Kazim

Aylmora Mvashti's page

572 posts. Alias of Max Hellspont.


Full Name

Aylmora Mvashti

Race

Human (Varisian)

Classes/Levels

Wilder 6 {HP 53/53; AC 20, T 15, FF 15; F+6 R+5 W+8; Init+3 Perc+14} {Effects: Psionic Focus}

Gender

Female

Size

M

Age

18

Special Abilities

Wild Surge +2, Psychic Enervation, Surge Blast, Surge Bond, Elude Attack +2, Surging Euphoria +1

Alignment

Neutral Good

Deity

Desna

Location

Sandpoint

Languages

Common, Varisian, Goblin

Occupation

Tavern Wench, Housekeeper

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 14
Charisma 18

About Aylmora Mvashti

BACKGROUND:
Aylmora grew up in a typical Varisian clan. Her father, Deivon, was the headman of their clan, and her mother, Chavali, was a gifted healer and priestess of Desna. Like most Varisians, Aylmora spent her youth traveling throughout Varisia with her clan, learning the traditional songs and dances of her people.

All that changed shortly after Aylmora’s sixteenth birthday, when her psionic talents first began to manifest. In order for Aylmora to learn to master her abilities, her grandmother Zenovia, the clan's seer, insisted that the girl be sent to receive training from the most gifted seer the clan had ever produced – Madame Niska Mvashti. Madame Mvashti was Zenovia’s great-aunt and – while ancient beyond belief – lived in the town of Sandpoint.

When the clan next stopped in Sandpoint, Zenovia took Aylmora to meet her great-great-great aunt. Not surprisingly, Madame Mvashti was expecting the girl. The ancient seer agreed to take under her tutelage, even though she predicted (rightly) that the girl’s impetuous and emotional nature would not make the task easy.

For the past two years Aylmora has been honing her mental talents under Madame Mvashti’s guidance, although she still uses her raw emotions to empower her abilities. In return she has been serving as Niska's housekeeper in the ancient seer’s manor house. Niska does not allow Aylmora to live in the house, saying that too much of the presence of such a young and lively girl disrupts the spirits with whom Niska communes. Instead, Niska pays for Aylmora to room at the Rusty Dragon, where the girl has been virtually adopted as a younger sister by the inn’s proprietor, Ameiko Kaijitsu. When not training or attending to her chores in ancient manor house, Aylmora can be found at the Rusty Dragon, helping Ameiko serve her patrons.

DESCRIPTION:

GAME STATISTICS
(NOTE: Ability Scores generated using 25-pt buy)
Initiative: +2 [+2 Dex]; +3 when Psionically Focused
Senses: Perception +13; +14 when Psionically Focused
Speed: 30 ft.

AC: 20, touch 15, flat-footed 15; [+4 armor, +1 shield, +2 Dex, +1 dodge, +2 elude attack (dodge)]
Hit Points: 53 [6x(d8+Con) + 10(Psionic Body) + 1(favored class Lv 3)]
Current hp = 53
Fort: +6 Ref: +5 Will: +8
• +1 surging euphoria

COMBAT:
Base Atk: +4; CMB: +4 CMD: 19 (BAB + Dex + dodge + elude attack)
Melee
Sickle: +4 to Hit; Dmg 1d6 (S); crit 20/x2; trip
or
Masterwork Silver Dagger: +5 to Hit; Dmg 1d4-1 (P or S); crit 19-20/x2
Ranged
Masterwork Darkwood Light Crossbow: +7 to Hit; Dmg 1d8 (P); crit 19-20/x2; range 80 ft.
or
Masterwork Silver Dagger: +7 to Hit; Dmg 1d4-1 (P or S); crit 19-20/x2; range 10 ft.

Combat Modifiers:
Surging Euphoria +1: When Aylmora uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. If she is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.

