Augment: You can augment this power in one of the following ways. 1. If you spend 4 additional power points (9 total), you regain one daily use of a chosen lesser ability. 2. If you spend 12 additional power points (17 total), you regain one daily use of a chosen greater ability.
As the sever legacy spell (see above), except as noted here. Other than by again performing the legacy rituals to regain lost feats, this effect can be negated by miracle, psychic chirurgery, reality revision, or wish. Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.
Suppress Legacy, Psionic
Telepathy Level: Psion/wilder 5 Display: Mental Manifesting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates Power Resistance: Yes Power Points: 9 As the suppress legacy spell (see above), except as noted here. Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.
— Marrush Scarhand
As a legacy champion, you are so devoted to the history and chronicle of a particular item of legacy that you enjoy enhanced access to your item’s legacy abilities. You can learn the needed rituals more quickly and use the item’s abilities more often, and you can even customize the item’s abilities to your own purpose. The story of a particular legacy item becomes central to your own identity, so much so that you might change part of your name, behavior, clothing, or other attributes to more closely reflect historical or visual aspects of your item.
CHAPTER 2
Telepathy Level: Psion/wilder 8 Display: Mental Manifesting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent Saving Throw: Will negates Power Resistance: Yes Power Points: 15
“In my hand, talismans of ancient manufacture have no secrets. Their primeval power is mine.”
HEROES OF LEGACY
Sever Legacy, Psionic
PRESTIGE CLASS: LEGACY CHAMPION
BECOMING A LEGACY CHAMPION
To become a legacy champion, you must already possess an item of legacy, have unlocked its least abilities, and be on the cusp of unlocking its lesser abilities. No particular class is most associated with legacy champions—obsession can be visited upon anyone. Members of classes more inclined to study ancient texts, such as wizards, have a slight predilection for becoming legacy champions; however, reduced spellcasting ability keeps wizards from predominating.
Legacy Champion Entry Requirements
Skill: Knowledge (history) 5 ranks. Feat: Least Legacy*. Special: Must possess a legacy item, character level 10th. *New feat; see page 14.
CLASS FEATURES
As a legacy champion, you are focused on exploring to the fullest the potential of your legacy item. Your class features deal with getting needed information more quickly and exploiting it effectively. Your existing class abilities continue to advance at nearly their full rate, interrupted only by opportunities to unlock legacy abilities at greatly reduced cost. Class Features: At each level except 1st and 7th, you gain class features and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic
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