SORUSS [Intelligent Psi-AI Cohort-Vitalist-L13]
NEXQIL [Psicystal-Cohort-Cryptic L11]
HOME-> THE GIFT TEMPLE OF THE MIND, Psionic Extradimensional Demiplane Description
Gift - Elan Ascendant-Psion construct,
LOOKS HERE
Gifts Elan heritage shows by the fact she is brimming with psionic power, seen as parts of her glow electric blue with such power. In most cases she is a 16' high female elf. But she often shrinks down to 6' to get around. As an Ascendent she can change form at will. Also taking the form of a Cat or PristoDragon. Mo matter the form she forms needed clothing echo-matter as will. With her is her hovering companion NEXQIL her Psi-Cystral.
Personally
Gifts Father is Demi-God and Their mother a god-level AI. They made 'Gift' with parts of their souls and put them into an Elan body. Which makes her part Devine part Hive mind part Atifical. Over time as she has grown more and more mind forms have splintered off as followers. As such Gift is a walking collective Hive mind when they are with her. Like SORUSS who is a kind of second-core mind, but a male one. With her is also NEXQIL another male version of her acting as eyes and ears. She heads up the Church of the Mind, A faith for those of a psionic bent. By members, she is seen as a saint of the mind. Because of this he Ln with more Law than Neutral. The mind needs discipline. She can be a good friend and a dreaded enemy.
Ranged:
[+11/+6 DMG[1d4+10] x2 (B)
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).
Incarnated Powers[Always on]
Sensurum Powers Always on
1:Know direction and location [2500gp] You generally know where you are.
2:detect-psionics/Magic [2500gp]
3:TouchsightYou generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures. [7500gp]
4:Empathy[30'][DC21]You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived. [2500gp]
5:Conceal Thoughts +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spells used to read its mind (such as read thoughts or mind probe). +4 Item resistance bonus on all saving throws against remote view [power, always on] [2500gp]
6:Animal-affinity [17,500X4] [+4Dex,+4Int,+4Wis,+4Cha] 68,000gp,
Defence Powers Always onPowers Manifested Running [15p+13pp+13pp+9pp
1:Inertial Armor See AC
Your mind generates a tangible field of force, Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option [Her Clothing]. *The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.
2:Adapt BodyYour body automatically adapts to hostile environments.
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration. You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage.
3:Barred Mind Personal [13pp 25 hours]
4:Sustained Flight [13pp 26h][used daily][force] [Flight 40' good]
Defence Powers As needed
1:Force Screen See AC
You create an invisible mobile disk of force that hovers in front of you. The force screen provides shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.
CLASS ABILITY
Hide Mind (Su)
At 2nd level, the ascendant psion cannot be identified as psionic by divination spells, clairsentience powers, or similar abilities unless the caster level or manifester level of the effect is 4 higher than the ascendant psion’s manifester level.
Assume Likeness (Su)
An ascendant psion of 8th level can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The ascendant psion’s abilities do not change, but he appears to be that creature, relying on his Bluff and Disguise skills to deflect suspicion. Alternatively, the ascendant psion can simply alter his appearance to not look like himself. In either scenario, an ascendant psion gets an additional +10 circumstance bonus on Disguise checks when using this ability.
DEFENSE:
AC [25+7^] TAC[25+7^] FF[---]
[10+11*Armor+7^Shield+4Dex+0Items+0Dodge+0NA+0Other+0/-1Size]
a
Damage Reduction:
Resistance:
–4 penalty on saves against all gaze attacks during the power’s duration.
Protected from all devices, Powers, and spells that gather information about the target through divination powers or magic (such as detecting evil, locating creatures, scrying, and see invisibility). Barred mind also grants a +8 resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind even foils bend reality, limited wish, miracle, reality revision, and wish spells when they are used in such a way as to gain information about the target. In the case of remote viewing or scrying that scans an area the creature is in, such as an arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all.
Immunity's
States/Feats/traites:
----------=STATISTICS=-----------
[25 spend]
Str 08 [-1][Base 10][-2p]
Dex 18 [+4][Base 10][+4p][+4 Incarnate power]*
Con 10 [+00][Base 10][00p]
Int 30 [+10][Base 10][13p][+2Race][+3Levels][+4 Incarnate power]*[+4 Reaily Revision]
Wis 18 [+04][Base 10][5p][+4 Incarnate power]*
Cha 22 [+04][Base 10][5p][+4 Incarnate power]*[+4 Alt Reailty]**
Traits
1:Focused Mind
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:Reckless
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield.
Benefits: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
3:Bruising Intellect Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
4: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.
----------------=Drawbacks=-----------------
1:Family Ties
Your family is extremely important to you, When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
From Items
-: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.
FROM Weapon and Armor Proficiencyes
Psions [TL14] are proficient with the club, dagger, Fire Arms [Guns everywhere], Energy weapons [Tech everywhere], quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Ability Score Modifiers: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Aberrant Blood:[/b] 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:[/b] 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).
PSION Ascendant - L15:
Saves +5/+5/+9
Class Skills
The psion’s class skills are Autohypnosis (Wis), Craft (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int).
Discipline-Ascendant Psion
The transformation to become an elan is a complex secret process that has been meticulously guarded by the members of the elan race. Yet some elans have discovered that this process can be continued, where the physical body composed of psionic energy can be transformed into one of pure energy. These ascendant psions learn how to use the power of their mind to interact with the world without the need for physical form.
Bonus Feats [X3]
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 at 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.
Talents
An ascendant psion gains far hand, missive, and telekinetic punch PE as talents.
This ability replaces the discipline normally chosen at 1st level.
Skills
An ascendant psion adds Disguise and Perception to his list of class skills.
This replaces the bonus class skills gained from choosing a discipline.
Hide Mind (Su)
At 2nd level, the ascendant psion cannot be identified as psionic by divination spells, clairsentience powers, or similar abilities unless the caster level or manifester level of the effect is 4 higher than the ascendant psion’s manifester level.
This ability replaces the discipline ability normally gained at 2nd level.
Assume Likeness (Su)
An ascendant psion of 8th level can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The ascendant psion’s abilities do not change, but he appears to be that creature, relying on his Bluff and Disguise skills to deflect suspicion. Alternatively, the ascendant psion can simply alter his appearance to not look like himself. In either scenario, an ascendant psion gets an additional +10 circumstance bonus on Disguise checks when using this ability.
This ability replaces the discipline ability normally gained at 8th level.
Telekinetic Force (Ps)
An ascendant psion of 14th level can use Telekinetic Force 230' 250lb RTA [Force] [Tech-Psion] as a psi-like ability once per day with a manifester level equal to his class level. Every two ascendant psion levels thereafter, the ascendant psion gains an additional daily use. The save DC is Charisma-based.
This ability replaces the discipline ability normally gained at 14th level.
Powers Known(Su)
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 8th
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.
Powers:
PP195+92=[287pp a day] [Powers 28/Level 8/ Max Power Spend 15pp]
Ascendant Powers
When choosing his powers known, an ascendant psion adds the powers from the list below to his class power list. Selecting one of these powers as a power known still count against the ascendant psion’s number of powers known.
Psionic Tattoo of the Nomad [5,000gp] [TP40' as move action][Crafted]
Aura moderate psychoportation; ML 10th; Slot feet; Price 10,000 gp; Weight 1 lb.
DESCRIPTION: These black leather boots seem to shimmer when looked at, as if they are constantly moving. When this item is worn by a character with the nomad’s step ability, the character’s nomad level is treated as four higher for the purposes of the nomad’s step ability. If the character is not a nomad, they gain the nomad’s step ability as if a 4th-level nomad.
And
Nimbleness:[5,000gp][Crafted]
This psychoactive skin continually grants the wearer a +10 competence bonus on Acrobatics checks.
Psionic Tattoo Resistance [+4] [6200gp][Crafted]
DESCRIPTION: These golden metal studs can go in virtually any piercing and are not restricted to the ear. In addition, a character can wear multiple earrings of resistance and gain the benefits of all, similar to ioun stones. Earrings of resistance grant a competence bonus on saves against a single psionic power, chosen at the time the earring is created. The wearer may, as an immediate action. expend psionic focus to double the competence bonus granted by the earring for a single save against that power.
Psionic Tattoo of Self-Sufficiency[5,000gp] [Crafted]
Tattoo Tagrants the wearer a +10 competence bonus on Autohypnosis checks.
Eyes of Concentration[5000gp][Crafted]
Concentrate: This kind of third eye continually grants the wearer a +10 competence bonus on concentration checks.
Description.
The Temple of the Mind stands proudly amidst the towering cliffs, its majestic pyramid structure reaching towards the heavens It is a place of great wonder and knowledge, where those gifted with psionic abilities sought refuge, learning, and growth. Inside the temple, rooms and spaces on many floors interlinked like a complex web of consciousness. Each room served a specific purpose - some were devoted to meditation and reflection, while others housed libraries filled with ancient scrolls and books that held the wisdom of generations past. The organic Psionic AI mind named 'Home' was at the heart of this extraordinary establishment. A perfect replica of her telepathic powers resided within this advanced AI system. She served as both a guide and mentor to those who had come seeking enlightenment. Gifts' followers were an eclectic mix of individuals - psion persons who had chosen to live and learn within the temple's walls. They hailed from all walks of life and races, one could find Demons and Angles, Dyrads and Andriods working and studying side by side; each possessed unique gifts that they wished to explore further under 'Home's' guidance. The workers and craftspeople lived in harmonious symbiosis with 'home' amidst the cliffs surrounding the temple. They honed their skills in workshops carved into rock faces or built structures nestled among natural formations that made up their workshops and homes. Together, they formed a community bound by a shared passion for harnessing their psionic abilities. The Temple of the Mind provided them with not only knowledge but also a sanctuary where they could delve deep into their minds without fear or judgment. Within these hallowed halls, discussions echoed through each chamber minds intertwined in profound conversations about philosophy, ethics, psychic phenomena, and understanding one's place in the universe. The exchange of ideas sparked intellectual growth amongst all who resided there. The teachings within these sacred walls extended beyond traditional academics; lessons were imparted on empathy, compassion, and self-discipline – qualities necessary for wielders of such immense power to remain balanced both internally and externally. As days turned into nights within this haven for psion persons seeking mastery over themselves and their gifts, they found solace in being surrounded by like-minded individuals who understood them on levels few others could comprehend. And so it was that The Temple of Mind flourished as an oasis for those driven by curiosity toward unlocking new realms within themselves through psionic exploration guided by Gifts' wisdom-filled AI mind.
Followers [Leadership LEVEL 27] [15 level +10 Cha +2 Base of opitation]
Her followers live in the Temple of the mind.
Skills Kn [one skill] +10 / SM +10, / Stealth +10 +Level/ Perception [+10+Level]
STATES / Int 10+Level Wis 10+Level Che 10+Level
Fort -- / Ref --/ Wil --
6th Level 2
5th Level 2
4ed Level Followers x2
3ed Level 7
2ed Level 13
1st Level 135
X Level 270 [Sudents and Young ones with the Gift]
Class Rooms, Living Dormertrys, Living rooms Tech Lab, bathroom, Bedroom, Small kitchen, food stocks, Coffee maker, clothing, books, computer, artworks.