Chapter Two: Prestige Classes
to travel any less time) and a maximum number of years into the past equal to 500 × his effective manifester level. A chronorebel can spend a maximum of one day per effective manifester level in the past before he and all he brought with him are automatically pulled back into their present by a temporal elastic spasm. Nothing can prevent this elastic spasm, except maybe deific intervention or epic-level psionic effects. The farther the chronorebel moves into the past, the less likely he is to be tripped up by the Edict of Time. Those who make a habit of traveling the minimum temporal distance have become very good at blending in so as to avoid creating temporal ripples. Whether moving into the recent or far past, a chronorebel’s worst nightmare is to return to the present only to discover a change, either subtle or great. A subtle change might be a sculpture erected in the town square where none previously existed. A great change could be as drastic as the color of the sun, or even a shift in the predominant race on the world. Major changes of this magnitude, if not fixed, end up budding off a new parallel world, leaving the original world unaffected—of course, this doesn’t save the chronorebel from the retribution of the Edict of Time. To escape the Edict, the chronorebel must use this power again to undo whatever influence was exerted the first time. When the chronorebel travels into the past, he does not move physically. He appears in the same physical location he was in when he left the present. If this would mean appearing in a solid object that existed in the past, he is immediately pulled back to the present by a particularly violent temporal elastic spasm, dealing 6d6 points of damage to all wouldbe temporal travelers. When he appears, the amount of personal timeframe time spent in the past has elapsed in the traveler’s present. Thus, if the chronorebel spends two days and 10 minutes in the past, when he returns to his present, two days and 10 minutes have passed. If he returns to the present to find a solid object now exists where he left, he (and his companions, if any) appears in the nearest unoccupied space from where he departed.
Crystal Proselyte The gradual upgrade from frail flesh to unyielding crystal is a transformation for the psionic few capable of appreciating the purity and power of living mineral. The crystal proselyte seeks ascendancy above mortal skin and bones, and he discovers an affinity in himself for the most wondrous apotheosis possible. The bell-like tones of purity that accompany those who are partly and fully ascended to crystal reveal the power inherent in their very bodies. Initially, a crystal proselyte doesn’t seem dramatically changed—a crystal eye, veins of crystal running through his skin, or crystal teeth are common for those who have just begun the journey. Later, a crystal proselyte can exchange whole limbs for crystal, including large portions of his skin. No one who sees him can deny his mineral strength, especially when he allows his power to visibly blaze forth in psionic light and bell-like tones as loud as thunder. Crystal proselytes usually live and work in ancient places, where they research lost psionic races and attempt to better understand their ties to crystal. Others follow naturally crystalline creatures, ever curious about their own similarities and differences. PC crystal proselytes seek adventure like any psion, reveling in their enhanced durability and focused power. Hit Die: d4
Requirements To qualify to become a crystal proselyte, a character must fulfill all the following criteria. Appraise: 2 ranks Knowledge (psionics): 8 ranks Perform: 1 rank Manifesting: Ability to manifest two or more 2nd-level psionic powers Special: The crystal proselyte must break a crystal psionic item worth 1,000 gp or more. Doing so allows the proselyte to mentally infuse the essence of the crystal into his flesh.
Crystal Proselyte Class Level
Base Attack Bonus
1 2 3 4 5 6 7 8 9 10
+0 +1 +1 +2 +2 +3 +3 +4 +4 +5
Fortitude Reflex Save Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Will Save
Mode Check Bonus
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special
Effective Manifester Level
Infuse crystal Heat resistant Crystal blaze Crystal knowledge Crystal adaptation Electricity resistant Crystal mind Crystal knowledge Crystal carapace Crystalline
— +1 level of existing class +1 level of existing class +1 level of existing class — +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class —
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