Darkborn

Lady Calista Lisia ir'Romano's page

112 posts. Alias of Johnny_Panic.


Full Name

Lady Calista Lisia ir'Romano

Race

Power running: Empathy, Conceal Thoughts, Inertial Armor, PP PT[48/48] C[29/29]

Classes/Levels

| Conditions: none

Gender

LN Psion/Cryptic 6 | HP: 48/48 | AC: 18 ( Tch 14, Ff 16) | CMB: +4, CMD: 17 | F:+2/6, R:6/10, W:8/12 | Init: +3| Perc: +14/16, SM +10 | Speed: 30ft |

Size

6'1

Age

N/A

Alignment

LN

Languages

Telepathy [Link mind] Abyssal, Aquan, Auran, Celestial, Common, Draconic, Giant, Ignan, Infernal, Terran, Undercommon, Sylvan;

Strength 10
Dexterity 16
Constitution 10
Intelligence 20
Wisdom 16
Charisma 12

About Lady Calista Lisia ir'Romano

Image of Lady Calista Lisia ir'Romano

[Gestalt] Investigator L8 / Psion (Telepath) L8 / Crypitic [L8]

Description

This tall, slender Elan, has a slight elf look to her. She is attractive while being a little off putting. Mostly down to her manner and the fact her eyes glow electric blue. Other than that her hair is fine and white, her hands and feet hair slender. She do's not look that strong but when she moves its with some grace. She has on finely made and piratical military like clothing fit for a Noble woman. Her only weapon seems to be a sliver dagger and odd looking gun on her pouched belt pouch. Also on her belt is an crystal in a clip.

Personality
The Lady Calista is complicated. On meeting her she acts as a simple noble woman on business. But spend time with her and you may start to think that Calista is always thinking, cold, logical, focused, meticulously calculating and assessing and that she do's not show this any emotions. She tends to hides her talents and Ability's. She is very well educated with a knowledge of most subjects deeper than most. she tends to keep herself to herself, letting others take the lead. Only when she needs to dos she engage with others in acts of violence, when she dos, and she try's he best never to have to, it's with deviating effect.

This is is likely to say.

"Talk, no I don't need you to talk, you have already told me all I need to know."

Crunch:

20 point buy

Str=10 [+0] [0p]
Dex=16 [+3] [5p][+2Item]
Con=10 [+0] [0p]
Int=20 [+6] [7p][+2Race+1Level+2Item]
Wis=16 [+3] [5p][+2Item]
Cha=12 [+1] [2p]

Offence

Movement"
Land 30'
Power - Metamorphosis 6mins
Swim speed of 40 feet.
Climb speed of 40 feet.
Burrow speed of 30 feet.
Fly speed of 20 feet (poor).

Init +6 Perception +14/+16 [item]
6/r 1SP
Blindsense (10 feet),
Darkvision (30 feet),
Low-light vision,
Scent

BAB+3 RBAB +7 MBAB+4

H2H
Unarmed strike TH+4 DMG1d3 B+NL
Cold Iron Dagger: TH+4/RTH+7 DMG[1d4] 20'

Ranged:
Disrupt Pattern RTA TH+4 DMG[1d6+5+2d6] 30'
Mind thrust 1d6 DC15 Range 55'
Energy Splash RTA+7 1d3 Range 55'
Telepathic Lash 55'

CMB +4 [+4BAB+0STR+0Size+0Other]

Defiance

[5/5 Hero points]

Senses perception +14 [Item]

HP=[6x(1d8class] +(6x0con) = [48/48]

AC17/19/23/ T13 FF16 [10 +4Armor* +3Dex +0Item]
Power-Dex +4 [+2 AC 6 mins]
power-Internal Armor +4* 1p 6 Hours
power-Force Screen +4 6 mins [1p] +6 6mins

Power DR5/magic 6mins [5p]

CMD =17/21 [10+4BAB+0STR+3dex] [+4 Race 1pp]

