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Cleric of Gozreh

The Lady Dizit Sama's page

192 posts. Alias of Johnny_Panic.


Full Name

The Lady Dizit Sama

Race

Elan - humanoid (aberrant) (PP58/52)

Classes/Levels

psion (Telepath) (6th)

Gender

Female

Size

5'0"

Age

600+

Special Abilities

As Elan

Alignment

CN

Languages

Common, Celestial, Draconic, Sylvan, UnderCommon, Orc, Infernal, Elven, Dwaven, Thieve's Cant

Occupation

Courtesan/Elan Agent

Strength 10
Dexterity 14
Constitution 10
Intelligence 21
Wisdom 13
Charisma 12

About The Lady Dizit Sama

The Lady Dizit Sama Elan psion (Telepath)

IMAGE HERE

Description:

Alignment: CN

In form
A short well dressed lady who looks around 30 years of age, she walks with grace and elegance. I well formed body this human looking woman seems to glow from the inside with soft white light, Her eyes seem to shine and she has an odd air about her, as if shes moving underwater at times. Her face is fine and slender hand delicate and slim, she is always clean. She carry's no spell pouch or books of magic of any kind, no Holy items or musical items. Only a small fine stiletto MW dagger hangs on her belt.

In action
The Lady Dizit Sama has a very sharp mind but behinds this hides this behind seemingly carefree attitude to life, she is always well spoken has impeccable manners. Hes us user to being around the great and good and has an air of command. She is often to be found in the company well trained armed men seemingly doing nothing at all, but do not be fooled under her small form is a woman of exceptional ruthlessness and single mindedness, where ever war is brewing, conflict starting, you will find her, walking the halls of power, manipulating, Handling or controlling.

Stats:

Str 10 Mod +0
Dex 14 Mod +2 (+4)
Con 10 Mod +0
Int 21 Mod +5 (+13 +2 race +1 Level spend +2 head band)
Wis 13 Mod +1 (+3)
Cha 12 Mod +1 (+2)
20 point buy

Combat:

Hit Die: d6 = HP26

AC 18/20*/24** 10 +2 +4 +1 +1 (Tch 12* 10FI*)
(*/** can change with powers)
CMB +2
CMD 15/10FI
Init +4

Perf Combat +2
Speed 40/50*/80*feet (+10 Boots)/90+power
Mid size
*Feat
Fort Save +2/+6*
Refl Save +4/+8*
Will Save +6/+10*
*Elan Power = 1pp

+5 Concentration checks

Mind Thrust at will 1d6D

MW Dagger +2TH D(1d6) 19/20

special Abilities
+5 Concentration
Powers (That cost PP to use)
Autohypnosis skill
Senses: darkvision (60 feet.)
Racial power 1pp = heal 2hp
Resistance 1pp = +4
Mind link at will. (free)

Skills:

Class Skills <
48 point spend

+7 Acrobatics(+2dex, 0rank +5boots)
+5 Appraise(+5int, 0rank)
+10 Autohypnosis* (+1Wis 6Rank)<
+10 Bluff(+1cha, 6rank)<
+0 Climb(+0str, 0rank)
+* Craft(+5int, 0rank)<
+10 Diplomacy(+1cha, 6rank)<
+11 Disable Device (+5int, 0rank +6Head Band)
+1 Disguise(+1cha, 0rank)
+2 Escape Artist(+2dex, 0rank)
+1 Heal (1wis 0rank)
+1 Intimidate(1cha, 0rank
+9 Knowledge (Arcana)(+5int, 1rank)<
+9 Knowledge (Dungeoneering) (+5int, 1rank)<
+9 Knowledge (Engineering) (+5int, 1rank)<
+9 Knowledge (Geography) (+5int, 1rank)<
+9 Knowledge (History) (+5int, 1rank)<
+5 Knowledge (Local) (+5int, 0rank)<
+9 Knowledge (Nature) (+5int, 1rank)<
+9 Knowledge (Nobility) (+5int, 1rank)<
+9 Knowledge (Planes) (+5int, 1rank)<
+9 Knowledge (Psionics) (+5int, 1rank)<
+9 Knowledge (Religion) (+5int, 1rank)<
+14 Linguistics(+5int 6rank)<
+9 Perception(+1wis, 3rank +2 Feat)<
+1 Ride (+0Str 1ranks)<
+1 Perform (1Cha 0Rank)
+12 Sense Motive(+1wis, 6rank +2 feat)<
+2 Sleight of Hand(+2dex, 0rank)
+9 Spellcraft(+5int, 1rank)<
+2 Stealth(+2dex, 0rank)
+1 Survival(+1Wis 0rank)
+0 Swim (+0 Str 0rank)
+2 Use Magic Device(+1cha, +1rank)

Also
+5 Concentration checks
Concentration = 1d20 +6CL +5Int Mod +5other = 1d20 +16

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.

Feats:

Light Armour Proficiency

Speed of Thought [Psionic]
The energy of your mind energizes the alacrity of your body.

Prerequisite: Wis 13.

Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. You may expend your psionic focus to increase the insight bonus to your speed to 30 feet for your turn.

Body Fuel - Psionic
You can expand your power point total at the expense of your health.

Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three physical ability scores: Strength, Dexterity, and Constitution. You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.

Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body.

Psicrystal Affinity - Psionic

You have created a psicrystal.

Prerequisites: Manifester level 1st.

Benefit: This feat allows you to gain a psicrystal. Should your psicrystal be destroyed, you gain a new one after 24 hours. A new psicrystal must have the same personality as the original.

Psicrystal Containment [Psionic]
Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.

Prerequisites: Psicrystal Affinity, manifester level 3rd.

Benefit: You can psionically focus your psicrystal in the same manner in which you gain psionic focus. At any time when you need to expend your psionic focus, you can expend your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. At any time when you need to maintain psionic focus for an effect, you can use your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself—only the owner can spend the time to focus the crystal.

Expanded Knowledge [Psionic]
You learn another power.

Prerequisites: Manifester level 3rd.

Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline’s list or even from another class’s list, even if that power is already on your class’s power list.

Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.

Psionic Talent - Psionic (race feat)
You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat for the first time, you gain 2 power points.

Alertness* Psicrystal - feat

Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Improved evasion* Psicrystal - feat

Mental Intrusion (Ex) Class - 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.

Traits:

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.

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on Initiative checks.

Race Features Elan:

Racial Traits

+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.
Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.

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): See race powers

Resilience (Su): See race power

Repletion (Su): See race Powers

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
want (except secret languages, such as Druidic).

Special Class Features Telepath:

Bonus feat (in Feats)
detect psionics (free Power)
discipline
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.

Discipline (Telepathy)
Two Powers (Talents) - mind link and Mind Thrust.

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.

Mental Intrution
See Feats

detect psionics Free Power
Detect Psionics
Discipline Clairsentience
Level Psion/Wilder 1, Psychic warrior 1, Vitalist 1

MANIFESTING
Display Auditory and visual
Manifesting Time 1 standard action

EFFECT
Range 60 ft.
Area Cone-shaped emanation centered on you
Duration Concentration, up to 1 min./level (D)
Saving Throw None; Power Resistance No
Power Points 1

DESCRIPTION
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

1st Round: Presence or absence of psionic auras.

2nd Round: Number of different psionic auras and the strength of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Psionics) checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.) If the aura emanates from a psionic item, you can attempt to identify its properties (see Spellcraft).

Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If an aura falls into more than one category, detect Psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.

Power or Item Aura Strength
Faint Moderate Strong Overwhelming
Functioning power (power level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Psionic item or creature (manifester level)* 5th or lower 6th-11th 12th-20th 21st+ (artifact)
* For creatures without a manifester level, use the creature's CR or hit die, whichever is lower.

Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect Psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Each round, you can turn to detect Psionics in a new area. You can tell the difference between magical and psionic auras.

The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Augment This power may be augmented in either of the following ways.

If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0). 2. By spending an additional 2 power points, you gain a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of psionic items in your possession. This power does not allow you to identify artifacts.

Powers Points:

58 Power points PerDay Current Day Count=[--]

Points/Day +35 (from class) +6 (from Level feat) +15 (for Int21) +2 (form feat)
= 58PP per-day
Powers Known 13 / Maximum Power Level Known - 3ed /
Max PP spend per Power USE ** 6PP **.

Race Powers:

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.
MAX 1PP = +4 Save

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.
MAX 6PP = 12HP

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.
MAX 1PP = 24hours (always on)

CLass & Discipline Talent powers (Ps):

detect psionics
Detect Psionics
Discipline Clairsentience
Level Psion/Wilder 1, Psychic warrior 1, Vitalist 1

MANIFESTING
Display Auditory and visual
Manifesting Time 1 standard action

EFFECT
Range 60 ft.
Area Cone-shaped emanation centered on you
Duration Concentration, up to 1 min./level (D)
Saving Throw None; Power Resistance No
Power Points 1

DESCRIPTION
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

1st Round: Presence or absence of psionic auras.

2nd Round: Number of different psionic auras and the strength of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Psionics) checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.) If the aura emanates from a psionic item, you can attempt to identify its properties (see Spellcraft).

Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If an aura falls into more than one category, detect Psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.

Power or Item Aura Strength
Faint Moderate Strong Overwhelming
Functioning power (power level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Psionic item or creature (manifester level)* 5th or lower 6th-11th 12th-20th 21st+ (artifact)

* For creatures without a manifester level, use the creature's CR or hit die, whichever is lower.

Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect Psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
Each round, you can turn to detect Psionics in a new area. You can tell the difference between magical and psionic auras.

The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Augment This power may be augmented in either of the following ways.

If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0). 2. By spending an additional 2 power points, you gain a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of psionic items in your possession. This power does not allow you to identify artifacts.

Mind Thrust
Discipline Telepathy [Mind-Affecting]
Level Psion/Wilder 1

MANIFESTING
Display Auditory
Manifesting Time 1 standard action

EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration Instantaneous
Saving Throw Will negates; Power Resistance Yes
Power Points 1 -
or free if 1D6 damage and Focused
Max 6PP = 6D10 + 3DC

DESCRIPTION
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.

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.

Mindlink (Pu)
Mindlink
Discipline Telepathy [Mind-Affecting]
Level Telepath 1

MANIFESTING
Display Mental
Manifesting Time 1 standard action

EFFECT
Range Close (25 ft. + 5 ft./2 levels); see text
Targets You and one other willing creature within range that has an Intelligence score of 3 or higher
Duration 10 min./level
Saving Throw None; see text; Power Resistance Yes (harmless)
Power Points 1

DESCRIPTION
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

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]
Level Telepath 4
Duration 10 min./level (D)
Saving Throw Will negates; Power Resistance Yes
Power Points 7

DESCRIPTION
As mindlink, except that if the target is a psionic character or creature that knows powers, you can temporarily borrow a power of your choice (you are aware of what powers the subject knows, up to the highest level of power you can manifest).

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:

Empathic Connection
Discipline Telepathy (Charm) [Mind-Affecting]
Level Telepath 1

MANIFESTING
Display Mental
Manifesting Time 1 standard action

EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Target One humanoid
Duration 1 hour/level
Saving Throw Will negates; Power Resistance Yes
Power Points 1

DESCRIPTION
You reach out with your mind, finding the emotional strings that most apply to your target. With delicate influences, you twist those emotional strings, making your target view you as a friend (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. This does not enable you to control the affected person as if it was an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the effect. You must speak the person’s language to communicate your commands, be good at pantomiming, or have some other method to communicate, such as mindlink.

Augment You can augment this power in one or more of the following ways. 1. If you spend 2 additional power points, this power can also affect an animal, fey, magical beast, or monstrous humanoid. 2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. 3. If you spend 4 additional power points, this power’s duration increases to one day per level. In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Conceal Thoughts
Discipline Telepathy [Mind-Affecting]
Level Psion/Wilder 1, psychic warrior 1

MANIFESTING
Display Mental
Manifesting Time 1 standard action

EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Target One willing creature
Duration 1 hour/level
Saving Throw Will negates (harmless); Power Resistance Yes (harmless)
Power Points 1
Max PP1 6 hours.

DESCRIPTION
You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).

Inertial Armor

Discipline Psychokinesis [Force]
Level Psion/Wilder 1, psychic warrior 1

MANIFESTING
Display Visual; see text
Manifesting Time 1 standard action

EFFECT
Range Personal
Target You
Duration 1 hour/level (D)
Power Points 1
Max 6PP = AC +6

DESCRIPTION
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

Augment For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.

Force Screen
Discipline Psychokinesis [Force]
Level Psion/Wilder 1, psychic warrior 1

MANIFESTING
Display Auditory
Manifesting Time 1 standard action

EFFECT
Range Personal
Target You
Duration 1 min./level (D)
Power Points 1
Max 6PP AC+5

DESCRIPTION
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.

Augment For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.

Call to Mind
Discipline Telepathy [Mind-Affecting]
Level Psion/Wilder 1

MANIFESTING
Display Mental
Manifesting Time 1 minute

EFFECT
Range Personal
Target You
Duration Instantaneous
Power Points 1
MAX 5PP = +6 to roll.

DESCRIPTION
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you. On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.

Augment For every 2 additional power points you spend, the competence bonus increases by +1.

Energy Ray
Discipline Psychokinesis [see text]
Level Psion/Wilder 1

MANIFESTING
Display Auditory
Manifesting Time 1 standard action

EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Effect Ray
Duration Instantaneous
Saving Throw None; Power Resistance Yes
Power Points 1
MAX 6PP 6D6 Damage

DESCRIPTION
You create a ray of energy of your active energy type (cold, electricity, fire, or sonic) that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.

Cold A ray of this energy type deals +1 point of damage per die.

Electricity Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire A ray of this energy type deals +1 point of damage per die.

Sonic A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest.

Augment You can augment this power in one of the following ways. 1. For every additional power point you spend, this power’s damage increases by one die (d6). 2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the damage is reduced to 1d3 and it cannot be further augmented.

Special A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.

Metamorphosis, Minor

Discipline Psychometabolism

Level Psion/Wilder 2, egoist 1
(taken As feat Power Expanded Knowledge so Level 1 Egoist)

MANIFESTING
Display Material
Manifesting Time 1 standard action

EFFECT
Range Personal
Target You
Duration 1 min/level
Power Points Egoist 1, Psion/Wilder 3
MAX 5PP 3 from each, 6 Mins.

DESCRIPTION
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. If you choose to imitate an existing person, you gain a +4 circumstance bonus to Bluff checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.

In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.

Enhancement Menu A

+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.
Abilities Menu A

You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.

Level 2 Powers:

Body Equilibrium
Discipline Psychometabolism
Level Psion/Wilder 2, Psychic warrior 2, Vitalist 2

MANIFESTING
Display Material and visual
Manifesting Time 1 standard action

EFFECT
Range Personal
Target You
Duration 10 min./level (D)
Power Points 3

DESCRIPTION
You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on an unfirm surface without sinking or breaking through. If you fall from any height while using this power, damage from the impact is halved.

Defy Gravity

Discipline Psychoportation
Level Psion/Wilder 2, psychic warrior 2

MANIFESTING
Display Olfactory
Manifesting Time 1 standard action

EFFECT
Range Personal or close (25 ft. + 5 ft./2 levels)
Target You or one willing creature or one object (total weight up to 100 lb./level); see text
Duration 10 min./level (D)
Saving Throw None; Power Resistance Yes (harmless, object)
Power Points 3

DESCRIPTION
You gain the ability move yourself, another creature, or an object up and down as you wish. A creature must be willing to be affected, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). An affected creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.

Cloud Mind
Discipline Telepathy [Mind-Affecting]
Level Psion/Wilder 2

MANIFESTING
Display None
Manifesting Time 1 standard action

EFFECT
Range Close (25 ft. +5 ft./2 levels)
Target One creature
Duration 1 min./level
Saving Throw Will negates; Power Resistance Yes
Power Points 3

DESCRIPTION
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.

First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.

Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.

If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

Augment This power may be augmented in one or both of the following ways.

If you spend 6 additional power points, you may manifest this power as an immediate action.
For every 2 additional power points you spend, this power can affect one additional creature.
If you spend 8 additional power points, this power effects one creature per manifester level.
In addition, for every 2 power points spent on any of the above options, the power’s save DC increases by 1.

Read Thoughts
Discipline Telepathy [Mind-Affecting]
Level Telepath 2

MANIFESTING
Display Mental
Manifesting Time 1 standard action

EFFECT
Range 60 ft.
Area Cone-shaped emanation centered on you
Duration Concentration, up to 1 min./level (D)
Saving Throw Will negates; see text; Power Resistance No
Power Points 3

DESCRIPTION
You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires.

Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.

Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Augment For every 2 additional power points you spend, this power’s save DC increases by 1.

Level 3 Powers:

Telekinetic Force
Discipline Psychokinesis [Force]
Level Psion/Wilder 3

MANIFESTING
Display Visual
Manifesting Time 1 standard action

EFFECT
Range Medium (100 ft. + 10 ft./ level)
Target One or more objects or creatures with a total weight of 250 lb. or less
Duration Concentration, up to 1 round/level, or Instantaneous; see text
Saving Throw Will negates (object); Power Resistance Yes
Power Points 5

DESCRIPTION
You can use this power in one of two ways:

Move

You move an object, or even a creature, by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses or itself with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.

You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.

If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier.

If a creature succeeds on its Will save against this effect, either to prevent you moving the creature or an object in its possession, you cannot target another item in that creature’s possession nor the creature itself unless you manifest the power again.

Thrust

You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.

You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your key ability modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).

Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. Creatures are not allowed a Will save if an object is thrust at them through the use of this power.

If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

If you use the thrust option of this power, the duration is instantaneous.

Augment For every additional power point you spend, the weight limit of the target increases by 25 pounds.

Energy Burst
Discipline Psychokinesis [see text]
Level Psion/Wilder 3

MANIFESTING
Display Auditory
Manifesting Time 1 standard action

EFFECT
Range 40 ft.
Area 40-ft-radius burst centered on you
Duration Instantaneous
Saving Throw Reflex half or Fortitude half; see text; Power Resistance Yes
Power Points 5
MAX 6PP 6D6

DESCRIPTION
You create an explosion of unstable ectoplasmic energy of your active energy type (cold, electricity, fire, or sonic) that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage.

Cold A burst of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold burst is a Fortitude save instead of a Reflex save.

Electricity Manifesting a burst of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire A burst of this energy type deals +1 point of damage per die.

Sonic A burst of this energy type deals –1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Augment For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Special A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.

Time Hop
Discipline Psychoportation
Level Psion/Wilder 3

MANIFESTING
Display Auditory and visual
Manifesting Time 1 standard action

EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Targets One Medium or smaller creature, or one object weighing 300 lb. or less
Duration 1 round/level; see text
Saving Throw Will negates; Power Resistance Yes
Power Points 5

DESCRIPTION
The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all.

In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.

If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

Augment You can augment this power in one or both of the following ways.

For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Psicrystal:

Round disk, on a chain, around neck and under his clothing in a fine Adamanium case.

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a

human hand

Personalitis 1
Single-minded = (+3 bonus on Concentration checks)

Abilities:
Str 1*, -5
Dex 15* +2
Con Ø, **
Int 8, -1
Wis 10, +0
Cha 10 +0

*With self-propulsion ability activated.

Size/Type: Diminutive Construct**
Alignment: As master
Hit Dice: As master’s HD (hp ½ master’s)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 17* (+4 size, +2 Dex* +1 N-Amor), touch 16, flat-footed 14 (*change with powers)
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Shared Powers / Tuch Powers
Special Qualities:
Construct traits,
hardness 8
psicrystal abilities
Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link, Speach,
Deliver touch powers.

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.

**

A construct is an animated object or artificially created creature.

A construct has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

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).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.A construct cannot be raised or resurrected.A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.

Constructs do not breathe, eat, or sleep.

Autohypnosis Skill:

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.

Memorize

You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.

Resist Dying

You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the Constitution check in later rounds if you are initially unsuccessful.

Resist Fear

In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you may make an additional Will save with a +4 competence bonus to shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.

Tolerate Poison

You can attempt to resist the effect of any standard poison. Every time you make a saving throw against the poison, you make an Autohypnosis check. If your Autohypnosis check exceeds the DC of the poison, you receive a +4 competence bonus on your saving throw against the poison. This skill has no effect on the initial saving throw against poison.

Willpower

If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a standard action while at 0 hit points without taking 1 point of damage (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell). You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.

Equipment:

On Body
Psicrystal Neck Slot
psionic Mithral Shirt +1 2100gp
psionic Ring of Protection +1 2000gp
psionic Headband of Vast Intelligence +2 4k gp (+6 one skill)
psionic Boots of Striding and Springing 5.5kgp
psionic Comb of disguise 1800gp
MW Dagger Sliver 350gp

Handy Haversack 2kgp
Inside -
Hide from animals (potion) x4 200gp
Hide from undead (potion) x4 200gp
Protection from (Evil) (potion) x2 100gp

Ioun torch 75gp
psionic Acid (1 flask) x10 100gp
Oil- Alchemist's fire, (1 flask) x5 100gp
Powder, Itching [Alchemical Power Component] x2 120gp
Powder, Sneezing (packet) x2 120gp
Vermin Repellent x 2 10gp
Perfume x2 10gp
Soap bar x1gp
Shampoo flask x10 5gp
Jade tea set 30gp
Teas x 5 5gp
makeup case + makeup 60gp
Courtly Clothing x2
Courtesan clothing x2
Cold weather clothing x1
Hot weather clothing x1
bed roll.5gp
MW tent 125gp
Earplugs x2
Hats x 4
Cloaks x 3
Good boots/slippers/shoes x 10
Lamp + Oil
Some reading Geopolitics and history books.
Signal Whistles 1sp
Grooming set. 5gp
Healing Kit x2 100gp
Contraceptives x20 10gp
Small Compass way-finder 100gp
Notebook and pen (silver Point)
Anti-toxin x2 100gp
folding out chair and table 10gp
Small tea set with oil and burner, 30gp


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