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Untapped Potential

New Horizons in Psionics


Authors: Brian Dupuis, Michel Fiallo-Perez, Greg Jacob, Jeremy Smith Editing: Brian Dupuis Additional Design: Will Elyea, Anthony Ogden Contributors: B.J. Horn, Dylan Wiznura Design / Layout: Jeremy Smith Cover Design and Illustrations: Brandon Glore Interior Artists: J.R. Dart, Angelo del Castillo, Brandon Glore, Rick Hershey, Gerald Lee, Alex Leonard, Kevin Miller Special Thanks: Andreas Rnnqvist, Derek M. Koch, Michael Armstrong Requires use of the Dungeons & Dragons Third Edition Core Books and the Expanded Psionics Handbook, published by Wizards of the Coast, Inc. This book utilizes updated material from the v. 3.5 revision.
d20 System and the d20 System logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at <www.wizards. com/d20>. This edition of Untapped Potential: New Horizons in Psionics is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all Dreamscarred Press product and product line names including but not limited to Untapped Potential: New Horizons in Psionics, any specic characters, monsters, creatures and places; proper names and names of places, artifacts, characters, countries, specic creatures, geographic locations, gods, historic events, organizations, and abilities; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in nal or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content. Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open Game Content. Some portions of this book which are Open Game Content originate from the System Reference Document and are 1999, 2000, and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE Untapped Potential: New Horizons in Psionics 2007 Anthony Ogden, Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo-Perez, and Will Elyea. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this books authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only. This document is a work of ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Some artwork in this book is 2006 Reality Deviant Publications, used with permission. Some artwork copyright Michael Hammes and Philip Reed, used under license. www.roninarts.com

Table of Contents
Introduction Using This Book Hyperconscious Discipline vs. Devotion Rules Replacements An Island of Dreams Chapter 1: Races Racial Paragon Classes Dromite Paragon Duergar Paragon Elan Paragon Half-Giant Paragon Maenad Paragon Xeph Paragon Racial Specialty Levels Dromite Ranger Dromite Society Mind Duergar Egoist Duergar Fighter Elan Monk Elan Psion Half-Giant Psychic Warrior Half-Giant Soulknife Maenad Fighter Maenad Wilder Xeph Monk Xeph Soulknife Chapter 2: Classes Devoted Psion Marksman Society Mind Chapter 3: Feats New Feats Assassin Training Course Correction Craft Cognizance Crystal Craft Crystalic Communal Exemplar Deceptive Blade Duck and Weave Dueling Blade Durable Mind Exotic Mind Blade Falling With Style Fill The Blade Focused Dreamer Formbinding Harmonic Resonance Hawkeye Improved Power By Proxy Lend Health Luck Doesnt Stop Me 1 1 1 2 2 2 3 3 3 5 6 7 8 9 10 10 11 11 12 13 13 14 15 15 16 17 17 19 19 22 29 37 37 37 37 37 37 39 39 39 39 40 40 40 40 40 40 40 41 41 41 41 Master Formbinder Master of Mantras Mental Dampening Mentally Inconspicuous Mind Blade Finesse Mind Blade Kensai On Fire Out of Mind, Out of Sight Personality Purge Poison Mastery Poisoned Blade Power By Proxy Psicrystal Afnity Psychic Substitution Psychokinetic Fist Quickshaper Reckless Blade Renewal Shieldwarden of Maenae Shuriken Mind Blade Soul Buffer Subconscious Containment Subconscious Reexes Vigilance of the Giants Web of Inuence Xeph Bladestorm MANTRAS Blade of the Champion Burst of the Cheetah Claws of the Tiger Eye of the Storm Fangs of the Cobra Final Strike of the Executioner Patience of the Hunter Presence of the Master Riding the Waves Roots of the Mountain Spirit of the Attuned Student of the Mind Swift as the Shadows Way of the Empty Palm Way of the Warrior Wrath of the Dragon Chapter 4: Prestige Classes Amalgamist Anyform Savant Energist Enlightened Exemplar Enlightened Protector Knight Meditant Maverick Voidshaper Phenotype Impressionist Psicrystal Imprinter Psychic Acrobat 42 42 42 42 42 42 42 43 43 44 44 45 45 45 45 45 46 46 46 46 46 46 47 47 47 48 48 48 48 48 48 49 50 50 50 50 50 51 51 51 51 51 51 52 53 57 60 63 67 70 72 75 78 81 Seidmadr Sighted Seeker Chapter 5: NPCs and Organizations Augur Organizations Organizational Specialty Levels Cosmic Echoes Harmonizer The Mindwatch Psychic Watchman The Enlightenment Chapter 6: Powers Marksman Powers Psion / Wilder Powers Psion Devotion Powers Psychic Warrior Powers Society Mind Power Power Descriptions Chapter 8: Items Crystalics Focus Crystals Impression Crystals Mind Stones Psicrowns Universal Items Special Materials Chapter 8: Monsters Astral Juggernaut Ego Dragons Logos Dragon Pathos Dragon Cerebral Stalker The Nameless Fear Larval Nameless Augmented Nameless Template Dire Nightmare Prestige Class Dreamscarred Fear Spawn Psionic Constructs Crystalline Construct Sonic Construct The Mindborn Appendix Variant Soulknife Variant Wilder Epic-Level Psionic Characters New Epic Feats Open Gaming License (OGL) 84 87 93 93 94 94 95 96 97 98 99 101 102 103 103 104 104 106 129 129 130 130 130 131 132 133 135 135 136 137 139 141 142 142 144 145 148 149 150 150 151 153 157 157 159 161 162 164

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Foreword
Untapped Potential: New Horizons in Psionics initially began as a pet project of four guys who really liked psionics. They liked it so much, in fact, that when a new psionic sourcebook was released, they realized that they could do what that other book had tried to do, and do it even better. After six months of online collaboration, many conversations well into the morning hours, countless rewrites, redesigns, rejected ideas, and new innovations, the rst publically available version of Untapped Potential: New Horizons in Psionics was released in July 2006 - only from the Dreamscarred Press website, and only announced at one psionics forum. The response was staggering, especially for a publishing company created solely to distribute this fan-created work. Pre-orders for the book literally ooded in. Of course, at a whopping $5 per book, given that the early estimate was over 100 pages of new material, it was a bargain, even from a team of new authors. The initial release had absolutely no artwork - except for some amateur tribal tattoo designs passed through some lters. The initial release directly paid for illustrations for the print release, and while there have been mixed reactions to the artwork, for an upstart company with virtually no funds, it was a major victory - each author holding a printed copy of his own work, with his name in the credits, a full-color cover, looking like a real RPG book. It has been just over a year since the initial release of Untapped Potential: New Horizons in Psionics. In that time, Dreamscarred Press has expanded its staff, its product lines, its website, and the storefronts where its products can be purchased. It has released another major book, The Mind Divine, a handful of High Psionics supplements, and has several other product lines in development. A printed version of Untapped Potential: New Horizons in Psionics shipped to dozens of customers in a variety of nations around the globe. Some have even said we provide the best psionics support in the industry today. All because four guys on a message board decided they could do it, and do it better. We would like to give our heartfelt thanks to our readers - your support has made all this possible. Were psionics fans just like you, and all were out to do is provide what we feel is the best psionics material. We may not always get it right - but were going to do everything in our power to try. Jeremy Smith, Co-Founder Dreamscarred Press

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Untapped Potential: New Horizons in Psionics

