Spider Eater

Johnny Bio Craft's page

6 posts. Alias of Johnny_Panic.


About Johnny Bio Craft

Johnnys Bio-Mechanical space Craft

With shields up fully for space H-travel

Item 2 Johnnys Bio-Mechanical spaceCraft:

Culture level Bio-Craft, used by Johnny to fly, its can only work with a Neural lace, and acts like As a Bio-Mechanical Tech verstion of a Psychoactive skins

As a standard action, Johnny can enter the Bio-Mechanical Tech skin Craft,

When Johnny projects the proper command thoughts it has basic commands like "come here" etc.

The ship has an array of powers/other that constantly affect the wearer.

The Craft completely covers the wearer and all his equipment like a second skin, allowing the wearer to see, hear, and breathe with the aid of the craft.

Bio-Mechanical craft systems

Pollution:
Kinetic drive [Fei cells x 10] Mk10
Sub-space hook [hover + slow movement]
Space flight [FTL - Hyper Space]

Defense:
DR20/--
HP 2000
Regeneration 40 [Craft]
Effecter Shields AD40
Instantaneous Environment adaptation.

Attack
No dedicated Weapons systems [Civilian craft]

Powered by -
ZPE v Fei cells x 10
Back ups:
1-Antimatter
2-mass conversion
3: solar
4: bio digestion.

Other
Very powerful PA system
Stealth
Linked senses
communication
Shape Change to flight forms.

Basic Idea of how it works, but with out the slave bit, the flyer has all the free will the ship is Dumb

The Fei-Cell Power Unit scale:

I worked out a new scale of Zero point energy generation the [Fei-Cell] 1 Fei Cell = 10^12 Joules of energy [1 Terajoule*] of power ZPE. Johnny's ship as 20 cells. And just think Fie has a hole body full of them :)

* 63 terajoules were released by the atomic bomb that exploded over Hiroshima.

Attack:

Init 1D20+10+5+2+4 (+16 7/day) (Feats)
Never flat footed. (Neural lace)
Never Surprised (Insight)
Can not be Flanked/backstabbed.

BAB +22/+17/+12 +10Int (note Dex/Str feat)
H +32/+27/+22
R +32/+27/+22

CMD 10+22+4+10+15 = 61
CMB 22+4+0+10 = 36

*mighty creature
+10 to all attack rolls and CMB,*
+15 to CMD.*
The saving throw DC for any ability or spell of a mighty creature is increased by 7.*

Defiance:

Movement
80 ft.
Displacement 160' per day.

HP (8x16)+(5x16)+50 = 258HP

AC {25/41/49/57/61} 10 +10Dex +5*(race) +16 Internal armor always Then +8(Air^) +8(Shadow^) And Shield +4

^16 hours-day 1 hour each use, dos not need to be consecutive.

Protection Domain 30' Area - 16r-day +4AC DR10-All elements

*DR 5/-- (ever thing)

Saves
Fort (Base 10) (+10Int+1Feat+5Race+4Domain) +30/+34^
Ref (Base 10) (+10Int+1Feat+5Race+4Domain) +30/+34^
Wil (Base 10) (+10Int+1Feat+5Race+4Domain) +30/+34^

^ +4 insight bonus on saves against spells and spell-like abilities.

Johnnys Neural lace keeps his Psionic like Focus.

Johnnys Lace FIREWALL.
Embedded and always on
BARRED MIND
The subject is protected from all devices, Powers, and spells that gather information about the target through divination powers or magic (such as detect evil, locate creature, scrying, and see invisibility). Barred mind also grants a +8 resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind even foils bend reality, limited wish, miracle, reality revision, and wish spells when they are used in such a way as to gain information about the target. In the case of remote viewing or scrying that scans an area the creature is in, such as arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all.

Immunities from Bio-Mechanical Neural lace
Mind Affecting Abilities, sleep, Pain and Paralysis.

Spell-Power Resistance: 28**

*AKA Culture Bio-Mechanical enhancement.
**AKA Culture Bio-Mechanical Body.

Feats and Traits:

Bonus Feats + 2 Godling (None Combat Only).
Feats 8+1+2 = 11

1: luck of the gods +1 all saves [culture]
2: Extra Talent - Uncanny Dodge
3: Extra - Lineage Domain - Strengh
4: Extra - Lineage Domain - Artifice/Construct. Domain-
5: Emergent Divinity
6: Emergent Divinity
7: Extra Talent - Unaligned
8: Extra Talent - SpellSense's
9: Extra Talent - Mental Avatar

Mental Avatar (Ex): 4/day Lace
The godling may reroll any ability checks or skill checks based on Intelligence, Wisdom or Charisma. The godling may do this once per day, plus once for every five full levels of godling.

Uncanny Dodge (Ex): Bio Body
This talent functions like the rogue ability of the same name.

Spell/power sense (Ex): Scanners
Whenever the godling cast’s /as active power/ an area spell, she may make a Perception check to notice creatures within the area. This can allow a godling to know the exact location of creatures within a spell’s area, but outside the godling’s line of sight.

