DESCRIPTION
This Albino Planar Elf Stands some 16'6" tall, slender and stunningly attractive. In simple and elegant white robes. His skin is a lattice work of animated cyber-art, complex designs that seem to emanate from the Diamond gemstone in the center of his forehead. He can use them as illustrated skin. Showing events past present and future. He is an adapter marshall artist, and carries no items other then the gem and clothing, and uses, no armor or weapons other than his body and powers.
PERSONALITY
Cronossuss is very old and at times very odd. An affable person, kind, caring, with a high level of empathy. He hates to hurt others and will always try to do things in the most humane way. He can be odd, seeing and interesting things that are not there at times. Being able to see time and space probabilities can confuse him. So he like to be with others, who help lock him into a single time and space steam. He can take a long time to do things and is easily distracted. He only gets focused when doing hso time=warden work. The he locks into finding and fixing problems with the flow of time and fate.
Int+17 / DV60' / Mind Vision 30'/ All round vision / Augury At will.
Move 50' Flight 100' Teleport 25'(At Will) / Incorporeal Movement
Mythic Legendary Item: While invisible and in physical contact with this item, the bonded creature can’t be detected or scryed by ANY method.
AC69 TA57 FF--
AC [10+12*Armor+15Dex+8^Shield+2Dodge+4NA+20Deflection+2advanced]
Inertial Armor*[+12AC Force] [40Hours]
Force Screen[+8AC^ force]
IMMUNIE:
Incorporeal/It is immune to all nonmagical attack forms. Mind Effects, Fire, Sleep Effects, Age Effects/magic aging, Detection of any kind, Poisons, disease, positive energy damage. Does not Breath, eat or sleep.
RESISTANCE
DR30/Epic / Negative Energy DR10 / Cold DR10 / Electricity 10
Soulfire Body (Ex) Soulfire creatures’ bodies gain some of the qualities of elementals. Each time a soulfire creature is exposed to a bleed, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it.
In addition, there is a 25% chance that a sneak attack or critical hit deals no extra damage.
*Heaven’s Purity: DR20 Reduce alignment-based damage (damage with the chaos, evil, good, or lawful descriptor or that only applies because of the soulfire creature’s alignment) by an amount equal to the base creature’s Hit Dice.
Can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
SAVES:
REF [+30] [+06BASE+15Dex+2TP+5ABP+2Luck]
FORT[+31] [+12BASE+10Con+2TP+5ABP+2Luck]
WILL[+36] [+12BASE+15willx+2TP+5ABP+2Luck]
Adds
Race: +4 Vs paralysis and stun effects.
ATTACKS
BAB+15/+10/+5
AT +32/+27/+22
RA +32/+27/+22
Enharment TH Unarmed Attack +5
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.
*Rapture’s Burn (Ex)
A soulfire creature deals soulfire damage (+1d8 to neutral creatures +2d6 to evil creatures) in addition to the normal damage it deals on a successful hit in melee. Those affected by the rapture’s burn ability must also succeed on a Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or catch fire (though this is soulfire, not normal fire), taking same amount of soulfire damage for an additional 1d4 rounds at the start of its turn. A burning target can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +2 bonus on this save. Creatures that hit a soulfire creature or a burning creature with natural weapons or unarmed attacks take the same amount of soulfire damage and must make a Will save (same DC) to avoid catching on fire (again this is soulfire, not normal fire).
^Incorporeal Touch (Su)[15][7d6+2][uncarnate At Will, corporeal 9/day]
A psion uncarnate can make a melee touch attack that deals 1d6 points of damage if it hits. The character’s Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The character’s hand and arm seem to become slightly translucent when he makes these attacks. For every three levels higher than 2nd the psion uncarnate attains, the damage on these attacks increases by 1d6 points.
RANGED Gaze of Rapture (Su) TASP 30' [DC35][-15/15 rounds]
The gaze attack of a soulfire creature can cause ecstasy and damage to any non-good living creature within 30 ft. The target must make a successful Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or suffer awe-inspiring euphoria that inflicts a penalty on attack rolls, skill checks and ability checks equal to the soulfire creature’s Charisma bonus (minimum -1) for a number of rounds equal to the soulfire creature’s final CR.
Breath Weapon (Su) 100' {10d8 soulfire DMG} Ref Save DC37 1/2DMG
A soulfire creature can breathe a cone of soulfire with a length equal to 5 feet x its CR once every 1d4 rounds. Every creature in the area takes damage, and is allowed a Reflex saving throw (DC 10 + 1/2 the base creature’s HD + its Constitution modifier) for half damage. This ability deals 1d8 points of damage per two HD to neutral creatures, or 1d6 points of damage per HD to evil creatures. Evil creatures that fail their saving throw are also blinded for 1 minute.
Channel Positive Energy/Soulfire: 30' {5d6 Positive/5d6 Soulfire}
The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
**Soulfire**
Half the damage dealt by soulfire is fire damage, but the other half results directly from holy power and is therefore not subject to being reduced by resistance to fire-based attacks. Any non-good living creature that would be killed by soulfire damage must make a Will saving throw (DC 10 +1/2 the creature’s CR + the creature’s Charisma modifier); failure renders the subject under the effects of a sequester spell with a permanent duration, caster level equal to the soulfire creature’s CR.
Telekinetic Force (Su) Range 300' DC45 {250lb}
Beginning at 7th level, while incorporeal, a psion uncarnate can use telekinetic force as a standard action that does not provoke attacks of opportunity. The save DC is equal to 10 + class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). The character’s manifester level is the manifester level of the effect. Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit)
Traits
1:Fate's Favored [Fate Trait]
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
2:Noble
You are a scion of one of the warring noble houses and are well versed in maneuvering though the cutthroat world of politics.
Benefit: You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.
3:Metacreative Talent
Benefit:While you maintain psionic focus you can manifest shards of crystal as a swift action that last for one round. These blades can be used as thrown weapons if you use them immediately (you are proficient in their use; 1d2 slashing damage, 20/x2 crit, range increment 10 feet). This talent grants no benefit if you do not have the ability to gain psionic focus.
SPECIAL ABILITIES:
Soulfire Substitution (Su)
A soulfire creature can modify any spell, magic item, or effect with an energy descriptor to use soulfire instead as a free action. The effect’s descriptor changes to good and fire-for example, a cone of cold composed of soulfire energy is an evocation [fire, good] spell. Such effects deal half their damage as fire damage, and half as pure good-aligned magic energy.
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
SKILLS:
Skill Points 26x[4+14] [468]
+2 Luck to ALL ability checks, and skill checks.
+2 to in rolls TP
Skill Points = 20x6+15+3 = 24x20 + 2x20Background
Weapon and Armor Proficiency
A time warden is proficient in all simple weapons
Mote of Time (Su) [23/DAY]{BONUS=+3d4+2}
Each day, a time warden can spend a total of three motes, plus one mote per time warden level.
A mote is a tiny, splitsecond of time that a time warden gathers from lost timelines and the aftereffects of chronal dissonance. The motes are inconsequential slivers of continuance left over from lost timelines, denied fates, and avoided destinies. If left “wild,” the motes can cause chronal dissonance, leading most time wardens to believe gathering them is an important part of their timeline-guarding duties. By using these motes, a time warden can affect his present timeline, allowing him to subtly alter the normal flow of time. Once a round, as a free action, a time warden can expend a mote to create one of the effects listed below. When the effect grants a bonus to a roll or check, the bonus is equal to +1d4. This increased to +2d4 at 8th level, and +3d4 at 16th level. The time warden can decide to add this bonus immediately after seeing the result of the original die roll. The possible uses of a mote are as follows:
Defensive Retry: Gain a {BONUS=+3d4+2} bonus to one saving throw.
Detailed Retry: Gain a bonus to one skill check or ability check. The roll must represent a single action that occurs entirely within a single round. (A time warden could use a mote to add a bonus to a Spellcraft check to identify a spell as it is cast, but not to a Craft check made to determine how much progress was made after a day of work.)
Eldritch Retry: Gain a {BONUS=+3d4+2} bonus to one caster level check.
Ready for Anything: Add a {BONUS=+3d4+2} bonus to an initiative check.
Spare Second: Take a single swift action that does not count against the time warden’s normal limit of one swift action per round.
LEVELS Time of War: At 2nd level, a time warden gains the ability to add a {BONUS=+3d4+2} bonus from spending a mote of time to his Armor Class (as a dodge bonus) until the beginning of his next turn, or to gain proficiency in a single weapon or type of armor for 24 hours.
Slow Spell: At 5th level, the time warden can spend a mote to extend the duration of a time warden spell/Power By slowing the speed with which the spell’s magic travels through time, the time warden can increase the duration of any time warden spell he has cast that already has a duration of at least 7 rounds. The spell’s duration is increased by the time warden’s mote of time bonus.
Personal Timeline: At 8th level, a time warden can spend a mote of time to alter his personal timeline to one in which he received different training. This requires 1 hour of uninterrupted meditation. At the end of this time, the time warden can remove skill ranks from one skill and add them to a different skill, or exchange one feat for another feat, or exchange one spell known for a different spell known. In all cases the selection must meet all normal restrictions (cannot exceed maximum skill ranks in a skill, select a feat for which the time warden does not qualify or exchange one being used to qualify for other feats, spells must be exchanged for other spells of the same level on the same class list, and so on). Any change made remains in effect for 24 hours. A time warden cannot have more than 1 total change per three class levels in effect at the same time. Any attempt to make additional changes to his timeline of training fail.
Personal Casting Time: At 11th level, the time warden can spend a mote to cast a spell with a casting time of 1 standard action or less as a swift action. The time warden cannot cast any other spell on the same round this ability is used.
Sphere of Calm Time: At 17th level, the time warden can use a mote to grant any ally he can see his mote of time bonus to any one skill check or ability check that occurs entirely within 1 round.
Aevum 6/Day
At 4th level, the time warden gains the ability to control aevum, distinct moments of important time, gathered in the same way motes are from fragmented futures and lost histories. Unlike a mote, which is a very minor split second of time, an aevum is a more noteworthy moment—a crucial instance when something important was supposed to happen. While a time warden can freely spend motes for minor effects, aevum represent more major manipulations of time. When first gained, the time warden must select a single power he can use with his aevum from the list below, and he has only a single aevum to spend each day. He gains additional aevum powers at 7th level and every 3 levels thereafter, as well as gaining one additional aevum at each of those levels. Spending an aevum is a standard action unless an ability says otherwise.
1:Arcane Timeline (Su):
The time warden alters his personal past so that one spell slot he has expended becomes available again.
Divide Time (Su):
The time warden can break up the bigger, more important moments of fateful time under his control into smaller, more easily manipulated pieces. By spending an aevum, the time warden can recharge his daily uses of motes. He regains a number of motes of time equal to 1d4 + his Charisma modifier. This cannot increase his number of motes available to above his normal mote maximum.
2:Enforce Dissonance (Su):
The time warden can spend an aevum to negate the effect of any ability that creates chronal dissonance, which includes any ability that requires the expenditure of motes or aevum, and spells and spell-like abilities with “time” in the title. This acts as a greater dispel magic spell, but can affect (or counterspell) spell-like and supernatural abilities that meet the description of creating chronal dissonance.
3:Preferred Timeline* (Su):
The time warden can rewind time by small amounts to erase any minor mistakes he makes as a result of distraction around him. By spending an aevum, the time warden can use skills reliably even under adverse conditions. Once he spends the aevum, he can take 10 on any skill check made over the next hour, even if stress and distractions would normally prevent him from doing so.
4:Reverse Timeline (Su):
By spending an aevum, a time warden can draw information from his future or past, allowing him to instantly gain the benefits of considerable study and reflection. He can also peer briefly into the future to see how others react to his various attempts at negotiation or subterfuge. The time warden can make a single ability check or skill check with a result equal to 20 + his total ability or skill bonus.
5:Time Jaunt (Su): [Self + 6 others / 300 Years / Limited]
By spending one aevum, the time warden can take himself and up to one touched creature per three levels in a short hop through time. The time travelers can go a maximum number of years into the future or the past equal to the time warden’s WIS Mod x the time warden’s level, but this theoretical maximum is almost never achieved. Because of the pressure of chronal dissonance, there are severe limitations to how far a time jaunt can go. The time jaunt cannot go any farther back in time than when the time warden and those traveling with him last interacted with another creature with an Int, Wis or Cha of at least 1 or interacted with the world in any major way (including any change to any character’s status, or acquisition of any material or item worth at least 1 gp). It cannot go any further forward in time than the earliest point at which a creature with an Int, Wis or Cha of at least 1 would observe. As a result of this limitation, the time jaunt can only take the time warden when no one is observing him (except those traveling with him), and only to an area that is unobserved. A time warden can spend an aevum to time jaunt only once per day. A time warden must be at least 13th level to select this ability.
6:Time Stop, Lesser (Su):
By spending an aevum as a swift action, the time warden can pause his own timeline to engage in activity that occurs outside the normal timeline. This acts as the time stop spell, but the time warden gains only a single round of activity during the time stop. A time warden must be at least 16th level to select this ability.
Lord of Time (Su)
At 20th level, the time warden has almost total control over his own timeline, allowing him to change his history (and training) daily. Each time the time warden regains the use of his spells and abilities for the day, he can also re-assign his skill points, feats, and spells known as he wishes. The time warden must meet the prerequisites for any new feats he selects, and he cannot change out a feat he is using as a prerequisite for other feats or abilities. The new selection of skill point allotment, feats, and spells known is instant, remaining (even in an antimagic field) until the time warden changes them again with this ability. Further, the time warden can add his Charisma modifier to his caster level when resisting any chronothurgy effect attempting to dispel his spells and abilities (such as the dispel duration spell or enforce dissonance aevum ability).
BAB +10/+5
SAVES +6/+6/+12
Weapon and Armor Proficiency:
Psions are proficient with Light/simple weapons
Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int), Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
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) 520'
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.
LEVEL 20 CAPSTONE Perfect Body, Flawless Mind (Ex)
At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.
Uncarnate Psion Shed Body (Su) 200 Rounds become corporeal as a move action. Can divide available rounds per day in any way they chooses.
Matter-bound (Ex)
Uncarnate can choose subsume his equipment into his incorporeal form, as a move action.
Incorporeal Touch (Su)[See attacks]
Uncarnate Armor (Su)
At 2nd level, a psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal, along with any special abilities the armor may convey, such as fortification and the benefits against critical hits. This ability works even if the armor being worn becomes incorporeal and subsumed, as per Shed Body.
Assume Equipment (Su)[30]
Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including weapons, but excluding armor which is always active anyway, as per the Uncarnate Armor ability) equal to his class level to retain their function when he uses his shed body ability. This has no effect on the equipment’s function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires as a free action.
Assume Likeness (Su)
At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character’s abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. When he does this, he does not seem ghostlike, but rather quite material. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature’s Sense Motive check) to convince the creature of the psion uncarnate’s new appearance. The psion uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the psion uncarnate uses his telekinetic force ability (see below) to hold the received item. When using his assume likeness ability, a psion uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent’s mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.
Parting the Veil (Su)
At 5th level, the psion uncarnate can expend a use of his incorporeal Touch ability to give a weapon or armor he touches the ghost touch property for 5 minutes.
Hide Mind (Su)
As the psion uncarnate continues to evolve towards a higher state of being, he gains the ability to hide his true nature from others. From 6th level, nothing can identify the psion uncarnate as being psionic, regardless of whether it is spells or powers.
Psionic Talent
A psion uncarnate of 7th level gains the Psionic Talent feat as a bonus feat.
Telekinetic Force (Su)
Beginning at 7th level, while incorporeal, a psion uncarnate can use telekinetic force as a standard action that does not provoke attacks of opportunity. The save DC is equal to 10 + class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). The character’s manifester level is the manifester level of the effect. Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).
Rend the Veil (Su)
At 8th level, a psion uncarnate is almost at the peak of his ascension and can rend the veil that separates the material from the incorporeal. While incorporeal, the psion uncarnate can expend his psionic focus while making a melee touch attack against another incorporeal creature. If the attack hits, the target becomes material for up to 1 minute. While corporeal, the psion uncarnate can expend a use of his Incorporeal Touch ability to make a similar melee touch attack, that if it hits, makes the target incorporeal for up to 1 minute. Both uses affect both the creature and any equipment it is using. The psion uncarnate can end either use of this effect as a swift action.
Uncarnate Bridge (Su)DC35
At 9th level, the psion uncarnate can use the minds of others as a springboard for transportation. While incorporeal, he can enter the body of a living creature and instantly teleport to any other living creature within line of sight as a move action. This is often unsettling for those subjected to this and if he so chooses, the psion uncarnate can make his entry and exit even more disturbing by partially melding with the mind of those affected. If he so chooses, both the entry and exit creature must make a Fortitude save with a save DC equal to 10 + ½ class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). If the target fails, it becomes nauseated for 1 round.
Uncarnate (Ex)
At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. The character becomes permanently uncarnate, gains an additional +1 bonus to all save DCs of powers he manifests, counts his key ability score as 4 points higher for the purpose of bonus power points, gains a deflection bonus to his AC equal to his Charisma modifier (minimum +1) and can instead use his Shed Body class ability to become material.
POWERS
343pp/Day +150Int +30FC = 523PP/day - 36/power know - 9st/max power level - Max PP spend per use 20pp
The Difficulty Class: 10+PL+15+2TP Int= DC27 to DC35
+1 bonus on all save DCs for powers he manifests while uncarnate.
+2 ADvanced Template
T1:PATH OF THE MYSTIC Hard to Kill (Ex) / Mythic Power (Su) 5/day/ Surge (Su) 1d6 / Bonus Hit Points: +3HP
Psychic Overload (Su)
As a standard action, you can expend one use of mythic power to cast any one psychic spell without expending a prepared spell or spell slot. The spell must be on one of your psychic spellcasting class spell lists and must be of a level that you can cast with that psychic spellcasting class.
You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level cannot be greater than that of the highest-level psychic magic spell you can cast from that spellcasting class.
Mythic Feat: Mythic Crafter
GM BOON FEAT: Mythic Toughness
Benefit: Toughness provides you twice as many hit points. In addition, when you’re below 0 hit points, you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.
MYSTIC Ability:
Heirloom (Ex)[TIMES EYE GEM]
You gain a legendary item that is an ancestral relic of your house, family, or culture. This functions as the legendary item universal path ability described in Pathfinder Roleplaying Game Mythic Adventures, but you are so protective of this item that you add your mythic tier as a bonus to CMD against disarm, steal, and sunder combat maneuvers directed at the item, and one-half your mythic tier as a bonus on saving throws made by the item. You can take this ability again at 3rd and 6th tier to grant additional abilities to your heirloom item. You can have both an heirloom and a legendary item; however, the total number of legendary abilities between the two items combined cannot exceed your mythic tier +3.
MYTHIC PATH OF THE OVERMIND T1:
T1:PATH OF THE OVERMIND Hard to Kill (Ex) / Mythic Power (Su) 5/day/ Surge (Su) 1d6 / Bonus Hit Points: +3HP
Mythic Manifestation
As a standard action, you can expend one use of mythic power to manifest any one psionic power without expending any psionic power points. This must be one of your powers known. If the power requires a saving throw, any non-mythic creatures affected by the power roll twice and take the lower result. If you must attempt a manifester level check for the power to overcome a creature’s power resistance, you can roll your manifester level check twice (adding your tier to each) and take the higher result. You can’t add a metapsionic feat to a power you manifest using this ability. The power is treated as if augmented to your manifester level, should the power allow augmenting.
Mythic Feat: Mythic Powers Known
GM BOON: Mythic Deep Focus
Overmind Ability:
Bypass Mental Defenses (Su)
When manifesting a power or using a class feature with the mind-affecting descriptor, you can expend one use of mythic power to affect creatures immune to mind-affecting effects and ignore abilities that apply their benefit only against mind-affecting effects, such as barred mind, as long as the creature being targeted is not mindless.
Secret-Chest 120 Days + 40xfeet(3)
Fine Large tent, Fine Coffee set, Money, Spell compamets, clothing, folding table and chairs. Custions, rugs, food stuffs, fine wines.
dining set, cooker and pots pans. MW Survival kit. Tade good, Computer and solor power changers, Books maps, Wayfinder. (60Kgp).
BACKSTORY:
Time Warden 1: “There is a corridor…
Time Warden 2 (telepathically): It can’t be explained to him.
Time Warden 1 (telepathically): It can, in a way. But not by you perhaps.
Time Warden1: …There is a corridor, and the corridor is Time. It surrounds all things, and it passes through all things. But you can’t see it. Only sometimes. And it’s dangerous.
Boy: This corridor…can you enter it?
Time Warden 1: No, not in the way you imagine it, you cannot enter into Time. But sometimes Time can try to enter into the present. Break in. Burst through and take things. Take people. The corridor is very strong, it has to be, but sometimes, in some places, it becomes weakened, like fabric, worn fabric, and when there is pressure put on the fabric…
Boy: Time comes in…
Time Warden 1: …Reaches in and takes out what it wants. And we think that Time has broken into that room. Broken through, and taken away your parents.
Time is like a progressing corridor, but there are weak spots where Time – implied to be a malignant force – can break into the present and take things. There are also creatures from the beginnings and ends of time that roam the corridor looking for the same weak spots to break through. A Time Warden task it to find these weak places, branches and spots that can let outside things come in, old building full of old things. Places of massive plane braking energy discharge, Beings who play with forces they do not understand, letting outside things in. The Time Wardens are tasked with pushing whatever comes in back out again, and then fixing, repairing or removing the time breach so it doesn't happen again.