Hit Points 105(?) 16d8+24+16–3
Initiative +7 +3 dex +4 feat
Base A. Bonus +12/+7/+2
Melee Attack +19/+14/+9
Ranged Attack +15/+10/+5
Maneuvers +19
Armor Class +13
Touch AC +3
Flat-footed +10
Maneuvers +22

ABILITY trait mod
Strength 18
Dexterity 10
Constitution 14 +2
Intelligence 10 +0
Wisdom 18
Charisma 7 –2
Fortitude +12
Reflex +5 (8)
Will +9 (12)
SKILL Roll Calculating
Acrobatics +18 dex 3 + rank 8 + class 3 + path 4 –armor 1
Autohypnosis +24 wis 7 + rank 14 + class 3
Bluff +0 cha -2 + race 2
Climb +10 str 7 + rank 1 + class 3 –armor 1
Craft +0 int 0
Diplomacy +11 cha -2 + rank 2 + class 3 + race 2 + path 6
Intimidate +11 cha -2 + rank 1 + race 2 + item 10
Perception +26 wis 7 + rank 16 + class 3
Profession:Guard +9 wis 5 + rank 1 + class 3
Ride 6 dex 3 + rank 1 + class 3 –armor 1
Spellcraft +13 int 0 + rank 10 + class 3
Swim +10 str 7 + rank 1 + class 3 –armor 1
KNOWLEDGE Roll Calculating
Psionics +7 int 0 + rank 4 + class 3
Religion +7 int 0 + rank 4 + class 3

Nature: Player Character
Player: AnnikenAnniken

Race: Kalashtar
Religion: il–Yannah
Origins: Overlook

Class: Psychic Warrior 16
Warrior Path: Ascetic
2nd Path: Mind Knight
Alignment: Lawful Good



Gender: Female
Age: 48
Hair: Long, dark hair, usually braided
Eyes: Light grey
Height: 176cm
Oher traits: Three crystals have been embedded in the skin below her left collarbone.
Languages: Common, Quor



Racial Abilities

Dual Spirit: +2 racial bonus on saving throws against Mind–Affecting effects, and Possession.

Psychic Presence: +2 racial bonus on Bluff, Diplomacy & Intimidate checks
Human Semblance: +2 racial bonus on Disguise checks made to impersonate a human.

Dreamless: Even though they do sleep, they do not dream.
●Gives immunity to the ''dream'' & ''nightmare'' spells.
●Also immune to any other effect that relies on the target’s ability to dream.

Psi-Like Abilities: ''Mindlink'' (1/day). Manifester lvl = 1/2 character's lvl (save DC is Cha-based)
Houserule: They can spend of their "Power Points" to use this ability additional times per day,
but then the power doesn't get the usual 'auto-augmenting' that psi-like abilities normally do.

Naturally Psionic: ●Get +1 extra "Power Point" per level, even if they don't have a psionic class.
They don't, however, get the ability to manifest powers simply by virtue of having power points.
●They can get [psionic]-type, [metapsionic]-type & psionic [item creation]-type feats.

Psionic Aptitude: When a kalashtar takes a level in a favored class,
they can choose to gain +1 additional "Power Point" instead of +1 Hit Point or +1 Skill Point.

Class Abilities

Proficiencies: ●Simple & martial weapons, ●all armor & shields (except tower shields).

Bonus Feats: These bonus feats must be either (combat)-type feats or (psionic) feats.
The character must still meet all prerequisites for their bonus feats.

1.Path Powers:
●These powers don't count against character's max number of powers known.
●Character can choose to manifest path powers either
1) at zero cost by expending psionic focus, but then it can't be augmented, or
2) at normal cost, but then your effective Manifester Level is treated as +1 higher than normal.

1.Psionic Proficiency (Ex):
●Character treats their BaB as if = (Psychic Warrior lvl) for purpose of (Psionic) feat requirements.
●BaB granted from other classes is unaffected, and is added normally.

4.Path Skill: ●Get a +2 bonus to 1 of your path's listed skills (your choice).
●For every 3 further levels, you get another +2 bonus to a path skill of your choice (7th lvl, 10th lvl, 13th lvl, etc).
●Can choose to add this to a skill you've chosen before (to a max of +6 per skill), or to a new path skill you haven't chosen before.

6.Martial Power:
●When making a melee attack, you can manifest 1 of your Path Powers as part of that attack action.
●The power takes effect immediately after the attack has been finished.
●A "touch"-range power can be transmitted through the melee attack to the attacked target, if desired.

11.Secondary Path [trance, maneuver]: Can use the Trance & Maneuver from their 2nd path.
May only benefit from one Trance at a time.

12.Twisting Path (Ex): As a Swift action while using a path's "Trance" (and maintaining psionic focus),
the character can change it into the Trance of their other path.

Warrior's Path: Ascetic

Bonus Class Skill: Knowledge (Religion).

Path Skills:Acrobatics, ●Autohypnosis, ●Knowledge (religion).

Path Powers:Defensive Precognition & ●Offensive Precognition.

3.Ascetic's Trance:
●Must maintain psionic focus & wear light or no armor.
●Gives you a +1 competence bonus to your AC or saving throws,
●Choose which benefit when you enter psionic focus.
●Bonus increases by +1 per 4 psychic warrior lvls > 3rd lvl = +3 bonus.
●Unless otherwise indicated, if you expend psionic focus to activate a path's Maneuver,
you still gain the benefit of your Trance until the end of your turn.

3.Ascetic's Maneuver:
●Done as an Immediate action.
●Must expend psionic focus.
●Gives you a +2 dodge bonus to AC until the start of your next turn.
●Bonus increases by +1 per 5 psychic warrior levels you have = +4 AC.
●If you did this in response to an attack and that attack misses you, you may take a 5-foot step as part of this maneuver.

Warrior's Path: Mind Knight

Bonus Class Skill: Diplomacy.

Path Skills:Autohypnosis, ●Diplomacy, ●Ride.

Path Power: Call Weaponry.

11.Mind Knight's Trance:
●Must maintain psionic focus.
●Gain a +1 competence bonus to your Initiative.
●When wielding a weapon gained through ''call weaponry'', you get a +1 bonus to attack & damage rolls with that weapon.
●These bonuses increase by +1 per 4 psychic warrior levels > 3rd = +3 bonus.

11.Mind Knight's Maneuver:
●Done as an Standard action.
●Must expend psionic focus.
●Lets you make a melee attack against 2 different targets, who are both adjacent to you.
●For every (5 lvls > 3rd), you can make +1 more attack on another adjacent target = 3 targets.


1.Psionic Body: Get +2 HP for each (psionic)-type feat you have (including this one) = +16 HP.

1B.Psionic Weapon: Maintain Focus: Melee weapons do +1 damage. Expend Focus: do +2d6 dmg.

2B.Open Minded: You gain 1 skill point for every 3 Class Levels you have have (to max +6 at 18th lvl) = +4 skill points.

3.Combat Manifestation: You get a +4 bonus on Concentration checks made to manifest a power
(or use a psi-like ability) when manifesting defensively or while grappled.

5.Mind Mask: Maintain Focus: Either ●register as "True Neutral" to effects that detect alignment,
OR ●register as non-magical/-psionic to "detect magic" & "detect psionics". Both are regardless of your true nature.

5B.Psionic Meditation: You can become Psionically Focused as a Move action.

7.Greater Psionic Weapon: Maintain Focus: Melee weapons do +2 damage. Expend Focus: do +4d6 dmg.

8B.Improved Critical (greatsword): Doubles the threat range for critical hits when you wield the selected type of weapon.

9.Improved Initiative: Gives +4 bonus on Initiative checks.

10B.Power Attack:
●Can choose to take a –1 penalty on all melee attack rolls & Maneuver checks to get a +2 bonus on all melee damage rolls.
●When BaB reaches +4, and every +4 BaB thereafter, the penalty increases by –1 & the damage bonus increases by +2.
●You must choose to use this feat before making an attack roll, and its effects last until your next turn.

