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| STS PSIONIC ES anime Boece men Mastering the Powers of the Mind Bruce R. Cordell and Christopher Lindsay COVER anTr: a es ‘as INTERIOR ARTISTS | Wange Exava, Davo Gurren, w Hors. , Wirtian 0° ‘Teo ‘Riciaup Saxpmvia, Ron SrENcER | CARTOGRAPHER — f aRarnic ‘DESIGNER | Der Baxwerr RECTOR OF REG Me _| GRarnic propuction spectaList _ esas Exry Dounres Ss ‘PROD gato Ms IMAGE TECHNICIAN Jos eae ott . ! sg i dai ox sered Fam Paes of Eberron by Jose Dee Mathes Set Glyn FM, 2d Keih Baker, Rare! vas avi Noonan, Bric Cal ao Aaron Rosebery Race of e Wid y Skip Wiliams, Frasher Wola Hay, es ath sa Geog astn Rac of So by Dad Nowa, foe Da, at Mil | jn; Sandstorm by Brace. Condl Jemifer Chrhe Wilks and JD Wir Mid Lords of Tarn” Dragon #280 by Keon; Expanded Fons Previews it Dragon Uses #534, 2316, #317, 2328, #319 by Bruce Re Cond, Min Ae arias see ‘8. Finda an Sore 2 et al Duncrons & Deaas rues created by E. Gary G) | acceler pea pe ad naa sipguaire eG Ws aN ie hrc slant mani te 35 kn THE Coast product conesiis no Open Game Content. No portion of this work may Be reproduced in any aa pod ifr ore stout Open Gang Les andthe (20 Sse Law, pee We wn wants : i & s.canapa, asta Fact, POROPEAN HEADQUARTERS . 7 REARR aie i, Heteo UE ad 3 «Waist Cas Com Way Yate evo cee 9 OR teh nor ore? ‘inFaranrrars Now ateaine 20-97967720-O01-EN Mcp tate i Pe76s4321 ISHN-10: 0786939117 ie Pring April 2006 Isms, 978.070.9114 © sain fees, D&D, Dein Mir. pen, Wao oF Ces Per Hada Dao Mar ide, Move aa Spe Page me larg rE Te gael ear ee ear act Hare chpn 1d home tcalpprousn phon Pl ~ : ; } i 7 Visit our website at www wieards om/dnd ‘ enmoduction ‘What You Need we Pay New Prone lates Chapter = Classes Divine Mind. Luk ‘Chapter 2: Prestige Classes ‘Anarchic tnt. hon Saint Ectopic Ader Flayerspawn Psychic ihimine Sal solo Storm Disciple Cenobire ‘Chapter: Feats, eile Abies Prion Fst. ‘Dealing Eoorgy Deep Yiu. Dice Fal Mind Blade on Mane Dromite Bertie Dromite Ray Derg Expansion erga invsibliy Dwarven Urgosh Mind Blade Ectopic Fors Elan Repletion Enbanced Elan Resilience, Enhanced Elin Resstance, Enhanced Flin Resinment Elemental Envoy Energize Armor Enervation Endurance Enhanced Beneicence [Envoy Cognizance Euphoric Reduction Focused Beception Focused Shield cused Skill User Gestalt Anchor. Githyank Cheri ‘ithyankt Coal Gitbyanes Dismiss City Eettarm Cithsers Bure CGithses Pedback Githrerai Knock (Guhaeci Link HalEGiane Stomp Haleiant Thunder Instinctive Consummator ‘Lusk Augmens Bur Contents ‘tk Augen, Ranged Lark Master Maenad Fary Maenad Desfening Screame Mantle Focus Menta uggern Mind Cleave Mind Sipeanech Mind § Mind See, Swit ‘0: Double xe Mind Blade Postpone Enevaton Practiced Manifeter he, Focised Privileged Enessy symbior shin of he Construct. Stygian Archon Syna Multa Enhanced Tap Mane Thirteen Caapace Thebreen Claw The Kreen Displacement ThetKreen Posen, “wo-Bladed Mind Bade Volatile Escalation Volnile Leech Xeph frst, Est Xeph Ceesty General est Dual Dae Hostile Mind, Improved onic Master ‘Aggremive Mind Aneagonise Defensive Shel splrtual Force Scength ofTw0 Telepthic ABRnity hid Heriege Fens subi lhl Compulsion lid gnebusast suid ih Gropp lib Heritage lihid Lepsey hd Lesa, Gaeter ith Skin Metapictic Feat. Knocllown Power Linked Power mental Power eoch Stypan Power Tevbadinensional Power CChapcer : Powers, Mantes. and Items ..65 ark Powers é Mantes 6 Pion/ Wilder Powers. 7 Psion Discipline Powers 7 Paychle WartiorFowers ‘Weapons Ceysal Masks Payehoscive Skins Sacked Pénatrics Prlonic Bands Other Univer ems ue ie Locations s Treasure 6 (Chapter 5: Construets and Creatures... 119 Bisic Aural Cesar Agile Loper Alabaster Aerial Amber Tunneler Amathemic Caapace Atel A Ebony Stinger Emerald Gy Inidescet Serpent Ecoplacmc Swarm lene Sewar Actine Lmberling Termpeson Laval Flayer shadow Eft sibyllicGuseian ‘Chapter 6: Character Options Psonic Races New Poni Kae: Synad The Six Hiden Houses Howse Celie House Copate House Incendae House Nova. House Vaytin Paionic Racial Classes Duergat Racal Clase ‘Githyanks Racial Claw (Githaesi Rail Clas Hale Clan Racal Cis. ThréKreen Racial hse Paton Gulls Diamond Knights The Lodge Limnos. erin Pron: The Evie Daily PowerPoint fr Psonic NIC, Introduction “The mindstoron moved in from the infinite reaches ofthe Asta threatening the integrity ofthe Interface Cursing his bad luck, aldabode nly closed the porta Two abandon you, Mila, the psion promised wining and rubbing hisforchead. Hei allowed the porta osiay open alte tao long—the disruption had almost manifest from the walen of the mind into the realm ofthe material. laldabode's head ached as if held Been kicked by a steer. And what of Mitnn? She was his closest friend, and the only ther psionic individual who kmeuw ofthe recent perturbations inthe Crystal Mint’ global cognizance. She was startin the Astra Blane because Ialdabode ha foresee the arrival of the storm front this suspicious afterall...” he nucrmuced, then swore aga Merely enteriaining the ide ofa conspiracy was enough for his heightened nuation to deuce the truth —the mindstormsarrval at just he wrong moment was noaccent. Ui had ben sent against hin and Mitra deliberately to foil their investigation The psion shivered when he considered the power required to gencrate« mindstorm of such ferocity on demand, Who had that sill? ‘With a sinking feting, the answer dropped into his conscious nes ike the ist cold drop of winter vain “The Flayer Sovercignty wns operative once mort Many D&D gemes eventually include psionics. Although you may not realize it pitting your characters sgrinst an Iithidlorroduces psionies to your peme, with cs terrible ‘mind Blast. Other gemes go farther dawn the psionics path, and in those games Expanded Psonis Handbook hasa place at the rable equal to tha of the Player's Handaok ‘Whether your gameis more akin othe former orthe later. this book, Complete Psonic will expand your understanding of psionics rules. ‘Complete Psionic makes use of the information in the three D&D corerulebooks—Player’s Handbook (PH), Dunigron Masters Guide (DMG},and Monster Manual (MM)—as well s Expanded Psionics Handboole (EPH). It doesn't ditectly reference any ther books (aside froma single mention of Fiend Folio), but itdzaws on the accumulated heritage of D&D supplements published since 2000, Although possession of any or all of these supplements will enhance your enjoyment ofthis book, they are nor strictly necessary. Up to now, there were four standard psionic classes: The psion, the psychic warrior, the soulknife, and the wilder. In addicion co the classes described in Expanded Psionis Handbook, this book introduces the following new standard psionic classes: the arden, the divine mind, and the lurk, In addition, a variant psion, called the erudite, is presented as anoption “The ardent calls on the power of cosmic forces, drawing ‘on “mantles,” or groups of powers that are derived from those universal principles. Physically bit stronger than 4 traditional psion, an ardent is limited by the number of ‘mantles he ean adopr. ‘The divine mind isa devout wartior whose psionic abil allow him to channel his god's beneficence into psionic Powers, as well as auras that help his comrades. ‘The lurk is 2 mentally empowered killer who focuses on dispatching his enemies from the shadows, ‘The erudite isa psionic sage whose knowledge of powers is potentially unlimited, although his ability to call on that knowledge is limited to-a particular subset each day. SWIFT AND IMMEDIATE ACTIONS ‘The Miniatures Handbook introduced the concept of new action type: the swift action. Likewise, Expanded Psionics Handbook introduced another new action type: the immediate action. Some of the class features, powers, and feats described in Complete Paionic use these concepts. A description of how they work follows, ‘Swift Actions: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free actian. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is lke a free action. However, you can per form only a single swift action perturn, regardless of what other actions you take ‘You can take a swift action any time you would normally be allowed to take a free action, Since swift actions usually involve ‘magic or psionics, or the activation of magic or psionic items, ‘many characters (especialy those whe don't use magic or pion. ies] will never have an opportunity ta take a swift action, Casting a quickened spel or manifesting aquickened poweris a swift action. In addition, casting any spell or manifesting any power witha casting time or manifesting time of 1 swift action is'a swift action. Casting a spell or manifesting a power with a casting or manifesting time of 1 swift action does net provoke attacks of opportunity Immediate Actions: Much like a swift action, an immediate action consumes a very small amount oftime, but represents 2 larger expenditure of effort and energy than a fee action. Unlike 2 swift action, an immediate action ean be performed at any time—even ifits not your turn, Using an immediate ation on your turn is the same as using a swift action, and counts 2s your swift action for that turn. You Cannot use another immeciate action ora swift action until after, your next turn ifyou have used an immediate action when itis, hot currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are currently Fat-footed. Under these rules, casting a feather fal spell is an immediate section (nota free action, as stated in the spell description in the Player's Handbook) Magic lems and Potions: Activating a spell completion iter, tivating @ spell rigger item, or drinking a potion isa standard action, even ifthe spell from which the scroll, potion, or item is made can be cast as a swift action Minvelligent beings possess self-awareness the core ofseniience. What many do not realize, however iS tha® this nascent consciousness is a form of sychie energy. Different people value varying fopects of this coeigt hetbeeCharisinn, Intell ‘gence, or Wisdom, fr their applications in certain professions in the world, butt isthe sum gf these and other unnamed facets of consciousness that contributes vo psionic potential Those who decile build on thisholistic potential are called ie chatacters leatn to tap into the energy of their consciousness: Psionic character classes embrace the energy of che minds output directly, using force of will ro alter reality in sal and large ways. The thoughts and dreams rnorinalcrestures churn impotently, but a psionic ch: mental desires manifest themselves forall to see, matvel at, and perhaps fear. Hindbook, all classes presented here are based on ps ‘powcr usage to some degree. While the psion, psychic war oulkeife, and wilder offer a tremendous amount of versatility and configurability, cheyrenot the only psionic classes the game could feature. This chapter presents three new character classes for psionic characters the ardent, the divine mind, and the lurk, Unlike prestige classes, nevr sharacter classes are designed for use from a character’ ‘rstelass level Ardent: A psionic manifester who upholds his chosen philosophies Divine Mind: A psionic holy warrior who adopts the ‘mantles of a choseneity and becomes a champion of hisfaith Lurk: A mentilly empowered killer who focuses on dispatching his enemies from the shadows. STARTING GEAR ach class description concludes with astarting package yout ean use when creating a Istlevel character of that class. Alternatively, you can roll randomly using the folloning table to determine the character's gold, then uy equipment item by item ‘Tanus 1-1: RANDOM StaRTING GoLD Amount average) Sac (125 gp) 6d4:c10 (150 gp) Sdéx0 (125 gp) Ardent Divinemind’ No fio plares in the multiverse are exacily alike Creatures teem acrossa multitude of terrains, form inginfinitely diverse ecologies, Despite the amazing variety displayed, however, some elemenis—or,a4 I them, philosophies—persist, These fun- I concepts about the way things funetion have uth to them thar transcends any physical, gad al, or ideological boundary. g = “ AaNO YdaidVHO Some enlightened individuals have found that by acknowledging these concepts, they can tap « reserve of ‘great power. These ides, they believe, are the only constants throughout the multiverse; as such, they hold the potential toempower anyone who tries to understand them. Through the strengeh of their minds, these individuals ean master these constants, and the great power they offer. They are known as ardents ‘The philosophies ardents pursue include aspects such as life, death, annihilation, and fate, among others. Each ardent chooses philosphy that seems the most powerful to her, personally, based on her experience and mental and emotional leanings. Asa result, an ardent develops a unique understanding of berphilosophy and approach tothe pursuit of power. Anardent gravitaes toward 2 setof philosophical concepts suitable to her heritage, upbringing, and lile experiences ‘Many mistake an ardent fara cleric or paladin, because she is often as enthusiastic about her personal philosophies as any divine missionary could be. Unlike a divine spelleaster who gains her power through a deity, an ardent directly taps the concepts the deity represents, bypassing any connection to conscious higher power ‘Anardent’s pursuit of these cosmic philosophies gives her saecess to psionic power in a unique way: through psionic ‘mantles. Each mantle is tied to one ofthe universal true con- cepts thatan ardent so admires and is represented by aspecifc listof psionic powers and abilities. An ardent gains access 0 new mantles as she gains levels, representing her growing awareness ofthe interconnected nature of core truths and a ‘growing understanding of how the multiverse works. Allardents focuson to mantles, known as their primary mantles. These concepts are those that an ardent Finds ‘most appealing or that possess the most potential power in her eyes. All other mantles are considered secondasy mantles—philsophies certainly powerful and worthy of study, but not considered as central to the universe as the character's primary philosophies. Mantles are described more fully on page 66 in Chapter 4 MAKING AN ARDENT The ardene’s role in most groups is asa peimary manifester, bt she can contribute in other ways depending on the mantles she has selected, She might be able to provide healing to the party, for example, or augment her melee capabilities and wade into the front line of combat Abilities: Wisdom helps an ardent manifest the powers to which she will eventually have access, bu she also values Intelligence, since it helps her leaen more about the philo- sophical concepts with which she is enamored. Constieution isalso important, giving her the stamina toraveland survive wherever her studies take her ‘Races: Characters who feel inspired to become an ardent need 10 select their core philosophies and the mantles associated with them. Among the humanoid races, humans seem mostaptio follow such acourse. Andentsare rare among savage or monstrous humanoids, since beingan ardent requires a philosophical mind and a certain amount of education in esoteric concepts and ideas, Alignment: An ardent can be of any alignment. Some ardents worship deities and choose mantles in line with their deities’ portfolio and domains; these characters also share some componentof their patrons alignments. In most ‘othereases,ardents tend toward slignments that match their philosophical outlooks (few ardents who pursue the death ‘mantle are good, for example). CLASS FEATURES ‘Ardents master universal philosophies, drawing their power and strength ftom their knowledge of these concepts. ‘TanLe 1-2: THE ARDENT Hirt D1: 06 Base Power ‘Attack Fort Ref will Points) Powers Level Bonus Save Save Save_—_Special, Day Known Tt 40 40 4042 Assume psionic mantles (2) 2 2 and 41 +040 +3 Assume psionic mantle 6 3 3rd 42 4 a 8 u 4 ath 3 + 4 4 7 5 sth 43 4 #1 +4 Assume psionic mantle 2% 6 bh 44 SR 35 1 th 45 MRS 46 3 8th 36/41 sr OREO NeCRRE (EEE: 38 3 ‘sth =6/+1 Se SS n 10 VOrh 47/42 “34347 Assume psionic mantle 38 1 Mth 48/3 A AER 106 2 ath spa “4 448 125 3 Bh 94 ELAR Get B epee 4? “i yah 10/5 oe ee 170 15 TSth ANH6 4S 4S 48 Assume psionic mantle 185 6 Wh azar? 6S 21 ” US ARTA Sa 250 18 Wh yess 46 6 280 19 Ith Hae 4 aT an 20 20th H5/HOsS 46 GH 33 2 Class Skills (2+ Int modifier per level, x4 at 1st level}: Autohyprosi Concentration, Craft, Diplomacy, Heal, Knowledge, Profession, Psiraft®. See the Player's Handbook for standard skill descriptions. ‘See skills in Chapter 3: Sills in Expanded Psionies Handbook. ‘They also gain unique powers from each mantle chey learn rowield ‘Weapon and Armor Proficiency: Ardents are proficient with all simple weapons, with all eypes of armor (heavy, ‘medium, and light) and with shields exeepe tower shield). Power Points/Day: An ardents bility manifest powers is limited by the power points she has available. Her base daily allorment of power points is given on Table 1~2: The Ardent, In addition, she receives bonus power points per day if she has a high Wisdom score (see Table 2-1: Ability Modifiers and Bonus Power Points, EPH 18). Heer race might also provide bonus power points per day. as might certain feats and items. Powers Known: An ardent be- gins play knowingtwo ofthe firse powers available to her based tom her choice of mancles. Each mantle features at least one power or ability wich a cost oft power point. An ardent selects two of these powers from her two known mantles avist level Areach additional level, an ardent learns one new power from her available mantles. She must be able to manifest the new power ar the level at which shelearnsit,however. Forexample,anandentwho attains sth level can learn any power from one of her mantles that costs § power points or less to manifest she cannot learn a power from a mantle that costs more than 5 powerpoints 0 manifest until she aetains a level capable of manifesting a power with that cost. Jearn or manifest 2 power, anardent must have Wisdom score oft least 10 + the power’ level. For example, an ardent with a Wisdom score of 13 can manifest powers of 3rd level or lower, ‘Thetotal numberof powers anardentcan manilestineday islimsted only by her daily power points. Inother words, an 9th-evel andent witha tora of72power points not including bonus power points fora high Wisdom score) could ‘manifesta power costing { power point seventy-two timesin one day, a povver costing 9 power points eight times in one day, or any combination of paver point costs that does not exceed 72 power points in total ‘An ardene simply knows her powters; they are ingrained in her mind. She does not need to prepare them (in the ‘way thar some spelleasters prepare their spells), though she must geta good night sleep each day to regain all her spent power points. The ardent chvoes te tr be fllews The Difficulty Class for saving throws ageinst ardent powersis 10+ the powers level - the andent’s Wis modifier. For example, the saving throw against a sth-level power hes aDCof 16 + Wis modifier Mantles: The first wo mantles un ardent selects are her primary mantles. Allothers gained are secondary mantles Primary mantles represent the two philosophies the ardent feels most strongly about and champions abeve all others An ardent must maintain at least as many powers in her primary mantles as she takes in her secondary mantles, rellecting that personal allegiance. An ardent cannarchoose «power froma secondary mantle if doing so would give her more powers known from that secondary mantle than she knows from either of her primary mantles For example, an ardent has the Fate and Good mantles as primary mantles and the Law and Light and Derkness rantles as secondary mantles. When she gains a new level, she could “only choose a power from one of her secondary mantles if she had fewer powers in those mantles than neither ofher primary ones, ‘The exception to this ruleis that if the only choice an ardentcan make atagiven level would give her more povters in a secondary mantle than in a primary. mantle ‘Under those conditions, that choice is allowed. ‘An ardent can choose to swap the priority of two mantles—makingone primary andonesecondary—at 8th level, and again at 5th level, Asan ardent gains experience, her worldview changes. Many find themselves more devoted to different concepts laterin their careers. If an ardent kknovis fewer powers from a newly designated pri- mary mantle, she must take powers known exclusively from that mantle at each of the next few levels until she hhas learned more powers from that mantle than the rest of the mantles she has ‘Assume Psionic Mantle: An ardent chooses a pair of psionic mantles at ist level and assumes one additional mancle at 2nd, 5th, 10th, and 15th level, Bach mantle provides «list of powers (usually six or more) that an ardent ean learn as she increases in level. Each mantle also provides an ardent with 2 special granted power. See Chapter 4 for a complete list of psionic mantles. Mantes represent a psionic distillation ofa universal con: ceptor philosophical da tharthe ardent believe rranscends the multiverse. These concepts exist beyond deities oF any creation of a creetuze, whether mortal or immortal SV 1). aay wosdpor Le 9mm ‘An ardent can select any mantle she wants over the course of her advancement, even choosing two that seem diametrically opposed wo one another, such as Good and Evil Such ardents might seem to embody aseriesof contradictions, constantly seeking ways 1 balance (or not) the conflicting philosophies they endorse. Other ardenrs who pursue this approach ace merely scholars seeking to understand these powerful universal eruths. ‘Anardent with both the Good and Evil (or Law and Choes) mantles might share one or none of those alignment factors. For example, some good ardents seek to better understend the evil they combat by taking up the manele of Evil, end the reverse isalso true. Manifesting powerfrom analigned mantle is considered an act of that alignment, however, so ‘ost ardents who take rwo opposed mantles are neutral ‘Most of the powers provided by a mantle are psionic in nature, Some mantles feature new abilities unlike any psionic power inexistence. these abilities are still treated as psionic owes in every respec an lay havea powerpoint cot tomanilest. PLAYING AN ARDENT Ardents are passionate adventurers and often see their inolvementin particular enterprise as away to spread the knowledge oftheir personal philosophies, and to enlighten those who rely on less universally true sources for inspiration and guidance, ‘Ardents seeks signs of theit philosophies everywhere. As such, they make excellent adventurers. They seek support for their beliefs everywhere, and naturally gravitate toward {groups willing to brave danger to bring the light of (cheir truth to the world, Communities with a strong religious presence sometimes take exception to ardents, believing tha members of the class encourage people to divorce themselves from the churches. This behavior Further encouragesardents ro wavel Religion: Andents,asa rule, avoid religion, Most see dei Human Ardent Sta ties as embodiments ofthe universal truths they pursue. As ardents seek to understand these truths, they might come to think of deities that share their interests powerfal kindred spirits, but not necessarily as superior beings. Only the uri verse] philosophical conceps are ray worty of devotion “That said, some ardents who share an especially similar devotion tothat of adeity might show respect or even casual ‘worship. For example, anardent with the Law, Magie, and Knowledge mantles might tithe to the church of Boccob or occasionally offera prayer, although it would be couched ore asa respec expression of appreciation forthe deity mastery ofthese truths Other Classes: As natural travelers and adventurers, andents seck out like-minded individuals. Ardentssometimes see their adventuring companions as the first converts ve their view of enlightenment, but they justas often leave theit closest friends 10 a pursuit of their own personal truth. Te anardent,such a quest is the most notable and wortby decd anyone can pursue. Tharisn' to say thatan ardent won't seek tosway others to her point of view; but most respecr anther’ right to seek his own truth. Only the most corrupt and dark ardlents seek to force others down the path they have chosen for themselves. ‘Ardent have a special fondness for the company of ther knowledgeable individuals, such as wizards or sions. They are mostly ambivalent about other classes, although they might fee! pity, disdain, or possibly unease around clerics, paladins, and druids. They tend wo see divinely focused folk as lacking in vision, ora the very leas as competitors for the car ofthe masses. Combat: An ardent’s role in combat is defined by her choice of mantles. An ardent with the Conflict and Guard- ian mantles could easily use her powers and granted mantle abilities to wade into battle, mace swinging, while an ardent with the Energy or Mind mantle might be more comfortable manifesting devastating powers from the back ranks of her sdventuring group. ‘Most ardemts find that focusing on a single approach makes them more effective in combat. Because ardents select mantles based on their philosophical approach ro the multiverse, however, ardents ofall walks ean be found, ‘Nomatter their approach to combat. ardents always ace the same question other power wielders face: how many power points to spend ina given encounter. Unlike other psionics Users, however, adents can often tap their granted mantle abilities to supplement cheir power use, allowing them to conserve their energy when warranted. Advancement: An ardent can select her mantles as she advances. Her career path, in some respects, is open until she selects her final mantle at 15th level ‘Anandentsexperiences tend todictate her choices—a char acter devoted ro diplomacy or subterfuge i less likely totake the Force mantle, for example, but anyehing is possible. Feat choice varies wildly from ardent to ardent. Weapon- oriented ardents might choose Power Attack or Psionic Weapon, while ardents focused on dealing damage from afar might choose a number of metapsionic feats. Feats that modify character ability rouse or expend her psionic focus, such a Psionic Meditation, are useful to any ardent with ‘granted mantle abilities tha deal with psion 1g Package ‘Armor: Scale mail and large wooden shield («6 AC, armor check penalty ~6, speed 20 ft, 40 Ib) ‘Weapons: Heavy mace (1d crit »2, 8 Ih, one-handed, bludgeoning) Light crossbow (1d8, crt 19-20/2, range inc. 80 ft, 4 Ib piercing). Skill Selection: Pick a number of skills equal to 3 + Int modifier ‘Armor Check sil Ranks Ability Penalty ‘Autohypnosis 4 Wis = Concentration 4 Con rom Heal 4 Wis = Knowledge (psionics) 4 Int = Peicraft 4 Int = Search (ce) 2 Int = Listen (ee) 2 Wis = Spot (ee) 2 Wis ea Eeat: Combat Manifestation, Great Forticude Mantles Known: Energy, Fate Powers Known: energy ra ofensive precognition. Gear: Backpack with waterskin, one day's tral rations, bedroll, sack, and flint and steel. Quiver with 20 bolts. Gold: 1d4 gp. “Adivine mind isa psionic character who channels the power of the divine through psionic talent instead of faith, While a cleric or paladin must make do with whatever powers and abilities a deity decides to provide, a divine mind chooses among the domains of his deity for the ability he most requires to accomplish his goals, whether they are divinely inspired or not. Divine minds can also call upon a list of psionic powers as they grow in faith and mental strength, ‘One ofa divine minds most noted abiltiesis his capacity to mentally distill a particular essence of his chosen deity and wear that essence as a mantle (see page 11). Wearing this divinely fashioned mantle in a framework of mental desire is but one part of the divine mind's strength—he can also directly channel the beneficence of his deity into a mantle power. MAKING A DIVINE MIND A divine mind's role in most groups is that of a melee combatant, He can also contribute in other ways, however, even potenially providing some healing ability tothe party {depending on the domains of his chosen deity Abilities: While Wisdom helpsa divine mind manifest the powers hell eventually be ableto access (requiringa score of A6or higher rouse the highest_level powers,and a lesst 11 t0 be able to manifest any atll),he cates more about Strength because ofits importance in combat Races: Characters inspired to play a divine mind need merely to choose a deity. Among the humanoid races, humans seem most apt to follow such a course, Divine minds ae rare among the savage and monstrous humanoids since physical study of psionic lore isa requirement. Alignment: A divine mind's alignment must not be opposed to any of his chosen deity’ alignment factors. For instance, a neutral good divine mind can choose a lewful good deity, but 2 chaotic good divine mind could not. CLASS FEATURES ‘Ail che following are class fearures ofthe divine mind cass. ‘Weapon and Armor Proficiency: Divine minds are proficient withall simple and mactial weapons swith all types of armor heavy, medium, and light), and with shields except tower shields). ‘Wild Talent: A divine mind geins Wild Talent asa bonus feat. This class feature provides the character with the psionic power he needs to call down a mantle's special power, even iThe otherwise has no power point. Power Points/Day: A divine minds ability to manifest powersis limited by the power points he hes available. His base daily allotment of power points is given on Table t-3: ‘The Divine Mind, In addition, he receives bonus power points per day ifhe has a high Wisdom score (see Table 2-1 Ability Modifiers and Bonus Power Points, EPH 18), plus the power points provided by his Wild Talent fea, His race right also provide bonus power points per day, as might certain feats and items. ist through 4thvlevel divine mind tstins no poweer points for his class levels; his bonus power points (if he is entitled to any) become available when he bogins to accrue the power points provided by his class at sth level. Powers Known: Adivine mind begins play without know: ingany powers, Beginningarth level, he learnsone divine rind power ofthe player’ choice. Ashe goes upin level, he continues 1 unlock knowledge of new powers as shown on the divine mind class table. Choose the power known from thelist of powers belonging tothe character's chosen mantle. Ateach additional level adivine mind gains one additional power (if available) from his chosen mantles Taste 1-3: THe Divine Mino Hir Die: 10 Base Power ‘Attack Fort Ref will Points/ Powers Maximum Power Level Bonus Save Save Save Special Day Known Level Known Ist +0 4240 +2 Mantle (1s), psychic auras, 0 ° oa Wild Talent and 41 0 1 ° = ard 42 33 Payehieaure ror 2 oO = ath 3 M4 1th ivine grace 3 ° — Sth 43 +4 1h Psychicaura 15 fi 4 1 1st 6th +4 +5 42-5 Mantle (2nd) 6 2 Ist wth 45 354255 Poychicaura 208. 8 2 1st Sth 46/1 46 +2 +6 Change aura (standard action) w 3 2nd ath 46/51 364326 Paychic aura 25 f 1a 2nd Toth 47/42 47 +34? Payehic aura (second aura) “Mo 4 2nd vith 44/3 4743 47 Psychic aura 30 ft wo 4 3rd Wath 49/+4 38448 Mantle (rd) 7 ar 3rd 1h p44 $84 GB Paychic aura 35 fi Brass: rd yath 10/45 4944 19. Change aura (mave action) 306 ath Wh F495 49 Paychic aura 40 fe BOS ath Teh af7H2_— MDD — 0 7 ath Tih 1247-2 0-510 Psychic aura 45 ft 37 sth wth 13/58/63 $6 SN1__Change aura (swift action) 308 Sth 1h Ae9fe4 N46 AT sychic aura SO Sewn sth 2th 45/10/55 1246 = H1Z_—_—Psychic aura (third aura) @ 9 eh Class Skils (2+ Int modifier per level, x4 at Ist level): Autohypnosis, limb, Concentration, Craft Jump, Knowledge (osionics), Knowledge (religion), Profession, Psiraft®, Ride, Swim, See the Player's Handboak for standard skill descriptions. See skills in Chapter 3: Skilsn Expanded Psionics landbook divine mind's manifestr level is equal to his class level minus 4. For example, a 1oth-evel divine mind isa 6th-level ianifester.A divine mind can manifest any power he knows that has a powver point cost equal ro or lower than his mani- fester level ‘Adivine mind simply knows his powers they ae ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare thetr spells), though he must get a good nights sleep each day to regain all his spent power points. The Difficulty Class for saving throws against divine snind powersis 10+ the power's level + the divine mind's Wis modifier. For example, the saving throw againsta 2nd- level power has a DC of 12+ ‘Wis modifier. Maximum Power Level Known: A divine mind begins play without the ability to learn powers. At Sth level, he gains the abil- ity tolear istlevel powers, Ashe attains higher levels, he gains the ability © master ‘more complex powers—for example, an &th-level divine mind can learn powers of 2nd level or lower,an t1th-level divine rind can learn powers of ed level or lower.and s0 on. ‘To learn or manifesta power, a divine mind must have a Wisdom score of atleast 10 + the power’ level. For ex- ample, divine mind with a Wisdom score of 13, can manifest powersof ardlevel or lower ifhe isat least ttth level) Psychic Aura (Su): All divine minds know three basic auras: attack, defense, and per ception (see below). In addition, yourchosen mantle addsa special ied aura to your options. You chose cone aura to manifest, and its benefits take effect in a radius around you as given on Table 1-3. Most auras affect either you and ‘your allies or just your enemies. As you become more powerful, your aura spreads to encompass a wider area If you know smultiple mantles, you chose which aura omanilest when you meditate. Youean spend an hourin meditation to change ‘your aurs ‘Ar toth level, you can have two auras active atthe same time; at 20th level, you can have three active auras Attack: You andall allies within your aura gaina-+1 morale bonuson attack rolls and damage rolls. Thisbonus increases by {for every five class levels you have. Defense: You and allallies within your aura gaina+t morale bonus ro Armor Class. This bonus increases by 1 for every five class levels you have. Mn. by Conner A dine wind wee digi nail puis dstiat Perception: You and all allies within your aura gain a +2 morale bonus on Tnitaive, Listen, and Spot checks, This bonus increases by for every five clas levels you have. Mantle (Ex): At ist level, a divine mind chooses a deity to follow. He then chooses from among that deity’s assigned mantles (see Table 1-4, page 11) picking one that he adopts and learns to manifest powers from. You begin play with access to a mantle and its mantle power. Each mantle has a specific granted ability that you can use. While you do not imme diately know any powers, the powers in the mantle are considered on your list for the purpose of using dorjes and other items. ‘When you gain apower known, select i from the mantle’ listof powers. 6th level, you gain second mantle; at 412th, you gain your third and final mantle, The mantles and their aura powers are ‘given below. Chnos: You and all allies within your aura gain a +2 resistance bonus on saves against attacks made or ef- fects created by nonchaotic creatures. This bonus increas esby 1forevery sixclass levels you have. Communication: You and willing allies with- in your aura are linked together with the mind- link power (EPH 120). If they leave the area of yout aura, they leave the link. They can automatically rejoin, however, once ey reenter the area, ‘Conflict: You and allies affected by your aura gain +2 bonus on rells to con- firm critical hits. This bonus increases to-+5 if you area 10th-level divine mind Consumption: You can leech power points expended near you. While the aura is active, you can expend your psionic focus as an immediate action when 2 power is manifested within your aura. Doing so steals 1 power point from the pow- cer’s manifester. This extra power point ofaspece is added to your power poine reserve; « you cannot gain more power points than your normal maximum. This ability has no effect if used while you have a full power point reserve. If stealing t power point would prevent the manifester from being able to manifest the power, you do not gain a power point but the manifester is unable to manifest the power; no power points ate expended. You can steal more power points at higher levels: 2 power points at 7th level, 3. {4th level, and 4 at 20th level. The same restrictions as, described above apply ‘anus 1-4: Mantes ay Derry Player's Handbook Boceob Corellon Larethian Ehlonna Exythnul Fharlangha Garl Glittergald Grauensh Heironeous Hextor Kord Moradin Nerull Obad-Hai Olidammara Peloe St. Cuthbert Veena Wee Jas Yordalla Deception, Fate, Knowledge, Magic Chaos, Good, Guardian, Magic Good, Guardian, Light and Darkness, Natural World Chaos, Destruction, Evil, Pain and Suffering Communication, Fate, Freedom, Time Good, Guardian, Deception, Knowledge Chaos, Destruction, Ev Physical Power Conflict, Good, Justice, Law Conflict, Destruction, Evil, Law Chaos, Conflict, Good, Physical Power ‘Creation, Good, Guardian, Law Consumption, Death, Destruction, Evil Communication, Elements, Life Natural World Chaos, Communication, Deception Freecom Good. Force, Life Light and Darkness Energy, Law, Justice, Physical Power Corruption and Madness, Evil, Knawledge, The Planes, Death, Law, Magic. Mental Power Commiunication, Freedom, Good, Repose Expanded Psionics Handbook lisensine Zuoken Evil, Law, Magic, Mental Power Confit, Knowledge, Mental Power, Physical Power Foscorren Reus Campaign Setting ‘azuth Bane ‘Chauntea Gyre Elistraee Gond Helm Amater Kelemvor Kossuth Latharider Lolth Malar Mask Miele Knowledge, Law, Magic, Mental Power Conflict, Destruction, Evil, Law Good, Guardian, Life, Natural World Chaos, Corruption and Madness, Deception, Ev Chaos, Good, Freedom, Light and Darkness Creation, Elements, Knowledge, Repose Guardian, Law, Physical Power, Repose Good, Law, Life, Pain and Suffering Death; Fate, Guardian, Law Destruction, Elements, Energy, The Planes Good, Life, Light and Darkness, Time Chaos, Destruction, Light and Darkness Chaos, Gl, Natural Worl, Physical Power Deception, Evil Fate, Light and Darkness Freedom, Good, Life, Natural World Forcorrew Resins Campaign Setting Mystra Deception, Good, Knowledge, Magic Oghma Communication, Fate, Freedorn, Knowledge Selune Chaos, Freedom, Good, Light and Darkness Shar Deception, Evil, Knowledge, Light and Darkness Shaundakul Chaos, Elements, Freedom, The Planes Silvanus Guardian, Life, Natural World, Repose Sune Chaos, Communication, Good, Guardian Talos Chaos, Destruction, Evil Natural World Tempus Chaos, Conflict, Force, Physical Power Torm Good, Guardian, Law, Physical Power Tymora ‘Chaos, Fate, Freedom, Good. tyr Good, justice, Knowledge, Law Umberlee ‘chaos, Destruction, Evi, Natural World Uthgar Conflict, Justice, Natural World, Physical Power waukeen Consumption, Freedom, Guardian, Knowledge Eveseou Campaign Setting Silver Flame Good, Guardian, Law, The Planes The Sovereign Host ‘Arawai Good, Guardian, Life, Natural World Aureon Krowiedge, Law, Magic, Mental Power Balinor Hlements, Guardian, Natural World, Repose Boldrei Communication, Good, Justice, Law Dol Arrah Conflict, Good. Law, Light and Darkness Dal Born Chaos, Conflict, Good, Physical Power Kol Korren Communication, Consumption, Guardian, Freedom Olladra Fate, Good, Guardian, Life ‘Onatar Creation, Energy, Force, Good The Dark Six The Devourer Destruction, Evil, Natural World, Pain and Suffering The Fury Consumption, Corruption and Madness, Deception, Evil The Keeper Consumption, Death Evl, Time The Mockery Canflit, Destruction, Deception, Evil TheShadow Chaos, Evil, Light and Darkness, Magic The Traveler Chaos, Creation, Deception, Freedom The Blood of Val Death, Evil, Knowledge, Law The Dragon Below Corruption and Madness, Elements, Evi, The Planes The Path of Light Guardian, Law, Light and Darkness, Repose The Undying Court Death, Fate, Good, Life Corruption an Madness: Your aura disquiets and disturbs the minds of those who oppose you. Allenemies within your aura must make Concentration checks (DC 10 + your Wis modifier + 1/2 your divine mind level) o manilest powers, cast spells, or use ps-lke or spellike abilities. Creation: Alleonseruets within your aura heal at a rate of hiepoint every hour. This rate increases to thie point every ‘tO mimutesar Sth level, {hit point every minute at 10th level, and 1 hit point every round at 17th level ‘Death: You and your allies know the condition of crea tures nezr death within your aura, asthe deathwatch spell (PH 217), Deception: You and your allies gain a-+2 bonus on Bluff checks made to feint in combat (PH 155), You can expend your psionic focus to feint asa move action, as if you had the Improved Feinc feat Destruciion: You grant your allies the ability to sunder objects more easily. Any time creatures affected by your aura make sunder attempts, the hardness of objects they attempt to sunder is treated as half its normal value the hardness of a wooden object, for example, would be 2 instead of 5). ements: When thisaura goes into effect, you must choose roalignittoone of the four elemental subeypes(ais,eacth fe, water). While you are psionically focused, your artacks and the attacks of allies within your aura overcome the damage redluction (if any) of any creatures of the subtype to which you realigned. ‘nergy: Your wielded weapons and those wielded by allies within your aura deal { extra point of cold, electricity. oF fire energy damage plus t point for every five class levels you have. You select the energy type when you activate this aura ils While this aurais active, the weapons of affected allies are treated as evilaligned for the purpose of overcoming damage reduction, Fate: You give your allies insight into the battle being ‘waged around you, allowing them to bend fate to their will. While the aura of fate is active, you and your allies gain a 42 insight bonus on any one d20 roll. Once a par ticular ally chooses to use her bonus, the aura ends for that ally, bur not for any other ally who hes not yet used the insight bonus. ‘This bonus increasesby 1 for every ive class levels you have toa maximum bonus of +5 at 1Sth level. A specific creature can gain this bonus once per day. Fare: Asa move action, yowean expend your psionic focus to grantyourselfandall allies within youraurs the ability 10 strike an incorporeal ereacure without suffering the normal 50% miss chance. This affects each ally'snext attack, zs long as that attack occurs before your next turn Freedom: You and allies within your aura gain a +2 bonus on Escape Artist checks and grapple checks made to resist oF escape a grapple. This bonts increases by 1 for every four class levels you have, to a maximum of +7 ch level Good: While this aura is active, the weapons of affected allies are treated as good-aligned forthe purpose of overcom: ing damage reduction. Guardian: You can grant allies in range damage reduction 4(-while you are psionically focused, This damage reduction increases by 1 for every ive class levels you have (DR 2/~at 5th level, 3/~at 10th level, and so on Justice: You and allies within your aura gain a1 bonus on attack rolls agninst a foe thar has attacked you or another ally. This bonus increases by 1 for every six class levels, you have, ‘Knowledge You and allies within youraura gain a +1 bonus onal Knowledge checks. This bonus increases by 1 for every sicclas levels you have. ‘Laws You and allies within your aura gain a +2 resistance bonus on saves against attacks made or effects created by nonlawlul erearutes. This bonusinereases by 1 for every six class levels you have Life: Creatures in your presence feel rejuvenated and are snore resistantto death effects, While itisactve aliesaffected by this aura gain 2 +2 bonus on saves against death spells and powers or psionic death effects. This bonus increases by tfor every five class levels you have, toa maximum of +5 a tsth level Light and Darkness You and allies within your aura treat spells with the light or darkness descriptors as one level higher for countering the opposing effect ‘Magic: You and allies within your aura are treated as wielding magic weapons for the purpose of overcoming damage redaction. ‘Mental Power: You and allies within your aura gain 2 42 bonus on saving throws against mind-affecting spells and abilities. This bonus increases by 1 for every six class levels you have Natural World AU! animals, plants, and fey within your aura heal at a rate of 1 hit point every hour. This rate increases 1 1 hit point every 10 minutes at sth level, 1 hit point every minute at 10th evel, and 1 hitpoint every tound at 17th level ain and Sufering: You and allies within your aura gain a “+1 bonus on weapon damage rolls against wounded foes, Physical Power: You and allies within your aura gain a +1 bonus on opposed Strength checks, such as bull rush, trip, ‘or disarm checks, as wel as on grapple checks. This bonus increases by 1 for every five clas levels you have. ‘he Planes-You can pinpoint the location of any outsider or extraplanar ereacure within your aura. Youand allies within yoursura guina +2 bonuson caster level checks or manifester level checks made to overcome the spell resistance ox power resistance of outsiders Repose: While you are psionically focused, you and allies ‘within youraura ignore the effects of fatigue. Han ally within youraura becomes exhausted for any reason, he is treated as farigued instead, Your aura does nor dispel faigue, it merely suppresses the negative effect Time: You give allies within your aura the ability o see just a moment into the future, increasing their reaction time. Anyone affected by your aura gains a +2 bonus on initiative checks and +i bonus on Reflex saves. This bonus con initiative checks stacks with the bonus provided by the Time mantles granted ability: Divine Grace (Su): Beginning at 4th level, you gain a bonus equal to your Charisma bonus (if any) on al saving throws Change Aura (Ex): At sth level, you gain the ability to change berween your mantle auras much more quickly. It takes only a standard action to change between auras, You ccan switch auras as a move action at 14th level, and ar 8th level you can change your aura asa swift action. PLAYING A DIVINE MIND A divine mind is passionate adventurer. Asa self-consid ered adjunct of his deity, he often sees his involvement in a particular enterprise asa divine blessing. In his mind, his presence alone is enough to legitimize a quest, adver ture, or tomb raid, rendering it holy by his particfpation. Even simple tasks are additional opportunities to prove his own worth and the worth of his deity by accomplish ing the task with alacrity and grace. He is typically not hardheaded or desirous of personal power, however; ust because his deity chooses to offer a benediction for the party through his involvement does not mean that he sees himself as the default leader for the group, nor that he feels he (or his church) should have che lion's share of the treasure Religion: Divine minds show nocverarching fondness for any one deity, though those deities whose domains include ‘War are sometimes favored. Evil deities can be the choice of particularly foul and wicked divine minds Other Classes: Despite being pledged frst to their god, divine minds enthusiastically join with those whose com: potencies andabilities supplement theirown. They are most happy dealing with clerics, paladins,and others of faith who serve the same deity Divine minds do not possess the active disdain that some paladins inflict on their peers in response to imagined slights or actual immoral deeds. Divine minds have more equanimity—unless the deed directly contradicrsa dictate or domain of theirovn faith they are usually happy oallow others to travel their own paths, ‘Combat: Foradivine mind, melee (orsometimes ranged) combat isthe preferred method to overcome challenges, ‘With their abiliey to swich between mantes that provide the best advantage ina given situation, divine minds have exceptional flexibility ‘As with other psionic classes that ean manifest powers, a divine mind can find further advantages in his power selection. Advancement: Once a divine mind chooses his deity many of his advancement ehoices ate already made—at least until he is able to manifest powers at Sth level. The only other choices that can be made are his personal feats gained every three levels. Because a divine mind is melee oriented, feats in that vein are reasonable choices, including ‘Weapon Focus, Power Attack, Cleave, and so on. Others might choose the bow as their favored weapon, followingthe ranged attack feat path of Point Blank Shor, Precise Shot, Rapid Shor, and soon. ‘As a divine mind gains the ability to manifest powers, power selection becomes important; it makes sense 10 either supplement abilities where the divine mind's mantle ability falls shore (such as healing), but other times it might rake sense to"load up" on an ability that a mantle already provides. EX-DIVINE MINDS ‘A character who grossly violates the ethies of his deity's alignment loses all divine mind powers and abilities (but not weapon, armor, and shield proficiencies). He cannot progress further in levels as a divine mind. He regains his abilities and advancement potential If he atones for his transgressions, Half-Giant Divine Mind Starting Package ‘Armor: Scale mail and arge wooden shield +6 AC, armor check penalty -6, speed 20, 40) ‘Weapons: Longsword (id8,crit 19-20/52, 4b, one-handed. slashing) ‘Shortbow (1d6, crit 3, range ine. 60 2 Ib. piercing) Skill Selection: Pick a numberof skills equal t 2+ Int modifier. Armor Check saat Ranks Ability Penalty Autobypnosis 4 Ws = limb 4 sv “6 Jump 4 str 6 ‘Swim 4 Se 2 Knowledge (psionies) 4 Int = Ride 4 Dex cs Search (e) 2 iat = Lister (¢) 2 Ws = Spot (€e) 2 Wis = Eeat: Weapon Focus (longsword), Mantle: Physical Power. Power Known: None. Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Quiver with 20 arrows. Gold: 44 gp. ‘Turk is a psionic character who has honed her mental talents to a deadly focus. With her extraordinary ability to perceive an enemy's weaknesses 2 lurk can take achantage ofthe slightest distraction to make vicious thrusts with her ‘chosen weapon. Auris ability tlie in aituntil just the righe moment, aswell as hertalent for avoiding detection and lethal attacks makes hera changeable hunter of those whose time is past. Itisher profession to bring those unfortunate individuals to their awaited end without remorse and as efficiently as possible Because a lurk has access toa variety of psionic feats and powers, she is more effective than a simple killer or asas sin, She also holds to» purer morality —a lurk doesn kill, indiscriminately, only bringing death 0 those who have outlived their time. In her mind, those who meet theit end atthe end of herblade truly deserved to die MAKING A LURK ‘lurk cant stand up face to face with a bruiser as well as afighter or even a psychic warrior can. With her mental talents, however, she excels t taking the slightest oppor tunity and curning it to her advantage. Her bility to slip under the notice of nearly any observer makes her capable lone hunter, bur her greatest strengths are found through interaction with her allies during a heated battle—she ‘can use her enemy's slightest distraction ro deliver vicious thrusts with her blade, even creating her own opportuni ties as needed Abilities: Intelligence determines how many powers a lurk can manifest, how powerful those powers can be, and how hard those powers are to resist. It is also important for bolstering the number of skill points to which she has Mas by T. Pendergraft access, Her powers supplement her melee ability, however So her Strength, Dexterity, and Constitution are also impor tant considerations. Races: Dwarves are slightly more likely to become lurks than members of other races, but beyond that, lurks are equally likely ocome from any racial background. Lurksate rate among savage and monstrous humanoids, since physial study of psionic lore is a requirement ‘Alignment: A lurk always uses herabilitiesaccording roa personal code. That code can be based on serving good, sel interest, or in inflexible ileology, but she sticks to whatever code she chooses. Mostluskstend toward a lawful alignment, bur the class has no restriction on alignment CLASS FEATURES Al che following are class features of the lurk ‘Weapon and Armor Proficiency: Lurks are proficien ‘with all simple and martial weapons, with light armor, and with shields (excepr tower shields). Power Points/Day: 4 lurk’s ability to manilest powers limited by the power paints she has available, Her base da allotment of power points is given on Table 1-5 In addition, bomuspower points per day if she The lars ability 0 incapacitate her fos it enbenced by hor ropertire of pic power has a high Intelligence score (see Table 2-1: Ability Modi fiers and Bonus Power Points, EPH 18). Her race might also provide bonus power points per day 25 might certain feats and items. Powers Known: A lurk begins play knowing one lure power of the players choice. Each time she achieves a new level, she unlocks the knowledge of a new power: Powers are chosen from the lurk power lst. (Exception The Expanded Knowledge and Epic Expanded Knowledge feats from Expanded Psioncs Handbook elow a luck to learn powers from the lists of other classes) A lurk can manifest {ny power that has a power point cost equal toor lower than her manifester le The total number of powersa irk can manifest in aday is limited only by her daily power points ‘lurk simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way thacsome spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points, The Difficulty Clas for saving throws against lurk powers is 10+ the power’ level -the lurk’s Int modifier. Maximum Power Level Known: A larkbeginsplay with the ability to learn st-level powers. As she attains higher levels, she can gain the ability to master more complex powers—for example, a4th-level lurk ean learn powers of 2nd level or lower, a 7h-level lurk can learn powers of 3rd level or lower, and so on. Tolearn or manifesta power ark must huaye an Imelligence score ofa least 10 + the powers level. Lurk Augment (Ex): Beginning t Ist level, a lurk can augment her melee attack by selecting an ability from her available lurk aug. sents, Her level determines the abilities available for her touse (see Table 1-6). In some cases, she can also use power points toincrease the power of her utk augment. The power ofthe lurk augment lasts for 1 round or until the lurk's next attack. If that attack misses, that use is waste. Using lurk augmenc is swift action, When poweringan augment with power points, a lurk eannot spend more total power points than herlurlelevelon any single hurk augment. ‘Alurkcan use her lurk augments total nurnber of times per day equal to her hurk level + her Int modifier. ‘Ar 0ch level, luck can chose two augments from thelist in the same swift action, Both augments count against her daily rota. The rota povter points spent on the augments is stil limited to her manifester level. For example, an 1ith-level lurk could choose toineludea mental assaultand a solid strike imherattack, and spend 2 total of 11 power points between the ewo abilities {At t8¢h level a lurk ean choose three augments from the lis in the same swift action, which counts as three against hier daily limit. The toral power points spent is still limited to hor manifester level. Additional Sneak Attck-The hurk’s next attack dealsan extra tds points of damage froma sneak attack. Forevery 2 power points spent, this damageincreases by ide points. The tack. must beone to which sneak atack damage applies. Minimum level 1st Unfocusing Strike: A creature hit bythe lurks attack must sake a Will saving throw (DC 10 + Int modifier) or lose its psionic focus in addition to raking the damage from the Tao Hir Die: 06 ve 1-5: THe Luex Base Power Attack Fort Ref will Points/ Powers Maximum Power Level Bonus Save Save Save Special Day Known Level Known Ist 40. 4042 42 Lurkaugment a 1 1st 2nd 41 4043 +3 Psionic sneak attack +146 2 2 Ist Bd 42 immense. 3 3 Ist ath 43 Hoge 5 4 2nd sth 43 weet 7 5 2nd 6h +4 324555 Initiative boost 1 6 2nd Ith 45 4245.45) Psionic sneak attack +206 Peoanaatt 3rd Bth 46/31 24646 ~» 8 3rd 9th 46/41 34646 Evasion ar) 3rd TOth 47/42 4347 47__Lurkaugment (two at once) 210 ath mth 43/83 Bo 3 0On 4th lath 49/24 44348 Psionic sneak attack +346 4 2 4th ith 49/4 a aS 1. 8B sth Vth 10/45 sh 4g ag so Sth Sth 46/21 454949 Slippery mind a 5 Sth Teh s27f7e2 $10 316 6th Vth 312/5752 45-410 -HO Psonic sneak attack +446 a” 6th Vth 13/68/3446 =T—4T1_—_Lurkeaugment (three at once) 1038 6th Ih aA Ea A m9 th 20th HAS/HIOPHS 46D ww 20 ath Tos Class Skills (4+ Int modifier per level, x4 at 1st level}: Autohypnosis, Gluff, Climb, Concentrations, Craft, Disguise, Escape Astist, Hide, Jump, Knowledge (psionics) Listen, Move Silently, Profession, Psicrafi®, Sleight of Hand, Spot, Swim, Tumble, Use Psionic Oevice*. See the Player's Handbook for standard skil descriptions. ‘See skils in Chapter 3: Skills in Expanded Psionics Handbook. Le 1=6: LURK AUGMENTS ay LEVEL Minimum Level Ability Ist ‘Addltonal sneak attack Ist Unfocusing strike 3rd Solid strike Bid Stunning attack sth Ignore concealment Sth Mental assault ath Deceptive strike ath Reach attack ath Snesk attack undead Mth Ghost touch Mth Power drain Mth Aligned attack Math Sneak attack constructs \ath Stygian weapon Mh Planar attack 17th Synaptic disconnect 20th Greater power drain attack. For every 2 power points spent, the DC increases by 1. Minimum level ist. Solid Strike: The lurk’s attack deals an extra 2 points of damage. For every power point spent, the damage increases by 1, Minimum level 3d Slunning Aitac: A creature hit by the lurk’s attack must smakea Fortitude saving throw (DC 10 + lurks Int modifier ot bbe stunned for 1 round in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by {Minimum level 3rd gnore Concealment: Thelurk’s next attack ignores the miss chance provided by concealment or total concealment. The lurk must still atack the correce square when attacking an invisible creature, Minimum level 5th Mental Assault: The lurk’s next attack deals 2 points of either Intelligence or Wisdom damage in adeltion to its normal damage. The lurk chooses which type of ability «damage todeal when activating the power. For every 2 power points spent, the ability damage increases by 1. Minimum level sth Deceptive Strike: The target ofthe lk’s next atack is denied his Dexterity bonus to AC for thatattack, This ability works against a target with uncanny dodge, but only if class level is at least four levels higher than the targe's tive rogue level. Minimum level 8th Sneale Attack Undead: The lurk's sneak attack ean damage undead creatures, if sneak attack damage would otherwise apply on the luri’s atack (for instance, if the undead is flanked or la-footed). Minimum level 8th Ghust Touch: The lurk’s next attack ean strike incorporeal creatures, asifher weapon had the ghost touch special ability Minimum level 11th Power Drain: The jurk’s next attack drains a number of power points from the targec equal half the damage dealt. Drained power points are available for the lurk to use in the following round, but expire atthe end of her next turn. Minimum level 11th Aligned Attack: The lurk’ next artack is treated as either good-aligned or evilaligned (depending on the lurk’s alignment forthe purpose of overcoming damage reduc tion, A neutral lurk can choose either good or evil when she activates this ability. Minimum level 11th. Sneal Atta Constructs The hurk’s sneak attack can damage constructs, if sneak attack damage would otherwise apply on the lurk’s attack (for instance, ifthe construct is lanked or flacfooted). Minimum level 14h, Stygian Weapon: A creature struck by the lurk's next attack ins 1d4 negative levels for 1 round, as che stygian weapon psionic power presented on page 102. For every 4 power points spent, the duration ofthe negative levels is increased by 1 round. Minimum level 14ch Planar Attack: The lurk’s next attack deals an extra 26 points of damage to either good or evil creatures (lurk's choice). For every power point spent, the damage increases by 146 points. Minimum level 17th. ‘Synaptic Disconnect: A creature struck by the lusk’s next attack cannot cast spells, manifest powers, or use spellike ot psidike abilities for t round unless it succeeds on « Will save (DC 10+ lurk’s Int modifien For every 2 power points spent, the DC increases by 1. Minimum level 17th Grenier Power Din; The lurk’ next attack drains @ number cof power points from the target equal ro the damage dealt by the attack. Drained power points are available for the lurk to use in the following round, but expire a the end of her next turn, Minimum level 20th Psionic Sneak Attack (Ex): While psionically ocused,a lurk can steke a vital spot for extra damage ifshe attacks an ‘opponent while he is unable to defend himself effectively Thisis identical to the sneak attack ability of the rogue (PH 50), exceprthe damage only applies when the lurk maintains a psionic focus. SSneakattack damage and psionic sneak attack damage stack, whenever both would apply to the sume target. Initiative Boost (Ex): At th level and higher, a lurk can add her Intelligence bonus om her initiative checks Evasion (Ex): At 9th level and higher, a lurk can avoid even magical and unusual atacks with great agility as per the rogue ability. [f she makes a successful Reflex saving throw against an attack that normally deals half damage on successful save, she instead takes no damage Slippery Mind (Ex): Ar tsth level and higher if lurk affected by an enchantment spell or eflect fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only one extra chance to succeed on her saving thro. PLAYING A LURK A lurk sets out to locate and eliminate those who must be removed from the world according to the code she follows, Some presume to slay every instance of true eviljothers work on commission. All seek to exercise thei abilities to grow 10 even greater levels of power. Religion: Some lurks are quite religious, and in fact entwine their personal code with the dictates oftheir deity, slaying those who oppose religious truths, Other lurks have codes that compel them to stamp out religious organizations where they have become so powerful aso potentially balloon ito a theocracy. Other Classes: Lurks particularly enjoy working with those who can provide a front line offense, giving them chance to come upon a foe unnoticed. Likewise, those who can heal her if she becomes wounded are looked upon kindly. In fact, lurks enjoy working with any class or individual) that doesn’ hinder them in the execution of their code. Combat: lurk rarely seeks to initiate combar—instead she skulls about, looking foran opportunity to strike swiftly, applying her lurk augments to their greatest advantage. At higher levels, she can tailor her attacks to her chosen tage sing combinations of augments and powers to defeat her foes ‘Advancement: As a psionic character, «lurk can benefi from many pstonic feats, such as Psionic Weapon (EPH 50) or Deep Impact (EPH.45). Those feats require expending her psionic focus, however, which in turn precludes the luk from using her focused sneak artack ability. hurk can perhaps benefit more if she takes feats that require her to maintain her focus, such as Speed of Thought or Psionic Dodge ‘A lurk can also choose from her list of powers as she advances in level. Good choices inclade powers that add ro hher AC (such as defensive pracogntion), powers that enhance he ability to skulk (such as chameleon)and powers tharallow her to avoid damage (such as evade burs) Elan Lurk Starting Package ‘Armor: Studded leather (+3 AC, armor check penalty 1, speed 30 ft, 20 Ib), Heavy wooden shield (42 AC, armor check penalt tol. ‘Weapons: Longsword (18, crit 19~-20/s2, 4 Ib, one handed, slashing). Shortbow (id6, crit x3, range ine. 60 ft, 2 Ib, piercing). Skill Selection: Pick a number of skills equal to 4 + [ne modifi ‘Armor Check stil Ranks Ability Penalty Autohypnosis 4 Wis Concentration 4 Con Escape Artist 4 Dex Listen 4 wis Move Silently 4 Dex Spot 4 wis limb 4 Ste SE Jump 4 Str 2 Tumble 4 Dex =) Use Psionic Device 4 cha Swim 4 Str 4 Ride (ec) 2 Dex — intimidate (ec) 2 cha = arch (cc) 2 Int = Feat: Psionic Weapon. Gear: Backpack with warerskin, one day’s trail rations, bedvoll, sack, and flint and steel. Quiver with 20 arrows. Gold: sds gp. a smote prestige cl igcharacters and chaxa typesetfio lsh to acquite psionic abil Prestige elasses itrodiiced in this chaprer include the ebon saint, who seeks co use his subtle talents.to expose the secrets of his enemies; the ectopic adept, whose ability cqform and mold astral con- sttuers knows no peer; the anarchic initiate, who revels in the chaotic lowe puce psionic energies: the storm disciple, who views storms the manifestation of her deity the layer- awn psychic, who has discovered che corrupeing influence of llithids in his ancestey, the ilumine soul, whose ability to forge a mind blade bas become suffused with positive energy; the soulbow, who launches his mind blade great distances;and the zerth cenobite, who knows the secrets hidden by time Psionic cbility naturally leads characters down oddiand sometimes frightening roads, Prestige classes offering abilities and features that characters cannot acquite in any other way serve as the best representation of some of these unusual paths ‘If you are interested in a prestige class, examine its entry requirenients carefully. Most af the classes this book have stringent requirements that require several levels of careful advancement © achieve. Thinlcabout what ort of psionic character you are trying to build. The prestige classes found in this chapter are described below in broad terms that can help you to narrow your choices “ Deseription Student ofthe flow f pure psionic energies Dif strike master Astral constructor extraordinaire ‘Embracing lithid heritage ‘Mind blades of positive energy Use mind blades at great range Fervent ardent who laves storms Knaiws the.secrets time conceals, initiate Ectopic adept Flayerspawn psychic Hlurmine soul Soulbow Storm disciple Zerth cenodite TTTATE ‘epite iis fervent, bling nate, raw emotion is nothing compared to the aw clos of eal, physical anarchy!” —Embersage Fenvillow The anarchic initiate is more than a wilder he is an initiate tothe truth thac undedlies the wildness in the depth ofhis being Wildness i normerely a psy ehological tr sr itisan aspect ofcosmalogy itself, characterized by the entropic realm of Limbo, a realm of utter randomness. By recognizing this Tink, an inicate slowly learns to synchronize the ‘wild outbursts of his own mind with natural swells of anarchy, thereby achieving even greater heights of psionic mastery aceording to the tides of chance and uncertainty. By coupling his psionic efforts ‘with the swells of planar movement, an ansrchic Wns by 7. Hodson initiate cannot only touch chaos, but draw itthrough jako When you attempt chaotic surge, the benefi(and poren- the real world. A true master can even learn to puncture a tial enervation) of a standard wild surge is unchanged. In hole ditectly into Limbo. aaditiontothese effects, whenever you attempra wild surge : ‘you can choose to infuse the surge with the boiling pos- BECOMING AN ANARCHIC INITIATE sibility of real chaos. All variable numeric effects of a power The wilder class provides characters both the proper frame successfully manifested with a chaotic surge are altered by of mind and the wild surge class feature,and thusisthe most a variable amount standard beginning foranarchic initiates. The prestige class _-Acharacter with the Overchannel featinstead ofthe wild also draws those who, through natural talent oradesire to surge ability can also benefit from chaotic surge. The ability live on the edge, have learned ro channel psionic powerto _functionsas described above, except youcan activate it when great effect ata cost ro their own bodies. using Overchannel. The benefits of Overchannel (and the Since anatchie intiacesarestill concerned with manifest- damage you take from it) are unchanged. ing powers, very few initiates multiclass (aside from thelevels Roll do determine the result, according to the follow- they take in thete original class, because few desire wo lose ing table any levels of manifesting ability o% result eer Rrquinnoes 025 None Migaments fry chet 250 Mins 0% Siler Knowledge (sce) 8 ranks, Knowledge (the 55 PunSO% plore) Baris 7-100 Double Species Wd sure das feature or Ovechannl fea. The variable numeric change from the chaotic surge is CLASS FEATURES aloulaed afer the power lel is xdjosral the bove Anarchic initiates devote them- selves notto conquering the chaos within cheit minds, bur to subsuming them- selves within it and, by doingso,enhancing their connection to the anar- chy within the universe asa whole until they can being forth primal chaos at will, AlLof the follow ing are class features of the anarchic initiate pres- rige clas. Powers Known: Ate xy vel, you gain additional ower points per day, an increase in manifester level, and access to new powersas ifyou had also gained alevelin whatever ‘manifesting clas to which youbelonged before ding the prestige class level. You do not, however, gain any other benefie a character of thar class would have gained. Ifyou had more than one manifesting class before becoming an an- archic initiate, you must decide ro which classto add each level for the purpose of determining power points per day powers known, and manifester level ChaoticSurge(Su):Youembrace 4 avarehie tate expands er pete the chaos that underlies both your ‘rsh er eomection treated as if enecvated own turbulent mind and that of ‘Wild Surge (Su): As you continue reality itself, Whenever you attempt a wild surge, you can 10 gain levels, you improve your wild surge ability. Your instead choose to attempt achaotie surge. wild surge improves at 3rd level and again at 7th level. The effect ofthe wild surge or Overchannel, Once the effective level of the power is determined, i is modified according tothe table. ‘A result of none means the power ranifests normally (but taking into ac count the wild surge or Overchannel) ‘result of minus 50% meansall variable numeric effects of the power function at half normal level, rounding down. A re- sult ofplus 50% means thar ll variable numeric effects of the powerare increased by one-half (much asif the power had been altered with the Empower Pow erfeat). A result of double means allvariable numeric effects of the powerare maximized, asiffby the Maximize Power feat. For the purposes of feats that modify potential downsides of psyehie enervation, a chaotic surge counts as a wild surge. ‘Anarchic Grace (Su): Ar 2nd level, you more fully accept the random nature of reality. ‘Once per day, you can tap into this randomness to make your movements and posture unpredictable. This effect results in attackers having a 20% miss chance on all their attacks. Even true ‘ering and similar effects cant offer this ability. Activating the effect isa itlasts fora number of rounds equal to your class level. When ic ends, you are automatically number indicated on Table 2-1 is added to your current wild surge ability raring to determine the boost given 0 your manifester level. If you do not already have the wild surge ability, you gain itat 3rd level. This bility funetions as the wilder class feature (EPH 31) Peychic Enervation (Ex): Ar3ed level, you gain the psy hic enervaton cas eure (EP 31)iFyou donot lend Clarity of Confusion (Su): Starting ac4th level, you gain 8 =2 insight bonus on saves against compulsion effects and effects with che lawful descriptor. ‘Chaotic Breach, Minor Su): Atéth level, ou cen breach reality itself,allowing the chaotic influence of Limbo to seep {nto reality. You can trigger a breach a numberof times per day equal to your elass level. Once a breach comes fully into being, it has « duration oft round per clas level (you can dismiss it early asa free action) ‘Asa standard action, you can eriggera chaotic breach that takes 14 rounds to fully come into being, accompanied by discharges of multicolored light, wild gusts, and deep ru bling sounds, The breach occurs in a 20-footradius spread, the center of wich you can place up to 100 feer away. Once itis placed, the spread is fixed. Once the breach is fully realized, all powers, psi-like abilities, spells, and spell-like abilities manifested, cast, or used in the affected radius are impeded by the chaotic ener- gies of Limbo and have a chance to go ary. Your ability to manifest powers or use pstlike zbilities is unimpeded. All other manifesters, spelleasters, or erestures must make & imanifester level check or caster level check against a DC of 10+ 1/2 your class level + the levelof the attempted power or spell. I the check fails, rll on the table in the Wild Magic section (DMG 148) ro determine the outcome of the effect. The table only references spells, but powersare affected in the sme way. Exceptions include references to a spell not being expended (power pointsare not expended, instead) or to material components not being expended (since powers do not have components). Postpone Enervation: At 8th level, you discover that cause and effect are bound less tightly then you had real ized. You gin the Postpone Enevation fet (page 87252 Chaotic Breach, Complete (Su): At 0th level completely pierce reality and punch 2 hole into plane of Limbo once per day. Aswith amiinor chaotic breach, ‘TaBLe 2-1: THE ANARCHIC INITIATE Hr Die: 06 Base ‘Attack Fort Ref will Level Bonus Save Save Save Special Tet 40 0 40 42 Chaoticsurge 2nd 4140403 Anarchic grace Bed 423 Wild surge 9, psychic ath 314 Clarty of confusion th Boo A Sh +442 42_45.