Description
This slim attractive non-human, Black Hair and dark eyes and skin that internally glowing with fine power lines. Clothing, a full body uniform of some strange design. She carries no weapons its seems of any kind.
Personality
Qillion is reserved, still and studying. She has a very high level of empathy, but dose not show it unless she needs to.
Alrzion Psicystal
Cohort [Construct] / Class- Cryptic [L17]
[Is embedded in her uniform as her mean control it.]
Offence:
Movement" Land 30' Fly 40'[good]
Init+5[+6 vs traps] Perception [31+6+1d8]
Dark Vision 60' [Perm-Spell] All round vision, clairvoyant sense At will.
BAB TH +15 +10 +5 [Str+0/Dex+5][Studied target +10*] [Studied Attack] +DMG [+9d6*+10]
When suit in combat mode.
Rend* [off]
You gain the Rend ability. If you hit the same opponent with two natural attacks in one round, you deal additional damage equal to 2d6 + your Strength modifier.
Natural Attacks* [off]
You gain three natural slam/bite/claw attacks that deal 2d6 damage if Medium (2d8 if Large).
Poison Attack [off]
Your natural attacks extrude poison and acid. When you hit with a natural melee attack, it deals +2d6 acid damage and the target must make a Fortitude save (DC10+ ½ your manifester level + your key ability modifier) or take 1 point of Constitution damage.[/occ]
-: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.
-:+6 Vs psychic spells and spell-like abilities.
-:+4 circumstance bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
-:The subject is protected from all devices, Powers, and spells that gather information about the target through divination powers or magic (such as detect evil, locate creature, scrying, and see invisibility). Also +8 resistance bonus on saving throws against all mind-affecting powers, spells, and effects.
+10 bonus on saves against mind-affecting effects.[Class]
Classes Proficiency Weapon's
Weapon: club, Dagger, heavy crossbow, light crossbow, Quarterstaff, and ShortSpear. 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.
Traits
1:Focused Mind [Magic Trait]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
2: Bruising Intellect [Social Trait]
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
3:Reckless [Combat]
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: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.
Special Abilities::
automatic-bonus-progression
18th Deflection +5, mental prowess +6/+4/+2 or +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5 Int +5LG +6int/+6wis/+6cha/ 3LG
Telepathy (Su)[By use of alter reality]
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.
Racial Traits
Ability Score Modifiers: 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.
Size: Elan are Medium creatures and have no bonuses or penalties due to their size.
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).
Investigator FC: Gain a +1/3 bonus on all inspiration rolls [+6]
Skills::
Investigator Bonus on all Skill inspiration rolls, even free ones[+1d8]
Race: Elan Investigator Gain a +1/3 bonus on all inspiration rolls {+6}
Empathy
+2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.
[+3**] stat bust from Uniform [When active]
Autohypnosis [Unlocked]
With sufficient ranks in Autohypnosis, you earn the following:
5 ranks: You can now resist movement penalties that result from any wound, not just caltrops (EG hamstringing) with a successful DC 18 autohypnosis check.
10 ranks: You can attempt to memorize any amount of information with a DC15 roll, not just a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a book of text (up to 8,000 words), Int Bonus x number of, diagrams, or sigils (even if you don’t recognize their meaning). If the information is greater you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.
15 ranks: You can now trigger your own healing powers while unconscious with a successful DC 25 Autohypnosis check.
20 ranks: Even on a failed save you reduce the effect of a fear effect one step. In addition once per encounter you can attempt a 2nd save vs a failed fear effect one round later. Also you need 1 less successful save vs poisons (minimum 1) to clear a poison (EG if it takes 3 saves to clear a poison, it would now only take 2).
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.
Inspiration (Ex) [24/24] [D8 x2 take best]
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. 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 [+10 vs traps]
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.
Psychic Meddler (Su) [+6 Vs psychic spells and spell-like abilities]
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.
This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.
Phrenic Dabbler (Su) [10/10]
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat.
This ability replaces the investigator talent gained at 3rd level.
Will of the Dead (Su):
Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
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. A psychic detective selects investigator talents as normal, except she cannot select the alchemist discovery investigator talent. She can select the Expanded Phrenic Pool* feat as a discovery even though she doesn’t meet that feat’s prerequisites, and she can select an extra phrenic amplification once as a discovery. The following investigator talents complement the psychic detective archetype: confusing strike, device talent, effortless aid, hidden agendas, inspired intelligence, item lore, and unconventional inspiration.
1:[Used by Archetype]
2:Eidetic Recollection (Su)
Prerequisite(s): Investigator 11th level
Benefit: An investigator can always choose to take 10 on any of his Knowledge checks, even if he’s in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he’s in immediate danger or distracted.
3:Inspired Alertness (Ex)
Benefit: Whenever the investigator becomes flat-footed, he can expend one use of inspiration to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn’t require an action.
4:Amazing Inspiration (Ex)
Prerequisite(s): Investigator 7th level
Benefit: When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result.
5:Tenacious Inspiration (Ex)
Prerequisite(s): Investigator 13th level
Benefit: When an investigator rolls his inspiration die, he can roll an additional inspiration die and take the higher result.
6:Signature SkillAutohypnosis
Benefit(s): An investigator with this talent gains the Signature Skill feat as a bonus feat.
7:Stealing Strike* (Ex)
Prerequisite(s): Investigator 13th level
Benefit: When the investigator deals damage with studied strike, he can perform a steal combat maneuver as a free action against the creature damaged by studied strike. This steal does not provoke attacks of opportunity.
8:Studied Defense (Ex) [+10AC]
Prerequisite(s): Investigator 9th level
Benefit: When an investigator with this talent uses his studied combat ability, he can chose to apply that ability’s insight bonus to his AC against attacks made by the target of his studied combat instead of to attack rolls against the target of his studied combat. (The insight bonus on damage rolls remains.) He must choose which type of bonus he gains when using studied combat, and it cannot be changed until he uses studied combat again.
9:Timed Strike* (Ex)
Benefit: The longer the investigator studies his opponent, the greater the damage he ultimately deals with his studied strike. When the investigator makes a studied strike, he deal a number of points of additional damage equal to the number of consecutive rounds he studied the target with studied combat
Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex)[+6]
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) [+10]
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) [9d6]
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.
True Inspiration (Ex)
At 20th level, an investigator can use inspiration on all skill checks—even ones he isn’t trained in—and all ability checks without spending inspiration. In addition, whenever he expends inspiration on an ability check, attack roll, saving throw, or skill check, he adds 2d6 rather than 1d6 to the result. Some talents can affect this. If using the amazing inspiration investigator talent, he rolls 2d8 instead. If using this with empathy, tenacious inspiration, underworld inspiration, or a similar talent, he rolls two sets of inspiration dice and uses the higher of the two results.
Spellcasting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective’s spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a psychic detective’s spell is 10 + the spell’s level + the psychic detective’s Intelligence modifier. Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score. At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard. In effect, the psychic detective loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast. A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level. Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.
Permanency Mindscape Memory Palace
Qillion has a personal mindscape where she keeps her information. It is a vast building with endless rooms full of displays and information in many forms. All her leadership followers are information keepers looking after parts of her mind palace. They have no real form.
Class Features
The following are class features of the psion/telepth.
Weapon and Armor Proficiencies
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.
Powers Points/Day
A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.
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.
Bonus Feats
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Detect Psionics(Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
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)
Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally. 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) 540'
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.
Last Respite(Su)
At 14th level, once per day, if you are about to suffer damage that would result in your death, as an immediate action, you can shunt your mind into the body of a creature within 30 ft., effectively granting you the benefits of mind switch (Will save negates DC 10 + half psion level + Intelligence modifier) and your original body is left stable, but its hit point total is left one point of damage away from death. This ability lasts a number of rounds equal to your psion level. You must secure a permanent body for your mind, either by healing your original body, through the use of a power such as true mind switch, or some other means to permanently inhabit a body, by the end of the effect’s duration or die. This is considered a mind-affecting effect. You can take this action even if you are unconscious. This ability cannot be used against effects that outright kill or that deal ability damage, only against effects that deal hit point damage.
Guarded Thoughts(Su)
At 20th level, you gain increased protection from mind-affecting effects, granting you a +10 bonus on saves against mind-affecting effects.
Power Level [9th]
Power Points per day [343pp+130pp]=473pp/day][40 used each day]
All powers by paying power points equal to the standard cost minus 1 (minimum of 1).
Qillion has a uniform which aids her, it has a number of features.
It protects her form vacuum and extreme pressure, it also acts as a Psychoactive Skin of Proteus, and a Torc of Power Preservation. With other power effects. Her Psicystal acts as its spirit and controller.
Psicrystal Mount - Greater
Docked psicrystals are treated as if their owner’s manifester level is +2 higher than it really is, thus unlocking psicrystal potential early. The psicrystal must be mounted for at least 12 consecutive hours to initially gain this benefit, and it loses this benefit if it is unmounted for more than 12 hours total in a given day.
The number of setting stones is five [All used to build the suit.
The bonus from the psicrystal’s personality is doubled.
The psicrystal repairs damage at a rate of 1 hit point per minute docked. If metamorphosis not used to self repair.
PSI Enhancement Circuity Torc of Power Preservation The wearer of a torc of power preservation manifests all powers by paying power points equal to the standard cost minus 1 (minimum of 1).
Ring of Psionics
Aura strong 20th (IV)
DESCRIPTION
Wearers of this ring find that some powers are far easier to manifest. The wearer of this ring can treat any power point spent as if he spent two power points while manifesting a power of a particular level. Each day, the wearer may affect up to twice his manifester level in power points in this way. These additional power points still count toward the total number of power points the wearer can spend manifesting a power.
Ring of Self-Sufficiency
Aura moderate psychometabolism; ML 7th;
DESCRIPTION
This crystalline ring continually grants the wearer a +10 competence bonus on Autohypnosis checks.
Ring of Telekinesis
Allows the caster to use the power [urlhttps://www.d20pfsrd.com/psionics-unleashed/psionic-powers/t/telekinetic-force/]telekinesis force[/url] on command, lifting and manipulating objects at a distance using only her mind.
Main PSI Circuity True Skin of Proteus:
This psychoactive skin continually affects the wearer as the True metamorphosis power. While in a form other than his natural form.
Enhancement Menu C [Only 2+1 active at any one time]
+6 enhancement bonus to Strength [on]
+6 enhancement bonus to Dexterity [on]
+6 enhancement bonus to Constitution [on]
Speed [off]
[ooc]Increase your base land speed by 30 feet. [ooc]
Abilities Menu C [Only 2+1 active at any one time]
Rend* [off]
[ooc]You gain the Rend ability. If you hit the same opponent with two natural attacks in one round, you deal additional damage equal to 2d6 + your Strength modifier.
Natural Attacks* [off]
You gain three natural slam/bite/claw attacks that deal 2d6 damage if Medium (2d8 if Large).
Poison Attack [off]
Your natural attacks extrude poison and acid. When you hit with a natural melee attack, it deals +2d6 acid damage and the target must make a Fortitude save <DC10+ ½ your manifester level + your key ability modifier> or take 1 point of Constitution damage.
You gain Fast Healing 5. [on]
You gain +6 natural armor bonus. [on]
You gain 40 temporary hit points. [Off]
You gain a fly speed of 40 feet (good). [On]
You gain a swim speed of 60 feet. [off]
You gain a climb speed of 60 feet. [off]
You gain a burrow speed of 60 feet. [off]
Hand Weapon Circuity Psychic* [When used as a weapon]
A psychic weapon’s power depends on its wielder. In the hands of a nonpsionic creature, the weapon possesses the qualities of a nonmagical, nonpsionic masterwork weapon. When wielded by a psionic creature, this weapon has an enhancement bonus based on the wielder’s current power point reserve, as shown on the following table. The weapon’s enhancement bonus decreases as the wielder spends power points, and it increases whenever the wielder gains enough power points (by any means) to put his power point reserve into the next higher category.
Ranged Weapon Circuity
Using the Psicystals disrupt pattern power.
Image here
Atmos Circuity
Ioun stone Slots [Permanent]
Iridescent spindle: This stone sustains the wearer without air. + Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
Psionatrix
Aura varies; ML varies; Slot neck; Price 8,000 gp; Weight —
Psionatrix of telepathy: DESCRIPTION
Each of these multifaceted crystals is worn as an amulet. Unless noted otherwise, a psionatrix adds a +1 enhancement bonus to the save DC when the wearer uses powers of the discipline the psionatrix is keyed to.Piercing yellow light shines from this crystal’s heart. Aura Moderate telepathy.
Third Eyes
These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time.
Sense: The wearer of this kind of third eye can manifest clairvoyant sense at will. Aura Faint clairsentience; ML 3rd; Craft Wondrous Item; Powers clairvoyant sense.
Travel Circuity.
Psicrown of the Traveler.
This psicrown has 69/100 power points.
[needs charging to hold PP]
It allows use of the following powers:
Astral traveler Fold space Psychoport greater Psychoport [used x3]
Infomation Strage
Psicrystal Harness
Aura faint telepathy; ML 3rd;
DESCRIPTION
This harness functions like a psicrystal staff, including the ability to have setting stones, but is worn as a belt buckle instead of carried in the hand and does not allow the use of companion stones. In addition, while the psicrystal is docked, the wearer can expend his psionic focus to gain DR X/- equal to the psicrystal’s natural armor adjustment until the end of his next turn. While this damage reduction is active, the wearer also gains sonic vulnerability.
Ioun Stone, Green and White
Aura moderate psychometabolism; ML 12th
; Slot -;
DESCRIPTION Power
This ioun stone is green and white in color and has a prism shape. When used by a creature with manifesting ability, it grants one additional power known. The power known granted is set at time of creation. A creature may only have one such ioun stone active at any time. The owner manifests the power just like any other power known, so if the power granted is of a level higher than those the owner can manifest, it gains no benefit. The power known granted must be on the owner’s class list or the owner gains no benefit.
Map of the Mind
Aura moderate telepathy; ML 7th
DESCRIPTION
This twisting map attunes to its wielder upon being picked up and alters its image to show a representation of the internal layout of the owner’s mind. The owner of the map can manifest psychic reformation on himself by altering the map with the desired choices to be made. After being used, the map cannot be used again for a week, even if it becomes attuned to another creature.
Five things about her background
1. 1st life, The planet Androffa, Qillion was the only child of a diplomat mother and Psi-Tech Father, she grow up in both worlds of Psi-science and politics. She spent most of her young life traveling the world following her Parents. She studded at one of the top 10 universities ending with a grade Alpha level in Psi-Tech Engineering. She then joined the 'Agent' program where applicants are altered to work as trans world enforcers.
2. 2ed life, She awake in a glass case, Her Psi-suit bonded, her mind full of information as the Psi-tech linked to her mind, then the case splitting and her Stepped out. Looking back as she could see another subject being placed in the Transformation Chamber. Looking to the left she sore a reflection, now not a reflection another her, another subject made as her into something new. To her left another, a line of them 12 in all. 12 of design pattern 60. As one they left, and walked down the ramps in front of them and onto the Training, rooms. Time past , more information., syncing with the suit. Then at the end a room full of sisters just like her. Each with a name. Hers was Qillion 28. Then being sent on her 1st mission. An information extraction task. The hall of gates and passing into another world. Her Uniform shifting to new clothing, then a walk into a small town. An address she had memorised. An evening waiting then and old man, business man coming home. Stunning him then entering his mind, taking what she needed then removing the memory of her doing so. Back to the gate and passing on what she had collected. Then the mind wipe, taking away all she had on, Then storage. Out again and repeat. Time passed an number of her sisters falling as they where killed or went missing on missions. Many years passed. Then her last mission, she and her few remaining sisters placed on a vast city in space. A craft that could move between the stars. Placed in stasis Awaken my alarms, busting from a broken cryo-pod to find the craft around her braking up. Running seeking a way out. Keeping panic in check but feeling the fear. Then... then...
3. Qillions world has long ago past beyond. Her world is gone, now nothing of her 1st life is lift. She has spent 1000s of years spinning in space, frozen and dead.
4: She is bonded to her suit, it is part of her, it hold vast amounts of information overseen by Psi-sub-mind-clones. [Followers]
5: She Mind-wipes are wring off and her old memories are coming back. May all my sins be remembered.
Two Goals
1. To finally understand and remember who she is.
2. To find a way back home, even if it means going back in time.
Two Secrets [One known/one unknown]
1. She fears losing her self in madness.
2. She thinks she has not killed before but she has many many times
Three People [2 friends 1 enemy] [Inplants]
1. Alison and old mate from school
2. Her handler now dead
3. The Advisory union a force she once fught
Three Memories [Implants]
1. Her mother singing to her.
2: Collecting data in a seaside city with warm waters and hot suns.
3. Handing in her final studdy paper