||||||
20 | Survival | Wis | +0 | +2 | Intelligence | 16 (3) | Reflex | 14 | Cripple | 0 | Coastal Wear | Tier 0 Apparel | |||||||||||||
21 | Deception | Cha | +0 | +2 | Wisdom | 14 (2) | +0 | Setback | 0 | Breezy and light. The perfect outfit for when you're basking in that warm coastal heat. Not very durable, though. | ||||||||||||||
22 | Intimidation | Cha | +0 | +2 | Charisma | 14 (2) | Will | 12 | Max HP Redux | 0 | ||||||||||||||
23 | Performance | Cha | +0 | +2 | +0 | |||||||||||||||||||
24 | Persuasion | Cha | +0 | +4 | Hit Bonus | +0 | Crit Range | 20 | Defense Bonus | +0 | ||||||||||||||
25 | Iris's jacket is precious! It's a gift she got from her town from when she first took over the Delphi Parlor. | |||||||||||||||||||||||
26 | Resources | Card Case Holder | ||||||||||||||||||||||
27 | Greater Slots | Lesser Slots | Name | Name | Name | Since her Psionic Focus is the Tarot Deck itself, she always needs it closeby. | ||||||||||||||||||
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 | The Star | Radionics | Tier | 0 | Stat | INT | Hit | +5 to hit | The Emperor | Telekinesis | Tier | 0 | Stat | INT | Hit | +5 to hit | ||||||||
49 | Type | Psionic Power | 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 | 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. | 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. | ||||||||||||||||||||
52 | 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. | 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. | ||||||||||||||||||||
53 | 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. | Force Crush (at-will, ranged) | Major action: Make a ranged attack against a target's Fortitude resistance. [Base damage: Pd4+PCM] | ||||||||||||||||||||
54 | Lay On Hands (lesser) | 2Pd3+PCM | 4d3+3 | Major action: You heal an ally for the listed damage. [Base damage: 2Pd3+PCM] | Force Crush (at-will, multishot) | 2Pd3+PCM | 4d3+3 | Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting Fortitude resistance. [Base damage: Pd3+PCM] | ||||||||||||||||
55 | Lay On Hands (greater) | 2Pd6+PCM | 4d6+3 | 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] | Force Crush (at-will, crush) | 2Pd6+PCM | 4d6+3 | Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd4+PCM] | ||||||||||||||||
56 | 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. | 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] | ||||||||||||||||||||
57 | 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. | 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] | ||||||||||||||||||||
58 | Acupressure (lesser) | Minor action: Remove all status conditions from a target. They are then immune to new status conditions for 1 minute. | Impact (at-will, melee) | Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. [Base damage: Pd8+PCM] | ||||||||||||||||||||
59 | Acupressure (greater) | Major action: Poke an ally in their meridians. For the next 1 minute, they have Aegis (P), lose all negative conditions and are immune to them, and heal for P hit points at the start of each of their turns. | Impact (at-will, combo) | Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. This attack has the Combo property. [Base damage: Pd4+PCM] | ||||||||||||||||||||
60 | Vitalistic Circle (at-will) | Channeled action: Have everyone hold hands in a circle, including yourself, then channel for 1 minute. This links everyone in the circle in a Sympathetic Bond for 1 hour; whenever anyone is psionically healed (or through Steps), you may split and distribute the healing as you see fit, as long as all parties involved agree to it. Additionally, the Lay On Hands subpower can be used on bonded allies regardless of distance. Only four creatures can be in this bond, including yourself, and they cannot count as part of this bond if they are more than 100 feet from you. | Impact (at-will, knockdown) | Major 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] | ||||||||||||||||||||
61 | Vitalistic Circle (at-will) | Reaction: As a reaction to healing being distributed, choose a Sympathetic Bondmate to heal for an additional P hit points. This bonus amount cannot be distributed. | Impact (lesser) | Major 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] | ||||||||||||||||||||
62 | Vitalistic Circle (lesser) | Free action: Flood the circle with calcium. For 1 round, all Sympathetic Bondmates have Aegis (P). This effect does not stack. Major action: Flood the circle with selenium. Roll the listed damage; for the next 1 minute, whenever a Sympathetic Bondmate takes damage, you can redirect some or all of the damage to this amount. If there is any left at the end of the minute, it becomes healing to be divided among bondmates. [Base damage: Pd3+PCM] | 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] | ||||||||||||||||||||
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. | Hammerhand (lesser) | Free action: After landing an attack, you also knock the target Prone. | ||||||||||||||||||||
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. | 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). | ||||||||||||||||||||
65 | Megavitamins (lesser) | Major action: You administer a questionable cocktail to yourself or an ally. For the next 1 minute, you can activate the cocktail as a reaction to the recipient landing a damaging attack. The damage is increased by the listed damage, and the attacker heals for half the listed damage. [Base damage: Pd4+PCM] | 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] | ||||||||||||||||||||
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. | 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. | ||||||||||||||||||||
67 | Detoxify (lesser) | Major action: You create a shield for 1 minute, a 30 ft. radius sphere, centered on yourself. All creatures of your choice gain +4 to AC while within this sphere. You must expend a minor action in subsequent rounds to maintain this effect, or it ends. | Kinetic Lash (lesser) | Free action: When you make a grappling check, the check has advantage. | ||||||||||||||||||||
68 | Detoxify (greater) | Major and minor action: You focus your mind for 1 minute, creating a 30 ft. radius sphere as a shield, centered on yourself. All creatures of your choice gain +4 to AC and Regen (P) while within this sphere. And all creatures of your choice are Impaired and in difficult terrain while within this sphere. You must expend a minor action in subsequent rounds to maintain this shield, or the shield dissipates. Your focus does not, however. Major action: Reestablish the shield for the remaining duration of your focus; this does not cost a slot. | 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. | ||||||||||||||||||||
69 | Bloodletting (at-will) | 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] | 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. | ||||||||||||||||||||
70 | Bloodletting (lesser) | Minor action: After landing an attack, you also inflict DoT (P, 5 rounds) on the target. Minor action: No leeches were harmed in the doing of this. You remove all conditions with durations of 2 minutes or less; you must do this after landing an attack if done against an enemy. As a free action (without spending a slot) after landing an attack, you can reapply them with their durations reset. You can do this automatically to a willing target, if your allies are masochists. The conditions are lost if kept unused beyond their original durations. | 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. | ||||||||||||||||||||
71 | "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. | "Any of you that believes in telekinesis, please raise my hand." Hands: Versatile, Range: 30 feet. | ||||||||||||||||||||||
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 | Childhood: Well-Educated You gain an additional 6 skill points at character creation. | Strategist | You are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight. | 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 | 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. | Remember, you pick one Step every two levels! | Vision: Augur | You're used to sizing up supernatural influences at play. How a ghost died by the influence it holds on the waking world, the training a psion has by the structure of their psionic wards, if that uneasy feeling in your gut is really just last night's dinner or something more malignant. When searching for such things, you add one stakes die. | |||||||||||||||||||
129 | Pick this when you have two Steps of your pillar! | Pick this at level 3! | ||||||||||||||||||||||
130 | Pick this when you have four Steps of your pillar! | Pick this at level 7! | ||||||||||||||||||||||
131 | Pick this when you have six Steps of your pillar! | Pick this at level 9! | ||||||||||||||||||||||
132 | Pick this at level 13! | |||||||||||||||||||||||
133 | Specializations | Pick this at level 15! | ||||||||||||||||||||||
134 | Pick this at level 5! | |||||||||||||||||||||||
135 | Pick this at level 11! | An incredibly cheap fetch modus. To be fair, it is simple to operate—when looking for an item, the Sylladex summons a big sack in front of you. However, all the items are carelessly tossed in, and it comes down to the user to manually retrieve what they need. Ejecting an item means holding open the sack to let it fly out. | ||||||||||||||||||||||
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 (Sack Modus) | ||||||||||||||||||||||
149 | T0 | Build Grist | 20 | What kind of captchalogue deck do you have? | Default | Incredibly Shitty Nokia | ||||||||||||||||||
150 | T1 | 0 | "Here and There" | |||||||||||||||||||||
151 | T2 | 0 | You can captchalogue items of your size or smaller, and they deal 1d4 damage when ejected. | "Spirituality and the Earth | ||||||||||||||||||||
152 | T3 | 0 | Weak Healing Charm | |||||||||||||||||||||
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 | Sack | Perception | ||||||||||||||||||||
157 | (extra space) | 0 | Great! You use this skill when making attacks with your sylladex. | |||||||||||||||||||||
158 | (extra space) | 0 | ||||||||||||||||||||||
169 |