Saves:
F=2/6 [+2class+0Con]
R=6/10 [+4Class+3Dex]
W=8/12 [+5class+3Wis]
1pp=+4 on save

--Focused--
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

Feats and Traits

Feats
Levels
1:Access Psionic Talents
2:Psicrystal Containment
3:-

Class Bonus feats Pisonic
1:Psicrystal Affinity
2:Improved Metamorphosis

Race
1: Psionic Talent feat +2pp

Item
-:Alertness + Improved Evasion, [item-Psicyrtal]
-:Blind Fight [item-wayfinder]

Weapon + Armor Proficiency
Classes - proficient with all simple weapons, rapier, club, dagger, heavy crossbow, light crossbow, shortbow, quarterstaff, and shortspear.
Proficient with light armor but not with shields.
Armor does not interfere with class features.

Traits
1:
2:‎

Drawbacks

Special Abilities:

Mental Intrusion (Ex)
Increase the save DC of any mind-affecting power by 1 for every 2 power points spent. 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.

Endure Elements, always on.

Dos not age.

Skills:

Skill Points 6x(2+5INT)=[42] [39 used]
^Acrobatics*(Dex)____++1rank,+3Dex}
^Appraise(Int)____+9{+1rank,+5Int}
^Autohypnosis(Wis)____+13{+6rank,+3Wis+1Item}
^Bluff(Cha)____+5{+1rank,+1Cha}
^Climb(Str)____+4{+1rank,+0Str}
^Craft(Trap) (Int)____+12{+1rank,+5Int+3class}
^Diplomacy(Cha)____+5{+1rank,+1Cha}*
^Disable Device____+7{+1rank,+3Dex}
^Disguise (Cha)____+5{+1rank,+1Cha}
^Escape Artist(Dex)____+7{+1rank,3Dex}
^Fly(Dex)____+7{+1rank,+3Dex}
Handle Animal (Wis)____+3{0rank,+3Wis}
Heal(Wis)____+3{+0rank,+3Wis}[item]
Intimidate(Cha Int)____+1*{+0rank,+1cha}
^Knowledge (Arcana/Psionics)(Int)____+09{+1rank,+5Int}
^Knowledge (Dungeoneering)(Int)____+09{+1rank,+5Int}
^Knowledge (Engineering)(Int)____+09{+1rank,+5Int}
^Knowledge (Geography)(Int)____++09{+1rank,+5Int}
^Knowledge (History)(Int)____+09{+1rank,+5Int}
^Knowledge (Local)(Int)____+09{+1rank,+5Int}
^Knowledge (Nature)(Int)____+09{+1rank,+5Int}
^Knowledge (Nobility)(Int)____+09{+1rank,+5Int}
^Knowledge (Planes) (Int)____+09{+1rank,+5Int}
^Knowledge (Religion) (Int)____+09{+1rank,+5Int}
^Linguistics(Int)____+09{+1rank,+5Int}
^Perception(Wis)____+12{+6rank,+3Wis}
^Perform[All](Cha)____+1{+0rank,+1Cha}
^Profession[All](Wis)____+3{+0rank,+3Wis}
Ride(Dex)____+3{+0rank,+3Dex}
^Sense Motive(Wis)____+10{+4rank,+3Wis}
^Sleight of Hand(Dex)____+8{+2rank,+3Dex}
^Spellcraft(Int)____+9{+1rank,+5Int}
^Stealth (Dex)____+7{+1rank,+3Dex}
Survival(Wis)____+3{+0rank,+3Wis}
^Swim(Str)____+0{+0rank,+0Str}
^Use Magic Device(Cha)____+5{+1rank,+1Cha}

concentration [+14][5Int+ML/CL+6+3Item]

^In Class Skill Bonus +3
* Background Points

-=Non-Standard Skill Bonuses=-

*Autohypnosis +1 Item
*-1 penalty to Charisma-based skill checks when dealing with non-elans.
*+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

By entering a deep meditation, allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can take only move actions and gain a bonus equal to your psychic level on all saves against sonic effects and gaze attacks. When you come out of your trance, you can attempt a single Appraise, Knowledge, or Spellcraft check with a +20 circumstance bonus. You can enter a focused trance a number of times per day equal to your Wisdom modifier. 4/day

-=Languages=-
Languages:Telepathy [Link mind] Abyssal, Aquan, Auran, Celestial, Common, Draconic, Giant, Ignan, Infernal, Terran, Undercommon, Sylvan;

Race Edan:

Racial Traits
+2 to one ability score: 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.
Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.
Normal 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 need of 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).

