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View Full Version : Prestige Class Contest Thread VI: Hybrid Power



JoshuaZ
2019-04-13, 07:27 PM
You'll be working under the theme of:
Hybrid Power. The theme is to take two or more power systems and to make a prestige class which uses or advances both of them. For example, one could make a class which combines psionics and martial maneuvers.


Rules

Entry must be a prestige class with 3-15 levels, and must be for the revised third (3.5) edition of Dungeons and Dragons. Entries may contain additional material such as specific feats or skill uses that interact with the prestige class but the central, unifying aspect should be the prestige class.
Entry must be original, and made for this contest.
Entry must be related to the theme.
Entry must be completed by May 15th.
Entry must be easy to read. (Templates will be provided.*)
Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry).

Breaking any of these rules will disqualify the entry.

*The Templates are in the chat thread here (http://www.giantitp.com/forums/showthread.php?539241-Prestige-Class-Contest-Chat-Thread-I&p=22485380&viewfull=1#post22485380").

Chat Thread is here (http://www.giantitp.com/forums/showthread.php?539241-Prestige-Class-Contest-Chat-Thread-I). Please only post entries in this thread, the chat thread is for everything other than entries.

rferries
2019-04-19, 09:48 PM
The Sovereign
https://i.imgur.com/FZVvAMu.jpg
I have the Divine Right.


Witch-Queen, God-King, Pharaoh... a Sovereign rules through both might and magic.

Prerequisites:
To become a Sovereign, a character must fulfill all the following criteria.

Base Attack Bonus
+3.

Skills
Spellcraft 7 ranks.

Feats
Any two feats that could be selected as bonus fighter feats, plus any one of Leadership, Negotiator, or Persuasive.

Weapon and Armour Proficiencies
Must be proficient with all simple and martial weapons. Must be proficient with all types of armour (light, medium, and heavy) and with shields (except tower shields).

Spells
Ability to cast 2nd-level spells.

Hit Die: d8

Class Skills
The Sovereign's class skills (and the key ability for each skill) are Concentration (Con), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any) (Int), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier

Table: The Sovereign


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Per Day


1st

+1



+2



+0



+2


Armoured Casting
+1 level of existing spellcasting class


2nd

+2



+3



+0



+3



+1 level of existing spellcasting class


3rd

+3



+3



+1



+3



+1 level of existing spellcasting class


4th

+4



+4



+1



+4



+1 level of existing spellcasting class


5th

+5



+4



+1



+4


Sovereign's Allies
+1 level of existing spellcasting class



Weapon and Armour Proficiencies
Sovereigns gain no proficiency with any weapon or armor.

Armoured Casting (Ex)
A sovereign ignores the arcane spell failure of any armour she wears.

Sovereign's Allies (Ex)
At 5th level a sovereign uses her character level instead of her class level when determining the abilities of any animal companions, familiars, or special mounts she possesses.

Spellcasting (Ex)
When a new sovereign level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which she could cast 2nd-level spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which she could cast 2nd-level spells before she became a sovereign, she must decide to which class she adds each level of sovereign for the purpose of determining spells per day.

Morphic tide
2019-04-21, 02:06 PM
Soulforge Meister

Prerequisites:
To become a Soulforge Meister, a character must fulfill all the following criteria:

Skills: Knowledge (The Planes) 6 ranks, Knowledge (Religion) 4 ranks, Use Magic Device 4 ranks

Feats: Craft Magic Arms and Armor, Craft Wonderous Item

Spellcasting: Ability to cast 2nd-level spells

Meldshaping: Ability to shape Incarnate Weapon

Alignment: Any

Hit Die: d8

Class Skills: The Soulforge Meister's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (Arcana, Architecture and Engineering, History and Religion) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha)

Skill Points at Each Level: 4+Int



Level
BAB
Fort
Ref
Will
Special
Craft Reserve
Spellcasting
Soulmelds
Essentia
Chakra Binds


1
+0
+2
+0
+2
Dweomer Investiture, Item Creation, Bonus Feat, Chakra Binds (Hands, Crown)
200
+1 level of existing class
1
2
1


2
+1
+3
+0
+3
Chakra Binds (Feet)
250

2
3
1


3
+2
+3
+1
+3
Chakra Infusion
300
+1 level of existing class
3
5
1


4
+3
+4
+1
+4
Bonus Feat, Chakra Binds (Arms)
350

4
6
2


5
+3
+4
+1
+4
Soulbound Regalia, Chakra Binds (Shoulder)
500
+1 level of existing class
5
8
2



Class Features:
The following are all class features of the Soulforge Meister

Meldshaping: A character who takes levels in Soulforge Meister gains Meldshaping abilities as they take levels, using the Soulborn's Soulmeld list.

Dweomer Investiture (Su): At 1st level, a Soulforge Meister learns to channel Essentia into the magical forces of items they create in much the same manner as Soulmelds. For each point of Essentia so invested into magic items they craft, the bonuses to Attack rolls, ability scores, Armor Class, spell resistance and saving throws are increased by one, the bonuses to Skills, damage rolls, Fast Healing, Regeneration and Damage Resistance are increased by two, bonuses to Energy Resistance are increased by three, bonuses to Health are increased by four and bonuses to Movement Speed and the speed of granted movement modes are increased by five. Additionally, by binding the item to the Chakra analogous to its item slot, the caster level of the item, for the purposes of dispelling, is increased by three per Essentia invested, to a maximum of the Soulforge Meister's character level.

If the item allows Essentia to be invested in it normally, then the maximum Essentia that may be invested is determined by the item. Otherwise, the Soulforge Meister uses the limit of what they may invest in Soulmelds. Bonuses from the item's own Essentia investment and this feature do not stack, so investing Essentia into a weapon with the Soulbound property still only increases the Enhancement bonus by +1 per point of Essentia invested.

Craft Reserve: As the Artificer class feature of the same name.

Bonus Feats: At 1st and 4th level, a Soulforge Meister gains a bonus feat. These bonus feats must be Item Crafting or Incarnum feats and they must have their prerequisites met, though they may count their Soulforge Meister level plus their Artificer level as their Caster Level for Item Crafting feat prerequisites.

Item Creation (Ex): As the Artificer class feature of the same name, except that the effective caster level for meeting item prerequisites is Artificer level plus Soulforge Meister level.

Chakra Infusion (Sp): At 3rd level, a Soulforge Meister learns to use spellcraft to empower their Soulmelds, allowing them to target their Soulmelds as magic items with spells (and Infusions) and expend spell (or Infusion) slots to gain the benefits of a magic item with a cost of 1,000 GP per spell level squared or less equipped in the same slot as a Chakra bound to a Soulmeld for one round per caster level. However, the Essentia invested in the item, whether through Dweomer Investiture or as part of the item's normal qualities, and the Soulmeld combined cannot exceed the level of the spell (or Infusion) slot expended on this feature.

Soulbound Regalia (Su): At 5th level, a Soulforge Meister learns to shape magical energies into structures made of Essentia, allowing them to craft magic items in a creature's Chakras. Doing so requires one-third of the item's GP cost in Saphires or Amathyst and requires that one of their highest-level spell slots and an amount of Essentia equal to the level of this slot be expended each day the item is crafted, but allows the item to be Shaped as a Soulmeld or be worn as a magic item, while the Chakra it is crafted in gains the benefits of Chakra Infusion with your highest-level spell slot at the time of crafting whenever the item is active. Items crafted into the Soulforge Meister's own Chakras use their current highest-level spell slot and offer the benefit of Chakra Infusion as used with that spell slot when Bound.

Items crafted into Chakras with Soulbound Regalia are unshaped, rather than dispelled or destroyed, even if targeted with Mage's Disjunction or targeted with Shatter and the item is currently equipped as one rather than Shaped as a Soulmeld. Weapons, unless specific magic weapons like a Holy Avenger, must be an option of Incarnate Weapon, though they may be an option that does not fit any Alignment of either the Soulbound Meister crafting them or the creature who's Chakra the item is crafted into. Items with limited charges or uses such as Rods of Absorption, or ones that are consumable such as Javalins of Lightning, gain daily uses equal to the spell level of the slot used divided by the effective spell level of a charge, so a Rod of Absorption would regain one charge per spell level each day, while a Javalin of Lightning would have one use per day per three spell levels.

Additionally, Dweomer Investiture always uses the higher of the item's Essentia capacity or the Soulforge Meister's Soulmeld Essentia capacity and the limit of Essentia between the item and Soulmeld used by Chakra Infusion is treated as the investment cap of both, though the total may still not exceed the level of the slot expended.

The Kool
2019-04-23, 08:19 AM
True Mystic

https://i.imgur.com/hhJs7rA.jpg

All magic is the same at the root. All magic can be learned. Why limit yourself?

ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 6 ranks, Knowledge (Religion) 6 ranks, Spellcraft 6 ranks
Spellcasting: Ability to prepare and cast 2nd level Arcane AND 2nd level divine spells, from a spellbook, prayerbook, or similar medium.
Special: The character must not have any schools, domains, spheres, or categories of magic that they are prohibited from casting.

Class Skills
The True Mystic's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + Int

Hit Dice: d6



Level
BAB
Fort
Ref
Will
Special
Spells per Day/Spells Known


1st
+0
+0
+0
+2
Understanding Magic
+1 Arcane AND +1 Divine


2nd
+1
+0
+0
+3

+1 Arcane AND +1 Divine


3rd
+1
+1
+1
+3

+1 Arcane AND +1 Divine


4th
+2
+1
+1
+4

+1 Arcane AND +1 Divine


5th
+2
+1
+1
+4

+1 Arcane AND +1 Divine


6th
+3
+2
+2
+5

+1 Arcane AND +1 Divine


7th
+3
+2
+2
+5

+1 Arcane AND +1 Divine


8th
+4
+2
+2
+6

+1 Arcane AND +1 Divine


9th
+4
+3
+3
+6

+1 Arcane AND +1 Divine


10th
+5
+3
+3
+7
True Magic
+1 Arcane AND +1 Divine



Weapon and Armor Proficiencies: True Mystics gain no proficiency with any weapons or armor.

Spells per Day / Spells Known: When advancing a level in this class, the True Mystic chooses one arcane class and one divine class, and advances both spells per day (and spells known, if applicable) as if they had taken a level in each of those classes. The True Mystic must choose the two classes that they used to qualify for the prestige class.

Advanced Learning: At every level, the True Mystic may add any spell from any class to their spellbook, as long as that spell is of a level they can cast.

Understanding Magic: The True Mystic understands the underlying structure of magic, and begins to blur the lines between the different superficial classifications. When the True Mystic records a spell in their spellbook (and for spells already recorded therein), there is no longer a distinction between Arcane and Divine. Instead, the True Mystic may freely choose which nature to cast the spell as when preparing the spell. If the True Mystic chooses Divine, then the spell follows all the normal rules as if prepared and cast as a spell of their divine casting class. If they choose Arcane, then the spell follows all the same rules as if prepared and cast as a spell of their arcane casting class. This ability applies only to spells of the caster's True Mystic class level - 1, or lower.

True Magic: At level 10, the True Mystic has broken all the barriers between arcane and divine magic. When using the Understanding Magic ability, the True Mystic need not choose which nature the spell takes at time of preparation, and instead chooses which nature the spell takes upon casting the spell. In addition, the spell slots of the True Mystic are no longer specific to any nature, class, domain, school, sphere, or other category of magic. Any spell the True Mystic can prepare may be prepared in any spell slot of the appropriate level that could normally accept a prepared spell.

JoshuaZ
2019-05-14, 02:56 PM
Goetic Collectivist

"From the depths of the minds I summon thee. Exist once more, joined to my mind. Answer my call."
- The summoning mantra used by Alanix Fireblood, a Goetic Collectivist.

The Goetic Collectivists believe that there's a simple explanation for why no one has found any way to plane shift or otherwise enter the realm of vestiges: the idea that they exist in the "Void" isn't the whole story. Vestiges exist not in some physical realm, but rather the remains of their thoughts and the memories of their existence exist in the collective unconsciousness of beings. According to the Collectivists, this explains many other aspects of vestiges. For example, some vestiges seem to have origins which are inconsistent with the known history of the world, and others appear to even have arisen from events that have not yet come to pass. For those who have studied the extra-temporal nature of the collective unconsciousness, this makes complete sense.

A Collectivist is not like an Anima Mage who steals power from vestiges, or a Pact Scholar (http://www.giantitp.com/forums/showthread.php?84757-Pact-Scholar-PrC) who tries to study vestiges as a whole. Rather a Collectivist accepts the strange nature of vestiges, melds their consciousness together with that of the vestige and the collective as a whole. The relationship is one of joining and mutual understanding.

ENTRY REQUIREMENTS
Powers: Able to manifest a psionic power of at least first level.
Binding: Able to bind a first level vestige.
Special: The sum of the highest level vestige one can bind and the highest level psionic power one can manifest must be at least four.


Class Skills
The Goetic Collective's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge(arcana) (Int), Knowledge(psionics) (Int). )Knowledge(religion) (Int), Knowledge (the planes) (Int), Psicraft (Int), and Sense Motive (Wis).
Skills Points at Each Level: 2 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Manifesting/Binding


1st
+0
+0
+0
+2
Dream Communion +2, Sensory Integration
+1 level binding/+1 level manifesting


2nd
+1
+0
+0
+3
Mindbinding, Residual Thoughts
+1 level binding/+1 level manifesting


3rd
+1
+1
+1
+3
Echoes of Ten Thousand Futures
+1 level of existing arcane spellcasting class


4th
+2
+1
+1
+4
Draw Forth Their Power, Dream Communion +2
+1 level binding/+1 level manifesting


5th
+2
+1
+1
+4
Vestigial Knowledge
+1 level binding/+1 level manifesting


6th
+3
+2
+2
+5
Swift Binding
+1 level binding/+1 level manifesting


7th
+3
+2
+2
+5
Dream Communion +2
+1 level binding/+1 level manifesting


8th
+4
+2
+2
+6
Vestige Contact
+1 level binding/+1 level manifesting


9th
+4
+3
+3
+6
-
+1 level binding/+1 level manifesting


10th
+5
+3
+3
+7
Dream Communion +2, Mastery of the Goetic Collective
+1 level binding/+1 level manifesting



Weapon and Armor Proficiencies: A Goetic Collectivist gains no weapons or armor proficiencies.

Manifesting/Binding: When a new Collectivist level is gained, the character
gains additional power points per day, an increase in maximum manifester level, and access to new powers as if they had also gained a level in whatever manifesting class they belonged to before they added the prestige class. They do 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 the player adds the level of Goetic Collectivist 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 becoming a Collectivist, they must decide to which class to add the new level of Collectivist for the purpose of determining power points per day, powers known, and manifester level.

At each Collectivist level, the Collectivist's soul binding ability improves as if they had also gained a level in the binder class. The Collectivist levels and binder levels stack for purposes of determining binding checks, the effectiveness of vestige granted abilities, the ability to bind higher level vestiges, and the number of vestiges they can bind. They do not gain any other benefits a binder would have gained.

Dream Communion(ex): At first level, when a Goetic Collectivist falls asleep their mind joins partially with the collective unconsciousness. This communion leaves them with small bits of knowledge. When a Collectivist gets eight hours of sleep they may choose 1 skill. They get a +2 insight bonus to that skill. At 4th level the Collectivist may choose two skills, at 7th level three skills, and at 10th level 4 skills. If a Collectivist chooses the same skill more than once then the bonus stacks. These bonuses last for 24 hours or until the next time they sleep for eight hours. A Collectivist who does not dream, or is incapable or unwilling to sleep may instead spend eight hours meditating to gain the benefits of this ability.

Initiate of the Goetic Collective(Su): At first level, a Collectivist gains the ability to use their mental power to amplify the effects of their vestiges. Whenever a Collectivist uses a vestige-granted ability that allows a save the Collectivist may expend their psionic focus to increase the save DC by 2. Also, they gain other abilities specific to each vestige as detailed below; these abilities apply only when the Collectivist is bound to that vestige.

Sensory Integration(ex): At first level, a Goetic Collectivist learns to better integrate their own senses with those of the vestiges they bind to themselves. This gives two advantages. First, the vestiges own awareness extends to the Collectivist: the Collectivist adds twice the number of vestiges bound as a bonus to all Spot, Search and Listen checks. Second, this sensory integration makes binding with a Collectivist a more tempting prospect for vestiges. A Collectivist gains a bonus equal to class level which they add to all binding checks to bind a vestige (this does not apply to binding checks to do anything else, such as a binding check to use the Expel Vestige feat).

Mindbinding(Su): At second level, a Goetic Collectivist learns how to open their mind to allow themselves to bind more vestiges to themselves simultaneously. A Collectivist of at least second level may bind any number of additional vestiges without these vestiges counting against their maximum number of vestiges bound. However, the sum of the levels of the vestiges bound this way cannot exceed half their class level. For example, a 6th level Collectivist could bind three extra first level vestiges, or an extra first level vestige and an extra second level vestige, or a single extra third level vestige.

Residual Thoughts(Su): At second level, a Goetic Collectivist can reach into the collective unconsciousness to learn more about a vestige seal. When they come into physical contact with a vestige's seal, the Collectivist is instantly aware if the seal has been used to bind a vestige in the last week, and if so, they instantly see the binding event replayed in their mind; even if the binding took time, they see the entire process played out in their mind instantly. When they do so, they also learn what if any special requirements the vestige has and its approximate power level (letting them know if it is a level they could successfully bind).

Echoes of Ten Thousand Futures(ex): Time works differently in the realm where the vestiges exist; some beings which are apparently vestiges now may not yet become vestiges until later in some possible future. At 3rd level, when a Collectivist uses the Dream Communion ability, either by dreaming or by accessing the collective unconsciousness via a trance, the Collectivist gains an insight into how their own story might end in some of those possible futures. Once daily may when a Collectivist fails a saving throw, they may declare that they foresaw this event. This allows the Collectivist to reroll that failed save and add an insight bonus to the new roll equal to class level. Using this ability does not take an action, essentially the player retroactively decides that this was the event foreseen.

Draw Forth Their Power(ex): At fourth level, a Collectivist learns to focus their mind, drawing forth more power from a vestige in an emergency. A Collectivist may expend their psionic focus and use a vestige-granted ability that normally has a five round waiting period without waiting for that waiting period to elapse. The Collectivist may use this ability at most once an encounter. In non-combat contexts they may take one minute of calm meditation before they are again able to use this ability. Note that a Collectivist may also apply this ability to abilities from other classes which explicitly involve vestiges and has a five round waiting period (such as the Vestige's Protection, Vestige's Power and Vestige's Surge class feature of the Knight of the Sacred Seal)

Vestigial Knowledge (ex): At fifth level, a Collectivist learns to gain some amount of psionic knowledge and power from the vestiges they have bound. Whenever the Collectivist is bound to that Vestige, they gain a corresponding feat or psionic power known. These feats or powers are specific to each vestige and are detailed below. If the vestige grants a feat, the Collectivist does not need to meet any prerequisites for that feat. If the vestige grants a power, then the Collectivist is unable to use that power unless they can manifest a power of at least that level; this means there must be a specific power of that level they are already able to manifest, not that they could in theory have a high enough manifester level to manifest that power. The power or feat only remains when they are bound to that vestige. Powers gained this way cannot be transferred via abilities like Psychic Chirurgery, since the Collectivist does not truly know the power in full detail.

Swift Binding(ex): At sixth level, a Collectivist may bind a vestige with barely a thought and a burst of mental power. If there are special requirements for the seal they must still be met, but otherwise, no seal is required when using this ability. When using this ability, binding takes only a free action. The Collectivist must also expend their psionic focus and pay power points equal to twice the vestige's level. When a Collectivist does this, any being within 30 feet of the Collectivist sees in their mind's eye a brief flash of the seal of the vestige in question, with enough detail that they could retrace it to use as a binding seal. A Collectivist cannot spend more power points on this ability than their manifester level, and so they may not be able to use this ability to bind some of their highest level vestiges.

Vestige Contact(ex): Whenever a Collectivist uses a telepathic power which targets a being currently bound to a vestige, they are aware of how many vestiges the being is connected to. Furthermore, they can use the connection to the collective unconsciousness to more effectively reach into the other being's mind. Any such target takes as a penalty to its save the number of vestiges the target has currently bound, and the Collectivist gains a bonus to penetrate power resistance equal to twice that number.

Mastery of the Goetic Collective(ex): At tenth level, you reach the true pinnacle of union with the collective unconsciousness. This has three benefits.

First, a Collectivist add their levels in any psionic class or prestige class that does not advance binding to their effective binder level for for binder checks and for the the numerical effects of vestiges (but not for other features such as the maximum number of vestiges bound or the highest level vestiges one can bind).

Second, the Collectivist add any levels in binder or any levels in any non-psionic binding advancing class to their effective manifester level. Neither of these additions may push the Collectivist's effective manifester or binder level above their character level.

Third, the Collectivist gains additional benefits specific to each vestige as detailed below. These benefits apply only when that vestige is bound to the Collectivist.

Playing a Goetic Collectivist

Collectivists combine two sets of powers, both of which are sometimes feared and misunderstood. As a result, many Collectivists are quiet about the nature of their abilities. One may emphasize the psionic nature of one's powers in locations where such powers are more acceptable. More than even other binders, one will likely have an interest int the lore of vestiges since the more vestiges one knows about, the more psionic abilities one has.

Combat: A Collectivist is likely to be less of a front-line combatant than a regular binder. However, enough of their abilities, especially at higher levels are well-suited for combat. They may need to be more careful due to their slightly lower hit point totals.


Advancement: Goetic Collectivists are highly interested in both psionic and binder lore. They will search out for even small scraps of knowledge about how to combine their power. Many will take feats such as Practiced Manifesting in order to make the most out of both of their ability sets.


Resources: The Goetic Collectivists exist as members in many other psionic or binder focused organizations. A growing segment of the Theurgian Society (detailed in Tome of Magic) are practitioners of the methods of the Collectivists. Some Collectivist have themselves formed into a loose-nit group known as the "Coven of the Joined Mind" which shares discoveries concerning both psionics and pact magic.


Goetic Collectivists in the world

"These Goetic Collectivists are as bad as other binders; in some respects they are worse. They not only turn to follows these so-called vestiges but they also think they are smarter than everyone else too." - Telfana Silverblade, an elven paladin.

The Goetic Collectivists have been around since close to the time of Syfal. Some scholars have pointed to certain legends as evidence that Goetic Collectivists actually predate Syfal, but since Syfal is widely considered to be the first binder, this claim in generally met wit skepticism. It is only in the last few years as there has been some growing acceptance of binders that the Collectivist have begun to spread their teachings beyond a few people.

Notable Collectivists: Telas the Englightened One (CN, Human Binder 3/Psion (Telepath) 3/Goetic Collectivist 3 ) is a fairly arrogant fellow. He has become prominent not for his level of power, or his own understanding (his title of "Enlightened One" is entirely self-bestowed), but for his willingness to publicly spread the knowledge of binding as well as how it connects to the collective unconscious. He has been known to show up in cities and spray paint the simpler vestiges seals on the sides of temples. At this point, some other binders have asked him to calm down (to no avail), and some anima mages have engaged in less polite statements to him. Apparently some members of the Coven of the Joined Mind have made a betting pool for whether Telas will be killed by the anima mages, or the Order of Seropaenes or some other group.

Dala of House Athiel (LG, Half-Elf Psion(Kinetcist) 5/Binder 1/Goetic Collectivist 8) is one of the most powerful and knowledgeable Collectivists known. Her mother comes from a prominent elven family who accepted her despite her parentage. Neither Dala's mother's family nor her father's family have any noticeable history of psionic power, and she wonders if her power arose from some strange combination of her blood-lines. Dala's family protects her despite her public openness about her use of pact magic, and Dala is painfully aware that this is one more personal attribute which could have forced her into exile. She returns that awareness with a fierce loyalty to the family, and more than one other noble house has found this out to their detriment. Dala is now engaging in active correspondence with Delan Senav (http://www.giantitp.com/forums/showsinglepost.php?p=23167525&postcount=5) as they both suspect that some aspects of how vestiges function may reveal information about the nature of the gods themselves, and that this may help explain why out of all the different forms of magic, organized religion seems to take such a dim view of binding.

Galar Solaron (NG Human Wizard 1/Binder 3/Pact Scholar 2/Psion 2/Goetic Collectivist 4/Cerebemancer 1) is a powerful and talented mage who might be more powerful if he could focus on just one or two forms of power. By his own description he is interested in all forms of magic. Despite his eccentricity, many young Collectivists look to him as as a mentor whose advice and willingness to share his understanding of pact magic has proven very helpful.

Duke Tomas Ilian (NE Human vampire Binder 4/Psychic Warrior 2/Goetic Collectivist 4) is a powerful vampire nobleman who rules over the small island of Ilian. The people of the island know that he is some form of spellcaster but his vampiric nature is suspected by only a few. The nature of the Duke's vampirism is closely connected to a curse which prevents him from leaving the island, and he strives to make his powers great enough to break the curse. In the meantime, his own inability to leave has not stopped him from waging small wars of aggression on neighboring islands.


Organizations: While Collectivists appear in many binder organizations, they are most prominent in the Theurgian Society. The only major organization devoted to the Collectivist themselves is the Coven of the Joined Mind, and even that organization has welcomed some binders and psionists who share their interests even if they are not Collectivists themselves. There are rumors that a secret group of Collectivist actually exists within the clergy of Vecna itself. But this is idea which one should probably not lend much credence.


Goetic Collective Feats

Scholar of the Goetic Collective
Both the Pact Scholar and the Goetic Collectivist study the power of vestiges. You have studied the methods of both.
Prerequisites: At least one level in Goetic Collectivist and at least one level in Pact Scholar.
Benefit: This feat provides two benefits. First, you add 1 to caster level and save DC of any spell you get from Pact Scholar as long as you have psionic focus and are bound to at least one vestige. These bonuses become +2 if you expend focus when casting the spell.

Second, you add levels in Pact Scholar to your effective Goetic Collectivist class level for purposes of the benefits of the Mindbinding, Sensory Integration, Echoes of Ten Thousand Futures, and Dream Communion class features. . This does not grant those class features if you do not already have them. If this were to push your effective Goetic Collectivist class level above ten, then the abilities continue to increase accordingly (and in the case of Dream Communion, continuing the progression every three levels).

Eques Goetiae
You have studied the ways of the Goetic Collectivist even as your own loyalty is closely connected with a specific vestige, and you focus on following the ideology of that vestige in combat.
Prerequisites: At least one level in Goetic Collectivist and at least two levels in Knight of the Sacred Seal, BAB +8
Benefit: This feat provides three benefits. First, as long as you are bound to your Patron Vestige, you add levels in Knight of the Sacred Seal to your effective Goetic Collectivist class level for purposes of the benefits of the Mindbinding, Sensory Integration, Echoes of Ten Thousand Futures, and Dream Communion class features. . This does not grant those class features if you do not already have them. If this were to push your effective Goetic Collectivist class level above ten, then the abilities continue to increase accordingly (and in the case of Dream Communion, continuing the progression every three levels).

Second, you may use the Vestige's Protection or Vestige's Power class features as a free action rather than as a swift action. Doing so requires expending your psionic focus.

Third, you treat Psicraft and Knowledge(Psionics) as class skills for Knight of the Sacred Seal. If you had previously spend skill points at a 2-1 ratio for either of these skills when advancing as a Knight of the Sacred Seal, you may immediately reallocate those points as if you had spent them on class skills.

JoshuaZ
2019-05-14, 02:57 PM
Vestiges are for convenience below separated by grouping. Each entry for each vestige lists the benefit gained at first level, the power or feat gained at sixth level, and the other benefits gained at tenth level.




Tome of Magic vestiges:

Acerak

Initiate: When the Collectivist uses an ability to detect undead, one gains all the information in one round. If the Collectivist expends psionic focus when using one's paralyzing touch ability, a creature which has been paralyzed by their paralyzing touch must make two successful saves in a row to be released.

Vestigial Knowledge: Psychic Vampire and Fiendish Conduit (from Complete Psionic).

Mastery: Whenever the Collectivist use any power which either drains power points or does negative energy damage, the damage dealt or power points drained is increased by fifty percent.

Agares

Initiate: When the Collectivist uses their Earthshaking Step they may choose to have it not impact up to three creatures in range. Also, the Collectivist may when using the Earthshaking step ability expend psionic focus to extend the range by an additional 10 feet.

Vestigial Knowledge: Hail of Crystals.

Mastery: Any power which has the [earth] descriptor, or is described as doing damage via crystals has its save DC if any increased by 1, and the Collectivist get a +2 bonus on any associated attack roll.

Amon


Initiate: When the Collectivist has psionic focus their darkvision from Amon, the maximum range increases by an additional 30 feet (stacking with other increases). The Collectivist's ram's horns gains a subtle, crystaline appearance and are treated as having the psychic (http://www.d20srd.org/srd/psionic/items/weapons.htm#psychic) property. Finally, the Collectivist may expend their psionic focus when using their Fire Breath ability. If they do so any being which fails its save against the breath must make a fortitude save or be dazzled from the brilliance of the flame.

Vestigial; Knowledge: Energy Missile (fire only).

Mastery: The save DC of any targeted power the Collectivist uses with the [fire] descriptor is increased by 1.

Andras

Initiate: The Collectivist gains a +2 bonus on attack rolls made with a greatsword, lance, longsword, or rapier. When the Collectivist has psionic focus they get a +5 bonus to ride checks. They may expend psionic focus when making a ride check to increase this bonus to +10.

Vestigial Knowledge: Call Weaponry.

Mastery: The Collectivist may use the Call Weaponry power as a move action as long as they call a greatsword, lance, longsword, or rapier. Also, whenever the Collectivist make a successful attack with one of those weapons they may then manifest a power with range personal as a swift action. The power must be a power that would otherwise take a standard action or move action to manifest.

Andromalus


Initiate: The Collectivist's bonus to see through disguises increases by 2. When the Collectivist has psionic focus they do one extra point of damage per every die of sneak attack damage, and they get a +2 bonus on any role they make to confirm a critical hit as part of a sneak attack. The Collectivist may expend their psionic focus when they use their Jester's Mirth ability to make the laughter infectious. If they do, in any round where the target attempts and fails to end the effect, any ally of that being within 30 feet of them must make a save or be subject to Jester's Mirth. This additional Jester's Mirth effect lasts only one round and cannot itself infect others.

Vestigial Knowledge: Claws of the Beast and Claws of the Vampire.

Mastery: The Collectivist gain a +2 bonus to penetrating power resistance and a +2 bonus to the save DC of any psionic power they use against a target which has taken damage from their sneak attack in the last 1 minute.

Aym

Initiate: When the Collectivist has psionic focus their halo of fire does an extra 2 points of damage and their resistance to fire increases by 5. The Collectivist may expend their psionic focus when using their Ruinous Attack. If they do so, magical items take triple rather than double damage, and any magical item whose caster level is less than their effective binder level must make a will save (save being the save DC for Aym) or be completely destroyed.

Vestigial Knowledge:Control Flames.

Mastery: When the Collectivist use any psionic power targeting an object, that power does double damage.

Balam

Initiate: When the Collectivist has psionic focus they treat their effective binder level as four higher for purposes of the Prescience ability. The Collectivist may expend psionic focus when using Balam's Icy Glare ability. If they do so, the attack still does half damage on a successful save, and on a failed save, target must make a fortitude save or take 2 points of dexterity damage.

Vestigial Knowledge: Energy Bolt (cold only).

Mastery: When the Collectivist uses a power with the [cold] descriptor they may choose one creature (either a target or a being in the area) to take a -2 penalty on any associated save DC, and they take 50% more damage from the power.

Buer

Initiate: When the Collectivist has psionic focus all allies gain a +2 bonus on saves against diseases and poisons they make as long as they are within 30 feet of the Collectivist. The Collectivist may expend their psionic focus to double the healing from Healing Gift. If the Collectivist is using the full-round version of Healing Gift and target is a living being they the being also get a +2 morale bonus on saves and stabilization checks for 1 minute after benefiting from the ability.

Vestigial Knowledge: Body Adjustment.

Mastery: When the Collectivist use a power with the healing descriptor, they may increase the healing effect by 50% for one being which benefits from the effect. They may not use this to increase damage done if it involves positive energy to an undead being or something similar.


Chupoclops

Initiate the Collectivist has psionic focus, their aura of despair becomes selective; they may choose which creatures it applies to. The Collectivist may expend their psionic focus when making a bite attack; if they do the the bite is considered magical, adamantiun, crystal, silver, and cold iron for penetrating damage resistance. If the Collectivist's effective binder level is 21 or higher, then the bite is also treated as epic.

Vestigial Knowledge: Ethereal Jaunt and Psionic Etherealness.

Mastery: When the Collectivist manifest a power which grants etherealness their effective manifester level for purposes of determining duration is increased by 4.

Dahlver-Nar

Initiate: When the Collectivist has psionic focus, they treat their natural armor bonus from Dahlver-Nar as 2 higher. When the Collectivist expends their psionic focus when using the Maddening Moan they may either cause a selected being in range of their Maddening Moan to not be effected, or may have it focus on a single being. In the second case, all beings in range are effected as normal, but the selected being gets a -2 penalty on its save and if it fails must make a second save or be stunned for 1+1d4 rounds.


Vestigial Knowledge: Energy Missile (sonic only) and Energy Ray(sonic only).

Mastery: When the Collectivist uses an energy power with the [sonic] descriptor that does damage which would normally do 1 fewer points of damage per a die then other versions, it instead does 1 extra point of damage per a die. Also, the Collectivist's maximum power points is increased by the number of teeth of Dahlver-Nar they have; if they lose a tooth, they lose 1 power point.

Dantalion:

Initiate: When the Collectivist has psionic focus they gain a +2 bonus on saves against their thoughts being read or tampered with. They cannot have their thoughts tampered with by any effect whose caster level is less than their binder level. When the Collectivist use's the Read Thoughts ability they may expend their psionic to have the save DC increases by 1 and any being with fewer hit die than three quarters of their effective binder level does not get a save.

Vestigial Knowledge: Call to Mind.

Mastery: When the Collectivist use a power that gives a bonus to any type of knowledge check the bonus is increased by 5.

Eligor When the Collectivist has psionic focus their Chromatic Strike does an extra 1 damage. Also, whenever the have psionic focus they reduce the armor check penalty from heavy armor by 1. The Collectivist may expend psionic focus when using Chromatic Strike to have it deal an extra 1d6 damage.

Vestigial Knowledge: Exhalation of the Black Dragon

Mastery: When the Collectivist uses any power which deals acid damage they may make the acid be superheated. For every die of acid damage it deals, one deals one point of fire. Alternatively, the Collectivist may have the acid course with electricity (which does the same thing but with electricity damage). If the Collectivist choose one of these, the power gains the relevant [fire] or [electric] descriptor; the Collectivist cannot choose both these options for the same use of the power.

Eurynome

Initiate: When the Collectivist has psionic focus they get a +2 bonus to handle animal checks and a +2 bonus to diplomacy checks with magical animals. When they have psionic focus they get a +2 bonus to all attack rolls made with a warhammer. The Collectivist may expend psionic focus to summon their warhammer as a free action.


Vestigial Knowledge: Speak With Animals (treated as a 2nd level psionic power).

Mastery: All psionic powers have their save DC increased by 2 when targeting beings associated with the divine, such as deities, divine spellcasters, or outsiders associated with a deity or belief system.

Focalor

The Collectivist may choose to have their aura of sadness not effect creatures. When the Collectivist uses their Lightning Strike they may expend their psionic focus. If they do, any being that fails its reflex save against the Lightning Strike must make a fortitude save or be staggered for 1 round as lightning courses through its nerves.

Vestigial Knowledge: Energy Missile (electricity only).

Mastery: The Collectivist get a +4 bonus to penetrating power resistance when they manifest a power with the electricity descriptor.


Geryon When the Collectivist has psionic focus and is flying (such as by using Geryon's Swift Flight ability) they gain a +2 dodge bonus to AC. The Collectivist may expend their psionic focus when using their Acidic Gaze. If so, the gaze becomes becomes will save for half rather than will negates, and any being which fails its will save must then make a fortitude save or be nauseated for 1 round.

Vestigial Knowledge: Aura sight.

Mastery: Any power which would gain information which is normally a cone (such as aura sight) instead occurs in all directions as long as the Collectivist shows Geryon's sign.

Haagenti: When the Collectivist has psionic focus they may simply ignore any transformation effect whose caster level is lower than their binder +5 (so one isn't even temporarily transformed). The Collectivist may may expend their psionic focus when making an attack a battleaxe, greataxes, handaxe, or throwing axe. If they do, they get a +2 bonus to the attack roll and the weapon is treated as automatically magical and keen for that attack. If the Collectivist's effective binder level is at least 21st then the for that attack the weapon is treated as epic for purposes of penetrating damage reduction.

Vestigial Knowledge:Call Weaponry and Metaphysical Weapon

Mastery: The Collectivist may use Call Weaponry as a swift action as long as they call one of a battleaxe, greataxe, handaxe or throwing ax. Also, when the Collectivist manifests a power which improves or adds an enhancement bonus to one of those types of weapons, the enhancement bonus increases by 1.

Halphax

Initiate: When the Collectivist has psionic focus their DR/Adamantine increases by 5. When the Collectivist uses the Imprison ability they may expend their psionic focus. If so, the Collectivist treats their binder level as 10 higher for purposes of the duration of the effect, and instead of being automatically released at the end, the target must then succeed at a save in order to be released.

Vestigial Knowledge: Psionic Glyph of Warding (from Complete Psionic).

Mastery: Any power you use that allows a save and targets an object and is then discharged has the save DC increased by 2.

Haures

Initiate: When the Collectivist has psionic focus they get a +4 dodge bonus against attacks of opportunity against them.
A Collectivist may expend their psionic focus to activate their Inaccessible Mind ability as as a free action.

Vestigial Knowledge: True Seeing and Microcosm

Mastery: When the Collectivist use any power which has a maximum number of hit points of beings it can effect(such as Microcosm) increase that maximum by twice their effective binder level.

Ipos

Initiate: When they have psionic focus, the Collectivist gains a +2 bonus to attack rolls and rolls to confirm critical hits with their claw attacks. They also treat their claws as magical for purposes of penetrating damage reduction as well as treat them as having the Ghost Touch special ability. The Collectivist may expend their psionic focus to gain a +4 bonus on a binding check they make.

Vestigial Knowledge: Claw of Energy and Call to Mind

Mastery: When the Collectivist use Call to Mind to recall some piece of information about vestiges or otherwise related to binding, they get a +10 bonus to the check. Also, when the Collectivist use a targeted power, if any target has a vestige bound to it, then any target takes a penalty on the save equal to the number of vestiges the being is bound to, and they treat any power resistance they have as reduced by the same amount. These abilities stack with the Vestige Contact feature.


Karsus

Initiate: When the Collectivist has psionic focus, they increase the save DC bonus to Heavy Magic by 2. The Collectivist may expend psionic focus when using Karsus's Touch to add +4 to the dispel check.

Vestigial Knowledge: Dispel Psionics.

Mastery: The Collectivist get a +2 bonus to any attempt to dispel an arcane effect with dispel psionics or any other psionic power or psi-like ability. Also, when they manifest a power with a single target that is an arcane spellcaster, they get a +2 bonus to the save DC and a +4 bonus to penetrating power resistance.


Leraje

Initiate: When the has psionic focus they gain +2 bonus to hide checks; this bonus stacks with the regular bonus from Leraje. The Collectivist may expend their psionic focus to get a +4 bonus to confirm a critical hit with a bow. The Collectivist may also expend their focus when someone would fire a ranged shot at them to fire an arrow which will deflect their arrow or weapon. This takes an immediate action. The Collectivist makes an attack roll with a +2 bonus, and if the attack roll exceeds their roll, the other attack is deflected harmlessly away. This cannot be used to deflect extremely large objects such as giant boulders or ballista bolts.

Vestigial Knowledge: Call Weaponry but it can only be used for bows, such as the the composite longbow, composite shortbow, longbow, and shortbow.

Mastery: When the Collectivist uses you use Call Weaponry for a bow, they may do so as a swift action. Whenever the Collectivist manifests a psionic power they get a +2 bonus on their next attack roll with a bows as long as that attack is made before the end of their next turn.

Malphas:

Initiate: When the Collectivist has psionic focus and is invisible, the invisibility cannot be penetrated by True Seeing or similar effects unless the invisibility's caster level is at least as high as their effective binder level.

A Collectivist may expend their psionic focus to make Sudden Strike ability also do an extra 1d6 damage. The Collectivist may expend their psionic focus to increase the speed at which they can become invisible. If they could become invisible as as a standard action, they may instead use a move action. If the Collectivist can do so as a move action, they can instead do so as a swift action. If they can do so as a swift action, the Collectivist can instead do so as a free action.

Vestigial Knowledge: Prevenom Weapon

Mastery: The Collectivist gains +2 bonus to the save DC of any power which targets a being which has taken damage from their sudden strike in the last 1 minute. Also, when the Collectivist uses a power which deals constitution damage and allows a save, on a failed save it does 1 extra point of constitution damage.


Marchosias

Initiate: When the Collectivist has psionic focus they increase the bonus they get from Marchosias to hide and move silently checks by 4. The Collectivist may expend their psionic focus when using Fiery Retribution. If so, and any being damaged by it must make a will save. On a failure they are unable to use sneak attack, sudden strike or a skirmish attack for 1 minute.

Vestigial Knowledge: Adrenaline Boost (From Complete Psionic)

Mastery: Any power that the Collectivist use that targets a being capable of doing sneak attack damage, sudden strike or skirmish damage has the save DC increased by 1 and they get a +2 bonus on penetrating power resistance with such a power.

Naberius

Initiate: The Collectivist increases the amount of ability damage they heal each round from Naberius by 1. The Collectivist may as a standard action expend their psionic focus to instead heal 1+d4 points of ability damage or ability drain, distributed among scores after rolling as they choose. The Collectivist may expend psionic focus when using Persuasive Words. If so, any which fails its save against the Collectivist must make a second will save or they become convinced that the Collectivist made a strong argument for why they should do it, and have great difficulty realizing that they were subject to any magic.

Vestigial Knowledge: Body Adjustment

Mastery: When the Collectivist uses any healing power, whether or not they are the target of the power, the Collectivist may heal one point of ability damage on themselves, or may heal one point of ability damage to a target of the power.

Orthos

Initiate: When the Collectivist has psionic focus, their blindsight increases by an additional 30 feet.

The Collectivist may expend their psionic focus when use Whispering Wind. If so, and a being is present when the wind arrives they may whisper back up to 25 words which the Collectivist immediately hear. If more than one being is present, the Collectivist hears only the first being to begin replying. (If necessary make initiative checks to decide which replies first.)

Vestigial Knowledge: Control Air.

Mastery: The Collectivist does not need to make concentration checks when manifesting powers if the concentration check would be do due to high winds or any effect with the [air] descriptor.

Otiax

When the Collectivist has psionic focus they get a +2 bonus to attack rolls made as part of an attack of opportunity. They may expend their psionic focus when using Unlock to treat their binder level as 5 higher for purposes of Unlock.

Vestigial Knowledge: Dimension Door (with the augment from Complete Psionic).

Mastery: When the Collectivist manifests a power with the [teleportation] descriptor, the cost to manifest that power is reduced by 1 power point, to a minimum of 1.

Paimon

When the Collectivist has psionic focus they are treated as having the Acrobatic Backstage and Extreme Leap skill tricks (from Complete Scoundrel), as well as the the Spring Attack feat. The Collectivist may expend their psionic focus when starting their Dance of Death ability. If so, they do not provoke attacks of opportunity by their movement unless the being which would be making the attack of opportunity has either a BAB or dex score greater than their effective binder level.

Vestigial Knowledge: Graft Weapon.

Mastery: Any melee weapon the Collectivist have grafted due to the Graft Weapon power has its effective enhancement bonus increased by 1 (treating it as a +1 weapon if it was non-magical).

Ronove:


Initiate: When the Collectivist has psionic focus, their unarmed strikes and natural attacks attacks are treated as Ghost Touch . When rolling for damage with an an unarmed strike or natural attack, a Collectivist may expend psionic focus as a free action to increase the damage dealt by 50%. This extra damage is non-lethal damage. The Collectivist may expend their psionic focus to the increase the enhancement bonus to speed by an additional 10 feet for a single move action. This is a free action made as part of a move action for movement.

Vestigial Knowledge:Thicken Skin and Hustle.

Mastery: When the Collectivist are use any power that gives at least one extra move action and they use such a move action to actually move, the Collectivist may move an extra 10 feet and they get a +2 dodge bonus to AC for any attacks of opportunity they provoke.

Savnok

Initiate: When the Collectivist has psionic focus they increase their DR/piercing by 5. A Collectivist may expend their psionic focus to don Savnok's armor as a move action.

Vestigial Knowledge: Immovability.

Mastery: As long as the Collectivist is wearing Savnok's armor, any power which grants DR or increases DR has the DR increased by 25% (min 1).

Shax

Initiate: When the Collectivist has psionic focus, they get a + 5 bonus to swim checks, and they are treated as having the Quick Swimmer skill trick (from Complete Scoundrel). The Collectivist may expend psionic focus to use Storm Strike as a free action or instead to use it as a swift action but with the extra damage of both types doubled.

Vestigial Knowledge: Energy Current (electricity only).

Mastery: When the Collectivist use a power with the electricity descriptor the power does 1 point of extra damage per each die of damage.

Tenebrous

When they have psionic focus, the Collectivist gains a +2 bonus to saves against negative energy effects and effects with the [shadow] or [darkness] descriptors. The Binder may expend their psionic focus to treat their binder level as 4 higher purposes of damage done by Touch of the Void. Additionally, when they do so, when targeting a living being the damage is treated as so cold it ignores the first 5 points of cold resistance they have (if any).

Vestigial Knowledge: Death Knell (from Complete Psionic), Shadow Eft (from Complete Psionic):

Mastery: When the Collectivist successfully use a power to kill a foe where you they some sort of benefit from the foe dying (such as the Death Knell power), the Collectivist gets temporary power points lasting 1 minute. The number of power points is equal to the foe's total hit die divided by 2 (minimum 1), but cannot exceed the Collectivist's manifester level.

Zagan

Initiate: When they have psionic focus, the Collectivist gains tremorsense out to 60 feet. When using their constrict ability, the Collectivist may expend their psionic focus to add half their binder level as as extra damage.

Vestigial Knowledge: Prevenom.

Mastery:The Collectivist gets a +2 bonus to save DC and to penetrating power resistance for any targeted power for any targets which are associated with snakes (such as a yuanti, or giant serpents).





Other official vestiges:

Ashardalon (from Dragon Magic):

Initiate: When the Collectivist has psionic focus their DR to cold iron increases by 5 and their fire resistance increases by 5. The Collectivist may expend their psionic focus to gain immunity to fire damage until the end of their next turn. They may expend their focus this way as either a swift action or an immediate action.

Vestigial Knowledge: Exhalation of the Red Dragon. This power is identical to Exhalation of the Black Dragon but it instead but does fire damage and has fire descriptor.

Mastery: Any power the Collectivist use that does fire damage has their effective manifester level increased by 4 for purposes of penetrating power resistance and for determining the maximum number of power points one may pay for that manifestation.

Astaroth (http://archive.wizards.com/default.asp?x=dnd/we/20070307a)

When the Collectivist has psionic focus the bonus from Astarorth to bluff, diplomacy and intimidate increases by 2. The Collectivist may expend their focus to use the Social Recovery skill trick (from Complete Scoundrel); if the Collectivist already has this skill trick then may expend their focus to get a +4 bonus to the checks associated with that skill trick.

The Collectivist may expend their psionic focus when using Astaroth's Breath: If they do so, any beings who have fewer hit die than half your binder level automatically fail their save. Also, any being which fails its save must make a second save to successfully end the sickened condition at the end of the time (otherwise it keeps going until they succeed at the save even after the 1d4 rounds are over).

Vestigial Knowledge: Control body.

Mastery: The Collectivist gains two benefits. First, when the Collectivist uses a power that allows them to control another being, they treat the save DC as 2 higher. Second, for any power that allows them to control another being, the Collectivist treats their manifester level as 4 for higher for purposes of determining the duration of the power.

Arete (http://archive.wizards.com/default.asp?x=dnd/psm/20070119a)


Initiate: When the Collectivist has psionic focus they get a +2 bonus to saves against death effects and effects which would cause them to artificially age. The Collectivist may expend their psionic focus to use use Body Adjustment as a free action, and if so they also increase the amount healed by 25%.

Vestigial Knowledge: The Collectivist gains the Psionic Body feat. If the Collectivist already has this feat, they instead gain 10 bonus hitpoints.

Mastery: The Collectivist gains two benefits. First, when the Collectivist uses any of gf the powers granted to you by Arete they may manifest them at their effective manifester level or their effective binder level, whichever is higher. Second, whenever the they use any of those powers, one point of the power point cost is paid for for free.

Abysm (http://archive.wizards.com/default.asp?x=dnd/psm/20070119a)

The Collectivist when they have psionic focus automatically senses when any being within 100 feet of them has any sort of telepathy, and they may locate the being to its nearest 5 foot square.

The Collectivist may expend psionic focus when using the Energy Missile granted by Abysm. If so, they choose two types of damage rather than one; half the damage is one type and half is the other type. The Collectivist may when also expend their psionic focus when using Astral Construct to manifest as a standard action any number of Astral Constructs. Essentially they manifest the power multiple times. The total number of power points spent this way for all manifestations cannot exceed their manifester level.

Vestigial Knowledge: Detect Psionics and Mass Cloud Mind.

Mastery: The Collectivist gets a +2 bonus to penetrating power resistance with any power that targets psionic or telepathic beings and they a +2 bonus to the save DC. Whenever the Collectivist use a telepathy power whose total number of targets depends on their manifester level, they treat their manifester level as four higher for purposes of the maximum number of targets.


Desharis (ttp://archive.wizards.com/default.asp?x=dnd/we/20070307a)

Initiate: When the Collectivist has psionic focus the Collectivist gets +2 bonus to hide, move silently, spot, search and listen checks in outside city environments, such as a marketplace or busy road, but not inside a building. The Collectivist may expend their psionic focus when they use Smite Natural Soul. If the Collectivist does, and the target is of a valid type for the Smite and the Collectivist is in in a city environment then Smite does double damage and the Collectivist get a +2 bonus on any resulting roll to confirm a critical hit made as part of the Smite.

Vestigial Knowledge: Dimension Door (with the augment from Complete Psionic) , but it may only be used so that one either beings or ends in a doorway.

Mastery:When the Collectivist uses a power with the teleportation power they may double the distance they may travel as long as they both begin and end in a doorway or gateway. Also, the Collectivist never has a mishap when using any psionic method to teleport into a destination which is in a city environment.


The Triad (http://archive.wizards.com/default.asp?x=dnd/psm/20070119a)

Initiate: When the Collectivist has psionic focus, they increase the bonus from The Triad to Diplomacy and Sense Motive by 2. The Collectivist may expend their psionic focus when they use Call to Mind to increase the bonus by 4.

Vestigial Knowledge: Choose when binding two of Mind probe, Empathic Feedback, Power Weapon (from Complete Psionic), and Discern Lies (from Complete Psionic). The Collectivist may make a different choice each time they rebind The Triad.

Mastery: The Collectivist may manifest Call to Mind as a free action. When the Collectivist uses the Empathy power, they increase the bonus by an additional 2. When the Collectivist use any power which reads others minds the save DC if any to resist is increased by 2. When they use any power which improves a weapon for a limited number of uses which may be increased either by manifesting or augmenting, you increase that number of uses by 2.


Zceryll (http://archive.wizards.com/default.asp?x=dnd/frcc/20070718):


Initiate: The Collectivist gets a +2 bonus to diplomacy and bluff checks with aberrations or beings associated with the Far Realms or other areas associated with madness.

The Collectivist may expend their psionic focus when using the Bolts of Madness ability. When they do so, when a being fails its save against your daze attack, one rolls 1d4. On a 1 it takes 1d2 points of charisma damage, on a 2 it takes 1d2 wisdom damage, on a 3 it takes 1d2 int damage and on On a 4 it takes 1d2 damage to all three.

Vestigial Knowledge: Cerebral Phantasm (from Complete Psionic).

Mastery: The Collectivist's powers with the [fear] descriptor get a +2 bonus to save DC against any being which is not an aberration or otherwise associated with the Far Realms or similar locations.

Vanus (http://archive.wizards.com/default.asp?x=dnd/dd/20060407a)

Initiate: When the Collectivist has psionic focus and they gain benefits of Noble Disdain they get a +2 bonus on the attack rolls. The Collectivist may expend their psionic focus when using Free Ally, if so, for the next 1 minute, the ally's movement speed is increased by 10.


Vestigial Knowledge:Sense Link and Forced Sense Link. A

Mastery:Any power the Collectivist uses which involves sensing what another being senses or making another being sense something you sense has its manifester level increased by 2 for purposes of determining duration and maximum augment, and it has the save DC if any increased by 2.

Dragon Magazine vestiges:


Kas (Dragon 341)

Initiate: When the Collectivist has psionic focus, they get a +2 bonus on all saves from arcane spells or from undead (these do not stack). The Collectivist may expend their psionic focus as a swift action when they have confirmed a critical hit against an undead being. If they do so, the being takes 1d6 points of extra damage per every three effective binder levels the Disciple has, and if the being is an arcane spellcaster they must make a will save or become unable to cast any arcane spells for 1d4 rounds.

Vestigial Knowledge: Positive Energy Missile. This power functions identically to Energy Missile but it does positive energy damage, and it cannot heal. It has has no effect on creatures which normally benefit from positive energy.

Mastery: Any undead being targeted by any of the Collectivist's psionic powers takes a -2 penalty to the save DC, and any power which they use which damages an undead being does one extra point of damage for every die of damage it does.


Primus (Dragon 341)

Initiate: When the Collectivist has psionic focus, any vestige granted ability which allows a save has its save DC increased by 1 if it targets a being currently bound to Tenebrous, otherwise associated with Tebebrous, or is associated with Orcus (such as a worshipper of Orcus). The Collectivist may expend their psionic focus as an immediate action to counter any darkness effect which is of level 3 or lower. The Collectivist may also use this ability to counter counter higher level darkness effects but then to do so they must make an opposed caster level check (with their binder level as their effective caster level) to succeed.

Vestigial Knowledge: Control Light- This power may only be used to increase the light levels. Light Burst (from Complete Psionic)

Mastery: When the Collectivist use a power with the [Light] descriptor the effective manifester level is increased by 4 for purposes of determining duration, and if it requires concentration they may choose when they cease concentrating to have it last 1 extra round from that point. Also, if they use a power with the [Light] descriptor which allows a save they increase the save DC by 1, and any being associated with shadow or darkness takes a -2 penalty to its save.




Epic vestiges

Note: These are the official epic vestiges. Unfortunately, the WoTC article with these vestiges is no longer available. A copy of that article can be found here (http://www.giantitp.com/forums/showsinglepost.php?p=9589080&postcount=6).

Amun-her Khepeshef

Initiate: When the Collectivist has psionic focus, they can instantly sense if any being they see in 100 feet of them is a first born. No form of magic may block this ability other than direct intervention by a deity or similar being. They also gain a +2 circumstance bonus to diplomacy checks made with any being they have identified as a first born.

The Collectivist may expend their focus when using the Burst of Life to increase its radius by 60 feet.

Vestigial Knowledge: Psionic Speak With Dead(from Complete Psionic) and Astral Projection.

Mastery: When they may manifest a psionic power its range is doubled if it targets beings who owe some form of loyalty to Collectivist.

Gaia

Initiate: When the Collectivist has psionic focus they can instantly recognize if a being is an aberrations, construct, ooze, or undead. The Collectivist may expend their psionic focus to their immunity gained from Gaia as a free action. The Collectivist may also expend their psionic focus when they confirm critical hit against an aberrations, construct, ooze, or undead. If they do so, the being must make a will save or be slain. If it has fewer hit die than half your effective binder level, it is killed with no save. This is a [death] effect.

Vestigial Knowledge: Psionic Revivify

Mastery: All harmful powers have their save DC increased by 5 when they target aberrations and undead.

Tkhaluuljin

Initiate: When the Collectivist has psionic focus, any being subject to their Aura of Madness and which fails its save takes 1d2 points of wisdom drain each round it is confused. This wisdom drain automatically bypasses any magical protections whose effective caster level is of level 20 or lower.

The Collectivist may expend their psionic focus when using their Mind Blast ability. Any being subject to the mind blast which is psionic takes -4 penalty on its save and if it fails its saves it loses 3d6 power points. Any being which is a spellcaster which is connected to nature (such as a druid or a cleric of a nature deity) loses one spell slot of its highest level when caught by the mindblast, whether or not it makes its save.

Vestigial Knowledge: Metamorphosis and Greater Metamorphosis. Also, when the Collectivist binds to Tkhaluuljin may choose to accept some of Tkhaluuljin's tainted, otherwordly nature. WIf so, they gain the Aberration Blood feat, the Warped Mind feat (both from Lords of Madness), and they may choose one single other Aberrant feat they meet the prerequisites for. They may choose this third feat differently whenever they bind Tkhaluuljin.

Mastery: The Collectivist gains three benefits. First, they treat their manifester level as 4 higher for purposes of determining the duration of any psychometabolism power with range personal. Second, whenever they manifest a psychometabolism power which has an XP cost, they reduce the xp cost by 50%. Third, whenever the Collectivist manifests Metamorphosis or Greater Metamorphosis they may choose an Aberrant feat they meet the prerequisites for. As long as the power is active, they are treated as having that feat.

Zuriel

Initiate: When the Collectivist has psionic focus, they treat the number of times they have the Pact Augmentation class feature as 2 higher. If they lack that class feature instead treat it as having 2 copies of the feature. The Collectivist may expend their psionic focus they when use Ultimate Sacrifice to apply the ability to may apply to any number of beings who were damaged by the same effect.

Vestigial Knowledge: Psionic Iron Body

Mastery: Any githyanki targeting by the Collectivist's psionic powers take a negative five penalty to any saves. Also, any lich destroyed by one of the Collectivist's psionic abilities does not reform even if it has a phylactery.

JoshuaZ
2019-05-14, 02:58 PM
And one more reserved post.

Lanth Sor
2019-05-16, 09:17 AM
Blood Iron Master

http://1.bp.blogspot.com/-mBh-0l7wuf0/UwwTxhUw_dI/AAAAAAAADZ0/oxiyRkpa_qk/s1600/barbarianchickbytiger13z.jpg

A gnarled mass of flesh and metal lumbered up from mound of corpses. Largasha the orc sorceress

Prerequisites:
To become a Blood Iron Master, a character must fulfill all the following criteria:
Skills: Knowledge (The Planes) 18 ranks
Feats: Craft Magic Arms and Armor, Craft Wonderous Item, Iron Will, Worst of the Wicked (http://www.giantitp.com/forums/showthread.php?74001-66-vile-feats)
Spellcasting: Ability to cast 4th level spells
Martial Maneuvers: Know 4th level martial Maneuvers
Alignment: Non-Good
Special: You must have traveled to the blood fields of fetid iron and spent a year participating in the blood war. After which you must spend a month in meditation amid the fields of blood.

Hit Die: d10

Class Skills: The Blood Iron Master's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (Arcana, History, Planes, and Religion) (Int), Listen (Wis), Martial Lore (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Spot (Wis) and Swim (Cha)
Any related skill of a martial discipline you know maneuvers from.

Skill Points at Each Level: 4+Int



Level
BAB
Fort
Ref
Will
Special
Initiating
Spellcasting


1
+1
+2
+0
+2
Blood Iron Wisdom, Blood Iron Heart, Blood Iron Construction
-
+1 level of existing class


2
+2
+3
+0
+3
Blood Iron Command, Blood Spine Erection
+1 level of existing class
-


3
+3
+3
+1
+3
Blood Iron Hide, Living Palisade Onslaught
-
+1 level of existing class


4
+4
+4
+1
+4
Forge Blood Iron, Spell Forged Construction
+1 level of existing class
-


5
+5
+4
+1
+4
Blood Iron Avatar, Rend the Sanguine
-
+1 level of existing class



Class Features
The following are all class features of the Blood Iron Master

Blood Iron Wisdom: The master adds their caster level and their initiator level together.

Spellcasting: These advance your spellcasting as if you had advanced a level in the class used to qualify for this class.

Initiating: These advance your initiating as if you had advanced a level in the class used to qualify for this class.

Blood Iron Heart (Su): The master gains 10% fortification per class level. Additionally they may expend a spell levels as a swift action to increase the fortification percent by 10% per spell level expended. This effect last 1 round per caster level. The blood iron in their body causes them to detect as an evil outsider of the same HD.

Blood Iron Construction: The master gains the ability to summon the blood iron in any shape they desire. This effect is identical to major creation, but the created items can only be made of blood iron. Items created are permanent as long as they are in the masters possession and dissolve into rusted iron dust if out of their possession for 1 round per caster level. Creating such item is casting a spell as whichever class you used to qualify for this class. Any item created through this ability is easily identifiable as unstable with an appraise check of 20 or better. At 2nd level the cast time is 1 minute, at 3rd level the cast time is 1 round, at 4th level it can be cast as an immediate action, at 5th level it can be used as a free action as long as its used as part of another action like making an attack.

Blood Iron Command: Starting a the second level the blood iron master may reshape any blood iron they have formed using the fabricate spell at-will. This counts as casting a spell as whichever class you used to qualify for this class.

Blood Spine Erection (Su): At the 2nd level the blood iron master gains learns to summon a palisade of spears. As a standard action summon blood iron spears in a circle centered on the caster. The spears initially deal 1d6/caster level, 1 spear is created per caster level per 5ft. The spears are treated as if created by blood iron construction. Moving or breaking one of the spears is a DC 10 + your caster level. Broken spears turn to dust. Using this ability cost one spell slot. The diameter is 5ft per spell level.

Living Palisade Onslaught (Su): Beginning at the 3rd level the blood iron master gains the ability to initiate maneuvers using the blood iron spears. The Spears function identically as if the blood iron master was wielding them, benefiting from their to hit, damage, feats, and class features. Things that are discharged on use like true strike cannot effect attacks made with this ability. The maneuver must include an attack made with a weapon. If the maneuver includes movement the spear can be moved telekinetically as if it had a 30ft(Perfect) fly speed. One spear can be manipulated per class level in this way. By expending a spell slot the number of commanded spears for the maneuver is multiplied by (spell level + 1)², IE at 3rd level +3 for 0 level, +12 for 1st level, +27 for 2nd, +48 for 3rd, etc.

Blood Iron Hide (Su): The blood iron master of the 3rd level, gains natural armor equal to their constitution modifier + class level. Additionally they may expend a martial maneuver to reinforce their body with blood iron granting DR x/Good and Adamantine where x is 1 + twice the maneuver level. The reinforcement lasts 1 round per initiator level.

Forge Blood Iron (Su): Starting at the 4th level the blood iron master can expend a 9 spell levels to cast true creation as a supernatural ability. This version of the spell can only create blood iron.

Spell Forged Construction: At the 4th level the master learns to infuse further magics into their constructions. When casting a spell the master may create an object per Blood Iron Construction to infuse the spell into. The object must be a valid target for the spell, ie keen edge on a slashing weapon.

Rend the Sanguine: A master of the 5th level, learns to forge the blood of his enemies into blood iron. The attacks of the master using blood iron deal 1d4 con burn due to bleed. Every time con burn is dealt, the master gains a temp spell slot of a level equal to burn dealt. Temp spell slots disappear after 1 minute.

Blood Iron Avatar: Upon reaching 5th level the blood iron so suffuses the master's body it exudes from their pours. They gain the Outsider type with the Evil and Native subtypes. They become susceptible any spell that targets metal. They gain spell resistance 11 + character level. Any item made with blood iron construction is permanent as long as it is with in long(400ft + 40ft/CL) range of the master. The master can manipulate any blood iron in that range as if effected by the greater telekinesis spell (https://dnd-wiki.org/wiki/Greater_Telekinesis_(3.5e_Spell)).




Blood War Iron
This mystical metal was forged in the infinite battlefields of the demon/devil Blood War. This origin grants it the name, but it is often shortened to blood iron by those ignorant of its meaning. The trodden heels of billions of demon and devils forced some of the blood into a bizarre state of rusted perfection. Found exclusively in battlefields menial old, has caused it to become coveted by powerful evil outsiders. The material looks like a normal iron weapon with veins of rust that belie horrible imperfections, and holds blood stains for weeks after being washed. Any attempt to clean the rust or blood is met failure, but the stains and rust shifts over time to new locations on the metal.

Any weapon forged of the metal deal +1d4 vile damage and overcomes hardness as if adamantine. Armors crafted of the metal grant DR x/Good and Adamantine, for light armor and shields x is 1, for medium armor x is 2, and for heavy armor x is 3. Blood iron radiate an aura as an evil outsider with 1 HD per pound.

Blood iron is evil-aligned and thus bypasses the corresponding damage reduction when used for weapons. It bestows one negative level on any good creature attempting to carry it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Only weapons, armor, and shields normally made of metal can be fashioned from blood iron. Weapons, armor and shields normally made of steel that are made of blood iron have one-third more hit points than normal. Blood iron has 40 hit points per inch of thickness and hardness 20, but its hardness doubles vs non-good aligned attacks. Any any item crafted blood iron is masterwork.

Ammunition cost +240g Weapons cost +12000g, Shields & light armor cost +10000g, medium armor cost +20000g, Heavy Armor cost +30000g

JoshuaZ
2019-05-17, 03:58 PM
By general consensus, deadline for the contest has been bumped by a little over a week. Contest will close on the 27th, which should be enough time for any last few entries or any edits that people need to do.

Silva Stormrage
2019-05-18, 04:29 PM
Pact Bound Knight
https://i.pinimg.com/originals/a8/07/ac/a807acb6b7f093ddd282d175b533760c.jpg
”Don’t expect this fight to be an easy one. Not when you are fighting us.” Miras Telun a Pact Bound Knight who has bound the Vestige "Malphas" among others.

Most binders struggle with suppressing the influences of various Vestiges that they have bound. Letting Vestiges grant them power but clamping down on those very vestige's personalities and desires. Pact Bound Knights give themselves an extra edge in power by giving their bound vestiges more opportunities to interact with the living word that they so crave. Pact Bound Knights let their bound vestiges make subtle changes to their posture and to their attacks letting Pact Bound Knights have a sixth sense in combat guided by their vestiges. Combining the various weapons and attacks that a binder can normally gain from vestiges with the myriad of attacks and strikes gained from initiators they become a fearsome force on the battlefield.

ENTRY REQUIREMENTS
Feats: Adaptive Style
Skills: Martial Lore 5 Ranks
Initiator: Able to initiate 2nd level maneuvers
Binding: Able to bind a 3rd level vestige

Class Skills
The Pact Bound Knight’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge(Arcana) (Int), Knowledge (The Planes) (Int), Martial Lore (Int), Profession (Wis), Sense Motive (Wis), Swim (Str) and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d10


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Binding/Initiating


1st
+1
+0
+2
+2
Soul Guided Strike, Influence Pool
+1 Soul Binding level/+1 Initiator level


2nd
+2
+0
+3
+3
Vestiges of Weaponry
+1 Soul Binding level/+1 Initiator level


3rd
+3
+1
+3
+3
Martial Lore from the Void
+1 Soul Binding level/+1 Initiator level


4th
+4
+1
+4
+4
Improved Soul Guided Strike
+1 Soul Binding level/+1 Initiator level


5th
+5
+1
+4
+4
Martial Soul Binding
+1 Soul Binding level/+1 Initiator level


6th
+6
+2
+5
+5
Soul Wound
+1 Soul Binding level/+1 Initiator level


7th
+7
+2
+5
+5
Vestiges of Martial Study
+1 Soul Binding level/+1 Initiator level


8th
+8
+2
+6
+6
Infused Weapons
+1 Soul Binding level/+1 Initiator level


9th
+9
+3
+6
+6
How to Win Friends and Influence Spirits
+1 Soul Binding level/+1 Initiator level


10th
+10
+3
+7
+7
Martial Apotheosis
+1 Soul Binding level/+1 Initiator level



Weapon and Armor Proficiencies: A Pact Bound Knight gains no additional weapons or armor proficiencies.


Many abilities of the Pact Bound Knight only function while in combat with a worthy foe as the Vestiges relish such an exciting moment. A Pact Bound Knight’s bound vestiges are not impressed if the Pact Bound Knight tries to duel a squirrel to gain influence with them or tries some other trickery such as friendly sparring. Pact Bound Knight class features that only function while in combat do not function in these circumstances.


Maneuvers and Stances:

At every level, the Pact Bound Knight gains additional maneuvers, stances known and readied or granted as well as an increase in maximum maneuver level as if he had also gained a level in a initiator class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one initiator class before becoming a Pact Bound Knight, he must decide to which class to add each level for the purpose of determining maneuvers and stances gained.

He still selects from the same martial schools that his previous initiator class knew but the Pact Bound Knight’s interactions and wrangling with his vestiges allows him to also select maneuvers and stances from the White Raven school.

Soul Binding Bonus: At each Pact Bound Knight level, your soul binding ability improves as if you had also gained a level in the binder class. Your Pact Bound Knight levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.

Soul Guided Strike (Su): A Pact Bound Knight lets their bound vestiges have subtle influences on their attacks to aid them. The Pact Bound Knight gains an insight bonus on their attack and damage rolls equal to their charisma modifier when making attacks with natural or manufactured weapons granted to them by a vestige.

Influence Pool (Su): A Pact Bound Knight can while in combat accrue favor from his bound vestiges via various means and spend them to get various boons. They can have a maximum number of Influence Points equal to 3 + their charisma modifier and these are reset to 0 at the start and end of every encounter. They can only gain influence points while in combat with a worthy foe.

He can gain an influence point by any of the following methods.

As a swift action the Pact Bound Knight can expend a readied maneuver for no effect, essentially sacrificing it to the Vestige.
If there are multiple enemies within melee range you can make a full attack action and allow a bound vestige to select which enemy you attack. Roll randomly to decide which enemy the vestige decides to attack.
The Pact Bound Knight can spend a swift action before using a granted ability which requires an attack roll with a manufactured or natural weapon.
If the Pact Bound Knight kills or knocks out an enemy with a natural or manufactured weapon granted to him by a Vestige. He can only gain influence points once per round in this way.


He can spend such influence points in the following ways.

As an immediate action he can reroll any one attack roll he just made after knowing whether or not it hits. He must take the second roll even if it is worse than the first.
As a swift action he can gain +2 bonus to attack and damage rolls for one round.
As a swift action he can reduce the number of rounds he has to wait to use one ability granted to him by a vestige by one round. He can spend multiple influence points to reduce the number of rounds further. Each extra 2 points he spends reduces the number of rounds by one.
As a swift action he can increase the DC of any maneuver he initiates this round by 3.
As a free action he can gain an insight bonus to his ac equal to 2+ the number of influence points he spends on this option. This bonus to AC lasts for one round.


Vestiges of Weaponry: At 2nd level the Pact Bound Knight can bind one additional vestige compared to normal. This vestige must be a vestige which grants a natural or manufactured weapon to the Pact Bound Knight. While in combat the Pact Bound Knight always suffers the influence of this vestige regardless of the quality of their pact.

Martial Lore from the Void (Su): At 3rd level the Pact Bound Knight draw upon the experience and knowledge of the vestiges bound to him to learn new maneuvers. Now whenever the Pact Bound Knight binds a vestige to himself he can suppress one granted ability which has a five round cooldown granted by the vestige for the duration of the pact. In exchange he can select one maneuver he qualifies for. This does not have to be a discipline he normally has access to but he still must meet all prerequisites of the maneuver . While bound to that vestige he can use that maneuver once every five rounds. It is treated as a supernatural ability regardless if the maneuver was originally one or not. These maneuvers do not allow the Pact Bound Knight to qualify for feats, prestige classes or other things requiring maneuvers known except for qualifying for other maneuvers gained from Martial Lore in the Void.

Improved Soul Guided Strike: (Su): At 4th level the Pact Bound Knight’s bound vestiges further help him in combat. Now whenever he uses a vestige granted ability which requires an attack roll such as Andras’s Smite Good/Evil ability or Paimon’s Whirlwind Attack or Dance of Death the Pact Bound Knight gains an insight bonus to attack and damage rolls equal to their charisma modifier + 2. Finally, when the Pact Bound Knight is wielding a manufacture or natural weapon his martial maneuvers and stances have their DC’s based on the Pact Bound Knight’s charisma modifier or their original ability score, whichever is higher.

Martial Soul Binding: (Su) At 5th level the Pact Bound Knight has managed to merge his own martial techniques with those granted to him via his vestiges. Whenever he uses a granted ability that requires an attack roll with a manufactured or natural weapon he may at the same time expended a readied strike maneuver and apply the strike to the granted ability’s attack. If the granted ability’s attack targets multiple creatures than the strike applies to each creature. This makes the granted ability used count as a strike for feats and class features.

For example if the Pact Bound Knight used Paimon’s Dance of Death ability if they had readied Emerald Razor they could expend it and each attack of Dance of Death would become a touch attack as Emerald Razor. This also allows the Pact Bound Knight to use melee only maneuvers on ranged attacks from vestiges such as Leraje’s Ricochet ability. This ability does not let the Pact Bound Knight use maneuvers which grant full attacks with granted abilities which only allow a single attack. Thus they could not combine the Time Stands Still maneuver with Paimon's Dance of Death granted ability since Paimon's Dance of Death only makes a single attack against each foe. If the strike has an area of effect component or targets multiple creatures in a single attack than a single creature can only be affected by a single instance of the maneuver regardless of how many times they are caught inside the area of effect.

Soul Wound (Su): Now the vestiges bound to the Pact Bound Knight can apply pressure and vulnerabilities to creatures struck by martial strikes. Whenever the Pact Bound Knight hits a creature with a strike maneuver that creature gains a -5 penalty on saving throws against the Pact Bound Knight’s abilities granted to him via vestiges. This penalty lasts until the end of the Pact Bound Knight’s next turn. This penalty only applies if the Pact Bound Knight dealt the attack with a natural or manufactured weapon granted to him by a vestige.

Vestiges of Martial Study (Su): At 7th level the Pact Bound Knight can bind one additional vestige compared to normal. This vestige must be a vestige which grants an ability that requires an attack roll with a melee or ranged manufactured or natural weapon such as Paimon or Leraje. While in combat the Pact Bound Knight always suffers the influence of this vestige regardless of the quality of their pact.

Infused Weapons (Su): At 8th level the Pact Bound Knight can improve any natural or manufactured weapon granted to him by a vestige. Any such weapon gains an additional +2 enchantment bonus or becomes a +2 magical weapon if it didn’t have any enhancement bonus normally.

In addition whenever the Pact Bound Knight binds a vestige granting him such a weapon he may select a number of weapon special abilities whose bonus totals up to +2. He may treat any weapon special ability which costs 5000 or less as a +1 weapon special ability for this ability. A Pact Bound Knight can select a weapon special ability whose costs is 10k or less by not selecting any other weapon special abilities. The weapons granted by that vestige gain the selected weapon special abilities.

How to Win Friends and Influence Spirits: The Pact Bound Knight improves his ability to wrangle influence out of his bound vestiges. Now whenever he gains an influence point he instead gains 2.

In addition the Pact Bound Knight gains an additional option to spend their Influence Points on. As a swift action they can spend 6 influence points and then activate any granted ability whose activation time is a standard action or less. This causes the granted ability to go on cooldown as normal if it has one.

Martial Apotheosis: Whenever the Pact Bound Knight recovers more than one of his readied maneuvers at once his bound vestiges become so excited at the prospect of combat that any vestiges' granted abilities that are currently on cooldown becomes off cool down and ready to use immediately. The Pact Bound Knight can activate this effect either from his Adaptive Style feat or via his normal recovery method if he is a warblade or crusader.

In addition, the Pact Bound Knight becomes able to interchangeably use his own martial prowess or his vestige’s power to fuel his abilities. He may use his binder level or his initiator level for determining the power of his granted abilities or maneuvers, whichever is higher. This doesn’t influence the maximum number or level of vestiges he can bind or maneuvers he can learn.

PairO'Dice Lost
2019-05-20, 01:25 AM
Akashic Savant

https://i208.photobucket.com/albums/bb176/psychictheurge10/akashic_records_zps2oo58vxe.jpg


"Mortal memories fade, but the universe never forgets."

The Astral Plane is a realm of pure thought. Every idea, every sensation, and every memory experienced by a sapient being forms an imprint on the Astral fabric, however slight, that outlasts the thought itself and even the being that thought it. Forgotten things have a tendency to collect in the Astral, too, from stray thoughts to deities forgotten by their last worshiper. It is this psychic resonance that allows psionicists to reach into a plane with no physical existence and containing no physical matter and shape it into a more-or-less solid substance, ectoplasm.

Incarnum is pure soul energy. Every soul that is or has ever been is bound together by this amorphous energy, and a soul's morals and experiences leave an impression on the universal essence as it flows from one soul to another. It is these soul echoes that allow meldshapers to shape formless insubstantial energy into more-or-less solid constructs, soulmelds, that carry remnants of the original souls' power.

Despite these superficial similarities, manifesting and meldshaping are widely believed to be two entirely disparate arts, but there is a remote place in the multiverse where the Astral Plane meets the Wellspring from which all incarnum derives (or, some sages whisper, a "Sinkhole" into which all incarnum eventually flows) and the two forms of energy inextricably intertwine. This place, called the Akashic Records, is a permanent repository of every thought and soul imprint ever made, its records lasting long after the imprints fade from the far corners of the Astral or the tributaries of the incarnum flow. Individuals skilled in accessing both sources of power can become akashic savants to transcend their usual methods and unlock the secret of drawing knowledge and power directly from the Akashic Records themselves.

Entry Requirements
Skills: Knowledge (Psionics) 8 ranks, Knowledge (any two others) 4 ranks each
Feat: Any two of the following: Azure Talent, Psycarnum Crystal, or Psycarnum Infusion
Psionics: Able to manifest a Clairsentience or Telepathy power of at least 2nd level
Class Features: Incarnum Radiance
Special: Must spend 1 week studying with an existing akashic savant, or 1 month training with a kalashtar meldshaper, rilkan psionicist, or Sapphire Hierarch, to learn how to connect to the Akashic Records

Class Skills
The akashic savant's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Psicraft (Int), Sense Motive (Wis), Speak Language (None), and Spellcraft (Int).
Skills Points at Each Level: 4 + Int

Hit Dice: d6

Table: The Akashic Savant

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManifesting/Meldshaping
1st+0+2+0+2Flawless Memory, Psycarnum Integration—
2nd+1+3+0+3Third Eye (opened)+1 level manifesting and +1 level meldshaping
3rd+1+3+1+3Access Subconscious Records+1 level manifesting and +1 level meldshaping
4th+2+4+1+4Third Eye (deepened), Imprint Memory Crystal+1 level of either progression
5th+2+4+1+4Access Archetypal Records+1 level manifesting and +1 level meldshaping
6th+3+5+2+5Third Eye (focused)+1 level manifesting and +1 level meldshaping
7th+3+5+2+5Access Personal Records, Chakra Bind (brow, throat)+1 level of either progression
8th+4+6+2+6Third Eye (expanded)+1 level manifesting and +1 level meldshaping
9th+4+6+3+6Access Individual Records+1 level manifesting and +1 level meldshaping
10th+5+7+3+7Third Eye (doubled), Remember What Might Have Been+1 level of either progression


Class Features

Weapon and Armor Proficiencies: An akashic savant gains no weapons or armor proficiencies.

Manifesting/Meldshaping: At each akashic savant level except 1st, 4th, 7th, and 10th, the character advances both his manifesting progression and his meldshaping progression, gaining additional power points per day and access to new powers and increasing manifester level, meldshaper level, maximum number of soulmelds shaped, maximum chakra binds, and essentia as if he had gained a level in both an existing manifesting class and an existing meldshaping class to which he belonged before adding the akashic savant level.

At 4th, 7th, and 10th level, the character chooses either his manifesting or his meldshaping progression and advances only that one, not both of them.

If the character had more than one manifesting or meldshaping class before becoming an akashic savant, he must decide to which class to add each new level of akashic savant.

Flawless Memory: Upon establishing a connection to the Akashic Records, an akashic savant finds that every faded memory or forgotten thought he ever had is suddenly clear in his mind once again, and from that point forth he possesses an eidetic memory. This ability grants three benefits:

First, the akashic savant has a perfect memory, so if his player wishes to know a detail of something he experienced that was not mentioned but that he would have noticed (such as the number of people present in a tavern common room and their appearances, the exact wording of a conversation, and so forth) the DM is obligated to give them that information. The DM may require a retroactive check to determine whether he would have noticed a certain detail at the time, such as a Listen check to overhear a quiet conversation or a Spot check to notice someone discreetly bribing a guard.

Second, the akashic savant can make Autohynosis, Knowledge, Psicraft, and Spellcraft checks (and Martial Lore checks, if Tome of Battle is in use) even if he lacks any ranks in those skills, and may expend his psionic focus to "take 15" on such a check just as he can with Concentration.

Third, the akashic savant can invest essentia in this class feature as if it were a soulmeld to grant him an enhancement bonus on all Intelligence-based ability checks and skill checks equal to the points of essentia invested.

Psycarnum Integration: To access the Akashic Records, an akashic savant must learn how to fully merge his psionic and incarnum power, and from then on he draws on psycarnum for both his manifesting and his meldshaping. His soulmelds take on more of a crystalline appearance and are tinted slightly violet, and any non-unique power displays change to a Visual display of his eyes and forehead momentarily blazing with a radiant blue light.

Additionally, his manifester level and meldshaper level both become equal to whichever of the two his higher, and he uses the higher of his manifesting ability score and Wisdom to determine maximum power level known, bonus power points, save DCs for his powers and soulmelds, and maximum number of soulmelds shaped.

Finally, as a swift action, the akashic savant can spend power points up to his manifester level to gain one or more of the following benefits: gain temporary essentia for 1 minute (2 PP per essentia gained), reshape 1 soulmeld (5 PP), reassign 1 chakra bind (10 PP), or increase the essentia capacity of all receptacles for 1 round (7 PP per +1 capacity increase).

Third Eye: At 2nd level, an akashic savant gains access to a unique chakra: the third eye chakra. This chakra is not associated with any location on the body, but rather represents his connection to the Akashic Records itself. Since the third eye chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict the akashic savant's use of magic items that take up a body location.

The akashic savant gains various benefits from this new chakra as its power develops:

Opened (2nd): When the third eye is first opened, it simply serves as another chakra bind point. Any soulmeld that the akashic savant could bind to the crown chakra can be bound to the third eye instead, and once his brow and throat chakras are opened, the same applies to soulmelds that could be bound to those chakras as well. Among other things, this allows him to effectively bind multiple soulmelds to one of those chakras, as one soulmeld occupies its normal chakra and the other occupies the third eye.

Deepened (4th): The akashic savant's connection to the Akashic Record grows stronger. Any soulmeld bound to his third eye chakra increases its essentia capacity and meldshaper level by +1, and as long as he has any soulmeld bound to his third eye the akashic savant gains increases his manifester level by +1 for the purposes of manifesting Clairsentience and Telepathy powers and determining the benefits of any psicrystal he may have.

Focused (6th): More psionic and incarnum power collects in the akashic savant's third eye. Any soulmelds bound to his third eye don't count against his maximum number of chakra binds or soulmelds shaped, and whenever he spends a swift action to reallocate essentia the akashic savant may automatically become psionically focused.

Expanded (8th): The akashic savant's third eye can now connect to specific locations within the Akashic Records. When a soulmeld is bound to his third eye, the akashic savant gains an aditional third eye bind benefit in addition to the crown, brow, or throat bind benefit; the list of these benefits can be found below the class description.

Doubled (10th): The akashic savant's third eye doubles in size. The akashic savant may now bind two soulmelds to his third eye at once. In addition, as long as a soulmeld is bound to his third eye, he counts as constantly maintaining psionic focus for any feats or abilities that require being psionically focused.

Access Subconscious Records (Ps): The akashic savant can access the collective unconscious of all sapient beings to recall the sort of information that "everyone knows" about various topics. This functions as Bardic Knowledge, using twice his akashic savant level in place of his bard level, except that he requires a full round of meditation to retrieve the relevant information from the Akashic Records. He may also use this ability to make a Gather Information check without actually interacting with other creatures, and does not risk drawing attention for retrying such a check. In either case, he may not take 10 on this check but he may take 20 by meditating for a full 2 minutes.

Instead of retrieving a collective memory, the akashic savant may choose to insert a memory into the collective unconscious to make it easier for others to remember. The akashic savant chooses a specific piece of information (such as the name of a particular dragon, a secret tenet of a particular religion, or the like) and makes a check as described above (1d20 + 2*level + Int) against whatever DC retrieving that information with a Knowledge, Gather Information, Bardic Knowledge, or similar check would have. If he succeeds, the DC to recall or discover that information is reduced by -2 for 1 week. For every point by which his check result exceeds the DC, he may either lower the DC for anyone trying to retrieve that information by an additional -2 or may extend the duration by an additional 1 week. If he fails the check, he may not attempt to insert the same or related information into the collective unconscious for 1 week.

Affected individuals don't necessarily know why they remember such a piece of information; they must have read it somewhere, or heard it somewhere, or learned about it as a child and then forgot about it, or the like. If the information is spread around by those who remember it, the information may have a lower DC to retrieve even after this ability's duration elapses.

Imprint Memory Crystal: Akashic savants can use their experience with manipulating memories in the Akashic Records to store specific memories and mental constructs in physical form. This class feature grants two benefits:

First, the akashic savant can craft cognizance crystals, power stones, essentia jewels, incarnum foci, and rings of essentia without needing to possess the appropriate item creation feat; if he does have the relevant feat for a given item, the costs to craft it are halved.

Second, the akashic savant can create special crystals to store his or others' memories for later access. As a standard action, he chooses a single continuous memory of any duration—either his own or that of another creature which he has retrieved with read thoughts, Access Individual Memories, or a similar ability—and imprints it into a specially-prepared crystal worth at least 1 gp per minute or fraction thereof that the memory lasts; he may choose whether to simply copy the memory or remove it from his or the creature's mind entirely.

Once the memory has been stored, it may then be accessed by any creature who touches the crystal, causing them to instantly relive the memory and remember it as if they had experienced it themselves. The akashic savant may choose to "lock" the crystal so it may only be accessed in certain ways: he can require a command thought to access the memory, only make it accessible to certain kinds of creatures, limit the number of times it may be accessed, or set a time limit after which the memory fades. Any number of conditions may be added, but each such condition increases the minimum required value of the crystal by +5 gp per minute.

Access Archetypal Records (Ps): The akashic savant can access the shared myths and stories of certain races and peoples to draw upon their collective knowledge of and belief in the archetypes involved. He may meditate for 1 minute to gain one of the following benefits until he regains power points or reshapes his soulmelds or until he uses this ability again, whichever comes first:
Ranks in a single skill up to the class skill cap of 3 + character level, even if it is not a class skill for the akashic savant.
A single feat whose prerequisites could be met by a character of the akashic savant's character level, even if he doesn't meet the prerequsites themselves.
The ability to speak, understand, read, and write a single language, even an obscure or secret one such as Druidic, Drow Sign, or Qualith.
Knowledge of a single psionic power with a power point cost no higher than the akashic savant's manifester level, even if it is on a power list the akashic savant cannot access.
A single soulmeld, which is immediately shaped and may be bound to a chakra if the akashic savant has open chakra binds available, even if it is on a soulmeld list the akashic savant cannot access.
The akashic savant can invest essentia into this ability once per day as if it were an incarnum feat, and it may be used a number of times per day equal to the amount of essentia invested.

Access Personal Records (Ps): The akashic savant can access his own prior memories to validate their integrity and tweak them as desired. The akashic savant can meditate for a full round to determine whether he is subject to any charms, compulsions, memory alteration, sanity alteration, or other harmful or undesired mental effects (including negative levels, curses that alter or depend on thoughts or behavior, and alterations to mental ability scores). If so, he becomes aware of each effect and its general nature (such as "5 minutes of your memory from five days ago have been removed" or "you are under a dormant compulsion that will take effect when you leave the city") and for each effect may choose to learn more about it and/or remove it from his mind, effectively restoring his altered memories from the pristine and immutable copies in the Akashic Records.

The akashic savant may expend his psionic focus to use this ability as an immediate action to negate a mind-altering effect before it affects the akashic savant, but this costs him a number of power points equal to the power level level (or equivalent) of the negated effect.

Additionally, the akashic savant can volunarily diminish, suppress, or remove any of his own memories with this ability, "shelving" them in the Akashic Records rather than retrieving the Records' copy; given their eidetic recall, many akashic savants choose to alter their own memories to, for instance, mute the emotional impact of a sad memory or forget information he doesn't wish to inadvertently give away. Alterations of this sort can be undone with further uses of this ability like any other mind-altering effect.

Access Individual Records (Ps): The akashic savant can access the memories of another creature moments after those memories are made to effectively read the individual's thoughts and perceptions as they occur. This ability as the remote viewing power, with the following alterations:
The ability lasts until the akashic savant stops concentrating.
Instead of forming a quasi-real viewpoint, the akashic savant senses what the target senses; there is no separate sensor to detect or move.
While this ability is in effect, the akashic savant is constantly aware of the target's surface thoughts and general mood.
Only Clairsentience and Telepathy powers may be manifested through this ability, and manifesting a power does not end the effect unless the target detects the intrusion (by succeeding on a save, taking damage, or the like).
Using this ability costs 7 power points, plus 2 power points for each previous time it was used in the same day. The akashic savant can only target a creature with this ability if he has previously established a mental connection with it (through telepathic communication, previous use of this ability, or targeting the creature with a Clairsentience or Telepathy power).

Remember What Might Have Been (Ps): When an akashic savant has reached the pinnacle of his craft, he can access his own merest fancies, whims, and thoughts of what-if that might have taken him down different paths in his life and use them as a guide to superimpose similar memories from throughout the Akashic Records over his own and remap his mental pathways accordingly. As a standard action, the akashic savant can make any or all of the following changes:
Reallocate all skill points
Re-choose all feats
Change all powers known
Change all soulmelds shaped
Reallocate all chakra binds
Reallocate all essentia, even essentia invested into feats or otherwise "locked"
Change a class feature decision (psion's discipline choice, lurk's augments known, ardent's mantles known, alternate class features chosen, etc.)
Change alignment
This effect lasts for 8 hours. However, the conflict between the akashic savant's borrowed memories and his true memories causes a mental dissonance: the duration is divided by the number of alterations made, and the akashic savant suffers one negative level for every two alterations made, rounded up, which cannot be removed until the duration elapses. For example, if a telepath/akashic savant changes his memories such that he remembers being a seer/akashic savant (one alteration) and then re-chooses his powers and feats appropriately (two alterations), this ability only lasts for 2 hours and 40 minutes and he suffers two negative levels during that time.


Third Eye Bind Effects

Apparition Ribbon
The scarf's wispy tendrils wrap around your head, forming a curlicue pattern centered on your forehead.

While you are incorporeal, you may expend your psionic focus to transport yourself through another creature's mind. This functions as the Psion Uncarnate's Uncarnate Bridge class feature, and costs 5 power points to use normally or 10 if you choose to exit the destination creature destructively.

Arcane Focus/Psychic Focus
Barely visible wisps of incarnum writhe from your focus, and these tendrils of energy twist into visible glyphs. When you manifest a mind-altering power or cast such a spell, it is accompanied by a hypnotic ripple of green, blue, and violet light.

Whenever you cast a [Mind-Affecting] spell (for the arcane focus) or manifest a [Mind-Affecting] power (for the psychic focus) that affects a single living creature, that creature must succeed on a second Will save save (using the soulmeld's save DC, not the power's) or take a -4 penalty to all saving throws against your powers or soulmelds for 1 round. If the power affects more than one creature, or if the target creature is not affected by the power (whether because of a successful saving throw, power resistance, or the like), this has no effect.

Charming Veil
The periodic flashes of silver light increase to a constant strobe across your vision.

The read thoughts ability granted by this soulmeld can be used as a free action rather than a standard action (though still only once per round), and its save DC is increased by the amount of essentia invested.

Crystal Helm
The transparent crystal solidifies to a mirror sheen.

You gain the benefits of the False Pretenses (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#falsePretenses) and Residual Rebound (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#residualRebound) feats while this soulmeld is bound, though the latter feat's benefit only applies to spells of the Divination, Enchantment, or Illusion school and powers of the Clairsentience or Telepathy discipline.

Diadem of Purelight
The light from the headband takes on a bluish tint and begins to pulse slowly.

You can alter the brightness of this soulmeld's light as per the control light power, from temporarily extinguishing it at 100% decreased illumination to doubling its radius and effective spell level at 100% increased illumination.

Dissolving Spittle
The scales of the dragon around your neck slowly change color, from green to blue to black to red to white and back again.

You can expend your psionic focus as a swift action to change the damage type this soulmeld deals for one round to either fire, cold, electricity, or sonic. If you choose fire or cold, the spittle deals +1 damage per die; if you choose electricity, you gain a +3 bonus on your attack roll if the target is wearing metal armor; if you choose sonic, the spittle deals -1 damage per die but ignores an object's hardness.

Enigma Helm
The dusky gem of shadowstuff on your forehead gains a pinpoint of white light in the center, making it appear like a staring eye.

You gain immunity to (Compulsion) effects in addition to your (Charm) immunity. Whenever this soulmeld negates a Charm or Compulsion effect, on your next turn you may manifest the negated spell or power; it is treated as being manifested by you for all purposes, including requiring you to spend power points appropriate to the spell's or power's level.

Illusion Veil
The periodic flashes of blue light increase to a constant strobe across your vision.

You can attempt a saving throw on any Illusion effect as soon as you first sense it, without needing to interact with it. If this first saving throw fails, you do not see through the illusion immediately but you may still make a saving throw upon interacting with it as normal.

Keeneye Lenses
The solid blue of your eyes begins to glow softly

You gain the ability to see magical and psionic auras, as if under the effect of an arcane sight spell.

Mage's Spectacles
The glowing white pupil of your third eye takes on the shape of a magical glyph.

You can activate scrolls and other spell completion items as if you were a wizard with a caster level equal to half your meldshaper level.

Necrocarnum Circlet
You feel a twinge from your crown when you look at an undead creature, and you notice hints of bluish energy around their heads that wasn't there before.

Your Clairsentience and Telepathy powers ignore mindless undead creatures' immunity to mind-affecting effects.

Necrocarnum Mantle
The hood of the mantle lengthens until it hangs over your forehead, shielding your eyes from view.

You are immune to ability damage, drain, and burn to your mental ability scores. This does not protect you from any damage, drain, or burn taken willingly to activate an ability.

Planar Chasuble
The embroidered pattern shifts to depict a starry void.

Once per month you can project your mind to the Astral Plane, as an astral projection spell-like ability except that you cannot take other creatures with you. The spell has a maximum duration equal to one day per point of essenta invested in this soulmeld when the spell is activated.

Planar Ward
Your planar ward takes the form of a glowing blue orb embedded in the center of your forehead. When ectoplasm touches you, the orb flares with blue light for an instant.

Whenever you touch or are touched by a creature or object made of ectoplasm, it is affected by a dismiss ectoplasm effect. You gain an insight bonus equal to the essentia invested in this soulmeld on your manifester level check to dismiss an ectoplasmic power.

Psion's Eyes
The glowing white pupil of your third eye takes on the shape of a psionic glyph.

You can use the correspond power at will.

Silvertongue Mask
The mask appears to cover your mouth, giving your voice an echoing quality.

The suggestion ability the throat chakra bind grants you can be delivered via telepathy, in which case it loses its [Language-Dependent] descriptor and may be used on any sapient creature.

Soulspark Familiar
Your soulspark takes on a distinct crystalline quality.

The soulspark gains the special abilities of a psicrystal appropriate for your manifester level. If you possess a psicrystal, when you invest essentia in this soulmeld your psicrystal gains the resulting benefits as well.

Truthseeker Goggles
Objects you see glow with a faint blue outline.

Every point of essentia invested in this soulmeld increases the range of the granted darkvision by 30 feet. If at least one point of essentia is invested, this darkvision can see through magical darkness as well.


Akashic Savants in the World

"While their metaphysics are understandably flawed, they do believe that everything is connected and that there is a single source of truth in the multiverse, and on that we most certainly agree."

—Sister Tara, a Sapphire Hierarch, speaking of the akashic savants

"While their metaphysics are understandably flawed, they do believe that everything is connected and that there is a single source of truth in the multiverse, and on that we most certainly agree."

—Verik Goramoth, an akashic savant, speaking of the Sapphire Hierarchs

Origins
The precise identities of the being or beings who first discovered the Akashic Records are lost to history, but all agree that the first savants came from the kalashtar and rilkan races. As both races are born with a sort of collective memory already, the former being the echoes of a single being who fragmented itself among multiple hosts and the latter having access to a persistent racial memory, members of those races were uniquely suited to make the intuitive leaps necessary to discover the Akashic Records and to access them once they were found.

Some arrogant kalashtar claim that the Realm of Dreams touches the Akashic Records directly and the quori have known about it for millennia, and some egotistical rilkan claim that their racial memory is actually part of the Akashic Records and their mishtai predecessors discovered the Records long before the kalashtar were created, but most savants teach their apprentices that it was a small group of kalashtar incarnates and rilkan ardents that worked together to uncover its secrets and then bring their discovery to the wider world.

To this day, the ranks of the akashic savants are composed of a strong majority of kalashtar or rilkan, then a notable minority of elan, maenads, azurin, skarn, and other innately-manifesting and -meldshaping human offshoots, then a small minority of other races. Akashic savants are always welcome in kalashtar and rilkan communities, and even non-kalashtar and -rilkan akashic savants frequently work alongside them to advance major causes such as defeating the Inspired, uncovering relics of the lost mishtai, and so forth.

(Outside of Eberron, the synads take the place of the kalashtar as the second race to discover the Akashic Records, and they were able to discover it for similar reasons.)

Organization
The first akashic savants appeared around the same time that the Sapphire Hierarchs arose. These two traditions were among the first to discover the existence and usage of incarnum in the world and the first to attempt to combine its practice with more traditional magics, but the two approached the issue from fundamentally different angles, the akashic savants taking a more personal and introspective stance emphasizing knowledge and self-improvement with no formal organization or hierchy, the Sapphire Hierarchs viewing it through the lens of religion and cosmic truth with a strict training regimen and progression of revelations.

Privately, the akashic savants are fairly sure that the legend of the Sapphire Eidolon coming "from the stars" is in fact referring to a rift to the Astral Plane and that the Eidolon itself is a sort of extension or annex of the Akashic Records that even the untrained can use to access it, and all the rest of the Hierarchs' dogma around it is religious mumbo-jumbo; the Hierarchs, in turn, are certain that these "akashic records" the savants go on about are merely an imperfect way for the layperson to conceptualize a connection to the perfect Cosmic Order and that they will come around to the truth eventually.

Thus, while the two groups have totally different goals and hierarchies (or lack thereof) in the modern day, they still feel a close kinship with one another and are inclined to cooperate with one another when the opportunity presents itself. Prospective akashic savants with a more religious bent are often sent to the Temple of the Eidolon for training and wild talents discovered by the Sapphire Hierarchs are handed over to the first akashic savant they can find for training. Particularly open-minded members of both groups even get together occasionally to consult both the Eidolon and the Records and compare notes, hoping to fill in gaps in their fallible mortal reasoning (and, privately, prove that their own source of information is more accurate).

JoshuaZ
2019-05-28, 08:13 AM
Contest is now closed. Voting thread is here (http://www.giantitp.com/forums/showthread.php?588989-Voting-Thread-for-Prestige-Class-Contest-Thread-VI-Hybrid-Power&p=23937697).