●Damage bonus is increased by half (+50%) when making an attack with a 2-handed weapon, a 1-handed weapon wielded in two hands, or a primary natural weapon that adds 1.5 times your Str modifier to damage.
●Damage bonus is halved (–50%) if you're making an attack with an off-hand weapon or secondary natural weapon.
●Damage bonus doesn't apply to touch attacks or effects that don't deal HP damage.

Result: Can take –3 on melee attacks to get +6 to damage (+9 if using greatsword), for 1 round.

11.Empower Power (metapsionic): Expend Focus: Increase dice-roll-result of a manifested power by 50%, by using +2 extra power points.

12. Furious Focus:

13. Action Surge:

14. Expanded Knowledge: Metamorphosis

(B = Bonus Feat)


Power Point Pool: (class 80 +(lvl 16 × wis mod 7 × 0.5) +race 16 +favored class 16) = 168 points per day.
Concentration: 1d20 +17 (+4 if defensive or grappled). Power's Save DC: 1d20 +Power lvl +5.

Path Powers:
1.Defensive Precognition:A Get +1 bonus to AC & saves.
1.Offensive Precognition:A Get +1 insight on attack rolls.
1.Inertial Armor:A Tangible field of force provides you with +4 armor bonus to AC.

Powers Known: 12 (14) in total. Max level: 4th.
1.Chameleon:A Get +10 enhancement bonus to Stealth checks
1.Detect Psionics: You detect the presence of psionics.
1.Expansion:A Become 1 size category larger.

2.Animal Affinity:A Gain +4 enhancement to 1 ability score
2.Psionic Lion's Charge:A You can make full attack in same round you charge.
2.Wall Walker: Grants ability to walk on walls & ceilings.

3.Ectoplasmic Form: Insubstantiality benefits, fly slowly.
3.Exhalation of the Black Dragon:A Your breath deals 3d6 acid damage to a close target.
3.Vampiric Blade: You heal 1/2 of your base weapon damage.

4.Energy Adaption:A Your body converts energy to harmless light.
4.Fold Space:A Teleports you short distance.
4.Truevenom Weapon: Your weapon becomes horribly poisonous.

5.Biting Cold:A Cold damage with a chance of stagger.
5.Oak Body:A Your body becomes hard as oak.
5.Summoning Strike:A Attempt to teleport a creature within range and strike once.

6.Form of Doom:A Turn into a frightening tentacled beast.

Mind Stone Powers:
1.Empty Mind:A +2 to Will saves until your next action.
1.Burst:A Gain +10ft. to speed this round.
3.Empathic transfer, hostile:A Transfers damage to another by touch.

Feat Powers:

(A = can be "augmented" by spending extra power points when manifesting it)


Greatsword: 2-hand wpn. Dmg: 2d6+1d4+7. Crit: 17–20/(×2, +1d8). Traits: +1, Deep Crysteel, Psychokinetic Burst. Cost: 15'850 gp1
Rapier: 1-handed weapon. Dmg: 1d6+4. Critical: 18–20/×2. Cost: 20 gp.
Light Crossbow: ranged w. Dmg: 1d8. Critical: 19–20/×2. Range: 80 ft. Cost: 35 gp.
Mountain Pattern: "light" armor. AC: +6. Max dex: +5. Penalty: –1. Spd: 30 ft. Traits: Mithril, +4 armor. Cost: 15'250 gp2

Headband of Inspired Wisdom: Gives +6 to Wisdom while worn. Cost: 25'000 gp.

Crystal Mask of Dread: +10 Intimidate. Cost: Paid: 6000 gp3

Mind Stones: Two 1st-lvl (2'000 gp) & one 3rd-lvl (9'000 gp). Cost: 10'000 gp. Paid: 15'000 gp4

Skin of the Hero: +3 deflection bonus to armor class, +3 resistance bonus on all saving throws, +3 enhancement bonus on attack rolls. Cost: 77'500 gp.

Necklace of Adptation: Immunity to gasses, breathe underwater and in vacuum. Cost: 9'000 gp.

Ring of Featherfalling: 2200 gp.

Random expenses: 17 gp(Bribes). 200 gp(Minor equipment).

Wealth: 52'845 gp5

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