About Johnny Bio-Tattoo
This is another Johnny Mindstate back up.
A number of powers are linked to this system with number of Over lap.
Sidebar: Races without Constitution
A construct race has the following features:
Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
Sigil-marked:* (Ex) Tech Only
The Tattoo is a crystal Ninite from
A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a Fine fised objects
*With self-propulsion ability activated.
Size/Type: Diminutive Construct**
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).
Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.
[spoiler=Class Skills] <
+21 Acrobatics(+2dex, +16rank)<
A construct is an animated object or artificially created creature.
A construct has the following features.:
Base attack bonus equal to total Hit Dice (fast progression).
No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having
a score of 10 (no bonus or penalty).
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) +7
Intelligence Adj. (Ex) +7
Improved Evasion (Ex)
Share Powers (Su)
Telepathic Link (Su)
Deliver Touch Powers (Su)
Telepathic Speech (Ex) Used buy starlight.
Flight (Su) Flight 50 feet (poor)
Power Resistance (Ex) PR21
If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner’s level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal’s power resistance.
Sight Link (Sp) 1/day
If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the remote viewing power) once per day.
Channel Power (Sp)
If the owner is 15th level or higher, he can manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power’s originator, and all ranges are calculated from its location. When channeling a power through his psicrystal, the owner manifests the power by paying its power point cost. He is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, he becomes visible when manifesting an offensive power if invisible, as does the psicrystal).
Psicrystal Personality (Ex)
Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among those given on the Psicrystal Personalities table. At 1st level, its owner typically gets a feel for a psicrystal’s personality only through occasional impulses, but as the owner increases in level the psicrystal’s personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal’s particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted.
Powers made permanent with incarnate:
Powers made permanent with incarnate
Conceal thoughts +4 bonus on its saving throw against any power or spell used to read mind.
Danger sense +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.
Heightened Vision 60' sight in total darkness
Ubiquitous vision 360 Vistion Never FF or sneak attacks + vision-based Perception checks gain a +4 enhancement bonus. Concurrently, you take a –4 penalty on saves against all gaze attacks during the power’s duration.
All Johnny's Sigil work on activation condition's
Bioenergetics Interface: Culture Tech
With this feat a technomancer may mentally interface directly with any operating computer, data storage system or electronic device. Any actions taken that utilize the device when an interface is established gains a +4 competence bonus. Attempts to gather information or break into a secure system receive a bonus. This is a two way interface so the computer system can gain access to the technomancer's mind should he not have a sufficient mental firewall in place. The main drawback of this ability is that if an interface is established, then any damage done to the device during it's operation (electrical power surge, short circuit, or even loss of power) requires the technomancer to make a Will save at a DC of 10+damage or take damage as well.