Dr Lucky

Houdson the Buttler's page

1 post. Alias of Capt Wombat.


About Houdson the Buttler

Grammaton Cleric Royston

Description

A small human like form, a body seems to radiate energy, Always well dressed in a suit, he has complected tattoos on his arms down to the palms of his hands, and dos not seem to carry any form of weapon

He never sleeps, eats or seems to feel, show any kind of emotion, his movements are minimal and fast as if he has total control of his body position in an environment.

[Think of Royston as an kind of organic psionic Android, made from the body and soul of another then mind-wiped and a new set of knowledge installed, then add 100s of years fighting the Empire and your just about there.]

Back gound:

The city of unfeeling was well hid, deep underground. The city of the unfeeling as they where known, for that's what they where, the unfeeling, their way of life was simple, to save themselves from the pain and lusts that affected others they used a device, the book of unfeeling to set them free, to remove all feeling for each of the citys 6 million citizens, cooks, Families, workers, teachers, leaders, doctors, all in balance, all in order everyone knowing there place in the grate city. Crime wae close to unheard of. With minds forever stable, no hate or fear, no love or loss, all meaningless, life was balanced, cold hard logic was all unchanging unfeeling.

Of couse not all where wished this, some sort to brake the unfeeling with lust greed hate bring with them crime and disorder. For this the patrol of the faithful unfeeling was undertaken by the Grammaton Cleric's. Ever watchful ever looking, for the transgressor, object or soul, that could bring Chaos and the anarchy of feeling back. Rayston was one such Grammaton Cleric, newly formed by the elders, he was they said not old when he was chosen, gifted, and that was all that was needed tobe picked by the leaders for the transition. After he remembered nothing of his past life, skills yes imprinted new ones even but of hes old life nothing pree transition. From the moment of his change the Church was his only family. Two years he worked, with out question or deviance guardian of the unfeeling.

Then attack came from nowhere, there is a saying "What one can't control one fears" and so it was with the the Empire. Rule by fear only works on those that feel fear, and the unfeeling do not. So the Empire did what all Empires do when they need someone to blame, someone to target, an empire of evil as the dragon is, will not even tolerate neutrals. Empire ships, empire weapons and mass death, his brothers and sisters fell and then the call rang out, evacuate!!.

He ran to one of the secret teleport centers letting other citiznes go to one of the safe worlds, he fight and defended, then as the last one and so the empire could not trace his fellows, he randomly dialed a new destination in open space, setting Charges to blow after his port he assigned his life and body to no life, he activated the port as the biulding fell down.

That was many life times ago, Royston feels nothing, but one could read his actions over the following 300 years as those of Hate for the empire, for Royston could be found at every major rebellion, every trade dispute and war. Each time adding the enemy's of the Empire, he's a wanted man, in more than one place, and now he has found his way to the very hard of the next rebellion and he means to do what he has always done, help fight.

Skills
All forms unarmed and armed combat.
Energy and Fire arms [including Casters, that he dos not use]
He is a grand master of Gun Kata

Crunch:

STR 24 DEX 44 CON 24 INT 42 WIS 30 CHA 26

Move 50'/100' + Teleport [50ft at will as a standard action]
HP 25x(8+7) 375

IN-TI 20+17+5+5=47

AC [37] 10+17+8/+5/+1 ∑ 52 +5/+5/+5 Powers

BAB +28/+23/+18/+13/+8
M +38/+33/+28/+23/+18 [all+1/+5]Powers
R +46/+46/+41/+36/+31 [+2 +5 +5] [all+1/+5/+5]Powers

Psi-pistols
P1 +46/+46/+41/+36/+31 [+46] [all+1/+5/+5]Powers 12/20 x3
P2 +46/+46/+41/+36/+31 [+46] [All+1/+5/+5]Powers 19/20 x3

base Saves +11 +17 +17
Saves +23/28/32 +31/+35 +29/+33
PR/SR 35
DR 5/-
Regenerate 10HP/Round