Introduction
Rajrin: The Dreamy Isle. Its tales have served as building blocks in the creative unconscious of society. However, this island of the mind is more than just a mythical construction it has appeared in reality, and brings with it a vast wellspring of untapped potential
Welcome to Untapped Potential: New Horizons in Psionics, a sourcebook expanding psionics in your games. Within these pages you will nd a host of new options for psionic characters, including feats, prestige classes, and powers. Characters belonging to a psionic race will also nd some special options relating to the unique strengths and characteristics of their race. GMs, as well, should nd material up their alley, ranging from psionic organizations and NPCs to a host of vicious monsters, including one group of monsters able to serve as an entire campaign focus. However, all of this would be difcult to integrate into an existing game. So, weve done the work for you. Rajrin, the Dreamy Isle, serves as a featured adventure setting for Untapped Potential. While it is not necessary to reference Rajrins unique characteristics in your games at all, the island can be easily inserted into any game world, and can serve as a wonderful source of adventure as well as an alternative to the usual revisionist approaches needed when using a new game supplement. In games that are looking to introduce psionics as a whole as opposed to just the new material in this book, it can serve as a vehicle for that delivery as well with minimal changes. In order to facilitate the diverse nature of one campaign to the next, the specics of Rajrin are left deliberately vague, to be adjusted to best suit your game. For more information on this strange place, see below. If youd rather treat this book like other sourcebooks, nothing is stopping you simply ignore references to Rajrin and the entire book becomes setting-neutral. With this in mind, welcome to the shores of Rajrin, where you may witness rsthand the untapped potential of a mind unbound

HYPERCONSCIOUS

USING THIS BOOK

Untapped Potential: New Horizons in Psionics expands on Open Game Content presented in the Expanded Psionics Handbook. The symbol UT is used throughout Untapped Potential to indicate material introduced in this book. Supplemental information may be found online at this books website, at <http://www.dreamscarredpress. com>. Additional material, such as web enhancements, will be collected on this site.

Untapped Potential contains references to Open Game Content that appeared originally in Hyperconscious: Explorations in Psionics, by Bruce. R. Cordell. Hyperconscious is not required to enjoy Untapped Potential, but your play experience may be enhanced by using these two books together. Except for a single feat, Untapped Potential does not reprint material from Hyperconscious. Rather, the HC symbol is used to denote if a particular element originated there, and sidebars throughout the book provide alternatives if you are not using Hyperconscious. If you are using the Mindscapes psionic combat system, you will need to know the following information: The following classes use the good mode check progression: devoted psion, society mind, energist, enlightened exemplar, psicrystal imprinter, seidmadr, and sighted seeker. The following classes use the average mode check progression: marksman, amalgamist, anyform savant, enlightened protector, knight meditant, maverick voidshaper, phenotype impressionist, and psychic acrobat. Every monster (and NPC) presented in this book has its mindscape mode check bonus listed with its resting mode in its statistics block. As normal for psionic monsters, every psionic monster in this book uses the good mode check progression, including the templated monsters. However, the dire nightmare prestige class (for the Nameless Fear) uses the average mode check progression. A few monsters have special abilities based on the Mindscapes system: if you are not using this system, alternate versions have been provided in the individual ability descriptions. Many monsters (particularly those of the Nameless Fear) have the dreamborn subtype, which appears in Hyperconscious and belongs to creatures comprised, at least partially, of the stuff of dreams. If you do not have access to Hyperconscious, treat a creature with the dreamborn subtype as having a 20% miss chance against all attacks (physical or not), due to the creatures hazy, outof-focus appearance. This isnt an incorporeal miss chance or concealment, so ghost touch weapons or concealmentreducing effects do not ignore this miss chance, but other effects that ignore miss chances altogether (such as an augmented the arrow knows the way UT power or any areaeffect spell or power) can affect a dreamborn creature normally. The psionic classes introduced in this book with unique power lists (the marksman, society mind, and sighted seeker) have powers from Hyperconscious presented on

army the PCs work for, fellow competitors in an archery contest, or even just a amboyantly good darts-player at the tavern. Any or all of these work well for PC marksmen introducing themselves to the party as well. Adversarial marksmen work best in a snipers role, but remember an enemy the party doesnt spot is an enemy they dont learn to recognize. Adaptation: Marksmen are relatively easy to adapt, as they exist in such a wide niche of avor. Instead of relying on intuition, perhaps marksmen in your game are the chosen of the deities of luck, and draw their power from there. Maybe there are no organized marksmen, instead it being a solitary path. Perhaps, in your game, the marksmen are one of the products of a breeding program for elite psionic supersoldiers. Forcing marksmen to choose a single signature style (instead of choosing at each stage) forces the class into a more rigid structure, as does altering the signature style options. If your campaign features other broad classes of ranged weapons -- for instance, gunpowder pistols or ries -- then marksmen certainly should have new signature styles for each broad weapon class, reecting the nuances of such a style. Encounters: NPC marksmen likely are either colorful characters encountered in nonlethal (yet preferably competitive) environments such as archery competitions or the dartboard at the local pub, or deadly professionals that the PCs may never actually see in person, striking from the distant shadows. Although marksmen (especially crossbow marksmen) make excellent snipers, the PCs should have some method of identifying their foe at some point an enemy that remains hidden and nameless isnt an enemy that the PCs will recognize later.

In addition, society minds also have the unique ability to enter into a worldthought network with other beings, through which the society mind can strengthen his allies, as well as weaken and subvert his foes. Races: Society minds tend to show up mostly in the social races, or in the nomadic races that travel and see many lands. Humans and halings, qualifying on both accounts, produce numerous society minds. Dromites make great society minds, as the power of the class is often a simple extension of their hive mind paradigm onto the rest of the world. Alignment: Society minds tend most often to be neutral in both ethical and moral perspectives; the constant view of the larger trends leaves many society minds impartial and aloof. This is not always the case, though. Good society minds seek to harmonize with the ow of others thoughts and bring all conicts to a constructive resolution, while evil society minds leech off the mental powers of the communities they live in and feel that their powers and unique position within the greater mind marks them as obviously superior.

GAME RULE INFORMATION

SOCIETY MIND

Society minds have the following game statistics. Abilities: Wisdom determines what level of psionic power a society mind can manifest, how hard his powers are to resist, and his bonus power points per day. Charisma is useful to a few society mind abilities and a number of society mind skills, and a society mind needs Constitution for more hit points. Alignment: Any Hit Die: d6 Starting Gold: 4d4 x 10 (100 gp) Starting Age: Complex (as psion) CLASS SKILLS The society minds class skills are Autohypnosis, Bluff, Craft, Concentration, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (Psionics),Knowledge (History), Knowledge (Local), Listen, Perform, Profession, Psicraft, Sense Motive, Speak Language, Survival. Skill Points at 1st level: (4 + Int modier) x 4 Skill Points at Each Additional Level: 4 + Int modier

Care to share your thoughts? - Jaieth, human society mind A network is a pattern that naturally arises whenever multiple objects interact with each other with shared consequences. All organic life is a network of such patterns, blood and esh and wood and earth working unconsciously towards the goal of survival. Even unliving things, the dancing stars in the sky and the slow geologic gathering of mountains follow certain guidelines. Thinking beings follow patterns far more complex, of emotions, dreams and ideas. These networks, and the mind they form, are what power a society mind.

CLASS FEATURES

MAKING A SOCIETY MIND

Society minds must choose their powers known every day after resting and meditating on the greater pattern of things. Like a wilder, a society mind has very few powers known, but a society mind can change his powers known from day to day. A society mind uses power points and can augment his powers like any other manifesting class.

Your psionic powers and your worldthought network are your most vital abilities. Helping your allies - whether by enhancing them or making your enemies weaker - is what you do best. Weapon and Armor Prociency: Society minds are procient with all simple weapons and light armor. Armor does not, however, interfere with the manifestation of powers. Power Points/Day: A society minds ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2-3:

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Untapped Potential: New Horizons in Psionics


his crystalic limb in the form of a claw, gaining a claw form involves the amalgamist calling ectoplasm around attack that deals 1d6 slashing damage if he is Mediumthe crystalic arm, and condensing it into the shape of his sized. If he is a larger or smaller size, adjust the damage desire, using his limb as a framework. An amalgamist accordingly to the size difference. This claw has a +1 may not form just anything using this ability, though he enhancement bonus to attack and damage rolls, is treated is limited by his own prowess with the limb, which is as psionic for purposes of damage reduction, and may be represented by restructuring points. An amalgamist has a number of restructuring points equal to his key ability used as a primary or secondary natural attack as normal. modier for manifesting, plus one restructuring point per For every additional two points used, the claws class level. Restructuring points are not lost once they are enhancement bonus increases by 1. used to shape a crystalic limb; the next time the limb is Enhanced strength (2 points): An amalgamist may recongured, all the points are regained and new options psychokinetically increase the strength of his crystalic may be chosen. Restructuring a crystalic limb normally limb, gaining a +2 competence bonus on all Strength takes ten minutes of concentration, but experienced checks and Strength-based skill checks involving the use amalgamists may perform this task in less time (see of the crystalic limb. For each 2 additional points invested, below). the competence bonus increases by 2. Sample congurations are listed below, along Sensor (3 points): The amalgamist gain the ability to with their cost in restructuring points. These are see from his hand as if it had the Sighted ability of a all actual extensions of a limb, and as such cannot psicrystal while he concentrates. This means, in part, be disarmed or dropped. An amalgamist cannot that he could look around corners by holding his invest more restructuring points in any one of hand out or combining it with the extension these options than his class level. option. If the amalgamists normal Tool (1 point): The ectoplasm forms any of visual or auditory senses are somehow the metal tools or basic equipment (as found impeded, the sensors input for that on Table 7-8 in the Players Handbook) that sense automatically replaces them the amalgamist could comfortably carry in (without the need to concentrate), one hand. He may rotate between a hand allowing him to remain form and a tool form as a free action. If functioning normally. this ability is selected more than once, If the amalgamist instead the amalgamist may only emulate one invests 5 points, in addition tool at a time, but can switch between to the normal sensor them with a free action. benets, he also gains Extension (1pt): As a move tremorsense out to 20 ft. from action, an amalgamist may his hand by placing it on the elongate his wrist to up to 50 ground. Every additional ft., granting his hand the ability point invested in sensor to afx to objects. The arm is increases the range of suitable for use as rope in this the Sighted ability (and form (treat it as a steel chain), tremorsense, if available) but is not strong enough to move by 10 ft. independently while extended. Shield (1 point): Ectoplasm Another move action may be spent forms a thick, wall-like surface to retract the hand, if it is not attached to extending from the forearm, anything, returning the arm to normal. If the Sucari, maenad amalgamist, after his most forming a buckler or a small arm is sundered in this form, the amalgamist or large shield (chosen at the recent augmentation takes 2 points of Strength damage, and his time of restructuring) with a +1 total available restructuring points are reduced by however enhancement bonus. For each additional point invested, the many points he had invested in extension until he repairs shields enhancement bonus increases by 1, to a maximum of +5. the limb through the Craft Crystalic UT feat (as if repairing Sonokinesis (3 points): The amalgamists st becomes a psionic item). broader and his wrist reinforces its connection to the arm. If the amalgamist instead invests 2 points, by While making an attack with his crystalic limb (either an concentrating, he may slowly move his extended arm unarmed strike or using the claw or weapon options), an as if it were his normal arm, accomplishing anything he amalgamist using sonokinesis may imbue it with sonic could with the far hand power (although the limb must be energy. Doing so imposes a -2 penalty to damage (and does able to physically reach the object and the amalgamist is not change the damage type), but allows him to ignore up still limited by his senses). Each additional point invested to 10 points of an objects hardness. This is most frequently beyond the base cost increases the length by 20 ft. used when sundering weapons or breaking doors. If he Claw (2 points): The amalgamist calls ectoplasm around

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Chapter 5: NPCs and Organizations


Concentration, Craft, Diplomacy, Forgery, Gather Information, Heal, Intimidate, Knowledge (any), Profession, Psicraft, Sense Motive, Use Psionic Device. Skill Points at Each Level: 4 + Int modier (or four times this number as a beginning character). Augury (Su): An augurs role in the community is dened by her ability to glimpse the future. By meditating for 5 minutes, she gains the benets of an augury spell (in Chapter 11: Spells in the Players Handbook). No focus or material components are required, although the base chance of the effect succeeding is only 50% +2% per class level. An augur may attempt an augury more than once per day, although each additional attempt costs the same amount of power points as the last attempt +1 additional power point. Granted Knowledge: An augur gains the Expanded Knowledge feat as a bonus feat at level 4 and every four levels after that (levels 8, 12, 16, and 20). However, an augurs choice is limited to powers on the psion/ wilder list for these bonus feats. She may still select from other lists if she selects Expanded Knowledge normally.

CLASS FEATURES All the following are class features of the augur. Power Points/Day: An augurs ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table 5-1: The Augur. In addition, she receives bonus power points per day if she has a high Wisdom score (see Table: Ability Modiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items. Powers Known: An augur begins play knowing no psionic powers, although she may learn them with experience. Augurs learn powers differently from ORGANIZATIONAL PRESTIGE other classes they gain potential, but no actual ability to manifest without CLASS SPECIALTY LEVELS additional effort. An augur has a Sometimes, organizations have unique maximum number of powers that prestige classes that illustrate their impact she can learn, but in order to actually to the world in game-mechanical terms. learn any powers, she must research These classes reect the strengths and them by expending part of her soul in unique style of that group, giving the form of XP (see Independent a character a sense of pride in Research in the Expanded their membership. This is Psionics Handbook). After certainly the case with the she has learned a power, an Enlightenment in this book augur can manifest it or any (with two prestige classes other power she knows that of its own). However, its also has a power point cost equal quite common to have developed an to or lower than her manifester organization without its own unique level. prestige classes, particularly in campaign The total number of powers an augur can An augur might serve as a worlds that incorporate previously-published villages wise woman manifest in a day is limited only by her daily material. Perhaps you want a distinct prestige power points. class with new abilities tied to the organizations outlook, An augur simply knows her powers; they are ingrained or perhaps you just want to distinguish your own Knights in her soul. She does not need to prepare them (in the way Obsidian from the similar (and already published) Knights that some spellcasters prepare their spells), though she Meditant in your game. Thats where organizational must get a good nights sleep each day to regain all her specialty levels come in. spent power points. These operate just as racial specialty levels (see chapter The Difculty Class for saving throws against augur 1: Races) in most respects. When you could gain one of the powers is 10 + the powers level + the augurs Wisdom indicated levels of a particular prestige class, and you meet modier. An augurs power list (for the purposes of the unique organizational requirement, you can choose to activating psionic items) is her powers known. gain the organizational specialty level instead. Possessing Maximum Power Level Known: An augur begins even one specialty level usually renames the prestige class play with the ability to learn 1st-level powers (although accordingly and grants abilities that would normally be she does not begin knowing any, she may still learn them slightly stronger than the default prestige class but it later through independent research). As she attains higher comes at a price. The organizational requirement is treated levels, she may gain the ability to master more complex as a prerequisite for the class and often includes some powers. distinct code of conduct. Should you leave the organization To learn or manifest a power, an augur must have a or otherwise violate the requirement, you lose access to the Wisdom score of at least 10 + the powers level. prestige classs special abilities just as if you had lost any

ORGANIZATIONS

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