About Cronossuss Fallen of TimeFallen IMAGE HERE [TN]
Description
Personality
Hidden Alt ID:
IMAGE HERE "By the pricking of my thumbs dose Something wicked this way come." Fallen is old, so old they have forgotten when it all started, but they know they have inside a Dark malevolence and its very very scary to most others, the stuff of nightmares. And when it's let out it becomes Mind made manifest. Psionic power incarnate, tendeals of the mind reach out, others feel it lightly touching their minds, brushing past their thoughts, and memories. Could it be seeing their darkest thoughts?, is it there in their dreams?. A mind more complex than theirs is regarding them, 'SEEING' them in fearful and terrible ways. Alrzion Psicystal[Level 19]
Crunch:
Offence:
Ranged
Defence: HP D8 20x8+3=220[+12Feat]=232/232 AC32/42* T19/29* FF--
[30 Point Buy] 0 3
Saves:
Resistance
immunity
BackGround Feats
From Levels
From Class Investigator
From Class Psion
Classes
Item
Traits Combat,
Special Abilities::
Telepathy (Su){800' Range} 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. Incarnate powers
Movement Powers
Race Elan:
Racial Traits Ability Score Modifiers: Elans gain a +4 bonus to one ability score chosen at creation to represent their varied nature. Aberrant Blood: Elans are of the humanoid (aberrant) subtype. Size: Elan are Medium creatures and have no bonuses or penalties due to their size. Speed: Elans have a base speed of 30 feet. Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans. Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat. Resistance (Su): 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 (Su): 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 (Su): 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. Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Investigator FC: Gain a +1/4 bonus on all inspiration rolls [+5] Skills::
Alls skills are class skills, Investigator Bonus on all Skills[+2d8+5][roll 4d8 takes best 2] Race: Elan Investigator Gain a +1/4 bonus on all inspiration rolls {+5} Unlocks Skill Points 20x[6+2+15]+[+40 Background skills]=[480] [Can always take 10 as a free action] Acrobatics {44+4d8 take best 2} (+4dex,+20rank,+3Class+2Luck+take10+5FC)
Kn(Arcana)/(psionics) {55+4d8 Take best 2}(+15int, +20rank +3class+2Luck+take10+5FC)
Concentration {40+4d8 take best 2} (20ML+15INT+3Item+2trait+take10+5FC) Empathy
CLASS = Legendary Investigator L20:
Class Skills: The legendary investigator treats all skills as class skills. Skill Ranks per level: 6+2 +18 Intelligence modifier Course of Study (Ex) Theatrics Despite your trained intellect, you’ve become very aware of the power emotion has over people. Fear has become one of your best tools. Focus Skill: Intimidate Dual Identity (Ex) At 1st level, you gain the dual identityfeature, as a vigilante. Seamless Disguise (Ex) At 1st level, you gain the seamless disguise feature, as a vigilante. Friend of Darkness (Ex) At 1st level, while you are in your alternate identity, you gain a competence bonus to your Bluff, Intimidate and Stealth skills equal to half your class level, minimum 1. Frightening Display (Ex) At 4th level, when you damage a creature with a melee attack, you may make an Intimidate check as a swift action to attempt to demoralize them. The target does need to be able to see you. Perfect Stealth (Sp) At 8th level, while in your disguised identity, you may cast invisibility as a spell-like ability. The effect ends if you leave your disguised identity. This is a move action. True Fear (Su) At 12th level, creatures within 30 feet of you lose their immunity to fear while they remain. If they leave this area, fear effects continue, but they regain their immunity against any new fear effects. You must be in your disguised identity to use this ability. Shocking Appearance (Ex) At 16th level, as a standard action, you may make an Intimidate check to demoralize all enemies that can see you that are within 30 feet of you. If you are invisible, you become visible, but resume your invisibility at the end of your turn. You must be in your disguised identity to use this ability. Feat1:Applied Engineering (Ex) Benefit: The investigator can leverage his knowledge of engineering to solve tasks that normally require brute strength or keen eyes. He can expend one use of inspiration as a full-round action to study an object or area and attempt a Knowledge (engineering) check. On his next turn, he can use the result of that Knowledge (engineering) check in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments in that area. Feat2:Tenacious Inspiration (Ex) Benefit: When an investigator rolls his inspiration die, he can roll an additional inspiration die and take the higher result. Inspiration (Ex) 25/25 Pool [2d8+5FC] 1/2 their legendary investigator level + their Intelligence modifier (minimum 1). A legendary investigator can only use inspiration once per check or roll. They can use inspiration on any Intelligence-based skill checks without expending a use of inspiration, provided they’re trained in the skill. This includes skills in which the legendary investigator substitutes their Intelligence modifier for the skill’s typical ability modifier. Inspiration can also be used on attack rolls and saving throws, at the cost of spending two uses of inspiration each time from the legendary investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Temporary increases to Intelligence, like from the spell fox’s cunning do not increase the number of points of inspiration the investigator has or can have. Power Source: Occult Power Source A legendary investigator casts psychic spells drawn from the medium, mesmerist, occultist, psychic, and spiritualist class spell lists. the lower of the two spell levels listed for the spell. 0 Level Powers [Known 6][Per Day 6][DC25] 1:Prestidigitation 2:Telekinetic Projectile 3:Sift 4:Read Magic 5:Detect Psychic Significance 6:Know Direction 1st Level Powers [Known 6][Per Day 6+2][DC26] 1:Comprehend Languages 2:Cultural Adaptation 3:Detect Secret Doors 4:Endure Elements 5:Shadow Weapon 6:Hidden Diplomacy 2ed Level Powers [Known 6][Per Day 6+2][DC27] 1:Anticipate Thoughts 2:Speak with Animals 3:Darkvision[Used Daily] 4:Detect Mindscape 5:Instigate Psychic Duel 6:Mirror Hideaway 3ed Level Powers [Known 6][Per Day 4+2][DC28] 1:Analyze Aura 2:Dispel Magic 3:Heroism 4:Meld into Stone 5:Nondetection 6:Shadow Enchantment 4th Level Powers [Known 5][Per Day 4+2][DC29] 1:Invisibility 2:Out of Sight 3:Phantasmal Killer 4:Planar Adaptation 5:Telekinesis 5th Level Powers [Known 4][Per Day 3+2][DC30] 1:Mages Private Sanctum 2:Plane Shift 3:Teleport 4:Retrocognition Studied Combat (Ex) Swift action, 18 rounds +10TH/+10DMG precision damage [24 hours cool down] Studied Strike (Ex) 10D10 DMG precision damage They cannot use a studied strike against a creature with concealment. Quick Wits (Ex) Ues Intelligence modifier for Perception, Sense Motive, Diplomacy. Danger Sense (Ex) +6 dodge bonus to AC against attacks by traps. +6 bonus on Reflex saves to avoid traps +6 bonus to Perception checks to avoid being surprised by a foe This ability counts as trap sense for any feat or class prerequisite. The bonuses gained from this ability stack with those gained from trap sense (if the legendary investigator has trap sense from another class). Investigator Talent (Ex) Level 03 Quick Study level 05 Underworld InspirationInspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand Level 07 Amazing Inspiration[+2d8 for inspiration] Level 09 Combat Inspiration (Ex)[Use inspiration on attacks] Level 11 Inspired Intimidator 1Ip = +5 Intimidate result. Level 13 Eidetic Recollection Can Always two 10 on ALL skill rolls, 1IP = take 20 Level 15 studied-defense +10 AC 18 Rounds Level 17 Rogue Talent = fast-stealth-ex Level 19 Greater Combat Inspiration Add Inspration to Attack rolls no Inspration cost Keen Recollection (Ex) Nurfed by level 20 Piercing the Veil (Ex) At 16th level, they automatically succeed on any Will saving throw against an illusion that grants a saving throw. Will save against any glamer or figment present within 10 feet regardless of it having a saving throw. Stimulate the Mind (Ex) 4/Day +1d8 inspiration 4x per day, spend 10 minutes reviewing notes to roll their inspiration die 1d8 to regain the resulting number in points of inspiration Slippery Mind (Ex) At 14th level, If they fail their saving throw and are affected by an enchantment or other mind-affecting spell or effect, may attempt the save again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw. Master Intellect (Ex) At 20th level, use inspiration on all skills (even ones they are not trained in) and all ability checks (including initiative checks) without spending inspiration. If you already may use the check without inspiration, you may roll your inspiration die twice and take the higher result. CLASS = Psion Telepath L20:
BAB +10/+5 Saves +6/+6/+12 Psion Telepath Class Features The following are class features of the psion/telepth. Weapon and Armor Proficiencies Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers. Powers Points/Day A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. Discipline Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items. Powers Known A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers. Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier. Maximum Power Level Known A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers. To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level. Bonus Feats A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats. 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. 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) 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) 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) 600' 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) 20r 14th 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. Guarded Thoughts(Su)
Power Level [9th]
All powers by paying power points equal to the standard cost minus 1 (minimum of 1). Discipline Talents [DC24]
Power level 0 [DC24]
Power Level 1[1pp][DC25]
Power Level 2[3pp][DC26]
Power Level 3[5pp][DC27]
Power Level 4[7pp][DC28]
Power Level 5[9pp][DC29]
Power Level 6[11pp][DC30]
Power Level 7[13pp][DC31]
Power Level 8[15pp][DC32]
Power Level 9[17pp][DC33]
Mythic Power[17pp][DC33]
Reality Revision[Powers used]
Mythic: Overmind T1:
Mythic Overmind Mythic Power (Su) 5/Day Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su) [1d6] You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. Psionic Secret Select one of the following abilities. Once chosen, it can’t be changed. 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. Path Ability At 1st tier and every tier thereafter, select one new path ability from the overmind path abilities lists or from the universal path abilities lists. Once you select an ability, it cannot be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as class ability or minimum mythic tiers, that you must meet before you select those abilities. 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 Mythic Feat
Equipment:
Psionic Tattoo Weapons: Armor: Belt: -
Tattoo of Self-Sufficiency
Tattoo of Telekinesis
Tattoo of
Backstory:
Fallen doesn't know how/when they became a Elan, or who/what they were before the moment they work up a long time ago in a whole in the desert. Fallen form above the locals said. Back then the world was much more simpler as it is now. Things change slower, and if they said you fell from the sky, and no one asks more. Fallen found things to do, worked the land, subjugated monsters, was a slave for a time, A cook, an officer, A traveling Merchant, a sailor of the seas, a ruler of land, and many more lives lived. But always Fallen moved on. Over that time Fallen learned what they was capable of, and that they had a dual nature, A light and a dark side, locking it away until it was needed, learned to keep the light side facing the world. Fallen kept away from the limelight, letting others take credit for Fallens Deeds. Learned that fame or fortune had down sides. And kept at being a wanderer. Love interests fade as other grow old and passed, but Fallen knows a few immortals, who act as like Islands of stability and what seems to Fallen an ever faster changing world. But even with wondering and hiding away, Fallen over time gained a title, Cronossuss' they called Fallen when back at a place long ago visited. Later added 'Fallen of Time', A joke on Falens real name that stuck. So that is Fallen now, 'Cronossuss' fallen of time. Who walks the world. I added in that Fallen would know other Immortals, and come on if your level 20 Legendary, Fallens would have meet you I feel at least once or know you well, over the many years of meetings, may even have stayed with you for a bit, but always Fallen will move on. Fallens is a oddity, having arrived with the Falling Starts event, that brought the Andorians and Androids etc. But Fallens may be older than that but dose not remember. |