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Untapped Potential Expanded Edition

Dreamscarred Press' expanded rules for psionics in D&D 3.5

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0% found this document useful (2 votes)
650 views209 pages

Untapped Potential Expanded Edition

Dreamscarred Press' expanded rules for psionics in D&D 3.5

Uploaded by

Brunogan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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
Contributor: B.J. Horn, Dylan Wiznura
Design / Layout: Jeremy Smith
Cover Design and Illustrations: Brandon Glore
Interior Design: Brandon Glore
Interior Artists: J.R. Dart, Brandon Glore, Gerald Lee, Alex Leonard, Kevin Miller

Special thanks for errata submissions: Andreas Rönnqvist, Michael Armstrong

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

For supplemental material, please visit our website: <[Link]>


“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 <[Link]/d20>.
This edition of Untapped Potential 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 specific characters, monsters, creatures and
places; proper names and names of places, artifacts, characters, countries, specific 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 final or draft
versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above
Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the remainder of Untapped Potential: New Horizons
in Psionics is designated as Open Game Content as well as anything contained herein which is already Open Game Content by virtue of appearing in
the System Reference Document or some other Open Game Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000, and 2001
Wizards of the Coast, Inc, while others originate from Hyperconscious: Explorations in Psionics ©2004 Bruce R Cordell or Unearthed Arcana
©2004 Wizards of the Coast. The remainder of these Open Game Content portions of this book are hereby added to Open Game Content and if so
used, should bear the COPYRIGHT NOTICE “Untapped Potential: New Horizons in Psionics” ©2006 Brian Dupuis, Will Elyea, Michel Fiallo-Perez,
Greg Jacob, Anthony Ogden, Jeremy Smith. All artwork presented herein is copyright of the artist and is used with permission. This material is
protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the artwork or non-
Open Game Content herein is prohibited without express written permission from this book’s authors, except for purposes of review or use of Open
Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.

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

Table of Contents
Chapter 1: Introduction 1 Poison Mastery 54 Chapter 7: Powers 123
Using This Book 1 Poisoned Blade 54 Marksman Powers 124
Hyperconscious 1 Power By Proxy 54 Psion / Wilder Powers 126
Discipline vs. Devotion 2 Psicrystal Affinity 55 Psion Devotion Powers 126
Rules Replacements 2 Psychic Substitution 55 Psychic Warrior Powers 127
An Island of Dreams 2 Psychokinetic Fists 55 Society Mind Powers 127
Quickshaper 55 Power Descriptions 129
Chapter 2: Races 5 Reckless Blade 55 New Powers 129
Racial Paragon Classes 5 Renewal 56
Dromite Paragon 5 Shieldwarden of Maenae 56 Chapter 8: Items 159
Duergar Paragon 7 Shuriken Mind Blade 56 Crystalics 159
Elan Paragon 8 Soul Buffer 56 Focus Crystals 161
Half-Giant Paragon 10 Subconscious Containment 57 Impression Crystals 161
Maenad Paragon 11 Subconscious Reflexes 57 Mind Stones 161
Xeph Paragon 12 Vigilance of the Giants 57 Psicrowns 162
Racial Specialty Levels 13 Web of Influence 57 New Universal Items 164
Dromite Ranger 14 Xeph Bladestorm 57 Special Materials 165
Dromite Society Mind 14 MANTRAS 57
Duergar Egoist 15 Blade of the Champion 58 Chapter 9: Monsters 167
Duergar Fighter 16 Burst of the Cheetah 58 Astral Juggernaut 167
Elan Monk 16 Claws of the Tiger 58 Ego Dragons 169
Elan Psion 17 Eye of the Storm 58 Logos Dragon 170
Half-Giant Psychic Warrior 18 Fangs of the Cobra 59 Pathos Dragon 172
Half-Giant Soulknife 19 Final Strike of the Cerebral Stalker 175
Maenad Fighter 19 Executioner 59 The Nameless Fear 177
Maenad Wilder 20 Patience of the Hunter 59 Larval Nameless 177
Xeph Monk 21 Presence of the Master 59 Augmented Nameless 179
Xeph Soulknife 22 Riding the Waves 60 Dire Nightmare Prestige Class 181
Roots of the Mountain 61 Dreamscarred 183
Chapter 3: Classes 23 Spirit of the Attuned 61 Fear Spawn 185
Devoted Psion (Variant) 23 Student of the Mind 61 Psionic Constructs 187
Marksman 27 Swift as the Shadows 61 Crystalline Construct 187
Society Mind 35 Way of the Empty Palm 62 Sonic Construct 189
Way of the Warrior 62 The Mindborn 190
Chapter 4: Feats 45 Wrath of the Dragon 62
New Feats 45 Appendix 195
Assassin Training 45 Chapter 5: Prestige Variant Soulknife 195
Course Correction 45 Classes 63 Variant Wilder 197
Craft Cognizance Crystal 45 Amalgamist 64 Epic-Level Psionic Characters 200
Craft Crystalic 47 Anyform Savant 68 New Epic Feats 201
Communal Exemplar 48 Energist 72 Open Gaming License (OGL) 203
Deceptive Blade 48 Enlightened Exemplar 76
Duck and Weave 48 Enlightened Protector 80
Dueling Blade 48 Knight Meditant 84
Durable Mind 48 Maverick Voidshaper 87
Exotic Mind Blade 48 Phenotype Impressionist 91
Falling With Style 48 Psicrystal Imprinter 94
Fill The Blade 49 Psychic Acrobat 98
Focused Dreamer 49 Seidmadr 101
Formbinding 49 Sighted Seeker 105
Harmonic Resonance 49
Hawkeye 49 Chapter 6: NPCs and
Improved Power By Proxy 50 Organizations 113
Lend Health 50 Augur 113
Luck Doesn’t Stop Me 50 Organizations 115
Master Formbinder 51 Organizational Prestige Class
Master of Mantras 51 Specialty Levels 115
Mental Dampening 51 Cosmic Echoes 115
Mentally Inconspicuous 51 Organizational Specialty:
Mind Blade Finesse 51 Harmonizer 116
Mind Blade Kensai 52 The Mindwatch 118
On Fire 52 Organizational Specialty:
Out of Mind, Out of Sight 52 Psychic Watchman 119
Personality Purge 52 The Enlightenment 121

iii
iv
Introduction

Chapter One: Introduction


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

1
Untapped Potential: New Horizons in Psionics

used to denote if a particular element originated None of these powers make use of the campaign-
there, and sidebars throughout the book provide changing elements of Hyperconscious, however,
alternatives if you are not using Hyperconscious. so if you have access to the book and are not
using it for that reason, these powers may
If you are using the Mindscapes psionic combat remain available at the GM’s option.
system, you will need to know the following
information: Discipline vs. Devotion
The following classes use the good mode check Since the release of the current edition of
progression: devoted psion, society mind, psionics, new players are often confused with the
energist, enlightened exemplar, psicrystal term “discipline.” This is because it actually
imprinter, seidmadr, and sighted seeker. refers to two very different things at the same
The following classes use the average mode time – one refers to the “school” of a psionic
check progression: marksman, amalgamist, power (psychometabolism, metacreativity, and
anyform savant, enlightened protector, knight so on), and the other to one of the six types of
meditant, maverick voidshaper, phenotype psions and their special lists of powers (egoist,
impressionist, and psychic acrobat. shaper, and so forth).
In order to reduce confusion, Untapped
Every monster (and NPC) presented in this book Potential uses the term “discipline” only in the
has its mindscape mode check bonus listed with first case – the term “devotion” is introduced to
its resting mode in its statistics block. As normal represent the psion subtype and unique list.
for psionic monsters, every psionic monster in An example of use would be “Many powers in the
this book uses the good mode check progression, shaper devotion list come from the
including the templated monsters. However, the metacreativity discipline.”
dire nightmare prestige class (for the Nameless This does not carry with it any mechanical
Fear) uses the average mode check progression. change. It affects only names, and is for the sake
A few monsters have special abilities based on of clarity. The only retroactive change is
the Mindscapes system: if you are not using this renaming the first-level psion class feature to
system, alternate versions have been provided in “devotion”.
the individual ability descriptions.

Many monsters (particularly those of the


Rules Replacements
Nameless Fear) have the dreamborn subtype, By and large, Untapped Potential does not
which appears in Hyperconscious and belongs to replace any rules in your games, it merely
creatures comprised, at least partially, of the provides new ones. However, it does present an
stuff of dreams. If you do not have access to alternate to the often-confusing shapechanging
Hyperconscious, treat a creature with the rules. More details on this alternate system, plus
dreamborn subtype as having a 20% miss chance the exact list of material it replaces from the
against all attacks (physical or not), due to the Expanded Psionics Handbook, may be found in
creature’s hazy, out-of-focus appearance. This chapter 7, with additional information in
isn’t an incorporeal miss chance or concealment, chapters 4 and 5. If you enjoy this version of
so ghost touch weapons or concealment- shapechanging, it is designed to be relatively
reducing effects do not ignore this miss chance, straightforward to port to the existing d20 magic
but other effects that ignore miss chances system as well.
altogether (such as an augmented the arrow
knows the way UT power or any area-effect spell An Island of Dreams…
or power) can affect a dreamborn creature Until recently, Rajrin never really existed in any
normally. conventional sense of the term. In fact, even
describing the island’s history is difficult, due to
The psionic classes introduced in this book with circumstances surrounding its disappearance
unique power lists (the marksman, society mind, and reappearance. The connection between
and sighted seeker) have powers from dreams and psionics is evident enough: anyone
Hyperconscious presented on their power lists. can reshape their dreams with will alone, given
If you are not using Hyperconscious, these enough training, and this is exactly what psionic
powers simply are not available. Powers from characters do in the waking world. What isn’t
Hyperconscious deliberately make up a very apparent is that this connection extends the
small amount of each new class’ power lists. other way as well: dreams that exist

2
Chapter 1: Introduction

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

Illustration by Kevin Miller

3
Untapped Potential: New Horizons in Psionics

How did it arrive? What has changed? Can


anything be done?

Such details are uncertain. What is certain is


that an island full of psionic power has suddenly
appeared in the world, and if there’s one thing
that adventurers as a demographic crave, it’s
power.

They flock to regions near the island, pressing


towards this new horizon of untapped
potential…

4
Races

Chapter Two: Races


Levels in racial paragon classes are not counted
for XP penalties due to multiclassing.

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

5
Untapped Potential: New Horizons in Psionics

Their abilities to help protect the hive from Class Skills


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

Table 2-1: Dromite Paragon

Base
Attack
Level Bonus Fort Ref Will Special Manifesting
1st +0 +0 +0 +2 Improved energy ray, -
heightened senses
2nd +1 +0 +0 +3 Improved chitin, tremorsense +1 Society Mind Level
3rd +2 +1 +1 +3 Lesser hive mind, ability boost (+2 Cha), +1 Society Mind Level
improved chitin

6
Chapter 2: Races

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

7
Untapped Potential: New Horizons in Psionics

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

Class Skills: Elan Paragon


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

8
Chapter 2: Races

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

Table 2-3: Elan Paragon

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

9
Untapped Potential: New Horizons in Psionics

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

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

10
Chapter 2: Races

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

11
Untapped Potential: New Horizons in Psionics

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

Game Rule Information Ability Boost: At 3rd level, a maenad paragon


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

Base
Attack
Level Bonus Fort Ref Will Special Manifesting
1st +0 +0 +0 +2 Enhanced outburst -
2nd +1 +0 +0 +3 Disciplined mind +1 Wilder Level
3rd +2 +1 +1 +3 Ability boost (+2 Cha) +1 Wilder Level

12
Chapter 2: Races

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

13
Untapped Potential: New Horizons in Psionics

instead of the standard class level, you may never Requirements


gain the abilities of the original level. Sometimes, To take a dromite ranger racial specialty level, a
this means giving up a powerful ability for character must be a dromite about to take its 1st,
another powerful ability. Other times, you may 4th, or 7th level of ranger.
sacrifice a class feature that did not grant much
of a benefit due to your race. For example, xeph Class Skills
soulknives who take the first racial specialty level Dromite ranger racial specialty levels have the
never gain the Wild Talent feat. However, as the class skills of the standard ranger class, plus
race is naturally psionic, the only loss this poses Autohypnosis and Knowledge (Psionics).
is an extra two power points, which matters little
for a soulknife, who does not manifest powers. Skill Points at Each Level: 6 + Int modifier
Other levels, however, might replace a psionic (or four times this number as a beginning
power with a new special ability, limiting that character).
character’s options of powers to manifest, but
granting them a specific ability other races may Class Features
not be able to access. Each class feature will All of the following are class features of the
identify what it replaces, if anything. If a class dromite ranger racial specialty levels.
feature has the same name as the original class’s
feature and is marked with an asterisk (*), it has Wild Empathy (Ex): Beginning at 1st level, a
been modified in some way from the original dromite ranger can improve the attitude of an
class feature. animal. This ability functions identically to the
Racial specialty levels are, in all other regards, ranger class feature of the same name, except
levels in their original classes. You do not need to that the dromite ranger’s natural affinity to
take a level in a racial specialty if you do not dealing with others grants it a +2 racial bonus to
want to, nor do you need to take earlier levels to its wild empathy checks.
take later ones. For instance, a maenad fighter
may decide to take only the level 4 racial Animal Companion (Ex): At 4th level, a
specialty, opting instead for the standard fighter dromite ranger gains an animal companion. This
levels 1 and 2, while another maenad fighter may ability functions identically to the standard
have no racial specialties and another may take ranger ability, but a dromite ranger may also
all three. Because these specialty levels are choose from the following list of animals: brain
essentially levels in the original class, they do not mole, folugub, phrenic badger, phrenic bat, and
count as separate classes for purposes such as phrenic rat.
multi-class experience penalties.
Presented below are racial specialties for the Up The Walls: At 7th level, a dromite ranger
six psionic races of Rajrin. Each psionic race has gains the Up the Walls feat as a bonus feat.
two racial specialty class options. Additional This racial specialty feature replaces a standard
specialties are possible for non-psionic races; ranger’s woodland stride class feature.
talk to your GM.
Dromite Society Mind
Dromite Ranger The cooperative society of dromites lends
A dromite’s natural sensory and martial abilities extremely well to the abilities of the society
make him naturally inclined toward the path of mind. The hive nature of the dromite race and
the ranger. The ranger’s tracking ability the network nature of the society mind may be
compliments the dromite’s scent ability, while more than just a coincidence in how closely the
their underground society lends to the two are related.
dungeoneer aspects of the ranger. Hit Die: d6
Hit Die: d8

Table 2-7: Dromite Ranger

Base
Attack
Level Bonus Fort Ref Will Special Spellcasting
1st +1 +2 +2 +0 1st favored enemy, track, wild empathy* -
4th +4 +4 +4 +1 Animal companion* As ranger
7th +7 +5 +5 +2 Up the walls As ranger

14
Chapter 2: Races

Table 2-8: Dromite Society Mind


Base
Attack
Level Bonus Fort Ref Will Special Power Points / Powers Known
1st +0 +0 +0 +2 Worldthought network*, cooperative healing As society mind*
3rd +1 +0 +0 +3 Soulbinding gaze*, telepathy As society mind*
5th +2 +2 +2 +4 Network sense*, empathy As society mind*

Requirements determine any conditions affecting members of


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

Table 2-9: Duergar Egoist


Base
Attack
Level Bonus Fort Ref Will Special Power Points / Powers Known
1st +0 +0 +0 +2 Extra powers known, devotion (egoist) As egoist
3rd +1 +0 +0 +3 Hardened spirit As egoist / see text
5th +2 +2 +2 +4 Bonus feat* As egoist

15
Untapped Potential: New Horizons in Psionics

Brooding Psicrystal: A duergar egoist’s This racial specialty feature replaces the
sullen personality manifests in the form of a standard fighter’s 1st level bonus feat.
psicrystal. The duergar egoist gains the
Psicrystal Affinity feat, but may only choose the Bonus Feat (Ex): At 2nd level, a duergar
Bully or Single-Minded personalities. If he fighter gets a bonus combat-oriented feat. This
already possesses a psicrystal, he gains the bonus feat must be drawn from the feats noted
Improved Psicrystal feat, but may only choose as fighter bonus feats or psionic feats. The
the Bully or Single-Minded personalities. duergar fighter must still meet all prerequisites
This racial specialty feature replaces one of the for the bonus feat, including ability score and
powers gained by a standard egoist at 3rd level. base attack bonus minimums as well as class
From this point on, the duergar egoist knows requirements.
one less power than a standard egoist.
Pick Expertise (Ex): Decades of working
Bonus Feat: A duergar egoist gains a bonus underground has given the duergar a more
feat at 5th level. This feat must be a psionic expert skill with pick weapons (light pick and
feat, a metapsionic feat, a psionic item creation heavy pick, plus similar weapons at the GM’s
feat, or a fighter bonus feat. option). As a result, a duergar fighter gains a +1
bonus on attack rolls and +2 bonus on damage
Duergar Fighter rolls when wielding a pick. These bonuses do not
Dour and martial, the duergar as a race favor stack with Weapon Focus or Weapon
the path of the fighter over all others. Their Specialization, but are treated as equivalent for
tendency to attack first and ask questions later the purpose of qualifying for feats, prestige
further reinforces this favoritism. A duergar’s classes, or anything else that requires those
natural toughness also helps him on the feats.
battlefield, where he is likely to wade directly This benefit replaces the bonus feat gained by a
into combat. standard 4th level fighter.
Hit Die: d12
Table 2-10: Duergar Fighter
Requirements
To take a duergar fighter racial specialty level, a Base
character must be a duergar about to take her Attack
Level Bonus Fort Ref Will Special
1st, 2nd, or 4th level of fighter. 1st +1 +2 +0 +0 Small and In
charge
Class Skills 2nd +2 +3 +0 +0 Bonus feat*
Duergar fighter racial specialty levels have the 4th +4 +4 +1 +1 Pick expertise
class skills of the standard fighter class, plus
Move Silently.
Elan Monk
Skill Points at Each Level: 2 + Int modifier The elan monk may sound unusual, but as many
(or four times this number as a beginning elans have found, the meditation required to be
character). a psion is not much different than the methods
used by many monks. The ki energy a monk
Class Features unlocks resembles psionic power in many ways
All of the following are class features of the and the elan monk learns to unify both sources
duergar fighter racial specialty levels. of energy into a single wellspring of internal
potential.
Small and In Charge (Ex): A duergar’s Hit Die: d8
exceptional stability allows him to better
counter bull rushing or tripping attempts by an Requirements
enemy. When a duergar fighter successfully To take an elan monk racial specialty level, a
stops a bull rush or trip attempt, he may character must be an elan about to take her 1st,
immediately make an attack of opportunity 3rd, or 5th level of monk.
against the opponent, even if he already made
one at the start of the attempt (this attack Class Skills
doesn’t count against his limit of attacks of Elan monk racial specialty levels have the class
opportunity in one round). skills of the standard monk class, plus

16
Chapter 2: Races

Autohypnosis. Elan Psion


Skill Points at Each Level: 4 + Int modifier Born of psionic power, born into psionic powers,
(or four times this number as a beginning the elan is the embodiment of the mind’s psionic
character). potential. Because of their origin, elans have a
natural proclivity toward the path of the psion.
Class Features Unlike many other races, the elans are not
All of the following are class features of the elan drawn to any single discipline; all psionic
monk racial specialty levels. Additionally, elan disciplines are equal to them.
monks with at least one of these specialty levels Hit Die: d4
can freely multiclass between monk and psion
(of any devotion). Requirements
To take an elan psion racial specialty level, a
Bonus Feat: A 1st level elan monk may select character must be an elan about to take her 1st,
either Psionic Fist or Psionic Weapon as a bonus 3rd, or 5th level of psion. Which devotion the
feat. She does not need to meet the character belongs to does not matter.
prerequisites for these feats to select them.
This replaces the standard monk’s choice of Class Skills
bonus feats at 1st level. Elan psion racial specialty levels have the class
skills of the standard psion class, including
Mental Resilience (Ex): An elan monk of 3rd those additional skills from the elan’s chosen
level or higher gains a +3 bonus on saving devotion.
throws against spells, powers and effects with
the mind-affecting descriptor. Skill Points at Each Level: 2 + Int modifier
This racial specialty feature replaces the (or four times this number as a beginning
standard monk’s still mind class feature, but still character).
counts as still mind for the purposes of meeting
requirements. Class Features
All of the following are class features of the elan
Metaphysical Strike (Su): At 7th level, an psion racial specialty levels.
elan monk gains the Telekinetic FistsUT feat,
even if she doesn't meet the prerequisites. She Aberrant Manifesting (Ex): When an elan
uses her Wisdom instead of her Charisma when psion manifests a power, the power points spent
using this feat. This recial specialty feature are retained in her form for a brief period of
replaces the standard monk's wholeness of body time, allowing her to use her racial abilities
feature. (resilience, repletion, and resistence) at a
This racial specialty feature replaces the decreased cost until the start of her next action.
standard monk’s wholeness of body feature. For example, a 1st level elan kineticist manifests
an energy ray for 1 power point. Until the start
of his next action, he has one "free" power point
to spend in his racial abilities, and therefore
Table 2-11: Elan Monk could activate resistance for free. Later, at 5th
Base level, he manifests an energy missile that costs 5
Attack power points. Until the start of his next action,
Level Bonus Fort Ref Will Special he has 5 "free" power points to spend on his
1st +0 +2 +2 +2 Bonus feat*, flurry of racial abilities -- for instance, he could negate up
blows, unarmed strike
3rd +2 +3 +3 +3 Mental resilience to 10 damage with resilience at no additional
7th +5 +5 +5 +5 Metaphysical strike power point cost.
This racial specialty feature replaces one of the
powers known gained by a standard psion at 1st
level. From this point on, the elan psion knows
one fewer power than a standard psion.

Innate Power (Ex): At 3rd level, an elan


psion draws upon the psionic energy used to
create his form and unlocks more psionic
abilities from latency. He may add one power to

17
Untapped Potential: New Horizons in Psionics

Table 2-12: Elan Psion


Base
Attack
Level Bonus Fort Ref Will Special Power Points / Powers Known
1st +0 +0 +0 +2 Aberrant manifesting, bonus feat, devotion As psion
3rd +1 +0 +0 +3 Innate power As psion / see text
5th +2 +1 +1 +4 Clairvoyant resistance As psion / see text

his psion powers known list up to the maximum warrior class, plus Intimidate.
level of power he can manifest as a psion. This Skill Points at Each Level: 2 + Int modifier
power can be from any power list, as the (or four times this number as a beginning
Expanded Knowledge feat, but is not restricted character).
to one level below his maximum power known.
This racial specialty feature replaces one of the Class Features
standard powers known gained by a standard All of the following are class features of the half-
psion at 3rd level. giant psychic warrior racial specialty levels.

Clairvoyant Resistance (Su): At 5th level, an Staggering Strike (Ex): When a half-giant
elan psion learns to guard herself from those psychic warrior makes a melee attack (but not a
who would attempt to scry her. While touch attack), she may expend her psionic focus
psionically focused, any time an attempt is used to deliver a staggering strike. Regardless of the
to use a clairsentient or location determining outcome of the attack roll (resolved normally), if
effect on her, the manifester of the effect must the attack exceeds the opponent's touch AC, they
succeed on a manifester level check (1d20 + must make a Fortitude save (DC 10 + one-half
manifester level) against a DC of 11 + the her character level + her Strength modifier) or
manifester level of the elan psion. Failing this be staggered for one round. A staggered
effect means that the power fails (if it was character can take a move action or a standard
targeted on her) or that the elan psion simply action in one round, but not both.
isn’t detected as present (if she was in the area This ability replaces the bonus feat a psychic
of effect). warrior normally gains at 1st level.
This racial specialty feature replaces the bonus
feat gained by a standard psion at 5th level. Overwhelming Force (Su): When a half-
giant psychic warrior makes a melee attack, she
Half-Giant Psychic Warrior may expend her psionic focus to blast her target
Martial, aggressive, and psionic, the half-giant is off its feet. If the attack is successful, the target
virtually the racial incarnation of the psychic must make a Reflex saving throw (DC 10 +
warrior. Favored among other classes, the half- damage dealt) or be knocked prone.
giant race tends down the path of the psychic This ability replaces the bonus feat a psychic
warrior, for it is the road that most closely warrior normally gains at 5th level.
resembles their own outlook.
Hit Die: d10 Focused Attack (Su): At 8th level, when a
half-giant psychic warrior expends her psionic
Requirements focus as part of a melee attack, she may apply
To take a half-giant psychic warrior racial two abilities that require the expenditure of
specialty level, a character must be a half-giant psionic focus to that attack instead of one (for
about to take her 1st, 5th, or 8th level of psychic instance, the Psionic Weapon feat and the
warrior. overwhelming force ability described above, or
the Psionic Weapon and Deep Impact feats).
Class Skills After resolving an attack using this feature, the
Half-Giant psychic warrior racial specialty levels half-giant psychic warrior suffers a -2 penalty to
have the class skills of the standard psychic attack and damage rolls, saving throws, skill
checks and ability checks for one round. This
Table 2-13: Half-Giant Psychic Warrior
Base
Attack
Level Bonus Fort Ref Will Special Power Points / Powers Known
1st +0 +2 +0 +0 Staggering strike As psychic warrior
5th +3 +4 +1 +1 Overwhelming force As psychic warrior
8th +6 +6 +2 +2 Bonus feat, focused attack As psychic warrior / see text

18
Chapter 2: Races

ability does not function if she expends her with overpowering psychic energy. The next
focus from another source, such as from successful attack the half-giant soulknife makes
Psicrystal Containment. causes the target to make a Reflex saving throw
This ability replaces one power known a psychic (DC of 10 + damage dealt), or be knocked prone.
warrior normally gains at 8th level. From this After delivering an overpowering strike, a half-
point on, the half giant psychic warrior knows giant soulknife must imbue his mind blade again
one fewer power. to deliver another. At 7th level, a half-giant
psychic warrior may choose to charge his mind
Half-Giant Soulknife blade with both an overpowering strike and a
While many soulknives focus on finesse and psychic strike as the same move action.
agility, the half-giant soulknife relies on his This racial specialty level replaces the psychic
brute strength to subdue his enemies. Turning strike ability gained at 3rd level by a standard
psionic potential into a weapon always at the soulknife. The half-giant soulknife instead gains
ready, a half-giant who takes up the mantle of psychic strike +1d8 at 7th level and increases are
the soulknife is never without a weapon, +1d8 lower than indicated (+2d8 at 11th level,
something that any other half-giant would envy. etc.).
Hit Die: d12
Roots of Strength (Ex): Using his larger
Requirements frame to great use in battle, a half-giant
To take a half-giant soulknife racial specialty soulknife can simultaneously adopt a disruptive
level, a character must be a half-giant about to (if immobile) battle stance and enlarge his mind
take his 1st, 3rd, or 6th level of soulknife. blade, allowing him to attack and defend a
larger area. At 6th level, if a half-giant soulknife
Class Skills occupies the same space for at least one full
Half-giant soulknife racial specialty levels have round, his reach increases by 5 ft. This effect
the class skills of the standard souknife class, ends if he leaves his current space.
plus Intimidate. This racial specialty feature replaces the
standard soulknife's Speed of Thought feat.
Skill Points at Each Level: 4 + Int modifier
(or four times this number as a beginning Table 2-14: Half-Giant Soulknife
character).
Base
Attack
Class Features Level Bonus Fort Ref Will Special
All of the following are class features of the half- 1st +0 +0 +2 +2 Mind blade*,
giant soulknife racial specialty levels. Stand Still,
Weapon Focus
(mind blade)
Mind Blade: As a standard soulknife, but a 3rd +2 +1 +3 +3 Overpowering
half-giant soulknife may create and wield a strike
mind blade one size category larger than normal 6th +4 +2 +5 +5 Roots of strength
without penalty due to his powerful build
natural ability. If the half-giant soulknife creates
the mind blade in a larger shortsword form, it is
still treated as a light weapon. Maenad Fighter
An outwardly distant society, the maenad are
Stand Still: At 1st level, a half-giant soulknife truly a race of surging and ebbing passions. The
gains the Stand Still feat (see the Expanded more martially-bent among them take up arms,
Psionics Handbook) as a bonus feat. sometimes as a way to defend their homes, other
This racial specialty feature replaces the times as a way to unleash the bottled emotions
standard soulknife's Wild Talent feat. Since half- within.
giants are naturally psionic, they do not need Hit Die: d10
Wild Talent to create their mind blades.
Requirements
Overpowering Strike (Su): At 3rd level, a To take a maenad fighter racial specialty level, a
half-giant soulknife may focus his strength into character must be a maenad about to take her
an attack to subdue his foe. As a move action, 1st, 2nd, or 4th level of fighter.
the half-giant soulknife imbues his mind blade

19
Untapped Potential: New Horizons in Psionics

Class Skills This racial specialty feature replaces the bonus


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

Warrior’s Outburst (Ex): Like most of his


people, a maenad fighter attempts to keep his Maenad Wilder
emotions in check, but when he is forced to call Prone to emotional outbursts, the maenad
upon their full fury, he embraces them fully. The learn to control the rage that lies beneath the
duration of his outburst racial ability increases by surface. The life of a wilder calls to the
one round for every feat he possesses which could maenads, giving them a way to unleash their
be chosen as a fighter bonus feat. He may also pent up emotions for something more than a
use his outburst racial ability an extra time per simple rage.
day for every two feats he has selected that can be Hit Die: d6
chosen as fighter bonus feats.
This racial specialty feature replaces the Requirements
standard fighter’s shield and tower shield To take a maenad wilder racial specialty level,
proficiencies. a character must be a maenad about to take his
1st, 3rd, or 5th level of wilder.
Battle Fury (Ex): If a maenad fighter expends
his psionic focus while entering an outburst, he Class Skills
gains an additional +2 bonus to Strength for the Maenad wilder racial specialty levels have the
duration of the outburst, but cannot take actions class skills of the standard wilder class.
which require concentration until the outburst
ends (see the barbarian’s rage class feature for Skill Points at Each Level: 4 + Int modifier
examples). He cannot end the outburst (or four times this number as a beginning
voluntarily. Using this ability is physically character).
draining to the maenad fighter – at the end of his
outburst, he is fatigued until the end of the Class Features
encounter. All of the following are class features of the
This racial specialty feature replaces the bonus maenad wilder racial specialty levels.
feat gained by second level fighters.
Psychic Enervation (Ex): When a maenad
Primal Scream (Su): When entering an wilder utilizes the wild surge class feature, he
outburst, a maenad fighter may accompany it runs a chance of pushing himself too far. This
with a tremendous scream of rage. Doing so deals ability is identical to the usual wilder class
1d6-1 points of sonic damage per four character feature, except that a maenad wilder who is
levels to all creatures in a 10 ft radius burst. overcome by bursting enervation loses a
When he uses this ability, he also attempts to number of power points equal to her wilder
demoralize all opponents in the area of effect. level + 1. He does not suffer any other
When entering an outburst, he may make a free drawbacks of psychic enervation (such as being
Intimidate check (with a bonus equal to his dazed).
Strength bonus from outburst). Every opponent
who fails a modified level check (see the Surging Outburst (Su): When a maenad
Intimidate skill) against this result becomes wilder of third level or higher uses his racial
shaken for the duration of the outburst or until outburst ability, he may forego the bonus to
they are at least 30 ft away from the maenad Strength and instead add +2 to his manifester
fighter. level when using a wild surge for the duration
of the outburst. Unlike a normal wild surge,

20
Chapter 2: Races

Table 2-16: Maenad Wilder

Base
Attack
Level Bonus Fort Ref Will Special Power Points / Powers Known
1st +0 +0 +0 +2 Psychic enervation*, wild surge +1 As wilder
3rd +2 +0 +0 +3 Surging outburst As wilder
5th +5 +2 +2 +5 Resonance As wilder

this does not pay for additional augmentation, Skill Points at Each Level: 4 + Int modifier
but the increase also does not count toward your (or four times this number as a beginning
chance of psychic enervation. character).
Alternatively, he may use his wild surge class Class Features
ability while using his racial outburst. Doing so All of the following are class features of the xeph
increases the outburst’s bonus to Strength by his monk racial specialty levels. Xeph monks with at
wild surge amount, but a maenad wilder using least one of these specialty levels may freely
this technique risks psychic enervation as if he multiclass between monk and soulknife.
had used wild surge when manifesting.
This racial specialty feature replaces the Monk Weapons: A xeph monk may treat a
standard wilder’s wild surge class feature. From mind blade and a ki blade (see below) as a
this point forward, his wild surge feature is one special monk weapon. Additionally, both of
less than normal (+2 at 7th level, etc). these weapons benefit from any ki strike feature
he has.
Resonance (Su): At 5th level, a maenad
wilder adds energy ray and energy push to his Bonus Feat: A 1st level xeph monk may choose
wilder powers known list. He may only utilize either Mental Leap, Speed of Thought, or Up the
these powers with the sonic energy type. If he Walls as a bonus feat. He need not meet the
already knew one or both of these powers as a prerequisites for the feat.
wilder, he may instead learn another energy This class feature replaces the standard bonus
power from the psion/wilder list that he could feat choices gained as a 1st level monk.
manifest to replace it, but he is restricted to
sonic energy when manifesting powers learned Resistant Mind (Ex): A 3rd level xeph monk’s
this way. racial bonus on saving throws against powers,
This racial specialty feature replaces the spells, and spell-like effects increases to +2. This
standard wilder’s volatile mind (+1) feature. racial specialty feature replaces the standard
Starting at 9th level, his volatile mind class monk’s still mind class feature, but counts as
feature will be 1 power point lower. still mind for the purposes of meeting
requirements.
Xeph Monk Bonus feat: A 6th level xeph monk may choose
Generally easy-going and good-natured, there either Duck and WeaveUT or Xeph BladestormUT
are those xeph who look inward for their as a bonus feat. He does not need to meet the
answers. When a xeph takes up the code of a normal prerequisites of the feat.
monk, he learns to harness his psionic nature This class feature replaces the standard bonus
and blend those aspects of his race that suit his feat choices gained as a 6th level monk.
role.
Hit Die: d8 Ki Blade (Su): At 6th level, a xeph monk may
focus his ki into a semisolid blade of energy as a
Requirements move action, similar to a mind blade. This ki
To take a xeph monk racial specialty level, a blade appears as a straight, double-edged
character must be a xeph about to take her 1st, ribbon-like sword and deals slashing damage
3rd, or 6th level of monk. equal to the unarmed strike damage of a monk
one size smaller than the xeph monk. Feats and
Class Skills class features that require the use of a mind
Xeph monk racial specialty levels have the class blade, such as Xeph Bladestorm and Throw
skills of the standard monk class, plus Mind Blade, can be used with a ki blade, with
Autohypnosis. the exception of Shape Mind Blade.

21
Untapped Potential: New Horizons in Psionics

A multiclass xeph monk / soulknife cannot have xeph are naturally psionic, they do not need this
both his ki blade and his mind blade in existence feat to create their mind blade.
at the same time.
This racial specialty feature replaces the Burst Strike (Ex): When a xeph uses his
standard monk’s slow fall progression gained at racial burst ability, he adds a +1 competence
6th level. His progression from this point bonus to attack and damage rolls with his mind
forward is 10 ft. slower (30 ft. at 8th level, 40 ft. blade for each 10 ft increase to his speed from
at 10th level, etc.). the burst ability. This bonus lasts until the burst
Table 2-17: Xeph Monk ends.
This racial specialty level replaces the psychic
Base
Attack strike ability gained at 3rd level by a standard
Level Bonus Fort Ref Will Special soulknife. Subsequent psychic strike increases
1st +0 +2 +2 +2 Bonus feat*, are at 1d8 lower (+1d8 at 7th level, +2d8 at 11th
flurry of blows, level, etc).
monk weapons*,
unarmed strike Mind Blade Enhancement (Su): At 6th
3rd +2 +3 +3 +3 Resistant mind
6th +4 +5 +5 +5 Bonus feat*, level, a xeph soulknife gains the ability to
ki blade enhance his mind blade, like a normal soulknife.
However, treat the following weapon abilities as
if they were on the soulknife’s list of available
Xeph Soulknife enhancement options:
Quick and graceful, the xeph respect the finesse Flaming - +1
that a soulknife can show. When a xeph travels Frost - +1
down the path of the soulknife, he learns to use Shock - +1
his natural speed to his benefit, striking at his Thundering - +1
enemy and darting away before his enemy Flaming Burst - +2
realizes what happened. Icy Burst - +2
Hit Die: d10 Shocking Burst - +2

Requirements Expeditious Skirmish (Ex): When using the


To take a xeph soulknife racial specialty level, a attack action with a mind blade, a xeph
character must be a xeph about to take her 1st, soulknife can move both before and after the
3rd, or 6th level of soulknife. attack, provided that his total distance moved is
not greater than his speed. This can be used with
Class Skills Throw Mind Blade, but cannot be used with the
Xeph soulknife racial specialty levels have the full attack action.
class skills of the standard soulknife class. This racial specialty level replaces the Speed of
Thought bonus feat gained by the standard
Skill Points at Each Level: 4 + Int modifier soulknife.
(or four times this number as a beginning
character).
Table 2-18: Xeph Soulknife

Class Features Base


Attack
All of the following are class features of the xeph Level Bonus Fort Ref Will Special
soulknife racial specialty levels. 1st +0 +0 +2 +2 Mind blade, Speed
of Thought,
Speed of Thought: A xeph soulknife gains the Weapon Focus
(mind blade)
Speed of Thought feat as a bonus feat. 3rd +2 +1 +3 +3 Burst strike
This racial specialty feature replaces the
6th +4 +2 +5 +5 Mind blade en-
standard soulknife’s free Wild Talent feat. Since hancement +1*,
expeditious skir-
mish

22
Classes

Chapter Three: Classes


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

23
Untapped Potential: New Horizons in Psionics

important for the devoted psion, who otherwise


has a small amount of hit points.
Races: Because devoted psions come from all
races, each individual tends to have a different
view of the other races. Due to their inherent
magical nature, elves can tend to view devoted
psions with distrust; although elven devoted
psions do exist. Elans tend to be found most
commonly among the ranks of devoted psions, as
do humans.
Alignment: Because of the varied nature of
devoted psions, all alignments are found among
their numbers. The introspection required to
understand their own abilities can sometimes
stymie their view of the outside world, causing
them to tend toward neutrality as opposed to

Illustration by Kevin Miller


other alignments, but not overwhelmingly so.
Hit Die: d4.

Game Rule Information


Devoted psions have the following game
statistics.

Class Skills
The devoted psion’s class skills are
Concentration, Craft, Knowledge (all skills, taken
individually), Profession, and Psicraft.
In addition, a devoted psion gains access to
additional class skills based on his devotion.
Seer: Gather Information, Listen, and Spot.
Shaper: Bluff, Disguise, and Use Psionic
Device.
Kineticist: Autohypnosis, Disable Device, and
Intimidate.
Egoist: Autohypnosis, Balance, and Heal.
Nomad: Climb, Jump, Ride, Survival, and Swim
Telepath: Bluff, Diplomacy, Gather
Information, and Sense Motive.

Skill Points at 1st level: (2 + Int modifier) x


4.
A Devoted Psion: seeker of the deeper secrets of
Skill Points at Each Additional Level: 2 +
one discipline
Int modifier
specialize in. Specializing in a discipline provides
Class Features
a psion with access to the class skills associated
All the following are class features of the devoted
with that discipline’s devotion (see above), as
psion.
well as the powers restricted to the appropriate
devotion. However, specializing in a discipline
Weapon and Armor Proficiency: As the
also means that the psion cannot learn powers
psion class.
that are restricted to other devotions. He can not
manifest such powers even through the use of
Power Points/Day: As the psion class. This is
psionic items.
also given on Table 3-1: The Devoted Psion.
Discipline Expertise (Ex): The devoted
Devotion: Every devoted psion must decide at
psion’s choice of discipline determines his
1st level which psionic discipline he will

24
Chapter 3: Classes

devotion, as described above. The effects of this he had a manifester level of 4 in all regards.
choice directly impact the devoted psion’s However, his dedication to psychokinesis means
manifestations. Any power of the devoted that he manifests powers of other disciplines as
psion’s chosen discipline is manifested as if his if his manifester level were only 2.
manifester level was one higher, including At 10th level, a devoted psion manifests
range, duration, and power penetration. This powers of his discipline with a +1 bonus to their
includes the ability to add another power point save DC (if applicable), and for one power point
into augmentation if the power is capable of less than they normally cost, to a minimum of 1.
being augmented. The devoted psion must still This ability does not stack with other such
pay the extra point cost. effects, such as a torc of power preservation. At
Powers of disciplines other than the devoted 20th level, the save DC bonus on applicable
psion’s chosen discipline are treated as if his powers increases to +2, and he manifests powers
manifester level was one lower than it is, to a of his chosen discipline for 2 fewer points than
minimum of 0. A devoted psion cannot manifest normal (minimum 1).
such powers until his manifester level increases. For example, Hrolgar, now a 20th level devoted
Discipline expertise applies to powers the kineticist, manifests any power of the
devoted psion manifests from his own mind or psychokinesis discipline at a manifester level of
from psionic items, but only if he is manifesting 21, and such powers cost him 2 power points
as a devoted psion. A multiclass devoted psion fewer to manifest. He may spend up to 21 power
with levels in another manifesting class, such as points on any single psychokinesis power, and
psychic warrior, manifests powers from his any psychokinesis power he uses costs him 2
other class or classes normally. fewer power points than usual – a psychokinesis
For example, Hrolgar, a 3rd-level devoted power he ‘spends’ 21 power points on would
kineticist, manifests psychokinesis powers as if deduct only 19 power points from his daily

Table 3-1: The Devoted Psion


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

16 +8/+3 +5 +5 +10 - 221 30 8th


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

25
Untapped Potential: New Horizons in Psionics

reserve. If this power had a saving throw, it Bonus Feat: At 1st, 5th and 15th level, a
would gain a +2 bonus to its save DC beyond any devoted psion gains a bonus feat. This feat must
augmentation or other effects. be either a psionic, metapsionic or item creation
feat. The devoted psion must meet all
Powers Known: A devoted psion begins play prerequisites for the feat.
knowing three psion powers of his choice that he
could manifest (he can choose powers for which Discipline Apotheosis (Ex): By 20th level, a
his manifester level is 0, although he cannot use devoted psion has learned to completely
them until his manifester level increases to at understand his selected discipline. His devotion
least 1, such as through Overchannel). Each time and sacrifice to bending his efforts toward this
he achieves a new level, he unlocks the facet of psionics grants him a unique ability
knowledge of new powers. depending on his devotion:
Choose the powers known from the psion Egoist: All psychometabolism powers that
power list, or from the list of powers of his affect only the devoted psion and have a duration
devotion. He cannot know more powers of any longer than instantaneous have their duration
other discipline than his chosen discipline, and doubled. This increase stacks with effects such
he cannot choose powers from devotion lists as Extend Power.
other than his chosen devotion, even through Kineticist: Any psychokinesis powers that
means such as Expanded Knowledge or psychic deal damage deals +1 damage per die.
chirurgery, although such means may grant him Nomad: Any psychoportation power with a
access to powers on the lists of other classes as range greater than touch has that range
normal. increased by 50%. This effect stacks with effects
For example, Hrolgar, a 3rd-level devoted such as Enlarge Power.
kineticist, chooses to spend his 3rd level feat on Seer: Any clairsentience power with an
Expanded Knowledge. He could choose experience point cost has that cost reduced by
attraction for the power learned, even though it half.
is a telepathy discipline power, since it is on the Shaper: Any metacreativity power with a
psion/wilder list, but could not choose mindlink, duration longer than instantaneous has its
as it is on the telepath devotion list. He must duration doubled. This increase stacks with
know more psychokinesis powers than powers of effects such as Extend Power.
any other discipline, including powers learned Telepath: If a devoted psion spends 6
through means such as Expanded Knowledge. additional power points while manifesting a
A devoted psion can manifest any power that mind-affecting telepathy power, that power may
has a power point cost equal to or lower than his affect non-mindless creatures normally immune
manifester level. The number of times a devoted to mind-affecting effects (such as intelligent
psion can manifest powers in a day is limited undead or creatures under a mind blank).
only by his daily power points. Discipline apotheosis only applies to powers
A devoted psion simply knows his powers; they the devoted psion manifests from his own mind
are ingrained in his mind. He does not need to (it does not apply to those from a psionic item or
prepare them (in the way that some spellcasters to psi-like abilities). A multiclass devoted psion
prepare their spells), though he must get a good with levels in another manifesting class, such as
night’s sleep each day to regain all his spent wilder, may apply the benefits of his discipline
power points. apotheosis to powers he manifests from any of
The Difficulty Class for saving throws against his classes.
devoted psion powers is 10 + the power’s level +
the devoted psion’s Intelligence modifier. Playing a Devoted Psion
Devoted psions adventure to improve their
Maximum Power Level Known: A devoted psionic abilities. Particularly, adventures that
psion begins play with the ability to learn 1st- focus on utilizing or studying their chosen
level powers. As he attains higher levels, a discipline tend to attract devoted psions.
devoted psion may gain the ability to master Religion: Devoted psions as a group have
more complex powers. little use for religion. Most are intelligent
To learn or manifest a power, a devoted psion enough to realize that should the worst befall
must have an Intelligence score of at least 10 + them and they journey into the afterlife, that it is
the power’s level. likely best to choose a faith that most suits their
needs. Those devoted psions who do choose to

26
Chapter 3: Classes

follow a religion tend to follow those deities who Autohypnosis 4 ranks


embody knowledge or characteristics related to Balance 4 ranks
their devotion (deities of travel for devoted Concentration 4 ranks
nomads, for instance). Heal 4 ranks
Other Classes: The life of a devoted psion is Knowledge (Psionics) 4 ranks
spent focusing on his chosen discipline. Because Profession 4 ranks
of this specialization, the devoted psion Psicraft 4 ranks
understands that there will be functions he Feat: Psionic Body
cannot perform. A devoted shaper, for example, Powers Known: hammer, synesthete, vigor
will likely not be very good at healing or Extra Powers Known: biofeedback,
transporting allies, and is most likely to work expansion, thicken skin
with allies that are able to perform those Gear: Backpack with bedroll, waterskin, sack,
functions. Although the devoted psion focuses one day’s trail rations, flint and steel. Map case,
his time and energy on a single discipline, he three sheets of parchment, ink, inkpen. Case
recognizes the need for other classes who can with 20 crossbow bolts.
handle the responsibilities his devotion does not Gold: 3d6 gp
address. However, devoted psions tend to view
standard psions with some disdain, for they are Xeph Devoted Nomad Starting Package
seen as dabblers, instead of true devotees. As Duergar Devoted Egoist, except:
Combat: Each of the six different devoted Armor: Leather (+2 AC, speed 30 ft, 15 lbs)
psion subtypes tend to handle combat Skill Selection: Pick a number of skills
differently. All typically rely on their equal to 2 + Int modifier
manifesting capability, although the method of Climb 4 ranks
engagement can vary. Egoists are more likely to Concentration 4 ranks
wade directly into the fray, while nomads tend Jump 4 ranks
to prefer moving around the battlefield, offering Knowledge (Psionics) 4 ranks
aid where most worthwhile. Seers will use their Psicraft 4 ranks
powers of foresight to know what spot will be Ride 4 ranks
the most beneficial soon, while kineticists will Survival 4 ranks
simply send in a barrage of energy, a telepath Feat: Overchannel
seeking to control his enemies’ minds, and the Bonus Feat: Speed of Thought
shaper creating tools and creatures to overcome Powers Known: deceleration, energy ray*,
adversaries. skate. *This nomad must overchannel to manifest this
Advancement: Although there are good power.
reasons for a devoted psion to multiclass, the Extra Powers Known: None.
progression of his discipline expertise is often Gear: Backpack with bedroll, waterskin, sack,
times a strong reason to remain in the class one day’s trail rations, 50’ hemp rope, flint and
without taking levels in any other. The six steel. Bullseye lantern, 3 pints of oil. Case with
varieties of devoted psions all tend to focus on 20 crossbow bolts.
manifesting over other aspects of the class, Gold: 2d6 gp
although devoted egoists sometimes find
themselves as more combat-centric than Marksman
manifesting-centric, and, as such, may find “I would stand with my back turned while my
multiclassing favorable despite the loss in later arcane colleague completed his incantations to
class features. turn a single snowflake blood red. In an
instant, I would turn, nock my bow, and let an
DEVOTED PSION STARTING PACKAGES arrow fly. Each time, I unerringly hit the
Duergar Devoted Egoist Starting Package snowflake.
(Note: This devoted egoist makes use of the Duergar
Egoist specialty level from Chapter 2: Races.) I don't see why anyone was impressed with
Armor: Leather (+2 AC, speed 20 feet, 15 lbs) this. I wasn't even blindfolded.”
Weapons: Club (1d6, crit 20/x2, range inc. 10 - Ceruth, half-elf marksman
ft, 3lbs, bludgeoning), light crossbow (1d8, crit
19-20/x2, range inc. 80 ft, 4lbs, piercing) Combat at a distance has held appeal to warriors
Skill Selection: Pick a number of skills since the first thrown rocks. Today is no
equal to 2 + Int modifier different – military units take pride in their

27
Untapped Potential: New Horizons in Psionics

sharpshooters, archery contests are regular Perform, Profession, Sense Motive, Spot,
mainstays at fairs, and common folk exchange Survival, Use Psionic Device, and Use Rope.
stories of legendary precision with ranged Skill Points at 1st level: (4 + Int modifier) x 4.
weapons. Such stories are often of adventuring Skill Points at Each Additional Level: 4 +
marksmen (who, despite the name, are as often Int modifier
women as men), those who have honed their
minds as well as their bodies into a unified Class Features
whole. The sniper, the crack shot, the showman, You are a warrior first and foremost – your
the assassin: all are marksmen, and all are precision and prowess will frequently be tested
deadly. in battle. However, you are more than just a
straightforward archer. Your intuition, psionic
Making a Marksman abilities and powers can make or break a battle,
Marksmen are astonishingly good at ranged if they are used wisely.
combat, and have a natural home in the party’s
second line with their bow, crossbow, or Weapon and Armor Proficiency: A
bandoleer of thrown weapons. As much about marksman is proficient with all simple weapons,
perception as precision, several of their key all light and ranged martial weapons, light
abilities relate to sensing “the shot” and pulling armor, and with bucklers. Armor does not
off the impossible. Additionally, marksmen have interfere with the manifestation of powers.
a small array of psionic powers to supplement
their ranged prowess. Many marksman abilities Power Points/Day: A marksman's ability to
also rely on psionic focus – gaining, maintaining, manifest powers is limited by the power points
and expending it. she has available. Her base daily allotment of
Abilities: Dexterity is important for a power points is given on Table 3-2: The
marksman, as it helps them ensure their aim is Marksman. In addition, she receives bonus
accurate. A good Wisdom score is also power points per day if she has a high Wisdom
important for manifesting powers, and several score. Her race may also provide bonus power
class features improve with high Wisdom. points per day, as may certain feats and items.
Constitution helps improve the marksman’s
toughness.
Races: Marksmen are represented in all races,
although those with a penchant for ranged
combat or mental discipline are more likely to
take up this path. Among the common races,
humans, elves, half-elves, maenads and xephs
are most likely to take up the marksman role.
Alignment: Marksmen tend towards no
alignment; the best and worst are found amongst

Illustration by Kevin Miller


them. Lawful marksmen are likely to belong to
the military as snipers or crack shots, while
chaotic marksmen usually wander from town to
town, taking jobs as they come as a mercenary.

Game Rule Information


Marksmen have the following game statistics.

Alignment: Any
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Moderate (as fighter)

Class Skills
The marksman’s class skills are Balance, Climb,
Concentration, Craft, Escape Artist, Hide,
Intimidate, Jump, Knowledge (Psionics), Listen,
A Marksman: deadly with her ranged weapon of
choice

28
Chapter 3: Classes

Powers Known: A marksman begins play The Difficulty Class for saving throws against
knowing no marksman powers (although she marksman powers is 10 + the power’s level + the
can manifest powers from power completion or marksman’s Wisdom modifier.
power trigger items as normal). At each level
indicated on Table: The Marksman, she unlocks Maximum Power Level Known: A
the knowledge of a new power. marksman begins play with the ability to learn
Choose the powers known from the marksman 1st-level powers. As she attains higher levels, she
power list. (Exception: The feats Expanded may gain the ability to master more complex
Knowledge and Epic Expanded Knowledge do powers.
allow a marksman to learn powers from the lists To learn or manifest a power, a marksman must
of other classes.) A marksman can manifest any have a wisdom score of at least 10 + the power's
power that has a power point cost equal to or level.
lower than her manifester level.
The total number of powers a marksman can Point Blank Shot: At 1st level, a marksman
manifest in a day is limited only by her daily gains the Point Blank Shot feat as a bonus feat.
power points.
A marksman simply knows her powers; they Wind Reader (Su): A marksman’s intuition
are ingrained in her mind. She does not need to enables her to read the actions those around her
prepare them (in the way that some spellcasters may take, as well as the flow of the wind in her
prepare their spells), though she must get a good line of sight. This intuition is similar to a
night’s sleep each day to regain all her spent mantra, enhancing her combat ability while
power points. honing her thoughts. When the marksman
gains psionic focus, she adds her Wisdom bonus
as a competence bonus on ranged attack rolls for

Table 3-2: The Marksman


Base Maximum
Attack Fort Ref Will Power Powers Power Level
Level Bonus Save Save Save Special Points Known Known

1 +1 +0 +2 +2 Point Blank Shot, wind reader 1 0* 1st


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

29
Untapped Potential: New Horizons in Psionics

a number of rounds equal to her class level as Additionally, any feats a marksman has
long as she maintains psionic focus, starting on selected that require her to choose a ranged
her next action. If a marksman already gains her weapon (except Martial Weapon Proficiency and
Wisdom modifier to attack rolls, she gains no Exotic Weapon Proficiency) may now apply to
additional benefit from this ability. any weapon type that falls within her chosen
This class ability counts as a Mantra feat (see signature styles, provided that she is proficient
Chapter 4: Feats). with the weapon. The list of compatible weapons
may be expanded with proficiency feats or at
Evade Arrows (Ex): At 2nd level, a your GM’s option.
marksman’s familiarity with ranged attacks and For instance, Ceruth, a 9th level marksman,
her natural intuition alerts her to danger from has chosen the Crossbow as her signature style.
mundane ranged attacks. She gains a dodge She may apply her Improved Critical (Light
bonus to Armor Class against ranged attacks (but Crossbow) feat to any weapon listed under the
not ranged touch attacks) equal to half her crossbow style that she is proficient with. When
Wisdom bonus (minimum 0). she attains 11th level, she may choose to learn
the first-tier ability of another style (and apply
Cover Fire (Ex): Beginning at 4th level, the Improved Critical to any weapon within that
marksman knows not only how to directly style as well), or she may master the second-tier
engage her enemies, but also how to protect her ability of the Crossbow style.
allies. As an attack action, she may choose to fire
a ranged or thrown weapon at an opponent Crossbow Style
within 30 feet to distract that opponent rather Crossbow-using marksmen are consummate
than to deal damage. Make an attack roll against snipers, able to deliver immensely powerful
the space a target occupies (AC 10). If successful, single shots, often from great distance.
the targeted enemy must make a Concentration Impeccably patient, crossbow specialists are
check or a Reflex save (opponent’s choice, DC 10 frequently loners, or at least maintain an aloof
+ one-half the marksman’s class level + the image.
marksman’s Dexterity modifier), or be staggered Weapons: light crossbow, heavy crossbow,
for one round. The marksman still expends hand crossbow, repeating crossbow.
ammunition as normal for this attack. 1st: Augmented Shot (Su): If you spend a
If the attack roll would indicate a critical threat standard action to attack with your crossbow and
and the result would hit the opponent’s AC, roll expend your psionic focus, the bolt becomes an
to confirm: if the critical hit is confirmed against instrument of your will and deals augmented
the opponent’s AC, the attack does normal damage. You may add +1d8 points of damage to
damage as well. A marksman cannot use cover the crossbow bolt for each crossbow style tier
fire if her opponent or the square she targets you have. Unlike normal bonus damage, this
would be subject to a miss chance (such as from increases the actual weapon damage (much like
a concealed or dreamborn HC target). your Strength modifier on a melee attack), and is
thus multiplied in the case of a critical hit.
Psionic Meditation: A marksman of 5th level 2nd: Unstoppable Force (Ex): If your crossbow
gains the Psionic Meditation feat as a bonus feat. bolt would deal enough damage to a target to
She must still meet the requirements to gain the make it drop (typically by dropping it to below 0
benefits of the feat. hit points or killing it), you may choose to have
the bolt continue on a straight line through your
Signature Style: Experienced marksmen target's location until it hits another target, at
generally favor a single weapon type over others, which point you make a second attack roll at the
and specialize in its use (similar to a ranger's same bonus as the previous attack -4. If this
choice of combat style). At 7th level, a marksman attack roll is successful, the target takes damage
chooses one of Bows, Crossbows, or Thrown as if struck by the bolt (although bonus damage
Weapon, and gains the first-tier ability of this that would not be multiplied on a critical hit only
chosen style. Every four levels afterward (11th, applies to the first target). This process repeats
15th, and 19th), she may either select a new until a target does not drop, you miss with an
signature style, and gain its first-tier ability, or attack roll, or your bolt strikes an object or
advance to the next tier of an existing weapon reaches its maximum range.
choice. Once this choice is made, it remains 3rd: Call the Shot (Ex): If you spend a full-
fixed. round action sighting your target, you can deliver

30
Chapter 3: Classes

a single, precisely aimed bolt to a critical part of action to stand from prone unless the target
the target's anatomy. While sighting a target, makes a Strength check of DC 10 + your Wisdom
you cannot move from the spot you occupy and modifier. Prone targets hit by multiple charged
must maintain line of sight to your target; if you arrows in the same round have this DC
move or line of sight is broken, your sighting has increased by 2 for each subsequent arrow. One
no effect. If your target leaves the maximum round after being struck by a charged arrow, its
range of your weapon while sighting, your force dissipates, and a target may stand
sighting fails as if line of sight were broken. normally.
After sighting a target, your first single crossbow 2nd: Lightning Draw (Ex): Bowyer marksmen
attack made the following round ignores all eventually learn to fire their bows far faster than
range increment penalties (though is still bound nearly anyone else without significantly
by the crossbow's maximum range), and if this reducing their accuracy. When using the
attack hits, it automatically threatens a critical Manyshot or Greater Manyshot feats, you may
hit (regardless of the actual die roll). After using fire one more additional arrow than otherwise
Call the Shot, you cannot attack for the indicated, without increasing the penalty to
remainder of the round. attack beyond what it would normally be for
4th: One Shot, One Kill (Ex): As Call the Shot, you. When you use the Rapid Shot feat, you may
except you may attempt to instantly kill your make another additional attack at your highest
opponent. To use One Shot, One Kill, you must attack bonus (without increasing your attack
prolong your sighting period to three full-round penalty).
actions before your attack (all restrictions on You may only benefit from Lightning Draw
sighting still apply). If you do, and successfully while you maintain psionic focus.
hit your opponent, in addition to the normal 3rd: Burst Arrows (Su): Originally developed
effects of Call the Shot, your target must make a to break up marching formations, the technique
Fortitude saving throw (DC 10 + one-half your for firing burst arrows is only capable of being
class level + your Wisdom modifier) or die. performed by dedicated marksmen. To fire burst
Creatures immune to critical hits take normal arrows, you must expend your psionic focus. If
damage and are immune to the death effect. you do, until the end of your turn, you may
spend 1 power point as you fire an arrow to have
Bow Style: it psychokinetically explode with a flash and
Bowyer marksmen are notoriously good at bang at the end of its flight, dealing its damage
attacking large areas at once, and are most to all targets in a 5' radius burst and studding
frequently found in military service. A unit of the ground in that area with arrow shrapnel
archers led by marksmen could hold off an (treat as a caltrop spread). Targeting a given
entire advancing army. area with this attack only requires an attack roll
Weapons: shortbow, longbow, composite hitting AC 10 (modified by range), although
shortbow, composite longbow targets within the area of effect may make a
1st: Force-charged Fletching (Su): You may Reflex saving throw (DC 10 + one-half your class
channel psychokinetic force through your level + your Wisdom modifier) to negate the
arrows, overwhelming your opponents. To use damage.
this ability, you must expend your psionic focus. Burst arrows can be used to deliver additional
Until the beginning of your next turn, you may damage from magical sources, but mundane
spend 1 power point as you fire an arrow to have additions, such as poison or alchemist's fire,
it deal non-lethal bludgeoning damage instead along with non-damaging effects of any sort, do
of lethal piercing, as you charge the arrows with not spread with the burst. Burst arrows cannot
a psychokinetic buffer. If you do so, the charged deliver critical hits, nor can they directly target
arrow has a chance of hammering its target off creatures (only squares).
balance. On a successful hit, a charged arrow 4th: Rain of Arrows (Su): True masters of the
initiates a free trip attack on your foe, using your bow may psychokinetically adjusting the air
Wisdom score in place of your Strength score around the bowstring, making their arrows
(and granting no bonuses or penalties to your more vicious. Once per day per point of Wisdom
check based on your size). bonus (minimum 1), you may expend your
Charged arrows can be used against prone psionic focus when making a full attack with
targets as well. A prone target struck by a your bow, make two attack rolls per arrow and
charged arrow finds it more difficult to stand up take the best of the two. Each arrow fired until
during the subsequent round: it takes a standard the start of your next turn deals double damage.

31
Untapped Potential: New Horizons in Psionics

Thrown Weapon Style: normal, but is further modified by the weapon


Marksmen who follow the thrown weapon style you use. Light weapons reduce your check by -4,
are usually the subject of many tales amongst the while two-handed thrown weapons grant it a +4
common folk, but history isn't clear whether this bonus.
is because few warriors normally choose If you are psionically focused, you may choose to
throwing weapons or because thrown-weapon substitute your Wisdom score for your Strength
marksmen are frequently show-offs. In either score for the opposed checks and damage on a
case, the mockery stops once the marksman collision.
demonstrates his prowess in controlling the field 3rd: Psychoportative Momentum Mastery
of battle. (Su): While you are psionically focused, every
Weapons: dagger, club, shortspear, spear, dart, weapon you throw may, at your option, be
javelin, throwing axe, light hammer, trident, sai, treated as a teleporting weapon, described in the
bolas, shuriken, mind blade. This only applies if Expanded Psionics Handbook. These weapons
you are throwing the weapon. may even reappear in their sheaths instead of in
In the special case of the sling, this style operates your hand, should you wish. If you expend your
normally, treating the bullet as your thrown psionic focus as part of a thrown weapon attack,
weapon. your weapon teleports to the other side of your
1st: Ricochet (Su): To use this ability you must opponent with its momentum reversed, coming
expend your psionic focus. Until the end of your back toward you. Unless your opponent cannot
turn, if a thrown weapon you fire would hit a be flanked, they are denied their Dexterity bonus
wall, you may psychoportatively redirect its to AC against this attack. After your attack, this
momentum up to 90 degrees, allowing it to weapon teleports back to your hand or its sheath
continue its path as if it were thrown in that new instantaneously, leaving no weapon for your
direction. Each time you do, you impose a -2 opponent to find, and an impact wound coming
penalty on the weapon's attack rolls and damage from the wrong direction.
rolls. You may even recover from missed attacks 4th: Psychokinetic Momentum Mastery (Ex):
this way: if a failed attack would also miss a Your weapons’ psychokinetic properties are
creature’s touch AC, it continues past the augmented many-fold. Your thrown bull rush
creature, potentially rebounding off of another attempts (see Push by Proxy) extend in power
wall for another attempt to hit. All distance and ferocity: if your Strength (or Wisdom) check
traveled, regardless of direction, counts toward would allow you to move a target further back
the weapon’s range. You may attempt a number than 5 feet, you may do so, up to a maximum
of redirections per attack equal to 1 plus your number of additional squares equal to your
Wisdom modifier. If you select the thrown Strength or Wisdom modifier (whichever you
weapon signature style again, each redirection used to resolve the attempt). Additionally, if you
can be up to 180 degrees. expend your psionic focus to activate Ricochet,
2nd: Push by Proxy (Ex): Through a two effects occur: Push by Proxy can now bull
combination of exceptional throwing talent and rush foes in any direction away from the
raw strength (of arm or of will), you may attempt direction the attack came from (that is, an attack
to rearrange your foes with your thrown from the north could send the target east,
weapons. If your thrown weapon would southeast, south, southwest or west), and thrown
successfully hit a creature, you may choose to weapons can continue on to another target as if
have your weapon deal no damage and instead the first target were a wall (see Ricochet).
resolve that attack as a bull rush, starting with
the opposed Strength checks (you do not fall Bonus Feat: A marksman gains a bonus
back if you fail). Since you do not move with the archery-related feat at 8th level and every 6
defender, you may only move someone back 5' levels afterward. She must meet all the
with each individual attack, but additional prerequisites of this feat, and the feat must
attacks may be made to push them back further. require Point Blank Shot.
Exactly which direction constitutes "back" is
dependent on which direction the attack came
from (see Ricochet). If your ranged bull rush Playing a Marksman
would push an opponent into another creature Marksmen travel for the same reason other
(or a wall), the opponent doesn’t move, and both warriors travel: to find a place for their skills.
take damage equal to your Strength modifier. Like rangers, marksmen can get along in the
This bull rush uses your size modifier as wilds fairly easily, although they lack the

32
Chapter 3: Classes

specialized training to thrive alone in such an mastering every nuance of this field will become
environment. essential to your adventuring career. As you gain
As a marksman, you attack from a distance. You experience, your psychic intuition may make or
lack staying power in melee, and even lack break an encounter – trust your instincts and
powers that directly boost your armor class – learn to make optimal use of your wind-reading
although from a distance, tactics such as cover ability and your various psionic powers. A tactic
and concealment are viable and easier to many marksmen find useful is to expend their
establish. Learn the lay of the land and master psionic focus just before battle to take 15 on the
the myriad aspects of ranged combat, and you Concentration check to refocus, thus entering
will emerge victorious. the fray with wind reader active. While you
Religion: There is no single deity or faith that frequently serve a warrior’s role, you cannot
attracts more marksmen than any other, not defend your party in the same way an armored
even the absence of faith. Her faith, like much combatant could, so remember to back up your
about a marksman, is her own. A few deities – team whenever you get the chance. Should you
particularly those that encourage individual need to strike it out alone, however, you make a
prowess and don’t place too many demands on respectable stealthy fighter, and are quite adept
their worshippers – may be more common than at the sniper’s role (see the Hide skill). Feats
others, but most gods count a few marksmen that enable you to get the drop on your
among their faithful. opponents, such as Improved Initiative, and
Other Classes: Many marksmen tend to be feats which improve your combat prowess, such
loners, choosing their ranged prowess to excel as as Rapid Shot, should be high your list of
hunters or assassins. Some, however, do join priorities. One of the first feats that most
military organizations, and many can be found marksmen take would be Precise Shot; consider
working with other classes as members of the usefulness of this feat early in your career.
adventuring parties. Because marksmen have
very limited defensive and close range abilities, MARKSMAN STARTING PACKAGES
when they do work with others, they tend to rely HALF-ELF MARKSMAN
on melee oriented classes, such as fighters, Armor: Studded Leather (+3 AC, armor check
psychic warriors, or soulknives. However, penalty -1, speed 30 ft, 20 lbs). Buckler (+1 AC,
marksmen in stealthy parties (usually consisting armor check penalty -1, 5lbs).
of rogues, rangers, soulknives, or monks) can be Weapons: Light Crossbow (1d8, crit 19-20/x2,
a force to be reckoned with, striking from the range inc. 80 ft, 4 lbs, piercing). Short Sword
shadows and vanishing as quickly as they came. (1d6, crit 19-20/x2, 2 lb, piercing). Two daggers
Combat: Marksmen are amazing ranged (1d4, crit 19-20/x2, range inc. 10 ft, 1 lb each,
combatants, rivaling and perhaps exceeding the piercing).
fighter, psychic warrior, and ranger at this role. Skill Selection: Pick a number of skills equal
What strength and elegance they have in to 4+Int modifier.
distance combat, however, is matched by their Hide 4 ranks
fragility in melee. As such, awareness and Concentration 4 ranks
reaction is as important as placement and Spot 4 ranks
timing. A marksman’s psionic powers and Listen 4 ranks
related abilities are limited in both scope and Climb 4 ranks
effect, but when applied at a critical point, they Use Rope 4 ranks
can make or break an encounter. Survival 4 ranks
Advancement: Marksmen progress most Move Silently (CC) 2 ranks
favorably by continuing as a marksman, Feat: Precise Shot.
although multiclassing (potentially taking a Gear: Backpack with bedroll, waterskin, sack,
prestige class) remains a valid option, especially one day's trail rations, 50’ hemp rope, flint and
in the early levels. Members of other classes who steel. Hooded lantern, 3 pints of oil. Case with
wish to improve their ranged combat (including 20 crossbow bolts.
spellcasters and manifesters who favor ray Gold: 1d4 gp.
effects, and soulknives who enjoy throwing their
mind blades) may even take the first few levels HALF-ORC MARKSMAN
of marksman. Armor: Chain shirt (+4 AC, armor check
As a marksman, your class features are almost penalty -2, speed 30 lbs, 25 lbs)
exclusively based on ranged combat, so Weapons: Four daggers (1d4, crit 19-20/x2,

33
Untapped Potential: New Horizons in Psionics

range inc. 10 ft, 1 lb each, piercing), three impeccable showoffs and have quite a reputation
javelins (1d6, crit 20/x2, range inc. 30 ft, 2lbs in various lands.
each, piercing), kukri (1d4, crit 18-20/x2, 2lbs, In an unusual twist of fate, since the island of
slashing) Rajrin existed for so long in the collective
Skill Selection: Pick a number of skills equal to unconscious of many societies, several of these
4+Int modifier. tales actually trace back to the deeds of one
Concentration 4 ranks legendary elven marksman from the Dreamy
Spot 4 ranks Isle, known only as the Thrush. Although they
Listen 4 ranks have been altered through continuous retelling,
Perform 4 ranks if the stories are to be believed, the Thrush’s
Climb 4 ranks hobby was firing a bow, blindfolded, from the
Balance 4 ranks peak of a central mountain towards a target at
Use Rope 4 ranks the coast, and consistently hitting the target.
Escape Artist 4 ranks What made this truly impressive was that the
Feat: Quick Draw. “target” was the shaft of another arrow, fired by
Gear: Backpack with bedroll, waterskin, sack, novices at the coastal archery range. An
one day's trail rations, 50’ hemp rope, flint and impeccable sailor with a wanderer’s heart and a
steel. Hooded lantern, 3 pints of oil. Dartboard. rogue’s wit, the Thrush would often disappear
Gold: 1d4 gp. for months at a time, although his return was
often considered a sign of hope by the common
Marksmen in the World folk. Tales from Rajrin’s shores vary on whether
“…wow. Even from all the way over here, I can or not the Thrush was on the island when it was
tell that hurt.” cast adrift in the Region of Dreams.
--Jaieth, human society mind, to his frequent Organizations: Marksmen have no exclusive
adventuring partner Ceruth organizations. They exist individually or as part
of other teams, although armies known for
Marksmen fill the role of a ranged combatant in strength in archery or more direct assassin guilds
a way that no other warrior class can. With may count more marksmen amongst their ranks
proper selection of feats, powers, and signature than other groups. Not surprisingly, adventuring
styles, a marksman can fill a great many parties remain one of the largest demographics
archetypes; no single unifying trend unites them. that marksmen belong to.
A few general suggestions are described below. If any singular organization of marksmen exists,
Daily Life: Most marksmen, regardless of it remains extremely well-hidden through both
background, are dedicated to their art. mundane and psionic means, just like many
Expressions of this dedication vary, and can take successful marksmen. Rumors persist about a
the form of intense practice, coolly calculated mercenary unit of snipers wandering the lands to
arrogance, or through the application of her the west, but no proof of this has ever been
trade to everyday tasks. This dedication likely located – not even stories of what such a group
serves as a meditative aid, much as reading the could accomplish.
wind serves as a focus, although most marksmen NPC Reactions: Due to the diversity in
wouldn’t exactly describe it as “meditative.” background and reputation, marksmen are seen
Marksmen come from many walks of life; in many different lights, typically on an
essentially no background is common between individual basis by deed. If a marksman has been
them all. One may have noticed a knack for cultivating a reputation as a renegade
throwing things when growing up, while another sharpshooter and a champion of the common
learned the tricks of reading the wind from her folk, she may be welcomed warmly in many
parents. Still another may have trained from taverns, but must work hard to stay at least one
birth to be a specialist in a particular weapon in step ahead of the law. If a marksman instead is
the military, stirring their innate psychic known as an assassin, he likely keeps a cover
potential to further this goal. No matter where identity or a working alias (such as “The Black
they come from, they usually end up in the same Veil”) and hides his true nature. In societies
place – which is frequently somewhere far away, biased against the psionic arts, a marksman’s
with a ranged weapon in their hands. powers are subtle enough that she may even
Notables: Several effective marksmen don’t operate openly (likely hiding displays) without
actively spread their name around, being a taking special notice.
method of security and stealth. Others are

34
Chapter 3: Classes

MARKSMAN LORE there. Maybe there are no organized marksmen,


Characters with Knowledge (History), instead it being a solitary path. Perhaps, in your
Knowledge (Local), or Knowledge (Psionics) game, the marksmen are one of the products of
may research marksmen to learn more about a breeding program for elite psionic
them. When a character makes a successful supersoldiers.
Knowledge check, use the phrases or variations Forcing marksmen to choose a single signature
of them from below, including any information style (instead of choosing at each stage) forces
from lower DC checks, should there be any: the class into a more rigid structure, as does
DC 10: Many people call themselves altering the signature style options. If your
marksmen, but those best suited to the title campaign features other broad classes of ranged
truly live up to the name. Expect spectacular weapons -- for instance, gunpowder pistols or
results if one of them readies a weapon. rifles -- then marksmen certainly should have
DC 15: Marksmen have a variety of tools at new signature styles for each broad weapon
their disposal ranging from supernatural talent class, reflecting the nuances of such a style.
to a knack with intuition, and, of course, the Encounters: NPC marksmen likely are
myriad weapons they use. If it can kill at a either colorful characters encountered in
distance, it’s probably in the hands of a nonlethal (yet preferably competitive)
marksman somewhere. environments such as archery competitions or
Use this DC to recall basic stories about local the dartboard at the local pub, or deadly
or famous marksmen, although the accuracy of professionals that the PCs may never actually
such tales is questionable. see in person, striking from the distant
DC 20: The powers a marksman has that lie shadows. Although marksmen (especially
beyond the mundane are psionic in nature, and crossbow marksmen) make excellent snipers,
generally subtle. They are warriors first and the PCs should have some method of identifying
foremost, though, and their manifestations are their foe at some point – an enemy that remains
a small but significant part of their arsenal. hidden and nameless isn’t an enemy that the
DC 25: Information about notable PCs will recognize later.
marksmen, particularly those in the area. This
information will be more accurate than the Society Mind
basic stories learned at lower DCs, and may "Care to share your thoughts?"
include the truth behind marksman notoriety - Jaieth, human society mind
described above.
A network is a pattern that naturally arises
Marksmen in the Game whenever multiple objects interact with each
Marksmen should have no difficulty being other with shared consequences. All organic life
added to any existing game world, given the is a network of such patterns, blood and flesh
simplicity of their niche. Even low-psionic and wood and earth working unconsciously
worlds are easy enough to adapt to, given the towards the goal of survival. Even unliving
minor nature of the marksman’s psionic things, the dancing stars in the sky and the slow
abilities (in worlds like these, they often are geologic gathering of mountains follow certain
described as incredible luck or insight rather guidelines. Thinking beings follow patterns far
than psionic power). Marksmen can appear first more complex, of emotions, dreams and ideas.
as specialist NPCs, perhaps as members of an These networks, and the mind they form, are
army the PCs work for, fellow competitors in an what power a society mind.
archery contest, or even just a flamboyantly
good darts-player at the tavern. Any or all of Making a Society Mind
these work well for PC marksmen introducing Society minds must choose their powers known
themselves to the party as well. Adversarial every day after resting and meditating on the
marksmen work best in a sniper’s role, but greater pattern of things. Like a wilder, a society
remember – an enemy the party doesn’t spot is mind has very few powers known, but a society
an enemy they don’t learn to recognize. mind can change his powers known from day to
Adaptation: Marksmen are relatively easy to day. A society mind uses power points and can
adapt, as they exist in such a wide niche of augment his powers like any other manifesting
flavor. Instead of relying on intuition, perhaps class.
marksmen in your game are the chosen of the In addition, society minds also have the unique
deities of luck, and draw their power from

35
Untapped Potential: New Horizons in Psionics

ability to enter into a worldthought network with society minds seek to harmonize with the flow of
other beings, through which the society mind can others' thoughts and bring all conflicts to a
strengthen his allies, as well as weaken and constructive resolution, while evil society minds
subvert his foes. leech off the mental powers of the communities
Abilities: Wisdom determines what level of they live in and feel that their powers and unique
psionic power a society mind can manifest, how position within the greater mind marks them as
hard his powers are to resist, and his bonus obviously superior.
power points per day. Charisma is useful to a few
society mind abilities and a number of society Game Rule Information
mind skills, and a society mind needs Society minds have the following game statistics.
Constitution for more hit points.
Races: Society minds tend to show up mostly Alignment: Any
in the social races, or in the nomadic races that Hit Die: d6
travel and see many lands. Humans and Starting Gold: 4d4 x 10 (100 gp)
halflings, qualifying on both accounts, produce Starting Age: Complex (as psion)
numerous society minds. Dromites make great
society minds, as the power of the class is often a Class Skills
simple extension of their hive mind paradigm The society mind’s class skills are Autohypnosis,
onto the rest of the world. Bluff, Craft, Concentration, Diplomacy, Gather
Alignment: Society minds tend most often to Information, Heal, Intimidate, Knowledge
be neutral in both ethical and moral (Psionics),Knowledge (History), Knowledge
perspectives; the constant view of the larger (Local), Listen, Perform, Profession, Psicraft,
trends leaves many society minds impartial and Sense Motive, Speak Language, Survival.
aloof. This is not always the case, though. Good Skill Points at 1st level: (4 + Int modifier) x 4

Table 3-3: The Society Mind


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

36
Chapter 3: Classes

Skill Points at Each Additional Level: 4 + doesn't count against his limit of powers known
Int modifier at any one time.
The Difficulty Class for saving throws against
Class Features society mind powers is 10 + the power’s level +
Your psionic powers and your worldthought the society mind's Wisdom modifier.
network are your most vital abilities. Helping
your allies - whether by enhancing them or Maximum Power Level Known: A society
making your enemies weaker - is what you do mind begins play with the ability to learn 1st-
best. level powers. As he attains higher levels, he may
gain the ability to master more complex powers.
Weapon and Armor Proficiency: Society To learn or manifest a power, a society mind
minds are proficient with all simple weapons must have a Wisdom score of at least 10 + the
and light armor. Armor does not, however, power’s level.
interfere with the manifestation of powers.
Worldthought Network (Su): A society
Power Points/Day: A society mind's ability to mind can connect willing minds through an
manifest powers is limited by the power points internal network that strengthens their psychic
he has available. His base daily allotment of bonds. As a standard action, a society mind can
power points is given on Table 3-3: The Society join up to his class level in willing targets into
Mind. In addition, he receives bonus power his network. The society mind must have line of
points per day if he has a high Wisdom score. sight to each target, each target must have a
His race may also provide bonus power points Wisdom score of at least 1, and all targets must
per day, as may certain feats and items. be within range (see Table 3-4). A society mind's
network can never have more members than his
Powers Known: A society mind begins play class level. The society mind is always
knowing one society mind power of your choice considered a member of his own network, and
at the time. At every even-numbered class level does not count against this limit.
after 1st, he unlocks the ability to know more The society mind can choose to remove a
powers at any given time. member as a free action on his turn, and any
Choose the powers known from the society member can voluntarily leave the network as a
mind power list. (Exception: The feats free action on their turn. Any member whose
Expanded Knowledge and Epic Expanded Wisdom drops to zero or who moves out of
Knowledge do allow a society mind to learn range of the network is automatically removed.
powers from the lists of other classes.) A society If a member enters a null psionics field, the
mind can manifest any power that has a power network link is suppressed until that member
point cost equal to or lower than his manifester leaves the field. A member who leaves the
level. network for any reason immediately loses any
The total number of powers a society mind can and all benefits they may have gained from
manifest in a day is limited only by his daily being a member. A society mind is aware of the
power points. status of his network and can, roughly, sense the
A society mind never needs to prepare powers presence of each member, although beyond
ahead of time; he draws them from his mind telling if such a creature is still a member, this
when needed. When a society mind recovers his has no mechanical benefit until higher levels
daily power points after resting, he may choose (see telepathy and network sense, below).
to rotate one or more powers he knows for new A society mind can manifest certain powers
ones. These powers must always be chosen from through his worldthought network. If a society
the society mind power list, and the maximum mind power specifies one or more willing targets
number of powers the society mind may know at (or is harmless) and has a range greater than
any one time in this fashion is listed on Table 3- personal, he can manifest this power on a
3: The Society Mind. If a society mind learns a member of his network regardless of the range
power through other means, such as the of the actual power. All other non-range
Expanded Knowledge feat or psychic restrictions still apply. He may also manifest any
chirurgery, this power is known in addition to power with the Network descriptor this way,
his normal powers. He may never exchange it regardless of their actual ranges or targets. If he
for another power from the society mind list is capable of manifesting powers or casting
when he chooses his powers known, and it spells from a different class (as is the case for a

37
Untapped Potential: New Horizons in Psionics

multiclass society mind), any compatible spell or those points to Jaieth. As a result Darius is
power with a range greater than touch can also healed for 2 hit points, and Jaieth is healed for
be used through the network. 4. If there were more members in Jaieth's
If a member of the network dies, the member is worldthought network, Darius could spread the
removed from the network and the society mind healing from that potion out even more as long
must make a Fortitude save (DC 15) or lose 10 as the sum of hit points healed was no greater
XP and 1 power point for every Hit Die of the than 6.
fallen member.
The society mind must maintain a power point Spirit of Many (Su): A society mind gains
reserve of at least one point to maintain the special abilities when manifesting powers with
network. If he does not, the network and all the Network descriptor. He can manifest these
attendant benefits end immediately. powers on any member of his network, even if
they are out of the power's range or would
Cooperative Healing (Su): Whenever a normally be immune to the power. Whenever a
willing member of the society mind’s society mind manifests a power with the
worldthought network could regain lost hit Network descriptor targeting only members of
points or ability damage, that member may his worldthought network, the power loses the
choose to redirect any or all of that healing to mind-affecting descriptor (if it had it) and is
one or more other willing members of the treated as a supernatural ability (bypassing
network as a free action. This can transfer power resistance and becoming immune to
instantaneous healing (such as a cure light dispel attempts), although it still provokes an
wounds spell) and even hit points gained from attack of opportunity to manifest as normal. A
rest (in which case, a member of the network society mind still cannot spend more power
would rest for a period of time as normal, and points than his manifester level on this power.
the amount of hit points and ability damage Network powers manifest only on members of
healed would go to another). Healing from the network never allow saving throws -- their
ongoing healing effects, such as the fast healing saving throw entry becomes "None," although if
special quality or true metabolism, cannot be the power specifies a subsequent saving throw
transferred. (such as an augmented ability as one UT),
In any case, the original recipient of the healing subjects attempt those saves normally. The
effect chooses who gets to receive the diverted society mind also adds the following augment to
healing, and does not gain the benefits of any all powers with the Network descriptor:
healing he grants to another. The type of healing Augment: For every additional power point you
(positive energy, negative energy, construct spend, you can choose an additional target, so
repair, etc.) is unchanged from the original long as the target is a member of your
source for determining who or what can be worldthought network.
healed.
Example: Darius the soulknife is a willing Social Insight (Su): As long as a society mind
member of Jaieth the society mind's of 2nd level or higher maintains psionic focus,
worldthought network. He drinks a potion of they gain a super-intuitive understanding of
cure light wounds that would normally heal him interpersonal interactions. This subtle telepathic
for 6 hit points, but he decides to redirect 4 of and clairsentient ability manifests itself as a +2
Table 3-4: Range of the Worldthought Network bonus to all Bluff, Diplomacy, Gather
Information, Intimidate, and Sense Motive
Level Range Distance checks.
1 30 ft 30 ft
Soulbinding Gaze (Su): At 3rd level, the
4 Close 25 ft. + 5 ft. per two class levels society mind gains the ability to add unwilling
7 Medium 100 ft. + 10 ft. for every class level targets to his network. As a standard action, the
society mind can choose to expend his focus to
10 Long 400 ft. + 40 ft. for every class level
forcibly bind one or more targets within close
13 Miles 1 mile per class level range (25 ft + 5 ft/2 class levels) into his
16 Any Any distance as long as they re- worldthought network. The society mind can
main on the same plane affect a maximum of one target per three class
levels with a single attempt. Each target may
19 Planar Any distance, even over planar and attempt a Will save (DC 10 + half the society
dimensional boundaries.

38
Chapter 3: Classes

mind’s class level + the society mind’s Charisma Mystic Echo (Su): At 8th level, the society
modifier) to resist this mind-affecting effect. If mind gains the ability to copy non-permanent
the target fails, he is considered an unwilling magical and psionic effects within his network.
member of the society mind’s worldthought If a member of the network is affected by a
network and counts against the maximum magical or psionic effect with a duration greater
number of creatures that can be in the network than 1 round, the society mind can "echo" it onto
(no more than the society mind’s class level). another member of his worldthought network.
An unwilling member of the network is unable To do so, the society mind must first identify the
to leave the network at will, but can do so by power properly (see the Psicraft skill
either leaving the range of the network or by description).
taking a full-round action (that provokes an Echoing a magical or psionic effect is a
attack of opportunity) to grant himself an standard action that provokes attacks of
additional save at the original DC (success opportunity and costs the society mind a
removes him from the network). Any creature number of power points equal to the original
added to the network in this way gets no benefit effect's caster or manifester level (whichever
from the cooperative healing or telepathy class applies). As a supernatural ability, a society
features of the society mind, and cannot count mind is permitted to spend more power points
as a “willing” target for a Network power (even if than his manifester level on this effect. The new
the creature would otherwise be considered target must be legal for the effect in question
willing). Likewise, if a creature added to the (for instance, if you attempt to echo an
network in this way dies, the society mind does unaugmented psionic charm on a dog, the echo
not suffer an experience penalty or power point will fail). If the effect allows a saving throw, the
loss. new target is entitled to a saving throw when the
At 11th level, the society mind may use this effect is echoed (same DC as the original power).
ability as a move action. At 14th level, the society Only the basic effect and augmentation are
mind no longer needs to expend his psionic echoed -- metamagic and metapsionic feats do
focus to use this ability. not echo. The echo has all the same decisions
made as the original -- for instance, specified
Telepathy (Su): When a society mind reaches energy adaptation echoes would guard against
3rd level, all willing members of his the same energy type, while a 5pp psionic charm
worldthought network (including the society (extended duration) could not be echoed as a
mind himself) can communicate with each other 5pp psionic charm (affects aberrations).
telepathically, even if they do not share a The echo takes effect at the same caster or
common language. Psionic creatures who are manifester level as the originator. When the
willing members in a society mind's original ends or leaves the network, all echoes of
worldthought network (including the society it also end. An echo can be dispelled as normal
mind himself) may manifest unknown powers without terminating the original.
from powers known by another willing psionic A society mind can spend power points to
creature in the network as if they were making augment this supernatural ability. For every 4
physical contact (see the Expanded Psionics additional power points spent, the echo may
Handbook, page 64). reach an additional target. If this augment
would raise the cost of the echo above the
Network Sense (Su): At 5th level, the society society mind's manifester level, the echo attempt
mind’s network awareness improves, gaining a fails (although he may still attempt to echo it
passive form of clairsentience. While psionically onto a single target). The society mind knows if
focused, a society mind gains a +1 bonus on an effect is beyond his ability to echo this way
Bluff, Sense Motive, Intimidate, Spot, Listen, when he identifies it.
and Knowledge checks against members of his
network, similar to a ranger’s favored enemy Inner Language (Su): At 11th level, a society
bonus against creatures he understands well. mind becomes able to perceive the connections
This bonus improves by +1 for every 5 levels between minds during communication, picking
class levels. The society mind can also expend up on the mental energies generated by
his psionic focus as a move action to pinpoint conversation. While he is psionically focused,
the location and identity (as he knows it, much the society mind can understand any spoken
like recognizing a face) of every creature in his language, including secret languages, and even
network, as well as any conditions affecting each multiple languages at once. He still hears the
subject. original syllables, so he may or may not be able

39
Untapped Potential: New Horizons in Psionics

to place what language is being used even while though doing so requires a Concentration check
he fully understands the meaning. Inner (DC 15 + the level of the power he's
Language only functions on perceived concentrating on + the level of the power he
mindwaves -- it does not grant the ability to read, intends to manifest). If this check fails, the new
write, or speak the languages in question. power fails (and the power points spent on it are
lost) and the society mind must make a second
Subconscious Gaze (Su): At 14th level, the Concentration check or lose concentration on the
society mind’s soulbinding gaze improves original power, ending it immediately.
dramatically, working off of the same The DC to maintain concentration on any
subconscious connections that provide his power as a move action is 5 higher than normal.
powers. When he uses his soulbinding gaze, he
may choose to expend his psionic focus. If he Playing a Society Mind
does so, it is not treated as a mind-affecting The society mind develops psychic power by
effect, and can affect any creature with an pulling on the giant networks of consciousness in
Intelligence score. However, the subconscious other beings. Anything that can understand its
mind naturally resists being linked to others, and environment and react to stimuli can become
the DC against the soulbinding gaze is reduced part of a larger cognitive entity, and thus power
by 5 (to a total of 5 + half class level + the society the society mind's manifesting. Whereas a
mind’s Charisma modifier). normal person would look at a large community
such as a city and see the chaos of thousands of
Divert Concentration (Su): As a move different people with their own lives and
action, a society mind of 17th level or higher can motivations, or examine a forest and assume that
choose to expend his psionic focus and transfer its growth and sustenance depended on 'natural'
the bulk of the responsibilities for concentrating patterns and 'instinctual' behavior, a society
on a single power to a touched willing member of mind would see in both cases a giant,
his worldthought network. The chosen member conglomerate entity arising from the wills of
must prepare to accept control of the power by others.
readying an action to concentrate. While Society minds travel to experience more of the
maintaining concentration, the target is limited universe and world they live in. Much like a
to move actions in each round and is subject to psion, they realize knowledge is power - but
the usual methods of disrupting concentration as where a psion seeks self-knowledge, society
normal. The society mind must still provide minds focus themselves outward and seek
some psychic support to the target: if the target knowledge of the bigger picture. As a society
moves more than 50 feet from the society mind, mind, you are always aware of larger patterns
he loses concentration on the power and it ends and trends in the world around you. You are
immediately. always examining everything, especially the
people you travel with or meet on your journeys.
Efficient Network (Su): At 20th level, the The ideas other people hold and what brought
society mind's mastery over his worldthought them to think that way are fascinating to a
network and the closely associated Network society mind. For this reason, you will rarely
powers reaches legendary proportions. A society travel alone. Especially interesting to you is how
mind can maintain concentration on a Network people interact with each other.
power with only a move action. He can even Religion: Society minds feel no particular
manifest other powers while concentrating, draw to any deity, so their faiths tend to be
Society Minds, NPCs, and Network Deaths
There are some GMs who feel there should be a lifeline, to avoid the penalty to the society mind should a
willing network member die. This works particularly well for NPC society minds serving the party as pa-
trons or cohorts, and it is perfectly reasonable for a GM to allow this feat only to NPCs.

Sheltered Soul [Psionic]


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

40
Chapter 3: Classes

varied depending on their personal views of the higher levels of power. Finding what powers
world. Good society minds are often drawn to work for your play style is important - as a
the faiths of deities who focus on healing and support class, your tactics will depend on how
helping the unfortunate of society. Some evil your party works.
society minds worship gods of blackmail or
deceit. Society minds most in tune with nature SOCIETY MIND STARTING PACKAGES
may worship those gods whose portfolios HUMAN SOCIETY MIND
include nature or wilderness. Armor: Studded Leather (+3 AC, armor check
Other classes: The self-supportive and penalty -1, speed 30 ft, 20 lbs)
individualist classes, such as monks, rangers, Weapons: Heavy Crossbow (1d10, crit 19-20/
and psions, tend to strike a society mind as odd. x2, range inc. 120 ft, 8 lbs, piercing). Dagger
They are more at ease with social classes focused (1d4, crit 19-20/x2, range inc 10 ft, 1 lb,
on teamwork, such as the bard. Society minds piercing). Morningstar (1d8, crit 20/x2, 6lbs,
love listening to bards share their tales and news bludgeoning and piercing).
of far-off lands and events, as such information Skill Selection: Pick a number of skills equal
develops a society mind's abilities. to 5+Int modifier.
Combat: Society minds are best at helping Concentration 4 (Con)
others fight. Class features such as cooperative Psicraft 4 (Int)
healing and mystic echo help make sure the Heal 4 (Wis)
party is always fighting at full potential. The Diplomacy 4 (Cha)
Network powers are particularly good at helping Sense Motive 4 (Cha)
your allies share their strengths, and thus Gather Information 4 (Cha)
making the party as a whole a more dangerous Intimidate 4 (Cha)
fighting force. Survival 4 (Wis)
Some of a society mind’s powers and class Knowledge (Local, History, or Psionics) 4 (Int)
features can also be used offensively. In the few Feat: Psicrystal Affinity.
cases where a society mind might be forced to Bonus feat: Psionic Body.
fight alone, forcing enemies to share their Power Known (changes daily): Precognition.
weaknesses will be vital. You will still fight much Gear: Backpack with bedroll, waterskin, sack,
better when you can stand behind more martial one day's trail rations, flint and steel. Hooded
companions, but that doesn't mean offensive use lantern, 3 pints of oil. Case with 10 crossbow
of your powers is not a great boon to your bolts. Chalk.
companions. The party fighter will have a much Gold: 1d4 gp.
easier time taking out that ogre if the ogre is
suddenly as weak as his goblin lackey. DROMITE SOCIETY MIND
Advancement: The powers of the society As Human, except:
mind start to develop slowly in adolescence. The Armor: Studded Leather (+3 AC, armor check
young society mind is the one who is 'in tune' penalty -1, speed 20 ft, 20 lbs)
with things, and incredibly apt at noticing trends Weapons: Heavy Crossbow (1d8, crit 19-20/
or patterns. People who have caught the society x2, range inc. 120 ft, 8 lbs, piercing). Dagger
mind insight are often very good at predicting (1d3, crit 19-20/x2, range inc 10 ft, 1 lb,
events or the actions of others, and may turn to piercing). Morningstar (1d6, crit 20/x2, 6lbs,
gambling, civic leadership, military tactics, or bludgeoning and piercing).
business instead of developing their psychic Skill Selection: Pick a number of skills equal
powers. They also make excellent healers, being to 4+Int modifier.
able to connect so well to their patients. Those Concentration 4 (Con)
who realize their potential, however, and start Psicraft 4 (Int)
traveling to learn more about everything will Heal 4 (Wis)
come into mastery of the basic society mind Diplomacy 4 (Cha)
powers well into adulthood. Sometimes a society Sense Motive 4 (Cha)
mind will notice a younger society mind who is Gather Information 4 (Cha)
just beginning to realize his abilities, and take Intimidate 4 (Cha)
the youth as an apprentice. Survival 4 (Wis)
As you can cycle out your powers known daily, Knowledge (Local, History, or Psionics) 4 (Int)
you are already flexible to begin with. Advancing Bonus feat: none.
in levels increases this flexibility by granting you Power Known (changes daily): Unearthly
more powers known at a time, and access to Terror UT.

41
Untapped Potential: New Horizons in Psionics

Society Minds in the World Added to their tendency to travel, this means
"I know I can focus on the task at hand - Jaieth that society minds are often the first to hear of
will take care of the bigger picture." news from faraway lands. For the most part,
- Ceruth, half-elf marksman society minds prefer to work in the organizations
of others, be it as leader or follower. There are
Almost every society mind is a people person. quite a few successfully run towns with society
While not often as social or persuasive as skilled mind mayors.
bards or rogues, society minds excel at helping or NPC Reactions: The vast majority of people
hindering people in ways they can hardly do not understand what a society mind is, nor
understand. Support is the way a society mind would recognize one by their talents if they met
works and a cornerstone of every society mind's one. Society minds who make obvious use of
philosophy. The fact that they are piece of a their powers are commonly mistaken for psions;
much larger structure is never far from a society in lands where psions bear special honor or
mind's thoughts, and a society mind views all his stigma, a society mind might share it. For the
actions and the changes they affect in terms of most part, though, society minds know how to
strengthening support in one part or weakening work well with people and often travel bearing
it in another. news from far off, and will be treated with
Daily Life: More likely than not, a society similar hospitality to bards.
mind is traveling. That is the best way for them
to see more and more of the network that gives SOCIETY MIND LORE
them their power. Seeing new sights and asking Characters with Knowledge (Psionics) or
questions of new people are like eating fine food Knowledge (History) can research society minds
to a society mind. Very often they take to the to learn more about them. When a character
business of being healers, storytellers, diplomats, makes a successful Knowledge check, use the
or scholars. Some like to examine networks in phrases or variations of them from below,
nature, and others prefer observing people in including any information from lower DC checks,
more urban areas - busy ports and large cities. should there be any:
Notables: Kevuwan the Whisperer in the DC 10: There are some people who are so good
Alleys is rumored to be a ghost who has haunted at working with others they can call power forth
many major cities through history. In truth, from the thoughts of a group. They call
Kevuwan is an ancient elan society mind of themselves society minds.
tremendous power. Motivated by curiosity and DC 15: Society minds have powers like psions,
boredom, Kevuwan usually disguises himself but theirs work differently. Those who count a
among the poor and dispossessed of his cities. society mind as an ally can act with each others'
Through the centuries he watches them rise and strength or skill as surely as it were their own.
fall, committing to memory the stories and DC 20: A society mind's greatest power is his
culture of each one, and may be one of the few special network. They can bring both friends and
alive today who knew of Rajrin before its arrival. enemies into their network, and communicate
It may also be that Kevuwan is the long-lost through thought and even heal injuries as a
original founder of the Cosmic Echoes (see single person. Also, a society mind can change
Chapter 6: Organizations), as it would take his powers from day to day, although he is more
someone of his power and experience to hide limited than a psion in his powers.
from that organization. Other society minds of DC 30: Information about notable society
note include the human freedom fighter Yuowe, minds, drawn from the section above.
a former slave who led several rebellions against
tyrants in various countries, and Hizo Veremech, Society Minds in the Game
a renowned intellectual and philosopher from Society minds are unique among the psionics
the dromite hives on Rajrin. classes in their position as a support class. Thus
Organizations: The question is not if society the society mind works well in a psionics-heavy
minds form organizations, but whether or not campaign, and if all the other characters are
others recognize what organizations society psionic you will be filling a very important role.
minds consider themselves members. When a The society mind also works somewhat better
society mind meets and befriends another, they with the nonpsionic classes than the other
often keep in touch. These friendships can form psionic classes do, especially the support classes.
networks that span countries and even the The society mind can work in a campaign with
planes, making for constant communication. very little psionics, but he will feel a bit odd.

42
Chapter 3: Classes

A society mind character has to be happy with dramatic actions possible at all. Like the
the helping role. Delivering the killing blow or character, a society mind player does well to pay
making the vital skill check is not something attention to the larger picture in encounters and
society minds do very often - it's something they adventures, and look for the vital points at
help others do. That said, it may very well be the where he can apply his abilities and bring
society mind's help that makes those more victory to his party.

Illustration by Brandon Glore

A society mind: the soul of the team, his allies are his greatest asset

43
Untapped Potential: New Horizons in Psionics

Adaptation: The society mind's flavor is very Encounters: It is very unlikely that the party
campaign-neutral, and lacks the exotic touch of will encounter a society mind NPC on his or her
the other psionic classes. That said, the society own. When a society mind is encountered, it’s
mind can be adapted just like anything else almost always s a part of a group. Whether the
psionic. Possibilities could include a class that society mind is a friend or foe may depend on the
calls upon the ghosts of its ancestors, or a cleric- outlook of his teammates. A different kind of
like psion who draws upon the minds of gods. villain, however, would be the traitorous
Changing the power list or even changing the benefactor. This is an evil high-level society mind
powers known mechanic to work like a psion's or who supports the party to act towards helping
psychic warriors could do the trick. his plans, but betrays them if necessary.

44
Feats

Chapter Four: Feats


Target’s Fortitude save bonus Your reading
against poison
+3 or less Weak

This chapter contains new feats for use in your +4 to +9 Healthy


games. The vast majority (but not all) are +10 to +15 Moderately strong
Psionic feats (introduced in the Expanded
Psionics Handbook), which are supernatural +16 to +21 Strong
abilities that require the psionic subtype to take.
+22 or higher Practically immune
Most of these relate to psionic focus in some
way.
Additionally, a new type of psionic feat is COURSE CORRECTION [Psionic]
introduced below – the Mantra feat. A mantra is You have great control over your hurdles.
a subconscious meditative aid or routine that Prerequisites: Jump 7 ranks, Wisdom 13+
provides a short-term benefit when one Benefit: To use this feat, you must expend your
meditates to gain psionic focus, and an psionic focus while making a Jump check. You
immediate benefit if one ends the mantra early. need not move in a straight line during your
For more information, see below. jump. You can change your horizontal direction
in midair as readily as if you were moving on the
New Feats ground, and may even jump out and directly
back. Your total jump distance is still bound by
your check result.
ASSASSIN TRAINING [General]
You have learned the deadly art of poison
delivery, and can gauge, roughly, how effective CRAFT COGNIZANCE CRYSTAL
such an attack will be. [Item Creation]
Prerequisites: Nongood alignment, Sneak This feat originally appeared in the Expanded
Attack +4d6 or the Signature Style class feature Psionics Handbook. It is expanded here.
or 3rd Favored Enemy. Prerequisite: Manifester level 3rd.
Benefit: You never poison yourself when Benefit: In addition the effects listed for this
applying poison to a weapon. You may also feat in the Expanded Psionics Handbook, you
attempt to read, roughly, a target’s Fortitude gain the following benefits:
save against poison by spending a full-round You can create impression crystals, which store
action in observation within 30 ft of your target. imprinted forms for use with Formbound effects
Every 5 ranks you have in a single Knowledge (see Chapter 7: Powers). The base price for an
skill relevant to your target (for instance, impression crystal is the maximum number of
Knowledge ( Du n g e o n e e r i n g) a g a i n st forms it can hold multiplied by 2000 gp. For
aberrations) adds 30 ft this range. The possible example, if you wanted to craft an impression
results are on the following table. crystal to hold up to 10 forms, it would cost
20,000 gp. Crafting an impression crystal takes

45
Untapped Potential: New Horizons in Psionics

Table 4-1: NEW FEATS


FEATS PREREQUISITES BENEFIT
Assassin Training Non-good, Sneak Attack +4d6 OR Signa- Use poison safely, gauge (roughly) target’s
ture Style OR 3rd Favored Enemy OR vulnerability to poisons
Poisoned Blade
Poison Mastery Assassin Training OR Poison Use Deliver poisons in new ways
Course Correction Wis 13, Jump 7 ranks Adjust direction mid-jump
Communal Exemplar Dromite, Sense Motive 2 ranks Improved Aid Another
Craft Cognizance Crystal** Manifester level 3 Create cognizance crystals, impression
crystals, or mindstones
Craft Crystalic Manifester level 6 Create crystalic grafts
Deceptive Blade Ability to generate a mind blade Master of mind blade feints
Duck and Weave***F Dex 13, Dodge Improve AC while moving
Dueling Blade Ability to generate a mind blade Parry and riposte with mind blade
Durable Mind Duergar Thought shield as a psi-like ability
Exotic Mind Blade Shape mind blade class feature Alter mind blade into a new weapon

Falling With Style Intelligence, Wisdom, or Charisma 13+, Defy gravity by force of will
Balance 6 ranks OR Tumble 6 ranks
Fill the Blade Psychic strike +4d8 Expend focus to charge your mind blade
Focused Dreamer Psionic Meditation, ability to dream Gain focus while dreaming, guarded sleep

Formbinder Caster or manifester level 3, Store additional, stronger imprints for


one imprinted form (see chapter 7) Formbound effects
Master Formbinder Formbinding, either Bluff 15 ranks and Quickly imprint willing forms, or imprint
Spellcraft 15 ranks OR Heal 15 ranks and unwilling forms, at a distance
Psicraft 15 ranks
Harmonic Resonance Worldthought network, Psicraft 6 ranks Borrow network members’ powers more
easily
Hawkeye F Point Blank Shot, Far Shot Increase precision attack range, +1 to spot
checks.
Lend Health Cooperative healing, Fast healing special Heal others reflexively with your fast heal-
quality, Heal 5 ranks, ability to manifest ing, instead of yourself
empathic transfer
Luck Doesn’t Stop Me Base attack bonus +8, one or more of Attacks bypass luck and insight bonuses,
Deep Impact, Fell Shot, or Unavoidable may bypass miss chances.
Strike.
Master of Mantras Concentration 12 ranks, Psionic Medita- Activate and benefit from two mantras at
tion, any two Mantra feats once
Mental Dampening Wis 13, Autohypnosis 3 ranks, Move Si- Subconsciously dampen sounds of move-
lently 4 ranks ment
Mentally Inconspicuous Wis 13, Autohypnosis 3 ranks, Hide 4 Thinking creatures may not notice you
ranks
Out of Mind, Out of Mental Dampening, Mentally Inconspicu- You make yourself invisible to those with
Sight ous conscious thought
Mind Blade Finesse Shape Mind Blade class feature, Weapon Use weapon finesse regardless of your
Finesse, Knowledge (Psionics) 4 ranks, mind blade’s form
Balance 3 ranks
Mind Blade Kensai Psychic Strike +1d8 Mind blade improves if multiclassed
On Fire Cha 13, Psionic Body Your actions literally light up the room

Personality Purge* Concentration 8 ranks, Psicrystal Affinity, Psicrystal stores unwanted personality
Improved Psicrystal aspect; can draw upon it in battle
Poisoned Blade Mind Blade class feature, Autohypnosis 6 Absorb poison and charge it into your
ranks, Con 13 mind blade
Power by Proxy -- Manifest powers through mental bonds

Improved Power by Power by Proxy Leap multiple mental bonds to target


Proxy

46
Chapter 4: FEATS

FEATS PREREQUISITES BENEFIT


Web of Influence Power by Proxy, Improved Power by Affect multiple bonded targets with the
Proxy same power
Psicrystal Affinity** Manifester level 1 Gain a personality fragment

Psychic Substitution Any other metapsionic feat, ability to Your energy powers are mentally dam-
manifest an energy power, Concentra- aging
tion 9 ranks
Psychokinetic Fists Improved Unarmed Strike, Cha 13 Make ranged unarmed attacks
Quickshaper Free Draw and Shape Mind Blade class Shape mind blade as swift action
features
Reckless Blade Ability to generate a mind blade All-out offensive mind blade charge
Renewal Elan, Constitution 13, Concentration 4 Enter trancelike state to restore self
ranks once per day
Shieldwarden of Maenae Maenad, proficiency in any armor Armor is a second skin to you

Shuriken Mind Blade Free Draw and Shape Mind Blade class Fragment your mind blade into multiple
features shuriken-like projectiles
Soul Buffer Worldthought network, network sense, Instantly infuse some of your life force
Psicraft 12 ranks, ability to manifest into a dying teammate to save them
psionic revivify
Subconscious Containment Wisdom 13+, Psionic Body, Concentra- Your subconscious mind is able to hold
tion 6 ranks psionic focus
Subconcious Reflexes*** Xeph, Speed of Thought +6 to Initiative

Vigilance of the Giants Half-Giant, Improved Initiative Act when surprised


Xeph Bladestorm Xeph, ability to generate a mind blade Flurry of mind blade strikes, possibly
dancing between foes
*This feat may be taken multiple times. See the feat for special rules.
**Added functionality from Expanded Psionics Handbook
***This feat may count as a different one for purposes of other requirements. See the feat for details.
F— A fighter may select this feat as a fighter bonus feat.

one day for each 1,000 gp in its base price. To Doing so takes half the XP, half the raw
craft an impression crystal, you must spend materials, and half the time it would take to craft
1/25 of the item’s base price in XP and use up the item in the first place.
raw materials costing one-half of its base price. For more information on impression crystals
You may also create mindstones, which allow a and mindstones, see Chapter Eight: Items.
manifester to use a psionic power that he does
not otherwise know. The base price for a
mindstone is the level of the highest-level power
CRAFT CRYSTALIC [Item Creation]
it could bestow with its power point limit, You can construct and attach crystalics to willing
squares, times 1000 gp. For instance, to create a entities.
mindstone that allows up to 13 power points to Prerequisite: Manifester level 6th.
be spent on its stored power, you would need Benefit: You can create any crystalic whose
49,000 gp (as 13pp is high enough to manifest prerequisites you meet. Crafting a crystalic takes
up to 7th level powers). Crafting a mindstone one day for each 1,000 gp in its base price. A
takes one day for each 1,000 gp in its base price. creature may only have five crystalics on its
To craft a mindstone, you must spend 1/25 of form at any given time. To craft a crystalic, you
the item’s base price in XP and use up raw must spend 1/25 of the item’s base price in XP
materials costing one-half of its base price. and use up raw materials costing one-half of this
This feat also lets you mend any broken or price.
damaged cognizance crystal, impression You can also mend a broken crystalic if it is one
crystal, or mindstone that you could create. that you could make. Doing so costs half the XP,

47
Untapped Potential: New Horizons in Psionics

half the raw materials, and half the time it would DUELING BLADE [Psionic]
take to craft that crystalic in the first place. Your mind blade reacts to threats in ways no
Some crystalics incur extra costs in XP, as noted other weapon could, blinking between parries
in their descriptions. These costs are in addition and ripostes at the slightest thought. Even
to those derived from the item’s base price. You veteran warriors have difficulty fending off your
must pay such a cost to create a crystalic or to supernatural counterattacks.
mend a broken one. Prerequisite: Ability to generate a mind blade
Benefit: If you are fighting defensively with
COMMUNAL EXEMPLAR your mind blade, and an opponent misses you in
[Psionic, Racial] melee, you may make an attack of opportunity
You have learned to read others’ actions as if against that opponent with your mind blade.
they were an extension of your own, allowing Ignore the penalty to attack rolls from fighting
you to better support your allies. defensively for this attack.
Prerequisites: Dromite, Sense Motive 2 ranks Special: If you possess the Combat Expertise
Benefit: Whenever you use the Aid Another feat, you may use this ability while using that
action or are the recipient of an Aid Another feat instead of fighting defensively. You may also
action, increase the bonus you give or receive by increase the penalty from Combat Expertise up
2. This bonus is cumulative with other to your base attack bonus (exceeding the normal
Communal Exemplars – if another ally also has limit of -5), provided you are attacking with your
this feat and aids you, you gain a +6 bonus mind blade.
instead of +4.
Special: A fighter may select this feat as a DURABLE MIND [Psionic, Racial]
fighter bonus feat. Your mind naturally resists others who attempt
to exert their will over yours.
DECEPTIVE BLADE [Psionic] Prerequisite: Duergar
You have developed a style of mind blade Benefit: Once per day, you may manifest
combat that focuses on trickery. Materializing thought shield as a psi-like ability. Your
your mind blade just before you strike, blinking manifester level is equal to your hit dice
your blade from one hand to the other, springing (minimum 3rd). Any effects that affect your
blades forth from elbows and knees… such racial psi-like abilities, such as levels in duergar
techniques would be impossible for any other paragon, also affect this ability.
weapon.
Prerequisite: Ability to generate a mind blade EXOTIC MIND BLADE [Psionic]
Benefit: You may feint in combat as part of the You can shape your mind blade into different
action used to materialize your mind blade. You types of weapons.
add Bluff to your list of soulknife class skills. Prerequisite: Shape Mind Blade class feature.
Special: If you possess the Improved Feint feat Benefit: Choose one melee weapon, such as the
and the psychic strike class feature, you may flail. You can use your shape mind blade ability
also charge your psychic strike as part of the to reshape your mind blade into the form of this
action used to materialize your mind blade. weapon.
If you choose a light weapon, you may shape
DUCK AND WEAVE [Psionic] your mind blade into two identical copies of that
Your natural quickness allows you to more weapon, although its enhancement bonus is
nimbly avoid attacks aimed at you. reduced as it would be for shaping two short
Prerequisites: Dex 13+, Dodge swords. If you choose a double weapon, each
Benefit: Your natural speed and agility grants end has an enhancement bonus one lower than
you a +2 dodge bonus to your AC during any normal.
round in which you move at least 10 feet. This Special: You may select this feat multiple
bonus only applies as long as you maintain your times. Each time you do, you may select a
psionic focus. different melee weapon to shape your mind
Special: Duck and Weave can be used in place blade into.
of Mobility to qualify for a feat, prestige class, or
other special ability. FALLING WITH STYLE [Psionic]
When other succumb to gravity, you keep your
cool and are able to control your fall better than
most.

48
Chapter 4: FEATS

Prerequisites: Intelligence, Wisdom, or Formbound descriptor in Chapter 7: Powers)


Charisma 13+, Balance 6 ranks OR Tumble 6 Benefit: You may imprint additional creatures,
ranks. and more powerful forms than before. Instead
Benefit: As an immediate action, you may of imprinting one additional form per five
expend your psionic focus to control your fall. character levels, you instead may imprint one
You land on your feet no matter how far you fall, additional form per three character levels.
and you take damage as if the fall were 10 feet Additionally, you are considered to be three
shorter per point of Intelligence, Wisdom, or levels higher than you actually are when
Charisma bonus (your choice) than it actually is. imprinting forms (for purposes relating to Hit
Additionally, you can angle your fall, moving up Dice and number of forms imprinted).
to five feet horizontally for every ten feet you Normal: You may only have one creature's
fall. This movement need not be in a straight form imprinted, plus one per five character
line. This feat affects you and anything you carry levels.
or hold (up to your maximum load).
HARMONIC RESONANCE
FILL THE BLADE [Psionic] [Psionic]
You can charge up your mind blade swiftly. You can attune your mind to the subtle inner
Prerequisite: Psychic strike +4d8 workings of other psionic beings, and gain a
Benefit: By expending your psionic focus, you more intimate knowledge of their powers.
can imbue your mind blade with the energy for a Prerequisites: Worldthought network,
psychic strike as a swift action. Psicraft 6 ranks.
Normal: You can only imbue your mind blade Benefit: To use this feat, you must have an
with the energy for a psychic strike as a move active worldthought network when you choose
action. your society mind powers known for the day.
Choose a number of powers equal to your
FOCUSED DREAMER [Psionic] wisdom modifier that members of your
Your dreaming mind can hold a focus. worldthought network know. If you are
Prerequisites: Psionic Meditation, ability to psionically focused, you may treat those powers
dream (elves and elans automatically fail this as if they were on your power list for the
requirement). purposes of manifesting another's powers
Benefit: If you fall asleep with at least one known (see the Expanded Psionics Handbook,
power point remaining, your subconscious mind page 64). You may change these powers as often
automatically attempts to gain psionic focus by as you change your powers known.
taking 20 on the Concentration check. Special: The nature of this connection requires
Your dreaming mind is considered psionically constant focus. If you expend your focus during
focused after this, and you gain any benefit of the manifestation (for instance, to add a
being psionically focused for as long as you metapsionic feat to a borrowed power), the
remain asleep. You are also no longer manifestation fails. If you have the Psicrystal
automatically considered willing for powers or Containment feat, you can expend your crystal's
spells while asleep, and may attempt saving focus and maintain your own, and the
throws normally if you choose. manifestation will not fail in this way.
Upon waking, this focus persists for one round Normal: If you try to manifest a power that is
before fading. Most focused dreamers expend it not on your power list from another's powers
to take 15 on the Concentration check to refocus known, the attempt automatically fails.
themselves.
Normal: You cannot be psionically focused HAWKEYE [General]
while asleep. Unconscious targets are Keen eyes, steady hands, and sharp reflexes –
automatically considered willing targets for the together, they forge a warrior with extraordinary
purposes of spells or powers. precision.
Prerequisites: Point Blank Shot, Far Shot
FORMBINDER [General] Benefit: You gain a +1 bonus on Spot checks.
Your training in the supernatural allows you to Additionally, attacks that require precision and
better attune your body to the forms of others, are limited to a range of 30 ft, such as Point
and draw upon their powers in times of need. Blank Shot and Sneak Attack, have this range
Prerequisite: Ability to imprint forms (see the increased by 20 ft .

49
Untapped Potential: New Horizons in Psionics

Special: You may gain this feat multiple times.


Each time you do, your bonus to Spot increases
by 1 and your precision range increases by 20 ft.
If you have other options that relate to precision
and are limited to ranges of 30 ft (such as the
cover fire marksman feature) their ranges are
extended by this feat as well. Speak to your GM
when determining exactly which abilities

Illustration by Kevin Miller


Hawkeye will extend.
A fighter may take Hawkeye as one of his fighter
bonus feats.

IMPROVED POWER BY PROXY


[Metapsionic]
You gain insight into the mental bonds between
targets and your powers more easily ride these
links to their final goal.
Prerequisite: Power by Proxy
Benefit: As Power by Proxy except the effect of
the power may follow a chain of independent
mental bonds to its final target. Only the final
target is affected; the proxies are unharmed. You
do not need to know the specific identity of any
creature within the chain of links except for your
final target.
This feat also provides feedback, just before you
manifest the power. You learn if a chain of
independent links between the subject and your
intended target exists, and may choose to
change the target of your power if no such chain A society mind with the Power by Proxy feat
exists (although the power points spent to use chain can manifest powers through mental
this feat are still spent, reducing how many links such as her worldthought network
points you could spend on the power as normal).
You don’t learn the identity of any other
creature in the chain, nor do you learn the healed by it. This otherwise works as the
number or nature of the links between you and cooperative healing class feature.
the target. Normal: Fast healing and continuous healing
Using this feat increases the power point cost of effects do not transfer through cooperative
the power by 4. The power’s total cost cannot healing.
exceed your manifester level.
LUCK DOESN’T STOP ME
LEND HEALTH [Psionic] [Psionic]
You may passively absorb the injuries of They may be lucky. They may be chosen by fate.
members of your worldthought network and They may insist they’re that good. No matter –
instantly heal them with your fast healing. you’re still going to beat them. And you won’t
Prerequisites: Cooperative healing, fast break a sweat doing it.
healing special quality, Heal 5 ranks, ability to Prerequisites: Base attack bonus +8, one or
manifest empathic transfer. more of the following feats: Deep Impact, Fell
Benefit: Each round, as a free action, you may Shot, Unavoidable Strike.
choose to freely distribute any amount of your Benefit: Luck Doesn’t Stop Me applies to any
fast healing to members of your worldthought attack made with a melee weapon if you have
network, instead of using that healing yourself, Deep Impact, a ranged weapon if you have Fell
exactly as if it were an instantaneous healing Shot, and unarmed strikes and natural weapons
effect. Fast healing is considered natural healing if you have Unavoidable Strike. During your
for the purposes of which creatures can be turn, you may declare one opponent you can see.
While you maintain your psionic focus, attacks

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Chapter 4: FEATS

you make with appropriate weapons ignore any Psionic Meditation, any two Mantra feats
luck and insight bonuses to this opponent’s Benefit: You may activate and benefit from two
Armor Class. Additionally, if your declared mantras simultaneously. Meditating to activate
target is subject to a miss chance of any sort, roll two mantras at once requires a Concentration
twice: if either is successful, you have check 10 higher than normal (in addition to the
successfully bypassed the target’s miss chance. sum of the increases the two mantras
You may declare a new opponent at the start of themselves call for, if any). Meditating to
your next turn. activate two mantras at once requires a full-
round action even with Psionic Meditation.
MASTER FORMBINDER Normal: You can only activate and benefit
[General] from one mantra at a time. Psionic Meditation
You are a master at creating your own imprints allows you to gain psionic focus as a move
from creatures without their consent. action.
Prerequisites: Formbinder, either Bluff 15 Special: If you have the ability to expend your
ranks and Spellcraft 15 ranks OR Heal 15 ranks psionic focus while remaining focused (for
and Psicraft 15 ranks. instance, the Psicrystal Containment feat), you
Benefit: You may attempt to imprint a may end one of the mantras by expending your
creature's form (see the Formbound descriptor psionic focus while maintaining the other.
in Chapter 7: Powers) in 1 round instead of 1
minute, and you don't need to touch the creature MENTAL DAMPENING [Psionic]
in question. You must stay within 60 ft of the Through the power of your mind, you reduce the
creature, maintaining line of sight at all times, intensity of the sounds you make.
however, and if your concentration is disrupted Prerequisites: Wisdom 13+, Autohypnosis 3
you must start again. ranks, Move Silently 4 ranks.
Additionally, you may imprint unwilling forms Benefit: As long as you are psionically focused,
through supernatural charm and deception, or you gain a +6 bonus to your Move Silently
create an artificial imprint through your checks.
expertise at anatomy. This process still takes 1
minute, despite the decreased time granted from MENTALLY INCONSPICUOUS
this feat. Make a Bluff check or a Heal check
(whichever you used to meet the requirements) [[Psionic]
at a DC of 15+the creature's Hit Dice at the end You make yourself less noticeable to other
of your formbinding attempt. If you are minds.
successful, you have stolen that creature's form Prerequisites: Wisdom 13+, Autohypnosis 3
and successfully imprinted it. Although no ranks, Hide 4 ranks.
display appears while you attempt this (you may Benefit: As long as you are psionically focused,
appear as innocuous as you like during the you gain a +6 bonus to your Disguise and Hide
actual imprint), whether you succeed or fail in checks made against anything not immune to
stealing the form, the creature knows that you've mind-affecting effects.
stolen or attempted to steal its form without its
consent, and is treated as one NPC attitude MIND BLADE FINESSE [[Psionic]
worse toward you. You can handle large mind blades with grace
Finally, you may hold two additional imprints rather than savagery.
beyond what would normally be allowed with Prerequisites: Shape Mind Blade class
the Formbinder feat. feature, Weapon Finesse, Knowledge (Psionics)
Special: You must abide by all other 4 ranks, Balance 3 ranks.
restrictions on imprinting forms when using this Benefit: The benefits of your Weapon Finesse
feat, including the limits on maximum imprints, feat now extend to the mind blade, even when it
Hit Die limits, and valid types. is in forms that cannot normally be the subject
of Weapon Finesse (including two-handed
MASTER OF MANTRAS [Psionic] forms).
Few follow multiple schools of thought Normal: Weapon Finesse only applies to light
regarding mantra meditation, and even fewer weapons and specially-indicated one-handed
learn to reconcile the differences between them. weapons. A mind blade can only gain its benefit
You are among these rare heroes. while in a light weapon’s form.
Prerequisites: Concentration 12 ranks,

51
Untapped Potential: New Horizons in Psionics

MIND BLADE KENSAI [Psionic] the GM, may also activate this feat, even if the
Your mind blade continues to improve despite normal activation condition isn’t met. As a
the following of a different path. general guideline, if it’s especially awesome, and
Prerequisite: Psychic strike +1d8 it’s successful, it’s worth going On Fire.
Benefit: Add four to your effective soulknife
level for the purposes of determining your mind OUT OF MIND, OUT OF SIGHT
blade’s enhancement bonus and the mind blade [Psionic]
enhancement class feature, to a maximum of You make yourself thoroughly invisible to
your character level. creatures with minds.
The increased effective level stacks where Prerequisites: Mental Dampening UT,
applicable to the increase in effective soulknife Mentally Inconspicuous UT, Autohypnosis 5
level from prestige classes (see Chapter 5: ranks, Hide 10 ranks, Move Silently 10 ranks
Prestige Classes). Benefit: While psionically focused, you can use
Special: If you take levels in a class that the Hide skill even while being observed and
provides similar abilities, such as the even if you do not have cover or concealment.
Enlightened Protector (see chapter 5), the extra This feat does not function against creatures
levels stack where applicable. immune to mind-effecting effects.

ON FIRE [Psionic] PERSONALITY PURGE [Psionic]


When you do something particularly amazing, Seeking to purify your mind and hone your
your confidence manifests itself as bright thoughts, you have wrenched an unwanted
flames. aspect of your mind from your consciousness
Prerequisites: Charisma 13+, Psionic Body and transferred it, in its entirety, to your
Benefit: While in situations where taking 10 on psicrystal.
skill checks is impossible, if you make a Prerequisites: Concentration 8 ranks,
successful attack roll, saving throw, or skill Psicrystal Affinity, Improved Psicrystal.
check, and the result of that roll is at least equal Benefit: Your psicrystal gains an additional
to your character level +20, your surge in personality type from the list below, altering its
confidence causes you to burst into psionic behaviour accordingly (and thus possibly
flames. These flames do not harm you or turning it into an antagonist, although it still
anything you hold, shed light as a torch, and last willingly and totally serves you).
for a number of rounds equal to your Charisma As a standard action that provokes attacks of
bonus (minimum 1). opportunity, you may touch your psicrystal and
While On Fire, you gain a +1 morale bonus, +1 reclaim the lost aspect of your mind. Doing so
per 5 character levels, to attack rolls, saving grants you a powerful contact benefit (as this
throws, and skill checks. You also deal 1 point of negative aspect of your mind is amplified by the
fire damage, +1 per 5 character levels, to crystal), but comes with a serious drawback
enemies who strike you with a natural or unique to each personality. Severing contact
unarmed attack and to enemies whom you strike with the psicrystal is a full-round action that
with a natural or unarmed attack. Finally, your provokes attacks of opportunity and requires a
spells or powers gain a +1 bonus to their save DC 20 Concentration check (retry allowed), as
DC, if any. You may choose to not benefit from the psicrystal resists the loss of control. This
this feat even if you fulfill the conditions check becomes more difficult if you have acted
required. out of line with your adjusted philosophy; see
Additionally, you may artificially elate yourself the individual descriptions for details.
enough to start fires by expending your psionic Special: You may take this feat multiple times.
focus as a move action. Doing so causes your If you do, you may activate any number of
hand to ignite as a torch for one round, during contact benefits when you touch your psicrystal.
which time you may use it to light any Each separate antagonistic personality must be
nonmagical, unattended, flammable objects on severed individually; the DC for the
fire if you succeed on a touch attack. These Concentration check increases by 2 for each
flames do not injure you or anything you carry additional personality you have in contact.
either, unless you want them to.
Special: Particularly spectacular or cinematic AGGRESSIVE
actions in difficult situations, as determined by By transferring your desire to end lives to your

52
Chapter 4: FEATS

psicrystal, you liberate your thoughts to more from the manifester, you instead act normally.
philosophical matters. Your crystal, however, Sever: The DC to sever your unstable
develops a pathological murderous streak, and is psicrystal's thoughts from yours increases by 5 if
likely to carry a knife and cut the bodies of the you have attacked any creature that you would
fallen while urging you to kill some more. not normally consider an enemy in the past
Benefit: You gain a +1 bonus to your Armor hour.
Class. Removing your aggressive traits allows
you to fight more defensively. ANTISOCIAL
Contact: You thirst for battle, overcome by The inability to relate to others is disruptive to
your formerly severed aggression. This allows normal psychological development -- in fact, it is
you to continue fighting without penalty while at the direct anathema to the society mind's
or below 0 hit points, and even to survive below manifesting prowess. Removing the desire to
-10 hit points. Add your key manifesting ability undermine the works of others and your own
score to 10 to determine how far below 0 hit antisocial personalities clears your thoughts for
points you can reach before dying. For example, more solid interaction, but your psicrystal
a psion with an Intelligence score of 16 would magnifies them to a tremendous extent. The
die at -26 hit points instead of -10. first thoughts that enter its mind when seeing
However, your bloodlust corrupts your mind, something new are usually five different ways to
distorting the distinction between friend and ruin it.
foe. At the start of your turn, unless you make a Benefit: You gain a +3 bonus to Gather
Will save (DC15), you are convinced that your Information and Diplomacy checks. Gather
allies are enemies, and you must act according Information checks take half as long and cost
to this perception. The save DC decreases by 5 half as much as normal.
when not in a combat situation. Contact: You become incredibly disruptive to
Sever: The DC to sever your aggressive those around you. While in contact with your
psicrystal’s thoughts from yours increases by 5 if antisocial psicrystal, creatures you threaten
you have delivered the killing blow to any cannot use abilities on the defensive. Attempts
creature in the last hour. If you sever your to do so fail, although they may still perform the
aggression while at negative hit points, you are action they were attempting to use defensively
treated normally – including dying if you are at without penalty other than the attack of
or below -10 hit points. opportunity. Any creature you threaten that
provokes an attack of opportunity gains a -4
UNSTABLE penalty to its Armor Class for that attack of
The bane of many manifesters is insanity, so by opportunity. If you possess an active
wrenching your own instability into your worldthought network and are actively
psicrystal, your psyche becomes as stable as a threatening another creature, this benefit
rock. The same cannot be said of your psicrystal, extends to any ally contained within the
which is prone to spouting gibberish, seeing network.
things which aren't there, and suggesting While under the influence of your antisocial
courses of action that would seem comical if the psicrystal, you develop a deficiency of language.
crystal wasn't being serious. You are treated as if under the effects of an
Benefit: You gain a +4 bonus on saving throws alienationUT power while in contact with your
against mind-affecting effects. psicrystal.
Contact: You become nearly impossible to Sever: The DC to sever your antisocial
compel, existing within your own bubble of psicrystal’s thoughts from yours increases by 5 if
perception. If under the influence of any mind- you have not engaged in social conversation in
affecting effect that allows a saving throw, there the past hour. The GM is encouraged to be
is a 50% chance every round that you gain an lenient when determining this.
additional saving throw against that effect
(which includes the +4 bonus from above). DISTRACTED
The fusion of your mind with the psicrystal's Being able to focus on a single thing to the
unstable thoughts can be extremely confusing -- exclusion of all others is something many strive
so confusing, in fact, that you are confused while toward. By removing the mind's natural
in contact with the crystal. This is less severe tendency to turn its attention to another focal
than the effects of the id insinuation power -- if point, you are able to focus on the task at hand
your roll would indicate you close with or flee to the exclusion of everything else. Sadly, your

53
Untapped Potential: New Horizons in Psionics

psicrystal is wont to turn its attention to Benefit: As a move action, you may absorb one
anything shiny, much to your chagrin. dose of poison in your possession into your
Benefit: You gain a +3 bonus to Concentration body. No mortal magic can detect the presence
checks. This ability stacks with the Single- of this poison unless you wish it.
Minded psicrystal personality. Any time you hit an enemy with your mind
Contact: You are able to focus on a wide variety blade, you can choose to deliver an absorbed
of things at once, which allows you to make dose of poison as if you had struck them with
ranged attacks of opportunity within 30 ft, so the poison applied to the blade. This may be
long as you have line of sight and a way to make used with the Throw Mind Blade ability, but in
the attack. If you possess the Opportunity Power that case you must decide to deliver the poison
feat, you may use that feat with rays as well as before you throw your mind blade. When
touch powers. performing a bladewind, you may also deliver
However, taking in so many stimuli costs you poison, and the poison from a single dose is
your reaction time, imposing a -6 penalty to applied to each blade fragment.
Initiative checks. Gaining psionic focus while in You may only have one dose of poison absorbed
contact takes one round instead of one full per point of Constitution bonus (minimum 1) at
round action. If you have the Psionic Meditation any one time, and delivering a poisoned strike
feat, gaining psionic focus takes a full round uses up the absorbed poison as normal. If your
action instead of a move action. Constitution modifier decreases (for instance,
Sever: The DC to sever your distracted due to ability damage), an appropriate amount
psicrystal increases by 5 if you have targeted of stored poison becomes unavailable until your
more than one creature in the same round modifier returns to its higher value.
during the past hour. Area of effect effects do Special: If you have the Shuriken Mind Blade
not count as targeting multiple creatures for this UT feat, you may absorb an additional twenty

increase; only those effects that target specific doses of poison, although these can only be used
creatures, such as mindlink or energy missile, when throwing shuriken mind blades. Shuriken
count, as does taking attacks of opportunity or mind blades can use your regular poison reserve
multiple attacks from a full attack against more as well as this unique reserve if necessary.
than one foe. You may select this feat multiple times. Each
Additional personality fragments beyond these time you do, you may store a number of
may be purged at your GM's discretion, additional doses of poison at any one time equal
requiring this feat to be taken an extra time for to your Constitution modifier.
each one.
POWER BY PROXY [Metapsionic]
POISON MASTERY [Psionic] You are capable of exploiting mental links
You hold within you the potential to be the between others, and are able to channel your
greatest assassin the world has ever known. powers through these links to other targets.
Prerequisites: Poisoned Blade or Assassin Benefit: To use this feat your must expend your
Training or the Poison Use class feature, base psionic focus. If you are aware of a special
attack bonus +8. mental bond between two entities, you can use
Benefit: You may prepare weapons coated in that bond to project your powers where they
poisons that normally only affect enemies via couldn’t go before. You may target even a
ingestion or inhalation. If you expend your normally invalid target within range when you
psionic focus when delivering an attack with use this feat; the power will not actually affect
such poisoned weapons, the poison affects the this target (your “proxy”). Instead, it will leap
target on a successful hit as though it were an through any existing empathic or telepathic
injury-transmitted poison. connection to its true target. You need to know
Normal: Poison can only be delivered using the the identity or nature of the true target, but you
method contained in the poison’s description. do not need line of effect to him (in essence, the
mental bond replaces the line of effect).
POISONED BLADE [Psionic] Bonds that can be exploited by this feat include
You are able to absorb poison into your body mindlinks, the empathic bond between a wizard
and deliver it with your mind blade. and his familiar, a telepath’s dominate, or
Prerequisites: Mind Blade class feature, anything else that explicitly allows empathic or
Autohypnosis 6 ranks, Constitution 13+ telepathic communication (creatures joined in a
society mind’s worldthought network do not

54
Chapter 4: FEATS

have a direct link to each other, but are directly PSYCHOKINETIC FISTS [Psionic]
linked to the society mind). Power by Proxy only You can punch people from across the room --
operates on powers that specify a single target, useful during debates.
that affect creatures other than the manifester, Prerequisites: Improved Unarmed Strike,
and do not require an attack roll. Charisma 13+
Using this feat increases the power point cost of Benefit: You must expend your psionic focus to
the power by 2. The power’s total cost cannot use this feat. When you do, you may use one of
exceed your manifester level. the two following options.
1. As a standard action which provokes attacks
PSICRYSTAL AFFINITY [Psionic] of opportunity, you may make a single unarmed
This feat originally appeared in the Expanded strike against any target within medium range
Psionics Handbook. It is expanded here. (100 ft plus 10 ft per character level). You must
Prerequisite: Manifester level 1st. have line of sight and line of effect to this target.
Benefit: As in the Expanded Psionics This unarmed strike uses your Charisma
Handbook. modifier in place of your Strength modifier for
Special: If your psicrystal is destroyed, you attack and damage rolls, and deals force damage
may create a replacement (or restore the pieces (treat it as a power with the force descriptor that
of the old one, there is no mechanical difference) ignores power resistance) instead of
after 24 hours have passed by spending 100 XP. bludgeoning damage.
The new psicrystal has the same personality type 2. As a swift action, your unarmed strikes or
as the lost one originally did (although it may natural weapons extend their reach by 5 ft until
look different), and any feats or features that the beginning of your next turn as they generate
modify your psicrystal affect the new one psychokinetic fields. Tiny creatures gain 5-foot
normally. reach, Small and Medium characters gain 10-
foot reach, Large gain reach 15 feet, and so on.
PSYCHIC SUBSTITUTION The close proximity of the target means the
[Metapsionic] damage is unchanged.
You can deal mental damage instead of physical Since both options are a psychokinetic effect,
damage with your energy powers. not a normal unarmed strike, you are not
Prerequisites: Any other metapsionic feat, affected by spells, powers, or abilities that effect
ability to manifest an energy power, you as a natural consequence of coming into
Concentration 9 ranks. contact with their effects, such as the On Fire UT
Benefit: To use this feat, you must expend your feat or the rending rift UT power, although such
psionic focus. Whenever you manifest an energy abilities that activate because you struck at all,
power that lets you choose the type of energy such as energy retort, still activate as normal.
damage it deals, you may choose to deal psychic
energy instead. Psychic energy is not subject to QUICKSHAPER [Psionic]
energy resistance or immunity, and can You can quickly and easily change the shape of
discriminate between friend and foe. Any your mind blade.
number of creatures you select within the Prerequisites: Free Draw and Shape Mind
power’s area are unaffected by the power. Blade class features
The power gains the mind-affecting descriptor, Benefit: You can change the shape of your
and the saving throw (if any) is a Will save mind blade as a swift action.
instead of a Reflex save. On a successful saving Normal: You must spend a full-round action to
throw, the power’s effect is negated (even if it change the shape of your mind blade.
would normally have only reduced the effect by
half). Using this feat does not increase the
power’s power point cost.
RECKLESS BLADE [Psionic]
Special: Psychic energy is similar to the mind Reacting to your zeal for battle, your mind blade
thrust power, and thus is subject to effects such shifts slightly into a truly mighty, if unwieldy,
as the Mental Resistance feat. An energy power weapon on the charge. While awkward, this
modified by this feat has no energy-related temporary change is nevertheless devastating.
subtype, and thus cannot benefit from any of the Prerequisites: Ability to generate a mind
energist’s energy mastery abilities (see Chapter blade, Dex 13+
5: Prestige Classes). Benefit: When charging, you may choose to
reduce your Dexterity bonus to your Armor

55
Untapped Potential: New Horizons in Psionics

Class by any amount (up to your maximum Special: If you possess both the Shieldwarden
Dexterity bonus to AC) to add this same amount of Maenae and the Endurance feats, you are not
to your mind blade damage. Both these changes fatigued if you sleep in heavy armor. A fighter
last until the beginning of your next turn. who meets the prerequisites may select this feat
Special: If you possess the Power Attack feat as one of his fighter bonus feats.
and your mind blade is in a two-handed weapon
form (or you are using a one-handed mind blade SHURIKEN MIND BLADE
form in two hands), instead add twice this [Psionic]
amount to damage. You may fragment your thrown mind blades
into a swarm of shuriken-like projectiles.
RENEWAL [Psionic, Racial] Prerequisites: Free Draw and Shape Mind
Elans with a modicum of psionic talent may Blade class features
learn to revitalize their bodies even while Benefit: When throwing your mind blade, you
conscious. may choose to fragment your blade into
Prerequisites: Elan, Constitution 13+, shuriken-shaped projectiles as a free action.
Concentration 4 ranks. Each projectile is treated exactly like a shuriken,
Benefit: Once per day, while you maintain your dealing 1d2 points of damage for a medium
psionic focus, you may spend 2 power points to soulknife with a 10 ft range increment. Your
enter a psionic trance similar to your nightly mind blade fragments into enough shuriken to
trances (although you remain conscious) by make multiple attacks per round (up to your
spending 1 minute in concentration in a calm maximum number of attacks). Your mind blade
environment. While in such a trance, you may automatically reverts to its normal form at the
take no actions, your body floats a short distance end of your turn, although you may revert it
off the ground, light pours from your eyes and earlier as a free action.
mouth (providing shadowy illumination out to Special: If you possess the Multiple Throw
30 ft), and an unnatural bass hum resonates class feature, your mind blade shuriken have a
around you. Once a trance starts, you remain in range increment of 50 ft instead of 10 ft.
such a state for 10 minutes; nothing short of
falling unconscious or dying can end it SOUL BUFFER [Psionic]
prematurely. Every minute you remain in this Your link to members of your network is so
trance, you recover a number of hit points equal strong that you can sacrifice your own vitality to
to your Constitution bonus (minimum 1). At the restore life to the body, preventing their souls
end of the trance, any fatigue or exhaustion you from passing on.
suffered is removed, and you recover one power Prerequisites: Worldthought network,
point per character level. network sense, Psicraft 12 ranks, able to
However, entering a renewal trance is draining manifest psionic revivify.
mentally. After using this feat, you must trance Benefit: To use this feat, you must expend your
for 8 hours the following night to gain the psionic focus. You may manifest psionic revivify
normal benefits of a night’s sleep. on a member of your network as an immediate
Normal: Elans trance for 4 hours every night action as soon as they die. The range of your
and cannot enter this state so quickly. network replaces the range of psionic revivify if
used this way. In addition to the normal effect of
SHIELDWARDEN OF MAENAE the power, the target's connection to your
[Psionic, Racial] network is preserved.
Maenads generally prefer to live and work in When you use this feat, you do not pay the 200
armor if it’s available, but Shieldwardens like XP cost of the power, though the normal power
yourself have taken this to its logical conclusion. point cost still applies. You also take 2 points of
Prerequisites: Maenad, proficiency in any Constitution burn from the channeling of your
armor. life-force into their body. Ability burn is ability
Benefit: Your armor check penalties for armor damage that cannot be magically or psionically
you are proficient with are reduced by 1, and is healed (see the Expanded Psionics Handbook,
not doubled on Swim checks. You are not page 67).
automatically fatigued for sleeping in medium
armor. While psionically focused and wearing
armor you are proficient with, you gain a +1
deflection bonus to your Armor Class.

56
Chapter 4: FEATS

SUBCONSCIOUS WEB OF INFLUENCE


CONTAINMENT [Psionic] [Metapsionic]
You have honed your subconscious mind to the Your powers are like spiders, navigating the
point where you can use it to hold another threads between minds and planting their
psionic focus. effects in more targets than would otherwise be
Prerequisites: Wisdom 13+, Psionic Body, possible.
Concentration 6 ranks Prerequisites: Improved Power by Proxy,
Benefit: You can spend a full-round action Power by Proxy
attempting to psionically focus your Benefit: To use this feat, you must expend your
subconscious. At any time when you need to psionic focus. It alters an appropriate power as
expend your psionic focus, you can expend your Improved Power by Proxy, except that you may
subconscious' psionic focus instead, and feats declare one additional target along the chain of
that require you to maintain focus function if mental bonds per two manifester levels. The
only your subconscious is focused; essentially, feedback provided by this feat also grants you
your subconscious psionic focus works just like instant knowledge of the creatures in the mental
your normal psionic focus. Psionically focusing chain (it is brief, much like glimpsing a
your subconscious works just like focusing your flashcard, but enough to target the power),
mind as well, except that the Concentration DC which supplants the need to know the identity of
to regain it is 25 instead of 20. the final target.
Special: This feat is psychophilosophically The sheer number of targets may tax your
incompatible with the Psicrystal Containment attention. If a power provides information,
feat; if you possess one of these feats, you can requires your direction, or requires you to
never take the other. concentrate, you may only focus on one target
during any given round (though you may switch
between targets as an immediate action).
SUBCONSCIOUS REFLEXES Using this feat increases the power point cost of
[Psionic, Racial] the power by 8. The power’s total cost cannot
Posessed of psionically-charged reflexes, you are exceed your manifester level.
almost impossible to surprise.
Prerequisites: Xeph, Speed of Thought
Benefit: While you maintain your psionic XEPH BLADESTORM [Psionic,
focus, you gain a +6 bonus to Initiative. Racial]
Special: Subconscious Reflexes can be used in One mind, a blur of motion, and a thousand
place of Improved Initiative to qualify for a feat, strikes: This is the way of the xeph soulknife.
prestige class, or other special ability. Prerequisites: Xeph, ability to generate a
mind blade
Benefit: When you make a full attack with your
VIGILANCE OF THE GIANTS mind blade you may make an additional attack
[Psionic, Racial] at your highest base attack bonus, but all your
Giantkin are frequently the subject of ambush attack rolls suffer a -2 penalty until the start of
attacks by smaller creatures. Knowing this, you your next turn.
have trained your body and mind to be ready for If you have the Spring Attack feat or the
anything. expeditious skirmish ability (see the xeph
Prerequisites: Half-giant, Improved Initiative soulknife specialty levels in Chapter 2: Races),
Benefit: So long as you are not immobilized and are under the effects of your racial burst
and are maintaining psionic focus, you may act ability during this full attack action, you may
during a surprise round as if you were not move up to your speed (including the additional
surprised (though you still roll initiative speed from the burst) before, after, or in
normally). If you do so, you lose your psionic between your attacks this round, and may split
focus. Declare that you are using this feat when this movement up as desired.
initiative for the surprise round is rolled.
Normal: If you are caught by surprise, you MANTRAS
must wait out the surprise round before rolling
As the psionic arts developed, different ways of
initiative and acting normally.
meditating were discovered. Students of one
master may learn completely different ways of
centering their minds and bodies in a state of

57
Untapped Potential: New Horizons in Psionics

psionic focus than acolytes at a different school. action to recharge your mind blade.
Certain techniques of meditation, however, Special: If you have converted your psychic
actively engage the psionic energy of becoming strike into ability damage through knife to the
focused and apply it to the world around them. soul, the ability damage discharges immediately
Students particularly adept at these "psionic rather than lingering.
mantras" may even manifest psionic effects
when they focus themselves -- effects reflected BURST OF THE CHEETAH
in Mantra feats. [Psionic, Mantra]
By focusing your psionic power, you are able to
Mantra feats are psionic feats that provide no move at incredible speeds.
bonus until you meditate you gain your psionic Prerequisites: Base attack bonus +4, Speed of
focus (which may require a more difficult Thought, Concentration 4 ranks
concentration check than normal) at which Benefit: To activate Burst of the Cheetah you
point they engage a supernatural effect for a set must meditate to gain psionic focus. Once
duration. If you lose your psionic focus during a activated, this mantra lasts for 1, minute as long
mantra’s effect, the effect ends immediately. as you maintain psionic focus. When active, your
Every mantra has a secondary effect that land speed increases by 10 feet. You may expend
requires you to expend your psionic focus to your psionic focus while charging to move four
activate: using this effect always ends the times your speed, including the speed modifiers
mantra’s passive benefit (even if you use the for speed of thought and burst of the cheetah.
Psicrystal Containment feat). Characters may
normally only benefit from a single mantra feat
a time. The Marksman’s wind reader class
CLAWS OF THE TIGER [Psionic,
feature is treated in all regards as a Mantra feat. Mantra]
Two hands for two blades… it’s only natural.
Your ferocity while wielding multiple weapons is
BLADE OF THE CHAMPION devastating, much like the pouncing attacks of a
[Psionic, Mantra] tiger.
Your mind blade resonates while you maintain Prerequisites: Base attack bonus +10, Two
psionic focus, enhancing your psionic strike. Weapon Fighting, Improved Two Weapon
Prerequisite: Psychic strike +2d8, ability to Fighting
manifest a mind blade Benefit: To activate Claws of the Tiger you
Benefit: To activate Blade of the Champion you must meditate to gain psionic focus. This
must meditate to gain psionic focus. Once mantra lasts for 1 minute as long as you
activated, this mantra lasts for 1 minute, as long maintain psionic focus. While active, apply your
as you maintain psionic focus. While active, full strength bonus to damage rolls with off hand
when you make an attack utilizing your psychic attacks. During this mantra, you may expend
strike ability, instead of being fully discharged, your psionic focus as part of a full attack action
the psychic strike remains charged, but reduced reduce the penalties to attack rolls from two
by one die. You may expend your psionic focus weapon fighting by 2 for one round, or you may
as a swift action to recharge your psychic strike expend your psionic focus as part of a charge to
to full power (though you may still charge your make one attack with a weapon in each hand at
blade normally during the mantra). the end of the charge (instead of one attack).
For example, Darius is a 6th level soulknife. He Special: A fighter who meets the prerequisites
charges his mind blade with psychic strike and may select Claws of the Tiger as one of his
then meditates to gain psionic focus and fighter bonus feats.
activates blade of the champion. On his next
attack, he deals 2d8 additional points of damage
from psychic strike, but because Blade of the
EYE OF THE STORM [Psionic,
Champion is active, his mind blade still has 1d8 Mantra]
damage charged, and can deal this damage on You have mastered using subtle psychokinesis to
his next attack. At any time, Darius may choose protect yourself from ranged attacks
to expend his focus as a swift action and Prerequisites: Base attack bonus +6, Deflect
instantly recharge his psychic strike back to 2d8 Arrows, Concentration 7 ranks
points of damage. Benefit: To activate Eye of the Storm you must
Normal: After making an attack, your psychic meditate to gain psionic focus. Focusing in this
strike is discharged and you must take a move fashion requires a concentration check 5 higher

58
Chapter 4: FEATS

than normal. Once activated this mantra lasts gain an additional +2 on attack rolls while
for 1 minute as long as you maintain psionic flanking your target (for a total bonus of +4).
focus. When active you may use the deflect During this mantra you may expend your
arrows feat even if you don’t have hand free to psionic focus as part of a melee attack. Your
do so. You may also deflect multiple projectiles additional precision damage (such as Sneak
in a single round. Each projectile beyond the Attack) for this attack, if any, deals its maximum
first deflected counts against your attacks of possible damage.
opportunity for the round, and you may not
deflect an additional arrow if you could not FINAL STRIKE OF THE
make an attack of opportunity. During this
mantra you may expend your psionic focus as
EXECUTIONER [Psionic, Mantra]
an immediate action to gain a +4 deflection Your weapon, as an instrument of your will,
bonus to Armor Class against a single ranged delivers devastating attacks, frequently
attack that you would normally be unable to destroying your target in a single blow.
deflect (such as a massive projectile or ray Prerequisites: Base attack bonus +8,
attack). Improved Critical with chosen weapon
Benefit: To activate Final Strike of the
Executioner, you must meditate to gain psionic
focus. Once activated, this mantra lasts for 1
minute as long as you maintain psionic focus.
While active, your critical multiplier for any
weapon tied to the Improved Critical feat
increases by 1 (from x2 to x3, for instance).
During this mantra, if you roll a critical threat,
you may expend your psionic focus to
Illustration by Kevin Miller

automatically confirm this threat, delivering a


critical hit. You must declare you are using this
ability before you roll to confirm your threat.

PATIENCE OF THE HUNTER


[Psionic, Mantra]
You know the precise moment to strike to
cripple your prey.
Prerequisites: Base attack bonus +6, Precise
Shot, Hide and Move Silently 5 ranks
Benefit: To activate Patience of the Hunter you
must meditate to gain psionic focus. Focusing in
this fashion requires a concentration check 5
higher than normal. Once activated this mantra
lasts for 10 minutes as long as you maintain
psionic focus. While active you gain a +2 bonus
to Hide and Move Silently checks and take no
penalty for hiding and moving silently while
A practitioner of the Eye of the Storm moving at full speed. During this mantra, you
mantra has no fear of ranged attacks. may expend your psionic focus as part of a
ranged attack. If that attack successfully deals
FANGS OF THE COBRA [Psionic, damage to the target, its movement speed (in
Mantra] any mundane movement mode it possesses) is
You assume the patience and quickness of a halved for 5 rounds.
cobra, waiting for the perfect moment to strike.
Prerequisites: Base attack bonus +4, Sneak PRESENCE OF THE MASTER
Attack +1d6, Combat Reflexes [Psionic, Mantra]
Benefit: To activate Fangs of the Cobra you The combination of your martial prowess and
must meditate to gain psionic focus. Once psionic talents make you a terrifying opponent
activated this mantra lasts for 1 minute as long and you know how to use your supernatural
as you maintain psionic focus. While active you edge to unnerve even the most stubborn foes.

59
Untapped Potential: New Horizons in Psionics

Table 4-2: MANTRA FEATS


MANTRA FEATS PREREQUISITES BENEFIT
Blade of the Champion Psychic Strike +2d8, ability to Psychic Strike discharges slower. End mantra to re-
manifest a mind blade charge psychic strike.
Burst of the Cheetah Base attack bonus +4, Speed Land speed increases +10 ft. End mantra to quadruple
of Thought, Concentration 4 speed on a charge.
ranks
Claws of the Tiger* Base attack bonus +10, Two- Full strength bonus on offhand weapon. End mantra to
Weapon fighting, Improved reduce penalties on a full attack or to attack twice on a
Two-weapon Fighting, charge.
Eye of the Storm Base attack bonus +6, Deflect Deflect arrows without a free hand and more than once
Arrows, Concentration 7 ranks per round. End mantra to increase AC against one
ranged attack.
Fangs of the Cobra Base attack bonus +4, Sneak Improve flanking bonuses. End mantra to maximize
Attack +1d6, Combat Reflexes precision damage once.

Final Strike of the Base attack bonus +8, Im- Improve weapon’s critical multiplier. End mantra to
Executioner* proved Critical confirm one critical hit.
Patience of the Hunter Base attack bonus +6, Precise No penalty to stealth for moving. End mantra to slow
Shot, Hide 5 ranks, Move Si- target on a ranged attack.
lently 5 ranks
Presence of the Master* Base attack bonus +6, Intimi- Demoralize foe as a free action. End mantra to intimi-
date 11 ranks date all nearby foes.
Riding the Waves Base attack bonus +4, Wis- Use Wisdom for melee attacks rolls. End mantra to add
dom 13+, Concentration 5 Wisdom bonus to damage.
ranks
Roots of the Mountain* Base attack bonus +4, Become extraordinarily stable. End mantra to hold a
Strength 13+, Constitution moving foe in place.
13+
Spirit of the Attuned Manifester level 5, Concentra- Attune to one energy type, gain save bonus against it.
tion 5 ranks, ability to mani- End mantra to gain resistance against that energy type.
fest any energy power
Student of the Mind Concentration 11 ranks, ability Manifest powers more efficiently. End mantra to gain
to manifest 3rd level powers PR against one effect.

Swift as the Shadows* Dex 13+, Dodge, Mobility +4 bonus on Reflex saves. End mantra to gain Evasion
once.
Way of the Empty Palm* Base attack bonus +4, Im- Improve DC of Stunning Fist. End mantra to prolong
proved Unarmed Strike, Stun- stunning duration.
ning Fist, Concentration 4
ranks
Way of the Warrior* Base attack bonus +6, Combat Resist disarms and grapples easier. End mantra to im-
Expertise mediately counterattack.
Wrath of the Dragon* Base attack bonus +6, Power +4 to confirm critical hits. End mantra to make an ex-
Attack tra attack.
*A fighter may select this feat as a fighter bonus feat.
Prerequisites: Base attack bonus +6, Special: A fighter who meets the prerequisites
Intimidate 11 ranks, may select this feat as one of his fighter bonus
Benefit: To activate Presence of the Master you feats.
must meditate to gain psionic focus. Once
activated this mantra lasts for 1 minute as long RIDING THE WAVES [Psionic,
as you maintain psionic focus. When active you Mantra]
may attempt to demoralize an opponent in You attune your mind to your surroundings,
combat using the Intimidate skill as a free action rolling intuitively with the motions of those
once per round. During this mantra, you may around you, your strikes find every weakness,
expend your psionic focus as a swift action to and perceive even the slightest hole in your
attempt to demoralize all foes within a 20 foot opponent’s defenses.
radius of yourself, if you succeed, these foes are Prerequisites: Base attack bonus +4, Wisdom
shaken for 1d6 rounds instead of 1. 13+, Concentration 5 ranks

60
Chapter 4: FEATS

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

61
Untapped Potential: New Horizons in Psionics

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

62
Prestige Classes

Chapter Five: Prestige Classes


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

63
Untapped Potential: New Horizons in Psionics

PRESTIGE CLASS SUMMARY BEST FOR

Amalgamist Master of crystalics and the crystalic limb Psychic Warriors

Anyform Savant Infinite flexibility in form Egoists

Energist Energy powers are his forte Kineticists

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

Enlightened Protector Guardians of the exemplars Psychic Warriors, Soulknives

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

Maverick Voidshaper Reality bends at her whimsy Nomads, Wilders

Phenotype Impressionist Reshape constructs as you do your body Shapers

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

Psychic Acrobat Movement is her ultimate weapon Monks, Rogues, Soulknives

Seidmadr Becomes those whose bodies she steals Telepaths, Society Minds

Sighted Seeker Ultimate inquisitive and bounty hunter Seers, Rangers, Rogues, Society Minds

hooks). Each prestige class is also presented amalgamist’s art is so much more advanced than
with a sample encounter, to showcase the class these simple effects that they would put even
to a new party. All material introduced in this magical surgery to shame, and unlike less
book is marked with the UT symbol; other rules supernatural grafts, crystalics – and the
elements are found in the Expanded Psionics amalgamist discipline – frequently serve to
Handbook. enhance the bearer in combat.
References to “mode checks” and “resting
modes” refer to the Mindscapes psionic combat Hit Die: d6
system; if you are not using this variant from
Hyperconscious: Explorations in Psionics by ENTRY REQUIREMENTS
Bruce R. Cordell, you may ignore all such To qualify to become an amalgamist, a character
entries, as they are not critical to any encounter. must fulfill the following criteria.
Base Attack Bonus: +3
Amalgamist Skills: Heal 4 ranks, Knowledge (Psionics) 8
”It’s actually far more comfortable than it ranks
looks.” Feats: Craft Crystalic UT
Manifesting: Able to manifest body
The body’s ability to adapt and accept physical adjustment and either metaphysical claw or
alterations are central to the tenets of the metaphysical weapon.
amalgamist. Through the medium of crystalics Special: Must have successfully grafted at least
(a new item type introduced in Chapter 8), he one crystalic on yourself
reshapes his body and those of his patients –
sometimes out of necessity, sometimes out of Class Skills
desire. An amalgamist’s defining feature is his The amalgamist’s class skills are Autohypnosis,
own unique crystalic limb, which can be altered Climb, Concentration, Craft, Heal, Intimidate,
through metacreativity on the fly to better suit Jump, Knowledge (Psionics), Profession,
the task at hand. This limb serves as both an Psicraft, and Swim.
extension of the body and as a multipurpose tool Skill Points at Each Level: 2 + Int
– even a weapon if need be. modifier.
Amalgamists in Rajrin emerged among the
crystal-skinned maenads. Crystalics in general Class Features
also are a maenad invention, and the concept All of the following are class features of the
behind them appears in more common races as amalgamist.
hook-hands or peg-legs. However, the

64
Chapter 5: Prestige Classes

Weapon and Armor Proficiency: Crystalic Limb (Su): The amalgamist learns
Amalgamists gain no additional proficiency in how to completely transform his arm into a
any weapon or armor. fully-functional crystalic appendage. Most
amalgamists choose to replace their secondary
Manifesting: At every level indicated on the arm, although some do replace their primary.
table, the amalgamist gains additional power This crystalic gives the basic functionality of the
points per day and access to new powers as if he limb being replaced (including sensory
had also gained a level in whatever manifesting feedback) and resembles a skeletal limb made
class he belonged to before he added the prestige completely out of crystal. The crystalic limb acts
class. He does not, however, gain any other as a focus for metacreativity effects, which can
benefit a character of that class would have be used to enhance the limb (see Restructure
gained (bonus feats, metapsionic or item Limb, below). A crystalic limb is psionically
creation feats, and so on). This essentially means rather than naturally animate, and is as tough as
that he adds the level of amalgamist to the level crystal. As such, it can endure some areas which
of whatever manifesting class the character has, would normally harm a normal limb, but falls
and then determines power points per day, limp and inanimate in areas such as a null
powers known, and manifester level accordingly. psionics field. Unlike a normal crystalic, an
If a character had more than one manifesting amalgamist does not have to pay for his crystalic
class before he became an amalgamist, he must limb, although it does take a week (as if creating
decide to which class he adds the new level of a psionic item) to reshape his arm into a
amalgamist for the purpose of determining crystalic limb.
power points per day, powers known, and
manifester level. Restructure Limb (Su): The amalgamist can
configure his crystalic limb in a variety of ways.
Adjusting the limb’s form involves the
amalgamist calling ectoplasm around the
crystalic arm, and condensing it into the shape
of his desire, using his limb as a framework. An
amalgamist may not form just anything using
this ability, though – he is limited by his own
prowess with the limb, which is represented by
restructuring points. An amalgamist has a
number of restructuring points equal to his key
ability modifier for manifesting, plus one
restructuring point per class level. Restructuring
points are not lost once they are used to shape a
Illustration by Kevin Miller

crystalic limb; the next time the limb is


reconfigured, all the points are regained and
new options may be chosen. Restructuring a
crystalic limb normally takes ten minutes of
concentration, but experienced amalgamists
may perform this task in less time (see below).
Sample configurations are listed below, along
with their cost in restructuring points. These are
all actual extensions of a limb, and as such
cannot be disarmed or dropped. An amalgamist
cannot invest more restructuring points in any
one of these options than his class level.
Tool (1 point): The ectoplasm forms any of the
metal tools or basic equipment (as found on
Table 7-8 in the Player’s Handbook) that the
amalgamist could comfortably carry in one
hand. He may rotate between a hand form and a
tool form as a free action. If this ability is
selected more than once, the amalgamist may
Sucari, maenad amalgamist, after his most recent only emulate one tool at a time, but can switch
augmentation between them with a free action.

65
Untapped Potential: New Horizons in Psionics

Extension (1pt): As a move action, an based skill checks involving the use of the
amalgamist may elongate his wrist to up to 50 ft, crystalic limb. For each 2 additional points
granting his hand the ability to affix to objects. invested, the competence bonus increases by 2.
The arm is suitable for use as rope in this form Sensor (3 points): The amalgamist gain the
(treat it as a steel chain), but is not strong ability to see from his hand as if it had the
enough to move independently while extended. Sighted ability of a psicrystal while he
Another move action may be spent to retract the concentrates. This means, in part, that he could
hand, if it is not attached to anything, returning look around corners by holding his hand out or
the arm to normal. If the arm is sundered in this combining it with the extension option. If the
form, the amalgamist takes 2 points of Strength amalgamist’s normal visual or auditory senses
damage, and his total available restructuring are somehow impeded, the sensor’s input for
points are reduced by however many points he that sense automatically replaces them (without
had invested in extension until he repairs the the need to concentrate), allowing him to remain
limb through the Craft Crystalic UT feat (as if functioning normally.
repairing a psionic item). If the amalgamist instead invests 5 points, in
If the amalgamist instead invests 2 points, by addition to the normal sensor benefits, he also
concentrating, he may slowly move his extended gains tremorsense out to 20 ft. from his hand by
arm as if it were his normal arm, accomplishing placing it on the ground. Every additional point
anything he could with the far hand power invested in sensor increases the range of the
(although the limb must be able to physically Sighted ability (and tremorsense, if available) by
reach the object and the amalgamist is still 10 ft.
limited by his senses). Each additional point Shield (1 point): Ectoplasm forms a thick, wall-
invested beyond the base cost increases the like surface extending from the forearm,
length by 20 ft. forming a buckler or a small or large shield
Claw (2 points): The amalgamist calls ectoplasm (chosen at the time of restructuring) with a +1
around his crystalic limb in the form of a claw, enhancement bonus. For each additional point
gaining a claw attack that deals 1d6 slashing invested, the shield’s enhancement bonus
damage if he is Medium-sized. If he is a larger or increases by 1, to a maximum of +5.
smaller size, adjust the damage accordingly to Sonokinesis (3 points): The amalgamist’s fist
the size difference. This claw has a +1 becomes broader and his wrist reinforces its
enhancement bonus to attack and damage rolls, connection to the arm. While making an attack
is treated as psionic for purposes of damage with his crystalic limb (either an unarmed strike
reduction, and may be used as a primary or or using the claw or weapon options), an
secondary natural attack as normal. amalgamist using sonokinesis may imbue it with
For every additional two points used, the claw’s sonic energy. Doing so imposes a -2 penalty to
enhancement bonus increases by 1. damage (and does not change the damage type),
Enhanced strength (2 points): An amalgamist but allows him to ignore up to 10 points of an
may psychokinetically increase the strength of object’s hardness. This is most frequently used
his crystalic limb, gaining a +2 competence when sundering weapons or breaking doors. If
bonus on all Strength checks and Strength- he were to use sonokinesis while attempting a
Table 5-1: THE AMALGAMIST

Level BAB Fort Ref Will Special Manifesting

1 +0 +2 +0 +0 Crystalic Limb, Restructure Limb -


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

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

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

66
Chapter 5: Prestige Classes

Strength check to break an object of hardness 10 sum of the two crystalics’ costs.
or less, he gains a bonus to the check equal to For example, Sucari could make adamantine
the object’s hardness. rending claws (a combination of the
Weapon (3 points): The amalgamist’s crystalic adamantine fists UT and the rending claws UT
limb takes the form of any light or one-handed crystalics) that would provide the wielder’s
melee weapon. If he is not proficient with the unarmed attacks with slashing damage and
weapon, the amalgamist takes standard allow them to overcome damage reduction as an
penalties. Feats and abilities that are tied to a adamantine weapon, but would only impose the
specific weapon can be used with the crystalic penalty of rending claws (the bigger penalties of
limb while in this form. The weapon has a +1 the two) for a cost of 10,125 gp.
enhancement bonus on attack rolls and damage
rolls, and is treated as psionic for purposes of Efficient Crafting (Ex): At 8th level, an
damage reduction. amalgamist is able to create crystalics more
For every two additional points used, the efficiently than normal. He pays only two-thirds
weapon’s enhancement bonus increases by 1. the normal amount of XP and gp he would pay
An amalgamist may choose weapon special to create any crystalic. This does not change the
abilities in place of an equivalent additional crafting time.
enhancement bonus.
For example, Sucari, a psychic warrior 5 / Sample Encounter
amalgamist 6 with a Wisdom of 16, has 9 Amalgamists make for versatile melee
restructuring points. He could choose his limb opponents; having a weapon that can be
to take the form of a +1 longsword by investing customized on the fly for the task at hand is a
3 restructuring points and then invest another 4 nice tactical advantage. GMs can create
points to make it a +2 psychokinetic longsword. memorable and challenging encounters by
He would still have two restructuring points left finding the right set of combat maneuvers and
to invest into other options. matching them to an amalgamist’s weapon
configuration; see the mantra feats in the
Other options for your limb are available, as Chapter 4 for inspiration.
determined by your GM. EL 12: Sucari was made an outcast from his
former psionic academy due to his unethical
Enhanced Prosthesis (Ex): Through intense experimentation with crystalics. He is likely to
study of the psionic limbs he is able to create, ambush the party as soon as the leave an area or
the amalgamist is able to enhance this building known to house psionics merchants,
prosthesis as if a normal limb. He may apply and will go straight for the PC carrying the most
any crystalic that requires an arm or hand to his equipment. An aggressive maenad, Sucari will
crystalic limb as if it was a normal limb. These attempt to purchase any crystal items the party
crystalics do not count toward the normal limit has at much lower than their actual value. If the
of five per creature, but an amalgamist may only party refuses, he may attempt to take the items
add up to his class level in additional crystalics forcefully if he feels he can succeed. His primary
to the crystalic limb. weapon – his crystalic limb itself – normally is
in the form of his hand, but if combat breaks out
Rapid Restructuring (Su): The amalgamist he restructures it into a weapon as a move action
is able to quickly reconfigure his crystalic limb. (his preferred form is a +2 psychokinetic
At 4th level, he may reconfigure his crystalic longsword, included below, but if he needs to
limb as a full round action that provokes an restructure his limb to counter specific foes or
attack of opportunity. At 7th level, he may tactics, he will). Succumbing to his demands or
perform this as a move action, and at 10th level letting him know of their equipment in another
he may do so as a swift action. way is a very bad idea for the party; he may
follow them around, waiting for them to build
Multi-Function Crystalic (Ex): At 6th level, up a larger stockpile of valuable crystal goods
an amalgamist is able to create a dual-function before striking for the big haul.
crystalic that only takes up one body piece and
one attachment process. This crystalic only SUCARI
applies the larger of the penalties between the Male maenad psychic warrior 5 / amalgamist 7
two crystalics. The cost for this dual-function NE Medium humanoid (psionic)
crystalic is one and a half times the cost of the Init +4; Senses Listen +4, Spot +4

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Untapped Potential: New Horizons in Psionics

Languages Common, maenad Outburst (Ex): Sucari can subjugate his


Mode +3 (Force Multiplier +4) mentality once per day with a standard action.
For up to 4 rounds, he suffers -2 Intelligence
AC 22, touch 13, flat-footed 19 and Wisdom but gains +2 Strength.
(+2 Dex, +6 armor, +3 shield, +1 deflection) Hook “'What am I', you ask? I'm simply a
hp 88 (12 HD); DR 2/cold iron maenad. Although you might say I've been
Fort +11, Ref +6, Will +5 'enhanced'.”

Speed 40 ft. (8 squares) Anyform Savant


Melee +2 psychokinetic longsword (crystalic “Blessed heavens! What did she become NOW?”
limb) +14/+9 (1d8+5+1d4, 18-20/x2)
Melee touch +12 (as power) Psychometabolism teaches those who have
Space 5 ft.; Reach 5 ft. learned to change their physical structure that
Base Atk +8 / Grp +12 the body is but a vessel. Those who go beyond
Atk Options Greater Psionic Weapon, Deep this understanding become what others term
Impact anyform savants. For an anyform savant, the
Special Actions Restructure limb (move physical body is as mutable as one’s attitude or
action), Psionic Meditation, Psicrystal beliefs. While others may draw upon the forms
Containment, outburst of a few beasts to serve as a shapechanging
Combat Gear Crystalics: lumidermis UT, basis, an anyform savant draws upon the vast
quickening bands UT, crystalic limb (+2 diversity of the world she lives in – she is as far
psychokinetic longsword) ahead of other shapechangers in this field as the
Power Points Remaining 41 of 46; Psychic average egoist is ahead of a commoner.
Warrior Powers Known (ML 10, DC 12 + Hemanyaliz the pathos dragon UT was an avid
levels + augment): trickster and rogue philosopher fond of
4th – weapon of energy humiliating thinkers he felt were too stuffy and
3rd – dimension slide A, hostile empathic strict. In his rivalry with the logos dragon UT
transfer A, psionic keen edge* Karvamanius, he developed most of the
2nd – body adjustment A, hustle, physical metamorphic techniques that mark the anyform
acceleration A UT savant's abilities today. He admitted that he
1st – biofeedback A, detect psionics, might not be the first, although his insights into
metaphysical weapon A the nature of existence and of form remain
UT – New power described in Chapter 7
essentially incomprehensible to modern
* – Already manifest (at power points scholars, so his claim is difficult to verify.
indicated)
Psi-like abilities (ML 6) Hit Die: d6
1/day – energy ray (sonic, 6d6)
ENTRY REQUIREMENTS
Abilities Str 18, Dex 14, Con 14, Int 10, Wis 15, To qualify to become an anyform savant, a
Cha 8 character must fulfill the following criteria.
SQ Multi-function crystalic, enhanced Skills: Heal 5 ranks, Knowledge (Psionics) 8
prosthesis, naturally psionic (2) ranks, Knowledge (Nature) 4 ranks
Feats Craft Crystalic UT, Deep Impact B, Greater Feats: Formbinder UT, Psionic Body
Psionic Weapon, Psicrystal Affinity (Nimble) B, Manifesting: Able to manifest assume form UT
Psicrystal Containment, Psionic Body B, Psionic and at least 2 other powers of the
Meditation, Psionic Weapon Shapechanging subdiscipline (see Chapter 7:
Skills Balance +2, Concentration +15, Heal +8, Powers for more information).
Knowledge (Psionics) +8
Possessions combat gear plus amulet of health Class Skills
+2, belt of giant strength +2, grafting needle UT, The anyform savant’s class skills are
+2 mithral shirt, +2 light steel shield, ring of Autohypnosis, Concentration, Craft, Disguise,
protection +1, and 885 gp. Heal, Knowledge (Psionics), Knowledge
(Nature), Profession, and Psicraft.
Restructure Limb (Su): Sucari can arrange 9 Skill Points at Each Level: 2 + Int modifier
points worth of abilities as he sees fit in his limb
as a move action. See above for various options.

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Chapter 5: Prestige Classes

Class Features manifesting powers from the Shapechanging


All of the following are class features of the subdiscipline, her manifester level is treated as
anyform savant. one higher than normal for every two class levels
she has (minimum 1).
Weapon and Armor Proficiency: Anyform
savants are proficient with the natural attacks of Expanded Shapechanging (Su): At 2nd
the forms they assume. They do not gain any level and every 3 levels thereafter (5th and 8th),
proficiency with armor. the anyform savant may add any one power of
the Shapechanging subdiscipline to her list of
Manifesting: At every level indicated on the powers known, regardless of whether or not it
table, the anyform savant gains additional power appears on the normal list of powers available to
points per day and access to new powers as if her. The power cannot be a higher level than the
she had also gained a level in whatever highest level of powers she can currently
manifesting class she belonged to before she manifest.
added the prestige class. She does not, however,
gain any other benefit a character of that class Superior Assume Form (Su): At 3rd level,
would have gained (bonus feats, metapsionic or the anyform savant can manifest the assume
item creation feats, and so on). This essentially form UT power with the following additional
means that she adds the level of anyform savant augments:
to the level of whatever manifesting class the
character has, and then determines power 1. If you spend an additional 6 power points, this
points per day, powers known, and manifester power’s duration becomes “1 hour (D)”.
level accordingly. 2. If you spend an additional 2 power points, you
If a character had more than one manifesting gain all the natural and extraordinary senses of
class before she became a anyform savant, she the form you assume, including blindsense,
must decide to which class she adds the new blindsight, darkvision, low-light vision, scent,
level of anyform savant for the purpose of and tremorsense, as applicable. You also gain
determining power points per day, powers the creature’s racial bonuses on skill checks.
known, and manifester level.
Superior Animal Affinity: At 6th level, the
Additional Imprint (Ex): Anyform savants anyform savant can manifest the animal
can imprint more forms than others with the affinity power with the following additional
Formbinder UT feat. At 1st level and every three augments:
levels thereafter, an anyform savant adds one to
his maximum limit on stored forms. (For more 1. For an additional 6 power points, this power’s
information on this process, see the Formbound duration becomes “1 hour (D)”.
descriptor in Chapter 7: Powers). 2. If you spend one additional power point, you
gain a +2 competence bonus to whichever
Abandon Limits (Su): The anyform savant physical ability score(s) animal affinity is
starts to ignore her body’s limitations. When providing an enhancement bonus to. Every
Table 5-2: THE ANYFORM SAVANT
Level BAB Fort Ref Will Special Manifesting
1 +0 +0 +0 +2 Additional imprint, abandon limits -
2 +1 +0 +0 +3 Expanded shapechanging +1 level of existing manifesting class
3 +1 +1 +1 +3 Superior assume form +1 level of existing manifesting class
4 +2 +1 +1 +4 Additional imprint -
5 +2 +1 +1 +4 Expanded shapechanging +1 level of existing manifesting class
6 +3 +2 +2 +5 Superior animal affinity +1 level of existing manifesting class
7 +3 +2 +2 +5 Additional imprint -
8 +4 +2 +2 +6 Expanded shapechanging +1 level of existing manifesting class
9 +4 +3 +3 +6 Superior assume ability +1 level of existing manifesting class
10 +5 +3 +3 +7 Additional imprint, infinite variety, evershifting -
soul

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Untapped Potential: New Horizons in Psionics

additional power point spent increases this


bonus by 2. This competence bonus cannot
increase an ability score beyond the norm for
whatever form you are in.
For instance, this augment provides no
additional benefit if you are in your normal
form. If you assume the form of a stronger

Illustration by Gerald Lee


creature, this augment may allow you to
increase your Strength to any value up to that
form's strength. This benefit is redetermined
each time you change shape.

If the savant does not know the animal affinity


power, this ability has no effect until she learns
it.

Superior Assume Ability: At 9th level, the


anyform savant can manifest the assume ability
UT power with the following additional
augments.

1. For an additional 6 power points, this power’s


duration becomes “1 hour (D)”
2. For every additional power point you spend,
you may assume an additional extraordinary Jehenma, an anyform savant bodyguard, about to shapeshift
ability of the imprinted creature. This augment
supersedes assume ability's existing augment.
If the savant does not know the assume ability
power, this ability has no effect until he learns it. Borrow Essence
Psychometabolism (Shapechanging)
Infinite Variety (Ex): At 10th level, the [Formbound]
anyform savant is no longer restricted to Level: Anyform Savant 9
adopting the abilities of a single creature at a Display: Vi
time. When manifesting Formbound powers of Manifestation Time: 1 standard
the Shapechanging subdiscipline while under an action
effect that grants another creature’s form, the Range: Personal
savant can choose a different imprinted creature Target: You
than the one that she is currently transformed Duration: 1 minute
into, ignoring the restrictions of the power. Power Points: 17, xp

Evershifting Soul (Ex): While any As a master anyform savant, you are able to not
shapechanger can assume the body of another only assume the physical form of a creature, but
being, it takes an experienced anyform savant to also to mimic its soul. You gain all the
copy the soul. At 10th level, an anyform savant extraordinary and supernatural special abilities
adds fluidic formUT and borrow essence (see of a single imprinted creature. If an
below) to her list of powers known, even if she extraordinary or supernatural ability would
cannot manifest them. At any point when her require unusual anatomy, it doesn't function
manifester level (including the increase from unless you also have that anatomy.
Abandon Limits, above) is at least 17, she may
manifest these powers normally, even if she is If you are not an anyform savant and are under
not normally capable of manifesting other 9th the effect of another Formbound power that
level powers at the time. grants you characteristics of an imprinted form
The borrow essence power is not available to (such as assume form), you may only assume
members of other classes except through the use abilities from the imprinted form that the
of the feats Expanded Knowledge and Epic existing effect is using. For instance, if you are
Expanded Knowledge. under the effect of assume form using the

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Chapter 5: Prestige Classes

imprint of an archon, borrow essence could Combat Gear impression crystal (carries two
only grant you an archon’s abilities, and not the forms) UT, Crystalic: lumidermis UT, 3 crawling
abilities of any other imprint. tattoos of concussion, crawling tattoo of ego
XP COST: 200 xp. whip
Power Points Remaining 35 of 55; Egoist
Sample Encounter Powers Known (ML 7, DC
Anyform savant NPCs make great encounters for 13+level+augments), Overchannel, Talented,
surprising the party with. Versatile opponents abandon limits, superior assume form, superior
with tons of options available to them from the animal affinity:
numerous forms they have imprinted, savants 4th – inanimate transformation* S UT, wall of
can quite literally pull a rabbit (or dragon or ectoplasm
man-eating beast) out of their hat when no one 3rd – assume form A S UT, body adjustment A,
expects it. dispel psionics A, physical acceleration A UT
EL 9: Jehenma is a strictly professional 2nd – animal affinity A S, biofeedback A S,
bodyguard who works for the highest bidder. chameleon S, detect hostile intent*, everyman A S
UT
The party might have to fight her if the villain
they’re facing has hired her ahead of time. Her 1st – control flame A, inertial armor* (7) A,
skill as an anyform savant grants her a number missive A, sense link* A, thicken skin A S
UT – New power described in Chapter 7
of useful tactics that she puts to good use in her
S – Shapechanging power
career. She is often carried by her client while in
the shape of a bracelet or charm, thanks to * – Already manifest (at base power point
inanimate transformation. Already protected by cost unless otherwise indicated)
inertial armor and detect hostile intent, she
stays connected to the client or another Abilities Str 12, Dex 10, Con 14, Int 17, Wis 13,
bodyguard with sense link and communicates Cha 8
with missive. At the first sign of trouble, the SQ Additional imprint (2)
client throws Jehemna on the ground, where she Feats Formbinder UT, Overchannel B, Psionic
will immediately transform into a fighting shape Body, Psionic Charge, Speed of Thought B,
– usually a dire lion – and respond immediately. Talented, Up the Walls
If necessary, she will enhance herself further Skills Concentration +14, Disguise +11, Heal
with other powers or protect the client with wall +13, Knowledge (psionics) +9, Knowledge
of ectoplasm. If hopelessly outmatched, she (nature) +9
manifests inanimate transformation again to Possessions combat gear plus masterwork
regain the form she started the encounter in. If dagger and 98 gp
the PCs are not thorough in their investigations,
they may mistake her for a psionic item. Abandon limits (Su): Jehenma manifests
Shapechanging powers as a 9th level manifester.
JEHENMA (HUMAN) Superior animal affinity (Su): Jehenma
Female human egoist 5 / anyform savant 4 has special augment options when manifesting
TN Medium humanoid (psionic) animal affinity. See above for more information.
Init +0; Senses Listen +4, Spot +6 Superior assume form (Su): Jehenma has
Languages Common, dwarven, elven, orc special augment options when manifesting
Mode +5 (Brain Hammer +0) assume form. See above for more information.
Hook “Perhaps something in claws…”
AC 17, touch 10, flat-footed 17
(+7 armor) JEHENMA (DIRE LION)
hp 44 (9 HD); DR 2/cold iron TN Large humanoid (psionic)
Fort +4, Ref +2, Will +9 Init +1; Senses Low-light vision, scent; Listen
+4, Spot +6
Speed 40 ft. (8 squares), Speed of Thought, Up
the Walls AC 17, touch 10, flat-footed 17
Melee Masterwork dagger +6 (1d4+1, 19-20/ (+1 Dex, -1 size, +7 armor)
x2) hp 67 (9 HD); DR 2/cold iron
Space 5 ft.; Reach 5 ft. Fort +5, Ref +3, Will +8
Base Atk +4; Grp +5
Atk Options Psionic Charge

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Untapped Potential: New Horizons in Psionics

Speed 60 ft. (12 squares), Speed of Thought, Up Rajrin, however, and will usually favor the
the Walls energy type of its parent caste.
Melee 2 claws +14 melee (1d6+8, 20/x2) and Hit Die: d4
bite +9 melee (1d8+4, 20/x2)
Space 10 ft.; Reach 10 ft. ENTRY REQUIREMENTS
Base Atk +4; Grp +12 To qualify to become an energist, a character
Power Points Remaining 30 of 55 must fulfill the following criteria.
Skills: Knowledge (Psionics) 15 ranks, Psicraft
Abilities Str 19, Dex 12, Con 17, Int 17, Wis 13, 15 ranks
Cha 8 Feats: Empower Power, Spirit of the Attuned UT
Manifesting: Ability to manifest energy cone
The above statistics block is for Jehenma in her and at least three other energy powers.
unmodified form and her dire tiger form.
Between all her imprinted forms and her For the purposes of these requirements and the
impression crystal, she has eight different forms energist’s class features, an energy power is one
(on top of the dire lion) she can have imprinted. that requires the manifester to choose fire, cold,
It’s up to the GM what options she should have. electricity, or sonic energy, and gains that
More likely than not the PCs will encounter her subtype when used.
in dire lion form, having dropped her disguise
from inanimate transformation. It is her CLASS SKILLS
favorite combat form, made especially deadly The energist’s class skills are Autohypnosis,
with the mobility granted from the Psionic Concentration, Craft, Disable Device,
Charge and Up the Walls feats. Intimidate, Knowledge (all skills, taken
individually), Profession (any), and Psicraft.
Energist Skill Points at Each Level: 2 + Int modifier
“That’s not like any fireball that I’ve ever
seen…” Class Features
All of the following are class features of the
Manipulating energy is core to those psions of energist.
the kineticist devotion. All manifesters have the
potential to turn that energy into devastating Weapon and Armor Proficiency: Energists
weapons or potent defenses. Those who seek to gain no additional weapon or armor
utilize the power of the different energies they proficiencies.
are able to tap to the exclusion of other avenues
become energists. Most frequently entered by Manifesting: At each level indicated, energists
kineticists or devoted kineticists, a few gain additional power points per day and access
experienced and dedicated wilders or psions of to new powers as if he had also gained a level in
other devotions may find the path of the energist whatever manifesting class he belonged to
intoxicating. before he added the prestige class. He does not,
however, gain any other benefit a character of
The dromites of Rajrin train the best energists in that class would have gained (bonus feats,
the world, although it is hardly restricted to metapsionic or item creation feats, and so on).
them. Many kineticists have come up with the This essentially means that he adds the level of
basic tenets of their own. A dromite-trained energist to the level of whatever manifesting
energist – named an “archon” of the caste that class the character has, and then determines
trained it, such as “Voice Archon” or “Ice power points per day, powers known, and
Archon” – is more likely to be encountered on manifester level accordingly.
Table 5-3: THE ENERGIST
Level BAB Fort Ref Will Special Manifesting
1 +0 +0 +0 +2 Energy mastery, improved attunement -
2 +1 +0 +0 +3 Energy mastery +1 level of existing manifesting class
3 +1 +1 +1 +3 Energy mastery +1 level of existing manifesting class
4 +2 +1 +1 +4 Energy mastery +1 level of existing manifesting class
5 +2 +1 +1 +4 Energy mastery +1 level of existing manifesting class

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Chapter 5: Prestige Classes

If a character had more than one manifesting succeeds on a Fortitude saving throw.
class before he became an energist, he must Gale – If you spend 4 additional power points,
decide to which class he adds the new level of the target is knocked prone unless he succeeds a
energist for the purpose of determining power Reflex saving throw.
points per day, powers known, and manifester Plasma – If you spend 4 additional power
level. points, the target is blinded for 1d4 rounds
unless he succeeds on a Reflex saving throw.
Improved Attunement (Su): The experience Rimefire – If you spend 4 additional power
an energist has gained in dealing with points, at the start of your next turn the subject
manipulating energy allows him to exceed his takes half the energy damage it took from this
normal limits. As long as the energist maintains power unless the target succeeds a Reflex saving
an attuned energy (through the Spirit of the throw.
Attuned UT feat), he manifests powers with his Thunder – If you spend 4 additional power
attuned energy type as if his manifester level was points, the target is deafened for 1d4 rounds
one higher. This includes the ability to spend an unless he succeeds on a Fortitude saving throw.
additional power point in augmentation, if The damage dealt by a composite energy power
applicable. is half of each type. For instance, if a power with
the rimefire selection dealt 30 points of damage,
Energy Mastery: An energist gains the 15 points would be cold damage, and 15 points
opportunity to select a special ability from would be fire damage.
among those described below by permanently Composite Energy requires a sacrifice of 7 power
sacrificing power points from his daily power points to learn.
point pool. Every special ability has a minimum Debilitating Energy: The powers an energist
required power point cost, as specified in its wields have a devastating effect on his enemies,
description. An energist cannot choose to lose rendering them weaker. Any time an energist
more than his manifester level in power points. manifests an energy power, he gains the
Energy powers that do not have a saving throw following augment options:
(such as energy ray) modified by one of the Fire: If you spend 2 additional power points,
energy mastery options that indicate a saving your fire burns as if the target was doused in oil.
throw require a saving throw to resist the The following two rounds, the target takes one
secondary effect, but not the damage. Saving point of damage per die of damage from the
throws for this secondary effect are calculated initial effect. The target may make a Reflex
based upon the power’s level. saving throw to attempt to put the fire out as a
Composite Energy: An energist is skilled at move action.
manifesting multiple energy types at once. When Cold: If you spend 2 additional power points,
manifesting an energy power, he may choose your cold roots the target in place. Unless the
the following options in addition to the normal target makes a Strength check (DC that of the
four energy types, his powers thereby gaining power), it cannot move for one round. While
the descriptors associated with each type: rooted, it may still take other actions, but cannot
Rimefire [Cold, Fire], Plasma [Fire, Electricity], move from its current space
Ash [Fire, Sonic], Thunder [Sonic, Electricity], Electricity: If you spend 2 additional power
Frost [Cold, Electricity], and Gale [Cold, Sonic]. points, your electricity disrupts the target’s
Because an energist no longer selects fire, cold, actions. Unless it succeeds a Fortitude saving
electricity or sonic, but instead chooses a throw, it suffers a –1 penalty on attack rolls,
composite type, the special effects of the initial saving throws, skill checks, and ability checks
energy types are not applied to the power. for the next round.
In addition to having these extra energy options Sonic: If you spend 2 additional power points,
available, each composite energy type grants an your sonic damage stuns your target for one
additional augment option to any power it is round unless it succeeds a Fortitude saving
applied. throw.
Ash – If you spend 4 additional power points, Debilitating Energy requires a sacrifice of 5
the target is nauseated unless he succeeds on a power points to learn.
Fortitude saving throw. Diminished Power: By manipulating energy
Frost – If you spend 4 additional power points, for a long enough period of time, an energist is
the target takes a -2 penalty on his attack rolls able to more closely regulate how much power is
and Armor Class for one round unless he invested in any manifestation. Add the

73
Untapped Potential: New Horizons in Psionics

following augmentation to each energy power Heightened Attunement (Su): While you
known: maintain an attuned energy, you gain one free
“For each power point spent less than the given point of augmentation per energist level when
power point cost, the power’s damage is you manifest energy powers with a descriptor
decreased by 1 dice of damage and the save DC is matching your attuned energy. These free
decreased by 1.” points cannot allow you to spend more points on
Diminished Power requires a sacrifice of 7 the energy power than your manifester level. For
power points to learn. example, if Ralkl, a kineticist 12/energist 3, is
Distinguishing Energy: An energist’s mastery attuned to fire and spends 1 power point
of the energy he handles allows him to affect manifesting a fire energy ray, it behaves as if 4
energy powers with an area of effect so that his power points had been spent. If instead 15
allies do not get harmed. He may create pockets power points had been spent, (noting the
inside the area effect that the energy does not increased manifester level for fire due to
touch, thereby keeping that portion of the effect Improved Attunement), there would not be any
safe. The minimum dimension of these spaces is benefit from Heightened Attunement (as
a 5-foot cube. Heightened Attunement cannot exceed
Distinguishing Energy requires a sacrifice of 11 manifester level).
power points to learn. Heightened Attunement requires a sacrifice of 7
Energized Feedback (Su): When an energist is power points to learn.
targeted by a power or effect with one of the four Irresistible Energy: When an energist
energy descriptors (fire, cold, electricity, or manifests an energy power, it overcomes up to
sonic), he may expend his psionic focus to twice his class level in energy resistance of the
rebound the effect back on its originator. If the target that would apply to the damage from the
energist is not the direct target, but is affected by power. If the creature is vulnerable to this
the effect (for instance, a fireball or energy energy type, it takes twice as much (+100%)
cone), the portion affecting the energist is still damage from the power (instead of +50%),
rebounded. If the energist has an attuned regardless of the outcome of the saving throw (if
energy and the effect carries the same any).
descriptor, all variable, numeric effects of the The energist may expend his focus while
rebounded effect are increased by 50% (as if manifesting an energy power to ignore all energy
through the Empower Power feat). resistance and energy immunity that would
Energized Feedback requires a sacrifice of 13 apply to the damage from the energy power.
power points to learn. Irresistible Energy requires a sacrifice of 11
Energy Boost (Su): Choose one energy power power points to learn.
per class level; the power must allow the target a Metaphysical Energy: When an energist
saving throw. This choice continues to grant manifests an energy power, he may choose to
additional powers as you gain energist levels; metaphysically reorganize the energy according
the number of energy powers chosen should to the principles of order or madness. Powers
always be equal to class level. Change the imbued with metaphysical energy cost 2
augmentation of “For each 2 additional dice of additional power points to manifest.
damage, increase the power’s save DC by 1” to An energy power imbued with order
“For each additional die of damage, increase the automatically does three-quarters of its
power’s save DC by 1”. maximum damage on a failed save and, if the
Energy Boost requires a sacrifice of 15 power enemy is immune or resistant to the damage
points to learn. type, half of the power’s damage ignores the
Enhanced Energy (Su): All energy powers immunity or resistance. Powers imbued with
gain the following augment: order deal an additional 2d6 points of damage to
Augment: For every additional 2 power points creatures with the chaotic subtype.
you spend, the size of the damage die of this An energy power imbued with madness adds a
power increase by one step: d4 becomes d6, d6 random multiplier to the power. After
becomes d8, d8 becomes d10, and d10 becomes manifesting the power, roll 1d6; on a 1, the
d12 (the maximum). If the power deals damage power’s damage is unaffected, on a 2 or 3, the
other than energy damage, this augment only power’s damage is halved, on a 4 or 5, the
alters the dice that deal energy damage. power’s damage is increased by 50%, and on a 6,
Enhanced Energy requires a sacrifice of 9 power the power’s damage is doubled and behaves as if
points to learn. the energist had spent 1 more power point than

74
Chapter 5: Prestige Classes

he actually did (potentially exceeding his


manifester level). Powers imbued with madness
deal additional 2d6 points of damage to
creatures with the lawful subtype.
If you have selected Irresistible Energy, apply
that ability before bypassing resistance.
Metaphysical Energy requires a sacrifice of 11
power points to learn.
Penetrating Energy (Su): The energy powers
manifested by an energist are able to overcome

Illustration by Kevin Miller


power resistance more successfully than usual.
An energist gains a +2 bonus per class level to
bypass power resistance when manifesting an
energy power. This bonus stacks with other
bonuses such as Power Penetration.
Penetrating Energy requires a sacrifice of 9
power points to learn.

Sample Encounter
Two kinds of challenges can be expected from
energist NPCs – fights and tests of strength. The
second will probably be the easiest for the party,
as seeing a new explosive technique
demonstrated can easily satisfy an energist.
Impress the energist enough and the party may
have a new friend. The fights will be harder and
shorter; defeating an energist means having to
finish him off before his powers do too much
damage to the party. The players would be wise
to beware the energist traveling in a group;
many militaries value their capability as artillery
pieces.
EL 18: The party may encounter Ralkl during a
thunderstorm, when the lightning seems The energist Ralkl manipulates energy as easily as
exceptionally close and stronger than usual. it breathes the air
Predisposed to lightning, Ralkl tends to roam in
search of storms and as such, tends to frequent to electricity, thanks to his Spirit of the Attuned
the shores of Rajrin, enjoying the stormy ocean UT feat. The PCs may manage to earn his respect
and the large squalls that are often brought to by demonstrating the knowledge or ability to
the coast. During these storms, Ralkl tends to produce an extremely powerful electricity effect.
add some lightning if the storm doesn’t have If he feels the heroes to be too weak to waste his
enough on its own. Although not malicious, time on, Ralkl may just try to test them with
Ralkl enjoys a good duel or fight every so often intimidating powers. He will make the passage
and has been known to seek one out. The over the cliffs difficult with control air,
dromite is always seeking ways to test those demoralize, psionic disintegrate, and various
powers in its repertoire against competent energy powers – not with the intent to kill or
opponents, looking for new tactics or to hone harm the PCs, but rather to see if they frighten
skills. He usually begins the encounter attuned and run off, or stay the course.

FAVORED ENERGY
The Favored Energy feat first appeared in Hyperconscious: Explorations in Psionics by Bruce R. Cordell. It is re-
printed below. If you are not using Hyperconscious, replace Ralkl’s Favored Energy feat with Split Psionic Ray.
FAVORED ENERGY [Psionic]
You prefer a certain energy type over all others.
Prerequisite: Ability to manifest the energy missile power
Benefit: Choose one type of energy to become your favored energy: cold, electricity, fire, or sonic. Any time you
manifest a power that deals damage of your favored energy type, the damage is +1 per die.

75
Untapped Potential: New Horizons in Psionics

RALKL 1/day – energy ray (electricity, 8d6)


Dromite kineticist 12 / energist 5
CN Small monstrous humanoid (psionic) Abilities Str 6, Dex 13, Con 14, Int 24, Wis 13,
Init +1; Senses Scent; Listen +3, Spot +5 Cha 10
Languages Common, dwarven, draconic SQ Naturally psionic (1)
Mode +12 (Mind Insurgency -4) Feats Blind-fight B, Empower Power, Favored
Energy (Electricity)HC, Overchannel B, Point
AC 25, touch 14, flat-footed 22 Blank Shot, Precise Shot, Psionic Meditation B,
(+1 Dex, +1 size, +8 armor, +2 shield, +2 Spirit of the Attuned UT, Talented, Quicken
natural) Power B
hp 78 (17 HD) UT – New feat described in Chapter 4.

Fort +7, Ref +6, Will +12, Spirit of the Attuned Skills Autohypnosis +22, Concentration +22,
Resist electricity 5, Spirit of the Attuned Intimidate +20, Knowledge (Psionics) +29,
Psicraft +29
Speed 20 ft. (4 squares) Possessions combat gear plus headband of
Melee Masterwork dagger +8/+3 (1d3-2, 19- intellect +6, +4 mithral chain shirt, ring of force
20/x2) shield, masterwork light crossbow, 6065 gp
Ranged masterwork light crossbow +11
(1d8+2/x3), Point Blank Shot, Precise Shot Improved Attunement (Ex): While Ralkl is
Ranged touch +10 (as power), Point Blank attuned to an energy type through Spirit of the
Shot, Precise Shot Attuned, his manifester level is treated as one
Space 5 ft.; Reach 5 ft. higher when manifesting energy powers
Base Atk +8; Grp +3 matching that type.
Atk Options Blind-fight Heightened Attunement (Ex): Ralkl freely
Special Actions Psionic Meditation, Spirit of augments his attuned energy powers by 5
the Attuned additional power points. This increase cannot
Combat Gear torc of power preservation, 20 raise the power’s cost above his manifester level.
bolts Enhanced Energy: Ralkl may augment his
Power Points Remaining 217 of 233; energy powers to increase the size of the
Kineticist Powers Known (ML 16), damage dice they deal. See above for more
Overchannel, Talented, Favored Energy information.
(Electricity), Quicken Power, Empower Power, Debilitating Energy: Ralkl may augment his
improved attunement, debilitating energy, energy powers to hinder opponents. See above
enhanced energy, heightened attunement, for more information.
penetrating energy, shaped energy: Penetrating Energy (Su): Ralkl’s energy
8th – bend reality X, greater psionic teleport, powers ignore energy resistance and energy
psionic telekinetic sphere immunity.
7th – energy conversion, evade burst A, Shaped Energy: Ralkl may split an energy
reddopsi power’s area into two regions within range.
6th – co-opt concentration, psionic Hook “The beauty of the storm is that it strikes
disintegrate A, retrieve A indiscriminately. I am the storm.”
5th – energy current A, kinetic aura A UT,
power resistance, psionic true seeing* Enlightened Exemplar
4th – energy adaptation A*, energy ball A, ”It is only by questioning everything that we
psionic dimension door, psionic freedom of can begin to understand.”
movement -Tyril Lureth, enlightened exemplar
3rd – energy burst A, energy cone A, produce
image A UT, touchsight A There exist a group who are instilled with a core
2nd – concealing amorpha, control air A, belief of self-discovery and self-discipline. These
control sound, energy missile A enlightened beings strive to raise their own
1st – control object, demoralize A, energy ray awareness as well as the awareness of those
A, entangling ectoplasm, missive
around them. The power of thought and the
UT – New powers described in Chapter 7
absolute of logic were the driving forces behind
* – Already manifest (at base power point these enlightened exemplars, the intellectual
cost unless otherwise indicated) sect of the Enlightenment (see chapter 6).
Psi-like abilities (ML 8)

76
Chapter 5: Prestige Classes

BECOMING AN ENLIGHTENED Weapons and Armor Proficiency:


EXEMPLAR Enlightened exemplars gain no additional
The path to enlightenment is not for everyone. proficiencies with weapons or armor.
Most of those who take up the path of the
enlightened exemplar are psions, as the path of Manifesting: At every level except 1st, the
the exemplar is one of introspection and deep enlightened exemplar gains additional power
thought, which doesn’t fit with the more martial points per day and access to new powers as if
psychic warrior, or the chaotic nature of the she had also gained a level in whatever
wilder. Society minds have also been known to manifesting class she belonged to before she
walk down the path toward enlightenment. added the prestige class. She does not, however,
gain any other benefit a character of that class
ENTRY REQUIREMENTS would have gained (bonus feats, metapsionic or
To qualify to become an enlightened exemplar, a item creation feats, and so on). This essentially
character must fulfill the following criteria. means that she adds the level of enlightened
Alignment: Any non-evil exemplar to the level of whatever manifesting
Skills: Knowledge (Psionics): 8 ranks class the character has, and then determines
Feats: Open Minded, Psionic Meditation power points per day, powers known, and
Psionics: Ability to manifest 3rd level powers manifester level accordingly.
Special: Must be inducted into the order by a If a character had more than one manifesting
member of the Enlightenment. This involves class before she became an enlightened
swearing an oath to never again use exemplar, she must decide to which class she
supernatural means to control the mind of adds the new level of enlightened exemplar for
another being. For more information (including the purpose of determining power points per
exact specifics of the oath), see Chapter 6: day, powers known, and manifester level.
Organizations.
Enhanced Manifestation: At 1st level, an
CLASS SKILLS enlightened exemplar may treat her manifester
The enlightened exemplar’s class skills are level as one higher than it actually is when
Autohypnosis, Concentration, Craft, Diplomacy, determining the level-dependent variables of her
Listen, Knowledge (all skills, taken individually), powers (such as range and duration). This does
Profession, Psicraft, and Spot. not allow her to spend more power points on
Skill Points at Each Level: 2 + Int modifier one manifestation than her true manifester
level.
CLASS FEATURES If a character had more than one manifesting
Enlightened exemplars devote their time to class before she became an enlightened
spreading the message of enlightenment and in exemplar, she must decide to which class she
hours of self-examination. They strive always adds this increase.
for peaceful methods of teaching. All of the
following are class features of the enlightened Self Discovery: At 1st level and every two
exemplar. levels thereafter, an enlightened exemplar

TABLE 5-4 THE ENLIGHTENED EXEMPLAR HIT DIE: D4


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

77
Untapped Potential: New Horizons in Psionics

unlocked latent understanding and gains the every mission given to you, it is unusual for a
Expanded Knowledge feat as a bonus feat. regular member of the Enlightenment to refuse
these requests without legitimate reasons.
Mind over Body (Ex): At 5th level, an
enlightened exemplar has learned to use the Resources
power of her mind to shrug off effects that might Members of the Enlightenment support each
hinder others. By making a successful DC 25 other when possible, although the sheer size of
Concentration check, she can ignore the effects the world and the urge to seek out and broaden
of being fatigued. With a successful DC 30 the understanding of others tends to pull fellow
Concentration check, she can lower the effects of members apart more than pull them together.
exhaustion to those of fatigue. The enlightened In the presence of a tyrannical government, it is
exemplar must re-roll this check every hour to not uncommon for members of the
maintain this effect. If the roll is unsuccessful, Enlightenment to band together for a cause that
she can retry in an hour. only one or two may not have been able to
handle. An exemplar of the Enlightenment
Serenity (Ex): At 10th level, an enlightened undertaking a particularly difficult mission on
exemplar has achieved a state of serenity that behalf of the organization is typically assigned a
allows her to perform tasks impossible to those defender from amongst the enlightened
with less disciplined minds. She may attempt to protectors (see below), although she may call
regain psionic focus as a swift action. This upon the services of a protector once per month
increases the DC of the Concentration check by if she expects danger on one of her own
10. The enlightened exemplar may still regain undertakings. Protectors called this way
focus normally as a move action. typically arrive within a few days of the call and
serve for up to one day per class level of the
PLAYING AN ENLIGHTENED exemplar.
EXEMPLAR
By taking up the role of an enlightened ENLIGHTENED EXEMPLARS IN THE
exemplar, you strive to teach others and to WORLD
protect their right to learn. Other adventurers “I don’t always understand what she’s talking
may be surprised at how often you take time out about, but I’d like to. Thankfully, she’s patient.”
of your day to instruct strangers. -Prauth Sharpeye, half-elven traveler

Combat An enlightened exemplar by himself is much like


You prefer to avoid combat if at all possible. If any other adventurer – someone seeking out his
there is no other choice, you seek to simply path in the world, although he has the benefit of
incapacitate your foes instead of outright kill knowing his cause: bringing enlightenment to
them, thereby allowing them a chance to learn those who would otherwise go without.
from their mistakes. The Enlightenment organization can easily
have a small base of operations in nearly any
Advancement urban locale, allowing a quick point of contact to
Choosing to become an enlightened exemplar is those either seeking fellow members or those
one that the more extroversive and benevolent looking to gain entrance or the assistance of the
manifesters tend to make. Psions and society organization.
minds most frequently follow this path. Perhaps
you were approached directly by the Organization
Enlightenment, or maybe you heard of them and Upon entering the Enlightenment, enlightened
sought them out on your own. A few exemplars exemplars are taught some of the time-honored
were born into families touched by the techniques to expand their understanding of the
Enlightenment, and have been training their world, and of themselves. The exact location for
whole lives for this goal. In any case, you have these teachings is dependent on where the new
decided to become a member of an organization member is found, as the members of the group
whose goals match your own. do not feel the need to travel to a specific site for
By choosing to take up the cause of and training, instead utilizing any spot suitable.
become a part of the Enlightenment, you may be
called upon by the organization in tasks or to NPC Reactions
help others. While you are not obligated to take Those NPCs not in power tend to embrace the

78
Chapter 5: Prestige Classes

teaching of the enlightened exemplars, while satisfaction in teaching others also make good
those seeking to keep others under control tend exemplars.
to reject them. As such, the more open-minded
commoners maintain a starting attitude of Adaptation
indifferent, while close-minded and corrupt The enlightened exemplar is dependent on there
NPCs instead typically have a starting attitude of being the Enlightenment organization in the
unfriendly. Existing prejudices toward psionics world. Because the group is a decentralized
can shift these starting attitudes one level better organization, working far and wide to spread
or worse depending on the area – in regions that understanding and knowledge, there is no direct
fear the powers of the mind, those who openly tie to a specific location. In other games, they
teach it are attacked outright, while in areas may have a singular base of operations, perhaps
where psionic talent is commonplace, members even a church of an educating deity or a grand
of the Enlightenment may be cheered or university. In either of these cases, the
celebrated by the common folk. enlightened protector (see below) should be
adapted alongside the exemplar; they are sister
ENLIGHTENED EXEMPLAR LORE classes and compliment each other’s abilities
Characters with ranks in Knowledge (psionics) well.
can attempt to research enlightened exemplars
to find out more about them. When a character Sample Encounter
makes a successful Knowledge check, use the The PCs might come across Tyril at any time, in
phrases or variations of them from below, particular if they are in a large city with an
including any information from lower DC oppressive government. Her view of the party
checks, should there be any. depends on if they support or work against such
DC 10: The enlightened exemplars strive to a regime.
expand the minds of others through peaceful EL 10: If not part of a government mission, the
and logical means. They support and cultivate party is likely to see Tyril as she lectures to the
psionic potential. characters as they pass by the town square. If
DC 15: Peaceful, but steadfast, the enlightened the party seems interested, she will approach
exemplars work always to teach the doctrine of them for a deeper discussion. If working for a
their organization, the Enlightenment. ruler or official the Enlightenment feels is
DC 20: Exemplars of the Enlightenment have unnecessarily unjust, however, the PCs will soon
a broad array of psionic potential, but have find themselves solidly hindered by a peaceful
sworn oaths to never use it to affect the minds of yet firm manifester capable of impressive
others, instead relying on education and reason psionic feats. A concussion blast dealing subdual
to change minds. It’s for this reason that they damage is Tyril’s favored weapon.
may seem overbearing when preaching their
ways. TYRIL LURETH
Female human nomad 5 / enlightened exemplar
Since the enlightened protectors are members of 5
the same organization, a character researching CG Medium humanoid (psionic)
the enlightened exemplars learns of them as Init +3; Senses Listen +3, Spot +3
well. Information from the protector’s lore Languages Common, elven, dwarven
section (up to the check result) should also be Mode +8 (Reflex Catechesis +0)
made available to such a character.
AC 18, touch 12, flat-footed 17
ENLIGHTENED EXEMPLARS IN THE (+1 Dex, +6 armor, +1 deflection)
GAME hp 66 (10 HD)
An enlightened exemplar character may be the Fort +5, Ref +4, Will +10
driving force behind a part of your game, or he
may simply follow the rest of the party, looking Speed 30 ft. (6 squares)
to spread the word of understanding as the party Melee masterwork dagger +5 (1d4/19-20)
makes their way in the world. The model he Ranged masterwork light crossbow +6
portrays of his belief can help give a direction to (1d8/19-20)
a group that may not otherwise have a goal. Ranged touch +5 (as power)
Players who frequently enjoy heavy interaction Space 5 ft.; Reach 5 ft.
with NPCs are likely to enjoy playing Base Atk +4; Grp +4
enlightened exemplars. Those who take

79
Untapped Potential: New Horizons in Psionics

Special Actions Psionic Meditation, mind over Feats Craft Dorje, Empower Power, Expanded
body Knowledge (dimension swap) B, Expanded
Combat Gear power stone of dismissal, 2 Knowledge (read thoughts) B, Imprint Stone,
power stones of body adjustment Open Minded, Psicrystal Affinity (nimble) B,
Power Points Remaining 89 of 92; Nomad Psionic Meditation B, Psionic Talent
Powers Known (ML 9, DC Skills Concentration +15, Diplomacy +10,
14+level+augments), Enhanced manifestation, Knowledge (local) +17, Knowledge (psionics)
Empower Power: +17, Psicraft +19
5th – psionic teleport, psionic true seeing Possessions masterwork crossbow, 20 bolts,
4th – correspond, psionic dimension door, masterwork dagger, headband of intellect +2,
rending rift A UT, trace teleport A +2 chain shirt, ring of protection +1, dorje of
3rd – psionic darkvision, dispel psionics A, detect psionics, dorje of psionic tongues, cloak
energy burst A, touchsight A of resistance +1, 2613 gp
2nd – concussion blast A, detect hostile
intent*, dimension swap A, psionic levitate, read Mind over Body (Ex): Tyril can make a DC 25
thoughts, thought shield A Concentration check every hour to ignore
1st – burst, detect psionics, empathy A, fatigue, or a DC 30 Concentration check to
energy ray A, far hand A reduce exhaustion to fatigue.
UT - New power described in Chapter 7 Enhanced Manifestation (Ex): Calculate the
* – Already manifest (at base power point range, duration, and other level-dependent
cost unless otherwise indicated) variables of Tyril’s powers as if her manifester
level were 10.
Abilities Str 10, Dex 12, Con 14, Int 19, Wis 13, Hook “Seek out the answers to your questions;
Cha 8 let nothing stop you.”

Enlightened Protector
“Those who take arms against my brothers
take arms against me.”
-Oren, enlightened protector

Those who walked the path of the enlightenment


were not always welcomed by others. Many of
the more despotic societies would persecute
them for their principals. To protect against
those who would oppress the seekers of
Illustration by Kevin Miller

enlightenment, a sect arose: the enlightened


protectors, they are the militant arm of the
Enlightenment (see chapter 6).

BECOMING AN ENLIGHTENED
PROTECTOR
The guardian nature of the enlightened
protector tends to draw psychic warriors and
marksmen more than other classes, although it
is not unusual for a soulknife to join the ranks of
the enlightened protector.

ENTRY REQUIREMENTS
Striving ever to increase their own stage of
enlightenment, the enlightened protectors are
still those among the Enlightenment who act to
protect those who seek only to learn more about
themselves and the world around them. In the
face of oppression, an enlightened protector is
Tyril, an enlightened exemplar, can often be found in the
company of an enlightened protector while she works to
an enemy to be feared. To qualify to become an
educate others enlightened protector, a character must fulfill

80
Chapter 5: Prestige Classes

the following criteria. enlightened protector gains additional power


Base Attack: +4 points per day and access to new powers as if he
Alignment: Any non-evil had also gained a level in whatever manifesting
Skills: Knowledge (Psionics): 8 ranks class he belonged to before he added the prestige
Feats: Iron Will, Open Minded, Psionic class. He does not, however, gain any other
Meditation benefit a character of that class would have
Psionics: Ability to manifest 2nd level gained (bonus feats, metapsionic or item
psychic warrior powers OR the shape mind creation feats, and so on). This essentially means
blade class feature. that he adds the level of enlightened protector to
Special: Must be inducted into the order by a the level of whatever manifesting class the
member of the Enlightenment. This involves character has, and then determines power
swearing an oath to never again use points per day, powers known, and manifester
supernatural means to control the mind of level accordingly.
another being. For more information (including If a character had more than one manifesting
exact specifics of the oath), see Chapter 6: class before he became an enlightened protector,
Organizations. he must decide to which class she adds the new
level of enlightened protector for the purpose of
CLASS SKILLS determining power points per day, powers
The enlightened protector’s class skills are known, and manifester level.
Autohypnosis, Climb, Concentration, Craft,
Diplomacy, Jump, Knowledge (psionics), Enhanced Manifestation: At 1st level, an
Profession, Ride, Search, Sense Motive and enlightened protector may treat his manifester
Swim. level as one higher than it actually is when
Skill Points at Each Level: 2 + Int modifier determining the level-dependent variables of his
powers (such as range and duration). This does
Class Features not allow him to spend more power points on
Enlightened protectors draw from their own one manifestation than his true manifester level.
greater understanding of the world and of At 10th level, he may treat her manifester level
themselves to defend themselves and others of as two higher instead of one.
their order. In the face of tyrannical oppression, If a character had more than one manifesting
the enlightened protector tends to takes on a class before he became an enlightened protector,
more aggressive role, instead of as a defender of he must decide to which class he adds this
others. All of the following are class features of increase.
the enlightened protector.
Self Discovery (Ex): At 1st level, an
Weapon and Armor Proficiency: enlightened protector gains Expanded
Enlightened protectors gain no additional Knowledge as a bonus feat if he meets the
weapon or armor proficiencies. prerequisites. If he met the Shape Mind Blade
requirement, he may select any feat that
Manifesting: At every level indicated, the requires the ability to manifest a mind blade as a
bonus feat.
Table 5-5: THE ENLIGHTENED PROTECTOR HIT DIE: d8
Level BAB Fort Ref Will Special Manifesting
1 +1 +0 +0 +2 Enhanced manifestation, self discovery -
2 +2 +0 +0 +3 Path of enlightenment I +1 level of existing class
3 +3 +1 +1 +3 - +1 level of existing class
4 +4 +1 +1 +4 Mind over body +1 level of existing class
5 +5 +1 +1 +4 - +1 level of existing class
6 +6 +2 +2 +5 Path of enlightenment II +1 level of existing class
7 +7 +2 +2 +5 - +1 level of existing class
8 +8 +2 +2 +6 - +1 level of existing class
9 +9 +3 +3 +6 Path of enlightenment III +1 level of existing class
10 +10 +3 +3 +7 Serenity -

81
Untapped Potential: New Horizons in Psionics

Path of Enlightenment (Ex): At 2nd level diplomatic understanding. Your exact tactics
and again at 6th and 9th level, the enlightened depend on your background, but you frequently
protector is able to use the power of his mind to choose the most logical course of action to end
enhance his combat abilities. He may choose the the conflict in a swift and efficient manner. The
following feats as bonus feats, even if he would different paths available to an enlightened
otherwise not qualify for them. Once his path is protector allow you to choose the role that most
chosen at 2nd level, the enlightened protector closely matches your background, be it a
can not alter the choice. primary manifester, using your combat ability to
complement your psionic power, or an unarmed
Path of the Armed: 2nd - Psionic Weapon, 6th - opponent, striking out with your fist after
Improved Critical, 9th - Deep Impact charging it with energy.
Path of the Unarmed: 2nd - Psionic Fist, 6th - It isn’t uncommon for you to join with other
Greater Psionic Fist, 9th - Unavoidable Strike adventurers, as despite your nature to protect
Path of the Mind: 2nd - Expanded Knowledge, others, you are not immune to attacks, either.
6th - Overchannel, 9th – Talented. Those companions who best suit your abilities
are trackers or clerics, to complement your own
Mind over Body (Ex): At 5th level, an abilities.
enlightened protector has learned to use the
power of his mind to shrug off effects that might Advancement
hinder others. By making a successful DC 25 The choice to walk the path of enlightenment as
Concentration check, he can ignore the effects of one of its protective arm is frequently made by
being fatigued. With a successful DC 30 psychic warriors and soulknives whose inherent
Concentration check, he can lower the effects of protective nature has developed into the
exhaustion to those of fatigue. The enlightened ideology held by the Enlightenment.
protector must re-roll this check every hour to After becoming an enlightened protector, the
maintain this effect. If the roll is unsuccessful, rest of the Enlightenment will tend to seek your
he can retry in an hour. aid in their missions of understanding or will
encourage you to seek out those needing your
Serenity (Ex): At 10th level, an enlightened assistance.
protector has achieved a state of serenity that As you progress in power, it is not uncommon
allows him to perform tasks impossible to those to be called upon more frequently by others in
with less disciplined minds. He may attempt to the Enlightenment. Your advanced abilities can
regain psionic focus as a swift action. This support those seeking to spread knowledge or
increases the DC of the Concentration check by prevent repression. These may be for short
10. The enlightened protector may still regain support stints, only a few days in duration, or,
focus normally as a move action. rarely, extended campaigns.

PLAYING AN ENLIGHTENED Resources


PROTECTOR During the course of your career as a member of
As an enlightened protector, your role in the the Enlightenment, it is not unusual to have
world is to defend your brothers and sisters in access to discounted weapons or armor to help
the Enlightenment and to seek out and eliminate you serve more ably as a protector. However,
those who oppress others. During your travels, this access is contingent upon there being a local
you can offer assistance to those in despotic or base of operations. When serving the
cruel governments by either helping them either Enlightenment on difficult missions, you will
to relocate or, in extreme situations, by directly almost always have one or more exemplars with
taking on the forces of the corrupt government. you – while you are charged with defending
them, they will support you and the mission to
Combat the best of their ability.
Like your brethren, the enlightened exemplars,
you attempt to educate the closed-minded as a ENLIGHTENED PROTECTORS IN THE
first recourse, instead of charging in heedlessly. WORLD
Unlike your brethren, if you are drawn into “I’ve never seen someone with such a peaceful
combat, you tend to shoot first and ask disposition defend themselves so ably. The local
questions later, as those causing the conflict gang won’t likely try that again.”
tend to have ignored any attempts at a -Dermun Silverbeard, dwarven innkeeper

82
Chapter 5: Prestige Classes

An enlightened protector is most often found combative and guardian type roles are likely to
with others, acting as a guard or sentry. If he is enjoy playing an enlightened protector.
by himself, he is much like any other explorer –
someone seeking out his path in the world, Adaptation
although he has the benefit of knowing his The enlightened protector is dependent on there
cause: bringing enlightenment to those who being both the Enlightenment organization and
would otherwise go without and protecting those enlightened exemplars in the world. Because
who would otherwise be subjugated. the group the Enlightenment is a decentralized
organization, working far and wide to spread
Enlightened protectors belong to the same understanding and knowledge, there is no direct
organization as their more cerebral tie to a specific location. Exactly how they fit in
counterparts, the enlightened exemplars: the to the organization as it appears in your world
Enlightenment. As a result, the organization depends on how the exemplars fit in – the
and NPC reactions entries listed above for the protectors could serve as templars or warrior-
enlightened exemplar also apply to the monks instead of bodyguards if the
enlightened protector. Enlightenment takes the form of a church, for
instance.
ENLIGHTENED PROTECTOR LORE
Characters with ranks in Knowledge (psionics) Sample Encounter
can attempt to research enlightened protectors Anytime the group of PCs encounter a tyrannical
to find out more about them. When a character government, groups of the Enlightenment are
makes a successful Knowledge check, use the likely to be in the area or on their way. The
phrases or variations of them from below, exemplars are often accompanied by the
including any information from lower DC enlightened protectors. Enlightened protectors
checks, should there be any. are also a common sight in refugee camps; the
DC 10: Enlightened protectors guard others of warriors are especially vigilant in bearing those
their order from oppression. displaced by war to safety.
DC 15: Enlightened protectors defend those of EL 11: The criminals sought by the party are
the Enlightenment organization as well as being protected by a hulking half-giant who says
working against oppression. They are able they have been falsely accused of crimes in order
warriors with a diverse arsenal of weaponry, to punish them for not working in the inhumane
words, and mental power. conditions on the local lord’s land. Who is right?
DC 20: The enlightened protectors hone their Oren is an enlightened protector with a strong
individual talents in combat at the same time as urge to guard others. A frequent field agent of
learning the peaceful ways of conversion. While the Enlightenment, he would attempt to gauge
generally more defensive than aggressive, you the PCs intent concerning the local government
don’t want to oppose one in combat if you can and where they stand on liberating the
help it. Not only are they fearsome warriors, population. He might also be found with Tyril
they continue to speak on the error of your ways Lureth (see above).
even as they strike. This likely stems from their
oath, which is the same as their exemplar
cousins. OREN AR’OHTAR
Since the enlightened exemplars are members of Male half-giant psychic warrior 6 / enlightened
the same organization, a character researching protector 4
the enlightened protectors learns of them as NG Medium giant (psionic)
well. Information from the exemplar’s lore Init +4, Vigilance of the Giants; Senses Low-
section (up to the check result) should also be light vision; Listen +4, Spot +4
made available to such a character. Languages Common, Giant
Mode +3 (Body Tank +4)
ENLIGHTENED PROTECTORS IN THE
GAME AC 20, touch 11, flat-footed 19
It shouldn’t be difficult to find a suitable spot for (+6 armor, +3 shield, +1 deflection)
an enlightened protector in your game. Perhaps hp 78 (10 HD)
the organization is just now starting to reach the Fort +8, Ref +5, Will +12
area the group is exploring, so the ties of this Resist fire 5
class are light. Players who play the more

83
Untapped Potential: New Horizons in Psionics

Speed 20 ft. (4 squares) Knight Meditant


Melee large +1 longsword +11 (2d6+4, 19-20/ "His mind is calm, like a tranquil lake, devoid of
x2) even the slightest stirring. The world around
Space 5 ft.; Reach 5 ft. him is not as fortunate."
Base Atk +8; Grp +12
Atk Options Power Attack, Psionic Weapon Seeking to master the power of his own mind,
Special Actions Inquisitor, Psionic the knight meditant spends much of his time
Meditation, mind over body deep in meditation. Through this rigorous
Combat Gear power stone of body adjustment study, he gleans new and powerful ways to
Power Points Remaining 38 of 43; Psychic enhance his psionic focus and the different
Warrior Powers Known (ML 9), Enhanced mantras such forces can power. While
manifestation: essentially any warrior who studies his inner
3rd – graft weapon, psionic keen edge*, strength can become a knight meditant, psychic
ubiquitous vision warriors, marksmen, soulknives and monks
2nd – detect hostile intent, dimension swap most frequently follow the path.
A, physical acceleration A UT

1st – biofeedback A, conceal thoughts, The original Knights Meditant were followers of
expansion A, vigor A Lord Davik Marcellus Kai, Grand Master of the
UT – New power described in Chapter 7
Order of the Resolute Shield. He was Rajrin’s
* – Already manifest (at base power point first exceptional warrior to discover a unifying
cost unless otherwise indicated) secret behind the schools of meditation -- that
Psi-like abilities (ML 5): all are, in fact, reflections of a greater whole, and
1/day – stomp (5d4, DC 10) by embracing that whole, one can better
approach his own perfect self-image in combat.
Abilities Str 17, Dex 10, Con 16, Int 10, Wis 18, Lord Davik developed an ill-deserved reputation
Cha 8 as a renegade for breaking with tradition in his
SQ Powerful build, naturally psionic (2) views, and was stripped of his noble title… but
Feats Expanded Knowledge (biofeedback) B, every year more and more open-minded or
Improved Initiative B, Inquisitor, Iron Will, dedicated students found his training grounds
Open Minded, Power Attack, Psionic Body B, and entered his tutelage. Today his path is
Psionic Meditation B, Psionic Weapon B, counted among the elite fighting styles of Rajrin,
Vigilance of the Giants UT and the Knights Meditant (still referred to in
UT – New feat described in Chapter 4.
some circles as Davik's Knights) are revered for
Skills Concentration +15, Sense Motive +17 their calm, poise, and prowess on the battlefield.
Possessions combat gear plus large +1
longsword, +2 breastplate, +1 heavy steel Hit Die: d8
shield, periapt of wisdom +2, ring of protection
+1, 2015 gp ENTRY REQUIREMENTS
To qualify to become a knight meditant, a
Enhanced Manifestation (Ex): Calculate the character must fulfill the following criteria.
range, duration, and other level-dependent Base Attack: +5
variables of Oren’s powers as if his manifester Skills: Concentration 8 ranks
level were 10. Feats: Any two Mantra feats, Psionic
Powerful Build (Ex): Oren may treat himself Meditation
as one size larger than he is for the purposes of
opposed checks that involve size modifiers and Class Skills
when determining sizing penalties on weapons. The knight meditant’s class skills are
Mind over Body (Ex): Oren can make a DC Autohypnosis, Balance, Climb, Concentration,
25 Concentration check every hour to ignore Craft, Jump, Knowledge (psionics), Profession,
fatigue, or a DC 30 Concentration check to Ride, Search, and Swim.
reduce exhaustion to fatigue. Skill Points at Each Level: 2 + Int modifier
Hook “I don’t recommend causing a fight. But if
you choose to, go ahead. See what happens.”
Class Features
All of the following are class features of the
knight meditant.

84
Chapter 5: Prestige Classes

Weapon and Armor Proficiency: Knights Favored Enemy (Ex): A knight meditant with at
meditant gain no additional weapon or armor least one favored enemy adds his class level to
proficiencies. his effective ranger level when determining how
many favored enemies he has and the size of the
Manifesting: At every level indicated, the bonus associated with this ability.
knight meditant gains additional power points Mind Blade (Su): A knight meditant with the
per day and access to new powers as if he had ability to form a mind blade adds his class level
also gained a level in whatever manifesting class to his effective soulknife level for the purposes of
he belonged to before he added the prestige his mind blade and mind blade enhancement. If
class. He does not, however, gain any other he selects this option, he gains no mind-blade-
benefit a character of that class would have related benefits from increased manifester levels
gained (bonus feats, metapsionic or item (see Soulknives and Prestige Classes at the
creation feats, and so on). This essentially means beginning of this chapter). If he does not select
that he adds the level of knight meditant to the this option, he still advances his mind blade at
level of whatever manifesting class the character those levels.
has, and then determines power points per day, Bonus Mantra: Some knight meditants abandon
powers known, and manifester level accordingly. their old ways entirely, throwing themselves
If a character had more than one manifesting completely into Davik's training. These knights
class before he became a knight meditant, he (many of which do not qualify for any of the
must decide to which class he adds the new level above traditions) gain a bonus Mantra feat.
of knight meditant for the purpose of
determining power points per day, powers Meditative Focus: Starting at 2nd level, the
known, and manifester level. knight meditant gains a competence bonus on
Concentration checks to become psionically
Martial Traditions: Lord Davik's academy focused equal to his class level.
accepts applicants from all walks of life, and
students are encouraged not to neglect the roots Extended Mantra (Su): When meditating to
of their martial training while they study the way activate a mantra, a knight meditant of 4th level
of the Knight Meditant. When the character or higher may choose to make it an extended
becomes a Knight Meditant they may choose to mantra. Doing so doubles the duration the
gain one of the following abilities: mantra may be in effect as long as the knight
meditant remains focused. Activating an
Unarmed Damage (Ex): A knight meditant with extended mantra increases the DC of the
Improved Unarmed Strike has the unarmed Concentration check to become psionically
strike damage of a monk of his class level + his focused by 4. If the knight meditant has the
monk level, if any. ability to activate more than one mantra with a
Smite (Ex): A knight meditant with a smite single meditation the DC of the Concentration
attack (such as the paladin's smite evil) treats increases by 4 per mantra he wishes to extend in
his level in whatever class granted the smite as this fashion.
his level in that class + his knight meditant level.
Table 5-6: THE KNIGHT MEDITANT
Level BAB Fort Ref Will Special Manifesting
1 +1 +0 +0 +2 Martial traditions -

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


3 +3 +1 +1 +3 - +1 level of existing manifesting class

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

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

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


7 +7 +2 +2 +5 - -

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


9 +9 +3 +3 +6 - +1 level of existing manifesting class

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

85
Untapped Potential: New Horizons in Psionics

Master of Mantras: At 6th level the knight against a particular applicant based on his initial
meditant gains Master of Mantras UT as a bonus impression of them. He does not have all of his
feat. If he already has this feat, he may select combat powers active, as he is merely trying to
another Mantra feat that he meets the test the applicant – he generally prefers to use
prerequisites as a bonus feat. Combat Expertise to achieve a high armor class
and observe his potential student’s tactics and
Enduring Mantra (Su): When meditating to mindset. If he feels the need to push a student
activate a mantra, a knight meditant of 8th level (to stir their potential or task the poor
or higher may choose to make it an enduring applicants), he may attempt trips, non-lethal
mantra. The knight meditant may choose to pay stunning attacks, or flashy psionic powers (such
5 power points to use an ability of an active as flourish or dispatch) but he’s more interested
enduring mantra in place of expending his in the student’s dedication than in winning the
psionic focus, but may only do so once per battle.
round. Doing so does not end the mantra as it This test is repeated for potential threefold
normally would. Activating an enduring mantra masters, although in that test, Lord Davik fights
increases the DC of the Concentration check to back, frequently while the student is
become psionically focused by 8. If the knight unprepared.
meditant uses his Master of Mantras feat to
activate more than one mantra with a single LORD DAVIK MARCELLUS KAI
meditation, the DC of the Concentration check Male human Monk 2 / Psychic Warrior 7 /
increase by 8 per mantra he wishes to make Knight Meditant 10
enduring. LN Medium humanoid
Init +3; Senses Listen +23, Spot +23
Threefold Master (Su): A knight meditant of Languages Common
10th level or higher attunes his body and mind Mode +5 (Id Feint +2)
to an inner harmony while meditating, releasing
energy that was simply inaccessible to him AC 35, touch 25, flat-footed 24, Deflect Arrows
before. He may activate and benefit from three (+7 Armor, +3 Dex, +7 Wis, +3 deflection, +1
mantras at once. Activating three mantras at class, +1 luck)
once increases the DC of the Concentration hp 146 (19 HD)
check by 5 per mantra, and the knight meditant Fort +16, Ref +15, Will +25, Evasion
does not gain the benefit of Psionic Meditation
when activating three mantras at once. Speed 40 ft (8 squares)
Additionally, the knight meditant may now gain Melee flurry of blows +22/+22/+17/+12/+7
the benefits of Psychic Meditation when using (2d6+3, 19-20/x2, counts as adamantine)
his Master of Mantras feat. This allows him to Space 5 ft.; Reach 5 ft.
activate and maintain two mantras at once as a Base Atk +16, Grp +18
move action. Atk Options Power Attack, Combat Expertise,
Combat Reflexes, Stunning Fist (DC 27), plus
Sample Encounter any from active mantras
A PC wishing to learn the ways of the Knights Special Actions Psionic Meditation, Master of
Meditant must first locate Lord Davik’s Mantras, extended mantra, enduring mantra,
stronghold and petition the grand master for a threefold master, plus any from active mantras
place at the school. Before inducting any student Combat Gear 2 power stones of body
to his school, Lord Davik (now middle-aged and adjustment, power stone of vampiric blade,
retired from adventuring) personally tests them crystalic: adamantine fists UT
in both single combat and meditation. They Power Points Remaining 89 of 96; Psychic
must focus their minds in a distracting Warrior Powers Known (ML 13, DC
environment -- typically under a waterfall -- and 18+level+augments):
then engage the grand master himself, who 5th – catapsi A
simply defends and observes. Should the student 4th – psionic freedom of movement, inertial
successfully demonstrate the mindset of a barrier
Knight Meditant, he is taken to the school for 3rd – dispatch A UT, dimension slide A,
further training. ubiquitous vision
EL 7: Lord Davik as presented below has no 2nd – physical acceleration A UT, flourish A UT,
mantras active; he selects two or three to use psionic lion’s charge A

86
Chapter 5: Prestige Classes

1st – offensive precognition A, defensive


precognition A, blinding flash A UT, inertial
armor A*(7)
UT - New power described in Chapter 7

* – Already manifest (at base power point


cost unless otherwise indicated)

Abilities Str 17, Dex 17, Con 17, Int 14, Wis 24,

Illustration by Kevin Miller


Cha 11
SQ Evasion
Feats Improved Unarmed StrikeB, Stunning
FistB, Combat Reflexes, Power AttackB, Deflect
ArrowsB, Psionic MeditationB, Weapon Focus
(Unarmed Strike), Combat ExpertiseB, Riding
the WavesUT, Eye of the StormUT B, Way of the
WarriorUT, Wrath of the DragonUT, Improved
Critical (Unarmed Strike), Master of MantrasUT
B, Final Strike of the ExecutionerUT
UT – New feat described in Chapter 4

Skills Concentration +26 (+36 to become


psionically focused), Knowledge (Psionics) +9,
Jump +12, Tumble +12, Balance +12
Possessions combat gear plus Periapt of
Wisdom +6, Cloak of Resistance +5, Ring of
Protection +3, Gloves of Dexterity +4, Belt of
Giant Strength +4, Adamantine Fists*,Crystal
Mask of Mind Armor, Bracers of Health +4,
Stone of Good Luck (Luckstone), 8,658 gp.

Evasion (Ex): If Lord Davik successfully Knights Meditant come from many martial
makes a Reflex save for half damage, he instead traditions; some, like Lord Davik, were once monks
takes no damage.
Extended Mantra (Su): Lord Davik’s outcasts are gifted, often being forced from a
mantras may last longer than normal. See above normal life by the discovery of their talents.
for more information. When such outcasts follow the path of the
Enduring Mantra (Su): Lord Davik’s nomad, and desire both to see the whole of their
mantras may be triggered by spending power world, and shape themselves a place within it,
points instead of expending psionic focus. See they often take up the mantle of the maverick
above for more information. voidshaper: the renegade master of space and
Threefold Master (Su): Lord Davik may time.
activate and maintain up to three Mantra feats
at once, and may benefit from Psionic In Rajrin, maverick voidshapers are noted as
Meditation when using Master of Mantras. See much for their criminal and mischievous
above for more information. tendencies as they are for their psychoportive
Hook “Every tornado has an eye, every storm a powers. A Rajrin voidshaper takes the title of
calm center. You will find that calm, or you will outcast with pride and arrogance, believing
find another place to train.” themselves above a world filled with rabble who
cannot comprehend the depth of their talents.
Maverick Voidshaper Most question their morals, and many their
"Oh, I just took the distance between where I intentions, but none question their abilities.
was and where I wanted to be and put it where
I wasn't." Hit Die: d6

In any society there are outcasts, lost souls that ENTRY REQUIREMENTS
for one reason or another cannot find their place To qualify to become a maverick voidshaper, a
in a productive world. Many among these character must fulfill the following criteria.

87
Untapped Potential: New Horizons in Psionics

Skills: Psicraft 8 ranks Psychoportive Evasion: At 1st level the


Feats: Burrowing Power, Enlarge Power maverick voidshaper learns to harness her
Psionics: Able to manifest dimension swap psychoportative abilities to evade harm. She
gains the Evasion extraordinary ability of a 2nd
Class Skills level monk. In addition, if she succeeds a Reflex
The maverick voidshaper’s class skills are save against which her Evasion ability applies,
Autohypnosis, Balance, Climb, Concentration, she may expend her psionic focus as an
Craft, Disable Device, Escape Artist, Jump, immediate action to teleport to any unoccupied
Knowledge (Psionics), Profession, Psicraft, space she has line of effect to within or adjacent
Search, and Use Rope. to the effect that provoked the Reflex save. This
Skill Points at Each Level: 4 + Int modifier teleportation is a supernatural ability.

Class Features Scorn Earth (Su): The maverick voidshaper’s


All of the following are class features of the prowess over psychoportation allows her to
maverick voidshaper. passively reshape the effect of her personal
gravity. She gains the scorn earth ability of an
Weapon and Armor Proficiency: Maverick elocater (see the Expanded Psionics Handbook,
voidshapers gain no additional proficiency in page 143) at 2nd level.
any weapon or armor.
Rend Space (Su): At 3rd level, the maverick
Manifesting: At every level indicated on the voidshaper is able to tear the space around her
table, the maverick voidshaper gains additional to allow her powers to be used over great
power points per day and access to new powers distances. Any close range powers she manifests
as if she had also gained a level in whatever are treated as being medium range, medium
manifesting class she belonged to before she range powers are treated as long range, and long
added the prestige class. She does not, however, range powers are treated as if under the effects
gain any other benefit a character of that class of the Enlarge Power metapsionic feat (although
would have gained (bonus feats, metapsionic or the maverick voidshaper does not need to
item creation feats, and so on). This essentially expend her psionic focus to use this ability.
means that she adds the level of maverick Powers enhanced by this ability may be still be
voidshapers to the level of whatever manifesting enhanced by the Enlarge Power metapsionic
class the character has, and then determines feat; in the case of powers that were originally
power points per day, powers known, and long range, their range is increased by 200%
manifester level accordingly. instead of 100% (becoming 1200 feet plus 120
If a character had more than one manifesting feet per manifester level) if both Enlarge Power
class before she became a maverick voidshapers, and Rend Space are applied.
she must decide to which class she adds the new
level of maverick voidshapers for the purpose of Bend Time (Su): At 4th level, the maverick
determining power points per day, powers voidshaper can manipulate distance and space
known, and manifester level. with unparalleled ease. All of her
Table 5-7: THE MAVERICK VOIDSHAPER
Level BAB Fort Ref Will Special Manifesting
1 +0 +0 +0 +2 Psychoportive evasion -

2 +1 +0 +0 +3 Scorn earth +1 level of existing manifesting class


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

7 +3 +2 +2 +5 Distend power +1 level of existing manifesting class


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

88
Chapter 5: Prestige Classes

psychoportation (teleportation) powers with a


manifesting time of 1 round or less gain the
following additional augment:
Augment: If you spend 6 additional power
points, you may manifest this power as an
immediate action.

Illustration by Gerald Lee


Voidburst Power (Su): At 5th level, the
maverick voidshaper discovers the trick to
bringing about a unique metapsionic effect
known as a voidburst, which creates a ripple in
reality that pushes all matter away from its
origin. To use this ability, the maverick
voidshaper must expend her psionic focus.
Voidburst power may only enhance powers that
affect an area and that allow a Reflex save. Any
creature that fails their Reflex save against the
power is immediately ejected to the nearest edge
of the power’s effect and knocked prone. In
addition, for every 10 feet traveled in this
fashion, the creature suffers 1d6 points of
damage. Using this ability increases the power
point cost of the power by 2. A power enhanced
with a voidburst may not also be enhanced by a
voidwell.

Distend Power (Ex): A 7th level maverick


voidshaper learns to shape and contort the space
in which she manifests her powers. She gains the
Widen Power feat if she did not already have it. Saint Cora, a maverick voidshaper, playing with the laws
If she already had the feat before reaching this of space — not to mention those of the city
level (or later selects it normally), it no longer
requires her to expend psionic focus to use, Reflex saving throw. A voidwell power has a
operating merely by increasing the power point save DC 3 higher than normal; in addition,
cost. creatures with the Evasion or Improved Evasion
abilities gain no benefit from these abilities
Psychoportive Navigator (Su): A 9th level against voidwell powers, as the space collapsing
maverick voidshaper may affect the position of towards the origin of the power prevents even
creatures and objects in her environment in the most agile from escaping unharmed. Using
ways she could previously only affect herself. this ability increases the power point cost of the
The maverick voidshaper may manifest any power by 4. A power enhanced with a voidburst
psychoportation (teleportation) power that may not also be enhanced by a voidwell.
would normally affect her on any willing
creature or unattended object within the range Sample Encounter
of the power. If the power’s range is “Personal”, Most maverick voidshapers don’t need a reason
the range changes to “Close”. for the PCs to find them – or if they do have a
reason, it doesn’t have to be obvious or even
Voidwell Power (Su): At 10th level the readily apparent. The most memorable
maverick voidshaper discovers the trick to voidshapers are criminals, rebels, and loners
bringing about a unique metapsionic effect who are eager to ‘stick it to the man’, wherever
known as a voidwell, which creates a fold in the man might be. If the PCs likewise oppose
space that draws all nearby matter towards its authority or tend to act on impulse, they are
origin, making it difficult to avoid the effect. To wonderful, if unpredictable, allies. Should they
use this ability the maverick voidshaper must be sent to apprehend such a voidshaper, they
expend her psionic focus. Voidwell power may may be in for a headache of an encounter. The
only enhance powers with an area that allow a few voidshapers who work with authority,

89
Untapped Potential: New Horizons in Psionics

however, may be all the more frightening as a Power Points Remaining 131 of 156;
member of a military unit or assassination Nomad Powers Known (ML 12, DC
squad. 15+level+augments), Burrowing Power, Enlarge
CR13: The PCs may be passing a major church Power, Widen Power, voidburst power, rend
in the street when a prominent cleric finds space, bend time:
himself teleported five feet to the left, 6th – temporal acceleration A, psionic
mysteriously devoid of clothes. Alternatively, if contingency X, cathartic apportation A UT
one of the PCs is visibly devout themselves, they 5th – psionic teleport, teleport trigger,
may be the victim of the same practical joke. psionic true seeing, ectoplasmic shambler
Either way they have the Saint to thank, 4th – psionic fly*, psionic dimension door,
although ‘Saint’ Cora isn’t actually a saint. She psionic freedom of movement*, rending rift A UT
just calls herself one, out of a deep sense of 3rd – temporal dissociation A UT, time hop A,
irony, as she’s far from virtuous. Why she astral caravan A, energy burst A
started doing this isn’t clear, although several 2nd – dimension swap A, psionic levitate,
recognized churches (who’d pay the PCs forced sense link, psionic knock
handsomely to apprehend her) consider it an 1st – crystal shard A, detect teleportation A,
outrage, particularly when common folk start entangling ectoplasm, inertial armor A*(11),
referring to her as a saint. She radically opposes trick shot A UT
established authority (particularly religious UT – New power described in Chapter 7

authority), and how an encounter between her * – Already manifest (at base power point
and the PCs plays out depends on their stance cost unless otherwise indicated)
on the law and those who enforce it. She spends
much of her time sowing disorder, uncertainty, Abilities Str 10, Dex 16, Con 13, Int 20, Wis 8,
and general excitement amongst the people Cha 12
through daredevil stunts and the use of Feats Burrowing Power B, Enlarge Power,
unpredictable (yet mostly harmless) psionic Improved Initiative, Personality Purge
powers. She prefers a quick getaway to a (Distracted) UT B, Psicrystal Affinity (Liar),
slugfest, and makes ample use of her Psicrystal Containment B, Psionic Meditation,
teleportation powers to make sure she has an Widen Power B
escape route. UT – New feat described in Chapter 4

Skills Bluff +12, Concentration +20, Escape


SAINT CORA, SEEKER OF MISCHIEF Artist +18, Knowledge (Psionics) +9, Psicraft
Female half-elf nomad 6 / maverick voidshaper +15, Search +22
7 Possessions combat gear plus headband of
CN Medium humanoid (psionic) intellect +2, gloves of dexterity +2, cloak of
Init +6; Senses Listen +9, Spot +9 resistance +2, ring of protection +1, amulet of
Languages Common natural armor +1, masterwork light crossbow,
Mode +8 (Sap Mind -4) 5,315 gp

AC 24, touch 14, flat-footed 21 Psychoportive Evasion: Saint Cora may


(+9 armor, +3 Dex, +1 natural, +1 deflection) evade certain attacks, and has the option of
hp 54 (13 HD) instantly teleporting after doing so. See above
Fort +7, Ref +12, Will +11, Psychoportive for more information.
evasion Scorn Earth (Su): Saint Cora is floating
unless she wishes otherwise. While she remains
Speed 40 ft (8 squares), Scorn earth within 1 foot of a surface (including over
Ranged light crossbow +10 (1d8, 19-20/x2) liquids), she may act normally. If she is further
Ranged touch +9 (as power) away, her speed drops to 10 ft, and she suffers
Space 5 ft.; Reach 5 ft. penalties as if floating under psionic levitate.
Base Atk +6, Grp +6 Voidburst Power (Su): Saint Cora may
Special Actions Psionic Meditation, expend her psionic focus and pay 2 additional
Personality Purge (Distracted) power points to cause her powers to distort
Combat Gear 2 potions of cure moderate space in their areas, pushing targets away from
wounds, dorje of energy bolt, crystalic: their point of origin. See above for more
quickening bands UT, 20 bolts information.

90
Chapter 5: Prestige Classes

Rend Space (Su): The range of any power Class Skills


Saint Cora manifests is enlarged. See above for The phenotype impressionist’s class skills are
more information. Concentration, Craft, Disguise, Knowledge
Bend Time (Su): Saint Cora may manifest any (psionics), Knowledge (nature), Profession, and
teleportation power (with a manifestation time Psicraft.
of 1 round or less) as an immediate action by Skill Points at Each Level: 2 + Int modifier
spending 6 additional power points.
Hook “It’s a big, wide, calm, orderly world out Class Features
there. Oh, don’t worry though, I intend to fix All of the following are class features of the
that” phenotype impressionist.

Phenotype Impressionist Weapons and armor proficiencies:


”I can make them fly, too, if you’d prefer.” Phenotype impressionists gain no additional
proficiency with weapons or armor.
A phenotype impressionist is a hybrid, all about Manifesting: At every level indicated on the
hybrids, a sculptor of reality and proto-reality. table, the phenotype impressionist gains
While most shape-changers alter their own additional power points per day and access to
flesh, the phenotype impressionist applies the new powers as if he had also gained a level in
same principles to astral construction, resulting whatever manifesting class he belonged to
in unique ectoplasmic allies with infinite before he added the prestige class level. He does
diversity in their abilities. The vast majority are not, however, gain any other benefit a character
shapers dabbling in psychometabolism, of that class would have gained (bonus feats,
although egoists with more than a passing metapsionic or item creation feats, and so on).
interest in metacreativity may find their way to This essentially means that he adds the level of
the same conclusions. Less dedicated phenotype impressionist to the level of whatever
manifesters almost never meet the exacting manifesting class the character has, and then
requirements for the phenotype impressionist. determines power points per day, powers
known, and manifester level accordingly.
Phenotype impressionism was a term coined by If a character had more than one manifesting
the logos dragon Karvamanius. An avid scholar class before he became a phenotype
of flora and fauna and a capable artist, history impressionist, he must decide to which class he
records him as the first to develop the discipline adds the new level of phenotype impressionist
of the impressionist, modifying his creations in for the purpose of determining power points per
unheard of ways as a friendly challenge with his day, powers known, and manifester level.
pathos dragon rival, the master shapechanger
Hemanyaliz. Their academic competition didn't Mold Construct (Ex): At 1st level the
truly end until Karvamanius discovered the phenotype impressionist learns how to alter the
astral juggernaut power, whereupon both agreed bodies of his constructs as they are formed
that their rivalry may have consequences that through effects that grant the bodies of other
both would regret were it to continue. Their creatures. When manifesting astral construct,
agreement to disagree was one of only a few the impressionist may manifest assume form at
such instances ever recorded of two different ego the same time. This does not require any
dragons reaching a definite conclusion. additional actions beyond manifesting astral
construct. Rather than changing his own form,
Hit Die: d4 the impressionist instead grants all benefits of
the manifested assume form power to the
ENTRY REQUIREMENTS construct he has just created, which becomes the
To qualify to become a phenotype impressionist, new target of the power. The impressionist must
a character must fulfill the following criteria. pay the power point cost for both powers,
Skills: Craft (Any) 10 ranks, Knowledge including any augments. The sum total of power
(Nature) 6 ranks points spent in this way cannot exceed the
Feats: Boost Construct, Formbinder phenotype impressionist’s manifester level.
Psionics: Able to manifest assume form, astral At 4th level and above, the impressionist can
construct, and psionic repair damage manifest astral construct this way using any
other power of the Shapechanging subdiscipline
in place of assume form. He may even substitute

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Untapped Potential: New Horizons in Psionics

a Shapechanging power that he does not know, astral constructs (for example, fusing a 3rd-level
but if he does so, he is limited to powers of 3rd astral construct with a 5th-level astral construct
level or lower and pays 2 more power points costs the impressionist 8 power points). A fused
than normal. construct cannot be further fused with other
constructs.
Reshape Construct (Su): At 3rd level the
phenotype impressionist learns how to modify Sample Encounter
constructs already created with shapechanging Phenotype impressionists are, aside from their
powers. If he expends his psionic focus while unique skills, much like other psions in their
manifesting the power assume form, the power habits. They adventure and study in order to
gains the “Range: 60 ft.” and “Target: a single develop more power. What sets the
astral construct you have created” entries in impressionist apart is that he will be more likely
place of its normal range and target entry. The to wander searching for strange creatures to
power affects the construct as it would normally examine so that their bodies might be mimicked
affect its manifester. in his constructs.
At 5th level, the impressionist can modify his The vast array of options available to an
created astral constructs this way using any impressionist may be staggering: GMs or players
other power of the shapechanging discipline that of characters who have levels in phenotype
he knows in place of assume form. impressionist should consider preparing
statistics blocks for favorite transformed astral
Fuse Construct (Su): At 5th level, the construct combinations ahead of time for ease of
phenotype impressionist may resculpt his play.
constructs on the fly in such a way as to combine EL 11: Kayin is an experienced elan scholar with
two into a single, even more diverse form. If he a curious streak and a willingness to explore.
expends his psionic focus, he may command two The party may be hired by Kayin to assist him on
astral constructs he has created within 60 feet an expedition to study an exotic species, or they
that are adjacent to each other to merge. These may run into him by accident. Kayin actually
two constructs fuse into a single construct with prefers to avoid fights at first. If necessary,
properties of both components. Kayin will hinder opponents with psionic
The fused construct has a number of hit points grease, entangling ectoplasm, or wall of
equal to the sum of the two component ectoplasm before creating an astral construct
constructs’ current hit points. It has all the and modifying it to the situation at hand. If
menu selections and other special abilities of the threatened, he will hide behind a greater
components (subject to normal stacking rules). concealing amorpha, or inside one of his
Its hit dice are equal to the sum of the constructs via ectoskeleton. A sample astral
components’ hit dice (calculate base attack construct for Kayin to use is also given.
bonus and saving throws accordingly), while
each of its six ability scores and natural armor is KAYIN
the greater of the corresponding scores of the Male elan shaper 9 / phenotype impressionist 2
two components. The fused construct is the size TN Medium aberration (psionic)
of the larger of the two components. Init +0; Senses Listen +1, Spot +2
The fused construct lasts as long as the duration Languages Common, Celestial, Ignan, Aquan,
of the longest-lasting of the two component Terran
constructs. Fusing constructs in this manner Mode +6 (Sap Mind +0)
costs the impressionist a number of power
points equal to the sum of the levels of the two AC 11, touch 11, flat-footed 11
Table 5-8: THE PHENOTYPE IMPRESSIONIST
Level BAB Fort Ref Will Special Manifesting
1 +0 +0 +0 +2 Mold construct (assume form) -
2 +1 +0 +0 +3 - +1 level of existing manifesting class
3 +1 +1 +1 +3 Reshape construct (assume form) +1 level of existing manifesting class
4 +2 +1 +1 +4 Mold construct (shapechanging) +1 level of existing manifesting class
5 +2 +1 +1 +4 Reshape construct (shapechanging), -
fuse construct

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Chapter 5: Prestige Classes

(+1 deflection)
hp 51 (11 HD), resilience
Fort +5, Ref +3, Will +10, resistance

Speed 30 ft. (6 squares)


Melee masterwork quarterstaff +6 (1d6, 20/x2)
Ranged touch +5 (as power)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +5
Atk Options as his astral construct after

Illustration by Brandon Glore


ectoskeleton
Combat Gear dorje of body adjustment, power
stone of adapt body, power stone of psionic
freedom of movement, impression crystal UT
(carries four forms)
Power Points Remaining 117 of 117; Shaper
Powers Known (ML 10, DC
15+level+augments), Boost Construct, Extend
Power, mold construct, aberrant manifesting UT:
5th – ectoplasmic shambler, ectoskeleton A
UT, hail of crystals A, psionic major creation

4th – psionic dimension door, psionic


divination, psionic fabricate, wall of ectoplasm
3rd – assume form A UT, danger sense A,
energy wall A, greater concealing amorpha,
time hop A
2nd – control sound, elfsight, psionic
levitate, psionic repair damage A
1st – astral construct A, ecto protection A,
entangling ectoplasm, psionic grease, psionic
minor creation Kayin the phenotype impressionist, concentrating on his
UT – New powers described in Chapter 7 latest creation
* – Already manifest (at base power point
cost unless otherwise indicated) Aberrant Manifesting (Su): When Kayin
manifests a power, the power points spent on
Abilities Str 10, Dex 11, Con 14, Int 20, Wis 12, that manifestation remain available for one
Cha 8 round to use his racial abilities (repletion,
SQ Repletion, clairvoyant resistance UT, resilience, and resistance). For more
naturally psionic (2) information, see Chapter 2: Races.
Feats Boost Construct B, Expanded Knowledge Mold Construct (Su): When manifesting
(assume form), Extend Power, Formbinder UT, astral construct, Kayin may also manifest
Psicrystal Affinity (Sage: nature) assume form as a free action, having this power
UT – New feat described in Chapter 4 affect the construct created instead of him. The
Skills Concentration +16, Craft (Sculpting) +19, total amount of power points spent on this
Knowledge (Nature) +19, Knowledge (Psionics) combined manifestation cannot exceed his
+19, Psicraft +19 manifester level. See above for more
Possessions combat gear plus headband of information.
intellect +2, ring of protection +1, masterwork Clairvoyant Resistance (Su): To affect Kayin
quarterstaff, 375 gp with a clairsentience or location-determining
effect, the user of that ability must make a DC 25
Resilience (Su): If Kayin would take damage manifester level check. Failure means he simply
he may reduce it by 2 for every power point he doesn’t register. This ability only applies while
spends as an immediate action. Kayin is psionically focused. For more
Resistance (Su): By spending 1 power point as information, see Chapter 2: Races.
an immediate action, Kayin gains a +4 bonus on Hook “There’s a whole world of creatures where
all saving throws for one round. that one came from!”

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Untapped Potential: New Horizons in Psionics

ASTRAL CONSTRUCT 3 Class Skills


TN Large construct The psicrystal imprinter’s class skills are
Init +2; Senses Darkvision 60 ft., low-light Concentration, Craft, Knowledge (all skills,
vision; Listen +0, Spot +0 taken individually), Profession, Psicraft, and Use
Psionic Device.
AC 20, touch 12, flat-footed 18 Additionally, if you have the devotion class
(+2 Dex,+8 natural) feature (as a 1st-level psion), the additional class
hp 41 (3 HD) skills from your devotion are added to the
Fort +1, Ref +3, Will +1 psicrystal imprinter’s list of class skills. A seer/
psicrystal imprinter, for instance, would add
Speed 20 ft. (4 squares), swim 30 ft (6 Gather Information, Listen, and Spot to this list.
squares), fly 20 ft (4 squares, average) Skill Points at Each Level: 2 + Int modifier
Melee 8 tentacles +9 (1d4+9) and bite +5
(1d8+4) Class Features
Space 10 ft.; Reach 10 ft. All of the following are class features of the
Base Atk +2; Grp +13 psicrystal imprinter.

Abilities Str 28, Dex 15, Con -, Int -, Wis 11, Weapons and Armor Proficiency:
Cha 10 Psicrystal imprinters gain no weapon or armor
SQ construct traits, Buff, Fly proficiencies.
Skills Swim +15 Manifesting: At every level indicated on the
table, the psicrystal imprinter gains additional
Psicrystal Imprinter power points per day and access to new powers
”Explain to me again – slowly – why we can’t as if he had also gained a level in whatever
sell them.” manifesting class he belonged to before he
added the prestige class. He does not, however,
The psicrystal imprinter has learned to harness gain any other benefit a character of that class
crystals, power stones, and his psicrystal for would have gained (bonus feats, metapsionic or
more than a normal psion is able. By taking item creation feats, and so on). This essentially
advantage of the ability of gems to store psionic means that he adds the level of psicrystal
powers and psionic power points, as with power imprinter to the level of whatever manifesting
stones, the psicrystal imprinter learns to imbue class the character has, and then determines
his psicrystal with powers he can use later, power points per day, powers known, and
without flushing the power. In time, these manifester level accordingly.
advancements transform the psicrystal into If a character had more than one manifesting
more than a mere shard of its master’s class before he became a psicrystal imprinter, he
personality, and most psicrystal imprinters look must decide to which class he adds the new level
on their gems as a parent would a child. of psicrystal imprinter for the purpose of
The island of Rajrin is rich in veins of crystal, determining power points per day, powers
giving rise to a plethora of guilds working with known, and manifester level.
the minerals. Throughout these guilds,
individuals arose who learned to harness the Psicrystal Bond (Ex): If the psicrystal
power of crystal, perfecting the skills other imprinter does not have a psicrystal, he gains
manifesters learned in imprinting power stones Psicrystal Affinity as a bonus feat. If he already
and creating psicrystals. Many of the psicrystal has Psicrystal Affinity, he instead gains the
imprinters of Rajrin belong to these guilds, Improved Psicrystal feat as a bonus feat.
although it is not a strict requirement.
HD: d4 Psicrystal Receptacle (Ex): Starting at 1st
level, the psicrystal imprinter can store powers
ENTRY REQUIREMENTS in his or her psicrystal, similar to storing powers
To qualify to become a psicrystal imprinter, a in a power stone (but see below). The psicrystal
character must fulfill the following criteria. imprinter can store up to his class level + his key
Skills: Concentration 8 ranks, Knowledge ability score modifier in power levels.
(Psionics) 4 ranks
Feats: Craft Cognizance Crystal, Imprint Stone For example, Lieden is a 5th level psion /
psicrystal imprinter 3 with an Intelligence score

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of 22. He can therefore store up to 9 levels of pp to manifest. The total cost for this
powers, such as 2 3rd level powers, 1 2nd level manifestation, as normal, cannot exceed the
power and 1st level powers, or 9 1st level powers. psicrystal imprinter’s manifester level. Unlike a
normal power stone, manifesting the powers
Storing a power: Unlike creating a power stone, stored in a psicrystal does not flush the power.
storing a power in a psicrystal does not cost XP,
but it does cost the standard monetary cost of Changing stored powers: If the psicrystal
creating a power stone of the appropriate level. imprinter so chooses, he can manifest any power
The psicrystal imprinter can store any power he stored in the psicrystal in the same fashion as a
knows or otherwise has access to (through power stone and without spending any power
power stones or other psionic characters, for points; the power's manifester level is treated as
instance, although drawing from a power stone the minimum to manifest the power when
flushes the power from the stone). Storing a manifested in this fashion. Doing this flushes
power takes 1 day for every 1000 GP value of a that power from the psicrystal and frees the
comparable power stone. For example, Lieden levels it occupied for a new power to be stored. If
has a power stone of psionic levitate, and wants the psicrystal imprinter chooses, he can
to store it in his psicrystal. By making a DC 17 harmlessly flush out powers stored without
Psicraft check, Lieden successfully addresses the actually manifesting the power.
stone to access the power locked within. After a
second DC 17 Psicraft check, Lieden is able to Psicrystal Resonance (Su): The psicrystal
understand the power, and with a final DC 17 imprinter is able to channel known powers
Psicraft check, he is able to use the power inside. through his psicrystal, provided it is within 5
He then pays 75 gp and spends 8 hours in work feet of him. By doing this, the psicrystal's
(the normal time and cost of creating a 2nd level inherent psionic power enhances the power in
power stone, without spending XP), and has different ways. The psicrystal imprinter adds a
successfully stored psionic levitate, in his full round action to the manifesting time of any
psicrystal. power he manifests directly this way (much as a
Storing a power requires use of the Imprint sorcerer extends casting time when adding
Stone feat. If the psicrystal imprinter loses metamagic feats to a spell); he may not use this
access to this feat for any reason, he can no ability on powers manifested from his psicrystal.
longer store any powers in his psicrystal until he The psicrystal imprinter unlocks resonating
regains use of the feat. abilities as he advances in class levels. He may
choose only one effect when manifesting any
Utilizing a stored power: Manifesting a power single power, but may choose a different effect
stored in the psicrystal is treated exactly as if on the next manifestation.
manifesting a known power, except that the
psicrystal imprinter must be in contact with his 3rd Level: The power is treated as if the
psicrystal, and the power costs an additional 2 psicrystal imprinter had spent one more power

Table 5-9: THE PSICRYSTAL IMPRINTER


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

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Untapped Potential: New Horizons in Psionics

point augmenting it than he actually did. The Furthermore, so long as it has at least one power
additional point from this ability may raise the point stored within it, the psicrystal gains the
cost of the power above the psicrystal psionic subtype and may attempt to psionically
imprinter’s manifester level. focus itself (using the psicrystal imprinter’s
Concentration ranks and its own Charisma
5th Level: The power is treated as if affected by modifier). If the psicrystal imprinter is touching
the Empower Power feat. This ability does not his psicrystal, he may expend this focus instead
cost additional power points, nor does it require of his own on any effect relating to manifesting a
expending psionic focus. power from his psicrystal. This focus is
independent from that provided by the
7th Level: The power is treated as if affected by Psicrystal Containment feat.
the Extend Power feat. This ability does not cost Finally, the psicrystal gains any one psionic feat
additional power points, nor does it require that it meets the prerequisites for as a bonus
expending psionic focus. feat. If the feat requires the user to maintain or
expend psionic focus, the psicrystal uses its own
9th Level: The power is treated as if affected by ability to focus (from its master’s crystalline
the Twin Power feat. This ability does not cost infusion) for that feat.
additional power points, nor does it require
expending psionic focus. Sample Encounter
You can tell the psicrystal imprinter apart from
Improved Psicrystal: At 4th level and every 3 the average psion when he starts pulling out
levels thereafter, the psicrystal imprinter gains crystals by the handful. Careful resource
the Improved Psicrystal feat as a bonus feat. management is the key to these encounters – the
GM should know well what the psicrystal
Efficient Receptacle (Ex): At 5th level, the imprinter has available in his psicrystal and
additional power point cost to manifest a power power stones, and how to use those powers most
from the psicrystal imprinter’s psicrystal (see effectively.
psicrystal receptacle, above) decreases from +2 EL 8: When passing through market in a
to +1. At 10th level it decreases to 0. psionics-rich city, the PCs are accosted by a
vendor accusing them of theft. This mistaken
Essence Crystal (Su): Once per week, a 9th identity debacle is the error of the elan Lieden. A
level psicrystal imprinter can attune his crystal connoisseur of gems, crystals, and the like,
to his psyche -- a process that takes 1 hour. Lieden can typically be found in cities browsing
Should the psicrystal imprinter later perish, his the markets or selling supplies. The party may
mind and soul (as they existed when he last meet him at his own vendor stall, where he buys
attuned his crystal) immediately transfer to his and sells crystals. It is not unusual for Lieden to
psicrystal instead of passing on. Treat this in all have a large assortment of power stones or low
regards as the astral seed power, substituting capacity cognizance crystals for sale. Lieden has
the psicrystal imprinter’s psicrystal for the a vast array of power stones from various levels
storage crystal, except as noted here. at his disposal due to contacts in his guild, and
All powers stored in the psicrystal remain the experience to match them to the task at
untouched and can still be accessed as if the hand. Choose which specific power stones he
psicrystal imprinter were in contact with his has and which powers his psicrystal receptacle is
psicrystal. If the psicrystal imprinter (in carrying when using him in the encounter. He is
psicrystal form) can make his way to the astral never far from his psicrystal, Loci, although Loci
plane, he can even attempt to remake his old has been known to deliver touch powers on
body. behalf of its master. If the PCs find the real thief
(who may be the renegade amalgamist Sucari,
Crystalline Infusion (Ex): At 10th level, the above) for him, a grateful Lieden will prove an
psicrystal imprinter’s psicrystal has become so excellent source of psionic items, likely at a
advanced that its lattice-like structure closely discount.
resembles the complexity of the psicrystal
imprinter’s brain. The psicrystal gains the ability LIEDEN
to store power points for its master as if it were a Male elan shaper 5 / psicrystal imprinter 3
cognizance crystal (with a maximum capacity N Medium aberration (psionic)
equal to its Intelligence score). Init +1; Senses Listen +3, Spot +3

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Chapter 5: Prestige Classes

Languages Common, dwarven, elven


Mode +7 (Psychic Subdual +4)

AC 12, touch 11, flat-footed 11


(+1 Dex, +1 armor)
hp 36 (8 HD), resilience
Fort +4, Ref +3, Will +8, resistance

Illustration by Kevin Miller


Speed 30 ft. (6 squares)
Melee club +2 (1d6/x2)
Ranged masterwork light crossbow +5 (1d8,
19-20/x2)
Ranged ranged touch +4 (as power)
Space 5 ft.; Reach 5 ft.
Base Atk +3 / Grp +2
Special Actions Psicrystal Containment
Combat Gear assorted power stones (6 1st
level, 4 2nd level, 2 3rd level, 1 4th level),
psicrystal receptacle (7 power levels of assorted
powers), 2 cognizance crystals (1 pp), 20 bolts
Power Points Remaining 54 of 60; Shaper
Powers Known (ML 7, DC
14+level+augments), Psicrystal resonance
(bonus power point):
4th – psionic divination, psionic fabricate
3rd – psionic darkvision, dispel psionics A,
solicit psicrystal A, time hop A
2nd – detect hostile intent, elfsight*, psionic
identify, psionic tongues*
1st – crystal shard A, detect psionics, far
hand A, force screen A, psionic minor creation
* – Already manifest (at base power point
cost unless otherwise indicated)
A psicrystal imprinter like Lieden understands the latent
Abilities Str 8, Dex 13, Con 14, Int 19, Wis 12, power of crystals like no other
Cha 10
SQ Repletion, naturally psionic (2), Psicrystal Receptacle (Ex): Lieden may store
Feats Alertness B, Craft Cognizance Crystal, 7 levels of powers in his psicrystal as if in a
Imprint Stone B, Improved Psicrystal (Sage: power stone – even powers he does not know
psionics) B, Psicrystal Affinity (Artiste), (see above). Manifesting these powers is
Psicrystal Containment B, Psionic Affinity possible by touching his psicrystal, although he
Skills Appraise +9 (+11 with gems), must pay 2 more power points than normal to
Concentration +13, Craft (Gemcutting) +11, do so. Powers in his psicrystal cannot be
Knowledge (Psionics) +13, Psicraft +19, Use enhanced with psicrystal resonance. (Exactly
Psionic Device +3 (+5 if using a power stone) which powers are in his receptacle for this
Possessions combat gear plus bracers of encounter is determined by the GM.)
armor +1, headband of intellect +2, masterwork Psicrystal Resonance (Su): When
light crossbow, club, 200 gp manifesting a power while his psicrystal is
within 5 feet of him, Lieden may extend its
Resilience (Su): If Lieden would take damage, manifestation time by one full round. If he does
he may reduce the damage by 2 for every power so, the power takes effect as if one more power
point he spends as an immediate action. point had been spent on it than he actually spent
Resistance (Su): By spending 1 power point as (possibly exceeding his manifester level).
an immediate action, Lieden gains a +4 bonus Hook ”You look at a crystal and see something
on all saving throws for one round. to put on a ring or a necklace; I look at that same
crystal and see endless possibilities.”

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Untapped Potential: New Horizons in Psionics

Psychic Acrobat Improved Mental Leap (Su): Psychic


”You give gravity more credit than it deserves.” acrobats really know how to squeeze every last
ounce of power of their psionic focus, and it
Psychic acrobats use their psionic abilities to shows especially well when they use it to make
supplement their physical prowess. By tapping great jumps. Whenever she uses her Mental
the power of the mind, they can effortlessly do Leap feat while unarmored, and unencumbered,
what other mortals only dream of, defying she adds her class level and her Intelligence
gravity with simple movement and sophisticated modifier to her Jump check.
martial arts. The way of the psychic acrobat is to
find methods of maximizing the potential of a AC Bonus (Ex): When unarmored and
small but renewable form of psychic power: the unencumbered, the psychic acrobat adds up to 1
flow of energy known as a psionic focus. With point of her Intelligence bonus (if any) per class
training, a psychic acrobat can concentrate this level to her Armor Class. In addition, a psychic
wellspring of psionic potential to serve as a acrobat gains an additional +1 bonus to AC at
fulcrum, bending the very fabric of reality to its 4th level. This bonus increases to +2 at 8th level.
limits while pushing her mind and body to their These bonuses to AC apply even against touch
own. attacks or when the psychic acrobat is flat-
Psychic acrobats are most often monks, who are footed. She loses these bonuses when she is
no stranger to mobile combat without armor, immobilized or helpless, when she wears any
but it is also common for rogues and soulknives armor, when she carries a shield, or when she
to take levels in this class. carries a medium or heavy load.
If the psychic acrobat already adds her
Hit Die: d6 Intelligence bonus to her Armor Class (such as
with duelist levels), this ability does not stack
ENTRY REQUIREMENTS with it.
To qualify to become a psychic acrobat, a
character must fulfill the following criteria. Mobile Combat Training: A psychic acrobat
Skills: Autohypnosis 3 ranks, Balance 9 ranks, continues training in her earlier combative
Jump 9 ranks, Knowledge (Psionics) 3 ranks, talents while honing her mastery of movement.
Tumble 9 ranks At 1st level, she chooses to continue her training
Feats: Mental Leap, Speed of Thought, Up The as a monk, rogue, or soulknife – if she has no
Walls levels in the chosen class at this time, she
Multiclass Note: A monk who becomes a instead gains no benefit.
psychic acrobat may continue advancing as a A psychic acrobat adds her class level to her
monk. levels in the chosen class for purposes relating to
certain class features: unarmed strike damage (if
Class Skills: she chose monk), sneak attack (if she chose
The psychic acrobat’s class skills are rogue), or mind blade and mind blade
Autohypnosis, Balance, Climb, Concentration, enhancement (if she chose soulknife). This
Craft, Escape Artist, Hide, Jump, Knowledge effectively means that she uses her original level
(psionics), Listen, Move Silently, Profession, plus her psychic acrobat level for all purposes
Search, Sense Motive, Sleight of Hand, Spot, relating to those class features. For example,
Swim, Tumble, and Use Rope. Jaleh, a rogue 6 / psychic acrobat 4, has all the
Skill Points at Each Level: 6 + Intelligence class features of a 6th level rogue, but the sneak
modifier. attack damage of a 10th level rogue (+5d6).
At the GM’s option, alternative classes and class
features may be chosen for this ability. Such
Class Features classes should have a focus on movement.
All of the following are class features of the
psychic acrobat. Fast Balance (Ex): At 2nd level, the psychic
acrobat gains the ability to balance easily on a
Weapons and Armor Proficiency: Psychic precarious surface. A successful Balance check
Acrobats do not gain proficiency with any allows her to move her speed rather than half
additional weapons or armor. Several psychic her speed under such conditions.
acrobat class features only function while
unarmored and unencumbered; see below for
more information.

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Chapter 5: Prestige Classes

Great Leaps (Su): The psychic acrobat uses her or leaping from one. Furthermore, she gains a +2
mind as a lever, helping to lift her off the ground as bonus on attack rolls made from higher ground
if she were moving at an accelerated rate. Beginning instead of the usual +1.
at 2nd level, so long as she is psionically focused,
unarmored, and unencumbered, she makes all Spring Attack (Ex): The psychic acrobat is a very
Jump checks as if she were running. mobile combatant. She gains the Spring Attack feat
at 5th level, even if she does not meet the
Rising Handspring (Ex): Even without the prerequisites. Unless she meets the prerequisites,
assistance of her mind, the psychic acrobat is quite however, she may only benefit from it while
physically nimble. She can stand from a prone unarmored and unencumbered.
position as a swift action, and never provokes
attacks of opportunity while standing from prone. Psychogenic Athleticism (Su): A psychic
acrobat uses the power of her mind to enhance her
Improved Up The Walls (Su): The psychic great bodily abilities. Beginning at 6th level, she
acrobat can run up walls for an extended amount of adds her Intelligence modifier to all Balance, Climb,
time. While unarmored and using her Up The Walls Jump, Tumble, and Swim Checks while psionically
feat, she can take part of a double move action on focused, unarmored, and unencumbered. This
vertical surfaces instead of part of a move action. stacks with Improved Mental Leap if the psychic
acrobat can somehow expend her focus without
Uncanny Dodge (Ex): The psychic acrobat gains losing it (such as through the use of the
the uncanny dodge ability, as the rogue ability of the Subconscious Containment UT feat).
same name. If she already has uncanny dodge, or if
he later gains it, she instead gains improved Wall Mastery (Su): At 7th level, the psychic
uncanny dodge (again, as the rogue ability of the acrobat becomes extremely adept at traversing
same name). vertical surfaces. When using her Up The Walls
feat, she may take part of a run action on vertical
Improved Speed of Thought (Su): As the surfaces when unarmored and unencumbered.
quickness of her mind increases, so does her
physical swiftness. At 5th level, the psychic acrobat Perfect Balance (Su): The psychic acrobat has
gains a +15 insight bonus to her speed when using perfect symbiosis of body and mind, and can thus
her Speed of Thought feat instead of +10. The make her body balance on things it physically
bonus to her speed increases to +20 at 10th level. shouldn’t be able to. While psionically focused,
unarmored, and unencumbered, a psychic acrobat
Off the Walls (Ex): A psychic acrobat of 5th level of 8th level is treated as being under the effects of
learns to attack from unusual angles, often in the body equilibrium power, although she must still
defiance of gravity or conventional combat training. make Balance checks. Add +5 to the DC of a surface
She gains a +4 circumstance bonus on melee attack if the object could not normally hold the psychic
rolls made when attacking from a vertical surface, acrobat’s weight (such as the flat of a sword blade or

Table 5-10: THE PSYCHIC ACROBAT

Level BAB Fort Ref Will Special

1 +0 +0 +2 +0 Improved Mental Leap, AC bonus, mobile combat training


2 +1 +0 +3 +0 Fast balance, great leaps, rising handspring
3 +2 +1 +3 +1 Improved Up The Walls
4 +3 +1 +4 +1 Uncanny dodge
5 +3 +1 +4 +1 Off the walls, improved Speed of Thought (+15), Spring Attack
6 +4 +2 +5 +2 Psychogenic athleticism
7 +5 +2 +5 +2 Wall mastery
8 +6 +2 +6 +2 Perfect balance
9 +6 +3 +6 +3 Evasion

10 +7 +3 +7 +3 Slice time, improved Speed of Thought (+20)

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Untapped Potential: New Horizons in Psionics

an outstretched arm), and +10 to the DC if the


surface is a liquid. If the Balance check fails, or if
she loses her psionic focus, the psychic acrobat
falls through the surface, as normal. Movement
across a surface that causes damage, such as
lava or acid, still causes damage as normal.

Evasion (Ex): At 9th level, the psychic acrobat

Illustration by Gerald Lee


gains the evasion ability (as the rogue ability of
the same name). If she already has this ability,
or if she later gains it, she gains the improved
evasion ability instead.

Slice Time (Su): The easiest way to tell a


master psychic acrobat from a student is to fire a
barrage of crossbow bolts at them: the student
will try to avoid being aimed at, while the master
will become a blurry phantom, dancing around
the bolts as she leaps towards you to stab a
sword neatly in your unprotected back. At 10th
level, the psychic acrobat gains the ability to
expend her psionic focus as an immediate action
to enter an accelerated state. Time seems to
dilate, and everything around her appears to
move in slow motion while her mind operates at
peak efficiency. She may choose to use this
ability offensively or defensively. As a psychic acrobat, Jaleh defines gravity on her own terms
If she slices time offensively, opponents are
denied their Dexterity bonuses to Armor Class
against her attacks, unless she would be SAMPLE ENCOUNTER
incapable of flanking them (such as a character Encounters with psychic acrobats are most
with improved uncanny dodge). The psychic memorable when lots of movement is involved.
acrobat counts as a rogue of her character level They can prove to be almost impossible to
when opposing improved uncanny dodge this corner without proper preparation – and as
way. Against creatures that would already be mobile as they are, several are also skilled in the
denied their Dexterity bonus to Armor Class ways of stealth, meaning many encounters
against her attacks (such as those unaware of happen on their terms.
her presence), she gains an additional +1 bonus EL 9: As the party is walking through a rather
per two class levels on attack rolls. large city, they hear a loud “Hey! You missing
If she slices time defensively, she gains a dodge something?” ring out from atop a nearby rooftop
bonus to her Armor Class equal to her class or clothesline. Jaleh, a slender xeph, is holding a
level. This bonus applies against a number of significant possession of the most agile-looking
attacks equal to her Intelligence bonus PC (such as his weapon), having stolen it in the
(minimum 1). If she takes the total defense crowd the PCs passed through earlier (she has a
action while slicing time defensively, the dodge significant Sleight of Hand modifier). She offers
bonus equals one and a half times her class the PCs a challenge: if that agile PC, alone, can
level, and it lasts against a number of attacks catch Jaleh before she makes it to the pawn shop
equal to twice her Intelligence bonus (minimum across town, he wins. Several bored yet wealthy
2). individuals have already placed bets and eagerly
In either case, the psychic acrobat also gains a watch from open windows, and that pot is up for
competence bonus to her base speed of 5 ft per grabs! It’s time for a rooftop chase as only a
point of Intelligence bonus (minimum +5 ft). All psychic acrobat can provide.
of these effects end after one round (at the Jaleh toys with the PC, letting herself get
beginning of her next turn if she sliced time on cornered only to taunt him, and then scurry up a
her turn, and at the end of her next turn if she wall or do a standing leap to another building,
sliced time between her turns). just to keep the chase going. She makes good use

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of her class abilities, and won’t hesitate to use


her psionic tattoo of skate. Burst (Su): Jaleh can move with uncanny
For a sinister twist on this encounter, Jaleh speed 3 times a day, increasing her base speed
could be the chief scout of a thieves’ guild. The by 30 ft for three rounds. This also improves her
chase is intended to secretly measure the agile Jump bonus to +31 (or +27 if unfocused).
PC’s potential for membership. Uncanny Dodge (Ex): Jaleh retains her
Dexterity bonus to AC even when flat-footed.
JALEH OF FEROZ Improved Uncanny Dodge (Ex): Jaleh can
Female xeph rogue 6 / psychic acrobat 3 only be flanked by a rogue of 10th level or
NE Medium humanoid (psionic) higher.
Init +2; Senses darkvision 60 ft, Listen +1, Fast Balance (Ex): Jaleh can move her
Spot +1 normal speed rather than half her speed on a
Languages Common, Xeph, Goblin, Elven precarious surface with a successful Balance
Mode +1 (Resting Mode Id Feint+4) check.
Great Leaps (Su): While unarmored,
AC 18 touch 17 flat-footed 18 (+4 Dex +2 Int, +1 unencumbered, and psionically focused, Jaleh
deflection, +1 natural armor), +2 dodge vs. makes all Jump checks as though she were
traps, Uncanny Dodge, Improved Uncanny running.
Dodge Rising Handspring (Ex): Jaleh can stand
hp 31 (9 HD) from prone as a swift action and never provokes
Fort +3, Ref +12, Will +4, +1 vs. powers, attacks of opportunity for standing from prone.
spells, and spell-like effects, +2 Reflex vs. traps, Improved Up the Walls (Su): Jaleh can take
Evasion part of a double move action on a vertical
surface when using Up the Walls. She must be
Speed 40 ft (8 squares), unfocused 30 ft, burst, unencumbered and unarmored to do so.
fast balance, improved up the walls Hook "Keep up, and we’ll talk.”
Melee masterwork rapier +8/+3... (1d6+1, 18-
20/x2) OR Seidmadr
Ranged +1 shortbow +11/+6... (1d6+1, 20/x3) “Did she seem... different today or something?”
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +8 In the frozen lands of the north, where strength
Atk Options +5d6 sneak attack and cunning provide for and protect the
Special Actions Psionic Meditation, Improved populace, folklore speaks of the dangers of
Mental Leap (+15 to Jump check), rising hostile mind-magic. With but a thought,
handspring, burst malicious witches can usurp your very being,
Combat Gear 20 arrows, psionic tattoo of they claim, causing you to wake to a reflection
biofeedback, psionic tattoo of body adjustment, not your own while your body runs off for other
psionic tattoo of vigor, psionic tattoo of skate purposes, guided by the spirit of another. The
Power Points/Day 1 (1 remaining) local name for this practice is seidr, and those
who follow it are called seidmadr (roughly
Abilites Str 12 Dex 19 Con 10 Int 14 Wis 13 Cha pronounced “SEYD-mad-dr”) – and though it is
8 not a direct translation, the Common terms
SQ trapfinding, evasion, uncanny dodge, “usurper” and “body snatcher” have similar
improved uncanny dodge connotations to those who don’t speak the
Feats Speed of Thought, Up The Walls, Mental language.
Leap, Psionic Meditation. A seidmadr is a telepath of no small skill,
Skills Balance +18, Bluff +4, Climb +6, capable of jumping from body to body with the
Concentration +7, Escape Artist +9 (+11 ease an actor shifts between roles. Although the
escaping bonds), Hide +14, Jump +19 (+15 while discipline developed as a way to truly know
unfocused), Move Silently +14, Open Lock +8, other’s minds, it rapidly developed into a means
Sleight of Hand +12, Tumble +18, Use Rope +11 of “borrowing” another’s body and eventually
(+13 to bind someone) progressed to more permanent means.
Possessions combat gear plus headband of Essentially all seidmadr are telepaths, although
intellect +2, gloves of dexterity +2, amulet of the rare society mind has been known to
natural armor +1, ring of protection +1, 50 ft of navigate their mental networks more directly via
silk rope, 500 gp. seidr.

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Untapped Potential: New Horizons in Psionics

Hit Die: d4 the subject’s name, where he lives, and who his
principle associates and enemies are. While she
ENTRY REQUIREMENTS remains in the subject’s body, she also gains
To qualify to become a seidmadr, a character knowledge of all of the subject’s languages
must fulfill the following criteria. (written and spoken), treats any Knowledge
Skills: Bluff 13 ranks, Perform (Acting) 6 ranks, check made with a skill with which the subject
Sense Motive 6 ranks had ranks as a trained check, and gains a +2
Feats: Extend Power, any other metapsionic competence bonus per class level on any skill
feat. check used to impersonate the subject.
Psionics: Manifester level 10th and ability to
manifest brain lock and conceal thoughts. The Flesh Remembers (Ex): At 2nd level, a
seidmadr can connect with a host’s kinaesthetic
Class Skills: The seidmadr’s class skills are memories (“muscle memories”) and draw upon
Autohypnosis, Bluff, Concentration, Diplomacy, learned physical capabilities. While under the
Knowledge (all), Perform, Profession, Psicraft, influence of mind switch, she gains the host
Sense Motive. body’s weapon and armor proficiencies.
Skill Points at Each Level: 2 + Intelligence Additionally, she may choose to use her host’s
modifier. ranks in skills keyed to Strength, Dexterity, or
Constitution instead of her own. Her training
Class Features limits how completely she can draw upon her
All of the following are class features of the host, though – she cannot emulate a higher rank
seidmadr. than her class level + her Intelligence modifier.
For instance, Valis (a 4th level seidmadr with an
Weapons and Armor Proficiency: Intelligence modifier of +6) could use her host’s
Seidmadr do not gain proficiency with any ranks in a physical skill such as Climb, but if the
additional weapons or armor. host has more than 10 ranks in Climb, she
behaves as if the host had only 10 ranks.
Body Thief (Ex): At 1st level, a seidmadr adds
mind switch to her powers known. A seidmadr’s Traumatic Transfer (Ex): When manifesting
manifester level for mind switch is equal to her mind switch, a seidmadr of 2nd level or higher
normal manifester level plus her class level, may elect to make the process traumatic and
which may allow her to manifest it even if she disorienting to the other mind. The subject is
could not normally do so. This improves its stunned for 1 round upon arriving in the
level-dependent parameters, including the limit seidmadr’s body, and is dazed for 1d4 rounds
on Hit Dice it can affect and the amount of thereafter.
power points that can be spent manifesting it.
For example, Valis, a telepath 11 / seidmadr 4, Mimic Mind (Su): A 3rd-level seidmadr may
has a manifester level of 14 normally, but use conceal thoughts to create a false set of
manifests mind switch in all ways as if her surface thoughts appropriate for the body she
manifester level were 18. currently occupies. If the seidmadr succeeds on
Additionally, a seidmadr reduces the XP cost of a saving throw against an attempt to read her
mind switch by 20 XP per class level (to a mind while under conceal thoughts, the intruder
minimum of 0 XP at 5th level). reads only the decoy thoughts. While the
seidmadr does not need to specify the nature of
Extended Transfer (Ex): A seidmadr may these thoughts (although she may choose to do
apply her Extend Power feat to her mind switch so), they will reflect what the prying party might
power without spending additional power expect to find were the body’s normal mind in
points. She still needs to expend her psionic residence.
focus to use this ability. In addition, while under conceal thoughts, a
seidmadr may emulate the alignment of the
Melding Exchange (Su): During a mind subject for purposes of fooling abilities that
switch, a seidmadr’s mind briefly interfaces with detect alignment.
that of her target, resulting in a one-way At 5th level, this ability extends to include false
exchange of information. In addition to memories, foiling effects such as mind probe.
rudimentary or instinctive knowledge of the
subject as normal for the power, she also learns

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Chapter 5: Prestige Classes

Rapid Transfer (Ex): At 4th level, a seidmadr erase the memory of her time in the body) on
manifests mind switch as a standard action her current (host) body as a mindleap
instead of a full-round action. contingency, after which she returns her mind to
her native body. The subject, upon return to its
Seal the Host: Also at 4th level, a seidmadr body, is affected by the psionic modify memory
learns to augment her mind switch power in a power, and must make a Will save (at -5) or be
unique fashion, potentially sealing the subject’s forced to forget the experience.
higher mind from taking control of her body. Using this ability is akin to using a metapsionic
She adds the following augment to mind switch: feat – a seidmadr must expend her psionic focus
Augment: If you spend 2 additional power when establishing a mindleap contingency, and
points, the subject’s higher mind may be sealed establishing one increases the power’s power
away when it arrives in your body. If your mind point cost by 4.
switch is successful, the subject must make a
second Will save or be dazed for as long as it Greater Melding Exchange (Su): When a
remains in your body, similar to the brain lock 5th level seidmadr uses her melding exchange
power. This is in addition to your traumatic ability, she draws far more knowledge from her
transfer ability. target than usual. She may use the subject’s
ranks in Knowledge skills in place of her own,
Mindleap Contingency (Su): At 5th level, a and she learns the command words or thoughts
seidmadr unlocks the ability to use a unique for any items the subject has (provided they
metapsionic effect known as a mindleap were known to the subject). Additionally, as a
contingency. Powers that specify a single target standard action, she may expend her psionic
and can affect the seidmadr’s current form can focus to mentally “ask” her newfound memories
be made into mindleap contingent powers. A one question, typically about the subject’s past
mindleap contingent power, once manifest, lies or personality. She learns the answer to that
dormant, undetectable and undispellable, for up question to the best of the subject’s knowledge.
to five minutes (after which time it fades Asking about rote facts is often unnecessary, due
harmlessly), or until the seidmadr leaves her to the granting of Knowledge ranks – this ability
current body via mind switch (either to return to her extends beyond the Knowledge skill.
original body or to possess another).
Immediately after the switch occurs, the Death is Only the Beginning (Su): Common
mindleap contingency triggers, and the linked folklore suggests that many people see their lives
power takes effect on the body she was in when flash before their eyes just before they die. In
she established the contingency. Any choices to some ways, this is literal truth for a seidmadr,
be made about the effect must be made when although she tends to see only opportunity.
the power is manifest, not when it triggers. Immediately upon being reduced to -1 hit points
Saving throws made against a mindleap or lower, or failing a saving throw against an
contingent power suffer a -5 penalty due to the effect that would kill her, a 6th level seidmadr
sudden shift in bodies. may expend her psionic focus to manifest true
For example, Valis the telepath/seidmadr has mind switch as an immediate action at the same
already mind switched with a subject and is manifester level she manifests mind switch. She
about to shift her mind back to her body. She may only target her killer with this effect (thus,
manifests psionic modify memory (opting to if the killer is out of range, this ability is
Table 5-11 – THE SEIDMADR
Level BAB Fort Ref Will Special Manifesting
Body thief, extended transfer,
1 +0 +0 +0 +2 -
melding exchange
The flesh remembers, traumatic
2 +1 +0 +0 +3 +1 level of existing manifesting class
transfer
3 +1 +1 +1 +3 Mimic mind +1 level of existing manifesting class
4 +2 +1 +1 +4 Rapid transfer, seal the host +1 level of existing manifesting class
Mindleap contingency, greater
5 +2 +1 +1 +4 +1 level of existing manifesting class
melding exchange
6 +2 +2 +2 +5 Death is only the beginning -

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Untapped Potential: New Horizons in Psionics

worthless), and the DC is reduced by 4 due to in each other’s bodies – to return them to their
the desperate nature of this technique. If original bodies, merely switch their races,
successful, her mind switches places with her physical ability scores, and racial senses, as well
killer’s just before dying. She suffers level loss as as removing the benefits Valis enjoyed as a
normal for losing her previous body after a true seidmadr (such as The Flesh Remembers; see
mind switch. Apply the XP cost for true mind below for details).
switch after the level loss.
A seidmadr also adds true mind switch to her
powers known at 6th level, even if she is
incapable of manifesting 9th level powers. She
may apply all her seidmadr class features
(except seal the host and the XP cost reduction
from body thief, though the manifester level
increase applies) to any manifestation of true
mind switch, even one made at the moment of

Illustration by Brandon Glore


death.

SAMPLE ENCOUNTER
A seidmadr NPC encounter should leave the
players feeling more paranoid about every NPC
the meet afterwards. The best played seidmadr
NPCs may never let the PCs on to what they
really are. If the PCs are asking whether they can
trust any familiar faces, they’ve got an
understanding of the kind of threat a seidmadr
can represent.
EL 12: The PCs hear goblinoid cries of help
from a basement window while passing down an
alley. A little digging around leads them to a
female goblin, trussed and chained, with a
fantastic story. She claims that this isn’t her real
body – she’s really an elf named Larikim, whose
true body was stolen by the goblin she’d become. One mind, many bodies; Valis is a seidmadr, and could
This occurs as elven nobles from a neighboring usurp anyone's identity with a thought
nation have arrived on a diplomatic mission,
and the astute PC may have found out that one
of them has a daughter by the name of Larikim. Valis
Her story is actually true – a goblin seidmadr Female elf (normally goblin) telepath 10 /
named Valis switched bodies with Larikim in seidmadr 2
order to assassinate the human negotiators in NE Medium humanoid (elf, psionic)
what would appear to be a deliberate killing Init +2; Senses low-light vision, Listen +3,
spree. An undercover agent of a rival elven Spot +3
nation, Valis’ mission is to incite conflict Languages Common, Goblin, Elven, Draconic,
between Larikim’s country and the local human Giant, Orc
kingdom. The PCs will be richly rewarded if they Mode +10 (mind insurgency +0)
can thwart Valis’ plans, but that won’t be the
end of things, for the seidmadr has left her AC 17, touch 14, flat-footed 15 (+2 Dex, +3
telepathic mark on other NPCs who could armor, +2 deflection)
bother the PCs later (specifically, an augmented hp 42 (12 HD)
attraction, programmed domination UT, and Fort +4, Ref +5, Will +11 (+13 against
psionic charm are active). Valis is a cunning enchantments/telepathy); +4 against mind-
agent who thinks nothing of manipulating reading powers
bystanders’ minds, and a dominated thrall in the
right place makes for a good contingency plan Speed 30 ft (6 squares)
should the first attempt at her mission fail. Melee dagger of venom +8/+3 (1d4+2 plus
The following statistics are for Valis and Larikim poison as the spell 1/day, 19-20/x2)

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Chapter 5: Prestige Classes

Melee melee touch +7 (as power) in Larikim’s body, Valis gets a +4 bonus on all
Ranged ranged touch +8 (as power) skills marked with an asterisk (*) to impersonate
Space 5 ft.; Reach 5 ft. Larikim.
Base Atk +6; Grp +7 The Flesh Remembers (Ex): Valis can use
Special Actions Psionic Meditation, traumatic Larikim’s ranks in Climb, Ride, Swim and
transfer Tumble for those skill checks (already factored
Combat Gear potion of cure serious wounds, in above). Larikim’s body also grants Valis
potion of gaseous form proficiency with longswords, rapiers, shortbows
Power Points Remaining 97 of 128; and longbows (including composite versions),
Telepath Powers Known (ML 11, DC and light armor.
14+level+augments), Overchannel, Extend Traumatic Transfer (Ex): Valis can opt to
Power, Power by Proxy UT, Improved Power by manifest mind switch in a manner quite
Proxy UT, Web of Influence UT, Delay Power, unpleasant to the subject, leaving them stunned
extended transfer, traumatic transfer: for 1 round upon entering her body and dazed
7th -– mind switch* A for 1d4 rounds thereafter.
6th –- programmed domination* A UT Hook "That goblin is insane, obviously. Stealing
5th -– mind probe bodies? How preposterous!”
4th -- alienation A UT, mnemonic fugue A,
psionic dominate A Larikim
3rd –- dispel psionics A, false sensory input A, Female goblin (normally elf) expert 2
produce image A UT CN small humanoid (goblinoid)
2nd –- brain lock A, disrupting lash A UT, ego Init +1; Senses darkvision 60 ft, Listen +0,
whip A, forced sense link, feat leech A, read Spot +0
thoughts Languages Common, Elven
1st –- attraction* A (5) UT, conceal thoughts*,
crystal shard A, empathy A, psionic charm* A, AC 12, touch 12, flat-footed 11 (+1 Dex +1)
telempathic projection, unearthly terror A UT hp 9 (2 HD)
* - already manifest (at base power point cost Fort +1, Ref +1, Will +3
unless otherwise indicated)
UT - New power described in Chapter 7 Abilites Str 6, Dex 12, Con 12, Int 8, Wis 10,
Cha 15
Abilites Str 12, Dex 15, Con 12, Int 18, Wis 13, Feats Athletic
Cha 12 Skills Climb +5, Ride +6, Survival +5, Swim +5,
SQ Body thief, melding exchange, the flesh Tumble+6
remembers. Possessions masterwork manacles, average
Feats Overchannel, Talented B, Extend Power, lock (both of which the party finds her bound
Power by Proxy B UT, Psionic Meditation, by)
Improved Power by Proxy UT, Web of Influence B
UT, Delay Power. Hook "By the gods, you’ve got to help me!”
Skills Bluff* +14 (+24 to oppose Sense Motive),
Climb* +6, Concentration +8, Disguise* +9,
Forgery* +4, Perform (Acting) +7, Ride* +7,
Sighted Seeker
Sense Motive +7, Swim* +6, Tumble* +7 “He fled the city yesterday and is currently on a
Possessions combat gear plus dagger of boat to the Free Cities. He thinks he's lost me,
venom, studded leather armor, ring of too, the sorry fool.”
protection +2, psionatrix of telepathy, 20 GP. - Miriam Tenneth, sighted seeker

Body Thief (Ex): Valis manifests mind switch Fugitives and marks alike run from their would-
at a manifester level of 13. be captors. The wisest of these hunters do not
Extended Transfer (Ex): Valis does not need rely on mundane ways of tracking alone, instead
to pay additional power points to apply Extend combining those abilities with the information
Power to mind switch. readily available through the powers of the
Melding Exchange (Su): When Valis mind. By blending clairsentient talents with the
successfully manifests mind switch, she can techniques of an inquisitive and a warrior, these
absorb knowledge from the victim’s mind in sighted seekers become the worst nightmare of
transfer (see Melding Exchange, above). While any criminal – or anyone they’re hired to find.

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Untapped Potential: New Horizons in Psionics

BECOMING A SIGHTED SEEKER plus the longsword, rapier, sap, short sword,
Because of the dual role of the sighted seeker, shortbow and whip. Sighted seekers are
both as one who physically and mentally hunts proficient with light armor and shields (except
for his target, those who look to become a tower shields).
sighted seeker tend to be multiclass characters Manifesting: A sighted seeker gains
with levels in ranger and seer. Members of manifesting ability if she did not already have it.
either class individually can become sighted Her power points per day, powers known, and
seekers, as can dedicated members of other maximum power level known are given on the
classes (particularly rogues and society minds), table below. She chooses her powers from the
although it is slightly more difficult. Despite the sighted seeker power list. To learn or manifest a
apparent focus on law enforcement, a sighted power, she must have a Wisdom score of at least
seeker does not need to be lawful – several see 10 + the power’s level, the save DCs for her
themselves as operating outside the law, and are powers are Wisdom-based, and she uses her
thus free to do what they feel is ‘the right thing,’ Wisdom score to determine bonus power points.
even if the law would dictate otherwise. Alternatively, if the sighted seeker was capable
of manifesting psionic powers before becoming
ENTRY REQUIREMENTS a sighted seeker, she may choose to forgo this
Base Attack Bonus: +4 training, instead opting to progress her existing
Skills: Gather Information 5 ranks, Listen 8 manifesting class as described on the table
ranks, Spot 8 ranks, Survival 5 ranks below. At each indicated level, she gains power
Feats: Track points, access to new powers, and an improved
Special: Power point reserve. manifester level as if she had gained a level in
whatever manifesting class she belonged to
Class Skills earlier. If she belonged to more than one
The sighted seeker’s class skills are manifesting class before becoming a sighted
Autohypnosis, Climb, Concentration, Craft, seeker, she must choose which class to add the
Gather Information, Hide, Knowledge (local), level of sighted seeker to for the purposes of
Knowledge (nature), Knowledge (psionics), power points, access to new powers, and
Listen, Move Silently, Profession, Psicraft, manifester level.
Search, Sense Motive, Spot, Survival, and Use Once the sighted seeker has chosen her
Rope. manifesting path, it can never be changed – not
Skill Points at Each Level: 6 + Int modifier even with effects such as psychic reformation.

Class Features Favored Prey (Ex): Starting at 1st level, a


All of the following are class features of the sighted seeker may add her favored enemy
sighted seeker. bonus (if any) to the save DCs when manifesting
powers (such as remote viewing) against her
Weapons and Armor Proficiency: Sighted favored enemies. Favored prey only applies to
seekers are proficient with all simple weapons, powers the sighted seeker manifests from her
Table 5-12: THE SIGHTED SEEKER HIT DIE: d6
Max Powers
Level BAB Fort Ref Will Special Manifesting Progression PP Level Known
1 +0 +0 +2 +2 Favored prey, - 2 1st 2
Urban Tracking
2 +1 +0 +3 +3 Passive seeking +1 level existing class 5 1st 3
3 +2 +1 +3 +3 Mark prey +1 level existing class 9 1st 4
4 +3 +1 +4 +4 Prescient tactics +1 level existing class 14 2nd 5
5 +3 +1 +4 +4 Seeker’s analysis +1 level existing class 22 2nd 6
6 +4 +2 +5 +5 - +1 level existing class 30 2nd 7
7 +5 +2 +5 +5 Sighted analysis +1 level existing class 42 3rd 8

8 +6 +2 +6 +6 Hypercognition - 54 3rd 10
9 +6 +3 +6 +6 The sight +1 level existing class 70 4th 11
10 +7 +3 +7 +7 Metafaculty - 86 4th 12

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Chapter 5: Prestige Classes

own mind (it does not apply to those from a mark’s specific name or appearance, she must
psionic item or to psi-like abilities), and if such a be able to unquestionably identify the specific
power would affect multiple targets, only individual in some way – for instance, “the one
favored enemies or marks face the increased DC. who made these tracks” or “the Queen’s killer”
Urban Tracking: A sighted seeker gains would be sufficient, while simply looking for
Urban Tracking as a bonus feat at first level. See “the elf” would not. This cost must be paid
the Urban Seekers sidebar for the details of this immediately upon recovering power points on
feat, which originally appeared in Unearthed each subsequent day that mark is being actively
Arcana. hunted by the sighted seeker. A target remains a
mark until the seeker ceases investing power
Passive Seeking (Su): What makes the points each day to hunt them.
sighted seekers so efficient at their job is their The sighted seeker may treat a mark as a favored
ability to distil information from the passive enemy, as if she had the ranger class ability,
thoughts and interactions around them, without with a +1 bonus. If that foe is already a favored
arousing suspicion by asking any questions. enemy by virtue of race or organization, the
While psionically focused and having a favored enemy bonus improves by +2. Many of a
particular goal in mind, the sighted seeker may sighted seeker’s class features function in an
make a free Gather Information check relating improved fashion if she uses them against a
to this goal every 10 minutes she’s in a crowd as mark; see the individual abilities for details.
she detects scraps of information from those
around her. If her goal is to locate a mark (see Prescient Tactics (Ex): When a sighted
mark prey, below), she gains a bonus on this seeker of 4th level or higher manifests the
check equal to her class level. defensive precognition, offensive precognition,
or offensive prescience power, she adds the
Mark Prey (Ex): A 3rd-level sighted seeker following augment to the power.
can invest her own psionic power into actively Augment: If you spend 2 additional power
seeking a specific individual target, known as a points, the duration increases to 1 hour/level,
mark. This investment requires spending power but you only gain the insight bonuses against
points equal to 3 per specific target selected. your favored enemies. In addition, you also add
While a sighted seeker does not need to know a the insight bonus to Survival checks made to use
the Track feat, and to Gather Information checks
made to use the Urban Tracking feat.

Seeker’s Analysis (Ex): A 5th level sighted


seeker has mastered the mundane aspects of the
hunt, such that they become almost second
nature to her. Add the following abilities to the
Search skill:
Find Evidence Normal time DC 10-20
Analysis 1 minute DC 15
Illustration by Gerald Lee

Evidence is a physical clue which would provide


information about her current task, such as the
location or past deeds of a mark or the solution
to a mystery. The DC to find a clue is based on
how much the scene was disturbed from the act
that left the evidence (with 10 being a perfectly
undisturbed scene). However, it still must be
interpreted to determine any useful information.

Analyzing evidence to determine useful


information requires a DC 15 Search check, +2
per day past the event. Failure of analysis
provides incomplete and potentially misleading
information, while dramatic success may reveal
more information than the clue may initially
Miriam hunts her mark with mind and body; no wrong-
doer can hide from a sighted seeker

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Untapped Potential: New Horizons in Psionics

suggest to a casual observer. Regardless of the Knowledge check (whether using seeker’s
success of analysis, though, it takes more analysis or not). If she increases her Knowledge
dramatic means (such as object reading or check this way while browsing records or
related powers) to determine the authenticity of researching a subject, she is able to make such
evidence (that fleck of kobold scales could have great leaps of insight that she is no longer bound
been planted at the scene, for instance). by the limits of her source of information.
A sighted seeker can take 10 to find or analyze Unlike most supernatural abilities, sighted
evidence, but cannot take 20 and cannot retry analysis can be augmented by spending more
failed checks. 5 or more ranks in a relevant power points. Each additional power point spent
Knowledge skill provide a +2 bonus on Search increases the insight bonus on Search or
checks made when analyzing evidence. Knowledge checks by 2. Alternatively, by
spending 2 additional power points, the sighted
Additionally, add the following abilities to the seeker gains the trapfinding feature (as a rogue)
Knowledge skill: for the duration of her Search check, or she may
Research subject: At least 1d4 hours DC 10 treat any single Knowledge check as a trained
Browse Records: At least 1d4 hours DC 10-30
check. The sighted seeker may not spend more
power points on a single use of sighted analysis
Researching a subject involves perusing libraries than her class level.
or related sources for information about a
particular subject, such as the nations which Hypercognition (Ps): At 8th level, the
export the type of weapon found at a scene or sighted seeker gains the ability to use
what a particular symbol stands for. Difficult hypercognition once per week as a psi-like
subjects require more time to research (up to the ability, with a manifester level equal to twice her
GM), but do not alter the DC – instead, you are class level. Additionally, she adds
limited by the amount of information present in hypercognition to list of powers known as a 7th
the source you are browsing. Particularly good level power. If she is unable to manifest 7th level
sources (such as royal archives or related powers, she cannot manifest it until she is able
specialists’ libraries) may provide a bonus of up to.
to +6 on this check. A successful check results in
a general understanding of the subject, while The Sight (Su): Experienced sighted seekers
higher checks result in better information (to develop the technique from which their name
the limit of the source). derives: the Sight. At 9th level, a sighted seeker
Browsing records involves going over files or learns the remote viewing power automatically
ledgers looking for a particular piece of (without having to select it). If she already
information – trends in immigration, taxation knows remote viewing, she may learn any other
patterns, the goals of documented experiments clairsentience power from her class list of 4th
and the like. The complexity of the filing system level or lower.
sets the DC; more difficult systems also take Additionally, when she manifests remote
longer to peruse (at the GM’s option). If a viewing on a mark (see mark prey, above), she
sighted seeker sets out with a specific goal in treats her connection to the mark (if she has
mind – such as the exact date a particular one) as if it were one step better (from a likeness
individual checked in at the inn – the DC may or picture to a possession or garment, for
increase by +5-+15 (at the GM’s option), or may instance), reduces the manifesting time from 1
decrease dramatically if the filing system is hour to 1 minute, and increases the duration
particularly good. from 1 minute/level to 10 minutes/level. Remote
A sighted seeker may take 10, take 20, and viewing doesn't end if the sighted seeker
retry these Knowledge checks as often as time attempts to manifest a power on her mark from
allows, though she is still limited by the her quasi-real viewpoint, although all other
information present in the source. restrictions on such manifestations apply.
Manifesting remote viewing on a mark does not
Sighted Analysis (Su): Beginning at 7th level, cost any experience points (although the sighted
a sighted seeker learns to augment her deductive seeker must still pay the XP cost if she uses
skills with her psionic powers. She may spend 3 remote viewing for other purposes).
power points to automatically determine if a
source is authentic during analysis, or to gain a Metafaculty (Ps): At 10th level, the sighted
+2 insight bonus to a single Search or seeker gains the ability to use metafaculty once

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Chapter 5: Prestige Classes

per week as a psi-like ability, with a manifester Reading, Prowess, Recall Agony, Sensitivity to
level equal to twice her class level. Additionally, Psychic Impressions
she adds metafaculty to her list of powers 3rd level: Danger Sense, Escape Detection,
known as an 8th level power. If she is unable to Fate Link, Mental Barrier, Ubiquitous Vision
manifest 8th level powers, she cannot manifest 4th level: Anchored Navigation, Aura Sight,
it until she is able to. Detect Remote Viewing, Psionic Divination,
Physical Acceleration UT, Remote Viewing (but
Sighted Seeker Power List: see the Sight, above), Steadfast Perception,
1st level: Blinding Flash UT, Burst, Call to Trace Teleport
Mind, Call Weaponry Chameleon Circumstance
Shield HC, Compression, Destiny Dissonance, PLAYING A SIGHTED SEEKER
Detect Psionics, Detect Teleportation, Grip of Investigator. Tracker. Bounty Hunter. You are
Iron, Headcount UT, Judge HC, Precognition, all of these and more. Looking for people (and
Defensive Precognition, Offensive Precognition, sometimes things) is what you do best. No one
Offensive Prescience, Prevenom Weapon, can evade you forever.
Psychic Tracking The transformation into a sighted seeker is a
2nd level: Clairvoyant Sense, Psionic natural evolution of your existing abilities; by
Darkvision, Everyman UT, Feat Leech, Psionic the time you’d entered this prestige class, you
Identify, Know Direction and Location, Object already had some respectable ability in following

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

Urban Tracking [General]


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

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

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

Every three creatures in the group being -1


Community Size DC Checks sought

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

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

Small or large city 15 2d4 Tracked party matches community's primary +2


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

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Untapped Potential: New Horizons in Psionics

trails. Your psionic powers dovetail nicely with hand, you’re likely well-known as a freelance
the abilities of the seeker and make it possible agent by local law enforcement agencies, and
for you to perform investigations most would can usually count on their cooperation and
consider utterly impossible. support while hunting a criminal mark or
working on a crime scene.
Combat
Once you have found your mark, there is always SIGHTED SEEKERS IN THE WORLD
the tricky business of convincing him to come “Ya don’t understand. I’d eluded a dozen others
back with you. How you approach combat and had been comfortably living a new life
depends very much on your other classes and halfway across the world with a new name and
your progression before becoming a seeker. If everything for years. She still found me.”
you were focused most on manifesting, then -Dorl Redhand, duergar thief
your powers will probably be your primary
weapon in apprehending marks. If you were Sighted seekers are better at the task of finding
more focused on a martial bent, then the powers people out than anyone else, and they know it.
will be secondary, although you should As such, the activities of law enforcement and
definitely still consider their use, especially once other authorities will change depending on
you gain the prescient tactics ability. whether or not they have a sighted seeker at
With their incredible tracking skills, sighted their disposal. A city guard, government, or
seekers are often valued highly by adventuring noble with access to the seeker’s abilities can
parties hoping to defeat well-hidden foes. rest confident that the most dangerous criminals
Knowing how to fight well as part of a team is a will be brought to justice sooner or later. On the
good idea for any seeker – any help you can get other hand, gangs and criminal groups who can
in taking down the mark is vital. Another tactical employ seekers can intimidate others with far
opportunity not to pass up is the element of more effective threats to ensure obedience, as it
surprise. You should easily be able to chase a is that much more difficult to run from their
mark or marks to their lair and attack them vendettas.
when they are vulnerable.
Organization
Advancement There are many law enforcement agencies, from
Again, your advancement options should take a kingdom’s spies to orders of knights to lowly
advantage of whatever else you brought to the orders of the town watch that like to keep an
table before becoming a sighted seeker. If you investigator or two in their employ. It is not
focused on your manifesting, metapsionic feats common for sighted seekers to form
may prove useful, as well as feats that are of organizations of their own, though – they
more general help to manifesters such as usually prefer either to work alone, or as part of
Psicrystal Affinity, Psionic Endowment, and small teams with others who complement their
Power by Proxy UT. More combat-focused skills rather than overlap with them. Sighted
seekers may wish to consider the mantra feats in seekers can be found most often working for
Chapter 5, especially if they were rangers before organizations with urban headquarters and
becoming sighted seekers; Claws of the Tiger UT operations. A few churches of law-minded
and Patience of the Hunter UT are just two deities will sometimes call upon a seeker who
mantras that lend themselves well to the follows the faith.
fighting styles of the ranger class.
NPC Reactions
Resources Anyone’s reaction to a sighted seeker is
Sighted seekers are only a single force in the completely dependent on how much they have
same way that a demographic is unified – they to hide, because if the seeker sets his mind to it,
operate individually, and each sees others of there won’t be much left. Those close to criminal
their profession differently. They may view other pursuits try to avoid seekers whenever possible.
sighted seekers as comrades, friendly rivals, Unfortunately, so do those of more noble
direct business competitors or even threats, and aspirations who have reasons to hide: rebels
act accordingly. As such, you cannot expect against a tyrant’s rule, refugees evading unfair
much backup from other seekers unless you persecution, or some poor soul who offended the
have personally met them and have earned their wrong corrupt magistrate. Lawkeepers of pretty
respect on an individual basis. On the other much every cloth appreciate seekers immensely.

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Chapter 5: Prestige Classes

As many seekers have some wilderness mystery and intrigue are important elements to
experience to track marks through the brush, the story and plot of an adventure, especially if
they can get along well with rangers and the like. the PCs work on the right side of the law. They
work especially well in urban environments due
SIGHTED SEEKER LORE to their detective-like seeker’s analysis and
Characters with ranks in Knowledge (local) or sighted analysis abilities, which are less critical
Knowledge (psionics) can attempt to research to the average dungeon-crawler. By adjusting
sighted seekers to discover more information the way that these abilities work (for instance,
about them. When a character makes a letting them operate on Survival checks to
successful Knowledge check, use the phrases or construct or set traps, or Bluff checks to imitate
variations of them from below, including any animal calls) the class may become closer to the
information from lower DC checks, should there wilderness-based hunter-killer.
be any. Additionally, if you are playing in an urban
environment, see the sidebar on urban seekers.
DC10: There are some inquisitives that get
thrown off by fake evidence. There are some Sample Encounter
lawmen that have trouble following a mark A party operating in an urban environment
when he leaves the country. There are some might very well run into sighted seekers as
detectives that can't find a criminal who's been fellow investigators, key witnesses, part of a
underground with a secret identity for over a rescue party, suspects in a crime, or even as
decade. And then there are the sighted seekers. marks the seeker is chasing. The more entangled
DC15: Sighted seekers are a loosely-bound in intrigue, espionage or criminal activity the
group of trackers that, if the stories are true, are party is, the more likely they will encounter a
able to find anyone, anywhere, even without seeker. If the party is traveling on a long journey
asking anyone directly. A sighted seeker as part of an adventure, being followed by a
combines psionic ability with more everyday seeker with questions to ask can certainly
hunting ability to find their marks. surprise PCs who were not expecting such
DC20: Sighted seekers aren't just hunters -- pursuit.
they're potent warriors as well, able to read into EL 12: The PCs have left a major city, possibly
the actions of their marks and adapt their days or even weeks ago, when they are
combat tactics accordingly. You don't want to approached by Miriam Tenneth. She comes
fight one of these guys on their terms, although across them at night, to catch them by surprise,
you may have to -- the most talented of them and starts asking questions. Apparently a
have what they call "the Sight," and with it can seemingly honest salesman they exchanged
hunt down almost anyone in no time at all. goods with back in the city was a front man for a
DC30: They take great pains to keep this criminal organization, and Miriam has her eye
hidden, but most sighted seekers also accept on the bounty. The PCs appeared to her through
commissions as bounty hunters. Many prefer to her psionic powers, and she demands further
use non-lethal techniques against their marks, information and proof of innocence. Whether
but a rare few desperate tales exist of sighted she acts peaceably or with force depends on the
seekers striking to kill. Interestingly, these PC’s reactions, although if the criminals she is
stories usually come from people who claim to hunting suspect the PCs spoke too much, that
be fleeing a sighted seeker – and these people could lead to further reprisals.
are all no longer alive.
MIRIAM TENNETH
SIGHTED SEEKERS IN THE GAME Female human ranger 2 / seer 4 / sighted seeker
If there is any sort of bounty hunting, thief 6
chasing, or criminal punishment at all in your LN Medium humanoid (psionic)
campaign world, then a sighted seeker should fit Init +4; Senses Listen +17, Spot +17
in just fine. Fitting them into a specific Languages Common, Draconic, Orc
adventure will depend more on how much of the Mode +9 (Reflex Catechesis +2)
adventure involves having to solve puzzles and
seek people. AC 20, touch 13, flat-footed 17
(+3 Dex, +7 armor)
Adaptation hp 43 (12 HD)
A sighted seeker fits best in a game where Fort +6, Ref +12, Will +11

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Untapped Potential: New Horizons in Psionics

Feats Expanded Knowledge (control body),


Speed 30 ft. (6 squares) Expanded Knowledge (dimension slide), Far
Melee +1 longsword +10/+5 (1d8+1, 19-20/x2) Shot, Inquisitor B, Point Blank Shot, Precise
Ranged +2 longbow +11/+11/+6 (1d8+2, 20/ Shot, Psicrystal Affinity (Nimble), Rapid Shot B,
x3) Urban Tracking B, Track B
Space 5 ft.; Reach 5 ft. Skills Gather Information +18, Hide +8, Listen
Base Atk +8; Grp +8 +17, Move Silently +8, Sense Motive +15, Spot
Atk Options Favored enemy (orcs) +2, Point +17, Survival +17
Blank Shot, Precise Shot, Rapid Shot Possessions combat gear plus +1 longsword,
Special Actions Inquisitor +2 longbow, +2 mithral breastplate, gloves of
Combat Gear power stone of ego whip, 50 dexterity +2, 4,135 gp
arrows
Power Points Remaining 123 of 144; Seer Favored Enemy (Ex): Miriam gains a +2
Powers Known (ML 12, DC bonus on Bluff, Listen, Sense Motive, Search,
13+level+augments), favored prey, prescient Spot, and Survival checks, as well as weapon
tactics: damage rolls, made against orcs.
5th – clairtangent hand A, psionic true Favored Prey (Ex): Miriam adds her favored
seeing* enemy bonus, if any, to the save DCs of powers
4th – aura sight A, control body A, psionic she manifests against favored enemies. See
divination, psionic freedom of movement*, trace above for more information.
teleport A Mark Prey (Ex): Miriam may enter battle with
3rd – dimension slide A, dispel psionics A, fate a particular target declared as a “mark”. A mark
link A, touchsight A, ubiquitous vision* is treated as a favored enemy (see above) with a
2nd – ego whip A, energy stun A, object +1 bonus, although this bonus increases to +4
reading A, sensitivity to psychic impressions (total) against marks who are also orcs. See
1st – defensive precognition A, demoralize A, above for more information.
headcount A UT, offensive precognition A, Prescient Tactics (Ex): Additional augments
offensive prescience A for defensive precognition, offensive
UT – New power described in Chapter 7 precognition, and offensive prescience are
* – Already manifest (at base power point cost available to Miriam. See above for more
unless otherwise indicated) information.
Hook “Don’t bother running.”
Abilities Str 10, Dex 16, Con 10, Int 17, Wis 14,
Cha 16
SQ Passive seeking, mark prey, seeker’s analysis

112
NPCs And Organizations

Chapter Six: NPCs and Organizations


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

113
Untapped Potential: New Horizons in Psionics

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

Table: 6-1: THE AUGUR


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

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Chapter 6: NPCs And Organizations

Granted Knowledge: An augur gains the Cosmic Echoes


Expanded Knowledge feat as a bonus feat at
level 4 and every four levels after that (levels 8, World-spanning in every sense of the term, the
12, 16, and 20). However, an augur’s choice is Cosmic Echoes is an information network that
limited to powers on the psion/wilder list for subtly influences the communities it is in.
these bonus feats. She may still select from other Members are observers and scholars, and often
lists if she selects Expanded Knowledge teachers, guiding the world toward some
normally. unknown goal and serving as a source of
education and information for psionic
ORGANIZATIONS characters.
Base of Operations: The Cosmic Echoes
Organizational Prestige Class don’t have any singular base of operations.
Given their unprecedented communication
Specialty Levels abilities, they don’t need one.
Sometimes, organizations have unique Alignment: Neutral, though the current
prestige classes that illustrate their impact to the leadership is mostly Neutral Good.
world in game-mechanical terms. These classes Size: A few hundred inner members, and
reflect the strengths and unique style of that countless associate members.
group, giving a character a sense of pride in Members: All inner members of the Cosmic
their membership. This is certainly the case with Echoes are society minds of at least 19th level,
the Enlightenment in this book (with two and most are epic-level. Associate memberships
prestige classes of its own). However, it’s also are somewhat looser and fluctuating, and no
quite common to have developed an single trend unifies them.
organization without its own unique prestige Motto: "We are all connected."
classes, particularly in campaign worlds that Description: The Cosmic Echoes were
incorporate previously-published material. formed long ago as a result of several powerful
Perhaps you want a distinct prestige class with society minds led by a single visionary leader
new abilities tied to the organization’s outlook, dedicating themselves to the preservation of
or perhaps you just want to distinguish your psionic ability and the development of cultures.
own Knights Obsidian from the similar (and It is an informal organization, consisting of epic-
already published) Knights Meditant in your level society minds and their networks. They
game. That’s where organizational specialty exist for three purposes:
levels come in. 1. Observe and record the development of
These operate just as racial specialty levels (see cultures and keep in contact.
chapter 2: Races) in most respects. When you 2. Encourage innovative thought, and the free
could gain one of the indicated levels of a spread of information, both in themselves and in
particular prestige class, and you meet the their communities.
unique organizational requirement, you can 3. Recognize and cultivate psionic talent,
choose to gain the organizational specialty level particularly in areas that do not already support
instead. Possessing even one specialty level it.
usually renames the prestige class accordingly The Cosmic Echoes, as a whole, are not
and grants abilities that would normally be leaders, movers, or shakers -- they are observers
slightly stronger than the default prestige class – and advisors. Associate members may come
but it comes at a price. The organizational from all walks of life, however.
requirement is treated as a prerequisite for the In an unusual twist of fate, the original leader’s
class and often includes some distinct code of identity is a mystery to most members, as he
conduct. Should you leave the organization or withdrew from active leadership duties after the
otherwise violate the requirement, you lose organization became self-sustaining. The few
access to the prestige class' special abilities just inner members who had connected with him
as if you had lost any other entry requirement. have, unusually, had their memories of him
Individual prestige class specialty levels will erased – although they would certainly
include methods of recovery, if any. recognize his mind if they saw it again. They can
Not every organization has a set of specialty tell he is still connected to them, and that he’s
levels; only the organizations presented here still alive, but through unknown means he hides
that do not have a unique prestige class of their himself from their network sense (considered by
own are included. many to be an impossible task).

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Untapped Potential: New Horizons in Psionics

Joining: Any creature who learns of the background, find the Cosmic Echoes an
Cosmic Echoes can apply for membership incredible font of information. It can generally
through any other member, who can contact the be assumed that any member of a Cosmic Echo
inner members. If the applicants can dedicate network can be contacted in a few rounds at
themselves to the three basic purposes of the worst (although repeated contact can be
echoes, they are added to the network of any considered annoying, and some society minds
existing member. Associate society minds can have been known to drop members that abuse
and often do induct members to the this privilege). This is extremely helpful for
organization, although the range of that traveling, as you'd frequently be "expected." It is
particular society mind’s network limits activity also extremely useful for finding information --
unless the new members travel with the society Important news from across the multiverse is
mind. Adventurers interested in joining should often broadcast as soon as a single member of
seek to apply directly to an inner member, who one constituent network knows of it (such an
can maintain connections anywhere an effect cannot be controlled, it serves as a plot
adventurer may travel. Inner members are busy device). For more discrete information,
and difficult to directly track down, so respected members of the Cosmic Echoes find it
inexperienced parties or those not willing to do a extremely easy to locate tidbits of information.
bit of legwork find joining difficult. GMs are free to determine how to express this in
It is practically impossible for a society mind their game, although large ad hoc bonuses to
to attain epic-level status without being noticed Gather Information, or a virtual Bardic
by the Cosmic Echoes, given the sheer size of the Knowledge check, are considered good
networks they maintain. At some point early in benchmarks. Disrespected members and ex-
their epic career, most epic society minds are members of the network do not gain this benefit
approached by a member of this organization, (though they retain the Epic Connections feat if
and should they wish to join, they are inducted they had learned it -- using it, however, may be
by mutually joining each other's networks. another matter).
Duties: Beyond the three general goals
mentioned above, the Cosmic Echoes do not put Prominent Members
any special duties on their members. To do so, Kessen D’Artael: Kessen (NG human cleric
they feel, would alter the nature of the networks [No deity, Healing/Knowledge] 3/society mind
they form. An individual associate member is 5) is a doctor and teacher of medicine in a mid-
under no obligation to behave in any particular sized rural town of your campaign. A tall fellow
way with the group as a whole. It is generally with short blond hair, he walks with a limp and
expected that this ambivalence be returned in appears weaker than he should be, as the victim
kind; if a fellow member does something of an undead attack during his formative years,
loathsome to a new member, the new member is but maintains an air of dignity and respect for
generally expected to maintain contact other beings. A member of the Cosmic Echoes
nonetheless. (There have been cases where for reasons of their own, he continues to heal
extremely disharmonious behavior has led to and teach others to heal. If he considers the PCs
expulsion (removal from every inner member’s good people, he will serve as a contact point for
network), but this has only occurred with the other members. Regardless of his outlook on the
consensus of every inner member.) PCs morals or ethics, however, he is a doctor
Since members tend to behave normally, they first and foremost, and will heal them as best he
also retain their individual sensibilities. Asking can, frequently asking nothing more than
for favors within the organization usually calls information or the occasional favor in return.
upon a commensurate favor in return, although Unlike most society minds, he isn’t likely to
such deals are likely to be out of necessity or travel – he appreciates his community too
formality rather than out of a desire for profit at much, and his disability makes traveling difficult
the expense of another. in the best of times.
Benefits: Joining the Cosmic Echoes has one
mechanical benefit: Inner members have access
to the Epic Connections feat. This allows for far, Organizational Specialty:
far larger networks than usual, particularly if Harmonizer (Thrallherd)
members of the new network are themselves Organizational requirement: Membership
members of other networks. in Cosmic Echoes for at least one month.
Associate members, regardless of their Code of Conduct: As a harmonizer, you
cannot directly interfere with the development

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of history: if your name would go down in the Harmonizers are identical to thrallherds except
history books as a major player in a particular as follows:
event, you must stay in the area and manipulate Class skills: Add Knowledge (History),
events or memories until this is no longer the Knowledge (Local), and Speak Language to the
case. (The Gather Information and Knowledge: list of thrallherd class skills.
Local skills can be invaluable in determining the Harmony (Ex), Second Harmonic (Su):
"word on the street" that will eventually become Harmonizers gain the Thrallherd ability at first
history.) It is permissible to actively interfere by level, except they refer to things differently due
proxy, and to be present when events take place, to their different outlook. Rather than sending
just so long as it isn't evident to observers that out a call for servants, a harmonizer calls to
you are pulling the strings. Most harmonizers those who share his outlook and mission, and
don't even engage in such active manipulation, those who are of like mind and heart answer the
opting instead to give advice and guidance, or by call of their own free will.
devoting the resources of their supporters to a The Thrallherd ability is renamed to Harmony.
particular cause. Thralls and believers are respectively known as
NOTE: Events prior to your harmonizer agents and supporters, and unlike normal
training aren't held against you when thralls and believers, every agent and supporter
determining your candidacy for this class; many must be psionic. Most have the Wild Talent feat
famous leaders who 'faded from history' or or are members of naturally psionic races, but
'withdrew to obscurity' were in fact harmonizers others are augurs or more powerful psionic
who opted to hide their later influence. classes. Many also share some connection to the
Cosmic Echoes, although this isn't a
The harmonizer is an adaptation of the requirement (and in fact, several prominent
thrallherd (Expanded Psionics Handbook, page members began their membership as supporters
153). Instead of sending out a psychic call for of a harmonizer).
servants, you instead establish a longer-range, Harmonizers also rename Twofold Master to
but limited, form of a society mind's Second Harmonic at 10th level, but the ability is
worldthought network. The thralls and believers otherwise unchanged.
do not represent people who are willing to serve Worldthought Network (Su): Levels in
you, but rather reflect those with mindsets the harmonizer stack with levels in society mind for
most like yours, and as such the most likely to all purposes relating to a worldthought network.
understand what each other is thinking. Many of If the harmonizer is not a society mind, he gains
these followers are actually also connected to the the ability to establish a worldthought network
Cosmic Echoes in some way, shape, or form. with others, exactly like a society mind of his
Most harmonizers are society minds and class level. This only applies to the worldthought
telepaths. To take a level of harmonizer, you network itself (including range and number of
must meet the organizational requirement as members), not to any class features that operate
well as all the requirements for the thrallherd through it (such as Spirit of Many, Telepathy, or
class (Diplomacy 4 ranks, Knowledge [Psionics] Network Sense), although those abilities
8 ranks, Inquisitor feat, manifester level 5, able continue to function as normal if the harmonizer
to manifest mindlink), and be about to take your possesses them.
1st, 5th, 7th, or 9th level in thrallherd. Unlike Metaconcert (Ex): Harmonizers of 5th level
most other organizational specialties, do not learn psionic dominate, but instead learn
harmonizers must take the first level of this class metaconcert (see Chapter 7: Powers for changes
to take any of the later specialties (after that, you to this power). Once per day, they may reduce
are free to choose between the normal and the cost of metaconcert as a thrallherd reduces
specialty levels; most harmonizers select all of the cost of psionic dominate.
them). Synchronizer (Ex): Instead of gaining a free

Table 6-2: THE HARMONIZER

Level BAB Fort Ref Will Special Manifesting Progression


1 +0 +0 +2 +2 Harmony, worldthought network -
5 +3 +1 +4 +4 Metaconcert +1 level existing class
7 +5 +2 +5 +5 Synchronizer +1 level existing class
9 +6 +3 +6 +6 Resonant connection +1 level existing class

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Untapped Potential: New Horizons in Psionics

augment of psionic dominate, a harmonizer of The Mindwatch


7th level learns to manifest metaconcert using Ever watchful for threats against those who
his personal worldthought network as a focus. wield psionic power, the Mindwatch have spent
He adds the following augment to metaconcert: decades seeking out and eliminating enemies.
Augment: If you spend 4 additional power Unlike the Enlightenment, the members of the
points, this power does not emit an emanation Mindwatch have no qualms with manipulating
as normal. Instead, you can add any willing, the thoughts and emotions of others, if the
psionic member of your worldthought network result is the safety of its members. The ends
to the metaconcert as if they were in the power's justify the means to the members of the
normal area, even if there is more than 20 ft Mindwatch.
between you, up to the maximum number of Base of Operations: The Mindwatch are a
members metaconcert can support. secretive group, and as such, their bases of
Metaconcert manifest this way does not operations tend to be hidden behind fronts of
interfere with members' move actions; they can businesses or homes. The primary meeting
move and act normally without risk of dropping place for the Mindwatch is rumored to be the
out of the metanetwork. They may elect to leave home of a high-ranking official.
the metaconcert via mental signal; you cannot Alignment: Lawful Neutral.
stop them from leaving if they decide to do so. Size: Over a score core members, with several
If the harmonizer is incapable of manifesting dozen agents and more associate members.
metaconcert (for instance, if he took the Members: Core members of the Mindwatch
standard 5th level of thrallherd instead of the are typically telepaths and seers, although some
organizational specialty level), this ability spellcasters are also thought to be members.
provides no benefit until he is able to maniefest Motto: “Guard thy thoughts.”
it. Description: Originally founded when the
Resonant Connection (Su): Instead of populace started a widespread persecution of
gaining a free augment of psionic dominate, a manifesters, the Mindwatch was a splinter
harmonizer of 9th level learns to draw upon his group of the Enlightenment and acted as a safe
harmonic network as a source of psychic power. house for manifesters seeking to avoid
To use this ability, he must expend his psionic detection. By synergizing their telepathic and
focus. When a harmonizer manifests a psionic clairsentient abilities, the members learned to
power, he may draw upon the power point hide their psionic abilities and identities from
reserve of a willing agent, supporter, or member would-be persecutors. Over the years, as the
of his worldthought network that he has line of persecution subsided, the group continued to
effect to, effectively using them as a cognizance grow, looking to turn the powers they had
crystal. He may not entirely deplete any single developed to protect themselves into a means to
source of power points this way – such a ensure such an act of persecution did not return.
creature must be left with at least one power Since the splinter group formed, many have
point remaining after the resonant connection. forgotten it was even originally a part of the
Enlightenment, except for a few of the oldest
Ex-Harmonizers: Harmonizers that violate elan members of each organization.
their code of conduct lose access to all of their Joining: As the Mindwatch strives to
advanced class features except their Harmony maintain its anonymity, joining is all but
and Second Harmonic abilities, although his impossible unless approached by a current
effective Leadership score is reduced by half. member. Higher level telepaths and seers are
The only way to regain his lost abilities is to more likely to get approached by current
rejoin the Cosmic Echoes (if necessary) and members as possible inductees, although the
work to restore his historical anonymity – not organization is not actively seeking to expand
even an atonement spell can restore his abilities. their numbers. Any capable adventuring parties
GM Note: It shouldn’t be impossible to recover with a predisposition towards the group’s
these abilities, although it should take effort – mentality may be approached for occasional
perhaps even ‘sitting out’ during an upcoming tasks, even if they lack psionic ability of their
adventure while the harmonizer erases his own.
reputation behind the scenes. Duties: It is the duty of the members of the
Mindwatch to ferret out those who would
unjustly persecute manifesters. If diplomacy

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cannot win the fight with the possible least two Mindwatch missions with flying colors,
persecutor, they have been known to one of which must be the (nonlethal) capture of
permanently silence those who would oppress a criminal (as defined by the Mindwatch; non-
the wielders of psionic power. Individual watchmen aren't empowered to judge others as
members or groups thereof may also be assigned criminals).
their own operations, the natures of which vary Code of Conduct: A psychic watchman
greatly. places the safety of others before her own well-
Benefits: Members of the Mindwatch are being. She does not knowingly commit crimes
aware of possible persecution before a mob can (both as defined by the Mindwatch and any local
form to cause trouble. Due to their ability to authority) without an express pardon in advance
read and manipulate others’ minds, they also from a legitimate authority, unless that crime is
tend to be in positions of political power, the only viable way to apprehend a suspect. She
shaping the society around them. New members does not use unnecessary violence in the
can expect that, should they need someone’s apprehension of suspects, and, whenever
mind changed for a legitimate reason to the possible, brings suspects to justice without
organization, a higher level member will assist killing them. She values proof over suspicion,
in that endeavor. Junior members seeking this and only invokes her authority as a watchman if
aid on a regular basis may have their status as a she has unimpeachable evidence or a confession
member of the Mindwatch put under review, as of involvement. Supernatural evidence is not as
the organization needs those who can work 'solid' as tangible evidence to the watchman;
independently, not those who require assistance psychic powers aren’t enough to convict
for the majority of their tasks. Additionally, someone, but they can guide the watchman to
adventurers can retreat to larger Mindwatch the right spot for her to legally capture him.
safehouses for training in the psionic arts – if a
psionic class improves mind control, deception, The psychic watchman is the Mindwatch's
information gathering, or stealth, the loyal guardsman and police officer. While
Mindwatch can probably train you in it. Sighted similar to other sighted seekers, she tends to
seekers (see Chapter 5: Prestige Classes) fit the take a more active role in the hunting of
description on practically every front, and are criminals -- taking them down on her own, red-
common in the Mindwatch. handed and unable to escape. Since this involves
homing in on a crime before it takes place, she
Prominent Members focuses less on following leads and more on
Vaerin D`uvre: Cold and calculating, Vaerin actively rooting out criminals beforehand. In
(LN male human ranger 1 / seer 5 / sighted exchange for stronger martial abilities, all
seeker 6) is the preeminent tracker of the psychic watchmen are subject to intense psychic
Mindwatch. Using his abilities to track down conditioning. They know if any potential course
those suspected of fostering ill will toward of action will be in violation of their oaths to the
manifesters, Vaerin is merciless in ensuring no Mindwatch, and will not willingly proceed with
threats are left intact. such actions (GM note: similar to a phylactery of
A regular field agent, Vaerin is a typical point of faithfulness, you must inform a watchman if her
contact for those seeking to reach the planned course of action will violate her code).
Mindwatch and can act as a liaison or, for fellow This conditioning is not infallible -- it is possible
members, as a tracker if the need arises. His for a psychic watchman to break the oath,
whereabouts change quite regularly, so it is not although she will not do so lightly (it may
uncommon to find Vaerin in unusual locations require compulsion effects).
or remote areas. In general, people don’t find All psychic watchmen begin their careers as
him – he finds them. normal sighted seekers, and thus have similar
backgrounds to the seekers, mostly being
rangers or seers. More than a few have the spark
Organizational Specialty: of paladinhood in their souls, although most
Psychic Watchman (Sighted who become watchmen prefer more subtle
Seeker) methods in hunting down lawbreakers and those
who persecute others. To take a level of psychic
Organizatonal requirement: Any Lawful watchman, you must be a sighted seeker about
alignment, membership in the Mindwatch for at to take your 2nd, 5th, 7th, or 9th level in that
least one month, successful completion of at class, and meet the organizational requirement

119
Untapped Potential: New Horizons in Psionics

above. Psychic watchmen are under no onus to watchman may instead gain the Inquisitor,
take every one of these alternative levels -- in Mental Dampening UT , and Mentally
fact, most are encouraged to develop their own Inconspicuous UT feats, even if she doesn't meet
style by combining the elements they feel are the prerequisites. Unlike the normal use of
useful from seeker training with watchman Inquisitor, she may choose to benefit from a +5
training. bonus on Sense Motive checks to oppose Bluff
Warrant Officer: Selecting any one of the checks while she is psionically focused (she may
psychic watchman specialty levels grants a still expend her psionic focus to gain the feat's
candidate access to special training at any normal benefit). Leaving the investigation of
Mindwatch safehouse. Upon successful past crimes to the seekers, a watchman instead
completion of this training (which takes 1d4+3 blends into the background and observes
days), the watchman is granted special authority potential criminals until she can catch them red-
in the field. She may issue Mindwatch warrants handed. For less physical crimes, a bit of
for wanted criminals (including those she interrogation gets the job done just as
herself locates), provided such warrants do not accurately.
conflict with her code of conduct. She may Psychic Inquisitor (Su): If a psychic
contact Mindwatch safehouses to garner the aid watchman selected the Watch from the Shadows
of junior members if necessary, although her ability at 5th level, she may choose to either gain
superiors still need to approve the mission. the Seeker's Analysis ability (as a 5th level
Organizations that respect Mindwatch authority sighted seeker) or this ability at 7th level. Those
(or those that the Mindwatch manipulates who selected Seeker's Analysis at 5th level may
behind-the-scenes) may honor these warrants as not gain this ability, and instead gain Sighted
well, and will cooperate with watchmen in Analysis. A watchman with Psychic Inquisitor
hunting down and capturing wanted criminals. may choose to expend 1 power point instead of
To organizations that are unaware of the her psionic focus when using her Inquisitor feat.
Mindwatch or those who do not respect its If she instead expends 3 power points while she
authority, a warrant is little more than a scrap of is psionically focused, her Inquisitor feat
paper with fancy words on it. supercharges: for the duration of her
Additionally, a watchman with warrant officer conversation, while she remains psionically
training does not take the standard -4 attack focused, she automatically knows when an
penalty when attempting to deal nonlethal intelligent, living being intentionally lies to her.
damage. She may detect a maximum number of lies per
Ever Vigilant (Su): A psychic watchman conversation equal to her Wisdom modifier.
may choose not to gain the passive seeking Psychic watchmen would be wise to refrain from
ability of a standard sighted seeker at 2nd level, supercharging Inquisitor frivolously -- once a
instead gaining this ability. While she is conversation with an individual ends, the
psionically focused, she is treated as if under the watchman must wait 8 hours before being able
effects of detect hostile intent, with a manifester to use this ability again on the same individual.
level equal to twice her class level. Every two She decides when, or if, to supercharge her
levels beyond 2nd, the range and radius of this Inquisitor feat during conversation as an
ability increase by 10 ft (40 ft at 4th level, 60 ft immediate action.
at 6th, and so on). She may make Sense Motive As her skills at interrogation improve, so too
checks as a free action against anyone within do her infiltration techniques; an experienced
range of this ability, instead of within 30 ft. watchman gains the ability to blend into the
Watch from the Shadows (Ex): Instead of foreground and strike without warning. If she
gaining Seeker's Analysis at 5th level, a psychic spends 3 power points while she is psionically

Table 6-3: THE PSYCHIC WATCHMAN


Powers Max
Level BAB Fort Ref Will Special Manifesting Progression PP Known Level
2 +1 +0 +3 +3 Ever vigilant, warrant officer +1 level existing class 5 3 1st
5 +3 +1 +4 +4 Watch from the shadows, warrant +1 level existing class 22 6 2nd
officer
7 +5 +2 +5 +5 Psychic inquisitor, warrant officer +1 level existing class 42 8 3rd

9 +6 +3 +6 +6 The shadow, warrant officer +1 level existing class 70 11 4th

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Chapter 6: NPCs And Organizations

focused, she gains the benefit of the Out of Enlightenment have helped to overthrow
Mind, Out of Sight UT feat for three minutes. If tyranny and oppression in peaceful methods if
she loses her psionic focus while this ability is possible, although in extreme situations, they
active, she loses the benefit of that feat until she have been known to take up arms.
refocuses. Base of Operations: Because the calling to
Like Sighted Analysis, Psychic Inquisitor can spread enlightenment is not isolated to a specific
be augmented. When supercharging Inquisitor, region, there is no single base of operations for
every additional power point spent adds one to the members of the Enlightenment. The more
the maximum number of lies per conversation a prominent members may have houses or keeps
watchman can detect, and cuts the recharge as needed for the cause, but there is no singular
time in half (4 power points for 4 hours, 5 power location.
points for 2 hours, and so on). When blending Alignment: Neutral Good.
into the foreground, every additional power Size: Several hundred direct members, with
point spent adds one minute to the duration of tens of thousands of associate members and
the effect, and grants the watchman a +2 bonus field agents.
on Hide and Move Silently checks during this Members: Full members of the
duration. As with Sighted Analysis, a psychic Enlightenment are either enlightened exemplars
watchman cannot spend more power points on a or enlightened protectors, as described in
single use of Psychic Inquisitor than her class chapter 5. Associate members are those who are
level. seeking to become enlightened exemplars or
The Shadow (Su): A master watchman can protectors, or those non-manifesters working on
choose to master the powers of stealth over the their own to spread understanding based upon
powers of perception, gaining this ability at 9th the tenets of the organization.
level instead of the Sight. A psychic watchman Motto: “By following along the path toward
with the Shadow adds mass cloud mind to her enlightenment, you set yourself free.”
list of powers known as a 4th level power. Description: The name the Enlightenment
Furthermore, she may augment that power: For does not truly capture what this organization is.
every 2 additional power points she spends, the It is merely what most members and outsiders
save DC increases by 1, or by 2 against a mark. choose to call it, not being able to truly
A psychic watchman with the Shadow may still communicate the abstract thought that is
learn remote viewing normally, but does not enlightened consciousness. When the
gain any of the Sight’s special functions related organization is referred to through telepathic
to it. speech, it carries a different name which cannot
be expressed in words.
Ex-Watchmen: All the special powers The Enlightenment embodies using logic and
described above require special components of reason to examine the doctrines of the world
the psychic watchman’s conditioning to and, through peaceful measures, change any
function. If this conditioning is violated (such as doctrines that are harmful to society. The
by breaking the code of conduct), the benefits of organization also promotes the spread of
these levels is lost. An atonement spell or similar knowledge, in particular knowledge of psionics
effect (available at any Mindwatch outpost) can and its uses. By removing the mystery of
reverse this, although such reversals are not psionics, it helps to eliminate much of the fear
given out lightly. In fact, they go on the and hatred that the ignorant possess.
permanent record of the watchman -- and after Joining: Becoming a member of the
three infractions, they are cast out of the ranks Enlightenment entails proving to the association
of the Watchmen, never again able to regain that you are dedicated to the cause of peacefully
their watchman powers (further atonements expanding the minds of others. Members of the
instead grant watchmen the replaced abilities of organization travel openly; locating an
the sighted seeker). Such fallen watchmen are individual member for initial tutoring and
free to remain less formal members of the contact with the Enlightenment leadership
Mindwatch, although they often strike out should not be a difficult task. Ironically, they are
independently as free agents instead. easiest to find in places where oppression or
psionic persecution run rampant, attempting to
The Enlightenment peacefully educate the population.
Those who walk the path of enlightenment New applicants must understand that the use
believe that true power comes only from true of mind-affecting abilities on the unwilling is not
understanding. The varied members of the acceptable, as it does not enlighten another, but

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Untapped Potential: New Horizons in Psionics

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

122
Powers

Chapter Seven: Powers


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

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Untapped Potential: New Horizons in Psionics

character cannot imprint a form if it has more are considered members of the Shapechanging
hit dice than he has character levels, nor can he subdiscipline: alloyed hide HC, animal affinity,
imprint forms that were never alive (monsters biofeedback, bite of the wolf, chameleon, claws
of the construct and undead types -- even if an of the beast, compression, construct
undead creature was made from a previously toughnessHC , ectoplasmic form, expansion,
living form, its essence is too far removed from form of doom, oak body, psychofeedback,
its original type to imprint). shadow body, thicken skin, unleash idbeast HC.
A character can imprint one additional form per All other powers of the Shapechanging
five caster or manifester levels. The Formbinder subdiscipline are new, from this book.
and Master Formbinder feats and the anyform Retroactive Removals: The following powers
savant prestige class can increase this limit. from the Expanded Psionics Handbook are not
Attempts to imprint additional forms beyond intended for use with the Shapechanging and
this limit automatically fail. However, as a Formbound rules: metamorphosis, greater
standard action, a character may choose to metamorphosis. If you previously knew either
abandon any number of imprinted forms, losing of these powers and have adopted these rules,
access to them (unless he imprints them again speak with your GM about replacing them with
later), but allowing him to imprint additional assume form and related powers. If your
forms. Unless he abandons the form, an imprint character focused on shapechanging as a critical
lasts a lifetime. part of their design, you may need to rebuild
An imprinted form loses many of the your character from level 1 with levels in the
characteristics of the individual it was imprinted anyform savant prestige class (see Chapter 5:
from. An imprinted form is an average example Prestige Classes).
of that kind of creature in all ways. Traits such
as extraordinary ability scores, class levels or Power Lists
features, and templates are not stored in an New powers are marked with a UT and are
imprint. No spell-like, psi-like, spellcasting, or described below. Powers marked with a HC
manifesting abilities can be imprinted, nor can a originally appeared in Hyperconscious:
character imprint any abilities that modify how Explorations in Psionics by Bruce R. Cordell.
such abilities are used, cast, or manifested. The powers not marked are from the Expanded
Certain supernatural effects disrupt the ability Psionics Handbook. An A following a power’s
to imprint forms: a character cannot imprint the name indicates the power can be augmented. An
form of a summoned creature, nor can they X indicates that the power carries an experience
imprint the form of any creature with the point cost.
Extraplanar subtype (although outsiders may be
imprinted if a character attempts to imprint
them on their native plane). Similarly, creatures MARKSMAN POWERS
with the Incorporeal or Swarm subtypes cannot All powers are from the Expanded Psionics
be imprinted. Handbook unless noted otherwise.
When using a Formbound effect, a character
may substitute his own form or the form of a Certain powers behave slightly different for a
willing or unwilling creature he touches while marksman manifesting them; such differences
manifesting/casting the effect in place of an (if any) are noted in italics on this list if the
imprinted form (and indeed must do so if he is power originated in another book.
using such an effect before his caster or
manifester level is 3). This substituted form 1ST-LEVEL MARKSMAN POWERS
cannot have more Hit Dice than the character Astral Traveler: Enable yourself or another to
has levels, and must be of a valid type (and join an astral caravan-enabled trip.
subtype). This creates a temporary imprint that Avaunt A HC: You gain a +2 bonus on your
doesn't count toward his maximum number of Intimidate check.
imprints, but fades when the effect does. Bolt A: You create a few enhanced short-lived
bolts, arrows, or bullets.
NEW SUBDISCIPLINE: (Shapechanging) Boost A UT: Launch a projectile without its
The Shapechanging subdiscipline signifies launcher.
powers of the psychometabolism discipline that Bound A HC: You gain a +2 bonus on your Jump
alter the shape and nature of the body. check.
Retroactive Additions: The following powers Burst: Gain +10 ft to speed this round.

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Chapter 7: powers

Catfall A: Instantly save yourself from a fall. decrease winds in a small, controllable area.
Chameleon: Gain +10 enhancement bonus to Psionic Scent: Gain the scent ability.
Hide checks. Share Pain: Willing subject takes some of your
Circumstance Shield A HC: You gain a +2 damage.
insight bonus on Reflex saves. Steal Item A HC: Distant or tended objects
Clot HC: You resist bleeding. appear in your grasp.
Conceal Thoughts: You conceal your motives. Sustenance: Go without food and water for
Detect Psionics: You detect the presence of one day.
psionics. Wall Walker: Grants the ability to walk on
Dissolving Weapon A: Your weapon deals walls and ceilings.
4d6 acid damage.
Elfsight: Gain low-light vision, +2 bonus on 3RD-LEVEL MARKSMAN POWERS
Search and Spot checks, and notice secret doors. Concealing Amorpha, Greater: Quasi-real
Far Hand A: Move small objects at a limited membrane grants you total concealment.
distance. Control Air A: You have control over wind
Float: You buoy yourself in water or other speed and direction.
liquid. Danger Sense A: Gain +4 bonus against traps.
Foxhole A UT: Quickly ‘dig’ a trench or shelter. Darkvision, Psionic: See 60 ft in total
Metaphysical Weapon A: Weapon gains +1 darkness.
bonus. Dimension Slide A: Teleports you a very short
My Light A: Your eyes emit 20-ft cone of light. distance.
Precognition, Defensive A: Gain +1 insight Energy Adapatation, Specified A: Gain
bonus to AC and saving throws. A resistance 10 to one energy type.
Precognitionion, Offensive A: Gain +1 Escape Detection: You become difficult to
insight bonus on your attack rolls. detect with clairsentience powers.
Prescience, Offensive A: Gain +2 insight Hustle: Instantly gain a move action.
bonus on your damage rolls. The Arrow Knows the Way A UT: Ranged
Prevenom Weapon A: Your weapon is mildly attacks follow imaginary path to target.
poisonous. [Ranged weapons bestow this effect Touchsight A: Your telekinetic field tells you
on their ammunition] where everything is.
Resistance, Psionic A HC: You gain a +2 Ubiquitous Vision: You have all-around
resistance bonus on saves for one minute/level. vision.
Slow Light HC: Languid movement of light
grants the target a 10 percent miss chance. 4TH-LEVEL MARKSMAN POWERS
[May only target self] Aura Sight A: Reveals creatures, objects,
Trick Shot UT: Small moving object performs powers, or spells of selected alignment axis.
one stunt. Evade Burst A: You take no damage from a
Vigor A: Gain 5 temporary hit points. burst on a successful Reflex save.
Freedom of Movement, Psionic: You
2ND-LEVEL MARKSMAN POWERS cannot be held or otherwise rendered immobile.
Body Adjustment A: Heal 1d12 damage. Keen Edge, Psionic: Doubles normal
Body Equilibrium: You can walk on nonsolid weapon’s threat range.
surfaces. Mirror Shot A UT: Reflects alternate realities,
Body Purification A: Restore 2 points of partially duplicating a projectile in midair.
ability damage. Physical Acceleration A UT: You move faster,
Cloud Mind: You erase knowledge of your gain +1 on attack rolls, AC, and Reflex saves.
presence from target’s mind. Psychic Reformation A X: Subject can choose
Concealing Amorpha: Quasi-real membrane skills, feats, and powers anew for previous
grants you concealment. levels.
Detect Hostile Intent: You can detect hostile Steadfast Perception: Gain immunity to
creatures within 30 ft of you. illusory effects, +6 bonus on Spot and Search
Ephemeral Bolt A UT: Create phasing checks.
projectiles with a delayed-damage effect. Truevenom Weapon: Your weapon is
Levitate, Psionic: Subject moves up and horribly poisonous. [See Prevenom Weapon]
down at your direction. [Manifest as a psychic Zealous Fury A UT: Subsequent attacks are as
warrior] accurate as previous ones.
Localized Windstorm A UT: Increase or

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Untapped Potential: New Horizons in Psionics

5TH-LEVEL MARKSMAN POWERS Energy Maelstrom A: Storm of energy deals


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

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Chapter 7: powers

becomes a suit of battle armor. The Arrow Knows the Way A: Ranged
9 Astral Juggernaut A X: Create an astral attacks follow imaginary path to the target.
juggernaut to fight for you. Zealous Fury A: Subsequent attacks are as
accurate as previous ones.
TELEPATH DEVOTION POWERS
2 Aversion A: Subject has aversion you 5TH-LEVEL PSYCHIC WARRIOR POWERS
specify; augment for “edict” effect. Barrage: Execute a flurry of swift attacks
3 Battlesense A: Mental heads-up display against nearby targets.
allows for improved teamwork. Metaconcert A: Mental concert of two or more
Empathic Adaptation A: You resist increases the total power of the participants.
empathic damage.
4 Alienation A: Subject loses ability to 6TH-LEVEL PSYCHIC WARRIOR POWERS
communicate with or understand others. Dueling Ground A: Draw yourself and your
Mnemonic Fugue A: Subject cannot form enemy into a psychoplanar arena.
short-term memories.
5 Induce Cascade A: Trigger a psionic SOCIETY MIND POWERS
cascade in the subject. All powers are from the Expanded Psionics
MetaconcertA: Mental concert of two or Handbook unless noted otherwise. The
more increases the total power of the attraction, aversion, and metaconcert powers
participants. presented below augment those that appear in
6 Programmed Domination A: As psionic the Expanded Psionics Handbook.
dominate, but latent until triggered.
9 Mind Switch, TrueX: A permanent brain Powers denoted by a dagger (†) have the
swap. Network descriptor, with which society minds
have special options. See above for more
PSYCHIC WARRIOR POWERS information on Network powers.
All powers presented on the psychic warrior list
below are new powers from this book. 1ST-LEVEL SOCIETY MIND POWERS
Attraction A: Subject has an attraction you
1ST-LEVEL PSYCHIC WARRIOR POWERS specify; augment for “addiction” effect.
Blinding Flash A: Sudden burst of light Avaunt A HC: You gain a +2 bonus on your
dazzles opponent. Intimidate check.
Foxhole A UT: Quickly ‘dig’ a trench or shelter. Aver A HC: You gain a +2 bonus on your Bluff
check.
2ND-LEVEL PSYCHIC WARRIOR POWERS Broker A HC: You gain a +2 bonus on your
Ephemeral Bolt A: Create phasing projectiles Diplomacy check.
with a delayed-damage effect. Call to Mind: Gain additional Knowledge
Everyman A: You appear more average, check with a +4 bonus.
blending into crowds. Detect Compulsion HC: You know if the target
Flourish A: Inspire allies and dishearten foes. is controlled.
Physical Acceleration A: You move faster, Detect Psionics: You detect the presence of
gain +1 on attacks, AC, and Reflex saves. psionics.
Judge A HC: You gain a +2 bonus on your Sense
3RD-LEVEL PSYCHIC WARRIOR POWERS Motive check.
Dispatch A: Set up and deliver spectacular Know Direction and Location: You
finishing strikes. discover where you are and what direction you
Earthshaker A: Damage and knock targets face.
prone; deal force damage to burrowers. Missive: Send a one-way telepathic message to
Intellect Feast A: Ephemeral tentacles drain subject.
opponent’s Intelligence and you become Precognition: Gain +2 insight bonus to one
smarter. roll.
Precognition, Defensive A: Gain +1 insight
4TH-LEVEL PSYCHIC WARRIOR POWERS bonus to AC and saving throws.
Mirror Shot A: Reflects alternate realities, Sense Link A†: You sense what the subject
partially duplicating a projectile in midair. senses (single sense).

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Untapped Potential: New Horizons in Psionics

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

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Chapter 7: powers

5TH-LEVEL SOCIETY MIND POWERS insight bonus on single attack roll, check, or
Adapt Body: Your body automatically adapts save.
to hostile environments.
Catapsi A: Psychic static inhibits power 8TH-LEVEL SOCIETY MIND POWERS
manifestation. Ability As One A † UT: You and another share
Correspond, Persistent HC: You engage in one ability score between you.
ongoing mental conversation with subject. Bend Reality X: Alters reality within power
Dream, Psionic A HC: You send a message to a limits.
sleeping target. Erase Presence X HC: Enemies forget you and
Incarnate X: Make some powers permanent. your allies are present for 1 round per level.
Leech Field A: Leech power points each time Hypercognition: You can deduce almost
you make a saving throw. anything.
Leech Known Power A HC: You steal powers Mind Blank, Psionic: Subject immune to
from another’s mind. mental/emotional effects, scrying, and remote
Metaconcert A†: Mental concert of two or viewing.
more increases the total power of the True Metabolism: You regenerate 10 hit
participants. points/round.
Nightmare, Psionic A HC: You send a vision
that deals 1d10 points of damage and causes 9TH-LEVEL SOCIETY MIND POWERS
fatigue. Affinity Field: Effects that affect you also
Prowess as One A † UT: You and another share affect others.
the use of the highest base attack bonus between Assimilate: Incorporate creature into your
you. own body.
Psionic Revivify A X: Return the dead to life Psychic Chirurgery X: You repair psychic
before the psyche leaves the corpse. damage or impart knowledge of new powers.
Psychofeedback: Boost Str, Dex, or Con at the Timeless Body: Ignore all harmful, and
expense of one or more other scores. helpful, effects for 1 round.
Second Chance: Gain a reroll.
Shatter Mind Blank: Cancels target’s mind New Power Descriptions
blank effect.
Tower of Iron Will A: Grant PR 19 against
Ability As One
mind-affecting powers to all creatures within 10
Telepathy [Mind-Affecting, Network]
ft until your next turn.
Level: Society Mind 8
Display: Me
6TH-LEVEL SOCIETY MIND POWERS
Manifestation Time: 1 standard action
Aura Alteration A: Repairs psyche or makes
Range: Close (25 ft + 5 ft/2 levels)
subject seem to be something it is not.
Target: You plus one creature
Brutalize Wounds HC: Your target takes more
Duration: Concentration, up to 1 round/level
damage than normal from his wounds.
Saving Throw: Will negates (harmless, see
Contingency, Psionic X: Sets trigger
text)
condition for another power.
Power Resistance: Yes
Co-opt Concentration: Take control of foe’s
Power Points: 15
concentration power.
Defer Fatality X HC: You avoid death through
This power reflects the pinnacle of the network
suspended animation.
abilities -- the unification of physical and mental
Dispelling Buffer: You are buffered from one
traits in their purest form, ability scores. When
dispel psionics effect.
you manifest this power, choose one of the six
Restoration, Psionic: Restores level and
ability scores. The highest example of that score
ability score drains.
amongst the targets replaces the same ability
Technique As One A † UT: You and another
score amongst all willing targets.
share the use of one feat between you.
Only base ability scores can be linked in this
7TH-LEVEL SOCIETY MIND POWERS
way -- that is, the ability score without any
Dream Travel A: Travel to other places
bonuses or penalties of any type, except racial
through dreams.
modifiers, age modifiers, inherent bonuses, and
Mind Blank, Personal: You are immune to
the bonuses every four character levels. Other
scrying and mental effects.
effects that modify ability scores (such as spells,
Moment of Prescience, Psionic: You gain

129
123
Untapped Potential: New Horizons in Psionics

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

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Chapter 7: powers

assume form), you may only assume abilities and a -2 penalty to Dexterity per category
from the imprinted form that the existing effect increase, or a +2 bonus to Dexterity and a -2
is using. For instance, if you are under the effect penalty to Strength per category decrease. Your
of assume form using the imprint of a dire lion, new size may further be altered through effects
assume ability could only grant you the dire such as expansion or compression. Additionally,
lion's extraordinary abilities, and not the you gain an enhancement bonus or penalty to
abilities of any other imprint. your Strength, Dexterity, and Constitution
Augment: For every 2 additional power scores equal to the imprinted form's
points you spend, you may assume an additional corresponding ability modifiers. Treat
extraordinary ability of the imprinted creature. nonabilities (scores of "-") as if they were scores
of 0 (-5 modifier). If you use your own form as
Assume Form an imprint, your ability scores (and size,
Psychometabolism (Shapechanging) naturally) do not change, and you retain your
[Formbound] own racial natural weapons, if any.
Level: Egoist 3
Display: Ma While in an assumed form, your racial abilities
Manifestation Time: 1 standard action are temporarily suppressed, which has the
Range: Personal following effects: You lose all racial bonuses to
Target: You attack rolls, skill checks and saving throws, you
Duration: 1 round/level (D) lose any special senses you may have had due to
Saving Throw: None (harmless) your race (such as low-light vision or
Power Resistance: No (harmless) darkvision), and you may no longer use racial
Power Points: 5 extraordinary or supernatural abilities
(including racial feats). While your type is
Manifesting this power allows you to alter your unchanged, you lose any of your subtypes and
physical shape into the appearance of one gain those of the imprinted form (although the
imprinted creature (see the Formbound Extraplanar, Native, Psionic and Shapechanger
descriptor at the beginning of the chapter). The subtypes are never gained or lost this way).
assumed form can have challenge rating up to Naturally, this doesn't apply if you use your own
your manifester level, to a maximum of 15. form as an imprint.
Assuming the creature's form grants you a +10
circumstance bonus to Disguise checks made to If the assumed form is capable of speech, you
mimic that creature or a member of that can communicate normally. When the change
creature's race (if your new form is the same occurs, your equipment remains worn or held
size as the creature's; see below). If you use your by the new form (if the form is capable of
own form as the imprint, you may alter your holding or wearing the items in question) or
guise to anything that would be considered melds into the form and becomes nonfunctional
normal for your race. (if it isn't). If you are slain while under the
effects of this power, you revert to your original
You gain all the mundane movement modes form, though you remain dead.
(such as swimming or burrowing) and natural
attack forms the creature possessed, and lose If you are under the effect of another
your mundane movement modes and natural Formbound power that grants you
attacks (except those granted from effects such characteristics of an imprinted form (such as
as claws of the beast) for the duration. You are assume ability), you may only assume the form
not automatically proficient in your new form's of the imprinted form that the existing effect is
natural attacks (any attack made with them using. For instance, if you are under the effect of
suffers a -4 penalty) unless you are an anyform assume ability using the imprint of a dire lion
savant (see Chapter 5: Prestige Classes). In (gaining the lion's Improved Grab ability),
addition, if the imprinted form is larger or assume form could only grant you the dire lion's
smaller than you, your size changes by one shape, and not the shape of any other imprint,
category in the appropriate direction (and you even your own.
gain the appropriate size modifiers to attack Augment: This power may be augmented in
rolls, reach, hide checks, and armor class). In one or more of the following ways:
place of normal ability score modifiers from a 1. If you spend 2 additional power points, this
size change, you receive a +2 bonus to Strength power’s duration becomes “1 minute/level (D)”

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Untapped Potential: New Horizons in Psionics

2. If you spend 2 fewer power points, you can the newer model.
assume any animal form you are familiar with of Astral juggernauts can serve as protective
up to 2 Hit Dice, even without an imprint. If you shells for their creators; doing so also allows the
use this augment, you gain the animal form's creator to alter the structure of the construct.
racial bonuses on skill checks, as well as any See Chapter 9: Monsters for more information.
low-light vision, darkvision, scent, or blindsense XP COST: 500 xp.
abilities they may have, and your size changes to Augment: For every additional power point
that of the animal (instead of only one size you spend, the juggernaut gains one additional
category). Hit Die.
3. When you begin manifesting this power, you
may instead choose to prolong its manifestation Attraction
time, increasing it to 1 minute. If you do so, your Telepathy (Charm) [Mind-Affecting]
size may change up to three size categories Level: Psion/Wilder 1, Society Mind 1
(instead of one), to a maximum or minimum (as Display: Au
appropriate) final size of the imprinted form. Manifestation Time: 1 standard action
4. For every additional power point you spend, Range: Close (25 ft + 5 ft/2 levels)
the maximum CR of a form that this power can Target: One creature
assume increases to 15+the number of Duration: 1 hour/level
additional points spent. It still cannot exceed Saving Throw: Will negates
your manifester level. Power Resistance: Yes
Power Points: 1
Astral Juggernaut
Metacreativity (Creation) As attraction (in Chapter Five: Powers in the
Level: Shaper 9 Expanded Psionics Handbook), except as noted
Display: Ma, Vi here.
Manifestation Time: 1 round
Range: Close (25 ft + 5ft/2 levels) This is not a new power -- it merely adds
Effect: One created astral juggernaut functionality to attraction as it appears in the
Duration: 1 round/level Expanded Psionics Handbook. If you know that
Saving Throw: None power, you know the following augmentations.
Power Resistance: No This also replaces the augment entry for
Power Points: 17, XP attraction: it augments entirely as described
below.
The apex of the shaper’s prowess of astral Augment: You may augment this power in
construction, this power creates a gargantuan one or more of the following ways.
engine of destruction -- an astral juggernaut 1. Every additional power point you spend
(see Chapter 9: Monsters). It appears where you improves the interaction bonus by 1.
designate and acts immediately, on your turn. It 2. If you spend 2 additional power points, you
attacks your opponents to the best of its ability. may implant an attraction to an action in the
As a free action, you can mentally direct it not to subject. The subject will make every reasonable
attack, to attack particular enemies, or to attempt to perform that action as often as
perform other actions. An astral juggernaut acts possible as long as this power is in effect. It will
normally on the last round of the power's not attempt actions which will damage itself or
duration and dissipates at the end of its turn. put itself in harm's way (but see below).
Astral juggernauts are not summoned; they 3. If you spend 4 additional power points, the
are created on the plane you inhabit (using subject seeks its attraction even to its own
ectoplasm drawn from the astral plane). Thus, detriment. If it does not approach or remain
they are not subject to effects that hedge out or within 30 feet of its attraction (if an object) or
otherwise affect outsiders; they are constructs, perform its attracted action (see above), it
not outsiders. suffers a -2 penalty on attack rolls, damage rolls,
Astral juggernauts are immensely difficult to saving throws and skill checks for the round.
create, and as such you may only have one astral Attraction’s subdiscipline changes from Charm
juggernaut in existence at any given time. to Compulsion with this augment, which is
Manifesting the power again while one is sometimes called the “addiction” augment.
already in your service causes the existing 4. If you spend 4 additional power points, this
juggernaut to dissipate instantly, replaced by power's duration becomes 1 day/level (D).

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Chapter 7: powers

In addition, for every 2 power points spent to Target: You


achieve any of these effects, increase the save Duration: 1 round
DC by 1. Saving Throw: None
Power Resistance: No
Aversion Power Points: 9
Telepathy (Compulsion) [Mind-Affecting]
Level: Society Mind 2, Telepath 2 You boost your reflexes to supernaturally high
Display: Au, Ma levels, allowing you to strike at many targets in
Manifestation Time: 1 standard action what others perceive as the blink of an eye. Your
Range: Close (25 ft + 5 ft/2 levels) movements are so rapid that they leave visual
Target: One creature echoes of your previous positions in the air as
Duration: 1 hour/level you move, although these quickly fade.
Saving Throw: Will negates
Power Resistance: Yes This round, as a full attack action, you may
Power Points: 3 make a single ranged attack with one ranged
weapon (or several thrown weapons of the same
As aversion (in Chapter Five: Powers in the type) against each target within one range
Expanded Psionics Handbook), except as noted increment of your weapon, similar to the
here. Whirlwind Attack feat. You still expend
ammunition as normal for these attacks.
This is not a new power -- it merely adds
functionality to aversion as it appears in the Alternatively, this round, as a full attack action,
Expanded Psionics Handbook. If you know that you may make a single melee attack with one
power, you know the following augmentations. weapon against all targets within a radius of
This also replaces the augment entry for twice your normal reach, rapidly dashing
aversion: it augments entirely as described between targets if necessary (although you
below. reflexively return to your original position at the
Augment: You may augment this power in end of your full attack, and such movement does
one or both of the following ways. not trigger effects like the Duck and Weave UT
1. If you spend 4 additional power points, this feat).
power's duration becomes 1 day/level (D).
2. For every additional power point you spend, In either case, you may not make more attacks
the subject takes one additional die (d6) of with barrage than your manifester level.
nonlethal empathic damage whenever she
attempts the action, for every round spent Battlesense
within 30 feet of the object or person of her Telepathy [Mind-Affecting]
aversion, or for every round spent attending the Level: Society mind 3, telepath 3
event you specify. Treat the basic power as Display: Me
dealing 0d6 nonlethal empathic damage for this Manifestation Time: 1 standard action
augment. This damage can be reduced by any Range: 30 feet (see text)
effect that reduces nonlethal or empathic Target: 1 willing creature/level
damage, such as the empathic adaptation UT Duration: 1 round/level
power. For every 2 additional dice of nonlethal Power Points: 5
damage, increase the penalty the subject takes
when performing the action by 1. Some You link the minds of your allies, dramatically
telepaths call this the “edict” augment. improving their coordination. When you
manifest this power, a type of heads-up display
In addition, for every 2 additional power points appears in each target's mind, improving their
spent to achieve either of these effects, the save coordination and group awareness. Each
DC increases by 1. affected target can use the Aid Another action as
an immediate action.
Barrage Additionally, all targets that are also willing
Psychometabolism members of your worldthought network (if any)
Level: Psychic Warrior 5, Marksman 5 gain one special ability of your choice from this
Display: Vi list. Your choice affects all members equally.
Manifestation Time: 1 swift action - +1 circumstance bonus to attack rolls
Range: Personal - +1 circumstance bonus to AC

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Untapped Potential: New Horizons in Psionics

- +2 circumstance bonus to weapon Bliss


damage Telepathy [Mind-Affecting]
- +5 circumstance bonus to speed Level: Psion/Wilder 5
Display: Me
Augment: You may augment this power in Manifestation Time: 1 standard action
one or both of the following ways. Range: Close (25 ft + 5ft/2 levels)
1. If you spend 2 additional power points, you Target: 1 living creature
can choose a second special ability from the Duration: Instantaneous (see text)
worldthought network bonus list. You may Saving Throw: Will partial (see text)
choose the same benefit again; if you do, it Power Resistance: Yes
stacks with itself. Power points: 9
2. If you spend 2 additonal power points, you
can use this power as if you had the You telepathically overload the target creature's
worldthought network class feature, treating pleasure centers. The target experiences
creatures you have established a mental link something that might be likened to physical
with as members. See the Power by Proxy UT feat ecstasy, emotional euphoria or a spiritual
for examples of mental links (mindlink is more epiphany but which fully transcends those
than sufficient). Creatures that would not terms; it is pleasure unmitigated by the senses
consider you an ally if not for the link do not at a level normally beyond mortal experience.
count as willing members.
A failed saving throw means the target is
Blinding Flash overwhelmed by the sensation, taking nonlethal
Psychokinesis [Light] damage equal to its current hit points +10
Level: Psion/Wilder 1, Psychic Warrior 1, (although treated as unconscious, it is actually
Display: Vi in a stupor). If the target already has nonlethal
Manifestation Time: 1 swift action damage, treat his hit points as that much lower
Range: Close (25 ft + 5ft/2 levels) when determining how much nonlethal damage
Target: One creature bliss deals.
Duration: 1 round The target may recover from this normally
Saving Throw: Fortitude Negates
Power Resistance: Yes
Power Points: 1

You create a blinding flash of light to


momentarily distract your opponents. A
favorite of crafty psychic warriors who mastered
the technique of reflecting light off their metal
weapons to blind archers while they closed the

Illustration by Gerald Lee


distance, this power comes with double the
surprise in dim and shady battlefields where
such a mundane trick would not be possible.
Many warriors today make a show of using a
reflective surface when making a blinding flash,
although no such prop is strictly necessary.
The target of this power must make a
Fortitude save or be dazzled.
Augment: You may augment this power in one
or both of the following ways:
1. For every additional power point you spend,
the power’s duration increases by one round.
2. If you spend 4 additional power points, the
target is blinded instead of dazzled.

In addition, for every 2 power points spent to


achieve either of these effects, increase the save
DC by 1.
Bliss: Even pleasure can be a deadly weapon

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Chapter 7: powers

(through time or healing effects), but the 2. For every 2 additional power points you
experience leaves it craving more: Saving spend, the size of the launcher emulated
throws against mind-affecting effects are made increases by one step (for example, from a
at a -4 penalty, the target takes a -2 penalty on Medium light crossbow to a Large light
Concentration checks, and is treated as under crossbow), and the effective size of any thrown
the effect of a fifth-level distracting effect. These weapon increases by one additional step.
penalties last until the target is mentally 3. If you spend 1 additional power point, you
restored (see induce pleasure UT) or until all the may boost a projectile as if fired by a longbow or
nonlethal damage caused by this power is a heavy crossbow instead.
healed. On a successful saving throw, the
subject is dazed for 1d4 rounds, but suffers no Cathartic Apportation
other ill effects. Psychoportation (Teleportation)
Intrinsic mental safeguards prevent you from Level: Nomad 6
manifesting this power or similar powers upon Display: Vi, Ma
yourself, although it may be reflected with Manifestation Time: 1 standard action.
reddopsi or similar effects. Range: Touch
Augment: For every 2 additional power Target: One touched Large (or smaller),
points you spend, increase the Concentration corporeal creature
penalty on a successful save, the level of the Duration: Instantaneous
distracting effect, and the save DC by 1. For Saving Throw: Will partial, see text
every 4 additional points spent this way, the Power Resistance: Yes, see text
penalty on subsequent Will saves against mind- Power Points: 11
affecting effects increases by 1.
You teleport the subject a very short distance,
Boost applying a filter such that substances and items
Psychoportation not innate to its physiology are left behind. If
Level: Marksman 1 the subject fails a Will save, it appears in
Display: Vi, Au another space you could touch, and is dazed for
Manifestation Time: 1 swift action 1 round. You must specify whether your filter is
Range: 0 ft internal or external when you manifest this
Target: One piece of ammunition or one power.
thrown weapon
Duration: Instantaneous If you apply an internal filter, poisons, disease,
Power Points: 1 alcohol, and the like are all cleansed from the
subject's system as well as internal parasites,
You empower one piece of ammunition with the embedded arrow heads, and food in the
impetus of motion it would get from its digestive tract. Ongoing magical effects induced
launcher, in effect firing it by will alone. You by potions or psionic tattoos or those that
may launch a boosted projectile as an attack involve consumption of a conjured substance
action (combined with the swift action of (such as heroes’ feast) end immediately for the
manifesting this power), treating it in all ways subject. Creatures that have been swallowed
as if it had been fired from its intended launcher whole or internalized (such as an intellect
(shortbow, light crossbow, or sling, sized devourer) may be removed by the use of this
appropriately to you). Since no actual launcher power if it is applied to the creature that holds
is involved, reload times are not applicable. them. Note that you may not specify or exempt
Alternatively, you may choose to boost a substances; if the subject is both poisoned and
weapon as you throw it. A boosted thrown under the effects of a potion of heroism then
weapon deals damage as if it were one size this power will remove both.
larger.
Augment: You may augment this power in If you apply an external filter, the subject is left
one or more of the following ways: naked after being teleported and can be
1. If you spend an additional 2 power points, teleported out of shackles, another creature's
you may fire additional projectiles in this grasp, an ectoplasmic cocoon, a web, and
fashion as part of a full attack up to the number similar effects. Any mundane equipment the
of attacks you could normally make during a full subject was wearing or carrying clatters to the
attack action. ground at its former position. This effect may

135
Untapped Potential: New Horizons in Psionics

also remove acid, burning oil, and other Duration: Instantaneous.


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

136
Chapter 7: powers

checks to do so) for one round. If you one or both of the following ways:
successfully disarm or trip an opponent in 1. For every additional power point you spend,
melee, you may make an immediate attack of increase the DC of the Concentration check by 1.
opportunity against that opponent at your 2. If you expend your psionic focus to activate
highest attack bonus with a +4 circumstance this augment, the target also loses its psionic
bonus to the attack roll. This counts against focus (if any) if it fails the Concentration check.
your allowed number of attacks of opportunity Expending your focus on other effects in
for the round. conjunction with this power (such as Enlarge
Augment: You may augment this power in Power) does not trigger this augment.
one or more of the following ways:
1. If you spend 5 additional power points, your
critical threat range is doubled while making
attacks of opportunity from this power. Unlike
most of these effects, this stacks with Improved
Critical or the keen weapon property (that is,
using a keen scimitar that would normally
threaten on a 15-20 – six numbers – with this
augment would lead to attacks of opportunity
that threaten on a 12-20 – nine numbers).
2. For every 2 additional power points you
spend, your insight bonus on disarm and trip

Illustration by Brandon Glore


attempts (including the ability checks as
necessary) increases by 1.
3. For every 4 additional power points you
spend, this power’s duration increases by one
round.
4. Each additional power point you spend
(including those spent on other augments) gives
you a +1 insight bonus on damage rolls on
attacks of opportunity generated by this power.

Disrupting Lash
Telepathy [Mind-Affecting]
Level: Psion/Wilder 2, Society Mind 2
Display: Me
Manifestation Time: 1 immediate action
Range: Close (25 ft + 5ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 3
Disrupting Lash interrupts another's mental
You lash out telepathically at one creature actions
within range, trying to disrupt their
concentration. A creature seeking to avoid Dueling Ground
having their concentration disrupted must make Psychoportation (Teleportation)
a Concentration check with a DC equal to the Level: Nomad 7, Psychic Warrior 6
save DC of this power. Disruption of Display: Vi
concentration can spell disaster for spellcasters Manifestation Time: 1 standard action
or manifesters: All spells being cast or powers Range: Touch
being manifested by the target are lost, and all Targets: You and touched creature OR you (see
spells and powers with a duration of text)
concentration that the target is maintaining end Duration: 5 rounds (D)
as if their durations had expired. Saving Throw: Will negates
Augment: You may augment this power in Power Resistance: Yes

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Untapped Potential: New Horizons in Psionics

Power Points: Psychic Warrior 11, Nomad 13 infuse themselves and all occupants with the
power of their minds rather than that of their
If the touched creature fails a Will save, you and bodies. Creatures within the psychoplane must
that creature are teleported to a psychoplane replace their Strength and Constitution scores
coexistent with the plane you were on. The (if any) with their Intelligence score (or
plane spans a 40 foot radius sphere centered on Charisma score if they are mindless) if the
where this power was manifest, and looks like nomad chooses so for as long as they remain in
the area you were previously in, though slightly the psychoplane. Those who enter the
out of focus, as if in a dream. At the boundary psychoplane by manifesting dueling ground
of this plane there is a shimmering energy field (including the original manifester) may choose
through which you can observe the events going to be affected by this replacement or not, at
on in the plane you were on normally, though their option.
neither you nor the touched creature can Augment: This power may be augmented in
physically cross this barrier. In addition, one or more of the following ways:
teleportation effects cannot cross the barrier 1. If you spend 4 additional power points, all
unless they are normally capable of crossing creatures in the psychoplane are subject to a
planar barriers (such as psionic plane shift). psionic dimensional anchor effect, and may not
Creatures from the outside world that would leave via planar teleportation effects such as
appear within this barrier instead appear as a psionic plane shift In addition, planar
translucent shimmering outline of themselves, teleportation effects cannot be used to enter the
completely incapable of interacting with you. psychoplane, though creatures manifesting
Back in the real world, observers see a similar dueling ground on a shimmer can still enter
shimmering outline of you and the touched normally.
creature out of the corners of their eyes for the 2. For every additional power point you spend,
duration of the power. No material effect can this power may affect an additional touched
affect a psychoplane – treat it in most regards as creature.
a nondimensional space. 3. If you spend 2 additional power points, you
may alter a psychoplane you create to be
A successful dispel psionics targeted on these artificially hostile to those you consider
shimmers transports you and the touched enemies. This may take whatever aesthetic form
creature back to the plane you were on, in your you please – grasping tree branches, a rain of
corresponding locations (movement in the crystalline brimstone, an atmosphere of lethal
psychoplane is reflected in the real world), as gas, or other effects – but always amounts to
does dismissing the power. If at any point only 1d8 points of damage per round to all your
one creature remains conscious in the enemies within the psychoplane. Every 2
psychoplane, everyone within is immediately additional power points spent beyond this initial
transported back to the plane on which the investment increases the damage by +1d8 per
power was manifested, appearing in round.
corresponding locations. If you leave the
psychoplane, all other occupants are shifted In addition, for every 2 power points spent to
back to their corresponding locations and the achieve any of these effects, increase the save
power ends. When manifesting dueling ground DC by 1.
adjacent to an existing shimmer (that is,
adjacent to where a psychoplanar duelist would Dull The Edge
be were he on your plane), you may choose to Telepathy [Mind-Affecting]
transport yourself into the corresponding Level: Psion/Wilder 2
location on the existing psychoplane; dueling Display: Me
ground manifest this way cannot be augmented. Manifestation Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Nomads who manifest this power can Target: 1 living creature
aesthetically change the appearance of the Duration: 2 rounds/level
psychoplane, though it retains the major terrain Saving Throw: Will negates
features of the area in which it was manifested. Power Resistance: Yes
Many nomads choose to add features that Power Points: 3
mimic their dreams or nightmares. In addition,
nomads who manifest this power may choose to You dampen the subject's perception and

138
Chapter 7: powers

reflexes so that he has trouble noting and This power deals force damage to creatures
reacting to the actions of others. The subject underground in the area of effect, and has the
takes a -2 penalty on Initiative checks (although Force descriptor against such targets.
its place in a previously-rolled initiative count Augment: For every additional power point
remains unchanged). Furthermore, the subject you spend, the damage increases by one die
may not make attacks of opportunity; he simply (d6). For each extra two dice of damage, the
does not notice an opponent leaving himself save DC increases by 1.
open to attack quickly enough to exploit this
opportunity. Readied actions taken by the Ectoskeleton
subject are resolved after the action or event for Metacreativity (Creation)
which the subject waited, not before (possibly Level: Shaper 3
causing them to miss if the subject’s target Display: Ma, Vi
moved). The subject may not take immediate Manifestation Time: 1 round or 1 swift action
actions or otherwise react to the actions of (see text)
others outside its turn, although actions that Range: Touch
would be available as immediate may still be Target: One astral construct, created by you, of
taken as swift actions during its turn. your size or larger
Augment: You can augment this power in Duration: 1 round/level (D)
one or more of the following ways. Saving Throw: None (harmless)
1. If you spend an additional 4 power points, the Power Resistance: No (harmless)
subject may not use the Evasion special ability, Power Points: 5
and Improved Evasion is treated as Evasion. If
you instead spend 6 additional power points, By touching an astral construct you create, you
the subject may not use either of these abilities. may merge with it, gaining protection and
2. If you spend an additional 4 power points, the improved physical abilities. You move into the
subject may not use the Uncanny Dodge special construct’s space as part of manifesting this
ability and Improved Uncanny Dodge is treated power. The construct ceases to exist as an
as if it was instead Uncanny Dodge. If you independent entity while this power lasts, but
instead spend 6 additional power points, the your new ectoskeleton provides you with the
subject may not use either of these abilities. following benefits:
3. For every 2 additional power points you - Use the construct’s size (including all
spend, the subject’s penalty to Initiative checks modifiers to attack rolls and AC, space, and
increases by 2. reach) instead of your own. You gain an
enhancement bonus to your Strength score
In addition, for every 2 power points spent on equal to the construct’s Strength modifier.
these effects, increase the save DC by 1. - You gain the construct’s natural
weaponry, which you may use as normal for
Earthshaker natural attacks. You are considered armed
Psychokinesis [Force – see text] when attacking without a weapon, and your
Level: Kineticist 3, Psychic Warrior 3 unarmed strikes deal the same base damage
Display: Au as your slam attack.
Manifestation Time: 1 standard action - You gain an Armor bonus to AC equal to
Range: Close (25 ft + 5ft/2 levels) the construct’s natural armor, and any base
Area: Close range burst centered on you damage reduction the construct had is now
Duration: Instantaneous yours. This armor has an armor check
Saving Throw: Reflex half penalty equal to the construct’s level, a 5%
Power Resistance: Yes chance of arcane spell failure per level of the
Power Points: 5 construct, and a maximum dexterity bonus
of the construct’s Dexterity modifier. You
You send a massive psychokinetic shockwave are proficient with your ectoskeleton, but
into the ground around you, creating a powerful are treated as wearing heavy armor for
tremor that damages all nearby. Creatures in purposes such as encumberance and
the area in contact with the ground take 5d6 interference with class features.
points of nonlethal damage and are knocked - You may make free use of the
prone. Subjects who make the saving throw construct’s base speed, low-light vision, and
take half damage and are not knocked prone. darkvision as if they were your own,

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although any menu options it had are empathic resistance increases to 20 at 9th level
disabled. Physical changes in the construct and to a maximum of 30 at 13th level.
(such as the wings from the Fly option) Augment: You can augment this power in
remain, but are inert. one or more of the following ways.
- You gain temporary hit points equal to 1. If you spend 4 additional power points, you
one-half the construct’s remaining hit may manifest this power as an immediate
points. This power ends prematurely if action.
these hit points run out or if you fail your 2. If you spend 2 additional power points, this
Will save against dismiss ectoplasm. As power’s range becomes “Touch” and its target
always, temporary hit points from different becomes “Willing creature touched.”
sources do not stack.
This power can be manifested as a swift action Energy Maelstrom
in the same round that you manifest astral Psychokinesis [See Text]
construct, affecting the construct as you shape Level: Psion/Wilder 9
it, as long as the total power points you spend to Display: Au, Vi
perform both actions does not exceed your Manifestation Time: 1 standard action
manifester level and the construct appears in a Range: Long (400 ft + 40 ft/level)
square adjacent to you. If the construct’s Area: 40 ft radius emanation
duration would allow it to exist past the Duration: 1 round/level
duration of ectoskeleton, it reappears adjacent Saving Throw: Reflex Half or Fortitude Half
to you when this power ends, with a number of (see text)
hit points equal to the temporary hit points you Power Resistance: Yes
had remaining from this power when it ended. Power Points: 17
Augment: If you spend 2 additional power
points, the construct’s menu options are not Upon manifesting this power you choose cold,
disabled, and you may make free use of them as electricity, fire, or sonic. You create a swirling
if you were the construct. If the menu options maelstrom of the chosen energy type in the area.
would grant you a Swim speed, you do not apply Each creature and unattended object within the
your armor check penalty from ectoskeleton to area takes 15d6 points of damage. At the start of
Swim checks for the duration. each of your turns, while the duration lasts,
energy maelstrom deals an additional 5d6
Empatic Adaptation points of damage to any creature or unattended
Telepathy [Mind-Affecting] object within the area.
Level: Society Mind 3, Telepath 3 Cold: A maelstrom of this type deals +1 point of
Display: Me damage per die. The saving throw to reduce
Manifestation Time: 1 standard action damage is a Fortitude save instead of a Reflex
Range: Personal save.
Target: You Electricity: Manifesting a maelstrom of this
Duration: 10 minutes/level type provides a +2 bonus on manifester level
Saving Throw: None checks to overcome power resistance and
Power Resistance: No increases the save DC by 2.
Power points: 5 Fire: A maelstrom of this type deals +1 point of
damage per die.
Your mind no longer fights pain and force, but Sonic: A maelstrom of this type deals -1 points
rather joins and moves with it. The wear and of damage per die and ignores the hardness of
tear of mental stress does not affect your body any objects it affects.
as much anymore. This power’s subtype is the same as the type of
energy you manifest.
You gain resistance 10 against empathic Augment: For every additional power point
damage, such as the damage from hostile you spend, the damage increases by one die
empathic transfer, empathic feedback, fate link, (d6). For each extra two dice of damage, the
affinity field or an aversion (if augmented as save DC increases by 1. This increase in damage
described in this chapter). Even the damage you has no effect on the subsequent 5d6 damage the
inflict on yourself with empathic transfer is power deals after the initial impact.
reduced this way (an exception to the usual rule
that you cannot reduce this damage). Your

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Ephemeral Bolt Augment: You may augment this power in


Metacreativity (Creation) [Force] one or both of the following ways:
Level: Marksman 2, Psychic Warrior 2 1. For every 2 additional power points you
Display: Ma spend, increase the force damage dealt by each
Manifestation Time: 1 standard action bolt by one die (d4), and increase the
Range: 0ft enhancement bonus on attack rolls by 1.
Effect: 1d4 ectoplasmic bolts, arrows, or sling 2. If you spend 3 additional power points, the
bullets enhancement bonus on attack rolls applies to
Duration: 1 minute/level damage rolls as well.
Saving Throw: None
Power Resistance: No Everyman
Power Points: 3 Psychometabolism (Shapechanging)
Level: Psion/Wilder 2, Psychic Warrior 2
You coalesce semi-stable ectoplasm into 1d4 Display: Vi
arrows, crossbow bolts, or sling bullets Manifestation Time: 1 standard action
appropriate to your size, and encase them in a Range: Personal
thin layer of stable ectoplasm. Ammunition Target: You
created this way is considered masterwork (+1 Duration: 1 hour/level
enhancement bonus on attack rolls, no direct Power Points: 3
bonus on damage rolls). Ephemeral
ammunition has a delayed-delivery effect: After You subtly shift your facial features and voice
being fired, the bolt partially phases out of the to become more average. This is a minor
material plane and onto the ethereal plane. This physical transformation, not an illusion, and as
does not allow it to shoot through armor or such fools touch as well as sight. If there was
walls (you still need clear line of effect to your anything striking about your appearance it can
target), but it does allow it to impact a target be hidden while this power is in effect. You may
without the target noticing. A bolt that hits alter your skin tone and texture, hair (including
successfully hits a corporeal target embeds itself facial hair) color, length, and style to anything
entirely in the target, but the effect is not normally possible for the race you appear as.
terribly obvious -- the bolt does no damage, and Birthmarks, moles, tattoos, piercings, and other
there's no entry wound. distinguishing features are not visible unless
At any point during the power's duration, as a you specifically will it. Psionic tattoos may still
swift action, you may order any or all of the be tapped while hidden.
bolts to return to the material plane, at which While changed you are recognizable as
point they deliver their full normal damage yourself only if you want to be; even an average-
(adjusted for damage reduction if appropriate) looking manifester can appear as a different
+1d4 points of force damage before dissipating average individual (but not any specific
back to their constituent ectoplasmic particles. individual). During the manifestation of this
No external wounds are present from this power, your features liquefy and shift. It is
damage. This power is frequently used to deliver obvious to anyone directly watching you that
poison as well as its usual effects; such additions you are changing, although it is subtle enough
to the ammunition take effect when damage is that it doesn’t call additional attention to you
dealt. (and may be hidden by clothing such as a hood).
As a side property of the phasing effect, At any point during the power’s duration, you
ephemeral bolts can be used to attack ethereal may concentrate as a standard action to change
creatures while you stand on the material plane, your appearance again. If you are dressed
although they are treated as invisible unless you appropriately you may also attempt to hide,
can see them through other means. Used this even in plain sight, by ducking into a large
way, the bolts lose their delayed-delivery crowd and shifting as you move through it.
property and are treated as normal (although Your clothing and gear are not changed.
they retain the bonus force damage), and any While this power does not allow you to mimic a
obstruction on either plane stops them. specific individual, you do gain a +10
However, you cannot use this power to attack circumstance bonus to Disguise checks.
the material plane while on the ethereal plane. Dromites, elans, and half-giants may be
If used to attack an incorporeal target (on treated as humanoids for the purposes of this
either plane), the bolts do 1d4 points of force power.
damage on impact. Augment: You can augment this power in
one or more of the following ways.

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1. If you spend an additional 2 power points, provided by this power cannot exceed +3 and
you may consider humanoids, monstrous the penalty cannot exceed -3.
humanoids, and fey as part of the same type Augment: For every 2 additional power
when changing your apparent race. points you spend, the maximum morale bonus
2. If you spend an additional 2 power points, and penalty bestowed by this power increase by
you may alter your smell to blend in with 1, the power lasts an additional round, and the
creatures using the scent ability or who identify save DC to resist the penalties increases by 1.
individuals by pheromones or other chemical
senses. Fluidic Form
3. If you spend 1 additional power point, you Psychometabolism (Shapechanging)
may use this power to disguise yourself as Level: Egoist 9
particular individuals as well as average Display: Vi
members of the race. You also receive a +5 Manifestation Time: 1 standard action
bonus on Bluff checks to act in character while Range: Personal
mimicking a particular individual. If you instead Target: You
spend 2 additional power points, you may Duration: 10 minutes /level
change your apparent race to any other race Power Points: 17
within your type that is the same size as you. If
you do change your race, your land speed You become able to alter your body with
changes to that of the new form, but you do not unmatched speed and efficiency. For the
gain the functionality of any other racial abilities duration of this power, the total power point
(although unusual anatomy such as the cost (base cost plus any augmentations) of any
dromite’s antennae may be present, it confers power you know of the Shapechanging
no benefit, just as anatomy that is lost becomes subdiscipline is reduced by one-half (rounded
nonfunctional). Your apparent size may also up), although its power point cost before
change up to one category from your own (so a reduction cannot exceed your manifester level.
human could disguise himself as a dromite or You can manifest any power you know of the
vice versa). Your ability scores, space and reach Shapechanging subdiscipline with a manifesting
cannot be changed by everyman. time of 1 standard action or less as a swift
action, and may even manifest multiple such
Flourish powers with the same swift action, although this
Telepathy [Mind-Affecting] requires that you pay the power point cost for all
Level: Psychic Warrior 2 powers at the same time, and the sum of their
Display: Vi costs (before reduction) cannot exceed your
Manifestation Time: 1 standard action manifester level.
Range: Personal (see text)
Target: You (see text) Foxhole
Duration: 1 round / level Psychokinesis
Saving Throw: None and Will Negates (see Level: Marksman 1, Psion/Wilder 1, Psychic
text) Warrior 1
Power Resistance: No Display: Ma, Ol
Power Points: 3 Manifestation Time: 1 standard action
Range: 20 ft
Using subtle telepathy and general bravado you Effect: Four 5-ft squares of loose earth, sand,
inspire courage in your allies and fear in your snow, or similar unworked terrain (S)
enemies through displays of great strength and Duration: Instantaneous
skill. For the duration of this power, whenever Power Points: 1
you successfully perform a combat maneuver
that requires an opposed roll (such as a disarm, A quick burst of psychokinetic force rearranges
trip, bull rush, sunder, or grapple attempt) you the land nearby you, providing an emergency
grant a cumulative +1 morale bonus on attack source of cover. By pushing the terrain away
and damage rolls to allies within 60 feet, and from a central point and piling it at the outer
enemies within 60 feet must succeed a Will save edges of the area of effect, you can rapidly create
or suffer a cumulative -1 morale penalty to their a mundane safe-zone for sudden combat.
attack and damage rolls. This morale penalty is
considered a fear effect. The morale bonus This power creates a small burrow three to five

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

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metal, a thin sheet of lead, or 3 feet of wood or Saving Throw: Will negates
dirt blocks it. Power Resistance: Yes
Augment: For every 2 additional power Power Points: 9
points you spend, increase the range and the
radius of effect by 50 feet. You create a disharmonic in the subject's mind
such that if it attempts to manifest any psionic
Inanimate Transformation abilities, there is a chance a psionic cascade will
Psychometabolism (Shapechanging) be initiated. If the subject fails a Will saving
Level: Egoist 4 throw, it must make a Concentration check with
Display: Ma, Ol a DC equal to the DC of this power every time it
Manifestation Time: 1 standard action manifests a power or uses a psi-like ability. If it
Range: Personal fails one such Concentration check, a psionic
Target: You cascade is initiated (see the Expanded Psionics
Duration: 1 minute/level Handbook, page 67-68). All powers manifested
Saving Throw: None due to a cascade are augmented as high as
Power Resistance: No possible, but the subject is not obligated to use
Power Points: 7 any other voluntary effects (such as metapsionic
feats or Wild Surge).
You assume the form of an inanimate object
that weighs no more than 20 pounds per The power may be dispelled before it is
manifester level. You gain the object’s hardness triggered, but once a cascade is initiated it
and retain your own hit points. You can take the continues until it runs its course, even though
shape of almost any simple object you can think this would extend its effect beyond the normal
of. If you attempt to take the form of a complex duration of the power. An induced psionic
object, you must make an appropriate Craft cascade may also be terminated by rendering
check, at the same DC required to craft the the subject unconscious, moving it to an area
object. If you fail the check, your manifestation where manifestation is impossible, or
of the power does not succeed. Likewise, you application of brain lock or similar effects.
cannot take the form of a complex mechanical Effects that drain power points will also end a
mechanism unless you have some sort of skill cascade prematurely, but only by helping to
associated with the object and make the same empty the subject's power point reserve sooner.
Craft check. You cannot use this power to
assume the form of a psionic item or a magic The subject does not actually contract the
item (except in appearance), or any object with disease cascade flu, and cannot transmit this
a hardness greater than 15. You also cannot take condition to others. Immunity to disease and
the form of a psionically animated mechanism disease curative effects are likewise of no benefit
or any object formed of ectoplasm. against induce cascade.
As an inanimate object, you lose all mobility. Augment: For every 2 additional power
You retain your normal senses and your ability points you spend, increase the save DC by 1.
to speak. You can manifest a power if you make
a Concentration check (DC 20 + power level); Induce Pleasure
however, you cannot attempt Concentration Telepathy [Mind-Affecting]
checks to hide the power’s displays. If you take Level: Psion/Wilder 2
damage while in the form of an object, your Display: Me
actual body also takes damage (but the object’s Manifestation Time: 1 standard action
hardness, if any, protects you). Range: Close (25 ft + 5ft/2 levels)
Target: 1 creature
Induce Cascade Duration: Instantaneous (see text)
Telepathy [Mind-Affecting] Saving Throw: Will partial (see text)
Level: Telepath 5 Power Resistance: Yes
Display: Me Power Points: 3
Manifestation Time: 1 standard action
Range: Medium (100 ft + 10ft/level) You telepathically stimulate the pleasure centers
Target: 1 living psionic creature of the target's brain causing a disorienting jolt of
Duration: 1 round/level or until triggered extreme pleasure. This is distracting and

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Chapter 7: powers

somewhat exhausting, causing 3d6 points of Intelligence, (maximum +8), and you gain only
nonlethal damage. The subject is considered to the highest total. You cannot damage
be under the effect of a second-level distracting Intelligence below 1 with this effect -- it can
effect and suffers a -2 penalty on saving throws hinder, but not cripple. Furthermore, if your
against mind-affecting effects until all nonlethal tentacle successfully hits a psionic foe, in
damage from the power has been healed. addition to the intelligence damage, that foe
Alternately, effects that restore a subject’s loses 1d4 power points as if it had spent them (it
mentality (such as aura alteration, empathic is possible to drain a psionic foe to 0 power
condition relief HC, or psychic chirurgery) can points through this effect).
be used to remove or suppress these ill effects. A An attack with the tentacles is considered a
successful Will saving throw means the target mind-affecting effect -- which means, amongst
takes half of the nonlethal damage, but suffers other things, creatures immune to mind-
no other ill effects. affecting effects are immune to the tentacles.
Creatures not in combat or not otherwise on Despite their psionic nature, the tentacles
alert for trouble may not realize this effect is an bypass power resistance.
attack. Intrinsic mental safeguards prevent you Although the tentacles resemble natural
from using this power or similar powers upon weapons, they are not natural weapons. They do
yourself, although it may be reflected by not threaten opponents, cannot be combined
reddopsi or similar effects. with other attacks on a full attack, and are not
Augment: For each additional power point subject to powers that enhance or otherwise
you spend, increase the nonlethal damage by alter natural attacks. However, it is possible to
one die (d6). For every two additional dice of score a critical hit with any or all of the tentacles
nonlethal damage, the save DC increases by 1, if the target is subject to critical hits. A tentacle
and the distraction effect is considered 1 level threatens a critical hit on a 20, and on a
higher. successful critical hit, the Intelligence drain and
power point depletion are doubled.
Intellect Feast Slayers (from the Expanded Psionics
Psychometabolism Handbook) manifest this power as if their
Level: Psion/Wilder 4, Psychic Warrior 3
Display: Ma, Vi
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: Psion/wilder 7, psychic warrior
5

Illustration by Brandon Glore


Four translucent ephemeral tentacles form from
your head, bathed in a violet glow. The
tentacles can be used to attack any creature
within 5 feet of you. You may use an attack
action to make a touch attack with one tentacle,
or a full attack action to make touch attacks with
all four (which need not affect the same target if
multiple targets are within the tentacles' reach).
Attacks with these tentacles suffer a -4 penalty
due to their need to target a specific area: a
tentacle that successfully hits appears to plunge
into the opponent's brain.
On a successful hit, a tentacle deals 1 point of
Intelligence damage. You gain that point of
Intelligence as an enhancement bonus to your
Intelligence score. Intelligence you siphon from
different foes is tracked separately—the total
siphoned from each individual foe is considered
a separate enhancement bonus to your
A psion leeches the mental power of her foe with
Intellect Feast

145
Untapped Potential: New Horizons in Psionics

manifester level was one higher. particular targets or objects at your discretion
Augment: You can augment this power in (whether the release occurs by your will or
one or more of the following ways. spontaneously).
1. For every 3 additional power points you
spend, the maximum enhancement bonus you Localized Windstorm
can add to your Intelligence increases by 2, and Psychokinesis [Air]
the tentacles deplete an additional +1 power Level: Kineticist 3, Marksman 2
point when they strike a psionic foe. Display: Au
2. For every 2 additional power points you Manifestation Time: 1 standard action
spend, the tentacles extend an additional 5 feet. Range: Close (25 ft +5 ft/level)
3. If you spend 4 additional power points, the Effect: Wall up to 10 ft/level long and 5 ft/level
tentacles now threaten any enemy in their high (S)
reach, and you can make a touch attack with one Duration: Concentration, up to 1 round/level
tentacle (with the usual -4 penalty) as an attack Saving Throw: None, see text
of opportunity if an opponent within their reach Power Resistance: Yes
provokes one. Power Points: Kineticist 5, Marksman 3

Kinetic Aura Through force of will alone, you generate a


Psychokinesis [Force] small storm of psychokinetic turbulence in the
Level: Kineticist 5 air. The storm itself manifests as a wall which
Display: Au, Vi can intensify the existing winds in a small area,
Manifestation Time: 1 standard action or can instead be set to exactly counter such
Range: Personal winds, generating a peaceful area of calm.
Target: You Choose to intensify or pacify the winds when
Duration: 1 minute/level (D) you manifest this power (although the decision
Saving Throw: Reflex half (see text) can be changed when you reshape the effect, see
Power Resistance: Yes below).
Power Points: 9
Intensifying the winds is identical to the wind
You gain damage reduction 5/-. Each point of wall spell (from Chapter 11: Spells in the
damage prevented by this power is stored as Player's Handbook), except as noted here. All
psychokinetic energy within the aura. As a rules regarding the shaping of the wind wall
standard action, you can choose to release this apply to your localized windstorm, regardless of
stored energy in a 20-foot radius burst centered your choice to intensify or pacify.
on you. All creatures (except you) and
unattended objects within this burst take force Pacifying the winds allows you to generate a
damage equal to the amount of stored damage. region of calm that consisting of every 5 ft cube
However, if this power prevents more than 5 that shares an edge or space with where the
points of damage per manifester level before it wind wall would otherwise be. These regions
discharges, the stored psychokinetic energy are treated as if their wind conditions were two
erupts immediately (requiring no action on your categories fairer than they would naturally be,
part), affecting all creatures (including you) and to a minimum of no winds. Additionally, if these
objects within a 20-ft radius. areas of calm overlap an existing wind wall or
In either case, a successful Reflex saving throw an intensifying localized windstorm, the two
reduces the damage taken by half. Once the effects cancel, letting normal wind conditions
stored psychokinetic energy is released, the prevail in the square.
power ends.
Augment: You may augment this power in At any point during the duration, you may
one or both of the following ways. extend your concentration to a full-round
1. For every 2 additional power points you action. Doing so allows you reshape the wall
spend, the damage reduction increases by 1 and into any other configuration you could have
the maximum damage that can be stored before chosen when you manifest this power, including
discharge is increased by 1 per manifester level. the choice to intensify or pacify.
2. If you spend 4 additional power points, you Augment: You may augment this power in
can control the release of energy at the end of one or more of the following ways:
the power, and may prevent it from damaging 1. If you spend 2 additional power points, the

146
Chapter 7: powers

duration increases to 1 round/level. You no subject loses the option to remain silent and
longer need to maintain concentration. You may maintains a more or less constant stream of
reshape the wall by spending a standard action swearing as long as it is awake and the power
in concentration. remains in effect. Gagging it or supernaturally
2. If you spend 2 additional power points, the silencing it still work normally.
range of this power increases to Medium (100 ft 2. If you spend 4 additional power points,
+10 ft/level). malediction extends to nonverbal means of
3. If you spend 2 additional power points, your communication including gestures, body
control over the localized windstorm increases language, writing, and telepathic
greatly. You may reshape the wall as normal or communication. The subject must make a
as an immediate action. You may also generate Concentration check to cast a spell with a
pockets of calm interspersed with pockets of somatic component; spells with both a verbal
intense winds when you shape the wall and somatic component require two separate
(effectively, this is the intensify option except rolls. Skill checks that involve these forms of
that the wall may be broken with as many 5-foot communication (such as Forgery or Perform
cubes of calm that you choose, as per the pacify [Dance]) take a penalty equal to your key ability
option). modifier. Attempting to use or direct any
language-dependent effect requires a
In addition, for every 2 power points spent Concentration check as above.
achieving any of these effects, increase the save 3. Every additional 2 power points you spend
DC by 1. (including those spent on other augments)
increases the save DC by 1.
Malediction
Telepathy (Compulsion) [Mind-Affecting] Metaconcert
Level: Psion/Wilder 4 Telepathy [Mind-Affecting, Network]
Display: Me Level: Psychic warrior 5, society mind 5,
Manifestation Time: 1 standard action telepath 5
Range: Close (25 ft + 5 ft/2 levels) Display: Vi, Me; see text
Target: 1 intelligent creature Manifesting Time: 1 minute
Duration: 1 hour/level Range: 20 ft.
Saving Throw: Will negates Effect: 20-ft.-radius emanation, centered on
Power Resistance: Yes you
Power Points: 7 Duration: 1 min./level (D)
Power Points: 9
You remove the filters of civility and decorum
from the subject's mind. His speech is peppered This is not a new power; it merely replaces the
with invectives, curses, rude noises, metaconcert power (from Chapter Five: Powers
embarrassing details from his personal life, and in the Expanded Psionics Handbook)
insults directed at those around him. The completely.
subject is only aware of what words he used
after using them, and may opt to remain silent. You link your psychic might with other psionic
creatures, creating a composite network more
The subject takes a penalty on any skill check powerful than the sum of its parts. If there are
that requires spoken language (such as Bluff or no willing, psionic creatures in the area other
Diplomacy) equal to your key ability modifier than you when you use this power, it fails.
(Intelligence for psions, Charisma for wilders). When you manifest this power, up to five
Casting spells that require verbal components is willing, psionic creatures in the area connect
possible if the subject makes a Concentration with you into a metaconcert network (a
check against the DC of this power (failure "metanetwork"), a distributed, metaphysical
means he loses the spell). If the subject uses (or analogue of a psionic manifester. Misty strands
directs) a language-dependent effect vocally, he of glowing power link the brows of each member
must make a Concentration check against the in a complex and shifting pattern, and a mental
DC of this power or have the attempt fail. image of each other member appears in the
Augment: You may augment this power in minds of everyone so linked. A number of power
one or more of the following ways: points you designate flow from each member
1. If you spend 2 additional power points, the (including yourself) into a collective pool. If a

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Untapped Potential: New Horizons in Psionics

member does not have enough power points to time, the conductor may split the incoming
contribute, he drops out of the metaconcert (see damage between himself and the three willing
below). members). Damage split this way is typeless and
empathic in nature. This splitting takes place
One individual is chosen as the metaconcert prior to the effects of other powers or abilities
conductor by mutual consent of the other that lessen damage, such as energy resistance or
members (this is usually the manifester, but the intellect fortress power. Spells and powers
doesn’t have to be). Until the power ends, this that are not subject to power resistance cannot
conductor directs the efforts of the network. have their damage or ability damage split this
Members of a metaconcert can continue to take way, though the saving throw bonus still applies.
actions of their own as normal without
disrupting the metanetwork, provided they stay Once the metanetwork forms, the members
within the area (see below). must remain within the power's area, and as a
group can move at half the slowest member's
All the powers known of each member (except speed on the conductor's turn. This counts as a
metaconcert) are available to the conductor move action for each member (that is, if the
through the metanetwork. While the conductor group moves, each member is treated as having
may still manifest his own powers as normal, he used a move action on their next turn). If a
may instead choose to manifest a power from member moves outside the area (whether
the metanetwork instead of from his own willingly or involuntarily), that individual drops
powers known. If he does so, he must use the out of the group, and the power point pool of the
power point pool of the metanetwork and may metanetwork is instantly recalculated.
not use any of his feats or class features to
modify the manifestation (although items are All members who leave before a metaconcert
permitted), but he also gains numerous benefits. ends or is dismissed reclaim a number of power
When manifesting a power from the points equal to the metanetwork's current power
metanetwork, his manifester level increases by point pool divided by the number of members.
one for each other metanetwork member (for That same number of points is removed from
instance, the normal maximum membership of the metanetwork's power point pool. If the
five members besides the conductor increases conductor drops out, the power ends. When a
the conductor's manifester level by five). If the metaconcert ends normally or is dismissed,
conductor manifests a power with an XP cost remaining power points in the pool are divided
from the metanetwork, the XP cost is divided among all the members (the conductor receives
evenly between all members (with the conductor the remainder if the points can’t be divided
taking the remainder if the cost can't be divided evenly). No creature can leave a metaconcert
evenly). It is obvious to an outsider when the with more power points than they had when
conductor manifests from the metanetwork, as they entered it -- surplus points dissipate as
arcs of light pulse between the various members harmless light radiating from the creature's
in a scintillating pattern, streaming to the eyes.
conductor as his power manifests -- this display
cannot be hidden. If a society mind manifests this power, it
benefits normally from the Spirit of Many class
The metanetwork also supports its members. feature, except that the additional augment has
Each member of the metanetwork gains a bonus no effect (as metaconcert is an emanation, not a
on saving throws made against spells or powers targeted effect).
equal to the number of other members, as the Augment: For every additional power point
metanetwork distributes incoming magical you spend, this power’s duration increases by 1
energy about its nodes. If a spell or power would minute. For every 2 additional power points
deal damage or ability damage to the conductor, spent this way, the maximum number of
he may choose to instead distribute it evenly members of the metanetwork increases by one,
between himself and all willing members. An and the range and radius of the area of effect
individual member may decline recieving increase by 5 ft.
damage this way on a case-by-case basis (for
example, if a metaconcert consists of the
conductor and four other members, one of
whom is not willing to receive damage at this

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Chapter 7: powers

Mind Switch, True that each do damage as a mundane weapon of


Telepathy [Mind-Affecting, Network] the original projectile’s type. Each mirrored
Level: Telepath 9 projectile uses the same attack roll result as the
Manifesting Time: 1 minute reflected attack to determine if they strike the
Duration: Instantaneous target or not (regardless of their enhancement
Saving Throw: Will negates; see text bonus to attack), and each projectile checks for
Power Resistance: Yes concealment individually. If applicable the
Power Points: 17, XP projectiles add the strength bonus of the
original attacker under the normal constraints
As true mind switch (from Chapter Five: Powers for the attacker’s weapon (full strength bonus
in the Expanded Psionics Handbook), except as for thrown weapons, full strength bonus up to a
noted here. certain value for composite longbows). The
reflections return to their native reality shortly
This is not a new power – it merely adds after appearing and cannot be preserved.
functionality to true mind switch as it appears in Precision damage (such as sneak attack) and
the Expanded Psionics Handbook. If you know extra damage from critical hits only apply to the
that power, you know the following first projectile fired, not to the four reflections.
augmentation. The four mirrored projectiles bypass damage
Augment: You may augment this power in reduction as though they were magic weapons.
one or both of the following ways. Augment: You may augment this power in
1. For every 2 additional power points you one or more of the following ways:
spend, this power’s save DC increases by 1. 1. By spending additional power points, you may
2. If you spend 4 additional power points, you reflect enhancement bonuses or magic abilities
instead consider your new body your “natural” of the initial projectile. For every 2 additional
body after the switch. This severs the tie power points you spend, you may bestow the
between you and your old body completely – reflections with the equivalent of an additional
either can die without causing level loss in the +1 enhancement bonus or ability priced as a +1
other. Seidmadr (see Chapter Five: Prestige bonus. Reflecting abilities that add a flat sum to
Classes) have come to call this augment “Never the price of the weapon cost 1 additional power
Look Back.” point per 5000 gp of their market price to
replicate. Like standard magical weapons, you
Mirror Shot may not add abilities to the reflection projectiles
Psychoportation unless they already have at least a +1
Level: Marksman 4, Psychic Warrior 4 enhancement bonus.
Display: Au, Vi 2. For every 4 additional power points you
Manifestation Time: 1 immediate action spend, you may create an additional projectile.
Range: Medium (100 ft + 10 ft/level) 3. If you spend 10 additional power points, you
Target: 1 projectile in flight may use this power to reflect unusually massive
Duration: Instantaneous projectiles such as siege weapons or boulders
Power Points: 7 hurdled by giants. All reflections strike the same
area, if applicable.
You draw upon your psionic might to mirror
the potential paths of a projectile into this Mnemonic Fugue
reality, psionically turning a lone arrow into an Telepathy [Mind-Affecting]
entire volley, or a thrown dagger into a deadly Level: Telepath 4
hail of knives. Display: Me
You can manifest this power with a moment’s Manifestation Time: 1 standard action
thought, quick enough to use when it is not your Range: Close (25 ft + 5 ft/2 levels)
turn. You must manifest this power in response Target: 1 living creature
to a single attack made with a ranged weapon Duration: 1 round/level
within medium range (the attacker must be Saving Throw: Will negates
within range, the target need not be) before the Power Resistance: Yes
result of the attack is determined. You cannot Power Points: 7
use this power to mirror unusually massive
projectiles such as siege weapons. The subject loses the ability to form short-term
You create four reflections of the projectile memories and for the duration of this power

149
Untapped Potential: New Horizons in Psionics

dwells only in the present. Memories of events Player’s Handbook), except as noted here.
before this power was manifested are not Augment: If you spend an additional 6 power
affected, but the subject's current span of points, you can manifest this power as a swift
awareness is on the order of 5 to 6 seconds. action.
In a combat situation the subject rolls initiative
anew each round, applying all normal modifiers, Produce Image
and is considered flat-footed until his turn. The Psychokinesis [Formbound, Light]
subject will be aware of any wounds or special Level: Psion/Wilder 3
conditions he has suffered, but will not Display: Au, Vi
remember the following round how these effects Manifestation Time: 1 standard action
came to pass. Social interaction skills used on Range: Close (25 ft + 5 ft/2 levels)
the subject may be retried if they failed earlier Duration: Concentration, up to 1 round/level
during the duration, although success at such a Saving Throw: Will disbelief; see text
skill only lasts for 1 round; and the end of that Power Resistance: Yes
time the subject forgets the interaction. The Power Points: 5
subject may attempt to plan for future rounds,
but those plans leave his head at the end of the You can manipulate light into forming a false
current round. image – specifically, the image of one imprinted
form (see the Formbound descriptor at the
The subject fights and moves normally; beginning of the chapter). The use of an imprint
opponents gain no special advantage over him negates the need for you to make skill checks to
other than his inability to remember previous replicate a given appearance – the image is,
rounds. The subject knows what spells he has visually, identical to the imprinted form, and
prepared or how many power points or spell can be directed appropriately for that form as
slots he has remaining. The subject may cast you concentrate. This image does not produce
spells and manifest powers normally provided any sound, smell, texture, temperature, or
such takes 1 standard action or less. Spells and resistance.
powers that take 1 round or more to use have a
50% chance of failure; effects that take longer to Anyone who sees this image must make a Spot
use simply cannot be used. The subject may not check against the DC of this power to realize it is
maintain concentration on a power or spell a fake. This Spot check is made with a -4 penalty
beyond one round. unless the spotter has reason to suspect that it is
false (realizing it makes no sound, for instance).
When this power expires the subject begins to Anyone who takes a full round action to
form memories normally again, but does not examine the image can retry a failed Spot check.
remember events that took place while he was If a creature directly interacts with the image
affected. Heal, limited wish and higher level (most usually touching it), it gets a Will save to
restorative effects (including psychic recognize the illusion as what it is, and if
chirurgery) can restore memory of this time successful may ignore it. A character faced with
period. incontrovertible proof that the image isn’t real
Augment: For every 2 additional power needs no saving throw or Spot check to
points you spend, the save DC increases by 1. disbelieve this effect. If any viewer successfully
disbelieves this effect and communicates this
Physical Acceleration fact to others, each such viewer gains a saving
Psychometabolism throw (and makes all subsequent Spot checks, if
Level: Egoist 3, Marksman 4, Psychic Warrior necessary) with a +4 bonus.
2 Augment: This power may be augmented in
Display: Au one or more of the following ways:
Manifestation Time: 1 standard action 1. If you spend 4 additional power points, this
Range: Personal power’s duration becomes 1 minute/level (D).
Target: You 2. If you spend 2 additional power points, this
Duration: 1 round/level power manipulates sound into producing
Power Points: Egoist 5, Marksman 7, Psychic appropriate sound effects on command in
Warrior 3 addition to the image of the imprinted form.
This makes the image more believable, but now
As the haste spell (from Chapter 11: Spells in the Listen checks can be attempted to realize the

150
Chapter 7: powers

production is a fake. Making Listen checks to looking for it. A latent programmed domination
disbelieve follows the same procedures as may be removed only with psychic chirurgery,
making a Spot check to disbelieve, as above, and reality revision, greater restoration, or wish,
at the same skill check DC. although aura alteration allows a new Will save
3. For every additional power you spend, the to negate the power.
Spot check (and Listen check, if applicable) to The subject of this power may know that a
disbelieve the production increases by 1. mental power was used, but will not know the
trigger condition, what action he has been
In addition, for every 2 power points spent to programmed to take, or even that he carries a
achieve any of these effects, increase the save latent compulsion.
DC by 1. Augment: You can augment this power in
one or more of the following ways.
Programmed Domination 1. If you spend an additional 2 power points,
Telepathy (Compulsion) [Mind-Affecting] this power can also affect an animal, fey, giant,
Level: Telepath 6 magical beast, or monstrous humanoid.
Display: Me 2. If you spend an additional 4 power points,
Manifestation Time: 1 round this power can affect an aberration, dragon,
Range: Medium (100 ft + 10ft/level) elemental, or outsider in addition to the
Target: One humanoid creature types listed above.
Duration: Special, see text. 3. If you spend 1 additional power point, the
Saving Throw: Will negates duration of this power, once active, is 1 hour. If
Power Resistance: Yes you spend an additional 2 power points the
Power Points: 11 active duration is 24 hours. If you spend an
additional 4 power points the active duration is
This power functions as psionic dominate 1 day per manifester level.
except as described here. Once manifested, the 4. If you spend an additional 2 power points, the
power lies dormant in the subject's mind until a subject does not remember the actions it took
predetermined trigger event takes place. The while actively dominated. It may not even be
trigger can be anything the subject would be aware time has passed without a cue.
capable of discerning; the passage of a certain 5. If you spend an additional 2 power points, the
amount of time, arrival at a particular place, duration of the active phase of the power does
seeing a particular person, hearing a particular not have to be continuous. The power may then
word spoken, and so on. Protection from chaos/ be activated multiple times (on different
evil/good/law (as appropriate), suppress occurrences of the trigger condition) and will
compulsion HC and similar effects will prevent a run for a set portion of its duration, or until a
programmed domination from becoming active predetermined anti-trigger event takes place.
when the trigger condition is met, but will not This augmentation is sometimes called the
remove the condition. It is possible for the “sleeper” augmentation.
subject to go its whole life without the trigger In addition, for every 2 power points spent to
condition being met. achieve any of these effects, increase the save
DC by 1. If you are using Hyperconscious:
Once this effect becomes active, the subject Explorations in Psionics by Bruce R. Cordell,
follows whatever instructions you issued when programmed domination also gains the ‘utter
the power was manifest for 1 minute per thrall’ augment for psionic dominate presented
manifester level. Unlike psionic dominate, this in that book.
power does not provide a telepathic link, so all
instructions must be set in advance, and you Prowess As One
will not know if your subject's programmed Telepathy [Mind-Affecting, Network]
domination has become active unless you use Level: Society Mind 5
other means to do so. Display: Me
Programmed domination may be dispelled or Manifestation Time: 1 standard action
removed by effects that counter compulsions Range: Close (25 ft + 5 ft/2 levels)
once it has become active, but not while latent. Target: You plus one creature
A latent programmed domination may be Duration: Concentration, up to 1 round/level
detected with mind probe, aura sight or similar Saving Throw: Will negates (harmless, see
effects, but only if the manifester is specifically text)

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Untapped Potential: New Horizons in Psionics

Power Resistance: Yes one or both of the following ways.


Power Points: 9 1. If you spend 2 additional power points, you
may choose a second type of check to which the
This power links the fighting prowess of one to penalty applies.
another. Treat all targets of this power in all 2. For every 2 additional power points you
ways as if they have a base attack bonus equal to spend, the penalty increases by 1. For every two
the highest base attack bonus amongst all points the penalty increases, the penalty on a
willing targets affected (this can grant successful Will save increases by 1.
additional attacks per round as usual for a high
base attack bonus). In addition, for every 2 power points spent to
achieve either of these results, increase the save
Temporary effects that alter base attack bonus DC by 1.
(such as, divine power) are ignored by this
power. While subjects still gain the benefits of Psychic Tracking
both effects, prowess as one only deals with Clairsentience
their regular base attack bonus before other Level: Seer 1
temporary effects are applied. Display: Au
Augment: You may augment this power in Manifesting Time: 1 standard action
one or both of the following ways. Range: Personal
1. For every 3 additional power points you Target: You
spend, you can share one of the target's weapon Duration: 1 hour/level (D)
proficiencies with every other willing target. Power Points: 1
2. If you spend 4 additional power points, you
can instead share the lowest base attack Feared by all thinking beings who wish to
amongst any targets you choose instead of the remain hidden, this power enables you to track
highest. This can cause a loss of melee attacks or an intelligent creature by the mental
deny use of feats or class abilities. If a recipient's “footprints” left behind by its thoughts. You can
base attack bonus would be lowered through the only track creatures with an Intelligence score of
use of this power, they may attempt a Will 3 or greater. Pass without trace and similar
saving throw each round to ignore its effects. effects provide no protection from this power;
however, creatures immune to mind-affecting
Psychic Interference effects leave no perceptible psychic tracks, and
Telepathy [Mind-Affecting, Network] cannot be followed this way.
Level: Society Mind 2 Finding psychic tracks or following them for 1
Display: Me mile requires a Psicraft check (DC 20). Every
Manifestation Time: 1 standard action time the tracks become difficult to follow (such
Range: Close (25 ft + 5 ft/2 levels) as when they intersect with other psychic tracks,
Target: One creature Psicraft DC
Duration: Concentration, up to 1 min/level Condition modifier
Saving Throw: Will partial (see text) Every three intelligent creatures in -1
Power Resistance: Yes the group
Power Points: 3 Every 12 hours since the trail was +1
made
You form a mental bond with one creature Tracked party using conceal +10
within range and use that bond to force minor thoughts
hallucinations into the target's mind, hindering
them in several potential ways. enter an area of heavy traffic such as a market,
or backtrack and diverge), you must make
Targets of this power suffer a -2 penalty on one another check. If you fail a Psicraft check, you
of the following for the duration of the power: can retry after 1 hour (high traffic) or 10
- Attack rolls minutes (low traffic) of meditation.
- Saving throws
- Ability checks and skill checks While tracking, you may move at half your
Targets that succeed a Will save only take a -1 normal speed. If you accept a -5 penalty on your
penalty. Psicraft check, you may move up to your normal
Augment: You may augment this power in speed, and if you accept a -20 penalty you can

152
Chapter 7: powers

move up to twice your speed. Other modifiers attacker itself if making a melee attack with an
apply to this check as specified below. unarmed strike or natural weapon) suffers 2d6
Augment: For every additional power point points of slashing damage regardless of the
you spend, you gain a +2 bonus on Psicraft attack’s success or failure. Hardness and
checks made this way. damage reduction may reduce this damage (an
exception to the standard rule regarding
Rending Rift damage reduction and powers: rending rift
Psychoportation (Teleportation) counts as a magic slashing weapon for the
Level: Nomad 4 purposes of damage reduction).
Display: Au, Vi Augment: You can augment this power in or
Manifestation Time: 1 standard action both of the following ways.
Range: Personal 1. For every 2 additional power points you
Target: You spend, increase the damage dealt by one die
Duration: 1 round/level (D) (d6).
Save: None 2. If you spend 6 additional power points, you
Power Resistance: No can manifest this power as an immediate action.
Power Points: 7
Sense As One
You force numerous chaotic fissures in the Telepathy [Mind-Affecting, Network]
fabric of reality around you, creating a swirling Level: Society Mind 2
maelstrom that disperses any matter passing Display: Me
through it in space and time. This storm of Manifestation Time: 1 standard action
fissures moves with you and proves hostile to Range: Close (25 ft + 5ft/2 levels)
those who would attack you. Target: One willing creature other than you
Duration: Concentration, up to 1 round/level
Any attacks made against you suffer a 50% miss Saving Throw: Will negates (harmless)
chance, and the attacker’s weapon (or the Power Resistance: Yes (harmless)
Power Points: 3

You form a mental bond with one creature


within range, giving them the ability to 'borrow'
your perception and use that information to
direct their movements.

You may choose to direct the target either


offensively, alerting them to weaknesses in their
opponent's defenses, or defensively, alerting
Illustration by Kevin Miller

them to incoming attacks. You may change


whether you are directing offensively or
defensively once per round as a free action.
While being directed offensively, the subject
gains a +1 insight bonus on attack rolls and
damage rolls. While being directed defensively,
the subject receives a +1 insight bonus on armor
class and saving throws.
Augment: For every 3 additional power
points you spend, increase the insight bonus by
1.

Skeletal Eruption
Psychokinesis
Level: Kineticist 3
Display: Au, Ol
Manifestation Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Target: One creature with a skeletal system
A wilder taunts his opponents from
within the safety of a rending rift

153
Untapped Potential: New Horizons in Psionics

Duration: Instantaneous spend, the maximum ranks you can share


Saving Throw: Fortitude half or Reflex half increases by 5 ranks.
(see text) 3. If you spend 2 additional power points, this
Power Resistance: Yes power can affect an unwilling target, and the
Power Points: 5 power's saving throw becomes “Will negates
(harmless)”. Unwilling targets do not gain the
You charge the target's skeletal structure with a benefit of increased skill ranks, although their
lethal vibration, damaging the target and skill ranks may be shared with willing targets.
potentially causing its bones to explode. The
target takes 3d6 points of damage and 2 points Strike As One
of Strength damage (a successful Fortitude Telepathy [Mind-Affecting, Network]
saving throw reduces both by half). If this Level: Society Mind 3
damage reduces the target’s Strength to 0, it Display: Me
takes an additional 2d6 points of damage and Manifestation Time: 1 standard action
falls prone as its body is unable to support itself. Range: Close (25 ft + 5ft/2 levels)
If the total damage inflicted reduces the target Target: You and one willing creature
to -10 hit points, the target's body explodes as Duration: Concentration, up to 1 round/level
the bones turn to shrapnel, dealing half the Saving Throw: None (harmless)
damage the target took in a 5 ft burst around the Power Resistance: Yes (harmless)
target (a successful Reflex save reduces this Power Points: 5
damage by half). A creature that dies from
skeletal eruption can be resurrected, but not You form a mental bond with a creature within
raised. range and use that bond to coordinate your
Augment: For every 2 additional power attacks to throw your foes off balance.
points you spend, this power's damage increases Any time a target of this power makes an
by one die (d6) and the save DC increases by 1. attack against a creature that is threatened by
For each extra two dice of damage, the Strength another target of this power, that creature is
damage increases by 2. considered flanked. If that creature would
already be considered flanked, the bonus on the
Skills As One attack roll from flanking improves to +4.
Telepathy [Mind-Affecting, Network] All targets gain some measure of awareness
Level: Society Mind 1 from other targets, guarding each other from
Display: Me external threats. If any target is aware of danger,
Manifestation Time: 1 standard action all targets are. No target may be flat-footed or
Range: Close (25 ft + 5 ft/2 levels) flanked unless all targets are.
Target: You plus one willing creature
Duration: Concentration, up to 1 min/level Technique As One
Saving Throw: None (see text) Telepathy [Mind-Affecting, Network]
Power Resistance: Yes Level: Society Mind 7
Power Points: 1 Display: Me
Manifestation Time: 1 standard action
When manifesting this power, you must choose Range: Close (25 ft + 5 ft/2 levels)
one skill. If your rank in that skill is higher, the Target: You plus one willing creature
target uses your ranks in place of his own ranks Duration: Concentration, up to 1 round/level
(maximum 5 ranks), and vice versa. If a target’s Saving Throw: Will negates (harmless, see
skill ranks are replaced by this power, they are text)
treated as though they actually had the shared Power Resistance: Yes
ranks in the skill for all purposes (including Power Points: 13
synergy bonuses and the use of trained-only
skills). When you manifest this power, pick one feat
Augment: You can augment this power in that either you or the target has. This feat
one or more of the following ways. cannot be one restricted to first-level characters,
1. For every 2 additional power points you nor can it have a racial prerequisite. All willing
spend, you can choose an additional skill to targets of this power gain this feat for the
share. Compare each skill individually. duration of the power, although they must meet
2. For every 2 additional power points you all prerequisites of that feat to gain its benefits.

154
Chapter 7: powers

Feats that directly modify hit points, power Duration: Instantaneous


points, or spells per day cannot be chosen this Saving Throw: None (See text)
way. If a feat requires a specific choice, that Power Resistance: No
choice is also shared. Power Points: 5
This power does not grant you any special
knowledge of the target's feats (though it is All supernatural effects affecting the targeted
generally assumed that a willing target has filled creature or object are shifted into a different
you in on them beforehand). If your target does timeframe. The ongoing effects of all powers
not actually have the feat you named, then the and spells currently active on the target
power fails. (regardless of their original source) run at an
Augment: You can augment this power in accelerated rate: each round counts as two
one or more of the following ways. against their remaining durations. A power or
1. For every 2 additional power points you spell effect reduced to less than 1 round ends
spend, you may share an additional feat from immediately.
the same target. These feats can serve as Effects sustained by the target’s concentration,
prerequisites for other shared feats. even if they target an unaffected creature, are
2. If you spend 2 additional power points, the subject to this power normally. For example, if a
power can affect unwilling targets. Unwilling creature is concentrating on matter agitation
targets may attempt a Will saving throw each and is subject to this power, each round counts
round to negate the effects of this power – and if as two for his matter agitation, even though he
successful, any feats borrowed from them fade is undoubtedly using it on a different target
from the other targets until the start of the (which may not be affected).
unwilling target’s next action. Effects on the target sustained by a different
creature’s concentration (such as several society
Telepathic Threat mind powers) may be unaffected if they
Telepathy [Mind-Affecting] originate from an unaffected target. The
Level: Psychic Warrior 1 creature sustaining the effect must make a Will
Display: Au saving throw for each effect it sustains on the
Manifestation Time: 1 standard action target. If successful, that effect is unaffected by
Range: Close (25 ft + 5ft/2 levels) temporal dissociation.
Target: 1 creature Augment: For every 2 additional power
Duration: 1 round per level points you spend, each round counts as an
Saving Throw: Will negates additional round – 7 power points (total) makes
Power Resistance: Yes each round count as three, 9 makes each count
Power Points: 1 as four, and so on.

You telepathically convince a foe that he is being The Arrow Knows the Way
attacked by more creatures and from more Psychoportation
angles than he really is. If the subject fails their Level: Marksman 3, Psychic Warrior 4
saving throw they are considered flanked Display: Vi
against any attack, regardless of whether or not Manifestation Time: 1 standard action
he is actually threatened. Such attacks gain the Range: Personal
usual +2 bonus for flanking a target. Target: You
Augment: For every 4 additional power Duration: 1 round/level
points you spend, this power may affect an Power Points: Marksman 5, Psychic Warrior 7
additional target within range and the save DC
increases by 2. Your ranged attacks may follow a path you
imagine instead of the path that physical laws
Temporal Dissociation would dictate. You ignore range increment
Psychoportation penalties, and bonuses to Armor Class from
Level: Nomad 3 cover, although total cover still blocks the
Display: Vi attack.
Manifestation Time: 1 standard action Augment: You may augment this power in
Range: Medium (100 ft + 10ft/level) one or both of the following ways:
Target: One creature or object OR all creatures 1. If you spend 3 additional power points, your
and objects within a 20 ft radius burst ranged attacks ignore concealment (but not

155
Untapped Potential: New Horizons in Psionics

total concealment). If you instead spend 6 stable, on its edge


additional power points, your ranged attacks - Getting a javelin to slalom around trees
ignore all miss chances, including those from between you and your target
total concealment and the dreamborn HC - Directing the tiny bead of an
subtype (although you still must target the undetonated fireball to fly a “figure eight”
correct square for an invisible target). around its target’s feet
2. For every 3 additional power points you - Allowing a dagger, despite being pointy,
spend, your range increment and corresponding to bounce off of the ground between a
maximum range with ranged attacks and your creature's legs and continue (unhindered)
range for spells and powers that require a to its actual target behind him
ranged touch attack increase by 10 feet. Additional trick shots beyond this list are
possible.
Trick Shot In short, the most powerful combat use of this
Psychoportation power should be to avoid small obstacles (GM's
Level: Marksman 1, Nomad 1 call on what actually is an "obstacle"; trick shot
Display: Me should not be a single answer against cover
Manifestation Time: 1 immediate action unless the trick is relatively simple and the
Range: Close (25 ft + 5ft/2 levels) target doesn't have total cover). It is more
Target: One Tiny or smaller object in motion frequently used, however, to show off outside of
Duration: 1 round or until discharged combat (one can usually figure out if a trick shot
Power Points: 1 has been performed in the area by listening for
cries of "That's not possible!"). Trick shot can
By altering the levels of probability surrounding be used to shoot around corners, although
a small object in motion, you can 'trick' it into without other means of sensing targets, this is
performing seemingly impossible maneuvers. effectively shooting blind.
While this ability has no direct influence on an Augment: You may augment this power in
attack roll, it can nevertheless make a certain one or more of the following ways.
outcome possible in the first place. 1. Each additional power point spent allows you
to affect one additional object before the power
Until the beginning of your next turn, you may ends.
make one Tiny or smaller moving object 2. For every 2 additional power points you
perform a 'trick shot' -- a stunt that you describe spend, the size of an object you can affect with
-- so long as it is not moving under its own this power increases one step.
power (thrown objects or fired projectiles are 3. For every additional power point you spend,
not moving under their own power, while an the power's duration extends 1 round. The
insect or a flying psicrystal are). So long as the number of objects you can alter this way
stunt can be succinctly described in ten words remains unchanged, and the power still ends
or less, it occurs, no matter how unlikely this is - when these run out.
- no rolls, no checks, no questions. This trick
shot has no influence on attack or damage rolls Additionally, every additional power point spent
at all, although the effect itself may allow an to achieve any of these effects allows for your
attack to occur. trick shots to be described in sentences of up to
one word longer.
Example trick shots include the following
(which are descriptive and of varying Unearthly Terror
complexity; the sentences used in manifesting Telepath [Mind-Affecting, Network, Fear]
are shorter): Level: Psion/Wilder 1, Society Mind 1
- Shooting an arrow through the sockets Display: Me
of twelve axe heads between you and your Manifestation Time: 1 standard action
target Range: Close (25 ft + 5ft/2 levels)
- Bouncing a billiard ball off of nine Target: One creature
different fixtures (including your friend's Duration: Concentration, up to 1 round/level
breastplate) before sinking in a pocket Saving Throw: Will negates or Will partial
- Having a crossbow bolt “loop the loop” (see text)
before impacting normally Power Resistance: Yes
- Forcing a tossed coin to land, perfectly Power Points: 1

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Chapter 7: powers

Will save (with his normal Will saving throw


You form a mental bond between yourself and modifier) every round to ignore the effects of
an enemy, and use that bond to bombard their this power for that round.
mind with horrifying images and incite fear. Augment: You can augment this power in
Targets of this power who fail their saving one or more of the following ways.
throws are shaken for the duration of the power. 1. If you spend 2 additional power points, you
This power cannot affect any creature whose hit may choose a second kind of saving throw to
dice exceed your manifester level. share. If you spend 6 additional power points,
This power is most commonly employed as a you may choose to share all three kinds of saves
form of torture, using it repeatedly to wear away with all targets. Compare each new save
the mental defenses of those they wish to individually with each target's original, and use
extract information from. It is also a defining the favorable choice for the version of the power
feature of the nameless fear (see chapter 9), and you are using.
rumors persist that it first appeared in 2. For every 4 additional power points you
dreamscarred wilders. spend, you may also select one class feature
Augment: You may augment this power in belonging to you or a target that directly
one or both of the following ways. modifies the saving throw(s) you share, either
1. If you spend 4 additional power points, by providing a bonus or by altering the effects of
creatures that fail their save become frightened successful and/or failed saves. Example class
for the duration and those that succeed are features include Evasion and Improved Evasion,
considered shaken. If you spend 8 additional Still Mind, Divine Grace, and Slippery Mind.
power points, creatures that fail their saves The GM may allow additional abilities at his
become panicked for the duration, and those discretion. You may effectively grant this class
that succeed are shaken. feature to any or all willing targets of your
2. Every 2 additional power points you spend choice; treat them as if they actually had the
(including those spent on other augments) class feature in question, with one exception: if
increases the save DC by 1. a class feature has additional benefits besides
directly modifying the saving throw (such as
Withstand As One fear immunity from Aura of Courage), then they
Telepathy [Mind-Affecting, Network] are not included.
Level: Society Mind 3 In addition, for every 2 power points spent to
Display: Me achieve either of these effects, the save DC
Manifestation Time: 1 standard action increases by 1.
Range: Close (25 ft + 5 ft/2 levels)
Target: You plus one other creature Zealous Fury
Duration: Concentration, up to 1 round/level Psychometabolism
Saving Throw: Will negates (harmless, see Level: Marksman 4, Psychic Warrior 4
text) Display: Me, Au
Power Resistance: Yes Manifestation Time: 1 swift action
Power Points: 5 Range: Personal
Target: You
When manifesting this power, you must choose Duration: 1 round
one kind of saving throw: Fortitude, Reflex, or Saving Throw: None
Will. For the duration of the power, all willing Power Resistance: No
targets share the highest base bonus to that that Power Points: 7
save. This only includes bonus to saves from hit
dice (including racial hit dice and class levels), You gain a +5 bonus on your attack rolls. This
not any bonuses from ability scores, racial cannot raise your attack bonus beyond your
traits, class features, temporary effects such as highest attack bonus. For example, a character
powers, spells, and items, or such. You and all with a base attack bonus of +11 under the effects
willing targets may use the highest save between of this power would make full attacks at +11/
you in place of their original values. +11/+6 instead of +11/+6/+1, before accounting
Alternatively, you may force all targets to use for other modifiers.
the lowest save bonus between you in place of Augment: You may augment this power in
their original base save. If this decreases the one or both of the following ways:
target's bonus, then the target may attempt a 1. If you spend an additional 5 power points, the

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Untapped Potential: New Horizons in Psionics

bonus increases to +10. If you spend 10


additional power points, the bonus increases to
+15.
2. For every 4 additional power points you
spend, the duration increases by 1 round.

158
Items

Chapter Eight: Psionic Items


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

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Untapped Potential: New Horizons in Psionics

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

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Chapter 8: Items

Faint psychometabolism; ML 6th; Craft the impression crystal (and losing access to it
Crystalic, claws of the beast; Price 750 gp; yourself except through the crystal). You may
Weight – flush any number of forms from an impression
crystal to make room for new forms as a
Focus Crystals standard action. An attuned owner can identify
Focus crystals include cognizance crystals, a form stored in an impression crystal with a
impression crystals, and mindstones. These Psicraft check (DC 10 + the form’s HD), similar
gems appear almost entirely identical, and serve to identifying a power in a power stone.
as a special focus when manifesting powers, Construction: The market price of
providing some additional benefit. While they impression crystals with no forms stored within
take time to attune to the bearer, they can also be is 2000 gp times the maximum number of forms
customized by their owners on the fly, rather the crystal will hold (so an impression crystal
than during creation, to the limit of their original holding 5 forms costs 10,000 gp). Costs for
construction. All are created using the Craft crystals containing forms vary greatly based
Cognizance Crystal feat (which might be more upon the particular form or forms in question,
properly named “Craft Focus Crystal”). and prices must be negotiated individually (if
such a crystal is even available for sale)
Spellcasters make frequent use of these stones,
Impression Crystals
and may have also discovered their own ways of
Impression crystals are modified cognizance
making them.
crystals which can store additional imprints for
Faint to strong psychokinesis; ML equal to
use with Formbound effects (see the Formbound
maximum number of forms; Craft Cognizance
descriptor in Chapter 7: Powers).
Crystal; Price: see above Weight 1 lb.
Physical Description: An impression
crystal consists of a core crystal and one or two
smaller crystals positioned around it on strands Mindstones
of steel wire. Once an impression crystal A mindstone is in many ways the fusion of a
contains a form, it gives off a faint glow. A typical power stone, an ioun stone, and a cognizance
impression crystal has the same physical crystal. It stores a particular power, which a
statistics as a cognizance crystal. psionic manifester may later call upon as if he
Activation: The user must merely hold or knew the power.
have an impression crystal on her person for a Physical Description: A mindstone is
period of at least 10 minutes (which is long indistinguishable physically from an impression
enough to attune herself to the crystal). After she crystal, except that traditionally it is made of
is attuned to the crystal, she can use it during opaque stones such as opal, turquoise, and
any Formbound effect to generate a temporary obsidian, and typically no smaller stones are
imprint of any form it stores, much like she included. These stones do not shed light except
would from touching another creature, and when used. It has the same physical statistics as
following all the same rules. If her form changes a cognizance crystal.
as a result of the effect, the impression crystal Activation: The user must merely hold or
which provided that imprint is automatically have a mindstone on his person for a period of at
absorbed into the new form, and returns to her least 10 minutes (which is long enough to attune
hand when she returns to her normal form. You the user to the crystal). After he has attuned to
cannot generate a permanent imprint from an the crystal, the user who holds a mindstone in
impression crystal, although it may be used to his hand may cause it to orbit his head as if it
generate a temporary imprint any number of were an ioun stone. He may manifest the power
times. stored within any orbiting mindstone as if he
The maximum number of forms an impression knew the power, provided the power is on his
crystal can store is set during creation; it can class list and he is capable of manifesting powers
never hold more imprinted forms than this limit. of that level. Unlike most psionic items, the
An attuned wielder knows how many forms manifester uses his own power points,
remain to be imprinted. When an impression manifester level, and key ability score when
crystal contains no forms, the glow of the crystal manifesting from a mindstone. Using a power
dies until new forms are imprinted. from a mindstone is limited, however – a
To add an imprint to an impression crystal, manifester uses his own manifester level or the
you must hold the crystal and release a form you power point limit of the stone, whichever is
have imprinted, thereby passing the form into lower, to determine how many power points he
can spend on the power.

161
Untapped Potential: New Horizons in Psionics

A mindstone can hold any power with a power in detail on page 169 of the Expanded Psionics
point cost equal to or lower than its power point Handbook, although some powers come from
limit, which is set during creation. For instance, this book.
a mindstone with a limit of 7 power points could
hold the knowledge of any power of 4th level or Psicrown of the Archer's Gambit
lower, but the greatest number of power points Favored by marksmen and archery-inclined
that even the most powerful of manifesters could psychic warriors or nomads, this simple band
spend manifesting the power from it would be 7. provides insight into ranged combat, and
Storing a power within a blank mindstone rewards what would otherwise be terribly risky
requires a manifester to “lock” one of his powers maneuvers. The psicrown of the archer’s gambit
known as unavailable for 24 hours, during which is nothing more than a simple, light steel band. It
time he cannot manifest it (he is treated as not holds 400 power points when first created and
knowing that power for this duration). During allows the use of the following powers:
those 24 hours, the blank mindstone must orbit Mirror shot UT
his head continuously, drawing upon his Precognition, offensive
sequestered psionic energy. At the end of this Prescience, offensive
time, the power returns to his mind, and the The arrow knows the way UT
mindstone is successfully attuned and is ready Trick shot UT
for use. If the manifester wishes, he may Moderate clairsentience and psychoportation,
interrupt the attunement process by snatching ML 8; Craft Psicrown, mirror shot, precognition,
the orbiting stone prematurely, which instantly offensive, prescience, offensive, the arrow
restores his ability to manifest the power in knows the way, trick shot, Price 25,500 gp,
question (although any time spent orbiting is weight ½ lb.
wasted; the stone must be attuned anew).
Flushing a mindstone takes 10 minutes of Psicrown of the Cautious Bowman
continuous meditation. At the end of this time, Those who choose ranged combat over melee
the mindstone returns to its blank state, and skirmishes tend to place great value on their own
another power can be stored within. An attuned safety. It’s no small wonder that psicrowns like
wielder knows if a crystal contains a power, this one are immensely popular among such
although he must address the mindstone (as if it adventurers. A psicrown of the cautious
were a power stone) before he can attempt to bowman appears as a series of interlocking
identify an unknown power within using Psicraft. plates of wood and iron that form a headband
Construction: The market price for a blank resembling a fortress wall all around the wearer's
mindstone depends on its power point limit, skull, complete with ramparts and arrow slits. It
which is always an odd number and is never has 400 power points when first created and
higher than 17. The formula is identical to that of allows the use of the following powers.
a cognizance crystal: determine the highest-level Foxhole UT
power that could be manifest by spending a Levitate, psionic
number of points equal to its limit, square this Localized windstorm UT
number, and multiply by 1,000 gp. For Moderate psychokinesis, ML 8th; Craft
mindstones with powers stored within, the price Psicrown, foxhole, psionic levitate, localized
fluctuates wildly and must be individually windstorm. Price 15,000 gp, weight ½ lb.
negotiated (if such an item is even available).
Faint to strong psychokinesis; ML equal to Psicrown of the Challenger
power point limit, Craft Cognizance Crystal; A psicrown of the challenger is an excellent
Price: see above Weight 1 lb. secondary weapon of any psychic warrior who
wishes to face their foes in single combat.
Psicrowns Containing powers relating to single combat, it
A psicrown stores multiple related psionic can force a single strong foe to challenge the
powers and a reserve of power points with which wearer, tips the scales toward the wearer, and
to use them. A psicrown’s user may use the enables spectacular finishing strikes. It appears
manifester level of the crown or his own as a strip of leather studded with spikes, as a
manifester level when using these powers, dog's collar - except rather than metal, these
although it always draws upon its own power spikes are made of crystals in alternating colors.
point reserve and cannot be recharged from the A psicrown of the challenger has 550 power
wearer’s power points. Psicrowns are described points when first created and allows the use of

162
Chapter 8: Items

the following powers. Everyman UT


Animal affinity Moderate psychometabolism, ML 9th; Craft
Dispatch UT Psicrown, assume ability, assume form,
Dueling ground UT everyman, price 27,844 gp, weight ½ lb.
Physical acceleration UT
Moderate psychoportation and Psicrown of the Nightmare Denied
psychometabolism, ML 11; Craft Psicrown, The psicrown of the nightmare denied is a
animal affinity, dispatch, dueling ground, potent weapon used by the foes of the Nameless
physical acceleration. Price 44,344 gp, weight ½ Fear to protect the dreams and thoughts of
lb. themselves and those close to them. It is usually
made from precious metals and silk, and is
Psicrown of the Collective shaped to form two hands holding a shield over
The psicrown of the collective (sometimes the forehead of the wearer. A psicrown of the
referred to by its more proper name, the nightmare denied has 750 power points and
psicrown of shared will) facilitates a society allows the use of the following powers.
mind's ability to make a party function at its Empathic adaptation UT
best. It comes in two types, the greater and lesser Guarded sleep UT
versions, although both take are constructed Mind blank, psionic
from a variety of materials - crystals, ectoplasm, Strong telepathy, ML 15; Craft Psicrown,
various types of stone and even wood. Despite guarded sleep, insulate mind, psionic mind
the medley, all fragments are organized and fit blank, price 66,094 gp, weight ½ lb.
into each other in a well crafted pattern.
The lesser version of this psicrown is intended
to train aspiring society minds. It has 400 power
points and allows the use of the following
powers.
Sense as one UT
Skills as one UT
Strike as one UT
Withstand as one UT

Illustration by Kevin Miller


The greater version of this psicrown has 750
power points. In addition to the powers of the
lesser version, it also allows the use of the
following powers.
Ability as one UT
Prowess as one UT
Technique as one UT
Lesser: moderate telepathy, ML 8; Craft
Psicrown, sense as one, skills as one, strike as
one, withstand as one, price 21,754 gp, weight ½
lb.
Greater: strong telepathy, ML 15; Craft Psicrown,
ability as one, prowess of one, sense as one,
skills as one, strike as one, technique as one,
withstand as one, price 122,367 gp, weight ½ lb.

Psicrown of the Manyfaced


The manyfaced psicrown allows the user to
Psicrowns, clockwise from upper-left:
imitate the appearance and physiology of others.
archer's gambit, cautious bowman,
It is made of pale marble-colored clay, and its
manyfaced, nightmare denied, challenger
shape seems to shift slightly whenever the
powers within are used. This psicrown has 450
power points and allows the use of the following
powers.
Assume ability UT
Assume form UT

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Untapped Potential: New Horizons in Psionics

New Universal Items takes to create, graft, or remove the crystalic.


‘Universal items’ is a catchall term for psionic Faint metacreativity; ML 12th; Craft Universal
items made from the Craft Universal Item feat. Item, Craft Crystalic; Price 2,500 gp; Weight --.
While some universal items fit into a subcategory
(such as psychoactive skins), most do not. Headband of the Great Village: This simple
leather headband is adorned with markings
Ferroplasmic Skin: A ferroplasmic skin is, depicting hundreds of people holding hands.
essentially, a psychoactive skin formed of an This headband allows the wearer to mindlink
alloy of ectoplasm and ferroplasm (see below). It herself with one or more willing creatures within
follows all the general guidelines for 30 ft as a standard action. The mindlink persists
psychoactive skins (see page 175 of the Expanded as long as the wearer concentrates and can be
Psionics Handbook), although unlike most used at will, although the maximum number of
psychoactive skins the wearer must be psionic to creatures the wearer can be linked to is limited
gain access to its benefits. Like armor made of by the strength of the band. More powerful
ferroplasm, a ferroplasmic skin hardens when versions of this headband allow you to connect to
surrounded by psychic energy. The wearer of a more creatures.
ferroplasmic skin is considered to be wearing If worn by a creature with the worldthought
light armor for the purposes of class features, network class feature, the wearer may also
and can channel power points into the skin and connect this same number of additional
benefit as if it were light armor (although the creatures in their network, beyond their normal
skin can be worn with normal armor, which limit.
encumbers you as normal). Additionally, while Faint telepathy; ML 12th, Craft Universal Item;
the wearer is psionically focused, he may will the worldthought network class feature; 3,000 gp (1
ferroplasmic skin to shape part of itself into the creature), 12,000 gp (2 creatures), 27,000 gp (3
form of any weapon he could proficiently wield creatures), Weight ½ lb.
in one hand. Treat this in all regards as a
mundane ferroplasmic weapon (including the Psicrystal Binder: This metallic needle comes
ability to channel power points into it) that is with a harness and is attached to the underside
under the effect of a graft weapon power. The of a psicrystal, where it resides in a sheath. The
weapon lasts until the wearer wishes it, although psicrystal may, as a standard action, extend the
only one such weapon can be in effect at any needle into the form of a construct, either crafted
given time. If this weapon is destroyed, the or summoned, that its master controls. Once
wearer does not lose Constitution, although the this is done, the psicrystal binds with the
skin must be repaired before it can function construct and is enveloped inside the construct’s
again. form.
While the wearer is capable of forming a mind Once bound, the psicrystal takes full control
blade, the weaponry generated by a ferroplasmic over the construct, including directing its attacks
skin can benefit from any feat or class feature the and movement. The owner of the construct can
wearer possesses that can only be used with a no longer direct the construct as he or she could
mind blade (including charging it with psychic before, though the psicrystal’s master can order
strikes), except that it cannot be thrown or used the psicrystal to do so. Exactly how it complies,
in a bladewind. The weapon in this case has the however, is subject to the psicrystal's personality.
same enhancement bonus and special ability The construct maintains its normal physical
configuration as the wearer’s mind blade, if any. attributes, including its base attack bonus, but
Strong psychometabolism; ML 15th; Craft gains the psicrystal’s mental attributes. The
Universal Item, call weaponry, graft weapon; psicrystal may use both the construct's senses
Price 30,000 gp, weight -- and its own Sighted ability when bound. If the
construct used is being maintained by a psionic
Grafting Needle: This larger than normal effect (such as astral construct), while the
needle is crafted of the finest metal. A crystalic construct and psicrystal are bound, the
maker with the Craft Crystalic feat can use this construct’s duration increases to 1 hour / level
specialized needle to create the grafts more easily (measured from its initial appearance), but once
than normal. As long as the needle is used the crystal is removed, it immediately dissipates.
throughout the entire crystalic creation process, If the construct is destroyed while the psicrystal
the gold piece cost of the crystalic is reduced by is melded to it, the needle is also destroyed and
10%. This does not alter the amount of time it the psicrystal released into the same square the

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Chapter 8: Items

construct had occupied. created of ferroplasm: by expending 1 power


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

165
Untapped Potential: New Horizons in Psionics

166
Monsters

Chapter Nine: Monsters


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

167
Untapped Potential: New Horizons in Psionics

Astral Juggernaut
Illustration by J.R Dart

shape its appearance just as he could with an be targeted by melee or ranged attacks (the
astral construct (see page 185 of the Expanded space is completely contained giving him total
Psionics Handbook). cover), he is still vulnerable should the
An astral juggernaut is usually 50 feet tall and juggernaut be destroyed. Should the juggernaut
weighs 30,000 pounds. reach 0 hit points while the creator is inside, he
takes 10d6 points of damage. If the juggernaut
COMBAT dissipates or is destroyed while the creator is
Astral juggernauts act as directed by their inside, he may appear in any space the
creators. juggernaut occupied of his choice.
Carry Master (Ex): The creator of an astral The creator cannot be targeted or affected by
juggernaut can enter a space within the powers or spells normally while inside the
juggernaut, from where he can find protection juggernaut, although powers enhanced with the
and grant the juggernaut a number of benefits. Burrowing Power metapsionic feat can pass
The creator must be able to touch the through the juggernaut to affect the creator
juggernaut. Entering or exiting the juggernaut is inside. Likewise, the creator cannot affect
a full round action for the creator. Only the targets outside of the juggernaut without use of
manifester who created the astral juggernaut the Burrowing Power metapsionic feat. The
can enter the juggernaut in this way. creator can use the juggernaut to deliver powers
Once inside the juggernaut, the creator is stored with a range of ‘Touch’, though. To do this, the
in a special compartment, and cannot move astral juggernaut must either spend a standard
around inside the construct. He can breathe action (in addition to the actions the creator
normally while inside, and can see and hear took to manifest the power) to touch the target,
anything the juggernaut can (this includes the or deliver the power through one of its natural
juggernaut’s darkvision and low-light vision). attacks.
While carrying its master, the juggernaut uses Ectokinetics (Su): If inside an astral
its own saving throws or those of its master, juggernaut (see Carry Master, above), the
whichever is higher. While the creator cannot creator can expend psionic power to make the

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Chapter 9: Monsters

juggernaut more powerful or activate special HD construct and targeting three creatures, the
abilities. Enhancing the juggernaut in any of the creator could choose to deal 8d10 damage to all
following ways is a full round action for the three, or 7d10 to two targets and 10d10 to the
creator. The creator’s may spend power points third, or any other combination adding up to no
on one or more than one ectokinetics option per more than 24d10 damage. The creator must
round, but the total cost may not exceed the decide how the damage is to be divided before
creator’s manifester level. making the ranged touch attack rolls.
Metaphysical Slam: The creator channels Construct Traits: An astral juggernaut has
power into the juggernaut’s natural weapons. immunity to poison, sleep effects, paralysis,
The astral juggernaut’s natural weapon attacks stunning, disease, death effects, necromancy
gain a +1 enhancement bonus to attack and effects, mind-affecting effects (charms,
damage rolls for every 4 Hit Dice it possesses. compulsions, phantasms, patterns, and morale
This effect lasts as long as the juggernaut does effects), and any effect that requires a Fortitude
and costs the creator 7 power points. save unless it also works on objects or is
Metaphysical Defense: The creator channels harmless. It is not subject to critical hits, non-
power into the juggernaut’s psionic defense lethal damage, ability damage, ability drain,
systems. The astral juggernaut gains a +1 insight fatigue, exhaustion, or energy drain. It cannot
bonus to AC and all its saving throws for every 4 heal damage, but it can be repaired.
Hit Dice it possesses. This effect lasts as long as
the juggernaut does and costs the creator 7 CREATING AN ASTRAL
power points. JUGGERNAUT
Rapid Repair: The creator channels power Creating an astral juggernaut is very similar to
into repairing damage the juggernaut has creating an astral construct – including selecting
sustained. The astral juggernaut is healed 10 menu choices when manifesting the astral
points of damage for every power point the juggernaut power. See page 185 of the Expanded
creator spends. Psionics Handbook for more information. An
Master’s Enhancements: The creator opens up astral juggernaut has three abilities of the
the juggernaut’s hidden abilities. The astral manifester’s choice from Astral Construct Menu
juggernaut gains a bonus feat from the following C, which can each (as usual) be swapped for two
list even if it does not meet the prerequisites: Menu B options, which can in turn each be
Ability Focus, Awesome Blow, Empower Spell- swapped for two Menu A options at the
Like Ability, Quicken Spell-Like Ability, Stand manifester’s choice.
Still (Expanded Psionics Handbook page 51). An astral juggernaut, however, is not an astral
Unless otherwise noted, these feats are from the construct. While all menu options still operate
Monster Manual. This ability costs the creator 5 for it, feats, powers, and other special abilities
power points for each feat, and may be used that specifically modify astral constructs
more than once in the same round. (including the Durable Construct HC feat, the
Ectoplasmic Salvo: The creator can expend ectoskeleton UT or stabilize construct HC powers,
psionic power to blast enemies with bolts of and the abilities of the phenotype impressionist
psychokinetically charged ectoplasm. Activating UT) do not affect astral juggernauts. The only
the salvo requires the creator to expend 10 exceptions are the Boost Construct feat and ecto
power points, and after each use the creator protection (or similar abilities at the GM’s
must wait 1d4 rounds to before firing it again. option).
The ectoplasmic salvo does 1d10 points of force
damage to a single target for every Hit Die the
juggernaut possesses. The creator must make a EGO DRAGONS
ranged touch attack to hit the target, although
he may use his key ability modifier in place of Ego dragons are breeds of true dragons that
his Dexterity modifier if he wishes. Ectoplasmic epitomize the power and prevalence of the mind.
salvo has a maximum range of 200 feet. Each ego dragon represents the pinnacle of a
Alternatively, the creator can choose to affect manner of thinking, being the ultimate
multiple targets with a single use of the manifestation of a form of thought. Although
ectoplasmic salvo. This requires making ranged their alignments may differ, they consider their
touch attacks for each individual target, and the philosophical approaches to reality to be their
dice of damage are divided up between targets true divide, and are more likely to debate with
as the creator sees fit. For example, if inside a 24 another ego dragon than attack tooth and nail.

169
Untapped Potential: New Horizons in Psionics

These debates can have far-reaching LOGOS DRAGON


consequences in their escalations; while other Dragon (Psionic)
true dragons may be single-minded, the term Environment: Any
best describes the ego dragons. It is extremely Organization: Wyrmling, Very Young,
rare that two different types of ego dragon ever Juvenile, and Young Adult; solitary or clutch (2-
agree on anything, and when such events occur 5); Adult, Mature Adult, Old, Very Old, Ancient,
the dragons typically agree to disagree rather Wyrm, or Great Wyrm; solitary, pair, or family
than reach an effective conclusion. (1-2 and 2-5 offspring)
Challenge Ratings: Wyrmling 4, Very Young
Adaptation: If the ego dragons, with their 5, Young 7, Juvenile 8, Young Adult 11, Adult 14,
philosophical nature, seem a bit odd, they work Mature Adult 16, Old 18, Very Old 19, Ancient
just as easily if named after human traits and 21, Wyrm 23, Great Wyrm 25
emotions such as Reason and Passion. Tying Treasure: Triple Standard
them to particular deities or divine forces also Alignment: Any Lawful
works, and completely changes how they Advancement: Wyrmling (7 – 8 HD), Very
appear. Young (9-11 HD), Young (12-14 HD), Juvenile
(15-17 HD), Young Adult (18-20 HD), Adult (21-
23 HD), Mature Adult (24-26 HD), Old (27-29

Table 9-1: Logos Dragons by Age


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

Logos Dragons Abilities By Age Mindscape


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

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Chapter 9: Monsters

HD), Very Old (30-32 HD), Ancient (33-35 HD), eager to disprove them in argument. Fond of
Wyrm (36 – 38 HD), Great Wyrm (39+ HD) mental puzzles and word problems, logos
Level Adjustment: dragons tend towards art that is geometric in
nature and favor architecture with parallel lines
This large, dark orange dragon with birdlike and right angles. Some keep blink dogs as pets.
wings appears as if it were trying to figure Slightly more canine in their anatomy than
something out. It swings its relatively long neck normal dragons, logos dragons are dark orange
around to reveal a tiger-like scaled face, with and copper in their coloration. They can hold
three horns over each of its eyebrows. their long necks perfectly upright, displaying the
Numerous spines stick up around its head in a intimidating collection of spines on the frill of
lethal looking mane. Calculating, black eyes the neck. Like all ego dragons, the wings of a
seem to analyze everything they take in. logos dragon are actually covered in feathers like
a bird.

COMBAT
Logos dragons are cunning strategists who work
best if given the chance to prepare. Their lairs
often have sheer vertical drops - to give the
dragon the most advantage from flight - and
wide open spaces divided into rows and columns
by careful, grid-like placement of pillars - all the
better to maximize the effectiveness of the
dragon's linear breath weapon. A logos dragon
will always make good use of its mental
disruption and dispel psionics powers to hinder
and disable foes.
True Dragon Abilities: Logos dragons are a
type of true dragon; their space, reach, natural
attacks and age follow the rules put forth in the
Illustration by J.R Dart

True Dragon entry in the Monster Manual. In


addition, logos dragons have frightful presence,
breath weapons, damage reduction, immunities,
blindsense, keen senses, skills, and feats as any
other true dragon.
Power Resistance: Young Adult and older
logos dragons have power resistance as
indicated on table 9-1.
Manifesting: Juvenile and older logos
dragons can manifest powers in the same way
that a psion does and choose a devotion just as a
psion, gaining all the benefits of the devotion
class feature. Their manifester level is indicated
on table 9-1, and they have power points per day
and powers known as a psion of the indicated
level. Logos dragons can select any power from
the psion/wilder power list, the telepath list, or
the seer list. A Logos dragon who advances with
psion levels adds this manifester level to its
psion level to determine its power points per day
Logos Dragon
and powers known, and may continue to select
telepath or seer list powers for its psion powers
known.
Logos dragons are methodical, regulated Resting Mode: Psychic Subdual +4
creatures who feel things should be done by the Breath Weapon (Su): A logos dragon has
book, or not at all. Skeptical by nature, logos two breath weapons. The first is a line of
dragons are loath to believe most claims and telekinetic force that deals 2d6 points of force

171
147
Untapped Potential: New Horizons in Psionics

damage per age category of the dragon (Reflex PATHOS DRAGON


half). The second is a cone of gas that compels Dragon (Psionic)
the subject to think in rigid, repetitive fashions. Environment: Any
Victims who fail a Will save must repeat the Organization: Wyrmling, Very Young,
actions of their previous round as if under the Juvenile, and Young Adult; solitary or clutch (2-
effects of the deja vu power for the next 1d4 5); Adult, Mature Adult, Old, Very Old, Ancient,
rounds. This is a mind-affecting compulsion Wyrm, or Great Wyrm; solitary, pair, or family
effect. (1-2 and 2-5 offspring)
Psi-Like Abilities: At will – call to mind, Challenge Ratings: Wyrmling 4, Very Young
conceal thoughts. 3/day – dispel psionics, 5, Young 7, Juvenile 8, Young Adult 11, Adult 14,
mental disruption, mind trap. 1/day – Mature Adult 16, Old 18, Very Old 19, Ancient
telekinetic maneuver, telekinetic force, or 21, Wyrm 23, Great Wyrm 25
telekinetic thrust (chosen upon manifestation Treasure: Triple Standard
each day). Manifester level equal to the dragon’s Alignment: Any Chaotic
age category or its manifester level, whichever is Advancement: Wyrmling (7 – 8 HD), Very
higher. Save DCs are Intelligence-based. Young (9-11 HD), Young (12-14 HD), Juvenile
(15-17 HD), Young Adult (18-20 HD), Adult (21-

Table 9-2: Pathos Dragons by Age


Breath Frightful
Base Attack/ Fort Ref Will Weapon Presence
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Grapple Attack Save Save Save (DC) DC
Wyrmling S 7d12+7 (52 hp) 13 10 13 10 11 14 +7/+4 +8 6 5 5 2d6 (14) -
Very Young M 10d12+20 (85 hp) 15 10 15 12 11 14 +10/+12 +12 9 7 7 4d6 (17) -
Young M 13d12+26 (110 hp) 17 10 15 14 13 16 +13/+16 +16 10 8 9 6d6 (18) -
Juvenile L 16d12+48 (152 hp) 19 10 17 14 13 18 +16/+24 +20 13 10 11 8d6 (21) -
Young Adult L 19d12+76 (199 hp) 23 10 19 16 15 18 +19/+29 +25 15 11 13 10d6 (23) 23
Adult H 22d12+110 (253 hp) 27 10 21 16 15 20 +22/+38 +30 18 13 15 12d6 (26) 26
Mature Adult H 25d12+125 (287 hp) 29 10 21 18 17 20 +25/+42 +34 19 14 17 14d6 (27) 27
Old H 28d12+168 (350 hp) 31 10 23 18 17 22 +28/+46 +38 22 16 19 16d6 (30) 30
Very Old H 31d12+186 (387 hp) 33 10 23 20 19 24 +31/+50 +42 23 17 21 18d6 (31) 32
Ancient G 34d12+238 (459 hp) 35 10 25 20 19 26 +34/+58 +46 26 19 23 20d6 (34) 35
Wyrm G 37d12+333 (573 hp) 39 10 29 22 21 28 +37/+63 +51 29 20 25 22d6 (37) 37
Great Wyrm G 40d12+400 (660 hp) 43 10 31 22 21 30 +40/+68 +56 32 22 27 24d6 (40) 40

Pathos Dragons Abilities By


Age Mindscape
Age Speed Initiative AC Special Abilities Manifester Level PR Mode Check
Wyrmling 40 ft., fly 100 ft. (average) +0 16 (1 Size +5 Natural) Telempathic Projection - - +5
touch 11, flat-footed 16
Very Young 40 ft., fly 150 ft. (poor) +0 18 (0 Size +8 Natural) - - +7
touch 10, flat-footed 18
Young 40 ft., fly 150 ft. (poor) +0 21 (0 Size +11 Natural) Detect Hostile Intent - - +8
touch 10, flat-footed 21
Juvenile 40 ft., fly 200 ft. (poor) +0 23 (-1 Size +14 Natural) Wild Surge +1, Psychic 1st - +10
touch 9, flat-footed 23 Enervation
Young Adult 40 ft., fly 200 ft. (poor) +0 26 (-1 Size +17 Natural) DR 5/Magic 3rd 19 +11
touch 9, flat-footed 26
Adult 40 ft., fly 200 ft. (poor) +0 28 (-2 Size +20 Natural) Surging Euphoria +1 5th 21 +12
touch 8, flat-footed 28
Mature Adult 40 ft., fly 200 ft. (poor) +0 31 (-2 Size +23 Natural) Wild Surge +2 7th 22 +12
touch 8, flat-footed 31
Old 40 ft., fly 200 ft. (poor) +0 34 (-2 Size +26 Natural) DR 10/Magic 9th 24 +12
touch 8, flat-footed 34
Very Old 40 ft., fly 200 ft. (poor) +0 37 (-2 Size +29 Natural) 11th 25 +12
touch 8, flat-footed 37
Ancient 40 ft., fly 200 ft. (clumsy) +0 38 (-4 Size +32 Natural) Wild Surge +3 13th 27 +12
touch 6, flat-footed 38
Wyrm 40 ft., fly 250 ft. (clumsy) +0 41 (-4 Size +35 Natural) DR 15/Magic 15th 29 +12
touch 6, flat-footed 41
Great Wyrm 40 ft., fly 250 ft. (clumsy) +0 44 (-4 Size +38 Natural) Surging Euphoria +2 17th 31 +12
touch 6, flat-footed 44

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Chapter 9: Monsters

23 HD), Mature Adult (24-26 HD), Old (27-29 escape if captured by the territorial dragons;
HD), Very Old (30-32 HD), Ancient (33-35 HD), pathos dragons are moved by emotional pleas
Wyrm (36 – 38 HD), Great Wyrm (39+ HD) and sincerely begging for mercy can make for a
Level Adjustment: -- safe escape, where appearing stoic and fearless
is found annoying and will only get you eaten.
This dragon is two-toned: its back is a dark Pathos dragons have been known to feed and
green contrast to its white underbelly. It has keep displacer beasts in their lairs.
streamlined features, from sleek birdlike wings With their aerodynamic bodies even more
to an eel-like head with wild, yellow eyes. Its feline-shaped than normal dragons, a pathos
tail possesses a finned protrusion that dragon seems to flow spontaneously to wherever
resembles a swept-back club. it is moving, in flight and on land, much like a
majestic river. Colored white underneath and
Pathos dragons are hasty, sporadic creatures dark green around the spine, a pathos dragon is
who love to change plans on the fly. Hedonists distinctive in flight, thanks both to its color and
and dilettantes, pathos dragons feel that a life its sleekly-feathered wings. The mace-like bone
not spent exploring whatever your first emotions at the end of their tail has been the spattered
tell you to do is a life wasted. Pathos dragon lairs end of many an adventurer.
are constantly renovated and redecorated, much
to the frustration of would be treasure hunters. COMBAT
Fortunately, said treasure hunters can easily Pathos dragons are poor tacticians by nature

Illustration by Gerald Lee

Pathos Dragon

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Untapped Potential: New Horizons in Psionics

and admission, preferring to charge in at first Resting Mode: Wyrmling to Young: Force
chance. They will take any opportunity to make Multiplier +0. Juvenile and older: Empathic
combat an athletic exercise, circling enemies Multiplier -4
while blasting them with their shredding breath. Breath Weapon (Su): A pathos dragon has
A pathos dragon is more likely to use his powers two breath weapons. The first is a cone of razor
and telempathic projection psi-like ability after sharp crystal fragments that deals 2d6 points of
a demonstration that the enemy can use psionic slashing damage per age category of the dragon
powers too, which is considered by most pathos (Reflex half). Damage dealt by this breath
dragons as a challenge. weapon is subject to damage reduction and
True Dragon Abilities: Pathos dragons are counts as magic and slashing for purposes of
a type of true dragon; their space, reach, natural overcoming damage reduction. The second is a
attacks and age follow the rules put forth in the cone of gas that induces a series of chaotic
True Dragon entry in the Monster Manual. In emotional responses that bewilder and disorient
addition, pathos dragons have frightful the victim. Victims who fail a Will save are
presence, breath weapons, damage reduction, confused for 3d6 rounds. This is a mind-
immunities, blindsense, keen senses, skills, and affecting compulsion effect.
feats as any other true dragon. Wild Surge (Su): Pathos dragons can
Power Resistance: Young Adult and older augment their manifestations with a surge of
pathos dragons have power resistance as emotional power. This ability is identical to the
indicated on table 9-2. wilder class feature of the same name.
Manifesting: Juvenile and older pathos Psychic Enervation (Ex): Pathos dragons
dragons can manifest powers in the same way who use their wild surge ability suffer psychic
that a wilder does. Their manifester level is enervation in a fashion similar to normal
indicated on table 9-2, and they have power wilders. This class feature is identical to the
points per day and powers known as a wilder of wilder class feature of the same name except
the indicated level. Pathos dragons can select pathos dragons who suffer psychic enervation
any power from the psion/wilder power list, the are not dazed as normal wilders are, and lose
egoist list, or the shaper list. A pathos dragon power points equal to their manifester level
who advances with wilder levels adds this rather than their wilder level.
manifester level to its wilder level to determine Surging Euphoria (Ex): Pathos dragons
its power points per day and powers known, and who successfully augment their powers with
may continue to select shaper or egoist list wild surge gain morale bonuses from surging
powers for its wilder powers known. euphoria in a similar fashion a wilder does. This
Illustration by J.R. Dart

Juvenile pathos dragon profile

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Chapter 9: Monsters

ability is identical to the wilder class feature of little-known leeches of thought and memory –
the same name except that the morale bonuses for they are certainly powerful enough for the
gained are applied to the save DCs of the pathos task. Strangely, not much more speculation on
dragon’s breath weapon, frightful presence, and this subject, or the subject of these cerebral
psi-like abilities as well. stalkers, seems to get done, and most former
Psi-Like Abilities: At will – detect hostile scholars of the subject insist that they used to
intent, telempathic projection. Manifester level know...
equal to the dragon’s age category or its Voleurs operate independently for the most
manifester level, whichever is higher. Save DCs part, content to live in solitude and in secrecy in
are Charisma-based. populated urban centers. Occasionally they may
be found in the employ of certain organizations,
CEREBRAL STALKER including the Mindwatch (see Chapter 6:
Organizations), as spies and secret weapons.
(VOLEUR) Some organizations even retain a few dominated
Small Aberration (Psionic) voleurs in thrall against their will, seeing them
Hit Dice: 10d8 (45 hp) as a very useful tool. Incredibly stealthy even
Initiative: +7 before their natural shapeshifting talents are
Speed: 20 ft. (4 squares) considered, they can steal the very memory of
Armor Class: 19 (+1 size, +4 Dex, +4 their presence from a victim’s mind, letting
Natural), touch 15, flat-footed 15 them strike completely undetected and
Base Attack/Grapple: +7/+3 unremembered. This helps them live in secrecy
Attack: Claw +6 melee (1d4-1)
Full Attack: 2 claws +6 melee (1d4-1), bite +1
melee (1d6-1 plus drain thoughts)
Space/Reach: 5 ft./5 ft.
Illus. by: Gerald Lee

Special Attacks: Drain thoughts, psi-like


abilities, steal memory, mode check +7, resting
mode Acumen Screen +2
Special Qualities: Darkvision 60 ft., low-
light vision, psi-like abilities
Saves: Fort +3, Ref +6, Will +9
Abilities: Str 8, Dex 19, Con 10, Int 16, Wis
14, Cha 21
Skills: Climb +0, Concentration +6, Hide +22,
Listen +8, Move Silently +18, Spot +8
Feats: Ability Focus (drain thoughts),
Alertness, Improved Initiative, Stealthy

Illustration by Gerald Lee


Environment: Any urban
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: 10-14 HD (Small), 15-18 HD
(Medium)
Level Adjustment: –

This creature resembles a kobold, with long


arms, a short tail and pebbly gray-brown
scales for skin. Its features are indistinct, and
are prone to shifting.
Elans are many things, but first and foremost
they are secretive. While anyone with the desire
and resources can find out that elan are made,
the exact process remains unknown. It’s
speculated that whatever forces are capable of
transmuting a human into an aberration are also
capable of creating the voleurs – widespread but
Voleur infiltrator

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Untapped Potential: New Horizons in Psionics

quite easily, as they draw sustenance from unnoticed. Although they are proficient in light
feeding on the thoughts of others (typically armor (a trait not reflected in the statistics
stealing the memory of being bitten from their above), they typically appear completely
prey). What few rumors persist about them innocuous, which includes wearing common
speak of them operating as sleeper agents, with clothes and leaving unusual gear, including most
standing orders to eliminate certain ‘dangerous’ psionic items, behind. A favorite tactic is to get
thoughts from the surrounding populace. close to a target while under the effects of
A voleur (sometimes called a cerebral stalker) everyman, touch them to steal their memories,
stands slightly less than 3 feet tall, typically and then bite in the window this creates,
weighing around 30 pounds. In their natural blending into the crowd afterward.
form, they resemble kobolds on all fours, Drain Thoughts (Su): A voleur that
although with a shorter tail and retractable cat- successfully bites an enemy deals 1d4 points of
like claws. Capable of walking upright, they will Intelligence damage unless the target makes a
sometimes wear cloaks and impersonate other successful Will save (DC 22). The voleur heals 5
small races whom most tend to ignore, such as hit points per point of Intelligence drained. If
goblins, although they are able to masquerade as the voleur is already at full hit points, it gains
smaller members of larger races, such as psionic sustenance that supplies its need for
dwarves or short humans. The best way to hide nourishment for 24 hours. The save DC is
is in plain sight. Charisma-based.
Voleurs speak Common. Many individuals may Psi-Like Abilities: At will – detect psionics,
speak other languages. Additionally, a voleur read thoughts, cloud mind (DC 17), ego whip
understands any stolen memory as readily as if (2d4, DC 18), everyman UT (humanoid,
it were the memory’s original owner, regardless monstrous humanoid, fey; scent, specific
of what languages the memory contained. individual, other races, size); 3/day – mind
probe (DC 19). Manifester level is equal to hit
Adaptation: Able to steal a creature’s very dice. The save DCs are Charisma-based. A
memories even while moving unnoticed voleur may treat itself as a humanoid when
through society, cerebral stalkers as presented using everyman.
make excellent spies and secret agents. They Steal Memory (Su): As a standard action, a
could work independently, or they could be an voleur can steal the short-term memories of his
entire race of mercenary thoughtstealers. target. Upon a successful touch attack, if the
subject fails a Will save (DC 20), he is treated as
COMBAT if under the effects of mnemonic fugue UT for the
A voleur prefers to creep up on its targets following round. Anything the subject would
have remembered about that round instead
Illustration by Gerald Lee

Cerebral Stalker (Voleur)

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Chapter 9: Monsters

appears in the mind of the voleur , who can read Nameless transforms to mimic its prey, growing
it like a normal memory (from the perspective of more cunning with every passing
the victim). transformation.
A voleur can also steal long-term memories,
although this is significantly more difficult for it. The Nameless hunger for form, knowledge,
Stealing a long-term memory is similar to the and power. They consume these entirely. No
psionic modify memory power (DC 19), except dreamer is safe. They cannot even be truly killed
that it may only erase memories, it must be used except in the region of dreams itself. Mercifully,
on helpless creatures, and the voleur must they are rare, and Nameless are not organized or
remain in contact with the victim for the even truly intelligent (stolen intelligence is
duration of the memory it wants to steal (up to awkward to use, and it takes time for a Nameless
five minutes; it typically uses mind probe to to grow used to sentient thoughts conflicting
determine which memories, if any, are with survival instincts).
worthwhile). Memories erased from the victim Nameless exist in several states, although
appear in the mind of the voleur as they are every one began its existence as a larva.
erased, who can read them like normal Nameless advance unusually; see the entry
memories from the perspective of the victim. below for more details.
A voleur can steal a total of five minutes of
memories (long-term or short-term) on any LARVAL NAMELESS
single day; stealing more would threaten the Small Outsider (Evil, Extraplanar,
creature’s metal health, and they are too Incorporeal, Psionic)
intelligent to put themselves at such a risk. Hit Dice: 1d8+4 (8 hp)
Several of the cerebral stalkers operating in Initiative: +6
tandem could conceivably steal longer spans of Speed: Fly 30 ft. (6 squares) (perfect)
memory from a single target, but no such Armor Class: 16 (+2 Dex, +1 size, +3
occurrence has ever been reported. deflection), touch 16, flat-footed 14. While
Skills: Voleurs have a +4 racial bonus on Hide coalesced, 16 (+2 Dex, +1 size, +3 natural),
and Move Silently checks, used primarily to touch 13, flat-footed 14.
catch victims by surprise. Their claws also give Base Attack/Grapple: +1/-4
them a +2 racial bonus on Climb checks. *A Attack: Incorporeal touch +4 (1d4 cold)
voleur’s everyman ability grants it a +10 bonus Full Attack: Incorporeal touch +4 (1d4 cold)
on Disguise checks to appear as a given creature Space/Reach: 5 ft./5 ft.
(typically an average creature), and a +5 bonus Special Attacks: Nightmare’s call, nightmare
on Bluff checks to act in character. aura, psi-like abilities, mode check bonus +2,
resting mode Mind Insurgency +4
THE NAMELESS FEAR Special Qualities: Coalescence, naturally
At times, a dreaming psionic creature psionic, immune to fear
experiences nightmares, like any other creature. Saves: Fort +6, Ref +4, Will +1
What is unique about these, though, is the risk Abilities: Str – (8 when coalesced), Dex 14,
they carry to others. If a psionic creature is Con 18, Int 1, Wis 8, Cha 16
jarred from their sleep in cold sweat by Skills: Concentration +6, Intimidate +8, Listen
overwhelming fear, the residual psychic energy +2, Spot +2
on the region of dreams develops an existence of Feats: Improved Initiative
its own – and the nameless fear is made. Environment: Region of dreams, any (if
These Nameless are primal psychic forces, hunting)
more instinctual than intelligent, and do not Organization: Solitary
truly live so much as exist. They exist for no Challenge Rating: 2
longer than 1 week without sustenance. Being Treasure: None
creatures of dream, they have an unusual source Alignment: Neutral
of sustenance – the psychic energy of dreamers. Advancement: Special; see Augmented
Fear and terror are spices that the Nameless Nameless template
crave, and are their weapons of choice against Level Adjustment: –
dreamers. Existing in a dream state, their
physical existence is highly morphic – after Nameless with an Intelligence score of 3 or
consuming the minds of their victims, a higher speak any languages their victims knew,
although they most frequently communicate

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through ephemeral body language and opposed level check against the creature’s
telepathically-broadcast emotions. highest manifester level (treat nonmanifesters as
Nameless only exist for one week, although having a manifester level of 0, and soulknives as
this time may be extended by feeding. The exact having a manifester level equal to their soulknife
age of a given Nameless is not normally level). If the Nameless is successful, it appears
important enough to track, but some on the dreamer’s plane, similar to how a
circumstances (such as a tightly time-based dreamer appears as an image, except very real
adventure or a recurring Dire Nightmare) may and under an adapt body effect, near its
warrant such tracking. The lifespan mechanics dreaming prey (3d4x10 feet away, roll 1d8 to
included below serve to reinforce a sense of feral determine direction as if a splash weapon), and
urgency and to encourage the hunt. the dreamer is jarred awake with a strong sense
COMBAT of “something is there.” The Nameless closes
A Nameless’ combat tactics vary depending on and attacks to the best of its ability. If the
what form it is in and its Intelligence score (see Nameless needs to flee, it may spend 1 round in
Nightmare’s Call and the Augmented Nameless concentration (as if manifesting a power) to
template). All Nameless, especially larval discorporate, returning to the region of dreams.
Nameless, generally prefer to use their psi-like Although this ability is not blocked by
abilities to subdue their prey, but those with a dimensional anchor or similar effects, if the
larger size or potent natural weapons are not Nameless suffers damage during concentration,
opposed to charging in the fray, particularly if it must make a Concentration check or have the
there is a ready source of fear to feed on nearby shift disrupted.
(see Coalescence). They tend to prefer a single A Nameless counts as a summoned creature
target for their offensive abilities and attacks while not in the region of dreams -- which
(almost always the creature that they used means that while protection from evil and
psionic nightmare HC on; see Nightmare’s Call), similar effects protect a dreamer, a Nameless
but react to threats as appropriate for their destroyed on a different plane doesn't die, and
intelligence. instead reforms on the region of dreams a day
Nightmare Aura (Su): All Nameless radiate later. The only way to truly destroy a Nameless,
the stuff of nightmares. Any nonmindless short of starving it, is to visit the region of
creature that begins its turn within 30 ft of the dreams (through dream travel or a similar
Nameless is affected as if the unearthy terror UT effect) and confront it in its natural habitat --
power had been manifest on him (at a and augmented Nameless usually have lairs.
manifester level equal to the Nameless' Hit If a Nameless delivers the killing blow to a
Dice). The save DC is Charisma-based. The living, non-mindless creature using one of its
Nameless doesn't need to concentrate on this psi-like abilities (including the initial damage
power; the fear lasts as long as the creature from psionic nightmare), it discorporates on its
remains within 30 ft. A Nameless can suppress next swift action (faster than normal
or project this emanation as a free action, discorporation) and returns to the region of
although most aren't smart enough to do so and dreams if not there already, adding 1 day per Hit
leave it active all the time. Die of the victim to its lifespan. Additionally, if
Nightmare’s Call (Su): Nameless are the dead creature’s Hit Dice were no more than
capable of inducing nightmares in dreamers, three lower than the Nameless, the Nameless
which may potentially serve to open a rift transforms over the next 6 hours, gaining the
between the region of dreams and the dreamer’s Augmented Nameless template (see below).
home plane. Dreaming creatures appear as a Nameless’ forms are only so mutable, though,
hazy image on the region of dreams while and after the Nameless transforms its 8th time
dreaming, and the Nameless’ psionic nightmare (9 HD), it no longer gains the Augmented
psi-like ability manifest on this image will affect template from consumed victims (although its
the dreamer as if the Nameless was on the same lifespan continues to increase).
plane. If the target fails its save against psionic Psi-Like Abilities: Nameless possess psi-like
nightmare, the Nameless is sated, adds 1 day to abilities, depending on their Hit Dice. Psi-like
its lifespan (or longer if the target dies, see abilities are cumulative. A Nameless uses a psi-
below), and otherwise leaves the dreamer alone. like ability at a manifester level equal to its Hit
If a creature succeeds its saving throw against Dice, or the minimum level required for the
the Nameless’ psionic nightmare psi-like ability, ability, whichever is higher. The saving throws
the Nameless may immediately attempt an are Charisma-based. Although a nameless

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cannot normally progress beyond 9 HD, a few affected by the form of doom power (except that
rare specimens, called Dire Nightmares, can. the Nameless does not gain the tentacles
Unlike the normal power, a Nameless’ psionic described in the power). It remains in this form
nightmare does not have unlimited range. until the nearest creature within 60 feet is no
Although distances tend to be subjective in the longer frightened or terrified (paladins have
region of dreams, a nameless must have been known to leap into the fray to weaken a
unbroken line of sight and line of effect to a Nameless in this form while others flee).
dreamer’s appearance to affect them with it. Reverting to incorporeal form also ends this
Furthermore, a Nameless is treated as having effect.
only secondhand knowledge of such a target, A Nameless of 9 HD or more has fed on
unless it has personally encountered that target enough fear to coalesce at will, regardless of fear
on the target’s home plane. conditions in the area. The nearest creature
within 60 feet still must be frightened or
HD Abilities terrified for it to take a nightmarish form,
however a 9HD nameless gains access to form of
1-2 1/day: psionic nightmare HC. At will: demoralize.
doom’s tentacles.
3–4 3/day: mind thrust, ego whip
Naturally Psionic: All nameless gain 2
bonus power points with their first hit die.
5–6 3/day: id insinuation. 1/day: mind trap
AUGMENTED NAMELESS
7–8 3/day: psionic blast. 1/day: mindwipe (Template)
A Nameless doesn't advance normally, due to
9–10 1/day: head trip HC. At will: shatter mind blank
their dreamlike nature and short lifespan.
11–12 1/day: personal mind blank. At will: mind trap Instead, they hunger for form, knowledge, and
experience, and gain these by consuming the
13–14 3/day: death urge. 2/day: dream travel minds of their victims. After devouring a victim,
a Nameless retreats to the region of Dreams (See
15–16 3/day: mindwipe. 1/day: recall death Nightmare’s Call) and, over the course of six
hours, transforms into a twisted version of the
17–18 1/day: ultrablast victim. This transformation is reflected in the
Augmented Nameless template.
19–20 1/day: microcosm
If you are not using Hyperconscious: Explorations in CREATING AN AUGMENTED NAMELESS
Psionics by Bruce R. Cordell, replace the indicated abilities “Augmented Nameless” is an acquired
as follows: Psionic nightmare becomes nightmare, head trip
becomes psychic crush. template that is automatically added to any
Nameless in the region of dreams six hours after
Coalescence (Su): Any Nameless creature it delivers the killing blow to a living, non-
can coalesce its dreamstuff into a physical form, mindless creature with Hit Dice 3 below its own
although it generally requires a source of fear to (or greater) with one of its psi-like abilities. The
do this. If any creature within 120 feet of the Nameless acquires the essence of the victim, and
Nameless is shaken or frightened or panicked, its form is forever altered to reflect this. Every
the Nameless can choose to lose the incorporeal time the Augmented Nameless template is
subtype and gain its normal strength score as a applied to a Nameless, its incorporeal
standard action. It loses its incorporeal touch appearance shifts to that of its most recent
attack, but any natural weapon attack it makes victim.
deals an additional +1d4 points of cold damage A Nameless may only consume 8 creatures
(larval Nameless have no natural attacks while before its mutable nature fades, fixing it in its
coalesced, although augmented Nameless do). current (augmented) form with 9 HD.
Additionally, it gains the dreamborn HC subtype Subsequent victims do not apply this template,
while coalesced, granting it a 20% miss chance. but extend the lifespan as above.
Reverting to incorporeal form is a move action. The Augmented Nameless template is
While coalesced, if the creature nearest to the dependent on the game statistics of the
Nameless (and within 60 feet) is frightened or Nameless (hereafter referred to as the base
panicked, the Nameless' physical form instantly creature) and its victim (hereafter referred to as
undergoes on a nightmarish transformation the victim).
drawn from that creature’s fears, as if it were An Augmented Nameless uses all the base

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Untapped Potential: New Horizons in Psionics

creature’s statistics and special abilities except or Nightmare’s Avatar as a bonus feat as soon as
as noted here. it meets the prerequisites (see below).
Size and Type: Size changes to that of the Environment: As base creature.
victim. Type and subtype are unchanged. Organization: As base creature.
Hit Dice: As the base creature’s Hit Dice +1 Challenge Rating: Equal to the base
outsider hit die. This improves the base creature’s HD +1 or the victim’s HD +1,
creature’s hit points, base attack bonus, saving whichever is higher.
throws and skills as normal, but see below. Treasure: As base creature.
Speed: When coalesced, same as the victim. Alignment: Neutral Evil unless Intelligence
While incorporeal, as base creature. score is less than 3, then Neutral.
Armor Class: If the victim has a natural Advancement: See the Augmented Nameless
armor bonus less than +3, the Augmented template.
Nameless has a natural armor bonus of +3. Level Adjustment: –
Otherwise, same as the victim. When
incorporeal, an Augmented Nameless loses any GMs are encouraged to keep note of which
natural armor bonus but gains a deflection creatures a Nameless has killed and consumed
bonus to AC equal to its Charisma modifier. only if they intend for the Nameless to use the
Attack: Same as the victim when coalesced. Dire Nightmare prestige class, below (where
When incorporeal, as base creature. such information is critical). Otherwise, the only
Full Attack: As the victim when coalesced. reason to keep track of what victims a Nameless
An incorporeal Augmented Nameless can make had previously consumed would be to track his
iterative attacks granted by high base attack skills by level (including changes to
bonus with its incorporeal touch attack as Intelligence). This will rarely make a difference
though attacking with a weapon. in the overall power level of the creature, and
Damage: As the victim when coalesced, GMs who wish to save time creating a Nameless
except all natural attacks deal a bonus +1d4 cold may as well ‘wing it’ and assign an arbitrary
damage. When incorporeal, the incorporeal number of skill points that they feel is enough
touch deals 1d4 cold damage. for their monster (outsiders have 8 skill points
Special Attacks: As the base creature, per hit die, modified by Intelligence). It is,
although some may improve with additional Hit however, recommended that the majority of
Dice (see above). nightmares beyond 3 Hit Dice feel like
Special Qualities: As the base creature, significant encounters, as these are alarmingly
although some may improve with additional Hit rare demographically.
Dice (see above).
Abilities: Replace the base creature’s Consumed Identity [Monstrous]
Strength, Dexterity, and Constitution scores You have consumed many intelligent victims,
with those of the victim. As an incorporeal and have gained a semblance of sentience by
creature, an Augmented Nameless normally has osmosis. Awakening to your own identity allows
no Strength score, although it uses its normal you to realize your destiny as a Dire Nightmare
Strength score when coalesced. If the victim’s – the elite hunter/defenders among the
Intelligence, Wisdom, or Charisma scores were nameless fear.
greater than those of the base creature, increase Prerequisites: Nameless, 6 HD, Intelligence
the base creature’s by the victim’s respective 13+.
ability modifier (if the victim had a mental Benefit: When you kill and consume a victim
ability score of 9 or lower, do not adjust that (see Nightmare’s Call) whose hit dice are no
score on the base creature). more than 3 below your own, and with an
Skills: Same as the base creature, plus new Intelligence score of 10 or higher, instead of
skills from the extra outsider Hit Die gained advancing through the Augmented Nameless
(calculate with the Augmented Nameless’ newly- template, you may choose instead to have the
modified Intelligence score). Treat any class kill count toward the requirements of the Dire
skills the victim had as additional class skills for Nightmare prestige class described below
this Hit Die. instead of advancing with the Augmented
Feats: As the base creature. An Augmented Nameless template (although they still extend
Nameless may gain a new feat from the your lifespan as normal). When you fulfill the
additional hit die gained (creatures gain a feat at requirements to gain your first (or next) level of
every third Hit Die: 3rd, 6th, etc.). An that class, you may gain one level of dire
Augmented Nameless gains Consumed Identity nightmare by resting on the region of dreams for

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Chapter 9: Monsters

24 hours (which resets the body count). either explanation are frightening.
Keep track of the abilities any victim had as well,
as the dire nightmare prestige class draws upon Essentially, “dire nightmares” are specially-
these for many of its abilities. advanced Nameless. However, the nature of
this advancement is best expressed
Nightmare’s Avatar [Monstrous] mechanically as a prestige class with some
Fear is a lethal weapon, although sometimes it changes rather than as normal monster
may require a helping hand. advancement.
Prerequisites: Nameless, Intelligence 7+,
must have been ‘killed’ in combat with a REQUIREMENTS: To become a Dire
creature you tried and failed to overcome with Nightmare, all the following requirements must
psi-like abilities OR must have consumed a be met:
creature capable of manifesting astral construct. RACE: Nameless of at least 9 Hit Dice.
Benefit: Add the following options to your list FEATS: Consumed Identity (above).
of racial psi-like abilities. You gain access to SPECIAL: This class cannot be advanced
them at the Hit Dice indicated. You may only normally. To gain any level (including 1st) in this
use these particular abilities while coalesced. class, the conditions described in Consumed
HD Abilities Identity must be met.

3 3/day: entangling ectoplasm. 1/day: astral HD: d8


construct
4–5 3/day: astral construct
Class Skills: Autohypnosis, Concentration,
Craft, Diplomacy, Disguise, Gather Information,
6–7 1/day: ectoplasmic cocoon I n t im i d at e, K n o wl edg e (All [ t a k en
8–9 3/day: ectoplasmic cocoon. 1/day: ectoplasmic individually]), Profession, Sense Motive, and
shambler Survival.
Skills per level: 8 + Int modifier
Unlike the normal use of these powers, the
results are composed of the stuff of nightmares
Weapon and Armor Proficiency: Dire
instead of ectoplasm, appearing as twilight mist
nightmares gain no additional proficiency in any
bathed in a violet glow, and enjoying the same
weapon or armor.
20% miss chance that dreamborn HC creatures
Dream of the Form (Ex): If a dire
do (if they could be directly attacked).
nightmare kills any creature with its racial psi-
Additionally, if you have coalesced into a
like abilities, it may imprint that creature as a
nightmarish shape (see Coalescence above), any
free action if it can currently store at least one
astral construct you create with these abilities
more imprint. This is an exception to the usual
also takes on a nightmarish shape as if it were
Formbound rules as described in in Chapter 7:
under form of doom for its duration.
Powers.
Should you return to incorporeal form, any
Freedom of Fear: Dire nightmares are
active power effects from this feat end as if their
particularly lethal among Nameless, for they
duration had expired. In the region of dreams,
may advance in levels of other classes. Instead of
you do not have to be coalesced to use these
advancing as a dire nightmare when the
abilities.
conditions in Consumed Identity are met, a dire
Special: Killing a creature by using these psi-
nightmare may choose to instead gain a level of
like abilities does not trigger advancement as
any class that any of its victims had. This level
normal (see Nightmare’s Call).
counts as a dire nightmare level when
determining the number of victims needed to
Dire Nightmare Prestige Class gain a level. For example, a 2nd-level dire
A Dire Nightmare is an especially lethal nightmare who has consumed a wilder would
Nameless which as come to develop its own have to consume three victims to take a level of
sentience from consumed minds. They serve as wilder, and four more victims to take a second
deadly hunters, targeting the most powerful level of wilder (or a third level of dire nightmare,
minds over less developed ones. It is unclear if or the first level of any other class it has
this is due to personal taste and lust for power or consumed).
an instinctive sense to destroy those who may Reshape Body (Ex): When a dire nightmare
prove a threat to their kind. The implications of consumes a new victim, it may transform its

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Untapped Potential: New Horizons in Psionics

body to mimic this new form with 24 hours of assimilate may be expanded at the GM’s option.
solitude on the region of dreams (similar to the Additional Imprint: At 2nd level and again
Augmented Nameless template, although the every three levels afterward, the maximum
change is less extreme). When a dire nightmare number of forms the dire nightmare can imprint
does so, its size, speed, natural armor, natural (see the Formbound descriptor in Chapter 7:
attacks, and physical ability scores change to Powers) increases by one.
match those of the new victim’s. Its challenge Psi-like Abilities (Ps): Dire Nightmares
rating becomes its hit dice +1 or the victim’s hit gain the psi-like abilities as shown in Table 9-3.
dice + the dire nightmare’s levels in all character Its manifester level for these abilities is equal to
classes + 1, whichever is higher. The dire its Hit Dice. These abilities are in addition to any
nightmare does not gain any other changes from racial psi-like abilities gained from advanced Hit
the Augmented Nameless template when Dice, and are all drawn from this book. See
reshaping its body this way. Chapter 7: Powers for more information.
Assimilation: With each level taken in this
class, a dire nightmare gains an ability stolen ASSIMILATION MENUS
from its prey. This ability must be one that Any victims referred to in these abilities must
belonged to at least one victim that the have been consumed after gaining the
nightmare killed since gaining the Consumed Consumed Identity feat.
Identity feat, except for Eldritch Mimicry, Feat,
Scavenge Psionics and Skilled (which instead Menu A abilities
reference the victim in question). This ability Eldritch Mimicry I (Sp): The dire nightmare
could not have stemmed from the consumed chooses one spell of 3rd level or lower that a
creature’s equipment. This ability becomes a victim either knew how to cast spontaneously or
permanent trait for the dire nightmare, much had prepared at the time of death. The
like a class feature. nightmare may now use this spell as a spell-like
At first, the dire nightmare can only assimilate ability once per day. Alternatively, the dire
abilities that appear on Menu A, below. At 3rd nightmare may choose one spell-like ability a
level and higher the Nameless may instead consumed victim possessed, as long as the spell
choose from Menu B, and from 6th level on it produced was 3rd level or lower. The dire
Menu C is available. A dire nightmare may nightmare gains this spell-like ability and may
choose to gain two abilities from a lower menu use it as often as the consumed victim could
instead – for instance, a nameless gaining its 7th (such as at will or 3/day). In both cases the dire
level in dire nightmare gains its choice of one C nightmare uses this spell-like ability with a
ability, two B abilities, one B ability and two A caster level equal to its Hit Dice and uses its
abilities, or four A abilities. Charisma score to set the DC. This ability may
The list of abilities a dire nightmare can be chosen more than once.

Table 9-3: The Dire Nightmare


Base
Level Attack Fort Ref Will Special
1 +1 +2 +2 +2 Dream of the form, freedom of fear, reshape body, assimilation (A)

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

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

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

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

6 +6 +5 +5 +5 Assimilation (C), 3/day: assume form

7 +7 +5 +5 +5 Assimilation (C), 3/day: assume ability

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

9 +9 +6 +6 +6 Assimilation (C), At will: assume form

10 +10 +7 +7 +7 Assimilation (C), At will: assume ability

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Chapter 9: Monsters

Feat: The dire nightmare chooses one feat that Improved Evasion (Ex): As the monk ability.
it qualifies for which a victim possessed, and The dire nightmare must have the Evasion
gains it as a bonus feat. This may include ability to select this ability.
proficiency feats for armor or weapons with Improved Uncanny Dodge (Ex): As the
which a consumed victim was proficient. barbarian ability. The dire nightmare treats its
Evasion (Ex): As the monk ability. Hit Dice as class levels for determining the
Favored Enemy (Ex): As the ranger ability. minimum character level required to flank the
When a dire nightmare gains this ability, its dire nightmare. The dire nightmare must have
choice of favored enemy is limited to those the Uncanny Dodge ability to select this ability.
chosen by its victims. This ability may be chosen Poison Use (Ex): As the assassin ability.
multiple times; each time the bonuses granted Fast Healing (Ex): The dire nightmare gains
against previous favored enemies improve by 1. the fast healing ability of one of its victims,
The dire nightmare cannot use this ability to recovering that many hit points every round.
gain more favored enemies than any single This ability may be chosen multiple times; each
consumed victim possessed. time the new fast healing value overrides and
Rebuke Undead (Su): As the cleric ability. A replaces the previous value.
dire nightmare cannot assimilate the Turn Scavenge Psionics II (Ps): As Scavenge
Undead ability. It rebukes as a cleric of its hit Psionics I, but the nightmare may select powers
dice. known by a consumed victim of up to 6th level
Scavenge Psionics I (Ps): The dire nightmare (or psi-like abilities possessed by the victim that
chooses one power of 3rd level or lower that a produced powers of up to 6th level).
victim either knew. The dire nightmare may now
use this spell as a psi-like ability once per day. Menu C abilities
Alternatively, the dire nightmare may choose Eldritch Mimicry III (Sp): As Eldritch
one psi-like ability a consumed victim Mimicry I, but the nightmare may select spells
possessed, as long as the power it produced was known or prepared by a consumed victim of up
3rd level or lower. The dire nightmare gains this to 9th level (or spell-like abilities possessed by a
psi-like ability and may use it as often as the victim that produced spells of up to 9th level).
consumed victim could (such as at will or 3/ Damage Reduction (Su): The dire nightmare
day). In both cases the dire nightmare uses this gains the damage reduction of one of its victims,
psi-like ability with a manifester level equal to including the type of weapon needed to bypass
its Hit Dice and uses its Charisma score to set it. This is identical in all ways to the victim’s
the DC. This ability may be chosen more than damage reduction, except that it is always
once. supernatural. If the victim had more than one
Skilled: The dire nightmare gains 5 extra skill type of damage reduction, choose only one. This
points. They must be spent on skills that were ability may be chosen multiple times; multiple
class skills for a single consumed victim. selections always overlap as normal for damage
Additionally, these skills are now class skills for reduction.
the dire nightmare. Hide in Plain Sight (Ex): As the shadowdancer
Sneak Attack (Ex): As the rogue ability, the ability. A dire nightmare may consume this
dire nightmare gains +1d6 sneak attack. This ability from a ranger, but always uses it as a
ability may be chosen multiple times; the extra shadowdancer.
dice of damage stack. The nightmare cannot use Scavenge Psionics III (Ps): As Scavenge
this ability to gain more dice of Sneak Attack Psionics I, but the nightmare may select powers
than any single consumed victim possessed. A known by the consumed victim of up to 9th level
dire nightmare with this ability counts its Hit (or psi-like abilities possessed by the victim that
Dice as rogue levels for the purposes of flanking produced powers of up to 9th level).
targets with Improved Uncanny Dodge.
Trapfinding (Ex): As the rogue ability. DREAMSCARRED
Uncanny Dodge (Ex): As the barbarian ability.
Menu B abilities
(Planetouched)
Eldritch Mimicry II (Sp): As Eldritch Mimicry Dreamscarred, 1st level warrior
I, but the dire nightmare may select spells Medium Outsider (Native, Psionic)
known or prepared by a consumed victim of up Hit Dice: 1d8 (4 hp)
to 6th level (or spell-like abilities possessed by a Initiative: +1
victim that produced spells of up to 6th level). Speed: 30 ft. (6 squares)

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Untapped Potential: New Horizons in Psionics

Armor Class: 15 (+3 studded leather, +1 light and patchy hair that appears bleached and
shield, +1 Dex.), touch 11, flat-footed 14 spotty (although some adopt unusual hairstyles
Base Attack/Grapple: +1 / +0 to mask this). Apart from these minor changes,
Attack: Battleaxe +3 melee (1d8+1/x3) or they remain essentially physically identical to
longbow +2 ranged (1d8/x3) humans – although they bear the mark of the
Full Attack: Battleaxe +3 melee (1d8+1/x3) or Nameless on their souls forever. Anyone who
longbow +2 ranged (1d8/x3) looks into the eyes of a dreamscarred – which is
Space/Reach: 5 ft./5 ft. considered a deeply personal, almost intimate
Special Attacks: Mode check +0, resting mode act – will find no reflection of any sort. The most
Fortitude Intuition +4 telling sign of this taint is evident when the
Special Qualities: Darkvision 60 ft., dreamscarred is in all but total darkness (such
dreamless, dreamphase, dreamscape, human as starlight), where indistinct ephemeral faces –
blood, know your fears, naturally psionic thousands of them, all screaming in terror –
Saves: Fort +0, Ref +1, Will +2 appear to dance over his flesh. A conscious
Abilities: Str 13, Dex 12, Con 10, Int 13, Wis 14, dreamscarred may suppress these faces if he
Cha 13 wishes.
Skills: Bluff +6, Jump +3, Intimidate +7, Swim
+3 Adaptation: Aasimars and tieflings are
Feats: Weapon Focus (battleaxe) touched by the planes in their blood, inheriting
Environment: Any a connection to the celestial or fiendish planes.
Organization: Congregate (2–4), squad (11–
20 plus 2 3rd level sergeants and 1 leader of
3rd–6th level), or band (30–100 plus 150%
noncombatants plus 1 3rd-level sergeant per 10
adults, 5 5th level lieutenants, and 3 7th level
captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: By character class
Level Adjustment: +1

This humanoid has extremely pale (almost


transparent) skin and almost absurdly large,

Illustration by Alex Leonard


dark eyes. Its hair appears bleached and
ragged, as if struck by mange.

While gestating, human children spend much


of their time dreaming as their mind develops.
This leaves them vulnerable and easy prey for
the Nameless Fear. Many children who
encounter the Nameless Fear during this
vulnerable time are killed outright, resulting in
an inexplicably stillborn child and much sorrow
on the part of the parents. A rare few, however,
awaken with psionic potential from the
encounter, and through a combination of
tremendous luck and strength of will, actually
overcome their larval Nameless attacker. They
do not, however, survive this encounter
unscathed. A fragment of the Nameless’
nightmare essence embeds itself in the infant’s
psyche, which forever taints their minds and
bodies.
The infants will grow up with pale skin that
never tans and eyes that are sensitive to light,
Dreamscarred

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Chapter 9: Monsters

Dreamscarred are similar, with a connection to round per character level) per day under the
the region of dreams. By simply changing a few effects of dreamphase, but the duration need not
names, however, they could easily serve as be continuous. Activating or deactivating this
planetouched of the ethereal or astral planes. ability is a free action and may be done once per
round. While dreamphased, a dreamscarred
COMBAT displays the nightmarish faces he normally
Dreamscarred prefer to use their enhanced shows in all but total darkness, and cannot
powers of persuasion to avoid combat. If a fight suppress them while dreamphased.
is inevitable, they are absolutely fearless — Dreamscape (Su): A dreamscarred perceives a
combatants and typically attempt to demoralize mindscape with unnatural clarity. He gains a +2
their enemies to make them easier to overcome. racial bonus on all mode checks, and while
For more information on the dreamscarred’s psionically focused he may send messages to
special abilities, see below. nearby psionic creatures through the mindscape
The dreamscarred warrior presented here had by manipulating the appearance of his personal
the following ability scores before racial avatar. Such messages are not bound by
adjustments: Str 13, Dex 12, Con 10, Int 13, Wis language limits (that is, it may be understood by
12, Cha 11. any creature that has a language), but non-
dreamscarred find it difficult to properly
Dreamscarred As Characters: The interpret. Any non-dreamscarred perceiving the
dreamscarred possess the following racial traits. mindscape message must make an Intelligence
— +2 Charisma, +2 Wisdom. check (DC12) to correctly understand a
— Medium size. dreamscarred’s message (failure indicates that
–– Outsider (Native): Dreamscarred are the message was perceived as unintelligible
outsiders native to the Material plane. gibberish).
— A dreamscarred’s base land speed is 30 feet. If you are not using the mindscapes psionic
— Dreamless: when asleep, a dreamscarred combat system from Hyperconscious:
grapples with the nameless fear that has taken Explorations in Psionics by Bruce R. Cordell,
up residence in his mind. Dreamscarred do not treat this as the telepathy special quality, except
dream like humans, cannot visit the region of that it can only send messages that can only
dreams without supernatural assistance, and are reach psionic creatures within 60 ft. and only
immune to effects which depend on the subject’s operates while psionically focused. A
ability to dream. dreamscarred using this variant is unable to
–– A dreamscarred has darkvision out to 60 ft. determine if his message was received or
— Naturally Psionic: Dreamscarred gain 2 bonus understood without some sign from the target
power points at 1st level. This benefit does not (who still must make the Intelligence check to
grant them the ability to manifest powers unless correctly understand the message).
they gain that ability through another source, —+2 racial bonus on Bluff and Intimidate
such as levels in a psionic class. checks: the dreamscarred know how to
–– Human Blood: For all effects related to race, manipulate the dreams and fears of others.
a dreamscarred is treated as a human. — -2 racial penalty on Fortitude saves: the stuff
(Dreamscarred, however, are outsiders, and of dreams renders the dreamscarred more easily
remain immune to spells and effects that only affected by the ravages of the real.
affect humanoids.) —Automatic Languages: Common. Bonus
— Know Your Fears (Ex): The dreamscarred Languages: Any, except secret languages (such
have an intuitive understanding of fear as Druidic).
unmatched by any other humanoid race. They —Favored Class: Wilder.
are immune to fear effects and cannot be —Level Adjustment: +1.
demoralized through Intimidate.
— Dreamphase (Su): A dreamscarred may FEAR SPAWN
subjugate the power of his Nameless aspect and Medium Aberration (Evil, Psionic)
temporarily shift partially to a dreamlike Hit Dice: 6d8+6 (33 hp)
existence, gaining the dreamborn HC subtype (a Initiative: +2
20% miss chance). Dreamscarred with levels in Speed: 30 ft. (6 squares)
wilder have no chance of psychic enervation Armor Class: 14 (+2 Dex, +2 Natural), touch
while dreamphased. A dreamscarred may spend 12, flat-footed 12
no more than two rounds (plus one additional Base Attack/Grapple: +4/+4

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Untapped Potential: New Horizons in Psionics

Attack: Claw +3 melee (1d6) A strange luminous cloud floats before you,
Full Attack: 2 claws +3 melee (1d6), emitting sounds of torment and terror. As you
Space/Reach: 5 ft./5 ft. continue to stare at it, you see some of your
Special Attacks: Psi-like abilities, steal fear, greatest fears form themselves from the mist.
mode check +5, resting mode Psychic Subdual
+4 A fear spawn is a psionic entity that feeds off of
Special Qualities: Darkvision 60 ft., gaseous the fears of other sentient beings. Without any
form, low-light vision, form of fear thoughts to feed off of, a fear spawn appears as a
Saves: Fort +5, Ref +4, Will +7 luminous cloud of mist. If there is a sentient
Abilities: Str 11, Dex 15, Con 13, Int 9, Wis 15, being near the fear spawn, it feeds by probing
Cha 19 the mind of that being and forms itself into that
Skills: Hide +4, Intimidate +8, Listen +4, Move being’s greatest fear. As the being cowers in
Silently +7, Spot +6 terror at the sight of its greatest fear come to life,
Feats: Ability Focus (steal fear), Great the fear spawn feeds on the brain waves of
Fortitude, Track terror, strengthening itself.
Environment: Any Fear spawn inherit their vampiric hunger for
Organization: Solitary fear from their progenitors: they are created
Challenge Rating: 5 when one of the Nameless Fear kills an
Treasure: None intelligent creature of over 5 hit dice with a
Alignment: Always chaotic evil mind-affecting psi-like ability. If the body of
Advancement: – such a creature isn’t sprinkled with holy water or
Level Adjustment: – cremated within 24 hours, the residual psychic
Illustration by J.R Dart

Fear Spawn

186
Chapter 9: Monsters

energy of the attack and the creature’s frozen-in- target’s worst fear, granting it the abilities
death state of fear react, transforming the body described in the form of fear entry below. The
into the gaseous state of a fear spawn. Certain save DC is Charisma-based.
other effects, such as placing the body in a Form of Fear (Su): If the fear spawn
magic circle against evil or a hallowed site, or a successfully uses its steal fear ability, it takes on
null psionics field, can prevent such a a horrid form drawn from its victim’s worst
transformation indefinitely, and if the creature fears, which grants the fear spawn the frightful
is restored to life, all threat of transformation presence extraordinary ability. Opponents
vanishes. If a creature does transform into a fear within 30 feet that have fewer Hit Dice or levels
spawn, it cannot be raised, but it may be than the fear spawn and that have line of sight
resurrected if the subdued form of the fear become shaken for 1d6 rounds if they fail a Will
spawn is present for the effect. save (DC 16). An opponent that succeeds on the
saving throw is immune to the fear spawn’s
Adaptation: Fear spawn do not need to be tied frightful presence for 24 hours. Frightful
to the Nameless Fear. They could exist as presence is a mind-affecting fear effect. The
independent entities, arising spontaneously save DC is Charisma-based.
when creatures die of fear from a night terror. This horrific form also increases the fear
If you wish to use the Nameless Fear in your spawn’s natural armor bonus by +3 and grants it
games but would prefer something lighter on damage reduction 2/– and a +4 bonus to
the rules, the statistics for the fear spawn make Strength.
a ready substitute. This effect functions only while the target that
was subjected to steal fear is within 30 feet and
COMBAT alive. If the fear spawn delivers another steal
A fear spawn locates sentient beings through fear attack, it does not transform again, but if
use of read thoughts. It approaches stealthily any victim is within 30 feet of the fear spawn
while gaseous, favoring foggy conditions or and alive, this ability persists.
targets which seem skittish. It gorges itself in Skills: Fear spawn have a +2 racial bonus on
fear and terror caused by its psi-like abilities or Move Silently and Intimidate checks.
its intimidation skill. If threatened, it solidifies
and attempts a steal fear attack in the same PSIONIC CONSTRUCTS
round, typically against terrified or demoralized A construct is a created creature similar to an
foes. Once in its form of fear, it strikes like a animated object. The constructs presented
feral beast. below can be created through the use of the
Gaseous Form (Ex): In its natural state, a Craft Psionic Construct feat, and are often found
fear spawn resembles a cloud of faintly glowing accompanying manifesters.
mist. While in this form, the fear spawn has a Rules for creating constructs can be found in
fly speed of 30 feet (perfect maneuverability) the Monster Manual.
and retains the use all of its psi-like abilities and
its steal fear ability. It can become solid or revert
to a gaseous state as a move action as often as it CRYSTALLINE CONSTRUCT
wishes, although it can only benefit from form of Large Construct
fear when it is solid. Hit Dice: 12d10+30 (96 hp)
Psi-Like Abilties: At will – read thoughts, Initiative: +0
3/day – demoralize, false sensory input, 1/day – Speed: 20 ft. (4 squares)
psionic dominate. Manifester level 7. The save Armor Class: 26 (-1 size, +16 natural), touch 9,
DCs are Charisma-based. flat-footed 26
Steal Fear (Su): To feed, the fear spawn Base Attack/Grapple: +9/+21
extracts the fears of creatures near itself. A fear Attack: Slam +16 melee (2d10+8)
spawn may attempt to steal fear from any non- Full Attack: 2 slams +16 melee (2d10+8)
mindless creature within 30 feet as a standard Space/Reach: 10 ft./ 10 ft.
action. If the target fails a Will save (DC 18), Special Attacks: Improved grab, crystal shard
they suffer 2 points of temporary Wisdom Special Qualities: Construct traits, damage
damage, which fades five minutes after leaving reduction 10/adamantine, darkvision 60 ft., low-
the presence of the fear spawn. After a light vision
successful steal fear attack, the fear spawn Saves: Fort +4, Ref +4, Will +4
instantly takes on the physical form of the Abilities: Str 26, Dex 11, Con -, Int -, Wis 11,
Cha 1

187
Untapped Potential: New Horizons in Psionics

Skills: - COMBAT
Feats: - A crystalline construct does nothing without
Environment: Any explicit orders from its creator. It follows
Organization: Solitary or with master instructions literally and is incapable of any
Challenge Rating: 9 strategy or tactics. Crystalline constructs don’t
Treasure: None use weapons, even if ordered to, but always
Alignment: Always neutral strike with their fists.
Advancement: -- A crystalline construct’s creator can command
Level Adjustment: -- it if the crystalline construct is within 60 feet
and can see and hear its creator. If un-
Sparkling as light refracts off thousands of commanded, a crystalline construct usually
facets, the crystalline construct stands guard as follows its last instruction to the best of its
his master continues work. His gleaming eyes ability, though if attacked it returns the attack.
ensure no intruders may interrupt the task at Its creator can give a crystalline construct a
hand. simple command to govern its actions in his or
her absence.
A crystalline construct stands 9 feet tall and Improved Grab (Ex): To use this ability, the
weighs roughly 1800 pounds. Its body is pure crystalline construct must hit with its slam
crystal, its particular form decided by its crafter. attack. A crystalline construct can use this ability
They most commonly appear humanoid, only on a target that is at least one size smaller
although artistic creators have built spider-like than itself.
forms or even tauric hybrids. Crystal Shard (Ps): A crystalline construct
Built from a variety of crystals, these may use crystal shard as a psi-like ability once
constructs are typically created by those psions per round with a swift action as a 6th level
with an affinity for crystals. manifester. The crystals fired from this ability
appear to sail back to the construct as if
attracted by an unknown force after impact.
Illustration by Gerald Lee

Crystalline Construct

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Chapter 9: Monsters

Construct Traits: A crystalline construct has Attack: Incorporeal touch +10 melee (1d6
immunity to poison, sleep effects, paralysis, sonic)
stunning, disease, death effects, necromancy Full Attack: 2 incorporeal touches +10 melee
effects, mind-affecting effects (charms, (1d6 sonic)
compulsions, phantasms, patterns, and morale Space/Reach: 5 ft./ 5ft.
effects), and any effect that requires a Fortitude Special Attacks: Shattering scream
save unless it also works on objects or is Special Qualities: Construct traits,
harmless. It is not subject to critical hits, non- incorporeal traits, sonic form, sonic immunity
lethal damage, ability damage, ability drain, Saves: Fort +2, Ref +9, Will +2
fatigue, exhaustion, or energy drain. It cannot Abilities: Str -, Dex 25, Con -, Int -, Wis 11, Cha
heal damage, but it can be repaired. 1
Skills: -
CONSTRUCTION Feats: -
A crystalline construct’s body is constructed Environment: Any
from mundane crystal with a total weight of at Organization: Solitary or with master
least 3,000 pounds and costing at least 5,000 Challenge Rating: 5
gp. Assembling the body requires a DC 20 Craft Treasure: None
(sculpting) or Craft (gemcutting) check. Alignment: Always neutral
ML 15th; Craft Psionic Construct, bend reality, Advancement: --
fabricate, crystallize; Price 80,000 gp; Cost Level Adjustment: --
45,000 gp + 1800 xp.
A soft humming sound gradually grows
SONIC CONSTRUCT louder as a near-invisible form approaches.
Medium Construct (Incorporeal) The air itself seems to ripple in its passage,
Hit Dice: 6d10+20 (53 hp) distorting the view of the creature. The sounds
Initiative: +7 of a thousand screams cry out as the creature
Speed: 30 ft. (6 squares), fly 20 ft. (perfect) moves.
Armor Class: 17 (+7 Dex)
Base Attack/Grapple: +3/+3 (incorporeal) A sonic construct is around 5 feet tall and has
negligible weight (although it can exert pressure
as if it weighed 40 pounds). Appearing as,
essentially, a persistent sonic effect in the rough
shape of a humanoid, they give off a perpetual
hum easily heard by any within 10 feet. The
volume of this hum increases marginally while
moving, and dramatically while in combat,
approaching a battle cry. Some sarcastic
kineticists call these constructs “walking war
Illustration by Alex Leonard

cries,” although the name has yet to gain


widespread use.

COMBAT
A sonic construct does nothing without explicit
orders from its creator. It follows instructions
literally and is incapable of any strategy or
tactics. Sonic constructs don’t use weapons, even
if ordered to, but always lash out with sonic arcs.
A sonic construct’s creator can command it if
the sonic construct is within 60 feet and can see
and hear its creator. If un-commanded, a sonic
construct usually follows its last instruction to
the best of its ability, though if attacked it
returns the attack. Its creator can give a sonic
construct a simple command to govern its
actions in his or her absence.
Shattering Scream (Su): A sonic construct
Sonic Construct uses the sonic energy of its form by emitting a

189
Untapped Potential: New Horizons in Psionics

devastating wail at its enemies. This wail is a 15’ resonance shatters the framework upon
cone that causes 3d4 points of sonic damage completion, but creates a sonic construct. The
(Reflex half, DC 15). A shattering scream ignores latticework requires 1000 gp in raw crystal and a
the hardness of objects, and, if the construct DC 20 Craft (gemcutting) check to assemble.
focuses it on a single object, emulate a shatter ML 8th; Craft Psionic Construct, control body,
spell. After making a shattering scream of either control sound, energy ball, creator must be at
type, a sonic construct must wait one round least 8th level; Price 16000 gp; Cost 8500 gp +
before being able to do so again. 300 xp.
Sonic Form (Ex): A sonic construct, being
pure sound, cannot mask its presence easily. MINDBORN (Template)
Unlike other incorporeal creatures, it does not The procedure that the Unbodied (see the
always move silently, instead taking a -4 racial Expanded Psionics Handbook) used to abandon
penalty on Move Silently checks. Normal their physical forms has not been lost, as
hearing distance is doubled for those making common knowledge might say... it lives on in
Listen checks near the sonic construct. their racial subconscious, and any psionic
Additionally, its natural attacks deal sonic manifester capable of plumbing those depths
damage instead of bludgeoning, and if used to can discover how it was done, and go through
attack an object ignore that object’s hardness. the process themselves.
However, due to their imprecise nature, these It is currently impossible to fully transform
natural attacks can no longer deal critical hits. into an Unbodied, and in this respect common
Finally, it is immune to sonic damage and is in psionic lore is correct. An experienced enough
fact repaired by sonic energy: if it is subject to a manifester can, nonetheless, derive a sufficient
magical or psionic attack which deals sonic substitute -- at the behest of a member of the
damage, it recovers one hit point per die of Unbodied race, for it is in their subconscious
damage the effect would have otherwise dealt. that the path lies. Most Unbodied consider
Its incorporeal miss chance does not apply themselves far above such a contact, but an
against psionic or magical sonic attacks. experienced and dedicated manifester may be
Construct Traits: A sonic construct has able to convince one to try.
immunity to poison, sleep effects, paralysis, And thus does a manifester take the first step
stunning, disease, death effects, necromancy towards an existence unbound…
effects, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale Mindborn have no appearance to speak of.
effects), and any effect that requires a Fortitude They are incorporeal entities of pure mental
save unless it also works on objects or is energy, the result of an extended psionic ritual
harmless. It is not subject to critical hits, non- that powerful manifesters may use to extend
lethal damage, ability damage, ability drain, their lifespans.
fatigue, exhaustion, or energy drain. It cannot Although they have no "natural form" so to
heal damage, but it can be repaired. speak, they can assume virtually any form they
Incorporeal Traits: A sonic construct is can imagine, through the use of their Assume
harmed only by other incorporeal creatures, Likeness ability. Such forms are still incorporeal,
magic weapons, powers, spells, spell-like though it may still be a convincing act. Most
abilities, and supernatural abilities. It has a 50% individual mindborn have a few preferred
chance to ignore any damage from a corporeal shapes, often including an image of themselves
source, except for force effects or attacks made prior to the metamorphosis – although, of
with ghost touch weapons. It can pass through course, considering the mindset of many such
solid objects, but not force effects, at will. Its manifesters, minor physical "imperfections of
attacks ignore natural armor, armor, and the flesh" are usually removed, so the image may
shields, but deflection bonuses and force effects look somewhat better than the original. Even
work normally against them. Sonic constructs psionic masters are not above vanity, it seems.
have no Strength score, but are not silent as
normal incorporeal creatures are. Adaptation: The mindborn serves as a
CONSTRUCTION psionically-themed substitute for the lich
A sonic construct’s body is constructed in an template, and shares many essential elements
unusual fashion: a crystalline latticework is with it. While functionally similar to an
assembled, and then charged with psychokinetic Unbodied, it need not actually have a
energy during construction. The resulting connection to that monster.

190
Chapter 9: Monsters

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

191
Untapped Potential: New Horizons in Psionics

weapons uses either its touch attack or its suspicion.


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

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Chapter 9: Monsters

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

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Untapped Potential: New Horizons in Psionics

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

194
Appendix

Appendix
Class Features
Weapons and Armor Proficiency:
Soulknives are proficient with all simple
weapons, with their own mind blades
(regardless of form), and with light armor and
shields (except tower shields).

Variant Soulknife Mind Blade (Su): As the standard soulknife


The soulknife class, as presented in the class feature, except as follows.
Expanded Psionics Handbook, is an intriguing
class that, sadly, has a less than spectacular A soulknife’s mind blade improves as the
implementation. It has the traits of both character gains higher levels. At 4th level and
warriors and stealthy experts, but no real every other level thereafter, the mind blade
strengths in either role. Everything it can do, gains a cumulative +1 enhancement bonus on
other classes can do better, often without much attack rolls and damage rolls (+2 at 6th level, +3
effort. It shoehorns players into a niche role at 8th level, +4 at 10th level, and so on). Note
without giving much leeway in the execution of that the enhancement bonus of the mind blade
that role. cannot exceed +5. The soulknife may (and,
For these reasons, the variant soulknife indeed, must, after the enhancement bonus
presented below was created. The variant exceeds +5) apply a special ability from the table
soulknife completely replaces the standard below instead of an enhancement bonus. A
soulknife presented in the Expanded Psionics soulknife can choose any combination of
Handbook. It should provide for interesting and weapon special abilities and/or enhancement
varied soulknife characters. bonus that does not exceed the total allowed by
the soulknife’s level.
The weapon ability or abilities remain the
Game Rule Information same every time the soulknife materializes his
Hit Die: d8. mind blade (unless he decides to reassign its
Class Skills: Autohypnosis, Balance, Climb, abilities; see below). The ability or abilities apply
Concentration, Craft, Escape Artist, Heal, Hide, to any form the mind blade takes, including the
Intimidate, Jump, Knowledge (Psionics), Listen, use of the shape mind blade or bladewind class
Move Silently, Profession, Sleight of Hand, Spot, abilities.
Survival, Swim, Tumble, and Use Rope. A soulknife can reassign the ability or abilities
Skill Points at 1st Level: (6 + Int modifier) x he has added to his mind blade. To do so, he
4. must first spend 8 hours in concentration. After
Skill Points at Each Additional Level: 6 + that period, the mind blade materializes with the
Int modifier new ability or abilities selected by the soulknife.

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Untapped Potential: New Horizons in Psionics

Weapon Special Ability Enhancement Bonus Value The mind blade retains the shape given to it
Bane +1 using this class feature every time it is formed
Defending +1 until the soulknife reshapes it. If the soulknife
Distance +1 loses access to this class feature due to negative
Flaming +1 levels or level loss due to death, his mind blade
Frost +1
regresses to its original short sword form.
Ghost touch +1
Keen +1 Bladewind (Su): As the standard soulknife
Lucky* +1 ability.
Merciful +1
Mighty cleaving +1 Greater Weapon Focus (Mind Blade): A
Psychokinetic* +1 soulknife gains Greater Weapon Focus (mind
Shock +1 blade) as a bonus feat at 9th level.
Sundering* +1
Vicious +1 Knife to the Soul (Su): As the standard
Anarchic +2
soulknife ability.
Axiomatic +2
Collision* +2
Flaming burst +2 Multiple Throw (Ex): As the standard
Frost burst +2 soulknife ability.
Holy +2
Mindcrusher* +2 Double Strike (Su): At 20th level, the
Psychokinetic burst* +2 soulknife's mind blade can retain the energy
Shocking burst +2 needed for a psychic strike longer. When the
Suppression* +2 soulknife makes a successful psychic strike with
Unholy +2
his mindblade, the next attack he makes will
Wounding +2
Bodyfeeder* +3 also do psychic strike damage, as long as it is
Mindfeeder* +3 made before the beginning of his next turn.
Soulbreaker* +3 Once this second psychic strike is made, the
Brilliant energy +4 mind blade's extra energy is used up and it will
Coup de grace* +5 not deal extra psychic strike damage unless
*From the Expanded Psionics Handbook imbued again. Ability damage from Knife to the
Soul lingers in the blade during a double strike,
Weapon Focus (Mind Blade): A soulknife just like normal psychic strike damage.
gains Weapon Focus (mind blade) as a bonus
feat. CONSEQUENCES
Using this altered soulknife requires the
Wild Talent: A soulknife gains Wild Talent as following adjustments to new material
a bonus feat. (This class feature provides the presented in this book:
character with the psionic power he needs to x General: If a feat or class feature specifies
materialize his mind blade, if he does not that it stacks with soulknife levels for the
otherwise have the psionic subtype.) purposes of the mind blade and mind blade
enhancement class features, it now only stacks
Bonus Feat: At 2nd level and every 4 levels with the mind blade class feature. This includes
thereafter (6th, 10th, 14th, and so on), the the increase due to prestige class levels.
soulknife gains a bonus psionic feat.
x Half-Giant Soulknife: Change to 6+Int
Throw Mind Blade (Ex): As the standard skill points from 4+Int. The Roots of Strength
soulknife ability. ability now replaces the soulknife’s bonus feat at
6th level instead of the Speed of Thought feat.
Psychic Strike (Su): As the standard x Xeph Monk: All the class features of the
soulknife ability. soulknife still apply to the xeph monk’s ki blade,
including the enhancement bonuses and
Free Draw (Su): As the standard soulknife weapon abilities granted by the mind blade
ability. feature.
x Xeph Soulknife: Change to 6+Int skill
Shape Mind Blade (Su): As the standard points from 4+Int. A xeph soulknife of 6th level
soulknife ability, except as follows. or higher may add any melee weapon ability to

196
Appendix

his mind blade when he alters its weapon Variant Wilder


capabilities – until that level, he is bound to the While psionic manifesting usually finds its
list provided above. Expeditious Skirmish exemplars in paragons of extreme self-control
replaces the soulknife’s bonus feat at 6th level and discipline (the psion and psychic warrior), it
instead of the Speed of Thought feat. has other practitioners as well. The wilder offers
x Blade of the Champion [Mantra]: an excellent conceptual counterpoint to her
When using this mantra with the Double Strike psychic brethren, and at the same time allows
class feature, the damage from your psychic for a similarly different play method. However,
strike decreases by one die every two hits the mechanical implementation of the wilder is,
instead of every hit, and ability damage from simply put, a little strange. Its signature ability,
Knife to the Soul persists for two hits instead of wild surge, grows increasingly dangerous to use
one. For example, if Darius (now a 20th level as levels go up, elude touch (a dodge bonus)
soulknife) were to charge his psychic strike with becomes more valuable the more armor a wilder
2 points of Intelligence damage and +3d8 straps on, volatile mind is at best a minor
psychic damage, and attack while under Blade of hindrance as opposed to a true defense, and the
the Champion, the first two attacks would deal class provides little incentive to consider staying
+3d8 damage and 2 Intelligence damage, his a wilder as opposed to multiclassing.
third and fourth attacks would deal +2d8 The variant wilder presented below aims to
damage (and no Intelligence damage), his fifth solve those problems. While it lacks the
and sixth attacks would deal +1d8 damage, and standard wilder’s ability to wild surge for a
his seventh and later attacks would deal normal smaller amount than possible (which always felt
damage. This is not all in the same round. out of place on a supposedly uncontrolled wild
x Fill the Blade: If the attack imbued by this talent like the wilder’s), it more than makes up
ability successfully deals psychic strike damage, for it with alternate class features and powerful
you do not gain additional imbued attacks as per high-level abilities. Using this variant wilder
the Double Strike ability. Double Strike only completely replaces the wilder presented in the
applies to normally-charged psychic strikes. Expanded Psionics Handbook.

Variant Soulknife
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +2 +2 Mind blade, Weapon Focus (mind blade), Wild Talent
2 +1 +0 +3 +3 Throw mind blade, bonus feat
3 +2 +1 +3 +3 Psychic strike +1d8
4 +3 +1 +4 +4 +1 mind blade
5 +3 +1 +4 +4 Free draw, shape mind blade
6 +4 +2 +5 +5 +2 mind blade, bonus feat
7 +5 +2 +5 +5 Psychic strike +2d8
8 +6/+1 +2 +6 +6 +3 mind blade
9 +6/+1 +3 +6 +6 Bladewind, Greater Weapon Focus (mind blade)
10 +7/+2 +3 +7 +7 +4 mind blade, bonus feat
11 +8/+3 +3 +7 +7 Psychic strike +3d8
12 +9/+4 +4 +8 +8 +5 mind blade
13 +9/+4 +4 +8 +8 Knife to the soul
14 +10/+5 +4 +9 +9 +6 mind blade, bonus feat
15 +11/+6/+1 +5 +9 +9 Psychic strike +4d8
16 +12/+7/+2 +5 +10 +10 +7 mind blade
17 +12/+7/+2 +5 +10 +10 Multiple throw
18 +13/+8/+3 +6 +11 +11 +8 mind blade, bonus feat
19 +14/+9/+4 +6 +11 +11 Psychic strike +5d8
20 +15/+10/+5 +6 +12 +12 +9 mind blade, double strike

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Untapped Potential: New Horizons in Psionics

Game Rule Information surge, a wilder gains phenomenal psionic


Hit Die: d6. strength, but may harm herself by the reckless
Class Skills: Autohypnosis, Balance, Bluff, use of her power (see Psychic Enervation,
Climb, Concentration, Craft, Diplomacy, Escape below).
Artist, Intimidate, Jump, Knowledge (Psionics), A wilder can choose to invoke a wild surge
Listen, Profession, Psicraft, Sense Motive, Spot, whenever she manifests a power. When she does
Swim, and Tumble. so, she gains +1 to her manifester level with that
Skill Points at 1st Level: (4 + Int modifier) x manifestation of the power. The manifester level
4. boost gives her the ability to augment her powers
Skill Points at Each Additional Level: 4 + to a higher degree than she otherwise could;
Int modifier however, she pays no extra power point for this
wild surge. Instead, the additional 1 power point
that would normally be required to augment the
Class Features power is effectively supplied by the wild surge.
Level-dependent power effects are also
Weapons and Armor Proficiency: Wilders improved, depending on the power a wilder
are proficient with all simple weapons, with light manifests with her wild surge.
armor, and with shields (except tower shields). This improvement in manifester level does not
grant her any other benefits outside of the
Power Points/Day: As the standard wilder. manifestation (she gains no higher-level class
abilities, for instance).
Powers Known: As the standard wilder. She cannot use the Overchannel psionic feat and
invoke her wild surge at the same time.
Maximum Power Level Known: As the At 3rd level, a wilder boosts her manifester level
standard wilder. by two instead of one. At 7th level, she boosts her
manifester level by three; at 11th level, by four; at
Wild Surge (Su): A wilder can let her passion 15th level, by five; and at 19th level, by six. The
and emotion rise to the surface in a wild surge wilder always wild surges for the maximum
when she manifests a power. During a wild amount possible.

Variant Wilder
Base
Attack Fort Ref Will Power Powers Max
Level Bonus Save Save Save Special Points Known Level
1 +0 +0 +0 +2 Wild surge +1, psychic enervation 2 1 1st
2 +1 +0 +0 +3 Elude attack 6 2 1st
3 +2 +1 +1 +3 Wild surge +2 11 2 1st
4 +3 +1 +1 +4 Surging euphoria +1 17 3 2nd
5 +3 +1 +1 +4 Volatile mind +1 25 3 2nd
6 +4 +2 +2 +5 35 4 3rd
7 +5 +2 +2 +5 Wild surge +3 46 4 3rd
8 +6/+1 +2 +2 +6 58 5 4th
9 +6/+1 +3 +3 +6 Volatile mind +2 72 5 4th
10 +7/+2 +3 +3 +7 88 6 5th
11 +8/+3 +3 +3 +7 Wild surge +4 106 6 5th
12 +9/+4 +4 +4 +8 Surging euphoria +2 126 7 6th
13 +9/+4 +4 +4 +8 Volatile mind +3 147 7 6th
14 +10/+5 +4 +4 +9 170 8 7th
15 +11/+6/+1 +5 +5 +9 Wild surge +5 195 8 7th
16 +12/+7/+2 +5 +5 +10 221 9 8th
17 +12/+7/+2 +5 +5 +10 Volatile mind +4 (extra save) 250 9 8th
18 +13/+8/+3 +6 +6 +11 280 10 9th
19 +14/+9/+4 +6 +6 +11 Wild surge +6 311 10 9th
20 +15/+10/+5 +6 +6 +12 Perfect surge, surging euphoria +3 343 11 9th

198
Appendix

In all cases, the wild surge effectively pays the extra level-dependent effects (such as minor globe of
power point cost that is normally required to invulnerability). A power manifested with a perfect
augment the power by this additional amount; only surge has the radius and intensity of its associated
the standard power point cost is subtracted from displays doubled; such displays cannot be hidden
the wilder’s power point reserve. For example, if normally.
Alrik the 8th level wilder were to invoke his wild The wilder exudes light as if she is the subject of the
surge when manifesting a power, he would spend daylight spell while using a perfect surge, and
between 1 and 8 power points as normal, but the anyone who makes physical contact with her before
power would manifest at 11th manifester level and the start of her next turn takes 1d4 points of fire
behave as if he had spent 3 more on it than normal. damage.
However, this extreme example of wild surging has
Psychic Enervation (Ex): Pushing oneself by its price. The wilder is struck by psychic
invoking a wild surge is dangerous. Immediately enervention afterwards without fail, except she is
following each wild surge, a wilder may be instead dazed for 1d4 rounds and loses a number of
overcome by the strain of her effort. The chance of power points equal to her manifester level +10. The
suffering psychic enervation is 15%. wilder also takes 2 points of ability burn to every
A wilder overcome by psychic enervation is dazed ability score (ability burn is ability damage that
until the end of her next turn and loses a number of cannot be magically or psionically healed; see the
power points equal to her normal manifester level Expanded Psionics Handbook page 67).
(the increase in manifester level from her wild The wilder cannot use wild surge or Overchannel
surge does not increase the number of power points on the same manifestation as a perfect surge.
lost).
CONSEQUENCES
Elude Attack (Ex): Starting at 2nd level, a Using this altered wilder requires the following
wilder’s intuition supersedes her intellect, alerting adjustments to new material presented in this
her to danger from attacks. She gains a dodge book:
bonus to her Armor Class against all attacks equal x Maenad Wilder: A maenad wilder struck by
to half her Charisma bonus. psychic enervation loses a number of power points
equal to her manifester level +1, and suffers no
Surging Euphoria (Ex): As the standard wilder other ill effects from such enervation. If he uses the
ability. Perfect Surge class feature, he dazed for one round
(instead of 1d4) and loses a number of power points
Volatile Mind (Ex): A wilder’s temperamental equal to his manifester level +5 (instead of his
mind is hard to affect with telepathy or manifester level +10), though he still suffers the
enchantment. Beginning at 5th level, the wilder ability burn. The Resonance ability now reduces the
gains a +1 bonus to saving throws against telepathy Volatile Mind class feature’s bonus to saving
powers or enchantment spells. Every four levels throws by +1 instead of reducing the standard
beyond 5th (9th, 13th, and 17th level), this bonus Volatile Mind’s power point drain.
improves by +1.
Whenever any telepathy power is manifested or any
x Pathos Dragons: A pathos dragon’s
enchantment spell is cast on a wilder of 17th level or enervation acts exactly as it does above, except that
higher, the wilder receives a Will save to negate the they are not dazed.
effect in addition to any save the effect may allow; if x Dreamscarred: A dreamscarred wilder,
the spell or power already allows a Will save to while dreamphased, retains his racial immunity to
negate, the wilder makes a second one, and would psychic enervation.
need to fail both to be affected.
Wilders and Prestige Classes: The variant rule
Perfect Surge (Su): The wilder has mastered the regarding wild surge advancement presented in
unmasterable and can now use a blindingly Hyperconscious: Explorations in Psionics by Bruce
powerful version of wild surge, albeit at great cost. R. Cordell is recommended for this variant wilder.
Once per day, the wilder may add +10 to her The variant is reprinted below.
manifester level on one manifestation as if through
wild surge. In addition to this increase, the Wild Surge Advancement – From
manifestation also receives +3 to its save DC, +3 to Hyperconscious
any attack rolls involved, and is treated as a power As it currently stands, wilders are unlikely to take
five levels higher than it really is for the purposes of prestige classes due to the loss of their surge abilities. As

199
Untapped Potential: New Horizons in Psionics

a variant, you might consider allowing a wilder to Manifesting: The devoted psion’s manifester
treat prestige class levels that currently grant a “+1 level continues to improve at each level, but his
level of existing class” as wilder levels for the purpose base power points per day do not increase after
of using wild surge and psychic enervation. However, 20th level. With every level, a devoted psion
not all prestige classes are appropriate for this—any
psionic prestige class that allows a character to
learns two new powers of any level or levels that
increase save DCs as a class ability should never gain he is capable of manifesting. He is still limited to
the use of this wild surge advancement variant. For knowing fewer powers of any other discipline
instance, the awakened dreamer HC should not gain than his selected discipline, and still may not
the wild surge advancement variant because of the learn powers off of devotion lists other than his
class’s impose will ability. own from Expanded Knowledge and similar
effects.
Epic-Level Psionic Characters Bonus Feats: The devoted psion gains a
bonus feat at 23rd level and every 3 levels higher
than that (26th, 29th, and so on).
Rules for progressing beyond 20th character
Discipline Expertise: The devoted psion’s
level are provided in the Dungeon Master’s
discipline expertise continues to improve. At
Guide and the Expanded Psionics Handbook.
30th level and every 10 levels higher than that
Those rules are expanded here, providing epic
(40th, 50th and so on), the DC of powers he
progressions for the devoted psion, the
manifests from his chosen discipline improve by
marksman, and the society mind.
an additional +1, and he pays one fewer power
point than before for them (+3 DC, -3 power
Epic Devoted Psion points at 30th level, +4 DC, -4 power points at
None can understand the true potential of a
40th, and so on).
psionic discipline as the epic devoted psion does.
Normal psions envy his authority over his chosen
domain of the mind.
Epic Marksman
The projectiles loosed by the epic marksman
seem to defy all logic. With no apparent effort,
Hit Die: d4
she can perform the unimaginable at nearly any
Skill points at each additional level: 2 +
range.
Int modifier.
Class Epic Epic Epic Hit Die: d6
level Devoted Psion Marksman Society Mind Skill points at each additional level:
21st - - - 4+Int modifier.
Manifesting: The marksman’s manifester
22nd - - - level continues to improve at each level, but her
23rd Bonus feat Bonus feat (any) Bonus feat base power points per day and powers known do
not increase after 20th level (except through the
24th - - -
use of epic feats).
25th - - Network sense +5 Wind Reader: The duration of this ability
26th Bonus feat Bonus feat Bonus feat continues to increase at its previous rate.
(archery) Cover Fire: The save or check DC of this
ability continues to increase at its previous rate.
27th - Bonus feat (any) - Signature Style: The save DC of any
28th - - - signature style ability continues to increase at its
previous rate. An epic marksman does not
29th Bonus feat - Bonus feat
automatically learn any additional signature
30th Discipline - Network sense +6 styles (but see below). The ability to apply
expertise (+3) particular feats to the weapons of her chosen
31st - Bonus feat (any) - signature styles also applies to compatible epic
feats.
32nd Bonus feat Bonus feat Bonus feat Bonus Feats: An epic marksman gains a
(archery)
bonus feat at 23rd level and every 4 levels higher
33rd - - - than that (27th, 31st, and so on). Additionally,
she gains a bonus archery-related feat (one that
34th - - -
requires Point Blank Shot) at 26th level and
35th Bonus feat Bonus feat (any) Bonus feat, every 6 levels higher than that (32nd, 38th, and
Network sense +7

200
so on). When a marksman gains a bonus feat at New Epic Feats:
any of these levels, she may forfeit that feat to
instead learn the next-highest tier of any
signature style, to a maximum of the 4th tier. ENDURING NETWORK [Epic]
Your worldthought network may persist through
Epic Society Mind even the most dire circumstances.
The epic society mind manages even more Prerequisite: Character level 21, worldthought
powerful manipulations of the networks of network range (Planar).
thoughts between conscious minds, coordinating Benefit: Your worldthought network gains
the actions of many wills at once. some resistance to null psionics fields and the
like. Although the field still affects manifestation
Hit Die: d6. and other supernatural abilities (unless
Skill points at each additional level: otherwise noted) normally, the connections
4+Int modifier. themselves may persist. If you succeed on an
Manifesting: The epic society mind's opposed manifester level check against the
manifester level continues to improve at each manifester level of the field when any of your
level, but his base power points do not increase network’s members (including yourself) enter
after 20th level. The epic society mind does not the field, then the connection remains intact
gain additional powers known after 20th level (bypassing the normal rules about antimagic
except through the use of epic feats. The epic fields and supernatural abilities). You must
society mind treats powers learned through the repeat this check whenever any of your network’s
Epic Expanded Knowledge feat exactly the same members enter the field.
as powers learned through Expanded Additionally, if your connection to a member
Knowledge. See below on the Power Knowledge persists in these effects, your network sense also
feat. continues to operate normally with respect to
Worldthought Network: The epic society that member (bypassing the rules on antimagic
mind may connect one additional creature into fields and supernatural abilities).
his worldthought network per class level above Special: Dead magic zones have no caster level.
20th (21 creatures at 21st level, and so on). The For your network to endure one, the DC is 20,
range of his network does not increase beyond though you must make this check every round a
19th level. given member is in the field, and each round the
Soulbinding Gaze: The range, DC, and DC increases by 2.
number of simultaneous targets of this ability
continue to increase at their previous rates. EPIC CONNECTIONS [Epic]
Network Sense: The bonus from this ability Your connection to the greater networks of
continues to increase by +1 per five class levels thought is so strong, it allows you to operate
(+5 at 25th level, +6 at 30th and so on). through other followers of the society mind path.
Bonus Feats: The epic society mind gains a Prerequisite: Character level 21, efficient
bonus feat at 23rd level, and every three levels network, Improved Network, ability to manifest
higher than that (26th, 29th, and so on). metaconcert.
Epic Society Minds and Power Knowledge: The Benefit: If you and another society mind both
society mind's powers known increase as normal, possess this feat and are connected in each
and he is able to swap these powers with the other's worldthought networks, your cooperative
other powers on his list. This is an exception to healing, telepathy, and network sense class
the general rule of Expanded Knowledge-type features affect the members of the other society
effects. mind's network as if they were members of your
Example: Jaieth is now 21st level and selects network.
Power Knowledge as his epic feat. He gains Furthermore, if you succeed at a Psicraft check,
knowledge of two additional society mind you may manifest a power through the other
powers, putting his powers known to 13 instead society mind's network, as if you were
of 11. He may now select up to 13 powers known manifesting it through your own (DC 20+power
when he rotates his powers for the day. level+HD of the intended target). The spirit of
many class feature does not apply to powers
manifest this way.
Adaptation: If this feat is allowed in the game,
GMs are encouraged to restrict its acquisition to

201
Untapped Potential: New Horizons in Psionics

members of epic organizations as a sort of Benefit: Your soulbinding gaze now operates
membership benefit. One such organization is over long range (400 ft + 40 ft / society mind
the Cosmic Echoes (see Chapter 6: level), though it still requires line of effect to
Organizations). work.
Furthermore, the DC of the Will save associated
EPIC MEDITATIONS [Epic, Psionic] with this ability increases by 5.
The subconscious routines taught as mantras are These benefits apply whether or not you use the
second-nature to you, and you can maintain your subconscious gaze feature.
focus on more than you could before. Normal: Soulbinding gaze is a close-range
Prerequisite: Character level 21, ability.
Concentration 27 ranks, Psionic Meditation,
Master of Mantras, any three mantra feats. IMPROVED NETWORK [Epic]
Benefit: You may simultaneously activate and Your worldthought network expands, potentially
maintain one more mantra than you could embodying its name literally.
before. The Concentration check DC increases by Prerequisites: Character level 21, efficient
5 per mantra, plus the combined amount of all network.
the mantras you intend to activate. Activating Benefit: You may add one additional creature to
more than one mantra is always a full-round your worldthought network per society mind
action (exception: knights meditant may activate class level. This ability increases with every level
two mantras at once at accelerated rates; see of society mind you have. (A 21st level society
Chapter 5 for more information). Epic mind with this feat can hold 42 creatures. If he
Meditations stacks fully with the knight reaches 22nd level, this becomes 44, and so on).
meditant’s threefold master class feature. Special: You may gain this feat more than once.
Special: You may select this feat multiple times. Each time you do, you may add an additional
Each time you do, you may activate and maintain creature to your network per society mind class
one additional mantra simultaneously. level. (a 23rd level society mind who has selected
this feat twice can hold 69 creatures in his
EPIC SENSITIVITY [Epic, Psionic] network, and at 24th that becomes 72.)
You have internalized your network sense. Its Normal: You may hold one creature per society
use comes as naturally to you as the senses you mind level in your worldthought network.
were born with.
Prerequisite: Character level 21, Sense Motive MINDSENSE [Epic, Psionic]
25 ranks, network sense +4 Your network sense now subconsciously
Benefit: You no longer need to expend your registers what others in the network perceive.
psionic focus to activate your network sense: Prerequisites: Character level 21, Epic
while psionically focused you can always tell the Sensitivity, ability to manifest sense as one.
location, apparent identity, and current Benefit: While you maintain your psionic focus,
condition of members. Furthermore, you are and you have both line of sight and line of effect
always aware of their current hit points. to one or more willing members of your
worldthought network, you become difficult to
GREATER SOULBINDING surprise. If any such member is aware of danger,
GAZE [Epic, Psionic] so are you. You cannot be caught flat-footed or
Your soulbinding gaze becomes more deadly. flanked unless all such members also are.
Prerequisite: Character level 21, subconcious
gaze.

202
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203

Common questions

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'Prowess As One' bestows the highest base attack bonus among affected team members to all targets, potentially increasing their number of attacks per round. This equalization of combat proficiency among members ensures the entire team can engage effectively, overcoming weaknesses in individual combat abilities. Such a power could drastically shift the combat dynamics, allowing for optimized offensive strategies and collective synergy in battle .

A society mind's network power, known as the Worldthought Network, allows them to connect willing minds, effectively strengthening their psychic bonds. This network can enhance members' abilities through cooperative healing and telepathy features. At higher levels, the range of the network increases significantly, extending even across planar boundaries, thus offering extensive strategic advantages. Members gain benefits such as telepathic communication regardless of language and sharing of certain psionic abilities with willing members of the network .

To become an energist, a character must have 15 ranks in both Knowledge (Psionics) and Psicraft, and must possess the feats Empower Power and Spirit of the Attuned. They must also be able to manifest the power energy cone and at least three other energy powers. Benefits of the energist class include mastery over specific energy types such as fire, cold, electricity, or sonic, and gaining additional power points and powers as they level up. Energists are particularly known for their ability to intensify energy-based psionic attacks .

The society mind uses the Wisdom score to determine their highest possible manifestation level, the difficulty class of their powers, and any bonus power points they may receive daily. Wisdom is crucial as it dictates the overall effectiveness and variety of a society mind's psionic capabilities, allowing for the comprehension and mastery of complex psionic networks and manifestations .

Society minds are typically neutral due to their perspective on the grand patterns and trends within the collective consciousness, making them impartial observers. However, good society minds use their abilities to harmonize and resolve conflicts positively, whereas evil society minds exploit the collective mental powers for dominance and personal gain, believing their capabilities mark them as superior. This dynamic allows society minds to either be constructive or destructive based on their ethical choices .

The 'Falling with Style' feat allows characters with high Intelligence, Wisdom, or Charisma to control their falls better than normal. It is activated as an immediate action by expending psionic focus, enabling characters to land on their feet and reduce fall damage by 10 feet per bonus point of their choice attribute. Additionally, it allows horizontal movement during a fall, improving mobility and control in situations where falling is likely .

'Technique As One' allows a society mind to share a feat they possess with another willing target. If augmented, it can include additional feats from the same target, given prerequisites are met. This power provides strategic advantages by enabling team members to utilize each other's combat skills or special abilities temporarily to adapt to different combat scenarios, greatly increasing the group's versatility and effectiveness .

To use 'Soul Buffer,' a society mind must have Worldthought Network, Network Sense, and 12 ranks in Psicraft, along with the ability to manifest psionic revivify. This feat allows a society mind to immediately revive a network member upon death, without suffering experience point costs but at the cost of their Constitution. This capability reinforces the interdependence and resilience of their network, emphasizing the society mind's role in sustaining ally continuity and survival .

Unlike other psionic classes, a society mind has the flexibility to choose new powers each day after rest and contemplation of network patterns, although limited by the number of powers they can retain at once. Their manifestation draws on power points, allowing for augmentation similar to other psionic classes. Society minds are distinguished by their specialization in creating worldthought networks, enhancing collective effectiveness significantly beyond individual abilities .

'Network Sense' provides a form of passive clairsentience, offering bonuses to various skills like Bluff, Sense Motive, and Knowledge against network members. This equals a ranger's favored enemy bonus, improving every 5 class levels. A society mind can use this by expending psionic focus to precisely locate and identify network entities, enhancing tactical awareness and enabling effective strategy formulation in nuanced situations .

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