Psionic Bard and Rager
www.Game4rzsnark.com
Richard H. Schurz

 

 

This article is written supporting Dungeons and Dragons 3.5 edition. You will need the Player’s Handbook and Expanded Psionics Handbook to use the material presented here.

It should also be compatible with DnD 3.0, but you’ll have to watch out for unintended interactions that could break the balance of your gaming group. (For example shurikens, under 3.0 rules you are allowed to throw 3 per attack each doing one point of damage, when combined with the psionic rager’s destruction affinity each shuriken would be doing 1 + 2d8 points of damage. In this case a DM should either rule that you may only throw one shuriken per attack and have it deal 1d2 damage (as it is in 3.5) or that the added damage only applies to a single shuriken per attack, chosen before the attack rolls are made.)

The Psionic Bard

Not all who take up the path of the bard have the talent, or inclination, to practice the arcane arts. A rare few instead develop the powers of the mind, psionics. These psionic bards retain all the bardic music abilities of their arcane counterparts with the added versatility of psionic powers in place of spells.

 

level Base att. fort ref will special

1       +0           +0  +2  +2   Bardic music, bardic knowledge,

                                            countersong, fascinate, inspire courage +1  

2       +1           +0  +3  +3   Bonus feat

3       +2           +1  +3  +3   Inspire competence

4       +3           +1  +4  +4   Unseen Hands

5       +3           +1  +4  +4   Bonus feat

6       +4           +2  +5  +5   Infiltrate minds +1        

7       +5           +2  +5  +5   suggestion     

8       +6           +2  +6  +6   Inspire courage +2

9       +6           +3  +6  +6   Inspire greatness 

10     +7           +3  +7  +7   

11     +8           +3  +7  +7                     

12     +9           +4  +8  +8   Infiltrate Minds +2

13     +9           +4  +8  +8   Song of Freedom                  

14     +10         +4  +9  +9   Inspire courage +3

15     +11         +5  +9  +9   Inspire heroics   

16     +12         +5  +10 +10                    

17     +12         +5  +10 +10                    

18     +13         +6  +11 +11  Infiltrate minds +3

19     +14         +6  +11 +11  mass suggestion                  

20     +15         +6  +12 +12  Inspire courage +4

 

Level Power Points/day   Powers Known  Max power level known

1         0*                            2                         1st

2         1                              3                         1st

3         3                              4                         1st

4         5                              5                         2nd

5         7                              6                         2nd

6         11                            7                         2nd

7         15                            8                         3rd

8         19                            9                         3rd

9         23                           10                        3rd

10       27                           11                        4th

11       35                           12                        4th

12       43                           13                        4th

13       51                           14                        5th

14       59                           15                        5th

15       67                           16                        5th

16       79                           17                        6th

17       91                           18                        6th

18       103                         19                        6th

19       115                         20                        6th

20       127                         21                        6th

 

Alignment: any nonlawful

Hit Die: d6

 

Class skills

The psionic bard's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Lenguage (n/a), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha)

Skill points at 1st level: (6 + int modifier) x 4

Skill points at each additional level: 6 + Int mod

 

*The psionic bard gains no power points from his class at 1st level. However, he does add any bonus power points he gains from high charisma score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his powers

 

Weapon and Armor Proficiency: A psionic bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). Wearing armor of any type and/or using shields does not interfere with the manifestation of powers.

 

Power Points/Day: A psionic bard's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given in the above table. In addition he receives bonus power points per day if he has a high charisma score (see Table 2-1: Ability Modifiers and Bonus Power Points in the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items. A 1st level psionic bard gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the powers he knows with those power points.

 

Powers Known: A psionic bard begins play knowing 2 psionic bard powers of your choice, Each time he achieves a new level, he unlocks the knowledge of new powers.

            Choose the powers known from the psionic bard power list. A psionic bard can manifest any power that has a power point cost equal to or lower than his manifester level.

            The Difficulty Class for saving throws against psionic bard powers is 10 + the power's level + the psionic bard's charisma modifer.

 

Maximum power level known: A psionic bard begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers, refer to the above table.

            To learn or manifest a power, a psionic bard must have a charisma score of at least 10 + the power's level.

 

Bardic Knowledge: As presented on pg. 28 of the player's handbook.

 

Bardic music: As presented on pg. 29 of the player's handbook with the following changes.

            A psionic bard must be psionically focused when using bardic music, if he/she looses his psionic focus while using a bardic music ability the ability is interrupted (though inspire courage, inspire greatness, and inspire heroics will continue to effect those who heard it for an additional 5 rounds after your ability was interrupted.)

            A psionic bard may not manifest powers while performing bardic music.

 

Bonus feat: At level 2 as long as you are wearing light armor or no armor you gain the weapon finesse feat.

Unseen Hands: At level 4 while using bardic music a psionic bard may spend 1 PP and let go of their instrument as a swift action, continuing to hold and play it telekinetically, thus freeing your hands for other uses. This costs 1 PP every round you continue using unseen hands to maintain your bardic music, this follows all the normal rules for bardic music including duration. When the bardic music ends the instrument returns to your hands or if they are holding other items it falls to the ground in the square you currently occupy.

