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Level:1ColdHikerEwyn ErathelDream MoonWardrobifier
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0 XPNext level at 30 XPMale HumanClass of AspectHandWardrobeHand
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GlacialComposure [GC]Land of ___ and ___Cool SwordDads old hockey gearPeak of the world
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Kantador#9021quoteAccessoryAccessoryAccessory
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SkillStatBonusTotalExample accessory
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AthleticsStr+0+3AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+60023 / 2311Cool Sword | Tier 0 swordkind
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AcrobaticsDex+0-1Temporary HP100%Hit Die Roll
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Sleight of HandDex+0-101d10+3
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StealthDex+0-1
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EngineeringInt+0+2Lesser slots2Greater slots0
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InvestigationInt+0+2Speed30 ft.Passive PerceptionProficiency+2Its a pretty cool sword.
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OccultInt+0+4Initiative-111Peak of the world | Tier 0 PsionicFocus
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Animal HandlingWis+0+1
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InsightWis+0+1Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+1Strength14 (2)+0Rupture0
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PerceptionWis+0+1Constitution16 (3)Fortitude15Sunder0
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SanityWis+0+1Dexterity8 (-1)+0Fade0the top 1 inch of mount everest.
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SurvivalWis+0+1Intelligence14 (2)Reflex11Cripple0Dads old hockey gear | Tier 0 Apparel
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DeceptionCha+0+0Wisdom12 (1)+0Setback0
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IntimidationCha+0+0Charisma10 (0)Will9Max 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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Taken from the shed as a memento.
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ResourcesExample accessory
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Lesser SlotsNameNameNameNameThis is a placeholder text.
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2 | 2 | | | |
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Current2CurrentCurrentCurrentCurrent
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Maximum2MaximumMaximumMaximumMaximum
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Cool swordSwordkindTier0StatSTRHit+4 to hitCryokinesisTier0StatINTHit+4 to hit
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TypeMelee Versatile Finesse WeaponAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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SwordQd8+STR1d8+2Major action: Make a melee attack against a single target within range. [Base damage: Qd8+STR, basic]Icy Touch (affinity)You gain a psionic ability to create and reshape ice. You can turn water into ice with a touch, and can freely and quickly turn water under your feet to ice. You can also shape ice as if you were physically shaping malleable clay; this typically is a channeled action 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, creating something intricately detailed or in need of finesse might require a check with consequences like breakage on failure. Something that needs power, like fortifying ice to endure in hot weather, creating and reshaping massive amounts of ice in a short time without an easy water supply, trying to freeze an entire lake at once, or freezing liquids with lower freezing points than water might require a lesser slot.
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ArcQd4+STR1d4+2Major action: Make a melee attack against three targets within range. [Base damage: Qd4+STR]Frostbite (at-will, crippling)Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. If you break resistance, the target is Crippled (10) for 1 round. [Base damage: Pd4+PCM]
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Crippling StrikeQd4+STR1d4+2Major action: Make a melee attack against a single target within range. If you hit, the target is Crippled (10) for 1 round. [Base damage: Qd4+STR]Frostbite (at-will, cleave)Major action: Make a melee attack (range: 5 feet) against Fortitude resistance, targeting up to three creatures within range. [Base damage: Pd4+PCM]
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Cutting StrikeMajor action: Make a melee attack against a single target within range. If you hit, you inflict DoT (Q, 5 rounds) on the target. [Base damage: Qd3+STR]Frostbite (at-will, melee)Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. [Base damage: Pd8+PCM]
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Perfect CutFull-round action: Make a melee attack against all targets within a 15 ft. radius, targeting Reflex resistance. After making the attack, you may move to anywhere within this radius. [Base damage: Qd10+STR]Frostbite (lesser, cleave)Major action: Make a melee attack (range: 10 feet) against Fortitude resistance, targeting all creatures within range. For each target, if you break resistance, they are Crippled (10) for 1 round. [Base damage: Pd6+PCM]
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Frostbite (lesser, break)Major action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Exposed until the end of your next turn. [Base damage: Pd4+PCM]
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Permafrost (at-will)Reaction: As a reaction to a target within range gaining Cripple or Daze, the target takes the listed damage. [Base damage: P]
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Permafrost (lesser)Free action: After landing an attack, you also Weaken the target for 1 round.

Minor action: Freeze. For every target within range, they take P damage. For each Cripple (5) on the target, they take an additional P damage, taking 4P damage if Stuck. After dealing this damage, the durations of each condition is extended by 1 round.
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Glacial Path (at-will)Major action: You emanate a freezing aura. Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain.
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Glacial Path (at-will)Major action: You push your affinity to sap heat more generally. For the next hour, you can remove the heat from an object or environment. 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. As a rule of thumb, cooling an entire house might need 5 minutes' worth of channeling, using this force in some unconventional or delicate way might need a check with consequences like overload on failure, and snuffing out a fire or some active heat source might need a lesser slot.
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Glacial Path (lesser)0d0+PCM0d0+2Minor action: You emanate a freezing aura. Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain and have Hazard (PCM, true).
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Glacial Path (greater)Free action: You emanate a freezing aura. Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain, are Weakened and Doomed (P) that stacks with other Dooms, and have Hazard (PCM, true).
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Entomb (lesser)Major action: Make a melee attack against a target’s Fortitude resistance. If you break resistance, the target is Crippled (half) for 1 round and Faded (2). [Base damage: Pd2+PCM]
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Entomb (greater)Major action: There is no escape. You inflict Stasis a target for 3 rounds. While in Stasis in this way, the target takes true damage at the start of each of their turns. This damage ignores the usual damage immunity from Stasis. [Base damage: Pd3+PCM]
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Entomb (greater)Full-round action: Turn to ice. You remove all status conditions on yourself, then put yourself in Stasis for 3 rounds. While in Stasis in this way, all creatures of your choice within 30 feet have Hazard (damage roll), while you have Regen (half the damage roll).

Alternately, you may use this as a major action to target an ally within range. [Base damage: Pd6+PCM]
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Cardice Blast (lesser)Major action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Doomed (P). Doom from this version of Cardice Blast stacks thrice. [Base damage: Pd6+PCM]

Free action: After landing an attack, you also inflict Fade (2).
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Cardice Blast (greater)Major action: Make a ranged attack against Fortitude resistance, targeting all creatures within range. All targets are then Faded (4) and Doomed (2P), whether or not it hit. Doom from this version of Cardice Blast stacks with other Dooms. [Base damage: Pd6+PCM]
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Siberian Winter (greater)Free action: You emanate a lethal aura. Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice cannot heal and have Lethal (4*Lvl) while in this sphere, and if they die, they turn frozen solid.
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Merciless Cold (greater)Major action: Select a target. If the target is Faded and/or Sundered, their magnitudes are raised by 2 and the target takes the listed damage. Additionally, if the target is Doomed or Ruptured, its magnitude is raised by P, then the target takes the listed damage. [Base damage: Pd6+PCM]

This subpower may apply the Doom/Rupture before resolving any other parts of this subpower.
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Range: 5 feet"What killed the dinosaurs? The Ice Age!"

Hands: Versatile, Range: 30 feet.
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If there's any other notes about this specibus or power, put it here!
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Highblood: Refresher
Once per short rest, as a free action roll a hit die but do not spend it. You gain twice that amount in hit points and temporary hit points, then regain one lesser slot and remove all negative conditions of duration 2 minutes or less on yourself.
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.Remember, you pick one Step every two levels!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!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 (Weighted 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)0WeightedEndurance
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(extra space)0Great! You use this skill when making attacks with your sylladex.
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