Female Elan Voyager (Crossfire) 1
Chaotic Neutral Medium Humanoid (Аbberant)
22 Years Old, 4 ft 10 in(147cm) Height, 101 lb(45 kg) Weight
ABILITY SCORES:STR 7 [-2]
DEX 16 [+3]
CON 12 [+1]
INT 17 [+3]
WIS 10 [+2]
CHA 10 [+0]
SAVING THROWS:Fort: +1 = +0 (bad)+1(CON)
Refl: +5 = +2(good)+3(REF)
Will: +2 = +2(good)+0(WIS)
COMBAT STATS:Hit Points: 11 = +6(Voyager)+1х1(CON)+2x2(Psionic Body)
AC: 13 (13 touch, 10 flat-footed) = 10(Base) +3(DEX)
BAB: +0 = +0(Voyager)
CMB: -2 = +0(BAB) -2(STR)
CMD: 11 = 10 +0(BAB) - 2(STR) + 3(DEX)
Initiative: +3 = +3(DEX)
Speed: Land 30'
● Melee: -2 = +0(BAB) -2(STR)
● Ranged: +3 = +0(BAB) +3(DEX)
TRAITS:● Psionic Knack [Psionic]: (+2 Voyager Manifester levels. Cannot exceed HD)
● Combat Training [Combat]: Spark Strike
● Pragmatic Activator [Magic]: (You may use your INT when making UMD checks instead of CHA.)
● Paranoid [Drawback] (Anyone who attempts an aid another action to assist you must succeed at a DC 15 check)
FEATS:● [Bonus Racial Feat] Psionic Talent [Psionic] (+2 PP)
● [Bonus Crossfire Feat] Amateur Gunslinger
● [1 HD Feat] Psionic Body [Psionic] (+2 HP for every psionic Feat)
SKILLS:Total: 9 = +6х1(Psion)+3х1(INT)
class skills are Acrobatics (Dex),
Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int),
Disable Device (Dex), Escape Artist (Dex), Knowledge
(Geography) (Int), Knowledge (History) (Int), Knowledge
(Psionics) (Int), Knowledge (Planes) (Int), Perception
(Wis), Profession (Wis), Sense Motive (Wis), Sleight of
Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis),
and Use Magic Device (Cha).
4 = 1(rank)+0(WIS)+3(class) Autohypnosis (Wis)
7 = 1(rank)+3(DEX)+3(class) Acrobatics (Dex)
7 = 1(rank)+3(DEX)+3(class) Sleight of Hand (Dex)
7 = 1(rank)+3(DEX)+3(class) Disable Device (Dex)
7 = 1(rank)+3(INT)+3(class) Knowledge (Geography)
7 = 1(rank)+3(INT)+3(class) Knowledge (Psionics) (Int)
7 = 1(rank)+3(DEX)+3(class) Stealth (Dex)
7 = 1(rank)+3(INT)+3(class) Spellcraft (Int)
7 = 1(rank)+3(INT)+3(class) Use Magic Device (Int)
Languages: Common, Aklo, Sylvan, Necril
POWERS:PP 5 = 1(Voyager 1) + 2(Feat) + 1(INT)+1(FCB)
Concentration: +4 = 1(ML) +3(INT)
Lvl 0: Far Hand, Detect Psionics
Lvl 1: Inevitable Strike
DEEDSGrit: 1(3 max)
- Gunslinger’s Dodge
PARALLEL ACTIONS: Combat Assistance:- Firearm Assistance
- Covering Fire
RACIAL TRAITS:Elan:● Ability Score Modifiers: Elans gain a +2 bonus to one ability score (INT) 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).
PROGRESSION:Level 1: Voyager. FCB: +1 PP
CLASS FEATURES:Voyager
Momentum (Su): A voyager generates kinetic energy that amplifies her dodging ability, but can also be channeled into an attack. Whenever the voyager moves, she generates 1 point of momentum for every 10 feet she moved. If the voyager teleports, she can treat the distance between her origin and arrival points as distance moved for the purposes of this effect. Effects that move or teleport the voyager unwillingly, such as a bull rush or a hostile teleport effect do not cause the voyager to generate momentum. The maximum amount of momentum a voyager can
have at once is equal to her class level, no matter how far she moves. A voyager gains a +1 dodge bonus to her AC and Reflex saves for each point of momentum she currently has, up to a maximum bonus equal to her Intelligence modifier (minimum +1).
When the voyager makes an attack against a single target, she can spend points of momentum to deal an additional 1d6 points of damage per point consumed. On any attack that the voyager spent at least 1 point of momentum on, she gains a +2 bonus on her attack roll (even if momentum was spent in other ways, such as powering an augmented attack).
Momentum is not entirely retained from round to round—a voyager loses half of her gathered points of momentum at the start of each of her turns.
Trap Foresight (Su): A voyager can use Disable Device to disarm magic traps like a rogue, and whenever she uses the Disable Device skill, she can expend her psionic focus to roll twice and take the higher of the two rolls. If the voyager could take 10 on the check, she can choose to use this ability to take 10 with one die and roll the other die (using the higher result)
Parallel Initiative (Su): A voyager’s future and alternate selves can act in some capacity on their present self’s reality. Their activities are represented through a unique turn known as a parallel turn. Whenever a voyager rolls initiative, she also rolls initiative for her parallel turn. She makes a second initiative roll at a –8 penalty. This result is noted as the voyager’s parallel turn. If the voyager has another ability that allows her to reroll initiative checks or roll additional dice, she can apply them to either roll.
A voyager’s parallel turn is not a true turn, and as such, the voyager herself does not act normally during it. Instead, on the parallel turn’s initiative count each round, the voyager can use a single parallel action she knows (see below). If she wishes, the voyager can delay the initiative count of her parallel turn, just like a normal turn. At 3rd level and every 4 levels thereafter, the voyager gains a +4 bonus to her parallel initiative roll, up to a +12 bonus at 19th level.
Outside of combat, when not tracking initiative orders, a voyager’s parallel turn can be considered the same as her own (letting her freely use her parallel actions), but the confusion of combat quickly desynchronizes thevoyager and her counterparts when initiative is rolled.
Parallel Action (Su): A voyager’s aid from her parallel selves manifests through parallel actions that she knows. Parallel actions come in several categories, each with a listed level. When a voyager reaches the listed level, she chooses a specified number of parallel actions of the category of that level to learn. In addition, all voyagers learn the helping hand parallel action at 1st level for free.