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The Lady of Pain's page

301 posts. Alias of Johnny_Panic.


About The Lady of Pain

The Fallen of Time Cronossuss Fallen of Time.

LE [Outsider Fallen], Mighty Godling [L13] / Time thief[L13] / Psion (Telepath) [13]

---===Statistics===---:

NE [Outsider Fallen],
Classes/Levels LE [Outsider Fallen], Mighty Godling [13] / Time Thief [L13] / Psion (Telepath) [13]
Init 29 [No roll]; Senses Dark Vision 60' Perception +4
True Seeing [Permanent]

30 point buy

Str 12 [+1][Base12][0p]
Dex 17 [+3][Base12][5p]
Con -- [--][Base--][--]
Int 30 [+10][Base12][11p][+1Levels][+6Item]
Wis 24 [+7][Base12][7p][+1Levels][+4Item]
Cha 24 [+7][Base12][7p][+1Levels][+4Item]

-------------------------------=DEFENSE=-------------------------------

AC[37], TA[29] FF[26*]10(Armor*+8 +3Dex, +0Item +3dodge +0Deflection +4NA Shield,+0 EB (+10insight)]
* can't be flat footed my normal means.
Body Hardness 20

*Deflection bonus
**Enhancement bonus
^Power 1 hour Internal Armour +8pp

Resistance:

Immunity
Immune Fire, Acid, Electric, Sonic, Cold,
Immune, Evil Effects, Temporal Effects
Immune, Aging, Suffocation, Starvation, Sleep Effects, Poisons.
Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immune to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Fast healing 13, See Race, only active while Force Field up.

HP: 176/176 {1d12x13,--Con,+20Race}

Fort: [+26] [+8Base,+10Int+5Enchartmnet+3Luck]
Reflex: [+26] [+8Base,+10Int+5Enchartmnet+3Luck]
Will: [+29][+8Base,+10int+5Enchartmnet+3Luck+3Divine]

CMD 24 {+13Base +1Str +3Dex +0size +0misc +7Forsight}

-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft. Flight Winged 120' [Good Maneuverability]
[Greater teleport at Will, 1300miles]
CMB: [+14]; {+13Base +1Str +0size +0misc}
Base Atk: +13/+8/+3
Melee:{+13Base,+1Str}
Ranged:{+13Base,+3Dex}

--Melee:+3
Unarmed attack TH+16 DMG[1d3+1] x2 (NL)
Godling weapon [3d6+3dmg] +6 psionic [22/17/12]
--Ranged:+7
Godling plasma weapon +6 RTA [22/17/12] [3d6+6DMG] force/heat* rang 220'
Mind thrust DC [will save] DMG1d6 90'
Energy splash TH+3 DMG1d3 [see talents]90'

Feats:

--------------=Feats=-----------------
Level Feats:
1:Wepon Finesses
2:Improved initiative
3:craft wondrous tattoo*
4:greater-improved-initiative-combat
5: Expanded-knowledge-psionic
6:extend-power-metapsionic
7:hustle-power-metapsionic
8:Psionic Meditation
9:piercing power metapsionic
10: extra cohort
11:
12:Expanded-knowledge-psionic [MM]
13:Improved Metamorphosis-psionic
*Godling talent Sigil Marked Allows this.

Psion {telepath} Bonus feats:
1:Access Psionic Talent
2:psicrystal-affinity-psionic
3:psicrystal-containment-psionic

Godling
1: Exta-Domain [Prophecy Domain]
2: Exta-Domain [Glory Domain]

Weapon and Armor Proficiency:
Proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields).

Traits:

Traits:
1:Fates Fevered
+1 to all Luck based Bonuses.

2:Reactionary
+2 Initi

----------------=Drawbacks=-----------------
1:

Race Traits Fallen:

[ooc]Base form

Biped
Starting Statistics
Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 12, Wis 12, Cha 12
Free Evolutions
Claws, limbs (arms), limbs (legs).

10+1 Evolution Points
Immunity (Su) [Fire/Acid/Electric/Sonic/Cold] 10EP
An eidolon’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The eidolon gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type.
Improved Natural Armor (Ex): 1EP
The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.

