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About Johnny Neural LaceThis is yet one more of Johnny mind back up
It has a number of powers and skills held with the Johnnys multiple system. Technomancer Virtual Skills and Feats::
Virtual Feats X3
1st level Skill Points: (2 + Int + Wis Modifier) x 4 = 16x4=64
A technomancer's virtual skills and feats are 'hot-swappable'. That is, the character may 'download' them from a source that knows the skill already and may then use it normally as long as it remains in memory. These virtual skills last one day for every three points of Intelligence the character has, rounded down. CULTUR Tech lets Skills be copied, The source does not forget the copied ability, and the Technomancer's skill with the ability is equal to the source's skill. BUT- the limit on V Skills becomes that of the PCs level. As Johnny has Godling usability that let s/he roll +34 for all knowledge skills the Lice system is limited to that. Johnny's V Skills have to come from the list bellow
V Skill list History Galactic [Culture known only] Johnny and Knowledge skill rolls -----------------------------------------
Scholar II (Ex): reroll. Neural Lace
Scholar III (Ex): 10+16 (+34) Neural Lace
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Seer I: (Ex) Neural Lace 1d20 +34
FEATS These are feats available to technomancers. They are not automatically gained. They must be purchased with real, not virtual, feats. Power Conversion:
Bioenergetics Interface: 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. Construct:
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). Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
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. 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. Mind State Back up:
The Culture, as well as many other advanced societies, offer citizens the ability to backup their memories so that they can be reincarnated in a newly grown (or manufactured if they happen to be AIs) body if they get killed. Partially subverted in that some people deliberately choose not to use said technology, often because high risk sports are not exciting without the fear of death. (Did we mention how damn eccentric the average Culture citizen is?) However, death is also permanent: the characters are aware that a memory backup will still be another person when it is awakened for the benefit of their friends or employers, and for that particular instance of themselves, life is still over. Doesn't bother them very much as the Culture sees the copy as having equal value as the original. However, Mind State copies are occasionally transmitted as raw data when long distance communication isn't possible, resulting in a temporary mental copy of the person transmitted. These copies are usually deleted when they are no longer required, without any rancour or bitterness. The Culture apparently have the technology to pull off a genuine transfer of consciousness, but it's high-tech even by their own standards. Also not too useful for preventing accidents, since accidents don't tend to happen when a Mind is watching you that closely.
Image of STAR LIGHT 6" high (think Tinkerbell and your close) Quickling Outsider (Native)
Description.
In action, She talks way to fast about 3 times faster than normal (and that's her talking slow) she's always moving Quickly about, keeping still is a real problem for her, she keeps teleporting, flying and running. (if not you would not see her with out true sight etc) Her mind is fast as well, thinking, working and then doing before many have even got to the end of their sentence, It can be hard to keep up with star she just seems hyper on hyper. If you see her face you see between her eyes is a 3ed eye that is nearly always closed. It has powers when open. She's well dressed, in odd outfits that always look out of place, a little out of time, old or next years look etc, she seem to have no her weapons at all, but dos have a tiny psicyrtal on a chain around her neck, it looks like a teeny tiny scarab beetle. ****StarLight is now Time locked to this Timeline, she can move in it a small amount BUT she can't make new timelines*** Cohort - 'Diris' Noble Time Elemental in gem of time sight CL14 CRUNCH:
STR 04 -3 DEX 30 +10 CON 10 +0 INT 30 +10 WIS 18 +4 CHA 24 +7 Saves
HP [165/165]
Size Fine
AC [39/52*/58**] 10 +10Dex +10Cha-Class +8Size +1feats */**Powers
Race Quickling AS PC:
Quickling As PC Senses low-light vision
Defensive Abilities
SPECIAL ABILITIES
A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action. Supernatural Speed (Su) A Quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names). Slow Susceptibility (Ex) A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends. Spell-Like Abilities
Classes:
Psion (psychokinesisL6 UncarnateL10) Time Thief L16 Time Thief:
