Ghini

Johnny Neural Lace's page

6 posts. Alias of Johnny_Panic.


Full Name

Johnnys Neural Lace

Race

Construct [Culture tech]

Classes/Levels

Johnny L14

Size

Tiny

Location

Johnnys body

Strength 1
Dexterity 18
Intelligence 30
Wisdom 18
Charisma 18

About Johnny Neural Lace

This is yet one more of Johnny mind back up
It knows what Johnny knows and is the main core of Johnny Primes
High IQ and thinking capacity.

It has a number of powers and skills held with the Johnnys multiple system.

Technomancer Virtual Skills and Feats::

Virtual Feats X3
Virtual Feats

1st level Skill Points: (2 + Int + Wis Modifier) x 4 = 16x4=64
Higher-level Skill Points: 2 + Int + Wis Modifier 16x15=240
Total V Skills 304 points
Skill last 15 days.

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
Johnny can not roll on any skill s/he has no knowledge of.

V Skill list

History Galactic [Culture known only]

Johnny and Knowledge skill rolls

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Scholar III cost 6 Ranks
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Scholar I (Ex): Neural Lace
The godling gains Linguistics and all Knowledge skills as class skills. The godling learns three new languages, one of which must be Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Scholar II (Ex): reroll. Neural Lace
If the godling fails a Knowledge check, he may try again and make a new Knowledge check on the same subject after 24 hours. (Normally you cannot try again on Knowledge checks.)

Scholar III (Ex): 10+16 (+34) Neural Lace
Any time the godling makes any Knowledge check, he does so using a bonus equal to his highest total Knowledge skill bonus.

-----------------------------------------
Seer I cost 1 Rank
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Seer I: (Ex) Neural Lace 1d20 +34
As a standard action the godling can attempt to gain knowledge and learn rumors about a given topic. This functions as the gather information function of the Diplomacy skill (expect for the reduced time taken) and the godling gets a special check to determine success. The check is 1d20 + (godling level x 1.5) + the godling’s spellcasting attribute modifier. Can only do re-rolls as per Scholar II.

FEATS

These are feats available to technomancers. They are not automatically gained. They must be purchased with real, not virtual, feats.

Power Conversion:
A technomancer with the Power Conversion Feat can convert spell slots into Force points. To convert to Force points you convert a spell slot into a number of force points equal to the spell's level. Force points can be spent to provide emergency spell slots as well. Spell slots are gained by spending the spell slot level desired in Force points.

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.
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 +10hp
Constructs do not breathe, eat, or sleep.

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.

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)
Psion (psychoportationL6 UncarnateL10) Time Thief L16
Sex: Female
Size Fine 0'6"
Move 140' 140'Fly Perfect

Description.
When and if you see starlight you find yourself Looking at a tiny fay like elf, 6" tall. Starlight has all Electric Blue eyes and long white hair, Most of the shes invisible and incorporeal, but others she like a little light zipping around when she's in sold form. You could see her in blurry shape whizzing about all over the place, ghostly wisp form.

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***

Psicyristal 'Hextwin'

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
Fort+7 [7]
REF +20*[10+10]
WIL +14 [10+4]

HP [165/165]
BAB +12/+7/+2
M=+9/+4/-1 (+8 All Size)
R=+22/+17/+12 (+8 All Size)
Initiative [36] 20 +10Dex +4feat +2trait

Size Fine
CMB & CMD -8
Attack +8
AC +8
Stealth Skill +16, Fly Skill +8
Natural Reach 0, Space 1/2 ft Weight 0.5lb

AC [39/52*/58**] 10 +10Dex +10Cha-Class +8Size +1feats */**Powers
+ incorporeal (in Time)
Touch AC 39/60/58 FF* Never Flat-footed*
AC [49/62*/68**] Vs one target when in full Deface mode
Touch AC 49/62/68 FF* Never Flat-footed*
*Note incorporeal at will, so Immune to all non-magical attack forms
but seen notes below.
Never Flatfooted or Surprised.

Race Quickling AS PC:

Quickling As PC

Senses low-light vision
STR-4 Dex +4
Size Tiny
Move 120'

Defensive Abilities
Natural Feats - Evasion, Uncanny dodge
natural invisibility,
supernatural speed,
DR 5/cold iron
Weaknesses: slow susceptibility

SPECIAL ABILITIES
Natural Invisibility (Su)

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
*Starlight has 4 PSI Talents in place Normal (Su) spells.

Classes:

Psion (psychokinesisL6 UncarnateL10) Time Thief L16

psion

psychoportation L6 / L13

Psion Uncarnate L10

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
Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A time thief could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal +3d4 at 16th level. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.

Take a swift Action (Su) 1mp
Take a swift action that does not count against the time thief’s normal limit of one swift action per round.

Act in the surprise round (Su) 1mp
Act in the surprise round when the time thief would not normally be able to do so.

Bonus on Roll AC DMG AT (Su) 1mp +3d4 to Rolls
At 3rd level, a time thief gains the ability to add the bonus from spending a mote of time to a single damage roll, or to her armor class (as a dodge bonus) until the beginning of her next turn.

reduce the duration of effect (Su) 1mp 2d6
At 7th level, the time thief may spend a mote to reduce the duration of any negative condition or effect she is suffering. By accelerating the speed with which only the negative influences on her travel through time, the time thief can reduce the duration of any one condition, affliction, or spell effect by 2d6 rounds (to a minimum of 0).

Move action as a swift action (Su) 1mp
At 11th level, the time thief may spend a mote to take a move action as a swift action.

---------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
As a standard action, the time thief can attempt to steal a crucial moment from a target’s future, reducing the chance the target will enjoy a happy and prosperous future. The time thief spends a mote to make a melee touch attack that deals no damage. This may be done in place of an attack taken as part of a full attack action. If hit, the target must make a Fortitude save (DC 10 + 1/2 the time thief’s level + the time thief’s Charisma modifier) or suffer a penalty to all attack and damage rolls, skill checks, and saving throws. This effect lasts for 5 minutes for every level of time thief the attacker has. The penalty suffered is –3 .

Time Runner* (Su): 2mp
The time thief can move briefly through time, taking an action that does not exist in the normal sequence of reality. The time thief spends two motes to gain an additional move action. The time thief does not set off traps during this move action (though she may cause them to be triggered if, at the end of her run, the proper triggering situation still exists). She does not provoke attacks of opportunity during this move action, nor may other characters make Perception checks to notice the time thief during this move action. After the move action time catches up to the time thief, allowing triggered traps to go off and other creatures to immediately notice the time thief where she now stands.

Back to the Future* (Su): 2mp
The time thief can spend two motes to fling herself briefly into the future to observe the results of proposed acts or decisions in her present. Since the time thief is only in her future for a moment, she is not certain to receive meaningful information. The base chance for receiving meaningful information is 70% + 1% per class level. This roll is made secretly by the GM. If the ability succeeds, the time thief gets one of the following four results:

Weal (if the action will probably bring good results).
Woe (for bad results)
Weal and woe (for both).
Nothing (for actions that don’t have especially good or bad 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
As a reaction, the time thief can make minor changes in her past, which creates a cascade of minor changes in the timeline to generate brief favorable circumstances for an ally in her present. The time thief can spend two motes to add a bonus to one attack roll, skill check, ability check, or saving throw made by an ally within 30 feet. The roll must represent a single action that occurs entirely within a single round. (A time thief could use a mote to add a bonus to an ally’s Acrobatics check to leap over a chasm, but not to his Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +2d4. This increased to +3d4 at 16th level. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.

Time Bandit (Su): X2 +20 motes points.
The time thief’s access to motes increases. The time thief can spend an additional number of motes per day equal to her Charisma bonus. This talent may be taken more than once, adding the same number of additional motes per day each time it is selected.

