Mindscapes - A Psion's Guide - 3.5e

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Mindscapes: A Psion’s Guide

powers. (The cenobite doesn’t get these; the points are simply lost.) Against a creature that freely manifests its psionic powers, ego slap suppresses one usage of its “best” power for the day (determined by the DM). Against spellcasters, ego slap erases their three highest-level spells, either as prepared spells or spell slots for the day (against those who cast like sorcerers). Lucidity (Su): The remaining distractions of reality are cleared up. The lucid cenobite sees truth in all things to a range of 120 feet for a number of rounds per day equal to her Wisdom modifier. (As a free action each round, she can choose which rounds to use the power.) The cenobite can see through solid objects no thicker than 1 inch per prestige class level plus her Wisdom modifier. Her sight pierces concealment, including that caused by fog and the like. She can pierce mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means; she gains a +20 lucid bonus on her Spot check. Her lucidity extends through psionic powers or devices that further extend seeing or viewing, so she could use lucidity in conjunction with clairaudience/clairvoyance or remote view.

Pattern Master Indelible designs inked on living flesh supersede art when a psionic character mentally charges the scribed circuit with the potential for power. Called psionic tattoos, these psionic circuits are works more of artistry than design in the hands of a true master of the craft: the pattern master. Few appreciate the joy of tattooed flesh more fully. Also called “engravers of power,” these specialists scribe tattoos of rare strength, and do so both for aesthetics and for utility. But utility is almost secondary; pattern masters are at least as interested in the intricacy and beauty of any given design as they are with the power held within it. Pattern masters have quicker access to abilities that enhance the effects of their tattoo-stored powers, and so PCs are often drawn to this prestige class. Nonplayer character pattern masters often own circuit schools or tattoo parlors where they command hefty fees for their craft. Hit Die: d4

Requirements To qualify to become a pattern master, a character must fulfill all the following criteria. Craft (tattooing): 4 ranks Feats: Metacreative, Scribe Tattoo Manifesting: Ability to manifest at least two 2nd-level powers

Class Skills The pattern master’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (tattooing) (Int), Knowledge (psionics) (Int), and Psicraft (Int). See Chapter Four: Skills in the Player’s Handbook and Chapter Two: Skills in the Psionics Handbook for skill descriptions. Skill Points at Each Level: 2 + Intelligence modifier

Class Features All of the following are pattern master class features. Weapon and Armor Proficiency: Pattern masters gain no additional proficiency in any weapon or armor. Effective Manifester Level: At every level indicated on the table for the prestige class, the character gains new power points per day and access to discovered powers as if he had also gained a level in the psionic class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (such as bonus feats, metapsionic or item creation feats, mode check bonuses, hit points beyond those he receives from the prestige class, and so on). He does gain the following benefits: an increased effective level of psionic manifestation, additional power points, effective additional levels for psicrystal powers, and additional free manifestations of 0-level powers. If a character had more than one psionic class before becoming a member of this prestige class, he must decide to which class he adds the new level for purposes of determining effective manifester level. For example, a 7th-level psion/6th-level pattern master has a character level of 13 and a manifester level of 11. So, powers he manifests that have level-dependent parameters are manifested as if the character were 11th level.

Pattern Master Class Level 1 2 3 4 5 6 7 8 9 10

Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Fortitude Reflex Save Save +2 +0 +3 +0 +3 +1 +4 +1 +4 +1 +5 +2 +5 +2 +6 +2 +6 +3 +7 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Mode Check Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Enduring Tattoo Mind activation Crawling tattoo Upgrade tattoo Extend tattoo Permanent Tattoo Steal tattoo Expunge circuit Virgin canvas Psychoactive tattoo

Effective Manifester Level — +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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Open Game License

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pages 64-66

Chapter Five: PSIONIC ITEMS Psicrystal Staves

5min
pages 61-62

Power Descriptions

38min
pages 48-60

Synaptic Masks

3min
page 63

Chapter Four: POWERS Power Lists

5min
pages 46-47

Chapter Three: FEATS Feat Descriptions

12min
pages 42-45

Voce Warrior

12min
pages 39-41

Spirituel

9min
pages 36-38

Psychic Chirurgeon

3min
page 35

Pattern Master

6min
pages 33-34

Lucid Cenobite

9min
pages 30-32

Ghostbreaker

9min
pages 26-28

Innate Pretender

3min
page 29

Plains +2 on Strength mode checks

3min
page 2

Complicating Factors

8min
pages 9-10

Cerebral Rager

6min
pages 17-18

Chronorebel

11min
pages 21-23

Crystal Proselyte

6min
pages 24-25

Chakra Savant

6min
pages 19-20

Cavern +2 on Charisma mode checks

5min
pages 7-8

Astral Zealot

10min
pages 14-16
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