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Level:3On Towards InfinityGalera LamionCaelstis/ProspitWardrobifier
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130 XPNext level at 250 XPGenderfluid PurplebloodHeir of SpaceHandWardrobeHand
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etherealMetaphysician [EM]City of Amphibians and DepthPaired Ioun StonesLesser Warded Coat Paired Ioun Stones
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calculatedTheatrics#5161As one question is answered, another is asked.AccessoryAccessoryAccessory
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SkillStatBonusTotalNautilus Hand of ProtectionStylish SlacksAmethyst Necklace
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+20035 / 3533Paired Ioun Stones | Tier 0 Psionic Focus
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AcrobaticsDex+0+1Temporary HP100%Hit Die RollN/A
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Sleight of HandDex+0+101d8+3
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StealthDex+0+3
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EngineeringInt+0+4Lesser slots3Greater slots2
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InvestigationInt+0+5Speed30 ft.Passive PerceptionProficiency+2Four levitating gemstones to focus your psionic abilities, two orbiting each wrist.
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OccultInt+0+10Initiative+110Paired Ioun Stones | Tier 0 Psionic Focus
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Animal HandlingWis+0+0N/A
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InsightWis+0+0Ability ScoresArmor Class14Status Debuffs
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MedicineWis+0+0Strength8 (-1)+0Rupture0
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PerceptionWis+0+0Constitution14 (2)Fortitude11Sunder0
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SanityWis+0+0Dexterity12 (1)+0Fade0Four levitating gemstones to focus your psionic abilities, two orbiting each wrist.
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SurvivalWis+0+0Intelligence18 (4)Reflex15Cripple0Lesser Warded Coat | Tier 1 Apparel
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DeceptionCha+0+4Wisdom10 (0)+0Setback0When using Disruption, add P to your Ward as part of the reaction. If the attack still lands or deals damage anyway, retroactively add another P to the Ward.
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IntimidationCha+0+2Charisma14 (2)Will10Max HP Redux0
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PerformanceCha+0+2+0
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PersuasionCha+0+3Hit Bonus+0Crit Range20Defense Bonus+0
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A dark black overcoat with various dark purple runes on it with a huge spike in goth.
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ResourcesNautilus Hand of ProtectionStylish SlacksAmethyst Necklace
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Lesser SlotsGreater SlotsBarrier HPRefresherEruditionThe wearer gains the Amphibious trait, and gains a swim speed equal to their movement speed. The wearer also takes half damage due to environmental issues caused by being underwater (like pressure in deeper parts of an ocean, being near an underwater volcano, etc.)These ones are tailored well and very sparkly, paired with a matching tie.Gold and gemstones, never a bad accessory.
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2 | 32 | 210 | 101 | 11 | 2
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Current2Current2Current10Current1Current1
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Maximum3Maximum2Maximum10Maximum1Maximum2
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Space PointsNameNameNameName
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0 | 2 | | | |
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Maximum2MaximumMaximumMaximumMaximum
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TelekinesisTelekinesisTier0StatINTHit+6 to hitIllusionsIllusionTier0StatINTHit+6 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerDC25Bonuses 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)Pd6+PCM2d6+4Major 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)Pd4+PCM2d4+4Major 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)Pd6+PCM2d6+4Minor 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+4Major 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.2
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Force Crush (lesser, crush)Pd12+PCM2d12+4Minor 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.4
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Impact (at-will, melee)Pd10+PCM2d10+4Major 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.4
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Impact (at-will, combo)Pd4+PCM2d4+4Major 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.6
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Impact (at-will, knockdown)Pd4+PCM2d4+4Major 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.6
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Impact (lesser)Pd12+PCM2d12+4Major 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+4Major 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+4Major 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)Pd10+PCM2d10+4Major 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 round. 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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"Any of you that believes in telekinesis, please raise my hand."

Hands: Versatile, Range: 30 feet.
"Now you see me... Or do you?"

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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Always used 2H, damage dice listed accordingly.
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Metaphysics MasteryMetaphysicsTier0StatINTHit+6 to hitCrossbowBowKindTier0StatDEXHit+3 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypeRanged Two-Handed WeaponAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Scholar of the Occult (affinity)You gain a sixth sense attuned to ghosts and the undeathly supernatural. Your ability to Discern and Scrutinize extends to such things within 100 feet, whether it be ghostly beings, items, phenomena, etc. You can interchangeably use your psionic skill or Occult for those abilities where necessary, and the SM may require such a check to tell specific details about some ghostly signature, detect some subtle or otherwise concealed spectral magic, 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 undead 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.

This affinity is used as a free action if an action cost is not given elsewhere.
ArrowQd4+DEX1d4+1Major action: Make a ranged attack against a single target within range. [Base damage: Qd8+DEX, basic]
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"I've already reverse-engineered every spell. What makes you think yours are any different?"

Hands: Two, Range: 50 feet.

Notes: This is just reflavored Whispers. Talk with your SM beforehand to figure out how prevalent ghosts may be in their session, if they exist at all. While ghosts are canon, it's good to communicate effectively with your SM from the get-go.
Range: 100/150 feet, Cache: PCM, multiplier 3
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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.Mental Fortress, Battlemind, SentinelKeystone Path: when taken, you cannot enter any other Keystone Paths.

When you take any Step in Path of the Battlemind, you gain a psionic Barrier. Any damage you take is taken by the Barrier before anything else, such as temporary hit points, but Aegis and similar effects still apply to damage taken this way. The Barrier has a hit point maximum of (2*Lvl)+PCM, and regenerates P hit points whenever you expend a lesser slot, and 2P hit points whenever you finish a short rest, long rest, or expend a greater slot.
Knack: EverymanYou have an aptitude for blending in as another face in the crowd. Whenever you bring this knack to bear, you add one stakes die.
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Pick this when you have two Steps of your pillar!Disruption, Battlemind, SentinelAs a reaction, you can apply one d4 Block die against an attack targeting AC/resistances. Additionally, your block radius is increased by 25 feet.Direction: SurveyYou find you excel when applying the knowledge you have found. If you can leverage hidden knowledge you have found, you add one Stakes die.
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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!You hover instead of walking (you ignore physical difficult terrain), know the Augur affinity from Whispers, and have night vision.
Once per round, you can become Intangible as listed in conditions (or turn tangible again) as a reaction.
You are a ghost and no longer require food, drink, air, or sleep. However, you may fall into a dreamlike trance that is functionally sleeping for the purposes of resting and dreamself access, though you only need 6 hours of this to count as a long rest.
Your initiative rolls have disadvantage, but your Hit Die rolls/averages/max have +1.
Your spectral nature makes you more sensitive to psychic phenomena; whenever this sensitivity would come into play, you add one Flaws or Stakes die to the check, as appropriate.
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Pick this at level 17!
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Pick this at level 19!
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COSMONIOUS MAGNETICS:
You designate someone or something as a Cosmic Magnet or change a Cosmic Magnet for 0 SP, and you can have two Cosmic Magnets set up at a time. From there you can do a couple of things.
1 SP: bring one of the cosmic magnets closer or farther to the other
2 SP: force one cosmic magnet to be next to another.
Be careful Heir of Space, for the direction and location of using this matters.
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Grist and BoondollarsSylladex (Jenga Modus)
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T0Build Grist68What kind of captchalogue deck do you have?PackratHair spray, comb, and swim capSpacial's head scientist's computer
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T1Ectoplasm45Ball bearingsGalactite
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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)Cell phoneKeys to Factory 4
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T30MinifridgeAdmin card for Factory 4
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T40Laptop
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T50What's your fetch modus? What skill does it take to use it?Scissors
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Boondollars0Pocket mirror