Shield Guardian

Whurzander's page

261 posts. Alias of i.jason.


Race

Current Configuration: No Armor (Use Base Stats)

Classes/Levels

Quick Stats – Zander:
Aegis 2 HPs:24/24 - Per:+4, Init:+2

Gender

Quick Stats – J’r-V’zz:
Psicrystal (Targeting Array) 2 HPs:12/12 – AC:16 ||T:16||FF:14 – Saves: (As Zander) | Init+2 | Sighted, 40’ – CMD: 3

Special Abilities

Psionic Focus - Yes

About Whurzander

WhurZander (Zander)
male-personality Warforged Aegis 2 N
ht: 6’3" wt: 290 lbs
eyes: Pale Blue (glow in dim light/darkness)
hair: None
age: 2

Base Stats:

STR 14 +2
DEX 15 +2
CON 16 +3 (WF+2)
INT 16 +3 (WF+2)
WIS 12 +1
CHA 9 -1 (WF-2)

SENSES Perception +3/+5 (Alertness)

DEFENSE
AC 13 Touch 13 FF 10 (Dodge +1, Dex +2)
CMD 15
HP: 24 (d10+3 Con/Level)
SAVES
Fort: +6
Ref: +2
Will: +4
+2 vs. mind-affecting, stunning, disease, death effects, energy drain, exhaustion, fatigue, nausea, poison, and sicken effects
Immune to paralysis and sleep effects
Active Energy Type: Fire
(cold, electricity, fire, or sonic)

OFFENSE
Init: +2
Speed: 30’

Melee
Slam: +4 (1d4+2) B (Natural Attack)
Halberd: +4 (1d10+3 x3) P or S; Brace, Trip
Ranged
N/A
BAB: +2 CMB: +4

Stats – Astral Suit*:

STR 14 +2
DEX 17 +3 (15+2 Nimble)
CON 16 +3 (WF+2)
INT 16 +3 (WF+2)
WIS 12 +1
CHA 9 -1 (WF-2)

SENSES Perception +2/+4 (Alertness)

DEFENSE
AC 14 Touch 14 FF 10 (Dodge +1, Dex +3)
DR: 2/-
CMD 18 (10 +2 (BAB) +2 (STR) +3 (DEX) +1 (Dodge))
HP: 24 (d10+3 Con/Level)
SAVES
Fort: +6
Ref: +3
Will: +4
+2 vs. mind-affecting, stunning, disease, death effects, energy drain, exhaustion, fatigue, nausea, poison, and sicken effects
Immune to paralysis and sleep effects
Evasion: Successful Reflex Save = No Damage/Effect
Stalwart: Successful Will or Fort Save = No Effect
Active Energy Type: Fire
(cold, electricity, fire, or sonic)

OFFENSE
Init: +2
Speed: 45’ (30 Base +5 (Speed) x3)

Melee
Slam: +5 (1d4+2) B (Natural Attack, Finesse)
Halberd: +4 (1d10+3 x3) P or S; Brace, Trip
Ranged
Blaster: +5 (1d8) 30’ P
BAB: +2 CMB: +4

Stats – Astral Armor**:

STR 16 +3 (14+2 Brawn)
DEX 15 +2
CON 16 +3 (WF+2)
INT 16 +3 (WF+2)
WIS 12 +1
CHA 9 -1 (WF-2)

SENSES Perception +2/+4 (Alertness)

DEFENSE
AC 19 Touch 13 FF 16 (Armor +6, Dodge +1, Dex +2)
DR: 2/-
CMD 18 (10 +2 (BAB) +3 (STR) +2 (DEX) +1 (Dodge))
HP: 24 (d10+3 Con/Level)
SAVES
Fort: +6
Ref: +2
Will: +4
+2 vs. mind-affecting, stunning, disease, death effects, energy drain, exhaustion, fatigue, nausea, poison, and sicken effects
Immune to paralysis and sleep effects
Evasion: Successful Reflex Save = No Damage/Effect
Stalwart: Successful Will or Fort Save = No Effect
Active Energy Type: Fire
(cold, electricity, fire, or sonic)