SKILLS:
Skill Ranks Per Level: 4 + 2 (Int) + 1 (human) + 1 (favored class Lv 1-2, 4-6)
• Acrobatics +11 (6 ranks + 3 class + 2 Dex)
• Autohypnosis +11 (6 ranks + 3 class + 2 Wis)
• Bluff +8 (1 rank + 3 class + 4 Cha)
• Climb +4 (1 rank + 3 class + 0 Str)
• Diplomacy +9 (2 ranks + 3 class + 4 Cha)
• Disable Device +10 (6 ranks + 2 Dex + 2 mwk tools)
• Escape Artist +10 (5 ranks + 3 class + 2 Dex)
• Intimidate +8 (1 rank + 3 class + 4 Cha)
• Knowledge (psionics) +6 (1 rank + 3 class + 2 Int)
• Perception +13 (6 ranks + 3 class + 2 Wis + 2 Alertness)
• Sense Motive +10 (3 ranks + 3 class + 2 Wis + 2 Alertness)
• Spellcraft +6 (1 rank + 3 class + 2 Int)
• Stealth +2 (0 ranks + 2 Dex)
• Swim +4 (1 rank + 3 class + 0 Str)
• Use Magic Device +13 (6 ranks + 3 class + 4 Cha)

FEATS:
Psionic Body [psionic]: you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points. (human bonus feat)
Extended Blast [psionic]: Your surge blast has a range of 60 feet. (1st level feat)
Psicrystal Affinity [psionic]: You gain a psicrystal. Should your psicrystal be destroyed, you gain a new one after 24 hours. A new psicrystal must have the same personality as the original. (1st level wilder bonus feat)
Psicrystal Containment [psionic]: You can psionically focus your psicrystal in the same manner in which you gain psionic focus. At any time when you need to expend your psionic focus, you can expend your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. At any time when you need to maintain psionic focus for an effect, you can use your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself — only the owner can spend the time to focus the crystal. (3rd level feat)
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. (5th level feat)
Expanded Knowledge [psionic]: (Metamorphosis, Minor - Egoist) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline’s list or even from another class’s list, even if that power is already on your class’s power list. (5th level wilder improved surge bond bonus feat)

TRAITS:
Perceptive Talent: While maintaining psionic focus you are more aware on a subliminal level of the thoughts and intentions of those around you. You gain a +1 bonus on initiative and on Perception checks while you are psionically focused.

WILDER ABILITIES:
Power Points/Day: 47 (35 + 12 bonus)
Power Points Used Today: 0/47

Powers Known:
1st Level: 3
Energy Ray: Ray deals 1d6 energy (cold, electricity, fire, or sonic) damage.
Metamorphosis, Minor (Egoist): You can change your physical form to a minor degree.
Mind Thrust: Deal 1d10 damage to one creature. [Will DC 15 negates]

2nd Level: 1
Defy Gravity: Move up and down via mental support.

3rd Level: 1
Touchsight: Your telekinetic field tells you where everything is.

Wild Surge (Su):
A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).

A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. This improvement in manifester level does not grant her any other benefits outside of the manifestation (she gains no higher-level class abilities, for instance).

She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.

At 3rd level, a wilder boosts her manifester level by two instead of one. At 7th level, she boosts her manifester level by three; at 11th level, by four; at 15th level, by five; and at 19th level, by six. The wilder always wild surges for the maximum amount possible.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power by this additional amount; only the standard power point cost is subtracted from the wilder’s power point reserve. For example, if Alrik the 8th level wilder were to invoke his wild surge when manifesting a power, he would spend between 1 and 8 power points as normal, but the power would manifest at 11th manifester level and behave as if he had spent 3 more on it than normal.

The wilder can expend her psionic focus to manifest a psionic power without expending any power points, powering the manifestation with only her wild surge. She manifests this power as if all power points were paid by her wild surge ability, but when checking for psychic enervation, the chance to be overcome doubles to 30%. A wilder must wait 10 minutes after wild surging in this fashion before she can do so again.


Psychic Envervation (Ex):
Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort, the effect of which is detailed in the specific surge type below. The chance of suffering psychic enervation is 15%.

At first level, the wilder chooses a surge types and depending on the kind of emotional surges the wilder embraces, this manifests itself in vastly different ways, connected intimately with how her wild surge is formed. Aylmora’s surge type is the Student’s Surge.

Student’s Surge: A student wilder has received some formal training in psionics, but still uses raw emotions to empower his abilities. The student wilder uses any emotion much like a free wilder, but with more focus and control. A student wilder overcome by psychic enervation is dazzled for a number of rounds equal to the level of wild surge used and loses a number of power points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of power points lost). If the student wilder suffers psychic enervation again while still suffering from a previous psychic enervation, the penalties stack (-1 to attack rolls and sight-based Perception checks) and the duration resets.


Surge Blast (Su):
A wilder can channel her wild surge into a blast of uncontrolled phrenic energy. As a standard action and by expending psionic focus, the wilder can make a ranged touch attack (range 30’; 60' with Extended Blast feat) that deals 1d6 points of force damage for every +1 to her wild surge.
Example: Amonai, a 15th level wilder has wild surge +5, and thus deals 5d6 with his surge blast. Surge blasts do not trigger psychic enervation.

Surge Bond (Su):
The wilder’s choice of emotional surge, as defined in psychic enervation, grants the wilder additional benefits through a surge bond.
Student’s Surge: You gain the Psicrystal Affinity feat as a bonus feat.

Elude Attack (Ex):
Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from attacks. She gains a +1 dodge bonus to her Armor Class. This bonus increases by 1 every 4 levels thereafter (+2 at 6th level, +3 at 10th level, etc).

Surging Euphoria (Ex):
Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.

At 12th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.

Improved Surge Bond:
At 5th level, the wilder’s surge bond grants additional special abilities depending on the type of wilder.
Student’s Surge: You gain the Expanded Knowledge feat or the Extra Power Known feat as a bonus feat at 5th level and every four levels thereafter (9th, 13th, etc).

PSICRYSTAL - EMYRALDA:
Diminutive Construct (Emerald)
Initiative: +2
Senses: Sighted; Perception +9
Defense
AC: 18, touch 16, flat-footed 16 (+2 natural armor, +2 Dex, +4 size)
hp 10
Current hp = 10
Fort +2, Ref +3, Will +4
Special Qualities: construct traits
Offense
Speed: 30 ft.; climb 20 ft.
Melee: -
Statistics
Str 1*, Dex 15*, Con 0, Int 8, Wis 10, Cha 10
Base Atk -; CMB -; CMD -
Feats Alertness
Skills Acrobatics +7*, Climb +15*, Perception +8, Stealth +18;
Racial Modifiers - +8 Climb, +4 Perception, +4 Stealth
Size Modifiers - +12 Stealth
*with self-propulsion ability activated.
Languages: Varisian

Psicrystal Abilities:
Psicrystal Personality (Ex): Hero - Emyralda grants Aylmora a +2 bonus on Fortitude saves. This special ability applies only when Aylmora and Emyralda are within 1 mile of each other.
Alertness (Ex): While Emyralda is within arm’s reach, Aylmora gains the Alertness feat.
Sighted (Ex): Although it has no physical sensory organs, Emyralda can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though Emyralda still can’t discern invisible or ethereal beings. Emyralda's sighted range is 40 feet.
Telepathic Link (Su): Aylmora has a telepathic link with Emyralda to a distance of 1 mile. Aylmora cannot see through Emyralda's senses, but the two of them can communicate telepathically as if Emyralda were the target of a mindlink power manifested by Aylmora. Aylmora has the same connection to an item or place that Emyralda does.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Emyralda takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Powers (Su): At Aylmora's option, she can have any power (but not any psi-like ability) she manifests on herself also affect Emyralda. Emyralda must be within 5 feet of her at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting Emyralda if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to Aylmora before the duration expires.
Additionally, Aylmora can manifest a power with a target of “You” on Emyralda (as a touch range power) instead of on herself. Aylmora and Emyralda cannot share powers if the powers normally do not affect creatures of the construct type.
Self-Propulsion (Su): As a standard action, Aylmora can will Emyralda to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if Aylmora desires).
Deliver Touch Powers (Su): At 3rd level or higher, Emyralda can deliver touch powers for Aylmora. If Aylmora and Emyralda are in contact at the time Aylmora manifests a touch power, she can designate Emyralda as the “toucher.” Emyralda l can then deliver the touch power just as Aylmora could. As usual, if Aylmora manifests another power before the touch is delivered, the touch power dissipates.
Telepathic Speech (Ex): At 5th level, Emyralda can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while Emyralda is also within 1 mile of Aylmora.