30 Race Points
Human form Robot. [Replicant]
construct
A construct race is a group of animated objects or artificially created creatures.
A construct race has the following features:
•Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
•Constructs have the low-light vision racial trait.
•Constructs have the darkvision 60 feet racial trait.
•Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
•Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
•Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
•Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
•Constructs cannot be raised or resurrected.
•Constructs are hard to destroy, and gain bonus hit points based on their size, as shown on the following table:

Construct Size - Bonus Hit Points - Medium 20
•Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

ROBOT Sub-type 6RP
The Robot Subtype "Robot" is a special subtype that can be applied to any construct without changing its CR. Robots share some features with clockwork constructs, and as with clockworks, you can simply remove the robot subtype and its traits to transform it into a typical construct animated by magic. A construct cannot possess both the robot and the clockwork subtypes. All robots gain the following traits, unless noted otherwise.
Intelligent Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10 12. The following are class skills for robots Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
Vulnerable to Critical Hits Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.
Vulnerable to Electricity [If Immunity lost]
Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
Difficult to Create: Robots are crafted via complex methods hidden and well guarded in ruins or other technological bastions.
Technology A robot's weapons and defenses are fueled by its central energy core, and unless otherwise indicated, a robot's weapons and defenses have infinite ammunition and power. ZPE Core.
Force Fields: 130 TempHP [Fast healing 13]
A force field sheathes a robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the robot (typically 5 x the robot's CR). All damage dealt to a robot with an active force field is reduced from these hit points first. As long as the force field is active, the robot is immune to critical hits. A force field has fast healing equal to the robot's CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Integrated Weaponry *see Mighty Godling Wepaon For DMG.
A robot that has a technological weapon (such as a laser rifle or chain gun) built into its body treats such weapons as natural attacks and not manufactured weapons attacks, and cannot make iterative attacks with these weapons. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the robot's body once the robot is destroyed. A robot is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.
Plasma Weapons Plasma Blade *see Mighty Godling Wepaon For DMG.
These weapons emit bursts of superheated, electrically charged gas known as plasma. A plasma weapon's attacks resolve as touch attacks. Half the damage dealt by plasma is fire damage, and half is electricity damage.

Lucky, Greater (4 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on all saving throws.

21 Fiendish Points

Immunity to Temporal Effects(Ex) 2FP
Such as time-related spells, powers and ageing effects (including time stop, temporal stasis, and the like). Note, its own time spells, powers and effects work on it as normal.

Foresight (Su) 6FP
Cronossuss can see a few seconds into the future. This ability prevents Cronossuss from being surprised, caught flat-footed, or flanked. It also grants the Cronossuss an insight bonus to AC equal to its Intelligence bonus. This ability can be negated, but the Cronossuss can restart it as a free action on its next turn.

Time Jaunt (Su) 6FP
As a standard action, a Cronossuss can slip through the time stream and appear anywhere on the same plane of existence as if by greater teleport [but with out the distance limit]. This ability transports Cronossuss and up 50lb to four other creatures within a 30-foot radius that Cronossuss designates. Unwilling creatures can attempt a DC 18 Will save to avoid being carried away. This ability is otherwise similar to the greater teleport spell. The save DC is Constitution-based.

incapareal at will [ooc] 6fP
Can become incapareal at will.

[ooc] unknown 1FP

Fallen Domain >TIME<:

Time Domain

Granted Powers: You can stop time momentarily, and can shift backwards in time briefly as well.

Moment of Pause (Sp): 13/day
As a melee touch attack, you can stop time for one creature briefly, freezing them in place. For one round, the creature can take no action and experiences time as if that round never took place. Because the target of this ability does not experience the flow of time it cannot be affected by any event, attack, spell or effect as per the time stop spell. You can use this ability a number of times per day equal to 3 + your Int modifier.

Time Shift (Sp): 3/week
Beginning at 8th level, three times per week and no more than once per day, you can briefly shift time backwards. You can shift back no further than 1 combat round or 1 minute of noncombat time. Any actions that took place during the time you shift back before are considered to have not taken place yet, and all actions pick up at the point you shift back.

Domain Spells: Saves DC based on int.
SU:
9/day 1st-deathwatch,
8/day 2nd-one track mind,
7/day 3rd-delayed reaction,
6/day 4th-haste,
5/day 5th-hold monster,
4/day 6th-contingency
3/day 7th-lesser time stop
2/day 8th-temporal stasis
1/day 9th-time stop
[/s]

Skills:

(260 points; 13x 6class+10INT+3GM+1FC)
^Acrobatics*(Dex)____+22{+13rank,+7Dex}<
^Appraise(Int)____+25{+13rank,+10Int}
^Autohypnosis(Wis)____+20{+13rank,+7Wis}
^Bluff(Cha)____+22{+13rank,+7Cha}
^Climb*(Str)____+18{+13rank,+3Str}
^Craft (Int)____+12{+0rank,+10Int}
^Diplomacy(Cha)____+22{+13rank,+7Cha}
^Disable Device____+22{+13rank,+7Dex}
^Disguise (Cha)____+22{+13rank,+7Cha}
^Escape Artist*(Dex)____+22{+13rank,+7Dex}
^Fly*(Dex)____+22{+13rank,+7Dex}
^Handle Animal (Wis)____+22{+13rank,+7Wis}
^Heal(Wis)____+22{+13rank,+7Wis}
^Intimidate(Cha)____+22{+13rank,+7Cha}
^Knowledge (Arcana)(Int)____+25{+13rank,+10Int}
^Knowledge (Dungeoneering)(Int)____+25{+13rank,+10Int}
^Knowledge (Engineering)(Int)____+25{+13rank,+10Int}
^Knowledge (Geography)(Int)____+25{+13rank,+10Int}
^Knowledge (History)(Int)____+25{+13rank,+10Int}
^Knowledge (Local)(Int)____+25{+13rank,+10Int}
^Knowledge (Nature)(Int)____+25{+13rank,+10Int}
^Knowledge (Nobility)(Int)____+25{+13rank,+10Int}
^Knowledge (Planes) (Int)____+25{+13rank,+10Int}
^Knowledge (Religion) (Int)____+25{+13rank,+10Int}
^Linguistics(Int)____+25{+13rank,+10Int}
^Perception(Wis)____+22{+13rank,+7Wis}
Perform(Cha)____+10{+1rank,+7Cha}
^Profession(Wis)____+10{+1rank,+7Wis}^
^Ride*(Dex)____+10{+1rank,+7Dex}
^Sense Motive(Wis)____+24{+13rank,+7Wis+2power}
^Sleight of Hand*(Dex)____+22{+13rank,+7Dex}
^Spellcraft(Int)____+25{+13rank,+10Int}
^Stealth* (Dex)____+22{+13rank,+7Dex}
^Survival(Wis)____+10{+1rank,+7Wis}
^Swim*(Str)____+10{+5rank,+3Str}^
^Use Magic Device(Cha)____+22{+13rank,+7Cha}

concentration [+26][+10Int+ML/CL+13+3Item]

*trait, Focused Mind You gain a +2 trait bonus on concentration checks.

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
(at will)
Empathy 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.

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

-=Languages=- Common
Common+Infernal+Abyssal+Sylvan+Celestial+Draconic
Telepathic.

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Starting cash 150,000 gp [68,000gp spent]

Belt: -
Body: -
Chest: Sigil Of The Looks [Crafted +4Cha 16,000gp]
Eyes: Sigil Of the wise [Crafted+4Wis 16,000]
Feet: -
Hands: -
Head: Sigil Of The Mind [Crafted +6Int] [36,000]
Headband: Time Stone Gem
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Incarnate Powers

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 2 lb.

-=Money=- 0 GP 0 SP 0 CP

legendary Item [+6max]
Time Stone Gem.

---=== Background - narrative ===---:

---===Appearance and Personality===---:

Sex - None
Race - Fallen [outsider]
Classes/Levels
Alignment - NE
Age - Unknown
Hight 6'4" (Size Mid)
Wight - 160kg
Eyes - Sold Silver metallic Orbs
Teeth: Metallic
Hair - Metallic
Ears: Pointed, half-Elf like
Build - Unnaturally Heavy
Skin - Fine silver Metallic sheen
Other: Unnatural Temperature [Cold as steel]

Looks

Personality

time gem:

Time leap (Su)
Cronossuss can move itself [+50lb] in time, it can do this once per mouth, it can try and move both back would or forwoulds as it so wished. Cronossuss retains all knowlage of events it knows of in that past time line if it knows any when doing this. .The minimum leap in time is 1 years, to a maximum of level x years. However there is a risk to leaping, on each leap a will save must be made to control the leap. On a leap a d20 is rolled if a 3 is roll the leap is 10x years, if a 2 is roll then 100x if 1 is rolled then the leap is x1000 years in place of 1 year. Standing it in that time.
Note: Once a time leap has been committed to the event can not be altered by Cronossuss, it can't be revised by any of his powers other than another risky time leap.

