NG Large outsider (Star Seed, extraplanar, good)
Key words: Light, Good, Romantic, Intelligent, kind.
Alreenneeshaa awake on her mother sun, there she leaned some of her powers and that she must head out into the darkness to learn on her own.
Things to know
Alreenneesha is made of photons and spirit, which means she has NO mass.
In Both Forms
Soft light form -
Space 10x10 ft; Reach 10 ft.
HP (16x10)+(16x4)= 224/224
MBA: +22/+17/+12 [No STR]
Need to protect:
Will not knowingly Lie:
Star Seeds do not worship gods but older Star Seeds known as Mother Sun's.
Mother suns can be billions of years old,
Skill Points [16(4+10)] 224 [not all spent]
+46 Acrobatics(+10dex, 16rank +20Feat)
Concentration +31 (16ML+10INT+3Item+2trait)
**If no ranks are in a Knowledge skill, then highest you can get is DC 10 info.
Star Seed L16:
Star seeds are race derived from Azata Ghaele's but they chose to live on the prime place as natives, they share a lot with their kind but are mortal.
NOTES: A Holly Shrine system, once formed has healing rays that come from its star-seed sun. The soul of the star-seed still lives at its center and will hear the pain and hurt of any one being coming to the worlds that orbit it.
They have a most unusual life cycle,
May more Star Seeds are born that make it to be Mother suns.
Being Form - From:
Need to protect
Ranged 2 light rays (Range touch Attacks) (DMG 2/levelxd12) [8d12]
Spell-Like Abilities (CL = Level) 16
A Star-Seeds magic is centred with in their light aura.
04:Daylight [NL DMG Only] [with in light aura 60']
05:Searing Light [NL DMG Only] [with in light aura 30']
06:Remove Blindness/Deafness, [with in light aura 30']
07:Major image [with in light aura 60']
08:Planar Adaptation [Self Only]
09:telekinesis [880' - 375 pounds]
10:Dispel magic/power [with in light aura 60']
11:deny[with in light aura 60']
12:Greater Restoration [with in light aura 60']
13:Mass Cure Moderate wounds [with in light aura 60']
14:Heal [Self only]
15:Greater Teleport (self plus 50 lbs. of objects only)
16:Excellent prismatic spray*
*All DMG is NL,
1 Red 20 NL points light/Heat damage (Reflex half)
2 Orange 40 NL points Force damage (Reflex half)
3 Yellow 80 NL points electricity damage (Reflex half)
4 Green Banishment [as in the spell] (saves apply)
5 Blue Flesh to stone [Temp 1d6 Mins] (Fortitude negates)
6 Indigo Mind Lock, 1d6 rounds (Will negates)
7 Violet Sent to another [Good] plane(Will negates)
8 Struck by two rays -Roll twice more, ignoring any "8" results
Light Forms (Su)
Light Ray (Ex)
Psion Telepath L16:
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Discipline Talents (Ps)
Mental Intrusion (Ex)
Telepathy (Su) 560ft
Last Respite (Su)
Detect Psionics (Ps)
Power Point regain rate [Ex]
Power Points 221+80+16-1* 316/day
The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.
Wile in space flight, Zir looks after the Alreenneeshaa light ship.
Alreenneeshaa Mother Sun gave her two things before she headed off into the cosmos.
Item1, Embedded 3ed Eye:
Permanently implanted and can't be removed.
Item2, Star Seed Star Map:
Alreenneeshaa has with in her Star-Seed Maps, mapping out roots and worm wholes across a vast number of galaxy's across the cosmos. The collected Knowledge of the Star seeds, This is not a book or map in the normal seance, but a vast real time linked patten, all star seeds are linked to it and only they seem to have the capacity to understand it. The Young, like Alreenneeshaa only understand part of it and even with a star seeds full life span, they can only understand a fraction of it.
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Format: incorporeal; Location: Defensive Abilities.