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
By spending an aevum, the time thief can accelerate her movements to a speed that allows her to easily see and react to the movement of a crossbow bolt or other projectile as it flies toward a target. The time thief remains in bolt time for one round per class level. This ability counts as a haste effect. While in bolt time, the time thief gains the following benefits:
1:-When making a full attack action, the time thief may make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by haste or a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round).
2:-The time thief gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
3:-All of the time thief’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice her normal speed using that form of movement. This increase counts as an enhancement bonus and it affects the time thief’s jumping distance as normal for increased speed.
4:-Each round, the time thief may automatically dodge the first ranged attack she is aware of that would otherwise strike her.

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.
At every level indicated, a psion uncarnate gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of psion uncarnate to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became a psion uncarnate, he must decide to which class he adds the new level of psion uncarnate for the purpose of determining power points per day, powers known, and manifester level.

Shed Body (Su) 26 rounds
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) 4d6DMG Always 8/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) 10 items
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) Sense Motive Vs Bluff
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.

Hide Mind (Su)
As the psion uncarnate continues to evolve towards a higher state of being, he gains the ability to hide his true nature from others. From 6th level, nothing can identify the psion uncarnate as being psionic, regardless of whether it is spells or powers.

Psionic Talent
A psion uncarnate of 7th level gains the Psionic Talent feat as a bonus feat.

Telekinetic Force (Su) DC36 ML16 3/day wile sold
Beginning at 7th level, while incorporeal, a psion uncarnate can use telekinetic force as a standard action that does not provoke attacks of opportunity. The save DC is equal to 10 + class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). The character’s manifester level is the manifester level of the effect. Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).

Rend the Veil (Su) DC29
At 8th level, a psion uncarnate is almost at the peak of his ascension and can rend the veil that separates the material from the incorporeal. While incorporeal, the psion uncarnate can expend his psionic focus while making a melee touch attack against another incorporeal creature. If the attack hits, the target becomes material for up to 1 minute. While corporeal, the psion uncarnate can expend a use of his Incorporeal Touch ability to make a similar melee touch attack, that if it hits, makes the target incorporeal for up to 1 minute. Both uses affect both the creature and any equipment it is using. The psion uncarnate can end either use of this effect as a swift action.

Uncarnate Bridge (Su) DC28
At 9th level, the psion uncarnate can use the minds of others as a springboard for transportation. While incorporeal, he can enter the body of a living creature and instantly teleport to any other living creature within line of sight as a move action. This is often unsettling for those subjected to this and if he so chooses, the psion uncarnate can make his entry and exit even more disturbing by partially melding with the mind of those affected. If he so chooses, both the entry and exit creature must make a Fortitude save with a save DC equal to 10 + ½ class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). If the target fails, it becomes nauseated for 1 round.

Uncarnate (Ex)
At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. The character becomes permanently uncarnate, gains
1:- An additional +1 bonus to all save DCs of powers he manifests.
2:- Counts his key ability score as 4 points higher for the purpose of bonus power points.
3:- Gains a deflection bonus to his AC equal to his Charisma (minimum +1)
4:- Now use his Shed Body class ability to become material.

Incorporeal (Ex)

An incorporeal creature has no physical body. It is immune to all non-magical attack forms. It can be harmed only by
1:- Other incorporeal creatures,
2:- Magic weapons
3:- Creatures that strike as magic weapons,
4:- spells, spell-like abilities, or supernatural abilities.

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.
Powers known 24
ML = 12
max power level 6th
Max PP spend 16pp per power use.

