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    Authors: Brian Dupuis, Michel Fiallo-Perez, Greg Jacob, Jeremy SmithEditing: Brian Dupuis

    Additional Design: Will Elyea, Anthony OgdenContributors: B.J. Horn, Dylan Wiznura

    Design / Layout: Jeremy Smith

    Cover Design and Illustrations: Brandon GloreInterior Artists: J.R. Dart, Angelo del Castillo, Brandon Glore, Rick Hershey, Gerald Lee, Alex Leonard, Kevin Miller

    Special Thanks: Andreas Rnnqvist, Derek M. Koch, Michael Armstrong

    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. d20 System and the d20 System logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and areused according to the terms of the d20 System License version 6.0. A copy of this License can be found at . This edition of Untapped Potential: New Horizons in Psionics is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document

    by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, anddocument.

    Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e)of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as allDreamscarred Press product and product line names including but not limited to Untapped Potential: New Horizons in Psionics , anyspecic characters, monsters, creatures and places; proper names and names of places, artifacts, characters, countries, specic creatures,geographic locations, gods, historic events, organizations, and abilities; any and all stories, storylines, histories, plots, thematic elements,and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphicdesigns, except such elements that already appear in nal or draft versions of the d20 System Reference Document or as Open GameContent below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as OpenGame Content.

    Some portions of this book which are Open Game Content originate from the System Reference Document and are 1999, 2000,

    and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open GameContent and if so used, should bear the COPYRIGHT NOTICE Untapped Potential: New Horizons in Psionics 2007 AnthonyOgden, Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo-Perez, and Will Elyea. This material is protected under the copyrightlaws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the artwork or non-Open GameContent herein is prohibited without express written permission from this books authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own

    personal use only.

    This document is a work of ction. Any similarity to actual people, organizations, places, or events is purely coincidental.Some artwork in this book is 2006 Reality Deviant Publications, used with permission.

    Some artwork copyright Michael Hammes and Philip Reed, used under license. www.roninarts.com

    Untapped PotentialNew Horizons in Psionics

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    Introduction 1

    Using This Book 1Hyperconscious 1Discipline vs. Devotion 2Rules Replacements 2An Island of Dreams 2

    Chapter 1: Races 3Racial Paragon Classes 3

    Dromite Paragon 3Duergar Paragon 5Elan Paragon 6Half-Giant Paragon 7Maenad Paragon 8Xeph Paragon 9

    Racial Specialty Levels 10Dromite Ranger 10

    Dromite Society Mind 11Duergar Egoist 11Duergar Fighter 12Elan Monk 13Elan Psion 13Half-Giant Psychic Warrior 14Half-Giant Soulknife 15Maenad Fighter 15Maenad Wilder 16Xeph Monk 17Xeph Soulknife 17

    Chapter 2: Classes 19Devoted Psion 19Marksman 22Society Mind 29

    Chapter 3: Feats 37 New Feats 37Assassin Training 37Course Correction 37Craft Cognizance Crystal 37Craft Crystalic 37Communal Exemplar 39Deceptive Blade 39Duck and Weave 39Dueling Blade 39Durable Mind 40Exotic Mind Blade 40Falling With Style 40Fill The Blade 40Focused Dreamer 40

    Formbinding 40Harmonic Resonance 40Hawkeye 41Improved Power By Proxy 41Lend Health 41Luck Doesnt Stop Me 41

    Master Formbinder 42

    Master of Mantras 42Mental Dampening 42Mentally Inconspicuous 42Mind Blade Finesse 42Mind Blade Kensai 42On Fire 42Out of Mind, Out of Sight 43Personality Purge 43Poison Mastery 44Poisoned Blade 44Power By Proxy 45Psicrystal Afnity 45Psychic Substitution 45Psychokinetic Fist 45Quickshaper 45Reckless Blade 46

    Renewal 46Shieldwarden of Maenae 46Shuriken Mind Blade 46Soul Buffer 46Subconscious Containment 46Subconscious Reexes 47Vigilance of the Giants 47Web of Inuence 47Xeph Bladestorm 48MANTRAS 48Blade of the Champion 48Burst of the Cheetah 48Claws of the Tiger 48Eye of the Storm 48Fangs of the Cobra 49Final Strike of the Executioner 50

    Patience of the Hunter 50Presence of the Master 50Riding the Waves 50Roots of the Mountain 50Spirit of the Attuned 51Student of the Mind 51Swift as the Shadows 51Way of the Empty Palm 51Way of the Warrior 51Wrath of the Dragon 51

    Chapter 4: Prestige Classes 52Amalgamist 53Anyform Savant 57Energist 60Enlightened Exemplar 63

    Enlightened Protector 67Knight Meditant 70Maverick Voidshaper 72Phenotype Impressionist 75Psicrystal Imprinter 78Psychic Acrobat 81

    Seidmadr 84

    Sighted Seeker 87Chapter 5: NPCs and Organizations 93Augur 93Organizations 94

    Organizational Specialty Levels 94Cosmic Echoes 95

    Harmonizer 96The Mindwatch 97

    Psychic Watchman 98The Enlightenment 99

    Chapter 6: Powers 101Marksman Powers 102Psion / Wilder Powers 103Psion Devotion Powers 103Psychic Warrior Powers 104

    Society Mind Power 104Power Descriptions 106

    Chapter 8: Items 129Crystalics 129Focus Crystals 130Impression Crystals 130Mind Stones 130Psicrowns 131Universal Items 132Special Materials 133

    Chapter 8: Monsters 135Astral Juggernaut 135Ego Dragons 136

    Logos Dragon 137

    Pathos Dragon 139Cerebral Stalker 141The Nameless Fear 142

    Larval Nameless 142Augmented Nameless Template 144Dire Nightmare Prestige Class 145Dreamscarred 148Fear Spawn 149

    Psionic Constructs 150Crystalline Construct 150Sonic Construct 151

    The Mindborn 153

    Appendix 157Variant Soulknife 157Variant Wilder 159

    Epic-Level Psionic Characters 161 New Epic Feats 162Open Gaming License (OGL) 164

    Table of Contents

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    Untapped Potential: New Horizons in Psionics initially began as a pet project of four guys who really liked psionics.They liked it so much, in fact, that when a new psionic sourcebook was released, they realized that they could do what thatother book had tried to do, and do it even better.

    After six months of online collaboration, many conversations well into the morning hours, countless rewrites, redesigns,rejected ideas, and new innovations, the rst publically available version of Untapped Potential: New Horizons in Psionics was released in July 2006 - only from the Dreamscarred Press website, and only announced at one psionics forum.

    The response was staggering , especially for a publishing company created solely to distribute this fan-created work.Pre-orders for the book literally ooded in. Of course, at a whopping $5 per book, given that the early estimate was over 100 pages of new material, it was a bargain, even from a team of new authors.

    The initial release had absolutely no artwork - except for some amateur tribal tattoo designs passed through some lters.

    The initial release directly paid for illustrations for the print release, and while there have been mixed reactions to theartwork, for an upstart company with virtually no funds, it was a major victory - each author holding a printed copy of hisown work, with his name in the credits, a full-color cover, looking like a real RPG book.

    It has been just over a year since the initial release of Untapped Potential: New Horizons in Psionics . In that time,Dreamscarred Press has expanded its staff, its product lines, its website, and the storefronts where its products can be

    purchased. It has released another major book, The Mind Divine , a handful of High Psionics supplements, and has severalother product lines in development. A printed version of Untapped Potential: New Horizons in Psionics shipped to dozensof customers in a variety of nations around the globe. Some have even said we provide the best psionics support in theindustry today. All because four guys on a message board decided they could do it, and do it better.

    We would like to give our heartfelt thanks to our readers - your support has made all this possible. Were psionics fans just like you, and all were out to do is provide what we feel is the best psionics material. We may not always get it right- but were going to do everything in our power to try.

    Jeremy Smith, Co-Founder Dreamscarred Press

    Foreword

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    Untapped Potential: New Horizons in Psionics

    Rajrin: The Dreamy Isle. Its tales have served asbuilding blocks in the creative unconscious of society.

    However, this island of the mind is more than just amythical construction it has appeared in reality, and brings with it a vast wellspring of untapped potential

    Welcome to Untapped Potential: New Horizons in Psionics , a sourcebook expanding psionics in your games.Within these pages you will nd a host of new options for

    psionic characters, including feats, prestige classes, and powers. Characters belonging to a psionic race will alsond some special options relating to the unique strengthsand characteristics of their race. GMs, as well, should ndmaterial up their alley, ranging from psionic organizationsand NPCs to a host of vicious monsters, including onegroup of monsters able to serve as an entire campaignfocus.

    However, all of this would be difcult to integrate intoan existing game. So, weve done the work for you. Rajrin,the Dreamy Isle, serves as a featured adventure setting for Untapped Potential . While it is not necessary to referenceRajrins unique characteristics in your games at all, theisland can be easily inserted into any game world, and canserve as a wonderful source of adventure as well as analternative to the usual revisionist approaches neededwhen using a new game supplement. In games that arelooking to introduce psionics as a whole as opposed to justthe new material in this book, it can serve as a vehicle for that delivery as well with minimal changes. In order tofacilitate the diverse nature of one campaign to the next,the specics of Rajrin are left deliberately vague, to beadjusted to best suit your game. For more information onthis strange place, see below. If youd rather treat this book like other sourcebooks, nothing is stopping you simplyignore references to Rajrin and the entire book becomessetting-neutral.

    With this in mind, welcome to the shores of Rajrin,where you may witness rsthand the untapped potential of a mind unbound

    USING THIS BOOK Untapped Potential: New Horizons in Psionics expands

    on Open Game Content presented in the Expanded Psionics Handbook . The symbol UT is used throughoutUntapped Potential to indicate material introduced in this

    book. Supplemental information may be found online atthis books website, at . Additional material, such as web enhancements,will be collected on this site.

    HYPERCONSCIOUSUntapped Potential contains references to Open GameContent that appeared originally in Hyperconscious:

    Explorations in Psionics, by Bruce. R. Cordell. Hyperconscious is not required to enjoy Untapped Potential , but your play experience may be enhanced by using these two books together. Except for a singlefeat, Untapped Potential does not reprint material from

    Hyperconscious . Rather, the HC symbol is used to denoteif a particular element originated there, and sidebarsthroughout the book provide alternatives if you are notusing Hyperconscious.

    If you are using the Mindscapes psionic combat system,you will need to know the following information:

    The following classes use the good mode check progression: devoted psion, society mind, energist,enlightened exemplar, psicrystal imprinter, seidmadr, andsighted seeker.

    The following classes use the average mode check progression: marksman, amalgamist, anyform savant,enlightened protector, knight meditant, maverick voidshaper, phenotype impressionist, and psychicacrobat.

    Every monster (and NPC) presented in this book has itsmindscape mode check bonus listed with its resting modein its statistics block. As normal for psionic monsters, every

    psionic monster in this book uses the good mode check progression, including the templated monsters. However,the dire nightmare prestige class (for the Nameless Fear)uses the average mode check progression. A few monstershave special abilities based on the Mindscapes system: if you are not using this system, alternate versions have been

    provided in the individual ability descriptions.Many monsters (particularly those of the Nameless

    Fear) have the dreamborn subtype, which appears in Hyperconscious and belongs to creatures comprised,at least partially, of the stuff of dreams . If you do nothave access to Hyperconscious , treat a creature with thedreamborn subtype as having a 20% miss chance against

    all attacks (physical or not), due to the creatures hazy, out-of-focus appearance. This isnt an incorporeal miss chanceor concealment, so ghost touch weapons or concealment-reducing effects do not ignore this miss chance, but other effects that ignore miss chances altogether (such as anaugmented the arrow knows the way UT power or any area-effect spell or power) can affect a dreamborn creaturenormally.

    The psionic classes introduced in this book with unique power lists (the marksman, society mind, and sightedseeker) have powers from Hyperconscious presented on

    Introduction

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    army the PCs work for, fellow competitors in an archerycontest, or even just a amboyantly good darts-player atthe tavern. Any or all of these work well for PC marksmenintroducing themselves to the party as well. Adversarialmarksmen work best in a snipers role, but remember anenemy the party doesnt spot is an enemy they dont learnto recognize.

    Adaptation: Marksmen are relatively easy to adapt,

    as they exist in such a wide niche of avor. Instead of relying on intuition, perhaps marksmen in your game arethe chosen of the deities of luck, and draw their power from there. Maybe there are no organized marksmen,instead it being a solitary path. Perhaps, in your game, themarksmen are one of the products of a breeding programfor elite psionic supersoldiers.

    Forcing marksmen to choose a single signature style(instead of choosing at each stage) forces the class intoa more rigid structure, as does altering the signature styleoptions. If your campaign features other broad classes of ranged weapons -- for instance, gunpowder pistols or ries-- then marksmen certainly should have new signaturestyles for each broad weapon class, reecting the nuancesof such a style.

    Encounters: NPC marksmen likely are either colorfulcharacters encountered in nonlethal (yet preferablycompetitive) environments such as archery competitionsor the dartboard at the local pub, or deadly professionalsthat the PCs may never actually see in person, strikingfrom the distant shadows. Although marksmen (especiallycrossbow marksmen) make excellent snipers, the PCsshould have some method of identifying their foe at some

    point an enemy that remains hidden and nameless isntan enemy that the PCs will recognize later.

    SOCIETY MINDCare to share your thoughts?

    - Jaieth, human society mind

    A network is a pattern that naturally arises whenever multiple objects interact with each other with sharedconsequences. All organic life is a network of such patterns,

    blood and esh and wood and earth working unconsciouslytowards the goal of survival. Even unliving things, thedancing stars in the sky and the slow geologic gatheringof mountains follow certain guidelines. Thinking beingsfollow patterns far more complex, of emotions, dreamsand ideas. These networks, and the mind they form, arewhat power a society mind.

    MAKING A SOCIETY MINDSociety minds must choose their powers known every

    day after resting and meditating on the greater pattern of things. Like a wilder, a society mind has very few powersknown, but a society mind can change his powers knownfrom day to day. A society mind uses power points and canaugment his powers like any other manifesting class.

    In addition, society minds also have the unique abilityto enter into a worldthought network with other beings,through which the society mind can strengthen his allies,as well as weaken and subvert his foes.

    Races: Society minds tend to show up mostly in thesocial races, or in the nomadic races that travel and seemany lands. Humans and halings, qualifying on bothaccounts, produce numerous society minds. Dromites

    make great society minds, as the power of the class is oftena simple extension of their hive mind paradigm onto therest of the world.

    Alignment: Society minds tend most often to be neutralin both ethical and moral perspectives; the constant view of the larger trends leaves many society minds impartial andaloof. This is not always the case, though. Good societyminds seek to harmonize with the ow of others thoughtsand bring all conicts to a constructive resolution, whileevil society minds leech off the mental powers of thecommunities they live in and feel that their powers andunique position within the greater mind marks them asobviously superior.

    GAME RULE INFORMATIONSociety minds have the following game statistics.

    Abilities: Wisdom determines what level of psionic power a society mind can manifest, how hard his powersare to resist, and his bonus power points per day. Charismais useful to a few society mind abilities and a number of society mind skills, and a society mind needs Constitutionfor more hit points.

    Alignment: AnyHit Die: d6Starting Gold: 4d4 x 10 (100 gp)

    Starting Age: Complex (as psion)

    CLASS SKILLS The society minds class skills are Autohypnosis, Bluff,

    Craft, Concentration, Diplomacy, Gather Information,Heal, Intimidate, Knowledge (Psionics),Knowledge(History), Knowledge (Local), Listen, Perform, Profession,Psicraft, Sense Motive, Speak Language, Survival.

    Skill Points at 1st level: (4 + Int modier) x 4Skill Points at Each Additional Level: 4 + Int

    modier

    CLASS FEATURES Your psionic powers and your worldthought network

    are your most vital abilities. Helping your allies - whether by enhancing them or making your enemies weaker - iswhat you do best.

    Weapon and Armor Prociency: Society minds are procient with all simple weapons and light armor. Armor does not, however, interfere with the manifestation of

    powers.Power Points/Day: A society minds ability to manifest

    powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2-3:

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    Untapped Potential: New Horizons in Psionics

    55

    form involves the amalgamist calling ectoplasm aroundthe crystalic arm, and condensing it into the shape of hisdesire, using his limb as a framework. An amalgamistmay not form just anything using this ability, though heis limited by his own prowess with the limb, which isrepresented by restructuring points. An amalgamist hasa number of restructuring points equal to his key abilitymodier for manifesting, plus one restructuring point per

    class level. Restructuring points are not lost once they areused to shape a crystalic limb; the next time the limb isrecongured, all the points are regained and new optionsmay be chosen. Restructuring a crystalic limb normallytakes ten minutes of concentration, but experiencedamalgamists may perform this task in less time (see

    below).Sample congurations are listed below, along

    with their cost in restructuring points. These areall actual extensions of a limb, and as such cannot

    be disarmed or dropped. An amalgamist cannotinvest more restructuring points in any one of these options than his class level.

    Tool (1 point): The ectoplasm forms any of the metal tools or basic equipment (as foundon Table 7-8 in the Players Handbook) thatthe amalgamist could comfortably carry inone hand. He may rotate between a handform and a tool form as a free action. If this ability is selected more than once,the amalgamist may only emulate onetool at a time, but can switch betweenthem with a free action.

    Extension (1pt): As a moveaction, an amalgamist may

    elongate his wrist to up to 50ft., granting his hand the abilityto afx to objects. The arm issuitable for use as rope in thisform (treat it as a steel chain),

    but is not strong enough to moveindependently while extended.Another move action may be spentto retract the hand, if it is not attached toanything, returning the arm to normal. If thearm is sundered in this form, the amalgamisttakes 2 points of Strength damage, and histotal available restructuring points are reduced by however

    many points he had invested in extension until he repairsthe limb through the Craft Crystalic UT feat (as if repairinga psionic item).

    If the amalgamist instead invests 2 points, byconcentrating, he may slowly move his extended armas if it were his normal arm, accomplishing anything hecould with the far hand power (although the limb must beable to physically reach the object and the amalgamist isstill limited by his senses). Each additional point invested

    beyond the base cost increases the length by 20 ft.Claw (2 points): The amalgamist calls ectoplasm around

    his crystalic limb in the form of a claw, gaining a clawattack that deals 1d6 slashing damage if he is Medium-sized. If he is a larger or smaller size, adjust the damageaccordingly to the size difference. This claw has a +1enhancement bonus to attack and damage rolls, is treatedas psionic for purposes of damage reduction, and may beused as a primary or secondary natural attack as normal.

    For every additional two points used, the claws

    enhancement bonus increases by 1. Enhanced strength (2 points): An amalgamist may

    psychokinetically increase the strength of his crystaliclimb, gaining a +2 competence bonus on all Strengthchecks and Strength-based skill checks involving the useof the crystalic limb. For each 2 additional points invested,the competence bonus increases by 2.

    Sensor (3 points): The amalgamist gain the ability tosee from his hand as if it had the Sighted ability of a

    psicrystal while he concentrates. This means, in part,that he could look around corners by holding his

    hand out or combining it with the extension option. If the amalgamists normal

    visual or auditory senses are somehowimpeded, the sensor s input for that

    sense automatically replaces them(without the need to concentrate),

    allowing him to remainfunctioning normally.

    If the amalgamist insteadinvests 5 points, in additionto the normal sensor

    benets, he also gainstremorsense out to 20 ft. fromhis hand by placing it on the

    ground. Every additional point invested in sensor increases the range of the Sighted ability (andtremorsense, if available)

    by 10 ft.Shield (1 point): Ectoplasm

    forms a thick, wall-like surfaceextending from the forearm,forming a buckler or a smallor large shield (chosen at thetime of restructuring) with a +1

    enhancement bonus. For each additional point invested, the

    shields enhancement bonus increases by 1, to a maximumof +5.

    Sonokinesis (3 points): The amalgamists st becomes broader and his wrist reinforces its connection to the arm.While making an attack with his crystalic limb (either anunarmed strike or using the claw or weapon options), anamalgamist using sonokinesis may imbue it with sonicenergy. Doing so imposes a -2 penalty to damage (and doesnot change the damage type), but allows him to ignore upto 10 points of an objects hardness. This is most frequentlyused when sundering weapons or breaking doors. If he

    Sucari, maenad amalgamist, after his most recent augmentation

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    Chapter 5: NPCs and Organizations

    94

    Concentration, Craft, Diplomacy, Forgery, Gather Information, Heal, Intimidate, Knowledge (any),Profession, Psicraft, Sense Motive, Use Psionic Device.

    Skill Points at Each Level: 4 + Int modier (or four times this number as a beginning character).

    CLASS FEATURESAll the following are class features of the augur.

    Power Points/Day: An augurs ability to manifest powers is limited by the power points she has available.Her base daily allotment of power points is given on Table5-1: The Augur. In addition, she receives bonus

    power points per day if she has a high Wisdomscore (see Table: Ability Modiers and BonusPower Points). Her race may also provide

    bonus power points per day, as may certainfeats and items.

    Powers Known: An augur begins playknowing no psionic powers, althoughshe may learn them with experience.Augurs learn powers differently fromother classes they gain potential, butno actual ability to manifest withoutadditional effort. An augur has amaximum number of powers thatshe can learn, but in order to actuallylearn any powers, she must researchthem by expending part of her soul inthe form of XP (see IndependentResearch in the Expanded

    Psionics Handbook ). After she has learned a power, anaugur can manifest it or any

    other power she knows thathas a power point cost equalto or lower than her manifester level.

    The total number of powers an augur canmanifest in a day is limited only by her daily

    power points.An augur simply knows her powers; they are ingrained

    in her soul. She does not need to prepare them (in the waythat some spellcasters prepare their spells), though shemust get a good nights sleep each day to regain all her spent power points.

    The Difculty Class for saving throws against augur

    powers is 10 + the powers level + the augurs Wisdommodier. An augurs power list (for the purposes of activating psionic items) is her powers known.

    Maximum Power Level Known: An augur begins play with the ability to learn 1st-level powers (althoughshe does not begin knowing any, she may still learn themlater through independent research). As she attains higher levels, she may gain the ability to master more complex

    powers.To learn or manifest a power, an augur must have a

    Wisdom score of at least 10 + the powers level.

    Augury (Su): An augurs role in the community isdened by her ability to glimpse the future. By meditatingfor 5 minutes, she gains the benets of an augury spell (inChapter 11: Spells in the Players Handbook ). No focusor material components are required, although the basechance of the effect succeeding is only 50% +2% per classlevel. An augur may attempt an augury more than once

    per day, although each additional attempt costs the same

    amount of power points as the last attempt +1 additional power point.

    Granted Knowledge: An augur gains the ExpandedKnowledge feat as a bonus feat at level 4 and every four

    levels after that (levels 8, 12, 16, and 20). However,an augurs choice is limited to powers on the psion/wilder list for these bonus feats. She may still select

    from other lists if she selects Expanded Knowledgenormally.

    ORGANIZATIONS

    ORGANIZATIONAL PRESTIGECLASS SPECIALTY LEVELS

    Sometimes, organizations have unique prestige classes that illustrate their impact

    to the world in game-mechanical terms.These classes reect the strengths and

    unique style of that group, givinga character a sense of pride in

    their membership. This iscertainly the case with theEnlightenment in this book (with two prestige classes

    of its own). However, its alsoquite common to have developed anorganization without its own unique

    prestige classes, particularly in campaignworlds that incorporate previously-published

    material. Perhaps you want a distinct prestigeclass with new abilities tied to the organizations outlook,or perhaps you just want to distinguish your own KnightsObsidian from the similar (and already published) KnightsMeditant in your game. Thats where organizationalspecialty levels come in.

    These operate just as racial specialty levels (see chapter 1: Races) in most respects. When you could gain one of the

    indicated levels of a particular prestige class, and you meetthe unique organizational requirement, you can choose togain the organizational specialty level instead. Possessingeven one specialty level usually renames the prestige classaccordingly and grants abilities that would normally beslightly stronger than the default prestige class but itcomes at a price. The organizational requirement is treatedas a prerequisite for the class and often includes somedistinct code of conduct. Should you leave the organizationor otherwise violate the requirement, you lose access to the

    prestige classs special abilities just as if you had lost any

    An augur might serve as avillages wise woman

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