The Demented One
2007-06-06, 06:39 PM
Memeplast
Tiny Aberration (Extraplanar, Psionic)
Hit Dice: 3d8+4 (17 hp)
Initiative: +2
Speed: 15 ft. (3 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/-9
Attack: Tentacle +4 melee (1d2-3)
Full Attack: 2 Tentacles +4 melee (1d2-3)
Space/Reach: 2 ˝ ft./1 ft.
Special Attacks: Manifesting
Special Qualities: Darkvision 60 ft., mindsight, psychic symbiosis
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 4, Dex 14, Con 10, Int 18, Wis 14, Cha 14
Skills: Autohypnosis +8, Concentration +6, Hide +16, Knowledge (Psionics) +10, Listen +8, Psicraft +10
Feats: Weapon FinesseB, Psionic Endowment, Psionic Body
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Any
Advancement: By class level (Favored class: Psion)
Level Adjustment: +2 (cohort)
Memeplasts are psychic symbiotes born of the Astral Plane. Memeplasts are created when ectoplasm is supersaturated with psionic energy, and transforms into living flesh. However, the new-found corporeality of the Memeplasts creates an almost infinitesimal tension between the fabric of the planes which, although small, draws the Memeplast through it, and into the Material Plane, within minutes of its formation. Memeplasts are very small and have a primitive and simple anatomy–a small, elongated body, the bare protuberance of a head featuring nothing more than a circular mouth, and two slender tentacles. The overall effect is that of a small, blind, maimed squid. The personalities and alignments of Memeplasts are just as varied as those of humans, although a majority of Memeplasts would seem to be neutral in at least one aspect of alignment. Memeplasts seek out other psionic creatures to symbiotically bond with–and, because of their power-enhancing abilities, are sought out themselves by psions and other manifesters as companions and cohorts.
Manifesting
A Memeplast manifests powers as a 3rd level Psion. Each Memeplast is attuned to one discipline of psionics, and can learn psionic powers that are restricted to that discipline. It receives 15 power points each day. The save DC of its powers is equal to 14 plus the power’s level.
Typical Powers Known (Egoist)
1st: detect psionics, energy ray, inertial armor, thicken skin, vigor; 2nd: animal affinity, specified energy adaptation
Typical Powers Known (Kineticist)
1st: control object, detect psionics, energy ray, inertial armor, far hand; 2nd: energy missile, energy stun
Typical Powers Known (Nomad)
1st: burst, detect psionics, energy ray, inertial armor, skate; 2nd: dimension swap, psionic levitate
Typical Powers Known (Seer)
1st: destiny dissonance, detect psionics, energy ray, inertial armor, precognition; 2nd: clairvoyant sense, recall agony
Typical Powers Known (Shaper)
1st: astral construct, detect psionics, energy ray, entangling ectoplasm, inertial armor; 2nd: concealing amorpha, swarm of crystals
Typical Powers Known (Telepath)
1st: detect psionics, energy ray, inertial armor, mind thrust, psionic daze; 2nd: brain lock, psionic suggestion
Mindsight (Su)
A Memeplast can sense the minds of creatures within 60 ft. of it. This functions as the blindsight ability, except that the Memeplast can only perceive intelligent creatures with it. However, due to the psionic resonance of the Memeplast’s own thoughts, it can sense anything within 10 ft. of itself as blindsight, even if it is not intelligent.
Psychic Symbiosis (Su)
As a standard action, a Memeplast can forge a mental link with a willing creature that it is physical contact with. The link lasts for as long as the Memeplast and the other creature remain in physical contact with each other. While linked, they can communicate with each other telepathically. In addition, if the other creature is capable of manifesting psionic powers, then it and the Memeplast share their power points, and either can manifest the other’s powers known.
Tiny Aberration (Extraplanar, Psionic)
Hit Dice: 3d8+4 (17 hp)
Initiative: +2
Speed: 15 ft. (3 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/-9
Attack: Tentacle +4 melee (1d2-3)
Full Attack: 2 Tentacles +4 melee (1d2-3)
Space/Reach: 2 ˝ ft./1 ft.
Special Attacks: Manifesting
Special Qualities: Darkvision 60 ft., mindsight, psychic symbiosis
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 4, Dex 14, Con 10, Int 18, Wis 14, Cha 14
Skills: Autohypnosis +8, Concentration +6, Hide +16, Knowledge (Psionics) +10, Listen +8, Psicraft +10
Feats: Weapon FinesseB, Psionic Endowment, Psionic Body
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Any
Advancement: By class level (Favored class: Psion)
Level Adjustment: +2 (cohort)
Memeplasts are psychic symbiotes born of the Astral Plane. Memeplasts are created when ectoplasm is supersaturated with psionic energy, and transforms into living flesh. However, the new-found corporeality of the Memeplasts creates an almost infinitesimal tension between the fabric of the planes which, although small, draws the Memeplast through it, and into the Material Plane, within minutes of its formation. Memeplasts are very small and have a primitive and simple anatomy–a small, elongated body, the bare protuberance of a head featuring nothing more than a circular mouth, and two slender tentacles. The overall effect is that of a small, blind, maimed squid. The personalities and alignments of Memeplasts are just as varied as those of humans, although a majority of Memeplasts would seem to be neutral in at least one aspect of alignment. Memeplasts seek out other psionic creatures to symbiotically bond with–and, because of their power-enhancing abilities, are sought out themselves by psions and other manifesters as companions and cohorts.
Manifesting
A Memeplast manifests powers as a 3rd level Psion. Each Memeplast is attuned to one discipline of psionics, and can learn psionic powers that are restricted to that discipline. It receives 15 power points each day. The save DC of its powers is equal to 14 plus the power’s level.
Typical Powers Known (Egoist)
1st: detect psionics, energy ray, inertial armor, thicken skin, vigor; 2nd: animal affinity, specified energy adaptation
Typical Powers Known (Kineticist)
1st: control object, detect psionics, energy ray, inertial armor, far hand; 2nd: energy missile, energy stun
Typical Powers Known (Nomad)
1st: burst, detect psionics, energy ray, inertial armor, skate; 2nd: dimension swap, psionic levitate
Typical Powers Known (Seer)
1st: destiny dissonance, detect psionics, energy ray, inertial armor, precognition; 2nd: clairvoyant sense, recall agony
Typical Powers Known (Shaper)
1st: astral construct, detect psionics, energy ray, entangling ectoplasm, inertial armor; 2nd: concealing amorpha, swarm of crystals
Typical Powers Known (Telepath)
1st: detect psionics, energy ray, inertial armor, mind thrust, psionic daze; 2nd: brain lock, psionic suggestion
Mindsight (Su)
A Memeplast can sense the minds of creatures within 60 ft. of it. This functions as the blindsight ability, except that the Memeplast can only perceive intelligent creatures with it. However, due to the psionic resonance of the Memeplast’s own thoughts, it can sense anything within 10 ft. of itself as blindsight, even if it is not intelligent.
Psychic Symbiosis (Su)
As a standard action, a Memeplast can forge a mental link with a willing creature that it is physical contact with. The link lasts for as long as the Memeplast and the other creature remain in physical contact with each other. While linked, they can communicate with each other telepathically. In addition, if the other creature is capable of manifesting psionic powers, then it and the Memeplast share their power points, and either can manifest the other’s powers known.