So we wanted to give our readers something for the holidays. We figured what would be better than free psionics stuff and previews of the print version of our hit release Untapped Potential: New Horizons in Psionics?
So, here you go!
Untapped Potential: New Horizons in Psionics
New to Untapped Potential's print edition are two prestige classes. The Seidmadr is a master telepathic infiltrator, specializing in the use of mind switch. The Psychic Acrobat, on the other hand, redefines the laws of movement as she wishes, and requires no particular manifesting capability to enter.
Some of you may recognize the psychic acrobat from before: It is one of several new additions from Untapped Potential's last and newest mechanical contributor, Anthony Ogden (you may know him as BlaineTog). Anthony has graciously allowed us to publish several of his psionic feats, as well, along with expanding our appendix with variant rules for "fixing" the soulknife and the wilder. We hope you enjoy this material as much as we have!
The Mind Unveiled
Andreas gives us a preview of the Mind Unveiled by reveiling a new template introduced, the Qaelan.
Qaelan
A Qaelan is a mortal creature who has bound his subconscious mind permanently to a Qaelic entity. He does not have a subconscious as others do, so when he sleeps and dreams he instead goes to a personal place in the Qaelic Realms, formed and shaped by his master. Often those who would offer their minds to the Tash Qael do so because they believe them to be angelic and benign, or because they are themselves malevolent and evil to the core and hoping to gain power in the material world. The Qaelan does indeed gain greater psionic powers and his body becomes able to draw sustenance from the Dreamscape, requiring no food, while his mind becomes increasingly hard to detect and influence.
Qaelans often looks down on those around him, absorbing some of the arrogance of their Qaelic masters. They often dress in fashionable and expensive clothes, use masterwork weaponry and armor and surround themselves with surreal art, a mirror of the Qaelic Realms they visit in their sleep.
Qaelans speak Common and any languages they knew before their transformation.
Creating a Qaelan
"Qaelan" is an acquired template that can be added to any living humanoid, aberration or monstrous humanoid.
A qaelan uses all the base creature's statistics and special abilities except as noted here.
Size, type and Hit Dice: The creature's type changes to outsider. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged. Qaelans are native outsiders but do not need to eat or drink.
Armor Class: The qaelans natural armor class increases by +1 (which stacks with whatever natural armor they had before) as their skin becomes able to sustain and even heal small amounts of damage by drawing on their now almost-Qaelic nature.
Special Attacks: A qaelan retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + ½ qaelan's HD + qaelan's Cha modifier unless otherwise noted.
Smite the Sleeper: Once per day a qaelan can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against any non-Qaelic foe.
Special Qualities
Damage Reduction: A qaelan can draw upon the Dreamscape and his connection to the alien Qaelic to keep his body strong, gaining ½ his Hit Dice as damage reduction (rounded down), which can only be bypassed by psionic weaponry. For example, Ashlann (Aristocrat 7) has formed a pact with one of the Tash Qael and therefore gains DR3/psionics.
Slippery Mind: The qaelan do not share the mindset or the mental layout of most normal mortal creatures, sharing part of their mind with an alien entity from beyond our worst nightmares. This allows the qaelan to shake off mental coercion better than most. If the qaelan is affected by an enchantment spell or effect, a [compulsion] power or effect, or if someone tries to read or detect her thoughts and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Naturally Psionic: A qaelans innate psionic powers are awakened and they gain 3 bonus power points, and an additional power point for every Hit Die they possess. For example, a 5th level Aristocrat would have 8 bonus power points from his qaelan template.
Power Resistance: Qaelans inate connection to the Dreamscape allows them to draw upon the protective qualities of their Tash Qael masters, sometimes gaining a measure of protection against powers. A qaelan has power resistance equal to its Hit Dice +5.
Immunities: Once a qaelan joins with his Qaelic master, his subconscious is consumed and replaced with a sliver of the Tash Qael. Part of this means that he becomes immune to all fear effects and any kind of self-doubt and cannot be affected by powers or spells, or even mundane situations, which draw upon his fears or self-doubt like "True Horror", "Nightmare" or "Personal Failure ". The qaelan also becomes immune to all sleep effects except those of Qaelic creatures.
Abilities: Increase from the base creature as follows: Dex +2, Int +2, Wis -2, Cha +4.
Skills: Qaelans have a +2 racial bonus to Bluff, Diplomacy and Sense Motive since their low-key Qaelic subconscious mind has a keen insight into the psyche of mortal (and immortal) creatures.
Organization: Usually solitary
Challenge Rating: As base creature +1
Treasure: Standard coins & goods; double items.
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: Same as base creature +2
The Qael subtype
The Qael are outsiders native to the Dreamscape, creatures formed out of permanent dreamstuff, intelligent and with their own agendas. Most Qael become fearsome predators, feeding off the fears and imaginations of dreamers, while some are dreams or dreamers lost forever within the confines of the Dreamscape. Whatever they are, they share a common ancestry giving them a few traits in common.
Traits
A Qael possesses the following traits (unless otherwise noted in a creature's entry).
• Damage Reduction 10/psionics.
• Power Resistance equal to Hit Dice + 5.
• Immunity to fear effects and sleep effects.
• Immunity to poison.
• Greater Teleport: While in the Dreamscape, the Qael can teleport at will (as if using the psionic power greater teleport with a manifester level equal to their HD)
The Mind Divine
As the date steadily approaches when we'll release The Mind Divine, new content gets finalized, tweaked, and editted some more. One of the new additions you'll find within The Mind Divine is a prestige class dedicated to the Wilder, a psionic base class that doesn't seem to receive a lot of support. In the spirit of the holidays, here's the Wild Savant!
WILD SAVANT
“They call her a wilder. She seems unbelievably controlled to me.”
The term wilder is used for those who come into their psionic power with limited training and guidance. Psions spend much time in self-study, learning to control their psionic power and ability. For a wilder, this power comes naturally, without the guidance that a psion needs. This raw talent causes wilders to typically be somewhat chaotic in nature, as their wild surges grant them great power, but it can also cause them pain.
Yet among the multitudes of wilders, there are those who have learned to impose a level of discipline on their ability not possible to a typical wilder. These individuals are known as wild savants.
ENTRY REQUIREMENTS
Untamed power radiates from those who take up the mantle of the wild savant. His raw potential is something he has learned to unleash at whim. To qualify to become a wild savant, a character must meet the following criteria.
Skills: Concentration 8 ranks
Feats: Iron Will
Psionic: Ability to manifest 3rd-level powers
Special: Wild surge +2 class feature
CLASS FEATURES
All of the following are class features of the wild savant.
Weapon and Armor Proficiency: Wild savants do not gain any additional weapon or armor proficiencies.
Manifesting: At every level indicated, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of wild savant to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a wild savant, she must decide to which class she adds the new level of wild savant for the purpose of determining power points per day, powers known, and manifester level.
Controlled Surge (Ex): By more closely regulating wild surges, a wild savant is able to control the psychic enervation associated with surges. When using her wild surge class feature, a wild savant has a 5% chance per class level of being able to ignore a psychic enervation.
Wild Surge (Ex): A wild savant’s wild surge class feature is increased by +1 at 1st level. This improves to +2 at 5th level and +3 at 9th level.
Savant (Ex): A wild savant is able to learn a broader spectrum than a typical wilder, unlocking dormant psionic talent. At 3rd level and every 3 levels thereafter, a wild savant gains the Expanded Knowledge feat as a bonus feat.
Inhibit (Su): Upon attaining 7th level, a wild savant’s psychic enervation is inhibited, lowering its effect upon the wild savant. Anytime a wild savant suffers from a psychic enervation, the power point loss is treated as one lower.
Unleash (Su): At 10th level, a wild savant is able to let loose a truly powerful surge of power and may wild surge for up to 10 manifester levels. However, channeling this much power is more dangerous to a wild savant than a standard wild surge. There is a 75% chance when using unleash of a psychic enervation. The psychic enervation imposed by unleash can not be offset by any means that convert or delay the penalties associated with psychic enervation.
Wild Savant
Average BAB (as wilder)
Good Will save
Poor Fort / Ref save
Gains a ML increase at levels 2-9
Happy Holidays!
So, here you go!
Untapped Potential: New Horizons in Psionics
New to Untapped Potential's print edition are two prestige classes. The Seidmadr is a master telepathic infiltrator, specializing in the use of mind switch. The Psychic Acrobat, on the other hand, redefines the laws of movement as she wishes, and requires no particular manifesting capability to enter.
Some of you may recognize the psychic acrobat from before: It is one of several new additions from Untapped Potential's last and newest mechanical contributor, Anthony Ogden (you may know him as BlaineTog). Anthony has graciously allowed us to publish several of his psionic feats, as well, along with expanding our appendix with variant rules for "fixing" the soulknife and the wilder. We hope you enjoy this material as much as we have!
The Mind Unveiled
Andreas gives us a preview of the Mind Unveiled by reveiling a new template introduced, the Qaelan.
Qaelan
A Qaelan is a mortal creature who has bound his subconscious mind permanently to a Qaelic entity. He does not have a subconscious as others do, so when he sleeps and dreams he instead goes to a personal place in the Qaelic Realms, formed and shaped by his master. Often those who would offer their minds to the Tash Qael do so because they believe them to be angelic and benign, or because they are themselves malevolent and evil to the core and hoping to gain power in the material world. The Qaelan does indeed gain greater psionic powers and his body becomes able to draw sustenance from the Dreamscape, requiring no food, while his mind becomes increasingly hard to detect and influence.
Qaelans often looks down on those around him, absorbing some of the arrogance of their Qaelic masters. They often dress in fashionable and expensive clothes, use masterwork weaponry and armor and surround themselves with surreal art, a mirror of the Qaelic Realms they visit in their sleep.
Qaelans speak Common and any languages they knew before their transformation.
Creating a Qaelan
"Qaelan" is an acquired template that can be added to any living humanoid, aberration or monstrous humanoid.
A qaelan uses all the base creature's statistics and special abilities except as noted here.
Size, type and Hit Dice: The creature's type changes to outsider. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged. Qaelans are native outsiders but do not need to eat or drink.
Armor Class: The qaelans natural armor class increases by +1 (which stacks with whatever natural armor they had before) as their skin becomes able to sustain and even heal small amounts of damage by drawing on their now almost-Qaelic nature.
Special Attacks: A qaelan retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + ½ qaelan's HD + qaelan's Cha modifier unless otherwise noted.
Smite the Sleeper: Once per day a qaelan can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against any non-Qaelic foe.
Special Qualities
Damage Reduction: A qaelan can draw upon the Dreamscape and his connection to the alien Qaelic to keep his body strong, gaining ½ his Hit Dice as damage reduction (rounded down), which can only be bypassed by psionic weaponry. For example, Ashlann (Aristocrat 7) has formed a pact with one of the Tash Qael and therefore gains DR3/psionics.
Slippery Mind: The qaelan do not share the mindset or the mental layout of most normal mortal creatures, sharing part of their mind with an alien entity from beyond our worst nightmares. This allows the qaelan to shake off mental coercion better than most. If the qaelan is affected by an enchantment spell or effect, a [compulsion] power or effect, or if someone tries to read or detect her thoughts and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Naturally Psionic: A qaelans innate psionic powers are awakened and they gain 3 bonus power points, and an additional power point for every Hit Die they possess. For example, a 5th level Aristocrat would have 8 bonus power points from his qaelan template.
Power Resistance: Qaelans inate connection to the Dreamscape allows them to draw upon the protective qualities of their Tash Qael masters, sometimes gaining a measure of protection against powers. A qaelan has power resistance equal to its Hit Dice +5.
Immunities: Once a qaelan joins with his Qaelic master, his subconscious is consumed and replaced with a sliver of the Tash Qael. Part of this means that he becomes immune to all fear effects and any kind of self-doubt and cannot be affected by powers or spells, or even mundane situations, which draw upon his fears or self-doubt like "True Horror", "Nightmare" or "Personal Failure ". The qaelan also becomes immune to all sleep effects except those of Qaelic creatures.
Abilities: Increase from the base creature as follows: Dex +2, Int +2, Wis -2, Cha +4.
Skills: Qaelans have a +2 racial bonus to Bluff, Diplomacy and Sense Motive since their low-key Qaelic subconscious mind has a keen insight into the psyche of mortal (and immortal) creatures.
Organization: Usually solitary
Challenge Rating: As base creature +1
Treasure: Standard coins & goods; double items.
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: Same as base creature +2
The Qael subtype
The Qael are outsiders native to the Dreamscape, creatures formed out of permanent dreamstuff, intelligent and with their own agendas. Most Qael become fearsome predators, feeding off the fears and imaginations of dreamers, while some are dreams or dreamers lost forever within the confines of the Dreamscape. Whatever they are, they share a common ancestry giving them a few traits in common.
Traits
A Qael possesses the following traits (unless otherwise noted in a creature's entry).
• Damage Reduction 10/psionics.
• Power Resistance equal to Hit Dice + 5.
• Immunity to fear effects and sleep effects.
• Immunity to poison.
• Greater Teleport: While in the Dreamscape, the Qael can teleport at will (as if using the psionic power greater teleport with a manifester level equal to their HD)
The Mind Divine
As the date steadily approaches when we'll release The Mind Divine, new content gets finalized, tweaked, and editted some more. One of the new additions you'll find within The Mind Divine is a prestige class dedicated to the Wilder, a psionic base class that doesn't seem to receive a lot of support. In the spirit of the holidays, here's the Wild Savant!
WILD SAVANT
“They call her a wilder. She seems unbelievably controlled to me.”
The term wilder is used for those who come into their psionic power with limited training and guidance. Psions spend much time in self-study, learning to control their psionic power and ability. For a wilder, this power comes naturally, without the guidance that a psion needs. This raw talent causes wilders to typically be somewhat chaotic in nature, as their wild surges grant them great power, but it can also cause them pain.
Yet among the multitudes of wilders, there are those who have learned to impose a level of discipline on their ability not possible to a typical wilder. These individuals are known as wild savants.
ENTRY REQUIREMENTS
Untamed power radiates from those who take up the mantle of the wild savant. His raw potential is something he has learned to unleash at whim. To qualify to become a wild savant, a character must meet the following criteria.
Skills: Concentration 8 ranks
Feats: Iron Will
Psionic: Ability to manifest 3rd-level powers
Special: Wild surge +2 class feature
CLASS FEATURES
All of the following are class features of the wild savant.
Weapon and Armor Proficiency: Wild savants do not gain any additional weapon or armor proficiencies.
Manifesting: At every level indicated, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of wild savant to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a wild savant, she must decide to which class she adds the new level of wild savant for the purpose of determining power points per day, powers known, and manifester level.
Controlled Surge (Ex): By more closely regulating wild surges, a wild savant is able to control the psychic enervation associated with surges. When using her wild surge class feature, a wild savant has a 5% chance per class level of being able to ignore a psychic enervation.
Wild Surge (Ex): A wild savant’s wild surge class feature is increased by +1 at 1st level. This improves to +2 at 5th level and +3 at 9th level.
Savant (Ex): A wild savant is able to learn a broader spectrum than a typical wilder, unlocking dormant psionic talent. At 3rd level and every 3 levels thereafter, a wild savant gains the Expanded Knowledge feat as a bonus feat.
Inhibit (Su): Upon attaining 7th level, a wild savant’s psychic enervation is inhibited, lowering its effect upon the wild savant. Anytime a wild savant suffers from a psychic enervation, the power point loss is treated as one lower.
Unleash (Su): At 10th level, a wild savant is able to let loose a truly powerful surge of power and may wild surge for up to 10 manifester levels. However, channeling this much power is more dangerous to a wild savant than a standard wild surge. There is a 75% chance when using unleash of a psychic enervation. The psychic enervation imposed by unleash can not be offset by any means that convert or delay the penalties associated with psychic enervation.
Wild Savant
Average BAB (as wilder)
Good Will save
Poor Fort / Ref save
Gains a ML increase at levels 2-9
Happy Holidays!
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