This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
PSIONIC CLASSES
PSION
Alignment: Any.
Hit Die: d4.
Skill Points at 1st Level: (4 + Int
modifier) X 4.
Skill Points at Each Additional Level: 4
+ Int modifier.
Class Skills:
The psions class skills vary by the
psions primary discipline.
A discipline is one of six groupings of
powers, each defined by a common theme. A psion must choose one psionic
discipline as his or her primary discipline at character creation. A psion may not change his or her primary
discipline once chosen.
Table: Disciplines and
Associated Abilities
Associated
Discipline Ability Nickname
---------- ---------- --------
Psychometabolism Strength Egoist
Psychoportation Dexterity Nomad
Psychokinesis Constitution Savant
Metacreativity Intelligence Shaper
Clairsentience Wisdom Seer
Telepathy Charisma Telepath
The egoists class skills (and the key
ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str),
Concentration (Con), Jump (Str), Knowledge (psionics) (Int), Psicraft (Int),
Stabilize Self (Con), and Swim (Str).
The nomads class skills (and the key
ability for each skill) are Climb (Str), Concentration (Con), Escape Artist
(Dex), Intuit Direction (Wis), Jump (Str), Knowledge (psionics) (Int), Psicraft
(Int), Remote View (Int), Ride (Dex), Swim (Str), and Use Rope (Dex).
The savants class skills (and the key
ability for each skill) are Autohypnosis (Wis), Concentration (Con), Disable
Device (Int), Knowledge (psionics) (Int), Open Lock (Dex), Pick Pocket (Dex),
Psicraft (Int), Remote View* (Int), and Search (Int).
The shapers class skills (and the key
ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con),
Craft (any) (Int), Disguise (Cha), Knowledge (psionics) (Int), Perform (Cha),
Psicraft (Int), and Remote View (Int).
The seers class skills (and the key
ability for each skill) are Concentration (Con), Gather Information (Cha),
Intuit Direction (Wis), Knowledge (psionics) (Int), Listen (Wis), Psicraft
(Int), Remote View (Int), Sense Motive (Wis), and Spot (Wis).
The telepaths class skills (and the key
ability for each skill) are Animal Empathy (Cha), Bluff (Cha), Concentration
(Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (psionics) (Int),
Psicraft (Int), Remote View (Int), and Sense Motive (Wis).
Weapon and Armor Proficiency: Psions are
proficient with all simple weapons. They are not proficient with any type of
armor or shield.
Table: The Psion
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
----- ------ ---- ---- ---- -------
1 +0 +0 +0 +2 Psicrystal,
five psionic combat modes
2 +1 +0 +0 +3
3 +1 +1 +1 +3 Psionic
combat mode
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Psionic combat mode
6 +3 +2 +2 +5
7 +3 +2 +2 +5 Psionic combat mode
8 +4 +2 +2 +6
9 +4 +3 +3 +6 Psionic combat mode
10 +5 +3 +3 +7
11 +5 +3 +3 +7 Psionic combat mode
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12
Table: Psion Powers
Power Powers Discovered
Level Pts/Day 0 1 2 3 4 5 6 7 8 9
----- ------- - - - - - - - - - -
1 2 2+d d
2 3 2+d 1+d
3 4 2+d 2+d
4 7 3+d 2+d d
5 10 3+d 2+d 1+d
6 15 4+d 2+d 1+d d
7 20 4+d 3+d 2+d 1+d
8 27 5+d 3+d 2+d 1+d d
9 34 5+d 3+d 2+d 2+d 1+d
10 43 6+d 3+d 2+d 2+d 1+d d
11 52 6+d 3+d 3+d 2+d 2+d 1+d
12 63 7+d 3+d 3+d 2+d 2+d 1+d d
13 74 7+d 4+d 3+d 3+d 2+d 2+d 1+d
14 87 7+d 4+d 3+d 3+d 2+d 2+d 1+d d
15 100 7+d 4+d 3+d 3+d 3+d 2+d 2+d 1+d
16 115 7+d 4+d 4+d 3+d 3+d 2+d 2+d 1+d d
17 130 7+d 4+d 4+d 3+d 3+d 3+d 2+d 2+d 1+d
18 147 7+d 4+d 4+d 4+d 3+d 3+d 2+d 2+d 1+d d
19 164 7+d 4+d 4+d 4+d 3+d 3+d 3+d 2+d 1+d 1+d
20 183 7+d 4+d 4+d 4+d 4+d 3+d 3+d 2+d 2+d 1+d
Power Points/Day: How many psionic power
points the psion has access to each day. The psion possesses a maximum number
of power points equal to the given number of power points per day plus any
bonus power points per day.
d: A single extra power from the
Psions primary discipline.
Table: Psion Bonus Power Points
Ability Bonus Power Points (by Psion
Level)
Score 12 34 56 78 910 1112 1314 1516 1718 1920
------- --- --- --- --- ---- ----- ----- ----- ----- -----
19 Cant manifest
powers with this key ability
1011
1213 1
1415 1 3
1617 1 3 5
1819 1 3 5 7
2021 3 3 5 7 9
2223 3 5 5 7 9 11
2425 3 5 7 7 9 11 13
2627 3 5 7 9 9 11 13 15
2829 5 5 7 9 11 11 13 15 17
3031 5 7 7 9 11 13 13 15 17 19
3233 5 7 9 9 11 13 15 15 17 19
3435 5 7 9 11 11 13 15 17 17 19
3637 7 7 9 11 13 13 15 17 19 19
3839 7 9 9 11 13 15 15 17 19 21
4041 7 9 11 11 13 15 17 17 19 21
etc. . . .
Class Features
Powers: A psion begins play knowing two
0-level powers (also called talents) and zero 1st-level powers, plus one extra
power within the characters primary discipline for each power level known. At
each level, the psion discovers one or more powers, as indicated on Table: The
Psion. Psions can pick powers from any discipline, but the d in each column
represents a single extra power learned from the psions primary discipline. A
indicates no extra powers are known; a d or a number indicates that the psion
can choose one or more powers at the given level.
To manifest a power within a particular
discipline, a psion must have a key ability score of at least 10 + the powers
level. (Psionic attack and defense modes are exempt from this restriction, and
do not possess levels.) The DC for saving throws to resist a psions powers is
1d20 + the powers level + the psions key ability modifier. The 1d20 roll is
made by the attacking psion when the power is manifested. (Psionic attack and
defense modes add a special modifier instead.)
Certain powers can be enhanced as they
are manifested, at the cost of additional power points.
Note: A psion may choose to discover a
lower-level power in place of a higher-level power normally granted by level
advancement. If a psion chooses to learn a lower-level power instead of his or
her first discipline power for a particular level (indicated by a d on Table:
Psion Powers), the substitute lower-level power must be in the psions primary
discipline.
Power Points: A psion can manifest a
certain number of 1st-level and higher powers per day based on his or her
available power points. The number of available power points per day is
improved by his or her bonus power points, if any.
0-Level Powers: Also called talents,
0-level powers have a special power point cost. A psion can manifest any talent
he or she knows for free a number of times per day equal to his or her level
+3. After exhausting his or her daily allotment, the psion must pay 1 power
point per manifestation of a 0-level power for the rest of the day.
Psionic Combat Modes: At 1st level, the
psion can choose to learn five of the ten psionic combat modes. At every
odd-numbered level from 3rd through 11th, he or she can learn one additional
psionic combat mode.
Psicrystal: A psion can encode a
psicrystal. Doing so takes a day and requires materials that cost 100 gp (the
gem used as the basis for the psicrystal represents at least 50% of the total
cost). A psicrystal is a psionically charged crystalline stone no more than 1
inch in diameter. It carries a fragment personality seeded from the psions own
mind, with which the psion can empathically interact and from which he or she
can derive benefits. A psion may possess no more than one psicrystal at any one
time.
The psion chooses the type of psicrystal
he or she gets. As the psion increases in level, his or her psicrystal also
increases in utility, as shown on Table: Psicrystal Special Abilities.
If the psicrystal is destroyed the psion
must attempt a Fortitude save (DC 15). If the saving throw fails, the psion
loses 200 experience points per class level. A successful saving throw reduces
the loss by half. However, a psions experience can never go below 0 as the
result of a psicrystals destruction. A
destroyed psicrystal cannot be replaced for six months.
A psicrystal grants a special ability to
its psion owner depending on the fragment personality seeded in the stone.
Physically, psicrystals have AC 13, hardness 8, and 20 hit points. Psicrystals
regenerate their crystal matrix at rate of 2d4 hit points per day if damaged.
If a psicrystal is brought to 0 hit points, it is destroyed.
Table: Psicrystals
Psicrystal
Personality Special
----------- -------
Artiste Owner gains +2 bonus on Craft checks.
Bully Owner gains +2 bonus on Intimidate
checks.
Coward Owner gains +2 bonus on Hide checks.
Friendly Owner gains +2 bonus on Diplomacy
checks.
Hero Owner gains +2 bonus on Fortitude
saves.
Liar Owner gains +2 bonus on Bluff
checks.
Meticulous Owner gains +2 bonus on Search checks.
Observant Owner gains +2 bonus on Spot checks.
Poised Owner gains +2 bonus on Balance
checks.
Resolve Owner gains +2 bonus on Will checks.
Sage Owner gains +2 bonus on any one knowledge skill he or she
already knows;
once chosen, this does not vary.
Singleminded Owner gains +1 bonus on Concentration
checks.
Sneak Owner gains +2 bonus on Move
Silently checks.
Sympathetic Owner gains +2 bonus on Sense Motive
checks.
Psicrystal Personality Descriptions: All
psicrystals have distinct personalities.
Psicrystal Ability Descriptions: All
psicrystals have special abilities that depend on the level of the owner. These
abilities are cumulative.
Table: Psicrystal Special
Abilities
Psion Psicrystal
Level Intelligence Special
----- ------------ -------
12 6 Sighted,
empathic link
34 7 Telepathic
link
56 8 Self-propulsion
78 9 Speak
with other creatures
910 10
112 11 Power
resistance
1314 12 Sight
link
1516 13 Channel
power
1718 14
1920 15
Intelligence: The psicrystals
Intelligence score. Psicrystals are smart, but their personality trait colors
all empathic, telepathic, or verbal interaction.
