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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 psion’s class
skills vary by the psion’s primary discipline.
Disciplines
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
egoist’s 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 nomad’s 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
savant’s 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 shaper’s 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 seer’s 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 telepath’s 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 Psion’s primary
discipline.
Table: Psion Bonus Power
Points
Ability —————————
Bonus Power Points (by Psion Level)
—————————
Score 1–2 3–4 5–6 7–8 9–10 11–12 13–14 15–16 17–18 19–20
------- --- --- --- --- ---- ----- ----- ----- ----- -----
1–9 ———————— Can’t
manifest powers with this key ability
————————
10–11 — — — — — — — — — —
12–13 1 — — — — — — — — —
14–15 1 3 — — — — — — — —
16–17 1 3 5 — — — — — — —
18–19 1 3 5 7 — — — — — —
20–21 3 3 5 7 9 — — — — —
22–23 3 5 5 7 9 11 — — — —
24–25 3 5 7 7 9 11 13 — — —
26–27 3 5 7 9 9 11 13 15 — —
28–29 5 5 7 9 11 11 13 15 17 —
30–31 5 7 7 9 11 13 13 15 17 19
32–33 5 7 9 9 11 13 15 15 17 19
34–35 5 7 9 11 11 13 15 17 17 19
36–37 7 7 9 11 13 13 15 17 19 19
38–39 7 9 9 11 13 15 15 17 19 21
40–41 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 character’s 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
psion’s 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 power’s level. (Psionic attack and defense modes are exempt from this
restriction, and do not possess levels.) The DC for saving throws to resist a
psion’s powers is 1d20 + the power’s level + the psion’s 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 psion’s 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 psion’s 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 psion’s experience can
never go below 0 as the result of a psicrystal’s destruction. A destroyed
psicrystal cannot be replaced for six months.
Psicrystals
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
----- ------------ -------
1–2 6 Sighted,
empathic
link
3–4 7 Telepathic
link
5–6 8 Self-propulsion
7–8 9 Speak
with other
creatures
9–10 10
1–12 11 Power
resistance
13–14 12 Sight
link
15–16 13 Channel
power
17–18 14
19–20 15
Intelligence:
The psicrystal’s 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
can’t discern invisible or ethereal beings. The psicrystal’s 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
psicrystal’s 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 psicrystal’s 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 psicrystal’s power resistance (PR) equals the psion
owner’s level plus 5. To affect the psicrystal with a power, an enemy
manifester must make a manifester check (1d20 + enemy’s manifester level)
at least equal to the psicrystal’s power resistance. The
psicrystal’s spell resistance (SR) equals its power
resistance.
Sight Link: Once per day, the psicrystal’s 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 power’s 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
warrior’s 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 power’s 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 warrior’s powers is 1d20 + the power’s level + the
psychic warrior’s 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
doesn’t count against the character’s 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.
METAMIND
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 metamind’s 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 character’s 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 character’s 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 metamind’s 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.
PYROKINETICIST
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 pyrokineticist’s 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
character’s 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 character’s 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
pyrokineticist’s mere touch sets objects or foes on fire on the
round following the touch, if the character desires. Unless the
character’s 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
DM’s option. It otherwise behaves like alchemist’s 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 round’s 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
pyrokineticist’s 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
pyrokineticist’s entire body is licked by flames that harm neither the
character nor his or her equipment. While aflame, the character’s 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 elemental’s 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.
SLAYER
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 slayer’s 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 character’s
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 character’s
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 slayer’s 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 slayer’s 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 slayer’s brain (but does not realize it is being so
affected). This ability is active as long as the slayer’s 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 slayer’s 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
slayer’s 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 slayer’s 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 attacker’s power point
reserve is instantly reduced to 0, and the attacker is stunned for 1
round.
SOULKINFE
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
soulknife’s 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 character’s 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 character’s 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 soulknife’s 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 soulknife’s 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
target’s 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
mind’s power. His or her mind-blade’s 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 opponent’s 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.