Class -> Investigator - Psychic Detective:

BAB+6/+1
Saves /+2/+6/+6

Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)

Class Features
The following are the class features of the investigator.

Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) [9/day +1d6]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding [+4]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex) [+6 Vs Poison]
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.
1:
2:
3:
Feat:

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) [+2 vs traps]
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex) [+4]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) [3d8]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Swift Alchemy (Ex)
At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.

Psion -> Telepath L6:

Psion - telepath

6th
BAB+3
Hit Die: d6.
SAVES +2/+2/+5
Bonus feats,x2
Discipline Detect Psionics,
Class Talents x2
Discipline Ability x1

Skill Ranks at Each Level: 2 + Int modifier.

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

Weapon and Armor Proficiency:
Psions are proficient with the club, Dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.

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.

Powers
35+15+6levels+2Feat [48/48] PP/day
Powers known 13
Power level 3th
Max power spend 6pp
DC15 [10+5int+PL]

Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.
Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Psion Discipline ability x2+1 DC16
1:Detect Psionics 55' [no pp cost]
2:Mind Thrust 1d6 55' [no pp cost]
3:Mind link 50'

Talents: 5 DC16
1:Empathy 30' 6mins
2:float
3:Conceal Thoughts 6Hours [Self Only no pp cost]
4:Know Direction and Location
5: Telepathic Lash 55'
--Energy Splash 55' 1d3 DG

1st level powers 1pp DC17
1:Mind link 55' [5 subjects]
2:Mind Thrust 55' 1d10 1pp
3:Energy Ray 55' 1d6 1pp
4:Inertial Armor +4ac 6hours
5:Force Screen +4ac 6mins

2st level powers 3pp DC18
1:Read Thoughts 6mins [Max DC21 6pp]
2:cloud-mind 55'
3:Miner Metamorphosis 6mins
4:Defy Gravity 60mins

3ed level powers 5pp DC19
1:Telekinetic Force
2:Concussive Onslaught
3:false-sensory-input 6r
4:Energy Retort 880' 6r
-:Metamorphosis [From Feat]

Cryptic L6:

Cryptic

Weapon and Armor Proficiencies

Cryptics are proficient with all simple, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic's class features.

BAB+9/+4 Saves: +4/+8/+8
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) 9r 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 DR2/-.
2:Deflect: The cryptic gains a +2 dodge bonus to his AC.
3:Retaliate: The cryptic gains a +2 bonus on his attack rolls against any opponent that successfully hit him since his last turn.

Disrupt Pattern (Su) 1d6+5 [+2D6]
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 5lb 55' 6r
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.

Enhanced Disruption 2d6
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.

16pp+15int+6levels+2Feat = 29PP/day
6/power know
2st/max power level
Max PP spend per use 6pp

POWERS

0 level DC15 0pp
1:Far Hand
2:Psionic Repair

1st Level DC16 1pp
1: hidden-pocket 1day 6pp
2: inevitable-strike
3: metamorphosis#minor 6mins

2st Level DC17 3pp
1: Animal Affinity 5mins
2: Body Adjustment
3: Resist-toxin

ZIM psicrystal:

Single-minded +3 bonus on concentration checks

psicrystals

Psicrystal
A small crystal, about the size of a hand, walks on spidery legs and glows with an inner light.

