About SAPPHIRE MIND 5
<---The Sapphire Light
Intelligent ITEM EPIC/MYTHIC/COHORT Psion L20/Strategies L6
DESCRIPTION
A living Mythic/Epic Psi-art tattoo is the least invasive of all Psi-tech. This Psionic Item is similar in appearance to a tattoo, except that it can glow softly if desired, providing illumination equal to that provided by a candle. It is also animated allowing it to change form shape color, and even project within 30' of Sapphire, a holographic project of itself, in the form it wishes. Often a clone of Sapphire, with some slight cosmetic changes.
Iteligent Item RB41
os-psicrystal-archetype
Init +3 Senses Sighted, Dark Vision Senses (120 ft.), blind since 60'
Perception +6, Telepathy/Read languages
DEFENSE
SAME AS Sapphire AC, -- touch, -- flat-footed
HP 400 Utem
SAME AS SAFE
Fort [35*] +10+17+8+3Luck [*Construct No CON]
Ref [35] +10+17+8+3Luck
Will [35*] +10+17+8+3Luck [*Construct Imunitys]
Hardness [25/DR25]
OFFENSE [+3 Luck]
BAB +16/+11/+6
Melee -
Space -
Abilities:
Str Ø **
Dex Ø **
Con Ø **
Int 30 +10
Wis 30 +10
Cha 30 +10
Senses and Communication 120'
Every intelligent magic item begins with the ability to see and hear within 30 feet, as well as the ability to communicate empathically with its owner. Empathy only allows the item to encourage or discourage certain actions through urges and emotions. Additional forms of communication and better senses increase the item’s cost and Ego score, as noted on Table: Intelligent Item Senses and Communication.
Senses: [Argmented by calective]+[darkvision or blindsense]
Senses allow an intelligent magic item to see and hear from the listed distance. Adding darkvision or blindsense allows the item to use those senses out to the same range as the item’s base senses.
Empathy (Su): [Argmented by calective]
Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.
Languages Spoken by Item
Telepathy (Su): [Argmented by calective]
Telepathy allows an intelligent item to communicate with its wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.
Read Languages (Ex):
The item can read the script in any language, regardless of its known languages.
FEATS
01:Technolagest
02:allied-Manifester-teamwork
03:timely-coordination-teamwork/
04:stick-together-combat-teamwork
05:a-special-kind-of-leader
06:Leadership
07:power-penetration-psionic
08:extra-strategy-psionic
09:maximize-power-metapsionic
10:legendary-leader
11:speed-of-thought-psionic
12:expanded-knowledge-psionic/
13:concussive-power-metapsionic
Bonus Feats
01:Access psionic Talents
02:psionic-body
03:deep-focus
04:Exspanded Collective
05:enlarge-collective 8k
06:psicrystal-affinity-psionic-[L25 Cohort]
EPIC FEATS
01:Epic Expanded Knowledge [Epic, Psionic]
02:Legendary Commander [Epic]
03:Epic Leadership
MYTHIC FEATS
01:Mythic-leadership
02:mythic-craft-wondrous-item
TRAITS
01: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.
02:Natural-Born Leader
You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not.
Benefits: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score
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.
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.
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.
Discipline Abilities
At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.
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.
Telepathy
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.
Telepathy (Su)
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.
Weapon and Armor Proficiencies
Tacticians are proficient with all simple and martial weapons, with all types of light and medium armor, and with shields (except tower shields).
Powers Points/Day
A tactician’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 Tactician. 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.
Powers Known
A tactician begins play knowing one tactician power of your choice. Each time he achieves a new level, he unlocks knowledge of a new power.
Choose the powers known from the tactician power list. (Exception: The feat Expanded Knowledge does allow a tactician to learn powers from the lists of other classes.) A tactician can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a tactician can manifest in a day is limited only by his daily power points.
A tactician 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 powers.
The Difficulty Class for saving throws against the tacticians powers is 10 + the power’s level + the tactician’s Intelligence modifier.
Maximum Power Level Known
A tactician begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a tactician must have an Intelligence score of at least 10 + the power’s level.
Collective (Su)
A tactician learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a tactician can join any number of willing targets into his collective (up to his limit, see below). The tactician must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The collective can contain up to his key ability modifier or half his tactician level, whichever is higher. The tactician is always considered a member of his own collective, and does not count against this limit.
The tactician can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A tactician is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy below).
A tactician can manifest certain powers through his collective. If a tactician power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may manifest any power with the Network Descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass tactician), any compatible spell or power with a range greater than touch can also be used through the collective.
If a member of the collective dies, the member is removed from the collective and the tactician must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member or be sickened for an equal number of rounds.
At 15th level, a tactician’s collective range is limitless on the same plane as the tactician
At 19th level, a tactician’s range reaches even across other planes and dimensions.
Coordinated Strike (Su)
The tacician is able to direct his allies to coordinating their attacks upon a single target to devastating effect. As a swift action, the tactician can declare one target within his line of sight as the primary foe. All members of the tactician’s collective, including the tactician himself gain a +1 insight bonus to attacks against the primary foe until the beginning of the tactician’s next turn. At 5th level and every four levels thereafter, this bonus increases by 1.
This ability may be used a number of times per day equal to 3 + the tacticians Intelligence modifier.
Lesser Strategies
Tacticians learn minor powers they can use at will to aid them in coordination and tactics. The tactician gains 3 talents from the tactician talent list.
Spirit of Many (Su)
A tactician of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power’s range or would normally be immune to the power. Whenever a tactician manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and is treated as a supernatural ability (bypassing Power Resistance and becoming immune to dispel attempts), although it still provokes an attacks of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws – their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The tactician also adds the following augment to all powers with the network descriptor:
Augment: For every additional power point you spent, you can choose an additional target, so long as the target is a member of your collective.
Telepathy (Su)
When a tactician reaches 3rd level, all willing members of his collective (including the tactician himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a tactician’s collective (including the tactician himself) may manifest unknown powers known by another willing psionic creature in the collective as if they were making physical contact.
Strategy (Su)
At 4th level, and every three tactician levels thereafter, a tactician learns a new tactical strategy, granting him special abilities in combat. Unless specified otherwise, using a strategy is a swift action that does not provoke attacks of opportunity. Strategies are often orders or suggestions that the tactician issues to members of his collective. A tactician may not direct a strategy at himself unless a strategy specifies otherwise.
Strategies may be used a number of times per day equal to 3 + the tactician’s Charisma modifier.
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.
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.
Skills
Autohypnosis (Wis), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (psionics) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
-=Skills=-
12x[+2class+3Int]=[60]
Appraise(Int)+49{+26rank,+10Int+0class+3Luck}[+10 Item]
^Autohypnosis (Wis)+52{+26rank,+10Wis+3class+3Luck}[+10 Item]
^Bluff(Cha)+42{+26rank,+10Cha+3Class+3Luck}
^Diplomacy(Cha)+42{+25rank+10Cha+3clsss+3Luck}
^Disguise (Cha)+42{+26rank,+10Cha+3Class+3Luck}
^Heal(Wis)+42{+26rank,+10Wis+3Class+3Luck}
^Intimidate(Cha)+42{+26rank,+10Cha+3Class+3Luck}
^Linguistics(Int)+13{5rank,+5Int+3class+3Luck}
>Perception(Wis)+42{+26rank,+10Wis+3Class+3Luck}
^Profession(--)(Wis)+42{+26rank,+10Wis+3Class+3Luck}
^Sense Motive(Wis)+44{+26rank,+10Wis+3Class+3Luck}[+2Power]
^Spell/Psionic craft(Int)+44{26rank,+10Int+3class+3Luck}[+2Item]
^Survival(Wis)+11{+1rank,+4Wis+3class+3Luck}
^Use Magic/Psionic Device(Cha +39{+26rank,+10Cha+0Class+3Luck}
^Kn (Arcana/Psionics)(Int)+42{26rank,+10Int+3class+3Luck}
^Kn (Dungeoneering)(Int)+42{26rank,+10Int+3class+3Luck}
^Kn (Engineering)(Int)+42{26rank,+10Int+3class+3Luck}
^Kn (Geography)(Int)+42{26rank,+10Int+3class+3Luck}
^Kn (History)(Int)+42{26rank,+10Int+3class+3Luck}
^Kn (Local)(Int)+42{26rank,+10Int+3class+3Luck}
^Kn (Nature)(Int)+42{26rank,+10Int+3class+3Luck}
^Kn (Nobility)(Int)+42{26rank,+10Int+3class+3Luck}
^Kn (Planes) (Int)+42{26rank,+10Int+3class+3Luck}
^Kn (Religion) (Int)+42{26rank,+10Int+3class+3Luck}
Concentration [+38][26CL+10Int+2Trait]
VITALIST
Power Points/Day 500+120=620 / Powers Known 16 / Max power level 9th
0 level Dc15
01:Energy Splash 90' [1d3]
02:Far Hand 5lb 90' 12r [Force]
03:Conceal Thoughts DC21 [Always used] [used daily]
04:Psionic Repair [5']
05:Detect Psionics 60'
1st DC21
1:force-screen
2:inertial-armor
3:mind-thrust
4:inevitable-strike
5:energy-ray
3ed DC23
1:telekinetic-force
2:time-hop
3:concussive-onslaught
4:energy-burst
4th DC24
1:Psychic Reformation
2:Ectoplasm Wall
3:Power Leech
4:fold-space
5th DC25
1:shrapnel-burst
2:upheaval
3:incarnate
4:planar-travel]
6th DC26
1:sustained-flight
2:aura-alteration
3:temporal-acceleration
4:disintegration
7th DC27
1:ultrablast
2:ethereal-passage
3:Cosmic Awareness
4:Bend Reality
8th DC28
1:Shadow Body
2:True Metabolism]
3:Psychoport
4:Barred Mind
9th DC29
1:Reality Revision
2:Unravel Psionic
3:Incorporate Creature
4:Microcosm
[Epic Power] DC34
1:Mind Thrust
2:Psychic Reformation
3:Reality Revision
4:Read Thoughts
5:Psychoport, Greater
Mythic Powers
[Epic Power] DC34
1:Mythic Reality Revision
2:Mythic Psychic Reformation
3:Mythic Mind thrust
GEAR/POSSESSIONS
SLOTS
Belt: Mythic/Epic/Psionic Cyber-Art of Ecclesiarch
Body: Mythic/Epic/Psionic Cyber-Art of Suzerain
Chest: Mythic/Epic/Psionic Cyber-Art of good luck [+2 Luck]
Eyes: Mythic/Epic/Psionic Cyber-Art of Concentration [5,000gp] [Crafted]
Feet: Mythic/Epic/Psionic Cyber-Art of --
Hands: Mythic/Epic/Psionic Cyber-Art of --
Forhead:Mythic/Epic/Psionic Cyber-Art of --
Head: Mythic/Epic Psionic Tattoos of Mythic/Epic/Psionic Cyber-Art of Imperial Army+ Mythic/Epic/Psionic Cyber-Art of Inspiring Rule [+6 Leadership] 50Kgp
Neck: Mythic/Epic/Psionic Cyber-Art of --
Ears: Mythic/Epic/Psionic Cyber-Art of --
Shoulders: Mythic/Epic/Psionic Cyber-Art of Defense +8 Saves
Wrists: Mythic/Epic/Psionic Cyber-Art of absorbing [2x2500gp][2x15lb][Crafted]
Ring L: Mythic/Epic/Psionic Cyber-Art of --
Ring R: Mythic/Epic/Psionic Cyber-Art of --
Followers
100: 25th Level Cohort + 500,000 Followers
440,000 1st, 44,000 2nd, 22,000 3nd, 11,000 4nd, 9,000 5nd, 4,500 6nd, 2,200 7nd, 1,100 8nd, 600 9nd, 300 10th, 150 11th 75 12th 32 13th
All Followers are Astral Constructs