—_Chaotic breach, minor Th $542 2S Wild surge +2 Bh 5623246 —_~Postpone Enervation Shen oa TS Yoh 4743-337 Chaotic breach, compl Class Skills (4 + Int modifer per level): Autohypnosis, Bluff. Concentration, Diplomacy, intimidate, Knowledge (the planes), Knowledge [psionics), Listen, Psicraft, Sense Mative, Spat PLAYING AN ANARCHIC INITIATE you can trigger the breach as a standard action; it takes 1d rounds o fully come into being. Once a bresch comes fully into being, ites « duration of 1 round per clas level (you can dismiss it early asa free action) Then a complete breach occurs, it rips a hole in reality: The hole takes the shepe of a 10-footsadius sphere in the center of 50-oot radius spread the same radi asa minor breach) on both affected planes. This larger area exists on both affected planes and contains the traits of both afected planes, The hole atthe center is an open portal berwreen the planes, where creatures from either plane can move through the breach at will Ifyou choose to form the breach directly on a creature, the creature must makea Will save (DC 10+ 1/2 your class level + your Che modifier). On a successful save, the breach forms normally 1d4 rounds ater (and with enough warning for the creature to move away from the rift). On a failed save, the breach doesn't farm at all: instead, the subject is pushed oily through into Limbo, Unles the exeoare a8 a method of returning, i is marooned in the chaotic realm of Limbo. As an enarchic initiate, you adventure to practice your abilities and gain further understanding and mastery of the linkage of chaos with the material world, where all, the various elements of cosmology intersect. During your constant exploration, you can offer assistance to those who sulfer under the tyranny of laws too nareowly interpreted {and might in fact delight in undestaking such causes). You are living proof that the universe is formed of anarchy and chaos, and you delight in bringing aspects of this truth to the attention of those who cling tothe illusion of order and security, especially when those false ideals threaten the well-being of others. ‘There is an organization known as the Scofflaws that ddraws initiates into its fold. Its mandate isto fight oppres- sive authority and foster a sense of independence {rom senseless rules. However, anarchic initiates are always suspicious of doctrine and organized groups, even among thelr own number. You must overcome a basic prejudice in order to associate with movements or causes of any sort (though adventuring groups re typically too small a trig- ger this prejudice) Sometimes would-be wilder seeks to study with an anar. chic initiate for a period, because the initiate understands Manifesting +41 level of existing manifesting class +1 level of existing manifesting ciass 41 level of existing manifesting class +1 evel of existing manifesting class +1 level of existing manifesting class 41 level of existing manifesting cass +1 level of existing manifesting class 1 level of existing manifesting class +1 level of existing manifesting class “+1 level of existing manifesting class ‘enervation ete the basic passions, triggers, and psychological techniques required o riggera wild surge. Initiates have a distaste for indoctrination, and they typically refrain from evangelizing even to wilder. If properly petitioned, however, you need net bbe shy in explaining your philosophy and offering further instruction om the topic. Combat In combat, you use your impressive array of psionic powers for both artack and defense against your enemies and oppo- nents, just as any other psionic character would. Of course, asa wilder and an anarchic initiate, you cancall upon swells of psionic potential thar regular psionic characters canrot access (inthe form of wild and chaotic surges). ‘When you reach 6th level, you can attempt ro neutralize the abilities of spelleasting or manifesting foes with your minor chaotic breach ability—if you te working alone, be sure to center the breach on yourself ro have the optimal effect. Once you gain the complete chaotic breach abilityar 10th level, you might want to save the use of this ability uneil you fight against a particularly potent foe. Use it by form: ing the breach directly on your opponent and try to push it into Limbo. If successful, you have put an end to your difficulties, and your opponent will probably not rouble you again. Advancement Prior to your becoming an anarchic initiate, chaos and the nature of reality likely held some significant degree of fascination for you. Since you devoted yourself to studying the effets of these forces and artuning yourself with them, you have likely continued with research into psionics, wild surges, and the planes (particularly Limbo}. The rest of your time is spent in practical application of your research—afier all, psionic characters are a cerebral bunch who learn the truths of theirabilities through self contemplation, at least in part Your path is your own, since no overarching organiza- tion of anarchie initiates exists to recruit you into its ranks, The very idea is comical, as individualistic as you and the few other initiates you have met are. While you are happy to discuss your research and beliefs with other initiates or wilders, you don't particularly havea need to seek them out. In many ways, the anarchic initiate prestige class can be viewed as the natural continuation of the wilder class As with regular wilders,itis'cabad idea foran initiate ro pick up the Enervation Endurance feat (page 53). As you inerease in level, the powers you choose should include ones that variable numericeffecs,since the chaotic surge isdependent on this quality. Of course, any rime you can discover some method through which to learn or add the chaos descriptor t0 apower, you should do so Resources ‘Anarchic initiates can attempt ro make contacts with the Scofflaws or similar splinter groups far information or tem porary aid ifthey can overcome their own prejudice against asking an organization foranything, AYMEWSRIOTATES “Most initiates have nothing but disdain for kings governors, dukes, raling councils,and other authorities. While his isa necessarily a bad trait, open, public scorn of Offciaidom tends to create powerful ‘mennies, bile, anarehs are not. —laldabode, warning his pupil against the path ofthe anarchic initiate Anarchic initiates can be present in any world that is widely populated with psionic crearures nd chatacters. They repre sent arandom element, change for change's own sake. They are the quintessential activists, always looking wo overturn the rule of bad laws (if they are good-aligned), or overthrowing well governed republics (ifevil). Neurral initiates are rae, bur such characters often become legendary within the ranks of their comrades, since their vision is unclouded by moral concerns. Anarchic initiates spend their days in travel and con. templation, with an occasional rant and wild outburst (usually against the foes an adventurer comes across). Anarchic initiates enjoy speaking abou their philosophy. both the cosmological implications of chaos underlying reality and the role of anarchy in the power structures of sentient creatures. Organization While the vast majority of narchic initiates avoid lage orga- nizations, few loosely knit groups exist. One such group is the Scofilaws, made up peimarily of anarchic initiates. ‘The Scofflaws is only an organization in the loosest sense. [tis almost more a concept than a group, in that i is made up of small cells that come together to accom plish specific tasks and then disband. The cells have no hierarchy to answer fo and act independently of any other existing cells. Its members are expected to find their own problems to solve and recruit others to help complete the cell as necessary, A normal Scofllaws cell consists of characters with dif ferent abilities, including those with martial, spellcasting. divine, or psionic training, No cell is allowed to exist for longer than ittakestoachieve a particular goal. While many ‘of those who made upa previous cell might also make up the next cell, the Scofflaws believe chat the continuous, unbroken existence of cell would lead to doctrine, laws, and loss of random uncertainty. Because the group has no headquarters ‘or centralized location for meetings, iisdifficult for people topetition the Scofflaws for aid, orto take vengeance against 4 Scofilaw cell forits actions. The founder of the Scofflaw concept, a halfling named Embersage Fenwillow,isherselfan anarchic initiate. In craft ing the organization, such as itis, she attermpted to balance the good that an organized body can accomplish against the evil an organized body can do ifits burdened with bylaws and founded on unchanging principles. She also enjoyed the inherent chaos of breaking apart and putting together a ‘group of people ever an uncertain time interval Toform cell on yourown, you must have previously been 2 partof Scofflaw cell and successfully completed its mission, Once someone fis the above criteria, that person is free to organize acell ofhisor her own, pulling people together for the purpose athand and then dissolving the group once the goal has been achieved. NPC Reactions ‘Most people are not aware that anarchic initiates draw their power from a mental connection with the plane of Limbo. Chaos and anarchy are viewed as more danger cus than law, however, 0 general NPC attitudes toward someone calling himself an anarchic initiate range from indifferent to unfriendly. [fan NPC actually witnesses an anarchic initiate breaching reality with leakage from the plane of Limbo, the resultant fear shifis the NPC's attitude toward hostile. Groups in power (especially those who abuse cheir power) sometimes pass rules to ban (or take into custody) anarchic initiates, if they know ofthe profession. ANARCHIC INITIATE LORE ‘Characters with ranksin Knowledge (psionics) or Knowledge (he planes) can research anarchic initiates to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. DC 10: An anarchic initiate can triggeratype of firthat can supercharge his psionic abilities —unless it knocks him fora loop instead. DC 15: An anarchic initiate isa kind of psionic wilder, cone who embraces the chaos that he says underlies all of reality. ‘DC 20: Anarchic initiates can tap into Limbo, the plane of chaos iself Finding an anarchic initiate is a hitormiss proposition at best, less you happen to bea wilder. Wilders more com- monly become anarchic initiates than any other classin the szame, and thus have more connections to anarchic initiates than any other group. Should a character wish to find an anarchic initiate, add 2 +2cireumstance bonus on the check ithe or she isasking a wilder for information, ANARCHIC INITIATES IN THE GAME Players who take on the role of anarchic initiates should be reminded that itis only lange power structures and ridiculous rules that are anathema othe class—the interpersonal inter- actions of a small group of adventures isthe sort of chaotic interaction that anarchic initiates prefer. Players who enjoy challenging the starus quo will likely enjoy playing anarchic initiate characters. Characters who embrace the chaotic side of life lso make good initiates, as do those who enjoy taking on injustice or larger-than- life quests. Adaptation ‘fan anarchic initiate wants to play in acampaign cosmology that doesn't inelude Limbo, itis easy enough to change the focus of the character roa different chaotic realm, chaotic deity, or powerful tem that encompasses uncertainty For instance, in 4 FORCOTTEN REALMS campaign, an anar chic initiate might draw her chaotic inspiration from the cuter plane of Fury’ Hear, or even from an aspect of Talos Iimself. In an Ensazow campaign, an anarchic initiate could be inspired by the plane of Kythri, the Churning Chaos Sample Encounter The PCs might encounter Embersage Fenwillow at any time, particularly ifthey are trvelingin city orregion thick with years of petrified lw or orthodox tradition, Her perception of the characters varies depending on whether they are agents ofthat law or eransgressors oft. -EL 11: Embersage Fenvillow accosts the characters duving, some yearly festival or outside the offices ofa royal court ot governmental institution. Depending on their publicstatus at the time, she citherinvites them tojoin aScofilaw cell she is, forming orattacks them forbeing agentsof the government she is trying o dismantle. EMBERSAGE FENWILLOW crn Female halfling wilder 7/anarchic initiate 4 CN Small humanoid Init +2; Senses Listen +2, Spot +0 Languages Common, Elven, Halfling C18, touch 17, flatfooted 7 hhp 52.71 HO) Fort +5, Ref +5, Will 110 (+12 against fear): +2 on saves ‘against compulsion effects and effects withthe lawful descriptor ‘Weakness psychic enervation Speed 20, (# squares) Melee mwk heavy mace +9/+4 (146-1) Ranged +1 psychokinetic ight crossbow +11 (166 plus 14 ectoplasmic/19-20) 50 Atk +8; Grp +3 Special Actions anarchie grace, chaotic surge, surging euphoria +1, wild surge +4 ‘Combat Gear dove of ego whip (28 charges), 2 power stones ‘of psionic blast Power PointsDay 128; Wilder Powers Known (ML 1th): Sth-—psonic true seeing ‘insane dimension door 31d—energy burst (O17) 2nd—energy push (DC 16) ‘st—astral construct energy ray, force sreen *See page 79 bilities Ser 8, Dex 14, Con 12, nt 12, Wis T, Cha 19 $Q clarity of confusion, elude touch, psychic enervation, volatile mind (1 power point) Feats Combat Manifestation, Ectopic Form {emerald gyre) Enervation Endurance, Expanded Knowledge (astral construct) * New feats described on pages 52 and $3 Skills Autohypnosis +15, Bluff +18, Cimb +1, Concentration +4, Hide +6, intimidate +20, Jump +1, Knowledge (the planes) +9, Knowledge (psionics) +71, Listen +2, Move Silently +4 Possessions combat pear plus +2 mithal shirt, masterwork heavy mace, +1 psyehokinetic light crossbow with 20 bolts, oak of Charisma +2 narchie Grace (Su) Allattacks against Embersage havea 20% miss chance when ths ability is activated Psychic Enervation (Ex) After a wild surge, Embersage might become dazed and lose a number of power points equal to er wilder level. EPH 31 ‘Surging Euphoria (Ex) +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds ‘equal tothe intensity of her wild surge. EPH 32. Volatile Mind (Ex) Telepathy powers directed at Embersage cost 1 power point mare to manifest. EPH 32 ‘Wild Surge (Su) +4 to her manifester level when she manifests a power. EPH 31 Hook “That is where we enter a gray are ANARCHIC INITIATE TRAINING EROGNES THE ETERNAL CIRCLE Drawn ro this temote citadel, wilders travel from around the world to expunge every last element of order from their minds, embracing chaos and becoming anarchic initiate. The building’ structure mirrors the eternal cosmos, providing endless challenges for potential anar chic initiates to focus their minds and hone their skills, The master of the school is Ven'Do (male human wilder 10/anarchic initiate 10),a legend among wilders dedicated to their cra The schoo! is built into the side ofa rocky outcropping in the middle of a remote mountain range. Once a visitor is inside, the halls ofthe school seem ro circle endlessly downward. As students master each new challenge, they are allowed to move deeper into the school. Each circle and challenge they overcome strips another orde doctrinal constraint from their minds. In the end, they must pass a test against Ven'Do himself, It is rumored that Ven'Do possesses the highest status among anarchic in that he is capable of completely breaching tas. by. Horley BECOMING AN EBON reality, and thereby allowing into the world the undlilute chaos of Limbo, The Eternal Circle was founded acentury ago. Some stories hint that the original master was mind flayer. Graduates of its halls are sworn tosecrecy regardingall they see and learn while enrolled. This is especially true for their encounte with Ven'Do, which no graduate can recall once he or she leaves the Eternal Circle. The memory is so thoroughly blocked that no subsequent mental probe has ever success fully recalled or revealed this encounter. All questions about the nature of the challenges, or anything about Ven'Do, are answered with silence Powerful anarchic initiates live permanently atthe site “They guand the structure with their psionic might, and also prepare initiates who wish to enter the Eternal Circle. A rulricolored crystal shard is given to each would-be initiate who wishes to ery the circle along with instructions for the ceystal’suse: “When the challenge of the Eternal Circle becomes too great break the crystal, You will instantly be plucked from danger and brought back here. Do not use the crystal exceptin dire need, however; those who use the crystal are forbidden from reentering the Eternal Circle fora year's duration. Only break the crystal if you have no other choice: EBON SAINT peaking, if Tm hvolved, things have gone too jor Jed Catt “The ebon saint lives inthe darkness, bt seeks to expose his ‘enemies to the light. Flitting from he shadows to learn the secrets of his enemies and dispatch them quickly, the ebon sain seeks to further his personal agenda by gathering and exploiting information on those who oppose him. The goal of these dark infiltrators isto sneak into the lairs heir enemies, uncover their dark secrets 10 the world. Whether an ebon saint seeks to right the wrongs of the world, maintain the status quo, or strike tyrannical fear into the hearts of the oppressed, he does so from the cold, unchanging certainty of the darkness in which he res the and expose AINT Ebon saints nearly all begin their careers as lurks, since that cass provides the necessary foundation for ebon saint abilities. fair number, however, ate rogues with the Wild Talent feat. Whereas lurk might use the shadows toachieve his ends, an ebon saint lives in them, seeking to master the artand discipline ofthe die strike in the service of an ideol- ‘ogy that is preater than any one person. The nature of that logy is determined by each ebon saint, and is molded by his alignment and life experiences Enray Requirements Skils: BlUfF 8 ranks, Disguise & ranks, Hide 8 ranks, Move Silently 8 ranks Feats: Combat Expertise, Impro Psionies: Must have a power point reserve of atleast 1 power point Special: Sneak attack +1d6 or psionic sneak attack +1d6, ‘TwoLe 2-2: THe EBON SAINT Hr Die: 06 Base Attack Fort Ref will Level Bonus Save Save Save Special Yet #0404242 ire strike, shadowftiend 2nd +1 +0 #3_$3__Thought theft 3d saa ah 3 add Shinita Dae ana Steal form Mind interrogation, sneak attack +146 Disappear from the mind Manifesting +1 level of existing manifesting class +1 level of existing manifesting class 1 level of existing manifesting class 11 level of existing manifesting class Class Skill (4 + Int modifer per level): Bluff, Climb, Concentration, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble. CLASS FEATURES Unlocking secrets isan ebon saint's stock in trade. The class focuses somewhat on stealth, but mostly on the acquisition of information. Ebon saints'sbilities ellow them to steal what they seek from the minds oftheir foes Powers Known: Atevery level above tst evel, you gain additional power points per day. an increase in manifester level, and access to new powers as if you had also gained a level in whatever manifesting lass to which you belonged before adding the prestige class level. You do not, however, gain any other benefic a character of char class would have gained. If you had more than one manifesting class before becoming an ebon saint, you must decide to which class to add each level forthe purpose of determining power points per day, powers known, and manifester evel, Dire Strike (Ex): Ebon saints are trained at infiltration and gathering of information through subversive means. If you study a creature fort round and then make a successful sneak attack against that ereature, you gain an insight into that creature's abilities. For the rest of that encounter, you gain.a bonus on attack rolls made against that creature equal to yourebon saint level You also gain adodge bonus to AC against thar creature's attacks equal to one-half your class level, rounding down (minimum 1). In addition, a crearure you have used dire strike against is subject to dire augments thet are unique to the ebon saint class. ‘Once you have completed your round of study, you must sake your dire strike attempr within the next 3 rounds. If you do not, you must spend another round studying your target before you ean attempt dire trike. You cannot use 2 dire trike against an unconscious opponent. As with asneak attack, you can deal nonlethal damage with a dire strike, which becomes important when you master the disappear frora the mind ability. ‘Shadowfriend (Ex): While you ate psionically focused, you gain an enhancement bonuson Hide checks and Move Silently checks equal 1o your clas level Dire Augments: An ebon saint gains dire augments that function much asthe lurk class feature does (see page 14). Whilea lutk’s abilities covers spread of options, how- ever, ou have dedicated yourself to the art of infiltration and espionage. Using a dire augment isa swift action. You can spend a number of power points less than or equal to your character level on a single attack. You can use your dire augments a number of times per day equal to 3 + your ebon saint level Inaddition, you can only use your dire augments to modify aire strike attack, not a normal sneak attack. At 3rd level, you can combine any two of your dire augments in a single dire strike (asa single swilt setion), provided youccan pay che power point costof each ability. At Sih level, you can combine any three of your dire augments ina single dre strike, provided you can pay the power point cost of each ability Hee Thought Theft (Su): Beginning at 2nd level, you ean gain insight into any hazards you will encounter in the near furure thar your vietim is aware of. Lf your dire strike is successful, youcan access the creature's mind in amanner similar to the rad thoughts power (EPH 128). The informa- tion you ascertain isthe nacure of any hazards the creature isaware of within 50 feet. Hazards include traps, enemies, and other obstacles intended to impede you or cause you harm. You become aware of these hazards in only the most general sense. You might learn, for example, that 2 trap lies 30 feet down a corridor from your vietima, but not the narure of the crap or how co bypass it. You might also learn that a patrol of four guards comes down the corridor every few minutes, but not the race or weaponry ofeach of the guards ‘The creature can attempt a Will save (DC 10-4 1/2 your character level + your Int modifier) to resist the thought theft. Using this augment costs 3 power points. For every 2 auditional power points you spend, the save DC of the ability increases by 1 Mind Interrogation (Su): Beginning at 3rd level, you goin the ability to steal specific important information directly from the mind of the victim of one of your dire strikes. When you make a successful dre strike against a foe that deals damage, you can visualize one question in your mind and spend 4 power points, Ifyour victim knows the answer tothe question, you immediately know the answer as well Steal Forme (Su): At 4th level, you learn the pinnacle of successful infiltration: You can become the vietims of your dite strikes. If you make a successful dire strike attack and spend 5 power points, you can shift your form into that of your victim asa fulkround action, asif using an ale pl (BH 197) cat by a spellcaster of your ebon You can shift back into your own form with another fullround action; doing so does not require an expenditure of power points, You can also shift back into the form of your victim again at any time during the next 24 hours by spending 5 more power points. You only have a toral time of 50 minutes to use your victim’ form, but you can spread that rime out over the 24-hour period. Once 24 hours have elapsed you can no longer access the victim's form unless you seek out thar creature and perform another successful dire strike against it (if iis stil alive). You are subject to the same limitations as described in the air self spell when using this ability. You can “collect” total number of five forms in a given 24-hour period thar you can use,although you must pay power points separately for each one and you must still successfully use dire strike against each victim. Disappear from the Mind (Su):At Sth level, you master the arcof disappearing right in front of your vievim. When you make a successful dire strike attack that deals nonlethal damage, you can spend 5 power points to erase your pres- ence from the victim's mind. This works s the coud mind power. Your victim can attempt 2 Will save (DC 10 4 1/2 your character level + your Int modifier) co resist the effect. Af you have deal lethal damage to your victim within the previous 24 hours, you cannot use this ability ageinst that target. Ifyou deal lethal damage to the taxget at any point after using thisability successfully, itremembers everything about this encounter. ‘You must remove yourself from the victim line of sight within t round of using this power, or the crearure remem: bers everything. You must remain out of sight for at least 1 ‘ite; nce this time has passed, the creature teats youas ifthe previous encounter never happened if you again expose yourself to its line of sighe. Sneak Attack (Ex): Ar 3rd level the damage youdealon a sneakcattack improves by tds points. you have the psionic sneak attack clas feature, thar ability improvesinstead. [fyou hhave both sneak: attack and psionic sneak attack, choose one or the other to improve. PLAYING AN EBON SAINT. You adventure to further your personal ideology. One ebon saint might be concerned with religious matters, another with philosophical issues, and yer another with something. else entively. The one sure thread tha tes you to all other ebon saints i your belief that those who oppose your goals should be exposed and removed, ras the saints, "rendered unto the Ebon Dawn, Having a differing viewpoint alone isn't enough to qualify someone 1 become an ebon saint's target. To be marked for the Ebon Dawn, a creature's entire philo: sophical axis must be opposed to yours. For example, an ebon saint might be convinced thar slavery is the greatest injustice and seek to desteoy al slave traders. Another might believe that only through complete acceptance of servitude will the populace at large be truly productive, and thus might seek to make a living in the service of a terrible tyrant. Still another might believe thet e specific religion is the true peth to enlightenment, and seek to expose another church (or churches) as a group af char latans or corrupt bureaucrats. Whatever the cause he espouses, an eben saint holds an unshakable conviction to his personal ideology. Combat You should try to begin every fight from the shadoms, studying your opponent to set up a dire strike attempt, This establishes acombat advantage that eventually allows you to rake use ofa host of abilities, enabling you to further your cause by obtaining key information. Unlike some who strike from the shadows, you are not averse to relying on the assistance of your companions Indeed, without allies, you are hard-pressed to use your abilities to their full effect. You can move fluidly within melee, looking for an opponent that is already distracted by ‘one of your companions, Seekout flanking or nearlanking positions from which to strike, or else find shadowed areas from which you can setup dire strike Eventually, you can use your abilities to take on the appear ance of your foes, enabling you to move through enemy strongholds more easily and find the highest-ranking oppo- nents. At the highest levels, you can make surgical strikes, gaining informacion and then erasing your presence from your victim's mind Advancement ‘This path is chosen by lurk orrogue whose ability to bring down his foes has evolved into a sort of personal code, oF even a pseudo-teligion. These dedicated individuals often end up gaining 2 reputation for their single-minded pursuit ofa goal. Ebon saints loole for individuals with that drive and conviction and set out wo recruit them into the organization, making the group steonger as a whole. ‘fier becoming an ebon saint, you are encouraged to pursue your eause through whatever means you find worth: while, The organization isa loose one, more a brothethood of ideslogues than 2 physical collection of resources and individuals. You are largely left ro your own devices as fers training and acquiring resources are concerned. As the other saints look ati, if you are devoted enough 10.2 truly worthy core of beliefs, you will find your own way to power, As youtprogress in poster it isimportant to choose powers thataid in mobility (such as psionic dimension dorand psionic freciom of movement) that give youacombat advantage (such as pachofeedback and temporal acceleration). Nonpsionic Feats such as Dodge, Mobility, and Spring Attack can be a great help as wel ‘Any magic item or psionic item thatenhances your Hide and Move Silently checks (bootsand cloak ofelveneind) or that makes you more agile (gloves of Devterity)is desirable, Any item that increases the DCs for the saving throws against a saint's special abilities headband of intellect is desirable aswell Resources You were initially recruited into the ebon saints by an exist ing member of the clas, who sought you out because of your strong convictions. He trained you and taught you the basics ofbeing saint, and hovrtorura yourabilities to even greater advantage in pursuit of your cause. Once initial training is done, ou are turned loose in the world to pursue your own, philosophy. Like-minded saints sometimes join forces on 2 particularly diffcult task, bur most work alone or in small groups with individuals of other classes. EBON SAINTS IN THE WORLD Ebon saint? Ebon slayer is more like it. On the other hand, that Jed Catt feller keeps the crime londs in the merchant district on ‘their toes so Ln nat one to complain. —Zachary Druthers, blacksmith Ebon saintsare a great source of adventure. They are almost completely self-motivated, and one is always looking for ‘ways to further his personel ideology. Asa PC, e saint adds spice to any group of characters because of his dedication this ideology. As anallied NPC, a saint makes a PC group all the stronger. A saint is excellent at uncovering secrets, so such a character makes an excellent vehicle for advance ing a plor. ‘Asan enemy NPC, an cbon saint can makea great recur ring villain ashe attempts to slay or stop the members of an adventuring group. An evil ebon saint, with his enhanced ability to hide, his acceptance ofthe dark, and his serong conviction about ehe way the world should be, could be set up in direct opposition ro the PCs pursuits, embodying 2 philosophy that directly contradicts that of the PCs. Organization Each ebon saint is governed by his own chosen system of beliefs. Where chose beliefs are challenged by civie author ity,an ebon saintis viewed asa rebel, or in some instances, vigilante. Where they are supported by the community, he is regarded as a hero, [n almost all cases, however, an ebon saint and hisallies operate ouside the bounds established organization structures Some ebon saints share beliefs with larger groupsand latch ‘onto those organizations tofurtherthei own ends. An ebon saint with particular spiritual convictions might becomean agentofaparticularchurch, for example. Some saints become convinced thatthe best way to pursue their personal ideolog; istorecruit like-minded individuals, so they form their own ‘organizations dedicated to tho NPC Reactions Ebon saints take pride in remaining unnoticed in the shadows. An individual ebon saint is lar more likely to be judged on his own reputation than his membership in such a nebulous organization. Those NPCs who do know of the bon saints have an initial attitude of indifferent toward such a character If they are among the target ofthe character's beliefs, however, their attitude shifts ro unfriendly or even hostile. Other ebon saints are typically friendly toward such a character based solely on his status as an cbon saint However, ifthe two characters ideologies are a odds the amtitude of each one toward the other varies according tothe extent ofthe difference EBON SAINT LORE Characters with ranks in Knowledge (local) can research an individual ebon saint to learn more about him. When 2 character makes skill check, read or paraphrase the follow ing, including the information from lower DCs ‘DC 10: [Name of NPC] strikes from the darkness. If he reveals himself, is likely che last thing you!l see. DC 15: [Name of NPC] has been disrupting the efforts cof fname of organization or group]. He seems to have areal vendetta going, or someone is paying him well to keep the pressure on. DC 20: [Name of NPC] is an ebon saint. Each ebon saint is dedicated strongly to his own personal convictions, and will do everything he can to reveal his enemies and expose their weaknesses for the world tose. DC30: Characters who achieve this level of success ean learn important details abouta specific notable ebon saint the areas where he operates, and the kinds of activities he undertakes. Sassy 1D FUSTd @MALAVHD EBON SAINTS IN THE GAME An ebon saint PC might be the catalyst for events in your game, or he might simply follow the rest of che group, antempting to enforce his ideology wherever he goes. His fervent adherence to a cause can provide a handy way to involve characters in an adventure, though it can lead to conflict within the group if iris relied on too often, or ifthe bon stint's player decides his gools take precedence over everything ese People who enjoy playing ebon saimrsare often ateracted to the strong sense of purpose these characters have, com- bined with the freedom to set their own goals (as opposed having wo exemplify an alignment, for example). Payers who enjoy creating self-professed vigilantes will find chis class attractive as well. Ideally, an ebon saint PC has aims and goals that are generally aligned with chose of the other characters. In this role, the ebon saint is@ friend, if one with potential thorns, Adaptation Whether the ebon saint in your game has the spotlight or ‘waits in che wings, youll went 19 be sure 1o work with the player to make sure thatthe ideology his character pursues doesnt conflict roo strongly with oher members of the party. Next, devise an NPC or an NPC organization whose ideology directly conflicts with the ebon saint’. This gives the character great deal to worry about and plan for. The open-ended nature ofthe prestige class leaves plenty of room for working the class into your game. ample Encounter Interesting encounters foran ebon saint might include a dockside location where dark shadows abound alongwith cover to use as hiding spots throughout the encounter, a large assembly of fanatical followers of a cult whose beliefs directly oppose the ebon saint's ideology, and a backealley meeting of nables working to distupr the plans of the ebon saint. ELS: Jacd Cattis a notorious advocate for fair trade attack ing larger merchants and crime bosses who prey on smaller merchants and shop owners in an attempt to drive them oat of business, Jaed Catt stands quietly in the shadows of the night, hiding behind several large crates as he observes a group from the local thieves guild unloading smuggled mer: dise off a barge down by the docks in a coastal town. The PCs might stumble upon the rogues first and be surprised ‘when aed steps from the shadows to offer his assistance, Or, the PCs could come upon a fight already in progress, with Jaed on the ropes and grateful for any aid the PCs decide to contribute Jaco Cart ‘Male human lurk 6/ebon saint 2 UG Medium humanoid Init +6; Senses Listen +11, Spot +9 Languages Common, Dwarven, Even, Half AE V7, touch 13, flat footed 15 hp 38 (8 HD) Fort Ref <11, Will 10 Speed 30. (6squares) Melee 1 pier =8 (146+1/18-20) Base Atk-5: Grp «5 ‘Atk Options improved Fein, die strike (+2 sttacl, +1 AC), psionic sneak attack +146, lurk augments (8th level, 8/ day; see page 14), die augment 5/day Uhought theft) Power Poins/Day 25, Lurk Powers Known (ML 7th) Srd—psione darhison 2nd—animal affinity, evade atock*, psionic levitate \st—burst, cada psionic graze (DC 15} ‘See page 89 Bites Si 10, Dex 1, Con 2, ine 8, Wis 13, Cha $5Qntiatve boost +4, shadowkiend CRE Indercommon individually), Profession, Psieraft, Use Psionic Device. Tate 2-3: Tae Ecroric ADEPT Hir Die: of Base ‘Attack Fort Ref will Level Bonus Save Save Save Special Ist 30 50402 Resilient construct 2nd 0 40 +3__Ectopie Form (ary) 3rd HH 43 Rapid creation 4th 32 1H 44 Ectopic Form (any) Sth 32 4 Double creation Clase Skills (2 + Int modifer per level): Bluff, Concentration, Craft (sculpting), Disguise, Knowl Feats Combat Expertise, Improved Feit, Lurk Master, Weapon Finesse Skis Bluff 10. climb +10, Concentration +10, Disguise +7 (69 to actin character), Hide 13, Jump +2, Listen 11 Move Stent +13, Spot +9, Tumbie-15 Possessions mthral shirt, oper, cloak of resistance +, tocoberal ofntalactads dngefoeeiaa bid Fook do not fear the darkness "Fetoplaann is Mheclay Thal Turn upon the poles wel of my main. When Un finshed, like all art, it takes on a fe of ts ow —Giles Stoneforge Ectoplasm isthe preferred medium of creation forthe ectopic adept, and his mind servesas the mold, kiln,and wheel upon which his works are turned. An adept sees each new astral construct he creates as a unique work of art, an exquisite sculpture serving a specific purpose in the arsenal of this ‘most dangerous crater ‘Other psionic characters seek to perfect mind and body in the fire of their own will. An ectopic adept is more con. cerned with achieving perfection by creating the ideal astral construct, regardless ofthe transitory narare of his creations. An adept seeks any opportunity, martial or otherwise, to demonstrate his skills in sculpting the changeable astral medium of ectoplasm. BECOMING AN ECTOPIC ADEPT ‘While any psionic character with the asial construct power sight be eligible for this prestige class, che truest potential adept isa shaper, who begins and endseach day considering allthewsesand permutations that can be achieved with ecto plasm. Constantly looking for new waysto sculpt ectoplasm, smectopic adept s largely unconcerned with developing his ‘ental abilities except ofa as such development advances his psionic sculpting craft Ewrny Requirements ‘Skill: Psicraft 8 ranks. Feats: Skill Focus (Craft [sculpting], Ectopic Form (any). Powers: Must be able to manifest the astral construct power CLASS FEATURES ‘An ectopic adept specializes in manipulating and altering the already powerful astral constructs. His abilities let him ‘more fully customize his creations Manifesting: At each level beyond 1st, you gain new power points per day and an increase in manifester level Manifesting “1 level of existing manifesting cass + level of existing manifesting lass +1 level of existing manifesting lass + evel of existing manifesting class 2 (all skills, taken Gand powers known, ifpplicable) as if you had also gained a level ina manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one mani: festing class before becoming an ectopic adept, you must decide to which class toadd each level for the purpose of determining power points per day, manifester level, and powers known. Resilient Construct (Su): Calling on your knowledge of sculpture and form, you can craft more resilient astral con structs. Any construct you create with the «stral, Construct power has 2d6 temporary hit points that last for the duration of the astral construct power, Your astral constructs no lon: ger gain the benefit of this ability if you do not have a numberof ranks in Craft qual to or greater than your level Ectopic Form: At 2nd level and 4th level, you gain Ectopic Form (page 50} asa bonus fat. Rapid Creation (Ex): Call ing on your knowledge of sculptuse and form, at 3rd level you can mani- fest astral construct as 2 standard action once per day for every class level you have You lose access to this abil- ity if you do not have a number of ranks in Craft (sculpting) equal to or greater than your mani fester level Double Creation (Su): At sth level, you become able to better manipulate the complex strands of ectoplasm that comprise yourstral constructs. Once per day, you can manifest astral construct a second time while 2S construct you have created still exists (Before you atta Sth level, you can have only one astral construct created at You lose access to this ability i the pe of hi ou do nat havea number of ranks in Craft (cupting) equal oor grees hen your manifester level PLAYING AN ECTOPIC ADEPT You seck adventure to test your creations against all the dangers the world can offer. You purposely seek out con- flicts thar allow you to create progressively more lethal astral constructs, Other adventurers might be slarmed by the zeal with which you approach the battlefield—an Aw ectopic adept benefit: Fam preplanning adept rarely retreats from s fight. You frequently enjoy taunting your opponents as they ae being pummeled into submission by your latest creation. To your mind, overkill is impossible where your constructs are concerned. You delight in using the big- gest, nastiest astral construct capable of getting the job done. I's important to ‘ote, however, that you value your constructs a much for theit beau ty as for their ability t trounce ‘your enemies, Combat If you have more than one Ectopic Form feat, you have toa varity of special ized astral constructs to use in combat. You typically be gin combat by creating an astral consteuct suitable for the conflict at hand. Many adepts would prefer to never personally enter a conlli stead choosing to manifest powers thataid their constructs in melee. ‘Whether you act alone or asa member of an adventuring com pany, your tactics are the same, You create astral constructs t0 absorb the werst your opponents have to offer, and you offersup- portand help for your construct as needed during bartle. Once in awhile, after you have created an as- tral construct, youmight use your secondary powers to support your comrades (especially if thar support allows your com- radetoflankan enemy with one of your constructs). Advancement Among ectopic adepts, its a com- mon thought that adeprsare born, not made. Noone comesand asks you if youd like to be an ectopic adept; you can seek fut training, but itis your choice to do s0. Training to become an ectopic adept islike training to become a masterartise. You practice your art as part of an eternal search for perfection. Apprentice- ships among existing ectopic adepts are common, as young adepts work to master the skills necessary for advancement. Each ectopic adept has his own style and indeed preferred forms for astral constructs, Its the perfection ofthese forms that gives an ectopic adept true fulfillment. ‘Once you become an ectopic adept, you spend years testing and honing your skills. The search for the perfect astral construct form drives adepts to greatness (or ultimate failure). Some small groups of ectopic adepts occesionally come together to study and discuss their work together, But without forming any overarching organization to which they ove allegiance. sonmego a 2 ‘The path that an ectopic adepr must follow to succeed at his craft is relatively strsightforward—learn as much about the construction and enhancement of astral constructs a5 possible Feats such as Boost Construct (EPH 43) are mainstays toanadept Resources nce you leave your depr apprenticeship, you are largely on yourown, A good relationship with yous former master might sive you some resources you can call on in atime of need, but no otheradeptis beholden to help you, OF course, many ‘ectopic adeprs feels sort of kinship with one another, and ‘one might be prevailed upon for some limited assistance in a troubled time. What resources does an ectopic adept need, however, other than his mind and skill? Afterall, the Astal Plane isa limitless resource, filled with all the ectoplasm an adept could ever hope to shape. -CTOPIC ADEPTS IN THE WORLD “As long as he eps makin’ them big green spinnin iter, Giles isokay ir: my baol” —Kressus the Gray, dwarf fighter In regions where war is common, an ectopic adept always finds employment. Whether he joinsan adventuring part, becomes a freelance “cleaner,” or slides into a virtueless career as. bounty hunter, an ectopic adept has talents that are usefal in a wide variety of situations. Moreover, the sculpted astral constructs created by an adept ate artistic marvels, Those being thrashed by an emerald gyre astzal construct are hard pressed to find anything of heauty 9° subtlety in the adept scraft, but an adept finds both subtlety and beauty in bringing his deadly, shortlived sculptures {nto the world When coniliee doesn't beckon, an ectopic adepts spends his day in study and practice, crafting astral constructs for the sheer joy of doing so. Perfection isnt always found in the funedon of he construc, but ints appenrance and grace of form. Organizat The Astral Sculptor’ Academy isa private organization of psionic characters consisting primarily of psion shapers. AA special place in the organization is reserved for ectopic adepts, who are the acknowledged masters of form manipu lation and invention. The academy as lew, if any, open adversaries, No one in his right mind is willing to directly oppose a group of astral construct-creating psions, whose ‘worst nightmares canbe sculpted into reality and sent after a transgressor. In addition to providing training to members inthe sits of metacreativity and sculpture, one arm of the academy promotes the use of its more militaristic members in the armies of rich city states, powerful adventuring companies, and other groups secking to beef up their strength. Any contracts arranged by the academy for individual members allways pays better than average wage, though the academy extracts a percentage forts own coffers. The academy is governed by a board of experienced shapers, including several ectopic adepts. The chairperson, Alliyon Dak’ars, sits a the head of the board ehrough an elective process that occurs every other year, though Dak’ais, {an ectopic adept herself) has served for more than a decace. ‘The board sets syllabi for the various courses it provides, srranges finances so thatthe base materials required for all the selpting classes can be obtsined, keepe tack of meme bership ros, establishes policy, and negotiates with other ‘organizations with whom the academy deals. ‘Membership in the academy is broken down into novi tate, journeyman, and elder ranks. Novitiates are those new to the academy who have yet 0 complete a full year of membership in good standing, They are considered to be on probationary status and canbe dismissed from the academy should they refuse to apply themselves. Upon completion of thei fist year, novitiates become journeymen, Journey- man is the most common rank. Unless a member wishes to take up some manner of administrative task, he usually remain at thet rank. Elders all of whom have been part of| the organization foratleasta decade, handle the academy's administrative tasks. NPC Reactions Anyone who knows about psionies or has seen ectopic adepts ight is likely o know at leasra little hour the pres- tige class. The ability that ectopic adepts have to casually create beautiful, lethal pewas to send aguinst their enemies guarantees that the class's reputation precedes ir wherever itis mown, NPCs who are aware ofthe class typically have a starting attitude of friendly toward an adept if only to avoid angering the character. The exception to this sif the NPC is involved in a conflict and knows the opposition is using ectopic adepts, in which case his initial reaction is ttafendly at best ECTOPIC ADEPT LORE Characters with ranks in Knowledge (psionics) ean research ectopic adepts to learn more about them, When a character ‘makesa skill check, read or paraphrase the following, includ ing information from lower DCs DC 10: Ectopic adepts ae some kind of psionic character. DDC 15: Eempic aeptsare prone shpere who specialize DC 20; Ectopic ndeps can usually be Found ache Astral Sculpror’s Academy, bur don't cross anyone you meet there ‘They e touchy, and always looking fora reason tocallup one of their ectoplasmic horrors ECTOPIC ADEPTS IN THE GAME Whether as. valuable member of an adventuring company, ras part of an enemy mercenary group, an ectopic adept is easy to it into any campaign where psionic rules are used. Ectopic adepts can be doughty heroes just as easily as they can be dangerous enemies. Psionie characters who teuly want to focus on astral eon- structs their creation and use in combat, are likely to find this prestige lassaweleome occupation. Since ectopicadepts live for battle, too much intrigue and maneuvering can spoil their fun, To them, direct conflict isthe spice of life. Adaptation “The ectopic adeprisa well-contained class. In any game that allows psionic tues, ectopic edepts should work wel. Tae organization associated with the class, the Astral Seulptor's ‘Academy, is completely dispensable. It could be either eliminated or replaced with an organization better suited to the campaign, Sample Encounter Giles Stoneforge isa self-styled bandit ord, leading group of hoodlums with little conscience. He enjoys waylaying seasoned adventurers far more than timid merchants, From time ro time, Giles even sets astral constructs against each other, enjoying the selfcreated spectacle. EL 10: Giles attempts to ambush the party with his most powerful astral construct, the emerald gyre. While he is cercainly interested in the heroes’ possessions, he would very rnuch like to enjoy the thrill of victory frst. Gites STonerorGe cR10 ‘Male dwarf shaper Sjectopic adept S NE Medium humanoid Init +3; Senses darkvision 60 f, Listen +1, Spot +1 Languages Common, Dwarven, Gnome, Terran, Undereamman ‘ACTS, touch 12, flatfooted V7; -4 AC against giants hp 71 (10 HD) Resist stability («4 against bull cush and trip) Fort +7 (+9 against poison}, Ref +6, Will 11; +2 on saves against spells and spell-ike effects Speed 207. (4 squares) Melee mk dagger ~5 (144/19-20) Ranged mwk dagger =7 (1d6/19-20) Base Atk +4; Grp +4 ‘Atk Options +1 on attacks against orcs and goblinoids ower Points/Day 85; Shaper Powers Known (ML 3th) Sth—hailoferystals (DC 18), psionic tue seeing 4th—energy adoptation, psionic dimension door, psionic freedom of movement, quintessence 3ed—ectoplasmic cocoon (DC 16), energy bolt (DC 16), ‘mental barrie, time hop (BC 16) 2nd-—erystalitorm (DC 18)», mental disruption (DC 15), psionic repair damage, swarm of crystals Tst—estral construct ‘armor, vigor =New powers described in Chapter 4 Abilities S10, Dex 14, Con 16, Int 16, Wis 13, Cha 6 SQ double creation, rapid