Shaakhib

Nineteen Prime's page

1 post. Alias of pinvendor.


About Nineteen Prime

Nineteen
Male elan cryptic 1 (Ultimate Psionics 35)
LN Medium humanoid (aberrant)
Init +2; Senses Perception +5
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3; +0 bonus vs. spells of the transmutation school.
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . shortspear +2 (1d6+2) or
. . unarmed strike +2 (1d3+2 nonlethal)
Ranged disrupt pattern +2 (1d6+4) or
. . shortbow +2 (1d6/×3)
Cryptic Powers Known (power points 5, ML 1st; concentration +1)
. . 1st—déjà vu (DC 15)
. . 0 (at will)—far hand, my light, crystal light, disruptive touch, energy splash, halt death, telepathic lash
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Statistics
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Str 14, Dex 14, Con 12, Int 18, Wis 13, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Access Psionic Talent, Psionic Talent, Scribe Tattoo
Skills Acrobatics +6, Bluff +0 (-1 vs non-elans.), Craft (traps) +7, Diplomacy +0 (-1 vs non-elans.), Disable Device +7, Disguise +0 (+0 to appear as original race., -1 vs non-elans.), Intimidate +0 (-1 vs non-elans.), Knowledge (psionics) +8, Lore (Pythagoreanism) +8, Perception +5, Sense Motive +5, Sleight of Hand +6, Stealth +6, Use Magic Device +4 (3 vs non-elans.)
Languages Common, Dwarven, Elven, Greek, Maenad
SQ active energy type, altered defense, altered defense, absorb, altered defense, deflect, altered defense, retaliate, disrupt pattern, pattern designs, repletion, resilience, resistance, trapfinding +1, trapmaker
Combat Gear caltrops; Other Gear leather armor, arrows (40), dagger, shortbow, shortspear, backpack, bedroll, belt pouch, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 84 gp
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Special Abilities
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Active Energy Type (-Choose-) Lets you set your psionic active energy type.
Access Psionic Talent Gain five talents.
. . crystal light, disruptive touch, energy splash, halt death, telepathic lash
Altered Defense 1 (8 rounds) (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 numbe
Altered Defense, Absorb DR 1/- (Su) The cryptic gains DR 1/-
Altered Defense, Deflect +1 (Su) The cryptic gains a +1 dodge bonus to her AC.
Altered Defense, Retaliate +1 (Su) +1 bonus on your attack rolls against any opponent that hit you since your last turn.
Disrupt Pattern (Humanoid) (Su) As a standard action make a ranged touch attack with a range of 30 feet.
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 ident
Psionic Talent Gain 2 extra power points.
Repletion (Su) Spend 1 power point to go without food or drink for 24 hours.
Resilience (Su) Spend 1 or more power points to reduce damage.
Resistance (Su) Spend 1 power point to gain +4 bonus to saves.
Scribe Tattoo You can create psionic tattoos, which store powers within their designs.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Trapmaker A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.