DESCRIPTION Image here Ascendant Psion Elan |
Age Lawfull Height 5'11" Weight 65lb, Hair: Brown/Black, Eyes: Dark Brown Body: Slender, Skin Olive brown, Voice: Light: Alignment :N/A, Hero Points 5/5 Mythic Power 5/5
Disruption
A young member of House Kaijitsu, Brown hair and dark brown eyes. Ynja Eva Ragnavold, looks young adult female human. Her skin is pail with tattoos under her clothing, ones that glow from time to time. She stands some 5'6" and plane white clothing.
No power or Skill can Detect her body as being psionics
Personality
Ynja has a deep sadness to her, yet she hides it under a smile and lot of drink. Some times she can come over as cynical and hard bitten. She is no egotist, not craving wealth or power, She just dose what she knows how to do. She owns little and keeps moving and dose not like to attract attention to herself.
CRUNCH:
-------=OFFENSE=--------
Speed: 30 ft + [Teleport 35'+5' As a swift action]
CMB: +6 {+4Base +2Str +0size +0misc}
CMD 28 {10 +4Base +2Str +10Dex +0size +0misc+2APB}
Base Atk: +4;
Melee:+6{+4Base,+2Str}
Ranged:+14{+4Base,+10Dex}
Resistance:
1pp = +4 to a save**
+2 Vs mind effects
+2APB
Immunity's
Sleep like effects.
Aging effects [dose not age]
Other
--------=STATISTICS=-------- 1
+106 Points one2one spend
But the body she is in sets the Physical side of her build
STR 14 [+04] [Base 10] [4p]
DEX 30[+10] [Base 10] [18p][+2APB]
CON 16 [+3] [Base 10] [6p]
INT 52 [+21] [Base 10] [38p] [+2Race][+2APB]
WIS 30 [+10 [Base 10] [20p]
CHA 30 [+10] [Base 10] [20p]
---------=Traits=-------
Traits
1:Meta-creative Talent
Benefit:While you maintain psionic focus you can manifest shards of crystal as a swift action that last for one round. These blades can be used as thrown weapons if you use them immediately (you are proficient in their use; 1d2 slashing damage, 20/x2 crit, range increment 10 feet). This talent grants no benefit if you do not have the ability to gain psionic focus.
2:Psychoportive Talent
Benefit: You can expend your psionic focus as an immediate action to make a five-foot step. You may do this even if you have already moved in the round in question, although not if you have already taken a five-foot step, and doing so does not prevent further movement in this round. This talent grants no benefit if you do not have the ability to gain psionic focus.
-----=Drawbacks=----
-:Magic Incompatibility:- [Background]
You find understanding Magic hard, when using a magic item or making a magic related roll to understand magic, you take a -4 on the rolls outcome.
This dose not count V magic effects on you.
-:Aberrant Nature: [Race]
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.
-------=Feats=-------
Level Feats: Psion
1:Extra Lives [Horrifically Overpowered]
You are just hard to kill.
Benefit: Your character can come back from the dead, with no penalty, three times in its total career. This happens at the end of whatever encounter you died in, unless that would cause your character to immediately die again (such as if your body was dropped into a pool of lava). In that case, you return to life at some safe location within a week, at the GM’s discretion. If you think your character is likely to be raised quickly and easily, you may choose not to use this ability when you die, in which case it does not count against your three total uses of this feat.
Special: This feat can be taken more than once. Each time you take it, the number of times your character may freely return from the dead increases by three.
2:Hero’s Fortune (Luck)
Even at the start of your career, it was clear that you had a chance at greatness, and your legend continues to grow with every adventure.
Benefit: You gain a hero point. The maximum number of hero points you can have at any one time is increased to 5.
Normal: You can have no more than 3 hero points at one time.
3:Access Psionic Talent
4:Deep Focus
5:-
6:-
Level Feats: Cryptic
1:Access Psionic Talent
2:Amateur Gunslinger Combat
3:Heroic Grace [Horrifically Overpowered]
You are destined for greatness, and are thus unlikely to be petrified by a wandering monster.
Benefit: You may add your Int, Wis, or Cha bonus to all your saving throws, in addition to your normal ability modifier. This does not stack with the paladin’s divine grace class feature, or any other ability that adds your Int, Wis, or Cha to all your saving throws. (You are still allowed to add your Wisdom bonus to your Will saves, as normal.)
4:Extra Insight
5:craft-wondrous-item [Psionic Only]
6:)One Pattern
----------------------
Race Psionic Talent [Psionic]
Class
--Psion:--
Bonus feat: Fast Step [Psionic]
You are able to teleport more easily.
Benefit: You may use Nomad’s Step as a move action, instead of as a standard action.
Bonus feat:psicrystal-affinity-psionic
Prerequisites: Manifester level 1st.
Benefit: This feat allows you to gain a psicrystal. Should your psicrystal be destroyed,
you gain a new one after 24 hours. A new psicrystal must have the same personality as the original.
From Item: Alertness [With in 30']
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Fast Step (Mythic) [Psionic]
You can rapidly alter your location.
Prerequisite: Fast Step.
Benefit: You can use the nomad’s step class feature as a swift action. Alternatively, you can spend one use of mythic power to use nomad’s step as an immediate action. In addition, you add your mythic tier to your psion class level when determining the distance you can travel while using nomad’s step.
Extra Lives (Horrifically Overpowered, Mythic)
You are nearly impossible to kill.
Prerequisite: Extra Lives (Horrifically Overpowered).
Benefit: As long as you have at least one use of the Extra Lives feat available, you can expend three uses of mythic power to use your Extra Lives feat without it counting against the maximum number of times you can use the feat.
If you expend two points of mythic power, you may grant another dead character one of your uses of the Extra Lives feat. You can’t do both of these at once.
From Item
Weapon and Armor Proficiency: Fire Arms All simple [Fire Arms], rapier, club, dagger, heavy crossbow, light crossbow, quarterstaff, and short-spear.
Proficient with light armor but not with shields.
-------=SPECIAL/CLASS ABILITIES=-------
Dos not need to eat or drink Dose not sleep
Racial Traits
Ability Score Modifiers: 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.
Size:
Elan are Medium creatures and have no bonuses or penalties due to their size.
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).
Class Skills
Skill Ranks at Each Level: 2 + Int modifier.
The psion’s class skills are Autohypnosis (Wis), Craft (Int), Knowledge (all) (Int), Profession (Wis), and Spell craft (Int).
Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
Powers Points/Day
A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.
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.
Bonus Feats [x2]
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Discipline Talents (Ps)
Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.
Discipline Abilities
At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.
Telepathy
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.
The Difficulty Class: 10+PL+14/+16 [Power running] for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.
Hide Mind (Su)
At 2nd level, the ascendant psion cannot be identified as psionic by divination spells, clairsentience powers, or similar abilities unless the caster level or manifester level of the effect is 4 higher than the ascendant psion’s manifester level.
PP/Day 35Level+45int+2Feat=[82pp/day]
Powers Known 11
Max Power Level 3ed
TALENTS [All at will wile focused]
Class
Detect psionics/Magic At Will
HD d8
BAB+4
Saves: +2/+5/+5
Class Skills
Skill Ranks per Level: 4 + Int modifier.
The cryptic’s class skills are Acrobatics (Dex), Appraise (Int), Autohypnosis (Wis), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Weapon and Armor Proficiencies
Cryptics are proficient with all simple, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic’s class features.
Powers Points/Day
A cryptic’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Cryptic. In addition, she receives bonus power points per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.
Powers Known
A cryptic begins play knowing one cryptic power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power.
Choose the powers known from the cryptic power list. (Exception: The feat Expanded Knowledge does allow a cryptic to learn powers from the lists of other classes.) A cryptic can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a cryptic can manifest in a day is limited only by her daily power points. A cryptic simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points. The Difficulty Class for saving throws against cryptic powers is 10 + the power’s level + the cryptic’s Intelligence modifier. Maximum Power Level Known A cryptic begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power’s level.
Distorters
Understand that altering perception can truly alter reality if done right. These cryptics change the nature of the patterns around them to alter how other creatures see and interact with the world, rather than relying on mental manipulation like a telepath.
Altered Appearance (Su)
A distorter has learned to alter her pattern to mask her appearance. As long as the distorter is maintaining psionic focus, as a full-round action, the distorter can change her physical appearance to look like someone else, granting a +10 bonus on Disguise skill checks. The distorter’s size does not change, and she does not gain any special abilities, even if her new appearance would seem to grant it. The effect ends once the distorter is not maintaining psionic focus or it can be dismissed as a free action.
Warp Perception (Su)
A 4th level distorter has learned to alter the way creatures perceive distances by manipulating the visual patterns. The distorter can cause up to her Intelligence modifier in creatures to incorrectly calculate the distance between the affected creature and the cryptic unless each creature makes a successful Will save (DC 10 + 1/2 cryptic class level + the cryptic’s Intelligence modifier). For a number of rounds equal to the cryptic’s Intelligence modifier, each square of movement any of the affected creatures take toward the cryptic counts as two squares of movement, regardless of the mode of movement (flight, swim, etc) or if the creature is corporeal or incorporeal. In addition, any ranged attacks made at the cryptic by the affected creatures that only work within a certain range (such as a ranged sneak attack or Point-Blank Shot) count the distance between the creature and the cryptic as double. This does not affect the range increment of the attack, only if the distance of the attack qualifies.
Insightful Deed
At 6th level, the grammatons picks one 3rd level deed or lower and gains that deed.
Pattern Designs (Su) [DC25]
Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear. When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.
Altered Defense (Su) [25r/day]
A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.
Absorb:
The cryptic gains DR 2/-.
Deflect:
The cryptic gains a +2 dodge bonus to his AC.
Retaliate: [+2]
The cryptic gains a +2 bonus on his attack rolls against any opponent that successfully hit him since his last turn.
Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).
Rapid Defense (Su)
Starting at 4th level, a cryptic can use her altered defense ability as a free action by expending her psionic focus. The cryptic may even do this when it is not her turn.
Disrupt Pattern (Su) [2d6+21]
All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s Intelligence modifier. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.
Lesser Insights
Cryptics learn minor powers they can use at will to aid them in a variety of ways.
The cryptic gains 2 talents from the cryptic talent list.
Scribe Tattoo
At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level).
The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.
Trapfinding [+3]
A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.
Trapmaker [+3]
A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.
Hidden Pattern (Ex) [+4 Stealth]
A cryptic learns how to recognize patterns in light and sound around her that can help her to mask her presence. At 2nd level, a cryptic gains a +2 competence bonus on all Stealth checks. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, as long as the cryptic maintains psionic focus, she can use the Stealth skill to hide, even while being observed.
Insight (Su)
Starting at 2nd level, and then again every 2 levels thereafter (up to 18th level), a cryptic learns a unique ability related to her perception of the patterns in the world around her.
1:Extend Tattoo (Ex) [21x Day]
A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps that does not have an instantaneous duration to function at twice its normal duration.
2:Binding Pattern (Su) [DC34]
A cryptic with this insight can cause creatures struck with her disrupt pattern ability to become entangled for a number of rounds equal to the cryptic’s Intelligence modifier, although the disrupt pattern damage is minimized (all dice rolls are treated as 1s). Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier. A cryptic must be at least 4th level before selecting this insight.
3: Explosive Pattern (Su) [DMG 24]
A cryptic with this insight can cause her disrupt pattern ability to explode upon impact. If the cryptic’s disrupt pattern attack successfully hits, it causes splash damage to nearby creatures. The splash damage is equal to the minimum damage of the disrupt pattern. A cryptic must be at least 6th level to select this insight.
4*: Repair Pattern (Su) [21xday 21Heal]
A number of times per day equal to the cryptic’s Intelligence modifier, she can heal one creature touched for a number of hit points equal to her class level plus her Intelligence modifier. This can alternatively be used on a non-magical object, repairing the item instead of healing a creature. A cryptic must be at least 6th level before selecting this insight.
Enhanced Disruption [+2d6]
At 3rd level and every two levels thereafter, the cryptic’s disrupt pattern deals an additional 1d6 points of damage. This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike, but it is halved if the creature struck is not of the cryptic’s active creature type.
Evasion (Ex)
At 3rd level and higher, a cryptic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cryptic is wearing light armor or no armor. A helpless cryptic does not gain the benefit of evasion.
Swift Trapper (Ex)
At 6th level, a cryptic can create traps with astounding speed. It takes a cryptic half the normal amount of time to create traps.
PP/Day 12+60int+2Feat=[74pp/day] [-1]
Powers Known 6
Max Power Level 1ed
TALENTS [All at will wile focused] [From loss of 1 level 1 power]
Mythic 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) 5/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) [1d6]
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.
Mythic Feat: Fast Step (Mythic)
You can rapidly alter your location.
Prerequisite: Fast Step.
Benefit: You can use the nomad’s step class feature as a swift action. Alternatively, you can spend one use of mythic power to use nomad’s step as an immediate action. In addition, you add your mythic tier to your psion class level when determining the distance you can travel while using nomad’s step.
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 Psionics
Select one of the following abilities. Once chosen, it can't be changed.
Mythic Manifestation
As a standard action, you can expend one use of mythic power to manifest any one psionic power without expending any psionic power points. This must be one of your powers known. If the power requires a saving throw, any non-mythic creatures affected by the power roll twice and take the lower result. If you must attempt a manifester level check for the power to overcome a creature’s power resistance, you can roll your manifester level check twice (adding your tier to each) and take the higher result. You can’t add a metapsionic feat to a power you manifest using this ability. The power is treated as if augmented to your manifester level, should the power allow augmenting.
Path Ability
At 1st tier and every tier thereafter, select one new path ability from the overmind path abilities lists or from the universal path abilities lists. Once you select an ability, it cannot be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as class ability or minimum mythic tiers, that you must meet before you select those abilities.
ML1:Additional Discipline (Su): [Nomad]
Select one psionic discipline that is not your selected discipline. You gain discipline abilities from that discipline, treating your tier as your psion level for the purposes of these abilities. Once you have chosen the discipline, it cannot be changed. You must have the discipline class feature to select this ability. You can select this ability up to three times, each time selecting another psionic discipline other than your own.
Psychoportation
A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
Discipline Talents (Ps)
Choose two powers from the following list: burst, ]catfall, decelerate, detect teleportation.
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. In addition, the effect of catfall only treats your fall as 20 ft. shorter than it is, and decelerate only reduces the target’s movement speed by 5 feet.
Nomad’s Step (Su) [25'][15+5'ML1+5'Mythic feat]
At 2nd level, as long as you maintain psionic focus, as a standard swift action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.
A genius has an unquenchable thirst to discover and devise new knowledge, taking theory and inspiration and blending it with relentless experimentation and rigorous retesting of every hypothesis until he can synthesize a cohesive and unassailable proof.
Mythic 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) 5/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) [1d6]
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.
Mythic Feat: Extra Lives (Horrifically Overpowered, Mythic)
You are nearly impossible to kill.
Prerequisite: Extra Lives (Horrifically Overpowered).
Benefit: As long as you have at least one use of the Extra Lives feat available, you can expend three uses of mythic power to use your Extra Lives feat without it counting against the maximum number of times you can use the feat.
If you expend two points of mythic power, you may grant another dead character one of your uses of the Extra Lives feat. You can’t do both of these at once.
Bonus Hit Points:
Whenever you gain an archmind tier, you gain 3 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.
Genius Idea:
Select one of the following abilities. Once chosen, it can’t be changed.
Perfect Solution: (Ex)
As an immediate action when an ally fails a saving throw, you can expend one use of mythic power to allow your ally to reroll that saving throw, using your Intelligence modifier in place of its Constitution, Dexterity, or Wisdom modifier.
Path Ability:
At 1st tier and every tier thereafter, select one new path ability from the genius path abilities lists or from the universal path abilities lists. Once you select an ability, it can’t be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them.
1:Path Dabbling: (Ex)
Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction.
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.
psicrystal:
Psicrystal Affinity [Psionic]
You have created a psicrystal.
Prerequisites: Manifester level 1st.
Benefit: This feat allows you to gain a psicrystal. Should your psicrystal be destroyed, you gain a new one after 24 hours. A new psicrystal must have the same personality as the original.
Alertness [With in 30']
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Table: Psicrystal Special Abilities
Owner Level Natural Armor Adj. Int Adj. Special
1st–2nd +0 +0 Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link
3rd–4th +1 +1 Deliver touch powers
5th–6th +2 +2 Telepathic speech
Psycrystal CR –
XP 0
Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6
DEFENSE
AC 16, 16 touch, 14 flat-footed (+2 Dex*, +4 size)
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 15*, Con -, Int 8, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats –
Skills Climb +10*, Perception +6, Stealth +6
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.
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.)
Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
Long ago in Thassilon, when magic was free, and powers to shape and move the world, where being defined into schools of thought and use. Known as the 6 schools of magic, But back then there was a 7th, one that the mind mages, soul blades and Dreads used. That school was Psionics, magic like powers driven my the mind alone. But the other 6 started a war, which had most power, which the best, and to them the mind mages where the 'other' so as one they attacked the followers of mine maging. To protect themselves the mind mages made the 'Council' Tasked with protecting those that used psionics. The worked on means to do this and so they altered themselves, becoming the 1st Elans. Then having found the art, the made the 1st Elan agents, weapons to do the bidding of the council.
Ynja thinks she was of the second generation, created form a Thassilon hero. She did not have a name at the start of things, Just a number, 3, and training. Then a war, epic bloody battles and she a terror weapon to be used on the enemy. But an Enemy who had weapons of their own and more of them. In the end they won and the Elan council hid from view, carrying on its work . Time pass, the world change but wars are always there, Ynja did what she was made for, fight. Moving from war to war, such became her life doing the only thing she knows how to do, Fight. With what little she has she keeps to herself, never staying long in any one place. A myth told by old fighting men over drinks long after the battles are ended.
The Elan council.
Ynja is still working for the council, from time to time they ask her to do a talk, which she dose without question.
Seeping Memories
Ynja suffers from PTSD,flashbacks of other times and places that she can't explain. To deal with it, she drinks, drinks too much at times. It also blocks her making friends for long, night sweats and screaming do not make for good company.
Blades then guns
When she was created she used crystal blades to shape and use her disruptive patterns, but of late she has started to use guns.
Clothing: Ynja's clothing at the moment is just a death shroud.
Eating Habits
Miss Ragnavold, do's not need to eat or drink only doing so it fit in if someone asks as a diplomatic thing. But she dose so like to drink.
Problems with Magic
Ynja dose not really get on with magic, O she knows about it, but it feels all wrong to her, when ever she gets close to it, odd things happen. So she tends to keep away from using it herself.