Geodic

__TOC__
Swirling purple vortices of energy coalesce into a single sparkling crystal form with a hard rocky exterior, unmoving and unfazed. It stands tall, stout, and resolute, projecting an aura of calm across the area as it's featureless head rotates, scanning. Slowly, gracefully, it moves forward, extending a large faceted hand in aid.
*LG Large Daemon (Mythic, Psionic, Vassal [Ixeron, Yzyndria])
*Init +3; Senses Darkvision 60ft, All-Around Vision, Blindsense 30ft
===Defense===
*AC 26; Touch 12; Flat-footed 23; (-1 size, +6 armor, +3 Dex, +8 natural)
*HP 130 (11d10 + 66 Wis + 3 mythic)
*Defensive Abilities lasting body, unending tutelage
*Fort +11; Reflex +9; Will +17
*DR 7/adamantine and epic
*Immune disease, madness, paralysis, poison, psychic damage, sleep; Resist electricity 15, fire 15, cold 10; PR 17
*Weaknesses sonic vulnerability, susceptible to shatter
===Offense===
*Speed 20 ft.
*Melee 2 slams +15 (1d8+3; 20/x2)
*Mythic Power 1/day; Abilities Surging Psionics, Naturally Focused, Mythic Powers, Surge +1d6
*Spell-Like Abilities
**Constant-detect psionics, ubiquitous vision, inertial armor
**1/day-tower of iron will
**1/week-planar travel
*Powers Known (ML 8th, concentration +14, 86pp)
**4th - expulsion, wrench, flight, fold space
**3rd - astral caravan, concussive onslaught, delayed response, time hop
**2nd-bestow power, defy gravity, gravitational well, swarm of crystals
**1st-astral traveler, call to mind, crystal shard, detect teleportation, crystal shard, empty mind (range of close, target one creature)
**0th-burst, deceleration
**Mythic Powers-expulsion
Note: This list is given as an example of a psychoportationist Geodic. Geodics also often specialize in clairsentience, telepathy, or psychokinesis powers. However, all Geodics know expulsion, mythic expulsion, crystal shard, and swarm of crystals.
===Statistics===
*Str 18 (+4); Dex 16 (+3); Con - ; Int 16 (+3); Wis 23 (+6); Cha 10 (+0)
*BAB +11; CMB +16; CMD 29
*Feats Psionic Meditation, Mythic Powers Known[M], Psionic Endowment, Greater Psionic Endowment
*Skills 99 ranks; ACP —
**Autohypnosis +18 (9 ranks + 6 Wis + 3 class)
**Fly +10 (5 ranks + 3 Dex + 4 flight - 2 size)
**Craft: Crystalworking +15 (9 ranks + 3 Int + 3 class)
**Knowledge (Arcana) +12 (9 ranks + 3 Int)
**Knowledge (Psionics) +15 (9 ranks + 3 Int + 3 class)
**Knowledge (Planes) +15 (9 ranks + 3 Int + 3 class)
**Knowledge (Religion) +15 (9 ranks + 3 Int + 3 class)
**Perception +18 (9 ranks + 6 Wis + 3 class)
**Sense Motive +13 (4 ranks + 6 Wis + 3 class)
**Spellcraft +15 (9 ranks + 3 Int + 3 class)
**Trave +18 (9 ranks + 6 Wis + 3 class)
*Languages Telepathy 1mi. range, Arcadian, Draconic, Primal (cannot speak, understands spoken and written)
*Light Load 200 lbs.; Medium Load 201-300 lbs.; Heavy Load 301-400 lbs.
*Faith Universalism; Deities IxeronP 4, Yzyndria 3
===Special Abilities===
For all effects that reference a Constitution score, Geodics substitute their Wisdom score, including for the purpose of calculating bonus hit points. In addition, Geodics may regain their psionic focus as a free action 3 times daily.Geodics are immune to disease, paralysis, poison and sleep effects, and gain a +4 inherent bonus against death effects and necromancy effects.A Geodic that would normally be killed by hit point loss is instead shattered into 4d4 Tiny shard clusters that have AC16, 8 hit points, and hardness 10. Any creature that possess the majority of the shard clusters and has the Psionic subtype and a Lawful alignment component may work a ritual requiring 4,000gp worth of incenses and crystals and 3 days of preparation that revives the creature if a DC25 Knowledge (Psionics) check is passed. If a majority of the pieces of the Geodic are destroyed or cannot be recovered, the ritual is unworkable. Geodics are otherwise un-revivable.Creatures with the Farworlder type within 100 feet of a Geodic take a -1 penalty to their attack rolls, AC, skill checks, ability checks, and the DCs of any abilities that cause mental ability score damage or madness. This penalty stacks for each Geodic within 100 feet of the creature up to a limit of the creature's Hit Dice. Farworlder creatures with more than 12HD are unaffected by this ability.
==Additional Information==
===Ecology===
*Environment Astral Plane, the Trave
*Organization solitary, pillar (2-4), aegis (3-9)
*Treasure incidental, plus 2-5 +5 shards of Knowledge (Psionics) or Knowledge (Planes) per Geodic killed
Geodics are the psionically-empowered creations of Ixeron and Yzyndria, a shared undertaking developed with the mutual appreciation of wisdom, restraint and introspection. Their original purpose is as scholars and protectors; for the powerful chosen of Yzyndria that regularly find themselves dealing with Farworld incursions, they often serve as mentors on how to blunt one's mind to the ravages of the Void, and in great numbers they can form fields that reinforce the weave of the universe and lessen the deleterious effects of weaker Farworlders that most commonly pose a threat to mortalkind. For devotees of Ixeron, they often serve as stewards of psionic knowledge and the living librarians of powerful psionic Crystal Dragons and Draconians that have Ixeron's favor. They are intelligent and keen enough to provide aid in the self-realization that all followers of the Astral Traveler seek, and are loyal companions in this quest, undying and eternal.
Despite the fact they are almost universally kindly and wise, Geodics are constantly calculating the best trajectory for a guided individual to take when assigned to aid in the development of a mortal. They have a somewhat amusing reputation amongst ancient, wizened psions as forceful, pseudo-parental figures-- they always claim to know what's best.
== Tactics==
*Before Combat Geodics are almost never caught off-guard, as their precognitive abilities are prodigious. They often manifest powers such as defensive precognition, and if they have a mortal charge in their care, will utilize time hop to ensure that they cannot be harmed during a fierce combat.
*During Combat Geodics are generally loathe to kill mortals, particularly Good ones, but will fight with full effort to defend themselves and their charges. Against mortal opponents, a Geodic will often utilize their concussive onslaught power to dissuade attackers, and generally attempt to stay out of melee combat where their considerable mental abilities are largely wasted.
*Against Farworld creatures, Geodics work to maximize their allies as much as possible, preserving themselves and their kin to maintain the powerful advantage they provide. They also use their inherent powers of will strengthening at the most prudent time to reinforce wavering allies against the madnesses that creatures of the Void often spread, judiciously ensuring that as few of their forces as possible suffer the degenerative, gibbering end that so frequently befalls mortal beings.
*Morale Geodics fight with their full strength to their determined purpose, but are discretionary in usage of retreat and withdrawl. They do not worry themselves with mortal concepture of valor, and will often flee at seemingly nonsensical times, only to later return unburdened by a weaker ally or empowered with strong psionic aids.
===Summoning Geodics===
Geodics can be summoned using summon monster VII. They respond most favorably to adherents of Ixeron or Yzyndria, but will answer the call of any non-Evil, non-Chaotic creature who seeks goodly psionic knowledge or enlightenment. When called on the Planar Vigil for the purpose of defense against the Farworlds, whether by way of a planar ally spell or summon monster VII, they always remain until the sun rises on the following day, and request no payment beyond the costs of the spell itself.
Category:Creatures
Category:Mythic Creatures
Category:Psionic Creatures
Category:Vassal Creatures