Soul Safe: (Cronossuss Time Gem) Your item carries a part of your immortal spark within it, and unless the item is destroyed you cannot be permanently slain. If you are killed, your body reforms 24 hours later in the nearest open space within 30 feet of the item. If you are affected by death effect or energy drain while wearing or wielding the item, you may expend one use of legendary power as an immediate action to negate that effect; this cost is doubled if the effect is a mythic effect and tripled if the mythic rank or tier of the effect’s creator exceeds yours. An item must have the eternal bond legendary ability and be a minor or major artifact to have this ability. This is a persistent ability. Cronossuss has this on both of her legendary items, and before her body reforms, it can examine the space around each and choose which item to respawn by.

Mighty Godling L13:

BAB +13/+8/+3
Saves +8/+8/+4
Lineage Domain x2
Divine trait rank x3
Scion talent x4
Greater scion talent x2
Bonus feat X2

Hit Die: d12.
Class Skills
The mighty godling’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields).

DOMAINS
Nobility Domain
Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.

Inspiring Word (Sp): 13/day
As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Leadership (Ex):
At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—command (greater), 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

Construct < Artifice Domain
Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer's Touch (Sp): Unlimited 1d6+6 - 13/day
You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom Int modifier.
Animate Servant (Su): 2/day
At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—limited wish, , 8th—polymorph any object, 9th—prismatic sphere.

Fate Domain
Deity: deities of fate and prophecy
Granted Powers: The god of fate's touch has given you the ability to affect the fate of others, and to even change your own fate.
Fateful Touch (Su): You can touch a creature as a standard action, granting them the ability to automatically succeed or fail (at their option) on one saving throw, skill check, or ability check. The automatic success must be used within one minute of being touched.
Amor Fati (Su): +3 Will save
Beginning at 8th level, your acceptance of the god of fate's grand plans leaves you mentally calm, granting you a +3 bonus to your Will saves.

Domain Spells:
1st—serenity, 2nd—augury, 3rd—bestow curse, 4th—saving grace, 5th—opportunity, 6th—geas/quest, 7th—resurrection, 8th—greater spell immunity, 9th—miracle.

Prophecy Domain
Granted Powers: You see the future, for good or ill.
Forewarned (Su): Your knowledge of the future allows you to anticipate danger. You gain a +1 bonus to Perception checks and a +1 dodge bonus to AC. Theses bonuses increase by +2 at 8th level and every 3 levels thereafter.
Future Sight (Su): 1/day
At 8th level, once each day you may declare that an action you have just taken did not happen. You may then take a different action. You can do this after the results of your action are known. The mixing of future and present is disorienting. You are shaken for 1d4 rounds after you use this ability. This does not stack with other fear effects, but nothing can remove this condition.

Domain Spells:
1st—deathwatch, 2nd—augury, 3rd—locate object, 4th—divination, 5th—commune, 6th—find the path, 7th—prying eyes, 8th—moment of prescience, 9th—foresight

Divine trait rank x4
1:Divine Portfolio I: The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfilling the revelation’s prerequisites). The godling may choose to have any of the ability’s calculations that are normally based on Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed).
Time Sight (Su):
You can peer through the mists of time to see things as they truly are, as if using the true seeing spell. At 15th level, this functions like moment of prescience. At 18th level, this functions like foresight. You can use this ability for a number of minutes per day equal to your oracle level, but these minutes do not need to be consecutive. You must be at least 11th level to select this revelation.
2:Seer I: As a standard action the godling can attempt to gain knowledge and learn rumors about a given topic. This functions as the gather information function of the Diplomacy skill (expect for the reduced time taken) and the godling gets a special check to determine success. The check is 1d20 + (godling level x 1.5) + the godling’s spellcasting attribute modifier. The godling may only make a single check for a given topic, and cannot make a new check until she has gained another godling level. If the godling casts a divination spell with a percentage chance of gaining information (such as augury or divination), the godling adds her spellcasting attribute modifier to the chance of success.
3:

Scion Talents x4
1:
2:Force of Intellect (Su): Your deific heritage manifests in the form of an amazingly strong intellect, which allows you to accomplish things through sheer mental acumen rather than physical ability or natural talent. This intellect also powers a barrier of divine defense which helps protect you from harm. You may add your Int mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Int mod for Fort saves, your Dex mod with your Int mod for Ref saves, and your Wis mod with your Int mod for Will saves).
3:Unaligned (Su): Any time a creature uses magic to determine information about the godling’s alignment, the godling may make a DC 18 Will save. On a successful save, the godling’s alignment is not revealed.
4:Sigil-marked: The godling’s skin is covered in marks, which may be tattoos, brands, birthmarks, or ritual scars. Once per day, the godling may absorb a scroll or potion into her skin, creating a new mark. (If a scroll is absorbed, it may only have spells with a casting time of 1 standard action or less.) The godling may then use the scroll or potion as a standard action at any time in the future, causing the marks that represented them to be erased. Only the godling may be the target of a potion she has absorbed in this way. If the godling could not normally use the scroll, she makes a special Use Magic Device check (against the normal DC to use the scroll), with a bonus of 3 + her godling class level + her spellcasting attribute modifier.

List of Sigil Patterns.
1:
2:
3:

Greater scorn Talent X2
1: Divine Weapon (Su):* See Robot In race* You have developed a supernatural weapon of pure immortal power. Summoning the weapon is a free action, and it is permanent until you dispel it (a swift action) or it leaves you hand (causing it to dissipate at the end of your turn). You may wield the weapon as any weapon with which you are proficient. It deals 4d6 base damage if used as a 2-handed weapon, 3d6 damage if used as a 1-handed, thrown, or ranged weapon, and 2d6 if used as a light weapon. The weapon deals energy damage of a type chosen when you select this talent (acid, cold, electricity, fire, or sonic). The appearance of the weapon reveals the energy type it does (a javelin that does electricity appears to be a lightning bolt, a sword that does fire damage appears to be a column of pure flame, and so on).
2:Guarded (Su): SR23 Divine.
The godling gains spell resistance against divine spells and spell-like abilities. This includes spells from divine spellcasting classes, spells and spell-like abilities from creatures that cast as equivalent to a divine spellcasting class, and spells and spell-like abilities from any sort of outsider. This spell resistance is equal to 10 + godling level.
3: Defiant Magic (Ex): SR 23 (from feat)
Because the spell like and supernatural powers of godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, they can be much harder to dispel or suppress. The godling is considered to have special spell resistance that applies only against dispel and anitmagic effects. The value of the SR is 10 + the godling’s level.

Time Thief[L13:

time-thief

HP1d8
BAB+9/+4
SAVES 4/8/8

Class Skills
Skill Ranks per Level: 6 + Int modifier.
The time thief’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

[ooc]Weapon and Armor Proficiency
Weapon and Armor Proficiency: A time thief is proficient in all simple and martial weapons, light armor*, and all shields except tower shields.
Mote of Time (Su) 23/day [Max 23+3d4+21]
A mote is a tiny split-second of time that a time thief steals from her own future. The motes taken are inconsequential slivers of continuance that even the time thief will not notice being missing from her activities. However, a time thief can use these motes to affect her present timeline, allowing her to re-try actions and slow down time around her so she can act more carefully and alertly in fast-moving situations. Each day, the time thief has a pool of motes equal three plus her class level. Once a round, as a free action, a time thief can expend a mote to do any one of the following things:
1:•Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A time thief could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.
2:•Take a swift action that does not count against the time thief’s normal limit of one swift action per round.
3:•Act in the surprise round when the time thief would not normally be able to do so.
At 3rd levelA time thief gains the ability to add the bonus from spending a mote of time to a single damage roll, or to her armor class (as a dodge bonus) until the beginning of her next turn.
At 7th levelThe time thief may spend a mote to reduce the duration of any negative condition or effect she is suffering. By accelerating the speed with which only the negative influences on her travel through time, the time thief can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a minimum of 0). This increased to a 2d6 round reduction at 15th level.
At 11th levelThe time thief may spend a mote to take a move action as a swift action. A time thief may gain additional options for use of a mote by taking temporal talents, though she is still restricted to spending motes only once each round.
Temporal Talents x4
As a time thief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a time thief gains one temporal talent. She gains an additional temporal talent every even level except 20. A time thief cannot select an individual talent more than once.
1:Steal Time* (Su): 10+6+7+7*=DC30
With this talent, a time thief can steal time from a target. The time thief spends a mote as an immediate reaction after damaging a target with a melee attack. The target must make a Will save (DC 10 + 1/2 the time thief’s level + the time thief’s Charisma modifier) or be staggered for one round per two class levels of the time thief. While one or more targets are staggered by the time thief’s use of this ability, she gains a +1 bonus to all attack, damage, and skill rolls as she uses the stolen time to carefully plan each action she takes.
2:Steal Fate* (Su): 10+6+7+7*=DC30
As a standard action, the time thief can attempt to steal a crucial moment from a target’s future, reducing the chance the target will enjoy a happy and prosperous future. The time thief spends a mote to make a melee touch attack that deals no damage. This may be done in place of an attack taken as part of a full attack action. If hit, the target must make a Fortitude save (DC 10 + 1/2 the time thief’s level + the time thief’s Charisma modifier) or suffer a penalty to all attack and damage rolls, skill checks, and saving throws. This effect lasts for 5 minutes for every level of time thief the attacker has. The penalty suffered is equal to –1, and increases to –2 at 8th level, and –3 at 16th level.
3:Evasion (Ex): The time thief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the time thief is wearing light armor or no armor. A helpless time thief does not gain the benefit of evasion. A time thief with this talent may also choose to spend a mote when making a Reflex save. If she does so, she takes no damage on a successful saving throw, and only half damage even if she misses her save. A time thief must decide to spend a mote prior to making the Reflex saving throw roll.
4:Steady Hand* (Su): The time thief can rewind time by small amounts to erase any minor mistakes she makes as a result of distraction around her. By spending a mote, the time thief may use skills reliably even under adverse conditions. Once she spends the mote, she may take 10 on any single skill check made before the end of her next round, even if stress and distractions would normally prevent her from doing so.
5:Uncanny Dodge (Ex): A time thief with this talent can react to danger before her senses would normally allow her to do so. She cannot be caught flat footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A time thief with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
6:Improved Uncanny Dodge (Ex): A time thief with this talent can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in a class that grants sneak attack than the time thief’s class level. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level in a class that grants sneak attack required to flank the character.
Aevum 3/day
At 5th level, the time thief gains the ability to control aevum—distinct moments of important time, stolen from the future and used to power the time thief’s abilities. Unlike a mote, which is a very minor split second of time, an aevum is a more noteworthy moment, a crucial instance when something important happened. While a time thief has a ready supply of motes to spend on minor effects, aevum represent more major manipulations of time and are thereby a rarer commodity. When first gained, the time thief must select a single power from the list below, and has a single aevum per day to spend. She gains additional aevum powers at 9th, 13th, and 17th level, and also increases her daily aevum pool by +1 at each of the levels. Spending an aevum is a standard action unless the ability description says otherwise
1:Bolt Time (Su): By spending an aevum, the time thief can accelerate her movements to a speed that allows her to easily see and react to the movement of a crossbow bolt or other projectile as it flies toward a target. The time thief remains in bolt time for one round per class level. This ability counts as a haste effect. While in bolt time, the time thief gains the following benefits:
•When making a full attack action, the time thief may make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by haste or a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
•The time thief gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
•All of the time thief’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice her normal speed using that form of movement. This increase counts as an enhancement bonus and it affects the time thief’s jumping distance as normal for increased speed.
•Each round, the time thief may automatically dodge the first ranged attack she is aware of that would otherwise strike her.
2:Personal Time (Su): The time thief can take risky actions and, if things go badly, simply reverse her personal timeline to before she made the effort. At the beginning of her turn, the time thief spends an aevum as a free action. She then takes one normal round of actions, with all results noted temporarily. After her round of activity, before the next creature’s turn begins, the time thief must decide if she is going to keep the round of activity she just took, or rewind herself.
If she keeps the round of activity, any changes made to any character during her turn become permanent. If she decides to reverse her timeline, she goes back to the moment she spent the aevum, and all changes that occurred during her round are erased from all creatures and items. The time thief is left with a standard action, but is considered to have spent an aevum and made use of her move action already. No one but the time thief remembers actions that took place during a round of time she reverses, and only divination spells of 6th level or higher can reveal such events. If a time thief is killed or knocked unconscious during a round of personal time, she automatically reverses back to the beginning of her turn.
3:Shatter Time (Su): 1d4+7
The time thief can break up the bigger, more important moments of stolen time under her control into smaller, more easily manipulated pieces. By spending an aevum, the time thief can recharge her daily uses of motes. She regains a number of motes of time equal to 1d4 + her Charisma modifier. This cannot increase the number of motes available to above her daily mote total.
Advanced Talents
Beginning at 10th level, a time thief adds the following advanced temporal talents to her choices when picking a new temporal talent. Many advanced talents require a time thief to spend two of her daily uses of her mote of time ability. This still qualifies as spending a mote once during her turn, even though multiple motes are spent.
1: Time Bandit (Su): +7
The time thief’s access to motes increases. The time thief can spend an additional number of motes per day equal to her Charisma bonus. This talent may be taken more than once, adding the same number of additional motes per day each time it is selected.

Psion (Telepath) L13:

Psion Psion - telepath

12th
BAB+6/+1
Hit Die: d6.
SAVES +4/+4/+8
Bonus feats,x3
Discipline Detect Psionics, + Class Talentsx2 Discipline Ability x2

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). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

Weapon and Armor Proficiency:
Psions are proficient with the club/sap, Dagger, heavy crossbow Rifle, light crossbow Pistol, 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.
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) 450 ft 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.
Detect Telepathy: (Su) 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.

Powers

147+65 [212/212] PP/day
Powers known 25
Power level 7th
Max power spend 13pp
DC24 [ML13+10int+PL+1item]

Race +2 racial bonus on Manafest level checks made to overcome spell resistance.

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

To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Psion Discipline ability x2+1 DC24 MaxDC31
1:Detect Psionics [no pp cost]
2:Mind Thrust 1d6 85' [no pp cost]
3:Conceal Thoughts 12Hours [Self Only no pp cost]

Talents: 5 DC24 MaxDC31
1:Empathy 30' 13mins
2:Far Hand 13 Rounds 5lb
3:Psionic Repair
4:Telepathic Lash 90' 13r
5:Know Direction and Location
--Energy Splash 90' 1d3DMG

1st level powers 1pp DC25 MaxDC31
1:call-to-mind +4Kn rolls reroll
2:Mind Thrust1d10DMG 90' [+1 DC per2d10 Max 13pp 13d10 DC30]
3:Energy Ray 90' 1d6 [Max 13pp 13d6]
4:Inertial Armor +4AC 13Hours [Max 13p +9AC]
5:Force Screen 13mins +4AC [Max 13pp +7AC]

2st level powers 3pp DC26 MaxDC31
1:Read Thoughts 13mins [Max DC31 13pp]
2:Compelling Voice 90' 13 hours
3:Body Equilibrium 130mins/260mins
4:Memory Modification
--Reconstruction [3d8+13]/[8d8+13]

3ed level powers 5pp DC27 MaxDC31
1:Telekinetic Force 220' 250'
2:Concussive Onslaught 860' 3D6 DMG 13r
3:Memory Modification 90'
4:-

4th level powers 7pp DC28 MaxDC31
1:Mind Control 240' 13 Rounds
2:Memory Modification 90'
3:Psychic Reformation
4:-Mindwipe 90' [Max 13p DC31]

5th level powers 9pp DC29 MaxDC31
1:Mind Probe 90' 13mins
2:Adapt Body 13/26 Hours.
3:Planar Travel
4:Incarnate

6th level powers 11pp DC30 MaxDC31
1:Temporal Acceleration 1 round
2:Disintegration 210' 22d6 DMG
3:Trigger Power 13 Days [Time Stop on 20%hp]
4:Aura Alteration 230'Feet 130mins
-:Major Metamorphosis 13/26 mins [From feat]

7th level powers 11pp DC31 MaxDC31
1:Bend Reality

Cohort-Cryptic L11/Psicrystal/L13 NEXDWELL:

Cohort: NEXDWELL SHEET HERE

Drone Cryptic L11

NEXDWELL Psicystal L13
Single-minded +3 bonus on concentration checks
Psicrystal Class
Psicrystal Base stats

Notes:

genesis Use +20,000gp

Pool of quintessence + Dipping Device.

Timeless.