Witchwyrd

Mineire the Gossamer Merchant's page

148 posts. Alias of Tenro.


Classes/Levels

Witchwyrd 6 / Savant +0 / Cryptic 7 // Psion 5 / Force +1 / Metamorph 7 /// Mythic Genius 1

Gender

stats:
HP: 192/200 | AC: 36 (31) / T: 26 / FF: 36 / DR/SR: see stats | Fort: +14*, Ref: +17*, Will: +21* | M. Touch: +22*, R. Touch: +15* | CMB: +16*, CMD: 38* | Init: +4*, Perception: +42**(take 10)

Special Abilities

  • PP 212/275
  • Mythic Power 5/5
  • Free Shift 1/3
  • Metamorph (Swift, +1 option, can change)
  • Disrupt Pattern
  • Altered Defense (+2, Rapid) 14/14
  • Repair Pattern 10/10
  • Hero Points 7

  • Alignment

    LN

    Deity

    Net Effects:

  • +1 attack on full attack
  • TO HIT: +1 haste, +4 Insight, -2 Size, +1 STR
  • AC: +1 ddg, +3 DEX +6 Nat
  • REF: +1 dodge +3 DEX
  • Flight 70 (good)
  • Fast Healing 2 (6rnds)
  • Immune: Fire
  • Rend: 2d6+STR
  • ACID 2d6 + DC26 CON poison

  • Location

    Spells/Powers Active: Haste, Major Metamorphosis x3:

  • AMD: +6 NAT Armor
  • AMC: Rend 2d6+STR
  • Poison DC26 (CON-1) +2d6 acid
  • AMC: Flight
  • EMB Size up 2
  • EMB +4 DEX
  • EMA: +2 STR
  • AMC: Immune Fire
  • EMA: +2 CON (net +1)

  • Languages

    All

    Homepage URL

    Active Types: Humanoid, Fire

    Strength 20
    Dexterity 18
    Constitution 16
    Intelligence 38
    Wisdom 18
    Charisma 20

    About Mineire the Gossamer Merchant

    HP: 200 (15d8+45+12+20+3)
    AC: 36 =10 + 4 DEX + 10 ARMOR + 8 DEFLECTION + 3 DEFENDING + 1 INSIGHT
    Resist: DR 5/magic; Force Body; Resist Fire 20 (variable); Force Aura 1d6; Uncanny Dodge; Evasion; Altered Defense
    Vulnerability: Force Vulnerability
    Init: +4 +4 Home Advantage
    Speed: 40

    F: 14 = 6 base + 3 CON + 3 RESIST + 1 INSIGHT + 1 LUCK
    R: 17 = 8 base + 4 DEX + 3 RESIST + 1 INSIGHT + 1 LUCK + Evasion
    W: 21 =12 base + 4 WIS + 3 RESIST + 1 INSIGHT + 1 LUCK
    MISC: Deductive Leap 1/rnd use INT mod instead of normal ability on save

    COMBAT
    Melee
    4 (+5) Slams, +22/+22/+22/+22 melee, 1d4+10 force dmg + Disrupt Pattern, Grab, crit x2

    Ranged
    Magic Missile, 1d4+1, free action up to two per round if two hands free, more if i caught magic missiles recently
    Disrupt Pattern, +15 ranged touch, 3d6+INT+3, crit x2, 30ft

    calculated:
    Weapon Focus (Unarmed)

    not calculated (conditional):
    Deep Crystal: invest 2pp as a free action (doesn't provoke) and deal +2d6 damage
    Disrupt Pattern: 3d6 + INT + 3 dmg
    Branding Pattern: +INT damage (swift action to apply, lasts INT rnds)
    One Pattern: +3 dmg
    Combat Insight: +2 insight on atk/dmg/AC vs creature after it has been in combat 3 rounds
    Force Aura: deal +1d6 force damage with and combat maneuver that requires contact with a foe
    Psychic Weapon reduces enhancement bonus when I am below 130 PP

    Swift Actions:
    Discerning Pattern - (Class) first if necessary
    Metamorphosis - (Power) can also be move or standard
    Branding Pattern - (Class) after that
    Altered Defense - (Class) as needed, free if expend focus
    Alter Metamorphosis - (Class) as needed
    Brilliant Distraction - (Mythic) make attack, grant ally an attack

    Psionic Focus: move action to gain focus, can hold double focus
    While Focused:
    Detect Psionics - (Class) at will
    Talents - (Power)
    Metabolic Healing - (Class) Fast Healing 2 for rounds = level of psychobetabolism power manifested

    Expend Focus:
    Extended Shift - (Class) double duration of Metamorphosis
    Unnerving Disruption - (Class) free Intimidate check when dealing Disruption damage
    Rapid Defense - (Class) use Altered Defense as a free action

    BAB: +11
    CMB: +16
    CMD: 38
    +4 Grapple
    +4 bonus on CMB checks made to overrun, bull rush, sunder, or on Strength checks to break items.
    +4 bonus its CMD vs. overrun, bull rush, push, and trip attempts.

