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27 posts. Alias of Johnny_Panic.


Full Name

Nexqil

Race

PSICYSTAL - Cryptic L11

Strength 1
Dexterity 22
Intelligence 21
Wisdom 14
Charisma 12

About Nexqil

IMAGE HERE

<--- back too Gift Fitzroy Brighthammer

Holding a male version of Gift mind, Nexqil dose not say/send much, but is always somewhere around gift. Hiding as a spider or hovering as a Ion Stone like device.

Psycital

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand. Because it is an extension of its creator’s personality, a character’s psicrystal is in some ways a part of him. That’s why, for example, a psionic character can manifest a personal range power on his psicrystal even though normally he can manifest such a power only on himself. A psicrystal is treated as a construct for the purposes of all effects that depend on its type. A psicrystal grants special abilities to its owner, as shown on the Psicrystal Special Abilities table below. In addition, a psicrystal has a personality (being a fragment of the owner’s personality), which gives its owner a bonus on certain types of checks or saving throws, as given on the Psicrystal Personalities table below. These special abilities and bonuses apply only when the owner and the psicrystal are within 1 mile of each other. Psicrystal abilities are based on the owner’s levels in psionic classes. Levels from other classes do not count toward the owner’s level for purposes of psicrystal abilities. A psicrystal can speak one language of its owner’s choice (so long as it is a language the owner knows). A psicrystal can understand all other languages known by its owner, but cannot speak them. This is a supernatural ability.

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).

Fort: +7{+4Base,+0Con+3Item*}
Reflex: +16{+8Base,+5Dex+3Item*}
Will: +13{+8Base,+2Wis+3Item*}

Abilities:
When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.

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) [+3]
This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.

Mechanical Intellect (Ex)
Increase the base intelligence score an Informant by an additional +2, with an additional +2 to intelligence at 9th and 17th levels. An informant gains the natural armor bonus of a psicrystal of half its level.
This ability modifies the psicrystal’s Intelligence score and natural armor adjustment.

AC: [28][TA19][FF24] 10 / +6Armr +5Dex +3NA +4Size

Intelligence Adj. (Ex) [+6]
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.

Flight (Su)
If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).

Power Resistance (Ex)
If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner’s level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal’s power resistance.

Sight Link (Sp) [1/day]
If the owner is 14th level or higher, the character can remote view the psicrystal (as if manifesting the remote viewing power) once per day.

Psicrystal Personality (Ex)
Single-Minded - [Convention +3]

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)
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.

Absorb:The cryptic gains DR 1/-.
Deflect: The cryptic gains a +1 dodge bonus to his AC.
Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.
Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

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 black 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..

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.

[/b]Lesser Insights[/b]
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

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) [+6]
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.

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.

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:Fast Stealth (Ex)
This ability allows a cryptic to move at full speed using the Stealth skill without penalty.
2: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.
3:Light-bending Pattern (Su)
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.
4: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.
5:Light-bending Pattern (Su)
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.

Skills:

Knowledge Data (Ex)
Skill Ranks per Level: 4 + Int modifier. = 10(4+5)=90
Informants specialize in gathering and storing important information, even in the heat of battle. An informant can attempt all Knowledge checks untrained and receives a bonus on all Knowledge checks equal to 1/2 its level. Additionally, an informant gains 4 + the informant’s intelligence modifier skill ranks at each level. Its maximum number of ranks in any given skill is equal to its level.
This ability replaces alertness and the psicrystal’s ability to share its master’s skill ranks.

Class Skills
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), 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).

-=Skills=-
10x[+4class+5Int]+[10FC]=[100]

^Acrobatics*(Dex)See Flight
Appraise(Int)+10{+5rank,+5Int+0class}
^Autohypnosis (Wis)+15{+10rank,+2Wis+3class}
^Bluff(Cha)+10{+7rank,+1Cha+3Class}
^Climb*(Str)See Flight
^Craft(mechanical)(Int)+10{+3rank,+5Int+3Class}
^Diplomacy(Cha)+16{+10rank,+1Cha+3clsss+2power}
^Disable Device+10{+2rank,+5Dex+3Class}
Disguise (Cha)+10{+9rank,+1Cha+0Class}
^Escape Artist*(Dex)+18{+10rank,+5Dex+3class}
^Fly*(Dex)_+26{+11rank,+5Dex+3class}[+8Excalent]
Handle Animal [/i](Wis)_+1{+0rank,+1Wis}[bs]
Heal(Wis)+1{+0rank,+1Wis+0Class}
Intimidate(Cha)+10{+4rank,+1Cha+0Class}[+2Power]
Linguistics(Int)+15{10rank,+5Int+0class}[+2Item]
>Perception(Wis)+15{+10rank,+2Wis+3class}
^Perform (All)(Cha)+5{1Rank,+1Cha+3Class}
^Profession(Tech)(Wis)+5{+1rank,+1Wis+3Class}
Ride*(Dex)+6{+0rank,+6Dex+0class}
^Sense Motive(Wis)+16{+10Rank+1Wis+3Class}[+2Power]
Sleight of Hand*(Dex)+10{+1rank,+6Dex+3Class}
^Spell/Psionic craft(Int)+20{7rank,+8Int+3class}[+2Item]
^Stealth*(Dex)+36{+10rank,+5Dex+3Class+8Size[}+10 Power]
Survival(Wis)+01{+0rank,+1Wis+0class}
Swim*(Str)See Flight
Use Magic/Psionic Device(Cha +10{+9rank,+1Cha+0Class}

^Kn (Arcana)(Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Psionics)(Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Dungeoneering)(Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Engineering)(Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Geography)(Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (History)(Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Local)(Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Nature)(Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Maths) (Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Science) (Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Nobility)(Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Planes) (Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
^Kn (Religion) (Int)+20{+3rank,+5Int+3class+7Level}[+2Item]
0 can do all Kn untrained with Bonues

Concentration [+15][10CL+5Int]

POWERS

PP DAY =28
Powers Known 10
Max Level = 4th

Level 0 DC15
1:far-hand
2:create-sound
FEAT
1:psionic-repair
2:telekinetic-punch
3:detect-psionics
4:ectoplasmic-trinket
Level 1 DC16
1:metamorphosis#minor
2:kinetic-legerdemain
Level 2 DC17
1:natural-linguist
2:breach
Level 3 DC18
1:escape-detection
2:dispel-psionics
Level 4 DC19
1:hidden-body
2:fold-space

Powers Permanent.
1:Hidden-pocket [10lb]
2:Chameleon +10 Stealth