Psionic Bard and Rager
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
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.
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,
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,
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,
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,
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,
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.
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
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