Untapped Potential New Horizons in Psionics

Jeremy Smith, Brian Dupuis, Michel Fiallo-Perez, Greg Jacob Untapped Potential New Horizons in Psionics

Authors: Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo-Perez Editing: B.J. Horn, Brian Dupuis Contributors: Dylan Wiznura, Will Elyea Design / Layout: Jeremy Smith

Special thanks for errata submissions: Andreas Rönnqvist, Michael Armstrong

Requires use of the Dungeons & Dragons® Third Edition Core Books and the Expanded Psionics Handbook, published by , Inc. This book utilizes updated material from the v. 3.5 revision.

For supplemental material, please visit our website:

“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at . This edition of Untapped Potential is produced under version 1.0a, 5.0, and/or draft versions of the , the d20 System Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1 (e) of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all Dreamscarred Press product and product line names including but not limited to Untapped Potential: New Horizons in Psionics, any specific characters, monsters, creatures and places; capitalized names and names of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic or psionic items, organizations, and abilities; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content. Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Untapped Potential: New Horizons in Psionics are designated as Open Game Content: all class advancement tables and Class Features in Chapters Two, Three, Five, and Six, the feats in their entirety in Chapter Four; the power parameters (range, duration, etc.) and game mechanics in Chapter Seven; the psionic items in their entirety with the exception of any artifacts in Chapter Eight; all mechanical and game statistics for monsters in Chapter 9, and anything contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source. Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc, while others originate from Hyperconscious: Explorations in Psionics ©2004 Bruce R Cordell or ©2004 Wizards of the Coast. The remainder of these Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Untapped Potential: New Horizons in Psionics” ©2006 Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo-Perez, Will Elyea. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this book’s authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.

This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Untapped Potential: NewTable Horizons of inContents Psionics

Chapter 1: Introduction 1 Patience of the Hunter 54 Using This Book 1 Presence of the Master 54 Hyperconscious 1 Riding the Waves 54 Discipline vs. Devotion 2 Roots of the Mountain 55 Rules Replacements 2 Spirit of the Attuned 55 An Island of Dreams 2 Student of the Mind 55 Chapter 2: Races 5 Swift as the Shadows 55 Racial Paragon Classes 5 Way of the Empty Palm 55 Dromite Paragon 5 Way of the Warrior 56 Duergar Paragon 7 Wrath of the Dragon 56 Elan Paragon 8 Chapter 5: Prestige Classes 57 Half-Giant Paragon 10 Amalgamist 58 Maenad Paragon 11 Anyform Savant 62 Xeph Paragon 12 Energist 65 Racial Specialty Levels 13 Enlightened Exemplar 70 Dromite Ranger 14 Enlightened Protector 73 Dromite Society Mind 14 Knight Meditant 77 Duergar Egoist 15 Maverick Voidshaper 80 Duergar Fighter 16 Phenotype Impressionist 83 Elan Monk 16 Psicrystal Imprinter 86 Elan Psion 17 Sighted Seeker 89 Half-Giant Psychic Warrior 18 Chapter 6: NPCs and Organizations 97 Half-Giant Soulknife 19 Augur 97 Maenad Fighter 19 ORGANIZATIONS 99 Maenad Wilder 20 Cosmic Echoes 99 Xeph Monk 21 The Mindwatch 100 Xeph Soulknife 22 The Enlightenment 101 Chapter 3: Classes 23 Chapter 7: Powers 103 Devoted Psion (Variant) 23 Marksman Powers 104 Marksman 27 Psion / Wilder Powers 106 Society Mind 35 Psion Devotion Powers 106 Chapter 4: Feats 43 Psychic Warrior Powers 107 New Feats 43 Society Mind Powers 107 Assassin Training 43 Power Descriptions 109 Craft Cognizance Crystal 43 New Powers 109 Craft Crystalic 45 Chapter 8: Items 137 Communal Exemplar 45 Crystalics 137 Deceptive Blade 45 Focus Crystals 139 Duck and Weave 45 Impression Crystals 139 Dueling Blade 45 Mind Stones 139 Durable Mind 45 Psicrowns 140 Focused Dreamer 46 New Universal Items 141 Formbinding 46 SPECIAL MATERIALS 143 Harmonic Resonance 46 Chapter 9: Monsters 145 Improved Power By Proxy 46 Astral Juggernaut 145 Lend Health 47 Ego Dragons 147 Luck Doesn’t Stop Me 47 Logos Dragon 147 Master Formbinder 47 Pathos Dragon 149 Master of Mantras 47 Cerebral Stalker 151 Mind Blade Kensai 48 The Nameless Fear 152 Personality Purge 48 Larval Nameless 153 Poison Mastery 50 Augmented Nameless Template 155 Power By Proxy 50 Dire Nightmare Prestige Class 156 Psicrystal Affinity 50 Dreamscarred 159 Reckless Blade 50 Fear Spawn 161 Renewal 50 Psionic Constructs 162 Shieldwarden of Maenae 51 Crystalline Construct 162 Soul Buffer 51 Sonic Construct 163 Subconscious Reflexes 51 The Mindborn 164 Vigilance of the Giants 51 Appendix 169 Web of Influence 51 Epic-Level Psionic Characters 169 Xeph Bladestorm 52 New Epic Feats: 170 MANTRAS 52 Enduring Network 170 Blade of the Champion 52 Epic Connections 171 Burst of the Cheetah 52 Epic Meditations 171 Claws of the Tiger 52 Greater Soulbinding Gaze 171 Eye of the Storm 53 Improved Network 171 Fangs of the Cobra 54 Mindsense 172 Final Strike of the Executioner 54 Open Gaming License (OGL) 173

Introduction Chapter One: Introduction

a whole as opposed to just the new material in this book, it can serve as a vehicle for that delivery as well with minimal changes. In order to facilitate the diverse nature of one campaign Rajrin: The Dreamy Isle. Its tales have served to the next, the specifics of Rajrin are left as building blocks in the creative unconscious deliberately vague, to be adjusted to best suit of society. However, this island of the mind is your game. For more information on this more than just a mythical construction… it has strange place, see below. If you’d rather treat appeared in reality, and brings with it a vast this book like other sourcebooks, nothing is wellspring of untapped potential… stopping you – simply ignore references to Rajrin and the entire book becomes setting- Welcome to Untapped Potential: New Horizons neutral. in Psionics, a sourcebook expanding psionics in your games. Within these pages you will find a With this in mind, welcome to the shores of host of new options for psionic characters, Rajrin, where you may witness firsthand the including feats, prestige classes, and powers. untapped potential of a mind unbound… Characters belonging to a psionic race will also find some special options relating to the unique Using This Book strengths and characteristics of their race. GMs, Untapped Potential: New Horizons in Psionics as well, should find material up their alley, expands on Open Game Content presented in ranging from psionic organizations and NPCs to the Expanded Psionics Handbook. The symbol a host of vicious monsters, including one group UT is used throughout Untapped Potential to of monsters able to serve as an entire indicate material introduced in this book. campaign focus. Supplemental information may be found online at this book’s website, at . Additional integrate into an existing game. So, we’ve done material, such as web enhancements, will be the work for you. Rajrin, the Dreamy Isle, collected on this site. serves as a featured adventure setting for Untapped Potential. While it is not necessary to reference Rajrin’s unique characteristics in your Hyperconscious games at all, the island can be easily inserted Untapped Potential contains references to into any game world, and can serve as a Open Game Content that appeared originally in wonderful source of adventure as well as an Hyperconcious: Explorations in Psionics, by alternative to the usual “revisionist” approaches Bruce. R. Cordell. Hyperconcious is not needed when using a new game supplement. In required to enjoy Untapped Potential, but your games that are looking to introduce psionics as play experience may be enhanced by using

1 Untapped Potential: New Horizons in Psionics

these two books together. Except for a single mind, and sighted seeker) have powers from feat, Untapped Potential does not reprint Hyperconcious presented on their power lists. If material from Hyperconcious. Rather, the HC you are not using Hyperconcious, these powers symbol is used to denote if a particular element simply are not available. Powers from originated there, and sidebars throughout the Hyperconcious deliberately make up a very book provide alternatives if you are not using small amount of each new class’ power lists. Hyperconcious. None of these powers make use of the campaign-changing elements of If you are using the Mindscapes psionic combat Hyperconcious, however, so if you have access system, you will need to know the following to the book and are not using it for that reason, information: these powers may remain available at the GM’s The following classes use the good mode check option. progression: devoted psion, society mind, energist, enlightened exemplar, psicrystal Discipline vs. Devotion imprinter, sighted seeker. Since the release of the current edition of The following classes use the average mode psionics, new players are often confused with check progression: marksman, amalgamist, the term “discipline.” This is because it actually anyform savant, enlightened protector, knight refers to two very different things at the same meditant, maverick voidshaper, phenotype time – one refers to the “school” of a psionic impressionist. power (psychometabolism, metacreativity, and so on), and the other to one of the six types of Every monster (and NPC) presented in this psions and their special lists of powers (egoist, book has its mindscape mode check bonus shaper, and so forth). listed with its resting mode in its statistics block. In order to reduce confusion, Untapped As normal for psionic monsters, every psionic Potential uses the term “discipline” only in the monster in this book uses the good mode check first case – the term “devotion” is introduced to progression, including the templated monsters. represent the psion subtype and unique list. However, the dire nightmare prestige class (for An example of use would be “Many powers in the nameless fear) uses the average mode the shaper devotion list come from the check progression. A few monsters have metacreativity discipline.” special abilities based on the Mindscapes This does not carry with it any mechanical system: if you are not using this system, change. It affects only names, and is for the alternate versions have been provided in the sake of clarity. The only retroactive change is individual ability descriptions. renaming the first-level psion class feature to “devotion”. Many monsters (particularly those of the Nameless Fear) have the dreamborn subtype, which appears in Hyperconcious and belongs to Rules Replacements creatures comprised, at least partially, of the By and large, Untapped Potential does not stuff of dreams. If you do not have access to replace any rules in your games, it merely Hyperconcious, treat a creature with the provides new ones. However, it does present dreamborn subtype as having a 20% miss an alternate to the often-confusing chance against all attacks (physical or not), due shapechanging rules. More details on this to the creature’s hazy, out-of-focus appearance. alternate system, plus the exact list of material This isn’t an incorporeal miss chance or it replaces from the Expanded Psionics concealment, so ghost touch weapons or Handbook, may be found in chapter 7, with concealment-reducing effects do not ignore this additional information in chapters 4 and 5. If miss chance, but other effects that ignore miss you enjoy this version of shapechanging, it is chances altogether (such as an augmented the designed to be relatively straightforward to port arrow knows the way UT power or any area- to the existing d20 magic system as well. effect spell or power) can affect a dreamborn creature normally. An Island of Dreams… Until recently, Rajrin never really existed in any The psionic classes introduced in this book with conventional sense of the term. In fact, even unique power lists (the marksman, society describing the island’s history is difficult, due to

2 Chapter 1: Introduction

circumstances surrounding its disappearance details of the dream were forgotten. The island and reappearance. The connection between itself lay lost, adrift in dreams, for an dreams and psionics is evident enough: anyone indeterminate amount of time – for the material can reshape their dreams with will alone, given plane residents, it would have been an eternity, enough training, and this is exactly what psionic although the mutable nature of dreams means characters do in the waking world. What isn’t that some on Rajrin itself may have perceived apparent is that this connection extends the no time as passing at all. other way as well: dreams that exist independently of dreamers but nonetheless …and found… influence the real. Events that occur to these And yet, here it is, quite real and quite here, on dream-natives seem as real to them as the the material plane. Its residents are material world does to its inhabitants. Travelers understandably confused, much like suddenly often discover that many cultures developing waking from a lifelong dream, and give independently have similar stories between conflicting stories as to exactly what has gone them, with only minor elements changing from on. Taking into account the journals of several one to the next. Chances are very good that early explorers, the island was yanked out of these stories actually did happen – but in the the region of dreams by something on the region of dreams, and half-remembered by material plane. Some islanders insist that the ancient storytellers upon waking. It isn’t that island is different somehow from what they alien a concept, really: if one accepts that the remember, as if bits of it were left behind: the region of dreams has its own inhabitants as well most dramatic of such tales is a hermit who as all the nightly dreaming visitors from insists his coastal home was in the middle of a assorted planes – a fact supported by desert full of strange beings that make the experienced nomads, who dream travel dromites seem more human in comparison. frequently enough – then why not imagine an And not one resident remembers the spine- entire island of such inhabitants, glimpsed by chilling sense of dread that many feel, many in their dreams? This island is Rajrin. Its intensifying towards the central mountain range. history is strangely mutable, and seems contradictory depending on who you speak to, How did it arrive? What has changed? Can although given the unstable perception of time anything be done? while dreaming, this is to be expected. Such details are uncertain. What is certain is Lost… that an island full of psionic power has suddenly It seems that some time in the past, the pocket appeared in the world, and if there’s one thing of the region of dreams that held Rajrin was that adventurers as a demographic crave, it’s cast adrift for unknown reasons. A few of its power. inhabitants survived and escaped to other locations more like their familiar reality than the They flock to regions near the island, pressing raw dreamstuff they encountered – places like towards this new horizon of untapped the material plane, although like many things potential… that make the journey from dream to reality the

3 Untapped Potential: New Horizons in Psionics

4 Races Chapter Two: Races

Dromite Paragon Deep within the tunnels under the earth, the dromite hives work as a collective entity for the betterment of their society. Among this society, the dromite paragons are those who are most able to serve the society. Dromite paragons act as intermediaries among larger groups of other dromites, as well as protectors and scouts. The psionic races on Rajrin in their time away Adventures: Dromite paragons tend to from the rest of the world have had to rely upon adventure to find ways to expand their hive or themselves for survival. As a result, they have their own fortunes. unlocked new abilities and skills that others of Characteristics: Dromite paragons are their race or classes have not. Socially, they tougher than the average dromite. Their closely resemble their counterparts as enhanced senses and stronger carapace make described in the Expanded Psionics Handbook. them more able to venture beyond the safety of In your campaign, members of these races the hive. Because of these qualities, dromite may have discovered these talents if Rajrin is psychic warriors are likely to become paragons, not introduced. although society minds and psions are more likely to take levels in dromite paragon. In Psionic Racial Paragon Classes Rajrin, the hive leaders are chosen exclusively Originally introduced in Unearthed Arcana, from dromite paragons. paragons represent the iconic members of their Alignment: Dromites tend toward no specific race. Their natural abilities are more developed alignment. The best and worst can be found than average members of their race, although among them. Because of their rigorous caste they do not necessarily take part in the rigorous society, lawful dromite paragons are more training as do most adventurers. frequent than other alignments, but any Because paragon classes are tied to a alignment can be found, if in smaller numbers. particular race, a character may only take levels Religion: The dromites of Rajrin revere their in the paragon class for his race. A maenad hive leaders as near deities. Since these hive could not take levels in elan paragon, for leaders are all dromite paragons themselves, example, because the maenad does not several paragons also serve as religious possess the same inherent abilities as the elan. intermediaries as well as the dromite equivalent The paragon classes listed below represent of court nobles and law enforcement. the natural development of the psionic races on Background: Dromite paragons typically Rajrin, but it can easily be incorporated into any come to their abilities while still in their hive. campaign setting with these races. Their abilities to help protect the hive from Levels in racial paragon classes are not invaders, and their latent telepathic abilities counted for XP penalties due to multiclassing. allow them to effectively coordinate with large

5 Untapped Potential: New Horizons in Psionics

groups. Some have been known to progress in Skill points at 1st level: (4 + Int modifier) x 4 their abilities outside of their society, although this is less common. Bonus Class Skills: A dromite paragon Other Races: The races that reside above considers an additional skill a class skill ground tend to be of little concern for dromite depending on their caste (much as a psion paragons, unless they have a need to depart considers extra skills class skills depending on from their hive. If they do so, dromite paragons their devotion): tend to get along with other races, although they do not take kindly to the humans who refer Fire Caste: Intimidate to them as ‘bug-men’. The concept of non-hive Ice Caste: Sense Motive societies tends to give dromite paragons either Voice Caste: Perform a curious attitude toward other races, or a Glimmer Caste: Sleight of Hand haughty attitude at the inefficient manner in which other societies operate. Weapon and Armor proficiency: A dromite Other Classes: Dromite paragons tend to paragon is proficient with simple weapons, light view clerics and other deity-worshipping armor, and shields (but not tower shields). classes with skepticism. However, they respect the power these classes possess, and Manifesting: At 2nd and 3rd level, a dromite understand it can be necessary to help them paragon gains additional power points per day with whatever needs the dromite paragon and access to new powers as if it had also currently possesses. As such, dromites tend to gained a level in society mind (described in get along well with most other classes. If chapter 3). It does not, however, gain any other nothing else, dromites are cooperative beings. benefit a character of that class would have gained (improved network range, larger Game Rule Information worldthought network, and so on). This Dromite paragons have the following game essentially means that it adds the level of statistics. dromite paragon to the level of society mind, Abilities: Dromite paragons rely on Charisma and then determines power points per day, for several important skills and Constitution for powers known, and manifester level more hit points. Additionally, Wisdom and accordingly. Charisma are both important for dromite society If the character did not have levels in society minds, who gain additional manifesting prowess mind before taking this paragon class, it does from levels in dromite paragon. not gain manifesting levels. Alignment: Any Note: If you are not using the variant dromite Hit Die: d6 here, you should replace this with wilder manifesting progression.

The Dromite Race and Rajrin Improved Energy Ray (Ex): The dromite can The dromites of Rajrin have become more close-knit now use its energy ray ability 1 additional time and hive-like than standard dromites. As a result, those dromites from this area favor the society mind per day. Dromite paragon levels count double in the calculation for this ability’s manifester level.

Class Skills Heightened Senses (Ex): The dromite Autohypnosis, Bluff, Diplomacy, Climb, paragon's racial bonus on Spot checks Concentration, Craft (any), Listen, Knowledge improves to +3, and the more sensitive (Psionics), Profession (any), Spot. antennae grant them protection from flanking. Skill points at each level: 4 + Int modifier Opponents do not get the usual +2 bonus on Table 2-1: Dromite Paragon Base Attack Fort Ref Will Level Bonus Save Save Save Special Manifesting 1st +0 +0 +0 +2 Improved energy ray, - heightened senses 2nd +1 +0 +0 +3 Improved chitin, tremorsense +1 Society Mind Level 3rd +2 +1 +1 +3 Lesser hive mind, ability boost (+2 +1 Society Mind Level Cha), improved chitin

6 Chapter 2: Races

attack rolls from flanking the dromite paragon Duergar Paragon unless it is also denied his Dexterity bonus to Harsh, cruel and all-around mean, duergar AC against their attack. believe that only through unceasing toil is life worthwhile. They do not enjoy much, except Improved Chitin (Ex): At 2nd level, the the satisfaction of a profit from a job well done. dromite paragon's natural chitin improves in Duergar paragons seek to find more ways to resiliency. The natural armor bonus granted increase their profit and their power in their improves to +5 at level 2. At 3rd level, the base clan. They are isolationist by nature, so resistance granted to an energy type improves outgoing adventurers are often outcasts or to 8. unusually forward-thinking examples of their kind. Duergar paragons are more likely to be Tremorsense (Ex): Also at 2nd level, the located in their own settlements for this reason. dromite paragon's subterranean heritage Adventures: Duergar paragons seek ever becomes even more apparent. It gains the increasing rewards and riches. They strive to tremorsense special quality with a radius of 10 use the abilities of their race to their maximum feet as long as it is not currently moving at potential and turn that potential into profit. more than its normal speed. Running, hustling, Duergar paragons frequently seek adventure charging and moving faster than normal speed as a way to expand their personal profit interfere with the sensations needed to locate margins, although a gregarious few seek to something by vibration. actually improve their quality of life. Characteristics: Duergar paragons tend to Ability Boost: At 3rd level, a dromite paragon be more commanding than normal duergar. gains a +2 bonus to Charisma. They know they are examples to others of their brethren in what it means to be one of their Lesser Hive Mind (Su): At 3rd level, the race, and expect their neighbors to respect psionic neural pathways and insectoid ancestry them for it. Regardless of their individual of the dromite paragon combine, granting a methods, duergar paragons are determined weaker form of the hive mind special quality and patient. A frequent belief is that that (see the ), supported by any stinting in work or giving up are weak and not other dromites or beings with which the to be tolerated, although whether those who paragon has a mental bond (for instance, a are not industrious are punished or rallied is up psicrystal, mindlink or a worldthought network) to the individual. within 30 feet. If any of these supporters are Alignment: Lawful almost to a fault, nearly aware of a given danger, the paragon is as all duergar paragons are evil or at best a sullen well. The paragon is not treated as flat-footed neutral, caring not for their brother or others, or flanked unless all of the supporters are. only for their own profit. The few good duergar While a paragon cannot use this ability to read paragons found are more likely to adventure, minds or communicate telepathically, but it can as the skills they learn help them more readily use it to impart subtle, minor messages to survive life away from their society. those it is in contact with as a move-equivalent Religion: Those deities who embody wealth action (as a rule of thumb, consider only and prosperity tend to garner duergar paragon emotions or single words). worshippers, as do those deities who represent If the dromite pragon links antennae with the martial aspect of war. Most duergar another willing domite paragon with this ability, paragons have little tolerance for the the two of them are treated as supporters of benevolent deities, feeling that they are too each other’s hive minds until either one of them easy on their followers, which leads to wishes to end the link. At the GM's discretion, decreased productivity and efficiency. Many characters with the Hive Mind quality may also duergar paragons feel that gods devoted "interface" with this ability. Dromite hive leaders strictly to suffering are useless, as suffering are always considered supporters if the should be for something: profit. paragon is within range (and vice versa), Background: Duergar paragons learn their regardless of whether or not the paragon has skills as other duergar: through unceasing toil directly linked with them. and not shirking their duties. Duergar paragons Damage to the antennae can disrupt this build their abilities fighting their brethren for ability, just as damage to the throat can disrupt profit or, in many cases, to stay alive before the speech.

7 Untapped Potential: New Horizons in Psionics

greed of another eliminates a possible rival. Bonus Feat (Ex): Due to their martial bent, a Those duergar paragons who survive and are 1st level duergar paragon gains a bonus feat. crafty enough tend to become powerful guild This feat may be any psionic feat or fighter masters in their society. bonus feat. Other Races: Other races are only good to duergar paragons for two things: to buy their Improved Stonecunning (Ex): At 1st level, a wares and to be slaves. Good aligned duergar duergar paragon's racial bonus on Search paragons, however, understand that the other checks to notice unusual stonework increases races have strengths and weakness and are to +4. The range at which he receives an more likely to cooperate. The outgoing and automatic Search check for coming near an communal dromites in particular strike the example of unusual stonework increases to 20 sullen, individualist duergar as odd, although a feet. He is also able to determine which few visionary thinkers amongst the duergar direction is true north in relation to himself as if have observed the great productivity that the he had 5 ranks in Survival when underground. dromites exhibit, and are pressing for change. Suffice it to say, they are a distinct minority and Psionic Nature (Ps): Duergar paragons are are meeting with a staunch resistance at every more in tune with their psionic nature. As such, turn. at 2nd level, the first use per day of each of Other Classes: Duergar paragons see other their racial psi-like abilities does not count classes as means to an end. If an associate’s toward their daily limit. abilities can aid the duergar paragon to more profit, he is likely to seek him as a companion. Hardened Spirit (Su): A duergar learns to Because of their natural militaristic background, harden himself against detrimental effects. At duergar paragons typically seek those of a 2nd level, a duergar paragon’s racial bonus on martial bent to assist them in battle. While they saving throws increases to +3. generally dislike teamwork-oriented classes or socialites (such as the bard or society mind), Ability Boost (Ex): At 3rd level, a duergar duergar paragons will work with any who they paragon gains a +2 bonus to Constitution. can use to increase their wealth or profit. Table 2-2: Duergar Paragon Game Rule Information Base Duergar paragons have the following game Attack Fort Ref Will statistics. Level Bonus Save Save Save Special Abilities: Due to their typically aggressive 1st +1 +2 +0 +0 Bonus feat, nature, a duergar paragon relies on a high improved Strength score for melee attacks. To increase stonecunning their chance of survival, they also benefit from 2nd +2 +3 +0 +0 Psionic nature, a high Constitution. hardened spirit Alignment: Any 3rd +3 +3 +1 +1 Ability boost Hit Die: d10 (+2 Con)

Class Skills: Elan Paragon Appraise, Autohypnosis, Climb, Craft (any), Created rather than born, the elan paragon Intimidate, Jump, Listen, Knowledge understands that her psionic heritage is truly (Dungeoneering), Move Silently, Profession from where her powers stems. She seeks to (any), Sense Motive, Spot, Survival. expand the psionic power that created and Skill points at each level: 2 + Int modifier infused her being, while also expanding her Skill points at 1st level: (2 + Int modifier) x knowledge, that it may help her unlock the 4 powers lying dormant within. To keep her society secret, she also seeks to use her Weapon and Armor proficiency: Duergar psionic power to mask her unusual nature, paragons are proficient with all simple and keeping the prying eyes of other races from her martial weapons, with light, medium and heavy race. Due to the incredible lifespan that elans armor, and with shields (but not with tower possess, an elan paragon understands that all shields). will come in time and possess a patience that

8 Chapter 2: Races

would cause many elves to become envious. work alongside these other races for at least Adventures: Elan paragons have the same part of their immortal lives. drive for exploration that humans have, as they Other Classes: Similar to their views on were originally human. They seek adventure for other races, elan paragons view other classes a variety of reasons, including the thrill, to as those who they will, at some point in time, expand their knowledge, or for riches. have to work with or alongside. A thousand Characteristics: An elan paragon works to years is a long time, and much will likely be blend her psionic heritage with her aberrant seen. This viewpoint gives the elan paragon nature. They tend to be quicker of wits than more tolerance of other classes. They do, standard members of their race, and are better however, tend to prefer the company of those at hiding their nature from others. An elan classes of a psionic nature. paragon seeks to master the psionic powers used in her creation. Game Rule Information Alignment: Elan paragons can be of any Elan paragons have the following game alignment. Because they are created and not statistics. born, they tend to be more lawful than chaotic, Abilities: Naturally inclined toward psionics and as they work with their makers to identify the psion class in particular, elan paragons possible candidates to become future elans. benefit from a high Intelligence for their That said, chaotic elans aren’t unheard of, and manifesting ability. Constitution is also frequently operate on their own moral codes, important for their survivability. seeing themselves as removed from society Alignment: Any and therefore above it. Hit Die: d4 Religion: Elan paragons tend not to follow any particular god. Knowing that you were Class Skills: created by others instead of born, and will not Elan paragons can choose any eight skills as die of old age, has a tendency to give elan class skills. (Knowledge skills must be selected paragons a unique perspective on life and individually). death. Some elan paragons do venerate Skill points at each level: 4 + Int modifier deities, and typically choose deities associated Skill points at 1st level: (4 + Int modifier) x 4 with knowledge. Others simply retain the habit of worshipping whatever deity they followed in Weapon and Armor proficiency: Elan their human lifespan, although over time this paragons are proficient with the club, dagger, practice tends to wane. heavy crossbow, light crossbow, quarterstaff, Background: Most elan paragons come into and short spear. They are not proficient with their abilities from a life of trying to develop their any type of armor or shield. psionic potential and avoiding detection from the societies that are unaware they exist. The Manifesting: At 2nd and 3rd level, an elan elan paragon understands that other societies paragon gains additional power points per day are sources of information and, many times, and access to new powers as if she had also they progress in their abilities along other races, gained a level in psion. She does not, however, instead of other elans, although they continue gain any other benefit a character of that class to strike these races as a little odd on some would have gained (bonus feats, metapsionic or primal level. item creation feats, and so on). This essentially Other Races: Elan paragons, being originally means that she adds the level of elan paragon human, tend to have a mixed view of the to the level of psion and then determines power human race. Some elan paragons see them as points per day, powers known, and manifester inferior, while others view them with a nostalgic level accordingly. view. Because other races are more prolific, If the character did not have any class levels in elan paragons understand that they will need to psion before taking this paragon class, she

Table 2-3: Elan Paragon Base Attack Fort Ref Will Level Bonus Save Save Save Special Manifesting 1st +0 +0 +0 +2 Aberrant sight, masked nature, psionic talent - 2nd +1 +0 +0 +3 Psionic heritage +1 Psion Level 3rd +1 +1 +1 +3 Ability boost (+2 Int) +1 Psion Level

9 Untapped Potential: New Horizons in Psionics

does not gain an increase to her manifesting environments which other races would find levels. inhospitable. Half-giant paragons are daunting warriors, Aberrant Sight (Ex): At 1st level, an elan using their physical abilities in combination with paragon gains darkvision out to 60 feet. their psionic might to subdue and defeat their enemies. Psionic Talent: An elan paragon gains the Adventures: Half-giants tend to adventure Psionic Talent feat for free at first level. due to their mixed heritage. Not truly at home among giants or humans, they tend to a solitary Masked Nature (Ex): At 1st level, an elan life. Adventuring allows them to socialize with paragon may mask her psionic and aberrant those who are less likely to judge them. nature from others. As a standard action, she Characteristics: Half-giant paragons are may grant herself a +10 bonus on Bluff and stronger and sturdier members of their race. Disguise checks made to impersonate a human Where other half-giants may fail from (or other creature with the human subtype) for 8 exhaustion, the half-giant paragon is able to hours (or until dismissed). While this ability is survive. Some half-giant paragons know this active, her psionic aura strength is half as and take advantage of their increased physical strong as it normally would be (see detect prowess by becoming guards or, in some psionics). cases, brigands. Ironically, this ability is drawn from an elan's Alignment: Because of the general stigma aberrant heritage itself, and as such tends to surrounding the half-giant in both giant and subconsciously unsettle more humanoid minds. human societies, half-giants tend toward more While this ability is active, NPCs that remain chaotic or neutral alignments for their society within 30 ft. of the elan paragon have their view, but the best and worst are found among attitudes automatically worsen towards the elan them. paragon (but not to her companions) one step Religion: Half-giant paragons, like most other every five minutes, to a maximum of Unfriendly. half-giants, have little use for religion. Few These can be altered by Diplomacy checks or among them take up the cause of any deity, other means as normal. instead holding to an ideal. Background: Half-giant paragons typically Psionic Heritage (Ex): At 2nd level, an elan come to their abilities from their life in a harsh paragon’s naturally psionic potential allows her society where they do not really have a place. to select any psionic, metapsionic or item The world can be cruel, and half-giant paragons creation feat as a bonus feat. She must still know that inner and outer strength is what is meet all prerequisites for the feat. needed if you are to survive. Other Races: Because of their mixed nature, Ability Boost (Ex): At 3rd level, an elan half-giant paragons tend to view humans and paragon gains a +2 bonus to Intelligence. giants with skepticism. Those groups of either that are accepting of his heritage are few and Half-Giant Paragon far between. However, half-giant paragons view Strong and aggressive, the half-giant is a most other races based upon their physical formidable opponent who suffers little from prowess and, as such, view elves as frail. others. Their physical prowess is not only good Other Classes: Half-giant paragons work in battle, but also serves to intimidate those best with those classes that can augment his who would accost the half-giant. Their fighting prowess. He realizes that his brute humanoid ancestry has granted them force may allow him to subdue his opponents, surprisingly sharp minds for giants, and their but he will need someone to heal those wounds psionic nature lets them survive in he takes and to help overcome those obstacles Table 2-4: Half-Giant Paragon

Base Attack Fort Ref Will Level Bonus Save Save Save Special Manifesting 1st +1 +2 +0 +0 Fire resistance - 2nd +2 +3 +0 +0 Ability boost (+2 Str) +1 Psychic Warrior Level 3rd +3 +3 +1 +1 Ability boost (+2 Con) +1 Psychic Warrior Level

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that raw strength will not suffice. As such, a Ability Boost: At 3rd level, a half-giant paragon half-giant paragon tends to work best with gains a +2 bonus to Constitution. healing classes, such as the society mind or the cleric, and primary manifesters, such as psions Maenad Paragon or wilders. For reasons that they will not (or Reserved and calm, the maenads are a race of perhaps cannot) make entirely clear, several emotionally polar beings. While calm to most half-giant paragons have a stigma against observers, maenads struggle daily with their arcane magic, and are usually initially wild, nearly uncontrollable emotions. Maenad suspicious to its practitioners. paragons are ferocious fighters, matching the barbarian when he chooses to unleash the pent Game Rule Information up emotions bottled inside. His need to control Half-giant paragons have the following game his emotions also lends him a clarity of thought statistics. that opposes those who would try to affect his Abilities: Half-giant paragons have a more thoughts. martial bent then a standard half-giant. As such, Adventures: Adventures are ways for they benefit from a high Strength score. maenad paragons to expand their abilities. Constitution is also important to them to Sometimes, it is simply the need to get out of improve their resiliency. the stifling society that is maenad culture. Alignment: Any Because the maenad paragon learns to Hit Die: d8 harness the storm of emotions trapped inside, some of the more conservative maenads view Class Skills: the abilities of the maenad paragon as suspect, Autohypnosis, Bluff, Diplomacy, Climb, feeling that any outburst is unnecessary. Concentration, Craft (any), Jump, Listen, Characteristics: Maenad paragons are more Knowledge (Psionics), Profession (any), Spot, in tune with the bottled emotions than normal Swim. maenads; they have learned to harness that Skill points at each level: 2 + Int modifier. overwhelming emotional energy to greater Skill points at 1st level: (2 + Int modifier) x 4 effect. Through the intense force of will the maenad paragon must constantly exhibit to Weapon and Armor proficiency: A half-giant keep this energy under control, he has also paragon is proficient with simple and martial learned how to protect his mind from others weapons, light, medium, and heavy armor, and who would try to subject him to their will. shields (but not tower shields). Alignment: To keep their emotions in check, maenad paragons tend toward lawful Manifesting: At 2nd and 3rd level, half-giant alignments more often than chaotic. However, it paragons gains additional power points per day is not a requirement; the best and worst are and access to new powers as if he had also found among maenad society. gained a level in psychic warrior. He does not, Religion: Like most other maenads, maenad however, gain any other benefit a character of paragons tend to worship deities of the sea. that class would have gained (bonus feats and The conflicting nature of the ocean gives so on). This essentially means that he adds the something to which the maenad paragon can level of half-giant paragon to the level of relate: it is oft-times calm, but can become a psychic warrior, and then determines power raging storm without warning. points per day, powers known, and manifester Background: The constant battle of keeping level accordingly. their raging emotions in check tends to produce If the character did not have levels in the frequent maenad paragons. Many maenad psychic warrior class before taking this paragon paragons come to their abilities simply through class, he does not gain manifesting levels. understanding and controlling their emotions. Others come into them from unleashing their Fire Resistance: The half-giant paragon’s fire emotions, learning to channel that rage into resistance improves, granting him fire combat ability and then having to quell the urge resistance 5. again. Races: Like other members of their race, Ability Boost: At 2nd level, a half-giant maenad paragons tend to have trouble paragon gains a +2 bonus to Strength. understanding the more lackadaisical races,

11 Untapped Potential: New Horizons in Psionics

such as or xephs. The varied nature of If the character did not have levels in the wilder humans and their personalities makes it easier class before taking this paragon class, she for maenad paragons to work alongside them. does not gain manifesting levels. Other Classes: Maenad paragons respect monks for the strict codes they follow. They Enhanced Outburst (Ex): When a maenad tend to look down on the barbarian, for his paragon utilizes his outburst racial ability, his wanton use of the rage that a maenad paragon bonus to Strength increases to +4, instead of believes should be keep in check. In general, +2. though, a maenad paragon follows the deeds of an individual rather than stereotypes, Disciplined Mind (Ex): At 2nd level, a maenad knowing all too well that things are seldom paragon gains a +4 bonus on all saving throws what they outwardly appear to be. against mind-affecting effects.

Game Rule Information Ability Boost: At 3rd level, a maenad paragon Maenad paragons have the following game gains a +2 bonus to Charisma. statistics. Abilities: Maenad paragons benefit from a Xeph Paragon high Strength score for their combat abilities, Known for their amazing feats of agility, their as well as a high Constitution to make them uncanny bursts of speed, and their psionically more resilient. Because of their natural affinity resilient nature, xephs are the embodiment of for the wilder class, they benefit from a high speed and grace. Xeph paragons exemplify Charisma for manifesting, as well. their agility and speed, using it both to see Alignment: Any more lands through travel, and to more ably Hit Die: d8 defend themselves in combat. Xeph paragons are masters of movement, Class Skills often darting in and out of combat, catching Autohypnosis, Bluff, Diplomacy, Climb, their opponents by surprise. Concentration, Craft (any), Listen, Knowledge Adventures: Adventures are exciting, or so (Psionics), Profession (any), Spot. xeph paragons believe. The draw of the Skill points at each level: 4 + Int modifier. unknown and the possibility of new people to Skill points at 1st level: (4 + Int modifier) x meet, laugh with, and trick capture the xeph 4 paragon’s attention. Characteristics: Xeph paragons are faster Weapon and Armor proficiency: A maenad and more agile than the average members of paragon is proficient with simple weapons, light their race. Because of their agility qualities, and medium armor, and shields (but not tower xeph psychic warriors are likely to become shields). paragons, although soulknives and nonpsionic agile classes (such as rogue or ranger) appear Manifesting: At 2nd and 3rd level, maenad at least as frequently. paragon gains additional power points per day Alignment: Xeph paragons tend strongly and access to new powers as if she had also toward good alignments. Because of the race’s gained a level in wilder. She does not, affinity for the abilities of the soulknife, xeph however, gain any other benefit a character of paragons tend to be more lawful than chaotic, that class would have gained (wild surge, but it is not required. special abilities, and so on). This essentially Religion: More than the average xeph, xeph means that she adds the level of maenad paragons tend to revere those deities of travel, paragon to the level of wilder, and then quickness, and horizons. These beliefs tie most determines power points per day, powers closely to what drives the xeph paragon. known, and manifester level accordingly. Table 2-5: Maenad Paragon Base Attack Fort Ref Will Level Bonus Save Save Save Special Manifesting 1st +0 +0 +0 +2 Enhanced outburst - 2nd +1 +0 +0 +3 Disciplined mind +1 Wilder Level 3rd +2 +1 +1 +3 Ability boost (+2 Cha) +1 Wilder Level

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Background: Xeph paragons tend to feet at 3rd level. develop their racial paragon skills while out seeking to enjoy life. Their good-natured Psionic Deflection: At 2nd level, if a xeph demeanor sometimes can result in bullies paragon rolls a natural 20 on a saving throw attempting to harass the xeph paragon, and, as against a power of a level no greater than one such, his impressive mobility comes in handy. third his hit dice, he may expend his psionic The xeph fondness for tricks tends to lend itself focus as an immediate action to rebound the to the need for the additional psionic effect as if by the reddopsi power. The xeph resistance, as any manifesters finding paragon cannot use this ability on effects that themselves the butt of a xeph paragon’s joke is the reddopsi power would not normally be able not likely to be too kind to the joker. to rebound. Races: Xeph paragons follow the same general principal of interacting with other races Ability Boost: At 3rd level, a xeph paragon as a normal xeph would. While they feel the gains a +2 bonus to Dexterity. maenad are too uptight, they tend to get along with most other races. They regard duergar as Mind Dagger: The xeph paragon, upon too dour to be much fun, although they enjoy achieving 3rd level, learns to emulate those playing jokes on good-aligned duergar, as they among his race who utilize the mind blade. He are less likely to seek physical retribution than is able to create a mind blade as a 1st level their evil counterparts. soulknife, but it appears in the form of a dagger Other Classes: Because xeph paragons (instead of a short sword). If he has at least focus to increase their race’s natural speed, one level in soulknife, he also gains the ability they work best with classes that can keep their to shape his mind blade into a dagger as well enemies standing still or causing a distraction. as his other options, if any, with a full-round As such, front-line combatants, such as the action. Further, xeph paragon levels now stack fighter, psychic warrior, or spellcasters such as with soulknife levels for the mind blade and the wizard or sorcerer tend to complement the mind blade enhancement class features. xeph paragon’s abilities quite well. Table 2-6: Xeph paragon Game Rule Information Base Xeph paragons have the following game Attack Fort Ref Will Level Bonus Save Save Save Special statistics. 1st +1 +0 +2 +0 Improved burst Abilities: Xeph paragons benefit from a high 2nd +1 +0 +3 +0 Psionic deflection Dexterity score to improve their ability to avoid their enemies’ attacks. A high Constitution 3rd +2 +1 +3 +1 Ability boost (+2 Dex), mind dagger score is also important for those strikes that actually land. Alignment: Any Hit Die: d8 Psionic Racial Specialty Levels The prowess of the maenad warriors is Class Skills: renowned throughout the land, and you'd be Autohypnosis, Bluff, Diplomacy, Climb, hard-pressed to find a more powerful psion Concentration, Craft (any), Listen, Knowledge than an elan. These are represented in-game (Psionics), Profession (any), Spot. through racial specialty levels, a pseudo- Skill points at each level: 4 + Int modifier replacement level for members of specific Skill points at 1st level: (4 + Int modifier) x races and classes. If you are a member of a 4 specific race, you may take a racial specialty level rather than a standard class level. These Weapon and Armor proficiency: A Xeph come with specific abilities unique from the Paragon is proficient with simple weapons, light base class level, including hit dice and skill armor, and shields (but not tower shields). lists, but are only available at specific points in a character’s progression. For instance, a Improved Burst: When a xeph paragon uses duergar about to take his first, third, or fifth his racial burst ability, he gains an additional 10 level of egoist may instead take a level of feet of movement. This bonus increases to 20 "duergar egoist," which comes with a higher hit

13 Untapped Potential: New Horizons in Psionics

die and its own unique class features, all dungeoneer aspects of the ranger. detailed below. Hit Die: d8

If you choose to take a racial specialty level Requirements instead of the standard class level, you may To take a dromite ranger racial specialty level, a never gain the abilities of the original level. character must be a dromite about to take its Sometimes, this means giving up a powerful 1st, 4th, or 7th level of ranger. ability for another powerful ability. Other times, you may sacrifice a class feature that did not Class Skills grant much of a benefit due to your race. For Dromite ranger racial specialty levels have the example, xeph soulknives who take the first class skills of the standard ranger class, plus racial specialty level never gain the Wild Talent Autohypnosis and Knowledge (Psionics). feat. However, as the race is naturally psionic, the only loss this poses is an extra two power Skill Points at Each Level: 6 + Int modifier (or points, which matters little for a soulknife, who four times this number as a beginning does not manifest powers. Other levels, character). however, might replace a psionic power with a new special ability, limiting that character’s Class Features options of powers to manifest, but granting All of the following are class features of the them a specific ability other races may not be dromite ranger racial specialty levels. able to access. Each class feature will identify what it replaces, if anything. Wild Empathy (Ex): Beginning at 1st level, a dromite ranger can improve the attitude of an Racial specialty levels are, in all other regards, animal. This ability functions identically to the levels in their original classes. You do not need ranger class feature of the same name, except to take a level in a racial specialty if you do not that the dromite ranger’s natural affinity to want to, nor do you need to take earlier levels dealing with others grants it a +2 racial bonus to to take later ones. For instance, a maenad its wild empathy checks. fighter may decide to take only the level 4 racial specialty, opting instead for the standard fighter Animal Companion (Ex): At 4th level, a levels 1 and 2, while another maenad fighter dromite ranger gains an animal companion. may have no racial specialties and another may This ability functions identically to the standard take all three. Because these specialty levels ranger ability, but a dromite ranger may also are essentially levels in the original class, they choose from the following list of animals: brain do not count as separate classes for purposes mole, folugub, phrenic badger, phrenic bat, and such as multi-class experience penalties. phrenic rat.

Presented below are racial specialties for the Up The Walls: At 7th level, a dromite ranger six psionic races of Rajrin. Each psionic race gains the Up the Walls feat as a bonus feat. has two racial specialty class options. This racial specialty feature replaces a Additional specialties are possible for non- standard ranger’s woodland stride class psionic races; talk to your GM. feature.

Dromite Ranger Dromite Society Mind A dromite’s natural sensory and martial abilities The cooperative society of dromites lends make him naturally inclined toward the path of extremely well to the abilities of the society the ranger. The ranger’s tracking ability mind. The hive nature of the dromite race and compliments the dromite’s scent ability, while the network nature of the society mind may be their underground society lends to the more than just a coincidence in how closely the Table 2-7: Dromite Ranger Base Attack Fort Ref Will Level Bonus Save Save Save Special Spellcasting 1st +1 +2 +2 +0 1st favored enemy, track, wild empathy* - 4th +4 +4 +4 +1 Animal companion* As ranger 7th +7 +5 +5 +2 Up the walls As ranger

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Table 2-8: Dromite society mind Base Attack Fort Ref Will Level Bonus Save Save Save Special Power Points / Powers Known 1st +0 +0 +0 +2 Worldthought network*, cooperative healing As society mind* 3rd +1 +0 +0 +3 Soulbinding gaze*, telepathy As society mind* 5th +2 +2 +2 +4 Network sense*, empathy As society mind* two are related. mind has line of effect to a network member, it Hit Die: d6 needs not expend its psionic focus to pinpoint their location. It still must expend focus to Requirements determine any conditions affecting members of To take a dromite society mind racial specialty the network. level, a character must be a dromite about to take its 1st, 3rd, or 5th level of society mind. Empathy: At 5th level, a dromite society mind gains Expanded Knowledge (empathy) as a Class Skills bonus feat. Dromite society mind racial specialty levels have the class skills of the standard society Duergar Egoist mind. The duergar race is naturally inclined to using psionics on their bodies, as seen by their Skill Points at Each Level: 4 + Int modifier (or natural ability to expand. This affinity leads four times this number as a beginning many duergar down the path of the egoist - the character). psion specialized in psychometabolism powers that manipulate the manifester’s body. Class Features Hit Die: d6 All of the following are class features of the dromite society mind racial specialty levels. Requirements To take a duergar egoist racial specialty level, Manifesting: A dromite society mind may a character must be a duergar about to take her choose to use its Charisma score in place of its 1st, 3rd, or 5th level of egoist. Wisdom score for purposes related to learning and manifesting powers, as well as for bonus Class Skills power points. Duergar egoist racial specialty levels have the class skills of the standard egoist class, plus Worldthought Network (Su): A dromite Listen and Spot. society mind is more accustomed to a hive mind concept than a standard society mind. As Skill Points at Each Level: 2 + Int modifier (or such, a dromite society mind’s worldthought four times this number as a beginning network ability works as in the society mind character). class entry, but the dromite society mind may add up to its class level + his Charisma modifier Class Features in willing targets into its network. All of the following are class features of the duergar egoist racial specialty levels. Soulbinding Gaze (Su): As a normal society mind, but treat the dromite society mind's class Extra Powers Known: A 1st level duergar level as 2 higher than normal. egoist adds biofeedback, expansion and thicken skin to his list of powers known. Network Sense (Su): As the normal society This racial specialty feature replaces a standard mind ability, except that if the dromite society Table 2-9: Duergar Egoist Base Attack Fort Ref Will Level Bonus Save Save Save Special Power Points / Powers Known 1st +0 +0 +0 +2 Extra powers known, devotion (egoist) As egoist 3rd +1 +0 +0 +3 Hardened spirit As egoist / see text 5th +2 +2 +2 +4 Bonus feat* As egoist

15 Untapped Potential: New Horizons in Psionics

egoist’s bonus feat at 1st level. one at the start of the attempt (this attack doesn’t count against his limit of attacks of Brooding Psicrystal: A duergar egoist’s sullen opportunity in one round). personality manifests in the form of a This racial specialty feature replaces the psicrystal. The duergar egoist gains the standard fighter’s 1st level bonus feat. Psicrystal Affinity feat, but may only choose the Bully or Single-Minded personalities. If he Bonus Feat (Ex): At 2nd level, a duergar already possesses a psicrystal, he gains the fighter gets a bonus combat-oriented feat. This Improved Psicrystal feat, but may only choose bonus feat must be drawn from the feats noted the Bully or Single-Minded personalities. as fighter bonus feats or psionic feats. The This racial specialty feature replaces one of the duergar fighter must still meet all prerequisites powers gained by a standard egoist at 3rd for the bonus feat, including ability score and level. From this point on, the duergar egoist base attack bonus minimums as well as class knows one less power than a standard egoist. requirements.

Bonus Feat: A duergar egoist gains a bonus Pick Expertise (Ex): Decades of working feat at 5th level. This feat must be a psionic underground has given the duergar a more feat, a metapsionic feat, a psionic item creation expert skill with pick weapons (light pick and feat, or a fighter bonus feat. heavy pick, plus similar weapons at the GM’s option). As a result, a duergar fighter gains a Duergar Fighter +1 bonus on attack rolls and +2 bonus on Dour and martial, the duergar as a race favor damage rolls when wielding a pick. These the path of the fighter over all others. Their bonuses do not stack with Weapon Focus or tendency to attack first and ask questions later Weapon Specialization, but are treated as further reinforces this favoritism. A duergar’s equivalent for the purpose of qualifying for natural toughness also helps him on the feats, prestige classes, or anything else that battlefield, where he is likely to wade directly requires those feats. into combat. This benefit replaces the bonus feat gained by Hit Die: d12 a standard 4th level fighter.

Table 2-10: Duergar Fighter Requirements To take a duergar fighter racial specialty level, Base a character must be a duergar about to take Attack Fort Ref Will her 1st, 2nd, or 4th level of fighter. Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Small and In charge Class Skills 2nd +2 +3 +0 +0 Bonus feat* Duergar fighter racial specialty levels have the 4th +4 +4 +1 +1 Pick expertise class skills of the standard fighter class, plus Move Silently. Elan Monk Skill Points at Each Level: 2 + Int modifier (or The elan monk may sound unusual, but as four times this number as a beginning many elans have found, the meditation character). required to be a psion is not much different than the methods used by many monks. The ki Class Features energy a monk unlocks resembles psionic All of the following are class features of the power in many ways and the elan monk learns duergar fighter racial specialty levels. to unify both sources of energy into a single wellspring of internal potential. Small and In Charge (Ex): A duergar’s Hit Die: d8 exceptional stability allows him to better counter bull rushing or tripping attempts by an Requirements enemy. When a duergar fighter successfully To take an elan monk racial specialty level, a stops a bull rush or trip attempt, he may character must be an elan about to take her immediately make an attack of opportunity 1st, 3rd, or 5th level of monk. against the opponent, even if he already made

16 Chapter 2: Races

Class Skills Elan Psion Elan monk racial specialty levels have the Born of psionic power, born into psionic class skills of the standard monk class, plus powers, the elan is the embodiment of the Autohypnosis. mind’s psionic potential. Because of their origin, elans have a natural proclivity toward Skill Points at Each Level: 4 + Int modifier the path of the psion. Unlike many other races, (or four times this number as a beginning the elans are not drawn to any single discipline; character). all psionic disciplines are equal to them. Hit Die: d4 Class Features All of the following are class features of the Requirements elan monk racial specialty levels. Additionally, To take an elan psion racial specialty level, a elan monks with at least one of these specialty character must be an elan about to take her levels can freely multiclass between monk and 1st, 3rd, or 5th level of psion. Which devotion psion (of any discipline). the character belongs to does not matter.

Bonus Feat: A 1st level elan monk may select Class Skills either Psionic Fist or Psionic Weapon as a Elan psion racial specialty levels have the class bonus feat. She does not need to meet the skills of the standard psion class, including prerequisites for these feats to select them. those additional skills from the elan’s chosen This replaces the standard monk’s choice of devotion. bonus feats at 1st level.

Skill Points at Each Level: 2 + Int modifier (or Mental Resilience (Ex): An elan monk of 3rd four times this number as a beginning level or higher gains a +3 bonus on saving character). throws against spells, powers and effects with the mind-affecting descriptor. Class Features This racial specialty feature replaces the All of the following are class features of the standard monk’s still mind class feature, but elan psion racial specialty levels. still counts as still mind for the purposes of meeting requirements. Aberrant Manifesting (Ex): When an elan psion manifests a power, the power points Metaphysical Strike (Su): An elan monk may spent are retained in her form for a brief period deliver a strike at a distance using ki- of time, allowing her to use her racial abilities empowered psychokinesis. To use this ability, (resilience, repletion, and resistence) at a she must expend her psionic focus. Using this decreased cost until the start of her next action. ability lets her make a single unarmed attack [Keep the replacement text.] against one target within 100 ft +10 ft per monk For example, a 1st level elan kineticist level. She uses her Wisdom modifier in place manifests an energy ray for 1 power point. Until of your Strength for attack and damage. This the start of his next action, he has one "free" attack deals force damage and has the [Force] power point to spend in his racial abilities, and descriptor instead of dealing physical damage. therefore could activate resistance for free. Using this ability is a standard action that Later, at 5th level, he manifests an energy provokes attacks of opportunity. missile that costs 5 power points. Until the start This racial specialty feature replaces the of his next action, he has 5 "free" power points standard monk’s wholeness of body feature. to spend on his racial abilities -- for instance, he could negate up to 10 damage with resilience at no additional power point cost.

Table 2-11: Elan Monk This racial specialty feature replaces one of the powers known gained by a standard psion at Base 1st level. From this point on, the elan psion Attack Fort Ref Will knows one fewer power than a standard psion. Level Bonus Save Save Save Special 1st +0 +2 +2 +2 Bonus feat*, flurry of blows, unarmed strike Innate Power (Ex): At 3rd level, an elan psion 3rd +3 +4 +4 +4 Mental resilience draws upon the psionic energy used to create 7th +5 +5 +5 +5 Metaphysical strike

17 Untapped Potential: New Horizons in Psionics

Table 2-12: Elan Psion Base Attack Fort Ref Will Level Bonus Save Save Save Special Power Points / Powers Known 1st +0 +0 +0 +2 Aberrant manifesting, bonus feat, devotion As psion 3rd +1 +0 +0 +3 Innate power As psion / see text 5th +2 +2 +2 +4 Clairvoyant resistance As psion / see text his form and unlocks more psionic abilities from Class Skills latency. He may add one power to his psion Half-Giant psychic warrior racial specialty powers known list up to the maximum level of levels have the class skills of the standard power he can manifest as a psion. This power psychic warrior class, plus Intimidate. can be from any power list, as the Expanded Knowledge feat, but is not restricted to one Skill Points at Each Level: 2 + Int modifier (or level below his maximum power known. four times this number as a beginning This racial specialty feature replaces one of character). the powers known gained by a standard psion at 3rd level. From this point on, the elan psion Class Features knows one fewer power than a standard psion. All of the following are class features of the half-giant psychic warrior racial specialty levels. Clairvoyant Resistance (Su): At 5th level, an elan psion learns to guard herself from those Staggering Strike (Ex): When a half-giant who would attempt to scry her. While psychic warrior makes a melee attack (but not psionically focused, any time an attempt is a touch attack), she may expend her psionic used to use a clairsentient or location focus to deliver a staggering strike. Regardless determining effect on her, the manifester of the of the outcome of the attack roll (resolved effect must succeed on a manifester level normally), if the attack exceeds the opponent's check (1d20 + manifester level) against a DC touch AC, they must make a Fortitude save of 11 + the manifester level of the elan psion. (DC 10 + one-half her character level + her Failing this effect means that the power fails (if Strength modifier) or be staggered for one it was targeted on her) or that the elan psion round. A staggered character can take a move simply isn’t detected as present (if she was in action or a standard action in one round, but the area of effect). not both. This racial specialty feature replaces the This ability replaces the bonus feat a psychic bonus feat gained by a standard psion at 5th warrior normally gains at 1st level. level. Overwhelming Force (Su): When a half-giant Half-Giant Psychic Warrior psychic warrior makes a melee attack, she may Martial, aggressive, and psionic, the half-giant expend her psionic focus to blast her target off is virtually the racial incarnation of the psychic its feet. If the attack is successful, the target warrior. Favored among other classes, the half- must make a Reflex saving throw (DC 10 + giant race tends down the path of the psychic damage dealt) or be knocked prone. warrior, for it is the road that most closely This ability replaces the bonus feat a psychic resembles their own outlook. warrior normally gains at 5th level. Hit Die: d10 Focused Attack (Su): At 8th level, when a Requirements half-giant psychic warrior expends her psionic To take a half-giant psychic warrior racial focus as part of a melee attack, she may apply specialty level, a character must be a half-giant two abilities that require the expenditure of about to take her 1st, 5th, or 8th level of psionic focus to that attack instead of one (for psychic warrior. instance, the Psionic Weapon feat and the Table 2-13: Half-Giant Psychic Warrior Base Attack Fort Ref Will Level Bonus Save Save Save Special Power Points / Powers Known 1st +0 +2 +0 +0 Staggering strike As psychic warrior 5th +3 +4 +1 +1 Overwhelming force As psychic warrior 8th +6 +6 +2 +2 Bonus feat, focused attack As psychic warrior / see text

18 Chapter 2: Races

overwhelming force ability described above, or half-giants are naturally psionic, they do not the Psionic Weapon and Deep Impact feats). need Wild Talent to create their mind blades. After resolving an attack using this feature, the half-giant psychic warrior suffers a -2 penalty to Overpowering Strike (Su): At 3rd level, a half- attack and damage rolls, saving throws, skill giant soulknife may focus his strength into an checks and ability checks for one round. This attack to subdue his foe. As a move action, the ability does not function if she expends her half-giant soulknife imbues his mind blade with focus from another source, such as from overpowering psychic energy. The next Psicrystal Containment. successful attack the half-giant soulknife This ability replaces one power known a makes causes the target to make a Reflex psychic warrior normally gains at 8th level. saving throw (DC of 10 + damage dealt), or be From this point on, the half giant psychic knocked prone. After delivering an warrior knows one fewer power. overpowering strike, a half-giant soulknife must imbue his mind blade again to deliver another. Half-Giant Soulknife At 7th level, a half-giant psychic warrior may While many soulknives focus on finesse and choose to charge his mind blade with both an agility, the half-giant soulknife relies on his overpowering strike and a psychic strike as the brute strength to subdue his enemies. Turning same move action. psionic potential into a weapon always at the This racial specialty level replaces the psychic ready, a half-giant who takes up the mantle of strike ability gained at 3rd level by a standard the soulknife is never without a weapon, soulknife. The half-giant soulknife instead gains something that any other half-giant would envy. psychic strike +1d8 at 7th level and increases Hit Die: d12 are +1d8 lower than indicated (+2d8 at 11th level, etc.). Requirements To take a half-giant soulknife racial specialty Roots of Strength (Ex): Using his larger frame level, a character must be a half-giant about to to great use in battle, a half-giant soulknife can take his 1st, 3rd, or 6th level of soulknife. simultaneously adopt a disruptive (if immobile) battle stance and enlarge his mind blade, Class Skills allowing him to attack and defend a larger Half-giant soulknife racial specialty levels have area. At 6th level, if a half-giant soulknife the class skills of the standard souknife class, occupies the same space for at least one full plus Intimidate. round, his reach increases by 5 ft. This effect ends if he leaves his current space. Skill Points at Each Level: 4 + Int modifier (or This racial specialty feature replaces the four times this number as a beginning standard soulknife's Speed of Thought feat. character).

Class Features Table 2-14: Half-Giant Soulknife All of the following are class features of the Base half-giant soulknife racial specialty levels. Attack Fort Ref Will Level Bonus Save Save Save Special Mind Blade: As a standard soulknife, but a 1st +0 +0 +2 +2 Mind blade*, Stand Still, Weapon Focus half-giant soulknife may create and wield a (mind blade) mind blade one size category larger than 3rd +2 +1 +3 +3 Overpowering strike normal without penalty due to his powerful 6th +4 +2 +5 +5 Roots of strength build natural ability. If the half-giant soulknife creates the mind blade in a larger shortsword Maenad Fighter form, it is still treated as a light weapon. An outwardly distant society, the maenad are truly a race of surging and ebbing passions. Stand Still: At 1st level, a half-giant soulknife The more martially-bent among them take up gains the Stand Still feat (see the Expanded arms, sometimes as a way to defend their Psionics Handbook) as a bonus feat. homes, other times as a way to unleash the This racial specialty feature replaces the bottled emotions within. standard soulknife's Wild Talent feat. Since Hit Die: d10

19 Untapped Potential: New Horizons in Psionics

Requirements Strength bonus from outburst). Every To take a maenad fighter racial specialty level, opponent who fails a modified level check (see a character must be a maenad about to take the Intimidate skill) against this result becomes her 1st, 2nd, or 4th level of fighter. shaken for the duration of the outburst or until they are at least 30 ft away from the maenad Class Skills fighter. Maenad fighter racial specialty levels have the This racial specialty feature replaces the class skills of the standard fighter class. bonus feat gained by fourth level fighters.

Skill Points at Each Level: 2 + Int modifier (or Table 2-15: Maenad Fighter four times this number as a beginning Base character). Attack Fort Ref Will Level Bonus Save Save Save Special Class Features 1st +1 +2 +0 +0 Warrior’s outburst 2nd +2 +3 +0 +0 Battle fury All of the following are class features of the 4th +4 +4 +1 +1 Primal scream maenad fighter racial specialty levels.

Warrior’s Outburst (Ex): Like most of his Maenad Wilder people, a maenad fighter attempts to keep his Prone to emotional outbursts, the maenad emotions in check, but when he is forced to call learn to control the rage that lies beneath the upon their full fury, he embraces them fully. surface. The life of a wilder calls to the The duration of his outburst racial ability maenads, giving them a way to unleash their increases by one round for every feat he pent up emotions for something more than a possesses which could be chosen as a fighter simple rage. bonus feat. He may also use his outburst racial Hit Die: d6 ability an extra time per day for every two feats he has selected that can be chosen as fighter Requirements bonus feats. To take a maenad wilder racial specialty level, This racial specialty feature replaces the a character must be a maenad about to take standard fighter’s shield and tower shield his 1st, 3rd, or 5th level of wilder. proficiencies. Class Skills Battle Fury (Ex): If a maenad fighter expends Maenad wilder racial specialty levels have the his psionic focus while entering an outburst, he class skills of the standard wilder class. gains an additional +2 bonus to Strength for the duration of the outburst, but cannot take Skill Points at Each Level: 4 + Int modifier (or actions which require concentration until the four times this number as a beginning outburst ends (see the barbarian’s rage class character). feature for examples). He cannot end the outburst voluntarily. Using this ability is Class Features physically draining to the maenad fighter – at All of the following are class features of the the end of his outburst, he is fatigued until the maenad wilder racial specialty levels. end of the encounter. This racial specialty feature replaces the Psychic Enervation (Ex): When a maenad bonus feat gained by second level fighters. wilder utilizes the wild surge class feature, he runs a chance of pushing himself too far. This Primal Scream (Su): When entering an ability is identical to the usual wilder class outburst, a maenad fighter may accompany it feature, except that a maenad wilder who is with a tremendous scream of rage. Doing so overcome by bursting enervation loses a deals 1d6-1 points of sonic damage per four number of power points equal to her wilder character levels to all creatures in a 10 ft radius level + 1. He does not suffer any other burst. drawbacks of psychic enervation (such as When he uses this ability, he also attempts to being dazed). demoralize all opponents in the area of effect. Surging Outburst (Su): When a maenad When entering an outburst, he may make a wilder of third level or higher uses his racial free Intimidate check (with a bonus equal to his

20 Chapter 2: Races

Table 2-16: Maenad Wilder

Base Attack Fort Ref Will Level Bonus Save Save Save Special Power Points / Powers Known 1st +0 +0 +0 +2 Psychic enervation*, wild surge +1 As wilder 3rd +2 +0 +0 +3 Surging outburst As wilder 6th +5 +2 +2 +5 Resonance, wild surge +2 As wilder outburst ability, he may forego the bonus to Skill Points at Each Level: 4 + Int modifier (or Strength and instead add +2 to his manifester four times this number as a beginning level when using a wild surge for the duration character). of the outburst. Unlike a normal wild surge, this does not pay for additional augmentation, but Class Features the increase also does not count toward your All of the following are class features of the chance of psychic enervation. xeph monk racial specialty levels. Xeph monks Alternatively, he may use his wild surge class with at least one of these specialty levels may ability while using his racial outburst. Doing so freely multiclass between monk and soulknife. increases the outburst’s bonus to Strength by his wild surge amount, but a maenad wilder Monk Weapons: A xeph monk may treat a using this technique risks psychic enervation mind blade and a ki blade (see below) as a as if he had used wild surge when manifesting. special monk weapon. Additionally, both of these weapons benefit from any ki strike Resonance (Su): At 5th level, a maenad wilder feature he has. adds energy ray and energy push to his wilder powers known list. He may only utilize these Bonus Feat: A 1st level xeph monk may powers with the sonic energy type. If he choose either Mental Leap, Speed of Thought, already knew one or both of these powers as a or Up the Walls as a bonus feat. He need not wilder, he may instead learn another energy meet the prerequisites for the feat. power from the psion/wilder list that he could This class feature replaces the standard bonus manifest to replace it, but he is restricted to feat choices gained as a 1st level monk. sonic energy when manifesting powers learned this way. Resistant Mind (Ex): A 3rd level xeph monk’s This racial specialty feature replaces the racial bonus on saving throws against powers, standard wilder’s volatile mind (+1) feature. spells, and spell-like effects increases to +2. Starting at 9th level, his volatile mind class This racial specialty feature replaces the feature will be 1 power point lower. standard monk’s still mind class feature, but counts as still mind for the purposes of meeting Xeph Monk requirements. Generally easy-going and good-natured, there are those xeph who look inward for their Bonus feat: A 6th level xeph monk may answers. When a xeph takes up the code of a choose either Duck and Weave or Xeph monk, he learns to harness his psionic nature Bladestorm as a bonus feat. He does not need and blend those aspects of his race that suit to meet the normal prerequisites of the feat. his role. This class feature replaces the standard bonus Hit Die: d8 feat choices gained as a 6th level monk.

Requirements Ki Blade (Su): At 6th level, a xeph monk may To take a xeph monk racial specialty level, a focus his ki into a semisolid blade of energy as character must be a xeph about to take her 1st, a move action, similar to a mind blade. This ki 3rd, or 6th level of monk. blade appears as a straight, double-edged ribbon-like sword and deals slashing damage Class Skills equal to the unarmed strike damage of a monk Xeph monk racial specialty levels have the one size smaller than the xeph monk. Feats class skills of the standard monk class, plus and class features that require the use of a Autohypnosis. mind blade, such as Xeph Bladestorm and Throw Mind Blade, can be used with a ki blade,

21 Untapped Potential: New Horizons in Psionics

with the exception of Shape Mind Blade. Since xeph are naturally psionic, they do not A multiclass xeph monk / soulknife cannot have need this feat to create their mind blade. both his ki blade and his mind blade in existence at the same time. Burst Strike (Ex): When a xeph uses his This racial specialty feature replaces the racial burst ability, he adds a +1 competence standard monk’s slow fall progression gained bonus to attack and damage rolls with his mind at 6th level. His progression from this point blade for each 10 ft increase to his speed from forward is 10 ft. slower (30 ft. at 8th level, 40 ft. the burst ability. This bonus lasts until the burst at 10th level, etc.). ends. This racial specialty level replaces the psychic Table 2-17: Xeph Monk strike ability gained at 3rd level by a standard Base soulknife. Subsequent psychic strike increases Attack Fort Ref Will are at 1d8 lower (+1d8 at 7th level, +2d8 at Level Bonus Save Save Save Special 11th level, etc). 1st +0 +2 +2 +2 Bonus feat*, flurry of blows, Mind Blade Enhancement (Su): At 6th level, monk weapons*, a xeph soulknife gains the ability to enhance unarmed strike 3rd +3 +4 +4 +4 Still mind* his mind blade, like a normal soulknife. 6th +4 +5 +5 +5 Bonus feat*, However, treat the following weapon abilities ki blade as if they were on the soulknife’s list of available enhancement options: Xeph Soulknife Flaming - +1 Quick and graceful, the xeph respect the Frost - +1 finesse that a soulknife can show. When a Shock - +1 xeph travels down the path of the soulknife, he Thundering - +1 learns to use his natural speed to his benefit, Flaming Burst - +2 striking at his enemy and darting away before Icy Burst - +2 his enemy realizes what happened. Shocking Burst - +2 Hit Die: d10 Expeditious Skirmish (Ex): When using the Requirements attack action with a mind blade, a xeph To take a xeph soulknife racial specialty level, soulknife can move both before and after the a character must be a xeph about to take her attack, provided that his total distance moved is 1st, 3rd, or 6th level of soulknife. not greater than his speed. This can be used with Throw Mind Blade, but cannot be used Class Skills with the full attack action. Xeph soulknife racial specialty levels have the This racial specialty level replaces the Speed class skills of the standard soulknife class. of Thought bonus feat gained by the standard soulknife. Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character). Table 2-18: Xeph Soulknife Base Class Features Attack Fort Ref Will All of the following are class features of the Level Bonus Save Save Save Special xeph soulknife racial specialty levels. 1st +0 +0 +2 +2 Mind blade, Speed of Thought, Weapon Focus (mind blade) Speed of Thought: A xeph soulknife gains 3rd +2 +1 +3 +3 Burst strike the Speed of Thought feat as a bonus feat. 6th +4 +2 +5 +5 Mind blade enhancement This racial specialty feature replaces the +1*, expeditious skirmish standard soulknife’s free Wild Talent feat.

22 Classes Chapter Three: Classes

down his path, he permanently denies himself the flexibility of other psions for the increased Psionics! The mere mention of the word stirs power of his devotion. the soul. Tales of individuals capable of reshaping reality in some way through will alone The devoted psion is a variant designed to are common enough in some areas, and the supplement the existing psion class. It is quite stuff of dreams and nightmares in others. Such possible to have both devoted and standard stories have grown more and more common psions in the same game, or even the same since the appearance of Rajrin, although some adventuring party, although the option of folklorists claim that the stars of these stories replacing the standard psion remains open as have always been here, and only now have well. A character cannot multiclass between decided to make their presence – and their devoted psion and the standard psion (as they psionic ability – known to the world. are both, technically, the same class), much like how the nomad/egoist combination is While the psion’s focused stare, the psychic impossible. warrior’s meditative focus, and the wilder’s unbound emotion are instantly recognizable Making a Devoted Psion hallmarks of the mind’s power over matter, they The role of a devoted psion in a party varies are not the only path to mental power. This greatly depending on which devotion he follows. chapter presents two new base classes for A devoted nomad might be the party’s travel psionic manifesters, along with a variant to the expert, while a devoted kineticist will be the psion class detailed in the Expanded Psionics party’s most offensive participant. Because a Handbook. Like all base classes, they can be devoted psion has access to powers of other played from first character level, or entered later disciplines, he can often fill in other roles as via multiclassing. needed, although not necessarily as well as one who has chosen to become devoted to Devoted Psion (Variant) another discipline (or even as well as a normal "Sure, there are other disciplines. What’s your psion). A devoted kineticist, for example, would point?" likely not be a great choice for an information - Hrolgar, duergar devoted kineticist gather. Abilities: Intelligence determines what level of A psion chooses a discipline to specialize in psionic power a devoted psion can manifest, and gains access to powers restricted to that how hard his powers are to resist, and his devotion. A devoted psion has the entire scope bonus power points. A high Constitution is also of his manifesting prowess shaped by that important for the devoted psion, who otherwise choice. Once a devoted psion has started has a small amount of hit points.

23 Untapped Potential: New Horizons in Psionics

Races: Because devoted psions come from associated with that discipline’s devotion (see all races, each individual tends to have a above), as well as the powers restricted to the different view of the other races. Due to their appropriate devotion. However, specializing in a inherent magical nature, elves can tend to view discipline also means that the psion cannot devoted psions with distrust; although elven learn powers that are restricted to other devoted psions do exist. Elans tend to be devotions. He can not manifest such powers found most commonly among the ranks of even through the use of psionic items. devoted psions, as do humans. Alignment: Because of the varied nature of Discipline Expertise (Ex): The devoted devoted psions, all alignments are found among psion’s choice of discipline determines his their numbers. The introspection required to devotion, as described above. The effects of understand their own abilities can sometimes this choice directly impact the devoted psion’s stymie their view of the outside world, causing manifestations. Any power of the devoted them to tend toward neutrality as opposed to psion’s chosen discipline is manifested as if his other alignments, but not overwhelmingly so. manifester level was one higher, including Hit Die: d4. range, duration, and power penetration. This includes the ability to add another power point Game Rule Information into augmentation if the power is capable of Devoted psions have the following game being augmented. The devoted psion must still statistics. pay the extra point cost. Powers of disciplines other than the devoted Class Skills psion’s chosen discipline are treated as if his The devoted psion’s class skills are manifester level was one lower than it is, to a Concentration, Craft, Knowledge (all skills, minimum of 0. A devoted psion cannot manifest taken individually), Profession, and Psicraft. such powers until his manifester level In addition, a devoted psion gains access to increases. additional class skills based on his devotion. Discipline expertise applies to powers the Seer: Gather Information, Listen, and Spot. devoted psion manifests from his own mind or Shaper: Bluff, Disguise, and Use Psionic from psionic items, but only if he is manifesting Device. as a devoted psion. A multiclass devoted psion Kineticist: Autohypnosis, Disable Device, and with levels in another manifesting class, such Intimidate. as psychic warrior, manifests powers from his Egoist: Autohypnosis, Balance, and Heal. other class or classes normally. Nomad: Climb, Jump, Ride, Survival, and Swim For example, Hrolgar, a 3rd-level devoted Telepath: Bluff, Diplomacy, Gather Information, kineticist, manifests psychokinesis powers as if and Sense Motive. he had a manifester level of 4 in all regards. However, his dedication to psychokinesis Skill Points at 1st level: (2 + Int modifier) x 4. means that he manifests powers of other Skill Points at Each Additional Level: 2 + Int disciplines as if his manifester level were only 2. modifier At 10th level, a devoted psion manifests powers of his discipline with a +1 bonus to their Class Features save DC (if applicable), and for one power point less than they normally cost, to a minimum of 1. All the following are class features of the This ability does not stack with other such devoted psion. effects, such as a torc of power preservation. At

20th level, the save DC bonus on applicable Weapon and Armor Proficiency: As the psion powers increases to +2, and he manifests class. powers of his chosen discipline for 2 fewer

points than normal (minimum 1). Power Points/Day: As the psion class. This is For example, Hrolgar, now a 20th level devoted also given on Table 3-1: The Devoted Psion. kineticist, manifests any power of the

psychokinesis discipline at a manifester level of Devotion: Every devoted psion must decide at 21, and such powers cost him 2 power points 1st level which psionic discipline he will fewer to manifest. He may spend up to 21 specialize in. Specializing in a discipline power points on any single psychokinesis provides a psion with access to the class skills power, and any psychokinesis power he uses

24 Chapter 3: Classes

costs him 2 fewer power points than usual – a grant him access to powers on the lists of other psychokinesis power he ‘spends’ 21 power classes as normal. points on would deduct only 19 power points For example, Hrolgar, a 3rd-level devoted from his daily reserve. If this power had a kineticist, chooses to spend his 3rd level feat on saving throw, it would gain a +2 bonus to its Expanded Knowledge. He could choose save DC beyond any augmentation or other attraction for the power learned, even though it effects. is a telepathy discipline power, since it is on the psion/wilder list, but could not choose mindlink, Powers Known: A devoted psion begins play as it is on the telepath devotion list. He must knowing three psion powers of his choice that know more psychokinesis powers than powers he could manifest (he can choose powers for of any other discipline, including powers which his manifester level is 0, although he learned through means such as Expanded cannot use them until his manifester level Knowledge. increases to at least 1, such as through A devoted psion can manifest any power that Overchannel). Each time he achieves a new has a power point cost equal to or lower than level, he unlocks the knowledge of new powers. his manifester level. The number of times a Choose the powers known from the psion devoted psion can manifest powers in a day is power list, or from the list of powers of his limited only by his daily power points. devotion. He cannot know more powers of any A devoted psion simply knows his powers; other discipline than his chosen discipline, and they are ingrained in his mind. He does not he cannot choose powers from devotion lists need to prepare them (in the way that some other than his chosen devotion, even through spellcasters prepare their spells), though he means such as Expanded Knowledge or must get a good night’s sleep each day to psychic chirurgery, although such means may regain all his spent power points.

Table 3-1: The Devoted Psion Base Power Maximum Attack Fort Ref Will Points/ Powers Power Level Level Bonus Save Save Save Special Day Known Known 1 +0 +0 +0 +2 Devotion, discipline expertise (+1 ML / 1- ML), 2 3 1st bonus feat 2 +1 +0 +0 +3 - 6 5 1st 3 +1 +1 +1 +3 - 11 7 2nd 4 +2 +1 +1 +4 - 17 9 2nd 5 +2 +1 +1 +4 Bonus feat 25 11 3rd 6 +3 +2 +2 +5 - 35 13 3rd 7 +3 +2 +2 +5 - 46 15 4th 8 +4 +2 +2 +6 - 58 17 4th 9 +4 +3 +3 +6 - 72 19 5th 10 +5 +3 +3 +7 Discipline expertise (+1) 88 21 5th 11 +5 +3 +3 +7 - 106 22 6th 12 +6/+1 +4 +4 +8 - 126 24 6th 13 +6/+1 +4 +4 +8 - 147 25 7th 14 +7/+2 +4 +4 +9 - 170 27 7th 15 +7/+2 +5 +5 +9 Bonus feat 195 28 8th

16 +8/+3 +5 +10 +10 - 221 30 8th 17 +8/+3 +5 +10 +10 - 250 31 9th 18 +9/+4 +6 +11 +11 - 280 33 9th 19 +9/+4 +6 +11 +11 - 311 34 9th 20 +10/+5 +6 +12 +12 Discipline expertise (+2), discipline apotheosis 343 36 9th

25 Untapped Potential: New Horizons in Psionics

The Difficulty Class for saving throws against from any of his classes. devoted psion powers is 10 + the power’s level + the devoted psion’s Intelligence modifier. Playing a Devoted Psion Devoted psions adventure to improve their Maximum Power Level Known: A devoted psionic abilities. Particularly, adventures that psion begins play with the ability to learn 1st- focus on utilizing or studying their chosen level powers. As he attains higher levels, a discipline tend to attract devoted psions. devoted psion may gain the ability to master Religion: Devoted psions as a group have more complex powers. little use for religion. Most are intelligent To learn or manifest a power, a devoted psion enough to realize that should the worst befall must have an Intelligence score of at least 10 + them and they journey into the afterlife, that it is the power’s level. likely best to choose a faith that most suits their needs. Those devoted psions who do choose Bonus Feat: At 1st, 5th and 15th level, a to follow a religion tend to follow those deities devoted psion gains a bonus feat. This feat who embody knowledge or characteristics must be either a psionic, metapsionic or item related to their devotion (deities of travel for creation feat. The devoted psion must meet all devoted nomads, for instance). prerequisites for the feat. Other Classes: The life of a devoted psion is spent focusing on his chosen discipline. Discipline Apotheosis (Ex): By 20th level, a Because of this specialization, the devoted devoted psion has learned to completely psion understands that there will be functions understand his selected discipline. His he cannot perform. A devoted shaper, for devotion and sacrifice to bending his efforts example, will likely not be very good at healing toward this facet of psionics grants him a or transporting allies, and is most likely to work unique ability depending on his devotion: with allies that are able to perform those Egoist: All psychometabolism powers that functions. Although the devoted psion focuses affect only the devoted psion and have a his time and energy on a single discipline, he duration longer than instantaneous have their recognizes the need for other classes who can duration doubled. This increase stacks with handle the responsibilities his devotion does not effects such as Extend Power. address. However, devoted psions tend to view Kineticist: Any psychokinesis powers that standard psions with some disdain, for they are deal damage deals +1 damage per die. seen as dabblers, instead of true devotees. Nomad: Any psychoportation power with a Combat: Each of the six different devoted range greater than touch has that range psion subtypes tend to handle combat increased by 50%. This effect stacks with differently. All typically rely on their manifesting effects such as Enlarge Power. capability, although the method of engagement Seer: Any clairsentience power with an can vary. Egoists are more likely to wade experience point cost has that cost reduced by directly into the fray, while nomads tend to half. prefer moving around the battlefield, offering aid Shaper: Any metacreativity power with a where most worthwhile. Seers will use their duration longer than instantaneous has its powers of foresight to know what spot will be duration doubled. This increase stacks with the most beneficial soon, while kineticists will effects such as Extend Power. simply send in a barrage of energy, a telepath Telepath: If a devoted psion spends 6 seeking to control his enemies’ minds, and the additional power points while manifesting a shaper creating tools and creatures to mind-affecting telepathy power, that power may overcome adversaries. affect non-mindless creatures normally immune Advancement: Although there are good to mind-affecting effects (such as intelligent reasons for a devoted psion to multiclass, the undead or creatures under a mind blank). progression of his discipline expertise is often Discipline apotheosis only applies to powers times a strong reason to remain in the class the devoted psion manifests from his own mind without taking levels in any other. The six (it does not apply to those from a psionic item varieties of devoted psions all tend to focus on or to psi-like abilities). A multiclass devoted manifesting over other aspects of the class, psion with levels in another manifesting class, although devoted egoists sometimes find such as wilder, may apply the benefits of his themselves as more combat-centric than discipline apotheosis to powers he manifests manifesting-centric, and, as such, may find

26 Chapter 3: Classes

multiclassing favorable despite the loss in later arcane colleague completed his incantations to class features. turn a single snowflake blood red. In an instant, I would turn, nock my bow, and let an arrow fly. DEVOTED PSION STARTING PACKAGES Each time, I unerringly hit the snowflake. Duergar Devoted Egoist Starting Package (Note: This devoted egoist makes use of the Duergar I don't see why anyone was impressed with Egoist specialty level from Chapter 2: Races.) this. I wasn't even blindfolded.” Armor: Leather (+2 AC, speed 20 feet, 15 lbs) - Ceruth, half- marksman Weapons: Club (1d6, crit 20/x2, range inc. 10 ft, 3lbs, bludgeoning), light crossbow (1d8, crit Combat at a distance has held appeal to 19-20/x2, range inc. 80 ft, 4lbs, piercing) warriors since the first thrown rocks. Today is Skill Selection: Pick a number of skills equal no different – military units take pride in their to 2 + Int modifier sharpshooters, archery contests are regular Autohypnosis 4 ranks mainstays at fairs, and common folk exchange Balance 4 ranks stories of legendary precision with ranged Concentration 4 ranks weapons. Such stories are often of adventuring Heal 4 ranks marksmen (who, despite the name, are as often Knowledge (Psionics) 4 ranks women as men), those who have honed their Profession 4 ranks minds as well as their bodies into a unified Psicraft 4 ranks whole. The sniper, the crack shot, the Feat: Psionic Body showman, the assassin: all are marksmen, and Powers Known: hammer, synesthete, vigor all are deadly. Extra Powers Known: biofeedback, expansion, thicken skin Making a Marksman Gear: Backpack with bedroll, waterskin, sack, Marksmen are astonishingly good at ranged one day’s trail rations, flint and steel. Map case, combat, and have a natural home in the party’s three sheets of parchment, ink, inkpen. Case second line with their bow, crossbow, or with 20 crossbow bolts. bandoleer of thrown weapons. As much about Gold: 3d6 gp perception as precision, several of their key abilities relate to sensing “the shot” and pulling Xeph Devoted Nomad Starting Package off the impossible. Additionally, marksmen have As Duergar Devoted Egoist, except: a small array of psionic powers to supplement Armor: Leather (+2 AC, speed 30 ft, 15 lbs) their ranged prowess. Many marksman abilities Skill Selection: Pick a number of skills equal also rely on psionic focus – gaining, to 2 + Int modifier maintaining, and expending it. Climb 4 ranks Abilities: Dexterity is important for a Concentration 4 ranks marksman, as it helps them ensure their aim is Jump 4 ranks accurate. A good Wisdom score is also Knowledge (Psionics) 4 ranks important for manifesting powers, and several Psicraft 4 ranks class features improve with high Wisdom. Ride 4 ranks Constitution helps improve the marksman’s Survival 4 ranks toughness. Feat: Overchannel Races: Marksmen are represented in all Bonus Feat: Speed of Thought races, although those with a penchant for Powers Known: deceleration, energy ray*, ranged combat or mental discipline are more skate. *This nomad must overchannel to manifest this likely to take up this path. Among the common power. Extra Powers Known: None. races, humans, elves, half-elves, maenads and Gear: Backpack with bedroll, waterskin, sack, xephs are most likely to take up the marksman one day’s trail rations, 50’ hemp rope, flint and role. steel. Bullseye lantern, 3 pints of oil. Case with Alignment: Marksmen tend towards no 20 crossbow bolts. alignment; the best and worst are found Gold: 2d6 gp amongst them. Lawful marksmen are likely to belong to the military as snipers or crack shots, while chaotic marksmen usually wander from Marksman town to town, taking jobs as they come as a “I would stand with my back turned while my mercenary.

27 Untapped Potential: New Horizons in Psionics

straightforward archer. Your intuition, psionic Game Rule Information abilities and powers can make or break a battle, Marksmen have the following game statistics. if they are used wisely.

Alignment: Any Weapon and Armor Proficiency: A marksman Hit Die: d6 is proficient with all simple weapons, all light Starting Gold: 5d4 x 10 (125 gp) and ranged martial weapons, light armor, and Starting Age: Simple (as fighter) with bucklers. Armor does not interfere with the manifestation of powers. Class Skills The marksman’s class skills are Balance, Power Points/Day: A marksman's ability to Climb, Concentration, Craft, Escape Artist, manifest powers is limited by the power points Hide, Intimidate, Jump, Knowledge (Psionics), she has available. Her base daily allotment of Listen, Perform, Profession, Sense Motive, power points is given on Table 2-2: The Spot, Survival, Use Psionic Device, and Use Marksman. In addition, she receives bonus Rope. power points per day if she has a high Wisdom Skill Points at 1st level: (4 + Int modifier) x 4. score. Her race may also provide bonus power Skill Points at Each Additional Level: 4 + Int points per day, as may certain feats and items. modifier Powers Known: A marksman begins play Class Features knowing no marksman powers (although she can manifest powers from power completion or You are a warrior first and foremost – your power trigger items as normal). At each level precision and prowess will frequently be tested indicated on Table: The Marksman, she unlocks in battle. However, you are more than just a

Table 2-2: The Marksman Base Maximum Attack Fort Ref Will Power Power Powers Level Bonus Save Save Save Special Points Level Known

1 +1 +0 +2 +2 Point Blank Shot, wind reader 1 1 0* 2 +2 +0 +3 +3 Evade arrows 2 1 1 3 +3 +1 +3 +3 - 3 1 2 4 +4 +1 +4 +4 Cover fire 4 1 2 5 +5 +1 +4 +4 Psionic Meditation 6 2 3 6 +6/+1 +2 +5 +5 - 8 2 4 7 +7/+2 +2 +5 +5 Signature style 10 2 5 8 +8/+3 +2 +6 +6 Bonus feat 12 2 5 9 +9/+4 +3 +6 +6 - 16 3 6 10 +10/+5 +3 +7 +7 - 20 3 7 11 +11/+6/+1 +3 +7 +7 Signature style 24 3 8 12 +12/+7/+2 +4 +8 +8 - 28 3 8 13 +13/+8/+3 +4 +8 +8 - 32 4 9 14 +14/+9/+4 +4 +9 +9 Bonus feat 40 4 10 15 +15/+10/+5 +5 +9 +9 Signature style 48 4 11 16 +16/+11/+6/+1 +5 +10 +10 - 56 4 11 17 +17/+12/+7/+2 +5 +10 +10 - 64 5 12 18 +18/+13/+8/+3 +6 +11 +11 - 76 5 13 19 +19/+14/+9/+4 +6 +11 +11 Signature style 88 5 14 20 +20/+15/+10/+5 +6 +12 +12 Bonus feat 100 5 15

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the knowledge of a new power. Wisdom bonus (minimum 0). Choose the powers known from the marksman power list. (Exception: The feats Cover Fire (Ex): Beginning at 4th level, the Expanded Knowledge and Epic Expanded marksman knows not only how to directly Knowledge do allow a marksman to learn engage her enemies, but also how to protect powers from the lists of other classes.) A her allies. As an attack action, she may choose marksman can manifest any power that has a to fire a ranged or thrown weapon at an power point cost equal to or lower than her opponent within 30 feet to distract that manifester level. opponent rather than to deal damage. Make an The total number of powers a marksman can attack roll against the space a target occupies manifest in a day is limited only by her daily (AC 10). If successful, the targeted enemy must power points. make a Concentration check or a Reflex save A marksman simply knows her powers; they (opponent’s choice, DC 10 + one-half the are ingrained in her mind. She does not need to marksman’s class level + the marksman’s prepare them (in the way that some Dexterity modifier), or be staggered for one spellcasters prepare their spells), though she round. The marksman still expends ammunition must get a good night’s sleep each day to as normal for this attack. regain all her spent power points. If the attack roll would indicate a critical threat The Difficulty Class for saving throws against and the result would hit the opponent’s AC, roll marksman powers is 10 + the power’s level + to confirm: if the critical hit is confirmed against the marksman’s Wisdom modifier. the opponent’s AC, the attack does normal damage as well. A marksman cannot use cover Maximum Power Level Known: A marksman fire if her opponent or the square she targets begins play with the ability to learn 1st-level would be subject to a miss chance (such as powers. As she attains higher levels, she may from a concealed or dreamborn HC target). gain the ability to master more complex powers. To learn or manifest a power, a marksman must Psionic Meditation: A marksman of 5th level have a wisdom score of at least 10 + the gains the Psionic Meditation feat as a bonus power's level. feat. She must still meet the requirements to gain the benefits of the feat. Point Blank Shot: At 1st level, a marksman gains the Point Blank Shot feat as a bonus feat. Signature Style: Experienced marksmen generally favor a single weapon type over Wind Reader (Su): A marksman’s intuition others, and specialize in its use (similar to a enables her to read the actions those around ranger's choice of combat style). At 7th level, a her may take, as well as the flow of the wind in marksman chooses one of Bows, Crossbows, her line of sight. This intuition is similar to a or Thrown Weapon, and gains the first-tier mantra, enhancing her combat ability while ability of this chosen style. Every four levels honing her thoughts. When the marksman afterward (11th, 15th, and 19th), she may either gains psionic focus, she adds her Wisdom select a new signature style, and gain its first- bonus as a competence bonus on ranged tier ability, or advance to the next tier of an attack rolls for a number of rounds equal to her existing weapon choice. Once this choice is class level as long as she maintains psionic made, it remains fixed. focus, starting on her next action. If a Additionally, any feats a marksman has marksman already gains her Wisdom modifier selected that require her to choose a ranged to attack rolls, she gains no additional benefit weapon (except Martial Weapon Proficiency from this ability. and Exotic Weapon Proficiency) may now apply This class ability counts as a Mantra feat (see to any weapon type that falls within her chosen Chapter 4: Feats). signature styles, provided that she is proficient with the weapon. The list of compatible Evade Arrows (Ex): At 2nd level, a weapons may be expanded with proficiency marksman’s familiarity with ranged attacks and feats or at your GM’s option. her natural intuition alerts her to danger from For instance, Ceruth, a 9th level marksman, mundane ranged attacks. She gains a dodge has chosen the Crossbow as her signature bonus to Armor Class against ranged attacks style. She may apply her Improved Critical (but not ranged touch attacks) equal to half her (Light Crossbow) feat to any weapon listed

29 Untapped Potential: New Horizons in Psionics

under the crossbow style that she is proficient (though is still bound by the crossbow's with. When she attains 11th level, she may maximum range), and if this attack hits, it choose to learn the first-tier ability of another automatically threatens a critical hit (regardless style (and apply Improved Critical to any of the actual die roll). After using Call the Shot, weapon within that style as well), or she may you cannot attack for the remainder of the master the second-tier ability of the Crossbow round. style. 4th: One Shot, One Kill (Ex): As Call the Shot, except you may attempt to instantly kill your Crossbow Style opponent. To use One Shot, One Kill, you must Crossbow-using marksmen are consummate prolong your sighting period to three full-round snipers, able to deliver immensely powerful actions before your attack (all restrictions on single shots, often from great distance. sighting still apply). If you do, and successfully Impeccably patient, crossbow specialists are hit your opponent, in addition to the normal frequently loners, or at least maintain an aloof effects of Call the Shot, your target must make image. a Fortitude saving throw (DC 10 + one-half your Weapons: light crossbow, heavy crossbow, class level + your Wisdom modifier) or die. hand crossbow, repeating crossbow. Creatures immune to critical hits take normal 1st: Augmented Shot (Su): If you spend a damage and are immune to the death effect. standard action to attack with your crossbow and expend your psionic focus, the bolt Bow Style: becomes an instrument of your will and deals Bowyer marksmen are notoriously good at augmented damage. You may add +1d8 points attacking large areas at once, and are most of damage to the crossbow bolt for each frequently found in military service. A unit of crossbow style tier you have. Unlike normal archers led by marksmen could hold off an bonus damage, this increases the actual entire advancing army. weapon damage (much like your Strength Weapons: shortbow, longbow, composite modifier on a melee attack), and is thus shortbow, composite longbow multiplied in the case of a critical hit. 1st: Force-charged Fletching (Su): You may 2nd: Unstoppable Force (Ex): If your channel psychokinetic force through your crossbow bolt would deal enough damage to a arrows, overwhelming your opponents. To use target to make it drop (typically by dropping it to this ability, you must expend your psionic focus. below 0 hit points or killing it), you may choose Until the beginning of your next turn, you may to have the bolt continue on a straight line spend 1 power point as you fire an arrow to through your target's location until it hits another have it deal non-lethal bludgeoning damage target, at which point you make a second attack instead of lethal piercing, as you charge the roll at the same bonus as the previous attack - arrows with a psychokinetic buffer. If you do so, 4. If this attack roll is successful, the target the charged arrow has a chance of hammering takes damage as if struck by the bolt (although its target off balance. On a successful hit, a bonus damage that would not be multiplied on a charged arrow initiates a free trip attack on your critical hit only applies to the first target). This foe, using your Wisdom score in place of your process repeats until a target does not drop, Strength score (and granting no bonuses or you miss with an attack roll, or your bolt strikes penalties to your check based on your size). an object or reaches its maximum range. Charged arrows can be used against prone 3rd: Call the Shot (Ex): If you spend a full- targets as well. A prone target struck by a round action sighting your target, you can charged arrow finds it more difficult to stand up deliver a single, precisely aimed bolt to a critical during the subsequent round: it takes a part of the target's anatomy. While sighting a standard action to stand from prone unless the target, you cannot move from the spot you target makes a Strength check of DC 10 + your occupy and must maintain line of sight to your Wisdom modifier. Prone targets hit by multiple target; if you move or line of sight is broken, charged arrows in the same round have this DC your sighting has no effect. If your target leaves increased by 2 for each subsequent arrow. One the maximum range of your weapon while round after being struck by a charged arrow, its sighting, your sighting fails as if line of sight force dissipates, and a target may stand were broken. After sighting a target, your first normally. single crossbow attack made the following 2nd: Lightning Draw (Ex): Bowyer marksmen round ignores all range increment penalties eventually learn to fire their bows far faster than

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nearly anyone else without significantly marksmen are frequently show-offs. In either reducing their accuracy. When using the case, the mockery stops once the marksman Manyshot or Greater Manyshot feats, you may demonstrates his prowess in controlling the fire one more additional arrow than otherwise field of battle. indicated, without increasing the penalty to Weapons: dagger, club, shortspear, spear, attack beyond what it would normally be for dart, javelin, throwing axe, light hammer, you. When you use the Rapid Shot feat, you trident, sai, bolas, shuriken, mind blade. This may make another additional attack at your only applies if you are throwing the weapon. highest attack bonus (without increasing your In the special case of the sling, this style attack penalty). operates normally, treating the bullet as your You may only benefit from Lightning Draw thrown weapon. while you maintain psionic focus. 1st: Ricochet (Su): To use this ability you 3rd: Burst Arrows (Su): Originally developed must expend your psionic focus. Until the end to break up marching formations, the technique of your turn, if a thrown weapon you fire would for firing burst arrows is only capable of being hit a wall, you may psychoportatively redirect its performed by dedicated marksmen. To fire momentum up to 90 degrees, allowing it to burst arrows, you must expend your psionic continue its path as if it were thrown in that new focus. If you do, until the end of your turn, you direction. Each time you do, you impose a -2 may spend 1 power point as you fire an arrow penalty on the weapon's attack rolls and to have it psychokinetically explode with a flash damage rolls. You may even recover from and bang at the end of its flight, dealing its missed attacks this way: if a failed attack would damage to all targets in a 5' radius burst and also miss a creature’s touch AC, it continues studding the ground in that area with arrow past the creature, potentially rebounding off of shrapnel (treat as a caltrop spread). Targeting another wall for another attempt to hit. All a given area with this attack only requires an distance traveled, regardless of direction, attack roll hitting AC 10 (modified by range), counts toward the weapon’s range. You may although targets within the area of effect may attempt a number of redirections per attack make a Reflex saving throw (DC 10 + one-half equal to 1 plus your Wisdom modifier. If you your class level + your Wisdom modifier) to select the thrown weapon signature style again, negate the damage. each redirection can be up to 180 degrees. Burst arrows can be used to deliver additional 2nd: Push by Proxy (Ex): Through a damage from magical sources, but mundane combination of exceptional throwing talent and additions, such as poison or alchemist's fire, raw strength (of arm or of will), you may attempt along with non-damaging effects of any sort, do to rearrange your foes with your thrown not spread with the burst. Burst arrows cannot weapons. If your thrown weapon would deliver critical hits, nor can they directly target successfully hit a creature, you may choose to creatures (only squares). have your weapon deal no damage and instead 4th: Rain of Arrows (Su): True masters of the resolve that attack as a bull rush, starting with Lightning Draw may eventually discover the the opposed Strength checks (you do not fall secret to this technique, as if it lay within them back if you fail). Since you do not move with the all along. Once per day per point of Wisdom defender, you may only move someone back 5' bonus (minimum 1), you may expend your with each individual attack, but additional psionic focus to double your number of bow attacks may be made to push them back attacks until the start of your next action further. Exactly which direction constitutes (including attacks of opportunity, should you "back" is dependent on which direction the have this capability). If you use the Manyshot or attack came from (see Ricochet). If your ranged Greater Manyshot feats during a Rain of bull rush would push an opponent into another Arrows, you instead nock twice as many creature (or a wall), the opponent doesn’t move, arrows, although the penalties do not increase. and both take damage equal to your Strength modifier. Thrown Weapon Style: This bull rush uses your size modifier as Marksmen who follow the thrown weapon style normal, but is further modified by the weapon are usually the subject of many tales amongst you use. Light weapons reduce your check by - the common folk, but history isn't clear whether 4, while two-handed thrown weapons grant it a this is because few warriors normally choose +4 bonus. throwing weapons or because thrown-weapon If you are psionically focused, you may choose

31 Untapped Potential: New Horizons in Psionics

to substitute your Wisdom score for your powers that directly boost your armor class – Strength score for the opposed checks and although from a distance, tactics such as cover damage on a collision. and concealment are viable and easier to 3rd: Psychoportative Momentum Mastery establish. Learn the lay of the land and master (Su): While you are psionically focused, every the myriad aspects of ranged combat, and you weapon you throw may, at your option, be will emerge victorious. treated as a teleporting weapon, described in Religion: There is no single deity or faith that the Expanded Psionics Handbook. These attracts more marksmen than any other, not weapons may even reappear in their sheaths even the absence of faith. Her faith, like much instead of in your hand, should you wish. If you about a marksman, is her own. A few deities – expend your psionic focus as part of a thrown particularly those that encourage individual weapon attack, your weapon teleports to the prowess and don’t place too many demands on other side of your opponent with its momentum their worshippers – may be more common than reversed, coming back toward you. Unless your others, but most gods count a few marksmen opponent cannot be flanked, they are denied among their faithful. their Dexterity bonus to AC against this attack. Other Classes: Many marksmen tend to be After your attack, this weapon teleports back to loners, choosing their ranged prowess to excel your hand or its sheath instantaneously, leaving as hunters or assassins. Some, however, do no weapon for your opponent to find, and an join military organizations, and many can be impact wound coming from the wrong direction. found working with other classes as members 4th: Psychokinetic Momentum Mastery (Ex): of adventuring parties. Because marksmen Your weapons’ psychokinetic properties are have very limited defensive and close range augmented manifold. Your thrown bull rush abilities, when they do work with others, they attempts (see Push by Proxy) extend in power tend to rely on melee oriented classes, such as and ferocity: if your Strength (or Wisdom) check fighters, psychic warriors, or soulknives. would allow you to move a target further back However, marksmen in stealthy parties (usually than 5 feet, you may do so, up to a maximum consisting of rogues, rangers, soulknives, or number of additional squares equal to your monks) can be a force to be reckoned with, Strength or Wisdom modifier (whichever you striking from the shadows and vanishing as used to resolve the attempt). Additionally, if you quickly as they came. expend your psionic focus to activate Ricochet, Combat: Marksmen are amazing ranged two effects occur: Push by Proxy can now bull combatants, rivaling and perhaps exceeding the rush foes in any direction away from the fighter, psychic warrior, and ranger at this role. direction the attack came from (that is, an What strength and elegance they have in attack from the north could send the target east, distance combat, however, is matched by their southeast, south, southwest or west), and fragility in melee. As such, awareness and thrown weapons can continue on to another reaction is as important as placement and target as if the first target were a wall (see timing. A marksman’s psionic powers and Ricochet). related abilities are limited in both scope and effect, but when applied at a critical point, they Bonus Feat: A marksman gains a bonus can make or break an encounter. archery-related feat at 8th level and every 6 Advancement: Marksmen progress most levels afterward. She must meet all the favorably by continuing as a marksman, prerequisites of this feat, and the feat must although multiclassing (potentially taking a require Point Blank Shot. prestige class) remains a valid option, especially in the early levels. Members of other classes who wish to improve their ranged Playing a Marksman combat (including spellcasters and manifesters Marksmen travel for the same reason other who favor ray effects, and soulknives who enjoy warriors travel: to find a place for their skills. throwing their mind blades) may even take the Like rangers, marksmen can get along in the first few levels of marksman. wilds fairly easily, although they lack the As a marksman, your class features are almost specialized training to thrive alone in such an exclusively based on ranged combat, so environment. mastering every nuance of this field will become As a marksman, you attack from a distance. essential to your adventuring career. As you You lack staying power in melee, and even lack gain experience, your psychic intuition may

32 Chapter 3: Classes

make or break an encounter – trust your each, piercing), kukri (1d4, crit 18-20/x2, 2lbs, instincts and learn to make optimal use of your slashing) wind-reading ability and your various psionic Skill Selection: Pick a number of skills equal to powers. A tactic many marksmen find useful is 4+Int modifier. to expend their psionic focus just before battle Concentration 4 ranks to take 15 on the Concentration check to Spot 4 ranks refocus, thus entering the fray with wind reader Listen 4 ranks active. While you frequently serve a warrior’s Perform 4 ranks role, you cannot defend your party in the same Climb 4 ranks way an armored combatant could, so remember Balance 4 ranks to back up your team whenever you get the Use Rope 4 ranks chance. Should you need to strike it out alone, Escape Artist 4 ranks however, you make a respectable stealthy Feat: Quick Draw. fighter, and are quite adept at the sniper’s role Gear: Backpack with bedroll, waterskin, sack, (see the Hide skill). Feats that enable you to get one day's trail rations, 50’ hemp rope, flint and the drop on your opponents, such as Improved steel. Hooded lantern, 3 pints of oil. Dartboard. Initiative, and feats which improve your combat Gold: 1d4 gp. prowess, such as Rapid Shot, should be high your list of priorities. One of the first feats that Marksmen in the World most marksmen take would be Precise Shot; “…wow. Even from all the way over here, I can consider the usefulness of this feat early in your tell that hurt.” career. --Jaieth, human society mind, to his frequent adventuring partner Ceruth MARKSMAN STARTING PACKAGES HALF-ELF MARKSMAN Marksmen fill the role of a ranged combatant in Armor: Studded Leather (+3 AC, armor check a way that no other warrior class can. With penalty -1, speed 30 ft, 20 lbs). Buckler (+1 AC, proper selection of feats, powers, and signature armor check penalty -1, 5lbs). styles, a marksman can fill a great many Weapons: Light Crossbow (1d8, crit 19-20/x2, archetypes; no single unifying trend unites range inc. 80 ft, 4 lbs, piercing). Short Sword them. A few general suggestions are described (1d6, crit 19-20/x2, 2 lb, piercing). Two daggers below. (1d4, crit 19-20/x2, range inc. 10 ft, 1 lb each, Daily Life: Most marksmen, regardless of piercing). background, are dedicated to their art. Skill Selection: Pick a number of skills equal to Expressions of this dedication vary, and can 4+Int modifier. take the form of intense practice, coolly Hide 4 ranks calculated arrogance, or through the application Concentration 4 ranks of her trade to everyday tasks. This dedication Spot 4 ranks likely serves as a meditative aid, much as Listen 4 ranks reading the wind serves as a focus, although Climb 4 ranks most marksmen wouldn’t exactly describe it as Use Rope 4 ranks “meditative.” Marksmen come from many walks Survival 4 ranks of life; essentially no background is common Move Silently (CC) 2 ranks between them all. One may have noticed a Feat: Precise Shot. knack for throwing things when growing up, Gear: Backpack with bedroll, waterskin, sack, while another learned the tricks of reading the one day's trail rations, 50’ hemp rope, flint and wind from her parents. Still another may have steel. Hooded lantern, 3 pints of oil. Case with trained from birth to be a specialist in a 20 crossbow bolts. particular weapon in the military, stirring their Gold: 1d4 gp. innate psychic potential to further this goal. No matter where they come from, they usually end HALF- MARKSMAN up in the same place – which is frequently Armor: Chain shirt (+4 AC, armor check somewhere far away, with a ranged weapon in penalty -2, speed 30 lbs, 25 lbs) their hands. Weapons: Four daggers (1d4, crit 19-20/x2, Notables: Several effective marksmen don’t range inc. 10 ft, 1 lb each, piercing), three actively spread their name around, being a javelins (1d6, crit 20/x2, range inc. 30 ft, 2lbs method of security and stealth. Others are

33 Untapped Potential: New Horizons in Psionics

impeccable showoffs and have quite a MARKSMAN LORE reputation in various lands. Characters with Knowledge (History), In an unusual twist of fate, since the island of Knowledge (Local), or Knowledge (Psionics) Rajrin existed for so long in the collective may research marksmen to learn more about unconscious of many societies, several of these them. When a character makes a successful tales actually trace back to the deeds of one Knowledge check, use the phrases or variations legendary elven marksman from the Dreamy of them from below, including any information Isle, known only as the Thrush. Although they from lower DC checks, should there be any: have been altered through continuous retelling, DC 10: Many people call themselves if the stories are to be believed, the Thrush’s marksmen, but those best suited to the title truly hobby was firing a bow, blindfolded, from the live up to the name. Expect spectacular results peak of a central mountain towards a target at if one of them readies a weapon. the coast, and consistently hitting the target. DC 15: Marksmen have a variety of tools at What made this truly impressive was that the their disposal ranging from supernatural talent “target” was the shaft of another arrow, fired by to a knack with intuition, and, of course, the novices at the coastal archery range. An myriad weapons they use. If it can kill at a impeccable sailor with a wanderer’s heart and a distance, it’s probably in the hands of a rogue’s wit, the Thrush would often disappear marksman somewhere. for months at a time, although his return was Use this DC to recall basic stories about local often considered a sign of hope by the common or famous marksmen, although the accuracy of folk. Tales from Rajrin’s shores vary on whether such tales is questionable. or not the Thrush was on the island when it was DC 20: The powers a marksman has that lie cast adrift in the Region of Dreams. beyond the mundane are psionic in nature, and Organizations: Marksmen have no exclusive generally subtle. They are warriors first and organizations. They exist individually or as part foremost, though, and their manifestations are a of other teams, although armies known for small but significant part of their arsenal. strength in archery or more direct assassin DC 25: Information about notable marksmen, guilds may count more marksmen amongst particularly those in the area. This information their ranks than other groups. Not surprisingly, will be more accurate than the basic stories adventuring parties remain one of the largest learned at lower DCs, and may include the truth demographics that marksmen belong to. behind marksman notoriety described above. If any singular organization of marksmen exists, it remains extremely well-hidden through both Marksmen in the Game mundane and psionic means, just like many Marksmen should have no difficulty being successful marksmen. Rumors persist about a added to any existing game world, given the mercenary unit of snipers wandering the lands simplicity of their niche. Even low-psionic to the west, but no proof of this has ever been worlds are easy enough to adapt to, given the located – not even stories of what such a group minor nature of the marksman’s psionic abilities could accomplish. (in worlds like these, they often are described NPC Reactions: Due to the diversity in as incredible luck or insight rather than psionic background and reputation, marksmen are power). Marksmen can appear first as specialist seen in many different lights, typically on an NPCs, perhaps as members of an army the individual basis by deed. If a marksman has PCs work for, fellow competitors in an archery been cultivating a reputation as a renegade contest, or even just a flamboyantly good darts- sharpshooter and a champion of the common player at the tavern. Any or all of these work folk, she may be welcomed warmly in many well for PC marksmen introducing themselves taverns, but must work hard to stay at least one to the party as well. Adversarial marksmen work step ahead of the law. If a marksman instead is best in a sniper’s role, but remember – an known as an assassin, he likely keeps a cover enemy the party doesn’t spot is an enemy they identity or a working (such as “The Black don’t learn to recognize. Veil”) and hides his true nature. In societies Adaptation: Marksmen are relatively easy to biased against the psionic arts, a marksman’s adapt, as they exist in such a wide niche of powers are subtle enough that she may even flavor. Instead of relying on intuition, perhaps operate openly (likely hiding displays) without marksmen in your game are the chosen of the taking special notice. deities of luck, and draw their power from there. Maybe there are no organized marksmen,

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instead it being a solitary path. Perhaps, in your ability to enter into a worldthought network with game, the marksmen are one of the products of other beings, through which the society mind a breeding program for elite psionic can strengthen his allies, as well as weaken supersoldiers. and subvert his foes. Forcing marksmen to choose a single signature Abilities: Wisdom determines what level of style (instead of choosing at each stage) forces psionic power a society mind can manifest, how the class into a more rigid structure, as does hard his powers are to resist, and his bonus altering the signature style options. If your power points per day. Charisma is useful to a campaign features other broad classes of few society mind abilities and a number of ranged weapons -- for instance, gunpowder society mind skills, and a society mind needs pistols or rifles -- then marksmen certainly Constitution for more hit points. should have new signature styles for each Races: Society minds tend to show up mostly broad weapon class, reflecting the nuances of in the social races, or in the nomadic races that such a style. travel and see many lands. Humans and Encounters: NPC marksmen likely are either halflings, qualifying on both accounts, produce colorful characters encountered in nonlethal numerous society minds. Dromites make great (yet preferably competitive) environments such society minds, as the power of the class is often as archery competitions or the dartboard at the a simple extension of their hive mind paradigm local pub, or deadly professionals that the PCs onto the rest of the world. may never actually see in person, striking from Alignment: Society minds tend most often to the distant shadows. Although marksmen be neutral in both ethical and moral (especially crossbow marksmen) make perspectives; the constant view of the larger excellent snipers, the PCs should have some trends leaves many society minds impartial and method of identifying their foe at some point – aloof. This is not always the case, though. an enemy that remains hidden and nameless Good society minds seek to harmonize with the isn’t an enemy that the PCs will recognize later. flow of others' thoughts and bring all conflicts to a constructive resolution, while evil society Society Mind minds leech off the mental powers of the "Care to share your thoughts?" communities they live in and feel that their - Jaieth, human society mind powers and unique position within the greater mind marks them as obviously superior. A network is a pattern that naturally arises whenever multiple objects interact with Game Rule Information eachother with shared consequences. All Society minds have the following game organic life is a network of such patterns, blood statistics. and flesh and wood and earth working unconsciously towards the goal of survival. Alignment: Any Even unliving things, the dancing stars in the Hit Die: d6 sky and the slow geologic gathering of Starting Gold: 4d4 x 10 (100 gp) mountains follow certain guidelines. Thinking Starting Age: Complex (as psion) beings follow patterns far more complex, of emotions, dreams and ideas. These networks, Class Skills and the mind they form, are what power a The society mind’s class skills are society mind. Autohypnosis, Bluff, Craft, Concentration, Diplomacy, Gather Information, Heal, Making a Society Mind Intimidate, Knowledge (Psionics),Knowledge Society minds must choose their powers known (History), Knowledge (Local), Listen, Perform, every day after resting and meditating on the Profession, Psicraft, Sense Motive, Speak greater pattern of things. Like a wilder, a society Language, Survival. mind has very few powers known, but a society Skill Points at 1st level: (4 + Int modifier) x 4 mind can change his powers known from day to Skill Points at Each Additional Level: 4 + Int day. A society mind uses power points and can modifier augment his powers like any other manifesting class. Class Features In addition, society minds also have the unique Your psionic powers and your worldthought

35 Untapped Potential: New Horizons in Psionics

network are your most vital abilities. Helping mind power list. (Exception: The feats your allies - whether by enhancing them or Expanded Knowledge and Epic Expanded making your enemies weaker - is what you do Knowledge do allow a society mind to learn best. powers from the lists of other classes.) A society mind can manifest any power that has a Weapon and Armor Proficiency: Society power point cost equal to or lower than his minds are proficient with all simple weapons manifester level. and light armor. Armor does not, however, The total number of powers a society mind interfere with the manifestation of powers. can manifest in a day is limited only by her daily power points. Power Points/Day: A society mind's ability to A society mind never needs to prepare manifest powers is limited by the power points powers ahead of time; he draws them from his he has available. His base daily allotment of mind when needed. When a society mind power points is given on Table 3-3: The Society recovers his daily power points after resting, he Mind. In addition, he receives bonus power may choose to rotate one or more powers he points per day if he has a high Wisdom score. knows for new ones. These powers must His race may also provide bonus power points always be chosen from the society mind power per day, as may certain feats and items. list, and the maximum number of powers the society mind may know at any one time in this Powers Known: A society mind begins play fashion is listed on Table 3-3: The Society knowing one society mind power of your choice Mind. If a society mind learns a power through at the time. At every even-numbered class level other means, such as the Expanded Knowledge after 1st, he unlocks the ability to know more feat or psychic chirurgery, this power is known powers at any given time. in addition to his normal powers. He may never Choose the powers known from the society exchange it for another power from the society

Table 3-3: The Society Mind Base Maximum Attack Fort Ref Will Power Power Powers Level Bonus Save Save Save Special Points Level Known 1 +0 +0 +0 +2 Worldthought network, cooperative healing 2 1 1 2 +1 +0 +0 +3 Social Insight, spirit of many 6 1 2 3 +1 +1 +1 +3 Soulbinding gaze, telepathy 11 2 2 4 +2 +1 +1 +4 Network range (close) 17 2 3 5 +2 +1 +1 +4 Network sense 25 3 3 6 +3 +2 +2 +5 - 35 3 4 7 +3 +2 +2 +5 Network range (medium) 46 4 4 8 +4 +2 +2 +6 Mystic echo 58 4 5 9 +4 +3 +3 +6 - 72 5 5 10 +5 +3 +3 +7 Network range (long) 88 5 6 11 +5 +3 +3 +7 Inner language 106 6 6 12 +6/+1 +4 +4 +8 - 126 6 7 13 +6/+1 +4 +4 +8 Network range (miles) 147 7 7 14 +7/+2 +4 +4 +9 Subconscious gaze 170 7 8 15 +7/+2 +5 +5 +9 - 195 8 8 16 +8/+3 +5 +5 +10 Network range (any) 221 8 9 17 +8/+3 +5 +5 +10 Divert concentration 250 9 9 18 +9/+4 +6 +6 +11 - 280 9 10 19 +9/+4 +6 +6 +11 Network range (planar) 311 9 10 20 +10/+5 +6 +6 +12 Efficient network 343 9 11

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mind list when he chooses his powers known, he is capable of manifesting powers or casting and it doesn't count against his limit of powers spells from a different class (as is the case for a known at any one time. multiclass society mind), any compatible spell The Difficulty Class for saving throws against or power with a range no greater than touch society mind powers is 10 + the power’s level + can also be used through the network. the society mind's Wisdom modifier. If a member of the network dies, the member is removed from the network and the society Maximum Power Level Known: A society mind must make a Fortitude save (DC 15) or mind begins play with the ability to learn 1st- lose 10 XP and 1 power point for every Hit Die level powers. As he attains higher levels, he of the fallen member. may gain the ability to master more complex The society mind must maintain a power point powers. reserve of at least one point to maintain the To learn or manifest a power, a society mind network. If he does not, the network and all must have a Wisdom score of at least 10 + the attendant benefits end immediately. power’s level. Table 3-4: Range of the Worldthought Network

Worldthought Network (Su): A society mind Level Range Distance can connect willing minds through an internal 1 30 ft 30 ft network that strengthens their psychic bonds. As a standard action, a society mind can join up 4 Close 25 ft. + 5 ft. per two class levels to his class level in willing targets into his 7 Medium 100 ft. + 10 ft. for every class level network. The society mind must have line of 10 Long 400 ft. + 40 ft. for every class level sight to each target, each target must have a Wisdom score of at least 1, and all targets must 13 Miles 1 mile per class level be within range (see Table 3-4). A society 16 Any Any distance as long as they re- mind's network can never have more members main on the same plane than his class level. The society mind is always 19 Planar Any distance, even over planar and considered a member of his own network, and dimensional boundaries. does not count against this limit. The society mind can choose to remove a member as a free action on his turn, and any Cooperative Healing (Su): Whenever a willing member can voluntarily leave the network as a member of the society mind’s worldthought free action on their turn. Any member whose network could regain lost hit points or ability Wisdom drops to zero or who moves out of damage, that member may choose to redirect range of the network is automatically removed. any or all of that healing to one or more other If a member enters a null psionics field, the willing members of the network as a free action. network link is suppressed until that member This can transfer instantaneous healing (such leaves the field. A member who leaves the as a cure light wounds spell) and even hit network for any reason immediately loses any points gained from rest (in which case, a and all benefits they may have gained from member of the network would rest for a period being a member. A society mind is aware of the of time as normal, and the amount of hit points status of his network and can, roughly, sense and ability damage healed would go to the presence of each member, although beyond another). Healing from ongoing healing effects, telling if such a creature is still a member, this such as the fast healing special quality or true has no mechanical benefit until higher levels metabolism, cannot be transferred. (see telepathy and network sense, below). In any case, the original recipient of the A society mind can manifest certain powers healing effect chooses who gets to receive the through his worldthought network. If a society diverted healing, and does not gain the benefits mind power specifies one or more willing of any healing he grants to another. The type of targets (or is harmless) and has a range greater healing (positive energy, negative energy, than personal, he can manifest this power on a construct repair, etc.) is unchanged from the member of his network regardless of the range original source for determining who or what can of the actual power. All other non-range be healed. restrictions still apply. He may also manifest Example: Darius the soulknife is a willing any power with the Network descriptor this way, member of Jaieth the society mind's regardless of their actual ranges or targets. If worldthought network. He drinks a potion of

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cure light wounds that would normally heal him mind’s class level + the society mind’s for 6 hit points, but he decides to redirect 4 of Charisma modifier) to resist this mind-affecting those points to Jaieth. As a result Darius is effect. If the target fails, he is considered an healed for 2 hit points, and Jaieth is healed for unwilling member of the society mind’s 4. If there were more members in Jaieth's worldthought network and counts against the cooperative network, Darius could spread the maximum number of creatures that can be in healing from that potion out even more as long the network (no more than the society mind’s as the sum of hit points healed was no greater class level). than 6. An unwilling member of the network is unable to leave the network at will, but can do so by Spirit of Many (Su): A society mind gains either leaving the range of the network or by special abilities when manifesting powers with taking a full-round action (that provokes an the Network descriptor. He can manifest these attack of opportunity) to grant himself an powers on any member of his network, even if additional save at the original DC (success they are out of the power's range or would removes him from the network). Any creature normally be immune to the power. Whenever a added to the network in this way gets no benefit society mind manifests a power with the from the cooperative healing or telepathy class Network descriptor targeting only members of features of the society mind, and cannot count his worldthought network, the power loses the as a “willing” target for a Network power (even if mind-affecting descriptor (if it had it) and is the creature would otherwise be considered treated as a supernatural ability (bypassing willing). Likewise, if a creature added to the power resistance and becoming immune to network in this way dies, the society mind does dispel attempts), although it still provokes an not suffer an experience penalty or power point attack of opportunity to manifest as normal. loss. Network powers manifest only on members of At 11th level, the society mind may use this the network never allow saving throws -- their ability as a move action. At 14th level, the saving throw entry becomes "None," although if society mind no longer needs to expend his the power specifies a subsequent saving throw psionic focus to use this ability. (such as an augmented ability as one UT), subjects attempt those saves normally. The Telepathy (Su): When a society mind reaches society mind also adds the following augment to 3rd level, all willing members of his all powers with the Network descriptor: worldthought network (including the society Augment: For every additional power point you mind himself) can communicate with each other spend, you can choose an additional target, so telepathically, even if they do not share a long as the target is a member of your common language. Psionic creatures who are worldthought network. willing members in a society mind's worldthought network (including the society Social Insight (Su): As long as a society mind mind himself) may manifest unknown powers of 2nd level or higher maintains psionic focus, from powers known by another willing psionic they gain a super-intuitive understanding of creature in the network as if they were making interpersonal interactions. This subtle telepathic physical contact (see the Expanded Psionics and clairsentient ability manifests itself as a +2 Handbook, page 64). bonus to all Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive Network Sense (Su): At 5th level, the society checks. mind’s network awareness improves, gaining a passive form of clairsentience. While psionically Soulbinding Gaze (Su): At 3rd level, the focused, a society mind gains a +1 bonus on society mind gains the ability to add unwilling Bluff, Sense Motive, Intimidate, Spot, Listen, targets to his network. As a standard action, the and Knowledge checks against members of his society mind can choose to expend his focus to network, similar to a ranger’s favored enemy forcibly bind one or more targets within close bonus against creatures he understands well. range (25 ft + 5 ft/2 class levels) into his This bonus improves by +1 for every 5 levels worldthought network. The society mind can class levels. The society mind can also expend affect a maximum of one target per three class his psionic focus as a move action to pinpoint levels with a single attempt. Each target may the location and identity (as he knows it, much attempt a Will save (DC 10 + half the society like recognizing a face) of every creature in his

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network, as well as any conditions affecting conversation. While he is psionically focused, each subject. the society mind can understand any spoken language, including secret languages, and even Mystic Echo (Su): At 8th level, the society multiple languages at once. He still hears the mind gains the ability to copy non-permanent original syllables, so he may or may not be able magical and psionic effects within his network. to place what language is being used even If a member of the network is affected by a while he fully understands the meaning. Inner magical or psionic effect with a duration greater Language only functions on perceived than 1 round, the society mind can "echo" it mindwaves -- it does not grant the ability to onto another member of his worldthought read, write, or speak the languages in question. network. To do so, the society mind must first identify the power properly (see the Psicraft skill Subconscious Gaze (Su): At 14th level, the description). society mind’s soulbinding gaze improves Echoing a magical or psionic effect is a dramatically, working off of the same standard action that provokes attacks of subconscious connections that provide his opportunity and costs the society mind a powers. When he uses his soulbinding gaze, he number of power points equal to the original may choose to expend his psionic focus. If he effect's caster or manifester level (whichever does so, it is not treated as a mind-affecting applies). As a supernatural ability, a society effect, and can affect any creature with an mind is permitted to spend more power points Intelligence score. However, the subconscious than his manifester level on this effect. The new mind naturally resists being linked to others, target must be legal for the effect in question and the DC against the soulbinding gaze is (for instance, if you attempt to echo an reduced by 5 (to a total of 5 + half class level + unaugmented psionic charm on a dog, the echo the society mind’s Charisma modifier). will fail). If the effect allows a saving throw, the new target is entitled to a saving throw when Divert Concentration (Su): As a move action, the effect is echoed (same DC as the original a society mind of 17th level or higher can power). choose to expend his psionic focus and transfer Only the basic effect and augmentation are the bulk of the responsibilities for concentrating echoed -- metamagic and metapsionic feats do on a single power to a touched willing member not echo. The echo has all the same decisions of his worldthought network. The chosen made as the original -- for instance, specified member must prepare to accept control of the energy adaptation echoes would guard against power by readying an action to concentrate. the same energy type, while a 5pp psionic While maintaining concentration, the target is charm (extended duration) could not be echoed limited to move actions in each round and is as a 5pp psionic charm (affects aberrations). subject to the usual methods of disrupting The echo takes effect at the same caster or concentration as normal. The society mind must manifester level as the originator. When the still provide some psychic support to the target: original ends or leaves the network, all echoes if the target moves more than 50 feet from the of it also end. An echo can be dispelled as society mind, he loses concentration on the normal without terminating the original. power and it ends immediately. A society mind can spend power points to augment this supernatural ability. For every 4 Efficient Network (Su): At 20th level, the additional power points spent, the echo may society mind's mastery over his worldthought reach an additional target. If this augment network and the closely associated Network would raise the cost of the echo above the powers reaches legendary proportions. A society mind's manifester level, the echo society mind can maintain concentration on a attempt fails (although he may still attempt to Network power with only a move action. He can echo it onto a single target). The society mind even manifest other powers while knows if an effect is beyond his ability to echo concentrating, though doing so requires a this way when he identifies it. Concentration check (DC 15 + the level of the power he's concentrating on + the level of the Inner Language (Su): At 11th level, a society power he intends to manifest). If this check mind becomes able to perceive the connections fails, the new power fails (and the power points between minds during communication, picking spent on it are lost) and the society mind must up on the mental energies generated by make a second Concentration check or lose

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concentration on the original power, ending it helping the unfortunate of society. Some evil immediately. society minds worship gods of blackmail or The DC to maintain concentration on any deceit. Society minds most in tune with nature power as a move action is 5 higher than may worship those gods whose portfolios normal. include nature or wilderness. Other classes: The self-supportive and Playing a Society Mind individualist classes, such as monks, rangers, The society mind develops psychic power by and psions, tend to strike a society mind as pulling on the giant networks of consciousness odd. They are more at ease with social classes in other beings. Anything that can understand focused on teamwork, such as the bard. its environment and react to stimuli can become Society minds love listening to bards share their part of a larger cognitive entity, and thus power tales and news of far-off lands and events, as the society mind's manifesting. Whereas a such information develops a society mind's normal person would look at a large community abilities. such as a city and see the chaos of thousands Combat: Society minds are best at helping of different people with their own lives and others fight. Class features such as cooperative motivations, or examine a forest and assume healing and mystic echo help make sure the that its growth and sustenance depended on party is always fighting at full potential. The 'natural' patterns and 'instinctual' behavior, a Network powers are particularly good at helping society mind would see in both cases a giant, your allies share their strengths, and thus conglomerate entity arising from the wills of making the party as a whole a more dangerous others. fighting force. Society minds travel to experience more of the Some of a society mind’s powers and class universe and world they live in. Much like a features can also be used offensively. In the psion, they realize knowledge is power - but few cases where a society mind might be where a psion seeks self-knowledge, society forced to fight alone, forcing enemies to share minds focus themselves outward and seek their weaknesses will be vital. You will still fight knowledge of the bigger picture. As a society much better when you can stand behind more mind, you are always aware of larger patterns martial companions, but that doesn't mean and trends in the world around you. You are offensive use of your powers is not a great always examining everything, especially the boon to your companions. The party fighter will people you travel with or meet on your have a much easier time taking out that ogre if journeys. The ideas other people hold and what the ogre is suddenly as weak as his goblin brought them to think that way are fascinating lackey. to a society mind. For this reason, you will Advancement: The powers of the society rarely travel alone. Especially interesting to you mind start to develop slowly in adolescence. is how people interact with each other. The young society mind is the one who is 'in Religion: Society minds feel no particular tune' with things, and incredibly apt at noticing draw to any deity, so their faiths tend to be trends or patterns. People who have caught the varied depending on their personal views of the society mind insight are often very good at world. Good society minds are often drawn to predicting events or the actions of others, and the faiths of deities who focus on healing and may turn to gambling, civic leadership, military

Society Minds, NPCs, and Network Deaths There are some GMs who feel there should be a lifeline, to avoid the penalty to the society mind should a willing network member die. This works particularly well for NPC society minds serving the party as patrons or cohorts, and it is perfectly reasonable for a GM to allow this feat only to NPCs.

Sheltered Soul [Psionic] You are able to shield yourself from the psychic backlash caused by a network member's untimely de- mise. Prerequisites: Wis 13+, Worldthought Network Benefit: When a willing member of your worldthought network dies, you do not lose any experience points or power points. Instead, you lose your psionic focus, if any -- including any other focus you could expend (such as your psicrystal's through Psicrystal Containment).

40 Chapter 3: Classes

tactics, or business instead of developing their and piercing). psychic powers. They also make excellent Skill Selection: Pick a number of skills equal to healers, being able to connect so well to their 4+Int modifier. patients. Those who realize their potential, Bonus feat: None. however, and start traveling to learn more about Power Known (changes daily): Unearthly everything will come into mastery of the basic Terror UT. society mind powers well into adulthood. Sometimes a society mind will notice a younger Society Minds in the World society mind who is just beginning to realize his "I know I can focus on the task at hand - Jaieth abilities, and take the youth as an apprentice. will take care of the bigger picture." As you can cycle out your powers known daily, - Ceruth, half-elf marksman you are already flexible to begin with. Advancing in levels increases this flexibility by Almost every society mind is a people person. granting you more powers known at a time, and While not often as social or persuasive as access to higher levels of power. Finding what skilled bards or rogues, society minds excel at powers work for your play style is important - as helping or hindering people in ways they can a support class, your tactics will depend on how hardly understand. Support is the way a society your party works. mind works and a cornerstone of every society mind's philosophy. The fact that they are piece SOCIETY MIND STARTING PACKAGES of a much larger structure is never far from a HUMAN SOCIETY MIND society mind's thoughts, and a society mind Armor: Studded Leather (+3 AC, armor check views all his actions and the changes they penalty -1, speed 30 ft, 20 lbs) affect in terms of strengthening support in one Weapons: Heavy Crossbow (1d10, crit 19-20/ part or weakening it in another. x2, range inc. 120 ft, 8 lbs, piercing). Dagger Daily Life: More likely than not, a society (1d4, crit 19-20/x2, range inc 10 ft, 1 lb, mind is traveling. That is the best way for them piercing). Morningstar (1d8, crit 20/x2, 6lbs, to see more and more of the network that gives bludgeoning and piercing). them their power. Seeing new sights and asking Skill Selection: Pick a number of skills equal to questions of new people are like eating fine 5+Int modifier. food to a society mind. Very often they take to Concentration 4 (Con) the business of being healers, storytellers, Psicraft 4 (Int) diplomats, or scholars. Some like to examine Heal 4 (Wis) networks in nature, and others prefer observing Diplomacy 4 (Cha) people in more urban areas - busy ports and Sense Motive 4 (Cha) large cities. Gather Information 4 (Cha) Notables: Kevuwan the Whisperer in the Intimidate 4 (Cha) Alleys is rumored to be a ghost who has Survival 4 (Wis) haunted many major cities through history. In Knowledge (Local, History, or Psionics) 4 (Int) truth, Kevuwan is an ancient elan society mind Feat: Psicrystal Affinity. of tremendous power. Motivated by curiosity Bonus feat: Psionic Body. and boredom, Kevuwan usually disguises Power Known (changes daily): Precognition. himself among the poor and dispossessed of Gear: Backpack with bedroll, waterskin, sack, his cities. Through the centuries he watches one day's trail rations, flint and steel. Hooded them rise and fall, committing to memory the lantern, 3 pints of oil. Case with 10 crossbow stories and culture of each one, and may be bolts. Chalk. one of the few alive today who knew of Rajrin Gold: 1d4 gp. before its arrival. It may also be that Kevuwan is the long-lost original founder of the Cosmic DROMITE SOCIETY MIND Echoes (see Chapter 6: Organizations), as it As Human, except: would take someone of his power and Armor: Studded Leather (+3 AC, armor check experience to hide from that organization. Other penalty -1, speed 20 ft, 20 lbs) society minds of note include the human Weapons: Heavy Crossbow (1d8, crit 19-20/x2, freedom fighter Yuowe, a former slave who led range inc. 120 ft, 8 lbs, piercing). Dagger (1d3, several rebellions against tyrants in various crit 19-20/x2, range inc 10 ft, 1 lb, piercing). countries, and Hizo Veremech, a renowned Morningstar (1d6, crit 20/x2, 6lbs, bludgeoning intellectual and philosopher from the dromite

41 Untapped Potential: New Horizons in Psionics

hives on Rajrin. powers. Organizations: The question is not if society DC 30: Information about notable society minds form organizations, but whether or not minds, drawn from the section above. others recognize what organizations society minds consider themselves members. When a Society Minds in the Game society mind meets and befriends another, they Society minds are unique among the psionics often keep in touch. These friendships can form classes in their position as a support class. networks that span countries and even the Thus the society mind works well in a psionics- planes, making for constant communication. heavy campaign, and if all the other characters Added to their tendency to travel, this means are psionic you will be filling a very important that society minds are often the first to hear of role. The society mind also works somewhat news from faraway lands. For the most part, better with the nonpsionic classes than the society minds prefer to work in the other psionic classes do, especially the support organizations of others, be it as leader or classes. The society mind can work in a follower. There are quite a few successfully run campaign with very little psionics, but he will towns with society mind mayors. feel a bit odd. NPC Reactions: The vast majority of people A society mind character has to be happy with do not understand what a society mind is, nor the helping role. Delivering the killing blow or would recognize one by their talents if they met making the vital skill check is not something one. Society minds who make obvious use of society minds do very often - it's something they their powers are commonly mistaken for psions; help others do. That said, it may very well be in lands where psions bear special honor or the society mind's help that makes those more stigma, a society mind might share it. For the dramatic actions possible at all. Like the most part, though, society minds know how to character, a society mind player does well to work well with people and often travel bearing pay attention to the larger picture in encounters news from far off, and will be treated with and adventures, and look for the vital points at similar hospitality to bards. where he can apply his abilities and bring victory to his party. SOCIETY MIND LORE Adaptation: The society mind's flavor is very Characters with Knowledge (Psionics) or campaign-neutral, and lacks the exotic touch of Knowledge (History) can research society the other psionic classes. That said, the society minds to learn more about them. When a mind can be adapted just like anything else character makes a successful Knowledge psionic. Possibilities could include a class that check, use the phrases or variations of them calls upon the ghosts of its ancestors, or a from below, including any information from cleric-like psion who draws upon the minds of lower DC checks, should there be any: gods. Changing the power list or even changing DC 10: There are some people who are so the powers known mechanic to work like a good at working with others they can call power psion's or psychic warriors could do the trick. forth from the thoughts of a group. They call Encounters: It is very unlikely that the party themselves society minds. will encounter a society mind NPC on his or her DC 15: Society minds have powers like own. When a society mind is encountered, it’s psions, but theirs work differently. Those who almost always s a part of a group. Whether the count a society mind as an ally can act with society mind is a friend or foe may depend on each others' strength or skill as surely as it were the outlook of his teammates. A different kind of their own. villain, however, would be the traitorous DC 20: A society mind's greatest power is his benefactor. This is an evil high-level society special network. They can bring both friends mind who supports the party to act towards and enemies into their network, and helping his plans, but betrays them if communicate through thought and even heal necessary. injuries as a single person. Also, a society mind can change his powers from day to day, although he is more limited than a psion in his

42 Feats Chapter Four: Feats

Target’s Fortitude save bonus Your reading against poison

+3 or less Weak +4 to +9 Healthy This chapter contains new feats for use in your games. The vast majority (but not all) are +10 to +15 Moderately strong Psionic feats (introduced in the Expanded +16 to +21 Strong Psionics Handbook), which are supernatural abilities that require the psionic subtype to take. +22 or higher Practically immune Most of these relate to psionic focus in some way. Additionally, a new type of psionic feat is introduced below – the Mantra feat. A mantra is CRAFT COGNIZANCE CRYSTAL a subconscious meditative aid or routine that [Item Creation] provides a short-term benefit when one This feat originally appeared in the Expanded meditates to gain psionic focus, and an Psionics Handbook. It is expanded here. immediate benefit if one ends the mantra early. Prerequisite: Manifester level 3rd. For more information, see below. Benefit: In addition the effects listed for this feat in the Expanded Psionics Handbook, you gain the following benefits: New Feats You can create impression crystals, which store imprinted forms for use with Formbound effects (see Chapter 7: Powers). The base price for an ASSASSIN TRAINING [General] impression crystal is the maximum number of You have learned the deadly art of poison forms it can hold multiplied by 2000 gp. For delivery, and can gauge, roughly, how effective example, if you wanted to craft an impression such an attack will be. crystal to hold up to 10 forms, it would cost Prerequisites: Nongood alignment, Sneak 20,000 gp. Crafting an impression crystal takes Attack +4d6 or the Signature Style class feature one day for each 1,000 gp in its base price. To or 3rd Favored Enemy. craft an impression crystal, you must spend Benefit: You never poison yourself when 1/25 of the item’s base price in XP and use up applying poison to a weapon. You may also raw materials costing one-half of its base price. attempt to read, roughly, a target’s Fortitude You may also create mindstones, which allow a save against poison by spending a full-round manifester to use a psionic power that he does action in observation within 30 ft of your target. not otherwise know. The base price for a Every 5 ranks you have in a single Knowledge mindstone is the level of the highest-level skill relevant to your target (for instance, power it could bestow with its power point limit, Knowledge (Dungeoneering) against squares, times 1000 gp. For instance, to create aberrations) adds 30 ft this range. The possible a mindstone that allows up to 13 power points results are on the following table. to be spent on its stored power, you would need

43 Untapped Potential: New Horizons in Psionics

Table 4-1: NEW FEATS FEATS PREREQUISITES BENEFIT Assassin Training Non-good, Sneak Attack +4d6 OR Sig- Use poison safely, gauge (roughly) tar- nature Style OR 3rd Favored Enemy get’s vulnerability to poisons Poison Mastery Assassin Training OR Poison Use Deliver poisons in new ways Craft Cognizance Crystal** Manifester level 3 Create cognizance crystals, impression crystals, or mindstones Craft Crystalic Manifester level 6 Create crystalic grafts Communal Exemplar Dromite, Sense Motive 2 ranks Improved Aid Another Deceptive Blade Ability to generate a mind blade Master of mind blade feints Duck and Weave***F Dex 13+, Dodge Improve AC while moving Dueling Blade Ability to generate a mind blade Parry and riposte with mind blade Durable Mind Duergar Thought shield as a psi-like ability Focused Dreamer Psionic Meditation, ability to dream Psionically focus while dreaming, guarded sleep Formbinder Caster or manifester level 3, Store additional, stronger imprints for one imprinted form (see chapter 7) Formbound effects Master Formbinder Formbinding, either Bluff 15 ranks and Quickly imprint willing forms, or imprint Spellcraft 15 ranks OR Heal 15 ranks unwilling forms, at a distance and Psicraft 15 ranks Harmonic Resonance Worldthought network, Psicraft 6 ranks Borrow network members’ powers more easily Hawkeye F Point Blank Shot, Far Shot Increase precision attack range, +1 to spot checks. Lend Health Cooperative healing, Fast healing spe- Heal others reflexively with your fast cial quality, Heal 5 ranks, ability to mani- healing, instead of yourself fest empathic transfer Luck Doesn’t Stop Me Base attack bonus +8, one or more of Attacks bypass luck and insight bo- Deep Impact, Fell Shot, or Unavoidable nuses, may bypass miss chances. Strike. Master of Mantras Concentration 12 ranks, Psionic Medita- Activate and benefit from two mantras at tion, any two Mantra feats once Mind Blade Kensai Psychic Strike +1d8 Mind blade improves if multiclassed

Personality Purge* Concentration 8 ranks, Psicrystal Affinity, Psicrystal stores unwanted personality Improved Psicrystal aspect; can draw upon it in battle Power by Proxy -- Manifest powers through mental bonds Improved Power by Power by Proxy Leap multiple mental bonds to target Proxy Web of Influence Power by Proxy, Improved Power by Affect multiple bonded targets with the Proxy same power Psicrystal Affinity** Manifester level 1 Gain a personality fragment Reckless Blade Ability to generate a mind blade All-out offensive mind blade charge Renewal Elan, Constitution 13+, Concentration 4 Enter trancelike state to restore self ranks once per day Shieldwarden of Maenae Maenad, proficiency in any armor Armor is a second skin to you Soul Buffer Worldthought network, network sense, Instantly infuse some of your life force Psicraft 12 ranks, ability to manifest into a dying teammate to save them psionic revivify Subconcious Reflexes*** Xeph, Speed of Thought +6 to Initiative Vigilance of the Giants Half-Giant, Improved Initiative Act when surprised Xeph Bladestorm Xeph, ability to generate a mind blade Flurry of mind blade strikes, possibly dancing between foes *This feat may be taken multiple times. See the feat for special rules. **Added functionality from Expanded Psionics Handbook ***This feat may count as a different one for purposes of other requirements. See the feat for details. F— A fighter may select this feat as a fighter bonus feat. 44 Chapter 4: FEATS

49,000 gp (as 13pp is high enough to manifest You have developed a style of mind blade up to 7th level powers). Crafting a mindstone combat that focuses on trickery. Materializing takes one day for each 1,000 gp in its base your mind blade just before you strike, blinking price. To craft a mindstone, you must spend your blade from one hand to the other, 1/25 of the item’s base price in XP and use up springing blades forth from elbows and knees… raw materials costing one-half of its base price. such techniques would be impossible for any This feat also lets you mend any broken or other weapon. damaged cognizance crystal, impression Prerequisite: Ability to generate a mind blade crystal, or mindstone that you could create. Benefit: You may feint in combat as part of the Doing so takes half the XP, half the raw action used to materialize your mind blade. You materials, and half the time it would take to craft add Bluff to your list of soulknife class skills. the item in the first place. Special: If you possess the Improved Feint feat For more information on impression crystals and the psychic strike class feature, you may and mindstones, see Chapter Eight: Items. also charge your psychic strike as part of the action used to materialize your mind blade.

CRAFT CRYSTALIC [Item Creation] You can construct and attach crystalics to DUCK AND WEAVE [Psionic] willing entities. Your natural quickness allows you to more Prerequisite: Manifester level 6th. nimbly avoid attacks aimed at you. Benefit: You can create any crystalic whose Prerequisites: Dex 13+, Dodge prerequisites you meet. Crafting a crystalic Benefit: Your natural speed and agility grants takes one day for each 1,000 gp in its base you a +2 dodge bonus to your AC during any price. A creature may only have five crystalics round in which you move at least 10 feet. This on its form at any given time. To craft a bonus only applies as long as you maintain crystalic, you must spend 1/25 of the item’s your psionic focus. base price in XP and use up raw materials Special: Duck and Weave can be used in place costing one-half of this price. of Mobility to qualify for a feat, prestige class, or You can also mend a broken crystalic if it is one other special ability. that you could make. Doing so costs half the XP, half the raw materials, and half the time it DUELING BLADE [Psionic] would take to craft that crystalic in the first Your mind blade reacts to threats in ways no place. other weapon could, blinking between parries Some crystalics incur extra costs in XP, as and ripostes at the slightest thought. Even noted in their descriptions. These costs are in veteran warriors have difficulty fending off your addition to those derived from the item’s base supernatural counterattacks. price. You must pay such a cost to create a Prerequisite: Ability to generate a mind blade crystalic or to mend a broken one. Benefit: If you are fighting defensively with your mind blade, and an opponent misses you in COMMUNAL EXEMPLAR [Psionic, melee, you may make an attack of opportunity Racial] against that opponent with your mind blade. You have learned to read others’ actions as if Ignore the penalty to attack rolls from fighting they were an extension of your own, allowing defensively for this attack. you to better support your allies. Special: If you possess the Combat Expertise Prerequisites: Dromite, Sense Motive 2 ranks feat, you may use this ability while using that Benefit: Whenever you use the Aid Another feat instead of fighting defensively. You may action or are the recipient of an Aid Another also increase the penalty from Combat action, increase the bonus you give or receive Expertise up to your base attack bonus by 2. This bonus is cumulative with other (exceeding the normal limit of -5), provided you Communal Exemplars – if another ally also has are attacking with your mind blade. this feat and aids you, you gain a +6 bonus instead of +4. DURABLE MIND [Psionic, Racial] Special: A fighter may select this feat as a Your mind naturally resists others who attempt fighter bonus feat. to exert their will over yours. Prerequisite: Duergar DECEPTIVE BLADE [Psionic] Benefit: Once per day, you may manifest

45 Untapped Potential: New Horizons in Psionics

thought shield as a psi-like ability. Your 6 ranks. manifester level is equal to your hit dice Benefit: To use this feat, you must have an (minimum 3rd). Any effects that affect your active worldthought network when you choose racial psi-like abilities, such as levels in duergar your society mind powers known for the day. paragon, also affect this ability. Choose a number of powers equal to your wisdom modifier that members of your FOCUSED DREAMER [Psionic] worldthought network know. If you are Your dreaming mind can hold a focus. psionically focused, you may treat those powers Prerequisites: Psionic Meditation, ability to as if they were on your power list for the dream (elves and elans automatically fail this purposes of manifesting another's powers requirement). known (see the Expanded Psionics Handbook, Benefit: If you fall asleep with at least one page 64). You may change these powers as power point remaining, your subconscious mind often as you change your powers known. automatically attempts to gain psionic focus by Special: The nature of this connection requires taking 20 on the Concentration check. constant focus. If you expend your focus during Your dreaming mind is considered psionically the manifestation (for instance, to add a focused after this, and you gain any benefit of metapsionic feat to a borrowed power), the being psionically focused for as long as you manifestation fails. If you have the Psicrystal remain asleep. You are also no longer Containment feat, you can expend your automatically considered willing for powers or crystal's focus and maintain your own, and the spells while asleep, and may attempt saving manifestation will not fail in this way. throws normally. Normal: If you try to manifest a power that is Upon waking, this focus persists for one round not on your power list from another's powers before fading. Most focused dreamers expend it known, the attempt automatically fails. to take 15 on the Concentration check to refocus themselves. HAWKEYE [General] Normal: You cannot be psionically focused Keen eyes, steady hands, and sharp reflexes – while asleep. Unconscious targets are together, they forge a warrior with extraordinary automatically considered willing targets for the precision. purposes of spells or powers. Prerequisites: Point Blank Shot, Far Shot Benefit: You gain a +1 bonus on Spot checks. FORMBINDER [General] Additionally, attacks that require precision and Your training in the supernatural allows you to are limited to a range of 30 ft, such as Point better attune your body to the forms of others, Blank Shot and Sneak Attack, have this range and draw upon their powers in times of need. increased by 20 ft . Prerequisite: Ability to imprint forms (see the Special: You may gain this feat multiple times. Formbound descriptor in Chapter 7: Powers) Each time you do, your bonus to Spot increases Benefit: You may imprint additional creatures, by 1 and your precision range increases by 20 and more powerful forms than before. Instead ft. of imprinting one additional form per five If you have other options that relate to precision character levels, you instead may imprint one and are limited to ranges of 30 ft (such as the additional form per three character levels. cover fire marksman feature) their ranges are Additionally, you are considered to be three extended by this feat as well. Speak to your GM levels higher than you actually are when when determining exactly which abilities imprinting forms (for purposes relating to Hit Hawkeye will extend. Dice and number of forms imprinted). A fighter may take Hawkeye as one of his Normal: You may only have one creature's fighter bonus feats. form imprinted, plus one per five character levels. IMPROVED POWER BY PROXY [Metapsionic] HARMONIC RESONANCE [Psionic] You gain insight into the mental bonds between You can attune your mind to the subtle inner targets and your powers more easily ride these workings of other psionic beings, and gain a links to their final goal. more intimate knowledge of their powers. Prerequisite: Power by Proxy Prerequisites: Worldthought network, Psicraft Benefit: As Power by Proxy except the effect of

46 Chapter 4: FEATS

the power may follow a chain of independent turn, you may declare one opponent you can mental bonds to its final target. Only the final see. While you maintain your psionic focus, target is affected; the proxies are unharmed. attacks you make with appropriate weapons You do not need to know the specific identity of ignore any luck and insight bonuses to this any creature within the chain of links except for opponent’s Armor Class. Additionally, if your your final target. declared target is subject to a miss chance of This feat also provides feedback, just before any sort, roll twice: if either is successful, you you manifest the power. You learn if a chain of have successfully bypassed the target’s miss independent links between the subject and your chance. You may declare a new opponent at intended target exists, and may choose to the start of your next turn. change the target of your power if no such chain exists (although the power points spent to [General] use this feat are still spent, reducing how many MASTER FORMBINDER points you could spend on the power as You are a master at creating your own imprints normal). You don’t learn the identity of any from creatures without their consent. other creature in the chain, nor do you learn the Prerequisites: Formbinder, either Bluff 15 number or nature of the links between you and ranks and Spellcraft 15 ranks OR Heal 15 ranks the target. and Psicraft 15 ranks. Using this feat increases the power point cost of Benefit: You may attempt to imprint a the power by 4. The power’s total cost cannot creature's form (see the Formbound descriptor exceed your manifester level. in Chapter 7: Powers) in 1 round instead of 1 minute, and you don't need to touch the creature in question. You must stay within 60 ft LEND HEALTH [Psionic] of the creature, maintaining line of sight at all You may passively absorb the injuries of times, however, and if your concentration is members of your worldthought network and disrupted you must start again. instantly heal them with your fast healing. Additionally, you may imprint unwilling forms Prerequisites: Cooperative healing, fast through supernatural charm and deception, or healing special quality, Heal 5 ranks, ability to create an artificial imprint through your manifest empathic transfer. expertise at anatomy. This process still takes 1 Benefit: Each round, as a free action, you may minute, despite the decreased time granted choose to freely distribute any amount of your from this feat. Make a Bluff check or a Heal fast healing to members of your worldthought check (whichever you used to meet the network, instead of using that healing yourself, requirements) at a DC of 15+the creature's Hit exactly as if it were an instantaneous healing Dice at the end of your formbinding attempt. If effect. Fast healing is considered natural you are successful, you have stolen that healing for the purposes of which creatures can creature's form and successfully imprinted it. be healed by it. This otherwise works as the Although no display appears while you attempt cooperative healing class feature. this (you may appear as innocuous as you like Normal: Fast healing and continuous healing during the actual imprint), whether you succeed effects do not transfer through cooperative or fail in stealing the form, the creature knows healing. that you've stolen or attempted to steal its form without its consent, and is treated as one NPC LUCK DOESN’T STOP ME [Psionic] attitude worse toward you. They may be lucky. They may be chosen by Finally, you may hold two additional imprints fate. They may insist they’re that good. No beyond what would normally be allowed with matter – you’re still going to beat them. And you the Formbinder feat. won’t break a sweat doing it. Special: You must abide by all other Prerequisites: Base attack bonus +8, one or restrictions on imprinting forms when using this more of the following feats: Deep Impact, Fell feat, including the limits on maximum imprints, Shot, Unavoidable Strike. Hit Die limits, and valid types. Benefit: Luck Doesn’t Stop Me applies to any attack made with a melee weapon if you have MASTER OF MANTRAS [Psionic] Deep Impact, a ranged weapon if you have Fell Few follow multiple schools of thought Shot, and unarmed strikes and natural weapons regarding mantra meditation, and even fewer if you have Unavoidable Strike. During your learn to reconcile the differences between

47 Untapped Potential: New Horizons in Psionics

them. You are among these rare heroes. negative aspect of your mind is amplified by the Prerequisites: Concentration 12 ranks, Psionic crystal), but comes with a serious drawback Meditation, any two Mantra feats unique to each personality. Severing contact Benefit: You may activate and benefit from two with the psicrystal is a full-round action that mantras simultaneously. Meditating to activate provokes attacks of opportunity and requires a two mantras at once requires a Concentration DC 20 Concentration check (retry allowed), as check 10 higher than normal (in addition to the the psicrystal resists the loss of control. This sum of the increases the two mantras check becomes more difficult if you have acted themselves call for, if any). Meditating to out of line with your adjusted philosophy; see activate two mantras at once requires a full- the individual descriptions for details. round action even with Psionic Meditation. Special: You may take this feat multiple times. Normal: You can only activate and benefit from If you do, you may activate any number of one mantra at a time. Psionic Meditation allows contact benefits when you touch your psicrystal. you to gain psionic focus as a move action. Each separate antagonistic personality must be Special: If you have the ability to expend your severed individually; the DC for the psionic focus while remaining focused (for Concentration check increases by 2 for each instance, the Psicrystal Containment feat), you additional personality you have in contact. may end one of the mantras by expending your psionic focus while maintaining the other. AGGRESSIVE By transferring your desire to end lives to your MIND BLADE KENSAI [Psionic] psicrystal, you liberate your thoughts to more Your mind blade continues to improve despite philosophical matters. Your crystal, however, the following of a different path. develops a pathological murderous streak, and Prerequisite: Psychic strike +1d8 is likely to carry a knife and cut the bodies of Benefit: Add four to your effective soulknife the fallen while urging you to kill some more. level for the purposes of determining your mind Benefit: You gain a +1 bonus to your Armor blade’s enhancement bonus and the mind Class. Removing your aggressive traits allows blade enhancement class feature, to a you to fight more defensively. maximum of your character level. Contact: You thirst for battle, overcome by your The increased effective level stacks where formerly severed aggression. This allows you to applicable to the increase in effective soulknife continue fighting without penalty while at or level from prestige classes (see Chapter 5: below 0 hit points, and even to survive below - Prestige Classes). 10 hit points. Add your key manifesting ability Special: If you take levels in a class that score to 10 to determine how far below 0 hit provides similar abilities, such as the points you can reach before dying. For Enlightened Protector (see chapter 5), the extra example, a psion with an Intelligence score of levels stack where applicable. 16 would die at -26 hit points instead of -10. However, your bloodlust corrupts your mind, distorting the distinction between friend and foe. At the start of your turn, unless you make a Will [Psionic] PERSONALITY PURGE save (DC15), you are convinced that your allies Seeking to purify your mind and hone your are enemies, and you must act according to this thoughts, you have wrenched an unwanted perception. The save DC decreases by 5 when aspect of your mind from your consciousness not in a combat situation. and transferred it, in its entirety, to your Sever: The DC to sever your aggressive psicrystal. psicrystal’s thoughts from yours increases by 5 Prerequisites: Concentration 8 ranks, if you have delivered the killing blow to any Psicrystal Affinity, Improved Psicrystal. creature in the last hour. If you sever your Benefit: Your psicrystal gains an additional aggression while at negative hit points, you are personality type from the list below, altering its treated normally – including dying if you are at behaviour accordingly (and thus possibly or below -10 hit points. turning it into an antagonist, although it still willingly and totally serves you). UNSTABLE As a standard action that provokes attacks of The bane of many manifesters is insanity, so by opportunity, you may touch your psicrystal and wrenching your own instability into your reclaim the lost aspect of your mind. Doing so psicrystal, your psyche becomes as stable as a grants you a powerful contact benefit (as this

48 Chapter 4: FEATS

rock. The same cannot be said of your threatening another creature, this benefit psicrystal, which is prone to spouting gibberish, extends to any ally contained within the seeing things which aren't there, and network. suggesting courses of action that would seem While under the influence of your antisocial comical if the crystal wasn't being serious. psicrystal, you develop a deficiency of Benefit: You gain a +4 bonus on saving throws language. You are treated as if under the against mind-affecting effects. effects of an alienationUT power while in contact Contact: You become nearly impossible to with your psicrystal. compel, existing within your own bubble of Sever: The DC to sever your antisocial perception. If under the influence of any mind- psicrystal’s thoughts from yours increases by 5 affecting effect that allows a saving throw, there if you have not engaged in social conversation is a 50% chance every round that you gain an in the past hour. The GM is encouraged to be additional saving throw against that effect lenient when determining this. (which includes the +4 bonus from above). The fusion of your mind with the psicrystal's DISTRACTED unstable thoughts can be extremely confusing - Being able to focus on a single thing to the - so confusing, in fact, that you are confused exclusion of all others is something many strive while in contact with the crystal. This is less toward. By removing the mind's natural severe than the effects of the id insinuation tendency to turn its attention to another focal power -- if your roll would indicate you close point, you are able to focus on the task at hand with or flee from the manifester, you instead act to the exclusion of everything else. Sadly, your normally. psicrystal is wont to turn its attention to anything Sever: The DC to sever your unstable shiny, much to your chagrin. psicrystal's thoughts from yours increases by 5 Benefit: You gain a +3 bonus to Concentration if you have attacked any creature that you checks. This ability stacks with the Single- would not normally consider an enemy in the Minded psicrystal personality. past hour. Contact: You are able to focus on a wide variety of things at once, which allows you to ANTISOCIAL make ranged attacks of opportunity within 30 ft, The inability to relate to others is disruptive to so long as you have line of sight and a way to normal psychological development -- in fact, it make the attack. If you possess the Opportunity is the direct anathema to the society mind's Power feat, you may use that feat with rays as manifesting prowess. Removing the desire to well as touch powers. undermine the works of others and your own However, taking in so many stimuli costs you antisocial personalities clears your thoughts for your reaction time, imposing a -6 penalty to more solid interaction, but your psicrystal Initiative checks. Gaining psionic focus while in magnifies them to a tremendous extent. The contact takes one round instead of one full first thoughts that enter its mind when seeing round action. If you have the Psionic Meditation something new are usually five different ways to feat, gaining psionic focus takes a full round ruin it. action instead of a move action. Benefit: You gain a +3 bonus to Gather Sever: The DC to sever your distracted Information and Diplomacy checks. Gather psicrystal increases by 5 if you have targeted Information checks take half as long and cost more than one creature in the same round half as much as normal. during the past hour. Area of effect effects do Contact: You become incredibly disruptive to not count as targeting multiple creatures for this those around you. While in contact with your increase; only those effects that target specific antisocial psicrystal, creatures you threaten creatures, such as mindlink or energy missile, cannot use abilities on the defensive. Attempts count, as does taking attacks of opportunity or to do so fail, although they may still perform the multiple attacks from a full attack against more action they were attempting to use defensively than one foe. without penalty other than the attack of opportunity. Any creature you threaten that Additional personality fragments beyond these provokes an attack of opportunity gains a -4 may be purged at your GM's discretion, penalty to its Armor Class for that attack of requiring this feat to be taken an extra time for opportunity. If you possess an active each one. worldthought network and are actively

49 Untapped Potential: New Horizons in Psionics

POISON MASTERY [Psionic] pieces of the old one, there is no mechanical You hold within you the potential to be the difference) after 24 hours have passed by greatest assassin the world has ever known. spending 100 XP. The new psicrystal has the Prerequisites: Assassin Training or the Poison same personality type as the lost one originally Use class feature, base attack bonus +8. did (although it may look different), and any Benefit: You may prepare weapons coated in feats or features that modify your psicrystal poisons that normally only affect enemies via affect the new one normally. ingestion or inhalation. If you expend your psionic focus when delivering an attack with RECKLESS BLADE [Psionic] such poisoned weapons, the poison affects the Reacting to your zeal for battle, your mind blade target on a successful hit as though it were an shifts slightly into a truly mighty, if unweildy, injury-transmitted poison. weapon on the charge. While unweildy, this Normal: Poison can only be delivered using the temporary change is nevertheless devastating. method contained in the poison’s description. Prerequisites: Ability to generate a mind blade, Dex 13+ Benefit: When charging, you may choose to [Metapsionic] POWER BY PROXY reduce your Dexterity bonus to your Armor You are capable of exploiting mental links Class by any amount (up to your maximum between others, and are able to channel your Dexterity bonus to AC) to add this same powers through these links to other targets. amount to your mind blade damage. Both these Benefit: To use this feat your must expend changes last until the beginning of your next your psionic focus. If you are aware of a special turn. mental bond between two entities, you can use Special: If you possess the Power Attack feat that bond to project your powers where they and your mind blade is in a two-handed weapon couldn’t go before. You may target even a form (or you are using a one-handed mind normally invalid target within range when you blade form in two hands), instead add twice this use this feat; the power will not actually affect amount to damage. this target (your “proxy”). Instead, it will leap through any existing empathic or telepathic connection to its true target. You need to know RENEWAL [Psionic, Racial] the identity or nature of the true target, but you Elans with a modicum of psionic talent may do not need line of effect to him (in essence, learn to revitalize their bodies even while the mental bond replaces the line of effect). conscious. Bonds that can be exploited by this feat include Prerequisites: Elan, Constitution 13+, mindlinks, the empathic bond between a wizard Concentration 4 ranks. and his familiar, a telepath’s dominate, or Benefit: Once per day, while you maintain your anything else that explicitly allows empathic or psionic focus, you may spend 2 power points to telepathic communication (creatures joined in a enter a psionic trance similar to your nightly society mind’s worldthought network do not trances (although you remain conscious) by have a direct link to each other, but are directly spending 1 minute in concentration in a calm linked to the society mind). Power by Proxy only environment. While in such a trance, you may operates on powers that specify a single target, take no actions, your body floats a short that affect creatures other than the manifester, distance off the ground, light pours from your and do not require an attack roll. eyes and mouth (providing shadowy Using this feat increases the power point cost of illumination out to 30 ft), and an unnatural bass the power by 2. The power’s total cost cannot hum resonates around you. Once a trance exceed your manifester level. starts, you remain in such a state for 10 minutes; nothing short of falling unconscious or dying can end it prematurely. Every minute you [Psionic] PSICRYSTAL AFFINITY remain in this trance, you recover a number of This feat originally appeared in the Expanded hit points equal to your Constitution bonus Psionics Handbook. It is expanded here. (minimum 1). At the end of the trance, any Prerequisite: Manifester level 1st. fatigue or exhaustion you suffered is removed, Benefit: As in the Expanded Psionics and you recover one power point per character Handbook. level. Special: If your psicrystal is destroyed, you However, entering a renewal trance is draining may create a replacement (or restore the

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mentally. After using this feat, you must trance are almost impossible to surprise. for 8 hours the following night to gain the Prerequisites: Xeph, Speed of Thought normal benefits of a night’s sleep. Benefit: While you maintain your psionic focus, Normal: Elans trance for 4 hours every night you gain a +6 bonus to Initiative. and cannot enter this state so quickly. Special: Subconscious Reflexes can be used in place of Improved Initiative to qualify for a feat, prestige class, or other special ability. SHIELDWARDEN OF MAENAE [Psionic, Racial] Maenads generally prefer to live and work in VIGILANCE OF THE GIANTS armor if it’s available, but Shieldwardens like [Psionic, Racial] yourself have taken this to its logical Giantkin are frequently the subject of ambush conclusion. attacks by smaller creatures. Knowing this, you Prerequisites: Maenad, proficiency in any have trained your body and mind to be ready armor. for anything. Benefit: Your armor check penalties for armor Prerequisites: Half-giant, Improved Initiative you are proficient with are reduced by 1, and is Benefit: So long as you are not immobilized not doubled on Swim checks. You are not and are maintaining psionic focus, you may act automatically fatigued for sleeping in medium during a surprise round as if you were not armor. While psionically focused and wearing surprised (though you still roll initiative armor you are proficient with, you gain a +1 normally). If you do so, you lose your psionic deflection bonus to your Armor Class. focus. Declare that you are using this feat when Special: If you possess both the Shieldwarden initiative for the surprise round is rolled. of Maenae and the Endurance feats, you are Normal: If you are caught by surprise, you not fatigued if you sleep in heavy armor. A must wait out the surprise round before rolling fighter who meets the prerequisites may select initiative and acting normally. this feat as one of his fighter bonus feats. WEB OF INFLUENCE [Metapsionic] SOUL BUFFER [Psionic] Your powers are like spiders, navigating the Your link to members of your network is so threads between minds and planting their strong that you can sacrifice your own vitality to effects in more targets than would otherwise be restore life to the body, preventing their souls possible. from passing on. Prerequisites: Improved Power by Proxy, Prerequisites: Worldthought network, network Power by Proxy sense, Psicraft 12 ranks, able to manifest Benefit: To use this feat, you must expend your psionic revivify. psionic focus. It alters an appropriate power as Benefit: To use this feat, you must expend your Improved Power by Proxy, except that you may psionic focus. You may manifest psionic revivify declare one additional target along the chain of on a member of your network as an immediate mental bonds per two manifester levels. The action as soon as they die. The range of your feedback provided by this feat also grants you network replaces the range of psionic revivify if instant knowledge of the creatures in the mental used this way. In addition to the normal effect of chain (it is brief, much like glimpsing a the power, the target's connection to your flashcard, but enough to target the power), network is preserved. which supplants the need to know the identity of When you use this feat, you do not pay the 200 the final target. XP cost of the power, though the normal power The sheer number of targets may tax your point cost still applies. You also take 2 points of attention. If a power provides information, Constitution burn from the channeling of your requires your direction, or requires you to life-force into their body. Ability burn is ability concentrate, you may only focus on one target damage that cannot be magically or psionically during any given round (though you may switch healed (see the Expanded Psionics Handbook, between targets as an immediate action). page 67). Using this feat increases the power point cost of the power by 8. The power’s total cost cannot SUBCONSCIOUS REFLEXES exceed your manifester level. [Psionic, Racial] Posessed of psionically-charged reflexes, you

51 Untapped Potential: New Horizons in Psionics

XEPH BLADESTORM [Psionic, Racial] Prerequisite: Psychic strike +2d8, ability to One mind, a blur of motion, and a thousand manifest a mind blade strikes: This is the way of the xeph soulknife. Benefit: To activate Blade of the Champion Prerequisites: Xeph, ability to generate a mind you must meditate to gain psionic focus. Once blade activated, this mantra lasts for 1 minute, as long Benefit: When you make a full attack with your as you maintain psionic focus. While active, mind blade you may make an additional attack when you make an attack utilizing your psychic at your highest base attack bonus, but all your strike ability, instead of being fully discharged, attack rolls suffer a -2 penalty until the start of the psychic strike remains charged, but your next turn. reduced by one die. You may expend your If you have the Spring Attack feat or the psionic focus as a swift action to recharge your expeditious skirmish ability (see the xeph psychic strike to full power (though you may still soulknife specialty levels in Chapter 2: Races), charge your blade normally during the mantra). and are under the effects of your racial burst For example, Darius is a 6th level soulknife. He ability during this full attack action, you may charges his mind blade with psychic strike and move up to your speed (including the additional then meditates to gain psionic focus and speed from the burst) before, after, or in activates blade of the champion. On his next between your attacks this round, and may split attack, he deals 2d8 additional points of this movement up as desired. damage from psychic strike, but because Blade of the Champion is active, his mind blade still has 1d8 damage charged, and can deal this MANTRAS damage on his next attack. At any time, Darius As the psionic arts developed, different ways of may choose to expend his focus as a swift meditating were discovered. Students of one action and instantly recharge his psychic strike master may learn completely different ways of back to 2d8 points of damage. centering their minds and bodies in a state of Normal: After making an attack, your psychic psionic focus than acolytes at a different strike is discharged and you must take a move school. Certain techniques of meditation, action to recharge your mind blade. however, actively engage the psionic energy of Special: If you have converted your psychic becoming focused and apply it to the world strike into ability damage through knife to the around them. Students particularly adept at soul, the ability damage discharges immediately these "psionic mantras" may even manifest rather than lingering. psionic effects when they focus themselves -- effects reflected in Mantra feats. [Psionic, BURST OF THE CHEETAH Mantra feats are psionic feats that provide no Mantra] bonus until you meditate you gain your psionic By focusing your psionic power, you are able to focus (which may require a more difficult move at incredible speeds. concentration check than normal) at which point Prerequisites: Base attack bonus +4, Speed of they engage a supernatural effect for a set Thought, Concentration 4 ranks duration. If you lose your psionic focus during a Benefit: To activate Burst of the Cheetah you mantra’s effect, the effect ends immediately. must meditate to gain psionic focus. Once Every mantra has a secondary effect that activated, this mantra lasts for 1, minute as long requires you to expend your psionic focus to as you maintain psionic focus. When active, activate: using this effect always ends the your land speed increases by 10 feet. You may mantra’s passive benefit (even if you use the expend your psionic focus while charging to Psicrystal Containment feat). Characters may move four times your speed, including the normally only benefit from a single mantra feat speed modifiers for speed of thought and burst a time. The Marksman’s wind reader class of the cheetah. feature is treated in all regards as a Mantra feat. CLAWS OF THE TIGER [Psionic, Mantra] BLADE OF THE CHAMPION Two hands for two blades… it’s only natural. [Psionic, Mantra] Your ferocity while wielding multiple weapons is Your mind blade resonates while you maintain devastating, much like the pouncing attacks of psionic focus, enhancing your psionic strike. a tiger.

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Table 4-2: MANTRA FEATS MANTRA FEATS PREREQUISITES BENEFIT Blade of the Champion Psychic Strike +2d8, ability to Psychic Strike discharges slower. End mantra to re- manifest a mind blade charge psychic strike. Burst of the Cheetah Base attack bonus +4, Speed Land speed increases +10 ft. End mantra to quadruple of Thought, Concentration 4 speed on a charge. ranks Claws of the Tiger* Base attack bonus +10, Two- Full strength bonus on offhand weapon. End mantra to Weapon fighting, Improved reduce penalties on a full attack or to attack twice on a Two-weapon Fighting, charge. Eye of the Storm Base attack bonus +6, Deflect Deflect arrows without a free hand and more than Arrows, Concentration 7 once per round. End mantra to increase AC against ranks one ranged attack. Fangs of the Cobra Base attack bonus +4, Sneak Improve flanking bonuses. End mantra to maximize Attack +1d6, Combat Re- precision damage once. flexes Final Strike of the Base attack bonus +8, Im- Improve weapon’s critical multiplier. End mantra to Executioner* proved Critical confirm one critical hit. Patience of the Hunter Base attack bonus +6, Pre- No penalty to stealth for moving. End mantra to slow cise Shot, Hide 5 ranks, Move target on a ranged attack. Silently 5 ranks Presence of the Master* Base attack bonus +6, Intimi- Demoralize foe as a free action. End mantra to intimi- date 11 ranks date all nearby foes. Riding the Waves Base attack bonus +4, Wis- Use Wisdom for melee attacks rolls. End mantra to dom 13+, Concentration 5 add Wisdom bonus to damage. ranks Roots of the Mountain* Base attack bonus +4, Become extraordinarily stable. End mantra to hold a Strength 13+, Constitution moving foe in place. 13+ Spirit of the Attuned Manifester level 5, Concentra- Attune to one energy type, gain save bonus against it. tion 5 ranks, ability to mani- End mantra to gain resistance against that energy fest any energy power type. Student of the Mind Concentration 11 ranks, abil- Manifest powers more efficiently. End mantra to gain ity to manifest 3rd level pow- PR against one effect. ers Swift as the Shadows* Dex 13+, Dodge, Mobility +4 bonus on Reflex saves. End mantra to gain Eva- sion once. Way of the Empty Base attack bonus +4, Im- Improve DC of Stunning Fist. End mantra to prolong Palm* proved Unarmed Strike, Stun- stunning duration. ning Fist, Concentration 4 ranks Way of the Warrior* Base attack bonus +6, Com- Resist disarms and grapples easier. End mantra to bat Expertise immediately counterattack. Wrath of the Dragon* Base attack bonus +6, Power +4 to confirm critical hits. End mantra to make an extra Attack attack. *A fighter may select this feat as a fighter bonus feat.

Prerequisites: Base attack bonus +10, Two to make one attack with a weapon in each hand Weapon Fighting, Improved Two Weapon at the end of the charge (instead of one attack). Fighting Special: A fighter who meets the prerequisites Benefit: To activate Claws of the Tiger you may select Claws of the Tiger as one of his must meditate to gain psionic focus. This fighter bonus feats. mantra lasts for 1 minute as long as you maintain psionic focus. While active, apply your EYE OF THE STORM [Psionic, Mantra] full strength bonus to damage rolls with off hand You have mastered using subtle psychokinesis attacks. During this mantra, you may expend to protect yourself from ranged attacks your psionic focus as part of a full attack action Prerequisites: Base attack bonus +6, Deflect reduce the penalties to attack rolls from two Arrows, Concentration 7 ranks weapon fighting by 2 for one round, or you may Benefit: To activate Eye of the Storm you must expend your psionic focus as part of a charge meditate to gain psionic focus. Focusing in this

53 Untapped Potential: New Horizons in Psionics

fashion requires a concentration check 5 higher than normal. Once activated this mantra lasts PATIENCE OF THE HUNTER for 1 minute as long as you maintain psionic [Psionic, Mantra] focus. When active you may use the deflect You know the precise moment to strike to arrows feat even if you don’t have hand free to cripple your prey. do so. You may also deflect multiple projectiles Prerequisites: Base attack bonus +6, Precise in a single round. Each projectile beyond the Shot, Hide and Move Silently 5 ranks first deflected counts against your attacks of Benefit: To activate Patience of the Hunter you opportunity for the round, and you may not must meditate to gain psionic focus. Focusing deflect an additional arrow if you could not in this fashion requires a concentration check 5 make an attack of opportunity. During this higher than normal. Once activated this mantra mantra you may expend your psionic focus as lasts for 10 minutes as long as you maintain an immeditate action to gain a +4 deflection psionic focus. While active you gain a +2 bonus bonus to Armor Class against a single ranged to Hide and Move Silently checks and take no attack that you would normally be unable to penalty for hiding and moving silently while deflect (such as a massive projectile or ray moving at full speed. During this mantra, you attack). may expend your psionic focus as part of a ranged attack. If that attack successfully deals FANGS OF THE COBRA [Psionic, damage to the target, its movement speed (in Mantra] any mundane movement mode it possesses) is You assume the patience and quickness of a halved for 5 rounds. cobra, waiting for the perfect moment to strike. Prerequisites: Base attack bonus +4, Sneak PRESENCE OF THE MASTER Attack +1d6, Combat Reflexes [Psionic, Mantra] Benefit: To activate Fangs of the Cobra you The combination of your martial prowess and must meditate to gain psionic focus. Once psionic talents make you a terrifying opponent activated this mantra lasts for 1 minute as long and you know how to use your supernatural as you maintain psionic focus. While active you edge to unnerve even the most stubborn foes. gain an additional +2 on attack rolls while Prerequisites: Base attack bonus +6, flanking your target (for a total bonus of +4). Intimidate 11 ranks, During this mantra you may expend your Benefit: To activate Presence of the Master psionic focus as part of a melee attack. Your you must meditate to gain psionic focus. Once additional precision damage (such as Sneak activated this mantra lasts for 1 minute as long Attack) for this attack, if any, deals its maximum as you maintain psionic focus. When active you possible damage. may attempt to demoralize an opponent in combat using the Intimidate skill as a free FINAL STRIKE OF THE action once per round. During this mantra, you EXECUTIONER [Psionic, Mantra] may expend your psionic focus as a swift action Your weapon, as an instrument of your will, to attempt to demoralize all foes within a 20 foot delivers devastating attacks, frequently radius of yourself, if you succeed, these foes destroying your target in a single blow. are shaken for 1d6 rounds instead of 1. Prerequisites: Base attack bonus +8, Special: A fighter who meets the prerequisites Improved Critical with chosen weapon may select this feat as one of his fighter bonus Benefit: To activate Final Strike of the feats. Executioner, you must meditate to gain psionic focus. Once activated, this mantra lasts for 1 RIDING THE WAVES [Psionic, Mantra] minute as long as you maintain psionic focus. You attune your mind to your surroundings, While active, your critical multiplier for any rolling intuitively with the motions of those weapon tied to the Improved Critical feat around you, your strikes find every weakness, increases by 1 (from x2 to x3, for instance). and perceive even the slightest hole in your During this mantra, if you roll a critical threat, opponent’s defenses. you may expend your psionic focus to Prerequisites: Base attack bonus +4, Wisdom automatically confirm this threat, delivering a 13+, Concentration 5 ranks critical hit. You must declare that you are using Benefit: To activate Riding the Waves you this ability before you roll to confirm your threat. must meditate to gain psionic focus. Focusing

54 Chapter 4: FEATS

in this fashion requires a concentration check 5 of your attuned energy type. higher than normal. Once activated this mantra Special: While you have an attuned energy, lasts for 1 minute as long as you maintain you lose the ability to manifest powers of the psionic focus. While active, you add your opposing energy type: cold opposes fire, Wisdom modifier to your melee attack rolls electricity opposes sonic. instead of your Strength modifier. You may expend your psionic focus as a swift action STUDENT OF THE MIND [Psionic, during this mantra to add your Wisdom modifier Mantra] to melee damage rolls for one round. Your mastery of the psionic arts is unequaled. When you attune you mind you can manifest ROOTS OF THE MOUNTAIN powers with remarkable ease. [Psionic, Mantra] Prerequisites: Concentration 11 ranks, able to You can focus your mind and body around a manifest 3rd level powers single point, warding yourself against harm. Benefit: To activate Student of the Mind you Foes break upon you with all the effect of gentle must meditate to gain psionic focus. Focusing waves against the cliffs. in this fashion requires a Concentration check 8 Prerequisites: Base attack bonus +4, Strength higher than normal. Once activated this mantra 13+, Constitution 13+ lasts for 5 rounds as long as you maintain Benefit: To activate Roots of the Mountain you psionic focus. While active, powers you must meditate to gain psionic focus. Once manifest cost one power point less than normal. activated this mantra lasts for 2 minutes as long This does not allow you to augment powers as you maintain psionic focus. While active, you more than you would otherwise be able to. gain a +4 bonus on rolls to oppose a trip or bull During this mantra you may expend your rush attempt. During this mantra if an opponent psionic focus as an immediate action to gain provokes an attack of opportunity by moving power resistance of 10 + your manifester level through your threat range you may expend your against a single power that affects you (either psionic focus as part of that attack of by targeting you or affecting an area you opportunity. If that attack of opportunity occupy). successfully deals damage to the opponent, that opponent must succeed a Reflex save (DC SWIFT AS THE SHADOWS [Psionic, 10 + damage dealt) or halt as if he had used up Mantra] his move actions for the round. You charge your body with psionic energy Special: A fighter who meets the prerequisites heightening your reflexes to inhuman levels may select this feat as one of his fighter bonus Prerequisites: Dex 13, Dodge, Mobility feats. Benefit: To activate Swift as the Shadows you must meditate to gain psionic focus. Once SPIRIT OF THE ATTUNED [Psionic, activated this mantra lasts for 1 minute as long Mantra] as you maintain psionic focus. While active you You are naturally predisposed to handling gain a +4 bonus on Reflex saves. During this energy. mantra, you may expend your psionic focus as Prerequisites: Manifester level 5, an immediate action when you make a Reflex Concentration 5 ranks, ability to manifest an save to avoid damage. If you do you gain the energy power. Evasion ability (or Improved Evasion if you Benefit: To activate Spirit of the Attuned you already have Evasion) against the effect that must meditate to gain psionic focus. Focusing provoked the Reflex save. You must declare in this fashion requires a concentration check 5 you are using this ability before you know the higher than normal. Once activated, this mantra result of your Reflex save. lasts until you lose your psionic focus. Select Special: A fighter who meets the prerequisites one of the four energy types: cold, electricity, may select this feat as one of his fighter bonus fire or sonic. You are attuned to this energy feats. type while Spirit of the Attuned remains active, gaining a +4 bonus to saving throws against WAY OF THE EMPTY PALM effects of this energy type. During this mantra, [Psionic, Mantra] you may expend your psionic focus as an You focus your psychic energy into your immediate action to gain energy resistance unarmed strikes so that they overwhelm their equal to your character level against one attack

55 Untapped Potential: New Horizons in Psionics

target when they strike. opportunity against a foe that attempted a Prerequisites: Base attack bonus +4, melee attack against you and missed. This Improved Unarmed Strike, Stunning Fist, attack’s threat range is doubled, but it counts Concentration 4 ranks against your allowed attacks of opportunity this Benefit: To activate Way of the Empty Palm round. you must mediate to gain psionic focus. Once Special: A fighter who meets the prerequisites activated this mantra lasts for 1 minute as long may select this feat as one of his fighter bonus as you maintain psionic focus. While active the feats. save DC of your Stunning Fist attacks This benefit doesn’t stack with any other effect increases by 2. During this mantra you may that expands the threat range of a weapon expend your psionic focus as part of a Stunning (such as keen edge or the Improved Critical Fist attack to increase the duration of stunning feat). effect on a failed save to 1d4+1 rounds. Special: A fighter who meets the prerequisites WRATH OF THE DRAGON [Psionic, may select this feat as one of his fighter bonus Mantra] feats You focus your mind into a state of unchecked rage, no foe can stand before the fury of your WAY OF THE WARRIOR [Psionic, assault. Mantra] Prerequisites: Base attack bonus +6, Power When you focus your mind you gain a brief Attack moment of martial perfection, no warrior on Benefit: To activate Wrath of the Dragon you earth can match your fluid and precise must meditate to gain psionic focus. Once movements. activated this mantra lasts for 1 minute as long Prerequisites: Base attack bonus +6, Combat as you maintain psionic focus. When active you Expertise gain a +4 bonus on attack rolls to confirm Benefit: To activate Way of the Warrior you critical hits. During this mantra, you may must meditate to gain psionic focus. Once expend your psionic focus as part of a full activated this mantra lasts for 1 minute as long attack action to make an additional attack at as you maintain psionic focus. While active you your highest base attack bonus. gain a +4 bonus on checks to resist disarming Special: A fighter who meets the prerequisites and to resist or escape a grapple. During this may select this feat as one of his fighter bonus mantra you may expend your psionic focus as feats. an immediate action to make an attack of

56 Prestige Classes Chapter Five: Prestige Classes

special abilities granted by levels in the prestige classes. Class features such as Hit Dice, base This chapter presents ten prestige classes attack bonus, and base save bonus are not intended for psionic characters, many included in this loss. appropriate for manifesting classes. While most of these classes are oriented toward the psion SOULKNIVES AND PRESTIGE CLASSES or psychic warrior, other kinds of characters Sometimes, a soulknife may qualify for a should find some choices that appeal to them. prestige class with "+1 level of existing manifesting class" as part of a normal class PICKING A PRESTIGE CLASS benefit. This increased psionic training helps Psionic power tends to motivate those who those who follow the path of the mind blade as wield it to pursue hours of introspective study. well as the path of the manifester. At each level Prestige classes that grant abilities or features where a manifester level would increase by that would not normally be possible in another one, treat the soulknife as if he had gained a way serve as a manifestation of how these level of soulknife for the purposes of Mind Blade studies unlock unusual talents. and Mind Blade Enhancement. Should a player be interested in one of these It's less common, but sometimes a multiclass new prestige classes, he should first soulknife enters one of these prestige classes understand the requirements for entry. Many of with a bit of manifesting talent. In this special the new classes in this book have unusual or case, each indicated level of the prestige class strict requirements that can require multiple advances both the soulknife's mind blade and character levels of planning. Before choosing mind blade enhancement as above, and his any of these classes, the player should decide existing manifesting prowess by one level. what kind of psionic character he is trying to create. The table below shows the prestige Reading Prestige Class Descriptions classes from this chapter, summarizes their The majority of prestige classes in this book are signature abilities, and identifies what sort of presented in a traditional, shorter format. The category of psionic character they would best enlightened exemplar, enlightened protector, match. and sighted seeker are presented in an If a character should, through either voluntary expanded format, which contains additional or involuntary choices, no longer meet the information for GMs and players seeking to requirements of a prestige class, he loses all integrate these prestige classes into their games (information such as organizational

57 Untapped Potential: New Horizons in Psionics

PRESTIGE CLASS SUMMARY BEST FOR

Amalgamist Master of crystalics and the crystalic limb Psychic Warriors

Anyform Savant Infinite flexibility in form Egoists

Energist Energy powers are his forte Kineticists

Enlightened Exemplar Scholarly student of peace and reason Psions (all devotions), Wilders, Society Minds

Enlightened Protector Guardians of the exemplars Psychic Warriors, Soulknives

Knight Meditant Calm of mind, strong of body Marksmen, Psychic Warriors, Soulknives, Monks, Wilders, Fighters, Rangers, Paladins

Maverick Voidshaper Reality bends at her whimsy Nomads, Wilders

Phenotype Impressionist Reshape constructs as you do your body Shapers

Psicrystal Imprinter Psicrystal becomes more like its master Psions (all devotions), Wilders, Society Minds

Sighted Seeker Ultimate inquisitive and bounty hunter Seers, Rangers, Rogues, Society Minds resources or adventure hooks). Each prestige amalgamist discipline – frequently serve to class is also presented with a sample enhance the bearer in combat. encounter, to showcase the class to a new party. All material introduced in this book is Hit Die: d6 marked with the UT symbol; other rules elements are found in the Expanded Psionics Handbook. ENTRY REQUIREMENTS References to “mode checks” and “resting To qualify to become an amalgamist, a modes” refer to the Mindscapes psionic combat character must fulfill the following criteria. system; if you are not using this variant from Base Attack Bonus: +3 Hyperconcious: Explorations in Psionics by Skills: Heal 4 ranks, Knowledge (Psionics) 8 Bruce R. Cordell, you may ignore all such ranks entries, as they are not critical to any encounter. Feats: Craft Crystalic UT Manifesting: Able to manifest body adjustment Amalgamist and either metaphysical claw or metaphysical ”It’s actually far more comfortable than it looks.” weapon. Special: Must have successfully grafted at least The body’s ability to adapt and accept physical one crystalic on yourself alterations are central to the tenets of the amalgamist. Through the medium of crystalics Class Skills (a new item type introduced in Chapter 8), he The amalgamist’s class skills are Autohypnosis, reshapes his body and those of his patients – Climb, Concentration, Craft, Heal, Intimidate, sometimes out of necessity, sometimes out of Jump, Knowledge (Psionics), Profession, desire. An amalgamist’s defining feature is his Psicraft, and Swim. own unique crystalic limb, which can be altered Skill Points at Each Level: 2 + Int modifier. through metacreativity on the fly to better suit the task at hand. This limb serves as both an Class Features extension of the body and as a multipurpose All of the following are class features of the tool – even a weapon if need be. amalgamist. Amalgamists in Rajrin emerged among the crystal-skinned maenads. Crystalics in general Weapon and Armor Proficiency: Amalgamists also are a maenad invention, and the concept gain no additional proficiency in any weapon or behind them appears in more common races as armor. hook-hands or peg-legs. However, the amalgamist’s art is so much more advanced Manifesting: At every level indicated on the than these simple effects that they would put table, the amalgamist gains additional power even magical surgery to shame, and unlike less points per day and access to new powers as if supernatural grafts, crystalics – and the he had also gained a level in whatever

58 Chapter 5: Prestige Classes

manifesting class he belonged to before he crystalic limb normally takes ten minutes of added the prestige class. He does not, concentration, but experienced amalgamists however, gain any other benefit a character of may perform this task in less time (see below). that class would have gained (bonus feats, Sample configurations are listed below, along metapsionic or item creation feats, and so on). with their cost in restructuring points. These are This essentially means that he adds the level of all actual extensions of a limb, and as such amalgamist to the level of whatever manifesting cannot be disarmed or dropped. An amalgamist class the character has, and then determines cannot invest more restructuring points in any power points per day, powers known, and one of these options than his class level. manifester level accordingly. Tool (1 point): The ectoplasm forms any of the If a character had more than one manifesting metal tools or basic equipment (as found on class before he became an amalgamist, he Table 7-8 in the Player’s Handbook) that the must decide to which class he adds the new amalgamist could comfortably carry in one level of amalgamist for the purpose of hand. He may rotate between a hand form and determining power points per day, powers a tool form as a free action. If this ability is known, and manifester level. selected more than once, the amalgamist may only emulate one tool at a time, but can switch Crystalic Limb (Su): The amalgamist learns between them with a free action. how to completely transform his arm into a fully- Extension (1pt): As a move action, an functional crystalic appendage. Most amalgamist may elongate his wrist to up to 50 amalgamists choose to replace their secondary ft, granting his hand the ability to affix to arm, although some do replace their primary. objects. The arm is suitable for use as rope in This crystalic gives the basic functionality of the this form (treat it as a steel chain), but is not limb being replaced (including sensory strong enough to move independently while feedback) and resembles a skeletal limb made extended. Another move action may be spent to completely out of crystal. The crystalic limb retract the hand, if it is not attached to anything, acts as a focus for metacreativity effects, which returning the arm to normal. If the arm is can be used to enhance the limb (see sundered in this form, the amalgamist takes 2 Restructure Limb, below). A crystalic limb is points of Strength damage, and his total psionically rather than naturally animate, and is available restructuring points are reduced by as tough as crystal. As such, it can endure however many points he had invested in some areas which would normally harm a extension until he repairs the limb through the normal limb, but falls limp and inanimate in Craft Crystalic UT feat (as if repairing a psionic areas such as a null psionics field. Unlike a item). normal crystalic, an amalgamist does not have If the amalgamist instead invests 2 points, by to pay for his crystalic limb, although it does concentrating, he may slowly move his take a week (as if creating a psionic item) to extended arm as if it were his normal arm, reshape his arm into a crystalic limb. accomplishing anything he could with the far hand power (although the limb must be able to Restructure Limb (Su): The amalgamist can physically reach the object and the amalgamist configure his crystalic limb in a variety of ways. is still limited by his senses). Each additional Adjusting the limb’s form involves the point invested beyond the base cost increases amalgamist calling ectoplasm around the the length by 20 ft. crystalic arm, and condensing it into the shape Claw (2 points): The amalgamist calls of his desire, using his limb as a framework. An ectoplasm around his crystalic limb in the form amalgamist may not form just anything using of a claw, gaining a claw attack that deals 1d6 this ability, though – he is limited by his own slashing damage if he is Medium-sized. If he is prowess with the limb, which is represented by a larger or smaller size, adjust the damage restructuring points. An amalgamist has a accordingly to the size difference. This claw has number of restructuring points equal to his key a +1 enhancement bonus to attack and damage ability modifier for manifesting, plus one rolls, is treated as psionic for purposes of restructuring point per class level. Restructuring damage reduction, and may be used as a points are not lost once they are used to shape primary or secondary natural attack as normal. a crystalic limb; the next time the limb is For every additional two points used, the claw’s reconfigured, all the points are regained and enhancement bonus increases by 1. new options may be chosen. Restructuring a Enhanced strength (2 points): An amalgamist

59 Untapped Potential: New Horizons in Psionics

may psychokinetically increase the strength of damage (and does not change the damage his crystalic limb, gaining a +2 competence type), but allows him to ignore up to 10 points of bonus on all Strength checks and Strength- an object’s hardness. This is most frequently based skill checks involving the use of the used when sundering weapons or breaking crystalic limb. For each 2 additional points doors. If he were to use sonokinesis while invested, the competence bonus increases by attempting a Strength check to break an object 2. of hardness 10 or less, he gains a bonus to the Sensor (3 points): The amalgamist gain the check equal to the object’s hardness. ability to see from his hand as if it had the Weapon (3 points): The amalgamist’s crystalic Sighted ability of a psicrystal while he limb takes the form of any light or one-handed concentrates. This means, in part, that he could melee weapon. If he is not proficient with the look around corners by holding his hand out or weapon, the amalgamist takes standard combining it with the extension option. If the penalties. Feats and abilities that are tied to a amalgamist’s normal visual or auditory senses specific weapon can be used with the crystalic are somehow impeded, the sensor’s input for limb while in this form. The weapon has a +1 that sense automatically replaces them (without enhancement bonus on attack rolls and the need to concentrate), allowing him to damage rolls, and is treated as psionic for remain functioning normally. purposes of damage reduction. If the amalgamist instead invests 5 points, in For every two additional points used, the addition to the normal sensor benefits, he also weapon’s enhancement bonus increases by 1. gains tremorsense out to 20 ft. from his hand by An amalgamist may choose weapon special placing it on the ground. Every additional point abilities in place of an equivalent additional invested in sensor increases the range of the enhancement bonus. Sighted ability (and tremorsense, if available) by For example, Sucari, a psychic warrior 5 / 10 ft. amalgamist 6 with a Wisdom of 16, has 9 Shield (1 point): Ectoplasm forms a thick, wall- restructuring points. He could choose his limb like surface extending from the forearm, forming to take the form of a +1 longsword by investing a buckler or a small or large shield (chosen at 3 restructuring points and then invest another 4 the time of restructuring) with a +1 points to make it a +2 psychokinetic longsword. enhancement bonus. For each additional point He would still have two restructuring points left invested, the shield’s enhancement bonus to invest into other options. increases by 1, to a maximum of +5. Sonokinesis (3 points): The amalgamist’s fist Other options for your limb are available, as becomes broader and his wrist reinforces its determined by your GM. connection to the arm. While making an attack with his crystalic limb (either an unarmed strike Enhanced Prosthesis (Ex): Through intense or using the claw or weapon options), an study of the psionic limbs he is able to create, amalgamist using sonokinesis may imbue it with the amalgamist is able to enhance this sonic energy. Doing so imposes a -2 penalty to prosthesis as if a normal limb. He may apply

Table 5-1: THE AMALGAMIST

Level BAB Fort Ref Will Special Manifesting

1 +0 +2 +0 +0 Crystalic Limb, Restructure Limb - 2 +1 +3 +0 +0 - +1 level of existing manifesting class 3 +2 +3 +1 +1 Enhanced Prosthesis +1 level of existing manifesting class 4 +3 +4 +1 +1 Rapid restructuring (full round action) - 5 +3 +4 +1 +1 - +1 level of existing manifesting class 6 +4 +5 +2 +2 Multi-Function Crystalic +1 level of existing manifesting class

7 +5 +5 +2 +2 Rapid restructuring (move action) +1 level of existing manifesting class

8 +6 +6 +2 +2 Efficient Crafting - 9 +6 +6 +3 +3 - +1 level of existing manifesting class 10 +7 +7 +3 +3 Rapid restructuring (swift action) +1 level of existing manifesting class

60 Chapter 5: Prestige Classes

any crystalic that requires an arm or hand to his equipment. An aggressive maenad, Sucari will crystalic limb as if it was a normal limb. These attempt to purchase any crystal items the party crystalics do not count toward the normal limit has at much lower than their actual value. If the of five per creature, but an amalgamist may party refuses, he may attempt to take the items only add up to his class level in additional forcefully if he feels he can succeed. His crystalics to the crystalic limb. primary weapon – his crystalic limb itself – normally is in the form of his hand, but if combat Rapid Restructuring (Su): The amalgamist is breaks out he restructures it into a weapon as a able to quickly reconfigure his crystalic limb. At move action (his preferred form is a +2 4th level, he may reconfigure his crystalic limb psychokinetic longsword, included below, but if as a full round action that provokes an attack of he needs to restructure his limb to counter opportunity. At 7th level, he may perform this specific foes or tactics, he will). Succumbing to as a move action, and at 10th level he may do his demands or letting him know of their so as a swift action. equipment in another way is a very bad idea for the party; he may follow them around, waiting Multi-Function Crystalic (Ex): At 6th level, an for them to build up a larger stockpile of amalgamist is able to create a dual-function valuable crystal goods before striking for the big crystalic that only takes up one body piece and haul. one attachment process. This crystalic only applies the larger of the penalties between the SUCARI two crystalics. The cost for this dual-function Male maenad psychic warrior 5 / amalgamist 7 crystalic is one and a half times the cost of the NE Medium humanoid (psionic) sum of the two crystalics’ costs. Init +4; Senses Listen +4, Spot +4 For example, Sucari could make adamantine Languages Common, maenad rending claws (a combination of the adamantine Mode +3 (Force Multiplier +4) fists UT and the rending claws UT crystalics) that would provide the wielder’s unarmed attacks AC 22, touch 13, flat-footed 19 with slashing damage and allow them to (+2 Dex, +6 armor, +3 shield, +1 deflection) overcome damage reduction as an adamantine hp 88 (12 HD); DR 2/cold iron weapon, but would only impose the penalty of Fort +11, Ref +6, Will +5 rending claws (the bigger penalties of the two) for a cost of 10,125 gp. Speed 40 ft. (8 squares) Melee +2 psychokinetic longsword (crystalic Efficient Crafting (Ex): At 8th level, an limb) +14/+9 (1d8+5+1d4, 18-20/x2) amalgamist is able to create crystalics more Melee touch +12 (as power) efficiently than normal. He pays only two-thirds Space 5 ft.; Reach 5 ft. the normal amount of XP and gp he would pay Base Atk +8 / Grp +12 to create any crystalic. This does not change Atk Options Greater Psionic Weapon, Deep the crafting time. Impact Special Actions Restructure limb (move Sample Encounter action), Psionic Meditation, Psicrystal Amalgamists make for versatile melee Containment, outburst UT opponents; having a weapon that can be Combat Gear Crystalics: lumidermis , UT customized on the fly for the task at hand is a quickening bands , crystalic limb (+2 nice tactical advantage. GMs can create psychokinetic longsword) memorable and challenging encounters by Power Points Remaining 41 of 46; Psychic finding the right set of combat maneuvers and Warrior Powers Known (ML 10, DC 12 + matching them to an amalgamist’s weapon levels + augment): configuration; see the mantra feats in the 4th – weapon of energy A Chapter 4 for inspiration. 3rd – dimension slide , hostile empathic A EL 12: Sucari was made an outcast from his transfer , psionic keen edge* A former psionic academy due to his unethical 2nd – body adjustment , hustle, physical A UT experimentation with crystalics. He is likely to acceleration A ambush the party as soon as the leave an area 1st – biofeedback , detect psionics, A or building known to house psionics merchants, metaphysical weapon UT and will go straight for the PC carrying the most – New power described in Chapter 7

61 Untapped Potential: New Horizons in Psionics

* – Already manifest (at power points this understanding become what others term indicated) anyform savants. For an anyform savant, the Psi-like abilities (ML 6) physical body is just as mutable as one’s 1/day – energy ray (sonic, 6d6) attitude or beliefs. While others may draw upon the forms of a few mighty beasts to serve as a Abilities Str 18, Dex 14, Con 14, Int 10, Wis 15, shapechanging basis, an anyform savant draws Cha 8 upon the vast diversity of the world she lives in SQ Multi-function crystalic, enhanced – she is as far ahead of other shapechangers in prosthesis, naturally psionic (2) this field as the average egoist is ahead of a Feats Craft Crystalic UT, Deep Impact B, Greater commoner. Psionic Weapon, Psicrystal Affinity (Nimble) B, Psicrystal Containment, Psionic Body B, Psionic Hemanyaliz the pathos dragon UT was an avid Meditation, Psionic Weapon trickster and rogue philosopher fond of Skills Balance +2, Concentration +15, Heal +8, humiliating thinkers he felt were too stuffy and Knowledge (Psionics) +8 strict. In his rivalry with the logos dragon UT Possessions combat gear plus amulet of Karvamanius, he developed most of the health +2, belt of giant strength +2, grafting metamorphic techniques that mark the anyform needle UT, +2 mithral shirt, +2 light steel shield, savant's abilities today. He admitted that he ring of protection +1, and 885 gp. might not be the first, although his insights into the nature of existence and of form remain Restructure Limb (Su): Sucari can arrange 9 essentially incomprehensible to modern points worth of abilities as he sees fit in his limb scholars, so his claim is difficult to verify. as a move action. See above for various options. Hit Die: d6 Outburst (Ex): Sucari can subjugate his mentality once per day with a standard action. ENTRY REQUIREMENTS For up to 4 rounds, he suffers -2 Intelligence To qualify to become an anyform savant, a and Wisdom but gains +2 Strength. character must fulfill the following criteria. Hook “'What am I', you ask? I'm simply a Skills: Heal 5 ranks, Knowledge (Psionics) 8 maenad. Although you might say I've been ranks, Knowledge (Nature) 4 ranks 'enhanced'.” Feats: Formbinder UT, Psionic Body Manifesting: Able to manifest assume form UT Anyform Savant and at least 2 other powers of the “Blessed heavens! What did she become Shapechanging subdiscipline (see Chapter 7: NOW?” Powers for more information).

Psychometabolism teaches those who have Class Skills learned to change their physical structure that The anyform savant’s class skills are the body is but a vessel. Those who go beyond Autohypnosis, Concentration, Craft, Disguise,

Table 3-2: THE ANYFORM SAVANT Level BAB Fort Ref Will Special Manifesting 1 +0 +0 +0 +2 Additional imprint, abandon limits - 2 +1 +0 +0 +3 Expanded shapechanging +1 level of existing manifesting class 3 +1 +1 +1 +3 Superior assume form +1 level of existing manifesting class 4 +2 +1 +1 +4 Additional imprint - 5 +2 +1 +1 +4 Expanded shapechanging +1 level of existing manifesting class 6 +3 +2 +2 +5 Superior animal affinity +1 level of existing manifesting class 7 +3 +2 +2 +5 Additional imprint - 8 +4 +2 +2 +6 Expanded shapechanging +1 level of existing manifesting class 9 +4 +3 +3 +6 Superior assume ability +1 level of existing manifesting class 10 +5 +3 +3 +7 Additional imprint, infinite variety, evershifting soul -

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Heal, Knowledge (Psionics), Knowledge the highest level of powers she can currently (Nature), Profession, and Psicraft. manifest. Skill Points at Each Level: 2 + Int modifier Superior Assume Form (Su): At 3rd level, the Class Features anyform savant can manifest the assume form All of the following are class features of the UT power with the following additional augments: anyform savant. 1. If you spend an additional 6 power points, Weapon and Armor Proficiency: Anyform this power’s duration becomes “1 hour (D)”. savants are proficient with the natural attacks of 2. If you spend an additional 2 power points, the forms they assume. They do not gain any you gain all the natural and extraordinary proficiency with armor. senses of the form you assume, including blindsense, blindsight, darkvision, low-light Manifesting: At every level indicated on the vision, scent, and tremorsense, as applicable. table, the anyform savant gains additional You also gain the creature’s racial bonuses on power points per day and access to new skill checks. powers as if she had also gained a level in whatever manifesting class she belonged to Superior Animal Affinity: At 6th level, the before she added the prestige class. She does anyform savant can manifest the animal affinity not, however, gain any other benefit a character power with the following additional augments: of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). 1. For an additional 6 power points, this power’s This essentially means that she adds the level duration becomes “1 hour (D)”. of anyform savant to the level of whatever 2. If you spend one additional power point, you manifesting class the character has, and then gain a +2 competence bonus to whichever determines power points per day, powers physical ability score(s) animal affinity is known, and manifester level accordingly. providing an enhancement bonus to. Every If a character had more than one manifesting additional power point spent increases this class before she became a anyform savant, she bonus by 2. This competence bonus cannot must decide to which class she adds the new increase an ability score beyond the norm for level of anyform savant for the purpose of whatever form you are in. determining power points per day, powers For instance, this augment provides no known, and manifester level. additional benefit if you are in your normal form. If you assume the form of a stronger creature, Additional Imprint (Ex): Anyform savants can this augment may allow you to increase your imprint more forms than others with the Strength to any value up to that form's strength. Formbinder UT feat. At 1st level and every three This benefit is redetermined each time you levels thereafter, an anyform savant adds one change shape. to his maximum limit on stored forms. (For more information on this process, see the Formbound If the savant does not know the animal affinity descriptor in Chapter 7: Powers). power, this ability has no effect until she learns it. Abandon Limits (Su): The anyform savant starts to ignore her body’s limitations. When Superior Assume Ability: At 9th level, the manifesting powers from the Shapechanging anyform savant can manifest the assume ability subdiscipline, her manifester level is treated as UT power with the following additional augments. one higher than normal for every two class levels she has (minimum 1). 1. For an additional 6 power points, this power’s duration becomes “1 hour (D)” Expanded Shapechanging (Su): At 2nd level 2. For every additional power point you spend, and every 3 levels thereafter (5th and 8th), the you may assume an additional extraordinary anyform savant may add any one power of the ability of the imprinted creature. This augment Shapechanging subdiscipline to her list of supersedes assume ability's existing augment. powers known, regardless of whether or not it appears on the normal list of powers available If the savant does not know the assume ability to her. The power cannot be a higher level than power, this ability has no effect until he learns it.

63 Untapped Potential: New Horizons in Psionics

Infinite Variety (Ex): At 10th level, the anyform imprint of an archon, borrow essence could savant is no longer restricted to adopting the only grant you an archon’s abilities, and not the abilities of a single creature at a time. When abilities of any other imprint. manifesting Formbound powers of the XP COST: 200 xp. Shapechanging subdiscipline while under an effect that grants another creature’s form, the Sample Encounter savant can choose a different imprinted Anyform savant NPCs make great encounters creature than the one that she is currently for surprising the party with. Versatile transformed into, ignoring the restrictions of the opponents with tons of options available to power. them from the numerous forms they have imprinted, savants can quite literally pull a rabbit Evershifting Soul (Ex): While any (or dragon or man-eating beast) out of their hat shapechanger can assume the body of another when no one expects it. being, it takes an experienced anyform savant EL 9: Jehenma is a strictly professional to copy the soul. At 10th level, an anyform bodyguard who works for the highest bidder. UT savant adds fluidic form and borrow essence The party might have to fight her if the villain (see below) to her list of powers known, even if they’re facing has hired her ahead of time. Her she cannot manifest them. At any point when skill as an anyform savant grants her a number her manifester level (including the increase of useful tactics that she puts to good use in her from Abandon Limits, above) is at least 17, she career. She is often carried by her client while in may manifest these powers normally, even if the shape of a bracelet or charm, thanks to she is not normally capable of manifesting other inanimate transformation. Already protected by 9th level powers at the time. inertial armor and detect hostile intent, she The borrow essence power is not available to stays connected to the client or another members of other classes except through the bodyguard with sense link and communicates use of the feats Expanded Knowledge and Epic with missive. At the first sign of trouble, the Expanded Knowledge. client throws Jehemna on the ground, where she will immediately transform into a fighting Borrow Essence shape – usually a dire lion – and respond Psychometabolism (Shapechanging) immediately. If necessary, she will enhance [Formbound] herself further with other powers or protect the Level: Anyform Savant 9 client with wall of ectoplasm. If hopelessly Display: Vi outmatched, she manifests inanimate Manifestation Time: 1 standard action transformation again to regain the form she Range: Personal started the encounter in. If the PCs are not Target: You thorough in their investigations, they may Duration: 1 minute mistake her for a psionic item. Power Points: 17, xp JEHENMA (HUMAN) As a master anyform savant, you are able to Female human egoist 5 / anyform savant 4 not only assume the physical form of a TN Medium humanoid (psionic) creature, but also to mimic its soul. You gain all Init +0; Senses Listen +4, Spot +6 the extraordinary and supernatural special Languages Common, dwarven, elven, orc abilities of a single imprinted creature. If an Mode +5 (Brain Hammer +0) extraordinary or supernatural ability would require unusual anatomy, it doesn't function AC 17, touch 10, flat-footed 17 unless you also have that anatomy. (+7 armor) hp 44 (9 HD); DR 2/cold iron If you are not an anyform savant and are under Fort +4, Ref +2, Will +9 the effect of another Formbound power that grants you characteristics of an imprinted form Speed 40 ft. (8 squares), Speed of Thought, Up (such as assume form), you may only assume the Walls abilities from the imprinted form that the Melee Masterwork dagger +6 (1d4+1, 19-20/x2) existing effect is using. For instance, if you are Space 5 ft.; Reach 5 ft. under the effect of assume form using the Base Atk +4; Grp +5

64 Chapter 5: Prestige Classes

Atk Options Psionic Charge Fort +5, Ref +3, Will +8 Combat Gear impression crystal (carries two forms) UT, Crystalic: lumidermis UT, 3 crawling Speed 60 ft. (12 squares), Speed of Thought, tattoos of concussion, crawling tattoo of ego Up the Walls whip Melee 2 claws +14 melee (1d6+8, 20/x2) and Power Points Remaining 35 of 55; Egoist bite +9 melee (1d8+4, 20/x2) Powers Known (ML 7, DC Space 10 ft.; Reach 10 ft. 13+level+augments), Overchannel, Talented, Base Atk +4; Grp +12 abandon limits, superior assume form, superior Power Points Remaining 30 of 55 animal affinity: 4th – inanimate transformation* S UT, wall of Abilities Str 19, Dex 12, Con 17, Int 17, Wis 13, ectoplasm Cha 8 3rd – assume form A S UT, body adjustment A, dispel psionics A, physical acceleration A UT The above statistics block is for Jehenma in her 2nd – animal affinity A S, biofeedback A S, unmodified form and her dire tiger form. chameleon S, detect hostile intent*, everyman A S Between all her imprinted forms and her UT impression crystal, she has eight different forms 1st – control flame A, inertial armor* (7) A, (on top of the dire lion) she can have imprinted. missive A, sense link* A, thicken skin A S It’s up to the GM what options she should have. UT – New power described in Chapter 7 More likely than not the PCs will encounter her S – Shapechanging power in dire lion form, having dropped her disguise * – Already manifest (at base power point from inanimate transformation. It is her favorite cost unless otherwise indicated) combat form, made especially deadly with the mobility granted from the Psionic Charge and Abilities Str 12, Dex 10, Con 14, Int 17, Wis 13, Up the Walls feats. Cha 8 SQ Additional imprint (2) Energist Feats Formbinder UT, Overchannel B, Psionic B “That’s not like any fireball that I’ve ever Body, Psionic Charge, Speed of Thought , seen…” Talented, Up the Walls Skills Concentration +14, Disguise +11, Heal Manipulating energy is core to those psions of +13, Knowledge (psionics) +9, Knowledge the kineticist devotion. All manifesters have the (nature) +9 potential to turn that energy into devastating Possessions combat gear plus masterwork weapons or potent defenses. Those who seek dagger and 98 gp to utilize the power of the different energies they are able to tap to the exclusion of other Abandon limits (Su): Jehenma manifests avenues become energists. Most frequently Shapechanging powers as a 9th level entered by kineticists or devoted kineticists, a manifester. few experienced and dedicated wilders or Superior animal affinity (Su): Jehenma has psions of other devotions may find the path of special augment options when manifesting the energist intoxicating. animal affinity. See above for more information. Superior assume form (Su): Jehenma has The dromites of Rajrin train the best energists in special augment options when manifesting the world, although it is hardly restricted to assume form. See above for more information. them. Many kineticists have come up with the Hook “Perhaps something in claws…” basic tenets of their own. A dromite-trained energist – named an “archon” of the caste that JEHENMA (DIRE LION) trained it, such as “Voice Archon” or “Ice TN Large humanoid (psionic) Archon” – is more likely to be encountered on Init +1; Senses Low-light vision, scent; Listen Rajrin, however, and will usually favor the +4, Spot +6 energy type of its parent caste.

AC 17, touch 10, flat-footed 17 Hit Die: d4 (+1 Dex, -1 size, +7 armor) hp 67 (9 HD); DR 2/cold iron

65 Untapped Potential: New Horizons in Psionics

ENTRY REQUIREMENTS energist for the purpose of determining power To qualify to become an energist, a character points per day, powers known, and manifester must fulfill the following criteria. level. Skills: Knowledge (Psionics) 15 ranks, Psicraft 15 ranks Improved Attunement (Su): The experience Feats: Empower Power, Spirit of the Attuned UT an energist has gained in dealing with Manifesting: Ability to manifest energy cone manipulating energy allows him to exceed his and at least three other energy powers. normal limits. As long as the energist maintains an attuned energy (through the Spirit of the For the purposes of these requirements and the Attuned UT feat), he manifests powers with his energist’s class features, an energy power is attuned energy type as if his manifester level one that requires the manifester to choose fire, was one higher. This includes the ability to cold, electricity, or sonic energy, and gains that spend an additional power point in subtype when used. augmentation, if applicable.

CLASS SKILLS Energy Mastery: An energist gains the The energist’s class skills are Autohypnosis, opportunity to select a special ability from Concentration, Craft, Disable Device, among those described below by permanently Intimidate, Knowledge (all skills, taken sacrificing power points from his daily power individually), Profession (any), and Psicraft. point pool. Every special ability has a minimum Skill Points at Each Level: 2 + Int modifier required power point cost, as specified in its description. An energist cannot choose to lose Class Features more than his manifester level in power points. All of the following are class features of the Energy powers that do not have a saving throw energist. (such as energy ray) modified by one of the energy mastery options that indicate a saving Weapon and Armor Proficiency: Energists throw require a saving throw to resist the gain no additional weapon or armor secondary effect, but not the damage. Saving proficiencies. throws for this secondary effect are calculated based upon the power’s level. Manifesting: At each level indicated, energists Composite Energy: An energist is skilled at gain additional power points per day and manifesting multiple energy types at once. access to new powers as if he had also gained When manifesting an energy power, he may a level in whatever manifesting class he choose the following options in addition to the belonged to before he added the prestige class. normal four energy types, his powers thereby He does not, however, gain any other benefit a gaining the descriptors associated with each character of that class would have gained type: Rimefire [Cold, Fire], Plasma [Fire, (bonus feats, metapsionic or item creation feats, Electricity], Ash [Fire, Sonic], Thunder [Sonic, and so on). This essentially means that he adds Electricity], Frost [Cold, Electricity], and Gale the level of energist to the level of whatever [Cold, Sonic]. manifesting class the character has, and then Because an energist no longer selects fire, cold, determines power points per day, powers electricity or sonic, but instead chooses a known, and manifester level accordingly. composite type, the special effects of the initial If a character had more than one manifesting energy types are not applied to the power. class before he became an energist, he must In addition to having these extra energy options decide to which class he adds the new level of available, each composite energy type grants

Table 3-3: THE ENERGIST Level BAB Fort Ref Will Special Manifesting 1 +0 +0 +0 +2 Energy mastery, improved attunement - 2 +1 +0 +0 +3 Energy mastery +1 level of existing manifesting class 3 +1 +1 +1 +3 Energy mastery +1 level of existing manifesting class 4 +2 +1 +1 +4 Energy mastery +1 level of existing manifesting class 5 +2 +1 +1 +4 Energy mastery +1 level of existing manifesting class

66 Chapter 5: Prestige Classes

an additional augment option to any power it is your sonic damage stuns your target for one applied. round unless it succeeds a Fortitude saving Ash – If you spend 4 additional power points, throw. the target is nauseated unless he succeeds on Debilitating Energy requires a sacrifice of 5 a Fortitude saving throw. power points to learn. Frost – If you spend 4 additional power points, Diminished Power: By manipulating energy the target takes a -2 penalty on his attack rolls for a long enough period of time, an energist is and Armor Class for one round unless he able to more closely regulate how much power succeeds on a Fortitude saving throw. is invested in any manifestation. Add the Gale – If you spend 4 additional power points, following augmentation to each energy power the target is knocked prone unless he succeeds known: a Reflex saving throw. “For each power point spent less than the given Plasma – If you spend 4 additional power power point cost, the power’s damage is points, the target is blinded for 1d4 rounds decreased by 1 dice of damage and the save unless he succeeds on a Reflex saving throw. DC is decreased by 1.” Rimefire – If you spend 4 additional power Diminished Power requires a sacrifice of 7 points, at the start of your next turn the subject power points to learn. takes half the energy damage it took from this Distinguishing Energy: An energist’s mastery power unless the target succeeds a Reflex of the energy he handles allows him to affect saving throw. energy powers with an area of effect so that his Thunder – If you spend 4 additional power allies do not get harmed. He may create points, the target is deafened for 1d4 rounds pockets inside the area effect that the energy unless he succeeds on a Fortitude saving does not touch, thereby keeping that portion of throw. the effect safe. The minimum dimension of The damage dealt by a composite energy these spaces is a 5-foot cube. power is half of each type. For instance, if a Distinguishing Energy requires a sacrifice of 11 power with the rimefire selection dealt 30 points power points to learn. of damage, 15 points would be cold damage, Energized Feedback (Su): When an energist and 15 points would be fire damage. is targeted by a power or effect with one of the Composite Energy requires a sacrifice of 7 four energy descriptors (fire, cold, electricity, or power points to learn. sonic), he may expend his psionic focus to Debilitating Energy: The powers an energist rebound the effect back on its originator. If the wields have a devastating effect on his energist is not the direct target, but is affected enemies, rendering them weaker. Any time an by the effect (for instance, a fireball or energy energist manifests an energy power, he gains cone), the portion affecting the energist is still the following augment options: rebounded. If the energist has an attuned Fire: If you spend 2 additional power points, energy and the effect carries the same your fire burns as if the target was doused in oil. descriptor, all variable, numeric effects of the The following two rounds, the target takes one rebounded effect are increased by 50% (as if point of damage per die of damage from the through the Empower Power feat). initial effect. The target may make a Reflex Energized Feedback requires a sacrifice of 13 saving throw to attempt to put the fire out as a power points to learn. move action. Energy Boost (Su): Choose one energy power Cold: If you spend 2 additional power points, per class level; the power must allow the target your cold roots the target in place. Unless the a saving throw. This choice continues to grant target makes a Strength check (DC that of the additional powers as you gain energist levels; power), it cannot move for one round. While the number of energy powers chosen should rooted, it may still take other actions, but cannot always be equal to class level. Change the move from its current space augmentation of “For each 2 additional dice of Electricity: If you spend 2 additional power damage, increase the power’s save DC by 1” to points, your electricity disrupts the target’s “For each additional die of damage, increase actions. Unless it succeeds a Fortitude saving the power’s save DC by 1”. throw, it suffers a –1 penalty on attack rolls, Energy Boost requires a sacrifice of 15 power saving throws, skill checks, and ability checks points to learn. for the next round. Enhanced Energy (Su): All energy powers Sonic: If you spend 2 additional power points, gain the following augment:

67 Untapped Potential: New Horizons in Psionics

Augment: For every additional 2 power points immunity or resistance. Powers imbued with you spend, the size of the damage die of this order deal an additional 2d6 points of damage power increase by one step: d4 becomes d6, d6 to creatures with the chaotic subtype. becomes d8, d8 becomes d10, and d10 An energy power imbued with madness adds a becomes d12 (the maximum). If the power random multiplier to the power. After deals damage other than energy damage, this manifesting the power, roll 1d6; on a 1, the augment only alters the dice that deal energy power’s damage is unaffected, on a 2 or 3, the damage. power’s damage is halved, on a 4 or 5, the Enhanced Energy requires a sacrifice of 9 power’s damage is increased by 50%, and on a power points to learn. 6, the power’s damage is doubled and behaves Heightened Attunement (Su): While you as if the energist had spent 1 more power point maintain an attuned energy, you gain one free than he actually did (potentially exceeding his point of augmentation per energist level when manifester level). Powers imbued with madness you manifest energy powers with a descriptor deal additional 2d6 points of damage to matching your attuned energy. These free creatures with the lawful subtype. points cannot allow you to spend more points If you have selected Irresistible Energy, apply on the energy power than your manifester level. that ability before bypassing resistance. For example, if Ralkl, a kineticist 12/energist 3, Metaphysical Energy requires a sacrifice of 11 is attuned to fire and spends 1 power point power points to learn. manifesting a fire energy ray, it behaves as if 4 Penetrating Energy (Su): The energy powers power points had been spent. If instead 15 manifested by an energist are able to overcome power points had been spent, (noting the power resistance more successfully than usual. increased manifester level for fire due to An energist gains a +2 bonus per class level to Improved Attunement), there would not be any bypass power resistance when manifesting an benefit from Heightened Attunement (as energy power. This bonus stacks with other Heightened Attunement cannot exceed bonuses such as Power Penetration. manifester level). Penetrating Energy requires a sacrifice of 9 Heightened Attunement requires a sacrifice of 7 power points to learn. power points to learn. Irresistible Energy: When an energist Sample Encounter manifests an energy power, it overcomes up to Two kinds of challenges can be expected from twice his class level in energy resistance of the energist NPCs – fights and tests of strength. target that would apply to the damage from the The second will probably be the easiest for the power. If the creature is vulnerable to this party, as seeing a new explosive technique energy type, it takes twice as much (+100%) demonstrated can easily satisfy an energist. damage from the power (instead of +50%), Impress the energist enough and the party may regardless of the outcome of the saving throw have a new friend. The fights will be harder and (if any). shorter; defeating an energist means having to The energist may expend his focus while finish him off before his powers do too much manifesting an energy power to ignore all damage to the party. The players would be wise energy resistance and energy immunity that to beware the energist traveling in a group; would apply to the damage from the energy many militaries value their capability as artillery power. pieces. Irresistible Energy requires a sacrifice of 11 EL 18: The party may encounter Ralkl during a power points to learn. thunderstorm, when the lightning seems Metaphysical Energy: When an energist exceptionally close and stronger than usual. manifests an energy power, he may choose to Predisposed to lightning, Ralkl tends to roam in metaphysically reorganize the energy according search of storms and as such, tends to frequent to the principles of order or madness. Powers the shores of Rajrin, enjoying the stormy ocean imbued with metaphysical energy cost 2 and the large squalls that are often brought to additional power points to manifest. the coast. During these storms, Ralkl tends to An energy power imbued with order add some lightning if the storm doesn’t have automatically does three-quarters of its enough on its own. Although not malicious, maximum damage on a failed save and, if the Ralkl enjoys a good duel or fight every so often enemy is immune or resistant to the damage and has been known to seek one out. The type, half of the power’s damage ignores the dromite is always seeking ways to test those

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powers in its repertoire against competent improved attunement, debilitating energy, opponents, looking for new tactics or to hone enhanced energy, heightened attunement, skills. He usually begins the encounter attuned penetrating energy, shaped energy: to electricity, thanks to his Spirit of the Attuned 8th – bend reality X, greater psionic teleport, UT feat. The PCs may manage to earn his psionic telekinetic sphere respect by demonstrating the knowledge or 7th – energy conversion, evade burst A, ability to produce an extremely powerful reddopsi electricity effect. If he feels the heroes to be too 6th – co-opt concentration, psionic weak to waste his time on, Ralkl may just try to disintegrate A, retrieve A test them with intimidating powers. He will make 5th – energy current A, kinetic aura A UT, the passage over the cliffs difficult with control power resistance, psionic true seeing* air, demoralize, psionic disintegrate, and 4th – energy adaptation A*, energy ball A, various energy powers – not with the intent to psionic dimension door, psionic freedom of kill or harm the PCs, but rather to see if they movement frighten and run off, or stay the course. 3rd – energy burst A, energy cone A, produce image A UT, touchsight A RALKL 2nd – concealing amorpha, control air A, Dromite kineticist 12 / energist 5 control sound, energy missile A CN Small monstrous humanoid (psionic) 1st – control object, demoralize A, energy ray Init +1; Senses Scent; Listen +3, Spot +5 A, entangling ectoplasm, missive Languages Common, dwarven, draconic UT – New powers described in Chapter 7 Mode +12 (Mind Insurgency -4) * – Already manifest (at base power point cost unless otherwise indicated) AC 25, touch 14, flat-footed 22 Psi-like abilities (ML 8) (+1 Dex, +1 size, +8 armor, +2 shield, +2 1/day – energy ray (electricity, 8d6) natural) hp 78 (17 HD) Abilities Str 6, Dex 13, Con 14, Int 24, Wis 13, Fort +7, Ref +6, Will +12, Spirit of the Attuned Cha 10 Resist electricity 5, Spirit of the Attuned SQ Naturally psionic (1) Feats Blind-fight B, Empower Power, Favored Speed 20 ft. (4 squares) Energy (Electricity)HC, Overchannel B, Point Melee Masterwork dagger +8/+3 (1d3-2, 19-20/ Blank Shot, Precise Shot, Psionic Meditation B, x2) Spirit of the Attuned UT, Talented, Quicken Ranged masterwork light crossbow +11 Power B (1d8+2/x3), Point Blank Shot, Precise Shot UT – New feat described in Chapter 4. Ranged touch +10 (as power), Point Blank Skills Autohypnosis +22, Concentration +22, Shot, Precise Shot Intimidate +20, Knowledge (Psionics) +29, Space 5 ft.; Reach 5 ft. Psicraft +29 Base Atk +8; Grp +3 Possessions combat gear plus headband of Atk Options Blind-fight intellect +6, +4 mithral chain shirt, ring of force Special Actions Psionic Meditation, Spirit of shield, masterwork light crossbow, 6065 gp the Attuned Combat Gear torc of power preservation, 20 Improved Attunement (Ex): While Ralkl is bolts attuned to an energy type through Spirit of the Power Points Remaining 217 of 233; Attuned, his manifester level is treated as one Kineticist Powers Known (ML 16), higher when manifesting energy powers Overchannel, Talented, Favored Energy matching that type. (Electricity), Quicken Power, Empower Power, FAVORED ENERGY The Favored Energy feat first appeared in Hyperconcious: Explorations in Psionics by Bruce R. Cordell. It is re- printed below. If you are not using Hyperconcious, replace Ralkl’s Favored Energy feat with Split Psionic Ray. FAVORED ENERGY [Psionic] You prefer a certain energy type over all others. Prerequisite: Ability to manifest the energy missile power Benefit: Choose one type of energy to become your favored energy: cold, electricity, fire, or sonic. Any time you manifest a power that deals damage of your favored energy type, the damage is +1 per die.

69 Untapped Potential: New Horizons in Psionics

Heightened Attunement (Ex): Ralkl freely supernatural means to control the mind of augments his attuned energy powers by 5 another being. For more information (including additional power points. This increase cannot exact specifics of the oath), see Chapter 6: raise the power’s cost above his manifester Organizations. level. Enhanced Energy: Ralkl may augment his CLASS SKILLS energy powers to increase the size of the The enlightened exemplar’s class skills are damage dice they deal. See above for more Autohypnosis, Concentration, Craft, Diplomacy, information. Listen, Knowledge (all skills, taken individually), Debilitating Energy: Ralkl may augment his Profession, Psicraft, and Spot. energy powers to hinder opponents. See above Skill Points at Each Level: 2 + Int modifier for more information. Penetrating Energy (Su): Ralkl’s energy CLASS FEATURES powers ignore energy resistance and energy Enlightened exemplars devote their time to immunity. spreading the message of enlightenment and in Shaped Energy: Ralkl may split an energy hours of self-examination. They strive always power’s area into two regions within range. for peaceful methods of teaching. All of the Hook “The beauty of the storm is that it strikes following are class features of the enlightened indiscriminately. I am the storm.” exemplar.

Enlightened Exemplar Weapons and Armor Proficiency: ”It is only by questioning everything that we can Enlightened exemplars gain no additional begin to understand.” proficiencies with weapons or armor. -Tyril Lureth, enlightened exemplar Manifesting: At every level except 1st, the There exist a group who are instilled with a core enlightened exemplar gains additional power belief of self-discovery and self-discipline. points per day and access to new powers as if These enlightened beings strive to raise their she had also gained a level in whatever own awareness as well as the awareness of manifesting class she belonged to before she those around them. The power of thought and added the prestige class. She does not, the absolute of logic were the driving forces however, gain any other benefit a character of behind these enlightened exemplars, the that class would have gained (bonus feats, intellectual sect of the Enlightenment (see metapsionic or item creation feats, and so on). chapter 6). This essentially means that she adds the level of enlightened exemplar to the level of whatever BECOMING AN ENLIGHTENED EXEMPLAR manifesting class the character has, and then The path to enlightenment is not for everyone. determines power points per day, powers Most of those who take up the path of the known, and manifester level accordingly. enlightened exemplar are psions, as the path of If a character had more than one manifesting the exemplar is one of introspection and deep class before she became an enlightened thought, which doesn’t fit with the more martial exemplar, she must decide to which class she psychic warrior, or the chaotic nature of the adds the new level of enlightened exemplar for wilder. Society minds have also been known to the purpose of determining power points per walk down the path toward enlightenment. day, powers known, and manifester level.

ENTRY REQUIREMENTS Enhanced Manifestation: At 1st level, an To qualify to become an enlightened exemplar, enlightened exemplar may treat her manifester a character must fulfill the following criteria. level as one higher than it actually is when Alignment: Any non-evil determining the level-dependent variables of Skills: Knowledge (Psionics): 8 ranks her powers (such as range and duration). This Feats: Open Minded, Psionic Meditation does not allow her to spend more power points Psionics: Ability to manifest 3rd level powers on one manifestation than her true manifester Special: Must be inducted into the order by a level. member of the Enlightenment. This involves If a character had more than one manifesting swearing an oath to never again use class before she became an enlightened

70 Chapter 5: Prestige Classes

exemplar, she must decide to which class she them, thereby allowing them a chance to learn adds this increase. from their mistakes.

Self Discovery: At 1st level and every two Advancement levels thereafter, an enlightened exemplar gains Choosing to become an enlightened exemplar the Expanded Knowledge feat as a bonus feat. is one that the more extroversive and benevolent manifesters tend to make. Psions Mind over Body (Ex): At 5th level, an and society minds most frequently follow this enlightened exemplar has learned to use the path. Perhaps you were approached directly by power of her mind to shrug off effects that might the Enlightenment, or maybe you heard of them hinder others. By making a successful DC 25 and sought them out on your own. A few Concentration check, she can ignore the effects exemplars were born into families touched by of being fatigued. With a successful DC 30 the Enlightenment, and have been training their Concentration check, she can lower the effects whole lives for this goal. In any case, you have of exhaustion to those of fatigue. The decided to become a member of an enlightened exemplar must re-roll this check organization whose goals match your own. every hour to maintain this effect. If the roll is By choosing to take up the cause of and unsuccessful, she can retry in an hour. become a part of the Enlightenment, you may be called upon by the organization in tasks or to Serenity (Ex): At 10th level, an enlightened help others. While you are not obligated to take exemplar has achieved a state of serenity that every mission given to you, it is unusual for a allows her to perform tasks impossible to those regular member of the Enlightenment to refuse with less disciplined minds. She may attempt to these requests without legitimate reasons. regain psionic focus as a swift action. This Resources increases the DC of the Concentration check by Members of the Enlightenment support each 10. The enlightened exemplar may still regain other when possible, although the sheer size of focus normally as a move action. the world and the urge to seek out and broaden the understanding of others tends to pull fellow PLAYING AN ENLIGHTENED EXEMPLAR members apart more than pull them together. By taking up the role of an enlightened In the presence of a tyrannical government, it is exemplar, you strive to teach others and to not uncommon for members of the protect their right to learn. Other adventurers Enlightenment to band together for a cause that may be surprised at how often you take time out only one or two may not have been able to of your day to instruct strangers. handle. An exemplar of the Enlightenment undertaking a particularly difficult mission on Combat behalf of the organization is typically assigned a You prefer to avoid combat if at all possible. If defender from amongst the enlightened there is no other choice, you seek to simply protectors (see below), although she may call incapacitate your foes instead of outright kill upon the services of a protector once per month

TABLE 3-4 THE ENLIGHTENED EXEMPLAR HIT DIE: D4 Level BAB Fort Ref Will Special Manifesting 1 +0 +0 +0 +2 Enhanced manifestation, self discovery - 2 +1 +0 +0 +3 - +1 level of existing manifesting class 3 +1 +1 +1 +3 Self discovery +1 level of existing manifesting class 4 +2 +1 +1 +4 - +1 level of existing manifesting class 5 +2 +1 +1 +4 Mind over body, self discovery +1 level of existing manifesting class 6 +3 +2 +2 +5 - +1 level of existing manifesting class 7 +3 +2 +2 +5 Self discovery +1 level of existing manifesting class 8 +4 +2 +2 +6 - +1 level of existing manifesting class 9 +4 +3 +3 +6 Self discovery +1 level of existing manifesting class 10 +5 +3 +3 +7 Serenity +1 level of existing manifesting class

71 Untapped Potential: New Horizons in Psionics

if she expects danger on one of her own to find out more about them. When a character undertakings. Protectors called this way makes a successful Knowledge check, use the typically arrive within a few days of the call and phrases or variations of them from below, serve for up to one day per class level of the including any information from lower DC exemplar. checks, should there be any. DC 10: The enlightened exemplars strive to ENLIGHTENED EXEMPLARS IN THE WORLD expand the minds of others through peaceful “I don’t always understand what she’s talking and logical means. They support and cultivate about, but I’d like to. Thankfully, she’s patient.” psionic potential. -Prauth Sharpeye, half-elven traveler DC 15: Peaceful, but steadfast, the enlightened exemplars work always to teach the An enlightened exemplar by himself is much doctrine of their organization, the like any other adventurer – someone seeking Enlightenment. out his path in the world, although he has the DC 20: Exemplars of the Enlightenment have benefit of knowing his cause: bringing a broad array of psionic potential, but have enlightenment to those who would otherwise go sworn oaths to never use it to affect the minds without. of others, instead relying on education and The Enlightenment organization can easily reason to change minds. It’s for this reason that have a small base of operations in nearly any they may seem overbearing when preaching urban locale, allowing a quick point of contact to their ways. those either seeking fellow members or those looking to gain entrance or the assistance of the Since the enlightened protectors are members organization. of the same organization, a character researching the enlightened exemplars learns Organization of them as well. Information from the protector’s Upon entering the Enlightenment, enlightened lore section (up to the check result) should also exemplars are taught some of the time-honored be made available to such a character. techniques to expand their understanding of the world, and of themselves. The exact location ENLIGHTENED EXEMPLARS IN THE GAME for these teachings is dependent on where the An enlightened exemplar character may be the new member is found, as the members of the driving force behind a part of your game, or he group do not feel the need to travel to a specific may simply follow the rest of the party, looking site for training, instead utilizing any spot to spread the word of understanding as the suitable. party makes their way in the world. The model he portrays of his belief can help give a NPC Reactions direction to a group that may not otherwise Those NPCs not in power tend to embrace the have a goal in mind. teaching of the enlightened exemplars, while Players who frequently enjoy heavy those seeking to keep others under control tend interaction with NPCs are likely to enjoy playing to reject them. As such, the more open-minded enlightened exemplars. Those who take commoners maintain a starting attitude of satisfaction in teaching others also make good indifferent, while close-minded and corrupt exemplars. NPCs instead typically have a starting attitude of unfriendly. Existing prejudices toward Adaptation psionics can shift these starting attitudes one The enlightened exemplar is dependent on level better or worse depending on the area – in there being the Enlightenment organization in regions that fear the powers of the mind, those the world. Because the group is a who openly teach it are attacked outright, while decentralized organization, working far and in areas where psionic talent is commonplace, wide to spread understanding and knowledge, members of the Enlightenment may be cheered there is no direct tie to a specific location. In or celebrated by the common folk. other games, they may have a singular base of operations, perhaps even a church of an ENLIGHTENED EXEMPLAR LORE educating deity or a grand university. In either Characters with ranks in Knowledge (psionics) of these cases, the enlightened protector (see can attempt to research enlightened exemplars below) should be adapted alongside the

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exemplar; they are sister classes and 2nd – concussion blast A, detect hostile compliment each other’s abilities well. intent*, dimension swap A, psionic levitate, read thoughts, thought shield A Sample Encounter 1st – burst, detect psionics, empathy A, A A The PCs might come across Tyril at any time, in energy ray , far hand UT particular if they are in a large city with an - New power described in Chapter 7 oppressive government. Her view of the party * – Already manifest (at base power point depends on if they support or work against such cost unless otherwise indicated) a regime. EL 10: If not part of a government mission, the Abilities Str 10, Dex 12, Con 14, Int 19, Wis 13, party is likely to see Tyril as she lectures to the Cha 8 characters as they pass by the town square. If Feats Craft Dorje, Empower Power, Expanded B the party seems interested, she will approach Knowledge (dimension swap) , Expanded B them for a deeper discussion. If working for a Knowledge (read thoughts) , Imprint Stone, B ruler or official the Enlightenment feels is Open Minded, Psicrystal Affinity (nimble) , B unnecessarily unjust, however, the PCs will Psionic Meditation , Psionic Talent soon find themselves solidly hindered by a Skills Concentration +15, Diplomacy +10, peaceful yet firm manifester capable of Knowledge (local) +17, Knowledge (psionics) impressive psionic feats. A concussion blast +17, Psicraft +19 dealing subdual damage is Tyril’s favored Possessions masterwork crossbow, 20 bolts, weapon. masterwork dagger, headband of intellect +2, +2 chain shirt, ring of protection +1, dorje of TYRIL LURETH detect psionics, dorje of psionic tongues, cloak Female human nomad 5 / enlightened exemplar of resistance +1, 2613 gp 5 CG Medium humanoid (psionic) Mind over Body (Ex): Tyril can make a DC 25 Init +3; Senses Listen +3, Spot +3 Concentration check every hour to ignore Languages Common, elven, dwarven fatigue, or a DC 30 Concentration check to Mode +8 (Reflex Catechesis +0) reduce exhaustion to fatigue. Enhanced Manifestation (Ex): Calculate the AC 18, touch 12, flat-footed 17 range, duration, and other level-dependent (+1 Dex, +6 armor, +1 deflection) variables of Tyril’s powers as if her manifester hp 66 (10 HD) level were 10. Fort +5, Ref +4, Will +10 Hook “Seek out the answers to your questions; let nothing stop you.” Speed 30 ft. (6 squares) Melee masterwork dagger +5 (1d4/19-20) Enlightened Protector Ranged masterwork light crossbow +6 (1d8/19- “Those who take arms against my brothers 20) take arms against me.” Ranged touch +5 (as power) -Oren, enlightened protector Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +4 Those who walked the path of the Special Actions Psionic Meditation, mind over enlightenment were not always welcomed by body others. Many of the more despotic societies Combat Gear power stone of dismissal, 2 would persecute them for their principals. To power stones of body adjustment protect against those who would oppress the Power Points Remaining 89 of 92; Nomad seekers of enlightenment, a sect arose: the Powers Known (ML 9, DC enlightened protectors, they are the militant arm 14+level+augments), Enhanced manifestation, of the Enlightenment (see chapter 6). Empower Power: 5th – psionic teleport, psionic true seeing BECOMING AN ENLIGHTENED PROTECTOR 4th – correspond, psionic dimension door, The guardian nature of the enlightened rending rift A UT, trace teleport A protector tends to draw psychic warriors and 3rd – psionic darkvision, dispel psionics A, marksmen more than other classes, although it energy burst A, touchsight A is not unusual for a soulknife to join the ranks of the enlightened protector.

73 Untapped Potential: New Horizons in Psionics

ENTRY REQUIREMENTS metapsionic or item creation feats, and so on). Striving ever to increase their own stage of This essentially means that he adds the level of enlightenment, the enlightened protectors are enlightened protector to the level of whatever still those among the Enlightenment who act to manifesting class the character has, and then protect those who seek only to learn more determines power points per day, powers about themselves and the world around them. known, and manifester level accordingly. In the face of oppression, an enlightened If a character had more than one manifesting protector is an enemy to be feared. To qualify class before he became an enlightened to become an enlightened protector, a character protector, he must decide to which class she must fulfill the following criteria. adds the new level of enlightened protector for Base Attack: +4 the purpose of determining power points per Alignment: Any non-evil day, powers known, and manifester level. Skills: Knowledge (Psionics): 8 ranks Feats: Iron Will, Open Minded, Psionic Enhanced Manifestation: At 1st level, an Meditation enlightened protector may treat his manifester Psionics: Ability to manifest 2nd level psychic level as one higher than it actually is when warrior powers OR the shape mind blade class determining the level-dependent variables of his feature. powers (such as range and duration). This does Special: Must be inducted into the order by a not allow him to spend more power points on member of the Enlightenment. This involves one manifestation than his true manifester level. swearing an oath to never again use At 10th level, he may treat her manifester level supernatural means to control the mind of as two higher instead of one. another being. For more information (including If a character had more than one manifesting exact specifics of the oath), see Chapter 6: class before he became an enlightened Organizations. protector, he must decide to which class he adds this increase. CLASS SKILLS The enlightened protector’s class skills are Self Discovery (Ex): At 1st level, an Autohypnosis, Climb, Concentration, Craft, enlightened protector gains Expanded Diplomacy, Jump, Knowledge (psionics), Knowledge as a bonus feat if he meets the Profession, Ride, Search, Sense Motive and prerequisites. If he met the Shape Mind Blade Swim. requirement, he may select any feat that Skill Points at Each Level: 2 + Int modifier requires the ability to manifest a mind blade as a bonus feat. Class Features Enlightened protectors draw from their own Path of Enlightenment (Ex): At 2nd level and greater understanding of the world and of again at 6th and 9th level, the enlightened themselves to defend themselves and others of protector is able to use the power of his mind to their order. In the face of tyrannical oppression, enhance his combat abilities. He may choose the enlightened protector tends to takes on a the following feats as bonus feats, even if he more aggressive role, instead of as a defender would otherwise not qualify for them. Once his of others. All of the following are class features path is chosen at 2nd level, the enlightened of the enlightened protector. protector can not alter the choice.

Weapon and Armor Proficiency: Enlightened Path of the Armed: 2nd - Psionic Weapon, 6th - protectors gain no additional weapon or armor Improved Critical, 9th - Deep Impact proficiencies. Path of the Unarmed: 2nd - Psionic Fist, 6th - Greater Psionic Fist, 9th - Unavoidable Strike Manifesting: At every level indicated, the Path of the Mind: 2nd - Expanded Knowledge, enlightened protector gains additional power 6th - Overchannel, 9th – Talented. points per day and access to new powers as if he had also gained a level in whatever Mind over Body (Ex): At 5th level, an manifesting class he belonged to before he enlightened protector has learned to use the added the prestige class. He does not, power of his mind to shrug off effects that might however, gain any other benefit a character of hinder others. By making a successful DC 25 that class would have gained (bonus feats, Concentration check, he can ignore the effects

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of being fatigued. With a successful DC 30 protector allow you to choose the role that most Concentration check, he can lower the effects closely matches your background, be it a of exhaustion to those of fatigue. The primary manifester, using your combat ability to enlightened protector must re-roll this check complement your psionic power, or an unarmed every hour to maintain this effect. If the roll is opponent, striking out with your fist after unsuccessful, he can retry in an hour. charging it with energy. It isn’t uncommon for you to join with other Serenity (Ex): At 10th level, an enlightened adventurers, as despite your nature to protect protector has achieved a state of serenity that others, you are not immune to attacks, either. allows him to perform tasks impossible to those Those companions who best suit your abilities with less disciplined minds. He may attempt to are trackers or clerics, to complement your own regain psionic focus as a swift action. This abilities. increases the DC of the Concentration check by 10. The enlightened protector may still regain Advancement focus normally as a move action. The choice to walk the path of enlightenment as one of its protective arm is frequently made by PLAYING AN ENLIGHTENED PROTECTOR psychic warriors and soulknives whose inherent As an enlightened protector, your role in the protective nature has developed into the world is to defend your brothers and sisters in ideology held by the Enlightenment. the Enlightenment and to seek out and After becoming an enlightened protector, the eliminate those who oppress others. During rest of the Enlightenment will tend to seek your your travels, you can offer assistance to those aid in their missions of understanding or will in despotic or cruel governments by either encourage you to seek out those needing your helping them either to relocate or, in extreme assistance. situations, by directly taking on the forces of the As you progress in power, it is not uncommon corrupt government. to be called upon more frequently by others in the Enlightenment. Your advanced abilities can Combat support those seeking to spread knowledge or Like your brethren, the enlightened exemplars, prevent repression. These may be for short you attempt to educate the closed-minded as a support stints, only a few days in duration, or, first recourse, instead of charging in heedlessly. rarely, extended campaigns. Unlike your brethren, if you are drawn into combat, you tend to shoot first and ask Resources questions later, as those causing the conflict During the course of your career as a member tend to have ignored any attempts at a of the Enlightenment, it is not unusual to have diplomatic understanding. Your exact tactics access to discounted weapons or armor to help depend on your background, but you frequently you serve more ably as a protector. However, choose the most logical course of action to end this access is contingent upon there being a the conflict in a swift and efficient manner. The local base of operations. When serving the different paths available to an enlightened Table 3-5: THE ENLIGHTENED PROTECTOR HIT DIE: d8 Level BAB Fort Ref Will Special Manifesting 1 +1 +0 +0 +2 Enhanced manifestation, self discovery - 2 +2 +0 +0 +3 Path of enlightenment I +1 level of existing class 3 +3 +1 +1 +3 - +1 level of existing class 4 +4 +1 +1 +4 Mind over body +1 level of existing class 5 +5 +1 +1 +4 - +1 level of existing class 6 +6 +2 +2 +5 Path of enlightenment II +1 level of existing class 7 +7 +2 +2 +5 - +1 level of existing class 8 +8 +2 +2 +6 - +1 level of existing class 9 +9 +3 +3 +6 Path of enlightenment III +1 level of existing class 10 +10 +3 +3 +7 Serenity -

75 Untapped Potential: New Horizons in Psionics

Enlightenment on difficult missions, you will Since the enlightened exemplars are members almost always have one or more exemplars of the same organization, a character with you – while you are charged with defending researching the enlightened protectors learns of them, they will support you and the mission to them as well. Information from the exemplar’s the best of their ability. lore section (up to the check result) should also be made available to such a character. ENLIGHTENED PROTECTORS IN THE WORLD ENLIGHTENED PROTECTORS IN THE GAME “I’ve never seen someone with such a peaceful It shouldn’t be difficult to find a suitable spot for disposition defend themselves so ably. The an enlightened protector in your game. local gang won’t likely try that again.” Perhaps the organization is just now starting to -Dermun Silverbeard, dwarven innkeeper reach the area the group is exploring, so the ties of this class are light. Players who play the An enlightened protector is most often found more combative and guardian type roles are with others, acting as a guard or sentry. If he is likely to enjoy playing an enlightened protector. by himself, he is much like any other explorer – someone seeking out his path in the world, Adaptation although he has the benefit of knowing his The enlightened protector is dependent on cause: bringing enlightenment to those who there being both the Enlightenment organization would otherwise go without and protecting and enlightened exemplars in the world. those who would otherwise be subjugated. Because the group the Enlightenment is a decentralized organization, working far and Enlightened protectors belong to the same wide to spread understanding and knowledge, organization as their more cerebral there is no direct tie to a specific location. counterparts, the enlightened exemplars: the Exactly how they fit in to the organization as it Enlightenment. As a result, the organization appears in your world depends on how the and NPC reactions entries listed above for the exemplars fit in – the protectors could serve as enlightened exemplar also apply to the templars or warrior-monks instead of enlightened protector. bodyguards if the Enlightenment takes the form of a church, for instance. ENLIGHTENED PROTECTOR LORE Characters with ranks in Knowledge (psionics) Sample Encounter can attempt to research enlightened protectors Anytime the group of PCs encounter a to find out more about them. When a character tyrannical government, groups of the makes a successful Knowledge check, use the Enlightenment are likely to be in the area or on phrases or variations of them from below, their way. The exemplars are often including any information from lower DC accompanied by the enlightened protectors. checks, should there be any. Enlightened protectors are also a common sight DC 10: Enlightened protectors guard others of in refugee camps; the warriors are especially their order from oppression. vigilant in bearing those displaced by war to DC 15: Enlightened protectors defend those safety. of the Enlightenment organization as well as EL 11: The criminals sought by the party are working against oppression. They are able being protected by a hulking half-giant who warriors with a diverse arsenal of weaponry, says they have been falsely accused of crimes words, and mental power. in order to punish them for not working in the DC 20: The enlightened protectors hone their inhumane conditions on the local lord’s land. individual talents in combat at the same time as Who is right? Oren is an enlightened protector learning the peaceful ways of conversion. While with a strong urge to guard others. A frequent generally more defensive than aggressive, you field agent of the Enlightenment, he would don’t want to oppose one in combat if you can attempt to gauge the PCs intent concerning the help it. Not only are they fearsome warriors, local government and where they stand on they continue to speak on the error of your liberating the population. He might also be ways even as they strike. This likely stems from found with Tyril Lureth (see above). their oath, which is the same as their exemplar cousins.

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OREN AR’OHTAR Enhanced Manifestation (Ex): Calculate the Male half-giant psychic warrior 6 / enlightened range, duration, and other level-dependent protector 4 variables of Oren’s powers as if his manifester NG Medium giant (psionic) level were 10. Init +4, Vigilance of the Giants; Senses Low- Powerful Build (Ex): Oren may treat himself as light vision; Listen +4, Spot +4 one size larger than he is for the purposes of Languages Common, Giant opposed checks that involve size modifiers and Mode +3 (Body Tank +4) when determining sizing penalties on weapons. Mind over Body (Ex): Oren can make a DC 25 AC 20, touch 11, flat-footed 19 Concentration check every hour to ignore (+6 armor, +3 shield, +1 deflection) fatigue, or a DC 30 Concentration check to hp 78 (10 HD) reduce exhaustion to fatigue. Fort +8, Ref +5, Will +12 Hook “I don’t recommend causing a fight. But if Resist fire 5 you choose to, go ahead. See what happens.”

Speed 20 ft. (4 squares) Knight Meditant Melee large +1 longsword +11 (2d6+4, 19-20/ "His mind is calm, like a tranquil lake, devoid of x2) even the slightest stirring. The world around him Space 5 ft.; Reach 5 ft. is not as fortunate." Base Atk +8; Grp +12 Atk Options Power Attack, Psionic Weapon Seeking to master the power of his own mind, Special Actions Inquisitor, Psionic Meditation, the knight meditant spends much of his time mind over body deep in meditation. Through this rigorous Combat Gear power stone of body adjustment study, he gleans new and powerful ways to Power Points Remaining 38 of 43; Psychic enhance his psionic focus and the different Warrior Powers Known (ML 9), Enhanced mantras such forces can power. While manifestation: essentially any warrior who studies his inner 3rd – graft weapon, psionic keen edge*, strength can become a knight meditant, psychic ubiquitous vision warriors, marksmen, soulknives and monks 2nd – detect hostile intent, dimension swap most frequently follow the path. A, physical acceleration A UT A 1st – biofeedback , conceal thoughts, The original Knights Meditant were followers of expansion A, vigor A UT Lord Davik Marcellus Kai, Grand Master of the – New power described in Chapter 7 Order of the Resolute Shield. He was Rajrin’s * – Already manifest (at base power point first exceptional warrior to discover a unifying cost unless otherwise indicated) secret behind the schools of meditation -- that Psi-like abilities (ML 5): all are, in fact, reflections of a greater whole, 1/day – stomp (5d4, DC 10) and by embracing that whole, one can better approach his own perfect self-image in combat. Abilities Str 17, Dex 10, Con 16, Int 10, Wis 18, Lord Davik developed an ill-deserved reputation Cha 8 as a renegade for breaking with tradition in his SQ Powerful build, naturally psionic (2) views, and was stripped of his noble title… but Feats Expanded Knowledge (biofeedback) B, B every year more and more open-minded or Improved Initiative , Inquisitor, Iron Will, Open dedicated students found his training grounds Minded, Power Attack, Psionic Body B, Psionic B B and entered his tutelage. Today his path is Meditation , Psionic Weapon , Vigilance of the counted among the elite fighting styles of Rajrin, Giants UT UT and the Knights Meditant (still referred to in – New feat described in Chapter 4. some circles as Davik's Knights) are revered for Skills Concentration +15, Sense Motive +17 their calm, poise, and prowess on the Possessions combat gear plus large +1 battlefield. longsword, +2 breastplate, +1 heavy steel shield, periapt of wisdom +2, ring of protection Hit Die: d8 +1, 2015 gp ENTRY REQUIREMENTS To qualify to become a knight meditant, a

77 Untapped Potential: New Horizons in Psionics

character must fulfill the following criteria. extended mantra increases the DC of the Base Attack: +5 Concentration check to become psionically Skills: Concentration 8 ranks focused by 4. If the knight meditant has the Feats: Any two Mantra feats, Psionic Meditation ability to activate more than one mantra with a single meditation the DC of the Concentration Class Skills increases by 4 per mantra he wishes to extend The knight meditant’s class skills are in this fashion. Autohypnosis, Balance, Climb, Concentration, Craft, Jump, Knowledge (psionics), Profession, Master of Mantras: At 6th level the knight Ride, Search, and Swim. meditant gains Master of Mantras UT as a bonus Skill Points at Each Level: 2 + Int modifier feat. If he already has this feat, he may select another Mantra feat that he meets the Class Features prerequisites as a bonus feat. All of the following are class features of the knight meditant. Enduring Mantra (Su): When meditating to activate a mantra, a knight meditant of 8th level Weapon and Armor Proficiency: Knights or higher may choose to make it an enduring meditant gain no additional weapon or armor mantra. The knight meditant may choose to proficiencies. pay 5 power points to use an ability of an active enduring mantra in place of expending his Manifesting: At every level indicated, the psionic focus, but may only do so once per knight meditant gains additional power points round. Doing so does not end the mantra as it per day and access to new powers as if he had normally would. Activating an enduring mantra also gained a level in whatever manifesting increases the DC of the Concentration check to class he belonged to before he added the become psionically focused by 8. If the knight prestige class. He does not, however, gain any meditant uses his Master of Mantras feat to other benefit a character of that class would activate more than one mantra with a single have gained (bonus feats, metapsionic or item meditation, the DC of the Concentration check creation feats, and so on). This essentially increase by 8 per mantra he wishes to make means that he adds the level of knight meditant enduring. to the level of whatever manifesting class the character has, and then determines power Threefold Master (Su): A knight meditant of points per day, powers known, and manifester 10th level or higher attunes his body and mind level accordingly. to an inner harmony while meditating, releasing If a character had more than one manifesting energy that was simply inaccessible to him class before he became a knight meditant, he before. He may activate and benefit from three must decide to which class he adds the new mantras at once. Activating three mantras at level of knight meditant for the purpose of once increases the DC of the Concentration determining power points per day, powers check by 5 per mantra, and the knight meditant known, and manifester level. does not gain the benefit of Psionic Meditation when activating three mantras at once. Bonus Mantra: At 1st level, a knight meditant Additionally, the knight meditant may now gain may select any Mantra feat which he meets the the benefits of Psychic Meditation when using prerequisites for as a bonus feat. his Master of Mantras feat. This allows him to activate and maintain two mantras at once as a Meditative Focus: Starting at 2nd level, the move action. knight meditant gains a competence bonus on Concentration checks to become psionically Sample Encounter focused equal to his class level. A PC wishing to learn the ways of the Knights Meditant must first locate Lord Davik’s Extended Mantra (Su): When meditating to stronghold and petition the grand master for a activate a mantra, a knight meditant of 4th level place at the school. Before inducting any or higher may choose to make it an extended student to his school, Lord Davik (now middle- mantra. Doing so doubles the duration the aged and retired from adventuring) personally mantra may be in effect as long as the knight tests them in both single combat and meditant remains focused. Activating an meditation. They must focus their minds in a

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distracting environment -- typically under a waterfall -- and then engage the grand master Speed 40 ft (8 squares) himself, who simply defends and observes. Melee Unarmed flurry of blows +18/+18/+13/+8/ Should the student successfully demonstrate +3 (1d8+3, 19-20/x2, counts as adamantine) the mindset of a Knight Meditant, he is taken to Space 5 ft.; Reach 5 ft. the school for further training. Base Atk +16, Grp +23 EL 7: Lord Davik as presented below has no Atk Options Power Attack, Combat Expertise, mantras active; he selects two or three to use Combat Reflexes, Stunning Fist (DC 27), plus against a particular applicant based on his initial any from active mantras impression of them. He does not have all of his Special Actions Psionic Meditation, Master of combat powers active, as he is merely trying to Mantras, extended mantra, enduring mantra, test the applicant – he generally prefers to use threefold master, plus any from active mantras Combat Expertise to achieve a high armor class Combat Gear 2 power stones of body and observe his potential student’s tactics and adjustment, power stone of vampiric blade, mindset. If he feels the need to push a student crystalic: adamantine fists UT (to stir their potential or task the poor Power Points Remaining 89 of 96; Psychic applicants), he may attempt trips, non-lethal Warrior Powers Known (ML 13, DC stunning attacks, or flashy psionic powers (such 18+level+augments): as flourish or dispatch) but he’s more interested 5th – catapsi A in the student’s dedication than in winning the 4th – psionic freedom of movement, inertial battle. barrier This test is repeated for potential threefold 3rd – dispatch A UT, dimension slide A, masters, although in that test, Lord Davik fights ubiquitous vision back, frequently while the student is 2nd – physical acceleration A UT, flourish A UT, unprepared. psionic lion’s charge A 1st – offensive precognition A, defensive LORD DAVIK MARCELLUS KAI precognition A, blinding flash A UT, inertial armor Male human monk 2 / psychic warrior 7 / knight A*(7) meditant 10 UT - New power described in Chapter 7 LN Medium humanoid (psionic) * – Already manifest (at base power point Init +3; Senses Listen +22, Spot +22 cost unless otherwise indicated) Languages Common, Xeph Mode +5 (Id Feint +2) Abilities Str 17, Dex 17, Con 17, Int 14, Wis 26, ß à Cha 11 AC 44, touch 27, flat-footed 32, Deflect Arrows SQ Meditative focus (+7 Armor, +3 Dex, +8 Wis, +3 deflection, +1 Feats Combat Expertise B, Combat Reflexes, class) Deflect Arrows B, Eye of the Storm UT B, Final hp 146 (19 HD) Strike of the Executioner UT, Improved Critical Fort +17, Ref +14, Will +24, Evasion (unarmed strike), Improved Unarmed Strike B,

Table 3-6: THE KNIGHT MEDITANT Level BAB Fort Ref Will Special Manifesting 1 +1 +0 +0 +2 Bonus mantra -

2 +2 +0 +0 +3 Meditative focus +1 level of existing manifesting class 3 +3 +1 +1 +3 - +1 level of existing manifesting class

4 +4 +1 +1 +4 Extended mantra -

5 +5 +1 +1 +4 - +1 level of existing manifesting class

6 +6 +2 +2 +5 Master of mantras +1 level of existing manifesting class 7 +7 +2 +2 +5 - -

8 +8 +2 +2 +6 Enduring mantra +1 level of existing manifesting class 9 +9 +3 +3 +6 - +1 level of existing manifesting class

10 +10 +3 +3 +7 Threefold master -

79 Untapped Potential: New Horizons in Psionics

Master of Mantras UT B, Power Attack B, Psionic outcast with pride and arrogance, believing Meditation B, Riding the Waves UT, Stunning Fist themselves above a world filled with rabble who B, Way of the Empty Palm UT, Way of the Warrior cannot comprehend the depth of their talents. UT, Weapon Focus (Unarmed Strike), Wrath of Most question their morals, and many their the Dragon UT B intentions, but none question their abilities. UT – New feat described in Chapter 4 Skills Concentration +25 (+35 to become Hit Die: d6 psionically focused), Knowledge (Psionics) +8, Jump +11, Tumble +11, Balance +11 ENTRY REQUIREMENTS Possessions combat gear plus periapt of To qualify to become a maverick voidshaper, a wisdom +6, cloak of resistance +5, ring of character must fulfill the following criteria. protection +3, gloves of dexterity +4, monk’s Skills: Psicraft 8 ranks belt, crystal mask of mind armor, bracers of Feats: Burrowing Power, Enlarge Power health +4, belt of giant strength +4, 12,658 gp Psionics: Able to manifest dimension swap

Evasion (Ex): If Lord Davik successfully makes Class Skills a Reflex save for half damage, he instead takes The maverick voidshaper’s class skills are no damage. Autohypnosis, Balance, Climb, Concentration, Extended Mantra (Su): Lord Davik’s mantras Craft, Disable Device, Escape Artist, Jump, may last longer than normal. See above for Knowledge (Psionics), Profession, Psicraft, more information. Search, and Use Rope. Enduring Mantra (Su): Lord Davik’s mantras Skill Points at Each Level: 4 + Int modifier may be triggered by spending power points instead of expending psionic focus. See above Class Features for more information. All of the following are class features of the Threefold Master (Su): Lord Davik may maverick voidshaper. activate and maintain up to three Mantra feats at once, and may benefit from Psionic Weapon and Armor Proficiency: Maverick Meditation when using Master of Mantras. See voidshapers gain no additional proficiency in above for more information. any weapon or armor. Hook “Every tornado has an eye, every storm a calm center. You will find that calm, or you will Manifesting: At every level indicated on the find another place to train.” table, the maverick voidshaper gains additional power points per day and access to new Maverick Voidshaper powers as if she had also gained a level in "Oh, I just took the distance between where I whatever manifesting class she belonged to was and where I wanted to be and put it where I before she added the prestige class. She does wasn't." not, however, gain any other benefit a character of that class would have gained (bonus feats, In any society there are outcasts, lost souls that metapsionic or item creation feats, and so on). for one reason or another cannot find their This essentially means that she adds the level place in a productive world. Many among these of maverick voidshapers to the level of outcasts are gifted, often being forced from a whatever manifesting class the character has, normal life by the discovery of their talents. and then determines power points per day, When such outcasts follow the path of the powers known, and manifester level nomad, and desire both to see the whole of accordingly. their world, and shape themselves a place If a character had more than one manifesting within it, they often take up the mantle of the class before she became a maverick maverick voidshaper: the renegade master of voidshapers, she must decide to which class space and time. she adds the new level of maverick voidshapers for the purpose of determining power points per In Rajrin, maverick voidshapers are noted as day, powers known, and manifester level. much for their criminal and mischievous tendencies as they are for their psychoportive Psychoportive Evasion: At 1st level the powers. A Rajrin voidshaper takes the title of maverick voidshaper learns to harness her psychoportative abilities to evade harm. She

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gains the Evasion extraordinary ability of a 2nd the power is immediately ejected to the nearest level monk. In addition, if she succeeds a edge of the power’s effect and knocked prone. Reflex save against which her Evasion ability In addition, for every 10 feet traveled in this applies, she may expend her psionic focus as fashion, the creature suffers 1d6 points of an immediate action to teleport to any damage. Using this ability increases the power unoccupied space she has line of effect to point cost of the power by 2. A power within or adjacent to the effect that provoked the enhanced with a voidburst may not also be Reflex save. This teleportation is a supernatural enhanced by a voidwell. ability. Distend Power (Ex): A 7th level maverick Scorn Earth (Su): The maverick voidshaper’s voidshaper learns to shape and contort the prowess over psychoportation allows her to space in which she manifests her powers. She passively reshape the effect of her personal gains the Widen Power feat if she did not gravity. She gains the scorn earth ability of an already have it. If she already had the feat elocater (see the Expanded Psionics before reaching this level (or later selects it Handbook, page 143) at 2nd level. normally), it no longer requires her to expend psionic focus to use, operating merely by Rend Space (Su): At 3rd level, the maverick increasing the power point cost. voidshaper is able to tear the space around her to allow her powers to be used over great Psychoportive Navigator (Su): A 9th level distances. Any close range powers she maverick voidshaper may affect the position of manifests are treated as being medium range, creatures and objects in her environment in medium range powers are treated as long ways she could previously only affect herself. range, and long range powers are treated as if The maverick voidshaper may manifest any under the effects of the Enlarge Power psychoportation (teleportation) power that metapsionic feat (although the maverick would normally affect her on any willing voidshaper does not need to expend her psionic creature or unattended object within the range focus to use this ability. Powers enhanced by of the power. If the power’s range is “Personal”, this ability may be still be enhanced by the the range changes to “Close”. Enlarge Power metapsionic feat; in the case of powers that were originally long range, their Voidwell Power (Su): At 10th level the range is increased by 200% instead of 100% maverick voidshaper discovers the trick to (becoming 1200 feet plus 120 feet per bringing about a unique metapsionic effect manifester level) if both Enlarge Power and known as a voidwell, which creates a fold in Rend Space are applied. space that draws all nearby matter towards its origin, making it difficult to avoid the effect. To Bend Time (Su): At 4th level, the maverick use this ability the maverick voidshaper must voidshaper can manipulate distance and space expend her psionic focus. Voidwell power may with unparalleled ease. All of her only enhance powers with an area that allow a psychoportation (teleportation) powers with a Reflex saving throw. A voidwell power has a manifesting time of 1 round or less gain the save DC 3 higher than normal; in addition, following additional augment: creatures with the Evasion or Improved Evasion Augment: If you spend 6 additional power abilities gain no benefit from these abilities points, you may manifest this power as an against voidwell powers, as the space immediate action. collapsing towards the origin of the power prevents even the most agile from escaping Voidburst Power (Su): At 5th level, the unharmed. Using this ability increases the maverick voidshaper discovers the trick to power point cost of the power by 4. A power bringing about a unique metapsionic effect enhanced with a voidburst may not also be known as a voidburst, which creates a ripple in enhanced by a voidwell. reality that pushes all matter away from its origin. To use this ability, the maverick Sample Encounter voidshaper must expend her psionic focus. Most maverick voidshapers don’t need a reason Voidburst power may only enhance powers that for the PCs to find them – or if they do have a affect an area and that allow a Reflex save. reason, it doesn’t have to be obvious or even Any creature that fails their Reflex save against readily apparent. The most memorable

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voidshapers are criminals, rebels, and loners SAINT CORA, SEEKER OF MISCHIEF who are eager to ‘stick it to the man’, wherever Female half-elf nomad 6 / maverick voidshaper the man might be. If the PCs likewise oppose 7 authority or tend to act on impulse, they are CN Medium humanoid (psionic) wonderful, if unpredictable, allies. Should they Init +6; Senses Listen +9, Spot +9 be sent to apprehend such a voidshaper, they Languages Common may be in for a headache of an encounter. The Mode +8 (Sap Mind -4) few voidshapers who work with authority, however, may be all the more frightening as a AC 24, touch 14, flat-footed 21 member of a military unit or assassination (+9 armor, +3 Dex, +1 natural, +1 deflection) squad. hp 54 (13 HD) CR13: The PCs may be passing a major church Fort +7, Ref +12, Will +11, Psychoportive in the street when a prominent cleric finds evasion himself teleported five feet to the left, mysteriously devoid of clothes. Alternatively, if Speed 40 ft (8 squares), Scorn earth one of the PCs is visibly devout themselves, Ranged light crossbow +10 (1d8, 19-20/x2) they may be the victim of the same practical Ranged touch +9 (as power) joke. Either way they have the Saint to thank, Space 5 ft.; Reach 5 ft. although ‘Saint’ Cora isn’t actually a saint. She Base Atk +6, Grp +6 just calls herself one, out of a deep sense of Special Actions Psionic Meditation, irony, as she’s far from virtuous. Why she Personality Purge (Distracted) started doing this isn’t clear, although several Combat Gear 2 potions of cure moderate recognized churches (who’d pay the PCs wounds, dorje of energy bolt, crystalic: handsomely to apprehend her) consider it an quickening bands UT, 20 bolts outrage, particularly when common folk start Power Points Remaining 131 of 156; Nomad referring to her as a saint. She radically Powers Known (ML 12, DC opposes established authority (particularly 15+level+augments), Burrowing Power, Enlarge religious authority), and how an encounter Power, Widen Power, voidburst power, rend between her and the PCs plays out depends on space, bend time: their stance on the law and those who enforce 6th – temporal acceleration A, psionic it. She spends much of her time sowing contingency X, cathartic apportation A UT disorder, uncertainty, and general excitement 5th – psionic teleport, teleport trigger, psionic amongst the people through daredevil stunts true seeing, ectoplasmic shambler and the use of unpredictable (yet mostly 4th – psionic fly*, psionic dimension door, harmless) psionic powers. She prefers a quick psionic freedom of movement*, rending rift A UT getaway to a slugfest, and makes ample use of 3rd – temporal dissociation A UT, time hop A, her teleportation powers to make sure she has astral caravan A, energy burst A an escape route. 2nd – dimension swap A, psionic levitate, forced sense link, psionic knock

Table 3-7: THE MAVERICK VOIDSHAPER Level BAB Fort Ref Will Special Manifesting 1 +0 +0 +0 +2 Psychoportive evasion -

2 +1 +0 +0 +3 Scorn earth +1 level of existing manifesting class 3 +1 +1 +1 +3 Rend space +1 level of existing manifesting class 4 +2 +1 +1 +4 Bend time +1 level of existing manifesting class 5 +2 +1 +1 +4 Voidburst power +1 level of existing manifesting class 6 +3 +2 +2 +5 - +1 level of existing manifesting class

7 +3 +2 +2 +5 Distend power +1 level of existing manifesting class 8 +4 +2 +2 +6 - +1 level of existing manifesting class 9 +4 +3 +3 +6 Psychoportive navigator - 10 +5 +3 +3 +7 Voidwell power +1 level of existing manifesting class

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1st – crystal shard A, detect teleportation A, While most shape-changers alter their own entangling ectoplasm, inertial armor A*(11), trick flesh, the phenotype impressionist applies the shot A UT same principles to astral construction, resulting UT – New power described in Chapter 7 in unique ectoplasmic allies with infinite * – Already manifest (at base power point diversity in their abilities. The vast majority are cost unless otherwise indicated) shapers dabbling in psychometabolism, although egoists with more than a passing Abilities Str 10, Dex 16, Con 13, Int 20, Wis 8, interest in metacreativity may find their way to Cha 12 the same conclusions. Less dedicated Feats Burrowing Power B, Enlarge Power, manifesters almost never meet the exacting Improved Initiative, Personality Purge requirements for the phenotype impressionist. (Distracted) UT B, Psicrystal Affinity (Liar), Psicrystal Containment B, Psionic Meditation, Phenotype impressionism was a term coined by Widen Power B the logos dragon Karvamanius. An avid scholar UT – New feat described in Chapter 4 of flora and fauna and a capable artist, history Skills Bluff +12, Concentration +20, Escape records him as the first to develop the discipline Artist +18, Knowledge (Psionics) +9, Psicraft of the impressionist, modifying his creations in +15, Search +22 unheard of ways as a friendly challenge with his Possessions combat gear plus headband of pathos dragon rival, the master shapechanger intellect +2, gloves of dexterity +2, cloak of Hemanyaliz. Their academic competition didn't resistance +2, ring of protection +1, amulet of truly end until Karvamanius discovered the natural armor +1, masterwork light crossbow, astral juggernaut power, whereupon both 5,315 gp agreed that their rivalry may have consequences that both would regret were it to Psychoportive Evasion: Saint Cora may continue. Their agreement to disagree was one evade certain attacks, and has the option of of only a few such instances ever recorded of instantly teleporting after doing so. See above two different ego dragons reaching a definite for more information. conclusion. Scorn Earth (Su): Saint Cora is floating unless she wishes otherwise. While she remains within Hit Die: d4 1 foot of a surface (including over liquids), she may act normally. If she is further away, her ENTRY REQUIREMENTS speed drops to 10 ft, and she suffers penalties To qualify to become a phenotype as if floating under psionic levitate. impressionist, a character must fulfill the Voidburst Power (Su): Saint Cora may expend following criteria. her psionic focus and pay 2 additional power Skills: Craft (Any) 10 ranks, Knowledge points to cause her powers to distort space in (Nature) 6 ranks their areas, pushing targets away from their Feats: Boost Construct, Formbinder point of origin. See above for more information. Psionics: Able to manifest assume form, astral Rend Space (Su): The range of any power construct, and psionic repair damage Saint Cora manifests is enlarged. See above for more information. Class Skills Bend Time (Su): Saint Cora may manifest any The phenotype impressionist’s class skills are teleportation power (with a manifestation time of Concentration, Craft, Disguise, Knowledge 1 round or less) as an immediate action by (psionics), Knowledge (nature), Profession, and spending 6 additional power points. Psicraft. Hook “It’s a big, wide, calm, orderly world out Skill Points at Each Level: 2 + Int modifier there. Oh, don’t worry though, I intend to fix that” Class Features All of the following are class features of the Phenotype Impressionist phenotype impressionist. ”I can make them fly, too, if you’d prefer.” Weapons and armor proficiencies: A phenotype impressionist is a hybrid, all about Phenotype impressionists gain no additional hybrids, a sculptor of reality and proto-reality. proficiency with weapons or armor.

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Manifesting: At every level indicated on the Reshape Construct (Su): At 3rd level the table, the phenotype impressionist gains phenotype impressionist learns how to modify additional power points per day and access to constructs already created with shapechanging new powers as if he had also gained a level in powers. If he expends his psionic focus while whatever manifesting class he belonged to manifesting the power assume form, the power before he added the prestige class level. He gains the “Range: 60 ft.” and “Target: a single does not, however, gain any other benefit a astral construct you have created” entries in character of that class would have gained place of its normal range and target entry. The (bonus feats, metapsionic or item creation feats, power affects the construct as it would normally and so on). This essentially means that he adds affect its manifester. the level of phenotype impressionist to the level At 5th level, the impressionist can modify his of whatever manifesting class the character created astral constructs this way using any has, and then determines power points per day, other power of the shapechanging discipline powers known, and manifester level that he knows in place of assume form. accordingly. If a character had more than one manifesting Fuse Construct (Su): At 5th level, the class before he became a phenotype phenotype impressionist may resculpt his impressionist, he must decide to which class he constructs on the fly in such a way as to adds the new level of phenotype impressionist combine two into a single, even more diverse for the purpose of determining power points per form. If he expends his psionic focus, he may day, powers known, and manifester level. command two astral constructs he has created Mold Construct (Ex): At 1st level the within 60 feet that are adjacent to each other to phenotype impressionist learns how to alter the merge. These two constructs fuse into a single bodies of his constructs as they are formed construct with properties of both components. through effects that grant the bodies of other The fused construct has a number of hit points creatures. When manifesting astral construct, equal to the sum of the two component the impressionist may manifest assume form at constructs’ current hit points. It has all the menu the same time. This does not require any selections and other special abilities of the additional actions beyond manifesting astral components (subject to normal stacking rules). construct. Rather than changing his own form, Its hit dice are equal to the sum of the the impressionist instead grants all benefits of components’ hit dice (calculate base attack the manifested assume form power to the bonus and saving throws accordingly), while construct he has just created, which becomes each of its six ability scores and natural armor is the new target of the power. The impressionist the greater of the corresponding scores of the must pay the power point cost for both powers, two components. The fused construct is the including any augments. The sum total of power size of the larger of the two components. points spent in this way cannot exceed the The fused construct lasts as long as the phenotype impressionist’s manifester level. duration of the longest-lasting of the two At 4th level and above, the impressionist can component constructs. Fusing constructs in this manifest astral construct this way using any manner costs the impressionist a number of other power of the Shapechanging subdiscipline power points equal to the sum of the levels of in place of assume form. He may even the two astral constructs (for example, fusing a substitute a Shapechanging power that he does 3rd-level astral construct with a 5th-level astral not know, but if he does so, he is limited to construct costs the impressionist 8 power powers of 3rd level or lower and pays 2 more points). A fused construct cannot be further power points than normal. fused with other constructs. Table 3-8: THE PHENOTYPE IMPRESSIONIST Level BAB Fort Ref Will Special Manifesting 1 +0 +0 +0 +2 Mold construct (assume form) - 2 +1 +0 +0 +3 - +1 level of existing manifesting class 3 +1 +1 +1 +3 Reshape construct (assume form) +1 level of existing manifesting class 4 +2 +1 +1 +4 Mold construct (shapechanging) +1 level of existing manifesting class 5 +2 +1 +1 +4 Reshape construct (shapechanging), - fuse construct

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Sample Encounter Power Points Remaining 117 of 117; Shaper Phenotype impressionists are, aside from their Powers Known (ML 10, DC unique skills, much like other psions in their 15+level+augments), Boost Construct, Extend UT habits. They adventure and study in order to Power, mold construct, aberrant manifesting : A develop more power. What sets the 5th – ectoplasmic shambler, ectoskeleton UT A impressionist apart is that he will be more likely , hail of crystals , psionic major creation to wander searching for strange creatures to 4th – psionic dimension door, psionic examine so that their bodies might be mimicked divination, psionic fabricate, wall of ectoplasm A UT A in his constructs. 3rd – assume form , danger sense , A The vast array of options available to an energy wall , greater concealing amorpha, time A impressionist may be staggering: GMs or hop players of characters who have levels in 2nd – control sound, elfsight, psionic levitate, A phenotype impressionist should consider psionic repair damage A A preparing statistics blocks for favorite 1st – astral construct , ecto protection , transformed astral construct combinations entangling ectoplasm, psionic grease, psionic ahead of time for ease of play. minor creation UT EL 11: Kayin is an experienced elan scholar – New powers described in Chapter 7 with a curious streak and a willingness to * – Already manifest (at base power point explore. The party may be hired by Kayin to cost unless otherwise indicated) assist him on an expedition to study an exotic species, or they may run into him by accident. Abilities Str 10, Dex 11, Con 14, Int 20, Wis 12, Kayin actually prefers to avoid fights at first. If Cha 8 UT necessary, Kayin will hinder opponents with SQ Repletion, clairvoyant resistance , psionic grease, entangling ectoplasm, or wall of naturally psionic (2) B ectoplasm before creating an astral construct Feats Boost Construct , Expanded Knowledge UT and modifying it to the situation at hand. If (assume form), Extend Power, Formbinder , threatened, he will hide behind a greater Psicrystal Affinity (Sage: nature) UT concealing amorpha, or inside one of his – New feat described in Chapter 4 constructs via ectoskeleton. A sample astral Skills Concentration +16, Craft (Sculpting) +19, construct for Kayin to use is also given. Knowledge (Nature) +19, Knowledge (Psionics) +19, Psicraft +19 KAYIN Possessions combat gear plus headband of Male elan shaper 9 / phenotype impressionist 2 intellect +2, ring of protection +1, masterwork TN Medium aberration (psionic) quarterstaff, 375 gp Init +0; Senses Listen +1, Spot +2 Languages Common, Celestial, Ignan, Aquan, Resilience (Su): If Kayin would take damage Terran he may reduce it by 2 for every power point he Mode +6 (Sap Mind +0) spends as an immediate action. Resistance (Su): By spending 1 power point as AC 11, touch 11, flat-footed 11 an immediate action, Kayin gains a +4 bonus (+1 deflection) on all saving throws for one round. hp 51 (11 HD), resilience Aberrant Manifesting (Su): When Kayin Fort +5, Ref +3, Will +10, resistance manifests a power, the power points spent on that manifestation remain available for one Speed 30 ft. (6 squares) round to use his racial abilities (repletion, Melee masterwork quarterstaff +6 (1d6, 20/x2) resilience, and resistance). For more Ranged touch +5 (as power) information, see Chapter 2: Races. Space 5 ft.; Reach 5 ft. Mold Construct (Su): When manifesting astral Base Atk +5; Grp +5 construct, Kayin may also manifest assume Atk Options as his astral construct after form as a free action, having this power affect ectoskeleton the construct created instead of him. The total Combat Gear dorje of body adjustment, power amount of power points spent on this combined stone of adapt body, power stone of psionic manifestation cannot exceed his manifester freedom of movement, impression crystal UT level. See above for more information. (carries four forms) Clairvoyant Resistance (Su): To affect Kayin with a clairsentience or location-determining

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effect, the user of that ability must make a DC HD: d4 25 manifester level check. Failure means he simply doesn’t register. This ability only applies ENTRY REQUIREMENTS while Kayin is psionically focused. For more To qualify to become a psicrystal imprinter, a information, see Chapter 2: Races. character must fulfill the following criteria. Hook “There’s a whole world of creatures Skills: Concentration 8 ranks, Knowledge where that one came from!” (Psionics) 4 ranks Feats: Craft Cognizance Crystal, Imprint Stone ASTRAL CONSTRUCT 3 TN Large construct Class Skills Init +2; Senses Darkvision 60 ft., low-light The psicrystal imprinter’s class skills are vision; Listen +0, Spot +0 Concentration, Craft, Knowledge (all skills, taken individually), Profession, Psicraft, and AC 20, touch 12, flat-footed 18 Use Psionic Device. (+2 Dex,+8 natural) Additionally, if you have the devotion class hp 41 (3 HD) feature (as a 1st-level psion), the additional Fort +1, Ref +3, Will +1 class skills from your devotion are added to the psicrystal imprinter’s list of class skills. A seer/ Speed 20 ft. (4 squares), swim 30 ft (6 psicrystal imprinter, for instance, would add squares), fly 20 ft (4 squares, average) Gather Information, Listen, and Spot to this list. Melee 8 tentacles +9 (1d4+9) and bite +5 Skill Points at Each Level: 2 + Int modifier (1d8+4) Space 10 ft.; Reach 10 ft. Class Features Base Atk +2; Grp +13 All of the following are class features of the psicrystal imprinter. Abilities Str 28, Dex 15, Con -, Int -, Wis 11, Cha 10 Weapons and Armor Proficiency: Psicrystal SQ construct traits, Buff, Fly imprinters gain no weapon or armor Skills Swim +15 proficiencies.

Psicrystal Imprinter Manifesting: At every level indicated on the ”Explain to me again – slowly – why we can’t table, the psicrystal imprinter gains additional sell them.” power points per day and access to new powers as if he had also gained a level in The psicrystal imprinter has learned to harness whatever manifesting class he belonged to crystals, power stones, and his psicrystal for before he added the prestige class. He does more than a normal psion is able. By taking not, however, gain any other benefit a character advantage of the ability of gems to store psionic of that class would have gained (bonus feats, powers and psionic power points, as with power metapsionic or item creation feats, and so on). stones, the psicrystal imprinter learns to imbue This essentially means that he adds the level of his psicrystal with powers he can use later, psicrystal imprinter to the level of whatever without flushing the power. In time, these manifesting class the character has, and then advancements transform the psicrystal into determines power points per day, powers more than a mere shard of its master’s known, and manifester level accordingly. personality, and most psicrystal imprinters look If a character had more than one manifesting on their gems as a parent would a child. class before he became a psicrystal imprinter, The island of Rajrin is rich in veins of crystal, he must decide to which class he adds the new giving rise to a plethora of guilds working with level of psicrystal imprinter for the purpose of the minerals. Throughout these guilds, determining power points per day, powers individuals arose who learned to harness the known, and manifester level. power of crystal, perfecting the skills other manifesters learned in imprinting power stones Psicrystal Bond (Ex): If the psicrystal imprinter and creating psicrystals. Many of the psicrystal does not have a psicrystal, he gains Psicrystal imprinters of Rajrin belong to these guilds, Affinity as a bonus feat. If he already has although it is not a strict requirement. Psicrystal Affinity, he instead gains the Improved Psicrystal feat as a bonus feat.

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Psicrystal Receptacle (Ex): Starting at 1st power stored in the psicrystal in the same level, the psicrystal imprinter can store powers fashion as a power stone and without spending in his or her psicrystal, similar to storing powers any power points; the power's manifester level in a power stone (but see below). The psicrystal is treated as the minimum to manifest the power imprinter can store up to his class level + his when manifested in this fashion. Doing this key ability score modifier in power levels. flushes that power from the psicrystal and frees the levels it occupied for a new power to be For example, Lieden is a 5th level psion / stored. If the psicrystal imprinter chooses, he psicrystal imprinter 3 with an Intelligence score can harmlessly flush out powers stored without of 22. He can therefore store up to 9 levels of actually manifesting the power. powers, such as 2 3rd level powers, 1 2nd level power and 1st level powers, or 9 1st level Psicrystal Resonance (Su): The psicrystal powers. imprinter is able to channel known powers through his psicrystal, provided it is within 5 feet Storing a power: Unlike creating a power stone, of him. By doing this, the psicrystal's inherent storing a power in a psicrystal does not cost XP, psionic power enhances the power in different but it does cost the standard monetary cost of ways. The psicrystal imprinter adds a full round creating a power stone of the appropriate level. action to the manifesting time of any power he The psicrystal imprinter can store any power he manifests directly this way (much as a sorcerer knows or otherwise has access to (through extends casting time when adding metamagic power stones or other psionic characters, for feats to a spell); he may not use this ability on instance, although drawing from a power stone powers manifested from his psicrystal. flushes the power from the stone). Storing a The psicrystal imprinter unlocks resonating power takes 1 day for every 1000 GP value of a abilities as he advances in class levels. He may comparable power stone. For example, Lieden choose only one effect when manifesting any has a power stone of psionic levitate, and wants single power, but may choose a different effect to store it in his psicrystal. By making a DC 17 on the next manifestation. Psicraft check, Lieden successfully addresses the stone to access the power locked within. 3rd Level: The power is treated as if the After a second DC 17 Psicraft check, Lieden is psicrystal imprinter had spent one more power able to understand the power, and with a final point augmenting it than he actually did. The DC 17 Psicraft check, he is able to use the additional point from this ability may raise the power inside. He then pays 75 gp and spends 8 cost of the power above the psicrystal hours in work (the normal time and cost of imprinter’s manifester level. creating a 2nd level power stone, without spending XP), and has successfully stored 5th Level: The power is treated as if affected by psionic levitate, in his psicrystal. the Empower Power feat. This ability does not Storing a power requires use of the Imprint cost additional power points, nor does it require Stone feat. If the psicrystal imprinter loses expending psionic focus. access to this feat for any reason, he can no longer store any powers in his psicrystal until he 7th Level: The power is treated as if affected by regains use of the feat. the Extend Power feat. This ability does not cost additional power points, nor does it require Utilizing a stored power: Manifesting a power expending psionic focus. stored in the psicrystal is treated exactly as if manifesting a known power, except that the 9th Level: The power is treated as if affected by psicrystal imprinter must be in contact with his the Twin Power feat. This ability does not cost psicrystal, and the power costs an additional 2 additional power points, nor does it require pp to manifest. The total cost for this expending psionic focus. manifestation, as normal, cannot exceed the psicrystal imprinter’s manifester level. Unlike a Improved Psicrystal: At 4th level and every 3 normal power stone, manifesting the powers levels thereafter, the psicrystal imprinter gains stored in a psicrystal does not flush the power. the Improved Psicrystal feat as a bonus feat.

Changing stored powers: If the psicrystal Efficient Receptacle (Ex): At 5th level, the imprinter so chooses, he can manifest any additional power point cost to manifest a power

87 Untapped Potential: New Horizons in Psionics

from the psicrystal imprinter’s psicrystal (see to manifesting a power from his psicrystal. This psicrystal receptacle, above) decreases from +2 focus is independent from that provided by the to +1. At 10th level it decreases to 0. Psicrystal Containment feat. Finally, the psicrystal gains any one psionic feat Essence Crystal (Su): Once per week, a 9th that it meets the prerequisites for as a bonus level psicrystal imprinter can attune his crystal feat. If the feat requires the user to maintain or to his psyche -- a process that takes 1 hour. expend psionic focus, the psicrystal uses its Should the psicrystal imprinter later perish, his own ability to focus (from its master’s crystalline mind and soul (as they existed when he last infusion) for that feat. attuned his crystal) immediately transfer to his psicrystal instead of passing on. Treat this in all Sample Encounter regards as the astral seed power, substituting You can tell the psicrystal imprinter apart from the psicrystal imprinter’s psicrystal for the the average psion when he starts pulling out storage crystal, except as noted here. crystals by the handful. Careful resource All powers stored in the psicrystal remain management is the key to these encounters – untouched and can still be accessed as if the the GM should know well what the psicrystal psicrystal imprinter were in contact with his imprinter has available in his psicrystal and psicrystal. If the psicrystal imprinter (in power stones, and how to use those powers psicrystal form) can make his way to the astral most effectively. plane, he can even attempt to remake his old EL 8: When passing through market in a body. psionics-rich city, the PCs are accosted by a Crystalline Infusion (Ex): At 10th level, the vendor accusing them of theft. This mistaken psicrystal imprinter’s psicrystal has become so identity debacle is the error of the elan Lieden. advanced that its lattice-like structure closely A connoisseur of gems, crystals, and the like, resembles the complexity of the psicrystal Lieden can typically be found in cities browsing imprinter’s brain. The psicrystal gains the ability the markets or selling supplies. The party may to store power points for its master as if it were meet him at his own vendor stall, where he a cognizance crystal (with a maximum capacity buys and sells crystals. It is not unusual for equal to its Intelligence score). Lieden to have a large assortment of power Furthermore, so long as it has at least one stones or low capacity cognizance crystals for power point stored within it, the psicrystal gains sale. Lieden has a vast array of power stones the psionic subtype and may attempt to from various levels at his disposal due to psionically focus itself (using the psicrystal contacts in his guild, and the experience to imprinter’s Concentration ranks and its own match them to the task at hand. Choose which Charisma modifier). If the psicrystal imprinter is specific power stones he has and which powers touching his psicrystal, he may expend this his psicrystal receptacle is carrying when using focus instead of his own on any effect relating him in the encounter. He is never far from his

Table 3-9: THE PSICRYSTAL IMPRINTER Level BAB Fort Ref Will Special Manifesting 1 +0 +0 +0 +2 Psicrystal bond, psicrystal receptacle -

2 +1 +0 +0 +3 - +1 level of existing manifesting class 3 +1 +1 +1 +3 Psicrystal resonance (augment) +1 level of existing manifesting class 4 +2 +1 +1 +4 Improved Psicrystal +1 level of existing manifesting class 5 +2 +1 +1 +4 Efficient receptacle, psicrystal resonance +1 level of existing manifesting class (empower) 6 +3 +2 +2 +5 - +1 level of existing manifesting class 7 +3 +2 +2 +5 Improved Psicrystal, psicrystal resonance +1 level of existing manifesting class (extend) 8 +4 +2 +2 +6 - +1 level of existing manifesting class 9 +4 +3 +3 +6 Essence crystal, psicrystal resonance (twin) +1 level of existing manifesting class 10 +5 +3 +3 +7 Efficient receptacle, crystalline infusion, - Improved Psicrystal

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psicrystal, Loci, although Loci has been known Possessions combat gear plus bracers of to deliver touch powers on behalf of its master. armor +1, headband of intellect +2, masterwork If the PCs find the real thief (who may be the light crossbow, club, 200 gp renegade amalgamist Sucari, above) for him, a grateful Lieden will prove an excellent source of Resilience (Su): If Lieden would take damage, psionic items, likely at a discount. he may reduce the damage by 2 for every power point he spends as an immediate action. LIEDEN Resistance (Su): By spending 1 power point as Male elan shaper 5 / psicrystal imprinter 3 an immediate action, Lieden gains a +4 bonus N Medium aberration (psionic) on all saving throws for one round. Init +1; Senses Listen +3, Spot +3 Psicrystal Receptacle (Ex): Lieden may store Languages Common, dwarven, elven 7 levels of powers in his psicrystal as if in a Mode +7 (Psychic Subdual +4) power stone – even powers he does not know (see above). Manifesting these powers is AC 12, touch 11, flat-footed 11 possible by touching his psicrystal, although he (+1 Dex, +1 armor) must pay 2 more power points than normal to hp 36 (8 HD), resilience do so. Powers in his psicrystal cannot be Fort +4, Ref +3, Will +8, resistance enhanced with psicrystal resonance. (Exactly which powers are in his receptacle for this Speed 30 ft. (6 squares) encounter is determined by the GM.) Melee club +2 (1d6/x2) Psicrystal Resonance (Su): When manifesting Ranged masterwork light crossbow +5 (1d8, a power while his psicrystal is within 5 feet of 19-20/x2) him, Lieden may extend its manifestation time Ranged ranged touch +4 (as power) by one full round. If he does so, the power takes Space 5 ft.; Reach 5 ft. effect as if one more power point had been Base Atk +3 / Grp +2 spent on it than he actually spent (possibly Special Actions Psicrystal Containment exceeding his manifester level). Combat Gear assorted power stones (6 1st Hook ”You look at a crystal and see something level, 4 2nd level, 2 3rd level, 1 4th level), to put on a ring or a necklace; I look at that psicrystal receptacle (7 power levels of assorted same crystal and see endless possibilities.” powers), 2 cognizance crystals (1 pp), 20 bolts Power Points Remaining 54 of 60; Shaper Powers Known (ML 7, DC Sighted Seeker 14+level+augments), Psicrystal resonance “He fled the city yesterday and is currently on a (bonus power point): boat to the Free Cities. He thinks he's lost me, 4th – psionic divination, psionic fabricate too, the sorry fool.” 3rd – psionic darkvision, dispel psionics A, - Miriam Tenneth, sighted seeker solicit psicrystal A, time hop A 2nd – detect hostile intent, elfsight*, psionic Fugitives and marks alike run from their would- identify, psionic tongues* be captors. The wisest of these hunters do not 1st – crystal shard A, detect psionics, far rely on mundane ways of tracking alone, hand A, force screen A, psionic minor creation instead combining those abilities with the * – Already manifest (at base power point information readily available through the powers cost unless otherwise indicated) of the mind. By blending clairsentient talents with the techniques of an inquisitive and a Abilities Str 8, Dex 13, Con 14, Int 19, Wis 12, warrior, these sighted seekers become the Cha 10 worst nightmare of any criminal – or anyone SQ Repletion, naturally psionic (2), they’re hired to find. Feats Alertness B, Craft Cognizance Crystal, Imprint Stone B, Improved Psicrystal (Sage: BECOMING A SIGHTED SEEKER psionics) B, Psicrystal Affinity (Artiste), Because of the dual role of the sighted seeker, Psicrystal Containment B, Psionic Affinity both as one who physically and mentally hunts Skills Appraise +9 (+11 with gems), for his target, those who look to become a Concentration +13, Craft (Gemcutting) +11, sighted seeker tend to be multiclass characters Knowledge (Psionics) +13, Psicraft +19, Use with levels in ranger and seer. Members of Psionic Device +3 (+5 if using a power stone) either class individually can become sighted seekers, as can dedicated members of other

89 Untapped Potential: New Horizons in Psionics

classes (particularly rogues and society minds), earlier. If she belonged to more than one although it is slightly more difficult. Despite the manifesting class before becoming a sighted apparent focus on law enforcement, a sighted seeker, she must choose which class to add the seeker does not need to be lawful – several see level of sighted seeker to for the purposes of themselves as operating outside the law, and power points, access to new powers, and are thus free to do what they feel is ‘the right manifester level. thing,’ even if the law would dictate otherwise. Once the sighted seeker has chosen her manifesting path, it can never be changed – not ENTRY REQUIREMENTS even with effects such as psychic reformation. Base Attack Bonus: +4 Skills: Gather Information 5 ranks, Listen 8 Favored Prey (Ex): Starting at 1st level, a ranks, Spot 8 ranks, Survival 5 ranks sighted seeker may add her favored enemy Feats: Track bonus (if any) to the save DCs when Special: Power point reserve. manifesting powers (such as remote viewing) against her favored enemies. Favored prey only Class Skills applies to powers the sighted seeker manifests The sighted seeker’s class skills are from her own mind (it does not apply to those Autohypnosis, Climb, Concentration, Craft, from a psionic item or to psi-like abilities), and if Gather Information, Hide, Knowledge (local), such a power would affect multiple targets, only Knowledge (nature), Knowledge (psionics), favored enemies or marks face the increased Listen, Move Silently, Profession, Psicraft, DC. Search, Sense Motive, Spot, Survival, and Use Urban Tracking: A sighted seeker gains Urban Rope. Tracking as a bonus feat at first level. See the Skill Points at Each Level: 6 + Int modifier Urban Seekers sidebar for the details of this feat, which originally appeared in Unearthed Class Features Arcana. All of the following are class features of the sighted seeker. Passive Seeking (Su): What makes the sighted seekers so efficient at their job is their Weapons and Armor Proficiency: Sighted ability to distil information from the passive seekers are proficient with all simple weapons, thoughts and interactions around them, without plus the longsword, rapier, sap, short sword, arousing suspicion by asking any questions. shortbow and whip. Sighted seekers are While psionically focused and having a proficient with light armor and shields (except particular goal in mind, the sighted seeker may tower shields). make a free Gather Information check relating to this goal every 10 minutes she’s in a crowd Manifesting: A sighted seeker gains as she detects scraps of information from those manifesting ability if she did not already have it. around her. If her goal is to locate a mark (see Her power points per day, powers known, and mark prey, below), she gains a bonus on this maximum power level known are given on the check equal to her class level. table below. She chooses her powers from the sighted seeker power list. To learn or manifest Mark Prey (Ex): A 3rd-level sighted seeker can a power, she must have a Wisdom score of at invest her own psionic power into actively least 10 + the power’s level, the save DCs for seeking a specific individual target, known as a her powers are Wisdom-based, and she uses mark. This investment requires spending power her Wisdom score to determine her bonus points equal to 3 per specific target selected. power points. While a sighted seeker does not need to know a Alternatively, if the sighted seeker was capable mark’s specific name or appearance, she must of manifesting psionic powers before becoming be able to unquestionably identify the specific a sighted seeker, she may choose to forgo this individual in some way – for instance, “the one training, instead opting to progress her existing who made these tracks” or “the Queen’s killer” manifesting class as described on the table would be sufficient, while simply looking for “the below. At each indicated level, she gains power elf” would not. This cost must be paid points, access to new powers, and an improved immediately upon recovering power points on manifester level as if she had gained a level in each subsequent day that mark is being actively whatever manifesting class she belonged to hunted by the sighted seeker. A target remains

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a mark until the seeker ceases investing power undisturbed scene). However, it still must be points each day to hunt them. interpreted to determine any useful information. The sighted seeker may treat a mark as a favored enemy, as if she had the ranger class Analyzing evidence to determine useful ability, with a +1 bonus. If that foe is already a information requires a DC 15 Search check, +2 favored enemy by virtue of race or organization, per day past the event. Failure of analysis the favored enemy bonus improves by +2. provides incomplete and potentially misleading Many of a sighted seeker’s class features information, while dramatic success may reveal function in an improved fashion if she uses more information than the clue may initially them against a mark; see the individual abilities suggest to a casual observer. Regardless of the for details. success of analysis, though, it takes more dramatic means (such as object reading or Prescient Tactics (Ex): When a sighted related powers) to determine the authenticity of seeker of 4th level or higher manifests the evidence (that fleck of kobold scales could have defensive precognition, offensive precognition, been planted at the scene, for instance). or offensive prescience power, she adds the A sighted seeker can take 10 to find or analyze following augment to the power. evidence, but cannot take 20 and cannot retry Augment: If you spend 2 additional power failed checks. 5 or more ranks in a relevant points, the duration increases to 1 hour/level, Knowledge skill provide a +2 bonus on Search but you only gain the insight bonuses against checks made when analyzing evidence. your favored enemies. In addition, you also add the insight bonus to Survival checks made to Additionally, add the following abilities to the use the Track feat, and to Gather Information Knowledge skill: checks made to use the Urban Tracking feat. Research subject: At least 1d4 hours DC 10 Browse Records: At least 1d4 hours DC 10-30 Seeker’s Analysis (Ex): A 5th level sighted seeker has mastered the mundane aspects of Researching a subject involves perusing the hunt, such that they become almost second libraries or related sources for information about nature to her. Add the following abilities to the a particular subject, such as the nations which Search skill: export the type of weapon found at a scene or Find Evidence Normal time DC 10-20 what a particular symbol stands for. Difficult Analysis 1 minute DC 15 subjects require more time to research (up to the GM), but do not alter the DC – instead, you Evidence is a physical clue which would provide are limited by the amount of information present information about her current task, such as the in the source you are browsing. Particularly location or past deeds of a mark or the solution good sources (such as royal archives or related to a mystery. The DC to find a clue is based on specialists’ libraries) may provide a bonus of up how much the scene was disturbed from the act to +6 on this check. A successful check results that left the evidence (with 10 being a perfectly in a general understanding of the subject, while Table 3-10: THE SIGHTED SEEKER HIT DIE: d6 Max Powers Level BAB Fort Ref Will Special Manifesting Progression PP Level Known 1 +0 +0 +2 +2 Favored prey, - 2 1 2 Urban Tracking 2 +1 +0 +3 +3 Passive seeking +1 level existing class 5 1 3 3 +2 +1 +3 +3 Mark prey +1 level existing class 9 1 4 4 +3 +1 +4 +4 Prescient tactics +1 level existing class 14 2 5 5 +3 +1 +4 +4 Seeker’s analysis +1 level existing class 22 2 6 6 +4 +2 +5 +5 - +1 level existing class 30 2 7 7 +5 +2 +5 +5 Sighted analysis +1 level existing class 42 3 8 8 +6 +2 +6 +6 Hypercognition - 54 3 10 9 +6 +3 +6 +6 The sight +1 level existing class 70 4 11 10 +7 +3 +7 +7 Metafaculty - 86 4 12

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higher checks result in better information (to the The Sight (Su): Experienced sighted seekers limit of the source). develop the technique from which their name derives: the Sight. At 9th level, a sighted seeker Browsing records involves going over files or learns the remote viewing power automatically ledgers looking for a particular piece of (without having to select it). If she already information – trends in immigration, taxation knows remote viewing, she may learn any other patterns, the goals of documented experiments clairsentience power from her class list of 4th and the like. The complexity of the filing system level or lower. sets the DC; more difficult systems also take Additionally, when she manifests remote longer to peruse (at the GM’s option). If a viewing on a mark (see mark prey, above), she sighted seeker sets out with a specific goal in treats her connection to the mark (if she has mind – such as the exact date a particular one) as if it were one step better (from a individual checked in at the inn – the DC may likeness or picture to a possession or garment, increase by +5-+15 (at the GM’s option), or may for instance), reduces the manifesting time from decrease dramatically if the filing system is 1 hour to 1 minute, and increases the duration particularly good. from 1 minute/level to 10 minutes/level. Remote A sighted seeker may take 10, take 20, and viewing doesn't end if the sighted seeker retry these Knowledge checks as often as time attempts to manifest a power on her mark from allows, though she is still limited by the her quasi-real viewpoint, although all other information present in the source. restrictions on such manifestations apply. Manifesting remote viewing on a mark does not Sighted Analysis (Su): Beginning at 7th level, cost any experience points (although the a sighted seeker learns to augment her sighted seeker must still pay the XP cost if she deductive skills with her psionic powers. She uses remote viewing for other purposes). may spend 3 power points to automatically determine if a source is authentic during Metafaculty (Ps): At 10th level, the sighted analysis, or to gain a +2 insight bonus to a seeker gains the ability to use metafaculty once single Search or Knowledge check (whether per week as a psi-like ability, with a manifester using seeker’s analysis or not). If she increases level equal to twice her class level. Additionally, her Knowledge check this way while browsing she adds metafaculty to her list of powers records or researching a subject, she is able to known as an 8th level power. If she is unable to make such great leaps of insight that she is no manifest 8th level powers, she cannot manifest longer bound by the limits of her source of it until she is able to. information. Unlike most supernatural abilities, sighted Sighted Seeker Power List: analysis can be augmented by spending more 1st level: Blinding Flash UT, Burst, Call to Mind, power points. Each additional power point spent Call Weaponry Chameleon Circumstance increases the insight bonus on Search or Shield HC, Compression, Destiny Dissonance, Knowledge checks by 2. Alternatively, by Detect Psionics, Detect Teleportation, Grip of spending 2 additional power points, the sighted Iron, Headcount UT, Judge HC, Precognition, seeker gains the trapfinding feature (as a Defensive Precognition, Offensive Precognition, rogue) for the duration of her Search check, or Offensive Prescience, Prevenom Weapon she may treat any single Knowledge check as a 2nd level: Clairvoyant Sense, Psionic trained check. The sighted seeker may not Darkvision, Everyman UT, Feat Leech, Psionic spend more power points on a single use of Identify, Know Direction and Location, Object sighted analysis than her class level. Reading, Prowess, Recall Agony, Sensitivity to Psychic Impressions Hypercognition (Ps): At 8th level, the sighted 3rd level: Danger Sense, Escape Detection, seeker gains the ability to use hypercognition Fate Link, Mental Barrier, Ubiquitous Vision once per week as a psi-like ability, with a 4th level: Anchored Navigation, Aura Sight, manifester level equal to twice her class level. Detect Remote Viewing, Psionic Divination, Additionally, she adds hypercognition to list of Physical Acceleration UT, Remote Viewing (but powers known as a 7th level power. If she is see the Sight, above), Steadfast Perception, unable to manifest 7th level powers, she cannot Trace Teleport manifest it until she is able to.

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PLAYING A SIGHTED SEEKER come back with you. How you approach combat Investigator. Tracker. Bounty Hunter. You are depends very much on your other classes and all of these and more. Looking for people (and your progression before becoming a seeker. If sometimes things) is what you do best. No one you were focused most on manifesting, then can evade you forever. your powers will probably be your primary The transformation into a sighted seeker is a weapon in apprehending marks. If you were natural evolution of your existing abilities; by the more focused on a martial bent, then the time you’d entered this prestige class, you powers will be secondary, although you should already had some respectable ability in definitely still consider their use, especially once following trails. Your psionic powers dovetail you gain the prescient tactics ability. nicely with the abilities of the seeker and make With their incredible tracking skills, sighted it possible you to perform investigations most seekers are often valued highly by adventuring would consider utterly impossible. parties hoping to defeat well-hidden foes. Knowing how to fight well as part of a team is a Combat good idea for any seeker – any help you can Once you have found your mark, there is get in taking down the mark is vital. Another always the tricky business of convincing him to tactical opportunity not to pass up is the

URBAN SEEKERS Unearthed Arcana introduced a variant ranger, the urban ranger, and the Urban Tracking feat. If you use these Open Game variants in your games, urban rangers may also become sighted seekers. To become a sighted seeker under such a variant, you may replace the Track feat and Survival skill requirement with the Urban Tracking feat and a Search skill requirement. If the urban ranger variant is allowed, a sighted seeker who entered the class with Urban Tracking gains the Track feat at first level instead. No other mechanical changes are necessary. If you do not have access to Unearthed Arcana, the Urban Tracking feat is presented below.

Urban Tracking [General] You can track down the location of missing persons or wanted individuals within communities. Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions. If you fail a Gather Information check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.

Normal: A character without this feat can use Gather Information to find out information about a particular individ- ual, but each check takes 1d4+1 hours and doesn't allow effective trailing.

Special: A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this feat. You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check. Condition DC Modifier

Every three creatures in the group being -1 Community Size DC Checks

Thorp, hamlet, or village 5 1d3 Every 24 hours party has been missing/sought +1

Small or large town 10 1d4+1 Tracked party "lies low" +5

Small or large city 15 2d4 Tracked party matches community's primary +2 racial demographic Metropolis 20 2d4+2 Tracked party does not match community's -2 primary, or secondary racial demographic

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element of surprise. You should easily be able obedience, as it is that much more difficult to to chase a mark or marks to their lair and attack run from their vendettas. them when they are vulnerable. Advancement Organization Again, your advancement options should take There are many law enforcement agencies, advantage of whatever else you brought to the from a kingdom’s spies to orders of knights to table before becoming a sighted seeker. If you lowly orders of the town watch that like to keep focused on your manifesting, metapsionic feats an investigator or two in their employ. It is not may prove useful, as well as feats that are of common for sighted seekers to form more general help to manifesters such as organizations of their own, though – they Psicrystal Affinity, Psionic Endowment, and usually prefer either to work alone, or as part of Power by Proxy UT. More combat-focused small teams with others who complement their seekers may wish to consider the mantra feats skills rather than overlap with them. Sighted in Chapter 5, especially if they were rangers seekers can be found most often working for before becoming sighted seekers; Claws of the organizations with urban headquarters and Tiger UT and Patience of the Hunter UT are just operations. A few churches of law-minded two mantras that lend themselves well to the deities will sometimes call upon a seeker who fighting styles of the ranger class. follows the faith.

Resources NPC Reactions Sighted seekers are only a single force in the Anyone’s reaction to a sighted seeker is same way that a demographic is unified – they completely dependent on how much they have operate individually, and each sees others of to hide, because if the seeker sets his mind to their profession differently. They may view other it, there won’t be much left. Those close to sighted seekers as comrades, friendly rivals, criminal pursuits try to avoid seekers whenever direct business competitors or even threats, possible. Unfortunately, so do those of more and act accordingly. As such, you cannot noble aspirations who have reasons to hide: expect much backup from other seekers unless rebels against a tyrant’s rule, refugees evading you have personally met them and have earned unfair persecution, or some poor soul who their respect on an individual basis. On the offended the wrong corrupt magistrate. other hand, you’re likely well-known as a Lawkeepers of pretty much every cloth freelance agent by local law enforcement appreciate seekers immensely. As many agencies, and can usually count on their seekers have some wilderness experience to cooperation and support while hunting a track marks through the brush, they can get criminal mark or working on a crime scene. along well with rangers and the like.

SIGHTED SEEKERS IN THE WORLD SIGHTED SEEKER LORE “Ya don’t understand. I’d eluded a dozen Characters with ranks in Knowledge (local) or others and had been comfortably living a new Knowledge (psionics) can attempt to research life halfway across the world with a new name sighted seekers to discover more information and everything for years. She still found me.” about them. When a character makes a -Dorl Redhand, duergar thief successful Knowledge check, use the phrases or variations of them from below, including any Sighted seekers are better at the task of finding information from lower DC checks, should there people out than anyone else, and they know it. be any. As such, the activities of law enforcement and other authorities will change depending on DC10: There are some inquisitives that get whether or not they have a sighted seeker at thrown off by fake evidence. There are some their disposal. A city guard, government, or lawmen that have trouble following a mark noble with access to the seeker’s abilities can when he leaves the country. There are some rest confident that the most dangerous detectives that can't find a criminal who's been criminals will be brought to justice sooner or underground with a secret identity for over a later. On the other hand, gangs and criminal decade. And then there are the sighted groups who can employ seekers can intimidate seekers. others with far more effective threats to ensure DC15: Sighted seekers are a loosely-bound

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asking anyone directly. A sighted seeker encounter a seeker. If the party is traveling on a combines psionic ability with more everyday long journey as part of an adventure, being hunting ability to find their marks. followed by a seeker with questions to ask can DC20: Sighted seekers aren't just hunters -- certainly surprise PCs who were not expecting they're potent warriors as well, able to read into such pursuit. the actions of their marks and adapt their EL 12: The PCs have left a major city, possibly combat tactics accordingly. You don't want to days or even weeks ago, when they are fight one of these guys on their terms, although approached by Miriam Tenneth. She comes you may have to -- the most talented of them across them at night, to catch them by surprise, have what they call "the Sight," and with it can and starts asking questions. Apparently a hunt down almost anyone in no time at all. seemingly honest salesman they exchanged DC30: They take great pains to keep this goods with back in the city was a front man for hidden, but most sighted seekers also accept a criminal organization, and Miriam has her eye commissions as bounty hunters. Many prefer to on the bounty. The PCs appeared to her use non-lethal techniques against their marks, through her psionic powers, and she demands but a rare few desperate tales exist of sighted further information and proof of innocence. seekers striking to kill. Interestingly, these Whether she acts peaceably or with force stories usually come from people who claim to depends on the PC’s reactions, although if the be fleeing a sighted seeker – and these people criminals she is hunting suspect the PCs spoke are all no longer alive. too much, that could lead to further reprisals.

SIGHTED SEEKERS IN THE GAME MIRIAM TENNETH If there is any sort of bounty hunting, thief Female human ranger 2 / seer 4 / sighted chasing, or criminal punishment at all in your seeker 6 campaign world, then a sighted seeker should LN Medium humanoid (psionic) fit in just fine. Fitting them into a specific Init +4; Senses Listen +17, Spot +17 adventure will depend more on how much of Languages Common, Draconic, Orc the adventure involves having to solve puzzles Mode +9 (Reflex Catechesis +2) and seek people. AC 20, touch 13, flat-footed 17 Adaptation (+3 Dex, +7 armor) A sighted seeker fits best in a game where hp 43 (12 HD) mystery and intrigue are important elements to Fort +6, Ref +12, Will +11 the story and plot of an adventure, especially if the PCs work on the right side of the law. They Speed 30 ft. (6 squares) work especially well in urban environments due Melee +1 longsword +10/+5 (1d8+1, 19-20/x2) to their detective-like seeker’s analysis and Ranged +2 longbow +11/+11/+6 (1d8+2, 20/x3) sighted analysis abilities, which are less critical Space 5 ft.; Reach 5 ft. to the average dungeon-crawler. By adjusting Base Atk +8; Grp +8 the way that these abilities work (for instance, Atk Options Favored enemy () +2, Point letting them operate on Survival checks to Blank Shot, Precise Shot, Rapid Shot construct or set traps, or Bluff checks to imitate Special Actions Inquisitor animal calls) the class may become closer to Combat Gear power stone of ego whip, 50 the wilderness-based hunter-killer. arrows Additionally, if you are playing in an urban Power Points Remaining 123 of 144; Seer environment, see the sidebar on urban seekers. Powers Known (ML 12, DC 13+level+augments), favored prey, prescient tactics: Sample Encounter 5th – clairtangent hand A, psionic true A party operating in an urban environment seeing* might very well run into sighted seekers as 4th – aura sight A, control body A, psionic fellow investigators, key witnesses, part of a divination, psionic freedom of movement*, trace rescue party, suspects in a crime, or even as teleport A marks the seeker is chasing. The more 3rd – dimension slide A, dispel psionics A, entangled in intrigue, espionage or criminal fate link A, touchsight A, ubiquitous vision* activity the party is, the more likely they will

95 Untapped Potential: New Horizons in Psionics

2nd – ego whip A, energy stun A, object reading A, sensitivity to psychic impressions Favored Enemy (Ex): Miriam gains a +2 bonus 1st – defensive precognition A, demoralize A, on Bluff, Listen, Sense Motive, Search, Spot, headcount A UT, offensive precognition A, and Survival checks, as well as weapon offensive prescience A damage rolls, made against orcs. UT – New power described in Chapter 7 Favored Prey (Ex): Miriam adds her favored * – Already manifest (at base power point enemy bonus, if any, to the save DCs of powers cost unless otherwise indicated) she manifests against favored enemies. See above for more information. Abilities Str 10, Dex 16, Con 10, Int 17, Wis Mark Prey (Ex): Miriam may enter battle with a 14, Cha 16 particular target declared as a “mark”. A mark is SQ Passive seeking, mark prey, seeker’s treated as a favored enemy (see above) with a analysis +1 bonus, although this bonus increases to +4 Feats Expanded Knowledge (control body), (total) against marks who are also orcs. See Expanded Knowledge (dimension slide), Far above for more information. Shot, Inquisitor B, Point Blank Shot, Precise Prescient Tactics (Ex): Additional augments Shot, Psicrystal Affinity (Nimble), Rapid Shot B, for defensive precognition, offensive Urban Tracking B, Track B precognition, and offensive prescience are Skills Gather Information +18, Hide +8, Listen available to Miriam. See above for more +17, Move Silently +8, Sense Motive +15, Spot information. +17, Survival +17 Hook “Don’t bother running.” Possessions combat gear plus +1 longsword, +2 longbow, +2 mithral breastplate, gloves of dexterity +2, 4,135 gp

96 NPCs And Organizations Chapter Six: NPCs and Organizations

Although the power of psionics comes from through dangerous meditations in dreamlike within and requires a large amount of self study trances -- trances which drain the augur's very and introspection, it is not unusual for several soul. A powerful augur may appear far older wielders of psionic might to join together, both than may actually be the case. for protection and to exchange knowledge. The augur is not intended for use as a player Over the years, several organizations have class, instead representing inborn potential and arisen from mutual goals or mutual needs. visionary ability that would be both common Conversely, there exist those who have come and useful amongst the NPC population. into their psionic talents without formal training. Presented below are three new psionic Hit Dice: d4 organizations and a new class specifically for NPC manifesters. Class Skills As with any other class, the augur class The augur’s class skills are Appraise, below gains the standard benefits by leveling. Autohypnosis, Concentration, Craft, Diplomacy, Those with levels in augur gain feats every Forgery, Gather Information, Heal, Intimidate, three levels and ability score increases every Knowledge (any), Profession, Psicraft, Sense four levels. Motive, Use Psionic Device. The organizations detailed later in this Skill Points at 1st level: (4 + Int modifier) x 4. chapter are suitable both for NPCs and as plot Skill Points at Each Additional Level: 4 + Int devices for characters to join. If your players modifier show an interest in the Enlightenment organization, sample encounters with two of its Class Features members are detailed in Chapter 5: Prestige All the following are class features of the augur. Classes. Power Points/Day: An augur’s ability to manifest powers is limited by the power points New NPC Class: Augur she has available. Her base daily allotment of Augurs go by many names. Some call her the power points is given on Table 6-1: The Augur. medium, the wise woman, or the witch. Other In addition, she receives bonus power points augurs may be the oracle, the visionary, or per day if she has a high Wisdom score (see even the grand vizier. In any case, an augur is Table: Ability Modifiers and Bonus Power capable of glimpsing the future, and generally Points). Her race may also provide bonus uses this power in the name of the community, power points per day, as may certain feats and typically in an advisory role. Dedicated augurs items. may even awaken a broader array of powers Powers Known: An augur begins play

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knowing no psionic powers, although she may augur’s Wisdom modifier. An augur’s power list learn them with experience. Augurs learn (for the purposes of activating psionic items) is powers differently from other classes – they her powers known. gain potential, but no actual ability to manifest Maximum Power Level Known: An augur without additional effort. An augur has a begins play with the ability to learn 1st-level maximum number of powers that she can learn, powers (although she does not begin knowing but in order to actually learn any powers, she any, she may still learn them later through must research them by expending part of her independent research). As she attains higher soul in the form of XP (see Independent levels, she may gain the ability to master more Research in the Expanded Psionics Handbook). complex powers. After she has learned at least one power, an To learn or manifest a power, an augur must augur can manifest it or any other power she have a Wisdom score of at least 10 + the knows that has a power point cost equal to or power's level. lower than her manifester level. Augury (Su): An augur’s role in the The total number of powers an augur can community is defined by her ability to glimpse manifest in a day is limited only by her daily the future. By meditating for 5 minutes, she power points. gains the benefits of an augury spell (in Chapter An augur simply knows her powers; they are 11: Spells in the Player’s Handbook). No focus ingrained in her soul. She does not need to or material components are required, although prepare them (in the way that some the base chance of the effect succeeding is spellcasters prepare their spells), though she only 50% +2% per class level. An augur may must get a good night’s sleep each day to attempt an augury more than once per day, regain all her spent power points. although each additional attempt costs the The Difficulty Class for saving throws against same amount of power points as the last augur powers is 10 + the power’s level + the attempt +1 additional power point.

Table: 6-1: THE AUGUR Base Power Attack Fort Ref Will Points/ Maximum Power Powers Level Bonus Save Save Save Special Day Level Known Known 1 +0 +0 +0 +2 Augury 2 1 0 2 +1 +0 +0 +3 2 1 0 3 +1 +1 +1 +3 3 1 1 4 +2 +1 +1 +4 Granted knowledge 4 2 1 5 +2 +1 +1 +4 4 2 2 6 +3 +2 +2 +5 6 2 2 7 +3 +2 +2 +5 10 2 3 8 +4 +2 +2 +6 Granted knowledge 11 3 3 9 +4 +3 +3 +6 16 3 4 10 +5 +3 +3 +7 16 3 4 11 +5 +3 +3 +7 24 3 5 12 +6 +4 +4 +8 Granted knowledge 25 4 5 13 +6 +4 +4 +8 32 4 6 14 +7 +4 +4 +9 32 4 6 15 +7 +5 +5 +9 39 4 7 16 +8 +5 +5 +10 Granted knowledge 40 5 7 17 +8 +5 +5 +10 49 5 8 18 +9 +6 +6 +11 49 5 8 19 +9 +6 +6 +11 65 5 9 20 +10 +6 +6 +12 Granted knowledge 65 6 9

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Granted Knowledge: An augur gains the identity is a mystery to most members, as he Expanded Knowledge feat as a bonus feat at withdrew from active leadership duties after the level 4 and every four levels after that (levels 8, organization became self-sustaining. The few 12, 16, and 20). However, an augur’s choice is inner members who had connected with him limited to powers on the psion/wilder list for have, unusually, had their memories of him these bonus feats. She may still select from erased – although they would certainly other lists if she selects Expanded Knowledge recognize his mind if they saw it again. They normally. can tell he is still connected to them, and that he’s still alive, but through unknown means he ORGANIZATIONS manages to hide himself from their network sense (considered by many to be an impossible task). Cosmic Echoes Joining: Any creature who learns of the World-spanning in every sense of the term, the Cosmic Echoes can apply for membership Cosmic Echoes is an information network that through any other member, who can contact the subtly influences the communities it is in. inner members. If the applicants can dedicate Members are observers and scholars, and often themselves to the three basic purposes of the teachers, guiding the world toward some echoes, they are added to the network of any unknown goal and serving as a source of existing member. Associate society minds can education and information for psionic and often do induct members to the characters. organization, although the range of that Base of Operations: The Cosmic Echoes particular society mind’s network limits activity don’t have any singular base of operations. unless the new members travel with the society Given their unprecedented communication mind. Adventurers interested in joining should abilities, they don’t need one. seek to apply directly to an inner member, who Alignment: Neutral, though the current can maintain connections anywhere an leadership is mostly Neutral Good. adventurer may travel. Inner members are busy Size: A few hundred inner members, and and difficult to directly track down, so countless associate members. inexperienced parties or those not willing to do Members: All inner members of the Cosmic a bit of legwork find joining difficult. Echoes are society minds of at least 19th level, It is practically impossible for a society mind to and most are epic-level. Associate attain epic-level status without being noticed by memberships are somewhat looser and the Cosmic Echoes, given the sheer size of the fluctuating, and no single trend unifies them. networks they maintain. At some point early in Motto: "We are all connected." their epic career, most epic society minds are Description: The Cosmic Echoes were approached by a member of this organization, formed long ago as a result of several powerful and should they wish to join, they are inducted society minds led by a single visionary leader by mutually joining each other's networks. dedicating themselves to the preservation of Duties: Beyond the three general goals psionic ability and the development of cultures. mentioned above, the Cosmic Echoes do not It is an informal organization, consisting of epic- put any special duties on their members. To do level society minds and their networks. They so, they feel, would alter the nature of the exist for three purposes: networks they form. An individual associate 1. Observe and record the development of member is under no obligation to behave in any cultures and keep in contact. particular way with the group as a whole. It is 2. Encourage innovative thought, and the free generally expected that this ambivalence be spread of information, both in themselves and returned in kind; if a fellow member does in their communities. something loathsome to a new member, the 3. Recognize and cultivate psionic talent, new member is generally expected to maintain particularly in areas that do not already support contact nonetheless. (There have been cases it. where extremely disharmonious behavior has The Cosmic Echoes, as a whole, are not led to expulsion (removal from every inner leaders, movers, or shakers -- they are member’s network), but this has only occurred observers and advisors. Associate members with the consensus of every inner member.) may come from all walks of life, however. Since members tend to behave normally, they In an unusual twist of fate, the original leader’s also retain their individual sensibilities. Asking

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for favors within the organization usually calls foremost, and will heal them as best he can, upon a commensurate favor in return, although frequently asking nothing more than information such deals are likely to be out of necessity or or the occasional favor in return. Unlike most formality rather than out of a desire for profit at society minds, he isn’t likely to travel – he the expense of another. appreciates his community too much, and his Benefits: Joining the Cosmic Echoes has disability makes traveling difficult in the best of one mechanical benefit: Inner members have times. access to the Epic Connections feat. This allows for far, far larger networks than usual, The Mindwatch particularly if members of the new network are Ever watchful for threats against those who themselves members of other networks. wield psionic power, the Mindwatch have spent Associate members, regardless of their decades seeking out and eliminating enemies. background, find the Cosmic Echoes an Unlike the Enlightenment, the members of the incredible font of information. It can generally Mindwatch have no qualms with manipulating be assumed that any member of a Cosmic the thoughts and emotions of others, if the Echo network can be contacted in a few rounds result is the safety of its members. The ends at worst (although repeated contact can be justify the means to the members of the considered annoying, and some society minds Mindwatch. have been known to drop members that abuse Base of Operations: The Mindwatch are a this privilege). This is extremely helpful for secretive group, and as such, their bases of traveling, as you'd frequently be "expected." It is operations tend to be hidden behind fronts of also extremely useful for finding information -- businesses or homes. The primary meeting Important news from across the multiverse is place for the Mindwatch is rumored to be the often broadcast as soon as a single member of home of a high-ranking official. one constituent network knows of it (such an Alignment: Lawful Neutral. effect cannot be controlled, it serves as a plot Size: Over a score core members, with device). For more discrete information, several dozen agents and more associate respected members of the Cosmic Echoes find members. it extremely easy to locate tidbits of information. Members: Core members of the Mindwatch GMs are free to determine how to express this are typically telepaths and seers, although in their game, although large ad hoc bonuses to some spellcasters are also thought to be Gather Information, or a virtual Bardic members. Knowledge check, are considered good Motto: “Guard thy thoughts.” benchmarks. Disrespected members and ex- Description: Originally founded when the members of the network do not gain this benefit populace started a widespread persecution of (though they retain the Epic Connections feat if manifesters, the Mindwatch was a splinter they had learned it -- using it, however, may be group of the Enlightenment and acted as a safe another matter). house for manifesters seeking to avoid detection. By synergizing their telepathic and Prominent Members clairsentient abilities, the members learned to Kessen D’Artael: Kessen (NG human cleric hide their psionic abilities and identities from [No deity, Healing/Knowledge] 3/society mind 5) would-be persecutors. Over the years, as the is a doctor and teacher of medicine in a mid- persecution subsided, the group continued to sized rural town of your campaign. A tall fellow grow, looking to turn the powers they had with short blond hair, he walks with a limp and developed to protect themselves into a means appears weaker than he should be, as the to ensure such an act of persecution did not victim of an undead attack during his formative return. years, but maintains an air of dignity and Since the splinter group formed, many have respect for other beings. A member of the forgotten it was even originally a part of the Cosmic Echoes for reasons of their own, he Enlightenment, except for a few of the oldest continues to heal and teach others to heal. If he elan members of each organization. considers the PCs good people, he will serve Joining: As the Mindwatch strives to maintain as a contact point for other members. its anonymity, joining is all but impossible Regardless of his outlook on the PCs morals or unless approached by a current member. ethics, however, he is a doctor first and Higher level telepaths and seers are more likely

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to get approached by current members as or remote areas. In general, people don’t find possible inductees, although the organization is him – he finds them. not actively seeking to expand their numbers. Any capable adventuring parties with a The Enlightenment predisposition towards the group’s mentality Those who walk the path of enlightenment may be approached for occasional tasks, even believe that true power comes only from true if they lack psionic ability of their own. understanding. The varied members of the Duties: It is the duty of the members of the Enlightenment have helped to overthrow tyrrany Mindwatch to ferret out those who would and oppression in peaceful methods if possible, unjustly persecute manifesters. If diplomacy although in extreme situations, they have been cannot win the fight with the possible known to take up arms. persecutor, they have been known to Base of Operations: Because the calling to permanently silence those who would oppress spread enlightenment is not isolated to a the wielders of psionic power. Individual specific region, there is no single base of members or groups thereof may also be operations for the members of the assigned their own operations, the natures of Enlightenment. The more prominent members which vary greatly. may have houses or keeps as needed for the Benefits: Members of the Mindwatch are cause, but there is no singular location. aware of possible persecution before a mob Alignment: Neutral Good. can form to cause trouble. Due to their ability to Size: Several hundred direct members, with read and manipulate others’ minds, they also tens of thousands of associate members and tend to be in positions of political power, field agents. shaping the society around them. New Members: Full members of the members can expect that, should they need Enlightenment are either enlightened exemplars someone’s mind changed for a legitimate or enlightened protectors, as described in reason to the organization, a higher level chapter 5. Associate members are those who member will assist in that endeavor. Junior are seeking to become enlightened exemplars members seeking this aid on a regular basis or protectors, or those non-manifesters working may have their status as a member of the on their own to spread understanding based Mindwatch put under review, as the upon the tenets of the organization. organization needs those who can work Motto: “By following along the path toward independently, not those who require enlightenment, you set yourself free.” assistance for the majority of their tasks. Description: The name the Enlightenment Additionally, adventurers can retreat to larger does not truly capture what this organization is. Mindwatch safehouses for training in the It is merely what most members and outsiders psionic arts – if a psionic class improves mind choose to call it, not being able to truly control, deception, information gathering, or communicate the abstract thought that is stealth, the Mindwatch can probably train you in enlightened consciousness. When the it. Sighted seekers (see Chapter 5: Prestige organization is referred to through telepathic Classes) fit the description on practically every speech, it carries a different name which cannot front, and are common in the Mindwatch. be expressed in words. The Enlightenment embodies using logic and Prominent Members reason to examine the doctrines of the world Vaerin D`uvre: Cold and calculating, Vaerin and, through peaceful measures, change any (LN male human ranger 1 / seer 5 / sighted doctrines that are harmful to society. The seeker 6) is the preeminent tracker of the organization also promotes the spread of Mindwatch. Using his abilities to track down knowledge, in particular knowledge of psionics those suspected of fostering ill will toward and its uses. By removing the mystery of manifesters, Vaerin is merciless in ensuring no psionics, it helps to eliminate much of the fear threats are left intact. and hatred that the ignorant possess. A regular field agent, Vaerin is a typical point of Joining: Becoming a member of the contact for those seeking to reach the Enlightenment entails proving to the association Mindwatch and can act as a liaison or, for fellow that you are dedicated to the cause of members, as a tracker if the need arises. His peacefully expanding the minds of others. whereabouts change quite regularly, so it is not Members of the organization travel openly; uncommon to find Vaerin in unusual locations locating an individual member for initial tutoring

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and contact with the Enlightenment leadership evaluate current knowledge. Only by should not be a difficult task. Ironically, they are questioning assumptions can mistakes be easiest to find in places where oppression or caught and corrected. Knowledge is a powerful psionic persecution run rampant, attempting to tool and by distributing it to others, it empowers peacefully educate the population. them to have a positive impact on their own New applicants must understand that the use of lives. Similarly, it is the duty of all members of mind-affecting abilities on the unwilling is not the Enlightenment to oppose tyranny that acceptable, as it does not enlighten another, oppresses the minds of its subjects. If this can but instead stunts their mental development. A be done in a peaceful fashion, the preferred full member of the Enlightenment swears an method, that would be the appropriate path for oath to never affect an unwilling subject with a member of the Enlightenment, although the any mind-affecting ability, from any source militant arm of the organization, the enlightened under their control (including psionic items). protectors, exist to handle the situation if a Deception of others about the nature of such an peaceful end is not possible. ability (such as wrongfully convincing a target Benefits: Members of the Enlightenment that an ability is harmless) or using such freely trade knowledge with each other. For abilities on targets while they sleep goes techniques such as item creation or psychic against this oath, as does promoting the use of chirurgery, given enough time, a member of the such abilities in others. Although a member of Enlightenment is nearly guaranteed to find a the Enlightenment may find the behavior of member of the organization that knows any some telepaths horrid, he is under no special given power. restriction in choosing his associates. This oath has a supernatural component to it, in Prominent Members the form of willingly accepting a minor telepathic Tyril Lureth: Tyril (CG female human nomad effect, similar in nature to a latent programmed UT 5 / enlightened mind 5) tends to rub others the domination although significantly less wrong way, despite her attempts to preach the malicious. Any member who breaks this oath ways of enlightenment. Possessing a hawk-like has the telepathic effect trigger, which nose and long, curly black hair, Tyril’s brash immediately and unquestionably blocks the personality tends to set off those she tries to violator from gaining any benefit from class teach. Despite this juxtaposition, she still features gained in either of the Enlightenment’s manages to find those who seek to learn from prestige classes, locking those areas of his her the path of enlightenment, several of the training away from him. This block cannot truly newer members enjoying her rough personality, be removed: those who oppress the wills of embracing the sincere message she preaches, others must face the harsh reality of what they instead of the wordplay used by other faiths. have done by living with it forever. Tyril can be approached to provide often If the oath was broken without the member’s obscure facts and has an uncanny knack for control, such as from that member being under putting seemingly unconnected pieces of the control of another, they may seek to rectify information together to find an underlying cause their actions: the Enlightenment’s leaders or issue. Tyril can serve as a contact for typically assign a task of the ex-member, and characters who are members of this upon successful completion of the task, render organization. Members of the Enlightenment the block latent once again. If such activities are find she's one category friendlier to them than taken willingly, that individual is ejected from she would normally be, and she is often able to the Enlightenment for violating one of the core provide information on the local area or offer aid principles of the organization. The nature of the if needed. telepathic block records the state of mind of the Oren Ar’ohtar: Oren (NG male human bearer when triggered; it is impossible to hide psychic warrior 6 / enlightened protector 4) is your intent at the time of triggering from the tall, lithe, and quick, with black hair and piercing leadership of the Enlightenment. Thus, it is grey eyes. With a quick eye and a fast hand, impossible to ‘cheat the system’ through false Oren takes his post as an enlightened protector appeals of your intent at the time – those who very seriously; early in his career, he lost willingly violate the oath and are not repentant several members of a band he was guarding to are automatically ejected. an ambush. Since the encounter, he has spent Duties: It is the duty of every member of the his extra time practicing his combat skills to Enlightenment to spread knowledge and to re- prevent such a reoccurrence.

102 Powers Chapter Seven: Powers

society mind has special options when manifesting them, and can achieve results far and beyond any other manifester with them. Like most descriptors, the Network descriptor The powers presented here expand those in does not provide any specific ability. Rather, the Expanded Psionics Handbook. Additionally, certain society Mind class features only work two new descriptors are introduced along with a when dealing with a Network power. For subschool of psychometabolism. Any changes mechanical information, see the spirit of many to existing powers are noted in the relevant and efficient network features of the society areas of the text. mind class. In addition to an array of new and interesting Retroactive Additions: The dimension swap, powers for all psionic classes, Untapped empathic transfer, sense link and psychic Potential also introduces a possible bodyguard HC powers are considered to have replacement for the shapechanging powers in the Network descriptor. All other Network the Expanded Psionics Handbook. This powers are new, from this book. replaces a few existing problematic powers, while several more gain a bit of extra NEW DESCRIPTOR: [Formbound] functionality. There are even some powers Powers that carry the Formbound descriptor unrelated to shapechanging which draw upon depend on imprinting the form of an available aspects of these rules. If you like the proposed creature, usually by touch. This imprinted form change to shapechanging, it isn’t difficult to serves as a catalyst for the power, similar to a transfer this model over to spellcasting. focus for an arcane spell, and the power draws its parameters from the imprinted form. NEW DESCRIPTOR: [Network] Any character with a manifester or caster level The Network descriptor relates to powers that of 3 or higher who can manifest at least one draw in some way on the psychic connections power or cast at least one spell with this between creatures. While anyone with descriptor may imprint the form of one willing specialized training (Expanded Knowledge living creature (or one who has been dead for feats) can learn and use these powers, a no longer than 1 hour per caster/manifester

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level) into his own body. Imprinting a form takes powers of the psychometabolism discipline that 1 minute of continued physical contact, but no alter the shape and nature of the body. further action on the character's part. A Retroactive Additions: The following powers character cannot imprint a form if it has more are considered members of the Shapechanging hit dice than he has character levels, nor can subdiscipline: alloyed hide HC, animal affinity, he imprint forms that were never alive biofeedback, bite of the wolf, chameleon, claws (monsters of the construct and undead types -- of the beast, compression, construct even if an undead creature was made from a toughnessHC , ectoplasmic form, expansion, previously living form, its essence is too far form of doom, oak body, psychofeedback, removed from its original type to imprint). shadow body, thicken skin, unleash idbeast HC. A character can imprint one additional form per All other powers of the Shapechanging five caster or manifester levels. The subdiscipline are new, from this book. Formbinder and Master Formbinder feats and Retroactive Removals: The following powers the anyform savant prestige class can increase from the Expanded Psionics Handbook are not this limit. Attempts to imprint additional forms intended for use with the Shapechanging and beyond this limit automatically fail. However, as Formbound rules: metamorphosis, greater a standard action, a character may choose to metamorphosis. If you previously knew either of abandon any number of imprinted forms, losing these powers and have adopted these rules, access to them (unless he imprints them again speak with your GM about replacing them with later), but allowing him to imprint additional assume form and related powers. If your forms. Unless he abandons the form, an imprint character focused on shapechanging as a lasts a lifetime. critical part of their design, you may need to An imprinted form loses many of the rebuild your character from level 1 with levels in characteristics of the individual it was imprinted the anyform savant prestige class (see Chapter from. An imprinted form is an average example 5: Prestige Classes). of that kind of creature in all ways. Traits such as extraordinary ability scores, class levels or Power Lists features, and templates are not stored in an New powers are marked with a UT and are imprint. No spell-like, psi-like, spellcasting, or described below. Powers marked with a HC manifesting abilities can be imprinted, nor can a originally appeared in Hyperconscious: character imprint any abilities that modify how Explorations in Psionics by Bruce R. Cordell. such abilities are used, cast, or manifested. The powers not marked are from the Expanded Certain supernatural effects disrupt the ability Psionics Handbook. An A following a power’s to imprint forms: a character cannot imprint the name indicates the power can be augmented. form of a summoned creature, nor can they An X indicates that the power carries an imprint the form of any creature with the experience point cost. Extraplanar subtype (although outsiders may be imprinted if a character attempts to imprint them on their native plane). Similarly, creatures MARKSMAN POWERS with the Incorporeal or Swarm subtypes cannot All powers are from the Expanded Psionics be imprinted. Handbook unless noted otherwise. When using a Formbound effect, a character may substitute his own form or the form of a Certain powers behave slightly different for a willing or unwilling creature he touches while marksman manifesting them; such differences manifesting/casting the effect in place of an (if any) are noted in italics on this list if the imprinted form (and indeed must do so if he is power originated in another book. using such an effect before his caster or manifester level is 3). This substituted form 1ST-LEVEL MARKSMAN POWERS cannot have more Hit Dice than the character Astral Traveler: Enable yourself or another to has levels, and must be of a valid type (and join an astral caravan-enabled trip. subtype). This creates a temporary imprint that Avaunt A HC: You gain a +2 bonus on your doesn't count toward his maximum number of Intimidate check. imprints, but fades when the effect does. Bolt A: You create a few enhanced short-lived bolts, arrows, or bullets. NEW SUBDISCIPLINE: (Shapechanging) Boost A UT: Launch a projectile without its The Shapechanging subdiscipline signifies launcher.

104 Chapter 7: powers

Bound A HC: You gain a +2 bonus on your Jump Ephemeral Bolt A UT: Create phasing check. projectiles with a delayed-damage effect. Burst: Gain +10 ft to speed this round. Levitate, Psionic: Subject moves up and down Catfall A: Instantly save yourself from a fall. at your direction. [Manifest as a psychic warrior] Chameleon: Gain +10 enhancement bonus to Localized Windstorm A UT: Increase or Hide checks. decrease winds in a small, controllable area. Circumstance Shield A HC: You gain a +2 Psionic Scent: Gain the scent ability. insight bonus on Reflex saves. Share Pain: Willing subject takes some of your Clot HC: You resist bleeding. damage. Conceal Thoughts: You conceal your motives. Steal Item A HC: Distant or tended objects Detect Psionics: You detect the presence of appear in your grasp. psionics. Sustenance: Go without food and water for Dissolving Weapon A: Your weapon deals 4d6 one day. acid damage. Wall Walker: Grants the ability to walk on walls Elfsight: Gain low-light vision, +2 bonus on and ceilings. Search and Spot checks, and notice secret doors. 3RD-LEVEL MARKSMAN POWERS Far Hand A: Move small objects at a limited Concealing Amorpha, Greater: Quasi-real distance. membrane grants you total concealment. Float: You buoy yourself in water or other Control Air A: You have control over wind liquid. speed and direction. Foxhole A UT: Quickly ‘dig’ a trench or shelter. Danger Sense A: Gain +4 bonus against traps. Metaphysical Weapon A: Weapon gains +1 Darkvision, Psionic: See 60 ft in total bonus. darkness. My Light A: Your eyes emit 20-ft cone of light. Dimension Slide A: Teleports you a very short Precognition, Defensive A: Gain +1 insight distance. bonus to AC and saving throws. A Energy Adapatation, Specified A: Gain Precognitionion, Offensive A: Gain +1 insight resistance 10 to one energy type. bonus on your attack rolls. Escape Detection: You become difficult to Prescience, Offensive A: Gain +2 insight detect with clairsentience powers. bonus on your damage rolls. Hustle: Instantly gain a move action. Prevenom Weapon A: Your weapon is mildly The Arrow Knows the Way A UT: Ranged poisonous. [Ranged weapons bestow this attacks follow imaginary path to target. effect on their ammunition] Touchsight A: Your telekinetic field tells you Resistance, Psionic A HC: You gain a +2 where everything is. resistance bonus on saves for one minute/level. Ubiquitous Vision: You have all-around Slow Light HC: Languid movement of light vision. grants the target a 10 percent miss chance. [May only target self] 4TH-LEVEL MARKSMAN POWERS Trick Shot UT: Small moving object performs Aura Sight A: Reveals creatures, objects, one stunt. powers, or spells of selected alignment axis. Vigor A: Gain 5 temporary hit points. Evade Burst A: You take no damage from a burst on a successful Reflex save. 2ND-LEVEL MARKSMAN POWERS Freedom of Movement, Psionic: You cannot Body Adjustment A: Heal 1d12 damage. be held or otherwise rendered immobile. Body Equilibrium: You can walk on nonsolid Keen Edge, Psionic: Doubles normal surfaces. weapon’s threat range. Body Purification A: Restore 2 points of ability Mirror Shot A UT: Reflects alternate realities, damage. partially duplicating a projectile in midair. Cloud Mind: You erase knowledge of your Physical Acceleration A UT: You move faster, presence from target’s mind. gain +1 on attack rolls, AC, and Reflex saves. Concealing Amorpha: Quasi-real membrane Psychic Reformation A X: Subject can choose grants you concealment. skills, feats, and powers anew for previous Detect Hostile Intent: You can detect hostile levels. creatures within 30 ft of you. Steadfast Perception: Gain immunity to

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illusory effects, +6 bonus on Spot and Search 5TH-LEVEL PSION/WILDER POWERS checks. Bliss A: Overloads target’s pleasure sensors, Truevenom Weapon: Your weapon is horribly rendering it unconscious and weakened. poisonous. [See Prevenom Weapon] Zealous Fury A UT: Subsequent attacks are as 9TH-LEVEL PSION/WILDER POWERS accurate as previous ones. Energy Maelstrom A: Storm of energy deals 15d6 damage, then 5d6/round. 5TH-LEVEL MARKSMAN POWERS Adapt Body: Your body automatically adapts PSION DEVOTION POWERS to hostile environments. UT All powers presented on the devotion lists Barrage : Execute a flurry of swift attacks below are new powers from this book except against nearby targets. aversion, which originally appeared in the Cloud Mind, Mass: Erase knowledge of your Expanded Psionics Handbook and is expanded presence from the minds of one creature/level. below. Inertial Barrier: Gain DR 5/-. Power Resistance: Gain PR equal to 12+level. EGOIST DEVOTION POWERS True Seeing, Psionic: See things as they 3 Assume Form A: Transform your body into really are. an imprinted form. Physical Acceleration A: You move faster, PSION/WILDER POWERS gain +1 on attacks, AC, and Reflex saves. All powers presented on the Psion/Wilder list 4 Inanimate Transformation: You assume below are new powers from this book except the form of an object. attraction, which originally appeared in the 5 Assume Ability A: Gain the extraordinary Expanded Psionics Handbook and is expanded attack below. 9 Fluidic Form: Transform yourself quicker and more efficiently than before. 1ST-LEVEL PSION/WILDER POWERS Attraction A: Subject has attraction you specify; KINETICIST DEVOTION POWERS augment for “addiction” effect. 3 Earthshaker A: Damage and knock targets Blinding Flash A: Sudden burst of light dazzles prone; deal force damage to burrowers. opponent. Localized Windstorm A: Increase or Foxhole A UT: Quickly ‘dig’ a trench or shelter. decrease winds in a small, controllable area. Unearthly Terror A: Terrify an enemy with Skeletal Eruption A: Induce a lethal sustained images. vibration in target’s skeleton. 5 Kinetic Aura A: Store damage dealt to you 2ND-LEVEL PSION/WILDER POWERS and release it later. Disrupting Lash A: Quickly disrupt another's concentration. NOMAD DEVOTION POWERS Dull the Edge A: Delay opponent’s reactions, 1 Trick Shot A: Small moving object performs leaving him open to attack. one stunt. Everyman A: You appear more average, 3 Temporal Dissociation A: Each round blending into crowds. counts as two for effects on the target. Induce Pleasure A: Triggers target’s pleasure 4 Rending Rift A: Displace attacks towards sensors, distracting and weakening it. you, gaining a miss chance and damaging weapons. 3RD-LEVEL PSION/WILDER POWERS 6 Cathartic Apportation A: Teleport a subject, Guarded Sleep: Subject’s mind is protected but leave harmful aspects behind. while asleep, and awakens in peak condition. 7 Dueling Ground A: Draw yourself and your Produce Image A: Generate field of light that enemy into a psychoplanar arena. replicates an imprinted form. 9 Dimensional Oubliette A X: Target is trapped in imaginary space. 4TH-LEVEL PSION/WILDER POWERS Siphon Mind A: Ephemeral tentacles drain SEER DEVOTION POWERS opponent’s Intelligence and you become 1 Headcount A: Instantly learn number of smarter. touched creatures and determine their locations.

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SHAPER DEVOTION POWERS accurate as previous ones. 3 Ectoskeleton A: Your astral construct becomes a suit of battle armor. 5TH-LEVEL PSYCHIC WARRIOR POWERS 9 Astral Juggernaut A X: Create an astral Barrage: Execute a flurry of swift attacks juggernaut to fight for you. against nearby targets.

TELEPATH DEVOTION POWERS 6TH-LEVEL PSYCHIC WARRIOR POWERS 2 Aversion A: Subject has aversion you Dueling Ground A: Draw yourself and your specify; augment for “edict” effect. enemy into a psychoplanar arena. 3 Battlesense A: Mental heads-up display allows for improved teamwork. A SOCIETY MIND POWERS Empathic Adaptation : You resist All powers are from the Expanded Psionics empathic damage. A Handbook unless noted otherwise. The 4 Alienation : Subject loses ability to attraction and aversion powers presented communicate with or understand others. A below augment those that appear in the Mnemonic Fugue : Subject cannot form Expanded Psionics Handbook. short-term memories. A 5 Induce Cascade : Trigger a psionic Powers denoted by a dagger (†) have the cascade in the subject. A Network descriptor, with which society minds 6 Programmed Domination : As psionic have special options. See above for more dominate, but latent until triggered. information on Network powers.

1ST-LEVEL SOCIETY MIND POWERS PSYCHIC WARRIOR POWERS A UT All powers presented on the psychic warrior list Alienation : Subject loses ability to communicate with or understand others. below are new powers from this book. A Attraction : Subject has an attraction you specify; augment for “addiction” effect. 1ST-LEVEL PSYCHIC WARRIOR POWERS A HC Blinding Flash A: Sudden burst of light dazzles Avaunt : You gain a +2 bonus on your Intimidate check. opponent. A HC Foxhole A UT: Quickly ‘dig’ a trench or shelter. Aver : You gain a +2 bonus on your Bluff check. A HC 2ND-LEVEL PSYCHIC WARRIOR POWERS Broker : You gain a +2 bonus on your Ephemeral Bolt A: Create phasing projectiles Diplomacy check. with a delayed-damage effect. Call to Mind: Gain additional Knowledge check A with a +4 bonus. Everyman : You appear more average, HC blending into crowds. Detect Compusion : You know if the target Flourish A: Inspire allies and dishearten foes. is controlled. Physical Acceleration A: You move faster, Detect Psionics: You detect the presence of psionics. gain +1 on attacks, AC, and Reflex saves. A HC Judge : You gain a +2 bonus on your 3RD-LEVEL PSYCHIC WARRIOR POWERS Sense Motive check. Dispatch A: Set up and deliver spectacular Know Direction and Location: You discover finishing strikes. where you are and what direction you face. Earthshaker A: Damage and knock targets Missive: Send a one-way telepathic message prone; deal force damage to burrowers. to subject. Siphon Mind A: Ephemeral tentacles drain Precognition: Gain +2 insight bonus to one roll. opponent’s Intelligence and you become A smarter. Precognition, Defensive : Gain +1 insight bonus to AC and saving throws. A† 4TH-LEVEL PSYCHIC WARRIOR POWERS Sense Link : You sense what the subject A senses (single sense). Mirror Shot : Reflects alternate realities, A † UT partially duplicating a projectile in midair. Skills as One : You and another share A training in a skill. The Arrow Knows the Way : Ranged attacks A HC follow imaginary path to the target. Suppress Compulsion : You attempt to Zealous Fury A: Subsequent attacks are as free a target temporarily from another’s control

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using conflicting signals. transfers your hurt to another. Telempathic Projection: Alter the subject’s False Sensory Input A: Subject sees what isn’t mood. there. Unearthly Terror A † UT: Terrify an enemy with Fate Link A: You link the fates of two targets. sustained images. Guarded Sleep UT: Subject’s mind is protected while asleep, and awakens in peak condition. 2ND-LEVEL SOCIETY MIND POWERS Mind Trap A: Drain 1d6 power points from Aversion A: Subject has aversion you specify; anyone who attacks you with a telepathy augment for “edict” effect. power. Detect Hostile Intent: You can detect hostile Mindful Aura A HC: Onlookers are shaken by creatures within 30 ft of you. your apparent power and majesty. Dimension Swap A †: You and ally or two allies Share Pain, Forced A: Unwilling subject takes switch positions. some of your damage. Disrupting Lash A UT : Quickly disrupt another's Solicit Psicrystal A: Your psicrystal takes over concentration. your concentration power. Empathic Condition Relief HC: You relieve a Strike As One A † UT: Mental bond improves target’s condition. allied combat coordination, allowing unusual Empathic Transfer A †: Transfer another’s flanking angles. wounds to yourself. Vampiric Blade: You heal half of your base Feat Leech A: Borrow another’s psionic or weapon damage. metapsionic feats. Withstand As One A † UT: You and another Missive, Mass A: You send a one-way share the use of the best saving throws telepathic message to an area. between you. Psychic Bodyguard HC: You make a target’s Will saving throw for it. 4TH-LEVEL SOCIETY MIND POWERS Psychic Interference A † UT: Disrupt foes' Correspond: Hold mental conversation with effectiveness with sustained hallucinations. another creature at any distance. Read Thoughts: Detect surface thoughts of Empathic Feedback A: When you are hit in creatures in range. melee, your attacker takes damage. Sense as One A † UT: Shared perceptions Head Trip A HC: You trap a foe’s mind in a improve offense or defense. hellish landscape, and the foe’s body falls Sense Link, Forced: Sense what subject prone. senses. Intellect Fortress A: Those inside fortress take Sensitivity to Psychic Impressions: You can only half damage from all powers and psi-like find out about an area’s past. abilities until your next action. Share Pain: Willing subject takes some of your Mindlink, Thieving A: Borrow knowledge of a damage. subject’s power. Strength of My Enemy A: Siphon away your Modify Memory, Psionic: Changes 5 minutes enemy’s strength and grow stronger. of subject’s memories. Sustenance: Go without food and water for Phantasmal Killer, Psionic A HC: You create a one day. fearsome visage that kills a foe or deals 3d6 Tongues, Psionic: You can communicate with damage. intelligent creatures. Psychic Reformation A X: Subject can choose skills, feats, and powers anew for previous 3RD-LEVEL SOCIETY MIND POWERS levels. Battlesense A UT: Mental heads-up display Psychic Vampire: Touch attack drains 2 allows for improved teamwork. power points/level from foe. Body Adjustment A: You heal 1d12 damage. Power Leech: Drain 1d6 power points/round Body Purification A: You restore 2 points of while you maintain concentration; you gain 1/ ability damage. round. Danger Sense: You gain +4 bonus against Sensorineural Cascade A HC: You overwhelm traps. sensory systems of targets for 1 round/level. Empathic Adaptation A UT: You resist empathic damage. 5TH-LEVEL SOCIETY MIND POWERS Empathic Transfer, Hostile A: Your touch Adapt Body: Your body automatically adapts

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to hostile environments. insight bonus on single attack roll, check, or Catapsi A: Psychic static inhibits power save. manifestation. Correspond, Persistent HC: You engage in 8TH-LEVEL SOCIETY MIND POWERS ongoing mental conversation with subject. Ability As One A † UT: You and another share Dream, Psionic A HC: You send a message to a one ability score between you. sleeping target. Bend Reality X: Alters reality within power Incarnate X: Make some powers permanent. limits. Leech Field A: Leech power points each time Erase Presence X HC: Enemies forget you and you make a saving throw. your allies are present for 1 round per level. Leech Known Power A HC: You steal powers Hypercognition: You can deduce almost from another’s mind. anything. Metaconcert A: Mental concert of two or more Mind Blank, Psionic: Subject immune to increases the total power of the participants. mental/emotional effects, scrying, and remote Nightmare, Psionic A HC: You send a vision viewing. that deals 1d10 points of damage and causes True Metabolism: You regenerate 10 hit fatigue. points/round. Prowess as One A † UT: You and another share the use of the highest base attack bonus 9TH-LEVEL SOCIETY MIND POWERS between you. Affinity Field: Effects that affect you also affect Psionic Revivify A X: Return the dead to life others. before the psyche leaves the corpse. Assimilate: Incorporate creature into your own Psychofeedback: Boost Str, Dex, or Con at body. the expense of one or more other scores. Psychic Chirurgery X: You repair psychic Second Chance: Gain a reroll. damage or impart knowledge of new powers. Shatter Mind Blank: Cancels target’s mind Timeless Body: Ignore all harmful, and helpful, blank effect. effects for 1 round. Tower of Iron Will A: Grant PR 19 against mind-affecting powers to all creatures within 10 New Power Descriptions ft until your next turn. Ability As One 6TH-LEVEL SOCIETY MIND POWERS Telepathy [Mind-Affecting, Network] Aura Alteration A: Repairs psyche or makes Level: Society Mind 8 subject seem to be something it is not. Display: Me Brutalize Wounds HC: Your target takes more Manifestation Time: 1 standard action damage than normal from his wounds. Range: Close (25 ft + 5 ft/2 levels) Contingency, Psionic X: Sets trigger condition Target: You plus one creature for another power. Duration: Concentration, up to 1 round/level Co-opt Concentration: Take control of foe’s Saving Throw: Will negates (harmless, see concentration power. text) Defer Fatality X HC: You avoid death through Power Resistance: Yes suspended animation. Power Points: 15 Dispelling Buffer: You are buffered from one dispel psionics effect. This power reflects the pinnacle of the network Restoration, Psionic: Restores level and abilities -- the unification of physical and mental ability score drains. traits in their purest form, ability scores. When Technique As One A † UT: You and another you manifest this power, choose one of the six share the use of one feat between you. ability scores. The highest example of that

score amongst the targets replaces the same 7TH-LEVEL SOCIETY MIND POWERS ability score amongst all willing targets. Dream Travel A: Travel to other places through dreams. Only base ability scores can be linked in this Mind Blank, Personal: You are immune to way -- that is, the ability score without any scrying and mental effects. bonuses or penalties of any type, except racial Moment of Prescience, Psionic: You gain modifiers, age modifiers, inherent bonuses, and

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the bonuses every four character levels. Other The subject still knows friend from foe, and effects that modify ability scores (such as does understand if his attacks or powers are spells, psionic powers, magic items, class successful. features, and so on) are not transferred, though they remain in effect, altering any replaced Augment: For every additional power point you score as they would alter the original. spend, this power may affect an additional target. No two targets may be further than 15 Augment: You may augment this power in one feet apart. For every 2 power points spent this or both of the following ways. way, increase the save DC by 1. 1. If you spend an additional 2 power points, you may instead share the lowest base ability Assume Ability score amongst all targets, willing or not (which Psychometabolism (Shapechanging) may impact spellcasting in a way similar to [Formbound] ability damage). Unwilling targets may make a Level: Egoist 5 Will saving throw each round to ignore the Display: Vi effects of this power for that round. You are Manifestation Time: 1 standard action exempt from any ability score change this way. Range: Personal 2. For every 2 additional power points you Target: You spend, you may choose an additional ability Duration: 1 round/level (D) score for this power to affect, to a maximum of Saving Throw: None 10 extra points. Power Resistance: No Power Points: 9 In addition, for every 2 power points spent to achieve either of these results, increase the Manifesting this power allows you to use one save DC (if applicable) by 1. extraordinary special ability of an imprinted creature (see the Formbound descriptor at the Alienation beginning of the chapter). If the creature was Telepathy (Compulsion) [Mind-Affecting] limited in the number of times their ability could Level: Telepath 4 be used, then the ability granted by this power Display: Me is equally limited. Limits on the imprinted Manifestation Time: 1 standard action creature's ability that specify a number of times Range: Medium (100 ft + 10ft/level) per day (or other interval of time) are limited Target: 1 living creature over that time period regardless of the number Duration: 1 round/level of times this power is manifested. If a special Saving Throw: Will negates ability is dependent on a natural attack (such as Power Resistance: Yes poison delivered by a claw attack) or Power Points: 7 spectacular anatomy (such as the swallow whole ability), you must possess the natural You close off the centers of the subject's mind attack or form in question to use it (natural that deal with communication and social attacks provided by powers such as claws of interaction. The subject effectively loses the beast count for this purpose). knowledge of all languages (including telepathic and body language) and is treated as illiterate If you are under the effect of another for the duration of the power. He may still Formbound power that grants you “speak” and provide verbal components, and to characteristics of an imprinted form (such as him they sound completely normal, but to assume form), you may only assume abilities anyone else they appear as complete from the imprinted form that the existing effect gibberish. The subject is unable to understand is using. For instance, if you are under the anyone else on any level – this prevents things effect of assume form using the imprint of a dire such as Sense Motive, the Aid Another action lion, assume ability could only grant you the (or benefits from another’s Aid Another), any dire lion's extraordinary abilities, and not the skill check involving communication (including abilities of any other imprint. Forgery), identifying a spell or power being cast or in use, or knowing if a magical effect used on Augment: For every 2 additional power points him is harmless or not until it hits him (thus, he you spend, you may assume an additional attempts a save against all effects he could). extraordinary ability of the imprinted creature.

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Assume Form you use your own form as an imprint, your Psychometabolism (Shapechanging) ability scores (and size, naturally) do not [Formbound] change, and you retain your own racial natural Level: Egoist 3 weapons, if any. Display: Ma Manifestation Time: 1 standard action While in an assumed form, your racial abilities Range: Personal are temporarily suppressed, which has the Target: You following effects: You lose all racial bonuses to Duration: 1 round/level (D) attack rolls, skill checks and saving throws, you Saving Throw: None (harmless) lose any special senses you may have had due Power Resistance: No (harmless) to your race (such as low-light vision or Power Points: 5 darkvision), and you may no longer use racial extraordinary or supernatural abilities (including Manifesting this power allows you to alter your racial feats). While your type is unchanged, you physical shape into the appearance of one lose any of your subtypes and gain those of the imprinted creature (see the Formbound imprinted form (although the Extraplanar, descriptor at the beginning of the chapter). The Native, Psionic and Shapechanger subtypes assumed form can have challenge rating up to are never gained or lost this way). Naturally, your manifester level, to a maximum of 15. this doesn't apply if you use your own form as Assuming the creature's form grants you a +10 an imprint. circumstance bonus to Disguise checks made to mimic that creature or a member of that If the assumed form is capable of speech, you creature's race (if your new form is the same can communicate normally. When the change size as the creature's; see below). If you use occurs, your equipment remains worn or held your own form as the imprint, you may alter by the new form (if the form is capable of your guise to anything that would be holding or wearing the items in question) or considered normal for your race. melds into the form and becomes nonfunctional (if it isn't). If you are slain while under the You gain all the mundane movement modes effects of this power, you revert to your original (such as swimming or burrowing) and natural form, though you remain dead. attack forms the creature possessed, and lose your mundane movement modes and natural If you are under the effect of another attacks (except those granted from effects such Formbound power that grants you as claws of the beast) for the duration. You are characteristics of an imprinted form (such as not automatically proficient in your new form's assume ability), you may only assume the form natural attacks (any attack made with them of the imprinted form that the existing effect is suffers a -4 penalty) unless you are an anyform using. For instance, if you are under the effect savant (see Chapter 5: Prestige Classes). In of assume ability using the imprint of a dire lion addition, if the imprinted form is larger or (gaining the lion's Improved Grab ability), smaller than you, your size changes by one assume form could only grant you the dire lion's category in the appropriate direction (and you shape, and not the shape of any other imprint, gain the appropriate size modifiers to attack even your own. rolls, reach, hide checks, and armor class). In place of normal ability score modifiers from a Augment: This power may be augmented in size change, you receive a +2 bonus to one or more of the following ways: Strength and a -2 penalty to Dexterity per 1. If you spend 2 additional power points, this category increase, or a +2 bonus to Dexterity power’s duration becomes “1 minute/level (D)” and a -2 penalty to Strength per category 2. If you spend 2 fewer power points, you can decrease. Your new size may further be altered assume any animal form you are familiar with through effects such as expansion or of up to 2 Hit Dice, even without an imprint. If compression. Additionally, you gain an you use this augment, you gain the animal enhancement bonus or penalty to your form's racial bonuses on skill checks, as well as Strength, Dexterity, and Constitution scores any low-light vision, darkvision, scent, or equal to the imprinted form's corresponding blindsense abilities they may have, and your ability modifiers. Treat nonabilities (scores of "- size changes to that of the animal (instead of ") as if they were scores of 0 (-5 modifier). If only one size category).

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3. When you begin manifesting this power, you construct. See Chapter 9: Monsters for more may instead choose to prolong its manifestation information. time, increasing it to 1 minute. If you do so, your size may change up to three size XP COST: 500 xp. categories (instead of one), to a maximum or minimum (as appropriate) final size of the Augment: For every additional power point you imprinted form. spend, the juggernaut gains one additional Hit 4. For every additional power point you spend, Die. the maximum CR of a form that this power can assume increases to 15+the number of Attraction additional points spent. It still cannot exceed Telepathy (Charm) [Mind-Affecting] your manifester level. Level: Psion/Wilder 1, Society Mind 1 Display: Au Astral Juggernaut Manifestation Time: 1 standard action Metacreativity (Creation) Range: Close (25 ft + 5 ft/2 levels) Level: Shaper 9 Target: One creature Display: Ma, Vi Duration: 1 hour/level Manifestation Time: 1 round Saving Throw: Will negates Range: Close (25 ft + 5ft/2 levels) Power Resistance: Yes Effect: One created astral juggernaut Power Points: 1 Duration: 1 round/level Saving Throw: None As attraction (in Chapter Five: Powers in the Power Resistance: No Expanded Psionics Handbook), except as Power Points: 17, XP noted here.

The apex of the shaper’s prowess of astral This is not a new power -- it merely adds construction, this power creates a gargantuan functionality to attraction as it appears in the engine of destruction -- an astral juggernaut Expanded Psionics Handbook. If you know that (see Chapter 9: Monsters). It appears where power, you know the following augmentations. you designate and acts immediately, on your This also replaces the augment entry for turn. It attacks your opponents to the best of its attraction: it augments entirely as described ability. As a free action, you can mentally direct below. it not to attack, to attack particular enemies, or to perform other actions. An astral juggernaut Augment: You may augment this power in one acts normally on the last round of the power's or more of the following ways. duration and dissipates at the end of its turn. 1. Every additional power point you spend improves the interaction bonus by 1. Astral juggernauts are not summoned; they are 2. If you spend 2 additional power points, you created on the plane you inhabit (using may implant an attraction to an action in the ectoplasm drawn from the astral plane). Thus, subject. The subject will make every they are not subject to effects that hedge out or reasonable attempt to perform that action as otherwise affect outsiders; they are constructs, often as possible as long as this power is in not outsiders. effect. It will not attempt actions which will damage itself or put itself in harm's way (but Astral juggernauts are immensely difficult to see below). create, and as such you may only have one 3. If you spend 4 additional power points, the astral juggernaut in existence at any given time. subject seeks its attraction even to its own Manifesting the power again while one is detriment. If it does not approach or remain already in your service causes the existing within 30 feet of its attraction (if an object) or juggernaut to dissipate instantly, replaced by perform its attracted action (see above), it the newer model. suffers a -2 penalty on attack rolls, damage rolls, saving throws and skill checks for the Astral juggernauts can serve as protective round. Attraction’s subdiscipline changes from shells for their creators; doing so also allows Charm to Compulsion with this augment, which the creator to alter the structure of the is sometimes called the “addiction” augment.

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4. If you spend 4 additional power points, this Barrage power's duration becomes 1 day/level (D). Psychometabolism Level: Psychic Warrior 5, Marksman 5 In addition, for every 2 power points spent to Display: Vi achieve any of these effects, increase the save Manifestation Time: 1 swift action DC by 1. Range: Personal Target: You Aversion Duration: 1 round Telepathy (Compulsion) [Mind-Affecting] Saving Throw: None Level: Society Mind 2, Telepath 2 Power Resistance: No Display: Au, Ma Power Points: 9 Manifestation Time: 1 standard action Range: Close (25 ft + 5 ft/2 levels) You boost your reflexes to supernaturally high Target: One creature levels, allowing you to strike at many targets in Duration: 1 hour/level what others perceive as the blink of an eye. Saving Throw: Will negates Your movements are so rapid that they leave Power Resistance: Yes visual echoes of your previous positions in the Power Points: 3 air as you move, although these quickly fade.

As aversion (in Chapter Five: Powers in the This round, as a full attack action, you may Expanded Psionics Handbook), except as make a single ranged attack with one ranged noted here. weapon (or several thrown weapons of the same type) against each target within one This is not a new power -- it merely adds range increment of your weapon, similar to the functionality to aversion as it appears in the Whirlwind Attack feat. You still expend Expanded Psionics Handbook. If you know that ammunition as normal for these attacks. power, you know the following augmentations. This also replaces the augment entry for Alternatively, this round, as a full attack action, aversion: it augments entirely as described you may make a single melee attack with one below. weapon against all targets within a radius of twice your normal reach, rapidly dashing Augment: You may augment this power in one between targets if necessary (although you or both of the following ways. reflexively return to your original position at the 1. If you spend 4 additional power points, this end of your full attack, and such movement power's duration becomes 1 day/level (D). does not trigger effects like the Duck and 2. For every additional power point you spend, Weave UT feat). the subject takes one additional die (d6) of nonlethal empathic damage whenever she In either case, you may not make more attacks attempts the action, for every round spent with barrage than your manifester level. within 30 feet of the object or person of her aversion, or for every round spent attending the Battlesense event you specify. Treat the basic power as Telepathy [Mind-Affecting] dealing 0d6 nonlethal empathic damage for this Level: Society mind 3, telepath 3 augment. This damage can be reduced by any Display: Me effect that reduces nonlethal or empathic Manifestation Time: 1 standard action damage, such as the empathic adaptation UT Range: 30 feet (see text) power. For every 2 additional dice of nonlethal Target: 1 willing creature/level damage, increase the penalty the subject takes Duration: 1 round/level when performing the action by 1. Some Power Points: 5 telepaths call this the “edict” augment. You link the minds of your allies, dramatically In addition, for every 2 additional power points improving their coordination. When you spent to achieve either of these effects, the manifest this power, a type of heads-up display save DC increases by 1. appears in each target's mind, improving their coordination and group awareness. Each

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affected target can use the Aid Another action Augment: You may augment this power in one as an immediate action. or both of the following ways: 1. For every additional power point you spend, Additionally, all targets that are also willing the power’s duration increases by one round. members of your worldthought network (if any) 2. If you spend 4 additional power points, the gain one special ability of your choice from this target is blinded instead of dazzled. list. Your choice affects all members equally. +1 circumstance bonus to attack rolls In addition, for every 2 power points spent to +1 circumstance bonus to AC achieve either of these effects, increase the +2 circumstance bonus to weapon save DC by 1. damage +5 circumstance bonus to speed Bliss Telepathy [Mind-Affecting] Augment: You may augment this power in one Level: Psion/Wilder 5 or both of the following ways. Display: Me 1. If you spend 2 additional power points, you Manifestation Time: 1 standard action can choose a second special ability from the Range: Close (25 ft + 5ft/2 levels) worldthought network bonus list. You may Target: 1 living creature choose the same benefit again; if you do, it Duration: Instantaneous (see text) stacks with itself. Saving Throw: Will partial (see text) 2. If you spend 2 additonal power points, you Power Resistance: Yes can use this power as if you had the Power points: 9 worldthought network class feature, treating creatures you have established a mental link You telepathically overload the target creature's with as members. See the Power by Proxy UT pleasure centers. The target experiences feat for examples of mental links (mindlink is something that might be likened to physical more than sufficient). Creatures that would not ecstasy, emotional euphoria or a spiritual consider you an ally if not for the link do not epiphany but which fully transcends those count as willing members. terms; it is pleasure unmitigated by the senses at a level normally beyond mortal experience. Blinding Flash Psychokinesis [Light] A failed saving throw means the target is Level: Psion/Wilder 1, Psychic Warrior 1, overwhelmed by the sensation, taking nonlethal Display: Vi damage equal to its current hit points +10 Manifestation Time: 1 swift action (although treated as unconscious, it is actually Range: Close (25 ft + 5ft/2 levels) in a stupor). If the target already has nonlethal Target: One creature damage, treat his hit points as that much lower Duration: 1 round when determining how much nonlethal damage Saving Throw: Fortitude Negates bliss deals. Power Resistance: Yes The target may recover from this normally Power Points: 1 (through time or healing effects), but the experience leaves it craving more: Saving You create a blinding flash of light to throws against mind-affecting effects are made momentarily distract your opponents. A at a -4 penalty, the target takes a -2 penalty on favorite of crafty psychic warriors who mastered Concentration checks, and is treated as under the technique of reflecting light off their metal the effect of a fifth-level distracting effect. weapons to blind archers while they closed the These penalties last until the target is mentally distance, this power comes with double the restored (see induce pleasure UT) or until all the surprise in dim and shady battlefields where nonlethal damage caused by this power is such a mundane trick would not be possible. healed. On a successful saving throw, the Many warriors today make a show of using a subject is dazed for 1d4 rounds, but suffers no reflective surface when making a blinding flash, other ill effects. although no such prop is strictly necessary. Intrinsic mental safeguards prevent you from manifesting this power or similar powers upon The target of this power must make a Fortitude yourself, although it may be reflected with save or be dazzled. reddopsi or similar effects.

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Augment: For every 2 additional power points Manifestation Time: 1 standard action. you spend, increase the Concentration penalty Range: Touch on a successful save, the level of the Target: One touched Large (or smaller), distracting effect, and the save DC by 1. For corporeal creature every 4 additional points spent this way, the Duration: Instantaneous penalty on subsequent Will saves against mind- Saving Throw: Will partial, see text affecting effects increases by 1. Power Resistance: Yes, see text Power Points: 11 Boost Psychoportation You teleport the subject a very short distance, Level: Marksman 1 applying a filter such that substances and items Display: Vi, Au not innate to its physiology are left behind. If Manifestation Time: 1 swift action the subject fails a Will save, it appears in Range: 0 ft another space you could touch, and is dazed Target: One piece of ammunition or one for 1 round. You must specify whether your thrown weapon filter is internal or external when you manifest Duration: Instantaneous this power. Power Points: 1 If you apply an internal filter, poisons, disease, You empower one piece of ammunition with the alcohol, and the like are all cleansed from the impetus of motion it would get from its subject's system as well as internal parasites, launcher, in effect firing it by will alone. You embedded arrow heads, and food in the may launch a boosted projectile as an attack digestive tract. Ongoing magical effects action (combined with the swift action of induced by potions or psionic tattoos or those manifesting this power), treating it in all ways that involve consumption of a conjured as if it had been fired from its intended launcher substance (such as heroes’ feast) end (shortbow, light crossbow, or sling, sized immediately for the subject. Creatures that appropriately to you). Since no actual launcher have been swallowed whole or internalized is involved, reload times are not applicable. (such as an intellect devourer) may be removed by the use of this power if it is applied to the Alternatively, you may choose to boost a creature that holds them. Note that you may not weapon as you throw it. A boosted thrown specify or exempt substances; if the subject is weapon deals damage as if it were one size both poisoned and under the effects of a potion larger. of heroism then this power will remove both.

Augment: You may augment this power in one If you apply an external filter, the subject is left or more of the following ways: naked after being teleported and can be 1. If you spend an additional 2 power points, teleported out of shackles, another creature's you may fire additional projectiles in this grasp, an ectoplasmic cocoon, a web, and fashion as part of a full attack up to the number similar effects. Any mundane equipment the of attacks you could normally make during a full subject was wearing or carrying clatters to the attack action. ground at its former position. This effect may 2. For every 2 additional power points you also remove acid, burning oil, and other spend, the size of the launcher emulated damaging contact agents, as well as dirt, grime, increases by one step (for example, from a and external parasites (such as puppeteers). Medium light crossbow to a Large light crossbow), and the effective size of any thrown Magic and psionic items are resistant to weapon increases by one additional step. cathartic apportation, and usually teleport with 3. If you spend 1 additional power point, you the subject (but see below). Corporeal may boost a projectile as if fired by a longbow creatures other than the target that would be or a heavy crossbow instead. displaced by this power may resist it with power resistance, and if successful, they are Cathartic Apportation teleported along with the target. Regardless of Psychoportation (Teleportation) the success of resistance, they, like the target, Level: Nomad 6 are still dazed for one round unless they make Display: Vi, Ma a Will saving throw.

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Augment: You can augment this power in one occupant of a microverse and comprises its or more of the following ways. boundaries; there is no space around the 1. For every 2 additional power points you subject in which to move and no time flows with spend, you may increase the maximum size of which to interact. The subject does not exist in the target by one size category. the conventional sense; clairsentience and 2. If you spend 4 additional power points, this divination effects used directly on or to locate power may affect magical items the subject the subject automatically fail as if they were holds or carries as if they were mundane, used on something nonexistent. although each magic item independently gets a saving throw against this effect and if A subject may be freed from a dimensional successful teleports with the target. oubliette by use of this power, or a wish, Additionally, you may remove items that have freedom, reality revision, or miracle provided been supernaturally bonded to the subject such is used within 20 feet of the spot at which (such as weapon affected by the graft weapon the subject was affected. The area where this power) if you use an external filter, or items that power was manifest does not continue to have been diffusely absorbed into the subject's resonate with psionic energy beyond what is forms (such as from effects like assume form) if normal for a ninth level power; locating a you use an internal filter. Crystalics may be creature so entrapped can prove impossible harmlessly removed from a subject with an without eyewitness accounts. augmented external filter, as can many cursed items (although this power does not end the XP COST: 2000 curse; the item makes a saving throw normally). Psionic tattoos may be removed with Augment: For every 2 additional power points an augmented internal filter, although if a tattoo you spend, the weight of an object that can be would be removed, it migrates to you affected doubles, and the save DC increases (potentially setting your tattoos off if this would by 1. exceed twenty tattoos). 3. If you spend 4 additional power points, you Dispatch may simultaneously apply an internal and Clairsentience external filter. Level: Psychic Warrior 3 Display: Me In addition, for every 2 power points spent to Manifestation Time: 1 swift action achieve any of these effects, increase the save Range: Personal DC by 1. Target: You Duration: 1 round Dimensional Oubliette Power Points: 5 Pyschoportation (Teleportation) Level: Nomad 9 You gain a split second insight into the Display: Vi intentions of your foes allowing you to predict Range: Close (25 ft + 5ft/2 levels) and counter their attacks and place them in line Target: One creature or one object weighing for a single, devastating final strike. 600 lbs or less. Duration: Instantaneous. You gain a +4 insight bonus on attack rolls Saving Throw: Will negates made to disarm or trip (and any relevant ability Power Resistance: Yes checks to do so) for one round. If you Power Points: 17, XP successfully disarm or trip an opponent in melee, you may make an immediate attack of You open a dimensional portal through which opportunity against that opponent at your the subject passes into oblivion. The subject is highest attack bonus with a +4 circumstance entombed in a pocket dimension with an bonus to the attack roll. This counts against impossible or imaginary location; its existence your allowed number of attacks of opportunity becomes only theoretical, although it is not for the round. killed or destroyed. Effects that would normally Augment: You may augment this power in one grant freedom from immobilization have no or more of the following ways: effect in the oubliette. The subject is the sole 1. If you spend 5 additional power points, your

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critical threat range is doubled while making conjunction with this power (such as Enlarge attacks of opportunity from this power. Unlike Power) does not trigger this augment. most of these effects, this stacks with Improved Critical or the keen weapon property (that is, Dueling Ground using a keen scimitar that would normally Psychoportation (Teleportation) threaten on a 15-20 – six numbers – with this Level: Nomad 7, Psychic Warrior 6 augment would lead to attacks of opportunity Display: Vi that threaten on a 12-20 – nine numbers). Manifestation Time: 1 standard action 2. For every 2 additional power points you Range: Touch spend, your insight bonus on disarm and trip Targets: You and touched creature OR you attempts (including the ability checks as (see text) necessary) increases by 1. Duration: 5 rounds (D) 3. For every 4 additional power points you Saving Throw: Will negates spend, this power’s duration increases by one Power Resistance: Yes round. Power Points: Psychic Warrior 11, Nomad 13 4. Each additional power point you spend (including those spent on other augments) If the touched creature fails a Will save, you gives you a +1 insight bonus on damage rolls and that creature are teleported to a on attacks of opportunity generated by this psychoplane coexistent with the plane you power. were on. The plane spans a 40 foot radius sphere centered on where this power was Disrupting Lash manifest, and looks like the area you were Telepathy [Mind-Affecting] previously in, though slightly out of focus, as if Level: Psion/Wilder 2, Society Mind 2 in a dream. At the boundary of this plane there Display: Me is a shimmering energy field through which you Manifestation Time: 1 immediate action can observe the events going on in the plane Range: Close (25 ft + 5ft/2 levels) you were on normally, though neither you nor Target: One creature the touched creature can physically cross this Duration: Instantaneous barrier. In addition, teleportation effects cannot Saving Throw: None cross the barrier unless they are normally Power Resistance: Yes capable of crossing planar barriers (such as Power Points: 3 psionic plane shift). Creatures from the outside world that would appear within this barrier You lash out telepathically at one creature instead appear as a translucent shimmering within range, trying to disrupt their outline of themselves, completely incapable of concentration. A creature seeking to avoid interacting with you. Back in the real world, having their concentration disrupted must make observers see a similar shimmering outline of a Concentration check with a DC equal to the you and the touched creature out of the corners save DC of this power. Disruption of of their eyes for the duration of the power. No concentration can spell disaster for spellcasters material effect can affect a psychoplane – treat or manifesters: All spells being cast or powers it in most regards as a nondimensional space. being manifested by the target are lost, and all spells and powers with a duration of A successful dispel psionics targeted on these concentration that the target is maintaining end shimmers transports you and the touched as if their durations had expired. creature back to the plane you were on, in your corresponding locations (movement in the Augment: You may augment this power in one psychoplane is reflected in the real world), as or both of the following ways: does dismissing the power. If at any point only 1. For every additional power point you spend, one creature remains conscious in the increase the DC of the Concentration check by psychoplane, everyone within is immediately 1. transported back to the plane on which the 2. If you expend your psionic focus to activate power was manifested, appearing in this augment, the target also loses its psionic corresponding locations. If you leave the focus (if any) if it fails the Concentration check. psychoplane, all other occupants are shifted Expending your focus on other effects in back to their corresponding locations and the

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power ends. When manifesting dueling ground In addition, for every 2 power points spent to adjacent to an existing shimmer (that is, achieve any of these effects, increase the save adjacent to where a psychoplanar duelist would DC by 1. be were he on your plane), you may choose to transport yourself into the corresponding Dull The Edge location on the existing psychoplane; dueling Telepathy [Mind-Affecting] ground manifest this way cannot be Level: Psion/Wilder 2 augmented. Display: Me Manifestation Time: 1 standard action Nomads who manifest this power can Range: Close (25 ft + 5ft/2 levels) aesthetically change the appearance of the Target: 1 living creature psychoplane, though it retains the major terrain Duration: 2 rounds/level features of the area in which it was manifested. Saving Throw: Will negates Many nomads choose to add features that Power Resistance: Yes mimic their dreams or nightmares. In addition, Power Points: 3 nomads who manifest this power may choose to infuse themselves and all occupants with the You dampen the subject's perception and power of their minds rather than that of their reflexes so that he has trouble noting and bodies. Creatures within the psychoplane must reacting to the actions of others. The subject replace their Strength and Constitution scores takes a -2 penalty on Initiative checks (although (if any) with their Intelligence score (or its place in a previously-rolled initiative count Charisma score if they are mindless) if the remains unchanged). Furthermore, the subject nomad chooses so for as long as they remain may not make attacks of opportunity; he simply in the psychoplane. Those who enter the does not notice an opponent leaving himself psychoplane by manifesting dueling ground open to attack quickly enough to exploit this (including the original manifester) may choose opportunity. Readied actions taken by the to be affected by this replacement or not, at subject are resolved after the action or event their option. for which the subject waited, not before (possibly causing them to miss if the subject’s Augment: This power may be augmented in target moved). The subject may not take one or more of the following ways: immediate actions or otherwise react to the 1. If you spend 4 additional power points, all actions of others outside its turn, although creatures in the psychoplane are subject to a actions that would be available as immediate psionic dimensional anchor effect, and may not may still be taken as swift actions during its leave via planar teleportation effects such as turn. psionic plane shift In addition, planar teleportation effects cannot be used to enter Augment: You can augment this power in one the psychoplane, though creatures manifesting or more of the following ways. dueling ground on a shimmer can still enter 1. If you spend an additional 4 power points, normally. the subject may not use the Evasion special 2. For every additional power point you spend, ability, and Improved Evasion is treated as this power may affect an additional touched Evasion. If you instead spend 6 additional creature. power points, the subject may not use either of 3. If you spend 2 additional power points, you these abilities. may alter a psychoplane you create to be 2. If you spend an additional 4 power points, artificially hostile to those you consider the subject may not use the Uncanny Dodge enemies. This may take whatever aesthetic special ability and Improved Uncanny Dodge is form you please – grasping tree branches, a treated as if it was instead Uncanny Dodge. If rain of crystalline brimstone, an atmosphere of you instead spend 6 additional power points, lethal gas, or other effects – but always the subject may not use either of these abilities. amounts to 1d8 points of damage per round to 3. For every 2 additional power points you all your enemies within the psychoplane. Every spend, the subject’s penalty to Initiative checks 2 additional power points spent beyond this increases by 2. initial investment increases the damage by +1d8 per round. In addition, for every 2 power points spent on these effects, increase the save DC by 1.

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Earthshaker weaponry, which you may use as normal Psychokinesis [Force – see text] for natural attacks. You are considered Level: Kineticist 3, Psychic Warrior 3 armed when attacking without a weapon, Display: Au and your unarmed strikes deal the same Manifestation Time: 1 standard action base damage as your slam attack. Range: Close (25 ft + 5ft/2 levels) You gain an Armor bonus to AC equal Area: Close range burst centered on you to the construct’s natural armor, and any Duration: Instantaneous base damage reduction the construct had is Saving Throw: Reflex half now yours. This armor has an armor check Power Resistance: Yes penalty equal to the construct’s level, a 5% Power Points: 5 chance of arcane spell failure per level of the construct, and a maximum dexterity You send a massive psychokinetic shockwave bonus of the construct’s Dexterity modifier. into the ground around you, creating a powerful You are proficient with your ectoskeleton, tremor that damages all nearby. Creatures in but are treated as wearing heavy armor for the area in contact with the ground take 5d6 purposes such as encumberance and points of nonlethal damage and are knocked interference with class features. prone. Subjects who make the saving throw You may make free use of the take half damage and are not knocked prone. construct’s base speed, low-light vision, This power deals force damage to creatures and darkvision as if they were your own, underground in the area of effect, and has the although any menu options it had are Force descriptor against such targets. disabled. Physical changes in the construct (such as the wings from the Fly option) Augment: For every additional power point you remain, but are inert. spend, the damage increases by one die (d6). You gain temporary hit points equal to For each extra two dice of damage, the save one-half the construct’s remaining hit DC increases by 1. points. This power ends prematurely if these hit points run out or if you fail your Ectoskeleton Will save against dismiss ectoplasm. As Metacreativity (Creation) always, temporary hit points from different Level: Shaper 3 sources do not stack. Display: Ma, Vi This power can be manifested as a swift action Manifestation Time: 1 round or 1 swift action in the same round that you manifest astral (see text) construct, affecting the construct as you shape Range: Touch it, as long as the total power points you spend Target: One astral construct, created by you, of to perform both actions does not exceed your your size or larger manifester level and the construct appears in a Duration: 1 round/level (D) square adjacent to you. If the construct’s Saving Throw: None (harmless) duration would allow it to exist past the duration Power Resistance: No (harmless) of ectoskeleton, it reappears adjacent to you Power Points: 5 when this power ends, with a number of hit points equal to the temporary hit points you had By touching an astral construct you create, you remaining from this power when it ended. may merge with it, gaining protection and improved physical abilities. You move into the Augment: If you spend 2 additional power construct’s space as part of manifesting this points, the construct’s menu options are not power. The construct ceases to exist as an disabled, and you may make free use of them independent entity while this power lasts, but as if you were the construct. If the menu options your new ectoskeleton provides you with the would grant you a Swim speed, you do not following benefits: apply your armor check penalty from Use the construct’s size (including all ectoskeleton to Swim checks for the duration. modifiers to attack rolls and AC, space, and Empatic Adaptation reach) instead of your own. You gain an Telepathy [Mind-Affecting] enhancement bonus to your Strength score Level: Society Mind 3, Telepath 3 equal to the construct’s Strength modifier. Display: Me You gain the construct’s natural Manifestation Time: 1 standard action

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Range: Personal damage per die. The saving throw to reduce Target: You damage is a Fortitude save instead of a Reflex Duration: 10 minutes/level save. Saving Throw: None Electricity: Manifesting a maelstrom of this type Power Resistance: No provides a +2 bonus on manifester level checks Power points: 5 to overcome power resistance and increases the save DC by 2. Your mind no longer fights pain and force, but Fire: A maelstrom of this type deals +1 point of rather joins and moves with it. The wear and damage per die. tear of mental stress does not affect your body Sonic: A maelstrom of this type deals -1 points as much anymore. of damage per die and ignores the hardness of any objects it affects. You gain resistance 10 against empathic This power’s subtype is the same as the type of damage, such as the damage from hostile energy you manifest. empathic transfer, empathic feedback, fate link, affinity field or an aversion (if augmented as Augment: For every additional power point you described in this chapter). Even the damage spend, the damage increases by one die (d6). you inflict on yourself with empathic transfer is For each extra two dice of damage, the save reduced this way (an exception to the usual DC increases by 1. This increase in damage rule that you cannot reduce this damage). Your has no effect on the subsequent 5d6 damage empathic resistance increases to 20 at 9th level the power deals after the initial impact. and to a maximum of 30 at 13th level. Ephemeral Bolt Augment: You can augment this power in one Metacreativity (Creation) [Force] or more of the following ways. Level: Marksman 2, Psychic Warrior 2 1. If you spend 4 additional power points, you Display: Ma may manifest this power as an immediate Manifestation Time: 1 standard action action. Range: 0ft 2. If you spend 2 additional power points, this Effect: 1d4 ectoplasmic bolts, arrows, or sling power’s range becomes “Touch” and its target bullets becomes “Willing creature touched.” Duration: 1 minute/level Saving Throw: None Energy Maelstrom Power Resistance: No Psychokinesis [See Text] Power Points: 3 Level: Psion/Wilder 9 Display: Au, Vi You coalesce semi-stable ectoplasm into 1d4 Manifestation Time: 1 standard action arrows, crossbow bolts, or sling bullets Range: Long (400 ft + 40 ft/level) appropriate to your size, and encase them in a Area: 40 ft radius emanation thin layer of stable ectoplasm. Ammunition Duration: 1 round/level created this way is considered masterwork (+1 Saving Throw: Reflex Half or Fortitude Half enhancement bonus on attack rolls, no direct (see text) bonus on damage rolls). Ephemeral Power Resistance: Yes ammunition has a delayed-delivery effect: After Power Points: 17 being fired, the bolt partially phases out of the material plane and onto the ethereal plane. Upon manifesting this power you choose cold, This does not allow it to shoot through armor or electricity, fire, or sonic. You create a swirling walls (you still need clear line of effect to your maelstrom of the chosen energy type in the target), but it does allow it to impact a target area. Each creature and unattended object without the target noticing. A bolt that hits within the area takes 15d6 points of damage. At successfully hits a corporeal target embeds the start of each of your turns, while the itself entirely in the target, but the effect is not duration lasts, energy maelstrom deals an terribly obvious -- the bolt does no damage, additional 5d6 points of damage to any creature and there's no entry wound. or unattended object within the area. Cold: A maelstrom of this type deals +1 point of At any point during the power's duration, as a

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swift action, you may order any or all of the normally possible for the race you appear as. bolts to return to the material plane, at which Birthmarks, moles, tattoos, piercings, and other point they deliver their full normal damage distinguishing features are not visible unless (adjusted for damage reduction if appropriate) you specifically will it. Psionic tattoos may still +1d4 points of force damage before dissipating be tapped while hidden. back to their constituent ectoplasmic particles. No external wounds are present from this While changed you are recognizable as damage. This power is frequently used to yourself only if you want to be; even an deliver poison as well as its usual effects; such average-looking manifester can appear as a additions to the ammunition take effect when different average individual (but not any specific damage is dealt. individual). During the manifestation of this power, your features liquefy and shift. It is As a side property of the phasing effect, obvious to anyone directly watching you that ephemeral bolts can be used to attack ethereal you are changing, although it is subtle enough creatures while you stand on the material that it doesn’t call additional attention to you plane, although they are treated as invisible (and may be hidden by clothing such as a unless you can see them through other means. hood). At any point during the power’s Used this way, the bolts lose their delayed- duration, you may concentrate as a standard delivery property and are treated as normal action to change your appearance again. If you (although they retain the bonus force damage), are dressed appropriately you may also attempt and any obstruction on either plane stops them. to hide, even in plain sight, by ducking into a However, you cannot use this power to attack large crowd and shifting as you move through the material plane while on the ethereal plane. it.

If used to attack an incorporeal target (on either Your clothing and gear are not changed. While plane), the bolts do 1d4 points of force damage this power does not allow you to mimic a on impact. specific individual, you do gain a +10 circumstance bonus to Disguise checks. Augment: You may augment this power in one or both of the following ways: Dromites, elans, and half-giants may be treated 1. For every 2 additional power points you as humanoids for the purposes of this power. spend, increase the force damage dealt by each bolt by one die (d4), and increase the Augment: You can augment this power in one enhancement bonus on attack rolls by 1. or more of the following ways. 2. If you spend 3 additional power points, the 1. If you spend an additional 2 power points, enhancement bonus on attack rolls applies to you may consider humanoids, monstrous damage rolls as well. humanoids, and fey as part of the same type when changing your apparent race. Everyman 2. If you spend an additional 2 power points, Psychometabolism (Shapechanging) you may alter your smell to blend in with Level: Psion/Wilder 2, Psychic Warrior 2 creatures using the scent ability or who identify Display: Vi individuals by pheromones or other chemical Manifestation Time: 1 standard action senses. Range: Personal 3. If you spend 1 additional power point, you Target: You may use this power to disguise yourself as Duration: 1 hour/level particular individuals as well as average Power Points: 3 members of the race. You also receive a +5 bonus on Bluff checks to act in character while You subtly shift your facial features and voice mimicking a particular individual. If you instead to become more average. This is a minor spend 2 additional power points, you may physical transformation, not an illusion, and as change your apparent race to any other race such fools touch as well as sight. If there was within your type that is the same size as you. If anything striking about your appearance it can you do change your race, your land speed be hidden while this power is in effect. You may changes to that of the new form, but you do not alter your skin tone and texture, hair (including gain the functionality of any other racial abilities facial hair) color, length, and style to anything (although unusual anatomy such as the

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dromite’s antennae may be present, it confers unmatched speed and efficiency. For the no benefit, just as anatomy that is lost becomes duration of this power, the total power point nonfunctional). Your apparent size may also cost (base cost plus any augmentations) of any change up to one category from your own (so a power you know of the Shapechanging human could disguise himself as a dromite or subdiscipline is reduced by one-half (rounded vice versa). Your ability scores, space and up), although its power point cost before reach cannot be changed by everyman. reduction cannot exceed your manifester level. You can manifest any power you know of the Flourish Shapechanging subdiscipline with a Telepathy [Mind-Affecting] manifesting time of 1 standard action or less as Level: Psychic Warrior 2 a swift action, and may even manifest multiple Display: Vi such powers with the same swift action, Manifestation Time: 1 standard action although this requires that you pay the power Range: Personal (see text) point cost for all powers at the same time, and Target: You (see text) the sum of their costs (before reduction) cannot Duration: 1 round / level exceed your manifester level. Saving Throw: None and Will Negates (see text) Foxhole Power Resistance: No Psychokinesis Power Points: 3 Level: Marksman 1, Psion/Wilder 1, Psychic Warrior 1 Using subtle telepathy and general bravado Display: Ma, Ol you inspire courage in your allies and fear in Manifestation Time: 1 standard action your enemies through displays of great strength Range: 20 ft and skill. For the duration of this power, Effect: Four 5-ft squares of loose earth, sand, whenever you successfully perform a combat snow, or similar unworked terrain (S) maneuver that requires an opposed roll (such Duration: Instantaneous as a disarm, trip, bull rush, sunder, or grapple Power Points: 1 attempt) you grant a cumulative +1 morale bonus on attack and damage rolls to allies A quick burst of psychokinetic force rearranges within 60 feet, and enemies within 60 feet must the land nearby you, providing an emergency succeed a Will save or suffer a cumulative -1 source of cover. By pushing the terrain away morale penalty to their attack and damage rolls. from a central point and piling it at the outer This morale penalty is considered a fear effect. edges of the area of effect, you can rapidly The morale bonus provided by this power create a mundane safe-zone for sudden cannot exceed +3 and the penalty cannot combat. exceed -3. This power creates a small burrow three to five Augment: For every 2 additional power points feet deep in the land, with a small wall that you spend, the maximum morale bonus and surrounds it which can provide cover for penalty bestowed by this power increase by 1, creatures within. Exactly how much cover is the power lasts an additional round, and the granted depends on the size and posture of the save DC to resist the penalties increases by 1. creature within the burrow, as if the burrow were natural or shaped by shovels. The shape Fluidic Form of the wall can be altered mid-manifestation Psychometabolism (Shapechanging) with a Craft (Sculpting) check or afterward with Level: Egoist 9 proper tools, providing parapets or arrow slits Display: Vi as necessary, along with other alterations such Manifestation Time: 1 standard action as steps or ledges if need be. Range: Personal Target: You Multiple manifestations of this power can dig Duration: 10 minutes /level deeper into the ground, providing a quick Power Points: 17 underground burrow, or can be used to extend an existing burrow into a trench. Foxhole You become able to alter your body with cannot be used to dig through walls or

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foundations (although it could burrow around automatically considered “willing” as them) nor can it rearrange magically treated unconscious creatures usually are). After a terrain. guarded sleep of at least 8 hours, a subject’s mind is in top condition, and it gains special If the area of effect completely contains a benefits based upon its particular abilities. If creature’s space, that creature must make a the target could manifest psionic powers, it Reflex save or fall prone in the burrow. You are gains one temporary power point for each not immune to this; if you occupy a square you manifester level it has (which it can access as if displace, you may fall prone yourself. If a from a cognizance crystal). If the target could creature happens to be burrowing in the area of cast arcane spells spontaneously, it gains one effect and would be exposed by this power, it additional spell slot of his highest level. If the emerges, prone but unharmed, in the trench. target prepares arcane spells, it may prepare spells in half the usual amount of time. These This power is frequently used in military benefits fade when the target next sleeps. You applications for emergency trenches, when cannot manifest guarded sleep on yourself shovels would be too slow, and in extended unless you are capable of manifesting powers voyages through hostile terrain where any bit of while unconscious (such as with the shelter helps. Dedicated adventurers have also Subconscious Power HC feat). used it to rapidly burrow under fortified walls, although foxhole provides no special protection Headcount for such endeavors, and tunnels made by ill- Clairsentience [Formbound] prepared adventurers have been known to Level: Seer 1 collapse. Display: Au, Ol Manifestation Time: 1 standard action Augment: You may augment this power in one Range: 100 ft or more of the following ways: Effect: 100-ft radius burst, centered on you 1. If you spend 1 additional power point, the Duration: Instantaneous burrow may affect four 5-foot cubes instead of Saving Throw: None squares. Only one of these cubes need be in Power Points: 1 contact with the surface when you start manifesting. You are able to determine the number of 2. If you spend 2 additional power points you creatures in the area of the same race as an may manifest this power as a swift action. imprinted form (see the Formbound descriptor 3. If you spend 2 additional power points, this at the beginning of the chapter). One round power can dig through harder substances such after you manifest this power, your mind as stone or ice. Foxhole, however, cannot finishes correlating the information, revealing rearrange any material of hardness greater the exact location (relative to you) that every than 10. such creature had when you manifest headcount. Combining this information with that Guarded Sleep from other senses, canny seers can pierce Clairsentience some disguises or illusions that obscure a Level: Psion/Wilder 3, Society Mind 3 creature’s kind. The power can penetrate Display: Me barriers, but 1 foot of stone, 1 inch of common Manifestation Time: 1 standard action metal, a thin sheet of lead, or 3 feet of wood or Range: Touch dirt blocks it. Target: One sleeping creature Duration: Until the target wakes Augment: For every 2 additional power points Power Points: 5 you spend, increase the range and the radius of effect by 50 feet. You create a temporary dreamstate in the mind of a sleeping creature, sheltering it from outside Inanimate Transformation influence while providing it with a pristine Psychometabolism (Shapechanging) resting environment, ideal for recovering mental Level: Egoist 4 energies. For the duration of this power, the Display: Ma, Ol subject is immune to all mind-affecting effects Manifestation Time: 1 standard action and may make saving throws normally (it is not Range: Personal

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Target: You manifests a power or uses a psi-like ability. If it Duration: 1 minute/level fails one such Concentration check, a psionic Saving Throw: None cascade is initiated (see the Expanded Psionics Power Resistance: No Handbook, page 67-68). All powers manifested Power Points: 7 due to a cascade are augmented as high as possible, but the subject is not obligated to use You assume the form of an inanimate object any other voluntary effects (such as that weighs no more than 20 pounds per metapsionic feats or Wild Surge). manifester level. You gain the object’s hardness and retain your own hit points. You The power may be dispelled before it is can take the shape of almost any simple object triggered, but once a cascade is initiated it you can think of. If you attempt to take the form continues until it runs its course, even though of a complex object, you must make an this would extend its effect beyond the normal appropriate Craft check, at the same DC duration of the power. An induced psionic required to craft the object. If you fail the check, cascade may also be terminated by rendering your manifestation of the power does not the subject unconscious, moving it to an area succeed. Likewise, you cannot take the form of where manifestation is impossible, or a complex mechanical mechanism unless you application of brain lock or similar effects. have some sort of skill associated with the Effects that drain power points will also end a object and make the same Craft check. You cascade prematurely, but only by helping to cannot use this power to assume the form of a empty the subject's power point reserve psionic item or a magic item (except in sooner. appearance), or any object with a hardness greater than 15. You also cannot take the form The subject does not actually contract the of a psionically animated mechanism or any disease cascade flu, and cannot transmit this object formed of ectoplasm. condition to others. Immunity to disease and disease curative effects are likewise of no As an inanimate object, you lose all mobility. benefit against induce cascade. You retain your normal senses and your ability to speak. You can manifest a power if you Augment: For every 2 additional power points make a Concentration check (DC 20 + power you spend, increase the save DC by 1. level); however, you cannot attempt Concentration checks to hide the power’s Induce Pleasure displays. If you take damage while in the form Telepathy [Mind-Affecting] of an object, your actual body also takes Level: Psion/Wilder 2 damage (but the object’s hardness, if any, Display: Me protects you). Manifestation Time: 1 standard action Range: Close (25 ft + 5ft/2 levels) Induce Cascade Target: 1 creature Telepathy [Mind-Affecting] Duration: Instantaneous (see text) Level: Telepath 5 Saving Throw: Will partial (see text) Display: Me Power Resistance: Yes Manifestation Time: 1 standard action Power Points: 3 Range: Medium (100 ft + 10ft/level) Target: 1 living psionic creature You telepathically stimulate the pleasure Duration: 1 round/level or until triggered centers of the target's brain causing a Saving Throw: Will negates disorienting jolt of extreme pleasure. This is Power Resistance: Yes distracting and somewhat exhausting, causing Power Points: 9 3d6 points of nonlethal damage. The subject is considered to be under the effect of a second- You create a disharmonic in the subject's mind level distracting effect and suffers a -2 penalty such that if it attempts to manifest any psionic on saving throws against mind-affecting effects abilities, there is a chance a psionic cascade until all nonlethal damage from the power has will be initiated. If the subject fails a Will saving been healed. Alternately, effects that restore a throw, it must make a Concentration check with subject’s mentality (such as aura alteration, a DC equal to the DC of this power every time it empathic condition relief HC, or psychic

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chirurgery) can be used to remove or suppress manifester level. these ill effects. A successful Will saving throw 2. If you spend 4 additional power points, you means the target takes half of the nonlethal can control the release of energy at the end of damage, but suffers no other ill effects. the power, and may prevent it from damaging Creatures not in combat or not otherwise on particular targets or objects at your discretion alert for trouble may not realize this effect is an (whether the release occurs by your will or attack. Intrinsic mental safeguards prevent you spontaneously). from using this power or similar powers upon yourself, although it may be reflected by Localized Windstorm reddopsi or similar effects. Psychokinesis [Air] Level: Kineticist 3, Marksman 2 Augment: For each additional power point you Display: Au spend, increase the nonlethal damage by one Manifestation Time: 1 standard action die (d6). For every two additional dice of Range: Close (25 ft +5 ft/level) nonlethal damage, the save DC increases by 1, Effect: Wall up to 10 ft/level long and 5 ft/level and the distraction effect is considered 1 level high (S) higher. Duration: Concentration, up to 1 round/level Saving Throw: None, see text Kinetic Aura Power Resistance: Yes Psychokinesis [Force] Power Points: Kineticist 5, Marksman 3 Level: Kineticist 5 Display: Au, Vi Through force of will alone, you generate a Manifestation Time: 1 standard action small storm of psychokinetic turbulence in the Range: Personal air. The storm itself manifests as a wall which Target: You can intensify the existing winds in a small area, Duration: 1 minute/level (D) or can instead be set to exactly counter such Saving Throw: Reflex half (see text) winds, generating a peaceful area of calm. Power Resistance: Yes Choose to intensify or pacify the winds when Power Points: 9 you manifest this power (although the decision can be changed when you reshape the effect, You gain damage reduction 5/-. Each point of see below). damage prevented by this power is stored as psychokinetic energy within the aura. As a Intensifying the winds is identical to the wind standard action, you can choose to release this wall spell (from Chapter 11: Spells in the stored energy in a 20-foot radius burst centered Player's Handbook), except as noted here. All on you. All creatures (except you) and rules regarding the shaping of the wind wall unattended objects within this burst take force apply to your localized windstorm, regardless of damage equal to the amount of stored damage. your choice to intensify or pacify. However, if this power prevents more than 5 points of damage per manifester level before it Pacifying the winds allows you to generate a discharges, the stored psychokinetic energy region of calm that consisting of every 5 ft cube erupts immediately (requiring no action on your that shares an edge or space with where the part), affecting all creatures (including you) and wind wall would otherwise be. These regions objects within a 20-ft radius. are treated as if their wind conditions were two In either case, a successful Reflex saving throw categories fairer than they would naturally be, reduces the damage taken by half. Once the to a minimum of no winds. Additionally, if these stored psychokinetic energy is released, the areas of calm overlap an existing wind wall or power ends. an intensifying localized windstorm, the two effects cancel, letting normal wind conditions Augment: You may augment this power in one prevail in the square. or both of the following ways. 1. For every 2 additional power points you At any point during the duration, you may spend, the damage reduction increases by 1 extend your concentration to a full-round action. and the maximum damage that can be stored Doing so allows you reshape the wall into any before discharge is increased by 1 per other configuration you could have chosen

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when you manifest this power, including the means he loses the spell). If the subject uses choice to intensify or pacify. (or directs) a language-dependent effect vocally, he must make a Concentration check Augment: You may augment this power in one against the DC of this power or have the or more of the following ways: attempt fail. 1. If you spend 2 additional power points, the duration increases to 1 round/level. You no Augment: You may augment this power in one longer need to maintain concentration. You or more of the following ways: may reshape the wall by spending a standard 1. If you spend 2 additional power points, the action in concentration. subject loses the option to remain silent and 2. If you spend 2 additional power points, the maintains a more or less constant stream of range of this power increases to Medium (100 ft swearing as long as it is awake and the power +10 ft/level). remains in effect. Gagging it or supernaturally 3. If you spend 2 additional power points, your silencing it still work normally. control over the localized windstorm increases 2. If you spend 4 additional power points, greatly. You may reshape the wall as normal or malediction extends to nonverbal means of as an immediate action. You may also generate communication including gestures, body pockets of calm interspersed with pockets of language, writing, and telepathic intense winds when you shape the wall communication. The subject must make a (effectively, this is the intensify option except Concentration check to cast a spell with a that the wall may be broken with as many 5- somatic component; spells with both a verbal foot cubes of calm that you choose, as per the and somatic component require two separate pacify option). rolls. Skill checks that involve these forms of communication (such as Forgery or Perform In addition, for every 2 power points spent [Dance]) take a penalty equal to your key ability achieving any of these effects, increase the modifier. Attempting to use or direct any save DC by 1. language-dependent effect requires a Concentration check as above. Malediction 3. Every additional 2 power points you spend Telepathy (Compulsion) [Mind-Affecting] (including those spent on other augments) Level: Psion/Wilder 4 increases the save DC by 1. Display: Me Manifestation Time: 1 standard action Mirror Shot Range: Close (25 ft + 5 ft/2 levels) Psychoportation Target: 1 intelligent creature Level: Marksman 4, Psychic Warrior 4 Duration: 1 hour/level Display: Au, Vi Saving Throw: Will negates Manifestation Time: 1 immediate action Power Resistance: Yes Range: Medium (100 ft + 10 ft/level) Power Points: 7 Target: 1 projectile in flight Duration: Instantaneous You remove the filters of civility and decorum Power Points: 7 from the subject's mind. His speech is peppered with invectives, curses, rude noises, You draw upon your psionic might to mirror the embarrassing details from his personal life, and potential paths of a projectile into this reality, insults directed at those around him. The psionically turning a lone arrow into an entire subject is only aware of what words he used volley, or a thrown dagger into a deadly hail of after using them, and may opt to remain silent. knives.

The subject takes a penalty on any skill check You can manifest this power with a moment’s that requires spoken language (such as Bluff or thought, quick enough to use when it is not Diplomacy) equal to your key ability modifier your turn. You must manifest this power in (Intelligence for psions, Charisma for wilders). response to a single attack made with a ranged Casting spells that require verbal components weapon within medium range (the attacker is possible if the subject makes a Concentration must be within range, the target need not be) check against the DC of this power (failure before the result of the attack is determined.

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You cannot use this power to mirror unusually Saving Throw: Will negates massive projectiles such as siege weapons. Power Resistance: Yes Power Points: 7 You create four reflections of the projectile that each do damage as a mundane weapon of the The subject loses the ability to form short-term original projectile’s type. Each mirrored memories and for the duration of this power projectile uses the same attack roll result as the dwells only in the present. Memories of events reflected attack to determine if they strike the before this power was manifested are not target or not (regardless of their enhancement affected, but the subject's current span of bonus to attack), and each projectile checks for awareness is on the order of 5 to 6 seconds. concealment individually. If applicable the projectiles add the strength bonus of the In a combat situation the subject rolls initiative original attacker under the normal constraints anew each round, applying all normal for the attacker’s weapon (full strength bonus modifiers, and is considered flat-footed until his for thrown weapons, full strength bonus up to a turn. The subject will be aware of any wounds certain value for composite longbows). The or special conditions he has suffered, but will reflections return to their native reality shortly not remember the following round how these after appearing and cannot be preserved. effects came to pass. Social interaction skills used on the subject may be retried if they failed Precision damage (such as sneak attack) and earlier during the duration, although success at extra damage from critical hits only apply to the such a skill only lasts for 1 round; and the end first projectile fired, not to the four reflections. of that time the subject forgets the interaction. The four mirrored projectiles bypass damage The subject may attempt to plan for future reduction as though they were magic weapons. rounds, but those plans leave his head at the end of the current round. Augment: You may augment this power in one or more of the following ways: The subject fights and moves normally; 1. By spending additional power points, you opponents gain no special advantage over him may reflect enhancement bonuses or magic other than his inability to remember previous abilities of the initial projectile. For every 2 rounds. The subject knows what spells he has additional power points you spend, you may prepared or how many power points or spell bestow the reflections with the equivalent of an slots he has remaining. The subject may cast additional +1 enhancement bonus or ability spells and manifest powers normally provided priced as a +1 bonus. Reflecting abilities that such takes 1 standard action or less. Spells add a flat sum to the price of the weapon cost 1 and powers that take 1 round or more to use additional power point per 5000 gp of their have a 50% chance of failure; effects that take market price to replicate. Like standard longer to use simply cannot be used. The magical weapons, you may not add abilities to subject may not maintain concentration on a the reflection projectiles unless they already power or spell beyond one round. have at least a +1 enhancement bonus. 2. For every 4 additional power points you When this power expires the subject begins to spend, you may create an additional projectile. form memories normally again, but does not 3. If you spend 10 additional power points, you remember events that took place while he was may use this power to reflect unusually affected. Heal, limited wish and higher level massive projectiles such as siege weapons or restorative effects (including psychic chirurgery) boulders hurdled by giants. All reflections strike can restore memory of this time period. the same area, if applicable. Augment: For every 2 additional power points Mnemonic Fugue you spend, the save DC increases by 1. Telepathy [Mind-Affecting] Level: Telepath 4 Physical Acceleration Display: Me Psychometabolism Manifestation Time: 1 standard action Level: Egoist 3, Marksman 4, Psychic Warrior Range: Close (25 ft + 5 ft/2 levels) 2 Target: 1 living creature Display: Au Duration: 1 round/level Manifestation Time: 1 standard action

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Range: Personal Augment: This power may be augmented in Target: You one or more of the following ways: Duration: 1 round/level 1. If you spend 4 additional power points, this Power Points: Egoist 5, Marksman 7, Psychic power’s duration becomes 1 minute/level (D). Warrior 3 2. If you spend 2 additional power points, this power manipulates sound into producing As the haste spell (from Chapter 11: Spells in appropriate sound effects on command in the Player’s Handbook), except as noted here. addition to the image of the imprinted form. This makes the image more believable, but Augment: If you spend an additional 6 power now Listen checks can be attempted to realize points, you can manifest this power as a swift the production is a fake. Making Listen checks action. to disbelieve follows the same procedures as making a Spot check to disbelieve, as above, Produce Image and at the same skill check DC. Psychokinesis [Formbound, Light] 3. For every additional power you spend, the Level: Psion/Wilder 3 Spot check (and Listen check, if applicable) to Display: Au, Vi disbelieve the production increases by 1. Manifestation Time: 1 standard action Range: Close (25 ft + 5 ft/2 levels) In addition, for every 2 power points spent to Duration: Concentration, up to 1 round/level achieve any of these effects, increase the save Saving Throw: Will disbelief; see text DC by 1. Power Resistance: Yes Power Points: 5 Programmed Domination Telepathy (Compulsion) [Mind-Affecting] You can manipulate light into forming a false Level: Telepath 6 image – specifically, the image of one imprinted Display: Me form (see the Formbound descriptor at the Manifestation Time: 1 round beginning of the chapter). The use of an imprint Range: Medium (100 ft + 10ft/level) negates the need for you to make skill checks Target: One humanoid to replicate a given appearance – the image is, Duration: Special, see text. visually, identical to the imprinted form, and can Saving Throw: Will negates be directed appropriately for that form as you Power Resistance: Yes concentrate. This image does not produce any Power Points: 11 sound, smell, texture, temperature, or resistance. This power functions as psionic dominate except as described here. Once manifested, Anyone who sees this image must make a Spot the power lies dormant in the subject's mind check against the DC of this power to realize it until a predetermined trigger event takes place. is a fake. This Spot check is made with a -4 The trigger can be anything the subject would penalty unless the spotter has reason to be capable of discerning; the passage of a suspect that it is false (realizing it makes no certain amount of time, arrival at a particular sound, for instance). Anyone who takes a full place, seeing a particular person, hearing a round action to examine the image can retry a particular word spoken, and so on. Protection failed Spot check. If a creature directly interacts from chaos/evil/good/law (as appropriate), with the image (most usually touching it), it gets suppress compulsion HC and similar effects will a Will save to recognize the illusion as what it prevent a programmed domination from is, and if successful may ignore it. A character becoming active when the trigger condition is faced with incontrovertible proof that the image met, but will not remove the condition. It is isn’t real needs no saving throw or Spot check possible for the subject to go its whole life to disbelieve this effect. If any viewer without the trigger condition being met. successfully disbelieves this effect and communicates this fact to others, each such Once this effect becomes active, the subject viewer gains a saving throw (and makes all follows whatever instructions you issued when subsequent Spot checks, if necessary) with a the power was manifest for 1 minute per +4 bonus. manifester level. Unlike psionic dominate, this

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power does not provide a telepathic link, so all programmed domination also gains the ‘utter instructions must be set in advance, and you thrall’ augment for psionic dominate presented will not know if your subject's programmed in that book. domination has become active unless you use other means to do so. Prowess As One Telepathy [Mind-Affecting, Network] Programmed domination may be dispelled or Level: Society Mind 5 removed by effects that counter compulsions Display: Me once it has become active, but not while latent. Manifestation Time: 1 standard action A latent programmed domination may be Range: Close (25 ft + 5 ft/2 levels) detected with mind probe, aura sight or similar Target: You plus one creature effects, but only if the manifester is specifically Duration: Concentration, up to 1 round/level looking for it. A latent programmed domination Saving Throw: Will negates (harmless, see may be removed only with psychic chirurgery, text) reality revision, greater restoration, or wish, Power Resistance: Yes although aura alteration allows a new Will save Power Points: 9 to negate the power. This power links the fighting prowess of one to The subject of this power may know that a another. Treat all targets of this power in all mental power was used, but will not know the ways as if they have a base attack bonus equal trigger condition, what action he has been to the highest base attack bonus amongst all programmed to take, or even that he carries a willing targets affected (this can grant additional latent compulsion. attacks per round as usual for a high base attack bonus). Augment: You can augment this power in one or more of the following ways. Temporary effects that alter base attack bonus 1. If you spend an additional 2 power points, (such as, divine power) are ignored by this this power can also affect an animal, fey, giant, power. While subjects still gain the benefits of magical beast, or monstrous humanoid. both effects, prowess as one only deals with 2. If you spend an additional 4 power points, their regular base attack bonus before other this power can affect an aberration, dragon, temporary effects are applied. elemental, or outsider in addition to the creature types listed above. Augment: You may augment this power in one 3. If you spend 1 additional power point, the or both of the following ways. duration of this power, once active, is 1 hour. If 1. For every 3 additional power points you you spend an additional 2 power points the spend, you can share one of the target's active duration is 24 hours. If you spend an weapon proficiencies with every other willing additional 4 power points the active duration is target. 1 day per manifester level. 2. If you spend 4 additional power points, you 4. If you spend an additional 2 power points, can instead share the lowest base attack the subject does not remember the actions it amongst any targets you choose instead of the took while actively dominated. It may not even highest. This can cause a loss of melee attacks be aware time has passed without a cue. or deny use of feats or class abilities. If a 5. If you spend an additional 2 power points, recipient's base attack bonus would be lowered the duration of the active phase of the power through the use of this power, they may attempt does not have to be continuous. The power a Will saving throw each round to ignore its may then be activated multiple times (on effects. different occurrences of the trigger condition) and will run for a set portion of its duration, or Psychic Interference until a predetermined anti-trigger event takes Telepathy [Mind-Affecting, Network] place. This augmentation is sometimes called Level: Society Mind 2 the “sleeper” augmentation. Display: Me In addition, for every 2 power points spent to Manifestation Time: 1 standard action achieve any of these effects, increase the save Range: Close (25 ft + 5 ft/2 levels) DC by 1. If you are using Hyperconcious: Target: One creature Explorations in Psionics by Bruce R. Cordell, Duration: Concentration, up to 1 min/level

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Saving Throw: Will partial (see text) exception to the standard rule regarding Power Resistance: Yes damage reduction and powers: rending rift Power Points: 3 counts as a magic slashing weapon for the purposes of damage reduction). You form a mental bond with one creature within range and use that bond to force minor Augment: You can augment this power in or hallucinations into the target's mind, hindering both of the following ways. them in several potential ways. 1. For every 2 additional power points you spend, increase the damage dealt by one die Targets of this power suffer a -2 penalty on one (d6). of the following for the duration of the power: 2. If you spend 6 additional power points, you Attack rolls can manifest this power as an immediate Saving throws action. Ability checks and skill checks Targets that succeed a Will save only take a -1 Sense As One penalty. Telepathy [Mind-Affecting, Network] Level: Society Mind 2 Augment: You may augment this power in one Display: Me or both of the following ways. Manifestation Time: 1 standard action 1. If you spend 2 additional power points, you Range: Close (25 ft + 5ft/2 levels) may choose a second type of check to which Target: One willing creature other than you the penalty applies. Duration: Concentration, up to 1 round/level 2. For every 2 additional power points you Saving Throw: Will negates (harmless) spend, the penalty increases by 1. For every Power Resistance: Yes (harmless) two points the penalty increases, the penalty on Power Points: 3 a successful Will save increases by 1. You form a mental bond with one creature In addition, for every 2 power points spent to within range, giving them the ability to 'borrow' achieve either of these results, increase the your perception and use that information to save DC by 1. direct their movements.

Rending Rift You may choose to direct the target either Psychoportation (Teleportation) offensively, alerting them to weaknesses in Level: Nomad 4 their opponent's defenses, or defensively, Display: Au, Vi alerting them to incoming attacks. You may Manifestation Time: 1 standard action change whether you are directing offensively or Range: Personal defensively once per round as a free action. Target: You While being directed offensively, the subject Duration: 1 round/level (D) gains a +1 insight bonus on attack rolls and Save: None damage rolls. While being directed defensively, Power Resistance: No the subject receives a +1 insight bonus on Power Points: 7 armor class and saving throws. You force numerous chaotic fissures in the Augment: For every 3 additional power points fabric of reality around you, creating a swirling you spend, increase the insight bonus by 1. maelstrom that disperses any matter passing through it in space and time. This storm of Siphon Mind fissures moves with you and proves hostile to Psychometabolism those who would attack you. Level: Psion/Wilder 4, Psychic Warrior 3 Display: Ma, Vi Any attacks made against you suffer a 50% Manifestation Time: 1 standard action miss chance, and the attacker’s weapon (or the Range: Personal attacker itself if making a melee attack with an Target: You unarmed strike or natural weapon) suffers 2d6 Duration: 1 round/level points of slashing damage regardless of the Power Points: Psion/wilder 7, psychic warrior attack’s success or failure. Hardness and 5 damage reduction may reduce this damage (an

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Four translucent ephemeral tentacles form from spend, the maximum enhancement bonus you your head, bathed in a violet glow. The can add to your Intelligence increases by 2, tentacles can be used to attack any creature and the tentacles deplete an additional +1 within 5 feet of you. You may use an attack power point when they strike a psionic foe. action to make a touch attack with one tentacle, 2. For every 2 additional power points you or a full attack action to make touch attacks spend, the tentacles extend an additional 5 with all four (which need not affect the same feet. target if multiple targets are within the tentacles' 3. If you spend 4 additional power points, the reach). Attacks with these tentacles suffer a -4 tentacles now threaten any enemy in their penalty due to their need to target a specific reach, and you can make a touch attack with area: a tentacle that successfully hits appears one tentacle (with the usual -4 penalty) as an to plunge into the opponent's brain. attack of opportunity if an opponent within their reach provokes one. On a successful hit, a tentacle deals 1 point of Intelligence damage. You gain that point of Skeletal Eruption Intelligence as an enhancement bonus to your Psychokinesis Intelligence score. Intelligence you siphon from Level: Kineticist 3 different foes is tracked separately—the total Display: Au, Ol siphoned from each individual foe is considered Manifestation Time: 1 standard action a separate enhancement bonus to your Range: Close (25 ft + 5ft/2 levels) Intelligence, (maximum +8), and you gain only Target: One creature with a skeletal system the highest total. You cannot damage Duration: Instantaneous Intelligence below 1 with this effect -- it can Saving Throw: Fortitude half or Reflex half hinder, but not cripple. Furthermore, if your (see text) tentacle successfully hits a psionic foe, in Power Resistance: Yes addition to the intelligence damage, that foe Power Points: 5 loses 1d4 power points as if it had spent them (it is possible to drain a psionic foe to 0 power You charge the target's skeletal structure with a points through this effect). lethal vibration, damaging the target and potentially causing its bones to explode. The An attack with the tentacles is considered a target takes 3d6 points of damage and 2 points mind-affecting effect -- which means, amongst of Strength damage (a successful Fortitude other things, creatures immune to mind- saving throw reduces both by half). If this affecting effects are immune to the tentacles. damage reduces the target’s Strength to 0, it Despite their psionic nature, the tentacles takes an additional 2d6 points of damage and bypass power resistance. falls prone as its body is unable to support itself. Although the tentacles resemble natural If the total damage inflicted reduces the target weapons, they are not natural weapons. They to -10 hit points, the target's body explodes as do not threaten opponents, cannot be the bones turn to shrapnel, dealing half the combined with other attacks on a full attack, damage the target took in a 5 ft burst around and are not subject to powers that enhance or the target (a successful Reflex save reduces otherwise alter natural attacks. However, it is this damage by half). A creature that dies from possible to score a critical hit with any or all of skeletal eruption can be resurrected, but not the tentacles if the target is subject to critical raised. hits. A tentacle threatens a critical hit on a 20, and on a successful critical hit, the Intelligence Augment: For every 2 additional power points drain and power point depletion are doubled. you spend, this power's damage increases by one die (d6) and the save DC increases by 1. Slayers (from the Expanded Psionics For each extra two dice of damage, the Handbook) manifest this power as if their Strength damage increases by 2. manifester level was one higher. Augment: You can augment this power in one Skills As One or more of the following ways. Telepathy [Mind-Affecting, Network] Level: Society Mind 1 1. For every 3 additional power points you Display: Me

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Manifestation Time: 1 standard action All targets gain some measure of awareness Range: Close (25 ft + 5 ft/2 levels) from other targets, guarding each other from Target: You plus one willing creature external threats. If any target is aware of Duration: Concentration, up to 1 min/level danger, all targets are. No target may be flat- Saving Throw: None (see text) footed or flanked unless all targets are. Power Resistance: Yes Power Points: 1 Technique As One Telepathy [Mind-Affecting, Network] When manifesting this power, you must choose Level: Society Mind 7 one skill. If your rank in that skill is higher, the Display: Me target uses your ranks in place of his own ranks Manifestation Time: 1 standard action (maximum 5 ranks), and vice versa. If a target’s Range: Close (25 ft + 5 ft/2 levels) skill ranks are replaced by this power, they are Target: You plus one willing creature treated as though they actually had the shared Duration: Concentration, up to 1 round/level ranks in the skill for all purposes (including Saving Throw: Will negates (harmless, see synergy bonuses and the use of trained-only text) skills). Power Resistance: Yes Power Points: 13 Augment: You can augment this power in one or more of the following ways. When you manifest this power, pick one feat 1. For every 2 additional power points you that either you or the target has. This feat spend, you can choose an additional skill to cannot be one restricted to first-level share. Compare each skill individually. characters, nor can it have a racial prerequisite. 2. For every 2 additional power points you All willing targets of this power gain this feat for spend, the maximum ranks you can share the duration of the power, although they must increases by 5 ranks. meet all prerequisites of that feat to gain its 3. If you spend 2 additional power points, this benefits. power can affect an unwilling target, and the power's saving throw becomes “Will negates Feats that directly modify hit points, power (harmless)”. Unwilling targets do not gain the points, or spells per day cannot be chosen this benefit of increased skill ranks, although their way. If a feat requires a specific choice, that skill ranks may be shared with willing targets. choice is also shared.

Strike As One This power does not grant you any special Telepathy [Mind-Affecting, Network] knowledge of the target's feats (though it is Level: Society Mind 3 generally assumed that a willing target has Display: Me filled you in on them beforehand). If your target Manifestation Time: 1 standard action does not actually have the feat you named, Range: Close (25 ft + 5ft/2 levels) then the power fails. Target: You and one willing creature Duration: Concentration, up to 1 round/level Augment: You can augment this power in one Saving Throw: None (harmless) or more of the following ways. Power Resistance: Yes (harmless) 1. For every 2 additional power points you Power Points: 5 spend, you may share an additional feat from the same target. These feats can serve as You form a mental bond with a creature within prerequisites for other shared feats. range and use that bond to coordinate your 2. If you spend 2 additional power points, the attacks to throw your foes off balance. power can affect unwilling targets. Unwilling targets may attempt a Will saving throw each Any time a target of this power makes an attack round to negate the effects of this power – and against a creature that is threatened by another if successful, any feats borrowed from them target of this power, that creature is considered fade from the other targets until the start of the flanked. If that creature would already be unwilling target’s next action. considered flanked, the bonus on the attack roll from flanking improves to +4. Telepathic Threat

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Telepathy [Mind-Affecting] Effects on the target sustained by a different Level: Psychic Warrior 1 creature’s concentration (such as several Display: Au society mind powers) may be unaffected if they Manifestation Time: 1 standard action originate from an unaffected target. The Range: Close (25 ft + 5ft/2 levels) creature sustaining the effect must make a Will Target: 1 creature saving throw for each effect it sustains on the Duration: 1 round per level target. If successful, that effect is unaffected by Saving Throw: Will negates temporal dissociation. Power Resistance: Yes Power Points: 1 Augment: For every 2 additional power points you spend, each round counts as an additional You telepathically convince a foe that he is round – 7 power points (total) makes each being attacked by more creatures and from round count as three, 9 makes each count as more angles than he really is. If the subject four, and so on. fails their saving throw they are considered flanked against any attack, regardless of The Arrow Knows the Way whether or not he is actually threatened. Such Psychoportation attacks gain the usual +2 bonus for flanking a Level: Marksman 3, Psychic Warrior 4 target. Display: Vi Manifestation Time: 1 standard action Augment: For every 4 additional power points Range: Personal you spend, this power may affect an additional Target: You target within range and the save DC increases Duration: 1 round/level by 2. Power Points: Marksman 5, Psychic Warrior 7

Temporal Dissociation Your ranged attacks may follow a path you Psychoportation imagine instead of the path that physical laws Level: Nomad 3 would dictate. You ignore range increment Display: Vi penalties, and bonuses to Armor Class from Manifestation Time: 1 standard action cover, although total cover still blocks the Range: Medium (100 ft + 10ft/level) attack. Target: One creature or object OR all creatures and objects within a 20 ft radius burst Augment: You may augment this power in one Duration: Instantaneous or both of the following ways: Saving Throw: None (See text) 1. If you spend 3 additional power points, your Power Resistance: No ranged attacks ignore concealment (but not Power Points: 5 total concealment). If you instead spend 6 additional power points, your ranged attacks All supernatural effects affecting the targeted ignore all miss chances, including those from creature or object are shifted into a different total concealment and the dreamborn HC timeframe. The ongoing effects of all powers subtype (although you still must target the and spells currently active on the target correct square for an invisible target). (regardless of their original source) run at an 2. For every 3 additional power points you accelerated rate: each round counts as two spend, your range increment and against their remaining durations. A power or corresponding maximum range with ranged spell effect reduced to less than 1 round ends attacks and your range for spells and powers immediately. that require a ranged touch attack increase by 10 feet. Effects sustained by the target’s concentration, even if they target an unaffected creature, are Trick Shot subject to this power normally. For example, if Psychoportation a creature is concentrating on matter agitation Level: Marksman 1, Nomad 1 and is subject to this power, each round counts Display: Me as two for his matter agitation, even though he Manifestation Time: 1 immediate action is undoubtedly using it on a different target Range: Close (25 ft + 5ft/2 levels) (which may not be affected). Target: One Tiny or smaller object in motion

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Duration: 1 round or until discharged of combat (one can usually figure out if a trick Power Points: 1 shot has been performed in the area by listening for cries of "That's not possible!"). By altering the levels of probability surrounding Trick shot can be used to shoot around a small object in motion, you can 'trick' it into corners, although without other means of performing seemingly impossible maneuvers. sensing targets, this is effectively shooting While this ability has no direct influence on an blind. attack roll, it can nevertheless make a certain outcome possible in the first place. Augment: You may augment this power in one or more of the following ways. Until the beginning of your next turn, you may 1. Each additional power point spent allows you make one Tiny or smaller moving object to affect one additional object before the power perform a 'trick shot' -- a stunt that you describe ends. -- so long as it is not moving under its own 2. For every 2 additional power points you power (thrown objects or fired projectiles are spend, the size of an object you can affect with not moving under their own power, while an this power increases one step. insect or a flying psicrystal are). So long as the 3. For every additional power point you spend, stunt can be succinctly described in ten words the power's duration extends 1 round. The or less, it occurs, no matter how unlikely this is number of objects you can alter this way -- no rolls, no checks, no questions. This trick remains unchanged, and the power still ends shot has no influence on attack or damage rolls when these run out. at all, although the effect itself may allow an attack to occur. Additionally, every additional power point spent to achieve any of these effects allows for your Example trick shots include the following (which trick shots to be described in sentences of up to are descriptive and of varying complexity; the one word longer. sentences used in manifesting are shorter): Shooting an arrow through the sockets Unearthly Terror of twelve axe heads between you and your Telepath [Mind-Affecting, Network, Fear] target Level: Psion/Wilder 1, Society Mind 1 Bouncing a billiard ball off of nine Display: Me different fixtures (including your friend's Manifestation Time: 1 standard action breastplate) before sinking in a pocket Range: Close (25 ft + 5ft/2 levels) Having a crossbow bolt “loop the loop” Target: One creature before impacting normally Duration: Concentration, up to 1 round/level Forcing a tossed coin to land, perfectly Saving Throw: Will negates or Will partial (see stable, on its edge text) Getting a javelin to slalom around trees Power Resistance: Yes between you and your target Power Points: 1 Directing the tiny bead of an undetonated fireball to fly a “figure eight” You form a mental bond between yourself and around its target’s feet an enemy, and use that bond to bombard their Allowing a dagger, despite being mind with horrifying images and incite fear. pointy, to bounce off of the ground between Targets of this power who fail their saving a creature's legs and continue (unhindered) throws are shaken for the duration of the to its actual target behind him power. This power cannot affect any creature Additional trick shots beyond this list are whose hit dice exceed your manifester level. possible. In short, the most powerful combat use of this This power is most commonly employed as a power should be to avoid small obstacles (GM's form of torture, using it repeatedly to wear away call on what actually is an "obstacle"; trick shot the mental defenses of those they wish to should not be a single answer against cover extract information from. It is also a defining unless the trick is relatively simple and the feature of the nameless fear (see chapter 9), target doesn't have total cover). It is more and rumors persist that it first appeared in frequently used, however, to show off outside dreamscarred wilders.

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Augment: You may augment this power in one individually with each target's original, and use or both of the following ways. the favorable choice for the version of the 1. If you spend 4 additional power points, power you are using. creatures that fail their save become frightened 2. For every 4 additional power points you for the duration and those that succeed are spend, you may also select one class feature considered shaken. If you spend 8 additional belonging to you or a target that directly power points, creatures that fail their saves modifies the saving throw(s) you share, either become panicked for the duration, and those by providing a bonus or by altering the effects that succeed are shaken. of successful and/or failed saves. Example 2. Every 2 additional power points you spend class features include Evasion and Improved (including those spent on other augments) Evasion, Still Mind, Divine Grace, and Slippery increases the save DC by 1. Mind. The GM may allow additional abilities at his discretion. You may effectively grant this Withstand As One class feature to any or all willing targets of your Telepathy [Mind-Affecting, Network] choice; treat them as if they actually had the Level: Society Mind 3 class feature in question, with one exception: if Display: Me a class feature has additional benefits besides Manifestation Time: 1 standard action directly modifying the saving throw (such as Range: Close (25 ft + 5 ft/2 levels) fear immunity from Aura of Courage), then they Target: You plus one other creature are not included. Duration: Concentration, up to 1 round/level Saving Throw: Will negates (harmless, see In addition, for every 2 power points spent to text) achieve either of these effects, the save DC Power Resistance: Yes increases by 1. Power Points: 5 Zealous Fury When manifesting this power, you must choose Psychometabolism one kind of saving throw: Fortitude, Reflex, or Level: Marksman 4, Psychic Warrior 4 Will. For the duration of the power, all willing Display: Me, Au targets share the highest base bonus to that Manifestation Time: 1 swift action that save. This only includes bonus to saves Range: Personal from hit dice (including racial hit dice and class Target: You levels), not any bonuses from ability scores, Duration: 1 round racial traits, class features, temporary effects Saving Throw: None such as powers, spells, and items, or such. You Power Resistance: No and all willing targets may use the highest save Power Points: 7 between you in place of their original values. You gain a +5 bonus on your attack rolls. This Alternatively, you may force all targets to use cannot raise your attack bonus beyond your the lowest save bonus between you in place of highest attack bonus. For example, a character their original base save. If this decreases the with a base attack bonus of +11 under the target's bonus, then the target may attempt a effects of this power would make full attacks at Will save (with his normal Will saving throw +11/+11/+6 instead of +11/+6/+1, before modifier) every round to ignore the effects of accounting for other modifiers. this power for that round. Augment: You may augment this power in one Augment: You can augment this power in one or both of the following ways: or more of the following ways. 1. If you spend an additional 5 power points, 1. If you spend 2 additional power points, you the bonus increases to +10. If you spend 10 may choose a second kind of saving throw to additional power points, the bonus increases to share. If you spend 6 additional power points, +15. you may choose to share all three kinds of 2. For every 4 additional power points you saves with all targets. Compare each new save spend, the duration increases by 1 round.

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136 Items Chapter Eight: Psionic Items

attacks, and so on. Once a crystalic has been applied to its wearer, the crystalic can only be removed by someone who has the Craft Crystalic feat or through the use of the restore extremity power (although an augmented cathartic apportation UT power can also work). Otherwise, a crystalic is forever joined to its wearer. Because crystalics are physically attached to their bearer, instead of Although psionic power stems from within, it's just worn, they sometimes impose penalties on quite possible to imbue a physical substance the owner due to the change in physiology, but with psychic energy. The result is a psionic typically do not take up a body slot. Such item, and these tend to be welcome aids to bonding leads to unusual interaction with most adventurers, psionic or no. The items and shapechanging powers: only the form to which equipment detailed below are meant to expand the crystalic is grafted can bear it (that is, on the options presented in the Expanded unless otherwise noted, a crystalic is always Psionics Handbook. absorbed into your new form should you Additionally, two new types of item have been change shape). Applying and removing introduced. The crystalic grafts first invented by crystalics take 4 hours per crystalic, except Rajrin's maenads aid warriors in battle, while through the use of psionic powers (which can impression crystals and mindstones serve as only remove a crystalic). A creature may not boosts to any manifester alongside their have more than five crystalics at any time, or cousins, cognizance crystals. more than one crystalic per body part. For example, you could have adamantine fists and eagle’s eyes, but not adamantine fists and CRYSTALICS rending claws, as both are grafted to the hands. Crystalics are created from a steel frame and raw crystal which is then shaped and powered Physical Description: Varies. by their creator. Some of the most advanced Activation: Usually use activated or command models, those produced by amalgamists (see thought, but details vary from item to item. Chapter 5: Prestige Classes), even draw upon astral ectoplasm to function. Their shape Crystalic Descriptions typically takes a form to resemble the effect Standard crystalics are described below, as are granted: wings for flight, claws for slashing to which body area they are attached.

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Adamantine Fists (Hands): Extremely thin Faint psychometabolism: ML 7th; Craft crystals imbued to simulate the effects of Crystalic, animal affinity; Price 2,500 gp; Weight adamantine, this crystalic envelops the bearer’s – hands, giving them the appearance of being Lumidermis (Body): Built of miniscule crafted of pure metal. These fists grant the crystalline pieces and connected using bearer’s unarmed strikes the effects of an ectoplasm, this crystalic is embedded into the adamantine weapon (including bypassing bearer’s body, just below the skin. Whenever hardness less than 20). The bearer must have triggered by pain, the bearer’s body glows his hands free to receive this benefit on briefly (shedding light as a candle for an instant) unarmed attacks; it does not apply when using as the crystals react to the sensation, rapidly monk weapons, for instance. It also does not healing the recently-damaged flesh. The bearer apply unless the bearer is attacking: the gains damage reduction 2/cold iron, as cold iron crystals do not noticeably harden the hands disrupts the crystalic’s functioning. Additionally, except during an attack. the bearer may project a command thought to Faint psychometabolism; ML 9th; Craft cause the lumidermis to glow for an instant, as Crystalic, metaphysical claw; Price 6,000 gp; if struck. Unlike other crystalics, the lumidermis Weight - resists shapechanging effects, and continues to Crystalline Wings (Back): Formed to function even in alternate forms. resemble crystal, this pair of wings attaches to Faint psychometabolism; ML 12th, Craft the shoulder blades of the bearer. As a Crystalic, biofeedback, my light; Price 7,200 gp; standard action, the bearer can take flight at a weight – speed of 60 feet (or 40 feet if he wears armor Plated Torso (Body): This seamless piece of heavier than light or carries more than a light semi-rigid ectoplasm is bound to the bearer’s load). He can ascend at half speed and torso, covering from his shoulders to his waist. descend at double speed, and his The plate, once bound, has a faint metallic maneuverability is average. Because the wings sheen and may, upon impact, briefly crystallize are physically awkward for the size of the about the incoming force, granting the bearer a wearer, he must squeeze to fit in any space that 25% chance of negating a sneak attack or other is as wide as his normal space, and must use precision damage. The plate, however, the Escape Artist skill to squeeze through hampers movement and imposes a -2 Dexterity narrower spaces. Crystalline wings can flex and penalty on the bearer. This penalty cannot be contort to lie flush against the wearer in such removed while the plated torso remains bound. circumstances, so he makes such checks at no Strong psychometabolism; ML 12th, Craft additional penalty, and can even hide the wings Crystalic, thicken skin; Price 3,000 gp; Weight 4 under normal clothing (although it’s lbs. uncomfortable in anything tighter than a cloak). Quickening Bands (Legs): This pair of He is unaffected if in any space that is wider sapphire bands encircles the bearer’s legs and than his normal space. amplifies his intentions to move, resulting in Faint psychometabolism; ML 9th; Craft increased mobility. The bearer gains a +10 ft Crystalic, psionic fly; Price 5,000 gp; Weight 5 enhancement bonus to his base speed and a lbs +1 enhancement bonus to Reflex saves. This Eagle’s Eyes (Head): This crystalic rests amplification interferes with the bearer’s subtle inside the eye socket, and can generate faceted control over his general movement and crystal lenses over the eyes when commanded position, which manifests as a -2 penalty to by thought. It takes five minutes to generate Balance and Tumble checks. these lenses (or to dissolve them afterward); Faint psychometabolism; ML 9th; Craft until the lenses are completely present (or Crystalic, burst; Price 1,500 gp; Weight - completely gone) there is no noticeable change. Rending Claws (Hands): This set of When intact, the crystals sharpen the wearer’s retractable razor-sharp claws attaches to the vision, granting him a +2 competence bonus on wearer's fingers. If the bearer fights unarmed ranged attacks and doubling his range and extends the claws (a free action) he does increments for ranged weapons; his maximum slashing damage instead of bludgeoning range does not change. Unfortunately, the damage with his unarmed strikes, and does not crystals distort moving objects closer to the take a -4 penalty to deliver lethal damage with bearer, giving him a -2 penalty on melee an unarmed strike. Because the bearer's attacks while in place. fingertips are covered with the crystals that

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house the claws (whether extended or remain to be imprinted. When an impression retracted), the bearer takes a -2 penalty on crystal contains no forms, the glow of the Forgery, Open Lock, Sleight of Hand, and Use crystal dies until new forms are imprinted. Rope checks. To add an imprint to an impression crystal, Faint psychometabolism; ML 6th; Craft you must hold the crystal and release a form Crystalic, claws of the beast; Price 750 gp; you have imprinted, thereby passing the form Weight – into the impression crystal (and losing access to it yourself except through the crystal). You may Focus Crystals flush any number of forms from an impression Focus crystals include cognizance crystals, crystal to make room for new forms as a impression crystals, and minstones. These standard action. An attuned owner can identify gems appear almost entirely identical, and a form stored in an impression crystal with a serve as a special focus when manifesting Psicraft check (DC 10 + the form’s HD), similar powers, providing some additional benefit. to identifying a power in a power stone. While they take time to attune to the bearer, Construction: The market price of they can also be customized by their owners on impression crystals with no forms stored within the fly, rather than during creation, to the limit of is 2000 gp times the maximum number of forms their original construction. All are created using the crystal will hold (so an impression crystal the Craft Cognizance Crystal feat (which might holding 5 forms costs 10,000 gp). Costs for be more properly named “Craft Focus Crystal”). crystals containing forms vary greatly based upon the particular form or forms in question, Impression Crystals and prices must be negotiated individually (if such a crystal is even available for sale) Impression crystals are modified cognizance Spellcasters make frequent use of these crystals which can store additional imprints for stones, and may have also discovered their use with Formbound effects (see the own ways of making them. Formbound descriptor in Chapter 7: Powers). Faint to strong psychokinesis; ML equal to

maximum number of forms; Craft Cognizance Physical Description: An impression crystal Crystal; Price: see above Weight 1 lb. consists of a core crystal and one or two smaller crystals positioned around it on strands of steel wire. Once an impression crystal Mindstones contains a form, it gives off a faint glow. A A mindstone is in many ways the fusion of a typical impression crystal has the same power stone, an ioun stone, and a cognizance physical statistics as a cognizance crystal. crystal. It stores a particular power, which a Activation: The user must merely hold or psionic manifester may later call upon as if he have an impression crystal on her person for a knew the power. period of at least 10 minutes (which is long Physical Description: A mindstone is enough to attune herself to the crystal). After indistinguishable physically from an impression she is attuned to the crystal, she can use it crystal, except that traditionally it is made of during any Formbound effect to generate a opaque stones such as opal, turquoise, and temporary imprint of any form it stores, much obsidian, and typically no smaller stones are like she would from touching another creature, included. These stones do not shed light except and following all the same rules. If her form when used. It has the same physical statistics changes as a result of the effect, the impression as a cognizance crystal. crystal which provided that imprint is Activation: The user must merely hold or automatically absorbed into the new form, and have a mindstone on his person for a period of returns to her hand when she returns to her at least 10 minutes (which is long enough to normal form. You cannot generate a permanent attune the user to the crystal). After he has imprint from an impression crystal, although it attuned to the crystal, the user who holds a may be used to generate a temporary imprint mindstone in his hand may cause it to orbit his any number of times. head as if it were an ioun stone. He may The maximum number of forms an impression manifest the power stored within any orbiting crystal can store is set during creation; it can mindstone as if he knew the power, provided never hold more imprinted forms than this limit. the power is on his class list and he is capable An attuned wielder knows how many forms of manifesting powers of that level. Unlike most psionic items, the manifester uses his own

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power points, manifester level, and key ability Psicrowns score when manifesting from a mindstone. A psicrown stores multiple related psionic Using a power from a mindstone is limited, powers and a reserve of power points with however – a manifester uses his own which to use them. A psicrown’s user may use manifester level or the power point limit of the the manifester level of the crown or his own stone, whichever is lower, to determine how manifester level when using these powers, many power points he can spend on the power. although it always draws upon its own power A mindstone can hold any power with a power point reserve and cannot be recharged from the point cost equal to or lower than its power point wearer’s power points. Psicrowns are described limit, which is set during creation. For instance, in detail on page 169 of the Expanded Psionics a mindstone with a limit of 7 power points could Handbook, although some powers come from hold the knowledge of any power of 4th level or this book. lower, but the greatest number of power points that even the most powerful of manifesters Psicrown of the Archer's Gambit could spend manifesting the power from it Favored by marksmen and archery-inclined would be 7. psychic warriors or nomads, this simple band Storing a power within a blank mindstone provides insight into ranged combat, and requires a manifester to “lock” one of his rewards what would otherwise be terribly risky powers known as unavailable for 24 hours, maneuvers. The psicrown of the archer’s during which time he cannot manifest it (he is gambit is nothing more than a simple, light steel treated as not knowing that power for this band. It holds 400 power points when first duration). During those 24 hours, the blank created and allows the use of the following mindstone must orbit his head continuously, powers: drawing upon his sequestered psionic energy. Mirror shot UT At the end of this time, the power returns to his Precognition, offensive mind, and the mindstone is successfully attuned Prescience, offensive and is ready for use. If the manifester wishes, The arrow knows the way UT he may interrupt the attunement process by Trick shot UT snatching the orbiting stone prematurely, which Moderate clairsentience and psychoportation, instantly restores his ability to manifest the ML 8; Craft Psicrown, mirror shot, precognition, power in question (although any time spent offensive, prescience, offensive, the arrow orbiting is wasted; the stone must be attuned knows the way, trick shot, Price 25,500 gp, anew). weight ½ lb. Flushing a mindstone takes 10 minutes of continuous meditation. At the end of this time, Psicrown of the Cautious Bowman the mindstone returns to its blank state, and Those who choose ranged combat over melee another power can be stored within. An attuned skirmishes tend to place great value on their wielder knows if a crystal contains a power, own safety. It’s no small wonder that psicrowns although he must address the mindstone (as if like this one are immensely popular among it were a power stone) before he can attempt to such adventurers. A psicrown of the cautious identify an unknown power within using Psicraft. bowman appears as a series of interlocking Construction: The market price for a blank plates of wood and iron that form a headband mindstone depends on its power point limit, resembling a fortress wall all around the which is always an odd number and is never wearer's skull, complete with ramparts and higher than 17. The formula is identical to that arrow slits. It has 400 power points when first of a cognizance crystal: determine the highest- created and allows the use of the following level power that could be manifest by spending powers. a number of points equal to its limit, square this Foxhole UT number, and multiply by 1,000 gp. For Levitate, psionic mindstones with powers stored within, the price Localized windstorm UT fluctuates wildly and must be individually Moderate psychokinesis, ML 8th; Craft negotiated (if such an item is even available). Psicrown, foxhole, psionic levitate, localized Faint to strong psychokinesis; ML equal to windstorm. Price 15,000 gp, weight ½ lb. power point limit, Craft Cognizance Crystal; Price: see above Weight 1 lb.

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Psicrown of the Challenger Greater: strong telepathy, ML 15; Craft A psicrown of the challenger is an excellent Psicrown, ability as one, prowess of one, sense secondary weapon of any psychic warrior who as one, skills as one, strike as one, technique wishes to face their foes in single combat. as one, withstand as one, price 122,367 gp, Containing powers relating to single combat, it weight ½ lb. can force a single strong foe to challenge the wearer, tips the scales toward the wearer, and Psicrown of the Manyfaced enables spectacular finishing strikes. It appears The manyfaced psicrown allows the user to as a strip of leather studded with spikes, as a imitate the appearance and physiology of dog's collar - except rather than metal, these others. It is made of pale marble-colored clay, spikes are made of crystals in alternating and its shape seems to shift slightly whenever colors. A psicrown of the challenger has 550 the powers within are used. This psicrown has power points when first created and allows the 450 power points and allows the use of the use of the following powers. following powers. Animal affinity Assume ability UT Dispatch UT Assume form UT Dueling ground UT Everyman UT Physical acceleration UT Moderate psychometabolism, ML 9th; Craft Moderate psychoportation and Psicrown, assume ability, assume form, psychometabolism, ML 11; Craft Psicrown, everyman, price 27,844 gp, weight ½ lb. animal affinity, dispatch, dueling ground, physical acceleration. Price 44,344 gp, weight Psicrown of the Nightmare Denied ½ lb. The psicrown of the nightmare denied is a potent weapon used by the foes of the Psicrown of the Collective Nameless Fear to protect the dreams and The psicrown of the collective (sometimes thoughts of themselves and those close to referred to by its more proper name, the them. It is usually made from precious metals psicrown of shared will) facilitates a society and silk, and is shaped to form two hands mind's ability to make a party function at its holding a shield over the forehead of the best. It comes in two types, the greater and wearer. A psicrown of the nightmare denied has lesser versions, although both take are 750 power points and allows the use of the constructed from a variety of materials - following powers. crystals, ectoplasm, various types of stone and Empathic adaptation UT even wood. Despite the medley, all fragments Guarded sleep UT are organized and fit into each other in a well Mind blank, psionic crafted pattern. Strong telepathy, ML 15; Craft Psicrown, The lesser version of this psicrown is guarded sleep, insulate mind, psionic mind intended to train aspiring society minds. It has blank, price 66,094 gp, weight ½ lb. 400 power points and allows the use of the following powers. New Universal Items Sense as one UT UT ‘Universal items’ is a catchall term for psionic Skills as one items made from the Craft Universal Item feat. Strike as one UT UT While some universal items fit into a Withstand as one subcategory (such as psychoactive skins), most The greater version of this psicrown has 750 do not. power points. In addition to the powers of the lesser version, it also allows the use of the Ferroplasmic Skin: A ferroplasmic skin is, following powers. UT essentially, a psychoactive skin formed of an Ability as one alloy of ectoplasm and ferroplasm (see below). Prowess as one UT UT It follows all the general guidelines for Technique as one psychoactive skins (see page 175 of the Lesser: moderate telepathy, ML 8; Craft Expanded Psionics Handbook), although unlike Psicrown, sense as one, skills as one, strike as most psychoactive skins the wearer must be one, withstand as one, price 21,754 gp, weight psionic to gain access to its benefits. Like armor ½ lb. made of ferroplasm, a ferroplasmic skin

141 Untapped Potential: New Horizons in Psionics

hardens when surrounded by psychic energy. creatures the wearer can be linked to is limited The wearer of a ferroplasmic skin is considered by the strength of the band. More powerful to be wearing light armor for the purposes of versions of this headband allow you to connect class features, and can channel power points to more creatures. into the skin and benefit as if it were light armor If worn by a creature with the worldthought (although the skin can be worn with normal network class feature, the wearer may also armor, which encumbers you as normal). connect this same number of additional Additionally, while the wearer is psionically creatures in their network, beyond their normal focused, he may will the ferroplasmic skin to limit. shape part of itself into the form of any weapon Faint telepathy; ML 12th, Craft Universal Item; he could proficiently wield in one hand. Treat worldthought network class feature; 3,000 gp (1 this in all regards as a mundane ferroplasmic creature), 12,000 gp (2 creatures), 27,000 gp (3 weapon (including the ability to channel power creatures), Weight ½ lb. points into it) that is under the effect of a graft weapon power. The weapon lasts until the Psicrystal Binder: This metallic needle comes wearer wishes it, although only one such with a harness and is attached to the underside weapon can be in effect at any given time. If of a psicrystal, where it resides in a sheath. this weapon is destroyed, the wearer does not The psicrystal may, as a standard action, lose Constitution, although the skin must be extend the needle into the form of a construct, repaired before it can function again. either crafted or summoned, that its master While the wearer is capable of forming a mind controls. Once this is done, the psicrystal binds blade, the weaponry generated by a with the construct and is enveloped inside the ferroplasmic skin can benefit from any feat or construct’s form. class feature the wearer possesses that can Once bound, the psicrystal takes full control only be used with a mind blade (including over the construct, including directing its attacks charging it with psychic strikes), except that it and movement. The owner of the construct can cannot be thrown or used in a bladewind. The no longer direct the construct as he or she weapon in this case has the same could before, though the psicrystal’s master can enhancement bonus and special ability order the psicrystal to do so. Exactly how it configuration as the wearer’s mind blade, if any. complies, however, is subject to the psicrystal's Strong psychometabolism; ML 15th; Craft personality. Universal Item, call weaponry, graft weapon; The construct maintains its normal physical Price 30,000 gp, weight -- attributes, including its base attack bonus, but gains the psicrystal’s mental attributes. The Grafting Needle: This larger than normal psicrystal may use both the construct's senses needle is crafted of the finest metal. A crystalic and its own Sighted ability when bound. If the maker with the Craft Crystalic feat can use this construct used is being maintained by a psionic specialized needle to create the grafts more effect (such as astral construct), while the easily than normal. As long as the needle is construct and psicrystal are bound, the used throughout the entire crystalic creation construct’s duration increases to 1 hour / level process, the gold piece cost of the crystalic is (measured from its initial appearance), but once reduced by 10%. This does not alter the the crystal is removed, it immediately amount of time it takes to create, graft, or dissipates. If the construct is destroyed while remove the crystalic. the psicrystal is melded to it, the needle is also Faint metacreativity; ML 12th; Craft Universal destroyed and the psicrystal released into the Item, Craft Crystalic; Price 2,500 gp; Weight --. same square the construct had occupied. The psicrystal’s master loses access to the Headband of the Great Village: This simple following psicrystal granted abilities when the leather headband is adorned with markings psicrystal is bound to a construct: alertness, depicting hundreds of people holding hands. deliver touch powers, and channel power. The This headband allows the wearer to mindlink psicrystal itself loses access to the improved herself with one or more willing creatures within evasion, flight, and self-propulsion abilities 30 ft as a standard action. The mindlink persists while melded in this manner. as long as the wearer concentrates and can be Each needle is crafted with the ability to used at will, although the maximum number of command a construct up to a certain physical

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size, with more expensive needles allowing amount of ferroplasm in the protective device. command of larger constructs. Weapons fashioned of ferroplasm can be Strong metacreativity; ML 15th, Craft Universal similarly hardened by psionic power to increase Item, Psicrystal Affinity; Price 24,000 gp (small), their effectiveness. Depending on the amount 36,000 gp (medium), 48,000 gp (large), 72,000 of ferroplasm used in the weapon’s creation, it gp (huge); Weight – confers a bonus to damage which stacks with all other bonuses (similar to the Psionic SPECIAL MATERIALS Weapon feat) and ignores hardness less than 20 if used to attack an object. A double Ferroplasm: This slightly purplish metal is weapon has both heads hardened found in the ethereal plane and is only effective simultaneously at no additional cost to the when held by one with psionic power. Any wielder. The effect of charging a weapon, creature with the psionic subtype can wield armor or shield last until the wielder’s next turn. ferroplasm, but when held by a non-psionic When hardened, the illumination provided by a creature, the item crafted of this metal becomes ferroplasmic item increases to that granted from non-functional. Weapons crafted of it lose their a torch. Weapons or armor fashioned from edge or become rubbery; armor becomes ferroplasm are treated as masterwork items for spongy, granting no armor bonus; and similar the raw item cost and creation time. effects for other items. When held by a psionic creature, an item Ferroplasm has hardness 10 and 20 hit points crafted of ferroplasm radiates a soft violet light, per inch of thickness when held by a psionic effectively illuminating as a candle. This effect creature, and a hardness of 5 and 10 hit points can be suppressed if the wielder so chooses. If per inch of thickness when in a non-functional brought into an area where psionics power is state. While hardened, it has hardness 20 and suppressed, such as a null psionic field, an item 40 hit points per inch of thickness. Only items crafted of ferroplasm assumes its non- made mostly out of metal can be made out of functional state as if held by a non-psionic ferroplasm. creature. A psionic creature may also temporarily render ferroplasm as hard as adamantine by Item Market Price Bonus subjecting it to a powerful jolt of psychic energy. Light Armor / Shield +1,000 gp DR 1/- This has differing effects depending on whether the item is a weapon or a suit of armor, and Medium Armor +2,000 gp DR 2/- varies depending on the quantity of ferroplasm Heavy Armor +4,000 gp DR 3/- used. When a psionic creature focuses his psionic power into a suit of armor or shield Light weapon +1,500 gp +2 damage made of ferroplasm, it increases the protection afforded from the item. As a free action that One-handed weapon +3,000 gp +3 damage does not provoke an attack of opportunity, the or double weapon (per wearer can channel psionic power into the head) armor or shield created of ferroplasm: by expending 1 power point, the armor or shield Two-handed weapon +4,500 gp +4 damage grants damage reduction based upon the

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144 Monsters Chapter Nine: Monsters

Special Qualities: Three Astral Construct abilities from Menu C, construct traits, damage reduction 10/- and 15/magic, darkvision 60 ft., The Expanded Psionics Handbook and low-light vision, carry master, ectokinetics Hyperconcious: Explorations in Psionics by Saves: Fort +8, Ref +8, Will +8 or as master, Bruce R. Cordell introduced an assortment of see text psionic monsters – an assortment which is Abilities: Str 43, Dex 11, Con -, Int -, Wis 11, expanded upon below. Some of these Cha 10 monsters (in particular the dreamscarred and Skills: - the mindborn) may be of interest to PCs. While Feats: - several of these creatures originated on Rajrin, Environment: Any they are rapidly spreading throughout the world, Organization: Solitary and, given time, may be encountered Challenge Rating: 15 anywhere. Treasure: None Alignment: Always neutral Most of the monsters here have adaptation Advancement: See astral juggernaut power notes to showcase alternate situations for them Level Adjustment: - to appear in the game. Also, several monsters make use of the dreamborn subtype introduced A hulking mass of silvery ectoplasm the size in Hyperconcious. For more information, see of a small inn surges to its feet before you. the introduction. Vaguely humanoid in shape, this titan is largely transparent. Under its opaque hide, you can ASTRAL JUGGERNAUT see psionic energy coursing through silvery Gargantuan Construct threads that wind and cluster all throughout its Hit Dice: 24d10+60 (192 hp) body. Initiative: +0 Speed: 40 ft. (8 squares) Astral juggernauts are extremely powerful Armor Class: 31 (–4 size, +0 Dex, +25 astral constructs brought into existence by the natural), touch 6, flat-footed 31 astral juggernaut power. Powered by an Base Attack/Grapple: +18/+46 advanced psychokinetic system, an astral Attack: Slam +30 melee (4d6+16) juggernaut is in nearly every way more powerful Full Attack: 2 slams +30 melee (4d6+16) and dangerous than a normal astral construct. Space/Reach: 20 ft./20 ft. Astral juggernauts generally appear as Special Attacks: Ectoplasmic salvo (see enormous humanoid forms composed of ectokinetics) ectoplasm, although each one’s appearance

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can vary according to the whims of its creator. juggernaut more powerful or activate special The creator of an astral juggernaut can craft abilities. Enhancing the juggernaut in any of the and shape its appearance just as he could with following ways is a full round action for the an astral construct (see page 185 of the creator. The creator’s may spend power points Expanded Psionics Handbook). on one or more than one ectokinetics option per An astral juggernaut is usually 50 feet tall and round, but the total cost may not exceed the weighs 30,000 pounds. creator’s manifester level. Metaphysical Slam: The creator channels COMBAT power into the juggernaut’s natural weapons. Astral juggernauts act as directed by their The astral juggernaut’s natural weapon attacks creators. gain a +1 enhancement bonus to attack and Carry Master (Ex): The creator of an astral damage rolls for every 4 Hit Dice it possesses. juggernaut can enter a space within the This effect lasts as long as the juggernaut does juggernaut, from where he can find protection and costs the creator 7 power points. and grant the juggernaut a number of benefits. Metaphysical Defense: The creator channels The creator must be able to touch the power into the juggernaut’s psionic defense juggernaut. Entering or exiting the juggernaut is systems. The astral juggernaut gains a +1 a full round action for the creator. Only the insight bonus to AC and all its saving throws for manifester who created the astral juggernaut every 4 Hit Dice it possesses. This effect lasts can enter the juggernaut in this way. as long as the juggernaut does and costs the Once inside the juggernaut, the creator is creator 7 power points. stored in a special compartment, and cannot Rapid Repair: The creator channels power move around inside the construct. He can into repairing damage the juggernaut has breathe normally while inside, and can see and sustained. The astral juggernaut is healed 10 hear anything the juggernaut can (this includes points of damage for every power point the the juggernaut’s darkvision and low-light vision). creator spends. While carrying its master, the juggernaut uses Master’s Enhancements: The creator opens its own saving throws or those of its master, up the juggernaut’s hidden abilities. The astral whichever is higher. While the creator cannot juggernaut gains a bonus feat from the following be targeted by melee or ranged attacks (the list even if it does not meet the prerequisites: space is completely contained giving him total Ability Focus, Awesome Blow, Empower Spell- cover), he is still vulnerable should the Like Ability, Quicken Spell-Like Ability, Stand juggernaut be destroyed. Should the juggernaut Still (Expanded Psionics Handbook page 51). reach 0 hit points while the creator is inside, he Unless otherwise noted, these feats are from takes 10d6 points of damage. If the juggernaut the Monster Manual. This ability costs the dissipates or is destroyed while the creator is creator 5 power points for each feat, and may inside, he may appear in any space the be used more than once in the same round. juggernaut occupied of his choice. Ectoplasmic Salvo: The creator can expend The creator cannot be targeted or affected by psionic power to blast enemies with bolts of powers or spells normally while inside the psychokinetically charged ectoplasm. Activating juggernaut, although powers enhanced with the the salvo requires the creator to expend 10 Burrowing Power metapsionic feat can pass power points, and after each use the creator through the juggernaut to affect the creator must wait 1d4 rounds to before firing it again. inside. Likewise, the creator cannot affect The ectoplasmic salvo does 1d10 points of targets outside of the juggernaut without use of force damage to a single target for every Hit Die the Burrowing Power metapsionic feat. The the juggernaut possesses. The creator must creator can use the juggernaut to deliver make a ranged touch attack to hit the target, powers with a range of ‘Touch’, though. To do although he may use his key ability modifier in this, the astral juggernaut must either spend a place of his Dexterity modifier if he wishes. standard action (in addition to the actions the Ectoplasmic salvo has a maximum range of 200 creator took to manifest the power) to touch the feet. target, or deliver the power through one of its Alternatively, the creator can choose to affect natural attacks. multiple targets with a single use of the Ectokinetics (Su): If inside an astral ectoplasmic salvo. This requires making ranged juggernaut (see Carry Master, above), the touch attacks for each individual target, and the creator can expend psionic power to make the dice of damage are divided up between targets

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as the creator sees fit. For example, if inside a true divide, and are more likely to debate with 24 HD construct and targeting three creatures, another ego dragon than attack tooth and nail. the creator could choose to deal 8d10 damage These debates can have far-reaching to all three, or 7d10 to two targets and 10d10 to consequences in their escalations; while other the third, or any other combination adding up to true dragons may be single-minded, the term no more than 24d10 damage. The creator must best describes the ego dragons. It is extremely decide how the damage is to be divided before rare that two different types of ego dragon ever making the ranged touch attack rolls. agree on anything, and when such events occur Construct Traits: An astral juggernaut has the dragons typically agree to disagree rather immunity to poison, sleep effects, paralysis, than reach an effective conclusion. stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, Adaptation: If the ego dragons, with their compulsions, phantasms, patterns, and morale philosophical nature, seem a bit odd, they work effects), and any effect that requires a Fortitude just as easily if named after human traits and save unless it also works on objects or is emotions such as Reason and Passion. Tying harmless. It is not subject to critical hits, non- them to particular deities or divine forces also lethal damage, ability damage, ability drain, works, and completely changes how they fatigue, exhaustion, or energy drain. It cannot appear. heal damage, but it can be repaired. LOGOS DRAGON CREATING AN ASTRAL Dragon (Psionic) JUGGERNAUT Environment: Any Creating an astral juggernaut is very similar to Organization: Wyrmling, Very Young, Juvenile, creating an astral construct – including selecting and Young Adult; solitary or clutch (2-5); Adult, menu choices when manifesting the astral Mature Adult, Old, Very Old, Ancient, Wyrm, or juggernaut power. See page 185 of the Great Wyrm; solitary, pair, or family (1-2 and 2- Expanded Psionics Handbook for more 5 offspring) information. An astral juggernaut has three Challenge Ratings: Wyrmling 4, Very Young 5, abilities of the manifester’s choice from Astral Young 7, Juvenile 8, Young Adult 11, Adult 14, Construct Menu C, which can each (as usual) Mature Adult 16, Old 18, Very Old 19, Ancient be swapped for two Menu B options, which can 21, Wyrm 23, Great Wyrm 25 in turn each be swapped for two Menu A Treasure: Triple Standard options at the manifester’s choice. Alignment: Any Lawful An astral juggernaut, however, is not an astral Advancement: Wyrmling (7 – 8 HD), Very construct. While all menu options still operate Young (9-11 HD), Young (12-14 HD), Juvenile for it, feats, powers, and other special abilities (15-17 HD), Young Adult (18-20 HD), Adult (21- that specifically modify astral constructs 23 HD), Mature Adult (24-26 HD), Old (27-29 (including the Durable Construct HC feat, the HD), Very Old (30-32 HD), Ancient (33-35 HD), ectoskeleton UT or stabilize construct HC powers, Wyrm (36 – 38 HD), Great Wyrm (39+ HD) and the abilities of the phenotype impressionist Level Adjustment: UT) do not affect astral juggernauts. The only exceptions are the Boost Construct feat and This large, dark orange dragon with birdlike ecto protection (or similar abilities at the GM’s wings appears as if it were trying to figure option). something out. It swings its relatively long neck around to reveal a tiger-like scaled face, with three horns over each of its eyebrows. EGO DRAGONS Numerous spines stick up around its head in a lethal looking mane. Calculating, black eyes Ego dragons are breeds of true dragons that seem to analyze everything they take in. epitomize the power and prevalence of the mind. Each ego dragon represents the pinnacle Logos dragons are methodical, regulated of a manner of thinking, being the ultimate creatures who feel things should be done by the manifestation of a form of thought. Although book, or not at all. Skeptical by nature, logos their alignments may differ, they consider their dragons are loath to believe most claims and philosophical approaches to reality to be their eager to disprove them in argument. Fond of

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mental puzzles and word problems, logos wide open spaces divided into rows and dragons tend towards art that is geometric in columns by careful, grid-like placement of pillars nature and favor architecture with parallel lines - all the better to maximize the effectiveness of and right angles. Some keep blink dogs as pets. the dragon's linear breath weapon. A logos Slightly more canine in their anatomy than dragon will always make good use of its mental normal dragons, logos dragons are dark orange disruption and dispel psionics powers to hinder and copper in their coloration. They can hold and disable foes. their long necks perfectly upright, displaying the True Dragon Abilities: Logos dragons are a intimidating collection of spines on the frill of the type of true dragon; their space, reach, natural neck. Like all ego dragons, the wings of a logos attacks and age follow the rules put forth in the dragon are actually covered in feathers like a True Dragon entry in the Monster Manual. In bird. addition, logos dragons have frightful presence, breath weapons, damage reduction, immunities, COMBAT blindsense, keen senses, skills, and feats as Logos dragons are cunning strategists who any other true dragon. work best if given the chance to prepare. Their Power Resistance: Young Adult and older lairs often have sheer vertical drops - to give the logos dragons have power resistance as dragon the most advantage from flight - and indicated on table 9-1.

Table 9-1: Logos Dragons by Age Breath Frightful Base Attack/ Fort Ref Will Weapon Presence Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Grapple Attack Save Save Save (DC) DC Wyrmling S 6d12+6 (45 hp) 13 10 13 14 14 14 +6/+3 +8 6 5 7 2d6 (14) - Very Young M 9d12+18 (76 hp) 15 10 15 14 14 14 +9/+11 +11 8 6 8 4d6 (16) - Young M 12d12+24 (102 hp) 17 10 15 16 16 16 +12/+15 +15 10 8 11 6d6 (18) - Juvenile L 15d12+45 (142 hp) 19 10 17 18 18 18 +15/+23 +18 12 9 13 8d6 (20) - Young Adult L 18d12+72 (189 hp) 23 10 19 18 18 18 +18/+28 +23 15 11 15 10d6 (23) 23 Adult H 21d12+105 (241 hp) 27 10 21 20 20 20 +21/+37 +27 17 12 17 12d6 (25) 24 Mature Adult H 24d12+120 (276 hp) 29 10 21 20 20 20 +24/+41 +31 19 14 19 14d6 (27) 27 Old H 27d12+162 (337 hp) 31 10 23 22 22 22 +27/+45 +35 21 15 21 16d6 (29) 28 Very Old H 30d12+180 (375 hp) 33 10 23 24 22 22 +30/+49 +39 23 17 23 18d6 (31) 31 Ancient G 33d12+231 (445 hp) 35 10 25 26 24 24 +33/+57 +41 25 18 25 20d6 (33) 32 Wyrm G 36d12+288 (522 hp) 37 10 27 28 26 26 +36/+61 +45 28 20 28 22d6 (36) 35 Great Wyrm G 39d12+312 (565 hp) 39 10 27 30 26 26 +39/+65 +49 29 21 29 24d6 (37) 37

Logos Dragons Abilities By Age Mindscape Age Speed Initiative AC Special Abilities Manifester Level PR Mode Check Wyrmling 40 ft., fly 100 ft. (average) +0 16 (1 Size +5 Natural) Call to Mind, Conceal - - +5 touch 11, flat-footed 16 Thoughts Very Young 40 ft., fly 150 ft. (poor) +0 18 (0 Size +8 Natural) - - +6 touch 10, flat-footed 18 Young 40 ft., fly 150 ft. (poor) +0 21 (0 Size +11 Natural) Mental Disruption - - +8 touch 10, flat-footed 21 Juvenile 40 ft., fly 150 ft. (poor) +0 23 (-1 Size +14 Natural) Devotion 1st - +9 touch 9, flat-footed 23 Young Adult 40 ft., fly 150 ft. (poor) +0 26 (-1 Size +17 Natural) DR 5/Magic 3rd 19 +11 touch 9, flat-footed 26 Adult 40 ft., fly 150 ft. (poor) +0 28 (-2 Size +20 Natural) Dispel Psionics 5th 21 +12 touch 8, flat-footed 28 Mature Adult 40 ft., fly 150 ft. (poor) +0 31 (-2 Size +23 Natural) 7th 22 +12 touch 8, flat-footed 31 Old 40 ft., fly 150 ft. (poor) +0 34 (-2 Size +26 Natural) DR 10/Magic 9th 24 +12 touch 8, flat-footed 34 Very Old 40 ft., fly 150 ft. (poor) +0 37 (-2 Size +29 Natural) Mind Trap 11th 25 +12 touch 8, flat-footed 37 Ancient 40 ft., fly 200 ft. (clumsy) +0 38 (-4 Size +32 Natural) 13th 27 +12 touch 6, flat-footed 38 Wyrm 40 ft., fly 200 ft. (clumsy) +0 41 (-4 Size +35 Natural) DR 15/Magic 15th 29 +12 touch 6, flat-footed 41 Great Wyrm 40 ft., fly 200 ft. (clumsy) +0 44 (-4 Size +38 Natural) Telekinesis* 17th 31 +12 touch 6, flat-footed 44

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Manifesting: Juvenile and older logos Wyrm (36 – 38 HD), Great Wyrm (39+ HD) dragons can manifest powers in the same way Level Adjustment: -- that a psion does and choose a devotion just as a psion, gaining all the benefits of the devotion This dragon is two-toned: its back is a dark class feature. Their manifester level is green contrast to its white underbelly. It has indicated on table 9-1, and they have power streamlined features, from sleek birdlike wings points per day and powers known as a psion of to an eel-like head with wild, yellow eyes. Its tail the indicated level. Logos dragons can select possesses a finned protrusion that resembles a any power from the psion/wilder power list, the swept-back club. telepath list, or the seer list. A Logos dragon who advances with psion levels adds this Pathos dragons are hasty, sporadic creatures manifester level to its psion level to determine who love to change plans on the fly. Hedonists its power points per day and powers known, and dilettantes, pathos dragons feel that a life and may continue to select telepath or seer list not spent exploring whatever your first emotions powers for its psion powers known. tell you to do is a life wasted. Pathos dragon Resting Mode: Psychic Subdual +4 lairs are constantly renovated and redecorated, Breath Weapon (Su): A logos dragon has much to the frustration of would be treasure two breath weapons. The first is a line of hunters. Fortunately, said treasure hunters can telekinetic force that deals 2d6 points of force easily escape if captured by the territorial damage per age category of the dragon (Reflex dragons; pathos dragons are moved by half). The second is a cone of gas that compels emotional pleas and sincerely begging for the subject to think in rigid, repetitive fashions. mercy can make for a safe escape, where Victims who fail a Will save must repeat the appearing stoic and fearless is found annoying actions of their previous round as if under the and will only get you eaten. Pathos dragons effects of the deja vu power for the next 1d4 have been known to feed and keep displacer rounds. This is a mind-affecting compulsion beasts in their lairs. effect. With their aerodynamic bodies even more Psi-Like Abilities: At will – call to mind, feline-shaped than normal dragons, a pathos conceal thoughts. 3/day – dispel psionics, dragon seems to flow spontaneously to mental disruption, mind trap. 1/day – telekinetic wherever it is moving, in flight and on land, maneuver, telekinetic force, or telekinetic thrust much like a majestic river. Colored white (chosen upon manifestation each day). underneath and dark green around the spine, a Manifester level equal to the dragon’s age pathos dragon is distinctive in flight, thanks both category or its manifester level, whichever is to its color and its sleekly-feathered wings. The higher. Save DCs are Intelligence-based. mace-like bone at the end of their tail has been the spattered end of many an adventurer. PATHOS DRAGON Dragon (Psionic) COMBAT Environment: Any Pathos dragons are poor tactiticians by nature Organization: Wyrmling, Very Young, Juvenile, and admission, preferring to charge in at first and Young Adult; solitary or clutch (2-5); Adult, chance. They will take any opportunity to make Mature Adult, Old, Very Old, Ancient, Wyrm, or combat an athletic exercise, circling enemies Great Wyrm; solitary, pair, or family (1-2 and 2- while blasting them with their shredding breath. 5 offspring) A pathos dragon is more likely to use his Challenge Ratings: Wyrmling 4, Very Young 5, powers and telempathic projection psi-like Young 7, Juvenile 8, Young Adult 11, Adult 14, ability after a demonstration that the enemy can Mature Adult 16, Old 18, Very Old 19, Ancient use psionic powers too, which is considered by 21, Wyrm 23, Great Wyrm 25 most pathos dragons as a challenge. Treasure: Triple Standard True Dragon Abilities: Pathos dragons are a Alignment: Any Chaotic type of true dragon; their space, reach, natural Advancement: Wyrmling (7 – 8 HD), Very attacks and age follow the rules put forth in the Young (9-11 HD), Young (12-14 HD), Juvenile True Dragon entry in the Monster Manual. In (15-17 HD), Young Adult (18-20 HD), Adult (21- addition, pathos dragons have frightful 23 HD), Mature Adult (24-26 HD), Old (27-29 presence, breath weapons, damage reduction, HD), Very Old (30-32 HD), Ancient (33-35 HD), immunities, blindsense, keen senses, skills, and feats as any other true dragon.

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Power Resistance: Young Adult and older Multiplier +0. Juvenile and older: Empathic pathos dragons have power resistance as Multiplier -4 indicated on table 9-2. Breath Weapon (Su): A pathos dragon has Manifesting: Juvenile and older pathos two breath weapons. The first is a cone of razor dragons can manifest powers in the same way sharp crystal fragments that deals 2d6 points of that a wilder does. Their manifester level is slashing damage per age category of the indicated on table 9-2, and they have power dragon (Reflex half). Damage dealt by this points per day and powers known as a wilder of breath weapon is subject to damage reduction the indicated level. Pathos dragons can select and counts as magic and slashing for purposes any power from the psion/wilder power list, the of overcoming damage reduction. The second egoist list, or the shaper list. A pathos dragon is a cone of gas that induces a series of chaotic who advances with wilder levels adds this emotional responses that bewilder and disorient manifester level to its wilder level to determine the victim. Victims who fail a Will save are its power points per day and powers known, confused for 3d6 rounds. This is a mind- and may continue to select shaper or egoist list affecting compulsion effect. powers for its wilder powers known. Wild Surge (Su): Pathos dragons can Resting Mode: Wyrmling to Young: Force augment their manifestations with a surge of

Table 9-2: Pathos Dragons by Age Breath Frightful Base Attack/ Fort Ref Will Weapon Presence Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Grapple Attack Save Save Save (DC) DC Wyrmling S 7d12+7 (52 hp) 13 10 13 10 11 14 +7/+4 +8 6 5 5 2d6 (14) - Very Young M 10d12+20 (85 hp) 15 10 15 12 11 14 +10/+12 +12 9 7 7 4d6 (17) - Young M 13d12+26 (110 hp) 17 10 15 14 13 16 +13/+16 +16 10 8 9 6d6 (18) - Juvenile L 16d12+48 (152 hp) 19 10 17 14 13 18 +16/+24 +20 13 10 11 8d6 (21) - Young Adult L 19d12+76 (199 hp) 23 10 19 16 15 18 +19/+29 +25 15 11 13 10d6 (23) 23 Adult H 22d12+110 (253 hp) 27 10 21 16 15 20 +22/+38 +30 18 13 15 12d6 (26) 26 Mature Adult H 25d12+125 (287 hp) 29 10 21 18 17 20 +25/+42 +34 19 14 17 14d6 (27) 27 Old H 28d12+168 (350 hp) 31 10 23 18 17 22 +28/+46 +38 22 16 19 16d6 (30) 30 Very Old H 31d12+186 (387 hp) 33 10 23 20 19 24 +31/+50 +42 23 17 21 18d6 (31) 32 Ancient G 34d12+238 (459 hp) 35 10 25 20 19 26 +34/+58 +46 26 19 23 20d6 (34) 35 Wyrm G 37d12+333 (573 hp) 39 10 29 22 21 28 +37/+63 +51 29 20 25 22d6 (37) 37 Great Wyrm G 40d12+400 (660 hp) 43 10 31 22 21 30 +40/+68 +56 32 22 27 24d6 (40) 40 Pathos Dragons Abilities By Age Mindscape Age Speed Initiative AC Special Abilities Manifester Level PR Mode Check Wyrmling 40 ft., fly 100 ft. (average) +0 16 (1 Size +5 Natural) Telempathic Projection - - +5 touch 11, flat-footed 16 Very Young 40 ft., fly 150 ft. (poor) +0 18 (0 Size +8 Natural) - - +7 touch 10, flat-footed 18 Young 40 ft., fly 150 ft. (poor) +0 21 (0 Size +11 Natural) Detect Hostile Intent - - +8 touch 10, flat-footed 21 Juvenile 40 ft., fly 200 ft. (poor) +0 23 (-1 Size +14 Natural) Wild Surge +1, Psychic 1st - +10 touch 9, flat-footed 23 Enervation Young Adult 40 ft., fly 200 ft. (poor) +0 26 (-1 Size +17 Natural) DR 5/Magic 3rd 19 +11 touch 9, flat-footed 26 Adult 40 ft., fly 200 ft. (poor) +0 28 (-2 Size +20 Natural) Surging Euphoria +1 5th 21 +12 touch 8, flat-footed 28 Mature Adult 40 ft., fly 200 ft. (poor) +0 31 (-2 Size +23 Natural) Wild Surge +2 7th 22 +12 touch 8, flat-footed 31 Old 40 ft., fly 200 ft. (poor) +0 34 (-2 Size +26 Natural) DR 10/Magic 9th 24 +12 touch 8, flat-footed 34 Very Old 40 ft., fly 200 ft. (poor) +0 37 (-2 Size +29 Natural) 11th 25 +12 touch 8, flat-footed 37 Ancient 40 ft., fly 200 ft. (clumsy) +0 38 (-4 Size +32 Natural) Wild Surge +3 13th 27 +12 touch 6, flat-footed 38 Wyrm 40 ft., fly 250 ft. (clumsy) +0 41 (-4 Size +35 Natural) DR 15/Magic 15th 29 +12 touch 6, flat-footed 41 Great Wyrm 40 ft., fly 250 ft. (clumsy) +0 44 (-4 Size +38 Natural) Surging Euphoria +2 17th 31 +12 touch 6, flat-footed 44

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emotional power. This ability is identical to the Advancement: 10-14 HD (Small), 15-18 HD wilder class feature of the same name. (Medium) Psychic Enervation (Ex): Pathos dragons Level Adjustment: – who use their wild surge ability suffer psychic enervation in a fashion similar to normal This creature resembles a kobold, with long wilders. This class feature is identical to the arms, a short tail and pebbly gray-brown scales wilder class feature of the same name except for skin. Its features are indistinct, and are pathos dragons who suffer psychic enervation prone to shifting. are not dazed as normal wilders are, and lose Elans are many things, but first and foremost power points equal to their manifester level they are secretive. While anyone with the desire rather than their wilder level. and resources can find out that elan are made, Surging Euphoria (Ex): Pathos dragons who the exact process remains unknown. It’s successfully augment their powers with wild speculated that whatever forces are capable of surge gain morale bonuses from surging transmuting a human into an aberration are also euphoria in a similar fashion a wilder does. capable of creating the voleurs – widespread This ability is identical to the wilder class feature but little-known leeches of thought and memory of the same name except that the morale – for they are certainly powerful enough for the bonuses gained are applied to the save DCs of task. Strangely, not much more speculation on the pathos dragon’s breath weapon, frightful this subject, or the subject of these cerebral presence, and psi-like abilities as well. stalkers, seems to get done, and most former Psi-Like Abilities: At will – detect hostile scholars of the subject insist that they used to intent, telempathic projection. Manifester level know... equal to the dragon’s age category or its Voleurs operate independently for the most manifester level, whichever is higher. Save part, content to live in solitude and in secrecy in DCs are Charisma-based. populated urban centers. Occasionally they may be found in the employ of certain CEREBRAL STALKER (VOLEUR) organizations, including the Mindwatch (see Small Aberration (Psionic) Chapter 6: Organizations), as spies and secret Hit Dice: 10d8 (45 hp) weapons. Some organizations even retain a few Initiative: +7 dominated voleurs in thrall against their will, Speed: 20 ft. (4 squares) seeing them as a very useful tool. Incredibly Armor Class: 19 (+1 size, +4 Dex, +4 Natural), stealthy even before their natural shapeshifting touch 15, flat-footed 15 talents are considered, they can steal the very Base Attack/Grapple: +7/+3 memory of their presence from a victim’s mind, Attack: Claw +6 melee (1d4-1) letting them strike completely undetected and Full Attack: 2 claws +6 melee (1d4-1), bite +1 unremembered. This helps them live in secrecy melee (1d6-1 plus drain thoughts) quite easily, as they draw sustenance from Space/Reach: 5 ft./5 ft. feeding on the thoughts of others (typically Special Attacks: Drain thoughts, psi-like stealing the memory of being bitten from their abilities, steal memory, mode check +7, resting prey). What few rumors persist about them mode Acumen Screen +2 speak of them operating as sleeper agents, with Special Qualities: Darkvision 60 ft., low-light standing orders to eliminate certain ‘dangerous’ vision, psi-like abilities thoughts from the surrounding populace. Saves: Fort +3, Ref +6, Will +9 A voleur (sometimes called a cerebral stalker) Abilities: Str 8, Dex 19, Con 10, Int 16, Wis 14, stands slightly less than 3 feet tall, typically Cha 21 weighing around 30 pounds. In their natural Skills: Climb +0, Concentration +6, Hide +22, form, they resemble kobolds on all fours, Listen +8, Move Silently +18, Spot +8 although with a shorter tail and retractable cat- Feats: Ability Focus (drain thoughts), Alertness, like claws. Capable of walking upright, they will Improved Initiative, Stealthy sometimes wear cloaks and impersonate other Environment: Any urban small races whom most tend to ignore, such as Organization: Solitary goblins, although they are able to masquerade Challenge Rating: 8 as smaller members of larger races, such as Treasure: Standard dwarves or short humans. The best way to hide Alignment: Usually neutral is in plain sight. Voleurs speak Common. Many individuals

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may speak other languages. Additionally, a Stealing a long-term memory is similar to the voleur understands any stolen memory as psionic modify memory power (DC 19), except readily as if it were the memory’s original that it may only erase memories, it must be owner, regardless of what languages the used on helpless creatures, and the voleur must memory contained. remain in contact with the victim for the duration of the memory it wants to steal (up to five Adaptation: Able to steal a creature’s very minutes; it typically uses mind probe to memories even while moving unnoticed through determine which memories, if any, are society, cerebral stalkers as presented make worthwhile). Memories erased from the victim excellent spies and secret agents. They could appear in the mind of the voleur as they are work independently, or they could be an entire erased, who can read them like normal race of mercenary thoughtstealers. memories from the perspective of the victim. A voleur can steal a total of five minutes of COMBAT memories (long-term or short-term) on any A voleur prefers to creep up on its targets single day; stealing more would threaten the unnoticed. Although they are proficient in light creature’s metal health, and they are too armor (a trait not reflected in the statistics intelligent to put themselves at such a risk. above), they typically appear completely Several of the cerebral stalkers operating in innocuous, which includes wearing common tandem could conceivably steal longer spans of clothes and leaving unusual gear, including memory from a single target, but no such most psionic items, behind. A favorite tactic is to occurrence has ever been reported. get close to a target while under the effects of Skills: Voleurs have a +4 racial bonus on everyman, touch them to steal their memories, Hide and Move Silently checks, used primarily and then bite in the window this creates, to catch victims by surprise. Their claws also blending into the crowd afterward. give them a +2 racial bonus on Climb checks. Drain Thoughts (Su): A voleur that *A voleur’s everyman ability grants it a +10 successfully bites an enemy deals 1d4 points of bonus on Disguise checks to appear as a given Intelligence damage unless the target makes a creature (typically an average creature), and a successful Will save (DC 22). The voleur heals +5 bonus on Bluff checks to act in character. 5 hit points per point of Intelligence drained. If the voleur is already at full hit points, it gains THE NAMELESS FEAR psionic sustenance that supplies its need for At times, a dreaming psionic creature nourishment for 24 hours. The save DC is experiences nightmares, like any other Charisma-based. creature. What is unique about these, though, is Psi-Like Abilities: At will – detect psionics, the risk they carry to others. If a psionic read thoughts, cloud mind (DC 17), ego whip UT creature is jarred from their sleep in cold sweat (2d4, DC 18), everyman (humanoid, by overwhelming fear, the residual psychic monstrous humanoid, fey; scent, specific energy on the region of dreams develops an individual, other races, size); 3/day – mind existence of its own – and the nameless fear is probe (DC 19). Manifester level is equal to hit made. dice. The save DCs are Charisma-based. A These Nameless are primal psychic forces, voleur may treat itself as a humanoid when more instinctual than intelligent, and do not truly using everyman. live so much as exist. They exist for no longer Steal Memory (Su): As a standard action, a than 1 week without sustenance. Being voleur can steal the short-term memories of his creatures of dream, they have an unusual target. Upon a successful touch attack, if the source of sustenance – the psychic energy of subject fails a Will save (DC 20), he is treated UT dreamers. Fear and terror are spices that the as if under the effects of mnemonic fugue for Nameless crave, and are their weapons of the following round. Anything the subject would choice against dreamers. Existing in a dream have remembered about that round instead state, their physical existence is highly morphic appears in the mind of the voleur , who can – after consuming the minds of their victims, a read it like a normal memory (from the Nameless transforms to mimic its prey, growing perspective of the victim). more cunning with every passing A voleur can also steal long-term memories, transformation. although this is significantly more difficult for it.

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The Nameless hunger for form, knowledge, this time may be extended by feeding. The and power. They consume these entirely. No exact age of a given Nameless is not normally dreamer is safe. They cannot even be truly important enough to track, but some killed except in the region of dreams itself. circumstances (such as a tightly time-based Mercifully, they are rare, and Nameless are not adventure or a recurring Dire Nightmare) may organized or even truly intelligent (stolen warrant such tracking. The lifespan mechanics intelligence is awkward to use, and it takes time included below serve to reinforce a sense of for a Nameless to grow used to sentient feral urgency and to encourage the hunt. thoughts conflicting with survival instincts). COMBAT Nameless exist in several states, although A Nameless’ combat tactics vary depending every one began its existence as a larva. on what form it is in and its Intelligence score Nameless advance unusually; see the entry (see Nightmare’s Call and the Augmented below for more details. Nameless template). All Nameless, especially larval Nameless, generally prefer to use their LARVAL NAMELESS psi-like abilities to subdue their prey, but those Small Outsider (Evil, Extraplanar, with a larger size or potent natural weapons are Incorporeal, Psionic) not opposed to charging in the fray, particularly Hit Dice: 1d8+4 (8 hp) if there is a ready source of fear to feed on Initiative: +6 nearby (see Coalescence). They tend to prefer Speed: Fly 30 ft. (6 squares) (perfect) a single target for their offensive abilities and Armor Class: 16 (+2 Dex, +1 size, +3 attacks (almost always the creature that they deflection), touch 16, flat-footed 14. While used psionic nightmare HC on; see Nightmare’s coalesced, 16 (+2 Dex, +1 size, +3 natural), Call), but react to threats as appropriate for their touch 13, flat-footed 14. intelligence. Base Attack/Grapple: +1/-4 Nightmare Aura (Su): All Nameless radiate Attack: Incorporeal touch +4 (1d4 cold) the stuff of nightmares. Any nonmindless Full Attack: Incorporeal touch +4 (1d4 cold) creature that begins its turn within 30 ft of the Space/Reach: 5 ft./5 ft. Nameless is affected as if the unearthy terror UT Special Attacks: Nightmare’s call, nightmare power had been manifest on him (at a aura, psi-like abilities, mode check bonus +2, manifester level equal to the Nameless' Hit resting mode Mind Insurgency +4 Dice). The save DC is Charisma-based. The Special Qualities: Coalescence, naturally Nameless doesn't need to concentrate on this psionic, immune to fear power; the fear lasts as long as the creature Saves: Fort +6, Ref +4, Will +1 remains within 30 ft. A Nameless can suppress Abilities: Str – (8 when coalesced), Dex 14, or project this emanation as a free action, Con 18, Int 1, Wis 8, Cha 16 although most aren't smart enough to do so and Skills: Concentration +6, Intimidate +8, Listen leave it active all the time. +2, Spot +2 Nightmare’s Call (Su): Nameless are Feats: Improved Initiative capable of inducing nightmares in dreamers, Environment: Region of dreams, any (if which may potentially serve to open a rift hunting) between the region of dreams and the Organization: Solitary dreamer’s home plane. Dreaming creatures Challenge Rating: 2 appear as a hazy image on the region of Treasure: None dreams while dreaming, and the Nameless’ Alignment: Neutral psionic nightmare psi-like ability manifest on Advancement: Special; see Augmented this image will affect the dreamer as if the Nameless template Nameless was on the same plane. If the target Level Adjustment: – fails its save against psionic nightmare, the Nameless is sated, adds 1 day to its lifespan (or Nameless with an Intelligence score of 3 or longer if the target dies, see below), and higher speak any languages their victims knew, otherwise leaves the dreamer alone. although they most frequently communicate If a creature succeeds its saving throw through ephemeral body language and against the Nameless’ psionic nightmare psi- telepathically-broadcast emotions. like ability, the Nameless may immediately attempt an opposed level check against the Nameless only exist for one week, although creature’s highest manifester level (treat

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nonmanifesters as having a manifester level of rare specimens, called Dire Nightmares, can. 0, and soulknives as having a manifester level Unlike the normal power, a Nameless’ psionic equal to their soulknife level). If the Nameless is nightmare does not have unlimited range. successful, it appears on the dreamer’s plane, Although distances tend to be subjective in the similar to how a dreamer appears as an image, region of dreams, a nameless must have except very real and under an adapt body unbroken line of sight and line of effect to a effect, near its dreaming prey (3d4x10 feet dreamer’s appearance to affect them with it. away, roll 1d8 to determine direction as if a Furthermore, a Nameless is treated as having splash weapon), and the dreamer is jarred only secondhand knowledge of such a target, awake with a strong sense of “something is unless it has personally encountered that target there.” The Nameless closes and attacks to the on the target’s home plane. best of its ability. If the Nameless needs to flee, it may spend 1 round in concentration (as if HD Abilities manifesting a power) to discorporate, returning HC to the region of dreams. Although this ability is 1-2 1/day: psionic nightmare . At will: demoralize. not blocked by dimensional anchor or similar 3–4 3/day: mind thrust, ego whip effects, if the Nameless suffers damage during concentration, it must make a Concentration 5–6 3/day: id insinuation. 1/day: mind trap check or have the shift disrupted. A Nameless counts as a summoned creature 7–8 3/day: psionic blast. 1/day: mindwipe while not in the region of dreams -- which HC means that while protection from evil and 9–10 1/day: head trip . At will: shatter mind blank similar effects protect a dreamer, a Nameless 11–12 1/day: personal mind blank. At will: mind trap destroyed on a different plane doesn't die, and instead reforms on the region of dreams a day 13–14 3/day: death urge. 2/day: dream travel later. The only way to truly destroy a Nameless, short of starving it, is to visit the region of 15–16 3/day: mindwipe. 1/day: recall death dreams (through dream travel or a similar effect) and confront it in its natural habitat -- and 17–18 1/day: ultrablast augmented Nameless usually have lairs. 19–20 1/day: Microcosm If a Nameless delivers the killing blow to a living, non-mindless creature using one of its If you are not using Hyperconcious: Explorations in Psionics psi-like abilities (including the initial damage by Bruce R. Cordell, replace the indicated abilities as follows: Psionic nightmare becomes nightmare, head trip from psionic nightmare), it discorporates on its becomes psychic crush. next swift action (faster than normal Coalescence (Su): Any Nameless creature discorporation) and returns to the region of can coalesce its dreamstuff into a physical form, dreams if not there already, adding 1 day per although it generally requires a source of fear to Hit Die of the victim to its lifespan. Additionally, do this. If any creature within 120 feet of the if the dead creature’s Hit Dice were no more Nameless is shaken or frightened or panicked, than three lower than the Nameless, the the Nameless can choose to lose the Nameless transforms over the next 6 hours, incorporeal subtype and gain its normal gaining the Augmented Nameless template strength score as a standard action. It loses its (see below). Nameless’ forms are only so incorporeal touch attack, but any natural mutable, though, and after the Nameless weapon attack it makes deals an additional transforms its 8th time (9 HD), it no longer gains +1d4 points of cold damage (larval Nameless the Augmented template from consumed have no natural attacks while coalesced, victims (although its lifespan continues to although augmented Nameless do). increase). Additionally, it gains the dreamborn HC subtype Psi-Like Abilities: Nameless possess psi-like while coalesced, granting it a 20% miss chance. abilities, depending on their Hit Dice. Psi-like Reverting to incorporeal form is a move action. abilities are cumulative. A Nameless uses a psi- While coalesced, if the creature nearest to the like ability at a manifester level equal to its Hit Nameless (and within 60 feet) is frightened or Dice, or the minimum level required for the panicked, the Nameless' physical form instantly ability, whichever is higher. The saving throws undergoes on a nightmarish transformation are Charisma-based. Although a nameless drawn from that creature’s fears, as if it were cannot normally progress beyond 9 HD, a few

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affected by the form of doom power (except that creature’s statistics and special abilities except the Nameless does not gain the tentacles as noted here. described in the power). It remains in this form Size and Type: Size changes to that of the until the nearest creature within 60 feet is no victim. Type and subtype are unchanged. longer frightened or terrified (paladins have Hit Dice: As the base creature’s Hit Dice +1 been known to leap into the fray to weaken a outsider hit die. This improves the base Nameless in this form while others flee). creature’s hit points, base attack bonus, saving Reverting to incorporeal form also ends this throws and skills as normal, but see below. effect. Speed: When coalesced, same as the victim. A Nameless of 9 HD or more has fed on While incorporeal, as base creature. enough fear to coalesce at will, regardless of Armor Class: If the victim has a natural fear conditions in the area. The nearest armor bonus less than +3, the Augmented creature within 60 feet still must be frightened or Nameless has a natural armor bonus of +3. terrified for it to take a nightmarish form, Otherwise, same as the victim. When however a 9HD nameless gains access to form incorporeal, an Augmented Nameless loses any of doom’s tentacles. natural armor bonus but gains a deflection Naturally Psionic: All nameless gain 2 bonus bonus to AC equal to its Charisma modifier. power points with their first hit die. Attack: Same as the victim when coalesced. When incorporeal, as base creature. AUGMENTED NAMELESS (Template) Full Attack: As the victim when coalesced. A Nameless doesn't advance normally, due to An incorporeal Augmented Nameless can make their dreamlike nature and short lifespan. iterative attacks granted by high base attack Instead, they hunger for form, knowledge, and bonus with its incorporeal touch attack as experience, and gain these by consuming the though attacking with a weapon. minds of their victims. After devouring a victim, Damage: As the victim when coalesced, a Nameless retreats to the region of Dreams except all natural attacks deal a bonus +1d4 (See Nightmare’s Call) and, over the course of cold damage. When incorporeal, the incorporeal six hours, transforms into a twisted version of touch deals 1d4 cold damage. the victim. This transformation is reflected in the Special Attacks: As the base creature, Augmented Nameless template. although some may improve with additional Hit Dice (see above). CREATING AN AUGMENTED NAMELESS Special Qualities: As the base creature, “Augmented Nameless” is an acquired although some may improve with additional Hit template that is automatically added to any Dice (see above). Nameless in the region of dreams six hours Abilities: Replace the base creature’s after it delivers the killing blow to a living, non- Strength, Dexterity, and Constitution scores mindless creature with Hit Dice 3 below its own with those of the victim. As an incorporeal (or greater) with one of its psi-like abilities. The creature, an Augmented Nameless normally Nameless acquires the essence of the victim, has no Strength score, although it uses its and its form is forever altered to reflect this. normal Strength score when coalesced. If the Every time the Augmented Nameless template victim’s Intelligence, Wisdom, or Charisma is applied to a Nameless, its incorporeal scores were greater than those of the base appearance shifts to that of its most recent creature, increase the base creature’s by the victim. victim’s respective ability modifier (if the victim A Nameless may only consume 8 creatures had a mental ability score of 9 or lower, do not before its mutable nature fades, fixing it in its adjust that score on the base creature). current (augmented) form with 9 HD. Skills: Same as the base creature, plus new Subsequent victims do not apply this template, skills from the extra outsider Hit Die gained but extend the lifespan as above. (calculate with the Augmented Nameless’ The Augmented Nameless template is newly-modified Intelligence score). Treat any dependent on the game statistics of the class skills the victim had as additional class Nameless (hereafter referred to as the base skills for this Hit Die. creature) and its victim (hereafter referred to as Feats: As the base creature. An Augmented the victim). Nameless may gain a new feat from the An Augmented Nameless uses all the base additional hit die gained (creatures gain a feat

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at every third Hit Die: 3rd, 6th, etc.). An your lifespan as normal). When you fulfill the Augmented Nameless gains Consumed Identity requirements to gain your first (or next) level of or Nightmare’s Avatar as a bonus feat as soon that class, you may gain one level of dire as it meets the prerequisites (see below). nightmare by resting on the region of dreams Environment: As base creature. for 24 hours (which resets the body count). Organization: As base creature. Keep track of the abilities any victim had as Challenge Rating: Equal to the base well, as the dire nightmare prestige class draws creature’s HD +1 or the victim’s HD +1, upon these for many of its abilities. whichever is higher. Treasure: As base creature. Nightmare’s Avatar [Monstrous] Alignment: Neutral Evil unless Intelligence Fear is a lethal weapon, although sometimes it score is less than 3, then Neutral. may require a helping hand. Advancement: See the Augmented Prerequisites: Nameless, Intelligence 7+, must Nameless template. have been ‘killed’ in combat with a creature you Level Adjustment: – tried and failed to overcome with psi-like abilities OR must have consumed a creature GMs are encouraged to keep note of which capable of manifesting astral construct. creatures a Nameless has killed and consumed Benefit: Add the following options to your list of only if they intend for the Nameless to use the racial psi-like abilities. You gain access to them Dire Nightmare prestige class, below (where at the Hit Dice indicated. You may only use such information is critical). Otherwise, the only these particular abilities while coalesced. reason to keep track of what victims a HD Abilities Nameless had previously consumed would be to track his skills by level (including changes to 3 3/day: entangling ectoplasm. 1/day: astral Intelligence). This will rarely make a difference construct in the overall power level of the creature, and 4–5 3/day: astral construct GMs who wish to save time creating a Nameless may as well ‘wing it’ and assign an 6–7 1/day: ectoplasmic cocoon arbitrary number of skill points that they feel is 8–9 3/day: ectoplasmic cocoon. 1/day: ectoplasmic enough for their monster (outsiders have 8 skill shambler points per hit die, modified by Intelligence). It is, Unlike the normal use of these powers, the however, recommended that the majority of results are composed of the stuff of nightmares nightmares beyond 3 Hit Dice feel like instead of ectoplasm, appearing as twilight mist significant encounters, as these are alarmingly bathed in a violet glow, and enjoying the same rare demographically. 20% miss chance that dreamborn HC creatures do (if they could be directly attacked). Consumed Identity [Monstrous] Additionally, if you have coalesced into a You have consumed many intelligent victims, nightmarish shape (see Coalescence above), and have gained a semblance of sentience by any astral construct you create with these osmosis. Awakening to your own identity allows abilities also takes on a nightmarish shape as if you to realize your destiny as a Dire Nightmare it were under form of doom for its duration. – the elite hunter/defenders among the Should you return to incorporeal form, any nameless fear. active power effects from this feat end as if their Prerequisites: Nameless, 6 HD, Intelligence duration had expired. In the region of dreams, 13+. you do not have to be coalesced to use these Benefit: When you kill and consume a victim abilities. (see Nightmare’s Call) whose hit dice are no Special: Killing a creature by using these psi- more than 3 below your own, and with an like abilities does not trigger advancement as Intelligence score of 10 or higher, instead of normal (see Nightmare’s Call). advancing through the Augmented Nameless template, you may choose instead to have the kill count toward the requirements of the Dire Dire Nightmare Prestige Class Nightmare prestige class described below A Dire Nightmare is an especially lethal instead of advancing with the Augmented Nameless which as come to develop its own Nameless template (although they still extend sentience from consumed minds. They serve as deadly hunters, targeting the most powerful

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minds over less developed ones. It is unclear if kills any creature with its racial psi-like abilities, this is due to personal taste and lust for power it may imprint that creature as a free action if it or an instinctive sense to destroy those who can currently store at least one more imprint. may prove a threat to their kind. The This is an exception to the usual Formbound implications of either explanation are rules as described in in Chapter 7: Powers. frightening. Freedom of Fear: Dire nightmares are particularly lethal among Nameless, for they Essentially, “dire nightmares” are specially- may advance in levels of other classes. Instead advanced Nameless. However, the nature of of advancing as a dire nightmare when the this advancement is best expressed conditions in Consumed Identity are met, a dire mechanically as a prestige class with some nightmare may choose to instead gain a level of changes rather than as normal monster any class that any of its victims had. This level advancement. counts as a dire nightmare level when determining the number of victims needed to REQUIREMENTS: To become a Dire gain a level. For example, a 2nd-level dire Nightmare, all the following requirements must nightmare who has consumed a wilder would be met: have to consume three victims to take a level of RACE: Nameless of at least 9 Hit Dice. wilder, and four more victims to take a second FEATS: Consumed Identity (above). level of wilder (or a third level of dire nightmare, SPECIAL: This class cannot be advanced or the first level of any other class it has normally. To gain any level (including 1st) in this consumed). class, the conditions described in Consumed Reshape Body (Ex): When a dire nightmare Identity must be met. consumes a new victim, it may transform its body to mimic this new form with 24 hours of HD: d8 solitude on the region of dreams (similar to the Augmented Nameless template, although the Class Skills: Autohypnosis, Concentration, change is less extreme). When a dire nightmare Craft, Diplomacy, Disguise, Gather Information, does so, its size, speed, natural armor, natural Intimidate, Knowledge (All [taken individually]), attacks, and physical ability scores change to Profession, Sense Motive, and Survival. match those of the new victim’s. Its challenge Skills per level: 8 + Int modifier rating becomes its hit dice +1 or the victim’s hit dice + the dire nightmare’s levels in all Weapon and Armor Proficiency: Dire character classes + 1, whichever is higher. The nightmares gain no additional proficiency in any dire nightmare does not gain any other changes weapon or armor. from the Augmented Nameless template when Dream of the Form (Ex): If a dire nightmare reshaping its body this way.

Table 9-3: The Dire Nightmare Base Level Attack Fort Ref Will Special 1 +1 +2 +2 +2 Dream of the form, freedom of fear, reshape body, assimilation (A)

2 +2 +3 +3 +3 Additional imprint, assimilation (A)

3 +3 +3 +3 +3 Assimilation (B), 1/day: assume form

4 +4 +4 +4 +4 Assimilation (B), 1/day: assume ability

5 +5 +4 +4 +4 Additional imprint, assimilation (B)

6 +6 +5 +5 +5 Assimilation ©, 3/day: assume form

7 +7 +5 +5 +5 Assimilation ©, 3/day: assume ability

8 +8 +6 +6 +6 Additional imprint, assimilation (C)

9 +9 +6 +6 +6 Assimilation ©, At will: assume form

10 +10 +7 +7 +7 Assimilation ©, At will: assume ability

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Assimilation: With each level taken in this the dire nightmare uses this spell-like ability class, a dire nightmare gains an ability stolen with a caster level equal to its Hit Dice and uses from its prey. This ability must be one that its Charisma score to set the DC. This ability belonged to at least one victim that the may be chosen more than once. nightmare killed since gaining the Consumed Feat: The dire nightmare chooses one feat Identity feat, except for Eldritch Mimicry, Feat, that it qualifies for which a victim possessed, Scavenge Psionics and Skilled (which instead and gains it as a bonus feat. This may include reference the victim in question). This ability proficiency feats for armor or weapons with could not have stemmed from the consumed which a consumed victim was proficient. creature’s equipment. This ability becomes a Evasion (Ex): As the monk ability. permanent trait for the dire nightmare, much like Favored Enemy (Ex): As the ranger ability. a class feature. When a dire nightmare gains this ability, its At first, the dire nightmare can only assimilate choice of favored enemy is limited to those abilities that appear on Menu A, below. At 3rd chosen by its victims. This ability may be level and higher the Nameless may instead chosen multiple times; each time the bonuses choose from Menu B, and from 6th level on granted against previous favored enemies Menu C is available. A dire nightmare may improve by 1. The dire nightmare cannot use choose to gain two abilities from a lower menu this ability to gain more favored enemies than instead – for instance, a nameless gaining its any single consumed victim possessed. 7th level in dire nightmare gains its choice of Rebuke Undead (Su): As the cleric ability. A one C ability, two B abilities, one B ability and dire nightmare cannot assimilate the Turn two A abilities, or four A abilities. Undead ability. It rebukes as a cleric of its hit The list of abilities a dire nightmare can dice. assimilate may be expanded at the GM’s Scavenge Psionics I (Ps): The dire nightmare option. chooses one power of 3rd level or lower that a Additional Imprint: At 2nd level and again victim either knew. The dire nightmare may now every three levels afterward, the maximum use this spell as a psi-like ability once per day. number of forms the dire nightmare can imprint Alternatively, the dire nightmare may choose (see the Formbound descriptor in Chapter 7: one psi-like ability a consumed victim Powers) increases by one. possessed, as long as the power it produced Psi-like Abilities (Ps): Dire Nightmares gain was 3rd level or lower. The dire nightmare gains the psi-like abilities as shown in Table 9-3. Its this psi-like ability and may use it as often as manifester level for these abilities is equal to its the consumed victim could (such as at will or 3/ Hit Dice. These abilities are in addition to any day). In both cases the dire nightmare uses this racial psi-like abilities gained from advanced Hit psi-like ability with a manifester level equal to its Dice, and are all drawn from this book. See Hit Dice and uses its Charisma score to set the Chapter 7: Powers for more information. DC. This ability may be chosen more than once. Skilled: The dire nightmare gains 5 extra skill ASSIMILATION MENUS points. They must be spent on skills that were Any victims referred to in these abilities must class skills for a single consumed victim. have been consumed after gaining the Additionally, these skills are now class skills for Consumed Identity feat. the dire nightmare. Sneak Attack (Ex): As the rogue ability, the Menu A abilities dire nightmare gains +1d6 sneak attack. This Eldritch Mimicry I (Sp): The dire nightmare ability may be chosen multiple times; the extra chooses one spell of 3rd level or lower that a dice of damage stack. The nightmare cannot victim either knew how to cast spontaneously or use this ability to gain more dice of Sneak had prepared at the time of death. The Attack than any single consumed victim nightmare may now use this spell as a spell-like possessed. A dire nightmare with this ability ability once per day. Alternatively, the dire counts its Hit Dice as rogue levels for the nightmare may choose one spell-like ability a purposes of flanking targets with Improved consumed victim possessed, as long as the Uncanny Dodge. spell it produced was 3rd level or lower. The Trapfinding (Ex): As the rogue ability. dire nightmare gains this spell-like ability and Uncanny Dodge (Ex): As the barbarian ability. may use it as often as the consumed victim Menu B abilities could (such as at will or 3/day). In both cases Eldritch Mimicry II (Sp): As Arcane Mimicry I,

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but the dire nightmare may select spells known Initiative: +1 or prepared by a consumed victim of up to 6th Speed: 30 ft. (6 squares) level (or spell-like abilities possessed by a Armor Class: 15 (+3 studded leather, +1 light victim that produced spells of up to 6th level). shield, +1 Dex.), touch 11, flat-footed 14 Improved Evasion (Ex): As the monk ability. Base Attack/Grapple: +1 / +0 The dire nightmare must have the Evasion Attack: Battleaxe +3 melee (1d8+1/x3) or ability to select this ability. longbow +2 ranged (1d8/x3) Improved Uncanny Dodge (Ex): As the Full Attack: Battleaxe +3 melee (1d8+1/x3) or barbarian ability. The dire nightmare treats its longbow +2 ranged (1d8/x3) Hit Dice as class levels for determining the Space/Reach: 5 ft./5 ft. minimum character level required to flank the Special Attacks: Mode check +0, resting mode dire nightmare. The dire nightmare must have Fortitude Intuition +4 the Uncanny Dodge ability to select this ability. Special Qualities: Darkvision 60 ft., dreamless, Poison Use (Ex): As the assassin ability. dreamphase, dreamscape, human blood, know Fast Healing (Ex): The dire nightmare gains your fears, naturally psionic the fast healing ability of one of its victims, Saves: Fort +0, Ref +1, Will +2 recovering that many hit points every round. Abilities: Str 13, Dex 12, Con 10, Int 13, Wis This ability may be chosen multiple times; each 14, Cha 13 time the new fast healing value overrides and Skills: Bluff +6, Jump +3, Intimidate +7, Swim replaces the previous value. +3 Scavenge Psionics II (Ps): As Scavenge Feats: Weapon Focus (battleaxe) Psionics I, but the nightmare may select powers Environment: Any known by a consumed victim of up to 6th level Organization: Congregate (2–4), squad (11–20 (or psi-like abilities possessed by the victim that plus 2 3rd level sergeants and 1 leader of 3rd– produced powers of up to 6th level). 6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 Menu C abilities adults, 5 5th level lieutenants, and 3 7th level Arcane Mimicry III (Sp): As Arcane Mimicry I, captains) but the nightmare may select spells known or Challenge Rating: 1 prepared by a consumed victim of up to 9th Treasure: Standard level (or spell-like abilities possessed by a Alignment: Any victim that produced spells of up to 9th level). Advancement: By character class Damage Reduction (Su): The dire nightmare Level Adjustment: +1 gains the damage reduction of one of its victims, including the type of weapon needed to This humanoid has extremely pale (almost bypass it. This is identical in all ways to the transparent) skin and almost absurdly large, victim’s damage reduction, except that it is dark eyes. Its hair appears bleached and always supernatural. If the victim had more than ragged, as if struck by mange. one type of damage reduction, choose only one. This ability may be chosen multiple times; While gestating, human children spend much multiple selections always overlap as normal for of their time dreaming as their mind develops. damage reduction. This leaves them vulnerable and easy prey for Hide in Plain Sight (Ex): As the shadowdancer the Nameless Fear. Many children who ability. A dire nightmare may consume this encounter the Nameless Fear during this ability from a ranger, but always uses it as a vulnerable time are killed outright, resulting in shadowdancer. an inexplicably stillborn child and much sorrow Scavenge Psionics III (Ps): As Scavenge on the part of the parents. A rare few, however, Psionics I, but the nightmare may select powers awaken with psionic potential from the known by the consumed victim of up to 9th level encounter, and through a combination of (or psi-like abilities possessed by the victim that tremendous luck and strength of will, actually produced powers of up to 9th level). overcome their larval Nameless attacker. They do not, however, survive this encounter DREAMSCARRED (Planetouched) unscathed. A fragment of the Nameless’ Dreamscarred, 1st level warrior nightmare essence embeds itself in the infant’s Medium Outsider (Native, Psionic) psyche, which forever taints their minds and Hit Dice: 1d8 (4 hp) bodies.

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The infants will grow up with pale skin that are immune to effects which depend on the never tans and eyes that are sensitive to light, subject’s ability to dream. and patchy hair that appears bleached and –– A dreamscarred has darkvision out to 60 ft. spotty (although some adopt unusual hairstyles — Naturally Psionic: Dreamscarred gain 2 to mask this). Apart from these minor changes, bonus power points at 1st level. This benefit they remain essentially physically identical to does not grant them the ability to manifest humans – although they bear the mark of the powers unless they gain that ability through Nameless on their souls forever. Anyone who another source, such as levels in a psionic looks into the eyes of a dreamscarred – which class. is considered a deeply personal, almost –– Human Blood: For all effects related to race, intimate act – will find no reflection of any sort. a dreamscarred is treated as a human. The most telling sign of this taint is evident (Dreamscarred, however, are outsiders, and when the dreamscarred is in all but total remain immune to spells and effects that only darkness (such as starlight), where indistinct affect humanoids.) ephemeral faces – thousands of them, all — Know Your Fears (Ex): The dreamscarred screaming in terror – appear to dance over his have an intuitive understanding of fear flesh. A conscious dreamscarred may suppress unmatched by any other humanoid race. They these faces if he wishes. are immune to fear effects and cannot be demoralized through Intimidate. Adaptation: Aasimars and are — Dreamphase (Su): A dreamscarred may touched by the planes in their blood, inheriting a subjugate the power of his Nameless aspect connection to the celestial or fiendish planes. and temporarily shift partially to a dreamlike Dreamscarred are similar, with a connection to existence, gaining the dreamborn HC subtype (a the region of dreams. By simply changing a few 20% miss chance). Dreamscarred with levels in names, however, they could easily serve as wilder have no chance of psychic enervation planetouched of the ethereal or astral planes. while dreamphased. A dreamscarred may spend no more than two rounds (plus one COMBAT additional round per character level) per day Dreamscarred prefer to use their enhanced under the effects of dreamphase, but the powers of persuasion to avoid combat. If a fight duration need not be continuous. Activating or is inevitable, they are absolutely fearless deactivating this ability is a free action and may combatants and typically attempt to demoralize be done once per round. While dreamphased, a their enemies to make them easier to dreamscarred displays the nightmarish faces he overcome. normally shows in all but total darkness, and For more information on the dreamscarred’s cannot suppress them while dreamphased. special abilities, see below. — Dreamscape (Su): A dreamscarred The dreamscarred warrior presented here had perceives a mindscape with unnatural clarity. the following ability scores before racial He gains a +2 racial bonus on all mode checks, adjustments: Str 13, Dex 12, Con 10, Int 13, and while psionically focused he may send Wis 12, Cha 11. messages to nearby psionic creatures through the mindscape by manipulating the appearance Dreamscarred As Characters: The of his personal avatar. Such messages are not dreamscarred possess the following racial bound by language limits (that is, it may be traits. understood by any creature that has a — +2 Charisma, +2 Wisdom. language), but non-dreamscarred find it difficult — Medium size. to properly interpret. Any non-dreamscarred –– Outsider (Native): Dreamscarred are perceiving the mindscape message must make outsiders native to the Material plane. an Intelligence check (DC12) to correctly — A dreamscarred’s base land speed is 30 understand a dreamscarred’s message (failure feet. indicates that the message was perceived as — Dreamless: when asleep, a dreamscarred unintelligible gibberish). grapples with the nameless fear that has taken If you are not using the mindscapes psionic up residence in his mind. Dreamscarred do not combat system from Hyperconscious: dream like humans, cannot visit the region of Explorations in Psionics by Bruce R. Cordell, dreams without supernatural assistance, and treat this as one-way telepathy that can only

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reach psionic creatures within 60 ft. and only continue to stare at it, you see some of your operates while psionically focused. A greatest fears form themselves from the mist. dreamscarred using this variant is unable to determine if his message was received or A fear spawn is a psionic entity that feeds off understood without some sign from the target of the fears of other sentient beings. Without (who still must make the Intelligence check to any thoughts to feed off of, a fear spawn correctly understand the message). Due to its appears as a luminous cloud of mist. If there is limits, dreamscape does not meet the a sentient being near the fear spawn, it feeds by requirements of any ability requiring the probing the mind of that being and forms itself telepathy special quality. into that being’s greatest fear. As the being —+2 racial bonus on Bluff and Intimidate cowers in terror at the sight of its greatest fear checks: the dreamscarred know how to come to life, the fear spawn feeds on the brain manipulate the dreams and fears of others. waves of terror, strengthening itself. — -2 racial penalty on Fortitude saves: the stuff Fear spawn inherit their vampiric hunger for of dreams renders the dreamscarred more fear from their progenitors: they are created easily affected by the ravages of the real. when one of the Nameless Fear kills an —Automatic Languages: Common. Bonus intelligent creature of over 5 hit dice with a Languages: Any, except secret languages mind-affecting psi-like ability. If the body of such (such as Druidic). a creature isn’t sprinkled with holy water or —Favored Class: Wilder. cremated within 24 hours, the residual psychic —Level Adjustment: +1. energy of the attack and the creature’s frozen- in-death state of fear react, transforming the FEAR SPAWN body into the gaseous state of a fear spawn. Medium Aberration (Evil, Psionic) Certain other effects, such as placing the body Hit Dice: 6d8+6 (33 hp) in a magic circle against evil or a hallowed site, Initiative: +2 or a null psionics field, can prevent such a Speed: 30 ft. (6 squares) transformation indefinitely, and if the creature is Armor Class: 14 (+2 Dex, +2 Natural), touch restored to life, all threat of transformation 12, flat-footed 12 vanishes. If a creature does transform into a Base Attack/Grapple: +4/+4 fear spawn, it cannot be raised, but it may be Attack: Claw +3 melee (1d6) resurrected if the subdued form of the fear Full Attack: 2 claws +3 melee (1d6), spawn is present for the effect. Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities, steal fear, Adaptation: Fear spawn do not need to be mode check +5, resting mode Psychic Subdual tied to the Nameless Fear. They could exist as +4 independent entities, arising spontaneously Special Qualities: Darkvision 60 ft., gaseous when creatures die of fear from a night terror. form, low-light vision, form of fear If you wish to use the Nameless Fear in your Saves: Fort +5, Ref +4, Will +7 games but would prefer something lighter on Abilities: Str 11, Dex 15, Con 13, Int 9, Wis 15, the rules, the statistics for the fear spawn make Cha 19 a ready substitute. Skills: Hide +4, Intimidate +8, Listen +4, Move Silently +7, Spot +6 COMBAT Feats: Ability Focus (steal fear), Great A fear spawn locates sentient beings through Fortitude, Track use of read thoughts. It approaches stealthily Environment: Any while gaseous, favoring foggy conditions or Organization: Solitary targets which seem skittish. It gorges itself in Challenge Rating: 5 fear and terror caused by its psi-like abilities or Treasure: None its intimidation skill. If threatened, it solidifies Alignment: Always chaotic evil and attempts a steal fear attack in the same Advancement: – round, typically against terrified or demoralized Level Adjustment: – foes. Once in its form of fear, it strikes like a feral beast. A strange luminous cloud floats before you, Gaseous Form (Ex): In its natural state, a emitting sounds of torment and terror. As you fear spawn resembles a cloud of faintly glowing mist. While in this form, the fear spawn has a

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fly speed of 30 feet (perfect maneuverability) Rules for creating constructs can be found in and retains the use all of its psi-like abilities and the Monster Manual. its steal fear ability. It can become solid or revert to a gaseous state as a move action as CRYSTALLINE CONSTRUCT often as it wishes, although it can only benefit Large Construct from form of fear when it is solid. Hit Dice: 12d10+30 (96 hp) Psi-Like Abilties: At will – read thoughts, 3/ Initiative: +0 day – demoralize, false sensory input, 1/day – Speed: 20 ft. (4 squares) psionic dominate. Manifester level 7. The save Armor Class: 26 (-1 size, +16 natural), touch 9, DCs are Charisma-based. flat-footed 26 Steal Fear (Su): To feed, the fear spawn Base Attack/Grapple: +9/+21 extracts the fears of creatures near itself. A Attack: Slam +16 melee (2d10+8) fear spawn may attempt to steal fear from any Full Attack: 2 slams +16 melee (2d10+8) non-mindless creature within 30 feet as a Space/Reach: 10 ft./ 10 ft. standard action. If the target fails a Will save Special Attacks: Improved grab, crystal shard (DC 18), they suffer 2 points of temporary Special Qualities: Construct traits, damage Wisdom damage, which fades five minutes after reduction 10/adamantine, darkvision 60 ft., low- leaving the presence of the fear spawn. After a light vision successful steal fear attack, the fear spawn Saves: Fort +4, Ref +4, Will +4 instantly takes on the physical form of the Abilities: Str 26, Dex 11, Con -, Int -, Wis 11, target’s worst fear, granting it the abilities Cha 1 described in the form of fear entry below. The Skills: - save DC is Charisma-based. Feats: - Form of Fear (Su): If the fear spawn Environment: Any successfully uses its steal fear ability, it takes Organization: Solitary or with master on a horrid form drawn from its victim’s worst Challenge Rating: 9 fears, which grants the fear spawn the frightful Treasure: None presence extraordinary ability. Opponents Alignment: Always neutral within 30 feet that have fewer Hit Dice or levels Advancement: -- than the fear spawn and that have line of sight Level Adjustment: -- become shaken for 1d6 rounds if they fail a Will save (DC 16). An opponent that succeeds on Sparkling as light refracts off thousands of the saving throw is immune to the fear spawn’s facets, the crystalline construct stands guard as frightful presence for 24 hours. Frightful his master continues work. His gleaming eyes presence is a mind-affecting fear effect. The ensure no intruders may interrupt the task at save DC is Charisma-based. hand. This horrific form also increases the fear spawn’s natural armor bonus by +3 and grants A crystalline construct stands 9 feet tall and it damage reduction 2/– and a +4 bonus to weighs roughly 1800 pounds. Its body is pure Strength. crystal, its particular form decided by its crafter. This effect functions only while the target that They most commonly appear humanoid, was subjected to steal fear is within 30 feet and although artistic creators have built spider-like alive. If the fear spawn delivers another steal forms or even tauric hybrids. fear attack, it does not transform again, but if Built from a variety of crystals, these any victim is within 30 feet of the fear spawn constructs are typically created by those psions and alive, this ability persists. with an affinity for crystals. Skills: Fear spawn have a +2 racial bonus on Move Silently and Intimidate checks. COMBAT

A crystalline construct does nothing without PSIONIC CONSTRUCTS explicit orders from its creator. It follows A construct is a created creature similar to an instructions literally and is incapable of any animated object. The constructs presented strategy or tactics. Crystalline constructs don’t below can be created through the use of the use weapons, even if ordered to, but always Craft Psionic Construct feat, and are often strike with their fists. found accompanying manifesters. A crystalline construct’s creator can command

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it if the crystalline construct is within 60 feet and Saves: Fort +2, Ref +9, Will +2 can see and hear its creator. If un-commanded, Abilities: Str -, Dex 25, Con -, Int -, Wis 11, a crystalline construct usually follows its last Cha 1 instruction to the best of its ability, though if Skills: - attacked it returns the attack. Its creator can Feats: - give a crystalline construct a simple command Environment: Any to govern its actions in his or her absence. Organization: Solitary or with master Improved Grab (Ex): To use this ability, the Challenge Rating: 5 crystalline construct must hit with its slam Treasure: None attack. A crystalline construct can use this Alignment: Always neutral ability only on a target that is at least one size Advancement: -- smaller than itself. Level Adjustment: -- Crystal Shard (Ps): A crystalline construct may use crystal shard as a psi-like ability once A soft humming sound gradually grows louder per round with a swift action as a 6th level as a near-invisible form approaches. The air manifester. The crystals fired from this ability itself seems to ripple in its passage, distorting appear to sail back to the construct as if the view of the creature. The sounds of a attracted by an unknown force after impact. thousand screams cry out as the creature Construct Traits: A crystalline construct has moves. immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy A sonic construct is around 5 feet tall and has effects, mind-affecting effects (charms, negligible weight (although it can exert pressure compulsions, phantasms, patterns, and morale as if it weighed 40 pounds). Appearing as, effects), and any effect that requires a Fortitude essentially, a persistent sonic effect in the rough save unless it also works on objects or is shape of a humanoid, they give off a perpetual harmless. It is not subject to critical hits, non- hum easily heard by any within 10 feet. The lethal damage, ability damage, ability drain, volume of this hum increases marginally while fatigue, exhaustion, or energy drain. It cannot moving, and dramatically while in combat, heal damage, but it can be repaired. approaching a battle cry. Some sarcastic kineticists call these constructs “walking war CONSTRUCTION cries,” although the name has yet to gain A crystalline construct’s body is constructed widespread use. from mundane crystal with a total weight of at least 3,000 pounds and costing at least 5,000 COMBAT gp. Assembling the body requires a DC 20 A sonic construct does nothing without explicit Craft (sculpting) or Craft (gemcutting) check. orders from its creator. It follows instructions ML 15th; Craft Psionic Construct, bend reality, literally and is incapable of any strategy or fabricate, crystallize; Price 80,000 gp; Cost tactics. Sonic constructs don’t use weapons, 45,000 gp + 1800 xp. even if ordered to, but always lash out with sonic arcs. SONIC CONSTRUCT A sonic construct’s creator can command it if Medium Construct (Incorporeal) the sonic construct is within 60 feet and can see Hit Dice: 6d10+20 (53 hp) and hear its creator. If un-commanded, a sonic Initiative: +7 construct usually follows its last instruction to Speed: 30 ft. (6 squares), fly 20 ft. (perfect) the best of its ability, though if attacked it Armor Class: 17 (+7 Dex) returns the attack. Its creator can give a sonic Base Attack/Grapple: +3/+3 (incorporeal) construct a simple command to govern its Attack: Incorporeal touch +10 melee (1d6 actions in his or her absence. sonic) Shattering Scream (Su): A sonic construct Full Attack: 2 incorporeal touches +10 melee uses the sonic energy of its form by emitting a (1d6 sonic) devastating wail at its enemies. This wail is a Space/Reach: 5 ft./ 5ft. 15’ cone that causes 3d4 points of sonic Special Attacks: Shattering scream damage (Reflex half, DC 15). A shattering Special Qualities: Construct traits, incorporeal scream ignores the hardness of objects, and, if traits, sonic form, sonic immunity the construct focuses it on a single object, emulate a shatter spell. After making a

163 Untapped Potential: New Horizons in Psionics

shattering scream of either type, a sonic ML 8th; Craft Psionic Construct, control body, construct must wait one round before being control sound, energy ball, creator must be at able to do so again. least 8th level; Price 16000 gp; Cost 8500 gp + Sonic Form (Ex): A sonic construct, being 300 xp. pure sound, cannot mask its presence easily. Unlike other incorporeal creatures, it does not MINDBORN (Template) always move silently, instead taking a -4 racial The procedure that the Unbodied (see the penalty on Move Silently checks. Normal Expanded Psionics Handbook) used to hearing distance is doubled for those making abandon their physical forms has not been lost, Listen checks near the sonic construct. as common knowledge might say... it lives on in Additionally, its natural attacks deal sonic their racial subconscious, and any psionic damage instead of bludgeoning, and if used to manifester capable of plumbing those depths attack an object ignore that object’s hardness. can discover how it was done, and go through However, due to their imprecise nature, these the process themselves. natural attacks can no longer deal critical hits. It is currently impossible to fully transform into Finally, it is immune to sonic damage and is in an Unbodied, and in this respect common fact repaired by sonic energy: if it is subject to a psionic lore is correct. An experienced enough magical or psionic attack which deals sonic manifester can, nonetheless, derive a sufficient damage, it recovers one hit point per die of substitute -- at the behest of a member of the damage the effect would have otherwise dealt. Unbodied race, for it is in their subconscious Its incorporeal miss chance does not apply that the path lies. Most Unbodied consider against psionic or magical sonic attacks. themselves far above such a contact, but an Construct Traits: A sonic construct has experienced and dedicated manifester may be immunity to poison, sleep effects, paralysis, able to convince one to try. stunning, disease, death effects, necromancy And thus does a manifester take the first step effects, mind-affecting effects (charms, towards an existence unbound… compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude Mindborn have no appearance to speak of. save unless it also works on objects or is They are incorporeal entities of pure mental harmless. It is not subject to critical hits, non- energy, the result of an extended psionic ritual lethal damage, ability damage, ability drain, that powerful manifesters may use to extend fatigue, exhaustion, or energy drain. It cannot their lifespans. heal damage, but it can be repaired. Although they have no "natural form" so to Incorporeal Traits: A sonic construct is speak, they can assume virtually any form they harmed only by other incorporeal creatures, can imagine, through the use of their Assume magic weapons, powers, spells, spell-like Likeness ability. Such forms are still abilities, and supernatural abilities. It has a 50% incorporeal, though it may still be a convincing chance to ignore any damage from a corporeal act. Most individual mindborn have a few source, except for force effects or attacks made preferred shapes, often including an image of with ghost touch weapons. It can pass through themselves prior to the metamorphosis – solid objects, but not force effects, at will. Its although, of course, considering the mindset of attacks ignore natural armor, armor, and many such manifesters, minor physical shields, but deflection bonuses and force "imperfections of the flesh" are usually effects work normally against them. Sonic removed, so the image may look somewhat constructs have no Strength score, but are not better than the original. Even psionic masters silent as normal incorporeal creatures are. are not above vanity, it seems. CONSTRUCTION A sonic construct’s body is constructed in an Adaptation: The mindborn serves as a unusual fashion: a crystalline latticework is psionically-themed substitute for the lich assembled, and then charged with template, and shares many essential elements psychokinetic energy during construction. The with it. While functionally similar to an resulting resonance shatters the framework Unbodied, it need not actually have a upon completion, but creates a sonic construct. connection to that monster. The latticework requires 1000 gp in raw crystal GAME RULE INFORMATION and a DC 20 Craft (gemcutting) check to This sample mindborn uses an 11th level xeph assemble. seer as the base creature. His ability scores

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before the template were Str 6, Dex 15, Con 14, identified as psionic by divination spells or Int 17, Wis 12, Cha 10. Additionally, no psionic clairsentience powers. powers are active in the statistics block below. Psionic Powers: 145 power points, manifester level 15, DC 17+power level Medium Outsider (Extraplanar, Incorporeal, (+augments): Psionic) 1st: conceal thoughts, deceleration, distract, Hit Dice: 11d8+45 (94hp) know direction and location, defensive Initiative: +5 precognition Speed: Fly 30 ft (good) 2nd: clairvoyant sense, detect hostile intent, Armor Class: 16 (+3 Dex, +3 deflection) ego whip, object reading Base Attack/Grapple: +5 / +5 (incorporeal) 3rd: dispel psionics, escape detection, mind Attack: Incorporeal touch +8 (1d6) trap, ubiquitous vision Full Attack: Incorporeal touch +8 (1d6) 4th: detect remote viewing, psionic Space/Reach: 5 ft / 5 ft divination, remote viewing, telekinetic maneuver Special Attacks: Psionic powers, 5th: bliss UT, clairtangent hand, psychic psychokinesis (DC 16), mode check +9, resting crush, second chance mode Sap Mind +0 6th: psionic disintegrate Special Qualities: Assume likeness, burst, Psychokinesis (Su): This mindborn can use darkvision 60’, hide mind, naturally psionic, telekinetic force (manifester level 11, DC 16) as telepathy (100 ft), true manifestation a standard action that does not provoke attacks Saves: Fort +7, Reflex +7, Will +10 of opportunity. Abilities: Str -, Dex 17, Con 16, Int 25, Wis 16, Cha 16 This sample mindborn carries a small amount of Skills: Bluff +7, Concentration +17, Disguise gear from his transformation, which he may +7, Gather Information +17, Knowledge touch as if it were ghost touch. His headband of (arcana) +21, Knowledge (psionics) +21, Listen intellect +4, ioun stone (pink and green sphere), +17, Psicraft +23, Spot +17 and mindstone UT (3pp; holds sensitivity to Feats: Extend Power, Overchannel, Psicrystal psychic impressions) have already been Affinity (nimble), Psicrystal Containment, factored into the statistics above. Psionic Body, Psionic Meditation, Talented Environment: Any Creating a Mindborn Organization: Solitary or Illumination (3-6) "Mindborn" is an acquired template that can be Challenge Rating: 13 added to any psionic manifester who has Treasure: Half standard (all incorporeal or created a projection crystal (see below), ghost touch) hereafter referred to as the base creature. Alignment: Lawful Neutral Size and Type: The creature’s type changes Advancement: By character class to Outsider, native to the astral plane. Size, Level Adjustment: +4 base attack bonus, saves, and skill points do not change. It gains the Incorporeal subtype. Assume Likeness (Su): A mindborn can Hit Dice: Increase all current and future Hit assume the likeness of any Small, Medium, or Dice to d8s. Large creature as a standard action that does Speed: A mindborn has a fly speed of 30 feet not provoke attacks of opportunity. Its abilities (good maneuverability), or the speed or do not change, but it appears to be that maneuverability of the base creature’s fly speed creature, relying on its Bluff and Disguise skills (if better). It loses all other forms of movement. to deflect suspicion. A mindborn using this Armor Class: A mindborn gains a deflection ability gains an additional +10 competence bonus to armor class equal to its Charisma bonus on Disguise checks. If it can read an modifier, minimum +1. opponent’s mind, it gains a further +4 Attack: A mindborn has a touch attack that it circumstance bonus on Bluff checks. can use once per round. If the base creature Burst (Su): Three times per day, this can use weapons, the mindborn retains this mindborn can increase his speed by 30 feet. ability. A creature with natural weapons retains These bursts of speed are considered a those natural weapons. A mindborn fighting competence bonus to the mindborn’s base without weapons uses either its touch attack or speed. A burst of speed lasts 3 rounds. its primary natural weapon (if it has any). A Hide Mind (Su): A mindborn cannot be mindborn armed with a weapon uses its touch

165 Untapped Potential: New Horizons in Psionics

or a weapon, as it desires. A mindborn’s natural to deflect suspicion. weapons are considered ghost touch weapons Darkvision: A mindborn has darkvision out to when attacking with them. 60 feet. Full Attack: A mindborn fighting without Hide Mind (Su): A mindborn cannot be weapons uses either its touch attack (see identified as psionic by divination spells or above) or its natural weapons (if it has any). If clairsentience powers. armed with a weapon, it usually uses the Telepathy: A mindborn can communicate weapon as its primary attack along with a touch telepathically with any creature within 100 feet as a natural secondary attack, provided it has a that has a language. way to make that attack (either a free hand or a True Manifestation (Su): A mindborn has a natural weapon that it can use as a secondary more powerful link to its internal power than attack). As before, a mindborn’s natural most entities do. It gains +4 to its manifester weapons are treated as ghost touch weapons level in a single existing manifesting class (if it when attacking. had more than one manifesting class prior to Damage: A mindborn without natural the metamorphosis, it chooses which class to weapons has an incorporeal touch attack that which this +4 applies). Treat this bonus in all uses psychic energy to deal 1d6 points of regards as the temporarily heightened damage. A mindborn with natural weapons can manifester level from Overchannel (for instance, use its touch attack or its natural weaponry, as it provides no bonus power points), except that it prefers. If it chooses the latter, it deals 1d6 it is permanent and does not deal damage if points of extra damage on one natural weapon used. attack. Ability Scores: Increase from the base Special Attacks: The mindborn retains all of creature as follows: Dex +2, Con +2, Int +4, Wis the base creature’s special attacks except those +4, Cha +4. As an incorporeal creature, a that relied on physical contact (such as mindborn has no Strength score. Trample), and gains the ones listed below. Skills: Mindborn gain a +4 racial bonus on Psionic Powers: A mindborn can manifest any Bluff checks and Disguise checks. When using psionic powers it could before the its assume likeness ability, a mindborn gets an metamorphosis. See also True Manifestation, additional +10 competence bonus on Disguise below. checks. If it can read an opponent’s mind, it Psychokinesis (Su): A mindborn can use gains a further +4 circumstance bonus on Bluff telekinetic force (DC 13+Charisma modifier) as checks. Otherwise, same as the base creature. a standard action that does not provoke attacks Environment: Any, usually same as base of opportunity. Psychokinesis has a manifester creature. level equal to the mindborn’s HD. Organization: Solitary or Illumination (3-6). Challenge Rating: Same as the base Additionally, a mindborn increases his mode creature +2. check bonus to that of a psion of his hit dice +4. Treasure: Half standard or none. Any worn or All future hit dice provide the good mode check carried gear is ghost touch or incorporeal. progression instead of their normal type. If you Alignment: Any, although any former class are not using the Mindscapes psionic combat restrictions remain in effect. system from Hyperconcious: Explorations in Advancement: By character class. Psionics by Bruce R. Cordell, ignore this Level Adjustment: +4. change. Special Qualities: A mindborn retains all the Mindborn are immune to magical aging and base creature’s special qualities except those suffer no penalties from aging effects. Bonuses that relied on a physical form (such as most still accrue at the rates they did prior to the types of damage reduction), and gains those metamorphosis, although the mindborn has no listed below. maximum age. Mindborn do not need to eat or Assume Likeness (Su): A mindborn can sleep (though they can if they wish and are able assume the likeness of any Small, Medium, or to -- in fact, as psionic manifesters, sleep or its Large creature as a standard action that does equivalent is required for healthy manifesting), not provoke attacks of opportunity. Its abilities although they do find that they need to be do not change, but it appears to be that surrounded with a breathable substance or their creature, relying on its Bluff and Disguise skills consciousness begins to fade (exactly as if one

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were holding their breath or being drowned) -- their forms, and knows what must be done to and as beings of pure consciousness, that is reach the same step of ascendance. However, quite an unsettling thought. this is only the first step of a long and arduous A mindborn’s psicrystal remains corporeal. A journey. few mindborn use it as a weak physical prop, The second step involves an extended psionic while others secret it away for safekeeping. ritual very much like creating a psionic item, in which the manifester’s psicrystal is enhanced Becoming a Mindborn: The Crystal and refined. This process requires the Projection and the Awakening: Psicrystal Affinity feat and costs 120,000 GP The secret to becoming a mindborn lies and 4800 XP to complete (successful dormant in the creatures most like it: the manifestation of the Unbodied’s racial power Unbodied. A mindborn-potential must first have grants the knowledge necessary to use this feat already impressive skill with handling psionic as an item creation feat). Once completed, the manifestations before any potential Unbodied manifester’s psicrystal has been strengthened will agree to her request for contact , even dramatically, gaining hardness 20 and 20 bonus assuming that she can locate such a creature. hit points. The character must be able to consistently The third, and final, stage of the manifest psionic powers with a manifester level metamorphosis is the most taxing of all. The of at least 11 before the connection is potential mindborn must withdraw into total established. The manifester must also possess isolation, accompanied only by a few important the Psicrystal Affinity feat, for reasons which are possessions and the psicrystal. The manifester about to become clear, although she need not then enters a deep trance, strengthening her have it when initially seeking an Unbodied bond to the psicrystal, in an effort to patron. synchronize its psionic nature with her own. Assuming a willing Unbodied can be found, She may do nothing else during this time -- not the next logical step is an intimate mindlink. even eat or sleep (though the process is close This is a deep, mutual connection between the enough to dreaming that sleep becomes psionic character and the Unbodied, almost at irrelevant). The exact length of time varies from an instinctive level. It can only be established by candidate to candidate, but averages about four the Unbodied "interfacing" with the psionic days. At the end of the procedure, her body character -- that is, it must move into the same disappears -- dematerialized and absorbed into space as the character and maintain telepathic the psicrystal. At the same time, her contact with the character. The process takes consciousness awakens within her psicrystal, an hour to fully establish, and neither entity can which immediately uses the accumulated move or attempt any action during this time. psychic energy to project the form of a new Treat such a link as if both characters were in mindborn into existence. contact and attempting to view each other's Unlike most incorporeal creatures, the powers known (see the Expanded Psionics mindborn may touch the ectoplasmic limbs of Handbook, page 64), with one exception. her psicrystal. Additionally, the ritual bestows a The mindborn-potential will see one additional limited version of the ghost touch property on power beyond what the Unbodied normally anything the mindborn was wearing during the knows -- this is a special function of the transformation -- for her hands alone, such interface, and the power is the result of a racial items behave as if ghost touch. (She still must memory, so the Unbodied in question may not be in a compatible form of assume likeness to even have been aware of it. The power is use them, though, and the items are not ghost similar to astral seed, but it cannot be learned touch for anyone else. They are also fully by any means (as it draws deeply on the racial corporeal, so they cannot pass through objects consciousness and identity of another being). It as she can.) is treated as a 6th level power on every psionic As outsiders (entities with their soul and form power list for the purposes of manifesting it, and linked as a single unit), a mindborn cannot be manifesting it takes eight hours to complete (the raised or resurrected. However, after being Unbodied may not manifest this power for her). destroyed, a mindborn awakens in her Upon successful manifestation of this power, psicrystal, which is relatively drained of psychic the manifester reaches an epiphany. On some energy. She shares the physical form of her primal, inexplicable level, she has learned how psicrystal with its personality during this time, the original Unbodied ancestors abandoned and retains the psionic powers and maximum

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power points she had at time of death, although this time, her mind has been projected again, she also has a negative level that cannot be and she regain the full powers of the mindborn removed, and loses all special abilities from the template. mindborn template. Unlike the similar astral As may have been surmised, a mindborn can seed power, the telepathic bond a mindborn only be permanently terminated by the shares with her psicrystal ensures that it is destruction of her psicrystal. Even if she creates always "up to date". a replacement (see the expanded rules for Projecting her mind from the crystal requires it Psicrystal Affinity in Chapter 4: Feats), it is a to be recharged first. Recharging is similar to normal psicrystal and must undergo the item the synchronization process, but without a creation process again before it can serve as a physical body to aid the mind, it takes a fair bit projection crystal. Mundane means, such as longer. This takes 10 days of doing nothing but understanding the very intricate cut of the gem meditating and focusing psionic might – even (Appraise DC 25, or Knowledge: Psionics DC the psicrystal cannot use any of its abilities 20), or very advanced means, such as analyze during this time, and is essentially a very tough dwoemer, can serve to differentiate between a rock for the duration. Once the process begins, normal psicrystal and one that has been it cannot be stopped by any means, so transformed to project a mindborn. mindborn have learned to only try this in a very safe place (preferably in solitude). At the end of

168 Appendix Appendix

bonus feat at 23rd level and every 3 levels higher than that (26th, 29th, and so on). Discipline Expertise: The devoted psion’s discipline expertise continues to improve. At 30th level and every 10 levels higher than that (40th, 50th and so on), the DC of powers he manifests from his chosen discipline improve by EPIC-LEVEL PSIONIC CHARACTERS an additional +1, and he pays one fewer power point than before for them (+3 DC, -3 power Rules for progressing beyond 20th character points at 30th level, +4 DC, -4 power points at level are provided in the ’s 40th, and so on). Guide and the Expanded Psionics Handbook. Those rules are expanded here, providing epic Epic Marksman progressions for the devoted psion, the The projectiles loosed by the epic marksman marksman, and the society mind. seem to defy all logic. With no apparent effort, she can perform the unimaginable at nearly any Epic Devoted Psion range. None can understand the true potential of a psionic discipline as the epic devoted psion Hit Die: d6 does. Normal psions envy his authority over his Skill points at each additional level: 4+Int chosen domain of the mind. modifier. Manifesting: The marksman’s manifester Hit Die: d4 level continues to improve at each level, but her Skill points at each additional level: 2 + Int base power points per day and powers known modifier. do not increase after 20th level (except through Manifesting: The devoted psion’s manifester the use of epic feats). level continues to improve at each level, but his Wind Reader: The duration of this ability base power points per day do not increase after continues to increase at its previous rate. 20th level. With every level, a devoted psion Cover Fire: The save or check DC of this learns two new powers of any level or levels ability continues to increase at its previous rate. that he is capable of manifesting. He is still Signature Style: The save DC of any limited to knowing fewer powers of any other signature style ability continues to increase at discipline than his selected discipline, and still its previous rate. An epic marksman does not may not learn powers off of devotion lists other automatically learn any additional signature than his own from Expanded Knowledge and styles (but see below). The ability to apply similar effects. particular feats to the weapons of her chosen Bonus Feats: The devoted psion gains a signature styles also applies to compatible epic

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feats. 20th level except through the use of epic feats. Bonus Feats: An epic marksman gains a The epic society mind treats powers learned bonus feat at 23rd level and every 4 levels through the Epic Expanded Knowledge feat higher than that (27th, 31st, and so on). exactly the same as powers learned through Additionally, she gains a bonus archery-related Expanded Knowledge. See below on the feat (one that requires Point Blank Shot) at Power Knowledge feat. 26th level and every 6 levels higher than that Worldthought Network: The epic society (32nd, 38th, and so on). When a marksman mind may connect one additional creature into gains a bonus feat at any of these levels, she his worldthought network per class level above may forfeit that feat to instead learn the next- 20th (21 creatures at 21st level, and so on). highest tier of any signature style, to a The range of his network does not increase maximum of the 4th tier. beyond 19th level. Soulbinding Gaze: The range, DC, and Epic Society Mind number of simultaneous targets of this ability The epic society mind manages even more continue to increase at their previous rates. powerful manipulations of the networks of Network Sense: The bonus from this ability thoughts between conscious minds, continues to increase by +1 per five class coordinating the actions of many wills at once. levels (+6 at 25th level, +7 at 30th and so on). Bonus Feats: The epic society mind gains a Hit Die: d6. bonus feat at 23rd level, and every three levels Skill points at each additional level: 4+Int higher than that (26th, 29th, and so on). modifier. Epic Society Minds and Power Knowledge: The Manifesting: The epic society mind's society mind's powers known increase as manifester level continues to improve at each normal, and he is able to swap these powers level, but his base power points do not with the other powers on his list. This is an increase after 20th level. The epic society mind exception to the general rule of Expanded does not gain additional powers known after Knowledge-type effects. Example: Jaieth is now 21st level and selects Power Knowledge as his epic feat. He gains knowledge of two additional society mind Class Epic Epic Epic level Devoted Psion Marksman Society Mind powers, putting his powers known to 13 instead of 11. He may now select up to 13 powers 21st - - - known when he rotates his powers for the day. 22nd - - - 23rd Bonus feat Bonus feat (any) Bonus feat New Epic Feats:

24th - - - ENDURING NETWORK [Epic] 25th - - Network sense +5 Your worldthought network may persist through 26th Bonus feat Bonus feat Bonus feat even the most dire circumstances. (archery) Prerequisite: Character level 21, worldthought 27th - Bonus feat (any) - network range (Planar). Benefit: Your worldthought network gains 28th - - - some resistance to null psionics fields and the 29th Bonus feat - Bonus feat like. Although the field still affects manifestation and other supernatural abilities (unless 30th Discipline - Network sense +6 otherwise noted) normally, the connections expertise (+3) themselves may persist. If you succeed on an 31st - Bonus feat (any) - opposed manifester level check against the 32nd Bonus feat Bonus feat Bonus feat manifester level of the field when any of your (archery) network’s members (including yourself) enter the field, then the connection remains intact 33rd - - - (bypassing the normal rules about antimagic 34th - - - fields and supernatural abilities). You must repeat this check whenever any of your 35th Bonus feat Bonus feat (any) Bonus feat, Network sense +7 network’s members enter the field.

168 Appendix

Additionally, if your connection to a member Meditations stacks fully with the knight persists in these effects, your network sense meditant’s threefold master class feature. also continues to operate normally with respect Special: You may select this feat multiple to that member (bypassing the rules on times. Each time you do, you may activate and antimagic fields and supernatural abilities). maintain one additional mantra simultaneously. Special: Dead magic zones have no caster level. For your network to endure one, the DC is EPIC SENSITIVITY [Epic, Psionic] 20, though you must make this check every You have internalized your network sense. Its round a given member is in the field, and each use comes as naturally to you as the senses round the DC increases by 2. you were born with. Prerequisite: Character level 21, Sense Motive EPIC CONNECTIONS [Epic] 25 ranks, network sense +4 Your connection to the greater networks of Benefit: You no longer need to expend your thought is so strong, it allows you to operate psionic focus to activate your network sense: through other followers of the society mind while psionically focused you can always tell path. the location, apparent identity, and current Prerequisite: Character level 21, efficient condition of members. Furthermore, you are network, Improved Network, ability to manifest always aware of their current hit points. metaconcert. Benefit: If you and another society mind both GREATER SOULBINDING GAZE possess this feat and are connected in each [Epic, Psionic] other's worldthought networks, your cooperative Your soulbinding gaze becomes more deadly. healing, telepathy, and network sense class Prerequisite: Character level 21, subconcious features affect the members of the other society gaze. mind's network as if they were members of your Benefit: Your soulbinding gaze now operates network. over long range (400 ft + 40 ft / society mind Furthermore, if you succeed at a Psicraft check, level), though it still requires line of effect to you may manifest a power through the other work. society mind's network, as if you were Furthermore, the DC of the Will save manifesting it through your own (DC 20+power associated with this ability increases by 5. level+HD of the intended target). The spirit of These benefits apply whether or not you use many class feature does not apply to powers the subconscious gaze feature. manifest this way. Normal: Soulbinding gaze is a close-range Adaptation: If this feat is allowed in the game, ability. GMs are encouraged to restrict its acquisition to members of epic organizations as a sort of membership benefit. One such organization is IMPROVED NETWORK [Epic] the Cosmic Echoes (see Chapter 6: Your worldthought network expands, potentially Organizations). embodying its name literally. Prerequisites: Character level 21, efficient EPIC MEDITATIONS [Epic, Psionic] network. The subconscious routines taught as mantras Benefit: You may add one additional creature are second-nature to you, and you can maintain to your worldthought network per society mind your focus on more than you could before. class level. This ability increases with every Prerequisite: Character level 21, level of society mind you have. (A 21st level Concentration 27 ranks, Psionic Meditation, society mind with this feat can hold 42 Master of Mantras, any three mantra feats. creatures. If he reaches 22nd level, this Benefit: You may simultaneously activate and becomes 44, and so on). maintain one more mantra than you could Special: You may gain this feat more than before. The Concentration check DC increases once. Each time you do, you may add an by 5 per mantra, plus the combined amount of additional creature to your network per society all the mantras you intend to activate. Activating mind class level. (a 23rd level society mind who more than one mantra is always a full-round has selected this feat twice can hold 69 action (exception: knights meditant may creatures in his network, and at 24th that activate two mantras at once at accelerated becomes 72.) rates; see Chapter 5 for more information). Epic Normal: You may hold one creature per society

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mind level in your worldthought network. Benefit: While you maintain your psionic focus, and you have both line of sight and line of effect MINDSENSE [Epic, Psionic] to one or more willing members of your Your network sense now subconsciously worldthought network, you become difficult to registers what others in the network perceive. surprise. If any such member is aware of Prerequisites: Character level 21, Epic danger, so are you. You cannot be caught flat- Sensitivity, ability to manifest sense as one. footed or flanked unless all such members also are.

170 Appendix

6.Notice of License Copyright: You must update the Open Gaming License (OGL) COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game OPEN GAME LICENSE Version 1.0a Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright The following text is the property of Wizards of the Coast, Inc. holder's name to the COPYRIGHT NOTICE of any original and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). Open Game Content you Distribute. All Rights Reserved. 7. Use of Product Identity: You agree not to Use any Product 1. Definitions: (a)"Contributors" means the copyright and/or Identity, including as an indication as to compatibility, except trademark owners who have contributed Open Game Content; as expressly licensed in another, independent Agreement with (b)"Derivative Material" means copyrighted material including the owner of each element of that Product Identity. You agree derivative works and translations (including into other not to indicate compatibility or co-adaptability with any computer languages), potation, modification, correction, Trademark or Registered Trademark in conjunction with a work addition, extension, upgrade, improvement, compilation, containing Open Game Content except as expressly licensed abridgment or other form in which an existing work may be in another, independent Agreement with the owner of such recast, transformed or adapted; (c) "Distribute" means to Trademark or Registered Trademark. The use of any Product reproduce, license, rent, lease, sell, broadcast, publicly Identity in Open Game Content does not constitute a challenge display, transmit or otherwise distribute; (d)"Open Game to the ownership of that Product Identity. The owner of any Content" means the game mechanic and includes the Product Identity used in Open Game Content shall retain all methods, procedures, processes and routines to the extent rights, title and interest in and to that Product Identity. such content does not embody the Product Identity and is an enhancement over the prior art and any additional content 8. Identification: If you distribute Open Game Content You clearly identified as Open Game Content by the Contributor, must clearly indicate which portions of the work that you are and means any work covered by this License, including distributing are Open Game Content. translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" 9. Updating the License: Wizards or its designated Agents may means product and product line names, logos and identifying publish updated versions of this License. You may use any marks including trade dress; artifacts; creatures characters; authorized version of this License to copy, modify and stories, storylines, plots, thematic elements, dialogue, distribute any Open Game Content originally distributed under incidents, language, artwork, symbols, designs, depictions, any version of this License. likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names 10. Copy of this License: You MUST include a copy of this and descriptions of characters, spells, enchantments, License with every copy of the Open Game Content You personalities, teams, personas, likenesses and special Distribute. abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 11. Use of Contributor Credits: You may not market or symbols, or graphic designs; and any other trademark or advertise the Open Game Content using the name of any registered trademark clearly identified as Product identity by Contributor unless You have written permission from the the owner of the Product Identity, and which specifically Contributor to do so. excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a 12. Inability to Comply: If it is impossible for You to comply with Contributor to identify itself or its products or the associated any of the terms of this License with respect to some or all of products contributed to the Open Game License by the the Open Game Content due to statute, judicial order, or Contributor (g) "Use", "Used" or "Using" means to use, governmental regulation then You may not Use any Open Distribute, copy, edit, format, modify, translate and otherwise Game Material so affected. create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 13. Termination: This License will terminate automatically if you fail to comply with all terms herein and fail to cure such 2. The License: This License applies to any Open Game breach within 30 days of becoming aware of the breach. All Content that contains a notice indicating that the Open Game sublicenses shall survive the termination of this License. Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that 14. Reformation: If any provision of this License is held to be you Use. No terms may be added to or subtracted from this unenforceable, such provision shall be reformed only to the License except as described by the License itself. No other extent necessary to make it enforceable. terms or conditions may be applied to any Open Game Content distributed using this License. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the 3. Offer and Acceptance: By Using the Open Game Content Coast, Inc. You indicate Your acceptance of the terms of this License. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 4. Grant and Consideration: In consideration for agreeing to Williams, Rich Baker, Andy Collins, David Noonan, Rich use this License, the Contributors grant You a perpetual, Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, worldwide, royalty-free, non-exclusive license with the exact James Wyatt, based on original material by E. and terms of this License to Use, the Open Game Content. . Untapped Potential: New Horizons in Psionics Copyright 5. Representation of Authority to Contribute: If You are 2006 Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo- contributing original material as Open Game Content, You Perez, Will Elyea represent that Your Contributions are Your original creation Hyperconscious: Explorations in Psionics Copyright 2004 and/or You have sufficient rights to grant the rights conveyed Bruce R Cordell. All rights reserved. by this License. Unearthed Arcana Copyright 2004 Wizards of the Coast.

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What secrets of the mind await just over the horizon...

This book is your ticket to new psionic adventures, whether your characters have embraced your mind's po- tential wholeheartedly or have merely scratched the surface. For the player, this initial electronic release has a host of new options for psionic characters, ranging from more than forty new feats and fifty new powers to ten new prestige classes and three new base classes: The Devoted Psion (a specialist variant on the existing psion), the Marksman (a deadly and versatile ranged warrior) and the Society Mind (a psionic support charac- ter that lets the party operate as if they were one being). You'll also find lots of support for the existing natu- rally psionic races, in the form of feats and unique class levels.

For the GM, you will find an interesting selection of psionic monsters, organizations, and NPCs (along with a new NPC class to showcase psionics) for your game, along with anything a player may find useful. While the material herein is easy to incorporate into any existing game with psionic rules, it also provides a quick way to introduce psionics to a new game: The Dreamy Isle of Rajrin. This is a locale that is designed to be easy to insert to any game, and serves as a featured adventure setting for the material herein.

Untapped Potential: New Horizons in Psionics is for use with the following Dungeons and Dragons ® books: Player's HandbookTM, Dungeon Master's GuideTM Monster ManualTM, Expanded Psionics HandbookTM.

Hyperconcious: Explorations in Psionics ©2004 by Bruce R. Cordell is optional, but recommended.