Weapon and Armor Proficiency: A time thief is proficient in all simple and martial weapons, light armor*, and all shields except tower shields. ------Class Specific Feats--------- Mote of Time (Su) MOTE POOL 39 [16+2+10+10] The following class specific feats are available to a time thief character who meets the prerequisites. A mote is a tiny split-second of time that a time thief steals from her own future. The motes taken are inconsequential slivers of continuance that even the time thief will not notice being missing from her activities. However, a time thief can use these motes to affect her present timeline, allowing her to re-try actions and slow down time around her so she can act more carefully and alertly in fast-moving situations.Each day, the time thief has a pool of motes equal three plus her class level. Once a round, as a free action, a time thief can expend a mote to do any one of the following things: Bonus on Roll Skills (Su) 1mp +3d4 to Rolls
Take a swift Action (Su) 1mp
Act in the surprise round (Su) 1mp
Bonus on Roll AC DMG AT (Su) 1mp +3d4 to Rolls
reduce the duration of effect (Su) 1mp 2d6
Move action as a swift action (Su) 1mp
---------Temporal Talents X 8 ----------- As a time thief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a time thief gains one temporal talent. She gains an additional temporal talent every even level except 20. A time thief cannot select an individual talent more than once. Talents marked with an asterisk require a time thief to spend motes, which she may do only once per round. The evasion talent is not marked with an asterisk because its use does not require the use of a mote, despite the fact that it does allow a time thief to spend a mote to enhance its effect. Steal Fate* (Su): 2mp -3 5mins Fort DC28
Time Runner* (Su): 2mp
Back to the Future* (Su): 2mp
Weal (if the action will probably bring good results).
If the ability fails, the time thief gets the “nothing” result. There is no way to tell if a “nothing” result is the consequence of an action with no particular results or a failed use of this ability. This ability can see into the future only about ten minutes per level of the time thief, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long?term consequences of a contemplated action. All efforts to use this ability by the same person about the same topic use the same die result as the first use of the ability. Butterfly Effect (Su): 2mp 3d4
Time Bandit (Su): X2 +20 motes points.
Time After Time (Su): The time thief gains advanced ability to manipulate time. The time thief may now spend motes twice per round, if she wishes. Aevum Aevum POOL = 3 At 5th level, the time thief gains the ability to control aevum—distinct moments of important time, stolen from the future and used to power the time thief’s abilities. Unlike a mote, which is a very minor split second of time, an aevum is a more noteworthy moment, a crucial instance when something important happened. While a time thief has a ready supply of motes to spend on minor effects, aevum represent more major manipulations of time and are thereby a rarer commodity. When first gained, the time thief must select a single power from the list below, and has a single aevum per day to spend. She gains additional aevum powers at 9th, 13th, and 17th level, and also increases her daily aevum pool by +1 at each of the levels. Spending an aevum is a standard action unless the ability description says otherwise. Personal Time (Su): The time thief can take risky actions and, if things go badly, simply reverse her personal timeline to before she made the effort. At the beginning of her turn, the time thief spends an aevum as a free action. She then takes one normal round of actions, with all results noted temporarily. After her round of activity, before the next creature’s turn begins, the time thief must decide if she is going to keep the round of activity she just took, or rewind herself. If she keeps the round of activity, any changes made to any character during her turn become permanent. If she decides to reverse her timeline, she goes back to the moment she spent the aevum, and all changes that occurred during her round are erased from all creatures and items. The time thief is left with a standard action, but is considered to have spent an aevum and made use of her move action already. No one but the time thief remembers actions that took place during a round of time she reverses, and only divination spells of 6th level or higher can reveal such events. If a time thief is killed or knocked unconscious during a round of personal time, she automatically reverses back to the beginning of her turn. Bolt Time (Su): 1ap 16rounds
The speed for bolt time, well a cross bow (Quarrel) v can move in flight at 150 to 250 feet per second (45-75 m/s) So lets take 200' /s feet (127mph), that's 200' x 6s for a round or 1200' per round, over 16 rounds you get, 1200' x16 or 19,200 feet and that's standed moves. now That's fast. Shatter Time (Su): The time thief can break up the bigger, more important moments of stolen time under her control into smaller, more easily manipulated pieces. By spending an aevum, the time thief can recharge her daily uses of motes. She regains a number of motes of time equal to 1d4 + her Charisma modifier. This cannot increase the number of motes available to above her daily mote total. Psion Uncarnate:
Class Features All the following are class features of the psion uncarnate prestige class. Weapon and Armor Proficiency: Psion uncarnates gain no proficiency with any weapon or armor. Powers Known psion - psychoportation.