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From Goding
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1: Extra - Lineage Domain - Time / Past Domain
2: Extra - Lineage Domain - Nobility
Free: Domain: Leadership Score 32 ,C17L

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Extra Talent x2
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Uncanny Dodge (Ex): [Bio-Mechanical body]
This talent functions like the rogue ability of the same name.

Unaligned (Ex): [Bio-Mechanical body]
Any time a creature uses magic to determine information about the godling’s alignment, the godling may make a DC 18 Will save. Auto Save - On a successful save, the godling’s alignment is not revealed

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Technomancy Class:
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Bonus feats x5
1: Bioenergetics Interface [Neural-Lace]
2: The mind must be stronger [Bio-Mechanical body]
3: Craft Tech [Technomancer]
4: Wild Talent [Neural-Lace]
5: Psicrystal Affinity Johnny [Bio-Mechanical Neural-Lace]

Virtual feat x3 [Programs] Last 10 days once Loaded.

1: Extra - Lineage Domain - Trickery
2: Extra - Lineage Domain - Ice
3: Extra - Lineage Domain - Good - Agathion+Azata

From Feats.

--------------------------
Extra Lineage Domain
--------------------------

Protection-> Defense Domain

Granted Powers: (Ex) +4 [Effecters]
Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Ex): Affecters 1/day 20' 16 rounds +2AC [Effecters]
Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Aura of Protection (Ex): 16r/day +4AC DR10/elements [Effecters]
At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Time / Past domain

Granted Powers: The god of time has given you the power to stop time briefly, and to shift backwards in time briefly as well.

Do-Over (Su): 7/day
You may immediately reroll a failed skill check, saving throw or attack roll. You must accept the second roll regardless of its value. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Time Shift (Sp): Beginning at 8th level, once per week you can briefly shift time backwards. You can shift back no further than 4 combat rounds, or 1 minute outside of combat. Any actions that took place during the time you shift back before are considered to have not taken place, and all actions pick up from the point you shift back to.

Traits:

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back ground Traits x2
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1: Enemy of Slavers
If you follow this code, you are known to be single-minded with regard to slavery, and this fervent belief is easily perceived by others. Those who deal in flesh have a greater desire to appease you before matters escalate to confrontation, knowing that your wrath will be unwavering and swift.

Benefits: You gain a +2 trait bonus on Diplomacy and Intimidate checks made to sway the minds of slavers and anyone who otherwise keeps innocent people against their will.

2: Reactionary +2 Init. Bio Body

Race Mighty Human:

Contact enhanced (mighty) Human
Johnny had s/he race changed wa few years back, from Crystal Dragon to Mighty Godling Human. This means s/he has a Culture SC body layout with Bio Body Tech, with a number of interlinked Tech systems as that Johnny can be a Technomancer.

Mighty CULTURE Bio-Body
+10 bonus hit points per Hit Die (minimum +50),
+5 dodge bonus to AC,
+5 bonus to initiative, all saving throws, damage, ability checks, and skill checks.
+30-foot bonus to its speed (to a maximum of double),
+10 to all attack rolls and CMB,
+15 to CMD.
+7 to the saving throw DC for any ability or spell of a mighty creature.

Damage Reduction (Ex)

A mighty creature shrugs off a part of the mundane damage it takes. It gains DR 1/— for every three full Hit Dice it possesses. This overlaps (does not stack with) any other DR the base creature might have.

Immunities: A mighty creature is immune to mind-affecting abilities, sleep, and paralysis.

Spell Resistance: A mighty creature ignores a percentage of the spells that would affect a lesser creature. It might have a mystic ability to negate such magic, or the spell resistance might represent a “super saving throw”—the mighty creature’s ability to shrug off damage, focus past enchantments, and dodge spells with breathtaking speed. The mighty creature’s SR is equal to the base creature’s CR +12.

***Johnny's original race****

Crystal-dragon
Johnny knows that his true race is not Human, johnny dos not want to become s/he breath race from, as Johnny would lost a lot of s/is Godling skills and most of s/he Technomacer powers and tech if s/he become this form.

IMAGE HERE OF Johnnys Crystal [Ninite] Dragon Form.

Dragon Form -> INFO HERE Crystal Dragon

skills:

Skill Points (16 X 16) = 256points
< = Class Skill
Can take 10 on 7 Skills no even when not Allowed.*

+34 Acrobatics(+10dex, +16rank +5Race)<
+34 Appraise(+10int, 16rank +5Race)<
+19 Bluff(+10cha, 1rank +5Race)<*
+27 Climb(+4str, 16rank +5Race)
+34 Disable Device (+10Dex +16rank +5Race)<*
+42 Diplomacy(+10cha, 16rank +8power* +5Race)<
+27 Disguise(+10cha, 1rank +8class +5Race)<
+34 Escape Artist(+10dex, 16rank +5Race)<*
+34 Fly (+10Dex 16rank +5Race)<
+19 Handle Animal (+10Cha 1rank +5Race)<
+28 Heal (+4Wis +16rank +5Race)<*
+18 Intimidate (+10cha, 1rank +5Race)<
+34 Linguistics(+10int +16rank +5Race)<
+42 Perception(+4wis, 16rank +10Int +4lace +5Race)<*
+09 Profession(All)(+4wis, 0rank +5Race)<
+27 Perform (drums) (+10Cha 1Rank +8power* +5Race)<
+34 Ride (10Dex 16rank +5Race)<
+32 Sense Motive (+4wis, +16rank +4lace +5Race) <*
+19 Sleight of Hand(+10dex, 1rank +5Race)<
+34 Stealth (+10dex 16rank +5Race)<*
+09 Survivel (+4wis 0rank +5Race)
+17 Swim (+4Str 5rank +5Race)<

NOTE: Johnny can never put points in
+15 Spellcraft(+10int, 0rank +5Race)<
+15 Use Magic Device(+10cha, 0rank +5Race)<*

+34 Concentration (16CL+10Int+3PSIcyrtal +5Race)<*
+34 Autohypnosis (+10int 16rank +5Race)<*

Technomancer Knowledge / Craft Skills:

NOTE: Craft Skills, Johnny can not make Magic OR Psionic Items
Only Tech Items that dos the same thing

Johnny Uses his Technomancer Virtual skills for Craft Skills only.
Carft skills a construed dynamically from all the data that johnny has to hand. Each such skill lasts 10 days and the points to power them come from his Virtual Skill point bank.

Technomancer
Virtual skill point BANK 352VP
2 + Int + Wis Modifier 22x16=352 Virtual Skills

Knowledge Skills,
Johnny uses Godling Scholar III And See;er for Knowledge skills.
Johnny has a data bank in his head, V his Neural Lace, Any Knowledge skill known to Johnny gets
+34 Knowledge (+10Int +16rank +5Race)

Note: Some things Johnny just dos not know, so he can not have a Knowledge Skill unless he study's.

Skilled Knowledge List

Dungeoneering (Culture related only)
Geography (Culture related only)
History (Culture related only)
Local (Culture related only)
Local (Avalon)
Nature (Culture related only)
Nobility (Culture known only)
Planes (Hyper space only)
Religion (Culture known only)
Arcana (only what hes Studied at Avalon)
Pisonics (only what hes Studied at Avalon)
Nature (Culture known only)
Astrogation
Navigation
Piloting (space Carft)
Piloting (Air Carft)
Piloting (water Carft)
General science
Natural science (not Nature)
General Physical science
General Physics
General Chemistry
General Earth science
General Ecology
General Oceanography
General Geology
General Meteorology
General Life science
General Biology
General Zoology
General Human Biology
General Botany
General Social sciences
General Philosophy
General Politics
General psychology
General Sociology
General Formal sciences
General computer science
General Statistics
General Systems theory
Theoretical computer science
Theoretical Mathematics
Applied Mathematics
Decision theory
Logic

Johnny gets +29 and Can roll twice in one day.

About Culture Godlings:

Unlike normal Godlings Culture ones are made, The AI minds of the culture use Culture tech to uplift a Human Basic to a much higher level. Why, well you will have to ask them that but here is some back ground info on THE CULTURE

The Clever Godling - Culture Citizen:

Clever Godling

A clever godling’s role is dependent as he is on what skill, feat, trait, and talent choices he makes. Clever godlings can assist in combat in similar ways that rogues and bards can but, like those other classes, they also often excel at activities outside of battle.

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Scion talents x4
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Force of Intellect (Ex): Culture Human Enhanced. +10
Your deific heritage manifests in the form of an amazingly strong intellect, which allows you to accomplish things through sheer mental acumen rather than physical ability or natural talent. This intellect also powers a barrier of divine defense which helps protect you from harm. You may add your Int mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Int mod for Fort saves, your Dex mod with your Int mod for Ref saves, and your Wis mod with your Int mod for Will saves).

You may also use your Intelligence modifier rather than the normal ability modifier for three skills of your choice. Once these skills have been selected, the choice cannot be changed.

Changeling: Male to Female. (Ex) Bio Body
The godling can change minor features about their appearance. This is not an illusion, but and actual change to how the godling appears. The godling adds half her class level to all Disguise checks.

Scion of Logos* (Ex): Bio Body Tattoo Tech only
You are considered to have the Craft Wondrous Item feat when creating magic books, tomes, Librums and similar wondrous magic items. You can write spells into spellbooks, scribe magic scrolls, and create books (both mundane books and those created with Craft Wondrous Item) in half the normal time. If you beat the skill check DC to create the item by 10 or more, you can do it in 1/4 the normal time. A godling must have the Scribe Scroll feat to select this talent.
*For Johnny this dos not work like that, He can Make his Spells and Powers into TECH programs that then go into record data bank to into his Lace. All such Spells and powers are changed to tech.

Sigil-marked (Ex) Mecha Tatoo. Tech Only
The godling’s skin is covered in marks, which may be tattoos, brands, birthmarks, or ritual scars. Once per day, the godling may absorb a scroll or potion into her skin, creating a new mark. (If a scroll is absorbed, it may only have spells with a casting time of 1 standard action or less.) The godling may then use the scroll or potion as a standard action at any time in the future, causing the marks that represented them to be erased. Only the godling may be the target of a potion she has absorbed in this way. If the godling could not normally use the scroll, she makes a special Use Magic Device check (against the normal DC to use the scroll), with a bonus of 3 + her godling class level + her spellcasting attribute modifier.
Use Magic Device 10+3+16+10 = +39

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Greater scion talents x3
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Counter Power (Ex): DC37 v will - 8rounds 2/day. Bio Body
A godling with this talent can counter the powers of other powerful beings, for a time. The godling can target one extraordinary or supernatural ability of a target. The godling must either make a DC 20 Knowledge check (of a Knowledge skill appropriate to having detailed information about the creature involved) to be aware of the target’s abilities, or have seen the creature use the targeted ability. Only a single ability can be targeted with a use of this talent and spellcasting abilities cannot be affected. A godling may use this ability once per day at 11th–15th levels, and twice per day at 16th–20th levels. A clever godling using this power makes a ranged touch attack as a standard action. (This attack may be as simple as throwing a rock, but may also be ranged powers gained through lineage domains, ranged weapons, and spells with ranged attack rolls all qualify.) On a successful hit, the target must make a Will save (DC 10 + clever godling’s level + clever godling’s Wisdom modifier) or lose use of the selected ability for 1 round per 2 godling levels. If the attack misses, the godling still expends one of his daily uses of this talent.
[This is set to AUTO Defiance, ONLY USED in Defiance)

Divine Weapon (Ex): AKA Affecters weapon. 3D6
You have developed a supernatural weapon of pure immortal power. Summoning the weapon is a free action, and it is permanent until you dispel it (a swift action) or it leaves you hand (causing it to dissipate at the end of your turn). You may wield the weapon as any weapon with which you are proficient. It deals 4d6 base damage if used as a 2-handed weapon, 3d6 damage if used as a 1-handed, thrown, or ranged weapon, and 2d6 if used as a light weapon. The weapon deals energy damage of a type chosen when you select this talent (acid, cold, electricity, fire, or sonic). The appearance of the weapon reveals the energy type it does, This is linked to Johnny Affecters.

Skill Mastery (Ex): Neural lace 7/skills.
The godling becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Wisdom modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.

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Divine trait RANKs +8Race +4Level +3feats = 15ranks. Max rank 4
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Scholar III cost 6 Ranks
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Scholar I (Ex): Neural Lace
The godling gains Linguistics and all Knowledge skills as class skills. The godling learns three new languages, one of which must be Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Scholar II (Ex): reroll. Neural Lace
If the godling fails a Knowledge check, he may try again and make a new Knowledge check on the same subject after 24 hours. (Normally you cannot try again on Knowledge checks.)

Scholar III (Ex): 10+16 (+29) Neural Lace
Any time the godling makes any Knowledge check, he does so using a bonus equal to his highest total Knowledge skill bonus.

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Seer I cost 1 Rank
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Seer I: (Ex) Neural Lace 1d20 +34
As a standard action the godling can attempt to gain knowledge and learn rumors about a given topic. This functions as the gather information function of the Diplomacy skill (expect for the reduced time taken) and the godling gets a special check to determine success. The check is 1d20 + (godling level x 1.5) + the godling’s spellcasting attribute modifier. Can only do re-rolls as per Scholar II.

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Divine Portfolio I x 3 : Cost 6 Ranks
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The godling selects one oracle mystery...

Dark Tapestry -> Cloak of Darkness (Ex): +8 AC 16/hours day [Affecter fields]
You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Air -> Air Barrier (Ex): +8 AC 16/hours day [Affecter fields]
You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Spellscar -> Magic Penetration (Ex): [Affecter fields]
You gain a +2 bonus on any caster level check made to dispel or remove a magic effect (such as when using the dispel magic or remove curse spell). If you are 9th level or higher, the bonus increases to +4.
*Counter power +4
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Legendary Beauty I (Ex): Cost 1 Rank
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Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).

Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level. Source: Genius Guide to the Godling Ascendant

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Ranks left 1

Technomancy Class:

Technomancy

Special
Bonus feat x5
Virtual feat x3 *Craft Tech ONLY
Summon familiar -> Johnnys Tattoo See below

TABLE 2: Technomancer Slots Per Day
Level 16

1/9 2/9 3/8 4/8 5/8 6/8 7/7 8/3

Note Johnny only knows his DOMAIN Spell as Tech
He mimics spells and powers (that act just like them) v Tech DAILY PROGRAMS in his tattoo = Neural lace.
He casts Ex but that is all, other than that they act just as the power and spells, even casting (activation) time is the same.
*they can be blocked and stopped just as the power or spell can.

A Technomancy Is the blending of Magic, Psionics and Technology. It is the redefining of objective reality, as a pattern of computer code that can be manipulated by the trained will. Technomancers blur the line between objective and virtual reality. They see the world as a consensus reality, defined by the beliefs and expectations of the inhabitants. They seek to expand their own ability to alter the world around them as well as to encourage others to "open their eyes" to the possibilities around them. Technomancers have access to arcane spells, psionic powers, force skills and technological abilities, yet they are masters of none of them. A technomancer's greatest strengths are their flexibility and ability to meld all these different aspects (especially when it comes to making technological devices that feature magical and/or psionic properties).

Alignment: Any.
Base Hit Die*: d4.

Class Skills: The technomancer's class skills (and the key ability for each skill) are Chemistry (Int), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Computers (Int, exclusive skill), and Arcarna (Int), and any of the Psionic, Force, Technological skill groups.

Weapon and Armor Proficiency:
No Weapon Proficiency
Armor Light only not * they are unable to wear any form of period armor, Only lightweight modern armor may be worn.

Skill Points: Technomancers have two pools of skill points, one is for their real skills and the other is for their virtual skills. Once a technomancer has chosen which of the following to use for a certain pool, they may not change that choice.

Technomancers do not have a separate table for spells and psionic powers; they use one table to cover both. The technomancer may use either an arcane spell or a psionic power with the expenditure of a slot of the appropriate level. The combined number of arcane spells and psionic powers my not exceed the number of slots listed above.

Spells: A technomancer casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. To Down load, prepare, or cast a spell, a technomancer must have an Intelligence score of at least 10 + the spell's level. The Difficulty Class for saving throws against technomancer spells is 8 + the spell's level + the technomancer's Intelligence modifier.

As with sorcerers, Technomancers may cast any arcane spell they choose without memorizing or declaring their spell selection first. They must be of sufficient level to cast the desired spell, and must have sufficient spell levels available. They must make a normal casting roll to successfully cast the desired spell just as other mages. The only difference in this case is primarily special effects. A mage may stop bullets by forming a sphere of silver fire around her while a Technomancer may simply hold out his hand and halt the bullets in their flight, but both are using the same protection from arrows spell.

Bonus Slots: Technomancers gain bonus slots based upon their Wisdom scores.

Familiar: Johnnys Tattoo, construct.
At third level a technomancer can summon a familiar in exactly the same manner as a sorcerer.

Bonus Feats:
Every three levels, a technomancer gains a bonus feat. This feat must be a metamagic feat, an item creation feat, a psionic feat, a metapsionic feat, or a technological craft feat.

Bonus Power Points:
Technomancers do not use power points as a psion does and therefore does not gain bonus power points due to high attributes.

Power Selection:
Technomancers can choose their powers from either the Psion or Psionic Warrior list. To learn, prepare, or use a power, a technomancer must have Intelligence and Wisdom scores of at least 10 + the power's level. The Difficulty Class for saving throws against technomancer powers is the same as the Psion level of power.

Virtual Skills and Feats: **Crafting Tech ONLY**
Technomancers gain Virtual Skill points each level; they also gain virtual feats at 2nd, 8th, 14th and 20th levels. A technomancer's virtual skills and feats are 'hot-swappable'. That is, the character may 'download' them from a source that knows the skill already and may then use it normally as long as it remains in memory. These virtual skills last one day for every three points of Intelligence the character has, rounded down. 10 days for Johnny. They may only be copied from a living source, and may not (at present since the technology required does not exist) be recorded. The source does not forget the copied ability, and the Technomancer's skill with the ability is equal to the source's skill. The level of the technomancer does not limit virtual skills ranks the the source's skill rack and the available number of virtual skill points only limits them. When "hot-swapping" only abilities definable as skills or feats may be copied, not memories, passwords, or thoughts. A technomancer who wants to learn a skill permanently must actually spend the time and effort learning it for it to be gained permanently. A technomancer may choose to not expend real skill points or real feats and hold them in reserve for use to supplement his virtual skills and feats. Any real skill points or feats used in this way do not allow the technomancer to permanently learn a skill or feat via hot swapping, they are considered virtual until such time as they are spent in a normal manner to gain real skills or feats. If a technomancer has insufficient skill points to "copy" the skill from his target, he cannot copy part of the skill. In order to make virtual skill points available, the technomancer must "de-allocate" another skill in its entirety.

*Johnny will not read minds so the skills and feats have to be offered*.

FEATS *technomancer*

These are feats available to technomancers. They are not automatically gained. They must be purchased with real, not virtual, feats.

Bioenergetics Interface:
Always on with Johnnys Neural-lace
With this feat a technomancer may mentally interface directly with any operating computer, data storage system or electronic device. Any actions taken that utilize the device when an interface is established gains a +4 competence bonus. Attempts to gather information or break into a secure system receive a bonus. This is a two way interface so the computer system can gain access to the technomancer's mind should he not have a sufficient mental firewall in place. The main drawback of this ability is that if an interface is established, then any damage done to the device during it's operation (electrical power surge, short circuit, or even loss of power) requires the technomancer to make a Will save at a DC of 10+damage or take damage as well.

The mind must be stronger: Neural Lace
The technomancer may use his Int or Wis bonus (whichever is higher) instead of his Str and Dex bonus when determining melee and ranged "to hit" bonuses, damages bonuses and AC bonuses.

Power Conversion Neural Lace
A technomancer with the Power Conversion Feat can convert spell slots into Power points. To convert to power points you convert a spell slot into a number of power points equal to the spell's level. power points can be spent to provide emergency spell slots as well. Spell slots are gained by spending the spell slot level desired in power points, as the same as power point / level raiser.

Spell slot Level
1/2/3/4/5/6/7/8/9
Power Point Cost
1/3/5/7/9/11/13/15/17

Manifesting tech Slots:

NOTE: Johnny has very few Manifesting tech Slots working, aa ^ means
s/he has leaned it in game.

Johnny's Technomancer Tattoo (Familer) and Neural lace (PSIcystal)

Johnny places with in his lace and Tattoo his Technomancer spell and Power like Tech slots, he gets only fixed number Per-day, the only ones he knows now are his Domain one, he has yet to learn others.

Johnnys Implats lace and Tattoo have a fixed amount of power perday
it can power, to get used slots back Johnny must rest for 8 hours.

Technomancer Slots Per Day at Level 16 with Wis 30
Psion 221-PP per day Power max 8

Level 0 - 4 Slots/day {unlimited use)
1: Far Hand (affecters)
2: repair (Self only)^
3: Detect Magic/psionics (Neural Lace)^
4: blinding-flash

Level 1 - 9 Slots/day
1: Shield (affecters) 16Mins +4Ac^ 1/day
2: Shield (affecters) 16Mins +4Ac^ 1/day
3: Longstrider (speed Bust)+10' 16 hours (body)^ ON* 1/day
4: Comprehend languages (Lace)^ 160mins 1/day

5: Inertial Armor 16 hours +4ac, (max 15pp +11AC (affecters)^
6: force-screen(affecters) 16mins +4ac(max 13pp +7ac)^
7: Cat Fall^ 1pp Power (affecters)
8: fortify
9: energy-ray

Level 2 - 9 Slots/day
1: Barkskin (Bio body) 1/day
2: locate object (scanners)^ 1/day

3: metamorphosis Miner
4: body-equilibrium 3pp
5: defy-gravity3pp
6: sustenance^
7: breach
8: cleanse-body

Level 3 - 8 Slots/day
1: Fly (Effecters) 1/day
2: Fly (Effecters) 1/day

3: protection from energy (affecters energy) 1/day
4: body-purification
5: telekinetic-force
6: body-adjustment3pp 1d12 hp(15pp 7d12 HP)^
7: Time Hop 16r
8: energy-wall

Level 4 - 8 Slots/day
1: freedom of movement (affecters ) 1/day
2: freedom of movement (affecters ) 1/day
3: dimension door (short range Displacement) 1/day

4: slip-the-bonds
5: Anergy Adaptation 160 mins 30 Points^
6: Psychic Reformation
7: Trace Psychoport
8: Intellect Fortress

Level 5 - 8 Slots/day
1: True seeing (scanning)^ 1/day
2: True seeing (scanning)^ 1/day
3: Teleport (Mid range Displacement) 1/day
4: Teleport (Mid range Displacement) 1/day
5: break enchantment (affecters ) 1/day

6: Adapt Body
7: Incarnate^
8: planar-travel

Level 6 - 8 Slots/day
1: Find the path (Scanners) 1/day
2: Antimagic field (affecters) 1/day

3: Trigger Power
4: defer-fatality On death.
5: sustained-flight
6: retrieve
7: suspend-life T* On death
8: temporal-acceleration Bio body Bust

Level 7 - 7 Slots/day
1: Greater Teleport (Ex)(long range Displacement) 1/day
2: Greater Teleport (Ex)(long range Displacement) 1/day
3: Refuge Lace-> Sends Johnnys mind state to Culture on death. 1/use.T*

4: cosmic-awareness
5: Barred Mind Personnel *used every day*^
6: bend-reality Affecters lace
7: Divert Teleport^

Level 8 - 3 Slots/day
1: true-metabolism16mins 10hp/r
2: body-of-iron
3: Psychoport, Greater^.

------------------------------------------------
Sigil-marked: Johnny's Tattoo
-----------------------------------------------
All (Ex) v Sigil-marked and can not be spells but Technomancer tech.

All Johnny's Sigil work on activation condition's
Johnny adds spells from his Domain's he has effects that come into being by means of Tech/powers.

Psion list of Power

psychic-warrior list of power

Weaknesses:

Imprisonment
Johnny hates to be confined and if s/he spends any great length any time in confident, johnny surfers a cumulative penalty of -1 on all rolls per day.

Code of Conduct
Johnny has a very high set of ethical, the same as the CULTURE, a hard relativistic idealize personal freedom. The idea of Binding, controlling, Enslaving others by ANY means will course Johnny to intervene, mostly in a non violence cunning and highly sneaky way...

"Can not use Magic Scrolls an Potions unless made into Tech
Johnny must convert all magic Scrolls and Potions into tech before use.
This means crafting a one use crafted Tech item, each and every time.

"God Hater"
Johnny if any thing is an anti-god, seeking to end the very idea of godhood, and free what Johnny see's a Soul slaves from the Soul Vampires known as gods.

Divine Magic healing
Divine Magic Healing will not work on Johnny in any form or by any means

Mind Reading or Mind affecting powers/spells
Johnny will not read minds or use ANY mind affecting spells/powers/tech.
He also dos not like it done s/he and will fight if he knows.

No fixed Sex
Johnny flicks from male to female, So any Items/spells/powers that have a set gender acquirement will not work for s/he.

Losts Dragon form
Johnny chose to be work of art and in doing so lost s/he original form
of Crystal Dragon, Johnny could take this form again BUT would no longer be a Godling.

Item 1 Johnnys SC Bio-Mechanical Body:

See Item Bionically body, Neural lace (Ex):
Most culture citizens have a Neural lace, most culture tech need the use of one to make it work. The lace dos a number of things, most impotent is mind state back up. The lace also dos a number of other things.
1: Bioenergetics Interface [Technomancer]
2: Perfect recall and data storage [Technomancer Virtual skills]
3: Senses See below
4: Language adaption [Technomancer Virtual skills]
5: Pain cut off, Can stop pain giving immunity to pain.
6: Enhanced reflexes and body functions as [Mighty template]
7: Other listed below.

Mind state back up (Ex):
The Neural lace lets the mind be backed up or death transmitted.

Enhanced immunity system (Ex):
Culture body's are Bio-eng'ed to deal with poisons, diseases, ability damages, ability drains, they get better saves V the Mighty Template.

Johnny has From Technomancer

A Bio-Mechanical Construct Tech-Tattoo familiar

Then From Class Technomancer Feats

A PSICrystal Neural lace
That Links into his Culture Bio Body.

"A Culture Bio-Mechanical AKA [Human + Godling + mighty Template]"

Johnny is a MADE Bio-Mechanical Human godling.

So what dos this all mean, well an integrated Bio-Mechanical system, thats what, ALL tech based, NO MAGIC or Powers only tech,
Johnny has Spell LIKE tech but its only from his Domain spell list and Techmage class.

NOTE: Bio-Mechanical Body-Neural lace-Bio-Mechanical Tattoo has
*NO COMBAT WEAPONRY OTHER THAN AFFECTERS FIELDS.

This combo, powers most of Johnnys CULTURE Godling tech stuff
[ALL (Ex) same as power (Su) etc same effect, saves and times.]

The Bio-Mechanical Tattoo is animated and can change color in the most complicated and interact ways. It was made by the GSV "All in the Wrist" as was Johnny's bio body from Amazing looks.

Bio-Mechanical Tattoo
1: Construct Tech-Tattoo familiar
Johnny is integrated full with the familiar so its mind is his, it has no mind of its own.
Has no Skills,
Has no Attacks
HP 1/2 Johnny's
Saves as Johnny.
No feats
Can deliver touch Powers and tech effects.
SR as Johnny
Senses as Johnny

Johnnys
Psicrystal Nurla lace Gives him
*note it is in his head so some powers and ability are off*

Alertness,
Improved Evasion, (as Johnny)
personality, (Single Minded)
self-propulsion, (internal)
share powers,
sighted, (V Johnny)
Telepathic Link (johnny)
Deliver touch powers (no use)
Telepathic speech
Flight (Disabled)
Power resistance (As Johnny)
Sight link (V johnny)
Channel power (V Johnny)
Natural Armor Adj +7. (lace only)
Int Adj. +7

*if Johnny gets magic healing and it nocks his lace out, he louses this until he techno heals.*

Systems - In Tattoo Neural Lace

incarnate Power used +

Scion of Logos* (Ex): Tech only

Sigil-marked:* (Ex) Tech Only

danger-sense +4AC +4 Saves v traps [Tattoo][tech Scanners] (Always on)

Detect Teleportation [Tattoo][Tech Scanners] (Always on)

Heightened Vision [Tattoo][tech Scanners] (Always on)

Ubiquitous Vision [Tattoo][tech Scanners] (Always on)

Know Direction & Location [Tattoo][tech Scanners] (in scan mode with scan mode)

Conceal Thoughts [NeuralLace]

Detect Psionics/Magic (in scan mode with scan mode)

Aura Sight (in scan mode with scan mode)

Read Magic (Neural Lace)^ (Item eyes)

ElfSight (in scan mode with scan mode)

My Light (in scan mode with scan mode)

Item 2 Johnnys Bio-Mechanical spaceCraft:

Johnnys Bio-Mechanical space Craft

Culture level Bio-Craft, used by Johnny to fly, its can only work with a Neural lace, and acts like As a Bio-Mechanical Tech verstion of a Psychoactive skins

As a standard action, Johnny can enter the Bio-Mechanical Tech skin Craft,

When Johnny projects the proper command thoughts it has basic commands like "come here" etc.

The ship has an array of powers/other that constantly affect the wearer.

The Craft completely covers the wearer and all his equipment like a second skin, allowing the wearer to see, hear, and breathe with the aid of the craft.

Bio-Mechanical craft gives
Flight [fast around Mk5
Space flight [FTL - Hyper Space]
Stealthed
DR/--
HP 500
Regeneration 10 [Craft]
Affecter Shields
Environment adaptation.
Linked senses
communication
No Weapons [Civilian craft]
Shape Change to flight forms.
Powered by - ZPE Back up Antimatter
Very powerful PA system

Speed shape

Shape Configurations

Basic Idea of how it works, but with out the slave bit, the flyer has all the free will the ship is Dumb


CH-Freedom:

CHAMPION OUTLINE

There are a couple of abilities that all Champions have in common. One is the ability to travel to anywhere regardless of wards or anything. So anywhere within Agartha or outside of Agartha or on another plane (though prime material planes are the easiest). Basically they can go anywhere that their concept exists, but they can't take passengers.

:Displacement Self only [All ready in PC]

The second is that the special powers of other Champions can only effect them if they choose to allow it. So they aren't affected by Madness's insanity attacks unless they want to be. Another example would be Ephebe's ability to turn back one minute of time. The other champions could choose whether to allow this to effect them or not and if not much like Ephebe would remember what happened during that minute and any conditions, spell effects, injuries gained during that minute would still be in effect. This only applies to the one or two special concept related abilities, not class features. In other words it does apply to turning back time but not to a cure spell because the latter is a class feature not a Champion's special ability.

:Counter power self only [All ready in PC]

Each Champion has one or two special powers that are specific to their concept. This is often (but not always) related to the special object that is the symbol of their station. (Examples include Ephebe's holy symbol, Krays's scythe, Asch's coat, Amada's amulet...each Champion should have something like that).

Symbol - [An ever changing Key] location Animated Tattoo
:Enable Freedom
:Find imprisoned

Each Champion should have the following powers that are unique to their patron's concept:

One ability that's stronger than you could normally achieve (equivalent to a 9th lvl spell - excluding wish) usable once a day;

:Reality Revision (limited) - [USED only to make free/Remove Mind affect/Gese/curse/Compulsion/help someone/thing gain Freedom etc]

One or two medium abilities usable a few times a day;
:Detect imprisoned [mental/physical]
:Dispel imprisoning Power/magic/Su/Ex

A couple of minor abilities usable at will.
:Freedom of movement (Self & Other)

but if you're with in 200' of Johnny your feel freer more at ease about to let go of constraints.

Game notes:

All his powers and Su are Ex, But this dos not mean they pay-pass SR or other things that stop the same powers, As the game uses, Power/Spell/tech Transparency RULE. SR stops power/spells and TECH like Johnnys.

{*Johnny is a Technomancer and uses tech to mimic power and spells.}

Storm has gone he will be back at the end of the school year.

Lineage domains:

+3 levels +3 from Feats +3 Virtual Feats = 6/9

Lineage domains
[/i]As a result of their divine bloodline, the Godlings gain access to the powers and spells of a cleric domain. The godling uses her class level for her effective cleric level. A godling uses her spellcasting attribute modifier (rather than her Wisdom modifier) to determine save DCs and uses/day of all her lineage domain powers.[/i]

Note for Johnny its tech based that dos the same thing in most but not all cases.

-Travel Domain-
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Bust v Bio Tech body.

Agile Feet (Ex): 7/day Bust v Bio Tech body.
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Ex): 160'/day Displacement Tech.
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

-Strength Domain-

Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.

Strength Surge (Sp):
As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Might of the Gods (Su):
At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

-Liberation Domain-

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Ex): 16r/day
You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Ex): 16/r day
At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

-Knowledge-

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Ex): Tactile Scanners. 35
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Ex): 5D Vistion with N-Lace 16/day
Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

-Time Domain-
Granted Powers: You can seem to stop your personal time momentarily.

Do-Over (Ex): 7/day
You may immediately reroll a failed skill check, saving throw or attack roll. You must accept the second roll regardless of its value. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Insight (Ex): 7/day Replaced 'Time Shift'
As free action, you can immediately gain a bonus to your initiative count equal to your cleric level (minimum 1). You can use this ability can be used a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st-deathwatch, 2nd-one track mind, 3rd-delayed reaction, 4th-haste, 5th-hold monster, 6th-contingency, 7th-lesser time stop, 8th-temporal stasis, 9th-time stop

-Nobility Domain-

Inspiring Word (Ex):
As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Leadership (Ex):
At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

-Artifice/Construct. Domain-

Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer's Touch (Sp):
You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animate Servant (Su):
At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

[b]Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—limited wish, 8th—polymorph any object, 9th—prismatic sphere.

Virtual Domains [10-days]

-Ice Domain-

The ice domain is often associated with gods of the giant and dwarf pantheons, those who have a northern creature as a holy symbol, and any that include mountains in their concerns. Most communities in frozen terrains have at least one god with the ice domain.

Granted Powers: You can manipulate cold and ice, and are resistant to cold damage.

Ice Bolt (Sp): 7/day
As a standard action, you can unleash a razor-sharp bolt of ice, targeting any foe within 30 feet as a Ranged attack. This bolt of ice deals 1d4 piercing damage and 1d4 cold damage + 1 point of cold damage for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex):
At 6th level, you gain cold resistance 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells: 1st-biting wind, 2nd-frostfield, 3rd-serac, 4th-ice mirror, 5th-algid aura, 6th-cone of cold, 7th-avalanche, 8th-greater ice mirror, 9th-glacier.

-Trickery Domain-

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): 7/day
You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp):
At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

-Good - Agathion+Azata

Domain: Good - Agathion+Azata

Elysium’s Call (Su):
With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Protective Aura (Su): At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.

Domain Spells: 1st—expeditious retreat, 2nd—align weapon (good only), 3rd—tongues, 4th—holy smite, 5th—Dispel Evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (Construct only).