Sighted: A psicrystal can sense its
environment as well as a sighted, hearing creature can. Darkness (even
supernatural darkness) is irrelevant, as are areas of supernatural silence,
though a psicrystal still cant discern invisible or ethereal beings. The
psicrystals sighted range is 40 feet.
Empathic Link: The psion has an empathic
link with his or her psicrystal to a distance of up to one mile. Psions cannot
see using the psicrystals sighted ability, but they can communicate
empathetically. The empathic link between a psicrystal and its owner limits communication
to strong feelings, so misunderstandings are always possible.
Telepathic Link: The psion has a
telepathic link with his or her psicrystal to a distance of up to one mile.
Psions cannot see using the psicrystals sighted ability, but they can communicate
telepathically. The telepathic link allows actual communication. Psicrystals know all the languages their
psion owners know.
Self-Propulsion: If the psion pays the
cost of 1 power point, his or her psicrystal forms spidery, ectoplasmic legs for
a day. The legs grant the psicrystal a speed of 30 feet. The psicrystal can
climb walls and ceilings with its legs at a speed of 20 feet. The legs fade to
nothingness when their duration expires, or if the psicrystal takes 1 or more
points of damage that penetrate its hardness.
Speak with Other Creatures: The
psicrystal can communicate mentally with its owner, other creatures, or
psicrystals within 60 feet, using any language known to its psion owner (other
creatures must speak aloud to return communication, except for the owner and
other psicrystals).
Power Resistance: The psicrystals power
resistance (PR) equals the psion owners level plus 5. To affect the psicrystal
with a power, an enemy manifester must make a manifester check (1d20 + enemys
manifester level) at least equal to the psicrystals power resistance. The
psicrystals spell resistance (SR) equals its power resistance.
Sight Link: Once per day, the
psicrystals owner can see what the crystal sees for a period of 1 hour, as
long as the psion and the crystal are not separated by more than one mile.
Channel Power: The psion can manifest
powers through the psicrystal to a distance of up to one mile. The psicrystal
is treated as the powers originator, and all ranges are calculated from that
location. When channeling a power through his psicrystal, the psion manifests
the power by paying its cost. The psion is still subject to attacks of
opportunity and other hazards of manifesting a power, if applicable.
PSYCHIC WARRIOR
Alignment: Any.
Hit Die: d8.
Skill Points at 1st Level: (2 + Int
modifier) X 4.
Skill Points at Each Additional Level: 2
+ Int modifier.
Class Skills
The psychic warriors class skills (and
the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb
(Str), Concentration (Con), Jump (Str), Stabilize Self (Str), Swim (Str),
Tumble (Dex), and Use Psionic Device (Cha).
Weapon and Armor Proficiency: The psychic
warrior is proficient in the use of all simple and martial weapons and all
armor (light, medium, and heavy armor) and shields.
Table: The Psychic Warrior
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
----- ----- ---- ---- ---- -------
1 +0 +2 +0 +0 Bonus feat,
two psionic combat modes
2 +1 +3 +0 +0 Bonus feat
3 +2 +3 +1 +1 Psionic combat mode
4 +3 +4 +1 +1
5 +3 +4 +1 +1 Bonus feat
6 +4 +5 +2 +2 Weapon Specialization
7 +5 +5 +2 +2 Psionic combat mode
8 +6/+1 +6 +2 +2 Bonus feat
9 +6/+1 +6 +3 +3 Psionic combat mode
10 +7/+2 +7 +3 +3 Psionic combat mode
11 +8/+3 +7 +3 +3 Bonus feat
12 +9/+4 +8 +4 +4 Psionic combat mode
13 +9/+4 +8 +4 +4 Psionic combat mode
14 +10/+5 +9 +4 +4 Bonus feat
15 +11/+6/+1 +9 +5 +5 Psionic combat mode
16 +12/+7/+2 +10 +5 +5 Psionic combat mode
17 +12/+7/+2 +10 +5 +5 Bonus feat
18 +13/+8/+3 +11 +6 +6
19 +14/+9/+4 +11 +6 +6
20 +15/+10/+5 +12 +6 +6 Bonus feat
Table: Psychic Warrior
Powers
Power Powers
Discovered
Level Pts/Day 0 1 2 3 4 5 6
----- ------- - - - - - - -
1 2 2
2 3 3
3 4 3 1
4 5 3 2
5 8 3 3 1
6 11 3 3 2
7 16 3 3 2 1
8 21 3 3 3 1
9 26 3 3 3 2
10 33 3 3 3 2 1
11 40 3 3 3 3 1
12 47 3 3 3 3 2
13 56 3 3 3 3 2 1
14 65 3 3 3 3 3 1
15 74 3 3 3 3 3 2
16 85 3 3 3 3 3 2 1
17 96 3 3 3 3 3 3 1
18 107 3 3 3 3 3 3 2
19 118 3 4 3 3 3 3 2
20 129 3 4 3 3 3 3 3
Powers Discovered: The number of powers
of each level that the psychic warrior knows. A - indicates no powers are
available.
Class Features
All of the following are class features
of the psychic warrior.
Bonus Feats: At 1st level, the psychic
warrior gets a bonus feat. The psychic warrior gains an additional bonus feat
at 2nd level and every three levels thereafter. These bonus feats can be
selected from all psionic feats as well as the following Feats: Ambidexterity,
Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon
Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack),
Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect
Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By
Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot,
Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great
Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon
Finesse*, and Weapon Focus*.
Feats dependent on other feats are given
parenthetically after the prerequisite feat. Some of the psionic feats also
have feats from the above list as prerequisites. A character can select feats
marked with an asterisk (*) more than once, but it must be for a different
weapon each time.
Characters must still meet all
prerequisites for a feat, including ability score and base attack bonus.
Powers: A psychic warrior manifests
psionic powers. A psychic warrior begins play knowing two 0-level powers
(talents). At each level, the psychic warrior discovers one or more powers, as
indicated on Table: Psychic Warrior Powers. These powers are chosen from the
psychic warrior power list.
To manifest a power within a particular
discipline, a psychic warrior must have a key ability score of at least 10 +
the powers level. (Psionic attack and defense modes are exempt from this
restriction and do not possess levels). The DC for saving throws to resist a
psychic warriors powers is 1d20 + the powers level + the psychic warriors
key ability modifier. The 1d20 roll is made by the attacking psychic warrior
when the power is manifested. (Psionic attack and defense modes add a special
modifier instead.)
Certain powers can be enhanced as they
are manifested, at the cost of additional power points.
Note: A psychic warrior may choose to
discover a lower-level power in place of a higher-level power normally granted
by level advancement.
Power Points: A psychic warrior can
manifest a certain number of 1st-level and higher powers per day based on his
or her available power points. Psychic warriors do not gain bonus power points
for exceptional ability scores. Special rules govern the manifestation of
0-level powers and psionic combat modes.
0-level Powers: Also called talents,
0-level powers have a special power point cost. A psychic warrior can manifest
any talent he or she knows for free a number of times per day equal to his or
her level +2. After exhausting his or her daily allotment, the psychic warrior
must pay 1 power point per manifestation of a 0-level power for the rest of the
day.
Psionic Combat Modes: At 1st level, a
psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding levels, he or she can learn
one additional psionic combat mode according to the schedule shown on Table:
The Psychic Warrior.
Weapon Specialization: On achieving 6th
level, a psychic warrior gains the Weapon Specialization feat. The psychic
warrior must have Weapon Focus with that weapon to gain Weapon Specialization.
If the weapon is a ranged weapon, the damage bonus applies only if the target
is within 30 feet. Psychic warriors gain Weapon Specialization as a free feat;
it doesnt count against the characters bonus and regular feat acquisition.
The character cannot take Weapon Specialization as a bonus or regular feat at
any other level.
MULTICLASS PSIONIC CHARACTERS
Note: A psion character may never
multiclass as a psion with a different discipline.
The psion/psychic
warrior multiclass is allowed. Power points from each class are pooled;
however, powers discovered for each class must be tracked separately, since
class level affects the manifestation of certain powers.
Hit Die: d4.
Requirements
To qualify to become a metamind, a
character must fulfill all the following criteria.
Manifesting: Ability to manifest two
different powers, one of which must be 2nd level or higher.
Psicraft: 6 ranks.
Knowledge (psionics): 6 ranks.
Feats: Inner Strength.
Class Skills
The metaminds class skills are Alchemy
(Int), Concentration (Con), Craft (any) (Int), Knowledge (psionics), Psicraft
(Int), and Remote View (Int).
Skill Points at Each Level: 4 + Int
modifier.
Class Features
All of the following are class features
of the metamind prestige class.
Weapon and Armor Proficiency: Metaminds
gain no proficiency in any weapon or armor.
Power Points: Metaminds gain power points
per day as shown on Table: The Metamind. These power points are added to the
characters previous total. Metaminds gain bonus power points based on the key
ability score for their primary ability. If the character previously could not
gain bonus power points for high ability scores (as is the case for psychic
warriors), he now chooses a primary discipline and can gain bonus power points
based on the related ability score (see Table: Psion Bonus Power Points).
Powers Discovered: Metaminds discover
powers as shown on Table: The Metamind. Powers are chosen from the psion power
list. The powers are added to the
characters previous total powers known. Psionic attack and defense modes are
discovered as though the character were a psychic warrior of the same level as
the prestige class (characters do not forget previously discovered attack and
defense modes).
Table: The Metamind
Base Power
Class Attack Fort Ref Will Points/
Powers Discovered
Level Bonus Save Save Save Special Day 0
1 2 3 4
1st +0 +0 +0 +2 Inner Strength, +5 2
power psicrystal
2nd +1 +0 +0 +3 Inner Strength +5 3
3rd +1 +1 +1 +3 Trigger Power +7 3 1
4th +2 +1 +1 +4 Inner Strength +7 3 2
5th +2 +1 +1 +4 Trigger Power +7 3 3
1
6th +3 +2 +2 +5 Inner Strength +9 3 3
2
7th +3 +2 +2 +5 Trigger Power +9 3 3
2 1
8th +4 +2 +2 +6 Psychic vampire +11 3 3
3 1
9th +4 +3 +3 +6 Trigger Power +11 3 3
3 2
10th +5 +3 +3 +7 Apotheosis +11 3
3 3 2 1
Inner Strength: At 1st, 2nd, 4th, and 6th
level, a metamind gains Inner Strength as a bonus feat. This grants the
metamind additional power points every time the feat is gained.
Power Psicrystal: At 1st level, the
metamind masters the trick of storing excess power points in a psicrystal.
Characters whose previous class did not offer access to a psicrystal (such as a
psychic warrior) gain the ability to create one as a psion can. The psicrystal
is now treated as a crystal capacitor capable of storing 5 power points, in
addition to its psicrystal abilities. A metaminds psicrystal advances in
ability according to the progression in Table: Psicrystal Special Abilities,
using the total of metamind levels + psion levels (if any). Levels in other
classes, including psychic warrior, do not count toward psicrystal advancement.
Power psicrystal is a spell-like ability.
Trigger Power: Beginning at level 3, and
again at levels 5, 7, and 9, the metamind gains a bonus Trigger Power feat.
Each time this feat is gained, he or she chooses a power of level 0 to 3 that
he or she can attempt to manifest for free.
Psychic Vampire: At 8th level, the
metamind becomes proficient at draining power from others. He or she can
manifest the 5th-level power psychic vampire as though using the Trigger Power
feat, even though powers above 3rd level are normally not eligible (the DC to
trigger this power is 21). This is a spell-like ability.
Apotheosis: At 10th level, the metamind
gains the spell-like ability to manifest his or her 1st-level powers as though
using the Trigger Power feat instead of selecting specific powers.
Hit Die: d6.
Requirements
To qualify to become a pyrokineticist, a
character must fulfill all the following criteria.
Alignment: Any chaotic.
Alchemy: 1 rank.
Base Power Points/Day: 10+ (not including
bonus power points).
Knowledge (psionics): 1 rank.
Powers: Know control flames.
Special: Must have set fire to a
structure of any size just to watch it burn.
Class Skills
The pyrokineticists class skills (and
the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft
(any) (Int), Knowledge (psionics) (Int), and Psicraft (Int).
Skill Points at Each Level: 2 + Int
modifier.
Class Features
All of the following are class features
of the pyrokineticist prestige class.
Weapon and Armor Proficiency:
Pyrokineticists gain no proficiency in any weapon or armor.
Power Points: Pyrokineticists gain power
points per day as shown on Table: The Pyrokineticist. These power points are added
to the characters previous total. Pyrokineticists gain bonus power points
based on the key ability score for their primary ability. If the character
previously could not gain bonus power points for high ability scores (as is the
case for psychic warriors), she now chooses a primary discipline and can gain
bonus power points based on the related ability score (see Table: Psion Bonus
Power Points).
Powers Discovered: Pyrokineticists
discover powers as shown on Table: The Pyrokineticist. Powers are chosen from
the psion power list. The powers are
added to the characters previous total powers known. Psionic attack and
defense modes are discovered as though the character were a psychic warrior of
the same level as the prestige class (characters do not forget previously
discovered attack and defense modes).
Table: The
Pyrokineticist
Base Power
Class Attack Fort Ref Will Points/
Powers Discovered
Level Bonus Save Save Save Special Day 0
1 2 3
1st +0 +2 +0 +0 Touch aflame, +3
fire lash
2nd +1 +3 +0 +0 Fire adaptation, +5
hand afire
3rd +2 +3 +1 +1 Bolt of fire +5
4th +3 +4 +1 +1 Weapon afire +5 1
5th +3 +4 +1 +1 Breath of the +7 2
dragon
6th +4 +5 +2 +2 Nimbus +7 2
1
7th +5 +5 +2 +2 Firewalk +7 2
2
8th +6 +6 +2 +2 Fear no fire +9 2
2 1
9th +6 +6 +3 +3 Heat death +9 2
2 2
10th +7 +7 +3 +3 Fire lord +9 2
2 2 1
Touch Aflame: The pyrokineticists mere touch sets objects or foes on fire on the round
following the touch, if the character desires. Unless the characters unarmed
attacks are treated as melee attacks, this touch draws an attack of
opportunity. The flame deals 1d6 points of fire damage, then dies out, though
flammable materials may begin to burn in their own right, at the DMs option.
It otherwise behaves like alchemists fire, but there is nothing to wash off.
The pyro can use this supernatural ability at will as long as his or her power
point reserve is 1 or more.
Fire Lash: The pyrokineticist fashions a
15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action.
This is a spell-like ability. The character takes no damage from a fire lash he
or she creates, and if he or she releases her hold, it immediately dissipates.
The lash deals 1d4 points of fire damage to the target on a successful ranged
touch attack (up to 15 feet). The pyrokineticist may take Weapon Focus, Weapon
Specialization (if of the appropriate class), or Weapon Finesse in conjunction
with the fire lash, as well as feats for a standard whip. He or she can use the
fire lash ability at will as long as his or her power point reserve is 11 or
more.
Fire Adaptation: At 2nd level, the
pyrokineticist becomes resistant to fire, gaining a +10 bonus on all saving
throws against fire and heat damage. In addition, she takes the first 1d6
points of damage from any fire or heat attack, effect, or rounds worth of
environmental damage as subdual damage. This extraordinary ability constantly
protects the character as long as her power point reserve is 3 or more.
Hand Afire: At 2nd level, the
pyrokineticist can activate this spell-like ability as a move-equivalent
action. One of the pyrokineticists hands is licked by flames that do her no
harm, causing her unarmed attacks to be treated as armed. Such attacks deal 1d6
points of fire damage in addition to any other special damage from the unarmed
attack. A character can use the hand afire ability at will as long as her power
point reserve is 9 or more.
Bolt of Fire: At 3rd level, the
pyrokineticist can launch a bolt of psionically manifested fire up to 60 feet
at any target in line of sight. This spell-like ability is treated as a ranged
touch attack and deals 3d6 points of fire damage. The pyrokineticist can use
bolt of fire at will but must pay 3 power points per use.
Weapon Afire: At 4th level, the
pyrokineticist can activate this spell-like ability as a move-equivalent
action. One weapon he or she holds (including a stone, bullet, arrow, or bolt)
is licked by flames that harm neither the pyrokineticist nor the weapon. The
weapon deals 1d6 points of fire damage, in addition to its normal damage, and
stops flaming the round after the last activation. A character can use the
weapon afire ability at will as long as his or her power point reserve is 9 or
more.
Breath of the Dragon: On reaching 5th
level, the pyrokineticist discovers the breath of the dragon power.
Level-dependent effects are determined by adding pyrokineticist levels to all
other class levels he or she possesses. A pyrokineticist can manifest this
power even if he or she would normally be too low in level to do so, but he or
she must pay the full power point cost. This is a spell-like ability.
Nimbus: At 6th level, the pyrokineticist
can activate this spell-like ability as a move-equivalent action. The
pyrokineticists entire body is licked by flames that harm neither the
character nor his or her equipment. While aflame, the characters Charisma
modifier (not score) increases by +2, the character can make melee touch
attacks as with the hand afire ability, and gains damage reduction 10/+1. The
pyrokineticist must pay 9 power points per minute he or she uses the nimbus
ability.
Firewalk: Beginning at 7th level, the
pyrokineticist can use this spell-like ability to literally walk on air. He or
she moves at his or her normal speed in all directions, including vertically,
but cannot move more than double his or her speed in a round. A firewalker
leaves footprints of flame in the air that disperse in 2 rounds, but his or her
tread does not deal damage. He or she must pay 1 power point per 10 feet
traveled in this fashion.
Fear No Fire: At 8th level, the
pyrokineticist becomes resistant to fire, gaining a +15 bonus on all saving
throws against fire and heat damage. The pyrokineticist gains damage reduction
30/+3 specifically against attacks, effects, or environmental conditions that
deal heat or fire damage. Even if the character takes fire or heat damage, the
first 2d6 points are treated as subdual damage. This supernatural ability
constantly protects the character as long as his or her power point reserve is
19 or more.
Heat Death: A pyrokineticist who reaches
9th level can use this spell-like ability to raise the internal temperature of
one living creature within 30 feet to lethal levels. The target must succeed at
a Fortitude saving throw (DC 17) or die horrifically as its blood (or other
internal fluid) boils. Even on a successful save, the target sustains 2d8
points of heat damage. The pyrokineticist must pay 13 power points each time
she uses this ability.
Fire Lord: At 10th level, the
pyrokineticist gains the supernatural ability to become a fire elemental of her
size once per day. He or she gains the elementals special abilities when he or
she does so. In all other respects, this resembles the power polymorph self as
manifested by a 12th-level manifester.
Hit Die: d10.
Requirements
To qualify to become a slayer, a
character must fulfill all the following criteria.
Base Attack Bonus: +3.
Base Power Points/Day: 3+ (not including
bonus power points).
Knowledge ([favored enemy] lore): 1 rank.
Wilderness Lore: 4 ranks.
Feats: Track.
Special: Must have killed a member of the
favored enemy race, either individually or as part of a group comprising no
more than six members.
Class Skills
The slayers class skills (and the key
ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge
([favored enemy] lore) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis),
Spot (Wis), and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features
of the slayer prestige class.
Weapon and Armor Proficiency: Slayers are
proficient with all simple and martial weapons and all armor and shields.
Power Points: Slayers gain power points
per day as shown on Table: The Slayer. These power points are added to the
characters previous total. Slayers do not gain bonus power points.
Powers Discovered: Slayers discover
powers as shown on Table: The Slayer. Powers are chosen from the psion power
list. The powers are added to the
characters previous total powers known. Psionic attack and defense modes are
discovered as though the character were a psychic warrior of the same level as
the prestige class (characters do not forget previously discovered attack and
defense modes).
Table: The Slayer
Base Power
Class Attack Fort Ref Will Points/
Powers Discovered
Level Bonus Save Save Save Special Day 0
1 2 3
1st +1 +0 +0 +2 Favored enemy), +3
enemy sense
2nd +2 +0 +0 +3 Brain nausea +5
3rd +3 +1 +1 +3 Bonus feat* +5
4th +4 +1 +1 +4 Lucid buffer +5
1
5th +5 +1 +1 +4 Bonus feat* +7
2
6th +6 +2 +2 +5 Cerebral blind +7 2
1
7th +7 +2 +2 +5 Bonus feat* +7
2 2
8th +8 +2 +2 +6 Breach power +9
2 2 1
resistance
9th +9 +3 +3 +6 Bonus feat* +9
2 2 2
10th +10 +3 +3 +7 Blast feedback +9 2
2 2 1
Favored Enemy: At 1st level, the slayer
selects a favored enemy. Due to extensive study of his or her foes and training
with the proper techniques for combating them, the slayer gains a +1 bonus on
Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these
skills against this favored enemy. Likewise, he or she gets the same bonus on
weapon damage rolls against this favored enemy, including ranged weapons
against targets within 30 feet.
Enemy Sense: The slayer senses the
presence of his or her favored enemy within 60 feet of herself, even if hidden
by darkness or walls, but not their exact location. This supernatural ability
is active as long as the slayers power point reserve is 3 or more.
Brain Nausea: At 2nd level, the slayer
gains this constant defense, a supernatural ability somewhat similar to the
aversion power. Any creature that attempts to eat the slayers brain must
succeed at a Will save (DC 17) or become disinclined to do so. The creature is
free to take any action except extracting the slayers brain (but does not
realize it is being so affected). This ability is active as long as the
slayers power point reserve is 1 or more (even if he or she is unconscious,
stunned, or otherwise helpless).
Bonus Feats: At 3rd, 5th, 7th, and 9th
level, a slayer gains a bonus general, psionic, or metapsionic feat.
Lucid Buffer: At 4th level, the slayer
becomes especially skilled at resisting mental attacks. He or she receives a +4
competence bonus on saving throws against all compulsions and mind-affecting
effects. The or she also receives a +2 competence bonus on saving throws
against psionic attack modes, which stacks with any bonus granted by raising a
psionic defense mode, if any. This supernatural ability is active as long as
the slayers power point reserve is 9 or more.
Cerebral Blind: On reaching 6th level, a
slayer can riposte a psionic attack. Whenever he or she succeeds at a saving
throw against a psionic power or attack mode, the attacker must immediately
make a Will save, using the DC of the original attack. On a failure, the
attacker stands dazed for 1 round from the psionic backlash. This spell-like
ability is active as long as the slayers power point reserve is 15 or more.
Breach Power Resistance: In the hands of
a slayer who has reached 8th level, a weapon is enhanced by her psionic might
and desire. Each successful melee attack (or ranged attack within 30 feet)
against a creature with power resistance temporarily reduces its power
resistance by 1. Unless the creature is slain, lost power resistance returns at
a rate of 1 point per 12 hours. This supernatural ability is active as long as
the slayers power point reserve is 17 or more.
Blast Feedback: At 10th level, when a
slayer is attacked with mind blast, the slayer can forgo attempting a psionic
defense and also forgo a saving throw. He or she suffers the temporary Charisma
damage but automatically sets up a blast feedback attack (a supernatural
ability). The attacker must simultaneously make a Will save against the
original mind blast DC and can use no defense modes. On a failure, the
attackers power point reserve is instantly reduced to 0, and the attacker is
stunned for 1 round.
Hit Die: d6.
Requirements
To qualify to become a soulknife, a
character must fulfill all the following criteria.
Base Attack Bonus: +3.
Move Silently: 3 ranks.
Base Power Points/Day: 9+ (not including
bonus power points).
Knowledge (psionics): 3 ranks.
Class Skills
The soulknifes class skills (and the key
ability for each skill) are Concentration (Con), Hide (Dex), Knowledge
(psionics) (Int), Move Silently (Dex), Sense Motive (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int
modifier.
Class Features
All of the following are class features
of the soulknife prestige class.
Weapon and Armor Proficiency: Soulknives
are proficient with light armor but not with shields.
Power Points: Soulknives gain power
points per day as shown on Table: The Soulknife. These power points are added
to the characters previous total. Soulknives gain bonus power points based on
the key ability score for their primary ability. If the character previously
could not gain bonus power points for high ability scores (as is the case for
psychic warriors), he now chooses a primary discipline and can gain bonus power
points based on the related ability score (see Table: Psion Bonus Power
Points).
Powers Discovered: Soulknives discover
powers as shown on Table: The Soulknife. Powers are chosen from the psion power
list. The powers are added to the
characters previous total powers known. Psionic attack and defense modes are
discovered as though the character were a psychic warrior of the same level as
the prestige class (characters do not forget previously discovered attack and
defense modes).
Table: The Soulknife
Base Power
Class Attack Fort Ref Will Points/
Powers Discovered
Level Bonus Save Save Save Special Day 0
1 2 3
1st +0 +0 +2 +0 Mind-blade, +3
sneak attack +1d6
2nd +1 +0 +3 +0 Imbed power, +5
throw mind-blade
3rd +2 +1 +3 +1 Sneak attack +2d6 +5
4th +3 +1 +4 +1 Imbed psionic +5 1
attack
5th +3 +1 +4 +1 Sneak attack +3d6 +7 2
6th +4 +2 +5 +2 Sever life, +7
2 1
free draw
7th +5 +2 +5 +2 Sneak attack +4d6 +7 2
2
8th +6 +2 +6 +2 Upgrade +9
2 2 1
9th +6 +3 +6 +3 Sneak attack +5d6 +9 2
2 2
10th +7 +3 +7 +3 Knife to the soul +9 2
2 2 1
Mind-Blade: As a move-equivalent action,
the soulknife creates a semisolid blade 1 foot in length composed of psychic
energy (distilled from his or her own mind). As long as he or she holds the
blade, it is identical in all ways (except visually) to a short sword and deals
1d6 piercing damage. The blade can be broken; however, the soulknife can simply
create another on his or her next move-equivalent action. The moment the
soulknife relinquishes his or her grip on the blade, it dissipates. The
soulknife may take Weapon Focus, Weapon Specialization (if of the appropriate
class), or Weapon Finesse in conjunction with the mind-blade. The mind-blade
can be used as long as the soulknifes power point reserve is 1 or more.
When the soulknife reaches 2nd level, the
mind-blade gains a +1 enhancement bonus; at 4th level, +2; at 6th level, +3; at
8th level, +4; and at 10th level, +5. The enhancement bonus applies to each
mind-blade created, including those that are thrown, upgraded, and imbedded
(see below).
Even where psionics does not normally
function (such as within a null psionics field), the soulknife can try to
sustain the mind-blade by making a Fortitude save against the DC set by the
creator of the effect. Even on a successful save, the soulknife must roll again
next round to keep the mind-blade in existence. Creating a mind-blade is a
supernatural ability.
Sneak Attack: A soulknife can make sneak
attacks exactly like a rogue, but only with his or her mind-blade. Any time the
soulknifes target would be denied a Dexterity bonus to AC, the mind-blade
attack deals +1d6 points of damage. This extra damage increases by +1d6 every
other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). The soulknife
benefits from this extraordinary ability as long as his or her power point
reserve is 1 or more.
Imbed Power: At 2nd level, the soulknife
can imbed any one psionic power (but no psionic attack modes) of 3rd level or
lower that he knows in his mind-blade. This spell-like ability requires a
move-equivalent action, and the soulknife must pay the cost of the power to
imbed it. The imbedded power automatically affects the next target that the
soulknife successfully attacks with the mind-blade, with no saving throw
allowed. Even if the power normally affects an area or is a ray, it affects
only the target. The power is discharged and flushes the mind-blade, which can
then hold another power. A mind-blade can never have more than one power
imbedded at a time.
Throw Mind-Blade: At 2nd level, the
soulknife can throw his or hermind-blade as a ranged weapon with a range
increment of 30 feet. Whether or not the attack hits, a thrown mind-blade then
dissipates. The soulknife can make a sneak attack with a thrown mind-blade
(within 30 feet), and can use the blade in conjunction with other special
abilities (such as imbedding a power in it). The soulknife can use this supernatural
ability as long as his or her power point reserve is 1 or more.
Imbed Psionic Attack: At 4th level, the
soulknife can imbed any one psionic attack mode that he or her knows in the
mind-blade. This spell-like ability requires a move-equivalent action, and the
soulknife must pay the cost of the attack mode to imbed it. The imbedded attack
automatically affects the next target that the soulknife successfully attacks
with the mind-blade. The target cannot raise a psionic defense mode and must
make its Will save as if flat-footed (treat nonpsionic defenders as having
raised thought shield instead of their standard nonpsionic buffer). An imbedded
mind blast affects only the target. The attack is discharged and flushes the
mind-blade, which can then hold another attack mode. A mind-blade can never
have more than one attack mode or power imbedded at a time.
Sever Life: When a soulknife reaches 6th
level, he or she can use imbedded psionic attacks to strike at the targets
life force. A successful attack with a mind-blade so imbedded overrides the
specific ability damage normally dealt and instead deals temporary Constitution
damage. The soulknife can use this supernatural ability at will as long as his
or her power point reserve is 11 or more.
Free Draw: At 6th level, a soulknife can
materialize his or her mind-blade as a free action instead of a move-equivalent
action. The soulknife can use this extraordinary ability as long as his or her
power point reserve is 13 or more.
Upgrade: On reaching 8th level, the
soulknife achieves greater control over his or her minds power. His or her
mind-blades base characteristics are now those of a longsword, so that it
deals 1d8 slashing damage. The soulknife can use the upgraded mind-blade as
long as his or her power point reserve is 7 or more.
Knife to the Soul: At 10th level, the
soulknife becomes expert at attacking an opponents life energy. The knife to
the soul ability resembles the sever life ability (see above), except half of
the Constitution ability damage he or she deals is permanent. The soulknife can
use this supernatural ability at will as long as his or her power point reserve
is 17 or more.