OFFENSE
Init: +2
Speed: 25’ (30’ Base +5 (Speed) -10 (Chainmail))

Melee
Slam: +5 (1d4+4) B (Natural Attack)
Halberd: +5 (1d10+7 x3) P or S; Brace, Trip

Ranged
Blaster: +4 (1d8) 30’ P

BAB: +2 CMB: +5


Stats – Astral Juggernaut***:

STR 14 +2
DEX 15 +2
CON 18 +4 (WF+2) (16+2 Hardy)
INT 16 +3 (WF+2)
WIS 12 +1
CHA 9 -1 (WF-2)

SENSES Perception +2/+4 (Alertness)

DEFENSE
AC 19 Touch 11 FF 18 (Armor +8, Dodge +1, Dex +0)
DR: 2/-
Fortification: 25% to Negate Critical/Precision Damage
CMD 17 (10 +2 (BAB) +2 (STR) +2 (DEX) +1 (Dodge))
HP: 26 (d10+4 Con/Level)
SAVES
Fort: +7
Ref: +2
Will: +4
+2 vs. mind-affecting, stunning, disease, death effects, energy drain, exhaustion, fatigue, nausea, poison, and sicken effects
Immune to paralysis and sleep effects
Evasion: Successful Reflex Save = No Damage
Stalwart: Successful Will or Fort Save = No Effect
Active Energy Type: Fire
(cold, electricity, fire, or sonic)

OFFENSE
Init: +2
Speed: 25’ (30’ Base +5 (Speed) -10 (Half-Plate))
Melee
Slam: +4 (1d4+2) B (Natural Attack)
Halberd: +4 (1d10+3 x3) P or S; Brace, Trip

Ranged
Blaster: +4 (1d8) 30’ P

BAB: +2 CMB: +4

Concept: A curious Psiforged seeks to learn – and to fly.

Personality: Like Most psiforged, Zander was let loose into the world with little direction, but an enormous curiosity. Innately curious, Zander is always seeking answers to questions. When he finds those answers, he seeks more questions. Zander seems to always desire to know “Why?” In his mind, every question has an answer, and understanding these answers leads to greater wisdom. Like most Warforged, Zander doesn’t quite have a handle on the finer points of social interaction, which means he will often ask the inappropriate question, or make an observation that some might consider rude. He means no harm, but sometimes it rubs others the wrong way. This is especially true when, like many Psiforged, Zander insists on being addressed as a sentient creature, not as an object or automaton. He isn’t rude about it, but he doesn’t accept this particular form of rudeness from others towards him, either.

In most circumstances, Zander is calculating, pausing to contemplate the outcomes of his actions – especially when he is taking direction from J’r-V’zz, who does not like taking unnecessary risks – but also at times, he will feel that he has “enough” information to make a decision or take action, rather than (as J’r-V’zz prefers) waiting until he has all the data available. This is particularly true when the opportunity exists to experience speed, or if Zander believes he might get to fly, or get closer to learning how to do so.

In addition to his fascination with flight, Zander has an inordinate fondness for the color red. The brighter, the better. If given the opportunity to choose, he will almost always select red. This, despite his eyes and the crystals in his body all glowing blue.

Appearance:
A Warforged with golden-hued metalic skin, Zander stands a few inches taller than six feet, and looks somewhat slender compared to most of his kind (though he weighs in at 290lbs). One thing that differentiates him from others of his kind, besides the preponderance of smooth, golden metal plating, are the various crystals visible embedded in that plating. Crystals that - at times - glow with the same pale blue light of his eyes. Chief among those crystals is the hand-sized, triangular crystal that rests in the center of his chest. While many of the other crystals on his body are hidden by Zander's red leather robe/coat, this one is very prominent and obvious. In fact, attempts to hide it beneath cloth tend to be futile, as it will glow brightly enough to be seen beneath most such materials, or burn them away.

The triangular crystal is, in fact, J'r-V'zz, Zander's Psicrystal companion.

Background:
Two years ago, the nameless Psiforged that would become Zander stepped out of the secret Creation Forge, hidden in the bowels of Sharn. He was, unbeknownst to him, the last of the Psiforged to be created – or so Merrix d’Cannith has said. At that time, however, Merrix simply said, “You. You could have been something special. You perhaps, could have flown! But now we’ll never know, blast them all!” Then he turned and stalked from the room.

The Psiforged who would become Zander spent a few short weeks in the basic training that all Warforged received from their Cannith creators, and then, with little warning or guidance, he was set free. “You are your own person. Go where you like, but you cannot stay here.”

He – for the Psiforged who would become Zander somehow knew he was a he – wandered through the lower reaches of Sharn for some months, with no companions of any length. Until, one night, the triangle in his chest began to itch. Over the course of the next day, the crystal triangle began slowly, faintly, to pulse with light. By the next night, the Psiforged who would become Zander had met the psicrystal who would become J’r-V’zz. Shortly after that, the two of them began to discover the magic of the Astral Suit that bound them together.

Months later, the two of them fell in with some dwarves. The dwarves had been in the process of being mugged while transporting goods for House Kundarak, and the Psiforged, curious as to what would cause such a scenario, stepped in. Because of this, the dwarves were able to beat off their attackers. As a gesture of thanks, they invited the Psiforged who would become Zander to travel with them to their final destination. He proceeded to make them regret the offer, as he asked questions of them ceaselessly – seeking to understand all that he could of their race, culture, business, language, and anything else they had to teach him.

Still, one of their number found him amusing, and decided to stay with the Psiforged and his crystal companion. In fact, he arranged for House Kundarak to provide a financial reward, and even hire the Psiforged to help guard another caravan. When he did so, however, the House had demanded a name, so that they could track the payment. The dwarf, speaking honestly, called the Psiforged, “an iron child, lacking wisdom, but adventurous.” In the language of the dwarves, the phrase is “whur-zander.” So, it was written.

Zander, as he came to be called, once he had learned the Dwarven tongue, thought the name fitting, as he was something of a child, and had an adventurous streak within him. And so, that is who he was.

For almost another year, Zander took jobs working for House Kundarak. Or, officially, for his dwarven friend, who took the jobs from House Kundarak, and then hired Zander to help him. During that time, Zander’s curiosity got him occasionally into trouble. It didn’t help that, in the back of his mind, he continually heard Merrix d’Cannith’s words – ”You… could have flown!”. If he wasn’t asking questions, Zander was talking about flying – or asking questions about how to fly (questions to which, his companion would often reply, “keep asking, and I’ll take you up the elevators and throw you off!”).

But of course, that never happened – they rarely had the money to take the great magical elevators to the higher reaches of Sharn, and on the rare occasions they did, it was while they were working, and no one had the time or attention to spare to answer any questions about how things worked.

And then, “the thing” happened. Zander never found out what “the thing” was. Just, one day, his dwarven companion said that they would need to take a job that would take them out of Sharn. For a long time – perhaps forever. “You – we – should not come back here,” his friend said. And so, they took a job guarding a car on the Lightning Rail. Not for House Kundarak this time, but for a client of the House. It was a quickly-taken job, and didn’t pay very well. But it got them out of Sharn.

It also got Zander’s friend killed. Somewhere along the line, one morning, Zander’s friend did not come to the rail-car to relieve Zander, as he normally would. Zander could not leave the car unguarded, so he could only wait. He waited until the train arrived at its destination – 3 days later. At that point, a group of guards showed up to take charge of the contents of the car. They paid Zander and dismissed him. Relieved of his duties, Zander went to the cabin where he knew his friend slept. He found his friend’s body, lying in his sleeper bunk. It was clear that the dwarf had ben dead for at least three days, but there was no evidence of how he had died – at least, none that Zander could find.

Alone, and with no idea what to do next, Zander went to the next car and sat down to think.

“Where are you headed?”

An older woman in the seat across from him had asked the question.

