Dinvaya Lanalei

Lady Aannra One's page

60 posts. Alias of Johnny_Panic.


Full Name

Lady Aannra One

Race

Monster

Classes/Levels

Psion [Telepath] L20/UncarnetL10 / Cryptic L30 / L3 Mythic [Meta-Mind]

Gender

Female

Alignment

LN

Strength 30
Dexterity 30
Constitution 30
Intelligence 48
Wisdom 30
Charisma 28

About Lady Aannra One

Elan [Asendent].

Cohort Psicrystal Skafin Lartrum De Har

Gender: Unknown
Race (Elan)
Classes:- PSION [Telepath] L20 / UNCARNATE L10 / CRYPTIC L30 / Mythic [Meta-Mind] L1
Move:50' TP50' move action
Telepathy 900 ft
Hero Points [7/7]

CRUNCH:

LN Medium Type (Subtype)
Init +8;
Senses Sight +DarkVision 60' (light sensitivity); Perception +29
Telepathy Seance 30' [concentration]

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DEFENSE
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AC 21/25/29/31/34], touch 19/23/27****, flat-footed 13/17*/19**/21***
(10 +8Dex, +1Feat +2NA-Template +4(Armour+Powers)
*Inertial-armor [36hours] +4AC
**Force Shield +4 AC 36mins
***Metamoph +2NA 36mins
Altered Defense +3AC (Su) 18/r day

HP 10+(12x8)+(12x4con)+3mythic=[145HP]

Fort +16 [+4Base+4con+5Item+2Luck]
Ref +23 [+8Base+8Dex+5Item+2Luck]
Will +22 [+8base+7Will+5Item+2Luck]

+2Power/+3Class when needed to saves.

Resistance
Race: Resistance Cold 5
- 4 will saves v risky courses of Action
Power
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
+4 against mind-affecting effects, paralysis, poison, and stun effects.
+4 resistance bonus on saving throws against blindness or visual effects.
+4 resistance bonus on all saving throws against sonic effects.
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.
+5 bonus to CMD against trip attempts

Immune: All Disease of all kinds, and Poisons, Sleep effects, Specification, starvation, Thrust, Flanking and Back Attacks.

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Movement modes
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Land Speed 50ft/round.
Teleport Step (Su) 90' Move action
Metamorphosis when Active,
Fly Poor 20 foot
Swim Speed of 40 feet.
Climb speed of 40 feet.
Burrow speed of 30 feet.'
--------------------
OFFENSE
--------------------
BAB +9+4 MBAB+STR +13/8 RBAB+DEX +17/+12

+1 Adamantine Dagger TH+18/+13 DMG 1d4+4 19/20/x2 [Thrown] Range 20 ft.

Range
Disrupt Pattern, +17 ranged touch, 15d6+INT+19, crit x2, 30ft

Space 5 ft, Reach 5 ft

--------------------
STATISTICS
--------------------
ALL STATES 18
Str [31][+11][18+2Race+6item+5inherent]
Dex [31][+11][18+2Race+6item+5inherent]
Con [31][+11][18+2Race+6item+5inherent]
Int [48][+19][18+8Race+6item++5inherent+7Level+2Class]
Wis [31][+10][18+2Race+6item+5inherent]
Cha [29][+10][18+0race+6item+5inherent]

Feats and Traits::

Level per level:

01: Technologist
02: Craft Wondrous Item
03: -
04: Expanded Knowledge
05: Expanded Knowledge
06: -
07: -
08: Leadership (Score 16) {Skafin And Followers}
09:-
10:-
11:-
12:-
13:-
14:-
15:-
16:-
17:-
18:-
19:-
20:EPIC Epic Metapsionics powers cost 2pp less
21:EPIC Epic Fast Healing 3
22:EPIC Epic Metapsionics powers cost 4pp less
23:EPIC Epic Metapsionics powers cost 6pp less
24:EPIC Epic Metapsionics powers cost 8pp less
25:EPIC Epic Metapsionics powers cost 10pp less
26:EPIC Epic Metapsionics powers cost 12pp less
27:EPIC Epic Metapsionics powers cost 14pp less
28:EPIC -
29:EPIC -
30:EPIC -

Mythic Feat x1 Mythic power
Mythic Disintegration
The damage dealt increases to 3d6 points of damage per manifester level (maximum 60d6) plus 1d4 points of Constitution damage. A creature that succeeds at its saving throw takes 5d8 points of damage plus 1 point of Constitution damage. A creature whose Constitution score is reduced to 0 by this power is entirely disintegrated.

Cryptic
-: Improved Evasion
-:Scribe Tattoo

Psion Class
Bonus.
1:Psicrystal Affinity Psionic
2:Extend Power
3:Psicrystal containment
4:
5:


Traits:

1: Focused Mind +2 Concentration

2:Alien tech Integration (Campaign Trait)
By Magic or Science you body can now link to Alien Tech.
Benefit(s): Your body has been adapted by advanced tech so that it can integrate with Alien Technology allowing you to utilize some or all of their alien ability's [See GM for effects].

3: Fate's Favored
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Powers Running:

Incarnated Powers
Ubiquitous vision [7,500 GP]
Powers paid for
Empathy 0pp always on
Internal Armour +4AC 36 Hours 5pp
Animal Affinity Int+4 36 mins 11pp

SPECIAL ABILITIES:

--------------------

Micro Psychoport (Su) [90'] [move action] [25'+5'HD]
Magic Artefact intergeneration.
Able to link to magic Artefacts and tech get powers ability's from them.
Acrobatic Dodge 11/day

RACE ADVANCED ELAN:

RB30 points

ELAN RB14 points
Racial Traits
Ability Score Modifiers:
Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Aberrant Blood:
Elans are of the humanoid (aberrant) subtype.
Size:
Elan are Medium creatures and have no bonuses or penalties due to their size.
Speed:
Elans have a base speed of 30 feet.
Aberrant Nature:
Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic:
Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su):
Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su):
When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su):
An elan can sustain his body without the need for food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude:
When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Advanced (4 RP)
Prerequisites: Advanced or monstrous power level.
Modifiers: : Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.

Advanced Intelligence+4 (4+5 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2+2 racial bonus to Intelligence.
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.

Darkvision 120 Feet (3 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 120 feet.

SKILLS:

Skill Points 26x[4+14] [468]
+2 Luck to ALL ability checks, and skill checks.
+2 to in rolls if In 42

+35 Acrobatics(+8dex+13rank+3class+4feat+2Luck+5cybertech)<
+29 Appraise(+14int, 13rank +2Luck)
+27 Autohypnosis* (+7Wis +13Rank +3class +2item +2Luck)<
+21 Bluff (+3Cha +13Rank +3Class +2Luck)<
+19 Climb(+4str, +13rank +2Luck)<
+* Craft(+14int, --rank+2Luck)< +3 Craft skills +13 Item
+45 Craft (traps)(+14int, +13rank +3Class +13Class +2Luck)<
+32 Disable Device (+14int, 13rank+3class+2Luck)<
+21 Diplomacy (+3Cha 14Rank +3class+2Luck)<
+21 Disguise(+3cha, 14rank +3Class+2Luck)<
+30 Fly (+8dex+13rank+3class+4feat+2Luck)<
+26 Escape Artist(+8dex, 13rank +3class+2Luck)<
+24 Heal (+7wis 13rank +2Item+2Luck)<
+18 Intimidate (+3Cha 13Rank+2Luck)<
+32 Knowledge (The arts) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Computers) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Dungeoneering) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Engineering) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Geography) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (History) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Local) (+14int+--rank+3Class+2Luck)< [Headband]
+32 Knowledge (Nature) (+14int+--rank+3Class+2Luck)< [Headband]
+32 Knowledge (Mathematics) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Technology) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Science) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Planes) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Physics) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Psionics) (+14int+13rank+3Class+2Luck)<
+32 Knowledge (Arcana) (+14int+--rank+3Class+2Luck)< [Headband]
+32 Knowledge (Religion) (+14int+13rank+3Class+2Luck)<
+32 Linguistics(+14int+13rank+3Class+2Luck)<
+29 Perception(+7wis, 13rank +3Class+2Luck+4cyber Tech)<
+22 Ride (+4Str+13ranks+3class+2Luck)<
+5 Perform (+3Cha 0Rank+2Luck)
+18 Perform (Acting)(+3Cha 13Rank+2Luck)
+21 Sense Motive(+7wis+13rank+3class-4race+2Luck)<
+26 Sleight of Hand(+8dex+13rank+3class+2Luck)<
+32 Spell/Psionic craft(+14int+13rank+3Class+2Luck)<
+32/+42 Stealth(+8dex+13rank+3Class+2Luck)< +10 Power +6Class
+24 Survival(+7Wis13rank+2Item+2Luck)
+19 Swim (+4Str 13rank+3class+2Luck)<
+18 Use Magic/Psionic Device(+3cha,+13rank+2Luck)<

Concentration +34 (13ML+14INT+3Item+2trait+2Luck)
Psionic Focus and taking 15

Autohypnosis*

Cryptic L30:

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

BAB
20/+15/+10/+5
SAVeS +6/+12/+12

Class Skills: Skill Ranks per Level: 4 + Int modifier.
The cryptic's class skills are Acrobatics (Dex), Appraise (Int), Autohypnosis* (Wis), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (all) (Int), Knowledge (psionics)* (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

*New skill or expanded use of existing skill.

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) 18/20/r day
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.

1:Absorb: The cryptic gains DR 3/-.
2:Deflect: The cryptic gains a +3 dodge bonus to his AC.
3:Retaliate: The cryptic gains a +3 bonus on his attack rolls against any opponent that successfully hit him since his last turn.

Disrupt Pattern (Su) 1d6+14/16 [+5D6]
Disrupt Pattern (Su)
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 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.
1:Far Hand
2:Psionic Repair

Scribe Tattoo
At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.

Trapfinding
A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.

Trapmaker
A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.

Hidden Pattern (Ex)
A cryptic learns how to recognize patterns in light and sound around her that can help her to mask her presence. At 2nd level, a cryptic gains a +2 competence bonus on all Stealth checks. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, as long as the cryptic maintains psionic focus, she can use the Stealth skill to hide, even while being observed.

Insights (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.

1: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.

2:Enhance Tattoo (Ex) 14/day
A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps to function at a manifester level equal to her class level.

3: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.

4:Fast Stealth (Ex)
This ability allows a cryptic to move at full speed using the Stealth skill without penalty.

5:Light-bending Pattern (Su) 19/day
The cryptic learns how to mask her pattern entirely. As a standard action, the cryptic can become invisible for one round per cryptic level. The effect ends as soon as the cryptic attacks any creature. This insight can be used a number of times per day equal to 3 + the cryptic’s Intelligence modifier. A cryptic must be at least 10th level before selecting this insight.

6:Steal Pattern (Su) DC24
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.
Taken: Bend reality x1

Enhanced Disruption 5d6
At 3rd level and every two levels thereafter, the 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)
At 3rd level and higher, 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)
Starting at 4th level, 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.

Swift Trapper (Ex)
At 6th level, a cryptic can create traps with astounding speed. It takes a cryptic half the normal amount of time to create traps.

Enduring Defense
A cryptic of 14th level 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.

Unchanging Pattern
At 18th level, the cryptic gains power resistance equal to 12 + her class level.

Home >Alternative Rule Systems >Psionics >Psionic Classes >Cryptic >
Cryptic Insights
Contents [show]

Insights [x9]
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.

1: 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.

2: Enhance Tattoo (Ex) [20 day]
A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps to function at a manifester level equal to her class level.

3: 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.

Explosive Pattern (Su)
A cryptic with this insight can cause her disrupt pattern ability to explode upon impact. If the cryptic’s disrupt pattern attack successfully hits, it causes splash damage to nearby creatures. The splash damage is equal to the minimum damage of the disrupt pattern. A cryptic must be at least 6th level to select this insight.

Extend Tattoo (Ex)
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.