    Racial Traits:

      Witchwyrd
      Savant Creature
      Force Creature

    • Type: Aberration (modified Monstrous Humanoid)
    • Ability Score Racial Traits: STR +6 DEX +4 CON +6 INT+8 WIS +2 CHA +8 (not including adjustments from Savant Creature Template)
    • Size: Medium
    • Base Speed: 30ft
    • Languages: Common, Draconic, one or more planar languages; tongues
    • Darkvision: 60ft
    • Spell-Like Abilities: see Powers
    • Skills: A savant gains a +6 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures it has observed or interacted with for 1 minute. Furthermore, it can use all Knowledge skills, Disable Device, Linguistics, and Use Magic Device untrained.
    • Skills: A force creature gains a +20 racial bonus on Acrobatics checks to jump. Since it continuously emits a dull blue light, however, it takes a –5 circumstance penalty on Stealth checks when attempting to hide in conditions other than bright light. This penalty can be diminished or negated if the force creature's body is covered with a material that blocks light.
    • Skill Mastery (Ex): A savant chooses ten skills when the template is added. It may take 10 on checks made with any of these skills, even if stress or distraction would normally prevent it from doing so.
    • Home Advantage (Ex): A savant gains a +4 insight bonus on initiative rolls and Perception and Stealth checks in any area with which it is very familiar (that is, a place that the savant feels at home in).
    • Force Aura (Ex): The force creature is surrounded at all times by a force aura that emits a dull, blue light about as bright as a candle. Any opponent that hits the force creature with a natural weapon or unarmed attack takes 1d6 points of force damage from this aura. The force creature also does this damage on any successful combat maneuver that requires physical contact with a foe. When a force creature is struck, the aura momentarily flares brighter at the point of impact.
    • Armor Class: The base creature's natural armor bonus no longer applies, but the force creature gains a deflection bonus to Armor Class equal to the base creature's natural armor bonus plus the force creature's Charisma modifier (minimum +0).
    • Hit Dice: Change all of the base creature's racial HD to d8s.
    • No Breath: A force creature gains the no breath universal ability.

    • Force Vulnerability (Ex): Disintegration and force effects automatically bypass spell resistance and all damage reduction including that from the force creature's force body ability.

      DEFENSE

    • Absorb Force (Su): Once per round, a witchwyrd can use a free hand to “catch” a magic missile fired at it. This absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create a force bolt. To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.
    • DR 5/magic
    • Natural Armor: +3 (modified by Force Creature template)
    • Deductive Leap (Ex): Once per round, a savant can choose to substitute its Intelligence modifier for the ability modifier usually associated with a saving throw it is about to make. The decision to use this ability must be made before the saving throw is rolled, and this ability can be used even if the savant does not know what the saving throw is for.
    • Uncanny Dodge: This ability functions identically to the rogue ability. If a savant gains uncanny dodge from a class level or another template, it instead gains improved uncanny dodge.
    • Force Body (Ex): A force creature takes half damage from all attacks and effects that deal hit point damage.

      OFFENSE

    • 4 Slams, 1d4+STR (Grab): can use all 4 as primary, or use two with weapon attacks as secondary natural attack (-5 each)
    • Force Bolt (Su): A witchwyrd can “throw” a magic missile (1d4+1 damage) from each free hand as a free action (maximum of two per round). If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round).
    • Combat Insight (Ex): Against any creature it has watched in combat for at least 3 rounds a savant gains a +2 insight bonus to AC and on attack and damage rolls.
    • Attacks: All of a force creature's natural attacks deal force damage (like that of a magic missile) rather than bludgeoning, piercing, or slashing damage. Thus, the force creature can hit incorporeal creatures as if they were ghost touch weapons.
    • Draw Force (Su): At will, as a standard action, a force creature can draw all magical effects with the force descriptor within 30 feet of it into itself. Drawing force works just like a targeted dispel using dispel magic, where the caster level of the force creature is equal to its total Hit Dice. If the force creature succeeds on its rolls vs. the force effect's DC (11 + caster level of the force effect), it is dispelled and heals it for 1d8 hit points times the amount the draw force roll is over the DC. Any hit points healed above the force creature's maximum hit points are temporary hit points. A force creature cannot have more temporary hit points than 50% of its maximum hit points, but the temporary hit points last until they are used.
    • Force Strength (Ex): A force creature gains a +4 bonus on CMB checks made to overrun, bull rush, sunder, or on Strength checks to break items. Additionally it gains a +4 bonus its CMD vs. overrun, bull rush, push, and trip attempts.

