Professional Documents
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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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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
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.
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
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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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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