Fast Stealth (Ex)
This ability allows a cryptic to move at full speed using the Stealth skill without penalty.

Fold Trap (Su)
A cryptic can ‘fold’ the pattern of a trap she has personally crafted, compressing the trap into a light-weight projectile which can be thrown at a later time. As a standard action, the cryptic can throw the folded trap at an unoccupied square up to 30 feet away. No attack roll is necessary and the trap is immediately ‘unfolded’ and ready to be triggered as normal. The trap affected must have a CR no greater than half the cryptic’s level (minimum 1). A trap that has been folded cannot be folded again, even if it was not triggered after being thrown. The cryptic must have the Quick Trapsmith insight before selecting this insight.

Improved Evasion (Ex)
This works like evasion, except that while the cryptic still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless cryptic does not gain the benefit of improved evasion. A cryptic must be at least 10th level before selecting this insight.

Ranger Trap (Ex)
A cryptic with this insight learns how to create one ranger trap of her choice. The DC for the trap is equal to 10 + 1/2 the cryptic’s class level + 4 the cryptic’s Intelligence bonus, and it lasts 1 day per two cryptic levels. The cryptic may set either extraordinary or supernatural traps. The cryptic may use ranger traps a number of times per day equal to 1/2 her cryptic level plus her Intelligence bonus. The cryptic must be at least 6th level before selecting this insight. This insight may be selected multiple times; each time, the cryptic selects another ranger trap to learn to create.

Rebuild Pattern (Ps)
Once per day, the cryptic can restore the pattern of a slain creature. The target is brought back to life as if the cryptic had used psionic revivify, but with 1 hit point instead of -1 hit points. A cryptic must be at least 16th level before selecting this insight.

Recognize Pattern (Ex)
A cryptic with this insight can recognize and prepare against the same behavior from creatures. Any time the cryptic is subjected to the same effect or combat maneuver by the same creature, she gains a bonus against that effect’s saving throw (if any) or to her CMD equal to half her class level (minimum 1). The effect or combat maneuver must have previously been used against the cryptic within a number of rounds equal to her Intelligence modifier (minimum 1).

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.

Repair Pattern (Su)
A number of times per day equal to the cryptic’s Intelligence modifier, she can heal one creature touched for a number of hit points equal to her class level plus her Intelligence modifier. This can alternatively be used on a non-magical object, repairing the item instead of healing a creature. A cryptic must be at least 6th level before selecting this insight.

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.

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.

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.

Summoning Pattern
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.

Enhanced Disruption
At 3rd level and every two levels thereafter, the 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)
At 3rd level and higher, 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)
Starting at 4th level, 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.

Swift Trapper (Ex)
At 6th level, a cryptic can create traps with astounding speed. It takes a cryptic half the normal amount of time to create traps.

Enduring Defense
A cryptic of 14th level 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.

Unchanging Pattern
At 18th level, the cryptic gains power resistance equal to 12 + her class level.

Supreme Insights x6
At 20th level, the cryptic makes astounding leaps of insight. She immediately learns two normal insights, but also learns a third insight chosen from the list below, representing a truly astounding breakthrough in understanding how patterns work. For many cryptics, the possibility of this sort of discoveries is the driving force for their studying of patterns.

1:Awakened Insight
The cryptic’s constant efforts to understand the patterns of the world around her expanded her mind. Her Intelligence score permanently increases by 2 points.

2: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.

3:Eternal Pattern
The cryptic has discovered how to fix her physical pattern into its prime state, and from this point forward she takes no penalty to her physical ability scores from advanced age. If the cryptic is already taking such penalties, they are removed at this time. A cryptic with this insight does not die from old age.

4:Personal Design
The cryptic increases the maximum number of psionic tattoos she can have on her body to thirty. In addition, the cryptic automatically identifies any visible psionic tattoos on other creatures. Finally, as an immediate action that does not provoke attacks of opportunity, the cryptic can activate any psionic tattoo on her body.

5:Secret Knowledge (Su)
The cryptic discovers a series of patterns previously outside of her perception. The cryptic learns two powers of 6th level or lower from the cryptic or psion/wilder power list. In addition, the cryptic’s Intelligence modifier is treated as 4 higher when determining her power points per day.

Greater Disruption +30DMG
The cryptic’s ability to disrupt patterns has become exceptionally advanced. When using the disrupt pattern ability, the cryptic adds 1 additional point per die of damage rolled. In addition, the cryptic has learned how to channel her psionic power into the disruption, allowing her to spend 4 power points and expend her psionic focus when using her disrupt pattern ability to maximize the damage of that attack.

128pp/Day +160Int = 288PP/day
11/power know
6st/max power level
Max PP spend per use 12pp

POWERS

1st Level DC31 1pp
1: hidden-pocket 1day 7pp
2: inevitable-strike
3: metamorphosis#minor
4: Fortify
5: chameleon

2st Level DC32 3pp
1: Animal Affinity 12/36mins
2: Body Adjustment

3st Level DC33 5pp
1: dispel-psionics
2: escape-detection

4st Level DC34 7pp
1: Energy Adaptation DR30
2: Hidden Body 12/36 hours

5st Level DC35 9pp
1: -
2: -

6st Level DC36 11pp
1: -
2: -
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Psion - Telepath L20:

BAB +10/+5
SAVES +6/+6/+12
Weapon and Armor Proficiency:
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, Advance side arms, quarterstaff, and shortspear ForceSpear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int), Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

Telepathy Discipline
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.
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. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Telepathy (Su) 700'
At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter. Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.

Last Respite (Su)
At 14th level, once per day, if you are about to suffer damage that would result in your death, as an immediate action, you can shunt your mind into the body of a creature within 30 ft., effectively granting you the benefits of mind switch (Will save negates DC 10 + half psion level + Intelligence modifier) and your original body is left stable, but its hit point total is left one point of damage away from death. This ability lasts a number of rounds equal to your psion level. You must secure a permanent body for your mind, either by healing your original body, through the use of a power such as true mind switch, or some other means to permanently inhabit a body, by the end of the effect’s duration or die. This is considered a mind-affecting effect. You can take this action even if you are unconscious. This ability cannot be used against effects that outright kill or that deal ability damage, only against effects that deal hit point damage.

Guarded Thoughts (Su)
At 20th level, you gain increased protection from mind-affecting effects, granting you a +10 bonus on saves against mind-affecting effects.

343pp/Day +150Int +30FC = 523PP/day
36/power know
9st/max power level
Max PP spend per use 17pp

The Difficulty Class: 10+PL+30/+16 [Power running]
for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

TALENTS [All at will wile focused]
Class
Detect psionics/Magic At Will

Discipline Talents
1: Conceal Thoughts
2: Mind thrust 1d6 80' DC24

0 Level 1 DC24/26
1: know direction and location
2: -
-: Energy Splash 1d3 35'

1st Level DC25/27 1pp
1: Recall 1pp = +4 Skill +re-roll
2: Inertial Armor 1pp 13Hours
3: Energy Ray 1pp = 1d6DMG 90' 13d6
4: Empathy
5: Force Screen
6: Mind Thrust 13d10 DC33
7: precognition Defensive
8: telempathic Projection

2st Level DC26/28 1pp
1: Read Thoughts
2: Brain Lock
3: Sense Minds
4: -

3st Level DC27/29 1pp
1: time-hop 12 rounds
2: Telekinetic Force
-: Metamorphosis
4: -

4st Level DC28/30 1pp
1: Mind Control
2: MindWipe
3: Aura Sight
4: Schism

5st Level DC29/31 1pp
1: Mind Probe
2: Incarnate
3: Adapt Body
4: Pierce the Veils

6st Level DC27/29 3pp
1: Mind Switch 1day
2: Disintegration 60d6 DC26
3: Temporal Acceleration 1r
4: Aura Alteration

7st Level DC28/30 5pp
1: Divert Teleport
2: Cosmic Awareness
3: Energy Conversion
4: Shadow Body

8st Level DC29/31 7pp
1: Mind Seed
2: Psychoport Greater
3: True Metabolism
4: Barred Mind

9st Level DC30/32 7pp
1: Microcosm
2: Timeless Body
3: Reality Revision
4: Assimilate
5: Affinity Field
6: Psychic Chirurgery

Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash. 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. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Telepathy (Su) 700'
At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter. Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.

Uncarnate L10:

BAB+5
SAVES +3/+3/+5
Skill Ranks at Each Level: 2 + Int modifier.
The 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).

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
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)
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)[15][10d6]
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)[30]
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.

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) ML59
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)
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)
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 an additional +1 bonus to all save DCs of powers he manifests, counts his key ability score as 4 points higher for the purpose of bonus power points, gains a deflection bonus to his AC equal to his Charisma modifier (minimum +1) and can instead use his Shed Body class ability to become material.

Adapted Psionic based Mythic Path -> Arch-Mind L1:

Mythic
Hard to Kill (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su) 5/day
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su) 1d6
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Archmind L1

Mythic Feat: Extend Power Mythic

Bonus Hit Points:
Whenever you gain an archmind tier, you gain 3 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.

ArchMind Psionics
Select one of the following abilities. Once chosen, it can't be changed.

Crafting Mastery (Ex)
You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

Companion Psicrystal Drone Cohort L29:

Psicrystal Skafin Lartrum De Har NPC sheet here
Personalitis 1 -> Single-minded = (+3 bonus on Concentration checks)

MYTHIC ARTIFACT - The Ascendant HiveMind:

The Ascendant HiveMind is an artifact crafted from the minds of its members, 1000s of her followers hole a fraction of it. And when they join her faith, they gain it as part of being close to her. She can visit the faithful and give the sucker in their times of need.

Ascendant HiveMind
The ascendant hivemind gains her the ability to transform into pure thought. While in this form, she exists in the minds of the creatures in her Ascendant HiveMind, while her physical form is suspended in time in a pocket dimension. While in this form, she can see and hear through the eyes and ears of those in her Ascendant HiveMind, but cannot act beyond attempting ability or skills checks that do not require her to act physically, or by using her powers. When she uses her powers while in the Ascendant HiveMind, she chooses someone to be ‘her’ acting as target or point of origin of the power. She may use her powers on herself while in the Ascendant HiveMind. Entering or exiting this form is a full-round action that provokes attacks of opportunity, and she may appear next to any member of her Ascendant HiveMind when she exits. If no creatures make up her Ascendant HiveMind, she can not enter this form, and losing the last creature in her Ascendant HiveMind causes her body to materialize in an empty square adjacent to it. If at least one creature is part of her Ascendant HiveMind, when the mind is rendered unconscious or even killed, her bonds remain and she automatically ascends without needing to take an action, provided the form of death allows for some form of resurrection. If the ascendant mind is killed by an ability that prevents resurrection, she can not ascend. While ascended, she is conscious and alive and can not be affected by any condition that is not a mind-affecting condition. If she materializes, she gains whatever conditions her body has, and dies if her body is dead. She regains one hit point per minute, even if she is dead. If she died due to hit point damage, she comes back to life upon reaching 1 hit point. If she rests for 8 hours while ascended, she is completely healed as if using the Greater Resurrection Life talent. Being brought back from the dead leaves the ascendant mind with one permanent negative level.

Equipment:

Starting coin.
5.5M GP

Weapons:
-

Clothing:
-

Armor:
-

Body:-

Head: -

Head Band: -

Neck:-

Belt: -

Feet+legs: -

Eyes:-

Ears:-

Ring L:-

Ring R:-

Wrist: -

Shoulders: -

Hero Points 7:

hero-points
With Changes

Lord of Eidolon:

Master of the Eidolon (Gaining the power of law and being able to mold reality in constructive ways)

Eidolon: The primal symbol of order, the Eidolon is essentially the cosmic blueprint underlying all of matter and energy. It permeates all reality and all change in the universe is a result of interplay between the Eidolon and the Umbra, the symbol of entropy and change. Characters manipulate the Eidolon with the power of Eidolon Mastery.