Psionic Talents X3
1: Far Hand
2: Telepathic Lash
3: Detect Psionics

*In place of Su from race.
1: energy-splash
2: know-direction-and-location
3: empathy

Power Level 1
Energy RayDMG 16d6 16pp R120'

Inertial-Armor 16 hours 16PP AC+12
[Always on]

precognition Defensive 1pp +1ac 16pp +6Ac 160mins

Mind thrust1pp 1d10DMG DC37 16pp 16D10 DC41

Power Level 2
natural-linguist 5pp 160mins

sustenance5pp

metamorphosis Miner 16mins 5pp

Power Level 3

Body Adjustment 6d12 15pp

Mind Trap All-ways on. 5pp DC33

Time Hop5pp

solicit-psicrystal 16r

Power level 4

Correspond7pp

Psychic Reformation7pp

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
Temporal Acceleration 11pp 1r
15pp 2r max

Trigger Power

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.

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)<
+29 Autohypnosis* (+10int, 16rank)<
+14 Appraise(+10int, 1rank)<
+30 Bluff(+10cha, 7rank +10 Power)<
+1 Climb(-3str, 1rank,)<
+* Craft(+10int, 0rank)<
+17 Diplomacy(+7cha, 10rank)
+11 Disguise(+7cha, 1rank)<
+29 Escape Artist(+10dex, 16rank)<
+37 Fly (+10Dex 16rank +8size)<
+7 Handle Animal (+7Cha 0rank)
+4 Heal (+4Wis 0rank)
+7 Intimidate(7cha, 0rank)<
+10 Knowledge (ALL)(+10Int 0rank)
+10 Knowledge (Local)(+10Int 0rank)<
+11 Knowledge (Nature)(+10Int 1rank)
+29 Knowledge (psionics) (+10Int 16rank)<
+20 Knowledge (history) (+10Int 7rank)<
+20 Knowledge (planes) (+10Int 7rank)<
+11 Knowledge (religion) (+10Int 1rank)
+11 Knowledge (engineering)(+10Int 1rank)
+11 Linguistics(+10int 1rank)
+24 Perception(+4wis, 16rank)<
+4 Profession(ALL)(+4wis, 0rank)<
+10 Ride (+10Dex 0rank)
+16 Sense Motive(+4wis, +9rank) <
+22 Sleight of Hand(+10dex, 9rank)<
+29 Spellcraft(+10int, 16rank) <
+45 Stealth (+10dex 16rank +16size)<
+8 Survivel (+4wis 1rank)<
+1 Swim (-3Str 1rank)<
+18 Use Magic Device(+7cha, 7rank)<

Concentration +31 16ML+10Int mod +2Trait +3 PsiCyrital

FEATS AND TRAITS:

Levels

Race
1: Evasion,
2: Uncanny dodge

Levels
1: Dodge +1ac
2:speed-of-thought-psionic Speed +10
3:quicken-power-metapsionic
4:Improved Initiative +4
5:osyluth-guile-combat FD +10AC vs 1 target
6:greater improved-initiative
7:fast step Psionic
8:Leadership LS-26 [Time Elemental's]

Class Feats
Psionic Talent [Uncarnate 7th]

Psicrystal Affinity [Bones feat Psionic]

Psicrystal containment [Bones feat Psionic]

Race Feats
Evasion
Uncanny dodge

Other.
Alertness PsiCrystal

TRAITS
Reactionary +2 Initiative checks
Focused Mind +2 Concentration checks

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*
Amber Deck of Tarot cards.
This Amber Trump deck CAN ONLY be used by some one with the Blood of Amber. It was a gift to Star-light from her Mother. It Lets amber place a power or skill into a card, just as a card caster dos in this shadow, in fact card casters are a copy of Amber Trump uses. It also lets the holder make new card.

1:Amber Feat: Graft Amber Trump Card
This lets the Deck owner make new cards, each card takes 24 hours per PL or ML.
2: Trump Teleport, is a card is crated in the image of someone the holder can teleport to them or them to the holder.
3: Amber Trumps: Some Trumps do not work in this Shadow.
4: Trump Trap, some cards are trapped.

The Trump dock shows and Psionic AND Magic AND other.

Classes:
Basic Arcana, History of Agartha, Advanced P.E, Lunch, Mathamagics, Advanced Temporal Mechanics, Self Study - PSI Skills.