Image here Space suit here
Gender: Female
Race (Replicant)
Classes:- Psion [Telepath] L10 Claver Godling L10
Age: 578 days
Move: 30'
Telepathy 400 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 +14 [+3Base+8Int+4Power]
Ref +19 [+7Base+8Int+4Power]
Will +19 [+78base+8Int+4Power]
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 40ft/round.
Teleport Step (Su) 40'' Move action
Metamorphosis when Active,
Fly Poor 20 foot
Swim Speed of 40 feet.
Climb speed of 40 feet.
Burrow speed of 30 feet.'
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OFFENSE
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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, 6d6+INT+3, crit x2, 30ft
Space 5 ft, Reach 5 ft
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STATISTICS
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25 Point Spend [Start Point 18 stat Max+race Template+other]
Str 18,+4 [10+4Race+2p+2item]
Dex 18,+4 [10+4race+2p+2item]
Con 18,+4 [10+4Race+2p+2item]
Int 26,+8 [16+6Race+10p+2Leve+2item]
Wis 12,+1 [10-2Race+2p+2item]
Cha 14,+2 [12+0race+2p+2item]
Psion Class
-:Improved Evasion.-> [while Psicyrstal is close]
Bonus.
1:Psicrystal Affinity Psionic
2:Extend Power
3:Psicrystal containment
[Replicant Race]
Weapons Group <Advanced Blasters>
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.
Drawback
1: Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
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:
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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
SKILLS:
Class Skills Mighty Godling
The mighty godling’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Skill Ranks per Level: 6 + Int modifier. 10z14=140BG20+2Item]
Concentration +34 (13ML+14INT+3Item+2trait+2Luck)
Psionic Focus and taking 15
Autohypnosis*
**If no ranks are in a Knowledge skill, then highest you can get is DC 10 info.
< = Classfeat other Skill
Race 'Replicants':
Replicants are a hybrid of organic being and construct.
Replicants' bodies are artificial bases made of DNA mimicking Bio-Material that superficially makes them identical to a life-form they are based on. In this way they can mimic life-forms flexibility, shape, bone organ form and density etc. However they have a Bio-Mechanical Brain much like a true constrict but with added organic elements, and so they have a soul and can die. Outside of their brain Replicants mirror those core copied life forms so well that only by examining their DnA make-up in a lab can one guess at their true replicant Nature. So it can be difficult to differentiate a replicant from its copied race. However, they have only Imprinted personalities because of their short life span and a better and more reliable way to spot a Replicant is by physiological testing. Seance motive DC20, In his way their Replicant nature can come to light.
I replicant find it hard to understand others and only has a short time to gain such knowledge so they to be eccentric in their nature and behavior, often getting fixed on aspects of being normal or having a normal-seeming life. They can also be fatalists and are known for extreme risk-taking. Knowing full well they have a short time to live they seek to experience what others do in a longer lifetime. A few Replicants are made not knowing their true nature, it can be a shock to them to find out just who they really are.
Replicants tend to be sociable, self-aware ones can band to-giver into groups.
Weakness: Replicants are Naive and Short-Lived.
Cost: Replicants are extremely expensive to manufacture times costing as much as 100,000. [$/GP]
Replicants: Are defined by their class levels–they do not have racial Hit Dice.
All Replicants have the following racial traits. [35RP biuld]
Half-Construct (7 RP)
A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical.
A half-construct race has the following features:
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
A short lifespan (-2RP)
Replicants are Born fully grown from Vats or labs, but they do not live long, They have a default limited life span of 5 years. This often drives Replicants to live extraordinarily risky lives with a fatalistic view of their actions. This limit can only be reset with a Wish or miracle level spell or power.
They take a -4 On any will-saves related to reckless or dangerous courses of action.
Ability Score Racial Traits: (4RP)
Advanced Replicant, nimble in both body and mind, But their constructed personality shows a marked lack of development.
+2 Str/Dex/Con, +4 Int, –2 Wis.
Advanced Str (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Dexterity.
Advanced Dexterity (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Dexterity.
Advanced Con (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Dexterity.
Advanced Intelligence (4RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Intelligence.
Naive: (-1 RP)
Replicants being so short-lived have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP)
The race has a base speed of 30 feet.
Natural Psionic (1 RP)
Replicant are made with the capacity to link with a mind imprinting device, they tends to be Psionic, and so gives them a natural Psionic ability, They can take 1 power point per level in place of skill or hit point.
Micro Psychoport (Su) (6RP)
Psychoport [25'+5'HD] as a move action.
Can be used as a double move action for twice the distance, but materializes after each Psychoport.
Fast (1 RP)
Replicates are built for speed
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.
Languages: (0 RP)
Replicants begin play speaking Common.
Replicants with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Energy Resistance (1 RP) (Cold Resistance 5)
Replicants are grown and often kept in Cold storage,
Replicants have a built-in ability to deal with cold because of this.
Weapon Imprinting (2 RP)
Prerequisites: None.
Benefit: Choose up to type of weapon, or one weapon group. Replicants are imprinted with proficiency in such weapons. For the purposes of weapon familiarity, all bows/guns are considered one weapon.
RP 35
Clever Godling:
Class Features
All of the following are class features of the clever godling.
Weapon and Armor Proficiency
A clever godling is proficient with all simple and martial weapons, with light and medium armor, and with all shields (other than tower shields).
Lineage Domain. 2ranks
As a result of their divine bloodline, clever godlings gain access to the powers (though not spells) of a cleric domain. The clever godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the clever godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A clever godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
Divine Traits X3
Divine traits are special powers a clever godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III). A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
1: Shapeshifter I (Su): The godling may assume one form in addition to his own. This form must be one that can be achieved using either alter self or beast shape I, and the ability functions identically to the spell (except as noted below). This ability allows the godling to change only into his chosen alternate form. The effect lasts for 1 minute per godling level or until he chooses to change back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. Each day, the godling may use this ability once, plus once for every five full godling levels.
Scion Talents
As a clever godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a clever godling gains one scion talent. A clever godling cannot select an individual talent more than once unless the talent states otherwise.
1:Force of Intellect (Su): Your deific heritage manifests in the form of an amazingly strong intellect, which allows you to accomplish things through sheer mental acumen rather than physical ability or natural talent. This intellect also powers a barrier of divine defense which helps protect you from harm. You may add your Int mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Int mod for Fort saves, your Dex mod with your Int mod for Ref saves, and your Wis mod with your Int mod for Will saves).
You cannot take this talent if you already have the force of brawn or force of personality talents. Source: Genius Guide to the Godling Ascendant
2:
3:
4:
Psion - Telepath L12:
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.
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).
BAB+6/+1
Saves +4/+4/+8
126pp/Day +91Int +13FC = 230PP/day
24/power know
6st/max power level
Max PP spend per use 12pp
The Difficulty Class: 10+PL+14/+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 (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) 530'
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.
Pathfinder Pouch [1] [10,500gp]
Pouch 500gp <Crafted>
Small note book and water proof case + pen $2 --lb
Class 3 Signal laser x8 $0.54 --lb
Hidden
psychoactive skin when not in use.
Small Camera
Small recording Device
Small PDA
Energy charging Power cell
ID Card and Papers.
Small Stun gun.
Belt Pouch[2] [800gp]
->Bag of Holding, Minor $500 [$] 1lb-> 37b/50lb
Sun Glasses. $30
Small Grooming set $10
MW Combat Medical Kit 10/10 5lb 200gp
Water Prof Sack 1/4lb
MW Survival Kit $50 5lb
All weather Sleeping bag --
Money Satchel-> Gems
Cybernetics
Psychoactive skins (also sometimes called ectoshells) are fist-sized globs of psionically charged ectoplasm. As a standard action, a psychoactive skin spreads over and covers a Medium or smaller creature that projects the proper command thought; the same command thought causes the skin to shrink back down to its former size. Each of the various psychoactive skins is charged with one of a wide array of powers that constantly affect the wearer. A deployed skin completely covers the wearer and all his equipment like a second skin, allowing the wearer to see, hear, and breathe normally. It rolls away from various parts of the body as needed, such as when the wearer needs to eat or access a backpack. Held items or items specifically excluded are not covered by a psychoactive skin.
Cybernetic Eyes Slot eyes;
Price 2,000 gp <Crafted>
DESCRIPTION: A cybernetic eye can be enhanced by cyber art for no additional cost, giving it an unusual color or pattern. When a pair of eyes is installed, the user gains a +2 circumstance bonus on Perception checks and a +4 resistance bonus on saving throws against blindness or visual effects.
Cybernetic Ears Slot ears;
Price 2,000 gp; <Crafted>
DESCRIPTION: When a pair of Cybernetic Ears are installed, the user gains a +2 circumstance bonus on Perception checks. Cybernetic ears grant a +4 resistance bonus on all saving throws against sonic effects.
Cybernetic Legs Slot Feet;
Price 4,250 gp; <Crafted>
Weight 12 lbs.
DESCRIPTION: A cybernetic leg completely replaces a normal leg, from the hip to the foot. It can take the place of a leg lost to a severing wound. The leg is fully functional and no different in appearance from a regular leg, although cyberart can be added to the leg at no additional cost. A cybernetic leg does not increase a user's Strength score. If both legs are replaced, they increase the user's base land speed by 10 feet and grant a +5 bonus to CMD against trip attempts and a +5 circumstance bonus on Acrobatics checks.
Cyberfiber Muscles Mark I Str+2
Price 4000gp <Crafted>
DESCRIPTION: Cyberfiber muscles are powerful synthetic muscles that augment but do not replace existing muscle mass in a creature. Once installed, cyberfiber muscles grant an enhancement bonus to Strength.
Thoracic Nanite Chamber
Price varies; Mark I 4,000 gp;
Slot body; Weight 5 lbs.;
DESCRIPTION: A thoracic nanite chamber augments the vital organs within a creature's chest, particularly its heart, lungs, and pulmonary system. Once installed, a thoracic nanite chamber grants an enhancement bonus to Constitution. This enhancement bonus alters the implant's price,
Cybernetic Arms <crafted> Price 4,750 gp
Slot arm; Weight 9 lbs.;
DESCRIPTION: A cybernetic arm completely replaces a normal arm, from the shoulder to the hand. It can take the place of an arm lost to a severing wound. The arm is fully functional and no different in appearance from a regular arm, although cyberart can be added to the arm at no additional cost. A cybernetic arm does not increase a user's Strength score. If a creature has two cybernetic arms, it can lift and carry double the normal maximum weight for that creature's Strength and size, and it gains a +5 circumstance bonus on Climb checks. A character who wields a one-handed or light weapon with a cybernetic arm gains a +5 bonus to CMD against disarm attempts; two cybernetic arms do not increase this bonus, but do allow the bonus to apply to two-handed weapons.
Wirejack Tendons +2Dex
Price varies; Mark I 4,000 gp;
DESCRIPTION: Wirejack tendons not only strengthen and enhance existing reflexes, but also enhance the transmission of nerve impulses to surrounding musculature. Once installed, wirejack tendons grant an enhancement bonus to Dexterity.
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.