Taeran Psionic Prestige Classes

Crystal Symbiote (Contributed by Leo Wang)
Dreamer
Master of the Glow
Mindsmith
Mindspanner
Ninja of the Claw
Ninja of the Nine Shadows (Contributed by Johnny Britzke)
Photokineticist

Back to Prestige Classes main page



The Crystal Symbiote

Contributed by Leo Wang

Some experienced and powerful psionic manifesters develop a truly special relationship with their psicrystals, the small crystals that they use to house cast-off parts of their own personalities. Crystal Symbiotes are manifesters who take this rapport to a deeper level- their devotion to their psicrystals takes on the character of an addiction, and they spend more and more time meditating on the mind-pieces within the crystals. Not only do their crystals gradually take on more of their own personalities, but in fact the crystal begins to awaken to consciousness and powers of its own! Eventually, with advanced meditation and sacrifice, a Crystal Symbiote and his or her psicrystal seem to effectively be one entity- it is no longer possible to separate one from the other.

Hit Die: d4.

Requirements:

Class Skills: The Crystal Symbiote's class skills (and associated abilities) are Appraise (INT), Autohypnosis (WIS), Concentration (CON), Craft (INT), Knowledge (Psionics) (INT), Psicraft (INT), and Use Psionic Device (CHA). In addition, all skills which are enhanced by the character's psicrystal are also considered class skills for levels in this prestige class, whether or not they appear on the previous list.

Skill Points at each level: 8 + INT modifier.

The Crystal Symbiote
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +0 +2 Crystal Obsession, Greater Psicrystal, Psionacrystal, +1 Manifester Level
2nd +1 +0 +0 +3 Enhanced Psicrystal
3rd +1 +1 +1 +3 Encode Crystal 1, +1 Manifester Level
4th +2 +1 +1 +4 Enhanced Psicrystal, Raise Crystal
5th +2 +1 +1 +4 Encode Crystal 2, +1 Manifester Level
6th +3 +2 +2 +5 Enhanced Psicrystal, Twin Power
7th +3 +2 +2 +5 Encode Crystal 3, +1 Manifester Level
8th +4 +2 +2 +6 Enhanced Psicrystal
9th +4 +3 +3 +6 Encode Crystal 4, +1 Manifester Level
10th +5 +3 +3 +7 Astral Seed

Class Features: All of the following are class features of the Crystal Symbiote prestige class.
Weapon and Armor Proficiency: Crystal Symbiotes gain no further proficiency in any weapons or armor.
Manifester Levels: Crystal Symbiotes continue meditating on their powers, but not as often as members of other psionic classes. At 1st level, and every second level thereafter, the Symbiote may gain new powers and power points as if advancing a level in a previous psionic class. Many other benefits of gaining a level, such as gaining bonus feats, are not granted by this. Only new powers, power points, and psicrystal abilities are increased by this "effective level." Characters with multiple manifesting classes must choose one to increase.
Crystal Obsession (Ex): Crystal Symbiotes below 10th level must continue to follow the special restriction on skills that is a requirement for taking levels in the class in the first place. That is, they must continue to spend skill points upon gaining each level so as to keep all skills improved by psicrystal personalities at the maximum rank allowed by level. Breaking this restriction applies several penalties to the character: (1) No more levels in Crystal Symbiote may be taken until the restriction is again met. (2) All benefits from the psicrystal are halved, rounded down (due to lack of interest on its part). (3) Any benefits gained from being 8th level or higher in Crystal Symbiote are lost.
    Upon restoring the skill points to the required rank levels, the above penalties are immediately lifted, and the character may again continue as a Crystal Symbiote.
    Crystal Symbiotes have a far stronger bond with their psicrystals than other psionic characters do, and most of their class benefits depend on having a psicrystal. Should a Crystal Symbiote's psicrystal be lost, the character must wait the usual six months before making a new one (if below 4th level- see below), and may not gain levels in the Crystal Symbiote class until a new psicrystal is made. A newly created psicrystal has the same number of personalities that the previous one did, though it need not have exactly the same personalities. A Crystal Symbiote creating a new psicrystal must specify the order that all the new personality fragments are seeded in, since the exact benefits conferred by the crystal depend on that order (again, see below).
Greater Psicrystal (Su): The psicrystal of any Crystal Symbiote gains 5 points of Hardness, and has double the normal number of hit points (that is, its hit points equal its master's amount).
Psionacrystal (Su): A Crystal Symbiote's psicrystal constantly confers the benefits of a Psionatrix of the character's primary discipline. If the character did not previously have a primary discipline, then he or she selects a discipline to be the primary (for the purposes of this class feature) upon becoming a 1st level Crystal Symbiote.
Enhanced Psicrystal (Su): At 2nd, 4th, 6th, and 8th levels, a Crystal Symbiote seeds his or her psicrystal with another personality fragment, as if gaining the Improved Psicrystal feat. Furthermore, at each of these levels, the bonuses conferred by each of the psicrystal's previous personalities are increased by 1 point. For example, a 2nd level Crystal Symbiote whose psicrystal previously had the Coward, Friendly, and Meticulous traits, seeds it with the Resolve personality fragment. This means that the crystal now grants a +4 bonus to Hide, Diplomacy, and Search checks (instead of +3), and now grants +2 to Will saving throws as well. Upon reach 4th level, the character seeds the crystal with the Single-minded fragment, and the crystal now grants +5 to Hide, Diplomacy, and Search, +3 to Will saves, and +3 to Concentration checks.
Encode Crystal (Su): At 3rd level, a Crystal Symbiote gains the ability to store powers in his or her psicrystal temporarily, as if it were a Power Stone. Encoding powers this way works exactly like the normal process for Encoding a Stone, except that it only takes 1 minute per power level stored, costs no gold (only XP), and the powers fade from the crystal in 1 day per class level in Crystal Symbiote, rather than being permanent. Once a crystal is encoded, no other powers may be put into it until the currently encoded powers are flushed from it. Only six powers total may be stored in the crystal at any given time, and only 1st level powers may be so encoded. At 5th level, this ability improves to allow up to 2nd level powers to be stored. At 7th level, up to 3rd level powers may be stored, and at 9th, up to 4th level powers may be encoded with this ability. In any case, only the psicrystal's owner may use the powers Encoded this way- other psionic characters and creatures do not have the bond with the crystal that is necessary to unlock the powers.
Raise Crystal (Psi): Crystal Symbiotes have the same bond with their psicrystals that other psionic characters do, and lose XP if the crystal is destroyed. Upon reaching 4th level, however, a Crystal Symbiote contains a kernel of the psicrystal inside his or her own mind at all times, which allows the crystal to be recreated- effectively "raised from the dead-" if it is destroyed. Should the character's psicrystal be destroyed, the character still loses XP normally, but may immediately send the psicrystal's mind into a new gemstone with GP value at least equal to the amount of XP lost (for instance, a character who lost 1200 XP may send the psicrystal into a gem of 1200 gp or greater value). If no such gem is on hand at the time the psicrystal is destroyed, the character may buy one to recreate the crystal, as long as no more than one day per character level has passed since the crystal was "killed." After that time, the crystal is gone forever, just as would normally happen. A recreated psicrystal comes back with all its previous abilities intact, though a lost character level by the owner may mean loss of psicrystal powers as well. This ability is the equivalent of a 5th-level power for the purpose of effects which depend on power level.
Twin Power (Su): At 6th level, a Crystal Symbiote's psicrystal begins to imitate and reflect the character's own actions, even to the point of manifesting psionic powers on its own. The Crystal Symbiote gains the Twin Power feat, and may manifest Twin Powers at the usual cost for such powers (that is, the standard cost plus 6), though without expending his or her psionic focus to do so- the psicrystal itself takes the extra psionic energy, and turns it into the second manifestation of the power. If the psicrystal has the power to be Twinned encoded within itself by use of the Encode Crystal ability as noted above, then the Crystal Symbiote may choose to flush the encoded power from the crystal instead of paying the extra power points for Twinning the power, and still does not need to have or expend a psionic focus to Twin the power. If the psicrystal has the power encoded more than once, only one instance is used up for the Twinning.
Astral Seed (Psi): At 10th level, the Crystal Symbiote and the psicrystal are effectively merged as a mind, and no longer think of themselves as separate entities unless it is convenient to do so. At this point, if the Crystal Symbiote character dies, the psicrystal automatically behaves as an Astral Seed storage crystal for the character, except that it does not subsume into the Symbiote's new body if that is successfully created. Furthermore, the psicrystal is still capable of all its previous abilities while storing the Symbiote's mind, and can actually move on its own each day (as if using the Self-Propulsion ability) without the Symbiote spending power points to allow it to do so. In effect, since the Symbiote is actually in the crystal, the character's power points become the crystal's (though they are not useful for any other purpose, for instance using powers, unless the crystal also has the Channel Power ability). Finally, the power is always considered to have been manifested at the exact moment the character died, so he or she will always come back exactly as sHe was at time of death, minus the lost level of course. As with the normal Astral Seed power, however, this bond is not permanent, and if the character does not form a new body within 30 days of death, his or her soul leaves this world and goes on to the next (the psicrystal immediately becomes inert and lifeless should this occur).

Crystal Symbiotes do not have an Epic progression.



The Dreamer

Dreamers are a class of people who devote themselves to dreams, specifically the dreams that living creatures on many planes experience during sleep. They learn to recognize and control their own dreams, and as their powers develop, they gain power over others' dreams as well, eventually even unlocking strange abilities in the physical world. Dreamers are best known for being prophets, as their greatest power is the ability to send their minds along the slipstreams of time to directly view the unfolding future or past. Dreamers are fairly rare, and often employed by kings or other leaders for their abilities, so they don't often go on adventures- but when they do, their abilities can be very useful to their waking-life-bound companions.

Hit Die: d4.

Requirements:

Class Skills: The Dreamer's class skills (and associated abilities) are Autohypnosis (WIS), Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Gather Information (CHA), Handle Animal (CHA), Knowledge (any) (INT), Listen (WIS), Lucid Dreaming (WIS), Profession (WIS), Psicraft (INT), Search (INT), Sense Motive (WIS), and Spot (WIS).

Skill Points at each level: 6 + INT modifier.

The Dreamer
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power Points
/Day
Powers Known Maximum Power
Level Known
1st +0 +2 +2 +2 Long Sleep, Wild Empathy 3 2 1st
2nd +1 +3 +3 +3 Deep Sleep, Light Sleep 8 3 2nd
3rd +2 +3 +3 +3 Aware Sleep, Detect Mind 13 5 2nd
4th +3 +4 +4 +4 Discern Lies 1/day, Suspend Life 1/day, Penetrate Disguise 18 7 2nd
5th +4 +4 +4 +4 Sleep Communication 25 8 3rd
6th +5 +5 +5 +5 Lesser Prophecy, Regenerative Sleep 32 10 3rd
7th +6 +5 +5 +5 Sleep Control, Sleep Suggestion 1/day 39 12 3rd
8th +7 +6 +6 +6 Discern Lies 2/day, Suspend Life 2/day 48 13 4th
9th +8 +6 +6 +6 Projection 57 15 4th
10th +9 +7 +7 +7 Prophecy 66 17 4th

Class Features: All of the following are class features of the Dreamer prestige class.
Weapon and Armor Proficiency: Dreamers gain no further proficiency in any weapons or armor.
Power Points: Dreamers gain power points per day as shown on the table above. They gain bonus power points based on the primary ability score for their previous psionic class, if any. If the character previously could not gain bonus power points for high ability scores, then the character now gains bonus points based on WIS. Dreamer levels stack with levels in other psionic classes for determining the number of bonus power points per day gained from the key ability score.
Powers Discovered: Dreamers gain psionic powers as they gain levels. Dreamers powers are taken from their own class power list below. A Dreamer character must have a primary ability score (the one bonus power points are based off of, or WIS if the primary ability score cannot otherwise be determined) of at least 10 + the power's level, to learn any given psionic power. Dreamer class levels stack with other psionic class levels for the purpose of determining manifester level, and the maximum number of power points the character can spend on any one power.
Long Sleep (Ex): Dreamers can stay asleep for up to 15 hours + 1 hour/Dreamer level, and can decide before going to sleep exactly when they want to awaken within the allowed timeframe. Dreamers who sleep longer than 8 hours gain additional hit points from the rest equal to the amount they normally would heal daily, per extra 8 hours of sleep. For instance, a 9th-level Psion/1st-level Dreamer regains a total of 20 hit points if he or she sleeps for 16 hours.
Wild Empathy (Ex): Through deep knowledge of their own inner selves, Dreamers achieve a strong connection with the natural world which allows them a sort of primitive telepathy with nonsentient animals. This ability, identical to the Ranger and Druid ability of the same name, allows the character to use body language, vocalizations, and demeanor to improve the attitude of an animal, just as if using a Diplomacy check to improve the attitude of a person. The Dreamer rolls 1d20 and adds his/her/its Dreamer level and CHA bonus to determine the Wild Empathy check result. Typical domestic animals have a starting attitude of Indifferent, while wild creatures are usually Unfriendly. Dreamer levels stack with other class levels that grant Wild Empathy for determining the bonus to the CHA check, so (for example) a 7th-level Druid/2nd-level Dreamer with a CHA score of 16 has a Wild Empathy modifier of +12.
Deep Sleep (Ex): A 2nd-level Dreamer can go into a very deep sleep to regain hit points at twice the normal rate, but can only be awakened at the end of the pre-designated time (as noted above for the Long Sleep class feature), or by a very strong, radical stimulus such as an entire bucket of cold water being poured over the Dreamer's head. Exactly how strong a stimulus is necessary is up to the DM, but in general, taking more than one point of real damage (as opposed to subdual damage) in a single attack will do the trick.
Light Sleep (Ex): As an alternative to Deep Sleep, a 2nd-level Dreamer may instead choose to use Light Sleep. While using Light Sleep, a Dreamer regains only half the normal number of hit points per 8 hours of rest, but is aware of the outside environment almost as if the character were still awake. Virtually any environmental change, such as the sun rising or setting, getting rained on, a sudden chill (or heat) in the air, etc. will awaken the Dreamer. More importantly, the Dreamer can still make Listen checks to detect sounds, so (for instance) an assassin creeping up to the Dreamer's campsite who fails to Move Silently may not awaken the non-Dreamers in the group, but the Dreamer will immediately awaken if his or her Listen check succeeds.
Aware Sleep (Ex): At 3rd level, the Dreamer is able to combine some of the effects of Light, Long, and Deep Sleep. While the character is as difficult to awaken as if using Deep Sleep, he or she regains hit points as if simply sleeping normally, rather than double the normal rate as with actual Deep Sleep. While in Aware Sleep, the Dreamer is sensitive to the environment around him or her, and the subconscious carefully collects and records all sensory information except sight- so when the Dreamer awakes, he or she clearly remembers everything that happens as if he or she had been awake with eyes closed. Furthermore, a Dreamer in this state can detect the general emotional state of sentient beings around him or her, and while actual reading of thoughts cannot happen, a general identification of individuals (by personality, not appearance) is possible. The Dreamer cannot enter this state of sleep automatically, but must have 1 hour before and after the period of Aware Sleep to transition to the special state. Sensory information (including empathic data) from these transition periods cannot be clearly recalled. Also, if forcefully awakened before the designated time (including during one of the transition periods), the character loses all collected information, regardless of how much time was left in the sleep cycle.
Detect Mind (Su): The Dreamer with this ability can detect sentient minds (defined as any creature with an Intelligence score of 3 or higher) by concentration on a single object, creature, or area. The range of the ability is 30 feet per Dreamer level, and it requires a full-round action to Detect Minds this way. While this is a psionic ability, it does not require any power points to use. This power can be used up to 6 times in any given 24-hour period, but can only be used while the Dreamer is awake to concentrate on it.
Discern Lies (Psi): At 4th level, the Dreamer can Discern Lies (as the Cleric spell) once/day. At 8th level, the Dreamer gains an additional daily use of this power. Although it mimics a spell, this power is considered a psionic ability, not magical.
Suspend Life (Psi): Also at 4th level, the Dreamer is able to enter a deep trance that mimics the effects of the psionic power Suspend Life once/day, except that the maximum amount of time the trance may be sustained is 1 hour/Dreamer level. At the end of its duration the power ends immediately without penalty to the Dreamer. At 8th level, the Dreamer gains an additional daily use of this power.
Penetrate Disguise (Su): A 4th-level or higher Dreamer is tuned enough to the subconscious minds of creatures around him or her that the dissonance between a disguised creature's appearance and what it knows itself to be can be detected. This grants the Dreamer a +10 bonus on Spot or Listen checks used against the target's Disguise checks, and furthermore the character is able to determine when a creature is shapeshifted if it fails a Will save (DC 10 + the Dreamer's WIS modifier + level in this Prestige Class). This power must be used against a specific creature when activated, and may only be used once per day.
Sleep Communication (Psi): This ability, gained by Dreamers 5th level and higher, is essentially like the Mindlink power, except that it requires no power points to use and can only be activated when the Dreamer is asleep. This ability can be used once per Dreamer level per 24-hour period.
Lesser Prophecy (Psi): While in a state of Light Sleep, a Dreamer of 6th level or higher may use this ability to activate a psionic power from the following list: Augury, Divination, or Predict Weather. The Lesser Prophecy ability may be used twice per 24-hour period.
Regenerative Sleep (Su): A Dreamer of 6th level or higher may enter the state of Regenerative Sleep only immediately after 3 hours of uninterrupted meditation. While in the state, the character gains Regeneration 1, and can even reattach lost limbs if they are attached to the stump before beginning meditation. Upon awakening, the character will need to eat a full day's meal quota (even characters who do not normally need to eat feel a ravenous desire to do so). After eating, the character can immediately begin meditation to reenter Regenerative Sleep if desired, but doing so is dangerous: if Regenerative Sleep is used more than once in a 3-day period, the normal growth cycle of the body's cells may be disrupted, going into an uncontrollable cycle of growth- the character continues gaining hit points until beyond his or her natural maximum, at which point the growths become malignant tumors that destroy the body's functions instead of restoring them. While disease-curing magic can reverse the condition, nothing else can, and the character cannot be healed by any means while tumors grow within the body. Furthermore, a character with such tumors permanently loses 1 hit point per day automatically, until death occurs. The chance of cells becoming dangerous tumors is 10% cumulative per use of Regenerative Sleep beyond the first, without having the 3-day recovery period between.
Sleep Control (Ex): A 7th level Dreamer has enough control over his or her sleep processes to switch between any of the special sleep states detailed above, effectively at will, while asleep- though the actual switching of states must be decided upon before falling asleep at all. Also, while in Aware Sleep, the Dreamer retains a low level of consciousness, may decide to awaken based upon the sensory information received while in that state, and the penalty for awakening before the rightful time is negated (i.e. the character retains all data gathered while in Aware Sleep no matter when he or she awakens, even if the awakening was not voluntary). Finally, if the Dreamer enters Regenerative Sleep while using Sleep Control, the chance for the sleep causing uncontrollable tumors is reduced to only 5% per use over the limit, though the character loses the ability to regrow and/or reattach limbs and appendages while Controlling the Regenerative Sleep. The Dreamer may still choose to enter Regenerative Sleep without using Sleep Control, in the standard manner described above.
Sleep Suggestion (Psi): This ability improved upon the Sleep Communication ability. A 7th level Dreamer may send a Suggestion with his or her Sleep Communication, which the target must save against, or act on immediately upon awakening.
Projection (Psi): A 9th level Dreamer may, in a state of Deep Sleep, leave the body behind and create an incorporeal Projection of him/herself, roaming the world more or less at will. While Projecting, the Dreamer's body is comatose and unaware much as with the spell Astral Projection, though the Dreamer's projection does not produce a Silver Cord unless taken into (and beyond) the Astral Plane. A Dreamer's Projection is able to Plane Shift at will, and automatically adapts to planes it travels to as if using the spell Avoid Planar Effects; however, any successful attack upon the Projection (or a successful Negate Psionics effect) immediately sends it back to the Dreamer's body and awakens the character. This ability may be used only once per week.
Prophecy (Psi): This powerful ability allows the Dreamer's mind to roam the streams of time, visiting the past or future at will. A Dreamer with this ability must activate it while in Deep Sleep, and must have been in that state for at least 3 uninterrupted hours. Using Prophecy allows the Dreamer to see the past or future as desired, as if using the spells View Past or View Future, though with an effective limit of 10 years per character level rather than 1 year per caster level. Also, the Dreamer may "switch focus" on the timestreams and View multiple events, up to once per character level while the duration of the Prophecy lasts. The standard limits of those spells otherwise apply (the Dreamer is unable to View the same future twice, since only the most likely one from any given time point is perceived, and there is a chance for failure to view anything at all for a given time). This ability may be used once per 24-hour period.

Power List:

Dreamer Epic Progression

The Epic Dreamer
Class
Level
Special
11th  
12th Discern Lies 3/day, Suspend Life 3/day
13th  
14th Bonus feat
15th  
16th Discern Lies 4/day, Suspend Life 4/day
17th  
18th Bonus feat
19th  
20th Discern Lies 5/day, Suspend Life 5/day

Powers: The Epic Dreamer's manifester level is equal to the character's class level. The Dreamer stops gaining more power points per day after 10th level, but may take the Improved Power Capacity feat to increase the total that way. The character does not learn new powers after 10th level except by taking the [Spell] Power Knowledge feat.
Discern Lies (Psi): The Dreamer gains another daily use of the Discern Lies power for every four levels past 8th.
Suspend Life (Psi): The Dreamer gains another daily use of the Suspend Life power for every four levels past 8th. The maximum duration continues to increase based on the Dreamer's class level, as normal.
Bonus Feats: The Epic Dreamer gains a bonus feat (selected from the following list) at every 4th level past 10th.
    Epic Dreamer Bonus Feat List: Additional Magic Item Space, Dream Feat, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Skill Focus, Epic [Spell] Psionic Focus, Epic [Spell] Power Penetration, Epic Will, Extended Life Span, Fast Healing, Improved Darkvision, Improved Low-Light Vision, Improved Power Capacity, Improved [Metamagic] Metapsionics, Perfect Health, Permanent Psionic Emanation, Polyglot, [Spell] Power Knowledge, [Spell] Power Opportunity, [Spell] Power Stowaway, Tenacious [Magic] Psionics.

The Master of the Glow

The Master of the Glow has both a magical version and a psionic version, and is fully detailed in the Magical Prestige Classes document.

The Mindsmith

Mindsmiths are people who use their mental powers to imbue the world around them with Mind, specifically, psionic energy. Many of them have a philosophy that the universe is trying to understand itself through the individual beings (like themselves) that inhabit it, and thus imbuing formerly inert objects with mental power, or even intellect, can only help it along. Mindsmiths spend most of their time making psionically empowered items of one sort or another. The fact that other people find these creations of great value, and come to them to make more, is incidental, but can be a nice bonus to their work (especially the funds the get in return, which can be used to start more work). A Mindsmith works for himself or herself, above all; if others appreciate the work, then that just proves how all things are tied together in the final analysis.

Hit Die: d4.

Requirements:

Class Skills: The Mindsmith's class skills (and associated abilities) are Appraise (INT), Autohypnosis (WIS), Concentration (CON), Craft (INT), Disable Device (INT), Knowledge (Architecture & Engineering, Ancient Technology, or Psionics) (INT), Open Lock (INT or DEX), Psicraft (INT), Use Ancient Device (WIS), Use Magic Device (CHA), Use Psionic Device (CHA), and Use Rope (DEX).

Skill Points at each level: 2 + INT modifier.

The Mindsmith
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +0 +2 Artificer, Artistic Psicrystal, Item Creation, +1 Manifester Level
2nd +1 +0 +0 +3 Temporary Matrix (50 GP)
3rd +1 +1 +1 +3 Metacreative, +1 Manifester Level
4th +2 +1 +1 +4 Craft Silmarillium
5th +2 +1 +1 +4 Item Creation, +1 Manifester Level
6th +3 +2 +2 +5 Temporary Matrix (200 GP), Transmundane
7th +3 +2 +2 +5 Metacreative, +1 Manifester Level
8th +4 +2 +2 +6 Craft Silmarillium, Spillover Sentience
9th +4 +3 +3 +6 Item Creation, +1 Manifester Level
10th +5 +3 +3 +7 Temporary Matrix (500 GP), Craft Minor Artifact

Class Features: All of the following are class features of the Mindsmith prestige class.
Weapon and Armor Proficiency: Mindsmiths gain no further proficiency in any weapons or armor.
Manifester Levels: Mindsmiths continue meditating on their powers, but not as often as members of other psionic classes. At 1st level, and every second level thereafter, the Mindsmith may gain new powers and power points as if advancing a level in a previous psionic class. Many other benefits of gaining a level, such as gaining more psionic feats, are not gained by this. Only new powers and power points are increased by this "effective level." Characters with multiple manifesting classes must choose one to increase.
Artificer (Ex): Mindsmith class levels stack with levels of other manifesting classes for meeting item crafting and item creation feat prerequisites. Thus, a 7th-level Psion/5th-level Mindsmith counts as manifester level 12 for all purposes related to item creation, even though the character is not able to actually manifest powers as a 12th-level manifester (see above).
Artistic Psicrystal: A Mindsmith automatically gains the Improved Psicrystal feat at 1st level, but the character must seed the psicrystal with the Artiste personality fragment. If the character already had a psicrystal embedded with this fragment, he or she gains no benefit from this ability. Characters who did not previously have the Psicrystal Affinity feat gain that instead, but the crystal must be seeded with the Artiste fragment in the process. Mindsmith levels stack with levels of other psionic classes for the purpose of determining psicrystal abilities. For instance, an 8th level Psion/2nd level Mindsmith is treated as 10th level for determining the character's psicrystal's statistics and bonuses.
Item Creation: At 1st, 5th, and 9th level, a Mindsmith gains one psionic Item Creation feat, other than Craft Minor Artifact, Craft Major Artifact, or any Craft Silmarillium, for free, even if the character does not meet normal prerequisites for the feat.
Temporary Matrix (Su): Mindsmiths become so adept at imbuing parts of their essence into inert objects that they are able to do it much more quickly than other people can, at the cost of having the power fade after time. At 2nd level, a Mindsmith can craft a temporary psionic item of any type he or she could normally create, but taking only one minute per day of normal creation time (other costs of creation, such as XP and gold, remain unchanged). For instance, Encoding a Powerstone for a 1st-level power (which would normally take 1 full day) instead takes only 1 minute with this ability. However, items created this way lose their power after 1 day per level of the Mindsmith creator, if they are not used up before then, once again becoming inert when the time expires. Costs spent to create the temporary item are not regained when its power fades, although if the item was not "burnt out," it may be empowered again with this ability (or even normal permanent item creation). Also, there is a limit to how powerful an item a character may temporarily imbue with power this way. When this ability is first gained, a Mindsmith may only empower items that cost 50 gp per level of Mindsmith, or less; for instance, a 3rd level Mindsmith is limited to items of 150 GP cost. At 6th level, this limit improves to 200 GP per level, and at 10th level, it improves to 500 GP per level. Whatever the limit is, no item with a cost greater than the limit may be created using this ability.
Metacreative: At 3rd and 7th level, a Mindsmith may apply the Metacreative feat to any one Item Creation feat he or she knows. The reduction in costs needed to create items applies to the costs used for the Temporary Matrix ability, but does not reduce the actual cost of any item the character creates- that is, it does not allow the normal limits of the Temporary Matrix ability to be circumvented.
Craft Silmarillium: At 4th and 8th level, a Mindsmith (re)discovers the process for making one kind of Silmarillium, and gains the Crafting feat for it even if he or she does not meet prerequisites for it.
Transmundane (Ex): At 6th level, a Mindsmith is so good at imbuing inert objects with mental power, that he or she may use normal items in place of masterwork items, for creating any psionic item. This allows the character to pay only half the usual materials cost when crafting an item, but other costs of creation (for example, XP) are not changed by this ability and are still paid as normal for an item of the type the Mindsmith crafts. This ability may be used in conjunction with the Temporary Matrix ability to create temporary psionic items out of ordinary quality objects. At the DM's option, items which are exceptionally crude (for instance, things cobbled together using the Tinker feat, or uncut gems) may be designated as beyond the character's power- that is, an item must be of at least average quality to be empowered. Transmundane allows a Mindsmith capable of crafting artifacts to use normal items to craft Minor Artifacts, and mere Masterwork items (as opposed to Masterpiece) to create Major Artifacts.
Spillover Sentience (Su): At 8th level, the Mindsmith's mind spreads itself into inert objects so well, that it is able to imbue such objects with consciousness and will, without significant cost to itself. The Mindsmith gains Life to the Inanimate as a bonus feat. Furthermore, a Mindsmith with this ability can make any permanent psionic item intelligent, while paying only half the usual cost for making an intelligent item, or 10000 GP less, whichever gives the lower cost. This cost reduction applies only to the extra cost incurred for making the item intelligent, and does not affect the item's normal cost (that is, the cost without intelligence). However, since it does allow the Mindsmith to raise the newly sentient item's levels by paying only 1/8 the normal XP cost of raising a level, instead of the standard ¼ that must be paid after the item is fully crafted and awake, many Mindsmiths crafting intelligent items take full advantage of this power to raise their new friends as high as they can.
Craft Minor Artifact: At 10th level, the Mindsmith is experienced enough at item creation to be able to construct Minor Artifacts. The rules for the Craft Minor Artifact feat apply, with one exception- the Mindsmith counts at a minimum as a 21st-level manifester for the purposes of meeting any item prerequisites, even if the character's actual manifester level for other item creation purposes is lower. Thus, a 7th-level Psion/10th-level Mindsmith is capable of enhancing weapons and armor to +7, even though the standard rule of 3-manifester-levels-per-plus would not normally allow the character to do so (since he or she counts as manifester level 17 for non-artifact items, and only manifester level 12 for actual power manifestation). It should also be noted that Artifacts may not be temporary- even if the cost of creation is low enough, a Mindsmith may not use the Temporary Matrix class ability to create Artifacts.

Mindsmith Epic Progression

The Epic Mindsmith
Class
Level
Special
11th Efficient Item Creation, +1 Manifester Level
12th Bonus feat
13th +1 Manifester Level
14th Temporary Matrix (1000 GP)
15th Efficient Item Creation, +1 Manifester Level
16th Bonus feat
17th +1 Manifester Level
18th Temporary Matrix (2000 GP)
19th Efficient Item Creation, +1 Manifester Level
20th Bonus feat

Manifesting: At every odd-numbered level, the Mindsmith gains more power points and discovers new powers as if he/she/it had gained a level in a psionic manifesting class to which the character belonged before becoming a Mindsmith. If already an epic manifester, the character gains only the benefit noted under the Powers entry for that epic class. The character does not gain any other benefit from the manifester level, such as psicrystal advancement. If the character had more than one manifesting class prior to Mindsmith, then the player must decide which class gains the additional boost.
Efficient Item Creation: At every 4th level past 7th, an Epic Mindsmith gains the Efficient Item Creation feat for any Item Creation feat the character previously had the Metacreative feat for. If the character has no Item Creation feats that he/she/it has Metacreative for, and that does not yet have Efficient Item Creation as well, then the character may instead gain Metacreative for an Item Creation feat which does not have it yet. If the Mindsmith already has Metacreative and Efficient Item Creation for every Item Creation feat he/she/it knows, then the character gains no benefit from this class feature.
Temporary Matrix (Su): An Epic Mindsmith's Temporary Matrix per-level cost limit continues to expand, doubling for every four levels past 10th. Thus, it becomes 1000 gp/level at 14th, 2000 gp/level at 18th, and so on. Items crafted using the Temporary Matrix option still last 1 day per class level before fading, as before. Temporary Matrix items still may not be intelligent, and the character cannot craft Minor or Major Artifacts using this ability no matter how high his/her/its cost limit is.
Bonus Feats: The Epic Mindsmith gains a bonus feat (selected from the following list) at every 4th level past 8th.
    Epic Mindsmith Bonus Feat List: Accelerated Item Creation, Additional Magic Item Space, Augmented Alchemy, Craft Major Artifact, Efficient Item Creation, Enhance [Spell] Power, Extended Life Span, Improved Heighten [Spell] Power, Improved [Metamagic] Metapsionics, Improved Power Capacity, Instant Item Creation, Master Dorje, [Multispell] Multipower, Permanent Psionic Emanation, [Spell] Power Knowledge, [Spell] Power Stowaway, Temporary Artifact, Tenacious [Magic] Psionics.
    In addition to the feats on this list, an Epic Mindsmith may select any Ultrapsionic power feat which he/she/it meets the prerequisites for, keeping his/her/its true manifester level in mind. Also, the character may take any Item Creation feat that he/she/it does not already have as a bonus feat.

The Mindspanner

Some philosophies of reality claim that everything that "is" is really the product of our own minds, and that a properly controlled mind can take advantage of the connection to cause alterations in reality. While most people dismiss the idea as utter hogwash, the fact that psionic people can in fact cause changes in local reality with nothing more than their thoughts seems to fly in the face of those dismissals. Some psionically-endowed individuals are determined to explore the idea to its limit, by exploring the different ways their minds (as well as others) can create and influence reality. In the myriad planes of existence, they find answers they could never achieve through even the most ardent self-experimentation at home. These "mindspanners" therefore leave their home planes behind, and seek to explore themselves by exploring all the facets of existence- for whatever that word may truly mean.

Hit Die: d4.

Requirements:

Class Skills: The Mindspanner's class skills (and associated abilities) are Autohypnosis (WIS), Concentration (CON), Craft (INT), Diplomacy (CHA), Gather Information (CHA), Knowledge (the Planes, Psionics) (INT), Lucid Dreaming (WIS), Profession (WIS), Psicraft (INT), Search (INT), Speak Language (none), and Swim (STR).

Skill Points at each level: 4 + INT modifier.

The Mindspanner
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +0 +2 Plane Shift 1/day
2nd +1 +0 +0 +3 Planar Survival, +1 Manifester level
3rd +1 +1 +1 +3 Morphic Stability, +1 Manifester Level
4th +2 +1 +1 +4 Plane Shift 2/day, +1 Manifester level
5th +2 +1 +1 +4 Step Sideways
6th +3 +2 +2 +5 Grant Planar Survival, +1 Manifester level
7th +3 +2 +2 +5 Plane Shift 3/day, +1 Manifester Level
8th +4 +2 +2 +6 Planar Dampening, +1 Manifester level
9th +4 +3 +3 +6 Precise Shift
10th +5 +3 +3 +7 Planar Area Swap, Plane Shift 4/day, +1 Manifester level

Class Features: All of the following are class features of the Mindspanner prestige class.
Weapon and Armor Proficiency: Mindspanners gain no further proficiency in any weapons or armor.
Manifester Levels: Mindspanners continue meditating on their powers, but not as often as members of other psionic classes. At each indicated level, the Mindspanner gains new powers and power points as if advancing a level in a previous psionic class. Many other benefits of gaining a level, such as gaining bonus psionic feats, are not gained by this. Only new powers, power points, and psicrystal abilities (if the character has a psicrystal) are increased by this "effective level." Characters with multiple manifesting classes must choose one to increase.
Plane Shift (Psi): Mindspanners have the ability to manifest Plane Shift (with a manifester level equal to his or her character level) once per day, as a psi-like ability. At 4th, 7th, and 10th levels, the Mindspanner gains another daily use of the ability. The character does not gain the actual Plane Shift power with this ability, but may still learn it the normal way through manifesting advancement, or use it if he or she already knew it. While this may seem a waste of a power slot after taking levels in Mindspanner, it should be noted that psionic items which require Plane Shift to craft require the actual power, which this ability cannot fill the prerequisite for. When required, the save DC of this psi-like power is based on the Mindspanner's INT score.
Planar Survival (Ex): At 2nd level, the Mindspanner is attuned to the nature of the planes he or she visits, and is accordingly immune to the natural hazards faced by other travellers to them. Any effects which would be negated by the Avoid Planar Effects spell are negated by this ability. For instance, a Mindspanner of 2nd level or higher on the Elemental Plane of Fire would be immune to the fires, heat, and smoke which naturally permeate that plane, but would still be affected by any actual fire attacks of the denizens (or visitors for that matter), because those effects are not a natural part of the plane. Likewise, the same Mindspanner gains no special immunity to fire on any other plane of existence.
Morphic Stability (Su): At 3rd level, a Mindspanner has enough of a mental connection with the planes he or she visits that those planes which respond directly to the wills of inhabitants and visitors, respond especially strongly to him or her. On planes with the Highly Morphic trait (such as Limbo) or the Magically Morphic trait (such as the Plane of Shadow), the terrain around the character stabilizes automatically. The character calms terrain in a radius of 30 feet per Mindspanner level, and the area is always centered on the character regardless of where he or she may go. Permanent structures are unaffected, and the terrain can still be changed through normal activity.
Step Sideways (Ex): At 5th level, the Mindspanner is so used to planeshifting that it becomes second nature, nearly as easy to do as walking or breathing. From this point on, whenever the character manifests the Plane Shift power, whether with the psi-like ability granted by Mindspanner levels or by doing so normally, it is done as a swift action rather than a standard action- the Mindspanner can literally just "step" into the new reality. Using Plane Shift in this way counts as use of a quickened power, and thus counts against the character's limit of quickened powers in a round.
Grant Planar Survival (Su): When this ability is gained, the Mindspanner is able to extend the protection granted to him or her by the Planar Survival ability to other creatures, by touch. A number of creatures equal to the character's Mindspanner level may be so affected, and the granted protection lasts 24 hours unless the protected creatures somehow end up on a different plane than the Mindspanner who granted it. If that happens, the protection fades immediately, possibly leaving them in serious trouble. Note that, unlike the Mindspanner's own Survival ability, this ability is supernatural, and so may be negated in a Psionic Static (or otherwise supernaturally dead/inert) zone.
Planar Dampening (Su): At 8th level, the Mindspanner has enough control over his or her immediate surroundings to prevent planar travel that he or she doesn't like. This ability suppresses spells, powers, and spell-like abilities (within 30 feet) that access other planes. Existing spells and powers are not affected (for instance, the Mindspanner can't yank back a traveller in the Astral plane who is using Astral Projection to get there), but any new spells and powers attempted within the dampening field are disrupted. Thus, an opponent hoping to escape the Mindspanner via teleportation or Dimension Door is out of luck, and trying to get reinforcements with a Summon spell won't work either unless the targets of the summonning are on the same plane. The Mindspanner may activate this dampening field three times per day, and it lasts up to 1 minute each time. Note that spells and powers which cause planar effects as part, but not all, of their repertoire are not fully suppressed; only their planar effects are. For instance, a Holy Word cannot banish a demon within the Mindspanner's field, but the other effects of speaking it still occur.
Precise Shift (Ex): At 9th level, the Mindspanner is so experienced at navigating the planes through the byways of his or her own mind, that the lack of precision inherent in using the Plane Shift power no longer applies. From that point on, the Mindspanner's Plane Shifting is no less accurate than the Teleport power, and the table for that power is used to determine how far off-target the character arrives when Plane Shifting instead of the normal 5-500 mile error. Though the Teleport power contains the possibility of lethal error, this ability never does; any dangerous or damaging results on the Teleport table (when used for Plane Shift only) should be rerolled.
Planar Area Swap (Su): At 10th level, the Mindspanner gains the greatest power of this training regimen, the ability to move not only him/herself and companions, but even entire landscapes from one plane to another. A spherical area of up to a 100-foot radius per Mindspanner level, centered on the Mindspanner, may be so moved. Creatures within the affected area who are unwilling to move to the other plane may make Will saves (DC 20) to negate the swap completely, and stop the Mindspanner from accomplishing the transfer. When using this massive move, the Mindspanner is unable to maintain the level of precision necessary to arrive exactly on target, so the usual error associated with the Plane Shift power applies, even though it normally wouldn't for the character by this time. Assuming the transfer works, the fragment of land brought onto the new plane keeps its old planar traits for approximately 1d4 rounds, after which the traits of the new plane assert themselves fully. For example, a piece of the Elemental Plane of Fire brought to the Material Plane burns for 1d4 rounds, and then dissipates. Because this ability is in fact a swap, rather than a simple move, an equally large chunk of the destination plane is left bahind in place of the chunk that the Mindspanner actually moved, and like the first chunk, keeps its old traits for 1d4 rounds. The swapped areas switch back to their original planes after 10 + the character's Mindspanner level days, and during that time the Mindspanner is unable to use this ability to swap landscapes. The character may swap the planar chunks back, however, at any time before the normal duration expires. This ability may be used only once per day, in any case. It is the equivalent of a 9th-level power for the purpose of effects which depend on power level to work.

Mindspanner Epic Progression

The Epic Mindspanner
Class
Level
Special
11th  
12th Bonus feat
13th Plane Shift 5/day
14th  
15th  
16th Bonus feat, Plane Shift 6/day
17th  
18th  
19th Plane Shift 7/day
20th Bonus feat

Manifesting: At every level above 10th that is not a multiple of 4, the Mindspanner gains more power points and discovers new powers as if he/she/it had gained a level in a psionic manifesting class to which the character belonged before becoming a Mindspanner. If already an epic manifester, the character gains only the benefit noted under the Powers entry for that epic class. The character does not gain any other benefit from the manifester level, such as psicrystal advancement. If the character had more than one manifesting class prior to Mindspanner, then the player must decide which class gains the additional boost.
Plane Shift (Psi): At every 3rd level past 10th, an Epic Mindspanner gains another daily use of Plane Shift.
Bonus Feats: The Epic Mindspanner gains a bonus feat (selected from the following list) at every 4th level past 8th.
    Epic Mindspanner Bonus Feat List: Additional Magic Item Space, Armor Skin, Automatic Quicken Spell, Automatic Hide Power, Energy Resistance, Enhance [Spell] Power, Epic [Spell] Psionic Focus, Epic [Spell] Power Penetration, Extended Life Span, Fast Healing, Improved Combat [Casting] Manifesting, Improved Darkvision, Improved Heighten [Spell] Power, Improved [Metamagic] Metapsionics, Improved Power Capacity, Improved [Spell] Power Resistance, [Multispell] Multipower, Permanent Psionic Emanation, Polyglot, [Spell] Power Knowledge, [Spell] Power Stowaway, Tenacious [Magic] Psionics.
    In addition to the feats on this list, an Epic Mindspanner may select any Ultrapsionic power feat which he/she/it meets the prerequisites for, keeping his/her/its true manifester level in mind. Also, the character may take any psionic Item Creation feat that he/she/it does not already have as a bonus feat.

The Ninja of the Claw

The Ninja of the Claw are the oldest group of mercenary agents in the world, or so they say at any rate. They claim to have been in existence even before the Golden Age itself, though that claim is usually dismissed as outlandish and highly improbable. What is not dismissed, however, are their fearsome powers of stealth, fighting, and evasion; few who have ever seen a Ninja at work (and lived to tell about it) are unimpressed. The clan is tightly regimented and extremely secret; all members maintain alternate identities, and are not allowed to reveal their Clan affiliation except under the most extraordinary circumstances, on pain of death. It is virtually impossible to escape the Clan once they have targeted an individual, because it is known that psionic powers of teleportation and telepathy are among their abilities.

Hit Die: d8.

Requirements:

Class Skills: The Ninja of the Claw's class skills (and associated abilities) are Autohypnosis (WIS), Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Decipher Script (INT), Disguise (CHA), Escape Artist (DEX), Forgery (INT), Hide (DEX), Jump (STR), Listen (WIS), Move Silently (DEX), Profession (WIS), Swim (STR), and Tumble (DEX).

Skill Points at each level: 4 + INT modifier.

The Ninja of the Claw
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power Points
/Day
Powers Known Maximum Power
Level Known
1st +0 +2 +2 +2 Monk-like training, Monk-like AC bonus, Sneak Attack +1d6 1 1 1st
2nd +1 +3 +3 +3 Improved Evasion, Speed of Thought 4 2 2nd
3rd +2 +3 +3 +3 Sneak Attack +2d6 7 3 2nd
4th +3 +4 +4 +4 Rapid Metabolism, Fast Climber, Silencing Attack 10 4 2nd
5th +4 +4 +4 +4 Fast Sneak, Sneak Attack +3d6 15 5 3rd
6th +5 +5 +5 +5 Psionic Charge, Opportunist 20 6 3rd
7th +6 +5 +5 +5 Sneak Attack +4d6, Stand Still 25 7 3rd
8th +7 +6 +6 +6 Psionic Dodge, Mental Leap, Power Penetration 32 8 4th
9th +8 +6 +6 +6 Sneak Attack +5d6, Blindsense 39 9 4th
10th +9 +7 +7 +7 Up The Walls, Always Sneaky, Psionic Metabolism 46 10 4th

Class Features: All of the following are class features of the Ninja of the Claw prestige class.
Monk-like training (Ex): When in their fortresses, Ninja of the Claw train very much like Monks do. Therefore, levels in the Ninja of the Claw prestige class count as Monk levels for determining eligibility for feats and other requirements, that depend on characters having Monk levels. Also, a Ninja gains (or continues to improve) unarmed attack damage and speed as Monks do.
Monk-like AC bonus (Ex): Due to their training, Ninja of the Claw gain the same AC bonus Monks do, when not using armor or shields. Levels in the Ninja of the Claw class stack with Monk levels for determining the character's AC bonus. Ninja of the Claw add both their DEX and WIS bonuses, if positive, toward their AC, when not flat-footed.
Sneak Attack (Ex): Ninja of the Claw can do extra damage to opponents who are unable to effectively defend against an attack. This ability works exactly like the Rogue ability, and grants the bonuses listed above at each Ninja level. If the Ninja has the Sneak Attack ability from another source, such as Rogue levels, the damage bonuses stack.
Psionic Powers: Ninja of the Claw are psionic, and gain psionic powers as they gain levels. The table lists the power points added to the character's total upon gaining each class level. Also, Ninja of the Claw discover psionic powers, which are taken from their own class power list below. A Ninja character must have a Wisdom score of at least 10 + the power's level, to learn any given psionic power. Ninja bonus power points are based on Wisdom.
Improved Evasion (Ex): At 2nd level, the Ninja's Evasion ability improves. A successful saving throw against an appropriate attack still deals no damage rather than half, but now a failed saving throw only deals half damage, rather than full damage.
Bonus Feats: Speed of Thought, Rapid Metabolism, Psionic Charge, Stand Still, Psionic Dodge, Mental Leap, Power Penetration, and Up The Walls are all granted to Ninjas of the Claw as they advance. At the listed level, a Ninja of the Claw gains the listed feat or feats for free if he or she did not already have them, even if the character does not meet the prerequisites for them (however, the character must maintain or expend a psionic focus in order to use certain feats- see feat descriptions in the Expanded Psionics Handbook for details). Characters who already have the listed feat(s) at the appropriate levels do not gain any bonus feat slots in compensation.
Fast Climber (Ex): At 4th level, a Ninja of the Claw can climb walls at incredible speed. With each successful Climb check, the character can move half his or her speed up the wall as a move action, or at full normal speed as a full-round action. The normal -5 penalty for accelerated climbing does not apply to use of this ability, and in fact a Ninja of the Claw may take the accelerated climbing penalty to move his or her full normal speed as a move action.
Silencing Attack (Ex): A Ninja of the Claw with this ability who successfully hits a flat-footed opponent with a melee attack causes the attack victim to be silenced for 1 round. Silenced creatures and characters cannot speak, or make any sounds with their mouths, preventing all verbal-component spellcasting and any shouted alarms.
Fast Sneak (Ex): A 5th level Ninja of the Claw can move at normal speed while Moving Silently and/or Hiding, without taking a penalty to those skill rolls.
Opportunist (Ex): Once per round, a 6th level Ninja of the Claw can make an attack of opportunity against an opponent which has just been struck for damage in melee by another character. This attack counts as the Ninja's attacks of opportunity for that round. Even the Combat Reflexes feat does not allow more than one Opportunist attack each round.
Blindsense (Su): At 9th level, a Ninja's nonvisual senses are so well attuned that the character can move and fight just as well in total darkness as in light. Invisibility and Darkness are irrelevant to the Ninja's actions and attacks, though ethereal beings still cannot be discerned. The Ninja's blindsense ability extends 60 feet.
Always Sneaky (Ex): A 10th level Ninja of the Claw is so used to sneaking around, and so good at it, that the character is always taking 10 on Move Silently and Hide checks unless he or she wants to be detected. Spot and Listen rolls must be used to detect the character's presence at all times, barring the Ninja's desire to be seen or heard.
Psionic Metabolism (Psi): At 10th level, a Ninja of the Claw gains a unique psi-like ability to convert regular damage to subdual damage. The character must pay 1 power point to activate this ability for one hour. During that hour, 1 hit point of damage per hit die the character possesses is converted into subdual damage, and thus healed far more easily than normal. Though this is similar to Regeneration mechanically, it does not allow the Ninja to replace, reattach, or regrow lost limbs or extremities, nor is there a particular damage type that cannot be converted into subdual damage. The conversion is a slow process, and essentially occurs all at once at the end of the hour, so if the Ninja is brought to -10 hit points before the hour is up, he or she still dies (and at that point the damage conversion stops). Should the character be struck by a Negate Psionics or like effect during the hour the Psionic Metabolism is active, then the Psionic Metabolism is treated as the equivalent of a 1st-level power for determining whether it is negated or dispelled; if it is dispelled, then no damage conversion occurs but the power point is not recovered. A Ninja brought to between -1 and -9 hit points during the hour the ability is active, though, stabilizes automatically, and is never considered dying. This ability may be reactivated every hour the character is awake and has a power point to spend on it, if desired, but an unconscious character cannot spend the power point to activate it.

Multiclassing: Though Ninja of the Claw can freely multiclass with Monk, they may not gain levels in any other class before reaching 10th level as a Ninja, or they will forever after be unable to gain any Ninja levels.

Power List:

Ninja of the Claw Epic Progression

The Epic Ninja of the Claw
Class
Level
Special
11th Sneak Attack +6d6
12th  
13th Sneak Attack +7d6
14th  
15th Bonus feat, Sneak Attack +8d6
16th  
17th Sneak Attack +9d6
18th  
19th Sneak Attack +10d6
20th Bonus feat

Powers: The Epic Ninja's manifester level is equal to the character's class level. The Ninja stops gaining more power points per day after 10th level, but may take the Improved Power Capacity feat to increase the total that way. The character does not learn new powers after 10th level except by taking the [Spell] Power Knowledge feat.
Sneak Attack (Ex): The Epic Ninja's Sneak Attack damage increases by +1d6 every two levels after 9th.
AC Bonus (Ex): The Epic Ninja's AC Bonus increases as normal, after 10th level. Add the character's Ninja levels to any Monk levels he/she/it may have to determine the character's speed bonus when wearing no armor.
Unarmed Strike (Ex): The Epic Ninja's Unarmed Strike damage increases as normal, after 10th level. Add the character's Ninja levels to any Monk levels he/she/it may have to determine Unarmed Strike damage.
Unarmored Speed (Ex): The Epic Ninja's Unarmored Speed bonus increases as normal, after 10th level. Add the character's Ninja levels to any Monk levels he/she/it may have to determine the character's speed bonus when wearing no armor.
Bonus Feats: The Epic Ninja of the Claw gains a bonus feat (selected from the following list) at every 5th level past 10th.
    Epic Ninja of the Claw Bonus Feat List: Blinding Speed, Energy Resistance, Epic Dodge, Epic Speed, Epic [Spell] Power Penetration, Exceptional Deflection, Improved Combat [Casting] Manifestation, Improved Combat Reflexes, Improved Power Capacity, Improved Sneak Attack, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Leaper, Perfect Health, Permanent Psionic Emanation, Polyglot, Reflect Arrows, Self-Concealment, Shattering Strike, Sneak Attack of Opportunity, [Spell] Power Knowledge, [Spell] Power Opportunity, Spellcasting Harrier, Storm of Throws, Superior Initiative, Tenacious [Magic] Psionics, Vorpal Strike.

The Ninja of the Nine Shadows

Contributed by Johnny Britzke

In some poetry and philosophy, the world is compared to a great theater in which the individual is but one of many actors playing out his role in the great Stage of History, and the gods are the directors and producers who endlessly modify the script to their whim. In this world view, the Ninja of the Nine Shadows of the Silent Way sees itself as a clan of stagehands working behind the scenes of Life's great drama in order to insure that the play can proceed without falling apart. The clan aligns itself with the Fatewatchers of Initia, who dispassionately monitor the delicate and complex balance of forces that ebb and flow across the world, as their scouts, informants, bodyguards, and sentries of secret locations. As part of their elite training, the Ninja of the Nine Shadows diligently develop their inner psionic potential, for to walk the Silent Way is to transcend the boundaries of space, time, and mind, to be the unseen shadow of fate. Ninja of the Nine Shadows are expected to retain a dispassionate view of the world and remain disassociated from the direct flow of events. Some, however, are drawn in their youth and impetuousness to act upon the information that they obtain in order to better preserve the balance of power. While this is frowned upon, it is never enough to brand a Ninja renegade- thus, some actually become adventurers for a time, most often around the great events of history.

Hit Die: d8.

Requirements:

Class Skills: The Ninja of the Nine Shadows's class skills (and associated abilities) are Autohypnosis (WIS), Balance (DEX), Bluff (CHA), Climb (STR), Concentration (CON), Craft (INT), Disable Device (INT), Disguise (CHA), Escape Artist (DEX), Gather Information (CHA), Heal (WIS), Hide (DEX), Intimidate (CHA), Jump (STR), Knowledge (Arcana, History, the Planes) (INT), Listen (WIS), Lucid Dreaming (WIS), Move Silently (DEX), Open Lock (DEX), Perform (CHA), Profession (WIS), Sense Motive (WIS), Sleight of Hand (DEX), Spot (WIS), Swim (STR), Tumble (DEX), Use Ancient Device (CHA), Use Magic Device (CHA), Use Psionic Device (CHA), and Use Rope (DEX).

Skill Points at each level: 4 + INT modifier.

The Ninja of the Nine Shadows
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +2 +2 +2 Acrobatics, Anticipation
2nd +1 +3 +3 +3 Capricious Step, Trap Sense +1
3rd +2 +3 +3 +3 Opportunistic Insight
4th +3 +4 +4 +4 Hide In Plain Sight
5th +3 +4 +4 +4 Free Attack, Trap Sense +2
6th +4 +5 +5 +5 Sight Beyond Sight
7th +5 +5 +5 +5 Steal Time
8th +6 +6 +6 +6 Timeless Body, Trap Sense +3
9th +6 +6 +6 +6 Improved Free Attack
10th +7 +7 +7 +7 Dimensional Spring 1/day

Class Features: All of the following are class features of the Ninja of the Nine Shadows prestige class.
Weapon and Armor Proficiency: Ninja of the Nine Shadows are proficient with the dagger, dart, glaive, hand crossbow, kama, kusari-gama, nunchaku, quarterstaff, sai, short sword, and shuriken. Ninja gain no proficiencies in armor or shields.
Acrobatics (Ex): The Ninja of the Nine Shadows trains constantly to remain at the peak of mobility and fluidity in action, and yet maintain total balance and poise when at rest. Add a competence bonus equal to the Ninja's class level to all Balance, Jump, and Tumble checks.
Anticipation (Su): The Ninja's primary psionic defense is the ability to see danger before it occurs. So long as the Ninja of the Nine Shadows maintains his or her psionic focus, he or she gains 1 bonus point to AC per Ninja class level (up to a maximum of his or her CHA modifier).
Capricious Step (Ex): The 2nd level Ninja of the Nine Shadows can take an extra 5' step when using the Withdraw action. Like the first step in withdrawing, this extra step does not provoke attacks of opportunity.
Trap Sense (Ex): A 2nd-level Ninja's perception of the future is heightened for personal danger. The character gains a +1 dodge bonus to Reflex saving throws made against traps, and a +1 dodge bonus to AC against their attacks as well, as an extraordinary ability. The Ninja's Trap Sense continues to improve as the character gains levels, gaining another +1 bonus at every third level past 2nd. Trap Sense bonuses gained from multiple classes stack.
Opportunistic Insight (Ex): Beginning at 3rd level, a Ninja's awareness of space and time gives him or her an instinctive view of battle, which allows cunning attacks to be made against distracted opponents. The Ninja gains an insight bonus equal to her INT modifier to attack and damage rolls for the first hit he or she makes against an opponent that has been dealt melee damage in the time between the Ninja's turns.
Hide in Plain Sight (Ex): Starting at 4th level, a Ninja of the Nine Shadows can use the Hide skill even while being observed. As long as he or she is within 10 feet of some sort of shadow (except for his own), a Ninja can hide himself from view in the open without having anything to actually hide behind.
Free Attack (Su): Starting at 5th level, a Ninja may make a single melee attack as a free action, using his/her full attack bonus, once per day per level. This ability may only be used with weapons the character has taken the Weapon Focus feat with. Only one attack may be made with this ability, so characters who wish to attack with more than one weapon can only attack with the primary weapon as a free action (an attack with the other weapon is a standard action as normal). It is possible to use this Free Attack and a Full Attack action in the same round (the Full Attack is made as normal). This ability may not be used while wearing any Medium or Heavy armor, as such encumbrance slows the character down too much to allow it. Finally, even though the Free Attack is a free action, only one may be made per round, no matter how many remaining daily uses the character has when it is used. This is a supernatural ability.
Sight Beyond Sight (Psi): The 6th level Ninja learns to see and hear beyond the confines of spatial location, and can manifest Clairvoyant Sense once per day as a psi-like ability.
Steal Time (Psi): At 7th level, the Ninja of the Nine Shadows gains the ability to use Haste as a psi-like ability by "stealing time" from another creature. This requires the Ninja to make a touch attack on the intended victim; if successful, the victim must make a Will save vs. DC 10 + the Ninja's class level + the Ninja's CHA modifier. If the save fails, the Ninja immediately becomes Hasted as if affected by the spell, and the touched creature is Slowed, both effects as if by a caster of the Ninja's character level. This ability can be performed three times per day.
Timeless Body (Ex): At 8th level, the Ninja no longer suffers penalties for aging and cannot be magically aged.
Improved Free Attack (Su): With this ability, the 9th level Ninja improves the original Free Attack ability, to allow him or her to make one Full Attack action per round as a free action. This ability replaces the Free Attack ability described above, but a character may always choose to use the ability to make only one attack (at the full attack bonus) rather than take the multiple attacks granted by a Full Attack action. As with the lesser Free Attack ability, however, only one Free Attack may be used per round no matter how many daily uses the character may have remaining; thus, the character is limited to at most two Full Attack actions per round. If the character is Hasted when making these Full Attack actions, then both Full Attacks gain the extra Haste attack.
Dimensional Spring (Su): As a master of space and time, the 10th level Ninja of the Nine Shadows can slip between locations with dexterity unbeknownst to others. Once per day, the Ninja can use Spring Attack by replacing physical movement with teleportation. The total distance moved before and after attacking is still limited by the character's movement speed, but otherwise this power operates like Dimension Door. Due to the surprising nature of this attack, the victim is considered flat-footed unless he or she has Uncanny Dodge.

Multiclassing: The Ninja of the Nine Shadows may not gain levels in any other class before reaching 10th level as a Ninja, or the character will forever after be unable to gain any Ninja of the Nine Shadows levels.

Ninja of the Nine Shadows Epic Progression

The Epic Ninja of the Nine Shadows
Class
Level
Special
11th Trap Sense +4
12th  
13th  
14th Bonus feat, Trap Sense +5
15th Dimensional Spring 2/day
16th  
17th Trap Sense +6
18th Bonus feat
19th  
20th Dimensional Spring 3/day, Trap Sense +7

Acrobatics (Ex): The Epic Ninja's competence bonus to Balance, Jump, and Tumble checks continues to equal the character's class level.
Anticipation (Su): The Epic Ninja's insight bonus to AC continues to equal class level or CHA modifier, whichever is lower.
Trap Sense (Ex): The Epic Ninja's Trap Sense ability continues to improve, gaining another +1 bonus at 11th level and every 3rd level thereafter.
Dimensional Spring (Su): The Epic Ninja gains an additional daily use of this ability every fifth level beyond 10th.
Bonus Feats: The Epic Ninja of the Nine Shadows gains a bonus feat (selected from the following list) at every fourth level past 10th.
    Epic Ninja of Nine Shadows Bonus Feat List: Blinding Speed, Damage Reduction, Devastating Critical, Death Cry, Dire Charge, Energy Resistance, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Extended Lifespan, Fast Healing, Improved Combat Reflexes, Improved Reactive Round, Improved Whirlwind Attack, Legendary Climber, Legendary Leaper, Legendary Wrestler, Overwhelming Critical, Perfect Health, Polyglot, Psychic Masking, Reactive Round, Spellcasting Harrier, Storm of Throws, Superior Initiative, Temporal Spring.

The Photokineticist

Photokineticists are psionic individuals who master powers which control light, in all its various forms. They are fond of creating tricks of the light to entertain and fool people, and few can match their powers of illusion and misdirection. While Photokineticists sacrifice some of the powers and abilities they would have gained following less specialized paths of psionic power, they find powers and secrets of their own that other psionic people simply lack the ability for.

Hit Die: d6.

Requirements:

Class Skills: The Photokineticist's class skills (and associated abilities) are Appraise (INT), Autohypnosis (WIS), Bluff (CHA), Concentration (CON), Craft (INT), Disguise (CHA), Forgery (INT), Hide (DEX), Knowledge (Psionics) (INT), Perform (CHA), Profession (WIS), Psicraft (INT), Search (INT), and Spot (WIS).

Skill Points at each level: 2 + INT modifier.

The Photokineticist
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power
Pts./Day
Powers Known Maximum Power
Level Known
1st +0 +0 +0 +2 Light Acclimation, Light Control, Low-Light Vision, Photonic Focus 3 3 1st
2nd +1 +0 +0 +3 Radiation Resistance 5 8 5 2nd
3rd +1 +1 +1 +3 Darkvision, Fool Me Once 15 7 3rd
4th +2 +1 +1 +4 Vanishing Act, Intensify 24 9 4th
5th +2 +1 +1 +4 Radiation Resistance 10 35 11 5th
6th +3 +2 +2 +5 Quicker Than the Eye, See Invisibility 48 13 6th
7th +3 +2 +2 +5 Fool Me Twice 63 15 7th
8th +4 +2 +2 +6 Radiation Resistance 15 80 17 8th
9th +4 +3 +3 +6 Blindsense, Craft Silmarillium 99 19 9th
10th +5 +3 +3 +7 Solar Power 118 21 9th

Class Features: All of the following are class features of the Photokineticist prestige class.
Weapon and Armor Proficiency: Photokineticists gain no further proficiency in any weapons or armor.
Power Points: Photokineticists gain power points per day as shown on the table above. They gain bonus power points based on the primary ability score for their previous psionic class. If the character previously could not gain bonus power points for high ability scores, then the character now gains bonus points based on WIS. Photokineticist levels stack with levels in other psionic classes for determining the number of bonus power points per day gained from the key ability score.
Powers Discovered: Photokineticists gain psionic powers as they gain levels, which are taken from their own class power list below. A Photokineticist character must have a primary ability score (the one bonus power points are based off of) of at least 10 + the power's level, to learn any given psionic power. Photokineticist class levels stack with other psionic class levels for the purpose of determining manifester level, and the maximum number of power points the character can spend on any one power.
Light Acclimation (Ex): If the character is of a race which receives penalties in bright light, such as Drow or Duergar, those penalties no longer apply upon gaining the first level of Photokineticist. Treat this as if the character has the Light Acclimation feat, though it is actually a class benefit (and will be removed with the class levels if the character somehow loses all levels in Photokineticist).
Light Control (Psi): A Photokineticist can manifest Control Light as a psi-like ability, for no power point cost, once/day per class level. The character's manifester levels in classes before Photokineticist stack with levels of Photokineticist for the purpose of determining this ability's manifester level, for all purposes that require its manifester level.
Low-Light Vision (Ex): Upon becoming a 1st level Photokineticist, the character gains Low-Light Vision if he or she did not already have it. This allows the character to see twice as well as a normal Human, in conditions of low light such as torchlight or starlight. The character retains the ability to distinguish color and detail in such conditions.
Photonic Focus (Su): Due to their superb precision in controlling light and radiation, Photokineticists of any level may use Psionic Advanced Energy Use (Radiation) on psionic powers they manifest without expending a psionic focus, though powers so affected still cost their normal cost + 2. Should a Photokineticist gain other types of Psinic Advanced Energy Use, those energy types still require expending a psionic focus to use- this ability only helps the character when using Radiation as the energy type.
Radiation Resistance (Su): At 2nd level, a Photokineticist has enough control over light to reduce the intensity of laser beams, and other harmful light- or radiation-based attack forms. This grants the character Radiation Resistance 5 as long as he or she maintains a psionic focus. At 5th level, this ability improves to allow Radiation Resistance 10, and at 8th, it improves again to allow Radiation Resistance 15.
Darkvision (Ex): At 3rd level, the Photokineticist gains Darkvision to 60 feet, if he or she did not already have it. Characters who already had Darkvision of 60 feet or better range gain no benefit from this class feature.
Fool Me Once (Ex): A 3rd level Photokineticist is good enough at recognizing patterns of light and how they are created, that he or she is better able to notice flaws in Illusions with a visual component. The character receives a +5 bonus on saving throws against Figments, Glamers, Patterns, and Phantasms, if the spells or powers allow saving throws to avoid or negate their effects. Furthermore, the ability to recognize flaws in light patterns is so ingrained by this time, that the character always receives a saving throw upon first encountering such an illusion, even if he or she has no reason at the time to suspect that there is something wrong with it.
Vanishing Act (Ex): At 4th level, a Photokineticist has good enough control of the light surrounding himself or herself, that he or she is actually able to use the Hide skill at any time, even if an opponent is looking directly at the character. This ability does not grant any special bonuses to the Hide check, but psionic powers such as Chameleon may be used to grant such bonuses.
Intensify (Su): A 4th level Photokineticist is able to better focus his or her light-based attack powers, and once per day, the character may "supercharge" one such power to add 1d4 extra damage dice, or +1d4 to the saving throw DC, of one power manifestation. The intention to use this ability must be declared before the power is manifested, but does not require any special preparation on the manifester's part, nor does it cost any extra power points or expend the character's psionic focus. Metapsionic feats and other effects which do require expenditure of a psionic focus may be used in conjunction with this ability if desired.
Quicker Than the Eye (Su): At 6th level, the Photokineticist's Vanishing Act ability (to Hide in plain sight) improves, and allows the character to also Hide anything (or anyone) within 10 feet of him or her. Allied characters and creatures the character wishes to Hide using this ability must have a ready action to do so, and use their own Hide bonuses to do so- the Photokineticist can provide no further help with his or her own Hide bonuses, whatever they may be. Also, note that this ability is supernatural rather than merely extraordinary, and so may not work in areas where supernatural powers fail.
See Invisibility (Su): A 6th level Photokineticist is able to constantly See Invisibility as if using the power, as long as the character maintains a psionic focus. This does not require any manifestation, action, or other effort on the character's part- simply maintaining a psionic focus is enough.
Fool Me Twice (Ex): At 7th level, the Photokineticist's ability to detect Illusions improves, and allows him or her to gain the bonus against Shadow spells and powers as well. Furthermore, if the spell or power does not normally allow a saving throw, the Photokineticist receives a Will save (DC 20 + the spell/power level + the caster's key ability modifier) to negate the effects anyway. Finally, if the spell or power causes damage, and normally does allow a saving throw to reduce damage by half, then the Photokineticist takes no damage on a successful save (instead of half), and half damage on a failed save (instead of full).
Blindsense (Su): At 9th level, the Photokineticist gains Blindsense in a 30-foot radius, as long as he or she maintains a psionic focus. If he or she already has Blindsense at an equal or better radius, then the character gains no benefit from this ability.
Craft Silmarillium: A 9th level Photokineticist (re)discovers the process for making one kind of Silmarillium, and gains the Crafting feat for it even if he or she does not meet prerequisites for it.
Solar Power (Su): At 10th level, a Photokineticist becomes so capable of controlling light that the character is able to convert it into psionic energy, and can regain power points simply by being in direct sunlight. For every 10 minutes spent in natural light of sunlight or greater intensity, the character gains 1 power point if he or she is below the daily maximum; once the character reaches the maximum number of power points, the "recharging" stops. To gain the benefit, the character's time in the sunlight must be uninterrupted- even a 1-round trip into an area of Darkness, for example, resets the 10-minute clock to zero, and the character will need to wait 10 minutes in sunlight again to gain the power point. Photokineticists using this ability exhibit a notable physical sign- their skin turns completely black if it wasn't already, and the character's eyes glow multiple bright colors.

Power List:

Photokineticist Epic Progression

The Epic Photokineticist
Class
Level
Special
11th  
12th  
13th Bonus feat
14th  
15th  
16th Bonus feat
17th  
18th  
19th Bonus feat
20th  

Powers: The Epic Photokineticist's manifester level is equal to the character's class level. The Photokineticist stops gaining more power points per day after 10th level, but may take the Improved Power Capacity feat to increase the total that way. The character does not learn new powers after 10th level except by taking the [Spell] Power Knowledge feat.
Bonus Feats: The Epic Photokineticist gains a bonus feat (selected from the following list) at every 3rd level past 10th.
    Epic Photokineticist Bonus Feat List: Additional Magic Item Space, Automatic Hide Power, Automatic Quicken [Spell] Power, Craft Minor Artifact, Craft Major Artifact, Efficient Item Creation, Energy Resistance, Enhance [Spell] Power, Epic [Spell] Psionic Focus, Epic [Spell] Power Penetration, Improved Combat [Casting] Manifestation, Improved Darkvision, Improved Heighten [Spell] Power, Improved Low-Light Vision, Improved [Metamagic] Metapsionics, Improved Power Capacity, Improved Solar Power, Intensify [Spell] Power, Master Dorje, [Multispell] Multipower, Permanent Psionic Emanation, [Spell] Power Knowledge, [Spell] Power Opportunity, [Spell] Power Stowaway, Tenacious [Magic] Psionics.
    In addition to the feats on this list, the character may select any Item Creation, Metapsionic, or Ultrapsionic power feat which he/she/it meets the prerequisites for. A Photokineticist adds Radiation to the list of available energy types when taking the Energy Resistance feat; i.e., the character may choose to increase his/her/its Radiation Resistance instead of other energy types if desired. Finally, Epic Photokineticists may take Craft Silmarillium feats as bonus feats without meeting the normal prerequisites for them. The character must still meet the prerequisites for a Craft Silmarillium feat not gained as a bonus Photokineticist feat.