Psicrystal Basics
Use the statistics for a psicrystal, but make the following changes.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.
Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6

DEFENSE
AC 22, 18 touch, 18 flat-footed (10 +4 Dex*, +4 size +4NA) + Powers
hp ½ master’s
Fort --, Ref --, Will -- * as master’s
saves Hardness 8

OFFENSE
Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1*, Dex 18*, Con -, Int 10, Wis 10, Cha 10
BAB +3; CMB -11; CMD +5
Feats -
Skills Climb +10*, Perception +6, Stealth +6
Psicrystal Granted Abilities
The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)
SPECIAL ABILITIES
Psicrystal Ability Descriptions
All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.
Natural Armor Adj. (Ex)
This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.
Intelligence Adj. (Ex)
Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).
Alertness (Ex)
The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex)
If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality (Ex)
Every psicrystal has a personality. See Psicrystal Personality, below.
Self-Propulsion (Su)
As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su)
At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
Sighted (Ex)
Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su)
The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
Deliver Touch Powers (Su)
If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.
Telepathic Speech (Ex)
If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.

Equipment:

Starting cash 16,000

Weapons:
MW Cold Iron Dagger 4gp [Right Boot]

Armor:

Belt: Belt of Dex +2 4000gp
Body: Fine Uniform 20gp
Chest: Fine Shirt
Eyes: -
Feet: Fine Boots 5gp
Hands: -
Headband: Gem of mental prowess +2 10,000gp
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Slotless

Belt Clip 1
for her, Psicrystal 1/4lb

Pathfinder Pouch 1000gp
Silver Wayfinder 500gp 1lb
Slotted-(Ioun Stones)
1:incandescent-blue-sphere-ioun-stone Cracked price: 200gp
Blind-Fight Feat +1 competence bonus on one Wisdom-based skill
2:Iridescent Spindle Cracked Price: 500 gp
This stone grants a +4 competence bonus on Constitution checks to hold your breath + Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure. .

Hidden space
Letters of refinance,
Small bag uncut Gems
Wand [QLW] 50/50 750gp

Carrying 8lb Light

Background:

The past

It seemed that she was destined to be wed off to some halfwit noble’s son. Meetings where held but each time the boy involved would blurt out so reason he could not marry Calista, a few times to great comic affect. Her mother started to suspect that Calista had a hand in this. Her suspicions where raised when she noted how Calista always seemed to know how others felt around her, it was more than hard to keep secrets from her in fact, Calista was needed to be talked to.

This suspicion lead to a fate full meeting, with a hooded man looking for the talented. One day he meet her in the garden, she felt him moving around her head and bit back with her mind.

He winced and smiled, taking off his hood, his skin glowed it was as if power was with in its very flesh. "Elan" she thought and that gained another smile

"You have gifts child, there is a war on and we need ones such as you, would you like to show you how to grow your minds."

Its took no time at all to think, she smiled, thinking her reply.

"Go pack you start your study's today."

She left home, why she could not say, but her new master had more than a hand in it. A few goodbyes a few words, then packed and went. They took her to a place and she was remade. awaking in a great underground hall. The Elan counsel kept her keen mind but remade her body. She was trained, she leaned. That was 1000s of years ago, back then the world was not has it was now. Those that had made her had long ago disappeared from common sight, she had not been contacted by them in decades. Her noble title comes from herself, once given by a long dead king. Now she holds no elegance to any state or ruler. She is an agent for hire, paid to undertake tasks that need some level of tact and patience, and that she has, often working for years to get the result she is being paid for. If you have the coin and you can find her, you may hire her.[/ooc]

In the city:

Nurob was happy; he had just fenced some more gear and was heading down to see Maka to do a nice set of war plans to sell. Make him some real cash. He slipped in to Old Beekys Inn and grill and make his way to the booths at the back. Maka used one as his office to keep the army and laws eyes away. Nurob popped the door open and backed in checking he was not seen. Once he had the door closed he turned around says.

"Maka have I got I got the attack plans..."

He stopped, where Maka normally sat there was now a white haired Elfmaid. She only look just out of her teens, 100, 120 may be, could be one of Maka's girls.