RACIAL ABILITIES:

• +2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Aylmora’s bonus is to Charisma.
• Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level. Aylmora's bonus feat is Psionic Body.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common.
• Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. Aylmora's favored class is Wilder. Whenever she takes a level in her favored class, she receives either +1 hit point or +1 skill point. (Aylmora has taken the bonus skill point at level 1).

EQUIPMENT:
Traveler's Outfit [5 lb]
Beautifully embroidered silk Bladed Scarf
Cloak of Resistance +1
Mithril Chain Shirt [10 lb]
Darkwood Buckler [2.5 lb]
Sickle [2 lb]
Spring-loaded Wrist Sheath [1 lb] (+2 bonus to Sleight of Hand regarding items in sheath)
--Masterwork Silver Dagger [1 lb]
Handy Haversack [5 lb]
--Masterwork Darkwood Light Crossbow, loaded [2 lb] (finely carved and custom-made by Savah, bearing the crafter's stamp and Aylmora's initials)
--Bolts, 20 [2 lb] (-4)
--Bedroll [5 lb]
--Blanket [1 lb]
--Rations, 1 day [1 lb]
--Waterskin [4 lb]
--Masterwork Thieves' tools [1 lb]
--Harpy Musk, 3 jars [][][]
--Thunderstone [1 lb]
--Sunrod [1 lb]
--Wand: Mage Armor, 20 charges (-7 charges used as of the battle against Aldern Foxglove) (purchased from Vorvashali Voon at the Feathered Serpent)
--Wand: Magic Missile (CL 1), 38 charges
--Potions, 3: Cure Light Wounds [][][]
--Potion: Expeditious Retreat
--Potion: Disguise Self
--Potion: Jump
--Scroll: Comprehend Languages
--Scroll: Minor Image
--Scroll: See Invisibility
--Scroll: Whispering Wind
Pocketed Scarf [0.5 lb]
--Cognizance Crystal - 1 power point (charged) (gift from Vorvashali Voon at the Feathered Serpent)
--pocket money (13 gp, 8 sp, 9 cp)

- Remainder of share from sale of treasure recovered from Thistletop (140 gp, 6 sp, 6 cp).
- Share from sale of treasure recovered from Foxglove manor: 2,191 gp, 8 sp, 6, cp. Used 100 gp to purchase Iesha Foxglove's beautifully embroidered silk bladed scarf; used 150 gp to purchase 3 potions of cure light wounds. Remaining funds (w/Thistletop treasure, not including pocket money) = 2,081 gp, 14 sp, 12 cp. Used 1,100 gp to purchase mithril chain shirt in Magnimar. Remaining funds = 981 gp, 14 sp, 12 cp.

Total: 27 lb carried (Light)
Carrying Capacities: 33 lbs / 34-66 lbs / 67-100 lbs

Other Items Owned (left at Rusty Dragon):
Belt Pouch
Light Crossbow

REFERENCE INFORMATION

Psionic Focus:
Many feats as well as many psionic class abilities work either by maintaining or expending psionic focus.
Gain Psionic Focus: Merely having the ability to hold a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused.
If you have a power point pool or the ability to manifest psi-like abilities, you can meditate to become psionically focused. Meditating is a full-round action that provokes attacks of opportunity.
When you are psionically focused, you can expend your focus on any single concentration check you make thereafter. When you expend your focus in this manner, your concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans).
You may still gain psionic focus even if you have depleted all of your power points.
If you have at least 1 rank in the Autohypnosis skill, you may instead gain psionic focus as two move actions (either in the same round by using your standard action as a move action, or spread out across two rounds). This essentially converts the Start/End a Full-Round Action option into move actions instead of standard actions for the purpose of gaining psionic focus.

Autohypnosis:
AUTOHYPNOSIS (WIS; TRAINED ONLY)

You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.

Check: The DC and the effect of a successful check depend on the task you attempt.

Task....................DC
Ignore caltrop wound....18
Memorize................15
Resist dying............15
Resist fear.............Fear effect DC
Tolerate poison.........Poison’s DC
Willpower...............20

Ignore Caltrop Wound: If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.
Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.
Resist Dying: You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points,
however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.
Resist Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you may make an additional Will save with a +4 competence bonus to shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.
Tolerate Poison: You can attempt to resist the effect of any standard poison. Every time you make a saving throw against the poison, you make an Autohypnosis check. If your Autohypnosis check exceeds the DC of the poison, you receive a +4 competence bonus on your saving throw against the poison. This skill has no effect on the initial saving throw against poison.
Willpower: If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a standard action while at 0 hit points without taking 1 point of damage (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell). You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.

Action: Typically none. Making an Autohypnosis check usually doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively.

Try Again: Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses.

Special: Characters with ranks in Autohypnosis may gain psionic focus (detailed in the Feats chapter) as two move actions, rather than as a full-round action. Doing so still provokes attacks of opportunity.

Psicrystals:

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand. Because it is an extension of its creator’s personality, a character’s psicrystal is in some ways a part of him. That’s why, for example, a psionic character can manifest a personal range power on his psicrystal even though normally he can manifest such a power only on himself.
A psicrystal is treated as a construct for the purposes of all effects that depend on its type.
A psicrystal grants special abilities to its owner, as shown on the Psicrystal Special Abilities table below. In addition, a psicrystal has a personality (being a fragment of the owner’s personality), which gives its owner a bonus on certain types of checks or saving throws, as given on the Psicrystal Personalities table below. These special abilities and bonuses apply only when the owner and the psicrystal are within 1 mile of each other.
Psicrystal abilities are based on the owner’s levels in psionic classes. Levels from other classes do not count toward the owner’s level for purposes of psicrystal abilities.
A psicrystal can speak one language of its owner’s choice (so long as it is a language the owner knows). A psicrystal can understand all other languages known by its owner, but cannot speak them. This is a supernatural ability.

Psicrystal Basics: Use the statistics for a psicrystal, but make the following changes.
Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).
Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.
Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.

Psicrystal Special
Abilities

Owner Lvl…Nat. AC…Int Adj…Special Armor
1st–2nd………..+0……..+0………Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link
3rd–4th………..+1……..+1………Deliver touch powers
5th–6th………..+2……..+2………Telepathic speech
7th–8th………..+3……..+3
9th–10th………+4……..+4………Flight
11th–12th……..+5……..+5………Power resistance
13th–14th……..+6……..+6………Sight link
15th–16th……..+7……..+7………Channel power
17th–18th……..+8……..+8
19th–20th……..+9……..+9
Psicrystal Ability Descriptions: All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.
Natural Armor Adj. (Ex): This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.
Intelligence Adj. (Ex): Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).
Alertness (Ex): The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality (Ex): Every psicrystal has a personality. See Psicrystal Personality, below.
Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su): At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.
Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
Deliver Touch Powers (Su): If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.
Telepathic Speech (Ex): If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
Flight (Su): If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).
Power Resistance (Ex): If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner’s level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal’s power resistance.
Sight Link (Sp): If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the remote view power) once per day.
Channel Power (Sp): If the owner is 15th level or higher, he can manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power’s originator, and all ranges are calculated from its location. When channeling a power through his psicrystal, the owner manifests the power by paying its power point cost. He is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, he becomes visible when manifesting an offensive power if invisible, as does the psicrystal).
Psicrystal Personality (Ex): Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among those given on the following table. At 1st level, its owner typically gets a feel for a psicrystal’s personality only through occasional impulses, but as the owner increases in level the psicrystal’s personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal’s particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted.

