TEXT: ®
  ®
  
  By Bruce R. Cordell
  Requires use of the Dungeons & Dragons® Third Edition Core Books and
  the Expanded Psionics Handbook, published by Wizards of the Coast, Inc.
  This book utilizes updated material from the v. 3.5 revision.
  Additional Credits
  Additional Design:Chester Douglas, Prince Elcock, and Luis Oyola
  Editing:Miranda Horner and Sue Weinlein Cook
  Cover Illustration: Kieran Yanner
  Interior Illustrations:Toren “MacBin” Atkinson, Kev Crossley, Alan Pollack, Kieran Yanner
  Cartography:Todd Gamble
  Production: Sue Weinlein Cook
  Creative Direction: Monte Cook
  Proofreading: Mike Johnstone
  Cover and Interior Page Design: Peter Whitley
  Playtesters: Matthew Arieta, Voin Despotovic, Prince Elcock, William Elyea, Ashwyn Rajagopalan ... and Tom
  For supplemental material, visit Monte Cook’s Website: <www.montecook.com>
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  Wizards of the Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission. Malhavoc is a regis-
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  Wolf Publishing, Inc. All rights reserved. Artwork ©2004 Monte J. Cook. All other content is ©2004 Bruce R. Cordell. All rights reserved. The mention of
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  Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Hyperconscious: Explorations in Psionics are desig-
  nated as Open Game Content: the class advancement tables and Class Features in Chapter Eight; the feats in their entirety in Chapter Four; the power parameters (range,
  duration, etc.) and game mechanics in Chapter Seven; the psionic items of Chapter Five in their entirety; and anything else contained herein which is already Open Game
  Content by virtue of appearing in the System Reference Document or some other Open Game Content source.
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  “Hyperconscious: Explorations in Psionics ©2004 Bruce R. Cordell.” This material is protected under the copyright laws of the United States of America. Any reproduction,
  retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Bruce R. Cordell or Monte
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  HYPERCONSCIOUS
  EXPLORATIONS IN PSIONICS
  A psionics adventure-sourcebook for 7th-level characters
  ®
  
  Introduction: 
  THE GATE OF DREAMS
  Using This Book  . . . . . . . . . . .3
  Chapter One: 
  SHADES OF DELUSION
  Preparation  . . . . . . . . . . . . . . .4
  Adventure Background . . . .4
  The Nature of Dream, the
  Shallows, and the Dark Plea  . . .4
  The Shallows  . . . . . . . . . . . . . . . . . .5
  Adventure Synopsis  . . . . . . .6
  Character Hooks . . . . . . . . . .6
  Part One: A Message  . . . . . . .7
  Part Two: Thales . . . . . . . . . . .7
  Part Three: The Crater . . . . .9
  Chapter Two: 
  PLUNGE INTO DREAM
  Oraculus . . . . . . . . . . . . . . . . .11
  1. Oraculus Courtyard  . . . . . . . .11
  2. Failed Embassy . . . . . . . . . . . . . .12
  3. Pool of the Mind’s Tonic  . . . .12
  4. Befouled Pool . . . . . . . . . . . . . .12
  5. Public Adyton  . . . . . . . . . . . . . .13
  6. Rear Courtyard . . . . . . . . . . . . .14
  7. Courtyard–Pale Shallow Link 14
  8. Courtyard–Fire Temple Link  .14
  9. Courtyard–Flume Link . . . . . .14
  10. The Pale Shallow . . . . . .14
  Solon’s Agents . . . . . . . . . . . . . . . .15
  11. Fire Temple  . . . . . . . . . . . .17
  11a. Fire Temple Court  . . . . . . . . .17
  11b. Flaming Cleft  . . . . . . . . . . . . .17
  11c. Temple of Fire . . . . . . . . . . . . .17
  12. Flume . . . . . . . . . . . . . . . . .19
  12a. Flume  . . . . . . . . . . . . . . . . . . . .19
  12b. Milkpool  . . . . . . . . . . . . . . . .20
  12c. Drain  . . . . . . . . . . . . . . . . . . . .20
  12d. Nadir of Thought  . . . . . . . .20
  12e. Dead Dreams  . . . . . . . . . . . . .20
  12f. Dreams Are Meat  . . . . . . . . . .21
  13. Pale Shallow–
  Wild Fields Link  . . . . . . . . . . . . . .21
  14. Pale Shallow–
  Fire Temple Link  . . . . . . . . . . . . . .21
  15. Fire Temple–Flume Link  . . . .21
  16. Flume–City Link  . . . . . . . . . . .21
  17. Wild Fields . . . . . . . . . . . .21
  17a. Arrival Point  . . . . . . . . . . . . .22
  17b. Chilon’s Front Room  . . . . .22
  17c. Chilon’s Back Room  . . . . . .22
  17d. Stable . . . . . . . . . . . . . . . . . . . .23
  18. The City . . . . . . . . . . . . . . .23
  18a. City Square  . . . . . . . . . . . . . .24
  18b. Tower of Sighs  . . . . . . . . . . .24
  18c. Building of Blue  . . . . . . . . .25
  18d. Fountainhead  . . . . . . . . . . . .25
  19. City–True Adyton Link . . . . .26
  20. Wild Fields–True Adyton Link26
  21. True Adyton  . . . . . . . . . .26
  21a. True Adyton Courtyard . . .26
  21b. Over the Abyss  . . . . . . . . . . .26
  21c. Anacharsi’s Chamber  . . . . .28
  Conclusions . . . . . . . . . . . . .29
  If the Dark Plea Prevails . . . . . .29
  If the Characters Prevail  . . . . .29
  Chapter Three: 
  MINDSCAPE PSIONIC COMBAT
  What Has Changed?  . . . . . .30
  Overview  . . . . . . . . . . . . . . . .30
  Steps of Psionic Combat  . .31
  Complicating Factors  . . . .34
  Mindscape Psionic Combat
  Modes  . . . . . . . . . . . . . . . . . . .35
  Mindscape Psionic
  Characters  . . . . . . . . . . . . . .37
  Psionic Monsters  . . . . . . . .37
  Chapter Four: 
  PSIONIC FEATS
  Anticipate Power . . . . . . . . .38
  Continual Power . . . . . . . . .38
  Cortical Resonance . . . . . .38
  Craft Dreamgift  . . . . . . . . .38
  Creature Capacitor  . . . . . .40
  Disarm Mind . . . . . . . . . . . . .40
  Dorje Blade  . . . . . . . . . . . . .40
  Durable Construct  . . . . . .40
  Elemental Spike  . . . . . . . . .40
  Enduring Tattoo . . . . . . . . .40
  Favored Energy . . . . . . . . . . .41
  Heightened Dorje  . . . . . . . .41
  Infuse Dream . . . . . . . . . . . . .41
  Latent Psi: Firestarter . . . .42
  Latent Psi: Hardy . . . . . . . . .42
  Latent Psi: Vicious Mind  . .42
  Lucid Dreaming . . . . . . . . . .42
  Mental Adversary  . . . . . . . .42
  Mind Trap . . . . . . . . . . . . . . . .42
  Overwhelm Buffer  . . . . . . .42
  Penetrating Power  . . . . . . .43
  Permanent Focus . . . . . . . . .43
  Permanent Tattoo . . . . . . . .43
  Preconscious Power  . . . . .43
  Persistent Power . . . . . . . . .43
  Primordial Surge  . . . . . . . .43
  Psychic Bastion  . . . . . . . . . .43
  Sequester Power . . . . . . . . .44
  Skill Finesse . . . . . . . . . . . . .44
  Student of the Shallows .44
  Subconscious Power  . . . . .44
  Suppress Avatar  . . . . . . . . . .44
  Transcend Limits . . . . . . . . .44
  Visceral Surge  . . . . . . . . . . .45
  Wounding Cut  . . . . . . . . . . .45
  Wounding Power . . . . . . . . .45
  Chapter Five: 
  PSIONIC ITEMS
  Dreamstained Items
  (Dreamgift Items) . . . . . . . .46
  Common Stain  . . . . . . . . . . . . . . . .46
  Psicrystal Staves  . . . . . . . . .47
  Setting Stones . . . . . . . . . . . . . . . .47
  Companion Stones . . . . . . . . . . . .48
  Synaptic Masks . . . . . . . . . . .49
  Meld Stones . . . . . . . . . . . . . . . . . .49
  Other Items  . . . . . . . . . . . . .50
  Artifacts . . . . . . . . . . . . . . . . .51
  Chapter Six: 
  PSIONIC MONSTERS
  Bayard  . . . . . . . . . . . . . . . . . . .52
  Chalaziom  . . . . . . . . . . . . . . .53
  Dire Dreamself  . . . . . . . . . .54
  Duncharath  . . . . . . . . . . . . .55
  Fungiform Ego  . . . . . . . . . .56
  Hungry Dreamer  . . . . . . . . .58
  Idlock/Idbeast  . . . . . . . . . . .59
  Kuresh . . . . . . . . . . . . . . . . . . .61
  Malafide . . . . . . . . . . . . . . . . .63
  Meibomian Cyst  . . . . . . . . . .64
  Meld  . . . . . . . . . . . . . . . . . . . .65
  Mind Grub Collective  . . . .67
  Mournwrath . . . . . . . . . . . . .68
  Nhalcid  . . . . . . . . . . . . . . . . .70
  Ogre Psychic  . . . . . . . . . . . . .71
  Phrensy . . . . . . . . . . . . . . . . . .72
  Psimech Red Saurian  . . . . .73
  Psionic Lich  . . . . . . . . . . . . .76
  Qin  . . . . . . . . . . . . . . . . . . . . . .78
  Reflexion . . . . . . . . . . . . . . . .79
  Scampering Maw  . . . . . . . . .82
  Scapeworm . . . . . . . . . . . . . . .83
  Soulshriver  . . . . . . . . . . . . .84
  Taeniad  . . . . . . . . . . . . . . . . . .85
  Thelihydra  . . . . . . . . . . . . . .86
  Vultaur . . . . . . . . . . . . . . . . . .88
  Xenocrysth . . . . . . . . . . . . . .89
  Monsters by CR  . . . . . . . . . .90
  Chapter Seven: 
  PSIONIC POWERS
  Power Lists  . . . . . . . . . . . . . .91
  Power Descriptions  . . . . . .93
  Chapter Eight: 
  PSIONIC PRESTIGE CLASSES
  Astral Dragoon  . . . . . . . . .112
  Astral Zealot . . . . . . . . . . . .114
  Awakened Dreamer  . . . . . .117
  Cerebral Rager  . . . . . . . . . .119
  Chakra Savant  . . . . . . . . . . .121
  Chronorebel . . . . . . . . . . . .124
  Colorless Adept . . . . . . . . .127
  Crystal Proselyte  . . . . . . .129
  Dream Keeper  . . . . . . . . . . .132
  Dreamwright . . . . . . . . . . . .134
  Ghostbreaker  . . . . . . . . . . .136
  Innate Pretender . . . . . . . .138
  Lucid Cenobyte  . . . . . . . . .140
  Pattern Master . . . . . . . . . .142
  Plangent . . . . . . . . . . . . . . . .144
  Psychic Chirurgeon . . . . .146
  Quietus . . . . . . . . . . . . . . . . .148
  Spirituel . . . . . . . . . . . . . . . .149
  Voce Warrior . . . . . . . . . . . .153
  Psionic Prestige
  Class Variants . . . . . . . . . . .155
  Legal APPENDIX
  Open Game License  . . . . . .158
  Table of Contents
  Hyperconscious: Explorations in Psionics
  2
  
  Introduction 3
  The Gate of Dreams 
  What was my dream? A distant,unknown world / That elemental ether doth immerse,
  With matter in a wild disorder hurled,/ And primal forces in contention whirled,
  A senseless demon over all supreme,/ Who seeks with apish malice to reverse
  Creative influences,and coerce / A universe to death,and bring its scheme
  To chaos whence it came? What was my dream?
  —Joseph O’ Connor;Edmund Clarence Stedman,ed.
  D
  ream is the gate, mind the fuel, and time an illusion. In
  Hyperconscious: Explorations in Psionics, discover psionics
  master Bruce R. Cordell’s latest imaginative adventure, for
  7th-level characters.During play,Hyperconscious unveils lots of valu-
  able new game material.Many of the dozens of new psionic prestige
  classes, powers, monsters, feats, and items focus on psionic and
  dream-based themes derived from this adventure. Plus, in these
  pages you will discover more about the insidious entity known as
  the Dark Plea and its machinations—information that ties together
  the plotlines in all three of Bruce’s previous Malhavoc Press titles.
  Hyperconscious: Explorations in Psionics also updates Malhavoc
  Press’ previous psionics rules material to v. 3.5 of the d20 System.
  Some of the material in Chapters Three through Eight originated
  Bruce’s EN-World Award-winning psionics books If Thoughts
  Could Kill and Mindscapes. This material has all been updated to be
  fully compatible with the Expanded Psionics Handbook.
  This book is the only place you can find the v.3.5 updated source
  material from these books plus the new adventure all in one vol-
  ume. If you do not want any updated rules from previous books,
  look for the electronic (PDF) edition of Hyperconscious, a 64-page
  book that contains only the new material (adventure plus new
  rules). If you’d like just the v. 3.5 updated versions of If Thoughts
  Could Kill and Mindscapes, they are also available in electronic edi-
  tions. (Customers who have already purchased the v. 3.0 electronic
  editions of these books can buy low-cost upgrades to update their
  PDFs to the v. 3.5 editions.) You can find links to all these elec-
  tronic products at <http://www.montecook.com/mpress.html>.
  Using This Book
  Throughout Hyperconscious, a dagger (†) is used to signify a class,
  creature, power, feat, or item introduced in this book. Otherwise,
  all references to powers, feats, and other rules come from the
  Expanded Psionics Handbook and the v. 3.5 revision of the three
  Core Rulebooks: the Player’s Handbook, DMG, and MM.
  For the sake of convenience, each creature’s statistics offer
  both Space/Reach and Face/Reach values, as well as the v. 3.0 and
  v. 3.5 versions of damage reduction (where applicable).
  Bonus source material and ideas to augment the information in
  Hyperconscious: Explorations in Psionics appear on Monte Cook’s web-
  site.To find the links to these free web enhancements,visit the book’s
  product page:<http://www.montecook.com/mpress_Hyper.html>.
  This sourcebook is protected content except for items specifical-
  ly called out as Open Gaming Content on the title page. For full
  details, please turn to the Legal Appendix. Open content is not
  otherwise marked in the text of this book.
  About the Author
  Born in Watertown, S.D., Bruce R. Cordell earned a degree in
  Environmental, Population, and Organismic Biology from the
  University of Colorado. While working as a research associate in
  process chemistry he learned to synthesize DNA, but he could not
  resist the call of game design. In 1995, after a few years as a freelancer
  and designer of online text-generated virtual worlds, he abandoned
  science for a designer position at TSR, now Wizards of the Coast. His
  many design credits include the Expanded Psionics Handbook, The
  Sunless Citadel, and the Epic Level Handbook. He won the Origins
  Award for Return to the Tomb of Horrors and ENnies for If Thoughts
  Could Kill, Mindscapes, and his work on Manual of the Planes.
  Bruce wrote the novels Oath of Nerull (under the house name T. H.
  Lain) and Lady of Poison, as well as the story “Hollows of the Heart”
  in Children of the Rune. Visit his website at <www.brucecordell.com>.
  About the Illustrators
  Cover artist Kieran Yanner has always been interested in art, roleplay-
  ing games, and the fantasy/sci-fi genre. Taking example from such
  artists as Jim Lee, Tony DiTerlizzi, and Brom, Kieran began shaping his
  art style long before he ever thought he would actually become a pro-
  fessional illustrator. From Decipher to Malhavoc Press, White Wolf to
  Dream Pod 9, Kieran has produced hundreds of illustrations
  for the roleplaying industry and continues to do so. 
  Toren “MacBin” Atkinson is known by night as the lead singer of the
  Cthulhu rock band, The Darkest of the Hillside Thickets, but by day he
  collects Saturday morning cartoons and draws monsters for money.
  You’ve seen his work in the award-winning books Delta Green and
  Death in Freeport. His illustrations also appear in many books by
  Malhavoc Press. He recently wrote and illustrated
  the Spaceship Zero roleplaying game. 
  Born in 1972 in Leeds, England, Kev Crossley learned early on that a
  monster lived in the abandoned house down the street—after that,
  he saw monsters everywhere. He drew monsters all the way through
  school, then went to art college and university, where he was told not
  to. After he got a job in computer games, people started paying him to
  draw monsters. Moral? Art college and university were a waste of time. 
  Cartographer Todd Gamble was raised in the eastern foothills of the
  Cascades. As a teenager, he began drawing maps and plan views of
  towns and regions to scale for his model train sets. Now, at the
  age of 39, he still loves to do exactly the same things!
  New Jersey native Alan Pollack received his first cover assignment for
  TSR’s Dungeon® Magazine in 1991. Two years later, Alan became a full-
  time illustrator at TSR. In 1997 he went out on his own and has worked
  for many roleplaying game companies as well as for Del Rey, ROC,
  Tor Books, and Wizards of the Coast.
  Malhavoc Press
  Malhavoc Press is game designer Monte Cook’s d20 System imprint
  devoted to the publication of unusual magic, monsters, and evocative
  game elements that go beyond traditional fantasy. Malhavoc Press
  products such as The Book of Eldritch Might exhibit the mastery of the
  d20 System rules that only one of its original designers can offer.
  Current titles are available to purchase in either print or
  electronic (PDF) format at <www.montecook.com>. Look for
  Beyond Countless Doorways, a new book of planes by classic
  Planescape® authors, available soon.
  
  Shades of Delusion 
  Every dream is a prophecy:every jest is an earnest in the womb of Time.
  —George Bernard Shaw
  T
  he institution known as the Oraculus splinters, sun-
  dering the Seven Sages. Now, each Lone Sage decries
  the others as frauds and proclaims unique revelations
  of future eras—a future that whispers back secrets of
  unimaginable power! Are these visions true, or are they
  merely nightmares? Will the player characters find out?
  Encounter Levels:Hyperconscious is designed to be a chal-
  lenging adventure for four 7th-level player characters (PCs).
  Be advised that groups of fewer than four characters or
  groups of nonoptimized characters may want to start this
  adventure at 8th level. PCs should advance to 8th level
  through the course of the adventure. DMs can run the
  adventure for larger groups; such groups will have an 
  easier time at the start of the adventure.
  Preparation
  As DM, you need four rulebooks to run this adventure: the
  DMG, the Expanded Psionics Handbook, the MM, and the
  Player’s Handbook.
  Each encounter provides you with a variety of informa-
  tion. Boldface blocks of text are player information, and you
  may read them aloud or paraphrase them as you see fit.
  Sidebars contain additional information for you. Bits of
  nonplayer character (NPC) conversation sometimes provide
  other information for players.
  The new feats, items, monsters, powers, and prestige
  classes introduced over the course of this adventure are
  detailed in Chapters Four through Eight.
  The adventure has no specific setting so that you can
  stitch it into your own campaign world. However, DMs may
  find the information in When the Sky Falls (Malhavoc Press,
  2003) useful to expand upon the meteor crash that starts
  the chain of events leading to PC involvement. The following
  section also explains some of the basic concepts the PCs may
  discover for themselves as the adventure plays out.
  Adventure Background
  In the past, the Oraculus served as an important site, for it
  housed the Seven Sages. Kings sought out the Seven Sages
  to learn of the fate of their kingdoms and of their heirs.
  Generals sought the sages’ advice on strategy. Pilgrims
  inquired about health and ways to get ahead in the world.
  Over time, the sages’ advice became a modern legend, and
  many truly believed that the Seven Sages could gaze, some-
  what accurately, into the near future.
  All that changed when what some called the punishing
  fist of the gods literally splintered the Oraculus. A fiery
  chunk of starstuff fell upon the temple of the Oraculus, leav-
  ing behind only a glowing crater.
  While the Seven Sages physically survived, their unity did
  not endure that strike. Some of the sages fled, while others
  remained nearby. All those remaining swore enmity and
  decried the other sages as frauds. Some even claimed sud-
  den new and powerful insight into the Far Future—a future
  that whispers back secrets of unimaginable power to those
  willing to listen. Of these remaining sages, a human named
  Thales is the only one still active in the public eye.
  Now these sages,splintered as they are,seek further knowl-
  edge of the Far Future. Meanwhile, one of them wants to
  rebuild the Oraculus,regain its ties to a dreamlike environ-
  ment called the Shallows, and recover the ability to create
  “dreamstained” items. This is, perhaps, not very wise given
  the Dark Plea’s unseen influence on the Shallows and those
  who utilize these Dream-abutted environments. But even
  sages are ignorant of—or influenced by—certain things.
  The Nature of Dream, the
  Shallows, and the Dark Plea
  There is a force in the multiverse known as the Dark Plea.
  Some believe it is merely a malign psychic force that can
  make its presence known only by the nightmares it causes in
  passing. In truth, the Dark Plea is something far more dire.
  The betrayal of a psionic godmind by her siblings left a
  residue of this dark deed in the Far Future and created the
  prospect of the Dark Plea.The Dark Plea is a stain on the future
  that bleeds backward through time to help ensure the certainty
  of its own creation by any and all means.One avenue that the
  Dark Plea uses to affect the past (our present) is Dream.
  So far, the Dark Plea’s agents in this world are few, but on
  distant worlds and planes, its victories have been earth-
  shattering. Literally. These worlds have burst asunder 
  under blows from the Dark Plea’s most powerful, nightmare-
  spawned— but still unknown to us—other progeny.
  Chapter One
  
  Chapter One: Shades of Delusion 5
  One cannot pin down Dream in all its varied guises and its
  associated wonders,enigmas,and nightmares (some possibly
  even more potent than the Dark Plea). It has no single com-
  prehensive definition: No laws bind it save its own—and
  those are mutable.Dream is many things to many creatures.
  This makes Dream the perfect vehicle for a powerful entity
  of the Far Future to utilize as a medium for affecting the past.
  Of course, Dream is too vast even for any one entity to
  encompass—even an entity as potent as the Dark Plea. But
  the Dark Plea is a powerful psionic force, and its affinity for
  Dream is strong. Using its power, it has seeded an ancillary
  region to Dream, which some call the Shallows.
  The Shallows
  The Shallows are akin to Dream, and they partake of the
  substance of Dream in that they require dreamstuff to inflate
  and stabilize their existence. Yet the Shallows are artificial
  environments—a series of manufactured planes of existence
  that abut Dream and sometimes ensnare dreamers wholly.
  Such dreamers never penetrate into the greater gulf of hon-
  est Dream that lies beyond. Dreamers so ensnared run a
  slight risk of gaining the notice of the Dark Plea, or at least
  servitors of the Dark Plea.
  Many of the prestige classes offered in this book, includ-
  ing the dream keeper† and the awakened dreamer† (see
  Chapter Eight: Prestige Classes), draw their power partially
  from the Shallows and partially from actual Dream, though
  practitioners of these classes usually do not realize that a
  hostile mind created the Shallows. Indeed, many that dream
  within the Shallows never come to any harm, and servitors
  of the Dark Plea never notice them. Likewise, practitioners of
  classes that draw ability from the Shallows may never realize
  the truth or come under the influence of the Dark Plea.
  If the adventure’s conclusion brings about the final destruc-
  tion of the Oraculus,the Dark Plea’s influence over the Shallows
  ends but the Shallows persist.The Shallows have grown too
  large and too much a part of “reality” to fade—they’ve taken on
  an independent existence.Thus those who study prestige classes
  that rely partially or wholly on the properties of the Shallows are
  not harmed,though a few individual powers of those prestige
  classes may mutate into something different. (For instance,
  dream keepers† should replace the Craft Dreamgift† feat that
  they gain at 1st level with the Infuse Dream† feat.)
  The Shallows have the following traits:
  •
  Subjective Directional Gravity. Each region of the
  Shallows obeys its own rules of gravity.
  •
  Variable Time. Time spent physically (or as a
  dreamer) in the Shallows never fully maps to real
  time. Sometimes more time passes in the waking
  world than in the Shallows, while other times less.
  Each time a creature physically enters and leaves
  the Shallows, roll percentile dice to determine the
  differential using the following table:
  d%
  Time Differential
  01–02
  Only seconds have passed in the real 
  world.
  03–25
  Real-world time that passed is only 
  75% of time spent in the Shallows.
  26–75
  Time spent in the Shallows is equal to
  time that passed in waking world.
  76–98
  Real-world time that passed is 175% of
  time spent in Shallows.
  99–100
  1d4 extra days have passed in the real 
  world in addition to time spent in 
  the Shallows.
  •
  Finite Size. The Shallows are a series of artificial
  environments that, while able to multiply on their
  own, will only ever be an adjunct to the greater gulf
  beyond that constitutes Dream.
  •
  No Elemental or Energy Traits. As a whole, the
  Shallows do not possess elemental or energy traits;
  however, a specific region of the Shallows might
  possess such traits. Discrete sections of Shallows
  are each referred to as a “shallow.”
  •
  Very Morphic.The Shallows are not quite “highly
  morphic,” but neither are they completely stable in
  form and character. Usually, specific regions of the
  Shallows, once formed, persist for long periods
  unless someone applies concerted effort to change
  or delete that region. The ability to grow a new shal-
  low or alter an already formed shallow is not described
  in this book but is up to the individual DM’s discretion.
  •
  Mildly Neutral-Aligned.
  •
  Normal Magic/Normal Psionics.
  •
  Special Property.Dreamers, as well as creatures
  that physically enter the Shallows, need not eat or
  drink to maintain perfect health, though they can
  do so if they desire.
  The Shallows are coterminous to the Material Plane and also
  to the Astral Plane.Most creatures who reach the Shallows do
  so only as a dreamer (this is also referred to as being present as
  a “dreamself”),not physically,and they do so as easily as falling
  asleep.Even if an average dreamer tumbles into the Shallows
  instead of into true Dream on any given night,the dreamer has
  no guarantee of ever finding the Shallows again,unless a servi-
  tor of the Dark Plea marks the dreamer somehow.Characters
  who take levels in many of the prestige classes presented in this
  
  Hyperconscious: Explorations in Psionics
  6
  book and who begin to dream usually enter the Shallows
  instead of Dream. In most cases, little distinguishes the
  Shallows from Dream to the average dreamer. The Dark Plea
  knows the difference,which allows it to find and touch dream-
  ers each night and induce nightmares or worse. Luckily, the
  odds of any average dreamer in the Shallows running across
  the Dark Plea or one of its servitors are relatively miniscule.
  Some creatures can enter the Shallows physically by using
  special powers granted by prestige classes, by utilizing super-
  natural or extraordinary powers, or by finding actual gaping
  portals (such as the one described in Chapter One, Part
  Three: The Crater).
  Unlike in Dream,if a dreamself dies in the Shallows,the
  character must make a Fortitude save (DC 15) or take 1 point
  of temporary Constitution damage upon waking.If a creature
  in the Shallows physically dies,it is dead,and servitors of the
  Dark Plea sometimes steal its soul away for nightmares.
  Unless a dreamself has the Lucid Dreaming† feat (see
  Chapter Four), the dreamer has little chance to realize that
  she is dreaming or to understand the extent of her abilities
  while within the Shallows. Even with the Lucid Dreaming
  feat, creatures physically present in a dream can dismiss a
  dreamer against whom they make a successful touch attack.
  (A lucid dreamer can attempt a Will save against a DC of [20
  + half the attacker’s HD + the attacker’s Wisdom bonus] to
  remain in the dream and not wake up.)
  Note that neither those physically present in a dream nor
  dreamselves can fall asleep or be induced to sleep while visit-
  ing the Shallows or Dream. Dreamselves are already sleep-
  ing, and those plunged physically into dreamsleep find nor-
  mal sleeping impossible.
  While creatures that are physically present in the Shallows
  can travel from shallow to shallow, they must walk far
  enough so that one dream shallow collapses and another
  random dream picks up. (Most dreamers cannot travel in
  this manner unless they use the Lucid Dreaming† feat.)
  Unfortunately, such travel is chaotic and random, and travel-
  ers seeking a desired locale usually don’t find it. However,
  the Shallows of the Oraculus currently enjoy rigid linkages
  that ensure easy access between each shallow.
  Adventure Synopsis
  Thales, previously one of the Seven Sages, attempts to gain
  the characters’ trust and aid. He gives them a version of the
  truth concerning dreamstained items (see Chapter Five:
  Psionic Items), offers to teach them his specialized psionic
  art, and indicates that if they aid him, they can gain more
  dreamstained items and some gold.
  Characters who accept Thales’ proposal visit the site of the
  former Oraculus to find a crater,but Thales indicates that all
  is not as it seems.With the aid of the sage,all step into the
  crater to a dreamworld,where a portion of the original
  Oraculus yet stands.The PCs can see only a segment of the
  Oraculus initially,because six of the Seven Sages have con-
  vinced themselves that every other sage is a traitor,and each
  sage wishes to stay true to his or her own beliefs regarding
  the whispers from the future of what shall come hereafter.
  Thales indicates that first the PCs must find each drifting
  portion of the Oraculus,then deal with its resident renegade
  sage and retrieve that sage’s particular “token of divination.”
  These tokens allow a sage to access the True Adyton,where he
  can see full visions of the Far Future.
  Presuming the characters go along with Thales’ plans for
  any reason, they may learn more about the Oraculus, the
  Seven Sages, an entity known as the Dark Plea, and how
  Dream serves as a corridor to potential futures. (See the 
  previous section for more on these topics.)
  The last renegade sage, Anacharsi, attempts to tell the
  characters the truth: If the Oraculus returns to its former
  status, it will open a way to the Dark Plea, which is a creature
  that exists in the future. Anacharsi tries to tell the PCs that
  through manipulating the past (our present), the Dark Plea
  continually attempts to create itself.
  Character Hooks
  Ideally,you can introduce the Oraculus to your campaign,at
  least in passing,some time prior to the inception of this adven-
  ture.Possibly someone the characters know visits the Oraculus
  from time to time,hoping for insights into the future.Perhaps
  a PC visited the Oraculus in the past for a reading.
  Another hook is the existence of dreamstained items (see
  Chapter One,Part One and Chapter Five:Psionic Items).
  Dreamstained items are akin to standard psionic items;how-
  ever,they are easier and less costly to create.While in truth
  these items are tainted and dangerous,most users do not
  realize this,and thus the common name for a dreamstained
  item is “dreamgift.” Very few know the secret of dreamgift
  creation (only the Seven Sages of the Oraculus possess this
  secret;see the Craft Dreamgift† feat in Chapter Four).
  Because the cost of their creation is low,their market price is
  likewise less,making dreamgifts desirable to the common
  purchaser.Generally,a dreamgift costs only one-fourth the
  amount one would expect for a similar nondreamgift item,
  and the manifester level required to create the item is about
  one-half of what would normally be required.
  But, dreamgifts have secret flaws: That which empowers
  them also invests each with a filament of nightmare. The
  Dark Plea is the ultimate source of each dreamstained item’s
  special ability and unique curse. At the core of each item
  lurks a sick nugget of knowledge whispered from a potential
  
  Chapter One: Shades of Delusion 7
  future. The Dark Plea seeks to assure its eventual creation at
  time’s end by many avenues, and so it seeded bits of itself in
  the shape of dreamstained items into the imaginably dis-
  tant past (our present). Every dreamstained item created by
  a misled sage and used by an unknowing wielder grants the
  Dark Plea’s existence that much more probability.
  Dreamstained items began to trickle out of the Oraculus a
  few years ago (though they were called dreamgifts),and some
  have spread far from their point of origin. One may have
  ended up in a PC’s possession (which you included in some
  defeated monster or NPC’s treasure before this adventure).
  Due to its capricious nature, the item elicited an investiga-
  tion.That investigation finally leads the PCs to find Thales in
  his suite (see Chapter One,Part One).If a PC does not spear-
  head the investigation into the source of dreamstained items,
  perhaps a patron of the characters’ adventuring party does so.
  A simple, straightforward hook is the destruction of the
  Oraculus itself. A fiery, meteorlike object probably draws
  attention, and curious characters might follow the destruc-
  tion to ground zero and meet Thales there instead of at his
  rented suite. (See When the Sky Falls for more on the after-
  effects of a meteorite strike in a fantasy world.)
  Part One: A Message
  As the adventure begins, the characters discover something
  of the nature of the Oraculus and dreamstained objects.
  (Chapter Five: Psionic Items offers an in-depth explanation
  of this new type of item.)
  While the characters make their way through a small city
  or larger community, a messenger hails them. He gives them
  a document in a scroll case and a parcel wrapped in vellum-
  grade paper.
  The document reads as follows:
  I have gift for you if you wish to accept it.A far more
  lucrative offer accompanies this gift should you desire to
  aid me in my greatest need.I am lodging at the Crillon.
  Find me there if you wish to hear more.
  —Thales,the Last Sage
  Characters who succeed at a Knowledge (psionics),
  Knowledge (local),or Gather Information check (all DC 20)
  know or learn the information described under the “Adventure
  Background” section (but not the information under the sec-
  tion called “The Nature of Dream,the Shallows,and the Dark
  Plea”).This gives them the information that is generally known
  about Thales,the Seven Sages,and the lost Oraculus.Unless
  the characters are completely new to the region, they know
  that the Crillon is a particularly luxurious inn. Characters
  can seek the sage directly, as described in Part Two: Thales.
  If the PCs unwrap the parcel, they find within it a circlet of
  the brain’s barricade†, which appears strangely dim and shad-
  owed even in full light. This is a dreamstained item (see
  “Dreamstained (Dreamgift) Items” in Chapter Five).
  Part Two: Thales
  If the characters respond to the message, they can arrange to
  meet Thales in the common room of the Crillon.
  The Crillon is famous for the sheer amount of expensive
  marble used in its construction.Even here in the common
  room,the marble floors and vaulted ceiling seem overly
  opulent.Large paintings on the walls depict nobles,kings,
  and famed adventurers who supposedly lodged here in the
  past.Amid the gracefully carved tables sits a thin man in
  flowing robes.The smoke from his water pipe lingers in
  the air,hinting at structure and shape,before dissolving.
  Goggles of opaque crystal hide the man’s eyes,but he
  seems to see you among the crowd all the same.With a
  languid gesture,he beckons you closer.
  The goggle-wearing man is Thales, and when he sees the
  characters, he calls them by name and invites them to sit.
  Thales,Male Human Seer 5/Dream Keeper† 5:CR 10; Medium
  humanoid (human); HD 10d4; hp 36; Init +3; Speed 30
  feet; AC 21 (assumes inertial armor manifest), touch 14,
  flat-footed 18; Base Attack +4; Grapple +4; Attack +5 melee
  (1d6+1/18–20, masterwork rapier) or +8 ranged
  (1d4/19–20, masterwork hand crossbow); Full Attack +5
  melee (1d6+1/18–20, masterwork rapier) or +8 ranged
  (1d4/19–20, masterwork hand crossbow); SA Midnight
  brood; SQ Augment dream, Codex of Sleep, dream of the
  real; AL N; SV Fort +4, Ref +7, Will +9; Str 10, Dex 16,
  Con 11, Int 19, Wis 12, Cha 10
  Skills and Feats: Concentration +13, Knowledge (history)
  +14, Knowledge (local) +17, Knowledge (psionics) +14,
  Knowledge (the planes) +17, Listen +3, Psicraft +19, Search
  +6, Spot +3; Combat Manifestation, Craft Dreamgift†B,
  Craft Universal Item, Great Fortitude, Latent Psi: Hardy†,
  Lucid Dreaming†, Power Penetration
  Possessions: +1 amulet of natural armor, +2 bracers of armor,
  +1 ring of protection, masterwork rapier, masterwork hand
  crossbow, 10 bolts, goggles of piercing scrutiny†, +1 cloak of
  resistance, Thales’ token (a necklace holding a charmlike
  pendant in the shape of a six-sided polygon), Codex of
  Sleep
  Midnight Brood (Ps): Thales creates a dream-infused con-
  struct whenever he would normally create an astral con-
  struct;see the dream keeper prestige class in Chapter Eight.
  
  Hyperconscious: Explorations in Psionics
  8
  Augment Dream:Midnight brood creatures gain a +2
  enhancement bonus to Strength for the duration of the
  power that created them.
  Codex of Sleep (Ex): Thales knows two additional powers:
  mind vault† and dream prison†.
  Dream of the Real (Psi):Once per day, Thales gains the bene-
  fit of the dream of the real† power. While Thales need not
  expend psionic power points to use this power, he must
  expend the power’s noted experience point cost (75 XP).
  Seer Powers Known (6*/5*/4/4/2,9th-level seer,DC 14 +
  power level,90 power points): 1st—destiny dissonance,
  entangling ectoplasm, inertial armor, mind thrust, mind vault†,
  psionic sleep†; 2nd—concussion blast, dream prison†, energy
  stun, object reading, psionic levitate; 3rd—astral construct, 
  dispel psionics, energy burst, touchsight; 4th—correspond, 
  energy adaptation, head trip†, remote viewing; 5th—
  clairtangent hand, dark union of dust†
  *Knows two additional powers due to Codex of Sleep ability.
  Typical Midnight Brood Creature,“The Mauler”: CR 5; Large
  construct (dreamborn); HD 7d10+30; hp 68; Init +1; Speed
  40 feet; AC 23 (20% miss chance), touch 10, flat-footed
  22; Base Attack +7; Grapple +21; Attack Slam +16 melee
  (1d8+12); Full Attack 2 slams +16 melee (1d8+12);
  Space/Reach 10 feet/10 feet (Face/Reach: 10 feet × 10
  feet/10 feet); SA —; SQ Construct traits, damage reduc-
  tion 5/magic (or 5/+1), darkvision 60 feet, fast healing 3,
  low-light vision, muscle; AL N; SV Fort +2, Ref +3, Will +2;
  Str 35, Dex 13, Con —, Int —, Wis 11, Cha 10
  Muscle (Menu B Choice) (Ex): The Mauler gains a +4 bonus
  to its Strength score (figured in above).
  After greeting the group, Thales introduces himself:
  “I am Thales,the Last Sage.Have you had a chance to
  play with my gift?”
  The characters may have played with the dreamgift and
  taken ability damage (see Chapter Five). If so, they may not
  be inclined to treat with Thales. Despite this fact, Thales
  attempts to answer the characters’ questions to the best of
  his ability, at the same time calming them and trying to win
  them over to his cause.
  Some potential PC questions,and Thales’ responses,follow:
  Why did you send us this dangerous item? It hurt me!
  “Say not that it is dangerous; instead, acknowledge that
  nothing in life is free. It is little enough to pay in return
  for the wonder of dreamgifts. You’ve had a little pain, but
  now that you’ve grown used to it, it hasn’t bitten again,
  has it?”
  I’ve been having nightmares....“That is because the
  Oraculus has splintered. If you help me, all who suffer these
  nightmares will be released from night’s bondage.”
  What are dreamgifts? “The item I gave you is a dreamgift.
  Dreamgifts are the greatest triumph of the Oraculus. When
  the Seven Sages stood unified and possessed our greatest
  strength, we looked into the Far Future and won from it
  knowledge previously unknown. For all things are possible
  in the Far Future. The destiny of the cosmos has not yet
  been determined, thus while gazing out upon this vista of
  possibility, many things became known to us. One piece of
  knowledge we prized from the future was the secret of
  dreamgift manufacture. A dreamgift possesses as much
  power as any psionic item you’ll find, but it requires only a
  quarter the cost and half the experience to create. These
  items carry the name “dreamgift” because the secret of each
  item’s manufacture is whispered into the creator’s mind
  while he dreams. At least, so it worked before our base, the
  Oraculus, was splintered. The Oraculus served as our chan-
  nel to the Far Future, and until we restore it, none of us can
  create dreamgifts.”
  Why have you contacted us? “I sought you out because
  your fame precedes you. I wanted to show you a dreamgift to
  encourage you to help us regain the ability of dreamgift cre-
  ation. If you help me, great riches will be yours: dreamgifts,
  gold, and special psionic teaching that I can provide ... the
  skills of the dream keeper†.” If pressed, Thales does say he
  can pay 30,000 gp, with a quarter paid for accepting the
  commission and the remainder upon successfully restoring
  the Oraculus.
  What else did you learn in the Far Future? “It is a turbu-
  lent expanse, as I said, and nothing about it has solidified:
  Every possibility exists. We Seven Sages learned that the best
  way to gaze so far ahead was through the gateway realm of
  Dream, though, even then, most of us chose our own route.
  Sadly, of all the Seven, only I, Thales, chose correctly in the
  end....”
  What happened to the Oraculus/What happened to the
  other sages? “It is a sad tale. As I said, my brother and sister
  sages and I learned that our dreams served as the gate
  through which we could best view the future. Unfortunately,
  not all of us agreed upon the method whereby we could most
  safely access Dream.
  “Even before the Oraculus was destroyed, I developed the
  art of the dream keeper†, and my fellows developed their
  own methods. I fear that one of my fellow sage’s experiments
  brought about the sudden surge of dreamborn energy that
  streaked down from the sky like a meteor. It splintered the
  Oraculus and left nothing behind in the waking world but a
  hollow crater.
  
  Chapter One: Shades of Delusion 9
  “That same surge of dreamborn energy was not only phys-
  ically destructive, but also mentally unbalancing. Perhaps
  you heard about the fit of denunciation among the surviving
  sages? Yes? Well, I’m afraid that the surge unbalanced most
  of my brothers’ and sisters’ minds. I also hope to help them
  in whatever way I can if we come upon them while attempt-
  ing to restore the Oraculus.” 
  Okay,we’re with you,Thales.What’s next? “You have my
  undying gratitude! And soon, even greater rewards shall be
  yours! For now, let us make ready. Within three days, I would
  like to visit the crater where the Oraculus once stood. Use
  that time as if you had to prepare for a journey into
  unknown lands for many months. Why? Because, my
  friends, the crater will serve us as a gate to the Shallows
  where the splintered Oraculus may yet be found. With the
  tokens of divination we collect from my dreamlost fellow
  sages, we can access the True Adyton. There, in the True
  Adyton, we can finally return the Oraculus to its former
  coherence and power.” 
  What are these tokens? “The token of each sage bears his
  or her oath of service to the Oraculus. Here, look at mine.
  (He shows the characters his token, which is a necklace
  holding a charmlike pendant in the shape of a six-sided
  polygon.) In sum, the seven tokens represent the symbolic
  strength of the Oraculus—if we can gather all the tokens, we
  can restore the Oraculus to reality.”
  What is the True Adyton? “An adyton is a chamber at an
  oracle in which the seer gains her vision of the future.
  Likewise, the True Adyton is where we sages experienced
  visions of the Far Future.”
  What are the Shallows? Thales doesn’t reveal more about
  what the Shallows might be or what he specifically hopes to
  accomplish at the site of the crater—he says he’ll explain
  everything when they reach the crater.
  You said something about teaching us the skills of the
  dream keeper†? During this time of preparation, one or
  more characters may inquire about the arts of the dream
  keeper. Thales happily describes his art and begins coach-
  ing PCs who seem particularly interested in picking up lev-
  els in this prestige class; see the dream keeper† prestige
  class in Chapter Eight for rules and information.
  Part Three: The Crater (EL 9)
  If the player characters come into this adventure after
  meeting Thales as described above, they have a few days
  to prepare for a journey. Unless you have a reason to do
  otherwise, locate the site of the crater about a day’s travel
  from the city where the characters first speak with
  Thales.
  The crater is a circular depression surrounded by a rim
  of smashed and jumbled boulders that rises up above the
  surrounding level of the plain.The crater measures some
  500 feet in diameter,and the rim rises some 40 feet above
  the surrounding plain.The violence of the celestial impact
  wiped clean whatever structures once existed in the area
  around the crater.The level of devastation in the area looks
  as if it would have obliterated anything in it,yet the sages
  somehow survived the utter destruction of the Oraculus.
  Strange layers of rock and quartz glass mottle the rim.
  Some layers are blackened,and other sections appear as
  frosted white glass with blue translucent swirls.The
  cracked and uneven rim does not present a perfect barrier
  to the crater’s bowl.
  If the characters move closer, they can make their way
  across the boundary of the rim through one of the many
  cracks that allows direct access to the center. This allows
  them to avoid dangerous Climb checks over the quartz glass.
  Once beyond the rim, they see what the crater contains:
  The crater plunges steeply down, though beyond a
  couple of feet, vision becomes impaired due to a thick
  luminous fog. The obfuscating miasma writhes and
  churns with agitation independent of the wind above
  the rim. Figures, buildings, faces, and fantastic shapes
  sometimes appear to be on the edge of coalescing from
  the boiling mist, but the images collapse back into form-
  lessness just before becoming familiar enough to name.
  
  The crater serves as an open gate into the Shallows. The
  presence of any creature in the waking world draws the
  attention of some dream predators that lurk on the precipice
  between the Shallows and materiality.
  Creatures
  The dream predators haunting the rim are not initially visi-
  ble to the characters looking down into the crater at the
  interface. (The characters probably do not realize the fog
  layer represents a raw
  interface between reality
  and the Shallows.)
  However, from their
  vantage in the Oraculus
  Courtyard (see area 1 on
  the next page), the
  dream predators (called
  phrensies†) can see any
  creature peering down
  into the crater without
  problem, including the
  PCs.
  On the third round
  after the first PC openly
  peers into the crater, the
  phrensies rush out (and
  from the PCs’ perspec-
  tive, up and out) of the
  crater, attempting to
  gain a surprise round.
  Phrensies (4):54 hp
  each; see Chapter Six:
  Psionic Monsters.
  Tactics
  The phrensies attempt
  to reach a place where
  they stand adjacent to
  the highest concentra-
  tion of prey, then they
  use their frenetic whirl
  ability.
  Development
  Assuming they defeat (or flee from) the phrensies, the char-
  acters have had their first taste of the crater and its dangers.
  As a result, they probably have more questions for Thales
  about the Shallows. Thales answers the questions as follows:
  What the @#$%! were those things that attacked us?
  “Nightmares sometimes roam the realm of Dream. These
  escaped from this interface between reality and the
  Shallows—I guess they must linger just under the surface,
  seeking likely prey.”
  Okay,Thales,what’s the deal with the fog/What are the
  Shallows? “The Shallows lie on the edge of Dream, but they
  are not dissimilar from reality. We of the Oraculus found
  this portion of Dream well suited to searching the future for
  answers to our questions.”
  Refer back to the section titled “The Nature of Dream, the
  Shallows, and the Dark Plea” in the Introduction. Thales
  knows all this information, but fails to make any mention of
  the Dark Plea to the characters.
  What’s Next? “As I mentioned before, the Oraculus and
  its gardens were situated on the plain before the meteorite
  crashed down. But, instead of destroying the Oraculus out-
  right, the meteorite punched the Oraculus directly into the
  Shallows. Fortunately, all of us sages survived the transition.
  Unfortunately, such a violent transition broke the Oraculus
  into several independent parts, each of which was hurled
  into its own shallow. I fear it also broke the minds of my fel-
  lows. Each has retreated into the Shallows and holed up in a
  fragment of dream, believing that he or she knows the truth
  behind this retributive strike, though I don’t claim to know
  why it occurred myself. We’ll have to root out each in turn if
  we wish to restore the Oraculus and attempt to aid my fellow
  sages.”
  What if your fellow sages refuse our help? “If each does
  not relinquish his or her claim on the portion of the
  Oraculus they’ve taken for themselves, we’ll have to use
  force.”
  What can we expect when we cross into Dream/Is it
  safe? “One never knows what to expect in Dream or in the
  Shallows. Sometimes it resembles the lands of the waking
  world. Other times, it changes as quickly and as dangerously
  as a storm at sea. Be prepared for anything.”
  Hyperconscious: Explorations in Psionics
  10
  The Truth?
  Some of the things that Thales says in Part Two
  of this chapter are not true, but he is under the
  influence of the Dark Plea and doesn’t know
  this!
  I’ve been having nightmares. . . . Thales
  believes that repairing the Oraculus will stop
  the nightmares. This belief has come about
  because of the influence his own dreamgift, the
  goggles of piercing scrutiny†, has on his mind.
  In fact, each dreamgift is the source of the
  user’s nightmares, as described in the section
  on dreamstained items in Chapter Five.
  Why have you contacted us? On the matter of
  reward, Thales believes his statement of pay-
  ment is true because of the influence of his own
  dreamgift, but, in truth, Thales doesn’t possess
  more than 15,000 gp—he can pay the quarter
  upon acceptance, but not more than an addi-
  tional 7,500 gp afterward, assuming he is alive
  to deliver on his promise.
  What happened to the Oraculus/What hap-
  pened to the other sages? Because of the influ-
  ence of his dreamgift, the goggles of piercing
  scrutiny†, Thales believes what he tells the PCs.
  In fact, when Anacharsi, the one sage not cor-
  rupted by a dreamgift, realized the truth behind
  these items, she destroyed the Oraculus so that
  everyone would stop producing dreamgifts.
  Through her arts, she splintered the Oraculus
  and sank its various surviving portions into
  dream. The warping influence of the Dark Plea
  on the dreamstained-corrupted sages, such as
  Thales, seeks to renew the Oraculus and the
  production of dreamgifts.
  What are these tokens? In fact, only six of the
  seven tokens are required to access the True
  Adyton.
  What is the True Adyton? The visions actually
  come from the Dark Plea, though Thales does
  not realize this yet.
  
  I
  n Chapter Two of the adventure,the characters venture
  into the Shallows,which abut Dream. Make sure that 
  by now you’ve read the details on the Shallows in the
  Introduction.
  Oraculus
  The Oraculus was a most important site, for it housed the
  powerful Seven Sages, each of whom possessed the gift of
  seeing into the future. Generals sought the sages’ advice on
  strategy, while colonists asked for guidance before they set
  out for the frontier. Adventurers inquired about their best
  course for seeking gold and glory. The sages’ advice even fig-
  ured prominently in the songs of minstrels and bards. But
  that was before the Oraculus vanished.
  The strike on the Oraculus pushed it into the Shallows,
  and, while it survived, it did not survive intact. It splintered
  into seven distinct structures. None of the structures remain
  contiguous—all exist in a separate “space,” each within its
  own shallow in the Shallows. However, connections linger
  between each piece of the separated Oraculus, and characters
  who overcome the threats of each individual shallow can
  journey to find each splintered structure, perhaps eventually
  reuniting the shattered Oraculus into a renewed whole. The
  diagram at right maps out the paths one can take to proceed
  thorugh the various areas of the splintered Oraculus.
  1. Oraculus Courtyard (EL 7)
  Characters who enter the mist-filled crater described in
  Chapter One discover something far different than a fall into
  a steep, murky basin. The mist is a raw interface between
  reality and the Shallows (a version of Dream), which allows
  creatures to physically pass between the two states. (Usually,
  to reach the Shallows, sleeping creatures send mental con-
  structs of themselves, known as dreamers or dreamselves.) 
  Read aloud or paraphrase the following text:
  You are on a thick shard of earth falling through an
  unending empyreal sky.Clouds swell in endless banks,
  some mere wisps,others towering thunderheads,with
  dark hearts of lightning.A crisp wind tugs and pulls,and
  rainbows glimmer amid the remote cumulus.
  On the chunk of earth visible from this vantage is a bare
  section of stone,roughly 25 by 40 feet,without handrails
  to protect an unwise viewer from tumbling into the void.
  This area contains nothing other than a free-standing
  archway filled with a thin wall of opaque mist.
  At the back of this courtyard is a white marble wall,like
  the side of some classical and grand structure.Double
  doors of decoratively carved wood stand slightly ajar in
  the center of the walls.
  The Shallows side of the dream interface takes the form of
  a free-standing archway filled with a thin wall of opaque
  mist (keyed to area 1). Moreover, the orientation of the arch-
  way is horizontal, not vertical, so the passage from crater to
  archway requires a Balance check (DC 15). On a failed check,
  travelers fall prone into the courtyard.
  Creatures: Sounds in the courtyard draw the attention of
  the phrensies† in area 2. They hurl themselves through the
  partially ajar double doors, slavering and raging, eager for
  the flesh of the waking.
  Plunge Into Dream 
  Is all that we see or seem
  But a dream within a dream? 
  —Edgar Allan Poe,“A Dream Within a Dream”
  Chapter Two 11
  
  Phrensies (2):54 hp each (no miss chance); see Chapter Six:
  Psionic Monsters
  Development: The courtyard is a bounded shallow, which
  means that despite the seeming immensity of the dream-
  space, something that is dropped (or a character that falls)
  from the courtyard eventually returns to the chunk of earth
  in a great falling arc. Unfortunately for the falling character,
  the 20 rounds spent falling and curving through the air
  builds up to terminal velocity, which deals 20d6 points of
  falling damage upon impact.
  2. Failed Embassy
  Through the double doors in area 1, the PCs enter what
  appears to be an entry hall.
  This 15-foot by 20-foot chamber has a lofty ceiling
  reaching some 20 feet high.Delicate relief carvings deco-
  rate the interior walls,revealing idyllic scenes.In harsh
  contrast are the bodies of three humanoid individuals
  sprawled across the floor,very obviously and thoroughly
  dead.All three bodies are more than half missing,as if
  something has been gnawing them away.
  The deceased female elf, male human, and male dwarf
  have none of their equipment, and something has stripped
  them of large portions of their flesh and limbs. It is a grisly
  sight!
  The phrensies† that infest this portion of the splintered
  Oraculus killed these “explorers.” They’ve been feeding on
  the bodies for several weeks now.
  Development: Thales knows the dead—he hired the
  three to explore the interface a few weeks ago, but he never
  heard back from them. Characters who make a Sense Motive
  check (DC 15) note Thales’ expression of recognition upon
  seeing the bodies. If pressed, he admits to sending the team;
  he had wondered what had become of them. He is sad to
  find that they came to such a poor end.
  Thales goes on to explain that the bodies’ continued exis-
  tence reveals (if they didn’t already know it) that the dead
  were physically visiting the Shallows—dreamers and dream-
  born creatures killed in the Shallows merely dissipate, just as
  they do in the waking world.
  3. Pool of the Mind’s Tonic
  A single wooden door leads from the entry hall into area 3.
  Read aloud or paraphrase the following text:
  A low,wide basin containing clear,sparkling fluid fills
  half this chamber.The liquid gives off a scent not unlike
  orange peel shavings,and small porcelain cups stand
  along the basin’s edge.Several more cups have tumbled
  and shattered,though a few float half submerged in the
  basin.
  This self-renewing pool provided refreshment to travelers
  visiting the old Oraculus hoping for a view of their fate.
  If Thales accompanies the characters, he steps to the pool
  and helps himself to a sip using one of the cups. The sage
  explains the pool’s beneficial effect if questioned.
  Pool:A drink from this pool restores 1d4+1 psionic power
  points to any psionic character. To nonpsionic characters,
  the pool seems refreshing and thirst quenching, but it offers
  no other effect. The power point restoration effect affects a
  given individual once per day. Removing the fluid from the
  chamber robs it of its efficacy.
  4. Befouled Pool (EL 5)
  A wooden door leads from the entry hall into area 4. Read
  aloud or paraphrase the following text:
  A low,wide basin that contains a grey,foul-smelling
  sludge fills half this chamber.Bones and smashed crockery
  litter the mud’s surface and subsurface.At least one of the
  bones is a humanoid skull,with grey sludge slowly oozing
  from the eye sockets.
  Hyperconscious: Explorations in Psionics
  12
  
  This befouled pool once provided physical healing to visi-
  tors. Now, a dream predator makes its home in it.
  Creature: A phrensy† lies within the mud, enjoying the
  diluted effect of the pool despite its befouled state. If any
  creature approaches within 5 feet of the pool, the phrensy
  leaps forth, gibbering and hungry. This phrensy, which
  spends all its time in the pool, has maximum hit points for a
  creature of its type.
  Phrensy: 75 hp; see Chapter Six: Psionic Monsters
  Pool:A drink from this pool restores 1d4+1 hit points to
  any creature, but in its current befouled state, an imbiber
  also requires a Fortitude save (DC 16) to avoid taking 1d4
  points of temporary Dexterity damage from the tainted
  nature of the pool. The restoration effect affects a given indi-
  vidual once per day. Removing the fluid from the chamber
  robs it of its efficacy (though it still confers Dexterity dam-
  age if imbibed).
  Treasure: The valuables stripped from the three bodies in
  area 2 have sunk to the bottom of the sludge-filled pool. The
  treasure includes a +1 composite shortbow, a +1 mithral chain
  shirt, two sets of +1 full plate, two +1 heavy steel shields, a mas-
  terwork rapier, a masterwork dwarven waraxe, a masterwork
  mighty (Strength +3) longbow, a masterwork heavy mace, 40
  arrows, a scroll of protection from energy, a masterwork buck-
  ler, six potions of cure light wounds, and a potion of bull’s
  strength. There is also one additional scroll case. Inside this
  case is a handwritten message that reads, “Good luck. Report
  back to me in the waking world as soon as you learn anything. I
  await you with little patience. —Thales.”
  5. Public Adyton
  A single wooden door
  leads from the back of
  the entry hall into a
  larger room. Read
  aloud or paraphrase
  the following:
  Three skylights
  illuminate this large,
  high chamber.The
  chamber has a pol-
  ished marble floor
  inlaid with a clever
  circular design.Five
  stone sconces for
  burning incense
  hang on each wall,
  and each sconce is
  carved to represent
  some fantastic or
  mythical creature.
  Chapter Two: Plunge Into Dream 13
  Dreamers in the Shallows
  Normally, those who sleep in the material world
  send dreamselves deep into Dream, where they
  have a greater or lesser ability to affect their
  surroundings. However, dreamers in the
  Shallows find that the environment is not nearly
  so accommodating. Dreamers (even lucid
  dreamers) in the Shallows cannot warp or alter
  the reality of a particular shallow, except in rare
  and special circumstances. (For that matter,
  those who physically enter the Shallows have
  no particular affinity for altering a shallow that
  has already been created and set.) Thus, dream-
  ers often find their time in the Shallows night-
  marish merely for its unyielding nature, even if
  they do not run across a dream predator or
  servitor of the Dark Plea.
  A physically present creature (as opposed to
  another dreamer or a dreamborn creature) can
  automatically awaken dreamers who wish to
  wake up. Giving the dreamer a gentle shake,
  encouraging words, or similar actions can
  accomplish this.
  
  A podium stands in the center of the chamber,affixed to
  the marble floor and occupying the center of the elaborate
  floor design.The sound of a child crying echoes very faint-
  ly in the room.
  Common visitors who had little in the way of money
  could come here to the Public Adyton and still feel as if they
  could find some real knowledge of what fate had in store for
  them. In exchange for just 10 gp (negotiable), a lesser sage
  (not one of the seven,
  but one of the several
  acolytes who also lived
  within the Oraculus)
  would manifest a target-
  ed version of precognition
  on the petitioner. The
  sages reserved true views
  into the future for those
  willing to pay far more,
  and the sages did not
  reveal such visions in
  this chamber, but in the
  True Adyton (area 21).
  Creature: The sound
  of crying comes from a
  dreamer from the mate-
  rial world who got
  caught here in the Public
  Adyton between the
  hunting phrensies† on either side. The dreamer, Shara, is a
  child of only 10 years, and she has the same dream every
  night. In it, she finds herself in a strange building (the
  Oraculus) where strange creatures hunt her (the phrensies)
  before they finally catch and end her. This terrible occurrence
  wakes her up instantly, screaming, but in worse shape each
  time due to the shallow’s sinister effect: She must make a
  Fortitude save (DC 15) or take 1 point of temporary
  Constitution damage upon waking.
  Shara,human child: hp 3, AC 8
  Development: Characters may take pity on the poor child,
  agree to kill all the “monsters” in the shallow (they may have
  done so already), and even try to send her dreamself back
  into the material world (in other words, wake her up). They
  can wake her up in a variety of ways: PCs could attempt to
  make an Intelligence check (DC 15) to come up with an
  acceptable (and safe) method; see the “Dreamers in the
  Shallows” sidebar on the previous page. Killing the phren-
  sies, comforting the child, and waking her up are, in sum,
  good for an ad hoc experience point award of 1,000 XP for
  the party.
  6. Rear Courtyard (EL 11)
  A set of wooden doors leads from the far side of the Public
  Adyton into the rear courtyard area. Read aloud or para-
  phrase the following:
  Clouds race above this unsheltered expanse of stone.
  Thunder grumbles in the damp distance,while wind 
  ruffles hair and loose clothing.No fence or railing along
  the exterior of the slab of cobbled stone separates an
  incautious visitor from what appears to be a limitless fall.
  The chunk of flat earth visible from this vantage is a
  bare section of stone,roughly 40 by 40 feet.This bare area
  contains three free-standing archways,each filled with a
  thin wall of opaque mist.Standing in the middle of the
  area is a hulking,coal-black humanoid with eyes empty of
  all but the surrounding sky.Its hands clutch the pommel
  of a massive greatsword.
  This area connects to three other sections of the splin-
  tered Oraculus; see areas 7, 8, and 9, below. However, travel-
  ers must first deal with the guard.
  Creature: A specially constructed dreamborn creature,
  called a reflexion†, stands here guarding access to other sec-
  tions of the sundered Oraculus.Pherecyde the sage set it here;
  she claimed the section of the Oraculus referred to as the Fire
  Temple (area 11).However,this reflexion of a fire giant is not
  communicative.It has been given a single task:Allow no one
  passage through any of the three archways.It takes no notice
  of any other activity (though it defends itself vigorously),and
  it does not answer even the simplest questions. If a creature
  attempts to enter any of the archways, it attacks.
  Fire Giant Reflexion:hp 142; see Chapter Six: Psionic Monsters
  Development:Thales indicates that the fire giant looks
  like the work of one of his fellow sages,Pherecyde,though its
  quality is far higher than he has ever seen her achieve before.
  Thales attributes it to the woman’s newfound insanity.
  Thales doesn’t know which archway to take. He indicates
  that the substance of the Shallows mediated the splintering
  of the Oraculus, which means the substance also created
  connections between pieces that were before a seamless
  whole. The PCs’ guess about which arch leads to what piece
  of Oraculus is as good as his, he says.
  7. Courtyard–Pale Shallow Link
  This archway instantly transfers those who step through it
  between areas 6 and 10.
  8. Courtyard–Fire Temple Link
  This archway instantly transfers those who step through it
  between areas 6 and 11.
  Hyperconscious: Explorations in Psionics
  14
  Splinters of the Oraculus
  Originally, the Oraculus was a larger place. With
  the manner of its destruction, though, splinters
  of the original Oraculus broke away into the
  Shallows, and now stable links are the only sure
  means of getting to the other parts. Each sec-
  tion beyond area 6 is an individual shallow that
  contains a dream-interpreted section of the
  original Oraculus. As a result, these pieces may
  bear no resemblance at all to the original piece
  of the Oraculus. Thales, or any other sage who
  enters an area that is not of his or her own
  molding, may find the area completely unlike its
  original form. The new form can provide a clue
  as to the nature of the sage who controls it.
  
  9. Courtyard–Flume Link
  This archway instantly transfers those who step through it
  between areas 6 and 12. Some instability exists in this link-
  age, however; every third person that steps through this link
  steps out of the archway in area 18 instead of area 12.
  10. The Pale Shallow (EL 7)
  Once the PCs step through the link, they see the following:
  A barren,colorless plain of grey ash stretches away as
  far as sight extends in all directions.So,too,is the sky 
  colorless and pale—merely a lighter color grey than the
  ashen ground.A single archway stands nearby;a thin wall
  of opaque mist fills it—again,no color.No color,that is,
  but for a single crimson speck just visible in the distance.
  If the characters check themselves, they discover their
  clothes, skin, and possessions have no color at all—they
  have entered a realm of black and white, with one glaring
  exception, which lies farther out on the plain.
  Should the characters approach the speck of red they see
  in the distance, they finally discover its true nature when
  they stand within two miles of it:
  A body lies spread-eagled on the colorless ashen plain.His
  clothes,his skin,even his possessions—all are mere shades
  of grey.This makes the pool of blood suffusing the sand all
  the more shocking in its crimson vigor.The red,here in this
  colorless realm,almost wounds the eye with its contrast.
  Not too far from the body are two more free-standing
  stone arches,their interiors opaque with mist.
  Thales (if still with the party) shakes his head, saying,
  “Solon has finally found his end in the Shallows.” Thales
  explains that Solon was one of the Seven Sages. Obviously,
  something here got to him. The characters can freely search
  Solon (see “Development,” below), though before the search
  is complete, a predator arrives.
  Creature: A hungry dreamer† phases into existence as
  part of a move action. It is bone white except for a red mouth
  and tendrils tipped with Solon’s red blood. The dreamer now
  hungers for more dreams. Remember that in the Shallows a
  dreamborn creature doesn’t appear out of focus, but all too
  real (see “The Dreamborn Subtype” in Chapter Six).
  Hungry Dreamer: hp 44; see Chapter Six: Psionic Monsters
  Tactics: After successfully stealing 1d4 dreams, the hungry
  dreamer disengages and attempts to use its dream travel
  psionic power to flee.
  Development: If the characters search Solon’s body, they
  discover the items listed below under “Treasure.” They also
  discover a scroll case in which a message is scrawled on
  parchment. The message reads as follows:
  “Thales is in thrall to a dark power! If he succeeds in
  reuniting the Oraculus and pushes it back into reality,
  then all our nightmares shall be released.Thales must be
  killed.KILLED! I’ve hired some agents—but if he finds me
  here in this dreamspace,I’ll kill him myself.THALES
  MUST BE SLAIN!”
  Thales points to the message to prove his point about
  how his brother and sister sages had been rendered insane
  in the blast that splintered the Oraculus. However, a worried
  expression crosses his face when he reads or hears about the
  “agents” Solon supposedly hired to come after him. Thales
  doesn’t wish to speculate on what that might mean, but he
  does squint at the characters suspiciously for a few minutes.
  Treasure: Solon’s body contains the following equipment:
  cognizance crystal (3 power points), dorje of energy current,
  power stone of energy missile, and a third eye guardian† (a
  dreamgift item described in Chapter Five: Psionic Items).
  Around Solon’s neck is a necklace on which is strung the
  sign of an eye. Thales claims this is Solon’s token. The char-
  acters must retrieve it to access the True Adyton.
  Solon’s Agents (EL 9)
  Solon wasn’t so mad that he merely imagined hiring agents.
  In fact, he hired a small team of killers to track down Thales
  and slay him, wherever Thales traveled, even if it required
  that the team follow Thales into the Shallows. That team has
  been tracking Thales for the last month and had been on the
  Chapter Two: Plunge Into Dream 15
  
  cusp of attacking him when Thales and the characters
  entered the crater. The contract on Thales’ life includes any
  of his associates, so the characters are now on the hook,
  even if Thales no longer accompanies them. Solon’s agents
  are Kip, a male halfling rogue; Kindle, a female elan kineti-
  cist; and their leader, Dolor, a male human quietus†.
  The DM should utilize Solon’s agents in this adventure to
  add some dynamic tension. Preferably, the assassination
  team comes upon the characters after they are already
  involved in another encounter. For instance, a perfect oppor-
  tunity to throw the killers at the party is right after they’ve
  dealt with the initial encounter in the Fire Temple shallow
  (area 11). The killers may peek in, assess the situation, and
  retreat, possibly making themselves seen only by PCs who
  have good Spot checks. The murderers then attack later, after
  spying on the characters for a bit to gain some sense of their
  strength. This allows the characters’ tensions to build some-
  what before the first full-blown encounter with the team.
  Kip,Male Halfling Rogue 5:CR 5; Small humanoid; HD 5d6+5;
  hp 25; Init +8; Speed 20 feet; AC 20, touch 15, flat-footed
  15; Base Attack +3; Grapple –1; Attack +5 melee
  (1d4/19–20, masterwork dagger) or +9 ranged (1d4/×3,
  masterwork shortbow); Full Attack +5 melee (1d4/19–20,
  masterwork dagger) or +9 ranged (1d4/×3, masterwork
  shortbow); SA Sneak attack +3d6; SQ Evasion, halfling
  traits (figured in where appropriate), trap sense +1,
  trapfinding, uncanny dodge; AL NE; SV Fort +4, Ref +10,
  Will +3; Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 10
  Skills and Feats: Appraise +10, Balance +6, Climb +6,
  Disable Device +10, Hide +20, Jump +4, Listen +10, Move
  Silently +14, Open Lock +12, Search +10, Spot +8, Tumble
  +12, Use Magic Device +6; Improved Initiative, Shield
  Proficiency
  Possessions: +1 leather armor, masterwork buckler, master-
  work dagger, masterwork shortbow, 10 normal arrows,
  10 cold iron arrows, 10 silvered arrows, +1 cloak of resist-
  ance, 4 potions of cure light wounds, 2 potions of cat’s grace,
  masterwork thieves’ tools
  Evasion (Ex): Against an attack that allows a Reflex save for
  half damage, Kip takes no damage on a successful save and
  full damage on a failed save.
  Trap Sense (Ex): Kip has an intuitive sense that alerts him to
  danger from traps, giving him a +1 bonus on Reflex saves
  made to avoid traps and a +1 dodge bonus to Armor Class
  against attacks made by traps.
  Trapfinding: Kip can use the Search skill to find traps with
  Search DCs higher than 20.
  Uncanny Dodge (Ex): Kip can react to danger before his senses
  would normally allow him to even be aware of it.He retains
  his Dexterity bonus to Armor Class regardless of being
  caught flat-footed or struck by an invisible attacker.He still
  loses any Dexterity bonus to Armor Class if immobilized.
  Kindle,Female Elan Kineticist 5:CR 5; Medium humanoid;
  HD 5d4+5;hp 22;Init +2;Speed 30 feet;AC 13,touch 13,flat-
  footed 11;Base Attack +2;Grapple +2;Attack +2 melee (1d6,
  rapier) or +5 ranged touch (variable damage and effect,ray);
  Full Attack +2 melee (1d6,rapier) or +5 ranged touch (vari-
  able damage and effect, ray); SA Psionics; SQ Elan racial
  traits (see Expanded Psionics Handbook); AL N; SV Fort +3,
  Ref +4,Will +6;Str 10,Dex 14,Con 12,Int 18,Wis 13,Cha 6
  Skills and Feats: Autohypnosis +7, Concentration +9, Listen
  +1, Knowledge (psionics) +12, Psicraft +12, Search +4, Spot
  +1; Empower Power, Latent Psi: Firestarter†, Psionic Talent,
  Weapon Focus (ray)
  Possessions: +1 ring of protection, rapier, +1 cloak of resistance,
  +2 headband of intellect, +1 cognizance crystal, potion of cure
  light wounds
  Kineticist Powers Known (5/4/2,DC 14 + power level,38
  power points): 1st—control object, energy ray, force screen,
  inertial armor, offensive prescience; 2nd—biofeedback, control
  air, energy adaptation, psionic knock; 3rd—energy cone, 
  telekinetic force
  Dolor,Male Human Telepath 5/Quietus† 3:CR 8; Medium
  humanoid ; HD 5d4+5 + 3d6+3 +12; hp 49; Init +2;
  Speed 30 feet;AC 13,touch 12,flat-footed 11;Base Attack +4;
  Grapple+4; Attack +4 melee (1d6, staff); Full Attack +4
  melee (1d6, staff); SA Crisis of breath, psionics, savage mind
  thrust +1d6; AL LE; SV Fort +4, Ref +7, Will +7; Str 11,
  Dex 15, Con 13, Int 19, Wis 12, Cha 11
  Skills and Feats:Autohypnosis +7, Concentration +10,
  Disguise +5, Gather Information +5, Hide +6, Listen +6,
  Knowledge (psionics) +12, Psicraft +8, Search +4, Spot +7;
  Latent Psi: Vicious Mind†, Overchannel, Psionic Body (fig-
  ured into hit points), Psionic Meditation, Quicken Power
  Possessions: +1 ring of protection, staff, +1 cloak of resistance,
  dorje of mind thrust (manifester level 5th), psionatrix of
  telepathy (figured into save DC above)
  Crisis of Breath (Ps): 1/day manifest crisis of breath as psi-like
  ability (DC 13). Manifester level 7th. The Difficulty Class is
  Charisma based.
  Savage Mind Thrust: Dolor’s mind thrust power deals some
  damage even if the target makes its saving throw;see the
  quietus prestige class ability in Chapter Eight.
  Telepath Powers Known (5/4/4/2,7th-level telepath,DC 15
  + power level;60 power points): 1st—call to mind, inertial
  armor, mind link, mind thrust, psionic charm; 2nd—aversion,
  brain lock, psionic suggestion, read thoughts; 3rd—body 
  adjustment, false sensory input, hostile empathic transfer, 
  mind trap; 4th—psionic dominate†, schism
  Hyperconscious: Explorations in Psionics
  16
  
  11. Fire Temple (EL Varies)
  Read or paraphrase the following when the characters first
  enter this space from one of the dream links:
  This rough-cut cavern is akin to being inside a gargan-
  tuan piece of cored charcoal.The glints and highlights of a
  distant fire play off the black stone walls,promising a
  great bonfire somewhere ahead.
  11a. Fire Temple Court (EL 7)
  Read or paraphrase the following when characters get a view
  of the main chamber with the bonfire:
  A stupendous bonfire dominates this large cavern.The
  flames apparently roar up from a cleft in the dark rocky
  floor,and the heat is a presence that seems just shy of
  crisping your hair.Next to the rift stands a black marble
  building with no openings except for a wide orifice direct-
  ly facing the fire.
  The flaming cleft (11b) and the building (11c) are manifes-
  tations of the sage Pherecyde’s dream. Seeing destruction,
  she sought to seal herself in a small realm of fire and
  warmth. Pherecyde reclines in the building (11c), but other
  creatures monitor the main area against intruders.
  Creatures: Should any creature openly enter the court,
  three flamebrother salamander reflexions† leap from the cleft
  (11b) and attack. The flamebrother reflexions are dream con-
  structions, but evil drives them no less than it does living
  flamebrothers.
  Flamebrother Salamander Reflexions (3): hp 26; see Chapter
  Six: Psionic Monsters
  Development: On the third round after a fight begins,
  Pherecyde emerges from 11c, along with one more flame-
  brother salamander reflexion. She calls for a pause to the
  fight (see “Development” under 11c, below, to hear what
  Pherecyde has to say), unless she sees Thales, in which case
  she joins in with a murderous intensity.
  11b. Flaming Cleft
  Fire roars up from this cleft in the black stone as if from
  up the throat of a never-tiring dragon.
  Much like the crater described in Part Three of Chapter
  One, this rift serves as another interface with the corporeal
  world; however, this rift opens directly into the Elemental
  Plane of Fire. Pherecyde uses it to bolster her own reflexion
  creation—she has a predilection for fire.
  On the other side of this interface (in the Elemental Plane
  of Fire), the rift looks far smaller (it measures 3 feet across).
  It punctures a large piece of coal that is one of many in a
  great brazier somewhere deep in the City of Brass. Those
  who make this traversal had best be immune to fire and will-
  ing to play hide and seek with belligerent efreet. (The rules
  for such an expedition are in the DM’s hands; see the DMG
  and MM, respectively.)
  11c. Temple of Fire (EL 8)
  Note that the scene below is evident only if the characters
  haven’t drawn Pherecyde’s attention already by having a fight
  in the main area of the chamber (11a) against the flame-
  brothers who guard it.
  Heavy blankets swaddle this room, and the heat from
  four different stoves, along with the opening to the
  burning cleft and perhaps a hundred lit candles, makes it
  even more stifling. The center of the chamber somewhat
  resembles a blacksmith’s shop. It holds a table on which
  Chapter Two: Plunge Into Dream 17
  
  various tools and implements are set, including various
  hammers, tongs, and hard-to-identify paraphernalia. A
  woman wrapped in heavy blankets works away at what
  appears to be an unfinished sculpture of a red-hued
  creature whose form is half-man, half-serpent.
  Creatures:Pherecyde labors here, rarely leaving—she
  sends her salamander reflexions after items that she most
  desperately needs, such as food. Otherwise, she contentedly
  labors away and attempts to fashion an army of reflexions
  (see “Development”). She isn’t instantly hostile, unless she
  sees Thales, in which case she attacks.
  Pherecyde,Female Human Seer 5/Dreamwright† 3:CR 8;
  Medium humanoid; HD 5d4 + 3d4+3; hp 25; Init +2; Speed
  30 feet; AC 12, touch 12, flat-footed 10; Base Attack +3;
  Grapple +3; Attack +3 melee (1d6, staff); Full Attack +3
  melee (1d6, staff); SA Psionics; SQ Call reflexion, superior
  reflexion; AL N; SV Fort +3, Ref +4, Will +6; Str 10, Dex 14,
  Con 11, Int 18, Wis 12, Cha 10
  Skills and Feats: Autohypnosis +7, Concentration +13, Craft
  (dream interpretation) +12, Knowledge (history) +7,
  Knowledge (psionics) +15, Knowledge (the planes) +7,
  Listen +1, Psicraft +12, Search +4, Spot +1, Use Psionic
  Device +2; Craft DreamgiftB†, Empower Power, Lucid
  Dreaming†, Penetrating Power†, Psionic Talent,
  Toughness
  Possessions: Ring of the frozen heart†, +3 cognition crystal, 
  4 +4 shards, potion of cure light wounds
  Call Reflexion (Ps): Dreamwrights can create reflexions†
  Superior Reflexion (Ps): Dreamwrights can upgrade reflex-
  ions that they’ve created; see the dreamwright prestige
  class in Chapter Eight.
  Seer Powers Known (5/4/4/2,7th-level seer,DC 15 + power
  level;63 power points): 1st—attraction, deceleration, force
  screen, precognition, psionic daze; 2nd—cloud mind, id 
  insinuation, sensitivity to psychic impressions, share pain; 3rd—
  energy burst, fate link, mental barrier, time hop;4th—personality
  parasite, remote viewing
  Flamebrother Salamander Reflexion (1): hp 26; see Chapter
  Six: Psionic Monsters
  Tactics: Pherecyde always uses her share pain power on a
  nearby reflexion of her own creation. She also enjoys using
  id insinuation or, against a group, energy burst.
  Development: Pherecyde believes that the destruction of
  the Oraculus has driven most of her fellow sages mad.
  Nothing can get her to believe otherwise. She has heard the
  flaming cleft speak, and it commanded the death of all her
  fellow sages. Thus, she seeks to build an army of reflexions
  bred for a single purpose: Murdering sages. However, if she
  doesn’t see the characters in the company of Thales (or
  another sage), and the characters do not advertise the
  patronage of any other sage, they may change her attitude.
  Pherecyde initially begins with an unfriendly attitude if the
  characters take care to show no affiliation with any sage;
  otherwise, her attitude can’t be shifted from hostile in this
  circumstance. If the characters succeed at a Diplomacy check
  (DC 25) to change her attitude to friendly, she talks to them
  and even aids them.
  A friendly Pherecyde is still a little mad-eyed and breath-
  less. She tells the characters of her plan to create an army
  of reflexions that, when fully assembled, she wants to use
  to hunt down all former members of the Seven Sages. She
  truly believes that each sage is in the thrall of some terrible
  dream entity that hopes to enter the waking world perma-
  nently. Of course, she is half right, though she herself is
  “infected” because she wears her own dreamgift item (ring
  of the frozen heart†). If the PCs broach the subject, she
  doesn’t believe (her dreamgift won’t let her believe) that
  Hyperconscious: Explorations in Psionics
  18
  
  the same power responsible for allowing the sages to build
  dreamgifts could be the entity that she fears—she laughs
  off such fears as ridiculous. If the characters indicate that
  they, themselves, seek to eradicate all the other sages, she
  offers to join them, along with one of her flamebrother
  reflexions—so she can “scout out” the positions of her
  enemies.
  Treasure: Along with her standard implements and
  tools that one can find in any artificer’s shop, Pherecyde
  has hidden one minor dreamseed†, which allows her to
  exceed the Hit Dice limit on the reflexions she creates.
  She also keeps a box with 100 pieces of incense worth 10
  gp apiece.
  Around Pherecyde’s neck is a necklace on which is strung
  the sign of an open palm. This is Pherecyde’s token. The
  characters must retrieve it to access the True Adyton.
  12. Flume
  After the characters use the dream link, they show up in
  area 12a, which a sage named Cleobulus originally con-
  trolled.
  12a. Flume (EL Varies)
  Read or paraphrase the following when the characters first
  enter this space:
  A stench overpowers all other senses.This 7-foot-diam-
  eter,sickly grey-pink tunnel is uncomfortably close,and it
  slowly pulses in some sort of terrible peristaltic process.
  The tunnel walls are soft and yielding.The bottom foot of
  the tunnel runs with a milky liquid in which bits of char-
  nel,filth,and other oddments float.
  The sage Cleobulus originally formed the Flume as a
  dream of cleansing, but in the Shallows, it became a mental
  sewer, where all the mind’s worst elements fester, rot, and
  run in useless circles without ever finding release. Cleobulus
  called this shallow into existence, but it does not have the
  qualities he had desired: He had wanted it to ease the night-
  mares that assailed him when the Oraculus first splintered.
  Since that time, Cleobulus’ mental state and form have dete-
  riorated beyond recall.
  Development: Any other sage who accompanies the char-
  acters knows that this failed dream was Cleobulus’ dream
  Chapter Two: Plunge Into Dream 19
  
  gone horribly bad. Now he or she believes Cleobulus is
  insane and dangerous. (Of course, most of the sages believe
  that of each of their former fellows.)
  12b. Milkpool (EL 7)
  After heading down the tunnel from 12a, the characters see
  the following:
  A blisterlike chamber interrupts the tunnel.The same
  milky fluid that runs in the tunnels covers this floor,but
  the odor seems less oppressive here.A haze hangs over the
  fluid in this chamber.
  Like a disembodied liver, this chamber served as one of
  Cleobulus’ attempts to clean the filth that flows in this
  dream. While only a marginally successful filter, it certainly
  poses a danger to more than just filth.
  Creature: An albino black pudding floats in this chamber,
  though its coloration makes it difficult for characters to dis-
  cern it from the fluid on which it feeds.
  Black Pudding,Albino (Dreamborn): hp 115; AC 3 (20% miss
  chance); see MM
  Tactics: Call for Spot checks (DC 20) by any character
  who comes to within 10 feet of the edge of the pudding. If
  successful, the character notices that something is not quite
  right as the milky pudding shudders up from the pool to
  attack, using its 10-foot reach to best advantage. Characters
  who make the Spot check can participate in the surprise
  round.
  Treasure: Hidden by the muck in the bottom of the pool
  where the milky pudding “laired” is an accumulation of
  stone detritus that the creature’s acid could not break down.
  Lying within the morass is a +2 wounding longsword carved of
  a ductile stone that gives it the same qualities as metal.
  Words written in Elvish on the blade name it “Stonewand.”
  12c. Drain
  Some time after leaving 12b, the characters see the following:
  Dozens of slowly pulsing tunnels,most only a few feet
  in diameter,feed milky fluid into this chamber.A
  whirlpool in the center of the chamber constantly drains
  the excess fluid away to some lower,unseen destination.
  The drain measures about 5 feet in diameter, large enough
  for even a Large creature to squeeze down. However, the
  sides of the drain are smooth, slimy, and difficult to climb,
  especially since climbers must climb while submerged and
  battered by the draining fluid. But, those who wish to find
  Cleobulus must make the descent.
  Climbing Down the Drain: Climbers must hold their
  breath for the duration of the climb. The drain is 100 feet
  deep, and those using the Climb skill normally move at only
  one quarter their normal speed per round (unless they
  attempt to move at half their speed and accept a –5 penalty
  on their Climb checks). This means the average creature with
  a 30 speed takes 13 rounds to descend the shaft (this assum-
  ing the creature can make Climb checks normally). Those
  who attempt to go faster can do it in 7 rounds. In the former
  case, those holding their breath may risk drowning (see
  “Drowning” in Chapter Eight: Glossary of the DMG).
  The Climb DC for free-climbing the drain is 30. The
  Climb DC for a rope-assisted climb is 10, or for a knotted
  rope, 5. (These values include an additional –5 penalty for
  climbing while in the torrent of the milky fluid draining
  down the passage.)
  12d. Nadir of Thought
  A torrent of milky white fluid pours from a vent in the
  ceiling into this chamber.The air here is noticeably
  warmer and unpleasantly humid.A greenish mucous coats
  the curved,otherwise pinkish walls of this chamber,as
  well as the tunnel that leads away.The ubiquitous fluid
  drains away down the tunnel,burbling and gurgling.
  12e. Dead Dreams
  After climbing down the drain, the characters see the follow-
  ing sight:
  The fluid is diverted around a slender projection in the
  floor.Lying scattered upon the dry pink surface are
  humanoid skeletons,each slicked with the green mucous
  that coats and dries on the walls.
  These physical bodies come from dreamers who fell into
  this shallow. When the Flume captured their dreamselves,
  their physical bodies were drawn right through into the shal-
  low. Then Cleobulus, who needs untainted dreams to retain
  his own form, fed upon them.
  Development: No other sages know the low to which
  Cleobulus sank when he isolated himself here in his horrible
  shallow. But should any sages now accompany the party,
  they do not like the look of things and seem a bit frightened
  by the mucous-coated bodies. They say, “It portends a great
  change in Cleobulus—he has become an eater of more than
  just dreams.”
  Hyperconscious: Explorations in Psionics
  20
  
  12f. Dreams Are Meat (EL 9)
  The pulsing tunnel opens into a wide and high cham-
  ber.A sickly emerald light from a pustule rooted in the
  ceiling above reveals another wide island free of the milky
  fluid,which drains away down slender tubes on the cham-
  ber’s periphery.The island is a smooth black expanse of
  obsidian that seems out of place in this moist,organic
  environment—like a foreign body lodged in a living 
  creature.It serves as the source of the infection of this
  shallow.Complex sigils and signs are scribed all across
  the surface of the stone—equations,words,runes,and
  pictograms running into each other and garbling whatever
  sense each alone might have contained.Lying dead upon
  the slab are more humanoid corpses,which are skeletal
  and slicked with fresh green mucous.
  Cleobulus procured this enigmatic stone from a dream on
  the very edge of the Shallows. Seeking to find comprehen-
  sion in its mad scribbles, he only ended up ripping three
  psychoses from himself, each of which took on an all-too-
  real form. Gleefully, they turned on Cleobulus and consumed
  him; one of the mucous-coated skeletons is his.
  Creatures: All that remains of Cleobulus are three of his
  most virulent psychoses given flesh.The three phthisics,as
  they are called,are Oblivion,Angst,and Hunger.They lurk in
  this chamber most often,though they sometimes head off
  into wider dreams (both in the Shallows and in Dream) seek-
  ing dreamselves they can grab and bring back to feed upon.
  Other times,they go directly into the waking world by way of
  the crater,if they can slip by the fire giant reflexion† guarding
  the way.
  The three phthisics rise to the surface of the milky fluid
  at the edges of the dark stone after a few rounds of activity
  in the chamber—they are always hungry. They each look
  somewhat similar to each other, and each wears some bits
  of Cleobulus’ garments and clothing. Angst wears the
  token.
  Oblivion,Angst,and Hunger (Phthisics) (3): hp 57 each; see
  Chapter Eight: Monsters in the Expanded Psionics Handbook
  Development: The black stone with the various strange
  marks is cast off from a dream of a wyrm amethyst dragon
  that sleeps away the centuries in some lost lair of the materi-
  al world. The stone, if deciphered (requiring three successful
  Knowledge [psionics] checks [DC 30] in a row; each check
  comes only after a week of steady research), provides enough
  information to locate the lair and a way to access the hoard
  and the sleeping dragon.
  Treasure: Various oddments are hidden below the edge of
  the onyx stone, including some of Cleobulus’ wealth: 942 gp
  in a rusted iron chest, an emerald worth 400 gp, and the
  slumbering heart†.
  Around Angst’s neck is a necklace on which is strung the
  sign of a fractured sphere. This is Cleobulus’ token; the char-
  acters must retrieve it to access the True Adyton. On
  Hunger’s finger is the ring of electrocution†, Cleobulus’
  dreamgift.
  13. Pale Shallow–Wild Fields Link
  This archway instantly transfers those who step through it
  between areas 10 and 17.
  14. Pale Shallow–Fire Temple Link
  This archway instantly transfers those who step through it
  between areas 10 and 11.
  15. Fire Temple–Flume Link
  This archway instantly transfers those who step through it
  between areas 11 and 12.
  16. Flume–City Link
  This archway instantly transfers those who step through it
  between areas 12 and 18.
  17. Wild Fields
  The sage Chilon lives within the Wild Fields shallow, where
  he does his best to keep himself safe.
  Chapter Two: Plunge Into Dream 21
  
  17a. Arrival Point (EL 10)
  Read or paraphrase the following when characters first enter
  this space from one of the dream links:
  A wide,rolling plain of grass stretches in all directions
  but one,where the edges of a watery,primeval marsh
  begin.A simple one-story house with an adjacent stable
  stands at the edge of the marsh.Across the plains,a herd
  of buffalo passes,making a sound like distant thunder.
  Unless the characters take special pains to sneak through
  one of the links leading to this shallow, creatures lurking at
  the edge of the nearby marsh smell the newcomers and
  launch an attack.
  Creatures: Twelve phrenic soldiers (giant ant soldiers
  with the phrenic template from the Expanded Psionics
  Handbook) burst from the cover of the tall grasses, intent on
  bringing fresh food back for the queen and workers that nest
  farther back in the swamp. Normally, the phrenic template is
  not compatible with mindless creatures; however, the dream-
  born subtype these vermin also possess (see Chapter Six:
  Psionic Monsters) mixes up the normal rules of reality in the
  Shallows.
  Phrenic Soldier Giant Ants (12): CR 3; Medium vermin (dream-
  born, psionic); HD 2d8+2; hp 11; Init +0; Speed 50 feet,
  climb 20 feet; AC* 18 (20% miss chance), touch 11, flat-
  footed 17; Base Attack +1; Grapple +3; Attack +3 melee
  (2d4+3, bite); Full Attack +3 melee (2d4+3, bite); SA Acid
  sting, improved grab, psi-like abilities; SQ Naturally psion-
  ic (1 power point), power resistance 12, scent; SV* Fort +5,
  Ref +1, Will +3; Str 14, Dex 10, Con 13, Int —, Wis 15,
  Cha 15
  * Presumes +1 bonus to Armor Class and saves for active
  defensive precognition
  Skills and Feats: Climb +10; TrackB
  Psi-Like Abilities:3/day—defensive precognition (+1 insight
  bonus); 1/day—force screen (+4 to AC for two minutes).
  Manifester level 2nd. The save Difficulty Classes are
  Charisma based.
  Tactics: From cover, all the ants activate their defensive
  precognition before attacking. Then, half of the phrenic sol-
  diers move (charge if possible) and attack immediately. The
  other half move, then spend a standard action activating
  their force screen psi-like ability to increase their AC to 22,
  touch 11, flat-footed 21. After that, they join in on the
  attack. The phrenic soldiers break from cover across the
  wide line of the marsh edge, so grouping is minimal at
  first.
  Development: On the third round of combat, Chilon the
  sage emerges from the stable (17d) astride his armored
  bayard†. He attacks the phrenic soldiers, helping the charac-
  ters in the fight, even if Thales or another sage accompanies
  the party. He calls out, “Ho, dreamers, I am here to help!” If
  attacked (a possibility if one of the crazier sages accompa-
  nies the party), he turns his attention to defending himself.
  Once the combat concludes, the PCs can speak with
  Chilon. See area 17d for Chilon’s perspective.
  17b. Chilon’s Front Room 
  If the characters enter through the external or internal
  wooden door leading to area 17b, read aloud or paraphrase
  the following:
  A large stone fireplace on one wall dominates the com-
  fortable living space.Wood carvings of small creatures of
  the plains,including hares,jackals,and wolves,surround a
  single chair.Besides the comfortable chair,the side of the
  room opposite the door holds a small table,an indoor
  sink,pots and pans,and other cooking implements neatly
  stacked and clean.
  Chilon spends a lot of time sitting in the large chair look-
  ing out the window at the rolling plains, and carving wood.
  17c. Chilon’s Back Room (EL 8)
  Both an external and internal wooden door lead to area 17c.
  Read aloud or paraphrase the following once the PCs enter
  the area:
  A grand and comfortable bed seems out of place in this
  rough-hewed home.But,then again,it is all a fabrication
  of the mind.
  A Search check (DC 23) reveals a hidden trap door in the
  floor. The trap door opens to reveal a slender ladder that
  plunges 20 feet into a rock-sided vault. The vault contains a
  trapped and locked steel-door wall-safe (DC 28 to open
  lock). Inside is Chilon’s token (a silhouette of a leaping
  hare); Chilon’s dreamgift given him by Thales—which he
  has wisely put aside because he didn’t trust its providence—
  the ring of fiery torment†; and a trove of platinum in a flat
  metal box (300 pp in all).
  Scything Blade Trap: CR 8; mechanical; touch trigger; manual
  reset; Attack +16 melee (2d4+8 plus poison, scythe); poi-
  son (DC 20 Fortitude save resists, 1d6 Con/2d6 Con);
  Search DC 24; Disable Device DC 19
  Hyperconscious: Explorations in Psionics
  22
  
  17d. Stable (EL 8)
  The stable stands open to the area, though Chilon can close
  off its internal stalls by pulling the stall doors closed:
  This stable contains two wide stalls,but one is obvious-
  ly used for tack and feed.Strangely shaped saddles,leather
  straps,buckles,equipment for mucking out the stalls,and
  other mundane equipment hang neatly on the side walls.
  Creatures:Characters who get into this shallow without
  gaining the attention of the phrenic ants, described in 17a
  find Chilon here, attending to his bayard†.
  Chilon,Male Human Psychic Warrior 5/Astral Dragoon† 3:CR 8;
  Medium humanoid;HD 5d8+10 + 3d10+6;hp 48;Init +1;
  Speed 20 feet (when not mounted on bayard);AC 23,touch 11,
  flat-footed 23;Base Attack +6;Grapple +9;Attack +12 melee
  (1d10+6/19–20/×2,+2 bastard sword) or +7 ranged (1d8,light
  crossbow);Full Attack +12/+7 melee (1d10+6/19–20/×2,+2
  bastard sword) or +7 ranged (1d8,light crossbow);SA Psionics;
  SQ Astral dragoon prestige class traits;SV Fort +9,Ref +3,
  Will +4; Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 8
  Skills and Feats: Concentration +10, Handle Animal +6, Ride
  +12; Combat Manifestation, Exotic Weapon Proficiency
  (bastard sword), Power Attack, Psionic Meditation,
  Psionic Weapon, Weapon Focus (bastard sword) (figured
  in), Weapon Specialization* (bastard sword) (figured in)
  * Chilon has this feat,normally inaccessible to him,due to the result of a
  reality revision power manifest by a previous patron.
  Possessions: +1 full plate, +1 heavy shield (mundane crystal),
  +2 bastard sword (mundane crystal)
  Coalesce Bayard (Su): Chilon has a bayard as a mount.
  Expert Rider (Ex): Chilon gains a competence bonus equal
  to his prestige class level on all Handle Animal and Ride
  checks associated with his bayard while he is mounted.
  Call Bayard (Su):Once per day Chilon can call a bayard if the
  old one is no more.
  Psychic Warrior Powers Known (3/3,6th-level psychic war-
  rior,save DC 12 + power level,17 power points): 1st—
  defensive precognition, empty mind, vigor; 2nd—body 
  adjustment, body purification, dissolving weapon
  Bayard Mount,Modified: hp 52; +1 bonus to attacks and
  saves; see Chapter Six: Psionic Monsters 
  Development: Chilon acts amenable but indifferent.That is,
  he is very agreeable on all counts,except he won’t actually agree
  to take a stand on any issue,especially concerning the Oraculus
  and the Seven Sages.As Chilon points out,“I’m retired from all
  that.Something is fishy with all these dreamgifts and Far Future
  messages.My job was to provide security for the Oraculus.And
  look—I’ve failed. The Oraculus is no more, and I’m retired.”
  He won’t defend his position in the face of any arguments
  the PCs or other sages in tow might make.
  If the characters can shift Chilon’s attitude from indiffer-
  ent to helpful (as per “Influence NPC Attitudes” in Chapter
  Four: Skills of the Player’s Handbook) Chilon will give the
  characters his Seer token, which he keeps safe in his back
  room (17c). The DM should be willing to grant clever PCs a
  bonus on the Diplomacy check of as much as +5 if they come
  up with particularly compelling arguments why Chilon
  should give over his token. Characters who beat the required
  DC by 5 (a DC of 35) may even convince Chilon to accompa-
  ny them to “get to the bottom of the situation.”
  18. The City
  The sage Biana exists, if that’s the word for what’s left of her,
  within the shallow known as the City.
  A sourceless,wan light illuminates a fantastic city.The City
  is an architectural masterpiece built on,around,and within
  an incredibly huge pyramid-shaped temple that serves as the
  City’s heart.The whole of the City is difficult to grasp due to
  its sheer size.Its complexity and beauty both attract and
  distract attention.A series of elevated towers,covered gal-
  leries,chambers,porches and courtyards on different levels
  linked by thousands of stairways makes up the huge temple.
  Intricate and beautiful relief carvings cover almost every edi-
  fice;they are complicated and symbolic of secrets lost to time.
  The highest and most prominent features of the City are five
  massive towers:four in the corners and one in the middle.
  Graduated tiers,one rising above the other,give the towers a
  conical shape.Near the top,rows of lotuses taper to a point.
  The overall profile of each tower imitates a lotus bud.And
  everywhere throng silent,faceless humanoid silhouettes.
  In her desire for the semblance of persistence and com-
  munity, Biana created the City. However, the buildings are
  but shells holding hollow interiors, and Biana populated the
  City with nothing but violent reflections of herself.
  The City doesn’t continue forever.In fact,despite the
  tremendous vista in the distance,characters find that they can
  never reach that location no matter how long they travel.When
  they reach any edge of The City map (see next page),they con-
  tinue forward on the opposite side of the map but in the same
  direction (though the characters do not experience any visual
  or physical consequence of this “wrap”).The City is,in truth,
  a collection of hollow buildings surrounded by the image of a
  much larger and grander metropolis.If the characters continue
  in one direction long enough,they likely become suspicious
  when they encounter the same area more than once.
  Chapter Two: Plunge Into Dream 23
  
  Creatures:The silhouettes are dire dreamselves†. On close
  inspection, they all resemble the same person: a woman with
  light hair pulled back in a pony tail, long, thin limbs, pale
  skin, a flowing skirt, and a draped blouse. Any other sage
  who accompanies the PCs can identify this as Biana. Unlike
  what might be expected from standard dire dreamselves, the
  thronging masses in the City do not immediately launch an
  all-out attack on newcomers. That is because they are devia-
  tions on the norm, created by Biana through use of her con-
  templation pearl† (see area 18d). Yet even these dire dream-
  selves defend themselves if attacked, and the nearest three
  dire dreamselves also join in on the following round.
  Dire Dreamselves (4):hp 41; see Chapter Six: Psionic Monsters
  Tactics: Any time a dire dreamself enters combat, it
  attempts to use psionic lion’s charge and strength of my enemy.
  If the characters fight with dreamselves after they’ve dealt
  with Biana, they face new waves of three dire dreamselves
  every 3 rounds (see area 18d) as the creatures lose their som-
  nolent thronging state of existence.
  The dire dreamselves are everywhere;they are always visible
  no matter where the characters wander in the City, whether
  they remain outside or enter a hollow building (unless the
  characters specifically close them out—but then the dire
  dreamselves attempt to burst through the dream walls of
  the buildings, which are none too strong).
  Development: All the structures use the walls of dream
  awakened dreamer† class ability.
  18a. City Square
  Allow the characters to absorb the information given to
  them when they first entered this shallow, then read aloud
  or paraphrase the following:
  Milling,faceless silhouettes wander freely through the
  wide city square,which is framed by towering buildings
  studded with blind windows.A fountain stands at the center
  of the square,clear water lapping gently within it.Inscribed
  symbols dot the lip of the fountain.Three arches filled with
  opaque mist are spaced equidistantly around the fountain.
  The symbols scribed on the edge of the basin are rendered
  in Common and read, “If I shed enough dreams, can I shed
  the taint growing in my brain?”
  Development: Those who succeed at a Listen check (DC
  18) hear a sound like wind blowing through eaves, faintly, in
  the direction of 18b. Those who succeed at a Spot check (DC
  15) note that while all the visible buildings seem a uniform
  grey, one of the structures is clearly blue—see area 18c.
  18b. Tower of Sighs
  When the PCs near the Tower of Sighs, read aloud or para-
  phrase the following:
  This tower reaches a height of five stories,one of the
  highest structures in the City,though it leans slightly.Its
  blind windows open brokenly to the vista,and the single
  door at its base gapes wide.From these openings,wind
  sighs and shudders.
  A pale disembodied light hangs at the center of this hol-
  low structure, which stands five stories high. This is the
  source of the sighing wind. This close, a character can dis-
  cern that the “wind” is in fact the sound of a woman crying.
  Woven into the sobs are whispered words and sentences:
  “Please!”; “The blackness grows!”; and “The Dark Plea has
  touched each of the Seven, even me!”
  Development: Dire dreamselves wander into and out of
  this open building. While they walk within it, their empty
  mouths move in conjunction with the sighing words emitted
  from the disembodied light.
  Hyperconscious: Explorations in Psionics
  24
  
  If any sage accompanies the PCs,he or she blanches (Spot
  check, DC 15, for a PC to notice). Except for Anacharsi and
  Chilon (who no longer suffer any Dark Plea taint), no sage
  decries the Dark Plea,though all have come to know its dark
  form lurking in the shape of things to come,and they fear it,
  despite the control the Dark Plea exerts through its dreamgifts.
  18c. Building of Blue
  As the characters near the building of blue, read aloud or
  paraphrase the following:
  Where the other buildings of this morose city are drab
  and grey,this structure has a pearl blue hue.It rises to a
  height of three stories.
  Inside this building stands an iridescent sculpture of a
  woman, apparently wracked with pain. Player characters may
  find it hard to look at the sculpture, since the woman seems
  to be in the process of splitting into three or more separate
  individuals, all of whom look identical. All of the individuals
  have wide staring eyes.
  Any creature that enters the room hears a single telepathic
  message: “With each semblance I cast off, my mind knows
  peace—but only until the blackness grows again.”
  Development: Any other sage who accompanies the
  characters immediately identifies Biana. The sage notes that
  she has apparently “gone ahead and done it”—with “it”
  meaning that she cut off her eyelids so that even in dream
  she can see reality.
  18d. Fountainhead (EL Varies)
  When the characters approach this ruined building, read
  aloud or paraphrase the following:
  Black silhouettes constantly pour from several holes in
  this building.The forms enter the area around you in a
  ceaseless stream that apparently has no end.
  The dire dreamselves emerging from this building do so
  in numbers approximating 12 per round. When they
  emerge, they scatter randomly into the cityscape by crossing
  into the “backdrop vista” that simply doesn’t exist for the
  characters.
  If the characters enter the building (by pushing past
  emerging dire dreamselves or breaking out a window), read
  or paraphrase the following:
  The hollow shell of this building is the fountainhead for
  the shadow forms.A woman with one hand raised above
  her head floats transfixed just a few feet off the floor.She
  rigidly clutches something that strobes twice a second
  with electric blue light.A veritable river of dire dream-
  selves pour off her. This flood of silhouette replicas dis-
  charge from the unmoving woman’s body like ebony ter-
  mites fleeing a burning piece of wood.The woman’s eyes,
  shorn of their lids,are wide and staring.Blood continues
  to seep down both her cheeks,and her face strains with an
  unrelenting rictus of pain.
  The woman is the sage Biana, and her inability to see the
  source of the taint on her mind has led to this final terrible
  event. She is now no more than a shell, and she serves as a
  source for an unending stream of terrible progeny. She
  sought to shed the black touch of the Dark Plea with each
  dire dreamself she created (an ability of her awakened
  dreamer† prestige class), but as long as she wore the
  dreamgift, the ring of screaming anguish†, the taint grew anew,
  always quicker than before. She decided that this was
  because the dire dreamselves she threw off were not long-
  lasting enough, and so she utilized the contemplation pearl†
  to give longer life to her dire dreamselves. But still the taint
  grew, even when she threw off multiple dreamselves. As time
  passed, she found herself throwing off dreamselves once per
  day, then once per hour, then once per minute ... until now
  finally she is locked into the process of creating dreamselves.
  The spawning process has taken over, and like all the build-
  ings of the City and the empty reflections of herself, her
  mind is blank and only the act of giving birth to the river of
  shadow supports her body.
  Development: If the characters remove the token from
  around Biana’s neck (a charm in the shape of the silhouette
  of Biana), they do not disturb the shell of Biana and the
  fountainhead of dire dreamselves. However, if they remove
  from her finger her dreamgift (ring of screaming anguish) or
  remove from her hand the contemplation pearl, the shell of
  the awakened dreamer collapses inward in a bloodless crum-
  pling, leaving nothing but dust, clothing, and equipment.
  Attacking the shell of Biana accomplishes the same result.
  If the characters destroy Biana’s shell, it forms no more
  dire dreamselves, and the contemplation pearl ceases its fre-
  netic pulse. But the dire dreamselves begin to lose their som-
  nolence and start attacking the player characters on the
  round following the collapse of the shell. The dire dream-
  selves attack in waves of three, with three more coming in to
  attack every 3 rounds. Essentially a limitless supply of these
  creatures exists in this shallow, so the plan that serves the
  characters best involves scooping up the token they need,
  along with any other bits of treasure they desire from the
  remaining equipment, and then running for one of the arch-
  way links at 18a.
  Chapter Two: Plunge Into Dream 25
  
  Treasure: Biana’s shell carries her token, the ring of
  screaming anguish†, the contemplation pearl, a box with 20
  sticks of incense each worth 20 gp, and a pouch holding
  54 pp.
  19. City–True Adyton Link
  This archway does not function unless someone carrying six
  of the seven tokens first opens it. (Remember, each of the
  Seven Sages carries a token.) Once a creature enters the link
  with the requisite number of tokens, the link remains open
  thereafter, functioning like all previous links.
  Once functioning, this archway instantly transfers those
  who step through it between areas 18 and 21.
  20. Wild Fields–True Adyton Link
  Once functioning (see area 19; this archway does not grant
  access until the prerequisites have been met), this archway
  instantly transfers those who step through it between areas
  17 and 21.
  21. True Adyton
  Once through the dream link, the characters find themselves
  in the place that Thales had hoped to reach: the True
  Adyton. Read aloud or paraphrase the following to give the
  characters an overview of the area:
  You are on a thick shard of earth falling through a sky
  void of light.Dim red lightning crackles and stutters
  across the black formlessness.A sharp,cold wind tugs and
  pulls toward the rough precipice on three sides.
  21a. True Adyton Courtyard
  After the characters absorb the impact of the area around
  them and seek to move about, read aloud or paraphrase the
  following:
  You stand on a bare section of stone,roughly 25 by 40
  feet,and no handrails protect an unwise viewer from tum-
  bling into the void around you.This bare area is empty but
  for the two free-standing archways;a thin wall of opaque
  mist fills each one.
  At the back of this courtyard is a discolored marble
  wall,like the side of some classical and grand structure.
  Double doors of decoratively carved wood stand slightly
  ajar in the center of the walls.
  This is the last recognizable section of the original
  Oraculus, and the double doors lead into the True Adyton,
  area 21b.
  Creatures: A psicrystal that sits propping open the double
  doors suddenly lights up should any creature come through
  either of the links. It is Anacharsi’s psicrystal, and it immedi-
  ately warns her of intruders. Using its flight ability, it flits
  back fully into area 21b, ready to aid Anacharsi.
  21b. Over the Abyss (EL Varies)
  This marble building that was once whole has shat-
  tered,leaving the far wall a gaping cavity that looks out
  over a terrible emptiness.A lip of stable rock reaches out
  over the void,which swirls and sucks below the floating
  island of rock like an abyss of possibility.The lip of rock
  contains a solid chunk of marble,to which a great tome is
  shackled.A vigilant woman in a white cloak stands before
  the marble podium.
  The characters have found the inner core of the original
  Oraculus, and it stands exposed to the feral gaze of the Far
  Future. The presence of the Dark Plea’s long reach is visible
  as the whirling vacuity below, which Anacharsi has come to
  call the Abyss of Possibility.
  Hyperconscious: Explorations in Psionics
  26
  
  Creatures:And thus the characters discover Anacharsi,
  the last of the Seven Sages.
  Thales (or any of the other tainted sages accompanying
  the party), screams with rage upon seeing Anacharsi, saying,
  “Finally we find the ultimate traitor—she who holds the
  Oraculus hostage to her own mad schemes!”
  If Anacharsi sees that Thales or another of the tainted
  sages accompanies the characters, she calls out, “Hold!
  Will you hear the truth, or will you instead continue to lis-
  ten to one whose mind is fully in the grasp of the Dark
  Plea?”
  Anacharsi Female Human Seer 9:CR 9; Medium humanoid;
  HD 9d4+9 (+14 for Psionic Body, +3 for Toughness);
  hp 50; Init +3; Speed 30 feet; AC 22 (assumes inertial
  armor active), touch 14, flat-footed 19; Base Attack +4;
  Grapple +4; Attack +4 melee (1d6, staff); Full Attack +4
  melee (1d6, staff); SA Psionics; SV Fort +6, Ref +8,
  Will +10; Str 10, Dex 16, Con 12, Int 19, Wis 13, Cha 8
  Skills and Feats: Concentration +13, Craft (dream interpreta-
  tion) +16, Knowledge (psionics) +16, Knowledge (the
  planes) +10, Listen +3, Psicraft +16, Spot +3; Empower
  Power, Lucid Dreaming† (figured into Will save), Psicrystal
  Affinity, Psionic Body, Psionic Meditation, Psionic Talent,
  Toughness
  Possessions: +2 mithral buckler, +1 ring of protection, +1 amulet
  of natural armor, staff, 2 psionic tattoos of body adjustment
  (manifester level 1st), psionic tattoo of inertial armor, dorje
  ego whip (manifester level 5th), +2 cloak of resistance, 
  +2 bracers of health, 5 power stones of hand of isolation†,
  5 power stones of morality of isolation†
  Seer Powers Known (5/4/4/4/2,DC 14 + power level,92
  power points): 1st—conceal thoughts, crystal shard, precogni-
  tion, psionic daze, synesthete; 2nd—clairvoyant sense, ego whip,
  mass missive, thought shield; 3rd—body adjustment, dispel
  psionics, escape detection, psionic blast; 4th—energy adapta-
  tion, intellect fortress, psychic reformation, remote viewing;
  5th—eye of isolation†, second chance
  The characters could attack Anacharsi, though she contin-
  ues to converse with them in an attempt to tell her story. If
  the characters wish to talk, refer to the following points. At
  some point during this conversation, if the characters seem
  to be buying Anacharsi’s side of things, Thales or another
  tainted sage accompanying the PCs (if any) simply attacks
  Anacharsi. Note that any PC wearing or attempting to
  remove a dreamstained item must also make a check at this
  point—see “Development,” on the next page.
  All right,what is the truth? “The truth is that the Far
  Future was a false hope; the Oraculus and its sages fell for a
  falsehood spun by an entity whose creation is anything but
  assured—the Dark Plea. When we saw glimpses of the
  future, it was only the future this Dark Plea wished us to see.
  And the information it fed back to us was poisoned and
  aimed only at increasing its own likelihood of eventual cre-
  ation. Specifically, it gave us knowledge of dreamgifts, or, as I
  call them, dreamstained items. Each dreamstained item cre-
  ated and used is another link that the Dark Plea could use to
  cement its own eventual certainty. And lest there be any mis-
  take, the Dark Plea is evil, and all avenues to its probable
  future should be cut.”
  What is the Dark Plea? “I believe it is a godmind that
  seeks vengeance against all living creatures of the present for
  its death—I do not know more than that, but I can infer
  that somehow its psionic influence persisted and grew, at
  least in one improbable timeline, which we call the Far
  Future. If things occurred naturally, the Dark Plea’s creation
  would be too improbable, and the possibility of the Far
  Future would collapse.”
  Chapter Two: Plunge Into Dream 27
  
  Where is the Dark Plea? “In an improbable future.”
  Why is the Dark Plea using Dream? “What is Dream but
  the mind’s power unbound and allowed to rear edifices of
  pure mentality? Dream is akin to the power of pure genesis,
  the most powerful force in the multiverse. Also it is the most
  mutable and most suited for the Dark Plea, as a psionic enti-
  ty, to alter according to its will. Through Dream, the Dark
  Plea created channels of communication, and with its
  dreamstained items, links of control. It uses that control
  over the sages who continue to wear dreamstained items.”
  What are you doing here? “I hold this direct channel to
  the Dark Plea’s future, down which it whispered its terrible
  secrets. As long as I guard this place, none of the tainted
  sages could attempt to return it to the waking world. I could
  not leave without opening the way to the other sages. But,
  now that you are here, tokens in hand, we can close this
  channel permanently.”
  Why didn’t you close the channel when you splintered
  the Oraculus? “I tried, but the Dark Plea guessed my inten-
  tion—I had hoped to permanently destroy the Oraculus, but
  through its influence, it sent each section of the Oraculus
  into a private dreamspace, preserving them against possible
  reunification.”
  What is the book? “This monstrosity is called the Book of
  the Shallows†—someone wearing a dreamstained item linked
  to the Dark Plea penned it. When Thales first found it, he
  brought it to the Oraculus. He set in motion a series of
  events that has led to our current circumstances. I have
  perused it for a way to close this channel to the Far Future
  permanently, and I have indeed found a way. But it is a work
  of pure evil, and I had to read it by using mental powers of
  filtration to keep my soul clean from its foul influence.
  (Anacharsi refers here to her powers of eye of isolation†, hand
  of isolation†, and morality of isolation†.) I have learned from it,
  though, what I need to know.”
  Abyss of Possibility: If any creatures fall or are pushed
  from the floating section of True Adyton, the relentless pull
  of the Far Future sucks them in, like pieces of flotsam caught
  in a whirlpool. Such a creature endures 3 rounds of swirling
  around the edge of the abyss, each spin pulling it ever closer.
  Finally, the time tides grow too extreme, and, at the begin-
  ning of the fourth round, any creature still in the grip of the
  abyss is pulled asunder, and the void sucks the parts away
  into the Far Future. Essentially, the abyss destroys its victims
  beyond recall.
  Development: Though the characters might not listen or
  they may choose not to believe Anacharsi, the preponderance
  of clues provided in the previous portions of the adventure
  argue that most groups will choose to believe her.
  Several things happen at once:
  Event One: If Thales or another tainted sage still accompa-
  nies the characters, he or they do not wait for the characters
  to draw any conclusions—their “good-guy” masks slip, and
  they scream out, fully under the control of the Dark Plea.
  Their screams burst forth in a new voice of ringing dread
  that joins in awful union with a far worse mental voice. “You
  shall block me no more, creature of mere flesh!”
  Event Two: Any PCs wearing dreamstained items must
  immediately make a Will saving throw (DC 15). Those who
  fail come under sway of the Dark Plea and also attack
  Anacharsi for 1 round, after which they can make a new sav-
  ing throw to attempt to break free. Characters who continue
  to wear dreamstained items and who have not fallen under
  the control of the Dark Plea, or who have gained control of
  themselves again, must make a new saving throw every
  round to resist the Dark Plea’s sway.
  Event Three: The Dark Plea sends reinforcements—any
  tainted sages whom the PCs have not already killed or
  immobilized previously in the Shallows arrive in 1d4 rounds,
  and they have murder in their hearts. They attack uncon-
  trolled PCs, untainted sages, and Anacharsi. On the second
  round following any hostilities, four dire dreamselves†
  arrive. (None possess an outline of anyone the characters
  know.) On the third round following the beginning of hos-
  tilities, one phrensy† arrives. On the fourth round, one hun-
  gry dreamer† shows up. And, on the fifth round, the body of
  any one sage the characters have previously killed (or whose
  dead body they saw) in an earlier shallow arrives through a
  link, animated by the Dark Plea’s fell psionic power. Though
  the animated body appears as a specific fallen sage, it has the
  abilities of a mohrg (see the MM).
  The goal of the Dark Plea and its creatures is the destruc-
  tion of all whom the Dark Plea does not control. The goal of
  Anacharsi (and the PCs) is to survive the attack.
  21c. Anacharsi’s Chamber
  A single carved wooden door leads to the chamber Anacharsi
  claimed as her own. Read aloud or paraphrase the following:
  This chamber contains a cot,a shelf stuffed with com-
  position books in front of a tiny desk,a small flat-topped
  stove with a teapot,and several metallic bands.Each set
  of bands possesses a different tint. A chest sits beneath
  the desk.
  “Dream journals” fill the shelves; each contains matter-of-
  fact accounts of dreams of hundreds of different random
  people of the material world.
  Characters who open the last journal and look to the last
  entry see the following note:
  Hyperconscious: Explorations in Psionics
  28
  
  “If all seven tokens are returned whence they came,the
  channel should seal itself.The beast on the edge of forever
  will lose its foothold in the Shallows,even though they are
  of its creation.My visions tell me that some travelers gath-
  er the tokens,even now,and soon they shall come to me.Is
  the end near?”
  Treasure: Most of the bands are mere decoration, but one
  is the torc of many in one†, Anacharsi’s dreamstained item,
  which she sensibly refuses to wear. In the chest are 12 loose
  diamond chips each worth 10 gp, five sticks of sandalwood
  incense each worth 5 gp, and a small sculpture of a great
  bear in ebony worth 500 gp.
  Conclusions
  The battle in the True Adyton determines many future possi-
  bilities.
  If the Dark Plea Prevails
  If the PCs fail and Anacharsi falls,the Dark Plea eventually
  reconstitutes the Oraculus with whatever sages remain,or
  with new sages,all controlled by dreamstained items.As time
  goes on,the dreamstained items slowly begin to gain a
  foothold in the campaign due to their low price in compari-
  son to comparable magic or psionic items.And,as the dream-
  stained items spread,the Dark Plea’s power grows stronger
  and more insidious.What this means is up to the DM.
  If the Characters Prevail
  If the characters defeat all the threats that the Dark Plea can
  muster in the short period of time, described in the last
  encounter of the adventure, they have a chance to end the
  threat of the Oraculus permanently.
  If Anacharsi survives, she immediately demands all the
  tokens, and, with a few weighty words, tosses them into the
  Abyss, along with any dreamstained items that remain.
  (Only the tokens create the effect—the dreamstained items
  do not need to be thrown into the Abyss.) The characters
  can achieve the same end by tossing all the assembled tokens
  into the Abyss, too. If Anacharsi is dead, the characters have
  to figure this out for themselves, though they’ll find a clue in
  Anacharsi’s private room (area 21c).
  When all the tokens are tossed into the Abyss of
  Possibility, a chain reaction begins that takes 20 rounds to
  conclude. From the throat of the whirlpool, a drop of red
  suddenly appears, and, round by round, it begins to swirl
  outward from the Abyss. It grows stronger and more vibrant,
  until all the surrounding space is a vast ruby hue. With the
  spread of the scarlet stain begins a sound. It is low at first,
  but, as each round proceeds, it grows in pitch until on the
  tenth round it becomes an almost unbearable scream.
  Finally, a flash of white explodes so brilliantly that all
  creatures that have their eyes open are blinded for 1 round.
  In the afterglow, the Abyss of Possibility is gone. Where all
  before was a void (then scarlet), now a pearly glow illumi-
  nates the area softly. Most significantly, the archway links
  that hard-networked each Oraculus shallow to the next
  begin to flicker and stutter; they are beginning to fail. The
  characters have some time to find their way back to the wak-
  ing world and exit through the crater. (Note: A DM could
  make this a race against time if desired and throw in some
  dreamborn threats to slow the characters down, too.)
  Otherwise, if the PCs wait until after the links fail, getting
  out could prove more troublesome (but not impossible).
  Dreamstained Items: Any dreamstained item that still
  exists after the destruction of the Abyss of Possibility loses
  its connection to the Dark Plea. This means that the Dark
  Plea can no longer influence wearers. The items do not lose
  their other negative effects, but the characters have eliminat-
  ed the dire possibility that a user of a dreamstained item can
  become a mere tool of the Dark Plea while using these items.
  No being can create further dreamstained items. Those with
  the Craft Dreamgift† feat instead know the Infuse Dream†
  feat in this scenario.
  Dark Plea: While down, this entity is not out. However,
  its influence diminishes markedly in the world where the
  Oraculus once existed. With its tendrils of influence severed,
  even the Shallows is a far less dire place to dream than
  before. However, the Dark Plea is nothing if not resourceful.
  Even the most powerful of heroes cannot eradicate it in the
  present—it is only a future possibility. While the characters
  removed the best chance for influence in the campaign, it
  has corrupted other worlds completely, and the seeds of that
  corruption, like a conquering virus, still spread between
  worlds and planes. While the world of dreams is lighter for
  the destruction of the Abyss of Possibility, the Dark Plea will
  return to this, its most fruitful realm—that of dream, and
  mind.
  Chapter Two: Plunge Into Dream 29
  
  Mindscape Psionic Combat 
  Floating through a darkened mirror / Deep reflections in disguise 
  Soaring through lost altitudes / Without wonder,without fear 
  Symbols on a field of visions /  Behind the curtain of sleeping eyes 
  On the instant of waking / Another world of dreams appears 
  —Rush,“Nocturne” 
  T
  he mindscape psionic combat system detailed in this
  book requires you to rethink your philosophy of
  psionic combat (if you were familiar with the psionic
  combat systems of the Psionics Handbook v. 3.0 and earlier
  editions of the psionics rules, that is). A few mindscape
  psionic combat terms are similar to terms utilized by the
  defunct combat system, but their meanings differ in this
  book. Here, psionic individuals engage each other’s mental
  avatars on a fully visualized mental plane, while their physi-
  cal bodies clash in the realm of the real. This mental plane,
  this mindscape, lies beyond the senses and comprehension
  of nonpsionic creatures.
  When two psionic beings encounter one another, they
  instinctively go on the defensive to protect the territory of
  their minds, much as wolves protect their territory when
  threatened. This instinc-
  tual response can call up
  a mindscape, where each
  being presents an avatar
  of itself. A mindscape is
  a nonphysical plane
  where beings with
  psionic capability can
  meet. If either being
  seeks conflict, then
  mindscape psionic com-
  bat begins, and its
  effects can influence
  how matters go in the
  physical world.
  What Has
  Changed?
  The optional mindscape
  psionic combat system,
  which appeared in an
  earlier form in
  Mindscapes, completely
  replaces the psionic
  combat system described
  in the Psionics Handbook
  v. 3.0 and sits “on top” of the basic rules of the Expanded
  Psionics Handbook as a fully integrateable rule module. The
  psionic combat system described in the Psionics Handbook v.
  3.0 is hereafter referred to as the “defunct system,” and the
  system presented here is referred to as the mindscape sys-
  tem. Keep in mind that the attack and defense modes of the
  defunct system have been translated into straightforward
  powers in the Expanded Psionics Handbook and are available
  for the various psionic classes to take as part of their psionic
  power repertoire. (You can see these powers in Chapter Five
  of the Expanded Psionics Handbook.)
  When Zelestine the colorless adept† encounters her
  acquaintance, T’leth the psion, their psychic avatars may
  immediately engage on a mental plane. As friends, the two
  call off their avatars, with no harm done. But, if ever they
  should meet as enemies, the results of that engagement have
  significant repercussions in the physical world, affecting
  their ability to manifest powers against each other, engage in
  melee, resist the effects of specific attacks the other might
  launch, and more.
  In the defunct psionic combat system, psionic characters
  choose whether to engage in psionic combat. In the mind-
  scape system, the mere presence of another psionically
  endowed creature can put a psionic individual on mental
  combat footing—it happens automatically when two or
  more psionic characters  detect one another and at least one
  of them desires mindscape contact. However, whether actual
  psionic combat occurs is a decision either can make—they
  can refuse to clash psionically, they can keep the conflict to
  the mental plane alone, or they can allow the combat to spill
  over into the realm of the physical.
  Overview
  The mindscape psionic combat system includes the various
  psionic combat modes described in this book on page 36. A
  psionic creature automatically knows each combat mode
  described here;knowledge of each mode is simply part of every
  psionic creature’s heritage.Think of mindscape psionic modes
  as akin to “mental attitudes” for the psionic individual. One
  mode or another is always active—just as a normal creature
  always has an attitude, be it happy, sad, murderous, or paci-
  fistic,so too does a psionic creature always have a mode active.
  Chapter Three
  Key Terms
  Mindscape: A mindscape is a nonphysical tem-
  porary plane that opens when two psionic
  beings knowingly encounter one another and at
  least one of them desires mindscape contact.
  On this temporary plane, psionic combat can
  ensue should either being seek it.
  Mindscape Type: A mindscape type refers to
  the variety of landscape that makes up the
  mindscape. Each type provides a different 
  mode check bonus.
  Mode: In a manner similar to a nonpsionic crea-
  ture’s mood or attitude, every psionic creature
  can choose the psionic state of its mind. The
  specific state, whether it is offensive or defen-
  sive in effect, is called a mode, and modes have
  an effect on psionic combat. Additionally each
  mode has a name, a modifier (for combat), and
  an effect.
  Opposed Mode Check: An opposed mode check
  occurs after initiative is rolled and modes are
  declared. The check simply determines who
  gains the benefit of his or her chosen mode that
  round. Each combatant makes a mode check
  modified as appropriate, and the results are
  compared (thus it’s an “opposed” check). The
  higher score wins the opposed mode check.
  Resting Mode: A psionic creature, under normal
  circumstances, always has a mode engaged.
  This mode is called a resting mode. A creature
  can change its resting mode at any time as a
  free action when not in a mindscape. Otherwise,
  changing a resting mode follows the rules pre-
  sented under Step 3 in the mindscape psionic
  combat system (see page 32).
  
  This “mental attitude,” or active mode, takes shape as a
  particular psychic avatar in a temporary mental plane (mind-
  scape) created when two or more psionic creatures become
  aware of each other and at least one decides they should
  meet. Friendly psionic individuals can choose not to create a
  mindscape, or call off their psychic avatars and dissolve the
  mental plane after making initial contact. Other psionic
  creatures can use the outcome of a series of psionic clashes
  between their psychic avatars to decide a point of honor or
  to determine mental strength. Antagonistic psionic creatures
  battle both on the plane of the mind and in the physical
  world—the round-to-round outcomes of psionic combat on
  the mental plane directly influence the combatants’ physical
  attacks and tactics in the physical world. The choice of a par-
  ticular mode can have a synergistic effect on the individual’s
  real-world attacks or defenses in a given round, alter one
  opponent’s saving throws for good or ill, or provide some
  other benefit or bane. From round to round, real effects can
  change as modes switch and as one combatant or the other
  wins the psionic combat round.
  Steps of Psionic Combat
  Follow this guide, step by step, when psionic combat occurs.
  Psionic combat occurs within the confines of a standard
  round during regular combat. That means that a psionic
  character takes one mindscape action and one normal round
  of action on each of her rounds.
  Step 1. Mindscape Formation
  When two or more psionic individuals knowingly
  encounter each other within a range of 60 feet, a plane of
  the mind (a mindscape) instantly springs into existence if
  at least one of the psionicists desires mindscape contact.
  Mindscapes depend on the psychic resonance created by
  two or more psionic creatures that are aware of each other,
  and so mindscapes do not form around lone psionic crea-
  tures or psionic creatures who haven’t detected each other’s
  presence (or if one of the creatures is using mind blank, or
  if another is suffering from brain lock). Once the mind-
  scape forms, the two avatars do not necessarily attack each
  other. Instead, they size each other up as two warriors
  would eye each other on the street or in a tavern when
  crossing paths by chance.
  Nonpsionic creatures, or even lone psionic creatures far-
  ther than 60 feet from either of the combatants, cannot
  detect the mindscape. The mental plane springs up only if
  both psionic characters are aware of the other’s physical
  presence, so an undetected psionic creature in range of
  another psionic being will not form a mindscape until both
  become aware of the other’s physical presence. Once mutual-
  ly detected, neither has to know whether the other is psion-
  ic; the mindscape emerges if they both are psionic and at
  least one wishes it to form. Physical barriers, energy barriers,
  and force barriers block line of sight for the purposes of cre-
  ating a mutual mindscape. The feat Suppress Avatar† (see
  Chapter Four) allows you to duck the formation of a mind-
  scape.
  An avatar of each psionic individual in range populates
  the mental plane. The psychic avatar resembles the perfect
  self-image of each participant. The mental plane lasts only
  as long as at least two
  psionic creatures
  remain within 60 feet
  of each other and are
  directly aware of each
  other—the resonance
  creating the mind-
  scape fails immedi-
  ately when the range
  is exceeded or if one
  eludes physical,
  psionic, or magical
  detection by the other.
  The landscape of the mental plane varies each time it is
  called up; however, the variance falls within six major types.
  (Minor variations within each major mindscape type are
  common but have no effect on psionic combat.) The mind-
  scape type can help or hinder the success of each mode
  called up by avatars. See the Mindscape Types table on the
  next page for specific information on each variety of mind-
  scape. Determine the mindscape type randomly when it
  springs up. Characters with a base bonus of at least +5 to
  their mode check (see the tables on page 37) who win initia-
  tive at the beginning of a mindscape combat can alter the
  mindscape type by up to two steps in either direction on the
  Mindscapes Types table. Those with a +8 bonus who win
  initiative can alter the mindscape type by choosing the type
  they prefer.
  For example, Zelestine meets with T’leth, a psion, and
  T’leth wins initiative. The random roll results in a desert
  mindscape (result of 3). Since T’leth has a +5 mode bonus,
  he can choose to adjust the mindscape type to forest, plains,
  sea, or mountain. He chooses sea. This means that, should
  Zelestine or T’leth use either the Mind Insurgency or Sap
  Mind psionic combat modes (see the Psionic Combat Modes
  Table on page 36), she or he gains a +2 modifier to the
  opposed mode check in Step 4.
  Chapter Three: Mindscape Psionic Combat 31
  Adapting to Mindscapes
  Mindscape psionic combat doesn’t conflict
  with standard d20 System rules or with the
  expanded psionics rules—the mindscape
  combat merely sits atop the regular psionics
  rules, functioning as an adjunct to regular
  actions that a psionic character could
  take during a round.
  
  d6
  Type
  Mode Check Bonus
  1
  Plains
  +2 on Brain Hammer or Force 
  Multiplier mode checks 
  2
  Forest
  +2 on Reflex Catechesis or Id 
  Feint mode checks
  3
  Desert
  +2 on Fortitude Intuition or
  Body Tank mode checks
  4
  Sea
  +2 on Mind Insurgency or Sap
  Mind mode checks 
  5
  Mountain
  +2 on Indomitable Will or 
  Acumen Screen mode checks
  6
  Cavern
  +2 on Empathic Multiplier or 
  Psychic Subdual mode checks
  Step 2. Decide to Fight
  As the timeless instant stretches following the formation
  of the mindscape, one or both of the psionic combatants
  can choose to engage in psionic combat or ignore the for-
  mation of the mindscape. If one chooses to engage in com-
  bat, roll initiative normally. The initiative roll is the same
  roll used in the real world to determine the order of com-
  bat actions. Despite the appearance of both avatars in the
  mental plane, one can gain surprise over the other, if con-
  ditions for surprise are met. For instance, if an undetected
  psion attacks a psionic target from hiding, both suddenly
  become aware of each other, the mindscape instantly
  forms, but the attacking psion gains surprise both in the
  real world and in the mindscape.
  If combat has already begun in the real world when the
  mental plane springs up (perhaps the psionic characters
  were farther than 60 feet from each other when real-world
  hostilities broke out), the psionic combatants use their pre-
  viously rolled initiative values.
  Step 3. Declare Modes
  Each psionic combatant who has an action (those not sur-
  prised, or both combatants if not a surprise round) can
  switch to a different mode, if desired, as a free action.
  Activating or switching a mode does not require power
  points or any other special cost except the desire to do so.
  Once the combatant decides to activate a new mode (or stick
  with the old mode), she cannot switch modes again until her
  next action. A surprised psionic combatant maintains the
  mode she previously designated as her resting mode until
  she gains an action. Remember, a psionic creature, under
  normal circumstances, always has a mode engaged—this is
  her “resting mode.” See the Psionic Combat Modes table on
  page 36 for a list of common psionic combat modes available
  to all psionic entities, along with descriptions of the benefits
  of each mode.
  Knowing your opponent’s mode is important:Her choice
  can affect your own choice of mode for the round.Thus,who-
  ever has the highest initiative count each round declares his
  or her mode last,while the opponent with the lowest initia-
  tive declares first.Once declared,combatants cannot change
  modes until the following round.This gives the advantage to
  the combatant with the higher initiative.The delay action
  described in Chapter Eight: Combat of the Player’s Handbook
  —an action that can be taken only during real-world
  actions—becomes more important in psionic combat.
  For example, since T’leth won the initiative, Zelestine has
  to choose whether to change her resting mode of Brain
  Hyperconscious: Explorations in Psionics
  32
  MINDSCAPE TYPES
  
  Hammer –4 or keep it. Since Zelestine wishes to take advan-
  tage of the sea mindscape type, she switches over to Sap
  Mind +0. T’leth chooses to make use of the mindscape type’s
  bonus by picking Sap Mind +4.
  Step 4. Opposed Mode Check
  With modes chosen, the two psychic avatars clash on the
  highest initiative count of either combatant, first on the
  mental plane, then (if desired) in the physical world. The
  clash on the mental plane consists of an opposed mode
  check. When the initiative count reaches the first psionic
  combatant in the round, they make an opposed mode
  check. Any of the combatants could win and gain benefits,
  regardless of whose initiative triggered the check.
  Combatants make one opposed mode check each round the
  psionic combat continues. Even a surprised psionic charac-
  ter makes a mode check opposed by the other combatants.
  (On the mental plane, the only consequence of being sur-
  prised is the inability to shift modes during the surprise
  round or attempt to modify the mindscape type.) Each par-
  ticipant makes only a single opposed mode check each
  round, no matter the number of psionic avatars in the
  mindscape. Whoever wins the opposed mode check (see
  next page) gains the benefit of his or her chosen mode in
  the real world for that round.
  The opposed mode check is a d20 roll made by each
  combatant. Whoever rolls the highest modified score wins
  that round of psionic combat. Ties go to the participant
  with the higher base mode check bonus (see the progres-
  sion tables on page 37); reroll the check if a tie persists.
  The following items modify each combatant’s individual
  mode check roll:
  •
  + the mindscape type mode check modifier as appro-
  priate (determined by the mindscape inhabited; see
  the Mindscape Types table on page 32);
  •
  +/– the psionic combat mode modifier (determined
  by the mode used; see the Psionic Combat Modes
  table on page 36);
  •
  + the character’s mode check bonus (determined by
  the level and class of combatant; see the appropriate
  progression table on page 37 for the character’s mode
  check bonus).
  Thus, the formula is as follows:
  Mode check (opposed) = 1d20 + mindscape type modifier
  + psionic combat mode modifier + mode check bonus
  The winner of the opposed mode check gains a real-world
  advantage on his or her action on the same round, as
  described for each mode on the Psionic Combat Modes table
  on page 36. The loser gains no benefit this round and may
  suffer a negative influence for the round, depending on the
  victor’s combat mode. See “An Example of Mindscape
  Combat” on the next page for an idea of exactly how it
  works.
  Please note that ability score modifiers do not apply to
  opposed mode checks.
  Chapter Three: Mindscape Psionic Combat 33
  
  Step 5. Apply Mode Effects
  Combatants now can take their real-world actions in initia-
  tive order, beginning with the psionic character whose initia-
  tive score triggered the opposed mode check. Modify real-
  world actions according to the victor’s psionic mode. No
  matter how many actions you can take this round, the bene-
  fits of the mode check apply for only one of your actions. If
  you can make multiple attacks during a single round, and
  your active mode grants
  you a bonus on attack
  rolls or damage, you
  gain the benefit on only
  one of the attacks (your
  choice) that round.
  The combatants do
  not have to take physical
  actions each round if
  they don’t want to. Some
  characters choose to
  confine their battles to a
  series of mode checks to
  determine the most
  psionically powerful
  among them.
  Nonpsionic creatures
  may remain completely
  unaware of the dual
  fight taking place
  between their psionic
  compatriots and psionic
  enemies.
  Step 6. End
  of Round
  When all combatants,
  psionic and nonpsionic,
  have taken their actions
  as normal for the
  round, proceed to the next round. If psionic combat con-
  tinues, go back to Step 3 above, and repeat Steps 3 to 6
  each round as necessary until the psionic combat and/or
  real-world conflict is over.
  An Example of Mindscape Combat
  Nagesh the 9th-level egoist catches Tulmercy the 12th-level
  lich shaper by surprise. Nagesh is not seeking a psionic 
  battle, but Tulmercy always is, so the moment the two
  become aware of each other, the mindscape forms. A roll on
  the Mindscape Type table indicates that the mindscape takes
  the form of a sea, which favors the mode checks Mind
  Insurgency and Sap Mind. Despite the lich’s continual desire
  for mindscape contact, Nagesh originally took Tulmercy
  unawares, so the lich gives away a surprise round to Nagesh.
  In the surprise round, Nagesh changes his resting mode
  from Force Multiplier +2 (a plains mode check) to Mind
  Insurgency +4, to take advantage of the sea mindscape. Then
  the two psionic combatants roll their opposed mode checks.
  Nagesh’s mode check modifier for being a 9th-level egoist is
  +6, according to the Good Progression table (for all psion
  disciplines) on page 37. That value is adjusted by the modifi-
  er of the mode he chose, which is +4 (Mind Insurgency +4).
  Also, the mindscape type modifier adjusts the total by anoth-
  er +2, since the sea favors Mind Insurgency. So, Nagesh rolls
  a d20 and gets a 12. His total for the opposed mode check is
  12 (roll) + 2 (mindscape type modifier) + 4 (psionic combat
  mode modifier) + 6 (psion mode check bonus) = 24.
  Tulmercy, stuck with Fortitude Intuition +2 (his resting
  mode) because of being surprised—and flat-footed, to
  boot—rolls a 10. Fortitude Intuition is a desert mode,
  which, in the sea, grants no benefit. As a 12th-level shaper,
  his mode check modifier is +8. Thus, Tulmercy’s total for the
  opposed mode check is 10 (roll) + 0 (mindscape type modi-
  fier) + 2 (psionic combat mode modifier) + 8 (psion mode
  check bonus) = 20.
  Nagesh’s 24 beats Tulmercy’s 20, and the mindscape bene-
  fit for the round goes to Nagesh. Nagesh’s Mind Insurgency
  +4 grants him, in the real world for his normal action, a +1
  bonus to the Difficulty Class of any power he uses against
  his foe. It doesn’t make any difference what Tulmercy’s mode
  would have done—he doesn’t get its benefit because he lost
  the opposed mode check. Taking advantage of this benefit,
  Nagesh’s real-world surprise action is to manifest stomp,
  which normally has a Difficulty Class of 12 for him, but in
  this instance has a Difficulty Class of 13. Nagesh’s stomp pre-
  cipitates a shock that threatens to topple Tulmercy, who rolls
  his Reflex saving throw normally—and fails! He falls prone.
  The surprise round is over.
  With the surprise action resolved, the combatants roll
  initiative for the first normal round of combat. And so the
  battle continues....
  Complicating Factors
  What if psionic combat is more complicated than the sce-
  nario described above? Refer to this section for your answers.
  Unconsciousness: If one psionic combatant becomes
  unconscious, through any means, she can no longer take
  part in psionic combat, and her avatar drops out of the
  mindscape. If she is one of only two psionic entities sustain-
  ing it, the mindscape fades.
  Hyperconscious: Explorations in Psionics
  34
  Mindscape Psionic Combat Sequence
  It’s important to remember that, during mind-
  scape psionic combat, no actual physical action
  takes place within the mindscape. You don’t use
  powers there, nor do you take a swing at your
  combatant. The mindscape is a purely mental
  plane in which a mode check victory gives a
  character the edge in an ongoing real-world
  conflict. Here’s a quick recap of the combat
  steps:
  1. Mindscape Formation: Roll to determine the
  mindscape type. Combatants may adjust the
  mindscape type.
  2. Decide to Fight: If combat occurs, roll initia-
  tive unless initiative has already been rolled for
  physical combat.
  3. Declare Modes: The combatant with the low-
  est initiative declares its mode, then the next
  lowest declares its mode, and so on until all
  combatants have declared modes. 
  4. Opposed Mode Check: Each combatant rolls
  a mode check on the highest initiative result
  achieved by any psionic combatant present. The
  check is opposed by all other combatants. The
  highest modified result wins the round.
  5. Apply Mode Effects in the Real World:
  Modify physical-world actions according to the
  winner’s psionic combat mode.
  6. End of Round: When all creatures involved in
  mindscape and real-world battle have taken
  their actions, go to the next round. If the mind-
  scape combat continues, go to Step 3 and
  repeat until mindscape combat ends.
  
  Chapter Three: Mindscape Psionic Combat 35
  Reluctant Combatant: If you engage an enemy in psionic
  combat who doesn’t wish to clash,too bad for him.If the deci-
  sion to drop the mindscape is not mutual,the mental plane
  stays.And,if you lash out with a mode on your initiative,your
  enemy’s avatar’s very nature means that it has to interact with
  yours.In other words,a mode check occurs,regardless of the
  reluctant combatant’s wishes.Of course,if the reluctant com-
  batant wins the mode check for the round,he doesn’t have to
  press the advantage he gains in the realm of the real.
  Multiple Combatants: When more than two psionic crea-
  tures come within 60 feet of each other,their avatars all appear
  in the same mindscape.No matter how many psychic avatars
  appear in a given mindscape,each combatant rolls only a single
  mode check per round.Those who are unfriendly to each other
  compare totals,and depending on whose opposed mode check
  is higher,two or more enemies could potentially win the mind-
  scape combat round against a single foe,or just one,or none,
  depending on whose opposed check was highest.(Friends
  could compare their opposed checks,too,but in the portion
  of the round in which they take real-world actions,they most
  likely will not target each other with attacks or powers.)
  For instance,if Zelestine and Nagesh (psionic characters)
  fight against three blues (psionic goblins from the Expanded
  Psionics Handbook),each rolls just a single opposed mode
  check.The results:blue #1 gets 25,Zelestine gets 23,blue #2
  gets 19,Nagesh gets 18,and blue #3 gets 15.No matter the
  order of initiative,when blue #1 takes its real-world action,its
  unbeaten mode check this round means that its action (or
  defense) is positively modified versus any of the others.Of
  course,it can physically act against only one of its foes this
  round.Zelestine’s opposed rolls were higher than two of her
  foes’,so if she chose a plains mode,she’ll target either blue
  #2 or #3 (but again,she can act against only one foe during
  one action with the benefits of her mode).Finally,Nagesh
  beat only one of the blues.Since he switched to a desert mode
  this round,he hopes that blue #3,at least,attacks him;it is
  the only foe against which his mode has an effect.If Nagesh
  had beat all the blues and had used the Reflex Catechesis
  mode (which grants a bonus on his Reflex saves),he’d gain
  that bonus against all three if they targeted him with an effect
  that required a Reflex saving throw.
  Despite the number of contests, all opposed mode checks
  are rolled simultaneously during the action of the psionic
  character with the highest initiative.
  Moving Around: You win a mode check, but your enemy
  (who won initiative) moves farther than 60 feet from you,
  and so collapses the mental plane before you take your
  action. It doesn’t matter—if the mode check indicated you as
  the winner, you gain the benefits of the particular mode
  against your foe for the round (and vice versa).
  Haste or Schism: Regardless of the number of actions you
  gain in the real world,the effects of an opposed mode check
  apply to only one of your actions during that round.However,
  in the case of schism (as described in the Expanded Psionics
  Handbook),each half of your mind can make a separate mode
  check and use the one that wins (if either). If both win the
  opposed mode check, you decide which one to apply for the
  round.
  Multiple Heads: If
  a creature has more
  than one head but
  otherwise acts as a
  single creature (like
  an udoroot or a
  psionic hydra), it still
  makes only a single
  mode check (unless it
  is using schism).
  Nonpsionic
  Combat Already
  Begun: If a mind-
  scape springs up in
  the midst of standard
  combat (such as when
  a new psionic charac-
  ter enters the fray), psionic characters previously in combat
  use their existing rolled initiative scores. Psionic characters
  newly entering into combat roll their initiative score normal-
  ly, just as if they were entering standard combat. Roll the
  mindscape type and proceed to Step 3.
  Mindscape Psionic 
  Combat Modes
  Psionic combat modes in the variant system do not fall into
  offensive and defensive varieties as was the case in the
  defunct system. Instead, they are sorted into six categories,
  each one loosely based on a psychic terrain type.(See the table
  on the next page.) The theory is that every mode of a particular
  psychic terrain type has a similar theme.For instance,plains
  modes grant offensive abilities,while mountain modes grant
  defensive ones.
  Every psionic creature designates a resting mode. This
  mode remains active at all times, unless the individual
  changes it during the course of psionic combat. For instance,
  Zelestine’s resting mode is Brain Hammer –4, which befits
  her martial outlook. (She’s willing to live with the negative
  modifier for the chance of doing extra damage.) Meanwhile,
  Nagesh’s resting mode is Force Multiplier +2.
  Abusing the Mindscape
  Generally, the mindscape cannot be abused for
  getting around normal physical barriers. For
  instance, two psionic creatures cannot intelligi-
  bly communicate in a mindscape. (The avatars
  can make rough signals, but nothing as compli-
  cated as sign language—it just doesn’t trans-
  late.) Also, the mindscape avatars cannot serve
  as the target of real-world powers if the psion
  doesn’t have real-world line of sight. The mind-
  scape cannot be used as a free way to get a
  “detect psionics” sort of power—trying to iden-
  tify a psionic character in a room by noting who
  triggers a mindscape’s formation is allowed,
  but only if the psionic characters in the room
  are aware of your physical presence and you,
  theirs.
  
  Hyperconscious: Explorations in Psionics
  36
  MINDSCAPE TYPE
  MODE
  MODIFIER*
  EFFECT**
  Plains
  Brain Hammer
  +4
  +1 bonus on one melee or ranged attack roll against your foe
  Plains
  Brain Hammer
  +0
  +3 bonus on one melee or ranged attack roll against your foe
  Plains
  Brain Hammer
  –4
  +5 bonus on one melee or ranged attack roll against your foe
  Plains
  Force Multiplier
  +4
  +1 bonus on one melee or ranged damage roll against your foe
  Plains
  Force Multiplier
  +2
  +3 bonus on one melee or ranged damage roll against your foe
  Plains
  Force Multiplier
  +0
  +5 bonus on one melee or ranged damage roll against your foe
  Forest 
  Reflex Catechesis
  +4
  +2 bonus on all Reflex saves against your foe
  Forest 
  Reflex Catechesis
  +2
  +3 bonus on all Reflex saves against your foe
  Forest 
  Reflex Catechesis
  +0
  +4 bonus on all Reflex saves against your foe
  Forest 
  Id Feint***
  +4
  +2 bonus on any Tumble checks against your foe
  Forest 
  Id Feint***
  +2
  +4 bonus on any Tumble checks against your foe
  Forest 
  Id Feint***
  +0
  +6 bonus on any Tumble checks against your foe
  Desert 
  Fortitude Intuition
  +4
  +2 bonus on all your Fortitude saves against your foe
  Desert 
  Fortitude Intuition
  +2
  +3 bonus on all your Fortitude saves against your foe
  Desert 
  Fortitude Intuition
  +0
  +4 bonus on all your Fortitude saves against your foe
  Desert 
  Body Tank
  +4
  DR 1/— against your foe 
  Desert 
  Body Tank
  +0
  DR 3/— against your foe
  Desert 
  Body Tank
  –4
  DR 5/— against your foe
  Sea 
  Mind Insurgency
  +4
  +1 bonus to one power Difficulty Class against your foe
  Sea 
  Mind Insurgency
  +0
  +3 bonus to one power Difficulty Class against your foe
  Sea 
  Mind Insurgency
  –4
  +5 bonus to one power Difficulty Class against your foe
  Sea 
  Sap Mind‡‡
  +4
  1 pp drained from foe who fails a save against your power
  Sea 
  Sap Mind‡‡
  +0
  3 pp drained from foe who fails a save against your power
  Sea 
  Sap Mind‡‡
  –4
  5 pp drained from foe who fails a save against your power
  Mountain 
  Indomitable Will
  +4
  +2 bonus on all your Will saves against your foe
  Mountain 
  Indomitable Will
  +2
  +3 bonus on all your Will saves against your foe
  Mountain 
  Indomitable Will
  +0
  +4 bonus on all your Will saves against your foe
  Mountain 
  Acumen Screen
  +4
  +1 bonus to your Armor Class against all your foe’s attacks
  Mountain 
  Acumen Screen
  +2
  +2 bonus to your Armor Class against all your foe’s attacks
  Mountain 
  Acumen Screen
  +0
  +3 bonus to your Armor Class against all your foe’s attacks
  Cavern 
  Empathic Multiplier
  +4
  +1 point of damage to one damaging power manifested against your foe
  Cavern 
  Empathic Multiplier
  +0
  +3 points of damage to one damaging power manifested against your foe
  Cavern 
  Empathic Multiplier
  –4
  +5 points of damage to one damaging power manifested against your foe
  Cavern 
  Psychic Subdual††
  +4
  +2 bonus on your mode check roll next round against your foe
  Cavern 
  Psychic Subdual††
  +2
  +3 bonus on your mode check roll next round against your foe
  Cavern 
  Psychic Subdual††
  +0
  +4 bonus on your mode check roll next round against your foe
  *
  Implied progressions do not mean an extrapolated progression exists;extrapolating the implied progression could break the balance.
  **
  Psionic mode effects are applicable in the real world only during the round in which the mode check was made,unless specifically noted otherwise (such as with
  Psychic Subdual).
  ***
  If you win the opposed mode check,your Tumble check is considered +2,+4,or +6 points higher against your mindscape foe (against other creatures,your Tumble
  check is as normally rolled).
  ††
  The mode check bonus granted by Psychic Subdual works only against the foe that you beat in psionic combat the previous round.
  ‡‡
  Your foe loses power points if she is affected by any one power you manifest this round (regardless of the nature of the power).If your foe is not affected either
  because she makes a successful saving throw or you don’t target her with a power,she does not lose the power points.Powers that still have a partial effect even on
  the foe’s successful saving throw and powers that affect a target without need for a saving throw also drain the foe’s power points.
  PSIONIC COMBAT MODES
  
  Mindscape Psionic
  Characters
  The mindscape psionic combat system uses a level-based
  bonus on the mode check.Every psionic character and crea-
  ture has a mode check bonus based on either class level or
  monster Hit Dice.Essentially,there are two mindscapes mode
  progressions,“good” and “average.” Depending on the class
  or monster type,a particular character will benefit either from
  a good or average mode check bonus progression.
  Good Mindscapes Mode Check
  Progression
  The following character and prestige classes from the
  Expanded Psionics Handbook use the good mindscapes mode
  progression below: psion (all disciplines), soulknife, fist of
  Zuoken, metamind, psion uncarnate, and thrallherd.
  Level/HD
  Check Progression
  1 
  +2
  2 
  +3
  3 
  +3
  4 
  +4
  5 
  +4
  6 
  +5
  7 
  +5
  8 
  +6
  9 
  +6
  10 
  +7
  11 
  +7
  12 
  +8
  13 
  +8
  14 
  +9
  15 
  +9
  16 
  +10
  17 
  +10
  18 
  +11
  19 
  +11
  20 
  +12
  Average Mindscapes Mode Check
  Progression
  The following character and prestige classes from the
  Expanded Psionics Handbook use the average mindscapes
  mode progression below: psychic warrior, wilder, cerebre-
  mancer, elocater, pyrokineticist, slayer, and warmind.
  Level
  Check Progression
  1 
  +0
  2 
  +0
  3 
  +1
  4 
  +1
  5 
  +1
  6 
  +2
  7 
  +2
  8 
  +2
  9 
  +3
  10 
  +3
  11 
  +3
  12 
  +4
  13 
  +4
  14 
  +4
  15 
  +5
  16 
  +5
  17 
  +5
  18 
  +6
  19 
  +6
  20 
  +6
  Psionic Monsters
  Like psionic character classes, psionic monsters also make
  use of the mindscape psionic combat system. A monster’s
  mode check bonus is Hit Dice based. Use the good mode
  check progression for
  psionic monsters,
  substituting Hit Dice
  for level. For instance,
  the temporal filcher,
  an 8 HD monster, has
  a mode check bonus
  of +6. The cerebrilith
  from the Expanded
  Psionics Handbook has
  9 HD, which, when using the good mode check progression,
  gives it a mode check bonus of +6, too.
  Likewise,previously published psionic monsters,like
  psionic characters,“know” all the mindscape psionic combat
  modes listed in this chapter.
  Phrenic Template:The phrenic template described in the
  Expanded Psionics Handbook allows the DM to create psionic
  monsters from nonpsionic base creatures. Phrenic monsters
  also use the good mode check progression.
  Multiclassing: Characters who multiclass between psion-
  ic classes add their mode check bonuses together. Psionic
  monsters who take levels in a psionic class likewise add their
  monster and class mode check bonuses together.
  Chapter Three: Mindscape Psionic Combat 37
  AVERAGE PROGRESSION
  Intelligent Items
  Intelligent psionic items can have a place in
  mindscape psionic combat. Every round the
  item helps its owner, the owner gains a +2
  bonus on her mode check. An item succeeds at
  helping its owner if its opposed mode check
  beats the roll of a psionic foe its owner is
  opposing. An intelligent item’s mode check is
  equal to d20 plus its Ego score. Just as with
  NPCs, the DM determines the active mode
  for intelligent items.
  GOOD PROGRESSION
  
  Psionic Feats
  In a dream,in a vision of the night,when deep sleep falls on mortals,while they slumber on their beds,then he opens their
  ears,and terrifies them with warnings,that he may turn them aside from their deeds,and keep them from pride,to spare
  their souls from the Pit,their lives from traversing the River.
  —Hebrew Bible: Job 33:15 -18,ed.
  M
  any of the following feats appear in the Hyper-
  conscious adventure; however, DMs can make them
  all available for player characters regardless of
  whether they play through the adventure. Also, if you use the
  mindscape psionic combat system introduced in Chapter
  Three, you’ll find some of the following feats particularly
  useful.
  Anticipate Power [Psionic]
  You can anticipate and cancel your enemy’s manifestations.
  Prerequisite: Manifester level 3rd
  Benefit: The psionic complexus of your mind exists par-
  tially outside the timestream, and thus it is aware of events a
  scant few seconds into the future.You can use this feat by
  readying an action until an opponent tries to manifest a
  power.If an opponent attempts to manifest a power,make a
  Psicraft check (DC 15 + the power’s level).If the check suc-
  ceeds,you correctly identify your opponent’s power and can
  counter it. (If the check fails, you can’t do either of these
  things.) You must also take into account metapsionic and/or
  augmentation power point increases of the power anticipat-
  ed when setting the Psicraft check Difficulty Class.(For every
  2 additional power points an anticipated power costs above
  its base power point cost,the Difficulty Class of the Psicraft
  check goes up by 1.) Powers without displays and freely man-
  ifested powers cannot be anticipated.
  To complete the action, you create a psionic interference
  pattern by expending a number of power points equal to the
  cost of the power you wish to cancel. (You must also pay the
  cost of any metamagic power point increases; you can’t
  spend more power points countering than your effective
  manifester level.) If the enemy manifester is within 30 feet of
  you, the target power is negated.
  Continual Power [Metapsionic]
  You can manifest a power that repeats its effect each round
  while you maintain concentration.
  Prerequisites: Any other metapsionic feat
  Benefit: While you maintain your psionic focus,you can
  use this feat on any power that specifies a single target,has a
  range greater than touch,and deals damage.Powers that do
  not deal damage or powers that deal damage only as a side
  effect cannot be used with this feat.When you use this feat
  on a power,the damage dice of the power equals its standard
  value minus two dice.However,for every round you can
  maintain concentration,you manifest the power at your foe
  (or a new foe in range) again,without any additional power
  point cost.The power’s saving throw and power resistance
  requirements,if any,are resolved normally each round.You
  can maintain concentration for a maximum number of
  rounds equal to your manifester level.If you break concentra-
  tion,or are forced to break concentration (see rules for
  Concentration in the Player’s Handbook),the power also ends.
  A continued power costs a number of power points equal to
  its standard cost + 4. If used with an augmented power, the
  power is augmented only on the first round of manifestation.
  Cortical Resonance [Psionic]
  Powers you manifest against psionic or nonpsionic targets
  do more damage than normal.
  Prerequisite: Manifester level 3rd
  Benefit: Choose any one power you know that targets one
  creature and that is not a ray or touch power. From now on,
  while you maintain your psionic focus, that power resonates
  destructively in the subject’s mind, dealing an additional 2
  points of damage in addition to the power’s normal effect, if
  the power takes effect (that is, if the subject fails its saving
  throw against the primary effect of the power).
  Special: You can take this feat more than once. Each time
  you take it, it applies to a new power you know.
  Craft Dreamgift
  [Psionic Item Creation]
  You can create a variety of special psionic items that mimic
  standard psionic items, except you are guided in your cre-
  ation after dreaming special dreams.
  Prerequisites: Manifester level 3rd, possess at least one
  dreamgift item† (also called a dreamstained item; see
  Chapter Five: Psionic Items)
  Chapter Four
  
  Chapter Four: Psionic Feats 39
  Psionic Feat
  Prerequisites
  Benefit
  Anticipate Power
  Manifester level 3rd
  Anticipate and cancel foe’s manifestations
  Cortical Resonance 
  Manifester level 3rd
  Your powers do more damage than normal
  Creature Capacitor
  Psionic Talent
  Store part of your daily unused power points
  Dorje Blade
  Use Psionic Device 4 ranks
  Use a psionic dorje like a weapon
  Durable Construct 
  Manifester level 3rd,
  Astral constructs serve you longer than normal
  Boost Construct
  Elemental Spike 
  Manifester level 3rd
  Deal +1d6 points of energy damage with one power
  Favored Energy
  Know energy missile
  Choose one type of energy to gain +1 per damage die
  Heightened Dorje
  Use Psionic Device 1 rank,
  Expend focus to increase dorje’s manifester level +1
  Craft Dorje
  Latent Psi: Firestarter
  —
  Gain use of fire-related powers as psi-like ability
  Latent Psi: Hardy
  —
  Gain use of toughening powers as psi-like ability
  Latent Psi: Vicious Mind
  —
  Gain use of aggressive powers as psi-like ability
  Lucid Dreaming
  —
  Gain benefits in dreamscapes
  Mental Adversary
  —
  Gain +3 bonus on mindscape combat mode checks
  Disarm Mind
  Mental Adversary†
  Deplete foe’s power points during mindscape combat
  Overwhelm Buffer
  Mental Adversary†
  Treat nonpsionic foe as psionic for mindscape combat
  Permanent Focus
  Narrow Mind
  Retain your psionic focus for a given feat
  Primordial Surge
  Base attack bonus +2
  Foe suffers –2 penalty to attacks, checks, and saves 
  after you strike a critical hit
  Visceral Surge
  Primordial Surge
  Foe must save each round or be cowed 
  Psychic Bastion
  —
  Gain ability depletion resistance 3
  Mind Trap
  Psychic Bastion†
  Deplete 1 power point from foe in mindscape combat
  Sequester Power
  Psionic Talent, manifester level 3rd Get additional power points/day for every power you
  sequester
  Skill Finesse
  Key ability score 13
  Use your key ability score modifier for chosen skill
  Student of the Shallows
  Craft (dream interpreting) 4 ranks Gain benefits while in any Shallows dreamscape
  Suppress Avatar
  —
  Delay appearance of your avatar in mindscape combat
  Transcend Limits 
  Overchannel, manifester level 3rd
  Accelerate your increase of effective manifester level
  Wounding Cut
  Base attack bonus +3
  Your critical hits against foes cause bleeding wounds
  Metapsionic Feat
  Prerequisites
  Benefit
  Continual Power
  Any other metapsionic feat
  Repeat a power’s effect each round while concentrating
  Penetrating Power
  —
  Expend focus to add +4 on power penetration checks
  Persistent Power
  Extend Power
  Expend focus to make power last all day
  Subconscious Power
  Unconditional Power
  Manifest powers on yourself even when indisposed
  Preconscious Power
  Manifester level 5th,
  Manifest powers against foes even when indisposed
  Subconscious Power†
  Wounding Resonance
  Manifester level 3rd
  Your power damage against foes causes bleeding wounds
  Item Creation Feat
  Prerequisites
  Benefit
  Craft Dreamgift
  Manifester level 3rd, special
  Create dreamgift (dreamstained) items
  Enduring Tattoo
  Manifester level 5th,Scribe Tattoo,
  Extend the usage of the psionic tattoos you create
  Craft (tattooing) (6 ranks)
  Permanent Tattoo
  Manifester level 7th,
  Scribe permanent psionic tattoos
  Enduring Tattoo†, Craft
  (tattooing) (12 ranks)
  Infuse Dream
  Manifester level 3rd, special
  Create dream infused items
  NEW FEATS
  
  Benefit: You can create a dreamgift version of any psionic
  item (see the Expanded Psionics Handbook for information on
  psionic items, as well as the dreamstained items section in
  Chapter Five).
  Crafting a dreamgift takes one night of dreaming, fol-
  lowed by one day for each 1,000 gp in its price (minimum
  one night and one day). To craft a dreamgift, you must spend
  1/25 of the item’s price in experience points and use up raw
  materials costing half of its price. Also, you can mend a bro-
  ken dreamgift if you have the ability to craft it. Doing so
  costs half the experience points, half the raw materials, and
  half the time it would take to craft that item in the first
  place. Some dreamgifts incur extra costs in material compo-
  nents or experience points, as noted in their descriptions.
  These costs are in addition to those derived from the item’s
  base price. You must pay such a cost to create an item or to
  mend a broken one.
  Special: Those who craft dreamstained items describe the
  guiding dream as slightly unsettling, with a whispering voice
  reaching down a darkened hall whose length seems infinite.
  Note: While the Oraculus remains splintered into parts
  among the Shallows,characters cannot successfully utilize
  this feat.If the characters destroy the Oraculus,all characters
  who have this feat lose it and instead gain Infuse Dream†.
  Creature Capacitor [Psionic]
  You can store part of your daily unused power points per
  day.
  Prerequisites: Psionic Talent
  Benefit: You can store additional power points in your
  own body, treating yourself in some ways as a cognizance crys-
  tal. Unlike a standard cognizance crystal, you can store a num-
  ber of power points equal to your effective manifester level.
  All other rules for using a cognizance crystal apply.
  For instance, an 11th-level psion can store up to 11 power
  points, while a 4th-level psion could store only 4.
  Disarm Mind [Psionic]
  You can use psionic assaults to effectively relieve your ene-
  mies of all their power points.
  Prerequisite:Mental Adversary†
  Benefit: In addition to the benefit you gain upon winning
  a round of mindscape psionic combat, you also deplete a
  number of power points equal to your Charisma modifier
  (maximum 5 power points) from your opponent. Against a
  creature that freely manifests a power, you suppress one of
  its powers (chosen by the DM) for a day.
  Dorje Blade [Psionic]
  You can use a dorje as a simple light weapon.
  Prerequisite: Use Psionic Device 4 ranks
  Benefit: You know to hold the length of the dorje within
  the palm so that a shardlike end extends from either side of
  your closed fist. As a result, you can use any dorje that has at
  least 1 remaining charge as a simple light weapon with the
  following weapon stats: Damage 1d6; Critical 19–20/×2;
  Range Increment —; Type Piercing.
  Whenever you successfully confirm a critical on a foe in
  the course of regular combat, the dorje discharges, affecting
  your foe with the dorje’s effect. (Your foe attempts a saving
  throw against the dorje’s effect, as normal.) If the dorje pro-
  duces an area-based effect, the edge of the effect begins in
  the square containing your foe and extends away from you.
  (In this case, other creatures in the area could be affected.)
  This uses up a charge of the dorje as normal.
  Special: When making an attack, you can choose to
  expend a charge as a swift action to treat the dorje as a
  +1 weapon, expend three charges to treat it as a +2 weapon,
  or five charges for a +3 weapon.
  A dorje without remaining charges cannot be used as a
  dorje blade.
  Normal: Without the proper training, a dorje deals negli-
  gible damage if used as a melee weapon.
  Durable Construct [Psionic]
  Astral constructs serve you longer than normal.
  Prerequisites: Manifester level 3rd, Boost Construct
  Benefit: Astral constructs you manifest last 10 minutes.
  Normal: Astral constructs last a number of rounds equal
  to 1 round per manifester level.
  Elemental Spike (Psionic]
  You enhance your powers with an elemental spike.
  Prerequisite: Manifester level 3rd
  Benefit: When you take this feat, you must make two
  choices: you must choose any one power you know that
  targets one creature and which is not a ray or touch power,
  and you must select a favored energy type (fire, cold, acid,
  electricity, or sonic). When you maintain your psionic
  focus, the power you designate is psionically spiked with
  your chosen energy type and so deals +1d6 points of the
  appropriate type of damage in addition to its normal
  effect—if it takes effect.
  Special: You can take this feat multiple times. Each time
  you take it, it applies to a new power you know.
  Enduring Tattoo [Item Creation]
  You can extend the usage of psionic tattoos that you create.
  Prerequisites: Manifester level 5th, Scribe Tattoo, Craft
  (tattooing) (6 ranks)
  Hyperconscious: Explorations in Psionics
  40
  
  Benefit: As Scribe Tattoo, except that you can activate
  tattoos you create with this feat twice before the psionic cir-
  cuit fades. Once initially activated, the tattoo fades before
  reinvigorating itself 24 hours later, which makes it available
  for one more use. An enduring tattoo takes up two psionic
  tattoo slots.
  Favored Energy [Psionic]
  You prefer a certain energy type over all others.
  Prerequisite: Ability to manifest the energy missile power
  Benefit: Choose one type of energy to become your
  favored energy: cold, electricity, fire, or sonic. Any time you
  manifest a power that deals damage of your favored energy
  type, the damage is +1 per die.
  Heightened Dorje [Psionic]
  With your psionic expertise, you can coax better results
  from a dorje than normal.
  Prerequisites: Craft Dorje, Use Psionic Device 1 rank
  Benefits: To use this feat, you must expend your psionic
  focus. When you do so in conjunction with using a charge
  normally, you increase the dorje’s manifester level by 1. For
  example, if you use a dorje of energy ray (built at mani-
  fester level 3rd) and increase it to manifester level 4th, you
  deal 4d6 points of energy damage instead of 3d6, and 
  you make power penetration checks at level 4 instead of
  level 3.
  Special: This feat allows you to bypass the normal limit
  that says that the manifester level of a dorje cannot be more
  than five higher than the minimum manifester level to use
  the power it contains.
  Infuse Dream 
  [Psionic Item Creation]
  Items you make have special qualities in dream.
  Prerequisite: Manifester level 3rd
  Benefit: You can create any psionic item whose prerequi-
  sites you meet. (For prerequisites and other information on
  psionic items, see the Expanded Psionics Handbook as well as
  the section on dreamstained items in Chapter Five: Psionic
  Items in this book.)
  Chapter Four: Psionic Feats 41
  
  If the item adds a bonus on a single attack roll,a saving
  throw,skill check,ability score,or Armor Class,the item you
  create adds an additional +1 bonus to that quality.This bonus
  is referred to as a Gift of the Shallows,and its bonus type is a
  “Shallows” bonus.This Shallows bonus is only active on the
  item while its wielder maintains a psionic focus.
  Note: This feat is not available while Craft Dreamgift† still
  exists in the game.
  Latent Psi: Firestarter [Psionic]
  You have a thing for fire.
  Benefit: Another latent talent for psionics wakes, granting
  you the following psi-like ability:
  Psi-Like Ability: 1/day—control flames or matter agitation.
  Manifester level 1st; save DC
  11 + Charisma modifier +
  power level.
  Special: You can use one
  or the other of your latent
  psi-like abilities once per
  day—you can’t use both.
  Once you use one, you can’t
  use the other for the rest of
  the day.
  Latent Psi: Hardy [Psionic]
  You can withstand more abuse than others.
  Benefit: Another latent talent for psionics wakes, granting
  you the following psi-like ability:
  Psi-Like Ability: 1/day—thicken skin or vigor. Manifester level
  1st; save DC 11 + Charisma modifier + power level.
  Special: You can use one or the other of your latent psi-
  like abilities once per day—you can’t use both. Once you use
  one, you can’t use the other for the rest of the day.
  Latent Psi: Vicious Mind [Psionic]
  You can attack another’s mind.
  Benefit: Another latent talent for psionics wakes, granting
  you the following psi-like ability:
  Psi-Like Ability: 1/day—demoralize or mind thrust.
  Manifester level 1st; save DC 11 + Charisma modifier +
  power level.
  Special: You can use one or the other of your latent psi-
  like abilities once per day—you can’t use both. Once you use
  one, you can’t use the other for the rest of the day.
  Lucid Dreaming [Psionic]
  You do not lose yourself to dreams.
  Benefit: When dreaming, you always retain clear knowl-
  edge of your own identity and the fact that you are dream-
  ing. In game terms, this allows you to make use of all your
  psionic powers, power points, psionic items, and other
  equipment and abilities you possess at the moment you fell
  asleep, in whatever dream environment you find yourself
  inhabiting. However, creatures that are physically present in
  a dream can dismiss a dreamself from a dreamscape.
  When you wake, you have depleted as many power
  points in the material world as those used in Dream; how-
  ever, you find that you have not depleted any single-use
  items, item charges, ammunition, or other material posses-
  sions.
  Special: If you physically enter a dream environment, you
  gain a +1 bonus on all your Will saving throws for the dura-
  tion.
  Normal: There is only a 1 percent chance that a dreamer
  realizes that she is dreaming or knows the extent of her abil-
  ities within a dream (even if informed). In most cases the
  dreamer loses her identity and sense of self to the unfolding
  dream environment.
  Mental Adversary [Psionic]
  You supercharge your psionic assaults.
  Benefit: You gain a +3 bonus on your mindscape psionic
  combat mode checks.
  Mind Trap [Psionic]
  You can inflict retribution against psionic foes.
  Prerequisite: Psychic Bastion†
  Benefit: Even if you lose a round of mindscape psionic
  combat and do not gain the benefit for the round, you
  deplete 1 power point from your opponent. Against a crea-
  ture that freely manifests powers, you suppress one of its
  powers (chosen by the DM) for 4 rounds.
  Overwhelm Buffer [Psionic]
  You are trained in psionic attacks against nonpsionic minds.
  Prerequisite: Mental Adversary†
  Benefit: You can choose to treat one nonpsionic target as
  if psionic for purposes of generating a mindscape. The non-
  psionic target does not fully enter the mindscape; instead it
  appears only as a half-formed avatar. The target’s conscious
  mind is not aware of this pseudo-avatar or the mindscape.
  However, you can make an opposed psionic combat mode
  check against the pseudo-avatar normally. Your mode check
  roll is opposed by the pseudo-avatar’s Will saving throw. If
  the pseudo-avatar wins the mode check, there is no effect. If
  you win, apply the effect of the mode normally against the
  nonpsionic foe.
  Normal: Mindscape psionic combat cannot be used
  against nonpsionic minds.
  Hyperconscious: Explorations in Psionics
  42
  Latent Psi Feats
  Those who already possess a smidgeon of
  psionic aptitude can sometimes call upon
  buried latent psi feats. Latent psi abilities
  cannot be augmented. 
  
  Penetrating Power [Metapsionic]
  You manifest powers that can slice through an enemy’s
  power resistance more easily than normal.
  Benefit: When you expend your psionic focus, you add a
  +4 bonus on your power penetration checks.
  Using this feat increases the power point cost of the power
  by 2. The power’s cost cannot exceed your manifester level.
  The bonus provided by this feat stacks with Power
  Penetration and Greater Power Penetration.
  Permanent Focus [Psionic]
  You can retain your focus for a given feat.
  Prerequisite:Narrow Mind*
  Benefit:When you take this feat, choose one psionic feat
  you already know that requires you to maintain your focus to
  utilize the feat’s benefits. Once you’ve made this choice, it
  cannot be changed.
  From now on, you are treated as if you constantly retain
  your psionic focus for purposes of gaining the benefit of the
  chosen feat, even if you have actually expended your psionic
  focus to gain the benefit of some other feat that requires
  such an expenditure.
  Special:You may take this feat multiple times. Each time,
  it applies to a different psionic feat.
  * Narrow Mind is a feat found in the Expanded Psionics Handbook.
  Permanent Tattoo [Item Creation]
  You can scribe permanent psionic tattoos.
  Prerequisites: Manifester level 7th, Scribe Tattoo,
  Enduring Tattoo†, Craft (tattooing) 12 ranks
  Benefit: As Enduring Tattoo, except that you can activate
  tattoos you create with this feat once per day. Once activat-
  ed, the psionic tattoo fades before reinvigorating itself 24
  hours later. A permanent tattoo takes up four psionic tattoo
  slots.
  Preconscious Power [Metapsionic]
  You can manifest powers against foes even when indisposed.
  Prerequisites: Manifester level 5th, Subconscious Power†
  Benefit:The psionic complexus of your mind is aware,
  even when you are not. You can manifest a power on your
  action even if you are unconscious. As with Subconscious
  Power†, you need not expend your psionic focus to use this
  power while unconscious. Unlike with Subconscious Power,
  your Preconscious Power allows you to target foes even if you
  would not normally sense them. For example, if you are at –3
  hit points and unconscious, you could use energy bolt against
  an enemy even as you lie sprawled out and apparently sense-
  less. You can’t use preconscious powers if in stasis, suspend-
  ed animation, brain locked, or in similar straits.
  Using this feat increases the power point cost of the
  power by 8. The power’s total cost cannot exceed your mani-
  fester level
  Persistent Power [Metapsionic]
  You make one of your powers last all day.
  Prerequisite: Extend Power
  Benefit: To use this feat,you must maintain a psionic focus,
  which allows you to manifest a persistent power.A persistent
  power has a duration of up to 24 hours,as long as you do not
  expend your psionic focus for some other reason. If you do
  expend your psionic focus,the persistent power immediately
  ends, even if the 24-hour duration has yet to elapse.
  The persistent power must have a personal or a fixed
  range. This feat cannot affect powers of instantaneous dura-
  tion, and it cannot affect a power whose effect is discharged.
  For powers that require concentration to learn extra infor-
  mation (such as detect psionics), you still must concentrate.
  Concentration on such a power is a standard action that
  does not provoke an attack of opportunity.
  Using this feat increases the power point cost of the power
  by 12.The power’s cost cannot exceed your manifester level.
  The effect of this feat does not stack with the effect of the
  Extend Power feat.
  Primordial Surge [Psionic]
  Your melee and ranged attacks against living targets that
  inflict critical damage shake your foes.
  Prerequisite: Base attack bonus +2
  Benefit: When you
  achieve a critical hit
  with your melee or
  ranged attack (within
  30 feet), you mentally
  impart an image of
  your foe’s demise
  directly into its mind.
  Your foe, shaken by
  the vivid flash, suffers
  a –2 morale penalty
  on attack rolls, checks, and saving throws while the combat
  continues. This extraordinary effect cannot be negated or
  dispelled. Also, you can use this feat in conjunction with
  weaponlike powers.
  Psychic Bastion [Psionic]
  You fortify yourself against ability depletion.
  Benefit: While you maintain your psionic focus, you gain
  ability depletion resistance 3 against any attack that depletes
  an ability score, including poison, ability drain, ability 
  Chapter Four: Psionic Feats 43
  Weaponlike Powers
  You can treat any power that requires an
  attack roll and deals damage as you would a
  weapon, which means it can achieve a critical
  hit. If you roll a natural 20 to hit with your
  attack power, reroll the attack. If you would hit
  your target, you confirm the critical
  and deal double damage.
  
  damage, or enhancement penalties to ability scores. For
  instance, if some power, spell, effect, or poison deals you 
  4 points of temporary ability damage, you actually take just 
  1 point of temporary ability damage. The ability depletion
  resistance works on a per-attack basis.
  Sequester Power [Psionic]
  You get additional power points per day for every power
  you sequester.
  Prerequisites: Psionic Talent, manifester level 3rd
  Benefit: After each day’s period of rest and concentra-
  tion required to recharge your power points, you can also
  choose to sequester one or more powers you know. When
  you sequester a power, you lose the use of it for the day.
  At the same time, you gain a bonus to your power point
  total for the day equal to the power point cost of the
  power(s) you sequestered. Sequestered powers automati-
  cally return at the beginning of the following day, at
  which time you can choose to sequester the same, differ-
  ent, or no powers.
  You cannot choose to sequester a power if it is the only
  power of your discipline that you know for a given level.
  You cannot choose to sequester so many powers that your
  new power point total would exceed your normal power
  point total by more than 50 percent.
  Skill Finesse [Psionic]
  You are especially adept at using a certain skill that can ben-
  efit from your key ability score.
  Prerequisite: Key ability score 13+
  Benefit: Choose one skill. With it, you can use your key
  ability score modifier instead of the ability modifier normally
  applicable for the skill. You gain no benefit in choosing a
  skill that is already modified by your key ability score.
  Special: You can gain this feat multiple times. Each time
  you take this feat, it applies to a new skill.
  Student of the Shallows [Psionic]
  Through careful study of the Shallows and its essentially
  predatory nature, you have learned to impose your will over
  some aspects of the Shallows. (See Chapter Two: Plunge
  Into Dream for more on the Shallows.)
  Prerequisite:Craft (dream interpreting) 4 ranks
  Benefit: You have a +1 Shallows bonus that you can apply
  once per round to one activity that qualifies. You need not
  apply the Shallows bonus to the same activity each round, or
  at all. You can apply the bonus only while you (or your Lucid
  Dreaming† dreamself) are present in the Shallows. The
  allowed activities are: attack roll, damage roll, saving throw,
  skill check, or ability check.
  Subconscious Power [Metapsionic]
  You can manifest powers on yourself even when indisposed.
  Prerequisite: Unconditional Power*
  Benefit: The psionic complexus of your mind is aware,
  even when you are not. You can manifest a power on your
  action even if you are unconscious. Unlike Unconditional
  Power*, you need not expend your psionic focus to gain the
  effect while unconscious. You can manifest subconscious
  powers that either have you as a target or are personal pow-
  ers only.
  For instance, if you are at –3 hit points and unconscious,
  you could use body adjustment as a subconscious power to
  cure yourself. You can’t use Subconscious Power if in stasis,
  suspended animation, or if you are brain locked. You cannot
  subconsciously manifest powers adjusted by any other
  metapsionic feat or that are augmented, and you cannot sub-
  consciously activate psionic items of any type.
  Using this feat increases the power point cost of the
  power by 8. The power’s total cost cannot exceed your mani-
  fester level.
  *  Unconditional  Power is a feat found in the Expanded Psionics Handbook.
  Suppress Avatar [Psionic]
  You can avoid psionic combat.
  Benefit: When your avatar would otherwise appear in a
  mindscape, you can choose to delay its appearance when
  you take a move action to concentrate on suppression. You
  can suppress your avatar for a number of back-to-back
  rounds equal to your Dexterity modifier (minimum 1
  round).
  Normal: When two or more psionic individuals knowing-
  ly encounter each other within a range of 60 feet, a plane of
  the mind (a mindscape) instantly and automatically springs
  into existence if at least one of them desires it.
  Transcend Limits [Psionic]
  You can boost your powers beyond their normal limits with
  metapsionic feats.
  Prerequisites: Overchannel, manifester level 3rd
  Benefit: This feat allows you to accelerate the schedule by
  which you increase your effective manifester level when
  using Overchannel, but you suffer more for this ability.
  While manifesting a power, you can increase your effective
  manifester level by one, but in so doing you take 1d8 points
  of damage. At 5th level, you can choose to increase your
  effective manifester level by two, but you take 5d8 points of
  damage. At 12th level, you can increase your effective mani-
  fester level by three, but you take 9d8 points of damage. At
  17th level you can increase your effective manifester level by
  four, but you take 15d8 points of damage.
  Hyperconscious: Explorations in Psionics
  44
  
  The effective increase in manifester level increases the
  number of power points you can expend on a single power
  manifestation, as well as increases all manifester level-
  dependent effects, such as range, duration, and overcoming
  power resistance.
  Normal: Your manifester level is equal to your total levels
  in classes that manifest powers. If using Overchannel nor-
  mally, the increased manifester levels come at 8th and 15th
  level.
  Visceral Surge [Psionic]
  Melee and ranged attacks against living targets that inflict
  critical damage shake your foe.
  Prerequisite: Base attack bonus +2, Primordial Surge†
  Benefit: When you expend your psionic focus, you men-
  tally impart an image of your foe’s demise in a particularly
  bloody, visceral manner directly into its mind on your suc-
  cessful attack. You must declare you are using a Visceral
  Surge† attack before making the attack roll (a missed attack
  ruins the attempt). Your foe, cowed by the vivid flash,
  freezes in fear instead of acting on its next action. On your
  foe’s following rounds of action, it must make a Will saving
  throw (DC = 5 + the damage you initially dealt) each round
  or be cowed for that round, too. After a successful save, the
  foe is no longer cowed.
  Cowering characters lose their Dexterity bonus to Armor
  Class (if any) and take no actions. You and your allies gain a
  +2 bonus on attacks against cowering characters. You can
  use this feat in conjunction with weaponlike powers (see
  sidebar, page 43).
  Wounding Cut [Psionic]
  Your melee and ranged attacks that inflict critical damage
  against living targets also bleed.
  Prerequisite: Base attack bonus +3
  Benefit: When you achieve a critical hit with your melee
  or ranged attack (within 30 feet) and while you maintain
  your psionic focus, your weapon resonates destructively with
  living flesh so that any damage inflicted bleeds for 1 point of
  Constitution damage in addition to the weapon’s normal
  damage. Multiple Wounding Cuts result in cumulative
  Constitution damage. You can use this feat along with
  weaponlike powers (see sidebar on page 43).
  Wounding Resonance [Metapsionic]
  Damaging powers you manifest that inflict damage against
  living targets also bleed.
  Prerequisite: Manifester level 3rd
  Benefit: When you expend your psionic focus, powers you
  designate that have a single target and that normally deal
  damage as their primary effect are tuned to destructively res-
  onate and linger in living flesh. Any damage inflicted by a
  wounding resonant power bleeds for 1 point of Constitution
  damage in addition to the normal damage if the power takes
  effect. Multiple resonant wounds result in cumulative
  Constitution damage.
  This feat doesn’t work on powers that have been modified
  to deal damage (such as with cortically resonant powers).
  Using this feat increases the power point cost of the
  power by 2. The power’s total cost cannot exceed your mani-
  fester level.
  Chapter Four: Psionic Feats 45
  
  Psionic Items 
  We are the music makers,and we are the dreamers of dreams.
  —Willy Wonka,Willy Wonka and the Chocolate Factory
  P
  sionic characters often utilize items to bolster their
  mental abilities. To aid in the choices presented for
  psionic characters, more than a dozen new items
  appear in this chapter. Many of them are featured in the
  Hyperconscious adventure.
  Dreamstained Items
  (Dreamgift Items)
  While dreamstained items are similar to standard psionic
  items, they are easier and less costly to create. Because of
  their low creation cost, their market price is likewise less
  (about one-fourth the price of a nondreamgift), which
  makes dreamgifts a popular choice. Additionally, the mani-
  fester level required to create the item is about one-half of
  the normal requirement. However, these cheaper and easier
  items come at a price.
  Because the Dark Plea is
  the source of the items’
  abilities, each item also
  possesses a taint.
  Note that common
  methods of identifica-
  tion and divination can-
  not reveal the common
  stain associated with
  each dreamgift. Nothing
  short of a reality revision
  or hypercognition reveals
  the curse, and then only
  that “the ill will of an
  entity called the Dark
  Plea taints the item.”
  Common Stain
  In addition to each dreamstained item’s listed abilities (and
  shortcoming, if any), they all share a few other properties in
  common.
  First, anyone who wears or uses a dreamstained item that
  she has never worn or used before takes 1 point of temporary
  Constitution damage if she fails a Fortitude save (DC 13).
  However, this damage unaccountably feels good to the char-
  acter. Moreover, the character knows that once she takes this
  damage, the item will no longer damage her, no matter how
  many times she wears or uses it.
  Second, a character in possession of a dreamstained item
  who uses or wears that item on a given day has strange,
  disquieting dreams that night—sometimes nightmarish ones.
  However, the source of these dreams is not obviously tied to
  the dreamgift. Each night when the owner of a dreamstained
  item sleeps after using or wearing the item, the DM makes a
  Fortitude save (DC 10) for that character.On a failed save,the
  owner wakes with 1 point of temporary Constitution damage.
  (On a successful save,she probably does not remember having
  nightmares.) Note that the DM should not obviously tie the
  use of the dreamgift with the nightmare or the damage.
  Finally, anyone actively using a dreamstained item leaves
  herself open to direct contact by the Dark Plea or one of its
  servitors. The DM can decide when this occurs, if ever, and
  what happens should the PC find herself involved with the
  Dark Plea. In the Hyperconscious adventure, both the dream
  keeper† Thales and the dreamwright† Pherecyde suffer from
  mental instability due to the Dark Plea’s influence (and they
  are the least stricken of the affected sages).
  Circlet of the Brain’s Barricade: The circlet of the brain’s
  barricade is a slender band that appears strangely dim even
  in full light. It provides the wearer with power resistance 13
  against all mind-affecting powers.
  Faint telepathy [dreamstained]; Manifester Level 2nd;
  Craft Dreamgift†; Price 3,000 gp
  Goggles of Piercing Scrutiny: The lenses of goggles of pierc-
  ing scrutiny are made of dark crystal,and they appear similar to
  goggles of night. However, when placed over the eyes of the
  wearer, they enable him to see normally.
  While worn, the lenses radiate a psychokinetic field in a
  50-foot cone that negates all types of invisibility (though
  this power can’t negate the effect of cloud mind). Any creature
  that fails its save to avoid the effect loses its invisibility.
  Creatures that are naturally invisible, such as an invisible
  stalker, are revealed as a dim outline for 1 round (until the
  beginning of your next turn) and do not have total conceal-
  ment during this period.
  The user must wear both lenses for the psionic power to
  take effect.
  Faint psychokinesis [dreamstained]; Manifester Level 3rd;
  Craft Dreamgift†; Price 9,100 gp
  Ring of Electrocution: A strange, electric smell and lead-
  en taste in the air always seems to accompany the silvery ring
  of electrocution. Once per day the wearer of the ring can
  release a powerful stroke of electricity that deals 5d6 points
  Chapter Five
  Prices of Dreamstained Items
  Because the Dark Plea whispers into the mind
  of the crafter the secrets of making a dreamgift
  prior to item creation, crafters have an easier
  time making them. As a result, knowledge of
  prerequisites normally needed is not necessary,
  though the Craft Dreamgift† feat is required.
  Likewise, the manifester level is not as high as
  an item containing a given power would be
  normally. The actual formula for creating
  dreamstained items is as follows: Figure out
  the regular price of the item, then divide by
  four for the actual price. Determine the regular
  manifester level for the item, then take half
  that value for the actual manifester level of the
  dreamstained item. Of course, as with deter-
  mining the price of any psionic (or magic) item,
  discretion and subjectivity play their parts.
  
  of damage to every creature or object within a 120-foot line.
  The beam begins at the user’s fingertips. Creatures who suc-
  ceed on a Reflex save (DC 16) take half damage. If used
  against creatures with power resistance, the manifester level
  check to overcome the resistance gains a +2 bonus.
  Faint psychokinesis [dreamstained]; Manifester Level 3rd;
  Craft Dreamgift†; Price 1,500 gp
  Ring of Fiery Torment: The bright red iron ring of fiery
  torment feels warm to the touch. Once per day, the wearer
  can explode in flame, bathing everything in a 40-foot-radius
  fire burst centered on the wearer and dealing 5d6+5 points
  of fire damage. The wearer is not affected. Creatures who
  succeed at a Reflex save (DC 14) take half damage.
  Faint psychokinesis [dreamstained]; Manifester Level 3rd;
  Craft Dreamgift†; Price 1,500 gp
  Ring of the Frozen Heart: The crystal ring of the frozen
  heart always feels cold to the touch, and it may freeze to
  solid surfaces (but it doesn’t harm the wearer). Once per
  day the wearer can project a 60-foot cone of cold that
  extends outward from the wearer’s hand. The cone deals
  5d6+5 points of cold damage to every creature in the area.
  Creatures who succeed at a Fortitude save (DC 14) take
  half damage.
  Faint psychokinesis [dreamstained]; Manifester Level 3rd;
  Craft Dreamgift†; Price 1,500 gp
  Ring of Screaming Anguish: The dull lead ring of screaming
  anguish produces a barely audible hum if brought to the ear.
  Once per day the wearer can create an explosion of screams
  that deals 5d6–5 points of sonic damage to every creature or
  object within a 20-foot-radius spread at a range of up to 60 feet
  (ignoring an object’s hardness),except for the wearer.Creatures
  who succeed at a Reflex save (DC 14) take half damage.
  Faint psychokinesis [dreamstained]; Manifester Level 3rd;
  Craft Dreamgift†; Price 1,500 gp
  Third Eye,Guardian: The guardian third eye is a small
  crystal with a wide, flat facet that resembles a closed eye.
  When the owner desires, the crystal adheres to the center of
  her forehead.
  Once per day, this kind of third eye allows the wearer to
  slide out of range of a damaging burst attack that normally
  would deal half damage on a successful save, as if the wearer
  had manifest evade burst. When this occurs, the eye blinks
  wide, then closes again when the burst is past.
  Moderate psychometabolism [dreamstained]; Manifester
  Level 7th; Craft Dreamgift†; Price 9,100 gp
  Torc of Many in One:The torc of many in one is a band
  inlaid with precious metal, and a user wears it around his
  neck or upper arm. The wearer can manifest fission once per
  day as if a 13th-level manifester. However, there is a 5 percent
  chance that each duplicate formed sees itself as the mortal
  enemy of the user, and instead of doing the user’s bidding,
  attempts to exterminate him.
  Moderate psychometabolism [dreamstained]; Manifester
  Level 7th; Craft Dreamgift†; Price 9,100 gp
  Psicrystal Staves
  A psicrystal staff is a long shaft of wood or crystal designed to
  provide a “setting” for a psionic character’s psicrystal,if a
  character has one.The basic psicrystal staff grants minimal
  ability to the psionic character’s psicrystal;however,every
  psicrystal staff can be customized,modified,and upgraded by
  the addition of setting stones.Each stone grants different abili-
  ties to the psionic character who uses the staff to carry his
  psicrystal.Of course,many psionic characters already carry
  their psicrystals on staves—only practiced eyes can tell the
  difference between a decorative setting and a potent item.
  Psicrystal staves have an Armor Class of 7, 10 hit points, a
  hardness of 8, and a break DC of 24.
  Activation: Psicrystal staves are activated as a free action so
  long as the psionic character keeps his psicrystal docked on
  the staff’s primary set-
  ting.The staff wielder
  must hold the staff to
  utilize its power.
  Psicrystals (as well
  as ancillary setting
  stones) can be docked
  or free. As a standard
  action, the psion can
  dock or release his
  psicrystal, psionically affixing it to the staff or releasing it;
  psicrystals with self-propulsion can dock or release them-
  selves, at the direction of the psionic character. While
  docked, the psicrystal (and setting stones, if any) and the staff
  function as a unit.
  Besides the psicrystal itself, the psicrystal staff can hold a
  total of three additional setting stones. The wielder can switch
  a setting stone with another as a standard action. Setting
  stones, when mounted, also become part of the staff.
  Psicrystal Staff:Docked psicrystals are treated as if their
  owner’s manifester level is +2 higher than it really is,thus
  unlocking psicrystal potential early.This power is conferred
  daily only if the psicrystal remains mounted for at least one
  hour out of every two hours.For instance,a 1st-level psion
  with a psicrystal staff and a mounted psicrystal gains the bene-
  fits of a psicrystal with the ability to deliver touch powers,+1
  natural armor,and +1 Intelligence,which is something nor-
  mally only a psionic character of 3rd to 4th level could expect.
  Faint telepathy;Manifester Level 3rd;Craft Universal Item,
  Psicrystal Affinity, mindlink; Price 2,000 gp; Weight 5 lbs.
  Setting Stones
  Setting stones function only when a character has mounted
  them to a psicrystal staff.
  Setting Stone of Invigoration: The setting stone of invigor-
  ation is a hazy garnet. Once per day this stone’s wielder can
  draw power from his splinter personality embedded in the
  psicrystal, invigorating his powers (if his psicrystal is also
  mounted). This invigoration lasts for 10 minutes. While
  Psicrystal Staves and Setting Stones
  Psicrystal staves resemble the staves used by
  spellcasters, but they focus on assisting char-
  acters with psionic abilities instead of provid-
  ing spellcasting abilities. You can place your
  psicrystal, if you have one, within the staff and
  add setting stones or companion stones, which
  make the staff much more versatile than a
  spellcaster’s traditional staff. 
  Chapter Five: Psionic Items 47
  
  Hyperconscious: Explorations in Psionics
  48
  invigorated, the character gains many advantages: He gains a +2 morale bonus on
  saving throws, skill checks, and Difficulty Class modifiers; acquires +5 temporary
  power points; and gains +1 level to his manifester level.
  Moderate psychometabolism; Manifester Level 9th; Craft Universal Item,
  Overchannel, Talented, psychofeedback; Price 10,080 gp; Weight —
  Setting Stone of Kenosis: The setting stone of kenosis is a large jewel of
  unearthly origin.Once per day this stone’s wielder can briefly suppress a crea-
  ture’s psi-like,spell-like,and supernatural abilities.To use this power,the psion-
  ic character targets the creature with a scintillating purple ray from the stone.On
  a successful ranged touch attack,the target is locked out of using its psi-like,spell-
  like,and supernatural abilities for 1d4 rounds (which includes the ability of spellcast-
  ers to use their spells and psionic characters and creatures to use their powers).Power
  resistance can prevent this effect—the effect is as if manifest by an 17th-level manifester.
  Strong telepathy;Manifester Level 17th;Craft Universal Item,apopsi;Price 29,000 gp;Weight —
  Setting Stone of Power Echo:The setting stone of power echo is a large sapphire. Once per day
  this stone’s wielder can manifest any power of 3rd level or less that he manifested earlier in the
  same day as a free manifestation. More powerful setting stones of power echo exist for echoing pow-
  ers of 6th level or less (greater power echo), and 9th level or less (true power echo).
  Moderate (5th and 11th) or strong (17th) psychokinesis; Manifester Level 5th, 11th, or 17th; Craft
  Universal Item, reddopsi; Price 9,000 gp (3rd), 36,000 gp (6th), 81,000 gp (9th); Weight—
  Companion Stones
  A companion stone is similar to a setting stone in that it functions only in conjunction with a psicrys-
  tal staff. Like setting stones, companion stones add functionality to each staff. Unlike setting stones,
  however, companion stones take up orbit around the head of the staff, similar to the way ioun
  stones orbit the head of their owner. However, companion stones orbit only the head of a chosen
  psicrystal staff, not the wielder of the staff.
  When a character first acquires a stone, she must hold it and then release it, whereupon it
  takes up a circling orbit 1 foot from the head of her staff. A character must grab the compan-
  ion stone to remove it from orbit about the psicrystal staff. The owner may voluntarily
  seize and stow a stone to keep it safe, but she loses the benefits of the stone during
  that time. Companion stones have an Armor Class of 22, 8 hit points, and a
  hardness of 10.
  The wielder can enhance her psicrystal staff with a maximum of 10 com-
  panion stones before the density of orbiting stones becomes too great.
  As with the benefits provided by setting stones, the character must
  have her psicrystal staff in hand to gain the benefits from any orbit-
  ing companion stones.
  Companion Stone of Diplomacy: The wielder of a staff
  enhanced with this stone gains a +4 competence bonus on
  Diplomacy checks.
  Faint telepathy; Manifester Level 5th; Craft Universal Item,
  broker†; Price 1,700 gp; Weight —
  Companion Stone of Electrical Protection: The wielder of a
  staff enhanced with this stone is protected from electrical dam-
  age. Each time the wielder takes damage from electricity, sub-
  tract 10 points from the total for each electrical attack.
  Moderate psychometabolism; Manifester Level 7th; Craft
  Universal Item, energy adaptation; Price 27,200 gp; Weight —
  Companion Stone of Far Sight: The wielder of a staff enhanced
  with this stone gains a +2 competence bonus on ranged attack rolls
  and a +2 competence bonus on saving throws against illusions.
  Weak psychometabolism; Manifester Level 5th; Craft Universal
  Item; Price 7,500 gp; Weight —
  
  Companion Stone of Fire: The wielder of a staff
  enhanced with this stone gains the ability to manifest cones
  of fire. When a character points the companioned psicrystal
  staff and issues the command thought, an energy cone [fire]
  effect discharges from the stone, as if fully augmented by a
  10th-level kineticist (10d6+10 points of fire damage with a
  DC adjustment of +2). Each use requires one charge; a
  newly created companion stone of fire has 30 charges. When
  the charges are expended, the companion stone burns to ash.
  Moderate psychokinesis; Manifester Level 10th; Craft
  Universal Item, energy cone; Price 17,000 gp; Weight —
  Companion Stone of Resistance: The wielder of a staff
  enhanced with this stone gains a +4 resistance bonus to all
  saving throws (Fortitude,Reflex,and Will) once per day for up
  to five minutes—it is a standard action to activate this power.
  Faint psychometabolism; Manifester Level 5th; Craft
  Universal Item, psionic resistance†; Price 9,000 gp; Weight —
  Companion Stone of Truthful Dealings: The wielder of
  a staff enhanced with this stone can read thoughts once per
  day for up to three minutes—it is a standard action to 
  activate this power.
  Faint telepathy; Manifester Level 3rd; Craft Universal
  Item, read thoughts; Price 10,800 gp; Weight —
  Synaptic Masks
  A synaptic mask consists of several thin leather straps that affix
  to the wearer’s face.Most of the wearer’s face is visible through
  the leather webbing.The strands that make up the mask all
  come together at the wearer’s left temple,where a setting is
  affixed.The setting contains a clamp in which owners can set
  various types of special stones.
  These masks use shards or meld stones to determine the
  effect granted to a character, thus ensuring that they are flex-
  ible in function.
  A synaptic mask uses up the same area on the body as a
  headband, hat, or helmet; a character wearing one of these
  cannot also wear a synaptic mask.
  Synaptic masks have an Armor Class of 5, 10 hit points, a
  hardness of 3, and break DC 15.
  Activation: Synaptic masks are always active while worn
  (they do not require activation). A synaptic mask confers an
  effect only when a shard or a meld stone rests in its setting.
  Synaptic Mask:Without a specified stone such as a shard
  in its setting, the synaptic mask confers no extra abilities. As
  described in Chapter Seven: Psionic Items in the Expanded
  Psionics Handbook,shards are fragments of crystal imbued with
  small portions of psionic power. Normally, using a shard is a
  standard action (shards telepathically reveal their command
  word into the minds of psionic creatures who handle them).
  A shard grants a temporary competence bonus on one spe-
  cific skill, ranging from +1 to +10. Normally, the bonus lasts
  until the skill is used or 10 rounds pass, whichever comes
  first. Unless set in a synaptic mask, a shard disintegrates after
  use, even if its user doesn’t utilize the bonus.
  Competence Bonus
  Price
  +1
  10 gp
  +2
  40 gp
  +3
  90 gp
  +4
  160 gp
  +5
  250 gp
  +6
  360 gp
  +7
  490 gp
  +8
  640 gp
  +9
  810 gp
  +10
  1,000 gp
  Moderate psychometabolism; Manifester Level 7th; Craft
  Universal Item, creator must have ranks in the specified skill
  at least equal to the imprinted bonus; Price see above.
  If a shard is placed (or replaced) in a synaptic mask setting
  (as a standard action), the wearer can use the shard’s skill
  bonus indefinitely without using up the shard. The mask pre-
  serves the shard while at the same time allowing the wearer
  to continuously gain the shard’s benefit. The wearer can
  remove the shard later and use it normally, though this
  results in the shard’s disintegration as described above.
  Moderate metacreativity; Manifester Level 7th; Craft
  Universal Item, psionic fabricate; Price 3,000 gp; Weight 1 lb.
  Meld Stones
  Meld stones appear similar to shards but are often crafted with
  higher gem-grade crystal. Unlike a shard, a meld stone cannot
  be used if not set in a synaptic mask. Each meld stone contains
  a suite of skill bonuses related by a theme or task.
  Meld Stone of the Alchemist: When set in a synaptic
  mask, the meld stone of the alchemist grants its wearer a 
  +8 competence bonus on Craft (alchemy) checks, a +6 com-
  petence bonus on Appraise and Use Magic Device checks,
  and a +4 competence bonus on Knowledge (arcana) checks.
  Strong clairsentience;Manifester Level 5th;Craft Universal
  Item,8 or more ranks in Appraise,Craft (alchemy),Knowledge
  (arcana), Use Magic Device; Price 3,040  gp; Weight: 1 lb.
  Meld Stone of the Infiltrator: When set in a synaptic
  mask, the meld stone of the infiltrator grants its wearer a +8
  competence bonus on Bluff checks, a +6 competence bonus
  on Disguise and Forgery checks, and a +4 competence bonus
  on Gather Information checks.
  Strong telepathy; Manifester Level 5th; Craft Universal
  Item, 8 or more ranks in Bluff, Disguise, Forgery, and Gather
  Information; Price 3,040 gp; Weight: 1 lb.
  Meld Stone of the Nimble Trickster: When set in a
  synaptic mask, the meld stone of the nimble trickster grants its
  wearer a +8 competence bonus on Tumble checks, a +6 com-
  petence bonus on Escape Artist and Hide checks, and a +4
  competence bonus on Move Silently checks.
  Strong psychometabolism; Manifester Level 5th; Craft
  Universal Item, 8 or more ranks in Escape Artist, Hide, Move
  Silently, and Tumble; Price 3,040 gp; Weight 1 lb.
  Chapter Five: Psionic Items 49
  
  Hyperconscious: Explorations in Psionics
  50
  Other Items
  Chalaziom Ocellus:When a chalaziom† (see Chapter Six)
  is slain, residual psionic energy lingers in 1d4 of its crystal
  lenses. If detached, each acts as a complete pair of eyes of
  charm. Each ocellus can be used only once against a single
  target, for a maximum of 10 rounds, before crumbling away
  with its psionic energy completely drained.
  Faint telepathy,Manifester Level n/a;Price 75 gp;Weight —
  Cloak of Probability: This flowing cape of mottled red
  affects its wearer as the psionic power probability mantle†
  once per day, as if manifested by an 11th-level manifester.
  Moderate psychoportation; Manifester Level 11th; Craft
  Universal Item, probability mantle†; Price 26,400 gp
  Contemplation Pearl: Once per day using a standard
  action, a character holding a contemplation pearl can utilize
  the bend reality power. Use of the power debits the character
  the appropriate number of experience points, as described in
  the bend reality power description. Recently, Biana, one of the
  Seven Sages introduced in Chapter Two, overtaxed the con-
  templation pearl. Once someone removes the pearl from the
  dire dreamself† fountain, its power becomes inactive for one
  month, after which it resumes its former ability to function,
  though only intermittently. In this case, it has only a 50 per-
  cent chance to function on any given day.
  Strong clairsentience; Manifester Level 15th; Craft
  Universal Item, bend reality; Price 37,500 gp
  Dreamseed,Minor: Luminescent pearl in color, minor
  dreamseeds resemble seeds of grain measuring 1 or 2 inches
  in length. These items are not made—they are found or
  collected from rarely forming dangerous dreams and night-
  mares. Only a few beings have recovered one. A minor dream-
  seed allows a dreamwright† character to call a reflexion†
  whose Hit Dice total exceeds the character’s normally
  allowed maximum by +2 HD. (More potent dreamseeds
  exist—in fact, the dreamwright known as Pherecyde found a
  greater dreamseed that allowed her to exceed the Hit Dice cap
  by +8, but she promptly used it.)
  Strong metacreativity; can’t be created, only found; Price
  3,000 gp
  Malafide Chalkstone:Malafides† (see Chapter Six) mine
  a special substance they call chalkstone from an undisclosed
  location on the Astral Plane. While most malafides are not
  given the location of this mine, most do receive a piece of
  chalkstone, which appears as chalky lump of multicolored
  rock. Any psionic creature can scribe a psionic tattoo of any
  power it knows using the chalkstone; possession of the
  chalkstone replicates the Scribe Tattoo feat in all ways (see
  the Expanded Psionics Handbook), save as follows: The scriber
  must use the chalkstone to scribe the power, the scriber must
  personally know the power to be scribed, and the owner does
  not need to pay a gold piece cost to scribe a psionic tattoo.
  Each piece of chalkstone can scribe up to five psionic tat-
  toos. Possession of chalkstone counts toward an individual
  malafide’s treasure.
  Faint metacreativity; Manifester Level 5th; cannot be
  made, only mined; Price 6,565 gp per piece; Weight —
  Ring of Psionic Teleport:This obsidian band allows the
  user to manifest psionic teleport once per day. Once per day
  the wearer can exceed his maximum load by ×5 when using
  psionic teleport.
  Strong psychoportation; Manifester Level 12th; Craft
  Universal Item, psionic teleport; Price 28,800 gp
  Slumbering Heart: The fist-sized slumbering heart looks
  like a coal-black stone shaped like an idealized heart the size
  of a fist. When first grasped by any character that has never
  before done so,the heart turns transparent and shines with a
  beautiful prismatic light.The character holding the heart has
  the opportunity at that point to make use of the psychic refor-
  mation power from the Expanded Psionics Handbook.The char-
  acter does not lose experience points for taking advantage of
  the power. The character can “reformat” up to her last four
  levels with the slumbering heart, if desired. Once a particular
  character makes use of the heart’s psychic reformation effect,
  the stone grows opaque and dark, and that character can
  never call upon it again. Those who wish to “back up” and
  pick up levels of a new prestige class can find this item par-
  ticularly useful for rewriting their own minds and hearts.
  Moderate telepathy; Manifester Level 7th; Craft Universal
  Item, psychic reformation; Price 11,200 gp
  Third Eye of Continual Power: This item appears as a
  small,flat crystal.With the proper command thought,it
  adheres to the wearer’s forehead.A third eye of continual power
  confers the Continual Power† feat (see Chapter Four) on its
  wearer,allowing the character to use the feat once per day.
  Strong psychometabolism;Manifester Level 15th;Craft
  Universal Item,Continual Power†,bend reality;Price 48,000 gp
  Artifacts
  Book of the Shallows: Penned by a servitor of the Dark
  Plea,the Book of the Shallows is an artifact of insidious evil.
  Written in a way that first leads a reader to believe the tome is
  a treatise on Dream,the true nightmare-drenched nature of
  the book becomes apparent upon deeper perusal.A complete
  read of the tome requires one week of study.Once an evil
  manifester accomplishes this,he gains a +1 inherent bonus to
  Intelligence and one experience level—receiving enough
  experience points to put the character’s experience point total
  midway between the minimum needed for his new (higher)
  level and the minimum needed for the level beyond that.
  All lawful neutral,neutral,or chaotic neutral characters
  who touch the book take 5d4 points of damage,and reading
  its pages causes them to either lose 2d6 points of damage and
  1,000 XP (01–50 on d%) or change their alignment to evil
  without gaining the benefits above for being evil (51–100).
  Good psions, wilders, and psychic warrior characters (LG,
  NG, CG) perusing the pages of the Book of the Shallows have
  to make a Fortitude save (DC 16) or die. If they do not die,
  they must succeed at a Will save (DC 15) or suffer from a
  
  continuous head trip† effect (per the power of the same name
  introduced in Chapter Seven). In the latter event, even if the
  save succeeds, the character loses 20,000 XP, minus 1,000
  for each point of Intelligence he has. (This calculation can-
  not result in an experience point gain.) Other characters of
  good alignment take 5d6 points of damage from just han-
  dling the tome. If such a character looks inside, there is an
  80 percent chance that a frenzy of phrensies† (five to eight
  of them) attacks the character that night.
  Once a manifester reads the book, he can use the book as
  if it were a power stone: Once per day, he can manifest the
  powers crownfire†, dark union of dust†, and head trip†.
  Strong clairsentience [evil]; Manifester Level 19th; Weight
  3 lbs.
  Crystal Consciousness (major artifact): One account
  claims that the Crystal Consciousness is the remnant mind of
  a god from another cosmology trapped in our own multi-
  verse long ago (or perhaps even the kureshim’s lost god; see
  “Kuresh” in Chapter Six). Another account describes the
  Crystal Consciousness as the physical manifestation of the 
  collective unconscious of every
  psionic creature everywhere.
  Whatever the truth of the mat-
  ter, the object is a potent force
  that wakes once every 5,000
  years. At these times, known as
  “Waking Events,” it reportedly
  has the power to alter the very
  disciplines on which psionic
  power is based. The rest of the
  time, the Crystal Consciousness
  remains quiescent, though it
  has great “residual” powers that
  a wielder may call upon:
  Malleable Form: The Crystal
  Consciousness takes the form of
  any one “chakra” item as desired
  by its wielder (headband, hat, hel-
  met, pair of eye lenses, psionic third
  eye, goggles, cloak, cape, mantle,
  amulet, brooch, medallion, necklace,
  periapt, scarab, robe, psychoactive
  skin, vest, vestment, shirt, pair of
  bracers or bracelets, pair of gloves or
  gauntlets, ring, belt, or pair of boots);
  see “Chakra Savant” in Chapter Eight:
  Psionic Prestige Classes.
  Various Powers: The wielder can use
  various powers from the artifact as if the
  item were a power trigger item.At will—
  catfall, detect psionics, far hand, missive;3/day—
  astral construct, burst, control object, destiny disso-
  nance, psionic charm, thicken skin;2/day—animal
  affinity, dimension swap, energy missile, object reading,
  psionic repair damage, read thoughts; 1/day—inertial barrier, true
  metabolism, ultrablast; 1/week—reality revision (requires expen-
  diture of XP,if any).
  Staff of the Primal Artificer:This crystalline staff was
  recovered recently, unscathed, from the crater of an ancient
  meteorite. Dating back several cycles of reality, the Primal
  Artificers were beings of nearly godlike power whose minds
  were naturally contained in exotic crystal. The staff may
  indeed be one of their tools.
  Whosoever holds the Staff of the Primal Artificer may use a
  power similar to psionic dominate up to three times per day.
  However, the power of the staff is specifically limited to enti-
  ties who possess nonbiological sentience, including con-
  structs (even nonintelligent constructs), machine intelli-
  gences, and even undead (the effect of the staff is not a
  mind-affecting compulsion). The staff has no power over 
  living intelligences.
  Chapter Five: Psionic Items 51
  
  Psionic Monsters
  I dream of vague shapes that hint of my heart’s desire.
  —Mason Cooley
  S
  everal of the creatures in this chapter appear in the
  adventure in Chapters One and Two. Each psionic
  monster is designed to be used with the mindscape
  psionic combat system detailed in Chapter Three. Mode check
  and resting mode notations in the creatures’ Special Attacks
  statistics refer to this modular subsystem.If you prefer not to
  use the psionic combat system, simply disregard these refer-
  ences. With a variety of Challenge Ratings ranging from 1 to
  20,there’s a creature here to throw at every adventuring party!
  Bayard
  Large Construct 
  Hit Dice: 5d10+30 (57 hp)
  Initiative: +2 
  Speed: 40 feet (8 squares), climb 5 feet
  AC: 21 (–1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
  Base Attack/Grapple:+3/+14
  Attack: Hoof +9 melee (1d6+7) 
  Full Attack: 2 hooves +9 melee (1d6+7)
  Space/Reach: 10 feet/5 feet (Face/Reach:5 feet × 10 feet/5 feet)
  Special Attacks: —
  Special Qualities: Construct traits, darkvision 60 feet,
  low-light vision, trample 2d6+10
  Saves: Fort +1, Ref +3, Will +1
  Abilities: Str 25, Dex 15, Con —, Int —, Wis 10, Cha 10
  Skills: Climb +15
  Feats: —
  Environment:Any
  Organization: Solitary
  Challenge Rating: 3
  Treasure:None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  This savage creature is a scaled and ridged quadruped, though
  its powerful limbs end in claws rather than hooves. The beast is
  akin to a tiger, save for its monochrome paleness and the cruelly
  ridged scales where fur would be found on a natural creature. 
  Bayards are not natural creatures,but instead they are stabi-
  lized astral constructs—only the mental resonance between
  the bayard and its rider steadies it.Should the rider ever go too
  far (see the astral dragoon† class in Chapter Eight),the bayard
  returns to the component ectoplasm from which it formed.
  A bayard stands about 5 feet tall at the shoulder, and
  though its ridged scales seem cruel and unwelcoming, its
  back is well suited to hold a rider.
  Carrying Capacity: A light load for a bayard is up to 800
  lbs.; a medium load is 801–1,600 lbs.; and a heavy load is
  1,601–2,400 lbs. A bayard can drag 4,000 lbs.
  Combat
  A bayard responds instantly to the commands of its rider.
  Generally, that means using its claws in combat, but often it
  means using its ability to trample its foes.
  Trample (Ex): As a standard action during its turn each
  round, a bayard literally can run over an opponent at least
  one size smaller than itself. It merely has to move over the
  opponent to deal bludgeoning damage equal to 2d6+10. The
  target can attempt a Reflex save (DC 19) to negate the dam-
  age, or it can instead choose to make an attack of opportuni-
  ty at a –4 penalty (see “Trample” in the MM).
  Construct Traits: A bayard has immunity to poison,
  sleep effects, paralysis, stunning, disease, death effects,
  necromancy effects, mind-affecting effects (charms, compul-
  sions, phantasms, patterns, and morale effects), and any
  effect that requires a Fortitude save unless it also works on
  objects or is harmless. It is not subject to critical hits, non-
  lethal damage, ability damage, ability drain, fatigue, exhaus-
  tion, or energy drain. It cannot heal damage, but it can be
  repaired.
  Chapter Six
  
  Chalaziom
  Small Aberration (Psionic)
  Hit Dice: 4d8+16 (34 hp)
  Initiative:+3
  Speed: 30 feet (6 squares), swim 20 feet
  AC: 20 (+1 size, +3 Dexterity, +6 natural), touch 14,
  flat-footed 17
  Base Attack/Grapple: +3/+0
  Attack: Slam +5 melee (1d4+1) or eye ray +7 ranged touch (2d6)
  Full Attack: 3 slams +5 melee (1d4+1) and eye ray +5 ranged
  touch (2d6)
  Space/Reach: 5 feet/5 feet 
  (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Psi-like abilities, mode check +4,
  resting mode Sap Mind +4
  Special Qualities: Chameleon power, DR 10/magic (or
  10/+1), darkvision 120 feet, fire resistance 10
  Saves: Fort +5, Ref +4, Will +5
  Abilities: Str 13, Dex 17, Con 18, Int 12, Wis 12, Cha 15
  Skills: Hide +10,Listen +7,Search +12*,Spot +18*,Swim +16*
  Feats: Alertness, Multiattack
  Environment: Any aquatic and underground
  Organization: Solitary or collection (2–5) 
  Challenge Rating: 3
  Treasure: Standard 
  Alignment: Usually neutral
  Advancement: 5–9 HD (Small); 10–17 HD (Medium);
  18–36 HD (Large)
  Level Adjustment:+3
  From a distance, this creature has the rough appearance of a 
  4-foot-tall humanoid, complete with four limbs and a head.
  But its upright appearance is a mimicry—a chalaziom is
  far more simplistic. Five stubby, starfishlike limbs radiate
  from a central disk.
  The chalaziom can alternately crawl on all five limbs or
  walk on just two or three.
  Instead of a standard hide or scales, the chalaziom’s body
  is covered with tiny lenses made of calcite crystals; its entire
  surface acts as one big compound eye composed of hundreds
  of tiny lenses. It uses these lenses to change its body col-
  oration, see with unbelievable clarity, discharge psionically
  intensified beams of light, and capture the minds of the
  incautious with its full-body gaze.
  The chalaziom is a cunning creature that uses light and
  psionics to waylay its foes. They are always voracious. They
  don’t usually distinguish between sentient and nonsentient
  creatures when it comes to prey. They prefer small prey but
  eat anything they can catch. Because they regard all other
  creatures as potential food,most beings consider them simple
  animals. However, chalazioms have a secret culture they
  share only among themselves, and they communicate in
  rapid pulses of light from “eye” to “eye” quicker than any
  other creature can follow. Deep below the earth in hidden
  aquifers, chalazioms gather in colossal clumps, each trans-
  mitting whole libraries of information in moments with
  light pulses. Rolling through the dark waters, these masses
  of signaling chalazioms look like lightning-lit thunderheads
  drowned in dark liquid.
  Combat
  Chalazioms slam opponents with their limbs, fascinate the
  unwary, and blast eyebeams at their closest prey.
  * Skills: The chalaziom enjoys a +8 racial bonus on
  Search, Spot, and Swim checks.
  Psi-Like Abilities: Chalazioms produce these effects at
  will.
  Eye Ray: Once per round the chalaziom can gather ambi-
  ent light (or a portion of light it has stored) and release from
  its lens-covered body a ray of energized radiance that deals
  2d6 points of damage. The chalaziom can make this attack
  in conjunction with its melee attacks and it does not draw an
  attack of opportunity.
  Chapter Six: Psionic Monsters 53
  
  Gaze: During any round that the chalaziom takes only a
  move action, its gaze ability potentially affects any creature
  within 30 feet without conscious effort on the chalaziom’s
  part. Creatures affected by the gaze stand fascinated and take
  no actions for 1d4 rounds while they stare into the incredible
  compound eye that covers the creature’s body. If something
  attacks the affected creature, this fascination breaks. A Will
  save (DC 16) negates the effect. Each opponent within range
  of a gaze attack must attempt a saving throw every round at
  the beginning of its turn in initiative order. The creature also
  can gaze actively as an attack action by choosing a target
  within range, which must then attempt a saving throw. A
  chalaziom is immune to its own gaze attack.
  Chameleon Power (Ex): The chalaziom can skill-
  fully manipulate the light entering and reflecting
  from its myriad crystal lenses, thus changing the
  coloration of itself and its equipment to match its
  surroundings.This provides a +8 circumstance
  bonus on the chalaziom’s Hide checks.
  Dire Dreamself
  Medium Monstrous Humanoid
  (Dreamborn,Psionic)
  Hit Dice: 4d8+23 (41 hp)
  Initiative: +2
  Speed: 40 feet (8 squares)
  AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14;
  20% miss chance
  Base Attack/Grapple: +4/+8
  Attack: Claw +8 melee (1d4+4)
  Full Attack: 2 claws +8 melee (1d4+4) and bite +6 
  melee (1d6+2) 
  Space/Reach: 5 feet/5 feet 
  (Face/Reach: 5 feet × 5 feet/5 feet)
  Special Attacks: Psi-like abilities, mode check +4,
  resting mode Acumen Screen +2
  Special Qualities: Damage reduction 10/cold iron,
  darkvision 60 feet, ferocity, power resistance 14
  Saves: Fort +6, Ref +6, Will +4
  Abilities: Str 18, Dex 15,
  Con 20, Int 6,
  Wis 11, Cha 17
  Skills: Hide +7*, Listen
  +4, Spot +4
  Feats: Multiattack,
  Toughness
  Environment: Any
  Organization: Solitary,
  pair, or clutch (5–16)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always 
  chaotic evil
  Advancement: 5–6 HD (Medium); 7–12 HD (Large)
  Level Adjustment: +5
  This creature is a negative reflection, or a defined shadow, or
  even a silhouette of a crazed humanoid. Its hair streams in an
  unfelt wind, and its voiceless mouth screams in soundless fury.
  Dire dreamselves are generally humanoid in shape and
  dimension (though they seem two-dimensional from a dis-
  tance), but each individual dire dreamself has a different sil-
  houette that mimics the physical shape of the random real
  individual that serves as the dire dreamself’s template.
  The thoughts of violence and essence of remembered
  nightmares form a dire dreamself. As such, it is a creature of
  violence and it finds itself drawn to melee like a moth to a
  flame. Dire dreamselves that form spontaneously in nether
  dreams of the Shallows attack all creatures mindlessly, serv-
  ing no master. Some dire dreamselves extrude from charac-
  ters or creatures with the special ability to extract their worst
  impulses on command (see the awakened dreamer† prestige
  class in Chapter Eight). These still mindlessly attack foes,
  but they do not attack the creator or those the creator desig-
  nates. However, an extruded dire dreamself cannot receive
  any other commands. It can only throw itself into melee,
  hoping to expend its charge of cruelty in the heat of battle.
  Hyperconscious: Explorations in Psionics
  54
  The Dreamborn Subtype
  The dreamborn subtype applies to creatures
  that are spawned in Dream (or affiliated
  “locales,” such as the Shallows), are created
  from dreamstuff, or that possess dream-related
  abilities in such extreme measure that the sub-
  type has to be applied. 
  Traits: All dreamborn creatures appear hazy
  and out of focus, such that all melee and
  ranged attacks against dreamborn creatures
  are assessed a 20 percent miss chance. This 20
  percent miss chance is not the same as con-
  cealment and does not preclude the possibility
  of effective sneak attacks. The subtype also
  identifies creatures that may be vulnerable to
  powers, spells, and effects that target dream-
  born creatures. 
  
  Dire dreamselves do not speak, and it is doubtful they
  care to understand any language.
  Combat
  Dire dreamselves have wisdom enough to choose among
  their psi-like abilities the one most suited to a given situa-
  tion, but they attempt to manifest strength of my enemy as
  soon as possible in any conflict.
  Ferocity (Ex): A dire dreamself is such a tenacious com-
  batant that it continues to fight without penalty even while
  disabled or dying.
  Psi-Like Abilities: 3/day—hustle, psionic lion’s charge,
  strength of my enemy (manifest as a swift action; manifester
  level 5th). Manifester level 4th.
  * Skills: Dire dreamselves have a +2 racial bonus on Hide,
  Listen, and Spot checks. The Hide bonus increases by +8
  when a dire dreamself is concealed within a dream environ-
  ment, including any shallow (as opposed to the waking
  world).
  Duncharath
  Medium Undead (Psionic)
  Hit Dice: 14d12 (91 hp)
  Initiative:+5 
  Speed:40 feet (8 squares), climb 20 feet
  AC:21 (+1 Dexterity, +10 natural), touch 11, flat-footed 20
  Base Attack/Grapple:+7/+13
  Attack:Slam +13 melee (1d8+6)
  Full Attack:2 slams +13 melee (1d8+6) and 6 claws
  +11 melee (1d4+3)
  Space/Reach:5 feet/5 feet 
  (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Psi-like abilities,mode check +9,
  resting mode Brain Hammer +0
  Special Qualities:Undead,darkvision 60 feet
  Saves: Fort +4, Ref +7, Will +9
  Abilities:Str 22, Dex 12, Con —, Int 10, Wis 10, Cha 11
  Skills:Climb +14, Hide +18, Listen +19, Move Silently +18,
  Spot +19
  Feats:Alertness, Improved Initiative, Improved Natural 
  Attack, Lightning Reflexes, Multiattack
  Environment: Any land and underground
  Organization:Solitary, pair, or nest (2d4)
  Challenge Rating: 8
  Treasure:Standard
  Alignment:Any evil
  Advancement:15–21 HD (Medium); 22–28 HD (Large);
  29–35 HD (Gargantuan)
  Level Adjustment:—
  This creature looks like an aborted cross between a maggot
  and a human. It has no legs, but it does have vestigial arms. Its
  most notable and terrible physical feature is its terrifyingly
  overdeveloped spine and ribs, both of which have broken out of
  the dead skin. The ribs are particularly awful in that they serve 
  it as legs, as if a many-legged spider. Its eyes, like most psionic
  creatures’, blaze with power.
  Chapter Six: Psionic Monsters 55
  
  Duncharaths are the warped skeletal remains of evil
  psionic individuals or creatures who perish using their men-
  tal powers toward diabolical ends.
  Combat
  Duncharaths attack by slamming their enemies with their
  slender but strong arms and with the clawlike ends of their
  horribly articulated ribs. When appearing in groups of two
  or more, one duncharath uses its psionic powers against the
  PCs each round, while the others enter melee.
  Psi-Like Abilities: At will 3/day—psionic dimension door,
  psionic dimensional anchor, wall of ectoplasm. Manifester level
  10th. Save DCs are Charisma based.
  Undead Traits:Immune to poison, sleep, paralysis, stun-
  ning, disease, death effects, mind-affecting effects; not sub-
  ject to critical hits, nonlethal damage, ability damage, ability
  drain, or energy drain; no Constitution score, thus immune
  to any effect requiring a Fortitude save (unless it affects
  objects). An undead manifester or spellcaster uses its
  Charisma modifier when making Concentration checks. See
  MM for additional details on the undead.
  Fungiform Ego*
  Medium Ooze (Psionic)
  Hit Dice: 5d10+23 (60 hp)
  Initiative: +1
  Speed: 30 feet (6 squares)
  AC: 19 (+1 Dexterity, +3 natural, +5 +1 chainmail), touch 11,
  flat-footed 18
  Base Attack/Grapple:+3/+6
  Attack and Full Attack:+1 greatsword +8 melee (2d6+7)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Psi-like abilities, mode check +4, resting
  mode Brain Hammer +4, fruiting aura
  Special Qualities: Blindsight 60 feet, ooze traits
  Saves: Fort +6, Ref +2, Will +4
  Abilities: Str 16, Dex 13, Con 14, Int 12**, Wis 12, Cha 14
  Skills: Jump +7, Knowledge (nature)+5, Knowledge (psion-
  ics)+5, Listen +5, Sense Motive +5, Spot +5
  Feats: Combat Reflexes, Iron Will, Power Attack, Toughness,
  Weapon Focus (greatsword), Weapon Specialization
  (greatsword)
  Environment: Any
  Organization: Solitary or colony (6–12)
  Challenge Rating: 6
  Treasure: Standard 
  Alignment: Chaotic evil
  Advancement: By character class
  Level Adjustment:+2
  *
  Templated creature;template appears on next page.
  ** Emulates/takes control of former host’s Intelligence +4.Skill points equal to
  (2+Intelligence modifier,minimum 1) per Hit Die,with quadruple skill points
  for the first Hit Die.
  This figure appears to nourish a terrible infection. Crests of vile
  fungus sprout and burrow on the man’s skin. His eyes look like
  cloudy sacs of rot, and his flesh is veined yellow and green.
  The fungiform ego kills the higher minds of those it
  infests and fuses itself into the mindless decaying corpse of
  its new fleshy body.
  Formed by the infection of a previous fungiform ego’s fruit-
  ing aura,the creature described here dwells in the body of a
  typical human mercenary complete with +1 chainmail armor
  and a +1 greatsword.The fungus on the host’s skin preserves its
  flesh against total decay.The chest cavity is partially hollowed
  out and filled with a packed mass of squalid vegetable matter.
  The fungiform ego still wears the clothing and uses the equip-
  ment of the base body and retains access to all the base body’s
  memories,abilities,and traits.Fungiform egos can disguise
  their bodies with untarnished armor,gauntlets,and a helm,or
  a voluminous robe,if attempting to pass as normal.In addi-
  tion to serving as a tool for interacting with the physical
  world,the body provides the main mass of the creature (in the
  chest) with some protection.Despite the condition of its
  fleshy carapace,the fungiform ego is very much alive.
  Fungiform egos work toward their own inscrutable goals,
  which invariably run counter to those of most other crea-
  tures. Rumors indicate that every fungiform ego is a minor
  infection of a much greater mass that spreads rhizoid fingers
  through the damp soils of little-visited lands. The goals of
  this greater mass, called the Mother Mass, may include even-
  tual coverage of the entire world—the ecosystem would 
  consist only of it and its progeny.
  Fungiform egos speak the language their hosts originally
  spoke (usually Common), though they also “speak” to each
  other via a rhizoid-mediated language requiring direct contact.
  Combat
  Fungiform egos rely somewhat on the raw combat ability of
  their bodies if their base bodies are warriors. Others rely on
  psionic powers or spells if their base bodies could use either
  of those abilities. However, every fungiform ego counts on its
  fruiting aura to eventually overcome its foes, using its psion-
  ic powers generally in a support capacity.
  Fruiting Aura (Ex):Once per day the fungiform ego can
  generate a cloud of spores from quickly extruded fruiting
  bodies. As a move action, the fungiform ego’s skin produces
  dozens of bulbous, inflamed, seemingly pus-filled spots
  (abscesses); however, when these burst—with ghastly, wet
  popping sounds—into a haze of spores, it becomes clear
  that something more insidious is afoot.
  The haze of spores reaches a radius of 10 feet and lasts up to
  10 rounds (though wind or breeze disperses the fruiting aura in
  1d4 rounds).Upon initial exposure to the aura,any creature in
  it (including undead,but not constructs,oozes,or elementals)
  must make a Fortitude saving throw (DC 15).Those who fail are
  infected.A new save is required for exposure to a different aura.
  Hyperconscious: Explorations in Psionics
  56
  
  Creatures cannot be infected again by the same fruiting aura once they’ve already become infected.
  An infected creature immediately takes 1d3 points of temporary Dexterity and Constitution damage.
  Even while out of the aura, the infected creature must continue to make a Fortitude saving throw (DC
  15) every minute. On each failed save, the victim takes another 1d4 points of temporary Charisma and
  Constitution damage. If the victim succeeds at three saving throws in a row or receives psionic or mag-
  ical relief from disease, the infection is stemmed. Should the character’s Charisma or Constitution go
  to 0, the character is lost, and a new fungiform ego is born, with the personality, knowledge, and
  goals of its progenitor fungiform ego. See “Creating a Fungiform Ego” below.
  Psi-Like Abilities:3/day—attraction, aversion,
  false sensory input, psionic charm, schism, steadfast
  perception. Manifester level 7th; save DCs are
  Charisma based. Augmentable powers are aug-
  mented to the limit of the manifester level, if
  appropriate to the power.
  Ooze Traits: A fungiform ego is immune to
  poison, sleep, paralysis, stunning, and polymor-
  phing. Unlike other oozes, fungiform egos are
  susceptible to mind-affecting effects (because each
  shares a single mind made up of contributions from
  each individual fungal unit). They have no clear front
  or back and are therefore not subject to critical hits or
  flanking. Oozes are blind but have the blindsight spe-
  cial quality.
  Oozes normally have no natural armor ratings,but fungiform egos “armor” themselves in the
  fleshy bodies that give them shape.Inside the husk,fungiform egos are difficult to kill because
  their bodies are mostly simple protoplasm.This is reflected by bonus hit points (see the MM).
  Creating a Fungiform Ego
  “Fungiform ego” is a template that can be added to any living creature (referred to hereafter as
  the “base creature”). Constructs are not viable choices, though undead are, as mentioned
  above. Creatures with this template are also often referred to as “fungiform” creatures. The
  creature’s type changes to “ooze,” albeit an ooze that retains and even improves its Intelligence
  score (based on that of the base creature). It uses all the base creature’s statistics and special
  abilities except as noted here. Statistics and abilities not presented below are as the base
  creature.
  Hit Points: +10 bonus hit points
  AC: Natural armor improves by +3 (this represents the fungus that hardens to form a cara-
  pace on the skin of the base creature the fungiform ego uses as a vessel).
  Special Attacks: A fungiform ego retains all the special attacks of the base creature. It also
  gains psi-like abilities and a fruiting aura.
  Psi-Like Abilities: 3/day—attraction, aversion, steadfast perception, false sensory input, schism.
  Manifester level 7th;save DCs are Charisma based.Augmentable powers are augmented
  to the limit of the manifester level,if appropriate to the power.
  Fruiting Aura (Ex): Once per day, the fungiform ego can generate a cloud of spores
  from quickly extruded fruiting bodies. As a move action, the fungiform ego’s skin pro-
  duces dozens of bulbous, inflamed, seemingly pus-filled spots (abscesses); however,
  when these burst—with ghastly, wet popping sounds—into a haze of spores, it
  becomes clear that something more insidious is afoot. The haze of spores reaches a
  radius of 10 feet and lasts up to 10 rounds (though wind or breeze disperses the fruit-
  ing aura in 1d4 rounds). Upon initial exposure to the aura, any creature in it (includ-
  ing undead, but not constructs, oozes, or elementals) must make a Fortitude saving
  throw (DC 15). Those that fail this save are infected. A new save is required for an
  exposure to a different aura.
  Chapter Six: Psionic Monsters 57
  Fruiting Body Nutritional Value
  If defeated, the mass of dead fungus found in
  the chest cavities of most hosts has a hideous
  stench and begins to rot almost immediately.
  However, if the mass is consumed in its entirety
  within the first 24 hours following death, psion-
  ic characters regain up to 19 spent power points
  for the day (if any) while psionic creatures that
  freely manifest their powers regain up to 3
  usages for the day. The downside is that one
  Fortitude saving throw (DC 15) determines
  whether the diner is infected by the fruiting
  aura.
  
  Creatures cannot be infected again by the same fruiting
  aura once they’ve already become infected. An infected crea-
  ture immediately takes 1d3 points of temporary Dexterity
  and Constitution damage. Even while out of the aura, the
  infected creature must continue to make a Fortitude saving
  throw (DC 15) every minute. On each failed save, the victim
  takes another 1d4 points of temporary Charisma and
  Constitution damage. If the victim succeeds at three saving
  throws in a row or receives psionic or magical relief from dis-
  ease, the infection is stemmed. Should the character’s
  Charisma or Constitution go to 0, the character is lost, and a
  new fungiform ego is born, with the personality, knowledge,
  and goals of its progenitor fungiform ego.
  Special Qualities: A fungiform ego has all the special
  qualities of the base creature, plus it gains the benefits of
  being an ooze (except immunity to mind-affecting effects).
  Ooze Traits: A fungiform ego is immune to poison, sleep,
  paralysis, stunning, and polymorphing. Unlike other oozes,
  fungiform egos are susceptible to mind-affecting effects
  (because each shares a single mind made up of contributions
  from each individual fungal unit). They have no clear front
  or back and are therefore not subject to critical hits or flank-
  ing. Oozes are blind but have the blindsight special quality.
  Oozes normally have no natural armor ratings, but fungi-
  form egos “armor” themselves in the fleshy body that gives  
  them shape. Inside the husk, fungiform egos are difficult to
  kill because their bodies are mostly simple protoplasm. This
  is reflected by bonus hit points (see the MM).
  Abilities: +4 Charisma, +4 Intelligence. Unlike most
  oozes, a fungiform ego has an Intelligence score and thus is
  not immune to mind-affecting effects. A fungiform ego has
  skill points equal to 2 + Intelligence modifier (minimum 1)
  per Hit Die, with quadruple skill points for the first Hit Die.
  Challenge Rating: Same as the base creature +1
  Alignment: Usually any evil
  Hungry Dreamer*
  Medium Outsider (Dreamborn,Extraplanar,Psionic)
  Hit Dice: 8d8+8 (44 hp)
  Initiative: +5
  Speed: 20 feet (4 squares)
  AC: 16 (+1 Dex,+5 natural),touch 11,flat-footed 15;
  20% miss chance
  Base Attack/Grapple: +8/+10
  Attack: Bite +10 melee (1d4+2 plus poison)
  Full Attack: Bite +10 melee (1d4+2 plus poison) and 
  4 tendrils +5 touch (1 plus dream consumption)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Dream consumption, poison bite, mode 
  check +6, resting mode Body Tank +0
  Special Qualities: DR 5/cold iron, darkvision 60 feet,
  dreamborn traits, power resistance 15, psi-like abilities
  Saves: Fort +7, Ref +7, Will +6
  Abilities: Str 14, Dex 13, Con 13, Int 10, Wis 11, Cha 16
  Skills: Climb +13, Escape Artist +12, Hide +12, Jump +13,
  Listen +11, Search +11, Spot +11, Survival +0 
  (+2 following tracks), Tumble +13 
  Feats: Dodge, Improved Initiative, Mobility
  Environment: Any 
  Organization: Solitary or pair
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Neutral evil
  Advancement: 9–12 HD
  (Medium); 13–24 HD (Large)
  Level Adjustment: —
  * Updated version of a
  creature introduced in 
  When the Sky Falls.
  Hyperconscious: Explorations in Psionics
  58
  
  This creature appears as a devolved humanoid that moves about
  on all fours, like a beast. It is clothed only in matted, bone-white hair
  that extends from its head and down its back like a mane. Dozens of
  additional hairlike tendrils extend farther from the mane, undulating
  in the air as if possessed of a life all their own. The creature’s eyes are
  expressive, and its mouth gapes with overlarge teeth, drooling poison.
  Desire smolders in the darting eyes of a hungry dreamer,
  revealing its never-ending appetite for living minds.
  A hungry dreamer appears hazy, even in perfect light, as if
  it walks partly outside the world of matter or as if it exists
  partly in dream.
  Hungry dreamers are born of normal humanoids,pregnant
  with child,whose nightmares led them too far into darkling
  corners of dream—specifically,the Shallows.There,the Dark
  Plea touched them.Curdled in the womb,hungry dreamers
  appear normal enough at birth,but as they age,they slowly
  take on their bestial qualities,grow their tendrils,and gain a
  hunger for the thoughts and dreams of other living beings.
  Many believe that stolen thoughts and dreams fuel the grow-
  ing presence of the Dark Plea in the world.
  Hungry dreamers speak the language of their parents
  (usually Common).
  Combat
  Hungry dreamers rely on their hunger to defend themselves,
  biting only when opponents come within reach. Despite
  slouching along on all fours “naturally,” a hungry dreamer still
  retains many aspects of its original humanoid form,and so it
  is somewhat painful for the creature to move too much or too
  fast.Thus those fleeing a hungry dreamer are rarely pursued.
  Dream Consumption (Su): The prey of a hungry dreamer
  must beware the prehensile hairlike tendrils from the dream-
  er’s mane—they dart forward,piercing the eyes of their victims
  to find the brain beneath, leaving behind a mind sucked dry
  of dreams in seconds! Creatures that are successfully struck
  by the tendril touch attack must succeed at a Will save (DC
  17) or a dream is sucked from the victim’s mind.This spiritual
  affliction affects the victim bodily and confers a –1 penalty
  on all attack rolls, saving throws, and skill checks. Multiple
  dreams could be consumed, with mounting penalties. This
  effect, which lasts for 24 hours, is the same whether a hun-
  gry dreamer attacks prey in the waking world or prey that has
  physically traveled into the Shallows or a dreamscape.
  When a hungry dreamer successfully attacks a dreamself in
  the Shallows or any other dreamscape,a failed save on the part
  of the dreamer means that its dreamself is killed—the dreamer
  wakes immediately in the waking world.Regardless of whether
  the dreamself died in the Shallows or some safer dream, the
  victim must make a Fortitude save (DC 15) or receive 1 point
  of temporary Constitution damage—if killed in the Shallows,
  a victim is on the hook for 2 points of temporary Constitution
  damage. The save Difficulty Class is Constitution based.
  Psi-Like Ability: 2/day—dream travel.Manifester level 8th.
  Poison Bite (Ex): Initial damage (1d2 Wisdom); second-
  ary damage (1d4 Wisdom); Fortitude save (DC 15).
  Idlock / Idbeast*
  Medium Magical Beast (Psionic)
  Hit Dice: 2d10+6 (17 hp)
  Initiative: +3
  Speed: 50 feet (10 squares)
  AC: 22 (+3 Dexterity, +9 natural), touch 13, flat-footed 19
  Base Attack/Grapple:+2/+6
  Attack:Claw +6 melee (1d8+4) 
  Full Attack: 2 claws +6 melee (1d8+4) and bite +1 melee
  (2d6+2)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Id strike, psi-like abilities, mode check +3,
  resting mode Force Multiplier +0
  Special Qualities: Blindsight 30 feet,cunning,immunities,
  poison immunity,scent,and acid,cold,electricity,and
  fire resistance 10
  Saves: Fort +6, Ref +6, Will +1
  Abilities: Str 19, Dex 17, Con 17, Int 8, Wis 12, Cha 8
  Skills: Climb +7,Hide +14**,Listen** +10,Move Silently** +7,
  Search +3, Spot** +11
  Feats: Alertness
  Environment: Any mountains and underground
  Organization: Solitary or tribe (leader plus 5–20 grimlocks)
  Challenge Rating: 2
  Treasure: Standard coins; standard goods (gems only);
  standard items
  Alignment: Always neutral evil
  Advancement: By character class
  Level Adjustment:+2
  * Templated creature;template appears on next page.
  This creature is an impressive specimen, having lean predatory
  lines, thick musculature, catlike eyes, and a ferocious, hungry
  demeanor that never fades. Its body swells with excess power as
  its emotions run especially high.
  Primitive instincts and impulses do not always connote a
  primitive organism. Predatory instincts drive all creatures to
  some extent. For some, predation is all. Though few drives
  are so basic as the need to eat, even the most highly evolved
  consciousness requires sustenance and harbors an idbeast
  that slavers for freedom.
  Under the right circumstances, a living creature can
  undergo a terrifying transformation catalyzed by its mind. A
  rare storm of psychic potential can touch off a wave of physi-
  cal and mental alterations in the creature, allowing its most
  primitive instincts to reshape its body and abilities. Psionic
  energy, something every creature has the potential to har-
  ness, plays a part in this transformation. Ironically, a crea-
  ture without psionic abilities before its “release” finds itself
  awakened to the power of the mind in its new, more primi-
  tive, embodiment.
  Chapter Six: Psionic Monsters 59
  
  Permanently transformed idbeasts are too wild to live in the
  confines of their original society,tribe,herd,or other group.
  These loners hunt the edges of civilization in search of ways to
  gratify their next unconquerable urge,be it for food or pleasure.
  The idlock is an example of a creature—in this case, a
  grimlock—overcome by its internal idbeast.
  Combat
  Idlocks are blind, but their exceptional senses of smell and
  hearing allow them to locate foes nearby. As a result, they
  usually shun ranged weapons and charge into the fray with
  their claws and teeth.
  Id Strike (Su): The idlock can make a normal attack to
  deal additional damage equal to its Hit Dice total (maximum
  of +20) against a foe once per day. When it makes such
  attacks, it visibly seems to swell with power as its muscles
  ripple and its eyes blaze out like beacons of hunger.
  Psi-Like Ability: 3/day—biofeedback. Manifester level 2nd.
  Augmentable powers are augmented to the limit of the man-
  ifester level, if appropriate to the power.
  Blindsight (Ex): Idlocks can ascertain all foes within 30
  feet as a sighted creature would. Beyond that range, they
  treat all targets as totally concealed (see “Concealment” in
  Chapter Eight: Combat in the Player’s Handbook).
  Idlocks are susceptible to sound- and scent-based attacks,
  however,and are affected normally by loud noises and sonic
  spells (such as ghost sound or silence) and overpowering odors
  (such as stinking cloud or incense-heavy air).Negating an idlock’s
  sense of smell or hearing reduces this ability to normal Blind-
  Fight (as the feat).Negating both effectively blinds the idlock.
  Cunning (Ex): An idlock is never caught flat-footed.
  Immunities: Idlocks are immune to gaze attacks, visual
  effects, illusions, and other attack forms that rely on sight.
  **Skills: An idlock’s dull gray skin helps it hide in its native
  terrain,conferring a +10 racial bonus on Hide checks in
  mountains or underground.An idlock gains a constant +4 id
  bonus on Hide,Listen,Move Silently, and Spot checks.
  Creating an Idbeast
  “Idbeast” is a template you can add to any living creature
  with an Intelligence of at least 3 (referred to hereafter as the
  “base creature”).Constructs and undead are not viable choic-
  es (though an idbeast could become undead at a later date
  with the application of the vampire template, for example).
  With the application of this template, the creature’s type
  changes to “magical beast.” It uses all the base creature’s sta-
  tistics and special abilities except as noted here. Statistics
  and abilities not presented below are as the base creature.
  To name your final idbeast, simply add the word “id” to
  the front of the creature’s name as appropriate. If confusion
  could result when you drop part of the creature’s name and
  replace it, simply add “id” to the name instead. For example,
  an umber hulk could become an id hulk, a harpy becomes an
  id harpy, and so on.
  Speed: The creature’s base speed improves by +20
  AC: Natural armor improves by +5
  Attacks:An idbeast gains bite and claw attacks in addition
  to the base creature’s attacks,if it did not have them already.
  Damage: If the base creature does not have bite and claw
  attacks, use the damage values in the table below. Otherwise,
  use the values below or the base creature’s damage, which-
  ever is greater.
  Size
  Bite Damage
  Claw Damage
  Fine
  1d3
  1d2
  Diminutive
  1d4
  1d3
  Tiny
  1d6
  1d4
  Small
  1d8
  1d6
  Medium
  2d6
  1d8
  Large
  2d8
  2d6
  Huge
  4d6
  2d8
  Gargantuan
  4d8
  4d6
  Colossal
  8d6
  4d8
  Hyperconscious: Explorations in Psionics
  60
  
  Special Attacks: An idbeast retains all the special
  attacks of the base creature. Idbeasts with Intelligence or
  Wisdom scores of 8 or higher possess the following psion-
  ic abilities, using their Hit Dice or level as the manifester
  level (an augmentable power is always augmented fully to
  the limits of that manifester level), as specified in the table
  below. Unless otherwise indicated, the ability is usable
  once per day.
  Level
  Abilities
  1–2
  Id strike, biofeedback
  3–4
  Vigor
  5–6
  Id charge 3/day 
  7–8
  Id strike 2/day
  9–10
  Dimension door, psionic
  11–12
  Suggestion, psionic
  13–14
  Id strike 3/day
  15–16
  Defer fatality†
  17–18
  Ultrablast
  19+
  Monster domination
  Id Strike (Su): The creature can make a normal attack to
  deal additional damage equal to its Hit Dice total (maximum
  of +20) against a foe a number of times per day as noted in
  the table. When it makes such attacks, it seems to swell with
  power as its muscles ripple and its eyes blaze like beacons of
  hunger.
  Id Charge (Ex): If an idbeast charges a foe during the first
  round of combat, it can make a full attack even if it has
  already taken a move action.
  Special Qualities: Idbeasts have all the special qualities of
  the base creature, plus they gain immunity to poison, and
  have acid, cold, electricity, and fire resistance 10. They also
  gain cunning and are considered psionic creatures (they can
  participate in mindscape combat).
  Cunning (Ex): An idbeast is never caught flat-footed.
  Abilities: Increase from the base creature as follows: Str
  +4, Dex +4, Con +4, Int –2, Wis +4, Cha +2.
  Skills: Idbeasts receive a +4 id bonus on Hide, Listen,
  Move Silently, and Spot checks.
  Challenge Rating:Same as the base creature +1 (for 1–2
  HD creatures); same as base creature +2 for 3–16 HD crea-
  tures; same as base creature +3 for HD 17+ creatures.
  Alignment: Always neutral
  Idbeasts as Characters
  Idbeast humanoids often have a character class; they favor
  fighters and barbarians.
  Kuresh
  Kureshim are intelligent and forward-thinking survivors.
  Kuresh individuals make their way across the land, often a
  step ahead of their enemies. Other races react to these wan-
  derers with suspicion or curiosity. An individual kuresh
  might be a hidden crusader for the repressed or a bitter
  enemy of civilization bent on revenge. Regardless, kureshim
  are ingenious and inventive.
  Personality: Kureshim prefer deep thoughts to rash action.
  They are notoriously creative.Trusting to their luck,they dare
  deeds others fear to emulate.
  Kureshim often seek relics of their vanished home (see
  below). As such, an individual kuresh is often proud to show
  off bits of strangely scribed pottery, small statues, odd jewel-
  ry, and other bits they claim originated on their own world.
  Physical Description: Kureshim stand about 6 feet tall
  and usually weigh between 110 and 130 lbs.—by the stan-
  dards of other races, they are naturally exceptionally thin.
  Their skin is brownish, their hair red and straight. They
  have blue, gray, or even silvery eyes. Their most astonishing
  feature is a third eye set in the center of their forehead.
  Their ears are pointed on top. Many Kureshim wear their
  hair short, and the men often grow short and carefully
  groomed beards. They like to wear simple, comfortable, and
  practical clothes, though they are not shy about displaying
  items of wealth, such as jeweled belts or costly necklaces. A
  kuresh reaches adulthood in his middle teens and generally
  lives into the beginning of his second century.
  Relations: Kureshim feel outcast and as such are often a
  bit stiff in mixed racial company. Still, they attempt to fit
  into a community of humans, dwarves, elves, or gnomes by
  making themselves as inconspicuous as possible, but well-
  regarded when they are noticed.
  Alignment: Kureshim tend to be chaotic but not overly so.
  They like to “give their luck a try” (a chaotic trait),but prefer to
  do so within the confines of a larger, well-thought-out plan.
  Kuresh Lands: Kureshim have no lands of their own,
  though they lay claim to an entire world lost to some only
  partly-remembered catastrophe. They claim their world was a
  companion planet to this one. Though it is now lost to the
  outer darkness, they hope it exists somewhere yet. Present-
  day kureshim are few and descend from the original sur-
  vivors of that catastrophe. Now wanderers all, they live in
  the lands of other races. Kureshim sometimes form traveling
  mercenary bands, selling their skills as suits their mood.
  Religion: Most kureshim tend to be nonreligious, feeling
  that their god abandoned them. Those that still profess a
  faith worship a deity called Nyrocamaz (LN), god of the
  mind, the Lord of Insight. His symbol is three eyes. He is
  associated with the domains of Law, Luck, and Protection.
  Chapter Six: Psionic Monsters 61
  
  Language: Kureshim speak and write in Common,though rumors claim they
  once possessed their own spoken language and unique script.
  Names: A kuresh has a given name and, rarely, a designator (such as “The
  Silent One”). Family names are never conferred.
  Male Names: Amogh, Charan, Gagen, Ishwar, Janak, Lokesh, Mandar,
  Pavan, Rupak, Rulwar, and Vandan.
  Female Names: Amchala, Ankita, Indula, Jayani, Kamala,
  Lavanya, Mamata, Nilima, and Ruljula.
  Adventurers: Kureshim, young and old alike, seek always
  to discover more of their heritage. Thus, they are perfect
  adventuring companions, willing to leave no stone
  untouched or side corridor of a buried ruin unexplored.
  Kureshim Racial Traits
  •
  Medium: As Medium creatures, kureshim have no spe-
  cial bonuses or penalties due to their size.
  •
  Kuresh base speed is 30 feet.
  •
  Low-Light Vision: Kureshim can see twice as far as a
  human in starlight, moonlight, torchlight, and similar
  conditions of poor illumination. They retain the abili-
  ty to distinguish color and detail under these condi-
  tions.
  •
  +2 racial bonus on Spot, Search, and Sense Motive
  checks: Kureshim are sure-eyed.
  •
  +1 luck bonus on all saving throws: Kureshim prove
  surprisingly lucky.
  •
  +2 racial bonus on saving throws against any mind-
  affecting psionic power (but not arcane or divine spells):
  Kureshim are naturally resistant to psionic attacks on the
  mind (This bonus stacks with the kuresh’s +1 luck bonus
  to saving throws in general.)
  •
  Naturally Psionic:Kureshim gain 1 bonus power point at
  1st level.This benefit does not grant them the ability to
  manifest powers unless they gain that ability through
  another source, such as levels in a psionic class.
  •
  One extra psionic or metapsionic feat at 1st level:
  Kureshim are quick to master the specialized tasks
  associated with psionic power. They may not take
  feats for which they have not met the prerequisites.
  Kureshim attribute this gift to their third eye.
  •
  Automatic Languages: Common. Bonus Languages:
  Any (other than secret languages, such as Druidic).
  •
  Favored Class:Psion.A multiclass kuresh’s psion class does
  not count when determining whether he suffers an XP penal-
  ty for multiclassing (see “XP for Multiclass Characters” in the
  Player’s Handbook).Kureshim have long mastered the mental
  arts,and the vocation of psion comes naturally to them.
  Note: Kureshim can wear the psionic items known as third
  eyes; when they do so, it appears as if the item replaces the
  kuresh’s natural third eye, though in fact the kuresh can remove
  and replace the item normally without harm or obscurement of
  his natural third eye.
  Hyperconscious: Explorations in Psionics
  62
  
  Malafide
  Medium Aberration (Psionic)
  Hit Dice: 8d8+24+4 (64 hp)
  Initiative: +2
  Speed: 30 feet (6 squares)
  AC: 21 (+2 Dexterity,+5 natural,+4 inertial armor),touch 12,
  flat-footed 19
  Base Attack/Grapple:+6/+8
  Attack:Claw +8 melee (1d6+2)
  Full Attack:3 claws +8 melee (1d6+2)
  Space/Reach: 5 feet/5 feet  (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Operant, mode check +6, resting mode
  Mind Insurgency +0
  Special Qualities: Astral freedom, DR 10/magic (or 10/+1),
  darkvision 60 feet
  Saves: Fort +7, Ref +4, Will +6
  Abilities: Str 15, Dex 14, Con 17, Int 15, Wis 10, Cha 12
  Skills: Bluff +6, Concentration +8, Diplomacy +6,
  Knowledge (psionics) +7, Knowledge (the planes) +7,
  Psicraft +6
  Feats: Imprint Stone, Psionic Body, Subconscious Power†
  Environment: Astral Plane
  Organization: Solitary or raid (3–6)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment:+3
  This creature stands upright like a humanoid, but its flesh
  appears horribly wrinkled, as if steeped much too long in water,
  or like the surface of a prune or raisin dried in the sun. It has
  three arms equidistantly spaced around its upper torso, and it
  possesses two legs. Its head looks lizardlike, with the same horri-
  bly wrinkled flesh that covers its body. It dresses in grand robes of
  pure white, in which are stitched various psionic diagrams and
  cortical pathways.
  Malice on the Astral Plane has a new name: the malafide.
  The malafides are a race of malicious alien psionic creatures
  that live on caravan-
  cities that ply the infi-
  nite Astral Plane.
  When their caravans
  come into close spa-
  tial proximity to
  worlds of the Material
  Plane,they fade into
  material existence in
  search of psionic lore
  and plunder.They con-
  sider themselves lords
  of the Astral Plane,
  and so they viciously
  hunt other astral
  denizens whenever
  they encounter
  them—so far,most
  remain unaware that
  the malafide caravans
  have begun to “arrive”
  from farther realities.While the caravans,each headed by a dif-
  ferent malafide “tribe,” constantly roam the Astral Plane,
  once they find a new material world to loot (or trade with, in
  rare circumstances), a caravan may linger for 10 to 50 years.
  Malafides speak their own language.
  Chapter Six: Psionic Monsters 63
  Operant Creatures
  Operant creatures do not freely manifest their
  psionic powers, but they instead pay power
  points to manifest powers like psionic charac-
  ters. (If “operant” is added as a template, a
  creature may continue to freely manifest any
  power it could freely manifest as the base
  creature.) 
  Operant creatures manifest powers as if a psion
  in all ways but one: they cannot chose a pri-
  mary discipline. Their manifester level varies by
  creature type. However, they learn powers from
  the psion/wilder list according to their mani-
  fester level, gain power points (and possibly
  bonus power points for high Intelligence), gain
  the ability to use metapsionic feats to adjust
  their powers, and so on.
  Some operant creatures learn powers from the
  psychic warrior list instead of the psion/wilder
  list.
  
  Combat
  Malafides are psionic creatures first and are naturally 
  operant—almost like psions (see page 63). Many of them
  take levels of psion to increase their might, but even
  untrained adults are fearsome psionic combatants.
  Operant (Ps): A malafide manifests as an 8th-level psion.
  Psionic Powers Discovered: (5/4/4/4; save DC 12 + power
  level; power points 64): 1st—astral construct, energy ray, con-
  ceal thoughts, detect psionics, inertial armor; 2nd—concussion
  blast, concealing amorpha, mass missive, swarm of crystals; 3rd—
  body adjustment, energy blast, eradicate invisibility, share pain-
  forced; 4th—correspond, energy adaptation, personality parasite,
  psionic dimension door
  Astral Freedom (Su): A malafide can shift from the Astral
  to the Material Plane as a free action, and it can shift back
  again as a move action (or as part of a move action) each
  time it pays a cost of 5 power points.
  Meibomian Cyst
  Large Aberration (Shapechanger,Psionic)
  Hit Dice: 12d8+96 (150 hp)
  Initiative: +1
  Speed: 40 feet (8 squares)
  AC: 24 (–1 size, +1 Dexterity, +14 natural), touch 10,
  flat-footed 23
  Base Attack/Grapple:+9/+21
  Attack:Claw +16 melee (1d6+8)
  Full Attack:2 claws +116 melee (1d6+8) and bite +13 melee
  (1d8+4) and tail slam +13 melee (1d8+4)
  Space/Reach: 10 feet/10 feet  
  (Face/Reach 5 feet × 5 feet/10 feet)
  Special Attacks: Improved grab, psi-like abilities, mode
  check +6, resting mode Acumen Screen +4, rend 3d6+12
  Special Qualities: Alternate form, darkvision 60 feet,
  DR 10/magic and piercing (or 10/+2),power resistance 16 
  Saves: Fort +16, Ref +9, Will +10
  Abilities: Str 26, Dex 12, Con 27, Int 13, Wis 14, Cha 10
  Skills: Bluff +7, Diplomacy +7, Hide +8, Intimidate +7,
  Listen +11, Spot +14 
  Feats: Alertness, Combat Reflexes, Multiattack, Power
  Attack, Weapon Focus (claw)
  Environment: Any land and underground
  Organization: Solitary or parasitic team
  (one cyst and one ancient green dragon) 
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: 13–20 HD (Large); 21–29 HD (Huge)
  Level Adjustment:+4
  This large, muscular, scaled beast sports a single eye on its owl-
  like head. Its body has the proportions of a very broad hunting cat,
  though transparent scales cover it, and a dense network of red
  arteries pulses beneath the scales. Its beak is cruel and sharp, as
  Hyperconscious: Explorations in Psionics
  64
  
  are its talons. Its long, thick, prehensile tail ends in a large, bony
  swelling that is perfect for smashing its enemies.
  While its detached form is described above, a meibomi-
  an cyst actually spends much of its life in cyst form, acting
  as a parasitic third eye upon the head of a Gargantuan or
  Colossal creature. When necessary, the cyst detaches from
  its host and assumes a far more dangerous guise.
  A meibomian cyst is a natural dealmaker,but only with
  creatures large enough to provide the destruction it craves
  and the body size its parasitic nature needs (see the creature’s
  alternate form quality below).Though meibomian cysts prefer
  to parasitize a larger creature,they sometimes remain
  detached,without a host,and slink around the lair of a drag-
  on or another legendary creature,seeking an introduction.
  Meibomian cysts speak Common, Draconic, and Giant.
  Combat
  When forced into combat, meibomian cysts prove them-
  selves to be vicious killers.
  Psi-Like Abilities: 3/day—catfall, object reading, psionic true
  seeing, remote viewing, sensitivity to psychic impressions.
  Manifester level 12th; save DCs are Intelligence based.
  Augmentable powers are augmented to the limit of the man-
  ifester level, if appropriate to the power.
  Improved Grab (Ex): To use this ability, the cyst must hit
  a Medium or smaller opponent with a claw. If it gets a hold,
  it automatically deals claw damage and rends.
  Rend (Ex): A cyst that hits with both claw attacks latches
  onto the opponent’s body and tears the flesh. This automati-
  cally deals an additional 3d6+12 points of damage.
  Alternate Form (Su): A meibomian cyst can assume two
  forms.The first is a Large spherical,eyelike cyst.The second
  form is the Large detached form described above.
  In cyst form, the creature can attach itself to a willing
  Gargantuan or larger creature (preferably in the
  center of the forehead). It appears to be a
  swelling or infestation on the par-
  asitized creature,
  complete with a wide, blinking eye at its center. While so
  attached, it can relay any information it gains from using its
  psi-like abilities directly to the parasitized creature, as if that
  creature were the ability’s recipient. (It cannot relay its catfall
  ability to its host.) While it remains attached, the cyst gains
  all its requisite nourishment from this host; while attached,
  the host’s Constitution score drops by 2 points. As a stan-
  dard action, the cyst can detach itself, fall to the ground, and
  assume its detached form.
  While it is in cyst form, foes who know enough to recog-
  nize the “third eye” as a separate creature may target it
  instead of the host, although the cyst enjoys its host’s Armor
  Class, if better than its own. Likewise, it enjoys its host’s sav-
  ing throw bonuses, if better than its own.
  Meld
  Huge Aberration (Psionic)
  Hit Dice: 14d8+42 (105 hp)
  Initiative: +2 
  Speed: 40 feet (8 squares)
  AC: 28 (–2 size, +2 Dexterity, +18 natural), touch 10,
  flat-footed 16
  Base Attack/Grapple: +10/+25
  Attack:Slam +16 melee (2d8+7)
  Full Attack: 2 slams +16 melee (2d8+7)
  Space/Reach:15 feet/15 feet 
  (Face/Reach 10 feet × 10 feet/15 feet)
  Special Attacks: Extrude fleshslave, improved grab, meld,
  psi-like abilities, mode check +9, resting mode Brain
  Hammer –4
  Special Qualities: Darkvision 60 feet, fast healing 5, power
  resistance 23
  Saves: Fort +7, Ref +6, Will +11
  Abilities: Str 25, Dex 15, Con 17, Int 12, Wis 14,
  Cha 12
  Skills: Concentration +12, Hide +2,
  Intimidate +10, Knowledge (psionics)
  +9, Listen +13, Spot +12
  Chapter Six: Psionic Monsters 65
  
  Feats: Alertness, Combat Reflexes, Psionic Fist, Psionic
  Meditation, Weapon Focus (slam)
  Environment: Any land or underground
  Organization: Solitary
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Often chaotic evil
  Advancement: By character class
  Level Adjustment:+5
  This humanoid shape towers 18 feet high and appears to weigh
  approximately 9,000 lbs. Its body looks thick, broad, and bloated,
  seemingly composed of slowly setting mud or dough the color of
  mucous. Silently screaming faces and futilely grasping hands
  stretch the wet, slick skin of its upper body, as if full-size absorbed
  creatures constantly attempt to scream or crawl out. Careful
  watch of these phenomena reveals them to be mere tides of skin
  without real substance behind them.
  The half-amorphous meld defeats its foes by absorbing
  their bodies, integrating their minds, then extruding its
  newest free-roaming part.
  A meld is every creature’s worst nightmare. Most would
  wholeheartedly submit to the total domination of a cruel
  telepath before being “controlled” by a meld. That’s because
  a meld absorbs a victim directly into itself, integrating the
  victim’s tissue into its own—in essence, the victim becomes
  the meld, and all the knowledge, abilities, and skills of the
  victim become available to the meld for later use, as does the
  victim’s equipment. If it later desires, a meld can call upon
  any creature it has absorbed and release a nearly perfect fac-
  simile, sending it out to do the meld’s desires or to help
  defend the meld when threatened.
  Melds hail from a world completely coated in living slime.
  Like a sea of mucous, the slime teems with foul life that is
  hard to distinguish from the medium of the ocean itself.
  Melds are free-roaming portions of that world that have
  achieved a measure of independence due to their psionic
  abilities. Despite their independence, they still possess many
  traits of the world they left behind.
  A meld speaks all the languages of every creature it has
  ever absorbed, which means a mature meld speaks most lan-
  guages of the region in which it hunts.
  Combat
  A meld attempts to use its psi-like abilities to weaken its tar-
  get, then it wades in and grabs as many victims as possible
  to absorb with its meld power. It also can extrude a flesh-
  slave if it has capacity available.
  A meld also uses its Psionic Fist feat when it is psionically
  focused to deal more damage to its foes.
  Extrude Fleshslave (Ex): A meld can trigger the release of
  any creature it has previously absorbed with its meld power
  as a free action; however, once triggered, a fleshslave
  extrudes from the meld’s own flesh as a full-round action
  and can take its action at the beginning of the meld’s next
  round of actions. While a meld can “remember” any number
  of previous absorptions, it can only extrude and control a
  number of fleshslaves whose total Hit Dice do not exceed
  26. Additionally, it can extrude only one active version of a
  given absorbed victim. If the meld extrudes more Hit Dice
  worth of fleshslaves than it can control, previously active
  fleshslaves slump into so much mucous, until the Hit Dice
  cap again falls below 26. So, while a meld that has success-
  fully depopulated a thorp of a dozen residents could individ-
  ually extrude all those creatures, it could never extrude all of
  them simultaneously.
  A fleshslave looks like its original before it was absorbed
  except for a strange greenish cast to its eyes (noticeable with
  a Spot check [DC 18]). It has all the knowledge, abilities,
  powers, and potentially even the equipment of the original; a
  meld can carry in its body equipment for up to four Large
  and eight Medium creatures, so fleshslaves may extrude with
  their stored equipment intact . However, the fleshslave
  becomes an extension of the meld—what it knows, the meld
  knows, and vice versa.
  A fleshslave lasts 24 hours before slumping into so much
  mucous.
  Improved Grab (Ex): To use this ability, the meld must
  hit a Large or smaller opponent with a slam.
  Meld (Ex): A meld can try to absorb a grabbed opponent
  of Large or smaller size by making a successful grapple
  check. On a successful check, the victim is enveloped by the
  meld’s mucouslike flesh. Once inside, the victim takes
  2d8+10 points of crushing damage plus 3d8 points of acid
  damage per round from the meld’s corrosive tissue. An
  absorbed creature can attempt to struggle free of the meld’s
  flesh with a successful grapple check. This returns it to the
  meld’s sticky exterior, where another successful grapple
  check is needed to get free. An absorbed creature also can
  cut its way out by using claws or a Small or Tiny slashing
  weapon to deal 25 points of damage to the surrounding
  flesh (AC 24). Once the creature exits, the mucouslike flesh
  closes over the hole; another absorbed opponent must cut
  its own way out.
  Creatures brought to –10 hit points or less are completely
  dissolved, absorbed, and integrated into the meld. If the
  absorbed creature has 13 Hit Dice or less, the meld maintains
  perfect tissue recollection of the creature and can later
  spawn that creature as a free-roaming part of itself (see
  Extrude Fleshslave).
  The meld’s interior can hold two Large, four Medium,
  eight Small, or 16 Tiny or smaller opponents.
  Psi-Like Abilities: 3/day—brain lock, cloud mind, 
  ectoplasmic cocoon, thicken skin. Manifester level 14th; save
  DCs are Charisma based. Augmentable powers are aug-
  mented to the limit of the manifester level, if appropriate
  to the power.
  Hyperconscious: Explorations in Psionics
  66
  
  Mind Grub Collective
  Medium Aberration (Psionic)
  Hit Dice:8d8+8 (44 hp)
  Initiative: +6
  Speed:30 feet (6 squares)
  AC: 15 (+2 Dexterity, +3 natural), touch 12, flat-footed 13
  Base Attack/Grapple: +6/+7
  Attack: Slam +8 melee (1d4+1)
  Full Attack: 2 slams +8 melee (1d4+1)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Mind blast, improved grab, engulf, psionic
  powers,mode check +6,resting mode Mind Insurgency –4
  Special Qualities: Blindsight 60 feet, spell resistance 25,
  telepathy 100 feet
  Saves: Fort +3, Ref +4, Will +9
  Abilities: Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17
  Skills: Bluff +11, Concentration +11, Diplomacy +7,
  Disguise +11, Intimidate +9, Knowledge (any) +12,
  Listen +11, Move Silently +10, Sense Motive +7, Spot +11
  Feats: Combat Manifestation, Improved Initiative,
  Weapon Finesse 
  Environment:Underground
  Organization: Solitary, pair, or sect (6–10)
  Challenge Rating: 8
  Treasure:Double standard
  Alignment:Usually lawful evil
  Advancement:By character class
  Level Adjustment:+7
  This sodden, leather-wrapped humanoid smells of the sea. But
  the creature is no undead mummy—or if it is, it is infested by
  hundreds of grubs whose motions squirm and writhe beneath the
  filthy wrappings.
  Mind grub collectives are truly bizarre aberrations whose
  mere existence disturbs the sane.
  The mind grub collective is as it is named—a mass of
  grubs worming through a slush of salty ooze. Individually
  the grubs are mere harmless vermin, but together they are a
  sentient entity, a single psionic mind formed of hundreds of
  tiny grubs. A collective keeps its form through psionic adhe-
  sion and Metacreative tweaking of the ooze its grubs inhabit
  within its wrappings. The tightly wound leather straps cover-
  ing a single collective are more important for hiding its true
  form, although the protection to armor isn’t negligible.
  Often a mind grub collective displays two glowing eyes in its
  “head” but this is merely for show—it senses its world with
  its blindsight ability.
  Some hypothesize that individual grubs are an immature
  form of some as-yet unnamed (or unrecognized) creature.
  However,while collected and united as a single mind,a mind
  grub collective cares not for its past,but only for its future as a
  living psionic mind.
  Chapter Six: Psionic Monsters 67
  
  A mind grub collective can telepathically speak to any
  creature within 100 feet that has a language (it can’t audibly
  speak, as the collective has no mouth).
  Combat
  Mind grub collectives prefer to use their psionic abilities
  first, beginning with mind blast, since that costs them no
  power points. Sometimes the creatures use their engulf abili-
  ty in combat if the opportunity presents itself, though nor-
  mally they use the ability only to feed.
  Mind Blast (Ps):This psionic attack is a cone 60 feet
  long. Anyone caught in this cone must succeed on a Will
  save (DC 17) or be stunned for 3d4 rounds. The save DC is
  Charisma based. This ability is the equivalent of a 4th-level
  power.
  Psionic Powers:A mind grub collective manifests powers
  as a psion (but a mind grub collective can choose any disci-
  pline list power!) of 9th level. The save DCs are Intelligence
  based.
  Typical Psion Powers Known (power points 90,save DC 14 +
  power level): 1st—defensive precognition, detect psionics, energy
  ray, mind thrust (DC 15*), psionic charm (DC 15*); 2nd—body
  equilibrium, ego whip (DC 16*), id insinuation (DC 16*), psionic
  levitate, psionic suggestion (DC 16*), read thoughts (DC 16*);
  3rd—body adjustment, dispel psionics, mental barrier; 4th—
  intellect fortress, metamorphosis, psionic dominate (DC 18*);
  5th—mind probe (DC 19*), psionic teleport.
  * Power can be augmented.
  Improved Grab (Ex): To use this ability, the mind grub
  collective must hit a creature equal to or smaller than its
  own size with its slam attack. On a successful hit it gets a
  hold with grublike “hands” that emerge from its wrappings.
  Engulf (Ex): A mind grub collective that maintains its
  hold (with appropriate grapple checks) for two consecu-
  tive rounds can attempt to engulf its opponent on the
  beginning of its third turn: With a final successful grapple
  check, it automatically engulfs the opponent’s body
  through a wide opening it its wrappings, instantly killing
  that creature as the collective’s individual grubs go into a
  feeding frenzy. This power is useless against constructs,
  elementals, oozes, plants, and undead. The mind grub col-
  lective is noticeably obese following the engulfing of
  another Medium foe. After it has engulfed an opponent,
  a mind grub collective may not use this power again for
  one hour.
  Mournwrath
  Medium Outsider (Extraplanar,Psionic)
  Hit Dice: 14d8+56 (119 hp)
  Initiative: +6
  Speed: 30 feet (6 squares)
  AC: 24, 20% miss chance (+2 Dexterity, +12 pale armor†,
  20% miss chance dream cloak†), touch 12, flat-footed 22
  Base Attack/Grapple:+14/+18
  Attack: Hateblade† +18 melee (2d6+10)
  Full Attack: Hateblade +18/+13/+8 melee (2d6+10)
  Space/Reach: 5 feet/5 feet 
  (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Hateblade, psi-like abilities, mode check +9,
  resting mode Body Tank +0
  Special Qualities: Birthsense, darkvision 60 feet,
  dream cloak, pale armor
  Saves: Fort +13, Ref +11, Will +11
  Abilities: Str 18, Dex 15, Con 19, Int 15, Wis 14, Cha 16
  Skills: Bluff +20, Concentration +14, Diplomacy +12,
  Disguise +20, Gather Information +8, Hide +7,
  Intimidate +10, Knowledge (the planes) +7, Listen +21,
  Move Silently +14, Sense Motive +17, Spot +21
  Feats: Alertness, Combat Reflexes, Improved Initiative,
  Power Attack, Weapon Focus (greatsword)
  Environment: Any
  Organization: Solitary, pair, or pod (3–12)
  Challenge Rating: 8
  Treasure: Standard 
  Alignment: Neutral evil
  Advancement: By character class
  Level Adjustment:+4
  The thin, poised humanoid is dressed in a voluminous cape of
  white, which drapes articulated plate armor the color of pale flesh.
  Hair the shade of bone is pulled back from its face, which contains
  only overlarge eyes that stare in an accusatory glare of sorrow.
  The figure has no ears, mouth, or nose—only vague indentations
  of where they might be.
  Grief burns in a mournwrath’s eyes, which bear a psychic
  burden of sorrow that can never be sated.
  Also known as the Faded, Tainted Fiends, and the
  Stained, mournwraths have only slight indentations where
  most of their facial features may have existed in their ances-
  try. But, mournwraths do not lack for mouths—in fact, they
  have two. One hides in the palm of each of their two hands.
  All mournwraths appear hazy, even in perfect light, as if they
  walk partly outside the world of matter. (Some say they
  always walk partly in dream.)
  Mournwraths are born of humans who were touched by
  the Dark Plea (a little-understood psychic force that mentally
  plagues many worlds of the multiverse, usually making its
  presence known only by the nightmares it causes in pass-
  ing). Curdled in the womb, they are considered abomina-
  tions by their natural parents. Before the malformed child
  can be cast out for the monster it is, nearby adult mourn-
  wraths sense the birth and steal the child away to raise it
  according to the secret strictures of the Dark Plea and to
  equip it with their signature equipment and weaponry
  (dream cloak, pale armor, and hateblade).
  Mournwraths speak the language of their parents (usually
  Common).
  Hyperconscious: Explorations in Psionics
  68
  
  Combat
  Mournwraths often serve as the leaders of unrelated
  evil creatures or characters, though sometimes a few of
  them work together to achieve their nefarious ends.
  Mournwraths serve the needs of even more powerful evil
  creatures; they always instantly do the direct will of the
  Dark Plea in those instances where the Dark Plea makes
  demands of its progeny.
  Hateblade: Most mournwraths wield a hateblade.
  Quenched in tears of unrequited loss, a hateblade is
  treated as a +4 greatsword that deals an additional 1d4
  points of temporary Wisdom damage on each success-
  ful hit (8 points of Wisdom damage on a critical hit).
  If wielded by any creature other than a mournwrath, a
  hateblade slowly dissolves into uselessness over the
  course of 24 hours.
  Psi-Like Abilities: 3/day—attraction, aversion, dismiss
  ectoplasm, dissolving touch (gout of acid seems to emerge
  from mouth in palm), dream travel. Manifester level 16th;
  save DCs are Charisma based. Augmentable powers are
  augmented to the limit of the manifester level, if appro-
  priate to the power.
  Birthsense (Su): When a mournwrath is to be
  born in the waking world, mournwraths know it and
  send two or three of their number to collect the child.
  Dream Cloak: Most mournwraths possess a dream
  cloak. Woven from the tortured nightmares of chil-
  dren, the dream
  cloak lends the
  mournwrath a
  hazy, dreamlike
  quality even in
  the waking
  world, granting
  it a 20 percent
  miss chance. If
  worn by any creature
  other than a mourn-
  wrath, a dream cloak slowly
  dissolves into uselessness
  over the course of 24
  hours. True seeing and simi-
  larly mighty powers and
  spells pierce this miss
  chance.
  Pale Armor: Most
  mournwraths are equipped with pale armor. Fashioned from pearl
  wrung from the Dying Sea of Nevermore, pale armor functions as
  +4 full plate. If worn by any creature other than a mournwrath, a
  suit of pale armor slowly dissolves into uselessness over the
  course of 24 hours.
  Chapter Six: Psionic Monsters 69
  Preserving Mournwrath Equipment
  Quick-thinking victors can attempt to preserve
  a piece of mournwrath equipment. Those who
  permanently sacrifice 2 points of Wisdom and
  2 points of Intelligence to a piece of equip-
  ment can stabilize it. The Wisdom and
  Intelligence drain cannot be healed by any
  means while the mournwrath equipment per-
  sists, but it can be healed following the
  destruction of the stabilized mournwrath
  equipment. If the wielder or wearer of person-
  ally stabilized equipment passes it to another
  for use, the equipment becomes unstable and
  must be preserved anew by its new owner.
  
  Nhalcid
  Large Magical Beast (Psionic)
  Hit Dice: 5d10+10 (37 hp)
  Initiative: +3
  Speed: 20 feet (4 squares), fly 60 feet (good)
  AC: 21 (–1 size,+3 Dexterity,+9 natural),touch 12,flat-footed 18
  Base Attack/Grapple:+5/+14
  Attack: Sting +9 melee (1d3 plus poison)
  Full Attack: Sting
  +9 melee (1d3 plus
  poison) and
  ovipositor +7 melee
  melee (1d3 plus
  larva implantation)
  Space/Reach: 10
  feet/10 feet
  (Face/Reach 5 feet
  × 5 feet/10 feet)
  Special Attacks: Implant larva, poison, psi-like abilities,
  mode check +4, resting mode Body Tank +4
  Special Qualities: Darkvision 60 feet, low-light vision,
  power resistance 14
  Saves: Fort +6, Ref +7, Will +3
  Abilities: Str 21, Dex 16, Con 14, Int 9, Wis 14, Cha 13
  Skills: Hide +6, Listen +11, Spot +11
  Feats: Alertness
  Environment: Any land or underground
  Organization: Solitary, nest (2–5), or swarm (5–20)
  Challenge Rating: 4
  Treasure: Standard 
  Alignment: Usually chaotic neutral
  Advancement: 6–10 HD (Large); 11–17 HD (Huge)
  Level Adjustment:+4
  This creature is a wasplike monstrosity 6 feet in diameter. Its
  body is a soft, mother-of-pearl coloration, and its wings are so
  translucent that they are almost a mist. Of particular note are its
  eyes, which appear completely human instead of the compound
  eyes normally associated with vermin—even overlarge vermin.
  The eyes reveal a startling depth of intelligence:
  The nhalcid exists to breed, and it breeds to control
  other living creatures by implanting initially formless psy-
  chic larvae into its prey. The color and shape of the nhal-
  cid’s eyes match those of the creature from which the
  nhalcid hatched, leaving the former host blind and
  eyeless.
  Nhalcids speak whatever languages their host spoke,
  which usually include Common.
  Combat
  A nhalcid can attempt to bring its psi-like abilities to bear
  against a foe, though its best tactic is to use them to get its
  foes into position for a successful use of its ovipositor to
  implant a larva, after which it can send the new host on its
  way. For instance, the favorite suggestion of a nhalcid to a
  potential host is, “Stand still so I can give you a nice new
  inside friend.”
  Implant Larva (Ex): If the nhalcid makes a successful
  melee attack with its ovipositor, the victim must succeed at a
  Will save (DC 14). On a failed save, the victim is injected
  with a psychic larva. A nhalcid can implant up to three psy-
  chic larvae per day.
  The psychic larva has no physical form—it is purely a
  psionic impulse, albeit an incredibly complex one. It is a nas-
  cent lifeform. One of the side-effects of being implanted
  with a psychic larva is that hosts react to the nhalcid
  implanter as if they were under the compulsion of a psionic
  dominate power (even if not a humanoid). A nhalcid can
  command the new host to defend the nhalcid, go lose itself
  Hyperconscious: Explorations in Psionics
  70
  Additional Psychic Larva Side-Effects
  Implanted psychic larvae grant their hosts a couple of
  positive side effects prior to hatching, leading some
  would-be hosts to purposefully accept a larva with the
  idea that they’ll abort it prior to hatching—a tactic that
  does not always succeed. Those harboring psychic 
  larvae gain +2 insight bonuses on their saving throws
  and skill checks. Hosts also add +2 to the Difficulty
  Classes of psionic powers they manifest (if any).
  
  and wait for its “new inside friend” to hatch, or take some
  other action important to the nhalcid.
  A psychic larva typically hatches and takes on physical
  form four to six weeks after implantation. In taking on a
  physical form, it incorporates some of the material substance
  of its host’s body. The host is permanently drained of 2
  points of Constitution, goes blind as his eyes are directly
  incorporated into the newly hatched nhalcid, and loses
  knowledge of one power, should it have one (chosen by the
  hatching nhalcid, who gains it as one of its daily psi-like
  abilities in place of psionic dimension door).
  A psychic larva can be killed prior to its hatching with a
  dispel psionics successfully targeted against an effect created
  by a 10th-level manifester, though the host can take steps to
  prevent this from happening.
  Poison (Ex): Fortitude save (DC 14); initial damage 1d6
  points of temporary Wisdom, secondary damage 2d6 points
  of temporary Wisdom.
  Psi-Like Abilities: 3/day—dispel psionics,missive, psionic
  dimension door, and psionic suggestion.Manifester level 8th;save
  DCs are Charisma based.Augmentable powers are augmented
  to the limit of the manifester level,if appropriate to the power.
  Ogre Psychic
  Large Giant (Psionic)
  Hit Dice: 12d8+48 (102 hp)
  Initiative: +1
  Speed:30 feet (6 squares)
  AC: 26 (–1 size,+1 Dexterity,+8 natural,+8 full plate armor),
  touch 10, flat-footed 25
  Base Attack/Grapple: +9/+19
  Attack: Claw +15 melee (2d6+6)
  Full Attack:2 claws +15 melee (2d6+6) and gore +12 melee
  (2d8+3)
  Space/Reach: 10 feet/10 feet 
  (Face/Reach 5 feet × 5 feet/10 feet)
  Special Attacks: Chakra feed, improved grab, psi-like abili-
  ties, mode check +8,resting mode Mind Insurgency +0
  Special Qualities: Darkvision 60 feet, power resist-
  ance 22, regeneration 3
  Saves: Fort +12, Ref +5, Will +7
  Abilities: Str 22,Dex 13,Con 19,Int 20,
  Wis 17, Cha 20
  Skills: Concentration +19, Hide +12, Knowledge (psionics)
  +20, Listen +18, Psicraft +18, Sense Motive +17, Spot +17 
  Feats:Combat Reflexes, Multiattack, Power Attack, Psionic
  Fist, Weapon Focus (claw)
  Climate/Terrain: Any land or underground
  Organization: Solitary, pair, or super-troupe (1, plus 1–2 ogre
  mages, plus 2–4 ogres)
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment:+3
  This ogrelike creature stands about 12 feet tall and appears to
  weigh some 800 lbs. Its skin varies in color from light yellow to
  light red, and it is utterly devoid of body hair. A single short ivory
  horn protrudes from the center of its forehead. The eyes are dark
  with strikingly white pupils, and the teeth and claws are jet black.
  The creature wears heavy armor.
  The ogre psychic’s physical and mental abilities put to
  shame even its lesser ogre mage cousins. When the body
  fails, the mind prevails, or so believe ogre psychics. Of
  course, the bodies of ogre psychics, energized by their psion-
  ic might, rarely fail them. And when the body weakens, ogre
  psychics can feed on the chakra residue of living creatures to
  restore their power.
  Ogre psychics prefer to hide their true mental abilities by
  lairing with lesser ogres and even ogre mages, whom an
  ogre psychic mentally dominates so they pretend to be in
  charge of the lair. The occurrence of an ogre psychic among
  normal ogres is rare, and to survive childhood, each learns
  to conceal its power until it has gathered sufficient force to
  reveal itself.
  Ogre psychics speak Giant and Common, but they can
  also communicate telepathically with any creature within
  100 feet that has a language.
  Combat
  Ogre psychics prefer to use their psionic
  abilities to bring foes low, though
  their physical prowess is
  unmatched by
  Chapter Six: Psionic Monsters 71
  
  other ogres. To use their most frightening power, chakra
  feed, ogre psychics must achieve close contact.
  Chakra Feed (Su): An ogre psychic feeds on its prey’s
  life force each round with a successful opposed grapple
  check. On the prey’s round, the victim can attempt an
  opposed grapple check to break free (as normal). Each
  round the ogre psychic makes a successful grapple check
  against grabbed prey, it also deals automatic gore damage:
  The ogre psychic holds the prey firmly in two hands and
  impales the prey with its single horn. Life force visibly
  drains from the victim through the horn as if it were an
  electric current of energy.
  Every round the ogre psychic successfully feeds diminishes
  the victim’s crown chakra†.This partly incinerates the victim’s
  flesh,leaving behind pockets of ash.Against nonpsionic crea-
  tures,the chakra feed permanently drains 1d4+1 points of
  Intelligence.Against psionic creatures that use power points,
  it drains 2d5+1 power points (which do not return unless the
  ogre psychic is slain).Against creatures with psi-like abilities,
  each chakra feed eliminates one daily freely manifested power
  (which does not return unless the ogre psychic is slain).
  If an ogre psychic slays its opponent, it can feed on the
  corpse, devouring both flesh and life force, as a full-round
  action. For every 8 HD or levels of a psionic creature an ogre
  psychic consumes, it gains one of the eaten creature’s psionic
  powers as a daily manifest power for one day. Feeding
  destroys the victim’s body and prevents any form of raising
  or resurrection that requires part of the corpse.
  Improved Grab (Ex): To use this ability,the ogre psychic
  must hit a Large or smaller foe with a claw attack.If the ogre
  psychic gets a hold,it can feed on the opponent’s life force
  using chakra feed.
  Psi-Like Abilities : At will—telekinesis (all three telekinetic
  powers); 3/day—mind wipe, read thoughts, psionic dimension
  door, psionic suggestion, psionic true seeing, ultrablast,
  wallwalker; 1/day—mind blank–personal, null psionics field,
  psionic dominate. Manifester level 14th; save DCs are
  Charisma based. Augmentable powers are augmented to the
  limit of the manifester level, if appropriate to the power.
  Regeneration (Ex): Ogre psychics take normal damage
  from cold and electricity.
  Phrensy
  Large Outsider (Dreamborn,Extraplanar,Psionic)
  Hit Dice: 6d8+27 (54 hp)
  Initiative: +2
  Speed: 40 feet (8 squares)
  AC: 21 (–1 size, +2 Dex, +10 natural), touch 11, flat-footed 19;
  20% miss chance
  Base Attack/Grapple: +6/+16
  Attack: Claw +12 melee (2d6+9)
  Full Attack: 2 claws +12 melee (2d6+6) and bite +7 melee 
  (2d6+3)
  Space/Reach: 10 feet/10 feet
  (Face/Reach: 10 feet × 10 feet/10 feet)
  Special Attacks: Frenetic whirl, psi-like abilities, mode check 
  +5, resting mode Brain Hammer +0
  Special Qualities: Darkvision 60 feet, dreamborn traits,
  phantasmic fission
  Saves: Fort +9, Ref +7, Will +7
  Abilities: Str 23, Dex 14, Con 18, Int 11, Wis 15, Cha 16
  Skills: Balance +11,Climb +14,Hide +10,Jump +14,Listen +11,
  Move Silently +11, Sense Motive +11, Spot +11
  Feats: Toughness,Weapon Focus (bite),Weapon Focus (claw)
  Environment: The Shallows
  Organization: Pair or frenzy (5–8)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 7–20 HD (Large); 21–32 HD (Huge)
  Level Adjustment: —
  Like thick, milky taffy pulled into the shape of a nightmare, this
  creature has a warped and crooked shape. More than anything
  else, it visually represents the word “awful.” Its slug-white flesh
  quivers with the hunger resident in the void of its quavering mouth
  and slashing, glasslike claws. Its eyes blaze like the blue of an
  empty sky.
  Hyperconscious: Explorations in Psionics
  72
  
  A phrensy looks like a large dreamborn humanoid in
  shape and it has demonic features. It always hungers for
  both the flesh of dreams and, even better, the more succulent
  marrow of physical beings. It stands a little over 8 feet tall
  and weighs about 350 lbs.
  Phrensies are native to the Shallows—when the Dark Plea
  leached energy from Dream to create the Shallows, the Plea’s
  vile influence breathed life into motes of quiescent dreamstuff.
  Phrensies are merely one manifestation of the foul life engen-
  dered by the Plea’s workings.Since their chance creation,these
  dream predators have spread to nearly every shallow,as well as
  into Dream, and even into the waking world. Because the
  flesh of the real energizes them and gives them a high not
  unlike the ingestion of a drug, phrensies find themselves
  drawn to wherever the walls between sleep and reality are
  the thinnest. Here they hope to break through.
  Phrensies cannot speak, though they understand a variety
  of languages, including Common.
  Combat
  A phrensy does whatever it can to get its claws and mouth
  into contact with its foes,becoming like unto its namesake.
  Phantasmic Fission (Su): Whenever a phrensy is brought
  to 0 or fewer hit points,there is a 25 percent chance that its
  body splits,and its two component parts spontaneously arise
  as two half-strength phrensies on the following round (see
  below for statistics).Treat half-strength phrensies as full-
  strength phrensies with three negative levels.Half-strength
  phrensies cannot undergo fission or use their psi-like abili-
  ties.Half-strength phrensies that survive for more than 24
  hours lose their negative levels and become regular phrensies.
  Frenetic Whirl (Ex): Once per day when a phrensy uses
  its full attack action, it can give up its regular attacks and
  instead make one claw attack at its full base attack bonus
  against each opponent within reach.
  Psi-Like Abilities: 3/day—biofeedback, grip of iron, skate.
  Manifester level 6th.Save Difficulty Classes are Charisma based.
  Half-Strength Phrensy
  As the full-strength phrensy, except as noted above. A half-
  strength phrensy cannot access fission or psi-like abilities
  until it matures in 24 hours.
  Phrensy,Half-Strength: CR 5; Large Outsider (Dreamborn,
  Extraplanar, Psionic); HD 6d8+27 [–15] (39 hp), effective
  level 3; Init +2; Speed: 40 feet; AC 21 (–1 size, +2 Dex, +10
  natural),touch 11, flat-footed 19, 20% miss chance; Base
  Attack +3; Grapple +11; Attack Claw +9 melee (2d6+9);
  Full Attack 2 claws +9 melee (2d6+6) and bite +4 melee
  (2d6+3); Space/Reach: 10 feet/10 feet (Face/Reach: 10 feet
  × 10 feet/10 feet); SA Frenetic whirl; SQ Darkvision 60
  feet, dreamborn traits; AL NE; SV Fort +6, Ref +4, Will +4;
  Str 23, Dex 14, Con 18, Int 11, Wis 15, Cha 16
  Skills and Feats:Balance +8, Climb +11, Hide +7, Jump +11,
  Listen +8, Move Silently +8, Sense Motive +8, Spot +8;
  Toughness, Weapon Focus (bite), Weapon Focus (claw)
  Psimech Saurian / Psimech*
  Large Monstrous Humanoid (Psionic)
  Hit Dice: 7d10+40 (78 hp)
  Initiative: +0 
  Speed: 30 feet (6 squares)
  AC: 23 (–1 size, +14 natural), touch 9, flat-footed 23
  Base Attack:+7/+17
  Attack:Bite +13 melee (2d8+6)
  Full Attack:Bite +13 melee (2d8+6) and 2 claws +10 melee
  (1d8+3)
  Space/Reach: 5 feet/10 feet (Face/Reach 5 feet × 5 feet/10 feet)
  Special Attacks: Discharge capacitor, implant, perfect target-
  ing, plasma jump, pounce, psi-like abilities, mode check
  +5, resting mode Force Multiplier +0, skinburst
  Special Qualities: Acid resistance 5, cold resistance 5,
  defensive field 5,electrical transformation, fast healing
  1/hour, fire resistance 5, operant, psimech traits, sonic
  resistance 5
  Saves: Fort +3, Ref +2, Will +4
  Abilities: Str 23, Dex 11, Con —, Int 8, Wis 15, Cha 8
  Skills: Listen +9, Knowledge (engineering)**, Knowledge
  (psionics)**, Knowledge (the planes)**, Spot +9
  Feats: Alertness, Multiattack, Weapon Focus (bite)
  Environment: Any
  Organization: Solitary, gang (2–5), or pack (6–10)
  Challenge Rating: 10
  Treasure: Standard 
  Alignment: Chaotic neutral
  Advancement: 8–10 HD (Large); 11–21 HD (Huge)
  Level Adjustment: +4
  * Templated creature;template description appears on the next page.
  This creature looks like a muscular humanoid toad half
  sheathed in metallic skin, complete with protruding crystal heat
  dissipater fins and aglow with chaotic and psionic energy.
  When machines were intentionally fused with psionically
  “living” crystals by the mysterious Primal Artificers,
  psimechs were created, stored against future need, then for-
  gotten. Now, ages later, an ancient cache of psimechs has
  spiraled out of the sky like a falling star, loosing psimechani-
  cal life on the land.
  Psimechanically enhanced creatures are beings that have
  been captured by alpha psimechs, altered through the
  fusion of metal and crystal alloys, psionic circuits, and psy-
  chic imperatives, then released to do the work of the
  Machine Enclave: Convert the world of the biological into
  the world of the psimechanical.
  A little-known race of intelligent saurians proved ideal
  psimech fodder, as described here.
  Chapter Six: Psionic Monsters 73
  
  Combat
  A psimech saurian has more options than simply swiping at
  its foes (though this remains a favorite). It can begin any
  combat at range by using its discharge capacitor ability. In 
  a desperate situation, it can briefly take to the air with its
  plasma-assisted jump, wreaking havoc on all creatures near
  its launch point.
  Discharge Capacitor (Ps): The psimech saurian can
  release a 5-foot-wide and 60-foot-long electrical bolt that
  deals 1d6 points of electricity damage per power point
  spent (maximum 10d6) to each creature within its area.
  Creatures that make a successful Reflex save (DC 15) take
  half damage.
  Perfect Targeting (Ex): A psimech saurian gains a +2
  bonus on all attack rolls and on its power Difficulty
  Classes.
  Plasma Jump (Ex):
  Using an advanced appli-
  cation of its discharge
  capacitor ability, the
  psimech saurian electrical-
  ly generates a sun-hot gas
  that it can use to give
  itself a +20 bonus on its
  Jump check per 2 power
  points spent (+100 bonus
  maximum); it can exceed
  normal Jump maximums.
  Using this ability also
  scorches all creatures in a
  20-foot radius, dealing
  1d6 points of fire damage
  and 1d6 points of electric-
  ity damage per 2 power
  points spent. For instance,
  if spending 6 power points, the psimech saurian can make
  a one-time Jump check with a +100 bonus on its roll. At
  the same time, all creatures within 20 feet of the launch
  take 3d6 points of fire damage and 3d6 points of electrici-
  ty damage.
  Pounce (Ex): If a psimech saurian leaps upon a foe dur-
  ing the first round of combat, it can make a full attack even
  if it has already taken a move action.
  Operant (Ex): Operant creatures manifest powers by
  paying power points. See the Operant Creatures sidebar 
  on page 63 for details.
  Psionic Powers Discovered: (3/3/3/1; power points 40)
  1st—biofeedback, offensive precognition, vigor; 2nd—animal
  affinity, psionic levitate, thought shield; 3rd—evade burst,
  psionic keen edge, vampiric blade; 4th—psionic freedom of
  movement.
  Skinburst (Su): Once per day a psimech saurian’s skin
  can emit a brilliant flash of psionically pumped chromatic
  light. Every creature within 20 feet must succeed at a
  Fortitude save (DC 16) or become dazed for 1d4 rounds.
  Defensive Field (Ex): Psimech saurians gain damage
  reduction 5/—.
  ** Skills: The psimech saurian enjoys a +10 competence
  bonus to Knowledge (engineering), Knowledge (psionics),
  and Knowledge (the planes).
  Electrical Transformation (Ex): All psimechs have elec-
  trical transformation 10. This resembles electricity resist-
  ance 10 in that the first 10 points of electricity damage per
  electricity attack do not harm the creature (while electricity
  damage in excess of 10 points harms the psimech normal-
  ly). However, the first 10 or fewer points of electricity dam-
  age that the psimech would otherwise sustain are instead
  transformed into psionic power points on a 5-for-1 basis
  (every 5 points of electricity damage are transformed into 1
  power point). Psimech saurians can never accumulate more
  than their maximum operant psionic power point total of
  40 power points using electrical transformation.
  Fast Healing (Ex):Psionically mediated subroutines grant
  fast healing that allows the psimech saurian to regain 1 hit
  point per hour if damaged. The psionic repair damage power
  also cures damaged psimech creatures.
  Psimech Traits: Psimechs are a subtype of construct.
  Psimechs are immune to poison, sleep, paralysis, stunning,
  disease, death effects, and necromantic effects. They also
  are immune to any effect that requires a Fortitude save,
  unless it also works on objects. They cannot heal damage
  (though regeneration and fast healing still apply, if present,
  as does psionic repair damage and other powers or spells
  that heal constructs) and are not subject to critical hits,
  nonlethal damage, ability damage, ability drain, or energy
  drain. They are not at risk of death from massive damage,
  but are destroyed when reduced to 0 hit points or less;
  they cannot be raised or resurrected; they have dark-
  vision 60 feet.
  Creating a Psimech
  “Psimech” is a template that can be added to any corporeal
  creature (referred to hereafter as the “base creature”). Those
  with this template are often called “operant machine” crea-
  tures. The creature’s type changes to “construct (psimech).”
  It uses all the base creature’s statistics and special abilities
  except as noted here. Statistics and abilities not presented
  below are as the base creature.
  Hit Dice: Constructs have no Constitution score.
  However, psimechs are hard to kill because their bodies are
  difficult to damage, as reflected by bonus hit points (in addi-
  tion to hit points from Hit Dice), according to size: Fine 5;
  Diminutive 10;Tiny 15;Small 20;Medium 30;Large 40;Huge
  50; Gigantic 70; Colossal 100.
  AC:Natural armor improves by +8. Steel and crystal alloys
  replace much of the creature’s normal exterior.
  Hyperconscious: Explorations in Psionics
  74
  Primal Artificers
  The legend of the Primal Artificers dates back
  several cycles of reality. According to recently
  deciphered UroTaliph rune-texts, the Primal
  Artificers were spawned on a world completely
  unlike commonly encountered biomes. A cata-
  clysm of some sort extinguished their sun and
  replaced it with a pit of all-consuming darkness
  that constantly emitted jets of exotic energy and
  strained reality. The Primal Artificer world,
  bathed in these jets, evolved crystal life that
  subsisted on exotic energy, as plants on a nor-
  mal world do on the sun’s light. With life came
  intelligence, and eventually the Primal Artificers
  came into being. The UroTaliph rune-texts attrib-
  ute to them almost godlike capabilities. Thus,
  from the perspective of a Primal Artificer, living
  crystal may not have been such a strange con-
  cept.
  
  Special Attacks: A psimech creature retains all the special
  attacks of the base creature.All operant machine creatures
  gain access to psionic powers,as described below.All psimech
  creatures also possess the following mechanical abilities as
  specified by level of the base creature in the table below.
  Level
  Abilities
  1–2
  Discharge capacitor
  3–4
  —
  5–6
  Perfect targeting
  7–8
  Plasma jump
  9–15
  —
  16+
  Plasma lance 
  Discharge Capacitor (Ps): The operant machine operates on a
  flux of psionic power points.An operant machine can discharge
  a portion of its excess power (it costs 1 point per 1d6 points of
  electricity damage),releasing it as a powerful electrical bolt.
  The bolt is 5 feet wide and 60 feet long, and it deals 1d6
  points of electricity damage per power point spent (maxi-
  mum 10d6) to each creature within its area. Creatures that
  make a successful Reflex save (DC 10 + 1/2 the psimech’s Hit
  Dice + the psimech’s Dexterity modifier + perfect targeting,if
  available) take half damage.
  Perfect Targeting (Ex): Adaptive optics grant the psimech a
  +2 bonus on all attack
  rolls and its power
  Difficulty Classes.
  Plasma Jump (Ex):
  Using an advanced
  application of its dis-
  charge capacitor ability,
  a psimech electrically
  generates a sun-hot
  gas that it can use to
  give itself a +20 bonus
  on its Jump check per
  2 power points spent
  (+100 bonus maxi-
  mum;can exceed nor-
  mal Jump maximums).
  Using this ability also
  scorches all creatures
  in a 20-foot radius,
  dealing 1d6 points of fire damage and 1d6 points of electricity
  damage per 2 power points spent.For instance,if spending 6
  power points,the psimech can make a one-time Jump check
  with a +100 bonus on its roll.At the same time,all creatures
  within 20 feet of the launch take 3d6 points of fire damage and
  3d6 points of electricity damage.
  Plasma Lance (Ex): At this level, the psimech can focus the
  effects of its plasma generation better. An operant machine
  can convert power to plasma (the cost is 1 power point per
  1d6 points of electricity damage and 1d6 points of fire dam-
  age), releasing it as a powerful bolt. The bolt is 10 feet wide
  and 60 feet long, and it deals 1d6 points of fire damage and
  1d6 points of electricity damage per power point spent (max-
  imum 20d6; 10 power points per bolt) to each creature with-
  in its area.Creatures who make a successful Reflex save (DC 10
  + 1/2 the psimech’s Hit Dice + the psimech’s Dexterity modi-
  fier + perfect targeting) take half damage.
  Special Qualities: A psimech creature retains all the spe-
  cial qualities of the base creature, except where noted. All
  operant machine creatures gain electrical transformation 10,
  as described below. All psimech creatures also possess the
  mechanical abilities specified by the level of the base creature
  in the table on the next page. Finally, all psimechs gain 
  Chapter Six: Psionic Monsters 75
  The Machine Enclave
  The Machine Enclave is a loosely associated
  group of intelligences that have two things in
  common—they gained their sentience through
  artificial or mechanical means (often assisted
  by magic or psionics; many magically animated
  constructs with intelligence work in Machine
  Enclave cells), and a strong dislike of purely
  biological intelligences. Not every artificial
  intelligence wants to eradicate “soft life,”
  though. In fact, there is a strong recruiting arm
  on the Machine Enclave’s part. To the misfor-
  tune of soft life, agents of the Machine Enclave
  discovered and awakened psimech crystals.
  Thus, psimechs are almost exclusively servants
  of the Machine Enclave, though some have
  broken free of their programming.
  
  construct traits, save that psimechs retain all their ability
  scores except Constitution.
  Electrical Transformation (Ex): All psimechs have electrical
  transformation 10. This resembles electrical resistance 10 in
  that the first 10 points of electricity damage per electrical
  attack do not harm the creature (while electricity damage in
  excess of 10 points harms the psimech normally). However,
  the first 10 or fewer points of electricity damage that the
  psimech would otherwise sustain are instead transformed
  into psionic power points on a 5-for-1 basis (every 5 points
  of electricity damage are transformed into 1 power point). A
  psimech can never accumulate more power points than its
  Hit Dice × 6.
  Operant (Ex): Operant creatures manifest powers by paying
  power points.See the Operant Creatures sidebar on page 63.
  Psimechs are treated as psychic warrior manifesters with a
  manifester level equal to their HD +2.
  Psimech Traits: Psimechs are a subtype of construct.
  Psimechs are immune to poison, sleep, paralysis, stunning,
  disease, death effects, necromantic effects, and any effect
  that requires a Fortitude save unless it also works on objects;
  they cannot heal damage (though regeneration and fast heal-
  ing still apply, if present, as does psionic repair damage and
  other powers or spells that heal constructs); not subject to
  critical hits, nonlethal damage, ability damage, ability drain,
  or energy drain; not at risk of death from massive damage,
  but destroyed when reduced to 0 hit points or less; can’t be
  raised or resurrected; darkvision 60 feet.
  Level
  Abilities
  1–2
  Defensive field 1, fast healing
  3–4
  Defensive field 3 
  5–6
  Defensive field 5
  7–8
  —
  9–15
  Defensive field 7 
  16+
  — 
  Defensive Field (Ex): Operant machine creatures psionical-
  ly generate a deflective screen that hinders kinetic attacks.
  This grants operant machines damage reduction equal to the
  value noted on the level-dependent table. For instance, a 1st-
  level base creature has damage reduction 1/—.
  Fast Healing (Ex): Psionically mediated subroutines grant all
  operant machines fast healing that allows them to regain 1 hit
  point per hour if damaged. The psionic repair damage power
  also cures damaged psimech creatures. If the creature already
  possesses fast healing, this version replaces that quality.
  Abilities: Modify the base creature’s abilities as follows:
  Str +4, Dex –2, Con (stripped), Int +2, Cha –2.
  Skills: Operant machines gain a +10 competence bonus
  on any three Knowledge skills.
  Challenge Rating: Same as the base creature +5
  Psionic Lich*
  Psionic liches are undead psionics users—usually psions,
  but sometimes psionic monsters—who have interred their
  mentality into the necrotic tissue of their once-living bodies,
  thus preserving their existence indefinitely.
  A psionic lich appears in some ways as it did in life: Its
  flesh remains pliant, soft, and warm to the touch. However,
  it has no heart, and no blood flows through its veins—it is
  psionic power that animates the flesh. If you cut a psionic
  lich, its veins are empty of blood, though stray sparks of
  power flash briefly. Its eyes are always completely silvered
  and glowing with a faint radiance. A psionic lich wears
  clothing for simple modesty or disguise, not to protect it
  from the environment. Thus, many wear only simple leg-
  gings, tunics, and sandals, if that.
  Psionic liches speak Common plus any other languages
  they knew in life.
  * Templated creature
  Creating a Psionic Lich
  “Psionic lich” is a template you can add to any aberration,
  dragon, giant, humanoid, magical beast, monstrous
  humanoid, or outsider (referred to hereafter as the “base
  creature”), provided it can create the required phylactery (see
  “The Psionic Lich’s Phylactery” on the next page). Following
  the transformation, the creature’s type changes to “undead.”
  It uses all the base creature’s statistics and special abilities
  except as noted here.
  Hit Dice: Increase to d12
  Speed:Same as the base creature’s
  AC: The psionic lich has +2 natural armor or the base
  creature’s natural armor, whichever is better.
  Damage: Creatures without natural weapons gain a
  touch attack that uses negative energy to deal 1d8+5 points
  of damage to living creatures. Creatures with natural
  attacks can use their natural weaponry or the touch attack,
  as they prefer.
  Special Attacks: A psionic lich retains all the base crea-
  ture’s special attacks and also gains those listed below. Saves
  have a DC of 10 + half the lich’s HD + the lich’s Charisma
  modifier unless noted otherwise.
  Life-Draining Touch (Su): Any living creature the lich
  touches as a melee touch attack sustains 2 points of tempo-
  rary Constitution damage (4 on a critical hit)—the lich gains
  drained points as extra psionic power points on a 1–per–1
  basis.
  Arcane Spell Bane (Su): The bane of arcane magic, the
  mere presence of a psionic lich interferes with arcane spell-
  casting. Any arcane spell cast within 30 feet of a psionic lich
  requires a successful Concentration check, or the spell is
  lost. The Concentration check is against a DC of 10 + half
  the lich’s HD + the lich’s Charisma modifier. Even if the
  standard option of psionics and magic affecting each other
  Hyperconscious: Explorations in Psionics
  76
  
  is being used, this effect interferes only with
  arcane spells (not psionics, other spell-like abili-
  ties, divine spells, etc.).
  Powers: The psionic lich can manifest any
  power it could manifest while alive.
  Special Qualities: A psionic lich retains all
  the base creature’s special qualities and those
  listed below, plus it also gains the undead type.
  Power Point Boost (Ex): When first transform-
  ing itself into a psionic lich, the character
  receives a one-time addition of power points to
  its power point total equal to its current total
  manifester level. Thus, a 12th-level psion who
  becomes a psionic lich has an additional 12
  power points more than it otherwise would
  have had.
  Turn Resistance (Ex): A psionic lich has +4 turn
  resistance.
  Power Resistance (Su): A psionic lich has power
  resistance equal to its manifester level +5.
  Fast Healing (Su): A psionic lich’s undead
  body is constantly revitalized by the
  psionic energy coursing through it,
  granting it Fast Healing 3.
  Immunities (Ex): Psionic liches are
  immune to cold, electricity, and poly-
  morph attacks.
  Damage Reduction (Su): A psionic lich’s
  undead body is tough,giving it damage
  reduction 15/piercing and magic (or DR
  15/+1).Its natural weapons are treated
  as magic weapons for the purpose of
  overcoming damage reduction.
  Saves: Same as the base creature’s
  Abilities: A psionic lich gains +2
  to Intelligence, Wisdom, and
  Charisma, but being undead, it has
  no Constitution score.
  Skills: A psionic lich receives a +8
  racial bonus to Hide, Listen, Move
  Silently, Search, Sense Motive, and
  Spot checks. Otherwise its skills are
  the same as the base creature’s.
  Feats: Same as the base creature’s
  Environment: Any
  Organization: Solitary
  Challenge Rating:Same as the
  base creature’s + 2
  Treasure: Standard coins; double
  goods; double items
  Alignment: Any evil
  Advancement: By character class
  Chapter Six: Psionic Monsters 77
  
  Psionic Lich Characters
  Characters can undertake the process of becoming a psionic
  lich only through their own free will. Following the transfor-
  mation, the lich retains all the class abilities it had in life.
  The Psionic Lich’s Phylactery
  An integral part of becoming a lich is creating a psionic phy-
  lactery in which the creature affixes its life force to the mor-
  tal coil. Unless the phylactery is located and destroyed, a
  psionic lich reappears 1d10 days after its apparent death in
  an area adjacent to its phylactery.
  Each psionic lich must make its own phylactery, which
  requires the Craft Universal Item feat. The character must be
  a psion of at least 11th level (or be able to manifest at least
  one 6th-level power and have at least 11 HD). The phylactery
  costs 120,000 gp and 4,800 XP to create and has a mani-
  fester level equal to that of its creator at the time of creation.
  Psionic phylacteries often take the form of costly gem-
  stones set into rings, amulets, or other adornments. A close
  look at such items reveals an inner glow, and phylacteries
  always detect as psionic powers in operation. The gemstone
  is Fine and has a hardness rating of 20, 40 hit points, and a
  break DC of 40.
  Qin
  Medium Humanoid (Psionic)
  Hit Dice: 1d8+2 +2 (8 hp)
  Initiative: +2 
  Speed: 30 feet (6 squares)
  AC: 15 (+4 inertial armor, +1 Dexterity), touch 11, flat-footed
  14
  Base Attack/Grapple: +0/–1
  Attack and Full Attack:Quarterstaff –1 melee (1d6–1) or
  crossbow +1 ranged (1d8)
  Space/Reach: 5 feet/5 feet 
  (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Psi-like abilities, mode check +2,
  resting mode Mind Insurgency +4,
  siphon life
  Special Qualities: Qin telepathy, naturally
  psionic
  Saves: Fort +1, Ref +1, Will +3
  Abilities: Str 9, Dex 12, Con 12,
  Int 10, Wis 9, Cha 12
  Skills: Bluff +7, Concentration +6, Knowledge (psionics) +6,
  Psicraft +6
  Feats: Psionic Body
  Environment:Any land
  Organization:Solitary, band (2–4 qin), or squad (one 7th-
  level master spy, two 5th-level journeymen, and 5–7 qin)
  Challenge Rating:2 
  Treasure:Standard
  Alignment:Usually neutral evil
  Advancement:By character class
  Level Adjustment:+1
  This stocky figure, while humanlike in height and mode of
  dress, possesses large eyes of golden hue. 
  The qin are psionic humanoids who view other intelligent
  races as property by right of mind.
  Qin dress according to the norms of the humanoid socie-
  ty they infiltrate. Indeed, they can easily pass for humanoids
  for short periods of time in all but the most vigilant of com-
  munities (using their psi-like abilities).
  When not infiltrating human cities, qin live in caves or
  camps in the wilderness called communes; however, they
  have established secret communes in humanoid cities as
  well. In their communes, slaves perform most of the labor-
  intensive tasks, such as gathering forest products. Hidden
  urban communes usually have few, if any slaves, which are
  transferred to the main communes as soon as possible. Qin
  never arm their slaves, though qin may allow skilled slaves to
  work in smithies and other sensitive areas.
  Although not a unified race, qin rarely fight with each
  other. Different communes may work together toward a
  common goal, such as subjugating an outlying humanoid
  village. Qin that have disputes with each other resort to arbi-
  tration, if possible, or allow a standing vote of the commune
  to decide the proper course of action.
  The qin people have no plans for world con-
  quest, and they usually ignore the political
  nuances of “lesser” creatures. Most are 
  simply interested in collecting other races
  as slaves to make their own lives more
  comfortable. However, on occasion,
  more “enlightened” qin act as spies
  and hired infiltrators for other
  races.
  Hyperconscious: Explorations in Psionics
  78
  
  Qin do not speak any racial tongue. Instead, they rely on
  telepathy among themselves, though they learn to physical-
  ly speak appropriate humanoid tongues (usually
  Common).
  Combat
  Qin prefer to use their psi-like abilities to charm their foes
  just long enough to physically capture and enslave them.
  They are poor warriors, but if pressed into combat against a
  foe they cannot charm, they attempt to siphon the life force
  of their foe first.
  Psi-Like Abilities:3/day—conceal thoughts, psionic alter self
  (as alter self in the Player’s Handbook), psionic charm; 1/day—
  inertial armor, psionic daze. Manifester level 2nd; save DCs
  are Intelligence based. Augmentable powers are augmented
  to the limit of the manifester level, if appropriate to the
  power.
  Siphon Life (Ps): Once per day, a qin can make a
  ranged touch attack with a psychometabolic life-draining
  ray (range 60 feet). This ray drains 1d6 hit points. If the
  qin has class levels, it instead drains 1d6 hit points per
  three psionic class levels (maximum 5d6) from a single
  living creature. On a successful hit, the hit points are
  transferred to the qin as temporary hit points that last
  one minute.
  Naturally Psionic:Qin gain 2 bonus power points at 1st
  level. This benefit does not grant them the ability to manifest
  powers beyond those they manifest as psi-like abilities,
  unless they gain that ability through another source, such as
  levels in a psionic class.
  Qin Telepathy (Su): A qin can communicate with another
  qin within 100 feet, even if they do not share a common 
  language.
  Qin as Characters
  Qin characters have the following racial traits.
  •
  –2 Str, +2 Dex, +2 Con, –2 Wis, +2 Cha
  •
  Medium size
  •
  Qin telepathy (see above)
  •
  Psi-like abilities (see above)
  •
  Siphon life (see above)
  •
  Naturally psionic (see above)
  •
  Automatic Languages: Common
  •
  Favored Class: Telepath
  •
  Level Adjustment: +1
  Reflexion*
  Reflexions are psionically crafted physical entities assembled
  from phantasmal matter mined in Dream.Whether visages of
  the heart’s desire or nightmares given shape and substance,
  all reflexions are bound and solidified by the psionic energy
  poured into them at their creation.Unlike creatures naturally
  encountered in a night of dreaming,a reflexion’s form allows
  one to guess at its power and ability—for instance,a reflexion
  of a jackal is less powerful than a hell hound reflexion.
  All reflexions, whether similar in shape to a jackal, hell
  hound, or something entirely different, share a common
  façade in that they seem more slender and graceful than the
  common run of that creature. Moreover, reflexions appear
  slightly hazy, as if the eye refuses to quite focus on them.
  Finally, all reflexions that possess eyes have solid orbs of
  glowing empyreal blue.
  Reflexions respond to the mental commands of their cre-
  ator if she is within 100 feet. They do not respond to com-
  mands given by others, even if the creator asks it of a reflex-
  ion. Reflexions that are still bound to their creator are heed-
  less, unthinking creatures with no initiative of their own,
  and so they can do no less than exactly follow the orders
  given them, without regard for the consequences of such
  actions. Therefore, simple instructions usually work best.
  Particularly skilled reflexion creators can wholly possess
  their creations (see the dreamwright†
  prestige class). If a reflexion is freed (or
  becomes free through the death of its
  creator), it may develop a sense of
  being and personality of its own. It
  then becomes known as a wild
  reflexion.
  * Templated creature;template
  appears on page 81.
  Chapter Six: Psionic Monsters 79
  
  Fire Giant Reflexion
  Large Giant (Dreamborn,Extraplanar,Fire,Psionic)
  Hit Dice:15d8+75 (142 hp)
  Initiative: +0
  Speed:30 feet(half-plate armor);base speed 40 feet (8 squares)
  AC: 26 (–1 size, +10 natural,+7 half-plate armor) touch 9,
  flat-footed 26; 20% miss chance
  Base Attack/Grapple: +11/+25
  Attack:Greatsword +20 melee (3d6+15) or slam +20 melee 
  (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
  Full Attack:Greatsword +20/+15/+10 melee (3d6+15) or 
  2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10 
  plus 2d6 fire)
  Space/Reach: 10 feet/10 feet 
  (Face/Reach: 10 feet × 5 feet/10 feet)
  Special Attacks:Psi-like abilities, rock throwing, mode check
  +9, resting mode Brain Hammer –4
  Special Qualities:Body of dreams, fast healing 7, immunity 
  to fire, low-light vision, rock catching, unthinking,
  vulnerability to cold
  Saves:Fort +14, Ref +5, Will +9
  Abilities:Str 31, Dex 11, Con 21, Int 10, Wis 14, Cha 15
  Skills:Climb +9,Craft (any one) +6,Intimidate +6,Jump +9,
  Spot +14
  Feats:Cleave, Great Cleave, Improved Overrun, Improved 
  Sunder, Iron Will, Power Attack
  Environment: Any
  Organization: None
  Challenge Rating: 11
  Treasure: None
  Alignment: Neutral
  Advancement: — 
  Level Adjustment:—
  It is hard to focus on this giant—haze demarks where its coal-
  black skin ends and the air begins. Its hair is red, but its eyes glow
  with a sky-blue light. While the dark hands that clutch the pommel
  of the massive greatsword seem out of focus, the blade itself
  appears as all too real.
  Fire giant reflexions are as forbidding as their normally
  born “kin.”
  Combat
  Fire giant reflexions attack with the sword, unless com-
  manded to throw rocks or use their psionic abilities.
  Rock Throwing (Ex):The range increment is 120 feet for
  a fire giant reflexion’s thrown rocks.
  Body of Dreams (Ex): All attacks against the reflexion
  suffer a 20 percent miss chance.
  Fast Healing (Su):Fire giant reflexions heal 7 hit points
  per round.
  Unthinking (Ex): Fire giant reflexions gain a +4 bonus
  on all Will saving throws to resist mind-affecting effects.
  Psi-Like Abilities: 1/day—cloud mind, dream travel, id insin-
  uation. Manifester level 15th. The save Difficulty Classes are
  Charisma based.
  Flamebrother Salamander
  Reflexion
  Small Outsider (Dreamborn,Fire,Psionic)
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +2
  Speed: 20 feet (4 squares)
  AC: 22 (+1 size,+2 Dex,+9 natural),touch 13,flat-footed 20;
  20% miss chance
  Base Attack/Grapple: +4/+1
  Attack: Spear +6 melee (1d6+1/×3 plus 1d6 fire)
  Full Attack: Spear +6 melee (1d6+1/×3 plus 1d6 fire) 
  and tail slap +4 melee (1d4 plus 1d6 fire)
  Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet × 5 feet/5 feet)
  Special Attacks: Constrict 1d4 plus 1d6 fire, heat, improved
  grab, psi-like abilities, mode check +4, resting mode Brain
  Hammer +4
  Special Qualities: Body of dreams, darkvision 60 feet,
  immunity to fire, fast healing 3, unthinking, vulnerability 
  to cold
  Saves: Fort +6, Ref +6, Will +6
  Abilities: Str 12, Dex 15, Con 12, Int 14, Wis 15, Cha 17
  Skills: Craft (blacksmithing) +8, Hide +13, Listen +11,
  Move Silently +7, Spot +11
  Feats: Alertness, Multiattack
  Environment: Any
  Organization: None
  Challenge Rating: 4
  Treasure: None
  Alignment: Usually evil (any)
  Advancement: None
  Level Adjustment: —
  The dreamy haze resolves to reveal a muscular humanoid upper
  body, but a serpentine form extends from the waist down. Covered
  in red and black scales, as well as flame-shaped spines, this crea-
  ture seems an adherent of fire.
  Flamebrother salamander reflexions are dream-fashioned
  versions of regular salamanders.
  Combat
  Constrict (Ex):A salamander deals automatic tail slap dam-
  age (including fire damage) with a successful grapple check.
  Heat (Ex): A salamander generates so much heat that its
  mere touch deals additional fire damage. Salamanders’
  metallic weapons also conduct this heat.
  Improved Grab (Ex): To use this ability,a salamander
  must hit a creature of up to one size larger than itself with its
  tail slap attack.It can then attempt to start a grapple as a free
  Hyperconscious: Explorations in Psionics
  80
  
  action without provoking an attack of opportunity.If it wins
  the grapple check,it establishes a hold and can constrict.
  Body of Dreams (Ex): All attacks against the reflexion
  suffer a 20 percent miss chance.
  Fast Healing (Su):Flamebrother reflexions heal 3 hit
  points per round.
  Unthinking (Ex): Flamebrother salamander reflexions
  gain a +4 bonus on all Will saving throws to resist mind-
  affecting effects.
  Psi-Like Abilities: 1/day—cloud mind, dream travel, id insin-
  uation. Manifester level 4th. The save Difficulty Classes are
  Charisma based.
  Creating a Reflexion
  “Reflexion” is a template that can be added to any corpore-
  al aberration, animal, dragon, giant, humanoid, magical
  beast, monstrous humanoid, or vermin. A reflexion uses all
  the base creature’s statistics and special abilities except as
  noted here.
  Size and Type:The creature gains the psionic subtype,
  plus the dreamborn subtype (see sidebar on page 54). It
  retains its base type and other subtypes, if any, but does not
  gain the augmented subtype. It uses all the base creature’s
  statistics and special abilities except as noted here.
  Armor Class:The reflexion’s natural armor improves by 2
  points. The dreamstuff that makes up a reflexion can antici-
  pate blows and become slightly harder just before impact.
  Attack:A reflexion retains all the natural attacks, manu-
  factured weapon attacks, and weapon proficiencies of the
  base creature.
  Special Attacks:A reflexion retains all the base creature’s
  supernatural and extraordinary special attacks but loses all
  the base creature’s spell-like and psi-like abilities, if any. It
  also gains the special attacks listed below.
  Psi-Like Abilities: 1/day—cloud mind, dream travel, id insinua-
  tion. Manifester level equal to creature’s Hit Dice. (A reflexion
  can still manifest a noted power at the power’s lowest effect
  even if the creature’s manifester level would normally be too
  low to manifest the given power.) The save Difficulty Classes
  are Charisma based.
  Special Qualities:The reflexion loses all special qualities of
  the base creature,but it gains the special qualities listed below.
  Body of Dreams (Ex): The hazy, slightly unfocused manner
  in which reflexions appear in the material world makes it
  difficult to hit them—all attacks against a reflexion are
  assessed a 20 percent miss chance. (This is a trait the crea-
  ture gains for having the dreamborn subtype).
  Fast Healing (Su): Being composed of dreamstuff,a reflex-
  ion’s physical form is partially phantasmagorical,despite being
  stabilized and solidified by psionic energy.This has the effect
  of granting a reflexion the ability to heal damage dealt to it.A
  reflexion gains fast healing based on the base creature’s Hit Dice:
  Hit Dice
  Fast Healing
  1–3
  1
  4–6
  3
  7–10
  5
  11–15
  7
  16–20 
  10
  21+
  15
  Unthinking (Ex): While reflexions are not mindless, they
  are heedless of all consequence. If manufactured, they
  must be explicitly commanded—otherwise, they show no
  initiative. Moreover, it is hard to get a mental lock on these
  creatures composed of flighty dream. Thus, they gain a +4
  bonus on all Will saving throws to resist mind-affecting
  effects.
  Abilities:Modify the base creature’s ability scores as fol-
  lows: Dexterity +2, Charisma +4.
  Environment:Any
  Organization:None
  Challenge Rating:Same as base creature +1
  Treasure: None
  Alignment:Always neutral
  Advancement: None
  Level Adjustment: —
  Crafting a Reflexion
  Sometimes, wild reflexions come into being spontaneously,
  either in Dream or in the Shallows. However, dreamwrights†
  most often create them.
  The minimum manifester level required to create a reflex-
  ion equals the reflexion’s Hit Dice.
  The first experience point component cost of the reflexion
  depends on its body size:
  Size
  XP Cost
  Tiny
  300 xp
  Small
  400 xp 
  Medium
  600 xp
  Large
  1,200 xp
  Huge
  2,200 xp
  Gargantuan
  5,200 xp
  Colossal
  10,200 xp
  The second experience point component cost of the
  reflexion depends on its Hit Dice: 80 XP per Hit Die. The
  total experience point cost is equal to the two component
  experience point costs: body size and Hit Dice. Note that
  dreamwrights must also pay a gold-piece cost in special
  materials for all reflexion creations, as well as an additional
  experience point cost for certain modifications they can
  make. (See Chapter Eight: Psionic Prestige Classes.)
  Chapter Six: Psionic Monsters 81
  
  Scampering Maw
  Medium Aberration (Psionic)
  Hit Dice: 7d8+28 (59 hp)
  Initiative: +4
  Speed: 60 feet (12 squares)
  AC: 22 (+4 Dexterity, +8 natural), touch 14, flat-footed 18
  Base Attack/Grapple:+5/+9
  Attack:Bite +9 melee (2d4+4)
  Full Attack:Bite +9 melee (2d4+4) and 2 claws +7 melee
  (1d8+2) and 2 rakes +7 melee (2d6+2
  Space/Reach: 5 feet/5 feet 
  (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Attach, blood drain, natural schism,
  psi-like abilities,mode check +5,resting mode 
  Acumen Screen +2
  Special Qualities: Darkvision 60 feet
  Saves: Fort +6, Ref +6, Will +9
  Abilities: Str 19, Dex 18, Con 19, Int 7, Wis 19, Cha 15
  Skills: Climb +9, Jump +9, Listen +11, Spot +11 
  Feats: Alertness, Multiattack, Power Attack
  Environment: Any warm
  Organization: Solitary or race (2–7)
  Challenge Rating: 6
  Treasure: Standard 
  Alignment: Neutral evil
  Advancement: 8–10 HD (Medium); 11–18 HD (Large)
  Level Adjustment:+2
  This monster is built around the wide circular, tooth-lined
  orifice of its mouth. Several sizes too big for the body, the circu-
  lar maw protrudes slightly from the main trunk. Half-feathered,
  the body shares attributes with large flightless birds of prey,
  including two muscled legs built for running and raking. In a
  shocking display of morphological aberration, the creature
  sports a tiny dragonlike head and two small manipulator arms
  on the lower body opposite the main mouth, as well as crablike
  claws near the main mouth. 
  What should have died at birth, lived, and the two-in-
  one creature known as the scampering maw breeds true.
  Scampering maws are scavengers of desert lands that con-
  stantly seek blood for nutrition and hydration. Sometimes,
  scampering maws get loose in lush civilized lands where life
  (and blood) is plentiful.
  Responsibility for the scampering maw is laid at the feet
  of a psionic breeder-archivist known only as the Tasker.
  Supposedly the Tasker’s hidden enclave deeply buried under
  the desert sands serves as the refuge to hundreds of equally
  abominable creatures, which may also one day escape their
  confinement to trouble the world.
  Scampering maws speak invective-laden Common.
  Combat
  Scampering maws need to absorb blood every day to sate
  their voracious appetite. They prefer to charge potential prey
  from surprise if possible, using their schism-enabled ability
  to help them waylay their prey or deter their prey’s compan-
  ions for a few rounds.
  Attach (Ex): If a scampering maw hits with a bite attack,
  its voracious teeth latch onto the opponent’s body. An
  attached scampering maw’s Armor Class drops to 18.
  Blood Drain (Ex): A scampering maw drains blood, deal-
  ing 1d4 points of temporary Constitution damage each
  round it remains attached. Once the creature has drained its
  prey to 0 points of Constitution (killing its prey), it runs off
  in search of more blood to feed its unending appetite.
  Natural Schism (Ex): The scampering maw exists in a
  natural state similar to schism; its posterior head and arms
  are capable of taking a single standard action each round
  independent of the rest of the creature. Usually, this means
  the posterior head uses a psi-like ability.
  Psi-Like Abilities: 3/day—concussion blast, daze, wall-
  walker. These abilities are as the powers manifested by a
  6th-level psion. Save DCs are Charisma based.
  Augmentable powers are augmented to the limit of the
  manifester level, if appropriate to the power.
  Hyperconscious: Explorations in Psionics
  82
  
  Scapeworm
  Gargantuan Magical Beast (Psionic)
  Hit Dice: 15d10+120 (202 hp)
  Initiative: –1
  Speed: Fly 20 feet
  AC: 23 (–4 size, –1 Dexterity, +18 natural), touch 5,
  flat-footed 23
  Base Attack/Grapple:+15/+34
  Attack and Full Attack:Bite +23 melee (8d8+16)
  Space/Reach: 15 feet (uncoiled)/15 feet (Face/Reach 10 feet
  × 60 feet (uncoiled)/15 feet)
  Special Attacks: Chomp, psi-like abilities, mode check +9,
  resting mode Force Multiplier +2
  Special Qualities: Blindsight 200 feet, DR 10/admantine (or
  15/+2), power resistance 23
  Saves: Fort +17, Ref +10, Will +11
  Abilities: Str 32, Dex 8, Con 27, Int 17, Wis 19, Cha 22
  Skills: Concentration +26, Hide +4, Listen +24, Move
  Silently +17, Spot +24 
  Feats:Alertness, Greater Psionic Fist, Psionic Fist, Psionic
  Meditation, Unavoidable Strike, Weapon Focus (Bite)
  Climate/Terrain: Any (mindscape)
  Organization: Solitary
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 16–32 HD (Gargantuan);33–45 HD (Colossal)
  Level Adjustment:—
  Scapeworms are scavengers born of the mind, and they
  come into being only when mindscapes form. (See Chapter
  Three: Mindscape Psionic Combat.)
  A scapeworm is 10 feet in diameter and 60 feet long when
  a formation of a mindscape knocks the inkling of its pres-
  ence into reality. It spirals down out of the sky, and its eye-
  less face is a mass of gnashing teeth and slender pseudo-
  pods. Its body glistens like crystal, and it hazes to red and
  green opacity at its core.
  Scapeworms do not speak; they only eat.
  Combat
  Once real,a scapeworm persists even after the mindscape that
  bore it dissolves.A scapeworm that eats at least one creature
  fades away (actually,it uses psionic plane shift to move back into
  the Astral Plane).It prefers sentient creatures over nonsen-
  tient,but it targets nonpsionic creatures over psionic.Without
  other psionic creatures to externally trigger a mindscape,
  scapeworms wouldn’t sense living creatures in the Material
  Plane on which to feed.But,if the only choice is a psionic
  creature,scapeworms must eat.A scapeworm’s bite often kills
  its victims on the first chomp,especially if it has softened up
  its enemies first with its psionic power of shatter storm†.
  Chomp (Ex): Whenever a scapeworm deals at least 30
  points of damage on a single bite, it chomps down all the
  harder, dealing an additional 4d8+8 points of damage.
  Psi-Like Abilities: 3/day—psionic plane shift, shatter storm†.
  Manifester level 15th; save DCs are Charisma based.
  Augmentable powers are augmented to the limit of the man-
  ifester level, if appropriate to the power.
  Chapter Six: Psionic Monsters 83
  
  Soulshriver
  Large Aberration (Psionic)
  Hit Dice: 12d8+36 (90 hp)
  Initiative: +3 
  Speed: 5 feet (1 square), fly 30 feet (good)
  AC: 17 (–1 size,+3 Dexterity,+5 natural),touch 12,flat-footed 14
  Base Attack/Grapple:+9/+16
  Attack:Brain lock cone (see below)
  Full Attack:Brain lock cone and 10 synaptic tendrils +11 touch
  (1d4+3 plus psionic effect)
  Space/Reach: 10 feet/20 feet 
  (Face/Reach 5 feet × 5 feet/20 feet)
  Special Attacks: Brain lock cone, psi-like abilities, mode
  check +8, resting mode Mind Insurgency +0, synaptic
  transmission 
  Special Qualities: All-around vision, death shrive, flight
  Saves: Fort +9, Ref +9, Will +11
  Abilities: Str 17, Dex 16, Con 16, Int 11, Wis 12, Cha 15
  Skills: Hide +4, Listen +8, Spot +8
  Feats: Alertness, Great Fortitude, Iron Will, Lightning
  Reflexes, Psionic Body
  Environment: Any land or underground
  Organization: Solitary
  Challenge Rating: 11
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 13–15 HD (Large); 16–30 HD (Huge);
  31–36 HD (Gargantuan)
  Level Adjustment: —
  This creature looks to be 5 feet across with wrinkled and
  convoluted skin—almost as if composed of naked brain tissue.
  Its rounded body contains only a single central eye and 10 ten-
  drils that wetly sprout from its skin, each bearing a single eye
  halfway along the length. The creature floats in the air, and
  with its tendrils fully deployed, it looks like it’s hanging in a
  synaptic web.
  Soulshrivers are psionic monsters that kill with sizzling
  mind bolts.
  These horrible, manic creatures represent an evolution-
  ary offshoot of a parent race. They adapted better to devel-
  oping the inner power of the brain than wielding arcane
  magic.
  The stuff of nightmares, soulshrivers can speak telepathi-
  cally to any creature within 60 feet that has a language.
  Combat
  Soulshrivers hunt with their eye-tendrils retracted, but
  they make ready to launch them whenever creatures come
  to within striking distance. If possible, they enjoy fixing
  their prey in place with brain lock, but this is not manda-
  tory.
  Brain Lock Cone (Su): A soulshriver’s central eye con-
  tinually produces a 60-foot brain lock cone extending
  straight ahead from the creature’s front. This functions
  similarly to the brain lock manifested by a 12th-level psion
  (DC 16). All humanoids in the area of Medium or smaller
  size who fail the save stand mentally paralyzed and cannot
  use their psionic powers; a new save is required each
  Hyperconscious: Explorations in Psionics
  84
  
  round. Once each round, during its turn, the soulshriver
  decides which way it will face and whether to make the
  brain lock cone active or not (the soulshriver deactivates
  the cone by shutting its central eye). Unlike a regularly
  manifest brain lock, the soulshriver need not concentrate 
  to maintain brain locks on its affected foes.
  Psi-Like Abilities: Unlike standard psionic creatures,
  a soulshriver can manifest only the psionic powers it
  knows via a synaptic tendril, which do not draw attacks
  of opportunity when so transferred. It can freely manifest
  a particular power only once every round. Even powers
  that normally have an area are transferred only to the
  touched target. On a successful touch attack, if the 
  transferred power normally allows a save, the save 
  is fixed at DC 18.
  The psi-like abilities of a soulshriver are as follows: At
  will—control body, crisis of breath, detect thoughts, disable,
  dismiss ectoplasm, dissolving touch, ectoplasmic cocoon, psionic
  charm, psionic dominate. Manifester level 12th; save DCs are
  Charisma based. Augmentable powers are augmented to
  the limit of the manifester level, if appropriate to the
  power.
  Synaptic Transmission (Su): On a successful touch
  attack, each of the 10 synaptic tendrils can transfer a
  psionic power the soulshriver knows. The creature can eas-
  ily lash all its tendrils upward, but its own body tends to
  get in the way when it tries to attack creatures in other
  directions. During a round, the creature can make five
  attacks against targets in any one arc other than up (for-
  ward, backward, left, right, or down). The remaining ten-
  drils must attack targets in other arcs or not at all. A soul-
  shriver can tilt and pan its body each round to change
  which tendrils it can bring to bear in an arc.
  All-Around Vision (Ex): Soulshrivers are exception-
  ally alert and circumspect. Their many eyes give
  them a +4 racial bonus on Spot and Search
  checks, and they can’t be flanked.
  Death Shrive (Ex): At death, the crea-
  ture’s tendrils lash violently, while
  expending all remaining psionic
  power. All creatures within 20 feet
  must make a Reflex saving throw
  (DC 16) or take 2d10 points of
  damage (half damage on a success-
  ful save).
  Flight (Ex): A soulshriver’s body
  is naturally buoyant. This buoyancy
  allows it to psionic fly as the power,
  as a free action, at a speed of 30 feet.
  This buoyancy also grants it a perma-
  nent feather fall effect with personal
  range.
  Taeniad
  Medium Monstrous Humanoid (Psionic)
  Hit Dice: 6d8+3 (30 hp)
  Initiative: +2 
  Speed: 20 feet (4 squares)
  AC: 16 (+2 Dexterity, +4 natural), touch 12, flat-footed 14
  Base Attack/Grapple:+6/+6
  Attack:Rapier +8 melee (1d6)
  Full Attack:Rapier +8/+3 melee (1d6)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet × 5 feet/5 feet)
  Special Attacks: Psi-like abilities, mode check +5, resting
  mode Acumen Screen +2, tendril aura
  Saves: Fort +2, Ref +7, Will +6
  Abilities: Str 10,Dex 14,Con 11,Int 12,Wis 13,Cha 15
  Skills: Bluff +11, Disguise +11, Listen +3, Spot +12
  Feats: Alertness, Toughness, Weapon Finesse (rapier)
  Environment: Any land and underground
  Organization: Solitary or meeting (2–4)
  Challenge Rating: 7
  Treasure: Double standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +5
  At a distance of greater than 30 feet, this figure looks like a
  normal human with exceptionally long “hair” partially hidden
  beneath concealing clothing. 
  The taeniad is a destructive creature that delivers all living
  beings that enter into its tendril range into a hidden subter-
  ranean prison forevermore.
  Once the taeniad is clearly visible, its true nature
  becomes apparent; the mass of silver “hair” seems to ani-
  mate, as if alive, creating a 30-foot-radius of waving, silvery
  Chapter Six: Psionic Monsters 85
  
  tendrils. Within the aura of waving tendrils, the taeniad
  stands partially obscured as if enmeshed in a silver snowfall,
  or perhaps a sphere of flickering electricity. Its eyes likewise
  glow silver, while its body remains completely humanlike,
  although slightly pale with a hint of sparkle at close range.
  Taeniads worked their way up from a secret prison strong-
  hold deep in the underworld.Children of a lesser god (so they
  claim),taeniads were outcast and imprisoned for their abnor-
  malities and dismal powers. But after millennia, taeniads
  evolved beyond their prisons and broke free.As a race,they feel
  cheated of what they say should be divine status in a pantheon
  little known among the common religions. Regardless of the
  truth of their claims, taeniads are usually vindictive and
  treacherous, no matter the promises they speak.
  Taeniads range across many planes, often in the guise of
  a regular human or fey creature, especially when it serves
  them to interact with the criminal underworld of a particu-
  lar location.
  Combat
  A taeniad prefers to use its psi-like abilities or other class
  abilities (if it has advanced in a class) prior to using its ten-
  dril aura, for once it uses the aura, no one can deny the tae-
  niad’s monstrous nature.
  Psi-Like Abilities : 3/day— eradicate invisibility, escape
  detection, steadfast perception. Manifester level 7th; save DCs
  are Charisma based. Augmentable powers are augmented to
  the limit of the manifester level, if appropriate to the power.
  Tendril Aura (Su): Any living creature (that possesses
  eyes) that comes within 30 feet of a taeniad must avert or
  cover its eyes, lest a lashing tendril brush the outer surface of
  the eye. Every round that potential victims remain within 30
  feet of the taeniad while not averting their eyes requires a
  Fortitude save (DC 14) to avoid being lost to the surface
  world. On a failed save, the victim is instantly drawn into the
  earth to be entombed in a state of suspended animation in a
  small sphere of flashing slivery tendrils.
  The location of the entombment is far beneath the surface
  of the earth, but it may be near the original prison-strong-
  hold from which the taeniads escaped (this has never been
  proved). Psionic search by remote viewing or magical scrying
  reveals the prisoner’s plight. As a special use of each, when
  dispel psionics or dispel magic is used in conjunction with the
  remote viewing or scry, a successful dispel check against a 7th-
  level manifester serves to free the prisoner, immediately
  transferring the prisoner to the viewer’s location. Freed pris-
  oners complain of strange, antediluvian dreams of horrific
  entities slowly peeling away their minds, layer by layer....
  Averting Eyes: The opponent avoids looking at the taeniad’s
  face and instead looks at its body, watches its shadow, tracks
  it in a reflective surface, and so on. Each round, the oppo-
  nent has a 50 percent chance to avoid having to make a sav-
  ing throw against the tendril aura.
  Wearing a Blindfold: The opponent cannot see the taeniad
  at all (this is also possible by turning one’s back on it or
  shutting one’s eyes). The taeniad gains total concealment
  against the opponent (a 50 percent miss chance).
  As a standard action, a taeniad can focus its tendrils,
  choosing a single target within range. That opponent must
  attempt a saving throw but can try to avoid this as
  described above. Thus, an opponent could save against a
  taeniad’s tendril aura twice during the same round: once
  before the opponent’s own action and once during the
  taeniad’s turn.
  Thelihydra
  Huge Aberration (Psionic)
  Hit Dice: 16d8+112+3 (187 hp)
  Initiative: +4
  Speed: 20 feet (4 squares), climb 20 feet, swim 20 feet
  AC: 18 (–2 size, +10 natural), touch 8, flat-footed 18
  Base Attack/Grapple:+12/+27
  Attack:Tentacle rake +18 melee (2d4+7)
  Full Attack: Tentacle rake +18 melee (2d4+7, maximum 
  8 attacks per Medium opponent)
  Space/Reach: 20 feet/15 feet
  (Face/Reach 20 feet × 20 feet/15 feet)
  Special Attacks: Breath weapon, improved grab, psi-like
  abilities, mode check +10, resting mode Brain Hammer
  +0, swallow whole
  Special Qualities: Blindsight 250 feet, DR 10/admantine (or
  10/+1),power resistance 21
  Saves: Fort +12, Ref +5, Will +11
  Abilities: Str 25, Dex 10, Con 24, Int 18, Wis 13, Cha 9
  Skills: Climb +26,Hide +11,Knowledge (psionics) +23,
  Listen +22, Spot +22, Swim +26 
  Feats: Alertness, Combat Reflexes, Improved Initiative,
  Power Attack, Toughness, Weapon Focus (tentacle
  rake)
  Environment: Any
  Organization: Solitary
  Challenge Rating: 15
  Treasure: Standard 
  Alignment: Lawful evil
  Advancement: 17–27 HD (Huge); 28–36 HD
  (Gargantuan)
  Level Adjustment:—
  This reptilelike monster sprouts multiple heads at the end of
  long, dragonlike necks—except where each head would normally
  be appears instead an eyeless, four-tentacled maw! The crea-
  ture’s body is also dragonlike, though a pungent, caustic slime
  covers it. 
  When living monstrosities of psionic and draconic ilk are
  forcibly bred, thelihydras are born.
  Thelihydras are the rare result of the psiogenetic union of
  a neothelid with an eight-headed hydra. Less intelligent, but
  Hyperconscious: Explorations in Psionics
  86
  
  more dangerous than brooding neothelids, thelihydras
  viciously attack all creatures, and without management,
  quickly eradicate all living creatures in their territory.
  Unless it finds a new territory to hunt, a thelihydra perish-
  es from starvation.
  A mature thelihydra is about 20 feet long, has eight
  heads, and weighs some 6,000 lbs.
  Combat
  Beyond a doubt, the thelihydra’s terrible melee
  attacks make it one of the most feared psionic
  monsters in existence. And, like one of its pro-
  genitors, it remains capable of belching forth
  acidic breath once per day from any one of its
  mouths.
  A thelihydra can use only three of its heads
  (and so 12 of its tentacles) against a single Large
  creature, two of its heads (and so eight of its tenta-
  cles) against a single Medium creature, and just one
  head against Small or smaller opponents on any
  given round. Against Huge or larger foes, a thelihydra
  can use all its tentacles.
  One can kill a thelihydra either by severing all of its
  heads or by slaying its body. To sever a head, an opponent
  must hit the monster’s neck with a slashing weapon and deal
  23 points of damage in a single blow; excess damage, if any,
  is lost, while less than 23 points of damage does nothing. A
  severed head dies (the neck automatically seals itself against
  blood loss and the escape of swallowed creatures), and the
  thelihydra can no longer attack with the severed head (but
  suffers no other penalties). A severed head regrows in a
  month, assuming the creature survives.
  Breath Weapon (Su): A thelihydra breathes a cone of acid
  50 feet long, once per day from any one of its mouths (dam-
  age 12d10, Reflex half, DC 25).
  Improved Grab (Ex): To use this ability, the thelihydra
  must hit a creature with three tentacles during the same
  attack. If it gets a hold, it automatically deals tentacle
  damage on each subsequent round, and it can attempt
  to swallow the foe with a successful grapple check.
  Psi-Like Abilities: 1/day—body equilibrium, psionic
  suggestion, psionic teleport. Manifester level 15th; save
  DCs are Charisma based. Augmentable powers are
  augmented to the limit of the manifester level, if
  appropriate to the power.
  Swallow Whole (Ex): A thelihydra can try to
  swallow a grabbed opponent of Medium or
  smaller size by making a successful grapple
  check. Once inside, the opponent takes 2d8+9
  points of crushing damage plus 1d6 points of
  acid damage per round from the thelihydra’s
  flesh-dissolving secretions. A swallowed creature
  can climb out with a successful grapple check.
  Chapter Six: Psionic Monsters 87
  
  This places the escapee in one of the thelihydra’s tentacled
  maws; another successful grapple check is needed to get free.
  A swallowed creature also can cut its way out by using
  claws or a Small or Tiny slashing weapon to deal 15 points of
  damage to the stomach (AC 18). Once the creature exits,
  muscular action closes the hole; another swallowed oppo-
  nent must cut its own way out. The thelihydra’s interior can
  hold one Medium or two Small opponents (if digestion kills
  an opponent, more room becomes available).
  Vultaur
  Large Monstrous Humanoid (Psionic)
  Hit Dice: 7d8+14 (45 hp)
  Initiative: +1
  Speed: 30 feet (6 squares), fly 10 feet (poor)
  AC: 20 (–1 size, +1 Dexterity, +6 natural, +4 scale mail),
  touch 10, flat-footed 19
  Base Attack/Grapple: +7/+16
  Attack:Huge greataxe +12 (2d8+7)
  Full Attack:Huge greataxe +12/+7 (2d8+7)
  Space/Reach: 10 feet/10 feet 
  (Face/Reach 5 feet × 5 feet/10 feet)
  Special Attacks: Choose prey,psi-like abilities,mode check +5,
  resting mode Body Tank +4
  Special Qualities: Darkvision 60 feet, scent
  Saves: Fort +4, Ref +6, Will +5
  Abilities: Str 21, Dex 12, Con 15, Int 11, Wis 10, Cha 11
  Skills: Intimidate +5, Listen +9*, Search +9*, Spot +9*
  Feats: Cleave, Power Attack, Weapon Focus (greataxe)
  Environment: Any
  Organization: Solitary, wing (2–5), or flock (5–20)
  Challenge Rating: 5
  Treasure: Standard 
  Alignment: Usually lawful neutral
  Advancement: By character class
  Level Adjustment:+2
  This creature has an enlarged, vulturelike head and the power-
  fully muscled frame of a humanoid. It stands nearly 8 feet in
  height. Its body is naturally armored in scales, plus it wears scale
  mail stitched together from various hides.
  Vultaurs are strong, vulturelike humanoids that seem as
  happy feasting on fresh meat as on carrion. A vultaur’s psi-
  like abilities allow it to track and feast on its intended prey
  with brutal efficiency.
  Vultaur culture is savage.The creatures base their mores on
  the assumption that everything that walks is potentially prey,
  “carrion walking”—even each other.A code of the predator
  governs vultaurs,however. They are not commonly given to
  attacking each other,unless one transgresses against the flock,
  making a “carrion mistake,” as they say.Some vultaurs can
  learn to see sentient creatures of other races as members of
  their own flock,but of course,that is not perfect immunity
  from eventually being stalked as food.Vultaurs do afford those
  of their own flock who have become food one honor above
  other types of prey:The scaled hides of vultaurs can be stitched
  into scale mail.Every vultaur who wears the scale mail
  stitched together from the hides of its ancestors regards it as
  a constant reminder not to make a “carrion mistake.”
  Vultaurs speak Auran.
  Combat
  Vultaurs use their hand-crafted greataxes to great effect in
  melee—even more so if they’ve decided to see their foe as
  simple prey.
  Choose Prey (Su): A vultaur can select a specific creature
  as its choice of prey. Through psionic imprinting, the vultaur
  gains intimate knowledge of its prey, and so it gains a +4
  bonus on Bluff, Listen, Sense Motive, and Spot checks when
  using these skills against the prey. Likewise, the vultaur gets
  a +4 bonus on weapon damage rolls against the target.
  A vultaur can have only one choice of prey at one time.A
  vultaur can change its choice of prey if it successfully eats the
  original prey,although it can’t select a new choice of prey
  until after the last is properly digested (24 hours after the
  demise of its prior choice) and it feels hungry again.A vultaur
  also can switch choices without eating its prior prey,although
  in this case it can’t switch to a new choice for 48 hours.
  Hyperconscious: Explorations in Psionics
  88
  
  Psi-Like Abilities: 3/day—detect psionics, steadfast percep-
  tion, synesthete. Manifester level 5th; save DCs are Charisma
  based. Augmentable powers are augmented to the limit of
  the manifester level, if appropriate to the power.
  * Skills: Vultaurs receive a +4 racial bonus on Listen,
  Search, and Spot checks.
  Vultaurs as Characters
  Vultaurs can take on any player character class, though their
  favored class is ranger.
  Racial Ability Modifiers: +10 Str, +2 Dex, +4 Con
  Level Adjustment:Add +2 to the vultaur’s Hit Dice to get
  its Equivalent Level, which is 9th. Thus, a 1st-level barbarian
  vultaur couldn’t join the game until you would normally
  allow 9th-level characters to join, or when most  of the rest
  of the party has reached 9th level.
  Xenocrysth
  Gargantuan Magical Beast (Psionic)
  Hit Dice: 26d10+286 (429 hp)
  Initiative: +12
  Speed: 50 feet (10 squares), burrow 30 feet
  AC: 41 (–4 size, +8 Dexterity,+27 natural),touch 14,
  flat-footed 33
  Base Attack/Grapple:+26/+54
  Attack:Gore +39 melee (4d6+16)
  Full Attack:Gore +39 melee (4d6+16) and tongue +37
  ranged touch (1d4 plus burrowing) and 2 claws +37
  melee (2d6+8) and tail slam +36 melee (4d8+8)
  Space/Reach: 20 feet/20 feet 
  (Face/Reach 20 feet × 20 feet/20 feet)
  Special Attacks: Burrowing tongue, catapsi
  leech, constrict 4d8+28, improved grab,
  psi-like abilities, mode check +12, rest-
  ing mode Force Multiplier +0
  Special Qualities: Darkvision 60 feet,
  DR 10/adamantine (or 25/+5),power
  resistance 34
  Saves: Fort +26, Ref +25, Will +14
  Abilities: Str 43, Dex 26, Con 33, Int 16,
  Wis 19, Cha 24
  Skills: Hide +25,Listen +35,Sense Motive +33,
  Search +32, Spot +35
  Feats: Alertness, Combat Reflexes, Improved
  Initiative, Iron Will, Lightning Reflexes,
  Multiattack, Weapon Focus (claws), Weapon
  Focus (gore), Weapon Focus (tongue)
  Environment: Any
  Organization: Solitary, unit (2–5), or
  squad (9–11)
  Challenge Rating: 20
  Treasure: Standard 
  Alignment: Usually chaotic evil
  Advancement: Gargantuan (27–38 HD); Colossal (39+)
  Level Adjustment:—
  This creature has a massive  snakelike lower form fused with a
  faintly humanoid upper torso. Its torso is hunched, and it is
  armored heavily with bony plates from which extend terrible horns.
  Its dragonlike head possesses fearsome teeth and a long tongue. Its
  clawed hands put fear into its hardiest foes, but its long, serpentine
  lower body ends in a large bony mass perfect for pulping its prey.
  The Dark Plea’s most formidable soldier in its war on real-
  ity is the unstoppable xenocrysth.
  These hulking monsters reach more than 30 feet in length
  and weigh some 40,000 lbs. But for all their mass, they are
  unnervingly quick and limber. Equally terrifying, their flick-
  ering serpentine tongue can burrow easily through steel,
  stone, and flesh
  Sages believe that xenocrysths have slipped from a lucid
  dream of the Dark Plea (or perhaps a dream-dimension of
  the Dark Plea’s own creation called the Shallows) into the
  waking world to stir up disorder and anarchy. What some
  had relegated to simply a malign psychic force has proved a
  far more serious threat, as the Dark Plea’s progeny continue
  to squirm forth, birthed from the foulest nightmares of pow-
  erful psionic creatures. Where xenocrysths go, death follows.
  Chapter Six: Psionic Monsters 89
  
  Xenocrysths do not speak, but they impart their thoughts
  directly into the mind of those with whom they wish to com-
  municate, as if the subject suddenly recalled a memory.
  Likewise, xenocrysths use their psionic powers to read the
  thoughts of those around them.
  Combat
  Xenocrysths prefer to eradicate their foes by squeezing the
  life out of them with their flexible lower body, but only
  against those whom their burrowing tongues have not
  already putrefied. Even being in the presence of a xenocrysth
  is anathema to both psionicists and arcane casters.
  Burrowing Tongue (Ex): If the xenocrysth makes a suc-
  cessful touch attack against a living target with its tongue
  (range 50 feet), the subject must make a successful Fortitude
  save (DC 34). On a failed save, the victim loses 50 hit points
  as its internal organs, fat, and muscle begin to putrefy rapid-
  ly, running in rivulets of liquefied fat from rents and cuts in
  the subject’s skin, finally leaving only small, crisp remains (if
  a victim is killed by a touch of the tongue). On a successful
  save, a victim takes only 25 points of damage.
  Catapsi Leech (Su): The xenocrysth constantly generates
  a peculiar form of psychic static, making it more difficult for
  psionic creatures within 100 feet of it to manifest their pow-
  ers. (The xenocrysth and those it designates are not affect-
  ed.) All psionic activity within the area requires twice as
  many power points as normal to manifest, unless opponents
  make a successful Will save (DC 19) each time they manifest
  a power. Freely manifesting powers takes 1 full round,
  instead of one standard action, in the leech field.
  Unlike the similarly named power, catapsi leech allows the
  xenocrysth to transfer all the “wasted” power points of its
  foes directly to any operant or power point-paying mani-
  fester that it designates within 100 feet (usually those it has
  dominated) as a free action. It can’t “store up” power points
  round to round, and it cannot transfer points to creatures
  that already possess full power points.
  Constrict (Ex): The xenocrysth crushes its opponent,
  dealing 4d8+28 points of bludgeoning damage, after making
  a successful grapple check.
  Improved Grab (Ex): To use this ability, the xenocrysth
  must hit a Huge or smaller opponent with a tail slam. If it
  gets a hold, it automatically deals tail slam damage and con-
  stricts.
  Psi-Like Abilities : At will—detect thoughts; 3/day—greater
  metamorphosis, psionic dominate, psionic teleport. Manifester
  level 20th; save DCs are Charisma based. Augmentable pow-
  ers are augmented to the limit of the manifester level, if
  appropriate to the power.
  CR
  Monster
  Page
  1
  Qin
  78
  2
  Idlock
  59
  3
  Bayard
  52
  3
  Chalaziom
  53
  4
  Dire dreamself
  54
  4
  Flamebrother salamander 80
  reflexion
  4
  Nhalcid
  70
  5
  Phrensy
  72
  5
  Vultaur
  88
  6
  Scampering maw
  82
  6
  Fungiform ego
  56
  7
  Hungry dreamer
  58
  7
  Taeniad
  85
  8
  Duncharath
  55
  8
  Malafide
  63
  8
  Mind grub collective
  67
  8
  Mournwrath
  68
  9
  Meibomian cyst
  64
  10
  Psimech red saurian
  73
  11
  Fire giant reflexion
  80
  11
  Soulshriver
  84
  12
  Ogre psychic
  71
  13
  Meld
  65
  13
  Scapeworm
  83
  15
  Thelihydra
  86
  20
  Xenocrysth
  89
  varies
  Psionic lich
  76
  varies
  Kuresh
  61
  Hyperconscious: Explorations in Psionics
  90
  MONSTERS BY CHALLENGE RATING
  
  T
  he psionic powers in this chapter are available for
  psionic PCs to choose as they advance in level. The
  dozens of powers presented here augment those
  offered in Chapter Five of the Expanded Psionics Handbook.
  Power Lists
  These power lists follow the same format and use the same
  conventions as those used in the Expanded Psionics
  Handbook:
  1st-Level Psion/Wilder Powers
  AvauntA.You gain a +2 bonus on your Intimidate check.
  AverA. You gain a +2 bonus on your Bluff check.
  BoundA.You gain a +2 bonus on your Jump check.
  BrokerA. You gain a +2 bonus on your Diplomacy check.
  ChrysalisA.You gain damage reduction 1/—.
  Circumstance ShieldA. You gain a +2 insight bonus on
  Reflex saves.
  Clot.You resist bleeding.
  Detect Compulsion.You know if the target is controlled.
  JiggerA. You gain a +2 bonus on your Open Lock check.
  JudgeA. You gain a +2 bonus on your Sense Motive check.
  Mind VaultA. You store an item in a Shallows dreamscape.
  Resistance,PsionicA.You gain a +2 resistance bonus on
  saves for one minute/level.
  Sleep,PsionicA. You put 4 HD of creatures to sleep.
  Slow Light. Languid movement of light grants the target
  a 10 percent miss chance.
  2nd-Level Psion/Wilder Powers
  Alloyed HideA.You gain damage reduction 5/bludgeoning
  (or DR 5/+2).
  Call Beast of the Id.You summon a specific psionic crea-
  ture.
  Construct Toughness.You are immune to critical hits and
  bludgeoning damage for 10 minutes per level.
  Dream PrisonA.You imprison a sleeping foe in a
  Shallows-based dreamscape.
  Empathic Condition Relief.You relieve a target’s condi-
  tion.
  Psychic Bodyguard.You make a target’s Will saving
  throws for it.
  3rd-Level Psion/Wilder Powers
  Causal Loop.The target is doomed to repeat its last
  action for 1 round per level.
  Expunge Psionic CircuitA.Foe’s loss of psionic tattoo
  deals it 3d6 points of damage.
  Mindful AuraA. Onlookers are shaken with your apparent
  power and majesty.
  Steal ItemA. Distant or tended objects appear in your
  grasp.
  4th-Level Psion/Wilder Powers 
  Double DimensionX.You make a space bigger on the
  inside than on the outside.
  Head TripA.You trap a foe’s mind in a hellish landscape,
  and the foe’s body falls prone.
  Phantasmal Killer,PsionicA. You create a fearsome visage
  that kills a foe or deals 3d6 points of damage.
  Sensorineural CascadeA. You overwhelm sensory systems
  of targets for 1 round per level.
  Shatter StormA.The target and all within 20 feet take 5d6
  points of damage from crystal shrapnel.
  5th-Level Psion/Wilder Powers 
  Correspond,Persistent. You engage in ongoing mental
  conversation with subject.
  Dark Union of DustA. You return your foe to dust, or your
  foe takes 9d6 points of damage.
  Dream,PsionicA. You send a message to a sleeping target.
  Eye of Isolation. You create a visual filter that allows you
  to gaze on evil treatises without moral harm.
  ImpresaA.You create a rough duplicate of a creature.
  Leech Known PowerA. You steal powers from another’s
  mind.
  Nightmare,PsionicA. You send a vision that deals 1d10
  points of damage and causes fatigue.
  Psianimate Dead. You create undead under your mental
  command.
  Unleash IdbeastX. You gain the idbeast† template for 1
  round/level.
  6th-Level Psion/Wilder Powers 
  Brutalize Wounds.Your target takes more damage than
  normal from wounds.
  Psionic Powers 
  I dream for a living.
  —Steven Spielberg
  Chapter Seven 91
  
  CrownfireA. You ignite a brain-consuming fire in a foe’s
  mind, dealing 9d6 points of damage plus 2 points of perma-
  nent Intelligence drain; the mind-fire can spread to other
  nearby creatures on subsequent rounds.
  Defer FatalityX.You avoid death through suspended ani-
  mation.
  Hand of Isolation. You create a psionic ward that allows
  you to touch or wield an evil object without moral harm.
  Probability MantleA. You gain partial concealment and
  can reroll once.
  7th-Level Psion/Wilder Powers
  Crawling CromlechA. You create a deadly widening circle
  bounded by stone slabs.
  Dream’s Fatal Embrace. You push a creature into the
  Shallows, and it can never return.
  Morality of Isolation. You create a mental filter that
  allows you to manifest evil powers without moral harm.
  8th-Level Psion/Wilder Powers
  Detonate PsicrystalXM.You detonate your psicrystal to deal
  30d6 points of damage in a 20-foot radius.
  Erase PresenceX. Enemies forget you and your allies are
  present for 1 round per level.
  MindquakeA. You deal 15d6 points of damage to creatures
  in the area.
  9th-Level Psion/Wilder Power
  Id CascadeA.You instantly kill an intelligent creature.
  Egoist (Psychometabolism)
  Discipline Powers
  6
  TransmigrateM.You transmigrate the soul of a
  dead subject into the body of a living creature.
  7
  DesolateA. Your touch deals 13d6 points of dam-
  age plus 2d6+4 points of temporary Strength
  damage.
  Nomad (Psychoportation)
  Discipline Powers
  1
  Teleport AuxiliaryA. The target doesn’t count
  toward the limit of teleport.
  4
  Temporal ConcussionA.Temporally shock creature
  for 7d6 points of damage and 1d4+2 Intelligence
  damage.
  5
  Dimensional ObstructionA.You bar extradimen-
  sional movement in an area.
  Shaper (Metacreativity) 
  Discipline Powers
  2
  Throw EctoformX. You create weak ectoplasmic
  duplicates of yourself.
  7
  Dream of the RealX. You fashion a tangible dream-
  self from which you can manifest powers.
  8
  Stabilize ConstructXG. Astral construct remains to
  serve you.
  Telepath (Telepathy) 
  Discipline Powers
  1
  Suppress CompulsionA. You attempt to free a tar-
  get temporarily from another’s control using con-
  flicting signals.
  4
  Dominate,PsionicA.Control target telepathically;
  augment for “utter thrall” effect.
  9
  Apopsic HemorrhageX. You delete 4d4 powers from
  the target (Difficulty Class modifier –10).
  Psychic Warrior Powers
  1st-Level Psychic Warrior Powers
  AvauntA.You gain a +2 bonus on your Intimidate check.
  BoundA.You gain a +2 bonus on your Jump check.
  ChrysalisA.You gain damage reduction 1/—.
  Circumstance ShieldA. You gain a +2 insight bonus on
  Reflex saves.
  Clot.You resist bleeding.
  2nd-Level Psychic Warrior Powers
  Alloyed HideA. You gain damage reduction 5/bludgeon-
  ing (or DR 5/+2).
  Construct Toughness.You are immune to critical hits and
  bludgeoning damage for 10 minutes per level.
  3rd-Level Psychic Warrior Powers
  Steal ItemA.Distant or tended objects appear in your grasp.
  5th-Level Psychic Warrior Powers
  Unleash IdbeastX. You gain the idbeast† template for 1
  round/level.
  6th-Level Psychic Warrior Powers
  Brutalize Wounds.Your target takes more damage than
  normal from wounds.
  Defer FatalityX.You avoid death through suspended ani-
  mation.
  Hand of Isolation. You create a psionic ward that allows
  you to touch or wield an evil object without moral harm.
  Hyperconscious: Explorations in Psionics
  92
  
  Power Descriptions
  Alloyed Hide
  Metacreativity
  Level:Psion/Wilder 2,Psychic Warrior 2
  Display:Visual (see text)
  Manifesting Time:One standard action
  Range: Personal
  Target:You
  Duration:10 minutes/level or until discharged
  Power Points:3
  Your outer skin takes on the sheen and strength of hard
  glass, giving you some resistance to blows, cuts, stabs, and
  slashes. You gain damage reduction 5/bludgeoning (or DR
  5/+2). (You ignore the first 5 points of damage each time you
  take damage from a weapon, though a bludgeoning weapon
  bypasses the reduction.) Once the power has prevented a
  total of 10 points of damage per manifester level (maximum
  150 points), it is discharged.
  Augment:You can augment this power in one or more of
  the following ways.
  1. If you spend 2 additional power points,your skin takes
  on the sheen and strength of mineral, giving you damage
  reduction 5/magic (or DR 8/+3). This augmentation doesn't
  stack with the primary effect or other augmentations.
  2. If you spend 4 additional power points, your skin takes
  on the sheen and strength of iron, providing damage reduc-
  tion 5/mithral (or DR 15/+6). This augmentation doesn't
  stack with the primary effect or other augmentations.
  3. If you spend 6 additional power points, your skin takes
  on the sheen and strength of adamantine, providing damage
  reduction 10/adamantine (or DR 20/+7). This augmentation
  doesn't stack with the primary effect or other augmentations.
  Apopsic Hemorrhage
  Telepathy
  Level: Telepath 9
  Manifestation Time: 1 round
  Range: Close (25 feet + 5 feet/two levels)
  Target: One living psionic creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates (see text)
  Power Resistance: Yes
  Power Points: 17, XP Cost
  As apopsi (see Expanded Psionics Handbook),except that 4d4
  powers are permanently deleted if the target fails a Fortitude
  saving throw (with a Difficulty Class adjustment of –10).
  XP Cost: 50 experience points per level of the deleted powers.
  Avaunt
  Psychometabolism
  Level: Psion/Wilder 1, Psychic Warrior 1
  Display: None
  Manifestation Time: One swift action
  Range: Personal
  Target: You
  Duration: One Intimidate check
  Power Points: 1
  You gain temporary, intuitive insight into intimidation.
  Your Intimidate check gains a +2 insight bonus.
  Augment:For each 2 additional power points you spend,
  you can increase your Intimidate check by +1.
  Aver
  Clairsentience
  Level: Psion/Wilder 1
  Display: None
  Manifestation Time: One swift action
  Range: Personal
  Target: You
  Duration: One Bluff check
  Power Points: 1
  You gain temporary, intuitive insight into lying. Your Bluff
  check gains a +2 insight bonus.
  Augment:For each 2 additional power points you spend,
  you can increase your Bluff check by +1.
  Bound
  Psychoportation
  Level: Psion/Wilder 1, Psychic Warrior 1
  Display: None
  Manifestation Time: One swift action
  Range: Personal
  Target: You
  Duration: One Jump check
  Power Points: 1
  You gain temporary, intuitive insight into moving far-
  ther with less energy. Your Jump check gains a +2 insight
  bonus.
  Augment:For each 2 additional power points you spend,
  you can increase your Jump check by +1.
  Broker
  Psychometabolism 
  Level:Psion/Wilder 1
  Display:None
  Manifestation Time: One swift action
  Range:Personal
  Target: You
  Duration: One Diplomacy check
  Power Points: 1
  You gain temporary, intuitive insight into dealing equi-
  tably with others. Your Diplomacy check gains a +2 insight
  bonus.
  Augment:For each 2 additional power points you spend,
  you can increase your Diplomacy check by +1.
  Chapter Seven: Psionic Powers 93
  
  Brutalize Wounds
  Telepathy [Compulsion, Mind-Affecting]
  Level: Psion/Wilder 6, Psychic Warrior 6
  Display: Visual
  Manifestation Time: One standard action
  Range: Close (25 feet + 5 feet/2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will partial
  Power Resistance: Yes
  Power Points: 11
  You invade the target’s mind and temporarily reduce its abili-
  ty to ward off damage.If the target succeeds at its saving throw,
  its hardiness is still depleted;the target takes 1 extra point of
  damage per die of damage it is dealt while the duration lasts.If
  it fails its save,it takes maximum damage per die of damage it
  is dealt while the duration lasts. For instance, if a greatsword
  that normally deals 2d6 points of damage hits it, the target
  takes 12 points of damage from the hit automatically.
  Call Beast of the Id
  Clairsentience and Psychoportation [Summoning]
  Level: Psion/Wilder 2
  Display: Audible, visual
  Manifestation Time: 1 round 
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One summoned creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3 (see text)
  This power summons a specific psionic creature from this
  chapter.It appears where you designate and acts immediately
  on your turn. It attacks your opponents to the best of its 
  Beast of
  Manifester 
  Minimum 
  the Id
  Level
  Power Points
  Qin
  4
  3
  Idlock
  5
  3
  Chalaziom
  6
  5
  Nhalcid
  7
  5
  Vultaur
  8
  7
  Scampering maw
  9
  7
  Taeniad
  10
  9
  Mournwrath
  11
  9
  Meibomian cyst
  12
  11
  Psimech
  13
  11
  Soulshriver
  14
  13
  Ogre psychic
  15
  13
  Meld
  16
  15
  Thelihydra
  18
  17
  Xenocrysth
  23
  21
  ability. If you can communicate with the creature,you can
  direct it not to attack,to attack particular enemies,or to per-
  form other actions.
  The power’s ability to call creatures depends on the level
  of the manifester, as does the total power point cost of the
  power, as shown in the table here. You can always choose to
  call a lesser creature than the most powerful one you could
  call using this power.
  Causal Loop
  Psychoportation 
  Level: Psion/Wilder 3
  Display: Audible
  Manifestation Time: One standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: All creatures in a 10-foot diameter area
  Duration: 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  You entangle your foes in a loop of causal time, dooming
  them to repeat their last action every round until the dura-
  tion elapses.
  If the target manifests a power, it manifests a power again
  in the exact same location. If the target attacks a foe, it
  attacks the same foe again even if the foe has retreated or is
  dead. Even if prevented, the target makes every effort to
  repeat its last action, even if the action will cause itself harm.
  For instance, a running foe continues to run each round and
  may eventually run into a ravine. Despite its obliviousness to
  its surroundings, a target’s power points used and any
  points of damage sustained accumulate normally. A target’s
  mind may be caught in a causal loop, but not so its body. For
  the same reason, targets are not denied their Dexterity if
  attacked while causal looping.
  Chrysalis
  Metacreativity
  Level: Psion/Wilder 1, Psychic Warrior 1
  Display: Visible (see text)
  Manifesting Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level or until discharged
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 1
  You create a crystalline coating around the subject like a sec-
  ond layer of skin.The chrysalis grants resistance to blows,cuts,
  stabs, and slashes. The subject gains damage reduction 1/—.
  (It ignores the first point of damage each time it takes any,
  regardless of the attack’s enhancement bonus;magical attacks
  bypass the reduction.) Once the chrysalis has prevented a
  Hyperconscious: Explorations in Psionics
  94
  CALLING BEASTS OF THE ID
  
  total of 10 points of damage per manifester level (maximum
  150 points), it is discharged.
  Augment:For each 4 additional power points you spend
  on this power, the damage reduction increases by +1/—.
  Circumstance Shield
  Psychoportation (Dexterity)
  Level: Psion/Wilder 1, Psychic Warrior 1
  Display: None
  Manifestation Time: One standard action
  Range: Personal
  Target: You
  Duration: One hour/level
  Power Points: 1
  Your shield of insight alerts you to potential dangers and
  supercharges your reaction time. You gain a +2 insight bonus
  on your Reflex saving throw while the duration lasts.
  Augment:For every 5 additional power points you spend,
  your insight bonus to your Reflex saving throw increases by +1.
  Clot
  Psychometabolism
  Level: Psion/Wilder 1, Psychic Warrior 1
  Display: Olfactory
  Manifestation Time: One immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 1
  You mentally force your body to resist the effects of bleed-
  ing wounds that take the form of Constitution damage, such
  as those caused by magic weapons of wounding, Wounding
  Cuts†, Wounding Resonant† powers, blood loss, blood drain,
  or any other effect that causes you to bleed for 1 or more
  points of Constitution damage.
  When this power is manifest,you take no Constitution dam-
  age from bleeding from one attack that causes bleeding or blood
  drain,though you are still subject to Constitution damage from
  sources.If you are subject to more than one wounding effect in
  a round that you manifest this power,you only gain the bene-
  fits of the wounding resistance against one of those attacks.
  Construct Toughness
  Psychometabolism
  Level: Psion/Wilder 2, Psychic Warrior 2
  Display: Audible, material
  Manifestation Time: One swift action
  Range: Personal
  Target: Self
  Duration: 10 minutes/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  Your body takes on a toughness similar to a construct’s,
  allowing you to ignore critical hits and take only half damage
  from bludgeoning weapons. Though you are like a construct,
  you are not a construct; you are still subject to sneak attacks.
  Crawling Cromlech
  Metacreativity
  Level: Psion/Wilder 7
  Display: Visual (see text)
  Manifestation Time: 1 round
  Range: Close (25 feet + 5 feet/two levels) (see text)
  Chapter Seven: Psionic Powers 95
  
  Effect: Dozens of vertical stonelike slabs that initially
  surround a 10-foot-diameter area
  Duration: 1 round/level
  Saving Throw: Reflex negates (see text)
  Power Resistance: No
  Power Points: 13
  You call forth an arrangement of stonelike slabs in a 
  10-foot-diameter circle and charge them with psionically
  destructive energy. This “cromlech” of ectoplasmic vintage
  reverberates with a physical storm of psionic interference
  within the circle it encloses. It deals damage to any animate
  creature within the circle to a height of 20 feet above the 
  circle’s floor (see illustration on the previous page).
  At your command (as a swift action), the cromlech widens
  in radius at a rate of up to 10 feet per round (up to a final
  maximum 100-foot diameter). Each round, anything that
  enters the circle or is caught up in its expansion takes 50
  points of damage. These attacks are psionic, so creatures
  with damage reduction are not safe. Creatures may be sub-
  ject to the death by massive damage rule.
  If a creature makes its saving throw, it takes no damage
  when the cromlech wave overtakes it.
  Augment: For every 2 additional power points you spend,
  you charge your cromlech with an additional 10 points of
  destructive power.
  Crownfire
  Telepathy [Mind-Affecting, Evil]
  Level: Psion/Wilder 6
  Display: Visual; see text
  Manifesting Time:One standard action
  Range: Close (25 feet + 5 feet/two levels)
  Targets: One primary target, plus one target/level (each of
  which must be within 30 feet of the primary target)
  Duration: 1 round/level; see text (D)
  Saving Throw: Will half
  Power Resistance: Yes
  Power Points: 11
  You ignite a terrible, brain-consuming fire in the mind of
  your foe. This fire does not burn physically—it burns in the
  Astral Plane where all minds connect. In fact, this mental
  fire can leap from mind to mind, like a natural fire leaps
  from treetop to treetop in a forest where the trees stand too
  close. The power affects a primary target, who takes 9d6
  points of damage and 2 points of permanent Intelligence
  drain (Will save for 5d6 points of damage and 1 point of per-
  manent Intelligence drain) on the first round of effect. On
  the subsequent rounds of the duration, the primary target
  continues to serve as the center of effect, but only takes dam-
  age as a secondary target; see below.
  The raging crownfire, physically visible as a corona of silver
  flame, can jump to other creatures susceptible to mind-
  affecting effects who stand within 30 feet of the primary tar-
  get and fail Will saves of their own. Each secondary victim
  takes 5d6 points of damage and 1 point of permanent
  Intelligence drain. On failed saves, secondary targets take no
  damage but must save again the next round, and so on, if
  they remain within 30 feet of the primary target.
  You can choose which secondary targets fall prey to the
  crownfire effects (as long as they are within 30 feet of the pri-
  mary target). You cannot change the choice of secondary tar-
  gets once you have manifested the power upon them.
  Augment: For each additional power point spent, the pri-
  mary and secondary targets take an additional 1d6 points of
  damage, but no additional Intelligence drain. For each 2d6
  points of additional damage dealt, the Difficulty Class for all
  targets increases by +1.
  Correspond, Persistent
  Telepathy [Mind-Affecting]
  Level:Psion/Wilder 5
  Display:Mental
  Manifestation Time: One standard action
  Range: See text
  Targets: One creature with an Intelligence score of 3 or higher
  Duration: One day/level or until utilized
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  You forge a passive mental link with a creature. From
  now on (until the duration expires), either you or the crea-
  ture to whom you forged the link can initiate a purely men-
  tal conversation, no matter how far removed either of you
  are from the other; even planar boundaries do not enforce a
  limit. Once either one of you establishes active conversa-
  tion, each of you can exchange 25 words or less once per
  round for 1d4 rounds. Once an active conversation has
  occurred, the power ends.
  Receiving a message is not an action and does not pro-
  voke attacks of opportunity; however, sending a message is
  equivalent to a standard action that can provoke attacks of
  opportunity.
  Dark Union of Dust
  Psychometabolism [Evil]
  Level: Psion/Wilder 5
  Display: Visual; see text
  Manifesting Time:One standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One living creature
  Hyperconscious: Explorations in Psionics
  96
  
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Power Resistance: Yes
  Power Points: 9
  You take a hold of the base substance of your foe and sepa-
  rate it from the moisture that grants it vitality, dealing 9d6
  points of damage (Fortitude save for half). If the damage
  dealt brings the victim to 10 percent or less of its normal
  maximum hit points (even if other sorts of damage con-
  tributed to the victim’s lower hit point total),the dark union of
  dust becomes a call too strong to resist—the victim immedi-
  ately takes another 5d6 points of damage (no saving throw).
  If either the initial damage or subsequent damage brings
  the victim to 0 or fewer hit points, the target returns to the
  dust from which it was constructed.
  Targets with the plant type and/or water subtype have a –4
  penalty to their saving throws to avoid this power’s effect.
  Augment: For each additional power point spent, the tar-
  get takes 1d6 additional points of initial damage.
  Defer Fatality
  Psychometabolism
  Level: Psion/Wilder 6, Psychic Warrior 6
  Display: Audible
  Manifestation Time: One immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 11, XP Cost
  When death is about to claim you because of a lethal
  attack of any sort, you instead enter a state of suspended
  animation. While fatality is deferred, you do not age,
  breathe, grow hungry, sleep, or regain power points. You are
  unaware of your surroundings and cannot use subconscious
  powers. Outside forces can damage your body, but as long as
  your head remains attached to your torso and your brain
  remains intact, the physical damage can be healed.
  You can manifest this power quickly enough to avoid com-
  plete tissue destruction if you are unexpectedly affected by a
  lethal melee or ranged attack. You cannot manifest this
  power if you are unconscious (unless you have the
  Subconscious Power† feat).
  You remain in a state of deferred fatality until some
  third party provides you with magical or psionic curing in
  the amount equal to 10 points + the amount of damage
  your body originally (and subsequently) sustained which
  dropped you into this deferred state. When so cured, you
  become conscious, possess 1 hp, 1 power point, and sus-
  tain 1d4+1 points of temporary ability damage on each of
  your six ability scores. (Psychic Bastion† can ameliorate
  this damage—if this brings your Constitution score to 0,
  you die normally.)
  If using this power would deplete your XP to a point
  below your current level, you can’t use this power.
  XP Cost:250 XP
  Desolate
  Psychometabolism
  Level: Egoist 7
  Display: Visual
  Manifestation Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude partial (see text)
  Power Resistance: Yes
  Power Points: 13
  A touch from your hand renders the flesh of your target
  into a wasteland of desiccation. Each touch deals 13d6
  points of damage and possibly also 2d6+4 points of tempo-
  rary Strength damage. (A successful Fortitude saving throw
  negates the Strength damage.) 
  Augment: For every 2 additional power points you spend,
  this power’s save DC increases by 1.
  Detect Compulsion
  Clairsentience and Telepathy 
  Level: Psion/Wilder 1
  Display: None (see text)
  Manifestation Time: One swift action
  Range: 60 feet
  Target:One creature
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You detect if the target creature is under the effects of a
  compulsion or charm. Affected creatures appear to have
  an amber aura, though no one but you sees this visual
  effect.
  Detonate Psicrystal
  Psychokinesis
  Level: Psion/Wilder 8
  Display: Visual, olfactory
  Manifestation Time: One standard action
  Range: One mile (see text)
  Area: 20-foot-radius burst centered on psicrystal
  Duration: Instantaneous
  Saving Throw: Reflex half
  Chapter Seven: Psionic Powers 97
  
  Power Resistance: No
  Power Points: 15, Material Cost, XP Cost
  Sometimes extreme situations call for extreme measures.
  By any standard, detonating your own psicrystal in a cata-
  clysmic spray of crystal shrapnel is an extreme measure.
  You can manifest this power only by channeling it
  through your psicrystal (which means you can’t use this
  power if your psicrystal is more than one mile from you, or
  if you do not possess a psicrystal). Once manifest, your
  psicrystal overloads, magnifying the power with the sum of
  its own essence and blossoming into a burst of psiactive
  shrapnel that deals 30d6 points of damage to all creatures
  within the area. Unattended objects also take this damage.
  Detonating a hero psicrystal deals an additional 2d6
  points of damage, while detonating a coward psicrystal
  deals 2d6 fewer points of damage.
  The purposeful detonation of your psicrystal entails a
  sacrifice on your part (and your psicrystal’s!). You must
  attempt a Fortitude save (DC 15). If the saving throw fails,
  you lose 200 experience points per class level. A success-
  ful saving throw reduces the loss by half. You also lose the
  abilities granted by the psicrystal and a piece of your mind
  as originally imbedded in the psicrystal (which drains
  your Intelligence by 2 points). A destroyed psicrystal can-
  not be replaced for six months. The drain to your
  Intelligence cannot be recovered until you gain a new
  psicrystal.
  Material Cost: Your psicrystal
  XP Cost: As noted above
  Dimensional Obstruction
  Psychoportation
  Level: Nomad 5
  Display: Audible
  Manifestation Time: One standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: 60-foot-radius emanation centered on a point in space
  Duration: 10 minutes/level
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 9
  As dimensional anchor (see Expanded Psionics Handbook),
  except that this power potentially affects multiple targets
  that enter into the area (or are already present). The ema-
  nation does not hinder any movement or action other
  than those noted under dimensional anchor. The effect is
  not visible.
  Augment:For every 1 additional power point you spend,
  the duration increases by 10 minutes/level.
  Dominate, Psionic
  Telepathy (Compulsion) [Mind-Affecting]
  Level:Telepath 4
  Display:Mental
  Manifesting Time: 1 round
  Range:Medium (100 feet + 10 feet/level)
  Target:One humanoid
  Duration:Concentration
  Saving Throw:Will negates
  Power Resistance: Yes
  Power Points:7
  As psionic dominate (in Chapter Five: Powers in the
  Expanded Psionics Handbook), except as noted here.
  This power is not a new power—it merely adds function-
  ality to psionic dominate as it appears in the Expanded Psionics
  Handbook. If you know that power, you know the following
  augmentations.
  Augment:You can augment this power in one or more of
  the following ways.
  1. You can augment this power in one or more of the ways
  described in the Expanded Psionics Handbook.
  2. If you spend 1 additional power point, this power’s
  duration is one hour rather than Concentration. If you
  spend 2 additional power points, this power’s duration is
  one day rather than Concentration. If you spend 4 addi-
  tional power points, this power’s duration is one day per
  manifester level rather than Concentration.
  3. If you expend 8 additional power points, this
  power’s duration is Permanent (D), rather than
  Concentration (this augmentation is sometimes called
  the “utter thrall” augmentation). As with any permanent
  power, this augmentation is subject to dispelling, and
  protection from evil/good/law/chaos temporarily suppresses
  the effect.
  As described in the base power, for every 2 additional
  power points you spend to achieve any of these augmenta-
  tions, and/or those described in the Expanded Psionics
  Handbook, this power’s save DC increases by 1.
  Double Dimension
  Metacreativity 
  Level: Psion/Wilder 4
  Display: Olfactory
  Manifesting Time: 10 minutes
  Range: Close (24 feet + 5 feet/2 levels)
  Area: Up to one 10-foot cube/2 levels
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 8, XP Cost
  Hyperconscious: Explorations in Psionics
  98
  
  You make a space bigger on the inside than on the out-
  side. You double either the length, width, or height dimen-
  sion of a bounded space (any space with some sort of floor,
  ceiling, and four walls), if the additional space does not
  exceed the maximum area allowed by the power. Though one
  internal dimension doubles, the external size of the space is
  not affected.You can only double the length,width,or height
  of a space that is already at least 5 feet square. You cannot
  double a dimension of a space that is already doubled or
  otherwise psionically or magically maintained (such as the
  interior of a bag of holding).
  For instance, an 8th-level manifester could double the
  width of a space 15 feet long, 10 feet tall, and 10 feet wide to
  make its new interior dimensions 15 feet long, 10 feet tall,
  and 20 feet wide—in all, the manifester added only three
  10-foot cubes of space, well within the maximum allowable
  area. If the space had been 25 feet wide, the manifester
  couldn’t have doubled the width.
  XP Cost:250 XP per additional 10-foot cube of space cre-
  ated
  Dream of the Real
  Metacreativity
  Level: Shaper 7
  Display: Visual
  Manifesting Time: One standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: One shadow duplicate
  Duration: One minute (D)
  Saving Throw: None
  Power Resistance: No
  Power Points:13, XP Cost
  You fashion dreamstuff from the Shallows to create a
  dreamborn version of yourself. The dreamborn version
  looks, sounds, and smells like you, but it is only a dream. It
  mimics your actions (including speech) unless you direct it
  to stand quietly (which is a move action) or relinquish con-
  trol of its senses (also a move action).
  You can see through its eyes and hear through its ears as
  if you were standing where it is, and during your turn you
  can switch from using its senses to using your own, or back
  again, as a free action. While using its senses, your body is
  considered blinded and deafened. When not using its sens-
  es, it is mindless (and cannot be affected by mind-affecting
  effects) and stands motionless. You cannot command it in
  any other way except for when you take control of its senses.
  If you desire, any power you manifest that has a range of
  touch or greater can originate from the dreamborn version
  of you instead of from you. The dreamborn cannot mani-
  fest any powers on itself. The powers affect other targets
  normally, despite originating from the dreamborn version
  of you.
  You must maintain line of effect to the dreamborn version
  of you at all times. If your line of effect is obstructed, or if
  you purposefully break the line of effect, the power ends.
  The dreamborn image of you is hazy and enjoys a 20 per-
  cent miss chance from all attacks. If successfully attacked,
  the dreamborn version of you is exceedingly fragile—if it
  takes more than 10 points of damage, it is destroyed and the
  power ends.
  XP Cost:75 XP
  Dream Prison
  Metacreativity
  Level: Psion/Wilder 2
  Display: Mental
  Manifesting Time:One standard action
  Range: Touch
  Target:One sleeping creature
  Duration:One hour/level (D)
  Saving Throw:Will moderates (see text)
  Power Resistance: Yes
  Power Points: 3
  As mind vault†,except you can also “store” creatures.The
  creatures you want to store in the Shallows must be sleeping
  (or unconscious,either through nonlethal damage or by physi-
  cal damage that brings them to negative hit points).Any sleep-
  ing creature you touch is automatically physically transferred
  into a random region of the Shallows.(This space is a differ-
  ent dream space than your mind vault space if you have mani-
  fested that power previously.) The dream prisoner appears,to
  the eye of any that might come upon it in Shallows,in a state
  of suspended animation.It remains so for the duration of the
  power or until dismissed.You can dismiss the power from any
  location in the waking world or the Shallows/Dream.
  You cannot manifest this power on dreamers or creatures
  already physically present in any dream environment.
  When the power ends, the dream prisoner appears in the
  physical location where it faded into dream.
  If you physically (or as a lucid dreamer) attempt to question
  or otherwise interrogate your prisoner in the Shallows,the pris-
  oner wakes and immediately slips back into the waking world.
  On a successful Will saving throw, the duration lasts only
  1 round.
  Augment: Spend an additional 4 power points to change
  the duration to one day/level (D), or spend an additional 13
  power points to make the duration permanent.
  If augmented for increased length, on a successful Will
  saving throw, the duration lasts only minutes per level or one
  day, respectively.
  Chapter Seven: Psionic Powers 99
  
  Dream, Psionic
  Telepathy [Mind-Affecting]
  Level: Psion/Wilder 5
  Display: Mental
  Manifesting Time: One minute
  Range: Unlimited
  Target: One living creature touched
  Duration: See text
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 9
  As dream (from Chapter Eleven: Spells in the Player’s
  Handbook), except as noted here.
  Augment: If the recipient is awake when you begin to
  manifest the power, the messenger can choose to expend a
  number of power points (if the messenger is psionic) equal
  to the recipient’s Hit Dice –4 to plant the message, which
  the recipient receives when next she sleeps.
  Dream’s Fatal Embrace
  Psychometabolism
  Level: Psion/Wilder 7
  Display: Visual; see text
  Manifesting Time:One standard action
  Range: Touch
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will partial; see text
  Power Resistance: Yes
  Power Points: 13
  You push any creature you touch into the Shallows physically
  if it fails its Will saving throw.However,this visit is not idyl-
  lic—the creature permanently relinquishes its ties to the wak-
  ing world and becomes but a passing dream with a life forever
  bound to dreamland.Should the creature ever seek to pass the
  boundary between Dream and the waking world,it disperses
  into nothingness as if a dream forgotten upon waking.(Note
  that the creature remanded to Dream’s fatal embrace does not
  gain the dreamborn subtype—it is too ephemeral for that
  benefit.) Worse, without the Lucid Dreaming† feat, the crea-
  ture pushed into Dream soon forgets its identity, abilities,
  powers, and possessions (see Chapter Four: Psionic Feats).
  Only through the use of the dream birth power can a crea-
  ture remanded to Dream’s fatal embrace return to the waking
  world without dispersing.
  A creature that makes a successful Will saving throw is par-
  tially affected and takes 6d6 points of damage as its corpore-
  ality partially transforms into dream substance,which flashes
  away like steam.If this damage reduces the creature to 0 or
  fewer hit points,you still transform it into dream substance.
  You cannot manifest this power on dreamers or creatures
  already physically present in any dream environment.
  Empathic Condition Relief
  Psychometabolism
  Level: Psion/Wilder 2
  Display: Olfactory
  Manifestation Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 3
  You cleanse the subject’s body of unhealthy influences and
  relieve 1d2+1 rounds’ worth of debilitating conditions speci-
  fied by this power: The subject gains instant relief if she is
  dazed, confused, nauseated, shaken, and/or stunned.
  If the duration of the debilitating condition is longer than
  the relief provided by this power, the subject remains affect-
  ed by the debilitating condition, but for a reduced time. So, if
  the subject is dazed for 10 rounds, using this power shortens
  that period by 1d2+1 rounds. You could manifest this power
  again to relieve the additional rounds of the specified debili-
  tating conditions.
  Erase Presence
  Telepathy [Mind-Affecting]
  Level: Psion/Wilder 8
  Display: Audible, visual
  Manifestation Time: One standard action
  Range: Personal and touch
  Target: You and up to one creature/level
  Duration: 1 round/level (see text)
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 15, XP Cost
  You generate a null sensory field that erases you and
  up to one ally per level (with whom you retain contact)
  from the minds of all other creatures that would other-
  wise see or remote view (or scry) you. Not only is your
  presence erased, but also the memory of your initial pres-
  ence. You and your allies are effectively cloaked and hid-
  den from all other creatures in the vicinity until the dura-
  tion elapses or you (or an ally) make physical contact
  with another creature. A successful pick pocket attempt
  using Sleight of Hand (with a +10 circumstance bonus)
  doesn’t end the effect, but all other contact or influence,
  including melee, ranged, spell, or power attacks cancels
  the power.
  Hyperconscious: Explorations in Psionics
  100
  
  Once the duration elapses, creatures suddenly become
  aware of your presence, and moreover, they remember
  everything that transpired of your actions while and before
  your presence was erased.
  XP Cost: 100 XP
  Expunge Psionic Circuit
  Psychokinesis
  Level: Psion/Wilder 3
  Display: Visual, audible, material
  Manifestation Time: One standard action
  Range: Close (25 feet + 5 feet/two levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 5
  A thick, opaque beam springs forth from your pointed fin-
  ger, striking one psionic tattoo on an opponent’s body, caus-
  ing pain and expunging the tattoo. On a successful ranged
  touch attack (ray), you destroy the circuit and your opponent
  takes 3d6 points of damage from the feedback.
  Augment:If you pay an additional 4 power points, you
  destroy all your foe’s psionic circuits, dealing 5d6 points of
  damage per destroyed tattoo.
  Eye of Isolation
  Clairsentience
  Level: Psion/Wilder 5
  Display: Visual
  Manifesting Time: One minute
  Range: Personal
  Duration:One hour/level
  Power Points: 9
  You imbue your eyes with a powerful filter that allows you
  to peruse the pages of an evil tome without automatically
  triggering its baneful effects against nonevil readers (if any).
  The eye of isolation does not benefit you if you are evil, and it
  does not allow you to gain the benefits, if any, of the evil
  tome perused. It does, however, allow you to learn the tome’s
  contents in broad strokes. If a specific piece of information
  could bring forth horrific mental images, the eye of isolation
  blocks complete understanding so that you grasp only a gen-
  eral summary of that topic.
  Avoiding baneful effects in this manner still bequeaths
  1d4 periods of nightmares to good- and neutral-aligned
  manifesters. (At the DM’s discretion, you may even visit the
  Shallows.) For instance, when the good-aligned psion Khara
  manifests this power, then attempts to page through the
  Book of the Shallows† (using inert metal rods to turn the
  pages), she does not fall prey to the baneful effects normally
  visited upon curious good-aligned readers; however, neither
  Chapter Seven: Psionic Powers 101
  
  does she fully understand or grasp the contents therein, and
  so she gains no benefit. The broad summaries of the various
  fetid topics give her nightmares for the next 1d4 nights.
  Good manifesters first tempted by evil usually begin
  innocently by gaining access to this power in a power
  stone.
  Hand of Isolation
  Clairsentience
  Level: Psion/Wilder 6, Psychic Warrior 6
  Display: Material
  Manifesting Time:One minute
  Range: Personal
  Duration: 10 minutes/level
  Power Points: 11
  You imbue your hand with a powerful psionic ward that
  allows you to touch or wield an evil item without automati-
  cally triggering its baneful effects against nonevil creatures
  (if any). The hand of isolation does not benefit you if you are
  evil. With this power in effect, you can transport an evil item
  or even wield an evil or unholy weapon without suffering
  any of its baneful effects. However, you still have some risk—
  when wielded, you have a 10 percent chance to experience a
  catastrophic failure of the power as the evil burns through
  the protective ward you’ve created. For instance, when a
  good-aligned psychic warrior attempts to wield a +5 unholy
  rapier, he does not gain a negative level; however, he has a 
  10 percent chance to have the power fail immediately.
  Good manifesters tempted by evil gain access to this
  power in a power stone.
  Head Trip
  Telepathy [Mind-Affecting, Evil]
  Level: Psion/Wilder 4
  Display: Mental
  Manifesting Time:One standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature of up to Large size
  Duration: 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  You brutally force the target’s mind into a mental dimen-
  sion far distant from its body. This unnatural dislocation
  opens conduits of pain for the target that it may never have
  endured before. While hellish landscapes unfold in the vic-
  tim’s mind, the victim’s body collapses to a prone and help-
  less position, insensate to the world around it, and it
  screams mindlessly (literally).
  When the power ends, the memory of the awful pain
  remains, making the target susceptible to other mind-
  affecting effects (a –2 penalty on Will saves against mind-
  affecting effects) for a period of one day.
  Augment: For each additional power point spent, the
  duration lasts an additional 2 rounds.
  Id Cascade
  Telepathy [Death, Mind-Affecting]
  Level: Psion/Wilder 9
  Display: Mental
  Manifesting Time: One standard action
  Range: Close (25 feet + 5 feet/2 levels)
  Targets: One sentient creature/round
  Duration: Concentration (see Augment)
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 17
  You induce a mental death spiral in a creature that pos-
  sesses intelligence, killing it instantly.
  Augment:For each successive round beyond the first that
  you continue to concentrate and pay an additional 5 power
  points, you eradicate one additional creature’s subconscious
  complex, killing it. You can target a new creature each round
  during which you maintain unbroken concentration and pay
  additional power points, even if one of the previous targets
  makes its saving throw.
  On successive rounds you can target again a creature who
  made its saving throw. Each time you target the same crea-
  ture on a subsequent round and pay an additional 5 power
  points, the creature receives a cumulative –2 circumstance
  penalty to its saving throw. Thus, if the same creature is tar-
  geted for 3 rounds, its saving throw on the third round is
  assessed a –4 circumstance penalty. If you shift to a new
  creature on a subsequent round (as you would do if the pre-
  vious creature succumbed), saving throw penalties start
  again at zero.
  Impresa
  Metacreativity
  Level: Psion/Wilder 5
  Display: Material (see text)
  Manifestation Time: One hour
  Range: 0 feet
  Effect: One rough-duplicate creature
  Duration: 24 hours
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  Hyperconscious: Explorations in Psionics
  102
  
  Impresa creates a rough copy of any creature you have
  physically touched whose normal Hit Dice value does not
  exceed your own character level × 1.5 (round down) and
  whose size does not exceed your own unmodified size cate-
  gory. You create the impresa from astral matter. (It is consid-
  ered a construct.) The impresa appears generally the same as
  the original, but differences exist: The impresa has only 20
  percent of the hit points, knowledge (including level, skills,
  and personal memories), and personality of the real creature.
  Creatures familiar with the original detect the ruse with a
  successful opposed Sense Motive check versus your pre-
  rolled Bluff check each time they interact with the impresa in
  any meaningful way. You must make a Bluff check with a +10
  circumstance bonus when you manifest the power to deter-
  mine how good the likeness is. You can choose to use a
  Disguise check in place of Bluff.
  At all times the impresa remains under your absolute com-
  mand. No special telepathic link exists, so you must com-
  mand it verbally. The impresa has no ability to become more
  powerful. It cannot increase its level or abilities. It does not
  maintain knowledge of sensitive information, such as pass-
  words or secret plots that its original may have had—it can’t
  be used as a source of sensitive information of this type. If
  destroyed, it reverts to ectoplasm and evaporates.
  Augment:For each additional 2 power points you spend,
  the impresa lasts for another 24 hours (unless it is destroyed
  sooner).
  Jigger
  Psychokinesis
  Level: Psion/Wilder 1
  Display: None
  Manifestation Time: One swift action
  Range: Personal
  Target: You
  Duration: One Open Lock check 
  Power Points: 1
  You gain a minor telekinetic ability to adjust locks. Your
  Open Lock check gains a +2 insight bonus.
  Augment:For each 2 additional power points you spend,
  you can increase your Open Lock check by +1.
  Judge
  Telepathy
  Level: Psion/Wilder 1
  Display: None
  Manifestation Time: One swift action 
  Range: Personal
  Target: You
  Duration: One Sense Motive check 
  Power Points: 1
  You gain temporary, intuitive insight into piercing lies.
  Your Sense Motive check gains a +2 insight bonus.
  Augment:For each 2 additional power points you spend,
  you can increase your Sense Motive check by +1.
  Leech Known Power
  Clairsentience 
  Level: Psion/Wilder 5
  Display: Visual, mental
  Manifestation Time: One standard action
  Range: Touch
  Target: One individual 
  Duration: One minute/level 
  Saving Throw: Will partial (see text)
  Power Resistance: Yes 
  Power Points: 9
  You can use another’s psionic powers for yourself. You
  make a melee touch attack against a target. If successful, you
  immediately become familiar with the target’s known pow-
  ers, if any, and can choose a number of these powers to
  “leech” equal to your Wisdom bonus (minimum one).
  While the power lasts, you are treated as if you know the
  leeched powers. During this same period, the target of your
  power is locked out of those powers and can make no use of
  them. When the duration expires, you lose access to the
  leeched powers and the target regains immediate use of
  them. The relapse occurs regardless of the distance between
  you and the target. If you extend the duration of leech known
  power (or attempt to make it permanent), the original target
  gains a Will saving throw every 10 minutes beyond the origi-
  nal duration. If the target succeeds, the power’s duration
  ends. If something kills the target before the duration lapses,
  you immediately lose the powers.
  You cannot take a power that is beyond your level to man-
  ifest or that is not on your power list (such as an exclusive
  psychic warrior power or a power on a discipline select list
  that is not your primary discipline).
  Augment:For every 1 additional power point you spend,
  the duration lasts one additional minute.
  Mindful Aura
  Clairsentience [Mind-Affecting]
  Level: Psion/Wilder 3
  Display: Visual (see text)
  Manifestation Time: One standard action
  Range: Personal
  Area: 10-foot-diameter emanation centered on you
  Duration: One minute/level
  Saving Throw: Will (half)
  Power Resistance: Yes
  Power Points: 5
  Chapter Seven: Psionic Powers 103
  
  Your clairsentient insight into the minds of others allows
  you to appear wise and powerful to all who see you; you actu-
  ally emanate a brilliant aura bright enough to see by within a
  5-foot radius.
  You gain a +4 insight bonus on any Diplomacy, Bluff,
  Intimidate, and Sense Motive checks you make while the
  aura remains active. Upon seeing you resplendent in your
  aura, all creatures must make a Will saving throw. Creatures
  that fail the save gain a –2 penalty on any attack rolls against
  you, saving throws against your powers, and skill checks
  made in opposition to you for the duration of the power.
  Those that succeed in their Will save are still affected but
  gain only a –1 penalty.
  Augment: For every 3 additional power points you spend,
  you can increase your Diplomacy, Bluff, Intimidate, and
  Sense Motive checks by +1. For each +1 increase of your
  interaction checks, the DC of the power increases by +1.
  Mind Vault
  Metacreativity
  Level: Psion/Wilder 1
  Display: Mental
  Manifesting Time:One standard action
  Range: Touch
  Target:One object of up to 10 lbs./level
  Duration: For objects, until retrieved; for your dreamself,
  up to eight hours; see text
  Saving Throw: None (object)
  Power Resistance: None
  Power Points:1
  Manifest this power up to eight hours before you sleep.
  Prior to sleep, clutch in your hands the item you would like
  to store elsewhere. When sleep finally comes (normally or
  induced), your dreamself finds a secure portion of the
  Shallows that only it can access, which is referred to as your
  dream vault. Any item on your person or grasped by you as
  you fell asleep is with your dreamself (up to 10 lbs. per level).
  When you wake, the selected object is no longer with you
  physically—you safely stored it in your dream where no one
  can access it but you. Objects remain stored until such time
  as you manifest this power again to retrieve them, and you
  can bring them back one item at a time (but see this power’s
  augmentation).
  You cannot manifest this power while already in a dream
  environment.
  Mind vault doesn’t put you to sleep or make you more like-
  ly to sleep, but if you manifest it any time prior to sleep, you
  can access your dream vault. While your dreamself is in the
  vault, you can access items stored there with previous mani-
  festations of the power, if any.
  If you have the Lucid Dreaming† feat,this power can serve
  you well in another way.Besides acting as a place to store valu-
  ables,the dream vault can allow you to catch up on your read-
  ing (if you have the tome you wish to read with you in the
  vault),or,if you have assembled all the requisite physical mate-
  rials needed (through multiple manifestations of this power),
  you can accomplish other tasks.For instance,if you brought or
  stored the proper items, you could repair weaponry or make
  arrows (though normal skill checks apply).Your lucid dream-
  self can stay in the dream vault for a maximum of eight hours.
  Any external force that would normally awaken you also wakes
  you and ejects you from the dream vault.When your dreamself
  leaves the dream vault (and you wake up), you may take any
  one object with you back into the waking world. This object
  appears in the hands of your physical body as you wake.
  The down side of using Lucid Dreaming to catch up on
  tasks in your dream vault is that you do not gain the restful
  benefits of sleep, including power point recovery.
  No matter where you are located physically when you
  sleep, you can always access your dream vault. (Note that you
  can’t fall asleep while physically visiting the Shallows or
  Dream, and a dreamself cannot fall asleep.)
  Augment:For every additional power point you spend,you
  can bring one additional object into the dream vault (of up to
  10 lbs./level) when you manifest this power.Similarly,you
  can expend additional power points to remove more than a
  single item from the dream vault when you wake (1 power
  point per item,so long as the total expenditure of power
  points for a visit to the vault,including the manifestation cost
  of this power,does not exceed your manifester level).
  Mindquake
  Psychokinesis [Force]
  Level: Psion/Wilder 8
  Display: Audible (see text)
  Manifesting Time: One standard action
  Range: 20 feet
  Area: All creatures within a 20-foot-radius burst centered
  on you
  Duration: Concentration (up to 10 rounds)
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 15
  A turbulent current of psychokinetic force spreads out in all
  directions from the point of origin,dealing 15d6 points of dam-
  age to nearby creatures,accompanied by thunderlike rumbling.
  Augment: For each successive round beyond the first
  that you continue to concentrate and pay an additional 1
  power point, you inflict an additional 10d6 points of dam-
  age to nearby creatures.
  Hyperconscious: Explorations in Psionics
  104
  
  Morality of Isolation
  Clairsentience
  Level: Psion/Wilder 7
  Display: Mental
  Manifesting Time: One standard action
  Range: Personal
  Duration: One day
  Power Points: 13
  You imbue yourself with a powerful mental filter that allows you to
  manifest an evil power without immediate moral harm (if you are not
  evil). Evil manifesters gain no benefit from morality of isolation, and
  this power does not allow you to avoid special power costs—such as
  ability score damage or other nontraditional costs—of specialized
  powers.
  After you manifest morality of isolation, you have a time window
  during which you can manifest powers (usually from a power
  stone) with the evil descriptor without immediate moral conse-
  quence (alignment drift or shift), physical damage, or other bane-
  ful effects that might result from nonevil manifesters learning
  and manifesting evil powers. However, for each evil power
  manifested, you have a 5 percent chance that moral-
  ity of isolation fails. If morality of isolation fails while
  a character is manifesting an evil power, he must
  immediately make a Fortitude save (DC 18) to
  avoid gaining four negative levels or immediately
  accept an evil alignment shift (and avoid the neg-
  ative levels).
  You also remain immune to the negative effects
  of wearing a dreamstained item† (see Chapter Five:
  Psionic Items) while the power is in effect.
  Nightmare, Psionic
  Telepathy [Mind-Affecting, Evil]
  Level: Psion/Wilder 5
  Display: Mental
  Manifesting Time: 10 minutes
  Range: Unlimited
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Power Resistance: Yes
  Power Points: 9
  As nightmare (from Chapter Eleven:
  Spells in the Player’s Handbook), except
  as noted here.
  Augment: For every 2 additional
  power points spent, this power
  causes an additional 1d10
  points of damage when the
  sleeper wakes.
  Chapter Seven: Psionic Powers 105
  
  Phantasmal Killer, Psionic
  Telepathy [Fear, Mind-Affecting]
  Level: Psion/Wilder 4
  Display: Visual; see original text
  Manifesting Time:One standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will disbelief (if interacted with), then 
  Fortitude partial; see original text
  Power Resistance: Yes
  Power Points: 7
  As phantasmal killer (see Chapter Eleven: Spells in the
  Player’s Handbook), except as noted here.
  Augment: For every 2 additional power points spent, both
  Difficulty Classes increase by 1. For every 5 additional power
  points spent, you can attempt to affect one additional crea-
  ture. If affecting more than one creature, no two can be more
  than 30 feet apart.
  Probability Mantle
  Psychoportation
  Level: Psion/Wilder 6
  Display: Audible
  Manifesting Time: One standard action
  Range: Personal
  Duration: 1 round/level
  Saving Throw:None (harmless)
  Power Resistance: No
  Power Points: 11
  You place yourself in a state of unresolved probability. You
  are trailed by several faint reflections of yourself, slightly out
  of phase with your own movements—these are echoes of
  possible probabilities.
  While the duration lasts, the images create a blurring
  effect that grants you partial concealment (20 percent miss
  chance)—since these images are all potentially equally
  “real,” true seeing and similar effects cannot pierce the con-
  cealment. More importantly, while the duration lasts you
  may reroll one dice roll you have just made each round (be it
  an attack, a saving throw, or some other in-game roll—for
  instance, you cannot reroll a poor Hit Dice roll when you
  gain a new level). You must take the result of the reroll, even
  if it’s worse than the original roll. You do not have to make
  any rerolls if satisfied with your normal rolls, but you cannot
  store up unused rerolls.
  Augment:For each 2 additional power points you pay
  past the end of the stated duration, the power lasts one addi-
  tional round.
  Psianimate Dead
  Metacreativity [Evil]
  Level: Psion/Wilder 5
  Display: Audible
  Manifesting Time: One standard action
  Range: Touch
  Targets: One or more corporeal corpses touched
  Duration: Instantaneous
  Saving Throw:None
  Power Resistance: No
  Power Points: 9
  This power turns the bones or bodies of a dead creature
  into an undead version of its former self, one with powers
  that outpace undead creatures that are merely animated with
  arcane or divine energy (see below). The psianimated† undead
  creature follows your mental commands to the best of its
  ability (you can mentally command the undead you psiani-
  mated if within 50 feet of them, even if you do not have line
  of sight, though the undead cannot communicate with you).
  The undead remain psianimated until they are destroyed. (A
  destroyed psianimated undead creature can be psianimated
  again, if time permits and if its destruction has left sufficient
  body parts to work with.)
  Unlike standard undead, psianimated undead remain ani-
  mate only so long as you have a power point reserve of at
  least 1 point. When you go below 1, no matter how far away
  you are or how many planes removed from your creation, the
  psianimated undead that you’ve created and controlled
  become inert. When your power point reserve climbs to 1 or
  higher, your psianimated undead return to normal, assuming
  they haven’t been destroyed in the meantime.
  Regardless of the type of undead, you cannot use a single
  manifestation of psianimate dead to animate more HD of
  undead than twice your manifester level with a single use of
  this power. The undead creature you psianimate retains all
  its extraordinary abilities, but not its supernatural or spell-
  like abilities. The undead creature loses all class abilities, if
  any. The psianimated creature retains all its ability scores,
  except for its Constitution (which undead do not possess).
  The psianimated creature gains the undead type.
  The undead creature you psianimate remains under your
  control indefinitely. However, no matter how many times
  you use this power (or similar powers or spells), you can
  control only 4 HD worth of undead creatures per mani-
  fester level. If you exceed this number, all the newly psiani-
  mated undead creatures fall under your control, but any
  excess undead from previous manifestations become inert
  (you choose which creatures become inert). Psianimated
  undead rendered inert in this fashion must be animated
  again with this power, if you desire their service once more.
  Hyperconscious: Explorations in Psionics
  106
  
  Psychic Bodyguard
  Clairsentience 
  Level: Psion/Wilder 2
  Display: Mental, visual
  Manifestation Time: 1 round
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature
  Duration: One hour/level
  Saving Throw: Yes (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 3
  You forge a specialized clairsentient connection between
  yourself and one or more allies. Since you may manifest this
  power only on willing creatures, it does not allow a saving
  throw or power resistance.Whenever an ally must make a Will
  save,you make the save instead as if the effect targeted you.If
  you fail in the saving throw,your ally suffers the consequences
  of the effect that forced the Will save.Once the connection is
  forged,your mind takes Will saves for your ally as long as she
  remains in range.If she strays out of range,the power ends.
  Resistance, Psionic
  Psychometabolism
  Level:Psion/Wilder 1
  Display:Mental
  Manifesting Time:One standard action
  Range:Personal
  Target: You
  Duration:One minute/level
  Power Points:1
  You imbue yourself with psionic energy that protects you
  from harm, granting yourself a +2 resistance bonus on
  saves.
  Augment:For every 2 additional power points you spend,
  you gain an additional +1 resistance bonus to saves.
  Sensorineural Cascade
  Telepathy [Mind-Affecting]
  Level: Psion/Wilder 4
  Display: Visual
  Manifestation Time: One standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: All creatures in a 15-foot radius
  Duration: 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  You foul up the targets’ subconscious sensory system,
  overloading vision, hearing, feeling, and other more esoteric
  sensory systems, including vibration sensitivity, thermal
  sensing, and others—in effect, the cascade buries the senses
  of the target creatures (even those with blindsight, tremor-
  sense, touchsight, or other esoteric methods of sensing the
  environment) with randomly firing neurons for the dura-
  tion. The creatures are treated as if blinded (see the
  “Blinded” condition summary in the Player’s Handbook).
  However, from round to round, an affected creature has a
  chance to sense normally. Each round on the creature’s
  action, roll 1d4. Unless you roll a 4, the target does nothing
  for 1 round as it stands attempting to re-establish contact
  with its senses. Rolling a 4 frees the creature of the effect for
  1 round.
  Sense-blocked creatures that are attacked (and damaged)
  are shocked out of their sense deprivation for 1 round by the
  tissue damage—they can attack or attempt to flee however
  they desire on their next action. The following round they
  are subject once again to the sensorineural cascade (unless
  they are continually attacked each round).
  Augment: If you spend an additional 4 power points, the
  condition lasts 24 hours. If you spend an additional 6 power
  points, the condition is permanent.
  Shatter Storm
  Metacreativity [See Text]
  Level: Psion/Wilder 4
  Display: Audible (see text)
  Manifestation Time: One standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: 20-foot-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: No
  Power Points: 7, Crystal Cost
  The crystal you throw at a target explosively shatters with
  a thunderous sound of breaking glass. You must succeed at a
  ranged touch attack to hit your target. The shatter storm deals
  5d6 points of damage (shrapnel) to all creatures within a
  20-foot-radius burst that fail a Reflex saving throw. Note
  that creatures immune to psionic powers, such as psion
  killers, take the shrapnel damage.
  Crystal Cost:Unlike almost all psionic powers, this power
  requires a physical seed: a green-hued crystal worth at least 
  1 gp that you imbue with psionic potential as you hurl it at a
  target. The crystal shatters beyond recovery.
  Augment: You can augment this power in one or more
  of the following ways. However you augment this power,
  the DC increases by 1 for every additional 2d6 points of
  energy damage dealt. Creatures immune to psionic powers,
  such as psion-killers, are also immune to the extra energy
  damage.
  Chapter Seven: Psionic Powers 107
  
  1. For every 1 additional power point you spend, the
  shards are charged  with caustic power, dealing +1d6 points
  of acid damage per power point.
  2. For every 1 additional power point you spend, the
  shards are charged  with chill power, dealing +1d6 points of
  cold damage per power point.
  3. For every 1 additional power point you spend, the
  shards are charged with electrical power, dealing +1d6
  points of electricity damage per power point.
  4. For every 1 additional power point you spend, the
  shards are charged with fiery power, dealing +1d6 points of
  fire damage per power point.
  5. For every 1 additional power point you spend, the
  shards are charged with reverberating power, dealing +1d6
  points of sonic damage per power point.
  Sleep, Psionic
  Telepathy (Compulsion) [Mind-Affecting]
  Level: Psion/Wilder 1
  Display: Mental
  Manifesting Time: 1 round
  Range: Medium (100 feet + 10 feet/level)
  Area: One or more living creatures in a 10-foot-radius burst
  Duration:One minute/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  As sleep (see Chapter Eleven: Spells in the Player’s
  Handbook), except as noted here.
  Augment:For every additional power point you spend,
  this power can affect targets that have Hit Dice equal to 4
  plus the additional points spent.
  If you instead spend 11 additional power points, you can
  completely remove the Hit Dice cap for the power’s effect
  within the area.
  Slow Light
  Psychoportation
  Level: Psion/Wilder 1
  Display: Visual (see text)
  Manifestation Time: One standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 1
  You retard the target’s visual image as it reflects into the
  timestream.The target’s outline appears distorted,jerky,and
  imprecise.This distortion grants the target a 10 percent miss
  chance.The miss chance granted by slow light stacks with miss
  chances granted by other miss-chance effects,such as actual
  partial concealment,though only by half its value;a target in
  this situation would possess a 25 percent miss chance.
  Foes who cannot see the target ignore the power’s effect.
  Stabilize Construct
  Metacreativity 
  Level: Shaper 8
  Display: Material
  Manifestation Time: See text
  Range: Close (25 feet + 5 feet/2 levels)
  Target: One personally crafted astral construct
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 15, gp cost, XP Cost
  You impress a portion of your psyche into an astral
  construct that you have manifested using the astral 
  construct power.
  After creating an astral construct,you must manifest this
  power before it normally “evaporates” back into the Astral
  Plane (the first manifestation anchors the construct—while it
  is anchored,it remains inactive and unresponsive to stimuli).
  Stabilizing an astral construct requires one week of meditation
  per level of the construct (thus,a 9th-level astral construct,
  created with astral construct IX,requires a little more than two
  months of daily meditation).Daily meditation means eight
  hours per day,during which time this power must be mani-
  fested once per HD of the astral construct to be stabilized.
  When not meditating,you must rest and may perform no
  other activities except personal maintenance.Additional costs
  for special ingredients and XP are noted below.
  Once a portion of your mentality is fully implanted,the
  construct does not “evaporate” back into the Astral Plane;it
  becomes your personal servant.Despite having a fraction of
  your Intelligence score (one-fourth,rounded down),the stabi-
  lized astral construct does nothing without orders from you.
  Incapable of strategy or tactics,it follows instructions explic-
  itly.You can command your stabilized construct if within 60
  feet of it,as long as it can see and hear you.If uncommanded,
  the stabilized construct follows its last instructions,though if
  attacked it returns the attack.You can give your stabilized
  construct simple commands to govern it until you return.
  Gold Piece Cost:3,000 gp per Hit Die of the astral con-
  struct to be stabilized in crystal essences and other special
  but obtainable ingredients. (These materials cannot be fabri-
  cated with other uses of Metacreativity powers.)
  XP Cost:120 XP per Hit Die of the astral construct to be
  stabilized.
  Hyperconscious: Explorations in Psionics
  108
  
  Steal Item
  Psychokinesis 
  Level: Psion/Wilder 3, Psychic Warrior 3
  Display: Visual
  Manifestation Time: One standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One unattended or attended weapon/item
  Duration: Instantaneous
  Saving Throw: Reflex negates
  Power Resistance: No
  Power Points: 3
  You attempt to steal an attended or unattended weapon or
  item weighing no more than 50 lbs. If the item is unattend-
  ed, you succeed automatically and can either place the item
  in your possession in the same round, or transfer it to any
  point you designate within range.
  If the item is attended or held, then the creature attending
  it makes a Reflex save to react quickly enough to keep hold of
  the item. If the creature fails, the item falls from its grasp. If
  it fails the save by 4 or more, the item automatically appears
  in your possession or is transferred to any point you desig-
  nate in range.
  Augment:For every 2 additional power points you spend,
  the Difficulty Class increases by 1.
  Suppress Compulsion
  Telepathy [Mind-Affecting]
  Level: Telepath 1
  Display: None
  Manifestation Time: One swift action
  Range: Close (25 feet + 5 feet/two levels)
  Target or Area: One dominated or controlled creature
  Duration: 1 round
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  You can attempt to suppress a compulsion or charm effect
  on another creature by overwhelming the creature with con-
  flicting telepathic signals, temporarily canceling the domina-
  tion. When you manifest this power, make a suppression
  check against the ongoing controlling power currently in
  effect on the creature. A suppression check is 1d20 + your
  manifester level (maximum +5) against a Difficulty Class of
  11 + the manifester level of the entity that originally mani-
  fested the controlling power. On a successful check, the con-
  trol is suppressed for 1 full round. Even though suppressed,
  the compulsion or charm is still considered to be running off
  its duration.
  Augment:You can augment this power in one or more of
  the following ways.
  1. If you spend 2 additional power points, you can attempt
  to permanently terminate a compulsion or charm effect on
  another creature, including psionic dominate (see page 98 for
  variant augmentations of this power). When you manifest
  this power, make a termination check against the ongoing
  controlling power currently in effect on the creature  of 1d20
  + your manifester level (maximum +5) against a Difficulty
  Class of 11 + the manifester level of the entity that originally
  manifested the controlling power. On a successful check, you
  terminate the control.
  2. For every 1 additional power point you spend, you
  increase both your check result and the maximum result
  by +1.
  Teleport Auxiliary
  Psychoportation 
  Level: Nomad 1
  Display: Mental
  Manifestation Time: One swift action
  Range: Touch
  Target: Up to Medium creature touched
  Duration: One teleport power
  Saving Throw: None (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 1
  Your intimate knowledge of the Psychoportation disci-
  pline allows you to bend space farther than normal. The tar-
  get of this power does not count toward the weight or num-
  ber limits, if any, of any power with the teleport descriptor.
  Regardless of the number of times you manifest this power, a
  single teleportation power will not affect more targets than it
  normally can plus a number of targets equal to your effective
  manifester level.
  Augment:For every 3 additional power points you spend,
  you can affect a creature of up to one size category larger
  than normal. For instance, if you spend 6 additional power
  points on this power, you can affect up to a size Huge crea-
  ture.
  Temporal Concussion
  Psychoportation 
  Level: Nomad 4
  Display: Visual (see text)
  Manifestation Time: One standard action
  Range: Medium (100 feet +10 feet/level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Will partial (see text)
  Power Resistance: Yes
  Power Points: 7
  Chapter Seven: Psionic Powers 109
  
  You emit a ray that shimmers between past, present, and future, disrupting
  the temporal continuity of a conscious creature you successfully target with a
  ranged touch attack. You deal 7d6 points of damage as the target’s body
  attempts to throw off the temporal shock, and possibly also 1d4+2 points of
  temporary Intelligence damage as the target’s synapses fire forward and back-
  ward in the timestream simultaneously. (A successful Will saving throw negates
  the Intelligence damage.)
  Augment:For every 2 additional power points you spend, this power’s save
  DC increases by 1.
  Throw Ectoform
  Metacreativity
  Level: Shaper 2
  Display: Visual (see text)
  Manifestation Time: One standard action
  Range: Personal (see text)
  Target: You
  Saving Throw: Will (partial)
  Duration: 1 round/level
  Power Points: 3, XP Cost (see text)
  You create ectoplasmic duplicates of yourself each round, confusing enemies
  and creating weak assistants called ectoforms.
  While the duration lasts, you throw off one ectoform per round (but see
  below). The ectoforms seem to fission seamlessly from your own form or from an
  earlier generated ectoform, and they initially appear in any clear space you desig-
  nate that is adjacent to you or adjacent to one of your earlier ectoforms (if the
  earlier ectoform is adjacent to you). “Throwing” occurs automatically at the
  beginning of each round and requires no action on your part. The power is sup-
  pressed if you are in a space with no physical room to allow you to spawn addi-
  tional ectoforms or if you have a number of ectoforms equal to your manifester
  level already in existence from previous rounds of using this power. The power
  begins to function again when space permits or when one or more of your previ-
  ously thrown ectoforms is destroyed. When the duration elapses, all surviving
  ectoforms dissipate. (Nothing can prevent this, although the astral zealot† pres-
  tige class abilities may extend the duration as noted in Chapter Eight.) If you
  manifest this power a second time while the first is still active, the first power
  lapses and the second takes its place.
  Ectoforms possess a thin semblance of your personality, but none of your
  powers or abilities (treat them as constructs); if interacted with outside of melee,
  they are instantly recognizable as shams. Your ectoforms pop like balloons, dissi-
  pating, if they are successfully attacked or targeted by any melee, ranged, power,
  or spell attack, or if they otherwise take damage, no matter how slight. An ecto-
  form’s Armor Class is 10 + size modifier + your Dexterity modifier. An ectoform
  is weak, and it can directly accomplish anything you could accomplish with the
  far hand power, but no more. It can speak, sounding like you, but its memories
  are vague and shadowy—obviously fabricated and incomplete.
  An ectoform is partially independent, though it acts on your wishes when first
  thrown, since it is a reflection of you. Thereafter you cannot mentally command
  it or verbally direct it. For instance, you may have intended for the ectoform
  formed in the first round to run west for 500 feet then report back, while the
  ectoforms of the next round can be directed to run interference between you and
  a foe. You do not gain any special means of communication with your ectoform.
  Hyperconscious: Explorations in Psionics
  110
  
  As a special function of the power, you can instanta-
  neously and secretly exchange places with an ectoform as it
  is thrown into an adjacent space so that you can further
  confuse enemies. (You can do this only as you throw an
  ectoform, not with a previously thrown one.) Enemies
  attempting to attack you or manifest powers at you must
  select from among indistinguishable targets. On each
  round you generate an ectoform that you change places
  with (and remain adjacent to for that round), attackers
  must succeed at a Will saving throw to determine which
  figure is really you. They gain a cumulative –2 circumstance
  penalty on their Will save for each ectoform adjacent to
  you beyond the first. True seeing and psionic true seeing, of
  course, reveal the real you.
  Note: This power is psychophilosophically incompatible
  with the arcane spell mirror image; if both are attempted, the
  one manifest (or cast) first is the effect that occurs; the other
  effect is nullified.
  XP Cost:Each time you manifest throw ectoform, you pay
  1 XP (1 XP per manifestation, not 1 XP per ectoform).
  Transmigrate
  Psychometabolism (Healing)
  Level: Egoist 6
  Display: Visual, audible, mental
  Manifestation Time: One minute
  Range: Touch
  Target: One dead and living creature touched
  Duration: Instantaneous
  Saving Throw: Will, see text
  Power Resistance: Yes
  Power Points: 11, Material Cost
  You restore life to a deceased creature by initiating a
  transmigration of the dead creature’s soul into the body of
  another living creature, as opposed to psionic revivify, which
  restores life to the deceased creature in its original body,
  assuming not too much time has passed. The receptacle
  body must be of the same type and can’t possess more Hit
  Dice than the deceased creature. You can transmigrate a
  creature that has been dead up to one week per manifester
  level. In addition, the target’s soul must be free and willing
  to return. If the target’s soul is not willing to return, the
  power does not work. Targets who want to return receive no
  saving throw. If the living body is not willing to become a
  vessel to the returning soul, it must succeed at a saving
  throw; on a successful saving throw, the power does not
  work. (If attempting to transmigrate a dead soul into an
  unwilling, unsecured target, you must also make a success-
  ful melee touch attack when you finish manifesting the
  power.) The returned soul is considered alive again but
  loses a level (or 1 Constitution point, if at 1st level) when
  transmigrated.
  Regardless of the level, gender, or other physical quali-
  ties of the living vessel, the transmigrated soul immediate-
  ly begins to modify its new housing so that in a matter of
  just a week no physical difference exists between the
  transmigrated soul’s original body and her new body. (She
  gains a +10 circumstance bonus on her Disguise check
  during that week if attempting to play the part of her ves-
  sel’s identity.) However, when first transmigrated, she has
  just 1 hit point, 0 power points (if psionic), no prepared
  or available spells (if a spellcaster), and 1d4 points of tem-
  porary ability damage to all her ability scores except
  Constitution. The mental and physical ability scores of
  the vessel are immediately erased, including innate abili-
  ties such as psionics, and replaced with the ability scores
  of the transmigrated soul. Any powers, spells, or other
  ongoing effects still affecting the vessel now affect the
  transmigrated soul; it’s her body now.
  This power can’t transmigrate a creature that has been
  turned into an undead creature or killed by a death effect.
  Constructs, elementals, outsiders, and undead creatures can’t
  be transmigrated. The power cannot bring back a creature
  that has died of old age.
  The original soul remains encapsulated in the new body
  and can mentally communicate with the transmigrated soul,
  though it possesses no other abilities. (However, it can use
  its Knowledge skills to answer questions.)
  At the option of the transmigrating soul, it can give the
  body back to the original soul. In such a case, the body’s
  physique would revert back to its original appearance, as
  well. The original soul may make its own bid to reclaim its
  body, but only under conditions the DM determines.
  Material Cost:One living body of the same creature type
  and of equal or lower level as the transmigrated soul.
  Unleash Idbeast
  Psychometabolism
  Level:Psion/Wilder 5, Psychic Warrior 5
  Display:Mental
  Manifestation Time:One standard action
  Range:Personal
  Target:You
  Duration:1 round/ level
  Power Points:5, XP Cost
  You reach deep into your subconscious and psionically
  empower your id. You gain the idbeast† template for the
  power’s duration. When the power ends, subtract the num-
  ber of hit points, power points, and other losses from your
  normal scores.
  Player Note:If you plan to use this power, prepare a sepa-
  rate character sheet with the effects of the template already
  applied before you intend to use it in the game.
  XP Cost:50 XP
  Chapter Seven: Psionic Powers 111
  
  Psionic Prestige Classes
  I had a dream,which was not all a dream.
  --George Gordon Noel Byron 
  T
  his chapter offers a veritable cornucopia of psionic pres-
  tige classes.Each one’s class advancement table includes
  the mode check bonus for the mindscape psionic com-
  bat system in Chapter Three.Unless noted otherwise,use the
  following formulas to determine the DC (if any) and mani-
  fester level (if required) for these class’ psi-like abilities:DC 10
  + Charisma, Intelligence, or Wisdom modifier (whichever
  serves as the base classes’ key ability) + half manifester level.
  Manifester level equal to manifester level of character.
  Astral Dragoon
  When considering the psionic arts of telepathy,transubstantia-
  tion,and travel,one might think travel receives the least consid-
  eration by serious psionic practitioners.Many make that estima-
  tion without considering the astral dragoon.The astral dragoon
  can call a mount at need,but such a mount! Crafted of the
  medium of thought itself,the bayard (see the bayard’s entry in
  Chapter Six) serves as a thoughtful beast of burden,a mount,
  and better yet,a useful companion in any conflict in which the
  rider is mounted.While few ever consider the possibility of
  training an astral construct as a mount,the astral dragoon does
  so with aplomb,having learned the secret of retaining a specific
  construct’s services as a mount over long periods of time.
  Astral dragoons usually live or wander in places where
  beings understand and practice the art of psionics, and they
  also travel into stranger realms. After all, astral dragoons
  often seek to push geographical and planar boundaries while
  mounted on their faithful bayard.
  Hit Die: d8
  Requirements
  To qualify to become an astral dragoon, a character must ful-
  fill all the following criteria.
  Base Attack: +3
  Handle Animal: 4 ranks
  Ride: 8 ranks
  Feat: Mounted Combat
  Manifesting: Able to manifest 2nd-level powers
  Feat: A psion must create a bayard to
  rider’s specifications (see below)
  Class Skills
  The astral dragoon’s class skills (and the key ability for each
  skill) are Autohypnosis (Wis), Climb (Str), Concentration
  (Con), Craft (any) (Int), Handle Animal (Cha), Intimidate
  (Cha), Jump (Str), Knowledge (psionics) (Int), Profession
  (any) (Int), Ride (Dex), and Spot (Wis). See Chapter Four:
  Skills in the Player’s Handbook and Chapter Three:Feats and
  Skills in the Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Class Features
  All of the following are astral dragoon class features.
  Weapon and Armor Proficiency: Astral dragoons gain no
  additional proficiency in any weapon or armor.
  Powers Known:At every level indicated on the class table,
  an astral dragoon gains additional power points per day and
  access to new powers as if he had also gained a level in 
  whatever manifesting class he belonged to before he added
  Chapter Eight
  Base
  Mode
  Class
  Attack Fortitude Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +1
  +2
  +0
  +0
  +0
  Coalesce bayard
  —
  2
  +2
  +3
  +0
  +0
  +0
  Expert rider,bayard
  +1 level of existing class
  advancement
  3
  +3
  +3
  +1
  +1
  +1
  Call bayard 1/day
  —
  4
  +4
  +4
  +1
  +1
  +1
  —
  +1 level of existing class
  5
  +5
  +4
  +1
  +1
  +1
  Augmented attack
  —
  6
  +6
  +5
  +2
  +2
  +2
  —
  +1 level of existing class
  7
  +7
  +5
  +2
  +2
  +2
  Pounce
  —
  8
  +8
  +6
  +2
  +2
  +2
  —
  +1 level of existing class
  9
  +9
  +6
  +3
  +3
  +3
  Call bayard 2/day
  —
  10
  +10
  +7
  +3
  +3
  +3
  Extra choice
  +1 level of existing class
  THE ASTRAL DRAGOON
  
  the prestige class. He does not, however, gain any other ben-
  efit a character of that class would have gained (bonus feats,
  metapsionic or item creation feats, psicrystal special abilities,
  and so on). This essentially means that he adds the level of
  astral dragoon to the level of whatever manifesting class the
  character has, then determines power points per day, powers
  known, and manifester level accordingly.
  If a character had more than one manifesting class before he
  became an astral dragoon,he must decide to which class he adds
  the new level of astral dragoon for the purpose of determining
  power points per day, powers known, and manifester level.
  Coalesce Bayard: The character learns of a secret method
  of stability for one certain type of astral construct, which
  requires a commitment of life and loyalty. The character
  must find a psion who knows astral construct (and is at least
  5th level) and ask the psion to manifest the power exactly to
  the rider’s specifications. The presence of the astral dragoon
  allows the psion to manifest a power as required to create a
  bayard, even if the psion doesn’t have the requisite Craft skill
  to create such a perfect creature. Moreover, the presence of
  the astral dragoon allows the psion to create a 3rd-level con-
  struct large enough to ride. The resultant construct, called a
  bayard, remains stabilized as long as it stays within 25 feet
  plus 5 feet per two levels of astral dragoon.
  The bayard serves the astral dragoon as a mount and as a
  combat steed.It doesn’t attack or threaten enemies unless the
  rider is mounted,though it follows the astral dragoon if the
  character is not mounted on it.As with all mounts,all attacks
  made from the back of a bayard against foes that
  are not mounted gain a +1 bonus on the attack roll.
  The character can have the bayard’s tack and
  harness, as well as barding, modified from gener-
  ally available tack and harness. The bayard shows
  loyalty only to its rider. The astral dragoon can
  dismiss his mount at any time, which causes the
  bayard to disintegrate and steam away like a nor-
  mal astral construct at the end of its short life
  time—none of the bayard’s equipment comes to
  harm when a bayard is dismissed (or destroyed).
  In the event that something destroys or dis-
  misses the bayard (such as through a malicious
  use of the dismiss ectoplasm power), the character
  can fashion a new one with the aid of a psion who
  knows the astral construct power. When the charac-
  ter reaches 3rd level, he may call his own bayard
  without external aid (see Call Bayard).
  Expert Rider: An astral dragoon gains a compe-
  tence bonus equal to his prestige class level on all
  Handle Animal and Ride checks associated with his
  bayard while he is mounted.
  Call Bayard (Ps): Once per day the character can call a
  bayard, as if manifesting astral construct at the appropriate
  level.A new bayard appears only if the rider has dismissed the
  previous bayard or if the previous bayard has been destroyed.
  At 9th level,the dragoon can call a new bayard twice per day.
  Bayard Advancement:At 2nd level and at alternating astral
  dragoon class levels thereafter, the bayard gains 1d10 bonus
  hit points and a +1 bonus on all its attack rolls and saving
  throws. If a character
  advances through all
  10 astral dragoon lev-
  els, the bayard contin-
  ues to advance at
  alternating character
  levels (even though
  they are no longer
  astral dragoon levels).
  Augmented Attack
  (Su): The astral dra-
  goon can supplement
  one of his bayard’s
  claw attacks in melee (in combination with the rider’s own
  attacks) once per round a number of times per day equal to
  the astral dragoon’s class level. An augmented claw attack roll
  is the sum of the rider’s base attack bonus and the bayard’s
  Strength modifier. Determine damage normally.
  On rounds when the rider chooses not to induce his
  bayard to make an augmented attack, the bayard makes its
  attacks normally.
  Pounce (Ex): Once per day a bayard ridden by the astral
  dragoon can make a full attack if it charges a foe, including
  Chapter Eight: Psionic Prestige Classes 113
  Dream Rider
  When Chilon from the Hyperconscious adven-
  ture rides his mount, it is not purely an astral
  construct—it is a dream. In fact, the prestige
  class to which Chilon belongs could more prop-
  erly have the name “dream rider.” The abilities
  of the dream rider are the same as that of an
  astral dragoon, except for the fact that the
  dream mount has the dreamborn subtype.
  However, in exchange for gaining the dream-
  born subtype (and 20 percent miss chance),
  dreamborn bayards have 1 fewer hit point per
  Hit Die than standard bayards.
  
  two rake attacks with its rear claws. The bayard makes its
  rake attacks at the creature’s regular claw attack bonus, and
  they deal 1d6+3 points of damage.
  Extra Choice: From now on, whenever the astral dragoon
  calls his bayard, he can make one additional menu choice
  from the Astral Construct Menu B on in Chapter Eight:
  Monsters of the Expanded Psionics Handbook. The astral dra-
  goon cannot break the choice into two A choices, but the
  choice can differ each time he calls a new bayard.
  Astral Zealot
  The medium of the Astral Plane, when drawn into a cor-
  poreal plane, is ectoplasm; every psionic student of meta-
  creativity knows this. Shapers daily draw that astral sub-
  stance into the plane of the real to work wonders. But the
  astral zealot goes further, becoming a lifelong student in the
  study of the form, substance, and nature of ectoplasm itself
  to fabricate reality according to her will. To the astral zealot,
  ectoplasm acts as a medium in which she can forge any cre-
  ation, including semiliving versions of herself, and warp and
  bend to her will the ectoplasmic creations of others. Ecto-
  plasmic constructs look with envy on the permutations and
  powers of the astral zealot.
  Shapers pick up the astral zealot prestige class most often;
  however, anyone with a psionic bent could eventually meet
  the prerequisites to manipulate astral matter.
  Astral zealots who grow in power frequently clothe them-
  selves only in skins of living ectoplasm, which become far
  better than simple clothing in providing protection against
  the extremes of the environment and the travails of adven-
  ture. Thus, NPC astral zealots stand out vividly with their
  swirling, skin-tight garments of conjoined ectoforms.
  However, some who become particularly adept at manipulat-
  ing astral matter can make their protective layer appear as if
  simple clothing. Many PC astral zealots choose to blend
  in—at least, until they need to display their power.
  Hit Die: d4
  Requirements
  To qualify to become an astral zealot, a character must fulfill
  all the following criteria.
  Craft (Alchemy): 2 ranks
  Craft (Sculpting): 2 ranks
  Knowledge (Psionics): 8 ranks
  Manifesting: Ability to manifest at least one
  3rd-level psionic power
  Class Skills
  The astral zealot’s class skills (and the key ability for each skill)
  are Appraise (Int),Concentration (Con),Craft (any) (Int),
  Disguise (Cha), Knowledge (psionics) (Int), Perform (Cha),
  and Psicraft (Int). See Chapter Four:Skills in the Player’s
  Handbook and Chapter Three: Feats and Skills in the
  Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level:2 + Intelligence modifier
  Class Features
  All of the following are class features of the astral zealot
  prestige class.
  Weapon and Armor Proficiency: Astral zealots gain no
  additional proficiency in any weapon or armor.
  Powers Known: 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 she had also
  gained a level in the psionic class she belonged to before
  adding the prestige class. She 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 she receives
  from the prestige class, psicrystal special abilities, and so
  on). The character does gain an increased effective level of
  psionic manifestation and additional power points. If a
  character had more than one psionic class before becoming a
  member of this prestige class, she must decide to which class
  she adds the new level for purposes of determining effective
  manifester level.
  Hyperconscious: Explorations in Psionics
  114
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +2
  +0
  +0
  +0
  Ectopic suit,throw ectoform† —
  2
  +1
  +3
  +0
  +0
  +0
  Conjoin ectoform
  +1 level of existing class
  3
  +1
  +3
  +1
  +1
  +1
  Upgrade construct
  +1 level of existing class
  4
  +2
  +4
  +1
  +1
  +1
  Ectopic proficiency
  +1 level of existing class
  5
  +2
  +4
  +1
  +1
  +1
  Improved ectoform
  +1 level of existing class
  6
  +3
  +5
  +2
  +2
  +2
  Ectopic expertise
  +1 level of existing class
  7
  +3
  +5
  +2
  +2
  +2
  Metacreative latency
  +1 level of existing class
  8
  +4
  +6
  +2
  +2
  +2
  Ectopic mastery
  +1 level of existing class
  9
  +4
  +6
  +3
  +3
  +3
  Advanced ectoform
  +1 level of existing class
  10
  +5
  +7
  +3
  +3
  +3
  Ectopic dispersion
  —
  THE ASTRAL ZEALOT
  
  For example, a 7th-level psion/6th-level astral zealot has a
  character level of 13th and a manifester level of 12th. So, the
  character manifests powers with level-dependent parameters
  as if she were 12th level.
  Ectopic Suit (Su): As a free action,the character can clothe
  herself in custom clothing of solidified astral material. The
  suit’s color, cut, design, and consistency vary at the whim of
  the wearer (it could appear as intimidating body armor or
  even as a specific creature*),but it provides as much or as little
  protection as standard clothing.For instance,the full body
  suit could provide as much protection from the rigors of a
  frigid environment as a parka and furs,or provide as little pro-
  tection as a skirt and a tunic. Even when wearing a com-
  pletely enclosing full body suit, the wearer doesn’t lose any
  tactile, visual, or auditory sensitivity to her environment. In
  this way, ectopic suits resemble psychoactive skins (see
  Expanded Psionics Handbook). In fact, psychoactive skins
  worn in conjunction with ectopic suits seamlessly blend
  and merge, without loss of function for either. Null
  psionic fields do not disperse ectopic suits, though they
  could suppress any powers imbedded in the suit.
  Throw Ectoform (Ps): At 1st level, the character dis-
  covers deeper abilities of shaping. She learns throw ecto-
  form† as if normally learning a new power through
  gaining an effective manifester level. Moreover, she
  gains one free manifestation of this power per day. The
  character learns throw ectoform in addition to any other
  powers she otherwise learns (see Chapter Seven for the
  power description). If the character already knows this
  power, she can choose another Metacreativity power of
  equal or lower level to unlock from latency, though she
  continues to gain the free manifestation of throw
  ectoform, not the substitute power.
  Regardless of whether the astral zealot freely manifests
  or normally manifests throw ectoform, she never pays the XP
  Cost for the power.
  Conjoin Ectoform (Su): When using the throw ectoform†
  power, the character can throw a duplicate that forms
  around her instead of appearing in an adjacent square
  while she maintains her psionic focus. The consequences
  of this ability vary.
  The character does not gain the normal benefit of the
  chance to confuse her enemies if conjoining an ectoform
  from the throw ectoform power. Nor does the conjoined
  ectoform appear exactly as the character; instead it takes
  on the qualities of her ectopic suit. Each round that her
  throw ectoform continues, the character can thicken her
  conjoined ectoform by conjoining instead of normally
  throwing the astral duplicate. Each layer of conjoined
  ectoform minutely enlarges the character’s appearance as
  the astral layer incrementally thickens.
  The first benefit of a conjoined ectoform is damage
  reduction 1/—. Each layer of conjoined ectoform provides
  an additional +1/— bonus to damage reduction, so three
  conjoined ectoforms provide DR 3/—. However, whenever
  the damage reduction is used (from hits, but not spells,
  energy attacks, spell-like abilities, and supernatural abili-
  ties), the conjoined ectoform dissipates. For example, if the
  character wearing three conjoined ectoforms with damage
  reduction 3/— takes what would normally be 2 points of
  damage, she instead takes no damage, but now retains only
  a single conjoined ectoform and damage reduction 1/—. If
  Chapter Eight: Psionic Prestige Classes 115
  * Attempts to appear as a creature provide a +4 bonus on Disguise checks.
  
  she had instead taken what would normally be 5 points of
  damage, she instead takes 2 points of damage and loses all
  her current conjoined ectoforms and damage reduction. On
  her next action she can conjoin another ectoform if the
  duration of her original throw ectoform power has not yet
  elapsed. Conjoined ectoforms last past the duration of the
  throw ectoform power or until destroyed.
  The astral zealot gains further benefits of a conjoined
  ectoform at higher levels.
  Note: If a character conjoining an ectoform is using
  another power that grants damage reduction (such as
  chrysalis† or alloyed hide† from this book), apply the damage
  reduction gained from the conjoined ectoform first from
  damage sustained, before deducting damage reduction from
  the powers.
  Upgrade Construct (Ex): Whenever the character man-
  ifests an astral construct power, she can make one addi-
  tional menu choice from the customization menu at the
  highest level allowed for the construct being created, as
  described in the Expanded Psionics Handbook in Chapter
  Eight: Monsters under the astral constructs entry.
  However, she can’t subdivide a choice off Menu B or C for
  multiple lower menu choices. For instance, in addition to
  giving a 1st-level astral construct cold resistance as nor-
  mal, the character could also give it acid resistance or trip.
  This power does not work in conjunction with the
  improved ectoform or advanced ectoform abilities (see
  below).
  Ectopic Proficiency (Ex): Once per day the character can
  customize her ectopic suit (whether conjoined or not) as if
  it were an astral construct by making one choice from Menu
  A as described above. In so modifying the ectopic suit, treat
  the benefits as if conferred upon the character. At 4th level,
  a character can possess only a single customization.
  For example, the character could confer psionic fly on her
  ectopic suit, which means that she gives that power to her-
  self. If she instead conferred Improved Bull Rush, she would
  gain that benefit herself.
  Powers conferred on the character are now triggered by
  the character. For instance, if using trip or Improved Bull
  Rush, the character uses her Dexterity or Strength score to
  modify the check, respectively. Likewise, power Difficulty
  Classes are set according to the character’s appropriate abili-
  ty score. Nonconstant conferred powers (such as the level C
  menu choice concussion) can be used only three times per
  day, not once per round.
  Improved Ectoform (Su): Once per day when the charac-
  ter manifests throw ectoform†, those ectoforms not conjoined
  continue to duplicate her and provide the base effect of the
  power, but they have the stats of 3rd-level astral constructs
  (including a choice from Menu A as described for astral con-
  structs in Chapter Eight: Monsters of the Expanded Psionics
  Handbook). However, like astral constructs, improved ecto-
  forms last only a brief period—until the duration of the
  throw ectoform power elapses. At the character’s option, she
  can throw base ectoforms mixed in with improved ectoforms
  on a round-to-round basis; the base ectoforms persist as
  normal (and could be conjoined), while the improved ecto-
  forms wink out when the throw ectoform power lapses.
  Improved ectoforms can’t be conjoined.
  Ectopic Expertise (Ex): As ectopic proficiency, except the
  character gains one choice from Menu B (she can’t subdivide
  her Menu B selection into two choices from Menu A). At 6th
  level, she can gain the benefits of both the Menu B (from
  this ability) and Menu A (from ectopic proficiency) choices
  simultaneously.
  Metacreative Latency: At 7th level, the character’s
  knowledge of her craft broadens. She learns any power
  from the Metacreativity discipline (including powers from
  the shaper’s select list) as if normally learning a new
  power through gaining an effective manifester level; how-
  ever, the character learns this power in addition to any
  other powers she otherwise learns. The Metacreativity
  power unlocked from latency can be any power of a level
  equal to or lower than the highest-level power she can
  currently manifest.
  Ectopic Mastery (Ex): As ectopic expertise, except the
  character gains one choice from Menu C (she can’t subdi-
  vide her Menu C selection into two choices from Menu B).
  At 8th level, she can gain the benefits of the Menu C (from
  this ability), Menu B (from ectopic expertise), and Menu A
  (from ectopic proficiency) choices simultaneously.
  Advanced Ectoform (Su): Once per day, the character
  can throw ectoforms with the base stats of a 4th-level
  astral construct (including one choice from Menu B as
  described above). The character can use this ability while
  she retains a power point reserve of 11+ power points. She
  could continue to use improved ectoform as her actions
  permit, as well.
  Ectopic Dispersion (Su): Starting at 10th level, the astral
  zealot can attempt to cheat death once per week. When
  death from a lethal melee or ranged attack is about to claim
  her, or when she would normally die from bleeding, instead
  she has a chance to disperse her form. The astral zealot
  attempts a Fortitude save (DC 21); if successful, the astral
  zealot simply evaporates, as if composed of unstable ecto-
  plasm, along with anything she is holding or carrying.
  Twenty-four hours later, the astral zealot condenses at a
  point randomly determined by the DM within 10 miles of
  where she was dispersed. While dispersed, the astral zealot
  exists outside of time. When she condenses, she has 1 hit
  point and 1 power point.
  Hyperconscious: Explorations in Psionics
  116
  
  Awakened Dreamer
  No mystery veils the divide between waking and dreaming
  for a fortunate few. With eyelids shorn, the awakened
  dreamer never sleeps, and in time dreams begin to intrude
  upon reality, and reality to bleed into dream. For the awak-
  ened dreamer, little distinguishes reality from fantasy, and
  even less divides what is impossible from what can happen
  only in a dream. For the truth is that the mind catalyzes
  dream, and Dream is a type of reality. All is possible, and
  Dream denies little. Where others fall past that unmarked
  boundary between awareness and oblivion, volition and
  stupor, the awakened dreamer straddles that divide and
  impresses her potent will on the waking world as if in a
  lucid dream.
  Few choose the shocking steps necessary to cement the
  powers of an awakened dreamer, but those who do live in
  distant material locations in castles built of dreamstuff, or
  they haunt dreamscapes and shallows of their own creation.
  Each awakened dreamer explores some facet of reality that
  seems most pleasing. All, however, seem a bit mad to “sleep-
  ers,” which is what awakened dreamers call all other crea-
  tures, and all awakened dreamers probably pose great dan-
  ger to sleepers.
  Requirements
  To qualify to become an awakened dreamer, a character must
  fulfill all the following criteria.
  Craft (Dream Interp.): 8 ranks
  Knowledge (Psionics): 8 ranks
  Feat: Lucid Dreaming†
  Manifesting: Ability to manifest 3rd-level 
  psionic powers
  Special: Must shear eyelids as part of
  initiation process (see below)
  Class Skills
  The awakened dreamer’s class skills (and the key ability for
  each skill) are Autohypnosis (Wis), Climb (Str),
  Concentration (Con), Craft (any) (Int), Handle Animal
  (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics)
  (Int), Profession (any) (Int), Ride (Dex), and Spot (Wis).
  See Chapter Four:Skills in the Player’s Handbook and Chapter
  Three: Feats and Skills in the Expanded Psionics Handbook for
  skill descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Chapter Eight: Psionic Prestige Classes 117
  
  Class Features
  All of the following are awakened dreamer class features.
  Weapon and Armor Proficiency: Awakened dreamers
  gain no additional proficiency in any weapon or armor.
  Powers Known: At every level indicated on the class
  table, an awakened dreamer gains additional power points
  per day and access to new powers as if she had also gained
  a level in whatever manifesting class she belonged to
  before she added the prestige class. She does not, however,
  gain any other benefit a character of that class would have
  gained (bonus feats, metapsionic or item creation feats,
  psicrystal special abilities, and so on). This essentially
  means that she adds the level of awakened dreamer to the
  level of whatever manifesting class the character has, then
  determines power points per day, powers known, and man-
  ifester level accordingly.
  If a character had more than one manifesting class before
  she became an awakened dreamer, she must decide to which
  class she adds the new level of awakened dreamer for the
  purpose of determining power points per day, powers
  known, and manifester level.
  Impose Will (Su):The awakened dreamer sees no differ-
  ence between the fabrications of the mind (called dreams)
  and the fabrications of the world (called reality). This belief
  is no mere aberration, because the character can alter reality
  merely by imposing her will.
  The character can impose her will to boost a save Difficulty
  Class of a power she manifests,a skill check result,an attack
  roll result,or a saving throw result.The character uses her
  psionic power points to energize this imposition of will as a
  free action.Power points are utilized on a curve;1 power
  point increases a check or DC by 1,3 power points increase a
  check or DC by 2,5 power points increase a check or DC by 3,
  and so on.However,an awakened dreamer can spend only a
  number of power points per day equal to her awakened
  dreamer class level.No single roll or check can be modified by
  more than +4,even if the character has more allowed power
  points to spend.If the character imposes her will to increase
  the Difficulty Class of a power, it does not count toward the
  standard power point level limit for manifestation of powers.
  For example, a 3rd-level awakened dreamer can spend 1
  power point to increase her Psicraft check result by one,then
  later spend her final 2 allowed power points to impose her will
  for the day to increase the Difficulty Class of one of her powers.
  Shorn Lids:Awakened dreamers suffer dry, red eyes from
  the awful procedure of removing their eyelids. Most awak-
  ened dreamers take to wearing swathes of moist gauze to
  protect their never-closing eyes. In any event, the character
  suffers a –4 penalty on all interaction checks (except
  Intimidate) and a –2 penalty on Spot and Search checks.
  Craft Dreamgift: The character gains the Craft Dreamgift†
  feat as a bonus feat.Substitute the Infuse Dream† feat in cam-
  paigns that do not include the Dark Plea (or in campaigns
  where the Oraculus has been destroyed; see Chapter Two).
  Extrude Dire Dreamself (Ps): The awakened dreamer can
  siphon off a portion of her mind to create a dire dreamself†,
  which appears in an adjacent square. The awakened dreamer
  can create a number of dire dreamselves equal to her prestige
  class level at any one time (all of which must be adjacent,if
  not to the character,then at least to the closest dire dreamself).
  The character can use this ability once per day.Dire dream-
  selves so created last one minute.Thoughts of violence and the
  essence of remembered nightmares coalesce to form the dire
  dreamself. As such, it is a creature of carnage, and only when
  conflict beckons does it extrude from the awakened dreamer.
  An awakened dreamer can extrude a dire dreamself both
  in the waking world or while physically navigating Dream or
  the Shallows. The character can have only one dire dreamself
  extruded at any one time.
  See the dire dreamself creature described in Chapter Six.
  Cloak of Dreams (Ps): Once per day, the character
  can swathe her body in a cloak of dreams by creating a
  diaphanous shell of dreamstuff that partially blends with
  her physical body. The character’s cloak of dreams grants
  her a +1 insight bonus to Armor Class per three prestige
  class levels, a +1 morale bonus on Will saves against
  Hyperconscious: Explorations in Psionics
  118
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +0
  +0
  +2
  +0
  Impose will, shorn lids
  +1 level of existing class
  2
  +1
  +0
  +0
  +3
  +0
  Craft Dreamgift
  +1 level of existing class
  3
  +1
  +1
  +1
  +3
  +1
  Extrude dire dreamself
  +1 level of existing class
  4
  +2
  +1
  +1
  +4
  +1
  —
  +1 level of existing class
  5
  +2
  +1
  +1
  +4
  +1
  Cloak of dreams
  —
  6
  +3
  +2
  +2
  +5
  +2
  —
  +1 level of existing class
  7
  +3
  +2
  +2
  +5
  +2
  Student of the Shallows
  +1 level of existing class
  8
  +4
  +2
  +2
  +6
  +2
  Walls of dream
  +1 level of existing class
  9
  +4
  +3
  +3
  +6
  +3
  —
  +1 level of existing class
  10
  +5
  +3
  +3
  +7
  +3
  Dream crown
  —
  THE AWAKENED DREAMER
  
  mind-affecting effects per three prestige class levels, and
  temporary hit points equal to 8 +1 per prestige class level.
  The cloak of dreams lasts a number of hours equal to the
  character’s prestige class level.
  Student of the Shallows: The character gains the Student
  of the Shallows† feat as a bonus feat.
  Walls of Dream (Ps): The character can make constructions
  of nothing more substantial than the will to build.Essentially,
  the awakened dreamer can manufacture one dreamwall per
  day. The awakened dreamer can add a new construction by
  anchoring it to older dreamwalls so that she can create ever
  larger edifices.Dreamwalls have the following characteristics:
  An awakened dreamer can create dreamwalls in sections
  of up to one 10-foot square per prestige class level, and she
  can create them both in Dream (or the Shallows) and in the
  material world. They last until destroyed. A dreamwall can-
  not form in an area occupied by physical objects or creatures.
  Its surface must be smooth and unbroken when created. Any
  creature adjacent to the wall when an awakened dreamer
  creates it can attempt a Reflex save to disrupt the wall as it
  forms. A successful save indicates that the dreamwall does
  not form.
  Like all objects, dreamwalls take half damage from appli-
  cable attacks, and they have a hardness of 2. A dreamwall
  can be up to 1 inch thick per prestige class level. Each 10-foot
  square of wall has 1 hit point per inch of thickness. It covers
  up to a 10-foot-square area per prestige class level. The awak-
  ened dreamer can orient the wall in any fashion as long as
  she anchors it. She can anchor a vertical wall to the floor,
  while she can anchor a horizontal or slanting wall on two
  opposite sides. Creatures can hit a dreamwall automatically.
  A section of wall whose hit points drop to 0 steams away to
  nothing. If a creature tries to break through the wall with a
  single attack, the Difficulty Class for the Strength check is 
  10 plus prestige class level.
  Dream Crown (Su): At 10th level, the awakened dreamer
  can self-immolate with dreamstuff drawn from the Shallows
  once per day for a period of one minute. A radiance as of
  many stars surrounds the character, protecting her and
  strengthening her.
  The awakened dreamer briefly gains the dreamborn sub-
  type (and so all attacks against her suffer a 20 percent miss
  chance). In addition, she gains a +4 deflection bonus to
  Armor Class as well as a +4 resistance bonus on all saves, a
  +4 competence bonus on all skill checks and ability checks,
  and a +4 bonus to set Difficulty Classes of powers she mani-
  fests. While radiating raw dreamstuff, the awakened dreamer
  gains power resistance 10 plus half her manifester level. If a
  creature succeeds at a melee attack against the aura-protected
  character, the offending attacker’s vision is replaced with a
  dream of the awakened dreamer’s choice—in effect, the
  attacker is blinded on a failed saving throw (Fortitude save
  negates, DC 14 + the character’s Intelligence bonus).
  Cerebral Rager
  Secret furies shake the mental depths of every living creature—
  some more,some less.A few learn to harness that secret rage
  in shackles of pure will.Whereas others suppress their rages,
  lest their impartiality falter,the cerebral rager directs his white-
  hot anger through specially forged mental pathways.Pumping
  these emotions to a peak,the cerebral rager bleeds energy
  directly into his psionic abilities.Those who would risk the
  cerebral rager’s ire must beware the consequences.
  The qualifying requirements for this prestige class virtually
  assure that multiclassed barbarian/psions or barbarian/psychic
  warriors take up the cerebral rager class.Of course,wilders are
  also exceptional candidates.
  Cerebral ragers are sometimes strangely restrained—they
  bottle up all their emotions to fuel their power.They some-
  times act as leaders,envoys,or heads of small companies.
  Because their rages live inside,they can interact with the world
  on a seemingly cold and calculating basis.When they do make
  an exterior display of their towering anger,it is all the more
  effective for its rarity.Other cerebral ragers dress and behave
  boisterously and allow some of their nature to slip into their
  demeanor.Few can tolerate these outsiders because nobody
  knows when they will blow up next.
  Hit Die: d6
  Requirements
  To qualify to become a cerebral rager,a character must fulfill
  all the following criteria.
  Alignment: Any nonlawful
  Concentration: 2 ranks
  Intimidate: 4 ranks 
  Knowledge (Psionics): 7 ranks
  Special: Able to rage as a barbarian
  at least once per day or possess 
  the volatile mind class ability
  Class Skills
  The cerebral rager’s class skills (and the key ability for each
  skill) are Autohypnosis (Wis), Bluff (Cha), Concentration
  (Con), Intimidate (Cha), Knowledge (any) (Int), Psicraft
  (Int), and Sense Motive (Wis). See Chapter Four:Skills in
  the Player’s Handbook and Chapter Three: Feats and Skills in
  the Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level:4 + Intelligence modifier
  Class Features
  All of the following are class features of the cerebral rager.
  Weapon and Armor Proficiency: Cerebral ragers gain no
  additional proficiency in any weapon or armor.
  Powers Known: 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
  Chapter Eight: Psionic Prestige Classes 119
  
  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,
  psicrystal special abilities, and so on). The character does gain an increased
  effective level of psionic manifestation and additional power points. 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 1st-level barbarian/6th-level psion/6th-level cerebral rager
  has a character level of 13th and a manifester level of 12th. So the character
  manifests powers with level-dependent parameters as if he were 12th level.
  Cerebral Rage (Ex): When necessary,a cerebral rager can ignite his inner
  fury.In a cerebral rage,the character gains mental strength and single-mind-
  ed fortitude but becomes reckless and less able to see reason.He temporarily
  gains +4 to his key ability score,and a +2 morale bonus on Fortitude saves,
  but he also suffers a –2 penalty on Will saves.The increase to his key ability
  score does not last long enough to increase his power point total,but he
  does gain more power points temporarily as described below.Cerebral
  rage and barbarian rage cannot be used simultaneously.
  Cerebral rage increases the character’s power points by 2 points per
  effective manifester level, but these power points go away at the end
  of the rage. If this would bring him to negative power points, his
  power point total is set at 0. While raging, a cerebral rager can use
  skills that require patience and concentration, because his rage is
  shackled to his will.
  A fit of cerebral rage lasts for a number of rounds equal to 3 +
  the character’s (newly improved) key ability modifier. The char-
  acter can prematurely end the rage voluntarily. At the end of
  the rage, the cerebral rager is mentally fatigued (–2 to his
  key ability score) for the duration of that encounter—
  unless the cerebral rager is 10th level, when this limita-
  tion no longer applies. The cerebral rager can fly into
  a rage only once per encounter and only a certain
  number of times per day (determined by level).
  Beginning at 4th level,the character can burn his two
  daily uses of cerebral rage simultaneously.This pumps the
  character’s key ability score by +6,gives him a +4 bonus on his
  Fortitude saves,and increases his power points by 3 points per
  effective manifester level.(The Will save penalty remains at –2.) At
  7th level,the character could burn all three of his daily cerebral rages
  to increase his key ability score by +8, give him a +6 bonus on his
  Fortitude saves, and increase his power points by 4 points per
  effective manifester level. (The Will save penalty remains at –2.)
  Lesser Killing Look(Ps): Once per day,starting at 2nd level,a portion
  of the cerebral rager’s hate seeps out in the form of a lesser killing look.He can choose to ground his lesser killing look into the dirt or
  gaze harmlessly into the sky,but he can’t stop it from occurring sometime within a 24-hour period,though he can choose the time for
  the discharge.If he directs the lesser killing look at a person or object within 30 feet,he makes a gaze attack (see the MM for more
  information on gaze attacks).The target that meets his gaze (an opponent always meets the rager’s gaze unless actively attempting
  otherwise) must make a successful Fortitude saving throw (DC = 13 + the character’s key ability score) or take 7d6 points of
  damage as the full weight of rage flashes from the rager’s eyes.The target takes half damage on a successful saving throw.
  Hate (Ex): Beginning at 3rd level, as a swift action, a cerebral rager can designate one opponent as the focus of his hate. He
  thereby receives a +1 bonus on damage (melee, ranged, power, or spell) from a successful attack that normally damages that
  opponent as a primary effect.
  Hyperconscious: Explorations in Psionics
  120
  
  Glare (Ex): At 5th level and up, a cerebral rager gains a +6
  morale bonus on his Intimidate checks.
  Abhor (Ex): Beginning at 6th level, as a free action, a
  cerebral rager can designate one opponent as the focus of his
  abhorrence. He thereby receives a +2 morale bonus on dam-
  age (melee, ranged, power, or spell) from a successful attack
  that normally damages that opponent as a primary effect.
  Abhor stacks with the bonus granted by hate.
  Killing Look(Ps): Starting at 8th level,once per day a portion
  of the cerebral rager’s hate seeps out in the form of a killing look.
  He can choose to ground his killing look into the dirt or gaze
  harmlessly into the sky,but he can’t stop it from occurring some-
  time within a 24-hour period,though he can choose the time for
  the discharge.If he directs the killing look at a person or object
  with 30 feet,he makes a gaze attack (see the MM for more infor-
  mation on gaze attacks).A target that meets his gaze (an oppo-
  nent always meets the rager’s gaze unless actively attempting
  otherwise) must make a successful Fortitude saving throw (DC
  = 16 + the character’s key ability modifier) or take 13d6 points
  of damage as the full weight of rage flashes from the rager’s
  eyes.The target takes half damage on a successful saving throw.
  Despise (Ex): Beginning at 9th level, as a free action, a
  cerebral rager can designate one opponent as the focus of his
  despite. He thereby receives a +1 bonus on damage (melee,
  ranged, power, or spell) from a successful attack that normal-
  ly damages that opponent as a primary effect. Despise stacks
  with the bonuses granted by hate and abhor.
  Nimbus of Fury (Ps): At 10th level, the cerebral rager can
  manifest his fury as a nimbus of raging psionic energy for
  one hour per day. The nimbus surrounds and coats the char-
  acter in brilliant red light, which flickers almost like fire.
  While manifesting his nimbus, he gains benefits as if in a
  constant cerebral rage (see above). His flashing eyes contain
  an even deeper threat to those he despises. While he main-
  tains a psionic focus, he can use his killing look every 4
  rounds (for instance, he can use it on the first round of com-
  bat and then on the sixth round, but only if he maintained
  his psionic focus unbroken from the first to the fifth round).
  Chakra Savant
  Chakras are invisible energy centers that all creatures pos-
  sess, though few know how to exploit this energy. To those
  with the spiritual eyes to see, chakras appear as seven ener-
  gy vortexes, each one centered over one part of a character’s
  body. They serve as the openings for life energy to flow into
  and out of the character. Their function is to vitalize the
  physical body and to bring about the development of one’s
  self-consciousness, and they are associated with a charac-
  ter’s physical, mental, and emotional interactions. To the
  chakra savant, they are the keys to even greater psionic
  power and eventual cosmic consciousness.
  Any psionic class may show interest in studying the
  ways of the chakra savant, especially those spiritually moti-
  vated to discover their connection with reality and life.
  Those most likely to become chakra savants, however, are
  egoists.
  NPC chakra savants are visually identical to standard
  psions and psychic warriors—only their philosophies and
  ways to power differ. The same is true for PC chakra
  savants.
  Hit Die: +1 Hit Die of existing class (in other words, if
  previously a psion, her Hit Die is a d4; if previously a psy-
  chic warrior, her Hit Die is a d8). If a character has more
  than one class, use +1 Hit Die of the class in which she
  possesses more levels. If equal, choose the class with fewer
  Hit Dice.
  Requirements
  To qualify to become a chakra savant, a character must fulfill
  all the following criteria.
  Autohypnosis: 4 ranks
  Knowledge (Psionics): 4 ranks
  Manifesting: Ability to manifest biofeedback and
  at least one 3rd-level power
  Chapter Eight: Psionic Prestige Classes 121
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +2
  +0
  +0
  +0
  Cerebral rage 1/day
  —
  2
  +1
  +3
  +0
  +0
  +0
  Lesser killing look
  +1 level of existing class
  3
  +2
  +3
  +1
  +1
  +1
  Hate
  +1 level of existing class
  4
  +3
  +4
  +1
  +1
  +1
  Cerebral rage 2/day
  +1 level of existing class
  5
  +3
  +4
  +1
  +1
  +1
  Glare
  +1 level of existing class
  6
  +4
  +5
  +2
  +2
  +2
  Abhor
  +1 level of existing class
  7
  +5
  +5
  +2
  +2
  +2
  Cerebral rage 3/day
  +1 level of existing class
  8
  +6
  +6
  +2
  +2
  +2
  Killing look
  +1 level of existing class
  9
  +6
  +6
  +3
  +3
  +3
  Despise
  +1 level of existing class
  10
  +7
  +7
  +3
  +3
  +3
  Nimbus of fury, no longer
  —
  fatigued after cerebral rage
  THE CEREBRAL RAGER
  
  Class Skills
  The chakra savant’s class skills (and the key ability for each
  skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str),
  Concentration (Con), Jump (Str), Knowledge (psionics)
  (Int), Psicraft (Int), and Swim (Str). See Chapter Four: Skills
  in the Player’s Handbook and Chapter Three: Feats and Skills
  in the Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level:2 + Intelligence modifier
  Class Features
  All of the following are class features of the chakra savant
  prestige class.
  Weapon and Armor Proficiency: Chakra savants gain no
  additional proficiency in any weapon or armor.
  Powers Known: 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 she had also
  gained a level in the psionic class she belonged to before
  adding the prestige class. She 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 she receives
  from the prestige class, psicrystal special abilities, and so
  on). The character does gain an increased effective level of
  psionic manifestation and additional power points. If a
  character had more than one psionic class before becoming a
  member of this prestige class, she must decide to which class
  she adds the new level for purposes of determining effective
  manifester level.
  For example, a 7th-level psion/6th-level chakra savant has
  a character level of 13th and a manifester level of 12th. So,
  the character manifests powers with level-dependent param-
  eters as if she were 12th level.
  Root Chakra (Ps): At 1st level, the chakra savant gains a
  deep and abiding understanding of the root chakra, which is
  the grounding force that connects the character to earth
  energies and empowers her being. The chakra is associated
  with the base of the spine. Whenever the character sits quiet-
  ly in contact with raw earth for a period of 10 minutes, she
  regains a number of spent power points equal to her chakra
  savant class level. Whenever the character uses the power, it
  creates a visual display: A cherry-red aura of soft light sur-
  rounds her. The chakra savant can use this power a number
  of times per day equal to her chakra savant class level.
  Sacral Chakra (Ps): Beginning at 2nd level,the character
  gains a deep and abiding understanding of the sacral chakra,
  which governs her personal emotional and creative energies.
  The chakra is associated with the lower abdomen to the navel.
  This power grants the character the ability to freely manifest
  mindful aura† (see Chapter Seven:Powers) once per day as a
  character of her effective manifester level.Whenever the
  savant uses the power, its standard display (an aura) possess-
  es a vivid orange tinge.
  Solar Chakra (Su): Starting at 3rd level, the character
  gains a deep and abiding understanding of the solar
  chakra, which governs one’s sense of self and self worth.
  The chakra is associated with the upper abdomen just
  above the point where the ribs separate. Once per day the
  character can ignore any one charm or compulsion; she
  must make the choice to ignore the charm or compulsion
  before making a saving throw to avoid the effect normally.
  This power allows the character to avoid the effect even if
  a save is not normally allowed. Whenever the savant uses
  the power, it creates a visual display. A rich yellow aura of
  soft light briefly surrounds the character.
  Heart Chakra (Ps): At 4th level and above, the character
  gains a deep and abiding understanding of the heart chakra,
  which is the center of a living energy system and is the
  unconscious focus in bringing about healing. The chakra is
  associated with the center of the chest. Whenever the char-
  acter sits quietly in contact with raw earth for a period of 10
  minutes, she regains a number of lost hit points equal to
  her chakra savant class level. Whenever the character uses
  the power, the power creates a visual display: An emerald
  Hyperconscious: Explorations in Psionics
  122
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +2
  +0
  +0
  +0
  Root chakra
  —
  2
  +1
  +3
  +0
  +0
  +0
  Sacral chakra
  +1 level of existing class
  3
  +2
  +3
  +1
  +1
  +1
  Solar chakra
  +1 level of existing class
  4
  +3
  +4
  +1
  +1
  +1
  Heart chakra
  +1 level of existing class
  5
  +3
  +4
  +1
  +1
  +1
  Throat chakra
  +1 level of existing class
  6
  +4
  +5
  +2
  +2
  +2
  Brow chakra
  +1 level of existing class
  7
  +5
  +5
  +2
  +2
  +2
  Crown chakra
  +1 level of existing class
  8
  +6
  +6
  +2
  +2
  +2
  Chakra balance
  +1 level of existing class
  9
  +6
  +6
  +3
  +3
  +3
  Chakra blast
  +1 level of existing class
  10
  +7
  +7
  +3
  +3
  +3
  Cosmic consciousness
  —
  THE CHAKRA SAVANT
  
  green aura of soft light surrounds her. The chakra savant can use this power a number of
  times per day equal to her chakra savant class level.
  Throat Chakra (Su): Beginning at 5th level,the character gains a deep and abiding under-
  standing of the throat chakra,which governs one’s willpower.The chakra is associated with the
  throat and neck.Understanding this chakra grants the character a permanent +2 bonus on
  her Will saving throws.Whenever she makes a Will saving throw,a sky-blue aura of soft
  light briefly surrounds her.
  Brow Chakra (Ps): Starting at 6th level, the character gains a deep and abiding
  understanding of the brow chakra, which is one’s avenue to truly understanding
  the world. The chakra is associated with the center of the forehead. This power
  grants the savant the ability to freely manifest psionic true seeing once per day as a
  character of her effective manifester level. Whenever she uses the power, its stan-
  dard visual display is replaced with an indigo aura of soft light that briefly sur-
  rounds her.
  Crown Chakra(Ps): Upon attaining 7th
  level,the character gains a deep and abiding
  understanding of the crown chakra.Through
  this energy vortex,the life force of both the
  external universe and the character’s internal
  psionic centers disperses into the lower six
  chakras.The crown chakra is associated with
  the top of the head.Whenever the charac-
  ter sits quietly in contact with raw earth for
  a period of 10 minutes,she can revitalize
  one of the other chakra powers that has a
  daily usage which she has already used for
  the day (sacral,solar,brow,and chakra
  blast; not root,heart,or cosmic con-
  sciousness).Using the power creates a visual display:A pure white aura of
  soft light surrounds the character.The chakra savant can use this power a
  number of times per day equal to half her chakra savant class level.
  Chakra Balance (Ex): At 8th level, the character becomes adept at con-
  stantly keeping her chakras in balance and gains a permanent +2 insight
  bonus to her key ability score as a result. If the character doesn’t have a key
  ability score, she can choose any one of her ability scores to receive the +2
  bonus.
  Chakra Blast (Ps):At 9th level, the character’s deep understanding of
  her own chakras grants her a native understanding of the chakras in oth-
  ers. Once per day, the savant can use her own purged residual energy to
  block the chakras of another sentient creature she can see within 30
  feet. The chakra savant concentrates and releases seven bolts of dark-
  ened chakra light, each of which crackles forth from one of her own
  chakras and hits the target’s corresponding chakra. The savant must
  make a ranged touch attack to hit. If the attack succeeds, it blocks
  some or all of the target’s chakras. If desired, the chakra savant could
  split up her chakra blast, dividing her blast between targets. In this
  case, she must make a separate ranged touch attack for each target
  (up to seven targets all within 30 feet of her), and the total neg-
  ative effect (see below) is likewise divided.
  When a chakra becomes blocked, it is damaged, and this
  damage affects the target’s body and soul; the target gains
  1d7 (1d8, reroll 8s) negative levels. If the target has at least as
  many negative levels as Hit Dice, it dies. Each negative level
  Chapter Eight: Psionic Prestige Classes 123
  Undead and Chakras
  Sentient undead have chakras, just like living
  creatures, but they don’t have all of them; they
  do not have the biology to sustain anything
  other than brow and crown chakras. Thus,
  undead who take the chakra savant prestige
  class (or chakra savants who somehow become
  undead and retain their class levels) do not
  gain benefits from most of the powers of the
  prestige class. They do gain the benefits from
  brow chakra, crown chakra, chakra balance, and
  chakra blast, but they can never crest into
  godmind with cosmic consciousness.
  
  Legal Appendix
  124
  gives a creature the following penalties: –1 competence
  penalty on attack rolls, saving throws, skill checks, ability
  checks, and effective level (for determining the strength,
  duration, Difficulty Class, and other details of powers,
  spells, or special abilities). Additionally, a psionic character
  targeted with the effect loses a number of power points
  equal to the power point cost of the highest-level power the
  character can manifest, and loses knowledge of that power.
  (A spellcaster loses one spell or spell slot from his highest
  available level.) Negative levels stack.
  Twenty-four hours after gaining any negative levels,the
  target must make a Fortitude saving throw (DC = 15 + 1/2
  effective manifester level) for each negative level.If the save
  succeeds,that negative level is negated.If it fails,the negative
  level goes away,but one of the target’s character levels has
  been permanently drained.(See Chapter One:Running the
  Game in the DMG for more information about negative levels
  and energy drain.)
  This ability has no effect on another chakra savant.
  Cosmic Consciousness (Ex): Once per week the savant
  can expand her mind far beyond its mortal confines. This
  occurs when all the chakras are open, bright, and clean, and
  glowing their associated color. For a moment, she crests into
  godmind and can see greater patterns in reality and exis-
  tence. Few things are beyond her ability for a precious few
  seconds—just long enough for her to manifest one power.
  When cresting, the savant can manifest reality revision. If the
  manifestation incurs an XP Cost, the savant doesn’t need to
  pay it immediately to manifest the effect; however, she must
  pay it later, and until she pays the cost, she can’t use cosmic
  consciousness again.
  Chronorebel
  Psychoportationists instinctively know that the dimension
  of space is linked inextricably to the dimension of time. Time
  is a fabric invisible to most eyes, but it forms the backdrop to
  all psionic activities that impinge on the realm of the real.
  Most psions ignore the shape of the cosmos, as if their
  minds do not stay in tune to the flow of time. However,
  some learn to embrace their sense of timespace and use its
  structure as a springboard to greater power. Despite natural
  laws to the contrary, the chronorebel wields time the way
  other psions wield psychic energy. Who knows where
  moments go once past? The chronorebel knows.
  Any psionic character who meets the requirements can
  become a chronorebel, but those with a past grievance they
  obsess over are most likely to take this prestige class.
  When events critical to the future happen (often realized
  only in hindsight), it is a sure bet that a concentration of
  chronorebels from the future have floated downstream to
  observe, though most PCs and NPCs would be hard-pressed
  to pick them out, since the Edict of Time (see sidebar) for-
  bids the alteration of history.
  Hit Die: d6
  Requirements
  To qualify to become a chronorebel, a character must fulfill
  all the following criteria.
  Concentration: 8 ranks
  Knowledge (History): 2 ranks
  Knowledge (Psionics): 2 ranks
  Feats: Speed of Thought
  Manifesting: Ability to manifest the powers 
  defensive precognition and offensive 
  precognition
  Class Skills
  The chronorebel’s class skills (and the key ability for each
  skill) are Bluff (Cha), Concentration (Con), Diplomacy
  (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex),
  Jump (Str), Knowledge (history) (Int), Knowledge (psion-
  ics) (Int), Psicraft (Int), and Speak Language. See Chapter
  Four: Skills in the Player’s Handbook and Chapter Three:
  Feats and Skills in the Expanded Psionics Handbook for skill
  descriptions.
  Skill Points at Each Level: 4 + Intelligence modifier
  Base
  Mode
  Class
  Attack
  Fortitude Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +0
  +2
  +0
  +0
  Timeless 1/day
  —
  2
  +1
  +0
  +3
  +0
  +0
  Slow light† latency
  +1 level of existing class
  3
  +2
  +1
  +3
  +1
  +1
  Prescience +1
  +1 level of existing class
  4
  +3
  +1
  +4
  +1
  +1
  Causal loop† latency
  +1 level of existing class
  5
  +3
  +1
  +4
  +1
  +1
  Backslip
  +1 level of existing class
  6
  +4
  +2
  +5
  +2
  +2
  Precognition +1
  +1 level of existing class
  7
  +5
  +2
  +5
  +2
  +2
  Timeless 2/day
  +1 level of existing class
  8
  +6
  +2
  +6
  +2
  +2
  Temporal concussion† latency +1 level of existing class
  9
  +6
  +3
  +6
  +3
  +3
  Temporal focus
  +1 level of existing class
  10
  +7
  +3
  +7
  +3
  +3
  Chrosynchrony
  —
  THE CHRONOREBEL
  
  Chapter Eight: Psionic Prestige Classes 125
  Class Features
  All of the following are class features of the chronorebel
  prestige class.
  Weapon and Armor Proficiency: Chronorebels gain no
  additional proficiency in any weapon or armor.
  Powers Known: 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, psicrystal special
  abilities, and so on). The character does gain an
  increased effective level of psionic manifestation
  and additional power points. If a character had
  more than one psionic class before becoming a mem-
  ber 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 chronorebel has a
  character level of 13th and a manifester level of 12th. So the
  character manifests powers with level-dependent parameters
  as he were 12th level.
  Timeless (Su): Once per day when he expends his psionic
  focus as part of a swift action, a chronorebel’s personal time
  frame speeds up in relation to the standard time frame so
  that all other creatures seem frozen; however, they are actual-
  ly still moving at their normal speeds. The character can act
  freely for 1 round. While he is timeless, other creatures are
  invulnerable to his attacks; however, he can create psionic
  effects and leave them to take effect when his timeless period
  ends. (The durations of the psionic powers do not begin
  until the timeless period is over.)
  The character cannot move or harm items held,carried,or
  worn by a creature stuck in normal time,but he can affect any
  item that is not in another creature’s possession.He is unde-
  tectable while the timeless period lasts.He cannot enter an
  area protected by a null psionics field,or by magical protection
  from chaos/evil/good/law as appropriate for his alignment,or
  by a magic circle spell.If the character passes through
  normal or magical fire,cold,gas,and the like,these
  energy effects harm him normally.
  As the chronorebel gains levels, he
  gains additional usages of his time-
  less ability per day as shown on
  the table.
  Slow Light Latency (Ex): At
  2nd level,the chronorebel
  unleashes a latent time-related
  power from his mind—he learns
  slow light† as if normally learning a
  new power through gaining an effective manifester level;how-
  ever,the chronorebel learns slow light in addition to any other
  powers he otherwise learns.If the character already knows this
  power,he can choose another Psychoportation power of equal
  or lower level to unlock from latency.
  Prescience +1 (Su): Starting at 3rd level,when the character
  manifests defensive precognition,he gains the added benefit of a
  +1 bonus to his Armor Class.
  Causal Loop Latency (Ex):The chronorebel unleashes a
  latent time-related power from his mind—he learns causal
  loop† as if normally learning a new power through gaining
  
  an effective manifester level; however, the chronorebel
  learns causal loop in addition to any other powers he other-
  wise learns. If the character already knows this power, he
  can choose another Psychoportation power of equal or
  lower level to unlock from latency.
  Backslip (Ps): Working in a fraction of time no longer than
  six seconds, the character can briefly defy the Edict of Time
  without fear of retribution and slip back 1 full round into the
  past once per day. In effect, the character “replays” the previ-
  ous round of activity. The power regresses time to the begin-
  ning of the character’s very last full-round action before the
  action the character used
  to initiate the power.
  The DM does not
  absolutely have to
  remember exactly what
  happened on the previ-
  ous round because the
  “paradox flux” created
  during the backslip is 
  sufficient to explain dis-
  crepancies of position,
  actions of other PCs,and
  NPC action.In all cases,
  the DM has the final
  word—when you backslip
  in the DM’s world, the
  DM calls the shots as to
  how events play out the
  second time.
  When the character
  uses backslip,he retains
  knowledge of the next
  round of activity and can
  attempt to communicate
  that knowledge to any-
  one around him.During
  the round he relives,he
  can act on knowledge of
  the immediate future.
  Based on his actions,the round could play out completely dif-
  ferently.If the character attempts to use this ability outside of
  combat,he slips back 10 seconds.For instance,he could warn
  the rogue that,despite her belief to the contrary,there really
  is a lethal trap on the door.No matter what the character
  does in the previous round,he has used this ability for the
  day,even though when he “relives” the original round,he
  doesn’t use this power.Likewise,power points spent by the
  chronorebel remain spent,even if in a second go-around the
  character does not manifest a power.
  Precognition +1 (Su): From 6th level on,whenever the
  character manifests offensive precognition,he gains the extra
  added benefit of a +1 competence bonus on his attack roll.
  Temporal Concussion Latency (Ex): At 8th level, the
  chronorebel unleashes a latent time-related power from his
  mind. He learns temporal concussion† as if normally learning
  a new power through gaining an effective manifester level;
  however, the chronorebel learns temporal concussion in addi-
  tion to any other powers he otherwise learns. If the charac-
  ter already knows this power, he can choose another
  Psychoportation power of equal or lower level to unlock
  from latency.
  Temporal Focus (Ex): Starting at 9th level, all the
  chronorebel’s time-related powers become more potent.
  The character adds +2 to the Difficulty Class for all saving
  throws against powers he manifests that directly manipu-
  late time to achieve their effect, such as temporal concussion†.
  Chrosynchrony (Ps): At 10th level,the character achieves
  a breakthrough in temporal cognition and gains the ability to
  travel into the far past once per day as a standard action using
  a 9th-level power.He can’t use this power while he is already
  traveling in the past,however—only from his home time.The
  chronorebel can bring along objects and willing creatures
  totaling up to 50 lbs. per manifester level. The character 
  doesn’t make a saving throw,and the power resistance is not
  applicable to him;only objects held or in use (attended) by
  another person receive saving throws and power resistance.
  A chronorebel can move into the past only within a preset
  chronological window.Once moving,he has to move a mini-
  mum of 17 days into the past (he has to expend significant
  energy to get over a temporal “hump,” and once expended,it
  is impossible 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 creat-
  ing 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 mag-
  nitude, 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 exert-
  ed the first time.
  Hyperconscious: Explorations in Psionics
  126
  Edict of Time
  While a chronorebel can use knowledge he
  gained in the past to inform his actions of the
  present, those who knowingly alter history to
  any significant degree are destroyed in their
  present. None know who or what monitors the
  timestream, if anything other than the cosmos
  itself, but timestream alteration of any sig-
  nificance always results in the chronorebel’s
  destruction (and the destruction of his friends,
  if any). The destruction comes by apparent
  chance—an earthquake, a marauding dragon, a
  psion killer, or even a solar flare or meteor strike
  that inflicts collateral damage beyond just the
  chronorebel. However, it never fails to find the
  chronorebel within seven days (in his personal
  timeframe) of the historical change. Thus, those
  given to abuse of the timestream are self-
  limiting. Those who change the timestream
  have seven days (in their own personal time)
  to put things aright, if they can.
  To the DM: The Edict of Time doesn’t mean you
  should always quash your PC chronorebel’s
  desire to use chrosynchrony. Many subtle inter-
  actions are easily allowed, including simple
  observation, sample retrieval, and even conver-
  sations with historical figures. The cosmos has
  a way of mending what would otherwise be
  chaotic disruptions to the timestream, so unless
  the PCs take fairly drastic action, they’ll be
  okay. Of course, the murder of an ancient ruler
  who had yet to make his historically noted
  major contribution to the future is right out, and
  it dooms PCs unless they stop themselves
  from making the change.
  
  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 appear-
  ing in a solid object that existed in the past, he is immediate-
  ly pulled back to the present by a particularly violent tempo-
  ral elastic spasm, dealing 6d6 points of damage to all would-
  be temporal travelers. When he appears, the amount of per-
  sonal 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 from the time he first
  used the power. 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.
  Colorless Adept
  A colorless adept is a psionic individual who belongs to a
  select guild called the Colorless Lodge. Colorless adepts
  value psionic lore and the accumulated psionic powers of all
  members, sharing knowledge of their powers among each
  other. Colorless adepts truly tap the mind’s potential because
  they forge mental pathways that connect one adept to anoth-
  er, regardless of physical distance.
  Nonpsionic characters gain little benefit from becoming a
  colorless adept—in fact, the prerequisites make it unlikely
  they can ever do so. Psions have by far the most to gain when
  joining the order, though psychic warriors also find it useful
  to expand their repertoire of powers (though at the expense
  of higher Hit Dice and their bonus feats, the choice is diffi-
  cult; few psychic warriors gain more than a couple levels).
  Some psionic creatures also qualify for the prestige class and
  can benefit from the abilities the class confers.
  An adventuring party might encounter colorless adept
  NPCs in almost any otherwise standard psionic encounter.
  Thus, characters could meet members of this class any-
  where adventure beckons and psionic beings congregate.
  Hit Die: d4
  Requirements
  To qualify to become a colorless adept, a character must ful-
  fill all the following criteria.
  Knowledge (Psionics): 8 ranks
  Feats: Two psionic or metapsionic feats,
  one of which is Sequester Power†
  Manifesting: Ability to manifest psionic powers 
  of 2nd level or higher
  Special: Prospective members must accept 
  special commissions from Colorless
  Lodge elders to continue to enjoy 
  the power sharing ability
  Class Skills
  The colorless adept class skills (and the key ability for each
  skill) are Autohypnosis (Int), Concentration (Con), Craft
  (any) (Int), Diplomacy (Cha), Knowledge (any) (Int),
  Profession (any) (Wis), Psicraft (Int), and Spot (Wis). See
  new skills and expanded uses of existing skills in Chapter
  Three of the Expanded Psionics Handbook.See Chapter Four of
  the Player’s Handbook for other skill descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Class Features
  All of the following are class features of the colorless adept
  prestige class.
  Weapon and Armor Proficiency: Colorless adepts gain
  no additional proficiency in any weapon or armor.
  Powers Known: 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, hit points beyond
  those he receives from the prestige class, psicrystal special
  abilities, and so on). He does gain an increased effective level
  of psionic manifestation and additional power points. If a
  Chapter Eight: Psionic Prestige Classes 127
  Base
  Mode
  Class
  Attack
  Fortitude Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +0
  +0
  +2
  +0
  Power sharing I
  +1 level of existing class
  2
  +1
  +0
  +0
  +3
  +0
  —
  +1 level of existing class
  3
  +1
  +1
  +1
  +3
  +1
  —
  +1 level of existing class
  4
  +2
  +1
  +1
  +4
  +1
  Power sharing II
  +1 level of existing class
  5
  +2
  +1
  +1
  +4
  +1
  Colorless fire, bonus feat
  —
  6
  +3
  +2
  +2
  +5
  +2
  —
  +1 level of existing class
  7
  +3
  +2
  +2
  +5
  +2
  Power sharing III
  +1 level of existing class
  8
  +4
  +2
  +2
  +6
  +2
  —
  +1 level of existing class
  9
  +4
  +3
  +3
  +6
  +3
  —
  +1 level of existing class
  10
  +5
  +3
  +3
  +7
  +3
  Colorless rain, bonus feat
  —
  THE COLORLESS ADEPT
  
  character had more than one psionic class before becoming a member of this pres-
  tige 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 colorless adept has a character level
  of 13th and a manifester level of 12th. So, powers he manifests that have level-
  dependent parameters are manifest as if the character were 12th level.
  Power Sharing (Ps):Beginning at 1st level, colorless adepts can share
  knowledge of powers, mind to mind. In all the multiverse, the hundreds of
  colorless adepts of every level assure that almost any power is available for
  the sharing, except for discipline powers from each discipline’s select list.
  The range of available powers increases at levels 4 and 7.
  Borrowing a Power: A manifester can borrow a power at any distance,but
  he must have used the Sequester Power† feat (see Chapter Four) on at
  least one power and designated the sequestered power to be shared,
  so long as it is not a power from a discipline’s select list—
  these powers can
  never be shared or bor-
  rowed. When a sequestered power is shared, the adept does not
  gain the additional power points per day he normally would for
  a sequestering a power; instead, the sequestered/shared power
  becomes available to other colorless adepts everywhere.
  Likewise, the manifester can borrow from some other adept
  knowledge of one psionic power of the same level as the one
  he sequestered/shared.
  As usual when sequestering a power, the manifester tem-
  porarily loses knowledge of the sequestered power and may
  not manifest it for the day. The upside: The manifester now
  can borrow a number of powers per day equal to the number
  of powers he sequestered and designated as shared (he may
  borrow one power of the same level as each power he
  sequestered/shared).
  When the manifester borrows a power, he takes two full-round
  actions to concentrate on mentally contacting the “network” of
  shared powers. Knowledge of the desired power appears in the
  manifester’s mind at the beginning of his next turn in the third
  round and can be used immediately, assuming the adept has the
  power points to manifest the power. However, if he does not
  manifest the borrowed power within one minute per
  effective manifester level, the borrowed power fades.
  Worse, the adept pays the power point cost of
  Hyperconscious: Explorations in Psionics
  128
  
  the faded power as if he actually manifested it. Once the
  adept uses (or loses) a borrowed power in exchange for a
  sequestered/shared power, he cannot use that same
  sequestered/shared power again that day to borrow another
  power; however, he may have sequestered/shared several dif-
  ferent powers that day and can use one of them to borrow
  another power.
  Despite a power’s temporary presence in the manifester’s
  mind, he cannot learn it, nor make a psionic item with it.
  Of course, he can learn the power later as a normal part of
  gaining a new level.
  Power Availability: There are three stages of power sharing.
  An adept first joining the Colorless Lodge gains power shar-
  ing I privileges, which allow him to share and borrow psionic
  powers of 1st to 3rd level. Power sharing II allows 4th- to 6th-
  level powers, and power sharing III grants 7th- to 9th-level
  powers.
  Colorless adepts whose other primary class is psion can
  use the power sharing “network” to borrow any power on the
  psion/wilder power list in the Expanded Psionics Handbook,as
  well as any additional powers designated by the DM.Adepts
  whose other primary class is psychic warrior can use the “net-
  work” to borrow any power on the psychic warrior power list,
  as well as others the DM designates.Psychic warriors rarely
  gain more than seven levels of the colorless adept prestige
  class,because power sharing III provides them no additional
  benefits (there are no psychic warrior powers higher than 6th
  level)—in fact,most psychic warriors seem happy to take only
  the initial level of colorless adept.
  Bonus Feats:A colorless adept gains a bonus feat at 5th
  level and 10th level. This feat must be a psionic feat, a
  metapsionic feat, or a psionic item creation feat.
  These bonus feats are in addition to the feats that a
  character of any class gains every three levels (as described
  in the Player’s Handbook). A colorless adept is not limited
  to psionic feats, metapsionic feats, and psionic item cre-
  ation feats when choosing these other feats.
  Colorless Fire (Ps): At 5th level, the colorless adept can
  direct colorless energy at foes. The colorless adept draws
  unstable ectoplasm from the Astral Plane; the damage dealt
  has no energy descriptor and affects anything that can be
  affected by a psi-like ability (PR/SR applies). Colorless fire
  deals 10d6 points of damage to all creatures within the 20-
  foot-radius spread the adept designates within a range of
  600 feet (the adept must be able to see the target area or a
  portion of it). Reflex saves (DC 17 + adept’s Intelligence
  modifier) are allowed for half damage. Unattended objects
  also take damage.
  An adept can freely manifest colorless fire a number of
  times per day equal to his class level minus 2. Once the
  adept has used all free manifestations for a day, he can no
  longer use colorless fire as a normal power (it has no level
  or power point cost—thus it cannot be augmented).
  Colorless Rain (Ps): At 10th level,the colorless adept can
  direct a storm of colorless energy at foes;the attack has no
  energy descriptor and affects anything that can be affected by
  a psi-like ability (PR/SR applies).Colorless rain deals 20d6
  points of damage to all creatures within the 40-foot-radius
  spread the adept designates within a range of 800 feet (the
  adept must be able to see the target area or a portion of it).
  Reflex saves (DC 23 + adept’s Intelligence modifier) are
  allowed for half damage.Unattended objects also take damage.
  An adept can freely manifest colorless rain a number of
  times per day equal to his class level minus 5. Once the adept
  has used all free manifestations for a day, he can no longer
  use colorless rain as a normal power (it has no level or power
  point cost—thus it cannot be augmented).
  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 dis-
  covers an affinity in himself for the most wondrous apotheo-
  sis 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, espe-
  cially when he allows his power to visibly blaze forth in
  psionic light and clear 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 crys-
  talline 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 ful-
  fill all the following criteria.
  Appraise: 1 rank
  Knowledge (Psionics): 8 ranks
  Perform (Any): 1 rank
  Manifesting: Ability to manifest two or more 
  2nd-level psionic powers
  Special: The crystal proselyte must break a
  crystal psionic item worth 100 gp
  or more. Doing so allows the pros-
  elyte to mentally infuse the essence
  of the crystal into his flesh.
  Chapter Eight: Psionic Prestige Classes 129
  
  Class Skills
  The crystal proselyte’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft
  (any) (Int), Intimidate (Cha), Knowledge (psionics) (Int), Perform (any) (Cha), Profession (any) (Wis), and
  Psicraft (Int). See Chapter Four: Skills in the Player’s Handbook and Chapter Three: Feats and Skills in the
  Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Class Features
  All of the following are class features of the crystal proselyte prestige class.
  Weapon and Armor Proficiency: Crystal proselytes gain no additional proficiency in any
  weapon or armor.
  Powers Known: 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, psicrystal special abilities, and so
  on). The character does gain an increased effective level of psionic manifestation
  and additional power points. 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 mani-
  fester level.
  For example, a 7th-level psion/6th-level crystal proselyte has
  a character level of 13th and a manifester level of 12th. So the
  character manifests powers with level-dependent parameters
  as if he were 12th level.
  Infuse Crystal (Su): A crystal proselyte uses a psionic crys-
  tal item (100 gp or more in value) to catalyze a crystalline mor-
  phological change in his own body. The process, sometimes
  called crystal ascendancy, is painful and even a little dangerous.
  Once the crystal proselyte breaks the item, the ritual requires 10
  rounds from initiation to completion. Once begun, nothing can halt
  its progress. The crystal essence partly replaces the outer layer of
  the character’s skin in an agonizing process that deals 1d4
  points of damage each round of the ritual.
  When finished, the crystal proselyte has exchanged a
  thin layer of dermal flesh for crystal. However, as he gains
  additional levels of the prestige class, crystal replaces more
  and more of his body, including deeper layers of his skin,
  whole limbs, and some of his internal organs! The character
  determines the color of the crystal, and once chosen, the color
  remains constant.
  The crystal grants the character a +4 natural armor bonus, the
  ability to produce illumination equal to daylight from his crystal por-
  tions in up to a 60-foot-radius, and the ability to produce bell-like
  tones of utter purity at will. The character can use these tones to pro-
  duce a countertone that negates magical or psionic effects that
  depend on sound (but not powers with audible displays or
  spells with somatic components).
  Countertone (Ps): The crystal proselyte can emit a coun-
  tertone as a swift action costing 1 power point per round.
  During each round the countertone sounds, any characters and
  creatures within 30 feet who are affected by sonic or language-
  Hyperconscious: Explorations in Psionics
  130
  
  dependent psionic or magical attacks (such as sound burst or
  command) gain another saving throw to resist.
  Heat Resistant (Ex): At 2nd level, the crystal infusion
  spreads further, granting the character fire resistance 5.
  Crystal Blaze (Ex): At 3rd level, the character gains the
  ability to illuminate his crystalline portions with a dazzling,
  unnerving light once per day. A crystal blaze is a standard
  action that affects any creature that can see within 60 feet.
  All unprepared creatures in the radius must succeed at a
  Fortitude save equal to 13 + the crystal proselyte’s key ability
  modifier or become blinded and discomfited. The blindness
  and discomfiture last for 10 minutes. Discomfited creatures
  suffer a –2 morale penalty on attack rolls, damage rolls, and
  saving throws. Blinded creatures suffer a 50 percent miss
  chance in combat, lose any Dexterity bonus to Armor Class,
  move at half speed, and suffer a –4 penalty on Search checks
  and on most Strength and Dexterity-based skill checks. Any
  skill that relies on vision, such as Spot, automatically fails.
  Opponents of a blinded character gain a +2 bonus on their
  attack rolls, being effectively invisible.
  Crystal Knowledge:The crystal infusion continues,
  reverberating with psionic power. At 4th and 8th level, the
  character gains a bonus feat for which he already meets the
  prerequisites.
  Crystal Adaptation (Ex): By 5th level, crystal and flesh
  become more seamless in their integration, as if they had
  never been separate. The crystal infusion’s natural armor
  bonus increases to +6, the ability to produce illumination
  from the proselyte’s crystal portions equals daylight in up to
  a 120-foot radius, and the proselyte gains the ability to focus
  the bell-like tones he produces into a sonic cone of destructive
  harmonics:
  Sonic Cone (Ps): The character can blast sonic energy in a
  cone up to 60 feet long as a standard action each time he
  pays a cost of 3 power points. The crystal proselyte can tune
  the bell-like tones he produces into destructive harmonics
  that disrupt tissue and rend bone, dealing 5d6 points of
  sonic damage to all within the cone (Reflex save [DC 15 +
  key ability modifier] half); for each additional power point
  paid, the proselyte deals an additional 1d6 points of damage,
  up to a maximum of 10d6 points of sonic damage. All
  objects made of wood, stone, metal, or glass within the cone
  must succeed at a Fortitude save (DC 15 + the crystal prose-
  lyte’s key ability modifier) or shatter. Objects (or portions of
  objects) that have up to 30 hit points are potentially affected
  by this attack.
  Electricity Resistant (Ex): At 6th level, the crystal infu-
  sion spreads further, granting the character electricity
  resistance 5.
  Crystal Mind (Su): At 7th level, the crystal proselyte’s
  crystalline nature allows him to treat his whole body as if it
  were a cognizance crystal 7. All rules for using a cognizance
  crystal apply (see Chapter Seven: Psionic Items in the
  Expanded Psionics Handbook).
  Crystal Carapace (Ex): By 9th level, crystal and flesh
  are on the verge of total integration. The crystal infusion’s
  natural armor bonus increases to +8. Additionally, the
  proselyte’s ability to produce illumination equal to daylight
  from his crystal portions increases to a 240-foot radius,
  and the proselyte gains the ability to change the duration,
  color, and intensity of the light he produces to create a
  prismatic burst:
  Prismatic Burst (Ps): The character can release a 20-foot-
  radius burst of prismatic light centered on himself as a stan-
  dard action once per day. The prismatic burst is psionically
  harmonic. It creates a spray of shimmering, intertwined,
  multicolored beams. Each beam has a different power.
  Creatures in the area with 8 HD or less are automatically
  blinded (see blindness/deafness) for 2d4 rounds. All creatures
  in the area are randomly struck by one or more beams, which
  have additional effects. Roll on the table below for each crea-
  ture affected to determine which beam strikes it. The
  Difficulty Classes for the effects below are equal to 17 + the
  crystal proselyte’s key ability modifier.
  Chapter Eight: Psionic Prestige Classes 131
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +2
  +0
  +2
  +0
  Infuse crystal, countertone
  —
  2
  +1
  +3
  +0
  +3
  +0
  Heat resistant
  +1 level of existing class
  3
  +1
  +3
  +1
  +3
  +1
  Crystal blaze
  +1 level of existing class
  4
  +2
  +4
  +1
  +4
  +1
  Crystal knowledge
  +1 level of existing class
  5
  +2
  +4
  +1
  +4
  +1
  Crystal adaptation
  +1 level of existing class
  6
  +3
  +5
  +2
  +5
  +2
  Electricity resistant
  +1 level of existing class
  7
  +3
  +5
  +2
  +5
  +2
  Crystal mind
  +1 level of existing class
  8
  +4
  +6
  +2
  +6
  +2
  Crystal knowledge
  +1 level of existing class
  9
  +4
  +6
  +3
  +6
  +3
  Crystal carapace
  +1 level of existing class
  10
  +5
  +7
  +3
  +7
  +3
  Crystalline
  —
  THE CRYSTAL PROSELYTE
  
  1d8
  Beam’s Color
  Effect
  1
  Red
  20 points sonic damage
  (Reflex half)
  2
  Orange
  40 points cold damage 
  (Reflex half)
  3
  Yellow
  60 points force damage
  (Reflex half)
  4
  Green
  Disintegrate (turns to dust;
  Fortitude partial, take 20 
  points of damage instead)
  5
  Blue
  Turned to blue crystal shot
  through with cracks
  (Fortitude negates)
  6
  Indigo
  Infected with mind seed of
  crystal proselyte (Will negates)
  7
  Violet
  Sent into personal microcosm
  (Will negates, unlike in power)
  8
  —
  Struck by two rays; roll again
  twice, ignoring any “8” results
  Crystalline (Ex): At 10th level, the crystal infusion and
  the proselyte become one. Proselytes who achieve crys-
  talline status become pure crystal through and through. A
  crystalline proselyte is immune to poison and disease and
  is no longer at risk of death from massive damage.
  Characters are no longer subject to critical hits, and by
  extension, sneak attacks. Crystalline proselytes gain a
  sonic-dependent power resistance—they have power
  resistance equal to their manifester level + 10 against
  psionic or magical effects that deal sonic damage.
  In addition, crystalline characters can use their prismatic
  burst power more than a single time per day, but must pay
  9 pp for the privilege with each use beyond the first.
  Dream Keeper
  A dream keeper has devoted his mind to the study and
  manipulation of dreams. He has slept for days on end so
  that he can distill his sleep-born philosophy, steal the
  dreams of others, and record them in his Codex of Sleep for
  later use. Sometimes he lets his “midnight brood”—his col-
  lected dreams—loose to scamper gleefully in the waking
  world, where they bring nightmares to his enemies and fair
  gifts to his friends.
  Psions and wilders usually become dream keepers since
  they more frequently choose a dream over reality.
  Dream keepers see themselves as researchers and keepers
  of dreaming lore that most people never discover. Thus, they
  spend their time sleeping and dreaming. They attempt to
  insinuate themselves into the dreams of others so that they
  can gain new insight into the stuff of dreams. When they see
  the need, they emerge from sleep or send forth their dream-
  selves. Player characters might come into conflict with an
  NPC dream keeper who is after some rare dream that they
  have had—or they might need the help of a dream keeper if
  they seek interpretations to frightening nightmares.
  Hit Die: d4
  Requirements
  To qualify to become a dream keeper, a character must fulfill
  all the following criteria.
  Knowledge (Psionics): 8 ranks
  Knowledge (the Planes): 8 ranks
  Manifesting: Ability to manifest the astral 
  construct power
  Feat: Must be capable of normal sleep
  (elves, undead, and certain other 
  creatures automatically fail this 
  requirement)
  Hyperconscious: Explorations in Psionics
  132
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +0
  +0
  +2
  +0
  Craft Dreamgift,
  —
  midnight brood
  2
  +1
  +0
  +0
  +3
  +0
  Codex of Sleep (+1)
  +1 level of existing class
  3
  +1
  +1
  +1
  +3
  +1
  Augment dream
  +1 level of existing class
  4
  +2
  +1
  +1
  +4
  +1
  Codex of Sleep (+2)
  +1 level of existing class
  5
  +2
  +1
  +1
  +4
  +1
  Dream of the real
  +1 level of existing class
  6
  +3
  +2
  +2
  +5
  +2
  Codex of Sleep (+3)
  +1 level of existing class
  7
  +3
  +2
  +2
  +5
  +2
  Dream sustenance
  +1 level of existing class
  8
  +4
  +2
  +2
  +6
  +2
  Codex of Sleep (+4)
  +1 level of existing class
  9
  +4
  +3
  +3
  +6
  +3
  Extra dream
  +1 level of existing class
  10
  +5
  +3
  +3
  +7
  +3
  Codex of Sleep (+5)
  —
  THE DREAM KEEPER
  
  Class Skills
  The dream keeper’s class skills (and the key ability for each
  skill) are Autohypnosis (Wis), Bluff (Cha), Concentration
  (Con), Intimidate (Cha), Knowledge (all, taken individually)
  (Int), Psicraft (Int), Sense Motive (Wis). See Chapter Four:
  Skills in the Player’s Handbook and Chapter Three: Feats and
  Skills in the Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level: 4 + Intelligence modifier
  Class Features
  All the following are dream keeper class features.
  Weapon and Armor Proficiency: Dream keepers gain no
  additional proficiency in any weapon or armor.
  Powers Known: At each dream keeper level,except for 1st
  and 10th,the dream keeper 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,psicrystal special abil-
  ities,and so on).The character does gain an increased effective
  level of psionic manifestation and additional power points.If
  a character had more than one psionic class before becoming a
  dream keeper, he must decide to which class he adds the new
  level for purposes of determining effective manifester level.
  Craft Dreamgift: The character gains the Craft Dreamgift†
  feat as a bonus feat.Substitute the Infuse Dream† feat in cam-
  paigns that do not include the Dark Plea (or in campaigns
  where the Oraculus has been destroyed; see Chapter Two).
  Midnight Brood (Ps): When a dream keeper manifests any
  astral construct power,he uses dreamstuff (pulled from the
  Shallows,a region ancillary
  to Dream) to fashion his
  construct instead of astral
  ectoplasm.Thus,he
  creates a “dream
  construct” 
  instead of the base astral construct described in the Expanded
  Psionics Handbook.Instead of appearing silvery,the dream
  construct’s coloration is midnight black.
  The dream construct retains all its normal abilities, but it
  also gains the dreamborn subtype, which grants the con-
  struct a 20 percent miss chance. In addition, the dream
  keeper’s constructs are partially phantasmagorical, despite
  being stabilized and solidified by psionic energy. This has
  the effect of granting a dream keeper’s constructs the ability
  to heal damage dealt them. A construct gains fast healing
  based on the base creature’s Hit Dice:
  Hit Dice
  Fast Healing
  1–3
  1
  4–6
  2
  7–10
  3
  11–15
  5
  16–20
  7
  21+
  10
  Dream creatures created with this power are referred to as
  belonging to the character’s “midnight brood.” Midnight
  brood creatures dissipate normally when the astral construct
  power’s duration elapses.
  Codex of Sleep (Ex): The character nightly travels into the
  Shallows as a dreamer,distilling his dream philosophy,observ-
  ing (and sometimes stealing) the dreams of others,and record-
  ing them in his Codex of Sleep for later use.The Codex of Sleep
  is entirely a mental construction,though while in the Shallows
  or Dream,it appears as an elaborately bound book with vellum
  pages.(However,it can never be lost or destroyed,even in a
  dreamworld.) The Codex of Sleep serves the dream keeper as a
  physical,mnemonic device of the dreams he has witnessed.
  At 2nd,4th,6th,8th,and 10th level,the dream keeper freely
  learns one additional power in addition to any new powers he
  learns for gaining a new level of psionic ability.He doesn’t gain
  the ability to manifest the power more often—he just freely
  learns it.The free power must be one that deals with dreams.
  Appropriate powers include dream of the real†, dream prison†,
  mind vault†, psionic dream†, psionic nightmare†, psionic phantasmal
  killer†, and psionic sleep† (see Chapter Seven:Psionic Powers).
  The DM can designate other powers that the dream keeper can
  gain as appropriate (if they somehow deal with dreams).The
  character cannot learn powers that he is not high enough level
  to manifest;however,if desired,the character can defer learn-
  ing a new dream power to a later level,when his effective man-
  ifester level is high enough to learn the desired dream power.
  Augment Dream (Ex): The dream keeper’s midnight brood 
  creatures are more powerful than normal, and they
  gain a +2 enhancement bonus to Strength for
  the duration of the power that created them.
  Chapter Eight: Psionic Prestige Classes 133
  
  Dream of the Real
  (Ps): Once per day,the
  character gains the bene-
  fit of the dream of the
  real† power.While the
  character need not
  expend psionic power
  points to use this power,
  he must expend the
  power’s noted experience
  point cost (75 XP).
  Dream Sustenance
  (Su): An uninterrupted
  eight hours of sleep pro-
  vides the character with
  both rest and suste-
  nance for a full day—the
  character no longer
  needs to eat or drink to
  maintain his health, but
  he instead relies on his
  dream feasts every night.
  Extra Dream (Ex):
  The dream keeper gains
  a one-time bonus of 13
  power points that he permanently adds to his reserve.
  However,the character must keep track of these points sepa-
  rately,because he can use them only to manifest his astral con-
  struct powers that,of course,become dream constructs.
  Dreamwright
  Rapt with the twirling stuff of Dream,the dreamwright is an
  expert on the many ways that dreams can intrude upon reality.
  Sleepy trials during a score and more of nights eventually teach
  the dreamwright the skill he requires to infuse dream into reali-
  ty and allow him to craft a reflexion† (see Chapter Six: Psionic
  Monsters).Both the dream keeper† and the dreamwright con-
  cern themselves with the creation of dreamborn creatures,but
  where the dream keeper creates fleeting constructs of Dream
  that have an existence measured in seconds,the dreamwright
  calls lasting dreams with a life all their own.
  The reflexions that the dreamwright pulls from Dream
  then serve the dreamwright in a variety of ways. Only by the
  path of the mind can the dreamwright gain such mastery,
  which allows him to forge real shape and substance where
  none existed before.
  Dreamwrights are usually psion shapers who wish to
  expand their ability beyond creating astral constructs.Some
  dreamwrights use the reflexions they create as personal compan-
  ions that guard their creators in ongoing adventures.Of these
  adventuring dreamwrights,some seek knowledge,others search
  for glory,while a few use their reflexions as simple assassins.
  Some dreamwrights contentedly sell the results of their craft
  to those with the cash to pay for custom dreams made real.
  Hit Die: d4
  Requirements
  To qualify to become a dreamwright, a character must fulfill
  all the following criteria.
  Craft (Dream Interp.): 8 ranks
  Knowledge (Psionics): 5 ranks
  Psicraft: 5 ranks
  Use Psionic Device: 5 ranks
  Feat: Craft Universal Item
  Class Skills
  The dreamwright’s class skills (and the key ability for each
  skill) are Concentration (Con), Craft (any) (Int), Knowledge
  (all skills taken individually) (Int), Profession (any) (Wis),
  and Psicraft (Int). See Chapter Four:Skills in the Player’s
  Handbook and Chapter Three: Feats and Skills in the
  Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level:2 + Intelligence modifier
  Class Features
  All the following are dreamwright class features.
  Weapon and Armor Proficiency: Dreamwrights gain no
  proficiency in any weapon or armor.
  Hyperconscious: Explorations in Psionics
  134
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +0
  +0
  +2
  +0
  Call reflexion, Craft Dreamgift
  —
  2
  +1
  +0
  +0
  +3
  +0
  —
  +1 level of existing class
  3
  +1
  +1
  +1
  +3
  +1
  Superior reflexion
  +1 level of existing class
  4
  +2
  +1
  +1
  +4
  +1
  —
  +1 level of existing class
  5
  +2
  +1
  +1
  +4
  +1
  Reflexion bond
  —
  6
  +3
  +2
  +2
  +5
  +2
  —
  +1 level of existing class
  7
  +3
  +2
  +2
  +5
  +2
  Experiential reflexion
  +1 level of existing class
  8
  +4
  +2
  +2
  +6
  +2
  —
  +1 level of existing class
  9
  +4
  +3
  +3
  +6
  +3
  Advanced reflexion
  +1 level of existing class
  10
  +5
  +3
  +3
  +7
  +3
  Reflexion possession
  —
  THE DREAMWRIGHT
  Dream Construct Menu Choices
  When using the astral construct power, dream
  keepers have additional menu options for the
  dreamborn creatures they create than straight-
  forward shapers do. Alternatively, the DM could
  make these additional menu choices available
  to shapers who manifest astral construct.
  Dream Construct Menu A
  Brawn (Ex): The construct gains a +2 competence
  bonus on damage with each successful strike.
  Dodge (Ex): The construct gains the Dodge feat
  as an extraordinary ability (even if it does not
  meet the prerequisites for Dodge).
  Dream Construct Menu B
  Batter (Ex): A construct that hits with both
  attacks (if it has two attacks) pummels the
  opponent’s body and ruptures the flesh. This
  attack automatically deals extra damage equal
  to +1d6 plus half the Strength modifier.
  Dream Construct Menu C
  Gore (Ex): The construct has a horn and gains
  one additional gore attack at its highest attack
  bonus; all attack rolls suffer a –2 penalty. If the
  construct has the Extra Attack ability, all attacks
  are made with a –4 penalty on the attack roll.
  This attack automatically deals extra damage
  equal to double the dice of the construct’s main
  attack and double the damage modifier.
  
  Powers Known: 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 pres-
  tige class, psicrystal special abilities, and so on). The charac-
  ter does gain an increased effective level of psionic manifes-
  tation and additional power points. If a character had more
  than one psionic class before becoming a dreamwright, he
  must decide to which class he adds the new level for pur-
  poses of determining effective manifester level.
  Call Reflexion (Ps): All dreamwrights learn to give sub-
  stance to dreams in a specific way that allows them to create
  creatures known as reflexions† (see Chapter Six: Psionic
  Monsters). The dreamwright can call a reflexion whose max-
  imum Hit Dice equal his total character level.
  Calling a reflexion first requires a dream of shaping,
  wherein the character dreams of the eventual shape of the
  reflexion to be called. This requires a Craft (dream interpre-
  tation) check (DC 15) and a span of at least eight hours of
  uninterrupted sleep. The dreamwright must prepare by burn-
  ing 10 gp worth of incense before and during the dream of
  shaping. The experience point cost to call the reflexion’s
  body depends on its size and Hit Dice, as described under
  the reflexion monster entry in Chapter Six.
  The minimum manifester level required to create a reflex-
  ion equals the reflexion’s Hit Dice.
  Craft Dreamgift: The character gains the Craft
  Dreamgift† feat as a bonus feat. Substitute the Infuse
  Dream† feat in campaigns that do not include the Dark Plea
  (or in campaigns where the Oraculus has been destroyed; see
  Chapter Two).
  Superior Reflexion (Ps): At 3rd level, a dreamwright
  can reshape his reflexions† with an additional dream of
  shaping (each requiring special incense that costs 10
  gp and an infusion of 20 XP per Hit Die of the
  reflexion to be made superior), granting all those
  that undergo the dreamshaping a permanent +1
  competence bonus on attacks, damage, and
  saves.
  Reflexion Bond (Su): The 5th-level
  dreamwright can create a bond between him-
  self and one of his reflexions†. This requires
  an additional dream of shaping (each requires
  special incense that costs 10 gp and an infu-
  sion of 20 XP per Hit Die of the reflexion to
  be bonded) granting the reflexion that
  undergoes the dreamshaping a psicrys-
  tal-like bond with the dreamwright. If
  the dreamwright currently has a psicrys-
  tal, that bond remains.
  A psicrystal-like bond to a reflexion grants the dream-
  wright the following specific abilities (see the psicrystal
  description in the Expanded Psionics Handbook for descrip-
  tion of powers): share powers, telepathic link, and tele-
  pathic speech. When the dreamwright gains another level
  in this class, he gains sight link and, when he gains 10th
  level, channel power.
  A dreamwright can bond to no more than one reflexion
  at any time. If the bonded reflexion is destroyed, or if the
  dreamwright wants to establish a new bond, he can create a
  bond to another reflexion by undergoing another dream of
  shaping.
  Experiential Reflexion (Ps): Now, whenever a dream-
  wright calls a reflexion†, the total experience point cost is
  10 percent less than expected.
  Advanced Reflexion (Ps): At 9th level, a dreamwright
  can shape a reflexion† with an additional dream of shaping
  (each requiring special incense that costs 10 gp and an 
  infusion of 30 XP per Hit Die of the reflexion to be made
  advanced), granting all those that undergo the dreamshap-
  ing a permanent +3 competence bonus on attacks, damage,
  and saves.
  Reflexion Possession (Ps): Upon reaching 10th level,the
  dreamwright can mentally possess a reflexion† he has created
  Chapter Eight: Psionic Prestige Classes 135
  
  if he expends 1 power point plus a number of power points
  equal to the reflexion’s Hit Dice.Manifester level caps power
  point usage as normal.While expending the requisite power
  points,the dreamwright must spend 1 full round in contact
  with the chosen reflexion to establish mental communication.
  At the beginning of his next round,all sense of the character’s
  physical body lapses and instead the dreamwright now mental-
  ly inhabits the reflexion.The character keeps his Intelligence,
  Wisdom,Charisma,level,class,base attack bonus,base save
  bonuses,alignment,and mental abilities.The reflexion retains
  its Strength,Dexterity,Constitution,hit points,natural abili-
  ties,and automatic abilities.A reflexion with extra limbs does
  not allow the character to make more attacks (or more advanta-
  geous two-weapon attacks) than normal.The character can’t
  choose to activate the reflexion’s extraordinary or supernatural
  abilities,if any.Once he mentally controls the reflexion,it can
  travel any distance from his physical body without disrupting
  the control, until the duration expires. The dreamwright can
  control no more than a single reflexion at one time.The char-
  acter can initiate this control only from his physical body.
  The control lasts for up to 10 rounds, or less if the char-
  acter chooses to end it. The duration immediately expires if
  the character’s defenseless, senseless body takes damage or
  if the reflexion is destroyed. If the reflexion is destroyed
  before the duration of the control lapses, the character is no
  worse for wear and immediately finds himself in full control
  of his physical body.
  Ghostbreaker
  The power of the insightful mind can discern what is alive,
  what is dead,and what treads the shadowy veil in between.The
  self-appointed task of the ghostbreaker is to eradicate those
  demons of necrotic flesh that outstay their welcome in life’s
  pageant.The ghostbreaker uses the power of mind,not prayer
  or entreaties to a divine power, to eradicate flesh that walks
  without living.Thus she is the hated enemy of the undead.The
  ghostbreaker bears any deprivation to track undead to their
  crypts and slay them,lest their unholy influence spread.
  The ghostbreaker draws on many skills, not the least of
  which is simple knowledge, to fight undead. The skills of
  the warrior are necessary to fight those undead who cannot
  be cleansed any other way than by the blade—thus those
  with levels of psychic warrior or even fighter find this class
  easier to take. The most common ghostbreaker is someone
  with four levels of psion and two levels of ranger or paladin
  (though fighters and barbarians are almost as common).
  Ghostbreaker NPCs are found standing vigil in lonely
  tombs or ruined necropoli. Player character ghostbreakers
  can join their strength with groups who have a habit of run-
  ning into undead on a regular basis.
  Hit Die: d8
  Requirements
  To qualify to become a ghostbreaker, a character must fulfill
  all the following criteria.
  Base Attack Bonus: +3 
  Concentration: 8 ranks
  Knowledge (Psionics): 4 ranks
  Knowledge (Religion): 2 ranks
  Special: Must have slain an undead and 
  have fashioned from a portion of
  the slain undead a focus to wear as
  an amulet,brooch,circlet,or ring.
  Class Skills
  The ghostbreaker class skills (and the key ability for each
  skill) are Autohypnosis (Wis), Concentration (Con), Craft
  (any) (Int), Diplomacy (Cha), Knowledge (psionics) (Int),
  Knowledge (religion) (Int), Listen (Wis), Profession (any)
  (Wis), Psicraft (Int), Search (Int), and Spot (Wis). See
  Chapter Four:Skills in the Player’s Handbook and Chapter
  Three: Feats and Skills in the Expanded Psionics Handbook for
  skill descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Class Features
  All of the following are class features of the ghostbreaker
  prestige class.
  Weapon and Armor Proficiency: Ghostbreakers gain no
  additional proficiency in any weapon or armor.
  Hyperconscious: Explorations in Psionics
  136
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +1
  +2
  +0
  +2
  +0
  Effective turning,
  +1 level of existing class
  detect undead
  2
  +2
  +3
  +0
  +3
  +0
  Raze undead
  +1 level of existing class
  3
  +3
  +3
  +1
  +3
  +1
  Endure drain
  +1 level of existing class
  4
  +4
  +4
  +1
  +4
  +1
  Drain feedback
  +1 level of existing class
  5*
  +5
  +4
  +1
  +4
  +1
  Turning harrier
  +1 level of existing class
  * You cannot progress farther than 5th level in this prestige class.
  THE GHOSTBREAKER
  
  Powers Known: 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 she had also gained a level in
  the psionic class she belonged to before adding the prestige
  class.She does not,however,gain any other benefit a charac-
  ter of that class would have gained (such as bonus feats,
  metapsionic or item creation feats,mode check bonuses,hit
  points beyond those she receives from the prestige class,
  psicrystal special abilities,and so on).The character does gain
  an increased effective level of psionic manifestation and addi-
  tional power points.If a character had more than one psionic
  class before becoming a member of this prestige class,she
  must decide to which class she adds the new level for purpos-
  es of determining effective manifester level.
  For example, a 10th-level psion/3rd-level ghostbreaker
  has a character level of 13th and a manifester level of 13th.
  So the character manifests powers with level-dependent
  parameters as if she were 13th level.
  Effective Turning (Su): A ghostbreaker can turn
  undead as divinely inspired clerics do, but she uses the
  power of her mental presence, not a channel to a
  higher power. A ghostbreaker turns undead with an
  effective turning level equal to her manifester level
  minus 2 by mentally channeling and manipulating
  positive energy. Thus, a psion 6/ghostbreaker 1 turns
  undead as if she were a 5th-level cleric. A ghost-
  breaker who also has levels as a cleric or paladin
  adds those levels to determine effective turn-
  ing level. Charisma continues to modify the
  turning check and turning damage.
  Detect Undead (Ps):Ghostbreakers
  can detect that peculiar mental defi-
  ciency that indicates an undead mind
  animated with negative energy,not
  life.The ghostbreaker can detect
  undead (per the spell) as a standard
  action within a 60-foot radius auto-
  matically while she retains her psionic
  focus.The amount of information
  received depends on how long the charac-
  ter ponders:
  1st Round: She determines the presence or
  absence of undead.
  2nd Round: She determines the number of
  undead in the area and the level of the strongest
  undead present.
  3rd Round: She knows the level and location of each
  undead. If an undead is outside her line of sight, then
  she discerns its direction but not its exact location.
  Raze Undead (Su):Starting at 2nd level, a ghost-
  breaker can raze undead with one melee, ranged, touch,
  or psionic power attack that directly deals damage, such
  as concussion blast. On a successful attack, she deals 2 extra
  points of damage per effective manifester level (regardless
  of whether the undead makes its save, if any). The character
  can raze undead a number of times per day equal to her
  prestige class level plus her Charisma modifier (if positive).
  Endure Drain (Su): Beginning at 3rd level,while the char-
  acter retains her psionic focus, she enjoys limited protection
  from level-draining attacks.Each round,the character ignores
  the first negative level that she would otherwise receive from
  any attack that bestows negative levels (such as from a vam-
  Chapter Eight: Psionic Prestige Classes 137
  
  pire’s attack). This ability absorbs only negative levels
  bestowed, not damage associated with the attack, if any.
  Drain Feedback (Su): From 4th level on, any time the
  character takes negative levels (such as when her endure
  drain ability doesn’t shield her fully from a level-draining
  attack), the extra negative levels trigger an autonomic
  psionic response against a specific attacker (such as an
  undead, a spellcaster casting enervate, a fighter wielding a
  level-draining sword, and so on). As an immediate action,
  the character sends an arc of feedback energy at the level-
  draining attacker (even if invisible or out of line of sight,
  as long as an uninterrupted path exists between the two).
  The feedback has one of two effects. Undead are treated as
  if subject to a free effective turning effect by the ghost-
  breaker, with a +3 bonus to effective turning levels (treat
  these undead as rebuked, as the feedback energy is nega-
  tive, not positive). Against living creatures who bestow
  negative levels with powers, spells, or items, the feedback
  arc bestows one negative level. Either way, the ghostbreak-
  er takes the negative level or levels that caused the feed-
  back, too. Even if the ghostbreaker takes multiple levels,
  only a single feedback arc forms, with the specified effect
  described above.
  Turning Harrier (Su):At 5th level,ghostbreakers become
  even better at turning undead.A ghostbreaker turns undead
  with an effective turning level equal to her manifester level +2
  (which replaces the –2 effective turning level of the previous
  ability) by mentally channeling and manipulating positive ener-
  gy.Thus,a psion 6/ghostbreaker 5 turns undead as a 13th-level
  cleric! A ghostbreaker who also has levels as a cleric or paladin
  adds those levels to determine effective turning level.Charisma
  continues to modify the turning check and turning damage.
  Innate Pretender
  Solely reliant on his skills of mind and body, the innate pre-
  tender moves like a shadow through society—just below
  notice and behind the scenes. And that’s how innate pre-
  tenders prefer it. Hiding their true purpose to all who know
  them, innate pretenders focus their psionic ability toward
  deception, robbery, spying, and sometimes even assassina-
  tion. Adaptable to almost any situation, whether with psion-
  ic powers or by calling on their razor-sharp skills, innate pre-
  tenders fear little.
  The qualifying requirements for this prestige class virtual-
  ly ensure that multiclassed psion/rogues or wilder/rogues are
  the primary candidates. However, psychic warrior/rogues and
  soulknife/rogues can also qualify for this class, and they
  make up a small percentage of innate pretenders.
  Innate pretenders, masters of misdirection, focus on
  powers that improve their stealth and mobility. Those who
  meet NPC innate pretenders rarely recognize them. More
  often than not, even PCs are taken in by a pretender’s act
  and may not realize until later that they have been burgled.
  Characters who come into contact with pretenders less inter-
  ested in larceny and more interested in assassination rarely
  survive the experience.
  Hit Die: d6
  Requirements
  To qualify to become an innate pretender, a character must
  fulfill all the following criteria.
  Alignment: Any nonlawful
  Bluff: 5 ranks
  Disguise: 2 ranks
  Hide: 5 ranks
  Knowledge (Psionics): 2 ranks
  Manifesting: Ability to manifest far hand and 
  body equilibrium
  Special: Sneak attack +2d6
  Class Skills
  The innate pretender’s class skills (and the key ability for
  each skill) are Appraise (Int), Autohypnosis (Wis), Balance
  (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft
  (any) (Int), Decipher Script (Int), Diplomacy (Cha), Disable
  Device (Int), Disguise (Cha), Escape Artist (Dex), Gather
  Hyperconscious: Explorations in Psionics
  138
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +0
  +2
  +2
  +0
  Chameleon 3/day
  —
  2
  +1
  +0
  +3
  +3
  +0
  Sneak attack +1d6
  +1 level of existing class
  3
  +2
  +1
  +3
  +3
  +1
  Innate far hand 3/day
  +1 level of existing class
  4
  +3
  +1
  +4
  +4
  +1
  Sneak attack +2d6
  —
  5
  +3
  +1
  +4
  +4
  +1
  Innate attack 1/day
  +1 level of existing class
  6
  +4
  +2
  +5
  +5
  +2
  Sneak attack +3d6
  +1 level of existing class
  7
  +5
  +2
  +5
  +5
  +2
  Slippery customer 3/day
  —
  8
  +6
  +2
  +6
  +6
  +2
  Sneak attack +4d6
  +1 level of existing class
  9
  +6
  +3
  +6
  +6
  +3
  Mind blank 1/day
  +1 level of existing class
  10
  +7
  +3
  +7
  +7
  +3
  Sneak attack +5d6
  —
  THE INNATE PRETENDER
  
  Information (Cha), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move
  Silently (Dex), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive
  (Wis), Sleight of Hand (Dex), Speak Language (Int), Spot (Wis), Swim (Str), Tumble (Dex),
  and Use Rope (Dex). See Chapter Four: Skills in the Player’s Handbook and Chapter Three: Feats
  and Skills in the Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level: 6 + Intelligence modifier
  Class Features
  All of the following are class features of the innate pretender prestige class.
  Weapon and Armor Proficiency: Innate pretenders gain no additional proficiency in any
  weapon or armor.
  Powers Known: At every level indicated on the table for the prestige class, the charac-
  ter 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, psicrystal special abilities, and
  so on). The character does gain an increased effective level of psionic manifestation
  and additional power points. 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 2nd-level psion/3rd-level rogue/3rd-level innate pretender has a
  character level of 8th and a manifester level of 4th. So the character manifests powers
  with level-dependent parameters as if he were 4th level.
  Chameleon (Ps): The innate pretender’s first instinct is to blend into his surround-
  ings. At 1st level, the innate pretender can freely manifest the psionic power chameleon
  three times per day. Manifester level is equal to the character’s manifester level.
  Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The
  extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th).
  If the innate pretender receives a sneak attack modifier from another source (such as
  rogue levels), the extra damage stacks.
  Innate Far Hand (Ps): In conjunction with the far hand power, an innate pre-
  tender can perform one of the following class skills at the range of the far hand
  power: Disable Device, Open Lock, or pick pocket using Sleight of Hand. Working at
  a distance increases the normal skill check Difficulty Class by +2, and the innate
  pretender cannot take 10 on the check. Any object so manipulated must weigh 
  5 lbs. or less.
  Innate Attack (Su): At 5th level, the innate pretender can apply sneak attack
  damage to a foe he strikes in melee or ranged combat (within 30 feet) once per
  day. He enjoys this bonus on damage regardless of whether he would normally
  have gained it based on considerations of flanking or the opponent being
  denied its Dexterity bonus to Armor Class. The innate pretender’s psionic
  sense of his opponent guides his hand.
  Slippery Customer (Ex): By 7th level, foes find it almost impossible to pin
  down an innate pretender. The character can reroll a roll that he just made.
  He must take the result of the reroll, even if it’s worse than the original roll
  (unless he chooses to apply another use of this ability for the day). He can
  reroll three rolls per day. Unlike others, the innate pretender makes his
  own luck.
  Mind Blank (Ps): To his enemies (and friends), the innate pretender
  always remains a closed book. At 9th level, the innate pretender can
  freely manifest the psionic power mind blank once per day. The ability’s
  manifester level is equal to the character’s manifester level.
  Chapter Eight: Psionic Prestige Classes 139
  
  Lucid Cenobite
  The lucid cenobite pursues philosophies that advocate renun-
  ciation.She looks upon the visible material world as an illu-
  sion and knows well the supreme mental reality that lies
  beyond it,invisible to nonpsionic creatures.The cenobite
  believes that the mindscape that forms as psionic creatures
  prepare to duel is a manifestation of this supreme mental
  reality;dreams are echoes of it.As such,the lucid cenobite
  has given up worldly pleasures and roams the earth to seek
  spiritual solace in the world that traps her.Through achieve-
  ment of supreme physical grace and ability,she believes she
  can transcend the physical and enter the realm of the mental.
  By her lucid actions,she seeks to throw back,however briefly,
  the cloak of the world and reveal the mental reality beyond.
  Only those who have trained as monks and have awakened
  psionic latency can hope to walk the philosophical path of the
  lucid cenobite.Psion/monks are the most common lucid ceno-
  bite since they qualify fairly quickly,but psychic warrior/monks
  also qualify for the lucid cenobite prestige class soon enough.
  Characters can encounter a lucid cenobite without know-
  ing it. Nothing distinguishes a lucid cenobite from a com-
  mon monk; however, when the lucid cenobite demonstrates
  her powers, the distinction becomes clear. Player character
  lucid cenobites travel the world seeking physical perfection,
  and they act as unintended agents of Law—not only does
  the lucid cenobite seek to purify herself, but she also seeks to
  curb the chaotic tendencies of the world around her.
  Hit Die: d8
  Requirements
  To qualify to become a lucid cenobite, a character must fulfill
  the following criteria.
  Alignment: Any lawful
  Autohypnosis: 6 ranks
  Knowledge (Psionics): 2 ranks
  Manifesting: Ability to manifest biofeedback
  Feats: Improved Unarmed Strike
  Class Abilities: Still mind
  Class Skills
  The lucid cenobite’s class skills (and the key ability for each
  skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str),
  Concentration (Con), Craft (any) (Int), Diplomacy (Cha),
  Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge
  (psionics) (Int), Listen (Wis), Move Silently (Dex), Perform
  (any) (Cha), Profession (any) (Wis), Psicraft (Int), Swim
  (Str), and Tumble (Dex). See Chapter Four: Skills in the
  Player’s Handbook and Chapter Three: Feats and Skills in 
  the Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level: 4 + Intelligence modifier
  Class Features
  All of the following are class features of the lucid cenobite
  prestige class.
  Weapon and Armor Proficiency: Lucid cenobites are pro-
  ficient with the club,crossbow (light or heavy),dagger,hand-
  axe, javelin, kama, nunchaku, quarterstaff, sai, shuriken,
  siangham, and sling. Lucid cenobites are not proficient with
  any armor or shields—in fact,many of the cenobite’s special
  powers require unfettered movement. When wearing armor,
  using a shield, or carrying a medium or heavy load, a ceno-
  bite loses her AC bonus, as well as her fast movement and
  flurry of blows abilities (from her monk class).
  Powers Known: 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 she had also gained
  a level in the psionic class she belonged to before adding the
  prestige class.She 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 bonus-
  es,hit points beyond those she receives from the prestige
  class,psicrystal special abilities,and so on).The character
  does gain an increased effective level of psionic manifestation
  and additional power points.If a character had more than
  one psionic class before becoming a member of this prestige
  class,she must decide to which class she adds the new level
  for purposes of determining effective manifester level.
  Hyperconscious: Explorations in Psionics
  140
  Base
  Mode
  Class
  Attack
  Fortitude Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +0
  +2
  +2
  +0
  Student, id strike
  —
  2
  +1
  +0
  +3
  +3
  +0
  Tranquil mind
  +1 level of existing class
  3
  +2
  +1
  +3
  +3
  +1
  Diamond eyes
  +1 level of existing class
  4
  +3
  +1
  +4
  +4
  +1
  —
  +1 level of existing class
  5
  +3
  +1
  +4
  +4
  +1
  Lucid thrust, bonus feat
  —
  6
  +4
  +2
  +5
  +5
  +2
  Eradicate invisibility latency +1 level of existing class
  7
  +5
  +2
  +5
  +5
  +2
  Accepting body, bonus feat —
  8
  +6
  +2
  +6
  +6
  +2
  —
  +1 level of existing class
  9
  +6
  +3
  +6
  +6
  +3
  Ego slap
  —
  10
  +7
  +3
  +7
  +7
  +3
  Lucidity
  +1 level of existing class
  THE LUCID CENOBITE
  
  For example, a 7th-level psion/3rd-level monk/3rd-level
  lucid cenobite has a character level of 13th and a manifester
  level of 9th. So the character manifests powers with level-
  dependent parameters as if she were 9th level.
  Student (Ex):Lucid cenobites are monks,though they
  achieve physical enlightenment and hope to transcend the
  physical eventually.As such,a lucid cenobite gains the flurry
  of blows,ki strike abilities,unarmed damage,Armor Class
  bonus,and the unarmored speed of a monk whose level
  equals her monk level + her lucid cenobite level.If the lucid
  cenobite has levels in another psionic class such as psion or
  soulknife,she can count half of those levels to determine her
  effective student of perfection ability.For instance,a 4th-level
  monk/4th-level psychic warrior/1st-level lucid cenobite has a
  flurry of blows attack bonus of +4/+4 (as if she were a 7th-
  level monk).Those who meet the requirements for this class
  who are not monks or psychic warriors gain these abilities as
  monks of a level equal to their lucid cenobite level only.
  Id Strike (Su): A lucid cenobite can pierce the physical
  shell of matter with her unarmed attacks. The character can
  use this ability once per round on one attack, but no more
  than once per prestige class level per day.The character must
  declare she is using an id strike attack before making the
  attack roll (thus,a missed attack roll ruins the attempt).A foe
  struck by the character takes normal damage, but also must
  make a Fortitude saving throw (DC 11 + the lucid cenobite
  level + Wisdom modifier). If the saving throw fails, treat the
  attack as if the lucid cenobite had automatically confirmed a
  critical hit. Constructs, oozes, plants, undead, incorporeal
  creatures,and creatures immune to critical hits cannot be
  affected by the id strike.This ability doesn’t trigger other
  feats,powers,or grafted weapons whose abilities are activated
  on a naturally occurring successful critical hit.
  Tranquil Mind (Ex): Starting at 2nd level,the lucid cenobite
  gains a +2 bonus on saving throws against powers from the
  Telepathy discipline.The bonus stacks with the +2 bonus gained
  to resist spells and effects from the Enchantment school.
  Diamond Eyes (Su): Beginning at 3rd level, the lucid
  cenobite sees all things as they actually are to a range of 120
  feet for a number of minutes per day equal to her prestige class
  level.(As a free action,she can choose which minutes to use the
  power.) She sees through normal and magical darkness,notices 
  secret doors hidden by psionics or magic, sees the exact loca-
  tions of creatures or objects under blur or displacement
  effects, sees invisible creatures or objects normally, sees
  through illusions, and sees the true form of psychometaboli-
  cally changed, polymorphed, or transmuted things. Further,
  she can focus her vision to see into the Ethereal Plane (but
  not into extradimensional spaces).
  Lucid Thrust (Su): From 5th level forward,a lucid cenobite
  can pierce the physical shell of matter with her unarmed
  attacks.The character can use this ability once per day.The
  character must declare she is using a lucid thrust attack before
  making the attack roll (thus,a missed attack roll ruins the
  Chapter Eight: Psionic Prestige Classes 141
  
  attempt).A foe struck by the character must make a Will sav-
  ing throw (DC 11 + the lucid cenobite’s level + Wisdom modi-
  fier) in addition to receiving normal damage. If the saving
  throw fails, the victim is dominated as if affected by a power
  similar to psionic dominate, except that when struck by lucid
  thrust, any creature type subject to mind-affecting effects of
  up to Large size is affected for a duration of one minute.
  Bonus Feat: At 5th and 7th level the character can choose
  any psionic, metapsionic, or psionic item creation feat for
  which she would normally qualify as a bonus feat.
  Eradicate Invisibility Latency (Ex): Starting at 6th level,
  the lucid cenobite unleashes a latent power from her mind.
  She learns eradicate invisibility as if normally learning a new
  power through gaining an effective manifester level;however,
  the lucid cenobite learns eradicate invisibility in addition to any
  other powers she otherwise learns. If the character already
  knows this power, she can choose another clairsentient
  power of equal or lower level to unlock from latency.
  Accepting Body (Su):Beginning at 7th level, the lucid
  cenobite’s aura of incisive understanding absorbs psionic
  powers, spells, spell-like abilities, and supernatural abilities
  targeted against her, rather than suffering their effects. This
  ability absorbs only powers and spells that have the lucid
  cenobite as a target. Effect and area powers are not affected.
  Each day, the cenobite can absorb a number of power lev-
  els equal to her lucid cenobite level plus her Wisdom modifi-
  er. Subtract the level of each power absorbed from the
  amount of absorption left. However, a power is never partial-
  ly absorbed. Any time a power with a level higher than the
  cenobite’s remaining amount of daily absorption targets the
  character, the power affects her normally, without drawing
  down the amount of absorption left or impeding the power.
  Ego Slap (Su): A lucid cenobite has the ability to pierce the
  physical shell of matter with her unarmed attacks.The charac-
  ter can use this ability once per round, but no more than
  once per two prestige class levels per day (round down). The
  character must declare she is using an ego slap before making
  the attack roll (thus,a missed attack roll ruins the attempt).A
  foe struck by the character must make a Will saving throw (DC
  11 + the lucid cenobite’s level + Wisdom modifier),in addition
  to receiving normal damage.If the saving throw fails,the crea-
  ture loses a number of power points equal to the cost of man-
  ifesting its three highest-level 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 swift 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 con-
  cealment, 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 con-
  junction with clairaudience/clairvoyance or remote viewing.
  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 appreci-
  ate 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.
  Hyperconscious: Explorations in Psionics
  142
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +2
  +0
  +2
  +0
  Enduring Tattoo
  —
  2
  +1
  +3
  +0
  +3
  +0
  Mind activation
  +1 level of existing class
  3
  +1
  +3
  +1
  +3
  +1
  Crawling tattoo
  +1 level of existing class
  4
  +2
  +4
  +1
  +4
  +1
  Upgrade tattoo
  +1 level of existing class
  5
  +2
  +4
  +1
  +4
  +1
  Extend tattoo
  +1 level of existing class
  6
  +3
  +5
  +2
  +5
  +2
  Permanent Tattoo
  +1 level of existing class
  7
  +3
  +5
  +2
  +5
  +2
  Steal tattoo
  +1 level of existing class
  8
  +4
  +6
  +2
  +6
  +2
  Expunge psionic circuit†
  +1 level of existing class
  9
  +4
  +6
  +3
  +6
  +3
  Virgin canvas
  +1 level of existing class
  10
  +5
  +7
  +3
  +7
  +3
  Psychoactive tattoo
  —
  THE PATTERN MASTER
  
  Pattern masters have quicker access to abilities that enhance the effects of their tattoo-stored pow-
  ers,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 be a pattern master, a character must fulfill the following criteria.
  Concentration: 8 ranks
  Craft (Tattooing): 4 ranks
  Feats: 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
  Concentration (Con), Craft (alchemy) (Int), Craft (tattooing) (Int),
  Knowledge (psionics) (Int), and Psicraft (Int). See Chapter Four: Skills in
  the Player’s Handbook and Chapter Three: Feats and Skills in the
  Expanded 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 addi-
  tional proficiency in any weapon or armor.
  Powers Known: 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,
  psicrystal special abilities, and so on). The character does
  gain an increased effective level of psionic manifestation
  and additional power points. 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 pat-
  tern master has a character level of 13th and a
  manifester level of 12th. So the character mani-
  fests powers with level-dependent parameters
  as if he were 12th level.
  Enduring Tattoo (Ex): The character gains the Enduring
  Tattoo† feat as a bonus feat.He gains and can use the feat even
  if he doesn’t otherwise qualify for it.
  Mind Activation (Ex): Starting at 2nd level,the character
  can activate his psionic tattoos with a swift action instead of a
  tap.He can mentally activate only one psionic tattoo per
  round in this fashion.
  Crawling Tattoo (Ex): Beginning at 3rd
  level, the pattern master gains Craft
  Chapter Eight: Psionic Prestige Classes 143
  
  Universal Item as a bonus feat. He can apply this bonus feat
  only to the creation of crawling tattoos (see Chapter Seven:
  Psionic Items in the Expanded Psionics Handbook).
  Upgrade Tattoo (Ex):From 4th level forward,the character
  learns how to scribe powers of up to 5th level in his psionic
  tattoos.However,he can scribe only powers he knows person-
  ally.Upgraded tattoos take up one more psionic tattoo slot
  than normal.For instance,if scribing an upgraded enduring
  psionic tattoo,the tattoo takes up three slots.A character can
  normally wear a total of 20 psionic tattoos.
  Extend Tattoo (Ex): The pattern master can extend the
  duration of powers stored in a tattoo starting at 5th level.
  Effectively, he gains the Extend Power metapsionic feat (see
  Chapter Three: Skills and Feats in the Expanded Psionics
  Handbook), but only in conjunction with scribing tattoos. All
  the rules that apply to using Extend Power also apply to
  extended tattoos. However, extended tattoos do not cost
  more power to scribe, and they do not count toward the
  metapsionic power point limit when manifesting a power.
  They do take up one more psionic tattoo slot than normal.
  Permanent Tattoo (Ex): Upon reaching 6th level, the pat-
  tern master gains Permanent Tattoo† as a bonus feat.He gains
  and can use the feat even if he doesn’t otherwise qualify for it.
  Steal Tattoo (Ps): Beginning at 7th level, once per day
  when the pattern master makes a successful melee touch
  attack, he gains knowledge of all the psionic tattoos his foe
  possesses (if any) and automatically transfers 1d4 desired
  tattoos to his body if he has psionic tattoo slots available.
  Expunge Psionic Circuit (Ps): From 8th level on,once per
  day the pattern master can freely manifest expunge psionic cir-
  cuit† even if he doesn’t normally know this power.This ability’s
  manifester level is equal to the character’s manifester level.
  Virgin Canvas (Ex): When he reaches 9th level,the charac-
  ter’s number of potential psionic tattoo slots on his body
  increases from 20 to 40.
  Psychoactive Tattoo (Su): At 10th level, the pattern mas-
  ter gains expert proficiency with psionic tattoos and can
  spontaneously animate and merge psionic tattoos into a
  design greater than the sum of its parts. Once per day, the
  engraver’s tattoos combine to form a special psychoactive
  skin for one hour. Pattern masters call this the skin of the tat-
  too. Even while so transformed, the character can still call
  upon any of his underlying psionic tattoos.
  The skin of the tattoo has two main abilities. First, the skin
  answers the first attack made against the pattern master
  each round with an automatically manifested and targeted
  “emblem burst” against his attacker. On his action, the burst
  lifts off the skin in the form of an intricate, twisting design,
  not unlike what a flying crawling tattoo might look like. The
  burst makes a ranged touch attack using the pattern master’s
  base ranged attack bonus (range increment 10). If hit, his
  enemy takes 2d6 points of damage as the design psychically
  brands the enemy’s flesh. This attack does not in any way
  hinder him, count against the pattern master’s total actions
  for the round, or draw an attack of opportunity; it doesn’t
  even take up an immediate or swift action.
  Second, the skin grants the pattern master regeneration 1.
  Damage dealt to him is treated as nonlethal damage, except
  for fire and cold damage, which damages him normally. He
  automatically heals nonlethal damage at rate of 1 point per
  round. If rendered unconscious through nonlethal damage,
  he can be killed with a coup de grace.
  Plangent
  A cerebral lot, psions rarely trouble with the physical—less
  even than the war-minded psychic warrior or even the
  soulknife, who wields a “blade” of mind’s energy. But despite
  these predilections, one psionic tradition sees the value in
  objects—especially in objects of pure mental structure. They
  understand the beneficial effect that resonances of specific
  objects have with psionic power. And, of all objects, few have
  more potency and symbolism than the sword, or in the case
  of the plangent, the mind blade.
  The plangent is a psion whose use of a mind blade goes
  beyond that of simply using it as physical weapon; instead
  he combines it with psionic powers to forge a deadly duo.
  Hyperconscious: Explorations in Psionics
  144
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +0
  +0
  +2
  +2
  Mind blade,blade resonance
  —
  2
  +1
  +0
  +0
  +3
  +3
  Free focus 1/day
  +1 level of existing class
  3
  +2
  +1
  +1
  +3
  +3
  —
  +1 level of existing class
  4
  +3
  +1
  +1
  +4
  +4
  Mind blade +1
  +1 level of existing class
  5
  +3
  +1
  +1
  +4
  +4
  Potent resonance
  +1 level of existing class
  6
  +4
  +2
  +2
  +5
  +5
  Free focus 2/day
  —
  7
  +5
  +2
  +2
  +5
  +5
  —
  +1 level of existing class
  8
  +6
  +2
  +2
  +6
  +6
  Mind blade +2
  +1 level of existing class
  9
  +6
  +3
  +3
  +6
  +6
  Free focus 3/day
  +1 level of existing class
  10
  +7
  +3
  +3
  +7
  +7
  Sword of mind’s might
  +1 level of existing class
  THE PLANGENT
  
  Most psionic characters, upon learning of
  the existence of lore of the plangent,
  laugh or disbelieve, until the time
  comes when they must match
  their powers against the
  unsheathed mind blade of the
  plangent.
  Hit Die: d6
  Requirements
  To qualify to become a plangent, a character must fulfill all of the
  following criteria.
  Manifesting: Ability to manifest 3rd-level psionic powers and knowledge
  of at least three psychometabolism powers
  Weapon Proficiency Must be proficient with one or more martial weapons
  Feats: Combat Manifestation, Craft Psionic Arms and Armor,
  Exotic Weapon Proficiency (any exotic sword)
  Class Skills
  The plangent’s class skills (and the key ability for each skill) are Autohypnosis
  (Wis), Concentration (Con), Craft (any) (Int), Knowledge (psionics) (Int),
  Profession (any) (Wis), Psicraft (Int), Ride (Dex), and Use Psionic Device
  (Cha). See Chapter Four: Skills in the Player’s Handbook and Chapter
  Three: Feats and Skills in the Expanded Psionics Handbook for skill
  descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Class Features
  All the following are plangent class features.
  Weapon and Armor Proficiency: Plangents gain no pro-
  ficiency in armor, but they gain proficiency in the use of the
  mind blade.
  Powers Known:At every level indicated on the class table,
  the plangent gains additional power points per day and access
  to new powers as if he had also gained a level in whatever mani-
  festing class he belonged to before he added the prestige class. He
  does not, however, gain any other benefit a character of that class
  would have gained (bonus feats, metapsionic or item creation feats,
  psicrystal special abilities, and so on). This essentially means that he
  adds the level of plangent to the level of whatever manifesting class the
  character has, then determines power points per day, powers known, and
  manifester level accordingly.
  If a character had more than one manifesting class before he became a plangent,
  he must decide to which class he adds the new level of plangent for the purpose of
  determining power points per day,powers known,and manifester level.
  Mind Blade (Su): As a move action, a plangent can create a semisolid blade com-
  posed of psychic energy distilled from his own mind.
  The blade is identical in all ways to a soulknife’s mind blade. Like a soulknife’s blade, a
  plangent’s mind blade is a Medium weapon that he can wield as a light weapon, and the blade
  deals 1d6 points of damage (critical 19–20/×2). Plangents who are smaller or larger than
  Medium create mind blades identical to short swords appropriate for their size, with a correspon-
  ding change to the blade’s damage (see Table 7–4 and Table 7–5 in the Player’s Handbook). The wielder
  of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
  Chapter Eight: Psionic Prestige Classes 145
  
  At 4th level the mind blade gains a +1 enhancement
  bonus on attack rolls and damage rolls, and at 8th level it
  becomes +2. However, no other benefits that accrue to a
  soulknife’s mind blade accrue to the plangent’s mind blade.
  Blade Resonance (Su):The character can resonate some
  of his powers through his mind blade.
  Any power resonated through his mind blade is treated as
  if the plangent had a +1 manifester level. (It is a free action
  that does not count against other free actions in the round
  to resonate power through the blade, but not a free action to
  manifest the power; the plangent must manifest the power
  normally.) The plangent must wield the weapon in at least
  one hand to use it for resonance.
  The plangent can resonate a number of powers per day
  through the mind blade equal to his plangent class level.
  Free Focus (Ex): Once per day, when a plangent resonates
  a power through his mind blade, he can gain the benefit of
  expending his psionic focus for that power, even if he is not
  currently focused.If the character is focused currently,using
  this ability doesn’t expend the focus.
  As the character gains additional levels in the plangent
  class, he gains additional free expenditures of focus per day.
  A plangent cannot use his free focus on a feat, power, or
  other activity that already benefits from focus expenditure.
  Potent Resonance (Su): At 5th level, the save Difficulty
  Class of any power resonated through the plangent’s mind
  blade increases by 1.
  Sword of Mind’s Might (Su): Once per day, a plangent
  can hurl his mind blade at a creature
  within 30 feet to which he has line
  of sight, striking it unerringly. If
  the struck creature fails a Will saving throw (DC = 18 +
  plangent’s Intelligence bonus), the creature is transfixed
  (and helpless) for as long as the plangent concentrates; how-
  ever, the plangent is equally vulnerable, since he is concen-
  trating his entire being on transfixing the target creature.
  Psychic Chirurgeon
  The hurts done to others are as open wounds to the psychic
  chirurgeon, who feels others’ pain as his own. The psychic
  chirurgeon has other concerns but has decided to devote
  part of his development as a psionic entity toward the study
  of psionic healing. His concentration in psionic healing pays
  big dividends; with only a small loss of his original skills, the
  psychic chirurgeon begins to compete with divine healers in
  their ability to bring relief from hurt.
  Psions who study the ways of the Psychometabolism dis-
  cipline most easily pick up the psychic chirurgeon prestige
  class, though psions of other flavors can eventually assume
  the prestige class as well.
  Many consider psychic chirurgeons de rigueur members of
  any adventuring party that can’t find or won’t countenance a
  cleric member.In areas where divine magic is absent or dis-
  couraged,psychic chirurgeons are the only game in town.
  Hit Die: d8
  Requirements
  To qualify to become a psychic chirurgeon, a character must
  fulfill the following criteria.
  Heal: 3 ranks
  Knowledge (Psionics): 8 ranks
  Manifesting: Ability to manifest body adjustment
  Hyperconscious: Explorations in Psionics
  146
  
  Class Skills
  The psychic chirurgeon’s class skills (and the key ability for
  each skill) are Autohypnosis (Wis), Concentration (Con),
  Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Knowledge
  (psionics) (Int), Profession (any) (Wis), Psicraft (Int), and
  Swim (Str). See Chapter Four: Skills in the Player’s Handbook
  and Chapter Three: Feats and Skills in the Expanded Psionics
  Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Class Features
  All of the following are class features of the psychic chirur-
  geon prestige class.
  Weapon and Armor Proficiency: Psychic chirurgeons
  gain no additional proficiency in any weapon or armor.
  Powers Known: 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 bonus-
  es, hit points beyond those he receives from the prestige
  class, psicrystal special abilities, and so on). The character
  does gain an increased effective level of psionic manifesta-
  tion and additional power points. 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 10th-level psion/3rd-level psychic chirur-
  geon has a character level of 13th and a manifester level of
  12th. So the character manifests powers with level-depend-
  ent parameters as if he were 12th level.
  Metahealer I (Ps): The psychic chirurgeon can absorb the
  hurts of the creature he touches by curing 3d8 points of
  damage +1 point per effective manifester level (up to +15)
  when he expends 5 power points. Though the harm passes
  briefly to the psychic chirurgeon, he feels only a slight
  twinge. The absorbed wounds instantly melt away, leaving
  no initial or lasting harm or scar.
  Rapid Metabolism (Ex): At 2nd level,the character gains the
  Rapid Metabolism feat from the Expanded Psionics Handbook.
  Empathic Condition Relief Latency (Ps):At 3rd level, the
  character discovers further avenues for healing. He learns
  empathic condition relief† as if normally learning a new power
  through gaining an effective manifester level; however, the
  character learns empathic condition relief in addition to any
  other powers he otherwise learns. If the character already
  knows this power, he can choose another Psychometabolism
  power of equal or lower level to unlock from latency.
  Psionic Metabolism (Ex): At 4th level,the character gains the
  Psionic Metabolism feat from the Expanded Psionics Handbook.
  Psionic Repair Damage Latency (Ps):At 5th level, the
  character discovers even more methods of healing. He learns
  psionic repair damage as if normally learning a new power
  through gaining an effective manifester level; however, the
  character learns psionic repair damage in addition to any
  other powers he otherwise learns. If the character already
  knows this power, he can choose another Psychometabolism
  power of equal or lower level to unlock from latency.
  Metahealer II (Ps): Starting at 6th level, the psychic
  chirurgeon can absorb the extraordinary hurts of the creature
  he touches by completely curing all diseases,blindness,deaf-
  ness,hit point damage,and all temporary ability damage when
  he expends 11 power points.His touch absorbs poisons in the
  target’s system so that his target suffers no additional damage
  or effects. His touch absorbs a feeblemind effect, insanity, and
  other mental disorders caused by powers, spells, or injury to
  the brain. The effects of the absorbed damage briefly have
  their way with the healer, causing severe discomfort, but the
  absorbed hurts melt away quickly,leaving no lasting harm,
  scar, poisonous taint, or mental disorder.
  Chirurgeon Savant (Ps): Beginning at 7th level, the char-
  acter can use the power psychic chirurgery once every week as
  Chapter Eight: Psionic Prestige Classes 147
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +2
  +0
  +0
  +0
  Metahealer I
  —
  2
  +1
  +3
  +0
  +0
  +0
  Rapid Metabolism
  +1 level of existing class
  3
  +2
  +3
  +1
  +1
  +1
  Empathic condition 
  +1 level of existing class
  relief latency
  4
  +3
  +4
  +1
  +1
  +1
  Psionic Metabolism
  +1 level of existing class
  5
  +3
  +4
  +1
  +1
  +1
  Psionic repair damage latency +1 level of existing class
  6
  +4
  +5
  +2
  +2
  +2
  Metahealer II
  +1 level of existing class
  7*
  +5
  +5
  +2
  +2
  +2
  Chirurgeon savant
  —
  *  You cannot progress further than 7th level in this prestige class.
  THE PSYCHIC CHIRURGEON
  
  if he were an 18th-level manifester. Though he can use the
  power only once every week, he need not spend power
  points; however, if he implants powers, he must pay the XP
  Cost noted under the power description (see the Expanded
  Psionics Handbook).
  Quietus
  The quietus uses the power of her mind to permanently
  eradicate the consciousness (and life) of other creatures,
  especially psionic creatures. Drawing on a suite of psionic
  abilities, the quietus finds that she can sneak when neces-
  sary, hide when the situation demands, deceive those who
  cannot be fought, and puncture with a psionic thrust the
  minds of those whose lives must end.
  Psions who specialize in the discipline of telepathy most
  commonly pick up this prestige class. Those exploring the
  class find its arts useful for overcoming enemies of all types,
  whether psionic or mundane in mental character.
  NPC quietuses work in guilds or hidden associations
  based in large cities, or they stay secreted away in a hard-to-
  find wilderness area. Sometimes they serve a more powerful
  quietus or group of quietuses. Only the most capable quietus
  willingly operates without any sort of support or backup.
  Hit Die:d6
  Requirements
  To qualify to become a quietus, a character must fulfill all the
  following criteria.
  Alignment: Any nongood
  Hide: 4 ranks
  Knowledge (Psionics): 8 ranks
  Manifesting: Ability to manifest mind thrust and
  ubiquitous vision
  Class Skills
  The quietus’ class skills (and the key ability for each skill) are
  Bluff (Cha),Climb (Str),Concentration (Con),Craft (any)
  (Int),Decipher Script (Int),Diplomacy (Cha),Disguise
  (Cha),Gather Information (Cha),Hide (Dex),Intimidate
  (Cha),Jump (Str),Knowledge (psionics) (Int),Listen (Wis),
  Move Silently (Dex),Profession (any) (Wis),Psicraft (Int),
  Sense Motive (Wis),Spot (Wis),Tumble (Dex),and Use
  Psionic Device (Cha).See Chapter Four:Skills in the Player’s
  Handbook and Chapter Three: Feats and Skills in the
  Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level: 4 + Intelligence modifier
  Class Features
  All the following are quietus class features.
  Weapon and Armor Proficiency: A quietus is proficient
  with light armor but not with shields. A quietus gains no
  new proficiency with weapons.
  Powers Known: At every level indicated on the class table,
  the quietus gains additional power points per day and access
  to new powers as if she had also gained a level in whatever
  manifesting class she belonged to before she added the pres-
  tige class. She does not, however, gain any other benefit a
  character of that class would have gained (bonus feats,
  metapsionic or item creation feats, psicrystal special abilities,
  and so on). This essentially means that she adds the level of
  quietus to the level of whatever manifesting class the charac-
  ter has, then determines power points per day, powers
  known, and manifester level accordingly.
  If a character had more than one manifesting class before
  she became a quietus, she must decide to which class she
  adds the new level of quietus for the purpose of determining
  power points per day, powers known, and manifester level.
  Savage Mind Thrust (Su): When a quietus attacks a vul-
  nerable creature with a mind thrust power, the mind thrust
  penetrates the creature’s mind, even if the creature succeeds
  at its saving throw.A victim is considered to be in a vulnerable
  position any time it is within 30 feet of the quietus.
  Normally, when the mind thrust power is used, a creature
  that makes a successful saving throw takes no damage 
  Hyperconscious: Explorations in Psionics
  148
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +0
  +2
  +0
  +2
  Savage mind thrust +1d6
  —
  2
  +1
  +0
  +3
  +0
  +3
  —
  +1 level of existing class
  3
  +2
  +1
  +3
  +1
  +3
  Crisis of breath
  +1 level of existing class
  4
  +3
  +1
  +4
  +1
  +4
  Lethal mind thrust, savage
  —
  mind thrust +2d6
  5
  +3
  +1
  +4
  +1
  +4
  —
  +1 level of existing class
  6
  +4
  +2
  +5
  +2
  +5
  Mass cloud mind
  +1 level of existing class
  7
  +5
  +2
  +5
  +2
  +5
  Savage mind thrust +3d6
  —
  8
  +6
  +2
  +6
  +2
  +6
  —
  +1 level of existing class
  9
  +6
  +3
  +6
  +3
  +6
  Crisis of life
  +1 level of existing class
  10
  +7
  +3
  +7
  +3
  +7
  Savage mind thrust +4d6
  —
  THE QUIETUS
  
  whatsoever. However, the ability of the quietus is such that
  even creatures that succeed at a saving throw take some
  damage: 1d6 at 1st level, and +1d6 every three quietus levels
  thereafter. If the victim makes a saving throw against an aug-
  mented mind thrust, the extra power points spent only deal
  extra damage on a 1–per–1 basis (instead of adding extra
  d10 of damage, as would be the case normally). A quietus
  can make a savage mind thrust only against creatures that are
  normally vulnerable to mind-affecting powers.
  Crisis of Breath (Ps): The quietus learns the crisis of breath
  power,even if she is normally too low a level to learn it.How-
  ever,she cannot manifest it.Instead,once per day,the quietus
  can use the power as a psi-like ability (DC 10 + Charisma mod-
  ifier + half manifester level).Manifester level equal to charac-
  ter’s manifester level.The Difficulty Class is Charisma based.
  Lethal Mind Thrust: If a quietus studies her victim for 3
  rounds and then makes a savage mind thrust that success-
  fully deals damage, the attack has the additional effect of
  possibly either paralyzing or killing the target (quietus’
  choice). While studying the victim, the quietus can under-
  take other actions so long as her attention stays focused on
  the target and the target does not detect the quietus or rec-
  ognize the quietus as an enemy. If the victim of such an
  attack fails a Fortitude save (DC 10 + the quietus’ class
  level + the quietus’ Intelligence modifier) against the lethal
  effect, the victim dies. If the saving throw fails against the
  paralysis effect, the victim’s mind and body become ener-
  vated, rendering the victim helpless and unable to act for
  1d6 rounds plus 1 round per quietus level. If the victim’s
  saving throw succeeds, the attack is just a normal savage
  mind thrust.
  Once the quietus has completed the 3 rounds of study,
  she must make the death attack within the next 3 rounds. If
  a lethal mind thrust is attempted and fails (the victim
  makes her save) or if the quietus does not launch the attack
  within 3 rounds of completing the study, 3 new rounds of
  study are required before she can attempt another lethal
  mind thrust.
  Mass Cloud Mind (Ps):The quietus learns the mass cloud
  mind power, even if she is normally too low a level to learn it.
  However, she cannot manifest it. Instead, once per day, the
  quietus can use the power as a psi-like ability (DC 10 +
  Charisma modifier + half manifester level). Manifester level
  equal to character’s manifester level. The save Difficulty Class
  is Charisma based.
  Crisis of Life (Ps): The quietus learns the crisis of life
  power, even if she is normally too low a level to learn it.
  However, she cannot manifest it. Instead, once per day, the
  quietus can use the power as a psi-like ability (DC 10 +
  Charisma modifier + half manifester level). Manifester level
  equal to character’s manifester level. The save Difficulty Class
  is Charisma based.
  Spirituel
  The banished gods of mental capacity sometimes briefly
  return to the known planes of reality to show forth their
  power. Like divine gods, psionic godminds act upon the
  worlds mostly through intermediaries—their spirituels. A
  spirituel is a psionic individual who hears the faint call of a
  psionic godmind and responds wholeheartedly, giving the
  godmind worship and praise. In return, the psionic godmind
  invigorates its worshiper with psionic abilities that it chan-
  nels from the divine sphere to the mortal realm.
  Any psionic character can potentially become an adher-
  ent of a psionic godmind, though seers become aware of the
  divine minds most often. Even then, psionic characters have
  few godminds to choose from. Most godminds are ban-
  ished, and the rest are hidden. Thus the route to becoming
  Chapter Eight: Psionic Prestige Classes 149
  
  a spirituel is not straightforward. Luck and chance play at
  least as much a role as desire and planning for those seek-
  ing psionic communion with a higher entity. Of the few
  psionic godminds
  rumored to be active,
  one of them, Actaeus, is
  described here (see page
  152).
  Unlike clerics of
  divine gods, spirituels
  are lone voices in the
  wilderness who serve
  the will of their god-
  mind without support-
  ing organizations, reli-
  gious centers, or church-
  es. In a way, they are like
  prophets, though few
  spirituels find much
  profit in too loudly pro-
  claiming the nature of
  their godmind, lest they
  be banned from a civi-
  lization that prefers
  divine gods to psionic
  godminds.
  Hit Die:d6
  Requirements
  To qualify to become a spirituel, a character must fulfill all
  the following criteria.
  Knowledge (Psionics): 6 ranks
  Knowledge (Religion): 8 ranks
  Manifesting: Ability to manifest precognition
  Special: The character must have found a
  psionic codex detailing the nature
  and powers of the specific psionic 
  godmind worshiped (this falls to 
  the DM to arrange as he sees fit).
  Class Skills
  The spirituel’s class skills (and the key ability for each skill)
  are Concentration (Con),Craft (any) (Int),Diplomacy (Cha),
  Heal (Wis),Knowledge (psionics) (Int),Knowledge (religion)
  (Int), Profession (Wis), and Psicraft (Int). See Chapter Four:
  Skills in the Player’s Handbook and Chapter Three: Feats and
  Skills in the Expanded Psionics Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Class Features
  All of the following are class features of the spirituel.
  Weapon and Armor Proficiency: Spirituels gain no addi-
  tional proficiency in any weapon or armor.
  Powers Known: 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 she had also
  gained a level in the psionic class she belonged to before
  adding the prestige class. She 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 she receives
  from the prestige class, psicrystal special abilities, and so
  on). The character does gain an increased effective level of
  psionic manifestation and additional power points. If a
  character had more than one psionic class before becoming a
  member of this prestige class, she must decide to which class
  she adds the new level for purposes of determining effective
  manifester level.
  For example, a 10th-level psion/3rd-level spirituel has a
  character level of 13th and a manifester level of 12th. So the
  character manifests powers with level-dependent parameters
  as if she were 12th level.
  Psionic Node (Ex): Choose a psionic godmind for the
  spirituel. At this time, only the godmind Actaeus is known
  (though the DM or other sources could develop others).
  Other known gods of psionic creatures that have domains
  and standard clerics may also possess the necessary mental
  architecture to support spirituels (at the DM’s option).
  Actaeus is described starting on page 152. The spirituel’s
  Hyperconscious: Explorations in Psionics
  150
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +2
  +0
  +2
  +0
  Psionic node
  —
  2
  +1
  +3
  +0
  +3
  +0
  —
  +1 level of existing class
  3
  +1
  +3
  +1
  +3
  +1
  —
  +1 level of existing class
  4
  +2
  +4
  +1
  +4
  +1
  Channel energy
  +1 level of existing class
  5
  +2
  +4
  +1
  +4
  +1
  —
  +1 level of existing class
  6
  +3
  +5
  +2
  +5
  +2
  —
  +1 level of existing class
  7
  +3
  +5
  +2
  +5
  +2
  Extra channeling
  +1 level of existing class
  8
  +4
  +6
  +2
  +6
  +2
  —
  +1 level of existing class
  9
  +4
  +6
  +3
  +6
  +3
  —
  +1 level of existing class
  10
  +5
  +7
  +3
  +7
  +3
  Minor psionic avatar
  —
  THE SPIRITUEL
  Godminds: What Are They?
  Godminds, like gods, are immensely powerful
  entities. However, unlike many deities, god-
  minds were not born divine, and so they do not
  channel divine energy. Instead, they all belong
  to an ancient family of 17 siblings whose natu-
  ral psionic gifts registered off the charts in all
  tests during the age before now; they were a
  freak mutation of nature. A few were slain,
  either one by the other in internecine strife or
  by mobs of the fearful who learned of their
  growing power. Eventually, of the 11 that sur-
  vived, seven transcended into a state of god-
  mind on par with the power of demigods. They
  gained the ability to channel some of their
  power to the followers that learned of their
  existence and chose to venerate them.
  No one knows what became of the four who did
  not transcend, but three of those who did died
  at the hands of avatars of jealous deities
  (including Nyrocamaz, who is mentioned in the
  “Kuresh” entry of Chapter Six: New Monsters).
  Three more fled to distant planes to nurture
  their power to even greater heights, while
  Actaeus alone remains, gaining worshipers to
  whom he transmits portions of his psionic
  power in return for their devotion and 
  occasional service.
  
  psionic godmind influences her alignment, what psionics she can perform
  (from this point forward), her values, and how others see her.
  A psionic godmind has nodes in a manner similar to a standard god’s
  domains, though nodes are not domains. Choose two from among the god-
  mind’s psionic nodes to serve as your spirituel’s nodes. (Actaeus has only two,
  but other psionic godminds could have more. DMs should feel free to create
  more nodes that suit their campaigns, perhaps using existing domains to model
  their nodes upon.) 
  Each psionic node gives the spirituel knowledge of a node power at every
  power level, from 1st on up, as well as a granted power. (For instance, an 8th-
  level effective manifester would know node powers of 1st through 4th level.) The
  spirituel gains the granted powers of both selected psionic nodes (psionic nodes
  have similar, but not identical, granted powers to standard divine domains of the
  same name). With extra knowledge of two node powers at a given power level, the
  character’s total knowledge of discovered psionic powers increases by two at each
  additional level—knowledge of one extra power for each of the two nodes.
  Channel Energy (Su): Starting at 4th level, the spirituel gains the power to chan-
  nel the psionic might of her godmind a number of times per day equal to three plus
  her Wisdom, Charisma, or Intelligence modifier (whichever is more beneficial—once
  the choice is made, the spirituel cannot switch to another ability score). The spirituel
  can use this power in a variety of ways. All uses of channel energy to boost another
  quality (see below) are free actions that count as uses of a quickened action for the
  round (normally, only one quickened action is allowed per round).
  Boost Mode Check:Each time the spirituel channels energy to boost a mode check,she
  gains a +4 insight bonus on her mindscape opposed mode check roll.
  Boost Power: Each time the spirituel channels energy to boost a power, she gains a
  +2 insight bonus to set the power’s Difficulty Class (if any).
  Boost Grace: Each time the spirituel channels energy to boost grace, she gains a
  +2 insight bonus on her Will saving throw. The spirituel can channel energy as
  an immediate action.
  Boost Fury: Each time the spirituel channels energy to boost fury, she adds
  +1d6 points of damage to any power that deals damage dice. The extra dam-
  age is treated as holy damage. A single power can be augmented by more than
  a single usage of channel energy.
  Boost Reserve: Each time the spirituel channels energy to boost her
  reserve, she gains 1d4+1 power points that she must use toward the cost
  of a psionic power. Any points not used are lost. The spirituel can chan-
  nel energy to boost her reserve as a swift action.
  Awe: The spirituel can apply up to three uses of her daily channel energy
  ability in an attempt to awe specified targets. The spirituel uses a standard
  action to fill herself with the glory of her psionic godmind, seeking to put
  the fear of her godmind into her chosen targets (she can affect all specified
  targets who view her within a 30-foot radius) who fail a Will saving throw
  (DC = 10 + effective manifester level). Affected creatures stand dazed, as
  the condition. This tableau holds until the spirituel ends the effect, 10
  minutes pass, or the awed creatures are attacked.
  Psionic Symbol: The spirituel can apply up to four uses of her daily
  channel energy ability to create a psionic symbol. Each time the spir-
  ituel channels energy to invoke a psionic symbol, she inscribes her
  godmind’s symbol upon any surface (even stone or metal) without
  harm to it. The symbol can be no more than 6 inches in diame-
  ter. The symbol can be visible or invisible. If she makes an invis-
  ible symbol, speaking the godmind’s name in the vicinity causes
  Chapter Eight: Psionic Prestige Classes 151
  
  it to glow and become visible (as does a detect psionics
  power and other effects that allow the viewing of invisible
  things). The symbol cannot be negated or dispelled, except
  by the spirituel (who can do so as a swift action). If
  inscribed on a living being, normal wear gradually causes
  the symbol to fade in about a month.
  If inscribed upon an inanimate, immobile object or sur-
  face, the psionic symbol consecrates the area (up to a 50-
  foot radius centered on the symbol) to the character’s
  psionic godmind. It grants a psionic effect upon specified
  creatures that enter the area, but only while they remain in
  the area. The psionic symbol lasts for one day and func-
  tions throughout the entire radius, regardless of the nor-
  mal duration and area or effect. The spirituel can designate
  whether the effect applies to all creatures, creatures who
  share her faith or alignment, psionic creatures, nonpsionic
  creatures, creatures who adhere to another faith or align-
  ment, or potentially some other general grouping. The
  effect is either benign (all specified creatures gain a morale
  bonus of +4 on their attack rolls and a morale bonus of +4
  on saving throws against fear effects) or baneful (all speci-
  fied creatures gain a morale penalty of –4 on their attack
  rolls and a morale penalty of –4 on saving throws against
  fear effects).
  Extra Channeling (Su): Starting at 7th level, the spir-
  ituel can channel the energy of her godmind an additional
  four times per day.
  Minor Psionic Avatar (Su): From 10th level forward, once
  per day the spirituel can open a wider mental channel to her
  psionic godmind and become a minor avatar to the god-
  mind’s purpose. The spirituel can maintain the channel for
  up to one hour. While a minor psionic avatar, the spirituel
  gains the benefits of mindful aura†. More importantly, she
  can freely manifest any psionic node power she knows, but
  she cannot use more than three free manifestations during
  the hour. Finally, if she would otherwise be killed while act-
  ing as a psionic avatar, she instead receives the effects of the
  defer fatality† power.
  Actaeus, a Godmind
  Actaeus (ak TEY us), a psionic godmind, is chaotic good, and
  he possesses the title “the Mindful God.” Actaeus is one of
  an extended pantheon of psionic godminds, most of whom
  are absent, missing, or banished far from known planes.
  (Nyrocamaz is a “sibling,” described briefly as the absent
  kureshim god in the “Kuresh” entry of Chapter Six: New
  Monsters.) 
  Even Actaeus is little known,though he seeks to reintroduce
  his liturgy to the world.His symbol is three eyes.He is associ-
  ated with the psionic nodes of Knowledge and Protection.
  (Psionic nodes have similar,but not identical,granted powers
  and abilities to standard divine domains of the same name.)
  His favored weapon is the naked intellect.Standard clerics
  gain no powers from worshipping Actaeus unless they multi-
  class into a psionic class and meet the requirements for the
  spirituel prestige class.
  Knowledge Psionic Node
  Granted Powers:You gain a base proficiency of +2 in all
  Knowledge skills and the ability to manifest powers from the
  clairsentience discipline at +1 manifester level.
  Knowledge Psionic Node Powers 
  1
  Precognition. Gain floating +2 insight bonus to one roll.
  2
  Read Thoughts. You detect subject’s surface thoughts.
  3
  Eradicate Invisibility. Negate invisibility in a 50-foot
  burst.
  4
  Steadfast Perception. Immunity to illusory effects, +6
  bonus on Spot and Search checks.
  5
  True Seeing, Psionic. See all things as they really are.
  6
  Precognition, Greater. Gain +4 insight bonus to one roll.
  7
  Sequester, Psionic. Target becomes invisible to sight
  and remote viewing, renders subject comatose.
  8
  Astral Seed. You plant the seed of your rebirth from
  the Astral Plane.
  9
  Metafaculty. You learn details about any one creature.
  Protection Psionic Node
  Granted Power:You can generate a protective ward that
  grants someone you touch a resistance bonus equal to your
  effective manifester level on her next saving throw.
  Activating this power is a standard action that draws an
  attack of opportunity. The protective ward is an effect from
  the Psychokinesis discipline with a duration of one hour,
  usable once per day.
  Protection Psionic Node Powers 
  1
  Empty Mind. You gain a +2 bonus on Will saves
  until your next action.
  2
  Alloyed Hide†. The target’s skin becomes toughened
  and provides damage reduction.
  3
  Mental Barrier. Gain +4 deflection bonus to AC
  until your next action.
  4
  Intellect Fortress. Those inside fortress take only half
  damage from all powers and psi-like abilities until
  your next action.
  5
  Tower of Iron Will. Grant PR 19 against mind-affect-
  ing powers to all creatures within 10 feet until your
  next turn.
  6
  Dispelling Buffer. The target is buffered from one dis-
  pel psionics effect.
  7
  Reddopsi. Powers targeting you rebound on manifester.
  8
  Mind Blank. The target becomes immune to men-
  tal/emotional magic, scrying, and so on.
  9
  Timeless Body. Ignore all harmful, and helpful,
  effects for 1 round.
  Hyperconscious: Explorations in Psionics
  152
  
  Voce Warrior
  Sound is sometimes powerful, sometimes subtle, and—in
  the hands of a voce warrior—potentially cataclysmic in
  effect. The weapon of the voce warrior is his echoic saber.
  This is not a physical weapon; the voce warrior needs noth-
  ing so crude. The echoic saber is a transient sonic con-
  struction created round-by-round through a synergy of
  precise subvocalizations in delicate concert with mentally
  generated psi-phonemes. The synthesis of the two is the
  keen, subtle, swift, invisible, and deadly weapon of the voce
  warrior, who can maim with a whisper and kill with a
  sound.
  Psychic warriors enter the voce warrior prestige class
  primarily, although some egoists find this class perfect when
  they’ve achieved all the prerequisites.
  Hit Die: d12
  Requirements
  To qualify to become a voce warrior, a character must fulfill
  all the following criteria.
  Base Attack Bonus: +3
  Knowledge (Psionics): 1 rank
  Listen: 3 ranks
  Move Silently: 3 ranks
  Manifesting: Ability to manifest synesthete
  Feats: Exotic Weapon Proficiency 
  (any), Skill Focus (Listen)
  Class Skills
  The voce warrior’s class skills (and the key abili-
  ty for each skill) are Autohypnosis (Wis),
  Balance (Dex), Climb (Str), Concentration
  (Con), Jump (Str), Listen (Wis), Move
  Silently (Dex), Swim (Str), Tumble
  (Dex), and Use Psionic Device (Cha).
  See Chapter Four: Skills in the
  Player’s Handbook and Chapter
  Three: Feats and Skills in the
  Expanded Psionics Handbook for
  skill descriptions.
  Skill Points at Each Level: 4 +
  Intelligence modifier
  Class Features
  All of the following are class features
  of the voce warrior prestige class.
  Weapon and Armor Proficiency:
  Voce warriors gain no additional profi-
  ciency in any weapon or armor.
  Powers Known: At every level indicated
  on the table for the prestige class, the character
  gains new power points per day and access to dis-
  covered 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, metap-
  sionic or item creation feats, mode check bonuses, hit points
  beyond those he receives from the prestige class, psicrystal
  special abilities, and so on). The character does gain an
  increased effective level of psionic manifestation and addi-
  tional power points. If a character had more than one psion-
  ic class before becoming a member of this prestige class, he
  must decide to which class he adds the new level for purpos-
  es of determining effective manifester level.
  For example, a 10th-level psychic warrior/3rd-level voce
  warrior has a character level of 13th and a manifester level of
  11th. So the character manifests powers with level-dependent
  parameters as if he were 11th level.
  Echoic Saber (Ex): The voce warrior willingly gives up all
  other physical weapons in favor of his echoic saber.The echoic
  saber is not visible except when it strikes (seeming saberlike,
  raylike,or possessing some similar rudimentary weaponlike
  image);instead,it possesses only an audible,low-pitched,
  Chapter Eight: Psionic Prestige Classes 153
  
  rumbling hum.What one person considers a simple vocaliza-
  tion is the voce warrior’s melee or ranged attack.If the voce
  warrior cannot use his voice (for instance,if he strays into a
  null-sound effect such as magical silence,or if he stands in a
  vacuum where no sound can be transmitted),he cannot use his
  echoic saber.Otherwise,the voce warrior can use his echoic
  saber simply as a result
  of his psionic heritage.
  When the voce warrior
  first gains the ability to
  generate an echoic saber,
  his weapon-specific feats
  (if any) are instantly
  transformed—they no
  longer apply to the
  weapon they were origi-
  nally chosen for—and
  now apply to the echoic
  saber.For instance,the
  voce warrior’s Exotic
  Weapon Proficiency feat
  now applies to his echoic
  saber,and he loses profi-
  ciency with whatever
  weapon he originally
  selected the feat for.The
  same is true for Weapon
  Focus,Weapon
  Specialization,and any
  other weapon-specific
  feats the voce warrior
  may have gained.The
  transformed weapon
  feats all provide their full
  benefit to the echoic saber.Moreover,while using the echoic
  saber,the character cannot use any physical weapon.
  Echoic Saber Weapon Statistics: The weapon requires a move
  action to “draw.” Once it’s drawn, the voce warrior can main-
  tain it from round to round as a nonaction. Cost n/a; Melee
  Damage 2d6 (Strength modifier × 1.5 as long as both hands
  remain free); Ranged Damage 1d6; Critical 19–20/×2; Range
  Increment (if used as a ranged weapon) 30 feet; Weight n/a;
  Type Bludgeoning or Piercing (choose each round). Once
  “drawn,” the saber allows the voce warrior to attack with it as
  if it were a normal weapon, calculating an attack based on
  his base attack score modified by his key ability score (or
  Intelligence, if no key ability score applies). As with a normal
  weapon, the same score also modifies damage. If using it as a
  ranged weapon, the character projects each round a number
  of bolts of sonic force equal to the number of attacks he can
  normally make. Even though partially of sonic construction,
  the echoic saber is also bounded and reinforced with psionic
  energy; thus, creatures resistant or immune to sonic damage
  are not immune to the echoic saber. Creatures immune to
  sonic damage take half damage from each hit; creatures vul-
  nerable to sonic damage take double damage.
  After the first round, the character need not drop his
  vocalizations that keep his echoic saber “drawn” in order to
  speak. Like gifted throat musicians of some cultures, the
  voce warrior can maintain two different pitches and tones
  simultaneously.
  Sonic Breach (Su):The character’s echoic saber can deal
  damage to a creature with damage reduction as if the charac-
  ter made the attack with a magic weapon (as if it were a +1
  weapon). Sonic breach does not actually confer an enhance-
  ment bonus—this ability merely allows the character to
  pierce damage reduction. Sonic breach starts at 2nd level
  and improves as the character gains experience; the echoic
  saber improves with the voce warrior’s level as follows: cold
  iron (or as a +3 weapon) at 5th level, silver (or as a +4
  weapon) at 8th level, and adamantine (or as a +5 weapon) at
  11th level. However, DMs should allow voce warriors to
  Hyperconscious: Explorations in Psionics
  154
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +1
  +2
  +0
  +0
  +0
  Echoic saber
  —
  2
  +2
  +3
  +0
  +0
  +0
  Sonic breach: magic 
  —
  3
  +3
  +3
  +1
  +1
  +1
  Audible escalation +2
  +1 level of existing class
  4
  +4
  +4
  +1
  +1
  +1
  Resonance ram
  —
  5
  +5
  +4
  +1
  +1
  +1
  Sonic breach: cold iron
  —
  6
  +6
  +5
  +2
  +2
  +2
  Audible escalation +3
  +1 level of existing class
  7
  +7
  +5
  +2
  +2
  +2
  Echolocation
  —
  8
  +8
  +6
  +2
  +2
  +2
  Sonic breach: silver 
  —
  9
  +9
  +6
  +3
  +3
  +3
  Audible escalation +4
  +1 level of existing class
  10
  +10
  +7
  +3
  +3
  +3
  Skotono voce
  —
  11*
  +11
  +7
  +4
  +4
  +4
  Sonic breach: adamantine —
  * Unlike most prestige classes,the voce warrior enjoys 11 levels of advancement.
  THE VOCE WARRIOR
  Audible Interaction and Escalation
  Abilities, powers, and spells that do not out-
  right cancel all sound in a radius can have vary-
  ing effects on an echoic saber. To simplify, all
  such effects (such as the psionic power control
  sound) that successfully target the echoic saber
  give the voce warrior a –2 penalty on all his
  attack rolls while in effect.
  If desired, the voce warrior can permanently sub-
  stitute a DM-approved weapon special quality
  (such as holy, flaming, or even impact or lucky)
  for an equal amount of enhancement bonus as
  long as the base +1 enhancement bonus of any
  manifestation remains active (so, at 3rd level, a
  voce warrior could substitute only a weapon qual-
  ity equal to +1 to keep a base +1 weapon). Once
  substituted, that special quality remains fixed;
  whenever the character manifests an echoic saber
  of any enhancement bonus level, the substituted
  weapon quality also manifests. At higher levels,
  the character can add more weapon special quali-
  ties; however, each weapon special quality added
  obviously reduces the highest enhancement
  bonus gained. If substituting a +3 or higher level
  weapon quality after 9th level, the character could
  manifest a +2 or +3 echoic saber that doesn’t
  manifest that weapon quality; only echoic sabers
  manifested using audible escalation at 9th level
  and above would manifest with this quality.
  However, DMs should also allow voce warriors to
  change out previously selected weapon equiva-
  lents using the same eight-hour method
  described for the soulknife to change out previ-
  ous configurations of this mind blade in the
  Expanded Psionics Handbook.
  
  change out previously selected weapon equivalents using the
  same eight-hour method described for the soulknife to
  change out previous configurations of the mind blade; see
  the Expanded Psionics Handbook, Chapter Two.
  Audible Escalation (Su): Once per day, the voce warrior
  can confer an enhancement bonus upon his echoic saber 
  as a free action. As for any weapon with an enhancement
  bonus, the bonus modifies both the attack roll and the dam-
  age roll of the echoic saber. Each audible escalation grants 10
  rounds of use, though the voce warrior may divide up the
  rounds throughout the day. At 3rd level, the echoic saber
  gains a +2 enhancement bonus, and this bonus increases by
  +1 at 6th and 9th level (to +3 and +4, respectively).
  The voce warrior can use each of these escalations once per
  day.For instance,the 8th-level character could use audible esca-
  lation +2 during his first encounter of the day for 2 rounds,then
  later use audible escalation +4 during some difficult encounter
  later on the same day for all 10 rounds.The voce warrior decides
  at the beginning of each round how much escalation,if any,to
  apply to his echoic saber.He can use this power in dribs and
  drabs by choosing to use up just 1 or 2 rounds worth of the
  escalation as desired instead of letting the duration run out.
  Resonance Ram (Ps): Beginning at 4th level,the voce war-
  rior can infuse his voice with splintering power and bellow
  forth a tangible wave of force when he spends 5 power points.
  Treat this as a ranged attack with a 50-foot maximum range,
  a +3 bonus on the attack roll, and no penalties for distance.
  Those the resonance ram strikes take 3d6 points of damage
  and are subject to a bull rush (treat the attack as if made by a
  Large foe with a Strength of 29). If the voce warrior directs
  the resonance ram attack against an inanimate untended
  object to break or burst it (such as a door),the ram’s Strength
  check is as if made by a character with a Strength score of 29.
  The character doesn’t need to drop the vocalizations that keep
  his echoic saber “drawn” to use this power.
  Echolocation (Ps): For a period of 10 minutes starting at
  7th level,the voce warrior can add a subtle harmonic to the
  vocalization that keeps his echoic saber “drawn” when he
  spends 3 power points.The psionically modified harmonic’s
  noise is reflected back by creatures and objects within a 60-
  foot-range (and line of sight),allowing the character to “see”
  in normal and magical darkness while the duration lasts.
  More significantly,while the duration lasts the character can
  see creatures or objects that are invisible,as well as any that
  are astral or ethereal, as if they were normally visible.
  Echolocation does not reveal the method used to obtain invisi-
  bility,though astral travelers are easy to identify if they have a
  silver cord.It does not reveal illusions or enable the character
  to see through opaque objects.It grants a +10 competence
  bonus on the voce warrior’s Spot checks against creatures
  who are simply hiding,concealed,or otherwise hard to see.
  Skotono Voce(Ps):Once per day the voce warrior can utilize
  all his training and psionic ability to craft a killing vocalization
  when he pays 3 power points.Using any normal (or escalated)
  attack with his echoic saber, he automatically hits and scores
  a critical hit. Defenders who survive the damage must make
  a Fortitude save (DC 10 + damage dealt) or die.
  Psionic Prestige Class
  Variants
  Even with the release of the Expanded Psionics Handbook,
  there are a few prestige classes that still could benefit from a
  variant—for balance or merely for something different. Let’s
  give it a whirl for the metamind, the pyrokineticist, and the
  blade manifester (a prestige class for the Expanded Psionics
  Handbook’s soulknife).
  Metamind
  The metamind prestige class description appears in Chapter
  Six: Prestige Classes of the Expanded Psionics Handbook.
  Hit Die:d4
  Requirements
  To qualify to become a metamind, a character must fulfill all
  the following criteria.
  Knowledge (Psionics): 8 ranks,
  Psicraft: 4 ranks
  Feat: Psicrystal Affinity
  Manifesting: Able to manifest 2nd-level powers
  Class Skills
  The metamind’s class skills are Autohypnosis (Wis),
  Concentration (Con), Craft (any) (Int), Knowledge (psion-
  ics), and Psicraft (Int). See new skills and expanded uses of
  existing skills in Chapter Three of the Expanded Psionics
  Handbook. See Chapter Four of the Player’s Handbook for
  other skill descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Class Features
  All of the following are class features of the metamind pres-
  tige class.
  Weapon and
  Armor Proficiency:
  Metaminds gain no
  proficiency with any
  new weapon or
  armor.
  Powers Known:At
  every level,a metamind
  gains additional power
  points per day and
  access to new powers
  as if he had also gained
  a level in whatever
  Chapter Eight: Psionic Prestige Classes 155
  Wild Surge Advancement
  As it currently stands, wilders are unlikely to
  take prestige classes due to the loss of their
  surge abilities. As a variant, you might consider
  allowing a wilder to treat prestige class levels
  that currently grant a “+1 level of existing
  class” as wilder levels for the purpose of using
  wild surge and psychic enervation. However,
  not all prestige classes are appropriate for
  this—any psionic prestige class that allows a
  character to increase save DCs as a class ability
  should never gain the use of this wild surge
  advancement variant. For instance, the awak-
  ened dreamer† should not gain the wild surge
  advancement variant because of the class’s
  impose will ability.
  
  manifesting class he belonged to before he added the prestige
  class.He does not,however,gain any other benefit a character
  of that class would have gained (bonus feats,metapsionic or
  item creation feats,and so on).This essentially means that he
  adds the level of metamind to the level of whatever manifesting
  class the character has,then determines power points per day,
  powers known,and manifester level accordingly.
  If a character had more than one manifesting class before
  he became a metamind,he must decide to which class he adds
  the new level of metamind for the purpose of determining
  power points per day, powers known, and manifester level.
  Cognizance Psicrystal (Ex):At 1st level, a metamind mas-
  ters the trick of storing excess power points in a psicrystal.
  The psicrystal is now treated as a cognizance crystal capable of
  storing 5 power points, in addition to its psicrystal abilities.
  At every odd-numbered level, a metamind becomes able to
  store an additional 2 power points in his psicrystal, to a
  maximum of 13 points at 9th level.
  Sequestration (Ex): The metamind is required to sequester
  two powers at first level.When a power is sequestered,the
  character loses the use of it,in this case permanently.On the
  upside,the character gains a bonus to power points equal to
  the power point cost of the sequestered powers.For instance,
  a 1st-level metamind might choose two 1st-level powers to
  sequester,empty mind and ecto protection.While this adds only
  2 additional power points to the metamind’s power point
  total,the character remains leery at this point of sequestering
  higher-level powers,which would have added a higher num-
  ber of power points to the character’s power point total.
  Thus,metaminds have more power points than is normal for
  their manifester level,but they know fewer powers than an
  equal-level psion.Any power may be sequestered,even disci-
  pline powers of the character’s select discipline list. Once it’s
  sequestered,the metamind loses knowledge of that power
  and may never learn it in the future.
  As the metamind gains levels,the number of enforced seques-
  trations also increases,as shown on the class table above.
  Font of Power (Ps):A 10th-level metamind can act as a
  living cognizance crystal, producing seemingly endless power
  points once per day, for up to one minute. His eyes shine like
  tiny stars, and faint illumination seems to beam out of his
  mouth and the end of each of his fingers. While so empow-
  ered, he can manifest any of his powers without drawing
  from his power point reserve. He finds the power points he
  needs welling up within his own body.
  If a metamind using this ability enters a metaconcert, his
  power point reserve is accessed normally for the purpose of
  his contributing to the pool.
  Blade Manifester
  Rare individuals are able to hone the totality of their psionic
  talent into a razor-sharp blade composed of pure will.These
  paragons of physical combat are often so focused on realiz-
  ing the full power of their mind blade that they care little for
  developing traditional powers of the mind.While many see
  this as a purity,others eventually come to find it a limitation.
  A blade manifester is a soulknife who is adept at both physi-
  cal combat with the blade of his mind’s desire and at enhancing
  his already considerable skill by manifesting psionic powers.
  Hit Die:d8
  Requirements
  To qualify to become a blade manifester, a character must ful-
  fill all the following criteria.
  Class Abilities: Mind blade, shape mind blade
  Ability Score: Wisdom 15
  Hyperconscious: Explorations in Psionics
  156
  Base
  Mode
  Class
  Attack
  Fortitude
  Reflex
  Will
  Check
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Powers Known
  1
  +0
  +0
  +0
  +2
  +2
  Cognizance psicrystal 5,
  +1 level of existing class
  sequestration 2
  2
  +1 
  +0 
  +0 
  +3 
  +2
  Sequestration 3
  +1 level of existing class
  3
  +1 
  +1 
  +1 
  +3
  +3
  Cognizance psicrystal 7,
  +1 level of existing class
  sequestration 4
  4
  +2 
  +1 
  +1 
  +4 
  +3
  Sequestration 5
  +1 level of existing class
  5 
  +2 
  +1 
  +1 
  +4
  +4
  Cognizance psicrystal 9,
  +1 level of existing class
  +4
  sequestration 6
  6 
  +3 
  +2 
  +2 
  +5 
  +5
  Sequestration 7
  —
  7 
  +3 
  +2 
  +2 
  +5
  +5
  Cognizance psicrystal 11,
  +1 level of existing class
  sequestration 8
  8 
  +4 
  +2 
  +2 
  +6 
  +6
  Sequestration 9 
  —
  9 
  +4 
  +3 
  +3 
  +6 
  +6
  Cognizance psicrystal 13,
  +1 level of existing class
  sequestration 10
  10
  +5 
  +3 
  +3 
  +7 
  +7
  Font of power,sequestration 11 —
  THE METAMIND
  
  Class Skills
  The blade manifester’s class skills (and the key ability for each
  skill) are Autohypnosis (Wis),Climb (Str),Concentration
  (Con),Craft (any) (Int),Hide (Dex),Jump (Str),Knowledge
  (psionics) (Int),Listen (Wis),Move Silently (Dex),
  Profession (Wis),Spot (Wis),and Tumble (Dex).See new
  skills and expanded uses of existing skills in Chapter Three of
  the Expanded Psionics Handbook.See Chapter Four of the
  Player’s Handbook for other skill descriptions.
  Skill Points at Each Additional Level: 2 + Int modifier
  Class Features
  All of the following are class features of the blade manifester
  prestige class.
  Weapon and Armor Proficiency:Blade manifesters gain
  no new proficiencies.
  Power Points/Day:A blade manifester’s ability to mani-
  fest powers is limited by the power points he has available.
  His base daily allotment of power points is given on the
  blade manifester class table below. In addition, he receives
  bonus power points per day if he has a high Wisdom score
  (see Table 2–1: Ability Modifiers and Bonus Power Points in
  the Expanded Psionics Handbook). His race may also provide
  bonus power points per day, as may certain feats and items.
  Powers Known:Blade manifesters use the same power list
  as psychic warriors. A blade manifester begins play knowing
  one psychic warrior power of your choice. Each time he
  achieves a new level, he unlocks the knowledge of a new
  power. A blade manifester can manifest any power that has a
  power point cost equal to or lower than his manifester level.
  The total number of powers a blade manifester can mani-
  fest in a day is limited only by his daily power points.
  The Difficulty Class for saving throws against blade man-
  ifester powers is 10 + the power’s level + the blade mani-
  fester’s Wisdom modifier.
  Maximum Power Level Known:A blade manifester
  begins play with the ability to learn 1st-level powers. As he
  attains higher levels, he may gain the ability to master more
  complex powers—for example, a 4th-level blade manifester
  can learn powers of 2nd level or lower, a 7th-level blade man-
  ifester can learn powers of 3rd level or lower, and so on.
  To learn or manifest a power, a blade manifester must
  have a Wisdom score of at least 10 + the power’s level. For
  example, a blade manifester with a Wisdom score of 13 can
  manifest powers of 3rd level or lower.
  Student of the Blade: At the levels shown on the class
  table, a blade manifester gains the class features of a
  soulknife found in the special column on the soulknife’s
  class table as if he had
  also gained a level in
  soulknife. He does
  not, however, gain
  any other benefit a
  soulknife character
  would have gained
  (d10 HD, good Will
  saving throw, uninter-
  rupted base attack
  bonus, etc).
  The blade mani-
  fester always gains
  only the next higher
  level of special class
  features. For instance,
  a 5th-level
  soulknife/2nd-level
  blade manifester
  gains the special class
  features of a 6th-level
  soulknife.
  If the character later
  leaves the blade manifester class and returns to the straight
  soulknife class,his soulknife special class features progression
  is unchanged and requires some bookwork to track. For
  instance, if a 5th-level soulknife/4th-level blade manifester
  decides to take his next level as a straight soulknife,he would
  have the special class features of an 8th-level soulknife, even
  though his straight soulknife class level would be 6th.
  Chapter Eight: Psionic Prestige Classes 157
  Pyrokineticist Variant Options
  The pyrokineticist prestige class description
  appears in Chapter Six: Prestige Classes of the
  Expanded Psionics Handbook. This sidebar pro-
  vides some alternatives for the class.
  Mindscape Psionic Combat Mode
  Check Progression: Average
  Hit Die: d10
  The pyrokineticist’s requirements, class skills,
  and class features remain as described in the
  Expanded Psionics Handbook, except for the
  following modification to the class table:
  THE PYROKINETICIST
  Class
  Base Attack
  Level
  Bonus
  1st
  +1
  2nd
  +2
  3rd
  +3
  4th
  +4
  5th
  +5
  6th
  +6
  7th
  +7
  8th
  +8
  9th
  +9
  10th
  +10
  Base
  Mode
  Max.
  Class
  Attack Fortitude Reflex
  Will
  Check
  Power
  Powers Power Level
  Level
  Bonus
  Save
  Save
  Save
  Bonus
  Special
  Points/Day
  Known
  Known
  1
  +0
  +0
  +2
  +0
  +0
  —
  1
  1
  1st
  2
  +1
  +0
  +3
  +0
  +0
  Student of the mind blade
  2
  2
  1st
  3
  +2
  +1
  +3
  +1
  +1
  Student of the mind blade
  3
  3
  1st
  4
  +3
  +1
  +4
  +1
  +1
  —
  5
  4
  2nd
  5
  +3
  +1
  +4
  +1
  +1
  Student of the mind blade
  7
  5
  2nd
  6
  +4
  +2
  +5
  +2
  +2
  Student of the mind blade
  11
  6
  2nd
  7
  +5
  +2
  +5
  +2
  +2
  —
  15
  7
  3rd
  8
  +6
  +2
  +6
  +2
  +2
  Student of the mind blade
  19
  8
  3rd
  9
  +6
  +3
  +6
  +3
  +3
  Student of the mind blade
  23
  9
  3rd
  10
  +7
  +3
  +7
  +3
  +3
  Student of the mind blade
  27
  10
  4th
  THE BLADE MANIFESTER
  
  Hyperconscious: Explorations in Psionics
  158
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000–2004,
  Wizards of the Coast,Inc.
  d20 System Reference Document Copyright
  2000–2004,Wizards of the Coast,Inc.;authors
  Jonathan Tweet,Monte Cook,Skip Williams,Rich
  Baker,Andy Collins,David Noonan,Rich Redman,
  and Bruce R.Cordell,based on original material by
  E. Gary Gygax and Dave Arneson.
  Hyperconscious: Explorations in Psionics
  Copyright 2004 Bruce R.Cordell.All rights
  reserved.
  If Thoughts Could Kill Copyright
  2001–2004 Bruce R.Cordell.All rights reserved.
  Mindscapes Copyright 2003–2004 Bruce R.
  Cordell.All rights reserved.
  
  Dragon and Dungeon are registered trademarks of Wizards of the Coast, Inc. ©2004 Wizards. Undefeated is ™ and © 2004 Paizo Publishing, LLC. All rights reserved.
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  BEYOND COUNTLESS DOORWAYS™
  A new book of planes by your favorite Planescape® designers.
  Celebrate the 10th anniversary of the classic Planescape® setting with this new book by
  veteran Planescape designers Monte Cook, Wolfgang Baur, Colin McComb, and Ray Vallese.
  18 all-new planes for any d20 campaign, with a foreword by David “Zeb” Cook
  ®
  ®
  FANTASY–
  TAKEN
  BACK
  TO THE
  EDGE!
  A PLANESCAPE® REUNION!
  Monte Cook presents more works of dungeon mastery.
  On sale in October • 224 pages • $34.99 (US) • WW16108 • ISBN 1-58846-975-1
  Free previews at www.montecook.com
  ©2004 Monte J. Cook. Malhavoc is a registered trademark owned by Monte J. Cook. All rights reserved. 
  The Sword & Sorcery logo is a trademark of White Wolf Publishing, Inc. Planescape is a registered trademark and d20 System and the d20 System logo
  are trademarks of Wizards of the Coast in the USA and other countries and are used with permission. Dungeon Master is a registered trademark of Wizards of the Coast. 
  FANTASY– 
  TAKEN
  BACK
  TO THE
  EDGE!
  A PLANESCAPE® REUNION!
  
  by BRUCE R. CORDELL
  D
  ream is the gate, Mind the fuel, and Time an illusion . . .
  The institution known as the Oraculus splinters, sundering
  the Seven Sages. Now, each lone sage decries the others as
  frauds and proclaims unique revelations of future eras—a future
  that whispers back secrets of great power! Are these visions true,
  or are they insidious dreams?
  Discover the latest imaginative adventure from the master of d20
  psionics! During play, Hyperconscious: Explorations in Psionics unveils
  valuable game material, including new psionic prestige classes,
  powers,monsters,feats,and items—many based around the
  themes of Dream. Plus, discover more about the horrifying entity
  known as the Dark Plea and its latest machinations.
  Hyperconscious also updates all the psionics rules material from
  Malhavoc Press’ EN World Award-winning previous psionics books,
  If Thoughts Could Kill and Mindscapes, to v.3.5 of the d20 System.
  This material is now fully compatible with the Expanded Psionics
  Handbook—and Hyperconscious is the only place you can find the
  updates and the new adventure all in one convenient volume.
  Bruce R. Cordell, designer of the D&D® Psionics Handbook and
  Expanded Psionics Handbook, is also known for his Origins Award-
  winning Return to the Tomb of Horrors and Epic Level Handbook.
  Malhavoc Press is  game designer Monte Cook’s d20 System imprint.
  It is devoted to products that  exhibit a mastery of the rules that only
  one of the 3rd Edition Dungeons & Dragons® designers can offer you.
  Free bonus material at WWW.MONTECOOK.COM
  Requires the Dungeons & Dragons® Core Books,Third Edition,and
  the Expanded Psionics Handbook,published byWizards of the Coast®
  ©2004 Bruce R.Cordell 
  Dungeons & Dragons and D&D are registered trademarks of Wizards of the Coast,Inc.
  ®
  ®
  PDF Version 1.0
  160 pages
  July 8, 2004
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/Sword and Sorcery series/Psionics Related/Hyperconscious. Explorations In Psionics.pdf