Bonus feat: At level 5 as long as you are wearing light armor or no armor you gain the benefit of the weapon focus feat with all light one-handed weapons.

 

Infiltrate minds: Starting at level 6 powers of the telepathy school that you manifest gain a +1 to the DC if the target can hear a bard song that you are playing. At level 12 this bonus increases to +2. At level 18 this bonus increases to +3.

 

Multiclass restriction: A psionic Bard cannot multiclass as a bard, nor may a bard multiclass as a psionic bard.

 

Psionic bard powers

Note: Regardless of the manifesting cost listed for powers in the Psionics Handbook. 1st level powers have a base manifesting cost of 1 power point, 2nd level cost 3 power points, 3rd level cost 5 power points, 4th level cost 7 power points, 5th level cost 9 power points, and 6th cost 11 power points.

 

1sr level psionic bard powers

Astral Traveler, Attraction, Bolt, Burst, call weaponry, Catfall, Chameleon, Psionic Charm, Conceal Thoughts, Control Light, Control object, Create Sound, Psionic Daze, Deceleration, Déjà vu, Demoralize, Detect Psionics, Detect Teleportation, Disable, Destiny Dissonance, Distract, Elf Sight, Empathy, Far Hand, Psionic Grease, Psionic Identify, Know Direction and Location, mindlink, Missive, My Light, Precognition, Precognition Defensive, Precognition Offensive, Prescience Offensive, Sense Link, Skate, *Psionic sleep, *Song of fatigue, Synesthete, *Taunt, Telepathic Projection.

 

2nd level psionic bard powers

Animal affinity, astral construct, Bestow power, brain lock, Cloud mind, Concealing Amorpha, control sound, detect hostile intent, ego whip, empathic transfer, energy push (sonic only), feat leech, Id insinuation, psionic identify, inflict pain, mental disruption, mass missive, forced sense link, *Song of Apprehension, *Song of Recklessness, read thoughta, share pain, stomp, psionic suggestion, thought shield, psionic suggestion, psionic tongues

 

3rd level psionic bard powers

aura sight, *befuddling song, clairvoyant sense, mass cloud mind, greater concealing amorpha, psionic confusion, correspond, crisis of breath, danger sense, *deceptive song, dismiss ectoplasm, dispel psionics, energy stun (sonic), eradicate invisibility, false sensory input, feat leech, hustle, mental barrier, mind trap, object reading, sensitivity to psychic impressions, time hop, touchsight, ubiquitous vision,

 

4th level psionic bard powers

astral caravan, detect remote viewing, psionic dimension door, psionic, dominate, empathic transfer (hostile), escape detection, power leech, psionic freedom of movement, remote viewing, *mind cage, mindlink (thieving), mindwipe, psionic modify memory, psionic blast,

 

5th level psionic bard powers

aura alteration, co-opt concentration, death urge, ectoplasmic shambler, evade burst, leech field, mind probe, psychofeedback, second chance, share pain (forced), shatter mind blank, *suggestive song, telekinetic maneuver, tower of iron will

 

6th level psionic bard powers

catapsi, fate link, fate of one, hypercognition, greater precognition, psychic vampire, Psychic reformation, personal mind blank, Song of mind fog, steadfast perception, temporal acceleration

 

*power appears in this article

 

New powers:

 

Sleep, Psionic

Telepathy (compulsion) [mind-Affecting]

Level: Psionic bard 1, Psion/wilder 1

Display: Auditory

Manifesting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Target or Area: One or more living creatures within a 10-ft.radius burst

Duration: 1 min./level

Saving Throw: will negates

Power Resistance: Yes

Power Points: 1

 

Psionic sleep causes 2 HD of creatures to fall into a deep sleep.  Creatures with the fewest HD are affected first. Among those with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

            Augment: for every additional power point you spend, this power affects an additional HD worth the creatures. For each extra 2 HD this powers save DC increases by 1

 

Song of fatigue

Telepathy (compulsion) [mind-Affecting]

Level: Psionic bard 1

Display: -

Manifesting Time: 1 standard action

Range: Medium (100 ft. + 10 ft/level)

Target or Area: One creature

Duration: see text

Saving Throw: will negates

Power Resistance: Yes

Power points: 1

 

            You may manifest this power while using your bardic music class feature, you may not manifest this unless you are using your bardic music class feature. You may only target creatures capable of hearing your music. The target creature is fatigued until your bardic music ends.

            Augment: For every 2 additional power point you spend, this power effects an additional target.

 

Song of apprehension

Telepathy (compulsion) [mind-Affecting]

Level: Psionic bard 2

Display: -

Manifesting Time: 1 standard action

Range: 100 ft.

Target or Area: All enemies within 100 ft.