Psicrystal
Personalities
Personality...Benefit to Owner
Artiste.......+3 bonus on Craft checks
Bully.........+3 bonus on Intimidate checks
Friendly......+3 bonus on Diplomacy checks
Hero..........+2 bonus on Fortitude saves
Liar..........+3 bonus on Bluff checks
Meticulous....+3 bonus on Perception checks
Nimble........+2 bonus on Initiative checks
Poised........+3 bonus on Balance checks
Resolved......+2 bonus on Will saves
Sage..........+3 bonus on checks involving any one Knowledge skill owner already
knows; once chosen, this does not vary
Single-minded.+3 bonus on Autohypnosis checks
Sneaky........+3 bonus on Stealth checks
Sympathetic...+3 bonus on Sense Motive checks

Energy Powers:
Many psionic powers deal damage of a certain type of energy, with cold, electricity, fire, and sonic being the most common. For powers that have the choice of cold, electricity, fire, and sonic, the manifester must choose after he regains his psionic power points for the day which of these four energy types is his active energy. The manifester may choose to change which energy is his active energy by gaining psionic focus. If he is currently maintaining psionic focus, he may expend it as a free action and then gain psionic focus normally to choose a new energy type. The manifester need not maintain psionic focus to have an active energy type. Wilders may change their active energy type when performing a wild surge.

Energy Ray:
Discipline: Psychokinesis [see text]; Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None; Power Resistance: Yes
Power Points: 1
You create a ray of energy of your chosen type (cold, electricity, fire, or sonic) that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
Cold: A ray of this energy type deals +1 point of damage per die.
Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A ray of this energy type deals +1 point of damage per die.
Sonic: A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: You can augment this power in one of the following ways.
1. For every additional power point you spend, this power’s damage increases by one die (d6).
2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the damage is reduced to 1d3 and it cannot be further augmented.

Mind Thrust:
Mind Thrust
Discipline: Telepathy [Mind-Affecting]; Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; Power Resistance: Yes
Power Points: 1
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.
Augment: For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1. (If used at manifester level 1 (1 pp) with wild surge +2, will inflict a total of 3d10 damage at a Will DC 16; if used at manifester level 3 (3 pp) with wild surge +2, will inflict a total of 5d10 damage at a Will DC 17.)

Defy Gravity:
Discipline: Psychoportation; Level: Psion/wilder 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Saving Throw: None
Power Points: 3
You gain the ability move yourself up and down as you wish. You can mentally direct yourself to move up or down as much as 20 feet each round; doing so is a move action. You cannot move horizontally, but you could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half your base land speed).

An affected creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.

Metamorphosis, Minor:
Discipline: Psychometabolism; Level: Egoist 1
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: Egoist 1
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. If you choose to imitate an existing person, you gain a +4 circumstance bonus to Bluff checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.

In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.

Enhancement Menu A
•+2 enhancement bonus to Strength
•+2 enhancement bonus to Dexterity
•+2 enhancement bonus to Constitution
•Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
•Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
•Increase your base land speed by 10 feet.

Abilities Menu A
•You gain 5 temporary hit points.
•You gain the Cleave feat.
•You gain the Improved Trip feat.
•You gain a +1 natural armor bonus.
•You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
•You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
•You gain a swim speed of 20 feet.
•You gain a climb speed of 20 feet.
•You gain a burrow speed of 15 feet.

Augment: For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.

Touchsight:
Discipline: Psychometabolism; Level: psion/wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration 1 min./level (D)
Power Points: 5
You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

Augment: For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.