creation, resilient construct, stonecunning (PH 15) Feats Ectopic Form (alabaster aerial, anathemic carapace’ ‘emerald gyret)®, Nartow Mind, Psionic Body, Psionic Meditation, Skill Focus [seulpting) "See page 50 Skill Concentration +16 (20 to become psionicelly focused), Craft (sculpting) +20 (+24 for sculpting with stone), Knowledge (psionics) +16, Psicralt +18 (+20 to address power stones), Use Psionic Device +10 (+12 to checks invalving power stones) Possessions masterwork dagger, +2 mithral shirt, omulet of ‘natural armor +1, cloak of resistance +2 Hook “Very impressive this ASTRAL SCULPTOR’S ACADEMY: THE GUILD HALL ECTOPIC The most unique feature of this large opaque dome is chat its outer wallsare composed entirely of stabilized ectoplasm, which is as hard as stone. The dome ofthis large guild hall gives the appearance of a gargantuan pearl imbedded in the ‘round in the middle ofthe city. The ectoplasm does a perfect job of keeping the interior of the structure warm during the winter, providing more than, adequate insulation, By the same token, it also remains rela tively cool inside during the summer. There are normally eight doors(one facing each ofthe directions N,S,E, W, energy toy force screen inertiol but let's ses how you fare against sone at 0401 NE, NW, SE, and SW) that allow access tothe interior, but these can be sealed by the chairperson, who can create @ seamless structure with 3-foor thick eetoplasmic walls (pos sessing the same toughness and hir points as stone) that can ‘withstand most standard artacks. Each room of the guild hall houses an extradimensional room with far vaster dimensions than apparent from the outside of the structure. Mostof theses extradimensional spaces are given over to instruction in the art of sculpeuce, beginning with such simple substances as wax and sop, moving up through wood and stone, then to the difficult proces of bronze casting. Only those who can sculpt ecto- plasm as well a they can sculpt more mundane substances can become novitiates ofthe guild. ‘The guild hall houses the academy's board and many of the elders. In addition to these august persor {guild hall maintains standing guard of eightadept guards (shaper S/ectopic adept 3), each of whom is charged with protecting the Guild Hall Ectopic. The current cha is Alliyon Dalearis (LN female human shaper adept). ———FLAYERSPAWN PSYCHIC For great power, you must sometimes pay a great price, even as you avoid templations that would turn a less hardened psychic’ stomach.” ectopic eth Rin, aflayerspawn psychic Willing to sacrifice her life, appearance, and even her sanity, the flayerspawn psychic walks a dangerous roe, {growing in psionic power as she slowly embraces her secret mind flayer heritage. ome psionic characters ake up this class to pain more powter, while others do so 10 gain greater understanding of the illithids. A few do so Because they secretly believe mind flayers o be a superior psionic organism BECOMING A. FLAYERSPAWN PSYCHIC Potential flayerspaven psychics, whether multiclass orsingle classed, must possess psionic ability. Potential ayerspawns are restricted in how they obtain this psionic power—orly psions and erudites (page 153) possess the proper frame of ‘mind. From this beginning, potential flayerspavens undergo a slow process transforming mind and body as they gain and ‘Tan.s 2-4: THe FLAVERSPAWN PSYCHIC Hor Die: 06 Base ‘Attack Fort Ref Will Level Bonus Save Save Save Special “ist Ml 40. #0 min 2 2nd 4140403 _ilithid feat 3d 113 lithid Blast 2fday ath 42 #1 +14 ilithid feat Sth 420 41 4144) lth Blast 37day Gh +342 4245 Th 43424245) Base 4yday Bth 4424246 _ilithid feat 9th $4 43-4346 ilithid Blast S/day Yoh S433 HT individually), List ilthid Blast (25-F. cone, stun 1d4 rounds) llithid Blast (30-f. cone, stun 2d4 rounds) lithid Blast (60-f cone, stun 3d4 rounds) practice abilities common co mind flayers. Unfortunately, this powercomes along with the temptation ro embrace por tions oftheir heritage that are truly evil such as the Illithid Extraction feat, page 61). Those who resist the hunger are capable of maintaining their moral and personal aritudes. Those who give in and indulge the hunger find their per sonalities changing to more closely match the creature they are becoming, Enray Requirements Powers: Ablity to manifest psionic charm. ‘Skills: Knowledge (psionics) 8 ranks, Feats: Ilithid Heritage. Language: Undercommon, CLASS FEATURES All che following ae clas featuresof the flayerspawn psychic prestige lass, The main focus ison duplicating the abilities of an illthid, to eieher become one (in effect) or to gain ¢ greater understanding ofthe race in general Manifesting: Ateach level indicated on the table, you ga additional power points per day, an increase in manifester level, and access to new powers s if you had also gained a level in a manifesting class to which you belonged before you added the prestige class. 1f you had more than one manifesting class before becoming a layerspawn psychic, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known, lithid Blast (Su): At tst level, you gain the Mlithid Blast feat. As a flayerspawn psychic, you gain some addi tional benefits from taking this feat. As described on page 41, you can channel power points into a mind blast as a standard action, The blast stuns everyone who failsa Will save within a 15-foot cone for 1d rounds. As you gain levels in this prestige class, the uses per day, size of the cone, and the number of rounds for which you can stun foes increases. ‘ArGth level, your mind blast produces 2 30-f00t cone that stuns foes for 244 rounds. Ar oth level, your mind blast produces a 60-foot cone that stuns foes for 3d rounds lithid Feat: At 2nd, 4th, and 8th level,you gain a bonus ilithid fet. Choose any ilithd fea for which you qualify IMlihid feats are described on page 61 ofthis book. Manifesting “level of existing manifesting class “level of existing manifesting class +I level ofexistng manifesting class +1 level of existing manifesting class +1 level of existing manifesting elass “1 level of existing manifesting class Class Skills (2+ Int modifer per level) Bluff, Concentration, Disguise, Hide, Intimidate, Knowledge (all skills, taken ‘Move Silently, Psicraft, Sense Motive, Spot, Use Psianic Device. Pp LAYING A FLAYERSPAWN PSYCHIC By every race that is aware of their existence, mind flayers are considered to be the most powerful and dangerous psionic creatures. The temptation to take on some of an illithie’s power is thus extremely attrac tive to those who seek power above all else, such as yourself. Of course, this temptation is particularly strong in characters that are already evil, or amongthose witha domineering personality trait There is no organization of Flayerspawn psychics, though those ofevilbent who have pro: agressed through all the levels of the class might attempt to join a mind flayer community. Law ful mind flayers are known for their xenophobia and would probably reject you if they knew your true ori- gin. If you have undergone substantial physical modifica tion in the acceptance of your heritage, though, you might look so much like an il: thid and possess such a similar mindset chae you can probably fool other illithids into accepting you into the lower rungs of mind flayer society. The secondary advantage of the class is the bonus illithid feats it grants Because the offensive power of the class is so well assured, you might be best served by picking upillithid feats of a defensive nature, such as Mlithid Skin, and feats that provide {greater options inal circumstances, such as [lithid Speech, Of course, ‘you continue to gain manileste levels in your previous mani festing class. Power choices that enhance your overall versatility are ideal, includ ing for instance) biofeedback, oni di mental barvien and mension door Resources Flayerspawn psychics generally compere tather than support each other. You should always distrust the agenda of another flayerspawn psychic, assuming the worst—where other such characters are concerned, you are right more often than not. Because of this tendency, you cannot call on any resources as sociated wil chs prestige class though of course you might have affiliations uncelated to being flayerspawn) Combat Incombet,youcan draw upon an arsenal of pow ers. You might want to avoid melee combat at lower levels, using yout ten taeles to atrack only 284 last resort {you have taken the Ilithid Grapple feat, page 61), ‘You begin most combats with a mind blast (granted by ehe Llithid Blast feat, page 61). Unlike a true mind flayer, you can adjust the DC of the mind blast accord {ngto the number of power points you are willing to spend oon the attack. With a few rare exceptions, i's best to put as many power points into your mind Blast as your manifester level limicallows. Within an adventuring group, you should try to get off an initial mind blast that wont affect your allies before fading tothe rear of the group. Once the battle isin full swing, you ‘can support your allies with your psionic powers. Advancement Iisn't uncommon for established flayerspawn psychics to recruit impressionable psions and erudites to join them. Iris, equally likely that you learned ofthe process while studying mind flayer lore, However the knowledge becomes available, ‘once you pick up the Illichid Heritage feat, iris difficult to turn back. The lure of greater power is too attractive to disregard hidden ith bertee FLAYERSPAWN buIL HICS IN THE WORLD ‘Aagasaxagghh! Mind flayer! —Phendylin, an elf minstrel ima chance encounter ‘Any game with both psionies and mind Flayers can benefit from this prestige class. It can be of great use to DMs and players alike, allowing an opportunity to roleplay a transformation that, while considered positively from the players point of view (merely a means to an end),is thought of asa degeneration to those around them. Flayerspawn psyehies are equally useful in campaigns that focus on tragedy (with respect co the characters), oreven large-scale quests for power embrace their Organization Aflayerspawn psychic spends herdays much like any other poionic character would, She enjoys quiet meditation and taking the time to work through the mental exercises, necessary to train her mind deeper in psionic art. As the leader of a group, a flayerspawn psychic might direct her allies toward jobs and quests that bring the group closer and closer to encounters with real mind flayers. If she is questioned about her undue interest in mind Elayers, the rationale of “Know thy enemy” is given as her strategy: Ie sight even be true. orn 0 50 NPC Reactions Flayerspavn psychics have no organization to speak of thus, iris unlikely that an NPC has heard of them in the sense of any organized group. A character who has no obvicus physica ilichid traits is mer with a starting atitude of indif- ferent. Particularly xenophobic NPCs might have starting attitude of unfriendly, simply due toa flayerspawn's odd or unwell eppearance In the later stages of the prestige class, the character sight begin to eppest like some kind of humanoid~rind flayer hybrid, depending on her ilithid feat choices, NPCs who meer het at this stage (if she is not using some form of camouflage to hide her features) have a starting attitude of hostile and might try to attack the character. Even ifthe flayer- spawn psychic has a good alignment, they might sttempt to haunt down both herand all herallies.Flayerspawn psychics who have allowed their heritage to significantly change their features typically resort to covering themselves or otherwise disguising theie appearance to get around this reaction, FLAYERSPAWN PSYCHIC LORE Characters with ranksin Knowledge (psionics) or Knowledge (@ungeoncering) ean research flayerspavrn psychics learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. DC 10: Flaycr-whats? Sounds like something related to mind flayers stay away from them DC 15: Some who develop the powers of their mind discover the reason they're so talented in that arca—they have an ancient bloodline connection to illthids! Irs more ‘common than most people would like o think. DC 20: A flayerspawn psychic quickly learns the power ‘of mind blast. Because of che layerspawn's hybrid nature, a powerful character ofthis sort can enhance hermental blast ability beyond even the power of a mind flyer. ee PSYCHICS ‘A layerspawn psychic might be a psion who is studying mind flayers and is willing to undergo transformation for academic reasons. A character might also be a tragic hero, someone who must undergo the transformation to assure some desired end—or metely for survival, A third, more likely possibility however is that psionic characteris simply power bungry. Flayerspavn psychics are particularly useful for the DM who enjoys injecting mind flayerselated themes into his adventures. The layerspavn psychics continuing transforma tion and possible degeneration can provide ongoing conflict, and interest, both within the PC groupand with NPCs. The class fits especially well in a game where aberrations are a Adaptation This lass could cause problems a the table and in the cam paign, mostly due tits name and the names of the feats to which the flayerspawn has access (beginning with Wlithid Heritage). Ifproblems are foreseen, changing the name ofthe class to something such as Legecy Psychic and changing the xname of ll the feats to something such as Legacy Heritage, Legacy Blas, and so forth with the idea that no one knows the psychic legacy behind che character, even the character Jhimself—until some later point when the characteris already incorporated into the game. Encounters Zeth’Rin has become a flayerspawn psychic, Over the course of her transformation she took the Ilithid Extrac- tion feat, giving her « hunger for sentient creatures that she does not hesitate to indulge, despite a slight tinge of guilt. She stalks sentient creatures, particularly those of 2 psionic bent EL 8: Zeth’Rin stalks the heroes as they travel under ground, attempting to pick them off one by one. ZeTH'RIN Female human telepath 5/fayerspawn psychic 3 LE Medium humanoid tnit2; Senses Listen 42, Spot +2 Languages Common, Draconic Dwarven, Undercommon IAC 19, touch 13, flav footed 17 hp 25 (HO) Fort Ref, Will 1; 63 on saves against spell, powers, speitike ables, and ps ike abies Speed 30. (6 squares) Melee 4 tentacles +3 (1¢4) Base alk =}; Grp Atk Options improved grab, extract (264 int damage wth opposed grapple check) Special Actions mind blast 2/day (5-F: cone, stun 164 rounds, DCT?) Combat Gear potion ofinsiilty Power Points/Day 4, Telpath Powers Known (ML 6th: Srd—-body adhstment, sel pines, energy burst (OC 16), hose empathic toner (OC 16) 2né—brnin oc (OC 15), ego whip (OC 15), psionic levitate sworm of ersas 1st-—energy roy force seeen, inert armor, onic charm (OC 14), gor {Already manifested 5 StrT0, Dex 14, Con TO, In V7 Wis V4, Cha 6 Blast, lithd Extractor", litid Grapple (2) lithid Grapple 2) lithid Heritage Hithid Skin ‘Neu feats described in Chapter 3 Skil Bluff 14, Concentration Il, Disguise +4, Knowledge (psionce) +14, slraf +14, Sense Motive 13 Possessions combat gear plus mule of notural armor +1 ‘lonkof sistance’ hat of disguise, ing of protection} CRE Improved Grab (Ex) Zeth'Rin can initiate a grapple asa free faction after a successful attack with her tentacles without provoking attacks of opportunity. She can grapple Small, Medium, or Large creatures, Hook “I can make this as painless as you'd ie Into be: "Kivour what you wn ocr that desir, ress out athe Psiive as eel as within to your pow, and forge a thing of pure beau Din‘len Tiriandara, an illumine soul The illumine soul islliving conduit of positive energy. Heis able to forge a blade of semisolid psychic energy and infuse itwith the essence ofthe Positive Energy Plane to deal lethal strikes to undead opponents. As an illumine soul practices this unique talent, he learns to fill up his being with the power of the Positive Energy Plane, becoming slight in the datkness and turning undead away from his radiance, Desirous of something more than raw psychic energy, an illumine soul learns to reach behind the sky and form a mental Link with the Positive Energy Plane. He entwines this energy with that of his own psionic mastery co create a formidable weapon of brilliance that extinguishes all shadows, BECOMING AN ILLUMINE SOUL ‘Whether multiclass or single-classed, illumine souls must have some levels in the soulknife class, since itis that class from which they gain some oftheir necessary equirements However, while soullnives focus on working with pure psychic energy, illumine souls infuse their mind blade (and mind and body as well) with positive energy. While not necessarily interested in or beholden to divine agencies, illumine souls focus a portion of their studies on religious matters toberterunderstand the source of power drawn upon by clerics and paladins. Enrey REQUIREMENTS ignmant: Any non-evil Skils: Knowiedge (osionics) 8 ranks, Knowledge (cligion) 4 ranks, Special: Mind blade, psychic strike +148, Taote 2-5: THE ILLUMINE SOUL Her Die: B10 Base Attack Fort Ref will Level Bonus Save Save Save Special Vt 30 42042 Positive energy conduit, improved mind blade, psychic strike +148, Positive energy ray, ddeoth ward Undead mind bane Positive energy healing, psychic strike +248 Positive energy fre Ind 4 88 Bd 428 ah 43k aT Sth 43 we a Class Skills (4 + Int modifer per level): Autohypnosis, Climb, Concentration, Craft, Heal, Hide, Jump, Knoveledge {psionics), Knowledge (religion), Listen, Move Silenty, Profession, Spot, Tumble. CLASS FEATURES All the following are class features of the illumine soul prestige class. An illumine soul focuses mainly on hisability to channel postive energy through his mind blade as well ashis body. Positive Energy Conduit (Su): Ar 1st level, you forge a permanent link with the Positive Energy Plane thar charges your psychicstrike with positive energy. This link allows you to deal damage to undead (both intelligent and mindless) using your psychic strike Improved Mind Blade (Ex): You add yourillurnine soul levels to your levelsin the soulknife class determine your mind blade’senhancement bonus onartack rollsand damage rolls and the mind blade enhancement class feature you have asa soulknife. In addition, you can add ghost touch to the list of weapon special abilities you can choose from (EDH 29), Psychic Strike (Su): This ability functions like the soulknife ability of the same name. The extra damage dealt increases by 18 pointsat ist and 4th levels, The bonuses ‘on damage stack with psychic strike bonuses from your soullenifeclass eels, Positive Energy Ray (Ps): At 2nd level, ou can project 2 ray of postive energy from your mine blade that deals damage (ona successful ranged touch attack) to any undead creature within 60 feet that it strikes. Ie takes a standard action ro project positive energy ray, and the ray deals 2dé poines of| damage farevery cats cel youbeve: You can profecrsuch 4 ray a number of times per day equal to your illumine soul chasslevel Death Ward (Ps): When you expend your psionic focus, ‘you gain protection against the powers of undeath for 1 minute. While enjoying this protection, youare immune to all magical and psionic death effects, energy deain,and any negative energy effects. Ths ability doesn't remove nega- tive levels that you have already gained, nor does it affect the saving throw you must make 24 hours after gaining 3 negative level ‘Undead Mind Bane (Su): At std level, your mind blade becomes permanently enhanced with the undead bane weapon special ability (DMG 224), This weapon enhancement remains constant, despite any other changesor modifications you might make to your mind blade (or instance, using the ‘mind blade enhancement ability ofthe soulknife) Positive Energy Healing (Su): When you reach 4th level, your connection with the Positive Energy Plane provides you with a healing ability that you can use on yourself once per day. This healing kicks in automatically (vithourany action on your part) on the first occasion ina 24-hour span when your hie poines drop t0 0 orlower. When this occuts, a flood of positive energy discharges through the conduit you maintain with the Positive Energy Plane and instantly heals sd845 points of damage. This healing istimely enough to keep youalive ifthe amount of damage you just rook was otherwise enough 10 kill you, assuming that the healing you receive leaves your curtent hit points at-9 or higher. Positive Energy Flare (Ps) Upon reaching sth level, you can take a standard action and expend your psionic focus to radiate positive energy that deals damage to all undead within 30 feet of you. You deal 2d points of damage focevery clas level you have toall undead within range. The aected undead get a Will save (DC 10 + your illumine soul level + ‘Cha modifier) for half damage PLAYING AN ILLUMINE SOUL Forging a link with the Positive Energy Plane is only the first step of your mission. Once that link is complete, your {goal ist actively seek out and destroy undead every chance ‘you get. Past deeds and honors are of little consideration when it comes to combating these horrible creatures. Justas you dont rest on your past achievements in bringing undead to theie final rest, you aren't concerned with an undead creatures accomplishments while i was still breaching, Neither are you worried about an undead’ current activities or philosophi cal bent. When it comes to undead, there can be no middle sground—they must all be destroyed. Becoming an illumine soul is personal decision, There rmightexist small groupshere nd thereof ilumine souls who feel their goals are best served by organizin vices instead of working individually, but they are the exception rather than the rule. Where such groups exit, their primary goals typically eradicating undead, not recruitingand tain, hei ‘ombat {In combat, use your mind blade to attack opponents, charging iv up with a psychic strike once they have closed to mele range. As with a soulknife, you should attack with a psychic strike each round if possible. You make a great ally fora fighter, rogue, or kurk—with yourenhanced maneuverability (ifyou have taken rank: in the Tumble skill), you can make a point to set up Aanking positions for additional attack bonuses. When undead are encountered at distance not easily bridged, you can atack using your upon undead in a concentrat: ed area, you can first use your positive energy Flare to soft en up the rotting opposition before you bring your mind blade to bear. I isnt uncommon for you to join a group of adventurers fon your quest. There is safety wumbers,and undead can be crafty in combat. the companions who suit you best are typically like-minded individu als:cleries, paladins and ardents (page 5) all make good adventuring companions Beyond that any good-aligned charactercanbe helpful in combating tundead (particularly intelligent ones). y. If you come Mn. by B. Hordes Advancement ‘As you continue to progress, feats such as Psionic Weapon (EPH.S0}, Greater Psionic Weapon (EPH 47),and Deep Impact (EPH 45) enhance your ability to deal massive damage inasingleblows Youshould also consider the fears that work specifically Wom with the mind blade, such as Mind ected tty Cleave and Mind Empowerment (page 56). While these feats are less effective against undead, they can prove useful against any other foes yo fice. Its importante remember that, even though much of your energy is devoted to fighting undead, other challenges will materialize, some of which might be the living stooges of hidden undead masters. Iris best 0 be prepared fora wide range of possibilities Resources Ilumine souls frequently find themselves welcome in the churches of various religions that are devoted to the destruc ton of undead (which is most every good-aligned religion). I isn't uncommon for you to expect free room and board from these groups, and possibly even a small discount on healing. serviees or the purchase of holy water. ILLUMINE SOULS IN THE WORLD ‘Nex! time that Dinielen what-his-name conus snooping around ry bonefield, he'll discover a few changes I've implemented, to . —Dagnarth Vellanium, disgruntled necromancer Any campaign in which undead are an impor tant element is one that would benefit from the inclusion of an illurmine soul. An sllu ‘ine soul meshes well ina group that contains strongly aligned good char acters. On the other hand, ardent ics, and paladins have their own ideas about where their powers originate that can be at odds with an illumine soul's understanding Except for a burning curiosity about the order of the planes, particularly the Positive Energy Plane, i fee eo ticularly religious {folk They tend 10 take an explanato: how clerics are grant ed their powers. They do know that it isn't always healthy to be particu: larly vocal regarding these beliefs, and they have enough respect for ¢ religiously inclined to keep Despite discretion, however anillumine soul's beliefs on a philosophical level car still ignite oceasional ar guments on the nature of divinity, life, and the role of the Positive Energy Plane. Organization Thumine souls are usually ambivalent about the idea of joining organization. They assert that deities are merely powerful beings who have better conduits to the Positive Energy Plane than an illumine soul does—which doesn't win them too many votes for entry int religious establishments, However, several organizations exist whose charter is concerned only with cleansing undead from the world. Ilumine souls are welcome in such places. They are particularly welcome in the organization known as the Hall ofthe Illumine, which vaguely resembles a secular knighthood. Members are recruited from among like-minded soullnives and trained in the hall The training performed by che hall is governed by a head- master and several knights. Once his training is complete an illumine sou! is free to leave (and in fact, is encouraged todo so) and begin destroying undead, NPC Reactions Both those affliated with goodealigned religious organiza tions and dedicated scholars of psionics are familiar with the existence of illumine souls. Goodl-aligned NPCs who know ofthe prestige class and its fight against undead have a starting atttude of friendly toward such a character and his allies, especially if he or his friends are currently being afflicted by the undead. Ar the same time, necromancers and evikaligned religious organizations who specialize in death (or undeath directly) are hostile oward any ilumine soul they encounter, and can be expected to attack at the first opportunity TLLUMINE SOUL LORE Characters with ranks in Knowledge (religion) or Knowl edge (psionics) can research illumine souls to learn more abour them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs DC 10: Illumine souls—1 think they have blades made of ppure mental energy. They hate undead, to. DC 15: Illumine souls have a blade composed both of theirown mental energy and energy drawn from the Positive Energy Plane. DC 20: Ilumine souls have forged personal links to the Positive Energy Plane. Besides enhancing their mind blades with the energy, they can fire rays, heal themselves, and protect themselves from the powers of undead foes ILLUMINE SOULS IN YOUR GAME Ie shouldn't be difficult to find a place for illumine souls in a campaign world, given their penchant for destroying undead, Players who want to playa soulknife with apseudo- religious bent might find the illumine soul prestige class ro thetr liking Adaptation ‘As with the anarehie initiate (page 17), ia player wants to play anillumine soul in acampaign whoxe cosmology doesnt include the Positive Energy Pane, iis easy enough to change the focus of the character to a similar realm, life-affirming deity, or powerful ivem that encompasses light or life. For instance, i an Enrk20w campaign, an ilursine soul could beinspired by the plane of Irian, the Eternal Day Sample Encounter Dinvelen Tiriandara might engage a PC cleric or paladin ina religious debate, public or otherwise. He is also likely to be agood source of undead lore, aswell asa trusted ally, should the need arise EL 12: In one oftheir explorations below the earth, the PCs stumble onto. subterranean cemetery where bones are heaped high. Undead of various kinds also haunt the bone: yard, and are soon encountered by the characters, Whether the PCs strength is bolstered by the sudden appearance of Din‘elen,orthe PCssee Dinelen fghtingagroupof undead, this encounter serves asa good way tobringanillurine soul {into the action DIN'ELEN TIRIANDARA CRO Male elf soulknife S/illumine soul 4 CG Medium humanoid Init +5; Senses low-light vision: Listen +3, Spot +3 Languages Common, Draconic, Elven C24, touch 16, fat footed 19 hp 63 (9 HD) Immune sleep Fort +6, Ref -10, Will +9 (+11 against enchantments) ‘Speed 30. (6 squares) Melee +2 undead bane mind blade +1449 (148+3/19-20) Ranged +2 undead bane mind blade ~14)/+9 (1d8+3/19-20) Base Atk +6; Grp +7 [Atk Options Swift Mind Strike, free draw, throw mind blade, shape mind blade, psychic strike +368 Special Actions death ward, mind blade, postive energy healing Vfday (54845 hp automatically healed when hp drop to 0 or lower) positive energy ray 4/day (846 damage to undead) Combat Gear boots of stomping (EPH 172) Power Points/Day 2 Abilities St 12, Dex 20, Con 12, Int 10, Wis 13, Cha 10 SQ able to motice secret or concealed doors, improved mind lade Feats Mind Cleave, Mind Empowerment, Swift Mind Strte*, Weapon Finesse, Weapon Focus (mind blade)? ‘Wild Talent® “New feats described in Chapter 3 Skills Autohypnosis #13, Concentration +13, Knowledge (psionics) +8, Knowledge (religion) +4, Tumble +17 Possessions combat gear plus mithral breastplate, +7 heavy wooden shield, gloves of Dexterity +2, ring of protection <1 Mind Blade (Su) As the soulknife class feature, EPH 27. “Throw Mind Blade (Ex) As the soulknif class Feature, EPH 28. Free Draw (Su) As the soulknife class feature, EPH 28. Psychic Strike (Su) As the soulknife class feature, EPH 28, Hook "1's important to think positive.” “The bos fell ke shower of stars seyhing rough the duergr vaiders with lethal acanacy. The War of Reclamation had hegun, and we led the way i a rai af glory. —Nathara Teng, soulbow In the tradition of the soulknife, a soulbow realizes the dliectcapecity of her own mind to give shape to weapons of psionic perfection, Through desire alone, a soulbow creates semisolid blade composed of psychic energy, just 25 any soulknife can. Unlike a soulknife, however,a soulbow can also produce dazzling shafts of deadly grace that she can project with sll the force of a composite longbow —using nothing but her mind, The soulbow relishes herability to attack foesat a distance. ‘Accuracy, speed, distance, and lethality areal skillsasoulbow pursues and perfects—and in sodoing, discovers serenity in ech mastery BECOMING A SOULBOW ‘Any character with a desite 10 become @ master of mental archery might be drawn to train as a soulbow. In practice, however, becominga soulbow requires character to rake a leastewe levels ofthe soulenife elas to gain the throws mind Dlade prerequisie. Ewrey ReQuineMeNrs: ‘Skills: Autohypnosis 8 rans. Feats: Point Blank Shot Special: Throw mind blade class feature. ‘TABLE 2-6: THe SouLsow Hr Die: 010 ‘Base Attack Fort Ref will Level Bonus Save Save Save Special Tst +0 40 42 42 Mind arrom, bonus feat 2nd +1 4043.43 Mind arrow enhance. ment (#1 bonus equivalent ability) Sd 42D HT mind arrow, bonus feat ath 4341 +4 44 Close combat shot Sth 33 42 446 Bonus feat Gh 4 42 4545 Mind arow enhance iment {12 bonus equivalent ability) Tth +5 42 45 45 42mind arrow, bonus feat Bh +6 42 +646 Phase arrow Sth 46 43 46 46 Bonus feat oth +743. 47 +7 Mind arrow enhance: ‘ment (43 bonus equivalent ability) ‘lass Skills (4 + Int modifier per lval): Autahypnosis, Climb, Concentration, raf, Hide, Jump, Knowledge (psionics), Listen, Move silently, Profession, Spat, Tumble CLASS FEATURES All the following are class features of the soulbow. The abilities described here turn a soullenife into someone who is proficientatranged combat using a manifestation of the mind blade more akin to an arrow. In addition to that, the class generously hands out bonus feats ideal for making ranged attacks, and grants few class-specific abilities. Mind Arrow (Su): As a free action, you can create a semisolid arrow composed of psychic energy distilled from. your mind. IF your base attack bonus is high enough to grant yout mukiple attacks, you can ezeate multiple mind arrowsas part ofan attack. You must have one hand free to create and project a mind arrow ‘The bole is identical in all ways (except visually) to an arrow shot from a coraposite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and ifi hits, deals 148 points of damage (crie»3) phis extra damage equal to the soulbow’s Wisdom iodifer, Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite Tonghows appropriate for their size, with a corresponding change to the arvow's damage (see Table 7-4 and Table 7-5 in the Players Handbook). You goin the usual benefit ro your attack roll from a high Dexterity bonus. Whethera mind arrow hits or misses itdissipates 1 round after being shor. A mind arrow is considered a magic weapon forthe purpose of overcoming damage reduction, ‘Amind arrow can be charged with a psychic strike as iit were amind blade. Ifa soulbow has enough soulknife levels tohave the knife ro the soul ability, chat ability also applies toher mind arrows. You can use feats such as Pint Blank Shotor Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specifie weapon choice, such as Weapon Specialization. Powers or spells that upgrade ‘weapons can be used on a mind blade. Any feats previously requiring spectfic weapon choice (such as Weapon Specializa~ tion) for your mind blade also apply to your mind arrow, ifapplicebe, Your mind arrows improve as you gain higher levels, At 3rd level, amind arrow gains a-+1 enhancement bonus on attack rolls and damage rolls, and at 7th level the bonus improves to +2. These enhancement bonuses stack with previous enhancement bonuses gained earlier for your soulknife class levels. Likewise, these enhancement bonuses also improve your soulknife base attack bonus. If your return to your soulknife class progression, these mind arrow enhancement bonuses on attack and damage are cumulative bonuses on top of any new enhancement bonuses gained, and they benefit both your mind blade and mind arrows. Even inplaceswhere psionic effects do not normally func tion (such as within a rl psonics field), you can artempe to attack foes with mind arrows by making DC 20 Will ave ‘On a successful save, you can freely produce mind arrows fora number of round equal wo your class level before you need ro check agatn. Onan unsuccessful artempr, you must ‘wait 1 round betore trying again while you remain within the psionics-negating effect. ‘Bonus Feat: Ar 1st level, you can choose a bonus feat from the following list: Far Shor, Precise Shot, Psionic Shor Greater Psionic Shot, Fell Shot, Rapid Shot, Manyshot, Greater Manyshot, Shot on the Run, Improved Precise Shor, and ‘Mounted Archery. You must meet che prerequisites for the feat as normal. Feats that grant additional attacks, such as Rapid Shot allow you to cteate additional semisolid arvows of psychic energy as needed 19 make additional attacks. ‘The listof potential bonus featscan be expanded by the DM to include any feats from other supplements that improved ranged attacks. Forinseance if your game makes use of Com ete Warrior ths list might lo include Improved Mounted “Archer, Improved Rapid Shor, Ranged Disarm, Ranged Pin (in which case the mind arrow persists until the pinned character breaks the pin), Ranged Sunder, Sharp Shooting, and Zen Archery. Choose another bonus feat from the list at 3d, sth, 7th and 9th level ‘Mind Arrow Enhancement (Su): At 2nd level, you can enhance your mind arrows with ranged special abilities. Choose any one of the weapon special abilities on the table below thathasan enhancement bonus value of 1. From nov ‘on, mind arrows you produce as part of an attack possess that special bility “Arevery four levels beyond 2nd (thand 10th), the value of theenhancement you can add 10 yourmind arrow improves to=2 and 3, respectively. You ean choose any combination of weapon special abilities that does not exceed the total allowed by your soulbow level “The special ability povided by this class Feature does nor stack with the soulknifes mind blade enhancement ability Ranged Weapon Bonus Ranged Weapon Bonus Special Ability Value Special Ability Value Bane +) Baiomatic 2 Distance +1 Collision 42 Flaming #0) Flaming burst 42 Frost +1 —Psychokinetic burst +2 Lucky* 4) Pelbane* a Merciful ‘1 Shocking burst 42 Psychokinetic® —+1Suppression® 2 Returning “1 Wounding 2 Seeking 4) Dislocator# 8 Shock +1 Speed 3 Anarchie 2 These abilities are described in Expanded Psionics Handbook beginning on page 165. All other ranged weapon special abilities are described in the Dungeon Moste's Guide. You can reassign the ability or abilities you have chosen for your mind arrows, To do so, you must spend 8 hours in concentration. After that period, all subsequent mind arrows you produce as part ofan attack action possess the new ability or abilities selected by you Close Combat Shot: Ar 4th evel, you can attack with your mind arrow while in a threatened square and not provoke attacks of opportunity. Phase Arrow (Ps): Arsth level, you can take a full attack action (in liewof your regular attacks) expend yourpsionie focus and launch a mind arrow at a target known to you within range. The mind arrow travels to the tanget inastraight path, passing through any nonmagical or nonpsionic barrier eral on is way. wl elo fle tas, or the like stops a mind arrow) This ability negates cover, Concealment, anderen armor modifiers, but otherwise the attack isrolled normally PLAYING A SOULBOW Asasoulbow, you have learned to turn your mind blade into a deadly arrow of psychic energy, striking swiftly and wich legendary accuracy. However, you don't require the base inaterials of either bow or wooden etrow—your mind is the bow, and it provides the psychic ammunition in endless quantity. With the power of your mind, you can pierce your enemies a will Other soulknives look upon your specialization with some envy, and might even ask you to train them in your methods, The ability to produce both a mind blade and a rind arrow is yours; however, you have decided to forego further development of your mind blade to concentrate your mental resources on psychic archery. Thisis the same promise you extract from other soulknives before helping them find the mental key necessary to produce mind arrows of theirown, Combat I isnt surprising that as a ranged attack specialist, you should consider positioning yourself away from the direct threat of melee, atleast until you have gained your close combat shot ability. Still, you have the ability to damage your enemies from a distance, 50 you should take advantage ofiras much as possible wo preserve your health, Stay clear of melee combat and pepper your foes with mind arrows from a safe distance. Because you have the ability swap out the ranged special ability of your mind arrow, intelligence regarding possible foesis very valuable to you, Ifyou can learn that youll likely be up against giants in che next litle while, for example, spend 8 hours (if you can) changing the special abilities of the mind arrows you create to resonace with the giant bane quality. Advancement “Taken in by che power of your own psyche, you trained asa soulknife and quickly learned the art of producing a mind blade. Not satislied with that accomplishment, you learned how to project mind arrows. While some soulbows learn, the key to producing mind arrows through unflagging study on their own, mostlearm after geting training from a {group called the Reclaimers. The Reclaimers area secretive organization that seeks out those withthe ability o manifest amind blade and offers them training. In return, the group lays some claim to the newly trained soulbow’s afliations, The Reclaimers take a dim view of elftrained soulbows who have no tiesto their organization. resuming you are not going it alone in your advance- rent, your tie to the Reclaimers essentially means that you are on cal. The Reclaimers area mercenary company whose rmembersofers their services to organizations of commoners, druidie councils, psionic conclaves, and other organizations that they might be inclined to support (they have nevertaken a commission from any king, temple, church, ot merchant ‘guild —their philosophy is more in line with enlightenment than with the enforcement of jurisdiction. Onrare occasions, you might be called upon to playa part inashort term mission. More rarely you might be asked 0 take part ina longererm snission that could involve eravel to distant areas. Youcan pass on the longer-term missions, bur if you pass on more than tne short-term mission in a rows, your training by Reclaimer rmentors is suspended. (This doesn't necessarily mean that you can no longer advance as a soulbow—it merely means that you are on your own in developing your abilities) As you advance in your training, one ofthe first feats you take should be Precise Shot, which offsets your penalty for Ths by B. Spencer high on your list—the more shots you make in a round, the greater the chance youll score a strike. As faras kills g0, continue to buy ranks in Move Silently, since this skill Is important for getting into a good position from which to launch your mind arrow volleys. Concentration is also an important skill for you—having a high Concentration modifier means youll be berter able to regain your psionic focus Resources ‘Asa soulbow, you can expect resources aecaring 0 yout persuasive ability like any other character. yourepre sent yourselfasa Reclaimer, hhowever youcan expect ad from commoners and dos trodden in the form of a place to sleep, simple fare shared with a family, and—fvom particularly brave salsa place to hide from authorities (should you requiee it), Reclaimers wear an amulet or shoulderpatch featuring silvery astra arrow. Authority figures of various cities, city-states, and countries are beginning to takeadim view of the Reclaimers and the soul bowsand regulararchers who make up the group's member ship. Ifyou are identified as a Reclaimer by an official ofa particu larcity, even basic services might be denied to you. Re- claimers who wear their symbol openly also have taken to wear inga black bandanna or mask ar thesame time sothatonce they | the perf rm finisha particular mission, they fe! er aituck can remove mask and symbol 10 return fo anonymity. SOULBOWS IN THE WORLD "Wren you see te silvery arrow on a masked murs shoulders in the srt, you'd best It the dirt, There's about to be a fight, aad sooner a ater the cty watch wll arrive, hell-bent on taking the soulbow sown. Willem Mott, shopkeeper Alone soulbow slike any other dventurer—someone with above-average abilities seeking to male her own way in the world, seeking fortune fulfillment of quests, and the serenity shat accompanies an adventure concluded, Few soulbows go through an entire career, however, without being approached by a recruiter from the secretive organization known as the Reclaimers. firing mind arrows into melee. Rapid Shot shouldalsobe Organization Soulbowsare free join any organization, but the organiza tion that is most closely associated with the prestige clas is the Order of Reclamation, more commonly referred toas the Reeluimers The Reclaimers are devoted to ending tyranny inal its forms. The organization accepts commissions from supplicants it finds worthy, but also launches its own interven: Joining the Order: The Reclaimers accept soulknives who meet theminimum require ‘ment ofthe soulhow prestigeclass(because these soulknives can be trained as soul bows), soulbows, and archers who use physi cal bows and arrows but ean demonstrate su: pernaturalpsionic,or magical prowess with 4 their bows Benefits: The main benefit a PC can expect from beinga member of the Reclaimers is the knowledge thar he or she will continue to be trained in thesoulbow class. At leastas important to some characters is the feeling that they are fighting the good fight; uch characters revel in the idea that they ate agents working against oppression. ‘Headquarters: Because of the underground naiure of the Reclaimers, the location of the order's headquarters, the identity of its top ‘members, and the structure the defines the groupare wellkept secrets. In fac, the group has 2 central location out of which it operates—a fortress located in an uncivilized waste. Three ancient psionic portal allow the Reclaimers (in their Fortress of Reclamation) o rapidly move to and from three important cities around the world. From those cities, they can mount missions or activate soulbow Reclaimers who are otherwise engaged Missions: Itinerant Reclaimers (as the majority of soulbows tend 10 be who are part of the group in the first place—including player characters) usualy discover their rhext mission inthe form of a message engraved on awooden arrow delivered ina cloth-wrapped parcel from some unknown source. Except in extraordinary cases, only a single itinerant soulbow is activated for each particular mission, according to the characters ability and preximity to 2 given problem. Itis up wo the activated soulbow to gather what resources she believes are necessary to get the job done. This might mean Finding hirelings, or aking for the help of other PCs. Sample missions might include freeing a wrongfully accused prisoner from a king’s dungeon, breaking the iron arip ofa group of halForc racketeers down on the docks, or inflerating a temple that is suspected of hiding an unsavory, evil secret. An itinerant Reclaimer is activated at most two or three times during her career, unless she requests more missions. NPC Reactions The general populace looks upon both lone soulbows and those who are openly tied to Reclaimers with respect and pethaps some alfection, especially if people have been personally aided or know the sory of someone aided by 2 soulbow Reclaimes. NPCs who know of the prestige class have starting attitude of fiendly toward such a character On the other hand, some city watches know to bring in any person they see wearing the silver arrow and black mask for questioning at least, and pethaps worse, In cities with a reputation for tyranny or harsh rule, PCs can expecta start ing attitude of unfriendly from members ofthe city guard or other government officals, SOULBOW LORE ‘Characters with ranks in Knowledge (local) or Knowledge psionics) can research soulbows learn more about them. ‘When character makesa skill check, read or paraphrase the following, including the information from lower DCs. DC 10: Soulbows? I think they've got mind powers of DE .15: Soulbows can project arrows straight from their minds—they don't need bows for their archery 1DG20: Many soulbows belong tothe Reclaime:s—thats group that supposedly exists to right wrongsand help the liele guy. Butif thar’ so, why do they wear black masks? DC 30: Characters who achieve this evel of success can learn important details about specific soulbows in your campaign, including notable members, the areas where they operate, and the kinds of activities they undertake. PCs who ae interested in finding or setting up a meeting with asoulbow should frstcheck with any local psionic guild orcollege. Next, investigate archery ranges or other similar places—soulbows like to hone theiraccuracy asmuchas the next archer. Finally, PCs should ry touse Gather Information to learn who has seen the symbol of the silver arrow, when, and in what location—finding active Reclaimers will likely lead the PCs 0 a soulbow. SOULBOWS IN THE GAME Soulbows give mind blade chrowers an offensive ability on par with expert archers, but without the need to rely on anythingother than their own minds. As with other psionic prestige classes, soulbows ate great additions to any game that uses psionic rules. Soulknives mighe take only a few levels inthis class to upgrade their ability to affect foes ata distance, though they might find that thar continuing the progression isa worthwhile endeavor—the ability to defeat foes at range is always a tactical advantage. Adaptation In the Enrxnox campaign setting, kalashtar characters should take tothe soulbow prestige class as willingly as they take levels in the underlying soulknife class. The concept of the Reclaimers is one that can fit into most campaigns, though itis also easily jettisoned if the concept of «secret freedom-fighter group doesn't ft well with your concept of the soulbow or che kind of organization youd like to add t0 your game, Sample Encounter Player characters might become entangled with « soulbow ina city by simply being entered in the same archery com- petition. On the other hand, they could find themselves ton the wrong end of a Reclaimers mission if the PCs took. commission ftom a noble, a merchant house, or some powerful group that could be interpreted as oppressing the downtrodden. EL 8: On some latefternoon or nighttime journey through the city,the PCscome upon a soulbow with a black: bandana face mask and asilver arrow shoulder patch lying stunned and bloodied in an alley. If they offer ai, the sou: bow (Nathara Teng) recovers in time to warn the characters, "Ware the layer!™ Seconds later, 2 mind flayer moves from itshiding spot behind a ragged banner (Spot DC 30 0 detect) to use its mind blast power on the soulbow again, along with any PCs caught in the same cone; the mind layer attempts to catch as many PCs as itean in the area of its blast. ara Teng isona mission forthe Reclaimers to gather inrelligence on a particular house. Reports have come in of some group kidnapping beggars who are then never seen again. Complainesto the city watch have gone uninvestigated, and Teng got tapped to look into the situation. Itrurns out that a cabal of three mind flyers ives in the decrepit buildingand has been feedingon the city'sdeteitus for years. If Nathera Teng can discover the truth, she might be able to pura stop to it with the PCs aid NarHara TENG CRE Female human soulknife 5/soulbow 1 CG Medium humanaid (psionic) Init +3; Senses Listen +10, Spot +10 Languages Common ‘C21, touch 13, flat-footed 18 hp 43 (6 HD) Fort 42, Ref +9, Will+7 Speed 30 ft. (6 squares) Melee + mind blade (as +? longsword) +7 (18-3) Ranged +1 mind arrow +6/45 (1d842/x3) with Rapid Shot or Ranged +1 mind arrow +8 (168+2)%3) Base Atk 3; Grp +5 ‘Atk Options Greater Psionic Shot, Point Blank Shot, Precise ‘Shot, Psionic Shot, free draw, throw mind blade, shape ‘mind blade, psychic strike +148 Special Actions mind arrow, mind blade Combat Gear 2 potions of cure light wounds Power Points/Day 2 ‘Abilities St14, Dex 16, Con 12, Int 10, Wis 13, Cha 8 Feats Greater Psionic Shot, Point Blank Shot, Psionie Shot Precise Shot, Rapid Shet, Weapon Focus (mind blade), Wild Talent Skills Autohypnosis +10, Concentration +10, Hide +10, Knowledge (psionics) +7, Move Silently +10, Spot +10 Possessions combat gear plus +2 chain shirt, heavy woode shield, black bandana, sign ofthe astral arrow patch ‘Mind Blade (Su) As the soulknife class feature, EPH 27. ‘Throw Mind Blade (Ex) As the soulknife class feature, EPH 28. Free Draw (Su) As the soulknife class feature, EPH 28 Pychic Strike (Su) As the soulkife class feature, EPH 28, Hook “Tm on the side of right, even ithe law says I'm wrong” Minb FLaveR LE Medium aberration (psionic) Init+6; Senses Listen +11, Spot +1) Languages Undercommon; telepathy 100 f AC, touch 12, Matfooted 13 bp 44 (8 HD) PRIS Fort +3, Ref +4, Wills Speed 30. (6 squares) Molee 4 tentacles each +8 (14441) Base Atk 6; Grp 17 ‘Aik Options extrac, improved grab (MM 187) ‘Special Actions mind bast Power Points/Day 90; Powers Known (ML 3th) Sth-—mind robe (DC 19), psionic plane shift 4thintlect fortes, psionic dimension door, panic ‘dominate (DC 18) 3rd—body adjustment, daze! psonics, mensl barrier 2nd —body equilibria, ego whip (DC 181d insinuation (OC 16), psionic levitate, psionic suggestion (DC 16) ‘ad shouts (DC 16} 1st defensive recogiton, deecs pions, mind shust (0C15) psionic charm (OC 15), vigor ‘BBs Sir 12, Dex14, Con V2, Ine 19, Wis V7, Cha 7 Feats Combat Manifestation, Improved Intiaiv, Weapon Finesse ils Bluff -11, Concentration 1, Disguise +3 (+5 acting) Hide +10, Knowledge (psionics) +12, Listen +1, Move Silently +10, Sense Motive +7, Spat +11, Use Psionic Device +7 CRE "My Blade isthe pure embodiment ofthe slorm. Lamy bul aves {or its levious discharge —Dante, storm disciple A storm discipleisa charecter who decides thatthe best, most glorious way fo serve his ideals is through the natural power, fury, and splendor ofthe storm. While he retains knowledge ‘ofmances, he might have come tfeel that those mantles ate ‘of lesser value than his connection tothe storm. A disciple delights in singing the song of che raging storm, of blackened skies where the thunder is born. He seeks to master the flow of electrical energy that infuses, his chosen weapon with power, becoming conduit for that astonishing energy. BECOMING A STORM DISCIPLE Almost all storm disciples, whether multiclass or single classed, begin as divine minds or ardents. Ardents are often Sense Motive, ‘Taaus 2-7: Tue Stroma DiserPue Hr Die: 810 Base Attack Fort Ref Will Level Bonus Save Save Save Special Ist 1424042 Shocking auras ft 2nd 424340 43—_—Resistance to electricity 5 Bd 434343 Shocking aura 10F., stormwaller ath 44144 Resistance to electricity 15 Sth 45 +4 4H 44— Shocking aure 18 f., thunderblade Class Skills (2 + Int modifer per level): Concentration, Craft, Diplomacy, Heal, drawn to the universal truth embodied by che natural world and its energies. For them, becoming ascorm disciple fsa natural extension of their powers. Most divine minds who become storm disciple, on the other hand, are confidentin their ability to serve their deity however they deem most fi, taking onthe fury ofthe storm and their raining in its se allon thei own Enray Requinements: Base Attack Bonus: 5. Skils: Knowledge (cligion) 8 ranks. Alignment: Any chaotic. Special: Energy mantle or Natural World mantle CLASS FEATURES Storm disciples rake the power and fury of the storm and direct it in combat against their enemies, They can use this power to take an active solein combat, using their resistance and damage-dealing abilities ro cuta swath through the feld ‘of battle. All the following are class features of the storm disciple prestige cass. Manifesting: At 2nd, 3rd, and 4th levels, you gain additional power points per day, an increase in manifester level, and access to new powers as ifyou had also gained a level ina manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. Ifyou had more than one manifesting class before becoming a storm disciple, you must decide to which class to which class to add each level for the purpose of determining power points per day, manifester level, and powers known, Shocking Aura (Ex): Ar istlevel, you gain a special aura thatis always active. You and allies within your aura deal an extva t poincof electricity damage on weapon damage roll. ‘The area affected by this aura inereases as you gain levels as shown on Table 2-7 Resistance to Electricity (Ex): As you gain levelsin this prestige class, you become increasingly resistant to electrical ‘energy, gaining resistance to electricity inthe amountshown con Table 2-7, Stormwalker (Ex): At3td level, you and your mount (if any) can walk or ride through natural or magical storms at your regular speed, completely unaffected by high winds (including magically oc psionically created high winds), pounding precipitation or waves, objects driven by the wind (hich always seem to miss you), great claps cof thunder, natural bolts of lightning, or any other natural storm phenomens. Thunderblade (Su): Ar sch level, your weapon gains the thundering special ability (DMG 225), Manifesting +1 level of existing manifesting class +1 level of existing manifesting class 1 level of existing manifesting class Intimidate, Knowledge (religion), Psicraft, divine affiliation STORM DISCIPLE are welcome, no hthepower —(orlack the acter their partic PLAYING You area constantadvocate for your beliefs thro of storm, traveling he land and destroying any opposite: <7 ay DrCCIPLES IN THE WORLD ned cause that crosses your path with electrical fury Ifyou are part ofan organized church, youare likely atthe "Say what ya want about yer own priestsand such, but i tell service of higher-level clergy, typically levies. You might ing yi that Dante serves his god with th’ cashing thunder ar? serve alongside paladins, whom you consider almost equal blind lighting in divine favo. Geni Dogwaddle half ore rangee and barstool philosopher Combat You relyon acombination ofmartial proess combined with Astorm disciple need not be ditecly tied toa religious or connection tothe power of storms to defeat yourenemies. ganization. One might be unaffiliated with any such group, ‘As you gain levels, you unlock additional psionic abilities, and instead fllow the power of the storm. Inthe ENERHOX setting, storm disiples could work with the mysterious blue dragon enclave rumored tobe the sotrce of lightning storms inthe mountains of Adar, southern Sazlona. These storm dis ciples are followers ofthe Pach of Light, but choose 2 more active role in the defense of their al: pine refuge the Storm Citadel could be added near a mountain range where storms are frequent, such asthe Adar mountains in Eber ron, or could be placed atop an island near major coastline o ‘waterway since lon ofthe storm are typically revered in coastal regions. storm-shroutled peak amid the Nelanther Isles in the Foacorrss Reals setting ‘would be a perfect place to set 2 citadel full of worshipers of Talos and Umberlee who revere the power ofthe storm. though your manifesting abilities will not be as camp: developed asif you had not followed the call of the storm. The abilities your focused study has granted you, however, more than make up forthe lack of psionic advancement As with any martial psion. ic character, psionic powers with a manifesting time of 1 swift action or 1 immediate action are great choices, be- cause they don't force you to choose between an action and desired effect, Good choices include burs catfall, empty mind, evade burst, hustle, and psionic lion's charge When fighting with allies, youll serve asa frontline com batant, allowing other, less martial characters some mea: sure of safery while they employ their own combat skills, abil ties, spells, or powers. You always love it when it storms. As youtrain te become a storm disciple, you find your self meditating outamong the elements, Observers might think you insane, sitting out peacefully in furious thun- nt Organization Some storm disciples choose to be part ofa hierarchy ofa church ‘or priesthood that acceprs them. Given the martial nature of storm disciples, these charze ters always serve the church in 2 military capacity. Some doc- tines do not accept the devotion of astorm disciple, so these dis ciples are forced outside the hierarchy, where they contin: tue to serve their deity a8 rogue operatives. Those who have no church affliation often eschew ‘organizationsalcogether, choos Inga small bind of companions to help them proceed in their chosen quests, dlerstorms thar seem to rage all the fiercer for youe pre tence. To you, though, these moments of connection are sublime Resources If you are in the service of a deity, that is your greatest re- source, As with most cleries and ardents, you can usually count on your temple oF sanc The most notable organize toary food and shelter ae ell Sern d i corre ti sion that incds storm disciples as time for study, training, and re a : is located in the legendary Storm meditation, Beyond the temple Citadel. The Storm Citadel is a oftheirparticular deity all discipleseventually bearofaplace black ron and sione fortress buik atopahigh peak thrast up called the Storm Cita snent flashing thunderstarm. Open jel—a place where all storm disciples into the belly of« pe lpn a mt parapets and balconies are subject to a constant stream of lightning strikes, howling winds, drenching tains, icy hal, and deafening thunder. Inside the many-roomed fortress, the elements are mute, but the shaking thunder, reflected flashes of exterior lightnir their way into every chamber “The Storm Citadel’ reputation isn't sterling, however—itis ‘whispered among those who know of iethat those who reside there have completely severed theie ties with their former deity (if they ever had one in the first place) and instead ‘worship only the howling madness of the thunderstorm. Despite what these stories describe, however, those who live in the Storm Citadel are not required to give up any previous affiliation or belief. All that is required is an ability to appreciate (and survive!) the wild fury of a thunderstorm. The Storm Citadel is under the authority ‘ofa starm disciple called White Mary, who is happy to Jet anyone come and stay who can survive the ascent to the fortress. “Those who wish to become affiliated with the Storm Cita- del gain some advantages of being a par of an organization, including contacts, inside information, a place to stay, and the camaraderie of fellow storm addicts Storm disciples who aspire to join also agree to take on tasks assigned by Storm Citadel elders from time to time. NPC Reactions Among those NPCs who know of storm disciples, the starting attitude toward such characters is likely ro be indifferent. ‘There are simply too many varied goals a characterize the group a5 2 whole as friend or foe to NPCs they mighe mee. ‘Their unhealthy (othe avetage NPC) fascination with storms isalso something that might prevent an NPC from wanting tobe tooclose toastorm disciple—afterall, just because the lightning doesn't strike the disciple doesn't mean the NPC issimilarly blessed. STORM DISCIPLE LORE Characters with ranks in Knowledge (religion) or Knowl ‘edge (psionies) can research storm disciples to learn more about them, When a character makes a skill check, rexd fr paraphrase the following, including informacion from lower Des. DG 10: Storm disciples are some kind of paladins who fight with blades of lighting ‘DCS: Actually, storm disciples have focused completely ‘on their connection to storms ‘DC20: Storm disciples sometimes disappeas fora yearor more, When they reappear, if they do atal, they are cireum- spect about their past whereabouts saying only that they had received a summons from some group or place called the Storm Citadel STORM DISCIPLES IN YOUR GAME ‘esl eccny comps tr per dwn foe your game, Your player charsters might also meet a storm Uiciple as ethersn ally or enemy Adaptation The storm disciple isa well-contained class and should work well inany game thatallows psionic rules. The organization associated with the class, the Storm Citadel, is described as legendary and distant. The class te to che organization could be strengthened to give storm disciples more ofa footprint inthe world Sample Encounter ‘The next time your PCs deal with a large religious organiza tion, either as anally of ran enemy against, they might encounter Dante,a storm disciple ‘EL 12: Dante sa storm diseiple of St. Cuthbert. He warily questions the PCs about their recent activities in connection with series of crimes inthe area. He isnt prone to immed ately attack, but any hostile action is met in kind. Dante ‘Male human divine mind 7/storm disciple 5 CG Medium humanoid Init +1; Senses Listen +4, Spot +4 Languages Common, Dvvarven ‘Aura psychic aura (life) 20 ft, shocking aurs 15 ft ‘AC 25, touch 11 flat-footed 24 hp 101 (12 HD) Fort +11, Ref +4, Will 413; 43 on saves against death spells and powers or psionic death effects Resist electricity 5, ‘Speed 20 ft. (4 squares); stormnwalker Melee rmwk thundering longsword +16/+11 (1d8+4 plus 1 electicity/17-20) Base Atk +10; Grp +14 Atk Options Cleave, Great Cleave, Power Attack ‘Combat Gear potion of cue serious wounds Power Points/Day: 40; Mantle Powers Known (ML 6th) 2nd—energy push (DC 16), from the brink* 4st—energy ray, touch of health Mantles: Energy, Life *New powers described in Chapter 4 Abilities St 18, Dex 12, Con 14, Int 12, Wis 18, Cha 8 SQ thunderblade Feats Cleave, Great Cleave, improved Critical (ongsword), ‘Negotiator, Power Attack, Weapon Focus (longsword), Wild Talent* Skills Concentration +17, Diplomacy +18, Knowledge ((eligion) +16, Sense Motive +21 Possessions combat gear plus +2 full plate armor, +2 heavy steel shield, masterwork longsword, belt of giant strength +4, periapt of Wisdom +2 Psychic Aura (Life) (Su) Dante and all alles within his aura gain +3 on saves against death spells and powers of Psionic death effects ‘Shocking Aura (Ex) Dante and all allies within his aura deal ‘an extra 1 point of electricity damage on any successful ‘weapon attack, Hol cRI2 ruths unspaken are siriply les given no voles "Tame isan iusion That the mad can Fearn fo ignore —Zerth cenobite saying The core ofazerth cenobite’s studies involve strict meditation on the nature oftimeand the bod’s movements through it, culminatingina marcal art known as erthin. Zerthin was first used ataspecial githzersi monastery called ZertiAd Lun, located deep in the chaos-boil of Limbo. The chronal arthas since been disseminated more widely, however Zerthin teaches that though the passage of time allows events to become chaotic and uncontrolled, a disciplined mind filled with a reservoir of psionic power ean view the time stream as just one more dimension of space. This privileged point of view allows a zerth cenobite to see a moment of two into the past and future, thereby gaining insightas to where to place her next blow and how to best dodge the nexe blow of her foe. Practitioners of zerthin claim to be able to peer into the future, enhancing their ‘martial expertise to unmatched heights, BECOMING A ZERTH CENOBITE Almost all zerth cenobites are monks who have gained the knowledge necessary to begin studying the rarefied art of zerthin, Many are githzeri since zerthin was developed first in ZerthiAd Lun on Limbo, bu after the frst zerth cenobite broke the steicture and began teaching zerthin to nongithz- etayall the censure and displeasure of Limbo couldn't keep n a purely githzerai psionic ability Enrey ReQuiReMents Base Attack Bonus: +4. Skile: Concentration 8 ranks. festing: Power point reserve of at least 2. Stil mind clas feature. CLASS FEATURES As they advance in level, zerth cenobites gain abilities that allow them to manipulate time. They also gain a measure of psionic power, though not as much as a character who focuses on psionic Power Points/Day: Youcan manifest powers. Your ability to manifest powers is limited by the power points you have available. Your base daly allorment of power points is given ‘TawLe 2-8: THe Zeer Cenosire Hir Die: 08 Base ‘Attack Fort Ref Will Power Maximum Power Level Bonus Save Save Save Special Points/Day Powers Known Level Known ist +040 #242 Monkabilities, temporal dstilation 1 7 1st (move action) dnd 31404343. Backslip Yfday 2 2 Ist 3rd 324143) 43 Timeless step 3 2 ast ath +3 +1 +444 Precognition 1/day 5 3 and Sth 430 S14 44 Temporal distillation (standard action) 7. 3 2nd Gh +4 424545. Backslip 2/day n 3 2nd Th 45 42 45.45. Precognition 2/day 18 4 Sed Bh +6 42-4646 Temporal strike 18 4 3rd 9th 4643 4546 Precognitive surge 2 4 3rd Vth 47.—43.«47-—-47-‘Temporal distillation (full-round action), 27 5 ath timeless body Class Skils (4 + nt modifier per level): Autohypnosis, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (psionics) Knowledge (religion), Listen, Move Silently, Psicraft, Sense Motive, Spot, Tumble. ‘onTable 2-8. Inaddition, you eceive bonus power points per ay if you havea high Wisdom score (see Table 2-1: Ability Modifiers and Bonus Power Points, EPH 18). Yourrace might provide bonus power points per day, as might certain feats and items. If you have powter points from a different class, those points are pooled and can be used to manifest powers fom cther clas. Powers Known: You choose your powers from the psy chic warrior power lst. At tst level, ou know one psychic warrior power of your choice. Each time you attain a new level,you learn one new power. You can manifest any power that has a power point cost equal to or lower than your manifester level The total number of powers you can manifest per day is Limited only by your daily power points You simply know your powers they are ingrained in your mind. You do nor need to prepare them (in the way that some spelleasters prepare their spells), though you must get a good nighr’s sleep each day to regain all your spent power points. The Difliculty Class for saving throws against zerth ceno- bite powersis 10+ the power'level + the zerth cenobite’s Wis modifier. For example, the saving throw against a 2nd-level power has a DC of 12 Wis modifier. Maximum Power Level Known: You gain the ability © learn one 1stlevel power when you take your firs level in the prestigeclass. You atain the ability tomaster more complex powers at 4th, 7th, and toth level To learn ot manifest « power, you must have « Wisdom score of at least 10.4 the power's level For example, a erth cenobite with a Wiseom score of 13 ean manifest powers of 3rd level or lower. Monk Abilities: Your zerth cenobite class levels stack with your monk levels for the purpose of determining your unarmed damage, bonus to Armor Class, and unarmored speed. Your class levels do not apply to other monk abili- ties, such as flurry of blows, slow fll, and so on. A monk who becomes a zerth cenobite ean continue advancing as amonk ‘Temporal Distillation (Su): Once perday, youare able to center another time frame, moving much more quickly than othercreatures around you. This concentrated burst of time estence allows you to take an additional move action during Aesth level,you are able ro accomplish even more during the accelerated period, and can instead take an additional standard action (or move action) during your turn, ‘Ar 10¢h level, you have gained further mastery of thet moment time, and can take an additional fulktound action jora move action and a standard action) during your tur: Backslip (Ps): At 2nd level, your mental mastery of temporal flow grows sufficiently large that you can gaze a few instants into the past. Using that knowledge, you can then slightly alter events that have ust occurred. Once per day san immediate ation, youca rerell one roll rhat you have made before the DM declares whether the rol results in success fil ure. You must rake the resultof the reroll, even ifi's worse than the original rll ‘Arath level, youcan use back slipewice per day. ‘Timeless Step (Ps): Once peeday asa standard action ar 3ed level and higher, you can step forward in time a ‘number of rounds equal to or Tess than your Wisdom modi- fier (always into the future, never into the past). In effect, you seem to disappear, then te appear the appropriate number of rounds later. You teappearin the same orientation and condition asbefore. For you, no time has passed atall 1 the space from which you ddepactediseccupied upon your re ‘turn tothe time stream, you appear intheclosest unoccupied space, illin your original orientation. Determine the closest space randomly if necessary Precognition (Ps): Once per day at 4th level and higher, youcan glimpse fragments of potential future events. Thisimperfec fon knowledge is good enough to grant youa +2 insight bonus tharyou can apply roan attack roll a damage roll saving throw, ora skill check. You can elect to apply the bonus to the roll after you determine that your ure modified rll is lower than desitd. ‘At7th level youcan trigger your pre cognitive ability wvice per day. ‘Temporal Strike (Ps): At sth level and hhigher, once per day, when you damage a foe with yourunarmed attack youtcan attempt to. Ts send that foe reeling through the contintnim a of ime. Declaring a temporal strike is a swift action that follows z successful melee artack. The target of the strike must make Will saving throw (DC 10 «1/2 your character level + your Wis modifie). If your foe fails his saving throw, he is husled forward in time in addition ro taking damage normally ‘The subject is propelled 10 rounds forward in time by the violence ofthe strike. In effec, the subject seems to disap pear through a hole punched in space, then reappears 10 Mas. by EO Conner monks of a particularly au the value of team, howe be everywhere at once or fill every need. rounds later. The subject reappears in the same orientation and condition as before. From the subject's pointof view, no time has passed at all, In each round following the strike before the subject falls back into the time stream, on what would have been the smpta DC 15 Wisdom check. Success allows the subject ro return. The subject can act normally on its next turn after returning to the time stream, IF the space from which the subject departed is occupied ‘upon is return to the time stream, it appears inthe closest tunocenpied space stillin his original orienta tion. Determine the closest space randomly ‘necessary Preeognitive Surge (Ps): At th level, you gain apowrerful sixth sense that can be called upon once per day. This extraordinary ‘recognition grantsaninsight bonusequal to your combined monk and zerth ceno: bite levels (maximum +25) on any single attack roll, opposed ability check or skill check, or saving throw. Alter natively, you can apply the insight bonus to your AC againsta single attack even ifyou are flarfooted) Activating thisabilityisan imme- diate action. You must choose 10 use a precagitive surge before you make the rll itis co modify Timeless Body (Ps): When youreach 10th level, once per day as a standard action your body can shiftits biological processes to a static time stream where no time passes. While timeless body fs active, you ignore all harmful (and helpful) effects, beginning when you trigger this power and ending artheend of your next turn, While inthis state, ou areinvulnerable to all attacks and powers PLAYING A ZERTH CENOBITE Understanding that the flow of time is justone more dimension to be conquered and moved through by volition, just as one can takea step forward or beck isacentral fener oftea ty for you, In day-to-day life, you might choose to set aside your more theoretical pursuits in favor of practical applications, especially if ide you have chosen to expand your experiences through adventuring. ‘Some zerth cenobites strike out alone, seeming tobe merely jere monastery. Most recognize ; for even a student of time can't Combat ‘You use your ability to affect time to defeat your foes, as well as the limited access you have to manifest melee-oriented

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