Mind Divine
Mind Divine
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Mind Divine
Author: Jeremy Smith
Editor: Andreas Rönnqvist
Contributors: Andreas Rönnqvist, Brian Dupuis, Greg Jacob, Vlado Rodriguez, Will Elyea
Design / Layout: Jeremy Smith
Interior Illustrations: Ash Jackson, Bradley K McDevitt, Brandon Glore, Butch Mapa, Rudolph Montemayor,
Trejo Ruelas
Cover layout: Brandon Glore, Jeremy Smith
Cover Illustration: Arnaud Sider, Gwennaël Larcher
Special Thanks: Brandon Glore, Thomas Boaz, Vlado Rodriguez
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.
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i
Table of Contents
ii
Godminds and Divine Ranks ..............................53 Ferroplasmic Ooze .................................................89
Places of Contemplation ........................53 Fleshthief (Ardjhenmira) ........................................90
Sites of Meditation ..............................................53 Keian ......................................................................91
Contemplation Glades ........................................54 Malidrous ...............................................................92
Training Squares .................................................55 Mentat.....................................................................93
Imbued Sites .......................................................57 Nenngar ................................................................102
Imbued Constructions .........................................57 Phrenic Guardians ................................................103
Imbued Natural Site ............................................58 Crystalline Phrenic Guardian ............................103
Phrenic Locations ...............................................59 Earthen Phrenic Guardian .................................104
Sentient Regions .................................................60 Flora Phrenic Guardian .....................................106
Proseius ................................................................107
Chapter 4: Prestige Classes ........... 61
Shakam .................................................................108
Cerebris ..................................................................62
Illusion Crafter .......................................................65
Appendix ........................................110
leaching Psyche ......................................................68 New Epic Feats ..................................... 110
Primal Thought .......................................................71 Diverging Devotion ..........................................110
iii
Chapter One: Introduction
The secrets of the mind and the powers locked Using This Book
within it are mysteries even to the most learned on
the subject. Centuries of study have yet to exhaust This book expands upon the system of 3.5
everything of which the mind is truly capable. The psionics through the introduction of new feats,
ability to bend the laws of reality with only the powers, items, prestige classes, organizations,
power of thought is something many would do just psionic creatures, and even psionic locations. In
about anything to gain. addition, this book will elaborate on the godmind
The quest to gain this power has resulted in the concept originally developed by Bruce R. Cordell
demise of many a foolhardy adventurer; yet a select in Hyperconscious: Explorations in Psionics as
few with the talent and inclination have managed a new form of powerful entity for characters to
to take the ultimate step, transforming into the worship and gain new and powerful abilities.
embodiment of a psionic aspect, becoming a force Finally, new material is given for options
worthy of worship: a godmind. presented in Untapped Potential: New Horizons
Contained within these pages you will find in Psionics by Brian Dupuis, Greg Jacob, Jeremy
new options for players and GMs alike. New Smith, and Michel Fiallo-Perez.
feats, powers, and prestige classes test the limits Hyperconscious and Untapped Potential are
of what a player is truly capable, while the new not required for use with this book, but are fully
organizations, monsters, psionic locations, and supported by this new material.
psionic items grant the game master new devices
for use in plot development. Discipline vs. Devotion
In addition, this book contains new information Since the release of the Expanded Psionics
on the concept of godminds: psionic entities on Handbook, new players are often confused by the
a power level akin to a deity. An introduction is use of the term discipline to represent two different
given later in this chapter as a way to more easily concepts. The first use describes a subset of powers,
introduce the godminds into your game. while the second use describes a subset of the psion
Some of the new organizations and psionic class itself.
locations detailed later in this book are location- To minimize confusion, this book uses the term
specific, but feel free to customize the names and discipline only to describe subsets of powers. To
places given to easily incorporate this new content describe the different psion subclasses, the term
into your own games. devotion is instead used.
For example, instead of saying “An Egoist may
choose powers from the Egoist discipline list,
1
although he could still choose telepathy discipline character options, it is possible to gain access to
powers,” it would instead be written as “An Egoist psionic nodes and other special abilities, but the
may choose powers from the Egoist devotion list, individual needs to have the psionic subtype,
although he could still choose telepathy discipline typically gained by having a power point reserve,
powers.” in order to gain any special benefits from following
This change causes no mechanical change. It the tenets of a godmind.
simply changes the names for the sake of clarity. Because of the need for a follower to have a
The only retroactive change is renaming the first- power point reserve to receive benefits from the
level psion class feature to devotion. godmind, if the follower ever drops to 0 power
points, they lose access to any special abilities
Godminds and Psionic Nodes granted from following the doctrine of a godmind,
Originally found in Hyperconscious: Explorations such as psionic nodes or class features.
in Psionics by Bruce R. Cordell, a godmind is a Additionally, many godminds have specific
being of extreme power, on par with the power of a doctrines that are expected of their adherents
deity. In fact, many less informed believe the two to follow. These doctrines are outlined in the
to be the same; they believe a godmind is actually description of each godmind in Chapter 3. Those
just another god. Yet there are differences that who follow a godmind and purposely commit an
separate the two types of entities. act that is against the doctrine of their godmind
In some situations, a godmind was once a mortal; typically lose access to any abilities granted by their
a mortal with an overwhelming innate talent for godmind. This includes losing access to psionic
psionics or a mortal who was able to acquire the nodes and any godmind-granted class features. If a
same level of power over their life, but a mortal follower of a godmind loses their granted abilities,
nonetheless. The individuals who took the path to they may seek to make amends through means such
elevate their power beyond normal limits eventually as atonement.
became godminds if they were not destroyed in the
process. However, not all godminds were originally Godminds and Gods
mortals. Some are beings alien in nature but vast In a typical campaign, there is usually at least one
in power, and they have the level of power to be entity of such vast supremacy as to be considered
termed godminds. of god-like power. There may be multiple such
A pantheon of known godminds is detailed in entities, such as a pantheon of deities, or a singular
Chapter 3. Due to the incredibly vast nature of entity. These supreme beings may be active in the
the universe, it is not only possible, but also quite lives of mortals and shaping the world, or they may
likely that more godminds exist or are developing be more passive, letting the mortals live their lives
in power. without divine intervention.
Although godminds are equal in scope to typical Into this equation is inserted the concept of
deities in power, they do not carry the same divine godminds with the power typical of deities, given
benefits that worshippers of typical deities receive. divine ranks and abilities as such. The exact
A cleric or other spellcaster that gains spellcasting dynamics of the relationships that the godminds
ability from a specific deity does not gain such a and other entities maintain is up to the discretion of
benefit from worshipping a godmind. Similarly, the game master. Perhaps only godminds exist, the
clerics, paladins, and other classes with the ability other deities never having existed or some string of
to turn or rebuke undead do not gain that ability events removing them from the world. Perhaps the
from worshipping a godmind. While a godmind is standard pantheon of divine beings and the pantheon
immense in scope and power, they do not behave or of godminds co-exist, controlling different spheres
exist in the same fashion as a standard deity and, as of influence, or perhaps there is an active conflict
such, are unable to grant these class features. between the different factions of heavenly beings.
Those with the ability to manifest powers gain The choice is yours to incorporate as you see fit.
special abilities from their godminds if they choose The godminds presented later in this book are
to embark upon the path of devotion. Through detailed along with their philosophy and the path
2
they took to gain the power to become a godmind. to it, something spiritual, yet unlike anything the
Sample organizations are also given that venerate creature has ever experienced.
certain godminds, giving an easy base of believers For some, this calling is a faint tickle in the back
to use to incorporate these godminds into an of their mind, perhaps the feeling that they’re
existing campaign. Or perhaps the godminds are simply forgetting something. For others, it is as if
newly-come to their powers and are still seeking something they have looked for their entire lives
out those to grant them their divine power. is now within reach. Some of those among the
The possibilities of incorporating these beings are world’s population, those most in tune with their
only as limited as your imagination. own minds, stretch out their consciousness and are
astounded to discover beings of immense power
Psionics and Divinity and knowledge whose own greater consciousnesses
As with many other concepts in this game, there are seeking out like-minded individuals.
are bound to be players who do not embrace the The world would remember this day as The
concept of psionic-based deities (in whatever Awakening, when the psionic beings known as
name) or psionic characters who gain their ability godminds first appeared. Entire factions would
through divine entities. arise in the world devoted to these entities; new
That’s ok! However, there is a significant amount churches would rise and old churches fall as the
of content contained in this book that deals with upheaval caused by the emergence of the godminds
psionic and divine entities interacting (both deity- left rippling repercussions.
level and mortal-level). It is understood that these Those active deities fearing these new-comers
concepts are not for everyone, but they are included would appear to their churches to reaffirm the
for those who do enjoy this concept and want to faith of their worshippers, while older, quieter
continue exploring the possibilities. deities would simply accept the new group along
If you are one who does not enjoy or subscribe to with those already in existence. Jealous, vengeful
these concepts, it is advised to avoid the pantheon gods would lash out at the interloping godminds,
outlined in Chapter 3, the yuda of thought and seeking to protect their domains, while the more
purified mind prestige classes in Chapter 4, or the peaceful would embrace the arriving pantheon as a
keian or mentats in Chapter 5, as these deal directly welcome addition.
with this concept.
However, it is recommended to at least consider In some worlds, the introduction of the pantheon
these different choices. If viewed in the proper of godminds outlined in Chapter 3 might entail
manner, psionics and divinity can not only co-exist mighty clashes between the beings of immense
peacefully, but actually cooperate without feeling power as they strive simply to continue their
uncomfortable. existence. In other worlds, it may instead mean a
In the end, the choice is yours to use this material nearly seamless emergence of new celestial beings.
or to exclude it, as it is with the rest of the material The specifics are left up to you, as the infinite
presented in this book. possibility of deities makes it impossible to truly
generalize the introduction of new god-like beings.
An Awakening
Detailed below is a possible scenario for A World without the Divine
introducing the new pantheon of godminds detailed Outlined below are recommendations on how to
later in this book. It can be used to first introduce create a truly psionics-only campaign. With the
them or as a way to explain their presence in a new removal of the divine classes such as the cleric,
campaign. druid, and paladin, the problem of lack of healing
can be a major concern for everyone involved.
A new day dawns over the world, seemingly no Here are proposed solutions to that problem.
different than any that have come before it. Yet,
as each creature awakens, something new calls out What would your game be like without the
divine classes? How would your characters endure
3
Healing Without Divine Magic
In a world without the touch of the divine, healing magic is limited in availability. The touch of the divine to
staunch blood flow, mend wounds, and return life to the deceased is non-existent, which might make your game
harsher than you intend.
With such a major aspect of the world missing, it is likely that advances in healing would take place in that
vacuum. An herbalist or apothecary might learn to make unguents, potions, poultices, and other concoctions to
mend the wounded and heal the sick. Treat these creations as potions of the appropriate cure spells, but maybe
a given character can only gain the benefit from a certain quantity of herbal remedies in any given time. This
allows you to keep healing available to the players, but not make it a trivial concern.
without a healing cleric or a druid to summon forth notice the lack of a divine casting class.
animals to aid in combat? Would you even be able Raising the dead would be one area that might
to survive? pose a problem in a game without divine casting.
You might be surprised at how easy it is to create The egoist has the power to bring a fallen ally back
a game without using any of the divine classes, to life if he reaches the individual in time,, or a
especially in games that incorporate the society high level manifester using bend reality or reality
mind class presented in Untapped Potential: New revision, but in any other situation, the deceased
Horizons in Psionics. Even that, however, is not would have permanently passed on to the afterlife,
strictly necessary. making death a very permanent situation. This
Through the use of powers such as vigor, may be what you’re looking for in your game.
empathic transfer, and body adjustment, you can Perhaps you don’t believe that death, even in
have a dedicated healing character as early as 3rd a game, should be taken lightly and should be a
level with an egoist. Prior to that, potions of cure severe penalty or loss. By removing the classes
light wounds are able to do the job of a cleric and that gain the ability to raise the dead, you have
druid in terms of healing. quickly achieved that goal. Death is no longer a
An egoist with the right power selection can situation where you simply save the corpse until
easily serve as the party’s healer and also offer you have the thousands of gold necessary to pay
offensive capabilities when his curative powers are a cleric. Loss of life becomes a very dangerous
not in demand. A society mind can share healing penalty, one that the players will come to respect
effects across his worldthought network to ensure even more than before.
everyone receives the care they need to survive in If you do not want to lose the ability to resurrect
the world. fallen allies, it can be introduced as an ability of
Keep in mind that bards are able to cast cure light high-ranking clergy to all or specific deities or
wounds and therefore, can assist in the creation of godminds. These clergy may require a specific
potions. In a world without divine classes, such boon in exchange for their aid or they may only
items would be commonplace to fill the void left perform the service for other members of their
by such classes. church. Certain deities, such as those of nature,
If you choose to play in this type of scenario, might only have the ability to cast reincarnate,
your typical party roles might be filled with the bringing back the target in a different body. The
following: a fighter-type (perhaps a soulknife or choice, as with the rest of the material presented
psychic warrior), a rogue-type, a wilder, psion, or within these pages, is up to you!
wizard, and an egoist or society mind. With this
mix of classes, your party should be able to handle
a wide variety of possibilities and may not even
4
Chapter Two: Character Options
Being among those who have the powers of cannot be chosen without the use of means such as
Expanded Knowledge.
the mind can be a daunting, yet exciting, concept.
While all psionic power is power from within, the Special: You may take this feat multiple times.
means to manipulate and understand that energy Each time, you gain access to another psionic node
are as varied as the multitude of practitioners of to which your godmind grants access. Should you
its form. ever stop following the tenets of your godmind’s
Many times, the talents of these individuals can ideology, you lose access to all psionic nodes until
develop in unusual ways other times, they might you make amends, such as through atoning.
develop into similar abilities. Detailed below are
new options for psionic characters, including a ADDITIONAL PSICRYSTAL
new concept: psionic nodes, as well as new psionic [PSIONIC]
feats, powers, and items. You are able to gain a second psicrystal, companion
to the first.
Prerequisites: Manifester level 9th, Improved
New Feats
Psicrystal, Psicrystal Affinity.
Benefit: You gain an additional psicrystal with a
ACCESS PSIONIC NODE [PSIONIC] separate personality than your first. You gain all the
Your embodiment of a godmind’s ideology grants benefits of this new psicrystal as if it was a normal
you additional powers and abilities. psicrystal, although any Improved Psicrystal
Prerequisites: Servant of the Mind, Knowledge feats may only apply to a single psicrystal. The
(psionics) 6 ranks, Knowledge (religion) 2 ranks, Alertness feat benefits granted by being close to
venerate a godmind (see Chapter 3). your psicrystal can be gained by proximity to either
Benefit: You gain access to a single psionic node psicrystal, but you do not gain the benefits twice
to which your godmind grants access (see below), for having both nearby. You may also only share
allowing you to choose your powers known from powers with a single psicrystal at any time.
this list in addition to any other lists granted from Normal: You may only have one psicrystal.
you manifesting class. In addition, you gain the Special: If you have the ability to store a psionic
granted power associated with that node. Once focus in your psicrystal from effects such as the
you have selected the node, the choice cannot be Psicrystal Containment feat, you may only store a
changed. psionic focus in a single psicrystal at any time.
Normal: Powers not on your class power list
5
Table 2-1: NEW FEATS
FEAT PREREQUISITES BENEFIT
Access Psionic Node Servant of the Mind, Knowledge (psionics) 6 Gain access to a psionic node
ranks, Knowledge (religion) 2 ranks, venerate
a godmind
Additional Psicrystal Manifester Level 9th, Improved Psicrystal, Gain a second psicrystal
Psicrystal Affinity
Channeling Strike1 Base attack +6, able to manifest 3rd level Channel your active powers into your
powers attacks
Disrupting Strike Base attack bonus +6, psychic strike +2d8 Use psychic strike on undead
Enervating Feedback1 Wild surge +3 Convert penalties of psychic enervation
Hostile Enervation1 Enervating Feedback, Knowledge (psionics) Channel psychic enervation into foes
15 ranks
Nature’s Consciousness1 Knowledge (nature) 4 ranks Affect plants with mind-affecting
powers
One Pool Craft Cognizance Crystal, Psicraft 12 ranks Access power points from multiple
sources
Resonating Interference2 Wis 13, Psionic Meditation Disrupt the ability to gain focus
Seething Psyche Psychic enervation class feature Stun those that attack you
Servant of the Mind Knowledge (religion) 2 ranks, venerate a +1 to Will saves and Knowledge
godmind (religion checks)
Shared Power 1
Affect a group with self-only effects
Transfer Power1 Enhance an ally with self-only effects
1 You must expend your psionic focus to use this feat.
2 You must be psionically focused to use this feat.
6
HOSTILE ENERVATION [PSIONIC] expend psionic focus while within 30 feet of you
You have trained your body and mind to channel and you have psionic focus, they must succeed on
the effects of a psychic enervation onto another. an opposed Wisdom check or their Concentration
Prerequisites: Enervating Feedback, Knowledge check fails, as your psyche disrupts their
(psionics) 15 ranks, wild surge +3. concentration.
Benefit: To use this feat, you must expend your Further, any opponent maintaining psionic focus
psionic focus. When you would normally suffer that comes within 30 feet of you must make an
power point loss from a psychic enervation, you opposed Wisdom check or lose psionic focus.
may instead channel that loss to a touched creature,
dealing a number of hit points in empathic damage SEETHING PSYCHE [PSIONIC]
equal to the number of power points you would When pushed beyond its limits, your mind lashes
have lost. out at attackers.
Normal: Psychic enervation causes the manifester Prerequisite: Psychic enervation class feature.
to lose a number of power points equal to wilder Benefit: If you are dazed due to psychic enervation,
class level. anyone striking you in melee or at close range must
make a Will save (DC 10 + your Charisma modifier
NATURE’S CONSCIOUSNESS + 1 for every point by which you wild surged when
[METAPSIONIC] you enervated) or also be dazed for 1 round. This
You are able to affect the low-level consciousness effect is mind-affecting. Attackers using natural
of plant creatures. or melee weapons must make one saving throw
Prerequisite: Knowledge (nature) 4 ranks. after each attack that successfully hits. Attackers
Benefit: To use this ability, you must expend your using missile weapons, powers, spells, or psi-like
psionic focus. Any power you manifest with the or spell-like abilities that generate a weapon-like
mind-affecting descriptor can affect plants. Using attack must also save once for each missile, but
this feat increases the power point cost of the power the DC decreases by 1 for every 5 feet of distance
by 4. between you and the attacker.
Normal: Creatures with the plant type are immune In addition, if you are psionically focused, you may
to mind-affecting effects. walk up to half your speed while dazed, so long
as no physical actions such as opening a door or
ONE POOL [PSIONIC] moving an object are involved. The benefit of this
Multiple sources of power points are one and the feat does not apply if you are dazed for any reason
same to you. other than psychic enervation, including being
Prerequisites: Craft Cognizance Crystal, Psicraft dazed for having attacked someone else with this
12 ranks. feat active.
Benefit: You may access power points from
multiple sources as if they were a single source. SERVANT OF THE MIND [GERNERAL
You may simultaneously use power points from a You venerate a particular godmind, seeking to
total number of sources up to half of your primary embody the aspect of psionics that godmind
manifesting ability modifier (minimum 2). represents.
Normal: You may only manifest powers using Prerequisites: Knowledge (psonics) 2 ranks,
power points from a single source. Knowledge (religion) 2 ranks, venerate a
godmind.
Benefit: So long as you adhere to your godmind’s
RESONATING INTERFERENCE
ideology, you gain a +1 bonus on Knowledge
[PSIONIC]
(religion) checks and on Will saves.
Others find it difficult to gain or utilize psionic
focus in your presence.
Prerequisites: Wis 13, Psionic Meditation. SHARED POWER [METAPSIONIC]
Benefit: Anytime an opponent seeks to gain or You have learned to extend the range of your
7
personal powers, granting their benefits to your your attack rolls equal to 1 + half of your Wisdom
nearby allies. modifier.
Benefit: To use this feat, you must expend your You may expend your psionic focus during this
psionic focus. You can manifest a power with a mantra to gain a morale bonus to one damage roll
range of personal at any distance up to 30 ft. as a equal to 1 + your Wisdom modifier.
ray, gaining no benefit yourself, but granting it to
the target. You must succeed on a ranged touch DISCIPLINE OF THE ZEALOT
attack for the target to be affected by the power or [MANTRA, PSIONIC]
the power points are lost. Your commitment to your godmind grants you
Using this feat increases the power point cost of the protection from the dominance or will of others.
power by 4. The power’s total cost cannot exceed Prerequisites: Wis 15, Knowledge (religion) 2
your manifester level. ranks, venerate a godmind.
Benefit: To activate Discipline of the Zealot, you
TRANSFER POWER [METAPSIONIC] must meditate to gain psionic focus. Focusing
You are able to bestow your psionic enhancements in this fashion requires a Concentration check 10
on others. higher than normal. Once activated, this mantra
Benefit: To use this feat, you must expend your lasts for 10 minutes as long as you maintain
psionic focus. You can manifest a power with a psionic focus. While active, you gain a +3 morale
range of personal on a group of individuals within bonus to saving throws against mind-affecting and
30 ft. Your manifestation can target up to one compulsion effects.
additional creature per three manifester levels. You may expend your psionic focus during this
Using this feat increases the power point cost of the mantra as an immediate action to automatically
power by 8. The power’s total cost cannot exceed succeed on a single saving throw against a mind-
your manifester level. affecting or compulsion effect. You must declare
this use of Discipline of the Zealot before rolling
Mantra Feats the saving throw.
Mantra feats, originally presented in Untapped
Potential: New Horizons in Psionics, are psionic EXPERTISE OF THE VIRTUOSO
feats that provide no bonus until you meditate to [MANTRA, PSIONIC]
gain your psionic focus, at which point they engage Combat is second-nature to you, making you a
a supernatural effect for a set duration. If you deadly foe.
expend your psionic focus during a mantra feat’s Prerequisites: Combat Expertise, base attack
effect, the mantra ends immediately. Characters bonus +8.
may only benefit from a single mantra feat at a Benefit: To activate Expertise of the Virtuoso, you
time. must meditate to gain psionic focus. Focusing
in this fashion requires a Concentration check 10
CONVICTION OF THE BLESSED higher than normal. Once activated, this mantra
[MANTRA, PSIONIC] lasts for 1 minute as long as you maintain psionic
Your belief and faith in your godmind enhances focus. While active and using Combat Expertise,
your fighting ability. the penalty imposed to your base attack bonus is
Prerequisites: Base attack bonus +6, venerate a divided by half (rounded up).
godmind. You may expend your psionic focus during this
Benefit: To activate Conviction of the Blessed, mantra to make an attack of opportunity against a
you must meditate to gain psionic focus. Focusing single opponent who attacks you.
in this manner requires a Concentration check 5 Normal: The penalty to your attack rolls is equal
higher than normal. Once activated, this mantra to the bonus gained to Armor Class.
lasts for 1 minute as long as you maintain psionic Special: A fighter may select this feat as a bonus
focus. While active, you gain a morale bonus to feat so long as he meets the prerequisites.
8
FOCUSED STYLE [MANTRA, PSIONIC] A fighter may select this feat as a bonus feat so
Hours upon hours of practice give deadly precision long as he meets the prerequisites.
to your blows.
Prerequisites: Improved Unarmed Strike, Weapon FURY OF THE STORM [MANTRA,
Focus (unarmed strike), Concentration 9 ranks. PSIONIC]
Benefit: To activate Focused Style, you must You channel your fury into your melee attacks,
meditate to gain psionic focus. Focusing in this landing more blows than would normally be
fashion requires a Concentration check 5 higher possible.
than normal. Once activated, this mantra lasts for 1 Prerequisite: Base attack bonus +4.
minute as long as you maintain psionic focus. While Benefit: To activate Fury of the Storm, you must
active, you gain a +1 insight bonus to unarmed meditate to gain psionic focus. Focusing in this
attack rolls and deal damage with your unarmed fashion requires a Concentration check 5 higher
attacks as if you were one category larger. than normal. Once activated, this mantra lasts for
As a swift action, you can expend your psionic 1 minute as long as you maintain psionic focus.
focus to receive a +4 insight bonus to unarmed While active, on a full attack, you
attacks and deal double damage (of your normal may make an additional attack at your normal
size) on your next unarmed attack. attack roll. However, the fury you unleash makes
Special: A monk may select Focused Style as a your strikes less steady and you suffer a -2 penalty
bonus feat at 6th level, even if she does not meet on all attack rolls in the full attack.
the prerequisites. You may expend your psionic focus during this
mantra to gain a second additional melee attack at an
additional -5 penalty to its attack roll. In addition,
when expending your focus in this fashion, you
gain a +1 bonus to your melee damage rolls.
9
Table 2-1: NEW MANTRA FEATS
FEAT PREREQUISITES BENEFIT
Conviction of the Blessed Base attack bonus +6, venerate a godmind Gain bonus to attacks or damage
Discipline of the Zealot Wis 15, Knowledge (religion) 2 ranks, Resist mind-affecting and
venerate a godmind compulsion effects
Expertise of the Virtuoso Combat Expertise, base attack bonus +8 More effectively use Combat
Expertise
Focused Style Improved Unarmed Strike, Weapon Focus Be treated as a category larger for
(unarmed strike), Concentration 9 ranks. unarmed attacks
Fury of the Storm Base attack bonus +4 Gain additional attacks
Finesse of the Monkey Dex 13, Climb 4 ranks, Jump 4 ranks Ignore difficult terrain
Rage of the Fallen Iron Will, base attack +8 Gain hit poitns when allies are hurt
Reflexes of the Cat Wis 15, Combat Reflexes, base attack bonus Gain additional attacks of
+6 opportunity
Retort of the Prepared Mind Psionic Affinity, Psicraft 12 ranks Counter psionic powers
Spirit of the Faithful Wis 15, Knowledge (psionics) 9 ranks, Be treated as a higher level
Knowledge (religion) 9 ranks, access to a manifester for your godmind’s
psionic node nodes
RAGE OF THE FALLEN [MANTRA, 1 minute as long as you maintain psionic focus.
PSIONIC] While active, you gain your Wisdom modifier to
Damage to your allies triggers a violent reaction your maximum number of attacks of opportunity
from you. per round, in addition to any gained from Combat
Prerequisites: Iron Will, base attack bonus +8. Reflexes.
Benefit: To activate Rage of the Fallen, you must As a swift action, you may expend your psionic
meditate to gain psionic focus. Once activated, focus during this mantra to gain a +4 bonus to an
this mantra lasts for 1 minute or until you expend attack of opportunity.
psionic focus. While this mantra is active, if one of Normal: Characters without Combat Reflexes may
your allies within 50 feet is dealt damage, you gain only make a single attack of opportunity per round.
a number of temporary hit points equal to half the Characters without this feat but with Combat
damage they are dealt (rounded down). Reflexes may make up to their Dexterity modifier
You may expend you psionic focus as an immediate in attacks of opportunity per round.
action when an ally within 50 feet of you is reduced
to 0 or fewer hit points by an attack to take a full RETORT OF THE PREPARED MIND
round action. This full round action may only be [MANTRA, PSIONIC]
used to strike at the creature that caused your ally You are able to see a split second into the future and
to fall to 0 or fewer hit points. interrupt others before they can finish manifesting
a power.
REFLEXES OF THE CAT [MANTRA, Prerequisites: Psionic Affinity, Psicraft 12 ranks.
PSIONIC] Benefit: To activate Retort of the Prepared Mind,
The speed with which you react is faster than the you must meditate to gain psionic focus. Focusing
eye can see. in this fashion requires a Concentration check 10
Prerequisites: Wis 15, Combat Reflexes, base higher than normal. Once activated, this mantra
attack bonus +6. lasts for 1 minute as long as you maintain psionic
Benefit: To activate Reflexes of the Cat, you must focus. While active, you may attempt to counter a
meditate to gain psionic focus. Focusing in this power being manifested by a target within line of
fashion requires a concentration check 5 higher sight. To counter a power being manifested, you
than normal. Once activated, this mantra lasts for must spend an equal number of power points being
10
used to manifest the power and make a Psicraft meditate to gain psionic focus. Focusing in this
check against a DC of 20 + the power level of the fashion requires a Concentration check 5 higher
power being countered. You may not spend more than normal. Once activated, this mantra lasts for
power points in this fashion than your manifester 1 minute as long as you maintain psionic focus.
level. While active, your powers from your godmind’s
If you successfully make the Psicraft check, make psionic nodes are treated as if your manifester
an opposed check against the target manifester as if level was two higher for purposes such as duration,
using dispel psionics on an on-going effect. If the range, and bypassing power resistance. This does
check fails, you still expend your power points and not allow you to spend additional power points in
the target successfully manifests the power. If the augmentation.
check succeeds, the target’s manifesting is spoiled You may expend your psionic focus during this
and they lose the power points they would have mantra to augment the power as if your manifester
spent on the power. level was two higher. You must still pay the
You may expend your psionic focus during this increased manifestation cost.
mantra to gain a +5 bonus on your opposed check
to counter a power being manifested. Psionic Powers
The powers of the mind are varied in their form.
SPIRIT OF THE FAITHFUL [MANTRA, As individuals discover new ways to manipulate
PSIONIC] their mental energies, new powers are discovered.
Your devotion to your godmind reinforces your Presented below are new psionic powers for use in
mental ability. your games.
Prerequisites: Wis 15, Knowledge (psionics) 9 Powers marked with a † are new powers detailed
ranks, Knowledge (religion) 9 ranks, venerate a in this book. Powers marked with a HC are powers
godmind. from Hyperconscious: Explorations in Psionics
Benefit: To activate Spirit of the Faithful, you must and powers marked with a UP are from Untapped
Potential: New Horizons in Psionics.. All other
powers are from the Expanded Psionics Handbook.
Powers marked with an A can be augmented, while
powers marked with an X require an XP cost to
manifest.
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Psionic Nodes 4. Inertial Barrier: Gain DR 5/–.
Similar to cleric domains, a psionic node is a 5. Adapt Body: Your body automatically
specific set of powers that a psionic godmind grants adapts to hostile environments.
to an adherent. In addition to allowing access to 6. Suspend Life: Put yourself in a state akin to
powers that would not normally be available, a suspended animation.
psionic node grants a special ability, as described 7. Oak BodyA: Your body becomes as hard as
in the node’s description. oak.
8. True Metabolism: You regenerate 10 hit
Battle Node points/round.
Granted Power: You gain proficiency in your 9. Timeless Body: Ignore all harmful, and
godmind’s favored weapon. If you were already helpful, effects for 1 round.
proficient, you gain a +1 circumstance bonus on
attack rolls with your godmind’s favored weapon. Creation Node
If your godmind does not have a favored weapon, Granted Power: Any powers you manifest from
you gain no benefit. the Creation subdiscipline are manifested at +1
1. TruncheonA†: Never be at a loss for a manifester level.
weapon 1. Ectoplasmic Servant†: Summon a construct
2. Metaphysical WeaponA: Weapon gains +1 to aid you in mundane duties.
bonus. 2. FocalA†: You gain special abilities with your
Prowess: Instantly gain another attack of metacreativity powers.
opportunity. Astral ConstructA: Creates astral construct to
3. Psionic Lion’s ChargeA: You can make full fight for you.
attack in same round you charge. 3. Dismiss Ectoplasm: Dissipates ectoplasmic
4. Graft Weapon: Your hand is replaced targets and effects.
seamlessly by your weapon. 4. Wall of Ectoplasm: You create a protective
5. Vampiric Blade: You heal half of your base barrier.
weapon damage. 5. Major Creation, Psionic: As psionic minor
6. Truevenom Weapon: Your weapon is creation, plus stone and metal.
horribly poisonous. 6. Hail of CrystalsA: A crystal explodes in an
7. Weapon of Energy: Weapon deals additional area, dealing 9d4 slashing damage.
energy damage. 7. Fabricate, Greater Psionic: Transforms a lot
8. Form of DoomA: You transform into a of raw goods to finished items.
frightening tentacled beast. 8. Astral Seed: You plant the seed of your
9. Dueling GroundA UP: Draw yourself and rebirth from the Astral Plane.
your enemy into a psychoplanar arena. 9. True CreationX: As psionic major creation,
except items are completely real.
Body Node
Granted Power: Once per day, you are able Energy Node
to boost your physical form, gaining a +2 morale Granted Power: Any power you manifest that
bonus to Strength, Dexterity, and Constitution. deals fire, cold, sonic or electricity damage is
This boost lasts for one round per character level. manifested at +1 manifester level.
In addition, you always treat Autohypnosis as a 1. Energy RayA: Deal 1d6 energy (cold,
class skill. electricity, fire, or sonic) damage.
1. VigorA: Gain 5 temporary hit points. 2. Sapping Energy†: Suck the energy out of
2. Animal AffinityA: Gain +4 enhancement to your enemy’s muscles.
one ability. 3. Energy ConeA: Deal 5d6 energy damage in
3. Endorphin Surge†: You incite a rush of 60-ft. cone.
endorphins, augmenting your physical form. 4. Energy AdaptationA: Your body converts
energy to harmless light.
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KinesisA†: You gain special abilities with points of damage.
your psychokinetic powers. 5. Nightmare, PsionicA HC: You send a vision
5. Energy BallA: Deal 7d6 energy damage in that deals 1d10 points of damage and causes
20-ft. radius. fatigue.
6. Fiery DiscorporationA: Cheat death by 6. Mind Probe: You discover the subject’s
discorporating into nearby fire for one day. secret thoughts.
7. Energy Conversion: Offensively channel 7. Zone of Fear†: Terrify all creatures within
energy you’ve absorbed. the affected area.
8. Energy Form †: Wreath your form in energy. 8. Form of DoomA: You transform into a
9. Transmuting Energy †: Completely engulf frightening tentacled beast.
a creature in energy, causing it to erupt in an 9. MicrocosmA: Creature or creature lives
explosion of energy. forevermore in world of his own imagination.
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Knowledge Node & Hyperconscious
You may notice that the knowledge node presented here and the knowledge node presented in Hyperconscious:
Explorations in Psionics are different in nature. Although there is nothing wrong with the node presented in
Hyperconscious, it was modified to better represent such a concept.
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Morphic Node, Untapped Potential, and Shapechanging
Untapped Potential: New Horizons in Psionics introduced a replacement system for the shapechanging rules of
metamorphosis from the Expanded Psionics Handbook.
If you are not utilizing these new rules and are still using the metamorphosis power from Untapped Potential:
New Horizons in Psionics, remove assume ability, assume form, and morphic from the morphic node and add
metamorphosis and greater metamorphosis.
viewing. points.
9. MicrocosmA: Creature or creature lives 6. Soothing Aura†: You calm nearby creatures
forevermore in world of his own imagination. of combative persuasions.
7. InsanityA: Subject is permanently confused.
Morphic Node 8. Mind Blank, Psionic: Subject immune to
Granted Power: Any power you manifest of the mental/emotional effects, scrying, and remote
Shapechanging subdiscipline is manifested at +1 viewing.
manifester level 9. Affinity Field: Effects that affect you also
1. Thicken SkinA: Gain +1 enhancement bonus affect others.
to your AC for 10 min./level.
2. Malleable Form†: Make your form more Planar Node
fluid in nature. Granted Power: You gain a +3 circumstance
Everyman A UP: You appear more average, bonus to Knowledge (the planes) checks and always
blending into crowds. treat Knowledge (the planes) as a class skill.
3. Assume Form A UP: Transform your body 1. Astral Traveler: Enable yourself or another
into an imprinted form. to join an astral caravan-enabled trip.
4. MorphicA†: You gain special abilities with 2. Dimensional StorageA †: Transport one
your psychometabolism powers. unattended object to a pocket plane.
5. Adapt Body: Your body automatically adapts 3. Dismiss Ectoplasm: Dissipates ectoplasmic
to hostile environments. targets and effects.
6. Assume Ability A UP: Gain an extraordinary 4. Astral CaravanA: You lead astral traveler-
attack. enabled group to a planar destination.
7. Oak BodyA: Your body becomes as hard as 5. Plane Shift, Psionic: Travel to other planes.
oak. 6. Banishment, PsionicA: Banishes extra-planar
8. FusionX: You combine your abilities and creatures.
form with another. 7. Phase Door, Psionic: Invisible passage
9. Fusion, Hostile†: Force another creature to through wood or stone.
fuse with you. 8. Ethereal Jaunt, Psionic: Become ethereal
for 1 round/level.
Passion Node 9. GenesisX: You instigate a new demiplane on
Granted Power: You gain a +1 bonus to the Astral Plane.
saves against any effect with the mind-affecting
descriptor. Psionic Node
1. AttractionA: Subject has an attraction you Granted Power: You gain the Psionic Talent
specify. feat as a bonus feat.
2. AversionA: Subject has aversion you specify. 1. Detect Psionics: You detect the presence of
3. Endorphin Surge†: You incite a rush of psionics.
endorphins, augmenting your physical form. 2. Bestow PowerA: Subject receives 2 power
4. Incite Passion†: Suppress the target’s ability points.
to understand logic. 3. Solicit PsicrystalA: Your psicrystal takes
5. Psychic CrushA: Brutally crush subject’s over your concentration power.
mental essence, reducing subject to –1 hit 4. Psychic ReformationX: Subject can choose
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skills, feats, and powers anew for previous reappear for 1 round/level.
levels. 4. TransferenceA †: You are able to manipulate
5. Power Resistance: Grant PR equal to 12 + the effects of your psychoportation powers.
level. 5. Freedom of Movement, Psionic: You cannot
6. Aura AlterationA: Repairs psyche or makes be held or otherwise rendered immobile.
subject seem to be something it is not. 6. RetrieveA: Teleport to your hand an item you
7. Mind Blank, Personal: You are immune to can see.
scrying and mental effects. 7. Evade BurstA: You take no damage from a
8. Bend RealityX: Alters reality within power burst on a successful Reflex save.
limits. 8. Matter ManipulationX: Increase or decrease
9. Reality RevisionX: As bend reality, but fewer an object’s base hardness by 5.
limits. 9. Teleportation Circle, Psionic: Circle
teleports any creatures inside to designated
Secret Node spot.
Granted Power: Your proclivity to secrets
makes it difficult for others to determine your Time Node
true intents. You gain a +2 bonus to Bluff and Granted Power: Once per day, you may expend
Diplomacy checks. your psionic focus to manifest a single power
1. Conceal Thoughts: You conceal your faster than normal. You may manifest a power
motives. with a manifesting time of 1 round as a full round
2. Cloud Mind: You erase knowledge of your action, a power with a manifesting time of a full
presence from target’s mind. round action as a standard action, or a power with a
3. Read Thoughts: Detect surface thoughts of manifesting time of one standard action as a move
creatures in range. action.
4. Detect Remote Viewing: You know when 1. DecelerationA: Target’s speed is halved.
others spy on you remotely. 2. Recall AgonyA: Foe takes 2d6 damage.
5. Remote ViewingX: See, hear, and potentially 3. Time HopA: Subject hops forward in time 1
interact with subjects at a distance. round/level.
6. Mind Probe: You discover the subject’s 4. Temporal AnomalyA †: You warp the flow of
secret thoughts. time around a target.
7. Precognition, Greater: Gain +4 insight 5. Quintessence: You collapse a bit of time into
bonus to one roll. a physical substance.
8. Mind Blank, Psionic: Subject immune to 6. Temporal AccelerationA: Your time frame
mental/emotional effects, scrying, and remote accelerates for 1 round.
viewing. 7. Reality DisjunctionA †: You remove the
9. MetafacultyX: You learn details about any subject from your time stream.
one creature. 8. Moment of Prescience, Psionic: You gain
insight bonus on single attack roll, check, or
Spatical Node save.
Granted Power: You are able to subtly 9. Time RegressionX: Relive the last round.
manipulate equipment you carry, reducing the
weight of your gear by 10%. In addition, one non- Travel Node
magical container you own can store an additional Granted Power: You gain a +5 circumstance
10% above its normal capacity. bonus to your land speed. This benefit is only active
1. Far HandA: Move small objects at a limited when you are in light or no armor and carrying a
distance. light load.
2. Dimension SwapA: You and ally or two allies 1. Burst: Gain +10 ft. to speed this round.
switch positions. 2. Body Equilibrium: You can walk on
3. Blink, Psionic†: You randomly vanish and
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nonsolid surfaces. PSION DEVOTION POWERS
3. Hustle: Instantly gain a move action. EGOIST DEVOTION POWERS
4. Trace TeleportA: Learn destination of 1. Mending TouchA†: Trigger the target’s natural
subject’s teleport. healing ability.
5. Dimension Door, Psionic: Teleports you 2. Malleable Form†: Make your form more fluid
short distance. in nature.
6. Teleport, Psionic: Instantly transports you as 9. Fusion, Hostile†: Force another creature to
far as 100 miles/level. fuse with you.
7. Orbs of Annihilation†: Small orbs of
psychoportive energy teleport portions of KINETICIST
creatures, leaving the rest of the body behind. 2. Sapping Energy†: Suck the energy out of
8. Phase Door, Psionic: Invisible passage your enemy’s muscles.
through wood or stone. 4. KinesisA†: You gain special abilities with
9. Teleport, Psionic Greater: As psionic your psychokinetic powers.
teleport, but no range limit and no off-target 6. Deflecting GlobeA †: Cloak yourself in force,
arrival. protecting you from all attacks.
7. Earthquake†: Use telekinetic force to shake
PSION/WILDER POWERS the ground and knock enemies off their feet.
1ST-LEVEL PSION/WILDER POWERS 8. Energy Form †: Wreath your form in energy.
Entangling DebrisA †: Use matter within an area
to entangle creatures. NOMAD DEVOTION POWERS
2. Dimensional StorageA †: Transport one
2ND-LEVEL PSION/WILDER POWERS unattended object to a pocket plane.
Acidic Bolt†: Fire a bolt of acid at your enemies. Gravitational Well†: Attacks made on a target
are more likely to hit, as the strikes are pulled
3RD-LEVEL PSION/WIDLER POWERS to it.
Concussive OnslaughtA †: Area you specify is 3. Baleful Compression†: Harmfully shrink a
continuously pummeled by concussive blasts. creature, causing its body trauma.
Endorphin Surge†: You incite a rush of
endorphins, augmenting your physical form. SEER DEVOTION POWERS
3. Idle Vigilance†: Detect when psionic abilities
4TH-LEVEL PSION/WILDER POWERS are used nearby.
Baleful Expansion†: Force the target’s body to 4. ForesightA†: You gain special abilities with
expand violently. your insight-based powers.
Incite Passion†: Suppress the target’s ability to
understand logic. SHAPER DEVOTION POWERS
Stolen Grace A †: Steal the target’s agility. 1. Ectoplasmic Servant†: Summon a construct
WitherA †: Cause the target’s muscles to lose to aid you in mundane duties.
their strength. 2. FocalA†: You gain special abilities with your
metacreativity powers.
5TH-LEVEL PSION/WILDER POWERS 3. Acidosis A †: Inject acid into the target’s
Corrupting Touch A †: Cause the target’s bloodstream.
physical form to become corrupted. 4. Rapid DelugeA †: Create a flood of water that
knocks creatures prone and hinders movement.
7TH-LEVEL PSION/WILDER POWERS
Zone of Fear†: Terrify all creatures within the TELEPATH DEVOTION POWERS
affected area. 2. CommuneA†: Communicate with animals and
other lower-intelligence creatures.
3. Induce PhobiaA †: Cause the subject to become
17
deathly afraid of a specified condition. this power’s secondary damage is increased by
4. Dominion†: Affect those normally immune 1d6.
to mind-affecting powers. For every two power points spent on augmenting
Localized DistractionA†: Cause an enemy to this power, the Reflex save DC is increased by 1.
constantly look over his shoulder
Acidosis
PSYCHIC WARRIOR POWERS Metacreativity (Creation)
Level: Psychic warrior 4, shaper 3
2ND-LEVEL PSYCHIC WARRIOR POWERS Display: Ol
Endorphin Surge†: You incite a rush of Manifesting Time: 1 standard action
endorphins, augmenting your physical form. Range: Touch
Target: Creature touched
3RD-LEVEL PSYCHIC WARRIOR POWERS Duration: 1 round / level
Stolen Grace A †: Steal the target’s agility. Saving Throw: Fortitude half
Power Resistance: Yes
4TH-LEVEL PSYCHIC WARRIOR POWERS Power Points: Psychic warrior 7, shaper 5
Acidosis A †: Inject acid into the target’s
bloodstream. With the touch of your hand, you insert acidic
Corrupting Touch A †: Cause the target’s fluid into the target creature, causing damage to the
physical form to become corrupted. target’s internal anatomy. Short-lived, the acid is
nonetheless powerful, eating away at the target’s
form for the duration of the power. Each round,
Power Descriptions
the target suffers 3d4 points of acid damage, or half
on a successful Fortitude save, as the acid courses
New Powers through its veins.
Augment: This power may be augmented in one
Acidic Bolt or more of the following ways.
Metacreativity (Creation) 1. For every additional 2 power points spent, the
Level: Psion/wilder 2 damage increases by 1d4 points of damage.
Display: Au, Vi 2. By spending an additional 4 power points, this
Manifesting Time: 1 standard action power’s range increases to Medium.
Range: Close (25 ft. + 5 ft./2 levels) In addition, for every 2 additional power points
Target: One creature you spend to achieve any of these effects, this
Duration: Instantaneous power’s save DC increases by 1.
Saving Throw: Reflex partial; see text
Power Resistance: Yes Baleful Compression
Power Points: 3 Psychoportation
Level: Nomad 3
You create and accelerate a bolt of acid at your Display: Au, Vi
selected target. The bolt deals 2d6 points of acid Manifesting Time: 1 standard action
damage on a successful ranged touch attack. If Range: Medium (100 ft. + 10 ft./ level)
the target does not successfully make a Reflex Target: One creature
saving throw, another 1d6 points of acid damage is Duration: Instantaneous
sustained on the following round. Saving Throw: Fortitude partial; see text
Augment: This power may be augmented in one Power Resistance: No
or more of the following ways. Power Points: 5
1. For every additional power point you spend,
this power’s initial damage is increased by 1d6. By manipulating time and space around an
2. For every additional power point you spend, opponent, you are able to physically compress the
18
target’s body, causing severe physical trauma. The As the blink spell, except as noted here.
affected creature suffers 5d6 points of bludgeoning
damage, although damage reduction applies against Commune
this damage as if it was a physical strike. Creatures Telepathy [Mind-Affecting]
immune to bludgeoning damage instead take one Level: Mind 2, telepath 2
point of damage per die of damage. A successful Display: Au
Fortitude save reduces the damage dealt to 3d6. Manifesting Time: 1 standard action
Incorporeal, ethereal or gaseous creatures are Range: Close (25 ft. + 5 ft./2 levels)
unaffected by this power, and fluidic creatures take Target: You and one other willing creature with
only half damage. an Intelligence of 1 or higher
Augment: For every 2 additional power points Duration: 10 minutes / level
you spend, this power’s save DC increases by 1. Saving Throw: None; see text
Power Resistance: Yes (harmless)
Baleful Expansion Power Points: 3
Psychoportation
Level: Psion/wilder 4 You are able to communicate with animals and
Display: Au, Vi other creatures of limited intelligence. You may
Manifesting Time: 1 standard action ask questions and receive answers from a single
Range: Medium (100 ft. + 10 ft./ level) willing creature with an Intelligence score of at
Target: One creature least 1. More intelligent or wary creatures are
Duration: Instantaneous more likely to not respond to questions, while the
Saving Throw: Fortitude partial; see text more obtuse or stupid creatures may give irrelevant
Power Resistance: No answers. If the target creature is friendly to you, it
Power Points: 7 may be willing to perform a service or favor.
Augment: By spending an additional 6 power
You create a vacuum effect around the target, points, you can communicate with plants as if they
causing its body to expand in a harmful manner. had an intelligence score of at least 1.
As the subject’s body pulls apart under the reverse
pressure of the vacuum, they take 6d6 points of Concussive Onslaught
slashing damage, although damage reduction Psychokinesis [Force]
applies against this damage as if it was a physical Level: Force 3, psion/wilder 3
strike. Creatures normally immune to slashing Display: Au, Ma, Vi
damage instead take one point of damage per die Manifesting Time: 1 standard action
of damage. A successful Fortitude save reduces Range: Long (400 ft. + 40 ft./level)
the damage dealt to 3d6. Incorporeal, ethereal, or Area: 30 ft. radius burst
gaseous creatures are unaffected by this power, and Duration: 1 round / level
fluidic creatures take only half damage. Saving Throw: Fortitude half
Augment: For every 2 additional power points Power Resistance: Yes
you spend, this power’s save DC increases by 1. Power Points: 5
19
round after the first, the target may attempt a
Fortitude save to shake off being nauseated.
Augment: This power may be augmented in one
or more of the following ways.
1. By spending an additional 4 power points, the
duration increases to 10 minutes per level.
2. For each additional 3 power points spent, the
target suffers another 1d4 points of damage to one
physical ability score.
In addition, for every 2 additional power points
you spend to achieve any of these effects, this
power’s save DC increases by 1.
Deflecting Globe
Psychokinesis [Force]
Level: Force 6, kineticist 6
Display: Ol, Ma
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)
Concussive onslaught used to devestating effect Power Points: 11
1. For every two additional power points spent, You create a globe of force around your body that
the damage done each round increases by 1d6 and deflects attacks made against you. You gain a +4
the save DC increases by 1. deflection bonus to your Armor Class.
2. By spending an additional 4 power points, In addition, unsuccessful ranged attacks that
you can redirect what area is affected as a standard target you rebound at odd angles. There is a 10%
action that does not provoke attacks of opportunity. chance that the attack rebounds on its source, using
The newly chosen area must still be within the the same attack roll modifiers.
power’s range. Augment: If you spend an additional 4 power
points, you can manifest this power as an immediate
Corrupting Touch action.
Psychometabolism
Level: Psion/wilder 5, psychic warrior 4 Dimensional Storage
Display: Ol, Vi Psychoportation
Manifesting Time: 1 standard action Level: Nomad 2, planar 2
Range: Touch Display: Me, Vi
Target: One creature Manifesting Time: 1 standard action
Duration: 1 round / level Range: Touch
Saving Throw: Fort partial; see text Target: One unattended object, weighing up to 1
Power Resistance: Yes lb./level
Power Points: Psion/wilder 9, psychic warrior 7 Duration: 1 hour/level (D)
Saving Throw: None
Your touch causes the target’s form to become Power Resistance: No
corrupted. The anatomy of the target rebels against Power Points: 3
itself, causing massive physical pain. The target
suffers 1d4 points of temporary Strength, Dexterity, You transport a single unattended object to a
and Constitution damage and is nauseated. Each pocket plane. This planar pocket is invisible and
20
weightless, regardless of its contents. When the Area: 30 ft radius burst
power ends or is dismissed, the object returns to Duration: Instantaneous
your hand, or next to your hand if you cannot hold Saving Throw: Reflex partial; see text
it. Power Resistance: No
Augment: You can augment this power in one or Power Points: Force 15, kineticist 13
both of the following ways.
1. For every 2 additional power points you spend, By forming sonic vibrations of a high magnitude
you can store an additional item weighing up to 1 under the earth, you cause the very land to roll and
lb./level. heave. Any creature in contact with the ground in
2. If you spend 4 additional power points, the the affected area must make a Reflex save or fall
duration increases to one day per level. prone. In addition, all creatures in the affected area
must make a Fortitude save or become nauseous
Dominion for 2d4 rounds.
Telepathy Augment: For each additional 2 power points
Level: Mental 4, telepath 4 spent, this power can affect an area 5 ft larger in
Display: Ol, Vi radius and the save DC increases by 1.
Manifesting Time: 1 standard action
Range: Personal Echoes of Self
Target: You Psychoportation
Duration: 1 round / level or until discharged; see Level: Nomad 6, time 6
text Display: Au, Ma
Power Points: 7 Manifesting Time: 1 standard action
Range: Personal
You open your mind to the intricacies and nuances Target: You
of compulsion-based telepathy and its varied forms, Duration: 1 round / level (D)
granting you the ability to affect those normally Power Points: 13
immune. The next power you manifest with the
compulsion descriptor affects the target even if Upon manifesting this power, you instantly
the creature is normally immune to mind-affecting search throughout time for past or future versions
affects. of yourself, temporarily merging with your alter
The affected creature must have an Intelligence self and taking on the attributes of that instance of
of 1 or higher to be affected. you. Using this power allows you to change your
Augment: This power may be augmented in one age category by one step temporarily, modifying
or more of the following ways. both your physical and mental ability scores as
1. By spending an additional 2 power points, the appropriate. You may become either older or
power’s duration increases to 1 minute per level younger so long as the change is within one age
instead of 1 round per level. category.
2. By spending an additional 4 power points, Augment: By spending an additional 2 power
this power can affect an additional power with the points, you may alter your age category by another
compulsion descriptor. step.
3. By spending an additional 6 power points, you
may manifest this power as a swift action. Ectoplasmic Servant
Metacreativity (Creation)
Earthquake Level: Creation 1, shaper 1
Psychokinesis [Force] Display: Ma, Vi
Level: Force 8, kineticist 7 Manifesting Time: 1 round
Display: Au Range: Close (25 ft. + 5 ft./2 levels)
Manifesting Time: 1 round Duration: 1 hour / level
Range: Medium (100 ft. + 10 ft./ level) Power Points: 3
21
Saving Throw: See text
You call forth ectoplasm and form it into a small Power Resistance: Yes; see text
servant to perform tasks for you. These tasks can Power Points: 15
range from cleaning, cooking, or setting up camp.
Any activity that requires a skill check greater than You surround your form in a single energy type,
DC 10 is not possible by an ectoplasmic servant. taking on aspects of that type of energy. The
An ectoplasmic servant does not need to stay close specific benefits gained depend upon the energy
to the manifester and will continue following any type chosen:
given order until given other instructions. Fire: Your form is literally wreathed in flames.
An ectoplasmic servant has an AC of 13 (+1 size, Creatures that make successful melee attacks
+2 Dex) and 5 hit points. It has a Strength of 11 against you suffer 7d6+7 points of fire damage.
for determining what tasks it can carry out, such as Once per round as a standard action, you may direct
carrying capacity. these flames at an opponent within 15 feet, dealing
Augment: For every additional power point 7d6+7 points of fire damage, or half on a successful
spent on this power, your ectoplasmic servant can Reflex save. When using this attack, your enemies
perform activities with a skill check DC 2 higher. do not suffer fire damage on successful melee
attacks until the next round.
Endorphin Surge In addition, you gain fire resistance 15.
Psychometabolism Cold: Your very breath turns to frost as cold
Level: Body 3, passion 3, psion/wilder 3, psychic envelopes your form. You can make melee touch
warrior 2 attacks dealing 7d6+7 points of cold damage, or
Display: Vi half on a successful Fortitude save. Creatures
Manifesting Time: 1 standard action wearing metallic armor that failed the save suffer
Range: Personal as if entangled for the duration of the power.
Target: You In addition, you gain cold resistance 15.
Duration: 1 round / level (D) Electricity: Small arcs of lightning play across
Power Points: body 5, passion 5, psion/wilder 5, your fingers and the rest of your form, wreathing
psychic warrior 3 you in electric current. Any creature that attacks
you with metallic weapons suffers 7d6 points of
The glands of your body emit massive quantities electricity damage, or half on a successful Reflex
of endorphins, augmenting your natural abilities. save. Saving throws made in this fashion suffer a
While this power is active, you are treated as if in -2 penalty. You may direct this electricity energy
a barbarian rage, giving you a +4 bonus to your offensively once each round as a standard action,
Constitution and Strength, a +2 bonus on Will saves, dealing 5d6 points of electricity damage, or half on
and a -2 penalty to your Armor Class. In addition, a successful save, to up to three targets that are all
you may not use any Charisma, or Intelligence- within a 15-foot radius. When using this offensive
based skills, the Concentration skill, or any abilities option, enemies do not suffer electricity damage on
that require patience of concentration. When the an attack until the following round.
power ends, you are fatigued until the end of the In addition, you gain electricity resistance 15.
current encounter. Sonic: Your form vibrates and hums with
incredible amounts of sonic vibrations. Each
Energy Form round, all creatures within 30 feet that are capable
Psychokinesis of hearing must make a successful Fortitude save
Level: Energy 8, kineticist 8 or be deafened for 2d6 rounds. Any weapons used
Display: Au, Ol against you suffer 7d6-7 points of sonic damage on
Manifesting Time: 1 standard action a successful attack.
Range: Personal In addition, you gain sonic resistance 15.
Target: You Augment: For each additional power point
Duration: 1 round / level (D) spent, increase the damage caused by the power by
22
one die (d6) modified as appropriate by the energy Range: Personal
type. For each extra two dice of damage, this Target: You
power’s save DC increases by 1. Duration: 1 round / level or until discharged; see
text
Entangling Debris Power Points: 3
Psychokinesis [Force]
Level: Psion/wilder 1 Upon manifesting this power, you perceive more
Components: Ma, Vi efficient ways to manifest creation powers. The next
Casting Time: 1 standard action power you manifest from the creation subdiscipline
Range: Long (400 ft. + 40 ft./level) has its duration doubled. Instantaneous creation
Area: Matter in a 40-ft.-radius spread effects gain no benefit from this power.
Duration: Concentration, up to 1 min./level (D) Augment: This power may be augmented in one
Saving Throw: Reflex partial; see text or more of the following ways.
Power Resistance: No 1. By spending an additional 2 power points, the
Power Points: 1 power’s duration increases to 1 minute per level
instead of 1 round per level.
You use telekinetic force to manipulate matter in 2. By spending an additional 4 power points,
the affected area, including wood, metal, grasses, this power can affect an additional power from the
bushes, and even trees, to entwine creatures in the creation subdiscipline.
affected area or those that enter the area, causing 3. By spending an additional 6 power points, you
them to become entangled. The individual pieces may manifest this power as a swift action.
of matter affected must weigh less than 25 lbs each
and either cannot be permanently affixed or must Foresight
be able to sufficiently reach creatures within the Clairsentience
area. Affected creatures can break free and move Level: Insight 4, seer 4
half their normal speed by using a full-round action Display: Au, Vi
to make a DC 20 Strength check or a DC 20 Escape Manifesting Time: 1 standard action
Artist check. A creature that succeeds on a Reflex Range: Personal
save is not entangled but can still move at only half Target: You
speed through the area. Each round you concentrate, Duration: 1 round / level or until discharged; see
you may once again direct the debris to attempt to text
entangle all creatures that have avoided or escaped Power Points: 7
entanglement.
Augment: This power may be augmented in one Your senses expand, granting you insight in a
or more of the following ways. variety of ways. For the power’s duration, any
1. For each additional 2 power points spent, this power you manifest that grants an insight bonus
power can affect an area 5 ft larger in radius. has that bonus increased by 50% (rounded down).
2. By spending an additional 4 power points, this Augment: This power may be augmented in one
power causes 2d6 points of damage per round to or more of the following ways.
creatures that failed their Reflex save. 1. By spending an additional 2 power points, the
In addition, for every 2 additional power points power’s duration increases to 1 minute per level
you spend to achieve any of these effects, this instead of 1 round per level.
power’s save DC increases by 1. 2. By spending an additional 4 power points, this
power can affect an additional power.
Focal 3. By spending an additional 6 power points, you
Metacreativity may manifest this power as a swift action.
Level: Creation 2, shaper 2
Display: Ol, Vi
Manifesting Time: 1 standard action
23
Fusion, Hostile Duration: 10 minutes / level
Psychometabolism Saving Throw: None
Level: Egoist 9, morphic 9 Power Resistance: No
Display: Au, Vi Power Points: 5
Manifesting Time: 1 round
Range: Touch A field of consciousness spread out in a circle
Targets: You and one touched creature of your from you, detecting the presence or usage of psionic
type and your size or smaller power. For the duration of the power, anytime a
Duration: 1 min./level (D) psionic power or psi-like ability is manifested or
Saving Throw: None activated within 30 ft. of you, you are able to detect
Power Resistance: Yes the activity with near pinpoint accuracy and with a
Power Points: 17, XP successful Psicraft check, determine the effect.
24
situation. The situation must be specific, such as Saving Throw: Will negates
fear of water or fear of heights; it cannot be overly Power Resistance: Yes
general such as fear of everyone or everything, Power Points: 7
although fear of strangers would be appropriate.
If the target fails their save, they are treated You subtly divert the target’s attention by
as terrified while in the specified condition and inserting distracting thoughts into its mind. Plagued
will flee from the situation in the fastest means by concerns over approaching attackers, making a
possible. misstep, or other such thoughts, the target is treated
Augment: By spending an additional 6 power as flat-footed for the duration of the power unless it
points, the duration becomes permanent. succeeds on a Will save.
Augment: For every two additional power points
Kinesis spent, the save DC increases by 1.
Psychokinesis
Level: Energy 4, kineticist 4 Malleable Form
Display: Ol, Vi Psychometabolism (Shapechanging)
Manifesting Time: 1 standard action Level: Egoist 2, morphic 2
Range: Personal Display: Ol
Target: You Manifesting Time: 1 standard action
Duration: 1 round / level or until discharged; see Range: Personal
text Target: You
Power Points: 7 Duration: 1 round / level
Power Points: 3
Upon manifesting this power, you discern the
intricate nuances of the four different energy types: Your body becomes almost fluid in its ability to
fire, cold, sonic, and electricity. The next power bend, shape, contract and expand. You can stretch
you manifest that deals damage of any of those your form up to 10 times its normal size, although
types bypasses power resistance and up to 5 of the your equipment is not so affected. Because of
appropriate energy resistance, although it is still the fluidic nature of your form while under this
subject to energy immunity. effect, you cannot effectively make melee attacks,
Augment: This power may be augmented in one suffering a -10 penalty to attack and damage rolls.
or more of the following ways. Augment: You can augment this power in one or
1. By spending an additional 2 power points, the more of the following ways.
power’s duration increases to 1 minute per level 1. By spending an additional 4 power points, the
instead of 1 round per level. duration increases to 10 minutes / level
2. By spending an additional 4 power points, this 2. For an additional 6 power points, this power
power can affect an additional energy power. can be manifested as a swift action.
3. For each additional 2 power points spent, this
power ignores an additional 5 energy resistance. Mending Touch
4. By spending an additional 6 power points, you Psychometabolism
may manifest this power as a swift action. Level: Egoist 1, healing 1
Display: Au, Ol
Localized Distraction Manifesting Time: 1 standard action
Telepathy [Mind-Affecting] Range: Touch
Level: Mind 4, telepath 4 Target: Living creature touched
Display: Ma, Vi Duration: Instantaneous
Manifesting Time: 1 standard action Saving Throw: Fort negates (harmless)
Range: Medium (100 ft. + 10 ft./ level) Power Resistance: Yes
Target: One creature Power Points: 1
Duration: 1 round / level (D)
25
You channel psionic energy into the target aware of the creature and its location, although you
creature, stimulating the creature’s natural healing cannot detect the creature’s intent upon entering
abilities. The target heals 2 hit points of damage. the area of effect. While the creature remains
Augment: For every additional power point in the affected area, you can pinpoint their exact
spent, the damage healed increases by 2 hit points. location. Even creatures under attempting to
disguise their location, such as invisible or hiding
Morphic creatures or creatures under effects such as illusions
Psychometabolism (Shapechanging) or displacement, are detected and you ignore such
Level: Egoist 4, morphic 4, psychic warrior 4 effects for creatures in the affected area.
Display: Ol, Vi
Manifesting Time: 1 standard action Orbs of Annihilation
Range: Personal Psychoportation
Target: You Level: Nomad 6, travel 7
Duration: 1 round / level or until discharged; see Display: Au, Ma
text Manifesting Time: 1 standard action
Power Points: 7 Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Your mind opens to enhanced abilities with shape Duration: Concentration, up to 1 round / level
changing effects, granting you special benefits Saving Throw: Reflex half
when manifesting powers of that subdiscipline. The Power Resistance: Yes
next power you manifest from the shapechanging Power Points: Nomad 11, travel 13
subdiscipline has a duration of 1 hour per level.
Augment: This power may be augmented in one You create moving teleportation rings that
or more of the following ways. physically teleport portions of the affected creature
1. By spending an additional 2 power points, the instead of the entire creature, causing major
power’s duration increases to 1 minute per level physical trauma to the target as pieces of its body
instead of 1 round per level. are forcibly removed. The affected creature suffers
2. By spending an additional 4 power points, 7d6 points of damage each round or half on a
this power can affect an additional power of the successful Reflex save.
shapechanging subdiscipline. Augment: This power may be augmented in one
3. By spending an additional 6 power points, you or more of the following ways.
may manifest this power as a swift action. 1. For each additional 2 power points invested,
this power may affect an additional target. No two
Nature’s Vigil targets can be more than 30 ft apart.
Clairsentience 2. For each additional power point spent, this
Level: Extrasensory 4, seer 4 power does an additional 1d6 points of damage.
Display: Au, Ol In addition, for every 2 additional power points
Manifesting Time: 1 minute you spend to achieve any of these effects, this
Range: 60 ft. power’s save DC increases by 1.
Area: 60 ft. radius sphere centered on you
Duration: 10 minutes / level Rapid Deluge
Saving Throw: None Metacreativity
Power Resistance: No Level: Shaper 4
Power Points: 7 Display: Au, Vi
Manifesting Time: 1 standard action
Your senses expand outside your normal area of Range: Long (400 ft. + 40 ft./level)
understanding, granting you the ability to guard Area: 50 ft radius burst
a small site. Should any creature enter this area Duration: Instantaneous
while this power is in effect, you are immediately Saving Throw: Reflex partial; see text
26
Power Resistance: No them to an alternate time stream unless they succeed
Power Points: 7 on a Fortitude save. The creature is treated for all
intents and purposes as no longer existing. All
You create an instantaneous flood of water in equipment and items on the target are also carried
an area, knocking creatures in the affected area to the alternate time stream.
prone and suffering 5d6 points of bludgeoning If the target has a way to traverse time streams
damage, or half if they succeed a Reflex save. As or access to powers such as bend reality or reality
the damage is caused by water, this damage is revision, they can return to their normal stream of
subject to damage reduction as if normal physical time.
bludgeoning damage.
Any fires within the affected area are immediately Reflection
extinguished unless they are supernatural in nature. Psychokinesis
Creatures with the fire subtype take 2d6 points Level: Kineticist 2
of cold damage in addition to any bludgeoning Display: Ol, Vi
damage suffered. Manifesting Time: 1 standard action
In addition, all creatures in the area have their Range: Personal, see text
movement halved for three rounds as the water Duration: 1 round / level (D)
disperses. Saving Throw: Will negates
Power Resistance: Yes
Reality Disjunction Power Points: 3
Psychoportation
Level: Nomad 7, time 7 Twisting psychokinetic energy and beams of light,
Display: Ma, Vi you create multiple reflections around you, making
Manifesting Time: 1 standard action it difficult for observers to tell which of the figures
Range: Close (25 ft. + 5 ft./2 levels) you actually are. 1d4+1 reflections of you appear
Target: One creature within 10 feet of your position and move around at
Duration: Instantaneous random, always staying within 15 ft of your current
Saving Throw: Fort negates location. Observing creatures may attempt a Will
Power Resistance: Yes save to determine your true location.
Power Points: 13 If an attacker fails their save, you are treated as
having total concealment against them. If they
By manipulating the strands of time, you forcibly miss on their concealment roll, they have attacked
remove the target from the flow of time, shunting one of your reflections and disrupt the energy used
to hold the reflection together. One reflection
dissipates when this occurs.
Augment: For every 2 additional power points
spent, the save DC increases by 1.
Regenerative Aura
Psychometabolism
Level: Egoist 9, healing 9
Display: Ma, Vi
Manifesting Time: 1 standard action
Range: 30 ft
Area: 30 ft. radius sphere centered on you
Duration: 1 round / level (D)
Saving Throw: None
Power Resistance: Yes
Rapid deluge can severely impair movement Power Points: 17
27
Psionic power radiates out from your body, within the area feel this soothing and are more
causing all living creatures within range to rapidly inclined to peaceful discussions than arguments
heal as their natural healing ability is hyper- or armed conflict. All affected creatures within
accelerated. All living creatures within range heal the area who fail their saving throw immediately
25 hit points per round, although no creature can cease any offensive activities (combat, manifesting
heal more than 250 hit points of damage from this offensive powers, etc). They are still able to defend
power in a single day. Attempts to heal more than themselves from attackers as normal.
this total result in the individual being nauseated for Augment: For every 2 additional power points
twenty four hours and not receiving the additional spent, the save DC increases by 1.
healing. A creature at full health is not subject to
the nauseating effect. Stolen Grace
Psychometabolism
Sapping Energy Level: Psion/wilder 4, psychic warrior 3
Psychokinesis Display: Au, Ol
Level: Energy 2, kineticist 2 Manifesting Time: 1 standard action
Display: Au, Ma Range: Touch
Manifesting Time: 1 standard action Target: Creature touched and you; see text
Range: Touch Duration: 1 round / level
Target: Creature touched Saving Throw: None
Duration: Instantaneous Power Resistance: Yes
Saving Throw: None Power Points: Psion/wilder 7, psychic warrior 5
Power Resistance: Yes
Power Points: 3 With the touch of your hand, you siphon the
target’s natural poise and take it as your own. The
Your touch to a creature draws energy out of its creature touched takes 2d4 points of Dexterity
form. By drawing this energy out of the creature, damage and you gain a bonus to your Dexterity
you sap its strength dealing 1 point of Strength equal to the target’s original Dexterity modifier.
damage. This power cannot reduce a creature to For example, if you touched a creature with a
below 1 point of Strength. Dexterity of 16, you would gain a +3 bonus to
Augment: This power can be augmented in one your Dexterity. Should the target creature not take
or more of the following ways. any Dexterity damage for reasons such as power
1. For every additional two power points spent, resistance, you do not gain any benefit. Multiple
the Strength damage dealt increases by 1. uses of this power stack, but you may only gain the
2. By paying an additional 6 power points, this bonus from each creature once.
power can be manifested as a swift action. Augment: By spending an additional 6 power
points, you gain twice the Dexterity bonus of the
Soothing Aura creature affected.
Telepathy [Mind-Affecting]
Level: Mind 5, passion 6, psion/wilder 5 Temporal Anomaly
Display: Ol, Ma Psychoportation
Manifesting Time: 1 round Level: Nomad 4, time 4
Range: 30 ft. Display: Au, Ma
Area: 30 ft. radius sphere centered on you Manifesting Time: 1 standard action
Duration: 1 round / level (D) Range: Medium (100 ft. + 10 ft./ level)
Saving Throw: Will negates Area: 10 ft. radius
Power Resistance: Yes Duration: 1 round / level
Power Points: 9 Saving Throw: Reflex negates; see text
Power Resistance: Yes
An aura of peace emanates out from you. All Power Points: 7
28
By manipulating space and time in a small area, Augment: This power may be augmented in one
you create a pocket area where time acts randomly or more of the following ways.
for a short while. Anyone who enters the affected 1. By spending an additional 2 power points, the
area may make a Reflex save to avoid the effect by power’s duration increases to 10 minutes per level
immediately leaving the affected space, but anyone instead of 1 minute per level.
who purposely stays in is affected as if they had 2. By spending an additional 4 power points,
failed their save. All affected creatures have their this power can affect an additional power of the
apparent time randomly affected each round they teleportation subdiscipline.
are within the area of temporal randomness. 3. By spending an additional 6 power points, you
Roll a d4 for each affected creature and determine may manifest this power as a swift action.
each round’s effect.
1. Affected creature’s time remains normal Transmuting Energy
2. Affected creature is treated as if under the Psychokinesis
haste spell. Level: Energy 9
3. Affected creature is treated as if under the Display: Ma, Vi
slow spell. Manifesting Time: 1 standard action
4. Affected creature loses this round of actions Range: Touch
as if the round never occurred. Any effects in place Target: Creature touched
on the creature do not count this round toward any Duration: Instantaneous
applicable duration. Saving Throw: None; see text
Augment: This power may be augmented in one Power Resistance: Yes
or more of the following ways. Power Points: 17
1. By spending an additional 4 power points, this
power’s duration is 1 minute per level rather than 1 You channel an immense amount of energy into
round per level. a target creature, enveloping their entire form.
2. If you spend an additional 6 power points, you Choose a single energy type: cold, fire, electricity,
can manifest this power as a swift action. or sonic. Unless the target creature is immune to
In addition, for every 2 additional power points that energy type or has twice your character level
you spend to achieve any of these effects, this in hit dice, the energy completely transmutes it,
power’s save DC increases by 1. turning it into the same type of energy and killing
the creature. The affected creature explodes in
Transference a burst of chaotic energy, dealing 1d6 points of
Psychoportation damage per hit die the creature had, or half on a
Level: Nomad 4, spatial 4 successful Reflex save, to everyone within a 10
Display: Ol, Vi foot radius. The damage dealth is of the same type
Manifesting Time: 1 standard action as the energy chosen.
Range: Personal
Target: You Truncheon
Duration: 1 minute / level or until discharged; see Metacreativity
text Level: Battle 1, psychic warrior 1
Power Points: 7 Display: Ol, Vi
Manifesting Time: 1 standard action
Your ability to manifest powers of travel is Range: 0 ft.
incredibly augmented for a short time. The Effect: One weapon; see text
next power you manifest of the teleportation Duration: 1 minute / level; see text
subdiscipline is treated as if your manifester level Saving Throw: None
was four higher. This does not pay for additional Power Resistance: No
augments of the power, but does allow you to pay Power Points: 1
for additional augments.
29
Calling forth ectoplasm, you shape a truncheon to Range: Close (25 ft. + 5 ft./2 levels)
wield in battle. Treat the truncheon as a masterwork Effect: Wall whose area is up to one 10-ft. square/
club with a +1 enhancement bonus. If you lose level
your grip on the club or someone else wields it, it Duration: 1 round /level (D)
immediately dissipates and the power ends. Saving Throw: None
Augment: For each additional two power points Power Resistance: No
spent, increase the enhancement bonus by 1. You Power Points: Force 13, kineticist 11
may specify weapon special abilities instead of
increasing the enhancement bonus. You create an invisible wall composed purely of
force that is immune to all damage and unaffected
Truncheon & Call Weaponry by most powers, including dispel psionics. Psionic
It may be noticed that truncheon is better than disintegrate immediately destroys a wall of force.
the power call weaponry in some situations. The Breath weapons and powers cannot pass through the
truncheon power allows for only a club, while the wall in either direction, although psionic dimension
call weaponry power can summon any type of
door, psionic teleport, and similar effects can
weapon, including ranged weapons, but is not treated
bypass the barrier. It blocks ethereal creatures as
as magical in nature.
well as material ones (though ethereal creatures
can usually get around the wall by floating under or
Upheaval over it through material floors and ceilings). Gaze
Psychoportation attacks can operate through a wall of force.
Level: Psion/wilder 5 The manifester can form the wall into a flat,
Display: Vi vertical plane whose area is up to one 10-foot
Manifesting Time: 1 standard action square per level. The wall must be continuous and
Range: Medium (100 ft. + 10 ft./ level) unbroken when formed. If its surface is broken by
Area: 20 ft radius burst any object or creature, the power fails.
Duration: Instantaneous Wall of force can be made permanent with the
Saving Throw: Reflex half incarnate power and has a 2,500 XP cost.
Power Resistance: No
Power Points: 9 Wither
Psychometabolism
You translocate entire chunks of the earth 50 ft Level: Psion/wilder 4
into the air, where they fall onto the targets below. Display: Vi
Each creature in the area affected takes 9d6 points Manifesting Time: 1 standard action
of bludgeoning damage as the earth falls back to Range: Touch
the ground. Unlike normal damage from powers, Target: Creature touched
this damage is subject to damage reduction that Duration: Instantaneous
would affect mundane bludgeoning damage. Saving Throw: None
In addition, the ground in the affected area Power Resistance: Yes
becomes difficult terrain, making movement Power Points: 7
through it harder.
Augment: For each additional 2 power points Your touch disrupts the target’s physical form,
spent, this power can affect an area 5 ft larger in draining the strength from its muscles. The creature
radius and the save DC increases by 1. suffers 2d4 points of Strength damage.
Augment: For each additional 4 power points
Wall of Force, Psionic spent, this power causes an additional 1d4 points
Psychokinesis [Force] of Strength damage.
Level: Force 7, kineticist 6
Display: Au, Vi
Manifesting Time: 1 standard action
30
Zone of Fear a shapechanging effect unless the assumed form is
Telepathy [Fear, Mind-Affecting] a suitable form to continue wearing the item.
Level: Fear 7, psion/wilder 7 Moderate psychometabolism; ML 12th; Craft
Display: Ma, Vi Psionic Arms and Armor, assume formUP or
Manifesting Time: 1 standard action metamorphosis; Price +1 bonus.
Range: Medium (100 ft. + 10 ft./ level) Psychoportive: A suit of armor created with this
Area: 20-foot radius sphere property allows the wearer to use the dimension
Duration: Concentration, up to 1 min./level slide power as a psi-like ability three times per day
Saving Throw: Will negates at ML 9.
Power Resistance: Yes Moderate psychoportation; ML 9th; Craft
Power Points: 13 Psionic Arms and Armor, dimension swap; Price
+1 bonus.
You create a zone of perpetual fear, an area where
all creatures face their darkest nightmares. Each Specific Psionic Armor and Shields
round any creature is within the affected area, they The following suits of armor or shields are
must make a successful Will save or be shaken. typically constructed with the exact abilities as
As with all fear effects, if the creature stays in listed here, although variations are possible.
the area and fails the save a second time, they are Primal Mail: This mithral fusing banded mail
then treated as frightened, and so forth. Leaving +1 is prized by primal thoughts for its extreme
the affected area keeps the affected creature from flexibility and the protection it provides. Primal
becoming more frightened, but the effect lasts until mail is treated as light armor. The armor has an
the power ends. arcane spell failure chance of 25%, a maximum
Dexterity bonus of +4, and an armor check penalty
Psionic Items of -2.
Strong psychometabolism; ML 15th; Craft
Psionic Arms and Armor, graft weapon; Price
Psionic Armor 18,400 gp.
Psionic Armor and Shield Special Abilities
Psionic armor or shields with any special ability Psionic Weapons
must be imbued with at least a +1 enhancement
bonus. Psionic Weapon Special Abilities
Fusing: A suit of armor or a shield granted this A psionic weapon with any special ability must
ability melds with its wearer when the appropriate be imbued with at least a +1 enhancement bonus.
command word is given, seamlessly fusing with Grafting: A weapon enchanted with this property
the wearer’s form. The Armor Check penalty of can graft with the wielder if the appropriate
the armor is reduced by 1, the Maximum Dexterity command word is spoken. Once grafted, the
Bonus is increased by 1, and the armor is treated as weapon is treated as if under the graft weapon
if one category lighter for movement restrictions. power until the command word is said again.
These modifications are in addition to any changes Moderate psychometabolism; ML 10th; Craft
from special materials. Psionic Arms and Armor, graft weapon; Price +1
Strong psychometabolism; ML 15th; Craft bonus.
Psionic Arms and Armor, graft weapon; Price +1 Guided: A guided ranged weapon perceives the
bonus. true location of its target and slightly modifies the
Morphic: A suit of armor or a shield imbued with flight path of its ammunition (or itself if a thrown
this ability grants the wielder all special abilities weapon) accordingly, allowing the wielder to
and its enhancement bonus even when the wielder ignore any concealment except total concealment.
is under shapechanging effects such as assume This special ability may only be applied to ranged
formUP or metamorphosis. The armor or shield weapons.
bonus to armor class are not transferred while under Faint clairsentience; ML 7th; Craft Psionic Arms
and Armor, psionic true seeing; Price +1 bonus.
31
Psychodisruptive: A psychodisruptive weapon entwined tree limbs. It has 350 power points and
is devastating to anyone with psionic talent. Used allows use of the following powers:
by those who hunt manifesters, any weapon with • Detect hostile intent
this ability found by one with psionic talent feels • Idle vigilance
anathema. When used against an opponent with a • Nature’s vigil
power point reserve, this weapon, upon a successful Moderate clairsentience; ML 7th; Craft Psicrown,
attack, temporarily disrupts the opponent’s ability detect hostile intent, idle vigilance, nature’s vigil;
to use anything requiring a power point reserve. Price 19,031 gp.
This includes denying the use of psionic feats or Psicrown of the Phrenic: This psicrown is a thin
powers. This effect also disrupts creatures who band of steel studded with deep crystals. It has
utilize psi-like abilities. The creature may attempt 450 power points and allows use of the following
a Will saving throw (DC 16) to ignore the effect. powers.
Once affected, the disruption lasts for one minute. • Detect psionics
The affected creature’s items are unaffected.
• Dispel psionics
If using psionics-magic transparency, this
• Power resistance
effect prevents spellcasters from casting spells or
expending prepared spells or spell slots on feats or • Psionic blast
abilities. It also prevents creatures from utilizing Moderate clairsentience; ML 9th; Craft Psicrown,
any spell-like abilities. detect psionics, dispel psionics, power resistance,
Strong metacreativity; ML 13th; Craft Psionic psionic blast; Price 31,219 gp.
Arms and Armor, null psionics field; Price +2
bonus. New Universal Items
Over time, many practitioners of the psionic arts
Specific Psionic Weapons have learned to develop new devices to expand
The following weapons are typically constructed their abilities, such as those listed below.
with the exact abilities as listed here, although Bracers of Inertia, Defensive: These protective
variations are possible. devices were initially created for beginning psions
Scimitars of the Hunters: These +2 keen, to ensure their safety. By channeling a single
psychodisruptive scimitars were crafted by the power point into the bracer, the wearer is protected
Kreh’len’shin (described in Chapter 3) for use in as if under the effect of the inertial armor power
combat against opponents with psionic ability. (ML 5).
Used to devastating effect, these scimitars are Moderate psychokinesis; ML 5th; Craft Universal
feared and are a favorite weapon among the more Item, inertial armor; Price 8,000 gp, weight 1 lb
experienced in the organization. Bracers of Inertia, Offensive: A modified
Craft Psionic Arms and Armor, metaphysical version of the defensive bracers of inertia, this
weapon, null psionics field, psionic keen edge; pair of crystal-inlaid bands allows the wielder to
Price 50,350 gp, weight 4 lb. strike at his foes using charged psionic energy.
Thunderbolt: This +3 guided mighty composite By channeling power points into the bracers, the
longbow of thundering was originally crafted for wearer may target an enemy up to 45 ft. away
one of the original primal thoughts in a quest to with a psychokinetic effect, dealing 1d4 points of
eliminate those who would despoil the land. force damage per power point channeled into the
Strong metacreativity; ML 15th; Craft Psionic bracers (to a maximum of 5d4). The target takes
Arms and Armor, metaphysical weapon, energy half damage on a successful Reflex save, DC 13 +
burst, psionic true seeing; Price 50,750 gp, weight 1 for each 2 power points invested.
3 lb. Moderate psychokinesis; ML 9th; Craft Universal
Item, concussion blast; Price 16,000 gp, weight 1
lb
New Psicrowns
Bracers of Inertia, Superior: A combination of
Psicrown of the Guardian: Crafted of quartz
the offensive and defensive versions of the bracers
and obsidian, this psicrown is formed to resemble
32
of inertia, this pair of metallic bands grants the powers to choose the three effects to imbue in the
wielder the effects of both versions of bracers of water.
inertia. Strong metacreativity; ML 12th; Craft Universal
Strong psychokinesis; ML 15th; Craft Universal Item, fabricate; Price 24,000 gp, weight 2 lb.
Item, concussion blast, inertial armor; Price 32,000 Specific Greater Crystal Elixir
gp, weight 1 lb Precognitive Crystal Elixir: This greater crystal
Crystal Elixir: A single power stone sits inside elixir contains power stones imbued with defensive
this crystalline bottle, faintly glowing with an precognition, offensive precognition, and offensive
internal psionic power. When pure water is poured prescience at manifester level 1.
into the bottle and allowed to sit undisturbed for 8 Strong metacreativity; ML 12th; Imprint Stone,
hours, the water becomes imbued with the power Craft Universal Item, defensive precognition,
imprinted in the power stone. The power stone fabricate, offensive precognition, offensive
inside the bottle determines the effect of the imbued prescience; Price 24,075 gp, weight 2 lb.
water. When the water is imbibed, the drinker Dorje Sling: Something of an oddity, these
immediate gains the effect as if the power from the cured leather slings are able to hold two different
power stone was manifested upon him. dorjes simultaneously, allowing the wielder to
The power stone is not flushed through this activate both dorjes at the same time. This process
process. Only power stones charged with personal is psionically demanding and results in one of the
or touch range powers can be used in a crystal dorjes using two charges instead of one per use.
elixir. The manifester level of the power is equal The manifester may choose which dorje expends
to the manifester level of the power in the power the extra charge.
stone. Moderate metacreativity; ML 15th; Craft Dorje,
Moderate metacreativity; ML 9th; Craft Universal Craft Universal Item; Price 30,000 gp, weight –
Item, fabricate; Price 8,000 gp, weight 2 lb. Gloves of the Beast: These supple, black leather
Crystal Elixir, Greater: This bottle functions as gloves allow the wearer to assume the natural
a standard crystal elixir, but it can hold up to three attack of a specific animal. Different gloves grant
power stones, or a single power stone with up to different attacks, such as slam, claws, hooves,
three powers, to create elixirs with multiple effects. talons, or tentacles, allowing mismatched gloves
Any combination of one to three powers encoded to grant the wielder two different natural attacks
in power stones may be placed within the flask, simultaneously. Matching gloves grant the wielder
although power stones that have opposing effects a +1 circumstance bonus on attack rolls with the
neutralize each other. If more than four powers natural attacks. The different types of natural
worth of power stones are put into the crystal elixir, attacks are identical in cost, only the damage
the crystal elixir picks a random combination of the granted from the gloves alters the price.
Moderate psychometabolism; ML 5th; Craft
Universal Item, claws of the beast, graft weapon;
Price 1,250 gp (1d3 damage), 2,000 gp (1d4
damage), 6,000 gp (1d6 damage), 10,000 gp (1d8
damage), 14,000 gp (2d6 damage), 22,000 gp (3d6
damage), 30,000 gp (4d6 damage), 38,000 gp (5d6
damage), 44,000 gp (6d6 damage) weight .5 lb.
Mind Blade Gauntlets: Crafted by different
versatile blades (see chapter 5), these jewel-
embedded gauntlets enhance the wielder’s mind
blade.
Exotic mind blade: This set of electrum-plated
gauntlets allows the wielder to shape his mind
blade into a specific exotic weapon. The wielder
Crystal elixir must still be proficient with the exotic weapon or
33
suffer the standard penalties for non-proficiency. Psionic Arms and Armor, fuse flesh; Price 1,600
Strong psychometabolism; ML 15th; Craft gp.
Universal Item, Exotic Mind Blade; Price 30,000 Baleful Fusing Plate: This set of half-plate
gp, weight – armor, when identified, appears to be enhanced with
Frosted blade: Covered in what appear to be the fusing special enhancement. However, once the
tiny cracks, this pair of blue gauntlets allows the wearer attempts to activate the fusing ability of the
wielder to treat his mind blade as if it had the frost armor, the metal plates instead fuse to the wielder’s
enhancement. This bonus does not count toward flesh and skeleton, making removal of the armor
the wielder’s normal enhancements on his mind incredibly difficult and painful. The individual
blade. wearing the armor suffers a -2 penalty to Strength
Faint psychokinesis; ML 9th; Craft Universal and Dexterity and their movement is reduced by
Item, energy ray; Price 8,000 gp, weight 1 lb. another 5 feet beyond standard half-plate armor. In
Power Stone Bandolier: A favorite among addition, the wearer suffers the normal effects of
wilders, this leather bandolier has small pouches to resting in heavy armor. Any attempt to remove the
hold up to 50 power stones. As a move action that armor by physical means results in 2d4 points of
does not provoke attacks of opportunity, the wearer Constitution damage.
can retrieve a particular stone from the bandolier. Strong psychometabolism; ML 15th; Craft
Faint metacreativity; ML 9th; Craft Universal Psionic Arms and Armor, fuse flesh; Price 2,050
Item, retrieve; Price 750 gp, weight .5 lb gp.
Psionic Locks: Originally crafted by the more
guarded of shapers, these simple locks have no Artifacts
moving parts to pick, making them impervious In the ascension of power taken by those mortals
to mundane lock picking. By channeling a single who desire to become gods or godminds, items
power point into the item, it locks or unlocks of incredible power are created to augment their
appropriately. Once a specific individual has abilities. Some of these items were left behind,
channeled a power point into a lock to lock it, that lost, or forgotten by their creators, resulting in items
lock only responds to that same individual to unlock of awesome potential. The minor artifact detailed
unless the appropriate command word is given. below is not unique a item, but the techniques used
Moderate psychoportation; ML 8th; Craft to create such an item are no longer available, either
Universal Item, psionic knock, psionic lock; Price through loss of knowledge or lack of ability.
2,500 gp, weight – Talisman of the Myriad: This talisman is set
on a gold chain and is composed of a cubic crystal
Cursed Items that can rotate in its setting. The unusual crystal is
Baleful Fusing Chain: This set of chainmail, four different colors: one color for each face of the
when identified, appears to be enhanced with the crystal that can be displayed.
fusing special enhancement. However, once the Once per day, each face of this crystal grants
wearer attempts to activate the fusing ability of the wielder the ability to manifest a single power
the armor, the chain links instead meld into the from another discipline as if it was on the wielder’s
wearer’s skin, causing intense physical pain and powers known list. The wielder may choose which
making removal virtually impossible without power is being manifested each day; it is not static.
causing severe trauma. The wearer suffers 2 points However, this flexibility comes with a price. Any
of Constitution damage when the chain fuses, or power manifested using the talisman costs the
half on a successful DC 15 Fortitude save. In manifester an additional four power points that
addition, the wearer suffers the normal effects of cannot be used for augments or metapsionic effects
resting in medium armor. Attempts to remove the and he is still limited to his manifester level for
armor by physical means results in 1d6 more points total power points spent.
of Constitution damage. Strong telepathy; ML 24th; weight --
Strong psychometabolism; ML 15th; Craft
34
Chapter Three: Organizations & Entities
creation of groups of like-minded individuals,
Psionic creatures are in most ways like other forming organizations, groups, guilds, or the like.
creatures: many have the desire for companionship, Below are detailed six new psionic organizations
the drive to better themselves, and for some, the that can either be groups players may seek to join
need to gain in power and prestige. Detailed in this or whose plots the players may seek to foil.
chapter you will find new psionic organizations and As most of these groups are somewhat localized
details regarding them. Each of these organizations in location, such as the Faceter’s Guild, it should be
typically venerates one or more of the new psionic easy to incorporate them into an existing campaign
godminds introduced in this book, making the as a group from a region where the characters have
incorporation of both the organization and their not yet traveled, perhaps working to expand their
appropriate godmind(s) easier. Also, there is a influence or on a journey for information, money,
pantheon of godminds and the information needed or other goals.
to introduce these new beings into your game.
Each godmind represents a facet of psionics: Faceter’s Guild
understanding, passion, compusion, etc. Included Banding together as a means of financial survival,
are histories, what area of psionics they exemplify, the Faceter’s Guild is a group of gem workers
and what sort of lifestyle those who worship them and crafters who specialize in psionic stones,
are expected to maintain. such as power stones or cognizance crystals. As
In addition, detailed later in this chapter are competition for market share grew, the different
psionic locations: sites of psionic power that affect crafters of psionic crystals discovered that they
those within the confines of the area. Some psionic were spending more money on gaining patrons
sites are simply places created to enhance the study than they were actually making from sales. They
of psionics, others are places designed to train discovered that by joining together, they could still
in warcraft, while others are locations that have sell at reasonable rates, but would make a higher
grown in power to the point of having a sentience profit without having to compete with each other.
all their own. Base of Operations: Found primarily in the
bustling city of Lyrista, the Faceter’s Guild has a
Psionic Organizations guildhall in the trade district that serves as its base
of operations for meetings between the council.
Alignment: LN
Those who utilize the power of psionics often Size: Over a dozen shopkeepers with over a score
seek out each other to learn new techniques, secrets, of apprentices and several dedicated suppliers.
or to share ideas. Over time, this can result in the
35
Members: Members of the Faceter’s Guild member of the Faceter’s Guild will not undercut
tend to be experts, although some are low-level another member unless the member with a lower
shapers. price had that price first.
Symbol: Gemcutter’s chisel and hammer over a Second, a member may take a loan of up to twice
faceted gemstone his previous year’s dues from the guild interest free
Motto: “Turning hard rocks into gems” once every five years. Failure to repay the loan
Description: Three decades ago, the gem cutters, within five years results in removal from the guild
jewelers, and crafters of empowered stones such as and repossession of merchandise amounting to the
power stones and cognizance crystals were near borrowed amount.
bankruptcy due to an influx of new crafters. With a Prominent Mdmbers
severe increase in the amount of finely crafted gems Drake Greylock: A pudgy little man with keen
and crystals available, prices began plummeting green eyes, Drake (LG human expert 3) is one
and businesses started to crumble. of the more influential members of the Faceter’s
To counteract this trend, Morrik Amberson called Guild, having helped several of the other charter
a meeting of the largest of his rivals to discuss their members from going bankrupt.
plight. While the individuals would normally Drake has a kind heart and, if not for his
not deal with each other for business reasons, insistence, it is likely that the more powerful in
it was readily apparent to all that if something the guild would have relegated the lesser of the
didn’t change, they’d all be penniless in a matter organization to negligible roles. Because of this,
of months. At the gathering of business owners, some of the more powerful in the guild hold Drake
Morrik called for unity before they ruined each in disdain, although all agree that the situation is
other and themselves in the process. far better than what it was previously.
Long into the night, the debate over the Morrik Amberson: The mastermind behind the
proposition continued until, finally, they came to an creation of the guild, Morrik (LN half-elf expert
agreement. From that day forward, the gem cutters 2 / shaper 4) is not necessarily a benevolent man,
and craftsmen worked to stabilize their prices and but neither is he cruel-hearted. Instead, he simply
ensure their businesses and ways of life would acts to preserve the economy and his own means
survive. of income.
Worshippers of Phanos and his dominion over Morrik is among a small segment of the Faceter’s
metacreativity, the Faceter’s Guild draws upon the Guild who wouldn’t mind seeing Drake removed
teachings of Phanos to create some of their most from office, although he does not condone doing
prized pieces. so in any nefarious ways. Legal means, such as a
Joining: To become a member of the Faceter’s simple majority vote and ousting Drake, would suit
Guild requires one to be considered a master in Morrik just fine.
the crafting of gem stones or psionic crystals.
Mechanically, this is treated as having a minimum
House of Mandreth
of 6 skill ranks in craft (gemcutting). Extra
A noble family born with immense psionic
consideration is given to applications that excel in
potential, the Mandreth bloodline is old and
the crafting of gems, such as those who have taken
powerful, not only politically and financially,
Skill Focus (crafting [gemcutting]).
but mentally as well. Each blood relative in the
Duties: Being a member of the Faceter’s Guild
Mandreth family is born with the latent ability to
means sharing the profit of business associated
manifest a single 1st level power and possesses two
with any gems or crystals. This means that 20%
racial bonus power points.
of any profit is given as dues to the guild. Those
The House of Mandreth is actually the descendents
who try to cheat the guild are quickly and harshly
of the bloodline that gave birth to Cynfire, who
punished.
became the godmind of psychokinesis. The inborn
Benefits: The high cost of maintaining
psionic power of Cynfire passed generation to
membership in the Faceter’s Guild grants the
generation in the family and, although none of his
member certain sureties in business. First, any
descendants could match his power, most, if not
36
all, have unusual psionic talent not normally seen clairsentient, or psychometabolic power.
in others. In the past century, there have been few such
Base of Operations: The Mandreth family is prodigies within the Mandreth family, although
based out of Mandreth Castle, which is neither Garret and Willem Mandreth (described below)
a sprawling estate nor a tiny fort. Due to the show potential. The bloodline may have thinned
naturally psionic nature of the family, over the or the trend may simply have skipped a few more
years, the castle has been fortified with defenses generations than normal. Whatever the case, the
of a psionic persuasion, particularly in traps that House of Mandreth is expecting one of their ilk to
utilize fire energy. In times of hostility, these traps be born or develop a strong psionic talent soon.
have literally been life-savers for the family. The truth of the exceptional children of the line
Alignment: LG of Davon is that Mandron, the first child of Davon,
Size: Several dozen direct relatives, with a powerful seidmadr, uses his own offspring
hundreds of servants and guards. as replacement bodies when his current form
Members: The House of Mandreth has twenty- is reaching the end of its allotted years. Willem
two direct blood descendants, as well as over a Mandreth has suspicion that such is the case,
hundred servants, employees, and agents. Most although he has not been able to prove it.
of the relatives are aristocrats or experts, although Joining: It is only possible to join the House of
there are several psions within the family. Mandreth by either marrying a descendant or being
Symbol: A flickering flame signet ring is the born into the family. Those who marry into the
symbol of the Mandreth family, in homage to the family do not gain the benefit of an in-born psionic
progenitor of the family. power.
Motto: “The power of fire flows through our Duties: The duties of members of the House
veins.” of Mandreth are rather minimal. Eldest sons are
Description: Centuries ago, the child Cynfire, expected to be trained in ruling their portion of the
originally named Davon, was a prodigy of family and all members are expected to learn to
psychokinetic talent. The child was able to easily control their own psionic talent.
manipulate energy and bend it to his will. As Overall, the family has a strong belief in following
Davon grew, his power grew at an even faster rate. the law and will attempt to rehabilitate members
At some point, Davon sired a son, although it is of the family who violate the law. Very rarely,
not known if Davon knew of his offspring. While lawbreaking members of the House of Mandreth
the son was also talented in psychokinetic ability, have been disowned by the family and turned into
it was not to the extreme ability that his father the local law enforcement agency.
possessed. Benefits: Those born into the House of
The progeny of Davon grew to found the House of Mandreth gain the Child of Mandreth feat as a
Mandreth, passing the latent ability of Davon down bonus feat. Typically, the powers gained are of the
through the generations. Every few generations, a psychokinesis discipline, but it is not unheard of
descendant will be born with an exceptional talent for powers of other disciplines to be passed by the
for the psionic arts, although every descendant of blood of Mandreth.
Davon is born with some psionic talent. Typically, If a member of the House of Mandreth later gains
this talent is in the psychokinetic discipline, but levels in a manifesting class, add the power granted
there have been cases where members of the from membership to the member’s list of powers
Mandreth bloodline have had strong telepathic, known.
37
Prominent Members similar mannerisms - the same physical ticks, the
Garret Mandreth: The current head of the same style in ruling, and other such similarities.
Mandreth family, Garret (LG human psychic Strong in psionic ability, Willem believes that
warrior 6) served in the local militia before his something is overriding the minds of the leaders of
father passed away. Upon assuming leadership the Mandreth family and seeks to cleanse the family
of the family estates, he immediately began of this interloper. Viewed by the rest of the family
working with his advisors to shore up the defenses as a jealous rival to Garret’s rightful rule, Willem is
of the castle, as his father had let some portions barely tolerated by the rest of the family.
of the defenses decay over the years. Oddly, his
demeanor also changed upon assuming leadership Kreh’len’shin
of the family. Some of the older members of the The Kreh’len’shin are an almost fanatic cult,
household claim he sounds like his long-lost uncle, dedicated not only to the enlightenment of the body
the previous Mandreth to show exceptional psionic through the mind, but also to the ideals of natural
talent. selection. Thus they test themselves constantly
Willem Mandreth: Cousin to the leader of the against each other and others, even to the point
Mandreth house, Garret, Willem Mandreth (N of death - seeing their own demise not only as
human telepath 8) is one of the few in the Mandreth honorable but also strengthening for the world at
family who recognizes that those in the family who large. They have no fear of death, which makes
possess incredible psionic talent all share very them warriors without equals in most battles, but
their eagerness to prove themselves lead them
into the fray of battle and war more often than
necessary.
An organization composed primarily of maenad
and human psychic warriors, the Kreh’len’shin are
a group who spend much of their time in meditation
and training, honing their combat prowess in
preparation for battle. To the Kreh’len’shin, death
in battle is an honor that each member embraces,
making them fearless warriors that strike terror
in their enemies. The belief of the Kreh’len’shin
warrior is that honorable death in battle is rewarded
by a stronger physical form in the next life.
Base of Operations: The Kreh’len’shin operate
out of a small fortress which they call simply Kreh
Battlegrounds. Built for function more than for
form, the battlegrounds are designed solely to hone
the skills of the members of the group. At any
time, more than half of the active members of the
Kreh’len’shin are at the battlegrounds.
Alignment: Lawful neutral
Size: Several dozen members, six elders, and
over a hundred agents.
Members: Kreh’len’shin members are pre-
dominantly psychic warriors and soulknives,
although some egoists are drawn to their ways.
Symbol: The symbol of the Kreh’len’shin is the
third eye on a closed fist.
Motto: “Death before dishonor.”
The Kreh warriors are experts in battle Description: Steadfast devotees of both
38
Aur’eskin and Kraegan, the Kreh’len’shin can the organization. Should the individual be killed,
trace their organization back centuries, to when it is viewed as nature taking its course, with the
the first psychic warriors of their sect banded Kreh’len’shin members being nature’s agents.
together to advance their martial training. As the Benefits: Those who are inducted into the fold
individual psychic warriors met more frequently of the Kreh’len’shin can count on their brothers
to hone their skills with like-minded others, they and sisters for aid in a battle where honor can be
eventually realized that it would be beneficial to gained. Only battles that carry the risk of death
have a centralized facility for training, where they will gain the aid of a fellow member.
could not only learn and teach, but live. Prominent Members
As time progressed, the group embraced the Peregris Redhand: One of the more enlightened
honor of combat and a soldier’s death more than of half-orcs, Peregris (LN half-orc psychic warrior 5)
the study of the mind. While they still delve into serves as the trainer of initiates for the Kreh’len’shin.
the secrets of the mind, it is only to find ways to Peregris’s inclusion in the organization shows the
augment their combat prowess, and not to simply importance the Kreh’len’shin place on ability over
expand their knowledge. As this trend continued, anything else, as many other groups would have
the members of the Kreh’len’shin became more shunned an applicant of orcish descent or would
eager for battle, often intentionally starting fights not have put him in such an important position as
to test their own ability. If they died in the fight, trainer.
they viewed it as natural selection, while if they Eondil Ebonblade: Strict but fair, Eondil (LN
won, it was due to their superior ability. human soulknife 7) is the instructor in the art of
A member, however, will not actively seek out the mind blade. All new soulknife applicants must
weaker opponents to bully. Instead, they will seek prove themselves in melee combat with Eondil.
out those they view as equals or betters, testing Those who lack any true ability earn a swift death,
their physical and mental prowess to better their the penalty for attempting to be a combatant without
own ability. the proper skill.
Joining: Joining the Kreh’len’shin is a difficult
process for even the most able of individuals. The The Night Terrors
steps involved include facing a deadly creature in Created by a powerful thrallherd, the Night
a fight to the death, fasting for one week, or other Terrors work to foster fear in society, using that
equally difficult and possibly deadly steps. dread to control the populace, in turn giving
It is not unusual for those seeking to join the their leader, Larick, more power. In addition to
Kreh’len’shin to fail in their attempt to join. Such the powers of the telepaths and thrallherds in the
failures, and the death typical of such failures, organization, there are also spirituels of Hourth
are seen by the organization as natural selection who use their godmind’s power over compulsion
weeding out the weak. effects to further their group’s cause.
Duties: It is the sworn duty of all members of the Base of Operations: To avoid detection and
Kreh’len’shin to always fight to their utmost ability their enemies, the Night Terrors use a series of fake
and bring no shame to the organization. Any storefronts, warehouses, and abandoned buildings
member found to have quit a fight or to have lost a as gathering sites.
fight and not died loses status in the organization. Alignment: NE
If a single member loses too much status, they may Size: Several dozen direct members with a few
be branded by the organization as “hunted.” score of informants.
Any member of the Kreh’len’shin who gain this Members: The Night Terrors tends to gain
title are treated as inferior and needing to be culled members who focus their studies on the telepathy
from society. Members of the organization then powers, using their influence over the mind to get
seek to slay the hunted former member. Should what they want. However, this is not a mandate and
the hunted individual slay one of his pursuers, a few members are wilders, seers, or other psions.
his loss of honor is rescinded, as he has proven Symbol: The symbol of the Night Terrors is a
himself fit for survival and he is re-accepted into screaming skull on a field of midnight blue.
39
Motto: “Fear us or follow us, the choice is self-interest, Larick has no concern if any of his
yours.” followers perish, so long as his power is increased
Description: By tapping into the minds of in the process. Unbeknownst to his organization,
those around them, the Night Terrors quickly Larick is actually seeking to create a living
learned the darkest fears of any who stood in embodiment of fear, seeking to give a physical
their way or possessed what they desired. By form to his patron godmind, Hourth.
using this knowledge, they then created the living Pirdren Yondreth: Born into nobility, Pirdren
embodiments of fear, experimenting with many (LN human fighter 9) felt Larick’s call as a
different subjects. One such group created was thrallherd and quickly journeyed to become his
the race of ardoroch, who the Night Terrors used thrall. Acting as Larick’s second-in-command,
as guardians. Pirdren is smarter than most would expect of a
After decades of abuse, many of the ardoroch brawler and competently controls the Night Terrors
realized they were stronger than most of their in the name of Larick.
masters and revolted, leaving the Night Terrors
and searching for their own way in the world. The Order of Still Water
Due to their original tie to Hourth and the slavery Expanding the mind is more important to the
the group was effectively in for the beginning of followers at the Temple of Still Water than any glory
their existence, most of the group instead worships in battle or monetary reward. The members of this
Cynfire, giving him credit for their ability to put organization believe that through meticulous study,
forth sonic energy bursts. that inner peace and understanding can be found.
The members that direct the affairs of the Night At the core of the Order of Still Water is actually
Terrors are all thralls or believers in Larick’s veneration for an oft-overlooked entity of immense
thrallherd. Led by Pridren, Larick’s thrall, the power: Zean, the godmind of enlightenment. The
organization works to foster fear by using powers order rigorously follows the teachings of Zean to
of telepathy and psychological tactics to coerce expand their own understanding of the universe.
members of society to do what the group desires. Base of Operations: The Order of Still Water
Joining: Membership to the Night Terrors is is based out of the Temple of Still Water, a site
extremely exclusive and by invitation only. The imbued with strong psionic energy. The majority
organization has worked diligently to keep its of its members stay in or near the temple, finding
identity secret and those who turn down the safety within its walls from the difficulties and
invitation to join are either silenced or have the hardships of the rest of the world.
memory erased. Alignment: NG
Duties: The singular goal of the Night Terrors Size: Once numbering in the hundreds, the Order
is control over the populace. Members of the of Still Water now has direct members of several
organization are expected to work toward that dozen and scores of possible candidates and
goal, consolidating any power and eliminating any agents.
threats. Members: Among the Order of Still Water
Benefits: The largest benefit of being a member can typically be found a large number of psions,
of the Night Terrors is one does not have to fear although there are also monks, psychic warriors,
being attacked by the organization. Enemies soulknives, and some clerics and paladins of Zean.
or rivals of the group are frequently targeted as Symbol: A serene reflecting pool
potential threats and are more likely to have their Motto: “Knowledge is the greatest gift one could
minds subverted. give another.”
Prominent Members Description: The Order of Still Water has
Larick Shiverthought: The founder of the existed quietly in their temple for centuries, seeking
Night Terrors, Larick (NE elan psion 6 / thrallherd only greater understanding and enlightenment. In
4) is a reclusive leader, trusting to his followers times of great need or when the greater good is in
and believers to perform the day to day activities jeopardy, the members of the Order of Still Water
to foster the organization. Wholly consumed with are willing to take up arms and do what is necessary
40
for the greater good. Benefits: Members of the Order of Still Water
Founded several centuries ago by a small band have free access to the Temple of Still Water and
of psions, the small group built a humble temple the benefits the site grants to visitors (see Chapter
to serve as their abode and meditation site. Over 5 for more details).
the decades, more members joined their cause, In addition, members are able to utilize the
swelling their ranks in the pursuit of enlightenment powers known of all members of the Order while in
and understanding. As the group grew in size, the Temple of Still Waters, aiding in item creation
they became the target of more malicious groups or effects such as psychic chirurgery.
seeking to unlock the secrets the group held. Finally, services are available to members at half
Always trying to remain neutral in political or their normal price, although any costly components
military conflicts unless the greater good was truly or experience penalties are their full price.
in danger, the Order of Still Water would often Prominent Members
close the doors of their temple while such situations Del’Nar Sintlaeryn: Ice blue eyes and blonde
were underway. Once the dust settled, they would hair mark Del’nar (LG human nomad 12) as a
reopen their doors and continue their quiet study. descendant from humans of colder climes. An
Joining: Joining the Temple of Still Water is not an elder of the Order, Del’nar is one of the more
easy process in recent times. Prospective members conservatives on the Council of Elders and is often
are typically approached by the Order, instead of the voice of reason on those rare occasions when
petitioning membership. Possible candidates are tempers flair.
generally very intelligent and intuitive practitioners When the Order of Still Water splintered into two
of psionic might. groups, it was Del’nar’s words that kept most of
Duties: It is expected of all members of the the Order intact.
Order of Still Water to work to increase the Jaecyn Moonfire: Often quiet and reserved,
knowledge of those around them. This can be in Jaecyn (NG half-elf kineticist 8 / primal thought
the form of a missionary type of role or simply as 10) exudes power when he focuses his crystal blue
a teacher for others in the order. Each individual eyes on someone. Having been raised by a ranger
is able to determine their own means of spreading and druid, Jaecyn reveres nature and spends most
knowledge, so long as it is something they spend at of his time protecting his homeland from would-be
least one week per month doing. despoilers.
41
Only recently come to his status as leader of the to utilize the specialized powers created by the
Order of Still Water, Jaecyn is working to undo organization, thereby gaining access to unique
the damage caused by the recent splintering of the illusions not normally accessible. The secrets
group. of these new powers are closely guarded by the
organization’s members and any acts to try to
Phantasms unlock these secrets are dealt with harshly.
Originally a small group of kineticists and Prominent Members
telepaths, the phantasms use their psionic power Mavin Folkor: A showman of renowned
as a means of deception, making effects similar to proportions, Mavin (NG gnome kineticist 8 /
illusions. The group venerates Saurok and Cynfire illusion crafter 9) is the intrepid leader of the
equally, as the two godminds’ disciplines mesh well Phantasms. Using his talent for creating realistic
to create some of the most realistic illusions. illusions to impress crowds, Mavin travels as far as
Base of Operations: The Phantasms have no true his short legs will carry him.
centralized headquarters, instead operating out of Brelklar: The only dromite in the Phantasms,
individual libraries, studies, or homes as necessary Brelklar (N dromite kineticist 7 / illusion crafter 3)
to learn more of illusions and their craft. is slight for a dromite, but has the in-born talent to
Alignment: CN more than make up for any physical inadequacy. A
Size: Seventeen direct members, with another quick study in the art of illusion creation, Brelklar
thirty agents has only been a member of the group for a few
Members: Nearly all kineticists or telepaths, months, but has several times taught the other
there are a select few agents that practice the arcane members new techniques in creating illusions that
arts within the Phantasms. Only those who are have validated the decision of the organization to
able to display the necessary skill with illusionary admit the small dromite.
effects are granted membership or used as agents.
Symbol: A heavy-lidded single eye
Motto: “Meet me where imagination ends and
Godminds
reality begins.”
Description: A capricious group, the Phantasms Originally presented in Hyperconscious:
has no true cause or belief, aside from the pleasure Explorations in Psionics by Bruce R. Cordell,
they find in creating the most realistic illusionary godminds are immensely powerful entities on par
constructs. Because of this, they can sometimes with normal deities in terms of power. Although
be difficult for others to understand. Originally some godminds were individuals of such immense
founded due to illusionists being persecuted as psionic power that they transcended mortality and
criminals, the Phantasms have maintained their gained mortal worshippers, granting them abilities
connections to improve their skills, although their on par with standard deities, some are conceptually
need for protection is no longer necessary. so alien that normal mortals cannot comprehend the
Joining: To become a member of the Phantasms nature of the godmind and instead typically believes
requires fairly unique talent amongst the psionic they are like normal deities. Unlike standard
powers. New members must be able to both deities, godminds do not grant their worshippers
manipulate the thoughts and the senses of others special abilities, such as divine spellcasting.
by manipulating matter and light and also by The use of godminds should also accompany
modifying, implanting, or sometimes removing the utilizing the default rules of psionic-magic
target’s thoughts. transparency as set forth in the Expanded Psionics
Duties: Sharing of new techniques and powers Handbook by Bruce R Cordell to minimize
is expected of all members of the Phantasms. difficulty in having interaction between psionics
Purposely withholding new illusionary effects and magic.
from other members can cause the group to expel Unlike many deities who are active in their
an individual. worshippers’ lives, a godmind is typically more of
Benefits: Members of the Phantasms are able a greater consciousness than an active party. So
42
long as their advocate adheres to the tenets that RANK
attune their body, mind, and soul to their godmind, Beneath the godmind’s name is a line giving the
they may gain special psionic abilities such as rank of that godmind. Similar to divine ranks of
access to psionic nodes. The doctrine listed for standard deities, major godminds control more
each godmind is a guide for each worshipper to power and have more influence than moderate
follow if the godmind is expected to grant abilities godminds, who in turn have more power and
such as access to psionic nodes; the doctrine is influence than minor godminds.
not necessarily a comprehensive list of expected
behavior and may be modified as needed. WORSHIPPERS
The next line of the godmind description gives the
typical type of individuals that will follow the tenets
Pantheon of Godminds
of that godmind. This group usually corresponds
to the areas of control that godmind represents.
Listed below are the twelve known godminds and
what they control. One does not need to worship
NODES
the specific godmind to gain access to powers or
Every godmind grants access to psionic nodes to
abilities that godmind represents, as an agnostic
those exemplars who take the appropriate character
egoist may still utilize powers such as thicken
options, such as class levels or feats. This line
skin, but it is not uncommon for manifesters of the
lists which psionic nodes the godmind can allow a
appropriate discipline to venerate the godmind who
follower access. Psionic nodes are not universally
embodies the spirit of that discipline.
controlled by any single godmind, so it is not
unusual for multiple godminds to have access to
Name Exemplifies the same psionic node.
Aeni Fear
Aur’eskin Psychometabolism ALIGNMENT
Cynfire Psychokinesis Although godminds effectively represent a
single aspect of psionics, each godmind has
Faedreth Clairsentience
a corresponding alignment. Those aspects of
Hourth Compulsion psionics that typically reflect selfish or evil actions
Javan Mind blades may be represented by an evil godmind, while the
Kraegan Psychoportation more selfless parts of psionics may be exemplifed
Nereth Secrets by a good-aligned deity. Most worshippers have
alignments similar to their godmind, although it is
Phanos Metacreativity
not a strict requirement.
Saurok Telepathy
Veran Passion STATE OF CONSCIOUSNESS
Zean Enlightenment Different godminds manifest in different ways.
This line of the godmind’s entry explains if the
GODMIND ENTRIES godmind is an active entity, directly influencing the
The description of each godmind is presented in a inhabitants of the world at large, or if the entity is
standard format. Each category of information is more passive, allowing its adherants to further the
explained and defined below. aspect of psionics the godmind represents without
taking an active role. Neither type of godmind,
NAME active or dormant, affect the godmind’s ability
The first line of every godmind description gives the to grant access to psionic nodes or other special
name by which the godmind is generally known. A abilities gained from following the tenets of a
godmind might be known by other names in some godmind.
locales, and specific sects might have names of The second part of a godmind’s state of
their own for these godminds. consciousness is the form in which they manifest.
43
Some godminds are elevated mortals and are still tied beginning of time. In this frightening place, these
to this sort of form, such as a typical deity’s avatar. darkest dreams give energy to a being whose very
Others may be more ephemeral, such as a persistent essence is one of fear, a being who knows no other
worldthought network, touching the world and its motive than to instill absolute terror into creatures,
worshippers with mental connections. Others may creating new nightmares on which to feed.
be purely mental in nature; a consciousness on a Believed to be the essence of the nightmares
massive scale, but not necessarily tying its members of even deities and other immense beings, the
together like a worldthought network. godmind named Aeni, sometimes called the
Darkest Dream, is the true embodiment of fear.
FAVORED WEAPON For mortals, it is believed that those dubbed the
Conflict is inevitable, even for beings of such nameless fear, originally presented in Untapped
immense power as godminds. When such a Potential: New Horizons in Psionics, are servants
conflict comes to pass, a particular godmind will of Aeni, working to enact its will. In reality, some
often rely on one weapon of choice. This weapon among the nameless fear are larval nameless that
may be a true weapon, such as a sword or bow, or have joined with the consciousness that is Aeni,
it may be something more cerebral, such as fear or growing in power into augmented nameless and
a particular psionic power. returning to feed upon fear. The other creatures of
the nameless fear simply have natures that coincide
DESCRIPTIVE TEXT with Aeni, although they may not be aware of Aeni
This portion of a godmind description details the or actively follow its guiding presence.
background of the particular godmind and how it As the godmind of fear, Aeni grants adherents
came to be a godmind. If one of the previous lines access to fear-inducing powers and abilities. Those
in the description included “see text,” this is where who spread and foment fear and terror gain in
the explanation is found. power granted from Aeni, while those who instill
courage and hope are seen as enemies. However,
DOCTRINE Aeni itself is not believed to be a truly sentient
The last item in each godmind entry is the doctrine being, instead it is in a near dreamlike state beyond
of that particular godmind. This doctrine represents true communication with the lesser beings which
how a worshipper of a godmind is expected to serve it, for most Aeni is simply the power of fear
behave in order to align their state of mind to match made incarnate.
the aspect of psionics with that godmind. Failure Doctrine: The cultists or worshippers of the
to follow this doctrine causes the individual to lose Darkest Dream believe that it is their responsibility
access to any special abilities or nodes granted by to enlighten others to the reality of the world through
the godmind, although if the infraction was not fear. They believe that this fear opens up the victims
extreme, methods such as atonement can be used to view new possibilities and re-examine their own
to regain these abilities. central moral core, to learn who they really are. By
facing these fears they learn who they are ready
Aeni to stand up to and what they are ready to stand up
Major godmind for; thus this enlightenment allows people to live
Worshippers: psychic warriors, psions, assassins the remainder of their lives in accordance with who
Nodes: Fear, Mind, Psionic, Secret they truly are.
Alignment: NE
State of Consciousness: Active, consciousness Aur’eskin
Favored Weapon: fear Moderate godmind
Worshippers: duergar, egoists, maenads, psychic
In the deepest corner of the darkest nook in the warriors
dreamscape, nightmares from time immemorial Nodes: Battle, Body, Healing, Morphic
coalesce, join, and even compete, drawn into a Alignment: N
swirling vortex of energy that has existed since the State of Consciousness: Active, entity
44
Followers of the Godminds
Originally printed in Untapped Potential: New Horizons in Psionics, the devoted psion was introduced
as a variant psion class. In realms where psionic godminds exist, the devoted psion class tends to draw
more followers, as a devoted psion is felt to bring more of the godmind’s favor than the typical psion.
In games that utilize godminds, it is recommended that adherents of godminds are predominantly
devoted psions instead of typical psions.
Favored Weapon: Unarmed attacks doctrine of Aur’eskin, so long as the item improves
the wearer’s physical form.
Aur’eskin (ôr’ eskin) was born a maenad and took Any worshipper of Aur’eskin who partake in
up the path of the egoist early in his life. Showing activities that are unhealthy to the body lose any
a very strong in-born power for the discipline of benefits associated with worship, such as access to
psychometabolism, Aur’eskin quickly grew in domains or psionic nodes until they make amends,
strength, defeating enemy after enemy in battle. such as through atoning. These types of behavior
While Aur’eskin was not blood-thirsty or vicious, include imbibing in alcohol, which dulls the wits
he viewed combat as a means to both increase his and can impair the senses, or smoking of substances
skill in combat and demonstrate the superiority of that can degrade breathing.
the techniques he had mastered. While Aur’eskin
was not perfect, his defeats were infrequent and Cynfire
often led him to radical shifts in tactics, learning Moderate godmind
much from the opponents who bested him. Worshippers: kineticists, pyrokineticists
After several decades of honing his skills and Nodes: Energy, Force, Psionic
expanding his talents, Aur’eskin embarked upon Alignment: CN
the path that eventually led to his evolving into State of Consciousness: Active, entity
a godmind. The most physical of the godminds, Favored Weapon: energy missile
Aur’eskin is the most likely to be found in physical
form, holding to that facet of his mortal life. When a deadly brushfire overwhelmed and
Taking up the portfolio of psychometabolism, destroyed the village of Urve, only one villager
Aur’eskin is typically revered by egoists who strive survived, the human child Davon. Discovering a
to reach the level of perfection achieved by the once- latent affinity for fire, Davon traveled to a nearby
maenad. While Aur’eskin prefers his worshippers school for manifesters and studied the art of the
to live and continue to grant him power, he openly kineticist. The family of Davon later inherited a
views death in battle as a very worthy sacrifice, so small portion of Davon’s natural talent, becoming
long as the defeated fought well. the House of Mandreth (detailed above).
Those instances where Aur’eskin chooses to After traveling and studying under the greatest
return to his physical incarnation, he will often of the kineticists, Davon began to study other ways
do so by fissioning out of the body of an adherant of controlling fire, including learning the secrets
he views as worthy. This is typically an egoist of the pyrokineticist. Eventually, Davon changed
or psychic warrior who exemplifies the use of his name to Cynfire and transformed to a being of
psychometabolism to augment the physical form. living flame, taking up residence in the Elemental
When in physical form, Aur’eskin appears much Plane of Fire.
as in life: a male maenad whose body is covered in After this transformation, Cynfire learned to
psionic tattoos and augmented with crystalics and control the other energy types for fear of their use
psionically enhanced jewelry and piercings. against him. As his knowledge and ability grew,
Doctrine: Worshippers of Aur’eskin are Cynfire transcended to the status of godmind,
expected to participate in activities that enhance governing the portfolio of psychokinesis.
the body, such as physical exercise or contests of Although Cynfire controls the entire discipline
strength or speed. Augmentations to the body, such of psychokinesis, he favors those among his
as crystalics or tattoos, are also accepted in the worshippers who utilize fire more than the other
45
energies. He is still able to grant his followers access to insight and knowledge those mortals
access to all four energy types, including his would not normally have. The choice of which
opposite, cold, but is more likely to grant the mortals have this insight is not a matter of superior
prayers of those who wield fire in his name. moral standards, but simply based upon which
Indeed, Cynfire’s devotees often claim that you can decision would be best for the time stream and the
hear his teachings and whispers in the crackle of a stability therein.
campfire or the snap of a burning torch. Some go The Faedreth preserve the time stream for the
so far as to walk on hot coals in attempts to gain the past, the present and the future, guarding against
godmind’s favor, although actions such as these are those who would seek to corrupt the flow of time.
not actively condoned by Cynfire, as they do not While the Faedreth are by their very nature opposed
further the advancement of the psychokinetic arts. to time travel of any sort, so long as the time stream
Doctrine: Worshippers of Cynfire can be found in is not severely impacted, it is not an act that gains
several different varieties, as Cynfire controls the their wrath or backlash.
four main energy types, as well as force energy. Supporters of Faedreth understand the need to
Any devotee of the godmind of psychokinesis preserve the time stream, although they typically
is expected to not rely on mundane or physical do not understand the nature of Faedreth itself,
means of offense, as these are seen as a weakness believing them to be a singular being instead of
to the purity of energy. Taking part in using these an all-powerful godmind. Indeed, some of these
means of attack bring the disfavor of Cynfire, followers believe that Faedreth even encourages his
and the participant loses any benefits granted by adherents to look into the future to see the myriad
the godmind until the individual completes a possibilities and move toward what they believe to
penitence. be the most stable path.
Doctrine: The path of Faedreth tends to be a
Faedreth lonely one. Having the knowledge granted by
Moderate godmind clairsentience typically means there are no secrets,
Worshippers: seers, trackers, fortune-tellers so the skeletons normally left in the closet are
Nodes: Extrasensory, Insight, Protection exposed to the eyes of one of his flock. Additionally,
Alignment: LN the flow of time is to be respected and not to be
State of Consciousness: Active, entity abused. Using insight gleaned from clairsentient
Favored Weapon: Reality disjunction abilities is acceptable, so long as intense deviations
are not created.
Outside the flow of the time stream there exist
entities, creatures that are so alien to standard Hourth
sentient life that comprehending the nature of Minor godmind
their existence is virtually impossible for typical Worshippers: duergar, telepaths, thrallherds
creatures within the time stream. The self- Nodes: Mind, Psionic
correcting nature of the time stream, when faced Alignment: CE
with interference by those who would manipulate it State of Consciousness: Active, persistent
for their own ends, has shown that something exerts worldthought network
a force upon the time stream itself, blocking these Favored Weapon: Compulsion effects
attempts to deviate the flow of time from what has
already occurred. That force is this race of beings, Experiments with psionics have taken place since the
which mortals within the time stream have labeled discovery of the psionic powers eons ago. Among
Faedreth, believing it to be a singular entity. these experiments have been the miraculous and the
The nature of the Faedreth is such that their disastrous, the misguided and the truly genius. One
primary concern is maintaining the stability of the such experiment was embarked upon by the society
time stream, not caring for the dominance of good mind Hourth, who believed that it was possible to
or evil within that stream itself. To this end, they completely subjugate an entire population and use
can and do allow mortals within the time stream their energy to fuel his own power, spring boarding
46
him to the level of godmind. Twin brothers in life, Jereth and Derivan opposed
Over years of planning and careful selection, each other on principle on virtually every matter,
Hourth found his network of subjects and began except the inclination to wield the trademark
discreetly subjugating them using powers of weapon of the soulknife: the mind blade. Both
compulsion. As his power grew and his number brothers quickly excelled in use of the mind blade
of subjects increased, Hourth discovered that in combat, often trading blows with each other
his worldthought network ability was becoming when arguments escalated.
difficult to manage, something he had never So opposing were the mindsets of the two
encountered before despite swelling the ranks brothers that eventually, when war broke out,
within it countless times. Eventually, Hourth grew Jereth joined the local militia to back the legal
tired of the experiment, as even with thousands government while also working to eliminate rivals
of forced vassals, his power was not advancing in the chain of command, Derivan instead joined
enough to become a godmind. Disgusted, Hourth the rebels, seeking to usurp the corrupt government
left his experiment in search of new ways to gain currently in power. Such activities were common
the power he desired. for the brothers throughout their lives. Both
An odd thing happened after Hourth’s departure: learned true mastery of the mind blade and the path
the worldthought network and the compulsion the of the soulknife, yet fundamentally they were polar
subjects felt did not dissipate, even with his absence. opposites.
In fact, it seemed that some entity was claiming As the siblings grew in power, motivated by
Hourth’s control over the network, although to the fear of and desire to overcome the other, they
those within it, it simply appeared as if Hourth was eventually both began upon the path to becoming a
continuing to act as their leader. Somehow, due
to the nature of Hourth’s experiment, the power
he had intended to siphon for himself infused his
worldthought network, twisting it and giving it a
sentience of its own.
Now sentient, the worldthought network that has
taken the guise of Hourth is constantly in search
of new individuals to bring within its sphere of
influence. It is believed that those who worship or
follow Hourth are within the worldthought network
that is the godmind and following the compulsions
that the godmind puts forth.
Doctrine: In working in the name of Hourth,
followers are expected to use powers of persuasion
and compulsion when their desires are thwarted. In
the face of opposition, it is not enough to eliminate
an opponent, that enemy or obstacle should be
turned into an ally, even if it means utter domination
of their mind.
Javan
Moderate godmind
Worshippers: psionic fists, soul knives, versatile
blades, xeph
Nodes: Battle, Psionic
Alignment: N
State of Consciousness: Active, entity
Favored Weapon: mind blade The journey to the Well of Souls, where Javan was created
47
greater entity; one of the godminds. Each brother required to manifest a mind blade. Devotees to this
took offense at the other’s presumption and epic dual-personality godmind are expected to wield
battles between the two ensued while seeking to their mind blade as their weapon in all combat
complete the path to becoming a deity. unless something unilaterally prevents this, such as
At the climax of their ascensions, Derivan and a null psionics field. Purposefully wielding another
Jereth fought at the Well of Souls, seeking to weapon instead of a mind blade when a mind blade
harness the power imbued in the site to catapult to is available cuts a worshipper off from the benefits
divine existence. While fighting, their mind blades of worshipping Javan.
colliding again and again, each brother realized As Javan has something of a dual nature, being
that their blade was becoming firmer, more solid in intelligent weapons from two very diametrically
shape and form, seemingly drawing in the energy opposed wielders, it is not uncommon to find evil
from the Well of Souls to use in the conflict. and good beings among his followers. The greater
When the brothers’ dueling brought the blades consciousness accepts all followers, so long as they
closer to the Well of Souls, the blades would begin accept the superiority of the mind blade over other
to vibrate and radiate light, as if to warn their weapons.
wielder of some threat. Eventually, the blades
sprang forth from both brothers’ hands and collided Kraegan
with each other, merging into a single blade of Moderate godmind
psionic energy. Worshippers: nomads, xeph, elocaters
The pair of brothers, shocked by the event, paused Nodes: Spatial, Time, Travel
to watch the fused mind blade grow brighter and Alignment: N
brighter, radiating so much energy that they were State of Consciousness: Dormant, entity
forced to retreat from the Well or risk destruction. Favored Weapon: baleful teleportation
When the light faded, all trace of the blades was
gone, although each brother felt the presence of his As the sands of time flow and decisions are made, a
mind blade in a spiritual connection. myriad of alternate decisions are possible that could
Scholars believe that the energy permeating the impact the course of history to an extreme degree.
Well of Souls combined with the energy released In situations where these deviations could mean
during the battle between Jereth and Derivan world-shattering changes, there have sometimes
infused the two mind blades, turning them into more been those who seek to alter the fabric of time and
powerful and, eventually, sentient beings. The act change the course of events.
of the blades abandoning their masters is believed At times, this can result in a rogue, detached time
to be the essence of the mind blades rebelling stream, one which has been severed from the time
against the eminent destruction of a powerful stream; a choice not made, a road not taken. These
practitioner of the arts of the soulknife. Taking time streams, detached from the true flow of time,
the knowledge of their years of use at the hands can sometimes take on a semi-sentience, endlessly
of Jereth and Derivan, the two blades combined seeking to rejoin the true time stream to which it
and took on a persona that fluctuates between what once belonged.
each brother believed to be the best use of the mind To fulfill this prevalent need, the rogue time
blade, labeling itself Javan. stream will reach out to mortals within the time
The double-nature of Javan tends to make its stream, using the power contained within itself to
actions as a godmind unpredictable, although as bridge the gap, and allow those mortals to bend the
one half of the greater consciousness takes control, laws of space and time in ways that might work
there is a tendency to counter the actions of the to divert the flow of time back to the rogue time
other, thereby maintaining a balance. stream. Mortals, believing this interaction to be
Doctrine: Live and die by the mind blade is the divine in nature, named these rogue time streams
mantra of followers of Javan. Worshippers of Javan Kraegan, believing it to be an entity like other
are expected to be able to manifest and wield a mind deities. Few realize it is countless severed time
blade or be actively working to learn the techniques streams seeking to rejoin the primary time stream.
48
Persistent worldthought networks, society minds, and how they work
A worldthought network, originally presented in Untapped Potential: New Horizons in Psionics, is a
joining of multiple entities in a network, forming a psionic bridge between all individuals in the network.
This network allows all within it to gain unique benefits by sharing of themselves, their powers, abilities,
or even skills, between each other. To some, this can be viewed as creating a whole that is greater than
the sum of its parts.
History has shown that, in the right sequence of events, worldthought networks can grow so vast and
powerful that they persist even when the director of the network, typically a society mind, ceases control
over the network. These perpetual worldthought networks are rare, but join individuals together without
direction from any specific individual. The network might be composed of a familial unit, or a group
of individuals who share similar principles, or any other of a number of traits. Regardless of the type
of worldthought network, this persistent network can take on what could be viewed as a sentience of its
own, granting what might easily be construed as divine or godmind traits.
Some view these persistent networks as cognizant, sentient entities, labeling them as godminds and
venerating them as they would any other godmind. True or not, these persistent networks have powers
akin to a godmind and, as such, are treated as godminds for the purposes of this book.
Those few who do understand this concept keep hiding the secret. Sometimes, this secret is actually
the secret for fear of loss of adherents. a wrong committed against the person keeping
While those dubbed Kraegan do not directly gain the secret, who themselves have performed no
power from worshippers as deities, those who take wrong-doing, but are ashamed of the secret.
the actions that Kraegan believes will reattach the Some individuals even go so far in hiding these
detached time stream strengthen Kraegan, making secrets that they hide them even from themselves,
the possibility of reality changing to match the forgetting they ever knew what it is they are trying
rogue time stream, thereby fusing the two time to hide from the rest of the world.
streams, more likely. Although the exact nature of the secret is
Doctrine: Kraegan as an entity does not actively unknown, at some point, a secret was kept so
direct its followers or adherents, as it is not fully traumatizing to the individuals involved that their
conscious. However, those who follow Kraegan minds shattered under the pressure of keeping the
believe that manipulation of time and space is secret to themselves. The destruction of these
something that can and should be done whenever minds gave power to this secret, granting it a
it is needed; the laws of the four dimensions are limited sentience; it had enough self-awareness to
subject to be changed as desired. This can often understand that it wasn’t meant to be known. To
cause followers of Faedreth to be at odds with protect its past from being discovered, the being
followers of Kraegan, as each sect has opposing that took the name Nereth led those who adhere to
views of how the time stream should be managed. its doctrine to believe that it was once a female elan
No conflicts are known to exist between the two telepath who used her mental powers to pry secrets
groups. from others and use them for personal gain.
Believed to be one of the fastest of the mortals
Nereth to ascend to godmind status, Nereth simply seeks
Minor godmind to maintain the secrecy that is itself. The nature
Worshippers: telepaths, elans, spies, of Nereth makes it seek to hide every secret that
rumormongers it discovers, at least in the mental capacity it
Nodes: Extrasensory, Mind, Secret understands. Nereth is grudging with granting
Alignment: CN knowledge, although very quick to grant those who
State of Consciousness: Dormant, consciousness maintain similar mindsets the ability to protect their
Favored Weapon: See text own secrets, sensing a kinship with those mortals.
A small, but growing, sect of Nereth’s devotees
A skeleton in the closet is often painful for the one have sought to understand how Nereth came to
49
power so quickly, thereby better understanding and the world around him, Phanos became more
their godmind. This small group is at odds with adept at manipulating and creating matter, making
the mainstream devotees of Nereth and the two some of the most fearsome astral constructs ever
have had altercations when they meet, although seen, including constructs that he rode inside into
both believe they are working to further the cause battle when the time arose.
of secrets and, therefore, Nereth. Phanos then took his constructs and his
When combat is forced upon Nereth, it will seek knowledge of their creation and journeyed to the
subterfuge instead of physical combat, trying to astral plane, using the ectoplasm there to literally
lock away the portions of the enemy’s mind that carve out his own demiplane, forming a fortress
identify why the combat was even initiated. Nereth to house him and his creations. It is assumed that
has no preferred weapon in the very rare situation this is where Phanos resided when he rose to the
where physical combat is unavoidable and is likey status of godmind, although since he has grown
to use any weapon equally, although it is virtually that status, his physical form has not been seen.
unheard of for Nereth to take a physical form. The demiplane of his creation continues to grow,
Doctrine: Never one to willingly give pulling in ectoplasm from the Astral plane, using
information, Nereth expects no less of those who the material to create structures, creatures, and
would work in her name. Followers of Nereth even life. It is believed that Phanos’ physical form
are expected to never reveal personal information merged with the ectoplasm in his demiplane, making
unless it is of vital importance. All knowledge held the plane Phanos. Known now as the demiplane of
by a follower of Nereth is expected to be kept on a ectoplasm, it is a little-known plane where the laws
need to know basis with everyone else, including of creation are rigid and unbending.
other followers. Freely divulging information for As godmind of metacreativity, Phanos tends
reasons that are not critical or life-threatening is to impart ideas of originality on his worshippers.
likely to gain Nereth’s disfavor, cutting off access Creating something from nothing is a central
to any psionic nodes or other abilities granted tenet to the philosophy that Phanos represents as
through following the path of Nereth. a godmind.
Doctrine: Followers of Phanos are expected
Phanos to adhere to rules and laws. The letter of a law
Moderate godmind is more important than the spirit in Phanos’s view.
Worshippers: shapers Worshippers who frivolously break or bend laws
Nodes: Creation, Psionic lose access to any special abilities granted from
Alignment: LN Phanos, such as access to nodes or spells.
State of Consciousness: Dormant, entity
Favored Weapon: Crystal shard Saurok
Moderate godmind
Residing in a fortress composed entirely of crystal Worshippers: telepaths, blues
and ectoplasm, Phanos is an entity of firm rules and Nodes: Fear, Mind, Psionic, Secret
organization. Believing that only through control Alignment: LN
and structure are the greatest of endeavors possible, State of Consciousness: Dormant, persistent
Phanos is wont to suffer those who break or bend worldthought network
rules at their whim. Favored Weapon: Mind thrust
Born to a family of knights, sentries, and judges,
Phanos was instilled with immense respect for the Eons ago, a race of psionic beings named the
rigidity of laws, both the laws of men and the laws saurok, persecuted to near extinction, banded
of nature and psionics. From a young age, Phanos together and manifested genesis, creating a new
was able to manipulate matter around him and plane of existence on which to live and rebuild
summon it forth at will, creating small constructs their numbers. This race of beings had tremendous
of ectoplasm to perform his chores. telepathic ability and in this new plane, they
As he learned the rules and laws of psionic power used telepathic modes of communication in
50
every way instead of speech or letter. This plane Saurok should utilize telepathic communication
was then infused with psionic power to facilitate over any other mode.
this telepathic communication, enhancing their Due to the variety of followers Saurok maintains,
communication abilities and allowing even those there is a juxtaposition of those who feel that the
saurok with limited psionic potential the ability thoughts of others should never be intruded upon,
to communicate with their fellows across vast and those who feel that such thoughts should be
distances. theirs to know if they are capable of learning them.
Over a matter of decades, this vast network Either philosophy is fine to Saurok, as both promote
brought together via telepathy became problematic; telepathy: Both the respect of the power it gives
more than just messages were being sent across and the responsibility therein, and its active use.
individuals. Emotions, dreams, nightmares, even Absolute devotees to Saurok tend to find they are
unconscious thoughts were being shared across drawn to the plane that the saurok race had created
the race, creating confusion and discord. As time and, over time, may join with the consciousness of
progressed, this condition worsened until many the godmind, becoming extensions of the godmind
sauroks lost their hold on reality and went insane. itself.
With the psionic power much of the race had, this
led to catastrophic destruction in this pocket plane, Veran
and eventually led to nearly the utter ruination of Moderate godmind
the saurok race. Worshippers: Maenads, wilders
However, the plane itself had absorbed so much Nodes: Passion, Psionic
psionic energy over time that it had begun to Alignment: CN
understand the messages it was sending, learning State of Consciousness: Fluctuates, entity; see
about psionics, the nature of beings, and developing text
into an extremely powerful, sentient being. As Favored Weapon: See text
the saurok race nearly self-destructed from their
creation, the plane itself exerted a form of mental Passionate feelings, especially when expressed
control over the creatures, calming their mind by those with strong psionic ability, can give off
using the telepathic projects it had learned from a residual energy that can be felt by others after
the saurok, forcing the creatures back to sanity, the experience has already passed. In situations
although it also exerted a subtle form of control where there is a sufficiently large group of psionic
over the race, not understanding that the saurok had creatures experiencing incredibly passionate
free will, only understanding that its source of the emotions: anger, hatred, pain, love, etc, that energy
psionic energy that had nurtured it was in trouble. can coalesce into a single pocket of energy. History
The saurok race became the physical pawns of has shown, in the case of a genocidal masscre of
the plane itself as it sought out more creatures the half-giants against the duergar, that such energy
to bring into the plane, adding to its power and can become so immense as to take on a sentience
energy, allowing it to grow. To the godmind-plane of its own.
that came to be known as Saurok, there is an innate The entity that came to be known as Veran quickly
need for togetherness, a need to share thoughts and became recognized by mortals for its decidedly
consciousness until two beings become essentially capricious and explosive nature. Where other
one mind. Believing such a merger of minds is the entities would be more subtle or logical, Veran
path to peace and understanding, many of the more would act in the most extreme manner possible
extreme members of Saurok’s devotees see free will in any given situation. Additionally, Veran would
and individuality as a problem that they actively sometimes be incredibly active as a godmind,
seek to resolve by bringing in more members of the seeking out exemplars and devotees, only to then
higher consciousness. go dormant for no particular reason.
Doctrine: The pinnacle of telepathy, worshippers Quickly gaining the following of wilders who
of Saurok should seek to communicate with their embraced the more passionate side of their abilities,
thoughts alone. When possible, a worshipper of Veran accepted these devotees absolutely and
51
responded with severe repercussions on those who was a dormant godmind, seeking enlightenment of
acted contrary to its will. a magnitude incomprehensible to mortals, yet still
While Veran is the godmind of passion, it does granting her exemplars access to those aspects of
not actually seek out to attack those who use logic. psionics she embodied.
Rather, it will cut off those adherents to its nature Early in her time as a godmind, Zean’s
that resort to the use of logic, as these individuals worshippers were set upon by those who sought
are viewed as betrayers and Veran is anything to keep knowledge in the hands of a chosen elite,
but calm. When forced into combat, Veran often using it as a way to control the populace. The
chooses to manifest a physical avatar and augment followers of Zean, however, worked to spread
its physical form with endorphin surge rather than this knowledge and gained the animosity of these
using an actual weapon. tyrants. The irony of Zean’s past and the situation
Doctrine: Cooler heads prevail is anathema to the of her worshippers was not lost upon her, as she
followers of Veran. The use of logic is something felt many of them fall to the steel weapons of their
that worshippers of Veran are expected to avoid, assailants.
instead trusting their instincts and their emotions. Severely weakened by the loss of most of her
Frequent use of logic and reason instead of worshippers, Zean spent several decades active,
listening to ones’ instincts typically results in the seeking out new followers to protect her from
loss of abilities granted from worship of Veran. possible threats in other godminds. The remaining
The use of logic in a single instance is not likely worshippers that survived her church’s destruction
to result in the worshipper losing access to these began to discreetly expand their ranks until, after
abilities, but relying upon logic regularly instead a century of searching, her church was once again
of listening to instincts can result in the loss of of substantial size and the greater consciousness
special abilities such as access to psionic nodes, as of Zean once again went dormant. Since that
the individual’s mind shies away from embracing time, members of Zean’s followers prepare for
passion and emotions and instead turns to logic- the possibility of oppression and persecution and
minded thought processes. actively train in the combat arts.
One of the only godminds worshipped by
Zean traditional monks, Zean has gained a large
Major godmind following of psionic worshippers in the past few
Worshippers: psions, monks, elan, psychic centuries, granting her more power than the other
warriors, psychic fists godminds. Along with monks, Zean counts among
Nodes: Insight, Knowledge, Mind, Psionic, Soul her worshippers a large following of psions, psychic
Alignment: NG warriors, and those who follow the path of both the
State of Consciousness: Dormant, entity psychic warrior and the monk: the psychic fists.
Favored Weapon: See text Doctrine: All worshippers of Zean are
expected to respect the pursuit of knowledge and
One of the most powerful godminds currently enlightenment. Purposefully stymieing this pursuit
known, Zean was not born, but instead formed closes the mind to the path of enlightenment and the
from an immensely large metaconcert; she was individual loses any class benefits associated with
originally the metaconcert entity created during the worship of Zean. Such actions include imposing
manifestation of the power. The sheer magnitude one’s will over another creature through the use of
of energy unleashed during the metaconcert and compulsions or mind-affecting effects that result
the number of minds linked together gave birth to in the target believing something that they would
a consciousness self-aware and self-sustaining, a normally not believe.
feminine consciousness who harnessed so much
psionic energy that she was a godmind upon Conflicting Godminds
manifestation. With this power and due to the
nature of her creation, Zean embodied the ideal of The doctrines and existences of certain godminds
understanding and enlightenment. Initially, Zean can be anathema to another godmind, causing
52
natural conflict. As the nature of some of these it rise, be that a group of mortals, an artifact of
beings is quite alien to that of mortals or even other incredible power, or some other source of energy.
gods, the nature of the conflict can also be quite
alien.
As an example of a conflict between two Places of Contemplation
godminds, Faedreth and Kraegan both manipulate
the timestream, to an extent. Faedreth lets mortals To understand their power, many practitioners
see other parts of the timestream, while Kraegan of psionics spend long hours in self-examination,
attempts to modify the timestream to rejoin learning their own limits and how to transcend
orphaned alternate time lines back into the main. them. When groups of psionic entities gather in
These two differing goals cause the two entities such pursuit for long amounts of time, the psionic
to sometimes be at odds, as what Faedreth sees and energy they expend in this pursuit can sometimes
what he grants his worshippers to see then does not seep into their surroundings. Other groups actively
come to pass as Kraegan’s actions disrupt the flow impart this power into a selected location, to
of time. enhance their own meditation. Still other locations
This does not necessarily equate to the two are formed naturally, perhaps from a exceptionally
godminds being actively hostile with each other. rich vein of deep crystal or from the death of one
The two entities may not realize what the other is with mighty psionic potential. Some sites are
doing, or, in most cases, simply not care, accepting imbued with so much power they may become
what the other godmind is doing and taking steps sentient, reflecting the beliefs of those who initially
to do what they perceive as correcting the mistake. created the site.
Mortals, however, typically do not understand this This empowerment, intentional or not, grants
nature of the godminds, instead believing that these those of psionic power special abilities unique to
higher powers are as petty as kings, emperors, the site. Some locations make it easier for those
and even some other divine beings. This can and who come for meditation to more easily find clarity
has led to followers of godminds to take up arms of mind, while other locations may grant wells
against other followers, believing that by doing so, of psionic power that can be tapped into like a
they are doing what their godmind wants. cognizance crystal.
When devising a site of psionic power, the
following questions should be asked:
Godminds and Divine Ranks Is the location natural or the result of psionic
creatures?
Unlike deities, who gain divine ranks as they gain What does the location do?
worshippers, the power of a godmind is not tied How can the location be found?
to worshippers, adherants, or followers. Instead, How does the location appear to observers, both
a godmind’s power is tied directly to their own psionic and non-psionic, from without and within?
command of psionic power, not based upon others. Is the location protected or free to all?
Those godminds that control entire disciplines, such Do any other creatures reside in this location?
as Phanos with metacreativity, wield the ability to Once these questions can be answered, the more
create virtually any effect with that discipline. specific details of the location can be determined.
Because godminds do not gain their power from
those who worship or follow them, they are often
less active in the lives of their devotees. Some, Sites of Meditation
such as Zean, were directly created from the When beings of psionic might meditate in large
actions of mortals and, in these instances, may still enough gatherings or in smaller groups for longer
draw power from those mortals. However, after a periods of time, the power they radiate can infuse
godmind is established and comes to embody an the very site used for meditation. These sites tend
aspect of psionics, a critical threshold is reached to show as faintly glowing crystals or bodies of
and that godmind becomes self-sustaining, no water, in plants with unusually colored foliage, or
longer drawing upon whatever power initially gave caverns that give the feeling of another presence.
53
Contemplation Glades negating its effects. Heated arguments or physical
Sometimes called awareness circles, these serene altercations that do not draw blood or cause lethal
places are created when the more aesthetic of damage temporarily negate the power of the
those with psionic potential gather for meditation, contemplation glade for 24 hours.
although they are not always located in forested While within the bounds of a contemplation
glens. The time spent learning more about the glade, psionic non-mindless creatures gain a +2
self instead of to hone ways to fight, kill, heal, or morale bonus to Autohypnosis, Concentration,
enhance, time spent in the simple pursuit of self- Knowledge, and Psicraft checks. The calming
knowledge grants these places an overwhelming effect of the contemplation glade allows those
sense of calm and serenity. within to better focus on these skills.
These glades are nearly indistinguishable from In addition, any item creation performed within a
their surroundings, although any plants inside contemplation glade is completed in 25% less time
the glade tend to grow lusher than their average than normal, although 8 hours must still be spent
counterparts and any bodies of water tend to sparkle per day and the crafter must still have access to the
more than normal. appropriate supplies. This change does not affect
Created as a result of intense self-discovery, the material or xp cost of crafting the item.
contemplation glades are fragile creations and can Contemplation glades vary in size depending on
be destroyed if violence is taken within the circle the site that was used for meditation. The exact
of the glade. The level of violence determines size of the effect from the contemplation glade is
the result of the effect on the glade. Any form of typically no smaller than a 30 foot radius, but no
bloodshed or loss of life immediately disperses larger than a 100 foot radius.
the power bound into the contemplation glade, These glades detect as psionic power of medium
strength. A successful Psicraft check (DC 18)
reveals the effects of the glade on the third round
of examination with detect psionics.
SPECIFIC SITES
Introspective Summit: The eddies of rising
hot air whip around this landing on the side of the
mountain, yet do not seem to actually touch those
who step onto the summit. The mountain xephs
would travel to this site for a yearly pilgrimage to
Kraegan, meditating briefly on his teachings.
Through the course of years and the generations of
xephs who came to this site, the summit began to
protect the visiting xephs, their own psionic power
and the blessing of Kraegan imbuing the site with
latent psionic power. Not a race to set permanent
fixtures, the summit is rather plain to behold,
although nearly constant traffic has worn down the
pathway up the mountain, making the travel to the
summit easier.
The summit itself is roughly a 50 foot radius circle,
although the edges are not perfectly rounded.
Psionic travelers, those individuals with the
psionic subtype, who reach the summit immediately
feel a sense of the power contained in the summit.
If they do not already know the nature of the
Introspective summit is a frequent site for xephs summit, they make attempt a Psicraft check (DC
54
20) to determine the nature of the summit. Training Squares
Benefit: Pilgrims who visit Introspective Summit Especially prized by psionic orders who
and meditate for two hours uninterrupted find participate in combat for either self-protection or
they are more nimble on their journeys, granting in offensive capacities, these locations, typically
them a circumstance bonus to their speed of 5 sparring grounds or archery fields, grant those
feet in addition to the normal bonuses conferred within its bounds increased combat prowess.
by a contemplation glade. This bonus lasts until Training squares are visually indistinguishable
the affected creature stops to rest or after 8 hours, from their surroundings, although within their
whichever occurs first. bounds, psionic creatures hear a very faint buzzing
sound. The sound is not enough to distract those
Temple of Still Water: This unassuming building who hear it, but enough that they are aware that
was created by a small order of psions and psychic there is something unusual about the location.
warriors as a spot to meditate and hone psionic The combat abilities of those who practice within
potential. Over the course of years of meditation, the confines of the training square are augmented.
the order rediscovered the forgotten godmind Zean, After spending an hour in practice, the participant
the godmind of enlightenment. Through Zean’s gains a +2 morale bonus on all attack and damage
teachings, the group gained in understanding and, rolls for one day. Treat this bonus as a power of 5th
with it, power. level for purposes such as dispel psionics.
With Zean’s protection, the temple grew to house Training squares can be as small as a 20 foot by
the entire Order of Still Water and the pilgrims 20 foot square, or as large as a 100 foot by 100 foot
who came to study at the temple. Built mostly of area.
sturdy oak with a few stone walls, the temple is not These locations possess an aura of strong power.
a beautiful building. Neither is it built for defense, A Psicraft check (DC 20) reveals the effects of the
although after the course of time, the Order of Still training square when using detect psionics.
Waters learned that such measures would need to
be taken, installing minor defensive posts including SPECIFIC SITES
arrow-slits to fire projectiles and a wrought iron Kreh Battlegrounds: The main house of training
gate. The glass windows have shutters that can be for those who join the Kreh’len’shin, this spartan
closed and latched quickly, making it more difficult facility allows those who practice combat within
to breach the temple in times of need. its grounds to work longer with fewer lasting
Beyond these meager defenses, the temple is effects from sparring. Those who practice within
for all intents and purposes a building to travel the battleground for a long enough period of time
to and learn for the sake of learning. Any who feel themselves invigorated with power during
come to the temple in search of enlightenment combat.
and understanding are welcomed, although their The battlegrounds are actually three distinct areas
intentions are probed by the inhabitants due to devoted to different types of training. An archery
previous attacks. range is available for those who practice ranged
Benefit: All who come to the Temple of Still attacks in addition to sparring grounds for melee
Water with no ulterior motive and then meditate attack. The largest portion of the battlegrounds is
for one week gain a +4 insight bonus to Wisdom the area reserved for mounted combat, granting
and Intelligence as they gain clarity of thought riders room to maneuver without worry of their
and understanding. This bonus lasts for one horses hitting spectators or structures.
month so long as the creature does not engage in Benefit: Sparring and practice within the
aggressive activity: provoking fights, attacking battlegrounds of the Kreh’len’shin grants an
another unprovoked, and the like. Resorting to individual different benefits based upon how long is
such unenlightened tactics clouds the judgment and spent within the grounds, in addition to the normal
negates the benefit from meditation at the temple. benefits of spending time within a training square,
as described above.
Those who spend at least four hours of
55
uninterrupted practice within the ground are healed The Mindforge: Nestled away a small mountain
a number of hit points and ability damage as if they valley, an abandoned monastery resides. Who
had rested a full night. created this monastery has been lost in the passage
Practice within the training area for a week of time, but it is still where those who wield the
straight at eight hours per day grants the individual mind blade journey to learn to better hone their
the ability to perform an incredible feat, adding 1d6 skills with the blade of psychic energy. Despite
to a single d20 roll made within the next month. being in ruins, the impressive stone building still
Spending a full month of time training in the offers enough protection from the elements for a
battlegrounds hones the individual’s combat skills dozen individuals to comfortably reside, although
granting them a +1 competence bonus to a single it is obvious the monastery was intended for far
weapon of their choice. This bonus lasts for one more inhabitants.
month, although the individual may return to the Although the monastery is typically empty, the
training grounds to keep their skills honed. lore of those who created it was etched into the
If the individual trains within the training grounds very building itself, allowing visitors to unlock
for one full year, they retain their competence new secrets and techniques even if they are alone
bonus with a single weapon permanently, although in the monastery. The lore found in the carvings
they must return to the battlegrounds every three has worn away over the years, but travelers with
months for a week of training or lose the bonus. access to clairsentient abilities or powers such as
object reading are able to determine the information
contained within the teachings.
Many visitors have attempted to repair the
monastery and make it their abode using methods
such both mundane and psionic, all to no avail.
The structure reverts to its dilapidated state within
one day of any repairs made. Whether this is the
power imbued by the makers of the monastery
failing or some defense mechanism that is behaving
incorrectly is unknown, but the structure cannot be
repaired by any means that have been attempted.
Traveling to and from the monastery is no easy
feat. Unknown wards prohibit travel by the use
of psychoportative means such as teleport. Only
by climbing up the mountain can the monastery
be reached. Attempts to use other forms of travel
such as teleport or dimension door result in the
individual or individuals appearing at a random
location equidistant from the monastery relative to
their starting point.
Benefit: Those who journey to the Mindforge and
spend their time learning from the teachings carved
therein gain extraordinary abilities for a limited
amount of time. After spending one full week of
time studying the carvings of the Mindforge, a
character gains a bonus 2d8 points of damage to
their psychic strike ability.
If the character studying does not have the
psychic strike ability, the character can expend
psionic focus to gain 2d6 bonus damage on their
The mindforge, though dilapidated, is still a powerful attacks with a mind blade.
location for mindblade wielders
56
Should the student not have the ability to manifest might augment their very surroundings, creating
a mind blade, the character gains a +2 bonus to places where fantastic effects are common. Imbued
knowledge (psionics) checks. sites are not created overnight. Many take months
These benefits last for one week, after which time or even years to develop into their full potential.
the character may return to the Mindforge to renew
their studies of the knowledge contained within. Imbued Constructions
This sub-group of imbued sites encompasses
Valley of the Spear: Built by half-giants those facilities where an individual or group
displaced by an influx of goblinoids, this seemingly purposely created a structure and then imbued it
naturally-formed valley was actually carved with psionic power. Such sites include fortresses,
between two mountains by the half-giants, giving homes, keeps, dungeons, and the like. Typically,
them a safe haven to rest and prepare for their these constructions are at least partially made of
attackers. Within the valley are both structures to crystal or other items that resonate with psionic
live and more defensive structures, allowing those power, such as ferroplasm, although standard
within the valley to take respite from constant buildings have been imbued.
attacks and enjoy lulls in battle. Imbued constructions have a wide variety of
The formation of the rocks within the valley abilities as set during construction. There is no set
looks to be random at first glance, yet if studied pattern or benefit, although it is typical that such
for a brief time it is easy to see that the formations sites grant the defenders bonuses to their Armor
are, in fact, protective stations fashioned to make it Class or concealment.
difficult for invaders to get to the defenders. The crafting of such locations varies based
In the middle of the valley is what appears to upon the specific site and the abilities imbued
be a group of naturally-forming rock structures, into the site. As a general rule, use standard rules
including concave depressions into the side of for creating strongholds and calculate the cost of
large boulders, some deep enough to allow an special features of the site as magical items with a
entire family of half-giants to comfortably rest. slotless multiplier (x2).
These structures and nooks grant protection from These locations can possess an aura ranging from
the elements, allowing those in the valley refuge in moderate to strong power. A Psicraft check (DC
storms or from aerial attacks. 20) reveals the effects of an imbued construction
Benefit: If a force of at least fifty individuals when using detect psionics.
enters this valley and has someone capable of
determining the defensive nature of the formations SPECIFIC SITES
(DC 15 Wisdom check), the force can defend the Crystal Keep of Phanos: Built entirely of
valley much more effectively than normal. All crystal, this keep was created by a host of shapers
members of the group who heed the advice of devoted to Phanos, godmind of metacreativity.
whoever discerned the nature of the valley gains During its construction, the shapers pooled their
concealment by tactically using the formations of psionic power into the crystalline structure itself,
stone. granting it powers of its own.
Further, defenders who are caught within the The keep has four crystalline towers on each
valley make all attack rolls with a +1 insight bonus corner; veins of different colored crystal make
and gain a +1 insight bonus to their Armor Class, each tower appear as a kaleidoscope when sunlight
as the nature of the valley lends them aid in their touches its walls, the rays refracting to almost
defense. make the keep appear as if its walls are shifting.
Although it appears to be fragile, being made of
Imbued Sites crystal, the keep is as strong as granite due to the
Some powers and psionic items can protect enhancements placed upon it.
or affect an area, yet there are those who seek to Special Qualities: The Crystal Keep of Phanos
enhance locations more than these temporary has many special qualities, including built-in
effects can. Instead, those masters of their psionic defenses against attackers. Persistent ectoplasmic
57
servants reside within the keep, handling the more might instead desire to enhance a natural site by
menial activities required of the upkeep of such a infusing it with psionic power. Instead of crafting
structure. a site to meet their needs, these individuals take a
If under siege, the defenders of the keep may pre-existing location and make small changes to it.
awaken dormant guardian constructs, bringing Examples of this would be a naturally-formed copse
forth three 9th level Astral Constructs and a dozen of trees with branches entwining, making a natural
4th level Astral Constructs. If these constructs platform on which to stand. Psionic creatures could
are destroyed, they may be rebuilt by a manifester imbue this copse of trees with powers, making only
of the appropriate level with access to the astral minor alterations to the naturally formed platform,
construct power. creating a pseudo-building out of the trees.
In addition, the keep’s ultimate defenses may be It is important to note the difference between
activated if dire circumstances call for such an act. imbued constructions and imbued natural sites, as
When a pair of levers deep in the keep is pulled the two are not the same. A natural site preserves
simultaneously, the walls of the keep become the natural formations in place before any activity
covered in razor-sharp spikes, cutting through any by those who would create the site, while an
ropes on the exterior of the walls and causing 1d6 imbued construction is instead a radical shift from
damage to any creatures that touch the surface. the natural site, such as a castle, fort, hollowed-out
mountain, or the like.
Imbued Natural Site As with imbued construction, imbued natural
Groups who tend to revere natural environments sites vary in their ability depending upon the site
and the powers imbued within. Most often, the
abilities of the site draw upon the natural tendency
of the area: a pocket of deep crystal might be imbued
to resonate psionic energy or a vein of ferroplasm
might be enhanced to create a defender for those
who live nearby.
These locations can possess an aura ranging from
moderate to strong power. A Psicraft check (DC
20) reveals the effects of an imbued natural site
when using detect psionics.
SPECIFIC SITES
Reflecting Pool of Destiny: This pond was found
by a small band of seers and augurs who thought
the terrain was beautiful and decided to make it
their home. The seers knew that their powers were
greater than the augurs who journeyed with them
and as they shared the beauty and tranquility of the
pond, they wished to share their powers with the
augurs. They imbued the pool together as a work
of art, allowing anyone, no matter their psychic
potential a glimpse of the future - but to prevent
misuse by those who couldn’t appreciate beauty
the pool requires a sacrifice of something beautiful.
Usually this sacrifice is a gem or small statue, but
anything considered beautiful and worth at least 25
gp opens the pools abilities. Using their combined
talent, they imbued the pond itself with their gifts
The entrance to the lost veins of murin is treacherous of clairsentience and foresight, allowing visitors to
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glimpse into the pool to see the past, present, or psionic energies are released in massive amounts.
future. Unlike places of contemplation or imbued sites,
Benefit: Any who journey to the Reflecting Pool phrenic locations are wild and varied things, not
of Destiny and toss in a gem worth at least 25 gp holding to a single belief or concept and neither
are able to see a single event upon which they are they typically intelligent. Instead, a latent
concentrate. The event may be of the past, present, consciousness works toward preserving the
or future, although the guardians of the pool caution location, but it is not in an active manner.
that the visions of the future are never guaranteed Some phrenic locations can develop protectors
and are only some of the possibilities. to ensure they are not harmed by others. These
An individual may only see one event in the phrenic guardians act as defenders of the sites
pool per year, so the guardians of the site typically and perform functions that the area itself cannot
caution pilgrims to choose their event carefully. execute, granting intelligence to the site that would
not normally be present, although it is typically not
Lost Veins of Murin: Legend has it that a band an advanced intellect.
of duergar chanced upon veins of deep crystal so Phrenic locations typically have an
rich that it was easy to find pristine shards larger overwhelmingly strong aura due to the vast nature
than a man in size. Although many adventurers of them. Their effects can be determined when
have gone seeking these mythic veins, none have using detect psionics with a successful Psicraft
been successful. Yet, the veins are real and are still check (DC 25).
guarded by one of the clans of duergar that initially
found them. SPECIFIC SITES
Over the years that the duergar have possessed Grove of Cynfire: Nestled away in a remote
these veins, which they named after the founder, portion of the oak forest lies a grove of trees that
Murin, they have discovered that simply by being seem to grow and move of their own volition,
present in the area, the veins filter the duergars’ instead of being shaped by their environment.
latent psionic power into the crystalline veins, Some who visit the small grove claim to see the
creating a gigantic cognizance crystal capable of trees themselves shift position depending on the
storing more psionic power than any other known weather, although no proof has ever been found to
to exist. During times of need, the duergar have support these claims.
discovered they are able to tap into the psionic Sleeping within the Grove of Cynfire is a phrenic
power stored within the veins and use the well of protector, Lur’tho’dyric. Composed primarily of
psionic energy to manifest psionic powers. soil and rock, this protector is one of the earthen
Benefit: Any within the immediate vicinity, phrenic guardians, ensuring creatures cause either
within 30 ft. of these veins of deep crystal who no or minimal harm to its charge, the grove itself.
successfully make a DC 15 Psicraft check are able to Should anything enter the grove maliciously
tap into the psionic power stored within the crystal, or unwittingly cause damage to it, the guardian
granting them access to a virtually unlimited power awakens and exacts appropriate retribution.
point pool. On a typical day, the veins house over Sometimes, this retribution could be in the form
three hundred power points. However, the pool of the creature repairing the damage done; other
is very slow to recharge and only regenerates one times, Lur’tho’dyric only stops when the offender
power point per psionic creature that spends at least is dead, although the guardian will not travel far
eight hours within the vicinity of the veins. from the grove.
The Grove of Cynfire was not imbued by an
Phrenic Locations individual or group of individuals, nor was it created
Just as creatures may be born phrenic, naturally by intelligent beings. During the life of Davon, who
come to psionic power, so too can some sites become ascended to become the godmind Cynfire, the area
imbued with psionic might. More commonly found was the sight of a massive battle between Davon
underground near veins of deep crystal, phrenic and a group of powerful psions. The reason for
locations can also be found aboveground, when the battle has been lost in the passage of time, but
59
the amount of psionic energy unleashed between while those sites devoted to combat tend to be more
the two groups infused those trees that were not aggressive. Sentient regions originally created for
destroyed in the flames as well as the soil and the evil purposes are often sinister sites that inspire the
remains of what was destroyed. Over a matter of darkest of nightmares: caves that attempt to devour
decades, new plant life grew, plant life imbued with those who enter, trees that intentionally crack
the psionic power that had been let loose. branches to catch passers-by unaware, or streams
The creation of the Grove of Cynfire, named with an unusually strong and deadly undertow.
after the godmind whose actions inadvertently
created the site, caused the very plants in the area SPECIFIC SITES
to be immune to fire, the preferred form of energy Nightmare Glen: Two centuries ago, a band
of Davon. Indeed, such was the affinity for fire that of maenads were migrating through a thick forest
the plants developed that if fire is wielded within when they chanced upon a small glen, granting
the grove, it is rebounded upon its user two-fold. them a spot to rest for the night. Unbeknownst to
When psionic creatures approach the Grove the maenads, the glen was an imbued site created
of Cynfire, the leaves of the trees appear to be by a forgotten group of goblins, imbued to inspire
shimmering as if the air around them was very those who rested within to slaughter and combat.
hot. Non-psionic creatures see no difference in the During their sleep, the maenads were overcome by
appearance of the grove. Upon entering the grove, the persistent suggestions implanted by the glen,
psionic creatures who have access to powers that ending in the death of every maenad in the group.
utilize fire feel the urge to not use such powers, What started as an imbued site for battle and
although it is not an overwhelming sensation. In slaughter grew over time as the blues and goblins
fact, the urge seems to not be an alien thought to continued to journey to the glen. Eventually, the
the creature, merely common sense to not use fire glen turned on its creators, causing them to slaughter
in a forest. each other and themselves. Any who stay within
the bounds of the glen find it difficult to resist its
Sentient Regions urgings and invariably find themselves committing
Over the course of centuries, psionically- acts they would never normally perform.
enhanced sites can gain more power, either in Those who enter Nightmare Glen initially feel
latent psionic power from those who come to the slightly uneasy, although they cannot place the
site, or intentionally from its creators or those who reason why. If an individual or group of creatures
would see the site grow greater in effect. If the spends more than one hour in the glen, they begin
power grows great enough, the very site can gain a to feel the effects of the sentience present. Initially,
sentience of its own, becoming aware of both itself this is manifested as becoming agitated and
and those who come in contact with the sentient easily provoked. After another hour, the affected
region. creatures react to all creatures in one step worse
Just as with sentient creatures, sentient regions than they normally (so a friendly reaction becomes
have their own individual personalities, although indifferent). Two hours after this, they advance
the very nature of a sentient region tends to make another step worse in reaction and are likely to
their views on concepts hard to grasp by most others. be provoked into combat. Every ten minutes, the
The nature of a sentient region tends to draw on the affected character must make a successful Will save
purpose for its awakening and its initial creation. against a DC of 15 or become violent, attacking the
If the site was used for meditation and peaceful nearest target.
activities, the region itself tends to reflect this view,
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Chapter Four: Prestige Classes
The mysteries of the mind are limitless; unknown classes from this chapter and identifies what sort
paths unfold as an individual progresses in his or of category of psionic character they would best
her psionic potential. For some, this might lead match.
down the path of a class that most individuals If a character should, through either voluntary
might never knew existed. For others, it may mean or involuntary choices, no longer meet the
unlocking dormant abilities. The possibilities are requirements of a prestige class, he loses all special
limitless. abilities granted by levels in the prestige classes.
This chapter presents eight prestige classes Class features such as Hit Dice, base attack bonus,
intended for psionic characters, most appropriate and base save bonus are not included in this loss.
for manifesting classes. While most of these
classes are oriented toward the psion or psychic SOULKNIVES AND PRESTIGE CLASSES
warrior, other kinds of characters should find some Sometimes, a soulknife may qualify for a prestige
choices that appeal to them. class that progresses manifester progression as
With the addition of the pantheon of psionic well as gaining other class features. This increased
godminds, there are also prestige classes oriented psionic training helps those who follow the path of
to worshippers and followers of these godminds. the mind blade as well as the path of the manifester.
At a level where a manifester level increase is
PICKING A PRESTIGE CLASS gained to a previous manifesting class, treat the
Psionic power tends to motivate those who wield soulknife as if he had gained a level of soulknife
it to pursue hours of introspective study. Prestige for the purposes of the Mind Blade and Mind Blade
classes that grant abilities or features that would Enhancement class features.
not normally be possible in another way serve as a Occasionally, a multiclass soulknife enters one of
manifestation of how these studies unlock unusual these prestige classes with a previous manifesting
talents. ability, such as a psion / soulknife multiclass
Should a player be interested in one of these character. In these situations, each indicated level
new prestige clases, he should first understand the of the prestige class advances the soulknife’s
requirements for entry. Many of the new classes in mind blade and mind blade enhancement class
this book have unusual or strict requirements that features as above, as well as increasing his
can require multiple character levels of planning. manifesting capability. For those prestige classes
Before choosing any of these classes, the player that grant improvements to spellcasting ability, the
should decide what kind of psionic character he is advancement does not progress the soulknife’s class
trying to create. The list below shows the prestige features in this way unless specifically identified.
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TABLE 4-1: PRESTIGE CLASSES
PRESTIGE CLASS SUMMARY BEST FOR
Cerebris A true scholar among manifesters Psions
Illusion Crafter Bends thoughts and energy to create illusions Kineticists, telepaths
Leaching Psyche Mimics the abilities of those nearby Egoists
Primal Thought Protector of the greater good Marksmen, psychic warriors, society
minds
Spirituel Blending the powers of faith and thought Psions, society minds
Versatile Blade Diverse ways to shape the mind blade Soulknives
Wild Savant Extreme control over wild surge Wilders
Yuda of thought Exemplifies the ideal of combat and battle Psychic warriors, soulknives
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TABLE 4-2: CEREBRIS
Level BAB Fort Ref Will Special Manifesting
1 +0 +0 +0 +2 Latent understanding -
2 +1 +0 +0 +3 Glimpse of insight (1/day) +1 level of existing manifesting class
3 +1 +1 +1 +3 +1 level of existing manifesting class
4 +2 +1 +1 +4 Glimpse of insight (2/day) +1 level of existing manifesting class
5 +2 +1 +1 +4 Latent understanding +1 level of existing manifesting class
6 +3 +2 +2 +5 Glimpse of insight (3/day) +1 level of existing manifesting class
7 +3 +2 +2 +5 +1 level of existing manifesting class
8 +4 +2 +2 +6 Glimpse of insight (4/day) +1 level of existing manifesting class
9 +4 +3 +3 +6 Latent understanding +1 level of existing manifesting class
10 +5 +3 +3 +7 Glimpse of insight (5/day), -
unlocked mind
intense study. At 1st level and every four levels PLAYING A CEREBRIS
thereafter, a cerebris gains either the Expanded To truly embrace being a cerebris, it is not
Knowledge feat or may learn an additional power enough to simply spend a few hours in study. A
of her chosen devotion up to the maximum power true devotee to knowledge, many cerebrises spend
level she can manifest. In exchange for this rigorous substantial amounts of money on libraries on psionic
introspection, the cerebris loses a number of power information or to acquire as many powerstones
points equal to the base cost of the new power. of unusual powers as they can afford. Other
If a cerebris did not have a chosen devotion prior adventurers are often caught off guard at just how
to entering the class, she must choose one and, once much time a cerebris spends in contemplation.
selected, that choice cannot be changed.
Combat
Glimpse of Insight (Ex): A cerebris is able to Although a cerebris prefers the study of her own
briefly tap into abilities that she would not normally psionic power and potential, she is not without
be able to access, abilities that grant her powers ability in a combat situation. Calling upon the
she could not normally manifest. Beginning at variety of powers at her disposal, a cerebris
2nd level, a cerebris may manifest a single power is careful with her pool of power points, as it is
per day that is not on her powers known list. This typically smaller than that of other manifesters.
power does not need to be on her class list, but can
only be up to one level lower than the highest level Advancement
power she can manifest. Progressing in the ways of the cerebris is
A cerebris may use this ability an additional time something typically done by those more intellectual
per day at each even-numbered level (2 at 4th level, than most, although this is not necessarily true. As a
3 at 6th level, etc.). cerebris gains several extra powers known through
advancing, it is not uncommon for some to take
Unlocked Mind (Ex): At 10th level, a cerebris has options such as metapsionic feats or Psionic Body,
truly unlocked the abilities of her mind, mastering letting their mind enhance their weaker physical
the hidden power within. As a full-round action form.
that provokes attacks of opportunity, she may
spend a number of power points equal to her
Resources
manifester level and change a single power on her
The thirst to understand their own abilities
powers known list as if she had used the psychic
tends to draw many cerebrises together, at least
reformation power. She does not pay the experience
for short times. The inner workings of a mind are
cost associated with psychic reformation.
very personal and, typically, the knowledge each
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cerebris learns cannot assist another. Sometimes, While some cerebrises choose to not join such
the insights one cerebris has, however, can help organizations, they are more frequently found
another cerebris unlock her own abilities. among these groups, using the knowledge of those
who came before them to help them discover their
CEREBRISES IN THE WORLD own secrets.
“I don’t understand why anyone would want to It is believed that cerebrises were originally
know so much about their own mind. Wouldn’t they part of the Order of Still Water, as their mindset
rather learn about other things?” of increasing understanding and knowledge lends
Tangus, dwarf fighter great weight to the nature of a cerebris. Over time,
others not of the organization have learned this
The nature of the cerebris is such that it is likely path and the class is not restricted to that single
they will be relatively unknown outside areas organization.
where psionic knowledge is prevalent. The drive
to unlock their own minds’ secrets makes many NPC Reactions
cerebrises more introspective than most other Many of the more common in society tend to
practitioners of psionics. view a cerebris with distrust: why would someone
want to know so much? Scholars tend to view them
Organization with envy: here is someone who truly seeks out the
The myriad organizations devoted to knowledge, secrets of the world. In areas where enlightenment
such as sages, libraries, or even some orders of is frowned upon, or where everyone is expected to
monks, are often homes to a variety of cerebrises. be equal, a cerebris might be viewed with disdain
or, sometimes, anger.
CEREBRIS LORE
Characters with ranks in Knowledge (psionics)
can attempt to research cerebrises to find out more
about them. When a character makes a Knowledge
(psionics) check, use the phrases or variations of
them from below, including any information from
lower DC checks, should there be any.
DC 10: It is not enough for some to simply have
psionic power. A cerebris strives to understand
every secret of the psionic arts.
DC 15: The secrets within are what drive a
cerebris, for everything they discover is buried
within themselves.
DC 20: Many do not realize that a cerebris
actually gives up some of their psionic power in
exchange for the secrets they discover.
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Adaptation CLASS SKILLS
Generally, a cerebris fits best into a game that allows The illusion crafter’s class skills are Bluff,
the character a sufficient amount of downtime to Concentration, Craft, Diplomacy, Intimidate,
explore their own mind. This does not necessarily Knowledge (all skills, taken individually),
have to be constant; a flurry of activity might promote Profession (any), and Psicraft
sudden insight where weeks of introspection might Skill Points per level: 2 + Int modifier
fail, but it is definitely recommended to incorporate
enough time for self-study so the cerebris character CLASS FEATURES
feels they are successfully plumbing their own As illusion crafters gain experience in their lives,
secrets. they gain abilities that grant them increased talent
in manipulating light, sound, and thought, creating
ILLUSION CRAFTER high quality illusions. All of the following are class
“How do you disbelieve an illusion when it can features of the illusion crafter.
reach out and touch you?”
Weapon and Armor Proficiency: Illusion crafters
A telepath creates illusions by implanting them gain no additional weapon or armor proficiencies.
in the subject’s mind. A kineticist can manipulate
light, sound, and other energies to create physical Manifesting: At every level indicated, the character
manifestations that appear similar to illusions. gains additional power points per day and access
Then there are those who combine these two to new powers as if she had also gained a level in
abilities, creating the physical manifestation while whatever manifesting class she belonged to before
implanting the thought into the subject, creating she added the prestige class. She does not, however,
illusions that most would be hard-pressed to discern gain any other benefit a character of that class would
from reality. have gained (bonus feats, metapsionic or item
creation feats, and so on). This essentially means
BECOMING AN ILLUSION CRAFTER that she adds the level of illusion crafter to the level
Discerning the techniques to create truly of whatever manifesting class the character has,
real illusions is a matter of learning to merge and then determines power points per day, powers
the psychosomatic and the psychokinetic. By known, and manifester level accordingly.
combining the power of thought with the power of If a character had more than one manifesting
energy, manifesters can learn to become illusion class before she became an illusion crafter, she
crafters. Kineticists and telepaths are more likely must decide to which class she adds the new level
to become illusion crafters by taking the Expanded of illusion crafter for the purpose of determining
Knowledge feat, but other varieties of manifesters power points per day, powers known, and manifester
can also begin down this path if they have the level.
desire.
Realistic Illusion (Su): The illusion crafter is
Hit Die: d4 able to combine her talents with telepathy and
psychokinesis to create illusions that not only
ENTRY REQUIREMENTS appear real to the user’s mind, but that also seem
To qualify to become an illusion crafter, a real physically.
character must fulfill the following criteria. By spending an additional 2 power points on any
Skills: Bluff 4 ranks, Diplomacy 4 ranks, power she manifests that is mind-affecting or any
Knowledge (psionics) 8 ranks psychokinetic power that alters perception, such
Feats: Persuasive as control sound, an illusion crafter can make the
Manifesting: Able to manifest control air and effect a realistic illusion. The power gains a +1
psionic suggestion. bonus to any applicable save DC.
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Detect Illusions (Ex): The time an illusion crafter Psychokinetic Clone (Su): As the knowledge
spends studying phantasms and illusions gives of an illusion crafter grows, she learns to create
her an uncanny sense when dealing with other a simulacrum of herself out of force and mental
illusions. Beginning at 2nd level and every even manipulation. At 7th level, an illusion crafter
level thereafter, she gains a +1 bonus on saving can create a psychokinetic clone. Creating a
throws against powers on the illusionary powers psychokinetic clone is a process that takes one hour
list and any effect with the illusion descriptor. and a number of power points equal to the illusion
crafter’s class level. The clone appears within 5 feet
Reactive Illusion (Su): By impressing a of the illusion crafter and copies the movements
rudimentary bit of intelligence into a realistic of the illusion crafter confusing those nearby. The
illusion, an illusion crafter of 3rd level or higher is illusion crafter is treated as having concealment
able to create a hologram that can react to the world when a psychokinetic clone is active. If an attack
around it. misses the illusion crafter due to this concealment,
By spending an additional 4 power points on make an attack roll against the simulacrum. This
any power on the illusionary powers list, the duplicate has 5 hit points per class level and an
power is able to react to any stimulus as if it had Armor Class equal to the illusion crafter’s touch
an intelligence score of 3 + the illusion crafter’s Armor Class. A psychokinetic clone lasts for one
primary manifesting modifier. This grants the hour per class level but may be dismissed at any
illusion an additional +1 to any applicable save DC time.
and also allows it to perform any duties as directed
by the manifester, such as give directions, distract Steal Illusion (Su): An illusion crafter of advanced
opponents, or the like. training understands the nuances and mechanics of
illusions, even those she does not create. Beginning
Psychokinetic Illusion (Su): Upon attaining 5th at 9th level, an illusion crafter can try to take over
level, an illusion crafter creates images that not illusionary effects from other sources. Make an
only seem real to the target’s senses, but that are opposed manifester level check against the original
also able to interact with the creature in more manifester of the illusion. If the illusion crafter
elaborate ways. Creatures normally immune to succeeds, she assumes control over the illusion.
mind-affecting effects are not immune to mind-
affecting powers manifested by the illusion crafter Permanent Illusion (Su): The true mark of a
from the illusionary powers list. Instead, these master of illusion is an illusion that persists despite
creatures gain a +4 bonus to any applicable save. any outside influence. When an illusion crafter
attains 10th level, illusions of any type he crafts
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are able to persist indefinitely, including realistic, psionics, while the competition is to create the
reactive, and psychokinetic illusions. most realistic, most believable illusions around.
Creating a permanent illusion requires spending Trading information between illusion crafters is
an additional 8 power points to manifest and an xp quite common, while there have also been frequent
cost equal to 5 times the total power point cost to instances of one illusion crafter selling their
manifest the power. knowledge to another to further the art.
Illusionary Powers: The following powers count ILLUSION CRAFTERS IN THE WORLD
as illusionary powers for the purposes of class “I swear, it touched me! How could that be an
features of the illusion crafter: illusion?!”
1st – create sound, distract, 2nd – cloud mind, Arendraleth, an elf villager
control sound, id insinuation, psionic suggestion,
3rd – false sensory input, 4th – death urge, 6th – A single illusion crafter is very much like any
mass cloud mind, 8th – recall death other adventurer; she has above average abilities
beyond what most can call upon, and she is seeking
PLAYING AN ILLUSION CRAFTER to make her way in the world using the talents at
Showman. Trickster. Magician. Common folk her disposal.
tend to view you as any of these titles, as your The more talented illusion crafters can expect
abilities to trick the senses are uncanny in their to be approached by the Phantasms at some stage
variety and their realism. in their career, if the illusionists do not seek out
The path to becoming an illusion crafter is membership first.
typically one that is almost seamless from your
previous class, reflecting your natural predisposition Organization
to make your mind and sense-altering effects more The largest organization of illusion crafters is the
believable. phantasms (described in Chapter 3), an organization
devoted to discovering new ways to create illusions
Combat
Although you are able to give some of your
illusions physical form, your abilities as an illusion
crafter are typically not heavily combat focused,
instead working to mislead, misdirect, and
confuse opponents. You are more likely to make
an opponent attack their own ally than to actually
defeat them directly.
Advancement
As a more recently developed field of psionics,
it is very common for trained illusion crafters to
actively seek out and recruit new potential novices
to train in the art of manipulating energy and
thoughts to create realistic illusions. It is also not
uncommon for new illusion crafters to develop
independently by studying the arts of psychokinesis
and telepathy autonomously.
Resources
There is both a bond and a competition amongst
illusion crafters. The bond is that of studying
the same methods and effects in the workings of An illusion crafter can create truly frightening images
67
from psychokinetic and telepathic abilities. illusion crafter the time to shine, thereby getting
Individual illusion crafters do not necessarily need use out of the features granted by the class.
to belong to this organization and may instead work
for a different organization, using their talents to LEACHING PSYCHE
further the cause of that group and in return may “So… what can YOU do?”
receive assistance.
The power of the mind allows for nearly
NPC Reactions unlimited possibilities. In the right hands, it can
Distrustful of illusion crafters, most individuals bring the world miracles; in the wrong, it can cause
nevertheless delight in the shows that these endless suffering. Some have even learned to use
manipulators of illusion can create. In areas where their own mental abilities to tap into the talents and
magic and psionics are little understood, illusion capabilities of those around them, granting them
crafters can be persecuted for their abilities, while in the power to mimic those nearby.
the more enlightened areas, most of the population By tapping into the power of those in close
is still leery of the abilities these manifesters have proximity, the leaching psyche can be as varied in
to alter the perceptions. his abilities as those who are near, making them
extremely unpredictable in their capabilities.
ILLUSION CRAFTER LORE
Characters with ranks in Knowledge (psionics) BECOMING A LEACHING PSYCHE
can attempt to research illusion crafters to find It is not unusual for egoists or psychic warriors,
out more about them. When a character makes who regularly augment or alter their own physique
a Knowledge (psionics) check, use the phrases with abilities or traits of others, to become leaching
or variations of them from below, including any psyches. Alternatively, envy of allies or enemies
information from lower DC checks, should there and the abilities they possess can trigger the desire
be any. to have those same abilities, inducing the individual
DC 10: If you think illusions are all smoke and to seek ways to mimic the abilities they desire.
mirrors, I’d recommend not testing an illusion
crafter. Hit Die: d6
DC 15: I’ve heard of some illusion masters who
create phantasms so real, they can actually cut ENTRY REQUIREMENTS
you. To qualify to become a leaching psyche, a
DC 20: The pinnacle of the creation of illusions, character must fulfill the following criteria.
illusion crafters combine psychokinetic force, the Skills: Knowledge (psionics) 8 ranks, Psicraft 4
power of suggestion, and bend even the rays of ranks
light to create true masterpieces of fantasy. Feats: Psionic Affinity, Psionic Talent
Special: Power point reserve
ILLUSION CRAFTERS IN THE GAME
With the introduction of the Phantasms, it should CLASS SKILLS
be easy to introduce any illusion crafter into the The leaching psyche’s class skills are
game. Players who enjoy misdirection and social Concentration, Craft, Knowledge (all skills, taken
manipulation might find that the illusion crafter individually), Profession (any), and Psicraft
prestige class is a good fit for their style of play. Skill Points per level: 2 + Int modifier
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TABLE 4-4: LEACHING PSYCHE
Level BAB Fort Ref Will Special Manifesting
1 +0 +0 +0 +2 Identify abilities (full round), limited -
mimic (1), mimic range (20 ft.)
2 +1 +0 +0 +3 Mimic range (30 ft.) +1 level of existing manifesting class
3 +1 +1 +1 +3 Limited mimic (2) +1 level of existing manifesting class
4 +2 +1 +1 +4 Greater mimic (1), mimic range (40 ft.) +1 level of existing manifesting class
5 +2 +1 +1 +4 Limited mimic (3) +1 level of existing manifesting class
6 +3 +2 +2 +5 Greater mimic (2), identify abilities -
(standard action), mimic range (50 ft.),
thieving mimic
7 +3 +2 +2 +5 Limited mimic (4) +1 level of existing manifesting class
8 +4 +2 +2 +6 Greater mimic (3), mimic range (60 ft.) +1 level of existing manifesting class
9 +4 +3 +3 +6 Limited mimic (5) +1 level of existing manifesting class
10 +5 +3 +3 +7 Greater mimic (4), mimic range (70 ft.) +1 level of existing manifesting class
features of the leaching psyche. psyche is able to identify the extraordinary abilities
of each creature with hit dice lower than the Psicraft
Weapon and Armor Proficiency: Leaching check - 10, and all supernatural abilities of each
psyches gain no additional weapon or armor creature with hit dice lower than the Psicraft check
proficiencies. - 15.
For example, if the Psicraft result was 25,
Manifesting: At every level indicated, the character the leaching psyche identifies all extraordinary
gains additional power points per day and access abilities of creatures with 15 hit dice or less and all
to new powers as if she had also gained a level supernatural abilities of creatures with 10 hit dice
in whatever manifesting class she belonged to or less.
before she added the prestige class. She does not, At 6th level, a leaching psyche is able to determine
however, gain any other benefit a character of that the abilities of creatures nearby as a standard action
class would have gained (bonus feats, metapsionic instead of a full round action.
or item creation feats, and so on). This essentially
means that she adds the level of leaching psyche to Mimic Range: A leaching psychic can reach out to
the level of whatever manifesting class the character 20 ft. to find creatures from which to copy features.
has, and then determines power points per day, At 2nd level and every 2 levels thereafter, this range
powers known, and manifester level accordingly. increases by 10 ft. (30 ft. at 2nd level, 40 ft. at 4th
If a character had more than one manifesting level, and so on).
class before she became a leaching psyche, she
must decide to which class she adds the new level Mimic, Limited (Su): Initially, a leaching psyche
of leaching psyche for the purpose of determining can only mimic the lesser abilities of those nearby.
power points per day, powers known, and manifester As a move action, the leaching psyche may mimic a
level. single extraordinary ability of anyone within range
of her mimic ability. If the leaching psyche was
Identify Abilities (Ex): The key to a leaching already mimicking an ability, the benefits of the
psyche’s own ability is to understand what others first ability immediately end. The leaching psyche
are capable of doing. By spending a full round must have successfully identified the ability being
action, a leaching psyche may attempt to learn mimicked by the use of the identify abilities class
the extraordinary and supernatural abilities of all feature.
creatures within range of his mimic ability (detailed If the leaching psyche does not have the physical
below). By making a Psicraft check, the leaching form necessary to mimic the ability, such as wings
69
for flight, she cannot mimic that ability. fellow adventurers gain in abilities, you may
A leaching psyche may not mimic abilities of vicariously gain those same abilities. It is important
creatures with more hit dice than her manifester that, while you seek to utilize those abilities to be
level. most effective, to not impede the other players’
At every odd level thereafter, the leaching psyche enjoyment of the game.
is able to mimic an additional extraordinary ability
at the same time. Mimicked abilities need not come Combat
from the same creature. An unusual combatant, the leaching psyche
makes use of the abilities of those nearby, so tactics
Mimic, Greater (Su): As a leaching psyche are always varying depending on whose abilities
progresses in ability, she learns to mimic the more can be drawn upon. If you are in the same typical
potent abilities of those nearby. Beginning at 4th company with static abilities, it is possible that a
level, a leaching psyche is able to mimic a single regular tactic will be developed based upon those
supernatural ability of anyone within range of her fellow travelers, making the most of your pool of
mimic ability. This supernatural ability counts abilities.
against her limit of how many extraordinary abilities
she may mimic at any given time. The leaching Advancement
psyche must have successfully identified the ability As you gain in power, your ability to absorb the
being mimicked by the use of the identify abilities powers of those close to you will grow, granting you
class feature. more available abilities as well as more powerful
A leaching psyche may not mimic abilities of abilities of the creatures that are within range of
creatures with more hit dice than her manifester your power. If your allies do not have abilities to
level. mimic that you find worthwhile, it might be worth
At every even level thereafter, she is able to hiring on an assistant or taming a creature with
mimic another supernatural ability at the same time
of any creature within range of her mimic ability.
Mimicked abilities need not come from the same
creature.
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such capabilities. a Knowledge (psionics) check, use the phrases
or variations of them from below, including any
Resources information from lower DC checks, should there
As a mimic of all around you, your resources be any.
vary greatly from day to day, even from minute DC 10: Leaching psyches steal the power of
to minute. While there is no central bastion of others.
organization for all leaching psyches, you are DC 15: A leaching psyche’s ability is to mimic
neither immediately disdained for your nature. those around him, taking the most useful abilities
and temporarily making them his own.
LEACHING PSYCHES IN THE WORLD DC 20: The power of a leaching psyche is in
“I’ve never seen someone that always seemed harnessing the abilities of those nearby and using
surprised at what he was capable of doing. Every them in new ways.
moment seemed like a brand new experience to
him.” LEACHING PSYCHES IN THE GAME
Garreth Stonetalon - dromite wilder The leaching psyche can be a difficult class to
introduce into your game if you are unfamiliar
Because the leaching psyche requires others with how they work, as its abilities completely rely
to grant the abilities for them to mimic, they upon the creatures nearby. So long as creatures or
are often found in regions with at least a half- NPCs are introduced with abilities that the player
civilized population. While they do not require an can mimic, the player should be able to enjoy the
organizational tie, it would not be unusual to have a class.
group that focuses on altering one’s being, such as a
group devoted to psychometabolism or telepathy. Adaptation
Running a game that a leaching psyche works
Organization well within should not be incredibly difficult,
Many leaching psyches excel in psychometabolic although it does require that those with abilities that
or telepathic powers, as these are the disciplines can be mimicked may need to have better book-
that train to alter the mind and body. While their keeping. Opponents that the players encounter
skills do not directly manipulate the form, the should also have their abilities easily identified and
similarities in the way their abilities and egoist and documented so that, should the leaching psyche
telepath abilities work often mean many leaching attempt to mimic the ability, it is a quick process to
psyches can find teachers within organizations transfer the ability.
of these types of manifesters. There is no single
organization for the leaching psyche, but neither PRIMAL THOUGHT
are they barred entry from most organizations. “Those who do not belong and who would cause
harm are to be given no mercy. To be kind invites
NPC Reactions only destruction.”
Because of the variety of powers a leaching Jaecyn, half-elf primal thought
psyche might command at any given time, NPCs
tend to react differently to different leaching There are times when the need of the many must
psyches. Many believe they are simply highly- outweigh the needs of the few. Those who have
skilled manifesters, not realizing that, by their very learned to join with the consciousness of the world
nature, they are a paragon of versatility. can more easily feel what needs to be done for the
betterment of all. Those who take up this cause
LEACHING PSYCHE LORE in the more aggressive sense join the ranks of the
Characters with ranks in Knowledge (psionics) primal thoughts.
can attempt to research leaching psyches to find
out more about them. When a character makes BECOMING A PRIMAL THOUGHT
The militant aspect of the primal thought,
71
combined with the manifesting requirement, gain no additional weapon or armor proficiencies.
means that many among their ranks are multiclass
characters with levels in ranger and psion. Psychic Manifesting: At each level indicated, primal
warriors also make excellent primal thoughts, thoughts gain additional power points per day and
filling the requirements more easily than their more access to new powers as if he had also gained a
cerebral counterparts. level in whatever manifesting class he belonged
to before he added the prestige class. He does not,
Hit Die: d8 however, gain any other benefit a character of that
class would have gained (bonus feats, metapsionic
ENTRY REQUIREMENTS or item creation feats, and so on). This essentially
To qualify to become a primal thought, a character means that he adds the level of primal thought to the
must fulfill the following criteria. level of whatever manifesting class the character
Base Attack: +4 has, and then determines power points per day,
Skills: Knowledge (nature) 4 ranks, Knowledge powers known, and manifester level accordingly.
(psionics) 8 ranks, Survival 4 ranks If a character had more than one manifesting class
Manifesting: Ability to manifest 2nd level before he became a primal thought, he must decide
powers to which class he adds the new level of primal
thought for the purpose of determining power points
CLASS SKILLS per day, powers known, and manifester level.
The primal thought’s class skills are
Autohypnosis, Concentration, Craft, Knowledge Attunement (Su): At 1st level, a primal thought
(nature), Knowledge (psionics), Profession (any), learns to attune his psyche to a single world. If
Psicraft, Survival he departs via means such as plane shift, he loses
Skill Points per level: 2 + Int modifier that attunement. Gaining an attunement to a world
takes 24 hours of uninterrupted meditation. Once a
CLASS FEATURES primal thought gains attunement, he does not lose
Primal thoughts spend the majority of their time it unless he leaves the world. Modes of travel such
working to preserve their home planet from those as ethereal jaunt or astral caravan do not count as
who would invade from other worlds or from leaving an attuned world unless the destination is
those undead who should have already left for the another world.
afterlife. All of the following are class features of A primal thought’s attunement grants him
the primal thought. defenses against those not naturally a part of his
attuned world. He gains a +1 bonus on saving
Weapon and Armor Proficiency: Primal thoughts throws against powers, psi-like abilities, and
TABLE 4-5: PRIMAL THOUGHT
Level BAB Fort Ref Will Special Manifesting
1 +1 +2 +0 +2 Attunement, insight of the attuned -
+3, preservation
2 +2 +3 +0 +3 Needs of the many +1 +1 level of existing manifesting class
3 +3 +3 +1 +3 Foreign disjunction +2 +1 level of existing manifesting class
4 +4 +4 +1 +4 Insight of the attuned +4 +1 level of existing manifesting class
5 +5 +4 +1 +4 Needs of the many +2 +1 level of existing manifesting class
6 +6 +5 +2 +5 Foreign disjunction +4 -
7 +7 +5 +2 +5 Insight of the attuned +5 +1 level of existing manifesting class
8 +8 +6 +2 +6 Needs of the many +3 +1 level of existing manifesting class
9 +9 +6 +3 +6 +1 level of existing manifesting class
10 +10 +7 +3 +7 Expel, insight of the attuned +6 +1 level of existing manifesting class
72
supernatural abilities of outsiders, except outsiders 7th level.
with the native subtype, elementals, undead, and
creatures with the extraplanar subtype. Expel (Su): Upon achieving 10th level, a primal
thought has learned to forcibly remove those
Preservation (Ex): A primal thought is required to who do not belong upon his attuned world. As a
act in the best interests of the world as a whole. If standard action, he may attempt to expel a creature
he willfully commits an act that would disrupt the with the undead or extraplanar subtype. The target
balance of nature, he immediately loses all class must succeed on a Will save against a DC of 20 +
features granted from levels in primal thought unless the primal thought’s Charisma modifier or be either
he makes amends such as through atonement. destroyed if undead or banished back to their home
Acts that would disrupt the balance of nature include plane if extraplanar.
hunting an indigenous species to near extinction in
an ecosystem, causing a large amount of deaths of PLAYING A PRIMAL THOUGHT
inhabitants of an area (anything greater than 15% A primal thought views the entire world as his
of the population is considered a large amount), or charge; matters of nations or kings rarely mean
the like that would cause major imbalance in the much to you. Other adventurers may have difficulty
environment. understanding that in your view, the world may be
If an environment has an unnatural balance, such better off if an evil king be left in power if it means
as that imposed by a single entity exploiting an the area is stable, while a kind-hearted duke may
entire population, or an extraplanar creature or a
single or group of undead in an area, it is the primal
thought’s responsibility to restore the normal
balance to that area.
73
actually be causing more harm than he realizes, the more globally-conscious groups, such as druid
destabilizing an entire geographical area. circles, may call upon primal thoughts in times of
need, but due to instances where the actions of these
Combat groups have gone against the greater good, primal
While a primal thought does not necessarily thoughts can and do go against any organization
seek out combat, neither does he shy away from that has hired them, causing primal thoughts to
it. As a primal thought, you are prepared to face often be singular individuals instead of members
the enemies of the greater good with whatever is of any group.
available, be it a weapon, your psionic powers, or
your bare hands. In addition, creatures that do not Organization
belong on your attuned world are your primary As vast as the world truly is, it can sometimes
target in combat. be hard to determine what is truly for the best for
everyone and everything. Some primal thoughts
Advancement have tried to band together to work for the common
Your talents as a primal thought grow based upon good, but have come to odds when there were
your experience with your attuned world. As you differing ideas of what course of action was for
take actions that protect your world, you will find the best. Even with all the talents the individuals
new abilities at your disposal, new abilities focused have, the choice of options is so vast, and the
at protecting and preserving your chosen home. conviction these individuals possess is so strong,
It is not uncommon to become more militant as that compromise is a difficult concept for them to
a primal thought as your time attuned to a single accept. As a result, most primal thoughts are not
world grows. You may begin to actively seek out associated with any given organization for any
wrongs to right, becoming more proactive in your significant amount of time. If a specific job by
approach instead of reactive. an organization is for the common good, a primal
thought has been known to work for hire, but they
Resources are unflinching in doing what is best for their
A primal thought is the guardian of an entire attuned world.
world, oft-times self-appointed. As such, he can
sometimes call upon the aid of organizations that are NPC Reactions
like-minded, such as druid circles, some religious Reactions to primal thoughts vary based upon the
groups, and hunters of extraplanar creatures. This area and the government of the area. Many lands
is not always the case, as some primal thoughts that seek to help those in need and preserve rather
are loners who do not seek out the assistance of than exploit view primal thoughts as welcome
others. members of society, while those who willingly
cause imbalance and disorder see them as threats
PRIMAL THOUGHTS IN THE WORLD to be eliminated. Common folk often perceive
“I just don’t understand. First, she kills that these protectors of the greater good as meddlers,
witch that was corrupting the forest and polluting especially when their actions bring them at odds
the water, but then she helps keep that tyrant in with the local authorities.
power.”
Oren, half-giant member of the Enlightenment PRIMAL THOUGHT LORE
Characters with ranks in Knowledge (nature)
The calling as a protector or guardian of an entire or Knowledge (psionics) can attempt to research
world can be a bit daunting for most individuals. primal thoughts to find out more about them. When
For one called to be a primal thought, it is something a character makes an appropriate Knowledge check,
they are not only comfortable with, it is something use the phrases or variations of them from below,
at which they excel. The role of protector is including any information from lower DC checks,
second-nature to these individuals and they do not should there be any.
flinch from the responsibility it requires. Many of DC 10: The name primal thought sounds quite
74
imposing, but they are actually very protective. to arrange as he sees fit).
DC 15: A primal thought does not just protect his
friends; he works to protect the entire world from CLASS SKILLS
those who would invade it. The spirituel’s class skills are Concentration, Craft
DC 20: The power of a primal thought comes (any), Diplomacy, Heal, Knowledge (psionics),
from their attunement to their own world. They Knowledge (religion), Profession, and Psicraft.
are able to sense those who do not truly belong Skill Points per level: 2 + Int modifier
and some primal thoughts are even able to return
invaders to where they belong. CLASS FEATURES
All of the following are class features of the
PRIMAL THOUGHTS IN THE GAME spirituel.
Players who enjoy the concept of the greater
good, even if it means supporting the lesser evil, Weapon and Armor Proficiency: Spirituels gain
may find that the primal thought prestige class is no additional proficiency in any weapon or armor.
right up their alley. As the class does not have any
direct organizational ties, it should not be difficult Powers Known: At every level indicated on the
to integrate them into your game. table for the prestige class, the character gains new
power points per day and access to discovered
Adaptation powers as if she had also gained a level in the psionic
Campaigns that lack the inclusion of extraplanar class she belonged to before adding the prestige
creatures or undead may cause a player of the class. She does not, however, gain any other benefit
primal thought prestige class to feel as if the choice a character of that class would have gained (such
to enter the class was a poor one. Remember that as bonus feats, metapsionic or item creation feats,
summoned creatures, such as elementals, that mode check bonuses, hit points beyond those she
come from other planes automatically carry the receives from the prestige class, and so on). The
extraplanar subtype. Introducing enemies who character does gain an increased effective level
utilize summoning effects can help make a player of of psionic manifestation and additional power
a primal thought get the most out of their choice. points. If a character had more than one psionic
class before becoming a member of this prestige
SPIRITUEL class, she must decide to which class she adds the
The mortal devotees of godminds, spirituels are new level for purposes of determining effective
of a cross between a cleric and a psion, although manifester level.
they do not gain divine spellcasting. A spirituel For example, a 10th-level psion/3rd-level spirituel
channels the power of his godmind in exchange for has a character level of 13th and a manifester level
furthering the will of his patron. of 12th. So the character manifests powers with
level-dependent parameters as if she were 12th
Hit Die: d6 level.
75
up, as well as a granted power. (For instance, an damage to any power that deals damage dice. The
8th level effective manifester would know node extra damage is treated as holy damage. A single
powers of 1st through 4th level.) The spirituel power can be augmented by more than a single
gains the granted powers of both selected psionic usage of channel energy.
nodes (psionic nodes have similar, but not identical, Boost Reserve: Each time the spirituel channels
granted powers to standard divine domains of the energy to boost her reserve, she gains 1d4+1 power
same name). With extra knowledge of two node points that she must use toward the cost of a psionic
powers at a given power level, the character’s total power. Any points not used are lost. The spirituel
knowledge of discovered psionic powers increases can channel energy to boost her reserve as a swift
by two at each additional level—knowledge of one action.
extra power for each of the two nodes. Awe: The spirituel can apply up to three uses of
her daily channel energy ability in an attempt to
Channel Energy (Su): Starting at 4th level, the awe specified targets. The spirituel uses a standard
spirituel gains the power to channel the psionic might action to fill herself with the glory of her psionic
of her godmind a number of times per day equal to godmind, seeking to put the fear of her godmind
three plus her Wisdom, Charisma, or Intelligence into her chosen targets (she can affect all specified
modifier (whichever is more beneficial—once targets who view her within a 30-foot radius) who
the choice is made, the spirituel cannot switch to fail a Will saving throw (DC = 10 + effective
another ability score). The spirituel can use this manifester level). Affected creatures stand dazed,
power in a variety of ways. All uses of channel as the condition. This tableau holds until the
energy to boost another quality (see below) are spirituel ends the effect, 10 minutes pass, or the
swift actions. awed creatures are attacked.
Boost Mode Check: Each time the spirituel Psionic Symbol: The spirituel can apply up to four
channels energy to boost a mode check, she gains a uses of her daily channel energy ability to create a
+4 insight bonus on her mindscape opposed mode psionic symbol. Each time the spirituel channels
check roll. energy to invoke a psionic symbol, she inscribes
Boost Power: Each time the spirituel channels her godmind’s symbol upon any surface (even
energy to boost a power, she gains a +2 insight stone or metal) without harm to it. The symbol can
bonus to set the power’s Difficulty Class (if any). be no more than 6 inches in diameter.
Boost Grace: Each time the spirituel channels The symbol can be visible or invisible. If she
energy to boost grace, she gains a +2 insight bonus makes an invisible symbol, speaking the godmind’s
on her Will saving throw. The spirituel can channel name in the vicinity causes it to glow and become
energy as an immediate action. visible (as does a detect psionics power and other
Boost Fury: Each time the spirituel channels effects that allow the viewing of invisible things).
energy to boost fury, she adds +1d6 points of The symbol cannot be negated or dispelled, except
TABLE 4-6: SPIRITUEL
Level BAB Fort Ref Will Special Manifesting
1 +0 +2 +0 +2 Psionic node -
2 +1 +3 +0 +3 +1 level of existing manifesting class
3 +1 +3 +1 +3 +1 level of existing manifesting class
4 +2 +4 +1 +4 Channel energy +1 level of existing manifesting class
5 +2 +4 +1 +4 +1 level of existing manifesting class
6 +3 +5 +2 +5 +1 level of existing manifesting class
7 +3 +5 +2 +5 Extra channeling +1 level of existing manifesting class
8 +4 +6 +2 +6 +1 level of existing manifesting class
9 +4 +6 +3 +6 +1 level of existing manifesting class
10 +5 +7 +3 +7 Minor psionic avatar -
76
by the spirituel (who can do so as a swift action). If sole purpose combat and defeating enemies.
inscribed on a living being, normal wear gradually Over the years, some of those who learned to
causes the symbol to fade in about a month. If harness their psionic energy into a mind blade also
inscribed upon an inanimate, immobile object or discovered other ways to shape the energy, creating
surface, the psionic symbol consecrates the area more adaptable applications of the energy.
(up to a 50- foot radius centered on the symbol) to
the character’s psionic godmind. It grants a psionic BECOMING A VERSATILE BLADE
effect upon specified creatures that enter the area, Due to the requirements to become a versatile
but only while they remain in the area. The psionic blade, all entrants are soulknives or multiclass
symbol lasts for one day and functions throughout soulknife characters. Most of these individuals
the entire radius, regardless of the normal duration seek ways to expand the options of the mind blade,
and area or effect. The spirituel can designate instead of being restricted to simply a weapon.
whether the effect applies to all creatures, creatures
who share her faith or alignment, psionic creatures, Hit Die: d8
non-psionic creatures, creatures who adhere to
another faith or alignment, or potentially some ENTRY REQUIREMENTS
other general grouping. The effect is either benign To qualify to become a versatile blade, a character
(all specified creatures gain a morale bonus of +4 must fulfill the following criteria.
on their attack rolls and a morale bonus of +4 on Base Attack: +4
saving throws against fear effects) or baneful (all Skills: Knowledge (psionics) 8 ranks
specified creatures gain a morale penalty of –4 on Feats: Exotic Mind Blade
their attack rolls and a morale penalty of –4 on Special: Shape mind blade class feature
saving throws against fear effects).
CLASS SKILLS
Extra Channeling (Su): Starting at 7th level, the The versatile blade’s class skills are Autohypnosis,
spirituel can channel the energy of her godmind an Climb, Concentration, Craft, Hide, Jump,
additional four times per day. Knowledge (psionics), Listen, Move Silently,
Profession, Spot, and Tumble
Minor Psionic Avatar (Su): From 10th level Skill Points per level: 2 + Int modifier
forward, once per day the spirituel can open a
wider mental channel to her psionic godmind and CLASS FEATURES
become a minor avatar to the godmind’s purpose. A master of the mind blade, the versatile blade
The spirituel can maintain the channel for up learns to use his weapon in a variety of other
to one hour. While a minor psionic avatar, the fashions, rather than purely as a weapon. All of the
spirituel gains the benefits of mindful auraHC. More following are class features of the versatile blades.
importantly, she can freely manifest any psionic
node power she knows, but she cannot use more Weapon and Armor Proficiency: Versatile
than three free manifestations during the hour. blades do not gain any additional weapon or armor
Finally, if she would otherwise be killed while proficiencies.
acting as a psionic avatar, she instead receives the
effects of the defer fatalityHC power. Mind Blade: At each level indicated, versatile
blades are treated as one level higher for purposes
VERSATILE BLADE such as the mind blade and mind blade enhancement
“Big deal, you can make yours a sword. Mine lets class features. This does not grant them additional
me fly.” progression in other abilities, such as psychic strike
or knife to the soul.
The mind blade is a deadly instrument in the hands
of a capable wielder. Yet even in the hands of a Shape the Blade (Ex): A versatile blade is able
superior combatant, it is still but a blade, with its to manipulate the psychic energy of his mind
77
blade into different shapes. Initially, this allows a Class, but lowers the enhancement bonus of the
versatile blade to shape his mind blade into small mind blade by 1. A versatile blade cannot reduce
items, such as tools, instead of in the form of a the enhancement bonus of his mind blade below 0.
weapon. Items emulated in this fashion cannot Maintaining armor of the mind is more strenuous
have moving or flexible parts, so while a versatile than simply shaping a mind blade. The versatile
blade could shape his mind blade into the form of blade must maintain psionic focus to keep his
a crowbar, he could not shape it into the form of a armor of the mind active.
rope or a lock. The deflection bonus from armor of the mind
A versatile blade can shape his mind blade into increases to +4 at 7th level and +6 at 10th level.
one item weighing a number of pounds up to twice
his class level, or two items whose total weight Shape Wings (Su): By harnessing his psionic
does not exceed that limit. Reshaping the mind power, a versatile blade of 6th level or higher may
blade in this fashion is a standard action that does shape his mind blade into a pair of wings, granting
not provoke an attack of opportunity. him a flight speed of 40 ft with a maneuverability
of poor. A versatile blade must maintain psionic
Bladeshield (Su): At 2nd level, a versatile blade focus to use this ability. If he loses psionic focus,
learns to extend his mind blade into a shield-like he immediately falls as the wings dissipate.
defense, protecting him from attacks. A versatile
blade gains a +2 shield bonus to his armor class Varied Form (Su): At 10th level, a versatile blade
by reducing the enhancement bonus on his mind has truly mastered the ability to alter the shape of
blade by 1. A versatile blade cannot reduce the his mind blade. By expending his psionic focus,
enhancement bonus of his mind blade below 0. he may alter the size and shape of his mind blade
The bonus granted from bladeshield increases to during an attack to catch his opponent off guard.
+4 at 5th level and +6 at 8th level. This versatile blade may treat his opponent as flat-
footed for that attack.
Bonus Feat: A versatile blade gains a bonus feat
at 3rd level. This feat must require the ability to PLAYING A VERSATILE BLADE
manifest or shape a mind blade. Many players expect a soulknife to be extremely
combat-focused, as their class features revolve
Armor of the Mind (Su): Upon attaining 4th level, around neutralizing enemies. It can sometimes be
a versatile blade is able to extend his mind blade a surprise to others when a versatile blade manages
into a defensive suit of armor while maintaining the to sprout wings of light or change his form without
form of his mind blade. Shaping the mind blade in taking levels in a manifesting class.
this fashion grants a +2 deflection bonus to Armor Combat
78
Truly an expert when using a mind blade, versatile doctrine that these organizations adhere to is too
blades do not shy from combat, having spent much strict, feeling that the mind blade need not simply
of their early career wielding their mind blade as a be used as a weapon, instead being an instrument to
weapon. However, a cunning versatile blade will be used as appropriate to the situation.
use his mind blade and his new abilities to achieve
tactics most standard soulknives could not hope NPC Reactions
to use without outside aid, such as flying over the Truly a master of the mind blade, the versatile
combatants. blade often dazzles and surprises the populace,
turning a deadly weapon into a variety of tools
Advancement and implements. Even other soulknives might be
As your talent with the mind blade grows shocked and amazed at just what a versatile blade
progressively more varied, you may find yourself is capable. Many might believe that the versatile
more prone to take non-combat feats or options blade is actually a multi-classed soulknife / wilder
that grant you increased flexibility. By learning to due to the variety of abilities at his disposal through
use your mind blade in ways other than combat, shaping his mind blade.
you expand your options beyond any normal
soulknife. VERSATILE BLADE LORE
As you gain the ability to shape your mind blade Characters with ranks in Knowledge (psionics)
into a protective form or a disguise, you might can attempt to research versatile blades to find
consider some of the choices more disposed to out more about them. When a character makes
subtlety. a Knowledge (psionics) check, use the phrases
or variations of them from below, including any
Resources information from lower DC checks, should there
Being a versatile blade does not typically bring any be any.
extra aid with it, except the increased flexibility DC 10: I’ve heard of soulknives who can fashion
your newfound abilities grant. As such, it is armor out of thin air.
through your own actions that you will find help DC 15: A versatile blade is not simply the knife-
from others, such as organizations that you have wielder that most soulknives are. They are able to
aided or individuals who owe you favors for reshape their blades into a variety of functions.
services rendered. DC 20: By mastering the energy and process of
shaping a mind blade, a versatile blade is able to
VERSATILE BLADES IN THE WORLD fashion a variety of instruments for use outside of
“I’d always been told those soulknife fellas used combat.
a blade. I’d never seen one that could turn that
blade into a crowbar.” VERSATILE BLADES IN THE GAME
Jerrud Dehn, barroom brawler Most soulknives are purely combat-oriented
characters, given the limited options available to
The variety of options a versatile blade has when a single-class soulknife. The versatile blade offers
shaping the mind blade makes the character more these players an option of utility abilities rather
likely to be capable of handling any given situation than purely combat focused choices.
when other characters might be out of ideas. Many Some soulknives may only take a few levels in
versatile blades are simply adventurers seeking this class, gaining the defensive and item-shaping
new and unusual ways to apply their mind blade to abilities granted, while only losing a minimal in
any particular situation. combat training and mind blade abilities. It is not
uncommon for versatile blades to continue for a
Organization full progression in the class, gaining the enhanced
Some versatile blades take up the call of the other combat ability at the pinnacle of altering the mind
devotees of Javan, godmind of the mind blade. blade.
However, not all choose this path, feeling that the Adaptation
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Versatile blades should easily fit within any CLASS SKILLS
game that allows psionic rules. Without any tie to The wild savant’s class skills are Autohypnosis,
a particular deity, godmind, organization, or nation, Bluff, Concentration, Craft, Intimidate, Knowledge
the versatile blade drops in with little trouble or (psionics), Listen, Profession, Psicraft, Sense
work required. Motive, Spot.
Skill Points per level: 2 + Int modifier
WILD SAVANT
“They call her a wilder. She seems profoundly CLASS FEATURES
composed to me.” Turning chaos into order, the wild savant
understands that simply having raw power does not
The term wilder is used for those who come mean you have mastered that force. A wild savant
into their psionic power with limited training and seeks to bend the emotions that grant her strong
guidance. Psions spend much time in self-study, surging abilities to her will. All of the following
learning to control their psionic power and ability. are class features of the wild savant.
For a wilder, this power comes naturally, without
the guidance that a psion needs. This raw talent Weapon and Armor Proficiency: Wild savants
causes wilders to typically be somewhat chaotic in do not gain any additional weapon or armor
nature, as their wild surges grant them great power, proficiencies.
but it can also cause them pain.
Yet among the multitudes of wilders, there Manifesting: At every level indicated, the character
are those who have learned to impose a level of gains additional power points per day and access
discipline on their ability not possible to a typical to new powers as if she had also gained a level
wilder. These individuals are known as wild in whatever manifesting class she belonged to
savants. before she added the prestige class. She does not,
however, gain any other benefit a character of that
BECOMING A WILD SAVANT class would have gained (bonus feats, metapsionic
The raw power required to become a wild savant or item creation feats, and so on). This essentially
typically means that single-classed wilders with means that she adds the level of wild savant to the
extremely strong resolve are more likely to take level of whatever manifesting class the character
levels in wild savant. Multi-classed wilders have has, and then determines power points per day,
been known to enter into wild savant, but they are powers known, and manifester level accordingly.
more rare. Psions and other manifesters that do not If a character had more than one manifesting
have the chaotic power inherent in a wilder cannot class before she became a wild savant, she must
understand the composure required to control such decide to which class she adds the new level of wild
energy. savant for the purpose of determining power points
per day, powers known, and manifester level.
Hit Die: d6
Controlled Surge (Ex): By more closely regulating
ENTRY REQUIREMENTS wild surges, a wild savant is able to control the
Untamed power radiates from those who take up psychic enervation associated with surges. When
the mantle of the wild savant. His raw potential is using her wild surge class feature, a wild savant
something he has learned to unleash at whim. To has a 5% less chance of suffering a psychic
qualify to become a wild savant, a character must enervation.
meet the following criteria.
Skills: Concentration 8 ranks Wild Surge (Ex): A wild savant’s wild surge
Feats: Iron Will class feature is increased by +1 at 1st level. This
Psionic: Ability to manifest 3rd-level powers improves to +2 at 5th level and +3 at 9th level.
Special: Wild surge +2 class feature
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Savant (Ex): A wild savant is able to learn a beneficial may find the need to utilize a weapon
broader spectrum than a typical wilder, unlocking in the face of adversity if the power of persuasion
dormant psionic talent. At 3rd level and every 3 fails. For most wild savants, given their level of
levels thereafter, a wild savant gains the Expanded emotional control, combats are typically something
Knowledge feat as a bonus feat. entered into with cold, logical determination.
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learning to set loose the passion-inspired surges savant, granting them a minimized risk with their
that are the mark of a wilder. Where other wilders wild surge ability, as well as a few extra powers
sometimes lose themselves in these wild surges, known. Those who progress through the entire class
the wild savant is able to control and harness that may find that the culminating power unleashed is
power, mastering the chaos of her own mind. worth the loss of two manifester levels.
Organization Adaptation
It is not uncommon to find wild savants in As wild savants do not pull their power from
organizations that promote understanding the external resources, integrating wild savants into
mind and its inner workings, such as the Order your game should not be difficult. In games
of Still Water. These types of organizations help incorporating Rajrin, from Untapped Potential:
wild savants learn about their ability and how to New Horizons in Psionics, the introduction of
properly control it. Many wild savants, however, the wild savant may be a new discovery by the
follow their path individually, as each mind and inhabitants of the returned island.
person is unique.
YUDA OF THOUGHT
NPC Reactions “How can you not lose yourself in the rhythm of
It is not uncommon for individuals who have seen combat; the beauty of conflict; the perfection of a
the unleashed power of a wilder and the backlash battle won?”
it can cause to that wilder to view the wild savant
with some skepticism. Seeing the control wild For the followers of Aur’eskin or Javan, battle
savants exhibit over their psionic power can often and warfare are facts of life. Learning the most
make the less informed members of society believe elite tactics and how to defeat opponents are tenets
they are psions with the ability to overchannel. and creeds that some of these individuals prize
highly, devoting their life to becoming the best in
WILD SAVANT LORE battle. These individuals are known as yudas of
Characters with ranks in Knowledge (psionics) thought for their strive to exemplify perfection in
can attempt to research wild savants to find out more combat.
about them. When a character makes a Knowledge
(psionics) check, use the phrases or variations of BECOMING A YUDA OF THOUGHT
them from below, including any information from Most yudas of thought begin to walk down
lower DC checks, should there be any. the path that will lead them to become a yuda of
DC 10: Normal wilders tend to be a bit chaotic. thought before they may even realize such is their
Wild savants seem far more in control. destiny. These individuals have a natural affinity
DC 15: The wild savant controls the emotional to a particular aspect of psionics and embrace that
surges that other wilders let control them. facet of psionics wholly. It is a natural, almost
DC 20: With extreme willpower and control, the subconscious calling to become a yuda of thought,
wild savant unlocks the power of her own mind, taking up arms in defense of the sect that follows
harnessing the raw power most wilders unleash the paragon’s particular godmind.
with minimal restraint.
Hit Die: d10
WILD SAVANTS IN THE GAME
The wild savant gains incredible control where ENTRY REQUIREMENTS
other wilders have a rudimentary grasp on their own To qualify to become a yuda of thought, a
abilities. As they do not have any organizational or character must fulfill the following criteria.
divine ties, wild savants make excellent additions Base Attack: +5
to games, increasing the options for the wilder, who Skills: Knowledge (psionics) 4 ranks, Knowledge
often has fewer choices available. (religion) 4 ranks
Some wilders may take only a few levels in wild Special: Must have access to the battle node (see
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chapter 2 for more information). points.
The Difficulty Class for saving throws against
CLASS SKILLS yuda of thought powers is 10 + the power’s level +
The yuda of thought’s class skills are the yuda of thought’s Wisdom modifier.
Autohypnosis, Climb, Concentration, Craft, Jump,
Knowledge (psionics), Profession, Ride, Search, Maximum Power Level Known: A yuda of thought
and Swim. gains the ability to learn one 1st-level power when
Skill Points per level: 2 + Int modifier he takes his first level in the prestige class. As he
attains each even-numbered level beyond 2nd, a
CLASS FEATURES yuda of thought gains the ability to master more
It is the way of the yuda of thought to act in the complex powers.
manner that his or her godmind would act. The To learn or manifest a power, a yuda of thought
yuda of thought is the embodiment of that godmind. must have a Wisdom score of at least 10 + the
All of the following are class features of the yuda power’s level.
of thought.
Mind Blade Progression: At each level indicated,
Weapon and Armor Proficiency: Yudas of thought a yuda of thought is treated as if he had gained a
gain no additional weapon or armor proficiencies. level of soulknife for the purposes of the Mind
Blade and Mind Blade Enhancement class features.
Power Points/Day: A yuda of thought can manifest If the character did not have any levels of soulknife
powers. His ability to manifest powers is limited prior to taking this class, he gains no benefit.
by the power points he has available. His base
daily allotment of power points is given on Table Doctrine (Ex): As a mortal seeking to exemplify
4-9: The yuda of thought. In addition, he receives the tenets of psionics that a godmind represents,
bonus power points per day if he has a high a yuda of thought must follow that godmind’s
Wisdom score. His race may also provide bonus doctrine. Failure to comply with the doctrine
power points per day, as may certain feats and results in losing access to all class features.
items. If a yuda of thought has power points from a
different class, those points are pooled together and Power of Thought (Su): The devotion of the yuda
usable to manifest powers from either class. Bonus of thought grants him access to the power of his
power points from having a high ability score can godmind. At 1st level, a yuda of thought gains
be gained only for the character’s highest psionic access to one of the psionic nodes granted by his
class. godmind. He gains access to a second psionic node
at 5th level.
Powers Known: A yuda of thought chooses his If the yuda of thought already has access to all of
powers from the psychic warrior power list or his godmind’s psionic nodes, he gains the Psionic
his psionic nodes. At 1st level, a yuda of thought Talent feat as a bonus feat instead.
knows one power from his available list of your
choice. At every even-numbered level higher than Severing Touch (Su): A yuda of thought is able
1st, he learns one new power. A yuda of thought to forcibly sever the bonds of energy that animate
can manifest any power that has a power point cost undead with but the touch of a hand. Upon reaching
equal to or lower than his manifester level. The total 3rd level, as a standard action, a yuda of thought
number of powers a yuda of thought can manifest may make a touch attack against an undead creature
per day is limited only by his daily power points. of Hit Dice up to twice his class level. The touched
A yuda of thought simply knows his powers; they undead must succeed on a Will save (DC 10 + Class
are ingrained in his mind. He does not need to level + Charisma modifier) or be destroyed.
prepare them (in the way that some spellcasters This ability can be used a number of times per day
prepare their spells), though he must get a good equal to once per day per two class levels (round
night’s sleep each day to regain all his spent power up) plus the yuda of thought’s Wisdom modifier
83
(minimum 1). a godmind is and just how insignificant they are as a
mortal. The affected creature is treated as stunned
Greater Weapon Focus (Ex): At 4th level, a yuda for one minute. This is a mind-affecting effect.
of thought becomes well-disciplined in the use This ability can be used once per day plus the yuda
of his godmind’s favored weapon. She gains the of thought’s Wisdom modifier (minimum 1).
Greater Weapon Focus feat as a bonus feat for his
godmind’s favored weapon, even if he does not meet Dwarfing Perspective, True (Su): At 10th level,
the prerequisites. a yuda of thought has learned to truly impart the
insignificance of a mortal compared to the power of
Exemplary Discipline (Ex): A yuda of thought his godmind. When he uses his dwarfing perspective
embodies his godmind in every way he can, class ability, he is able to affect creatures normally
understanding the tenets of psionics that his godmind immune to mind-affecting effects or stunning effects,
represents. Upon achieving 5th level, a yuda of so long as they have an intelligence of 1 or higher.
thought gains a +2 bonus to saving throws against
powers or psi-like abilities from his godmind’s PLAYING A YUDA OF THOUGHT
nodes. You are the true embodiment of battle and physical
This bonus improves to +4 at 8th level. combat, seeking to exemplify your godmind’s
ideology in everything you do. If you belong to a
Dwarfing Perspective (Su): Once a yuda of thought militant organization, you often follow orders instead
reaches 6th level, he is able to display to others just of lead armies, as you relish taking part in combat, as
how insignificant they are compared to the scope of opposed to standing back and directing troops.
a psionic godmind.
As a standard action, the yuda of thought may Combat
make a melee touch attack against any non-mindless Militant followers of a particular godmind, the
creature. Using this ability requires expending psionic variety found among the yudas of thought allows
focus. The touched creature’s psyche is virtually their combat tactics to vary sect to sect. As a yuda
shattered by discovering just how awesome in scope of thought, you would typically focus more on more
TABLE 4-9: YUDA OF THOUGHT
Maximum
Power Power
Points/ Powers Level
Level BAB Fort Ref Will Special Mind blade progression Day Known Known
1 +1 +2 +0 +2 Doctrine, power of - 2 1 1st
thought
2 +2 +2 +0 +3 +1 level of existing class 5 2 1st
3 +3 +2 +1 +3 Severing touch +1 level of existing class 9 2 1st
4 +4 +4 +1 +4 Greater weapon +1 level of existing class 14 3 2nd
focus
5 +5 +4 +1 +4 Exemplary disci- +1 level of existing class 20 3 2nd
pline (+2), power of
thought
6 +6 +5 +2 +5 Dwarfing perspective - 28 4 3rd
7 +7 +5 +2 +5 +1 level of existing class 37 4 3rd
8 +8 +6 +2 +6 Exemplary discipline +1 level of existing class 47 5 4th
(+4),
9 +9 +6 +3 +6 +1 level of existing class 58 5 4th
10 +10 +7 +3 +7 Dwarfing perspec- - 70 6 5th
tive, true
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martial combat, relying on your higher hit points and godminds, helping fund the organizations that may
combat prowess to overcome your foes. However, later help them.
your manifesting ability grants you the power to
augment your physical form with psionic powers, YUDAS OF THOUGHT IN THE WORLD
making you a formidable foe. “Everyone else was running away when that last
charge sounded, but that fellow, I saw him pick up
Advancement a fallen spear and hurl it at the enemy, relishing the
As you progress in your abilities as a yuda of moment.”
thought, you should take into account the doctrine Gorash, half-orc warrior
of your godmind and what choices best suit that
principle. Those trying to exemplify Javan should A yuda of thought is not necessarily an instigator
choose abilities that further increase their ability to of combat or conflict. Many are simply the best
wield a mind blade, while those following the doctrine members of a military organization, such as a city
of Aur’eskin would choose options that advance their guard or army. They are not blinded by battle frenzy,
physical form. instead seeking perfect combat situations, using the
awe they often inspire to further the teachings of their
Resources godmind.
Many yudas of thought can rely upon the The Kreh’len’shin organization could be used as
organizations devoted to their godmind for assistance, an organization that supplies trained individuals who
although as some sects can have differing views of have studied as yudas of thought.
how to adhere to the doctrines of a godmind, it is
possible that a yuda of thought be ostracized from Organization
a group that follows the same godmind. Likewise, By and large, a yuda of thought can rely upon
it is often expected that yudas of thought will aid groups or sects that follow the teachings of the
those organizations that follow the doctrines of their same godmind. As more militant adherents of these
godminds, it is not unusual for yudas of thought
to act as guardians of the more scholarly or
meeker members of the godmind’s exemplars.
However, as there are varied ways to follow the
ideals of any particular godmind, it is not only
possible, sometimes normal, for two sects of
the same godmind to have opposing views of
how to exemplify that entity.
NPC Reactions
Yudas of thought tend to illicit strong
reactions, both positive and negative, as they
are often frequent to causing or engaging
in conflict. More peaceful societies tend to
disdain these individuals, while the more war-
like embrace them wholeheartedly.
85
information from lower DC checks, should there introduction of Javan or Aur’eskin to explain their
be any. powers.
DC 10: A yuda of thought tries to act as the
embodiment of his deity Adaptation
DC 15: Unlike a paladin, the yuda of thought The yuda of thought is closely tied to those
taps into the immense power of a godmind and the godminds who exemplify physical combat or
psionic power they control. battle. In campaigns where godminds do not exist,
DC 20: The physical arm of their psionic it would not be unusual to have such individuals
godmind, the yuda of thought seeks to exemplify without a connection to godminds, simply seeking
the teachings of their patron godmind in every to be perfection in battle. The class abilities instead
way. of tying to a godmind could be tied to the ideal of
perfection in physical combat.
YUDAS OF THOUGHT IN THE GAME
Since yudas of thought are very combat-oriented,
it should not be very difficult to introduce them into
your game. The tie to godminds might require the
86
Chapter Five: Psionic Creatures
Psionic potential is not something reserved solely (intimidate), Psionic Fist
Environment: Any
for the intelligent races of humanoids; many
creatures display phenomenal psionic ability. Organization: Solitary, pair, band (3–5), or troop
Others have been created through the use of psionic (6–11)
power, warping their original forms into something Challenge Rating: 12
else. Greater psionic entities, such as phrenic Treasure: Standard
locations, may have a guardian built out of psionic Alignment: Often lawful neutral
energy: a phrenic guardian. Advancement: 15-20 HD (Large)
Detailed below are new psionic creatures for use in Level Adjustment: --
your games.
Towering over the counter, the creature snarls. Its
red eyes give a menacing stare as it clenches its fist,
ARDOROCH the muscles in the creature’s arm rippling. With a
Large Monstrous Humanoid (Psionic) growl in its throat, it reaches over and takes a small
Hit Dice: 14d8+70 (133 hp) pouch, muttering about what is rightfully owed.
Initiative: +6
Speed: 30 ft. (6 squares) The activities of the Night Terrors are known to be
Armor Class: 27 (+2 Dex, -1 size, +16 natural), reprehensible, yet none imagined they would go so
touch 11, flat-footed 25 far as to create creatures like the ardoroch. Standing
Base Attack/Grapple: +14/+29 11 feet tall with grey-blue skin, the ardoroch is an
Attack: Slam +20 melee (2d10+7) imposing sight and a terror in combat. Created for
Full Attack: 2 slams +20 melee (2d10+7) the sole purpose of disabling foes, the ardoroch is
Space/Reach: 10 ft./ 10 ft. completely merciless and will crush the psyche of
Special Attacks: Energy burst, psi-like abilities an enemy as quickly as possible.
Special Qualities: Damage reduction 10/magic, Created using unknown techniques, the ardoroch
darkvision 60 ft. originally served the Night Terrors as guardians,
Saves: Fort +9, Ref +11, Will +9 assassins, and in any other capacity appropriate.
Abilities: Str 24, Dex 14, Con 21, Int 12, Wis 10, However, as the sinister cult created more of the
Cha 11 race, increasing numbers of the ardoroch saw that
Skills: Concentration +15, Initimidate +20, Listen they were not being treated fairly by their creators.
+10, Search +6, Spot +10 In time, they rebelled and struck out on their own,
Feats: Improved Unarmed Strike, Improved although some were not like-minded and still work
Initiative, Improved Grapple, Skill Focus for the Night Terrors, viewing the organization as
87
their rightful master. (the planes) +24, Listen +26, Spot +26
A typical ardoroch is between 10 1/2 and 12 1/2 Feats: Ability Focus (disturbing presence), Ability
feet tall and weighs over 700 pounds. They have focus (riddle phantastique), Alertness, Combat
skin tones ranging from slate-grey to dark blue and Expertise, Improved Initiative, Improved Natural
typically have red or purple eyes. Most ardoroch Armor, Iron Will
are hairless, although some have been found with a Environment: Astral Plane or any (hunting)
thin, nearly translucent grey fur. Organization: Solitary or pair
Challenge Rating: 17
COMBAT Treasure: Standard
Fully without mercy, the ardoroch will seek out its Alignment: Chaotic evil
strongest enemy and neutralize that opponent in Advancement: --
the swiftest manner possible. It will then repeat Level Adjustment: --
that process for all other enemies. Typically, it will
rely on its psi-like abilities or energy burst before it Five irregular, glowing eyes stare out from a giant
resorts to physical combat, but if necessary, it will swirling pillar of darkness, each fixated upon you.
bring its full arsenal to bear. With a startling quickness, the pillar lunges upon
Energy Burst (Su): An ardoroch can release a you and what looked to have been mists turn into
burst of sonic energy that hits anything within 10 all-too-solid tendrils, sweeping out at your form.
ft. of it. Treat in all ways as an energy burst of the
sonic type with a manifester level equal to 1/2 the Giant in size, the dostraugh is a far more cerebral
ardoroch’s Hit Dice, but with only a 10 ft. radius. opponent than many would expect of a creature with
Psi-like Abilities: At will – disable (DC 17), far such physical prowess. In the mind of a dostraugh,
hand; 3/day – baleful compression (DC 17), ego it is a far more succulent victory to destroy the
whip (DC 16). Manifester Level 14th. mind of an opponent than to destroy the body.
The physical form of the dostraugh appears to
DOSTRAUGH be a swirling mass of darkness given form, but it
Huge Outsider (Chaotic, Extraplanar, Evil,
Psionic)
Hit Dice: 18d8+180 (261 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 25 (-2 size, +17 natural), touch 8,
flat-footed 25
Base Attack/Grapple: +18/+36
Attack: Slam +26 melee (2d6+10)
Full Attack: 2 slams +26 melee (2d6+10)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Disturbing existence, psi-like
abilities, riddle phantastique, summon
Special Qualities: Damage reduction 10/cold iron
and good, darkvision 60 ft., immunity to electricity
and poison, labyrinth, resistance to acid 10, cold
10, and fire 10, swirling darkness
Saves: Fort +21, Ref +11, Will +16
Abilities: Str 31, Dex 10, Con 31, Int 16, Wis 16,
Cha 20
Skills: Bluff +26, Concentration +31, Craft
(sculpting) +21, Diplomacy +28, Intimidate +28,
Jump +19, Knowledge (psionics) +24, Knowledge Dostraugh
88
is actually a jumble of humanoid bodies, writhing chance of success. This ability is the equivalent of
and shifting, some of the victims of the nightmarish a 4th-level power.
riddle the dostraugh uses as its preferred means of Disturbing Presence (Su): The physical form of
torture. a dostraugh inspires terror in all who look upon its
Dostraughs can speak Abyssal, Common, and form. Any creatures that can see the dostraugh and
Draconic. are within 100 ft. must make a successful DC 26
Will save or be frightened until they are no longer
COMBAT within sight of the dostraugh. This is a mind-
An impressively massive creature, the dostraugh affecting fear effect. The save DC is Charisma-
does not seek to use its physique in combat based.
except as a last resort. Instead, the dostraugh Labyrinth (Ex): Dostraughs make their home
will seek to perplex, confuse, and confound its in small pockets of the astral plane. They shape
opponent. Should a target become wrapped up labyrinths out of ectoplasm into an ever-shifting
in the dostraugh’s riddle phantastique ability, the structure, where they bring their victims to live out
dostraugh then seeks to completely subvert the perpetual living nightmares.
target, bringing the victim back to its labyrinth Swirling Darkness (Ex): A dostraugh is
home to serve as entertainment. surrounded by ever-shifting tendrils of darkness,
Should the dostraugh encounter a foe that resists granting it total concealment, imposing a 50% miss
its riddling ability, it will bring its full physical chance on those who attack it.
powers to bear. With its massive strength and giant
size, it is a truly dangerous opponent to run up Tormented Soul
against. 4th-level Astral Construct
The slam attack of the dostraugh is actually the These creatures are formed of ectoplasm and
swirling darkness that surrounds it shifting into shaped by a dostraugh using its astral construct
physical form. ability. They are kept to perform a macabre role,
A dostraugh’s natural weapons, as well as any fulfilling the dostraugh’s perverse sense of humor to
weapons it wields, are treated as chaotic-aligned torture beings. They typically have the fast healing
and evil-aligned for the purpose of overcoming menu option so the dostraugh can inflict pain upon
damage reduction. them without fear of them dissipating too soon.
Psi-like abilities: At will – astral construct, read
thoughts; 3/day – mind probe (DC 20), plane shift. FERROPLASMIC OOZE
Manifester level 12th. Large Ooze (Psionic)
Riddle Phantastique (Psi): Although the Hit Dice: 7d10+42 (80 hp)
dostraugh is a formidable opponent in combat, it Initiative: -5
prefers to torment its victims by uttering a riddle Speed: 10 ft. (2 squares)
so difficult that it consumes the mind of the victim, Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-
who cannot rest until the riddle is solved. footed 4
As a standard action, the dostraugh may Base Attack/Grapple: +5/+11
communicate with a single individual similar to the Attack: Slam +6 melee (2d4+3) or ferroplasmic
missive power, telling them the riddle phantastique. spear -1 ranged (3d6+2)
The individual must then succeed on a DC 26 Will Full Attack: Slam +6 melee (2d4+3)
save or they become fascinated with the riddle Space/Reach: 10 ft./ 5 ft.
and can take no other actions. The dostraugh will Special Attacks: Constrict 2d4+3, ferroplasmic
then seek to use its plane shift ability to bring the spear 3d6+2, improved grab
affected creature back to its home. This ability is Special Qualities: Blindsight, damage reduction
the equivalent of a 9th-level power. 10/magic, darkvision 60 ft., metallic diet, ooze
Summon (Psi): Once per day, a dostraugh can traits
attempt to summon 4d10 fear mentats with a 50% Saves: Fort +8, Ref -3, Will -3
chance of success, or another dostraugh with a 35% Abilities: Str 15, Dex 1, Con 22, Int —, Wis 1,
89
Cha 1 wins the grapple check, it establishes a hold and
Skills: - can constrict.
Feats: - Metallic Diet (Ex): As part of its sustenance,
Environment: Any ferroplasmic ooze will ingest iron or steel and
Organization: Solitary convert it into an amount of ferroplasm equal to
Challenge Rating: 6 half the initial weight. If killed, the ferroplasmic
Treasure: Special, see below ooze decomposes into one quarter its body weight
Alignment: Always neutral in usable ferroplasm.
Advancement: 8-10 HD (Large); 11-14 HD Ooze traits: Ferroplasmic oozes are immune to
(Huge) mind-affecting effects, gaze attacks, illusions, and
Level Adjustment: -- other attack forms that rely on sight, poison, sleep
effects, paralysis, polymorph, and stunning. They
The mound of purplish, metallic liquid looks simply cannot be flanked and are not subject to critical
to be a puddle, until it seems to gather in on itself hits.
and move toward you. Without warning, a spike of
the liquid launches from the puddle, hurtling at you FLESHTHIEF (Ardjhenmira)
at rapid speed. Large Aberration (Psionic)
Hit Dice: 11d8+77 (126 hp)
Residents of the darker caverns and mines, Initiative: +4
ferroplasmic oozes hunt the mine shafts that are Speed: 40 ft. (8 squares)
home to the metal of the same name. No one Armor Class: 25 (-1 size, +16 natural), touch 9,
knows how these creatures came to be, but they flat-footed 25
are feared by duergar for their deadly efficiency in Base Attack/Grapple: +8/+21
dispatching their prey. Attack: Slam +16 melee (2d6+9)
Composed primarily of ferroplasm in a liquid Full Attack: 2 slams +16 melee (2d6+9)
form, ferroplasmic ooze is typically a large puddle Space/Reach: 10 ft./ 10 ft.
about 3 to 4 feet in diameter and weighs around Special Attacks: Psi-like abilities, steal form
300 pounds due to the density of ferroplasm. If Special Qualities: Damage reduction 5/-,
compressed into a sphere, it is about two gallons darkvision 60 ft., immunity to electricity and
in volume. poison, resistance to acid 10, cold 10, and fire 10
Saves: Fort +10, Ref +3, Will +8
COMBAT Abilities: Str 28, Dex 10, Con 25, Int 10, Wis 13,
When hunting, a ferroplasmic ooze attacks by Cha 13
firing its ferroplasmic projectile. If cornered, it Skills: Climb +13, Intimidate +10, Jump +13,
attacks by slamming its bulk onto its prey, taking Listen +7, Spot +7
full advantage of the heavy metal that makes up its Feats: Ability Focus (steal form), Alertness,
form to squeeze the life from its victim. Improved GrappleB, Improved Initiative, Skill
Constrict (Ex): A ferroplasmic ooze deals Focus (intimidate)
automatic slam damage with a successful grapple Environment: Any
check. Organization: Solitary or pair
Ferroplasmic Spear (Ex): A ferroplasmic ooze Challenge Rating: 8
is able to project portions of its own form at its Treasure: Twice standard
opponents. Treat this attack as a ranged attack that Alignment: Neutral evil
deals 3d6+2 points of piercing damage with a 10 ft. Advancement: --
range increment. Level Adjustment: --
Improved Grab (Ex): To use this ability, a
ferroplasmic ooze must hit with its slam attack. It Faces seem to scream out from within the form of
can then attempt to start a grapple as a free action the towering monstrosity. A sinister look is all the
without provoking an attack of opportunity. If it warning you have before it reaches out to grab you.
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Its very touch seems to envelope your entire being. Steal Form (Su): The most dreaded attack that
a fleshthief can make is when it attempts to steal
A terror among those unlucky enough to be near, the form of a victim. Unlike a doppelganger or
the ardjhenmira, or fleshthief, absorbs the form of illusionist who will simply copy the victim’s form,
those nearby, absorbing their abilities and, indeed, the fleshthief takes the victims very form into its
their very essence. own, making the victim a part of the creature.
Standing 11 feet tall and weighing close to 600 If a fleshthief successfully makes both of its
pounds, a fleshthief’s form is a revolting sight to slam attacks, it immediately gains a free grapple
behold, due to the forms inside that fruitlessly seek attempt. If successful, on the following round, it
escape. The skin is a pale, almost translucent color, seeks to absorb the target unless the target makes
while their eyes are pure white. a successful DC 18 Fort save. Absorbed creatures
The fleshthief is able to speak Common and any have one minute per character level to be freed
language known from the forms it has stolen. from within the fleshthief, after which, they are
wholly consumed by the fleshthief and no longer
COMBAT exist as an individual creature.
Where a doppelganger will mimic a mark and This attack can only be made against targets of
use the confusion generated by two of the same medium size or smaller.
individual to its advantage, the fleshthief finds After stealing a creature’s form, the fleshthief
targets that appeal to its senses and will forcibly gains any extraordinary qualities of the creature.
absorb the form of that being, taking on many of its The creature is also treated as Formbound for the
traits and abilities. fleshthief’s psi-like abilities (see chapter 2 for
Psi-like abilities: At will – assume formUT, details on the Formbound descriptor).
chameleon; 3/day – assume abilityUT, demoralize,
1/day – feat leech KEIAN
Medium Outsider (Angel, Extraplanar, Good,
Psionic)
Hit Dice: 15d8+90 (157 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 90 ft. (good)
Armor Class: 33 (+5 Dex, +18 natural), touch 15,
flat-footed 28
Base Attack/Grapple: +15/+18
Attack: +2 quarterstaff +20 melee (1d6+5)
Full Attack: +2 quarterstaff +20/+15/+10 melee
(1d6+5)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics
Special Qualities: Aura of peace, damage
reduction 10/evil, darkvision 60 ft., low-light
vision, immunity to mind-affecting effects and
petrification, protective aura, regeneration 10,
resistance to cold 10, electricity 10, and fire 10,
power resistance 30
Saves: Fort +16, Ref +15, Will +13
Abilities: Str 17, Dex 20, Con 23, Int 23, Wis 16,
Cha 21
Skills: Concentration +24, Diplomacy +25, Gather
Information +23, Knowledge (the planes) +16,
Fleshthief Knowledge (psionics) +24, Knowledge (religion)
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+16, Listen +21, Psicraft +27 (+29 to address power by nature. A typical keian would prefer to discuss
stones), Search +13, Sense Motive +23, Spot +21, any conflict, understand the reasons that each party
Use Psionic Device +25 (+27 for power stones) is upset, and then come to a mutually beneficial
Feats: Extend Power, Mutual Power*, Psionic understanding. Unfortunately, this course of action
Affinity, Psionic Meditation, Quicken Power, Spirit is not always available. Keians will rely on their
of the Faithful* manifesting ability if they are forced into combat.
Environment: Any Aura of Peace (Su): The presence of a keian
Organization: Solitary or pair typically causes those around it to be less aggressive
Challenge Rating: 17 and combative. The keian is treated as perpetually
Treasure: Standard emanating the soothing aura power, with a Will
Alignment: Any good DC 22 to negate.
Advancement: 16-18 HD (Medium); 19-24 Protective Aura (Su): Against attacks made
(Large) or effects created by evil creatures, this ability
Level Adjustment: -- provides a +4 deflection bonus to AC and a +4
resistance bonus on saving throws to anyone within
Translucent wings spread, shimmering in colors as 20 feet of the keian. Otherwise, it functions as a
it becomes apparent that the limbs are not actually magic circle against evil effect and a lesser globe
composed of flesh, but of energy. With a sad smile, of invulnerability, both with a radius of 20 feet
the frail-looking individual soars into the air, (caster level equals the keian’s HD). This aura can
taking with him the feeling of calm that had seemed be dispelled, but the keian can create it again as a
to settle over the clearing. free action on its next turn. (The defensive benefits
from the circle are not included in the keian’s
Servants of Zean, the keians are harbingers of statistics block.)
enlightenment. Seeking only further service with Psi-like abilities: At will – empathy, mindlink
Zean, the hosts of keians travel far and wide to foster Psionics: Keians can manifest powers as a 15th
understanding and illuminate thought. Those who level seer. In addition, they have access to the
embrace their cause are welcomed with open arms, Mind node.
while those who are not wise enough to see the Typical Seer Powers (Save DC 16 + power
benefits of enlightenment are treated as unfortunate level): 1 - call to mind, disable, inertial armor,
souls who need only some focused guidance. mindlink, precognition, 2 - bestow power,
A typical keian stands roughly 6 and a half feet clairvoyant sense, commune, detect hostile intent,
tall and weighs around 200 pounds. While keians 3 - dispel psionics, energy retort, idle vigilance†,
are capable of flight, they do not actually have touchsight, 4 - correspond, psionic divination,
physical wings, instead using psionic energy which psychic reformation, trace teleport, 5 - power
they manipulate to resemble wings. With skin resistance, psionic plane shift, psionic true seeing,
tones ranging from pale white to dark blue, a keian tower of iron will, 6 - aura alteration, co-opt
gives off an aura of peace, making those close by concentration, psionic contingency, 7 - evade
stop and pause in introspection. burst, personal mind blank, psionic moment of
Keians are able to speak any language, including prescience, 8 - hypercognition
secret languages, as their thirst for knowledge Regeneration: A keian takes lethal damage from
and understanding allows their minds to quickly evil-aligned weapons and from powers and effects
grasp any language without having heard or seen with the evil descriptor.
it before.
Keians gain a +10 racial bonus to the DC of any MALIDROUS
aversion power they manifest against either combat Small Aberration (Psionic)
or conflict. Hit Dice: 3d8+3 (16 hp)
Initiative: +2
COMBAT Speed: 20 ft. (4 squares)
As servants of Zean, keians are not aggressive Armor Class: 21 (+1 size, +2 Dex, +8 natural),
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touch 13, flat-footed 19 Malidriouses gain Improved Grapple as a bonus
Base Attack/Grapple: +2/+5 feat. A malidrous uses its Dexterity bonus instead
Attack: Slam +3 melee (1d3) of its Strength modifier on Climb checks.
Full Attack: 2 slams +3 melee (1d3)
Space/Reach: 5 ft./ 5 ft. COMBAT
Special Attacks: Attach, siphon Siphoning psionic energy is the manner that a
Special Qualities: Damage reduction 10/psionic, malidrous gains nourishment. To find its next meal,
darkvision 60 ft., hide mind, psi-like abilities it uses its psi-like ability to detect nearby psionic
Saves: Fort +2, Ref +3, Will +3 energy and then will attempt to siphon the psionic
Abilities: Str 11, Dex 15, Con 13, Int 8, Wis 11, power of the closest creature. The small creature
Cha 17 is not mindless, however, so it will typically do
Skills: Climb +3, Hide +5, Jump +4, Listen +2, its best to remain undetected until it can safely
Move Silently +5, Spot +2 approach its meal.
Feats: Alertness, Improved GrappleB, Stealthy Attach (Ex): A malidrous is capable of jumping
Environment: Any up to 15 feet in a single bound. It uses this ability
Organization: Solitary (hunting) or Nest (3–8) to attempt to grab onto an enemy and start a
Challenge Rating: 2 grapple check without provoking an attack of
Treasure: Standard opportunity.
Alignment: Chaotic neutral If a malidrous successfully attaches to a target,
Advancement: 4-7 HD (Small); 8-12 HD the target must forcefully remove the creature from
(Medium) its neck, causing 2d4 points of damage on the check
Level Adjustment: -- to break the grapple.
Siphon (Su): Unlike their brain mole cousins,
The diminutive creature doesn’t appear aggressive the primary mode of attack for a malidrous is its
as you slowly approach. As you get closer, its ability to draw out the psionic power of its victims.
glowing blue eyes turn to gaze at you, twinkling with Despite their small size, the malidrous will attempt
cunning. With a shrill squeal, it jumps through the to grapple its opponent and, once grappled, will
air and tries to latch onto your neck. You struggle begin to siphon psionic energy from its target. For
to remove the creature, but slowly feel your psionic each round the malidrous maintains the grapple, it
power slipping away. gains the target’s Hit Dice in power points from the
victim, until the target is drained of power points.
The creatures known as malidrous are small Once a malidrous has siphoned five times its Hit
psionic creatures who gain their sustenance Dice in power points, it will seek to disengage and
by siphoning off the psionic power of others. look for a safe place to rest.
Resembling brain moles, the malidrous is in fact Psi-Like Abilities: At will—detect psionics;
a bigger, mutated version of the brain mole, being 3/day—aversion (DC 15), mind thrust (DC 14).
significantly larger and stronger than their standard Manifester level 1st. The save DCs are Charisma-
cousins. Small, furry, and nearly blind, malidrouses based.
are distinguishable from their common brain mole Hide Mind (Su): A malidrous cannot be identified
cousins due to their larger body size. as psionic by divination spells or clairsentience
Standing roughly 2 feet tall at the shoulder, the powers.
malidrous typically prefers to walk on all fours, Skills: Malidrouses have a +4 racial bonus on
although it is capable of standing on its hind legs Jump checks.
to grasp at a psionic creature. While the malidrous
is not a malicious creature, it does not care for the MENTAT
well-being of those on which it feeds. A commonly found planar entity, the mentat
Malidrouses do not possess the capability is simply a servant to one of the godminds, and
for speech, although most understand at least the different mentats serve different godminds,
rudimentary Common. although each variety of mentat typically venerates
93
a particular godmind. The mentats’ alignment Organization: Solitary, pair, or squad (3–5)
typically reflect that of their specific godmind and Challenge Rating: 3
their behavior follows the tenets of their godmind’s Treasure: Standard
philosophy. Alignment: Neutral
The mentat is a type of outsider that takes on Advancement: 4-9 HD (Small); 10-28 HD
the aspect of a single godmind. Many varieties of (Medium)
mentats exist, several are presented below. Level Adjustment: --
Psionics (Su): Many mentats have manifesting With the flick of its wrist, the diminutive creature
ability. If a mentat has access to one or more creates a glowing blade of light. With a smirk and
psionic nodes, they have the ability to choose their a nod, it seems to invite you to approach and test
powers known from those nodes and also gain the the deadliness of the blade in its hand.
granted powers of the nodes.
Tongues (Su): All mentats can speak with any Adherents of Javan, the blade mentats use mind
creature that has a language, as though using the blades as their preferred form of combat. More
tongues power. This ability is always active. militant than many of the other mentats, the blade
Summon Mentat (Sp): Once per day, a mentat mentat does not shy away from battle, instead
can attempt to summon another mentat of the same viewing it as another means to perfect its ability
variety, much as though casting a summon monster with the mind blade.
spell, but with only a 25% chance of success. Roll Smaller than many of the other psionic entities
d%: On a failure, no creature answers the summons that inhabit the outer planes, blade mentats stand
that day. A mentat that has just been summoned just over 3 feet tall and weigh in at around 60
cannot use its own summon ability for 1 hour. This pounds. More massive than the other variety of
ability is the equivalent of a 2nd-level power. mentats, the blade mentats, while still diminutive,
are not weak. Their skin, hair, and eye color are
Blade Mentat typically shades of red, one of the typical colors of
Small Outsider (Extraplanar, Psionic) combat.
Hit Dice: 3d8 (13 hp) Blade mentats speak Celestial, Draconic, Infernal,
Initiative: +7 and Abyssal. In addition, they are treated as being
Speed: 30 ft. (6 squares) always under the effect of a tongues spell.
Armor Class: 18 (+1 size, +3 Dex, +4 natural),
touch 14, flat-footed 15 COMBAT
Base Attack/Grapple: +3/-1 As followers of Javan, the blade mentats utilize
Attack: Mind blade +7 melee (1d4) more martial combat tactics than those who worship
Full Attack: Mind blade +7 melee (1d4) the manifesting godminds. There are few situations
Space/Reach: 5 ft./ 5 ft. where a blade mentat does not view the mind blade
Special Attacks: Psi-like abilities, mind blade, as the perfect response.
summon mentat Unlike other mentats, the blade mentat is well-
Special Qualities: Damage reduction 10/magic, versed in utilizing the mind blade.
darkvision 60 ft., low-light vision, immunity to Psi-like abilities: 3/day – metaphysical weapon;
acid, cold, and petrification, tongues 1/day – prowess. Manifester level 3rd.
Saves: Fort +3, Ref +6, Will +3 Mind blade: Blade mentats are able to manifest
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, a mind blade as a 3rd level soulknife, including the
Cha 15 ability to charge the mind blade with psychic strike
Skills: Balance +8, Escape Artist +5, Jump +4, or to throw the mind blade.
Tumble +7
Feats: Improved Initiative, Weapon Finesse (mind Body Mentat
blade) Small Outsider (Extraplanar, Psionic)
Environment: Outer planes Hit Dice: 3d8+2 (15 hp)
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Initiative: +6 Environment: Outer planes
Speed: 30 ft. (6 squares) Organization: Solitary, pair, or squad (3–5)
Armor Class: 18 (+1 size, +2 Dex, +5 natural), Challenge Rating: 3
touch 13, flat-footed 16 Treasure: Standard
Base Attack/Grapple: +3/+1 Alignment: Any
Attack: Claw +6 melee (1d3+2) Advancement: 4-9 HD (Small); 10-28 HD
Full Attack: 2 claws +6 melee (1d3+2) (Medium)
Space/Reach: 5 ft./ 5 ft. Level Adjustment: --
Special Attacks: Psi-like abilities, psionics,
summon mentat The short being before you resembles an odd dwarf,
Special Qualities: Damage reduction 10/magic, its body being muscled, yet its facial features
darkvision 60 ft., low-light vision, immunity to having no similarity to the dwarven race, and its
acid, cold, and petrification, tongues form is lithe despite its muscular tone. Cracking its
Saves: Fort +3, Ref +5, Will +1 knuckles and stretching like a predator preparing
Abilities: Str 14, Dex 15, Con 11, Int 13, Wis 6, to strike, it moves toward you.
Cha 10
Skills: Autohypnosis +4, Balance +6, Heal +2, Exemplars of Aur’eskin, the body mentats seek
Jump +6, Swim +6, Tumble +5 to perfect their physical form. Smaller than many
Feats: Improved Initiative, Psionic Body of the other psionic entities that inhabit the outer
95
planes, body mentats are more lithe than other Cha 6
mentats, standing 3 and a half feet tall and weigh Skills: Bluff +4, Craft (sculpting) +7, Disguise +4,
roughly 50 pounds. Their skin is typically a bronze Knowledge (psionics) +8, Listen +3, Psicraft +8,
or olive tone and their hair and eyes are usually Spot +3, Use Psionic Device +6
brown, although some have been found with green Feats: Psicrystal Affinity (artiste), Psionic Affinity
eyes. Environment: Outer plane of their godmind
Body mentats speak Celestial, Draconic, Infernal, Organization: Solitary, pair, or squad (3–5)
and Abyssal. In addition, they are treated as being Challenge Rating: 3
always under the effect of a tongues spell. Treasure: Standard
Alignment: Lawful neutral
COMBAT Advancement: 4-9 HD (Small); 10-28 HD
The active exemplars of the discipline of (Medium)
psychometabolism, body mentats command Level Adjustment: --
abilities to enhance their own bodies and physical
abilities. Because of this, they are one of the A slick substance seems to coat the form of the
more combat-oriented of the different varieties of small humanoid in the distance. Its dark eyes
mentats. While most body mentats do not relish look directly at you before it looks down at its
combat simply for a fight, they do enjoy the rush previously empty hands, hands which now hold a
of adrenaline and the ability to enhance their own club. Looking back to you, the creature seems to be
physical capabilities. waiting to see exactly what you intend to do.
A body mentat will seek to use its psi-like abilities
and manifesting talent in preparation for a fight. The creation mentat is a small, wiry creature,
Typically, they will first activate their biofeedback although it is by no means frail. A slick coating
psi-like ability to help them absorb any physical of ectoplasm covers its entire body, giving it the
damage they might receive. appearance of some form of sea creature. Creation
Psi-like abilities: 3/day – biofeedback, 1/day mentats stand just over 3 feet tall and weigh a
– expansion. Manifester level 3rd. meager 40 pounds. Their skin and hair color are
Psionics: Body mentats can manifest powers as so pale as to look translucent, especially as they
a 3rd level egoist. In addition, they have access to covered in ectoplasm. Their eyes are a grayish
the Body node. blue.
Creation mentats speak Celestial, Draconic,
Creation Mentat Infernal, and Abyssal. In addition, they are treated
Small Outsider (Extraplanar, Psionic) as being always under the effect of a tongues
Hit Dice: 3d8 (13 hp) spell.
Initiative: +0
Speed: 30 ft. (6 squares) COMBAT
Armor Class: 16 (+1 size, +5 natural), touch 11, As exemplars of metacreativity, creation mentats
flat-footed 16 prefer to create solutions to problems rather than
Base Attack/Grapple: +3/-1 resort to brute force or dazzling effects. Often, a
Attack: Slam +4 melee (1d3) creation mentat will use its psionic ability to create
Full Attack: 2 slams +4 melee (1d3) either an object or a construct to help resolve any
Space/Reach: 5 ft./ 5 ft. confrontation.
Special Attacks: Psi-like abilities, psionics, If a creation mentat has to resort to combat, it will
summon mentat often try to flee and hide behind one of the astral
Special Qualities: Damage reduction 10/magic, constructs it can create and repair any damage the
darkvision 60 ft., low-light vision, immunity to construct suffers.
acid, cold, and petrification, tongues Psi-like abilities: 3/day – astral construct,
Saves: Fort +3, Ref +3, Will +4 psionic minor creation; 1/day – psionic repair
Abilities: Str 10, Dex 11, Con 10, Int 15, Wis 13, damage. Manifester level 3rd.
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Psionics: Creation mentats can manifest powers Dimension mentats speak Celestial, Draconic,
as 3rd level shapers. In addition, they have access Infernal, and Abyssal. In addition, they are treated
to the Creation node. as being always under the effect of a tongues
spell.
Dimension Mentat
Small Outsider (Extraplanar, Psionic) COMBAT
Hit Dice: 3d8 (13 hp) As students of travel and space, dimension
Initiative: +5 mentats are not incredibly talented at fighting and
Speed: 30 ft. (6 squares) often seek to use their powers to avoid combat
Armor Class: 17 (+1 size, +1 Dex, +5 natural), rather than to engage in it. If cornered, a dimension
touch 12, flat-footed 16 mentat often relies upon its dimension slide ability
Base Attack/Grapple: +3/-1 if possible, or will use its hustle ability to withdraw
Attack: Slam +4 melee (1d3) at rapid pace.
Full Attack: 2 slams +4 melee (1d3) Psi-like abilities: 3/day – dimension slide; 1/day
Space/Reach: 5 ft./ 5 ft. – hustle. Manifester level 3rd.
Special Attacks: Psi-like abilities, psionics, Psionics: Dimension mentats can manifest
summon mentat powers as 3rd level nomads. In addition, they have
Special Qualities: Damage reduction 10/magic, access to either the Time, Travel, or Planar nodes.
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrification, tongues Energy Mentat
Saves: Fort +3, Ref +4, Will +1 Small Outsider (Extraplanar, Psionic)
Abilities: Str 10, Dex 13, Con 10, Int 15, Wis 6, Hit Dice: 3d8+3 (16 hp)
Cha 11 Initiative: +0
Skills: Balance +9, Concentration +6, Knowledge Speed: 30 ft. (6 squares)
(the planes) +8, Knowledge (psionics) +8, Listen Armor Class: 16 (+1 size, +5 natural), touch 11,
+0, Spot +0, Tumble +7 flat-footed 16
Feats: Alertness, Improved Initiative Base Attack/Grapple: +3/-3
Environment: Outer plane of their godmind Attack: Slam +2 melee (1d3-2)
Organization: Solitary, pair, or squad (3–5) Full Attack: 2 slams +2 melee (1d3-2)
Challenge Rating: 3 Space/Reach: 5 ft./ 5 ft.
Treasure: Standard Special Attacks: Psi-like abilities, psionics,
Alignment: Any summon mentat
Advancement: 4-9 HD (Small); 10-28 HD Special Qualities: Damage reduction 10/magic,
(Medium) darkvision 60 ft., energy conversion, low-light
Level Adjustment: -- vision, immunity to acid, cold, and petrification,
tongues
The small humanoid before you can’t seem to keep Saves: Fort +4, Ref +3, Will +3
still, always moving around, at times in oddly Abilities: Str 6, Dex 10, Con 13, Int 15, Wis 11,
disjointed methods, as if its body mass and size is Cha 10
fluctuating while it moves. In the blink of an eye, it Skills: Autohypnosis +9, Concentration +7,
stands in front of you, peering up into your eyes, all Intimidate +6, Knowledge (psionics) +10,
the while moving around the room. Knowledge (the planes) +8
Feats: Autonomous, Favored EnergyHC (any one)
One of the lithest of the different mentats, Environment: Outer plane of their godmind
dimension mentats stand just over 3 feet tall Organization: Solitary, pair, or squad (3–5)
and weigh roughly 45 pounds. They often have Challenge Rating: 3
slicked-back black hair, tan skin as if always under Treasure: Standard
the rays of the sun, and black eyes, as if containing Alignment: Usually chaotic neutral or neutral
a vacuum. Advancement: 4-9 HD (Small); 10-28 HD
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(Medium) effective manifester level of 13.
Level Adjustment: -- Psi-like abilities: 3/day – energy ray; 1/day –
energy missile (DC 12). Manifester level 3rd. The
Looking to be wreathed in flames, the slight save DC is Charisma-based.
creature’s form crackles as sparks flicker between Psionics: Energy mentats can manifest powers as
its fingers. As it opens its mouth to speak, its breath 3rd level kineticists. In addition, they have access
fogs as if the nearby air was frigid, yet its voice to the Energy node.
seems to hum and vibrate as if a thousand voices
joined as one. Enlightened Mentat
Small Outsider (Extraplanar, Good, Psionic)
Seemingly composed of the different variety of Hit Dice: 3d8 (13 hp)
energies, the energy mentat stands roughly 3 feet Initiative: +0
tall and weighs around 40 pounds. The body of the Speed: 30 ft. (6 squares)
energy mentat is typically covered in both flames Armor Class: 16 (+1 size, +5 natural), touch 11,
and flickering sparks of electricity, although this flat-footed 16
appearance causes no physical pain when touched. Base Attack/Grapple: +3/-1
Energy mentats speak Celestial, Draconic, Attack: Slam +2 melee (1d3-2)
Infernal, and Abyssal. In addition, they are treated Full Attack: 2 slams +2 melee (1d3-2)
as being always under the effect of a tongues Space/Reach: 5 ft./ 5 ft.
spell. Special Attacks: Psi-like abilities, psionics,
summon mentat
COMBAT Special Qualities: Damage reduction 10/magic,
Embodiments of energy and psychokinesis, darkvision 60 ft., low-light vision, immunity to
energy mentats will approach combat seeking acid, cold, and petrification, tongues
to discover which of the different energy types Saves: Fort +3, Ref +3, Will +4
is most effective. If cornered, an energy mentat Abilities: Str 6, Dex 10, Con 10, Int 15, Wis 13,
will unleash with the energy powers at its disposal Cha 11
before seeking a safer environment. Skills: Concentration +6, Diplomacy +6, Gather
Energy Conversion (Su): Once per day as a Information +5, Knowledge (psionics) +8,
standard action, an energy mentat can activate Knowledge (the planes) +8, Knowledge (religion)
energy conversion as a supernatural ability with an +8
98
Feats: Expanded Knowledge (any 1st level power), Hit Dice: 3d8 (13 hp)
Open Minded Initiative: +1
Environment: Outer plane of their godmind Speed: 30 ft. (6 squares)
Organization: Solitary, pair, or squad (3–5) Armor Class: 17 (+1 size, +1 Dex, +5 natural),
Challenge Rating: 3 touch 12, flat-footed 16
Treasure: Standard Base Attack/Grapple: +3/-3
Alignment: Neutral good Attack: Slam +2 melee (1d3-2)
Advancement: 4-9 HD (Small); 10-28 HD Full Attack: 2 slams +2 melee (1d3-2)
(Medium) Space/Reach: 5 ft./ 5 ft.
Level Adjustment: -- Special Attacks: Psi-like abilities, psionics,
summon mentat
Sad eyes look at you, seeming to convey a profound Special Qualities: Damage reduction 10/magic,
sense of understanding and empathy. The proud darkvision 60 ft., low-light vision, immunity to
bearing of the humanoid creature indicates it is acid, cold, and petrification, tongues
fully aware of what it is capable. Saves: Fort +3, Ref +4, Will +3
Abilities: Str 6, Dex 13, Con 10, Int 10, Wis 11,
Prizing understanding over physical prowess, Cha 15
the enlightened mentat is smaller than many of Skills: Bluff +10, Diplomacy +10, Intimidate +12,
the other psionic entities that inhabit the outer Knowledge (psionics) +6
planes, including the other varieties of mentats. Feats: Persuasive, Psionic Endowment
Enlightened mentats stand around 2 and a half feet Environment: Outer plane of their godmind
tall and weigh under 30 pounds. The only type of Organization: Solitary, pair, or squad (3–5)
mentat bald by nature, the enlightened mentat has Challenge Rating: 3
a light skin tone and typically has pale blue, almost Treasure: Standard
grey eyes. Alignment: Neutral evil
Enlightened mentats speak Celestial, Draconic, Advancement: 4-9 HD (Small); 10-28 HD
Infernal, and Abyssal. In addition, they are treated (Medium)
as being always under the effect of a tongues Level Adjustment: --
spell.
The grey eyes of the creature before you seem devoid
COMBAT of sympathy or kindness. As you look into those
Fighting is something most enlightened mentats eyes, you seem to see the glimpse of a nightmare
are loath to enter. The destruction that combat forgotten, a terror from your past you had thought
often causes is the antithesis to the understanding long gone. The smile on its lips has not a hint of
and teaching that this variety of mentat seeks to joy or happiness, causing the hair on the back of
exemplify. If forced into combat, an enlightened your neck to stand on end.
mentat will seek to use its manifesting ability to
disengage and seek out a peaceful solution, or it Although small in stature, the fear mentat has
will simply withdraw altogether. an incredibly daunting presence; the respect it
Psi-like abilities: At will – call to mind; 1/day commands with a single look often causes much
– read thoughts. Manifester level 3rd. The save larger creatures to avoid its company. Fear mentats
DCs are Charisma-based. stand just less than 3 feet tall and weigh around 35
Psionics: Enlightened mentats can manifest pounds. Their skin, hair, and eye color are typically
powers as 3rd level psions. As exemplars of dark, nearly black, seeming to drape the mentat in
enlightenment, enlightened mentats have access to darkness.
all devotion lists. Fear mentats speak Celestial, Draconic, Infernal,
and Abyssal. In addition, they are treated as being
Fear Mentat always under the effect of a tongues spell.
Small Outsider (Extraplanar, Psionic)
99
COMBAT
As the harbingers of fear and nightmares, fear As you approach the slight creature, it seems to
mentats enjoy utilizing the psionic abilities at react before you take a step, countering every
their disposal to instill fear and terror in those action you take a split-second before you take it. It
they encounter, regardless of the demeanor of the is as if the small being has already seen what it is
individual encountered. However, fear mentats you will do.
are neither reckless nor stupid and will seek to
use their abilities from a safe distance, knowing Physically, the insight mentat is unassuming. It
that in a physical altercation, they are at a severe does not posses some of the physical traits of the
disadvantage. other mentats which call out their nature, although
Psi-like abilities: At will – demoralize; 3/day its eyes often give away the foresight the nature of
– aversion. Manifester level 3rd. The save DCs are the insight mentat grants. Smaller than many of the
Charisma-based. other psionic entities that inhabit the outer planes,
Psionics: Fear mentats can manifest powers as insight mentats, like most other mentats, stand just
3rd level telepaths. Their power selection typically over 3 feet tall and weigh around 40 pounds. They
revolves around those that have the fear subtype often have pale, almost white skin and hair, and
or mind-affecting descriptor. In addition, they have green eyes.
access to the Fear node. Insight mentats speak Celestial, Draconic,
Infernal, and Abyssal. In addition, they are treated
Insight Mentat as being always under the effect of a tongues
Small Outsider (Extraplanar, Psionic) spell.
Hit Dice: 3d8-6 (7 hp)
Initiative: +1 COMBAT
Speed: 30 ft. (6 squares) Having access to incredible foresight, the
Armor Class: 17 (+1 size, +1 Dex, +5 natural), insight mentats often try to employ their enhanced
touch 12, flat-footed 16 knowledge of the future to gain an advantage in
Base Attack/Grapple: +3/-1 any conflict. As they are not particularly physically
Attack: Slam +4 melee (1d3) imposing, the insight mentat will seek to use its
Full Attack: 2 slams +4 melee (1d3) abilities as a seer rather than engaging in a direct
Space/Reach: 5 ft./ 5 ft. confrontation.
Special Attacks: Psi-like abilities, psionics, Psi-like abilities: At will – call to mind; 3/day
summon mentat – defensive precognition, offensive precognition.
Special Qualities: Damage reduction 10/magic, Manifester level 3rd.
darkvision 60 ft., low-light vision, immunity to Psionics: Insight mentats can manifest powers
acid, cold, and petrification, tongues as 3rd level seers. In addition, they have access
Saves: Fort +1, Ref +4, Will +3 to the Extrasensory, Insight, or Knowledge nodes
Abilities: Str 10, Dex 13, Con 6, Int 15, Wis 11, (choose one).
Cha 10
Skills: Concentration +4, Gather Information +6, Mind Mentat
Knowledge (psionics) +8, Listen +8, Spot +8 Small Outsider (Extraplanar, Psionic)
Feats: Alertness, Psionic Talent Hit Dice: 3d8 (13 hp)
Environment: Outer plane of their godmind Initiative: +0
Organization: Solitary, pair, or squad (3–5) Speed: 30 ft. (6 squares)
Challenge Rating: 3 Armor Class: 16 (+1 size, +5 natural), touch 11,
Treasure: Standard flat-footed 16
Alignment: Any Base Attack/Grapple: +3/-3
Advancement: 4-9 HD (Small); 10-28 HD Attack: Slam +2 melee (1d3-2)
(Medium) Full Attack: 2 slams +2 melee (1d3-2)
Level Adjustment: -- Space/Reach: 5 ft./ 5 ft.
100
Special Attacks: Psi-like abilities, psionics, engaging directly in conflict.
summon mentat Psi-like abilities: At will – mindlink, 1/day –
Special Qualities: Damage reduction 10/magic, psionic suggestion. Manifester level 3rd. The save
darkvision 60 ft., low-light vision, immunity to DCs are Charisma-based.
acid, cold, and petrification, tongues Psionics: Mind mentats can manifest powers as
Saves: Fort +3, Ref +3, Will +5 3rd level telepaths. In addition, they have access to
Abilities: Str 6, Dex 10, Con 10, Int 15, Wis 11, either the Mind or Secret nodes.
Cha 13
Skills: Bluff +7, Concentration +6, Diplomacy +9, Wild Mentat
Knowledge (psionics) +8, Psicraft +8 Small Outsider (Extraplanar, Psionic)
Feats: Iron Will, Psionic Endowment Hit Dice: 3d8+4 (17 hp)
Environment: Outer plane of their godmind Initiative: +1
Organization: Solitary, pair, or squad (3–5) Speed: 30 ft. (6 squares)
Challenge Rating: 3 Armor Class: 17 (+1 size, +1 Dex, +5 natural),
Treasure: Standard touch 12, flat-footed 16
Alignment: Chaotic neutral Base Attack/Grapple: +3/-3
Advancement: 4-9 HD (Small); 10-28 HD Attack: Slam +2 melee (1d3-2)
(Medium) Full Attack: 2 slams +2 melee (1d3-2)
Level Adjustment: -- Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
Seeming to resemble a large child, the being before summon mentat
you has eyes that belie its appearance. There is no Special Qualities: Damage reduction 10/magic,
innocence within them, as if to say it already knows darkvision 60 ft., low-light vision, immunity to
what you are thinking. Its disproportionately large acid, cold, and petrification, tongues
head is not comical, but seems to give warning that Saves: Fort +3, Ref +4, Will +3
this is a creature who understands exactly what is Abilities: Str 6, Dex 13, Con 10, Int 10, Wis 11,
going on. Cha 15
Skills: Concentration +6, Intimidate +5, Knowledge
The mind mentat has a larger head than the other (psionics) +6, Listen +3, Sense Motive +3, Spot
variety of mentats, what is construed as the physical +3
manifestation of the stereotype that those who have Feats: Psionic Body, Psionic Talent
telepathic powers have larger brains. Whether Environment: Outer plane of their godmind
this assumption is true or simply an odd physical Organization: Solitary, pair, or squad (3–5)
characteristic remains to be seen. Mind mentats Challenge Rating: 3
stand just over 3 feet tall and weigh a meager Treasure: Standard
40 pounds. Their skin color ranges the typical Alignment: Chaotic Neutral
humanoid flesh tones, and their hair is usually a red Advancement: 4-9 HD (Small); 10-28 HD
or brown hue. (Medium)
Mind mentats speak Celestial, Draconic, Infernal, Level Adjustment: --
and Abyssal. In addition, they are treated as being
always under the effect of a tongues spell. With every blink of your eyes, the form of the creature
before you seems to shift. Short in stature, but with
COMBAT a bearing that seems to exude unpredictability, you
As physical manifestations of the concept of give it wide berth, as even it seems to be unsure
telepathy, mind mentats prefer to utilize their what it might do at any moment.
telepathic abilities instead of engaging in combat
using more mundane weapons. When possible, The wild mentat, unlike many of the other variety
a mind mentat will seek to use confusion or of mentats, has a seemingly ever-shifting form.
misdirection as powerful weapons instead of Unlike an egoist, the form of the wild mentat does
101
not take on forms of other creatures. Instead, the Advancement: 3-4 HD (Tiny)
skin, hair, and eye colors shift to match the mood Level Adjustment: --
of the mentat, as do other minor features such as
facial characteristics. Large, faceted eyes blink at you, reminding you of
Wild mentats speak Celestial, Draconic, Infernal, nothing more than finely-crafted gemstones. The
and Abyssal. In addition, they are treated as being furry creature lifts a small jewel from the floor and
always under the effect of a tongues spell. pops it into its mouth, making contented sounds as
it appears to eat the crystal. After a few moments,
COMBAT the small creature removes the gemstone from
Wild mentats prefer to rely on their wilder its mouth, the gem seeming to sparkle just a bit
manifesting as opposed to physical combat. The brighter, and places it back on the floor.
chaotic nature of the wild mentat’s emotions make
them unpredictable foes, as if their mood shifts, Also known as a cutter, the nenngar is a denizen
they may simply disengage and leave the combat, of the elemental plane of earth, particularly pockets
or they may attack at the slightest provocation. of the plane rich in crystal. Prized for their natural
Psi-like abilities: 3/day – id insinuation. ability to cut gems into more valuable crystals,
Manifester level 3rd. The save DC is Charisma- nenngars tend to be captured by powerful those
based. crystal miners or merchants capable of visiting the
Psionics: Wild mentats can manifest powers as plane of earth, taken to aid in finishing gems into a
3rd level wilders, including the wild surge +2 and more profitable final product.
psychic enervation class features. In addition, they
have access to the Passion node. COMBAT
Nenngars are not aggressive by nature and prefer
NENNGAR to flee instead of fight. If cornered, they can use
Tiny Magical Beast [Augmented Animal] the remnants of gems they’ve used as nourishment
(Psionic) to provide them with a defense until they are able
Hit Dice: 2d8 (9 hp) to escape.
Initiative: +4 Crystal Shard (Ex): A nenngar is able to store
Speed: 20 ft. (4 squares) some of its ingested crystalline diet in a small
Armor Class: 22 (+2 size, +4 Dex, +6 natural), defense mechanism. When threatened, it can
touch 16, flat-footed 18 propel a shard of crystal at high velocity at a target.
Base Attack/Grapple: +1/-10 Treat this shard as if the nenngar had manifested
Attack: Claw -2 melee (1d2-3) crystal shard with a manifester level equal to half
Full Attack: 2 claws -2 melee (1d2-3) its Hit Dice (minimum 1).
Space/Reach: 1 ft./ 0 ft. Skills: Nenngars have a +4 racial bonus on
Special Attacks: Crystal shard Climb, Hide, and Move Silently checks. They use
Special Qualities: Bond, crystal diet, lowlight their Dexterity modifier instead of their Strength
vision modifier for Climb checks.
Saves: Fort +3, Ref +7, Will +2 Bond (Ex): A nenngar psionically bonds with
Abilities: Str 5, Dex 19, Con 11, Int 7, Wis 15, Cha any individual who it views as its master. This bond
11 protects the nenngar, who has a limited ability for
Skills: Balance +4, Climb +9, Hide +11, Listen +3, self-preservation. When bonded to an individual,
Move Silently +7, Spot +3 a process which takes a standard action and the
Feats: Stealthy nenngar is able to do at any time, the nenngar gains
Environment: Elemental Plane of Earth or urban a limited form of mindlink with its master, allowing
Organization: Pair or with owner two-way communication of emotions, as opposed
Challenge Rating: 1/2 to actual speech.
Treasure: None This effect is continuous so long as the nenngar
Alignment: Always neutral and its master are within 30 ft. Transferring a
102
bond from one owner to another takes a week of Hit Dice: 8d8+32 (68 hp); see text
dedicated interaction with the nenngar and the new Initiative: -1
master. Speed: 40 ft. (8 squares)
Crystal Diet (Ex): Nenngars gain nourishment Armor Class: 24 (-1 size, -1 Dex, +16 natural),
only from precious gems, which they nibble and touch 8, flat-footed 25
later spit after having had their fill. After feasting Base Attack/Grapple: +6/+17
on a gem, the regurgitated stone is cut of fine quality Attack: Claw +12 melee (1d8+7)
and its value is increased by 10-60%. Full Attack: 2 claws +12 melee (1d8+7) and bite
Nenngars are not gluttons, however, and only +10 melee (2d6+3)
take nourishment once a week. Waste from their Space/Reach: 10 ft./ 5 ft.
diet is eliminated as crystal dust from their skin. Special Attacks: Crystal shard, explosive dispersal,
psi-like abilities, trip
PHRENIC GUARDIANS Special Qualities: Elemental traits, damage
A particularly powerful phrenic location may reduction 5/-, darkvision 60 ft. , dormant form, psi-
develop a guardian for activities the terrain itself like abilities
cannot perform. Similar to standard elementals, Saves: Fort +10, Ref +1, Will +2
a phrenic guardian is created out of the elements, Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha
but instead of being tied to an elemental plane, it is 11
instead tied directly to the phrenic location. Skills: Climb +9, Jump +13, Listen +4, Spot +4
Below are sample phrenic guardians for phrenic Feats: Alertness, Multiattack, Weapon Focus
locations. Additional varieties may also exist if (bite)
you so choose. Environment: Any mountainous or underground
Organization: Trio; see text
Challenge Rating: 10; see text
CRYSTALLINE PHRENIC GUARDIAN
Treasure: None
Large Elemental (Psionic)
Alignment: Usually neutral
103
Advancement: 9-15 HD (Large); 16-24 HD form back into its dormant form, causing 8d6
(Huge) points of piercing damage to all creatures within a
Level Adjustment: -- 15 foot radius of the guardian’s location. Creatures
affected can attempt a DC 14 Reflex save for half
Thousands of floating crystal shards, hovering damage.
together in a cloud, seems to patrol the area. The crystalline phrenic guardian may not reform
When you approach, the crystals coalesce into into its canine form for 1d4 minutes after using its
what appear to be several crystal dogs covered in explosive dispersal ability.
spikes. Trip (Ex): A crystalline phrenic guardian that hits
with a bite attack can attempt to trip the opponent
A crystalline phrenic guardian is typically (+7 check modifier) as a free action without making
dispersed in a crystalline mist that can guard large a touch attack or provoking an attack of opportunity.
areas of its phrenic location at any given time. If the attempt fails, the opponent cannot react to
When coalesced, a crystalline phrenic guardian trip the crystalline phrenic guardian.
takes the form of three separate guardians and each Elemental Traits: A crystalline phrenic guardian
typically weighs roughly 1800 pounds. Each canine is immune to poison, sleep effects, paralysis, and
form of the crystalline guardian acts independently stunning. It is not subject to critical hits or flanking.
and is treated as having the full hit points of the Crystalline phrenic guardians do not eat, sleep, or
guardian. All three canine bodies of the crystalline breathe.
guardian must be destroyed to kill a crystalline Dormant Form (Ex): A crystalline phrenic
phrenic guardian. Its body is pure crystal, although guardian is typically in the form of thousands of
the variety of crystal is typical to the specific area tiny crystalline shards that float in mid-air. When
where it was formed. in this form, the guardian is treated as having
Most crystalline phrenic guardians can be found concealment, but can not make any attacks,
in subterranean or mountainous phrenic locations. including using its crystal shard ability, until it
manifests in its active form, a process which takes
COMBAT one standard action.
Crystalline phrenic guardians prefer to watch Skills: Crystalline phrenic guardians have a +4
intruders in their phrenic locations while in their racial bonus to Jump checks.
crystalline shard form, thereby avoiding the
intruders realizing they are being observed. While EARTHEN PHRENIC GUARDIAN
the shard form of the crystalline phrenic guardian Large Elemental (Earth, Psionic)
draws attention, few realize it is, in fact, a creature Hit Dice: 9d8+27 (67 hp)
that guards the area. If the intruders cause harm, Initiative: +0
the guardian will quickly shift into canine form and Speed: 20 ft. (4 squares), burrow 20 ft.
attack its opponents. Armor Class: 24 (–1 size, +15 natural), touch 9,
The preferred tactic of the crystalline phrenic flat-footed 24
guardian is to fire a crystal shard prior to charging Base Attack/Grapple: +6/+15
an opponent and attacking with its crystalline Attack: Slam +10 melee (2d6+5) or Mineral Veins
natural attacks. +10 melee (3d6+5) or Rock +5 ranged (2d8+5)
Crystal Shard (Ps): A crystalline phrenic Full Attack: 2 slams +10 melee (2d6+5) or 2
guardian may use crystal shard once per round as a Mineral Veins +10 melee (3d6+5) or Rock +5
swift action as a 6th level manifester. The crystals ranged (2d8+5)
fired from this ability appear to sail back to the Space/Reach: 10 ft./ 10 ft.
phrenic guardian as if attracted by an unknown Special Attacks: Improved grab, metallic spray,
force after impact. hurl stone
Explosive Dispersal (Su): If a crystalline phrenic Special Qualities: Elemental traits, damage
guardian faces a foe that it is having difficulty reduction 5/adamantine, darkvision 60 ft., dormant
defeating, it will resort to exploding from its canine form, low-light vision
104
Saves: Fort +9, Ref +3, Will +5 not slow to react when intruders inflict damage
Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, upon the location it guards.
Cha 9 Hurl Stone (Ex): Against ranged opponents, an
Skills: Hide +7* (+11 in dormant form), Listen +3, earthen phrenic guardian is capable of launching
Spot +3 large stones from its own form. As a standard
Feats: Improved Bull Rush, Improved Natural action, it may make a ranged attack against an
Attack (mineral veins), Iron Will, Power Attack opponent by hurling a stone, which has a range
Environment: Any outdoor or cave increment of 30 feet. On a successful strike, the
Organization: Solitary target suffers 2d8+5 points of bludgeoning and
Challenge Rating: 7 piercing damage.
Treasure: Standard Improved Grab (Ex): To use this ability, an
Alignment: Usually neutral earthen phrenic guardian must hit a medium or
Advancement: 10-14 HD (Large); 15-25 HD smaller opponent with its mineral veins attack. It
(Huge) can then attempt to start a grapple as a free action
Level Adjustment: -- without provoking an attack of opportunity.
Metallic Spray (Su): The liquid, mineral-based
To the sound of pebbles and rocks falling on soil, eye at the center of the earthen phrenic guardian
a massive figure of what appears to be mineral grants it the ability to spray a liquid metal at an
veins from the earth itself erupts from the ground. enemy within 30 feet. This spray instantly hardens
Standing before you, it appears to have taken upon contact with a creature and on a successful
offense to your intrusion on the land. It lashes ranged attack, coats the creature, cutting off the
out with a stratum of some metal, now studded in target’s ability to breathe. As a full round action,
shards, while at the same time heaving a boulder in the creature may attempt a DC 20 Strength check to
preparation to launch. break the metallic coating or it suffers suffocation
effects.
When in its dormant form, the earthen phrenic Mineral Veins (Ex): In place of its slam attacks,
guardian exists as mineral veins swimming many earthen phrenic guardians will use the veins
beneath the surface of the area it guards. Generally of minerals that make up their appendages as
this means that it isundetectable until the time whip-like weapons. Treat these veins as whips that
it manifests itself. At such a time that enemies deal 2d6+5 points of lethal, slashing damage on a
threaten the phrenic location, the veins burst out successful attack. Attacking with its mineral veins
of the earth and grab whatever loose items that can does not provoke attacks of opportunity as a whip
be found, sometimes even using nearby animals. normally does. The mineral veins can damage
Some guardians snatch weapons from the hands armored opponents even if a whip normally would
of surprised adventurers, while at the same time not.
ripping out rocks and tree branches to form its Dormant Form (Ex): The dormant form of an
combat form - a central eye of liquid minerals earthen guardian is below ground, as the constituent
suspended floating in the air as the veins pulse and parts of the elements of earth that form the guardian.
throb, its body created by all that which was near While in this form, the earthen phrenic guardian is
the area, from branches to horses, swords to rocks. treated as having total concealment, but may not
An earthen phrenic guardian stands 11 feet tall make any attacks until it manifests in its active
and weighs roughly 4000 pounds. Its body is form, a process which takes one standard action.
composed of all manner of earthen substances: Elemental Traits: An earthen phrenic guardian
soil, rock, metal, crystal, and the like. is immune to poison, sleep effects, paralysis,
and stunning. It is not subject to critical hits or
COMBAT flanking. Earthen phrenic guardians do not eat,
As the guardian of a phrenic location, the earthen sleep, or breathe.
phrenic guardian is a fearsome opponent. Despite Skills: An earthen phrenic guardian has a +8
being built of rock and metal, these guardians are racial bonus on Hide checks in its phrenic location
105
and a +12 bonus when in its dormant form. Weapon Focus (slam)
Environment: Any outdoor
FLORA PHRENIC GUARDIAN Organization: Solitary
Large Plant (Psionic) Challenge Rating: 4
Hit Dice: 6d8+18 (45 hp) Treasure: Half standard
Initiative: +0 Alignment: Usually neutral
Speed: 20 ft. (4 squares) Advancement: 7-10 HD (Large); 11-20 HD
Armor Class: 20 (–1 size, +11 natural), touch 9, (Huge)
flat-footed 20 Level Adjustment: --
Base Attack/Grapple: +4/+13
Attack: Slam +9 melee (2d6+5) or spines +3 What sounds like rustling tree limbs and the leaves
ranged (1d8+5) of shrubs gains in volume until, with a bursting
Full Attack: 2 slams +9 melee (2d6+5) or spines from the earth, there comes an enormous flower,
+3 ranged (1d8+5) one with razor-sharp leaves and a center of tingling
Space/Reach: 10 ft./ 10 ft. spines. When you least expect it, some of the nearby
Special Attacks: Improved grab, constrict 2d6+7, flowers explode in a burst of poison and shards.
entangling vines, poisonous pollen, razor vines
Special Qualities: Darkvision 60 ft., dormant form, A thousand shimmering roses, each and every
immunity to electricity, low-light vision, phrenic one a different sparkling colour, almost too vibrant
travel, plant traits, resistance to fire 10 to be true is the dormant form of the flora phrenic
Saves: Fort +8, Ref +2, Will +2 guardian. It can sense anyone entering its protected
Abilities: Str 20, Dex 10, Con 17, Int 7, Wis 10, location through a thousand ears and eyes, each in
Cha 9 the guise of a beautiful flower, so beautiful that it
Skills: Climb +6, Hide +5, Listen +6, Move Silently can entrance trespassers while the flora guardian
+6, Spot +6 changes into its battle form.
Feats: Ability Focus (poisonous pollen), Alertness, A flora phrenic guardian stands 12 feet tall and
weighs roughly 2400 pounds. Its body is composed
entirely of organic material: roots, plants, soil, and
such.
COMBAT
The flora phrenic guardian reacts only when
intruders encroach upon its phrenic location and
cause harm to the location. When such an occurrence
comes to pass, the guardian is swift in meting
out retribution, using its phrenic travel ability to
immediately assault enemies, its entangling roots
ability to hold enemies in place, and its poisonous
pollen if the situation requires it.
Constrict (Ex): A flora phrenic guardian deals
2d6+7 points of damage with a successful grapple
check.
Entangling Roots (Su): While in its phrenic
location, a flora phrenic guardian is able to
command all plants within a 40 radius of itself to
entangle intruders unless they succeed on a DC
12 Reflex save. Creatures that succeed their save
are limited to half movement. Entangled creatures
Flora phrenic guardian may attempt a DC 20 Strength check or a DC 20
106
Escape Artist check to free themselves from the Initiative: +4
roots, but are still limited to half movement. The Speed: 40 ft. (8 squares)
roots continuously attempt to entangle all intruders Armor Class: 25 (-1 size, +16 natural), touch 9,
until the phrenic guardian cancels the effect or is flat-footed 25
destroyed. Base Attack/Grapple: +14/+27
Improved Grab (Ex): To use this ability, a flora Attack: Slam +22 melee (3d6+9)
phrenic guardian must hit with both slam attacks. It Full Attack: 2 slams +22 melee (3d6+9)
can then attempt to start a grapple as a free action Space/Reach: 10 ft./ 10 ft.
without provoking an attack of opportunity. If it Special Attacks: Cerebral plunge, psi-like abilities,
wins the grapple check, it establishes a hold and summon, stunning presence
can constrict. Special Qualities: Damage reduction 10/cold iron
Poisonous Pollen (Su): Once per day, a flora and good, darkvision 60 ft., immunity to electricity
phrenic guardian can emit poison through the and poison, resistance to acid 10, cold 10, and fire
pollen in its flowers, affecting all creatures within 10
30 ft (inhaled sassone leaf residue, DC 18 Fort save Saves: Fort +16, Ref +9, Will +9
resists, 2d12 hp / 1d6 Con). Abilities: Str 28, Dex 10, Con 25, Int 10, Wis 10,
Razor Vines (Ex): As a standard action, a flora Cha 15
phrenic guardian can make a melee touch attack by Skills: Bluff +16, Concentration +24, Intimidate
using the razor-sharp vines that are part of its body +18, Knowledge (the planes) +17, Listen +14,
similar to a whip, dealing 1d4+5 points of slashing Psicraft +17, Spot +15
damage. On a successful attack, the flora phrenic Feats: Ability Focus (cerebral plunge), Improved
guardian may make a free trip attempt that does not Initiative, Improved Natural Attack (slam), Power
provoke attacks of opportunity. If the attempt fails, Attack, Psionic Fist
the opponent cannot react to trip the flora phrenic Environment: Any
guardian. Organization: Solitary, team (2–4), or squad (6–
Dormant Form (Ex): The dormant form of a
flora guardian is as a lush bed of flowers, appearing
to grow within it phrenic location. While in this
form, the flora phrenic guardian is treated as having
total concealment, but may not make any attacks
until it manifests in its active form, a process which
takes one standard action.
Immunity to Electricity (Ex): Flora phrenic
guardians take no damage from electricity.
Phrenic Travel (Su): While within the bounds
of its phrenic location, the flora phrenic guardian
can move to anywhere within the location as if
using the psionic dimension door power. To a
casual observer, it simply appears as if the guardian
shrinks into a single flower and another flower
within the location grows into a new guardian.
Skills: Flora phrenic guardians have a +8 racial
bonus on Hide checks and a +4 racial bonus on
Listen and Move Silently checks.
PROSEIUS
Large Outsider (Chaotic, Extraplanar, Evil,
Psionic)
Hit Dice: 14d8+96 (161 hp) Proseius
107
10) and evil-aligned for the purpose of overcoming
Challenge Rating: 14 damage reduction.
Treasure: Standard coins; double goods; standard Cerebral Plunge (Su): As a swift action, a
items proseius is able to send an immense amount of
Alignment: Chaotic evil psionic energy at a single target within 30 feet in
Advancement: 15–18 HD (Large); 19–34 HD a single, precise strike, disrupting thoughts and
(Huge) higher brain functions. If the target fails a DC 21
Level Adjustment: -- Will save, they are paralyzed for one minute, as
their mind tries to recover from the shock. This
Three mouths open in the chest of the creature effect is a mind-affecting effect. The save DC is
before you to reveal a flickering darkness in which Charisma-based.
a multitude of eyes float, all fixating on you. It is Psi-like abilities: At will – claws of the beast,
almost humanoid, but the creature lacks a head and demoralize, dispel psionics, metaphysical claw;
its orange skin seems somehow wrong. It is not until 3/day – prowess. Manifester level 14th. The save
you notice that the huge muscles underneath the DCs are Charisma-based.
skin seem to writhe and move on their own accord Stunning Presence (Su): The mere presence of a
that you understand why. A humming rises and you proseius is often enough to stop most people in their
realize it is the sound of the creature laughing. tracks. Any creatures that can see the proseius and
is within 60 ft. must make a successful DC 19 Will
Creatures of powerful psionic might and limitless save or be shaken until they are no longer within
appetite for suffering, the proseius dwells in the sight of the proseius. The save DC is Charisma-
darker of the outer planes, seeking to corrupt any based.
who would be so foolish as to journey into the dark Summon (Psi): Once per day, a proseius can
and twisted areas in which they reside. attempt to summon 4d10 blade or fear mentats
Standing over 10 feet tall and weighing over with a 50% chance of success, or another proseius
900 pounds, a proseius usually has orange skin, with a 35% chance of success. This ability is the
although some have been reported with purple or equivalent of a 4th-level power.
red flesh.
The proseius is able to speak Abyssal, Common, SHAKAM
and Draconic. Small Magical Beast (Psionic)
Hit Dice: 1d10+2 (7 hp)
COMBAT Initiative: +3
Although the proseius has a myriad of special Speed: 20 ft. (4 squares)
abilities, it delights in physical combat and will Armor Class: 17 (+1 size, +3 Dex, +3 natural),
choose to advance on an enemy as opposed to a touch 14, flat-footed 14
more cerebral assault. Base Attack/Grapple: +1/-4
If a proseius gets close enough that its stunning Attack: Bite +1 melee (1d4-1)
presence special ability takes hold, it will use that Full Attack: Bite +1 melee (1d4-1)
advantage to quite literally tear its opponent limb Space/Reach: 5 ft./ 5 ft.
from limb. In addition, a proseius enjoys delivering Special Attacks: Dispelling spit
its mind-numbing cerebral plunge to incapacitate Special Qualities: Anti-psionic field, low-light
foes. vision
If a conflict appears too difficult to handle Saves: Fort +4, Ref +5, Will +1
alone, the proseius will use its summoning ability Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12,
to call another proseius to aid, although this can Cha 6
sometimes cause conflict as both proseiuses seek Skills: Climb +8*, Hide +11*, Jump +7*, Listen
to get the kill. +3, Move Silently +7, Spot +3
A proseius’s natural weapons, as well as any Feats: Alertness
weapons it wields, are treated as chaotic-aligned Environment: Temperate forests
108
Organization: Pair their hook-like claws and sharp teeth to warn off
Challenge Rating: 1 attackers before they can escape to safer areas.
Treasure: None Dispelling spit (Ex): If cornered, shakams will
Alignment: Always neutral resort to spitting some of the ooze their body
Advancement: 2-8 HD (Small) secretes, held in small sacs on the inside of their
Level Adjustment: -- mouths. On a successful ranged touch attack on
a target within 20 feet, the target is treated as if
At the base of the tree is a small, lizard-like affected by a targeted dispel psionics with a
creature. Its tan skin ripples as you approach, the manifester level of 3.
leafy feast the creature was obviously dining on Anti-psionic field (Ex): The shakam secrete
being held between its two forepaws. With a slight ooze from the pores that covers its form. This ooze
hiss, it starts to climb up the tree trunk, its black emits a null psionics field around its body as a means
eyes watching you to ensure it is not followed. of protection from psionic predators. This field
radiates 10 ft. out from the shakam’s physical form
Prized by societies where psionics are feared and is constantly active, even when the creature
and shunned, the shakam is a creature with a is asleep. If two or more shakams are near each
natural ability to disrupt and negate psionic effects, other and their anti-psionic fields overlap, the field
neutralizing manifesting abilities and psionic items expands by a multiple equaling the total number of
equally. shakams. In areas with a high shakam population,
Standing roughly one foot tall at the shoulder, this may mean an effective anti-psionic field radius
the lizard-like creature is roughly 3 feet long from of 100 ft or more.
mouth to tail, with a spined ridge along its neck. Skills: Shakams have a +4 racial bonus on Climb,
The skin of the shakam is leathery, typically in tan Hide, Jump, and Move Silently checks. Shakam use
or brown colors, blending in well with the trees that their Dexterity modifier instead of their Strength
they call their home. modifier for Climb and Jump checks.
COMBAT
Shakams are not aggressive by nature and prefer
to flee instead of fight, climbing further up the
trees that are their homes. If cornered, they use
109
Appendix
Appendix EPIC TALENTED [EPIC, PSIONIC]
You are better able to ignore damage from
overchanneling.
New Epic Feats Prerequisites: Epic Overchannel, Overchannel,
Talented, Knowledge (psionics) 24 ranks
DIVERGING DEVOTION Benefit: To use this ability, you must expend your
[EPIC, PSIONIC] psionic focus. When overchanneling powers of
You are able to tap into other devotions, unlocking 4th level and lower, you do not take damage from
their secrets. overchanneling.
Prerequisites: Knowledge (psionics) 24 ranks, Normal: A character with the Talented feat takes
Expanded Knowledge no damage only when manifesting powers of 3rd
Benefit: You gain a second devotion, allowing you level or lower.
access to the additional class skills and restricted Special: This feat can be taken multiple times.
powers of that devotion. Each time it is taken, you may manifest powers
Special: You may select this feat multiple one level higher without taking damage from
times. Each time, it grants you access to another overchanneling.
devotion.
EXEMPLIFICATION [EPIC, PSIONIC]
EPIC OVERCHANNEL Your adherence to the ideology of a godmind grants
[EPIC, PSIONIC] you incredible psionic power.
You can push yourself beyond even heightened Prerequisites: Knowledge (psionics) 27 ranks,
limits to enhance your powers. access to at least one psionic node.
Prerequisites: Overchannel, Knowledge (psionics) Benefit: You gain access to the power lists for all
25 ranks. psionic nodes to which your godmind grants access.
Benefit: Your ability to overchannel continues to In addition, you gain all granted powers from those
improve. At 22nd level, you may increase your psionic nodes.
manifester level by four when you overchannel, but
you take 7d8 damage in doing so. Every 7 levels INFUSE ENERGY [EPIC, PSIONIC]
thereafter, you may overchannel by an additional Your form naturally converts energy damage into
manifester level, but the damage increases by 2d8. psionic power.
Prerequisites: Psicraft 24 ranks, manifester level
21st, able to manifest energy adaptation
110
Benefit: While you maintain psionic focus, you Benefit: You absorb up to 10 points of damage
automatically absorb the first 5 points of any with Infuse Energy instead of 5. In addition if you
fire, cold, sonic, or electricity damage from an are disabled or dying, you are healed for one point
effect that would damage you. For every point of damage per point of absorbed damage instead of
of absorbed damage, you gain 1 power point. gaining power points.
This ability works before any other abilities,
spells or powers. You can gain power points from MANTRA EXEMPLAR [EPIC, PSIONIC]
absorbing the listed energy types even if you are You are able to activate multiple mantra feats at
normally immune to the energy. the same time. (See Chapter 2 for more details on
Special: You cannot gain any power points that mantra feats.)
would cause you to exceed your daily maximum. Prerequisites: Wis 17, Master of Mantras, Psionic
If the power points gained from this feat would Meditation, any three mantra feats, Concentration
exceed yoru daily maximum, the points are lost and 24 ranks.
you instead shed light as bright as a torch. Benefit: When you meditate to gain psionic focus,
you can activate up to your Wisdom modifier in
INFUSE ENERGY, IMPROVED mantra feats.
[EPIC, PSIONIC] Normal: Master of Mantras allows you to activate
Prerequisites: Infuse Energy, Psicraft 28 ranks, two mantra feats at the same time.
manifester level 25th, able to manifest energy
adaptation
111
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