Bomiwa

Doctor Calista De-Romana's page

142 posts. Alias of Johnny_Panic.


Full Name

Doctor Calista Isabela De Romana

Race

Psionic Android

Classes/Levels

Pison [Telepath] L1 / Investigator L1

Gender

Init +2 | AC16/TA12/FF14 | HP8/8 | F+0/R+4/W+3 |Darkvision 60' | PP 7/7 | Per +5

Size

5'4" 185lb

Age

2327

Alignment

LN

Strength 12
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 12
Charisma 10

About Doctor Calista De-Romana

LN Psionic Android - Psion [Telepath] L1 / Investigator L1

Description
Calista likes to keep on her deep space suitMost of the time. It covers her from head to toe and acts as basic armor and environmental protection. [See powers+Armor] it covers her face, giving her the look of a construct. The helmet can auto retraced when needed to show her face and head. Once done a fine set of circuitry lines can be seen on her skin. Size wise she is small in size, standing some 5'4" but has a large mass [185lb]. Her eyes are all black orbs. She carry herself with a cold detach aloofness and odd stillness.

Personality
Doctor Calista De-Romana can come over as overly cold, still and analytical. But she is not kind nor is she cruel, she is just logical. She has no vocal cords and as such, is mute in regards to spoken language. She communicants by means of telepathy. If one dose communicate to her, you discover a complex, Highly intelligent, Highly disciplined, well educated and sophisticated being. A scientist with an empirical outlook to cosmos to her can be understood. She works well with others and if your spend time with her and you may start to think that she is always thinking, meticulously calculating and assessing. This is down to the AI core on which is was built. As a Psi-Android she is as much a construct as being. At times she can be overly paranoid, but she is always keen to help. One thing she dose do is always keep her word, Honor and order mean a lot to her.

Crunch:

25 point buy

Str=12 [+1][12][02p][]
Dex=14 [+2][12][02p][+2Race]
Con=10 [+0][10][00p][]
Int=20 [+5][18][17p][+2Race]
Wis=12 [+1][12][02p][]
Cha=10 [+0][12][02p][-2Race]

Movement"
Land 30'
Init+2 Perception +2/+4 [item]

Offence
Unarmed strike TH+1 DMG1d3+1 x2 B+NL
Mind thrust 1d6 DC15 DMG[1d6] Range 30'
Energy Splash RTA+2 DMG[1d6] Range 30'
Psicrystal-Blade 30' TH+2 DMG[1d4[+1str]+1*] Ignores hardness 20 19/20x2

CMB +3

Defense

Senses perception +4 [Item]
HP [8/8] [d8+0con]

AC14 T12 FF12 [10+2Dex+2Armor+0Item+0other]
Internal Armor +4AC [1 hour]
Power - Shield 1mins +4AC Deflection [1min]

CMD=13 [10+1+2+0]

::Saves:
F=0 [+0class+0Con]
R=4 [+2Class+2Dex]
W=3 [+2class+1Wis]

DR

---immune---
Immune to disease and sleep effects.
Immune to fear effects and all emotion-based effects
Immune to all types of magic that manipulate or affect the soul such as magic jar or soul bind

--Focused--
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.
---Race----
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion.

Immune

Feats and Traits:

Levels:
1:Technologist
Technologist
You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

Class:
1:Access Psionic Talent [Psionic]
You are able to manifest minor psionic abilities.
Prerequisite: Manifester level 1st or Unlocked Talent.
Benefit: You gain five psionic talents.
Special: This feat may be selected more than once. Each time, you gain five additional psionic talents.

Race:
1:Psionic Talent [Psionic]
You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat for the first time, you gain 2 power points.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.
2:Technologist
You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

Item:
1:Psicrystal Affinity [Psionic] [psicrystal-Blade]
You have created a psicrystal.
Prerequisites: Manifester level 1st.
Benefit: This feat allows you to gain a psicrystal. Should your psicrystal be destroyed, you gain a new one after 24 hours. A new psicrystal must have the same personality as the original.
2:Alertness [item Psicyrtal] [psicrystal-Blade]
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
3:Improved Evasion (Ex) [item Psicyrtal] [psicrystal-Blade]
Prerequisite: Advanced talents
Benefit: This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Proficiency Weapon's
Psion Telepath club, Dagger, heavy crossbow Rifles, light crossbow, Quarterstaff, and ShortSpear.
Investigators Simple weapons, hand crossbow, rapier, sap, shortbow, short sword, and sword cane.

Proficiency Armor
Light armors, (but not shields).
Armor does not, however, interfere with the manifestation of powers.

Traits:
1:Focused Mind [Magic Trait]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
2:Psychoportive Talent [psionic Trait]
Benefit: You can expend your psionic focus as an immediate action to make a five-foot step [Psychoport 5']. You may do this even if you have already moved in the round in question, although not if you have already taken a five-foot step, and doing so does not prevent further movement in this round. This talent grants no benefit if you do not have the ability to gain psionic focus. [Can't be obstructed and must have line of sight]

Drawbacks
Emotionless
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks
No morale bonuses
Psi-Androids can never gain morale bonuses, and are

Special Abilities

Skills:

Skill Ranks per Level: 6 + 5 Int modifier [+11] [+2 Background]

+2 Acrobatics*(+2dex, +0rank +0class)<
+5 Appraise(+5int, +0rank +0class)<
+5 Autohypnosis (+1Wis +1Rank +3Class)<
+0 Bluff(+0cha, +0rank +0class)<
+1 Climb*(+1str, +0rank +3class)<
+12 Craft(Engineering)(+5int, +1rank +4class+2item)<[Back ground]
+0 Diplomacy(+0cha, +0rank +0class)<
+7 Disable Device (+5int, +0rank +0class+2item)<
+0 Disguise(+0cha, +0rank +0class)<
+2 Escape Artist(+2dex, +0rank +0class)<
+1 Heal (+1wis +0rank +0class+2item)<
+0 Intimidate(+0Cha, +0rank +0class)<
+5 Linguistics(+5int +0rank +0class)[+1d6]<
+5 Perception(+1wis, +1rank +3class)< [+1traps]
+5 Profession (Space ship Pilot)(+1wis, +1rank +3class)<[Back ground]
+2 Ride (+2Dex +0ranks)
+0 Perform(all) (+0Cha +0Rank +3Class)<
+1 Sense Motive(+1wis, +0rank +0class+2Item-4Race)<
+2 Sleight of Hand(+2dex, +0rank +0class)
+9 Spellcraft(+5int, 1rank +3class)[+1d6]<
+2 Stealth(+2dex, 0rank +0class)<
+1 Survival(+1Wis 0rank)
+1 Swim (+1Str 0rank)
+4 Use Magic/pionic Device(+0cha, +1rank +3class)<

^Knowledge (Arcana)(Int)____+9{+1rank,+5Int+3class} [+1d6]
^Knowledge (Dungeoneering)(Int)____+9{+1rank,+5Int+3class} [+1d6]
^Knowledge (Engineering)(Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (Geography)(Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (History)(Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (Local)(Int)____--{+0rank,+5Int +0class} [+1d6]
^Knowledge (Nature)(Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (Nobility)(Int)____--{+0rank,+5Int +0class} [+1d6]
Knowledge (Psionics) (Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (Planes) (Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (Religion) (Int)____--{+0rank,+5Int +0class} [+1d6]

+11 Concentration (+5int+1CL+3Item+2Trait)

[+1d6] [6/day]
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

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.

< = Classfeat other Skill
* AP [-0]

Languages
-:Telepathy (Su) mind link
1: 'Rapture Thought' The telepathic Language of Psion's and other Telepaths, images, emotions and experiences make up this highly complex language only expressible my telepaths

Race Psionic Android 15RP:

Racial Traits
Ability Score Racial Traits: [+0RP]
Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.

Size: [+0RP]
Androids are Medium creatures, and they have no bonuses or penalties due to their size.

Base Speed: [+0RP]
Androids have a base speed of 30 feet.

Language
Xenophobic (+0RP)
Psi-Androids are mute, and lack the means to make language with vocal cords. How ever they can use telepathy to communicate, missive at will, range 30'.
[If Class is Psion-Telepath, the is replaced with the class Talent mind link] They also start play with thire racial language of Rapture Thought' a telepathic Language of images, emotions and experiences make up this highly complex expressible from.
Psi-Androids with high Intelligence scores can choose from any of these additional languages. But they can only communicate by means of telepathy like power.

Feat and Skill Racial Traits

Soul Less [+1RP] [Race Trait]
So Androids have an AI core in place of a soul, as such it can't but resurrected, other than that all other affects are as normal.
They are immune to all types of magic that manipulate or affect the soul such as magic jar or soul bind. This changes the race rule on soul change for Androids.

Emotionless: [-1RP]
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks

Psionic Aptitude: [+1RP]
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.

Senses Racial Traits
Exceptional Senses: [+2RP]
Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Other Racial Traits

Constructed: [+10RP]
For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Psi-Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects

Naturally Psionic: [+2RP]
Psi-Androids 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.

Class Investigator L1:

BAB+0
Saves +F0/R+2/W+2
Alignment: Any.
Hit Die: d8.
Parent Classes: Alchemist and rogue.

Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Table: Investigator

Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) [6/day] [1d6]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trap finding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Formulaes [1+2] [2day]
1:Cure Light wounds
2:Endure Elements
3:disguise-self
4:-
5:-
6:-
7:-

Psion -> Telepath L1:

psion - telepath

Hit Die: d6.

1ed
BAB+0
SAVES +0/+0/+2
Bonus feat
detect psionics,
discipline [Telepath]
discipline talents [X2]

Skill Ranks at Each Level: 2 + Int modifier.

Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

Weapon and Armor Proficiency:
Psions are proficient with the club/sap, Dagger, heavy crossbow Rifle, light crossbow Pistol, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.

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.

Powers

3+2int+2Race+1FC [8/8] PP/day
Talents Known
Powers known 2
Power level 1th
Max power spend 1pp
DC15 [10+5int+1ML]

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.

FC Humans: Add +1/2 power known from the psion power list. This power must be at least one level below the highest power level the psion can manifest.

Psion Discipline abilityb x2+1 DC15
01:Detect Psionics 30' [no pp cost]
02:Mind Link [no pp cost]
03:Mind Thrust 1d6 30' [no pp cost]

Talents DC15
01:Empathy 30' 3mins
02:ectoplasmic-trinket
03:Psionic Repair
04:Conceal Thoughts 3Hours [Self Only no pp cost]
05:know-direction-and-location

From level one powers
--:Far Hand 30' 5lb
--:Energy Splash [from 1st Level power]

POWERS
1st level powers 1pp DC16
01:Energy Ray DMG 1d6 1pp
02:Force Screen 1 Min 1pp
03:Inertial Armor +4AC 1 hour

The Psicrystal-Blade:

This odd Blade is made of Crystal and acts as a +1 Adamantine blade. doing P and S DMG, as a Dagger [1d4] It bestows on the owner the Psicrystal Affinity [Psionic] BUT only with it being the Psicrystal. Also the owner may have no other Psicrystal while using the Psicrystal-blade. They MUST place part of own identity into the Psicrystal-blade for it to function. It also has the the wayfinder resonant ioun stones abiulty when ioun stones are plugged in it. [Note, Any ioun stone that is plugged in is dead and depleted if removed again.]

I Right now it has a ioun Torch so it can hover around her head.

Calista can use Telekinetic Projectile and Far Hand she welds it with out holding it. A small dagger like projectile that dose slashing/piercing DMG, It can hit things upto 30' from her.

at some point it will gain the elemental of Sonic DMG so it can Damage objects ignore hardness

The thing is also intelligent in the way a psi crystal is, as its her psicrystal. see below.

Just seems like a really cool idea to not have a BOOM weapon but something a bit more fun and Magi-tech feel.

Single-minded
+3 bonus on concentration checks

Psicrystal - Blade

Base stats
Psicrystal
A small crystal, about the size of a hand, walks on spidery legs and glows with an inner light.

Psicrystal Basics

Use the statistics for a psicrystal, but make the following changes.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.

Psycrystal CR -
XP 0
Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6

DEFENSE
AC 17, 16 touch, 17 flat-footed (+2 Dex*, +4 size +1NA)
[4/4] hp ½ master’s
Fort --, Ref 4, Will 3 - * as master’s
Saves Hardness 8

OFFENSE
Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1*, Dex 15*, Con -, Int 6, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skills Climb +10*, Perception +6, Stealth +6

Construct traits
A psicrystal 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 non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Psicrystals do not have the usual construct traits of darkvision and low-light vision.

Psicrystal Granted Abilities

The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)

Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.

*With self-propulsion ability activated.

-: Hovers around head, as Iion torch
[glow at will 30']
Stone Renascence power.

SPECIAL ABILITIES
Psicrystal Ability Descriptions

All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.

Natural Armor Adj. (Ex)
This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.

Intelligence Adj. (Ex)
Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).

Alertness (Ex)
The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.

Improved Evasion (Ex)
If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Personality (Ex)
Every psicrystal has a personality. See Psicrystal Personality, below.

Self-Propulsion (Su)
As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).

Share Powers (Su)
At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).

Sighted (Ex)
Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.

Telepathic Link (Su)
The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.

Equipment:

Before the wormhole event, she had on only her space suit on from her exploration craft. Also ALL her money is on digital credits. Which have only value at home. So any spear cash is useless as its held on her PDA.

Starting cash [1000gp] [Left 0gp]

Clothing:
Her clothing is that of a crew member of a space craft.
Space suit [+1AC]
Crew under Clothing, boots, coms jack, EI headset. 15lb --gp

Weapons:
See - Psicrystal-blade 1/2lb --gp

Armor:
Crew uniform as Master work Lamellar Kevlar --gp 5lb

Belt: -
Body: -
Chest:-
Eyes: -
Feet: -
Hands: -
Head: -
Headband:-
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

None slotted Items

Belt pouch [1] 1/2lb 5gp
-:Whistle, signal 8sp --lb
-:Masterwork tech [Thieves]' Tools: Price --gp; [2lbs]
Weight 2 lbs.; This kit contains extra tools and tools of better a make, which grant a +2 circumstance bonus on Disable Device checks.

Belt pouch [2] 1/2lb --gp
-:Medi-Kit 10/10 --gp 1lb [+2 Heal]
-:Anti Toxin x5 --gp --lb [+2 Save]
-:Anti Bacterial x5 --gp --lb [+2 Save]

Belt pouch [3] 1/2lb --gp
-:Personal Magi-tech PDA/ships Comms [Now disconnected] [1lb --gp]
This PDI is a mini computer on par with a Smart phone of today,
it has a psionic circuit that lets it link to her suit and her ship. Now long out of contact. It can record images and sound, as well has a number of opps for data prepossessing. It power comes form this as well, needing 6 point of electricity per day. This is done by means of Energy bolt and takes an hour. Its data storage is near infinite but it only had start charges and her current reserch on it. Normaily retrieving the data needed from her ship.

Belt pouch [4] 1/2lb --gp
-:Travelers Mulit-tool 2lb --gp

Suit pouch [5] 1/2lb --gp
-:ID money Card [--lb]

Suit pouch [6] 1/2lb --gp
Formula kit 2lb.

-=Carrying Capacity=- .
Light Load/Medium Load/Heavy Load
50 lbs less/51–100 lbs/101–150 lbs.
-=Current Load Carried=- --lb [Mid]
Starting cash [1000gp]
-=Money=- 0 GP 0 SP 0 CP

10mins backstory:

Five things about her background
1: Doctor Calista De-Romana is from a 10 mile long city craft that moves in space. Powered by Psionic motors that let the whole vast space city psi-port to new locations. Her race are all Psionic Elans and psi-Androids they make. As such they use technology built around psionics-Tech. They are self creating and replicating citizens when needed. There is a history of a creator race an organic race [human likee] and a revolt but that was come 380k years ago. The 'free' as they like to call themselves long ago expanded out into the cosmos. Being ageless, self repairing and self sustaining they are well adapted to space. Other then the creator race they have never known of/or meet anther sentient life forms. Organic Life yes, worlds full of life but sentient life no. They seem themselves as alone.
2. Calista was formed in a Crystal womb some 2327 years ago. A new AI mind was made and used as a seed her and an Android body placed around it. Unlike true Androids they are made to use Psionics. Calista was Imprinted with the needed psionics and cognitive enhancements. She was then tested and designated as a deep space researcher, given an psion-tech exploration craft. And an area of space to explore. She has spent over 1800 years travailing in deep space exploring and researching discovered worlds. [most of that in cold sleep, while her craft took readings]
3:In her culture there is no Faith or gods. There is only science and what other call Psionics or magic is just the application of Mulit-dimensional energy's. Magic/psioncs and technology are one in the same thing for her. As such she has a high level of knowledge in such areas. Also as an experimenter and explorer she has spent a long time studying both.
4: Her race use psionics to communicate and as such have no spoken language. They used a form of communication called 'Rapture Thought' The telepathic Language of Psion's and other Telepaths, images, emotions and experiences make up this highly complex language only expressible by telepaths. All of her races crafts and complected psion-tech is sentient and used my means of 'Rapture Thought'
5. "Any sufficiently advanced technology is indistinguishable from magic."

Two Goals
1. To Discover the creator race.
2. To make a scientific discovery of a life time.

Two Secrets [One known/one unknown]
1. She once irrevocably contaminated of a whole worlds echo system buy a simple cross contamination mistake. She did not report this, but the had been keeping an eye on the planet to see the results. This is ethically wrong but she felt as there was no going back it was better to learn something.
2. She has a hidden imprinting program for combat. The is implanted into all Elan deep space explorers.

Three People [2 friends 1 enemy]
1. Prof Linrkin Tira, Her 'Mother' who crafted her. [Female]
2. Lord commander Zonlee. A high ranking researcher with the deep space core, her boss.
3. Regian De la noran, A fellow researcher and exam cheat she exposed. He hates her for having him removed form the deep space program.

Three Memories
1. Looking out the command window of her deep space scout just before a jump. Seeing the worm whole start and then the feeling of falling for ever.
2. Seeing a sun die, falling in-wards and exploding out, jumping away before the radiation could hit.
3. Her 1st day awake, and being told by her mother who and what she is/was.

NOTES: