Laori Vaus

Lady Sol-Eet De-Ron-Xue's page

13 posts. Alias of Johnny_Panic.


Full Name

Lady Sol-Eet De-Ron-Xue,

Race

Elf-Psion-telepath

Gender

F

Size

7'6"

Age

133

Alignment

LN

Occupation

Mediator

Strength 14
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 14
Charisma 14

About Lady Sol-Eet De-Ron-Xue

Lady Sol-Eet De-Ron-Xue,, LN Psion L3

Companion Psicrystal LN 'Nex'

Description
Lady Sol-Eet De-Ron-Xue, is a Noble Desert elf, Standing some 7' tall, dark skin, hair, eyes. She is attractive in her way. Her clothing is practical, but her tattoo of many garments means she can make them look a more noble as needed. Crossed on her back is a long bow, in her Belt a Dagger, and a Psicystal-Mount Sword Handle.

Personality
Lady Sol-Eet De-Ron-Xue says little and on the face of it, seems a simple Eft noble maid. Born in a Noble elf trading company "House of De-Ron_xue" of which she is the younger daughter. Her elder siblings control the company, with her parents. Trained from Brith in the 'Will and the Way' she excelled at the will and the mind. The family found her place as a psionic mediator and moderator, nowadays mostly in contract negotiations. She tends to talk telepathically to others. She is calculating, manipulative, and cunning mechant. Seeking out what is good for her Noble family. Who trust no one but each other. Their bonds of blood lock them in, they do not cross each other but others, that is the rule of the De-Ron-Xue family. Family moto "Never miss and opportunity to make a profit" She has had a number of lovers from a few races, but she makes it a point of never getting to attached. Business after all is Business

Statistics:

NL Elf
Classes/Levels psion Telepath [L3]

Speed 30'[Runx5speed] Init +4; Senses Low/Light Perception +12*

-----------------=DEFENSE=-------------------------------

AC [18/22] TA[14/18] FF[10/14] 10+4*Armor+4Dex+0Items+4^force+0other]
power-Internal Armor +4* 3 Hours [1pp]
power-Force Screen +4^ 3 mins [1pp]

HP: 18/18 3x{+1d6+0Con+0FC}
Fort: +1, {+1Base,+0Con}
Reflex: +5, {+1Base,+4Dex}
Will: +5,{+3Base,+2Wis}

Resistance:
--Focused--
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.
Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Immunity's

Other

CMD 17 {10+1Base +2Str +4Dex +0size +0misc}

-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
You gain a swim speed of 20 feet.[power 3mins]
You gain a climb speed of 20 feet.[power 3mins]
You gain a burrow speed of 15 feet.[power 3mins]
CMB: +3; {+1Base +2Str +0size +0misc}
Base Atk: +1;
Melee:+3{+1Base,+2Str}[WF +5{+1Base,+4Dex}
Ranged:+5{+1Base,+4Dex}

--Melee: [+3]
Unarmed attack TH+4 DMG[1d3+2] x2 (NL)
Dagger TH+4 DMG[1d4+2] 18x2
ELven curved blade Psionic 1* enhancement TH+5 DMG[1d10+2+1*] Critical 18–20/x2 Type slashing
*while not activated the Sword blade not there, when activated its is a blade of Yellow light {force}

--Ranged: [+5]
In Boot - Cold Iron dagger TH+6 DMG[1d4+2] 18x2
-:Mind thrust DC15 DMG 1d6 Range 30'
-:Energy Splash RTA+5 DMG 1d3 Range 30'
Telepathic Lash 30' [See power]
MW Elf composite longbow [STR+2] TH+6 [DMG1d8+2] R110' Critx3

-------------------------------=STATISTICS=-------------------------------
25 point buy
+2 Dexterity, +2 Intelligence, and –2 Constitution.

STR [13][+1][03pp]
DEX [16][+3][05pp][+2race]
CON [10][+0][02pp][-2race]
INT [16][+3][05pp][+2race]
WIS [14][+2][05pp]
CHA [14][+2][05pp]

Traits and Feats:

-------------------------=Traits=----------------------
Traits:
1:Athasian Noble:
You have lived a life of wealth and privilege in one of the city-states. This has afforded you time to study all manner of subjects that the commoners couldn't begin to comprehend. You gain a +1 trait bonus to Knowledge (Nobility), which becomes a class skill for you. You also begin play with 900 ceramic pieces; a one-time benefit.

2: Desert Traveler: Whether you are a member of an elven tribe, a thri-kreen clutch, or a merchant caravan, you have spent a lot of time traversing the vast deserts of the Tablelands. As a result of being constantly on the move, you have learned how to shrug off fatigue and continue moving. You gain a +1 trait bonus to Survival checks in desert terrain and a +1 trait bonus to Fortitude saves to avoid nonlethal damage from hot environments.

3:Reckless
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield.
Benefits: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

----------------=Drawbacks=-----------------
1:Family Ties [The house of De-Ron-Xue]
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effect(s) When a family [De-Ron-Xue] member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

--------------=Feats=-----------------
Level Feats:
1:Run
2:Access Psionic Talents

Class Bonus feats Pisonic
1:Psicrystal Affinity

Items
-:Alertness[Item]
-:Improved-Evasion[Item]

RACE
Elf Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
CLASS
Weapon and Armor Proficiencies
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and short spear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Athasian Elf Racial Traits:

USE CORE: Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

USE CORE: Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

USE CORE: Keen Senses: Elves receive a +2 racial bonus on Perception checks.

USE CORE: Elf Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

USE CORE: Languages:
Elves begin play speaking Common and Elven.

ALT: Athasian Elf Race Traits that are core.

Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
This racial trait replaces elven magic.

GM BOON: Wild Talent: Elves begin play with a psionic talent, determined by a roll on the Wild Talent table (p. 45).
Languages:
Elves begin play speaking Common and Elven.

Skills:

Skill Points 3x(2+4INT)=[18][+3FC][BG+6] [27]
^Acrobatics*(Dex)____+11/15{+3rank,+4Dex+3Class+1trait/+4Feat}
Appraise(Int)____+4{+0rank,+4Int}
^Autohypnosis(Wis)____+8{+3rank,+2Wis+3class}
^Bluff(Cha)____+8{+1rank,+2Cha+3class}{+2Power}
Climb(Str)____+2{+0rank,2Str}
^Craft(Tattoo) (Int)____+4{+0rank,+4Int+0class}
^Diplomacy(Cha)____+10{+3rank,+2Cha+3class}{+2Focused}*
Disable Device____+4{+0rank,+4Dex}
Disguise (Cha)____+2{+0rank,+2Cha}
Escape Artist(Dex)____+5{+0rank,5Dex}
Fly(Dex)____+5{+0rank,+4Dex+1Trait}
Handle Animal (Wis)____+2{+0rank,+2Wis}
Heal(Wis)____+5{+1rank,+2Wis}[+2item]
>Intimidate(Cha Int)____+8{+1rank,+2Chat+3class}{+2power}
^Perception(Wis)____+12{+3rank,+2Wis+3Class+2Race}{+2 Item}
^Perform[Oritry](Cha)____+2{+0rank,+2Cha}
^Profession[Meditor](Wis)____+6{+1rank,+2Wis+3Class}
Ride(Dex)____+5{+0rank,+5Dex}
^Sense Motive(Wis)____+8{+1rank,+2Wis+3Class}{+2power}
Sleight of Hand(Dex)____+4{+0rank,+4Dex}
^Spellcraft(Int)____+8{+1rank,+4Int+3Class}
Stealth (Dex)____+5{+1rank,+4Dex}
^Survival(Wis)____+10{+2rank,+2Wis+3Class+1Trait}{+2Item}
Swim(Str)____+2{+0rank,2Str}
^Use Magic Device(Cha)____+6{+1rank,+2Cha+3Class}

^Knowledge (Arcana/Psionics)(Int)____+8{+1rank,+4Int+3class}
^Knowledge (Dungeoneering)(Int)____+8{+1rank,+4Int+3class}
^Knowledge (Engineering)(Int)____+8{+1rank,+4Int+3class}
^Knowledge (Geography)(Int)____+8{+1rank,+4Int+3class}
^Knowledge (History)(Int)____+8{+1rank,+4Int+3class}
^Knowledge (Local)(Int)____+8{+1rank,+4Int+3class}
^Knowledge (Nature)(Int)____+9{+1rank,+4Int+3class+1trait}
^Knowledge (Nobility)(Int)____+8{+1rank,+4Int+3class}
^Knowledge (Planes) (Int)____+8{+1rank,+4Int+3class}
^Knowledge (Religion) (Int)____+8{+1rank,+4Int+3class}
^Linguistics(Int)____+8{+1rank,+4Int+3class}

concentration [+10][4Int+ML/CL+3+3Item]
[With concentration over 15 hide display is automatic unless other events need a higher roll than DC15]

^In Class Skill Bonus +3
* Background Points 6

-=Non-Standard Skill Bonuses=-
*+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

Augment For every 2 additional power points you spend, the competence bonus increases by +1.

-=Languages=-
Languages: Telepathy [Link mind]

-=Languages=-
Common, Evlan, Celestial, Infernal, Abyssal, Necril, Sylvan, Auran ("Tongue of the Heavens"), Ignan ("Tongue of Fire"), Terran ("Tongue of Earth")

Psion -> Telepath L3:

Psion - telepath

3th
BAB+1
Hit Die: d6.
SAVES +1/+1/+3
Bonus feats,x1
Discipline Detect Psionics,
Class Talents x2
Discipline Ability x1

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
11+8 [19/19] PP/day
Powers known 11
Power level 3th
Max power spend 3pp
DC15 [10+4int+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 DC14
1:Detect Psionics 30' [no pp cost]
2:Mind Thrust 1d6 30' [no pp cost]
3:Mind link 30' DC14

Talents: DC14
1:Empathy 30' 3mins
2:Psionic Repair
3:Conceal Thoughts 3 Hours [Self Only no pp cost]
4:My light [30 mins 40']
5:know-direction-and-location

LINKED POWERS to TALENTS
Linked Talents: Certain 1st level powers automatically grant an associated talent (see below). Some talents are associated to multiple powers. If a character selects a power with an associated talent he already knows, he may select a different talent to gain

Mind Link = Missive
Energy Ray = Energy Splash 30' 1d3 DG
Force Screen/Internal Armor = Far Hand 30' 5lb *
Mind Thrust = Telepathic Lash 30'

Wild Talent
Sense Poison 30'

1st level powers 1pp DC15
1:Mind link 30' 30mins [4pp +4 subjects]
2:Energy Ray 30' 1d6 1pp *
3:Mind Thrust 30' 1d10 1pp
4:Internal Armor +4ac 3hours
5:Force Screen +4ac 3mins

2st level powers 3pp DC16
1:Read Thoughts 3mins [Max DC16 3pp]
2:Sustenance [3pp 24hours]

Equipment:

Starting cash 3,150cp

Weapons:
Dagger 2cp [Right Boot]
2xShort Spear 10cp Back
MW Elf composite longbow [STR+2] 550cp

Armor:
none

Belt: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Head: -
Headband: -
Neck: -
Shoulders: -
Wrists: Psionic Tattoo of many-garments [200cp]
Ring L: -
Ring R: -

Slotless
Lesser Bag of holding 1000gp
MW Elf composite longbow
80 Arrows/Ceramic tipped
String or twine (50 ft.) 1cp 1/4lb
Bone Whistle, silent 1sp -lb
Healer Kit 10/10 1lb 50cp
Letters of refinance,
Small bag uncut Gems
Grooming set 10gp 1lb
Small item bags --cp 1/4lb
Water flask x1 1cp
White Fox Filter mask 2cp
Journal 10cp
Ink Pen + Inc 2cp
Sun Balm: 10cp
Travelers value sun balm to ward against the sun’s relentless heat. Sun balm grants a +2 bonus to Constitution checks made to endure the heat.
Spice Coffee set and Spice Coffee 10cp
Bed-Roll 5lb 1cp
Map case + maps 1cp 1/2lb
MW-Survival Kit 25cp
Rations, trail Dayx5 25cp

On Belt Clip
Psicrystal 1/4lb

-=Carrying Capacity=-
26 lbs less/27–53 lbs/54–80 lbs.
-=Current Load Carried=- 11lb [light]

Money 300CP 0SP 0CP

Background:

Write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1)Of the 'Will and the way', Sol Eus De Ron Ole follows "The Will" aiming for a personal reserve of mental strength that any user of mental powers taps into, practicing psionics. At an early age, she shows her gifts the The Way was informed and she was taken into training early. Seen an asset whose "Talents" gave her a true calling as a mediator. She has been doing this for some 40 years.
2)She is the youngest child of the family, her seven siblings run the family business of shipping and trade. Each has roles to play, from supercargo to Wagion masters. Each member of the family has a share and stake in the profits of the family. And the blood bonds of the family tibe are especially strong.
3)Married once, her Ex-husband, A human by the name of Lord Alrino Lirono-Qill. A wealthy nobleman who she meets at court. Their love was deep for a few years but as he aged faster than her they started to drift and as her work took her away their love became something less. They are still on good terms and deeply respect each other. She has not paid him a visit in 15 years. She has a child, Fen Ral Ron Ole, who lives with her ex-husband, this child is a half-elf teacher of art.
4)She loves the Desert and spends as much time as she can in the great salt flats. It's quiet there, less minds to intrude on her own mind. Running in the sands it's a great joy to her. So she tends to travel with the caravans.
5)She and the family work for their own benefit as such they have no moral qualms killing others, stealing and doing political maneuverings. As such they are viewed by others as ruthus. Which she has no problems with, as a family that trades everything from Slaves, weapons and Narcotics.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.

1)See the De-Ron-Xue family rise in power on her tenure.
2)Make a good match for the family, so the next De-Ron-Xue's can rule.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1)[known] She/her family are what others may call evil by others but she tries to keep this hidden.
2)[unknown] Her Brothers have smuggled band-defiling artifacts and items to collectors.

Step 4: Describe three people that are tied to the character through blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1)Her adopted brother, XXX player - After her fathers concubine had a child, it came into her orbit and has not left. They get along

2)Tinta-Tal-Ma and Doctor Ebrill Dwynwen, the two come as one, She liked their skills and their devotion. On her part they give her that wish she lacks.

3)Brigger Loftor: An evil gang boss known for crime with prejudice. After he and his underworld gang killed a number of traders. She and others worked to uncover him and his gang. The authorities locked him away, but the news is, that he paid his way out and is after vengeance. He is smart cunning and evil.

Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1)On the open sands, Watching the sun come up with Tinta-Tal-Ma Her Half Gaint bodyguard, and Doctor Ebrill Dwynwen Her Halfling Secretary/PA/medic, Saying the words of the new day to the sun.

2)Seeing the sun side with her ex-husband, over the vine fields of his county villa. They had been sitting eating breakfast an a warm summer morning. she had been 12 months pregnant and would soon give birth to her daughter. The light sun, the wounder breeze, and feeling all was good in the world.

3)Hunting a killer known as the "Slasher" the moment she shot him in the leg and he fell screaming to his death. Seeing into his mind the evil there then looking down at his smashed body in the street below and the screams of passersby. He had killed 17 women and her feeling was that they had got justice.

Psicystal NEX:

Size/Type: Diminutive Construct
Hit Dice: As master’s HD (hp ½ master’s)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 17 (+4 size, +2 Dex*1 Level), touch 17, flat-footed 14
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities
(improved evasion, personality, self-propulsion, share powers,
sighted, telepathic link)
Saves: As master’s saves
Abilities: Str 1*, Dex 15*, Con Ø, Int 6, Wis 10, Cha 10
Skills: Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: Included with master
Treasure: None
Alignment: As master
Advancement: —
Level Adjustment: —

Combat
A psicrystal’s characteristics depend on its master. Its Hit Dice are equal to its master’s Hit Dice (counting only levels in psion or wilder), its hit points are equal to half its master’s, and its saving throw bonuses are the same as its master’s.

Construct Traits
A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision.

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.)

Skills
A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.

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.

Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.

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. Focused +3 Concentraion

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.

NOTES: