PF Ghost Elan Tactician 5/Leaching Psyche 1
Str — Dex 5 Con — Int 14 Wis 13 Cha 30 ( 17 +2 Elan, +3 Venerable, +4 Ghost +1 lvl +3 item)
HP: 95 (38 class +60 cha -3 shard feat)
Psicrystal (share pained): 49 hp
AC: (-1 Vulnerable, +Cha deflection)
Feats:
Traits: Psionic Knack, Accelerated Drinker (Move action potion use)
Flaw Feats: Ghostly Grasp (Libris Mortis) Alternative Tradition (Charisma to Manifesting)
Free: Psionic Talent
1. Hidden Talent (Astral Construct)
3. Human Heritage
Taint (Moderate-Depravity 28): Linked Power, Psicrystal Containment
Taint (Moderate-Corruption 28): Ghostly Strength, Psicrystal Affinity (Nimble)
5. Psionic Affinity (+2 spellcraft, and UPD checks)
Epic E6 (5 from before, 19 total here)
- Echo Exemplar
- Martyr of the Network
- Leadership
- Improved Leadership
- Extra Mimic (Total 2)
- Extra Mimic (Total 4)
- Versatile Mimic (Trade 2 Lesser for 1 Greater Mimic)
- Psionic Body
- Gestalt 1: Wilder
- Gestalt 2: Wilder
- Gestalt 3: Wilder
- Gestalt 4: Wilder
- Gestalt 5
- Gestalt 6
- Expanded Knowledge: Synchronicity
- Expanded Knowledge: Sense Danger (MoE p106)
- Signature Power: Battle Transformation
Skills: 36 Tactician 4 Human Heritage
Autohypnosis (Wis), Bluff (Cha) [1d20+2+10+3], Climb (Str), Craft (Int), Diplomacy (Cha) [1d20+2+10+3+2], Intimidate (Cha) [1d20+6+10+3], Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (psionics) (Int) [1d20+5+2+3], Linguistics (Int), Perception (Wis) [1d20+6+1+8+3], Perform (Cha) [1d20+1+10+3], Profession (Wis), Ride (Dex), Sense Motive (Wis)[1d20+6+1+3], Spellcraft (Int) [1d20+6+2+5], Swim (Str), Use Magic Device (Cha) [1d20+6+10+3]. Stealth [1d20+1-2+8+3] Concen [1d20+6+10]
Race/Class
-Corrupting Touch [1d20+3-3] Aging Dmg [6d6] Fort 23 Half. Ignores armor, natural, shield AC. +1d6/lvl, (+half lvl +cha for DC)
-Telekinesis (Su): The ghost's death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost's HD, whichever is higher)
-Vehemence (Su): A ghost with a powerful connection to a specific location gains a measure of mastery over the objects in that place. Once per round, a ghost can possess an object of size Large or smaller, giving it life as an animated object. This animated object’s CR can be no higher than the ghost’s CR minus 2. If the target object is being held by a creature, the object can make a Will save using its bearer’s saving throw to resist possession. If the animated object is destroyed, the ghost reappears in its square and cannot possess another object for 1d4 rounds. (CR +0)
-Malevolence (Su): The ghost's jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hour
- Guard Target: The tactician directs a member of his collective to guard a specific target (which may be the tactician, but not the directed member), granting the directed member a +1 competence bonus to attack rolls. In addition, the directed member can spend an attack of opportunity to redirect an attack made at the target as if it was made him, even if the attack itself would not normally have provoked an attack of opportunity. Any time the directed member redirects an attack in this fashion, the tactician gains a cumulative +1 bonus to his next attack against the source of the redirected attack. This effect lasts a number of rounds equal to the tactician’s Charisma modifier, although the tactician’s bonus resets at the end of his turn. If the directed member would not normally be able to make an attack of opportunity, for example, if they already made one and do not possess the Combat Reflexes feat, they may not redirect attacks. At 8th level and every four tactician levels thereafter, the competence bonus on attack rolls increases by 1.
- Collective (Std): Range 100' + 10'/lvl. Up to half tactician lvl or ability modifier (10 people). If a tactician power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power.
- Coordinated Strike (Swift): +2 hit against called out foe for members of your collective for 1 round. 5/day (3+int)
- Lesser Tactician (Psionic Focus if longer than instant, or 1 pp if augmented) Conceal Thoughts. 1 hr/lvl, +10 bluff, +4 saves vs mindreading. Detect Psionics. Telepathic Lash: Daze, 1 rd. Aug: +1 rd/pp. +1 hd/pp. Focus: -1 pp. Aug 6 pp = stun.
- Spirit of Many: Network powers lose mind effecting descriptor, become immune to dispels. Aug: 1pp/target
- Telepathy: Collective members can use telepathy with each other.
- Improved Share: Can use 2 shared descriptor powers.
- Echo Effect (Standard): Aug 4 pp = another target in collective. Can't be used past ML.
Psicrystal
1. Hidden Talent: Skate 3. Martial Study (Steely strike, +4 strike vs 1 foe, foes gain +4 vs you that aren't it)
5. Psychic Renewal: Swift action, expend focus regain any maneuver known, spend pp = to maneuver lvl
7. Martial study (Iron Heart Surge): Effect ends immediately, and gain +2 morale attack bonus til end of turn