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Locksmith

Khun-duhn's page

26 posts. Alias of Max Hellspont.


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Full Name

Khun-duhn

Race

Duergar

Classes/Levels

Psychic Warrior 1

Gender

Male

Size

M

Age

60

Special Abilities

Darkvision 60 ft., Light Sensitivity, Psi-like Abilities

Alignment

Lawful Neutral

Location

Riddleport

Languages

Dwarven, Common, Undercommon

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 15
Charisma 8

About Khun-duhn

APPEARANCE:
Age: 60
Height: 4'-3"
Weight: 150 lbs
Like most duergar, Khun-duhn possesses dull gray skin, a bald head, white beard, low arching brows, and eyes that seem to absorb rather than reflect the light. However, unlike the majority of his gray dwarf kin whose eyes shine with the madness that has touched their entire bloodline, Khun-duhn's gaze possesses a cool clarity indicative of focused determination. Only in moments of extreme duress may his focus slip; at these times a glimpse of the racial madness that he struggles to hold at bay may be observed as he unconsciously begins to hum a twisted discordant lullaby. Still possessing the light sensitivity of his subterranean heritage despite decades of living in the surface world, Khun-duhn typically hides his features within the shadows of a hooded cloak, with only his gray chin and white beard visible.

BACKGROUND:
There are stories of those who dug too deep into the bowels of the earth, spelunkers who opened ancient cities and awakened things from beyond the worst nightmares. There these miners discovered creatures more akin to gods sleeping beneath the earth, beings neither demonic nor angelic in their forms and minds. Once such group was a clan of dwarves who cast all caution aside, tunneling deep, following richer and richer mineral veins until they found something that shattered their minds, broke their bodies, and remade them in a new image. What returned from that unknown place where logic no longer made sense, where the laws of physics did not always hold sway, and the weak minds of the current races couldn’t fathom were the duergar, who warned of a slumbering deity who would rule over all other deities if awakened. Duergar are reminiscent of the dwarves they once were, in that they are short and broad, of powerful stature, but that is where any likeness is lost. Their ways can seem to be callous and cruel, but it is from their experience deep in the earth that they are motivated. Even actions such as slavery are not only acceptable, but encouraged if it helps to continue the projects that keep That Which Sleeps Beneath from arising. {from Psionics Unleashed by Dreamscarred Press}

The dream is always the same…

A shadow in the sky. A falling star. Barely-seen lithe shapes running swiftly through shadowy woods. A beautiful, primeval forest hiding a darkness at its core. A subterranean city of almost alien design and beauty, exuding a terrifying sense of malevolence. And throughout it all, an incessant discordant lullaby playing over and over and over...

Khun-duhn awoke with a start, the music from his dreams as always everpresent in his head. As he did every morning, the duergar sat down on the floor of his quarters, crossing his legs beneath him as he began the ritual meditation taught to him during his time among the monks of the Kusari-Gama cell in the Kodar Mountains. After several moments his breathing slowed, the swaying of the vardo in which he rode helping to calm his heart rate and focus his thoughts. By the time he finished his meditation, the discordant tune had retreated to the depths of his mind where it was barely noticeable.

[still a work in progress - basically after leaving the monastery Khun-duhn was taken in by a Varisian caravan at the insistence of their Wise Woman and has been working as a blacksmith for them for the past few months. Khun-duhn discusses his dreams with the Wise Woman (Madame Eva) and she tells him that he has a touch of the Sight and that his dreams are portents of the future. She performs a Harrow reading and tells him that he will meet four companions with whom he will stand together against a darkness that threatens the world. Her reading will provide uncanny descriptions of these companions, one of which is an old friend (this revelation will cause him to flashback to the many years he spent with the circus with Dzae's family before departing to study at the monastery). The Varisians deliver Khun-duhn to Riddleport, and he realizes the most likely place to find Dzae will be at the Gold Goblin.]

GAME STATISTICS:
(Note: Ability Scores generated using 20-point buy)
XP: 0
Initiative: +2 [+2 Dex]
Senses: Perception +8; Darkvision 60 ft.
Speed: 20 ft.

AC: 18, touch 12, flat-footed 16 [+6 armor (scale mail + kilt), +2 Dex]
Hit Points: 16 ([1d8+Con] + 6 [psionic body])
Current hp = 16
Fort: +4 Ref: +3 Will: +4
+2 racial bonus to saves vs. poison, spells, and spell-like abilities
+1 trait bonus to Reflex saves (included in total bonus above)
+2 bonus to Will saves from psicrystal (included in total bonus above)

COMBAT:
Base Atk: +0; CMB: +3; CMD: 15
Melee
Bill: +3 to Hit; Dmg 1d8+4 (S); crit 20/x3; brace, disarm, reach, special
or
Cestus: +3 to Hit; Dmg 1d4+3 (B or P); crit 19-20/x2
or
Kukri: +3 to Hit; Dmg 1d4+3 (S); crit 18-20/x2

Combat Modifiers:
Bill: The blade of this polearm is a curved or hooked chopping blade with a spiked projection on the back of the blade. The spike is commonly used to block or parry. When fighting defensively or with full defense, this weapon gives you a +1 shield bonus to AC. A mounted opponent hit by a bill takes a -1 penalty on Ride checks to stay mounted.
Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
Light Sensitivity (Ex): Dazzled (-1 to attack rolls and Perception) in sunlight or within the radius of a daylight spell.

SKILLS:
Skill Ranks per Psychic Warrior Level: 4 + 0 (Int)
• Acrobatics +2 (1 rank + 3 class + 2 Dex - 4 ACP)
• Autohypnosis +6 (1 rank + 3 class + 2 Wis)
• Bluff -1 (0 ranks - 1 Cha)
• Climb -1 (0 ranks + 3 Str - 4 ACP)
• Craft (weaponsmith) +4 (1 rank + 3 class + 0 Int)
• Diplomacy -1 (0 ranks - 1 Cha)
• Disguise -1 (0 ranks - 1 Cha)
• Escape Artist -2 (0 ranks + 2 Dex - 4 ACP)
• Heal +2 (0 ranks + 2 Wis)
• Intimidate -1 (0 ranks - 1 Cha)
• Perception +8 (1 rank + 3 class + 2 Wis + 2 Alertness)
• Sense Motive +4 (0 ranks + 2 Wis + 2 Alertness)
• Stealth -2 (0 ranks + 2 Dex - 4 ACP)
• Survival +2 (0 ranks + 2 Wis)
• Swim -1 (0 ranks + 3 Str - 4 ACP)
Languages: Dwarven, Common, Undercommon

FEATS:
Psionic Talent [psionic]: When you take this feat for the first time, you gain 2 power points. (duergar racial bonus feat)
Psionic Body [psionic]: 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 (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 psychic warrior bonus feat).

TRAITS:
Into Enemy Territory: The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and all the signs point the same way—something or someone in Riddleport is connected to the Blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship. Pick Fortitude, Reflex, or Will (Khun-duhn has picked Reflex). You gain a +1 trait bonus on all saving throws of that type. [Campaign Trait]
Focused Mind: Your past was dominated by lessons that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.[Basic (Magic) Trait]

DUERGAR RACIAL ABILITIES:
(Note: Duergar Racial Abilities from Dreamscarred Press Psionics Unleashed)
+2 Constitution, +2 Wisdom, -2 Charisma
Medium: Duergar are Medium creatures, and have no bonuses or penalties due to their size.
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Duergar can see in the dark up to 60 feet.
Hardy: Duergar receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Duergar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Dwarf Blood: Duergar count as dwarves for any effect related to race.
Light Sensitivity (Ex): Duergar are dazzled (-1 to attack rolls and Perception) in an area of bright light (sunlight or within the radius of a daylight spell).
Duergar Psionics: Duergar gain the following psi-like abilities: 1/day – Expansion and Cloud Mind. These abilities affect only the duergar and his gear. The manifester level for these effects is equal to the duergar’s level (minimum 3rd). The DC for Cloud Mind is equal to 10 + the power’s level + the duergar’s Charisma modifier.
Naturally Psionic: Duergar gain the Wild Talent feat as a bonus feat at 1st level. If a duergar takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude: When a duergar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran.

PSYCHIC WARRIOR CLASS FEATURES:
Weapon and Armor Proficiency: Psychic Warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Bonus Feats: At 1st level, a Psychic Warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The Psychic Warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, etc.). These bonus feats must be drawn from the feats noted as combat feats or psionic feats. The Psychic Warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements (like levels in another specific class). These bonus feats are in addition to the feats that a character of any class gains every two levels. A Psychic Warrior is not limited to combat feats and psionic feats when choosing these other feats.

Psionic Proficiency: A Psychic Warrior treats his base attack bonus as equal to his Psychic Warrior level for the purposes of requirements for psionic feats. Base attack bonuses granted from other classes are unaffected and are added normally.

Warrior’s Path: At 1st level, a Psychic Warrior chooses a path to adhere to (listed below). When first taking a path, the Psychic Warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the Psychic Warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 3rd level, the Psychic Warrior gains the second power from his path. All of the above benefits apply to this additional path power.
In addition, the Psychic Warrior gains one additional class skill, as noted in the path description.
Ascetic Path: You have studied with the mystics of the ancient temples, sat silent embracing the solitude and isolation, so as to become more in tune with your body and mind, merging them into a single, dangerous warrior.
Bonus class skill: Knowledge (religion)
Powers: Defensive Precognition, Offensive Precognition
Skills: Acrobatics, Autohypnosis, Knowledge (religion)
Trance: Beginning at 3rd level, while maintaining psionic focus and wearing no or light armor, you gain gain a +1 competence bonus to your AC or saves, chosen at the time you gain psionic focus. This bonus increases by 1 every four Psychic Warrior levels thereafter.
Maneuver: Beginning at 3rd level, as an immediate action, you can expend your psionic focus to gain a +2 dodge bonus to your AC until the beginning of your next turn. This bonus increases by +1 for every five Psychic warrior levels you have. In addition, if you did this in response to an attack and that attack misses you, you may take a 5-foot step as part of this action.

Expanded Path: At 3rd level, the Psychic Warrior expands his understanding of his chosen path. From this point on, he can use the Trance and Maneuver associated with his chosen path.

Path Skill: At 4th level, the Psychic Warrior gains a +2 bonus to one skill associated with a path he is on. Every three levels thereafter, he can choose to increase the bonus to one of his path skills by +2 (to a maximum of +6 for any one path skill). This may be a skill he has already chosen or a new skill associated with a path he is on.

Martial Power: At 6th level, if the Psychic Warrior makes a melee attack, he can manifest one of his path powers as part of that attack action. The power takes effect immediately after the attack has been finished. Touch range powers are transmitted through the melee attack to the attacked target.

PSICRYSTAL - Corundus:
Diminutive Construct (Deep Purple Star Sapphire)
Initiative: +2
Senses: Sighted; Perception +6
Defense
AC: 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 8
Current hp = 8
Fort +4, Ref +2, Will +2; Hardness 8
Special Qualities: construct traits
Offense
Speed: 30 ft.; climb 20 ft.
Melee: -
Statistics
Str 1*, Dex 15*, Con 0, Int 6, Wis 10, Cha 10
Base Atk +0; CMB -9; CMD +3
Feats -
Skills Climb +10*, Perception +6, Stealth +6; Racial Modifiers
+8 Climb, +4 Perception, +4 Stealth
*with self-propulsion ability activated.
Languages: Undercommon

Psicrystal Abilities:
Psicrystal Personality (Ex): Resolved - Corundus grants Khun-duhn a +2 bonus on Will saves. This special ability applies only when Khun-duhn and Corundus are within 1 mile of each other.
Alertness (Ex): While Corundus is within arm’s reach, Khun-duhn gains the Alertness feat.
Sighted (Ex): Although it has no physical sensory organs, Corundus 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 Corundus still can’t discern invisible or ethereal beings. Corundus’ sighted range is 40 feet.
Telepathic Link (Su): Khun-duhn has a telepathic link with Corundus to a distance of 1 mile. Khun-duhn cannot see through Corundus’ senses, but the two of them can communicate telepathically as if Corundus were the target of a mindlink power manifested by Khun-duhn. Khun-duhn has the same connection to an item or place that Corundus does.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Corundus takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Powers (Su): At Khun-duhn’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect Corundus. Corundus 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 Corundus if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to Khun-duhn before the duration expires.
Additionally, Khun-duhn can manifest a power with a target of “You” on Corundus (as a touch range power) instead of on himself. Khun-duhn and Corundus cannot share powers if the powers normally do not affect creatures of the construct type.
Self-Propulsion (Su): As a standard action, Khun-duhn can will Corundus 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 Khun-duhn desires).

PSIONIC POWERS:

Power Points/Day: 5 (1 + 1 bonus + 2 psionic talent + 1 favored class)
Power Points Used Today: 0

Concentration Check Modifier: +5 (+1 psy warrior manifester level + 2 Wis + 2 trait)

Powers Known:
1st Level: 1
Vigor: Gain 5 temporary hit points.

Warrior Path Powers:
Offensive Precognition: Gain +1 insight bonus on attack rolls.

Psi-Like Abilities:
Each of these abilities is useable 1/day. These abilities affect only Khun-duhn and whatever he carries. Manifester level equal to character level (minimum 3rd).
Expansion: Become one size category larger.
Cloud Mind: You erase knowledge of your presence from target’s mind. [Will DC 11]

Psi-like Ability: A psionic effect which can be manifested without paying a power point cost. When manifesting a psi-like ability, the creature's effective manifester level is equal to its hit dice unless specified otherwise. Some psi-like abilities duplicate existing psionic powers; unless specified otherwise, such psi-like abilities are manifested as if the psionic power were augmented to the limit of the creature's effective manifester level. Psi-like abilities are subject to power resistance and dispel psionics. They do not function in areas where psionics are suppressed or negated (such as a null psionics field). Psi-like abilities can be dispelled as normal. A creature with psi-like abilities gains the psionic subtype.

EQUIPMENT:
Starting Wealth = 125 gp equivalent (Psychic Warrior average)
•Explorer's Outfit (free) [8 lb]
- sturdy leather boots, leather breeches, belt, linen shirt, gloves, ample cloak with hood
• Scale Mail (50 gp) [30 lb]
• Armored Kilt [Adventurer’s Armory 18] (20 gp) [10 lb]
• Bill (11 gp) [11 lb]
• Cestus (5 gp) [1 lb]
• Kukri (8 gp) [2 lb]
• Backpack (2 gp) [2 lb]
-- Artisan’s Tools (5 gp) [5 lb]
-- Silk Rope, 50 ft. (10 gp) [5 lb]
-- Grappling Hook (1 gp) [4 lb]
-- Oil, 2 flasks (2 sp) [2 lb] [] []
-- Bedroll (1 sp) [5 lb]
-- Blanket (2 sp) [1 lb]
-- Trail Rations, 4 days (2 gp) [4 lb] [][][][]
-- Waterskin, full (1 gp) [4 lb]
• Belt Pouch (1 gp) [0.5 lb]
-- 10 gp, 5 sp

Coin spent at Golden Goblin: 1 gp (entry fee), 4 sp (ghoulette)

Total Weight carried: 94.5 lb (Medium)
Carrying Capacities: 76 lb / 77-153 lb / 154-230 lb

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.

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.

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



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