      7ft tall, 300 lbs

    • Favored Class: +12 Hit Points

    Class Abilities:

    • Weapon/Armor Combined Proficiencies: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. Cryptics are proficient with all simple, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic's class features.

      PSION

    • Power Points/Day: A psion's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

    • Discipline: Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can't even use such powers by employing psionic items.

    • Powers Known:A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
      Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
      The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
      The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

    • Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
      To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

    • Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
      These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

    • Detect Psionics (Ps): All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

    • Discipline Talents (Ps): Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.
      Synesthete, Thicken Skin - last for rounds equal to Psion level

    • Discipline Abilities: At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.
      Metabolic Healing (Su): At 2nd level, as long as you maintain psionic focus, you gain fast healing 1 when you manifest any psychometabolism power on yourself. This fast healing lasts for a number of rounds equal to the level of the power manifested. The fast healing increases by 1 for every four psion levels thereafter.

      METAMORPH

    • Natural Shifter: Although metamorphs sacrifice their manifesting progression to gain increased capability of changing their form, their manifesting ability when manifesting the metamorphosis powers is unaffected. When manifesting the metamorphosis powers, the metamorph's manifester level is increased by 1. Once a metamorph reaches level 6, his manifester level is instead increased by 2. This manifester level bonus stacks with effects like wild surge or Overchannel.

    • Supernatural Shift (Su): One thing that sets metamorphs apart from their traditional manifester brethren is their ability to assume supernatural abilities of creatures when they utilize one of the metamorphosis powers. The metamorph gains the following menu options when manifesting the metamorphosis powers.

      Abilities Menu A
      You gain darkvision out to 60 ft.
      You gain the ability to breathe underwater.

      Abilities Menu B
      Your natural attacks cause 2 points of ability damage to either Strength or Dexterity (chosen at time of manifesting). A successful Fortitude save (DC 10 + 1/2 class level + primary ability modifier) negates this damage.
      You gain a fear aura. All creatures within a 30-foot radius that see you must make a Will save (DC 10 + 1/2 class level + primary ability modifier) or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by your aura again for 24 hours. This is a paralysis and a mind-affecting fear affect.

      Abilities Menu C
      You gain a breath attack of your active energy type. This attack is a 30 ft. cone that deals 6d8 points of damage of your active damage type. A successful Reflex save (DC 10 + 1/2 class level + primary ability modifier) halves the damage.
      You gain immunity against your active energy type.
      Your natural attacks cause paralysis unless the target creature makes a successful Fortitude save (DC 10 + 1/2 class level + primary ability modifier). A target need only make one save per round, even if you hit with multiple natural attacks. The paralysis lasts 1d4 rounds.

    • Free Shift: Beginning at 2nd level, once per day, a metamorph can manifest metamorphosis, augmented up to his manifester level, without having to pay the power point cost. Every two levels thereafter, a metamorph can use this ability one additional time per day. The metamorph may not augment this power in any other way.

    • Alter Metamorphosis: Once a metamorph has reached 3rd level, he may spend a move action to modify one of his menu choices for any active metamorphosis power affecting him.
      At 6th level, the metamorph can alter one of his menu choices as a swift action instead of as a move action.
      At 9th level, the metamorph can alter all menu choices as a move action.

    • Quick Shift: A 5th level metamorph gains the Swift Shapeshifter feat as a bonus feat. If he already has the Swift Shapeshifter feat, he instead gains Master of All Forms as a bonus feat. If he already has both feats, he gains no benefit.

    • Major Metamorphosis: At 6th level, metamorphs add major metamorphosis to their list of powers known as a 6th level power. This power does not count against their limit of powers known, but may not be changed by effects such as psychic reformation. If a metamorph already knows major metamorphosis, she may instead choose any psychometabolism power of up to 5th level.

    • Extended Shift: Any time a metamorph of 7th level or higher manifests a metamorphosis power, he may expend his psionic focus to double the duration.

      CRYPTIC

    • Powers Known: A cryptic begins play knowing one cryptic power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power.
      Choose the powers known from the cryptic power list. (Exception: The feat Expanded Knowledge does allow a cryptic to learn powers from the lists of other classes.) A cryptic can manifest any power that has a power point cost equal to or lower than her manifester level.
      The total number of powers a cryptic can manifest in a day is limited only by her daily power points.
      A cryptic simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.
      The Difficulty Class for saving throws against cryptic powers is 10 + the power's level + the cryptic's Intelligence modifier.

    • Maximum Power Level Known: A cryptic begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.
      To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power's level.

    • Pattern Designs (Su): Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic's body in the form of tattoos. The cryptic's known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power's level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.
      When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic's powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.

    • Altered Defense (Su): A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.
      Absorb: The cryptic gains DR 1/-.
      Deflect: The cryptic gains a +1 dodge bonus to his AC.
      Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.
      Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

    • Disrupt Pattern (Su): All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic's focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic's Intelligence modifier. This attack deals half damage if the target's type is not of the cryptic's active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.

    • Lesser Insights: Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.

    • Scribe Tattoo: At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.

    • Intimidating Pattern: A brutal disruptor adds 1/2 her level (minimum 1) on Intimidate checks made to demoralize a target.
      This ability replaces trapfinding.

    • Unnerving Disruption: Any time the brutal disruptor deals damage with her disrupt pattern ability, she can expend her psionic focus to make a free Intimidate check against the affected opponent.
      This ability replaces trapmaker.

    • Hidden Pattern (Ex): A cryptic learns how to recognize patterns in light and sound around her that can help her to mask her presence. At 2nd level, a cryptic gains a +2 competence bonus on all Stealth checks. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, as long as the cryptic maintains psionic focus, she can use the Stealth skill to hide, even while being observed.

    • Insight (Su): Starting at 2nd level, and then again every 2 levels thereafter (up to 18th level), a cryptic learns a unique ability related to her perception of the patterns in the world around her.
      -Branding Pattern (Su): As a swift action, the cryptic can manipulate the pattern of one enemy to “mark” them as a ranged touch attack. Until the cryptic’s next turn, each time the cryptic makes a successful attack against that enemy, she deals an additional amount of hit point damage equal to her Intelligence modifier.
      -Discerning Pattern (Su): When fighting a creature that is not of one of her active enemy types, she may attempt to identify that creature with a Knowledge check appropriate to the creature’s type as a swift action; if successful, she may treat the creature as if it was one of her active enemy types until the target is dead or unconscious or until combat ends. Whether or not discerning pattern is successful, the creature cannot be the target of this ability for 24 hours.
      -Repair Pattern (Su): A number of times per day equal to the cryptic’s Intelligence modifier, she can heal one creature touched for a number of hit points equal to her class level plus her Intelligence modifier. This can alternatively be used on a non-magical object, repairing the item instead of healing a creature. A cryptic must be at least 6th level before selecting this insight.
      -Social Pattern (Ex): The cryptic develops a deeper knowledge of patterns of speech, behavior, and deception. The cryptic adds Bluff and Diplomacy to her list of class skills and gains a +2 bonus to Diplomacy checks to improve initial reaction attitudes. (from Extra Insight)

    • Enhanced Disruption: At 3rd level and every two levels thereafter, the cryptic's disrupt pattern deals an additional 1d6 points of damage. This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike, but it is halved if the creature struck is not of the cryptic's active creature type.

    • Evasion (Ex): At 3rd level and higher, a cryptic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cryptic is wearing light armor or no armor. A helpless cryptic does not gain the benefit of evasion.

    • Rapid Defense (Su): Starting at 4th level, a cryptic can use her altered defense ability as a free action by expending her psionic focus. The cryptic may even do this when it is not her turn.

    • Channeled Disruption: A 6th level brutal disruptor has learned to channel her disrupt pattern ability into her melee attacks. The brutal disruptor may use her disrupt pattern ability as part of any or all melee attacks she makes. This is an exception to the rule that disrupt pattern may only be used once per round. The brutal disruptor cannot use her disrupt pattern ability as a ranged attack in the same round that she has used it as part of a melee attack.
      This ability replaces swift trapper.

    Mythic Genius:

  • Bonus HP: 3 per tier

  • Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
    - INT +2

  • Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.
    You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

  • Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

  • Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

  • Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

    Genius Idea:

  • Brilliant Distraction (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a creature within 30 feet, using your Intelligence modifier in place of your Strength and Dexterity modifiers to determine your attack and damage bonus for that attack. If the attack hits, one ally that threatens the same target can take an attack of opportunity against that target, adding your Intelligence modifier as a bonus on its attack roll.

    Legendary Path Abilities:

  • Insightful Calculus (Ex): You use your Intelligence modifier when making Disable Device, Perception, Profession, Sense Motive, and Use Magic Device skill checks, as well as Diplomacy checks to gather information, and you may attempt skill checks in these skills even if untrained. If you gain a competence or insight bonus to one of those skills, that bonus is increased by 1.

  • Gossamer:

    Master of Wrighting Path

    Powers and SLAs:

    Spell-Like Abilities: CL 8; DCs CHA-based
    Constant:
    detect magic
    floating disk
    mage armor
    resist energy (one at a time)
    unseen servant

    3/day:
    dispel magic
    displacement
    suggestion (DC 18)

    1/day:
    dimension door
    resilient sphere (DC 19)

    Psion PP: = 126 Class + 84 INT
    Psion ML: 12th (14th for Psychometabolism Powers)
    Psion Powers Known:

    0th:
    Synesthete - last for rounds equal to Psion level
    Thicken Skin ^ - last for rounds equal to Psion level if not augmented

    1st:
    Detect Psionics ^
    Conceal Thoughts
    Force Screen ^
    Precognition, Offensive ^
    Telempathic Projection ^

    2nd:
    Animal Affinity ^
    Cloud Mind ^
    Detect Hostile Intent
    Resist Toxin ^

    3rd:
    Metamorphosis ^
    Physical Accceleration ^
    Time Hop ^
    Touchsight ^

    4th:
    Correspond ^
    Empathic Feedback ^
    Energy Adaptation ^
    Psychic Reformation ^

    5th:
    Adapt Body
    Pierce the Veils
    Planar Travel ^
    Psionic Revivify ^

    6th:
    Cleanse Spirit ^
    Defer Fatality
    Sustained Flight
    Temporal Acceleration ^
    Greater Metamorphosis ^ (bonus, can't be changed)

    Cryptic PP: = 16 Class + 49 INT
    Cryptic ML: 7th
    Cryptic Powers Known:

    0th:
    Create Sound ^
    Empathy ^

    1st:
    Call to Mind ^
    Inevitable Strike ^
    Locate Secret Doors

    2nd:
    Body Adjustment ^
    Wall Walker

    3rd:
    Ectoplasmic Grapnel ^

    NOTE:
    Metabolic Healing (Su): Gain Fast Healing 2 when manifesting psychometabolism powers on self. Lasts 1rnd per power level manifested.

    Feats and Traits:

    Feats
  • Blind-Fight (Savant bonus)
  • Improved Metamorphosis (campaign bonus)
  • Breadth of Experience
  • Psionic Body (Racial) (+20 HP)
  • 1st: Technologist
  • Combat Manifestation (Psion 1)
  • Weapon Focus (Unarmed) (Racial)
  • 3rd: Craft Wondrous Item
  • Scribe Tattoo (Cryptic Bonus)
  • Psionic Meditation (Racial)
  • 5th: Craft Magic Arms and Armor
  • Deep Focus: You can psionically focus your subconscious in the same manner in which you gain psionic focus normally. At any time when you need to expend your psionic focus, you can expend your subconscious’s psionic focus instead. At any time when you need to maintain psionic focus for an effect, you can use your subconscious’s psionic focus instead. Psionically focusing your subconscious works just like focusing your conscious mind. (Racial)
  • Swift Shapeshifter (Psion 5)
  • 7th: One Pattern: Your target no longer needs to match your active creature type to deal full damage with your disrupt pattern ability. If your target does match your active creature type, you inflict an extra 1 point of damage per dice of damage dealt with disrupt pattern. This extra damage is not multiplied on a critical hit.
  • 9th: Improved Disruption
  • Master of All Forms (Metamorph 5)
  • 11th:Extra Insight: Social Pattern
  • 13th: Craft Staff

    Traits

  • Desperate Focus: +2 bonus on concentration checks.
  • Psionic Knack (Psion)

  • Skills:

    Skill Points at Each Level: 4 + Int modifier + 2 Campaign (15 HD)

