Lem

Tommy Sing's page

3 posts. Alias of Johnny_Panic.


Full Name

Sargent Cooper

Race

Half Orc

Classes/Levels

Summonor (sythasis)

Gender

Male

Size

6'4"

Age

Unknown

Languages

Common , Bad.

Occupation

Sargent

About Tommy Sing

Image of Lady Calista Lisia ir'Romano

Lady Calista Lisia ir'Romano

[Gestalt] Psion (Telepath) L6 / Psychic (Enlightenment) L6 / Mythic OverMind M2

[1/3 Hero points]

Description

This tall, slender Elan, has a slight elf look to her. She is attractive while being a little off putting. Mostly down to her manner and the fact her eyes glow electric blue. Other than that her hair is fine and white, her hands and feet hair slender. 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 fit for a Noble woman. Her only weapon seems to be a sliver dagger and odd looking gun on her pouched belt pouch. Also on her belt is an crystal in a clip.

Personality
The Lady Calista is complicated. On meeting her she acts as a simple noble woman on business. But spend time with her and you may start to think that Calista is always thinking, cold, logical, focused, meticulously calculating and assessing and that she do's not show this any emotions. She tends to hides her talents and Ability's. She is very well educated with a knowledge of most subjects deeper than most. she tends to keep herself to herself, letting others take the lead. Only when she needs to dos she engage with others in acts of violence, when she dos, and she try's he best never to have to, it's with deviating effect.

This is is likely to say.

"Talk, no I don't need you to talk, you have already told me all I need to know."

Crunch:

[16/16/16/14/14/12]

Str=12 [+1] [12]
Dex=18 [+4] [16][+2Item]
Con=14 [+2] [14]
Int=23 [+6] [16][+2Race+1Level+2mythic+2Item]
Wis=18 [+4] [16][+2Item]
Cha=14 [+2] [14]

Offence

Movement"
Land 30'
Power - Metamorphosis 6mins
Swim speed of 40 feet.
Climb speed of 40 feet.
Burrow speed of 30 feet.
Fly speed of 20 feet (poor).

Init +6 Perception +14/+16 [item]
6/r 1SP
Blindsense (10 feet),
Darkvision (30 feet),
Low-light vision,
Scent

BAB+3 RBAB +7 MBAB+4

Unarmed strike TH+4 DMG1d3 B+NL
Mind thrust 1d6 DC15 Range 55'
Energy Splash RTA+7 1d3 Range 55'
MW cold Iron Dagger: TH+4/RTH+7 DMG 1d4+1 20'
+1 Light Airgun TH+8 DMG[1d8+1] Range 90' x2

CMB +4 [+3BAB+1STR+0Size+0Other]

Defiance

Senses perception +14 [Item]

HP= 6class +[5x(1d6class)x3/4] +(6x2con) +(6mythic) [6+22.5+12+6] = [47/47]

AC18 T14 FF16 [10 +4Armor +4Dex +0Item]
Power-Dex +4 [+2 AC 6 mins]
power-Internal Armor +4 1p 6 Hours
power-Force Screen +4 6 mins [1p] +6 6mins
Power DR5/magic 6mins [5p]

CMD =20 [10+3BAB+1STR+2dex+4Wis] [+4 Race 1pp]

Saves:
F=4 [+2class+2Con]
R=6 [+2Class+4Dex]
W=9 [+5class+4Wis]
1pp=+4 on save

--Focused--
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

Feats and Traits

Feats
Levels
1:Access Psionic Talents
2:Psicrystal Containment
3:Expanded Knowledge [metamorphosis]

Class Bonus feats Pisonic
1:Psicrystal Affinity
2:Improved Metamorphosis

Race
1: Psionic Talent feat +2pp

Mythic Feat
1:Mythic Metamorphosis [Psionic]
You gain more Mythic versatility when changing your form.
Prerequisite: Improved Metamorphosis
Benefit: Any time you manifest minor metamorphosis, metamorphosis, major metamorphosis, or true metamorphosis, you gain two additional menu option from either the Ability Menu or Enhancement Menu of the relevant power.

Normal: you gain one additional menu option from either the Ability Menu or Enhancement Menu of the relevant power.

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

Proficiency Weapon's

Weapon Proficiency
Classes - proficient with all simple weapons, club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear.

Armor Proficiency
None: Armor does not, however, interfere with the manifestation of powers.

Traits
1:Focused Mind [Magic Trait]
Elan built in ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

2:‎Bruising Intellect [Social Trait] [From feat]
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Special Abilities:

Mental Intrusion (Ex)
Increase the save DC of any mind-affecting power by 1 for every 2 power points spent. 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.

Naturally Focused (Su):
You do not lose your psionic focus when you sleep, lose consciousness, or enter a meditative trance, and you are always treated as having your focus for effects that require maintaining psionic focus. In addition, you can expend one use of mythic power as a free action when you expend your psionic focus to automatically regain psionic focus. This does not allow you to use two effects that require expending psionic focus on a single action.

Bypass Mental Defenses (Su):
When manifesting a power or using a class feature with the mind-affecting descriptor, you can expend one use of mythic power to affect creatures immune to mind-affecting effects and ignore abilities that apply their benefit only against mind-affecting effects, such as barred mind, as long as the creature being targeted is not mindless.

Skills:

Skill Points 6x(2+6INT)=[42]

^Acrobatics*(Dex)____+8{+1rank,+4Dex}
^Appraise(Int)____+10{+1rank,+6Int}
^Autohypnosis(Wis)____+14{+6rank,+4Wis}
^Bluff(Cha)____+6{+1rank,+2Cha}
Climb(Str)____+1{+0rank,+1Str}
^Craft(ALL) (Int)____+6{+0rank,+6Int}
^Diplomacy(Cha)____+6{+1rank,+2Cha}
Disable Device____+5{+1rank,+4Dex}
Disguise (Cha)____+3{+1rank,+2Cha}
Escape Artist(Dex)____+5{+1rank,4Dex}
^Fly(Dex)____+8{+1rank,+4Dex}
Handle Animal (Wis)____+4{0rank,+4Wis}
Heal(Wis)____+7{+1rank,+4Wis}[item]
^Intimidate(Cha Int)____+15*{+6rank,+6Int}
^Knowledge (Arcana/Psionics)(Int)____+10{+1rank,+6Int}
^Knowledge (Dungeoneering)(Int)____+10{+1rank,+6Int}
^Knowledge (Engineering)(Int)____+10{+1rank,+6Int}
^Knowledge (Geography)(Int)____+10{+1rank,+6Int}
^Knowledge (History)(Int)____+10{+1rank,+6Int}
^Knowledge (Local)(Int)____+10{+1rank,+6Int}
^Knowledge (Mathematics)(Int)____+10{+1rank,+6Int}
^Knowledge (Nature)(Int)____+10{+1rank,+6Int}
^Knowledge (Nobility)(Int)____+10{+1rank,+6Int}
^Knowledge (Planes) (Int)____+10{+1rank,+6Int}
^Knowledge (Religion) (Int)____+10{+1rank,+6Int}
^Knowledge (Science)(Int)____+10{+1rank,+6Int}
^Linguistics(Int)____+11{+2rank,+6Int}
^Perception(Wis)____+12{+5rank,+4Wis}
^Perform[Acting](Cha)____+6{+1rank,+2Cha}
^Profession[spy](Wis)____+8{+1rank,+4Wis}
Ride(Dex)____+4{+0rank,+4Dex}
^Sense Motive(Wis)____+7{+1rank,+4Wis}
Sleight of Hand(Dex)____+5{+1rank,+4Dex}
Spellcraft(Int)____+10{+1rank,+6Int}
Stealth (Dex)____+5{+1rank,+4Dex}
Survival(Wis)____+4{+0rank,+4Wis}
Swim(Str)____+1{+0rank,+1Str}
^Use Magic Device(Cha)____+7{+2rank,+2Cha}

concentration [+17][6Int+ML/CL+6+3Item+2Trat]

^In Class Skill Bonus +3
* Background Points

-=Non-Standard Skill Bonuses=-

*Autohypnosis +1 Item
*-1 penalty to Charisma-based skill checks when dealing with non-elans.
*+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

By entering a deep meditation, allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can take only move actions and gain a bonus equal to your psychic level on all saves against sonic effects and gaze attacks. When you come out of your trance, you can attempt a single Appraise, Knowledge, or Spellcraft check with a +20 circumstance bonus. You can enter a focused trance a number of times per day equal to your Wisdom modifier. 4/day

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

Race Edan:

Racial Traits
+2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elans have a base speed of 30 feet.
Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Psion -> Telepath L6:

Psion - telepath

6th
BAB+3
Hit Die: d6.
SAVES +2/+2/+5
Bonus feats,x2
Discipline Detect Psionics,
Class Talents x2
Discipline Ability x1

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, 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.

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.

Powers
35+15+6levels+2Feat [48/48] PP/day
Powers known 13
Power level 3th
Max power spend 6pp
DC15 [10+5int+PL]

Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.
Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Psion Discipline ability x2+1 DC16
1:Detect Psionics 55' [no pp cost]
2:Mind Thrust 1d6 55' [no pp cost]
3:Mind link 50'

Talents: 5 DC16
1:Empathy 30' 6mins
2:Far Hand 5lb 55' 6r
3:Conceal Thoughts 6Hours [Self Only no pp cost]
4:Know Direction and Location
5: Telepathic Lash 55'
--Energy Splash 55' 1d3 DG

1st level powers 1pp DC17
1:Mind link 55' [5 subjects]
2:Mind Thrust 55' 1d10 1pp
3:Energy Ray 55' 1d6 1pp
4:Inertial Armor +4ac 6hours
5:Force Screen +4ac 6mins

2st level powers 3pp DC18
1:Read Thoughts 6mins [Max DC21 6pp]
2:cloud-mind 55'
3:Miner Metamorphosis 6mins
4:Defy Gravity 60mins

3ed level powers 5pp DC19
1:Telekinetic Force
2:Concussive Onslaught
3:false-sensory-input 6r
4:Energy Retort 880' 6r
-:Metamorphosis [From Feat]

Psychic L6:

Psychic

Role: With a large suite of spells, psychics can handle many situations, but they excel at moving and manipulating objects, as well as reading and influencing thoughts.

Hit Die: d6.
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks per Level: 2 + Int modifier.
The psychic's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Weapon and Armor Proficiency
A psychic is proficient with all simple weapons, but not with any type of armor or shield.

6th
BAB+3
Saves/+2/+2/+5
Discipline power,
Detect thoughts
discipline spell,
knacks,
phrenic amplification,
phrenic pool,
psychic discipline

Phrenic Pool (Su) 7/day
A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.

Phrenic Amplifications
A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell/powers's effects or the process of casting it. The spell/power being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell/power, and doing so is part of the action used to cast the spell/power. She can use any amplification she knows with any psychic spell, unless the amplification's description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification.
A phrenic amplification can't be selected more than once.
Once a phrenic amplification has been selected, it can't be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Focused Force (Su)
When casting a force spell/powers, the psychic can increase the spell's damage by spending 1 point from her phrenic pool. Increase the die size for the spell's damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spell/powers that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can't be amplified in this way.

Will of the Dead (Su):
Even undead creatures can be affected by the psychic's mind-affecting spells/powers. The psychic can spend 2 points from her phrenic pool to overcome an undead creature's immunity to mind-affecting effects for the purposes of the linked spell/powers. This ability functions even on mindless undead, but has no effect on creatures that aren't undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

Detect Thoughts (Sp) 1/day
At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

Psychic Discipline (Ex or Sp)
Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can't be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic's level + the psychic's Intelligence modifier. At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given. Spells learned from a discipline can't be exchanged for different spells at higher levels.

Enlightenment
Your quest for enlightenment has opened your eyes to new concepts and heights of spiritual awareness. You seek learning that allows you to evolve in mind and spirit, improving your next incarnation.

Phrenic Pool Ability: Wisdom

Bonus Spells: Acute senses (1st), identify (4th), clairaudience/clairvoyance (6th), thoughtsense (8th), atonement (10th), greater arcane sight (12th), circle of clarity (14th), protection from spells (16th), overwhelming presence (18th).

Discipline Powers: Your enlightened mind eases your burden and allows troubles to harmlessly wash over you.

Expanded Awareness (Su)
As a move action, you can focus on your senses and gain one of the following sensory abilities: blindsense (10 feet), darkvision (30 feet), low-light vision, or scent. This new sense lasts for 1 round per psychic level. You can use this ability a number of times per day equal to your Wisdom modifier.

Patient Insight (Ex)
When you attempt a Heal, Knowledge, Sense Motive, or Survival check, you can spend 1 point from your phrenic pool to roll the check twice and take the higher result.

Focused Trance (Ex) 4/day
At 5th level, you can enter a deep meditation, allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can take only move actions and gain a bonus equal to your psychic level on all saves against sonic effects and gaze attacks. When you come out of your trance, you can attempt a single Appraise, Knowledge, or Spellcraft check with a +20 circumstance bonus. You can enter a focused trance a number of times per day equal to your Wisdom modifier.

Spells

Spells- 0 at will/1st=6/2ed=5/3ed=3
Spells known 7/4/2/1

Level 0 DC15 at will
1:Read Magic
2:Mend
3:Prestidigitation
4:sift
5:detect-psychic-significance
7:Telekinetic projectile

Level 1 DC16 6/day
-:Acute senses 6 mins
1:Air Bubble 6mins
2:Unseen Servant
3:Vanish 5r
4:True Strike

Level 2 DC17 5/day
-:Identify
1:focused-scrutiny
2:Object reading

Level 3 DC18 3/day
-:Clairaudience Clairvoyance
1:gaseous-form

Mythic Hero-Overmind M2:

Ability Score +2Int
Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
Mythic Feat x1
Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.
You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Hard to Kill (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su) 7/day
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Mythic Overmind

Mythic Psionic Heroes Mythic Paths Psionic characters, like other characters, come in a variety of forms and skills. Some choose to specialize in using weapons, while others focus purely on manifesting powers, and those like psychic warriors blend the two. Mythic psionic characters similarly choose varied mythic paths. A soulknife might be best suited for the champion path, while the aegis selects the guardian path, and a cryptic opts for the trickster path. But what of the psion, wilder, tactician, and vitalist? The spellcasting abilities of the archmage and hierophant paths do not suit these psionic characters. For these manifesters, the overmind path is presented. In addition, new psionic path abilities are presented below for the champion, guardian, marshal, and trickster path, as well as new path abilities for the universal path.

Overmind
Pure manifesters will find the overmind path ideal, granting abilities that further enhance their manifesting abilities, allowing them to exceed their normal limits, achieve unique effects, and bypass psionic defenses. Because manifesters use a variety of ability scores, there is no expectation that a mythic character taking the overmind path will have a particularly high ability score, although one of the mental ability scores will likely be high (Intelligence for psions and tacticians, Wisdom for vitalists, Charisma for wilders.)

Overmind Path Manifesters learn to use psionic powers in a variety of different ways. From the raw bursts of emotion from the wilder, to the teamwork oriented manifesting of the tactician, to the deep understanding of the psion, each of these manifesters learns to channel psionic energy into effects that alter themselves or the world around them. The overmind takes this ability to new heights, learning not only to weave psionic energy into a variety of effects, but to do it easily and in ways other manifesters could never achieve. The overmind is unparalleled in skill manifesting psionic powers, and many of the abilities of the overmind path improve your ability to manifest psionic powers or increase their capacity. In addition, this path offers a variety of options in increasing knowledge of psionics and typical defenses used against psionic powers. Overminds that approach the highest of mythic tiers can affect even the strongest-willed of creatures, while they themselves gain immunity from such effects.
Role
As an overmind, your role in the group is to enhance your manifesting ability and to have the right power for a particular situation. Whether that is improving the coordination over a collective or creating an opening in an enemy’s defenses, you channel psionic energy to overcome challenges and defeat foes. While you gain only limited defensive boosts, your offensive and tactical options prove that the best defense is a good offense.
Classes
The overmind is the primary path for psions, tacticians, vitalists, and wilders, the pure manifesting classes. Cryptics and psychic warriors might find many abilities in the overmind path useful, but could find other paths more appealing to their particular mix of skills and psionics. Bonus Hit Points: Whenever you gain an overmind tier, you gain 3 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.
Overmind FeaturesAs you gain new tiers, you gain the following abilities.
Psionic Secret
Select one of the following abilities. Once chosen, it can’t be changed.
Surging Psionics:
As a standard action, you can expend one use of mythic power to manifest any one psionic power without spending any power points. The power must be on your class power list and one of your powers known. When manifesting a power in this way, you treat your manifester level as 2 levels higher for the purpose of any effect dependent on level. The power is treated as if augmented to your manifester level, should the power allow augmenting. You can apply any metapsionic feats you know to this power, but you must still expend psionic focus as normal to power the metapsionic feats and the total effective cost of the power cannot exceed your manifester level and count against any potential augmenting.
*With psionic transparency spell=power as well.

Overmind Features
As you gain new tiers, you gain the following abilities.
Psionic Secret
Select one of the following abilities. Once chosen, it can’t be changed.

Surging Psionics:
As a standard action, you can expend one use of mythic power to manifest any one psionic power without spending any power points. The power must be on your class power list and one of your powers known. When manifesting a power in this way, you treat your manifester level as 2 levels higher for the purpose of any effect dependent on level. The power is treated as if augmented to your manifester level, should the power allow augmenting. You can apply any metapsionic feats you know to this power, but you must still expend psionic focus as normal to power the metapsionic feats and the total effective cost of the power cannot exceed your manifester level and count against any potential augmenting.

Naturally Focused (Su):
You do not lose your psionic focus when you sleep, lose consciousness, or enter a meditative trance, and you are always treated as having your focus for effects that require maintaining psionic focus. In addition, you can expend one use of mythic power as a free action when you expend your psionic focus to automatically regain psionic focus. This does not allow you to use two effects that require expending psionic focus on a single action.

Bypass Mental Defenses (Su):
When manifesting a power or using a class feature with the mind-affecting descriptor, you can expend one use of mythic power to affect creatures immune to mind-affecting effects and ignore abilities that apply their benefit only against mind-affecting effects, such as barred mind, as long as the creature being targeted is not mindless.

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 22, 18 touch, 18 flat-footed (10 +4 Dex*, +4 size +4NA) + 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 10, 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 24,000
Every item she has was designed and made for her

MW Cold Iron Dagger 1004gp [Right Boot]
+1 Light Cross bow Air gun 250gp

Armor:Mithral Shirt 1100gp

Belt: Belt of Dex +2 4000gp
Body: Fine Uniform 50gp
Chest: Fine Shirt
Eyes: -
Feet: Fine Boots 5gp
Hands: -
Headband: Gem of mental prowess +2 10,000gp
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Slotless[6050gp]

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,
Small bag, Money 350gp in uncut Gems

Custom Made Handy Haverbelt 2100gp 5lb
This is just like a handy Haversack but with 6 pouch's each holding 20lb size 3x2' as a Belt.

Pouch 1 holds 20lb
Wand [QLW] 50/50 750gp
Wand Endure Elements 10/50 150gp
Healing kit 50gp
Antidote kit 50gp 10/10 2lb
Sergens tools 100gp

Pouch 2 holds 20lb
+1 Light crossbowAirgun[/
As light cross bow
Bolts
Qiver 40 Normal bolts
Case 10 flight Bolts
Case 5 Whistling Bolts
Case 5 Fire Starting Bolts

Pouch 3 holds 20lb
MW Kit-Survival 50gp 5lb
Kit-Adventure P1 --gp 2lb
Kit-Mapmaker 25gp 2lb

Pouch 4 holds 20lb
Kit-Adventure P2 25gp 20lb

Pouch 5
Fine cold weather clothing 10gp
Sets of spear clothing 90gp

Pouch 6 holds 20lb

Carrying 18lb Light

Ring of Arcane Signets 1000gp given to Garnackle

23,300gp spent

Background:

The past

It seemed that she was destined to be wed off to some halfwit noble’s son. Meetings where held but each time the boy involved would blurt out so reason he could not marry Calista, a few times to great comic affect. Her mother started to suspect that Calista had a hand in this. Her suspicions where raised when she noted how Calista always seemed to know how others felt around her, it was more than hard to keep secrets from her in fact, Calista was needed to be talked to.

This suspicion lead to a fate full meeting, with a hooded man looking for the talented. One day he meet her in the garden, she felt him moving around her head and bit back with her mind.

He winced and smiled, taking off his hood, his skin glowed it was as if power was with in its very flesh. "Elan" she thought and that gained another smile

"You have gifts child, there is a war on and we need ones such as you, would you like to show you how to grow your minds."

Its took no time at all to think, she smiled, thinking her reply.

"Go pack you start your study's today."

She left home, why she could not say, but her new master had more than a hand in it. A few goodbyes a few words, then packed and went. They took her to a place and she was remade. awaking in a great underground hall. The Elan counsel kept her keen mind but remade her body. She was trained, she leaned. That was 1000s of years ago, back then the world was not has it was now. Those that had made her had long ago disappeared from common sight, she had not been contacted by them in decades. Her noble title comes from herself, once given by a long dead king. Now she holds no elegance to any state or ruler. She is an agent for hire, paid to undertake tasks that need some level of tact and patience, and that she has, often working for years to get the result she is being paid for. If you have the coin and you can find her, you may hire her.[/ooc]

Becoming Mythic:

Time, you give someone time and a chance to get better, at some stage they get a reputation, someone takes note. She had taken the job because a a rumor said a legionary Tome had been looted. A tome deep in the world scare lands. 6 scouts and a troop of hell knights set out to that twisted wast land. She had been hired as a consistent. The trip had been something from a nightmare, 18 of them made it to the tome, when they headed in they found it intact. The priests started the work to relocate the tome, it was that night the Dream came, she had been in her night trance when an being came to her minds eye. It looked at her and she at it, its mind was like a gem, held in deep blue light.

"You are made like me, a thing like me, I see your mind has walls, that is good, Then I chose you to take me from this place."

With that it was gone, when she opened her eyes and found she was lying on her back, there was pain in her forehead, getting up she looked in a mirror and found a small Gemstone there. Its was linking to her mind. Fixing its self there. From that day on she found she had more power, more knowledge and more will to do things. She researched the stone and found it be one of he lengandery mind stone. long thought lost. Her mind now was always focused and her powers worked much better. She also found she was now viwed by some as mythic, a being for tails and storys.

Why? in the city - sticky fingers:

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 before he knew it he had done just that, taken them out and 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 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 starts 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 as 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 my 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, there was a lot of pain and crying.

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

NOTES:

Thakur Kharswan is the political leader of Jalmeray. He is advised by a group of scholars and nobles called the Maurya-Rham.

The Thakur is actually more of a figurehead leader of Jalmeray rather than a true ruler. The Maurya-Rham are the true administrators and rulers of the nation. Politically, they need the Thakur and his lineage to keep the idea of Jalmeray as a continuous nation in the minds of the commoners.

When the Thakur spoke out against the worship of Dhalavei and the cult moved to send a death threat against him, the Maurva-Rham saw this as a threat against the nation, and have made moves to support the Thakur publically. They backed his outlawing of the religion in response to the cult's activities, a move that is sure to stir the cult into further aggression.

The headless body was that of Vitusa, an outspoken unmarried woman of the merchant caste who was found dead in her own incense shop.

The Cult of the Ebon Destroyer is a cell-based cult, with members often not knowing other members beyond a few close associates or subordinates, making it difficult to root out all of the cult members in any location. This allows them to go into hiding when discovered, often lying dormant for years before rising again.

Lord Pandisar - Spy Master

If you accept the task, I will be providing you with a writ of authority, giving you legal powers of inquiry, as well as letters of introduction to several people knowledgeable about the cult:

Prince Kanvar, a great student of Vudrani history;

Lord Mahindra, a rumormonger of, erm, strong repute;

Pravezak, the thakur’s spiritual counselor;

Varunasi, a high-caste merchant well acquainted with current regional politics.

Captain Harita palace security