PRESTIGE CLASSES
CHAPTER 2
NE, NW, SE, and SW) that allow access to the interior, but these can be sealed by the chairperson, who can create a seamless structure with 3-foot-thick ectoplasmic walls (possessing the same toughness and hit points as stone) that can withstand most standard attacks. Each room of the guild hall houses an extradimensional room with far vaster dimensions than apparent from the outside of the structure. Most of theses extradimensional spaces are given over to instruction in the art of sculpture, beginning with such simple substances as wax and soap, moving up through wood and stone, then to the difficult process of bronze casting. Only those who can sculpt ectoplasm as well as they can sculpt more mundane substances can become novitiates of the guild. The guild hall houses the academy's board and many of the elders. In addition to these august personages, the guild hall maintains a standing guard of eight adept guards (shaper 5/ectopic adept 3), each of whom is charged with protecting the Guild Hall Ectopic. The current chairperson is Alliyon Dak'aris (LN female human shaper 7/ectopic adept 8).
FLAYERSPAWN PSYCHIC
"For great power, you must sometimes pay a great price, even as you avoid temptations that would turn a less hardened psychic's stomach." Zeth'Rin, a flayerspawn psychic Willing to sacrifice her life, appearance, and even her sanity, the flayerspawn psychic walks a dangerous road, growing in psionic power as she slowly embraces her secret mind flayer heritage. Some psionic characters take up this class to gain more power, while others do so to gain greater understanding of the illithids. A few do so because they secretly believe mind flayers to be a superior psionic organism.
BECOMING A FLAYERSPAWN PSYCHIC Potential flayerspawn psychics, whether multiclass or singleclassed, must possess psionic ability. Potential flayerspawns are restricted in how they obtain this psionic power only psions and erudites (page 153) possess the proper frame of mind. From this beginning, potential flayerspawns undergo a slow process, transforming mind and body as they gain and
TABLE 2–4: THE FLAYERSPAWN PSYCHIC Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
30
Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5
Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
practice abilities common to mind flayers. Unfortunately, this power comes along with the temptation to embrace portions of their heritage that are truly evil (suck as the Illithid Extraction feat, page 61). Those who resist the hunger are capable of maintaining their moral and personal attitudes. Those who give in and indulge the hunger find their personalities changing to more closely match the creature they are becoming.
ENTRY REQUIREMENTS Powers: Ability to manifest psionic charm. Skills: Knowledge (psionics) 8 ranks. Feats: Illithid Heritage. Language: Undercommon.
CLASS FEATURES All the following are class features of the flayerspawn psychic prestige class. The main focus is on duplicating the abilities of an illithid, to either become one (in effect) or to gain a greater understanding of the race in general. Manifesting: At each level indicated on the table, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before you added the prestige class. If you had more than one manifesting class before becoming a flayerspawn psychic, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known. Illithid Blast (Su): At 1st level, you gain the Illithid Blast feat. As a flayerspawn psychic, you gain some additional benefits from taking this feat. As described on page 61, you can channel power points into a mind blast as a standard action. The blast stuns everyone who fails a Will save within a 15-foot cone for 1d4 rounds. As you gain levels in this prestige class, the uses per day, size of the cone, and the number of rounds for which you can stun foes increases. At 6th level, your mind blast produces a 30-foot cone that stuns foes for 2d4 rounds. At 10th level, your mind blast produces a 60-foot cone that stuns foes for 3d4 rounds. Illithid Feat: At 2nd, 4th, and 8th level, you gain a bonus illithid feat. Choose any illithid feat for which you qualify. Illithid feats are described on page 61 of this book.
HIT DIE: D6 Special Illithid Blast (15 ft. cone, stun 1d4 rounds) Illithid feat Illithid Blast 2/day Illithid feat Illithid Blast 3/day Illithid Blast (30 ft. cone, stun 2d4 rounds) Illithid Blast 4/day Illithid feat Illithid Blast 5/day Illithid Blast (60 ft. cone, stun 3d4 rounds)
Manifesting +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class
Class Skills (2 + Int modifer per level): Bluff, Concentration, Disguise. Hide. Intimidate. Knowledge (all skills, taken individually), Listen, Move Silently, Psicraft, Sense Motive, Spot, Use Psionic Device.