    Acrobatics +46 =10+3 + 4 DEX +24 R + 5 Cm
    Appraise +21 =10+3 +10 INT
    Autohypnosis +17 =10+3 + 4 WIS
    Bluff +30 =15+3 + 5 CHA +2 I +5 Cm +6 insight after 1 minute
    Climb +13 = 1+3 + 5 STR +4 R
    Craft Alchemy +15 = 2+3 +10 INT
    Craft Armor +19 = 6+3 +10 INT
    Craft Scripture +15 = 2+3 +10 INT
    Craft Jewelry +15 = 2+3 +10 INT
    Craft Mechanical +15 = 2+3 +10 INT
    Craft Weapons +15 = 2+3 +10 INT
    Concentration +27(31) (+4 manifesting on defensive or while grappled) (can take 10)
    Diplomacy +28 =15+3 + 5 CHA +5 Cm +6 insight after 1 minute (can take 10)
    Disable Device +30 =15+3 +10 INT +2 Cs
    Disguise +13 = 5+3 + 5 CHA
    Escape Artist + 8 = 1+3 + 4 DEX
    Fly + 8 = 1+3 + 4 DEX
    Heal +10 = 1+3 + 4 WIS +2 Cs
    Intimidate + 8 =+ + 5 CHA +3 Cl +6 insight after 1 minute
    Know: Arcana: +30 =15+3 +10 INT +2 (can take 10)
    Know: Dungeon: +30 =15+3 +10 INT +2
    Know: Engineer: +25 =10+3 +10 INT +2
    Know: Geography: +20 = 5+3 +10 INT +2
    Know: History: +20 = 5+3 +10 INT +2
    Know: Local: +25 =10+3 +10 INT +2
    Know: Nature: +30 =15+3 +10 INT +2 (can take 10)
    Know: Nobility: +20 = 5+3 +10 INT +2
    Know: Planes: +30 =15+3 +10 INT +2 (can take 10)
    Know: Religion: +30 =15+3 +10 INT +2 (can take 10)
    Know: Psionics +30 =15+3 +10 INT +2 (can take 10)
    Linguistics +18 = 5+3 +10 INT
    Perception +38 =15+3 +10 INT +9(+1) I, +4 Home Advantage (can take 10)
    Perform + 5 =+ + 5 CHA
    Profession +12 =+ +10 INT +2
    Ride + 4 =+ + 4 DEX
    Sense Motive +47 =15+3 +14 INT +9(+1) I, +5 Cm +6 insight after 1 minute
    Sleight of Hand + 4 =+ + 4 DEX
    Stealth +21 =10+3 + 4 DEX +4 Cl +4 Home Advantage
    Spellcraft +28 =15+3 +10 INT (can take 10)
    Survival + 8 = 1+3 + 4 WIS
    Swim + 9 = 1+3 + 5 STR
    Use Magic Device +28 =15+3 +10 INT (can take 10)

    Conditional:
    A savant gains a +6 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures it has observed or interacted with for 1 minute. Furthermore, it can use all Knowledge skills, Disable Device, Linguistics, and Use Magic Device untrained.
    A force creature gains a +20 racial bonus on Acrobatics checks to jump. Since it continuously emits a dull blue light, however, it takes a –5 circumstance penalty on Stealth checks when attempting to hide in conditions other than bright light. This penalty can be diminished or negated if the force creature's body is covered with a material that blocks light.
    A savant gains a +4 insight bonus on initiative rolls and Perception and Stealth checks in any area with which it is very familiar (that is, a place that the savant feels at home in).
    You use your Intelligence modifier when making Disable Device, Perception, Profession, Sense Motive, and Use Magic Device skill checks, as well as Diplomacy checks to gather information, and you may attempt skill checks in these skills even if untrained. If you gain a competence or insight bonus to one of those skills, that bonus is increased by 1.

    Equipment:

    7,507 gp left for future trade good purchase

    Armor: +4 Fusing Mithril Breastplate
    Belt:
    Body:
    Chest: Vest of Surgery
    Eyes: Third Eye (View)
    Feet: Boots of Striding and Springing
    Hands: Gloves of Object Reading
    Head: Crystal Mask of Insightful Detection
    Headband: Headband of Fortune's Favor
    Neck: +3 Deep Crystal Defending Parrying Psychic Amulet of Mighty Fists
    Rings:
    Shield:
    Shoulders: Cloak of Resistance +3
    Wrists: Bracelet of Bargaining
    Slotless: Sleeves of Many Garments (Slotless)

    5090 Third Eye (View)
    10125 Crystal Mask of Insightful Detection
    1500 Gloves of Object Reading
    2100 Mithril Breastplate +6 AC +5 MD -0 ACP
    4500 Cloak of Resistance +3

    18000 +3 and Defending Amulet of Mighty Fists
    4000 Parrying on amulet
    17500 Psychic on amulet
    18000 +4 and Fusing on armor
    100 +2 Thieve's Ring
    125 Traveler's Any-Tool

