About Saxton Quinn
Being edited to fix 5th level
Saxton Quinn Hero Points 1
Str 12 Mod +1 (+3)
Dex 14 Mod +2 (+4)
Con 12 Mod +1 (+2)
Int 18 Mod +4 (+5 +2 race +1 At_Buy)
Wis 12 Mod +1 (+2)
Cha 12 Mod +1 (+2)
20 point buy
Hit Die: d6+1 = H27 (7+5+5+5+5)
AC 16/16*/20** 10 +2 +3 +1 (Tch 12/16*/20** 14/14*/18**FF)
Perf Combat +3
Fort Save +2/+6*
+5 Concentration checks
Mind Thrust at will 1d6D (free Power wile SF)
Powers (That cost PP to use)
Senses: darkvision (60 feet.)
Racial power 1pp = heal 2hp
Resistance 1pp = +4
Mind link at will. (free)
Dos not Sleep (4 Hours Mediate)
Class Skills <
+2 Acrobatics(+2dex, 0rank)
Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
1st Light Armour Proficiency
1st Expanded Knowledge [Psionic] You learn another power.
5th Speed of Thought
Psionic Talent - Psionic (race feat)
Mental Intrusion (Ex) (Level feat)
The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
Focused Mind (magic)
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
Mute - Saxton has never had the ability to talk with sound, he can make sounds of course but all meaning communication is by means of his Telepathy.
Dislike of Devine magic, Saxton has a deep mistrust of divine magic
Race Features Elan:
Elans do not sleep as mortals do, instead entering a deep meditative trance for 4 hours a day. Resting in this fashion grants the elan the same benefits that other races gain from 8 hours of sleep. The elan spends the time in this trance renewing her body by suffusing it with psionic energy, repairing wounds, and keeping the tissues and organs healthy.
+2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
Normal Speed: Elans have a base speed of 30 feet.
Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan 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: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they
Special Class Features Telepath:
Bonus feat (in Feats)
detect psionics (free Power)
discipline talents (free Power x 2)
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.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.
detect psionics Free Power
39 Power points PerDay (battle off Ships 22 spent 17 left)
Points/Day +25 (from class) +5 (1PP per Level feat) +8 (for Int18) +2 (form feat)
CLass & Discipline Talent powers (Ps):
Augment For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.
Augment You can augment this power in one or both of the following ways.
1. If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is
not willing (Will save negates).
2. For every additional power point you spend, this power can affect an additional target. Any additional target
cannot be more than 15 feet from another target of the power.
Mindlink, Thieving (Pu)
Discipline Telepathy [Mind-Affecting]
Borrowing the subject’s power is a separate standard action that provokes an attack of opportunity. If the attack to borrow a power succeeds, the mental communication provided by this power ends immediately. The borrowed power fades from the subject’s awareness and appears within your own. You can now spend power points to manifest the borrowed power just as if it were one of your powers known. You maintain knowledge of the borrowed power until the duration of your thieving mindlink expires, at which time you lose knowledge of the power and the power reappears in the mind of the subject, no matter how far from you the subject is. Even if the subject is slain, you lose knowledge of the borrowed power when this power’s duration expires.
Augment For every 2 additional power points you spend, this power’s save DC increases by 1.
Level 1 Powers:
Level 2 Powers:
Level 3 Powers:
Around his neck and under his clothing Saxton has his Psicrystal on a Mithral chain. It is in the shape of a Blue disk on which a complex pattern in inscribed. This is because he can link to it and it can talk common for him, Saxton used the Psicrystal to Talphicly talk to others 30' when he needs it to.
The Psicrystal acts as a kind of kind of voice box.
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
Its Personalitis is Single-minded = (+3 bonus on Concentration checks)
*With self-propulsion ability activated.
Size/Type: Diminutive Construct**
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).
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.
Class Skills <
+8 Acrobatics(+2dex, 2rank)<
A construct is an animated object or artificially created creature.
A construct has the following features.
d10 Hit Die, 5HD
No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having
a score of 10 (no bonus or penalty).
Constructs do not breathe, eat, or sleep.
Autohypnosis Skill (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.
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.
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.
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.
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 Constitution check in later rounds if you are initially unsuccessful.
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.
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.
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.
Psicrystal Neck Slot (see Saxton Psicrystal)
+ Mithralc Chian 20gp Neck Slot
Psionic - Mithral Shirt 1100gp Body Slot 10 lbs
Dagger (On Belt)
Psionic (Handy) Haversack 2kgp 2 lbs (Like a satchel)
1. Saxton has a fear of letting out the secrets of how he was made.
WILLING TO ANYTHING TO KEEP IT A SECRET
Saxton Quinn Elan psion (Telepath) Level 5
"Has been around", as they say, in fact on so many places he has lost count, once long ago he placed a bet with fate, who at the time was a rather attractive and nice young lady, more of that latter. Saxton was born mute but a gift to read minds, in his youth he used this gift to become fabulously wealthy and bored stiff. By the age of 21 he had everything he could ever want, done very thing he could think of doing (not a lot really) and seen all he could pay to see. He was finding life some what dull, so one night at a dinner party he exclaimed to a fine lady he meet, that if fate could show him life had more thrills left, he would give all his wealth away, but if she lost, then to his bed she must go. Thinking this a fine joke he clinked his class with hers and the next moment, found himself in dark chamber, a group of shadowy forms around him and a strange looking crystal box on which fate was sitting in her party dress. She smiling at him and gave a little waved then said to hes shocked face. "O Saxton you really know how to ask a girl out. I do so hope you like your new fate, because from this day on you will find life far more interesting, and do not worry about your wealth ill keep a good eye on it and and if you find me again, I will come to your bed. Until then, enjoy the ride" She let him read her mind, or part of it, she showed him a vast map of his fate, the change that was to come in this room. From that day on Saxtons faced two contents in his life fear and danger, being always thrown from place to place wile trying to make a coin or two. He found his skills of the mind meant he could adapt quickly and he had a talent for subterfuge and detection, as an Elan time becomes an odd thing and some times he gets lost in the here and now, he has forgotten more than most know in a life time and hes always looking to meet Fate once more, so she can undo what she did to him.
A few moments ago he was running down a subject, a Mage killer, Saxton cornered the criminal in a side street, the pay was good and they did not mind if the man was dead or alive, always a bonus. He had just stunned the fool when he shattered one of the mages magic items on the the steet floor, Saxton thought,
not good , days I have been tracking him, to much magic on one spot, O dear!,
The blast rippped the killer apart, then the arcan backlash blasted Saxton into a warp space and out.
A mans face, Saxtons laying on the ground, he moves and stands up and looks around, "well will you look at that" Saxton would have to start over again and this time some thing is very wrong.
Age - he has no idea but he knows he looks around 30 but he lost count long of his ago.
Alignment: TN – Saxton really dos not understand why anyone would be bothered to stand for anything even themselves