"Err where Maka girly?"

She took a moment to look him up and down with her odd glowing blue eyes , she then said in a clear voice.

"Mr Makadreen decided to give up his life of crime and espionage and has gone the local commander to confess all."

It took a moment, then he burst out laughing after a while he stopped.

"Joker, funny but no really where's he gone?"

She looked him hard in the eyes.

"As I said, so now Mr Nurob Alfeen Gib please take a seat, I would like some words with you."

Now he looked shocked, the law? another gang? who in black balls was this woman with odd eyes? All this ran through his mind, she even knew is real full name, She has got to be gang, ye they wanted him, must be, yer now he was going to be in the big time. Deal with her then off to bigger things. He sat and looked at her, She poured him a drink of lemon tea she had in front of her. He did not take it, but she had a sip of hers. As she did he felt his leg under the table for his poison tipped dagger.

"Now Mr Gib you have come to my attention in regards to some documents you stole a few days ago from the Boyle Grand Hotel, from room 10 to be precise, the ones that you’re now thinking about in your top breast pocket."

He looked at her shocked,

Mind reader!

Some held that as a crime here about's,
So she's not local, not a local gang or the law, who is she working arr the noble man, yer, that fact trader pig, so girly now they would talk money girly!.

What he had in his pocket was an attack outline worth 10,000s.

"You come alone?

He asked her.

"Yes"

Shot back her reply.

"4,000 in cut gems, that's the price, and the papers are all yours. Any funny stuff and ill kill ya."

She sipped her tea again studding him.

::"But Mr Gib, your my friend, why not hand them over to me now, to show me how much you like me."::

She held her hand out and before he knew it he had done just that, taken them out and handed them to her. He had really wanted to, really!!. She popped them into a small case she had with her.

"Err what just happened"

He said, shaking his head, then much louder

"WHAT THE...!!"

He went for his dagger pulling it out and then froze. he could not move his hand out with the blade in it just inches from her head. She had not moved but still sat sipping her tea.

"Thank you Mr Gib, now you have tried to hurt me with poison no less, I don't feel bad about what I have to do, you’re an evil man and evil things are going to happen to you."

He was frozen as she stood and walked round the table to his side. There was something very worrying about this woman her skin was wrong like it!, Then it hit him, she had just talked to his mind, MIND MAGE!. He could only move his eyes, so looking to the side he could see come close , she came close very close to his ear and pulled the dagger form his hand. Spinning it around she cut his arm with it. Still he could not move.

::"That will be painful very soon, when the poison you put on it will be starting to take affect."::

She put the dagger back in his leg sheath slowly. She stepped, Then he was free of her, but so weak, he fell to the floor shivering.

::"Mr Gib you made a number of mistakes, you should have checked your mark, you should have fully read the papers I now have and you should never have thought about selling trade secrets."::

She looked down at him.

::"So with your mistakes I am sorry to say I have been ordered to set and example of you. Your do understand, this is not at all personal it’s just business. You see they hire me when they need things done out of sight arr..."::

O O^#&& *#^#&*!! O my god!!, The @&@&!

::"Yes I can see it in your mind, you just worked it out, now please try not to..."::

To late he had pee'ed himself.

::"O well, it will wash out, now then, as I was saying, the Nobles of this city need to set an example. You know for others of your kind who may be thinking of doing something like you. So a short distance from here is witch keep."::

Now he was whimpering as fear had taken him.

::"Your time is short, soon your lungs will stop working, the gas they give you blood will stop being supplied and your brain will then start to die, you will see a bright light and then the next life. I think the Hells may be where you soul is headed, given the things I have seen in your mind. But who knows, but 1st I need to know if any one was working with you, I am sorry but this is going to hurt.. a lot."::

Then she ripped him mind apart, there was a lot of pain and crying.

When she was done she walked out the both and up to the street, if she was lucky she could make the theater in time for the show she had tickets for, her client should be there by now.

NOTES: