Angel Mask

The Harlequin's page

104 posts. Alias of Johnny_Panic.

Full Name

The Harlequin






AC 17|HP 32/32|PP 31/45|Initi+3|F+1R+7W+5|Per+11





Special Abilities

As Elf/Outsider




The great jest.



Strength 10
Dexterity 16
Constitution 10
Intelligence 22
Wisdom 13
Charisma 15

About The Harlequin

"The Harlequin" NE Outsider

Image here of PC

The Harlequin

The being now known as the The Harlequin is part Evil Psionic outsider (Only known as "Them") a mete MEME life Form that lives by taking over the minds or midea of other beings, a Virus of the mind. This being is Vastly old and lives by copying itself into hosts and objects that Infect such hosts. In this case a Harlequin mask. This was was placed on the face of an elf Bard, blending with her mind and making the "The Harlequin". As it is an outsider it is a pour Sociopath, having no real Empathy or understanding of others Emations. Yet it can act with great skill as if it dos. You may think it feels what you feel but you would be wrong it is all just an act.


Str 10 +0
Dex 16 +3 (+2 Race +4 Spend 5p)
Con 10 +0 (-2 Race +2 Spend 2p)
Int 22 +6 (+2 Race +7 Spend 13p +1Level +2Head Band )
Wis 13 +1 (+3 Spend 3p)
Cha 15 +2 (+5 Spend 5p)


Hit Die: d8 = HP32

AC 15 (10 +2Armor +3Dex) (Tch 13* 12FI*)
CMB +2
CMD 15/10FI
Init +3

Perf Combat +2
Speed 30
Mid size

Fort Save +1
Refl Save +7
Will Save +5

+5 Concentration checks
Concentration = 1d20 +5CL +6Int Mod +5other = 1d20 +16

Mind Thrust at will 1d6D no lose P-Focus
Dagger +3 1H D(1d6) 19/20
Comp Long Bow +6 1d8+3 19/20

special Abilities:

+5 Concentration
Powers (That cost PP to use)
Autohypnosis skill
Senses: darkvision (60 feet Race)
Emphathic link (With Race only)
Dream 1/day (race)
know Direction1/day (feat)
Detect Magic 1/day (feat)
Versatile Performance (Ex) Acting skill replaces Bluff and Disguise

Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (16 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Versatile Oratory +13 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.


Class Skills <
60 point spend

All Skills +2 if one round take to cast 0level Spell Uncanny E-
Any Knowledge Skill +4 and a re-roll if power Call to Mind used.

+10 Acrobatics(+3dex, 4rank)<
+10 Appraise(+6int, 1rank)<
+9 Autohypnosis* (+1Wis 5rank)<
+15 Bluff(+2cha, 0rank)< (*Replaced by Acting)
+0 Climb(+0str, 0rank)<
+8 Craft (ALL)(+6int, 0rank +2Feat)<
+7 Diplomacy(+2cha, 0rank +5Head Band)<
+6 Disable Device (+6int, 0rank)
+25 Disguise(+2cha, 0rank +10Item)< (*Replaced by Acting)
+7 Escape Artist(+3dex, 1rank)<
+1 Heal (1wis 0rank)
+10 Intimidate(2cha, 5rank),
+8 Knowledge (ALL) (+6int, 0rank +2Feat)<
+15 Knowledge (Arcana)(+6int, 1rank +2Class +3Feat)<
+12 Knowledge (Dungeoneering) (+6int, 1rank +2Class)<
+12 Knowledge (Engineering) (+6int, 1rank +2Class)<
+12 Knowledge (Geography) (+6int, 1rank +2Class)<
+12 Knowledge (History) (+6int, 1rank +2Class)<
+12 Knowledge (Local) (+6int, 1rank +2Class)<
+12 Knowledge (Nature) (+6int, 1rank +2Class)<
+12 Knowledge (Nobility) (+6int, 1rank +2Class)<
+12 Knowledge (Planes) (+6int, 1rank +2Class)<
+16 Knowledge (Psionics) (+6int, 5rank +2Class)<
+12 Knowledge (philosophy) (+6int, 1rank +2Class)<
+12 Knowledge (Science) (+6int, 1rank +2Class)<
+12 Knowledge (Mathematics) (+6int, 1rank +2Class)<
+12 Knowledge (Religion) (+6int, 1rank +2Class)<
+10 Linguistics(+6int 1rank )<
+11 Perception(+1wis, 1rank +2Feat +2Item)<
+1 Ride (+0Str 1ranks)<
+1 Profession (ALL) (+1wis +0rank)<
+5 Profession (Clown) (+1wis +1rank)<
+4 Perform (ALL)(+2Cha 0Rank +2Class)<
+15 Perform (Acting)(+2Cha +5rank +2Item +3Class)<(*)
+10 Sense Motive(+1wis, 4rank +2feat)<
+10 Sleight of Hand(+3dex, 4rank)<
+10 Spell-craft(+6int,1rank)<
+10 Stealth(+3dex, 4rank)<
+1 Survival(+1Wis 0rank)
+0 Swim (+0 Str 0rank)
+9 Use Magic Device(+2cha, +4rank)<

+5 Concentration checks
Concentration = 1d20 +5CL +6Int Mod +5other = 1d20 +16

Weapon and Armor Proficiency: Elf + Bard + Psions = 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.


From Levels - 3 feats

Skill focus Knowledge (Arcane) +3

Eldritch Heritage

->BloodLine ->Arcane
Arcane Bond (See familiar).


Feats from Race Elf

Elven weapon proficiency Race feat

Feats from Bard Class

Bard weapon proficiency Class feat
Class Features

All of the following are class features of the bard.

Weapon and Armor Proficiency:
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Feats from Psion Class

Psion weapon proficiency Class - feat

Psicrystal Affinity Bonus feat level 1
*You have created a Psicrystal*

Expanded Knowledge [Psionic] You learn another power. Bonus feat level 5

Mental Intrusion (Ex) Class - feat

The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.

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.

Feats From Things, Items and Objects

Alertness* From Psicrystal feat
Alertness* From familiar feat

Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.


Focused Mind (magic)
Your childhood was either dominated 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.[/i]

Wealthy Dabbler

You study magic at one of Taldor’s many social clubs, wowing your friends with your expertise in the simplest of magical exploits.

Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.


Race Features Elf:

Racial Traits

Dusk Elf: Racial Traits
Rather than being tied to the terrain around them, some elves are linked to the night itself. Though not tied to demon worship and evil as drow are, these elves are similarly attuned to the magical concepts of darkness and shadow. These elves have the arcane focus, darkvision, dreamspeaker, and silent hunter alternate racial traits.

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Elves are Humanoids with the elf subtype.

Base Speed: Elves have a base speed of 30 feet.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Race Features Harlequin:

The mind of a Harlequin must always be part of an active group of one or more minds v mind link, if not the Harlequin becomes 'Shaken' until its is. Familers, PsiCyrtals and Psion Soulbound Dolls are often used to over come this Harlequin weakness.

Other Harlequins
If an embodiment of the Harlequin comes with in 100 miles any another an active empathy link comes into being between them all, distance and direction + feeling is all this can communicate by means of this link. How ever a mind link power can be started by means of this link.

Mind Death
As long as a "Harlequin" has 1 power point left, it can as a free acition wipe itself from its hosts mind, reverting the host back to the mind state it was the moment the "Harlequin" mind seed gained hold. This courses instant death to the Harlequin and total purging of the Meta MEME "Harlequin" form and all memory's of it's hosts mind.
Death/undeath and Reincarnation of the host also has the same affect with a relation only working on the host.

No Resurrection
A Harlequin can never be Resurrected/made undead or un-erased with any magic not even a wish spell. Only a Mind seed can make or remake a "Harlequin".

Special Class Features Telepath:

Bonus feat (in Feats)
detect psionics (free Power)
discipline talents (free Power x 2)

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.

Discipline (Telepathy)
Two Powers (Talents) - mind link and Mind Thrust.

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 Intrution
See Feats

detect psionics Free Power

Powers Points:

40 Power points PerDay Current Day Count=[40]

Points/Day +25 (from class) +5 (from Level feat) +15 (for Int22)

= 45PP per-day
Powers Known 11+1feat / Maximum Power Level Known - 3ed /
Max PP spend per Power USE ** 5PP **.

CLass & Discipline Talent powers (Ps):

detect psionics

Mind Thrust No PP Cost if 1d6 / if 1d10 to 5d10 cost 1pp to 5pp

Mind Link (Pu)

Mindlink, Thieving (Pu)

Level 1 Powers:


Conceal Thoughts

Call to Mind knowledge check re-roll +4 to skill

Energy Ray 5d6 5pp

Metamorphosis, Minor Feat Power Pick 3 from any of A and B list.

Autohypnosis Skill:

Autohypnosis Skill (Wis; Trained Only)

Special Class Features Bard - :

Bard Class

Elf Bard gets to Add +1 to the elf's CMD when resisting a disarm or sunder attempt.

Bardic Performance:


Level0 - 6known - Unlimited use:

Read Magic
Mage Hand
Ultrasonic Ray
Canny Effort
trifling image

Level1 - 5Known - 4/day:

Level2 - 4known 3/day:

Psicrystal Troop member The Devil:

A long thin red Ctrystal, on a chain around neck
but when the the stage, is dressed as a Devil.

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

Personalitis 1
Single-minded = (+3 bonus on Concentration checks)

Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link


Improved Familiar - Psionic Elemental - Small - Troop member Pozzo:

This Familiar has been Altered by means of Phantom Familiar
to look like a Tiny Man, with big boots, Bullor Hat and old Suit.

Small Psionic Elemental CR 2
N Small outsider (elemental, extraplanar, psionic)
Init +0; Senses darkvision 60 ft.; Perception +5


AC 18, touch 11, flat-footed 17 (+7 natural, +1 size)
hp 13 (1/2 Masters)
Fort +1; Ref +7; Will +5 (as master)
Defensive Abilities warp reality;
Do not breathe, eat, or sleep.
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.


Speed fly 60 ft. (perfect)
Melee slam +3 (1d4)
Psi-like Abilities (ML 2nd):

At will—
detect psionics,
distract (DC 13),
psionic daze (5 HD, DC 13*)

energy ray (2d6, DC 13*),
thought shield


Str 11, Dex 11, Con 10, Int 10, Wis 11, Cha 14
Base Atk +2; CMB +1; CMD 11
Feats Combat Manifestation

+3 Acrobatics(+0dex, 0rank)<
+6 Appraise(+0int, 0rank)
+9 Autohypnosis* (+0Wis 5Rank)<
+2 Bluff(+2cha, 0rank)
+7 Diplomacy(+2cha, 5rank)
+9 Disable Device (+0int, 1rank)
+1 Disguise(+2cha, 0rank)
+4 Escape Artist(+0dex, 1rank)<
+15 Fly (+0dex 0rank +15Race)<
+2 Intimidate(2cha, 0rank
+5 Knowledge (Planes) (+0int, 5rank)<
+5 Knowledge (Psionics) (+0int, 5rank)<
+1 Linguistics(+0int 1rank)<
+7 Perception(+0wis, 3rank)<
+1 Ride (+0Str 1ranks)
+0 Profession (all) (+0Wis +0Rank)
+12 Sense Motive(+0wis, 4rank +5Race)<
+1 Spellcraft(+0int, 1rank)
+0 Stealth(+0dex, 0rank)<
+0 Survival(+0Wis 0rank)<
+0 Swim (+0 Str 0rank)<
+3 Use Magic Device(+2cha, +1rank)

Alertness, improved evasion, share spells, empathic link,Deliver touch spells,Speak with master, Languages telepathy 100 ft.

Psi-Like Abilities (Ps)

A psionic elemental has a number of psi-like abilities. Its manifester level (2ML) is equal to its Hit Dice unless noted otherwise. The save DCs are Charisma-based for all psionic elementals. Psi-like abilities augmented for the elemental's manifester level are noted with an asterisk.

Warp Reality (Sp)

By folding the dimensions around its body, a psionic elemental can automatically deflect one attack per round directed against it back upon the attacker. The attacker takes full damage just as if he had hit the psionic elemental (including any special effects of the attack such as a flaming weapon dealing fire damage). Spells can be reflected using this power, but only those that specifically target the elemental. Area of effect spells are not reflected and have full effect on the psionic elemental.

Psion Soulbound Dolls x3 Troop members Vladimir, Estragon and Lucky:

The Two Dolls look like Tiny clown tramps and play the fools to the Pozzo and tricks on the Devil who is always trying to drag them to hell, becouse they are some times naurty.

Psion Soulbound Dolls CR 2
Cost to make 2150gp Cost to Buy 6450p
XP 600
N (see below) Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +3

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +1, Ref +3, Will +1
DR 2/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects

Speed 20 ft.
Melee Tiny dagger +3 (1d2–2/19–20)
Range Tiny light Crossbow +5 (1d4/19–20) (Range/2)

Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +2)

3/day—mindlink, far hand, my light, empathy
1/day—defy gravity


Str 6, Dex 14, Con --, Int 12, Wis 10, Cha 9
Base Atk +3; CMB +3; CMD 11
Feats Improved Initiative, Toughness
Skills Perception +3, Stealth +13
Languages Common
SQ alignment variation*, Psionic soul focus

Based on Soul bound Doll info See
soulbound-doll base item info


Coin 10,500 to spend (Items 1/2 price)

On Body
Psicrystal Neck Slot + "Espressora's" crystal of Non Detection(free)
Psion Soulbound Marionettes x 3 6450gp
Headband of Vast Intelligence +2 2k gp (+5 one skill)
The Harlequin Mask - As Hat of Disguise This mask takes head slot 900gp
Dagger 5gp
Comp Long Bow

Leather armor 10gp

Handy Haversack 1kgp
Inside -
Small fold out puppetry stage with covering tent, props, Costumes for dolls, Magic musical box and small lights 100gp
Harlequin outfit 10gp
Earplugs x1
Signal Whistles x 4
Grooming set 1gp
Notebook and pen (silver Point) 5gp
Cloak and hat 2gp
Book of plays and Poems.
Notes on world book.
Notes on Magic.
Notes of culture local.
Map case + Maps + Paper + Pen
Small pocket watch.