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Level:16th Degree LoserDD Session SheetYasure KenryeDream MoonWardrobifier
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0 XPNext level at 30 XPMale Goldblood (mechanically Human)Class of AspectHandWardrobeHand
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strongestDisciple [SD]Land of _ and _Worn SpearPractitioner's UniformAdversarial Memento
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Galayis#9218"Stupid mind powers ruining my peaceful days."AccessoryAccessoryAccessory
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SkillStatBonusTotalExample accessoryExample accessory
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AthleticsStr+0+0AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+20018 / 1811Worn Spear | Tier 0 SpearKind
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AcrobaticsDex+0+4Temporary HP100%Hit Die RollMundane
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Sleight of HandDex+0+201d6+2
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StealthDex+0+4
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EngineeringInt+0+3Lesser slots2Greater slots2
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InvestigationInt+0+3Speed30 ft.Passive PerceptionProficiency+2A spear given by Master, worn by extensive use over time, & cherished by Yasure.
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OccultInt+0+6Initiative+813Adversarial Memento | Tier 0 Psi Focus
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Animal HandlingWis+0+1Mundane
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InsightWis+0+1Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+1Strength8 (-1)+0Rupture0
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PerceptionWis+0+3Constitution14 (2)Fortitude13Sunder0
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SanityWis+0+1Dexterity14 (2)+0Fade0A trinket taken from That Guy during the first encounter with him, fashioned into a charm placed upon the palm and wrapped around the hand to fasten in place.
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SurvivalWis+0+1Intelligence16 (3)Reflex15Cripple0Practitioner's Uniform | Tier 0 Apparel
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DeceptionCha+0+0Wisdom12 (1)+0Setback0Mundane
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IntimidationCha+0+0Charisma10 (0)Will7Max HP Redux0
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PerformanceCha+0+0+0
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PersuasionCha+0+0Hit Bonus+0Crit Range20Defense Bonus+0
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A martial artist's uniform crafted by Master with love for Yasure to wear when she's tortu- ...er, training him.
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ResourcesExample accessoryExample accessory
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EruditionLesser SlotsGreater SlotsNameNameThis is a placeholder text.This is a placeholder text.
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2 | 22 | 22 | 2 | |
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Current2Current2Current2CurrentCurrent
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Maximum2Maximum2Maximum2MaximumMaximum
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Light SpearSpearKindTier1StatDEXHit+4 to hitTier0StatHitFix the stat!
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TypeMelee Versatile Finesse WeaponAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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ThrustQd6+DEX2d6+2Major action: Make a melee attack against a single target within range. [Base damage: Qd8+DEX, basic]
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Range: 10 feet

Notes: SpearKind abilitechs have the Lunge property. When you land lunge abilitechs with this specibus equipped, they also inflict Doom (Q).
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Outward PowerTelekinesisTier1StatINTHit+5 to hitInward ProtectionAntipsionicsTier1StatINTHit+5 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerAmmo/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.
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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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.
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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Force Crush (at-will, ranged)Pd4+PCM2d4+3Major action: Make a ranged attack against a target's Fortitude resistance. [Base damage: Pd4+PCM]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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Force Crush (at-will, multishot)Pd3+PCM2d3+3Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting Fortitude resistance. [Base damage: Pd3+PCM]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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Force Crush (at-will, crush)Pd4+PCM2d4+3Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd4+PCM]Mind Crush (lesser)Pd10
+PCM
2d10+3Major action: Make a ranged attack against a target’s Will resistance. [Base damage: Pd10+PCM]
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Force Crush (lesser, crippling)Pd6+PCM2d6+3Major 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]Mind Crush (greater)2Pd8
+PCM
4d8+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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Force Crush (lesser, crush)Pd10
+PCM
2d10+3Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd10+PCM]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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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]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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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]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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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]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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Impact (lesser)Pd10
+PCM
2d10+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]Null Hand (lesser)Minor action: After landing an attack, you also Weaken the target for 2 rounds.
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Hammerhand (at-will)Pd2+PCM2d2+3Major 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]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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Hammerhand (lesser)Free action: After landing an attack, you also knock the target Prone.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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Rive (lesser)Pd8+PCM2d8+3Major 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).
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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Rive (greater)Pd8+PCM2d8+3Major 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]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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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.
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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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.
"Counterspell."

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.
StrategistYou are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight.EruditionP 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 Calculation, Knowledge, Reason, or Exploitation.
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Rapidity, lvl 1, StrategistOnce 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.Knack: SurvivorYou have an aptitude for going the distance, able to weather the elements and withstand prolonged duress. Whenever you can bring this knack to bear, you add one Stakes die.
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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!Steps for consideration:
• Ancient
(Ironclad Resolution, Into the Breach),
• Tower
(Bad Apple, Rareification),
• Mystic
(Leviathan's Maw),
• Inquisitor
(Keen-Eyed Attack, Eye for an Eye),
• Mastermind
(Spark of Genius, Calculating),
• Analyst
(Expose Weakness),
• Subjugglator
(Iron Vise, Psionic Enforcer)
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Pick this at level 17!
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Pick this at level 19!
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Specs for consideration:
• Celerity,
• Prism/Nimble
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Grist and BoondollarsSylladex (Grudge Modus)
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T0Build Grist20What kind of captchalogue deck do you have?DefaultVarious Climbing Gear
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T10
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T20You can captchalogue items of your size or smaller, and they deal 1d4 damage when ejected.
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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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Boondollars800
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(extra space)0GrudgeOccult
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(extra space)0Great! You use this skill when making attacks with your sylladex.
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(extra space)0
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