Freedom loving Female (large) pegasus pony

Inititative +9      Senses: Sense Motive +6, Low light vision
17 Hit Points       11 power points
AC 12; Touch AC 12, flat footed/surprised 10
Fortitude save +3, Reflex save +2, Will save +4
Speed: 40-ft land speed, 60-ft fly speed (perfect)
Base attack +1; hoof attack +7 1d6 + 6
Full attack: 2 hooves 1d6 + 6/1d6 + 6, and a bite 1d4 + 6
Feats: Improved Initiative and Endurance
Skills: Appraise -2, Balance +2, Climb +6, Concentration +3, Diplomacy +5, Escape Artist +2
Gather Information +3, Heal +1, Hide +2, Intimidate +3, Jump +16, Listen +3, Move Silently +2
Sense Motive +6, Spot +5, Survival +1, Swim +6, Use Rope +2
Psi Powers: Inertial Armor (+4 to AC) and Mind Thrust (1d10 damage)

Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below). A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.

This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.

A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.

Elude Touch (Ex): Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.

Inertial Armor

Level:     Psion/wilder 1, psychic warrior 1
Display:     Visual; see text
Manifesting Time:     1 standard action
Range:     Personal
Target:     You
Duration:     1 hour/level (D)
Power Points:     1; see text

Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor.

Your inertial armor can be invisible or can appear as a colored glow, at your option.

The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.

Mind Thrust

Telepathy [Mind-Affecting]
Level:     Psion/wilder 1
Display:     Auditory
Manifesting Time:     1 standard action
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One creature
Duration:     Instantaneous
Saving Throw:     Will negates
Power Resistance:     Yes
Power Points:     1

You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.

Augment: For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.



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