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Level:1[what's my rung?]Dave HazelhusDream MoonWardrobifier
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0 XPNext level at 30 XPMale HumanClass of AspectHandWardrobeHand
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GraveCheater[GC]Land of ___ and ___BoneshaftExample armor
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Moss_s7ash"you may be dangerous, BUT I HAVE A GUN"AccessoryAccessoryAccessory
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SkillStatBonusTotalExample accessory
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+10017 / 1711Boneshaft | Tier 0 Daggerkind
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AcrobaticsDex+0+5Temporary HP100%Hit Die RollStabs you
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Sleight of HandDex+0+501d8+1
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StealthDex+0+6
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EngineeringInt+0+1Lesser slots2Greater slots0
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InvestigationInt+0+3Speed30 ft.Passive PerceptionProficiency+2[Bones are indeed hard]
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OccultInt+0+3Initiative+312
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Animal HandlingWis+0+0
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InsightWis+0+2Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+0Strength8 (-1)+0Rupture0
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PerceptionWis+0+2Constitution13 (1)Fortitude10Sunder0
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SanityWis+0+0Dexterity16 (3)+0Fade0
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SurvivalWis+0+0Intelligence12 (1)Reflex16Cripple0Example armor | Tier 0 Apparel
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DeceptionCha+0+2Wisdom10 (0)+0Setback0"What the deuces are you wearing?"
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IntimidationCha+0+2Charisma15 (2)Will8Max HP Redux0
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PerformanceCha+0+4+0
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PersuasionCha+0+2Hit Bonus+0Crit Range20Defense Bonus+0
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"How does that work?"
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ResourcesExample accessory
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NameNameNameNameNameThis is a placeholder text.
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CurrentCurrentCurrentCurrentCurrent
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MaximumMaximumMaximumMaximumMaximum
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Who needs scissors?DaggerKindTier0StatDEXHit+5 to hitEngravings, it gives me non tactical advantage whatsoeverPistolKindTier0StatDEXHit+5 to hit
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TypeMelee One-Handed Finesse WeaponAmmo/Charges0/0Bonuses to hit:0TypeRanged One-Handed Reload WeaponAmmo/Charges10/10Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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SliceQd8+STR1d8-1Major action: Make a melee attack against a single target within range. This abilitech has the Combo property. [Base damage: Qd6+DEX, basic]GunMajor action: Make a ranged attack against a single target within range. Decrease rounds by 1. [Base damage: Qd6+DEX, basic]
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ShankQd4+STR1d4-1Major action: Make a melee attack against a single target within range. If you hit, the target is Crippled (half) for 1 round. [Base damage: Qd4+DEX]FaceoffMajor action: Make one ranged attack at each target within range. Decrease rounds by 1 per attack made. [Base damage: Qd4+DEX]
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ExecuteQd4+STR1d4-1Major action: Make a melee attack against a single target within range. The target must be Exposed, Prone, or Stuck. [Base damage: 2Qd4+DEX]UnloadMajor action: Make three ranged attacks with disadvantage against a single target within range. Decrease rounds by 3. [Base damage: Qd4+DEX]
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ThrowMajor action: Make a ranged attack against a single target within range. You may choose to leave the dagger in the target; you can retrieve it as a major action, repeating this abilitech with +1 die size but as a melee attack. [Base damage: Qd8+DEX]FlushMajor action: Make a ranged attack against a single target within range, targeting Will resistance. If you break resistance, the target must move half their base speed in a direction of your choosing, then is Crippled (half) for 1 round. Decrease rounds by 3.
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ShivMajor action: Make a melee attack with advantage against a single target within range. [Base damage: Qd4+DEX]MawpMajor action: Make a ranged attack against all targets within range, targeting Fortitude resistance. For each target, if you break resistance, they are Dazed and Deafened for 1 round. Decrease rounds by 4. [Base damage: Qd3+DEX]
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Range: 5 feet (melee), 30 feet (ranged)

Notes: DaggerKind has +1 die size against Crippled, Impaired, or Stuck targets.
Range: 40 feet, Rounds: 10
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If there's any other notes about this specibus or power, put it here!
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What happens, happensTelekinesisTier0StatSTRHit+1 to hitTier0StatSTRHit+1 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypeAmmo/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.
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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.
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Force Crush (at-will, ranged)Major action: Make a ranged attack against a target's Fortitude resistance. [Base damage: Pd4+PCM]
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Force Crush (at-will, multishot)Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting Fortitude resistance. [Base damage: Pd3+PCM]
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Force Crush (at-will, crush)Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd4+PCM]
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Force Crush (lesser, crippling)Major 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]
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Force Crush (lesser, crush)Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. [Base damage: Pd10+PCM]
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Impact (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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Impact (at-will, combo)Major action: Make a melee attack (range: 5 feet) against a target's Fortitude resistance. This attack has the Combo property. [Base damage: Pd4+PCM]
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Impact (at-will, knockdown)Major 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]
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Impact (lesser)Major 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)Major 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)Major 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)Major 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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"Any of you that believes in telekinesis, please raise my hand."

Hands: Versatile, Range: 30 feet.
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Tier0StatSTRHit+1 to hitTier0StatSTRHit+1 to hit
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TypeAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Midblood: Academic Privilege
You gain an additional 6 skill points at character creation.
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.Ni Ten Ichi Ryu, Battlemaster, Slayer/StrategistKeystone Path: when taken, you cannot enter any other Keystone Paths.

When you enter Path of the Battlemaster, choose a strife specibus. You are now proficient with this strife specibus and immediately learn all its basic abilitechs. You then learn a special attack for every Step you learn (including retroactively) as though it were any other specibus you know. Additionally, your abilitechs have +1 die size to damage, aim, and block dice.
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!