PRESTIGE CLASSES
CHAPTER 2
MIND FLAYER
CR 8
LE Medium aberration (psionic) Init +6; Senses Listen +11, Spot+11 Languages Undercommon; telepathy 100 ft. AC 15, touch 12, flat footed 13 hp 44 (8 HD) PR 25 Fort +3, Ref +4, Will +9 Speed 30 ft. (6 squares) Melee 4 tentacles each +8 (1d4+1) Base Atk +6; Grp +7 Atk Options extract, improved grab (MM 187) Special Actions mind blast Power Points/Day 90; Powers Known (ML 9th): 5th mind probe (DC 19), psionic plane shift 4th intellect fortress, psionic dimension door, psionic dominate (DC 18) 3rd body adjustment, dispel psionics, mental barrier 2nd body equilibrium, ego whip (DC 16), id insinuation (DC 16), psionic levitate, psionic suggestion (DC 16), read thoughts (DC 16) 1st defensive precognition, detect psionics, mind thrust (DC 15), psionic charm (DC 15), vigor Abilities Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17 Feats Combat Manifestation, Improved Initiative, Weapon Finesse Skills Bluff +11, Concentration +11, Disguise +3 (+5 acting), Hide +10, Knowledge (psionics) +12, Listen +11, Move Silently +10, Sense Motive +7, Spot +11, Use Psionic Device +7
STORM DISCIPLE
"My blade is the pure embodiment of the storm. I am but a vessel for its glorious discharge." Danre, storm disciple A storm disciple is a character who decides that the best, most glorious way to serve his ideals is through the natural power, fury, and splendor of the storm. While he retains knowledge of mantles, he might have come to feel that those mantles are of lesser value than his connection to the storm. A disciple delights in singing the song of the raging storm, of blackened skies where the thunder is born. He seeks to master the flow of electrical energy that infuses his chosen weapon with power, becoming a conduit for that astonishing energy.
BECOMING A STORM DISCIPLE Almost all storm disciples, whether multiclass or singleclassed, begin as divine minds or ardents. Ardents are often
TABLE 2–7: THE STORM DISCIPLE Level 1st 2nd 3rd 4th 5th
40
Base Attack Bonus +1 +2 +3 +4 +5
Fort Save +2 +3 +3 +4 +4
Ref Save +0 +0 +1 +1 +1
Will Save +2 +3 +3 +4 +4
drawn to the universal truth embodied by the natural world and its energies. For them, becoming a storm disciple is a natural extension of their powers. Most divine minds who become storm disciples, on the other hand, are confident in their ability to serve their deity however they deem most fit, taking on the fury of the storm and their training in its use all on their own.
ENTRY REQUIREMENTS Base Attack Bonus: +5. Skills: Knowledge (religion) 8 ranks. Alignment: Any chaotic. Special: Energy mantle or Natural World mantle.
CLASS FEATURES Storm disciples take the power and fury of the storm and direct it in combat against their enemies. They can use this power to take an active role in combat, using their resistance and damage-dealing abilities to cut a swath through the field of battle. All the following are class features of the storm disciple prestige class. Manifesting: At 2nd, 3rd, and 4th levels, 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 adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a storm disciple, you must decide to which class to which class to add each level for the purpose of determining power points per day, manifester level, and powers known. Shocking Aura (Ex): At 1st level, you gain a special aura that is always active. You and allies within your aura deal an extra 1 point of electricity damage on weapon damage rolls. The area affected by this aura increases as you gain levels as shown on Table 2 7. Resistance to Electricity (Ex): As you gain levels in this prestige class, you become increasingly resistant to electrical energy, gaining resistance to electricity in the amount shown on Table 2 7. Stormwalker (Ex): At 3rd level, you and your mount (if any) can walk or ride through natural or magical storms at your regular speed, completely unaffected by high winds (including magically or psionically created high winds), pounding precipitation or waves, objects driven by the wind (which always seem to miss you), great claps of thunder, natural bolts of lightning, or any other natural storm phenomena. Thunderblade (Su): At 5th level, your weapon gains the thundering special ability (DMG 225).
HIT DIE: D10 Special Shocking aura 5 ft. Resistance to electricity 5 Shocking aura 10 ft., stormwalker Resistance to electricity 15 Shocking aura 15 ft., thunderblade
Manifesting +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): Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (religion), Psicraft, Sense Motive.