Mierul Ardelain

Star_Light's page

329 posts. Alias of Johnny_Panic.


About Star_Light

G1- Psion - Telepath L20
Psion Uncarnate L10 + L5

G2-L35

Template: Advanced CR1

M: Mythic Overmind M5.

Crunch:

[30 buy 1:1]

Str=26 [+08] [12][00p] [+2Race+2Template+6APB+0Levels+4Template]
Dex=26 [+08] [12][00p] [+2Race+2Template+6APB+0Levels+4Template]
Con=26 [+08] [12][00p] [+2Race+2Template+6APB+0Levels+4Template]
Int=50 [+20] [12][10p] [+2Race+2Template+6APB+8Levels+4Template+4Age]
Wis=40 [+15] [12][10p] [+2Race+2Template+6APB+0Levels+4Template+4Age]
Cha=40 [+15] [12][10p] [+2Race+2Template+6APB+0Levels+4Template+4Age]

Race = Race Bonus
Legendary gift = LG x22
Automatic Bonus Progression = APB +6+6+2 Base
M+6+6+6 Mental 3LG cost
15LGinherent = 14LG Total cost
5LG left

Offence

Movement"
Land 40' Flight 40' [Perfect]

Init +[05] Perception +[55]
Senses from powers
Detects: Telepathy 30' [Constant]
Powers At will: Know direction and location, Remote view[item],
Heightened vision, 360 Ubiquitous vision, Elfsight. Danger sense 30', Powers: Psionics/Magic 30', remote viewing, teleportation 60', Sent.
Item: Aura sight, Clairtangent hand, Clairvoyant sense, Heightened vision, Pierce the veils, Remote viewing.

BAB +35/+13/+8 RTA +23/+18/+13 MBAB +23/+18/+13 RBAB +23/+18/+13

Attacks
Mindlock RTA+35 WS-DC48 25mins 200'
Devastating Touch MTA +23 DMG1d6+35
Telekinetic-force DC47 TH33
Mind thrust 1d6 DC48/56 Range 125'
Energy Splash [RTA] 1d3 Range 125'
Unarmed strike DMG1d3 B+NL [Ghost touched]

CMB +23 [+18BAB+5DexStr+0Size+0Other]

Defiance

HP= [245/245] = 160+30+25+30[20x(1d8class)][5xD6Class]+(25x1Con)+[30]feat

AC41/49* T36/49* FF37/45* [10 +16**Armor +5Dex +6Dodge +21NA +5 Deflection*]
Power-Dex +6 [+3 AC 25 mins]
power-Internal Armor +16** 25pp 35Hours
*power-Force Screen +13 [25pp] 35mins

Powers: Metamorphosis[Item]
Power-Fast Healing 3/10 [power]
Spell/Power resistance SR/PR46power

DR10/magic-psionic

CMD = 33 [10+18BAB+0STR+8dex]

Saves:
F=22/29* [+17class+08Con+5APB+2Feat]
R=22/29* [+17class+08Dex+5APB+2Feat]
W=37/41* [+17class+10Wis+5APB+2Feat]

*Race: 1pp +4 on save
--Focused--
+10 Class Bonus on Mind effects
+1 Bonus Trait Mind effects
+3 insight bonus on Will saving throws to resist all mind-affecting and/or compulsion powers
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe) [Power].
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive [Power]
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion.
**can never gain morale bonuses

Immunity's
non-magical attack forms
Trip or Grapple attacks

Incorporeal
Half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be.
Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Feats and Traits:

Feats
Levels
01:Psionic-endowment-psionic
02:Extend-power-metapsionic-psionic
03:power-penetration-psionic
04:greater-power-penetration-psionic
05:craft-wondrous-item
06:maximize power metapsionic-psionic
07:Improved Metamorphosis-psionic
08:Piercing Power-psionic
09:-
10:-
11:-
12:-
13:-
14:-
15:-
16:-
17:-
18:-

Class Bonus feats Pison
1:Access Psionic Talents-psionic
2:Psicrystal Affinity-psionic
3:Psicrystal Containment-psionic
4:Psionic Body-psionic
5:Expanded Knowledge Fission-psionic

Class Bonus feats Psion Uncarnate
1:psionic talent -psionic

Class Feats
01:Blind Fight
02:Iron Will [+2 Will saves]
03:Dodge [+1AC]
04:Great Fortitude [+2 Fort Saves]
05:Improved Initiative [+4 init]
06:Lightning Reflexes [+2 bonus on all Reflex saving]
07:-
08:-
09:-
10:-
11:-

GM:
Epic Leadership

[b]Mythic Feat
1:Mythic power
-:Reality Revision: When using mythic reality revision to duplicate another power, you can duplicate a mythic psionic power you know. If you don't know the mythic psionic power, you can expend a second use of mythic power to duplicate the mythic version of the desired power. You can also produce any one of the following effects that modify or replace effects listed in the non-mythic reality revision power description:
If you use mythic reality revision to remove injuries and afflictions, you can expend a number of uses of mythic power to remove that number of additional afflictions from all affected creatures. If you use mythic reality revision to revive the dead, you can expend a second use of mythic power to negate the target's permanent negative level from the resurrection.
Alter fate: By expending a second use of mythic power, you can manifest mythic reality revision as an immediate action before a 1d20 roll is attempted and choose what number you want to come up on the die.
2:
3:

Weapon and Armor Proficiency:
All simple, Weapons + club, Dagger, heavy crossbow, light crossbow, quarterstaff, short spear, rapier and shortbow. Light armor but not with shields. Armor does not interfere with the cryptic's class features, or with Psion manifestation of powers.

Item
-:Alertness + Improved Evasion, [item-Psicyrtal]

====Traits=================================

-:Psionic Knack [+2ML Telepath]
Benefit: You are naturally psionically gifted, even if you dabble in other studies. Pick a class with a manifester level when you gain this trait—your manifester level in that class gains a +2 trait bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. You must have a level in the class chosen to gain this benefit.
Telepathic Talent +2DC Mind-Affecting powers
Benefit: You can expend your psionic focus to gain a +2 trait bonus to your saves against mind-affecting powers and psi-like abilities. This talent grants no benefit if you do not have the ability to gain psionic focus.
-:Focused Mind +3 Concentration.
Your childhood was dominated either 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.
-:Tough Minded +1 Will Vs mind-Effects
Benefit You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.
-:Strong Heart
You gain a +1 trait bonus on saves against fear effects, and the DC of Intimidate checks against you increases by 2.
-:Bruising Intellect
Her vast intellect and rapier-like wit bruise egos when needed.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
-:Twinned Presence
You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon Nightmare is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.
-:Unnatural Presence
Your prolonged association with alien forces leaks from your pores.
Benefit: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.

Race Human Azlanti:

Advanced [Template] Human Azlanti [9RP]
Standard Racial Traits

Ability Score Racial Traits:
Human characters gain a +2 racial bonus to ALL ability scores.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
None

Advanced [Str/Dex/Con/Int/Wis/Cha] (4RPx6) [24RP]
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to [Str/Dex/Con/Int/Wis/Cha].
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.

Lucky, Greater (4 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on all saving throws.against disease and mind-affecting effects.

Spell Resistance, Greater (3 RP) [SR 46]
Prerequisites: None.
Benefit: Members of this race gain spell resistance equal to 11 + their character level.

Moon-Touched Damage Resistance (3 RP)
Prerequisites: None.
Benefit: Members of this race gain DR 5/silver.

Fast (1 RP)
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.

See in Darkness (4 RP)
Prerequisites: None.
Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Multitalented (2 RP)
Prerequisites: None.
Benefit: Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.

Skills:

Skill Points 20x(4+20INT)+5(2+15)=[465]

^Acrobatics*(Dex)____+44{+25rank,+5Dex+10item+1Luck+3Class}
^Appraise(Int)____+20{+0rank,+15Int+1Luck+3Class}
^Autohypnosis(Wis)____+51{+25rank,+15Wis+10item+1Luck+3Class}
^Bluff(Cha)____+45{+25rank,+14Cha+1Luck+3Class+2power-1Race}
^Climb(Str)____+14{+10rank,+0Str+1Luck+3Class}
^Craft(ALL) (Int)____+29{+0rank,+15Int+10Item+1Luck+3Class}
^Diplomacy(Cha)____+48{+25rank,+14Cha+4power+1Luck+3Class+2power-1Race}
Disable Device____+09{+0rank,+05Dex+1Luck+3Class}
^Disguise (Cha)____+40{+9rank,+14Cha+10Class+1Luck+13Class-1Race}
^Escape Artist(Dex)____+09{+0rank,5Dex+1Luck+3Class}
^Fly(Dex)____+52{+22rank,+05Dex+1Luck+3Class}
Handle Animal (Wis)____+16{0rank,+15Wis+1Luck}
Heal(Wis)____+16{+0rank,+15Wis+1Luck}
^Intimidate(Cha Int)
____+59/79{+25rank,+15Int+1Luck+14Class+4Power+1Trait-1Race}[+20Class power]{*Signature skill}
^Knowledge (Arcana/Psionics)(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (Dungeoneering)(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (Engineering)(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (Geography)(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (History)(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (Local)(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (Mathematics)(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (Nature)(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (Nobility)(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (Planes) (Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (Religion) (Int)____+30{+11rank,+15Int+1Luck+3Class}
^Knowledge (Science)(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Linguistics(Int)____+30{+11rank,+15Int+1Luck+3Class}
^Perception(Wis)____+44{+25rank,+15Wis+1Luck+3Class}
^Perform[Acting](Cha)____+20{+2rank,+14Cha+1Luck+3Class-1Race}
^Profession[Admin](Wis)____+20{+1rank,+15Wis+1Luck+3Class}
Ride(Dex)____+5{+0rank,+04Dex+1Luck}
^Sense Motive(Wis)____+42{+25rank,+15Wis+1Luck+3Class+2power-4race}
Sleight of Hand(Dex)____+5{+0rank,+04Dex+1Luck}
^Spellcraft(Int)____+44{+25rank,+15Int+1Luck+3Class}
^Stealth (Dex)____+43{+25rank,+05Dex+1Luck+13Class}
Survival(Wis)____+16{+0rank,+15Wis+1Luck}
Swim(Str)____+1{+0rank,+0Str+1Luck}
^Use Magic Device(Cha)____+43{+25rank,+14Cha+1Luck+3Class}

concentration [+55][15Int+25ML+13Items+2Trat]

^In Class Skill Bonus +3
* Background Points
-=Non-Standard Skill Bonuses=-

*Autohypnosis +1 [Item]
*+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive [Power]
+1 Luck Bonus to all Skills [Luck stone]
+10 Autohypnosis [Item]
–4 penalty on Sense Motive checks [Race]
-1 penalty to Charisma-based skill checks when dealing with non-elans[Race]

-=Languages=-
Languages:Telepathy [Link mind] Abyssal, Aquan, Auran, Celestial, Common, Draconic, Giant, Ignan, Infernal, Terran, Undercommon, Sylvan +15 more

G1 L20+L10+L5

Psion -> Telepath L20 ML35:

====Psion -> Telepath L20-ML35=================================

Psion - telepath
20th , BAB+14/+9, Hit Die: d6 - SAVES +9/+9/+17
Bonus feats x5, Discipline Detect Psionics,
Class Talents x2 , Discipline Ability x4

Telepathy Discipline:
Discipline Talents (Ps)
Choose two powers mind link, mind thrust.
Mental Intrusion (Ex)
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.
Telepathy (Su) Telepathy 570'
At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter. Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.
Last Respite (Su) DC 47 25r
1/day if you are about to suffer damage that would result in your death, as an immediate action, you can shunt your mind into the body of a creature within 30 ft., effectively granting you the benefits of mind switch (Will save negates DC 10 + half psion level + Intelligence modifier) and your original body is left stable, but its hit point total is left one point of damage away from death. This ability lasts a number of rounds equal to your psion level. You must secure a permanent body for your mind, either by healing your original body, through the use of a power such as true mind switch, or some other means to permanently inhabit a body, by the end of the effect’s duration or die. This is considered a mind-affecting effect. You can take this action even if you are unconscious. This ability cannot be used against effects that outright kill or that deal ability damage, only against effects that deal hit point damage.
Guarded Thoughts (Su)
+10 bonus on saves against mind-affecting effects.

====Psion-Powers=================================

516+207 [723/723] PP/day
Powers known 46
Power level 9th
Max power spend 25pp
DC25/26/28 [10+20int+PL / +1 item telepathy / +2 while Incorporeal]
Manifest level 25

Powers Known
The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Psion Discipline ability x2+1 DC
1:Detect Psionics 55' [no pp cost]
2:Mind Thrust 1d6 55' [no pp cost]
3:Mind link 50'

Talents: 5 DC
1:Empathy 30' 25mins
2:float 25r
3:Conceal Thoughts 25Hours [Self Only no pp cost]
4:Know Direction and Location
5: Telepathic Lash 145'
--Energy Splash 145' 1d3 DG

1st level powers 1pp DC
1:Mind link 145' [15 subjects]
2:Mind Thrust 145' 1d10 1pp
3:Energy Ray 145' 1d6 1pp
4:Inertial Armor +4ac 6hours
5:Force Screen +4ac 6mins
6:circumstance-shield

2st level powers 3pp DC
1:Read Thoughts 25mins
2:cloud-mind 145'
3:Miner Metamorphosis
4:level 1 power

3ed level powers 5pp DC
1:Mind Trap
2:Concussive Onslaught
3:false-sensory-input 6r
4:Energy Retort 880' 6r

4ed level powers 7pp DC
1:Mindlink Thieving 250,mins r145'
2:Mind Control
3:Psychic Reformation
4:Fold Space

5ed level powers 9pp DC
1:metaconcert
2:Mind Probe
3:incarnate
4:Shatter mind blank

6ed level powers 11pp DC
1:sustained flight
2:disintegration
3:defer-fatality
4:temporal-acceleration

7ed level powers 13pp DC
1:ensconce
2:Energy Conversion 75hp DMG
3:Bend Reality
4:Divert Teleport

8ed level powers 15pp DC
1:Mind Seed
2:Body of Iron
3:Mind Switch ture
4:Shadow Body
-:Fusion[feat]

9ed level powers 17pp DC
1:Mind Switch True
2:Reality Revision
3:apopsi
4:unravel-psionics

+10 more 10th Level +1 metapsionic feat.
L21: psychoport greater 8th
L21:schism 4th
L22:Empathic Transfer, Hostile 3ed
L22:planar-travel5th
L23:Power Resistance
L23: Mindwipe 4th
L24:Timeless Body 9th
L24:Psychic Chirurgery 9th
L25:Body of Iron
L25:-

--:Fission

Thrallherd L10:

Thrallherd

Class Skills
Skill Ranks at Each Level: 2 + Int modifier.
The thrallherd’s class skills are Autohypnosis (Wis), Bluff (Cha), Diplomacy (Cha), Knowledge (psionics), Sense Motive (Wis), and Spellcraft (Int).

BAB+5
Saves +3/+3/+5
+8 Level [powers known/ML/PP]

Class Features

Powers Known
At every level from 2nd through 9th, a thrallherd gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of thrallherd to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a thrallherd, she must decide to which class she adds the new level of thrallherd for the purpose of determining power points per day, powers known, and manifester level.

Thrallherd (Ex)
A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences. Those who answer a thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants. As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd’s Leadership score is equal to her character level + her Charisma modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat. As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 1 (not level minus 2, as is true for cohorts). A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd’s thrall and believers arrive within 24 hours. Lost thralls are replaced within 24 hours. Believers arrive and are replaced at a rate of the thrallherd’s leadership score per day, with the lowest level believers arriving first. If the thrallherd is in a location where thralls and believers cannot reach, none arrive until she moves to a location where she can be reached. A thrallherd establishes a resonance with his thrall and suffers if the thrall is killed. For 48 hours following the loss of a thrall, a thrallherd suffers one negative level. This negative level may not be healed by any means until 48 hours have passed since the thrall’s death, at which point it fades naturally. Should the thrallherd’s new thrall die while the thrallherd is still suffering a negative level, he acquires an additional negative level, and the duration of any negative levels gained through losing a thrall resets to 48 hours from the time the most recent thrall was lost. Use the above table instead of the one with the Leadership feat to determine the level of a thrallherd’s thrall and the number of believers of various levels a thrallherd can attract.

Alluring Voice (Ex)
At 2nd level, the thrallherd gains a +2 bonus to her choice of Bluff, Diplomacy, Intimidate or Sense Motive skill checks. At every 2 levels thereafter, she gains an additional +2 bonus that can either be applied to the same skill, or to another skill on the list. For example, a 6th level thrallherd could have a +6 bonus to just Diplomacy, or a +2 bonus to Bluff, Diplomacy, and Intimidate, or a +2 bonus to Bluff and a +4 bonus to Diplomacy. Once this choice is made, it cannot be changed.

Empathic Connection (Ex) [L35]
At 3rd level, a thrallherd adds empathic connection to her powers known. If she already knows empathic connection she can instead add a Telepathy power available to her powers known. Once per day, she can manifest empathic connection at a reduced power point cost. The cost of empathic connection is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level.

Mind Control (Ex)
At 5th level, a thrallherd adds mind control to her powers known. If she already knows mind control she can instead add a Telepathy power available to her powers known. Once per day, she can manifest mind control at a reduced power point cost. The cost of mind control is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level.

Greater Mind Control (Ex)
At 7th level and higher, a thrallherd does not have to pay 2 additional power points when she augments mind control to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.

Superior Mind Control (Ex)
At 9th level, a thrallherd does not have to pay 4 additional power points when she augments mind control to affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater mind control ability). This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.

Expanded Call
At 10th level, the thrallherd’s ability to bring forth servants improves as indicated on Table: Expanded Call Servants.
35L - Followers 450/60/30/16/8/4

Twofold Master (Ex)
At 10th level, a thrallherd adds a second thrall to her herd. This second thrall’s maximum level is equal to the thrallherd’s level minus 2, even if her Leadership score would indicate a higher-level thrall. The thrallherd suffers a negative level penalty for 48 hours if her second thrall dies, just like the penalty if her first thrall dies. These negative levels stack if both thralls die.

G2

Cryptic L20:

cryptic

Starting Wealth: 3d6 × 10 (average 105gp) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks per Level: 4 + Int modifier.
The cryptic's class skills are Acrobatics (Dex), Appraise (Int), Autohypnosis (Wis), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

BAB +15/+10/+5
Saves: +6/+12/+12
PP/day [128+210Int]
Powers [20]
Max power spend [35pp]
Power level [6th]

Weapon and Armor Proficiencies
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.

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

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 5/-.

Deflect: The cryptic gains a +5 dodge bonus to his AC.

Retaliate: The cryptic gains a +5 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) 1d6+20
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.

Trapfinding
A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.

Trapmaker
A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.

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.

2ed 1:Enhance Tattoo (Ex)
A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps to function at a manifester level equal to her class level.

4th 2:Extend Tattoo (Ex)
A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps that does not have an instantaneous duration to function at twice its normal duration.

6th 3:Explosive Pattern (Su)
A cryptic with this insight can cause her disrupt pattern ability to explode upon impact. If the cryptic’s disrupt pattern attack successfully hits, it causes splash damage to nearby creatures. The splash damage is equal to the minimum damage of the disrupt pattern. A cryptic must be at least 6th level to select this insight.

8th 4: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.

10th 5:Steal Pattern (Su)
The cryptic can attempt to steal a pattern from a creature by making a touch attack. If the attack is successful, the cryptic can choose one psionic tattoo or one spell-like, psi-like, or supernatural ability the target has and makes a manifester level check against the target (DC 11 + the target’s manifester level or hit die, whichever is higher). If the cryptic succeeds on the manifester level check, the target loses the tattoo permanently or the ability for 1 minute and a daily use of the ability and the cryptic gains the tattoo or one use of the ability stolen. Powerful abilities like a creature with a spell-like ability of wish cannot be stolen in this fashion.

12th 6: Recognize Pattern (Ex)
A cryptic with this insight can recognize and prepare against the same behavior from creatures. Any time the cryptic is subjected to the same effect or combat maneuver by the same creature, she gains a bonus against that effect’s saving throw (if any) or to her CMD equal to half her class level (minimum 1). The effect or combat maneuver must have previously been used against the cryptic within a number of rounds equal to her Intelligence modifier (minimum 1).

14th 7:Throw Pattern (Su)
The cryptic learns how to throw a link to her own pattern, giving her the ability to teleport up to 50 ft at will as a standard action. A cryptic must be at least 12th level before selecting this insight.

16th 8:Reforming Pattern (Su)
A cryptic with this insight has learned to modify her own pattern so it will reform if she is killed. The cryptic must make an anchor pattern to activate this ability, a process which takes 24 hours of uninterrupted concentration. When the cryptic is slain, she can reform as if affected by astral seed, although she suffers two permanent negative levels once her physical body is reformed and the storage crystal is formed at the site of the anchor pattern. The cryptic may only have one such anchor pattern at any given time and it lasts a number of days equal to her Intelligence modifier. A cryptic must be at least 16th level before selecting this insight.

18th 9:Light-bending Pattern (Su) [23 mins]
The cryptic learns how to mask her pattern entirely. As a standard action, the cryptic can become invisible for one round per cryptic level. The effect ends as soon as the cryptic attacks any creature. This insight can be used a number of times per day equal to 3 + the cryptic’s Intelligence modifier. A cryptic must be at least 10th level before selecting this insight.

20th 10:Rebuild Pattern (Ps)
Once per day, the cryptic can restore the pattern of a slain creature. The target is brought back to life as if the cryptic had used psionic revivify, but with 1 hit point instead of -1 hit points. A cryptic must be at least 16th level before selecting this insight.

20th 11:Eternal Tattoo (Ex)
If a cryptic taps a tattoo that she extends, the effects of that tattoo become permanent until she chooses to make another tattoo effect permanent. A cryptic must be at least 16th level and must possess the extend tattoo insight before selecting this insight.

Enhanced Disruption [9d6]
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.

Favored Class Bonuses
-:The cryptic gains +1/6 of a new insight.
06th 1:Binding Pattern (Su)
A cryptic with this insight can cause creatures struck with her disrupt pattern ability to become entangled for a number of rounds equal to the cryptic’s Intelligence modifier, although the disrupt pattern damage is minimized (all dice rolls are treated as 1s). Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier. A cryptic must be at least 4th level before selecting this insight.
12ed 2:Bypass Pattern (Su)
The cryptic learns how to temporarily displace a pattern without damaging it. As a standard action, the cryptic can treat one trap or lock as if it did not exist for a number of rounds equal to her Intelligence modifier, although the object to be affected must have a weight under 100 lbs and the cryptic must make a successful Disable Device check on the trap or lock to be affected. When the cryptic successfully uses this ability, her allies also ignore that trap or lock. After the effect expires, the lock or trap functions as normal, although if the trap would have been triggered due to the cryptic not returning everything to its original state, such as a trap triggered by a door opening, the trap immediately activates. Otherwise, the trap is left untriggered.
18th 3:Shatter Pattern (Su)
The cryptic learns how to break a minor pattern with her touch, allowing her to destroy a non-magical unattended item with hit points equal to double the cryptic’s level. This effect ignores any hardness the object might have. The cryptic may attempt to use this insight on an attended object, but doing so provokes attacks of opportunity and she must make a successful touch attack with a -4 penalty against the target’s touch AC.

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.

Swift Trapper (Ex)
At 6th level, a cryptic can create traps with astounding speed. It takes a cryptic half the normal amount of time to create traps.

Enduring Defense
A cryptic of 14th level can choose any option from the altered defense ability and always be under that effect. The cryptic can still change the effect as a swift action, but she is no longer limited to how many rounds per day she can have Altered Defense active.

Unchanging Pattern S/P-R [47]
At 18th level, the cryptic gains power resistance equal to 12 + her class level.

Supreme Insight (Su)
At 20th level, the cryptic makes astounding leaps of insight. She immediately learns two normal insights, but also learns a third insight chosen from the list to the right, representing a truly astounding breakthrough in understanding how patterns work. For many cryptics, the possibility of this sort of discoveries is the driving force for their studying of patterns.
20th 1:Eternal Pattern
The cryptic has discovered how to fix her physical pattern into its prime state, and from this point forward she takes no penalty to her physical ability scores from advanced age. If the cryptic is already taking such penalties, they are removed at this time. A cryptic with this insight does not die from old age.

Psion Uncarnate L10:

Psion Uncarnate L10

Class Features
All the following are class features of the psion uncarnate prestige class.

Class Skills
The psion uncarnate’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Disguise (Cha), Knowledge (planes) (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int modifier.

Weapon and Armor Proficiency:
Psion uncarnates gain no proficiency with any weapon or armor.

Powers Known
At every level indicated, a psion uncarnate gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of psion uncarnate to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became a psion uncarnate, he must decide to which class he adds the new level of psion uncarnate for the purpose of determining power points per day, powers known, and manifester level.

Shed Body (Su)
Starting at 1st level, a psion uncarnate can become incorporeal (or “uncarnate”) as a move action. Each day the character can remain uncarnate for up to 10 rounds and for each level after the first, he can remain uncarnate for 1 additional round. However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. During this time, the character’s body fades into an immaterial form that retains the character’s basic likeness. While uncarnate, the character gains a fly speed equal to his land speed (perfect maneuverability). Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate. A psion uncarnate can become corporeal again as a move action and he is free to divide his available rounds per day in any way he chooses.

Matter-bound (Ex)
When becoming uncarnate, the psion uncarnate can choose to either subsume his equipment into his incorporeal form, in which case they become inert (but see Assume Equipment below), or he can choose to have them remain functional but material. While the equipment is material, he can use it normally, deriving benefits from items that enhance his capabilities. Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesn’t make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment or subsumes it as a swift action, he can pass through solid objects at will again.

Incorporeal Touch (Su)
Beginning at 2nd level, a psion uncarnate can make a melee touch attack that deals 1d6 points of damage if it hits. The character’s Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The character’s hand and arm seem to become slightly translucent when he makes these attacks. While material, the psion uncarnate can use this ability up to three times per day, and while uncarnate, a psion uncarnate can make melee touch attacks at will that do not count against his uses of this ability. For every 2 levels, he gains an additional use of this ability while material. For every three levels higher than 2nd the psion uncarnate attains, the damage on these attacks increases by 1d6 points.

Uncarnate Armor (Su)
At 2nd level, a psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal, along with any special abilities the armor may convey, such as fortification and the benefits against critical hits. This ability works even if the armor being worn becomes incorporeal and subsumed, as per Shed Body.

Assume Equipment (Su) [35]
Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including weapons, but excluding armor which is always active anyway, as per the Uncarnate Armor ability) equal to his class level to retain their function when he uses his shed body ability. This has no effect on the equipment’s function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires as a free action.

Assume Likeness (Su)
At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character’s abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. When he does this, he does not seem ghostlike, but rather quite material. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature’s Sense Motive check) to convince the creature of the psion uncarnate’s new appearance. The psion uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the psion uncarnate uses his telekinetic force ability (see below) to hold the received item. When using his assume likeness ability, a psion uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent’s mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.

Parting the Veil (Su)
At 5th level, the psion uncarnate can expend a use of his Incorporeal Touch ability to give a weapon or armor he touches the ghost touch property for 5 minutes.

Hide Mind (Su)
As the psion uncarnate continues to evolve towards a higher state of being, he gains the ability to hide his true nature from others. From 6th level, nothing can identify the psion uncarnate as being psionic, regardless of whether it is spells or powers.

Psionic Talent
A psion uncarnate of 7th level gains the Psionic Talent feat as a bonus feat.

Telekinetic Force (Su) [DC65]
Beginning at 7th level, while incorporeal, a psion uncarnate can use telekinetic force as a standard action that does not provoke attacks of opportunity. The save DC is equal to 10 + class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). The character’s manifester level is the manifester level of the effect.
Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).

Rend the Veil (Su)
At 8th level, a psion uncarnate is almost at the peak of his ascension and can rend the veil that separates the material from the incorporeal. While incorporeal, the psion uncarnate can expend his psionic focus while making a melee touch attack against another incorporeal creature. If the attack hits, the target becomes material for up to 1 minute. While corporeal, the psion uncarnate can expend a use of his Incorporeal Touch ability to make a similar melee touch attack, that if it hits, makes the target incorporeal for up to 1 minute. Both uses affect both the creature and any equipment it is using. The psion uncarnate can end either use of this effect as a swift action.

Uncarnate Bridge (Su) [DC43]
At 9th level, the psion uncarnate can use the minds of others as a springboard for transportation. While incorporeal, he can enter the body of a living creature and instantly teleport to any other living creature within line of sight as a move action. This is often unsettling for those subjected to this and if he so chooses, the psion uncarnate can make his entry and exit even more disturbing by partially melding with the mind of those affected. If he so chooses, both the entry and exit creature must make a Fortitude save with a save DC equal to 10 + ½ class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). If the target fails, it becomes nauseated for 1 round.

Uncarnate (Ex) +1 All Saves +Cha mod to AC
At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. The character becomes permanently uncarnate, gains an additional +1 bonus to all save DCs of powers he manifests, counts his key ability score as 4 points higher for the purpose of bonus power points, gains a deflection bonus to his AC equal to his Charisma modifier (minimum +1) and can instead use his Shed Body class ability to become material.

Class L5:

Template - Advanced CR1:

Rebuild Rules:
AC increase natural armor by +2;
Ability Scores +4 to all ability scores (except Int scores of 2 or less)

Mythic

Mythic Hero-Overmind ML5:

Mythic Feat x5
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.
1:
2:
3:

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) 15/day
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) 1d8
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.

Mythic Overmind
Pure manifesters will find the overmind path ideal, granting abilities that further enhance their manifesting abilities, allowing them to exceed their normal limits, achieve unique effects, and bypass psionic defenses. Because manifesters use a variety of ability scores, there is no expectation that a mythic character taking the overmind path will have a particularly high ability score, although one of the mental ability scores will likely be high (Intelligence for psions and tacticians, Wisdom for vitalists, Charisma for wilders.)

Overmind Path Manifesters learn to use psionic powers in a variety of different ways. From the raw bursts of emotion from the wilder, to the teamwork oriented manifesting of the tactician, to the deep understanding of the psion, each of these manifesters learns to channel psionic energy into effects that alter themselves or the world around them. The overmind takes this ability to new heights, learning not only to weave psionic energy into a variety of effects, but to do it easily and in ways other manifesters could never achieve. The overmind is unparalleled in skill manifesting psionic powers, and many of the abilities of the overmind path improve your ability to manifest psionic powers or increase their capacity. In addition, this path offers a variety of options in increasing knowledge of psionics and typical defenses used against psionic powers. Overminds that approach the highest of mythic tiers can affect even the strongest-willed of creatures, while they themselves gain immunity from such effects.

Role
As an overmind, your role in the group is to enhance your manifesting ability and to have the right power for a particular situation. Whether that is improving the coordination over a collective or creating an opening in an enemy’s defenses, you channel psionic energy to overcome challenges and defeat foes. While you gain only limited defensive boosts, your offensive and tactical options prove that the best defense is a good offense.

Classes
The overmind is the primary path for psions, tacticians, vitalists, and wilders, the pure manifesting classes. Cryptics and psychic warriors might find many abilities in the overmind path useful, but could find other paths more appealing to their particular mix of skills and psionics. Bonus Hit Points: Whenever you gain an overmind tier, you gain 3 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.
Overmind FeaturesAs you gain new tiers, you gain the following abilities.

Psionic Secret
Select one of the following abilities. Once chosen, it can’t be changed.

Surging Psionics:
As a standard action, you can expend one use of mythic power to manifest any one psionic power without spending any power points.  The power must be on your class power list and one of your powers known.  When manifesting a power in this way, you treat your manifester level as 2 levels higher for the purpose of any effect dependent on level.  The power is treated as if augmented to your manifester level, should the power allow augmenting.  You can apply any metapsionic feats you know to this power, but you must still expend psionic focus as normal to power the metapsionic feats and the total effective cost of the power cannot exceed your manifester level and count against any potential augmenting.

Bypass Mental Defenses (Su):
When manifesting a power or using a class feature with the mind-affecting descriptor, you can expend one use of mythic power to affect creatures immune to mind-affecting effects and ignore abilities that apply their benefit only against mind-affecting effects, such as barred mind, as long as the creature being targeted is not mindless.

Naturally Focused (Su):
You do not lose your psionic focus when you sleep, lose consciousness, or enter a meditative trance, and you are always treated as having your focus for effects that require maintaining psionic focus. In addition, you can expend one use of mythic power as a free action when you expend your psionic focus to automatically regain psionic focus. This does not allow you to use two effects that require expending psionic focus on a single action.

Ravaging Time (Su):
When you are affected by time stop or similar effects that alter your time relative to the manifester’s, you can expend one use of mythic power to take a standard action during the effect.

Mythic Psionic Power (Ps):
You have a pool of psionic power you can draw upon for manifesting mythic powers. Up to twice per day, you can use this power to manifest a mythic power without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day

Equipment:

Starting cash 2,000,000gp
Every item she has was designed and made by her
*Assume Equipment (Su) x10 Items
Armor: [Powers]

Belt: handy Hava-Belt
Body: -
Chest: -
Eyes: PUI-Third Eye
Feet: -
Hands: -
Head: -
Headband: -
Neck: PUI-Torc of Power Preservation, Psionatrix of telepathy*
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Race Items
(+5 full plate, +5 dancing greatsword, +5 composite longbow [+9 Str bonus])

Signature Item:

5 of his points go into this Item, + its her Signature Item

Mythic Tattoo
This item has a number of powers and is part of his body, weaving into and out of his form.

1:CL/ML at HD not levels [Ex]
2:Epic Immunity from Detection of any kind [Ex]

notes: