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Gohm'jha loosely translates to "The Way of the Unknowable Other," though its mea
ning is far more complex, laden with both fear and wonder. It is -- for lack of
a better word -- magic. The power to create something from nothing. The secret k
nowledge that permits one to violate the physical laws of the universe. A force
that drives men mad and destroys worlds.
It is power with a tremendous price.
Imitation of the Creator
In the Book of the Saffron Sun, it is written, "And God spake the Word and said,
'Let there be a beginning.' And there was a beginning." This is the Advawi crea
tion story, and it tells that the entirety of the time-space continuum was broug
ht into existence by a single, transcendent, spoken Word.
The story further explains that the Creator shared the secret of the Words of Cr
eation with humankind: "Then did God ask man and woman to draw near. He whispere
d in their ear the Words with which the universe and its countless echoes were m
ade. He spake the Word and blessed the giving of these Words and said, 'These Wo
rds give I you so that you may shape existence as you see fit. Meditate upon the
m in your heart and value them more than either silver or gold. Should you forge
t them, slough off your body as the serpent does her skin and travel to the deep
that is beyond deep from which your universe and its countless echoes have been
divided. There will you again hear the Word, and to your remembrance shall it b
e restored.'"
The Words are the tools "with which the universe and its countless echoes were m
ade." (The countless echoes being the innumerable parallel universes that exist
laterally in the time-stream.) The purpose of the Words: to "shape existence as
you see fit." The means of recalling these Words: "slough off your body" and "tr
avel to the deep that is beyond deep from which your universe and its countless
echoes have been divided."
Later on in the tale, the Precursors of humankind fail in their duty to the Crea
tor and vanish from existence. The universe grows wild and dangerous. In time, G
od appears before the man who would become the Sleeping Emperor and restores the
power of the Words to its rightful owner, humanity. However, the nature of the
Words has become darker: "Then did God ask the man to draw near. He whispered in
his ear the Words with which the universe and its countless echoes were made. T
hough the Words were whispered, yet were they so harsh and loud that the man's e
ars bled and he fell to the ground as one stricken dead. Then, God lifted up the
man and restored his senses. . . . 'But because the [Precursors] did not revere
nce me and forgot my Name, these Words have become a hard thing for you. Use the
m wisely and with much caution, for in the hearing of them can your soul be shat
tered and in the speaking of them your universe destroyed.'"
The Words became "a hard thing." Upon hearing them, the man "fell to the ground
as one stricken dead." Their potency can shatters souls and destroy the universe
. They must now be used 'with much caution.'"
The Meaning of the Message
In the creation story, is the whole pattern of Gohm'jha.
It is imitation of the act of creation by the Creator-god, speaking the very Wor
ds that brought the universe into existence. These words permit the Gohm'jiit to
shape reality as desired.
To "hear" these Words and "remember" them, a Gohm'jiit must "slough off" his bod
y. The Gohm'jiit casts his consciousness outside his body, which causes the body
to collapse into a catatonic state, "as one stricken dead." Then, he hurls his
consciousness outside time and space, "above" (in quotes, because outside time a
nd space direction has little real meaning) the "deep that is beyond deep," the
Gohm.
He captures the Word within his mind and returns to material existence. The Word
s, though, are dangerous things. Creatures lurk in the Gohm, seeking whom they m
ay devour. The Words themselves can shatter a man's soul, just by their existenc
e. They fight to escape the material mind and return to their higher reality, th
e Greater Context in which they exist.
The Deep that is Beyond Deep
The difficulty in understanding Gohm lies in that it can only be understood by a
nalogy. It is too large and too alien for the mortal mind. It exists beyond time
and space, thus it defies their conventions to define it.
In the Advawi creation myth, the Gohm is referred to as "the Deep that is Beyond
Deep." It is called a "transcendent liquid," a "watery deep" within a vacuum an
d "stretching through time that is not time and space that is not space."
The Gohm is a "fluid" (for lack of a better term) that exists in at least fiftee
n dimensions, rather than the standard four of the material universe. Within thi
s "Super-fluid" exists the material universe as a phase transition, much like a
crystal of ice is a phase transition within a lake. Just as more ice forms as a
lake cools and the phase transition's boundaries expand, so, too, do the boundar
ies of the material universe and all of its parallel universes expand in the Goh
m. Eventually, this expansion shall stop, and the material universe will collaps
e back into its natural state as pure Gohm.
Gohm is a fluid only by analogy. It demonstrates characteristics of a fluid, but
it is not a fluid. It ebbs and flows. It vibrates. It serves as a medium for wa
ves. It is not a fluid. It is much more. It is everything.
The Gohm exists beyond existence -- a meta- or super-existence. Creatures dwell
in it, but their existence is so far beyond creatures in the material universe(s
) that they defy description. It is a tremendous meta-ecosystem. It is a place o
f life and substance and ideas, but it is life beyond life, substance beyond sub
stance, and ideas beyond ideas. It is much, much more than the mortal mind can c
omprehend.
Destination: Beyond
Creatures of the material universe cannot physically enter the Gohm. They are cr
eated from a fraction of its substance and would be obliterated were they to exi
t their four-dimensional existence, much like a plant, which draws substance and
nourishment from the sun, would be destroyed if it were cast into the sun.
In aeons past, certain, gifted suke'jiit who walked in the Way of the Eye that i
s not an Eye discovered that they could divide their consciousness from their bo
dies and travel in mind, rather than flesh. In their travels, they penetrated th
e phase transition between the material universe and the Gohm. Suddenly, they st
epped outside time and space, catching a glimpse of the greater Context within w
hich their universe exists.
Outside of time, these travellers experienced an eternity and an instant simulta
neously. They were everywhere and nowhere, alive and dead, conscious and unconsc
ious. They were a host of contradictions, because they were now outside of all p
oints of reference.
Then, their consciousness was slammed back into their flesh.
Only a handful of seconds had passed in the material world. At least, for the lu
cky.
For some, their consciousness would arrive before they ever left, inhabiting a y
ounger body. Sometimes, they would arrive before they ever existed or long after
their flesh had turned to dust. At other times, their consciousness would end u
p in the wrong echo of their universe or inside another person's body. Occassion
ally, even worse things would occur -- because there are Beings, Out There, who
are curious or malevolent, and sometimes, they act.
All who returned would recall something similar to a great ocean or lake or rive
r, always an image of liquid, because their minds would attempt to interpret the
Super-fluid of the Gohm. (Always their understanding would fall short.) They wo
uld also recall hearing Words and Sounds, whispers that could shatter worlds or
bring universes into existence.
In time, they learned to listen to these Words. To trap them in their feeble min
ds.
Then, they would pronounce them in the material universe, granting themselves po
wer like a god.
Gohm'jiit
"One Who Walks in the Way of the Unknowable Other"
d20 Statistics . . .
OPEN GAME CONTENT
Words in bold italics are closed content and product identity.
OGC Name: Enunciator
Game Rule Information
Abilities: Intelligence is the primary ability of Gohm'jiit, enabling them to un
derstand more powerful Words. Wisdom is also an important ability because it hel
ps them to resist the madness that occurs while interacting with higher dimensio
nal forces.
Vitality (Hit Die): 1d4 plus Constitution modifier per level.
Class Skills: Gohm'jiit class skills, and the key ability for each, are as follo
ws: Alchemy (Int), Hkaahmsu'jha (Cognition Control) (Wis), Concentration (Con),
Craft (Int), Yeuntyei'jha (Extrasensory Perception) (Wis), Knowledge (all skills
, taken individually) (Int), Gohm'jha (Enunciator Magic) (Int, exclusive skill),
Profession (Wis), Scry (Int), Speak Language, and Spellcraft (Int).
Skill points at 1st level: (4 + Int modifier) x 4.
Skill points at each additional level: 4 + Int modifier.
Table CS-1: The Gohm'jiit Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Wound
Bonus
1
gnature
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Special
+0
spell
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
+0
+0
+2
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Class Features
Starting Package: The Gohm'jiit begins play with the following feats:
Firearm Proficiency
Suke'nkal (Psionic Talent)
Simple Weapon Proficiency
Note that armor check penalties apply to the skills Balance, Climb, Escape Artis
t, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer
a -1 penalty for every 5 pounds of armor and equipment carried.
Bonus Feats: At first level, the Gohm'jiit gets a bonus feat in addition to the
feat that any first level character gets and any bonus feats granted for race/sp
ecies. The Gohm'jiit gains an additional bonus feat at 4th level and every four
levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be Gohm'gi
nrejha (Enunciator Magic Feats), Item Creation feats, or from the following list
:
Combat Casting
Godelized Communication
Grammatical Modeling
Iron Will
Meditation
Non-causal Reasoning
Spell Focus
Spell Penetration
Signature Spell: At first level, the Gohm'jiit gains a Signature Spell. The char
acter chooses a single spell. When memorizing this particular spell, the charact
er gains a +2 bonus on all Gohm'jha skill checks.
When the Gohm'jiit chooses a Signature Spell, he must decide which metamagic fea
ts he will apply to it, and whenever he attempts to memorize that particular Sig
nature Spell, it must always have those feats and none other. (For example, fire
ball, maximized and enhanced fireball, and quickened fireball all count as separ
ate spells for purposes of a Signature Spell bonus. Only one of the three may be
chosen with each acquisition of a new Signature Spell.)
At 3rd level and every three levels thereafter, the Gohm'jiit gains an additiona
l Signature spell.
Ex-Gohm'jiit: Like a member of any other
Gohm'jiit face a special restriction. A
already multiclass) raises another class
hm'jiit level, though he retains all his
he does not know what is wrong, nor where it is (other than nearby); he only se
nses that something is wrong or that he has missed detecting something with his
normal senses.
Note: All detection checks are unconscious. A character cannot pick up an item a
nd consciously attempt to analyze its impressions, nor may he attempt to scan a
person. The game-master performs all rolls for this skill in secret.
Special: Five or more ranks in this skill grants the character a +2 synergy bonu
s to Intuit Direction, Listen, Search, Sense Motive, Spot, and Wilderness Lore (
for the purposes of tracking people only).
Enunciator Magic [Intelligence; Enunciator Only]
Prerequisite: Psionic Talent
This skill allows a character to cast his consciousness outside the boundaries o
f normal time-space, perceive the Mega-context of his universe as a phase-bounda
ry in a dynamic, fifteen dimensional "liquid," capture a multi-dimensional Word
from that context, cram it into memory, and return to his body. Once back in the
normal universe, the character can change reality simply by enunciating the Wor
d, creating objects and energy from nothing. The Word, being a higher dimensiona
l thing, has a tangible existence in the four-dimensional universe; instead of m
erely representing something, it is something in the normal universe.
Enunciator Magic, though incredibly powerful, is not without dangers. The four-d
imensional mind suffers incredible stress from contact with the Mega-context, of
ten leading to madness. The Words, once held in memory, strain to escape, almost
like living things; once uttered, they are immediately forgotten. Also, alien E
ntities from Outside Time and Space may take notice of the wizard who enters the
ir realm and cause him all sorts of grief.
Check: The difficulty of the skill check depends on the level of the spell the E
nunciator wishes to "grab" from Outside Time and Space, as well as the total amo
unt of spells the character currently has memorized and the attempts at memoriza
tion he has made during the day.
Any spell is available to an Enunciator, be it Divine or Arcane, Bard, Paladin,
Ranger, Druid, or Domain. If the spell is usable by multiple classes and has sev
eral different spell levels depending on class, use the lowest spell level when
determining difficulty. The spell level is increased by +1 for every +2 caster l
evels the character wishes to increase its effect. (For example, a 6th level Enu
nciator wants to cast a fireball as if she were a 10th level spell-caster. The +
4 caster levels increase the spell's level by +2.) Then, any metamagic feats the
character wishes to apply to the spell further increase its level. (Note: Enunc
iators do not learn metamagic feats. With their system of magic, they can apply
any metamagic feats to their spells, as they desire.) Once the spells total level
has been determined, compare it to the following chart to get the base difficul
ty of the skill check:
Table EM-1 Memorization Difficulty
Spell Level
DC
5 or less
15
6
16
7
17
8
18
9
19
10+
+1 per level above 9
For instance, a quickened (+4 spell levels), maximized (+3 spell levels), empowe
red (+2 spell levels), magic missile spell (1st level spell) would be base DC 18
because it is level 8.
This base DC is increased by two factors: spells in memory from the previous day
s memorization and the current day s spell memorization attempts. For each spel
l the character has retained in his memory from the previous day, increase the D
C by +2. (The mind struggles to hold these mega-Word constructs. See the FAQ, be
low for a more detailed explanation.) For each time the character has attempted
to memorize a spell without rest, increase the DC by +2. This represents the cha
racters mind growing weary from repeated exposure to the Outside. (The penalty fo
r memorization attempts is removed and reset to zero, if the character sleeps fo
r eight hours or the normal sleep requirements of his species.)
For example, the character that wished to memorize a quickened, maximized, empow
ered magic missile (DC 18) has retained two spells from the day before (+4 DC) a
nd attempted three memorizations without rest (+6 DC). This makes his final DC 2
8.
With the DC determined, the character casts his consciousness outside of his bod
y, flying beyond the boundaries of normal time-space. The characters body, void o
f its spirit, collapses like a rag doll; it is in a catatonic, vegetative state
until the spirit returns. The characters spirit perceives the Hyper-context, atte
mpts to force a Word into memory, then return without drawing attention to himse
lf. Since, time (as it is known in normal, four-dimensional space) does not appl
y beyond the boundaries of the material universe, the trip is both eternal and i
nstantaneous. In the real world, the characters body is empty for 2d6 rounds.
Immediately upon the characters exit of the universe, the game-master performs a
percentile dice roll to determine if a cataclysmic mishap occurs. The percentage
chance is 10% if character wishes to memorize a limited wish and 15% for a mira
cle or wish spell; for all other spells, the chance is determined by the spells o
verall level. See the following chart:
Table EM-2 Cataclysmic Mishap
Spell Level
% Chance
5 or less
0
6
1
20
7
2
21
8
3
22
9
4
23
10+
+1 per level above 9
DC
e character.)
15
Partial amnesia: For 2d6 weeks, the characters character level remains in
tact, but he loses 1d4 levels of class abilities, retaining only the saving thro
ws and hit points gained during those levels. He recalls none of the events surr
ounding the time he originally gained those levels. He can continue to gain expe
rience during this time, but he recalls none of the "lost"; abilities until the
end of his amnesia. A heal or limited wish will cure the character of this affli
ction.
16
Sensory overload: The characters senses are overwhelmed by his glimpse of
the Other, higher-order reality. For 3d4 weeks, he is stricken blind, deaf, and
dumb. This can be cured by a heal or limited wish spell.
17
Atavistic state: The characters mind is all but completely destroyed, cau
sing him to act with feral, vicious, animal-like intelligence. He does nothing m
ore than fulfill his basic needs for food, shelter, and reproduction, like a mea
n-spirited, wild animal. The ability to communicate in meaningful language, cast
spells, or perform complex skills is lost. However, he maintains his Hide, Spot
, Listen, Move Silently, and similar skills, as well as his base attack modifier
, saving throws, and feats. He retains a portion of his intellect as instinctive
cunning. This state lasts 2d4 weeks. Only a wish or miracle can restore the cha
racter before the duration expires.
18
Vegetative state: The character must immediately perform a second Will s
aving throw against the DC determined on table EM-4. If successful, he only suff
ers the effect listed for coma. If failed, his consciousness is completely annih
ilated, leaving him little more than a vegetable. A wish or miracle can restore
him to a state of total amnesia, but no more of his psyche can be recovered at t
hat point; he is essentially a blank slate and must learn all things again.
The effects of the madness occur immediately upon the character.
The constant strain on the character s brain can also erode his psyche, causing
permanent, irreversible damage. Once the characters period of madness or insensib
ility expires, the character must perform a Will saving throw against DC 20. If
failed, the character permanently loses one point of Wisdom.
Casting Memorized Spells: Once a character has forced a Word into his memory, he
may cast it at any time. The characters Enunciator class level is his casting le
vel. All Enunciator spells, regardless of the spells description, are cast as sta
ndard actions using a verbal component only. (The character is enunciating a sin
gle hyper-Word.) Also, if the spell has a ranged effect (i.e., not touch, person
al, or an area centered on the character), then that range is increased to Line
of Sight. As long as the character can perceive a target, he can cast his spell
upon it. Immediately upon casting the spell, it is lost from the characters memor
y.
Retaining Memorized Spells: The spells, almost like living things, strain to esc
ape the characters mind and return to the Hyper-context. If the character rests w
ith spells in his memory, he must perform a Concentration skill check upon wakin
g. The DC equals 15 + 2 per spell the character has memorized. If the character
fails the Concentration check, he forgets his most powerful spell. For every add
itional two points the character failed the check, he loses another spell (in or
der of most powerful to least powerful).
Cataclysmic Mishaps: If a cataclysmic mishap occurs and the character fails his
skill check to avoid it, the game-master is encouraged to think of something abs
olutely horrendous and inflict it upon the character. The effects should be long
-term and irreversible, save by extraordinary means. Some suggestions include .
. .
Attention of cosmic entity: The character has drawn the attention of a powerful,
alien, malevolent entity that will enter the normal space-time continuum and pu
rsue the character. The entity may be a monster of vast, cosmic power that desir
es to devour or possess the mortal. It may be an abomination so inimical to four
th-dimensional space-time that its mere presence can fracture reality. It may be
a vicious, subtle intelligence that delights in corruption and slow, painful de
ath. The DM is encouraged to be creative and malevolent.
Possession: An alien entity from beyond normal time-space invades the characters
consciousness and takes residence in his mind as a second personality. The goals
of this entity, its skills and class, its knowledge and behavior are distinct f
rom the Enunciators own. Each day, there is a 25% chance the entity will assume t
otal control over the characters body for 1d4 days, pursuing its own alien purpos
es. During this time, the character is an NPC under the DMs control. Once the ent
ity has performed the task it desires (e.g., observation of the hosts world, open
a dimensional gateway to its plane of origin, kill and eat all the characters lo
ved ones), it abandons the characters mind.
Psychic translocation: The characters mind is exchanged with that of an intellige
nt, alien entity in a parallel time-space continuum. Similar to the effects of a
magic jar spell, the characters consciousness is trapped in an alien body, while
the aliens consciousness is trapped in his former shell. Now on an alien world i
n an alien body, the character must find some means of reversing the situation.
Special: If the character has five or more ranks of Knowledge (Mathematics) and
Knowledge (Physics), he gains a +2 synergy bonus on Enunciator skill checks to m
emorize spells and avoid cataclysmic mishaps.
A character may not take the feat, Skill Focus or Skill Emphasis, for the Enunci
ator Magic skill.
If the Enunciator uses a mystical text that describes a specific spell to prepar
e his mind before memorization, he gains a +1 or +4 circumstance bonus to memori
ze that spell, depending on the quality of the text.
Breakdown of the Memorization Process
Step 1: Determine the DC of the memorization attempt.
Use table EM-1 to determine DC based on spell level.
Add +2 to the DC for each spell retained from the previous rest period.
Add +2 to the DC for each memorization attempt without rest.
Step 2: Character sends out consciousness, and his body collapses for 2d6 rounds
.
Step 3: Roll for cataclysmic mishap.
If a mishap occurs, perform a skill check against the DC from table EM-2.
If the skill check fails, a mishap occurs:
No spell is memorized.
A Very Bad Thing happens.
Process ends at this point.
Else the skill check succeeds. Go to step 4.
Otherwise, no mishap occurs. Go to step 4.
Step 4: Perform a skill check to memorize the spell.
If the check fails, the character does not memorize the spell and must perform b
oth Save 1 and Save 2. The results of Save 1 and Save 2 are independent of one a
nother.
Save 1: Perform a Will saving throw to avoid losing spells in memory.
If failed, the character loses several spells.
If successful, the character loses no spells from memory.
Save 2: Perform a Will saving throw to avoid delirium, use table EM-3 for DC.
If failed, the character performs Save 3.
Save 3: Perform a Will saving throw v. madness (table EM-4).
If failed, character goes mad. Roll on table EM-5 for result. This result replac
es the delirium.
Once madness ends, perform a Will saving throw against DC 20 to avoid permanentl
y losing one point of Wisdom.
If successful, character is delirious for 1d4 days.
If successful, the character is not delirious.
Otherwise, the check succeeds and the character memorizes the spell.
FAQ
If I understand these rules correctly, its possible for a first level character t
o memorize a ninth level spell. Doesnt this disrupt game balance?
Yes, it is possible, and yes, to some extent it disrupts game balance, but its an
intentional disruption. The magic derived from skill is supposed to be ridiculo
usly powerful and dangerous. An Enunciators magic is not like a scalpel that clea
nly excises a tumor; it is like an atom bomb used to kill a fly. Enunciators are
playing with forces far beyond mortal ken.
Why is the minimum DC for spell memorization equal to 15?
Call it anti-wimp insurance. It encourages players to push for spells of at leas
t fifth level. Essentially, there are no weak spells in this system. Trying to a
chieve a "minor" application of magic is just not possible; it s like attempting
to use a bazooka to swat flies.
Why is it more likely for a cataclysmic mishap to occur when a character attempt
s to memorize a wish or limited wish spell than other spells?
Certain predatory, higher-order creatures congregate around these spells. Like a
lion near a common watering hole, these creatures await whom they may devour.
What does "For each spell the character has retained in his memory from the prev
ious day, increase the DC by +2." mean?
The "previous day" means "spells the character has kept from before his last res
t period." For example, if a character has memorized two spells, sleeps (or what
ever passes for sleep with his species), awakens, and successfully retains the t
wo spells, then the DC of all memorization attempts is increased by +4 because t
hese two spells count as spells the character "has retained in his memory from t
he previous day." Even if the character casts these two spells, the +4 DC penalt
y is kept until the next time he rests. (The DC is "reset" after each sleep peri
od.)
What influenced the invention of this magical system?
Three things . . .
Jack Vances Dying Earth novels use a spell memorization system. Every spell is in
credibly powerful. (Almost everyone knows Time Stop.) And, if a character is abl
e to memorize five of these supremely powerful spells, hes an archmage of the hig
hest caliber. I wanted a system that mirrored this: a handful of spells with wor
ld-shattering potency.
H. P. Lovecrafts stories base magic on hyperdimensional concepts and interactions
with alien, cosmic entities. Almost everyone who uses magic ends up dead or ins
ane. I wanted a system that captured this dangerous aspect of magic.
The third thing is - as one of our frequent message board posters puts it - "the
Scientific American ouiji board." In other words, I want a magic system that us
es big pseudo-scientific words and concepts. A real brain and vocabulary twister
. Its fun!
Psionic Talent [General]
The character has nascent psionic abilities, which can be developed through trai
ning.
Prerequisites: None.
Benefit: A character with Psionic Talent may gain ranks in the five cardinal psi
onic skills: Cognition Control, Extrasensory Perception, Metabolic Control, Tele
kinesis, and Telepathy. These skills can be further enhanced with psionic feats.
By combining martial arts with psionic training, a psionically gifted character
can develop advanced martial arts maneuvers.
Psionic Talent grants a character low-level sensitivity to psionic activity. Whe
never psionic powers are used within 30 of the character, he can make a Wisdom
check v. DC 20 to receive a vague impression about it. If successful, he knows t
hat psionic activity is occurring somewhere, but he does not know its direction,
distance, nature of the power, or any other specifics. He receives a dim feelin
g.
Entities with bizarre, powerful psyches, areas of psychic conflict, and individu
als with strong emotional bents (e.g., extremely evil) may be detected as well,
as long as they are within 30 . Again, the character receives no specifics, just
a vague sense that something is out of kilter.
Effects that severely distort time-space, such as the casting of Enunciator spel
ls or entry into hyperspace, may be sensed up to 100 distant. If the character
senses this, he knows something major has occurred and the general direction to
it, but little else.
These detection checks are unconscious. A character cannot pick up an item and c
onsciously attempt to analyze its impressions, nor may he attempt to scan a pers
on. The game-master performs all rolls for this in secret.
Normal: Characters without Psionic Talent cannot purchase psionic skills or feat
. They may not develop advanced martial arts feats.
Special: Psionics, Martial Savants, Enunciators, and Spirit Invokers gain this f
eat for free at first level. A character that decides to pick up a level in one
of the classes later in his career (i.e., multi-classing), must purchase this fe
at normally. They do not gain it for free when switching classes.
Gohm ginrejha (Enunciator Magic Feats)
Godelized Communication [Psionic]
Godelized communication is a system of encoding any message of any kind as an ex
tremely large number, a product of prime bases and exponents. Using a Godelized
communication, a character can communicate or remember a message in an incredibl
y compact manner. Many Enunciators use Godelized communications to store informa
tion regarding their spells. A single number, in scientific notation, could stor
e more information that an entire set of encyclopedias.
Godelized communication also has the advantage of permitting extremely long and
complicated verbal messages can be delivered in a single utterance. A character
could even memorize the contents of a dictionary or encyclopedia by memorizing a
single number.
Prerequisites: Suke nkal (Psionic Talent), Knowledge (Mathematics) 6+, and Hkaah
msu jha (Cognition Control) rank 4+.
Benefit: To understand or create a Godelized communication, a character must use
Cognition Control to set herself in a frame of mind that allows her to calculat
e the prime bases and exponents almost instantaneously. A full round action is r
equired, and the character must perform a skill check against DC 15. Upon enteri
Enunciator Feats
Gohma-hewah
Gohma-hewah loosely translates as "personal name of the Unknowable Other." It is
the higher dimensional Name that defines the existence of an individual creatur
e, the Word that describes every facet of its being.
By entering the Gohm and plumbing the gohma-hewah of a person, a gohm jiit can c
ast spells against that person that are specifically tuned to that person s fund
amental existence. These spells can affect an individual no matter where they fl
ee or hide. No physical barrier provides defense against them. Even defenses of
the sukae and Gohm provide little protection against a Named spell.
Gohma-hewah is a terrifying ability, deeply feared by almost all intelligent spe
cies. It represents the power of gohm jiit to unleash curses from any distance o
r kill without being physically present. Many gohm jiit use gohma-hewah to assas
sinate their rivals.
15-19
As Polymorph Self spell
1d4 rounds
20-24
As Polymorph Self spell
2d4 rounds
25-29
As Shapechange spell
2d4 rounds
30+
As Shapechange spell, but acquires even the supernatural abilities of the creatu
re.
2d4 rounds
Once the Enunciator assumes a new form, he remains in that form until the durati
on expires or he performs another successful Self-definition. It is not possible
to willingly end the transformation and return to normal before the duration en
ds.
Self-definition is stressful, to say the least. The Enunciator must make a succe
ssful Will saving throw against DC 20 or be stunned for one round after transfor
mation. Even if the Enunciator fails his transformation skill check, he must mak
e the saving throw to avoid being stunned.
Unlike Polymorph Other, Self-definition does not cause disorientation while in t
he new form and experiencing a demanding situation. The Enunciator has completel
y redefined his own existence, making him fully adapted to the new form and comf
ortable with the exercise of all its abilities. Also, Enunciators may transform
into constructs, outsiders, and even undead.
15-19
4d6
30
15
20-24
4d6
60
20
25-29
4d6
90
25
30+
4d6
120
30
The blast radius of an Enunciator s War-cry is centered on the Enunciator who ca
st it. Everyone within the blast radius (except for the caster) must make a Refl
ex saving throw for one-half damage. The damage inflicted by the War-cry is divi
ne. (The caster suffers no damage from the War-cry.)
The destructive force of the War-cry rends the fundamental existence of all inan
imate objects in its sphere of effect. It ignores hardness for determining damag
e to items and structures. Items destroyed and creatures killed by the War-cry s
imply cease to exist.
Emitting a War-cry is taxing both physically and psychologically. The Enunciator
who casts the War-cry must make a successful Will saving throw against DC 15 or
be stunned for one round after pronouncing the cry. Regardless of the saving th
row s result, the Enunciator suffers 1d8 points of damage from uttering a War-cr
y.
A War-cry can be "heard" up to five miles distant -- though there is no sound in
the conventional sense. It produces sound beyond sound, an indescribable cacoph
ony of otherwordly force that is not so much heard as felt on the most fundament
al level of existence. The universe itself shudders at its noise.
Prerequisites: Suke nkal (Psionic Talent), Gohm jiit (Enunciator) class level 7+
, Hkaahmsu jha (Cognition Control) rank 10+, Gohm jha (Enunciator Magic) rank 10
+, Spellcraft 10+, and Yeuntyei jha (Extrasensory Perception).
Benefit: Add +10 to the Enunciator s level when determining the "spell level" ne
cessary to memorize his Name via the feat, Enunciator Naming.
15-19
As Polymorph Self spell
1d4 rou
nds
20-24
As Polymorph Self spell
2d4 rou
nds
25-29
As Shapechange spell
2d4 rou
nds
30+
As Shapechange spell, but
acquires even the supernatural
abilities of the creature.
2d4 rou
nds
Once the Enunciator assumes a new form, he remains in th
at form until the duration expires or he
performs another successful Self-definition. It is not p
ossible to willingly end the transformation
and return to normal before the duration ends.
Self-definition is stressful, to say the least. The Enun
ciator must make a successful Will saving
throw against DC 20 or be stunned for one round after tr
ansformation. Even if the Enunciator fails
his transformation skill check, he must make the saving
throw to avoid being stunned.
Unlike Polymorph Other, Self-definition does not cause d
isorientation while in the new form and
experiencing a demanding situation. The Enunciator has c
ompletely redefined his own existence,
making him fully adapted to the new form and comfortable
with the exercise of all its abilities.
Also, Enunciators may transform into constructs, outside
rs, and even undead.
Enunciator Spell Mastery [Enunciator]
The Enunciator has mastered understanding of the Words u
nderlying a handful of spells, allowing
him to more easily memorize them.
Prerequisites: Intelligenc 13+, Psionic Talent, Enunciat
or class level 1+, Enunciator Magic rank
4+, and Spellcraft rank 4+.
Benefit: Choose a number of spells equal to the characte
r s Intelligence bonus. When memorizing
these spells, the character gains a +2 bonus to all Enun
ciator Magic skill checks.
This bonus stacks with the bonus for Signature Spells.
If the Enunciator wishes to gain a bonus for memorizing
a spell with certain metamagic
enhancements, then he may select that spell with its enh
ancements as one of his choices. If he
wishes to gain a bonus with the same spell without metam
agic enhancements or with other
enhancments, then each of these count as separate spells
. (For example, Fireball, maximized
and enhanced Fireball, and quickened Fireball all count
as separate spells.)
Special: A character may take this feat multiple times,
each time mastering different spells.
Enunciator s War-cry [Enunciator]
This feat allows an Enunciator to "scream" in higher-dim
ensional "sound," shattering
fourth-dimensional space in a huge, destructive blast.
15-19
4d6
30
15
20-24
4d6
60
20
25-29
4d6
90
25
30+
8d6*
120
25
*If using a Vitality/Wounds damage system,
a result of 30+ inflicts 4d6
Wound damage instead of 8d6 regular damage.