Sentira: This bizarre material is wrought by useing powdered crystal and the power of their thoughts and emotions, also drawing on the flow of the creator. Sentira items are literally grown into their final form. They have an organic, whorled appearance, much like horn or shell, with a shimmering, opalescent surface. Color varies based on the emotion used to create the particular batch. Sentira is lightweight and almost unbreakable. Because of its resonant properties, it is an ideal material for emotional armor. For purposes other than those described below, sentira is treated as mithral. Sentira can be formed, sculpted, and repaired only by psionic creatures that have the Craft (sentira) skill. Such craftspersons, known as thoughtweavers, must expend 1 power point for each day of work on a sentira object, whether building or repairing it.
Level: Marksman 1, psion/wilder 1, psychic warrior 1
Display: Material, Olfactory
Manifesting Time: 1 standard action
Range: 20 ft.
Effect: Four 5-ft. squares of loose earth, sand, snow,
or similar unworked terrain (S)
Power Points: 1
A quick burst of psychokinetic force rearranges the land nearby you, providing an emergency source of cover. By pushing the terrain away from a central point and piling it at the outer edges of the area of effect, you can rapidly create a mundane safe-zone for sudden combat.
This power creates a small burrow three to five feet deep in the land, with a small wall that surrounds it which can provide cover for creatures within. Multiple manifestations of this power can dig deeper into the ground, providing a quick underground burrow, or can be used to extend an existing burrow into a trench. Foxhole cannot be used to dig through walls or foundations (although it could burrow around them) nor can it rearrange magically hardened terrain.
If the area of effect completely contains a creature’s space, including the manifester, that creature must make a Reflex save or fall prone in the burrow. If a creature happens to be burrowing in the area of effect and would be exposed by this power, it emerges, prone but unharmed, in the trench.
Augment You may augment this power in one or more of the following ways:
1. For each additional power point spend, you can burrow one 5-ft, cube instead of affecting four 5ft. squares. Only one of these cubes need be in contact with the surface when you start manifesting.
2. For each 2 additional power points spend, you can affect substances with an hardness of 2
additional points (such as stone or ice) starting at hardness 0.
3. If you spend 2 additional power points you may manifest this power as a swift action.
Discipline: Metacreativity (Creation)
Level: Shaper 4
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Medium or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Power Resistance: No
Power points: 7
You create rope-like coils of crystal that encircle your foe, gagging and immobilizing him, dealing 3d6 points of damage and 1d6 points of damage every round thereafter, as the crystal tightens against the target.
A creature caught by the crystal can attempt purely mental actions, but must make a concentration check (DC 20 + half the continuous damage dealt) to manifest powers. The creature can attempt to break free by spending 1 round and making a DC 20 Strength or Escape Artist check. The bond can alternatively be cut to break the target free. The crystal has AC 5, hardness 12, and 30 hit points. Teleportation and other forms of travel provide a means of escape, but the bonds extends into the Ethereal Plane, blocking ethereal travel.
Augment: This power can be augmented in one or more of the following ways.
1. For every 2 additional power points spent, this power can affect a target of one size category larger.
2. For every 2 additional power points spent, the continuous damage increases by 1d6 points of damage.
In addition, for every 2 additional power points spent on either of the above options, the power’s save DC and the DCs to break free increase by 1.
Level: Psion/wilder 2, psychic warrior 2
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude partial (see text)
Power Resistance: No
Power Points: 3
_An involuntary spasm shakes you as green light flares in your eyes. Then the creature that threatened you a moment before begins to clutch at its clothing, fighting to breathe. _
When you manifest this power, you cause the clothing or armor of affected creatures to constrict and bind them. Each round, an affected creature takes 1d4 points of damage and a cumulative —1 penalty on attack rolls and Dexterity-based checks. Additionally, arcane spells that have somatic components have a cumulative 5% chance of spell failure per round if cast by an affected creature (this stacks with any existing chance of spell failure). A successful Fortitude save negates the damage, the penalty on attack rolls, and the chance of spell failure for that round.
Affected creatures can attempt to doff their clothing or armor, but must make a successful DC 18 Strength check or a DC 18 Escape Artist check to do so. Removing normal clothing requires two full-round actions; for removing armor, see Donning Armor (PH 123).
Clothing and armor is not damaged by constrictor’s touch. However, if successfully removed, armor and clothing cannot be put on again until l the power’s duration has expired.
Augment*: For every 4 additional power points you spend while manifesting this power, the damage increases by 1d4 points, the cumulative penalty increases by 1, and the cumulative arcane spell failure increases by 5%. In addition, the save DC increases by 2.
Level: Psion/Wilder 4
Manifesting Time: 1 hour / 10 cube added
Range: Close (24 feet + 5 feet/2 levels)
Area: Up to one 10-foot cube/ level
Saving Throw: None
Power Resistance: No
Power Points: 8
You make a space bigger on the inside than on the outside. You double either the length, width, or height dimension 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.
Level: Psion/Wilder 5
Manifestation Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Target: 1 living creature
Duration: Instantaneous (see text)
Saving Throw: Will partial (see text)
Power Resistance: Yes
Power points: 9
You telepathically overload the target creature’s pleasure centers. The target experiences something that might be likened to physical ecstasy, emotional euphoria or a spiritual epiphany but which fully transcends those terms; it is pleasure unmitigated by the senses at a level normally beyond mortal experience.
A failed saving throw means the target is overwhelmed by the sensation, taking nonlethal damage equal to its current hit points +10 (although treated as unconscious, it is actually in a stupor). If the target already has nonlethal damage, treat his hit points as that much lower when determining how much nonlethal damage bliss deals.
The target may recover from this normally (through time or healing effects), but the experience leaves it craving more: Saving throws against mind-affecting effects are made at a -4 penalty and is treated as under the effect of a fifth-level distracting effect for the effects of manifesting powers. These penalties last until the target is mentally restored or until all the nonlethal damage caused by this power is healed. On a successful saving throw, the subject is dazed for 1d4 rounds, but suffers no other ill effects.
Intrinsic mental safeguards prevent you from manifesting this power or similar powers upon yourself, although it may be reflected with reddopsi or similar effects.
Augment: For every 2 additional power points you spend, increase the level of the distracting effect, and the save DC by 1.
For every 4 additional points spent this way, the penalty on subsequent Will saves against mind-affecting effects increases by 1.
A darklight allows the user to control the relative level of light and shadow in an area, rendering the surroundings as bright as day or as dark as night.
Description: A darklight consists of a black wire frame resembling a small lantern, within which a slate-gray crystal hangs.
When a darklight is activated, the crystal turns a molten black (when decreasing the level of ambient light) or a brilliant ice-whit e (when increasing the level of ambient light). Because a darklight adjusts the level of ambient light already in an area, it does not glow or give off any other sign that it is the source of the change in light levels.
Prerequisite: A darklight must be imbued with psionic energy in order to function.
Activation: Imbuing a darklight with psionic power is a standard action. Controlling a darklight is a free action for the character holding it. A darklight can be used for 24 hours per power point imbued into it, and it can hold a maximum of 7 power points at any time. The level of light can be adjusted (or the darklight disabled or enabled) with a mental command.
A darklight does not use its stored power while disabled.
Effect: A darklight works by adjusting the levels of ambient light in an area either gradually or instantaneously. A darklight affects an 80-foot radius and can be set to one of four settings. The light and shadow created by a darklight is not magical or psionic in nature, and so can be overcome by any source of magical or psionic light or shadow.
No Light: In areas of bright light or shadowy illumination, a darklight can decrease the level of ambient light to total darkness.
Shadow: In areas of darkness or bright light, a darklight can increase or decrease the ambient light to the level of starlight or other shadowy illumination. In areas of total darkness, a darklight amplifies latent heat energy (however faint) to provide normal visible light.
Bright Light: A darklight can increase shadowy illumination to the bright light given off by a lantern or torch.
Beacon: A darklight can raise the level of bright light to extreme brightness, causing creatures in the area (including the user) to be dazzled unless they make a DC 14 Fortitude save.
Aura/Manifester Level: Faint psychokinesis. ML 3rd.
Construction: Craft Universal Item, control light (EPH 87), 250 gp, 20 XP, 5 days.
Weight: 1 lb.
Price: 500 gp.
Crystalics are created from a steel frame and raw crystal which is then shaped and powered by their creator. Some of the most advanced models, those produced by amalgamists, even draw upon
astral ectoplasm to function. Their shape typically takes a form to resemble the effect granted: wings for flight, claws for slashing attacks, and so on.
Once a crystalic has been applied to its wearer, the crystalic can only be removed by someone who has the Craft Crystalic feat or through the use of the restore extremity power. Otherwise, a crystalic is forever joined to its wearer. Because crystalics are physically attached to their bearer, instead of just worn, they sometimes impose penalties on the owner due to the change in physiology, but typically do not take up a body slot. Such bonding leads to unusual interaction with shapechanging powers: only the form to which the crystalic is grafted can bear it (that is, unless otherwise noted, a crystalic is always absorbed into your new form should you change shape). Applying and removing crystalics take 4 hours per crystalic, except through the use of psionic powers (which can only remove a crystalic). A creature may not have more than five crystalics at any time, or more than one crystalic per body part. For example, you could have adamantine fists and eagle’s eyes, but not adamantine fists and rending claws, as both are grafted to the hands.
Physical Description: Varies.
Activation: Usually use activated or command thought, but details vary from item to item.
Standard crystalics are described below, as are to which body area they are attached.
Adamantine Fists (Hands): Extremely thin crystals imbued to simulate the effects of adamantine, this crystalic envelops the bearer’s hands, giving them the appearance of being crafted of pure metal. These fists grant the bearer’s unarmed strikes the effects of an adamantine weapon (including bypassing hardness less than 20). The bearer must have his hands free to receive this benefit on unarmed attacks; it does not apply when using monk weapons, for instance. It also does not apply unless the bearer is attacking: the crystals do not noticeably harden the hands except during an attack.
Faint psychometabolism; ML 9th; Craft Crystalic, metaphysical claw; Price 6,000 gp; Weight -
Crystalline Wings (Back): Formed to resemble crystal, this pair of wings attaches to the shoulder blades of the bearer. As a standard action, the bearer can take flight at a speed of 60 feet (or 40 feet if he wears armor heavier than light or carries more than a light load). He can ascend at half speed and descend at double speed, and his maneuverability is average.
Because the wings are physically awkward for the size of the wearer, he must squeeze to fit in any space that is as wide as his normal space, and must use the Escape Artist skill to squeeze through narrower spaces. Crystalline wings can flex and contort to lie flush against the wearer in such circumstances, so he makes such checks at no additional penalty, and can even hide the wings under normal clothing (although it’s uncomfortable in anything tighter than a cloak). He is unaffected if in any space that is wider than his normal space.
Faint psychometabolism; ML 9th; Craft Crystalic, psionic fly; Price 5,000 gp; Weight 5 lbs
Eagle’s Eyes (Head): This crystalic rests inside the eye socket, and can generate faceted crystal lenses over the eyes when commanded by thought. It takes five minutes to generate these lenses (or to dissolve them afterward); until the lenses are completely present (or completely gone) there is no noticeable change. When intact, the crystals sharpen the wearer’s vision, granting him a +2 competence bonus on ranged attacks and doubling his range increments for ranged weapons; his maximum range does not change.
Unfortunately, the crystals distort moving objects closer to the bearer, giving him a -2 penalty on melee attacks while in place.
Faint psychometabolism: ML 7th; Craft Crystalic, animal affinity; Price 2,500 gp; Weight –
Lumidermis (Body): Built of miniscule crystalline pieces and connected using ectoplasm, this crystalic is embedded into the bearer’s body, just below the skin. Whenever triggered by pain, the bearer’s body glows briefly (shedding light as a candle for an instant) as the crystals react to the sensation, rapidly healing the recently-damaged flesh. The bearer gains damage reduction 2/cold iron, as cold iron disrupts the crystalic’s functioning. Additionally, the bearer may project a command thought to cause the lumidermis to glow for an instant, as if struck. Unlike other crystalics, the lumidermis resists shapechanging effects, and continues to function even in alternate forms.
Faint psychometabolism; ML 12th, Craft Crystalic, biofeedback, my light; Price 7,200 gp; weight –
Plated Torso (Body): This seamless piece of semi-rigid ectoplasm is bound to the bearer’s torso, covering from his shoulders to his waist. The plate, once bound, has a faint metallic sheen and may, upon impact, briefly crystallize about the incoming force, granting the bearer a 25% chance of negating a sneak attack or other precision damage. The plate, however, hampers movement and imposes a -2 Dexterity penalty on the bearer. This penalty cannot be removed while the plated torso remains bound.
Strong psychometabolism; ML 12th, Craft Crystalic, thicken skin; Price 3,000 gp; Weight 4 lbs.
Quickening Bands (Legs): This pair of sapphire bands encircles the bearer’s legs and amplifies his intentions to move, resulting in increased mobility. The bearer gains a +10 ft enhancement bonus to his base speed and a +1 enhancement bonus to Reflex saves. This amplification interferes with the bearer’s subtle control over his general movement and position, which manifests as a -2 penalty to Acrobatics checks.*
Faint psychometabolism; ML 9th; Craft Crystalic, burst; Price 1,500 gp; Weight -
Rending Claws (Hands): This set of retractable razor-sharp claws attaches to the wearer’s fingers. If the bearer fights unarmed and extends the claws (a free action) he does slashing damage instead of bludgeoning damage with his unarmed strikes, and does not take a -4 penalty to deliver lethal damage with an unarmed strike. Because the bearer’s fingertips are covered with the crystals that house the claws (whether extended or retracted), the bearer takes* a -2 penalty on Forgery, Disable Device, and Sleight of Hand checks.
Faint psychometabolism; ML 6th; Craft Crystalic, claws of the beast; Price 750 gp; Weight –
Associated Discipline: Metacreativity
Replacement Abilities: The following discipline abilities replace the Ectoplasmic Protection and Maestro of Ectoplasm abilities of the metacreativity discipline.
Improved Constructs: At 8th level, you gain your choice of the Advanced Construct* or Boost Construct feat as a bonus feat. If you already have one of the feats, you gain the other instead. If you already possess both feats, you gain a bonus psionic feat of your choice. You must meet any applicable prerequisites to select the feat.
Maestro of Constructs: At 14th level, once per day as a standard action, you can choose to create up to half your psion level in astral constructs, divided at your discretion (For example, for a 14th level constructor, a 5th-level construct and a 2nd-level construct, a single 7th-level construct, seven 1st-level constructs, etc.), repair a damaged astral construct for up to 30 hit points plus 1 hit point per psion level, or summon two astral swarms plus one astral swarm for each three levels beyond 14th, to a maximum of 4 at 20th level.
ADVANCED CONSTRUCTS [PSIONICS]
You are especially skilled at creating astral constructs.
Prerequisite: Able to manifest astral construct.
Benefit: You gain additional menu options for astral constructs, as detailed below.
Armor Spikes (ex): The construct’s body is covered in spikes, allowing the construct to deal an extra 1d6 points of piercing damage with a successful trample, constrict, bull rush, or grapple attack. The construct also can make a regular melee attack with the spikes, dealing 1d6 points of damage.
Dodge (ex): The astral construct gains the Dodge feat even if it does not meet the prerequisites.
Might (ex): The astral construct’s melee attacks deal an additional +1 point of damage.
Talons (ex): The astral construct replaces its slam attacks with claw attacks that deal either slashing or piercing damage, chosen at time of manifestation.
Utility (ex): Your construct can perform tasks for you. This can include such tasks as cleaning, cooking, or setting up camp, or any other activity that requires a DC 10 or lower skill check. An astral construct with this option does not need to stay close to the manifester and will continue following any given order until given other instructions. You can select this menu option multiple times. Each time, the DC of skill checks the construct can attempt increases by 2.
great Cleave (ex): The astral construct gains the Great Cleave feat even if it does not meet the prerequisites.
Improved Might (ex): The astral construct’s melee attacks deal an additional +3 points of damage. This does not stack with the Might menu option.
Reach (ex): The astral construct’s reach increases by 5 feet.
Stunning Fist (ex): The astral construct gains the Stunning Fist feat even if it does not meet the prerequisites. The construct can use Stunning Fist with its slam attack.
greater Might (ex): The astral construct’s melee attacks deal an additional +5 points of damage. This does not stack with the Improved Might or Might menu option.
Tail Slap (ex): The astral construct gains a tail, giving it a tail slap secondary attack. A tail slap deals 2d8 points of damage.