Professional Documents
Culture Documents
Psychic Warrior
Sam Witt
Credits
Contents
2
4
16
30
39
43
53
75
88
94
105
117
118
120
124
128
Editor
Introduction
Character Concepts
The Prestige Psychic Warrior
Tricks ofthe Trade
Psychic Warrior Feats
Tools of the Trade
Psychic Warrior Powers
Weapon Meditations
The Battle Trance
Psionic Cannibalism
Fortressesof the Mind
Designer's Notes
Index
Rules Summary
Psychic Warrior Character Sheet
OGL/D20 Licences
Paul
Tucker
Cover Art
Anne Stokes
Interior Illustrations
Andrew Jordan, Chad Sergesketter, Danilo Moretti,
Eric Bergeron, Gillian Pearce, Jason Kerr, Marcio
Fiorito, Nathan Webb, Patricio Soler, Rene Brandt,
Reynaldo Batista, Sarwat Chadda, Stephen Shepherd,
Tony Parker
Production Manager
Alexander Fennell
Playtesting
Steve Mulhern, Mark Howe, Daniel Scothorne, Mark
Sizer, Michael Young, Mark Billanie, Daniel Haslam,
Jamie Godfrey, Alan Moore
Proof Reading
Ian Barstow
Quintessential
work
by any
under
the
Psychic
means
Open
Game Content
places,
items,
without
Game
and
Warrior
the
020
is 2002
written
Licences.
Licence
to the
herein,
publisher
All
rights
is expressly
reserved.
Reproduction
forbidden.
The
of non-Open
Quintessential
Psychic
Game
Content
Warrior
of this
is presented
please
of the Coast
can be found at www.wizards.com.
trademark
or copyright
concerned.
Wizards
Publishing.
of the
Game Content
status of any material
logo are Trademarks
owned
by Wizards
of this
challenge
Mongoose
permission
See page
contact
Mongoose
Publishing
for clarification.
'd20 System'
and the 'd20 System'
and are used according
to the tenns
of the d20 System
Licence
version
3.0.
A copy
The mention
of or reference
to any company
or product
in these pages
is not a
Dungeons
& Dragons
and Wizards
of the Coast
are Registered
Trademarks
of
of the Coast,
MONGOOSE
with
Pennission.
Printed
in Canada.
PUBLISHING
INTRODUCTION
INTR
0 DUCT.
en mind
We
skills,
purpose,
the psychic
plethora
Want
and steel
are joined
the psychic
warrior
Combining
mental
warrior
of dazzling
to run up a wall
overhead?
How
is a competent
hidden
and strike
about
to a common
with
combat
fighter
with
benefit
gaining
lie within
the grasp
Quintessential
Psychic
greatly
expands
abilities
while
this class,
also
development
Training
both
campaign.
and opportunities
mind
and body
warrior
Capable
also possesses
unexpected
of stunning
arsenal
skills
of skills
standard
unique
of psychic
and martial
capabilities
afford
of options
unavailable
to most
predisposed
toward
physical
an excellent
choice
for players
with
variety
of techniques
a wide
Though
in a straight-up
fight
of minds,
psychic
activities,
who
which
versatility,
power,
making
and inferior
and tactics
ready
to the psion
sourcebooks
to greatly
Series
from
widen
is a range
Mongoose
a player's
to present
for their
all designed
character
necessarily
allow
a player
but they
will be able
thought
possible
types
into
the
the
to create
a better
than
new options
offering
ways psychic
of equipment
and
an alternative
look
can use
new weapons,
are added
offering
even
fine-tuning
armour,
and
to the arsenal of
more
options
for
of an individual
style.
in a completely
or unbalancing
the
Series will not
to do a lot more
warriors
and racial
Slotting
seamlessly
each will give a
his
SERIES
Publishing,
options
with
style.
of class
to add
two types
warrior
THE COLLECTOR'S
The Collector's
in a pure
of these
fighting
for
of the fighter
the psychic
and lethal
them
a character
provides
characters
desire
it is the combination
of activity
warriors
other
them
lay
is a natural
power
pieces
psychic's
cunning
warrior
a range
than just
whether
and
and customization
herein,
skills. Of course,
customization
he
mingling
choice
skills
and an
to do more
ofthe
unconventional
readiness
a self-sufficient,
or using
of psychic
advancement
can be found
at some
for
position
concepts,
of
their characters. Further exploration of the psychic
that
acts of violence,
discipline
When
is called
for combat
the players
for mechanical
for role-
an interesting
the mental
to his foes.
warrior
duel
too, giving
and exciting
avenues
the get-go
can
AIl
to a character's
history. New feats and psionic
powers of all levels can be found within these pages
other
the psychic
waste
new
up new
from
level
depth
The
is a sourcebook
adding
opening
character
playing.
gives
Warrior
warrior.
of any experience
in this sourcebook.
disadvantages
from
an extra
of the psychic
characters
the material
from
characters
up his sleeve.
at an opponent
suddenly
Psychic warrior
is the result.
techniques
abilities
THE QUINTESSENTIAL
PSYCHIC WARRIOR
0 N
character,
psychic
warrior
into a murderous
action.
void
of thought
cannibalism
a
and
are
ever
before.
hunt other
warriors,
psionic
creatures,
to enhance
their
even other
psychic
INTRODUCTION
strange
rites
alteration
awareness
brave
of the psycbic
used
to 'open
are presented
enough
Capping
and upkeep
psychic
warriors
simple
discussion
you'll
offers
Beyond
information
are
rise to these
Bringing
into
oftbese
tbe book
of the mind
the cbildhoods
and pasts
warrior.
Armed
with
warrior
will have
the material
his days
ascension
in wbich
of monasteries
insigbt
techniques.
warriors
give
combatants.
and
of the psycbic
halls
additional
wbich
psionic
of the creation,
the psycbic
the discussion
advice
strange
and defences
find
in wbicb
of body
warriors
instruction.
of the walls
ofpsionic
full circle,
and
their
enclaves
from
use oftbese
receive
the ways
trained
psycbic
of the training
fortresses,
about
methods
for greater
off is a discussion
running
psycbic
for those
to make
things
cannibal,
the chakras'
found
plenty
available
neopbyte
througb
as a 1stlevel
as a powerful
in this book,
of options
master
a psycbic
to him,
bis
of the mind
at 20thlevel
beyond.
Ardelin
expand
bowed
outward
all conscious
ffingerswanderover
dozens
The
the crude
of previous
through
efforts,
through
undid
of his meditations,
slow,stream
ofhis
the flesh pnthe
outsideof
stitchingcovering
Ardelin
tbeextent
a long,
thelacesofhis
flesh
with
ownbreath. So
prepared,
his bicep.
With dexterity
a few sharp
jerks
On the treated
he let his
honed by
catgut
suddenly-exposed
gasped
chakraburst
as the power
to what
cold
stone
hollows
wrists
from
bursting
The stone
high
overhead,
raised
bis face
and reformed
Returning
to taste
his gaze
The crowd
his eyes
overwhehned
to tbe scene
its approval
silver
his mind,
flowed
The
flesh
of the falchion
before
With
winding
down
him, Ardelin
a grin,
of light
patterns.
hands
of the arena
floor.
With
ahissing sigh
Tbe
a smile,
Anotherof
his kind
his approval
gladiatorraised
was coming,
and brandished
set of double
toward
Ardelin
down
with
a run
a well-timed
the gladiator
with
slash
twisted
doors
creakedopen
Was small
bis mind
his remaining
hand
of his weapon
like jagged
and Ardelin'schallenger
and unimposing.
could
muster.
higb
over-head,
shifted
a duellist
urging
made
it through
But he struck
without
besitation
reflexiVely,
Ardelin
struck
Moving
1I1000ing toward
ArdeIin
'And justin
the little
time.
man.
wbo
his metamorpbosed
a great
moon
Across
and unarmoured,
bis
wind.
tasted
the arena,
The
circled
washed
over the arena, a seething
tide ofbeat
and lustand
hate. Ardelin
, Their adulation
chakra ofhis
arm and felt the hunger rise bard and fast through
thecentreofbis
being.
Unarmed
the
in the
he was bonded.
the air.
nodded
with
onto
echoed
Delicate
ofhisarmopened
sniffed
to See.
sand
surface.
consequence
a cooling
to whiCh
Ardelin
like
of little
and complex
throughbim
its glistening
a tbing
coin weeping
moonlight.
roared
ribbonofblood
length
in upon
a dim memory,
in a kaleidoscopeofunnaturalcolours
of the maidens
the falling
worldcrowded
became
his fistuponthe
door
and banged
behind
whispers
of the cellblock
sailed
rose
the opened
oftbe
Unaware ofthethick
he had gained.
of his skull,
of light
flooded
compared
attack
winding
the wound.
Ardelin
blast
thought
tbe heat to
to bis attuned
and,
'A psion.'
hungry.'
I'm sooooo
arm.
them
on.
the open
them.
and drove
the mental
his
barb
~
~
CHARACTER CONCEPTS
small
CHARACTER
bonus
character
CONCEPTS
with
warrior
combining
skill
at arms
adroitness
with
intense
necessary
As he grows
warrior
may
something
alien
is a hybrid
powers
of concentration
powers
and disturbing,
which
defines
consciously
instants
of his conception,
him as surely
takes.
These
of the psychic
to define
the history
warrior's
and nature
provide
a ready
character he generates.
that spark
as any other
moments
truly
of creation
action
of creation,
development
of the psychic
he
the
capabilities,
as well
so important
as granting
that oft-needed
for a player
to feel
'at home'
of templates
are tools
warrior.
to his character's
creature,
and a physical
creation,
inspiration
he psychic
and penalty
each Character
Concept
gives a ready base for roleplaying,
thus greatly shortening the time taken during
for each
and
As well as providing
over
which
all other
background
both
ASCETIC
survive
companions
on much
venerates
virtues,
self-discipline
you were
and
to
trained
quickly
to
would
find
Rough, cloth
acceptable.
tunics
and your
food was little more than simple
were
your
bread,
only
clothes
raw vegetables,
and the
Though
childhood
could
your
not be
to expand
and unleash
those capabilities
strong
about.
manifestations
thoughts
and actions
you to eventually
allowed
control
mind
over your
them.
psionic
your
When
master
you ventured
out
not to escape
into the world
your home, but to expand your
burgeoning
powers.
them
CHARACTER CONCEPTS
Adventuring: Ascetics crave new experiences and the
chance to learn more of their world. Though they are
completely self-contained entities, rarely even
bothering to converse with others unless it is
absolutely necessary, the ascetic knows he can only
grow by testing himself and can only accomplish this
through exposure to the greater world around him.
Most find the ascetic to be a bit of an odd duck, what
with his reluctance to speak and his seeming inability
to take pleasure from anything in life. Still, he
provides an important balance to adventuring parties
and his skills are certainly powerful enough to make
him welcome amongst most groups of treasure hunters
and explorers.
CRIB ADDICT
Those with psychic powers are known to experiment
with altered states of consciousness, ingesting
chemicals, herbs and other substances as they strive to
find new and different ways to view the world.
Though such consumption does tend to open up new
avenues of thought and new philosophical approaches
to life, it can also lead to all manner of withdrawal
symptoms and other unpleasant side effects. Perhaps
most disturbing of these is their effect on the next
generation though the children of these addicts are
almost always psychic to some degree, they also crawl
from the womb addicted to one or more harmful
substances. You are one of these unfortunates, a child
raised on a combination of mother's milk and
psychoactive substances, your blood suffused with
drugs you've ingested, and those your parents took
before your birth.
CHARACTER CONCEPTS
birth, you receive a + I natural bonus to any saving
throws to resist poisons of any kind. Sadly, this bonus
does not extend to rolls to avoid addiction.
Ir
DEVIL
CHILD
CHARACTER CONCEPTS
Isris gfouiiill1erpalffis
ll:ll:l~st
Role-playing:
Though you are bound to be initially
distrustful of anyone you travel with, those who earn
your trust quickly become a surrogate family. You
form bonds slowly, but with an unnerving strength and
are often unable to see things clearly once you do give
your trust to another. In some ways you are utterly
cynical, unable to believe anything good about
anyone, but in others you are horribly gullible, willing
to support the actions of your fellows just to belong.
You may grow into a powerful,
insightful
psychic
warrior, but there are scars ftom your past which will
never heal. Your background
also makes you
somewhat blunt and crude in your manner of speaking
and it might be best if you avoid speaking or
bargaining with the more genteel members of society.
Penalties:
The difficult
time you had as a child and
the horrid treatment you received at the hands of your
own family have crippled portions of your mind,
especially those areas tied to increasing your
awareness ofthe world around you. The psychic scars
which formed around these areas prevent you ftom
making use of any psychic powers based on the
Wisdom attribute.
At your GMs discretion, you may
overcome this difficulty
through the use of psychic
surgery or the use of a wish spell, but lesser methods
should not be available for defeating this serious
problem.
ESCAPED
If you
raised
yourself
in the city,
your
THRALL
additional
Adventuring:
The weak are preyed upon by the
strong and you've had quite enough of being weak.
Adventuring
gives you a chance to improve your
7
it
CHARACTER CONCEPTS
skills,
to grow
fear others.
opportunity
distance
used
stronger
again
The adventuring
life also gives
to wander far and wide, putting
as possible
between
you as a psychic
yourself
plaything.
need
to
you the
as much
and those
who
Adventurers
always
slayers.
Still,
every
the
clutches.
Roleplaying:
You have
After
than
to talk about
surviving
sort of psychic
everyone
more
fiend
around
share
of scars
torture
or another,
you,
your
at the hands
of one
knowing
full well
wary
EXPERIMENT
of
how easy
it
on you, to reveal
would
monstrous
gestures.
face hidden
Even
you rarely
them
overwhelmed
such
yourself
with hatred
encounter
to encounter,
and are
mercy
glowing
creatures
yourself
flares with
How
creating
if you can
ember of hatred in
that ripped away
in the darkness.
you find
your mind
does
at their
creatures,
defending
of time
any true
you double-check
and friendly
deal
express
companions
smiles
a great
the opportunity,
to place
their
you spend
people,
one of your
unwilling
below
when
and trust
Given
to turn
a whole
either
so
a life
difficulty
varies
from
new kind of
CHARACTER CONCEPTS
Adventuring:
Every
child
must
eventually
Though
who oversaw
be loath
your
creation
to expand
more
with
introduce
may
he or she certainly
Your parent
adventurers
easing
you choose
Roleplaying:
to
actually
tools
meant
golems.
have
So, while
of your
conjured
moments
the entire
is magical
you view
of your
home
significance.
and it is only
mundane
and
with
in the world,
of any greater
which
mind
in all likelihood,
comfortable
extensions
of
by your
by homunculi
utterly
Most
were
the reach
served
mundane
world
others.
than
you remember
to expand
of experimentation,
The family
borne
games
with.
a bit differently
others
prowess
this strange
world and
into any adventuring
to work
As a child
his
warriors,
in
used
of vagrant
Your pragmatism
you
the
and explorers
find difficult.
to release
understands
his experiences
powerful.
leave
the parent
life
To you,
those
places
are exotic
and
strange.
Bonuses:
Your mind was greatly expanded
by the
games your parent played with you, allowing
you to
store far more
You receive
power
point
you have
psychic
each
The same
corroded
one more
When
a -I natural
only applies
exercises
your
engaged
used
ability
power
level,
in psychic
FAILED
and standard
Will
point
you have
to expand
your
to psionically
combat,
psionic attacks
warrior.
Penalties:
mind also
You tried
the average
power
an additional
yourself.
than
an extra
defend
you suffer
This penalty
yourself
against
saves
are unaffected.
PSION
to follow
the path
of the psion,
fully embrace
Adventuring:
shamed,
you
your
psionic
Fortunately,
warrior
potential.
enclave
with
Frustrated
and
and pursued
the same
in your
the
fieedom
fervent
greater
portion
success
new
path
You might
never
your
abilities
experience
your
skills.
Looting
will
the mental
emulate
the
treasure
from monsters
and enemies
is another
way for
you to increase
your power, and adventuring
seems to
CHARACTER CONCEPTS
Bonuses: You may exchange one of the I" level
psychic warrior powers for a
I" level power from the
psion list. This is a one-time exchange based on your
previous training as a psion and is permanent.
MINDSHARD
Some psychic are born, ththers are created. You
inherited your powers when a psychic shard imbedded
itself in your psyche during your childhood. Though
your imaginary friends became much more forceful in
their play with you and the small voices in your head
grew more insistent and persuasive, you really had no
way of knowing you were different !Tom your peers.
When you began to really hear the voices, however, to
really understand that one of them spoke
louder than the others, the doors to psionic
powers were opened. You were taught to
control your body and your mind, quickly
growing to understand you were, indeed,
quite different !Tom your peers. Though
you managed to keep your psychic advisor
secret all these years, its voice sometimes
frightens and disturbs you, making you
wonder what it is, exactly, you have gotten
yourself into.
Adventuring:
Your shard has a purpose for
you, though you might not understand
exactly what that purpose is. In order to
achieve its goals, the shard goads you into
accepting adventuring opportunities and
you must accept or suffer a potentially
crippling withdrawal of some or all of your
psychic powers. With the odd knowledge
provided by the shard, however, you rarely
have a difficult time convincing
adventuring companies to accept your
services and you find yourself enjoying the
wild lifestyle and interesting experiences.
More disturbing to you is the sense that all
of your adventures are not your own, but
the strange desires of a creature who has
driven your every move since you were a
child.
10
CHARACTER
Roleplaying:
you must
spend
some
communication
mind.
with
The shard
though
it does
directive
time
the entity
rarely
living
within
item
your
demands,
the occasional
out a certain
but
day in deep
provide
to seek
distracted,
each
clear
or location.
most dangerous
stimuli
time companion.
gluttony, during
appetite
with
such
as you
vigour
listen
to your
long-
in strange
CONCEPTS
left
given the
willing to expand
and unpredictable
ways.
Bonuses:
Put simply, you have knowledge
which
you should not possess.
Your mindshard
is able to
feed you bits and pieces of history at the whim
your Garnes Master, providing
you with hints,
clues, tips and leads
adventures.
which
These
unexpected
welcome,
provide
new
bits ofinfonnation
times
and may
but they
always
come
not always
lead
of
at
be
to something
interesting.
Penalties:
Your mindshard
it will make
and provide
and desires.
such
desires
the infonnation
those desires.
as a good
is a strange
needs
Often,
creature
Once
known
you need
to fulfil
this is something
per
to you
as simple
type
of meal,
a very
long
lifespan,
memory
providing
and apparently
it with
a great
On the other
the demands
suffer
of your
hand,
points,
begin fulfilling
your
which
mindshard's
of
if you refuse
mindshard,
are ouly
deal
in such a
plans as
NATURAL
you
power
Your people
current
restored
after
enemy.
you
could
tool of their
Note that this is a roleplaying-intensive
concept
which
GM and player
all involved.
involves
to prevent
By working
nature of your
mindshard,
close
out, beforehand,
rather than
a painful
goad
for
the result.
the general
your
to an agreement
about how the mindshard
game, using it as a useful hook for future
for pointless
vengeance,
they
were
it no more.
a child
of some
preyed
upon
You were
created
until
to be the
for no other
between
difficulties
take
KILLER
at the hands
reason
enemy.
character
cooperation
unexpected
greatly
For generations,
at last they
demands.
BORN
suffered
Though
ability
experimentation
affects the
adventures
time,
enemies
tasks.
II
you were
is natural,
inborn
trained
and self-exploration.
ready
to take
people.
by others,
and honed
over
After
the fight
most
years
all this
to your
of
of
CHARACTER CONCEPTS
Adventuring:
You are driven by the need to destroy
those you were created to fight. Though the enemy
may be well-known, you are not yet their match and
must expand your capabilities in order to battle them
andbring peace andrestto your people. Othersmay
find your zeal a bit off-putting, especially when it
places them in danger, but your desire to better
yourself and gather power is a sure draw to those who
find the adventuring lifestyle to their liking. You may
not be the best leader, letting your hunger for revenge
occlude the need for careful planning and caution, but
you are a steadfast and loyal companion. When the
need for killing begins, you are ready and your skills
more than make up for your occasional lack of
common sense.
12
CHARACTER CONCEPTS
Chran slammed bis bands togetber,then pulled'them'apartto
reveal the twinbladeshanging'looselyfromhis
fingers. Tbe weaponsglittered witb psionic energy.keeningquietly as bewbirled tbem around in wide ares. His
first attackerleapt away frombim,stumbling and falling overhiscompanions as be tried to make his way to the
door. The otber two, tbeir eyes widewithfear
and mouthsgabbJing out protestations of innocence, did tbeir ,best to
back away slowly. manoeuvring blindly around their fallen friend.
'We didn't mean nothin', mister. We wasjust bavin'somefun.'
trying desperately to defuse the situation, turnit awayfrom
Tbeftrst
one raised bishands and smiled feebly,
tbe destruCtion be couldsee coming.
'Just funnin', ya
know?'
Chran growled wordlessly
and flicked bis left hand out in front ofbim,
carvingit
through the air in a backhanded
stroke. The speaker stumbled to one knee, clutcbing his face and ululating wildly.
His tongue flopped loosely
above bis tbroat, exposed now that his lowerjaW
had been ,sent flying away from tbe restofbis
skull. Thepsycbic
warrior ended tbefool's
life witb a kick tbat shattered vertebrae in the man's neck and crusbed bis oesopbagus,
The otber tWo screamed wildly and clung to eacb otber likecbildren,
borrordrawing
their faces back and pinning
their features into rictus masks. Grunting savagely, Chran killedthem both witb bis mind alone, sbatteringtbeir
bodies witb bolts of psychic energy.He
twirled bis weapons once around bis fists and they disappeared witb a
sound like breaking glass. Tbe psycbic warrior stalked back to his bar, stool and sat down next to bis companions.
'Was that really necessary,
'Yeah.
~~
Chran?'
Teriliss frowned
uncertainly.
Idiots.'
CHARACTER CONCEPTS
other adventurers who share similar tastes and a
general desire to seek out havoc. While others may
grow weary of your constant searching for some
nebulous magic item which mayor may not exist, few
are willing to turn away someone with your skill at
arms and other, stranger abilities.
Adventuring:
You pursue any legend, scrap of myth,
or strange treasure map you come across in the hope
that it can be used to return your people to their former
glory. In your travels, other adventurers are sure to be
of use to you, if only as cannon fodder while you
search for the key to your people's success. Given
your willingness to embark on hare-brained escapades
at the drop of a hat, you are quite welcome amongst
14
CONCEPTS
CHARACTER
minimum
SYBARITE
Psionics
relies
on your
experiences
in the world
others
may
deprive
themselves
as
which
in
as possible.
of sensual
and otherwise
ofsensations
depraved.
which
believe
immersing
others
might
experience
enlightening
power
only
nom
Adventuring:
Your lifestyle
do cost
supplies
lifestyle
and
replenish
bonus of expanding
the depth and breadth
of
your own experiences.
Adventuring
companies
might find you eccentric,
even the simplest
into a satisfying
but your
in a given
stop over
in a small
makes
welcome travelling
companion.
of a psionic
most adventurers
extreme habits
of
ability
to
experience
village
you
Given
that
you
powerhouse,
can overlook
your
more
up your
end
things.
Roleplaying:
Anything
Pleasure
is your
is an obstacle
to be removed
mainstay.
of your
as soon
good
time
as possible.
irritable
become much
the chance,
and your
less reliable.
This
leaves
psionic
you have
into sensual
pleasures
wine,
you are
strongest.
indulging,
until
however,
you cannot
draw
at all.
insensate
time
are at their
and other
you virtually
powers
Whenever
on food,
Your psionic
powers
(though
into pleasure,
for any
cost
there
illicit
I power
is a
have
10 ranks
purposes
you receive
the above
drugs,
after
are considered
[nfonnation
illicit
your
You also
in the Gather
of locating
day after
persists
entirely.
repute, or uncovering
[fyou
have any ranks
skill
finding
houses
of ill
a +5 competence
bonus
to your
to
for the
city.
skill,
checks
for
reasons.
Penalties:
[fyou
on bout
of pleasurable
after
your
than
five days
experimentation,
an experience,
power.
every
than
one-half
are unable
day after
of your
the sixth
fonner
yourself
as noted
and,
total
a full
begin
day
the loss of I
This
loss increases
after
power
powers
above.
without
you
On the sixth
you sutTer
point
indulge
go more
a loss ofpsionic
such
psionic
to a
Adventuring
to quickly
bonus
it dissipates
sutTering
is as
in can lead
suppliers.
way
of gold
who
expensive
indulging
those
yourself.
can be very
money
dwindling
pity
depriving
This
even
the entire
after all.
provides
find
that a debauched
old monastery,
in a sea
find extreme,
comes
proof
yourself
hand,
narcotics
bacchanalia.
by I
at all until
you
you
THE PRESTIGE
PSYCH IC
\IV ARRI 0 R
DOUBLE-WEAPON
FIGHTER
The exotic purity of the double-weapon is mastered by
very few. The extreme difficulty in learning how best
to use this weapon, how to srrike with both heads
while still defending one's self is an accomplishment
which eludes all but the most dedicated. Those who
pursue this prestige class dedicate themselves to one
of the double-weapons, training in its esoteric
techniques and attempting to master the intricacies of
its defensive postures.
Requirements
To qualify to become a double-weapon fighter, a
character must fulfil all the following criteria.
BaseAttackBonus:
+3 or higher.
Base Power PointslDay: 8.
Feats: Ambidexterity, Exotic Weapon Proficiency
(any double-weapon), Two Weapon Fighting, and
Weapon Focus (any double-weapon).
Class Skills
The double-weapon fighter'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). See Core Ru/ebook I for skill
descriptions.
16
THE PRESTIGE
SkiD points
at each
level:
2 + Int modifier.
ClassFeatures
All of the following
weapon
fighter
Charge
Breaker:
features
Weapon
class.
and Armour
fighter
proficiencies.
annour
gains
Note
heavier
Proficiency:
no new
Balance,
Climb,
Silently,
Pick Pocket
leather
Escape
Artist,
penalties
second
for
has been
to the skills
Hide,
Jump,
(Improved
Improved
Improved
Trip,
Improved
Initiative,
Weapon
Fighting,
acquired
in addition
and Weapon
Whirlwind
Focus.
to any other
feats
character.
point
the charge
treat
Attack
made
psionic
Attack),
Base
.5.
at the time
you to make
Bonus ,2, rather
IE
+3
+&
+5
ft)
Strike:
with
Whenever
the first
+7
bonus
+x:
II!l
'F.J:IJ
+9
1'0"
Save
+2
Kel
Save
+Q
~III
- ave
+Q
't'Ci
+3
'HI
+1
,,"H:
.."'
+4
.."
+1
T.)
"'I.
+1
ss
Level
t:r
2
IJ
4
D:
6
rz::
8
II:
10
'ower
Points IDay
"'"
+6
'fJ:
+3
"'1
'1"5
+1
<'".}
+2
T:,
+3
double-weapon,
to your
SlIecial
Charge Breaker
~'1'ilhn'i",:J
fit>
Bonus Feat
iTil/i>.>.iTil/i>.
Bonus
Feat
I
Whltred:rJeflectlOn
Increasing
Fury
.d{eJl6IvlD"
'Shield
Psychic Sheathe
,
Inp~H.nl1i:=ssauJfl
=::J
7!!1
+5
~
+5
?
+7
+7
+9
>f!l
+9
2
J
2
2
2
By expending
power
points
-I
L
2
2
2
,;,,;;
::J
I
2
2
I
17
second
you
attack
attack,
""'
Powers Discovered
0
I
2
4a
is
at your
.5.
head.
the second
+2
be
head of your
a +2 competence
Fighter
'f'.~
+5
and must
Expending
'"
you
normally
receive
a single
Note
allows
Attack
injure
normal attacks
power
executed
Twofeats are
Second
T.}
as if it
of opportunity)
at your Base
that this attack does not use
an attack
against
target
the
that attack
as well.
If you successfully
Bonus
one of your
Improved
These
Trip:
provoking
list:
available.
The Double-weapon
\:.lass
base
Level
Attack
I
+1
at
By
at the time
you may
Dodge,
(Mobility,
Proficiency,
Expertise
Disarm,
is made,
for a weapon
of Ibis
the charging
character,
Move
the following
Critical,
power
set against
Spinning
from
attack
double-
expending
and Tumble.
may be selected
Bonus
modifiers)
to immediately
Attack
or armour
check
apply
Base
The double-
weapon
that armour
than
to set your
normally
be allowed
In addition,
if you injure
type.
of the double-
your
weapon
WARRIOR
weapon
this would
are class
prestige
PSYCHIC
you may
to +4.
weapon
the critical
second
attack
threat
attack increases
by 1, cumulatively.
For
if you have 3 attacks in a round and the first
also
range
attack
injures
the target,
of the weapon
next
attack
Note
carry
over
threat
range of your
by 1. If your
is increased
FINESSE
is increased
Some
deal
is used
each
in consecutive
round,
rounds,
threat
the critical
ranges
round,
rounds.
even
range
edge.
of
weapon
By expending
,(I:
critical
threat
attack
~
"
5 psionic
power
may
range
only
round
Revolving
Shield:
power
points,
weapon.
Note
if all of your
methods
that this
prior
attacks
for
you
are able
mere
to revolve
10 psionic
your
shield
against
ability
incoming
action
and gain
active
rather
active
for a number
the initial
during
attacks.
in conjunction
double-
a +10
than
cost,
those
You may
with
dodge
the total
bonus
the normal
+4.
of minutes
though
rounds
in which
the power
power
is
remains
to your
provides
use
defence
while
This
equal
it only
only
level
for
its bonus
defence
action.
Psychic
plane
Sheath:
containing
to remove
only
your
the plane
weapon
weapon.
from
placing
such
as Quick
them
the double-weapon
fighter
as a free action
just
sheath.
and psionic
do work
you
it into
as if you
Note
powers
to draw
allows
or place
action,
in a regular
Draw
a small
This
the plane
as a move-equivalent
were
weapons
your
that feats
which
allow
one or more
in conjunction
this ability.
Maintaining
this ability
expenditure
of 5 psionic
power
points
requires
with
the
at the
in the weapon
dropping
however,
them
and honing
them
to a razor's
the finesse
perfectionists,
artists
with
weapons
technique
at the beginning
weapon
this
of your
view combat
as a necessary
of weapons as an expedient
way to
threats while they pursue other
you receive
an extra attack at
and with the current
modified
be made
the current
points
Others,
Amongst
fighters
returns
to normal.
mundane
skills, perfecting
if this ability
of previous
of your
with
interests.
do not
At the beginning
of the results
threat
FIGHTER
warriors
only.
critical
psychic
plane
18
to inflict
damage
rather
psionic
accuracy
talents,
to drive
deadly
these
their
fighters
attacks
use speed
home
with
and
bonus
for these
attacks
surprisingly
which
is added
to any Thmbling
results.
during
the round,
avoid
To the finesse
worked
fighter,
through
each
and each
an obstacle
to be taken
use oftlashy
displays
apart
finesse
disregard
techniques
tricks.
Whatever
to be
nothing
the individual
of the finesse
Attack
your
on the subject,
this
ofpsionic
Bonus
Base
checks
are made
caused
make
to
by tumbling
attacks
used
ability
allows
you to expend
power
points
equal
to receive
Attack
without
This
to your
a competence
Bonus
Base
bonus
equal
sacrificing
alternative
to
any
may
only
be
per hour.
discipline.
Improved
Hit Die:
you
areas.
number
the ultimate
fighter's
bonus
checks
those
of opportunity
Alternatively,
lead
and
or mental
view
to deny
provided
a competence
than
Their
movements
as tricksters
as gimmicks
through
more
or circumvented.
fighters
is a puzzle
and dizzying
many to regard
their
battle
opponent
attacks
becomes
d8.
blade
Leaping
power
Blade:
does
one quickened
not count
psionic
against
power
the limit
of only
in a round.
Requirements
To qualify
to become
a finesse
fighter,
a character
must
criteria.
+3 or higher.
Points/Day:
Skills:
'fumbling
Feats:
Ambidexterity,
Rollover
8.
5 ranks.
Two Weapon
Focus
(any
Fighting,
small
Weapon
or tiny
weapon).
class
skills
(and
(Wis),
Balance
for
Device
attack.
attack
This
(Cha).
See Core
level:
Ru/ebook
round,
regardless
2 + Int modifier.
are class
features
Proficiency:
to the skills
Wound
as a result
normal
Base
Attack
attack
movements
each
you make
You must
which
of
to a melee
one such
Attack.
initiated
use this
the rollover
you.
Sliver:
Your wound
I hit point
every
of the finesse
2 levels
larger
than
bonus
equal
If your
your
of damage
fighter
Move
proficiencies.
for armour
slivers
cause
to their
targets
prestige
class
for
you
Climb,
Silently,
Pick
to the difference
Lightning
than
receive
a +2 psionic
power points.
Speed:
one or more
and tumbling,
attacks
of your
in your attempt
to avoid
attacks
attacks.
of your
of opportunity
At the beginning
of the round,
during
total
of size
made
a reserve
points.
When
you must
bonus
Opportunity:
if you
roll initiative,
spend
opportunity
whenever
19
In addition
which
within
attack
during
is available,
with
you must
in the number
you
2 psionic
and
Psychic
By sacrificing
a weapon
a circumstance
power
Note
Escape
is wielding
you receive
fighter
heavier
Balance,
opponent
own,
This bonus
the target.
circumstances
given round.
many
an additional
levels.
against
of the finesse
Tumble.
of how
the creature
Deft Assault:
The finesse
or armour
penalties
Psychic 1Omhle:
gain
by attacking
of 20 psionic
Weapon and Armour
leather apply
at your
only
of the Rollover
against
Improved
I
class.
check
in response
is made
Bonus
movement,
Class Features
All of the following
that annour
power
attack
move
possess.
at each
fighter prestige
psionic
a bonus
you successfully
(Dex),
(Sir), Concentration
(Can), Jump
(Wis), Swim (Sir), Tumble (Dex),
the Rollover
attack
fighter's
You receive
after
as a result
Class Skills
The finesse
Attack:
immediately
a target
to make
makes
and misses.
of the target
not exceed
of opportunity
able
in order
your
when
to normal
an attack
an attack
a melee
You must
of
attack
already
normal
using
of opportunity
number
this
ability.
of
be
THE PRESTIGE
PSYCHIC WARRIOR
relatively
TheFinesseFighter
li:~;
I
r:r
3
14
5
f6
7
,It
...
,.
Dase
Attack
+1
T}
+3
~:; r:t~~:
-+5
.....
+2
-f{)
0/5
ffi
+3
+1
+6
+7
+5
"'"
+6
+6
>'.l
L:"
9
I..:UI
'fK
+9
+ro
ClasS
I Level
'~ower
oints lDaY
1..:1
2
13
+"3:
+5
~c!iic
+3
Psychic
i'.<
'f.3
:Em
:l
:L:
2
2
2
2
:1.
2
I
:I.
+7
'7
+9
....
+9
Wound
Psychic
Sneak
Attack:
psychic
combat
system
damage
you cause
who
Above
where
his
him to
other
would
be helpless.
all else,
the mind
is an archer,
Speed
Onnortutiit\L
down
Sneak
his path.
Attack
willing
to take
crosses
Requirements
'-'if[" ""I
-, ~",)
'-'
When
'-'
I
BaseAttackBonus:
Base
Power
Feats:
""liliJ
Point
Weapon
found
The
4: Tricks
I point
psychic
8.
Shot,
Precise
(any bow,
made
sniper's
skill)
other
class
skills
are Autohypnosis
Shot,
than
Rapid
Shot,
a crossbow).
for skill
Device
(and
(Wis),
(Str), Concentration
Stabilize
Self(Str),
of
of ability
attack
Blank
Focus
mind
Climb
(Wis),
the hybrid
in chapter
+3 or higher.
PointslDay:
Class Skills
"I
2
using
an additional
on any successful
targets
archers
Sliver
each
the Trade,
and allow
sniper
'*'}
+3
"',
8
1.'1
10
defences
+5
II
Improved
.:ue1I"""'lIlt
Lightning
Powers DlsclI:I!.end
3
2
I
0
,."
4
D
6
his psionic
to strengthen
"1{Oliover:A:ttaCK:
'!!:.
+1
+2
+2
,FJ
+2
+2
using
powers
5uecial
Psychic Tumble
.:Jmnrovea:l:aoml!' tllade
Improved Psychic Dervish
-f{)
+0
+1
'1'1
+1
+4
confined
quarters,
Balance
for
(Dex),
See Core
Rulebook
descriptions.
against
Skill
are flat-footed.
points
at each
level:
2 + Int modifier.
ClassFeatures
Weak Spot:
You are able to find the weak spots in an
opponent
and capitalise
upon them.
When you score a
points
in reserve.
damage
power
increase
by expending
this
10 psionic
points.
MIND
Whether
right
Note
hiding
in the shadows
or raining
and waiting
a screaming
flurry
for just
the
of arrows
Multiple
Bolt:
When you use the bolt power, you may
pay 2 psionic
power points to create 5 bolts at a single
time, each of which has a duration
of I minute/level
of
Sniper is a master of
mobility
and ranged
combat
psychic
battling
favoured
by many
sniper has a reputation
as a
sneak
combat.
those
prefers
the psychic
he is also
class.
SNIPER
moment
prestige
of the mind
able
an ambush
warrior
to hold
this prestige
to straight-up
clearly
his own
is both
class.
of
in
20
THE PRESTIGE
Enhanced
an additional
power
created
and only
Dire Coverage:
When
the Dread
I~~:I
I:
2
C!:
4
psionically-created
missile,
may (at a cost of 10 psionic
points) cause it to burst
slivers of psychic
energy
you
power
c:
6
into
I:Z
8
[2
10
to affect
target.
You
is resolved
+1
:II
+7
+9
...;:,ru
'1'IiWT'r
Points lDa~
is
and
+7
!EZ
+9
m2
+9
a 10 ft.
Note,
allowed a Reflex
saving
(DC
however,
are
15 + your
class) throw
"
T r-Dlnn:"overa~e
+1
+1
"l'L
+2
"f'L
+2
'f',t
+3
'f',t
+3
't'j
'i"j
Bolt
now
Bolt
Burst
Goverrl~
Refi'active
Gaze
uevasta1.ll1tUihot
Blast
Bolts
l'ossllHelSO1l
Powel'$ Discovered
0
I
2
+5
!f'l
+6
Bolt
and
I'nnanceu
Enhanced
:11
+5
~
resolved normally
"'1T
+1
.fl>
burst's area of
effect. The attack
against this target
Multiple
"'1T
+1
"'"
+5
thecentreof the
+0
'1"1
+4
to
points.
+0
'!'21'
+s
Sheelal
+2
Tj
+3
Em
Coverage
Save
'I'!'
+3
I!
7
(]
9
...n
Save
a3
5
at
lUI
Save
::Ck
[!
ron
Ii~:t
I
Bolt Burst:
WARRIOR
manifesting
PSYCHIC
to avoid
21
~
2
':Z
2
I
2
70
2'"
mI
tlelence
'"
POWER
FIGHTER
22
THE PRESTIGE
Requirements
Base Attack
Bonus:
PointslDay:
+3 or higher.
8.
Cleave,
Sunder,
Weapon
descriptions.
Class Features
Rooted
training, the power fighter receives
may be selected from the following
Ambidexterity,
Blind
Fight,
Combat
Exotic
Disarm,
Improved
Whirlwind Attack),
Improved
Critical,
Weapon Fighting),
Fighting
acquired in addition
Focus.
to any other
Dodge,
You may
Strength
Focus
movement
rate
psionic
up
increase
power.
to 1010
feet,
your
strength
reduce
your
feet.
Trip,
Mind
of psionic
Twofeats
Rupture:
power
your entire
reserve
are
normally
10 psionic
available.
power
points
thus expended.
If this attack
you
allows
you to
radius
shift
bonus
to your attack
to all Reflex
from
your current
location,
causing
one-half
levels
+ your current
number
of levels
of this prestige
Saves
skill checks.
Strength:
Improved
These
feats
to
Proficiency,
(Improved
and Weapon
even
feat, which
Reflexes,
Weapon
Expertise (Improved
Initiative, Two-Weapon
his
a bonus
list:
in reserve
levels throughout
points
At various
power
Focus
Class Skills
Bonus Feats:
WARRIOR
Base Power
PSYCHIC
combat
multiple
powers
allow
targets.
you score
You may
a critical
you to
use
hit, in
23
L'~:~I
I
LJ'
3
r4:
5
Lfi
7
L~
9
b].O
,If'
L~~~I
::::1.
~::~~
+1
+.L
+3
+4
+5
+Ii
+2
>If"
+3
-+4
*,,:
+5
+1\
+6
+.7.
+7
'Mt
+9
"'-10
~:.~~Soecial
+0
+0
'flJ~
'"+1
+1
+1
+1
*2
of]: +1
*'+2
+2
+3
~
+2
,,'>
+3
...,:
c:6
C
+9
C'!:
4
c:10
PSYCh'~':SIlm1er
EnhancedPsionicWeapon
Ronns F.~.t
Rooted Stren!!h
Wliilit:R,W""
Bonus Feat
Hlood Armour
---.I
I'ower
CE:
EnhancedLeverage
:PsvcrucCl~=
BonusFeat
+9
---.:I
2
2
m!
Requirements
70+
PSYCHIC
PREDATOR
BaseAttackBoous:
+7 or higher.
Base Psionic Power Points/Day: 16.
Feats: Mental Adversary.
Class Skills
The psychicpredator'sclassskills (andthe key ability
for each skill) are Autohypnosis (Wis), Balance (Dex),
Climb (Str), Concentration (Con), Jump (Str),
Knowledge (Psionics)(lnt), Psicraft (Wis), Stabilize Self
(Str), Swim (Str), Tumble (Dex), and Use Psionic
Device (Cha). See Core Ru/ebook I for skill
descriptions.
24
" .,
,
~~~:I
I
12
3
I4
5
~
w
IJ
4
Q;
:::Ck
~::
+1
+2
+3
+3
+'Z
+3
+4
+5
'+4
+4
rower
P-"int. IDA'" P.nw
0
H
+5
it
;:~~ ::a~~ ~
+0
+0
'ffi
+1
+1
+1
'ffi
+1
+1
+1
,nl..nvered
I
2
+5
!I!"I'
ClassFeatures
Sense Psionics
Reverse Attacl1 1
Natural Cannibal
P...inni"NuJl
I
Psionic Vortex
:iI
2'
requires
a full-round
points
action
and 25 psionic
power
in reserve.
ReverseAttack:
psionic
attack
mount
a defence,
before
the normal
your
and expend
defence
exceeds
your target's
attack by more than 10, then you
to turn the attack back on its creator. Your
are able
double
you initiate
defence
cost
of the
If your defence
this attack.
foe must
himself.
The
expend
attack
psionic
is treated
it
in all ways.
Natural Cannibal:
any and all skill
performing
checks
psychic
you must
cannibalism
make
bonus for
when
on a target.
benefit
Psionic attacks
you by filling
made
your
roll by more
than
10 points,
against
psionic
you may
reserves.
roll with
your
points,
25
~,
"'
SPELL
Requirements
KILLER
Class Skills
The spell killer's class skills (and the key ability for
each skill) are Autohypnosis (Wis), Balance (Dex),
Climb (Str), Concentration (Con), Jump (Str),
Spell craft (Wis), Stabilize Self(Str), Swim (Str), Tumble
(Dex), and Use Psionic Device (Cha). See Core
Ru/ebook I for skill descriptions.
J!I'
Class Features
All of the following are class features of the spell killer
prestige class.
- it
only prevents
26
L~~~;,
::.eck
I
L:7
3
+1
".7
+3
~
+5
P.ntll"
This
must
ArcaM.C'.nnver.."n
Divine
power
points.
to which
The second
works
type
time
against
Conversion:
points,
points
of magic
to you by an arcane
points.
maximum
severe
However,
psionic
psi-burn
potential.
before
power
points,
your
is
the spell
bleed
eyes
this ability
against
spell,
a single
must
a successful
Concentration
check
by which
current
you exceed
are then
rolled
number
points,
or other
caused
allowed
methods
ofpsionic
to avoid
by the absorbed
(DC
Divine
Conversion:
arcane
conversion,
Every
normally,
of avoiding
barring
spell
the remaining
This
damage
it as per normal
reduces
a loss
your
of psionic
making
power
this
loss of IdlO
psionic
your
maximum
normal
points.
This
feature
but against
works
divine
the same
as
spells.
tangible
when
added
thing,
you
exultation
points.
resistance,
damage
affects
HUNTER
creature
more
than
a target,
15).
the spell.
totals
power
throws,
spell.
number
a permanent
TROPHY
you
from
saving
from
suffer
between
which
of power
Though
You are then
of light
you immediately
and current
you suffer
number
when
must make
to your
save,
power
effective
the damage
dice
In addition,
be declared
To convert
5 points
display
to the difference
maximum
psionic
is activated.
For every
however,
equal
normal
current
the feature
make
and it is only
which
You must
is a free action,
per round
psi-burn.
10 + the number
by which
point total exceeds
your
off in a brilliant
points.
maximum
suffer
now
ofpsionic
and mouth.
psionic
only do so once
These
you may
points
number
of
your
announce
your
power
maximum
damage
into reserve
if you exceed
and reducing
You must
Activating
spell
ofpsionic
normal
normal maximum
psionic power points).
If this save
succeeds,
you avoid psi-burn
but the excess power
you gain
types
number
your
a successful
your current
this
this feature
both
total
power
as
of this prestige
decide
resistance
just
current
If your
exceeds
spell
be overcome
current
applies.
of hit points
power
Conversion
caused
or Divine)
."..
magic.
Arcane
(Arcane
You are
with
to 20 + your
class.
to your
you must
your
or Divine):
and is equal
your resistance
IncreasedResistance
nl.cnvnPd
yourself
resistance
class in psionic
S~ell Static
I crea<edR...i..a"ce{Arc"nenr"""ih'"
0-
(Arcane
provide
of this prestige
gained,
P.nw
+5
resistance
this feature,
lnA)\
m:z
is equal
+0
+1
..1
+1
+5
Resistance
feature
>HI
+1
...1
+1
able to temporarily
levels
'IIi!
+3
0",4
+4
c:
normal
WID
S.v..
+0
;1;3.
resistance.
Ref
Sa"..
+0
"!."Ower
c
2
ex
Increased
]<'ort
san
+2
a force
cannot
when
keep
which
it is pleased
you sometimes
punishes
it satiated
with
you
and fills
your
offerings.
feel as if an alien
taken
residence
within
your
while
devouring
prey
pushes
body,
severely
you with
creature
the rush
all such
doubts
you
methods
conceive
27
of another
way of life.
has
you receive
aside.
and your
even
not everyone
umbrage
understands
with
your
Scent of Power:
physical
ability
habits.
sometimes
kill others, even cannibalise
them.
But, in
your position,
you cannot
imagine
anyone
turning
for such
down the power that comes from such things
Using
this feature
action
and a successful
a small
check
10 + your
sacrifice,
you receive
so much.
abilities.
own,
Requirements
To qualifY to become a trophy hunter, a character must
fulfil all the following criteria.
Base
Bonus:
Psionic
Feats:
Power
Combat
Class
'"
Points/Day:
16.
Manifestation.
Skills
The trophy
each
+7 or higher.
hunter's
skill)
class
skills
are Autohypnosis
(and
(Wis),
Device
(Cha),
Skill
Wilderness
I for skill
points
Class
Lore
(Wis).
level:
Features
Weapon
hunter
and Armour
gains
Note
for armour
heavier
Feats:
throughout
Weapon
Critical,
Improved
Trip,
Shot,
Reflexes,
Attack),
Trample,
Blank
Shot
Ride-By
on the Run),
Focus.
to any other
Shot,
feats
feats
Improved
Combat
Attack,
Precise
Two-Weapon
Fighting),
These
(Improved
Attack),
Mounted
Shot (Far
Two-Weapon
and Weapon
Expertise
Whirlwind
Initiative,
Archery,
Point
(Improved
addition
Combat
Spring
Proficiency,
Improved
Charge),
levels
the trophy
Disarm,
(Mounted
check penalties
apply to the
At various
The trophy
leather
his training,
hunter receives
may be selected
of the
or armour
that armour
than
skills Balance,
Climb,
Jump, Move Silently,
Bonus
features
Proficiency:
no new weapon
proficiencies.
Rapid
See Core
2 + Int modifier.
Weapon
are acquired
normally
total
levels
simply
points
higher
weaker,
than
your
stronger.
An ability
your
ability,
own
higher
than
Using
this feature
points
in reserve.
own,
which
Ifthe
requires
it registers
as a very
at least
than
ability
that the
is I to 2
as somewhat
is 3 to 5 points
that registers
or
and
own physical
lower than your
as weak.
(DC
strength
Dexterity,
to your
is 1-2 points
registers
check
A successful
the relative
Strength,
in comparison
it is somewhat
skill
or hit dice).
you to determine
If the ability
ability
(any
(Dex),
descriptions.
at each
Autohypnosis
higher
ability,
strong
than
and any
ability.
10 psionic
power
for
requires
of the target's
Constitution
BaseAttack
target's
allows
weakness
"
Spirited
Shot,
Fighting
Finesse,
in
available.
28
creature
with
an Intelligence
of 5 or more),
you
THE PRESTIGE
The Trophy Hunter
Base
Atrn.k
+1
I
L:r
+.2
3
+3
IA
"'"
5
+5
l~~ass
\tel
IT:
'Power
Phi
tn~I"
I:i
ilia.
+5
c:
Fort
..
Ref=~U~
Save Sa\'
T{)
+2
+.0
+.1
+3
+1
....
""'
+4
+1
v ~
T{)
iR1
+1
;;;:;:
Scent
of Power,
Bonus
Feat
+1
Devouring
l!J
+5
:2:
::J
<SJI"1patheti""Atrnel<
il::
iSlmcHmn\of!it:I1Pf<\nce
,PnweJ:<J}i<t""""'I11f.
PSYCHIC WARRIOR
.=::;
29
fTRICKS
OF THE
TRADE
HYBRID
PSYCHIC
COMBAT
30
OPENING
THE CHAKRAS
The Chakras
There are eight primary energy vortices within
the body of every psychic warrior. These chakras
arelocated around the eyes, at the base of the
skull, along the spine, down the length of each
arm, in the thighs of each leg and in the area
surrounding the abdominal organs. Each ofthese
sitesmay be affected by a body modification, as
discussedbelow. Note that the modifications
indicated are performed on the flesh surrounding
the chakra and do not impair the use of the limb
or organ in any way.
Excoriation
Though still considerablymoreextensivethan a
piercing or tattoo,excoriationis the simplestand
leastdangerous of the extreme modifications
available to the psychic warrior. Though the
processis almost never going to kill you. it hurts
a great deal and the pain persists for as long as
thepsychic warrior prevents the wounds from
healing.
In the simplest rites, excoriation involves the
scraping of the flesh with a rough surface until
the top layer of the skin is stripped away, leaving
behind skin so deeply abraded it freely weeps
various bodily fluids. Fortunately for the
31
the method,
of flesh,
involves
opening
flow
through
the chakra
The
severity
of the excoriation
amount
of energy
with
inflict
abrading
his flesh
warrior
may
cause
round
and must
round
of excoriation
process
which
overcome
a psychic
either
because
benefits
area.
Many
the psychic
The
as well
warrior
completes
he has opened
of his flesh
15 + I per
the
or the pain
begin
to flow
has forced
The
into him
is able
to
may
above.
reduce,
a psionic
at the time
In addition,
or even
power
by clawing
the power
the
eliminate,
the cost
away
more
is manifested.
the abraded
and ripping
flesh
requires a move-equivalent
15) to perform.
Ifthe Will
pain,
cannot
be
to his
him to stop,
day, as noted
A psychic
warrior
points of damage
This
(DC
the excoriation,
the chakra
the chakra
drawing
in and expelling
greater
efficiency
now that
each
must
simply
is complete,
effectively,
with much
warrior
of manifesting
warriors
process.
as physical,
more
energy
each
psychic
psychic
to continue
psychic
points
by
of damage
warrior
an excoriation
at this time.
When
satisfaction
on himself
the first)
is psychic
the
to
When
of additional
psionic
day, the psychic
warrior
beyond
to
'breathe'
psionic
upon
also make
energy
wishes
of damage
find themselves
stop well before
is based
warrior
in the appropriate
only
and tearing
psychic
less resistance.
the psychic
liberate.
For every one point
power he wishes to gain each
must
lacerating
it to allow
the power
points
ability
as the chakra
from
which
originated.
immediately.
Excoriation
Limits
32
FLAYING
The next
removal
surface
This
radical
wound,
which
very direct
connection
the psionic
energy
injury
excoriation
the skin.
may
enhanced
locating
layers
warrior.
world
and
Though
the
must
the
As with
examines
perform
check
is
for exposure.
his body
the operation.
important
with
this type
place
of chakra
of procedure
to correctly
identified
chakra,
site.
identify
a chakra
the operation
without
If the psychic
he may
not make
gains an additional
additional
rank
Ifa chakra
level
is found,
in his body
fails
until
he
one
skill.
however,
the psychic
warrior
may
requires
The operation
a knife
of some
laying
beneath
of the psychic
the skin
experience
open
is painful,
both
to endure
warriors,
a way to modify
for a specific
is, in a nutshell,
peeling
the flesh
the layers
of flesh
their
body
warrior.
however,
chakras
leave them
open
with
to provide
who
For
solution,
psionic
a looming
energy
crisis.
this technique
for lengthy
psychically,
for long.
is a short-term
open their
and
the agony
away
The
physically
flaying
periods
but also
to
of time.
away
back carefully
layer
after
and slowly
layer
of skin,
to avoid
the operation.
I. This
increase
hit points
by Id6 (damage
healed
naturally,
rather
also
is ripped
to die from
unconscious
and
to identify
attempt
in the Psicraft
reduces
than
away.
the psychic
which
magically
warrior's
may only
be
or psionically)
It is possible
this damage
At the
warrior
peels
increases
by
for a psychic
by inadvertently
a psionic
seizure
a correctly
warrior
another
a successful
as it is with
it to its ultimate
slicing through
arteries
or triggering
by damaging
his chakra.
to
is not as
excoriation
unable
many
to halt the
current
warrior
The type
and be unable
as his flesh
(DC
provides
warrior
the other
in flaying
make
nerve
however,
At the beginning
process,
including
points
the chakra
process
extreme.
physically,
power
benefit.
modification,
operation,
beneath
but provides
warrior
psionic
is a considerable
This requires
warrior
lengthy
a gaping
the outside
the psychic
and preparing
the
of tissue
creates
of the psychic
weaken
forms of body
is flaying,
procedure
rate at which
regenerate
The
opportunities
step up from
peeling
injuring
it
his psionic
33
from
damage
or failing
his Will
save,
the
chakra
immediately
flares
to life.
must immediately
make an Autohypnosis
(DC 20) to channel
the released
energy
wound,
bleeding
subject
road
stabilising
it and preventing
or becoming
infected.
is in for a great
(see below),
improved
but may
regenerative
the wound
If this check
deal of trouble
still make
abilities
A psychic
warrior
may attempt
to regenerate psionic
power points a number of times each day equal to his
The subject
skill check
into the
fails,
further
down
the
The
use ofthe
because
it is exposed,
with
of Flaying
the
Dangers
of his flaying.
the ground.
To harness
this energy, the psychic warrior must be in a
calm, safe location for ten minutes.
He then makes an
or
the
Benefits of Flaying
possible.
Strength
Constitution.
from
psychic
warrior
automatically
suffers
The
I point
of
abilities.
are lost.
and every
five days
10 + the number
infection
of Will saves
made
to resist
34
outside.
Though
the infection
is rarely
it does
prevent
up to his potential
sets in, the psychic
psionic
power
The psychic
the psychic
every
warrior
10 days after
from
living
the infection
warrior's
maximum
number
is reduced
by IdlO.
points
warrior
continues
to make
of
Autohypnosis
infection
to heal
is purged
of power
points
reaches
continues
naturally.
the wound
the infection
warrior's
maximum
number
by I point per day until it
increases
its normal
until
At this point,
maximum.
Every
psychic
10 days
warrior
month since
open wound.
must
after
make
of
and heal
the operation,
the
15 + I per
the operation)
to resist the pain of the
Failing this Will save causes the psychic
to immediately
allowing
it to close
release
it to begin
cannot be begun
his control
healing
until
naturally.
the current
A new
flaying
flaying
body
has healed
modification,
psychic
completely.
suffer
from
burning
Limits of Flaying
A psychic
warrior
may
points through
more
time.
further
Opening
channels
not provide
any additional
psychic warrior
is welcome
operation.
Any
flayed
psionic
chakra
to other
beyond
chakras
the first
for infection
but provides
immediately
This
ends
any benefits
affecting
modifications
will regain
to heal,
the same
their
from
chakra.
benefits
type
other
These
body
is
flensing
he is unable
raises
In this horrific
excoriation
to flaying,
modification
yet again.
procedure,
chunks
great
Like
power
the other
forms
Marking
to have
blood
site, however,
cut.
As with
warrior
a proper
their
Like
own
of
35
site and
requires
the thick
a great
control
and expertise
who
or lack
to control
severe
those
the willpower
duress
may
or simply
Though
for tragedy
psychic
as they
must
their chakras
and
Carving
around
and through
the skin
flaying,
flesh,
trained
potential
wet,
knows
flensing
the operation.
difficult.
flense
vessels
beneath
for damage.
the
about
the Meat
can only
into shock
of the psychic
and slick,
under
experience
bands
deal
the
of
of self
are improperly
themselves
serious
when attempting
thislprocess.
Some psychic
perish while attempting
a flensing
operation,
of glowing
remains
for long.
tends
the psychic
with
warriors
under
from
deeper
to detect
is incredibly
muscle
is flayed.
the progression
flesh, bone
a much
Flensing
major
inert
FLENSING
Following
horrors
selected
body
if the flaying
considered
such
as outlined
area
and flaying,
Carving
of
a chakra
gained
they
size as a flaying
requires
excoriating
when
The
general
flensing
for
process
above.
the same
is
no benefits,
flaying
Even
the Line
is the same
Chakra,
and penalties
However,
modifications
allowed
body modification.
as long
or intense
flensing.
procedure
persists
Drawing
does
whatsoever.
A psychic warrior may
previously, or currently,
powerful
with
power
at any
benefits,
though
the
to attempt
an additional
chakra
rules
wound,
regenerate
one flayed
experiment
the painful
which
unhealed
never
than
warriors
injury
warriors
falling
misjudging
their own tolerance
the pay off may be great, the
is very real.
the chakra
must
focus
has been
outlined,
his concentration,
the psychic
falling
The process
is difficult
and requires
an iron will to
perform.
To fully expose a chakra requires
ten rounds
warrior
into a deep
trance
of carving.
At the beginning
subsequent
rounds,
an Autohypnosis
so far).
which
separates
attempted
suffers
attempt
a cumulative
after the first.
his inner
(DC
another
himself
again.
the pain
he is going
25), which
times, though
-2 circumstance
before
carving
facilitate
seeks
to
a deep
funnel
his head
looked
first round,
Healing
to
He'd
learned
never
healing.
round
skill
check
of cutting,
If the
however,
he
and most
Few
to complete
have
must
likely
the
the flensing
of flensing,
the performer
continues
round
on himself
ritual.
including
also make
the
a successful
of flensing
so far)
powers.
to orie'sid~rollittghis
head aro~d
almost human,
his orcish fealutes
movementS,
Icalculated
look at his face, they'd
necessary
save,
make
of carving
of damage.
his Will
magical
and
must
the process
For every
carving
however,
the
the flensing
fails
stops
immediate
succeeds,
IdS hit points
creature
immediately
creature
25 + I per round
in deeper.
suffers
willpower
Graal tipped
. the candle,he
flensing
wait
he can attempt
If the check
the flenser
of the second
the flensing
is unable
he must
If the Autohypnosis
skill check succeeds,
psychic
warrior
may immediately
begin
process,
successful
be
warrior
by this point,
level
may
to
the psychic
warrior
penalty
for each
If the psychic
fears
he gains
flense
from
check
up to three
to master
until
himself
know
to work'the-kinks
from his neck.
by the flickering
shadows
disguised
long
of his mixed
With squeamish
In the uncertainT1ghtof
and his own carefully
clientS~jfthey
never
caught
a good
'
heritage.
vocal
think
Graalwas
chords
his father
ha41eft
a particularly
him,
but heha4
distinguished
human"
trained to sound
and competence
finally managed
the trick.
maybe even an elf.
'That is correct.'
The young dilke'svoice
was not as strong as Graal's,but
believe it wasstolenby my rival. you see~'
no argument.
'I
f!odiC
Graalleaned
I muSt say,thongh,it
backin
is unusual
itheld
didn't
know
better,
an air of entitlement
kind
inthitbusiness.
You would
but
the
you'd
that brooked
very
hischair,lhrewlris
Ifybu
strong, reassuring,
squeezed
thtough
thiokyou'd
lack
discipline,'
Graal
burst
from
to a cat-soft
shoved
his naked
disappearing
forming
his chair,
landing
belrind
forearm
pattern.
mean,
1 thought..'
above
those
burning
as they
A crawling
cicatrix
of bone jUtted
Needle$
,scars myself.
fool.
l4rove
hurled
Iris head
wound
down
next
to Iris client's
irswayupwaro
ftom
those
needles
through
from
like porcupine
hill1
ear and
his wrist,
quills,
of dedi cation.'
the young
fooLspluttered
and coughed,
struggled
to makebis
phrase
scem
a bit less
ignorant.
muscles
line of sight.
the elbow.
carved
'I
nothing
enhanced
the noble.
into the man's
a spiral
his psyChically
of scar tissue,
hJsface
spiraloft'Xposedmusc!e.
. me, and get out. You'll
was stripped
Tmthe
very,ve.r:y
get your book.'
down
best
at whatl
do.
The half-orc's
This
is my dedication,
face
by a wet,
you disgusting
was a
gleaming
maggot.
Pay
,.
The noble fled, hugging himself andscmbbil1gfuriouslyat
that thespittIe
ftom
theraginghalf-orc's..words
his checks
was hurninghirn,scorclrlng
36
certain
around
and chart
the major
a course
blood
vessels.
round
current round)
through
of flensing,
and is unable
the mass
of flesh
suffers
provided
Idl2
nonnalld8
the damage
following
round.
check failed
per
check
caused
in the following
and so on.
For each
the first,
to the
on the
hit points
after
at the end
returns
Idl2
pain.
of damage-
If the check
undue
of damage
however,
the
his way
the flensing
his Healing
hit points
round fails,
without
hit points
he makes
of that round,
to find
round,
at
including
are lost in
Healing
the amount
by bleeding
of hit
increases
by I
round.
allowing
stops
able to relax,
any
and
Properly
a Healing
check
bleeding
wanrior
and
to clot
knowing
character
cloths
healing.
requires
if successful,
immediately
clean
the blood
begin
the flensing
with
cause
is
is tended
him unnecessary
check
fails,
will
natural clotting
process
not slow
however,
the bleeding
the bleeding,
can bring
chakra
will burst
bleeding
In either
rounds.
only
it to an end.
is used,
open
there
case,
his flensed
chance
in 24
Bright
contain much
with
more
psionic
chakra
Side
a flensed
energy
store
is able
number ofpsionic
power
psychic warrior's
normal
points are not regenerated
psychic warrior, drawing
chakra
to store
points
are able to
than
ofpsionic
normal.
power
to 25%
These power
psionic
points
power
points
covered
to all manner
amongst
them
blood
This
exposure
by a healthy
of problems,
the potential
loss (see
covering
most
for psychic
of
of skin
notable
seizures
and
a flensed
chakra).
of the
normally
spine,
of an eyeball.
In
maximum.
These power
normally
however
the
ftom his own psionic energy,
are considered
At the very
points,
orbit
can lead
recurring
an additional
equal
of an exposed
of gleaming
tissues
Psychic wanriors
of the flayed
hours.
Flensing's
day as part
power.
hit
wanrior
chakra
the next
of psychic
Flensing Hazards
is a 10%
the psychic
store
the
Worse,
using
will
Further
37
TRICKS
rounds
after
considered
the seizure
dazzled
OF THE TRADE
through
passes,
the psychic
as he attempts
system
warrior
to regain
and to quell
attempt
is
the roaring
such
demented
control
a thing,
beings
but there
who
circumstance
himself
against
the ability
chakra
more
any psionic
attack
allows
easily,
vulnerable
the attack
leaving
than
allowed
defences
are also compromised
The psychic
warrior
suffers a -2
whenever
he attempts
to defend
penalty
mode
chakra.
to penetrate
the psychic
which
The
to heal.
untainted
more
normal.
point
total
is reduced
flensed
chakra
Limits
of
warrior's
maximum
by 15 hit points
is not allowed
as long
hit
wounds
as the
injuries
warrior's
chakras
may
warriors
have
enough
sense
they
augment
must
activities
most
magical
be flensed
their
was
and
bodies
which
of which
or psychic
techniques
who
which
dangerous
Flensing
one of a psychic
a pure
often
if they
suffer
wish
to
to heal.
""
Only
which
requires
chakra.
Psychic warriors
On top of all this, the psychic
flayed or excoriated
a chakra be flensed if
flensing
Flensing
of
the limits.
MAGICAL,
PSYCHIC AND
NATURAL
HEALING
AND
THE BODY MODIFICATION
targets
opened
the defences
warrior
to push
chakra
which has been previously
may not later be flensed,
nor may
pain
his chakras.
The psychic
warrior's
by the flensed chakra.
attempt
whole,
heal
healing
the body
including
other
can result
are healed
the use of
techniques.
These
of the psychic
warrior
the excoriation,
required
in serious
ihrough
flensing,
as a
flaying,
or
injury.
to not even
When
a psychic
technique,
warrior
he must
Autohypnosis
check
power
ofpsionic
+ level
inflicted
check
wounds
from
If the check
least
fails,
they
healing
never
When
restore
Psicraft
psychic
wound
healing
entire
benefits.
over
to full
as if
warrior
again
if he
had.
the psychic
by making
at
from
completely,
the psychic
he once
partial,
heals,
derived
If healed
process
the benefits
is only
and the
remain.
are removed
his modifications
the self.
If the
open
the benefits
the modification
to regain
or psionic
the modification
In this case,
warrior
can
a successful
and immediately
themselves.
end immediately.
existed.
begin
wishes
of spell
remains
however,
a healing
to prevent
modification
the modifications
must
38
10 + level
In this case,
the modification
of such
a successful
or caster)
the wound
the body
partially.
health,
make
(DC
from
succeeds,
benefits
is the target
also
may
as well
modification
regains
benefits
from
process
as he must
anew
to regain
begin
the
his lost
the
PSYCH IC
WARRIOR
FEATS
he psychic
warrior,
fighter,
relies
through
his battles.
can greatly
combat
needs when
particular,
much
Careful
found
the psychic
to see him
selection
psionic
give
adversaries.
more
of feats
powers
abilities,
psychic
warrior
fighting
with
In
warrior
with
are designed
a wider
It should
in particular,
more
be noted
who meets
room
these
to master
the psychic
found
warrior
psionic feats
found
may
feats
the
types
or psychic
for gaining
of
in this chapter.
take
can
In addition,
in this chapter
as bonus
feats.
Arrow
Attack (Metapsionic)
Youare so in tune with the ammunition for
yourbow that you are able to quickly draw
andconvertthem into weapons useful for
melee combat.
Prerequisites:
You must
following powers:
reinforce
arrow.
Benefit:
This
telekinetic
load
simultaneously.
telekinetic
feat allows
and
This
and
reinforce
brings
load
arrow
powers
a pair of arrows
action.
Neither
manifestation
counts against the limit
quickened manifestation
per round.
but
is in your
weapon
I dB hit points
hand, you
which
of damage.
warrior
the feats
from
his
specific
still be paid
changes
you.
of
allow
must
arrow
powers.
the prerequisites
as a
to
variety
of reinfOrce
efficiently.
in this chapter
his psionic
he
are designed
to
powers,
allowing
and his
warrior's
feats
with his psionic
powers
minutenevel to 'permanent
until you release the
arrow'. This also applies to the bolt power-the
arrow
created by that power will last as long as you hold
on his feats
dangerous
work in conjunction
provide
the duration
and otherwise
facing
or as a free action
his natural
the psychic
action
Draw feat.
heavily
augment
abilities,
single
of one
39
You understand
the fluid
within you. While others
of
understanding
you
of blood,
life
have
and
some
how
it
works
vague
are psychically
attuned
You may
powers
at any
more
manifest)
power
competence
bonus
you make
points
points
immediately.
while
than
the power
You also
to any Stabilize
you have
cost
receive
Self
at least
to
a +I
skill
checks
5 psionic
power
in reserve.
Divergent
Attention
(Psionic)
to understand
one weapon
at a time,
other
than
the intricacies
allowing
of more
than
a weapon
meditation.
Prerequisites:
You must
Meditation
Benefit:
Tbis
outside
of your
This
may
feat enables
weapon
oftbe
weapon
exotic
without
Weapon
at the time
weapon
penalty.
Exotic
be cbosen
tbe Weapon
meditation
be proficient
the taking
taken
once.
be any single
normally
must
have
feat at least
Proficiency
and
powers
dealing
greater
control
pulse.
Prerequisites:
following
You must
psionic
expansion,
know
powers:
blood
blood
response,
venom,
and blow
opponent
is more
bis own
movements
attacks.
As long
ready
muscular
to take
circles
rocket
through
spinal
chakra,
overhead,
his
his fiSts
erupting
ItspiralJed
out from
his
into venomous
green
streaks
into
poison
Levith's
now
broken
down
of
and
fullY absorbed
bloOdstream.
thudded,
energy,
you are
bounce,
movement,
unbalancing
rollover,
aura,
or movement
below,
the above
you bave
psionic
selected
selection)
multiplied
more
than
know
a number
of
powers
equal to the number
of times
this feat (including
the current
feat
by 2.
Thus,
this
feat may
not be
3 times.
Benefit:
In addition
to your
trip attempts,
trip attack
you make.
any attack
roll you
to any other
bonuses
you receive
a +2 bonus
You also
make
receive
against
whicb
apply
to any
a +I bonus
an opponent
to
wbich
a gr'an.t
moves
more
tban
5 feet prior
to your
attack
but during
know
powers:
mirrored
as noted
taken
p
foO!S' te. po n der.ous in h iS
's
sknll, and the venom in his blood changed,
became
a
,
part ofhim.
Levith opened his hands
,
and tbe tbick, ,
His hea rt
is kinetic
once,
trip,
collar.
his veins,
or when
of it.
You must
psionic
psychic
and ralsedllfinands'overltishead,
with occult light. Ashe
twisted
i in tight
as there
tripped
shunt.
following
to being
will betray
advantage
Prerequisites:
1.evithShouted'
eyes blazing
susceptible
the current
round.
crescent-shaped
burrowing
gouges
fingernailS
ii yeUowpoison
!!splatteringonto
dribbled
to
use
the
wide.
outfromthe
tbe sand
~Shark.tootbed.sm
I ready
ile,l.eVI
thth
scorpion's
wounds,
an acidic
h..Ch
owo ,
ar
hiss.
edhacldn
by bis
The watery
,
poison
to
,
against
witb
With a
th e fray,
,
,
,
to combine
the psionic
attack
pbysical
and defence
it. '
"
40
attacks
modes
and defences
provided
Critical
(Psionic)
41
Prerequisites:
You must
know
the shiversteel
and
powers
Benefit:
You gain a +1 competence bonus to all attack
and damage
rolls while wielding a weapon currently
affected by the shiversteel,
stinging
disarm,
or leaping
stinging
blade
disarm
powers.
Vibrant
Chakras
(Psionic)
Prerequisites:
42
TOOLS
OF THE
TRADE
he psychic
warrior's
his mind
things
needs weapons
important
but these
weapon
or suit of armour
warrior.
his natural
most
and body
abilities
are
the only
Like a warrior,
not just any
is suitable
he needs
and increase
tools
aren't
he
which
enhance
warrior,
increasing
along
psychic
creation,
use,
with
power
new tools
points
and hazards
for
and a system
of using
for the
psychoactive
substances.
PSIONICALLY
MATERIALS
ACTIVE
primarily
Crystals,
their
despite
remcting
psionic
energy,
to create
years, psychic
available
and more
have
to work
to find
created
which
generally
Over
their
are both
useful
creation
and items
and
with
in sufficient
than
are presented
on their
weapons
for storing
or weapons.
materials
with information
different
difficult
materials
Several of these
and armour.
capacity
are difficult
armour
warriors
and amalgams,
for weapons
natural
the
own
more
Though
generally
readily
live or work.
crystals.
here,
from
along
is relatively
only
found
creating
by psychic
simple
in areas
Psionic
to craft,
where
alchemists
make
for psionic
to work
suitable
traders
who
carry
expect
high
profits.
into
it to distant
it is
psionic
this material
armoursmiths
favoured
glyss
alloys
creatures
a tidy profit
weapon-
and
equipment,
psionic
and
settlements
can
wamors.
The advantage
glyss armour
types is its ability to provide
Glyss
Originally
discovered
during
an accident
bonuses
in a gnomish
flexible,
translucent
material
substance
was discounted
question,
it was revisited
same gnome
entered
planar travellers
experiments
use psionic
later when
into negotiations
psionic
to increase
gained
with
its own
popularity
by a psychic
warrior.
Each
round,
in
maximum
the
armour
channelled
+ I deflection
+10
as a free action.
in this
bonus
way
deflection
Every
provides
only,
two
a cumulative
with
bonus.
some
companions.
points
the original
by the gnome
years
an extremely
Though
as useless
some
and their
determined
power
that holds
brittle.
worn
the psychic
warrior
can channel
up to his current
psychic
warrior
level-worth
ofpsionic
power points
when
was
durability
Glyss
A few
able
armour,
to
worn
and
shields
by the same
one another.
in creating
warriors.
43
function
but a shield
exactly
as a suit of glyss
character
may
not be
with
Worn
Related Powers
~"'1foniis.'H
InteIligencelUld I;!exterity
+AManifesrerLevel
Wisdom and Constitution
'1.ManifesterLevel
Dexterityand
Chari~'IManifestertevel
Strength IUIdCharisma
~lManifester
Level
Strength and Dexterity
'!'IMlUlifC$!er Level
(:ost"'.
15,000
15,000
15,000
I~,ooo
1$,000
gp
gp
gp
gp
gp
that crystalweave
cannot
be purcbased,
but'must
be crafted
by the individual
'or purposes
of determining
the vall1e ofthe required
raw materiais,
raft skill descri
tion in Core RulelffJpA!.
c;ra,flirtgc!JIS_Jal~veusesthe
Bladed
weight
weapons
of normal
armour,
these
power
can be used
to provide
As a free action,
to channel
greater-than-normal
the psychic
warrior
psionic
effects.
may
channel
up to
his psychic
warrior
level in power points into the
weapon
at the beginning
of each round.
For every
points
channelled
psychic
warrior
rolls
made
a + I natural
during
the round,
or armour
crafted
bonus
enough
a weapon
reagents,
requires
raw materials
and raw copper)
equal
masterwork
items
masterwork
quality
bonus
with
to weapons
ofarmouror
psionic
in combat
Note
that armour
and glyss
makes
the items
without
psychic
very
check
worn
weapons
without
psionic powers
they are used in combat.
times,
wielded
(DC
the required
as
Small
by a non-
20).
time
weighs
materials
light
used
warrior
energy
from
armours
made
~et
Price
2,000
4,000
9,000
2,000
3,000
50%
much
to those
more
in order
other
the alchemist
of glyss.
can be woven
to augment
Though
to craft,
allowing
forcefully
into a copper
the siphoning
of
the crystalweave
is
than
would
arm,
the weave
need
fairly
in
even
more
rendering
liP
can be worn
locations:
benefits
most
metalsbutis
leather,
otherwise
than
armour.
glySii
Because
act11a11y
whether
of this,
only
one
be
the psion
maximum
materials.
44
around
for them
location
are
cancel
of the following
or head.
Attempts
formed
the weave
The wires
the limb
to provide
to wear
doomed
the
crystalweave
to
each
of
in a
failure
other
the
out,
useless.
PROSTHETICS
a psion
to a trap,
or psychic
to generate
This
psionic
ofpsionic
loses
injury,
cannibal,
is destroyed.
number
warrior
a devastating
of a psionic
in that limb
neck,
be coiled
above.
matrices
predations
weigh more
in anyone
leg, torso,
distribution
noted
Whenever
orotherflexil1le
as
at the end of
then
amount
his chakras.
Crystalweave
}fodifier
gp
gp
gp
gp
gp
10,000
than
from
(see
one day
Alchemy
made
succeeds
crystals
time-consuming
psychic
warrior,
various
in crafling
If the check,
the necessary
or
possible.
Weight"
125%
75%
50%
75%
50%
less than
heavier
in question
and a successful
period,
PSIONIC
*Glyss
considerably
a shield,
above,
and inferior
psychic
it is struck
powers.
Item
Light Armour
MediumArmour
Heavy Armour
Shield
Weapon damage
Id4 or Id6
Weapon damage
IdS, IdIO, or Jdl2
is used
as per the
penalty
by those
and useless
cost
the item,
Crystalweave
but the
are destroyed
the first time
The lack ofpsionic
energy
brittle
it. 'This
modifier
in the table
skill check
of
an enhancement
the armour
will shatter
are treated
to creation
not provide
or adjust
shields.
character
regard
does
glyss
glyss
price
has created
from
(1"","-1
To create
noted
+5.
Weapons
wears
t\\ create
skill.
table above).
Creating
the glyss itself requires
per 1,000 gp of the final market price modifier
to all damage
with a maximum
Craft
the market
two
who
needed
Crafting Glyss
created
from glyss have one-half
the
weapons
of their type. Like glyss
weapons
points
a limb,
or the
the chakra
cripples
energy,
power
contained
the ability
reducing
points
his
by the
of
cProsdietlcLimb
1
i "The
siz.ofthelimb
determined
limb.
The
able
Market Price
6,000 gp
5,000 gp
8,000 gp
7,000 gp
12,000 gp
10,000 gp
10,000 gp
8,000 gp
15,000 gp
12,000 gp
18,000 gp
15,000 gp
ProstheticType"
Basics
Limbs
or large)is
(Slriall,medium,
receiving
smallerthansmallorbigger
created
the
than large
"-glyS$
becomes
i too difficult
45
PSYCHOACTIVE
SUBSTANCES
Prosthetic Functionality
A prosthetic which is properly attached works almost
exactly as a natural limb of the appropriate type.
Prosthetic arms include prosthetic hands, however, and
are not quite as dextrous as their natural counte1]>atts.
Any skill checks which require fine manual dexterity
(such as Disable Device or Pick Locks) suffer a-2
circumstance penalty. This penalty can be overcome
using the Master Prosthetic feat.
Additional
Limbs
46
creatures
and
sorts ofpsionic
are inadvertently
cannibals.
point
substances
have all manner
of drawbacks
their enormous
potential
benefits,
are the
likely
to simply
There
who
above
for determining
psychoactive
are used
different
substance
as a shorthand
aspects
way
throughout
the
which
substances
must
chooses
consequences
of their
use of these
substances
to suffer
actions.
may
the occasional
not have
any long-term
in question,
chance
of unintended
side-effects
death.
Each
consumed,
there
has three
based
different
of the substance
effects
he does
this point
and may
state
is one who
While
addiction,
he may
not need
take
listed
of time.
Users
proceed
no control
quickly
receives
some
substance,
from
In addition,
the amount
difficult
The
they
from
psychoactive
at this stage
consuming
a substance
but go through
withdrawal
if they
ingesting
stop
it.
what
of death
user becomes
of the substance,
the substance
penalty
substance
effects
until
once
saturated,
they
24 hours
at least
reach
he suffers
once
a day.
he does
ingest
format:
to the substance.
are either
natural,
as defined
description
above.
of how easy
a substance,
The amount
where
or
it naturally
on obtaining
in this
the
section.
of the substance
This price
positive
which
must
or negative,
higher
be
to
than
Ingestion:
method
is covered
by, or where
be as much
to prepare
The
ingested
from
could
in an
In areas
it is
as 500%
price.
The steps,
needed
to come
the price
this listed
to the substance.
is hard
illegal,
Preparation:
is
is the average
access
the substance
considered
to
no benefit
the substance
by which
in this
skill
for use.
the substance
is
section.
hellish
Recovery
Base
from
this stage.
When
the hangover
Ifhe
to refer
information
with regular
where
he
These
in the following
used
can be found
Price:
area
was ingested.
user
receive
psychoactive
on the user.
or supernatural,
and other
checks,
of a living
for short-
manifest.
must
in question.
Users
their
and be wary
to addicts
required
saturated.
commonly
A general
substance
make
Be warned
are described
it is to locate
occurs,
of times each
An addict still
the substance
of substance
effects
Dosage:
diminished
eventually,
is a list of different
Availability:
at
but it is somewhat
received
achieve
psychic
benefit
will,
chain.
manufactured,
consumed
use
substance
and their
by the name
careful.
over their
in turn,
the lengths
of each stage
habitually
ingests a
to
the substance
of substance
who,
Type:
it as he wishes.
very
one stage
addicts
when
to have
the
PSYCHOACTIVES
Name:
proper
later
of the user.
be on the road
it or leave
only
the
benefits provided
to this type of user tend to be the
largest, but this stage of use lasts for the shortest
Addicts
from
become
the entire
psychoactives
is always
substances
on the current
to the substance.
period
passage
Users
following
substances
up to and including
of the psychoactive
in this section
The
the
While
on the creature
through
THE
to use psychoactive
be prepared
suffering
trading
long-term
health and well-being
term power is always a losing proposition.
Any creature
A user
is a distinct
psychoactive
of a
effecls
again
become
saturated.
Though
may change,
any user who
The categorisations
Use,
to once
effects.
uses them.
method
he returns
hangover
effects
does
not ingest
the
is ingested.
or more
ingestion
reverts
ingesting
47
the type
the first
by I each
If the substance
days,
purged
and
a new
on a regular
time
the
time the
is not ingested
DC of the next
Save
his body
is considered
the stuff
the Save
to the Base
of save
each
use of this
this DC increases
for thirty
residue
indicates
is ingested.
successfully
at which
This
substance
substance
of the
the substance,
DC:
substance,
effects
he suffers
Save
allowed,
DC.
The user
has
of the substance's
user
basis
until
again,
he
starts
that is. If a
cycle,
as noted
circumstance
he
flaying
taken
above.
describes
the benefit
open
of the
the user
chakra
Save
This
describes
required
each
the penalty
time
for failing
the substance
each
the
this
course,
some
it often
kind,
leaves
which
duration
behind
in
Description:
short
continues
The above
description
effect
and easy
tend to
more
hours,
sections
are followed
of the substance
in question.
by a
Effects:
commonly
snuff.
users
This
within
a very
substance
available
large
A single
Price:
is difficult
ITom other
to find
adventurers
and is
Preparation:
tentacles
snort.
This
of mind
disgusting
slow-cured
at least
stirred
around
The resulting
ground
stringy,
with
mulch.
temporary.
Dark
checks
Throws
made
smudges
to resist
around
psionic
the nostrils
of those
tolerance
who
for pain
do not notice
small
suggestible
of any type.
on the faces
and even
very
normal
cuts
may
is
use chakra
is also evident
bumps
escape
and
their
notice.
characters.
done,
This
only
does
not change
the perception
of that
to
the actual
damage
by
it must
process
takes
be regularly
to ensure
even
weed-like
stuff
finely
and
cut tobacco
drying.
Crystalline Serum
is further
to create
Type:
the
Supernatural,
snuff.
Availability:
Ingestion:
A small
amount
is snorted
up each
areas
nostril.
with
common
Base
Description:
Chakra snuff looks almost exactly like
normal tobacco snuff. Small grey particles can be seen
if one looks closely enough, however, and the
substance smells somewhat fishy in poorly mixed
batches.
the
This
on a flat tray
The curing
which
and flattened
dried,
and mixed
chakra
placed
oven.
during
by grinding
is made
into a thick
is then
five days,
to the
the user.
flayers
in a stone
reaction
this damage
becomes
suffers
An increased
damage
substance
mixture
the snuff.
or
city.
gp per snort.
500
I point
using
attacks.
powers
seen
typically
addicted
Dosage:
than
The character
or psionic
bruises
only
I hour.
the character
attacks
Supernatural.
normally
saturated,
rather
Side
Availability:
when
only
or
an additional
an allergic
becomes
permanent,
Duration:
of
Chakra Snuff
Type:
suffers
and thereby
Hangover:
as the user
scarring,
in this section.
Side Effects:
Habitual
users of psychoactives
develop
particular
telltale traits which become
pronounced
only
chakra
gain
a hangover
is described
generate
ITom the
addicts
for tattooing,
an open
The user
becomes
a substance's
2 points
that
is
it
When
a chakra,
is ingested.
section.
Hangover:
from
Note
or
If the snuff
opened
an extra
round.
and may
round
Penalty:
Duration:
penalty.
to squeeze
bonus
scarring,
on the user.
has already
each
+ I circumstance
flaying
Penalty:
is attempted
by one who
allows
Benefit:
This
psychoactive.
bonus
which
Save
DC:
Benefit:
Fort save,
Chakra
interacts
with
them
to open
power
more
modification
snuff,
week
DC 25.
as the name
suggests,
a psychic
creature's
chakras,
causing
flowers
and release
their
easily.
begins,
If taken
just
the snuff
before
provides
where
substance
psionic
psionic
and filling
the cyst
swelling
a body
is difficult
population
creatures
a psionically-endowed
location
(such as a house,
inn), there is a 1% chance
directly
like exotic
The
a small
with
a single
dose
is left undisturbed
each
week
48
by in
more
For each
lives
full
in a single
apartment,
or a room in an
of a crystalline
cyst forming
of crystalline
it will
to accommodate
a +2
live.
character
to come
but much
grow
serum.
in size,
an additional
of 5 doses.
The cyst
If
,5wo..d
ood Shicld
CJy..ollioc
SeNm
~
M..liph Seed.
I~o~'
r~:A.
.
~."
'"'"
twCCdWiOC
'PCo
~Se
Gcm..ooc.
C'y..ol.
I 4=
J~
bOO
'7
. Q,k!..il..,
Sto"gc
1)0""""
typically
fonns
on the ceiling
creature
A single
being
male's
of the room
most
of its time.
a rough
thumb
sphere
in
Each
Preparation:
the
nail.
Penalty:
preparation
time,
serum
but is most
it coagulates
requires
often
no
decanted
the lower
treated
The user
eyelid
as if it were
the serum
places
of either
stings
dazzled
and bums
a drop
eye.
from
of the serum
fountain
points
each
round
power
points
power
There
points
are gained
power
of mental
and reducing
ends,
Id6
hit
psionic
When
a user's
to 0, the penalty
regardless
is a secondary
in a
causing
the user's
amount.
are reduced
erupts
flame,
of the effect's
side effect
which
duration.
occurs
if the
under
is then
I d3 rounds
psionic
by the same
powers
immediately
for easy
The creature
The user's
coruscating
psionic
distribution.
Ingestion:
an additionalld6
2d20.
drop.
Crystalline
round,
Price:
where
small,
human
or rafters
spends
exceeds
his nonnal maximum
and the total number
of
power points he currently
has is reduced
to his nonnal
as
the absorption
maximum.
process.
Duration:
Base Save DC:
Will save,
2d6 rounds.
DC 20.
Hangover:
Benefit:
and psionic
Crystalline
power
serum
boosts
regeneration,
psionic
potential,
to enhanced
power
The
points
levels.
maximum
until
power
power.
maximum
psionic
character
49
subject's
is reduced
remains
maximum
to one-half
he has slept
power
for 8 hours.
points
at one-half
number
ofpsionic
his nonnal
The
for a saturated
his nonnal
maximum
as
Ironroot
Powder
Type: Natural.
Mestiph
Seeds
Type: Natural.
Availability:
The substance is readily available in
any desert region.
Availability:
The mestiphseedis quite hardy andcan
be found in most temperate grasslands (Wilderness
Lore check, DC 15 to find a single dose, one check
allowed per hour).
Dosage: Ahalfounceofpowder.
Price:
50 gp per dose.
Preparation:
Ironroot powder is created by crushing
the seedpods of the iromoot cactus. This process is
fairly simple and requires no more than five minutes.
Preparation:
The seeds must be removed from the
plant itself, a simple process requiring only a few
seconds. Each plant can produce but a single dose of
seeds (generally a small handful of the tiny black
seeds) once every Id3 days.
Price:
50
the subject
suffers
to all Charisma-based
circumstance
penalty
a -I circumstance
skills
to all Will
and a-I
saves.
Penalty:
An intense
if he fails
his Save,
less able
to draw
subject
Duration:
Id4 hours
receives
checks
Hangover:
The subject
Concentration
checks
Side Effects:
Mestiph
suffers
a -I penalty
Id8 hours.
for
to all
nonnal,
speaking
of the time.
at a volume
Addicts
when
its serrated,
much
eaten
most prevalent
for water
looks
single plant
seeds every
most
but each
Side
Effects:
mild
tremor,
With
Addicts
but most
plants
and winter.
An eight-ounce
number
new
stench
IdlO
it comes
Quicksilver
who
and greater
their
glass.
wine
is created
a glass
Fortitude
minutes
is most
results
in
of their
often
based
It still contains
to room
their
a faint
on
a fair
carrion
temperature.
own
TOOLS
needs
Chief
and desires
among
these
and psionic
siphons
of the more
experienced
find themselves
quantities
enemies
by adding
to a gallon
three
needing
of psychic
and erstwhile
needs
the
are also
psychic
to store
power
greater
to fend
off
allies.
of wine.
are relatively
of the wine
is sufficient
save,
terrain
Unfortunately,
types.
after
energy
DC 15.
drinking
the wine,
crystalline
power
as well,
striations
straight
of one point.
but may
to a minimum
only
their
come
matrix
less noticeably
reduce
perfectly
of three
of
resonances
much
for psionic
of their
through
qualities,
as shown
is clearly
identifiable
are very
muddied,
structure
their
Average
crystals
fractured,
with
transparent
are only
variety
can hold
capacity
basic
grade
crystals
running
a crystal
reduced
in three
cracks.
their
they
of durability.
and each
Weak
lack
below,
by
in a wide
because
gemstones,
despite
its clarity.
than
and their
Crystals
the
to come
to
easy
semi-precious
of this effect,
splotches
and emits
to equipment.
batteries
warriors,
DC 20).
table
minimum
wine
clots
have
to the success
bobbing
CANNIBAL'S
however,
Benefit:
which
and
the crimson
to warm
cannibals
crucial
its capabilities.
legs.
tremor
dipping
sticky
if allowed
develop
are crystals
and gems, which are used to store
psychic
energy they steal from their victims.
serpentweed
Drinking
wine
in their
Crystals
Serpent
Ingestion:
severe
of the serpentweed.
of small,
Crystals
ounces of crushed
on
dose.
50 gp per glass
Preparation:
visible
Serpentweed
characteristic
Psionic
skill check,
a more
to conceal
THE
climates
for each
is most
unconscious
Description:
for a single
enough
develop
red wine
Availability:
The substance
is readily available
in
any area where wine is produced.
Serpentweed
grows
Price:
based
heads.
when
Dosage:
power
are
the summer
seeds
generates
for another
seeds
Wine
Lore
any psionic
which
a constant,
Manufactured.
(Wilderness
The
Id3 hours.
which
and is
The
autumn
enough
plant
shrub
sinister
throughout
during
1d3 days
and much
coordination.
Hangover:
The subject suffers a -I penalty to all skill
checks based on Dexterity for Id6 hours.
to
or nutrients.
months,
only
Serpentweed
a shout
or insects.
seeds
dormant
produces
dose at a time,
his natural
than
and brilliant-red
somewhat
by animals
producing
before falling
Dexterity.
the tendency
is a small
leaves
in the spring
will continue
Type:
plant
need
the plant
only rarely
below
this with
settles
him clumsy
speaking.
black-tinged
seedpods,
to be louder
just
couple
The mestiph
grows without
tend
upon
to manifest
Duration:
users
haze
a -I circumstance
penalty
to all skill
on Dexterity
and pays one additional
based
point
alcohol
rendering
and their
easily
forms
with
visible
on the
by
the
in the
like ruler-
are both
their
centres
edges
sharp
clearer
and
almost
and regular.
points.
51
TOOLS
purest
glass
passing
and even
through
In addition
their
OF THE TRADE
to their
size.
grown
Small
man's
light
their
scarcely
bends
when
centres.
types,
thumb.
Quicksilver
crystals
crystals
are roughly
the size of a
These
Medium
crystals
fit comfortably
palm and his fingers will close
man's
easily
around
their
about
circumference.
A large
and about
crystal
twice
very
largest
psionic
is
as heavy.
unlike
store just
any psionic
binding
crystal
energy
taken
anyone
can release
Psionic
Cannibalism).
capacitors,
energy.
cannot
They
by psionic
that energy
be used
to
cannibals,
(as seen
for
though
in Chapter
10:
cannibals
Devices
of hit points
will keep
check
a crystal
a careful
(DC
eye on their
quicksilver
storage
advantage
of being
damage
A crystal
with
power
points
2 hit points
point
of damage
so released.
automatically,
for every
The cannibal
with
no Save
suffers
battery
allowed.
Siphons
embedded
psychic
cannibals
victim
same
and cost
storage
creature,
10 times
capacity.
the cannibal
of the creature's
chakras
of these
must
chakras
maximum
degrade
psionic
extract
as much
energy
from
as a crystal
with
at a cost
points
To completely
siphon
must apply one siphon
and the total
be equal
power
to 20%
points.
storage
which
with
the
within
energy
(DC
expensive
than
crystals.
Wealthy
..-~
Weak
nweralte
Average
I Avel1\lte
Strong
l"1>,ron2
Strong
have
bolts
of
the
psychic
warrior
point
can hold.
holds,
it costs
time
they
are drained
of mercury
contain.
Like
can only
extracted
from
hold
psionic
into
level
energy
a psychic
the pool
he possesses
or prestige
requires
10
and
via cannibalism.
the battery,
his hand
for every
raw crystals
class.
warrior
and extract
a Use
cannibal
Or, provided
Psionic
may
one
of a psioniche is
of
do not
for every
character
a battery
limit
the
Device
extract
check
up to a
number
ofpsionic
power points equal to the amount
by which he succeeded.
This energy must be used in
the same
A gemstone
can store I psionic power point for every
Note that gemstones
are much more
100 gp value.
Crystal
point
psychically.
Gemstones
I Qn~itY
Weak
energy
capable
do not
with
within
with miniature
Though
very
batteries
but each
batteries
has been
dunk
capacity
like crystals.
and seethes
Though
the batteries
lair, he can draw upon
one gallon
can either
power
of the creature's
Siphons
of power.
a lattice of
When filled
psionic
it may
To remove
a psionic
to each
power
a battery
contains
power
tiny copper
are used by
reserves
to a single
is no upper
like crystals,
and refilled
gemstones,
Pslonic
prongs
attuned
the
and enable
power.
replaced
this
roils
expensive,
into
power
the mercury
warriors
vast
through
sparks.
degrade
it, causing
upon
energy,
to draw
to contain
energy
their
the number
psychic
crystals.
of
are used
ofpsionic
Batteries
vats of mercury
amounts
The batteries
copper wires
psionic
Crystals,
Storage
powerful
crystals,
but they
and powerful
do not degrade
psychic
cannibals
process
round
it is extracted
is considered
a free action.
as do
are
Value Table
:!Size
Small
:MealUlIl
Large
"malre
Medium
t:'aI'Ite
Small
l\7Ie<llllll'l
Large
:!SfOrlU!ecapacitt
5
"9
. 1
9
rr
9
IJ
13
"COst(ml
50
III
100
'1;
lUU
120
'Z
3
9'
7
UiU'ilDe8S
I
1
I
'j
3
52
Hit Points
3
".
.'!'
II
DU-150
'1;UII
250
PSYCHIC
WARRIOR
POWERS
he psychic
warrior
with a sword.
are more
achieving
The talents
focused,
a particular
more
directed
end, most
opponent's
life. This
useful to any psychic
chapter
warrior
as a psion
of the psychic
warrior
toward
often
the end of an
contains
new talents,
but far more effective
enabling
him to fulfil
functions
in combat
moment.
Regardless
of the weapon
is a combatant
to be feared
warrior
depending
will
different
on the needs
he uses,
of a
a psychic
and respected.
PSYCHOPORTATION
Bounce
Psychoportation
Level:
(Dex)
Psychic
Display:
Warrior
Au, 01
ManiCestation
Time:
I action
Range:
Personal
successful
Target:
You
inflicts
Duration:
2 rounds
Power Points:
points
attack
of subdual
this spell
leaves
immediately
Your movements
and your psychic
rebound more
the duration
become
more
elastic
powers
allow
you to bounce
rapidly
and with
of this power,
circumstance
bonus
checks made
to avoid
and animated
you receive
attacks
and
less predictability.
to all Thmbling
When
form
Level:
Display:
Warrior
of opportunity.
Au, Ma
ManiCestation
Time:
Range:
Personal
Target:
I small
Duration:
metal
I action
weapon
and is otherwise
in which
such intensity
his Strength
bonus)
during the round.
of the weapon
cease
loses
the blade
the bonus
returns
unaffected
leverage.
the power
treated
the form
the vibrations
seems
of this power,
by
damage.
to its original
in any way.
Disarm
the weapon's
ends,
I d4 hit
targeted
When activated,
this ability causes a single, small (or
tiny), metal weapon held in your hand to vibrate with
and shift.
hand,
and
If the weapon
Your psychic
energies
agitate the structure
weapon,
so that its surface
moves rapidly,
2 rounds
Power Points:
your
weapon
of damage
Psychoportation
(Dex)
Level: Psychic Warrior I
Display: Au, Me
Manifestation
Time: See text
Range: Personal
Target: I small weapon
Duration:
I round
Power Points: I
(Dex)
Psychic
damage.
this power
Stinging
including
Shiversteel
Psychoportation
For
a +5
checks,
made
an additional
wielder
to warp
any
53
as if it were
may
of your
increasing
of the round
is activated,
the targeted
a medium-size
weapon
bonus
to any attempts
weapon
and the
(in addition
to disarm
made
to
is
Unbalancing Aura
Leaping Blade
Psychoportation (Dex)
Level: Psychic Warrior 2
Display: Me, Vi
Manifestation Time: I action
Range: Personal
Target: You
Duration:
I round/3 psychic warrior levels
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 3
Psychoportation (Dex)
Level: Psychic Warrior I
Display: Au, Vi
Manifestation Time: See action
Range: Personal
Target: I small weapon
Duration: I round
Power Points: I
Your weapon leaps from your hand as you attack,
darting out and away from your hand to strike at your
target before slipping back into your grip. The sudden
change in direction of attack renders a shield useless
as the blade simply slides around the edge of the
obstruction to stab at the creature behind it. Any
attacks made during the round in which this power is
active ignore any armour bonuses provided by shields
wielded by your targets.
Psychic Trip
Psychoportation
(Dex)
Level: Psychic Warrior 2
Display: Au, Me
Manifestation Time: I action
54
Mirrored Movement
Psychic Dervish
Psychoportation(Dex)
Psychoportation
(Dex)
Level: Psychic Warrior 3
Display: Ma, Me
Manifestation Time: I action
Range: Personal
Target: You
Duration:
I round/2 psychic warrior levels or until
cancelled by movement
Power Points: 5
otherwise
moves
off
of
solid
ground,
you
may
,,~
'.mm..."hm."
~...,
>
e fust bngbear rushed her with IUJaxe over its head IUJdshe felt th~ barriers in her skull shift and breakaway,
releasing a flood of powerandvitality into her veins, ytri spunhelowthe descendingaxeandlaid thecreature'$
at open with a back.haoded slash of her kukr!,Shemlled
~waYfroffi him, tWirling on thetips oChertoesasthe
psychic power ripped her around in a dead1y spiral.
The bugbears rushed toward ber, their fury pusbing theinbeyond reaSon. StJllYirispun, her eyes balf.cloSed.against
the cascade
of blood gushing into herfaco witheverygyratiolh1..ostto
the glory of battle, she cotlldnot feel.the
myriad
(Jpened
onl1er
flesh
or sense
atherieat.
She spun
again
lwalls~wit:lt.rjpp!mRP'atte!!)~
55
much greater
force
than would
otherwise
with
be possible.
Ranged Accuracy
Psychoportation
(Dex)
Level: Psychic Warrior 3
Display: Au, Vi
Manifestation Time: I action
Range: Touch
Target: 3 arrows/level
Duration:
I minutellevel
Power PoInts: 5
While this power is active, you are able to hit targets at
great range with much more accuracy. When firing a
missile weapon, the penalty for every range increment
after the fifth is ,I, rather than .2. This power does
not increase the range of the weapon, it only decreases
the penalties for extreme ranges. Arrows affected by
this power do not have increased range when fired by
anyone
the connection
between
arrows
Rollover
Psychoportation(Dex)
Level: Psychic Warrior 4
Display: Au, 01
Manifestation Time: I action
Range: Personal
Target: You
Duration:
I round/3 psychic warrior
levels
Power Points: 7
When this power is activated, you move very
quickly in response to any attack directed at
you. The psychic energy flowing through you
is so powerful that it need only be released by a
sudden change in your environment to send you
acrobatically twirling from one location to another.
While this ability is activated, you receive a +2
circumstance bonus to any Reflex saves you must
56
to move
at the slightest
provocation.
borror
at the dark
of their
Push Wave
Psychoportation
(Dex)
Level: Psychic Warrior 4
Display: Vi, Me
Manifestation
Time: I action
Range: Personal
Area: 20ft radius emanation
Duration:
I rdllevel
Power Points: 7
T I\
.."
jagged
,"
.
"
friend's
.,
wave
this power,
of movement
location.
rippling,
you
,.
,.
, ,
emitting
nom
a pulsing
immediately
make
warrior
levels)
enters
a Fortitude
or be pushed
save
back
(DC
is activated
within
15 + pyschic
died
are
allowed
are immediately
thrust
This power
only
affects
other
are immune
items
the
back
same
outside
animate
when
Save
Those
the area
Dexterity
modifier)
damage
throw
point
reduced
before
more
and may
is failed
to zero,
with
the item
When
who
Lavr
back
on the
of
watched
in
a savage,
suffering
herself,
crushing
mercifijJ
the heavy
tbe vertebrae
of his
stroke.
again,
fail
of effect.
of this power.
Whenever
a weapon
affected
injury, slivers of the weapon
their
way
slivers
through
edges
sliver
round
points
of the target.
are tiny
and grinds
suffers
the power
with
through
remains
of damage
if undead
psychic
the body
active,
energy
For
the target
if living
or unliving.
as it
of its victim.
and
Id6
hit
If negate
psionics
is used on the wielder
of the weapon
affected
by wound sliver the weapon is no longer capable of
15 + Psychic
into
is
Warrior's
it is affected
the weapon
by
suffers
stopped
no
into grains
loses
Hardness
though
Psychic Evacuation
is
of metal
If the saving
immediately
normally,
sliver ability
a weapon's
it functions
to breakage
to climb
with
a flood
this power
every
as normal.
it crumbles
that point,
and instability
be used
Lavr's
neck
tumbles
minute
succeeds,
however,
of Hardness,
prone
for every
ended
the entire
by the wound
If the Save
briefly
under
or objects,
becomes
very unstable
and begins
ftagmenting
tiny slivers almost immediately,
The weapon
this power.
tried
of her warbammer
but their
save (DC
his throat
It clattered
disappeared
As he lay dying,
bead
to a Fortitude
blood.
it had created.
working
entitled
then
wound
These
affected
opening
motion,
as the splinter
Wound Sliver
weapon
the sliver
horror
Psychoportation(Dex)
Any
the
those
creatures
to the effects
first,
scything
at his feet,
Mashika
of the
01'
at
must
to the edge
movement
a
you,
grinding,
disappeared
and clawed
tneltflesru
the warrior's
who succeed
are immune
to further effects nom
push wave and may approach
you as normal.
Any creatures
"
"
stones
your
.,.
Tralis
in all directions
who
"
"
begin
ast th em his
of
, flesh
'
,.
"
Any creature
.'
.1 Pinlinter.
$venas
the bouncing
killer
"
"
!thel;uJ:urel;theadventurers
screamed
1
at the hollow
smooth,
By activating
around
weapon
slicing tntough
the,exposed
,,
,arm, ,leaving
upper
behind
another
,,,
,
,.
twisting
throat.
t,p
C hi C!w
!Y
,'o .r !la.. Ugh"e d as he Ieap
'a IT1'
' '!
' ,
; ' Lavr"
,,
spine
the ~patn
He turned
gawped
in
Psychoportation
(Dex)
Level: Psychic Warrior 5
Display: Au, 01
Manifestation Time: I action
but,
it is
brittleness
of its structure.
57
its
PSYCHIC WARRIOR
POWERS
Range:
Personal
Deadly Accuracy
Target:
You
Psychoportation
(Dex)
Level: Psychic Warrior 6
Display: Vi
Manifestation
Time: I minute
Range: Personal
Target: Self
Duration:
I rd/level
Power Points: II
Duration:
I millevel
Saving
Throw:
Power
Resistance:
Will negates
Power
Points:
(see
text)
psionic
the psychic
with
strange
energy.
this ability
is manifested,
aura
becomes
turbulent
motion.
Any
creature
struck
combat
by an unarmed
by the psychic
warrior
suffers
When
warrior's
attack
suffers
and filled
This power
in melee
or tiny
normal
weapon
damage
power
points
own
wielded
but also
attacks
the psychic
to increase
he makes.
which
as the
allows
life-force
At the beginning
this power
is active,
dedicate
up to I hit point
warrior's
aura causes the sudden evacuation
of power
from the target.
A successful
Will save or Power
accuracy
of his attacks.
Resistance
uses
When
warrior
prevents
psychic
damage
to the target
this talent
immediately
from
or the
elect
warrior
as they
the psychic
of any round
per level
These
are converted
his accuracy.
warrior
energy
missiles
at their
an attack,
he may
sacrificed
For each
the
are lost
into psychic
fired
declares
in
may
to increasing
hit points
to direct
his
of any missile
the psychic
increase
to sacrifice
the accuracy
point
hit points
so used,
to
he
receives
a +1 bonus to his attack roll for that attack
only. Note that each sacrificed
hit point may only be
used
to provide
a single
Movement
+1 bonus.
Collar
Psychoportation
(Dex)
Level: Psychic Warrior 6
Display: Vi, Me
Manifestation
Time: See Text
Range: Touch
Target: One creature
Duration:
I hournevel
Saving Throw: Fortitude negates
Power Re~istance: Yes
Power Points: II
Manifestation
of this ability forges a link between
the
psychic
warrior
and his target, a psionic
leash which
greatly
resrricts
duration
save
may
only
take
express
permission
psychic
warrior
warrior
may
allowable
addition,
take
who
allow
the target
control
its Fortitude
with
the
as a free action)
the power.
to move
and may,
up to its full
from
further
warrior
may
force
action
In this case,
over where
of the
The
at any time
the target
equivalent
movement.
For the
fails
action
manifested
the psychic
has complete
which
(provided
resrrict
a move
normal
of the target.
a target
a movement
movement
movement,
58
the mobility
of this power,
during
motion.
the target
and move
In
to
up to its full
the psychic
the target
the
warrior
moves.
only
normally
ftom
a moveor from
move
to its loss of
the target
also
suffers
penalty
to all Dexterity-related
checks,
including
Reflex
any skill
checks
to which
Dexterity
applied.
modifier
is normally
Lastly, the target is
considered
to have
Dexterity
combat
other
which
action
In addition
mobility,
taking
any action
requires
equivalent
actions.
does not
collar
the target
a -4
saves
and
lost its
modifier
for purposes
of
of this
power.
This power
may
when a target
by the psychic
The power
only
be manifested
is successfully
struck
warrior
in combat.
manifests
it were
a quickened
counts
toward
instantly
power,
the normal
one quickened
power
as if
and it
limit
of
per round.
Wound Migration
bonded
Psychoportation(Dex)
those
This morbid
warrior
power
removes
and transplants
warrior in combat.
instantaneous
sees
warrior
from
the psychic'
struck
Dexterity
modifier
of hit points
of damage.
If the psychic
warrior
during
these
the duration
additional
of hit points
strikes
more
creatures
than
a target
as the psychic
warrior
dies,
to a currently
living,
it lost each
bonded
targets.
If a psychic
warrior
the manifestation.
PSYCHO
is
to his
a like number
one creature
is forged
up to a number
METABOLISM
Leverage
Shift
Psychometabolism (Str)
Level: Psychic Warrior 0
Display: Ma, Me
Manifestation Time: I action
Range: Touch
Target: Self
Duration:
I rd/level
Power Points: I
the psychic
equal
the bond
as well,
warrior
are assigned
to the bonded
continue
and the
round
suffers
of the power,
are reassigned
(if any).
all of
by the
not
Whenever
of the power,
a number
round
amongst
to the psychic
a target
target
evenly
are bonded
ever rendered
unconscious,
the power also ends as the
psychic
warrior's
mental energies
are too disrupted
to
When
to migrate
to a victim
nor is it complete.
fit.
and is spread
which
wounds
them
targets
targets
to
of
targets
modifier.
lost remains
equal
The total
to the psychic
number
the same
warrior's
of hit points
regardless
gained
of the number
your
Dexterity
limbs
maximise
and
increasing
of
duration
59
leverage
centre
of balance
so as to
you receive
For the
a + I natural
bonus
is
and damage
rolls, but suffer a
to all Reflex
-I natural penalty
Dexterity-based
amount
centre
skill
of coordination
checks
as you lose
saves
By manifesting
or
your
a cettain
in your
hand
can insert
natural
which
of gravity.
this power,
into a deep,
weapons.
you transform
bony
This
socket
allows
handed
weapon
your
fingers
the bones
socket.
and thumb
in your
While
disarmed,
wrist
though
weapons
yourself
as a one-
of this talent.
and fuse
and forearm
your
of
you
During
hand is useless
for
a weapon
as the bones
expand
this power
which
you to wield
than
Socket Hand
Psychometabolism
(Sir)
Level: Psychic Warrior 0
Display: Ma
Manifestation
Time: I action
Range: Personal
Target: Self
Duration:
I hournevel
Power Points: 1
the flesh
into
to create
is active,
weapon
together
in
with
the
you cannot
be
as
normal.
Forearm Shield
Psychometabolism
(Str)
Level: Psychic Warrior 1
Display: Au, Ma
Manifestation
Time: I action
Range: Personal
Target: Self
Duration:
1 minutel1evel
Power Points: 1
This
talent
causes
thick,
bony
plates
to emerge
from
Enhanced
with psychic
as a natural shield with
a +1 natural
bonus
power
provides
shield,
of any type,
no benefits
while
to your
using
Armour
a shield.
whatsoever
Class,
This
if you use a
it is active.
Blood Venom
Psychometabolism
(Str)
Level: Pwchic,Warrior
I
Display: Ma;-OI
Manifestation
Time: 1 action
Range: Touch
Target: Self
Duration:
I application per level
Saving Throw: Fortitude negates (seetext
Power Resistance: Yes
Power Points: 1
The
psychic
energy
than
simply
protecting
yourself.
your
is transformed
manifested,
blood
psychically-charged
spit at targets or coat
poison
60
which
in your
body
poison
which
your
weapons.
is created
is always
can be used
When
for more
this power
is
into a
you can use to either
The type
the same,
of
but the
Dread Coverage
Psychomelabolism
Level:
(SIr)
PsychicWarrior 2
Display: Ma, Me
Manifestation Time: I action
Range: Self
Target: You
Duration: I round/level
Power points: 3
Muscular Expansion
Psychomelabolism
(Sir)
Level: Psychic Warrior 2
Display: Ma, Vi
Manifestation Time: I action
Range: Personal
Target: Self
Duration:
I minutellevel
I
Power Points: 3
'
'-----'
Reactive Chitin
Psychomelabolism
(Sir)
Level: Psychic Warrior 3
Display: Au, Ma
Manifestation Time: I action or see text
Range: Personal
Transfer Force
Psychomelabolism
(SIr)
61
This
power
power
into
allows
the psychic
of his blood,
enhanced
strength.
the psychic
warrior
or as a standard
action.
You may only activate
this
power in response
to an attack if you are not flat-
points
round
footed
are sacrificed,
You may
activate
this ability
or surprised.
to an attack
power
activating
only
and counts
power
duration
which
tissue
resistance
reduction
remains
and may
spiral
to damage
in effect
the limit
power
through
and
Attack
after
round.
his flesh
injury.
The
until
The character
same
of the
the power's
receives
During
the round
may
point
must
as either
time.
This
performed
once
the round,
before
of hit
Strength
in which
be transformed
bonus
in effect
they
energies
of this power,
a number
to his current
bonus,
hit points
into either
on a I-to-I
an
basis.
are lost.
be made
allocated
to
hit point
sacrifice
or a Damage
All sacrifices
round
may
remain
which
his physical
equal
they
bonus
The bonuses
of
each
not be healed
has expired.
persists
against
quickened
in response
as activating
each
as a free action.
and calcified
provide
to an attack,
this power
the same
a single
When activated,
psychic
warrior's
bone
Activating
is considered
quickened
in response
warrior
transforming
at the beginning
of the
so sacrificed
must
or damage
bonuses
attack
is a free action,
per round
but may
and only
any other
actions
be
at the
only
be
at the beginning
of
are taken.
DR 5/+ I
Damage
of the power's
be healed
duration.
injuries
Blood Response
Psychomelabolism
(SIr)
Level: Psychic Warrior 3
Display: Ma, Vi
Manifestation
Time: I action
Range: Personal
Target: Self
Duration:
I hourllevel
Power Points: 5
caused
once
may,
by the blood
the power
however,
response
power
may
be healed
only
Other
as normal.
Chain Bones
Psychomelabolism
(SIr)
Level: Psychic Warrior 4
Display: Ma, Me
Manifestation
Time: I minute
Range: Personal
Target: Self
Duration:
I hourllevel
Power Points:
Careful
manipulation
bones
of flesh
to extend
your
lengths,
level.
based
This
in combat
allows
arms
and
you
to ridiculous
on your
increases
current
your
and allows
reach
you to
normal.
extend
your
You may
arms,
you
have reach
any weapon
by which
your
targets
62
you can
limbs.
reach,
to
lengthen
have
During
are considered
distance
weapon
or
available
at any time.
combat
retract
as a free action,
you may
If the
does
strike
not
any
Strength Focus
Psychomelabolism
(Sir)
Level: Psychic Warrior4
Display: Ma, Vi
Manifestation Time: I action
Range: Personal
Target: Self
Duration: I minutellevel
Power Points: 7
m..m..
.
Valeriana cursed as the aXe bitinto her wrist, slicing
her band offcleanlY.Sbebitback
a scream as the
'sOY.cred
bandcurJedin.on itself like.a dying spider and
disaweareddovvntheshat\
below.bcr.Thebridge
buckled as the minOtaUrrearedbaCk on its heels and
prepatedto takeher headas~tbadtakenererhand. The
led tOwardber,itsbladeaglittcring sliver
eck.'tbe thingtticked~tseyes toward
ble,sWord,.grinninginlnid-swing
because it
kneW she'd .never be able to fend its attack off witll only
one band.
i thick.fingered
J elbow
the giant
Level:
axe aside
and begin
.
of her weapon
. and then came back around
Blow Shunt
Psychomelabolism
hands.
as she s!tussled
her counterattack,
The
the
. in disbeJiefwhen
carved a slab from its chest
to slice open its throat.
(SIr)
With
PsychicWarrior 5
a howl
fQrearms
Display: Ma,OI
Manifestation Time: 5 minutes
Range: Personal
Target: Self
Duration: I hourllevel
Power Points: 9
of victory,
overhead
she thrust
her y-shaped
Split Arm
Psychomelabolism
(SIr)
Level: Psychic Warrior 5
Display: Au, Vi
Manifestation
Time: I action
Range: Personal
Target: Self
Duration:
I hour/level
Power Points: 9
Manifesting
this power
splits
one
ofthe psychic
warrior's
arms at the elbow, creating
two smaller arms
each with its own two-fingered,
one-thumbed
hand.
These
63
arms
are just
as dextrous
as the main
arm
the psychic
were
warrior
his original
to use each
hands.
Thus,
hand just
the character
The whip
as if
toward
can
Check.
hands
him.
may
even
reloading
perform
a crossbow,
long or short
bow
though
because
between
them
The
split
shield
while
tasks,
they
there
to effectively
such
Artist
space
a single
The
weapon
a buckler
in the other arm,
characters
to make use of one
still using
both
whip
Subsequent
equal
level.
The
one-tenth
weapons.
manifestations
can be used
duration
of this power,
but cannot
another
of the character's
arms.
targets
in
Strength
the check,
the target
the grapple
to attempt
he may
adjacent
to
is immediately
or make
an Escape
to ftee himselfftom
the whip
limb
has a number
is ever
reduced
but must
to split
warrior's
current
of hit points
warrior's
current
10 0 or fewer
immediately
equal
to
hit points.
hit points,
release
If
it is
any targets
it
is grappling
and return
power immediately.
the
not severed
this power.
to increase
be used
however,
wins
to any square
Class
the limb
Only
warrior
to pull grappled
as an opposed
limb.
the weapon.
to hold
warrior
If he fails,
allowed
can be used
If the psychic
immediately
as
is not enough
pull
be used
manual
limb
the psychic
Scorpion Stings
Psychometabolism
(Str)
Level: Psychic Warrior 6
Display: Ma, Vi
Manifestation
Time: I action
Range: Personal
Target: Self
Duration:
I minutellevel
Saving Throw: Fortitude Negates (see text)
Power Resistance:
Yes
Power Points: II
Whip Limb
Psychometabolism
(Str)
Level: Psychic Warrior 6
Display: Au, 01
Manifestation
Time: I action
Range: Personal
Target: Self
Duration:
I hourllevel
Power Points: II
This
power
character's
elongating
long.
rearranges
the construction
The weapon
its bony,
can be used
canule-like
to grapple
ft. reach
cannot
(which
to grapple,
the whip
attack
of opportunity.
grabs
a target,
following
at targets
with
of damage,
The limb
extended
has a 10
through
limb
When
grappling
check
though
limb
succeeds
to hold
he may
on controlling
than
normal
is better
points
successfully
damage
The
the grapple
to seize
points
limb
Save (DC
are considered
1d20 + one-half
of temporary
permanent
+3
Constitution
Constitution
psychic
warrior
Constitution modifier);
damage!
I point
Id4
of
damage).
as his
and hold
The stings
actions
the whip
resistance.
(Fortitude
in to maintain
other
of damage.
magical weapons
A character
using the
is treated as ifhe were one
during
able
an
on the
the target.
not take
and maintaining
the grapple.
whip limb to grapple
targets
limb
not provoke
he concentrates
size larger
does
a whip
it automatically
warrior
the grapple,
flexible
any weapons.
If used
while
targets.
be further
psychic
to strike
or it can be used
wield
of one of the
targets.
64
of causing
more serious
harm.
PSYCHIC
WARRIOR
POWERS
PSYCHOKINESIS
Inertia
Psychokinesis
(Con)
Level:
Psychic Warrior
Display:
Ma, Vi
Manifestation
text)
Time:
Range:
Close
Target:
I creature
Duration:
Saving
I action
within
(see
range
Instantaneous
Throw:
Reflex
Power
Resistance:
Power
Points:
This power
negates
Yes
I
simply
increases
velocity
of an already-moving
creature
by a slight
the
amount,
causing
have a readied
target
begins
allowed
warrior
and must
use it when
to move.
Targets
who succeed
Saving
are allowed
a psychic
action
throw
to move
(or successfully
normally.
Save, however,
must
movement,
take
must
an additional
the power)
who
fail their
5-foot
in the same
steep
direction
at
they
Redirect
Psychokinesis (Con)
Level: Psychic Warrior 0
Display: Au, Me
Manifestation
Time: I action
Range: Personal
Target: Self
Duration:
I rdllevel
Power Points: I
When
this power
powerful
conduit
directed
active,
at you
whenever
you may
is used,
your
for kinetic
body
into movement.
you suffer
immediately
take
becomes
energy,
While
damage
this power
from
a five-foot
transforming
force
movement
in this or subsequent
rounds.
power
is active,
You simply
I hit point
Tangle
Psychokinesis (Con)
Level: Psychic Warrior I
Display: Ma, Vi
Manifestation
Time: I action
Range: Close (25 ft. + 5 ftJlevel)
Target: I creaturewithin range
Duration:
I roundllevel
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: I
in any
direction.
opportunity
transform
a portion
of the attack's
energy to propel yourself
forward.
Armour
is
an attack,
step
Arrow
Psychokinesis (Con)
Level: Psychic Warrior 0
Display: Au, Vi
Manifestation
Time: I action (seetext)
Range: Touch
Target: I arrow you are holding
Duration:
I minute/level
Power Poinrs: I
at the
resist
Targets
Reinforce
his chosen
less damage
hits you.
65
This power
worn
with
items
a burst
clothing
of psychokinetic
and other
activity. For
Veander's Defence
Psychokinesis (Con)
Level: Psychic Warrior I
Display: Au, Vi
Manifestation Time: I action
Range: Touch
Target: I shortbow or longbow
Duration:
I minutellevel
Power Points: I
Manifesting this power strengthens your shortbow
or longbow with strands of psychokinetic energy,
allowing you to use the bow as a quarterstaff (if it's
a longbow) or a club (if it's a shortbow). The bow
remains an effective melee weapon for the duration of
this power but may also be used as a ranged weapon
without penalty.
the duration of this power, all of these items become
agitated and move uiuickly and sharply, tangling the
creature up in his own belongings. Creatures who fail
their save against this power immediately suffer a
circumstance penalty to their Armour Class equal to
the armour bonus provided by wom armour +2. If a
creature is not wearing armour, but is wearing clothes,
it suffers an immediately -2 circumSlance penalty to
their Armour Class. Creatures who are not wearing
clothes suffer a -I circumstance penalty to their
Armour Class, if they fail their saving throw and do
not resist the power.
Pain Blast
Psychokinesis (Con)
Level: Psychic Warrior 2
Display: Ma, Vi
Manifestation Time: I action (see text)
Range: See Text
Target: You
Duration:
I roundllevel
Saving Throw: Reflex Negates
Power Resistance: Yes
Power Points: 3
66
yor
At
level, the radius of the pain blast increases to 10
5"
ft. Every 5 levels thereafter, the range increases by an
additional5 feet,to a maximum radiusof20 feetat
20" level.
Wound Shackles
Psychokinesis (Can)
Level: Psychic Warrior 3
Display: Ma, Vi
Manifestation Time: I action (see text)
Range: Touch (see text)
Target: I creature
Blade Extension
Psychokinesis (Can)
Level: PsychicWarrior 2
DIsplay: Au, Me
Manifestation Time: I action (see text)
Range: Close (25 ft. + 5 ft.ilevel)
Target: I creature within range
Duration: I round per level
Saving Throw: No
Power Resistance: Yes
Power Points: 3
Manifestation of this power allows you to make melee
attacks at targets within close range rather than
requiring you to be adjacent or within reach of them.
If you are using a weapon with reach, you may still not
attack targets adjacent to you, but your reach does not
increase the maximum range of attacks made while
this power is manifested.
These attacks are made as normal and you receive no
additional bonuses or penalties for making melee
attacks at a distance. The attacks are made via a
psychokineticwave of energywhich is unleashedfrom
your weapon. You must actually make the attack,
going through all the necessary motions of swinging
your weapon and feeling the impact in your blade just
as if you had physically struck the target.
67
Psychic Infestation
Psychokinesis (Con)
Level: Psychic Warrior 3
Display: Au, Vi
Manifestation Time: I action (see text)
Range: Touch
Target: I arrow
Duration:
I dayllevel
Power Points: 5
Harbinger Attack
Psychokinesis (Con)
Level: Psychic Warrior 3
Display: Ma, Vi
Manifestation Time: 1 action (see text)
Range: Touch (see text)
Target: I or more creatures within range
Duration:
I minutellevel
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
The
you
you
one
if a target injured by
Arc Attack
Psychokinesis (Con)
Level: Psychic Warrior4
Display: Ma, Vi
Manifestation Time: I action (see text)
Range: Self
Target: You
Duration:
I roundllevel
Power Points: 7
68
enables
psychokinetic
whenever
power
attack,
it successfully
an arc of
from
strikes
is active,
anytime
you may
choose
of the original
succeed,
cause
away
weapon
your
a target.
you succeed
to make
melee
it causes
an additional
critical
Ifone
hits,just
as if they
this
these
These
were
melee
to the target
attacks
Constitution
to its target.
of damage
with physical
attack.
Id6 + your
While
in a melee
attack
points
you to blast
energy
bonus
hit
attacks
may
attacks
made
weapons.
Kinetic Conversion
Psychokinesis (Con)
Level: Psychic Warrior 4
Display: Vi
Manifestation Time: I action (see text)
Range: Touch
Target: 5 arrowsllevel
Duration: I day/level
Power Points: 7
By touching arrows and wrapping them in the power
of your mind, you are able to change their damage
type from piercing to bludgeoning. The missiles do
not appear any differently, but the cocoon of
psychokinetic energy around them spreads their
impact over a much larger area of effect without
decreasing its strength.
These arrows
fired
retain
by another
their effectiveness
even when
archer
the psychic
resonance
of
the arrows remain changed
for the duration of the
power, regardless of who fires them or even whether or
not the psychic
warrior
Pivot Defence
Psychokinesis
When
(Con)
Display: Ma, Me
Manifestation Time: I action (see text)
Range: Personal
Target: You
Duration: I minute/level
Power Points: 7
sheath
of psychokinetic
to throw
a target,
Level: PsychicWarrior 4
you attempt
surrounds
energy
which
you
him.
Acceleration
with
is under
Psychokinesis (Con)
Level: Psychic Warrior 5
Display: Ma
Manifestation Time: I action
Range: Touch
Target: 10 arrowslJevel
Duration:
I minutellevel
Power Points: 9
a
your
69
to throw
HowlingAura
This power fills arrows with a repulsion directed away
from the psychic warrior, causing them to gain velocity
as they leave his weapon and move further from him.
This increases the damage caused by the arrows at
longer ranges while lessening their impact against
targets close to the psychic warrior.
Psychokinesis (Con)
Level: Psychic Warrior S
Display: Au, Vi
Manifestation TIme: I action
Range: Touch
Target: I weapon
Duration:
I minutellevel
Power Points: 9
Thought Burst
not exceed
Psychokinesis (Can)
Level: Psychic Warrior 6
Display: Vi
Manifestation Time: I minute
Range: Touch
Target: I arrow or bolt
Duration:
I minutellevel or until discharged
Saving Throw: See text
Power Resistance: Yes
]
I
Power Points:
aura.
benefits:
+S.
have an augmented
range of 18
- 20
ifone
70
PSYCHIC WARRIOR
and must
round
expend
further
in which
one or more
surrounded
creature
power
damage
by a howling
to others,
per round
aura
each
however,
Psychokinesis (Con)
Level: Psychic Warrior 5
Display: Au, Vi
Manifestation
Time: I action (see text)
Range: Touch (see text)
Target: I target
Duration:
Variable (see text)
Saving Throw: Reflex for half
Power Resistance:
Yes
Power Points: I I
is handed
warrior
may
round.
The aura
and causes
to the wielder,
for every
Resonating Doom
each
to provide
benefits.
per round
invested
points
aura
points
is dangerous
of damage
power
the howling
of the aforementioned
If a weapon
to another
invest
psionic
he wishes
plus
psionic
during
power
that
still
I hit point
I hit point
of
point
round.
Far Duel
When
Psychokinesis
(Con)
Manifestation
this power
psychokinetic
Level:
Psychic
Warrior
Display:
Au, Vi
Time:
excite
(see text)
is manifested,
resonance
materials
release
I action
with
melee
attack
Personal
power
is manifested.
Target:
You
attack
a target,
I round/level
Power
Points:
the power
allows
you to direct
the energy
of your
immediate
rolls
within
of resolving
only,
target.
as normal
current
your
only
attack
location.
attack
You may
allowed
and may
30 feet of your
the purposes
rolls,
to be adjacent
to the
to use in conjunction
touching
transferring
target
with
a melee
attack
energy
except
Any
magical
for magical
are likewise
distance.
actually
abilities
of your
enhancements
useless
The
however,
powers,
the target
kinetic
the target.
For
and damage
when
touching
weapon,
to the attack
attacking
targets
burst
weapon
when
this power
psychokinetic
functions
as normal
roll,
at a
ability,
is in
use.
Targets you
may attempt
creating
injury.
a backlash
Targets
levels).
which
who
counterattack
must
a Spot check
(DC
If they
can cause
crippling
wish
to engage
in this type
ready
an action
and succeed
10 + your
succeed,
current
they
psychic
are allowed
normal
who counterattack
damage
from
in this way
at
to attack
the attack.
may
of
warrior
the manifestation
just as if they were attacking
you. If they succeed,
your far duel attack fails
you suffer
which
make
during
to
into contact.
dissipates
after
and
Targets
not cause
71
the resonance
to a target
of damage.
the
to successfully
harmlessly
To
a successful
the round
the resonance
points
it comes
you must
a target
9
Transferring
This power
against
you create
which
this resonance,
Range:
Duration:
POWERS
causes
an
If the target
and
any physical
armour
armour
begins
causing
continuing
another
number
category
of rounds equal
of the armour
(not counting
to resonate
rounds
for medium
armour.
A target
with
damage.
a painful
The target
of damage
each
or 3 rounds
wearing
then,
suffer
no further
while
it is still resonating.
Magical
or other
damage
who remove
unless
enhancements
they
inflicts
the magical
resonance
their
with
a thin
of this power,
creating
layer
in
Sparks of
the weapon
spectacle.
The
void
an impressive
duration
expires.
sheath
as touch
is active,
all
of your attacks
per
armour
for 2 rounds,
weapon
5d6
attacks.
to
of damage
your
suffers
related
surrounds
for a
not directly
the armour's
physical
construction
damage.
A suit of +5 /eatherarmour,
only
suffer
a target
of damage
power
for heavy
hide armour,
Targets
This
the
armour
for 3 rounds.
will
round
shields),
intensity,
as
damage.
Telekinetic
Void Sheath
Load
Psychoportation
(Dex)
Level: Psychic Warrior 0
Display: Au, Vi
Manifestation Time: I action (see text)
Range: Personal
Target: Your quiver
Duration:
I round + I roundllevel
Power Points: I
Psychokinesis (Con)
Level: Psychic Warrior 5
Display: Au, Ma
Manifestation
Time: I action (see text)
Range: Touch
Target: I weapon
Duration:
I roundllevel or
until discharged
Power Points: II
Mind Tracer
Psychoportation
(Dex)
Level: Psychic Warrior I
Display: Au, Vi
Manifestation Time: I action
Range: Personal
Target: You
Duration:
I roundllevel
Power Points: I
This power forges a bond between your bow
and the target of your choice. While the
power is active, your shots are much more
.
accurateandmoredamagingagainstthis
target.
72
this power
make
a ranged
is activated,
attack
your currently-equipped
hits, you receive
attack
attack
rolls which
attack
against
This bonus
increases
after every
successful
the target
When
the target
action
which
this power
applies
this target
by I to both
ranged
in effect
until
is not a ranged
ends
of
Arrow Sight
Clairsentience (WIs)
Level: Psychic Warrior 4
Display: Vi
ManiCestation Time: I minute
Range: Personal
Target: Self
Duration:
I minutenevel
Power Points: 7
to both
only to your
and only
if that
action
you make.
attack
attack
range
If this attack
bonus
non-movement
and remains
within
weapon.
a + I circumstance
CLAIRSENTIENCE
immediately
one target
ranged
and damage
next ranged
you must
against
and damage
you make
against
the power
expires.
a non-movement
attack
against
your
This power
target,
allows
awareness
immediately.
The psychic
his body
Seeker
Psychoportation
(Vex)
Level: Psychic Warrior 2
Display: Au, Vi
Manifestation
Time: I action
Range: Touch
Target: Up to twelve arrows in your possession
Duration:
I roundllevel
Power Points: 3
Used
only
in conjunction
seelrer
allows
or who
have
some
other
manifested
disrupting
with
you to target
moved
foes
around
inaccessible
the mind
This
warrior
tracer
power
need
2 square
arrows
I. Thus,
his awareness
but requires
his awareness
his
he fired.
back
to
a full-round
and to
5 ft. square,
Class
the target
the warrior
to hit a single
area
needs
square
make
an attack
Class
ofl7
roll which
Forevery
is reduced,
to strike
foot,
the psychic
of5.
the
increases
the psychic
would
by
warrior
hit an Armour
see
When
must
his awareness
of his senses
be
arrow
to avoid
after
return
must
at normal
into a darkened
warrior
you have
is at the location
operate
is fired
warrior
is fired
to shift
last arrow
Class
otherwise
If one of the affected
may
feet by which
Armour
or
power
to transfer
To fire an arrow
power,
into cover,
warrior
as a free action,
warrior
oCthe
the arrow.
comers,
location.
tracer
action
the psychic
to the location
normally
may
room,
all
if the
he could
The psychic
his senses,
a target's
will veer
activated
still function
normally,
but only when the
psychic
warrior's
awareness
is within his own body.
travel
Any
around
comers,
through
reach
target,
Note
swoop
windows,
You simply
only
around
up chimneys,
the target.
roll, modified
make
the arrow
does
sort of path
can follow.
is invulnerable
as is a target
attack
between
A target
affect
him only
those
warrior
would
in a
active
is out of
and may
affect
in either
or
is
inflicted
is activated
is in his body
the power
is
form.
if
the weapon
of
the weapon
warrior's
Because
around
is moved
beyond
(10 times
awareness
the maximum
its range
snaps
the psychic
the arrow
he may activate
73
handicaps
him before
him
magical
this power
this power
his awareness
amict
even
when
or other
after
when
which
The psychic
warrior
degree circle around
you
to arrows
which
deafness,
while
activated
the rest.
be some
blindoess,
on the psychic
to
the arrow
room
affected
by this power
your weapon's
range.
drains,
a standard
between
must
even
or down
by range
which
sealed
cover,
in place
Any
or
psionics,
augmentation
is active.
via magic
psionic
this power
thus,
the psychic
to see, unless
not augment
while
of his arrow,
efficiency
back
warrior's
when
increment)
the psychic
to his body.
mind
his awareness
any psychic
range
powers
is actually
is centred
with
a range
floating
there,
from
abilities
require
physically
a range
touching
of touch,
from
use any
him,
target
or which
the psychic
is fired
his psionic
startling
activated,
animated
activity
closest
ceases
does
to be a target
becoming
When
warrior
choose
his targets,
abilities
targets
to guide
happen
himself
ceases
instead
his shots
The psychic
warrior
to all attack
rolls
whatever
directions
however,
to him
'You're
never
make
back
could!eel
i 'Give
action,
firing
rate.
Rather
than
archer
simply
the psionic
closest
'I'll
rolled
attack
possible
when
two targets
Only
out there,
me the arrow'
his bow
round
If
rounds
it
Movement
in
from
another
one
without
and spellcasting
is
that actually
are eligible
move
targets.
a +5 competence
this power
must
be able
them,
Note
to be rotating
an eye on all
While
to see targets
using
may
that
in
this power,
in order
senses
or otherwise
bonus
is active.
be used
normally
the
to fire upon
to spot
undetectable
targets.
a target,
fires
at the creature
are equally
receives
while
archer
invisible,
at the
selecting
distant
moYingbesidetlieg
His voice
attack
targets
target.
movement
may
the psychic
warrior
is considered
place during his actions,
keeping
his
move.
physical
in a given
to
allowing
toward
it does
of this power
as well.
wanders
a viable
a target
is
to be at hand.
the full-round
which
some
this power
simply
has, whatever
becomes
until
only
-
a target
feet or more
over 10
targeter
not move
he is able to achieve
of prowess.
the creature
to the void
a creature
fully gives
the psychic
consciously
psychic
warrior
awareness,
feats
determine
permissible
the psychic
randomly
a target.
Void Targeting
Clairsentience (Wis)
Level: Psychic Warrior 5
Display: Au
Manifestation
Time: 5 minutes
Range: Personal
Target: Self
Duration:
I minutellevel
Power Points: 9
When
must
upon.
\V!lgbns,
fat andlaiY,
and certain
in. bisears
liker9I1ing
nothing
waves
his mind.
His eyes
shattered
could
of distant
wings.
reach
He
them.
'Tell
thunder,
me
!;with
Izrel's words painted
dregs olwineand
the skull
eaters.
This
missile.
who
hadtodie.
VadaenJhand
around
the sleek,
metallic
shaft
to
of the
j His
teeth
chattered
Ipower settled
Irimming his
as the temperature
a shaft
sUddeQly
b)'hisoWtl
encroaCl!ing
death.
turned
10 freezing
Through
mist.
The
Vadaen,
you hifil!'
With a parchedchuclde,
WEAPON
WEAPO N
power
MEDITATIONS
he psychic
true
warrior
manifest
alIows
Trance.
inherent
Though
particular
benefit from
fighting.
warriors.
upon
Because
focus
can benefit
from
do certainly
on a particular
style
of
about the
by psychic
does
meditation
his psionic
adopts
who
warrior
weapon
to
Battle
warrior
those
a psychic
unlocking
his mind
further information
and their adoption
a particular
warrior
psychic
the increased
easily
and opens
meditation,
not need
to
any
the information
presented
ADOPTING A WEAPON
MEDITATION
warrior
at the time
he begins
gain many
levels
discover
other
which
within
meditation.
resist
for a great
fighting
weapon
them
Others
speaks
adopting
the case,
a psychic
Meditation
weapon.
to their
inner
selves
with
avenues
type
must
to truly
to study
other
a specific
warrior
Feats).
of
of
take
the
understand
the psychic
Psion/Psychic Warriors
of a weapon
to bond
preferring
feat in order
At the time
warrior is locked
using the chosen
they
and exploring
before
use.
Weapon
before
the power
a weapon
Attention
Some
miles
the urge
the Divergent
Warrior
during
uses
training.
meditation
career.
many
for exclusive
Whatever
a weapon
deal of time,
styles
advancement
not gain
his adventuring
and travel
a weapon
and awakens
weapon
does
not possess
occurs
warrior
psychic
here.
A psychic
the psychic
5: Psychic
Multiclass
immediately
potential,
he does
by
weapon.
in the frightening
not every
weapon
but his
be unleashed
to more
he knows
Note
in which
Additional Meditations
fighter
to a particular
the warrior
the powers
the possibilities
choose
can only
devotion
points.
round
for which
is a powerful
effectiveness
single-minded
This devotion
each
MEDITATIONS
begin
as various
other
psionic-like
benefits
based
on the
If a psychic
immediately
warrior
suffers
uses another
weapon,
he
IdS hit points of sub dual
warrior
his psychic
level
affinity
he possesses.
for the weapon
of stress
to the psychic
personal
energy.
lost points
when
This
wilI return
the psychic
power
warrior
damage
a great
and disrupts
heals
normalIy
normalIy
warrior
to conserve
his internal
energies
A psychic
in
warrior
of
exhausting
deal
psionic
more strongly
his
of psychic
and the
of the next
replenishes
the psychic
damage
per
The disruption
causes
at the beginning
warrior
point
day,
his
75
powers
may find
on his weapon
potential.
himself
meditations
relying
WEAPON
MEDITATIONS
Provided he satisfies all of the above conditions, the
psychic warrior may use any of the abilities granted by
the weapon meditation as often as he likes.
THE WEAPON
MEDITATIONS
Thepsychicwarrior mustsatisfythe
requirementsfor the rank of the manifestationability
he is attemptingto use.
Medium crushing
weapons. Flails, war
hammers, clubs, maces and
morningstars all fall into this
category. Weapons designed
to inflict blunt trauma on
targets favour a strong,
straightforward fighting style
and psychic powers which do
the same.
76
WEAPON
Large
weapons.
in half or crush
overhand
swing,
Whether
who
delivered
these
weapons
warriors
weapons
martial
as their
is appealing
often
popular
who
this ability.
meditation
deal
see mastery
and those
find themselves
skill
are
Psychic
armed
examines
with
who
wish
need
only
satisfy
enjoying
one of these
warriors
meditation
to begin
below
categories
pursue
and divide
should
to study
weapon
an injury
Concentration
Weapon
kukri,
Selection:
check
BLADED
benefits
Condition:
Dagger,
siangham,
punch,
sickle,
dagger,
sword,
short.
training
and affinity
skill
as if it
for you.
this rank of the weapon
your
current
ranks
in this skill
are limited
by
the number
of power points you have in reserve.
If
you have 7 ranks in this skill, for example, and only 5
10 + damage
suffered)
in
from
ability.
Balance (8 ranks)
of purchasing
training
gained
allows
by training
you
with
to reinforce
related
the
skills.
power
bonus.
Gaining
(DC
Combat Intuition
allows
full round.
by 5. Fractional
up to the nearest
in order
Your weapon
the result
you immediately
meditative
synergy
Requirements:
of this meditation
SMALL
kama,
to use
Requirements:
a weapon
WEAPONS
handaxe,
in reserve
it provides.
the requirements
the duration
be rounded
Your psychic
Allowed
points
If you suffer
order
startling
the benefits.
TINY AND
power
of the
who
check
results
one of these
who
exercise,
To determine
ability, in rounds,
of coordination
to master
to those
active.
one of these
section
action
warriors
this
Each
is a standard
damage
abilities.
meditation
this ability
you need.
amongst
choose
weapon
necessary
Activating
and requires an Autohypnosis skill check (DC 15)this does provoke an attack of opportunity. You must
Benefit:
You gain a +4 competence
bonus to all
Balance and Tumble checks as long as this ability is
The great
arts as a mental
this path
psychic
on massive
are quite
in number.
and dedication
Condition:
foe
a single
of weapon
flail,
focus
and those
weapons
growing
to cut your
with
stroke.
Double-weapons
exotic
new
or a heavy
at a single
psychic
you want
a falchion
study
When
his head
MEDITATIONS
new ranks.
Superb Balance
Your body reacts instinctively when your balance is
threatenedandyour musclesmake constant, minute
adjustments to help you maintain your stability.
77
WEAPON
MEDITATIONS
control when attempting skills traditionally associated
with Strength.
Condition: You must have at least 10 psionic power
points in reserve to maintain this benefit.
Benefit: You are able to use your Dexterity modifier,
rather than your Strength modifier, when using the
Climb, Jump or Swim skills. Anytime you would need
to use your Strength modifier to determine the
outcome of one or more of these skills, you may
instead use your Dexterity modifier, treating all of
these skills as if the base attribute for them was
Dexterity, rather than Strength.
Tumbling (8 ranks)
Weapon Climbing
Dangerous Thmbling
Your combination of small weapons techniques with
the art of tumbling allows you to attack targets you
pass while using your acrobatic skills. Though the
attack is far trom accurate, it can be useful when
harrying targets you do not wish to directly engage in
melee combat.
Condition: You must successfully tumble within 5
feet of at least one opponent and you must succeed in
a Thmble skill check (DC 25). This skill check is also
used to determine whether or not you may be the
subject of an attack of opportunity
if the check fails,
you may still move as normal but may not use this
meditation ability and are subject to attacks of
opportunity as normal. If the check succeeds, you do
not suffer any attacks of opportunity for the movement
made while tumbling and you may use this meditation
ability. Note that you may not move more than 20 feet
during the round in which this ability is used, as you
are limited by the maximum movement rate allowed
by the tumbling skill. If you have access to an ability
Fourth RankAbilities
Requirements:
Dextrous Strength
Rather than accomplish tasks through brute strength,
you are able to use your Dexterity and physical
78
WEAPON
MEDITATIONS
Benefit:
You may attack anyone
opponent
when you
pass within 5 feet of during your Thmble.
You suffer a
penalty
on the attack roll for this
-5 circumstance
action, but the attack does not count against
your
normal.
Condition:
normal
attacks
made
during
the round.
This
attack
5 feet of your
after the attack
Benefit:
is
made.
Mounted Fighting
MEDIUM BLADED
WEAPONS
Allowed
Weapon
Selection:
scimitar,
dwarven
waraxe,
battleaxe,
bastard
longsword,
sword.
First RankAbilities
Requirements:
Ride (4 ranks)
training
allows
and affinity
you to treat
for a particular
an additional
skill
style
as if it
your current
by the number
ranks
in this skill
of power points
are
you
have in reserve.
skill,
for example,
in reserve,
in this skill
(the lower
of your actual
the number
ofpsionic
power
points
ranks and
you have
inreserve).
Benefit:
for purposes
of purchasing
new ranks.
79
WEAPON
MEDITATIONS
Condition: Gaining this rank of the weapon
meditation is sufficient to allow access to this benefit,
but the benefit only functions when you are wielding a
weapon in each of your hands. You must have at least
15 psionic power points in reserve in order to maintain
this benefit.
Benefit: Any weapon wielded in your off-hand is
treated as ifit were one size category smaller than it
actually is, for purposes of determining your penalties
for dual-wielding only.
Psychic Handle
Your psychic training allows you to treat weapons in
your off-hand as if they were smaller than they
actually are.
Set Up Attack
You are able to set up an attack with your secondary
weapon by lowering your opponent's defences with
your primary weapon.
Condition: You must have a Base Attack Bonus of
at least 10 to use this benefit and have at least 20
psionic power points in reserve. This ability may
only be used in rounds during which you take the
full attack action.
Benefit: You may accept a circumstance penalty of
up to -3 to all attacks made with your primary
weapon during this combat round. You may then, in
turn, increase the critical threat range of the weapon
in your off-hand by the sarne amount (if you take a2 penalty, you may increase the threat range of the
weapon by 2, forexarnple).
Fifth RankAbilities
Requirements:
80
WEAPON
you are treated
lower
of your
power
points
Benefit:
ranks
you have
a class
skill
(the
Benefit:
ofpsionic
your
the Animal
for purposes
Empathy
skill
of purchasing
as if
to your
a mount
and psychic
Condition:
Attaining
this rank
is sufficient
to gain
is only
25 psionic
points
You receive
skill
situation
either
available
power
Benefit:
Ride
checks
during
hand,
in combat
in the weapon
access
when
a +4 competence
you must
which
make
you
Your psychic
at least
benefits
bonus
to any
in any combat
are wielding
and shield
a weapon
in
combination.
were
training
a class
Gaining
is sufficient
light
(4 ranks)
for a particular
an additional
skill
style
as if it
this rank
of the weapon
to allow
your current
ranks
access
remaining
had 5 ranks
in reserve,
in this skill
are limited
(the lower
ofpsionic
of your
power
points
between
damage
allows
by training
you to reinforce
with
related
Condition:
held
Benefit:
You receive
Balance
synergy
skill checks,
bonus.
in order
10 psionic
to maintain
a +3 synergy
the
skills.
power
this benefit.
bonus
to all
as if you
actual
ranks
you have
in
Your weapon
training and affinity for a particular style
of combat allows you to treat an additional
skill as if it
skill as ifit
of purchasing
a class skill
were
serious
Gaining
meditation
is sufficient
you have
skill
for you.
Gaining
for
new ranks.
at stunning
Condition:
a class
Condition:
(A
Natural Subdual
provide
training
gained
points
were
You may treat the Craft
armoursmithing)
causing
switch
round.
by
reserve).
purposes
or subdual
to this benefit.
in this skill
the number
of power points you have in reserve.
If
you have 7 ranks in this skill, for example,
and only
Benefit:
to
the
meditation
points
a blunt
penalty
(Craft
and affinity
you to treat
Condition:
However,
with
whether
Disrupt Psionics
warhammer.
allows
announce
to this benefit;
you have
MEDIUM CRUSHING
WEAPONS
of combat
normal
attacks
the normal-4
Requirements:
Psicraft(5ranks)
thanks
in reserve.
or a weapon
Your weapon
subdual
You must
awareness.
meditation
this benefit
will cause
make
suffering
able to direct
training
roll.
Rider
without
attack
attack
new
ranks.
Psychic
You may
weapon
in reserve).
it were
in this skill
MEDITATIONS
harm
and bruising
foes
with your
weapon.
this rank
to allow
at least
rather
points
than
5 psionic
points
for example,
and only
as if you
ofpsionic
power
points
you
have
in
reserve).
to this benefit,
power
in reserve,
of the weapon
access
remaining
Benefit:
in
class
reserve.
81
skill
of purchasing
new
ranks.
WEAPON
MEDITATIONS
benefit,providedyou haveat least 25 psionic power
points held in reserve.
Benefit: You receive a +2 synergy bonus to all Psicraft
checks you make as long as you fulfil the above
conditions.
Breaker
You are skilled
at breaking
Condition:
Gaining
meditation
is sufficient
provided
reserve
you
have
When
objects.
at least
Benefit:
inanimate
access
to this benefit,
15 psionic
a medium
you attack
power
crushing
an object,
points
in
weapon.
of any type,
receive a +2 competence
bonus to any damage
you make while this benefit is active.
Weapon Crusher
you
rolls
gained
Condition:
allows
by training
you to reinforce
with
related
the
skills.
power
LARGE
WEAPONS
Rank Abilities
First
stones.
Requirements:
Intimidate (4 ranks)
Weapon Attunement
Enhanced Skill Selection (Intimidate)
Your weapon
of combat
were
Psicraft
(7 ranks),
skill
and affinity
you to treat
for a particular
an additional
skill
style
as if it
for you.
Condition:
Gaining
meditation
is sufficient
this rank
of the weapon
remaining
in reserve,
for example,
you are treated
and only
as if you
Concentrated Charge
a class
training
allows
Knowledge Psionics
(12 ranks)
82
WEAPON
MEDITATIONS
Bluff(4ranks)
Third RankAbilities
Requirements: Intimidate(12 ranks),SenseMotive (6
ranks)
Enhanced Skill Selection (Sense Motive)
Your weapon training and affinity for a particular style
of combat allows you to treat an additional skill as if it
were a class skill for you.
Condition: Gaining this rank of the weapon
meditation is sufficient to allow access to this benefit.
However, your current ranks in this skill are limited by
the number of power points you have in reserve. If
you have 7 ranks in this skill, for example, and only 5
points remaining in reserve, you are treated as if you
had 5 ranks in this skill (the lower of your actual ranks
and the number ofpsionic power points you have in
reserve).
Benefit: You may treat the Sense Motive skill as ifit
were a class skill for purposes of purchasing new ranks.
Armed Trip
You are skilled at tripping opponents with your
weapon.
Condition: You must have at least 15 psionic power
points in reserve.
Benefit: When tripping an opponent, your size
category is equal to your weapon's size category.
Armed Overrun
You are able to use your weapon to assist you in
rurming through an occupied area.
Condition: You must have at least 20 psionic power
points held in reserve in order to use this benefit.
Benefit: Your size category is equal to your weapon's
size category when you take the overrun action.
ranks)
83
WEAPON
MEDITATIONS
DOUBLE-WEAPONS
any double-weapon.
Requirements:
Spot(4ranks)
Enhanced Skill Selection (Spot)
Your weapon training and affinity for a particular style
of combat allows you to treat an additional skill as if it
were a class skill for you.
Condition: Gaining this rank of the weapon
meditation is sufficient to allow access to this benefit.
However, your current ranks in this skill are limited by
the number of power points you have in reserve. If
you have 7 ranks in this skill, for example, and only 5
points remaining in reserve, you are treated as if you
had 5 ranks in this skill (the lower of your actual ranks
and the number ofpsionic power points you have in
reserve).
Benefit: You may treat the Spot skill as if it were a
class skill for purposes of purchasing new ranks.
Damaging Trip
You are able to cause damage to others when you trip
them with your weapon.
Condition: You must have at least 25 psionic power
points held in reserve, and you must use the full-attack
action during the round in which you wish to use this
benefit.
Benefit: When you successfully trip a target, that
creature suffers Id6 hit points of damage.
Centred Poise
When armed with your weapon, you are balanced and
ready for action.
Condition: You must have at least 5 psionic power
point in reserve.
Benefit: Youreceivea +I bonusto all Balancechecks
made during combat and a + I competence bonus to all
rolls made to defend against a trip by one or more of
your opponents.
Spot(5ranks)
One-Handed
Strike
By sliding your weapon forward into
a one-handed grip, you are able to
attack at a slightly greater
distance than normal.
84
WEAPON
Condition: You must have at least 10 psionic power
points in reserve. You must take the full-attack action
during the round in which you intend to use this
benefit.
Benefit: You are able to make a single attack this
round, regardless of the normal number of attacks
available to you. Your reach for this attack is
increased by 5 feet, but the attack is otherwise
unaffected.
MEDITATIONS
Listen (7 ranks)
Roll Up
If you are tripped or knocked down, you may be able
to roll to your feet immediately.
Condition: You must have at least 20 psionic power
points in reserve, and have been tripped or knocked
down immediately preceding your attempt to use this
benefit.
Benefit: You are allowed a Tumble skill check (DC
25) to immediately bounce to your feet after being
tripped or knocked down. This is a free action.
Abeyance
You are able to create threatening displays which may
prevent some creatures from approaching you.
Condition: Youmust have injured an opponentin the
previous round. In addition, you must have at least 15
psionic power points held in reserve. During the
round in which this benefit is used, you may only take
the total defence action.
Benefit: At the beginning of the round during which
you wish to use this benefit, you may nominate one
target for every 5 psychic warrior levels you possess.
No target may be within 5 feet of your current location
at the time this benefit is activated, and no target may
have more than 2/3 of your levels or Hit Dice. To
move within 5 feet of your current location, the
nominated targets must make a successful Will save
(DC 15 + your current psychic warrior levels). If the
target fails, it may act normally but may not move
within 5 feet of you. If the target succeeds, they move
normally.
Revolving Disarm
You are able to spin your weapon rapidly while
attempting to disarm your foe, offering more than a
single attempt for each attack.
Condition: You must have at least 25 psionic power
points available in reserve. In addition, you must take
the full-attack action during any round in which you
intend to use this benefit. You may not use this benefit
during an attack of opportunity.
Benefit: You are allowed to make two attempts to
disarm a target for every attack action you spend.
Each of these disarm attempts, however, suffers a-2
circumstance penalty.
85
WEAPON
MEDITATIONS
Condition:
You must be armed with a
ranged weapon, have at leasta BaseAttack
Bonus of +6 and you must take the fullattack action during the round in which you
intend to use this benefit. You must have at
least 5 psionic power points in reserve in
order to maintain this benefit.
Benefit: Regardless of your normal number
of attacks, you make only a single attack
during this round. In return, you areableto
lower the effective concealment of your target by
onecategory(from 9/10 to ) for example. Youmay
not lower the effective concealment of targets who are
totally concealed, however.
greater
bonuses
from
related
skills
than
normal.
Condition:
MISSILE
Allowed
Weapon
any short-
upon
meditation,
provided
access
gaining
to this benefit
this
you have
rank
in the weapon
WEAPONS
Selection:
You gain
immediately
Trade).
or longbow.
Accurate Shot
Requirements:
your target
Disguise (4 ranks)
Condition:
Patient Shot
You are able to wait to make that perfect shot when
your targetis most visible.
shot
when
is most visible.
You must have at least a Base Attack
the round
benefit.
points
in which
you intend
in order to maintain
action
to use this
power
this benefit.
Benefit:
(from
cover of
Hide (6 ranks)
for you.
WEAPON
Condition: Gaining this rank of the weapon
meditation is sufficient to allow access to this benefit.
However, your current ranks in this skill are limited by
the number of power points you have in reserve. If
youhave7 ranksin this skill, for example,andonly 5
points remaining in reserve, you are treated as if you
had 5 ranks in this skill (the lower of your actual ranks
and the number ofpsionic power points you have in
reserve).
Benefit: You may treat the Hide skill as if it were a
class skill for purposes of purchasing new ranks.
MEDITATIONS
Sniper's Eye
Fifth Rank Abilities
You are able to hit a target where it hurts the most with
your ranged attacks, provided you have time to set up
the shot.
Condition: You must have a Base Attack Bonus of at
least +10 and you must have at least 15 psionic power
points in reserve. This benefit can only be used in
rounds during which you take the full-attack bonus.
Benefit: Regardless of how many attacks you would
normally be able to make during a round, you are
allowed only one ranged attack during the round in
which this benefit is used. This attack is treated as a
SneakAttack, however, as if you were a rogue of level
equal to your current psychic warrior level plus any
rogue levels you may have. The target must be within
30' for you to gain the bonus damage of the Sneak
Attack.
Requirements:
Spot(8ranks)
Psychic Synergy Bonus (Spot)
Your ability to find targets quickly, derived from your
skill with the bow, enables you to more accurately find
those who are hidden.
Condition: You must have a Base Attack Bonus of at
least [0 in order to gain this benefit. In addition, you
must have at least 25 psionic power points held in
reserve in order to maintain this benefit.
Benefit: You receive a +2 synergy bonus to all Spot
skill checks as long as you meet the conditions listed
above.
Psionic Shot
You are able to project your psionic abilities through
your archery.
Condition: You must have a Base Attack Bonus of at
least 15 to use this benefit. In addition, you must have
25 psionic power points in reserve, you must take the
full-attack action during the round in which you wish
to use the benefit, and you must be armed with a bow.
This benefit may only be used with powers with a
range of Touch.
Benefit: You may imbue one of your arrows with a
psionic power you are able to manifest. You must pay
the manifestation cost as normal and you must spend
the appropriate
time manifesting
the power
- at
the
Mind's Eye
By concentrating, you are able to penetrate even the
deepestconcealment to find your targets within.
Condition: You must be within 20 ft. + 5ft./level of
the concealment you are attempting to penetrate. [n
87
THE SA 1TLE
psychic
ways.
The Battle
around
of power
combine
warriors
power
state
difficult
to maintain,
unprecedented
power
talent
Though
Trance
offers
you must
first
no amount
is able
to unlock
the proper
Trance
one
actions
fails,
frame
within
skill
during
however,
of mind
check
(DC
and may
not enter
more
you
possess
the
Warrior
of concentration
the power
of the
trance.
Even
check
the Battle
to tap.
spend
and attempting
to harness
At the end of this round, you
to your
to achieve
4: Psychic
you must
it is a
is even
prior
If the skill
Maintaining
to rival,
of a fighter
THE BATTLE
this feat,
awareness
limitations
of self-control
of
psychic
on the battlefield.
Without
to
powerful
expression
or psychic
their
the Battle
ENTERING
TRANCE
Trance
are able
allowing
of the psion.
to achieve,
they
in interesting,
combat
round.
deal
the trance,
make a successful
Concentration
If the check succeeds,
you enter
immediately
the all-
or the breadth
is the ultimate
transcend
the pure
difficult
Feats).
to a psion,
of both
Trance
surpass,
Battle
do not possess
of a fighter
and even
skills
available
the abilities
this fusion
must
20).
warriors
combat
a great
enter
TRANCE
hough
and requires
To successfully
when
not a certain
The power
entering
the trance
of the Battle
Trance
is
is
88
But these benefits are not free and do not come easily.
You must decide carefully whether to boost your
offensivecapabilitiesor protect yourself from hostile
assaults. Focusingyour efforts on destroyingyour
enemies is certainly a way to avoid personal injury,
but without proper defences eventhe greatestof
psychic warriors may find himself overwhelmed by
lesser foes and killed before he can correct errors in
judgment madeearlier in the Battle Trance.
Trance Shock
When the Battle Trance ends unexpectedly, such
through as a result of an action which physically or
psychically injures you, the result is trance shock.
This altered state of consciousness leaves you stunned
for its duration and allows your psionic power points
to slowly dissipate. Trance shock always lasts for at
least I round, after which you may attempt to snap out
of it at the beginning of each round.
To free yourself ofthe effects of the trance shock, you
must make a successful Autohypnosis skill check (DC
15 + the number of rounds you've been in trance
shock). Every failed attempt costs you 3 power points;
not attempting the check at the beginning of each
round still costs you a single power point every round.
If the check succeeds, however, you suffer no psionic
powerpoint loss,arefreedfrom the trance shock, and
may act as normal in the current round.
89
fFIRST
ROUND
(2 POWER
BENEFITS
POINTS)
Chakra Targeting
SECOND ROUND
BENEFITS
(4 POWER
POINTS)
Toss Attack
Possible Attack
When you are 10 feet away from your target, you are
allowed to throw your weapon as a ranged attack, even
if the weapon is not normally used in this way. You
suffer a-2 competence penalty (-4 if the weapon is of
medium size, -6 ifit is a large size weapon and you
may not throw weapons of greater than large size) on
this attack, but the attack does not otherwise count
against your normal number of attacks in the round.
You must continue your move after the attack and
move into melee combat with the target and you must
use at least one of your normally available melee
attacks this round against the target you threw your
weapon at.
Unconscious Defence
By foregoing one of your own attacks each round, you
are able to augment your own defences, making it
90
Push Back
Resistance Penetration
Disrupt Concentration
You are quite skilled at wrecking the concentration of
psionic characters or spellcasters. Whenever you
damage a target who is concentrating on maintaining a
spell or psychic power, your attack causes an
additional 4 hit points of damage for purposes of
disrupting your target's concentration only.
91
Shield Weapon
You are able to use your weapon as a shield, deflecting
attacks, missile weapons, and even spells with it. This
ability can be quite taxing, but allows you to gain the
benefits of a shield even when using two weapons or a
single weapon which requires two hands (such as a
double-weapon).
When this benefit is active, you gain a deflection
bonus to your Armour Class based on the size and
number of weapons you are currently wielding. This
benefit is only available if you are using a weapon for
which you possess a weapon meditation. Note that the
deflection bonus provided by this benefit stacks with
any other deflection bonus, even those which state
they do not stack with other deflection bonuses.
Psychic Riposte
During the Battle Trance, your mental reflexes are so
finely honed you are able to respond instantly to
psychic attacks made against you without the need
to use an action of your own and possibly without
reducing your own psionic power points.
Double-wea on
+4
FOURTH ROUND
BENEFITS (8 POWER
POINTS)
SanguinalVenom
Follow-Through
You are able to use earlier attacks to create openings
for your later attacks. By knocking aside shields,
slapping away defending weapons, and even
momentarily prying up bits and pieces of armour, you
allow your later attacks to strike more telling blows.
92
Thousand Cuts
You have mastered the art of redirecting your energy
and are able to spread the power of a single attack
across many, faster attacks. Where others seek to drive
their weapon through their target with great force, you
are content to deliver attack after attack, slowly
wearing the target down with a dizzying flurry of
minor injuries.
93
PSIONIC CANNIBALISM
Novices are kept ignorant of the truth for as long as
possible. They are treated, instead, to the sights of
other psychic warriors burning away psionic power at
a profligate rate, performing feats ofpsionic power of
so great a cost that it would clearly drain a normal
psychic warrior, and possibly even a psion. Once they
become addicted to the thought of all that power
waiting to be taken, few turn aside when the
masquerade is torn aside to reveal the reality of the
'harvesting' process.
PSIONIC
CANNIBALISM
CHAKRAS,
PSIONIC
THE
ROOTS
OF
POWER
94
PSIONIC CANNIBALISM
m
m..m
of the cannibals
she'd
ripping
kUlednot
far from
the inn
where
"finfon11ation,
she'd
heenstaying.
patching
them
his mind,
she
1
like a whirlwind,
the
and
was praying was wrong. There were legends, but she didn't wantto
to fade fn>m sight, willing herselfintolnvJJ;ihility.
I,
Fourofthem
woman
clustered
with
hair hanging
whisper-spitting
like shattered
g estures.
ervQ uS
at . his ear and
..
i
'
Clearing
her mind,
lslis
allowed
herselftofeeltheirminds,
bright
pinpointsofswampygreenligl1t,
She reached
out
I
to the smallest
of the lights,
forCing
later,
adrenaline
queries
its defences,
Islis
limped
drivingdeeplYJntotheCentreofil$beillg.
back
she'd heen.~rsedin,
and his w(fe and cdllapsedint6
of the innkeeper
parchment
detailing
the trade
to herrenliedroom,i;lutclrlngherhead
and filthythaughtS
betweerl
cities,
the! way
victims.
Most creatures
opening
these
their world
how
own flesh,
thtough
own physical
know
direct
presence.
manipulation
Still,
despite
lying
of it with
that they
nascent
their
within
Psychic
warriors,
with
naining
and their
focus
psychic
energy,
interest.
They
different
donors
have
chakras,
they
have
different
their
very
have
have
know just
where
creatures.
Armed
is able
physically
on the body
studied
charted
these
demanding
specific
to pursue
offering
them
chakras
with
of
extensively
and
are found
in most
to extract
this unused
benefit.
Though
from
often
types
their
chakra
for many
to provide
leads
of donor,
hunting
is needed
Oncea
psychic
either
in exchange
the donors
down
and taking
them.
the methods
chakra is liberated
dissipates
unless
quickly
power
Some
of
their
such harvesting
and, at the very
the psionic
specific
able
the psychic
psionic
to harvest
can be used
This
of
ofpsionic
great
them
what
very
types
types
of it is only
of benefit.
elaborate
simply
different
of this power
most
type
warriors
ruthless,
as a conduit
some
purposes,
also
While
different
the power
and it is just
to rip it free and put it to use.
for someone
Because
power.
do not
do contain
waiting
warrior
DisguSted, Islis wille<! ,herself to sleep, knOwing her duty was farfromoVer.
chakra
psychic
own
prefer
while
into crystals,
containers.
95
warriors
bodies,
Whatever
quicksilver,
to bind
the power
distil
the essence
or other,
more
into
of the
exotic
it is
PSIONIC
CANNIBALISM
Reclaiming
Psionic
the
power
Power
which
has been
into
which
harvested
warrior
creature
the psionic
energy
This is considerably
more difficult
happens
to be the body of a psychic
far from impossible
capable
of liberating
blades,
bound
from
chakras
may be liberated
by
who gains control
of
is bound.
if the object
warrior,
but it is
teeth
and talons
are all
power.
above,
harvesting
chakras
there
psionic
must
are three
energy
be tapped
from
stages
involved
donors.
First,
or removed
from
in
the
the donor.
at a later
different
methods
presented,
along
involved
date.
with
in each
In the following
for each
of these
of the three
sections,
three
information
object
it can be
steps
are
on the pitfalls
stages
of psionic
cannibalism.
to bind
the chakra's
the psionic
power
within
a few hours
of
power points,
energy, which
removal.
);h6ughtlie
is
bindingprpcess
alwaYsrequireS.at
least
petSOJialeSsence
SO/llet1I1lesstmple:;IC
tostabilise
mnior's
disposable
from
power
thepSiOJlicpower.
sources
the restrictions
techninues
Psychic
body
that
is always
object
may
of the psychic
Though
psychic
bound
will
need
against
and/or
levels.
highest
power
consult
10 fiee themselves
table
Multiply
ability
levels,
by the binding
then
below
power
psionic
predators,
Each
psychic
to weigh
into a physical
power
warrior.
it
creature,
points
possessed
the following
by a non-
table,
which
points
score
the modifier
by one-third
the total
derived
number
Hit Dice
from
the
ofpsionic
contains.
object,
be the
for other
ofpsionic
psionic
"0
power
though
iJlorder
put in place
number
and minds
to harvest.
their bodies
is available
warrior
the risks
power
the benefits
of storing
in this way, choosing
safety
or convenience.
Points
e"eIorHi!
0
II
2
13
4
15
6
17
8
19
10
by LevelorHit
DIce
Power Points
I
I
2
2
3
4
6
8
11
1.3
17
96
Dice
Level or Hit Dice
II
12
13
14
15
16
17
IS
19
20
21+/level
Power Points
20
25
28
33
37
43
48
55
59
65
70
or
PSIONIC CANNIBALISM
Dividing Power Points
Targets
store
with
fewer
all their
surrounded
with
cannibalised,
points
in the chakra
heart.
power
divide
power
II power
points
by their
II or more
psionic
than
power
When
points
a donor
is
the number
points
amongst
of
the
different
chakras,
as noted above.
Extra
power points are divvied
up amongst
the
brain,
heart
and spine
chakras,
in that
order.
a psionic
donor's
modified
by ability
other,
standard,
factors.
Power
body
contains
ofpsionic
power
as per normal for his
score,
class,
and
Inclination
When
psionic
creature,
power
it tends
used to power
powers.
certain
from
useful
types
power
based
on the highest
trom
which
they
points
always
ability
are removed.
have
score
an
These
may
When
costs,
power
that this
points
limitation
removed
does
enough
the subject
to allow
of such
dire
procedures.
basis.
Removing
a chakra
straightforward,
for a botched
needed.
the target
not apply
techniques
to power
trom
trom
a willing
though
operation
outright.
of the psionic
Note
depraved
to become
of any psionic
on a one-to-one
point
or simply
themselves
power
power
score
enough,
of the
points
for every
be used
when
of psionic
Cannibalised
inclination,
creature
is removed
to be more
there
target
is always
destroying
a chakra
or killing
Because
cannibal
is fairly
the potential
to kill
a willing
donor,
to allow
the psychic
psionic creatures
- these power
points may be used to pay for any psionic power or
other benefit
without
penalty.
The Harvest
Because
the chakra
instances
when
harvesting,
donors
the pain
phase
trom
of the entire
a donor.
are willing
and potential
rare indeed.
In most cases,
physically
restrain
or even
Donors
Psychicwarriors with
process
is
make
the psychic
warrior
kill the donor.
danger
these
offer
process
often
in an area
themselves
is painful,
deadly,
there
a great
may
deal
be able
of money
up as volunteer
donors.
occasionally
crippling,
are those
desperate
others
Though
sometimes
as little
squirm
and
is restrained,
the process
may begin.
to
the
and most
enough,
Once a victim
or
to convince
donors
with
must
Willing
influence
even willing
energy
of the psionic
hungry
97
power
trom
the donor
without
killing
PSIONIC CANNIBALISM
medical care by making a Healing check (DC
10 + the number ofpsionic power points
removed from the target); psychic warriors
with more than 10 points in the Use Psionic
Device skill receive a +2 synergy bonus to
this check. This check must be made just
before the process is complete and before the
donor makes his saving throw. If the psychic
warrior's Heal skill check succeeds, the donor
receives a +5 circumstance bonus to his
Fortitude save. (fthe donor succeeds at his
Fortitude save, he suffers Id4 points of
temporary Constitution damage (note that this
damage cannot reduce the target's
Constitution score below I). If the donor fails
his Fortitude save, he dies immediately,
wasted away by the psychic trauma inflicted
during the harvest.
him
- if
the check
fails,
however,
the psychic
is
the most
warrior
~al~
nIn this case, the specific organ varies from donor to donor and is
detected by the psychic warrior at the time it is removed,
automatically.
98
PSIONIC CANNIBALISM
necessary
procreation.
organs
and limbs
amount
by those
The primary
tend
of psionic
sensory
necessary
organs,
to be roughly
power
they
equal
contain
for
digestive
in the
at any given
time.
Creatures
apparatus,
to serve
as donors
diffused
throughout
without
utterly
donor.
for very
their
Games
small
the physical
large
donors)
they
and cannot
Masters
for very
energy
body
consuming
While
eventuality
the psychic
form
may choose
psychic
energy
binding
the donor
Other
forms
of this type
simply
warrior
isn't any way for the psychic
the energy from such an alien physiology.
Removing
the flesh
or organ
very straightforward
as shown
Healing
on the table
check
damaged
power
above)
fails,
it would
a chakra
normally
(DC
Ifthe
is removed,
Id4xlO%
is
check
for success.
only
of
as there
to extract
a Healing
the chakra
and contains
points
containing
and requires
this
(or perhaps
consuming
a
with all of the
contained.
in donors
of the
an unusual
circumstance.
In any event, completely
target does provide
the psychic
warrior
psychic
is
to allow
warriors
it is certainly
contain
be removed
but is very
of the psionic
possess.
If the skill
check succeeds,
the target's chakra is removed
and the
energy it contains
may now be bound into the psychic
target
succeeds
warrior's
minus
the removed
body
or a suitable
object
(see below).
Targets
Obviously,
chakra
removing
of the brain,
organs
the heart,
are removed,
throw
or organ
the normal
healing
the affected
and depraved
clerics
psychic
on hand
upon
healed
in this way
chakra
removed
removed
their
points
such
is unlikely
and then
only
sometimes
the grievous
the donor
see Psychic
violent
removal
of the chakra
is often
enough
to send
of creatures
into a death
To determine
the amount
of time
however
making
a
in Chapter
maximum
4:
psionic
by the appropriate
liberates
a chakra
the psionic
it inaccessible
containment.
Because
remove
than
more
removed,
throw
(DC
reproductive
the donor
organs,
is entitled
20) to avoid
lapsing
or sensory
of this,
unless
magical
means
living.
Though
powerful
a target,
to a Fortitude
into shock.
are
saving
If the
99
creature
in a sudden
most
clerical
from
to keep
to
a
the
magic
harvesters
the target
of
possible
chakras
are used
rush,
method
it is rarely
donor,
to stabilise
a dead
target
be used
organs
from
energy
to any known
to remove
the DC
and add 2dlO
evil
they
percentage.
When
necessary
even
spiral.
minutes.
of a donor
is permanently
are reduced
flesh
normally.
fall to -I hit
I hit point each round
losing
The
he survives,
heal
immediately
the strongest
a chakra
required
wealthy
keep
Prosthetics
continue
perish.
throw,
and may
if it can
wounds
The chakras
and will
they
saving
organs
fail, however,
to die
Particularly
do not regenerate,
from
of the Trade)
power
until
no saving
a dire injury.
organ.
donors.
(though
will die
warriors
to heal
inflict
points
the operation
is complete,
the
reduced
to -I hit points and
process
of dying.
Only magical
regenerate
If the base
or the abdominal
trom
the target
immediately.
When
target is immediately
begins
the spine,
the target
hand,
surrounding
the target
can protect
On the other
Tools
the flesh
who
in this
could
simply
contains
PSIONIC CANNIBALISM
Unwilling
Donors
Siphon Harvest
Rather than removing an entire chakra from a donor, it
is possible to slowly siphon a small amount ofpsionic
energy from a donor each day. This process leaves the
donor weak and dazed, but it does allow a much larger
potential harvest from a given donor over a longer
period of time than a standard chakra removal allows.
The downside, of course, is that the donor must be
kept alive and restrained in order to gain maximum
benefit from the siphon harvest. It also creates a
potentially dangerous link between the harvester and
the donor, opening up the possibility of an attack
directly against the harvester, bypassing his defences.
The Struggle
As when working with a willing donor, it is necessary
for the psychic warrior to restrain an unwilling donor
to prevent him from struggling and wrecking the
operation. Even when restrained, however, an
unwilling donor is able to ruin the plans of a harvester
by expending psychic power points in their struggles.
For every five minutes the operation requires, a
conscious, non-psionic creature expends Id4 psionic
power points in a futile struggle to save themselves.
Though the non-psionic donor is unable to use the
power points in any constructive way, the very act of
resistance expends the psychic power of the unwilling
donor.
100
PSIONIC CANNIBALISM
energy
simply
power's
siphons,
releases
one-half
the
harvester
Ifeven
to whom
the siphons
from a chakra,
however,
may be used normally
is not complete
psionic
circuit
and the
creature
without
powers
the psychic
at that point
psionically-capable
his powers
are bound.
can be removed
is able
to use
fear of empowering
his
enemy.
Gorging
There
are times
needs
to very
natural
when
a psychic
quickly
psionic
strength
not time
to engage
surgical
removal
time to muck
about
with
cases,
a psychic
instead,
crack
open
in most
cases,
Gorging
require
can only
be performed
the donor's
chakra.
them,
psychic
gorging,
footed
and may
for every
contained
action
in a given
actions
while
no other
The advantage,
to gorge
in situations
the power
makes
Note
consume.
is considered
flat-
danger
action.
in sucking
down
Because
you
every
gain
round
no psionic
you gnaw
of damage
injured
to the donor,
target
round
power
power
starting
the round
after
you gorge
it is very
(DC
likely
fewer
psionic
which
you gorge
power
than
points
you receive
from
the chakra
is normally
available
hours.
Id3XIO%
upon
within
point
points
each
equal
10 + the number
more
gorging.
on a donor,
to bind
are
the psionic
for use.
than
your
maximum
points
by gorging.
you finish
gorging,
you
you have
a number
round
until
to or less than
your
However,
lose
normal
causes
not make
When
maximum.
points.
on the donor
more
ofpsionic
of power
the flesh
surrounding
a chakra is that the target will die before
you can complete
the consumption.
If this occurs,
unfortunately,
other
it immediately
number
one power
The greatest
of course,
where
a heart
to completely
warrior
chakra.
untenable
and you do not need
power to yourself
or an object
5% of
a psychic
take
gorges.
action
full-round
4 full-round
While
of which
warrior
potential
from
in a single
requires
neither
I full-round
A chakra
down
chakras
to remove
a psychic
requires
on limbs,
and spinal
when
a target
and time
destroying
Gorging
on himwhen
combat.
organs,
The brain
is available
unconscious
occurs
during
precision
without
and start
The donor
to gorge
gorging
abdominal
chakras.
siphons.
may,
or rendered
warrior
is incapacitated
eyes,
psionic
the target
must be restrained
ofa
not enough
warrior
on a chakra.
is simply
down
his
and there
In these
chowing
warrior
supplement
the
101
another
of hit points
of damage
you
cannibalism
attempt
for at least
PSIONIC CANNIBALISM
'BINDING
PSIONIC
gorging,
of harvesting
other than
must bind the psionic power
object
it is bound,
potential,
Binding
energy
to the psychic
wishes
A psychic
process
warrior
the power
attractive
When
a chakra
remains
chakra,
time,
near
which,
in turn,
psionic
cannibals.
is removed,
it collects
psionic
surrounding
have
its
when
makes
him an
into a semi-solid
the flesh
but only
Binding
use expensive
crystals,
or he can choose to
for other
about
it dissipates
but it does
thumb.
This
orb
the removed
strands
to bind
vanish.
Before
that time,
the
the power.
the Power
glowing
quickly
needs
and anyone
to himself
target
orb, usually
is merely
binding
an item
either
- heofcanmercury,
gems, or containers
bind
to himself
warrior
which
harvester
the
to use it.
is not a difficult
snares.
he can make
the psionic
useless
else who
before
energy
POWER
of
102
PSIONIC CANNIBALISM
Any points which are not used in
the same round during which they
are withdrawn dissipate at the end
of that round, wasted and useless.
Internal
Binding
103
PSIONIC CANNIBALISM
executed, at worst. In most communities, the middle
line will involve a lengthy prison sentence, possibly
avoided by exile. The more lawful a community is,
the more likely it is that the punishments will involve
prison sentences and fines, with neutral areas tending
towards exile as a solution and chaotic institutions
firmly believing in execution as a means to stopping
unwanted behaviour.
PSIONIC CANNIBALS
THEIR COMMUNITIES
AND
104
FORTRESSES
FORTRESSES
OF THE MIND
THE LAND
is almost
a certainty
- others
OF THE MIND
can benefit
105
FORTRESSES
OF THE MIND
a fortress
in the hinterlands.
Others
by merchants
and nobles to protect
portions
of trade
routes
from
predations
to construct
fortresses
ever
for themselves
amounts
by monsters
larger
below
and more
and their
to all-expenses-paid
illustrates
for a psychic
followers.
possession
Commissioned Fortresses
It is up to the Games
not a commission
general,
far more
or mercantile
important,
the right
is granted
land
than
interests
simply
to watch
money,
men,
protect
the stretch
provides
over
of land
provide
personnel
to such
The
control
over
warrior
with
get any
given.
The
provided
from
and
amount
these
upon
is meant
Games
best
are based
for his
upon
the
by a character
campaign
baseline
the
table
provides
amounts,
at
more
or
adjust
the
accordingly.
to the psychic
by a commission
does
warrior
it is granted
the commission,
merchants
specifically
to whom
not
who
approved
is only
available
the credit
or who
by the financial
are
backers.
Minimising
costs is the name of the
game for those with a nose for gold.
Amounts
Leadership~
N
Y
N
Y
CommissionAJIJoUljt
5,OO()gp
5,000gp
7;500gp
7,~00gp
10,000
gp
Y
N
Y
N
y
10,000
tiP
Personnel
5
1.0
1.0
15
15
20
20
25
25
~O
l5,000gp
l5,000gp
20,000
gp
2~,000gp
215,500
2Q,$00
gp
gp
35,000
gp
35.000
gp
13
13
14
N
Y
N
44,000
gp
14
15
15
Y
N
Y
60.000.
80,000
16
16
17
17
18
18
19
19
20
20
Y
N
Y
N
Y
N
Y
N
Y
The
behind
amount
by the level
than
amounts
works
possessed
if your
commission
This
supplies,
the area.
level-
based
feat.
below
of treasure
less treasure
belong
to
Other
of gold,
varies
the stated
impressive
still expected
he's been
commissions
;c;ommlssionedFonress
he doesn't
but he's
a set amount
to help
to watch
least
the psychic
an area
or supplies,
commissions
of muscle
amount
level
what
figures
table
allowed
determine
The
average
patrol
at each
as a guideline,
should
campaign.
In
who
can reasonably
locations.
Master
or
is available.
by nobles
they
in need
whether
warrior
The
provisioning
of the Leadership
to serve
to determine
the authorities
but remote,
commission
available
from
a commission
control
andlor
Master
coverage.
the maximum
60.000
gp
gp
gp
80,000
105,000gp
gp
105,000
135,000
17$,000
8P
gp
175,000
gp
300,000
gp
3oo,000gp
106
that
should
reduce
is for a quiet,
economic
Games
or
Masters
commissions
amount
above
will be provided
of significant
importance.
considerable
presented
by a
if the commission
or relatively
unimportant,
area.
to a commission
constant
to justify
expenditures
to those
who
3.5
commission.
Though
some
55
60
60
70
70
80
80
90
90
100
230,000 gp
230.000 gp
personnel
The downside
55
l35.0oogp
to remember,
and
35
45
50
50
gp
amounts
3.0
40
40
45
44.0oogp
It is important
need
be reasonable,
even
need
to keep
line.
If a fortress
suddenly
sums
will
begin
not be cheaper
look
psychic
the existence
who
should
route
for vast
many
wise
ifit
might
the fortress
lanes.
accept
basis
and
Those
a
be prepared
of the forces
control on a regular
pay the bills.
bottom
a trade
and gold,
trade
all
own
wondering
to close
warriors
commission
can
compassionate,
a sinkhole
for different
the
leaders
guarding
of personnel
rulers
and
provide
an eye on their
becomes
is the
costs
under
to those
to justify
their
who
DEATH
AND
TAXES
!Income
.
Level
I
- if
the winds
2
3
4
5
6
7
8
of political
by PsychicWarrior
Income
IOgptweek
12 gpl"week
lSgplweek
40 gplweek
100 gplliVeek
120 gpIIIVeek
2IOgplllVeek
240 gplllVee~
210 gplWeek
10
400
eell:.
evel
Le.veI Income
Fl
440gp/week
480 gplweek
650 gp/liVeek
700 gp/liVeek
750 gplweek
960 gplweek 1
1020 gp/weekj
18
1080
gplliVeek!
I 140 gp/week
I,')
...2n.... .J.200. I ek
107
FORTRESSES
OF THE MIND
warrior perishes during a stint as a mercenary, he must
make a Reflex saving throw (DC IS + I per 2 weeks of
the assignment). If this Saving throw fails (and any
roll of I is considered a failure in this case, regardless
of modifiers), the psychic warrior was killed in action.
Such tragedies occur most often with the lessexperienced psychic warriors, but even the most
powerful of psychic warriors can be laid low when
hiring themselves out.
108
BUILDING THE
STRONGHOLD
Once a territory is claimed and conquered, the psychic
warrior may begin building his fortress. While the
process is long and expensive, when it is completed
the psychic warrior will truly have accomplished a
worthy feat. Not only will he have carved a bit of the
world out for himself, but he'll also have provided a
Construction List
ormation on other fortiucations and~tai(s,Qfattackin!piJ.\ddefendil1gastrongholdmaYbefoun4in
The
tial Fighter, alongwith ful! detailsQfthe OJ)enM3$,s COInbatSystem
for handlinglatJ(fbattles.Though
ation on the basic forrificatiot1$ate:t'oundinthi$ehapter,.the
real focui;Q[ thi$'seenonis detaiOng the types of
speeial structures
foundin a psychicWarriOj"\tfortl'~ andtheir uSeby thosewbo Ow wi!bin.
Fortress Construction
Construction
CommandCircle
ConcentrationChamber
Creche of the Mind
Keep,Round
Keep,Square
Moat
Outbuilding, Stone
Outbuilding,
Wood
Poolof Minds
PsychicSurgery
PsychicTraining Hall
Tower, Round
Tower, Square
Transference
Orb
UndergroundCorridor
Wall
Costs
Cost
10.000 gp
15,000gp
1!)0,OOOgp
IJelght
30.ft.
I!) ft.
WIdth
30ft.
20.ft.
Length
30ft.
20ft
lOft,
20ft.
20. ft.
40 ft.
40 ft.
20ft.
20ft.
20ft.
IS ft.
30ft.
40ft.
20ft.
20 ft.
5 ft.
5.ft.
20ft.
40ft.
40 ft.
100ft.
20ft.
20ft.
15ft.
30ft.
40ft.
20ft.
20ft.
5 ft.
6ft.
100ft.
120.000gp~Oft.
@ft,
500 gp
20 ft.
9O0gp
10ft.
6O0gp
10ft.
30,000
10ft.
81'
10,000gp lOft.
50,000 gp
20ft.
30ft.
25.00081'
30ft.
1~.000 gp
30.000 gp
5 ft.
I!)ft.
150 gp
4,000gp
20ft.
~O.OOOgp
Structure Points
..
**
**
1.250
1,000
400
300
..
..
..
~OO
600
**
300
**This area is not a stand-alone. structure but must be placed in one of the other structures Ii$'ted here; snch as.a
keep, outbuilding, or tower. Note too that allofthes,e areas reqUi(easteady supply~fcrystals!Uld
other psionic
paraphernaliato maintaintheir function:ing.~ehmonth, everyoneof theseareasrequiresupkeep costsequalto
10%of its original coui;tructioncost. Are3$,forwbich upkeepi$' not paid will not functiottasain until their upkeep
costs have been paid.
~.
....-.
"""""""'"""""'"
109
FORTRESSES
OF THE MIND
CONSTRUCTIONS
Command Circle: The command circle is designed to
allow the leader of a psychic fortress to see to its
defences without needing to expose himselfto danger.
The circle contains a psychic model of the castle
which can only be seen by those attuned to the
concentration chamber of the fortress (see below).For
110
FORTRESSES
OF THE MIND
111
112
FORTRESSES
sometimes necessary to allow them to experiment with
the feat before they are capable of truly unlocking its
power. This very small chamber was designed to allow
this very thing. To operate the transference orb, a
psychic warrior must spend Id4 minutes resting within
it. During this time, the psychic warrior must either
concentrate on 'implanting' a psychic feat in the orb or
'extracting' a feat from it.
If a feat is implanted, the psychic warrior is unable to
use the feat until he returns to the orb and spends the
requisite Id4 minutes resting within in order to extract
the feat back out of the orb. Before the original
psychic warrior removes his feat from it, however,
another psychic warrior may extract the implanted feat
and use that feat just as if he had acquired it naturally.
The psychic warrior who extracts the feat does not
gain any of the prerequisites required by the feat, but
may use the extracted feat normally.
A psychic warrior may hold an extracted feat for a
number of minutes equal to his Constitution
ability modifier multiplied by 10. After that
time has expired, he loses the ability to use the
feat. The original psychic warrior may then
return to the orb to reclaim his feat as noted
above. While the orb is in use by another
psychic warrior, however, the original donor
may not use the feat.
Underground Corridor:
Many strongholds
have underground areas designed for defence,
stores or even prisons. The cost listed is for a
single 10 ft. high square of 5 ft. on each side to
be burrowed into the ground and constructed
with appropriate support to avoid cave-ins.
Players may join such squares together to form
long corridors, intersections and subterranean
rooms.
Wall: The basic defence for any stronghold,
walls provide a protective enclosure for other
buildings. A player may decide to have a
single five-foot wide passage built inside the
wall free of cost, in order to allow movement
within the stronghold and provide firing
positions for archers.
Staff
Every stronghold of note has a large staff
working behind its walls, hired by the warrior
to ensure the smooth running of his fortress
and allowing him to concentrate on important
matters ofterritory and warfare. From the
OF THE MIND
FORTRESSES
OF THE MIND
astral
scout
often
extravagant
creature
demands
rooms
comforts
during
The
chamberlain
military
manages
of the
and
handles
stronghold
hiring
duties,
such
of suitable
essential
day routines
Chymist:
cooks.
These
ArmOUl"el"
Astra1Sc6ut
Chamberlain
Chymi$t
Cook
Bngine~
Herald
Stable Master
Veteran
Weaponsmith,
Armourers
equipment
of mercenaries
order.
men
One armourer
present
armourers
Astral
penalty
armourers
Scout:
creatures.
remains
units
working
will receive
Every
an engineer
to ensure
walls,
maintained
and able
to stand
Class
until
and leave
To combat
of a fortress
such
Using
astral
on the astral
psionic
plane,
being
events,
with journeying
the fortress,
with which
the astral
there
attacked
the astral
through
the astral
searching
for other
projection,
plane
for days,
plane
even
requires
towers
crude
is
the services
and keeps
in battle.
of
are well
A stronghold
gp of its
100,000
Id6 Structure
each
cook
Points
fTom
month.
and brutish
for a herald,
leaders
but a skilled
during
visits
dispense
hireling
other
gains
nobles.
If a herald is present,
the psychic
a +2 competence
bonus to all Diplomacy
made
within
can
fTom knights
and
warrior
checks
his stronghold.
Master:
The stable
of all mounts
One
master
is responsible
and beasts
is required
for every
within
for
the
20 such
in
Veteran:
often
weeks,
in the stronghold.
creatures.
psionic
the scout
present
for every
lose
for every
stronghold.
is
each
One
make
the welfare
fTom this
scout
Many
the need
Stable
is a
will
the
forces.
stronghold
one engineer
value
and
at least
be collected
and drink
Engineer:
with
a-I
food
50 people
construction
are
it is needed.
provide
for every
Herald:
100 armed
If sufficient
to their Armour
enter
and around
the
in good
are present.
in keeping
serum
until
of the stronghold's
original
for every
the stronghold.
creatures
plane.
and guards
is necessary
within
circumstance
enough
are essential
will
Cooks
every
Armourer:
of crystalline
Cook:
without
within
is on the staff,
and stored
needed
experts
As long as a chymist
week
member
not wish to
by the day-to-
maintaining
the store of
psychoactives
one dose
He is
of the stronghold.
tasked with
augmenting
(;'ostpel'Montb
145 gp
1()OO gp
$ogp
200gp
5gp
500gp
25gp
IOgp
300gp
fOOgp
all
as the
warrior
who does
get bogged
down
Staf(Memher
all non-
aspects
domestic
fortress.
in
his downtime.
Chamberlain:
omess fa
or other
to wallow
These
psychic
warriors
are of at least
5'"
at a
psychic
warriors.
psychic
warriors
more
114
veterans
Once
this ratio
will come
arrive
to train
is met,
no new
until
FORTRESSES
Weaponsmith:
Weaponsmiths
keeping
the arms of mercenaries
working
every
order.
One weaponsmith
100 armed
sufficient
are essential
and guards
men
present
weaponsmiths
receive
a -I
enough
weaponsmiths
nucleus
for
crucial
is necessary
within
the stronghold.
circumstance
for
in good
penalty
units
If
train
the youngsters
to quickly
initially.
increasing
These
may
when
hired.
command
the word
arrive,
is a chance
there
will
and other
training
arrive,
based
Initial
of other
at all.
psychic
But,
of these
cases,
the fortress
begin
Each
psychic
warriors
and
Each
veteran
can adequately
train
other
psychic
warriors.
this number
warriors
additional
already
Occupation
men-at-arms
generic
the psychic
and other
warrior
These allies
often
up to 10
is reached,
warriors
they will
admittance
on which
to gain
form
the fortress.
Immigration
who
To determine
and advise
eventually,
within
to the various
oversees
psychic
allow
psychic
Once
Limits
In addition
under his
The maximum
- a veteran of
to
unfortunately
Occupants
his level.
is unimportant
month,
of the veterans
over time,
warriors
and camaraderie.
that more
upon
In many
are involved,
to be a fortress
spreads
seeking
as such.
equal to one-half
10~
level will happily serve a leader of 7~ level, provided
that leader is managing
the affairs of a fortress.
level
commissions
not appear
will slow
additional
especially
are
of the
youngsters.
until
THE ARRIVAL
Fortresses are rarely advertised
veterans
the population
fortress
if they are not present, the growth
greatly once the leader can no longer train
will
to all attacks
are finally
who
OF THE MIND
warriors
how
arrive
following table.
the
warrior
many
possessed
type of psychic
and what
each month,
For every
rollld20
by the leader
of the fortress,
the
~~~~.~~..~
Psionic
Roll
9-10
11-12
13-14
15-16
17
18
19
20
115
F ortresslmmlgratio
n. Results
Re$ult
No arrivals
I psychic warrior novice(Id3levels)
Id3psychic warrior novices (1d3 levels
each)
Id6 psychic warrior novices (ld3levels
each)
I psychic wilrrior veteran (1M*'! levels)
I psychic warrior veteran (1M*'! levels)
and Id3 psychic warrior novices (ld3
levels each)
I p$ycbic wamor veteran (td6+4 levels)
1 psychicwarriorbero{!d6+101evels)
1d3 psychic warrior veterans (I d4+4
levels each)
Exiled school: I psychic wilrrior hero
(ld6+101evel!!arld
Id6p!!ycbic warrior
!1ovices(ld3,j,3levels
each). These
travellers were exiled from their former
fOrtress for SQme reason determined by the
Gatne$Master
FORTRESSES
OF THE MIND
chance that one of these novices will gain a level.
This is always the lowest-level novice in the fortress
when more than one novice is tied for the lowest spot,
determine which novice gains the level randomly.
Advancement
It is assumed that the psychic warrior novices are
riding out with the men-at-arms to patrol the lands
surrounding the fortress. Each month, there is a 10%
Izal nimbly scrambled UjJthef6rtresswaU and bounced over its ropwith plenty of room to spare. Landing lightly
on the balls of her feet: she (uriledsidewa:ys and slipped into the shadows, wrapping a psychic cloak aroU1ldher
bodyto hide her from.thee~
!;Ifthl>gIlardsprowlingthegroundsc'EasienhanJ thought,'shl>wIDsperedandslid
along the wall towardhet goakSom.e\Vherein
thi~ {1Iace,shehadbeen,told,laya
few thousand dragon's blood
""""""""""""
I
]
"
Whenshesquintedbereyes,though,sheCtJuldsee
.
.
.back into the,material plane and laughed at thestornblinggl1at'd$ as they crushed tbe 'gr!\$s oithe courtyard flat
!looking for her. 'Idiots: she'd not wanted to use the,stone So snon,but now that she bad sbemight as well get on
i
, with her plan.
Izal spaten the ring andpressedthl>moist surface against her forehead, Where it stuck fast. With her
eyes closed, she could seeeasi)yinto the material plane and with them open she CtJuld now see only the astral plane.
.
She moved quickly tI;Iward the centre of the fortress, moving ttirouglt the astral{1lane rapidly and bypassing all of
'
the material building's defences. 'Ah,'She
grinnedwide)yasshe sawthestaekof11lbies.,Notthousanda,naturally,
but hundredS, fur certain. With a greedy gagp she stepped back into the material plane and scooped up a handful of
the stones, 'NoW..:
.
:
The voice roaredin ber.slfull like a dragon'Srage.Izal staggeredandlooked aroU1ld,fear squeezingher bowelswith
afistofice,
'Who?'
i
'You have $tolen from the,B!'othersofthe Shattered Mind,{zaI.NoWyou sballjoinus:
Her skull felt as ifit had exploded as the assault tore into her mind. IiZal screa.med and battered her head with the
fiats of her palms, desperatelyttying
tI;Istop the pain,to bideftom thehorrot'swetlingin the tatteredfragmentsof
berrnind. Buttheroaringwentenandon..,
116
DESIGNER'S NOTES
formidable
DESIGNER'S
NOTES
s I'm writing
howl.
It seems like a
- you'll
sure to pick
find
all
battlefield.
unique abilities.
into something
My thanks to
headed toward
now.
Above all, I wanted to avoid making psionics feel
like another magical gimmick.
Psychic warriors, as
Thanks folks!
Sam Witt
Without them,
117
INDEX
INDEX
DivergentAttention
40
Divine Conversion
27
DoubleWeaponFighter
Dread Coverage
Abeyance
85
16
54
Acceleration
69
Accurate Shot 86
Arc Attack 68
Arcane Conversion
27
Anned Overrun 83
Anned Trip 83
ArmourTangle
65
Arrow Attack 39
Ascetic 4
Enhanced Bolt 21
Enhanced Bow Defence 22
Enhanced Leverage 23
Enhanced Psionic Weapon 23
Enhanced Skill Selection
77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87
Enhanced Synergy Bonus
Equal But Opposite 40
Escaped Thrall 7
Excoriation
31
Excoriation Limits 32
Excoriation Pains 32
Experiment
8
B
BattleTrance
39, 88
Benefits of Flaying 34
Benefits ofTom Flesh 32
Binding Psionic Power 102
Blade Extension 67
BlastBolts
21
BloodAnnour
23
Blood Mastery 39
Blood Response
62
BloodVenom
60
Blow Shunt 63
BoltBurst
21
Bones of Light 65
Bounce 53
Breaker 82
Building the Stronghold
109
79, 84
F
Failed Psion 9
Far Duel 71
Flaying 33
Flensing
Flensing
35
Hazards
37
Follow-Through
92
Forearm Shield 60
Fortress Construction
Costs
Fortress Staff Costs 114
109
G
Gemstones
Glyss 43
Greater
Centred Poise 84
Chain Bones 62
Chakra Snuff 48
ChakraTargeting
90
52
Pain Catabolysis
93
H
Harbinger Attack 68
HowlingAura
70
Hybrid Psionic Attack 30
Hybrid Psionic Defence 30
Hybrid Psychic Combat 30, 40
Chakras 31
Charge Breaker 17
Combat Intuition 77
Concentrated
Charge 82
Construction
List 109
Constructions
110
Conversion ofIoner Fire 93
Cover Fire 21
Crib Addict 5
Crystalline Serum 48
Crystals 51
Crystalweave
44
I
Identifying the Site 31
Improved Leaping Blade 19
Improved Psychic Dervish
19
Improved Synergy Bonus 77, 78, 80, 81, 82
Improved Wound Sliver 19
increased Resistance
27
Increasing Fury 17
Inertia 65
lronroot Powder 50
K
Damaging Trip 84
Dangerous Tumbling 78
Dangers of Flaying 34
Deadly Accuracy 58
Death and Taxes 107
Deft Assault
19
Devastating
Shot 22
Devil Child 6
Devouring
29
Dextrous Strength 78
Dire Coverage 21
Directed Reach 83
Disrupt Concentration
91
Disrupt Psionics 81
Kinetic Conversion
69
L
Leaping Blade 54
Leverage Shift 59
Lightning Speed 19
Limits of Flaying 35
M
Master Prosthetic
41
Master Secondary Prosthetic
41
Maximum Reach by Level 63
Mestiph Seeds 50
Mind Rupture 23
Mind Sniper 20
118
MindTracer 72
INDEX
Mind's Eye 87
Mindshard
10
MirroredMovement
Mounted Fighting
Movement Collar
Multiple Bolt 20
MuscularExpansion
RevolvingDisarm
RevolvingShield
Roll Up 85
Rollover 56
Rollover Attack
Rooted Strength
55
79
58
61
Sanguinal Venom 92
Scent of Power 28
Scorpion Stings 64
Screeching Blade 42
SecondStrike
18
Seeker 14, 73
Sense Psionics 26
Serpentweed
Wine 51
Set Up Attack 80
Born Killer II
Cannibal 25
Subdual 81
0
One-Handed
One-Handed
Assault
18
Strike 84
P
Pain Blast 66
Partial Pain Cataholysis
91
Patient Shot 86
Pivot Defence 69
Possible Attack 90
Possible Bolt 22
Power Fighter 22
Psionic Null 25
Psionic Prosthetics
44
Psionic Shot 87
Psionic Synergy Bonus 85, 86
Psionic Vortex 25
Psychic cleave 23
Psychic Competence
Bonus 83
Psychic Critical 41
Psychic Dervish 55
Psychic Evacuation
57
Psychic Handle 80
Psychic Infestation
68
Psychic Opportunity
19
Psychic Predator 24
Psychic Rider 81
Psychic Riposte 92
Psychic Sheath 18
Psychic Sneak Attack 20
Psychic Sunder 23
Psychic Synergy Bonus 85, 87
Psychic Trip 54
Psychic Tumble 19
Psychoactive
Substances
46
Psychoactives
47
Push Back 91
Push Wave 57
Shield Weapon 92
Shiversteel
53
Shredding the Flesh
Storage
Batteries
Strength Focus 63
Superb Balance 77
Sybarite 15
Sympathetic Attack 29
Synchronized
Defence 29
T
Telekinetic Load 72
The Land 105
Thought Burst 70
Thousand Cuts 93
TossAttack
90
Trance Shock 89
Transfer Force 61
Trophy Hunter 27
Twitching
56
Psychic
Unbalancing
Unconscious
84
42
Aura 54
Defence 90
52
Combat
Blade
R
RangedAccuracy
Ranged Hybrid
31
Sniper's Eye 87
Socket Hand 60
Spell Static 26
Spinning Trip 17
Split Arm 63
Stinging Disarm 53
Q
Quicksilver
19
23
N
Natural
Natural
Natural
85
18
41
Veander's Defence 66
Vibrant Chakras 42
Void Sheathe 72
Void Targeting 74
W
Weak Spot 20
Weakened from Hunger 28
Weapon and Shield 79
WeaponAttunement
82
Weapon Climbing 78
Weapon Crusher 82
Weapon Meditation
42
Whirled Deflection
17
Wound Migration
59
Wound Shackles 67
Wound Sliver
119
57
RULES SUMMARY
RULES
SUMMARY
Psychic Powers
I "ower
Acceleration
A:b1litV t;evel
Can
5
;o.rCAttacK
~1in
Armour Tangle
Can
Arrow :\tgm
WtS
"
Can
Mr,
Sir
;$tr
Blade Extension
L;KlbO<l:
".snon""
Blood Venom
Mun!
11JI1:>W
Bones of Light
L.:"ounce
Chain Bones
I!'ar
lJUel
Can
1JeJ<
Sir
!..'on
"3
I
:;
'Etlect"
Your arrows do more damage the further your
target is from you.
~magecreatures arouna: .your
j~our
,,{pIa~~
I
Reduce target's Armour Class by filling his
gear with kinetic energy.
your sensestOlne
;:u~
afion:'t:I$:~
th
rrow_vouftre<L
'"
Youareableto makemeleeattacksat
range.
"SiiCtlti1':
RIIMlhl. to:rn"",..,,:srreno'"
Createspoisonfrom your blood.
~~~~~suels~0r<:ento1l1e~aee
-;:ur
0':"'1
A
o""",ie
<-'0
LOSt
9
uuranon
I minute/level
I rounnuevel
I roundllevel
I mmute'!leVel
I roundllevel
:I::hour!Je\eF
I application
,
I
.,
11iOiIt'/leve]
I
t
7
I roundllevel
2 rounas
I hour/level
I roundllevel
::r
~~~=:e~=~~ilTge!$
"
I
:>
I minutellevel
I IIImute1revel
I minutellevel
I
7
lIIStaUl
I dayllevel
t
I
I IOuna
I roundllevel
I
5
II
I round/revel
I round/2 levels
I l1ourll~vel
I
]I
4
Sir
tnn
:;.
Howling Aura
Can
Forearm Shield
Flllrl5mger2\:ttaCl<
I Iounn1l1::vel
<;;:no:
I mema
Kinetic Conversion Can
I t:eamnl! I:lIane
Leverage Shift
vex
Sir
Qex
I MmlfTraceI
Mirrored Movement Dex
MovementC15llarvex
tl
4
I
0
I
3
(j
:~:~~~n~~~t~hg
Muscular ExpansionStr
.:;on
Il'am "lasT
'Z
3
~
I minutellevel
I rounollever-
7
You are """"'"
able to throw large targets
away from you.
5
aodSloalliick
:,p~~moV:ment
d ma" rolls.
9
Attack removes psychic power points.
YOUate aware 01 a tar2etJll\>C8l1ouaUI1l:umesc ::>
I minutellevel
Pivot Defence
Con
PsycmcDelVlsli
))ex
5
3-
~:c:~agamst
r
120
I rountl72 levels
I minute/level
. Gavlleve.
RULES SUMMARY
"...ower
Psychic
AblJlt\l.
Trip
rpU$Il~WjlVe
Ranged
Accuracy
I Keactl'i'e"
Redirect
ell1l1n
Dex
:lJex
Dex
'Lev.e'
2
:1<1"""
You can trip foes
I round/3
4:
:1: rounallevel
I minutenevel
",
I
:1: mmUlellevel
:~1:t
,.
Con
greater
C<>n
,0
Con
You move
}
1'",,
I:5OCkentana
;Sa:
Split Arm
Sir
vex
'$tlngmglJlSarm
Strength Focus
l;oOaa
Sir
uex
4
11
Thought
Con
Burst
Dex
veanuers
uerence,
<;;911
Void sheath
Con
volul'argetmg
WIS
::;
I roundnevel
1.m;i1..terrev~1:
II
Variable
qm
atou.
stingers
erupt
fTom your
to flail at targets,
YonT arrows areanle
flesh
to traCkOown
tarlletS.
~o n
'"I
:0:mnntlll.,vel:
2 rounds
n1'ourtlevel
I hournevel
I'
1 roUtli1
7
I
II
I round/3 levels
I
I mtnutert~vel
I roundnevel
(discharge)
!I
I mmutertcvet
II
I hournevel
Whip Limb
Sir
WounaMlgrafion
Del<
Wound Shackles
Con
to damage
,~r:':~~='~::Wi~~ecb.
Il"'I~Kihetl\:
KCSISUlIlCe'":>7'ffit temnoranw
in response
~:::;:..r.~~r~~:::':':"
at a much
normal.
nnrm.t:.~rrow"i1tn.'
mAIM we>nI<1n
',"",t""".
Target's
armour
begins to vibrate,
damaging
him,
Small
Dex
than
levels
to you,
U,mPve
Shiversteel
to hit targets
distance
:l'TOVtaesvamalle
directed
'~ket
:Uuranon
caused
1:R~I"tnf'<'.A Arrow
Resonating
Doom
OIst
easily
more
121
If
5
RULES SUMMARY
l:ommlsslonAmounl
5,000 gp
Uacu.rslfiD?"
N
Personnel1
5
:1,0
I1n
115"
7
7,500
17
7~500 1m
10,000 gp
T5
m;IJ\J"!!p.
15,000 gp
All
20
Z5
10
9
I
N
19
YF
5'1"11)\'
gp
10
:I:rnm'""
gp
20,000
IIV
"Z1I,\J\J\J!!p'
11
1.:1:1:
N
YC
10
26,500
15
25
JU
gp
30
35
,It>::.!I!L2D
gp
35,000
112
3Soo0",,-
13
1[3
44,000
<IS
14
1,;4
4<lIXIOiio
gp
60,000
X'
N
00:000
"50
50
.
N
Y
N
Y
N
:r
N
.
N
y
ISlr.oUU 2D
gp
105,000
12
15
II;!
16
116
17
III
18
111S
19
1.:1".
20
80,000
Income
'-"1:
3
'" 5
10
7
..,,'
9
I.:I:U
by Psychic
""rAme
10 gp/week
--:1 ,""",wee.
15 gp/week
"IJ ""'weeK
100 gp/week
r.<" 2D/WeeK
210 gp/week
'A"Im/wee"
270 gp/week
41'"
""'week
gp
40
45
2D
gp
::;.~
55
6060
70
70
1051100""
135,000
gp
135:Uoo""
175,000
121'1'
L"evel:
1
35
411:
Warrior
gp
rI~:l/UU IZD
230,000 gp
2m")\II'OII
300,000 gp
:'II!
90
~OO:'O{)" lID
J"IJ
00'""
80
Level
,I...vei:
11
Fortress
1
""(:Om"
440 gp/week
c:::'SfillMemoer
Armourer
'I'
""I}'"""""","'---'
650 gp/week
:r...:
JIJI"",,'wee.
750 gp/week
15
ro
YOIJ:l!D1WeeK
17
1020
13
'""
19
:LIf,
gp/week
I
"l""",IIJ)lweeK"
1140 gp/week
AsuaI:>COUI
122
Costs
'COStoerMODtn
125 gp
Chamberlain
I\J\J\J lID
50 gp
t:n""""
Cook
-""I""~
5gp
I:!IIIltneer
<m
Herald
25
"'" gp
::>I30IeMaster
2D
r"
300 gp
:IIIILIm
Veteran
:I LIlli !TI'fIWeelCI
Staff
Weanonm't1th
RULES
Fortress
Construction
Costs
.",.t:
10,000
I l::OllSU"Ucnon
Command
Circle
:naOlber
r""""""ntrn"hn.T
gp
100,000
J lIHHnJon
gp
80,000
"""",n:K"OIlM
Keep, Square
Pool
of Minds
gp
:L""lnl
18,000
,~l1lHlfI,,"
150 gp
Corridor
Psion!c Fortress
Immigration
,,"".
'LIL"tL
10ft.
20ft.
"trncmre;r;om..
..
..
"",mIl
..
20ft.
;SILl1
""'"
40ft.
'",i,.
20ft.
: lit
40 ft.
:UHIIt:
20 "ft.
20 ft.
"'!La'"
15 ft.
"'U"II.
15 ft.
~ui"
40ft.
~"t\.
40ft.
":L~"
1,000
400
~I)\T
..
..
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1m
gp
;lHIIIII.,gp
I WalE
30ft.
10 ft.
gp
50,000
IlDwer.
:I~nlnn
30 It
1\T1t.
,O:6w..o
I r>y~1Xto ->U1..~"
"...,m...
30 ft
mil'
lOft.
ow,,"
30,000
wO'HI
Itemn.
""J:It
80ft.
:>1""'"gp
900
Stone
I \:1U'OOIlO1I1'"
gp
:1~:lIUfl:on
I:MO"'
Outbuilding,
SUMMARY
~"u
600
'u'" ft.
30
.,:It
""""
20 ft.
,,'n-.
20ft.
,::1t
10 ft.
5 ft.
"JI)]I,
5 ft.
:nll!:tt
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..
,.""
Results
Result
Roll
1~.ram1l31S
"'-'~
6-8
I psychic
warrior
novice (ld3 levels)
:r05
warnor.noVIces
1J.a;,:1l!ElSeacnJ:
."S""OIC.
Id6 psychic
warrior
novices
(ld3 levels each)
I:;2j
I"
11-12
n.""n""wamorvetera"
"1
I psychic
warrior
veteran
11'.""
15-16
II).
I psychic
and
Id3 psychic
warrior""
hero
(ld6+l0
each).
New Feats
Metapsionic
These
travellers
(ld3
levels
each)
were
exiled
from
levels
their
and
former
Id6 psychic
fortress
for some
warrior
novices
reason
determined
(ld3+3Ievels
by the GM
Feats
'p'plrln""cmatL
aM:reznmrnAc"",""",
2 of blood venom,
muscular
expansion,
blood response,
or blow shunt.
..nrr:.bft"J'It..or
iiUR.'
:En"
"",ae""""""'"
"'"
2 of shiversteel,
stinging
disarm,
leaping
blade, or wound sliver
al.Surm
"""ver1lree"
""'OI(lnlll
L"rrow:"nAe~
Blood Mastery
l:KP.gen..ot'Jllp:I\'lhn<1:
Screeching
novices
levels)
I"""
20
warrior
vOlCfanI:rao".lt..velS'1
I:OOv.CIIIC WII"
18
"""""t>ICVCISI
(ld4+4
levels)
Blade
I IWIICnml<: .tUIIO'"
Psionic Feats
=l:Sattle
Divergent
DRD"=.'trDSlnnICCDOwer
Weapon
Meditation
l:ranee
Attention
;our
tUjU81"1>OE'I:1PPU>IIe
nom..
OIIunCIJ, !,noalancfn~auraIP~J'<'l'lC
mp,1nIrfOnra
moV!'fflenr,
f'OII(JVer, or
moJ/emenLcolll1r
Hybrid
Psychic
2 of Ambidexterity,
Combat
Point
rolODlC
11\\I_~"n,,:1t!Ieno
Master
I ysyemo
Ranged
Secondary
I .lorllO'
Weapon
"'Illl"'~
Meditation
crmcal
Hybrid
Blank
Prosthetic
Shot,
Blind-Fight,
Two-Weapon
limbs,
plus
attached
prosthetic
.YOWel'l\tta~1<;
Psychic
Combat
1+ rank
of ranged
weapon
Reflexes,
3+ PP/day
yc:>ufooqy,"
vrosmC<lC'"lIa<iUiW'tO
All original
Combat
Fighting
meditation
""'1I5100lC !1Ower:OOIDl
Weapon
Focus
123
""
Exotic
Weapon
Proficiency,
. J1e QU111tesse11ti~1
CHARACTER
CLASS
VS11CJ11CW~rr1"r
PLAYER
LEVEL
CHARACTER
CONCEPT
SUBRACE
PATRON DEITY I RELIGION
PLACE OF ORIGIN
ALIGNMENT
FIGHTING
HIT POINTS
ABILITY SCORES
STYLE
ARMOUR
DEXTERITY
EJ 0
CONSTlTlTflON
~~G
STRENGTH
HIT
DIE
INTELLIGENCE
WISDOM
CHARISMA
TOTAL
BASE
ABILITY MAGIC
MISC
FORTITUDE
~~
REFLEX (DEX)
WILL (WIS)
___-
..,,~
PH.
=u
en
I:Q~
::::Ez
00
UI:Q
O-t,;;.
1t~
~~
AY
~q;
&
WlS
SIZE
NATURAL
0
MOOIFIERS
MOOIFIERS
UO~------~u.
,>",>"
ALCHEMV
VIN
!NT
ANIMAL EMPATHY
VIN
CHA
APPRAISE.!
VIN
!NT
BALANCE'
VIN
DEX'
CHA
BLUFF'
V/N
CLIMB'
V/N
WEAPONS
)
)
)
CHA
OISABLE DEVICE
V/N
!NT
OISGUISE'
VIN
CHA
ESCAPEARTISU
VIN
FORGERY'
GATHER INFORMATION'
DEX'
!NT
V I N
CHA
HANDLE ANIMAL
VIN
CHA
HEAL'
V I N
WlS
HIDE'
INNUENDO
V I N
WlS
INTIMIDAtE'
VIN
CHA
VIN
V INDEX'
ruM"
KNOWLEDGE,
KNOWLEDGE,
)
)
)
OPEN WOK
PICKPOCKET
)
PROFESSION,
WEAPON
NOTES
WEAPON
NOTES
V I N
WlS
V I N
SYR'
V I N
!NT
VI
!NT
VI
!NT
V I N
!NT
VIN
WlS
VIN
DEX'
DEX
VIN
)
PERFORM(
NOTES
!NT
!NT
VIN
LIStEN'
MOVE SILENTLV
WEAPON
!NT
V I N
OIPLDMACU
KNOWLEDGE,
NOTES
!NT
V I N
V/N
WEAPON
WEAPON
V I N
DECIPHER SCRIPT
KNOWLEDGE,
NOTES
STR'
CON
V/N
CONCENTRATION'
(
CRAPU
(
CRAPU
(
CRAFU
INTUIT DIRECTION
VIN
CHA
VIN
OEX'
WIS
VIN
READ LIPS
VIN
!NT
RIOE.I
V/N
OEX
!NT
SCRY'
V/N
SEARCH'
V/N
!NT
SENSEMOTIVU
V/N
WIS
SPELLCRAFT
V/N
!NT
SPOT'
V/N
WIS
SWIM'
TUMBLE
VIN
STR*
V/N
V/N
DEX'
CHA
USE ROPE.!
VIN
DEX
WILDERNESS LDRU
V/N
WlS
VIN
,<~.~~m'u.~
THIS
PAGE
IS DESIGNAtED
OPEN
GAME
CONtENT.
PERMISSION
GRANtEO
TO PHOTOCOPV
MISC
===:J
~~
RANGED(DEX)
4'"""
;';'
OEX
CROSS KEV
MOOIFIERS
MAX RANKS' LYL+3(12)CLASSABILITY TOTALABILITY RANKSMISC
MELEE (STR)
~.r
ARMOUR SHIELD
CLASS
""
INITIATIVE (DEX
!(i;J
tEMP
(CON
C1en
~~
eni:
DAMAGE
REDUCTIO
ARMOUR
fOR
PERSONAL
USE ONLY.
~~..~~~
A
COpy
MAV
"~m
BE DOWNWADED
FEATS
EQUIPMENT
LOCATION WT
ITEM
LOCATION WT
ITEM
NAME
EFFECT
CLASSIRACIAL
ABILITY
CURRENT LOAD
MOVEMENT
Movement
Walk(- Base)
Movement
Hustle
Rate
Run(x4)
Special
GP-
+3
-3
x4
Heavy
+I
-6
x3
MAX LOAD
Cpo
SP-
HourHustle
Day Walk
Hour Walk
Ruo (x 3)
EFFECT
/ LIFTING
Rate
ABILITIES
00
PPGEMS
-
EXPERIENCE
TOTAL EXPERIENCE
PUSH OR DRAG
sxsx MAXWAD
LANGUAGES
XPS NEEDED FOR NEXT LEVEL
FOR PERSONAL USE ONLY. A COpy MAY BE DOWNLOADED FROM OUR WEBSrYE
Psionic
Attack
Ego Whip
Mind
Blast
Thrust
Psychic
Know
Modes
(Dex)
Id Insinuation
Mind
D
Empty
Intellect
(Sir)
(Cha)
Crush
Psionic
Mental
Thought
(Int)
(Wis)
Tower
Defence
Chakra
Mind
DC
Benefit
Type
Fortress
Barrier
Shield
ofIron
Will
Powers
Power
Chakras
Known
Modes
Effect
Known
Power
DC
Effect
MAGIC ITEMS
HENCHMEN
AND
MERCENARIES
NAME
NOTES
NAME
NOTES
TIllS PAGE IS DESIGNATED DPEN GAME CONTENT. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. A COpy MAY BE DOWNLOADED FROM OUR WEBsrrn
PHYSICAL APPEARANCE
AGE
SEX
HEIGHf
SIZE
WEIGHf
HAIR
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iANDEDNESS
CHARACTER
PERSONALITY
SKETCH
AND CHARACTER
BACKGROUND
TRAINED
TYPE
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THIS PAGE IS DESIGNATED OPEN GAME CONTENT. PERMISSION GRANTED to PHOIOCOPY FOR PERSONAL USE ONLY. A COpy MAY BE DOWNLOADED FROM OUR WEBSITE
LICENCES
0...
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