Sajan Gadadvara

Aldondrick Volharan's page

323 posts. Alias of Dennis Harry.


Race

HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7

Classes/Levels

Shadow's Status

About Aldondrick Volharan

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Male Elan
Monk 4 (Monk of the Four Winds/Scaled Fist/Sensei)
Psion 4 (Telepath/Nomad - Secondary) (Dual Disciple)
Lawful Neutral
Medium Humanoid (Elan)
Init +2 (+3 when Psionically Focused); Senses Perception +8
-------------------------------=DEFENSE=-------------------------------
AC: 14, Touch: 14, Flat-Footed: 12 (+0 armor, +2 dex, +0 shield,+0 NA,+2 Wisdom)
HP: 36 {+4d8, +3 Con}
Fort: +6, {+4 Base,+1Con, +1}
Reflex: +7, {+4 Base,+2Dex, +1}
Will: +7,{+4 Base,+2Wis, +1} {+2 Vs. Fear, Paralysis, and Sleep}
CMD 16 {2 Base + 1 Str + 2 Dex + size + misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +5; {+2 Base +2 Wis + size + misc}
Base Atk: +3;
Unarmed Strike +5{+3 Base,+2 Wis} 1d8+1-1+1d6 Elemental - +1d6 Elemental with Ki Expenditure
Ranged:+5{+3 Base,+2 Dex} Psionic Power
-------------------------------=STATISTICS=-------------------------------
Str: 8, Dex: 14, Con: 13, Int: 18, Wis: 14, Cha: 15
-------------------------=Traits=----------------------
Telepathic Talent - You can expend your psionic focus to gain a +2 trait bonus to your saves against mind-affecting powers and psi-like abilities.
Perceptive Talent - While maintaining psionic focus you are more aware on a subliminal level of the thoughts and intentions of those around you. You gain a +1 trait bonus on initiative and on Sense Motive checks while you are psionically focused.
Focused Mind +2 Concentration checks [Source: Pathfinder Roleplaying Game: Ultimate Campaign.]
----------------=Drawbacks=-----------------
Headstrong - You feel compelled to correct every action and argument that contradicts your worldview.
Effect(s) Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.
----------------=Race Traits=-------------------
+2 to one Ability Score
Aberrant Subtype
Suffer -1 to Charisma checks when dealing with non-Elans.
Psionic Talent Feat
Resistance - Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience - When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion - An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude - When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
--------------=Feats=-----------------
Deflect Arrows (Monk Bonus)
Psionic Fist (Psionic) (Level 1 Feat) (Add +1 Damage + Expend Psionic Focus to do +2d6 Damage)
Combat Manifestation (Psion Bonus Feat)
Psionic Talent (Elan Bonus)
Expanded Knowledge (Level 3 Feat – Astral Construct)
Psionic Meditation (5th Level Feat-Move Action to become Psionically Focused)

---------------=Skills=- (24 points Total; 4 Monk & 4 INT)---------------

Acrobatics(Dex)____+6{+1rank,+2Dex} Class
Appraise(Int)____+1{+0rank,+1Int}
AutoHypnosis(Wis)____+8{+3rank,+2Wis} Class
Bluff(Cha)____+6{+1rank,+2Cha} Class
Climb(Str)____+4{+1rank,-1Str} Class
Craft (Int)____+0{+0rank,+0Int} Class
Disguise (Cha)____+0{+0rank,+0Cha}
Diplomacy (Cha)____+6{+1rank,+2Cha}
Escape Artist*(Dex)____+6{+1rank,+2Dex} Class
Fly(Dex)____+0{+0rank,+0Dex}
Intimidate(Cha)____+6{+1rank,+2Cha} Class
Knowledge (Arcana)(Int)____+0{+0rank,+0Int} Class
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int} Class
Knowledge (Geography)(Int)____+8{+1rank,+4Int} Class
Knowledge (History)(Int)____+9{+2rank,+4Int} Class
Knowledge (Local)(Int)____+8{+1rank,+4Int} Class
Knowledge (Nature)(Int)____+0{+0rank,+0Int} Class
Knowledge (Planes) (Int)____+0{+0rank,+0Int} Class
Knowledge Psionics (Int)____+9{+2rank,+4Int} Class
Knowledge (Religion) (Int)____+0{+0rank,+0Int} Class
Linguistics(Int)____+10{+3rank,+4Int}
Perception(Wis)____+7{+2rank,+2Wis} Class
Perform (Cha) +7 {Rank +2, +2 Cha}
Ride(Dex)____+2{+0rank,+2Dex} Class
Sense Motive(Wis)____+9{+4rank,+2Wis} Class (+1 when Psionically Focused)
Spellcraft(Int)____+7{+1rank,+3Int} Class
Stealth (Dex)____+7{+2rank,+2Dex} Class
Survival(Wis)____+6{+1rank,+2Wis}
Swim(Str)____+4{+1rank,-1Str} Class

In Class Skill Bonus +3

-=Languages=- Illuskan, Dwarven, Elven, Orc, Draconic, Goblin, Calishite Alzhedo

---===Special Abilities===---:

-------------------------------=AUTOMATIC BONUS PROGRESSION=-------------------------------

Level 3 – Resistance +1

--------------------SPECIAL/CLASS ABILITIES=----------------------------
Monk Abilities:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Elemental Fist: At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.

Ki (Magic) 4

Ki Pool:

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

Slow Fall 20'

Detect Psionics

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

Draconic Might: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

Draconic Metttle: At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects.

Draconic Fury: At 3rd level, the scaled fist has gained some control over the draconic energies she studies. She must select one type of energy: acid.

Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level.

Advice: A sensei’s advice is identical to bardic performance (using oratory), allowing him to - (1) inspire courage at 1st level,
(2) inspire competence at 3rd level, and
(3) inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Charisma modifier = 7x Day.

This ability replaces flurry of blows, fast movement, and improved evasion.

Insightful Strike: At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.

This ability replaces evasion and the bonus feat gained at 2nd level.
Secondary Discipline: When the dual disciple chooses his discipline, he also selects his secondary discipline. The dual disciple’s secondary discipline cannot be the Generalist discipline. The dual disciple can select his powers known from this secondary discipline power list as well as from his normal power lists. However, the dual discipline suffers a -1 penalty to his manifester level when manifesting a power of any discipline other than one of those he has chosen. The dual disciple gains his primary discipline abilities at 2nd, 8th, 14th, and 20th levels as normal.

Discipline Talents

Conceal Thoughts
Display Mental
Manifesting Time 1 standard action
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 psionic focus or 1
You protect your own 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).

Mind Link
Display Mental
Manifesting Time 1 standard action
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
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.

Mental Intrusion

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.

-----------------------------Power POints------------------------------
31
-------------------------------=Concentration=--------------------------
+13
-------------------------------=Powers=-------------------------------
5 1st + Astral Construct
4 2nd
-----------------------------=0th (at will)---------------------------
Conceal Thoughts
Mind Link
------------------------------=1st=------------------------------
Empathic Connection
Display Mental
Manifesting Time 1 standard action
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
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.

Astral Construct
Display Visual; see text
Manifesting Time 1 round
Range Close (25 ft. + 5 ft./2 levels)
Effect One created astral construct
Duration 1 round/level (D)
Saving Throw None; Power Resistance No
Power Points 1
This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.
Astral construct are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
Augment For every 2 additional power points you spend, the level of the astral construct increases by one.

Burst

Discipline: Psychoportation; Level Nomad 1
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1
This power increases your land speed by 10 feet. This adjustment counts as an enhancement bonus to speed.

Augment: For every 4 additional power points you spend, the enhancement bonus to speed increases by 10 feet.

Deceleration
Display Auditory and material
Manifesting Time 1 standard action
Range Close (25 ft. + 5 ft./level)
Target One Medium or smaller creature
Duration 1 min./level
Saving Throw Reflex negates; Power Resistance Yes
Power Points 1
You warp space around an individual, hindering the subject’s ability to move. The subject’s speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.
Augment For every 2 additional power points you spend, this power can affect a target one size category larger and this power’s save DC increases by 1.

Mind Thrust
Display Auditory
Manifesting Time 1 standard action
Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration Instantaneous
Saving Throw Will negates; Power Resistance Yes
Power Points 1
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.

Inertial Armor
Display Visual; see text
Manifesting Time 1 standard action
Range Personal
Target You
Duration 1 hour/level (D)
Power Points 1
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.

------------------------------=2nd=------------------------------
Aversion
Display Auditory and material
Manifesting Time 1 standard action
Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration 1 hour/level
Saving Throw Will negates; Power Resistance Yes
Power Points 3

You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual or a physical object, she will prefer not to approach within 30 feet of it. If it is a word, she will try not to utter it; if it is an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it. The subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by doing so.

If the subject is forced into taking an action she has an aversion to, she takes a –2 penalty on any attack rolls, ability checks, or skill checks involved.

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

Empathic Condition Relief
Display: olfactory
Manifestation Time: One standard action
Range: touch
Target: Creature touched
Duration: instantaneous
Saving Throw: Fort negates (harmless); Power resistance: Yes (harmless)
Power Points: 3

You cleanse the subject’s body of unhealthy influences and relieve 1d2+1 rounds’ worth of debilitating conditions – dazed, confused, nauseated, shaken, and/or stunned. The subject gains instant relief if she is dazed, confused, nauseated, shaken, and/or stunned. If the duration of the debilitating condition is longer than the relief provided by this power, the subject can either, at your choice, remain affected by the debilitating condition, but for a reduced time, or gain 1d2+1 rounds unaffected by the condition. So, if the subject is dazed for 10 rounds, using this power can either grant them 1d2+1 rounds not being dazed or shorten that period by 1d2+1 rounds. You could manifest this power again to relieve the additional rounds of the specified debilitating conditions.

Augment: This power can be augmented in one or more of the following ways.

1. For every 2 additional power points you spend, the number of rounds of relief extends by 1.

2. If you spend 8 additional power points, you can restore a petrified creature back to its normal state, although the subject must make a successful DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.

Read Thoughts
Display Mental
Manifesting Time 1 standard action
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
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.

Dimension Swap

Discipline: Psychoportation (Teleportation); Level: Nomad 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one ally in range, or any two allies in range; see text
Duration: Instantaneous
Saving Throw: Will negates (harmless, object); Power
Resistance: Yes (harmless, object)
Power Points: 3

You instantly swap positions between your current position and that of a designated ally in range. Alternatively, you can swap the positions of any two allies in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures.

Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Dorje – Natural Healing – 750 GP
Dorje – Psychic Tracking – 750 GP (49 Charges Left)
Mundane Gear
Backpack: Flint & Steel, 10 Torches, Silk Rope, Pitons, Grappling Hook, Waterskin, Rations (10 Days), Lantern, Hooded, Oil (pint flask - 3), Sunrod x3
GP = 10

---===Background===---

Background

Aldon has no memory of his life prior to the Ritual which made him what he is. He knows that he was part of a Monastic Order but which one he is not sure. The Elan who left him in Tethyr never gave a name and never again contacted him issuing only one order, seek influence for through it comes power… Aldon immediately rejected the order after all, with no further explanation why should he serve a being who had left him knowing less than he did before receiving the “gift” of the Ritual.

Finding himself in the Kingdom of Tethyr he gravitated towards the closest center of learning he could find, the Edificant Library in the Snowflake Mountains which housed its own Order of Monks. Monks studied their craft in the Library and Aldon immediately felt at home sparring with the likes of Danica Maupoissant who studied the texts of Grandmaster Penpahg D'Ahn. Despite his apparent young age, he had the wisdom of an ancient master and soon rose up the ranks of the Order rather quickly.

Aldon felt that lawlessness is the greatest of sins and seeks Mastery of himself and has no respect for those who do not. His beliefs, which he was quite vocal about, created a schism between himself and Dean Thobicus and he was asked to leave.

Aldon is rigid about rules and regulations and as he assumed he was from Tethyr and utilizes the laws of Tethyr as his guidelines for the law though his own judgment trumps those rules he feels are not strict enough. Despite his love for Tethyr his lack of memories of the place drove him North for south was far too hot and he knew that a Library of great learning, Candlekeep was in that direction.

Soon enough Aldon arrived at the keep and was admitted entrance based upon a treatise he wrote on the Invisible Art. It was during his time in Candlekeep that he found the capacity to expand his own Art beyond the powers of Telepathy. He began to wonder, was he a Psion Nomad in a past life or in his life prior to the Ritual? Still in his tie he did not find what he sought, indeed even this great repository of learning had no information about the mysterious Elan!

Candlekeep did give him a single clue though, farther north a cult of the God of Psionics Auppensar was rumored to exist. If it was true, then this cult may well have been composed of Elan, after all, was the God not long dead? Wouldn’t only an immortal still worship a God few knew the name of? A city named Sundabar is where they were rumored to have been based.

Thus, did Aldon journey north utilizing trade caravans to reach the city. His arrival was just in time for the city to be sieged by Orcs. With his “mind magic” and his martial prowess, he aided in defending the city from an Orcish invasion. Unfortunately, the contact who wrote the essay on the followers of Auppensar died in the assault leaving Aldon in a strange city without any clue as to where to look next.

Still, his efforts in defending the city did not go unnoticed, Helm Dwarf Friend cited him as one of the heroes of the battle and Aldon was given a position with the city guard doing one of the things he did best, training the guard on hand to hand combat. Even as a stranger it was obvious that Aldon was a leader of men and “special”.

Aldon befriended some of the locals and not so locals who were stuck in Sundabar by the fierce winter of the next year. One such friend was the local Priest of Torm who Aldon saw eye to eye with especially with respect to following the letter of the law. He found the powers of Aldon fascinating and they often sparred steel against fist and Spell against Art to increase their own skills with both.

Nahlzindrunriel and Aldon would of met in the constabulary of Sundabar. Both worked together as city guards and were on occasion, partners. Aldon following the strict letter of the law while Nahlzindrunriel would act under the "spirit" of the law which often led to spirited debates!

The other guards would call Nahlzindrunriel "Bright Eyes" because of his piercing blue eyes that had silver specks in the irises. Although with his "mind magic" Aldon knows that something isn't right about Nahlzindrunriel, he knows he's hiding something, Aldon is hiding soemthing as well and has not pried yet...

Nahlzindrunriel displays a vast knowledge of dragons, the dragon rages and Xorvintaal. Aldon figures him to be a dragon scholar and a practitioner of their magic. Yet the lingering question remained, why is a sorcerer among the city guard? For a sorcerer he was rather competent in martial combat and appeared to be much hardier.

Aldon also knows that Nahlzindrunriel lives in the poor part of town, he operates an inn called "The Happy Dragon's Hoard.", which functions as a bar and soup kitchen for the poorer citizens of the town.

Despite his short time in Sundabar, the Elan has become bored with his lot. He wishes to seek out answers or at the very least pursue some task of greater interest and importance. After all, is not Aldon destined for greatness? Or at least something greater than the role that he currently serves?

Appearance:

Aldon is 5’10” and weighs 185 lbs. He has a strong robust physique and a handsome chiseled face. He wears simple robes at all times.

Character Goals.
Aldon seeks to learn about his own past as he has no recollection of a time before he became an Elan.

Aldon seeks to impose his will on Faerun. He would see an end to chaos and the diminution of the concepts of good and evil in politics. He sees good and evil as morally ambiguous (do not the extreme of evils and good end up in the same relative place?) whereas chaos is repugnant.

---===Appearance and Personality===---:
Eyes:Brown
Hair:None
Skin:Dark Brown
Height:5'10"
Weight:185lbs.

Aldon has light brown skin as if very tanned, his head is bald with not a wisp of hair on it. His perceptive dark brown eyes take in the room as he enters. His robes are brown and free flowing. They hide the short sword at his waist and their bulk also conceals the backpack that he slings around with his most important possessions, his dorje's.

Astral Construct:

Astral constructs are brought into being by the metacreativity power astral construct. They are formed from raw ectoplasm (a portion of the astral medium drawn into the Material Plane). The power points spent by the construct’s creator during the manifestation of the power determine the level of the astral construct created. However, even astral constructs of the same level vary somewhat from each other, depending on the whims of their creators.
Combat

Astral constructs act as directed by their creators. As a free action, a construct’s manifester can direct the construct to attack particular enemies, use specific tactics or powers, perform other actions, or do nothing at all. The construct does exactly what its creator directs it to do.

An astral construct generally appears as an animate clump of ectoplasm with a vaguely humanoid shape, but the manifester can mold or sculpt one according to his or her whim within the limits imposed by the creature’s size. The quality of such “construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual. No matter how high the Craft (sculpting) check result, though, an astral construct’s appearance can’t hide the otherworldly material from which it is formed.
Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Special Abilities: Every time an astral construct is created, the manifester can choose to apply one special ability to the construct. When the manifester finishes manifesting the astral construct power, he chooses one or more special abilities from a menu of abilities appropriate to that level of astral construct.
Creating An Astral Construct

When manifesting the astral construct power, the manifester assembles the desired creature from a menu of choices, as specified in the construct’s statistics block. A manifester can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.

Some menu choices grant an astral construct the ability to manifest specific powers as psi-like abilities. Unless using the ability is a free action, an astral construct manifesting such a power does so as a standard action that provokes attacks of opportunity. All such powers have a manifester level equal to the astral construct’s Hit Dice or the creator’s manifester level, whichever is lower.

An astral construct does not need to meet the prerequisites for a feat granted by a menu choice.
Astral Construct Menu A

A manifester creating a 1st-level, 2nd-level, or 3rd-level astral construct can choose one special ability from this menu.
Buff (Ex)

The astral construct gains an extra 5 hit points.
Celerity (Ex)

The astral construct’s land speed is increased by 10 feet.
Cleave (Ex)

The astral construct gains the Cleave feat.
Deflection (Ex)

The astral construct gains a +1 deflection bonus to Armor Class.
Fly (Ex)

The astral construct has physical wings and a fly speed of 20 feet (average).
Improved Bull Rush (Ex)

The astral construct gains the Improved Bull Rush feat.
Improved Slam Attack (Ex)

The astral construct gains the Improved Natural Attack feat.
Mobility (Ex)

The astral construct gains the Mobility feat.
Power Attack (Ex)

The astral construct gains the Power Attack feat.
Resistance (Ex)

Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type.
Swim (Ex)

The astral construct is streamlined and shark like, and gains a swim speed of 30 feet.
Trip (Ex)

If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.
Astral Construct Menu B

A manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this menu. Alternatively, the construct can have two special abilities from Menu A.
Compact Form

The astral construct is summoned in a smaller form, coming one size category smaller than normal. Its Strength is reduced by 2, its Dexterity is increased by 2, and its modifiers based on size are adjusted appropriately.
Energy Touch (Ex)

The astral construct deals an extra 1d4 points of damage of your active energy type (fire, cold, sonic, or electricity) when you manifest the construct.
Extra Attack

If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.
Fast Healing (Ex)

The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
Heavy Deflection (Ex)

The astral construct gains a +4 deflection bonus to Armor Class.
Improved Buff (Ex)

The astral construct gains an extra 15 hit points.
Improved Critical (Ex)

The astral construct gains the Improved Critical feat with its slam attacks.
Improved Damage Reduction (Ex)

The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).
Improved Fly (Ex)

The astral construct has physical wings and a fly speed of 40 feet (average).
Improved Grab (Ex)

To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself.
Improved Swim

The astral construct is streamlined and shark-like, and gains a swim speed of 60 feet.
Muscle (Ex)

The astral construct gains a +4 bonus to its Strength score.
Poison Touch (Ex)

If the astral construct hits with a melee attack, the target is affected by astral poison.
Poison (Su)

Astral poison – injury; save Fort DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier; frequency 1/minute for 2 minutes; effect 1 Con damage; cure 1 save.
Pounce (Ex)

If the astral construct charges a foe, it can make a full attack.
Smite (Su)

Once per day the astral construct can choose one target to focus on, dealing additional damage. The astral construct deals extra damage equal to its Hit Dice to this target until the target is dead, the astral construct’s duration is destroyed, expired, or dismissed, or the manifester who summoned it rests to regain daily power points.
Trample (Ex)

As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a –4 penalty.
Astral Construct Menu C

A manifester creating a 7th-level, 8th-level, or 9th-level astral construct can choose one special ability from this menu. Alternatively, the astral construct can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)
Blindsight (Ex)

The astral construct has blindsight out to 60 feet.
Concussion (Sp)

The astral construct can manifest concussion blast (manifester level 7th) as a free action once per round.
Constrict (Ex)

The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage.
Dimension Slide (Sp)

The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.
Energy Bolt (Sp)

The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator’s active energy type determines the type of energy used. Kineticists are not restricted to an active energy type when choosing this menu option.
Extra Buff (Ex)

The astral construct gains an extra 30 hit points.
Extreme Damage Reduction (Ex)

The astral construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.
Extreme Deflection (Ex)

The astral construct gains a +8 deflection bonus to Armor Class.
Natural Invisibility (Su)

The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Power Resistance (Ex)

The astral construct gains power resistance equal to 10 + its Hit Dice.
Rend (Ex)

The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier.
Spring Attack (Ex)

The astral construct gains the Spring Attack feat.
Whirlwind Attack (Ex)

The astral construct gains the Whirlwind Attack feat.

1st-Level Astral Construct CR ½

XP 0 (included with master)
N Small construct
Init +2; Senses darkvision 60 ft., low-light vision, Perception –

DEFENSE

AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
HP 15 (1d10+10)
Fort +0, Ref +2, Will +0; Immune construct traits

OFFENSE

Speed 30 ft.
Melee slam +4 melee (1d4+3)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10
BAB +1, CMB +2; CMD 14
Feats –
Skills –

SPECIAL ABILITIES
One ability from Menu A

A 1st-level astral construct has one ability from Menu A

2nd-Level Astral Construct CR 1

XP 0 (included with master)
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision, Perception –

DEFENSE

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
HP 31 (2d10+20)
Fort +0, Ref +2, Will +0; Immune construct traits

OFFENSE

Speed 40 ft.
Melee slam +5 melee (1d6+4)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 17, Dex 15, Con —, Int —, Wis 11, Cha 10
BAB +2, CMB +5; CMD 17
Feats –
Skills –

SPECIAL ABILITIES
One ability from Menu A

An astral construct has one ability from Menu A

**********************************************************************

OLD ELAN BUILD

Aldondrick Volharan:
Male Elan Monk (Monk of the Four Winds) 1
Psion 5 (Telepath) Favored Class
Lawful Neutral
Medium Humanoid (Elan)
Init +8; Senses Perception +12
-------------------------------=DEFENSE=-------------------------------
AC: 17, Touch: 10, Flat-Footed: 13 (+0 armor, +4 dex, +0 shield,+0 NA,+0 Wisdom)
HP: 68 {+1d8, +5d6, +4Con, +1 Per Level}
Fort: +7, {+3Base,+4Con}
Reflex: +7, {+3Base,+4Dex}
Will: +9,{+6Base,+3Wis}
CMD 17 {2 Base + 1 Str + 4 Dex + size + misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +3; {+2 Base +1 Str + size + misc}
Base Atk: +2;
Short Sword+3{+2Base,+1Str} 1d6+1
Flurry of Blows:+2/+2{+2Base,+1Str, -1 Flurry} 1d6+1+1d6 Elemental
Ranged:+6{+2Base,+4Dex} Psionic Power

-------------------------------=STATISTICS=-------------------------------
Str: 13, Dex: 18, Con: 18, Int: 20, Wis: 16, Cha: 16

-------------------------=Traits=----------------------
Telepathic Talent - You can expend your psionic focus to gain a +2 trait bonus to your saves against mind-affecting powers and psi-like abilities.

Perceptive Talent - While maintaining psionic focus you are more aware on a subliminal level of the thoughts and intentions of those around you. You gain a +1 trait bonus on initiative and on Sense Motive checks while you are psionically focused.

Focused Mind +2 Concentration checks [Source: Pathfinder Roleplaying Game: Ultimate Campaign.]

----------------=Drawbacks=-----------------
Headstrong - You feel compelled to correct every action and argument that contradicts your worldview.
Effect(s) Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.

----------------=Race Traits=-------------------
+2 to one Ability Score
Aberrant Subtype
Suffer -1 to Charisma checks when dealing with non-Elans.

Psionic Talent Feat

Resistance - Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

Resilience - When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.

Repletion - An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.

Psionic Aptitude - When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
--------------=Feats=-----------------

Improved Initiative (DM Bonus Feat)
Deflect Arrows (Monk Bonus)
Skill Focus (Stealth) (Level 1 Feat)
Combat Manifestation (Psion Bonus Feat)
Psionic Talent (Elan Bonus)
Psionic Meditation (3rd Level Feat-Move Action to become Psionically Focused)
Expanded Knowledge x2 (5th Level Feat)&(Level 5 Psion Bonus Feat) (1 extra 2nd Level Power) (Astral Construct)

---------------=Skills=- (42 points Total; 4 Monk & 2 Psion class, 5 INT, +1 Per Level)---------------
Acrobatics*(Dex)____+8{+4rank,+4Dex} Class
Appraise(Int)____+0{+0rank,+0Int}
AutoHypnosis(Cha)____+12{+9rank,+3Wis} Class
Bluff(Cha)____+13{+10rank,+3Cha} Class
Climb*(Str)____+5{+4rank,+1Str} Class
Craft (Int)____+0{+0rank,+0Int} Class
Diplomacy(Cha)____+11{+8rank,+3Cha} Class
Disable Device____+0{+0rank,+0Dex}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____+8{+4rank,+4Dex} Class
Fly*(Dex)____+0{+0rank,+0Dex}
Handle Animal (Wis)____+0{+0rank,+0Wis}
Heal(Wis)____+4{+1rank,+3Wis}
Intimidate(Cha)____+7{+4rank,+3Cha} Class
Knowledge (Arcana)(Int)____+0{+0rank,+0Int} Class
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int} Class
Knowledge (Engineering)(Int)____+0{+0rank,+0Int} Class
Knowledge (Geography)(Int)____+9{+4rank,+5Int} Class
Knowledge (History)(Int)____+9{+4rank,+5Int} Class
Knowledge (Local)(Int)____+9{+4rank,+5Int} Class
Knowledge (Nature)(Int)____+0{+0rank,+0Int} Class
Knowledge (Nobility)(Int)____+9{+4rank,+5Int} Class
Knowledge (Planes) (Int)____+10{+5rank,+5Int} Class
Knowledge (Religion) (Int)____+0{+0rank,+0Int} Class
Linguistics(Int)____+0{+0rank,+0Int}
Perception(Wis)____+12{+9rank,+3Wis} Class
Perform(Cha)____+0{+0rank,+0Cha} Class
Profession(Wis)____+0{+0rank,+0Wis} Class
Ride*(Dex)____+0{+0rank,+0Dex} Class
Sense Motive(Wis)____+12{+9rank,+3Wis} Class
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
Spellcraft(Int)____+10{+5rank,+5Int} Class
Stealth* (Dex)____+16{+9rank,+4Dex, Feat +3/+6 10 Ranks} Class
Survival(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____+5{+4rank,+1Str} Class
Use Magic Device(Cha)____+0{+0rank,+0Cha}

ACP -0

*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-

-=Languages=- Common, Dwarven, Elven, Orc, Draconic, Giant.

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Monk Abilities:
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows : Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Elemental Fist : At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.

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

Discipline Talents
Conceal Thoughts

Display Mental
Manifesting Time 1 standard action
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 psionic focus or 1

You protect your own 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).

Mind Link
Display Mental
Manifesting Time 1 standard action
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

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.

Mental Intrusion
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.

---===Powers===---:

-------------------------------=Power Points=-------------------------------
43
-------------------------------=Concentration=----------------------------- --
+16

-------------------------------=Powers=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Conceal Thoughts
Mind Link
------------------------------=1st=------------------------------
Empathic Connection
Display Mental
Manifesting Time 1 standard action
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

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.

Astral Construct
Display Visual; see text
Manifesting Time 1 round
Range Close (25 ft. + 5 ft./2 levels)
Effect One created astral construct
Duration 1 round/level (D)
Saving Throw None; Power Resistance No
Power Points 1

This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.
Astral construct are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
Augment For every 2 additional power points you spend, the level of the astral construct increases by one.

Broker
Display None
Manifestation Time One swift action
Range Personal
Target You
Duration One Diplomacy check within 1 round/level
Power Points 1

You gain temporary, intuitive insight into dealing equitably with others. Your next Diplomacy check gains a +2 insight bonus.
Augment For each 2 additional power points you spend, the insight bonus to Diplomacy increases by +1.