Immunity
Aging
Mind Affects ALL
Flanked/FF

Feats x13
1: Two-Weapon Fighting
2: Improved Two-Weapon Fighting -2 -5
3: Greater Two-Weapon Fighting -2 -5 -10
4: psicrystal affinity
5: psicrystal Attainment
6: acrobatic-dodge-combat x20/day
8: Improved Initiative +
9: greater improved initiative.
10: Dodge
11: Spring Attack
12: Access Psionic Talent
13: Expanded Knowledge [Psionic] Reality Revision

Bonus Feat Marksman X6
1: Precise Shot
2: Quick Draw
3: Rapid shot
4: Psionic Meditation Psionic
5: Mobility

free Fears:
1:Psionic Talent
2:Amateur Gunslinger [x2 Changed to 1a]
2a: Improved Critical [PSI-Pistol]
3:Gunsmithing feat [x2 Changed to 3a]
3a: Farshot
4:Toughness
5:Point-Blank Shot
6:Alertness
7:Improved evasion,

Skills:

Skill Ranks per Level: 16+ Int modifier.
[(4+16)x20]+[(6+16)x5]=400+110=510

Class skill = <
Acrobatics +61 25r(17Dex) +25<
Appraise (16Int) <
Autohypnosis* +39 25r(10Wis)<
Bluff (6Cha)<
Climb (8Str)<
Craft (all) +16 (16Int)<
Disguise (6Cha)<
Escape Artist (17Dex)<
Fly +61 25r(17Dex) +25<
Disguise -1(6Cha)<
Disable Device +40 20r(17Dex)<
Diplomacy (6Cha)<
Escape Artist 16r(10Dex)<
Intimidate 33 25r+9-1(6Cha)<
Knowledge (all) +16 (16Int)<
Knowledge (psionics) +43 25r(16Int)<
Knowledge (planes) (16Int)<
Linguistics +19 1r(16Int)<
Perception +44 25r (10Wis)+6+2<
Perform (6Cha)-1<
Profession (10Wis)<
Ride (17Dex)
Stealth +46 25r(17Dex)<
Survival (10Wis)<
Sense Motive +39 25r(10Wis)<
Sleight of Hand (17Dex)<
Spellcraft +45 25r(16Int)<
Swim +20 11r(5Str)<
Use Magic Device +28 25r-1(6Cha)<

Race Elan

Class 1 Grammaton L20:

Elan Add +1/2 to the damage of the cryptic's disrupt pattern ability.

Weapon and Armor Proficiencies

Weapon and Armor Proficiency: Grammatons are proficient with all simple weapons, firearms, plus the rapier and shortbow. Grammatons are proficient with light armor but not with shields.

Powers Known:
The Difficulty Class for saving throws against cryptic powers is 10 + the power's level + the cryptic's Intelligence modifier.

Pattern Designs: (Su)
Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic's body in the form of tattoos. The cryptic's known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power's level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.
When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic's powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.

Altered Defense: (Su) 20/r-day +5TH/AC/DR/-
A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.

Absorb: The cryptic gains DR 5/-.

Deflect: The cryptic gains a +5 dodge bonus to his AC.

Retaliate: The cryptic gains a +5 bonus on his attack rolls against any opponent that successfully hit him since his last turn.

Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

Disrupt Pattern (Su): (1d6+16)x1.5
All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic's focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic's Intelligence modifier. This attack deals half damage if the target's type is not of the cryptic's active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.

Lesser Insights:
Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.

Pattern of the Gun:
The grammatons gains the Amateur Gunslinger feat and the Gunsmithing feat. She also gains a battered gun identical to the one gained by the gunslinger. This ability replaces the Scribe Tattoo feat normally gained at 1st level.

Disrupt Pattern:
The grammaton is only able to use the disrupt pattern ability when making ranged attacks with a handgun.

Intimidating Pattern:
A brutal disruptor adds 1/2 her level (minimum 1) on Intimidate checks made to demoralize a target.

Unnerving Disruption
Any time the brutal disruptor deals damage with her disrupt pattern ability, she can expend her psionic focus to make a free Intimidate check against the affected opponent.

Channeled Disruption:
Channel disrupt pattern ability into melee attacks. May use disrupt pattern ability as part of any or all melee attacks made. This is an exception to the rule that disrupt pattern may only be used once per round but cannot use disrupt pattern ability as a ranged attack in the same round that it has been used it as part of a melee attack.

Gun Kata:
The grammatons learns how to channel her disrupt pattern into vicious melee attacks through her guns. She can use her guns to perform melee attacks that deal 1d6 points of bludgeoning damage plus the base disrupt pattern damage, with a critical multiplier of 20/x2. The damage from enhanced disruption is not included in these attacks. This use of disrupt pattern is not limited to once per round. For each successful melee attack made with a handgun, if that gun is loaded, the grammatons can make a free ranged attack with that handgun against the creature struck. These ranged touch attacks do not provoke attacks of opportunity.

Enhanced Disruption:
A cryptic's disrupt pattern deals an additional 1d6 points of damage. This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike, but it is halved if the creature struck is not of the cryptic's active creature type.

Evasion (Ex):
A cryptic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cryptic is wearing light armor or no armor. A helpless cryptic does not gain the benefit of evasion.

Rapid Defense (Su):
A cryptic can use her altered defense ability as a free action by expending her psionic focus. The cryptic may even do this when it is not her turn.

Enduring Defense:
A cryptic can choose any option from the altered defense ability and always be under that effect. The cryptic can still change the effect as a swift action, but she is no longer limited to how many rounds per day she can have Altered Defense active.

Avoid Attacks (Su): 16r x 10/day
As a move action, the grammatons gains total concealment (50% miss chance) for a number of rounds equal to her Intelligence modifier. Every two levels thereafter, the grammatons gains an additional daily use of this ability.

Insight: (Su)
Starting at 2nd level, and then again every 2 levels thereafter (up to 18th level), a cryptic learns a unique ability related to her perception of the patterns in the world around her.

Insights x11->

2ed->Discerning Pattern (Su)
When fighting a creature that is not of one of her active enemy types, she may attempt to identify that creature with a Knowledge check appropriate to the creature’s type as a swift action; if successful, she may treat the creature as if it was one of her active enemy types until the target is dead or unconscious or until combat ends. Whether or not discerning pattern is successful, the creature cannot be the target of this ability for 24 hours.

4th->Gritted Patterns: 16 grit
4th level, the Grammaton’s grit pool is based on her Intelligence. At the start of each day, the grammaton gains a number of grit points equal to her Intelligence modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Intelligence modifier (minimum 1), though some feats and magic items may affect this maximum.

6th->Insightful Deed:
6th level, the grammatons picks one 3rd level deed or lower and gains that deed.

Quick Clear (Ex):
Can remove the broken condition from a single firearm that's currently being wielded, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

8th->Shining Pattern (Su) DC36
When a cryptic with this insight makes a successful disrupt pattern attack, all creatures within 15 ft. of the creature struck must make a Fortitude save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be blinded for 1 round. A cryptic must be at least 8th level before selecting this ability.

10th->Extend Tattoo (Ex) 16/day
A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps that does not have an instantaneous duration to function at twice its normal duration.

12th->Throw Pattern (Su)
The cryptic learns how to throw a link to her own pattern, giving her the ability to teleport up to 50 ft at will as a standard action. A cryptic must be at least 12th level before selecting this insight.

14th->Steal Pattern (Su)
The cryptic can attempt to steal a pattern from a creature by making a touch attack. If the attack is successful, the cryptic can choose one psionic tattoo or one spell-like, psi-like, or supernatural ability the target has and makes a manifester level check against the target (DC 11 + the target’s manifester level or hit die, whichever is higher). If the cryptic succeeds on the manifester level check, the target loses the tattoo permanently or the ability for 1 minute and a daily use of the ability and the cryptic gains the tattoo or one use of the ability stolen. Powerful abilities like a creature with a spell-like ability of wish cannot be stolen in this fashion.

16th->Eternal Tattoo (Ex)
If a cryptic taps a tattoo that she extends, the effects of that tattoo become permanent until she chooses to make another tattoo effect permanent. A cryptic must be at least 16th level and must possess the extend tattoo insight before selecting this insight.

18th->Shatter Pattern (Su)
The cryptic learns how to break a minor pattern with her touch, allowing her to destroy a non-magical unattended item with hit points equal to double the cryptic’s level. This effect ignores any hardness the object might have. The cryptic may attempt to use this insight on an attended object, but doing so provokes attacks of opportunity and she must make a successful touch attack with a -4 penalty against the target’s touch AC.

20th->Reforming Pattern (Su)
A cryptic with this insight has learned to modify her own pattern so it will reform if she is killed. The cryptic must make an anchor pattern to activate this ability, a process which takes 24 hours of uninterrupted concentration. When the cryptic is slain, she can reform as if affected by astral seed, although she suffers two permanent negative levels once her physical body is reformed and the storage crystal is formed at the site of the anchor pattern. The cryptic may only have one such anchor pattern at any given time and it lasts a number of days equal to her Intelligence modifier. A cryptic must be at least 16th level before selecting this insight.

20th->Summoning Pattern DC37
A cryptic with this insight learns how to create a unique pattern at her current location as a full-round action and then to send a creature to that pattern at a later time by making a touch attack as a standard action. Unwilling creatures may make a Fortitude save (DC 10 + 1⁄2 the cryptic’s class level + the cryptic’s Ingelligence bonus) to negate this effect. The pattern created in this way lasts for a number of days equal to the cryptic’s Intelligence modifier, although a cryptic may only have one such pattern active at any time. The cryptic and the creature to be affected must be on the same plane of existence as the pattern to send a creature to it. A cryptic may use this insight on herself. A cryptic must be at least 12th level before selecting this insight.

Greater Insight x1

Discerning Vision:
The cryptic sees all things as they truly are and is always treated as if under the effect of pierce the veils. In addition, the cryptic automatically succeeds on any saving throw against spells or powers of 8th level or lower that deal with modifying vision or some sort of visual pattern, such as symbol of pain.

Unchanging Pattern: PR/SR 35
At 18th level, the cryptic gains power resistance equal to 12 + her class level.

Class 2 Marksman->Kaigun:

Volley Style:
Volley marksmen are all about sending out as many projectiles as possible. These marksmen are great at hitting multiple targets, turning an opponent into a pincushion, setting a rapid rate of fire as to seem faster than the eye can see.

Style Ability:
Starting at 4th level, a Marksman gains an ability associated with her combat style. Every four levels thereafter (8th, 12th, 16th, 20th), she gains a new style ability.

Style Technique:
Once a Marksman has reached 2nd level, she may expend her psionic focus while making a full attack with a ranged or thrown weapon to gain one additional attack. This technique does stack with additional attacks such as those from haste, physical acceleration, or the speed weapon special ability.

Style Skill:(Ex) +6
At 3rd level, a volley Marksman gains a +1 bonus to Perception. This bonus increases by 1 every three Marksman levels thereafter.

Style Mantra: +5
Beginning at 3rd level, as long as a volley Marksman maintains psionic focus, she gains a +1 competence bonus to her Initiative and Reflex saves. At 7th level and every four Marksman levels thereafter, the competence bonus improves by 1.

Split Shot: (Su) 13/day
A volley Marksman is capable of psychokinetically splitting a ranged attack in-flight to hit two targets. When activated, a single ranged attack made by the Marksman can strike one additional target within within 15 ft. of the initial target. Use the same attack roll to determine the success against both targets. Roll damage normally and split the damage to each target equally. This ability may be used a number of times per day equal to 3 + the Marksman’s Wisdom modifier.

