Effects with a round count at 0 stay listed but no longer affect your totals below.
Summoned Spirit Reference
Pick an Archetype above — its stat block at your current Character Level will show here.
Stats shown are for your current Character Level (min. 15 — Summon Archetype is an L15 power). Roll 1d6 for a random Archetype (1 Arcane, 2 Brawler, 3 Divine, 4 Psionic, 5 Sniper, 6 reroll twice and choose one), or summon a known Kami by True Name directly. Duration: CL+POWER Minutes or until reduced to 0 Health. Direct a Basic Attack as a Secondary Action, or a Monster Power as a Primary Action (POWER total Monster Power Usages). Only 1 Summon Power active at a time — using another ends this one immediately.
Summoned Creature Reference
Pick a summon above — its stat block at your current Character Level will show here.
Stats shown are for your current Character Level (each summon has its own minimum -- L7 for Plant Defender/Insect Swarm, L15 for Plant Fighter/Deadly Swarm). Where a summon lists more than one copy (×2/×3/×6), every copy uses the same stat block shown here. Direct a Basic Attack as a Secondary Action. Only 1 Summon Power active at a time — using another ends this one immediately. If you have Stronger Summons (L15), add WIS sq. to Movement Speeds and POWER to Damage on top of the values shown here. Note: this stat block was authored for this reference panel, not sourced from Kyle's own documents -- flagged for his review.
Khimera Infusion Reference
Pick your prepared Infusion above — and, if you've spent the Primary Action to Imbue a second one, that too. Both effects apply to your Khimera's Attacks while active.
Prepared: choose 1 of your Khemister Powers when you regain Powers after a Full Rest — this stays active until you reprepare and choose differently. Imbued: as a Primary Action, add a second Power's Infuse effect on top of the first for your INT Rounds (Khemister.pdf p.2). Not shown here: Enhancement Master's separate Khimera Points/Boon system (p.4) — a different mechanic, not this choice.
Enhancement Master — Khimera Points Reference
Track your Current/Max Khimera Points in the Resource panel on the main sheet (auto-labeled "Khimera Pts"). This panel is just the tiered Boon-cost reference below.
Cost = tier's base cost × target multiplier (Personal/Melee ×1, Adjacent Sq./Wall/Line ×2, Adjacent Cube/Beam/Cube-on-Self/Wall-at-Range ×3, Cube at Range ×4), plus any special costs. Up to your INT Boons per Expendable Power usage. Full Khimera Points regained on Full Rest. L8: can make a Khemister Expendable's Attack portion Target Enemies only. L16: double an effect's base cost to add your CL Minutes to its Duration (or multiply Duration by the Khimera's DEX if that's already longer than its normal DEX-Minutes duration).
Save / Load this character
Your whole character — stats, powers, inventory, pet, notes, and open pages — is encoded in the code below. Save: copy it somewhere safe. Load: paste a code in and press Load.
Advantage Caused Attack — melee basic attack. Triggered by movement through Attack Area, ranged attacks in melee, drinking a potion, picking up items, etc.
Cover: Light
−1 to attack rolls each direction.
Cover: Moderate
−3 to attack rolls each direction.
Cover: Total
Cannot attack or be attacked.
Boons
Boon
Effect
Clarity
+1 all Defences. Reroll one Defence Roll per round.
Empowered
+2 all Defences. Roll 2d20 keep best for each Defence.
Invisible
Cannot be detected visually. Attackers roll 2d20 use worst. Add Stealth rank to attacks vs unaware targets. Ends on attack.
Protected
Adds Protection Value to Toughness. See armour rules.
Alert
Cannot be Surprised. Roll 2d20 best for Initiative.
Confident
+1 all Defences.
Determined
Immune to Frightened, Nervous, Terrified. +1 to attack rolls.
Emboldened
+1 Attack Rolls.
Energized
+2 to all Defences. Immune to Fatigued & Exhausted.
Invigorated
+1 to all Attack Rolls and Initiative.
Rejuvenated
Regain Health each Round at start of your turn (source specifies amount).
Swift
+2 sq to all Movement Speeds.
Sturdy
Gain Protection value equal to source's POWER.
Banes & Status Effects
Bane
Effect
Blinded
−4 Dodge, −2 Attack. Targets outside Attack Area have Moderate Cover. Must make Acrobatics or Fall Prone when moving.
Dazzled
−2 Dodge, −1 Attack Rolls. Vision hindered.
Demoralized
−1 to all D20 rolls for a duration. From Intimidate/Demoralize action.
Fatigued
−1 all D20 rolls. Cannot Exert or Sprint. Also applied at 1–25% Max Health.
Exhausted
−2 all D20 rolls. Slowed. Cannot Exert or Sprint.
Frail
All DR/Absorption/Reflection halved. Protection Value −2 (min 0).
Grabbed
First stage of Wrestling. Restricted movement.
Held
−3 Attack & Dodge. No ACAs. Escape as Primary (Acrobatics/Legerdemain/Wrestle).
Immobilized
Movement = 0. −4 Initiative. Lose Secondary Action. Still subject to Forced Movement.
Inaccurate
Roll 2d20 use worst for Attack Rolls.
Paralyzed
Auto 1 on Defence. Lose Focus on all active Powers. No Actions or Reactions.
Pinned
−6 Attack & Dodge. No ACAs. Escape Full Round (Acrobatics/Legerdemain/Wrestle).
Poisoned
Take Source's Power in Damage at start of turn. Ignores all DR. Ultra-Poisoned = Power + CL.
Prone
No ACAs. Adjacent enemies +2 to attacks. Light Cover vs Ranged. Stand = Secondary Action.
Sealed
Cannot use Powers. May attempt Focus check (TN = Power Rating) to use Personal-range Powers.
Slowed
Movement Speeds −50% (round up). Initiative −2.
Stunned
−3 all Defences & Focus. Only Primary OR Secondary on turn. Powers: Personal only. No ACAs.
Unconscious
No Actions. At turn end: Focus check (d20+CL+Primary Mod) vs TN 10+1 per 7 pts below 0 Health to Rally.
Bleeding
Starts d4, escalates d4→d6→d8→d10→d12→d20 per failure. Ignores all DR. Cured by First Aid or Rally.
Controlled
Fight for the enemy. No longer an ally for power purposes.
Unbalanced
−2 to all Defence rolls.
Nervous
−1 Attack & Dodge. −1 d20 rolls (cumulative with Demoralized).
Terrified
−2 Attack, Dodge, Resolve. Must move away from source each turn.
Disoriented
−1 Attack Rolls. Move at ½ speed (round up). −1 Initiative.
Murderous
Roll 2d20 best for Attack Rolls. Roll 2d20 worst for Defence rolls.
Health Thresholds
State
Condition
Full Health
100% — 26% Max Health. Normal function.
Fatigued
25% — 1% of Max Health. −1 to all d20 rolls.
Unconscious
0 or below. Make Focus check each turn to Rally.
Death
Negative ½ Max Health. Final Chance Defence allowed.
Illumination
Level
Effect
Bright
Normal vision: Dazzled, −7 Perception, −1 Atk while in area. Double range for Regular Light then Low Light equal to source range.
Regular
Normal. Creates Low Light at ½ range.
Low Light
Normal/Bright vision: −7 Perception, −1 Atk. Low-Light vision: no penalty.
Named abilities your companion has access to, separate from its Basic Attacks — filled in as your companion's own source lists them, by the tier (Granted / 7th / 15th / 21st) each becomes available.
Damage Tables
Character:
Fill in your expendable power slots — tables for powers you have chosen appear here automatically.
🔀 Random Character
Fills Species, Ecotype, Class, Attributes, Skills, Languages, and Powers.
Name, background/personality, and inventory are left alone.