Satinder Morne

Lady Incendia Anisha Rosala's page

87 posts. Alias of Johnny_Panic.


Full Name

Commander Incendia Rosala

Race

NPC Intelligence Officer

Size

6'2"

Age

unknown

Alignment

LE

Strength 10
Dexterity 17
Constitution 14
Intelligence 19
Wisdom 18
Charisma 22

About Lady Incendia Anisha Rosala

Image of Lady Lady Incendia Anisha Rosala

[Gestalt] dread [L6] kyton-ostiarius [CR5] Psion (Telepath) [L1]

Description

This tall, slender kyton, Could pass for human if it was not for the slight dark shadowy odd look to her. She she aids it with some magic to blend in. She is very attractive, always so, those she dos keep here eyes jet black orbs within her beautiful face. She do's not look that strong but when she moves its with some grace. She has on finely made and piratical military like clothing of the new combat ready Noble woman. Her only weapon seems to be a cold iron dagger. The Rank on her uniform is that of an Intelligence Officer. An irregular as the others officers know them.

Personality
Lady Incendia Anisha Rosala is complicated. On meeting her she acts as a simple noble woman, the war and such. Flirting, smiling and always placing you at the center of her attention. But spend time with her and you may start to think that Incendia is always doing much more, thinking, calculating and assessing. Her words twist and have more meaning then you can count. She tends to hid her true talents and Ability's. She seems well educated with a knowledge of most subjects deeper than most say. she tends to be out going, chatting and joking. She dose not seem some one who would stoop to violence, but when she has to she can be a very scary lady, effective and a born leader.

This is she's likely to say.

"O you really would not like to see me angry?."

Running:

Senses darkvision 60 ft
Shield always on +4 Deflection Force.
Immune: cold, magic missile
Endure Elements [Always on]
Regeneration 2 (good weapons and spells)
telepathy 100 ft [At will]

Aura of Fear (Su) Radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a dread with this ability.

Conceal Thoughts 1hour [renewed]
Protect thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).

Concentration
Empathy 30' [acts to detect minds with in 30' of her, no save]
You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived. You gain a +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.

Crunch:

Kyton, Ostiarius [Str 10, Dex 15, Con 14, Int 19, Wis 18, Cha 19]

Str=10 [+0]
Dex=17 [+3][+2Item]
Con=14 [+2]
Int=19 [+4]
Wis=18 [+4]
Cha=22 [+6][+1Level+2Item]

Offence

Movement"
Land 30'
Shadow Travel - Race
Metamorphosis, Minor [6mins]
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.

Init +3 Perception +13/+15 [item]

BAB+5[race] RBAB +8 MBAB+5

H2H
Unarmed strike TH+2 DMG1d3 B+NL
2x Touches +10TH DMG(1 plus bleed) Special Attacks bleed (1d6r)
+ 1x Devastating-Touch DMG1d6+12 [6pp+3d6]
Cold Iron Dagger: TH+7/RTH+8 DMG[1d4] 20'

Ranged:
Unnerving gaze (30 ft., DC 19)
Compel courage* See race [+bleed]
Energy Splash RTA+8 1d3 Range 40'

CMB +4 [+5BAB+0STR+0Size+0Other]

Defiance
Senses
Darkvision 60 ft

perception +14 [+item]

HP=10+2 [6x1d10Race+2con] = [12+42] = 54/54

AC24 T17 FF21 [10 +5Armor* +2NA +3Dex +0Item +4shield^]
^Force Shield +4 [Always on]

CMD =22 [10+5BAB+0STR+3dex+4force]

Saves:
F=7/+8 [+7monster+0class]
R=8/+9 [+5Class+3Dex]
W=13/+14 [+11monster+2class]

+1 min power.
Immune
cold, Magic missile

Regeneration 2 (good weapons and spells)

--Focused--
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

Feats and Traits

Feats
Levels
1:Psicrystal Affinity
2:Weapon Finesse
3:Expanded Kn Metamorphosis Minor

Class Bonus feats Pisonic Psion
1:Psicrystal Containment

Class Bonus feats Pisonic Dread
1:touch-of-terror

Race
1:-

Item
-:Alertness + Improved Evasion, [item-Psicyrtal]
-:Blind Fight [item-wayfinder]

Weapon + Armor Proficiency
Proficient with all simple and martial weapons, with light armor but not with shields.

Traits
1:
2:‎
3:

Drawbacks
1:

Special Abilities:

Other than class/race

Endure Elements, always on. Item

Metamorphosis, Minor

Discipline psychometabolism
Level cryptic 1, egoist 1, psion/wilder 2

MANIFESTING
Display Material
Manifesting Time 1 standard action

EFFECT
Range Personal
Target You
Duration 1 min/level
Power Points cryptic 1, egoist 1, psion/wilder 3

DESCRIPTION
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus on Disguise skill checks.

If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.

In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.

Enhancement Menu A

+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.
Abilities Menu A

You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.

Skills:

Skill Points 6x(6+4INT)=[60] [60 used]

^Acrobatics*(Dex)____+12{+6rank,+3Dex}
^Appraise(Int)____+8{+1rank,+4Int}
^Autohypnosis(Wis)____+14{+6rank,+4Wis+1Item}
^Bluff(Cha)____+17{+6rank,+6Cha}[+2power]
^Climb(Str)____+1{+1rank,+0Str}
^Craft(all) (Int)____+4{+0rank,+4Int}
^Diplomacy(Cha)____+17{+6rank,+6Cha}[+2power]
Disable Device____+4{+0rank,+4Dex}
Disguise (Cha)____+6{+0rank,+6Cha}
^Escape Artist(Dex)____+8{+1rank,4Dex}
^Fly(Dex)____+7{+1rank,+3Dex}
Handle Animal (Wis)____+4{0rank,+4Wis}
^Heal(Wis)____+10{+1rank,+4Wis}[+2item]
^Intimidate(Cha____+18*{+6rank,+6cha+3class}
^Knowledge (Arcana/Psionics)(Int)____+08{+1rank,+4Int}
^Knowledge (Dungeoneering)(Int)____+08{+1rank,+4Int}
^Knowledge (Engineering)(Int)____+08{+1rank,+4Int}
^Knowledge (Geography)(Int)____+08{+1rank,+4Int}
^Knowledge (History)(Int)____+08{+1rank,+4Int}
^Knowledge (Local)(Int)____+08{+1rank,+4Int}
^Knowledge (Nature)(Int)____+08{+1rank,+4Int}
^Knowledge (Nobility)(Int)____+08{+1rank,+4Int}
^Knowledge (Planes) (Int)____+08{+1rank,+4Int}
^Knowledge (Religion) (Int)____+08{+1rank,+4Int}
Linguistics(Int)____+08{+1rank,+4Int}
^Perception(Wis)____+13{+6rank,+4Wis}
^Perform[oratory](Cha)____+10{+1rank,+6Cha}
^Profession[All](Wis)____+8{+1rank,+4Wis}
Ride(Dex)____+4{+1rank,+3Dex}
^Sense Motive(Wis)____+15{+6rank,+4Wis}[+2power]
Sleight of Hand(Dex)____+3{+0rank,+3Dex}
^Spellcraft(Int)____+8{+1rank,+4Int}
^Stealth (Dex)____+12{+6rank,+3Dex}
Survival(Wis)____+4{+0rank,+4Wis}
Swim(Str)____+0{+0rank,+0Str}
Use Magic Device(Cha)____+12{+-rank,+6Cha}[+6headband]

concentration [+13][4Int+ML/CL+6+3Item]

^In Class Skill Bonus +3
* Background Points

-=Non-Standard Skill Bonuses=-
*Autohypnosis +1 Item
*+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

-=Languages=-
Languages:Telepathy [100'] Abyssal, Aquan, Auran, Celestial, Common, Draconic, Giant, Infernal, Terran, Undercommon, Sylvan;

Kyton, Ostiarius:

kyton-ostiarius

Cloaked in shadows, every curve and sculpted muscle of this vision of physical perfection suggests some new gasping pleasure or titillating torture.
LE Medium outsider (evil, extraplanar, kyton, lawful)
Senses darkvision 60 ft
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
+2 natural,

Regeneration 2 (good weapons and spells)

Immune cold, magic missile

Speed 30 ft.

Melee 2 touches +2 (1 plus bleed) Special Attacks bleed (1d6), compel courage, unnerving gaze (30 ft., DC 19)

Race Skills:
Bluff, Diplomacy, Escape Artist, Heal, Intimidate, Knowledge (planes), Perception, Perform (oratory), Sense Motive, Stealth.

Languages:
Common, Infernal; telepathy 100 ft.

Spell-Like Abilities (CL 6th;)
Constant—shield
At will—calm emotions (DC 16), darkness, enthrall (DC 16), major image (DC 17)
3/day—crushing despair (DC 17), shadow walk, silence (DC 16)
1/day—plane shift (DC 21; to the Material Plane and the Plane of Shadow only, lawful evil creatures only), shout (DC 18)

SPECIAL ABILITIES
Compel Courage (Ex)
An ostiarius can inspire courage as a 5th-level bard using bardic performance, granting a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. This ability has a range of 50 feet and affects those creatures the ostiarius chooses who also willingly accept the benefits of the effect (no saving throw required). The ostiarius's performance compels creatures to perform at dangerous extremes. Any living non-outsider that benefits from this ability takes 1 point of bleed damage. A creature that accepts these benefits for multiple consecutive rounds gains additional points of bleed damage that stack with one another (to a maximum of 5). This is an audible, mind-affecting effect and can be countered by a bard's countersong class feature.

Shadow Traveler (Ex)
When an ostiarius uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. When an ostiarius uses shadow walk, it moves at 100 miles per hour.

Unnerving Gaze (Ex)
A creature that succumbs to an ostiarius's unnerving gaze becomes sickened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Dread L6:

Dread

6th
BAB+4
Hit Die: d8.
SAVES +2/+5/+5
Bonus feats,x1

Skill Ranks at Each Level: 6 + Int modifier.

Class Skills
The dread's class skills (and the key ability for each skill) are Acrobatics (Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (psionics) (Int), Perception (Wis), Stealth (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), and Swim (Str)

Weapon and Armor Proficiency
Dreads are proficient with all simple and martial weapons, with light armor but not with shields.

Powers Points/Day
A dread's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Dread. In addition, she receives bonus power points per day if she has a high Charisma score. Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known
A dread begins play knowing one dread power of your choice. At every class level after 1st, she unlocks the knowledge of a new power.
Choose the powers known from the dread power list. (Exception: The feat Expanded Knowledge does allow a dread to learn powers from the lists of other classes.) A dread can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a dread can manifest in a day is limited only by her daily power points. A dread simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points. The Difficulty Class for saving throws against dread powers is 10 + the power's level + the dread's Charisma modifier. Maximum Power Level Known
A dread begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, a dread must have a Charisma score of at least 10 + the power's level.

Fearsome Insight
The dread's connection to the fears and the subconscious grows and she gains a greater understanding of the mental faculties which regulate fear. This translates into an insight bonus to Intimidate equal to half her class level (minimum +1).

Devastating Touch (Su) 1d6+6+6 DMG
A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack on a living target. If the attack hits, it deals 1d6 points of damage plus 1 point per class level.

Talents
Dreads learn minor powers they can use at will to aid them in a variety of ways. The dread gains 2 talents from the dread talent list.

Terror (Su) 10/day
Beginning at 2nd level, a dread learns to harness the power of fear in a variety of ways called terrors. Using a terror is a swift action. Some terrors are channelled through her devastating touch class feature. These terrors charge a dread's touch (and later her weapon) until her next successful attack that round.
Some terrors can be augmented by spending power points, similar to manifesting powers, to increase their effect. When augmenting her terrors with power points, the dread cannot spend more power points than her manifester level on any single use of a terror.
A dread can use her terrors a total number of times per day equal to her dread level + her Charisma modifier.
All terrors may only be chosen once unless otherwise specified.
(Editor's Note: A complete list of dread terrors can be found here: Dread Terrors)

1:Mindlock DC19
The dread can invade the mind of an enemy through their subsconscious by making a melee touch attack that does not provoke attacks of opportunity. The target must succeed on a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier), or be mindlocked for 1 minute per dread level. A mindlock allows the dread to either channel her devastating touch ability at range as a standard action which automatically hits, or attempt an Intimidate check on the target, even though the target might be out of normal range or out of sight. The range of the mindlock is 10 feet per dread level, and the dread does not need line of effect or line of sight once a mindlock is established. This is a mind-affecting effect. A dread can only sustain one mindlock at a time. If the dread attempts to mindlock a new target while another mindlock is active, the active mindlock ends. The dread is aware if the mindlock fails or ends, although she does not necessarily know the reason. The dread must be at least 4th level to select this option.

2: Mind Drain DC19 [6pp]
The dread’s attack drains a number of power points equal to the dread’s level unless the target makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). When used against a target with spellcasting, the dread drains away one spell at random equal to 1/2 her dread level or the next lowest level available if none exist for the applicable level. If the target has both spellcasting and power points, the dread chooses which to drain. This is a mind-affecting fear effect. The dread must be at least 6th level to select this option.

3:Horrible Strike 3d6 3pp
The dread’s attack deals an extra 1d6 points of damage as she empowers her attacks through her connection to the region of nightmares. For every 2 power points spent, this damage increases by 1d6. The dread must be at least 4th level to select this option.

Aura of Fear (Su)
At 3rd level, a dread radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a dread with this ability. This ability functions only while the dread remains conscious, not if she is unconscious or dead.

Channel Terror (Su)
At 3rd level, the dread learns how to channel her terrors through any melee weapon she is holding or through her devastating touch class feature, even if using devastating touch as a ranged attack (such as through the mindlock terror). If channeling a terror through a weapon, it does not gain the benefits of the devastating touch ability.

Bonus Feat
At 5th level, the dread gains a bonus feat from the following list. The dread must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements (like levels in another specific class). These bonus feats are in addition to the feats that a character of any class gains every two levels. A dread is not limited to the list of feats below when choosing these other feats.
Additional Terror, Disciple of Fear, Extra Terrors, Fear Mastery, Multiple Connections, Open Door, Touch of Terror.
The dread gains an additional bonus feat from the same list every 4 levels thereafter (9th, 13th, and 17th).

Powers
12+18 [25/30] PP/day
Powers known 6
Power level 2th
Max power spend 6pp
DC15 [10+6cha+PL]

Class Talents: 5 DC16
1:Empathy 30' 6mins
2:Unearthly Terror 6r 40'

1st level powers 1pp DC17
1:mind-thrust 1d10DMG per 1pp 40'
2:untouchable-aura 6r 5pp DC19 [all attacks]
3:Mindlink 5pp 1+3 targets 60min.

2st level powers 3pp DC18
1:Swop for 5 Talens.
2:SideStep
3:subconscious-banishment 40'

Psion -> Telepath L1:

Psion - telepath

1th
BAB+0
Hit Die: d6.
SAVES +0/+0/+2
Bonus feats,x1
Discipline Detect Psionics,
Class Talents x2
Discipline

Skill Ranks at Each Level: 2 + Int modifier.

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).

Weapon and Armor Proficiency:
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.

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.

Powers
2+3 [5/5] PP/day
Manifest level 1
Powers known 3
Power level 1th
Max power spend 1pp
DC14 [10+4int+PL]

Psion Discipline ability x2+1 DC14
1:Detect Psionics 30' [no pp cost]
2:Mind Thrust 1d6 25' [no pp cost]
3:Conceal Thoughts 1Hour [Self Only no pp cost]

Power swop stalents
1:Fortify-Lesser 1min
2:telepathic-lash 4HD
3:Far Hand
4:psionic repair
5:know-direction-and-location
-: level talent DC14
--Energy Splash 25' 1d3 DG

1st level powers 1pp DC15
1:lingering-touch 6r 6pp
2:Energy Ray 25' 1d6 1pp
3:inevitable-strike

ZIM psicrystal:

Single-minded +3 bonus on concentration checks

psicrystals

Psicrystal
A small crystal, about the size of a hand, walks on spidery legs and glows with an inner light.

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).

Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.
Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6

DEFENSE
AC 23, 18 touch, 18 flat-footed (10 +4 Dex*, +4 size +5NA) + Powers
hp ½ master’s
Fort --, Ref --, Will -- * as master’s
saves Hardness 8

OFFENSE
Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1*, Dex 18*, Con -, Int 11, Wis 10, Cha 10
BAB +3; CMB -11; CMD +5
Feats -
Skills Climb +10*, Perception +6, Stealth +6
Psicrystal Granted Abilities
The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)
SPECIAL ABILITIES
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)
This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.
Intelligence Adj. (Ex)
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.

Equipment:

Starting cash 16,000

Weapons:
MW Cold Iron Dagger 4gp [Right Boot]

Armor:
Mithril Shirt +1 2100gp

Belt: Belt of Dex +2 4000gp
Body: Fine Uniform 20gp
Chest: Tattoo of-vast-intelligence +2 4,100gp
Eyes: -
Feet: Fine Boots 5gp
Hands: -
Headband:Psicrystal Crown 2000gp
Headhat-of-disguise 1800gp
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Slotless

Belt Clip 1
for her, Psicrystal 1/4lb

Pathfinder Pouch 1000gp
Silver Wayfinder 500gp 1lb
Slotted-(Ioun Stones)
1:incandescent-blue-sphere-ioun-stone Cracked price: 200gp
Blind-Fight Feat +1 competence bonus on one Wisdom-based skill
2:Iridescent Spindle Cracked Price: 500 gp
This stone grants a +4 competence bonus on Constitution checks to hold your breath + Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure. .

Hidden space
Letters of refinance,
Healing kit 50gp
wand CLW 5/50 75gp
Wand Prestidigitation 5/50 75gp
Healing kit 10/10 50gp
Signal Whistle 5sp
Notebook and silver point pen 10gp
Officer cap,

Carrying 8lb Light

Background:

The past

The realm of shadows.

"Lady Incendia Anisha Rosala my dear, there is a war on, two city's fighting it out and souls for the taking. Would you like to go and play?"

"Sounds fun, why me?"

"My dear and my most beloved child, I could think of no other werthey of this task."

"Why father you are so kind, and this has nothing to do with may sisters who feel agraved over my last funnly little prank"

"Not at all child mine, but I think it would be best you spent some time on the prime. You know for your health"

Lady Incendia Anisha Rosala

After tricking her two siblings into becoming slaves to a Devil for a year and a day, she also thought it best to keep away for a whole

[In the city]

Nurob was happy; he had just fenced some more gear and was heading down to see Maka to do a nice set of war plans to sell. Make him some real cash. He slipped in to Old Beekys Inn and grill and make his way to the booths at the back. Maka used one as his office to keep the army and laws eyes away. Nurob popped the door open and backed in checking he was not seen. Once he had the door closed he turned around says.

"Maka have I got I got the attack plans..."

He stopped, where Maka normally sat there was now a white haired Elfmaid. She only look just out of her teens, 100, 120 may be, could be one of Maka's girls.

"Err where Maka girly?"

She took a moment to look him up and down with her odd glowing blue eyes , she then said in a clear voice.

"Mr Makadreen decided to give up his life of crime and espionage and has gone the local commander to confess all."

It took a moment, then he burst out laughing after a while he stopped.

"Joker, funny but no really where's he gone?"

She looked him hard in the eyes.

"As I said, so now Mr Nurob Alfeen Gib please take a seat, I would like some words with you."

Now he looked shocked, the law? another gang? who in black balls was this woman with odd eyes? All this ran through his mind, she even knew is real full name, She has got to be gang, ye they wanted him, must be, yer now he was going to be in the big time. Deal with her then off to bigger things. He sat and looked at her, She poured him a drink of lemon tea she had in front of her. He did not take it, but she had a sip of hers. As she did he felt his leg under the table for his poison tipped dagger.

"Now Mr Gib you have come to my attention in regards to some documents you stole a few days ago from the Boyle Grand Hotel, from room 10 to be precise, the ones that you’re now thinking about in your top breast pocket."

He looked at her shocked,

Mind reader!

Some held that as a crime here about's,
So she's not local, not a local gang or the law, who is she working arr the noble man, yer, that fact trader pig, so girly now they would talk money girly!.

What he had in his pocket was an attack outline worth 10,000s.

"You come alone?

He asked her.

"Yes"

Shot back her reply.

"4,000 in cut gems, that's the price, and the papers are all yours. Any funny stuff and ill kill ya."

She sipped her tea again studding him.

::"But Mr Gib, your my friend, why not hand them over to me now, to show me how much you like me."::

She held her hand out and the fear came, all the dark nights as a child and thing in the gloom. Before he knew it he had done just that, taken them out and with shaking hand, handed them to her. He had really wanted to, really!!. She popped them into a small case she had with her.

"Err what just happened"

He said, shaking his head, then much louder

"WHAT THE...!!"

He went for his dagger pulling it out and then froze. he could not move his hand out with the blade in it just inches from her head. She had not moved but still sat sipping her tea.

"Thank you Mr Gib, now you have tried to hurt me with poison no less, I don't feel bad about what I have to do, you’re an evil man, and I know Evil so now evil things are going to happen to you."

He was frozen as she stood and walked round the table to his side. There was something very worrying about this woman her skin was wrong like it!, Then it hit him, she had just talked to his mind, MIND MAGE!. He could only move his eyes, so looking to the side he could see come close , she came close very close to his ear and pulled the dagger form his hand. Spinning it around she cut his arm with it. Still he could not move.

::"That will be painful very soon, when the poison you put on it will be starting to take affect."::

She put the dagger back in his leg sheath slowly. She stepped, Then he was free of her, but so weak, he fell to the floor shivering.

::"Mr Gib you made a number of mistakes, you should have checked your mark, you should have fully read the papers I now have and you should never have thought about selling trade secrets."::

She looked down at him.

::"So with your mistakes I am sorry to say I have been ordered to set and example of you. Your do understand, this is not at all personal it’s just business. You see they hire me when they need things done out of sight arr..."::

O O^#&& *#^#&*!! O my god!!, The @&@&!

::"Yes I can see it in your mind, you just worked it out, now please try not to..."::

To late he had pee'ed himself.

::"O well, it will wash out, now then, as I was saying, the Nobles of this city need to set an example. You know for others of your kind who may be thinking of doing something like you. So a short distance from here is witch keep."::

Now he was whimpering as fear had taken him.

::"Your time is short, soon your lungs will stop working, the gas they give you blood will stop being supplied and your brain will then start to die, you will see a bright light and then the next life. I think the Hells may be where you soul is headed, given the things I have seen in your mind. But who knows, but 1st I need to know if any one was working with you, I am sorry but this is going to hurt.. a lot."::

Then she ripped him mind apart, fear broke him, there was a lot of pain and crying, then death.

When she was done she walked out the both and up to the street, if she was lucky she could make the theater in time for the show she had tickets for, her client should be there by now.

NOTES: