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About The Lady Dizit SamaThe Lady Dizit Sama Elan psion (Telepath) Description:
Alignment: CN In form
In action
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*)
Perf Combat +2
+5 Concentration checks Mind Thrust at will 1d6D MW Dagger +2TH D(1d6) 19/20 special Abilities
Skills:
Class Skills <
+7 Acrobatics(+2dex, 0rank +5boots)
Also
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]
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
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]
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]
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)
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
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.
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
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)
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
detect psionics Free Power
MANIFESTING
EFFECT
DESCRIPTION
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
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
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)
Race Powers:
Resistance (Su)
Resilience (Su)
Repletion (Su)
CLass & Discipline Talent powers (Ps):
detect psionics
MANIFESTING
EFFECT
DESCRIPTION
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
* 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
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
MANIFESTING
EFFECT
DESCRIPTION
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)
MANIFESTING
EFFECT
DESCRIPTION
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]
DESCRIPTION
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
MANIFESTING
EFFECT
DESCRIPTION
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
MANIFESTING
EFFECT
DESCRIPTION
Inertial Armor Discipline Psychokinesis [Force]
MANIFESTING
EFFECT
DESCRIPTION
Augment For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1. Force Screen
MANIFESTING
EFFECT
DESCRIPTION
Augment For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1. Call to Mind
MANIFESTING
EFFECT
DESCRIPTION
Augment For every 2 additional power points you spend, the competence bonus increases by +1. Energy Ray
MANIFESTING
EFFECT
DESCRIPTION
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
MANIFESTING
EFFECT
DESCRIPTION
In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A. Enhancement Menu A +2 enhancement bonus to Strength
You gain 5 temporary hit points.
Level 2 Powers:
Body Equilibrium
MANIFESTING
EFFECT
DESCRIPTION
Defy Gravity Discipline Psychoportation
MANIFESTING
EFFECT
DESCRIPTION
Cloud Mind
MANIFESTING
EFFECT
DESCRIPTION
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.
Read Thoughts
MANIFESTING
EFFECT
DESCRIPTION
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
MANIFESTING
EFFECT
DESCRIPTION
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
MANIFESTING
EFFECT
DESCRIPTION
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
MANIFESTING
EFFECT
DESCRIPTION
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.
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
Abilities:
*With self-propulsion ability activated. Size/Type: Diminutive Construct**
Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example). Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks. ** A construct is an animated object or artificially created creature. A construct has the following features. d10 Hit Die.
No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Constructs do not breathe, eat, or sleep. Autohypnosis Skill:
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
Ioun torch 75gp
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