Quick Volley: (Su)
Volley Marksmen of 8th level learn to fire their weapons rapidly while needing to maintain mobility. As long as the Marksman maintains psionic focus, she can make a full attack with a ranged or thrown weapon while also moving her full movement, but suffers a -4 penalty to all attacks made during the round and suffers a -2 penalty to her Armor Class until the beginning of her next turn.

Burst: (Su) DC27 1/day +10 Damage
At 12th level, a volley Marksman is capable of charging her ranged attacks with psychokinetic energy to explode and disrupt enemies. Once per day as part of a full attack with a ranged or thrown weapon, the Marksman can expend psionic focus and have the space occupied by each target treated as if covered in caltrops for a number of rounds equal to her Wisdom modifier. In addition, all creatures within a 5 ft. radius of the struck target take damage equal to the Marksman’s Wisdom modifier unless they make a successful Reflex save (DC 10 + half Marksman level + Marksman’s Wisdom modifier). This ability can be used an additional time per day every two Marksman levels thereafter.

Vicious Volley: (Su) every 10 mins
Beginning at 16th level, a volley Marksman is able to make there shots more deadly and accurate. When making a full attack with a ranged or thrown weapon, the Marksman may make two attack rolls for each attack in the full attack and take the better roll. This ability may be used once every 10 minutes.

Master Technique
Upon reaching 20th level, the volley Marksman gains the master technique Block the Sun.

Block the Sun:
As a full-round action, you can choose two five foot squares per attack roll you would normally make during a full attack. Each targeted square must be adjacent to another targeted square. Make one attack roll at your highest attack bonus and use that against any creature or creatures in each affected square. If the attack is successful, you deal damage normally to each target successfully struck. If your attack threatens a critical, roll to confirm separately for each target struck. In addition, each square affected is treated as difficult terrain due to the volume of shots unleashed. Using this ability expends four units of ammunition (or one thrown weapon) per square affected and cannot be used unless sufficient ammunition is available. Alternately, the Marksman may use one unit of ammunition per square affected or a single thrown weapon by expending one use of Split Shot, but does not gain the usual benefit of Split Shot this round. This ability may be combined with the Vicious Volley style ability.

Wind Reader (Su): +10 To Hit 26/day
A Marksman can use her heightened senses and awareness of her surroundings to read the wind and environment, allowing her to drastically improve her accuracy. While maintaining psionic focus, she can spend a swift action to gain a competence bonus equal to her Wisdom modifier on ranged attacks until the end of the round. She can do this a number of times per day equal to 3 + her class level.

Favored Weapon: +5 Guns All
Marksmen of 2nd level select a group of ranged weapons from the list below as their preferred weapons and gain a +1 competence bonus to ranged attack rolls made with any weapon of that group. Every four Marksman levels thereafter, this bonus increases by 1.

Psionic Deed
At 2nd level, the kaigun gains access to a single 1st-level deed/Psionic Deeds. normally available to a gunslinger. This deed works and interacts with grit the same way as gunslinger deeds. If the kaigun also has levels in gunslinger, he can spend grit points from that class to use this deed.
This ability replaces Evade Arrows (+1).

Deed
Deadeye (Ex):
At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Cover Fire: (Ex) DC 32
Beginning at 4th level, the Marksman knows not only how to directly engage her enemies, but also how to protect her allies. As an attack action, she may choose to fire a ranged or thrown weapon at an opponent within 30 feet to distract that opponent rather than to deal damage. Make an attack roll against the space a target occupies (AC 10). If successful, the targeted enemy must make a Reflex save (DC 10 + one-half the Marksman's class level + the Marksman's Dexterity modifier), or be staggered for one round. The Marksman still expends ammunition as normal for this attack. If the attack roll would indicate a critical threat and the result would hit the opponent's AC, roll to confirm: if the critical hit is confirmed against the opponent's AC, the attack does normal damage as well. A Marksman cannot use cover fire if her opponent or the square she targets would be subject to a miss chance (such as from a concealed target).

Bonus Feat: x5
A Marksman of 5th level gains a bonus feat chosen from his combat style feat list or from Deadly Aim, Far Shot, Fell Shot, Greater Psionic Shot, Parting Shot, Precise Shot, Psionic Meditation, Psionic Shot, Quick Draw, Return Shot, Returning Throw, or a feat that requires a particular weapon when it is selected, such as Weapon Focus or Improved Critical. If the Marksman chooses a feat that requires a particular weapon, she must select a weapon from her selected ranged weapon group. The Marksman must still meet all prerequisites for the feat to select it.
At 8th level and every three Marksman levels thereafter, the Marksman gains another bonus feat from the same list

Telekinetic Reload (Su)
At 6th level, as a swift action the kaigun can expend his psionic focus to reload any one-handed firearm he is currently wielding.
This ability replaces the power known normally gained at 6th level.

Mental Grit (Su)
Beginning at 7th level, the kaigun learns how to turn his psionic power into grit points. As a swift action, the kaigun can spend 3 power points and expend his psionic focus after making a successful ranged attack with a firearm to gain 1 grit point, although the kaigun cannot exceed his normal maximum grit points.

Focused Control (Su)
When a kaigun of at least 10th level misfires with a firearm and is maintaining psionic focus, the misfire value of that firearm increases by 2 instead of 4.
This ability replaces the power known normally gained at 10th level.

Defensive Shot: (Ex)
At 13th level, a Marksman no longer provokes attacks of opportunity when making ranged attacks with a ranged or thrown weapon.

Ranged Specialist (Su)
At 19th level, a Marksman's ranged and thrown attacks have their critical multiplier increased by 1 (x2 becomes x3, for example) and her penalties for range increments are halved. If the Marksman has the Far Shot feat, she instead suffers no penalties for range increments.

powers:

Feat ->
Access Psionic Talent
1: Distract
2: Ectoplasmic Trinket
3: Detect Psionics
4: Far Hand
5: Conceal Thoughts

power list cryptic

ML 23
PP/day 164+191+23=377
Powers know = 23
Max level = 6th

0
Psionic Repair
K Punch

1st
1:Absorb Weapon
2:Metamorphosis, Minor
3:hidden-pocket
4:inevitable-strike
5:Precognition-Defensive 19pp +8AC 20 mins
6:Precognition-Offensive 19pp +8TH 20 mins.

2ed
7:Defy Gravity
8:Natural Linguist
9:Psionic Scent
10:Cloud Mind
11:Detect Hostile Intent 30'

3ed
12:Evade Burst
13:Ubiquitous Vision
14:Dispel Psionics

4th
15:Slip the Bonds
16:Energy Adaptation
17:Vanishing Strike

5th
18:Adapt Body
19:Retrieve
20:parasitic-possession 23 hours
9pp +6pp take over subject DC10+5+17+23=45 Fort PR yes.

6th
21:Barred Mind, Personal
22:Hypercognition+20 Knol Int rolls 11pp
23:cosmic-awareness+2PP 25 hours 1 target AC+20

MarksMan Power LIST

PP/day 88+115+23=226
Powers know = 13
Max level = 4th

0x3
trick-shot
missive
Fortify-Lesser

1st
1: metaphysical-weapon +5TH 23 hours 20pp
2:Sense Minds DC21
3:deaden-attack All DMG NL

2ed
4:psionic-scent
5:Blanketing Assault
6:Body Adjustment
7:sidestep

3ed
8:physical-acceleration
9:Flexible Trajectory
10:body-purification

4th
11:barrage
12:mirror-shot
13:zealous-fury

From expanded knowledge feat
Reality Revision

###Incarnate'ed Powers###
Aura sight, Danger sense, Elfsight, Heightened vision.
Know direction and location, Ubiquitous vision.

Eternal Tattoo.
True Metabolism

Class 3 Cryptic->Grammaton->Psion-Uncarnate:

psion-uncarnate

+3 levels to Cryptic->Grammaton class

Shed Body (Su) 50r/day 5mins/day +1DC powers
Starting at 1st level, a psion uncarnate can become incorporeal (or “uncarnate”) as a move action. Each day the character can remain uncarnate for up to 10 rounds and for each level after the first, he can remain uncarnate for 1 additional round. However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. During this time, the character’s body fades into an immaterial form that retains the character’s basic likeness. While uncarnate, the character gains a fly speed equal to his land speed (perfect maneuverability). Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate. A psion uncarnate can become corporeal again as a move action and he is free to divide his available rounds per day in any way he chooses.

Matter-bound (Ex)
When becoming uncarnate, the psion uncarnate can choose to either subsume his equipment into his incorporeal form, in which case they become inert (but see Assume Equipment below), or he can choose to have them remain functional but material. While the equipment is material, he can use it normally, deriving benefits from items that enhance his capabilities. Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesn’t make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment or subsumes it as a swift action, he can pass through solid objects at will again.

Incorporeal Touch (Su) 2d6 2/day
Beginning at 2nd level, 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. While material, the psion uncarnate can use this ability up to three times per day, and while uncarnate, a psion uncarnate can make melee touch attacks at will that do not count against his uses of this ability. For every 2 levels, he gains an additional use of this ability while material. For every three levels higher than 2nd the psion uncarnate attains, the damage on these attacks increases by 1d6 points.

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)
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.

Class 4 Marksman->Kaigun->Elocater:

+ 3 levels to Marksman->Kaigun

Aerial Acrobatics (Su)
The elocater adds her ranks in Acrobatics as a bonus to any Fly checks, and her ranks in Fly as a bonus to any Acrobatics checks, due to her ability to control her personal gravity. She also treats all Acrobatics checks to jump as if she had a running start.

Personal Gravity (Su)
As long as the elocater is within 1 foot of a sufficiently stable solid or liquid surface, she can change her personal gravity with a thought (free action). As a result, she may move on walls, ceilings, etc. as if they were level floors, including being able to run, jump, and take 5' steps. Personal gravity is constantly active, even when unconscious, unless the elocater deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the elocater is carrying a medium load or wearing heavy or medium armor while using personal gravity, her speed reduces to 10 feet per round.

Scorn Earth (Su)
At 1st level, an elocater’s feet lift from the ground. From now on, she can float a foot above the ground, but still move and act as if she were standing on solid ground. At distances greater than 1 foot from any sufficiently stable surface, her speed diminishes to 10 feet per round, but she can move in any direction (including straight up or down). Melee and ranged attacks suffer increasing penalties as if she were the subject of the defy gravity power. Scorn earth is constantly active, even when unconscious, unless the elocater deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the elocater is carrying a medium load or wearing heavy or medium armor while using scorn earth, her speed reduces to 10 feet per round.

Terminal Velocity (Su)
As long as either personal gravity or scorn earth is active, if the elocater would be in a position to fall (for example, stepping over a pit), she instead hovers at her current position, as if standing on solid ground. As a move action, she can safely float or jump down 30' (she can float down an additional 30' per additional move action spent in this way).

Freerunning (Ex)
Beginning at 2nd level, an elocater's land speed increases by 10 feet. This is treated as a circumstance bonus (it does not stack with terrain-based circumstance bonuses, such as the circumstance bonus from using skate on a decline). This bonus increases to 20 feet at 5th level and to 30 feet at 8th level.

Spatial Awareness (Ex)
Beginning at 2nd level, an elocater's hyperawareness of spatial relations lets her use the battlefield to her advantage. When she attacks with a bonus from higher ground or is flanking the attacked enemy with an ally, the first attack she makes against that enemy each round gains a +2 insight bonus to her attack roll and damage roll (if the attack hits). Furthermore, due to her ability to reorient herself, enemies no longer gain a bonus when attacking her from higher ground. At 5th level the insight bonus increases to +4, and at 8th level the insight bonus increases to +6.

Dimension Step (Su)
An elocater of 3rd level or higher can slip psionically between spaces as if using the fold space power, once per day. The elocater cannot bring any other creatures with her. Her manifester level for this effect is equal to her elocater level. At 6th level, the elocater gains a second daily usage, and at 9th level, she can use this ability three times per day.

Flanker (Ex)
An elocater of 4th level or higher can flank enemies from seemingly impossible angles. She can designate any square adjacent to her as the square from which flanking with an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.

Psionic Pistols:

In the palm of each hand Roystan has a small Black Crystal in side a complex Psi-tattoo. This is nothing less than his Psycrystal embedded into his body. As a free action, ["fast Draw"] they manifest into two Psionic Pistols of force. Royston uses them as his main weapons.
[think of them as Psionic ray guns]

The pistols have a Crit range 20×2 and normally file
Crystal rounds formed as they shoot if needed
doing 1d6 points of bludgeoning Damage,
See Grammaton EX powers.

Also they can shoot

Disruptive Patton (2d6+9) x1.5 Psychokinetic Damage.

Shining Pattern (Su) DC28 (shame shot)
On a successful disrupt pattern attack, all creatures within 15 ft. of the creature struck must make a Fortitude save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be blinded for 1 round.

Damage Types

1d6

Then One of the Below

1:Disrupting Patton [see above]

2:Energy
Weapons with this ability create missiles of energy when drawn. These missiles deal appropriately-sized damage of an energy type determined at the time the weapon is created (Psychokinetic). Attacks made with an energy weapon are not subject to damage reduction, but are subject to any applicable energy resistance, immunity, or vulnerability. Weapons with this ability cannot use standard ammunition, magical or otherwise.

3:Psychokinetic Burst
This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability (see above), a psychokinetic burst weapon deals an extra 1d8 points of damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add 2d8 points of extra damage instead, and if the multiplier is ×4, add 3d8 points of extra damage. This extra damage is ectoplasmic in nature and is not affected by damage reduction.

4:Deliver range/touch powers

The Psicrystal they also have a number of ability's

Feats:
Alertness, improved evasion,

Ability:
personality, share powers, sighted, telepathic link,
Deliver touch powers, Telepathic speech, Power resistance, Sight link, Channel power. all Movement replaced with uncanny dodge* to host.

psicrystal

DEFENSE
AC As master’s
(hp ½) As master’s
Fort *, Ref *, Will * - * as master’s saves Hardness 15

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

STATISTICS
Str - Dex - Con -, Int 13, Wis 10, Cha 10
BAB ; CMB CMD As Masters
Feats -
Skills Climb 0, Perception +6, Stealth +6
Single-minded +3 bonus on concentration checks

**Can't be disarmed only blacked from manifesting.

The holy Book of Unfeeling:

This object is hidded in Roystans forhead and has a number of technologies
Interlinked. An intelligent Psionic item that suppresses all emotions in the owner. It also holds all roystons Base Psionic Patton/Tattoow [like a spell book]

He keeps by means of a power in a tiny Demi-pocket

Description
Recharging item, 1PP/hour, 60 power points. It is made from a shining cystal. It allows use of the following powers:

Recode Mind - [Unfeeling mind shielding] [as Greater Mind blank] 1/day 24Hours [used with 1 hour meditation Self as target only]
Re-code body Reality Revision 1/week
[powers that work on self as target only, no MC used, can't be used to Grant a creature a +1 inherent bonus to ability scores, or raise the dead or Create a non-psionic item of up to 25,000 gp in value.]

[NOTE: If not used Roysone starts to lose control of his powers, 5% chance they do not manifest per hour.]

Granted Feats
Scribe Tattoo [to and from book to owner body only]