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Mind Divine
Author: Jeremy Smith
Editor: Andreas Rnnqvist
Contributors: Andreas Rnnqvist, 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, Gwennal 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.
d20 System and the d20 System logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and
are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at <www.
wizards.com/d20>. This edition of The Mind Divine is produced under version 1.0a, 5.0, and/or draft versions of the
Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document by permission of
Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e)
of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all
Dreamscarred Press product and product line names including but not limited to Untapped Potential: New Horizons in Psionics,
any specic characters, monsters, creatures and places; proper names and names of places, artifacts, characters, countries, specic
creatures, geographic locations, gods, historic events, organizations, and abilities; any and all stories, storylines, histories, plots,
thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses,
poses, logos, or graphic designs, except such elements that already appear in nal or draft versions of the d20 System Reference
Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not
Open Game Content.
Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open
Game Content.
Some portions of this book which are Open Game Content originate from the System Reference Document and are 1999, 2000,
and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open
Game Content and if so used, should bear the COPYRIGHT NOTICE The Mind Divine 2007 Jeremy Smith. This material is
protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the
artwork or non-Open Game Content herein is prohibited without express written permission from this books authors, except for
purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or
photocopy copies for his or her own personal use only.
This document is a work of ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Some images contained within are copyright Arnaud Sider, Brandon Glore, Duncan Welker, Gwennal Larcher, LPJ Design,
Postmortem Studios, Scorched Urf Studios, or Trejo Ruelas and are used with permission.

Table of Contents
Chapter 1: Introduction .................. 1

Psion/Wilder Powers...........................................17

Using This Book .......................................................1

Psion Devotion Powers .......................................17

Discipline vs. Devotion ............................................1

Psychic Warrior Powers ......................................18

Godminds and Psionic Nodes ..................................2

Power Descriptions .............................................18

Godminds and Gods .................................................2

New Powers ........................................................18

Psionics and Divinity ...............................................3

Psionic Items ...........................................31

An Awakening ..........................................................3

Psionic Armor .....................................................31

A World without the Divine .....................................3

Psionic Weapons .................................................31

Chapter 2: Character Options ........ 5

New Psicrowns ...................................................32


New Universal Items ..........................................32

New Feats ..................................................5

Cursed Items .......................................................34

Access Psionic Node.............................................5

Artifacts ..............................................................34

Additional Psicrystal .............................................5


Disrupting Strike ...................................................6

Chapter 3: Organizations and


Entities ............................................ 35

Enervating Feedback ............................................6

Psionic Organizations ............................35

Hostile Enervation ................................................7

Faceters Guild....................................................35

Natures Consciousness ........................................7

House of Mandreth .............................................36

One Pool ...............................................................7

Krehlenshin ......................................................38

Resonating Interference ........................................7

The Night Terrors................................................39

Servant of the Mind ..............................................7

The Order of Still Water .....................................40

Seething Psyche ....................................................7

Phantasms ...........................................................42

Shared Power ........................................................7

Godminds ................................................42

Transfer Power ......................................................8

Pantheon of Godminds .......................................43

Mantra Feats ............................................8

Aeni.....................................................................44

Conviction of the Blessed .....................................8

Aureskin ............................................................44

Discipline of the Zealot ........................................8

Cynre ................................................................45

Expertise of the Virtuoso ......................................8

Faedreth ..............................................................46

Focused Style ........................................................9

Hourth .................................................................46

Fury of the Storm ..................................................9

Javan ...................................................................47

Finesse of the Monkey ..........................................9

Kraegan ...............................................................48

Rage of the Fallen ...............................................10

Nereth .................................................................49

Reexes of the Cat ..............................................10

Phanos .................................................................50

Retort of the Prepared Mind ...............................10

Saurok .................................................................50

Spirit of the Faithful............................................11

Veran ...................................................................51

Psionic Powers ........................................ 11

Zean ....................................................................52

Psionic Nodes .....................................................12

Conicting Godminds .........................................52

Channeling Strike .................................................6

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

Chapter 4: Prestige Classes ........... 61

Proseius ................................................................107
Shakam .................................................................108

Cerebris ..................................................................62

Appendix ........................................110

Illusion Crafter .......................................................65

New Epic Feats ..................................... 110

leaching Psyche ......................................................68

Diverging Devotion ..........................................110

Primal Thought .......................................................71

Epic Overchannel..............................................110

Spirituel ..................................................................75

Epic Talented ....................................................110

Versatile Blade........................................................77

Exemplication .................................................110

Wild Savant ............................................................80

Infuse Energy ....................................................110

Yuda of Thought .....................................................82

Infuse Energy, Improved...................................111

Chapter 5: Psionic Creatures ........ 87

Mantra Exemplar ..............................................111

Ardoroch.................................................................87

Open Game License ......................112

Dostraugh ...............................................................88

iii

Using This Book

within it are mysteries even to the most learned on


the subject. Centuries of study have yet to exhaust
everything of which the mind is truly capable. The
ability to bend the laws of reality with only the
power of thought is something many would do just
about anything to gain.
The quest to gain this power has resulted in the
demise of many a foolhardy adventurer; yet a select
few with the talent and inclination have managed
to take the ultimate step, transforming into the
embodiment of a psionic aspect, becoming a force
worthy of worship: a godmind.
Contained within these pages you will nd
new options for players and GMs alike. New
feats, powers, and prestige classes test the limits
of what a player is truly capable, while the new
organizations, monsters, psionic locations, and
psionic items grant the game master new devices
for use in plot development.
In addition, this book contains new information
on the concept of godminds: psionic entities on
a power level akin to a deity. An introduction is
given later in this chapter as a way to more easily
introduce the godminds into your game.
Some of the new organizations and psionic
locations detailed later in this book are locationspecic, but feel free to customize the names and
places given to easily incorporate this new content
into your own games.

This book expands upon the system of 3.5


psionics through the introduction of new feats,
powers, items, prestige classes, organizations,
psionic creatures, and even psionic locations. In
addition, this book will elaborate on the godmind
concept originally developed by Bruce R. Cordell
in Hyperconscious: Explorations in Psionics as
a new form of powerful entity for characters to
worship and gain new and powerful abilities.
Finally, new material is given for options
presented in Untapped Potential: New Horizons
in Psionics by Brian Dupuis, Greg Jacob, Jeremy
Smith, and Michel Fiallo-Perez.
Hyperconscious and Untapped Potential are
not required for use with this book, but are fully
supported by this new material.

Discipline vs. Devotion

Since the release of the Expanded Psionics


Handbook, new players are often confused by the
use of the term discipline to represent two different
concepts. The rst use describes a subset of powers,
while the second use describes a subset of the psion
class itself.
To minimize confusion, this book uses the term
discipline only to describe subsets of powers. To
describe the different psion subclasses, the term
devotion is instead used.
For example, instead of saying An Egoist may
choose powers from the Egoist discipline list,

Chapter One: Introduction

The secrets of the mind and the powers locked

although he could still choose telepathy discipline


powers, it would instead be written as An Egoist
may choose powers from the Egoist devotion list,
although he could still choose telepathy discipline
powers.
This change causes no mechanical change. It
simply changes the names for the sake of clarity.
The only retroactive change is renaming the rstlevel psion class feature to devotion.

character options, it is possible to gain access to


psionic nodes and other special abilities, but the
individual needs to have the psionic subtype,
typically gained by having a power point reserve,
in order to gain any special benets from following
the tenets of a godmind.
Because of the need for a follower to have a
power point reserve to receive benets from the
godmind, if the follower ever drops to 0 power
points, they lose access to any special abilities
granted from following the doctrine of a godmind,
such as psionic nodes or class features.
Additionally, many godminds have specic
doctrines that are expected of their adherents
to follow. These doctrines are outlined in the
description of each godmind in Chapter 3. Those
who follow a godmind and purposely commit an
act that is against the doctrine of their godmind
typically lose access to any abilities granted by their
godmind. This includes losing access to psionic
nodes and any godmind-granted class features. If a
follower of a godmind loses their granted abilities,
they may seek to make amends through means such
as atonement.

Godminds and Psionic Nodes

Originally found in Hyperconscious: Explorations


in Psionics by Bruce R. Cordell, a godmind is a
being of extreme power, on par with the power of a
deity. In fact, many less informed believe the two
to be the same; they believe a godmind is actually
just another god. Yet there are differences that
separate the two types of entities.
In some situations, a godmind was once a mortal;
a mortal with an overwhelming innate talent for
psionics or a mortal who was able to acquire the
same level of power over their life, but a mortal
nonetheless. The individuals who took the path to
elevate their power beyond normal limits eventually
became godminds if they were not destroyed in the
process. However, not all godminds were originally
mortals. Some are beings alien in nature but vast
in power, and they have the level of power to be
termed godminds.
A pantheon of known godminds is detailed in
Chapter 3. Due to the incredibly vast nature of
the universe, it is not only possible, but also quite
likely that more godminds exist or are developing
in power.
Although godminds are equal in scope to typical
deities in power, they do not carry the same divine
benets that worshippers of typical deities receive.
A cleric or other spellcaster that gains spellcasting
ability from a specic deity does not gain such a
benet from worshipping a godmind. Similarly,
clerics, paladins, and other classes with the ability
to turn or rebuke undead do not gain that ability
from worshipping a godmind. While a godmind is
immense in scope and power, they do not behave or
exist in the same fashion as a standard deity and, as
such, are unable to grant these class features.
Those with the ability to manifest powers gain
special abilities from their godminds if they choose
to embark upon the path of devotion. Through

Godminds and Gods

In a typical campaign, there is usually at least one


entity of such vast supremacy as to be considered
of god-like power. There may be multiple such
entities, such as a pantheon of deities, or a singular
entity. These supreme beings may be active in the
lives of mortals and shaping the world, or they may
be more passive, letting the mortals live their lives
without divine intervention.
Into this equation is inserted the concept of
godminds with the power typical of deities, given
divine ranks and abilities as such. The exact
dynamics of the relationships that the godminds
and other entities maintain is up to the discretion of
the game master. Perhaps only godminds exist, the
other deities never having existed or some string of
events removing them from the world. Perhaps the
standard pantheon of divine beings and the pantheon
of godminds co-exist, controlling different spheres
of inuence, or perhaps there is an active conict
between the different factions of heavenly beings.
The choice is yours to incorporate as you see t.
The godminds presented later in this book are
detailed along with their philosophy and the path

to it, something spiritual, yet unlike anything the


creature has ever experienced.
For some, this calling is a faint tickle in the back
of their mind, perhaps the feeling that theyre
simply forgetting something. For others, it is as if
something they have looked for their entire lives
is now within reach. Some of those among the
worlds population, those most in tune with their
own minds, stretch out their consciousness and are
astounded to discover beings of immense power
and knowledge whose own greater consciousnesses
are seeking out like-minded individuals.
The world would remember this day as The
Awakening, when the psionic beings known as
godminds rst appeared. Entire factions would
arise in the world devoted to these entities; new
churches would rise and old churches fall as the
upheaval caused by the emergence of the godminds
left rippling repercussions.
Those active deities fearing these new-comers
would appear to their churches to reafrm the
faith of their worshippers, while older, quieter
deities would simply accept the new group along
with those already in existence. Jealous, vengeful
gods would lash out at the interloping godminds,
seeking to protect their domains, while the more
peaceful would embrace the arriving pantheon as a
welcome addition.

they took to gain the power to become a godmind.


Sample organizations are also given that venerate
certain godminds, giving an easy base of believers
to use to incorporate these godminds into an
existing campaign. Or perhaps the godminds are
newly-come to their powers and are still seeking
out those to grant them their divine power.
The possibilities of incorporating these beings are
only as limited as your imagination.

Psionics and Divinity

As with many other concepts in this game, there


are bound to be players who do not embrace the
concept of psionic-based deities (in whatever
name) or psionic characters who gain their ability
through divine entities.
Thats ok! However, there is a signicant amount
of content contained in this book that deals with
psionic and divine entities interacting (both deitylevel and mortal-level). It is understood that these
concepts are not for everyone, but they are included
for those who do enjoy this concept and want to
continue exploring the possibilities.
If you are one who does not enjoy or subscribe to
these concepts, it is advised to avoid the pantheon
outlined in Chapter 3, the yuda of thought and
puried mind prestige classes in Chapter 4, or the
keian or mentats in Chapter 5, as these deal directly
with this concept.
However, it is recommended to at least consider
these different choices. If viewed in the proper
manner, psionics and divinity can not only co-exist
peacefully, but actually cooperate without feeling
uncomfortable.
In the end, the choice is yours to use this material
or to exclude it, as it is with the rest of the material
presented in this book.

In some worlds, the introduction of the pantheon


of godminds outlined in Chapter 3 might entail
mighty clashes between the beings of immense
power as they strive simply to continue their
existence. In other worlds, it may instead mean a
nearly seamless emergence of new celestial beings.
The specics are left up to you, as the innite
possibility of deities makes it impossible to truly
generalize the introduction of new god-like beings.

An Awakening

A World without the Divine

Detailed below is a possible scenario for


introducing the new pantheon of godminds detailed
later in this book. It can be used to rst introduce
them or as a way to explain their presence in a new
campaign.

Outlined below are recommendations on how to


create a truly psionics-only campaign. With the
removal of the divine classes such as the cleric,
druid, and paladin, the problem of lack of healing
can be a major concern for everyone involved.
Here are proposed solutions to that problem.

A new day dawns over the world, seemingly no


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

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 ow, 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 benet 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


animals to aid in combat? Would you even be able
to survive?
You might be surprised at how easy it is to create
a game without using any of the divine classes,
especially in games that incorporate the society
mind class presented in Untapped Potential: New
Horizons in Psionics. Even that, however, is not
strictly necessary.
Through the use of powers such as vigor,
empathic transfer, and body adjustment, you can
have a dedicated healing character as early as 3rd
level with an egoist. Prior to that, potions of cure
light wounds are able to do the job of a cleric and
druid in terms of healing.
An egoist with the right power selection can
easily serve as the partys healer and also offer
offensive capabilities when his curative powers are
not in demand. A society mind can share healing
effects across his worldthought network to ensure
everyone receives the care they need to survive in
the world.
Keep in mind that bards are able to cast cure light
wounds and therefore, can assist in the creation of
potions. In a world without divine classes, such
items would be commonplace to ll the void left
by such classes.
If you choose to play in this type of scenario,
your typical party roles might be lled with the
following: a ghter-type (perhaps a soulknife or
psychic warrior), a rogue-type, a wilder, psion, or
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

notice the lack of a divine casting class.


Raising the dead would be one area that might
pose a problem in a game without divine casting.
The egoist has the power to bring a fallen ally back
to life if he reaches the individual in time,, or a
high level manifester using bend reality or reality
revision, but in any other situation, the deceased
would have permanently passed on to the afterlife,
making death a very permanent situation. This
may be what youre looking for in your game.
Perhaps you dont believe that death, even in
a game, should be taken lightly and should be a
severe penalty or loss. By removing the classes
that gain the ability to raise the dead, you have
quickly achieved that goal. Death is no longer a
situation where you simply save the corpse until
you have the thousands of gold necessary to pay
a cleric. Loss of life becomes a very dangerous
penalty, one that the players will come to respect
even more than before.
If you do not want to lose the ability to resurrect
fallen allies, it can be introduced as an ability of
high-ranking clergy to all or specic deities or
godminds. These clergy may require a specic
boon in exchange for their aid or they may only
perform the service for other members of their
church. Certain deities, such as those of nature,
might only have the ability to cast reincarnate,
bringing back the target in a different body. The
choice, as with the rest of the material presented
within these pages, is up to you!

cannot be chosen without the use of means such as


Expanded Knowledge.
Special: You may take this feat multiple times.
Each time, you gain access to another psionic node
to which your godmind grants access. Should you
ever stop following the tenets of your godminds
ideology, you lose access to all psionic nodes until
you make amends, such as through atoning.

the mind can be a daunting, yet exciting, concept.


While all psionic power is power from within, the
means to manipulate and understand that energy
are as varied as the multitude of practitioners of
its form.
Many times, the talents of these individuals can
develop in unusual ways; other times, they might
develop into similar abilities. Detailed below are
new options for psionic characters, including a
new concept: psionic nodes, as well as new psionic
feats, powers, and items.

ADDITIONAL PSICRYSTAL

[PSIONIC]
You are able to gain a second psicrystal, companion
to the rst.
Prerequisites: Manifester level 9th, Improved
Psicrystal, Psicrystal Afnity.
Benet: You gain an additional psicrystal with a
separate personality than your rst. You gain all the
benets of this new psicrystal as if it was a normal
psicrystal, although any Improved Psicrystal
feats may only apply to a single psicrystal. The
Alertness feat benets granted by being close to
your psicrystal can be gained by proximity to either
psicrystal, but you do not gain the benets twice
for having both nearby. You may also only share
powers with a single psicrystal at any time.
Normal: You may only have one psicrystal.
Special: If you have the ability to store a psionic
focus in your psicrystal from effects such as the
Psicrystal Containment feat, you may only store a
psionic focus in a single psicrystal at any time.

New Feats
ACCESS PSIONIC NODE [PSIONIC]
Your embodiment of a godminds ideology grants
you additional powers and abilities.
Prerequisites: Servant of the Mind, Knowledge
(psionics) 6 ranks, Knowledge (religion) 2 ranks,
venerate a godmind (see Chapter 3).
Benet: You gain access to a single psionic node
to which your godmind grants access (see below),
allowing you to choose your powers known from
this list in addition to any other lists granted from
you manifesting class. In addition, you gain the
granted power associated with that node. Once
you have selected the node, the choice cannot be
changed.
Normal: Powers not on your class power list

Chapter Two: Character Options

Being among those who have the powers of

Table 2-1: NEW FEATS


FEAT
Access Psionic Node

Natures Consciousness1

PREREQUISITES
Servant of the Mind, Knowledge (psionics) 6
ranks, Knowledge (religion) 2 ranks, venerate
a godmind
Manifester Level 9th, Improved Psicrystal,
Psicrystal Afnity
Base attack +6, able to manifest 3rd level
powers
Base attack bonus +6, psychic strike +2d8
Wild surge +3
Enervating Feedback, Knowledge (psionics)
15 ranks
Knowledge (nature) 4 ranks

One Pool

Craft Cognizance Crystal, Psicraft 12 ranks

Additional Psicrystal
Channeling Strike1
Disrupting Strike
Enervating Feedback1
Hostile Enervation1

Resonating Interference2 Wis 13, Psionic Meditation


Seething Psyche
Psychic enervation class feature
Servant of the Mind
Knowledge (religion) 2 ranks, venerate a
godmind
1
Shared Power
Transfer Power1
1 You must expend your psionic focus to use this feat.
2 You must be psionically focused to use this feat.

CHANNELING STRIKE [PSIONIC]


You can channel lingering psychic energy into your
attacks.
Prerequisites: Base attack +6, able to manifest 3rd
level powers.
Benet: While under the effects of a personal
range power, you may expend your psionic focus
as a swift action to channel the power into your
attacks. For the next round, you gain a bonus on
attack and damage rolls equal to the level of the
power plus 1 for every two power points spent to
augment the power. The power immediately ends
as though its duration had expired.

BENEFIT
Gain access to a psionic node

Gain a second psicrystal


Channel your active powers into your
attacks
Use psychic strike on undead
Convert penalties of psychic enervation
Channel psychic enervation into foes
Affect plants with mind-affecting
powers
Access power points from multiple
sources
Disrupt the ability to gain focus
Stun those that attack you
+1 to Will saves and Knowledge
(religion) checks
Affect a group with self-only effects
Enhance an ally with self-only effects

imbue your mind blade with positively-charged


energy. Each d8 of damage normally dealt from
psychic strike is instead effective only against
undead.
Normal: Psychic strike can only be used on living,
non-mindless targets.

ENERVATING FEEDBACK [PSIONIC]

Your mind has learned to convert the penalties of


psychic enervation into physical damage instead of
mental.
Prerequisite: Wild surge +3.
Benet: When you suffer a psychic enervation due
to wild surge, you may immediately expend your
psionic focus to convert the lost power points to
lost hit points. You are still dazed as normal from
psychic enervation.
Normal: Psychic enervation causes the manifester
to lose a number of power points equal to wilder
class level.

DISRUPTING STRIKE [PSIONIC]

Strikes with your mind blade are particularly


devastating to undead.
Prerequisites: Base attack bonus +6, psychic strike
+2d8.
Benet: Instead of charging your mind blade with
the energy from psychic strike, you can instead

HOSTILE ENERVATION [PSIONIC]

expend psionic focus while within 30 feet of you


and you have psionic focus, they must succeed on
an opposed Wisdom check or their Concentration
check fails, as your psyche disrupts their
concentration.
Further, any opponent maintaining psionic focus
that comes within 30 feet of you must make an
opposed Wisdom check or lose psionic focus.

You have trained your body and mind to channel


the effects of a psychic enervation onto another.
Prerequisites: Enervating Feedback, Knowledge
(psionics) 15 ranks, wild surge +3.
Benet: To use this feat, you must expend your
psionic focus. When you would normally suffer
power point loss from a psychic enervation, you
may instead channel that loss to a touched creature,
dealing a number of hit points in empathic damage
equal to the number of power points you would
have lost.
Normal: Psychic enervation causes the manifester
to lose a number of power points equal to wilder
class level.

SEETHING PSYCHE [PSIONIC]

When pushed beyond its limits, your mind lashes


out at attackers.
Prerequisite: Psychic enervation class feature.
Benet: If you are dazed due to psychic enervation,
anyone striking you in melee or at close range must
make a Will save (DC 10 + your Charisma modier
+ 1 for every point by which you wild surged when
you enervated) or also be dazed for 1 round. This
effect is mind-affecting. Attackers using natural
or melee weapons must make one saving throw
after each attack that successfully hits. Attackers
using missile weapons, powers, spells, or psi-like
or spell-like abilities that generate a weapon-like
attack must also save once for each missile, but
the DC decreases by 1 for every 5 feet of distance
between you and the attacker.
In addition, if you are psionically focused, you may
walk up to half your speed while dazed, so long
as no physical actions such as opening a door or
moving an object are involved. The benet of this
feat does not apply if you are dazed for any reason
other than psychic enervation, including being
dazed for having attacked someone else with this
feat active.

NATURES CONSCIOUSNESS

[METAPSIONIC]
You are able to affect the low-level consciousness
of plant creatures.
Prerequisite: Knowledge (nature) 4 ranks.
Benet: To use this ability, you must expend your
psionic focus. Any power you manifest with the
mind-affecting descriptor can affect plants. Using
this feat increases the power point cost of the power
by 4.
Normal: Creatures with the plant type are immune
to mind-affecting effects.

ONE POOL [PSIONIC]

Multiple sources of power points are one and the


same to you.
Prerequisites: Craft Cognizance Crystal, Psicraft
12 ranks.
Benet: You may access power points from
multiple sources as if they were a single source.
You may simultaneously use power points from a
total number of sources up to half of your primary
manifesting ability modier (minimum 2).
Normal: You may only manifest powers using
power points from a single source.

SERVANT OF THE MIND [GENERAL]

You venerate a particular godmind, seeking to


embody the aspect of psionics that godmind
represents.
Prerequisites: Knowledge (psionics) 2 ranks,
Knowledge (religion) 2 ranks, venerate a
godmind.
Benet: So long as you adhere to your godminds
ideology, you gain a +1 bonus on Knowledge
(religion) checks and on Will saves.

RESONATING INTERFERENCE

[PSIONIC]
Others nd it difcult to gain or utilize psionic
focus in your presence.
Prerequisites: Wis 13, Psionic Meditation.
Benet: Anytime an opponent seeks to gain or

SHARED POWER [METAPSIONIC]

You have learned to extend the range of your

focus. While active, you gain a morale bonus to


your attack rolls equal to 1 + half of your Wisdom
modier.
You may expend your psionic focus during this
mantra to gain a morale bonus to one damage roll
equal to 1 + your Wisdom modier.

personal powers, granting their benets to your


nearby allies.
Benet: To use this feat, you must expend your
psionic focus. You can manifest a power with a
range of personal at any distance up to 30 ft. as a
ray, gaining no benet yourself, but granting it to a
willing target. You must succeed on a ranged touch
attack for the target to be affected by the power or
the power points are lost.
Using this feat increases the power point cost of the
power by 4. The powers total cost cannot exceed
your manifester level.

DISCIPLINE OF THE ZEALOT

[MANTRA, PSIONIC]
Your commitment to your godmind grants you
protection from the dominance or will of others.
Prerequisites: Wis 15, Knowledge (religion) 2
ranks, venerate a godmind.
Benet: To activate Discipline of the Zealot, you
must meditate to gain psionic focus. Focusing
in this fashion requires a Concentration check 10
higher than normal. Once activated, this mantra
lasts for 10 minutes as long as you maintain
psionic focus. While active, you gain a +3 morale
bonus to saving throws against mind-affecting and
compulsion effects.
You may expend your psionic focus during this
mantra as an immediate action to automatically
succeed on a single saving throw against a mindaffecting or compulsion effect. You must declare
this use of Discipline of the Zealot before rolling
the saving throw.

TRANSFER POWER [METAPSIONIC]

You are able to bestow your psionic enhancements


on others.
Benet: To use this feat, you must expend your
psionic focus. You can manifest a power with a
range of personal on a group of individuals within
30 ft. Your manifestation can target up to one
additional willing creature per three manifester
levels.
Using this feat increases the power point cost of the
power by 8. The powers total cost cannot exceed
your manifester level.

Mantra Feats

Mantra feats, originally presented in Untapped


Potential: New Horizons in Psionics, are psionic
feats that provide no bonus until you meditate to
gain your psionic focus, at which point they engage
a supernatural effect for a set duration. If you
expend your psionic focus during a mantra feats
effect, the mantra ends immediately. Characters
may only benet from a single mantra feat at a
time.

EXPERTISE OF THE VIRTUOSO

[MANTRA, PSIONIC]
Combat is second-nature to you, making you a
deadly foe.
Prerequisites: Combat Expertise, base attack
bonus +8.
Benet: To activate Expertise of the Virtuoso, you
must meditate to gain psionic focus. Focusing
in this fashion requires a Concentration check 10
higher than normal. Once activated, this mantra
lasts for 1 minute as long as you maintain psionic
focus. While active and using Combat Expertise,
the penalty imposed to your base attack bonus is
divided by half (rounded up).
You may expend your psionic focus during this
mantra to make an attack of opportunity against a
single opponent who attacks you.
Normal: The penalty to your attack rolls is equal
to the bonus gained to Armor Class.
Special: A ghter may select this feat as a bonus
feat so long as he meets the prerequisites.

CONVICTION OF THE BLESSED

[MANTRA, PSIONIC]
Your belief and faith in your godmind enhances
your ghting ability.
Prerequisites: Base attack bonus +6, venerate a
godmind.
Benet: To activate Conviction of the Blessed,
you must meditate to gain psionic focus. Focusing
in this manner requires a Concentration check 5
higher than normal. Once activated, this mantra
lasts for 1 minute as long as you maintain psionic

FOCUSED STYLE [MANTRA, PSIONIC]

FURY OF THE STORM [MANTRA,

PSIONIC]
You channel your fury into your melee attacks,
landing more blows than would normally be
possible.
Prerequisite: Base attack bonus +4.
Benet: To activate Fury of the Storm, you must
meditate to gain psionic focus. Focusing in this
fashion requires a Concentration check 5 higher
than normal. Once activated, this mantra lasts for
1 minute as long as you maintain psionic focus.
While active, on a full attack, you
may make an additional attack at your normal
attack roll. However, the fury you unleash makes
your strikes less steady and you suffer a -2 penalty
on all attack rolls in the full attack.
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.

Hours upon hours of practice give deadly precision


to your blows.
Prerequisites: Improved Unarmed Strike, Weapon
Focus (unarmed strike), Concentration 9 ranks.
Benet: To activate Focused Style, you must
meditate to gain psionic focus. Focusing in this
fashion requires a Concentration check 5 higher
than normal. Once activated, this mantra lasts for 1
minute as long as you maintain psionic focus. While
active, you gain a +1 insight bonus to unarmed
attack rolls and deal damage with your unarmed
attacks as if you were one category larger.
As a swift action, you can expend your psionic
focus to receive a +4 insight bonus to unarmed
attacks and deal double damage (of your normal
size) on your next unarmed attack.
Special: A monk may select Focused Style as a
bonus feat at 6th level, even if she does not meet
the prerequisites.
A ghter may select this feat as a bonus feat so
long as he meets the prerequisites.

FINESSE OF THE MONKEY [MANTRA,

PSIONIC]
The agility you are able to command grants you
unusual dexterity and deftness.
Prerequisites: Dex 13, Climb 4 ranks, Jump 4
ranks .
Benet: To activate Finesse of the Monkey, you
must meditate to gain psionic focus. Focusing in
this fashion requires a Concentration check 5 higher
than normal. Once activated, this mantra lasts for
10 minutes as long as you maintain psionic focus.
While active, you are able to move through any
terrain other than impassable terrain at your normal
land speed, allowing you to ignore any penalties
imposed on movement due to difcult terrain.
As a swift action, you may expend your psionic
focus during this mantra to move at double your
normal land speed for one round, ignoring any
penalties for difcult terrain.
Normal: Moving through difcult terrain lowers
land speed.

A Kreh warrior uses Expertise of the Virtuoso in combat

RAGE OF THE FALLEN [MANTRA,


PSIONIC]
Damage to your allies triggers a violent reaction
from you.

Table 2-1: NEW MANTRA FEATS


FEAT
PREREQUISITES
Conviction of the Blessed
Base attack bonus +6, venerate a godmind
Discipline of the Zealot
Wis 15, Knowledge (religion) 2 ranks,
venerate a godmind
Expertise of the Virtuoso
Combat Expertise, base attack bonus +8
Focused Style
Fury of the Storm
Finesse of the Monkey
Rage of the Fallen
Reexes of the Cat
Retort of the Prepared Mind
Spirit of the Faithful

Improved Unarmed Strike, Weapon Focus


(unarmed strike), Concentration 9 ranks.
Base attack bonus +4
Dex 13, Climb 4 ranks, Jump 4 ranks
Iron Will, base attack +8
Wis 15, Combat Reexes, base attack bonus
+6
Psionic Afnity, Psicraft 12 ranks
Wis 15, Knowledge (psionics) 9 ranks,
Knowledge (religion) 9 ranks, access to a
psionic node

Prerequisites: Iron Will, base attack bonus +8.


Benet: To activate Rage of the Fallen, you must
meditate to gain psionic focus. Once activated,
this mantra lasts for 1 minute or until you expend
psionic focus. While this mantra is active, if one of
your allies within 50 feet is dealt damage, you gain
a number of temporary hit points equal to half the
damage they are dealt (rounded down).
You may expend you psionic focus as an immediate
action when an ally within 50 feet of you is reduced
to 0 or fewer hit points by an attack to take a full
round action. This full round action may only be
used to strike at the creature that caused your ally
to fall to 0 or fewer hit points.

BENEFIT
Gain bonus to attacks or damage
Resist mind-affecting and
compulsion effects
More effectively use Combat
Expertise
Be treated as a category larger for
unarmed attacks
Gain additional attacks
Ignore difcult terrain
Gain hit poitns when allies are hurt
Gain additional attacks of
opportunity
Counter psionic powers
Count as a higher level manifester
for your godminds nodes

Reexes.
As a swift action, you may expend your psionic
focus during this mantra to gain a +4 bonus to an
attack of opportunity.
Normal: Characters without Combat Reexes may
only make a single attack of opportunity per round.
Characters without this feat but with Combat
Reexes may make up to their Dexterity modier
in attacks of opportunity per round.

RETORT OF THE PREPARED MIND

[MANTRA, PSIONIC]
You are able to see a split second into the future and
interrupt others before they can nish manifesting
a power.
Prerequisites: Psionic Afnity, Psicraft 12 ranks.
Benet: To activate Retort of the Prepared Mind,
you must meditate to gain psionic focus. Focusing
in this fashion requires a Concentration check 10
higher than normal. Once activated, this mantra
lasts for 1 minute as long as you maintain psionic
focus. While active, you may attempt to counter a
power being manifested by a target within line of
sight. To counter a power, you must spend an equal
number of power points being used to manifest the
power and make a Psicraft check against a DC of
20 + the power level of the power being countered.
You may not spend more power points in this
fashion than your manifester level.

REFLEXES OF THE CAT [MANTRA,

PSIONIC]
The speed with which you react is faster than the
eye can see.
Prerequisites: Wis 15, Combat Reexes, base
attack bonus +6.
Benet: To activate Reexes of the Cat, you must
meditate to gain psionic focus. Focusing in this
fashion requires a concentration check 5 higher
than normal. Once activated, this mantra lasts for
1 minute as long as you maintain psionic focus.
While active, you gain your Wisdom modier to
your maximum number of attacks of opportunity
per round, in addition to any gained from Combat

10

If you successfully make the Psicraft check, make


an opposed check against the target manifester as if
using dispel psionics on an on-going effect. If the
check fails, you still expend your power points and
the target successfully manifests the power. If the
check succeeds, the targets manifesting is spoiled
and they lose the power points they would have
spent on the power.
You may expend your psionic focus during this
mantra to gain a +5 bonus on your opposed check
to counter a power being manifested.

psionic nodes are treated as if your manifester


level was two higher for purposes such as duration,
range, and bypassing power resistance. This does
not allow you to spend additional power points in
augmentation.
You may expend your psionic focus during this
mantra to augment the power as if your manifester
level was two higher. You must still pay the
increased manifestation cost.

Psionic Powers

The powers of the mind are varied in their form.


As individuals discover new ways to manipulate
their mental energies, new powers are discovered.
Presented below are new psionic powers for use in
your games.
Powers marked with a are new powers detailed
in this book. Powers marked with a HC are powers
from Hyperconscious: Explorations in Psionics
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.

SPIRIT OF THE FAITHFUL [MANTRA,

PSIONIC]
Your devotion to your godmind reinforces your
mental ability.
Prerequisites: Wis 15, Knowledge (psionics) 9
ranks, Knowledge (religion) 9 ranks, access to a
psionic node.
Benet: To activate Spirit of the Faithful, you must
meditate to gain psionic focus. Focusing in this
fashion requires a Concentration check 5 higher
than normal. Once activated, this mantra lasts for
1 minute as long as you maintain psionic focus.
While active, your powers from your godminds

NEW DESCRIPTOR [Formbound]


Powers that carry the Formbound descriptor
utilize the rules from Untapped Potential: New
Horizons in Psionics. If these rules are not in play,
ignore this descriptor.
NEW DESCRIPTOR: [Network]
Powers that carry the Network descriptor utilize
the rules from Untapped Potential: New Horizons
in Psionics. If these rules are not in play, ignore
this descriptor.
NEW SUBDISCIPLINE: (Shapechanging)
The Shapechanging subdiscipline is described
in full in Untapped Potential: New Horizons in
Psionics. If these rules are not in play, ignore this
subdiscipline.

Psionic Nodes
Rage of the Fallen invokes strong reactions when an ally
falls in battle

11

Similar to cleric domains, a psionic node is a


specic set of powers that a psionic godmind grants
to an adherent. In addition to allowing access to

7. Oak BodyA: Your body becomes as hard as


oak.
8. True Metabolism: You regenerate 10 hit
points/round.
9. Timeless Body: Ignore all harmful, and
helpful, effects for 1 round.

powers that would not normally be available, a


psionic node grants a special ability, as described
in the nodes description.

Battle Node

Granted Power: You gain prociency in your


godminds favored weapon. If you were already
procient, you gain a +1 circumstance bonus on
attack rolls with your godminds favored weapon.
If your godmind does not have a favored weapon,
you gain no benet.
1. TruncheonA: Never be at a loss for a
weapon
2. Metaphysical WeaponA: Weapon gains +1
bonus.
Prowess: Instantly gain another attack of
opportunity.
3. Psionic Lions ChargeA: You can make full
attack in same round you charge.
4. Graft Weapon: Your hand is replaced
seamlessly by your weapon.
5. Vampiric Blade: You heal half of your base
weapon damage.
6. Truevenom Weapon: Your weapon is
horribly poisonous.
7. Weapon of Energy: Weapon deals additional
energy damage.
8. Form of DoomA: You transform into a
frightening tentacled beast.
9. Dueling GroundA UP: Draw yourself and
your enemy into a psychoplanar arena.

Creation Node

Granted Power: Any powers you manifest from


the Creation subdiscipline are manifested at +1
manifester level.
1. Ectoplasmic Servant: Summon a construct
to aid you in mundane duties.
2. FocalA: You gain special abilities with your
metacreativity powers.
Astral ConstructA: Creates astral construct to
ght for you.
3. Dismiss Ectoplasm: Dissipates ectoplasmic
targets and effects.
4. Wall of Ectoplasm: You create a protective
barrier.
5. Major Creation, Psionic: As psionic minor
creation, plus stone and metal.
6. Hail of CrystalsA: A crystal explodes in an
area, dealing 9d4 slashing damage.
7. Fabricate, Greater Psionic: Transforms a lot
of raw goods to nished items.
8. Astral Seed: You plant the seed of your
rebirth from the Astral Plane.
9. True CreationX: As psionic major creation,
except items are completely real.

Energy Node

Body Node

Granted Power: Any power you manifest that


deals re, cold, sonic or electricity damage is
manifested at +1 manifester level.
1. Energy RayA: Deal 1d6 energy (cold,
electricity, re, or sonic) damage.
2. Sapping Energy: Suck the energy out of
your enemys muscles.
3. Energy ConeA: Deal 5d6 energy damage in
60-ft. cone.
4. Energy AdaptationA: Your body converts
energy to harmless light.
KinesisA: You gain special abilities with
your psychokinetic powers.
5. Energy BallA: Deal 7d6 energy damage in
20-ft. radius.
6. Fiery DiscorporationA: Cheat death by

Granted Power: Once per day, you are able


to boost your physical form, gaining a +2 morale
bonus to Strength, Dexterity, and Constitution.
This boost lasts for one round per character level.
In addition, you always treat Autohypnosis as a
class skill.
1. VigorA: Gain 5 temporary hit points.
2. Animal AfnityA: Gain +4 enhancement to
one ability.
3. Endorphin Surge: You incite a rush of
endorphins, augmenting your physical form.
4. Inertial Barrier: Gain DR 5/.
5. Adapt Body: Your body automatically
adapts to hostile environments.
6. Suspend Life: Put yourself in a state akin to
suspended animation.

12

secret thoughts.
7. Zone of Fear: Terrify all creatures within
the affected area.
8. Form of DoomA: You transform into a
frightening tentacled beast.
9. MicrocosmA: Creature or creature lives
forevermore in world of his own imagination.

discorporating into nearby re for one day.


7. Energy Conversion: Offensively channel
energy youve absorbed.
8. Energy Form : Wreath your form in energy.
9. Transmuting Energy : Completely engulf
a creature in energy, causing it to erupt in an
explosion of energy.

Extrasensory Node

Force Node

Granted Power: Three times per day, you can


gain a +1 insight bonus to any saving throw, as your
heightened senses allow you to detect dangerous
situations.
1. EmpathyA: You know the subjects surface
emotions.
2. Detect Hostile IntentA: You can detect
hostile creatures within 30 ft. of you.
3. Idle Vigilance: Detect when psionic abilities
are used nearby.
4. Natures Vigil: Locate creatures that enter
your protected area.
5. Danger Sense: Gain +4 bonus against traps.
6. Cloud Mind, Mass: Erase knowledge of
your presence from the minds of one creature/
level.
7. Remote View Trap: Deal 8d6 points
electricity damage to those who seek to view
you at a distance.
8. Sequester, PsionicX: Subject invisible to
sight and remote viewing; renders subject
comatose.
9. MetafacultyX: You learn details about any
one creature.

Granted Power: You may manifest force shield


as a psi-like ability once per day. Your manifester
level is your total number of psionic class levels
(minimum 1).
1. Inertial ArmorA: Tangible eld of force
provides you with +4 armor bonus to AC.
2. Concussion BlastA: Deal 1d6 force damage
to target.
3. Concussive OnslaughtA: Area you specify
is continuously pummeled by concussive
blasts.
4. Telekinetic ManeuverA: Telekinetically bull
rush, disarm, grapple, or trip your target.
5. Control BodyA: Take rudimentary control of
your foes limbs.
6. Deecting GlobeA : Cloak yourself in force,
protecting you from all attacks.
7. Wall of Force, Psionic : You create a wall
immune to damage.
8. Earthquake: Use telekinetic force to shake
the ground, knocking your enemies off their
feet.
9. Telekinetic Sphere, Psionic: Mobile force
globe encapsulates creature and moves it.

Fear Node

Healing Node

Granted Power: Three times per day, by


expending your psionic focus as a standard action,
you can heal up to your manifester level in hit point
by touch.
In addition, you always treat Heal as a class
skill.
1. Mending TouchA: Trigger the targets
natural healing ability.
2. Empathic TransferA: Transfer anothers
wounds to yourself.
3. Body AdjustmentA: You heal 1d12 damage.
4. Body PuricationA: You restore 2 points of
ability damage.
5. Restore Extremity: Return a lost digit, limb,

Granted Power: Once per day, you may force an


enemy to reroll a save against a fear effect.
1. DemoralizeA: Enemies become shaken.
2. AversionA: Subject has aversion you specify.
3. Induce PhobiaA : Cause the subject to
become deathly afraid of a specied condition.
4. Phantasmal Killer, PsionicA HC: You create
a fearsome visage that kills a foe or deals 3d6
points of damage.
5. Nightmare, PsionicA HC: You send a vision
that deals 1d10 points of damage and causes
fatigue.
6. Mind Probe: You discover the subjects

13

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 modied to better represent such a concept.

3. Object ReadingA: Learn details about an


objects previous owner.
4. Divination, Psionic: Provides useful advice
for specic proposed action.
5. True Seeing, PsionicA: See all things as they
really are.
6. Precognition, Greater: Gain a +4 insight
bonus to one roll.
7. Steadfast Perception: Gain immunity to
illusory effects, +6 bonus on Spot and Search
checks.
8. Hypercognition: You can deduce almost
anything.
9. MetafacultyX: You learn details about any
one creature.

or other appendage to subject.


6. Psionic RevivifyA X. Return the dead to life
before the psyche leaves the corpse.
7. Restoration, Psionic: Restores level and
ability score drains.
8. True Metabolism: You regenerate 10 hit
points/round.
9. Regenerative Aura: Heal all creatures
within range for 25 hit points per round (max
250 hit points).

Insight Node

Granted Power: Once per day, you may reroll


any die roll, as your developed insight grants you
supernatural foresight. You must take the result of
the second die roll, even if it is worse.
1. Circumstance ShieldA HC: You gain a +2
insight bonus on Reex saves.
2. Precognition: Gain +2 insight bonus to one
roll.
3. Danger SenseA: You gain +4 bonus against
traps.
4. ForesightA: You gain special abilities with
your insight-based powers.
5. Second ChanceX: Gain a reroll.
6. Precognition, Greater: Gain +4 insight
bonus to one roll.
7. Moment of Prescience, Psionic: You gain
insight bonus on single attack roll, check, or
save.
8. Fate of One: Reroll any roll you just failed.
9. Hypercognition: You can deduce almost
anything.

Mind Node

Granted Power: Any power you manifest with


the Mind-Affecting descriptor is manifested at +1
manifester level
1. MindlinkA: You forge a limited mental bond
with another creature.
2. CommuneA: Communicate with animals
and other lower-intelligence creatures.
3. Read Thoughts: Detect surface thoughts of
creatures in range.
4. Dominion: Affect those normally immune
to mind-affecting powers.
Localized DistractionA: Cause an enemy to
constantly look over his shoulder
5. Soothing Aura: You calm nearby creatures
of combative persuasions.
6. Cloud Mind, Mass: Erase knowledge of
your presence from the minds of one creature/
level.
7. Mind SwitchA, X: You switch minds with
another.
8. Mind Blank, Psionic: Subject immune to
mental/emotional effects, scrying, and remote
viewing.
9. MicrocosmA: Creature or creature lives
forevermore in world of his own imagination.

Knowledge Node

Granted Powers: Add all Knowledge skills to


your list of class skills.
In addition, you manifest clairsentience powers
at +1 manifester level.
1. Call to Mind: Gain additional Knowledge
check with +4 competence bonus.
2. Read Thoughts: you detect subjects surface
thoughts.

14

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.

8. Mind Blank, Psionic: Subject immune to


mental/emotional effects, scrying, and remote
viewing.
9. Afnity Field: Effects that affect you also
affect others.

Morphic Node

Granted Power: Any power you manifest of the


Shapechanging subdiscipline is manifested at +1
manifester level
1. Thicken SkinA: Gain +1 enhancement bonus
to your AC for 10 min./level.
2. Malleable Form: Make your form more
uid in nature.
Everyman A UP: You appear more average,
blending into crowds.
3. Assume Form A UP: Transform your body
into an imprinted form.
4. MorphicA: You gain special abilities with
your psychometabolism powers.
5. Adapt Body: Your body automatically adapts
to hostile environments.
6. Assume Ability A UP: Gain an extraordinary
attack.
7. Oak BodyA: Your body becomes as hard as
oak.
8. FusionX: You combine your abilities and
form with another.
9. Fusion, Hostile: Force another creature to
fuse with you.

Planar Node

Granted Power: You gain a +3 circumstance


bonus to Knowledge (the planes) checks and always
treat Knowledge (the planes) as a class skill.
1. Astral Traveler: Enable yourself or another
to join an astral caravan-enabled trip.
2. Dimensional StorageA : Transport one
unattended object to a pocket plane.
3. Dismiss Ectoplasm: Dissipates ectoplasmic
targets and effects.
4. Astral CaravanA: You lead astral travelerenabled group to a planar destination.
5. Plane Shift, Psionic: Travel to other planes.
6. Banishment, PsionicA: Banishes extra-planar
creatures.
7. Phase Door, Psionic: Invisible passage
through wood or stone.
8. Ethereal Jaunt, Psionic: Become ethereal
for 1 round/level.
9. GenesisX: You instigate a new demiplane on
the Astral Plane.

Passion Node

Granted Power: You gain a +1 bonus to


saves against any effect with the mind-affecting
descriptor.
1. AttractionA: Subject has an attraction you
specify.
2. AversionA: Subject has aversion you specify.
3. Endorphin Surge: You incite a rush of
endorphins, augmenting your physical form.
4. Incite Passion: Suppress the targets ability
to understand logic.
5. Psychic CrushA: Brutally crush subjects
mental essence, reducing subject to 1 hit
points.
6. Soothing Aura: You calm nearby creatures
of combative persuasions.
7. InsanityA: Subject is permanently confused.

Psionic Node

Granted Power: You gain the Psionic Talent


feat as a bonus feat.
1. Detect Psionics: You detect the presence of
psionics.
2. Bestow PowerA: Subject receives 2 power
points.
3. Solicit PsicrystalA: Your psicrystal takes
over your concentration power.
4. Psychic ReformationX: Subject can choose
skills, feats, and powers anew for previous
levels.
5. Power Resistance: Grant PR equal to 12 +
level.

15

skills, feats, and powers anew for previous


levels.
5. Power Resistance: Grant PR equal to 12 +
level.
6. Aura AlterationA: Repairs psyche or makes
subject seem to be something it is not.
7. Mind Blank, Personal: You are immune to
scrying and mental effects.
8. Bend RealityX: Alters reality within power
limits.
9. Reality RevisionX: As bend reality, but fewer
limits.

reappear for 1 round/level.


4. TransferenceA : You are able to manipulate
the effects of your psychoportation powers.
5. Freedom of Movement, Psionic: You cannot
be held or otherwise rendered immobile.
6. RetrieveA: Teleport to your hand an item you
can see.
7. Evade BurstA: You take no damage from a
burst on a successful Reex save.
8. Matter ManipulationX: Increase or decrease
an objects base hardness by 5.
9. Teleportation Circle, Psionic: Circle
teleports any creatures inside to designated
spot.

Secret Node

Granted Power: Your proclivity to secrets


makes it difcult for others to determine your
true intents. You gain a +2 bonus to Bluff and
Diplomacy checks.
1. Conceal Thoughts: You conceal your
motives.
2. Cloud Mind: You erase knowledge of your
presence from targets mind.
3. Read Thoughts: Detect surface thoughts of
creatures in range.
4. Detect Remote Viewing: You know when
others spy on you remotely.
5. Remote ViewingX: See, hear, and potentially
interact with subjects at a distance.
6. Mind Probe: You discover the subjects
secret thoughts.
7. Precognition, Greater: Gain +4 insight
bonus to one roll.
8. Mind Blank, Psionic: Subject immune to
mental/emotional effects, scrying, and remote
viewing.
9. MetafacultyX: You learn details about any
one creature.

Time Node

Granted Power: Once per day, you may expend


your psionic focus to manifest a single power
faster than normal. You may manifest a power
with a manifesting time of 1 round as a full round
action, a power with a manifesting time of a full
round action as a standard action, or a power with a
manifesting time of one standard action as a move
action.
1. DecelerationA: Targets speed is halved.
2. Recall AgonyA: Foe takes 2d6 damage.
3. Time HopA: Subject hops forward in time 1
round/level.
4. Temporal AnomalyA : You warp the ow of
time around a target.
5. Quintessence: You collapse a bit of time into
a physical substance.
6. Temporal AccelerationA: Your time frame
accelerates for 1 round.
7. Reality DisjunctionA : You remove the
subject from your time stream.
8. Moment of Prescience, Psionic: You gain
insight bonus on single attack roll, check, or
save.
9. Time RegressionX: Relive the last round.

Spatial Node

Granted Power: You are able to subtly


manipulate equipment you carry, reducing the
weight of your gear by 10%. In addition, one nonmagical container you own can store an additional
10% above its normal capacity.
1. Far HandA: Move small objects at a limited
distance.
2. Dimension SwapA: You and ally or two allies
switch positions.
3. Blink, Psionic: You randomly vanish and

Travel Node

Granted Power: You gain a +5 circumstance


bonus to your land speed. This benet is only active
when you are in light or no armor and carrying a
light load.
1. Burst: Gain +10 ft. to speed this round.
2. Body Equilibrium: You can walk on

16

2. Malleable Form: Make your form more uid


in nature.
9. Fusion, Hostile: Force another creature to
fuse with you.

5. Dimension Door, Psionic: Teleports you


short distance.
6. Teleport, Psionic: Instantly transports you as
far as 100 miles/level.
7. Orbs of Annihilation: Small orbs of
psychoportive energy teleport portions of
creatures, leaving the rest of the body behind.
8. Phase Door, Psionic: Invisible passage
through wood or stone.
9. Teleport, Psionic Greater: As psionic
teleport, but no range limit and no off-target
arrival.

KINETICIST
2. Sapping Energy: Suck the energy out of
your enemys muscles.
4. KinesisA: You gain special abilities with
your psychokinetic powers.
6. Deecting GlobeA : Cloak yourself in force,
protecting you from all attacks.
7. Earthquake: Use telekinetic force to shake
the ground and knock enemies off their feet.
8. Energy Form : Wreath your form in energy.

PSION/WILDER POWERS

1ST-LEVEL PSION/WILDER POWERS


Entangling DebrisA : Use matter within an area
to entangle creatures.

NOMAD DEVOTION POWERS


2. Dimensional StorageA : Transport one
unattended object to a pocket plane.
Gravitational Well: Attacks made on a target
are more likely to hit, as the strikes are pulled
to it.
3. Baleful Compression: Harmfully shrink a
creature, causing its body trauma.

2ND-LEVEL PSION/WILDER POWERS


Acidic Bolt: Fire a bolt of acid at your enemies.
3RD-LEVEL PSION/WIDLER POWERS
Concussive OnslaughtA : Area you specify is
continuously pummeled by concussive blasts.
Endorphin Surge: You incite a rush of
endorphins, augmenting your physical form.

SEER DEVOTION POWERS


3. Idle Vigilance: Detect when psionic abilities
are used nearby.
4. ForesightA: You gain special abilities with
your insight-based powers.

4TH-LEVEL PSION/WILDER POWERS


Baleful Expansion: Force the targets body to
expand violently.
Incite Passion: Suppress the targets ability to
understand logic.
Stolen Grace A : Steal the targets agility.
WitherA : Cause the targets muscles to lose
their strength.

SHAPER DEVOTION POWERS


1. Ectoplasmic Servant: Summon a construct
to aid you in mundane duties.
2. FocalA: You gain special abilities with your
metacreativity powers.
3. Acidosis A : Inject acid into the targets
bloodstream.
4. Rapid DelugeA : Create a ood of water that
knocks creatures prone and hinders movement.

5TH-LEVEL PSION/WILDER POWERS


Corrupting Touch A : Cause the targets
physical form to become corrupted.
7TH-LEVEL PSION/WILDER POWERS
Zone of Fear: Terrify all creatures within the
affected area.

TELEPATH DEVOTION POWERS


2. CommuneA: Communicate with animals and
other lower-intelligence creatures.
3. Induce PhobiaA : Cause the subject to become
deathly afraid of a specied condition.
4. Dominion: Affect those normally immune
to mind-affecting powers.
Localized DistractionA: Cause an enemy to

PSION DEVOTION POWERS

EGOIST DEVOTION POWERS


1. Mending TouchA: Trigger the targets natural
healing ability.

17

Acidosis

constantly look over his shoulder

Metacreativity (Creation) [Acid]


Level: Psychic warrior 4, shaper 3
Display: Ol
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round / level
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: Psychic warrior 7, shaper 5

PSYCHIC WARRIOR POWERS


2ND-LEVEL PSYCHIC WARRIOR POWERS
Endorphin Surge: You incite a rush of
endorphins, augmenting your physical form.
3RD-LEVEL PSYCHIC WARRIOR POWERS
Stolen Grace A : Steal the targets agility.
4TH-LEVEL PSYCHIC WARRIOR POWERS
Acidosis A : Inject acid into the targets
bloodstream.
Corrupting Touch A : Cause the targets
physical form to become corrupted.

With the touch of your hand, you insert acidic


uid into the target creature, causing damage to the
targets internal anatomy. Short-lived, the acid is
nonetheless powerful, eating away at the targets
form for the duration of the power. Each round,
the target suffers 3d4 points of acid damage, or half
on a successful Fortitude save, as the acid courses
through its veins.
Augment: This power may be augmented in one
or more of the following ways.
1. For every additional 2 power points spent, the
damage increases by 1d4 points of damage.
2. By spending an additional 4 power points, this
powers range increases to Medium.
In addition, for every 2 additional power points
you spend to achieve any of these effects, this
powers save DC increases by 1.

Power Descriptions
New Powers
Acidic Bolt

Metacreativity (Creation) [Acid]


Level: Psion/wilder 2
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reex partial; see text
Power Resistance: Yes
Power Points: 3

Baleful Compression

Psychoportation
Level: Nomad 3
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: No
Power Points: 5

You create and accelerate a bolt of acid at your


selected target. The bolt deals 2d6 points of acid
damage on a successful ranged touch attack. If
the target does not successfully make a Reex
saving throw, another 1d6 points of acid damage is
sustained on the following round.
Augment: This power may be augmented in one
or more of the following ways.
1. For every additional power point you spend,
this powers initial damage is increased by 1d6.
2. For every additional power point you spend,
this powers secondary damage is increased by
1d6.
For every two power points spent on augmenting
this power, the Reex save DC is increased by 1.

By manipulating time and space around an


opponent, you are able to physically compress the
targets body, causing severe physical trauma. The
affected creature suffers 5d6 points of bludgeoning
damage, although damage reduction applies against
this damage as if it was a physical strike. Creatures
immune to bludgeoning damage instead take one

18

Commune

point of damage per die of damage. A successful


Fortitude save reduces the damage dealt to 3d6.
Incorporeal, ethereal or gaseous creatures are
unaffected by this power, and uidic creatures take
only half damage.
Augment: For every 2 additional power points
you spend, this powers save DC increases by 1.

Telepathy [Mind-Affecting]
Level: Mind 2, telepath 2
Display: Au
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and one other willing creature with
an Intelligence of 1 or higher
Duration: 10 minutes / level
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 3

Baleful Expansion

Psychoportation
Level: Psion/wilder 4
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: No
Power Points: 7

You are able to communicate with animals and


other creatures of limited intelligence. You may
ask questions and receive answers from a single
willing creature with an Intelligence score of at
least 1. More intelligent or wary creatures are
more likely to not respond to questions, while the
more obtuse or stupid creatures may give irrelevant
answers. If the target creature is friendly to you, it
may be willing to perform a service or favor.
Augment: By spending an additional 6 power
points, you can communicate with plants as if they
had an intelligence score of at least 1.

You create a vacuum effect around the target,


causing its body to expand in a harmful manner.
As the subjects body pulls apart under the reverse
pressure of the vacuum, they take 6d6 points of
slashing damage, although damage reduction
applies against this damage as if it was a physical
strike. Creatures normally immune to slashing
damage instead take one point of damage per die
of damage. A successful Fortitude save reduces
the damage dealt to 3d6. Incorporeal, ethereal, or
gaseous creatures are unaffected by this power, and
uidic creatures take only half damage.
Augment: For every 2 additional power points
you spend, this powers save DC increases by 1.

Concussive Onslaught

Psychokinesis [Force]
Level: Force 3, psion/wilder 3
Display: Au, Ma, Vi
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 30 ft. radius burst
Duration: 1 round / level
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 5

Blink, Psionic

Psychoportation
Level: Nomad 3, spatial 3
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

You direct wave after wave of concussive kinetic


energy at a specic location, pulverizing any and
all creatures within the area of effect. All creatures
within the area take 3d6 force damage, or half on a
successful Fortitude save. The damage continues
each round in the same area until the power
expires.
Augment: This power may be augmented in one
or more of the following ways.
1. For every two additional power points spent,
the damage done each round increases by 1d6 and

As the blink spell, except as noted here.

19

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
powers save DC increases by 1.

Deecting 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)
Power Points: 11
Concussive onslaught used to devastating effect

You create a globe of force around your body that


deects attacks made against you. You gain a +4
deection bonus to your Armor Class.
In addition, unsuccessful ranged attacks that
target you rebound at odd angles. There is a 10%
chance that the attack rebounds on its source, using
the same attack roll modiers.
Augment: If you spend an additional 4 power
points, you can manifest this power as an immediate
action.

the save DC increases by 1.


2. By spending an additional 4 power points,
you can redirect what area is affected as a standard
action that does not provoke attacks of opportunity.
The newly chosen area must be within the powers
range, even if you have moved beyond the range of
the initial area.

Corrupting Touch

Psychometabolism
Level: Psion/wilder 5, psychic warrior 4
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round / level
Saving Throw: Fort partial; see text
Power Resistance: Yes
Power Points: Psion/wilder 9, psychic warrior 7

Dimensional Storage

Psychoportation
Level: Nomad 2, planar 2
Display: Me, Vi
Manifesting Time: 1 standard action
Range: Touch
Target: One unattended object, weighing up to 1
lb./level
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3

Your touch causes the targets form to become


corrupted. The anatomy of the target rebels against
itself, causing massive physical pain. The target
suffers 1d4 points of temporary Strength, Dexterity,
and Constitution damage and is nauseated. Each
round after the rst, the target may attempt a

You transport a single unattended object to a


pocket plane. This planar pocket is invisible and
weightless, regardless of its contents. When the

20

Duration: Instantaneous
Saving Throw: Reex partial; see text
Power Resistance: No
Power Points: Force 15, kineticist 13

power ends or is dismissed, the object returns to


your hand, or next to your hand if you cannot hold
it.
Augment: You can augment this power in one or
both of the following ways.
1. For every 2 additional power points you spend,
you can store an additional item weighing up to 1
lb./level.
2. If you spend 4 additional power points, the
duration increases to one day per level.

By forming sonic vibrations of a high magnitude


under the earth, you cause the very land to roll and
heave. Any creature in contact with the ground in
the affected area must make a Reex save or fall
prone. In addition, all creatures in the affected area
must make a Fortitude save or become nauseous
for 2d4 rounds.
Augment: For each additional 2 power points
spent, this power can affect an area 5 ft. larger in
radius and the save DC increases by 1.

Dominion

Telepathy
Level: Mental 4, telepath 4
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level or until discharged; see
text
Power Points: 7

Echoes of Self

Psychoportation
Level: Nomad 6, time 6
Display: Au, Ma
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)
Power Points: 13

You open your mind to the intricacies and nuances


of compulsion-based telepathy and its varied forms,
granting you the ability to affect those normally
immune. The next power you manifest with the
compulsion descriptor affects the target even if
the creature is normally immune to mind-affecting
affects.
The affected creature must have an Intelligence
of 1 or higher to be affected.
Augment: This power may be augmented in one
or more of the following ways.
1. By spending an additional 2 power points, the
powers duration increases to 1 minute per level
instead of 1 round per level.
2. By spending an additional 4 power points,
this power can affect an additional power with the
compulsion descriptor.
3. By spending an additional 6 power points, you
may manifest this power as a swift action.

Upon manifesting this power, you instantly


search throughout time for past or future versions
of yourself, temporarily merging with your alter
self and taking on the attributes of that instance of
you. Using this power allows you to change your
age category by one step temporarily, modifying
both your physical and mental ability scores as
appropriate. You may become either older or
younger so long as the change is within one age
category.
Augment: By spending an additional 2 power
points, you may alter your age category by another
step.

Ectoplasmic Servant

Metacreativity (Creation)
Level: Creation 1, shaper 1
Display: Ma, Vi
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 hour / level
Power Points: 3

Earthquake, Psionic

Psychokinesis [Force]
Level: Force 8, kineticist 7
Display: Au
Manifesting Time: 1 round
Range: Medium (100 ft. + 10 ft./ level)
Area: 30 ft. radius burst

21

Power Resistance: Yes


Power Points: 15

You call forth ectoplasm and form it into a small


servant to perform tasks for you. These tasks can
range from cleaning, cooking, or setting up camp.
Any activity that requires a skill check greater than
DC 10 is not possible for an ectoplasmic servant.
An ectoplasmic servant does not need to stay close
to the manifester and will continue following any
given order until given other instructions.
An ectoplasmic servant has an AC of 13 (+1 size,
+2 Dex) and 5 hit points. It has a Strength of 11
for determining what tasks it can carry out, such as
carrying capacity.
Augment: For every additional power point
spent on this power, your ectoplasmic servant can
perform activities with a skill check DC 2 higher.

You surround your form in a single energy type,


taking on aspects of that type of energy. The
specic benets gained depend upon the energy
type chosen:
Fire: Your form is literally wreathed in ames.
Creatures that make successful melee attacks
against you suffer 7d6+7 points of re damage.
Once per round as a standard action, you may direct
these ames at an opponent within 15 feet, dealing
7d6+7 points of re damage, or half on a successful
Reex save. When using this attack, your enemies
do not suffer re damage on successful melee
attacks until the next round.
In addition, you gain re resistance 15.
Cold: Your very breath turns to frost as cold
envelopes your form. You can make melee touch
attacks dealing 7d6+7 points of cold damage, or
half on a successful Fortitude save. Creatures
wearing metallic armor that failed the save suffer
as if entangled for the duration of the power.
In addition, you gain cold resistance 15.
Electricity: Small arcs of lightning play across
your ngers and the rest of your form, wreathing
you in electric current. Any creature that attacks
you with metallic weapons suffers 7d6 points of
electricity damage, or half on a successful Reex
save. Saving throws made in this fashion suffer a
-2 penalty. You may direct this electricity energy
offensively once each round as a standard action,
dealing 5d6 points of electricity damage, or half on
a successful save, to up to three targets that are all
within a 15-foot radius. When using this offensive
option, enemies do not suffer electricity damage on
an attack until the following round.
In addition, you gain electricity resistance 15.
Sonic: Your form vibrates and hums with
incredible amounts of sonic vibrations. Each
round, all creatures within 30 feet that are capable
of hearing must make a successful Fortitude save
or be deafened for 2d6 rounds. Any weapons used
against you suffer 7d6-7 points of sonic damage on
a successful attack.
In addition, you gain sonic resistance 15.
Augment: For each additional power point
spent, increase the damage caused by the power by
one die (d6) modied as appropriate by the energy

Endorphin Surge

Psychometabolism
Level: Body 3, passion 3, psion/wilder 3, psychic
warrior 2
Display: Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)
Power Points: body 5, passion 5, psion/wilder 5,
psychic warrior 3
The glands of your body emit massive quantities
of endorphins, augmenting your natural abilities.
While this power is active, you are treated as if in
a barbarian rage, giving you a +4 bonus to your
Constitution and Strength, a +2 bonus on Will saves,
and a -2 penalty to your Armor Class. In addition,
you may not use any Charisma, or Intelligencebased skills, the Concentration skill, or any abilities
that require patience of concentration. When the
power ends, you are fatigued until the end of the
current encounter.

Energy Form

Psychokinesis
Level: Energy 8, kineticist 8
Display: Au, Ol
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)
Saving Throw: See text

22

Target: You
Duration: 1 round / level or until discharged; see
text
Power Points: 3

type. For each extra two dice of damage, this


powers save DC increases by 1.

Entangling Debris

Psychokinesis [Force]
Level: Psion/wilder 1
Components: Ma, Vi
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Matter in a 40-ft.-radius spread
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Reex partial; see text
Power Resistance: No
Power Points: 1

Upon manifesting this power, you perceive more


efcient ways to manifest creation powers. The next
power you manifest from the creation subdiscipline
has its duration doubled. Instantaneous creation
effects gain no benet from this power.
Augment: This power may be augmented in one
or more of the following ways.
1. By spending an additional 2 power points, the
powers duration increases to 1 minute per level
instead of 1 round per level.
2. By spending an additional 4 power points,
this power can affect an additional power from the
creation subdiscipline.
3. By spending an additional 6 power points, you
may manifest this power as a swift action.

You use telekinetic force to manipulate matter in


the affected area, including wood, metal, grasses,
bushes, and even trees, to entwine creatures in the
affected area or those that enter the area, causing
them to become entangled. The individual pieces
of matter affected must weigh less than 25 lbs each
and either cannot be permanently afxed or must
be able to sufciently reach creatures within the
area. Affected creatures can break free and move
half their normal speed by using a full-round action
to make a DC 20 Strength check or a DC 20 Escape
Artist check. A creature that succeeds on a Reex
save is not entangled but can still move at only half
speed through the area. Each round you concentrate,
you may once again direct the debris to attempt to
entangle all creatures that have avoided or escaped
entanglement.
Augment: This power may be augmented in one
or more of the following ways.
1. For each additional 2 power points spent, this
power can affect an area 5 ft. larger in radius.
2. By spending an additional 4 power points, this
power causes 2d6 points of damage per round to
creatures that failed their Reex save.
In addition, for every 2 additional power points
you spend to achieve any of these effects, this
powers save DC increases by 1.

Foresight

Clairsentience
Level: Insight 4, seer 4
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level
Power Points: 7
Your senses expand, granting you insight in a
variety of ways. For the powers duration, any
power you manifest that grants an insight bonus
has that bonus increased by 50% (rounded down).
Augment: This power may be augmented in one
or more of the following ways.
1. By spending an additional 2 power points, the
powers duration increases to 1 minute per level
instead of 1 round per level.
2. By spending an additional 4 power points, this
power can affect an additional power.
3. By spending an additional 6 power points, you
may manifest this power as a swift action.

Focal

Metacreativity
Level: Creation 2, shaper 2
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal

Fusion, Hostile

Psychometabolism
Level: Egoist 9, morphic 9
Display: Au, Vi

23

Manifesting Time: 1 round


Range: Touch
Targets: You and one touched creature of your
type and your size or smaller
Duration: 1 min./level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 17, XP

A eld of consciousness spread out in a circle


from you, detecting the presence or usage of psionic
power. For the duration of the power, anytime a
psionic power or psi-like ability is manifested or
activated within 30 ft. of you, you are able to detect
the activity with near pinpoint accuracy and with a
successful Psicraft check, determine the effect.

Incite Passion

As fusion, except that this power allows you to


fuse with unwilling creatures.
XP Cost: 50 XP.

Telepathy [Mind-Affecting]
Level: Passion 4, psion/wilder 4
Display: Ma, Ol
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round / level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7

Gravitational Well

Psychoportation
Level: Marksman 2, nomad 2
Display: Ma, Ol
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: 1 round / level
Saving Throw: Reex negates
Power Resistance: Yes
Power Points: 3

The target creatures mind is subtly altered to


embrace its more instinctual urges instead of logic.
For the duration of the power, the target creature
takes a -2 penalty on all Intelligence-related checks
and may not take 10 or take 20 on any skill check.
In addition, the target cannot competently grasp
combat tactics and suffers a -2 penalty on attack
rolls and Armor Class and cannot use Combat
Expertise or any other feats that require it.

An articial well of gravity manifests on the


target, pulling other objects in towards it. The
target suffers a -2 penalty to Armor Class as attacks
are drawn toward it from the increased gravitational
pull.
In addition, ranged attacks, but not ranged touch
attacks, red at nearby targets are likely to veer off
course, turning toward the creature affected. Any
ranged attack within 10 ft. that misses its target has
a 25% chance of striking at the creature affected.
Roll a second attack roll at a -4 penalty with the
affected creature as the target. If the attack roll is
successful, the affected creature is struck by the
ranged attack.

Induce Phobia

Telepathy [Fear, Mind-Affecting]


Level: Fear 3, telepath 3
Display: Au, Ol
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round / level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5

Idle Vigilance

Clairsentience
Level: Extrasensory 3, seer 3
Display: Au, Vi
Manifesting Time: 1 round
Range: 30 ft. radius
Duration: 10 minutes / level
Saving Throw: None
Power Resistance: No
Power Points: 5

By modifying the targets mind, you cause it


to become deathly afraid of a single mundane
situation. The situation must be specic, such as
fear of water or fear of heights; it cannot be overly
general such as fear of everyone or everything,
although fear of strangers would be appropriate.
If the target fails their save, they are treated

24

as terried while in the specied condition and


will ee from the situation in the fastest means
possible.
Augment: By spending an additional 6 power
points, the duration becomes permanent.

inserting distracting thoughts into its mind. Plagued


by concerns over approaching attackers, making a
misstep, or other such thoughts, the target is treated
as at-footed for the duration of the power unless it
succeeds on a Will save.
Augment: For every two additional power points
spent, the save DC increases by 1.

Kinesis

Psychokinesis
Level: Energy 4, kineticist 4
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level or until discharged; see
text
Power Points: 7

Malleable Form

Psychometabolism (Shapechanging)
Level: Egoist 2, morphic 2
Display: Ol
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level
Power Points: 3

Upon manifesting this power, you discern the


intricate nuances of the four different energy types:
re, cold, sonic, and electricity. The next power
you manifest that deals damage of any of those
types bypasses power resistance and up to 5 of the
appropriate energy resistance, although it is still
subject to energy immunity.
Augment: This power may be augmented in one
or more of the following ways.
1. By spending an additional 2 power points, the
powers duration increases to 1 minute per level
instead of 1 round per level.
2. By spending an additional 4 power points, this
power can affect an additional energy power.
3. For each additional 2 power points spent, this
power ignores an additional 5 energy resistance.
4. By spending an additional 6 power points, you
may manifest this power as a swift action.

Your body becomes almost uid in its ability to


bend, shape, contract and expand. You can stretch
your form up to 10 times its normal size, although
your equipment is not so affected. Because of
the uidic nature of your form while under this
effect, you cannot effectively make melee attacks,
suffering a -10 penalty to attack and damage rolls.
Augment: You can augment this power in one or
more of the following ways.
1. By spending an additional 4 power points, the
duration increases to 10 minutes / level
2. For an additional 6 power points, this power
can be manifested as a swift action.

Mending Touch

Psychometabolism
Level: Egoist 1, healing 1
Display: Au, Ol
Manifesting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Power Resistance: Yes
Power Points: 1

Localized Distraction

Telepathy [Mind-Affecting]
Level: Mind 4, telepath 4
Display: Ma, Vi
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: 1 round / level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7

You channel psionic energy into the target


creature, stimulating the creatures natural healing
abilities. The target heals 2 hit points of damage.
Augment: For every additional power point
spent, the damage healed increases by 2 hit points.

You subtly divert the targets attention by

25

Morphic

under effects such as illusions or displacement, are


detected and you ignore such effects for creatures
in the affected area.

Psychometabolism (Shapechanging)
Level: Egoist 4, morphic 4, psychic warrior 4
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level or until discharged; see
text
Power Points: 7

Orbs of Annihilation

Psychoportation
Level: Nomad 6, travel 7
Display: Au, Ma
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Concentration, up to 1 round / level
Saving Throw: Reex half
Power Resistance: Yes
Power Points: Nomad 11, travel 13

Your mind opens to enhanced abilities with shape


changing effects, granting you special benets
when manifesting powers of that subdiscipline. The
next power you manifest from the shapechanging
subdiscipline has a duration of 1 hour per level.
Augment: This power may be augmented in one
or more of the following ways.
1. By spending an additional 2 power points, the
powers duration increases to 1 minute per level
instead of 1 round per level.
2. By spending an additional 4 power points,
this power can affect an additional power of the
shapechanging subdiscipline.
3. By spending an additional 6 power points, you
may manifest this power as a swift action.

You create moving teleportation rings that


physically teleport portions of the affected creature
instead of the entire creature, causing major
physical trauma to the target as pieces of its body
are forcibly removed. The affected creature suffers
7d6 points of damage each round or half on a
successful Reex save.
Augment: This power may be augmented in one
or more of the following ways.
1. For each additional 2 power points invested,
this power may affect an additional target. No two
targets can be more than 30 ft. apart.
2. For each additional power point spent, this
power does an additional 1d6 points of damage.
In addition, for every 2 additional power points
you spend to achieve any of these effects, this
powers save DC increases by 1.

Natures Vigil

Clairsentience
Level: Extrasensory 4, seer 4
Display: Au, Ol
Manifesting Time: 1 minute
Range: 60 ft.
Area: 60 ft. radius sphere centered on you
Duration: 10 minutes / level
Saving Throw: None
Power Resistance: No
Power Points: 7

Rapid Deluge

Metacreativity
Level: Shaper 4
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50 ft. radius burst
Duration: Instantaneous
Saving Throw: Reex partial; see text
Power Resistance: No
Power Points: 7

Your senses expand outside your normal area of


understanding, granting you the ability to guard
a small site. Should any creature enter this area
while this power is in effect, you are immediately
aware of the creature and its location, although you
cannot detect the creatures intent upon entering the
area of effect. While the creature remains in the
affected area, you can pinpoint their exact location.
Even creatures attempting to disguise their location,
such as invisible or hiding creatures or creatures

You create an instantaneous ood of water in an


area, knocking creatures in the affected area prone
and dealing 5d6 points of bludgeoning damage, or

26

or access to powers such as bend reality or reality


revision, they can return to their normal stream of
time.

half if they succeed a Reex save. As the damage is


caused by water, this damage is subject to damage
reduction as if normal physical bludgeoning
damage.
Any res within the affected area are immediately
extinguished unless they are supernatural in nature.
Creatures with the re subtype take 2d6 points
of cold damage in addition to any bludgeoning
damage suffered.
In addition, all creatures in the area have their
movement halved for three rounds as the water
disperses.

Reection

Psychokinesis
Level: Kineticist 2
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal, see text
Duration: 1 round / level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

Reality Disjunction

Psychoportation
Level: Nomad 7, time 7
Display: Ma, Vi
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates
Power Resistance: Yes
Power Points: 13

Twisting psychokinetic energy and beams of light,


you create multiple reections around you, making
it difcult for observers to tell which of the gures
you actually are. 1d4+1 reections of you appear
within 10 feet of your position and move around
at random, always staying within 15 ft. of your
current location. Observing creatures may attempt
a Will save to determine your true location.
If an attacker fails their save, you are treated as
having total concealment against them. If they
miss on their concealment roll, they have attacked
one of your reections and disrupt the energy used
to hold the reection together. One reection
dissipates when this occurs.
An attacker must be able to see the images to be
fooled. If you are invisible or an attacker shuts his
or her eyes, the power has no effect. (Being unable
to see carries the same penalties as being blinded.)
Augment: For every 2 additional power points
spent, the save DC increases by 1.

By manipulating the strands of time, you forcibly


remove the target from the ow of time, shunting
them to an alternate time stream unless they succeed
on a Fortitude save. The creature is treated for all
intents and purposes as no longer existing. All
equipment and items on the target are also carried
to the alternate time stream.
If the target has a way to traverse time streams

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
Power Points: 17
Psionic power radiates out from your body,
causing all living creatures within range to rapidly

Rapid deluge can severely impair movement

27

heal as their natural healing ability is hyperaccelerated. All living creatures within range heal
25 hit points per round, although no creature can
heal more than 250 hit points of damage from this
power in a single day. Attempts to heal more than
this total result in the individual being nauseated for
twenty four hours and not receiving the additional
healing. A creature at full health is not subject to
the nauseating effect.

or armed conict. All affected creatures within


the area who fail their saving throw immediately
cease any offensive activities (combat, manifesting
offensive powers, etc). They are still able to defend
themselves from attackers as normal.
Augment: For every 2 additional power points
spent, the save DC increases by 1.

Stolen Grace

Psychometabolism
Level: Psion/wilder 4, psychic warrior 3
Display: Au, Ol
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched and you; see text
Duration: 1 round / level
Saving Throw: None
Power Resistance: Yes
Power Points: Psion/wilder 7, psychic warrior 5

Sapping Energy

Psychokinesis
Level: Energy 2, kineticist 2
Display: Au, Ma
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 3

With the touch of your hand, you siphon the


targets natural poise and take it as your own. The
creature touched takes 2d4 points of Dexterity
damage and you gain a bonus to your Dexterity
equal to the targets original Dexterity modier.
For example, if you touched a creature with a
Dexterity of 16, you would gain a +3 bonus to
your Dexterity. Should the target creature not take
any Dexterity damage for reasons such as power
resistance, you do not gain any benet. Multiple
uses of this power stack, but you may only gain the
bonus from each creature once.
Augment: By spending an additional 6 power
points, you gain twice the Dexterity bonus of the
creature affected.

Your touch to a creature draws energy out of its


form. By drawing this energy out of the creature,
you sap its strength dealing 1 point of Strength
damage. This power cannot reduce a creature to
below 1 point of Strength.
Augment: This power can be augmented in one
or more of the following ways.
1. For every additional two power points spent,
the Strength damage dealt increases by 1.
2. By paying an additional 6 power points, this
power can be manifested as a swift action.

Soothing Aura

Telepathy [Mind-Affecting]
Level: Mind 5, passion 6, psion/wilder 5
Display: Ol, Ma
Manifesting Time: 1 round
Range: 30 ft.
Area: 30 ft. radius sphere centered on you
Duration: 1 round / level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 9

Temporal Anomaly

Psychoportation
Level: Nomad 4, time 4
Display: Au, Ma
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 10 ft. radius
Duration: 1 round / level
Saving Throw: Reex negates; see text
Power Resistance: Yes
Power Points: 7

An aura of peace emanates out from you. All


within the area feel this soothing and are more
inclined to peaceful discussions than arguments

By manipulating space and time in a small area,

28

you create a pocket area where time acts randomly


for a short while. Anyone who enters the affected
area may make a Reex save to avoid the effect by
immediately leaving the affected space, but anyone
who purposely stays in is affected as if they had
failed their save. All affected creatures have their
apparent time randomly affected each round they
are within the area of temporal randomness.
Roll a d4 for each affected creature and determine
each rounds effect.
1. Affected creatures time remains normal
2. Affected creature is treated as if under the
haste spell.
3. Affected creature is treated as if under the
slow spell.
4. Affected creature loses this round of actions
as if the round never occurred. Any effects in place
on the creature do not count this round toward any
applicable duration.
Augment: This power may be augmented in one
or more of the following ways.
1. By spending an additional 4 power points, this
powers duration is 1 minute per level rather than 1
round per level.
2. If you spend an additional 6 power points, you
can manifest this power as a swift action.
In addition, for every 2 additional power points
you spend to achieve any of these effects, this
powers save DC increases by 1.

or more of the following ways.


1. By spending an additional 2 power points, the
powers duration increases to 10 minutes per level
instead of 1 minute per level.
2. By spending an additional 4 power points,
this power can affect an additional power of the
teleportation subdiscipline.
3. By spending an additional 6 power points, you
may manifest this power as a swift action.

Transmuting Energy

Psychokinesis
Level: Energy 9
Display: Ma, Vi
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None; see text
Power Resistance: Yes
Power Points: 17
You channel an immense amount of energy into
a target creature, enveloping their entire form.
Choose a single energy type: cold, re, electricity,
or sonic. Unless the target creature is immune to
that energy type or has twice your character level
in hit dice, the energy completely transmutes it,
turning it into the same type of energy and killing
the creature. The affected creature explodes in
a burst of chaotic energy, dealing 1d6 points of
damage per hit die the creature had, or half on a
successful Reex save, to everyone within a 10
foot radius. The damage dealt is of the same type
as the energy chosen.

Transference

Psychoportation
Level: Nomad 4, spatial 4
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level or until discharged; see
text
Power Points: 7

Truncheon

Metacreativity
Level: Battle 1, psychic warrior 1
Display: Ol, Vi
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: One weapon; see text
Duration: 1 minute / level; see text
Saving Throw: None
Power Resistance: No
Power Points: 1

Your ability to manifest powers of travel is


incredibly augmented for a short time. The
next power you manifest of the teleportation
subdiscipline is treated as if your manifester level
was four higher. This does not pay for additional
augments of the power, but does allow you to pay
for additional augments.
Augment: This power may be augmented in one

Calling forth ectoplasm, you shape a truncheon to

29

Effect: Wall whose area is up to one 10-ft. square/


level
Duration: 1 round /level (D)
Saving Throw: None
Power Resistance: No
Power Points: Force 13, kineticist 11

wield in battle. Treat the truncheon as a masterwork


club with a +1 enhancement bonus. If you lose
your grip on the club or someone else wields it, it
immediately dissipates and the power ends.
Augment: For each additional two power points
spent, increase the enhancement bonus by 1. You
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
by most powers, including dispel psionics. Psionic
disintegrate immediately destroys a wall of force.
Breath weapons and powers cannot pass through the
wall in either direction, although psionic dimension
door, psionic teleport, and similar effects can
bypass the barrier. It blocks ethereal creatures as
well as material ones (though ethereal creatures
can usually get around the wall by oating under or
over it through material oors and ceilings). Gaze
attacks can operate through a wall of force.
The manifester can form the wall into a at,
vertical plane whose area is up to one 10-foot
square per level. The wall must be continuous and
unbroken when formed. If its surface is broken by
any object or creature, the power fails.
Wall of force can be made permanent with the
incarnate power and a 2,500 XP cost.

Truncheon & Call Weaponry


It may be noticed that truncheon is better than
the power call weaponry in some situations. The
truncheon power allows for only a club, while the
call weaponry power can summon any type of
weapon, including ranged weapons, but is not treated
as magical in nature.

Upheaval

Psychoportation
Level: Psion/wilder 5
Display: Vi
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 20 ft. radius burst
Duration: Instantaneous
Saving Throw: Reex half
Power Resistance: No
Power Points: 9

Wither

Psychometabolism
Level: Psion/wilder 4
Display: Vi
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 7

You translocate entire chunks of the earth 50 ft.


into the air, where they fall onto the targets below.
Each creature in the area affected takes 9d6 points
of bludgeoning damage as the earth falls back to
the ground. Unlike normal damage from powers,
this damage is subject to damage reduction that
would affect mundane bludgeoning damage.
In addition, the ground in the affected area
becomes difcult terrain, making movement
through it harder.
Augment: For each additional 2 power points
spent, this power can affect an area 5 ft. larger in
radius and the save DC increases by 1.

Your touch disrupts the targets physical form,


draining the strength from its muscles. The creature
suffers 2d4 points of Strength damage.
Augment: For each additional 4 power points
spent, this power causes an additional 1d4 points
of Strength damage.

Wall of Force, Psionic

Psychokinesis [Force]
Level: Force 7, kineticist 6
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)

Zone of Fear

Telepathy [Fear, Mind-Affecting]


Level: Fear 7, psion/wilder 7

30

Psionic Arms and Armor, assume formUP or


metamorphosis; Price +1 bonus.
Psychoportive: A suit of armor created with this
property allows the wearer to use the dimension
slide power as a psi-like ability three times per day
at ML 9.
Moderate psychoportation; ML 9th; Craft
Psionic Arms and Armor, dimension swap; Price
+1 bonus.

Display: Ma, Vi
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 20-foot radius sphere
Duration: Concentration, up to 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
You create a zone of perpetual fear, an area where
all creatures face their darkest nightmares. Each
round any creature is within the affected area, they
must make a successful Will save or be shaken.
As with all fear effects, if the creature stays in
the area and fails the save a second time, they are
then treated as frightened, and so forth. Leaving
the affected area keeps the affected creature from
becoming more frightened, but the effect lasts until
the power ends.

Specic Psionic Armor and Shields

The following suits of armor or shields are


typically constructed with the exact abilities as
listed here, although variations are possible.
Primal Mail: This mithral fusing banded mail
+1 is prized by primal thoughts for its extreme
exibility and the protection it provides. Primal
mail is treated as light armor. The armor has an
arcane spell failure chance of 25%, a maximum
Dexterity bonus of +4, and an armor check penalty
of -2.
Strong psychometabolism; ML 15th; Craft
Psionic Arms and Armor, graft weapon; Price
18,400 gp.

Psionic Items
Psionic Armor
Psionic Armor and Shield Special Abilities

Psionic armor or shields with any special ability


must be imbued with at least a +1 enhancement
bonus.
Fusing: A suit of armor or a shield granted this
ability melds with its wearer when the appropriate
command word is given, seamlessly fusing with
the wearers form. The Armor Check penalty of
the armor is reduced by 1, the Maximum Dexterity
Bonus is increased by 1, and the armor is treated as
if one category lighter for movement restrictions.
These modications are in addition to any changes
from special materials.
Strong psychometabolism; ML 15th; Craft
Psionic Arms and Armor, graft weapon; Price +1
bonus.
Morphic: A suit of armor or a shield imbued with
this ability grants the wielder all special abilities
and its enhancement bonus even when the wielder
is under shapechanging effects such as assume
formUP or metamorphosis. The armor or shield
bonus to armor class are not transferred while under
a shapechanging effect unless the assumed form is
a suitable form to continue wearing the item.
Moderate psychometabolism; ML 12th; Craft

Psionic Weapons
Psionic Weapon Special Abilities

A psionic weapon with any special ability must


be imbued with at least a +1 enhancement bonus.
Grafting: A weapon enchanted with this property
can graft with the wielder if the appropriate
command word is spoken. Once grafted, the
weapon is treated as if under the graft weapon
power until the command word is said again.
Moderate psychometabolism; ML 10th; Craft
Psionic Arms and Armor, graft weapon; Price +1
bonus.
Guided: A guided ranged weapon perceives the
true location of its target and slightly modies the
ight path of its ammunition (or itself if a thrown
weapon) accordingly, allowing the wielder to
ignore any concealment except total concealment.
This special ability may only be applied to ranged
weapons.
Faint clairsentience; ML 7th; Craft Psionic Arms
and Armor, psionic true seeing; Price +1 bonus.
Psychodisruptive: A psychodisruptive weapon
is devastating to anyone with psionic talent. Used
by those who hunt manifesters, any weapon with

31

Idle vigilance
Natures vigil

this ability found by one with psionic talent feels


anathema. When used against an opponent with a
power point reserve, this weapon, upon a successful
attack, temporarily disrupts the opponents ability
to use anything requiring a power point reserve.
This includes denying the use of psionic feats or
powers. This effect also disrupts creatures who
utilize psi-like abilities. The creature may attempt
a Will saving throw (DC 16) to ignore the effect.
Once affected, the disruption lasts for one minute.
The affected creatures items are unaffected.
If using psionics-magic transparency, this
effect prevents spellcasters from casting spells or
expending prepared spells or spell slots on feats or
abilities. It also prevents creatures from utilizing
any spell-like abilities.
Strong metacreativity; ML 13th; Craft Psionic
Arms and Armor, null psionics eld; Price +2
bonus.

Moderate clairsentience; ML 7th; Craft Psicrown,


detect hostile intent, idle vigilance, natures vigil;
Price 19,031 gp.
Psicrown of the Phrenic: This psicrown is a thin
band of steel studded with deep crystals. It has
450 power points and allows use of the following
powers.
Detect psionics
Dispel psionics
Power resistance
Psionic blast
Moderate clairsentience; ML 9th; Craft Psicrown,
detect psionics, dispel psionics, power resistance,
psionic blast; Price 31,219 gp.

New Universal Items

Over time, many practitioners of the psionic arts


have learned to develop new devices to expand
their abilities, such as those listed below.
Bracers of Inertia, Defensive: These protective
devices were initially created for beginning psions
to ensure their safety. By channeling a single
power point into the bracer, the wearer is protected
as if under the effect of the inertial armor power
(ML 5).
Moderate psychokinesis; ML 5th; Craft Universal
Item, inertial armor; Price 8,000 gp, weight 1 lb
Bracers of Inertia, Offensive: A modied
version of the defensive bracers of inertia, this
pair of crystal-inlaid bands allows the wielder to
strike at his foes using charged psionic energy.
By channeling power points into the bracers, the
wearer may target an enemy up to 45 ft. away
with a psychokinetic effect, dealing 1d4 points of
force damage per power point channeled into the
bracers (to a maximum of 5d4). The target takes
half damage on a successful Reex save, DC 13 +
1 for each 2 power points invested.
Moderate psychokinesis; ML 9th; Craft Universal
Item, concussion blast; Price 16,000 gp, weight 1
lb
Bracers of Inertia, Superior: A combination of
the offensive and defensive versions of the bracers
of inertia, this pair of metallic bands grants the
wielder the effects of both versions of bracers of
inertia.

Specic Psionic Weapons

The following weapons are typically constructed


with the exact abilities as listed here, although
variations are possible.
Scimitars of the Hunters: These +2 keen,
psychodisruptive scimitars were crafted by the
Krehlenshin (described in Chapter 3) for use in
combat against opponents with psionic ability.
Used to devastating effect, these scimitars are
feared and are a favorite weapon among the more
experienced in the organization.
Craft Psionic Arms and Armor, metaphysical
weapon, null psionics eld, psionic keen edge;
Price 50,350 gp, weight 4 lb.
Thunderbolt: This +3 guided mighty composite
longbow of thundering was originally crafted for
one of the original primal thoughts in a quest to
eliminate those who would despoil the land.
Strong metacreativity; ML 15th; Craft Psionic
Arms and Armor, metaphysical weapon, energy
burst, psionic true seeing; Price 50,750 gp, weight
3 lb.

New Psicrowns

Psicrown of the Guardian: Crafted of quartz


and obsidian, this psicrown is formed to resemble
entwined tree limbs. It has 350 power points and
allows use of the following powers:
Detect hostile intent

32

Item, fabricate; Price 24,000 gp, weight 2 lb.


Specic Greater Crystal Elixir
Precognitive Crystal Elixir: This greater crystal
elixir contains power stones imbued with defensive
precognition, offensive precognition, and offensive
prescience at manifester level 1.
Strong metacreativity; ML 12th; Imprint Stone,
Craft Universal Item, defensive precognition,
fabricate, offensive precognition, offensive
prescience; Price 24,075 gp, weight 2 lb.
Dorje Sling: Something of an oddity, these
cured leather slings are able to hold two different
dorjes simultaneously, allowing the wielder to
activate both dorjes at the same time. This process
is psionically demanding and results in one of the
dorjes using two charges instead of one per use.
The manifester may choose which dorje expends
the extra charge.
Moderate metacreativity; ML 15th; Craft Dorje,
Craft Universal Item; Price 30,000 gp, weight
Gloves of the Beast: These supple, black leather
gloves allow the wearer to assume the natural
attack of a specic animal. Different gloves grant
different attacks, such as slam, claws, hooves,
talons, or tentacles, allowing mismatched gloves
to grant the wielder two different natural attacks
simultaneously. Matching gloves grant the wielder
a +1 circumstance bonus on attack rolls with the
natural attacks. The different types of natural
attacks are identical in cost, only the damage
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 jewelembedded gauntlets enhance the wielders mind
blade.
Exotic mind blade: This set of electrum-plated
gauntlets allows the wielder to shape his mind
blade into a specic exotic weapon. The wielder
must still be procient with the exotic weapon or
suffer the standard penalties for non-prociency.
Strong psychometabolism; ML 15th; Craft
Universal Item, Exotic Mind Blade; Price 30,000

Strong psychokinesis; ML 15th; Craft Universal


Item, concussion blast, inertial armor; Price 32,000
gp, weight 1 lb
Crystal Elixir: A single power stone sits inside
this crystalline bottle, faintly glowing with an
internal psionic power. When pure water is poured
into the bottle and allowed to sit undisturbed for 8
hours, the water becomes imbued with the power
imprinted in the power stone. The power stone
inside the bottle determines the effect of the imbued
water. When the water is imbibed, the drinker
immediate gains the effect as if the power from the
power stone was manifested upon him.
The power stone is not ushed through this
process. Only power stones charged with personal
or touch range powers can be used in a crystal
elixir. The manifester level of the power is equal
to the manifester level of the power in the power
stone.
Moderate metacreativity; ML 9th; Craft Universal
Item, fabricate; Price 8,000 gp, weight 2 lb.
Crystal Elixir, Greater: This bottle functions as
a standard crystal elixir, but it can hold up to three
power stones, or a single power stone with up to
three powers, to create elixirs with multiple effects.
Any combination of one to three powers encoded
in power stones may be placed within the ask,
although power stones that have opposing effects
neutralize each other. If more than four powers
worth of power stones are put into the crystal elixir,
the crystal elixir picks a random combination of the
powers to choose the three effects to imbue in the
water.
Strong metacreativity; ML 12th; Craft Universal

Crystal elixir

33

Baleful Fusing Plate: This set of half-plate


armor, when identied, appears to be enhanced with
the fusing special enhancement. However, once the
wearer attempts to activate the fusing ability of the
armor, the metal plates instead fuse to the wielders
esh and skeleton, making removal of the armor
incredibly difcult and painful. The individual
wearing the armor suffers a -2 penalty to Strength
and Dexterity and their movement is reduced by
another 5 feet beyond standard half-plate armor. In
addition, the wearer suffers the normal effects of
resting in heavy armor. Any attempt to remove the
armor by physical means results in 2d4 points of
Constitution damage.
Strong psychometabolism; ML 15th; Craft
Psionic Arms and Armor, fuse esh; Price 2,050
gp.

gp, weight
Frosted blade: Covered in what appear to be
tiny cracks, this pair of blue gauntlets allows the
wielder to treat his mind blade as if it had the frost
enhancement. This bonus does not count toward
the wielders normal enhancements on his mind
blade.
Faint psychokinesis; ML 9th; Craft Universal
Item, energy ray; Price 8,000 gp, weight 1 lb.
Power Stone Bandolier: A favorite among
wilders, this leather bandolier has small pouches to
hold up to 50 power stones. As a move action that
does not provoke attacks of opportunity, the wearer
can retrieve a particular stone from the bandolier.
Faint metacreativity; ML 9th; Craft Universal
Item, retrieve; Price 750 gp, weight .5 lb
Psionic Locks: Originally crafted by the more
guarded of shapers, these simple locks have no
moving parts to pick, making them impervious
to mundane lock picking. By channeling a single
power point into the item, it locks or unlocks
appropriately. Once a specic individual has
channeled a power point into a lock to lock it, that
lock only responds to that same individual to unlock
unless the appropriate command word is given.
Moderate psychoportation; ML 8th; Craft
Universal Item, psionic knock, psionic lock; Price
2,500 gp, weight

Artifacts

In the path to ascension of power taken by those


mortals who desire to become gods or godminds,
items of incredible power are created to augment
their abilities. Some of these items were left behind,
lost, or forgotten by their creators, resulting in items
of awesome potential. The minor artifact detailed
below is not unique a item, but the techniques used
to create such an item are no longer available, either
through loss of knowledge or lack of ability.
Talisman of the Myriad: This talisman is set
on a gold chain and is composed of a cubic crystal
that can rotate in its setting. The unusual crystal is
four different colors: one color for each face of the
crystal that can be displayed.
Once per day, each face of this crystal grants
the wielder the ability to manifest a single power
from another discipline as if it was on the wielders
powers known list. The wielder may choose which
power is being manifested each day; it is not static.
However, this exibility comes with a price. Any
power manifested using the talisman costs the
manifester an additional four power points that
cannot be used for augments or metapsionic effects
and he is still limited to his manifester level for
total power points spent.
Strong telepathy; ML 24th; weight --

Cursed Items

Baleful Fusing Chain: This set of chainmail,


when identied, appears to be enhanced with the
fusing special enhancement. However, once the
wearer attempts to activate the fusing ability of
the armor, the chain links instead meld into the
wearers skin, causing intense physical pain and
making removal virtually impossible without
causing severe trauma. The wearer suffers 2 points
of Constitution damage when the chain fuses, or
half on a successful DC 15 Fortitude save. In
addition, the wearer suffers the normal effects of
resting in medium armor. Attempts to remove the
armor by physical means result in 1d6 more points
of Constitution damage.
Strong psychometabolism; ML 15th; Craft
Psionic Arms and Armor, fuse esh; Price 1,600
gp.

34

Psionic creatures are in most ways like other


creatures: many have the desire for companionship,
the drive to better themselves, and for some, the
need to gain in power and prestige. Detailed in this
chapter you will nd new psionic organizations and
details regarding them. Each of these organizations
typically venerates one or more of the new psionic
godminds introduced in this book, making the
incorporation of both the organization and their
appropriate godmind(s) easier. Also, there is a
pantheon of godminds and the information needed
to introduce these new beings into your game.
Each godmind represents a facet of psionics:
understanding, passion, compusion, etc. Included
are histories, what area of psionics they exemplify,
and what sort of lifestyle those who worship them
are expected to maintain.
In addition, detailed later in this chapter are
psionic locations: sites of psionic power that affect
those within the connes of the area. Some psionic
sites are simply places created to enhance the study
of psionics, others are places designed to train
in warcraft, while others are locations that have
grown in power to the point of having a sentience
all their own.

Faceters Guild

Banding together as a means of nancial survival,


the Faceters Guild is a group of gem workers
and crafters who specialize in psionic stones,
such as power stones or cognizance crystals. As
competition for market share grew, the different
crafters of psionic crystals discovered that they
were spending more money on gaining patrons
than they were actually making from sales. They
discovered that by joining together, they could still
sell at reasonable rates, but would make a higher
prot without having to compete with each other.
Base of Operations: Found primarily in the
bustling city of Lyrista, the Faceters Guild has a
guildhall in the trade district that serves as its base
of operations for meetings between the council.
Alignment: LN
Size: Over a dozen shopkeepers with over a score
of apprentices and several dedicated suppliers.

Psionic Organizations
Those who utilize the power of psionics often
seek out each other to learn new techniques, secrets,
or to share ideas. Over time, this can result in the

35

Chapter Three: Organizations & Entities

creation of groups of like-minded individuals,


forming organizations, groups, guilds, or the like.
Below are detailed six new psionic organizations
that can either be groups players may seek to join
or whose plots the players may seek to foil.
As most of these groups are somewhat localized
in location, such as the Faceters Guild, it should be
easy to incorporate them into an existing campaign
as a group from a region where the characters have
not yet traveled, perhaps working to expand their
inuence or on a journey for information, money,
or other goals.

Members: Members of the Faceters Guild


tend to be experts, although some are low-level
shapers.
Symbol: Gemcutters chisel and hammer over a
faceted gemstone
Motto: Turning hard rocks into gems
Description: Three decades ago, the gem cutters,
jewelers, and crafters of empowered stones such as
power stones and cognizance crystals were near
bankruptcy due to an inux of new crafters. With a
severe increase in the amount of nely crafted gems
and crystals available, prices began plummeting
and businesses started to crumble.
To counteract this trend, Morrik Amberson called
a meeting of the largest of his rivals to discuss their
plight. While the individuals would normally
not deal with each other for business reasons,
it was readily apparent to all that if something
didnt change, theyd all be penniless in a matter
of months. At the gathering of business owners,
Morrik called for unity before they ruined each
other and themselves in the process.
Long into the night, the debate over the
proposition continued until, nally, they came to an
agreement. From that day forward, the gem cutters
and craftsmen worked to stabilize their prices and
ensure their businesses and ways of life would
survive.
Worshippers of Phanos and his dominion over
metacreativity, the Faceters Guild draws upon the
teachings of Phanos to create some of their most
prized pieces.
Joining: To become a member of the Faceters
Guild requires one to be considered a master in
the crafting of gem stones or psionic crystals.
Mechanically, this is treated as having a minimum
of 6 skill ranks in craft (gemcutting). Extra
consideration is given to applications that excel in
the crafting of gems, such as those who have taken
Skill Focus (crafting [gemcutting]).
Duties: Being a member of the Faceters Guild
means sharing the prot of business associated
with any gems or crystals. This means that 20%
of any prot is given as dues to the guild. Those
who try to cheat the guild are quickly and harshly
punished.
Benets: The high cost of maintaining
membership in the Faceters Guild grants the
member certain sureties in business. First, any

member of the Faceters Guild will not undercut


another member unless the member with a lower
price had that price rst.
Second, a member may take a loan of up to twice
his previous years dues from the guild interest free
once every ve years. Failure to repay the loan
within ve years results in removal from the guild
and repossession of merchandise amounting to the
borrowed amount.

Prominent Mdmbers

Drake Greylock: A pudgy little man with keen


green eyes, Drake (LG human expert 3) is one
of the more inuential members of the Faceters
Guild, having helped several of the other charter
members from going bankrupt.
Drake has a kind heart and, if not for his
insistence, it is likely that the more powerful in
the guild would have relegated the lesser of the
organization to negligible roles. Because of this,
some of the more powerful in the guild hold Drake
in disdain, although all agree that the situation is
far better than what it was previously.
Morrik Amberson: The mastermind behind the
creation of the guild, Morrik (LN half-elf expert
2 / shaper 4) is not necessarily a benevolent man,
but neither is he cruel-hearted. Instead, he simply
acts to preserve the economy and his own means
of income.
Morrik is among a small segment of the Faceters
Guild who wouldnt mind seeing Drake removed
from ofce, although he does not condone doing
so in any nefarious ways. Legal means, such as a
simple majority vote and ousting Drake, would suit
Morrik just ne.

House of Mandreth

A noble family born with immense psionic


potential, the Mandreth bloodline is old and
powerful, not only politically and nancially,
but mentally as well. Each blood relative in the
Mandreth family is born with the latent ability to
manifest a single 1st level power and possesses two
racial bonus power points.
The House of Mandreth is actually the descendents
of the bloodline that gave birth to Cynre, who
became the godmind of psychokinesis. The inborn
psionic power of Cynre passed generation to
generation in the family and, although none of his
descendants could match his power, most, if not

36

all, have unusual psionic talent not normally seen


in others.
Base of Operations: The Mandreth family is
based out of Mandreth Castle, which is neither
a sprawling estate nor a tiny fort. Due to the
naturally psionic nature of the family, over the
years, the castle has been fortied with defenses
of a psionic persuasion, particularly in traps that
utilize re energy. In times of hostility, these traps
have literally been life-savers for the family.
Alignment: LG
Size: Several dozen direct relatives, with
hundreds of servants and guards.
Members: The House of Mandreth has twentytwo direct blood descendants, as well as over a
hundred servants, employees, and agents. Most
of the relatives are aristocrats or experts, although
there are several psions within the family.
Symbol: A ickering ame signet ring is the
symbol of the Mandreth family, in homage to the
progenitor of the family.
Motto: The power of re ows through our
veins.
Description: Centuries ago, the child Cynre,
originally named Davon, was a prodigy of
psychokinetic talent. The child was able to easily
manipulate energy and bend it to his will. As
Davon grew, his power grew at an even faster rate.
At some point, Davon sired a son, although it is
not known if Davon knew of his offspring. While
the son was also talented in psychokinetic ability,
it was not to the extreme ability that his father
possessed.
The progeny of Davon grew to found the House of
Mandreth, passing the latent ability of Davon down
through the generations. Every few generations, a
descendant will be born with an exceptional talent
for the psionic arts, although every descendant of
Davon is born with some psionic talent. Typically,
this talent is in the psychokinetic discipline, but
there have been cases where members of the
Mandreth bloodline have had strong telepathic,

clairsentient, or psychometabolic power.


In the past century, there have been few such
prodigies within the Mandreth family, although
Garret and Willem Mandreth (described below)
show potential. The bloodline may have thinned
or the trend may simply have skipped a few more
generations than normal. Whatever the case, the
House of Mandreth is expecting one of their ilk to
be born or develop a strong psionic talent soon.
The truth of the exceptional children of the line
of Davon is that Mandron, the rst child of Davon,
a powerful seidmadr, uses his own offspring
as replacement bodies when his current form
is reaching the end of its allotted years. Willem
Mandreth has suspicion that such is the case,
although he has not been able to prove it.
Joining: It is only possible to join the House of
Mandreth by either marrying a descendant or being
born into the family. Those who marry into the
family do not gain the benet of an in-born psionic
power.
Duties: The duties of members of the House
of Mandreth are rather minimal. Eldest sons are
expected to be trained in ruling their portion of the
family and all members are expected to learn to
control their own psionic talent.
Overall, the family has a strong belief in following
the law and will attempt to rehabilitate members
of the family who violate the law. Very rarely,
lawbreaking members of the House of Mandreth
have been disowned by the family and turned into
the local law enforcement agency.
Benets: Those born into the House of
Mandreth gain the Child of Mandreth feat as a
bonus feat. Typically, the powers gained are of the
psychokinesis discipline, but it is not unheard of
for powers of other disciplines to be passed by the
blood of Mandreth.
If a member of the House of Mandreth later gains
levels in a manifesting class, add the power granted
from membership to the members list of powers
known.

Child of Mandreth [General]


You are of the Mandreth bloodline, gaining innate psionic potential.
Prerequisites: Descended of the Mandreth family
Benet: You gain the ability to manifest a single rst-level psionic power and also gain 2 power points.
Special: This feat may only be taken at 1st level. In addition, Child of Mandreth counts as Psionic
Talent for purposes of the power points gained from taking Psionic Talent.

37

Prominent Members

similar mannerisms - the same physical ticks, the


same style in ruling, and other such similarities.
Strong in psionic ability, Willem believes that
something is overriding the minds of the leaders of
the Mandreth family and seeks to cleanse the family
of this interloper. Viewed by the rest of the family
as a jealous rival to Garrets rightful rule, Willem is
barely tolerated by the rest of the family.

Garret Mandreth: The current head of the


Mandreth family, Garret (LG human psychic
warrior 6) served in the local militia before his
father passed away. Upon assuming leadership
of the family estates, he immediately began
working with his advisors to shore up the defenses
of the castle, as his father had let some portions
of the defenses decay over the years. Oddly, his
demeanor also changed upon assuming leadership
of the family. Some of the older members of the
household claim he sounds like his long-lost uncle,
the previous Mandreth to show exceptional psionic
talent.
Willem Mandreth: Cousin to the leader of the
Mandreth house, Garret, Willem Mandreth (N
human telepath 8) is one of the few in the Mandreth
family who recognizes that those in the family who
possess incredible psionic talent all share very

Krehlenshin

The Krehlenshin are an almost fanatic cult,


dedicated not only to the enlightenment of the body
through the mind, but also to the ideals of natural
selection. Thus they test themselves constantly
against each other and others, even to the point
of death - seeing their own demise not only as
honorable but also strengthening for the world at
large. They have no fear of death, which makes
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 Krehlenshin are
a group who spend much of their time in meditation
and training, honing their combat prowess in
preparation for battle. To the Krehlenshin, death
in battle is an honor that each member embraces,
making them fearless warriors that strike terror
in their enemies. The belief of the Krehlenshin
warrior is that honorable death in battle is rewarded
by a stronger physical form in the next life.
Base of Operations: The Krehlenshin 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
Krehlenshin are at the battlegrounds.
Alignment: Lawful neutral
Size: Several dozen members, six elders, and
over a hundred agents.
Members: Krehlenshin members are predominantly psychic warriors and soulknives,
although some egoists are drawn to their ways.
Symbol: The symbol of the Krehlenshin is the
third eye on a closed st.
Motto: Death before dishonor.
Description:
Steadfast devotees of both

The Kreh warriors are experts in battle

38

Aureskin and Kraegan, the Krehlenshin can


trace their organization back centuries, to when
the rst psychic warriors of their sect banded
together to advance their martial training. As the
individual psychic warriors met more frequently
to hone their skills with like-minded others, they
eventually realized that it would be benecial to
have a centralized facility for training, where they
could not only learn and teach, but live.
As time progressed, the group embraced the
honor of combat and a soldiers death more than
the study of the mind. While they still delve into
the secrets of the mind, it is only to nd ways to
augment their combat prowess, and not to simply
expand their knowledge. As this trend continued,
the members of the Krehlenshin became more
eager for battle, often intentionally starting ghts
to test their own ability. If they died in the ght,
they viewed it as natural selection, while if they
won, it was due to their superior ability.
A member, however, will not actively seek out
weaker opponents to bully. Instead, they will seek
out those they view as equals or betters, testing
their physical and mental prowess to better their
own ability.
Joining: Joining the Krehlenshin is a difcult
process for even the most able of individuals. The
steps involved include facing a deadly creature in
a ght to the death, fasting for one week, or other
equally difcult and possibly deadly steps.
It is not unusual for those seeking to join the
Krehlenshin to fail in their attempt to join. Such
failures, and the death typical of such failures,
are seen by the organization as natural selection
weeding out the weak.
Duties: It is the sworn duty of all members of the
Krehlenshin to always ght to their utmost ability
and bring no shame to the organization. Any
member found to have quit a ght or to have lost a
ght and not died loses status in the organization.
If a single member loses too much status, they may
be branded by the organization as hunted.
Any member of the Krehlenshin who gain this
title are treated as inferior and needing to be culled
from society. Members of the organization then
seek to slay the hunted former member. Should
the hunted individual slay one of his pursuers,
his loss of honor is rescinded, as he has proven
himself t for survival and he is re-accepted into

the organization. Should the individual be killed,


it is viewed as nature taking its course, with the
Krehlenshin members being natures agents.
Benets: Those who are inducted into the fold
of the Krehlenshin can count on their brothers
and sisters for aid in a battle where honor can be
gained. Only battles that carry the risk of death
will gain the aid of a fellow member.

Prominent Members

Peregris Redhand: One of the more enlightened


of half-orcs, Peregris (LN half-orc psychic warrior 5)
serves as the trainer of initiates for the Krehlenshin.
Peregriss inclusion in the organization shows the
importance the Krehlenshin place on ability over
anything else, as many other groups would have
shunned an applicant of orcish descent or would
not have put him in such an important position as
trainer.
Eondil Ebonblade: Strict but fair, Eondil (LN
human soulknife 7) is the instructor in the art of
the mind blade. All new soulknife applicants must
prove themselves in melee combat with Eondil.
Those who lack any true ability earn a swift death,
the penalty for attempting to be a combatant without
the proper skill.

The Night Terrors

Created by a powerful thrallherd, the Night


Terrors work to foster fear in society, using that
dread to control the populace, in turn giving
their leader, Larick, more power. In addition to
the powers of the telepaths and thrallherds in the
organization, there are also spirituels of Hourth
who use their godminds power over compulsion
effects to further their groups cause.
Base of Operations: To avoid detection and
their enemies, the Night Terrors use a series of fake
storefronts, warehouses, and abandoned buildings
as gathering sites.
Alignment: NE
Size: Several dozen direct members with a few
score of informants.
Members: The Night Terrors tends to gain
members who focus their studies on the telepathy
powers, using their inuence over the mind to get
what they want. However, this is not a mandate and
a few members are wilders, seers, or other psions.
Symbol: The symbol of the Night Terrors is a
screaming skull on a eld of midnight blue.

39

Motto: Fear us or follow us, the choice is


yours.
Description: By tapping into the minds of
those around them, the Night Terrors quickly
learned the darkest fears of any who stood in
their way or possessed what they desired. By
using this knowledge, they then created the living
embodiments of fear, experimenting with many
different subjects. One such group created was
the race of ardoroch, who the Night Terrors used
as guardians.
After decades of abuse, many of the ardoroch
realized they were stronger than most of their
masters and revolted, leaving the Night Terrors
and searching for their own way in the world.
Due to their original tie to Hourth and the slavery
the group was effectively in for the beginning of
their existence, most of the group instead worships
Cynre, giving him credit for their ability to put
forth sonic energy bursts.
The members that direct the affairs of the Night
Terrors are all thralls or believers in Laricks
thrallherd. Led by Pridren, Laricks thrall, the
organization works to foster fear by using powers
of telepathy and psychological tactics to coerce
members of society to do what the group desires.
Joining: Membership to the Night Terrors is
extremely exclusive and by invitation only. The
organization has worked diligently to keep its
identity secret and those who turn down the
invitation to join are either silenced or have the
memory erased.
Duties: The singular goal of the Night Terrors
is control over the populace. Members of the
organization are expected to work toward that
goal, consolidating any power and eliminating any
threats.
Benets: The largest benet of being a member
of the Night Terrors is one does not have to fear
being attacked by the organization. Enemies
or rivals of the group are frequently targeted as
potential threats and are more likely to have their
minds subverted.

self-interest, Larick has no concern if any of his


followers perish, so long as his power is increased
in the process. Unbeknownst to his organization,
Larick is actually seeking to create a living
embodiment of fear, seeking to give a physical
form to his patron godmind, Hourth.
Pirdren Yondreth: Born into nobility, Pirdren
(LN human ghter 9) felt Laricks call as a
thrallherd and quickly journeyed to become his
thrall. Acting as Laricks second-in-command,
Pirdren is smarter than most would expect of a
brawler and competently controls the Night Terrors
in the name of Larick.

The Order of Still Water

Expanding the mind is more important to the


followers at the Temple of Still Water than any glory
in battle or monetary reward. The members of this
organization believe that through meticulous study,
that inner peace and understanding can be found.
At the core of the Order of Still Water is actually
veneration for an oft-overlooked entity of immense
power: Zean, the godmind of enlightenment. The
order rigorously follows the teachings of Zean to
expand their own understanding of the universe.
Base of Operations: The Order of Still Water
is based out of the Temple of Still Water, a site
imbued with strong psionic energy. The majority
of its members stay in or near the temple, nding
safety within its walls from the difculties and
hardships of the rest of the world.
Alignment: NG
Size: Once numbering in the hundreds, the Order
of Still Water now has direct members of several
dozen and scores of possible candidates and
agents.
Members: Among the Order of Still Water
can typically be found a large number of psions,
although there are also monks, psychic warriors,
soulknives, and some clerics and paladins of Zean.
Symbol: A serene reecting pool
Motto: Knowledge is the greatest gift one could
give another.
Description: The Order of Still Water has
existed quietly in their temple for centuries, seeking
only greater understanding and enlightenment. In
times of great need or when the greater good is in
jeopardy, the members of the Order of Still Water
are willing to take up arms and do what is necessary

Prominent Members

Larick Shiverthought: The founder of the


Night Terrors, Larick (NE elan psion 6 / thrallherd
4) is a reclusive leader, trusting to his followers
and believers to perform the day to day activities
to foster the organization. Wholly consumed with

40

Benets: Members of the Order of Still Water


have free access to the Temple of Still Water and
the benets the site grants to visitors (see Chapter
5 for more details).
In addition, members are able to utilize the
powers known of all members of the Order while in
the Temple of Still Waters, aiding in item creation
or effects such as psychic chirurgery.
Finally, services are available to members at half
their normal price, although any costly components
or experience penalties are their full price.

for the greater good.


Founded several centuries ago by a small band
of psions, the small group built a humble temple
to serve as their abode and meditation site. Over
the decades, more members joined their cause,
swelling their ranks in the pursuit of enlightenment
and understanding. As the group grew in size,
they became the target of more malicious groups
seeking to unlock the secrets the group held.
Always trying to remain neutral in political or
military conicts unless the greater good was truly
in danger, the Order of Still Water would often
close the doors of their temple while such situations
were underway. Once the dust settled, they would
reopen their doors and continue their quiet study.
Joining: Joining the Temple of Still Water is not an
easy process in recent times. Prospective members
are typically approached by the Order, instead of
petitioning membership. Possible candidates are
generally very intelligent and intuitive practitioners
of psionic might.
Duties: It is expected of all members of the
Order of Still Water to work to increase the
knowledge of those around them. This can be in
the form of a missionary type of role or simply as
a teacher for others in the order. Each individual
is able to determine their own means of spreading
knowledge, so long as it is something they spend at
least one week per month doing.

Prominent Members

DelNar Sintlaeryn: Ice blue eyes and blonde


hair mark Delnar (LG human nomad 12) as a
descendant from humans of colder climes. An
elder of the Order, Delnar is one of the more
conservatives on the Council of Elders and is often
the voice of reason on those rare occasions when
tempers air.
When the Order of Still Water splintered into two
groups, it was Delnars words that kept most of
the Order intact.
Jaecyn Moonre: Often quiet and reserved,
Jaecyn (NG half-elf kineticist 8 / primal thought
10) exudes power when he focuses his crystal blue
eyes on someone. Having been raised by a ranger
and druid, Jaecyn reveres nature and spends most
of his time protecting his homeland from would-be
despoilers.

Order of Still Water and the Enlightenment


While readers of Untapped Potential: New Horizons in Psionics may notice a similarity between the
organization presented in that book, the Enlightenment, and the Order of Still Water, it is important to
note the differences between the two organizations.
While the Enlightenment organization believes in expanding the mind, consciousness, and
understanding, the Order of Still Water actively venerates the godmind associated with such a
philosophy. Both organizations seek to expand understanding, but the Enlightenment could be viewed
as a secular interpretation of the Order of Still Water, or the Order of Still Water a religious offshoot of
the Enlightenment, or perhaps both were once originally one organization who differed in their views of
Zean, understanding, and enlightened thought.
The creation of Zean as a metaconcert entity that gained sentience and divine stature could also be tied
directly into the dissension between the Enlightenment and Order of Still Water. Perhaps when Zean was
created, both groups were of a single mind, but with the creation of the godmind, the two groups split
based upon their beliefs.
Another option for introducing these organizations into your campaign is merging the two and having
each as separate portions of the same base organization, one seeking to enhance enlightenment without
ties to any deity or godmind, the other actively venerating a godmind that embodies that ideal. Such
drastically different viewpoints could offer friction points and plotlines that your players could actively
inuence.

41

Only recently come to his status as leader of the


Order of Still Water, Jaecyn is working to undo
the damage caused by the recent splintering of the
group.

to utilize the specialized powers created by the


organization, thereby gaining access to unique
illusions not normally accessible. The secrets
of these new powers are closely guarded by the
organizations members and any acts to try to
unlock these secrets are dealt with harshly.

Phantasms

Prominent Members

Originally a small group of kineticists and


telepaths, the phantasms use their psionic power
as a means of deception, making effects similar to
illusions. The group venerates Saurok and Cynre
equally, as the two godminds disciplines mesh well
to create some of the most realistic illusions.
Base of Operations: The Phantasms have no true
centralized headquarters, instead operating out of
individual libraries, studies, or homes as necessary
to learn more of illusions and their craft.
Alignment: CN
Size: Seventeen direct members, with another
thirty agents
Members: Nearly all kineticists or telepaths,
there are a select few agents that practice the arcane
arts within the Phantasms. Only those who are
able to display the necessary skill with illusionary
effects are granted membership or used as agents.
Symbol: A heavy-lidded single eye
Motto: Meet me where imagination ends and
reality begins.
Description: A capricious group, the Phantasms
has no true cause or belief, aside from the pleasure
they nd in creating the most realistic illusionary
constructs. Because of this, they can sometimes
be difcult for others to understand. Originally
founded due to illusionists being persecuted as
criminals, the Phantasms have maintained their
connections to improve their skills, although their
need for protection is no longer necessary.
Joining: To become a member of the Phantasms
requires fairly unique talent amongst the psionic
powers. New members must be able to both
manipulate the thoughts and the senses of others
by manipulating matter and light and also by
modifying, implanting, or sometimes removing the
targets thoughts.
Duties: Sharing of new techniques and powers
is expected of all members of the Phantasms.
Purposely withholding new illusionary effects
from other members can cause the group to expel
an individual.
Benets: Members of the Phantasms are able

Mavin Folkor: A showman of renowned


proportions, Mavin (NG gnome kineticist 8 /
illusion crafter 9) is the intrepid leader of the
Phantasms. Using his talent for creating realistic
illusions to impress crowds, Mavin travels as far as
his short legs will carry him.
Brelklar: The only dromite in the Phantasms,
Brelklar (N dromite kineticist 7 / illusion crafter 3)
is slight for a dromite, but has the in-born talent to
more than make up for any physical inadequacy. A
quick study in the art of illusion creation, Brelklar
has only been a member of the group for a few
months, but has several times taught the other
members new techniques in creating illusions that
have validated the decision of the organization to
admit the small dromite.

Godminds
Originally presented in Hyperconscious:
Explorations in Psionics by Bruce R. Cordell,
godminds are immensely powerful entities on par
with normal deities in terms of power. Although
some godminds were individuals of such immense
psionic power that they transcended mortality and
gained mortal worshippers, granting them abilities
on par with standard deities, some are conceptually
so alien that normal mortals cannot comprehend the
nature of the godmind and instead typically believes
they are like normal deities. Unlike standard
deities, godminds do not grant their worshippers
special abilities, such as divine spellcasting.
The use of godminds should also accompany
utilizing the default rules of psionic-magic
transparency as set forth in the Expanded Psionics
Handbook by Bruce R Cordell to minimize
difculty in having interaction between psionics
and magic.
Unlike many deities who are active in their
worshippers lives, a godmind is typically more of
a greater consciousness than an active party. So

42

RANK
Beneath the godminds name is a line giving the
rank of that godmind. Similar to divine ranks of
standard deities, major godminds control more
power and have more inuence than moderate
godminds, who in turn have more power and
inuence than minor godminds.

long as their advocate adheres to the tenets that


attune their body, mind, and soul to their godmind,
they may gain special psionic abilities such as
access to psionic nodes. The doctrine listed for
each godmind is a guide for each worshipper to
follow if the godmind is expected to grant abilities
such as access to psionic nodes; the doctrine is
not necessarily a comprehensive list of expected
behavior and may be modied as needed.

WORSHIPPERS
The next line of the godmind description gives the
typical type of individuals that will follow the tenets
of that godmind. This group usually corresponds
to the areas of control that godmind represents.

Pantheon of Godminds
Listed below are the twelve known godminds and
what they control. One does not need to worship
the specic godmind to gain access to powers or
abilities that godmind represents, as an agnostic
egoist may still utilize powers such as thicken
skin, but it is not uncommon for manifesters of the
appropriate discipline to venerate the godmind who
embodies the spirit of that discipline.
Name
Aeni
Aureskin

Exemplies
Fear
Psychometabolism

Cynre
Faedreth
Hourth
Javan
Kraegan
Nereth
Phanos
Saurok
Veran
Zean

Psychokinesis
Clairsentience
Compulsion
Mind blades
Psychoportation
Secrets
Metacreativity
Telepathy
Passion
Enlightenment

NODES
Every godmind grants access to psionic nodes to
those exemplars who take the appropriate character
options, such as class levels or feats. This line
lists which psionic nodes the godmind can allow a
follower access. Psionic nodes are not universally
controlled by any single godmind, so it is not
unusual for multiple godminds to have access to
the same psionic node.
ALIGNMENT
Although godminds effectively represent a
single aspect of psionics, each godmind has
a corresponding alignment. Those aspects of
psionics that typically reect selsh or evil actions
may be represented by an evil godmind, while the
more seless parts of psionics may be exemplifed
by a good-aligned deity. Most worshippers have
alignments similar to their godmind, although it is
not a strict requirement.
STATE OF CONSCIOUSNESS
Different godminds manifest in different ways.
This line of the godminds entry explains if the
godmind is an active entity, directly inuencing the
inhabitants of the world at large, or if the entity is
more passive, allowing its adherants to further the
aspect of psionics the godmind represents without
taking an active role. Neither type of godmind,
active or dormant, affect the godminds ability
to grant access to psionic nodes or other special
abilities gained from following the tenets of a
godmind.
The second part of a godminds state of
consciousness is the form in which they manifest.

GODMIND ENTRIES

The description of each godmind is presented in a


standard format. Each category of information is
explained and dened below.
NAME
The rst line of every godmind description gives the
name by which the godmind is generally known. A
godmind might be known by other names in some
locales, and specic sects might have names of
their own for these godminds.

43

Some godminds are elevated mortals and are still tied


to this sort of form, such as a typical deitys avatar.
Others may be more ephemeral, such as a persistent
worldthought network, touching the world and its
worshippers with mental connections. Others may
be purely mental in nature; a consciousness on a
massive scale, but not necessarily tying its members
together like a worldthought network.

beginning of time. In this frightening place, these


darkest dreams give energy to a being whose very
essence is one of fear, a being who knows no other
motive than to instill absolute terror into creatures,
creating new nightmares on which to feed.
Believed to be the essence of the nightmares
of even deities and other immense beings, the
godmind named Aeni, sometimes called the
Darkest Dream, is the true embodiment of fear.
For mortals, it is believed that those dubbed the
nameless fear, originally presented in Untapped
Potential: New Horizons in Psionics, are servants
of Aeni, working to enact its will. In reality, some
among the nameless fear are larval nameless that
have joined with the consciousness that is Aeni,
growing in power into augmented nameless and
returning to feed upon fear. The other creatures of
the nameless fear simply have natures that coincide
with Aeni, although they may not be aware of Aeni
or actively follow its guiding presence.
As the godmind of fear, Aeni grants adherents
access to fear-inducing powers and abilities. Those
who spread and foment fear and terror gain in
power granted from Aeni, while those who instill
courage and hope are seen as enemies. However,
Aeni itself is not believed to be a truly sentient
being, instead it is in a near dreamlike state beyond
true communication with the lesser beings which
serve it, for most Aeni is simply the power of fear
made incarnate.
Doctrine: The cultists or worshippers of the
Darkest Dream believe that it is their responsibility
to enlighten others to the reality of the world through
fear. They believe that this fear opens up the victims
to view new possibilities and re-examine their own
central moral core, to learn who they really are. By
facing these fears they learn who they are ready
to stand up to and what they are ready to stand up
for; thus this enlightenment allows people to live
the remainder of their lives in accordance with who
they truly are.

FAVORED WEAPON
Conict is inevitable, even for beings of such
immense power as godminds. When such a
conict comes to pass, a particular godmind will
often rely on one weapon of choice. This weapon
may be a true weapon, such as a sword or bow, or
it may be something more cerebral, such as fear or
a particular psionic power.
DESCRIPTIVE TEXT
This portion of a godmind description details the
background of the particular godmind and how it
came to be a godmind. If one of the previous lines
in the description included see text, this is where
the explanation is found.
DOCTRINE
The last item in each godmind entry is the doctrine
of that particular godmind. This doctrine represents
how a worshipper of a godmind is expected to
behave in order to align their state of mind to match
the aspect of psionics with that godmind. Failure
to follow this doctrine causes the individual to lose
access to any special abilities or nodes granted by
the godmind, although if the infraction was not
extreme, methods such as atonement can be used
to regain these abilities.

Aeni

Major godmind
Worshippers: psychic warriors, psions, assassins
Nodes: Fear, Mind, Psionic, Secret
Alignment: NE
State of Consciousness: Active, consciousness
Favored Weapon: fear

Aureskin

Moderate godmind
Worshippers: duergar, egoists, maenads, psychic
warriors
Nodes: Battle, Body, Healing, Morphic
Alignment: N
State of Consciousness: Active, entity

In the deepest corner of the darkest nook in the


dreamscape, nightmares from time immemorial
coalesce, join, and even compete, drawn into a
swirling vortex of energy that has existed since the

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 godminds 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 Aureskin, so long as the item improves


the wearers physical form.
Any worshipper of Aureskin who partake in
activities that are unhealthy to the body lose any
benets associated with worship, such as access to
domains or psionic nodes until they make amends,
such as through atoning. These types of behavior
include imbibing in alcohol, which dulls the wits
and can impair the senses, or smoking of substances
that can degrade breathing.

Aureskin (r eskin) was born a maenad and took


up the path of the egoist early in his life. Showing
a very strong in-born power for the discipline of
psychometabolism, Aureskin quickly grew in
strength, defeating enemy after enemy in battle.
While Aureskin was not blood-thirsty or vicious,
he viewed combat as a means to both increase his
skill in combat and demonstrate the superiority of
the techniques he had mastered. While Aureskin
was not perfect, his defeats were infrequent and
often led him to radical shifts in tactics, learning
much from the opponents who bested him.
After several decades of honing his skills and
expanding his talents, Aureskin embarked upon
the path that eventually led to his evolving into
a godmind. The most physical of the godminds,
Aureskin is the most likely to be found in physical
form, holding to that facet of his mortal life.
Taking up the portfolio of psychometabolism,
Aureskin is typically revered by egoists who strive
to reach the level of perfection achieved by the oncemaenad. While Aureskin prefers his worshippers
to live and continue to grant him power, he openly
views death in battle as a very worthy sacrice, so
long as the defeated fought well.
Those instances where Aureskin chooses to
return to his physical incarnation, he will often
do so by ssioning out of the body of an adherant
he views as worthy. This is typically an egoist
or psychic warrior who exemplies the use of
psychometabolism to augment the physical form.
When in physical form, Aureskin appears much
as in life: a male maenad whose body is covered in
psionic tattoos and augmented with crystalics and
psionically enhanced jewelry and piercings.
Doctrine: Worshippers of Aureskin are
expected to participate in activities that enhance
the body, such as physical exercise or contests of
strength or speed. Augmentations to the body, such
as crystalics or tattoos, are also accepted in the

Cynre

Moderate godmind
Worshippers: kineticists, pyrokineticists
Nodes: Energy, Force, Psionic
Alignment: CN
State of Consciousness: Active, entity
Favored Weapon: energy missile
When a deadly brushre overwhelmed and
destroyed the village of Urve, only one villager
survived, the human child Davon. Discovering a
latent afnity for re, Davon traveled to a nearby
school for manifesters and studied the art of the
kineticist. The family of Davon later inherited a
small portion of Davons natural talent, becoming
the House of Mandreth (detailed above).
After traveling and studying under the greatest
of the kineticists, Davon began to study other ways
of controlling re, including learning the secrets
of the pyrokineticist. Eventually, Davon changed
his name to Cynre and transformed to a being of
living ame, taking up residence in the Elemental
Plane of Fire.
After this transformation, Cynre learned to
control the other energy types for fear of their use
against him. As his knowledge and ability grew,
Cynre transcended to the status of godmind,
governing the portfolio of psychokinesis.
Although Cynre controls the entire discipline
of psychokinesis, he favors those among his
worshippers who utilize re more than the other

45

energies. He is still able to grant his followers


access to all four energy types, including his
opposite, cold, but is more likely to grant the
prayers of those who wield re in his name.
Indeed, Cynres devotees often claim that you can
hear his teachings and whispers in the crackle of a
campre or the snap of a burning torch. Some go
so far as to walk on hot coals in attempts to gain the
godminds favor, although actions such as these are
not actively condoned by Cynre, as they do not
further the advancement of the psychokinetic arts.
Doctrine: Worshippers of Cynre can be found in
several different varieties, as Cynre controls the
four main energy types, as well as force energy.
Any devotee of the godmind of psychokinesis
is expected to not rely on mundane or physical
means of offense, as these are seen as a weakness
to the purity of energy. Taking part in using these
means of attack bring the disfavor of Cynre,
and the participant loses any benets granted by
the godmind until the individual completes a
penitence.

access to insight and knowledge those mortals


would not normally have. The choice of which
mortals have this insight is not a matter of superior
moral standards, but simply based upon which
decision would be best for the time stream and the
stability therein.
The Faedreth preserve the time stream for the
past, the present and the future, guarding against
those who would seek to corrupt the ow of time.
While the Faedreth are by their very nature opposed
to time travel of any sort, so long as the time stream
is not severely impacted, it is not an act that gains
their wrath or backlash.
Supporters of Faedreth understand the need to
preserve the time stream, although they typically
do not understand the nature of Faedreth itself,
believing them to be a singular being instead of
an all-powerful godmind. Indeed, some of these
followers believe that Faedreth even encourages his
adherents to look into the future to see the myriad
possibilities and move toward what they believe to
be the most stable path.
Doctrine: The path of Faedreth tends to be a
lonely one. Having the knowledge granted by
clairsentience typically means there are no secrets,
so the skeletons normally left in the closet are
exposed to the eyes of one of his ock. Additionally,
the ow of time is to be respected and not to be
abused. Using insight gleaned from clairsentient
abilities is acceptable, so long as intense deviations
are not created.

Faedreth

Moderate godmind
Worshippers: seers, trackers, fortune-tellers
Nodes: Extrasensory, Insight, Protection
Alignment: LN
State of Consciousness: Active, entity
Favored Weapon: Reality disjunction
Outside the ow of the time stream there exist
entities, creatures that are so alien to standard
sentient life that comprehending the nature of
their existence is virtually impossible for typical
creatures within the time stream. The selfcorrecting nature of the time stream, when faced
with interference by those who would manipulate it
for their own ends, has shown that something exerts
a force upon the time stream itself, blocking these
attempts to deviate the ow of time from what has
already occurred. That force is this race of beings,
which mortals within the time stream have labeled
Faedreth, believing it to be a singular entity.
The nature of the Faedreth is such that their
primary concern is maintaining the stability of the
time stream, not caring for the dominance of good
or evil within that stream itself. To this end, they
can and do allow mortals within the time stream

Hourth

Minor godmind
Worshippers: duergar, telepaths, thrallherds
Nodes: Mind, Psionic
Alignment: CE
State of Consciousness: Active, persistent
worldthought network
Favored Weapon: Compulsion effects
Experiments with psionics have taken place since the
discovery of the psionic powers eons ago. Among
these experiments have been the miraculous and the
disastrous, the misguided and the truly genius. One
such experiment was embarked upon by the society
mind Hourth, who believed that it was possible to
completely subjugate an entire population and use
their energy to fuel his own power, spring boarding

46

him to the level of godmind.


Over years of planning and careful selection,
Hourth found his network of subjects and began
discreetly subjugating them using powers of
compulsion. As his power grew and his number
of subjects increased, Hourth discovered that
his worldthought network ability was becoming
difcult to manage, something he had never
encountered before despite swelling the ranks
within it countless times. Eventually, Hourth grew
tired of the experiment, as even with thousands
of forced vassals, his power was not advancing
enough to become a godmind. Disgusted, Hourth
left his experiment in search of new ways to gain
the power he desired.
An odd thing happened after Hourths departure:
the worldthought network and the compulsion the
subjects felt did not dissipate, even with his absence.
In fact, it seemed that some entity was claiming
Hourths control over the network, although to
those within it, it simply appeared as if Hourth was
continuing to act as their leader. Somehow, due
to the nature of Hourths 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
inuence. 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.

Twin brothers in life, Jereth and Derivan opposed


each other on principle on virtually every matter,
except the inclination to wield the trademark
weapon of the soulknife: the mind blade. Both
brothers quickly excelled in use of the mind blade
in combat, often trading blows with each other
when arguments escalated.
So opposing were the mindsets of the two
brothers that eventually, when war broke out,
Jereth joined the local militia to back the legal
government while also working to eliminate rivals
in the chain of command, Derivan instead joined
the rebels, seeking to usurp the corrupt government
currently in power. Such activities were common
for the brothers throughout their lives. Both
learned true mastery of the mind blade and the path
of the soulknife, yet fundamentally they were polar
opposites.
As the siblings grew in power, motivated by
the fear of and desire to overcome the other, they
eventually both began upon the path to becoming a

Javan

Moderate godmind
Worshippers: psionic sts, 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


took offense at the others presumption and epic
battles between the two ensued while seeking to
complete the path to becoming a deity.
At the climax of their ascensions, Derivan and
Jereth fought at the Well of Souls, seeking to
harness the power imbued in the site to catapult to
divine existence. While ghting, their mind blades
colliding again and again, each brother realized
that their blade was becoming rmer, more solid in
shape and form, seemingly drawing in the energy
from the Well of Souls to use in the conict.
When the brothers dueling brought the blades
closer to the Well of Souls, the blades would begin
to vibrate and radiate light, as if to warn their
wielder of some threat. Eventually, the blades
sprang forth from both brothers hands and collided
with each other, merging into a single blade of
psionic energy.
The pair of brothers, shocked by the event, paused
to watch the fused mind blade grow brighter and
brighter, radiating so much energy that they were
forced to retreat from the Well or risk destruction.
When the light faded, all trace of the blades was
gone, although each brother felt the presence of his
mind blade in a spiritual connection.
Scholars believe that the energy permeating the
Well of Souls combined with the energy released
during the battle between Jereth and Derivan
infused the two mind blades, turning them into more
powerful and, eventually, sentient beings. The act
of the blades abandoning their masters is believed
to be the essence of the mind blades rebelling
against the eminent destruction of a powerful
practitioner of the arts of the soulknife. Taking
the knowledge of their years of use at the hands
of Jereth and Derivan, the two blades combined
and took on a persona that uctuates between what
each brother believed to be the best use of the mind
blade, labeling itself Javan.
The double-nature of Javan tends to make its
actions as a godmind unpredictable, although as
one half of the greater consciousness takes control,
there is a tendency to counter the actions of the
other, thereby maintaining a balance.
Doctrine: Live and die by the mind blade is the
mantra of followers of Javan. Worshippers of Javan
are expected to be able to manifest and wield a mind
blade or be actively working to learn the techniques

required to manifest a mind blade. Devotees to this


dual-personality godmind are expected to wield
their mind blade as their weapon in all combat
unless something unilaterally prevents this, such as
a null psionics eld. Purposefully wielding another
weapon instead of a mind blade when a mind blade
is available cuts a worshipper off from the benets
of worshipping Javan.
As Javan has something of a dual nature, being
intelligent weapons from two very diametrically
opposed wielders, it is not uncommon to nd evil
and good beings among his followers. The greater
consciousness accepts all followers, so long as they
accept the superiority of the mind blade over other
weapons.

Kraegan

Moderate godmind
Worshippers: nomads, xeph, elocaters
Nodes: Spatial, Time, Travel
Alignment: N
State of Consciousness: Dormant, entity
Favored Weapon: baleful teleportation
As the sands of time ow and decisions are made, a
myriad of alternate decisions are possible that could
impact the course of history to an extreme degree.
In situations where these deviations could mean
world-shattering changes, there have sometimes
been those who seek to alter the fabric of time and
change the course of events.
At times, this can result in a rogue, detached time
stream, one which has been severed from the time
stream; a choice not made, a road not taken. These
time streams, detached from the true ow of time,
can sometimes take on a semi-sentience, endlessly
seeking to rejoin the true time stream to which it
once belonged.
To fulll this prevalent need, the rogue time
stream will reach out to mortals within the time
stream, using the power contained within itself to
bridge the gap, and allow those mortals to bend the
laws of space and time in ways that might work
to divert the ow of time back to the rogue time
stream. Mortals, believing this interaction to be
divine in nature, named these rogue time streams
Kraegan, believing it to be an entity like other
deities. Few realize it is countless severed time
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 benets 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 specic 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
the secret for fear of loss of adherents.
While those dubbed Kraegan do not directly gain
power from worshippers as deities, those who take
the actions that Kraegan believes will reattach the
detached time stream strengthen Kraegan, making
the possibility of reality changing to match the
rogue time stream, thereby fusing the two time
streams, more likely.
Doctrine: Kraegan as an entity does not actively
direct its followers or adherents, as it is not fully
conscious. However, those who follow Kraegan
believe that manipulation of time and space is
something that can and should be done whenever
it is needed; the laws of the four dimensions are
subject to be changed as desired. This can often
cause followers of Faedreth to be at odds with
followers of Kraegan, as each sect has opposing
views of how the time stream should be managed.
No conicts are known to exist between the two
groups.

hiding the secret. Sometimes, this secret is actually


a wrong committed against the person keeping
the secret, who themselves have performed no
wrong-doing, but are ashamed of the secret.
Some individuals even go so far in hiding these
secrets that they hide them even from themselves,
forgetting they ever knew what it is they are trying
to hide from the rest of the world.
Although the exact nature of the secret is
unknown, at some point, a secret was kept so
traumatizing to the individuals involved that their
minds shattered under the pressure of keeping the
secret to themselves. The destruction of these
minds gave power to this secret, granting it a
limited sentience; it had enough self-awareness to
understand that it wasnt meant to be known. To
protect its past from being discovered, the being
that took the name Nereth led those who adhere to
its doctrine to believe that it was once a female elan
telepath who used her mental powers to pry secrets
from others and use them for personal gain.
Believed to be one of the fastest of the mortals
to ascend to godmind status, Nereth simply seeks
to maintain the secrecy that is itself. The nature
of Nereth makes it seek to hide every secret that
it discovers, at least in the mental capacity it
understands. Nereth is grudging with granting
knowledge, although very quick to grant those who
maintain similar mindsets the ability to protect their
own secrets, sensing a kinship with those mortals.
A small, but growing, sect of Nereths devotees
have sought to understand how Nereth came to

Nereth

Minor godmind

Worshippers:
telepaths,
elans,
spies,
rumormongers
Nodes: Extrasensory, Mind, Secret
Alignment: CN
State of Consciousness: Dormant, consciousness
Favored Weapon: See text
A skeleton in the closet is often painful for the one

49

power so quickly, thereby better understanding


their godmind. This small group is at odds with
the mainstream devotees of Nereth and the two
have had altercations when they meet, although
both believe they are working to further the cause
of secrets and, therefore, Nereth.
When combat is forced upon Nereth, it will seek
subterfuge instead of physical combat, trying to
lock away the portions of the enemys mind that
identify why the combat was even initiated. Nereth
has no preferred weapon in the very rare situation
where physical combat is unavoidable and is likey
to use any weapon equally, although it is virtually
unheard of for Nereth to take a physical form.
Doctrine: Never one to willingly give
information, Nereth expects no less of those who
would work in her name. Followers of Nereth
are expected to never reveal personal information
unless it is of vital importance. All knowledge held
by a follower of Nereth is expected to be kept on a
need to know basis with everyone else, including
other followers. Freely divulging information for
reasons that are not critical or life-threatening is
likely to gain Nereths disfavor, cutting off access
to any psionic nodes or other abilities granted
through following the path of Nereth.

and the world around him, Phanos became more


adept at manipulating and creating matter, making
some of the most fearsome astral constructs ever
seen, including constructs that he rode inside into
battle when the time arose.
Phanos then took his constructs and his
knowledge of their creation and journeyed to the
astral plane, using the ectoplasm there to literally
carve out his own demiplane, forming a fortress
to house him and his creations. It is assumed that
this is where Phanos resided when he rose to the
status of godmind, although since he has grown
that status, his physical form has not been seen.
The demiplane of his creation continues to grow,
pulling in ectoplasm from the Astral plane, using
the material to create structures, creatures, and
even life. It is believed that Phanos physical form
merged with the ectoplasm in his demiplane, making
the plane Phanos. Known now as the demiplane of
ectoplasm, it is a little-known plane where the laws
of creation are rigid and unbending.
As godmind of metacreativity, Phanos tends
to impart ideas of originality on his worshippers.
Creating something from nothing is a central
tenet to the philosophy that Phanos represents as
a godmind.
Doctrine: Followers of Phanos are expected
to adhere to rules and laws. The letter of a law
is more important than the spirit in Phanoss view.
Worshippers who frivolously break or bend laws
lose access to any special abilities granted from
Phanos, such as access to nodes or spells.

Phanos

Moderate godmind
Worshippers: shapers
Nodes: Creation, Psionic
Alignment: LN
State of Consciousness: Dormant, entity
Favored Weapon: Crystal shard

Saurok

Moderate godmind
Worshippers: telepaths, blues
Nodes: Fear, Mind, Psionic, Secret
Alignment: LN
State of Consciousness: Dormant, persistent
worldthought network
Favored Weapon: Mind thrust

Residing in a fortress composed entirely of crystal


and ectoplasm, Phanos is an entity of rm rules and
organization. Believing that only through control
and structure are the greatest of endeavors possible,
Phanos is not wont to suffer those who break or
bend rules at their whim.
Born to a family of knights, sentries, and judges,
Phanos was instilled with immense respect for the
rigidity of laws, both the laws of men and the laws
of nature and psionics. From a young age, Phanos
was able to manipulate matter around him and
summon it forth at will, creating small constructs
of ectoplasm to perform his chores.
As he learned the rules and laws of psionic power

Eons ago, a race of psionic beings named the


saurok, persecuted to near extinction, banded
together and manifested genesis, creating a new
plane of existence on which to live and rebuild
their numbers. This race of beings had tremendous
telepathic ability and in this new plane, they
used telepathic modes of communication in

50

every way instead of speech or letter. This plane


was then infused with psionic power to facilitate
this telepathic communication, enhancing their
communication abilities and allowing even those
saurok with limited psionic potential the ability
to communicate with their fellows across vast
distances.
Over a matter of decades, this vast network
brought together via telepathy became problematic;
more than just messages were being sent across
individuals. Emotions, dreams, nightmares, even
unconscious thoughts were being shared across
the race, creating confusion and discord. As time
progressed, this condition worsened until many
sauroks lost their hold on reality and went insane.
With the psionic power much of the race had, this
led to catastrophic destruction in this pocket plane,
and eventually led to nearly the utter ruination of
the saurok race.
However, the plane itself had absorbed so much
psionic energy over time that it had begun to
understand the messages it was sending, learning
about psionics, the nature of beings, and developing
into an extremely powerful, sentient being. As
the saurok race nearly self-destructed from their
creation, the plane itself exerted a form of mental
control over the creatures, calming their mind
using the telepathic projects it had learned from
the saurok, forcing the creatures back to sanity,
although it also exerted a subtle form of control
over the race, not understanding that the saurok had
free will, only understanding that its source of the
psionic energy that had nurtured it was in trouble.
The saurok race became the physical pawns of
the plane itself as it sought out more creatures
to bring into the plane, adding to its power and
energy, allowing it to grow. To the godmind-plane
that came to be known as Saurok, there is an innate
need for togetherness, a need to share thoughts and
consciousness until two beings become essentially
one mind. Believing such a merger of minds is the
path to peace and understanding, many of the more
extreme members of Sauroks devotees see free will
and individuality as a problem that they actively
seek to resolve by bringing in more members of the
higher consciousness.
Doctrine: The pinnacle of telepathy, worshippers
of Saurok should seek to communicate with their
thoughts alone. When possible, a worshipper of

Saurok should utilize telepathic communication


over any other mode.
Due to the variety of followers Saurok maintains,
there is a juxtaposition of those who feel that the
thoughts of others should never be intruded upon,
and those who feel that such thoughts should be
theirs to know if they are capable of learning them.
Either philosophy is ne to Saurok, as both promote
telepathy: Both the respect of the power it gives
and the responsibility therein, and its active use.
Absolute devotees to Saurok tend to nd they are
drawn to the plane that the saurok race had created
and, over time, may join with the consciousness of
the godmind, becoming extensions of the godmind
itself.

Veran

Moderate godmind
Worshippers: Maenads, wilders
Nodes: Passion, Psionic
Alignment: CN
State of Consciousness: Fluctuates, entity; see
text
Favored Weapon: See text
Passionate feelings, especially when expressed
by those with strong psionic ability, can give off
a residual energy that can be felt by others after
the experience has already passed. In situations
where there is a sufciently large group of psionic
creatures experiencing incredibly passionate
emotions: anger, hatred, pain, love, etc, that energy
can coalesce into a single pocket of energy. History
has shown, in the case of a genocidal masscre of
the half-giants against the duergar, that such energy
can become so immense as to take on a sentience
of its own.
The entity that came to be known as Veran quickly
became recognized by mortals for its decidedly
capricious and explosive nature. Where other
entities would be more subtle or logical, Veran
would act in the most extreme manner possible
in any given situation. Additionally, Veran would
sometimes be incredibly active as a godmind,
seeking out exemplars and devotees, only to then
go dormant for no particular reason.
Quickly gaining the following of wilders who
embraced the more passionate side of their abilities,
Veran accepted these devotees absolutely and

51

responded with severe repercussions on those who


acted contrary to its will.
While Veran is the godmind of passion, it does
not actually seek out to attack those who use logic.
Rather, it will cut off those adherents to its nature
that resort to the use of logic, as these individuals
are viewed as betrayers and Veran is anything
but calm. When forced into combat, Veran often
chooses to manifest a physical avatar and augment
its physical form with endorphin surge rather than
using an actual weapon.
Doctrine: Cooler heads prevail is anathema to the
followers of Veran. The use of logic is something
that worshippers of Veran are expected to avoid,
instead trusting their instincts and their emotions.
Frequent use of logic and reason instead of
listening to ones instincts typically results in the
loss of abilities granted from worship of Veran.
The use of logic in a single instance is not likely
to result in the worshipper losing access to these
abilities, but relying upon logic regularly instead
of listening to instincts can result in the loss of
special abilities such as access to psionic nodes, as
the individuals mind shies away from embracing
passion and emotions and instead turns to logicminded thought processes.

was a dormant godmind, seeking enlightenment of


a magnitude incomprehensible to mortals, yet still
granting her exemplars access to those aspects of
psionics she embodied.
Early in her time as a godmind, Zeans
worshippers were set upon by those who sought
to keep knowledge in the hands of a chosen elite,
using it as a way to control the populace. The
followers of Zean, however, worked to spread
this knowledge and gained the animosity of these
tyrants. The irony of Zeans past and the situation
of her worshippers was not lost upon her, as she
felt many of them fall to the steel weapons of their
assailants.
Severely weakened by the loss of most of her
worshippers, Zean spent several decades active,
seeking out new followers to protect her from
possible threats in other godminds. The remaining
worshippers that survived her churchs destruction
began to discreetly expand their ranks until, after
a century of searching, her church was once again
of substantial size and the greater consciousness
of Zean once again went dormant. Since that
time, members of Zeans followers prepare for
the possibility of oppression and persecution and
actively train in the combat arts.
One of the only godminds worshipped by
traditional monks, Zean has gained a large
following of psionic worshippers in the past few
centuries, granting her more power than the other
godminds. Along with monks, Zean counts among
her worshippers a large following of psions, psychic
warriors, and those who follow the path of both the
psychic warrior and the monk: the psychic sts.
Doctrine: All worshippers of Zean are
expected to respect the pursuit of knowledge and
enlightenment. Purposefully stymieing this pursuit
closes the mind to the path of enlightenment and the
individual loses any class benets associated with
worship of Zean. Such actions include imposing
ones will over another creature through the use of
compulsions or mind-affecting effects that result
in the target believing something that they would
normally not believe.

Zean

Major godmind
Worshippers: psions, monks, elan, psychic
warriors, psychic sts
Nodes: Insight, Knowledge, Mind, Psionic, Soul
Alignment: NG
State of Consciousness: Dormant, entity
Favored Weapon: See text
One of the most powerful godminds currently
known, Zean was not born, but instead formed
from an immensely large metaconcert; she was
originally the metaconcert entity created during the
manifestation of the power. The sheer magnitude
of energy unleashed during the metaconcert and
the number of minds linked together gave birth to
a consciousness self-aware and self-sustaining, a
feminine consciousness who harnessed so much
psionic energy that she was a godmind upon
manifestation. With this power and due to the
nature of her creation, Zean embodied the ideal of
understanding and enlightenment. Initially, Zean

Conicting Godminds
The doctrines and existences of certain godminds
can be anathema to another godmind, causing

52

natural conict. As the nature of some of these


beings is quite alien to that of mortals or even other
gods, the nature of the conict can also be quite
alien.
As an example of a conict between two
godminds, Faedreth and Kraegan both manipulate
the timestream, to an extent. Faedreth lets mortals
see other parts of the timestream, while Kraegan
attempts to modify the timestream to rejoin
orphaned alternate time lines back into the main.
These two differing goals cause the two entities
to sometimes be at odds, as what Faedreth sees and
what he grants his worshippers to see then does not
come to pass as Kraegans actions disrupt the ow
of time.
This does not necessarily equate to the two
godminds being actively hostile with each other.
The two entities may not realize what the other is
doing, or, in most cases, simply not care, accepting
what the other godmind is doing and taking steps
to do what they perceive as correcting the mistake.
Mortals, however, typically do not understand this
nature of the godminds, instead believing that these
higher powers are as petty as kings, emperors,
and even some other divine beings. This can and
has led to followers of godminds to take up arms
against other followers, believing that by doing so,
they are doing what their godmind wants.

it rise, be that a group of mortals, an artifact of


incredible power, or some other source of energy.

Places of Contemplation
To understand their power, many practitioners
of psionics spend long hours in self-examination,
learning their own limits and how to transcend
them. When groups of psionic entities gather in
such pursuit for long amounts of time, the psionic
energy they expend in this pursuit can sometimes
seep into their surroundings. Other groups actively
impart this power into a selected location, to
enhance their own meditation. Still other locations
are formed naturally, perhaps from a exceptionally
rich vein of deep crystal or from the death of one
with mighty psionic potential. Some sites are
imbued with so much power they may become
sentient, reecting the beliefs of those who initially
created the site.
This empowerment, intentional or not, grants
those of psionic power special abilities unique to
the site. Some locations make it easier for those
who come for meditation to more easily nd clarity
of mind, while other locations may grant wells
of psionic power that can be tapped into like a
cognizance crystal.
When devising a site of psionic power, the
following questions should be asked:
Is the location natural or the result of psionic
creatures?
What does the location do?
How can the location be found?
How does the location appear to observers, both
psionic and non-psionic, from without and within?
Is the location protected or free to all?
Do any other creatures reside in this location?
Once these questions can be answered, the more
specic details of the location can be determined.

Godminds and Divine Ranks


Unlike deities, who gain divine ranks as they gain
worshippers, the power of a godmind is not tied
to worshippers, adherants, or followers. Instead,
a godminds power is tied directly to their own
command of psionic power, not based upon others.
Those godminds that control entire disciplines, such
as Phanos with metacreativity, wield the ability to
create virtually any effect with that discipline.
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,
such as Zean, were directly created from the
actions of mortals and, in these instances, may still
draw power from those mortals. However, after a
godmind is established and comes to embody an
aspect of psionics, a critical threshold is reached
and that godmind becomes self-sustaining, no
longer drawing upon whatever power initially gave

Sites of Meditation

When beings of psionic might meditate in large


enough gatherings or in smaller groups for longer
periods of time, the power they radiate can infuse
the very site used for meditation. These sites tend
to show as faintly glowing crystals or bodies of
water, in plants with unusually colored foliage, or
caverns that give the feeling of another presence.

53

Contemplation Glades

negating its effects. Heated arguments or physical


altercations that do not draw blood or cause lethal
damage temporarily negate the power of the
contemplation glade for 24 hours.
While within the bounds of a contemplation
glade, psionic non-mindless creatures gain a +2
morale bonus to Autohypnosis, Concentration,
Knowledge, and Psicraft checks. The calming
effect of the contemplation glade allows those
within to better focus on these skills.
In addition, any item creation performed within a
contemplation glade is completed in 25% less time
than normal, although 8 hours must still be spent
per day and the crafter must still have access to the
appropriate supplies. This change does not affect
the material or xp cost of crafting the item.
Contemplation glades vary in size depending on
the site that was used for meditation. The exact
size of the effect from the contemplation glade is
typically no smaller than a 30 foot radius, but no
larger than a 100 foot radius.
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.

Sometimes called awareness circles, these serene


places are created when the more aesthetic of
those with psionic potential gather for meditation,
although they are not always located in forested
glens. The time spent learning more about the
self instead of to hone ways to ght, kill, heal, or
enhance, time spent in the simple pursuit of selfknowledge grants these places an overwhelming
sense of calm and serenity.
These glades are nearly indistinguishable from
their surroundings, although any plants inside
the glade tend to grow lusher than their average
counterparts and any bodies of water tend to sparkle
more than normal.
Created as a result of intense self-discovery,
contemplation glades are fragile creations and can
be destroyed if violence is taken within the circle
of the glade. The level of violence determines
the result of the effect on the glade. Any form of
bloodshed or loss of life immediately disperses
the power bound into the contemplation glade,

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 briey 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
xtures, the summit is rather plain to behold,
although nearly constant trafc 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
summit, they make attempt a Psicraft check (DC

Introspective summit is a frequent site for xephs

54

Training Squares

20) to determine the nature of the summit.


Benet: Pilgrims who visit Introspective Summit
and meditate for two hours uninterrupted nd
they are more nimble on their journeys, granting
them a circumstance bonus to their speed of 5
feet in addition to the normal bonuses conferred
by a contemplation glade. This bonus lasts until
the affected creature stops to rest or after 8 hours,
whichever occurs rst.

Especially prized by psionic orders who


participate in combat for either self-protection or
in offensive capacities, these locations, typically
sparring grounds or archery elds, grant those
within its bounds increased combat prowess.
Training squares are visually indistinguishable
from their surroundings, although within their
bounds, psionic creatures hear a very faint buzzing
sound. The sound is not enough to distract those
who hear it, but enough that they are aware that
there is something unusual about the location.
The combat abilities of those who practice within
the connes of the training square are augmented.
After spending an hour in practice, the participant
gains a +2 morale bonus on all attack and damage
rolls for one day. Treat this bonus as a power of 5th
level for purposes such as dispel psionics.
Training squares can be as small as a 20 foot by
20 foot square, or as large as a 100 foot by 100 foot
area.
These locations possess an aura of strong power.
A Psicraft check (DC 20) reveals the effects of the
training square when using detect psionics.

Temple of Still Water: This unassuming building


was created by a small order of psions and psychic
warriors as a spot to meditate and hone psionic
potential. Over the course of years of meditation,
the order rediscovered the forgotten godmind Zean,
the godmind of enlightenment. Through Zeans
teachings, the group gained in understanding and,
with it, power.
With Zeans protection, the temple grew to house
the entire Order of Still Water and the pilgrims
who came to study at the temple. Built mostly of
sturdy oak with a few stone walls, the temple is not
a beautiful building. Neither is it built for defense,
although after the course of time, the Order of Still
Waters learned that such measures would need to
be taken, installing minor defensive posts including
arrow-slits to re projectiles and a wrought iron
gate. The glass windows have shutters that can be
closed and latched quickly, making it more difcult
to breach the temple in times of need.
Beyond these meager defenses, the temple is
for all intents and purposes a building to travel
to and learn for the sake of learning. Any who
come to the temple in search of enlightenment
and understanding are welcomed, although their
intentions are probed by the inhabitants due to
previous attacks.
Benet: All who come to the Temple of Still
Water with no ulterior motive and then meditate
for one week gain a +4 insight bonus to Wisdom
and Intelligence as they gain clarity of thought
and understanding. This bonus lasts for one
month so long as the creature does not engage in
aggressive activity: provoking ghts, attacking
another unprovoked, and the like. Resorting to
such unenlightened tactics clouds the judgment and
negates the benet from meditation at the temple.

SPECIFIC SITES
Kreh Battlegrounds: The main house of training
for those who join the Krehlenshin, this spartan
facility allows those who practice combat within
its grounds to work longer with fewer lasting
effects from sparring. Those who practice within
the battleground for a long enough period of time
feel themselves invigorated with power during
combat.
The battlegrounds are actually three distinct areas
devoted to different types of training. An archery
range is available for those who practice ranged
attacks in addition to sparring grounds for melee
attack. The largest portion of the battlegrounds is
the area reserved for mounted combat, granting
riders room to maneuver without worry of their
horses hitting spectators or structures.
Benet: Sparring and practice within the
battlegrounds of the Krehlenshin grants an
individual different benets based upon how long is
spent within the grounds, in addition to the normal
benets of spending time within a training square,
as described above.
Those who spend at least four hours of

55

The Mindforge: Nestled away a small mountain


valley, an abandoned monastery resides. Who
created this monastery has been lost in the passage
of time, but it is still where those who wield the
mind blade journey to learn to better hone their
skills with the blade of psychic energy. Despite
being in ruins, the impressive stone building still
offers enough protection from the elements for a
dozen individuals to comfortably reside, although
it is obvious the monastery was intended for far
more inhabitants.
Although the monastery is typically empty, the
lore of those who created it was etched into the
very building itself, allowing visitors to unlock
new secrets and techniques even if they are alone
in the monastery. The lore found in the carvings
has worn away over the years, but travelers with
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
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.
Benet: 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
attacks with a mind blade.

uninterrupted practice within the ground are healed


a number of hit points and ability damage as if they
had rested a full night.
Practice within the training area for a week
straight at eight hours per day grants the individual
the ability to perform an incredible feat, adding 1d6
to a single d20 roll made within the next month.
Spending a full month of time training in the
battlegrounds hones the individuals combat skills
granting them a +1 competence bonus to a single
weapon of their choice. This bonus lasts for one
month, although the individual may return to the
training grounds to keep their skills honed.
If the individual trains within the training grounds
for one full year, they retain their competence
bonus with a single weapon permanently, although
they must return to the battlegrounds every three
months for a week of training or lose the bonus.

The mindforge, though dilapidated, is still a powerful


location for mindblade wielders

56

Should the student not have the ability to manifest


a mind blade, the character gains a +2 bonus to
knowledge (psionics) checks.
These benets last for one week, after which time
the character may return to the Mindforge to renew
their studies of the knowledge contained within.

might augment their very surroundings, creating


places where fantastic effects are common. Imbued
sites are not created overnight. Many take months
or even years to develop into their full potential.

Imbued Constructions

This sub-group of imbued sites encompasses


those facilities where an individual or group
purposely created a structure and then imbued it
with psionic power. Such sites include fortresses,
homes, keeps, dungeons, and the like. Typically,
these constructions are at least partially made of
crystal or other items that resonate with psionic
power, such as ferroplasm, although standard
buildings have been imbued.
Imbued constructions have a wide variety of
abilities as set during construction. There is no set
pattern or benet, although it is typical that such
sites grant the defenders bonuses to their Armor
Class or concealment.
The crafting of such locations varies based
upon the specic site and the abilities imbued
into the site. As a general rule, use standard rules
for creating strongholds and calculate the cost of
special features of the site as magical items with a
slotless multiplier (x2).
These locations can possess an aura ranging from
moderate to strong power. A Psicraft check (DC
20) reveals the effects of an imbued construction
when using detect psionics.

Valley of the Spear: Built by half-giants


displaced by an inux of goblinoids, this seemingly
naturally-formed valley was actually carved
between two mountains by the half-giants, giving
them a safe haven to rest and prepare for their
attackers. Within the valley are both structures to
live and more defensive structures, allowing those
within the valley to take respite from constant
attacks and enjoy lulls in battle.
The formation of the rocks within the valley
looks to be random at rst glance, yet if studied
for a brief time it is easy to see that the formations
are, in fact, protective stations fashioned to make it
difcult for invaders to get to the defenders.
In the middle of the valley is what appears to
be a group of naturally-forming rock structures,
including concave depressions into the side of
large boulders, some deep enough to allow an
entire family of half-giants to comfortably rest.
These structures and nooks grant protection from
the elements, allowing those in the valley refuge in
storms or from aerial attacks.
Benet: If a force of at least fty individuals
enters this valley and has someone capable of
determining the defensive nature of the formations
(DC 15 Wisdom check), the force can defend the
valley much more effectively than normal. All
members of the group who heed the advice of
whoever discerned the nature of the valley gains
concealment by tactically using the formations of
stone.
Further, defenders who are caught within the
valley make all attack rolls with a +1 insight bonus
and gain a +1 insight bonus to their Armor Class,
as the nature of the valley lends them aid in their
defense.

SPECIFIC SITES
Crystal Keep of Phanos: Built entirely of
crystal, this keep was created by a host of shapers
devoted to Phanos, godmind of metacreativity.
During its construction, the shapers pooled their
psionic power into the crystalline structure itself,
granting it powers of its own.
The keep has four crystalline towers on each
corner; veins of different colored crystal make
each tower appear as a kaleidoscope when sunlight
touches its walls, the rays refracting to almost
make the keep appear as if its walls are shifting.
Although it appears to be fragile, being made of
crystal, the keep is as strong as granite due to the
enhancements placed upon it.
Special Qualities: The Crystal Keep of Phanos
has many special qualities, including built-in
defenses against attackers. Persistent ectoplasmic

Imbued Sites

Some powers and psionic items can protect


or affect an area, yet there are those who seek to
enhance locations more than these temporary
effects can. Instead, those masters of their psionic

57

servants reside within the keep, handling the more


menial activities required of the upkeep of such a
structure.
If under siege, the defenders of the keep may
awaken dormant guardian constructs, bringing
forth three 9th level Astral Constructs and a dozen
4th level Astral Constructs. If these constructs
are destroyed, they may be rebuilt by a manifester
of the appropriate level with access to the astral
construct power.
In addition, the keeps ultimate defenses may be
activated if dire circumstances call for such an act.
When a pair of levers deep in the keep is pulled
simultaneously, the walls of the keep become
covered in razor-sharp spikes, cutting through any
ropes on the exterior of the walls and causing 1d6
damage to any creatures that touch the surface.

might instead desire to enhance a natural site by


infusing it with psionic power. Instead of crafting
a site to meet their needs, these individuals take a
pre-existing location and make small changes to it.
Examples of this would be a naturally-formed copse
of trees with branches entwining, making a natural
platform on which to stand. Psionic creatures could
imbue this copse of trees with powers, making only
minor alterations to the naturally formed platform,
creating a pseudo-building out of the trees.
It is important to note the difference between
imbued constructions and imbued natural sites, as
the two are not the same. A natural site preserves
the natural formations in place before any activity
by those who would create the site, while an
imbued construction is instead a radical shift from
the natural site, such as a castle, fort, hollowed-out
mountain, or the like.
As with imbued construction, imbued natural
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.

Imbued Natural Site

Groups who tend to revere natural environments

SPECIFIC SITES
Reecting 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 couldnt appreciate beauty
the pool requires a sacrice of something beautiful.
Usually this sacrice 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
of clairsentience and foresight, allowing visitors to

The entrance to the lost veins of murin is treacherous

58

glimpse into the pool to see the past, present, or


future.
Benet: Any who journey to the Reecting Pool
of Destiny and toss in a gem worth at least 25 gp
are able to see a single event upon which they
concentrate. The event may be of the past, present,
or future, although the guardians of the pool caution
that the visions of the future are never guaranteed
and are only some of the possibilities.
An individual may only see one event in the
pool per year, so the guardians of the site typically
caution pilgrims to choose their event carefully.

psionic energies are released in massive amounts.


Unlike places of contemplation or imbued sites,
phrenic locations are wild and varied things, not
holding to a single belief or concept and neither
are they typically intelligent. Instead, a latent
consciousness works toward preserving the
location, but it is not in an active manner.
Some phrenic locations can develop protectors
to ensure they are not harmed by others. These
phrenic guardians act as defenders of the sites
and perform functions that the area itself cannot
execute, granting intelligence to the site that would
not normally be present, although it is typically not
an advanced intellect.
locations
typically
have
an
Phrenic
overwhelmingly strong aura due to the vast nature
of them. Their effects can be determined when
using detect psionics with a successful Psicraft
check (DC 25).

Lost Veins of Murin: Legend has it that a band


of duergar chanced upon veins of deep crystal so
rich that it was easy to nd pristine shards larger
than a man in size. Although many adventurers
have gone seeking these mythic veins, none have
been successful. Yet, the veins are real and are still
guarded by one of the clans of duergar that initially
found them.
Over the years that the duergar have possessed
these veins, which they named after the founder,
Murin, they have discovered that simply by being
present in the area, the veins lter the duergars
latent psionic power into the crystalline veins,
creating a gigantic cognizance crystal capable of
storing more psionic power than any other known
to exist. During times of need, the duergar have
discovered they are able to tap into the psionic
power stored within the veins and use the well of
psionic energy to manifest psionic powers.
Benet: Any within the immediate vicinity,
within 30 ft. of these veins of deep crystal who
successfully make a DC 15 Psicraft check are able to
tap into the psionic power stored within the crystal,
granting them access to a virtually unlimited power
point pool. On a typical day, the veins house over
three hundred power points. However, the pool
is very slow to recharge and only regenerates one
power point per psionic creature that spends at least
eight hours within the vicinity of the veins.

SPECIFIC SITES
Grove of Cynre: Nestled away in a remote
portion of the oak forest lies a grove of trees that
seem to grow and move of their own volition,
instead of being shaped by their environment.
Some who visit the small grove claim to see the
trees themselves shift position depending on the
weather, although no proof has ever been found to
support these claims.
Sleeping within the Grove of Cynre is a phrenic
protector, Lurthodyric. Composed primarily of
soil and rock, this protector is one of the earthen
phrenic guardians, ensuring creatures cause either
no or minimal harm to its charge, the grove itself.
Should anything enter the grove maliciously
or unwittingly cause damage to it, the guardian
awakens and exacts appropriate retribution.
Sometimes, this retribution could be in the form
of the creature repairing the damage done; other
times, Lurthodyric only stops when the offender
is dead, although the guardian will not travel far
from the grove.
The Grove of Cynre was not imbued by an
individual or group of individuals, nor was it created
by intelligent beings. During the life of Davon, who
ascended to become the godmind Cynre, the area
was the sight of a massive battle between Davon
and a group of powerful psions. The reason for
the battle has been lost in the passage of time, but

Phrenic Locations

Just as creatures may be born phrenic, naturally


come to psionic power, so too can some sites become
imbued with psionic might. More commonly found
underground near veins of deep crystal, phrenic
locations can also be found aboveground, when

59

the amount of psionic energy unleashed between


the two groups infused those trees that were not
destroyed in the ames as well as the soil and the
remains of what was destroyed. Over a matter of
decades, new plant life grew, plant life imbued with
the psionic power that had been let loose.
The creation of the Grove of Cynre, named
after the godmind whose actions inadvertently
created the site, caused the very plants in the area
to be immune to re, the preferred form of energy
of Davon. Indeed, such was the afnity for re that
the plants developed that if re is wielded within
the grove, it is rebounded upon its user two-fold.
When psionic creatures approach the Grove
of Cynre, the leaves of the trees appear to be
shimmering as if the air around them was very
hot. Non-psionic creatures see no difference in the
appearance of the grove. Upon entering the grove,
psionic creatures who have access to powers that
utilize re feel the urge to not use such powers,
although it is not an overwhelming sensation. In
fact, the urge seems to not be an alien thought to
the creature, merely common sense to not use re
in a forest.

while those sites devoted to combat tend to be more


aggressive. Sentient regions originally created for
evil purposes are often sinister sites that inspire the
darkest of nightmares: caves that attempt to devour
those who enter, trees that intentionally crack
branches to catch passers-by unaware, or streams
with an unusually strong and deadly undertow.
SPECIFIC SITES
Nightmare Glen: Two centuries ago, a band
of maenads were migrating through a thick forest
when they chanced upon a small glen, granting
them a spot to rest for the night. Unbeknownst to
the maenads, the glen was an imbued site created
by a forgotten group of goblins, imbued to inspire
those who rested within to slaughter and combat.
During their sleep, the maenads were overcome by
the persistent suggestions implanted by the glen,
ending in the death of every maenad in the group.
What started as an imbued site for battle and
slaughter grew over time as the blues and goblins
continued to journey to the glen. Eventually, the
glen turned on its creators, causing them to slaughter
each other and themselves. Any who stay within
the bounds of the glen nd it difcult to resist its
urgings and invariably nd themselves committing
acts they would never normally perform.
Those who enter Nightmare Glen initially feel
slightly uneasy, although they cannot place the
reason why. If an individual or group of creatures
spends more than one hour in the glen, they begin
to feel the effects of the sentience present. Initially,
this is manifested as becoming agitated and
easily provoked. After another hour, the affected
creatures react to all creatures in one step worse
than they normally (so a friendly reaction becomes
indifferent). Two hours after this, they advance
another step worse in reaction and are likely to
be provoked into combat. Every ten minutes, the
affected character must make a successful Will save
against a DC of 15 or become violent, attacking the
nearest target.

Sentient Regions

Over the course of centuries, psionicallyenhanced sites can gain more power, either in
latent psionic power from those who come to the
site, or intentionally from its creators or those who
would see the site grow greater in effect. If the
power grows great enough, the very site can gain a
sentience of its own, becoming aware of both itself
and those who come in contact with the sentient
region.
Just as with sentient creatures, sentient regions
have their own individual personalities, although
the very nature of a sentient region tends to make
their views on concepts hard to grasp by most others.
The nature of a sentient region tends to draw on the
purpose for its awakening and its initial creation.
If the site was used for meditation and peaceful
activities, the region itself tends to reect this view,

60

classes from this chapter and identies what sort


of category of psionic character they would best
match.
If a character should, through either voluntary
or involuntary choices, no longer meet the
requirements of a prestige class, he loses all special
abilities granted by levels in the prestige classes.
Class features such as Hit Dice, base attack bonus,
and base save bonus are not included in this loss.
SOULKNIVES AND PRESTIGE CLASSES
Sometimes, a soulknife may qualify for a prestige
class that progresses manifester progression as
well as gaining other class features. This increased
psionic training helps those who follow the path of
the mind blade as well as the path of the manifester.
At a level where a manifester level increase is
gained to a previous manifesting class, treat the
soulknife as if he had gained a level of soulknife
for the purposes of the Mind Blade and Mind Blade
Enhancement class features.
Occasionally, a multiclass soulknife enters one of
these prestige classes with a previous manifesting
ability, such as a psion / soulknife multiclass
character. In these situations, each indicated level
of the prestige class advances the soulknifes
mind blade and mind blade enhancement class
features as above, as well as increasing his
manifesting capability. For those prestige classes
that grant improvements to spellcasting ability, the
advancement does not progress the soulknifes class
features in this way unless specically identied.

PICKING A PRESTIGE CLASS

Psionic power tends to motivate those who wield


it to pursue hours of introspective study. Prestige
classes that grant abilities or features that would
not normally be possible in another way serve as a
manifestation of how these studies unlock unusual
talents.
Should a player be interested in one of these
new prestige clases, he should rst understand the
requirements for entry. Many of the new classes in
this book have unusual or strict requirements that
can require multiple character levels of planning.
Before choosing any of these classes, the player
should decide what kind of psionic character he is
trying to create. The list below shows the prestige

61

Chapter Four: Prestige Classes

The mysteries of the mind are limitless; unknown


paths unfold as an individual progresses in his or
her psionic potential. For some, this might lead
down the path of a class that most individuals
might never knew existed. For others, it may mean
unlocking dormant abilities. The possibilities are
limitless.
This chapter presents eight prestige classes
intended for psionic characters, most appropriate
for manifesting classes. While most of these
classes are oriented toward the psion or psychic
warrior, other kinds of characters should nd some
choices that appeal to them.
With the addition of the pantheon of psionic
godminds, there are also prestige classes oriented
to worshippers and followers of these godminds.

TABLE 4-1: PRESTIGE CLASSES


PRESTIGE CLASS
SUMMARY
Cerebris
A true scholar among manifesters
Illusion Crafter
Bends thoughts and energy to create illusions
Leaching Psyche
Mimics the abilities of those nearby
Primal Thought
Protector of the greater good
Spirituel
Versatile Blade
Wild Savant
Yuda of thought

Blending the powers of faith and thought


Diverse ways to shape the mind blade
Extreme control over wild surge
Exemplies the ideal of combat and battle

CEREBRIS

BEST FOR
Psions
Kineticists, telepaths
Egoists
Marksmen, psychic warriors, society
minds
Psions, society minds
Soulknives
Wilders
Psychic warriors, soulknives

CLASS SKILLS
The cerebriss class skills are Autohypnosis,
Concentration, Craft, Heal, Knowledge (all skills,
taken individually), Profession (Any), Psicraft
Skill Points per Level: 2 + Int modier

The secrets of the mind take a lifetime to unlock.


They are not something that should be rushed
into.
For some, it is enough to have psionic power and
to progress with what potential is easily unlocked.
For others, they recognize that the psionic power
easily available is but the tip of the iceberg. These
elite individuals trade some of the raw power of
their counterparts for the increased possibilities
they discover.

CLASS FEATURES

Unlocking the hidden talents of the mind is the


normal motivation of a cerebris. She seeks to
plumb the deepest secrets hidden within her own
mind. All of the following are class features of the
cerebris.

Weapon and Armor Prociency: Cerebrises gain


no additional weapon or armor prociencies.

BECOMING A CEREBRIS
It is not an easy thing to take up the mantle of the
cerebris. The path to becoming one is many times
a long road with sacrices. In exchange for giving
up the quick road to power, a cerebris is able to
unlock mysteries that others may not. Typically, a
psion is more likely to become a cerebris, although
some wilders are willing to invest the necessary
time and energy. A few of the more advanced
psychic warriors have also been known to travel
down the path of the cerebris.

Manifesting: At every level indicated, the character


gains additional power points per day and access
to new powers as if she had also gained a level
in whatever manifesting class she belonged to
before she added the prestige class. She does not,
however, gain any other benet a character of that
class would have gained (bonus feats, metapsionic
or item creation feats, and so on). This essentially
means that she adds the level of cerebris to the level
of whatever manifesting class the character has,
and then determines power points per day, powers
known, and manifester level accordingly.
If a character had more than one manifesting
class before she became a cerebris, she must decide
to which class she adds the new level of cerebris
for the purpose of determining power points per
day, powers known, and manifester level.

Hit Die: d4
ENTRY REQUIREMENTS
To qualify to become a cerebris, a character must
fulll the following criteria.
Skills: Knowledge (psionics) 8 ranks, Psicraft 8
ranks
Feats: Expanded Knowledge, Skill Focus
(Knowledge [psionics])
Psionics: Ability manifest 3rd-level powers

Latent Understanding (Ex): A cerebris unlocks


hidden abilities inside her own mind through

62

TABLE 4-2: CEREBRIS


Level BAB
Fort
1
+0
+0
2
+1
+0
3
+1
+1
4
+2
+1
5
+2
+1
6
+3
+2
7
+3
+2
8
+4
+2
9
+4
+3
10
+5
+3

Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Special
Latent understanding
Glimpse of insight (1/day)
Glimpse of insight (2/day)
Latent understanding
Glimpse of insight (3/day)
Glimpse of insight (4/day)
Latent understanding
Glimpse of insight (5/day),
unlocked mind

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

intense study. At 1st level and every four levels


thereafter, a cerebris gains either the Expanded
Knowledge feat or may learn an additional power
of her chosen devotion up to the maximum power
level she can manifest. In exchange for this rigorous
introspection, the cerebris loses a number of power
points equal to the base cost of the new power.
If a cerebris did not have a chosen devotion prior
to entering the class, she must choose one and, once
selected, that choice cannot be changed.

PLAYING A CEREBRIS
To truly embrace being a cerebris, it is not
enough to simply spend a few hours in study. A
true devotee to knowledge, many cerebrises spend
substantial amounts of money on libraries on psionic
information or to acquire as many powerstones
of unusual powers as they can afford. Other
adventurers are often caught off guard at just how
much time a cerebris spends in contemplation.

Glimpse of Insight (Ex): A cerebris is able to


briey tap into abilities that she would not normally
be able to access, abilities that grant her powers
she could not normally manifest. Beginning at
2nd level, a cerebris may manifest a single power
per day that is not on her powers known list. This
power does not need to be on her class list, but can
only be up to one level lower than the highest level
power she can manifest.
A cerebris may use this ability an additional time
per day at each even-numbered level (2 at 4th level,
3 at 6th level, etc.).

Although a cerebris prefers the study of her own


psionic power and potential, she is not without
ability in a combat situation. Calling upon the
variety of powers at her disposal, a cerebris
is careful with her pool of power points, as it is
typically smaller than that of other manifesters.

Combat

Advancement

Progressing in the ways of the cerebris is


something typically done by those more intellectual
than most, although this is not necessarily true. As a
cerebris gains several extra powers known through
advancing, it is not uncommon for some to take
options such as metapsionic feats or Psionic Body,
letting their mind enhance their weaker physical
form.

Unlocked Mind (Ex): At 10th level, a cerebris has


truly unlocked the abilities of her mind, mastering
the hidden power within. As a full-round action
that provokes attacks of opportunity, she may
spend a number of power points equal to her
manifester level and change a single power on her
powers known list as if she had used the psychic
reformation power. She does not pay the experience
cost associated with psychic reformation.

Resources

The thirst to understand their own abilities


tends to draw many cerebrises together, at least
for short times. The inner workings of a mind are
very personal and, typically, the knowledge each

63

cerebris learns cannot assist another. Sometimes,


the insights one cerebris has, however, can help
another cerebris unlock her own abilities.

While some cerebrises choose to not join such


organizations, they are more frequently found
among these groups, using the knowledge of those
who came before them to help them discover their
own secrets.
It is believed that cerebrises were originally
part of the Order of Still Water, as their mindset
of increasing understanding and knowledge lends
great weight to the nature of a cerebris. Over time,
others not of the organization have learned this
path and the class is not restricted to that single
organization.

CEREBRISES IN THE WORLD


I dont understand why anyone would want to
know so much about their own mind. Wouldnt they
rather learn about other things?
Tangus, dwarf ghter
The nature of the cerebris is such that it is likely
they will be relatively unknown outside areas
where psionic knowledge is prevalent. The drive
to unlock their own minds secrets makes many
cerebrises more introspective than most other
practitioners of psionics.

NPC Reactions

Many of the more common in society tend to


view a cerebris with distrust: why would someone
want to know so much? Scholars tend to view them
with envy: here is someone who truly seeks out the
secrets of the world. In areas where enlightenment
is frowned upon, or where everyone is expected to
be equal, a cerebris might be viewed with disdain
or, sometimes, anger.

Organization

The myriad organizations devoted to knowledge,


such as sages, libraries, or even some orders of
monks, are often homes to a variety of cerebrises.

CEREBRIS LORE
Characters with ranks in Knowledge (psionics)
can attempt to research cerebrises to nd 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.
CEREBRISES IN THE GAME
The drive for self-knowledge and understanding
is fairly commonplace across just about any society.
Because of this, a cerebris should have little trouble
tting into your world. Incorporating a cerebris in
a particular adventure would be based more on the
specics of the adventure and if the opportunity to
learn more about oneself is presented.
A cerebris unlocks dormant power within himself

64

CLASS SKILLS
The illusion crafters class skills are Bluff,
Concentration, Craft, Diplomacy, Intimidate,
Knowledge (all skills, taken individually),
Profession (any), and Psicraft
Skill Points per level: 2 + Int modier

Adaptation

Generally, a cerebris ts best into a game that allows


the character a sufcient amount of downtime to
explore their own mind. This does not necessarily
have to be constant; a urry of activity might promote
sudden insight where weeks of introspection might
fail, but it is denitely recommended to incorporate
enough time for self-study so the cerebris character
feels they are successfully plumbing their own
secrets.

CLASS FEATURES

As illusion crafters gain experience in their lives,


they gain abilities that grant them increased talent
in manipulating light, sound, and thought, creating
high quality illusions. All of the following are class
features of the illusion crafter.

ILLUSION CRAFTER

How do you disbelieve an illusion when it can


reach out and touch you?

Weapon and Armor Prociency: Illusion crafters


gain no additional weapon or armor prociencies.

A telepath creates illusions by implanting them


in the subjects mind. A kineticist can manipulate
light, sound, and other energies to create physical
manifestations that appear similar to illusions.
Then there are those who combine these two
abilities, creating the physical manifestation while
implanting the thought into the subject, creating
illusions that most would be hard-pressed to discern
from reality.

Manifesting: At every level indicated, the character


gains additional power points per day and access
to new powers as if she had also gained a level in
whatever manifesting class she belonged to before
she added the prestige class. She does not, however,
gain any other benet a character of that class would
have gained (bonus feats, metapsionic or item
creation feats, and so on). This essentially means
that she adds the level of illusion crafter to the level
of whatever manifesting class the character has,
and then determines power points per day, powers
known, and manifester level accordingly.
If a character had more than one manifesting
class before she became an illusion crafter, she
must decide to which class she adds the new level
of illusion crafter for the purpose of determining
power points per day, powers known, and manifester
level.

BECOMING AN ILLUSION CRAFTER


Discerning the techniques to create truly
real illusions is a matter of learning to merge
the psychosomatic and the psychokinetic. By
combining the power of thought with the power of
energy, manifesters can learn to become illusion
crafters. Kineticists and telepaths are more likely
to become illusion crafters by taking the Expanded
Knowledge feat, but other varieties of manifesters
can also begin down this path if they have the
desire.

Realistic Illusion (Su): The illusion crafter is


able to combine her talents with telepathy and
psychokinesis to create illusions that not only
appear real to the users mind, but that also seem
real physically.
By spending an additional 2 power points on any
power she manifests that is mind-affecting or any
psychokinetic power that alters perception, such
as control sound, an illusion crafter can make the
effect a realistic illusion. The power gains a +1
bonus to any applicable save DC.

Hit Die: d4
ENTRY REQUIREMENTS
To qualify to become an illusion crafter, a
character must fulll the following criteria.
Skills: Bluff 4 ranks, Diplomacy 4 ranks,
Knowledge (psionics) 8 ranks
Feats: Persuasive
Manifesting: Able to manifest control air and
psionic suggestion.

65

Detect Illusions (Ex): The time an illusion crafter


spends studying phantasms and illusions gives
her an uncanny sense when dealing with other
illusions. Beginning at 2nd level and every even
level thereafter, she gains a +1 bonus on saving
throws against powers on the illusionary powers
list and any effect with the illusion descriptor.

Psychokinetic Clone (Su): As the knowledge


of an illusion crafter grows, she learns to create
a simulacrum of herself out of force and mental
manipulation. At 7th level, an illusion crafter
can create a psychokinetic clone. Creating a
psychokinetic clone is a process that takes one hour
and a number of power points equal to the illusion
crafters class level. The clone appears within 5 feet
of the illusion crafter and copies the movements
of the illusion crafter confusing those nearby. The
illusion crafter is treated as having concealment
when a psychokinetic clone is active. If an attack
misses the illusion crafter due to this concealment,
make an attack roll against the simulacrum. This
duplicate has 5 hit points per class level and an
Armor Class equal to the illusion crafters touch
Armor Class. A psychokinetic clone lasts for one
hour per class level but may be dismissed at any
time.

Reactive Illusion (Su): By impressing a


rudimentary bit of intelligence into a realistic
illusion, an illusion crafter of 3rd level or higher is
able to create a hologram that can react to the world
around it.
By spending an additional 4 power points on
any power on the illusionary powers list, the
power is able to react to any stimulus as if it had
an intelligence score of 3 + the illusion crafters
primary manifesting modier. This grants the
illusion an additional +1 to any applicable save DC
and also allows it to perform any duties as directed
by the manifester, such as give directions, distract
opponents, or the like.

Steal Illusion (Su): An illusion crafter of advanced


training understands the nuances and mechanics of
illusions, even those she does not create. Beginning
at 9th level, an illusion crafter can try to take over
illusionary effects from other sources. Make an
opposed manifester level check against the original
manifester of the illusion. If the illusion crafter
succeeds, she assumes control over the illusion.

Psychokinetic Illusion (Su): Upon attaining 5th


level, an illusion crafter creates images that not
only seem real to the targets senses, but that are
also able to interact with the creature in more
elaborate ways. Creatures normally immune to
mind-affecting effects are not immune to mindaffecting powers manifested by the illusion crafter
from the illusionary powers list. Instead, these
creatures gain a +4 bonus to any applicable save.
TABLE 4-3: ILLUSION CRAFTER
Level
BAB Fort Ref Will
1
+0
+0
+0
+2
2
+1
+0
+0
+3
3
+1
+1
+1
+3
4
+2
+1
+1
+4
5
+2
+1
+1
+4
6
+3
+2
+2
+5
7
+3
+2
+2
+5
8
+4
+2
+2
+6
9
+4
+3
+3
+6
10
+5
+3
+3
+7

Permanent Illusion (Su): The true mark of a


master of illusion is an illusion that persists despite
any outside inuence. When an illusion crafter
attains 10th level, illusions of any type he crafts

Special
Realistic illusion
Detect illusions +1
Reactive illusion
Detect illusions +2
Psychokinetic illusion
Detect illusions +3
Psychokinetic clone
Detect illusions +4
Steal illusion
Detect illusions +5, permanent
illusion

66

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

are able to persist indenitely, including realistic,


reactive, and psychokinetic illusions.
Creating a permanent illusion requires spending
an additional 8 power points to manifest and an xp
cost equal to 5 times the total power point cost to
manifest the power.

psionics, while the competition is to create the


most realistic, most believable illusions around.
Trading information between illusion crafters is
quite common, while there have also been frequent
instances of one illusion crafter selling their
knowledge to another to further the art.

Illusionary Powers: The following powers count


as illusionary powers for the purposes of class
features of the illusion crafter:
1st create sound, distract, 2nd cloud mind,
control sound, id insinuation, psionic suggestion,
3rd false sensory input, 4th death urge, 6th
mass cloud mind, 8th recall death

ILLUSION CRAFTERS IN THE WORLD

I swear, it touched me! How could that be an


illusion?!
Arendraleth, an elf villager
A single illusion crafter is very much like any
other adventurer; she has above average abilities
beyond what most can call upon, and she is seeking
to make her way in the world using the talents at
her disposal.
The more talented illusion crafters can expect
to be approached by the Phantasms at some stage
in their career, if the illusionists do not seek out
membership rst.

PLAYING AN ILLUSION CRAFTER


Showman. Trickster. Magician. Common folk
tend to view you as any of these titles, as your
abilities to trick the senses are uncanny in their
variety and their realism.
The path to becoming an illusion crafter is
typically one that is almost seamless from your
previous class, reecting your natural predisposition
to make your mind and sense-altering effects more
believable.

Organization

The largest organization of illusion crafters is the


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 eld 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.


Individual illusion crafters do not necessarily need
to belong to this organization and may instead work
for a different organization, using their talents to
further the cause of that group and in return may
receive assistance.

illusion crafter the time to shine, thereby getting


use out of the features granted by the class.

LEACHING PSYCHE
So what can YOU do?

The power of the mind allows for nearly


unlimited possibilities. In the right hands, it can
bring the world miracles; in the wrong, it can cause
endless suffering. Some have even learned to use
their own mental abilities to tap into the talents and
capabilities of those around them, granting them
the power to mimic those nearby.
By tapping into the power of those in close
proximity, the leaching psyche can be as varied in
his abilities as those who are near, making them
extremely unpredictable in their capabilities.

NPC Reactions

Distrustful of illusion crafters, most individuals


nevertheless delight in the shows that these
manipulators of illusion can create. In areas where
magic and psionics are little understood, illusion
crafters can be persecuted for their abilities, while in
the more enlightened areas, most of the population
is still leery of the abilities these manifesters have
to alter the perceptions.

ILLUSION CRAFTER LORE


Characters with ranks in Knowledge (psionics)
can attempt to research illusion crafters to nd
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: If you think illusions are all smoke and
mirrors, Id recommend not testing an illusion
crafter.
DC 15: Ive heard of some illusion masters who
create phantasms so real, they can actually cut
you.
DC 20: The pinnacle of the creation of illusions,
illusion crafters combine psychokinetic force, the
power of suggestion, and bend even the rays of
light to create true masterpieces of fantasy.

BECOMING A LEACHING PSYCHE


It is not unusual for egoists or psychic warriors,
who regularly augment or alter their own physique
with abilities or traits of others, to become leaching
psyches. Alternatively, envy of allies or enemies
and the abilities they possess can trigger the desire
to have those same abilities, inducing the individual
to seek ways to mimic the abilities they desire.
Hit Die: d6
ENTRY REQUIREMENTS
To qualify to become a leaching psyche, a
character must fulll the following criteria.
Skills: Knowledge (psionics) 8 ranks, Psicraft 4
ranks
Feats: Psionic Afnity, Psionic Talent
Special: Power point reserve

ILLUSION CRAFTERS IN THE GAME


With the introduction of the Phantasms, it should
be easy to introduce any illusion crafter into the
game. Players who enjoy misdirection and social
manipulation might nd that the illusion crafter
prestige class is a good t for their style of play.

CLASS SKILLS
The leaching psyches class skills are
Concentration, Craft, Knowledge (all skills, taken
individually), Profession (any), and Psicraft
Skill Points per level: 2 + Int modier

Adaptation

CLASS FEATURES

Because illusion crafters are not directly focused


in combat, games that are heavy in armed conict
may limit the viability of an illusion crafter.
Introducing sufcient situations where subtlety and
misdirection are utilized can give your player of an

The leaching psyche is the master of borrowing the


abilities of others. Unlike some egoists or psychic
warriors, the leaching psyche does not borrow the
physical form of a target, instead borrowing their
special abilities. All of the following are class

68

TABLE 4-4: LEACHING PSYCHE


Level BAB Fort Ref Will Special
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.)
3
+1
+1
+1 +3
Limited mimic (2)
4
+2
+1
+1 +4
Greater mimic (1), mimic range (40 ft.)
5
+2
+1
+1 +4
Limited mimic (3)
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)
8
+4
+2
+2 +6
Greater mimic (3), mimic range (60 ft.)
9
+4
+3
+3 +6
Limited mimic (5)
10
+5
+3
+3 +7
Greater mimic (4), mimic range (70 ft.)

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

+1 level of existing manifesting class


+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class

psyche is able to identify the extraordinary abilities


of each creature with hit dice lower than the Psicraft
check - 10, and all supernatural abilities of each
creature with hit dice lower than the Psicraft check
- 15.
For example, if the Psicraft result was 25,
the leaching psyche identies all extraordinary
abilities of creatures with 15 hit dice or less and all
supernatural abilities of creatures with 10 hit dice
or less.
At 6th level, a leaching psyche is able to determine
the abilities of creatures nearby as a standard action
instead of a full round action.

features of the leaching psyche.


Weapon and Armor Prociency: Leaching
psyches gain no additional weapon or armor
prociencies.
Manifesting: At every level indicated, the character
gains additional power points per day and access
to new powers as if she had also gained a level
in whatever manifesting class she belonged to
before she added the prestige class. She does not,
however, gain any other benet a character of that
class would have gained (bonus feats, metapsionic
or item creation feats, and so on). This essentially
means that she adds the level of leaching psyche to
the level of whatever manifesting class the character
has, and then determines power points per day,
powers known, and manifester level accordingly.
If a character had more than one manifesting
class before she became a leaching psyche, she
must decide to which class she adds the new level
of leaching psyche for the purpose of determining
power points per day, powers known, and manifester
level.

Mimic Range: A leaching psychic can reach out to


20 ft. to nd creatures from which to copy features.
At 2nd level and every 2 levels thereafter, this range
increases by 10 ft. (30 ft. at 2nd level, 40 ft. at 4th
level, and so on).
Mimic, Limited (Su): Initially, a leaching psyche
can only mimic the lesser abilities of those nearby.
As a move action, the leaching psyche may mimic a
single extraordinary ability of anyone within range
of her mimic ability. Should the creature whose
ability is being mimicked move beyond the leaching
psychdes mimic range, the leaching psyche
immmediately loses access to the mimicked ability.
If the leaching psyche was already mimicking an
ability, the benets of the rst ability immediately
end. The leaching psyche must have successfully
identied the ability being mimicked by the use of

Identify Abilities (Ex): The key to a leaching


psyches own ability is to understand what others
are capable of doing. By spending a full round
action, a leaching psyche may attempt to learn
the extraordinary and supernatural abilities of all
creatures within range of his mimic ability (detailed
below). By making a Psicraft check, the leaching

69

the identify abilities class feature.


If the leaching psyche does not have the physical
form necessary to mimic the ability, such as wings
for ight, she cannot mimic that ability.
A leaching psyche may not mimic abilities of
creatures with more hit dice than her manifester
level.
At every odd level thereafter, the leaching psyche
is able to mimic an additional extraordinary ability
at the same time. Mimicked abilities need not come
from the same creature.

abilities of creatures with more hit dice than her


manifester level.
PLAYING A LEACHING PSYCHE
Unlike your group mates, as a leaching psyche,
your abilities are directly related to who is nearby.
This can make for a unique experience, as your
fellow adventurers gain in abilities, you may
vicariously gain those same abilities. It is important
that, while you seek to utilize those abilities to be
most effective, to not impede the other players
enjoyment of the game.

Mimic, Greater (Su): As a leaching psyche


progresses in ability, she learns to mimic the more
potent abilities of those nearby. Beginning at 4th
level, a leaching psyche is able to mimic a single
supernatural ability of anyone within range of her
mimic ability. Should the creature whose ability
is being mimicked move beyond the leaching
psychdes mimic range, the leaching psyche
immmediately loses access to the mimicked ability.
This supernatural ability counts against her limit of
how many extraordinary abilities she may mimic
at any given time. The leaching psyche must have
successfully identied the ability being mimicked
by the use of the identify abilities class feature.
A leaching psyche may not mimic abilities of
creatures with more hit dice than her manifester
level.
At every even level thereafter, she is able to
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.

Combat

An unusual combatant, the leaching psyche


makes use of the abilities of those nearby, so tactics
are always varying depending on whose abilities
can be drawn upon. If you are in the same typical
company with static abilities, it is possible that a
regular tactic will be developed based upon those
fellow travelers, making the most of your pool of
abilities.

Mimic, Thieving (Su): By learning about her


talent to mimic the special features of those nearby,
the leaching psyche becomes able to steal those
abilities, denying the source their use. Beginning
at 6th level, when a leaching psychic mimics an
extraordinary ability, she may expend psionic
focus and attempt to steal that ability, denying the
creature its use. The target is allowed a Will save
to negate this affect (DC 10 + Leaching Psychic
class level + Cha modier) each minute that the
ability is denied.
At 10th level, a leaching psyche may attempt to
steal the supernatural abilities she mimics.
A leaching psyche may not mimic or steal

A leaching psyche borrows the psionic shot of a nearby


creature

70

Advancement

psyches. Many believe they are simply highlyskilled manifesters, not realizing that, by their very
nature, they are a paragon of versatility.

As you gain in power, your ability to absorb the


powers of those close to you will grow, granting you
more available abilities as well as more powerful
abilities of the creatures that are within range of
your power. If your allies do not have abilities to
mimic that you nd worthwhile, it might be worth
hiring on an assistant or taming a creature with
such capabilities.

LEACHING PSYCHE LORE


Characters with ranks in Knowledge (psionics)
can attempt to research leaching psyches to nd
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: Leaching psyches steal the power of
others.
DC 15: A leaching psyches ability is to mimic
those around him, taking the most useful abilities
and temporarily making them his own.
DC 20: The power of a leaching psyche is in
harnessing the abilities of those nearby and using
them in new ways.

Resources

As a mimic of all around you, your resources


vary greatly from day to day, even from minute
to minute. While there is no central bastion of
organization for all leaching psyches, you are
neither immediately disdained for your nature.

LEACHING PSYCHES IN THE WORLD


Ive never seen someone that always seemed
surprised at what he was capable of doing. Every
moment seemed like a brand new experience to
him.
Garreth Stonetalon - dromite wilder

LEACHING PSYCHES IN THE GAME


The leaching psyche can be a difcult class to
introduce into your game if you are unfamiliar
with how they work, as its abilities completely rely
upon the creatures nearby. So long as creatures or
NPCs are introduced with abilities that the player
can mimic, the player should be able to enjoy the
class.

Because the leaching psyche requires others


to grant the abilities for them to mimic, they
are often found in regions with at least a halfcivilized population. While they do not require an
organizational tie, it would not be unusual to have a
group that focuses on altering ones being, such as a
group devoted to psychometabolism or telepathy.

Adaptation

Running a game that a leaching psyche works


well within should not be incredibly difcult,
although it does require that those with abilities that
can be mimicked may need to have better bookkeeping. Opponents that the players encounter
should also have their abilities easily identied and
documented so that, should the leaching psyche
attempt to mimic the ability, it is a quick process to
transfer the ability.

Organization

Many leaching psyches excel in psychometabolic


or telepathic powers, as these are the disciplines
that train to alter the mind and body. While their
skills do not directly manipulate the form, the
similarities in the way their abilities and egoist and
telepath abilities work often mean many leaching
psyches can nd teachers within organizations
of these types of manifesters. There is no single
organization for the leaching psyche, but neither
are they barred entry from most organizations.

PRIMAL THOUGHT

Those who do not belong and who would cause


harm are to be given no mercy. To be kind invites
only destruction.
Jaecyn, half-elf primal thought

NPC Reactions

Because of the variety of powers a leaching


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


outweigh the needs of the few. Those who have

71

learned to join with the consciousness of the world


can more easily feel what needs to be done for the
betterment of all. Those who take up this cause
in the more aggressive sense join the ranks of the
primal thoughts.

Primal thoughts spend the majority of their time


working to preserve their home planet from those
who would invade from other worlds or from
those undead who should have already left for the
afterlife. All of the following are class features of
the primal thought.

BECOMING A PRIMAL THOUGHT


The militant aspect of the primal thought,
combined with the manifesting requirement,
means that many among their ranks are multiclass
characters with levels in ranger and psion. Psychic
warriors also make excellent primal thoughts,
lling the requirements more easily than their more
cerebral counterparts.

Weapon and Armor Prociency: Primal thoughts


gain no additional weapon or armor prociencies.
Manifesting: At each level indicated, primal
thoughts gain additional power points per day and
access to new powers as if he had also gained a
level in whatever manifesting class he belonged
to before he added the prestige class. He does not,
however, gain any other benet a character of that
class would have gained (bonus feats, metapsionic
or item creation feats, and so on). This essentially
means that he adds the level of primal thought to the
level of whatever manifesting class the character
has, and then determines power points per day,
powers known, and manifester level accordingly.
If a character had more than one manifesting class
before he became a primal thought, he must decide
to which class he adds the new level of primal
thought for the purpose of determining power points
per day, powers known, and manifester level.

Hit Die: d8
ENTRY REQUIREMENTS
To qualify to become a primal thought, a character
must fulll the following criteria.
Base Attack: +4
Skills: Knowledge (nature) 4 ranks, Knowledge
(psionics) 8 ranks, Survival 4 ranks
Manifesting: Ability to manifest 2nd level
powers
CLASS SKILLS
The primal thoughts class skills are
Autohypnosis, Concentration, Craft, Knowledge
(nature), Knowledge (psionics), Profession (any),
Psicraft, Survival
Skill Points per level: 2 + Int modier

Attunement (Su): At 1st level, a primal thought


learns to attune his psyche to a single world. If
he departs via means such as plane shift, he loses
that attunement. Gaining an attunement to a world
takes 24 hours of uninterrupted meditation. Once a
primal thought gains attunement, he does not lose

CLASS FEATURES

TABLE 4-5: PRIMAL THOUGHT


Level BAB Fort Ref Will Special
1
+1
+2
+0 +2
Attunement, insight of the attuned
+3, preservation
2
+2
+3
+0 +3
Needs of the many +1
3
+3
+3
+1 +3
Foreign disjunction +2
4
+4
+4
+1 +4
Insight of the attuned +4
5
+5
+4
+1 +4
Needs of the many +2
6
+6
+5
+2 +5
Foreign disjunction +4
7
+7
+5
+2 +5
Insight of the attuned +5
8
+8
+6
+2 +6
Needs of the many +3
9
+9
+6
+3 +6
10
+10 +7
+3 +7
Expel, insight of the attuned +6

72

Manifesting
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class

Foreign Disjunction (Su): A primal thought is


inherently tied to the world around him; those who
do not belong to his attuned world are anathema to
a primal thought. Beginning at 3rd level, a primal
thought gains a +2 bonus to attack and damage rolls
against any undead, elemental, or creature with the
extraplanar subtype. This bonus increases to +4 at
7th level.

it unless he leaves the world. Modes of travel such


as ethereal jaunt or astral caravan do not count as
leaving an attuned world unless the destination is
another world.
A primal thoughts attunement grants him
defenses against those not naturally a part of his
attuned world. He gains a +1 bonus on saving
throws against powers, psi-like abilities, and
supernatural abilities of outsiders, except outsiders
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
who do not belong upon his attuned world. As a
standard action, he may attempt to expel a creature
with the undead or extraplanar subtype. The target
must succeed on a Will save against a DC of 20 +
the primal thoughts Charisma modier or be either
destroyed if undead or banished back to their home
plane if extraplanar.

Preservation (Ex): A primal thought is required to


act in the best interests of the world as a whole. If
he willfully commits an act that would disrupt the
balance of nature, he immediately loses all class
features granted from levels in primal thought unless
he makes amends such as through atonement.
Acts that would disrupt the balance of nature include
hunting an indigenous species to near extinction in
an ecosystem, causing a large amount of deaths of
inhabitants of an area (anything greater than 15%
of the population is considered a large amount), or
the like that would cause major imbalance in the
environment.
If an environment has an unnatural balance, such
as that imposed by a single entity exploiting an
entire population, or an extraplanar creature or a
single or group of undead in an area, it is the primal
thoughts responsibility to restore the normal
balance to that area.
Insight of the Attuned (Su): By listening to the
consciousness of his attuned world, a primal
thought is able to extract clues to any problem he
may face. He gains a +3 bonus to any Knowledge
check made while he is on his attuned world.
This bonus improves by one every three levels (+4
at 4th level, +5 at 7th level, +6 at 10th level).
The Needs of the Many (Su): The greater good
calls out to a primal thought as clearly as a voice
in a quiet room. Beginning at 2nd level, any time
a primal thought acts in a manner that is for the
benet of others instead of himself, he gains a +1
insight bonus to any appropriate attack or damage
roll, save or opposed check.
This bonus increases to +2 at 5th level and to +3 at
8th level.

A primal thought is the self-appointed guardian of an entire


world

73

PLAYING A PRIMAL THOUGHT


A primal thought views the entire world as his
charge; matters of nations or kings rarely mean
much to you. Other adventurers may have difculty
understanding that in your view, the world may be
better off if an evil king be left in power if it means
the area is stable, while a kind-hearted duke may
actually be causing more harm than he realizes,
destabilizing an entire geographical area.

The calling as a protector or guardian of an entire


world can be a bit daunting for most individuals.
For one called to be a primal thought, it is something
they are not only comfortable with, it is something
at which they excel. The role of protector is
second-nature to these individuals and they do not
inch from the responsibility it requires. Many of
the more globally-conscious groups, such as druid
circles, may call upon primal thoughts in times of
need, but due to instances where the actions of these
groups have gone against the greater good, primal
thoughts can and do go against any organization
that has hired them, causing primal thoughts to
often be singular individuals instead of members
of any group.

Combat

While a primal thought does not necessarily


seek out combat, neither does he shy away from
it. As a primal thought, you are prepared to face
the enemies of the greater good with whatever is
available, be it a weapon, your psionic powers, or
your bare hands. In addition, creatures that do not
belong on your attuned world are your primary
target in combat.

Organization

As vast as the world truly is, it can sometimes


be hard to determine what is truly for the best for
everyone and everything. Some primal thoughts
have tried to band together to work for the common
good, but have come to odds when there were
differing ideas of what course of action was for
the best. Even with all the talents the individuals
have, the choice of options is so vast, and the
conviction these individuals possess is so strong,
that compromise is a difcult concept for them to
accept. As a result, most primal thoughts are not
associated with any given organization for any
signicant amount of time. If a specic job by
an organization is for the common good, a primal
thought has been known to work for hire, but they
are uninching in doing what is best for their
attuned world.

Advancement

Your talents as a primal thought grow based upon


your experience with your attuned world. As you
take actions that protect your world, you will nd
new abilities at your disposal, new abilities focused
at protecting and preserving your chosen home.
It is not uncommon to become more militant as
a primal thought as your time attuned to a single
world grows. You may begin to actively seek out
wrongs to right, becoming more proactive in your
approach instead of reactive.

Resources

A primal thought is the guardian of an entire


world, oft-times self-appointed. As such, he can
sometimes call upon the aid of organizations that are
like-minded, such as druid circles, some religious
groups, and hunters of extraplanar creatures. This
is not always the case, as some primal thoughts
are loners who do not seek out the assistance of
others.

NPC Reactions

Reactions to primal thoughts vary based upon the


area and the government of the area. Many lands
that seek to help those in need and preserve rather
than exploit view primal thoughts as welcome
members of society, while those who willingly
cause imbalance and disorder see them as threats
to be eliminated. Common folk often perceive
these protectors of the greater good as meddlers,
especially when their actions bring them at odds
with the local authorities.

PRIMAL THOUGHTS IN THE WORLD


I just dont understand. First, she kills that
witch that was corrupting the forest and polluting
the water, but then she helps keep that tyrant in
power.
Oren, half-giant member of the Enlightenment

PRIMAL THOUGHT LORE


Characters with ranks in Knowledge (nature)

74

Skills: Knowledge (psionics) 6 ranks, Knowledge


(religion) 8 ranks
Manifesting: Ability to manifest precognition
Special: Venerate a godmind OR
The character must have found a psionic codex
detailing the nature and powers of the specic
psionic godmind worshipped (this falls to the DM
to arrange as he sees t).

or Knowledge (psionics) can attempt to research


primal thoughts to nd out more about them. When
a character makes an appropriate Knowledge check,
use the phrases or variations of them from below,
including any information from lower DC checks,
should there be any.
DC 10: The name primal thought sounds quite
imposing, but they are actually very protective.
DC 15: A primal thought does not just protect his
friends; he works to protect the entire world from
those who would invade it.
DC 20: The power of a primal thought comes
from their attunement to their own world. They
are able to sense those who do not truly belong
and some primal thoughts are even able to return
invaders to where they belong.

CLASS SKILLS
The spirituels class skills are Concentration, Craft
(any), Diplomacy, Heal, Knowledge (psionics),
Knowledge (religion), Profession, and Psicraft.
Skill Points per level: 2 + Int modier

CLASS FEATURES

All of the following are class features of the


spirituel.

PRIMAL THOUGHTS IN THE GAME


Players who enjoy the concept of the greater
good, even if it means supporting the lesser evil,
may nd that the primal thought prestige class is
right up their alley. As the class does not have any
direct organizational ties, it should not be difcult
to integrate them into your game.

Weapon and Armor Prociency: Spirituels gain


no additional prociency in any weapon or armor.
Powers Known: At every level indicated on the
table for the prestige class, the character gains new
power points per day and access to discovered
powers as if she had also gained a level in the psionic
class she belonged to before adding the prestige
class. She does not, however, gain any other benet
a character of that class would have gained (such
as bonus feats, metapsionic or item creation feats,
mode check bonuses, hit points beyond those she
receives from the prestige class, and so on). The
character does gain an increased effective level
of psionic manifestation and additional power
points. If a character had more than one psionic
class before becoming a member of this prestige
class, she must decide to which class she adds the
new level for purposes of determining effective
manifester level.
For example, a 10th-level psion/3rd-level spirituel
has a character level of 13th and a manifester level
of 12th. So the character manifests powers with
level-dependent parameters as if she were 12th
level.

Adaptation

Campaigns that lack the inclusion of extraplanar


creatures or undead may cause a player of the
primal thought prestige class to feel as if the choice
to enter the class was a poor one. Remember that
summoned creatures, such as elementals, that
come from other planes automatically carry the
extraplanar subtype. Introducing enemies who
utilize summoning effects can help make a player of
a primal thought get the most out of their choice.

SPIRITUEL

The mortal devotees of godminds, spirituels are


of a cross between a cleric and a psion, although
they do not gain divine spellcasting. A spirituel
channels the power of his godmind in exchange for
furthering the will of his patron.
Hit Die: d6

Psionic Node (Ex): Choose a psionic godmind


for the spirituel. The spirituels psionic godmind
inuences her alignment, what psionics she can
perform (from this point forward), her values, and

REQUIREMENTS

To qualify to become a spirituel, a character must


fulll all the following criteria.
Feats: Servant of the Mind

75

how others see her. A psionic godmind has nodes


in a manner similar to a standard gods domains,
though nodes are not domains. Choose two from
among the godminds psionic nodes to serve as
your spirituels nodes.
Each psionic node gives the spirituel knowledge
of a node power at every power level, from 1st on
up, as well as a granted power. (For instance, an
8th level effective manifester would know node
powers of 1st through 4th level.) The spirituel
gains the granted powers of both selected psionic
nodes (psionic nodes have similar, but not identical,
granted powers to standard divine domains of the
same name). With extra knowledge of two node
powers at a given power level, the characters total
knowledge of discovered psionic powers increases
by two at each additional levelknowledge of one
extra power for each of the two nodes.

bonus to set the powers Difculty Class (if any).


Boost Grace: Each time the spirituel channels
energy to boost grace, she gains a +2 insight bonus
on her Will saving throw. The spirituel can channel
energy as an immediate action.
Boost Fury: Each time the spirituel channels
energy to boost fury, she adds +1d6 points of
damage to any power that deals damage dice. The
extra damage is treated as holy damage. A single
power can be augmented by more than a single
usage of channel energy.
Boost Reserve: Each time the spirituel channels
energy to boost her reserve, she gains 1d4+1 power
points that she must use toward the cost of a psionic
power. Any points not used are lost. The spirituel
can channel energy to boost her reserve as a swift
action.
Awe: The spirituel can apply up to three uses of
her daily channel energy ability in an attempt to
awe specied targets. The spirituel uses a standard
action to ll herself with the glory of her psionic
godmind, seeking to put the fear of her godmind
into her chosen targets (she can affect all specied
targets who view her within a 30-foot radius) who
fail a Will saving throw (DC = 10 + effective
manifester level). Affected creatures stand dazed,
as the condition. This tableau holds until the
spirituel ends the effect, 10 minutes pass, or the
awed creatures are attacked.
Psionic Symbol: The spirituel can apply up to four
uses of her daily channel energy ability to create a
psionic symbol. Each time the spirituel channels
energy to invoke a psionic symbol, she inscribes
her godminds symbol upon any surface (even
stone or metal) without harm to it. The symbol can

Channel Energy (Su): Starting at 4th level, the


spirituel gains the power to channel the psionic might
of her godmind a number of times per day equal to
three plus her Wisdom, Charisma, or Intelligence
modier (whichever is more benecialonce
the choice is made, the spirituel cannot switch to
another ability score). The spirituel can use this
power in a variety of ways. All uses of channel
energy to boost another quality (see below) are
swift actions.
Boost Mode Check: Each time the spirituel
channels energy to boost a mode check, she gains a
+4 insight bonus on her mindscape opposed mode
check roll.
Boost Power: Each time the spirituel channels
energy to boost a power, she gains a +2 insight
TABLE 4-6: SPIRITUEL
Level
BAB Fort Ref
1
+0
+2
+0
2
+1
+3
+0
3
+1
+3
+1
4
+2
+4
+1
5
+2
+4
+1
6
+3
+5
+2
7
+3
+5
+2
8
+4
+6
+2
9
+4
+6
+3
10
+5
+7
+3

Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Special
Psionic node

Channel energy

Extra channeling

Minor psionic avatar

76

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

VERSATILE BLADE

be no more than 6 inches in diameter.


The symbol can be visible or invisible. If she
makes an invisible symbol, speaking the godminds
name in the vicinity causes it to glow and become
visible (as does a detect psionics power and other
effects that allow the viewing of invisible things).
The symbol cannot be negated or dispelled, except
by the spirituel (who can do so as a swift action). If
inscribed on a living being, normal wear gradually
causes the symbol to fade in about a month. If
inscribed upon an inanimate, immobile object or
surface, the psionic symbol consecrates the area
(up to a 50- foot radius centered on the symbol) to
the characters psionic godmind. It grants a psionic
effect upon specied creatures that enter the area,
but only while they remain in the area. The psionic
symbol lasts for one day and functions throughout
the entire radius, regardless of the normal duration
and area or effect. The spirituel can designate
whether the effect applies to all creatures, creatures
who share her faith or alignment, psionic creatures,
non-psionic creatures, creatures who adhere to
another faith or alignment, or potentially some
other general grouping. The effect is either benign
(all specied creatures gain a morale bonus of +4
on their attack rolls and a morale bonus of +4 on
saving throws against fear effects) or baneful (all
specied creatures gain a morale penalty of 4 on
their attack rolls and a morale penalty of 4 on
saving throws against fear effects).

Big deal, you can make yours a sword. Mine lets


me y.
The mind blade is a deadly instrument in the hands
of a capable wielder. Yet even in the hands of a
superior combatant, it is still but a blade, with its
sole purpose combat and defeating enemies.
Over the years, some of those who learned to
harness their psionic energy into a mind blade also
discovered other ways to shape the energy, creating
more adaptable applications of the energy.
BECOMING A VERSATILE BLADE
Due to the requirements to become a versatile
blade, all entrants are soulknives or multiclass
soulknife characters. Most of these individuals
seek ways to expand the options of the mind blade,
instead of being restricted to simply a weapon.
Hit Die: d8
ENTRY REQUIREMENTS
To qualify to become a versatile blade, a character
must fulll the following criteria.
Base Attack: +4
Skills: Knowledge (psionics) 8 ranks
Feats: Exotic Mind Blade
Special: Shape mind blade class feature
CLASS SKILLS
The versatile blades class skills are Autohypnosis,
Climb, Concentration, Craft, Hide, Jump,
Knowledge (psionics), Listen, Move Silently,
Profession, Spot, and Tumble
Skill Points per level: 2 + Int modier

Extra Channeling (Su): Starting at 7th level, the


spirituel can channel the energy of her godmind an
additional four times per day.
Minor Psionic Avatar (Su): From 10th level
forward, once per day the spirituel can open a
wider mental channel to her psionic godmind and
become a minor avatar to the godminds purpose.
The spirituel can maintain the channel for up
to one hour. While a minor psionic avatar, the
spirituel gains the benets of mindful auraHC. More
importantly, she can freely manifest any psionic
node power she knows, but she cannot use more
than three free manifestations during the hour.
Finally, if she would otherwise be killed while
acting as a psionic avatar, she instead receives the
effects of the defer fatalityHC power.

CLASS FEATURES

A master of the mind blade, the versatile blade


learns to use his weapon in a variety of other
fashions, rather than purely as a weapon. All of the
following are class features of the versatile blades.
Weapon and Armor Prociency: Versatile
blades do not gain any additional weapon or armor
prociencies.
Mind Blade: At each level indicated, versatile
blades are treated as one level higher for purposes

77

Armor of the Mind (Su): Upon attaining 4th level,


a versatile blade is able to extend his mind blade
into a defensive suit of armor while maintaining the
form of his mind blade. Shaping the mind blade in
this fashion grants a +2 deection bonus to Armor
Class, but lowers the enhancement bonus of the
mind blade by 1. A versatile blade cannot reduce
the enhancement bonus of his mind blade below 0.
Maintaining armor of the mind is more strenuous
than simply shaping a mind blade. The versatile
blade must maintain psionic focus to keep his
armor of the mind active.
The deection bonus from armor of the mind
increases to +4 at 7th level and +6 at 10th level.

such as the mind blade and mind blade enhancement


class features. This does not grant them additional
progression in other abilities, such as psychic strike
or knife to the soul.
Shape the Blade (Ex): A versatile blade is able
to manipulate the psychic energy of his mind
blade into different shapes. Initially, this allows a
versatile blade to shape his mind blade into small
items, such as tools, instead of in the form of a
weapon. Items emulated in this fashion cannot
have moving or exible parts, so while a versatile
blade could shape his mind blade into the form of
a crowbar, he could not shape it into the form of a
rope or a lock.
A versatile blade can shape his mind blade into
one item weighing a number of pounds up to twice
his class level, or two items whose total weight
does not exceed that limit. Reshaping the mind
blade in this fashion is a standard action that does
not provoke an attack of opportunity.

Shape Wings (Su): By harnessing his psionic


power, a versatile blade of 6th level or higher may
shape his mind blade into a pair of wings, granting
him a ight speed of 40 ft with a maneuverability
of poor. A versatile blade must maintain psionic
focus to use this ability. If he loses psionic focus,
he immediately falls as the wings dissipate.

Bladeshield (Su): At 2nd level, a versatile blade


learns to extend his mind blade into a shield-like
defense, protecting him from attacks. A versatile
blade gains a +2 shield bonus to his armor class
by reducing the enhancement bonus on his mind
blade by 1. A versatile blade cannot reduce the
enhancement bonus of his mind blade below 0.
The bonus granted from bladeshield increases to
+4 at 5th level and +6 at 8th level.

Varied Form (Su): At 10th level, a versatile blade


has truly mastered the ability to alter the shape of
his mind blade. By expending his psionic focus,
he may alter the size and shape of his mind blade
during an attack to catch his opponent off guard.
This versatile blade may treat his opponent as atfooted for that attack.
PLAYING A VERSATILE BLADE
Many players expect a soulknife to be extremely
combat-focused, as their class features revolve
around neutralizing enemies. It can sometimes be

Bonus Feat: A versatile blade gains a bonus feat


at 3rd level. This feat must require the ability to
manifest or shape a mind blade.
TABLE 4-7: VERSATILE BLADE
Level BAB Fort
Ref
Will
1
+0
+0
+2
+2
2
+1
+0
+3
+3
3
+2
+1
+3
+3
4
+3
+1
+4
+4
5
+3
+1
+4
+4
6
+4
+2
+5
+5
7
+5
+2
+5
+5
8
+6
+2
+6
+6
9
+6
+3
+6
+6
10
+7
+3
+7
+7

Special
Shape the blade
Bladeshield (+2)
Bonus feat
Armor of the mind (+2)
Bladeshield (+4)
Shape wings
Armor of the mind (+4)
Bladeshield (+6)
Armor of the mind (+6), varied
form

78

Mind Blade
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
-

Organization

a surprise to others when a versatile blade manages


to sprout wings of light or change his form without
taking levels in a manifesting class.

Some versatile blades take up the call of the other


devotees of Javan, godmind of the mind blade.
However, not all choose this path, feeling that the
doctrine that these organizations adhere to is too
strict, feeling that the mind blade need not simply
be used as a weapon, instead being an instrument to
be used as appropriate to the situation.

Combat

Truly an expert when using a mind blade, versatile


blades do not shy from combat, having spent much
of their early career wielding their mind blade as a
weapon. However, a cunning versatile blade will
use his mind blade and his new abilities to achieve
tactics most standard soulknives could not hope
to use without outside aid, such as ying over the
combatants.

NPC Reactions

Truly a master of the mind blade, the versatile


blade often dazzles and surprises the populace,
turning a deadly weapon into a variety of tools
and implements. Even other soulknives might be
shocked and amazed at just what a versatile blade
is capable. Many might believe that the versatile
blade is actually a multi-classed soulknife / wilder
due to the variety of abilities at his disposal through
shaping his mind blade.

Advancement

As your talent with the mind blade grows


progressively more varied, you may nd yourself
more prone to take non-combat feats or options
that grant you increased exibility. By learning to
use your mind blade in ways other than combat,
you expand your options beyond any normal
soulknife.
As you gain the ability to shape your mind blade
into a protective form or a disguise, you might
consider some of the choices more disposed to
subtlety.

VERSATILE BLADE LORE


Characters with ranks in Knowledge (psionics)
can attempt to research versatile blades to nd
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: Ive heard of soulknives who can fashion
armor out of thin air.
DC 15: A versatile blade is not simply the knifewielder that most soulknives are. They are able to
reshape their blades into a variety of functions.
DC 20: By mastering the energy and process of
shaping a mind blade, a versatile blade is able to
fashion a variety of instruments for use outside of
combat.

Resources

Being a versatile blade does not typically bring any


extra aid with it, except the increased exibility
your newfound abilities grant. As such, it is
through your own actions that you will nd help
from others, such as organizations that you have
aided or individuals who owe you favors for
services rendered.
VERSATILE BLADES IN THE WORLD
Id always been told those soulknife fellas used
a blade. Id never seen one that could turn that
blade into a crowbar.
Jerrud Dehn, barroom brawler

VERSATILE BLADES IN THE GAME


Most soulknives are purely combat-oriented
characters, given the limited options available to
a single-class soulknife. The versatile blade offers
these players an option of utility abilities rather
than purely combat focused choices.
Some soulknives may only take a few levels in
this class, gaining the defensive and item-shaping
abilities granted, while only losing a minimal in
combat training and mind blade abilities. It is not
uncommon for versatile blades to continue for a

The variety of options a versatile blade has when


shaping the mind blade makes the character more
likely to be capable of handling any given situation
when other characters might be out of ideas. Many
versatile blades are simply adventurers seeking
new and unusual ways to apply their mind blade to
any particular situation.

79

full progression in the class, gaining the enhanced


combat ability at the pinnacle of altering the mind
blade.

Feats: Iron Will


Psionic: Ability to manifest 3rd-level powers
Special: Wild surge +2 class feature

Versatile blades should easily t within any


game that allows psionic rules. Without any tie to
a particular deity, godmind, organization, or nation,
the versatile blade drops in with little trouble or
work required.

CLASS SKILLS
The wild savants class skills are Autohypnosis,
Bluff, Concentration, Craft, Intimidate, Knowledge
(psionics), Listen, Profession, Psicraft, Sense
Motive, Spot.
Skill Points per level: 2 + Int modier

Adaptation

WILD SAVANT

CLASS FEATURES

They call her a wilder. She seems profoundly


composed to me.

Turning chaos into order, the wild savant


understands that simply having raw power does not
mean you have mastered that force. A wild savant
seeks to bend the emotions that grant her strong
surging abilities to her will. All of the following
are class features of the wild savant.

The term wilder is used for those who come


into their psionic power with limited training and
guidance. Psions spend much time in self-study,
learning to control their psionic power and ability.
For a wilder, this power comes naturally, without
the guidance that a psion needs. This raw talent
causes wilders to typically be somewhat chaotic in
nature, as their wild surges grant them great power,
but it can also cause them pain.
Yet among the multitudes of wilders, there
are those who have learned to impose a level of
discipline on their ability not possible to a typical
wilder. These individuals are known as wild
savants.

Weapon and Armor Prociency: Wild savants


do not gain any additional weapon or armor
prociencies.
Manifesting: At every level indicated, the character
gains additional power points per day and access
to new powers as if she had also gained a level
in whatever manifesting class she belonged to
before she added the prestige class. She does not,
however, gain any other benet a character of that
class would have gained (bonus feats, metapsionic
or item creation feats, and so on). This essentially
means that she adds the level of wild savant to the
level of whatever manifesting class the character
has, and then determines power points per day,
powers known, and manifester level accordingly.
If a character had more than one manifesting
class before she became a wild savant, she must
decide to which class she adds the new level of wild
savant for the purpose of determining power points
per day, powers known, and manifester level.

BECOMING A WILD SAVANT


The raw power required to become a wild savant
typically means that single-classed wilders with
extremely strong resolve are more likely to take
levels in wild savant. Multi-classed wilders have
been known to enter into wild savant, but they are
more rare. Psions and other manifesters that do not
have the chaotic power inherent in a wilder cannot
understand the composure required to control such
energy.
Hit Die: d6

Controlled Surge (Ex): By more closely regulating


wild surges, a wild savant is able to control the
psychic enervation associated with surges. When
using her wild surge class feature, a wild savant
has a 5% less chance of suffering a psychic
enervation.

ENTRY REQUIREMENTS
Untamed power radiates from those who take up
the mantle of the wild savant. His raw potential is
something he has learned to unleash at whim. To
qualify to become a wild savant, a character must
meet the following criteria.
Skills: Concentration 8 ranks

Wild Surge (Ex): A wild savants wild surge

80

Combat

class feature is increased by +1 at 1st level. This


improves to +2 at 5th level and +3 at 9th level.

For some wild savants, combat comes naturally,


being predisposed to psionic powers that cause
harm. Others whose talents are more passive or
benecial may nd the need to utilize a weapon
in the face of adversity if the power of persuasion
fails. For most wild savants, given their level of
emotional control, combats are typically something
entered into with cold, logical determination.

Savant (Ex): A wild savant is able to learn a


broader spectrum than a typical wilder, unlocking
dormant psionic talent. At 3rd level and every 3
levels thereafter, a wild savant gains the Expanded
Knowledge feat as a bonus feat.
Inhibit (Su): Upon attaining 7th level, a wild
savants psychic enervation is inhibited, lowering
its effect upon the wild savant. Anytime a wild
savant suffers from a psychic enervation, the power
point loss is treated as one lower.

Advancement

Learning to master your wild emotions means


working to understand yourself. The control
required to gain the abilities granted from advancing
as a wild savant mean it is not something that should
be attempted lightly. Wilders who take up this path
are an unusual breed, as they do not seek to unleash
their power unchecked, but instead work to harness
it, understand it, and control it.

Unleash (Su): At 10th level, a wild savant is able


to let loose a truly powerful surge of power and
may wild surge for up to half her manifester level.
However, channeling this much power is more
dangerous to a wild savant than a standard wild
surge. There is a 75% chance when using unleash
of a psychic enervation. The psychic enervation
imposed by unleash can not be offset by any means
that convert or delay the penalties associated with
psychic enervation.

Resources

Although many wild savants view each other as


comrades and fellows to learn from, this is not a
universal truth. Each wild savant perceives his or
her fellow savants differently, be it in a friendly
competition, in a collaborative role, or as a nemesis.
There is no singular organization based upon the
host of wild savants and, as such, fellow savants
cannot be relied upon for assistance unless you
have already met and befriended these individuals.

PLAYING A WILD SAVANT


As a wild savant, you nd it necessary to control
your emotions, just as you exercise your strong
will on your psionic power. Many wild savants are
reserved in their behavior, although some may let
loose on their emotions due to the rigor with which
they have to control their psionic talent.

TABLE 4-8: WILD SAVANT


Level BAB Fort Ref
1
+0
+0
+0
2
+1
+0
+0
3
+2
+1
+1
4
+3
+1
+1
5
+3
+1
+1
6
+4
+2
+2
7
+5
+2
+2
8
+6
+2
+2
9
+6
+3
+3
10
+7
+3
+3

Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

WILD SAVANTS IN THE WORLD


So many of those wilders Ive seen always seem to
be barely in control of their power. This one here
seems unbelievably composed when handling such

Special
Controlled surge, wild surge +1
Savant
Wild surge +2
Savant
Inhibit
Savant
Unleash, wild surge +3

81

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

forces.
-Ehrlich Greylock, human expert
Wild savants are the masters of their emotions,
learning to set loose the passion-inspired surges
that are the mark of a wilder. Where other wilders
sometimes lose themselves in these wild surges,
the wild savant is able to control and harness that
power, mastering the chaos of her own mind.

divine ties, wild savants make excellent additions


to games, increasing the options for the wilder, who
often has fewer choices available.
Some wilders may take only a few levels in wild
savant, granting them a minimized risk with their
wild surge ability, as well as a few extra powers
known. Those who progress through the entire class
may nd that the culminating power unleashed is
worth the loss of two manifester levels.

Organization

Adaptation

As wild savants do not pull their power from


external resources, integrating wild savants into
your game should not be difcult. In games
incorporating Rajrin, from Untapped Potential:
New Horizons in Psionics, the introduction of
the wild savant may be a new discovery by the
inhabitants of the returned island.

It is not uncommon to nd wild savants in


organizations that promote understanding the
mind and its inner workings, such as the Order
of Still Water. These types of organizations help
wild savants learn about their ability and how to
properly control it. Many wild savants, however,
follow their path individually, as each mind and
person is unique.

YUDA OF THOUGHT

NPC Reactions

How can you not lose yourself in the rhythm of


combat; the beauty of conict; the perfection of a
battle won?

It is not uncommon for individuals who have seen


the unleashed power of a wilder and the backlash
it can cause to that wilder to view the wild savant
with some skepticism. Seeing the control wild
savants exhibit over their psionic power can often
make the less informed members of society believe
they are psions with the ability to overchannel.

For the followers of Aureskin or Javan, battle


and warfare are facts of life. Learning the most
elite tactics and how to defeat opponents are tenets
and creeds that some of these individuals prize
highly, devoting their life to becoming the best in
battle. These individuals are known as yudas of
thought for their strive to exemplify perfection in
combat.

WILD SAVANT LORE


Characters with ranks in Knowledge (psionics)
can attempt to research wild savants to nd 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: Normal wilders tend to be a bit chaotic.
Wild savants seem far more in control.
DC 15: The wild savant controls the emotional
surges that other wilders let control them.
DC 20: With extreme willpower and control, the
wild savant unlocks the power of her own mind,
harnessing the raw power most wilders unleash
with minimal restraint.

BECOMING A YUDA OF THOUGHT


Most yudas of thought begin to walk down
the path that will lead them to become a yuda of
thought before they may even realize such is their
destiny. These individuals have a natural afnity
to a particular aspect of psionics and embrace that
facet of psionics wholly. It is a natural, almost
subconscious calling to become a yuda of thought,
taking up arms in defense of the sect that follows
the paragons particular godmind.
Hit Die: d10

WILD SAVANTS IN THE GAME


The wild savant gains incredible control where
other wilders have a rudimentary grasp on their own
abilities. As they do not have any organizational or

ENTRY REQUIREMENTS
To qualify to become a yuda of thought, a
character must fulll the following criteria.

82

Base Attack: +5
Skills: Knowledge (psionics) 4 ranks, Knowledge
(religion) 4 ranks
Special: Must have access to the battle node (see
chapter 2 for more information).

are ingrained in his mind. He does not need to


prepare them (in the way that some spellcasters
prepare their spells), though he must get a good
nights sleep each day to regain all his spent power
points.
The Difculty Class for saving throws against
yuda of thought powers is 10 + the powers level +
the yuda of thoughts Wisdom modier.

CLASS SKILLS
The yuda of thoughts class skills are
Autohypnosis, Climb, Concentration, Craft, Jump,
Knowledge (psionics), Profession, Ride, Search,
and Swim.
Skill Points per level: 2 + Int modier

Maximum Power Level Known: A yuda of thought


gains the ability to learn one 1st-level power when
he takes his rst level in the prestige class. As he
attains each even-numbered level beyond 2nd, a
yuda of thought gains the ability to master more
complex powers.
To learn or manifest a power, a yuda of thought
must have a Wisdom score of at least 10 + the
powers level.

CLASS FEATURES

It is the way of the yuda of thought to act in the


manner that his or her godmind would act. The
yuda of thought is the embodiment of that godmind.
All of the following are class features of the yuda
of thought.

Mind Blade Progression: At each level indicated,


a yuda of thought is treated as if he had gained a
level of soulknife for the purposes of the Mind
Blade and Mind Blade Enhancement class features.
If the character did not have any levels of soulknife
prior to taking this class, he gains no benet.

Weapon and Armor Prociency: Yudas of thought


gain no additional weapon or armor prociencies.
Power Points/Day: A yuda of thought can manifest
powers. His ability to manifest powers is limited
by the power points he has available. His base
daily allotment of power points is given on Table
4-9: The yuda of thought. In addition, he receives
bonus power points per day if he has a high
Wisdom score. His race may also provide bonus
power points per day, as may certain feats and
items. If a yuda of thought has power points from a
different class, those points are pooled together and
usable to manifest powers from either class. Bonus
power points from having a high ability score can
be gained only for the characters highest psionic
class.

Doctrine (Ex): As a mortal seeking to exemplify


the tenets of psionics that a godmind represents,
a yuda of thought must follow that godminds
doctrine. Failure to comply with the doctrine
results in losing access to all class features.
Power of Thought (Su): The devotion of the yuda
of thought grants him access to the power of his
godmind. At 1st level, a yuda of thought gains
access to one of the psionic nodes granted by his
godmind. He gains access to a second psionic node
at 5th level.
If the yuda of thought already has access to all of
his godminds psionic nodes, he gains the Psionic
Talent feat as a bonus feat instead.

Powers Known: A yuda of thought chooses his


powers from the psychic warrior power list or
his psionic nodes. At 1st level, a yuda of thought
knows one power from his available list of your
choice. At every even-numbered level higher than
1st, he learns one new power. A yuda of thought
can manifest any power that has a power point cost
equal to or lower than his manifester level. The total
number of powers a yuda of thought can manifest
per day is limited only by his daily power points.
A yuda of thought simply knows his powers; they

Severing Touch (Su): A yuda of thought is able


to forcibly sever the bonds of energy that animate
undead with but the touch of a hand. Upon reaching
3rd level, as a standard action, a yuda of thought
may make a touch attack against an undead creature
of Hit Dice up to twice his class level. The touched
undead must succeed on a Will save (DC 10 + Class

83

level + Charisma modier) or be destroyed.


This ability can be used a number of times per day
equal to once per day per two class levels (round
up) plus the yuda of thoughts Wisdom modier
(minimum 1).

make a melee touch attack against any non-mindless


creature. Using this ability requires expending psionic
focus. The touched creatures psyche is virtually
shattered by discovering just how awesome in scope
a godmind is and just how insignicant they are as a
mortal. The affected creature is treated as stunned
for one minute. This is a mind-affecting effect.
This ability can be used once per day plus the yuda
of thoughts Wisdom modier (minimum 1).

Greater Weapon Focus (Ex): At 4th level, a yuda


of thought becomes well-disciplined in the use
of his godminds favored weapon. She gains the
Greater Weapon Focus feat as a bonus feat for his
godminds favored weapon, even if he does not meet
the prerequisites.

Dwarng Perspective, True (Su): At 10th level,


a yuda of thought has learned to truly impart the
insignicance of a mortal compared to the power of
his godmind. When he uses his dwarng perspective
class ability, he is able to affect creatures normally
immune to mind-affecting effects or stunning effects,
so long as they have an intelligence of 1 or higher.

Exemplary Discipline (Ex): A yuda of thought


embodies his godmind in every way he can,
understanding the tenets of psionics that his godmind
represents. Upon achieving 5th level, a yuda of
thought gains a +2 bonus to saving throws against
powers or psi-like abilities from his godminds
nodes.
This bonus improves to +4 at 8th level.

PLAYING A YUDA OF THOUGHT


You are the true embodiment of battle and physical
combat, seeking to exemplify your godminds
ideology in everything you do. If you belong to a
militant organization, you often follow orders instead
of lead armies, as you relish taking part in combat, as
opposed to standing back and directing troops.

Dwarng Perspective (Su): Once a yuda of thought


reaches 6th level, he is able to display to others just
how insignicant they are compared to the scope of
a psionic godmind.
As a standard action, the yuda of thought may

Combat

TABLE 4-9: YUDA OF THOUGHT

Level BAB Fort Ref Will


1
+1
+2
+0 +2
2
3
4

+2
+3
+4

+2
+2
+4

+0
+1
+1

+3
+3
+4

+5

+4

+1

+4

6
7
8

+6
+7
+8

+5
+5
+6

+2
+2
+2

+5
+5
+6

9
10

+9
+10

+6
+7

+3
+3

+6
+7

Special
Doctrine, power of
thought

Maximum
Power
Power
Points/ Powers
Level
Mind blade progression
Day
Known
Known
2
1
1st
+1 level of existing class
+1 level of existing class
+1 level of existing class

Severing touch
Greater weapon
focus
Exemplary disci+1 level of existing class
pline (+2), power of
thought
Dwarng perspective +1 level of existing class
Exemplary discipline +1 level of existing class
(+4),
+1 level of existing class
Dwarng perspective, true

84

5
9
14

2
2
3

1st
1st
2nd

20

2nd

28
37
47

4
4
5

3rd
3rd
4th

58
70

5
6

4th
5th

Militant followers of a particular godmind, the


variety found among the yudas of thought allows
their combat tactics to vary sect to sect. As a yuda
of thought, you would typically focus more on more
martial combat, relying on your higher hit points and
combat prowess to overcome your foes. However,
your manifesting ability grants you the power to
augment your physical form with psionic powers,
making you a formidable foe.

possible that a yuda of thought be ostracized from


a group that follows the same godmind. Likewise,
it is often expected that yudas of thought will aid
those organizations that follow the doctrines of their
godminds, helping fund the organizations that may
later help them.

YUDAS OF THOUGHT IN THE WORLD

Everyone else was running away when that last


charge sounded, but that fellow, I saw him pick up
a fallen spear and hurl it at the enemy, relishing the
moment.
Gorash, half-orc warrior

Advancement

As you progress in your abilities as a yuda of


thought, you should take into account the doctrine
of your godmind and what choices best suit that
principle. Those trying to exemplify Javan should
choose abilities that further increase their ability to
wield a mind blade, while those following the doctrine
of Aureskin would choose options that advance their
physical form.

A yuda of thought is not necessarily an instigator


of combat or conict. Many are simply the best
members of a military organization, such as a city
guard or army. They are not blinded by battle frenzy,
instead seeking perfect combat situations, using the
awe they often inspire to further the teachings of their
godmind.
The Krehlenshin organization could be used as
an organization that supplies trained individuals who
have studied as yudas of thought.

Resources

Many yudas of thought can rely upon the


organizations devoted to their godmind for assistance,
although as some sects can have differing views of
how to adhere to the doctrines of a godmind, it is

Organization

By and large, a yuda of thought can rely upon


groups or sects that follow the teachings of the
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 godminds
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 conict. More peaceful societies tend to
disdain these individuals, while the more warlike embrace them wholeheartedly.

A yuda of thought is the embodiment of a godmind of battle

85

YUDA OF THOUGHT LORE


Characters with ranks in Knowledge
(psionics) or Knowledge (religion) can attempt

to research yudas of thought to nd out more about


them. When a character makes an appropriate
Knowledge check, use the phrases or variations of
them from below, including any information from
lower DC checks, should there be any.
DC 10: A yuda of thought tries to act as the
embodiment of his deity
DC 15: Unlike a paladin, the yuda of thought
taps into the immense power of a godmind and the
psionic power they control.
DC 20: The physical arm of their psionic
godmind, the yuda of thought seeks to exemplify
the teachings of their patron godmind in every
way.

it should not be very difcult to introduce them into


your game. The tie to godminds might require the
introduction of Javan or Aureskin to explain their
powers.

Adaptation

The yuda of thought is closely tied to those


godminds who exemplify physical combat or
battle. In campaigns where godminds do not exist,
it would not be unusual to have such individuals
without a connection to godminds, simply seeking
to be perfection in battle. The class abilities instead
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,

86

(intimidate), Psionic Fist


Environment: Any
Organization: Solitary, pair, band (35), or troop
(611)
Challenge Rating: 12
Treasure: Standard
Alignment: Often lawful neutral
Advancement: 15-20 HD (Large)
Level Adjustment: --

for the intelligent races of humanoids; many


creatures display phenomenal psionic ability.
Others have been created through the use of psionic
power, warping their original forms into something
else. Greater psionic entities, such as phrenic
locations, may have a guardian built out of psionic
energy: a phrenic guardian.
Detailed below are new psionic creatures for use in
your games.

Towering over the counter, the creature snarls. Its


red eyes give a menacing stare as it clenches its st,
the muscles in the creatures arm rippling. With a
growl in its throat, it reaches over and takes a small
pouch, muttering about what is rightfully owed.

ARDOROCH

Large Monstrous Humanoid (Psionic)


Hit Dice: 14d8+70 (133 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 27 (+2 Dex, -1 size, +16 natural),
touch 11, at-footed 25
Base Attack/Grapple: +14/+29
Attack: Slam +20 melee (2d10+7)
Full Attack: 2 slams +20 melee (2d10+7)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Energy burst, psi-like abilities
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft.
Saves: Fort +9, Ref +11, Will +9
Abilities: Str 24, Dex 14, Con 21, Int 12, Wis 10,
Cha 11
Skills: Concentration +15, Initimidate +20, Listen
+10, Search +6, Spot +10
Feats: Improved Unarmed Strike, Improved
Initiative, Improved Grapple, Skill Focus

The activities of the Night Terrors are known to be


reprehensible, yet none imagined they would go so
far as to create creatures like the ardoroch. Standing
11 feet tall with grey-blue skin, the ardoroch is an
imposing sight and a terror in combat. Created for
the sole purpose of disabling foes, the ardoroch is
completely merciless and will crush the psyche of
an enemy as quickly as possible.
Created using unknown techniques, the ardoroch
originally served the Night Terrors as guardians,
assassins, and in any other capacity appropriate.
However, as the sinister cult created more of the
race, increasing numbers of the ardoroch saw that
they were not being treated fairly by their creators.
In time, they rebelled and struck out on their own,
although some were not like-minded and still work
for the Night Terrors, viewing the organization as

87

Chapter Five: Psionic Creatures

Psionic potential is not something reserved solely

their rightful master.


A typical ardoroch is between 10 1/2 and 12 1/2
feet tall and weighs over 700 pounds. They have
skin tones ranging from slate-grey to dark blue and
typically have red or purple eyes. Most ardoroch
are hairless, although some have been found with a
thin, nearly translucent grey fur.

(the planes) +24, Listen +26, Spot +26


Feats: Ability Focus (disturbing presence), Ability
focus (riddle phantastique), Alertness, Combat
Expertise, Improved Initiative, Improved Natural
Armor, Iron Will
Environment: Astral Plane or any (hunting)
Organization: Solitary or pair
Challenge Rating: 17
Treasure: Standard
Alignment: Chaotic evil
Advancement: -Level Adjustment: --

COMBAT
Fully without mercy, the ardoroch will seek out its
strongest enemy and neutralize that opponent in
the swiftest manner possible. It will then repeat
that process for all other enemies. Typically, it will
rely on its psi-like abilities or energy burst before it
resorts to physical combat, but if necessary, it will
bring its full arsenal to bear.
Energy Burst (Su): An ardoroch can release a
burst of sonic energy that hits anything within 10
ft. of it. Treat in all ways as an energy burst of the
sonic type with a manifester level equal to 1/2 the
ardorochs Hit Dice, but with only a 10 ft. radius.
Psi-like Abilities: At will disable (DC 17), far
hand; 3/day baleful compression (DC 17), ego
whip (DC 16). Manifester Level 14th.

Five irregular, glowing eyes stare out from a giant


swirling pillar of darkness, each xated upon you.
With a startling quickness, the pillar lunges upon
you and what looked to have been mists turn into
all-too-solid tendrils, sweeping out at your form.
Giant in size, the dostraugh is a far more cerebral
opponent than many would expect of a creature with
such physical prowess. In the mind of a dostraugh,
it is a far more succulent victory to destroy the
mind of an opponent than to destroy the body.
The physical form of the dostraugh appears to
be a swirling mass of darkness given form, but it

DOSTRAUGH

Huge Outsider (Chaotic, Extraplanar, Evil,


Psionic)
Hit Dice: 18d8+180 (261 hp)
Initiative: +4
Speed: 40 ft. (8 squares), y 90 ft. (good)
Armor Class: 25 (-2 size, +17 natural), touch 8,
at-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 re 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


and shifting, some of the victims of the nightmarish
riddle the dostraugh uses as its preferred means of
torture.
Dostraughs can speak Abyssal, Common, and
Draconic.

chance of success. This ability is the equivalent of


a 4th-level power.
Disturbing Presence (Su): The physical form of
a dostraugh inspires terror in all who look upon its
form. Any creatures that can see the dostraugh and
are within 100 ft. must make a successful DC 26
Will save or be frightened until they are no longer
within sight of the dostraugh. This is a mindaffecting fear effect. The save DC is Charismabased.
Labyrinth (Ex): Dostraughs make their home
in small pockets of the astral plane. They shape
labyrinths out of ectoplasm into an ever-shifting
structure, where they bring their victims to live
out perpetual living nightmares. When in their
labyrinth, a dostraugh is almost always found at the
center. Means of transportation such as teleport or
plane shift always put a creature at the entrance to
a dostraugh.
Creatures caught in the dostraughs labyrinth run
the very real risk of becoming lost within. Each
minute, they must make a successful DC 20 Will
save or become lost wtihin the labyrinth, losing
their bearings. If a creature inside the labyrinth
does not become lost, the center of the laybrinth
can be found in 10d6 minutes.
Swirling Darkness (Ex): A dostraugh is
surrounded by ever-shifting tendrils of darkness,
granting it total concealment, imposing a 50% miss
chance on those who attack it.

COMBAT
An impressively massive creature, the dostraugh
does not seek to use its physique in combat
except as a last resort. Instead, the dostraugh
will seek to perplex, confuse, and confound its
opponent. Should a target become wrapped up
in the dostraughs riddle phantastique ability, the
dostraugh then seeks to completely subvert the
target, bringing the victim back to its labyrinth
home to serve as entertainment.
Should the dostraugh encounter a foe that resists
its riddling ability, it will bring its full physical
powers to bear. With its massive strength and giant
size, it is a truly dangerous opponent to run up
against.
The slam attack of the dostraugh is actually the
swirling darkness that surrounds it shifting into
physical form.
A dostraughs natural weapons, as well as any
weapons it wields, are treated as chaotic-aligned
and evil-aligned for the purpose of overcoming
damage reduction.
Psi-like abilities: At will astral construct, read
thoughts; 3/day mind probe (DC 20), plane shift.
Manifester level 12th.
Riddle Phantastique (Psi): Although the
dostraugh is a formidable opponent in combat, it
prefers to torment its victims by uttering a riddle
so difcult that it consumes the mind of the victim,
who cannot rest until the riddle is solved.
As a standard action, the dostraugh may
communicate with a single individual similar to the
missive power, telling them the riddle phantastique.
The individual must then succeed on a DC 26 Will
save or they become fascinated with the riddle
and can take no other actions. The dostraugh will
then seek to use its plane shift ability to bring the
affected creature back to its home. This ability is
the equivalent of a 9th-level power.
Summon (Psi): Once per day, a dostraugh can
attempt to summon 4d10 fear mentats with a 50%
chance of success, or another dostraugh with a 35%

Tormented Soul
4th-level Astral Construct
These creatures are formed of ectoplasm and
shaped by a dostraugh using its astral construct
ability. They are kept to perform a macabre role,
fullling the dostraughs perverse sense of humor to
torture beings. They typically have the fast healing
menu option so the dostraugh can inict pain upon
them without fear of them dissipating too soon.

FERROPLASMIC OOZE

Large Ooze (Psionic)


Hit Dice: 7d10+42 (80 hp)
Initiative: -5
Speed: 10 ft. (2 squares)
Armor Class: 4 (1 size, 5 Dex), touch 4, atfooted 4
Base Attack/Grapple: +5/+11

89

Attack: Slam +6 melee (2d4+3) or ferroplasmic


spear -1 ranged (3d6+2)
Full Attack: Slam +6 melee (2d4+3)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Constrict 2d4+3, ferroplasmic
spear 3d6+2, improved grab
Special Qualities: Blindsight, damage reduction
10/magic, darkvision 60 ft., metallic diet, ooze
traits
Saves: Fort +8, Ref -3, Will -3
Abilities: Str 15, Dex 1, Con 22, Int , Wis 1,
Cha 1
Skills: Feats: Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Special, see below
Alignment: Always neutral
Advancement: 8-10 HD (Large); 11-14 HD
(Huge)
Level Adjustment: --

automatic slam damage with a successful grapple


check.
Ferroplasmic Spear (Ex): A ferroplasmic ooze
is able to project portions of its own form at its
opponents. Treat this attack as a ranged attack that
deals 3d6+2 points of piercing damage with a 10 ft.
range increment.
Improved Grab (Ex): To use this ability, a
ferroplasmic ooze must hit with its slam attack. It
can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it
wins the grapple check, it establishes a hold and
can constrict.
Metallic Diet (Ex): As part of its sustenance,
ferroplasmic ooze will ingest iron or steel and
convert it into an amount of ferroplasm equal to
half the initial weight. If killed, the ferroplasmic
ooze decomposes into one quarter its body weight
in usable ferroplasm.
Ooze traits: Ferroplasmic oozes are immune to
mind-affecting effects, gaze attacks, illusions, and
other attack forms that rely on sight, poison, sleep
effects, paralysis, polymorph, and stunning. They
cannot be anked and are not subject to critical
hits.

The mound of purplish, metallic liquid looks simply


to be a puddle, until it seems to gather in on itself
and move toward you. Without warning, a spike of
the liquid launches from the puddle, hurtling at you
at rapid speed.

FLESHTHIEF (Ardjhenmira)

Large Aberration (Psionic)


Hit Dice: 11d8+77 (126 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 25 (-1 size, +16 natural), touch 9,
at-footed 25
Base Attack/Grapple: +8/+21
Attack: Slam +16 melee (2d6+9)
Full Attack: 2 slams +16 melee (2d6+9)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Psi-like abilities, steal form
Special Qualities: Damage reduction 5/-,
darkvision 60 ft., immunity to electricity and
poison, resistance to acid 10, cold 10, and re 10
Saves: Fort +10, Ref +3, Will +8
Abilities: Str 28, Dex 10, Con 25, Int 10, Wis 13,
Cha 13
Skills: Climb +13, Intimidate +10, Jump +13,
Listen +7, Spot +7
Feats: Ability Focus (steal form), Alertness,
Improved GrappleB, Improved Initiative, Skill
Focus (intimidate)

Residents of the darker caverns and mines,


ferroplasmic oozes hunt the mine shafts that are
home to the metal of the same name. No one
knows how these creatures came to be, but they
are feared by duergar for their deadly efciency in
dispatching their prey.
Composed primarily of ferroplasm in a liquid
form, ferroplasmic ooze is typically a large puddle
about 3 to 4 feet in diameter and weighs around
300 pounds due to the density of ferroplasm. If
compressed into a sphere, it is about two gallons
in volume.
COMBAT
When hunting, a ferroplasmic ooze attacks by
ring its ferroplasmic projectile. If cornered, it
attacks by slamming its bulk onto its prey, taking
full advantage of the heavy metal that makes up its
form to squeeze the life from its victim.
Constrict (Ex): A ferroplasmic ooze deals

90

Environment: Any
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Twice standard
Alignment: Neutral evil
Advancement: -Level Adjustment: --

COMBAT
Where a doppelganger will mimic a mark and
use the confusion generated by two of the same
individual to its advantage, the eshthief nds
targets that appeal to its senses and will forcibly
absorb the form of that being, taking on many of its
traits and abilities.
Psi-like abilities: At will assume formUT,
chameleon; 3/day assume abilityUT, demoralize,
1/day feat leech
Steal Form (Su): The most dreaded attack that
a eshthief can make is when it attempts to steal
the form of a victim. Unlike a doppelganger or
illusionist who will simply copy the victims form,
the eshthief takes the victims very form into its
own, making the victim a part of the creature.
If a eshthief successfully makes both of its
slam attacks, it immediately gains a free grapple
attempt. If successful, on the following round, it
seeks to absorb the target unless the target makes
a successful DC 18 Fort save. Absorbed creatures
have one minute per character level to be freed
from within the eshthief, after which, they are
wholly consumed by the eshthief and no longer
exist as an individual creature.
This attack can only be made against targets of
medium size or smaller.
After stealing a creatures form, the eshthief
gains any extraordinary qualities of the creature.
The creature is also treated as Formbound for the
eshthiefs psi-like abilities (see chapter 2 for
details on the Formbound descriptor).

Faces seem to scream out from within the form of


the towering monstrosity. A sinister look is all the
warning you have before it reaches out to grab you.
Its very touch seems to envelope your entire being.
A terror among those unlucky enough to be near,
the ardjhenmira, or eshthief, absorbs the form of
those nearby, absorbing their abilities and, indeed,
their very essence.
Standing 11 feet tall and weighing close to 600
pounds, a eshthiefs form is a revolting sight to
behold, due to the forms inside that fruitlessly seek
escape. The skin is a pale, almost translucent color,
while their eyes are pure white.
The eshthief is able to speak Common and any
language known from the forms it has stolen.

KEIAN

Medium Outsider (Angel, Extraplanar, Good,


Psionic)
Hit Dice: 15d8+90 (157 hp)
Initiative: +5
Speed: 30 ft. (6 squares), y 90 ft. (good)
Armor Class: 33 (+5 Dex, +18 natural), touch 15,
at-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

Fleshthief

91

reduction 10/evil, darkvision 60 ft., low-light


vision, immunity to mind-affecting effects and
petrication, protective aura, regeneration 10,
resistance to cold 10, electricity 10, and re 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,
Knowledge (psionics) +24, Knowledge (religion)
+16, Listen +21, Psicraft +27 (+29 to address power
stones), Search +13, Sense Motive +23, Spot +21,
Use Psionic Device +25 (+27 for power stones)
Feats: Extend Power, Mutual Power*, Psionic
Afnity, Psionic Meditation, Quicken Power, Spirit
of the Faithful*
Environment: Any
Organization: Solitary or pair
Challenge Rating: 17
Treasure: Standard
Alignment: Any good
Advancement: 16-18 HD (Medium); 19-24
(Large)
Level Adjustment: --

Keians are able to speak any language, including


secret languages, as their thirst for knowledge
and understanding allows their minds to quickly
grasp any language without having heard or seen
it before.
Keians gain a +10 racial bonus to the DC of any
aversion power they manifest against either combat
or conict.
COMBAT
As servants of Zean, keians are not aggressive
by nature. A typical keian would prefer to discuss
any conict, understand the reasons that each party
is upset, and then come to a mutually benecial
understanding. Unfortunately, this course of action
is not always available. Keians will rely on their
manifesting ability if they are forced into combat.
Aura of Peace (Su): The presence of a keian
typically causes those around it to be less aggressive
and combative. The keian is treated as perpetually
emanating the soothing aura power, with a Will
DC 22 to negate.
Protective Aura (Su): Against attacks made
or effects created by evil creatures, this ability
provides a +4 deection bonus to AC and a +4
resistance bonus on saving throws to anyone within
20 feet of the keian. Otherwise, it functions as a
magic circle against evil effect and a lesser globe
of invulnerability, both with a radius of 20 feet
(caster level equals the keians HD). This aura can
be dispelled, but the keian can create it again as a
free action on its next turn. (The defensive benets
from the circle are not included in the keians
statistics block.)
Psi-like abilities: At will empathy, mindlink
Psionics: Keians can manifest powers as a 15th
level seer. In addition, they have access to the
Mind node.
Typical Seer Powers (Save DC 16 + power
level): 1 - call to mind, disable, inertial armor,
mindlink, precognition, 2 - bestow power,
clairvoyant sense, commune, detect hostile intent,
3 - dispel psionics, energy retort, idle vigilance,
touchsight, 4 - correspond, psionic divination,
psychic reformation, trace teleport, 5 - power
resistance, psionic plane shift, psionic true seeing,
tower of iron will, 6 - aura alteration, co-opt
concentration, psionic contingency, 7 - evade
burst, personal mind blank, psionic moment of

Translucent wings spread, shimmering in colors as


it becomes apparent that the limbs are not actually
composed of esh, but of energy. With a sad smile,
the frail-looking individual soars into the air,
taking with him the feeling of calm that had seemed
to settle over the clearing.
Servants of Zean, the keians are harbingers of
enlightenment. Seeking only further service with
Zean, the hosts of keians travel far and wide to foster
understanding and illuminate thought. Those who
embrace their cause are welcomed with open arms,
while those who are not wise enough to see the
benets of enlightenment are treated as unfortunate
souls who need only some focused guidance.
A typical keian stands roughly 6 and a half feet
tall and weighs around 200 pounds. While keians
are capable of ight, they do not actually have
physical wings, instead using psionic energy which
they manipulate to resemble wings. With skin
tones ranging from pale white to dark blue, a keian
gives off an aura of peace, making those close by
stop and pause in introspection.

92

prescience, 8 - hypercognition
Regeneration: A keian takes lethal damage from
evil-aligned weapons and from powers and effects
with the evil descriptor.

are distinguishable from their common brain mole


cousins due to their larger body size.
Standing roughly 2 feet tall at the shoulder, the
malidrous typically prefers to walk on all fours,
although it is capable of standing on its hind legs
to grasp at a psionic creature. While the malidrous
is not a malicious creature, it does not care for the
well-being of those on which it feeds.
Malidrouses do not possess the capability
for speech, although most understand at least
rudimentary Common.
Malidriouses gain Improved Grapple as a bonus
feat. A malidrous uses its Dexterity bonus instead
of its Strength modier on Climb checks.

MALIDROUS

Small Aberration (Psionic)


Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 21 (+1 size, +2 Dex, +8 natural),
touch 13, at-footed 19
Base Attack/Grapple: +2/+5
Attack: Slam +3 melee (1d3)
Full Attack: 2 slams +3 melee (1d3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Attach, siphon
Special Qualities: Damage reduction 10/psionic,
darkvision 60 ft., hide mind, psi-like abilities
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 11, Dex 15, Con 13, Int 8, Wis 11,
Cha 17
Skills: Climb +3, Hide +5, Jump +4, Listen +2,
Move Silently +5, Spot +2
Feats: Alertness, Improved GrappleB, Stealthy
Environment: Any
Organization: Solitary (hunting) or Nest (38)
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic neutral
Advancement: 4-7 HD (Small); 8-12 HD
(Medium)
Level Adjustment: --

COMBAT
Siphoning psionic energy is the manner that a
malidrous gains nourishment. To nd its next meal,
it uses its psi-like ability to detect nearby psionic
energy and then will attempt to siphon the psionic
power of the closest creature. The small creature
is not mindless, however, so it will typically do
its best to remain undetected until it can safely
approach its meal.
Attach (Ex): A malidrous is capable of jumping
up to 15 feet in a single bound. It uses this ability
to attempt to grab onto an enemy and start a
grapple check without provoking an attack of
opportunity.
If a malidrous successfully attaches to a target,
the target must forcefully remove the creature from
its neck, causing 2d4 points of damage on the check
to break the grapple.
Siphon (Su): Unlike their brain mole cousins,
the primary mode of attack for a malidrous is its
ability to draw out the psionic power of its victims.
Despite their small size, the malidrous will attempt
to grapple its opponent and, once grappled, will
begin to siphon psionic energy from its target. For
each round the malidrous maintains the grapple, it
gains the targets Hit Dice in power points from the
victim, until the target is drained of power points.
Once a malidrous has siphoned ve times its Hit
Dice in power points, it will seek to disengage and
look for a safe place to rest.
Psi-Like Abilities: At willdetect psionics;
3/dayaversion (DC 15), mind thrust (DC 14).
Manifester level 1st. The save DCs are Charismabased.

The diminutive creature doesnt appear aggressive


as you slowly approach. As you get closer, its
glowing blue eyes turn to gaze at you, twinkling with
cunning. With a shrill squeal, it jumps through the
air and tries to latch onto your neck. You struggle
to remove the creature, but slowly feel your psionic
power slipping away.
The creatures known as malidrous are small
psionic creatures who gain their sustenance
by siphoning off the psionic power of others.
Resembling brain moles, the malidrous is in fact
a bigger, mutated version of the brain mole, being
signicantly larger and stronger than their standard
cousins. Small, furry, and nearly blind, malidrouses

93

Hide Mind (Su): A malidrous cannot be identied


as psionic by divination spells or clairsentience
powers.
Skills: Malidrouses have a +4 racial bonus on
Jump checks.

Special Qualities: Damage reduction 10/magic,


darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11,
Cha 15
Skills: Balance +8, Escape Artist +5, Jump +4,
Tumble +7
Feats: Improved Initiative, Weapon Finesse (mind
blade)
Environment: Outer planes
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Neutral
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --

MENTAT

A commonly found planar entity, the mentat


is simply a servant to one of the godminds, and
the different mentats serve different godminds,
although each variety of mentat typically venerates
a particular godmind. The mentats alignment
typically reect that of their specic godmind and
their behavior follows the tenets of their godminds
philosophy.
The mentat is a type of outsider that takes on
the aspect of a single godmind. Many varieties of
mentats exist, several are presented below.

With the ick of its wrist, the diminutive creature


creates a glowing blade of light. With a smirk and
a nod, it seems to invite you to approach and test
the deadliness of the blade in its hand.

Psionics (Su): Many mentats have manifesting


ability. If a mentat has access to one or more
psionic nodes, they have the ability to choose their
powers known from those nodes and also gain the
granted powers of the nodes.
Tongues (Su): All mentats can speak with any
creature that has a language, as though using the
tongues power. This ability is always active.
Summon Mentat (Sp): Once per day, a mentat
can attempt to summon another mentat of the same
variety, much as though casting a summon monster
spell, but with only a 25% chance of success. Roll
d%: On a failure, no creature answers the summons
that day. A mentat that has just been summoned
cannot use its own summon ability for 1 hour. This
ability is the equivalent of a 2nd-level power.

Adherents of Javan, the blade mentats use mind


blades as their preferred form of combat. More
militant than many of the other mentats, the blade
mentat does not shy away from battle, instead
viewing it as another means to perfect its ability
with the mind blade.
Smaller than many of the other psionic entities
that inhabit the outer planes, blade mentats stand
just over 3 feet tall and weigh in at around 60
pounds. More massive than the other variety of
mentats, the blade mentats, while still diminutive,
are not weak. Their skin, hair, and eye color are
typically shades of red, one of the typical colors of
combat.
Blade mentats speak Celestial, Draconic, Infernal,
and Abyssal. In addition, they are treated as being
always under the effect of a tongues spell.

Blade Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 natural),
touch 14, at-footed 15
Base Attack/Grapple: +3/-1
Attack: Mind blade +7 melee (1d4)
Full Attack: Mind blade +7 melee (1d4)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, mind blade,
summon mentat

COMBAT
As followers of Javan, the blade mentats utilize
more martial combat tactics than those who worship
the manifesting godminds. There are few situations
where a blade mentat does not view the mind blade
as the perfect response.
Unlike other mentats, the blade mentat is well-

94

Special Attacks: Psi-like abilities, psionics,


summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 15, Con 11, Int 13, Wis 6,
Cha 10
Skills: Autohypnosis +4, Balance +6, Heal +2,
Jump +6, Swim +6, Tumble +5
Feats: Improved Initiative, Psionic Body
Environment: Outer planes
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Any
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --

versed in utilizing the mind blade.


Psi-like abilities: 3/day metaphysical weapon;
1/day prowess. Manifester level 3rd.
Mind blade: Blade mentats are able to manifest a
mind blade as a soulknife of a level equal to their hit
dice, including the ability to charge the mind blade
with psychic strike or to throw the mind blade.
Body Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8+2 (15 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +2 Dex, +5 natural),
touch 13, at-footed 16
Base Attack/Grapple: +3/+1
Attack: Claw +6 melee (1d3+2)
Full Attack: 2 claws +6 melee (1d3+2)
Space/Reach: 5 ft./ 5 ft.

Mentats, from left to right: blade, creation, body, fear

95

Base Attack/Grapple: +3/-1


Attack: Slam +4 melee (1d3)
Full Attack: 2 slams +4 melee (1d3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 10, Dex 11, Con 10, Int 15, Wis 13,
Cha 6
Skills: Bluff +4, Craft (sculpting) +7, Disguise +4,
Knowledge (psionics) +8, Listen +3, Psicraft +8,
Spot +3, Use Psionic Device +6
Feats: Psicrystal Afnity (artiste), Psionic Afnity
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Lawful neutral
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --

The short being before you resembles an odd dwarf,


its body being muscled, yet its facial features
having no similarity to the dwarven race, and its
form is lithe despite its muscular tone. Cracking its
knuckles and stretching like a predator preparing
to strike, it moves toward you.
Exemplars of Aureskin, the body mentats seek
to perfect their physical form. Smaller than many
of the other psionic entities that inhabit the outer
planes, body mentats are more lithe than other
mentats, standing 3 and a half feet tall and weigh
roughly 50 pounds. Their skin is typically a bronze
or olive tone and their hair and eyes are usually
brown, although some have been found with green
eyes.
Body mentats speak Celestial, Draconic, Infernal,
and Abyssal. In addition, they are treated as being
always under the effect of a tongues spell.
COMBAT
The active exemplars of the discipline of
psychometabolism, body mentats command
abilities to enhance their own bodies and physical
abilities. Because of this, they are one of the
more combat-oriented of the different varieties of
mentats. While most body mentats do not relish
combat simply for a ght, they do enjoy the rush
of adrenaline and the ability to enhance their own
physical capabilities.
A body mentat will seek to use its psi-like abilities
and manifesting talent in preparation for a ght.
Typically, they will rst activate their biofeedback
psi-like ability to help them absorb any physical
damage they might receive.
Psi-like abilities: 3/day biofeedback, 1/day
expansion. Manifester level 3rd.
Psionics: Body mentats can manifest powers as
egoists of a level equal to their hit dice. In addition,
they have access to the Body node.

A slick substance seems to coat the form of the


small humanoid in the distance. Its dark eyes
look directly at you before it looks down at its
previously empty hands, hands which now hold a
club. Looking back to you, the creature seems to be
waiting to see exactly what you intend to do.
The creation mentat is a small, wiry creature,
although it is by no means frail. A slick coating
of ectoplasm covers its entire body, giving it the
appearance of some form of sea creature. Creation
mentats stand just over 3 feet tall and weigh a
meager 40 pounds. Their skin and hair color are
so pale as to look translucent, especially as they
covered in ectoplasm. Their eyes are a grayish
blue.
Creation mentats speak Celestial, Draconic,
Infernal, and Abyssal. In addition, they are treated
as being always under the effect of a tongues
spell.

Creation Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11,
at-footed 16

COMBAT
As exemplars of metacreativity, creation mentats
prefer to create solutions to problems rather than

96

disjointed methods, as if its body mass and size is


uctuating while it moves. In the blink of an eye, it
stands in front of you, peering up into your eyes, all
the while moving around the room.

resort to brute force or dazzling effects. Often, a


creation mentat will use its psionic ability to create
either an object or a construct to help resolve any
confrontation.
If a creation mentat has to resort to combat, it will
often try to ee and hide behind one of the astral
constructs it can create and repair any damage the
construct suffers.
Psi-like abilities: 3/day astral construct,
psionic minor creation; 1/day psionic repair
damage. Manifester level 3rd.
Psionics: Creation mentats can manifest powers
as shapers of a level equal to their hit dice. In
addition, they have access to the Creation node.

One of the lithest of the different mentats,


dimension mentats stand just over 3 feet tall
and weigh roughly 45 pounds. They often have
slicked-back black hair, tan skin as if always under
the rays of the sun, and black eyes, as if containing
a vacuum.
Dimension mentats speak Celestial, Draconic,
Infernal, and Abyssal. In addition, they are treated
as being always under the effect of a tongues
spell.

Dimension Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural),
touch 12, at-footed 16
Base Attack/Grapple: +3/-1
Attack: Slam +4 melee (1d3)
Full Attack: 2 slams +4 melee (1d3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 10, Dex 13, Con 10, Int 15, Wis 6,
Cha 11
Skills: Balance +9, Concentration +6, Knowledge
(the planes) +8, Knowledge (psionics) +8, Listen
+0, Spot +0, Tumble +7
Feats: Alertness, Improved Initiative
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Any
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --

COMBAT
As students of travel and space, dimension
mentats are not incredibly talented at ghting and
often seek to use their powers to avoid combat
rather than to engage in it. If cornered, a dimension
mentat often relies upon its dimension slide ability
if possible, or will use its hustle ability to withdraw
at rapid pace.
Psi-like abilities: 3/day dimension slide; 1/day
hustle. Manifester level 3rd.
Psionics: Dimension mentats can manifest
powers as nomads of a level equal to their hit dice.
In addition, they have access to either the Time,
Travel, or Planar nodes.
Energy Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11,
at-footed 16
Base Attack/Grapple: +3/-3
Attack: Slam +2 melee (1d3-2)
Full Attack: 2 slams +2 melee (1d3-2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., energy conversion, low-light
vision, immunity to acid, cold, and petrication,
tongues
Saves: Fort +4, Ref +3, Will +3

The small humanoid before you cant seem to keep


still, always moving around, at times in oddly

97

Abilities: Str 6, Dex 10, Con 13, Int 15, Wis 11,
Cha 10
Skills: Autohypnosis +9, Concentration +7,
Intimidate +6, Knowledge (psionics) +10,
Knowledge (the planes) +8
Feats: Autonomous, Favored EnergyHC (any one)
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral or neutral
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --

spell.
COMBAT
Embodiments of energy and psychokinesis,
energy mentats will approach combat seeking
to discover which of the different energy types
is most effective. If cornered, an energy mentat
will unleash with the energy powers at its disposal
before seeking a safer environment.
Energy Conversion (Su): Once per day as a
standard action, an energy mentat can activate
energy conversion as a supernatural ability with an
effective manifester level of 13.
Psi-like abilities: 3/day energy ray; 1/day
energy missile (DC 12). Manifester level 3rd. The
save DC is Charisma-based.
Psionics: Energy mentats can manifest powers
as kineticists of a level equal to their hit dice. In
addition, they have access to the Energy node.

Looking to be wreathed in ames, the slight


creatures form crackles as sparks icker between
its ngers. As it opens its mouth to speak, its breath
fogs as if the nearby air was frigid, yet its voice
seems to hum and vibrate as if a thousand voices
joined as one.

Enlightened Mentat
Small Outsider (Extraplanar, Good, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11,
at-footed 16
Base Attack/Grapple: +3/-1
Attack: Slam +2 melee (1d3-2)
Full Attack: 2 slams +2 melee (1d3-2)
Space/Reach: 5 ft./ 5 ft.

Seemingly composed of the different variety of


energies, the energy mentat stands roughly 3 feet
tall and weighs around 40 pounds. The body of the
energy mentat is typically covered in both ames
and ickering sparks of electricity, although this
appearance causes no physical pain when touched.
Energy mentats speak Celestial, Draconic,
Infernal, and Abyssal. In addition, they are treated
as being always under the effect of a tongues

Mentats, left to right: dimension, mind, enlightened, energy

98

Special Attacks: Psi-like abilities, psionics,


summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 6, Dex 10, Con 10, Int 15, Wis 13,
Cha 11
Skills: Concentration +6, Diplomacy +6, Gather
Information +5, Knowledge (psionics) +8,
Knowledge (the planes) +8, Knowledge (religion)
+8
Feats: Expanded Knowledge (any 1st level power),
Open Minded
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Neutral good
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --

disengage and seek out a peaceful solution, or it


will simply withdraw altogether.
Psi-like abilities: At will call to mind; 1/day
read thoughts. Manifester level 3rd. The save
DCs are Charisma-based.
Psionics: Enlightened mentats can manifest
powers as psions of a level equal to their hit
dice. As exemplars of enlightenment, enlightened
mentats have access to all devotion lists.
Fear Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural),
touch 12, at-footed 16
Base Attack/Grapple: +3/-3
Attack: Slam +2 melee (1d3-2)
Full Attack: 2 slams +2 melee (1d3-2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 6, Dex 13, Con 10, Int 10, Wis 11,
Cha 15
Skills: Bluff +10, Diplomacy +10, Intimidate +12,
Knowledge (psionics) +6
Feats: Persuasive, Psionic Endowment
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Neutral evil
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --

Sad eyes look at you, seeming to convey a profound


sense of understanding and empathy. The proud
bearing of the humanoid creature indicates it is
fully aware of what it is capable.
Prizing understanding over physical prowess,
the enlightened mentat is smaller than many of
the other psionic entities that inhabit the outer
planes, including the other varieties of mentats.
Enlightened mentats stand around 2 and a half feet
tall and weigh under 30 pounds. The only type of
mentat bald by nature, the enlightened mentat has
a light skin tone and typically has pale blue, almost
grey eyes.
Enlightened mentats speak Celestial, Draconic,
Infernal, and Abyssal. In addition, they are treated
as being always under the effect of a tongues
spell.

The grey eyes of the creature before you seem devoid


of sympathy or kindness. As you look into those
eyes, you seem to see the glimpse of a nightmare
forgotten, a terror from your past you had thought
long gone. The smile on its lips has not a hint of
joy or happiness, causing the hair on the back of
your neck to stand on end.

COMBAT
Fighting is something most enlightened mentats
are loath to enter. The destruction that combat
often causes is the antithesis to the understanding
and teaching that this variety of mentat seeks to
exemplify. If forced into combat, an enlightened
mentat will seek to use its manifesting ability to

99

Although small in stature, the fear mentat has


an incredibly daunting presence; the respect it
commands with a single look often causes much
larger creatures to avoid its company. Fear mentats
stand just less than 3 feet tall and weigh around 35
pounds. Their skin, hair, and eye color are typically
dark, nearly black, seeming to drape the mentat in
darkness.
Fear mentats speak Celestial, Draconic, Infernal,
and Abyssal. In addition, they are treated as being
always under the effect of a tongues spell.

Cha 10
Skills: Concentration +4, Gather Information +6,
Knowledge (psionics) +8, Listen +8, Spot +8
Feats: Alertness, Psionic Talent
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Any
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --

COMBAT
As the harbingers of fear and nightmares, fear
mentats enjoy utilizing the psionic abilities at
their disposal to instill fear and terror in those
they encounter, regardless of the demeanor of the
individual encountered. However, fear mentats
are neither reckless nor stupid and will seek to
use their abilities from a safe distance, knowing
that in a physical altercation, they are at a severe
disadvantage.
Psi-like abilities: At will demoralize; 3/day
aversion. Manifester level 3rd. The save DCs are
Charisma-based.
Psionics: Fear mentats can manifest powers as
telepaths of a level equal to their hit dice. Their
power selection typically revolves around those that
have the fear subtype or mind-affecting descriptor.
In addition, they have access to the Fear node.

As you approach the slight creature, it seems to


react before you take a step, countering every
action you take a split-second before you take it. It
is as if the small being has already seen what it is
you will do.
Physically, the insight mentat is unassuming. It
does not posses some of the physical traits of the
other mentats which call out their nature, although
its eyes often give away the foresight the nature of
the insight mentat grants. Smaller than many of the
other psionic entities that inhabit the outer planes,
insight mentats, like most other mentats, stand just
over 3 feet tall and weigh around 40 pounds. They
often have pale, almost white skin and hair, and
green eyes.
Insight mentats speak Celestial, Draconic,
Infernal, and Abyssal. In addition, they are treated
as being always under the effect of a tongues
spell.

Insight Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8-6 (7 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural),
touch 12, at-footed 16
Base Attack/Grapple: +3/-1
Attack: Slam +4 melee (1d3)
Full Attack: 2 slams +4 melee (1d3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 6, Int 15, Wis 11,

COMBAT
Having access to incredible foresight, the
insight mentats often try to employ their enhanced
knowledge of the future to gain an advantage in
any conict. As they are not particularly physically
imposing, the insight mentat will seek to use its
abilities as a seer rather than engaging in a direct
confrontation.
Psi-like abilities: At will call to mind; 3/day
defensive precognition, offensive precognition.
Manifester level equal to hit dice.
Psionics: Insight mentats can manifest powers as
seers of a level equal to their hit dice. In addition,
they have access to the Extrasensory, Insight, or
Knowledge nodes (choose one).

100

Mind Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11,
at-footed 16
Base Attack/Grapple: +3/-3
Attack: Slam +2 melee (1d3-2)
Full Attack: 2 slams +2 melee (1d3-2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 6, Dex 10, Con 10, Int 15, Wis 11,
Cha 13
Skills: Bluff +7, Concentration +6, Diplomacy +9,
Knowledge (psionics) +8, Psicraft +8
Feats: Iron Will, Psionic Endowment
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic neutral
Advancement: 4-9 HD (Small); 10-28 HD
(Medium)
Level Adjustment: --

Mind mentats speak Celestial, Draconic, Infernal,


and Abyssal. In addition, they are treated as being
always under the effect of a tongues spell.
COMBAT
As physical manifestations of the concept of
telepathy, mind mentats prefer to utilize their
telepathic abilities instead of engaging in combat
using more mundane weapons. When possible,
a mind mentat will seek to use confusion or
misdirection as powerful weapons instead of
engaging directly in conict.
Psi-like abilities: At will mindlink, 1/day
psionic suggestion. Manifester level equal to hit
dice. The save DCs are Charisma-based.
Psionics: Mind mentats can manifest powers
as telepaths of a level equal to their hit dice. In
addition, they have access to either the Mind or
Secret nodes.
Wild Mentat
Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8+4 (17 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural),
touch 12, at-footed 16
Base Attack/Grapple: +3/-3
Attack: Slam +2 melee (1d3-2)
Full Attack: 2 slams +2 melee (1d3-2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics,
summon mentat
Special Qualities: Damage reduction 10/magic,
darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrication, tongues
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 6, Dex 13, Con 10, Int 10, Wis 11,
Cha 15
Skills: Concentration +6, Intimidate +5, Knowledge
(psionics) +6, Listen +3, Sense Motive +3, Spot
+3
Feats: Psionic Body, Psionic Talent
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (35)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 4-9 HD (Small); 10-28 HD

Seeming to resemble a large child, the being before


you has eyes that belie its appearance. There is no
innocence within them, as if to say it already knows
what you are thinking. Its disproportionately large
head is not comical, but seems to give warning that
this is a creature who understands exactly what is
going on.
The mind mentat has a larger head than the other
variety of mentats, what is construed as the physical
manifestation of the stereotype that those who have
telepathic powers have larger brains. Whether
this assumption is true or simply an odd physical
characteristic remains to be seen. Mind mentats
stand just over 3 feet tall and weigh a meager
40 pounds. Their skin color ranges the typical
humanoid esh tones, and their hair is usually a red
or brown hue.

101

vision
Saves: Fort +3, Ref +7, Will +2
Abilities: Str 5, Dex 19, Con 11, Int 7, Wis 15, Cha
11
Skills: Balance +4, Climb +9, Hide +11, Listen +3,
Move Silently +7, Spot +3
Feats: Stealthy
Environment: Elemental Plane of Earth or urban
Organization: Pair or with owner
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Tiny)
Level Adjustment: --

(Medium)
Level Adjustment: -With every blink of your eyes, the form of the creature
before you seems to shift. Short in stature, but with
a bearing that seems to exude unpredictability, you
give it wide berth, as even it seems to be unsure
what it might do at any moment.
The wild mentat, unlike many of the other variety
of mentats, has a seemingly ever-shifting form.
Unlike an egoist, the form of the wild mentat does
not take on forms of other creatures. Instead, the
skin, hair, and eye colors shift to match the mood
of the mentat, as do other minor features such as
facial characteristics.
Wild mentats speak Celestial, Draconic, Infernal,
and Abyssal. In addition, they are treated as being
always under the effect of a tongues spell.

Large, faceted eyes blink at you, reminding you of


nothing more than nely-crafted gemstones. The
furry creature lifts a small jewel from the oor and
pops it into its mouth, making contented sounds as
it appears to eat the crystal. After a few moments,
the small creature removes the gemstone from
its mouth, the gem seeming to sparkle just a bit
brighter, and places it back on the oor.

COMBAT
Wild mentats prefer to rely on their wilder
manifesting as opposed to physical combat. The
chaotic nature of the wild mentats emotions make
them unpredictable foes, as if their mood shifts,
they may simply disengage and leave the combat,
or they may attack at the slightest provocation.
Psi-like abilities: 3/day id insinuation.
Manifester level equal to hit dice. The save DC is
Charisma-based.
Psionics: Wild mentats can manifest powers as
wilders of a level equal to their hit dice, including
the appropriate class features of the wilder. In
addition, they have access to the Passion node.

Also known as a cutter, the nenngar is a denizen


of the elemental plane of earth, particularly pockets
of the plane rich in crystal. Prized for their natural
ability to cut gems into more valuable crystals,
nenngars tend to be captured by powerful crystal
miners or merchants capable of visiting the plane
of earth, taken to aid in nishing gems into a more
protable nal product.
COMBAT
Nenngars are not aggressive by nature and prefer
to ee instead of ght. If cornered, they can use
the remnants of gems theyve used as nourishment
to provide them with a defense until they are able
to escape.
Crystal Shard (Ex): A nenngar is able to store
some of its ingested crystalline diet in a small
defense mechanism. When threatened, it can
propel a shard of crystal at high velocity at a target.
Treat this shard as if the nenngar had manifested
crystal shard with a manifester level equal to half
its Hit Dice (minimum 1).
Skills: Nenngars have a +4 racial bonus on
Climb, Hide, and Move Silently checks. They use
their Dexterity modier instead of their Strength

NENNGAR

Tiny Magical Beast [Augmented Animal]


(Psionic)
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 22 (+2 size, +4 Dex, +6 natural),
touch 16, at-footed 18
Base Attack/Grapple: +1/-10
Attack: Claw -2 melee (1d2-3)
Full Attack: 2 claws -2 melee (1d2-3)
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Crystal shard
Special Qualities: Bond, crystal diet, lowlight

102

psi-like abilities, trip


Special Qualities: Elemental traits, damage
reduction 5/-, darkvision 60 ft. , dormant form, psilike abilities
Saves: Fort +10, Ref +1, Will +2
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha
11
Skills: Climb +9, Jump +13, Listen +4, Spot +4
Feats: Alertness, Multiattack, Weapon Focus
(bite)
Environment: Any mountainous or underground
Organization: Trio; see text
Challenge Rating: 10; see text
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large); 16-24 HD
(Huge)
Level Adjustment: --

modier for Climb checks.


Bond (Ex): A nenngar psionically bonds with
any individual who it views as its master. This bond
protects the nenngar, who has a limited ability for
self-preservation. When bonded to an individual,
a process which takes a standard action and the
nenngar is able to do at any time, the nenngar gains
a limited form of mindlink with its master, allowing
two-way communication of emotions, as opposed
to actual speech.
This effect is continuous so long as the nenngar
and its master are within 30 ft. Transferring a
bond from one owner to another takes a week of
dedicated interaction with the nenngar and the new
master.
Crystal Diet (Ex): Nenngars gain nourishment
only from precious gems, which they nibble and
later spit after having had their ll. After feasting
on a gem, the regurgitated stone is cut of ne quality
and its value is increased by 10-60%.
Nenngars are not gluttons, however, and only
take nourishment once a week. Waste from their
diet is eliminated as crystal dust from their skin.

Thousands of oating crystal shards, hovering


together in a cloud, seems to patrol the area.
When you approach, the crystals coalesce into
what appear to be several crystal dogs covered in
spikes.

PHRENIC GUARDIANS

A crystalline phrenic guardian is typically


dispersed in a crystalline mist that can guard large
areas of its phrenic location at any given time.
When coalesced, a crystalline phrenic guardian
takes the form of three separate guardians and each
typically weighs roughly 1800 pounds. Each canine
form of the crystalline guardian acts independently
and is treated as having the full hit points of the
guardian. All three canine bodies of the crystalline
guardian must be destroyed to kill a crystalline
phrenic guardian. Its body is pure crystal, although
the variety of crystal is typical to the specic area
where it was formed.
Most crystalline phrenic guardians can be found
in subterranean or mountainous phrenic locations.

A particularly powerful phrenic location may


develop a guardian for activities the terrain itself
cannot perform. Similar to standard elementals,
a phrenic guardian is created out of the elements,
but instead of being tied to an elemental plane, it is
instead tied directly to the phrenic location.
Below are sample phrenic guardians for phrenic
locations. Additional varieties may also exist if
you so choose.
CRYSTALLINE PHRENIC GUARDIAN
Large Elemental (Psionic)
Hit Dice: 8d8+32 (68 hp); see text
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 24 (-1 size, -1 Dex, +16 natural),
touch 8, at-footed 25
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7)
Full Attack: 2 claws +12 melee (1d8+7) and bite
+10 melee (2d6+3)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Crystal shard, explosive dispersal,

COMBAT
Crystalline phrenic guardians prefer to watch
intruders in their phrenic locations while in
their crystalline shard form, thereby avoiding
the intruders realizing they are being observed.
While the shard form of the crystalline phrenic
guardian draws attention, few realize it is, in
fact, a creature that guards the area. If the

103

intruders cause harm, the guardian will quickly


shift into canine form and attack its opponents.
The preferred tactic of the crystalline phrenic
guardian is to re a crystal shard prior to charging
an opponent and attacking with its crystalline
natural attacks.
Crystal Shard (Ps): A crystalline phrenic
guardian may use crystal shard once per round as a
swift action as a 6th level manifester. The crystals
red from this ability appear to sail back to the
phrenic guardian as if attracted by an unknown
force after impact.
Explosive Dispersal (Su): If a crystalline phrenic
guardian faces a foe that it is having difculty
defeating, it will resort to exploding from its canine
form back into its dormant form, causing 8d6
points of piercing damage to all creatures within a
15 foot radius of the guardians location. Creatures
affected can attempt a DC 14 Reex save for half
damage.
The crystalline phrenic guardian may not reform
into its canine form for 1d4 minutes after using its
explosive dispersal ability.
Trip (Ex): A crystalline phrenic guardian that hits
with a bite attack can attempt to trip the opponent
(+7 check modier) as a free action without making

a touch attack or provoking an attack of opportunity.


If the attempt fails, the opponent cannot react to
trip the crystalline phrenic guardian.
Elemental Traits: A crystalline phrenic guardian
is immune to poison, sleep effects, paralysis, and
stunning. It is not subject to critical hits or anking.
Crystalline phrenic guardians do not eat, sleep, or
breathe.
Dormant Form (Ex): A crystalline phrenic
guardian is typically in the form of thousands of
tiny crystalline shards that oat in mid-air. When
in this form, the guardian is treated as having
concealment, but can not make any attacks,
including using its crystal shard ability, until it
manifests in its active form, a process which takes
one standard action.
Skills: Crystalline phrenic guardians have a +4
racial bonus to Jump checks.
EARTHEN PHRENIC GUARDIAN
Large Elemental (Earth, Psionic)
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 24 (1 size, +15 natural), touch 9,
at-footed 24

Crystalline phrenic guardian

104

Base Attack/Grapple: +6/+15


Attack: Slam +10 melee (2d6+5) or Mineral Veins
+10 melee (3d6+5) or Rock +5 ranged (2d8+5)
Full Attack: 2 slams +10 melee (2d6+5) or 2
Mineral Veins +10 melee (3d6+5) or Rock +5
ranged (2d8+5)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Improved grab, metallic spray,
hurl stone
Special Qualities: Elemental traits, damage
reduction 5/adamantine, darkvision 60 ft., dormant
form, low-light vision
Saves: Fort +9, Ref +3, Will +5
Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10,
Cha 9
Skills: Hide +7* (+11 in dormant form), Listen +3,
Spot +3
Feats: Improved Bull Rush, Improved Natural
Attack (mineral veins), Iron Will, Power Attack
Environment: Any outdoor or cave
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 10-14 HD (Large); 15-25 HD
(Huge)
Level Adjustment: --

suspended oating in the air as the veins pulse and


throb, its body created by all that which was near
the area, from branches to horses, swords to rocks.
An earthen phrenic guardian stands 11 feet tall
and weighs roughly 4000 pounds. Its body is
composed of all manner of earthen substances:
soil, rock, metal, crystal, and the like.
COMBAT
As the guardian of a phrenic location, the earthen
phrenic guardian is a fearsome opponent. Despite
being built of rock and metal, these guardians are
not slow to react when intruders inict damage
upon the location it guards.
Hurl Stone (Ex): Against ranged opponents, an
earthen phrenic guardian is capable of launching
large stones from its own form. As a standard
action, it may make a ranged attack against an
opponent by hurling a stone, which has a range
increment of 30 feet. On a successful strike, the
target suffers 2d8+5 points of bludgeoning and
piercing damage.
Improved Grab (Ex): To use this ability, an
earthen phrenic guardian must hit a medium or
smaller opponent with its mineral veins attack. It
can then attempt to start a grapple as a free action
without provoking an attack of opportunity.
Metallic Spray (Su): The liquid, mineral-based
eye at the center of the earthen phrenic guardian
grants it the ability to spray a liquid metal at an
enemy within 30 feet. This spray instantly hardens
upon contact with a creature and on a successful
ranged attack, coats the creature, cutting off the
targets ability to breathe. As a full round action,
the creature may attempt a DC 20 Strength check to
break the metallic coating or it suffers suffocation
effects.
Mineral Veins (Ex): In place of its slam attacks,
many earthen phrenic guardians will use the veins
of minerals that make up their appendages as
whip-like weapons. Treat these veins as whips that
deal 2d6+5 points of lethal, slashing damage on a
successful attack. Attacking with its mineral veins
does not provoke attacks of opportunity as a whip
normally does. The mineral veins can damage
armored opponents even if a whip normally would
not.
Dormant Form (Ex): The dormant form of an
earthen guardian is below ground, as the constituent

To the sound of pebbles and rocks falling on soil,


a massive gure of what appears to be mineral
veins from the earth itself erupts from the ground.
Standing before you, it appears to have taken
offense to your intrusion on the land. It lashes
out with a stratum of some metal, now studded in
shards, while at the same time heaving a boulder in
preparation to launch.
When in its dormant form, the earthen phrenic
guardian exists as mineral veins swimming
beneath the surface of the area it guards. Generally
this means that it isundetectable until the time
it manifests itself. At such a time that enemies
threaten the phrenic location, the veins burst out
of the earth and grab whatever loose items that can
be found, sometimes even using nearby animals.
Some guardians snatch weapons from the hands
of surprised adventurers, while at the same time
ripping out rocks and tree branches to form its
combat form - a central eye of liquid minerals

105

of shrubs gains in volume until, with a bursting


from the earth, there comes an enormous ower,
one with razor-sharp leaves and a center of tingling
spines. When you least expect it, some of the nearby
owers explode in a burst of poison and shards.

parts of the elements of earth that form the guardian.


While in this form, the earthen 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.
Elemental Traits: An earthen phrenic guardian
is immune to poison, sleep effects, paralysis,
and stunning. It is not subject to critical hits or
anking. Earthen phrenic guardians do not eat,
sleep, or breathe.
Skills: An earthen phrenic guardian has a +8
racial bonus on Hide checks in its phrenic location
and a +12 bonus when in its dormant form.

A thousand shimmering roses, each and every


one a different sparkling colour, almost too vibrant
to be true is the dormant form of the ora phrenic
guardian. It can sense anyone entering its protected
location through a thousand ears and eyes, each in
the guise of a beautiful ower, so beautiful that it
can entrance trespassers while the ora guardian
changes into its battle form.
A ora phrenic guardian stands 12 feet tall and
weighs roughly 2400 pounds. Its body is composed
entirely of organic material: roots, plants, soil, and
such.

FLORA PHRENIC GUARDIAN


Large Plant (Psionic)
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 20 (1 size, +11 natural), touch 9,
at-footed 20
Base Attack/Grapple: +4/+13
Attack: Slam +9 melee (2d6+5) or spines +3
ranged (1d8+5)
Full Attack: 2 slams +9 melee (2d6+5) or spines
+3 ranged (1d8+5)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Improved grab, constrict 2d6+7,
entangling vines, poisonous pollen, razor vines
Special Qualities: Darkvision 60 ft., dormant form,
immunity to electricity, low-light vision, phrenic
travel, plant traits, resistance to re 10
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 20, Dex 10, Con 17, Int 7, Wis 10,
Cha 9
Skills: Climb +6, Hide +5, Listen +6, Move Silently
+6, Spot +6
Feats: Ability Focus (poisonous pollen), Alertness,
Weapon Focus (slam)
Environment: Any outdoor
Organization: Solitary
Challenge Rating: 4
Treasure: Half standard
Alignment: Usually neutral
Advancement: 7-10 HD (Large); 11-20 HD
(Huge)
Level Adjustment: --

COMBAT
The ora 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

What sounds like rustling tree limbs and the leaves

Flora phrenic guardian

106

using the psionic dimension door power. To a


casual observer, it simply appears as if the guardian
shrinks into a single ower and another ower
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.

ability to hold enemies in place, and its poisonous


pollen if the situation requires it.
Constrict (Ex): A ora phrenic guardian deals
2d6+7 points of damage with a successful grapple
check.
Entangling Roots (Su): While in its phrenic
location, a ora phrenic guardian is able to
command all plants within a 40 radius of itself to
entangle intruders unless they succeed on a DC
12 Reex save. Creatures that succeed their save
are limited to half movement. Entangled creatures
may attempt a DC 20 Strength check or a DC 20
Escape Artist check to free themselves from the
roots, but are still limited to half movement. The
roots continuously attempt to entangle all intruders
until the phrenic guardian cancels the effect or is
destroyed.
Improved Grab (Ex): To use this ability, a ora
phrenic guardian must hit with both slam attacks. It
can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it
wins the grapple check, it establishes a hold and
can constrict.
Poisonous Pollen (Su): Once per day, a ora
phrenic guardian can emit poison through the
pollen in its owers, affecting all creatures within
30 ft (inhaled sassone leaf residue, DC 18 Fort save
resists, 2d12 hp / 1d6 Con).
Razor Vines (Ex): As a standard action, a ora
phrenic guardian can make a melee touch attack by
using the razor-sharp vines that are part of its body
similar to a whip, dealing 1d4+5 points of slashing
damage. On a successful attack, the ora phrenic
guardian may make a free trip attempt that does not
provoke attacks of opportunity. If the attempt fails,
the opponent cannot react to trip the ora phrenic
guardian.
Dormant Form (Ex): The dormant form of a
ora guardian is as a lush bed of owers, appearing
to grow within it phrenic location. While in this
form, the ora 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 ora phrenic guardian
can move to anywhere within the location as if

PROSEIUS

Large Outsider (Chaotic, Extraplanar, Evil,


Psionic)
Hit Dice: 14d8+96 (161 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 25 (-1 size, +16 natural), touch 9,
at-footed 25
Base Attack/Grapple: +14/+27
Attack: Slam +22 melee (3d6+9)
Full Attack: 2 slams +22 melee (3d6+9)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Cerebral plunge, psi-like abilities,
summon, stunning presence
Special Qualities: Damage reduction 10/cold iron
and good, darkvision 60 ft., immunity to electricity
and poison, resistance to acid 10, cold 10, and re
10
Saves: Fort +16, Ref +9, Will +9
Abilities: Str 28, Dex 10, Con 25, Int 10, Wis 10,
Cha 15
Skills: Bluff +16, Concentration +24, Intimidate
+18, Knowledge (the planes) +17, Listen +14,
Psicraft +17, Spot +15
Feats: Ability Focus (cerebral plunge), Improved
Initiative, Improved Natural Attack (slam), Power
Attack, Psionic Fist
Environment: Any
Organization: Solitary, team (24), or squad (6
10)
Challenge Rating: 14
Treasure: Standard coins; double goods; standard
items
Alignment: Chaotic evil
Advancement: 1518 HD (Large); 1934 HD
(Huge)
Level Adjustment: -Three mouths open in the chest of the creature
before you to reveal a ickering darkness in which
a multitude of eyes oat, all xating on you. It is

107

almost humanoid, but the creature lacks a head and


its orange skin seems somehow wrong. It is not until
you notice that the huge muscles underneath the
skin seem to writhe and move on their own accord
that you understand why. A humming rises and you
realize it is the sound of the creature laughing.

presence special ability takes hold, it will use that


advantage to quite literally tear its opponent limb
from limb. In addition, a proseius enjoys delivering
its mind-numbing cerebral plunge to incapacitate
foes.
If a conict appears too difcult to handle
alone, the proseius will use its summoning ability
to call another proseius to aid, although this can
sometimes cause conict as both proseiuses seek
to get the kill.
A proseiuss natural weapons, as well as any
weapons it wields, are treated as chaotic-aligned
and evil-aligned for the purpose of overcoming
damage reduction.
Cerebral Plunge (Su): As a swift action, a
proseius is able to send an immense amount of
psionic energy at a single target within 30 feet in
a single, precise strike, disrupting thoughts and
higher brain functions. If the target fails a DC 21
Will save, they are paralyzed for one minute, as
their mind tries to recover from the shock. This
effect is a mind-affecting effect. The save DC is
Charisma-based.
Psi-like abilities: At will claws of the beast,
demoralize, dispel psionics, metaphysical claw;
3/day prowess. Manifester level 14th. The save
DCs are Charisma-based.
Stunning Presence (Su): The mere presence of a
proseius is often enough to stop most people in their
tracks. Any creatures that can see the proseius and
is within 60 ft. must make a successful DC 19 Will
save or be shaken until they are no longer within
sight of the proseius. The save DC is Charismabased.
Summon (Psi): Once per day, a proseius can
attempt to summon 4d10 blade or fear mentats
with a 50% chance of success, or another proseius
with a 35% chance of success. This ability is the
equivalent of a 4th-level power.

Creatures of powerful psionic might and limitless


appetite for suffering, the proseius dwells in the
darker of the outer planes, seeking to corrupt any
who would be so foolish as to journey into the dark
and twisted areas in which they reside.
Standing over 10 feet tall and weighing over
900 pounds, a proseius usually has orange skin,
although some have been reported with purple or
red esh.
The proseius is able to speak Abyssal, Common,
and Draconic.
COMBAT
Although the proseius has a myriad of special
abilities, it delights in physical combat and will
choose to advance on an enemy as opposed to a
more cerebral assault.
If a proseius gets close enough that its stunning

SHAKAM

Small Magical Beast (Psionic)


Hit Dice: 1d10+2 (7 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural),
touch 14, at-footed 14
Base Attack/Grapple: +1/-4
Attack: Bite +1 melee (1d4-1)

Proseius

108

Full Attack: Bite +1 melee (1d4-1)


Space/Reach: 5 ft./ 5 ft.
Special Attacks: Dispelling spit
Special Qualities: Anti-psionic eld, low-light
vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12,
Cha 6
Skills: Climb +8*, Hide +11*, Jump +7*, Listen
+3, Move Silently +7, Spot +3
Feats: Alertness
Environment: Temperate forests
Organization: Pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-8 HD (Small)
Level Adjustment: --

The skin of the shakam is leathery, typically in tan


or brown colors, blending in well with the trees that
they call their home.
COMBAT
Shakams are not aggressive by nature and prefer
to ee instead of ght, climbing further up the
trees that are their homes. If cornered, they use
their hook-like claws and sharp teeth to warn off
attackers before they can escape to safer areas.
Dispelling spit (Ex): If cornered, shakams will
resort to spitting some of the ooze their body
secretes, held in small sacs on the inside of their
mouths. On a successful ranged touch attack on
a target within 20 feet, the target is treated as if
affected by a targeted dispel psionics with a
manifester level of 3.
Anti-psionic eld (Ex): The shakam secrete
ooze from the pores that covers its form. This ooze
emits a null psionics eld around its body as a means
of protection from psionic predators. This eld
radiates 10 ft. out from the shakams physical form
and is constantly active, even when the creature
is asleep. If two or more shakams are near each
other and their anti-psionic elds overlap, the eld
expands by a multiple equaling the total number of
shakams. In areas with a high shakam population,
this may mean an effective anti-psionic eld radius
of 100 ft or more.
Skills: Shakams have a +4 racial bonus on Climb,
Hide, Jump, and Move Silently checks. Shakam use
their Dexterity modier instead of their Strength
modier for Climb and Jump checks.

At the base of the tree is a small, lizard-like


creature. Its tan skin ripples as you approach, the
leafy feast the creature was obviously dining on
being held between its two forepaws. With a slight
hiss, it starts to climb up the tree trunk, its black
eyes watching you to ensure it is not followed.
Prized by societies where psionics are feared
and shunned, the shakam is a creature with a
natural ability to disrupt and negate psionic effects,
neutralizing manifesting abilities and psionic items
equally.
Standing roughly one foot tall at the shoulder,
the lizard-like creature is roughly 3 feet long from
mouth to tail, with a spined ridge along its neck.

109

Appendix

Appendix

EPIC TALENTED [EPIC, PSIONIC]

You are better able to ignore damage from


overchanneling.
Prerequisites: Epic Overchannel, Overchannel,
Talented, Knowledge (psionics) 24 ranks
Benet: To use this ability, you must expend your
psionic focus. When overchanneling powers of
4th level and lower, you do not take damage from
overchanneling.
Normal: A character with the Talented feat takes
no damage only when manifesting powers of 3rd
level or lower.
Special: This feat can be taken multiple times.
Each time it is taken, you may manifest powers
one level higher without taking damage from
overchanneling.

New Epic Feats


DIVERGING DEVOTION

[EPIC, PSIONIC]
You are able to tap into other devotions, unlocking
their secrets.
Prerequisites: Knowledge (psionics) 24 ranks,
Expanded Knowledge
Benet: You gain a second devotion, allowing you
access to the additional class skills and restricted
powers of that devotion.
Special: You may select this feat multiple
times. Each time, it grants you access to another
devotion.

EXEMPLIFICATION [EPIC, PSIONIC]


Your adherence to the ideology of a godmind grants
you incredible psionic power.
Prerequisites: Knowledge (psionics) 27 ranks,
access to at least one psionic node.
Benet: You gain access to the power lists for all
psionic nodes to which your godmind grants access.
In addition, you gain all granted powers from those
psionic nodes.

EPIC OVERCHANNEL
[EPIC, PSIONIC]

You can push yourself beyond even heightened


limits to enhance your powers.
Prerequisites: Overchannel, Knowledge (psionics)
25 ranks.
Benet: Your ability to overchannel continues to
improve. At 22nd level, you may increase your
manifester level by four when you overchannel, but
you take 7d8 damage in doing so. Every 7 levels
thereafter, you may overchannel by an additional
manifester level, but the damage increases by 2d8.

INFUSE ENERGY [EPIC, PSIONIC]

Your form naturally converts energy damage into


psionic power.
Prerequisites: Psicraft 24 ranks, manifester level
21st, able to manifest energy adaptation

110

Benet: While you maintain psionic focus, you


automatically absorb the rst 5 points of any
re, cold, sonic, or electricity damage from an
effect that would damage you. For every point
of absorbed damage, you gain 1 power point.
This ability works before any other abilities,
spells or powers. You can gain power points from
absorbing the listed energy types even if you are
normally immune to the energy.
Special: You cannot gain any power points that
would cause you to exceed your daily maximum.
If the power points gained from this feat would
exceed your daily maximum, the points are lost and
you instead shed light as bright as a torch.

Benet: You absorb up to 10 points of damage


with Infuse Energy instead of 5. In addition if you
are disabled or dying, you are healed for one point
of damage per point of absorbed damage instead of
gaining power points.

MANTRA EXEMPLAR [EPIC, PSIONIC]

You are able to activate multiple mantra feats at


the same time. (See Chapter 2 for more details on
mantra feats.)
Prerequisites: Wis 17, Master of Mantras, Psionic
Meditation, any three mantra feats, Concentration
24 ranks.
Benet: When you meditate to gain psionic focus,
you can activate up to your Wisdom modier in
mantra feats.
Normal: Master of Mantras allows you to activate
two mantra feats at the same time.

INFUSE ENERGY, IMPROVED

[EPIC, PSIONIC]
Prerequisites: Infuse Energy, Psicraft 28 ranks,
manifester level 25th, able to manifest energy
adaptation

111

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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
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System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
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