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Johnny Bio-Tattoo's page

1 post. Alias of Johnny_Panic.

Full Name

Bio-Tattoo Johnny


Johnny Mind state back up.


L12 Johnny




Johnnys body

Strength 18
Dexterity 18
Intelligence 18
Wisdom 18
Charisma 30

About Johnny Bio-Tattoo

Bio-Tattoo Johnny

This is another Johnny Mindstate back up.
Linked to Johnny, it has Johnnys memory's and knowledge.
HP1/2 johnny
SR28 when on Johnny 21 when off.

A number of powers are linked to this system with number of Over lap.


Sidebar: Races without Constitution
Generating ability scores for most of the races you create with these rules—even advanced and monstrous races—uses the standard methods. Races without Constitution scores are the exception, and require some slight changes to the ability score generation methods. The changes are as follows, corresponding to the five standard methods.

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 have the low-light vision racial trait.
Constructs have the darkvision 60 feet racial trait.
Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
Constructs cannot be raised or resurrected.
Constructs are hard to destroy, and gain bonus hit points based on their size, as shown on the following table:
Construct Size Bonus Hit Points

Medium 20

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

psicrystal Tattoo:

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

Personalitis 1
Single-minded = (+3 bonus on Concentration checks)

Str 1*, +5
Dex 15* +2
Con Ø, **
Int 15, +2
Wis 10, +0
Cha 10, +0

*With self-propulsion ability activated.

Size/Type: Diminutive Construct**
Alignment: As master
Hit Dice: As master’s HD (hp ½ master’s)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.* Fly 50' Poor
Armor Class: 27* (+8 size, +2 Dex* +7NA), touch 16, flat-footed 14 (*change with powers)
DR/8 (+1 N-Amor +8Hardness)
Base Attack/Grapple: +0/-17
Millie +12 Level -8Str +8 Size = +12
Range +12 Level +2Dex +8 Size = +22
Full Attack:
Space/Reach: 1 ft./0 ft.
Special Attacks: Shared Powers.
Special Qualities:
Construct traits,
hardness 8

Psicrystal abilities
improved evasion,
share powers,
telepathic link,
Sight link,.

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] <
172 point spend

+21 Acrobatics(+2dex, +16rank)<
+3 Appraise(+2int, 1rank)
+19 Autohypnosis* (+0Wis 16Rank)<
+* Craft(+2int, 0rank)<
+6 Disable Device (+2int, 1rank)
+29 Escape Artist(+2dex, 16rank)<
+29 Fly (+2dex +16Rank +8size)<
-0 Heal (0wis 0rank)
-1 Knowledge (ALL) (+2int, 0rank)<
+21 Knowledge (Psionic) (+2Int +16 Ranks)
+21 Linguistics(+2int +16rank)
+16 Perception(0wis, 16rank)<
+0 Ride (-5Str +5ranks)
+0 Perform (0Cha 0Rank)
+19 Sense Motive(0wis, +16rank)<
+3 Sleight of Hand(+2dex, 1rank)
+39 Stealth(2dex, 16rank +16Size)<
+1 Survival(+0Wis +1rank)

Concentration +13

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).
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

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).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.A construct cannot be raised or resurrected.A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armour. Constructs do not breathe, eat, or sleep.

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
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) +7
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.

Deliver Touch Powers (Su)
If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.

Telepathic Speech (Ex) Used buy starlight.
If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.

Flight (Su) Flight 50 feet (poor)
If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).

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

Detect Psionics

Aura sight

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.

Detect remote viewing

Detect Teleportation

Heightened Vision 60' sight in total darkness

Know direction and location

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.

From Johnny:

Sigil-marked: Johnny's Tattoo
All (Ex) v Sigil-marked and can not be spells but Technomancer tech.

All Johnny's Sigil work on activation condition's
Johnny adds spells from his Domain's he has effects that come into being by means of Tech/powers.

Psion list of Power

psychic-warrior list of power

Bioenergetics Interface::

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.