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Axiomatic Psionic Intelligent Sword. [Soulknife 18L]
Lawful Neutral (LN)
Mythic with PC Spell. MARSHAL T1 6days
*** Currently**[+5/+7]***
ToHit +5
Axiomatic +2 Vs Cheotic
Holy +2 +2d6 Vs evil
lucky +1 reroll 1 miss attack per day
Keen +1 (Scabered) +1Crit range
Collision +2 +5DMG
***************************
At the moment Rosa was Forged by the God Mind so she made part of herself Veri-Aequitas, A being in its own right.
AC 18/22/26
Hardness 80.
DR 5/Epic (Mythic Feat from PC)
DR 3/-- (Adamantim)
HP [40]per inch [200hp]
Power Point Pool 2Feat + 18 Feat. (+15PP Craft Cognizance Crystal)
ML18 Max Power Level 9
Abilities:
Str 10*
Dex 30* +10
Con -- **
Int 28 +9
Wis 30 +10
Cha 26 +8
*With self-propulsion/fly ability activated.
The Swords Mind Psicrystal:
Size/Type: Construct Large Blade.
Alignment: LN
Hit Dice: [200]
Initiative: +10
Speed: Flight 50' feet (Poor)
Armor Class: 28/32/36* (10+ -1 size, +0/+10*Dex +9 N-Amoro), touch 26, flat-footed 18 (*change with powers)
DR3/-- Adamantim Hardness 80.
Base Attack/Grapple: +0/+0 [+18/+13/+8/+3 for power RTA/TA only]
Attack: as Owner + [+18/+13/+8/+3 for power RTA/TA only]
Full Attack: as Owner [+18/+13/+8/+3 for power RTA/TA only]
Space/Reach: 10 ft.
Special Attacks: See Blade skills and powers.
Special Qualities: Adamantim + Construct traits, No con score
Psicrystal abilities
Alertness, improved evasion, personality, self-propulsion* (Fly Only), Sighted, telepathic link, Speech, Share powers (own only) Deliver touch powers (own only).
Saving Throws:
Uses its own psicrystal/Item 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) but adds class level Bonuses to owners base.
Saves
Fort --
Ref [22]+11 +10Dex.
Will [22]+11 +10Wil + Immunity’s
Death Contingency - Soul seed x1.
Skills:
Skills: Veri-Aequitas psicrystal has 2+Int mod x level = 180 Skill points
[spoiler=Skills]
Base Skills
240 Spend + 3x20 Item.
Veri-Aequitas is havely mimited in what it can do, Soulknife skills and powers CAN NOT BE PASSED ON TO ITS USER, so its skills and powers are limited to self only.
Weapon and Armor Proficiency: self only
Bonus Feat - Veri-Aequitas
Marshal weapon proficiency(Great Sword - Veri-Aequitas ONLY) feat Veri-Aequitas grants its user this Bonus Feat.
Form a Mind Blade (Su)
As a move action, Veri-Aequitas (soulknife) can form a semi-solid weapon composed of psychic energy distilled from its PSYCrystal mind.
Veri-Aequitas mind Blade is always the same shape as its real blade.
Quick manifest feat
The Hell Blade may manifest her mind blade as a free action 1/round.
Veri-Aequitas mind blade its over its sold form and is always the same size and shape a two-handed blade weapon and as such deals the same DMG and has the Same Crit range of the stranded None magic 2H weapon before adding power/magic/ability's/feats etc.
Veri-Aequitas Mindblade Is always Axiomatic but other damage types are not set. When shaping its mindblade, Veri-Aequitas assigns Axiomatic and then other abilities and damage type upto its max Bones -2 Axiomatic. Veri-Aequitas may change its damage type and damage type, as a full-round action; otherwise its mind blade retains the last damage type it chose every time it is manifests itself.
The mind blade can be broken (it has hardness 10 and 10 hit points); however, Veri-Aequitas can simply create another on its next move action. A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a Masterwork weapon.
Veri-Aequitas has no base attack of its own, but range, so its user can apply there attack and feats such as Power Attack or Combat Expertise, Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade.
Even in places where psionic effects do not normally function (such as within a null psionics field), Veri-Aequitas can attempt to sustain its mind blade by making a DC 20 Will save. On a successful save, Veri-Aequitas maintains its mind blade for a number of rounds equal to its class level before it needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on its turn, Veri-Aequitas can attempt a new Will save to rematerialize its mind blade while it remains within the psionics-negating effect. It gains a bonus on Will saves made to maintain or form its mind blade equal to the total enhancement bonus of its mind blade (see below).
Enhanced Mind Blade +5/+7 ( 5th max)
Veri-Aequitas may (and must, when its total enhancement is higher than its maximum bonus +5) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as it meets the level requirements. But it is always Axiomatic 1st and then any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities, but never Chaotic or any like power.
Axiomatic Psychic Strike.(Su)
As a move action, a Veri-Aequitas can imbue its mind blade with Axiomatic psychic energy. This effect converts points of damage done to Chaotic objects and beings into power points. This is done on any attack it wishes to activate it on (as long as the attack is made with the mind blade). This power can be used on Mindless creatures but only where Axiomatic damage can be dealt. (Unlike the rogue's sneak attack, the Axiomatic psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away.) A Mind Blade converts Axiomatic damage only once when this ability is called upon, Veri-Aequitas can imbue its mind blade with Axiomatic psychic energy again by taking another move action. Additionally. Damage conversion is 2 hit points of Damage into 1 Power Point.
2ed level
[b]Alter Blade: Veri-Aequitas gains the ability to manifest its mind blade over its real blade.
4th
Fluid Form: The soulknife may expend her psychic strike as a swift action, but deal no psychic strike damage, to make a minor modification to her mind blade. She may remove up to one weapon special ability (if any) from her mind blade's configuration, and add the ability's value to the mind blade's enhancement bonus. She may also add up to one weapon special ability to her mind blade's configuration, and subtract the ability's value from the mind blade's enhancement bonus. Once she had made either or both of these changes, the mind blade suffers a -1 penalty to its enhancement bonus; this penalty is cumulative with each time this blade skill is used, and lasts until the soulknife rests for 8 hours or spends 8 hours in concentration to reconfigure her mind blade. This blade skill may not be used if this would reduce the mind blade's enhancement bonus below +1, or if the final enhancement bonus would be above the soulknife's maximum.
6th
Fluid Form, Improved: When the soulknife uses the Fluid Form blade skill, she may change all of her mind blade's weapon special abilities simultaneously. The mind blade still suffers a cumulative -1 penalty to its enhancement bonus when the Fluid Form blade skill is used. A soulknife must have the Fluid Form blade skill to choose this blade skill. a soulknife's mind blades need not actually look like swords
8th
Full Enhancement: When forming her mind blade into multiple items, the soulknife suffers no reduction in enhancement bonus.
10th
Deadly Blow The soulknife's mind blade critical multiplier increases by 1. A soulknife must be at least 10th level to choose this blade skill.
12th
Improved Enhancement: The soulknife's enhancement bonus on her mind blade increases by 1. This increase may be used to increase the actual enhancement bonus of the mind blade (to a maximum of +5) or be spent on weapon special abilities, as normal. A soulknife must be at least 12th level to choose this blade skill.
14th
Improved Enhancement: The soulknife's enhancement bonus on her mind blade increases by 1. This increase may be used to increase the actual enhancement bonus of the mind blade (to a maximum of +5) or be spent on weapon special abilities, as normal. A soulknife must be at least 12th level to choose this blade skill.
16th
Improved Enhancement: The soulknife's enhancement bonus on her mind blade increases by 1. This increase may be used to increase the actual enhancement bonus of the mind blade (to a maximum of +5) or be spent on weapon special abilities, as normal. A soulknife must be at least 12th level to choose this blade skill.
18th
Improved Enhancement: The soulknife's enhancement bonus on her mind blade increases by 1. This increase may be used to increase the actual enhancement bonus of the mind blade (to a maximum of +5) or be spent on weapon special abilities, as normal. A soulknife must be at least 12th level to choose this blade skill.
Large Imperviose Adamantine Great-sword.
Added to this is a
Psi-crystal that holds its Veri-Aequitas Mind.
Psionic Swarmbane clasp
A Large GreatSword 'Mind Blade' it's Mind manifests Axiomatic + other.
Mentally Audible
Veri-Aequitas is a psionic weapon that telepathically produces mental “noises” when first drawn, when its used its Axiomatic Psychic Strike power or when they slay a significant enemy. It cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental “soundtrack” be curbed. The sound is makes is that of hyper complex drum beat.
CLASP Psionic SWARMBANE 3,000 gp
AURA moderate abjuration 1/2lb.
An ancient fossilized insect lies trapped within this ornate
amber clasp, impaled by the long golden pin that fastens the wearer’s cloak. The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). I the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm’s distraction ability.
IMPERVIOUS
PRICE
+3,000 GP
AURA moderate transmutation CL7th WEIGHT —
An impervious weapon is warded from damage and decay. A
metallic weapon cannot rust and a wooden weapon cannot rot
or warp, even by magical or supernatural means. An impervious
weapon gains double the normal bonus to its hardness and hit
points for each point of its enhancement bonus. The break DC
for an impervious weapon and the wielder’s combat maneuver
defense against sunder maneuvers against the impervious
weapon each gain a bonus equal to twice the weapon’s
enhancement bonus.
Psionic Mind Shielding
Also added Linked in As (Ring of Mind Shielding)
Construct Immunity
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).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) 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.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table +30HP
Constructs do not breathe, eat, or sleep.
Flight 50' Perfect.
Feats:
1st Wild Talent
Soul Blade gains Wild Talent as a bonus feat at 1st level. This provides its with the psionic power necessary to manifest its mind blade and powers[class]
1st Psicrystal Affinity feat
This feat lets its chosen user link to it and allows it them to gain
2ed Marshal weapon proficiency feat Granted to Veri-Aequitas user. [class]
As The mind of Veri-Aequitas uses a Psicrystal a lot of Psicrystal powers are not relevant.
All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, Veri-Aequitas only.
Natural Armor Adj. (Ex) +9 NA (Psicrystal Only)
This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.
Alertness (Ex) (Veri-Aequitas only)
Veri-Aequitas gains the Alertness feat.
Improved Evasion (Ex) (Veri-Aequitas only)
If Veri-Aequitas 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) (Veri-Aequitas)
Self-Propulsion (Su) (Veri-Aequitas only)
As a standard action, Veri-Aequitas can form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet.
Shared Magic/Powers
As per Familiar.
Sighted (Ex)
Low Light and Dark vision 120'
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 120 feet.
Telepathic Link (Su)
Veri-Aequitas user again a telepathic link with its mind 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/spells (Veri-Aequitas only)
Telepathic Speech (Ex)
Veri-Aequitas can communicate telepathically with any creature that has a language and is within 30 feet of its mind psicrystal.
Flight (Poor) (Su)
If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor).
Power Resistance PR23(Ex) (Veri-Aequitas only)
Veri-Aequitas has spell/power resistance equal to its level + 5.
Sight Link (Sp)
Veri-Aequitas user can remote view its psicrystal (as if manifesting the remote viewing power) once per day.
Channel Power/spell (Sp) (Veri-Aequitas only)
Can manifest powers through the psicrystal. The psicrystal is treated as the power’s originator, and all ranges are calculated from its location.
Psicrystal Personality (Ex) (Veri-Aequitas only)
As Veri-Aequitas own.
Powers + Power Pool:
Wild Talent gives 2PP per day For Wild Talent + 18 feat + Axiomatic Psionic power.
Power Point Pool 20 + 15 Craft Cognizance Crystal .
ML18
DC v power = 10+ ML18+ power level
Max power Level Known 9
Max Power spend 18
Level 1 Powers (8) Mind Link 180mins 18 Subject max 1pp per-subject.
Mythic Companion (Su): HIEROPHANT 'Sword'
Select one animal companion, cohort, eidolon, familiar, or mount gained from one of your class features or feats. That creature gains can call upon mythic power (as the base mythic ability) a number of times per day equal to your hierophant tier. This mythic power can be used only to add a d20 roll, and uses the same type of die you use for your mythic power.
Sword 4x1d8/day.
++++Then Spell 6 days at a time if cast.+++++
From Rosa
ASCENSION
Schooluniversal; Levelcleric 9, druid 9, sorcerer/wizard 9,
witch 9
Casting Time1 hour
Components V, S, F (lesser artifact), M (10,000 gp in rare
herbs, gems, and other exotic materials)
Rangeclose (25 ft. + 5 ft./2 levels)
Targetone touched nonmythic creature per three levels
Duration 2 hours/level; see text
Saving ThrowWill negates (harmless); Spell Resistanceyes
(harmless)
With this mighty spell, you invest a number of creatures with
mythic power. The total duration of this spell is split evenly
among the total number of targets. Each creature targeted by
this spell becomes a tier 1 mythic character and must select
a path and the abilities that come with that path. Instead of
picking one mythic flaw, all characters targeted by this spell
maintain their mythic power only while they are within 100
feet of the artifact used as a focus for this spell. Targets that
leave this area lose their mythic power, but can regain it if they
return to the area. The effects of this spell cannot be dispelled
or negated by any mortal spell or ability (that is, anything
not used by a deity), with the exception of disjunction, which
functions normally. If the artifact as a focus for this spell
is destroyed, this spell immediately ends and all creatures
affected by it gain 1d4 permanent negative levels.
Mythic: If you expend one use of mythic power when
casting this spell, the duration increases to 1 day per level, and
you may use yourself as the focus for this spell instead of a
lesser artifact. If you choose this option, the spell lasts as long
as you are alive and all targets remain within 100 feet of your
location.
Mythic Sword MARSHAL + Dual path Guardian - 6days at a time.:
From Rosa Spell - 4 days at a time.
But Also Rosa has a feat that also makes the sword Mythic.
Mythic Power (Su): MT1+3=4
Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You can draw upon your mythic power a number of times per day equal to 3 plus your mythic tier. This power is used by a number of different abilities gained by mythic characters.
Surge (Su): 1D6/4day + 4/day use at 1d8 from Feat (Rosa) (max 10)
You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.
Hard to Kill (Ex): No Con Score - No Effect.
Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
1 Mythic Feat.
MARSHAL T1
Bonus Hit Points: Whenever you gain a marshal tier,
you gain 4 bonus hit points. These hit points stack with
themselves, and do not affect your overall Hit Dice or
other statistics.
Marshal’s Order:
Decisive Strike (Su): You can expend one use of mythic
power as a swift action to order one ally within 30 feet to
make a melee or ranged attack in addition to any other
actions or attacks the ally might make on its turn. The
target adds your marshal tier as an insight bonus on
the attack roll. Any damage dealt by this attack bypasses
damage reduction.
Guardian’s Call: Duel Path
Absorb Blow (Su): You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon’s breath, a spell, or a weapon. You take 10 fewer points of damage from this source per guardian tier you possess. In addition, for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against all energy types (acid, cold, electricity, f ire, and sonic) for 1 minute. This DR and resistances stack with DR or resistances you possess from sources other than this
ability. 1MP=10HP
Path Ability:
Lend Power (Su): As an immediate action, you can grant one use of your mythic power or confidence ability to a mythic ally within 30 feet. This expends your mythic power or confidence ability as normal. If the ability is used to add to a die roll, it uses your die type. The ally must spend this use of mythic power or confidence before the start of your next turn; any use not spent is returned to you.
Mythic Feat.
Dual Path (Mythic)
You excel in many areas, allowing you to select path abilities from two mythic paths. Prerequisite: 1st mythic tier. Benef it: Select a mythic path, other than the path you selected at your moment of ascension (see page 3). You gain the 1st level ability of that path (archmage arcana, champion strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Whenever you gain a path ability, you can select from list of abilities presented for both paths, as well as from the list of universal path abilities.