Shed Body (Su) 26 rounds
Matter-bound (Ex)
Incorporeal Touch (Su) 4d6DMG Always 8/day
Uncarnate Armor (Su)
Assume Equipment (Su) 10 items
Assume Likeness (Su) Sense Motive Vs Bluff
Parting the Veil (Su)
Hide Mind (Su)
Psionic Talent
Telekinetic Force (Su) DC36 ML16 3/day wile sold
Rend the Veil (Su) DC29
Uncarnate Bridge (Su) DC28
Uncarnate (Ex)
Incorporeal (Ex) An incorporeal creature has no physical body. It is immune to all non-magical attack forms. It can be harmed only by
Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (minimum +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. psychoportation:
Psychoportation A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time. Discipline Talents (Ps) Choose two powers from the following list: burst, catfall, decelerate, detect teleportation. 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. In addition, the effect of catfall only treats your fall as 20 ft. shorter than it is, and decelerate only reduces the target’s movement speed by 5 feet. Nomad’s Step (Su) 55' At 2nd level, as long as you maintain psionic focus, as a *Move action (*feat) you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter. psychoportation Powers:
The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier +1 DC37 Power Points [242]Day 126+96+16+2 feat.
Psionic Talents X3
*In place of Su from race.
Power Level 1
Inertial-Armor 16 hours 16PP AC+12
precognition Defensive 1pp +1ac 16pp +6Ac 160mins Mind thrust1pp 1d10DMG DC37 16pp 16D10 DC41 Power Level 2
sustenance5pp metamorphosis Miner 16mins 5pp Power Level 3 Body Adjustment 6d12 15pp Mind Trap All-ways on. 5pp DC33 Time Hop5pp Power level 4 Correspond7pp Energy Adaptation160mins 7pp Power Level 5 adapt-body 9pp 16hours pierce-the-veils 16mins 9pp Planar Travel 9pp Power Resistance16mins 9pp PR32 Incarnate 9pp perm Psychoport9pp 1600miles. Power Level 6
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. Skills:
Psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). Nomad (Psychoportation): Climb (Str), Fly (Dex), Survival (Wis), and Swim (Str). psion uncarnate’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Disguise (Cha), Knowledge (planes) (Int), Sense Motive (Wis), and Spellcraft (Int). The time thief’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str). Skill Ranks per Level: 6 + Int modifier. Skill Points (16X10)+16 =176 +29 Acrobatics(+10dex, +16rank)<
Concentration +31 16ML+10Int mod +2Trait +3 PsiCyrital FEATS AND TRAITS:
Levels Race
Levels
Class Feats
Psicrystal Affinity [Bones feat Psionic] Psicrystal containment [Bones feat Psionic] Race Feats
Other.
TRAITS
Equipment:
THE GEM OF TIME - Amber - Artifact - Give starlight the ability to see time active streams around her. Range - As Nomal sight. This gem is fixed to her forehead and can not be removed. Inside this Gem is Cohort - 'Diris' Noble Time Elemental Has other powers as dos the time Demon in it, but blocked in this Shadow. AMBER TRUMP DECK*
1:Amber Feat: Graft Amber Trump Card
The Trump dock shows and Psionic AND Magic AND other. Classes:
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