Duration: see text

Saving Throw: will negates

Power Resistance: Yes

Power points: 3

 

            You may manifest this power while using your bardic music class feature, you may not manifest this unless you are using your bardic music class feature. You may only target creatures capable of hearing your music. All enemy creatures within 100 ft. automatically choose to fight defensively any round they make an attack until your bardic music ends.

 

Song of Recklessness

Telepathy (compulsion) [mind-Affecting]

Level: Psionic bard 2

Display: -

Manifesting Time: 1 standard action

Range: 100 ft.

Target or Area: All enemies within 100 ft.

Duration: see text

Saving Throw: will negates

Power Resistance: Yes

Power points: 3

 

            You may manifest this power while using your bardic music class feature, you may not manifest this unless you are using your bardic music class feature. You may only target creatures capable of hearing your music. All enemy creatures within 100 ft. cannot fight defensively or take a total defense action and gain +2 to their attack rolls and suffer -4 to their AC until your bardic music ends.

 

Befuddling Song

Telepathy (compulsion) [mind-Affecting]

Level: Psionic bard 3

Display: -

Manifesting Time: 1 standard action

Range: Medium (100 ft. + 10 ft/level)

Target or Area: One creature

Duration: see text

Saving Throw: will negates (see text)

Power Resistance: Yes

Power points: 5

 

            You may manifest this power while using your bardic music class feature, you may not manifest this unless you are using your bardic music class feature. You may only target creatures capable of hearing your music. The target creature is confused for 1 round, every round they must make a new will save, even if they succeeded a will save the round before, or become confused for that round. This spell's duration lasts until your bardic music ends.

            Augment: For every 2 additional power point you spend, this power effects an additional target.

 

Deceptive Song

Telepathy (compulsion) [mind-Affecting]

Level: Psionic bard 3

Display: -

Manifesting Time: 1 standard action

Range: 100 ft.

Target or Area: All enemies within 100 ft.

Duration: see text

Saving Throw: None

Power Resistance: No

Power points: 5

 

            You may manifest this power while using your bardic music class feature, you may not manifest this unless you are using your bardic music class feature. You may only target creatures capable of hearing your music. All creatures within 100 ft. of you that can hear your song suffer a -4 penalty to sense motive checks against feigning, additional the manifester can make feign attempts against affected creatures as a swift action. This spell's duration lasts until your bardic music ends.

 

Mind Cage

Telepathy (compulsion) [mind-Affecting]

Level: Psionic bard 4

Display: -

Manifesting Time: 1 standard action

Range: Medium (100 ft. + 10 ft/level)

Target or Area: One creature

Duration: see text

Saving Throw: will negates (see text)

Power Resistance: Yes

Power points: 7

 

            You may manifest this power while using your bardic music class feature, you may not manifest this unless you are using your bardic music class feature. You may only target creatures capable of hearing your music. The target creature is dazed for 1 round. Every round they must make a new will save, even if they succeeded a will save the round before, or become dazed for that round. This spell's duration lasts until your bardic music ends.

            Augment: For every 2 additional power point you spend, this power effects an additional target.

 

Suggestive Song

Telepathy (compulsion) [mind-Affecting]

Level: Psionic bard 5

Display: -

Manifesting Time: 1 standard action

Range: Medium (100 ft. + 10 ft/level)

Target or Area: One creature

Duration: see text

Saving Throw: will negates

Power Resistance: Yes

Power points: 9

 

            You may manifest this power while using your bardic music class feature, you may not manifest this unless you are using your bardic music class feature. You may only target creatures capable of hearing your music. Each round you may make a single suggestion, these suggestions cannot have a duration greater then 1 round and the subject gets a save against each individual suggestion that you target him/her with. This spell's duration lasts until your bardic music ends.

            Augment: For every 4 additional power point you spend, this power effects an additional target.

 

Song of mental fog

Telepathy (compulsion) [mind-Affecting]

Level: Psionic bard 6

Display: -

Manifesting Time: 1 standard action

Range: 100 ft.

Target or Area: All enemies within 100 ft.

Duration: see text

Saving Throw: will negates

Power Resistance: Yes

Power points: 11

 

            You may manifest this power while using your bardic music class feature, you may not manifest this unless you are using your bardic music class feature. You may only target creatures capable of hearing your music. All enemies within 100 ft. suffer a -10 competence penalty on wisdom checks and will saves until your bardic music ends.

 

Psionic Confusion

Telepathy

Level: Psion/Wilder 3, Psionic Bard 3

Display: Auditory

Manifesting Time: 1 standard action

Range: Medium (100 ft. + 10 ft/level)

Target or Area: All creatures in a 15 ft radius burst

Duration: 1 round

Saving Throw: Will negates

Power Resistance: Yes

Power points: 5

 

As confusion (pg. 212 of the Player’s Handbook), except as noted here.

            Augment: For every additional power point you spend the duration increases by 1 round.

 

Taunt

Telepathy (compulsion) [mind-Affecting]

Level: Psionic bard 1, Psychic Warrior 1

Display: Auditory

Manifesting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target or Area: One creature

Duration: 1 round

Saving Throw: will negates

Power Resistance: Yes

Power points: 1

 

Taunt causes a single target to attack the manifester with ranged or melee attacks in preference over other available targets. If the foe attacks by casting a spell, manifesting a power, or using a supernatural ability, he must target the manifester with the attack or include the manifester in the effect's area. The target is not thrown into a mindless rage and does not have to move to attack the manifester in melee if doing so would provoke attacks of opportunity against him. If the target for any reason is incapable of attacking the manifester then the target can take actions normally. Additionally the target receives a +2 to his attack rolls against the manifester, and a -2 to his AC against all attacks that do not originate from the manifester.

            Augment: For each additional power point you spend, this power effects an additional target.

            For every 2 additional power points you spend the duration is increased by 1 round.

            You may spend as extra 6 power points to manifest this a swift action.

            In addition, for every 2 power points you spend to achieve any of these effects, this power's save DC increases by 1.

 

New Magic Items:

 

Bardic instruments: You may one of these instruments in conjunction with bardic music. You may only benefit from one bardic instrument at a time, if you stop using an instrument any bardic music you are currently using ends, thus you cannot change instruments in the middle of a use of bardic music. You must have sufficient ranks in the perform skill associated with the instrument to use a bardic music ability with it. (for example 3 ranks in string instruments to perform inspire courage with a Mindeater Lute)

 

Mandolin of The Silent Song: When this mandolin is played only those designated by the performer may hear the song played.

Market Price: 500 gp.

 

Eternal Chimes: When you stop using a bardic music ability the chimes continue it’s effects if you continue holding them (which takes at least 1 hand.) Lesser: 1 round, greater 3 rounds.

Market Price: lesser 1,000 gp, greater 5,000 gp.

 

Mindeater Lute: Enemies who hear your bardic music loose 1 PP every round.

Market Price: 20,000 gp

 

Mind Piercing Flute: You gain 1 additional PP to spend augmenting any telepathy school powers you manifest on targets who can hear your bardic music.

Market Price: 10,000 gp.

 

Mind Bashing Drums: 1/day as a swift action all enemies who can hear your bardic music must make a will save DC 11 or become dazed for 1 round.

Market Price: 5,000 gp.

 

Pipes of Desire: -Minor artifact- When the bard uses his fascinate ability with this set of pan pipes, the save DC increases by 2. Additionally each round of the performance the bard may move up to 10 ft, and his audience will follow. They will not walk into anything they believe dangerous, and the fascinate effect is broken if any member of the audience detects a trap, falls prey to a trap, or suddenly disappears. After the pipes of desire are used once they vanish.

Market Price: -

 

Psionic Rager.

Throg doesn't understand anything about psionics or manifesting powers. All Throg knows is when he gets mad at something, it tends to burst into flames. Throg is a Psionic Rager, a kindred spirit to the barbarian with powers that often even terrify themselves.

 

level Base att. fort ref will special

1        +1          +2  +0  +2   Psionic rage 1/day, illiteracy

2        +2          +3  +0  +3   psionic affinity

3        +3          +3  +1  +3   psionic tracking

4        +4          +4  +1  +4   psionic rage 2/day

5        +5          +4  +1  +4   

6        +6          +5  +2  +5  

7        +7          +5  +2  +5   

8        +8          +6  +2  +6   psionic rage 3/day

9        +9          +6  +3  +6   

10      +10        +7  +3  +7  

11      +11        +7  +3  +7  

12      +12        +8  +4  +8   psionic rage 4/day

13      +13        +8  +4  +8  

14      +14        +9  +4  +9  

15      +15        +9  +5  +9  

16      +16        +10 +5  +10  psionic rage 5/day

17      +17        +10 +5  +10 

18      +18        +11 +6  +11 

19      +19        +11 +6  +11 

20      +20        +12 +6  +12  psionic rage 6/day

 

Level Power Points/day   Powers Known  Max power level known

1         0*                            1                          1st

2         1                              1                          1st

3         3                              2                          1st

4         5                              2                          1st

5         7                              2                          1st

6         9                              3                          2nd

7        11                             3                          2nd

8        13                             4                          2nd

9        15                             4                          2nd

10      17                             4                          2nd

11      21                             5                          3rd

12      25                             5                          3rd

13      29                             6                          3rd

14      33                             6                          3rd

15      37                             6                          3rd

16      41                             7                          4th

17      45                             7                          4th

18      49                             8                          4th

19      53                             8                          4th

20      57                             8                          4th

 

Alignment: Any chaotic

Hit Die: d10

 

Class skills

The Psionic Rager’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)

            Skill points at 1st level: (2 + Int modifier) x4

            Skill points at each additional level: 2 + Int modifier

 

Weapon and Armor Proficiency: A psionic rager is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shileds). Wearing armor of any type and/or using shields does not interfere with the manifestation of powers.

 

Power Points/Day

A Psionic Rager gains bonus PP per day if he/she has a high charisma score (see table 2-1 on pg 18 of the expanded psionics handbook).

The difficulty class for saving throws against a psionic rager’s powers is 10 + the power’s level + the Psionic Rager’s charisma modifier.

 

Psionic Rager’s Power List:

lv. 1: Bite of Wolf, Claws of beast, expansion, grip of iron, my light, thicken skin, catfall,

lv. 2: animal affinity, prowess, sustenance, concussion blast, danger sense,

lv. 3: Dimension slide, evade burst, ubiquitous vision, psionic keen edge, psionic darkvision

lv. 4: psionic freedom of movement, psychofeedback, second chance, temporal acceleration, adapt body

 

Psionic Rage: Entering a psionic rage is a swift action that spends the psionic rager's psionic focus, they can't reclaim their psionic focus as long as they are in a psionic rage. The rage lasts for 3 rounds + the character’s constitution modifier.

While in a Psionic Rage the Psionic Rager gains a +4 bonus to strength and a +2 morale bonus to will saves. But he/she also takes a –2 penalty to Armor Class. Additionally, at the start of a Psionic Rage the character gains a number of temporary hit points equal to his/her class level, any of these temporary hit points left over go away at the end of the psionic rage.

While in a Psionic rage the character may manifest powers on the psionic rager’s power list as normal. While in a psionic rage the character may not manifest any other powers, caste spells, activate magic or psionic items that require a command word, a spell trigger, or spell completion to function, use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the combat expertise or any item creation feats, or any abilities that require patience or concentration.

A Psionic Rager may not end his/her psionic rage prematurely. It’s duration must expire naturally. At the end of a psionic rage the character becomes fatigued for the duration of the encounter. A psionic rager may not enter more then one psionic rage in a single encounter.

 

Psionic Tracking: Starting at 3rd level the psionic rager gains the ability to track creatures by the faint psychic impression they leave behind. Psionic Tracking follows all the normal rules for tracking except as follows: Psionic Tracking uses the concentration skills rather then survival. The DC for Psionic Tracking is not effected by terrain or weather conditions, visibility, the creature’s size, or if the tracked party hides it’s trail. Every 24 hours since the creature(s) have passed increases the DC by 4. Any creature that is mindless (does not have an intelligence score) cannot be tracked using Psionic Tracking.

 

Psionic Affinities: At 2nd level the psionic rager chooses an affinity which the abilities they gain while raging. Any psi-like abilities they gain may only be used while raging and may be used once per rage, have a manifester level equal to the psionic rager's class level and may be augmented as though the rager had spend an amount of PP equal to his/her manifester level.

 

Fire affinity: Fire Ragers gain Power Attack as a bonus feat.

 

lv. 2: Energy ray (fire only)

lv. 6: Your strength bonus while raging rises to +6.

lv. 9: weapon of energy (fire only) or energy retort (fire only)

lv. 12: Your strength bonus while raging rises to +8.

lv. 15: fiery discorporation or energy burst (fire only)

lv. 18: Your strength bonus while raging rises to +10.

 

Storm affinity: Storm Ragers gain Lightning Reflexes as a bonus feat.

 

lv. 2: Energy ray (electric only)

lv. 6: Your base speed increases by 10 ft. while raging.

lv. 9: Hustle or Telekinetic Thrust.

lv. 12: Your dexterity increases by +2 while raging.

lv. 15: Psionic Freedom of Movement or psionic dimension door

lv. 18: Your dexterity bonus while raging increases to +4.

 

Chaos affinity: Powers in this affinity are manifested more potently then other affinities. The rager is treated as having spent his manifester level +2 power points whenever he manifests one of these powers while in a psionic rage.

 

Lv. 2: *Chaos spark

Lv. 6: Reroll any d20 roll 1/rage

Lv. 9: Cloud Mind or *psionic confusion

Lv. 12: Reroll any d20 roll 2/rage

Lv. 15: Baleful Teleport or Personality Parasite

Lv. 18: Reroll any d20 roll 3/rage

 

Destruction affinity: Destruction Ragers gain Reckless Offense as a bonus feat. The destruction affinities’ damage bonus applies to all damage rolls, not just weapon damage rolls.

 

Lv. 2: Energy Ray (sonic only)

Lv. 6: +2 to all damage rolls while raging

Lv. 9: Energy Burst (sonic only) or Energy Cone (sonic only)

Lv. 12: +2d4 to all damage rolls while raging

Lv. 15: Psychic Crush or Energy Ball (sonic only)

Lv. 18: +2d8 to all damage rolls while raging

 

Earth affinity: When earth ragers gain Psionic Body as a bonus feat.

 

lv. 2: crystal shard

lv. 6: Gain DR 2/- while raging

lv. 9: wall walker or stomp

lv. 12: DR 4/- while raging

lv. 15: immovability or swarm of crystals

lv. 18: DR 6/- while raging

 

Beast affinity: Whenever a beast rager enters a psionic rage they may use the wild shape ability as though they were a druid whose level is equal to their psionic rager level, except the duration lasts until the end of the psionic rage.

 

lv. 2: Wild shape (medium)

lv. 6: Prevenom

lv. 9: Wild shape (large)

lv. 12: Astral construct or duodimensional claw

lv. 15: Wild shape (huge)

lv. 18: Truevenom or psionic lion's charge

 

Frost affinity: Psionic ragers with the frost affinity gain a cold resistance equal to their class level.

 

lv. 2: Energy Ray (cold only)

lv. 6: Cold Fury 1d6

lv. 9: Numbing Cold

lv. 12: Cold Fury 2d6

lv. 15: Frost Pulse 1/rage

lv. 18: Cold Fury 3d6

 

Cold Fury: While raging all creatures adjacent to you at the end of your turn take 1d6 points of cold damage. This damage increases to 2d6, at level 12 and 3d6 at level 18.

 

Numbing Cold: Any creature that takes damage from your Cold Fury ability also take 1 point of dexterity damage and 1 point of strength damage. This damage may not reduce a stat below 1.

 

Frost Pulse: Once per rage, as a swift action, you may declare that all creatures within a 15 ft. radius of you take 2d8 cold damage and have to make a fortitude save or be slowed (as the slow spell) for 1 round.

 

Death affinity: Death Ragers gain Greater Fortitude as a bonus feat

 

lv. 2: *acid sphere

lv. 6: Smite living 1/rage

lv. 9: strength of my enemy or inflict pain

lv. 12: Deathless Fury

lv. 15: Death Urge or vampiric blade

lv. 18: Breath of the black dragon

 

Smite living: add your charisma modifier to the attack roll and class level to the damage roll. (you cannot perform this smite on constructs or undead as they are non-living.)

 

Deathless fury: Immunity to all death effects and +4 to fortitude saves against spells from the necromancy school while raging.

 

Acid Sphere

metacreativity (acid)

Level: psion/wilder 1

Display: Material and visual

Manifesting Time: 1 standard action

Range: Close (25 ft. + 5 ft/2 level)

Target or Area: One creature

Duration: instantaneous

Saving Throw: none

Power Resistance: No

Power points: 1

 

            Upon manifesting this power you propel an sphere composed of acid the target. You make a ranged touch attack, if you hit you deal 1d4 acid damage with 1 point of splash damage to all adjacent creatures.

            Augment: For every additional power point you spend you deal an added 1d4 damage and 1 additional point of splash damage.

 

Chaos Spark

psychokinesis

Level: Kineticist 2

Display: Auditory and olfactory

Manifesting Time: 1 standard action

Range: Close (25 ft. + 5 ft/2 level)

Target or Area: One creature

Duration: instantaneous

Saving Throw: Will partial

Power Resistance: Yes

Power points: 3

 

            Deals 1d8 points of damage to the target and if they fail a Will save roll 1d4, on a roll of 1 they are slowed (as the slow spell) for 1d3 rounds, on a roll of 2 they are confused for 1d3 rounds, on a roll of 3 they are dazed for 1 round, and on a roll of 4 they are shaken for the duration of the encounter.

            Augment: For every 2 additional power points you spend the damage increases by 1d8 and the save DC increases by 1.

 

New monsters:

 

Heir Bote En

Small humanoid (psionic)

Hit Dice: 1d8 +5 (9)

Initiative: +0

Speed: 30 ft. (6 squares)

Armor Class: 14 (+1 size, +3 hide), touch 11, flat-footed 13

Base Attack/Grapple: +1/-1

Attack: 2-handed axe +4 melee (1d10 +3/x3) or Heavy Javelin +2 ranged (1d6 +2)

Full attack: 2-handed axe +4 melee (1d10 +3/x3) or Heavy Javelin +2 ranged (1d6 +2)

Space/reach: 5 ft./5 ft.

Special Attacks: Psionic Powers

Special Qualities: Psionic Discharge

Saves: Fort +3, Ref +0, Will +0

Abilities: str 15, dex 10, con 12, int 7, wis 11, cha 10

Skills: intimidate +5

Feats: *psionic body, psionic weapon

Environment: The Astral Plane

Organization: Solitary or tribe (25-500 plus 10% noncombatants plus one 5th level sub-leader per 100 people, and one leader of level 8-12, and 1-10 Heir Granze shamen)

Challenge Rating: 1

Treasure: standard

Alignment: usually Chaotic neutral

Advancement: by character class

Level Adjustment: +1

 

The Heir Bote En are a race that dwells deep within the astral plane. The majority of their settlements are actually demi-planes that were abandoned or easily conquered. They somehow draw sustenance from these demi-planes and just by inhabiting them they cause the planes to shrivel and die over time, forcing them to continually seek out new homes. When a demi-plane dies it collapses on itself, killing most of the inhabitants, and scattering the rest randomly about the multiverse, thus one can encounter a Hier Bote En anywhere.

 

Combat:

The Heir Bote En believe the essence of those who die in battle stays within the minds of the tribe until they are reborn, and each time this happens their essence becomes more pure, thus they have no fear of death so long as there are others of their kind present. If caught alone however, they will retreat if they feel they are unlikely to win. Their greatest fear is to die alone, as they believe their essence would have no place to go and would perish.

Psionics: all Heir Bote en have 2 bonus PP and the ability to manifest animal affinity. It should be noted that animal affinity costs 3 PP to manifest.

Psionic Discharge: When a Heir Bot En is reduced to -1 or less hp it immediately dies, and all psionic creatures within 60 ft. gain 1 temporary PP, and all non-psionic creatures take 1 point of non-lethal damage (no save)

Heir Bote En as player characters

Heir Bote En separated from their own kind often form deep bonds with those other races, particularly if their companions are psionic.

            Heir Bote En characters possess the following racial traits.

-- +2 strength, -2 intelligence, +2 charisma

--small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of medium creatures.

-- A Heir Bote En’s base land speed is 30 feet.

            -- Naturally Psionic: Heir Bote En gain 2 bonus PP at 1st level.

-- Special Attacks (see above): psionics

-- Special Qualities (see above): Psionic Discharge

-- Racial Feats: Heir Bote En gain psionic body as a bonus feat.

-- Automatic languages: Heir. Bonus languages: abyssal, common, elven, Githyanki, Githzerai, goblin.

-- Favored Class: Psionic Rager

-- Level Adjustment +1

The Heir Bote En warrior presented here had the following ability scores before racial adjustments: Str 13, dex 10, con 12, int 9, wis 11 cha 8.

 

Heir Granze

Small humanoid (psionic)

Hit Dice: 1d8 (3)

Initiative: +0

Speed: 20 ft. (4 squares)

Armor Class: 15 (+1 size, +4 inertial armor), touch 11, flat-footed 14

Base Attack/Grapple: +1/-4

Attack: knife +2 melee (1d3 -1)

Full attack: knife +2 melee (1d3 -1)

Space/reach: 5 ft./5 ft.

Special Attacks: Psionic Powers

Special Qualities: Hatred Discharge, psionic rage

Saves: Fort +3, Ref +0, Will +0

Abilities: str 8, dex 12, con 8, int 9, wis 11, cha 17

Skills: intimidate +7

Feats: *psicrystal affinity, weapon focus (staff)

Environment: The Astral Plane

Organization: Solitary or with Heir Bote En tribe (25-500 Heir Bote En plus 10% noncombatants plus one 5th level sub-leader per 100 people, and one leader of level 8-12, and 1-10 Heir Granze shamen)

Challenge Rating: 2

Treasure: standard

Alignment: usually Chaotic neutral

Advancement: by character class

Level Adjustment: +2

 

The Heir Ganze are occasionally born to Heir Bote En. They are smaller and have weaker constitutions. Possessing a powerful force of presence and prone to bouts of intense anger. The Heir Bote En consider them to be the rebirth of great warriors past, and treat them as spiritual leaders.

 

Combat:

The Heir Granze form deep bonds with their tribes, and are automatically hostile to all strangers. When provoked the fight viscously.

Psionics: all Heir Granze have the ability to manifest inertial armor and energy ray. The have 3 bonus PP.

Psionic Rage: A Heir Granze may, once per day, enter a psionic rage just as the psionic rager’s class feature. Except that as long as they are in the psionic rage their manifester level increased by 1.

Hatred Discharge: When a Heir Granze is reduced to -1 or less hp it immediately dies, and all psionic creatures within 60 ft. gain 2 temporary PP, and all non-psionic creatures take 2 points of non-lethal damage (no save), if the Heir Granze was in a psionic rage at the time all those who gain temporary PP also gain the benefits of the rage spell (CL 3), except that they may continue to manifest psionic powers while under it’s effects.

 

Heir Granze as player characters

Heir Granze separated from their own kind often form deep bonds with those other races, particularly if their companions are psionic.

            Heir Granze characters possess the following racial traits.

-- -2 constitution, +4 charisma

--small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of medium creatures.

-- A Heir Granze’s base land speed is 20 feet.

            -- Naturally Psionic: Heir Granze gain 3 bonus PP at 1st level.

-- Special Attacks (see above): psionics

-- Special Qualities (see above): Hatred Discharge, psionic rage

-- Racial Feats: Heir Granze gain psicrystal affinity as a bonus feat.

-- Automatic languages: Heir. Bonus languages: abyssal, common, elven, Githyanki, Githzerai, goblin.

-- Favored Class: Wilder

-- Level Adjustment +2

The Heir Bote En warrior presented here had the following ability scores before racial adjustments: Str 8, dex 12, con 10, int 9, wis 11 cha 13.

 

Nightmare Devil

Large Outsider (Baatezu, evil, extraplanar, lawful, psionic)

Hit Dice: 13d8 + 78 (136)

Initiative: +6

Speed: 30 ft. (6 squares)

Armor Class: 30 (-1 size, +6 dex, +15 natural), touch 15, flat-footed 24

Base Attack/Grapple: +13/+23

Attack: Spear +19 melee (2d8 +6)

Full attack: 2 Spears +19 melee (2d8 +6)

Space/reach: 10 ft./10 ft. (20 with spear)

Special Attacks: Psionic Powers, Incarnate nightmares, trap within nightmares, summon baatezu

Special Qualities: Damage Reduction 10/good and silver, darkvision 120 ft., immunity to fire and poison, resist to acid 10 and cold 10, power resistance 25, telepathy 100 ft.

Saves: Fort +14, Ref +14, Will +15

Abilities: str 22, dex 23, con 23, int 20, wis 20, cha 27

Skills: Autohypnosis +22, Balance +23, Bluff +25, Climb +23, Concentration +23, Disguise +25, Hide +23, Intimidate +25, Jump +23, Knowledge (psionics) +22, Listen +22, Move Silently +23, Psicraft +22, Search +22, Sense Motive +22, Spot +22

Feats: iron will, psionic weapon, greater psionic weapon, deep impact, weapon focus (spear)

Environment: Nine Hells of Baator

Organization: Solitary

Challenge Rating: 15

Treasure: standard coins, double items

Alignment: Always Lawful Evil

Advancement: 15-22 HD (Large)

Level Adjustment: -

 

Nightmare Devils live to bring terror to their victims. They have been known to stalk and torment people for months before finally going in for the kill.

 

Combat:

Nightmare Devils toy with their victims, often saving it’s Trap Within Nightmares ability until it’s either sure the victim will be killed by it, or it’s desperate.

Psionic Powers: at will: Cloud mind (DC 20), recall agony (6d6, DC 22), 1/day: aura alteration, cloud mind mass (DC 24).

Incarnate Nightmares: Creates a living nightmare for each creature within 100 ft. who fails a will save (DC 19) Each nightmare has a number of HD equal to the HD of the target (min 2). As long as a living nightmare is alive, the one it came from is shaken. They last 6 rounds or until destroyed. These living nightmares spring into being adjacent to the creature that spawned them (or as close as possible). This ability has the mind-affecting and fear traits.

Trap Within Nightmares: Traps any number of targets within 100 ft. who fail a will save (DC 19) in a demi-plane for 3 rounds. While in this demi-plane these victims are attacked by their worst nightmares (5 lv. 9 living nightmares spawn each round) Afterwards the victims, or their corpses, are returned, no time has actually passed on the battlefield. This ability has the mind-affecting and fear traits.

Summon baatezu: Once per day a Nightmare Devil can attempt to summon 1d4 barbed devils with a 35% chance of success. This ability is equivalent to a 10th level spell.

 

Living Nightmares

Medium Outsider (evil, extraplanar, psionic)

Hit Dice: 2d8 +5 (14)

Initiative: +2

Speed: 30 ft. (6 squares)

Armor Class: 16 (+2 dex, +4 natural), touch 12, flat-footed 14

Base Attack/Grapple: +2/+4

Attack: Slam +4 Melee (1d8 +2)

Full attack: Slam +4 Melee (1d8 +2)

Space/reach: 5 ft./5 ft.

Special Attacks: Psionic Powers,

Special Qualities: spell resistance 12.

Saves: Fort +4, Ref +5, Will +5

Abilities: str 15, dex 14, con 13, int -, wis 14, cha 13

Skills:

Feats: toughness

Environment: The Plane of Shadow

Organization: Solitary

Challenge Rating: 1

Treasure: None

Alignment: Always Neutral Evil

Advancement: 3-20 HD (Medium)

Level Adjustment: -

 

Living nightmares are monsters that are created by the minds of sentient races. They usually form only for brief periods, and even if destroyed the mind that created them will usually bring them back over and over again as long as it lives.

 

Combat:

Living Nightmares attack in a very straightforward manner.

Fear aura: A Living Nightmare can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed a will save DC 11 + ½ the Living Nightmare’s HD + it’s charisma modifier or be affected by the fear spell (castor level 1). A creature that successfully saves cannot be affected by the same Living Nightmares’ aura for 24 hours. Evil outsiders are immune to the aura.

Psionic Powers: 1/day animal affinity. Manifester level ½ Living Nightmare’s HD.

 

Psionic Bard and Rager as Apprentice Classes

 

Apprentice Psionic Bard

 

lv. C: +1 to ref and will saves, knows 1 1st level power

lv. B: Bardic knowledge, knows 2 1st level powers

lv. A: +2 to ref and will saves, countersong, fascinate, 6 HP

lv. 1: Inspire courage +1

 

Apprentice Psionic Rager

 

lv. C: +1 to fort ans will saves,  illiteracy, 1 1st level power

lv. B: Psionic Rage (duration 1 round + con mod.) 6 HP

lv. A: +2 to fort and will saves. Psionic Rage (duration 2 rounds + con mod.) 8 HP

lv. 1: +1 to base attack, Psionic Rage (duration 3 rounds + con mod.) 10 HP