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Level:1[Undaunted Dealer]Asther RagaliDream MoonWardrobifier
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0 XPNext level at 30 XPMale burgundy trollClass of AspectHandWardrobeHand
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dexterousCardshark [DC]Land of ___ and ___Gloved HandWaistcoatGloved Hand
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wilona"It’s never a gam&le if you &et on yourself"AccessoryAccessoryAccessory
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SkillStatBonusTotalTieBlack shirtBoots
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+20018 / 1811Gloved Hand | Tier 0 Focus
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AcrobaticsDex+0+1Temporary HP100%Hit Die RollWears gloves all the time. Their black and made out of leather. The gloves have a symbol of a golden dice embroidered into it at the palm of the glove. The dice numder changes every time the user uses a different Psionic Power, with 1 being Telekinesis and 2 being Illusion. 3, 4, 5 and 6 are all empty at the moment. He usually switches to one of the non-occupied numbers when his not usuing any of his Psionics.
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Sleight of HandDex+0+201d6+2
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StealthDex+0+1
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EngineeringInt+0+0Lesser slots2Greater slots2
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InvestigationInt+0+0Speed30 ft.Passive PerceptionProficiency+2Definitely not based off of Roy Mustang from Fullmetal Alchemist, what do you mean?
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OccultInt+0+0Initiative+113Gloved Hand | Tier 0 Focus
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Animal HandlingWis+0+2Wears gloves all the time. Their black and made out of leather. The gloves have a symbol of a golden dice embroidered into it at the palm of the glove. The dice numder changes every time the user uses a different Psionic Power, with 1 being Telekinesis and 2 being Illusion. 3, 4, 5 and 6 are all empty at the moment. He usually switches to one of the non-occupied numbers when his not usuing any of his Psionics.
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InsightWis+0+2Ability ScoresArmor Class13Status Debuffs
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MedicineWis+0+2Strength8 (-1)+1Rupture0
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PerceptionWis+0+3Constitution14 (2)Fortitude12Sunder0
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SanityWis+0+4Dexterity13 (1)+1Fade0Definitely not based off of Roy Mustang from Fullmetal Alchemist, what do you mean?
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SurvivalWis+0+2Intelligence10 (0)Reflex12Cripple0Waistcoat | Tier 0 Apparel
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DeceptionCha+0+3Wisdom15 (2)+1Setback0Red waistcoat, a must for a card dealer.
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IntimidationCha+0+2Charisma14 (2)Will13Max HP Redux0
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PerformanceCha+0+2+1
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PersuasionCha+0+3Hit Bonus+0Crit Range20Defense Bonus+0
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Comfortable, if not a bit too fancy for his liking.
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ResourcesTieBlack shirtBoots
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PairRoyal FlushPoker FaceA faded red tie with a golden pin. Looks professional enough.A plain black shirt. I don't know what you expected me to say.Formal dress shoes made out of leather.
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2 | 22 | 22 | 2 | |
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Current2Current2Current2CurrentCurrent
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Maximum2Maximum2Maximum2MaximumMaximum
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DealTelekinesisTier0StatWISHit+4 to hitJokerIllusionTier0StatWISHit+4 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.
Smoke and Mirrors, ability (affinity)You gain a psionic ability to create illusionary images and sounds. As a baseline, these images are of Medium size or smaller, are intangible, have limited animation, cannot shed light, cannot harm someone, and lasts 1 minute or until out of range. This typically takes a major action and does not need a check, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion.

This affinity is used as a major action if an action cost must be specified.
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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.
Smoke and Mirrors, rules (affinity) As a rule of thumb, creating and maintaining a score of illusions for extended amounts of time might need you to channel for that duration, something bizarre and psychedelic and requires someone actually skilled in audiovisuals might require a check with consequences like not actually fooling anybody on a failure, and fortifying an illusion to last a day outside of your range might require a lesser slot.

Any illusions modified by a lesser slot subpower can also last up to a day and can exist outside your range unless specified otherwise. At your SM's discretion, you might also spend a lesser slot to attempt something extraordinary with your affinity not covered in this writing.
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Force Crush (at-will, ranged)Pd4+PCM2d4+2Major action: Make a ranged attack against a target's Fortitude resistance. [Base damage: Pd4+PCM]Shroud Self (at-will)Major action: Create an illusory disguise on yourself, changing your appearance and voice. If the disguise is a different size category to yourself or a non-humanoid shape, creatures have advantage to discern if the illusion is real. This lasts 1 hour or until you use a damaging ability.
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Force Crush (at-will, multishot)Pd3+PCM2d3+2Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting Fortitude resistance. [Base damage: Pd3+PCM]Shroud Self (greater)Free action: You turn Invisible for 5 minutes or until you deal damage through a damaging ability. This extends to your psionic signature and muffles any soft noises you make, but does not extend to other supernatural or unconventional senses, such as echolocation or heat vision.

Channeled action: If your Invisibility ends prematurely, you can channel for half a minute to regain it for that unused duration. This channeling does not cost a slot.
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Force Crush (at-will, crush)Pd4+PCM2d4+2Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd4+PCM]Fortify Illusion (lesser)Major action: Empower your affinity to refine your illusions. For the next hour, you can use your affinity to give your illusions increased defense against scrutiny; heat as if they were a living creature, emotions as if they were emotion-capable, and a limited facsimile of surface thoughts and deeper memories for mind readers. At your SM's discretion, it can be used to create some other falsifiable quality not covered above.

Major action: Empower your affinity to rewrite illusions' psionic makeups. For the next hour, you can use your affinity to reorder your illusions, diminishing their psionic signatures against detection or rewriting them to be indistinguishable from ordinary psionic beings, items, phenomena, etc. It will be sufficient to fool cursory inquiries, though it may not stand up to thorough or powerful scrutiny. Alternately, you may use it to create illusions of purely psionic energy, to bait or mislead psionic detection and extrasensory perceptions.

Major action: Empower your affinity to stabilize your illusions. For the next hour, you can use your affinity to fortify your illusions to last up to a month.
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Force Crush (lesser, crippling)Pd8+PCM2d8+2Major 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]Fortify Illusion (greater, 5 minutes)Major action: Your fortify an illusion to last indefinitely. You also gain all the uses of the lesser slot version of Fortify Illusion but only with this illusion, but their usage is empowered; the heat signature fluctuates, the illusion can convincingly act out complex emotional states and seem to think and remember like a sentient being, the illusion can even seem to expend energy as if it were using at-wills subpowers, etc.
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Force Crush (lesser, crush)Pd10+PCM2d10+2Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd10+PCM]Program Illusion (lesser)Major action: Empower your affinity to animate and command your illusions. For the next hour, you can use your affinity to specify patterns for your illusions, and your illusions will act according to those patterns. It also allows you to fortify them to last up to a day, and allows them mundane sight, smell, and hearing to respond to outside phenomena, but any patterns that dictate what to do in response to outside phenomena are limited to simple commands, and the illusions have no innate intelligence or ability to think for itself.
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Impact (at-will, melee)Pd8+PCM2d8+2Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. [Base damage: Pd8+PCM]Program Illusion (greater, 5 minutes)Channeled action: Create sophisticated behavior patterns for an illusion. Specify patterns for this illusion, and it will act according to those patterns. The illusion also has the same type of senses as its creator and an innate intelligence with which it can obey any commands you give, respond to outside phenomena appropriately to preserve the deceptive quality of the illusion, and possibly pass the Turing Test, but it has no innate sentience of its own.
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Impact (at-will, combo)Pd4+PCM2d4+2Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. This attack has the Combo property. [Base damage: Pd4+PCM]Dream Induction (at-will)Major action: Touch an object of Small size or smaller. For the next 1 minute, your illusions can interact with this object as if they were tangible. Only one object can be altered in this way at a time.
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Impact (at-will, knockdown)Pd3+PCM2d3+2Major 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]Dream Induction (greater, 5 minutes)Channeled action: Modify an illusion to learn an affinity that you know and hold a reserve of psionic energy, enough to use the affinity for 5 minutes. It cannot use any slots and any checks it must make is made with your psionic skill but at disadvantage. When empty, the reserve can be recharged by touching the illusion with a lesser slot.
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Impact (lesser)Pd10+PCM2d10+2Major 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)Pd2+PCM2d2+2Major 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)Pd8+PCM2d8+2Major 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)Pd8+PCM2d8+2Major 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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"Why shuffle cards when they can shuffle themself."

Hands: Versatile, Range: 30 feet.
"What's a dealer without his tricks."

Hands: One, Range: 100 feet.

Notes: All Illusion subpowers use a DC equal to your total psionic skill bonus plus 15, or your psionic attack bonus plus 15, whichever is higher. Any checks to successfully scrutinize your illusions, whether by Investigation or Perception (old-fashioned way) or by Occult or psionic skill (to tell the illusion's composition directly), are made against this DC.
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Knows all abilitiesAny abilities that are crossed over means he doesn't have them.
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Poker CardsThrwnDgrKindTier0StatDEXHit+3 to hitTier0StatSTRHit+1 to hit
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TypeThrown One-Handed Finesse WeaponAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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ThrowQd6+DEX1d6+1Major action: Make a ranged attack against a single target within range. [Base damage: Qd6+DEX, basic]
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Any abilities that are crossed over means he doesn't have them.
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Iron Will
Twice per short rest, when an attack would break your resistance, you treat it as if it failed to break resistance. Additionally, you gain +1 to your AC and resistances.
StrategistYou are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight.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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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.Remember, you pick one Step every two levels!Knack: LegerdemainYou have an aptitude for dextrous manual control, possessing an adroitness of the hands. 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!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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This is the blackboard, use it to write down any notes you have!
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Grist and BoondollarsSylladex (Card Deck Modus)
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T0Build Grist20What kind of captchalogue deck do you have?PackratDeck of Poker CardsSpare glovesx10 Lollipops
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T10Spare Deck of Poker CardsHusktopx20 Small Wrapped Candies
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T20Your items only deal 1 damage when ejected, but you can captchalogue items of one size bigger than you or smaller (default is Large), and your deck's size is raised to 70 cards. (unhide rows below the sylladex)x20 Gold CoinsTea Leavesx20 Chocolate Coins
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T30x2 DiceJournal
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T40Pencil and Eraser
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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)0Card DeckSleight of Hand
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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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This is the blackboard, use it to write down any notes you have!
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