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Level:1Miss MinorKara MontagneGemstoneWardrobifier
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0 XPNext level at 30 XP(She/Her)Mythological TitleHandWardrobeHand
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acclimatedApothoesis[AA]OrbAmbidexterity Recital CoatAmbidexterity
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kryyinfernumAccessories
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SkillStatBonusTotalUmbra Shades
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PHYSICAL INSTRUMENTSTR+0+0AegisHP lostHit PointsHD leftHD max
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HALF LIGHTSTR+0+00017 / 1711Ambidexterity | Tier 0 Telekinesis
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SHIVERSSTR+0+0Temporary HP100%Hit Die Roll
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AUTHORITYSTR+0+001d6+1
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ENDURANCECON+0+3
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PAIN THRESHOLDCON+0+3Lesser slots0Greater slots2
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ELECTRO CHEMISTRYCON+0+1Speed30 ft.Passive PerceptionProficiency+2You can play music, even without your hands.
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COMPOSURECON+0+1Initiative+213Ambidexterity | Tier 0 Telekinesis
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HAND/EYE COORDINATIONDEX+0+5
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REACTION SPEEDDEX+0+4Ability ScoresArmor Class12Status Debuffs
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SAVOIR FAIREDEX+0+2Strength10 (0)+0Rupture0
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INTERFACINGDEX+0+4Constitution12 (1)Fortitude11Sunder0
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ENCYCLOPEDIAINT+0+2Dexterity14 (2)+0Fade0You can play music, even without your hands.
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LOGICINT+0+5Intelligence14 (2)Reflex14Cripple0Recital Coat | Tier 0 Apparel
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VISUAL CALCULUSINT+0+2Wisdom16 (3)+0Setback0
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CONCEPTUAL
IZATION
INT+0+2Charisma8 (-1)Will14Max HP Redux0
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VOLITIONWIS+0+7+0
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INLAND EMPIREWIS+0+5Hit Bonus+0Crit Range20Defense Bonus+0
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DRAMAWIS+0+3Proper and right. Feels good.
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PERCEPTIONWIS+0+3Umbra Shades
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RHETORICCHA+0-1Tier 0 Psionic Focus
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SUGGESTIONCHA+0-1
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ESPRIT DE CORPSCHA+0-1
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EMPATHYCHA+0-1
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RESOURCES
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NameNameNameNameName
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CurrentCurrentCurrentCurrentCurrent
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MaximumMaximumMaximumMaximumMaximum
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I#EyebeamsTier0StatWISHit+5 to hitPure OTelekinesisTier0StatWISHit+5 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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Sight (affinity)Your eyesight is enhanced. You have night vision, and your eyesight is potent enough to count as a Stakes die.

You can spend a lesser slot to turn your vision telescopic, see heat signatures within range, and/or selectively see through objects within range. This effect lasts for 1 hour. At the SM's discretion, you can spend a lesser slot to automatically pass some check where this affinity came into play.
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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Eyebeam (at-will, ranged)Qd4+PCM1d4+3Major action: Make a ranged attack against a target’s AC. [Base damage: Pd4+PCM]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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Eyebeam (at-will, multishot)Qd4+PCM1d4+3Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting AC. [Base damage: Pd3+PCM]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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Eyebeam (at-will, line)Pd2+PCM2d2+3Major action: Make a ranged attack against AC, drawing a 20 ft. line, both ends within range and hitting everyone in this line. [Base damage: Pd2+PCM] 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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Eyebeam (lesser, ranged)Pd8+PCM2d8+3Major action: Make a ranged attack against a target’s AC. [Base damage: Pd8+PCM]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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Eyebeam (lesser, line)Pd4+PCM2d4+3Major action: Make a ranged attack against AC, drawing a 90 ft. line, both ends within range and hitting everyone in this line. [Base damage: Pd4+PCM]]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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Convergence Beam (at-will)Pd3+PCM2d3+3Major action: Make a ranged attack against a target’s AC. This attack has the Combo property. [Base damage: Pd3+PCM]

Free action: Once per turn, after hitting with both major and minor combo attacks with the Convergence Beam subpower in the same turn, make a ranged attack against a target’s AC. [Base damage: 2P]
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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Ocular Charge (at-will)Major action: Your first ranged subpower with the Eyebeam subpower next turn is Empowered.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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Ocular Charge (lesser)Minor action: When making an attack with an Eyebeams subpower, you may bend the beam to ignore hit maluses.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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Ocular Charge (lesser)Minor action: After landing an attack, you Sunder (3) the target.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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Lock On (at-will)Minor action: When targeting anatomy, you reduce the defense bonus and crit penalty of that anatomy by 2, to a minimum of 0.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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Lock On (lesser)Major action: You Aim, but the Aim die has +1 die size, grants a second die of the same size, lasts for 1 minute, and can only be used on Eyebeams subpowers.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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Counter Eyebeam (at-will)Reaction: You impose a d3 Block die against an incoming psionic attack roll against yourself.Hammerhand (lesser)Free action: After landing an attack, you also knock the target Prone.
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Counter Eyebeam (lesser)Reaction: You impose a d6 Block die against an incoming psionic attack roll against yourself. You then grant yourself a d6 Aim die and +1 die size on your next Eyebeams attack roll against them.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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Chromatic Aberration (lesser)Free action: After landing an eyebeams attack, you also Rupture (P, 2 rounds) the target.

Minor action: After landing an eyebeams attack, you Daze the target for 2 rounds.

Minor action: After landing an attack, you inflict Setback (3) on the target.
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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Q-Switch (greater)Major action: You supercharge your eyes; for the next 1 minute, once per turn, you can use a non-damaging major action Eyebeams subpower as a minor action and use a non-damaging minor action Eyebeams subpower as a free action.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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Q-Switch (greater)2Pd8+PCM4d8+3Major action: Make a ranged attack against AC, hitting all targets within a 20 ft. radius centered somewhere within range. For each target, on a miss, it deals half damage but no additional effects. [Base damage: 2Pd8+PCM]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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"I got my eyes on you!"

Hands: None, Range: 90 feet.
"Any of you that believes in telekinesis, please raise my hand."

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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Piano TunnerHammerKindTier0StatSTRHit+2 to hitTier0StatSTRHit+2 to hit
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TypeMelee Versatile Brutality WeaponAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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SlamQd8+STR1d8Major action: Make a melee attack against a single target within range. [Base damage: Qd8+STR, basic]
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ArcQD4+STRQD4+STRMajor action: Make a melee attack against three targets within range. [Base damage: Qd4+STR]
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Mangrit3Qd4+STR3d4Major action: Do one of two things:

1st) Charge up a mangrit-fueled attack.

2nd) Unleash the charge and make a melee attack against a single target within range. [Base damage: 3Qd4+STR]

This abilitech has the Encore property.
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Black NailQd4+STR1d4Major 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]

2nd) Make a melee attack against a single target within range. If you hit, the target is Stuck for 2 rounds.

This abilitech has the Encore property.
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Execute2Qd6+STR2d6Major action: Make a melee attack against a single target within range. The target must be Exposed, Prone, or Stuck. [Base damage: 2Qd6+STR]

2nd) Make a melee attack against a single target within range, then repeat the attack against all targets (including the original) within a 10 ft. radius. The original target must be Exposed, Prone, or Stuck.

This abilitech has the Encore property.
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Range: 5 feet

Notes: Whenever you benefit from Assail with this specibus equipped, you also add +Q to every instance of Assail.
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Childhood: Well-Educated
You gain an additional 8 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.PassionP 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 Confrontation, Power, Emotion, or Sacrifice.
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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!Expertise: InstrumentThrough hands-on experience and practice, you understand how to play an instrument of choice, and can pick up other instruments with minimal effort. Whenever playing instruments, 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!