Deceleration

Display Auditory and material
Manifesting Time 1 standard action
Range Close (25 ft. + 5 ft./level)
Target One Medium or smaller creature
Duration 1 min./level
Saving Throw Reflex negates; Power Resistance Yes
Power Points 1

You warp space around an individual, hindering the subject’s ability to move. The subject’s speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.
Augment For every 2 additional power points you spend, this power can affect a target one size category larger and this power’s save DC increases by 1.

Mind Thrust

Display Auditory
Manifesting Time 1 standard action
Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration Instantaneous
Saving Throw Will negates; Power Resistance Yes
Power Points 1

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.

Inertial Armor

Display Visual; see text
Manifesting Time 1 standard action
Range Personal
Target You
Duration 1 hour/level (D)
Power Points 1

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.

------------------------------=2nd=------------------------------

Compelling Voice
Display Auditory
Manifesting Time 1 standard action
Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration 1 hour/level or until completed
Saving Throw Will negates; Power Resistance Yes
Power Points 3

You tune your voice to the empathic vibrations of your target, making the next words you speak seem very convincing (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the power.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the power duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Augment For every 2 additional power points you spend, this power can affect an additional target and the power’s save DC increases by 1. Any additional target cannot be more than 15 feet from another target of the power.

Read Thoughts

Display Mental
Manifesting Time 1 standard action
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

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.

Brain Lock

Display Material and visual
Manifesting Time 1 standard action
Range Medium (100 ft. + 10 ft./ level)
Target One humanoid
Duration Concentration + 1 round
Saving Throw Will negates; Power Resistance Yes
Power Points 3

The subject’s higher mind is locked away. He stands dazed, unable to take any actions other than those identified below.
A brain locked subject is not stunned, so attackers get no special advantage against him.
A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make for the surface.
Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.
Augment You can augment this power in one or both 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.
In addition, for every 2 power points spent on either of the above options, the power’s save DC is increased by 1.

Cleanse Body

Display mental and visual
Manifesting Time 3 rounds
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Power Resistance Yes (harmless)
Power Points 3

You dispel any psionic effects reducing one of the subject’s ability scores or cure 1d4 points of temporary ability damage to one of the subject’s ability scores. You also eliminate any fatigue suffered by the character, and improves an exhausted condition to fatigued. You do not restore permanent ability drain.

------------------------------=3rd=------------------------------

Metamorphosis

Discipline psychometabolism
Level egoist 3
MANIFESTING

Display Material
Manifesting Time 1 standard action
EFFECT

Range Personal
Target You
Duration 1 min/level
Power Points 5

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. This grants you a +10 bonus on Disguise skill checks.

If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise 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.

As minor metamorphosis, except you instead gain one option from enhancement menu B or one option from abilities menu B. Choices that give similar benefits to those from enhancement menu B or abilities menu B do not stack. For example, you cannot pick to gain two natural attacks from abilities menu B and also to gain a natural attack from abilities menu A to get three attacks.

Enhancement Menu B

+4 enhancement bonus to Strength
+4 enhancement bonus to Dexterity
+4 enhancement bonus to Constitution
Increase your size by two size categories (+4 size bonus to Strength, -4 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 two size categories (+4 size bonus to Dexterity, -4 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.
Pick 3 choices from Enhancement Menu A. You may not choose the same option twice.
Increase your base land speed by 20 feet.

Abilities Menu B

You gain two natural slam/bite/claw attacks that deal 1d8 damage if Medium (1d10 if Large).
You gain Fast Healing 2.
You gain a +3 natural armor bonus.
You gain 20 temporary hit points.
You gain the Improved Critical feat with any natural attacks you have.
You gain damage reduction 5/magic.
You gain a fly speed of 20 feet (poor).
You gain a poison attack. When you hit with a natural melee attack, the target must make a Fortitude save (DC10 + ½ your manifester level + your key ability modifier) or take 1 point of Constitution damage.
You can spit poison as a ranged touch attack (30 feet) as a standard action. If it hits, it deals 3d6 acid damage and the target must make a Fortitude save (DC10 + ½ your manifester level + your key ability score modifier) or take 1 point of Constitution damage.
You gain a swim