Manifestation
Linked to: Intelligence
Granted Ability: Forced Manifestation: A character with access to this science can spend an Action to force any one ethereal being that she is aware of to manifest in the material plane (as a ghost’s manifestation, making it vulnerable to 50% normal damage from physical spells and attacks, rounded up). The creature must be within 60 feet of the character, and is forced to spend one of its own Reactions to manifest. The creature is also stunned, and loses its next Action.
Description: This science relates to the ability to draw ectoplasm from the astral or ethereal plane, shaping it into objects or creatures in the material plane.
Disciplines:
• Astral Construct: This discipline allows a character to summon and shape proto-living forms from the astral plane. These forms are under the control of the character, doing her bidding without any thoughts of their own. She must spend 1 Reaction each time she gives orders to (or changes the orders of) the astral constructs. Each usage of this discipline can summon up to 1 astral construct per three psionic class levels (round up); the character must spend one Action per construct to be summoned (and all appear at the end of the final Action). The astral constructs remain for one round per psionic caster level, or until destroyed, and then vanish back into the astral plane. The statistics of the astral constructs depend upon the number of ranks used. The appearance of the astral constructs is determined by the character, and does not affect its statistics.
A character with the Astral Projection disciplines, Astral Walk and Possession, can potentially create an astral construct to inhabit while travelling astrally.
For more information on astral constructs, see The Big Book of Monsters.
o Rank 1: Astral Construct (Small Construct): Mv fly 20 ft.; AC 12; Init +1; HD 1d10; Att 1 slam (1d6); SD Immunities (poison, disease, mind-affecting), Manifested (takes only 50% damage from physical spells or attacks, rounded up); SQ Blindsight 30 feet; SV (Fort –, Perc -1, Prow +0, Reas –, Refl +2, Will –); ML 12; XP 21 + 1/hp. Skills: Fly +4.
o Rank 2: Astral Construct (Small Construct): Mv fly 30 ft.; AC 14; Init +2; HD 2d10; Att 1 slam (1d10); SD Immunities (poison, disease, mind-affecting), Manifested (takes only 50% damage from physical spells or attacks, rounded up); SQ Blindsight 30 feet; SV (Fort –, Perc +0, Prow +2, Reas –, Refl +4, Will –); ML 12; XP 70 + 1/hp. Skills: Fly +6.
o Rank 3: Astral Construct (Medium Construct): Mv fly 40 ft.; AC 16; Init +3; HD 3d10; Att 2 slams (1d10/1d10); SD Immunities (poison, disease, mind-affecting), Manifested (takes only 50% damage from physical spells or attacks, rounded up); SQ Blindsight 30 feet; SV (Fort –, Perc +1, Prow +4, Reas –, Refl +8, Will –); ML 12; XP 182 + 1/hp. Skills: Fly +10.
o Rank 4: Astral Construct (Medium Construct): Mv fly 50 ft.; AC 18; Init +5; HD 4d10; Att 2 slams (1d12/1d12); SA Opponent is stunned with any successful attack, losing its next Action (Will DC 15 negates); SD Immunities (poison, disease, mind-affecting), Manifested (takes only 50% damage from physical spells or attacks, rounded up); SQ Blindsight 30 feet; SV (Fort –, Perc +2, Prow +8, Reas –, Refl +16, Will –); ML 12; XP 295 + 1/hp. Skills: Fly +16.
o Rank 5: Astral Construct (Large Construct): Mv fly 60 ft.; AC 20; Init +6; HD 5d10; Att 2 slams (2d6/2d6); Opponent is stunned with any successful attack, losing its next Action (Will DC 20 negates); SD Immunities (poison, disease, mind-affecting), Manifested (takes only 50% damage from physical spells or attacks, rounded up); SQ Blindsight 30 feet; SV (Fort –, Perc -1, Prow +0, Reas –, Refl +2, Will –); ML 12; XP 500 + 2/hp. Skills: Fly +26.
• Ectoplasmic Manifestation: This discipline allows a character to manifest raw ectoplasm from the astral and ethereal planes, drawing into existence in the material plane for a variety of uses. The effect of this discipline is determined by the ranks used. All uses of ectoplasmic manifestation require an Action, and have a range equal to 10 feet per rank used, requiring line of sight. Duration and effects are variable, as described below.
o Rank 1: Ectoplasmic Slime: The character causes a slippery ectoplasmic slime to manifest beneath the feet of another creature. The target creature must succeed in a Reflexes save or fall; even if the save succeeds, it suffers a –2 penalty to its next Action (if a roll is required). The ectoplasm then immediately evaporates.
o Rank 2: Ectoplasmic Cocoon: Gooey ectoplasmic slime manifests to coat a selected creature, giving it a –2 penalty on all attack rolls, skill rolls, and saving throws for the duration of this usage. The ectoplasmic slime lasts 1 round per psionic class level, and then evaporates.
o Rank 3: Entangling Aura: Ectoplasmic tendrils manifest within a 5-foot radius area, making movement difficult. A Prowess save is required to take a move action, and even if successful, a creature cannot charge or fly and only moves half normal speed. All attack rolls, as well as all skill checks and saving throws requiring movement, suffer a –2 penalty. Further, the ectoplasmic tendrils block attacks, granting a +2 Armour Class bonus to any creatures caught within. The entangling aura lasts 1 round per psionic class level, and then evaporates.
o Rank 4: Ectoplasmic Shambler: As Entangling Aura, except that creatures caught within the ectoplasmic tendrils take 1d6 points of damage at the beginning of each round. The character can direct the ectoplasmic shambler to move at a rate of 10 feet per round, by using a Reaction, and this drags along any creature within unless they make a Prowess save (in which case, they remain where they were, possibly still within the ectoplasm, depending upon how far it moved).
o Rank 5: Wall of Ectoplasm: This creates a wall of semi-solid ectoplasm, up to 10 feet long per psionic class level, 10 feet high, and 2 feet thick, shaped as the character desires so long as it remains a continuous plane. The wall cannot be made to appear where creatures or objects are. A creature may make a Prowess Action Save to push through the wall, but this movement requires a full Action to perform, at which time the creature is semi-immobilized, and gains no Dexterity or shield bonus to Armour Class (it is treated as not having a shield readied). The wall of ectoplasm lasts 1 round per psionic class level, or until the character dismisses it.
• Object Manifestation: This discipline allows a character to manifest an object made of ectoplasm. Each usage requires an Action, and the object so manifested can last up to 1 minute per psionic class level. If the object is broken, however, it dissipates back into the ether. The object always manifests within 3 feet of the character manifesting it, at a point where she desires (although not inside another creature). Complex objects might require a Craft or other skill check, at the Game Master’s discretion. The type of object manifested depends upon the ranks used.
o Rank 1: The object manifested is clearly insubstantial, and not more than 2 feet x 2 feet x 2 feet in area. It is light enough to float in the air, and has a soft green glow (about half as bright as candlelight). The object is insubstantial enough that it cannot directly affect material things (and vice versa), but if the character concentrates she can manipulate it using Actions of Reactions to do so. Thus, a trumpet may appear and play a few notes, or the image of a face.
o Rank 2: As above, except that the object has weight (about half its normal weight, were it real), and can manipulate, and be manipulated by, material creatures and objects, although it is only about 50% effective in doing so (roll 1d6; on a roll of 1-3, any given use of the object fails to have any effect; check each time the object is used, attacked, or otherwise manipulated by material beings or objects). Thus a manifested sword may cut, or it may not, depending upon the roll. The object has no hardness, and has hit points equal to half the character’s psionic class level, rounded up.
o Rank 3: The object manifested appears to be real, and can be up to 3 feet x 3 feet x 3 feet in area. It has only 50% normal weight for a real object, however, and has no hardness. It has hit points equal to the character’s psionic class level. If used as a weapon, it causes 50% normal damage (rounded up). If used as armour, it provides only 50% of the normal AC bonus (rounded up). It may otherwise be used as though it were real.
o Rank 4: The object may be up to 5 feet x 5 feet x 5 feet in area. It has no hardness, and has hit points equal to half the character’s psionic class level, rounded up. It is otherwise treated exactly as is a real object.
o Rank 5: The object may be up to 5 feet x 5 feet x 5 feet in area. It has normal hardness and hit points for an object of its type. It appears, in all ways, to be a real object of its type, and functions exactly as such.