“I do not know,” Zander had replied.

“What is it you want to do,” the woman asked.

“I want to fly,” Zander said, looking out the window, “I will do, someday. But until then, I want to learn.”

“Learn about what?”

“Everything,” Zander said, “people. I would like to know why people kill one another. Why they hate.”

“Ah,” the old lady had replied, “if you want to see why people hate, then you need to go to Throneport. You will see it there. Hate, and fear. Hope and despair. The delicate beginnings of optimism. Perhaps,” she said, “perhaps, there will even be peace that lasts. But that will depend on the people.”

“Thorneport,” Zander had said. Then he gave the woman a nod. “Thank you.”

When the conductor came by, Zander had given the man some of the coins in his belt-pouch. “I am going,” he said, “to Throneport. I will need a ticket.”

For the past few months, Zander has been in the town of Throneport. Mostly, he watches. Observing people and their behaviors. He occasionally takes jobs providing security, but usually only when J’r-V’zz reminds him that he needs funds to pay for maintenance of himself and his equipment. Zander is much too interested in what’s going on around him to remember to pay attention to things like income. Lately, he has noticed that two groups of people seem to be killing one another with an increased frequency. Zander has found himself curious as to why this is happening. So, for the past few days, he’s been following around a group of people with strange tattoos on their necks. He followed some of them to a warehouse on Candle lane. From his hiding-place, he watched them go in. It’s been more than a day now, and they have yet to come out.

Religion:
Undecided

Languages:
Common, Draconic, Dwarven, Orc

Race:
Warforged (Psiforged skin)
Ability Score Racial Traits: +2 Constitution, +2 Intelligence, -2 Charisma
Size: Medium Size
Type: Humanoid (Living Construct Subtype)
Base Speed: 30'
Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc
Construction Metabolism: Warforged have the following alterations to a normal humanoid's natural processes:
Warforged do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.

Warforged do not heal hit points or attribute damage naturally but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.

All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.

Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.

Warforged are not capable of procreation, having to rely on a Lifeforge to create new warforged.

Warforged do not change size or appearance naturally over time.

Construct Mind: Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.

Construct Resistance: Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.

Natural Plating: Warforged have a metal plating that provides them with a +2 natural armor bonus to AC. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.

Psiforged Plating: The composite plating of the warforged was made with dozens of crystals. These crystals act as a cognizance crystal, allowing you store 1 psionic power point within them at 1st level. Every odd level thereafter, you can store 1 additional power point into the crystals of your body. These crystals cannot be targeted separately from you and cannot be disenchanted or suppressed. In all other ways, these crystals act as a single cognizance crystal. Warforged with this alternate racial ability can be targeted by spells, powers and effects that affect crystal, glass, wood and metal, but not stone. This racial trait replaces natural plating.

Slam: Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.

Class:
Aegis - Crystal Warrior Archetype

Alignment: Any.

Hit Die: d10.

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

Class Skills
The aegis’s class skills are Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Knowledge (psionics) (Int), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiencies
Aegii are proficient with all simple and martial weapons. Aegii are proficient with light armor and shields (but not tower shields). Armor does not interfere with the aegis’s class features.

Power Points/Day: An aegis’s ability to manifest some of his abilities is limited by the power points he has available. His base daily allotment of power points is given on Table: The Aegis. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points), treating his manifester level for the purposes of bonus power points as equal to his class level. His race may also provide bonus power points per day, as may certain feats and items.

Astral Repair (Ps)
An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
(Replaced by Missive)

Psicrystal Affinity
The aegis gains the Psicrystal Affinity feat as a bonus feat at 1st level. For the purposes of his psicrystal’s abilities and the feat’s prerequisites, the aegis’s class level counts as his manifester level.

This ability replaces one of the customization points gained at 1st level.

Form Astral Suit (Su)
Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his astral suit.

The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.

An astral suit can be dismissed as a free action.

An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn.

To gain the benefits of some of the additional class features detailed below, the aegis’s psicrystal must be physically touching the aegis when the aegis forms his astral suit, and the psicrystal is consumed by the astral suit while the astral suit is active. When the psicrystal is consumed in this fashion, it still grants all the normal benefits for being within 5 ft. of the aegis (Alertness, etc), but the aegis does not gain any of the psicrystal’s special abilities (natural armor, hardness, etc.) The aegis may still form his astral suit normally, but he loses those abilities detailed below that rely upon the psicrystal being consumed by the astral suit. In addition, the aegis gains the ranged attack customization as a bonus customization.

Missive (Ps)
While the aegis’s astral suit is active and his psicrystal is consumed by it, he gains the ability to use missive as a psi-like ability with a manifester level equal to his class level.
(You send a telepathic message of up to ten words to any living creature within range (25ft+5ft/2 Levels). Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless mental syllables.)
This ability replaces astral repair.
Damage Reduction
Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
Craftsman
Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice (Armor). At 6th level and every four levels thereafter, this bonus increases by 1.

Astral Suit:
Customization Points Available:3
Current Customizations:

Speed (1pt)
The aegis’s base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.
Evasion(1pt)
As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw.
Stalwart(1pt)
As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw.
Ranged Attack (Permanent - Crystal Warrior)
The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft.

Configurations

Astral Skin*
When formed in this way, an astral suit resembles a psychoactive skin. Forming an astral suit into this form takes a swift action. The aegis gains no armor bonus from his astral suit when worn in this fashion.

Bonus Customizations

Speed (x2) = 40’ Speed
The aegis’s base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.

Nimble
The aegis gains a +2 enhancement bonus to Dexterity while he is wearing his astral suit.
Evasion
At 2nd level, the aegis gains the evasion customization as a free customization when the astral suit is in astral skin form. As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw.

Astral Armor**
Forming an astral suit into this form takes a move action. When formed into astral armor, an astral suit resembles masterwork chainmail and is treated as such for all mechanical purposes. (+6 AC; +2 Max Dex Bonus; -4 ACP; 20’ Base Speed)

Bonus Customizations

Brawn
The aegis gains a +2 enhancement bonus to Strength while he is wearing his astral suit.

Improved Damage
The aegis’s melee attacks deal additional damage. If wielding a two-handed weapon, the aegis deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the aegis deals 2 additional points of damage on a successful hit. If wielding a light weapon, the aegis deals 1 additional point of damage on a successful hit. If dual-wielding, each weapon is affected separately.

Flexible Suit
At 2nd level, the aegis gains the flexible suit customization as a free customization when the astral suit is in astral armor form. The aegis’s armor check penalty is reduced by 1 (to a minimum of 0). The aegis may also sleep in his astral suit without becoming fatigued.

Astral Juggernaut***
Forming an astral suit into this form takes a full-round action. When formed into astral juggernaut, an astral suit resembles masterwork half-plate and is treated as such for all mechanical purposes. (+8 AC; +0 Max Dex Bonus; -6 ACP; 20’ Base Speed)

Bonus Customizations

Fortification
The aegis gains 25% chance to negate critical hits or sneak attacks (so damage is rolled normally instead). This does not stack with armor with the same special ability.

Hardy
The aegis gains a +2 enhancement bonus to Constitution while he is wearing his astral suit.

Stalwart
At 2nd level, the aegis gains the stalwart customization as a free customization when the astral suit is in astral juggernaut form. As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw.

Traits:

Natural Flyer (Combat)
You gain a +1 trait bonus on Fly checks, as well as Acrobatics checks attempted while flying. Fly is always a class skill for you.

Mechanical Expertise (Regional)
Benefit(s): Select one of the following skills: Craft (any), Disable Device, or Knowledge (engineering). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (Disable Device)

Feats:

Psicrystal Affinity (Bonus, Crystal Warrior)
Alertness (Bonus, Psicrystal)
Dodge (Level 1)

Skills:
14+4 (7+2 bg/Lvl), ACP: 0/-3**/-6***)
~Acrobatics (Dex) R2: +7/+8* (+1 When Flying)
~Autohypnosis (Wis) R2: +6
~Climb (Str) R2: +7/+8**
~Craft: Armor (Int) B2: +9
~Craft: Carpentry (Int) B1: +7
~Disable Device (Dex) R2: +8/+9*
~Fly (Dex) R0: +3/+4*
Knowledge: Engineering (Int) B1: +4
~Knowledge: Psionics (Int) R1: +7
Perception (Wis) R2: +3/+5 (Alertness)
Sense Motive (Wis) R0: +1/+3 (Alertness)
Stealth (Dex) R0: +2/+3*
~Swim (Str) R1: +6/+7**
~Use Magic Device (Cha) R2: +3

~Class Skill
*Astral Suit
**Astral Armor
***Astral Juggernaut
Background Skill

Power Points:
Power Points Available

PP Pool (2+3) : 5/5
Cognizance Crystal Storage: 1/1


J’r-V’zz:
Psicrystal (Targeting Array Archetype) - Modified
J’r-V’zz dwells most of the time, in the slot built for him in Zander’s chestplate. Whenever Zander forms his Astral Suit, if J’r-V’zz is within 5’ of him, J’r-V’zz becomes part of the Suit, which allows the Psicrystal to enhance and partially control the Suit. When in this configuration, it still grants all the normal benefits for being within 5 ft. of Zander (Alertness, etc), but Zander does not gain any of the psicrystal’s special abilities (natural armor, hardness, etc.).

Init +2 Senses Sighted 40 ft., Perception +6

DEFENSE

AC 16, 16 touch, 14 flat-footed (+2 Dex*, +4 size)
hp: 12 (½ master’s)
Fort *, Ref *, Will * (* as master’s saves)
Hardness 8
Improved Evasion

OFFENSE

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

STATISTICS

Str 1*, Dex 15*, Con -, Int 10, Wis 10, Cha 10
BAB +0; CMB -2; CMD 3
Feats –
Skills: (Ranks as Master, using Psicrystal’s stats. Minimum 4 Ranks in Perception and Stealth)

SPECIAL ABILITIES

Construct traits
A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Psicrystals do not have the usual construct traits of darkvision and low-light vision.

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. (+0 Level 1-2)

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). (10 Base +0 Level 1-2)

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. J’r-V’zz is Meticulous. (No bonus, due to TA Archetype)

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.

Targeting Array Archetype
Although not the most common, some combat-savvy psionicists opt to utilize their psicrystal companions as active supporters in combat. These targeting arrays assist in analyzing the patterns of opponents and optimizing the accuracy of their master’s attacks.

Tactical Assistance (Ex)
A Targeting Array helps its master to analyze and defeat opponents in combat.

When it uses the aid another action, it may make an intelligence check against DC 10 in place of an attack roll to aid its master against a single enemy within 30'.

This ability replaces the psicrystal’s personality bonus.

Improved Tactical Assistance (Ex)
At 3rd level, the Targeting Array gains one of the following feats as a bonus feat: Swift Aid, Open Up, Got Your Back, or Harrying Partners. The targeting array’s master also gains this feat. Neither of them needs to meet the feat’s prerequisites. If the targeting array’s master later gains another one of these feats, the psicrystal gains its benefit as well.

This ability replaces deliver touch powers.

Pinpoint Weakness (Ex)
Starting at 11th level, when the targeting array uses the aid another action on a creature to grant it a bonus on attack rolls, it also doubles the Threat range of any attack the aided creature makes.

This ability replaces power resistance.

Tactical Mastery (Ex)
At 15th level, whenever the targeting array uses the aid another action, it may grant the target a bonus equal to the targeting array’s intelligence modifier in place of the normal +2 bonus.

In addition, the targeting array may select another bonus feat from the improved tactical assistance list.

This ability replaces channel power.

Worn equipment:
Explorer’s Outfit (Red Leather Long-Coat/Tabbard)

Carried equipment:
Warforged Repair Kit (10/10)
Halberd
Thieves’ Tools
Sunrods (5)
Identity Papers from North Ward

25gp
3pp
50sp