    44800 Wondrous Intelligent Wagon (EGO 23 TN; 18 INT 18 WIS 10 CHA; Empathy Speech Telepathy Blindsense Darkvision all 120ft; Read Languages, Read Magic; Fly 30ft as spell; Astral Caravan 1/day, Astral Traveler 12/day, Hidden Body 3/day, Mage Hand at will; Knowledge Planes +14, ML 10.)
    6620 Forked Metal Rod of Create Greater Demiplane Living Quarters/Workshops. (340x10ft cubes, Structure: Castle; minor positive energy dominant, morphic, portal to wagon)(1 use per 10 days)

    1500 Vest of Surgery
    2750 Boots of Striding and Springing
    3850 Headband of Fortune's Favor
    7250 Bracelet of Bargaining
    200 Sleeves of Many Garments (Slotless)

    1000 Deep Crystal for Amulet

    6620 Forked Metal Rod of Create Greater Demiplane Warehouse. (340x10ft cubes, Structure: Storage, Time: 1hr = 1 day, minor positive energy dominant, morphic, portal to wagon)(1 use per 10 days)
    6620 Forked Metal Rod of Create Greater Demiplane Arboretum. (340x10ft cubes, Structure: Floating Islands, Bountiful, Seasonal, Shape (Infinite, separate compartments linked by doors), minor positive energy dominant, morphic, portal to wagon)(1 use per 10 days)
    6620 Forked Metal Rod of Create Greater Demiplane Library. (340x10ft cubes, Structure: Library, Time: 1hr = 1 day, minor positive energy dominant, morphic, portal to wagon)(1 use per 10 days)
    45000 Comprehensive book lots (+4) for Arcana, Dungeoneering, Engineering, Geography, History, Nature, Planes, Religion, Psionics

    === Need Consortium Loan: 81,410 plus below

    VARIABLE COST BELOW (subject to DM)

    10000 Spa
    30000 Six master bedrooms
    3000 Fancy Common Area
    3000 Alchemy Lab (cost includes a construct I haven't made yet, as it stands, provides same bonus as basic 200gp alchemy kit)
    12000 Dining Hall
    12000 Kitchen
    2000 Smithy
    4000 Storage x4
    4000 Tavern
    8000 Workplace x4 (Scripture, Jewelry, Mechanical, one unassigned)

    88,000gp before discounts

    Wondrous Wagon and Demiplane:

    Wondrous Intelligent Wagon (EGO 23 TN; 18 INT 18 WIS 10 CHA; Empathy Speech Telepathy Blindsense Darkvision all 120ft; Read Languages, Read Magic; Fly 30ft as spell; Astral Caravan 1/day, Astral Traveler 12/day, Hidden Body 3/day, Mage Hand at will; Knowledge Planes +14, ML 10.)
    Forked Metal Rod of Create Greater Demiplane Living Quarters/Workshops. (340x10ft cubes, Structure: Castle; minor positive energy dominant, morphic, portal to wagon)(1 use per 10 days)
    Forked Metal Rod of Create Greater Demiplane Warehouse. (340x10ft cubes, Structure: Storage, minor positive energy dominant, morphic, portal to wagon)(1 use per 10 days)
    Forked Metal Rod of Create Greater Demiplane Arboretum. (340x10ft cubes, Structure: Floating Islands, Bountiful, Seasonal, Shape (Infinite, separate compartments linked by doors), minor positive energy dominant, morphic, portal to wagon)(1 use per 10 days)
    Forked Metal Rod of Create Greater Demiplane Library. (340x10ft cubes, Structure: Library, Time: 1hr = 1 day, minor positive energy dominant, morphic, portal to wagon)(1 use per 10 days)

  • Alchemy Lab: All sorts of vials, flasks, beakers, burners, crucibles, scales, measuring devices, and other alchemical equipment fill this space. The room also includes a pair of basins and a ready supply of water in a barrel or two lining the wall. Along one wall stands a fireplace that not only heats the room but also provides the fire necessary for so many kinds of alchemical recipes.
    With this laboratory, the alchemist has every tool he might ever need at his ready disposal. This includes all the things described above, plus an even broader selection of common ingredients and a larger number of tools.
    The walls of this place are covered with blackboards upon which all sorts of arcane or obscure notes can be scrawled. The floor is made of rough tile, all the easier to clean chemical spills off while not being too slick to cause slips in such situations. The room includes four basins, each of which has a barrel of water suspended over it, complete with a tap to permit easy access at all times. An emergency barrel mounted on a hinged platform can be tilted to pour water over a person in case of emergency.
    Provides +2 circumstance to Alchemy, +4 once there is an assistant there.

  • Bath: This is a spa, with fine padded massage tables and three heated baths large enough for several people each, as well as changing rooms and lounge chairs. The baths drain into holes in the plane itself, and are filled with fresh water from the Arboretum plane.

  • Bedrooms: This master bedroom comes complete with a wellappointed walk-in closet filled with fine clothing and a tastefully adorned privy. The bed rests on a handsome frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool.
    Two finely carved bureaus are here, in which are kept stylish clothes. A bell rests on each bed stand so that the occupants can easily call for the servants. The bedroom suite also includes a pair of upholstered benches and a small writing desk.

  • Common Area: This room features polished stone or wood floors with comfortable benches. The walls bear impressive murals and sound-dampening curtains. It might serve as a waiting room, a general meeting area, or an all-purpose room.

  • Dining Hall: This upscale version of the standard dining hall includes finely made tables surrounded with chairs instead of benches. The fireplace usually dominates the center of the room, the smoke drawn into a stony hood that goes into the ceiling. This provides a more even distribution of heat (and more equitable comfort level) in the room.
    The mural-covered walls depict local legends or the pantheon of deities respected by the owner. The floor is made of fine flagstones or polished wood. This seats 30 people comfortably. Purchase this component multiple times if you want a larger dining hall.
    One servant brings food and removes empty dishes.

  • Kitchen: This well-appointed kitchen features an iron stove, complete with cooking griddle on top and oven beneath, and cast-iron cookware. The scullery keeps cleaning solutions in addition to other supplies. The flooring is often of polished wood or rough tile. Good food fills the well-stocked pantry.
    Meals for up to 30 can be made in this place, but it requires a staff of at least two to run properly. If you need a greater capacity, purchase this kitchen multiple times. Profession (cook) checks made within this kitchen receive a +2 circumstance bonus.

  • Library: Comprehensive book lots (+4) for Arcana, Dungeoneering, Engineering, Geography, History, Nature, Planes, Religion, Psionics
    Comprehensive book lots (+4) for Arcana, Dungeoneering, Engineering, Geography, History, Nature, Planes, Religion, Psionics
    Need 15,000gp to upgrade each knowledge to a +6

  • Magic Laboratory: to be finished later

  • Shop: to be finished later

  • Smithy: Similar to the basic smithy, this area features a polished stone floor and marble-encased forge of the highest quality. Working in this smithy gives a character a +2 circumstance bonus on any Craft (armorsmithing, blacksmithing, and weaponsmithing) checks.
    This area requires the services of a smith (Exp1; Craft [armorsmithing, blacksmithing, or weaponsmithing] +7).

  • Storage: This room includes shelves of every variety and a finished floor. The superior organization allows more efficient use of space than a basic storage component, so this space has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times.

  • Study/Office: to be finished later

  • Tavern: This place serves wine as well as liquor and beer from its polished, marble-topped bar. It can call on the stronghold’s kitchen for food; alternatively, you can attach an extra kitchen assigned purely to this component. The tables are round, with solid chairs, and there are a few booths lining the walls. Three servants (Com1; Profession [bartender] +5) run the bar and serve meals.

  • Workplaces: Each workplace contains tools and equipment dedicated to a singular purpose, usually the application of a specific Craft or Profession skill, but it has finer (masterwork) tools and equipment. When using the area for the appropriate purpose, it grants a +2 circumstance bonus on appropriate skill check or checks.

    Need:
    9 Librarian Constructs
    1 Alchemist Construct
    2 Masseuse Constructs
    5 Servant Constructs
    2 Cook Constructs (4 more later)
    1 Smith Construct
    4 Clerk Constructs

  • Player Notes:

    Backstory/Fluff

    Can put Deep Crystal on Amulet of Mighty Fists

    Can borrow from Merchant Consortium, enchantment is placed on wagon that siphons 25% of profits until debt is paid off.

    ITEMS TO MAKE: (base, unmodified costs)
    Book, Dream Journal of the Pallid Seer 600 gp
    Immovable Rod 5000 gp
    Cloak, Comfort's 15600 gp
    Crown, Cat's Eye 18000 gp
    Ioun Stones (Mossy Disk) 5000 gp
    Ioun Stone (Pale Green Prism) 30000 gp
    Living Garments 5000 gp
    Satchel, Book Thief's 10000 gp
    Workgloves, Engineer's 3000 gp

    Pact Parchment (if needed) 3500 gp