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Level:1Neophyte NanobotKorbel AntoneDream MoonWardrobifier
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0 XPNext level at 30 XPFemale "Jadeblood"Class of AspectHandWardrobeHand
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dogmaticConfluence [DC]Land of ___ and ___Sharpened FanDeceptive DressFolding Fan
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NeoUndying#5619 DC: ```THE EMPIRE SAW YOU AS AN OBSTACLE.```
DC: ```YOU WERE TRIVIAL AT BEST.```
AccessoryAccessoryAccessory
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SkillStatBonusTotalWhite Bow
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+20020 / 2021Sharpened Fan | Tier 0 Fankind
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AcrobaticsDex+0+1Temporary HP100%Hit Die RollA folding fan with hidden blades holding it together.
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Sleight of HandDex+0+101d8+2
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StealthDex+0+2
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EngineeringInt+0+1Lesser slots2Greater slots2
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InvestigationInt+0+3Speed30 ft.Passive PerceptionProficiency+2Elegant and Dangerous
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OccultInt+0+1Initiative+110Folding Fan | Tier 0 Psionic Focus
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Animal HandlingWis+0+0A regular folding fan...what? A girl can't have nice things?
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InsightWis+0+0Ability ScoresArmor Class13Status Debuffs
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MedicineWis+0+0Strength8 (-1)+0Rupture0
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PerceptionWis+0+0Constitution14 (2)Fortitude14Sunder0
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SanityWis+0+0Dexterity12 (1)+0Fade0Danger and Elegance
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SurvivalWis+0+0Intelligence13 (1)Reflex13Cripple0Deceptive Dress | Tier 0 Apparel
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DeceptionCha+0+6Wisdom10 (0)+0Setback0A puffy green victorian era dress. It has black frills and a large collar that makes you look like a living grub's doll...if only the truth wasn't more bizzare.
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IntimidationCha+0+3Charisma17 (3)Will10Max HP Redux0
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PerformanceCha+0+3+0
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PersuasionCha+0+3Hit Bonus+0Crit Range20Defense Bonus+1
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```PRIME DIRECTIVE: DECEPTION
SECONDARY DIRECTIVE: STYLE```
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ResourcesWhite Bow
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Lesser SlotsGreater SlotsCalculation(Erudition)NameNameA white ribbon tied into a bow that you tie your hair up in.
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2 | 22 | 22 | 2 | |
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Current2Current2Current2CurrentCurrent
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Maximum2Maximum2Maximum2MaximumMaximum
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Falsified EmotionsEmpathic Mind ControlTier0StatCHAHit+5 to hitBiochemical SensorsRadionicsTier0StatCHAHit+5 to hit
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TypePsionic PowerAmmo/Charges0/3Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Empathy, ability (affinity)NoneNoneYou gain a psionic ability to read the minds of others, as well as telepathy within range. You can telepathically speak with other creatures within range as if you were speaking to them in person. You can also read the surface thoughts of others as a channeled action as if you were reading a book; this does not need a check, though the SM may require a lengthy channel time, a check, and/or a lesser slot, at their discretion.Diagnosis, ability (affinity)NoneNoneYou 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.
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Empathy, rules (affinity)NoneNoneAs a rule of thumb, plumbing the depths of someone's mind or something lengthy might require 30 minutes, trying to invade a mind actively resisting you or avoiding psionic mind blocks might require a check with consequences like shutout or injury on failure, and linking several minds into a telepathic chat room or something similarly unconventional might require a lesser slot.Diagnosis, healing (affinity)NoneNoneYour 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.
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Empathy, heartsense (affinity)NoneNoneYou can spend a lesser slot to heighten your sensitivity, allowing you to know and track the locations and moods of emotion-capable creatures within range for 30 minutes. 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.Diagnosis, rules (affinity)NoneNoneYou 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.
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Empathy, empathic bond (affinity)NoneNoneYou can also channel for 1 minute with a person within range to form an Empathic Bond with them, a telepathic bond that allows the two of you to telepathically converse regardless of distance, perceive through each others' senses, and tag the other person as an Empathic Bond, who also benefits from several EMC subpowers. This bond lasts for 24 hours or until you sever it as a free action.Lay On Hands (lesser)--Major action: You heal an ally for the listed damage. [Base damage: 2Pd3+PCM]
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Scan Mind (at-will)NoneNoneMajor action: Make an attack against a target's Will resistance. If you break resistance, you read the target's surface thoughts, allowing you to impose disadvantage on their attacks against you for 1 round, and you have advantage on attacks against them until the end of your next turn.

Your Empathic Bond also benefits from this.
Lay On Hands (greater)--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]
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Scan Mind (greater)NoneNoneMajor action: Make an attack against a target's Will resistance. If you break resistance, you fully Scrutinize the target, and the target must make a Sanity check, with your attack roll as the DC. If they pass, you replicate a mental construct of them in your mind; this gives you advantage on attacks against them for 1 minute. If they fail, you replicate a better mental construct that also imposes disadvantage on their attacks against you for 1 minute.

Major action: You replicate the construct for your Empathic Bond, allowing them to benefit from this as well.
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.
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Senseshare (at-will)NoneNoneChanneled action: You begin perceiving through the senses of other emotion-capable creatures within range, though creatures will be aware of you when you do, and can reject the connection at will. You can reverse the direction and allow someone in range to perceive through your senses, instead.

Your Empathic Bond can also perceive through them.
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.
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Senseshare (lesser)NoneNoneChanneled action: You begin perceiving through the senses of other emotion-capable creatures within range. This can only be channeled for 10 minutes, though the creature is not aware of your intrusion. You can do this with minds guarded against intrusion or actively fighting against intruders, but the SM may require an initial channel, a check, and/or another lesser slot, at their discretion.

Your Empathic Bond can also perceive through them.
Acupressure (lesser)--Minor action: Remove all status conditions from a target. They are then immune to new status conditions for 1 minute.
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Siren's Song (at-will)NoneNoneMajor action: Make an attack against a target's Will resistance. If you break resistance, the target is Incapacitated with a movement speed of 0 for 1 round or until damaged.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.
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Siren's Song (lesser)NoneNoneMajor action: Project a personalized, synchronized memory trace from yourself that mesmerizes a target. Make an attack against a target's Will resistance. If you break resistance, the target is Incapacitated with a movement speed of 0 for 1 round or until damaged. The trace lasts for 1 minute.

You must channel in subsequent rounds and stay in range to maintain the trace's hold. The effect also ends if the target is out of range or an adjacent creature uses a major action to shake the target free.

Major action: If you fail to hold their attention the first time, or it ends prematurely, you can repeat the attack without a slot to re-fascinate them for the trace's remaining duration. If you fail to break resistance, the trace disintegrates early.
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.
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Siren's Song (greater)NoneNoneMajor action: Create an improvised psychic engram at your location that mesmerizes all creatures of your choice within range. They are Incapacitated by the engram with a movement speed of 0 for 1 round or until damaged. At the SM's discretion, psionically powerful creatures may notice and attempt to break free. The engram lasts 1 minute.

If the creatures are hostile or otherwise suspicious of you, you must make an attack against Will resistance, targeting all creatures of your choice within range. For each target, if you break resistance in order to mesmerize them as above. For each target, if you fail to break resistance, they are Blinded, Crippled (half), and Deafened for 2 rounds.

You must channel in subsequent rounds and stay in range to maintain the engram, but the engram remains in place, while you can move freely.

The effect also ends for a target if an adjacent creature uses a major action to shake the target free.
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.
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Sympathy (at-will)NoneNoneFree action: You project an emotion from yourself, masking your actual feelings to anyone who does not both have reason to suspect you and the ability to psionically discern you. Where the validity of this emotion might be tested, you can use your psionic skill.

Your Empathic Bond also benefits from this.
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]
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Sympathy (at-will)NoneNoneMajor action: Create a thoughtform for a willing creature within range. Whenever the creature is hit by an attack that targets Will resistance, the thoughtform can intervene to shield them with +4 to Will against it, before dissipating. The thoughtform only lasts 1 hour, and only one can exist at a time.

If you or your Empathic Bond have this, both of you can use it, though there is still only one thoughtform and one use.
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.
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Sympathy (lesser)NoneNoneMajor action: Create a thoughtform for a willing creature within range. This thoughtform is a being that shares the same sense as its host, and will record its sensory observations for up to 24 hours. If the host is within range, you can retrieve the thoughtform and assimilate its memories as a major action, without a lesser slot. The thoughtform stops recording after 24 hours, though it persists in the creature's psyche until extracted.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.
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Empath's Memoir (lesser, variable)NoneNoneChanneled action: Specify a code phrase, or an object in your hands, or your current location. You create a psychic engram that holds a memory that can last as many minutes as you channel, up to 15 minutes. The memory must be rooted in memories and emotions, yours or others' that you have experienced; you can say or do or shape the engram to hold whatever you please, but they must be derived from those rooting memories and emotions in some way.

If you specified a code phrase, the next time you speak it to your intended listener(s), it will root in their minds and be recallable whenever they think of your code phrase. Otherwise, if you picked an object in your hands, people who hold that object will be able to access the engram, and if you picked your current location, they can access the engram when they close their eyes while standing in that location.

The engram will disintegrate after 24 hours.
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]
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Empath's Memoir (greater)NoneNoneMajor action: You fortify the engram such that you can add to it, up to 12 hours. Channeling to add to the engram in this way is done in the same manner as the lesser slot channeled version, but without needing to expend a lesser slot.

It will last for the entirety of the session and beyond. Whether it lasts time spans measuring in the thousands or millions of years, or say, through a Scratch, or some other improbable event only made remotely possible by the vagaries of Paradox Space, and the exact method by which it might do so, is at the SM's discretion.
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.
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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.
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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.
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Bloodletting (at-will)Pd22d2Major 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]
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Bloodletting (lesser)NoneNoneMinor 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.
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"How does that make you feel?"

Hands: Two, Range: 120 feet.

Notes: Empathic Mind Control may have situations with uncertain resolutions that are not provided for in the subpower. In this case, use a DC equal to your total psionic skill bonus plus 15, or your psionic attack bonus plus 15, whichever is higher, if a DC ever needs to be provided for you.
"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.
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If there's any other notes about this specibus or power, put it here!
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FankindWandKindTier0StatCHAHit+5 to hit
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TypeSpecial One-Handed Esoteric WeaponAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescription
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Wand StabQd4+CHA1d4+3Major action: Make a melee attack against a single target within 5 feet. [Base damage: Qd6+CHA, basic]
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Range: 5 feet (melee), 40 feet (ranged)
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Life and Death: Rainbow Drinker
You have +1 to any hit die rolls when healing, and as a reaction to being attacked, you may grant yourself +2 to Fortitude/Will. If you can already grant yourself a bonus or impose a malus (like Block dice) through a reaction, you get +2 to Fort/Will as part of that action instead.

If you die, you revive as a rainbow drinker (alongside god tiering if applicable). You can see in darkness as if it were light, you can shed light freely, your +1 bonus to hit die healing becomes +2, you can always move 10 feet as a minor action (or increase another minor action movement by 10 feet), and you have a newfound supernatural nature and the visage to go with it; you have one Stakes die to any non-strife skill checks made wherever you can bring either of these to bear.
SentinelYou are a Sentinel! You are a survivor and a controller, able to weather the harshest conditions and impose your own in return.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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Keeper, lvl 1, SentinelYour Hit Dice have +1 die size, you can use Constitution when determining your armor, and you gain a unique block radius of 5 feet: if you can Block as a reaction, you can do this on all attacks that target or originate within this radius, not just attacks against you.Awakening Dreamer, Thaumaturge, Slayer/StrategistKeystone Path: when taken, you cannot enter any other Keystone Paths.

Path of the Thaumaturge uses a resource called Dreams. You have a maximum of 3 Dreams per Step taken in this Path, and your Dreams fully restore on a long rest. You may choose between the Eldritch Blast or Eldritch Smite basic abilitechs to learn on a strife specibus of your choice. Both are a major action to make an attack with your psionic casting stat. Eldritch Blast is a ranged attack with a range of 60 feet and Qd6+PCM damage, while Eldritch Smite is a melee attack with a range of 5 feet and Qd8+PCM damage. Either way, if the weapon is wielded in two hands, the chosen abilitech gains +1 die size.
Expertise: DisguiseThrough hands-on experience and practice, you understand how to accentuate, disguise, or otherwise alter your appearance with cosmetics, outfits, and props. Whenever putting these alterations to the test, you add one Stakes die.
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Guardian: Controller, 2 Steps, SentinelAny damaging attacks that inflict a negative condition or effect have +1 die size to damage.Magic is Real, Thaumaturge, Slayer/StrategistPick a psionic power and learn one subpower per Thaumaturge Step you know, including this one. You also learn one whenever you take more Steps in the future. If you learn all five Steps, you learn all subpowers in that power. When casting this power, you can expend a Dream in place of (and counts as) a lesser slot.Pick this at level 3!
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Pick this when you have four Steps of your pillar!Catalytic Lock Engaged, Arcane Avenger, Sentinel/SlayerWhenever you expend a lesser slot in a strife, pick a target with DoT within range of whatever spent that slot; they take damage equal to the sum of those DoTs' magnitudes (duration is unaffected). If the lesser slot use inflicts a DoT, do not count it for this, but add +P to its magnitude.Pick this at level 7!
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Pick this when you have six Steps of your pillar!Venomous Intent, Serpent, Sentinel/SlayerWhen you Dash, Defend, or perform a non-damaging major action abilitech or subpower, your next damaging abilitech or subpower also inflicts DoT (P, 5 rounds).Pick this at level 9!
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Bloodthirst, Zweihander, SlayerWhenever you deal damage with a two-handed melee attack, you also inflict DoT (P physical damage, 5 rounds).Pick this at level 13!
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SpecializationsResonant Hex, Anarcanist, SlayerWhenever you deal damage with a psionic attack, you also inflict DoT (P psionic damage, 5 rounds).Pick this at level 15!
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Path to PowerPick a psionic power. You immediately learn one subpower in this power. You then learn subpowers in this power as though you were a psion.Accelerant, Serpent, Sentinel/SlayerDoTs from your abilitechs and subpowers now stack an additional time. If the DoT was dealt by an Encore or slotted ability, you inflict two stacks instead.
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InviolableOnce per strife, when you take one or more conditions from a damaging attack, you shrug them off, nullifying all conditions taken from that attack.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 (Reconfiguration Modus)
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T0Build Grist20What kind of captchalogue deck do you have?Packrat
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T10
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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)
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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)0ReconfigurationDeception
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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!Battery Pack
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Tool Box