Myriana

Alreenneesha's page

96 posts. Alias of Capitan_Wombat.


Full Name

Alreenneeshaa

Race

Star Seed [Outsider/Native]

Classes/Levels

Star Seed L16 / Psion Telepath L16

Gender

Female looking

Size

Large

Age

m/a

Special Abilities

Star Seed

Alignment

Pure Good

Deity

Mother Suns

Languages

Celestial, Draconic, truespeech, Telepathy 560'

Strength 0
Dexterity 30
Constitution 18
Intelligence 30
Wisdom 26
Charisma 28

About Alreenneesha

NG Large outsider (Star Seed, extraplanar, good)

IMAGE HERE Soft Light form

IMAGE HERE Hard Light form

Key words: Light, Good, Romantic, Intelligent, kind.

Back story

About Alreenneeshaa
She is a Star Seed, destined one day to become the center of a holly good star system. A Shrine system, this change will come on her much letter in life. Star seeds wile young start seek and explore the universe looking to gain the wisdom and expiration for their final state.

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.
To see the pain and suffering of beings living on world. This she has done for a short wile, most of the time just looking on for afar, entering the minds of beings and seeing thought there eyes.
It makes her sad, and shames her some time that she can't do more.
It was in this way she came to the world of Avalon, a place to learn and if she can see how she can help.

Personality:
Alreenneeshaa is friendly, caring and intelligent, always seeking to help the weak and hurt. She likes hear and see others points of view.
She deeply dislikes violence and confrontation and will seek to stop or get away from such if she can. She's very smart but at times she seems very inexperienced, life on a world with beings is odd to her

Things to know
1: She is good
2: She will never knowingly lie
3: She will always seek to help the hurt.

Looks:

Alreenneesha is made of photons and spirit, which means she has NO mass.
She interactions with the world by means of her PSI-powers.

Being Form:
Wile in Being from she is a large near nude elegant female from, with glowing eyes and surrounded by pattens of light that makes a kind of flower of light that acts as in simple clothing covering her modesty.

Star-Seed Form
A patten of bright light that changes and shifts, like a Tinny Sun [Large side] hat gives off and aura of light all around.

In Both Forms
Her aura of light has a very strong good feel.

Crunch:

Movement:
Hard light form -
Speed 50 ft., air fly 150 ft/r. (perfect)
Greater Teleport at will(self plus 50 lbs. of objects only)
Range system wide.

Soft light form -
In Space only Speed of Light 5,901,426,306 ft/r (perfect)
Greater Psiport
Range up to inter stellar.
Dream Travil.

Size
Large 9'10 Being form to 15'+ star-seed form light field
Note: Her light aura can be much bigger in space. 60' as an aura.

Space 10x10 ft; Reach 10 ft.

Senses:
Senses Darkvision 60 ft, detect evil, low-light vision, see invisibility, Aura sight, Ubiquitous vision, Danger sense, Detect remote viewing, Know direction and location, Ubiquitous vision

HP (16x10)+(16x4)= 224/224

BAB: +12/+7/+2

MBA: +22/+17/+12 [No STR]
RBA: +22/+17/+12

Weapons none
She has no idea how to use them

Armor none
She has no idea how to use them

Special Attacks

Being Form
Gaze attacks in sold light form.

Star-Seed form
Light rays.
2 x light rays Ranged touch (2d12) [Bypass's all DR] [560']

Saves
fort [+13]+5+8
Ref [+11]+5+6
Wil [+19]+10+9

Defense
AC [29/37/45] 10 +10Dex +9Cha [Deflection][+8 16 hours] [+8 power 16 mins]
DR 10/cold iron and evil
Immune: Cold, Heat, all nonmagical attack forms.**
Resist: Electricity 10, Radiation 10;
SR: 25*
*Aura: Holy Aura [CG] (when on)
** See ->Incorporeal notes:

Feats Traits:

Feats levels:
1: Flyby Attack
2: Hover
3: mental-leap-psionic
4: unconditional-power-metapsionic
5: extend-power-metapsionic
6: expanded-knowledge
7: expanded-knowledge
8: expanded-knowledge

Psion Bonus feat:
1: psicrystal-affinity
2: psicrystal-containment-psionic
3: Access-psionic-talent
4: Empower-power

Traits
1: lucid-dreaming [Psionic]
2: Focused Mind
3: mutant-eye *see Items.

Drawbacks

Light Aura:
Star Seeds always have a Halo of light around them going out 60'
this means its they get a -20 to all stealth rolls.

Need to protect:
Will always seek to protect the weak and helpless.
She will do this even if it means her own Death.

Mother Sun:
Once a Star Seed has the EXP to be 21th level,
It must head into space and start its transformation into a
Shrine system sun. Most star seeds seek this as it means they
and after 1000s of years, become a mother sun and have Children.

Will not knowingly Lie:
She will never knowingly lie.
This dos not mean she always tells the truth, she can mislead with not
talking or being obtuse but a blatant untruth that she knows to be so, she will not say or repeat.

Star Seeds do not worship gods but older Star Seeds known as Mother Sun's.
They will seek them out in times of need.

Mother suns can be billions of years old,
most of the time asleep in dreams of hope and joy.

Skills:

Skill Points [16(4+10)] 224 [not all spent]

+46 Acrobatics(+10dex, 16rank +20Feat)
+10 Appraise(+10int, 0rank)
+27 Autohypnosis* (+8Wis 16Rank)<
-- Bluff (+10Cha 0Ranks) Can't lie
+0 Climb(+0str, 0rank)
+* Craft(+10int, 0rank)<
-- Disable Device (+10int, 0rank)
+28 Diplomacy (+9Cha 16Ranks) [-1vs humanoids]
+25 Disguise(+9cha, 16rank)
+29 Escape Artist(+10dex, 16rank)<
+37 fly (+10dex, 16rank +8 perfect flight)<
+29 Heal (9wis 16rank) <
+28 Intimidate (+9Cha 16Rank)<
+-- Knowledge (Dungeoneering) (+10int, 0rank)
+29 Knowledge (Dreamlands) (+10int, 16rank)<
+-- Knowledge (Engineering) (+10int, 0rank)
+-- Knowledge (Geography) (+10int, 0rank)
+20 Knowledge (History) (+10int, 7rank)<
+-- Knowledge (Local) (+10int, 0rank)
+-- Knowledge (Nature) (+10int, 0rank)
+-- Knowledge (Nobility) (+10int, 0rank)
+29 Knowledge (Planes) (+10int, 16rank)<
+29 Knowledge (Psionics/Arcana) (+10int, 16rank)<
+20 Knowledge (Religion) (+10int, 7rank)<
+20 Linguistics(+10int 7rank)<
+27 Perception(+8wis, 16rank)<
+-- Ride (+0Str 0ranks)
+28 Perform [Dance] (+9Cha 16Rank)<
+10 Sense Motive(+8wis, 0rank +2 Item)<
-- Sleight of Hand(+10dex, 0rank)
+29 Spell/Psionic craft(+10int, 16rank)<
-10 Stealth(+10dex, 0rank -20 race)
+26 Survival [Space](8Wis 16rank) <
+0 Swim (+0 Str 0rank)
+20 Use Magic/Psionic Device(+9cha, +7rank)<

Concentration +31 (16ML+10INT+3Item+2trait)
Psionic Focus and taking 15

Autohypnosis*

**If no ranks are in a Knowledge skill, then highest you can get is DC 10 info.

Star Seed L16:

Based on
Azata Ghaele

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,

Baby:
Star seeds burn with in a "mouther sun", good souls that die with in a shrine system can be picked by a mother sun to ascend and become a new Sun Seed. A soul that dos forgets its past life and is born anew, with in a small red star that sits at the centre of a "Holy Shrine System" Star seeds are beings of light, having not yet learn to take solid form.
Here they grow with in the safety of there mother sun.

Young:
The star seed learn from there Mouther sun basic powers to help them survive and lean in the cosmos, tools to lean and grow, the mother sun may give gifts and show the young star seed, the worlds around her.

Adolescence:
The star seed feels an uncontrollable urge to love out into the void, to find and explore worlds, seeking other beings and races. As they do they grow in power and knowledge.

Adulthood:
Once a Star-Seed has experienced as much as it can, and gained the power to do so, it feels another uncontrollable urge to head out once more and find a interstellar gas cloud, once there in transforms into a fledgling star, forming over aeons habitual worlds that will become home to beings
seeking out a Holy Shrine System. There light hiving hope and feeling.

Old age:
Mother sun, a Star seed gives breath to new star seeds and the starts anew.

May more Star Seeds are born that make it to be Mother suns.
The Cosmos is a harsh place, many die before they even get close to the powers and knowledge needed. But just enough do to keep the race going.

Forms:
Star-Seed - Form:
Star-Seeds like Azata Ghaele's have the ability to take two forms.
But they are always light, one form is Soft light, their space form.
Incorporeal with the ability to immune to the environment of space.

Being Form - From:
The other form is Hard light, one they choose to be wile on worlds so they can interact with other beings. Thing of it has a Hard light Hologram. [kind of Physical form]

Con:
Star seeds have a constitution score, they are not constructs, they more resemble a Light Elementals.

Str:
Star seeds have no mass so have no STR score, then interact with matter by means of powers ability's that need concentration.

Good:
Star seeds are always Good

Female:
All Star Seeds are Female.

Drawbacks

Light Aura:
Star Seeds always have a Halo of light around them
this means its they get a -20 to all stealth rolls.

Need to protect
Will always seek to protect the weak and helpless.
She will do this even if it means her own Death.

Mother Sun
Once a Star Seed has the EXP to be 21th level,
It must head into space and start its transformation into a
Shrine system sun. Most star seeds seek this as it means they
and after 1000s of years, become a mother sun and have Children.

As Azata Ghaele

Ranged 2 light rays (Range touch Attacks) (DMG 2/levelxd12) [8d12]

Spell-Like Abilities (CL = Level) 16
All powers and spells have the
[Good Description, Vs DR]

A Star-Seeds magic is centred with in their light aura.
ranges are limited to 60' 30' 20' 10' for area affects.

Constant
1:Detect evil [Only with in light aura 60']
2:See invisibility [Only with in light aura 60']
3:Light [Only with in light aura 60']
4:Dancing lights [with in light aura 30']

At will
01:holy-aura20'r [Only with in light aura 30' NL DMG only]
02:Greater Invisibility [Self only]
03:Alter Self [But always stays in light form]


  • 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

    3/day
    1: Breath of Life [with in light aura 10'] [^]
    2:peace-aura[with in light aura 30' NL DMG]
    3:Joyful Rapture [Only with in light aura 30']

    1/day
    1:Planar Ally, Greater [Ghaele's only]

    1/week-
    1:Create Demiplane [Warp space for Galactic flight Only]

  • = Only use in Hard Light from

    SPECIAL ABILITIES

    Gaze (Su)
    In humanoid form, a star-seeds gaze attack incapacitates evil creatures of 5 HD or less (range 60 feet, Will DC 21 negates, shaken for 2d10 rounds on a successful save). Non-evil creatures, and evil creatures with more than 5 HD, must succeed on a DC 21 Will save or be shaken for 2d10 rounds. A creature that saves against a star-seeds gaze is immune to that particular star-seeds gaze for 24 hours. This is a mind-affecting fear effect. The save DCs are Charisma-based.

    Light Forms (Su)
    A star-seeds can shift between its large elf like body [and use telekinesis to make hard light] and much larger light form [soft light] for inter stellar travel, as a standard action. Both have the incorporeal quality, a star seed and only move master than light, teleport to other stars or dream travel in soft light form. It loses it's gaze attack in that form. A Star-seed remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the star-seed revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.

    Light Ray (Ex)
    A star-seeds light rays have a range of 360 feet. This attack bypasses all damage reduction. NL DMG [Level/2xd12] = [8d12]

    Spells
    star-seeds cast divine spells as same level clerics.
    They do not gain access to domains or other cleric abilities.

  • Psion Telepath L16:

    psion

    Telepathy

    Telepathy Discipline

    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)
    Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.
    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 Intrusion (Ex)
    At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

    Telepathy (Su) 560ft
    At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter. Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.

    Last Respite (Su)
    At 14th level, once per day, if you are about to suffer damage that would result in your death, as an immediate action, you can shunt your mind into the body of a creature within 30 ft., effectively granting you the benefits of mind switch (Will save negates DC 10 + half psion level + Intelligence modifier) and your original body is left stable, but its hit point total is left one point of damage away from death. This ability lasts a number of rounds equal to your psion level. You must secure a permanent body for your mind, either by healing your original body, through the use of a power such as true mind switch, or some other means to permanently inhabit a body, by the end of the effect’s duration or die. This is considered a mind-affecting effect. You can take this action even if you are unconscious. This ability cannot be used against effects that outright kill or that deal ability damage, only against effects that deal hit point damage.

    Detect Psionics (Ps)
    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.

    Power Point regain rate [Ex]
    Star-Seeds do not sleep like normal beings, when in stellar flight they enter a static state, but not sleep. The regain Power Point at a fixed rate over time.
    Daily PP/30 [round to closes] per hour (never less than 1).
    so 316/30 = 10.51 = 11pp per hour.
    This takes longer than 24 hours to get all power points back, but this is to off set the fact they have a regain rate.

    Powers

    Power Points 221+80+16-1* 316/day
    [*1pp us used every 24hours for sustenance]
    powers Known 30+3
    Power level 8th
    Max spend per use of power ML 16pp

    The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

    power-list-psion

    power-list-Telepath

    Talents
    1: Blinding Flash
    2: Empathy
    3: Far Hand
    4: Distract
    5: Telekinetic Punch
    NOTE: [Range - All with in light aura 60']

    1st Level
    1: Mind Thrust 16d10 16pp
    2: Force Screen 8AC 16mins 16pp
    3: Energy Ray 16d6 16pp
    [with in light aura 60']
    4: Internal Armor +8AC 16 hours 16 pp

    2ed Level
    1: Sense Minds
    2: Sustenance [Used Every Day] [Dos not eat]
    3: Read Thoughts

    3ed Level
    1: Time Hop
    2: Solicit Psicrystal

    4th Level
    1: Mind Control
    2: Memory Modification
    3: Mindwipe
    4: Energy Adaptation
    5: Psychic-reformation
    6: Schism

    5th Level
    1: mind-probe [NL DMG]
    2: Planar Travel [Self only]
    3: Shatter Mind Blank
    4: Pierce the Veils
    5: Incarnate

    6th Level
    1: Trigger Power [Psychoport Greater 1/2 HP]
    2: Suspend Life
    3: Disintegration [Objects only]
    4:Aura Alteration 560'

    AK1: dream-travel [Self only]
    AK2: Cleanse Spirit

    7th Level
    1: Bend Reality [Used for Remote Viewing]
    2: Ultrablast [13d6 Light NL]
    3: Cosmic Awareness

    8th Level
    1: Psychoport Greater [with others or 360lb]
    2: Astral Seed [in-place of mind seed]

    AK1: Hypercognition

    Incarnate Powers
    1:Aura sight
    2:Danger sense
    3:Heightened vision
    4:Know direction and location
    5:Ubiquitous vision

    psicrystal Zar:

    psicrystal Zir

    Wile in space flight, Zir looks after the Alreenneeshaa light ship.

    psicrystals

    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.

    Third-Eye

    Conceal
    A embedded third eye, it conceals and protects the wearer from being viewed by all devices, powers and spells that detect, influence, or reads emotions or thoughts.
    This power protects against all mind-affecting powers/spells and effects all information-gathering by clairsentience powers/spells or effects. This item affects the wearer as if under the benefit of the barred mind power at all times.

    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.

    Incorporeal notes:

    Incorporeal (Ex)

    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.