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Anarchic InitiateEdit

(Complete Psionic variant, p. 17)

The wilder class provides characters both the proper frame of mind and the wild surge class feature, and thus is the most standard beginning for anarchic initiates. The prestige class also draws those who, through natural talent or a desire to live on the edge, have learned to channel psionic power to great effect at a cost to their own bodies.

Since anarchic initiates are still concerned with manifesting powers, very few initiates multiclass (aside from the levels they take in their original class), because few desire to lose any levels of manifesting ability.

RequirementsEdit

Alignment: Any chaotic.

Skills: Knowledge (psionics) 8 ranks , Knowledge (the planes) 8 ranks

Wild Surge class feature OR Overchannel feat

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Powers Known: At every level, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in whatever manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming an anarchic initiate, you must decide to which class to add each level for the purpose of determining power points per day, powers known, and manifester level.

Chaotic Surge (Su): You embrace the chaos that underlies both your own turbulent mind and that of reality itself. Whenever you attempt a wild surge, you can instead choose to attempt a chaotic surge. When you attempt a chaotic surge, the benefit (and potential enervation) of a standard wild surge is unchanged. In addition to these effects, whenever you attempt a wild surge, you can choose to infuse the surge with the boiling possibility of real chaos. All variable numeric effects of a power successfully manifested with a chaotic surge are altered by a variable amount.

A character with the Overchannel feat instead of the wild surge ability can also benefit from chaotic surge. The ability functions as described above, except you can activate it when using Overchannel. The benefits of Overchannel (and the damage you take from it) are unchanged. Roll d% to determine the result, according to the following table.

d% Result
01-25 None
26-50 Minus 50%
51-75 Plus 50%
76-100 Double

The variable numeric change from the chaotic surge is calculated after the power's level is adjusted for the base effect of the wild surge or Overchannel. Once the effective level of the power is determined, it is modified according to the table. A result of none means the power manifests normally (but taking into account the wild surge or Overchannel). A result of minus 50% means all variable numeric effects of the power function at half normal level, rounding down. A result of plus 50% means that all variable numeric effects of the power are increased by one-half (much as if the power had been altered with the Empower Power feat). A result of double means all variable numeric effects of the power are maximized, as if by the Maximize Power feat.

For the purposes of feats that modify potential downsides of psychic enervation, a chaotic surge counts as a wild surge.

Anarchic Grace (Su): At 2nd level, you more fully accept the random nature of reality.

Once per day, you can tap into this randomness to make your movements and posture unpredictable. This effect results in attackers having a 20% miss chance on all their attacks. Even true seeing and similar effects can't offset this ability. Activating the effect is a free action, and it lasts for a number of rounds equal to your class level. through her connection to chaos When it ends, you are automatically treated as if enervated.

Wild Surge (Su): As you continue to gain levels, you improve your wild surge ability. Your wild surge improves at 3rd level and again at 7th level. The number indicated on Table 2—1 is added to your current wild surge ability rating to determine the boost given to your manifester level. If you do not already have the wild surge ability, you gain it at 3rd level. This ability functions as the wilder class feature (EPH 31).

Psychic Enervation (Ex): At 3rd level, you gain the psychic enervation class feature (EPH 31) if you do not already have it.

Clarity of Confusion (Su): Starting at 4th level, you gain a +2 insight bonus on saves against compulsion effects and effects with the lawful descriptor.

Chaotic Breach, Minor (Su): At 6th level, you can breach reality itself, allowing the chaotic influence of Limbo to seep into reality. You can trigger a breach a number of times per day equal to your class level. Once a breach comes fully into being, it has a duration of 1 round per class level (you can dismiss it early as a free action).

As a standard action, you can trigger a chaotic breach that takes 1d4 rounds to fully come into being, accompanied by discharges of multicolored light, wild gusts, and deep rumbling sounds. The breach occurs in a 20-foot-radius spread, the center of which you can place up to 100 feet away. Once it is placed, the spread is fixed.

Once the breach is fully realized, all powers, psi-like abilities, spells, and spell-like abilities manifested, cast, or used in the affected radius are impeded by the chaotic energies of Limbo and have a chance to go awry. Your ability to manifest powers or use psi-like abilities is unimpeded. All other manifesters, spellcasters, or creatures must make a manifester level check or caster level check against a DC of 10 + 1/2 your class level + the level of the attempted power or spell.

If the check fails, roll on the table in the Wild Magic section (DMG 149) to determine the outcome of the effect. The table only references spells, but powers are affected in the same way. Exceptions include references to a spell not being expended (power points are not expended, instead) or to material components not being expended (since powers do not have components).

Postpone Enervation: At 8th level, you discover that cause and effect are bound less tightly then you had realized. You gain the Postpone Enervation feat (page 57) as a bonus feat.

Chaotic Breach, Complete (Su): At 10th level, you can completely pierce reality and punch a hole into the outer plane of Limbo once per day. As with a minor chaotic breach, you can trigger the breach as a standard action; it takes 1d4 rounds to fully come into being. Once a breach comes fully into being, it has a duration of 1 round per class level (you can dismiss it early as a free action).

When a complete breach occurs, it rips a hole in reality. The hole takes the shape of a 10-foot-radius sphere in the center of a 50-foot-radius spread (the same radius as a minor breach) on both affected planes. This larger area exists on both affected planes and contains the traits of both affected planes. The hole at the center is an open portal between the planes, where creatures from either plane can move through the breach at will.

If you choose to form the breach directly on a creature, the creature must make a Will save (DC 10 +1/2 your class level + your Cha modifier). On a successful save, the breach forms normally 1d4 rounds later (and with enough warning for the creature to move away from the rift). On a failed save, the breach doesn't form at all; instead, the subject is pushed bodily through into Limbo. Unless the creature has a method of returning, it is marooned in the chaotic realm of Limbo.

AdvancementEdit

Level BAB Fort Ref Will Special Manifesting
1st +0 +0 +0 +2 Chaotic surge +1 level of existing manifesting class
2nd +1 +0 +0 +3 Anarchic grace +1 level of existing manifesting class
3rd +2 +1 +1 +3 Wild surge +1, psychic enervation +1 level of existing manifesting class
4th +3 +1 +1 +4 Clarity of confusion +1 level of existing manifesting class
5th +3 +1 +1 +4 +1 level of existing manifesting class
6th +4 +2 +2 +5 Chaotic breach, minor +1 level of existing manifesting class
7th +5 +2 +2 +5 Wild surge +2 +1 level of existing manifesting class
8th +6 +2 +2 +6 Postpone Enervation +1 level of existing manifesting class
9th +6 +3 +3 +6 +1 level of existing manifesting class
10th +7 +3 +3 +7 Chaotic breach, complete +1 level of existing manifesting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS
Bluff CHA
Concentration CON
Diplomacy CHA
Intimidate CHA
Knowledge (psionics) INT
Knowledge (the planes) INT
Listen WIS
Psicraft INT
Sense Motive WIS
Spot WIS

ArdentEdit

(Complete Psionic variant, p. 5)

An ardent's pursuit of various cosmic philosophies gives her access to psionic power in a unique way: through psionic mantles.

 ====Hit die====

d6

Starting goldEdit

5d4 x 10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Ardents are proficient with all simple weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day: An ardents ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table 1—2: The Ardent. In addition, she receives bonus power points per day if she has a high Wisdom score (see Table 2—1: Ability Modifiers and Bonus Power Points, EPH 18). Her race might also provide bonus power points per day, as might certain feats and items.

Powers Known: An ardent be-gins play knowing two of the first powers available to her based on her choice of mantles. Each mantle features at least one power or ability with a cost of 1 power point. An ardent selects two of these powers from her two known mantles at 1st level.

At each additional level, an ardent learns one new power from her available mantles. She must be able to manifest the new power at the level at which she learns it, however. For example, an ardent who attains 5th level can learn any power from one of her mantles that costs 5 power points or less to manifest; she cannot learn a power from a mantle that costs more than 5 power points to manifest until she attains a level capable of manifesting a power with that cost.

To learn or manifest a power, an ardent must have a Wisdom score of at least 10 + the power's level. For example, an ardent with a Wisdom score of 13 can manifest powers of 3rd level or lower.

The total number of powers an ardent can manifest in a day is limited only by her daily power points. In other words, an 9th-level ardent (with a total of 72 power points, not including bonus power points for a high Wisdom score) could manifest a power costing 1 power point seventy-two times in one day, a power costing 9 power points eight times in one day, or any combination of power point costs that does not exceed 72 power points in total.

An ardent simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against ardent powers is 10 + the power's level + the ardent's Wis modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Wis modifier.

Mantles: The first two mantles an ardent selects are her primary mantles. All others gained are secondary mantles. Primary mantles represent the two philosophies the ardent feels most strongly about and champions above all others. An ardent must maintain at least as many powers in her primary mantles as she takes in her secondary mantles, reflecting that personal allegiance. An ardent cannot choose a power from a secondary mantle if doing so would give her more powers known from that secondary mantle than she knows from either of her primary mantles.

For example, an ardent has the Fate and Good mantles as primary mantles and the Law and Light and Darkness mantles as secondary mantles. When she gains a new level, she could only choose a power from one of her secondary mantles if she had fewer powers in those mantles than in either of her primary ones. The exception to this rule is that if the only choice an ardent can make at a given level would give her more powers in a secondary mantle than in a primary mantle. Under those conditions, that choice is allowed.

An ardent can choose to swap the priority of two mantles—making one primary and one secondary—at 8th level, and again at 15th level. As an ardent gains experience, her worldview changes. Many find themselves more devoted to different concepts later in their careers. If an ardent knows fewer powers from a newly designated primary mantle, she must take powers known exclusively from that mantle at each of the next few levels until she has learned more powers from that mantle than the rest of the mantles she has.

Assume Psionic Mantle: An ardent chooses a pair of psionic mantles at 1st level and assumes one additional mantle at 2nd, 5th, 10th, and 15th level. Each mantle provides a list of powers (usually six or more) that an ardent can learn as she increases in level. Each mantle also provides an ardent with a special granted power. See Chapter 4 for a complete list of psionic mantles.

Mantles represent a psionic distillation of a universal concept or philosophical idea that the ardents believe transcends the multiverse. These concepts exist beyond deities or any creation of a creature, whether mortal or immortal.

An ardent can select any mantle she wants over the course of her advancement, even choosing two that seem diametrically opposed to one another, such as Good and Evil. Such ardents might seem to embody a series of contradictions, constantly seeking ways to balance (or not) the conflicting philosophies they endorse. Other ardents who pursue this approach are merely scholars seeking to understand these powerful universal truths.

An ardent with both the Good and Evil (or Law and Chaos) mantles might share one or none of those alignment factors. For example, some good ardents seek to better understand the evil they combat by taking up the mantle of Evil, and the reverse is also true. Manifesting a power from an aligned mantle is considered an act of that alignment, however, so most ardents who take two opposed mantles are neutral.

Most of the powers provided by a mantle are psionic in nature. Some mantles feature new abilities unlike any psionic power in existence. These abilities are still treated as psionic powers in every respect, and always have a power point cost to manifest.

AdvancementEdit

Level BAB Fort Ref Will Special Power Points/Day Powers Known
1st +0 +0 +0 +2 Assume psionic mantles (2) 2 2
2nd +1 +0 +0 +3 Assume psionic mantle 6 3
3rd +2 +1 +1 +3 11 4
4th +3 +1 +1 +4 17 5
5th +3 +1 +1 +4 Assume psionic mantle 25 6
6th +4 +2 +2 +5 35 7
7th +5 +2 +2 +5 46 8
8th +6/+1 +2 +2 +6 58 9
9th +6/+1 +3 +3 +6 72 10
10th +7/+2 +3 +3 +7 Assume psionic mantle 88 11
11th +8/+3 +3 +3 +7 106 12
12th +9/+4 +4 +4 +8 126 13
13th +9/+4 +4 +4 +8 147 14
14th +10/+5 +4 +4 +9 170 15
15th +11/+6/+1 +5 +5 +9 Assume psionic mantle 195 16
16th +12/+7/+2 +5 +5 +10 221 17
17th +12/+7/+2 +5 +5 +10 250 18
18th +13/+8/+3 +6 +6 +11 280 19
19th +14/+9/+4 +6 +6 +11 311 20
20th +15/+10/+5 +6 +6 +12 343 21

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS
Concentration CON
Craft INT
Diplomacy CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Psicraft INT

Divine MindEdit

(Complete Psionic variant, p. 9)

A divine mind is a psionic character who channels the power of the divine through pisonic talent instead of faith.

 ====Hit die====

d10

Starting goldEdit

6d4 x 10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Divine minds are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Wild Talent: A divine mind gains Wild Talent as a bonus feat. This class feature provides the character with the psionic power he needs to call down a mantle's special power, even if he otherwise has no power points.

Power Points/Day: A divine mind's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 1—3: The Divine Mind. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2—1: Ability Modifiers and Bonus Power Points, EPH 18), plus the power points provided by his Wild Talent feat. His race might also provide bonus power points per day, as might certain feats and items. A 1st- through 4th-level divine mind gains no power points for his class levels; his bonus power points (if he is entitled to any) become available when he begins to accrue the power points provided by his class at 5th level.

Powers Known: A divine mind begins play without knowing any powers. Beginning at 5th level, he learns one divine mind power of the player's choice. As he goes up in level, he continues to unlock knowledge of new powers as shown on the divine mind class table. Choose the power known from the list of powers belonging to the character's chosen mantle. At each additional level, a divine mind gains one additional power (if available) from his chosen mantles.

A divine mind's manifester level is equal to his class level minus 4. For example, a 10th-level divine mind is a 6th-level manifester. A divine mind can manifest any power he knows that has a power point cost equal to or lower than his manifester level.

A divine mind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against divine mind powers is 10 + the power's level + the divine mind's Wis modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.

Maximum Power Level Known: A divine mind begins play without the ability to learn powers. At 5th level, he gains the ability to learn 1st-level powers, As he attains higher levels, he gains the ability to master more complex powers—for example, an 8th-level divine mind can learn powers of 2nd level or lower, an 11th-level divine mind can learn powers of 3rd level or lower, and so on.

To learn or manifest a power, a divine mind must have a Wisdom score of at least 10 + the power's level. For example, a divine mind with a Wisdom score of 13 can manifest powers of 3rd level or lower (if he is at least 11th level).

Psychic Aura (Su): All divine minds know three basic auras: attack, defense, and perception (see below). In addition, your chosen mantle adds a specialized aura to your options. You chose one aura to manifest, and its benefits take effect in a radius around you as given on Table 1—3. Most auras affect either you and your allies or just your enemies. As you become more powerful, your aura spreads to encompass a wider area. If you know multiple mantles, you chose which aura to manifest when you meditate. You can spend an hour in meditation to change your aura.

At 10th level, you can have two auras active at the same time; at 20th level, you can have three active auras.

Attack: You and all allies within your aura gain a +1 morale bonus on attack rolls and damage rolls. This bonus increases by 1 for every five class levels you have.

Defense: You and all allies within your aura gain a +1 morale bonus to Armor Class. This bonus increases by 1 for every five class levels you have.

Perception: You and all allies within your aura gain a +2 morale bonus on Initiative, Listen, and Spot checks. This bonus increases by 1 for every five class levels you have.

Mantle (Ex): At 1st level, a divine mind chooses a deity to follow. He then chooses from among that deity's assigned mantles (see Table 1—4, page 11), picking one that he adopts and learns to manifest powers from.

You begin play with access to a mantle and its mantle power. Each mantle has a specific granted ability that you can use. While you do not immediately know any powers, the powers in the mantle are considered on your list for the purpose of using dorjes and other items. When you gain a power known, select it from the mantle's list of powers. At 6th level, you gain a second mantle; at 12th, you gain your third and final mantle. The mantles and their aura powers are given below.

Chaos: You and all allies within your aura gain a +2 resistance bonus on saves against attacks made or effects created by nonchaotic creatures. This bonus increases by 1 for every six class levels you have.

Communication: You and willing allies within your aura are linked together with the mindlink power (EPH 120). If they leave the area of your aura, they leave the link. They can automatically rejoin, however, once they reenter the area.

Conflict: You and allies affected by your aura gain a +2 bonus on rolls to confirm critical hits. This bonus increases to +5 if you are a 10th-level divine mind.

Consumption: You can leech power points expended near you. While the aura is active, you can expend your psionic focus as an immediate action when a power is manifested within your aura. Doing so steals 1 power point from the power's manifester. This extra power point is added to your power point reserve; you cannot gain more power points than your normal maximum. This ability has no effect if used while you have a full power point reserve.

If stealing 1 power point would prevent the manifester from being able to manifest the power, you do not gain a power point but the manifester is unable to manifest the power; no power points are expended. You can steal more power points at higher levels: 2 power points at 7th level, 3 at 14th level, and 4 at 20th level. The same restrictions as described above apply.

Corruption and Madness: Your aura disquiets and disturbs the minds of those who oppose you. All enemies within your aura must make Concentration checks (DC 10 + your Wis modifier + 1/2 your divine mind level) to manifest powers, cast spells, or use psi-like or spell-like abilities.

Creation: All constructs within your aura heal at a rate of 1 hit point every hour. This rate increases to 1 hit point every 10 minutes at 5th level, 1 hit point every minute at 10th level, and 1 hit point every round at 17th level.

Death: You and your allies know the condition of crea- tures near death within your aura, as the deathwatch spell (PH 217).

Deception: You and your allies gain a +2 bonus on Bluff checks made to feint in combat (PH 155). You can expend your psionic focus to feint as a move action, as if you had the Improved Feint feat.

Destruction: You grant your allies the ability to sunder objects more easily. Any time creatures affected by your aura make sunder attempts, the hardness of objects they attempt to sunder is treated as half its normal value (the hardness of a wooden object, for example, would be 2 instead of 5).

Elements: When this aura goes into effect, you must choose to align it to one of the four elemental subtypes (air, earth, fire, water). While you are psionically focused, your attacks and the attacks of allies within your aura overcome the damage reduction (if any) of any creatures of the subtype to which you are aligned.

Energy: Your wielded weapons and those wielded by allies within your aura deal 1 extra point of cold, electricity, or fire energy damage plus 1 point for every five class levels you have. You select the energy type when you activate this aura.

Evil: While this aura is active, the weapons of affected allies are treated as evil-aligned for the purpose of overcoming damage reduction.

Fate: You give your allies insight into the battle being waged around you, allowing them to bend fate to their will. While the aura of fate is active, you and your allies gain a +2 insight bonus on any one d20 roll. Once a particular ally chooses to use her bonus, the aura ends for that ally, but not for any other ally who has not yet used the insight bonus.

This bonus increases by 1 for every five class levels you have, to a maximum bonus of +5 at 15th level. A specific creature can gain this bonus once per day.

Force: As a move action, you can expend your psionic focus to grant yourself and all allies within your aura the ability to strike an incorporeal creature without suffering the normal 50% miss chance. This affects each ally's next attack, as long as that attack occurs before your next turn.

Freedom: You and allies within your aura gain a +2 bonus on Escape Artist checks and grapple checks made to resist or escape a grapple. This bonus increases by 1 for every four class levels you have, to a maximum of +7 at 20th level.

Good: While this aura is active, the weapons of affected allies are treated as good-aligned for the purpose of overcoming damage reduction.

Guardian: You can grant allies in range damage reduction 1/— while you are psionically focused. This damage reduction increases by 1 for every five class levels you have (DR 2/— at 5th level, 3/— at 10th level, and so on).

Justice: You and allies within your aura gain a +1 bonus on attack rolls against a foe that has attacked you or another ally. This bonus increases by 1 for every six class levels you have.

Knowledge: You and allies within your aura gain a +1 bonus on all Knowledge checks. This bonus increases by 1 for every six class levels you have.

Law: You and allies within your aura gain a +2 resistance bonus on saves against attacks made or effects created by nonlawful creatures. This bonus increases by 1 for every six class levels you have.

Life: Creatures in your presence feel rejuvenated and are more resistant to death effects. While it is active, allies affected by this aura gain a +2 bonus on saves against death spells and powers or psionic death effects. This bonus increases by 1 for every five class levels you have, to a maximum of +5 at 15th level.

Light and Darkness: You and allies within your aura treat spells with the light or darkness descriptors as one level higher for countering the opposing effect.

Magic: You and allies within your aura are treated as wielding magic weapons for the purpose of overcoming damage reduction.

Mental Tower: You and allies within your aura gain a +2 bonus on saving throws against mind-affecting spells and abilities. This bonus increases by 1 for every six class levels you have.

Natural World: All animals, plants, and fey within your aura heal at a rate of 1 hit point every hour. This rate increases to 1 hit point every 10 minutes at 5th level, 1 hit point every minute at 10th level, and 1 hit point every round at 17th level.

Pain and Suffering: You and allies within your aura gain a +1 bonus on weapon damage rolls against wounded foes.

Physical Power: You and allies within your aura gain a +1 bonus on opposed Strength checks, such as bull rush, trip, or disarm checks, as well as on grapple checks. This bonus increases by 1 for every five class levels you have.

The Planes: You can pinpoint the location of any outsider or extraplanar creature within your aura. You and allies within your aura gain a +2 bonus on caster level checks or manifester level checks made to overcome the spell resistance or power resistance of outsiders.

Repose: While you are psionically focused, you and allies within your aura ignore the effects of fatigue. If an ally within your aura becomes exhausted for any reason, he is treated as fatigued instead. Your aura does not dispel fatigue, it merely suppresses the negative effects.

Time: You give allies within your aura the ability to see just a moment into the future, increasing their reaction time. Anyone affected by your aura gains a +2 bonus on initiative checks and a +1 bonus on Reflex saves. This bonus on initiative checks stacks with the bonus provided by the Time mantle's granted ability.

Divine Grace (Su): Beginning at 4th level, you gain a bonus equal to your Charisma bonus (if any) on all saving throws.

Change Aura (Ex): At 8th level, you gain the ability to change between your mantle auras much more quickly. It takes only a standard action to change between auras. You can switch auras as a move action at 14th level, and at 18th level you can change your aura as a swift action.

Table 1-4: Mantles by Deity

Player's Handbook Forgotten Realms Campaign Setting
Boccob Deception, Fate, Knowledge, Magic Mystra Deception, Good, Knowledge, Magic
Corellon Larethian Chaos, Good, Guardian, Magic Oghma Communication, Fate, Freedom, Knowledge
Ehlonna Good, Guardian, Light and Darkness, Natural World Selune Chaos, Freedom, Good, Light and Darkness
Erythnul Chaos, Destruction, Evil, Pain and Suffering Shar Deception, Evil, Knowledge, Light and Darkness
Fharlanghn Communication, Fate, Freedom, Time Shaundakul Chaos, Elements, Freedom, The Planes
Garl Glittergold Good, Guardian, Deception, Knowledge Silvanus Guardian, Life, Natural World, Repose
Gruumsh Chaos, Destruction, Evil, Physical Power Sune Chaos, Communication, Good, Guardian
Heironeous Conflict, Good, Justice, Law Talos Chaos, Destruction, Evil, Natural World
Hextor Conflict, Destruction, Evil, Law Tempus Chaos, Conflict, Force, Physical Power
Kord Chaos, Conflict, Good, Physical Power Torm Good, Guardian, Law, Physical Power
Moradin Creation, Good, Guardian, Law Tymora Chaos, Fate, Freedom, Good
Nerull Consumption, Death, Destruction, Evil Tyr Good, Justice, Knowledge, Law
Obad-Hai Communication, Elements, Life, Natural World Umberlee Chaos, Destruction, Evil, Natural World
Olidarnmara Chaos, Communication, Deception, Freedom Uthgar Conflict, Justice, Natural World, Physical Power
Pelor Good, Force, Life, Light and Darkness Waukeen Consumption, Freedom, Guardian, Knowledge
St. Cuthbert Energy, Law, Justice, Physical Power Eberron Campaign Setting
Vecna Corruption and Madness, Evil, Knowledge, The Planes Silver Flame Good, Guardian, Law, The Planes
Wee Jas Death, Law, Magic, Mental Power The Sovereign Host
Yondalla Communication, Freedom, Good, Repose —Arawai Good, Guardian, Life, Natural World
Expanded Psionics Handbook —Aureon Knowledge, Law, Magic, Mental Power
Ilsesine Evil, Law, Magic, Mental Power —Balinor Elements, Guardian, Natural World, Repose
Zuoken Conflict, Knowledge, Mental Power, Physical Power —Boldrei Communication, Good, Justice, Law
Forgotten Realms Campaign Setting —Dol Arrah Conflict, Good, Law, Light and Darkness
Azuth Knowledge, Law, Magic, Mental Power —Dol Dorn Chaos, Conflict, Good, Physical Power
Bane Conflict, Destruction. Evil. Law —Kol Korran Communication, Consumption, Guardian, Freedom
Chauntea Good, Guardian, Life, Natural World —Olladra Fate, Good, Guardian, Life
Cyric Chaos, Corruption and Madness, Deception, Evil —Onatar Creation, Energy, Force, Good
Eilistraee Chaos, Good, Freedom, Light and Darkness The Dark Six
Gond Creation, Elements, Knowledge, Repose —The Devourer Destruction, Evil, Natural World, Pain and Suffering
Helm Guardian, Law, Physical Power, Repose —The Fury Consumption, Corruption and Madness, Deception, Evil
Ilmater Good, Law, Life, Pain and Suffering —The Keeper Consumption, Death, Evil, Time
Kelemvor Death, Fate, Guardian, Law —The Mockery Conflict, Destruction, Deception, Evil
Kossuth Destruction, Elements, Energy, The Planes —The Shadow Chaos, Evil, Light and Darkness, Magic
Lathander Good, Life, Light and Darkness, Time —The Traveler Chaos, Creation, Deception, Freedom
Lolth Chaos, Destruction, Evil, Light and Darkness The Blood of Vol Death, Evil, Knowledge, Law
Malar Chaos, Evil, Natural World, Physical Power The Dragon Below Corruption and Madness, Elements, Evil, The Planes
Mask Deception, Evil, Fate, Light and Darkness The Path of Light Guardian, Law, Light and Darkness, Repose
Mielikki Freedom, Good, Life, Natural World The Undying Court Death, Fate, Good. Life
The Path of Light Guardian, Law, Light and Darkness, Repose
The Undying Court Death, Fate, Good, Life

AdvancementEdit

Level BAB Fort Ref Will Special Power Points/Day Powers Known Maximum Power Level Known
1st +0 +2 +0 +2 Mantle (1st), psychic aura 5 ft., Wild Talent 0 0
2nd +1 +3 +0 +3 1 0
3rd +2 +3 +1 +3 Psychic aura 10 ft. 2 0
4th +3 +4 +1 +4 Divine grace 3 0
5th +3 +4 +1 +4 Psychic aura 15 ft. 4 1 1st
6th +4 +5 +2 +5 Mantle (2nd) 6 2 1st
7th +5 +5 +2 +5 Psychic aura 20 ft. 8 2 1st
8th +6/+1 +6 +2 +6 Change aura (standard action) 10 3 2nd
9th +6/+1 +6 +3 +6 Psychic aura 25 ft. 12 3 2nd
10th +7/+2 +7 +3 +7 Psychic aura (second aura) 14 4 2nd
11th +8/+3 +7 +3 +7 Psychic aura 30 ft. 18 4 3rd
12th +9/+4 +8 +4 +8 Mantle (3rd) 22 5 3rd
13th +9/+4 +8 +4 +8 Psychic aura 35 ft. 26 5 3rd
14th +10/+5 +9 +4 +9 Change aura (move action) 30 6 4th
15th +11/+6/+1 +9 +5 +9 Psychic aura 40 ft. 35 6 4th
16th +12/+7/+2 +10 +5 +10 40 7 4th
17th +12/+7/+2 +10 +5 +10 Psychic aura 45 ft. 45 7 5th
18th +13/+8/+3 +11 +6 +11 Change aura (swift action) 50 8 5th
19th +14/+9/+4 +11 +6 +11 Psychic aura 50 ft. 55 8 5th
20th +15/+10/+5 +12 +6 +12 Psychic aura (third aura) 62 9 6th

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS
Climb STR
Concentration CON
Craft INT
Jump STR
Knowledge (psionics) INT
Knowledge (religion) INT
Profession WIS
Psicraft INT
Ride DEX
Swim STR

Duergar Racial ClassEdit

(Complete Psionic variant, p. 144)

The duergar, or gray dwarves, lead lives of neverending toil in great underground foundry-cities.

 ====Hit die====

d0

Class FeaturesEdit

Class Level: The Class Level column of the duergar racial class table indicates whether a duergar gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a duergar specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.

Duergar Base Traits: Duergar have the following base racial traits.

+2 Constitution, —4 Charisma.

Medium size: Duergar have no special bonuses or penalties due to their size.

Duergar base land speed is 20 feet. Gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and so forth. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they have plenty of opportunity to practice and hone in their underground homes.

Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saves against poison. This ability is superseded by a 2nd-level duergar's immunity to poison.

+2 racial bonus on saves against powers, spells, psi-like abilities, and spell-like effects.

+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).

+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.

Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.

Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.

Favored Class: Fighter.

Darkvision: At 1st level, duergar gain darkvision out to 60 feet. A duergar who takes the 2nd duergar racial level increases the range of his darkvision ability to 120 feet.

Naturally Psionic: At 1st level, duergar gain 1 bonus power point. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.

Feat: Like every other character, a duergar character gains one feat at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.

Bonus Power Points: At 2nd level, a duergar gains 2 bonus power points.

Expansion (Ps): At 2nd level, a duergar gains the use of expansion (EPH 105) as a psi-like ability once per day (manifested level equal to 1/2 Hit Dice, minimum 1st).

Invisibility (Ps): At 2nd level, a duergar gains the use of invisibility as a psi-like ability once per day (manifester level equal to 1/2 Hit Dice, minimum 1st).

Immunities: At 2nd level, a duergar gains full immunity to paralysis, phantasms, and poison.

Ability Score Increase: Upon attaining any Hit Die divisible by 4, a duergar character increases one of his ability scores by 1 point. The player chooses which ability score to improve. The ability improvement is permanent.

AdvancementEdit

Racial Level Class Level Special
1st 1st Duergar base traits, naturally psionic, feat, darkvision 60 ft.
2nd 1st Bonus power points, psi-like abilities (1/day—expansion, invisibility), immunities, darkvision 120 ft.
3rd 2nd
4th 3rd Feat
5th 4th Ability score increase
6th 5th
7th 6th Feat
8th 7th
9th 8th Ability score increase
10th 9th Feat
11th 10th
12th 11th
13th 12th Ability score increase, feat
14th 13th
15th 14th
16th 15th Feat
17th 16th Ability score increase
18th 17th
19th 18th Feat
20th 19th

Ebon SaintEdit

(Complete Psionic variant, p. 22)

The ebon saint lives in the darkness, but seeks to expose his enemies to the light. Flitting from the shadows to learn the secrets of his enemies and dispatch them quickly, the ebon saint seeks to further his personal agenda by gathering and exploiting information on those who oppose him.

The goal of these dark infiltrators is to sneak into the lairs of their enemies, uncover their dark secrets, and expose them to the world. Whether an ebon saint seeks to right the wrongs of the world, maintain the status quo, or strike tyrannical fear into the hearts of the oppressed, he does so from the cold, unchanging certainty of the darkness in which he resides.

Ebon saints nearly all begin their careers as lurks, since that class provides the necessary foundation for ebon saint abilities. A fair number, however, are rogues with the Wild Talent feat. Whereas a lurk might use the shadows to achieve his ends, an ebon saint lives in them, seeking to master the art and discipline of the dire strike in the service of an ideology that is greater than any one person. The nature of that ideology is determined by each ebon saint, and is molded by his alignment and life experiences.

RequirementsEdit

Skills: Bluff 8 ranks , Disguise 8 ranks , Hide 8 ranks , Move Silently 8 ranks

Feats: Combat Expertise , Improved Feint

Psionics: Must have a power point reserve of at least 1 power point.  Special: Sneak attack +1d6 or psionic sneak attack +1d6.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Powers Known: At every level above 1st level, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in whatever manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming an ebon saint, you must decide to which class to add each level for the purpose of determining power points per day, powers known, and manifester level.

Dire Strike (Ex): Ebon saints are trained at infiltration and gathering of information through subversive means. If you study a creature for 1 round and then make a successful sneak attack against that creature, you gain an insight into that creature's abilities.

For the rest of that encounter, you gain a bonus on attack rolls made against that creature equal to your ebon saint level. You also gain a dodge bonus to AC against that creature's attacks equal to one-half your class level, rounding down (minimum 1). In addition, a creature you have used dire strike against is subject to dire augments that are unique to the ebon saint class.

Once you have completed your round of study, you must make your dire strike attempt within the next 3 rounds. If you do not, you must spend another round studying your target before you can attempt a dire strike. You cannot use a dire strike against an unconscious opponent. As with a sneak attack, you can deal nonlethal damage with a dire strike, which becomes important when you master the disappear from the mind ability.

Shadowfriend (Ex): While you are psionically focused, you gain an enhancement bonus on Hide checks and Move Silently checks equal to your class level.

Dire Augments: An ebon saint gains dire augments that function much as the lurk class feature does (see page 14). While a lurk's abilities cover a spread of options, however, you have dedicated yourself to the art of infiltration and espionage.

Using a dire augment is a swift action. You can spend a number of power points less than or equal to your character level on a single attack. You can use your dire augments a number of times per day equal to 3 + your ebon saint level. In addition, you can only use your dire augments to modify a dire strike attack, not a normal sneak attack.

At 3rd level, you can combine any two of your dire augments in a single dire strike (as a single swift action), provided you can pay the power point cost of each ability. At 5th level, you can combine any three of your dire augments in a single dire strike, provided you can pay the power point cost of each ability.

Thought Theft (Su): Beginning at 2nd level, you can gain insight into any hazards you will encounter in the near future that your victim is aware of. If your dire strike is successful, you can access the creature's mind in a manner similar to the read thoughts power (EPH128). The information you ascertain is the nature of any hazards the creature is aware of within 50 feet. Hazards include traps, enemies, and other obstacles intended to impede you or cause you harm. You become aware of these hazards in only the most general sense. You might learn, for example, that a trap lies 30 feet down a corridor from your victim, but not the nature of the trap or how to bypass it. You might also learn that a patrol of four guards comes down the corridor every few minutes, but not the race or weaponry of each of the guards.

The creature can attempt a Will save (DC 10 + 1/2 your character level + your Int modifier) to resist the thought theft. Using this augment costs 3 power points. For every 2 additional power points you spend, the save DC of the ability increases by 1.

Mind Interrogation (Su): Beginning at 3rd level, you gain the ability to steal specific important information directly from the mind of the victim of one of your dire strikes. When you make a successful dire strike against a foe that deals damage, you can visualize one question in your mind and spend 4 power points. If your victim knows the answer to the question, you immediately know the answer as well.

Steal Form (Su): At 4th level, you learn the pinnacle of successful infiltration: You can become the victims of your dire strikes. If you make a successful dire strike attack and spend 5 power points, you can shift your form into that of your victim as a full-round action, as if using an alter self spell (PH 197) cast by a spellcaster of your ebon saint level.

You can shift back into your own form with another full-round action; doing so does not require an expenditure of power points. You can also shift back into the form of your victim again at any time during the next 24 hours by spending 5 more power points. You only have a total time of 50 minutes to use your victim's form, but you can spread that time out over the 24-hour period. Once 24 hours have elapsed, you can no longer access the victim's form unless you seek out that creature and perform another successful dire strike against it (if it is still alive). You are subject to the same limitations as described in the alter self spell when using this ability. You can "collect" a total number of five forms in a given 24-hour period that you can use, although you must pay power points separately for each one and you must still successfully use dire strike against each victim.

Disappear from the Mind (Su): At 5th level, you master the art of disappearing right in front of your victim. When you make a successful dire strike attack that deals nonlethal damage, you can spend 5 power points to erase your presence from the victim's mind. This works as the cloud mind power. Your victim can attempt a Will save (DC 10 + 1/2 your character level + your Int modifier) to resist the effect. If you have dealt lethal damage to your victim within the previous 24 hours, you cannot use this ability against that target. If you deal lethal damage to the target at any point after using this ability successfully, it remembers everything about this encounter.

You must remove yourself from the victim's line of sight within 1 round of using this power, or the creature remembers everything. You must remain out of sight for at least 1 minute; once this time has passed, the creature treats you as if the previous encounter never happened if you again expose yourself to its line of sight.

Sneak Attack (Ex): At 3rd level, the damage you deal on a sneak attack improves by 1d6 points. If you have the psionic sneak attack class feature, that ability improves instead. If you have both sneak attack and psionic sneak attack, choose one or the other to improve.

AdvancementEdit

Level BAB Fort Ref Will Special Manifesting
1st +0 +0 +2 +2 Dire strike, shadowfriend
2nd +1 +0 +3 +3 Thought theft +1 level of existing manifesting class
3rd +2 +1 +3 +3 Mind interrogation, sneak attack +1d6 +1 level of existing manifesting class
4th +3 +1 +4 +4 Steal form +1 level of existing manifesting class
5th +3 +1 +4 +4 Disappear from the mind +1 level of existing manifesting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Climb STR
Concentration CON
Disguise CHA
Escape Artist DEX
Hide DEX
Intimidate CHA
Jump STR
Listen WIS
Move Silently DEX
Psicraft INT
Search INT
Sense Motive WIS
Sleight of Hand DEX
Spot WIS
Swim STR
Tumble DEX

Ectopic AdeptEdit

(Complete Psionic variant, p. 26)

Ectoplasm is the preferred medium of creation for the ectopic adept, and his mind serves as the mold, kiln, and wheel upon which his works are turned. An adept sees each new astral construct he creates as a unique work of art, an exquisite sculpture serving a specific purpose in the arsenal of this most dangerous crafter.

Other psionic characters seek to perfect mind and body in the fire of their own will. An ectopic adept is more concerned with achieving perfection by creating the ideal astral construct, regardless of the transitory nature of his creations. An adept seeks any opportunity, martial or otherwise, to demonstrate his skills in sculpting the changeable astral medium of ectoplasm.

While any psionic character with the astral construct power might be eligible for this prestige class, the truest potential adept is a shaper, who begins and ends each day considering all the uses and permutations that can be achieved with ectoplasm. Constantly looking for new ways to sculpt ectoplasm, an ectopic adept is largely unconcerned with developing his mental abilities except so far as such development advances his psionic sculpting craft.

RequirementsEdit

Skills: Psicraft 8 ranks

Feats: Skill Focus (Craft (sculpting)) , Ectopic Form (any)

Powers: Must be able to manifest the astral construct power.

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

Manifesting: At each level beyond 1st, you gain new power points per day and an increase in manifester level (and powers known, if applicable) as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming an ectopic adept, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.

Resilient Construct (Su): Calling on your knowledge of sculpture and form, you can craft more resilient astral constructs. Any construct you create with the astral construct power has 2d6 temporary hit points that last for the duration of the astral construct power.

Your astral constructs no longer gain the benefit of this ability if you do not have a number of ranks in Craft (sculpting) equal to or greater than your manifester level.

Ectopic Form: At 2nd level and 4th level, you gain Ectopic Form (page 50) as a bonus feat.

Rapid Creation (Ex): Calling on your knowledge of sculpture and form, at 3rd level you can manifest astral construct as a standard action once per day for every class level you have.

You lose access to this ability if you do not have a number of ranks in Craft (sculpting) equal to or greater than your manifester level.

Double Creation (Su): At 5th level, you become able to better manipulate the complex strands of ectoplasm that comprise your astral constructs. Once per day, you can manifest astral construct a second time while a construct you have created still exists. (Before you attain 5th level, you can have only one astral construct created at a time.)

You lose access to this ability if you do not have a number of ranks in Craft (sculpting) equal to or greater than your manifester level.

AdvancementEdit

Level BAB Fort Ref Will Special Manifesting
1st +0 +0 +0 +2 Resilient construct
2nd +1 +0 +0 +3 Ectopic Form (any) 1 level of existing manifesting class
3rd +1 +1 +1 +3 Rapid creation 1 level of existing manifesting class
4th +2 +1 +1 +4 Ectopic Form (any) 1 level of existing manifesting class
5th +2 +1 +1 +4 Double creation 1 level of existing manifesting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Disguise CHA
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Psicraft INT
Use Psionic Device CHA

Erudite (variant Psion)Edit

(Complete Psionic variant, p. 153)

As an alternative to the standard psion class, the erudite is a psionic character who follows a scholarly and self-reflective road to power, instead of a merely self-conscious path like the psion follows.

Flayerspawn PsychicEdit

(Complete Psionic variant, p. 30)

Willing to sacrifice her life, appearance, and even her sanity, the flayerspawn psychic walks a dangerous road, growing in psionic power as she slowly embraces her secret mind flayer heritage. Some psionic characters take up this class to gain more power, while others do so to gain greater understanding of the illithids. A few do so because they secretly believe mind flayers to be a superior psionic organism.

Potential flayerspawn psychics, whether multiclass or single-classed, must possess psionic ability. Potential flayerspawns are restricted in how they obtain this psionic power—only psions and erudites (page 153) possess the proper frame of mind. From this beginning, potential flayerspawns undergo a slow process, transforming mind and body as they gain and practice abilities common to mind flayers. Unfortunately, this power comes along with the temptation to embrace portions of their heritage that are truly evil (suck as the Illithid Extraction feat, page 61). Those who resist the hunger are capable of maintaining their moral and personal attitudes. Those who give in and indulge the hunger find their personalities changing to more closely match the creature they are becoming.

RequirementsEdit

Skills: Knowledge (psionics) 8 ranks

Feats: Illithid Heritage

Powers: Ability to manifest psionic charm.  Language: Undercommon.

Hit dieEdit

d6

Skill pointsEdit

2 + Int

Class FeaturesEdit

Manifesting: At each level indicated on the table, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before you added the prestige class. If you had more than one manifesting class before becoming a flayerspawn psychic, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.

Illithid Blast (Su): At 1st level, you gain the Illithid Blast feat. As a flayerspawn psychic, you gain some additional benefits from taking this feat. As described on page 61, you can channel power points into a mind blast as a standard action. The blast stuns everyone who fails a Will save within a 15-foot cone for 1d4 rounds. As you gain levels in this prestige class, the uses per day, size of the cone, and the number of rounds for which you can stun foes increases.

At 6th level, your mind blast produces a 30-foot cone that stuns foes for 2d4 rounds.

At 10th level, your mind blast produces a 60-foot cone that stuns foes for 3d4 rounds.

Illithid Feat: At 2nd, 4th, and 8th level, you gain a bonus illithid feat. Choose any illithid feat for which you qualify. Illithid feats are described on page 61 of this book.

AdvancementEdit

Level BAB Fort Ref Will Special Manifesting
1st +0 +0 +0 +2 Illithid Blast (15-ft. cone, stun 1d4 rounds)
2nd +1 +0 +0 +3 Illithid feat +1 level of existing manifesting class
3rd +1 +1 +1 +3 Illithid Blast 2/day
4th +2 +1 +1 +4 Illithid feat +1 level of existing manifesting class
5th +2 +1 +1 +4 Illithid Blast 3/day +1 level of existing manifesting class
6th +3 +2 +2 +5 Illithid Blast (30-ft. cone, stun 2d4 rounds)
7th +3 +2 +2 +5 Illithid Blast 4/day +1 level of existing manifesting class
8th +4 +2 +2 +6 Illithid feat
9th +4 +3 +3 +6 Illithid Blast 5/day +1 level of existing manifesting class
10th +5 +3 +3 +7 Illithid Blast (60-ft. cone, stun 3d4 rounds) +1 level of existing manifesting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Disguise CHA
Hide DEX
Intimidate CHA
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Move Silently DEX
Psicraft INT
Sense Motive WIS
Spot WIS
Use Psionic Device CHA

Githyanki Racial ClassEdit

(Complete Psionic variant, p. 146)

Githyanki are an ancient race of martial humanoids residing on the Astral Plane.

 ====Hit die====

d0

Class FeaturesEdit

Class Level: The Class Level column of the githyanki racial class table indicates whether a githyanki gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a githyanki specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.

Githyanki Base Traits: Githyanki have the following base racial traits.

+2 Dexterity, —2 Wisdom.

Medium size: Githyanki have no special bonuses or penalties due to their size.

Githyanki base land speed is 30 feet.

Darkvision out to 60 feet.

Automatic Languages: Common, Gith. Bonus Languages: Abyssal, Celestial, Draconic, Infernal, Undercommon.

Favored Class: Fighter.

Naturally Psionic: At 1st level, githyanki gain 1 bonus power point. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.

Feat: Like every other character, a githyanki character gains one feat at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.

Far Hand (Ps): At 1st level, a githyanki gains the use of far hand (EPH 106) as a psi-like ability three times per day (manifester level equal to 1/2 Hit Dice, minimum 1st).

Bonus Power Points: At 2nd level, githyanki gain 2 bonus power points.

+2 Constitution: At 2nd level, githyanki gain a +2 increase to their Constitution ability score.

Psionic Daze (Ps): At 2nd level, a githyanki gains the use of psionic daze (EPH 90) as a psi-like ability three times per day (DC 10 +1/2 HD + Cha modifier). Manifester level equal to 1/2 Hit Dice (minimum 1st).

Concealing Amorpha (Ps): At 3rd level, a githyanki gains the use of concealing amorpha (EPH 85) as a psi-like ability once per day (manifester level equal to 1/2 Hit Dice, minimum 1st).

Starting at 4th level, a githyanki can use this psi-like ability twice per day. Starting at 5th level, a githyanki can use this psi-like ability three times per day.

Ability Score Increase: Upon attaining any Hit Die divisible by 4, a githyanki character increases one of his ability scores by 1 point. The player chooses which ability score to improve. The ability improvement is permanent.

Power Resistance: At 4th level, a githyanki gains power resistance equal to her Hit Dice +5.

Psionic Dimension Door (Ps): At 6th level, a githyanki gains the use of psionic dimension door (page 83) as a psi-like ability once per day (manifester level equal to 1/2 Hit Dice, minimum 1st). Starting at 7th level, a githyanki can use this psi-like ability twice per day. Starting at 8th level, a githyanki can use this psi-like ability three times per day.

Psionic Plane Shift (Ps): At 9th level, a githyanki gains the use of psionic plane shift (EPH 124) as a psi-like ability once per day (manifester level equal to 1/2 Hit Dice, minimum 1st).

Telekinetic Thrust (Ps): At 9th level, a githyanki gains the use of telekinetic thrust (EPH 135) as a psi-like ability once per day (manifester level equal to 1/2 Hit Dice, minimum 1st). Starting at 10th level, a githyanki can use this psi-like ability twice per day. Starting at 11th level, a githyanki can use this psi-like ability three times per day.

AdvancementEdit

Racial Level Class Level Special
1st 1st Githyanki base traits, naturally psionic, psi-like ability (3/day—far hand), feat
2nd 1st Bonus power points, +2 Constitution, psi-like ability (3/day—psionic daze)
3rd 2nd Psi-like ability (1/day—concealing amorpha)
4th 2nd Power resistance, psi-like ability (2/day—concealing amorpha)
5th 3rd Psi-like ability (3/day—concealing amorpha), feat
6th 4th Psi-like ability (1/day—psionic dimension door), ability score increase
7th 5th Psi-like ability (2/day—psionic dimension door)
8th 6th Psi-like ability (3/day—psionic dimension door), feat
9th 7th Psi-like ability (1/day—psionic plane shift, telekinetic thrust)
10th 8th Psi-like ability (2/day—telekinetic thrust), ability score increase
11th 9th Psi-like ability (3/day—telekinetic thrust), feat
12th 10th
13th 11th
14th 12th Ability score increase, feat
15th 13th
16th 14th
17th 15th Feat
18th 16th Ability score increase
19th 17th
20th 18th Feat

Githzerai Racial ClassEdit

(Complete Psionic variant, p. 147)

The githzerai are attuned to the mysteries of the inner self and are considered a race of ascetics who harness the power of the mind and the spirit.

 ====Hit die====

d0

Class FeaturesEdit

Class Level: The Class Level column of the githzerai racial class table indicates whether a githzerai gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a githzerai specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.

Githzerai Base Traits: Githzerai have the following base racial traits.

+2 Dexterity, —2 Intelligence.

Medium size: Githzerai have no special bonuses or penalties due to their size.

Githzerai base land speed is 30 feet.

Darkvision out to 60 feet.

Automatic Languages: Common, Gith. Bonus Languages: Abyssal, Celestial, Draconic, Slaad, Undercommon.

Favored Class: Monk.

Naturally Psionic: At 1st level, githzerai gain 2 bonus power points. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.

Feat: Like every other character, a githzerai character gains one feat at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.

Catfall (Ps): At 1st level, a githzerai gains the use of catfall (EPH 82) as a psi-like ability three times per day (manifester level equal to 1/2 Hit Dice, minimum 1st).

Psionic Daze (Ps): At 2nd level, a githzerai gains the use of psionic daze (EPH 90) as a psi-like ability three times per day (DC 10 +1/2 HD + Cha modifier). Manifester level equal to 1/2 Hit Dice (minimum 1st).

+2 Dexterity: At 2nd level, a githzerai gains a +2 increase to his Dexterity score. At 4th level, a githzerai gains an additional +2 increase to his Dexterity score.

+2 Wisdom: At 2nd level, a githzerai gains a +2 increase to his Wisdom score.

Inertial Armor (Ps): At 3rd level, a githzerai gains the use of inertial armor (EPH 113) as a psi-like ability three times per day (manifester level equal to 1/2 Hit Dice, minimum 1st).

Power Resistance: At 4th level, a githzerai gains power resistance equal to his Hit Dice +5.

Concussion Blast (Ps): At 4th level, a githzerai gains the use of concussion blast (EPH 85) as a psi-like ability once per day. Manifester level equal to 1/2 Hit Dice (minimum 1st). Starting at 5th level, a githzerai can use this psi-like ability twice per day. Starting at 6th level, a githzerai can use this psi-like ability three times per day.

Ability Score Increase: Upon attaining any Hit Die divisible by 4, a githzerai character increases one of his ability scores by 1 point. The player chooses which ability score to improve. The ability improvement is permanent.

Psionic Plane Shift (Ps): At 13th level, a githzerai gains the use of psionic plane shift (EPH 124) as a psilike ability once per day (manifester level equal to 1/2 Hit Dice, minimum 1st).

AdvancementEdit

Racial Level Class Level Special
1st 1st Githzerai base traits, naturally psionic, psi-like ability (3/day—catfall), feat
2nd 1st +2 Dexterity, +2 Wisdom, psi-like ability (3/day—psionic daze)
3rd 2nd Psi-like ability (3/day—inertial armor)
4th 2nd Power resistance, +2 Dexterity, psi-like ability (1/day—concussion blast)
5th 3rd Psi-like ability (2/day—concussion blast), feat
6th 4th Psi-like ability (3/day—concussion blast), ability score increase
7th 5th
8th 6th Feat
9th 7th
10th 8th Ability score increase
11th 9th Feat
12th 10th
13th 11th Psi-like ability (1/day—psionic plane shift)
14th 12th Ability score increase, feat
15th 13th
16th 14th
17th 15th Feat
18th 16th Ability score increase
19th 17th
20th 18th Feat

Half-giant Racial ClassEdit

(Complete Psionic variant, p. 148)

Human-giant hybrids, half-giants were bred by cruel sorcerer-kings who used them as warriors and laborers in a dry land.

 ====Hit die====

d0

Class FeaturesEdit

Class Level: The Class Level column of the half-giant racial class table indicates whether a half-giant gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a half-giant-specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.

Half-Giant Base Traits: Half-giants have the following base racial traits.

+2 Constitution, —2 Dexterity.

Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

Medium size: Half-giants have no special bonuses or penalties due to their size.

Half-giant base land speed is 30 feet.

Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.

Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.

Favored Class: Psychic warrior.

Feat: Like every other character, a half-giant character gains one feat at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.

Powerful Build (Ex): At 2nd level, a half-giant reaches his full growth. The physical stature of a fully grown halfgiant lets him function in many ways as if he were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

+2 Strength: At 2nd level, half-giant characters gain a +2 increase to their Strength ability score.

Naturally Psionic: At 2nd level, half giant characters gain 2 bonus power points. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.

Stomp (Ps): At 2nd level, a half-giant gains the use of Stomp (EPH 133) as a psi-like ability once per day (DC 10 +1/2 HD + Cha modifier). Manifester level equal to 1/2 Hit Dice (minimum 1st).

Ability Score Increase: Upon attaining any Hit Die divisible by 4, a half-giant character increases one of his ability scores by 1 point. The player chooses which ability score to improve. The ability improvement is permanent.

AdvancementEdit

Racial Level Class Level Special
1st 1st Half-giant base traits, feat
2nd 1st Powerful build, +2 Strength, psi-like ability (1/day—stomp), naturally psionic
3rd 2nd
4th 3rd Feat
5th 4th Ability score increase
6th 5th
7th 6th Feat
8th 7th
9th 8th Ability score increase
10th 9th Feat
11th 10th
12th 11th
13th 12th Ability score increase, feat
14th 13th
15th 14th
16th 15th Feat
17th 16th Ability score increase
18th 17th
19th 18th Feat
20th 19th

Illumine SoulEdit

(Complete Psionic variant, p. 33)

The illumine soul is a living conduit of positive energy. He is able to forge a blade of semisolid psychic energy and infuse it with the essence of the Positive Energy Plane to deal lethal strikes to undead opponents. As an illumine soul practices this unique talent, he learns to fill up his being with the power of the Positive Energy Plane, becoming a light in the darkness and turning undead away from his radiance.

Desirous of something more than raw psychic energy, an illumine soul learns to reach behind the sky and form a mental link with the Positive Energy Plane. He entwines this energy with that of his own psionic mastery to create a formidable weapon of brilliance that extinguishes all shadows.

Whether multiclass or single-classed, illumine souls must have some levels in the soulknife class, since it is that class from which they gain some of their necessary requirements. However, while soulknives focus on working with pure psychic energy, illumine souls infuse their mind blade (and mind and body as well) with positive energy. While not necessarily interested in or beholden to divine agencies, illumine souls focus a portion of their studies on religious matters to better understand the source of powerdrawn upon by clerics and paladins.

RequirementsEdit

Alignment: Any non-evil.

Skills: Knowledge (psionics) 8 ranks , Knowledge (religion) 4 ranks

Special: Mind blade, psychic strike +1d8.

Hit dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Positive Energy Conduit (Su): At 1st level, you forge a permanent link with the Positive Energy Plane that charges your psychic strike with positive energy. This link allows you to deal damage to undead (both intelligent and mindless) using your psychic strike.

Improved Mind Blade (Ex): You add your illumine soul levels to your levels in the soulknife class to determine your mind blade's enhancement bonus on attack rolls and damage rolls and the mind blade enhancement class feature you have as a soulknife. In addition, you can add ghost touch to the list of weapon special abilities you can choose from (EPH 29).

Psychic Strike (Su): This ability functions like the soulknife ability of the same name. The extra damage dealt increases by 1d8 points at 1st and 4th levels. The bonuses on damage stack with psychic strike bonuses from your soulknife class levels.

Positive Energy Ray (Ps): At 2nd level, you can project a ray of positive energy from your mind blade that deals damage (on a successful ranged touch attack) to any undead creature within 60 feet that it strikes. It takes a standard action to project a positive energy ray, and the ray deals 2d6 points of damage for every class level you have. You can project such a ray a number of times per day equal to your illumine soul class level.

Death Ward (Ps): When you expend your psionic focus, you gain protection against the powers of undeath for 1 minute. While enjoying this protection, you are immune to all magical and psionic death effects, energy drain, and any negative energy effects. This ability doesn't remove negative levels that you have already gained, nor does it affect the saving throw you must make 24 hours after gaining a negative level.

Undead Mind Bane (Su): At 3rd level, your mind blade becomes permanently enhanced with the undead bane weapon special ability (DMG 224). This weapon enhancement remains constant, despite any other changes or modifications you might make to your mind blade (for instance, using the mind blade enhancement ability of the soulknife).

Positive Energy Healing (Su): When you reach 4th level, your connection with the Positive Energy Plane provides you with a healing ability that you can use on yourself once per day. This healing kicks in automatically (without any action on your part) on the first occasion in a 24-hour span when your hit points drop to 0 or lower. When this occurs, a flood of positive energy discharges through the conduit you maintain with the Positive Energy Plane and instantly heals 5d8+5 points of damage. This healing is timely enough to keep you alive if the amount of damage you just took was otherwise enough to kill you, assuming that the healing you receive leaves your current hit points at –9 or higher.

Positive Energy Flare (Ps): Upon reaching 5th level, you can take a standard action and expend your psionic focus to radiate positive energy that deals damage to all undead within 30 feet of you. You deal 2d6 points of damage for every class level you have to all undead within range. The affected undead get a Will save (DC 10 + your illumine soul level + Cha modifier) for half damage.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Positive energy conduit, improved mind blade, psychic strike +1d8
2nd +1 +3 +0 +3 Positive energy ray, death ward
3rd +2 +3 +1 +3 Undead mind bane
4th +3 +4 +1 +4 Positive energy healing, psychic strike +2d8
5th +3 +4 +1 +4 Positive energy flare

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS
Climb STR
Concentration CON
Craft INT
Heal WIS
Hide DEX
Jump STR
Knowledge (psionics) INT
Knowledge (religion) INT
Listen WIS
Move Silently DEX
Profession WIS
Spot WIS
Tumble DEX

LurkEdit

(Complete Psionic variant, p. 13)

A lurk is a psionic character who has honed her mental talents to a deadly focus.

 ====Hit die====

d6

Starting goldEdit

5d4 x 10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Lurks are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).

Power Points/Day: A lurk's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table 1—5. In addition, she receives bonus power points per day if she has a high Intelligence score (see Table 2—1: Ability Modifiers and Bonus Power Points, EPH 18). Her race might also provide bonus power points per day, as might certain feats and items.

Powers Known: A lurk begins play knowing one lurk power of the player's choice. Each time she achieves a new level, she unlocks the knowledge of a new power.

Powers are chosen from the lurk power list. (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats from Expanded Psionics Handbook allow a lurk to learn powers from the lists of other classes.) A lurk can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a lurk can manifest in a day is limited only by her daily power points.

A lurk simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against lurk powers is 10 + the power's level + the lurk's Int modifier.

Maximum Power Level Known: A lurk begins play with the ability to learn 1st-level powers. As she attains higher levels, she can gain the ability to master more complex powers—for example, a 4th-level lurk can learn powers of 2nd level or lower, a 7th-level lurk can learn powers of 3rd level or lower, and so on. To learn or manifest a power, a lurk must have an Intelligence score of at least 10 + the power's level.

Lurk Augment (Ex): Beginning at 1st level, a lurk can augment her melee attack by selecting an ability from her available lurk augments. Her level determines the abilities available for her to use (see Table 1—6). In some cases, she can also use power points to increase the power of her lurk augment. The power of the lurk augment lasts for 1 round or until the lurk's next attack. If that attack misses, that use is wasted.

Using a lurk augment is a swift action. When powering an augment with power points, a lurk cannot spend more total power points than her lurk level on any single lurk augment. A lurk can use her lurk augments a total number of times per day equal to her lurk level + her Int modifier.

At 10th level, a lurk can choose two augments from the list in the same swift action. Both augments count against her daily total. The total power points spent on the augments is still limited to her manifester level. For example, an 11th-level lurk could choose to include a mental assault and a solid strike in her attack, and spend a total of 11 power points between the two abilities.

At 18th level, a lurk can choose three augments from the list in the same swift action, which counts as three against her daily limit. The total power points spent is still limited to her manifester level.

Additional Sneak Attack: The lurk's next attack deals an extra 1d6 points of damage from a sneak attack. For every 2 power points spent, this damage increases by 1d6 points. The attack must be one to which sneak attack damage applies. Minimum level 1st.

Unfocusing Strike: A creature hit by the lurk's attack must make a Will saving throw (DC 10 + Int modifier) or lose its psionic focus in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by 1. Minimum level 1st.

Solid Strike: The lurk's attack deals an extra 2 points of damage. For every power point spent, the damage increases by 1. Minimum level 3rd.

Stunning Attack: A creature hit by the lurk's attack must make a Fortitude saving throw (DC 10 + lurk's Int modifier) or be stunned for 1 round in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by 1. Minimum level 3rd.

Ignore Concealment: The lurk's next attack ignores the miss chance provided by concealment or total concealment. The lurk must still attack the correct square when attacking an invisible creature. Minimum level 5th.

Mental Assault: The lurk's next attack deals 2 points of either Intelligence or Wisdom damage in addition to its normal damage. The lurk chooses which type of ability damage to deal when activating the power. For every 2 power points spent, the ability damage increases by 1. Minimum level 5th.

Deceptive Strike: The target of the lurk's next attack is denied his Dexterity bonus to AC for that attack. This ability works against a target with uncanny dodge, but only if the lurk's class level is at least four levels higher than the target's effective rogue level. Minimum level 8th.

Sneak Attack Undead: The lurk's sneak attack can damage undead creatures, if sneak attack damage would otherwise apply on the lurk's attack (for instance, if the undead is flanked or flat-footed). Minimum level 8th.

Ghost Touch: The lurk's next attack can strike incorporeal creatures, as if her weapon had the ghost touch special ability. Minimum level 11th. Power Drain: The lurk's next attack drains a number of power points from the target equal to half the damage dealt.  Drained power points are available for the lurk to use in the following round, but expire at the end of her next turn. Minimum level 11th.

Aligned Attack: The lurk's next attack is treated as either good-aligned or evil-aligned (depending on the lurk's alignment) for the purpose of overcoming damage reduction. A neutral lurk can choose either good or evil when she activates this ability. Minimum level 11th.

Sneak Attack Constructs: The lurk's sneak attack can damage constructs, if sneak attack damage would otherwise apply on the lurk's attack (for instance, if the construct is flanked or flat-footed). Minimum level 14th.

Stygian Weapon: A creature struck by the lurk's next attack gains 1d4 negative levels for 1 round, as the stygian weapon psionic power presented on page 102. For every 4 power points spent, the duration of the negative levels is increased by 1 round. Minimum level 14th.

Planar Attack: The lurk's next attack deals an extra 2d6 points of damage to either good or evil creatures (lurk's choice). For every power point spent, the damage increases by 1d6 points. Minimum level 17th.

Synaptic Disconnect: A creature struck by the lurk's next attack cannot cast spells, manifest powers, or use spell-like or psi-like abilities for 1 round unless it succeeds on a Will save (DC 10 + lurk's Int modifier). For every 2 power points spent, the DC increases by 1. Minimum level 17th.

Greater Power Drain: The lurk's next attack drains a number of power points from the target equal to the damage dealt by the attack. Drained power points are available for the lurk to use in the following round, but expire at the end of her next turn. Minimum level 20th.

Psionic Sneak Attack (Ex): While psionically focused, a lurk can strike a vital spot for extra damage if she attacks an opponent while he is unable TO defend himself effectively. This is identical to the sneak attack ability of the rogue (PH 50), except the damage only applies when the lurk maintains a psionic focus.

Sneak attack damage and psionic sneak attack damage stack, whenever both would apply to the same target.

Initiative Boost (Ex): At 6th level and higher, a lurk can add her Intelligence bonus on her initiative checks.

Evasion (Ex): At 9th level and higher, a lurk can avoid even magical and unusual attacks with great agility as per the rogue ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

Slippery Mind (Ex): At 15th level and higher, if a lurk affected by an enchantment spell or effect fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only one extra chance to succeed on her saving throw.

Table 1-6: Lurk Alignments by Level

Minimum Level Ability
1st Additional sneak attack
1st Unfocusing strike
3rd Solid strike
3rd Stunning attack
5th Ignore concealment
5th Mental assault
8th Deceptive strike
8th Reach attack
8th Sneak attack undead
11th Ghost touch
11th Power drain
11th Aligned attack
14th Sneak attack constructs
14th Stygian weapon
17th Planar attack
17th Synaptic disconnect
20th Greater power drain

AdvancementEdit

Level BAB Fort Ref Will Special Power Points/Day Powers Known Maximum Power Level Known
1st +0 +0 +2 +2 Lurk augment 1 1 1st
2nd +1 +0 +3 +3 Psionic sneak attack +1d6 2 2 1st
3rd +2 +1 +3 +3 3 3 1st
4th +3 +1 +4 +4 5 4 2nd
5th +3 +1 +4 +4 7 5 2nd
6th +4 +2 +5 +5 Initiative boost 11 6 2nd
7th +5 +2 +5 +5 Psionic sneak attack +2d6 15 7 3rd
8th +6/+1 +2 +6 +6 19 8 3rd
9th +6/+1 +3 +6 +6 Evasion 23 9 3rd
10th +7/+2 +3 +7 +7 Lurk augment (two at once) 27 10 4th
11th +8/+3 +3 +7 +7 35 11 4th
12th +9/+4 +4 +8 +8 Psionic sneak attack +3d6 43 12 4th
13th +9+4 +4 +8 +8 51 13 5th
14th +10/+5 +4 +9 +9 59 14 5th
15th +11/+6/+1 +5 +9 +9 Slippery mind 67 15 5th
16th +12/+7/+2 +5 +10 +10 79 16 6th
17th +12/+7/+2 +5 +10 +10 Psionic sneak attack +4d6 91 17 6th
18th +13/+8/+3 +6 +11 +11 Lurk augment (three at once) 103 18 6th
19th +14/+9/+4 +6 +11 +11 115 19 6th
20th +15/+10/+5 +6 +12 +12 127 20 6th

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS
Bluff CHA
Concentration CON
Craft INT
Disguise CHA
Escape Artist DEX
Hide DEX
Jump STR
Knowledge (psionics) INT
Listen WIS
Move Silently DEX
Profession WIS
Psicraft INT
Sleight of Hand DEX
Spot WIS
Swim STR
Tumble DEX
Use Psionic Device CHA

SoulbowEdit

(Complete Psionic variant, p. 36)

In the tradition of the soulknife, a soulbow realizes the direct capacity of her own mind to give shape to weapons of psionic perfection. Through desire alone, a soulbow creates a semisolid blade composed of psychic energy, just as any soulknife can. Unlike a soulknife, however, a soulbow can also produce dazzling shafts of deadly grace that she can project with all the force of a composite longbow—using nothing but her mind.

The soulbow relishes her ability to attack foes at a distance. Accuracy, speed, distance, and lethality are all skills a soulbow pursues and perfects—and in so doing, discovers serenity in lethal mastery.

Any character with a desire to become a master of mental archery might be drawn to train as a soulbow. In practice, however, becoming a soulbow requires a character to take at least two levels of the soulknife class to gain the throw mind blade prerequisite.

RequirementsEdit

Skills: Autohypnosis 8 ranks

Feats: Point Blank Shot

Special: Throw mind blade class feature.

Hit dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Mind Arrow (Su): As a free action, you can create a semisolid arrow composed of psychic energy distilled from your mind. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple mind arrows as part of an attack. You must have one hand free to create and project a mind arrow.

The bolt is identical in all ways (except visually) to an arrow shot from a composite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and if it hits, deals 1d8 points of damage (crit ×3) plus extra damage equal to the soulbow's Wisdom modifer. Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite longbows appropriate for their size, with a corresponding change to the arrow's damage (see Table 7—4 and Table 7—5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus.

Whether a mind arrow hits or misses, it dissipates 1 round after being shot. A mind arrow is considered a magic weapon for the purpose of overcoming damage deduction. A mind arrow can be charged with a psychic strike as if it were a mind blade. If a soulbow has enough soulknife levels to have the knife to the soul ability, that ability also applies to her mind arrows.

You can use feats such as Point Blank Shot or Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. Any feats previously requiring specific weapon choice (such as Weapon Specialization) for your mind blade also apply to your mind arrow, if applicable.

Your mind arrows improve as you gain higher levels. At 3rd level, a mind arrow gains a +1 enhancement bonus on attack rolls and damage rolls, and at 7th level the bonus improves to +2. These enhancement bonuses stack with previous enhancement bonuses gained earlier for your soulknife class levels. Likewise, these enhancement bonuses also improve your soulknife base attack bonus. If your return to your soulknife class progression, these mind arrow enhancement bonuses on attack and damage are cumulative bonuses on top of any new enhancement bonuses gained, and they benefit both your mind blade and mind arrows.

Even in places where psionic effects do not normally func- tion (such as within a _null psionics field), you can attempt to attack foes with mind arrows by making a DC 20 Will save. On a successful save, you can freely produce mind arrows for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the psionics-negating effect.

Bonus Feat: At 1st level, you can choose a bonus feat from the following list: Far Shot, Precise Shot, Psionic Shot. Greater Psionic Shot, Fell Shot, Rapid Shot, Manyshot, Greater Manyshot, Shot on the Run, Improved Precise Shot, and Mounted Archery. You must meet the prerequisites for the feat as normal. Feats that grant additional attacks, such as Rapid Shot, allow you to create additional semisolid arrows of psychic energy as needed to make additional attacks.

The list of potential bonus feats can be expanded by the DM to include any feats from other supplements that improved ranged attacks. For instance, if your game makes use of Com- plete Warrior, this list might also include Improved Mounted Archer, Improved Rapid Shot, Ranged Disarm, Ranged Pin (in which case the mind arrow persists until the pinned character breaks the pin), Ranged Sunder, Sharp Shooting, and Zen Archery.

Choose another bonus feat from the list at 3rd, 5th, 7th, and 9th level.

Mind Arrow Enhancement (Su): At 2nd level, you can enhance your mind arrows with ranged special abilities. Choose any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. From now on, mind arrows you produce as part of an attack possess that special ability.

At every four levels beyond 2nd (6th and 10th), the value of the enhancement you can add to your mind arrow improves to +2 and +3, respectively. You can choose any combination of weapon special abilities that does not exceed the total allowed by your soulbow level.

The special ability provided by this class feature does not stack with the soulknife's mind blade enhancement ability.

Ranged Weapon Special Ability Bonus Value
Bane +1
Bane +1
Distance +1
Flaming +1
Frost +1
Lucky 1 +1
Merciful +1
Psychokinetic 1 +1
Returning +1
Seeking +1
Shock +1
Anarchic +2
Collision 1 +2
Flaming burst +2
Psychokinetic burst 1 +2
Psibane 1 +2
Shocking burst +2
Suppression 1 +2
Wounding +2
Dislocator 1 +3
Speed +3
1 These abilities are described in Expanded Psionics Handbook beginning on page 165. All other ranged weapon special abilities are described in the Dungeon Master's Guide.

You can reassign the ability or abilities you have chosen for your mind arrows. To do so, you must spend 8 hours in concentration. After that period, all subsequent mind arrows you produce as part of an attack action possess the new ability or abilities selected by you.

Close Combat Shot: At 4th level, you can attack with your mind arrow while in a threatened square and not provoke attacks of opportunity.

Phase Arrow (Ps): At 8th level, you can take a full attack action (in lieu of your regular attacks) to expend your psionic focus and launch a mind arrow at a target known to you within range. The mind arrow travels to the target in a straight path, passing through any nonmagical or nonpsionic barrier or wall on its way. (A wall of force, wall of fire, wall of ectoplasm, or the like stops a mind arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Mind arrow, bonus feat
2nd +1 +0 +3 +3 Mind arrow enhancement (+1 bonus equivalent ability)
3rd +2 +1 +3 +3 +1 mind arrow, bonus feat
4th +3 +1 +4 +4 Close combat shot
5th +3 +1 +4 +4 Bonus feat
6th +4 +2 +5 +5 Mind arrow enhancement (+2 bonus equivalent ability)
7th +5 +2 +5 +5 +2 mind arrow, bonus feat
8th +6 +2 +6 +6 Phase arrow
9th +6 +3 +6 +6 Bonus feat
10th +7 +3 +7 +7 Mind arrow enhancement (+3 bonus equivalent ability)

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS
Climb STR
Concentration CON
Craft INT
Hide DEX
Jump STR
Knowledge (psionics) INT
Listen WIS
Move Silently DEX
Profession WIS
Spot WIS
Tumble DEX

Storm DiscipleEdit

(Complete Psionic variant, p. 40)

A storm disciple is a character who decides that the best, most glorious way to serve his ideals is through the natural power, fury, and splendor of the storm. While he retains knowledge of mantles, he might have come to feel that those mantles are of lesser value than his connection to the storm.

A disciple delights in singing the song of the raging storm, of blackened skies where the thunder is born. He seeks to master the flow of electrical energy that infuses his chosen weapon with power, becoming a conduit for that astonishing energy.

Almost all storm disciples, whether multiclass or single-classed, begin as divine minds or ardents. Ardents are often drawn to the universal truth embodied by the natural world and its energies. For them, becoming a storm disciple is a natural extension of their powers. Most divine minds who become storm disciples, on the other hand, are confident in their ability to serve their deity however they deem most fit, taking on the fury of the storm and their training in its use all on their own.

RequirementsEdit

Base Attack Bonus: +5

Alignment: Any chaotic.

Skills: Knowledge (religion) 8 ranks

Special: Energy mantle or Natural World mantle.

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Manifesting: At 2nd, 3rd, and 4th levels, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a storm disciple, you must decide to which class to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.

Shocking Aura (Ex): At 1st level, you gain a special aura that is always active. You and allies within your aura deal an extra 1 point of electricity damage on weapon damage rolls. The area affected by this aura increases as you gain levels as shown on Table 2—7.

Resistance to Electricity (Ex): As you gain levels in this prestige class, you become increasingly resistant to electrical energy, gaining resistance to electricity in the amount shown on Table 2—7.

Stormwalker (Ex): At 3rd level, you and your mount (if any) can walk or ride through natural or magical storms at your regular speed, completely unaffected by high winds (including magically or psionically created high winds), pounding precipitation or waves, objects driven by the wind (which always seem to miss you), great claps of thunder, natural bolts of lightning, or any other natural storm phenomena.

Thunderblade (Su): At 5th level, your weapon gains the thundering special ability (DMG 225).

AdvancementEdit

Level BAB Fort Ref Will Special Manifesting
1st +1 +2 +0 +2 Shocking aura 5 ft.
2nd +2 +3 +0 +3 Resistance to electricity 5 +1 level of existing manifesting class
3rd +3 +3 +1 +3 Shocking aura 10 ft., stormwalker +1 level of existing manifesting class
4th +4 +4 +1 +4 Resistance to electricity 15 +1 level of existing manifesting class
5th +5 +4 +1 +4 Shocking aura 15 ft., thunderblade

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Heal WIS
Intimidate CHA
Knowledge (religion) INT
Psicraft INT
Sense Motive WIS

Thri-kreen Racial ClassEdit

(Complete Psionic variant, p. 149)

Fierce hunters and faultless trackers, the thri-kreen are a race of insectfolk sometimes known as mantis warriors.

 ====Hit die====

d0

Class FeaturesEdit

Class Level: The Class Level column of the thri-kreen racial class table indicates whether a thri-kreen gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a thrikreen-specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.

Racial Hit Dice: 1st-level and 2nd-level thri-kreen do not possess class levels. Instead, they have 2d8 racial Hit Dice, gaining one at 1st level and one at 2nd level. At 1st level , the thri-kreen's first racial Hit Die grants 8 hit points, a base attack bonus of +1, and base saves of Fortitude +0, Reflex +2, and Will +2. A 1st-level thri-kreen gains a number of skill points equal to 2 + Int modifier (minimum 1). Its racial skills are Balance, Climb, Hide, Jump. Listen, and Spot.

At 2nd level, a thri-kreen gains an additional 1d8 hit points, a base attack bonus of +2, and base saves of Fortitude +0, Reflex +3, and Will +3. A 2nd-level thri-kreen gains a number of additional skill points equal to 2 + Int modifier (minimum 1) that it can spend on racial skills.

Thri-Kreen Base Traits: Thri-kreen have the following base racial traits.

+2 Strength, —2 Intelligence, +2 Wisdom, —4 Charisma.

Medium size: Thri-kreen have no special bonuses or penalties due to their size.

Thri-kreen base land speed is 40 feet.

Dark vision out to 60 feet.

A thri-kreen has a +4 racial bonus on Hide checks in sandy or arid settings.

Immunity to magic sleep effects.

Multiple Limbs: Thri-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats (MM 304). These are not bonus feats.

Weapon Familiarity: The gythka and chatkcha (EPH 14) are martial weapons for thri-kreen.

Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.

Favored Class: Ranger.

Natural Armor (Ex): A thri-kreen's exoskeleton is tough and resistant to blows. At 1st level, a thri-kreen has a +1 natural armor bonus. At 2nd level, a thri-kreen's natural armor bonus increases to +2. At 6th level, a thri-kreen's natural armor bonus increases to +3.

Natural Attacks (Ex): Thri-kreen can attack with four claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack that also deals 1d4 points of damage. A thri-kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack. For example, a thri-kreen with the Multiweapon Fighting feat who is armed with three short swords could attack with all three swords at a —2 penalty (the normal penalty for fighting with multiple weapons while using light weapons in its off hands) and also make a bite attack at a—5 penalty.

Feat: Like every other character, a thri-kreen character gains one fear at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.

Deflect Arrows: At 2nd level, thri-kreen characters gain Deflect Arrows as a bonus feat.

Leap (Ex): At 2nd level, thri-kreen characters fully master their ability to excel at jumping. They gain a +30 racial bonus on Jump checks.

Naturally Psionic: At 3rd level, a thri-kreen's latent potential for psionic power suddenly reveals itself, granting the character 1 power point. This benefit does not grant him the ability to manifest powers unless he gains that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.

Know Direction and Location (Ps): At 3rd level, a thrikreen gains the use of know direction and location (EPH 114) as a psi-like ability three times per day (manifester level equal to 1/2 Hit Dice, minimum 1st).

Poison (Ex): At 4th level, thri-kreen characters learn how to muster their naturally occurring venom in a quantity sufficient to inflict one poisonous bite per day. The poison delivered by the bite has an initial damage of 1d6 Dex, but the secondary damage paralyzes victims for 2d6 minutes (DC 11 + Con modifier).

Chameleon (Ps): At 4th level, a thri-kreen gains the use of chameleon (EPH 82) as a psi-like ability three times per day (manifester level equal to 1/2 Hit Dice, minimum 1st).

AdvancementEdit

Racial Level Class Level Special
1st 0 Racial Hit Die (1d8), thri-kreen base traits, natural armor +1, natural attacks, feat
2nd 0 Racial Hit Die (2d8), leap, natural armor +2, Deflect Arrows
3rd 1st Naturally psionic, psi-like ability (3/day—know direction and location), feat
4th 1st Poison, psi-like ability (3/day—chameleon; 1/day—metaphysical claw)
5th 2nd Ability score increase
6th 2nd +4 Dexterity, psi-like ability (1/day—greater concealing amorpha), natural armor +3
7th 3rd
8th 4th Feat
9th 5th
10th 6th Ability score increase
11th 7th Feat
12th 8th
13th 9th
14th 10th Ability score increase, feat
15th 11th
16th 12th
17th 13th Feat
18th 14th Ability score increase
19th 15th
20th 16th Feat

Zerth CenobiteEdit

(Complete Psionic variant, p. 43)

The core of a zerth cenobites studies involve strict meditation on the nature of time and the body's movements through it, culminating in a martial art known as zerthin. Zerthin was first used at a special githzerai monastery called Zerth'Ad'Lun, located deep in the chaos-boil of Limbo. The chronal art has since been disseminated more widely, however.

Zerthin teaches that though the passage of time allows events to become chaotic and uncontrolled, a disciplined mind filled with a reservoir of psionic power can view the time stream as just one more dimension of space. This privileged point of view allows a zerth cenobite to see a moment or two into the past and future, thereby gaining insight as to where to place her next blow and how to best dodge the next blow of her foe. Practitioners of zerthin claim to be able to peer into the future, enhancing their martial expertise to unmatched heights.

Almost all zerth cenobites are monks who have gained the knowledge necessary to begin studying the rarefied art of zerthin. Many are githzerai, since zerthin was developed first in Zerth'Ad'Lun on Limbo, but after the first zerth cenobite broke the stricture and began teaching zerthin to nongithzerai, all the censure and displeasure of Limbo couldn't keep zerthin a purely githzerai psionic ability.

RequirementsEdit

Base Attack Bonus: +4

Skills: Concentration 9 ranks

Manifesting: Power point reserve of at least 2.  Special: Still mind class feature.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Power Points/Day: You can manifest powers. Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table 2—8. In addition, you receive bonus power points per day if you have a high Wisdom score (see Table 2—1: Ability Modifiers and Bonus Power Points, EPH 18). Your race might provide bonus power points per day, as might certain feats and items. If you have power points from a different class, those points are pooled and can be used to manifest powers from either class.

Powers Known: You choose your powers from the psychic warrior power list. At 1st level, you know one psychic warrior power of your choice. Each time you attain a new level, you learn one new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest per day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against zerth cenobite powers is 10 + the power's level + the zerth cenobite's Wis modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.

Maximum Power Level Known: You gain the ability to learn one 1st-level power when you take your first level in the prestige class. You attain the ability to master more complex powers at 4th, 7th, and 10th level.

To learn or manifest a power, you must have a Wisdom score of at least 10 + the power's level. For example, a zerth cenobite with a Wisdom score of 13 can manifest powers of 3rd level or lower.

Monk Abilities: Your zerth cenobite class levels stack with your monk levels for the purpose of determining your unarmed damage, bonus to Armor Class, and unarmored speed. Your class levels do not apply to other monk abilities, such as flurry of blows, slow fall, and so on. A monk who becomes a zerth cenobite can continue advancing as a monk.

Temporal Distillation (Su): Once per day, you are able to enter another time frame, moving much more quickly than other creatures around you. This concentrated burst of time essence allows you to take an additional move action during your turn.

At 5th level, you are able to accomplish even more during the accelerated period, and can instead take an additional standard action (or move action) during your turn.

At 10th level, you have gained further mastery of that moment in time, and can take an additional full-round action (or a move action and a standard action) during your turn.

Backslip (Ps): At 2nd level, your mental mastery of temporal flow grows sufficiently large that you can gaze a few instants into the past. Using that knowledge, you can then slightly alter events that have just occurred. Once per day as an immediate action, you can reroll one roll that you have made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.

At 6th level, you can use backslip twice per day.

Timeless Step (Ps): Once per day as a standard action at 3rd level and higher, you can step forward in time a number of rounds equal to or less than your Wisdom modifier (always into the future, never into the past). In effect, you seem to disappear, then reappear the appropriate number of rounds later. You reappear in the same orientation and condition as before. For you, no time has passed at all.

If the space from which you departed is occupied upon your return to the time stream, you appear in the closest unoccupied space, still in your original orientation. Determine the closest space randomly if necessary.

Precognition (Ps): Once per day at 4th level and higher, you can glimpse fragments of potential future events. This imperfect foreknowledge is good enough to grant you a +2 insight bonus that you can apply to an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.

At 7th level, you can trigger your precognitive ability twice per day.

Temporal Strike (Ps): At 8th level and higher, once per day, when you damage a foe with your unarmed attack, you can attempt to send that foe reeling through the continuum of time. Declaring a temporal strike is a swift action that follows a successful melee attack. The target of the strike must make a Will saving throw (DC 10 + 1/2 your character level + your Wis modifier). If your foe fails his saving throw, he is hurled forward in time in addition to taking damage normally.

The subject is propelled 10 rounds forward in time by the violence of the strike. In effect, the subject seems to disappear through a hole punched in space, then reappears 10 rounds later. The subject reappears in the same orientation and condition as before. From the subject's point of view, no time has passed at all.

In each round following the strike before the subject falls back into the time stream, on what would have been the subject's turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after returning to the time stream.

If the space from which the subject departed is occupied upon its return to the time stream, it appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

Precognitive Surge (Ps): At 9th level, you gain a powerful sixth sense that can be called upon once per day. This extraordinary precognition grants an insight bonus equal to your combined monk and zerth cenobite levels (maximum +25) on any single attack roll, opposed ability check or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if you are flat-footed). Activating this ability is an immediate action. You must choose to use a precognitive surge before you make the roll it is to modify.

Timeless Body (Ps): When you reach 10th level, once per day as a standard action your body can shift its biological processes to a static time stream where no time passes. While timeless body is active, you ignore all harmful (and helpful) effects, beginning when you trigger this power and ending at the end of your next turn. While in this state, you are invulnerable to all attacks and powers.

AdvancementEdit

Level BAB Fort Ref Will Special Power Points per Day Powers Known Maximum Power Level Known
1st +0 +0 +2 +2 Monk abilities, temporal distillation (move action) 1 1 1st
2nd +1 +0 +3 +3 Backslip 1/day 3 2 1st
3rd +2 +1 +3 +3 Timeless step 3 2 2nd
4th +3 +1 +4 +4 Precognition 1/day 5 3 2nd
5th +3 +1 +4 +4 Temporal distillation (standard action) 7 3 2nd
6th +4 +2 +5 +5 Backslip 2/day 11 3 3rd
7th +5 +2 +5 +5 Precognition 2/day 15 4 3rd
8th +6 +2 +6 +6 Temporal strike 19 4 3rd
9th +6 +3 +6 +6 Precognitive surge 23 4 3rd
10th +7 +3 +7 +7 Temporal distillation (full-round action), timeless body 27 5 4th

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS
Concentration CON
Craft INT
Escape Artist DEX
Hide DEX
Jump STR
Knowledge (psionics) INT
Knowledge (religion) INT
Listen WIS
Move Silently DEX
Psicraft INT
Sense Motive WIS
Spot WIS
Tumble DEX

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