On recycling character- Wanted: help balancing character for play-testing [Archive] - Wizards Community

Post/Author/DateTimePost
Levism84

09-17-04, 01:39 AM
Ok, here is the short and the sweet of it.

Is it alright to recycle characters to make them into newer versions of themselves just to play-test stuff (so long as they have a good reason for being the way they are now)?

I am trying to put together a character build for an upcomming game to help play-test some ideas I have been making for this summer. I am trying to make a Children's Campaign (basically for people who want to play children or childish characters). One of my old characters was pretty childish (more like a brat) to start out with, and I came up with an idea involving divine intervention, a pocket demi-plane, magic/psionics, and a sort of put together story line that would take my character, strip him to bare bones, and rebuild him with some of the stuff I have been working on to play-test. I want to get some feedback before I submit this to my DM for balancing purposes (so it looks good).

Can anyone help me?

I did a super long 6 section post in the "what's a player to do" forum because I thought that was were the character development stuff was supposed to go. My bad.

I would post it all here again, but I dont want to spend all that time just to drive people away because it is so freaking long (I put in a bit of detail). I would post some more stuff on it, but only if people want to know the mechanics and stuff.

~Rain~
Morka

09-17-04, 05:47 PM
Perhaps could you just copy the link to your other post?
Levism84

09-17-04, 10:29 PM
I'm not a forumologist so I don't even know how to set up a table so all the stats get lined up right, let alone how to post a link. So I guess I will just repost it all here... save you the bother of clicking a link.

Here you go:

Welcome to my thread requesting assistance in building a balanced and developed character to represent my efforts in creating my little pet project for this upcoming summer (the Children’s Campaign). Because I have so much information to get across in order for people to help me develop this character, I have decided to break the thread up into four groups.

- The Children’s Campaign (What is it?)
- Character History (Whitric C. Rhylee)
- Character Build (Whitric C. Rhylee)
- Odds and Ends (Listing of materials drawn from the Children’s Campaign)

My goal for this character is to allow for the integration of some of the materials I am developing for the Children’s Campaign, listed below, so I can play test the materials and get a better feel for how game mechanics may be affected. My DM has given me permission to use some of my materials, but I wish to get some feedback from the experts here on the board before I go full steam ahead. The game I will be playing in will be moderate level (11-15) right now, and my character will be coming in at 12th level. My DM almost all books into the game, but I will be focusing mostly on the core player’s hand book, complete warrior, the expanded psionics handbook (as my DM wishes to shift the focus of the world from magic to psionics), and the materials I am building in the Children’s Campaign.

If you have read through this far, I hope you will take the time and effort to read through the rest. If not, I understand that it is difficult to get through all this stuff (28 pages on my word program at 10 font, yay!), and I wont be offended in the least. I am merely looking for some assistance in developing and designing a balanced working character to play test some of my ideas. I will post the four main parts separately, so as to break it up a little.
Levism84

09-17-04, 10:31 PM
The Children’s Campaign: A brief summery

During the summer I run a youth D&D game, which I would like to build a separate campaign setting for. Because the players aren’t very mature in their nature, the story line and character builds have to be altered slightly. What I wanted to do for this campaign was to design rules and stats for playing child characters. The characters would follow the same game mechanics and rules, but would interact with the world as if they were children. All well and good, but I also thought “what if someone wanted to play a kid in an actual D&D game?”

So, I began building variant stats for children of the core races, childish core classes, childish prestige classes, and childish feats. Well, I couldn’t stop there, so I started designing childish races, spells (of the childish, innocence, and angst/prankster schools respectively) as well as childish weapons, skill variants, rules, role-playing suggestions, and even a template (the forever young). I also made it so childish grownups could take a feat to give them access to all of these features as if they were childish (although the halfling and gnome races are considered naturally childish). Only one problem remained; how the heck was I going to see if any of this stuff worked (outside of “theory” testing)?
Levism84

09-17-04, 10:33 PM
Character History: Whitric C. Rhylee

The character I decided to build for testing the childish materials I have designed on was actually based on the second character I ever played with. The first character I ever played with was a half-elf fighter/bard nicknamed “decoy,” but we wont be getting into that. I figured it would be easier to role-play a character that I was somewhat familiar with while at the same time being somewhat different from what the party, as well as myself, would remember of his personality and abilities.

Whit started off as a 17 year old pale human chaotic neutral (leaning towards good) 8th level arcane engineer (wizard), and ended his campaign days as an 18 year old blue troglodyte chaotic neutral (leaning towards evil) 13th level arcane engineer. Needless to say a druid, a goddess, and a rod of wonder were involved on several occasions. Over the course of his carrier he was killed twice, and brought back form the dead both times (the last time by the beautiful goddess Ana whom he later developed a crush for). As part of his class and as payment to Ana for being resurrected, Whit grafted a rod of wonder into his right arm (the key word used to activate the rod being “go”). A short while later, due to a freak accident involving the rod of wonder, he was turned permanently blue, and even though he later died again (but for such a brief time it didn’t really count) and was reincarnated by the parties druid as a troglodyte, he still remained his bluish self.

In Whit’s original character history he had not had a happy childhood and was resentful towards authority (and order) of all kinds. He was dark, moody, and down right childish at times. His parents had never been around for him when he needed them, so he had ran away from his home, trying to make it on his own without anyone else to help him. This put him at odds sometimes with other party members, although he did have a fondness of crafting magical items for them, because it made him feel important and needed.

(Out of character, the party was slowing turning to evil methods to “save the world from evil,” so we agreed there should be a beacon of good among us. So, because I wanted to try a more melee based class I decided to change out my character for an exalted ascetic rogue/slayer who was lawful good. That in itself lasted until the end of the school year, and when I came back from summer break I had to make a new character which is why I started this thread… anyway….)

One day while Whit was outside the camp, practicing his rod of wonder, he simply vanished. No one knew what had happened to him, but everyone expected it had something to do with the rod of wonder, or his creepy obsession with Ana (he had a “I (heart) Ana” tunic specially made). Soon after that, Ghost (the rogue/slayer) joined the party and not much more was said of Whitric Rhylee.

(This is what I have sort of decided happened to him in the field and afterwards.)

After practicing with his rod of wonder (an device the DM never got tired of rolling for) he got all sulky and frustrated because Ana wouldn’t let him have her baby (long story). With a quick “Go! Go! Go!” a bunch of butterflies shot out of his hand, which than slowed down long enough for a fireball to burn them all (along with his hand a little). A sort of comedic scene, a squirrel off in the distance began laughing at him. This angered Whit to no end, and he told the squirrel to “get out,” which only caused it to laugh even harder. He than yelled for it to “go away,” which unfortunately activated the rod, sending out a bolt of lightning towards the giggling mammal.

Whit watched in shock and horror as the bolt of lightning arced away from the squirrel (leaving it untouched and slightly disgruntled) and headed straight for him. A burst of light and a nice shower of sparks later, nothing was left of Whitric Rhylee. The squirrel, slightly annoyed, moved over to where Whit was and transformed into the goddess Ana. Picking up the charred remains of what appeared to be the rod of wonder he had grafted into his arm she would have said something like, “I think it’s time that boy learned some manners.”

The long drawn out conclusion would be that she zapped him into an alternate material plane (actually a pocket material demi-plane called Armies, which I had used in my first summer campaign). After a few very disorienting days Whit’s memory of his past life slowly fades to an almost dream-like memory and he doesn’t really remember who he is (although he does feel animosity towards squirrels in general, and he has an aversion to saying the word “go”). Likewise, he finds he is an ordinary human boy (of about 12 years in age) but for some reason he has blue hair and eyes (figured it would be nice flavor).

(Ana felt that Whit needed a fresh start- plus she felt really sorry for him- so being the goddess of the underdog, she decided to give it to him. She took away all of his past knowledge and experience- knocking him down to 1st level all over again- and instilled in him the spark of the inner child- a children’s campaign term- that he had been denied before. This also granted him the forever young template- listed under odds and ends- which meant he had all the time in the world to live his perfect childhood.)

Right after landing in Armies (a heavy gravity plane) Whit was taken in and cared for by a temple guardian named Robb and his young daughter named Kris. It is with them that he spent the first 20 years of his stay in Armies (which if you cant tell by now exists where time moves much faster than on the home plane where he is from). Whit’s life was great, after he got accumulated to the heavier gravity, he noticed he had the ability to use some psionic abilities (Armies was heavy magic and psionics, so it sort of fitted my needs again for introducing psionics into this character for my DM’s campaign) and decided to develop them.

The psionic powers he found he was best at were sending out psychic game call signals to instigate games with other youngsters. He loved to play games and generally lived in his own little world, oblivious to the powers that had brought him there; that still watched over him. As Whit got older he realized he didn’t. Robb had long since passed on while performing his duties as temple guardian, and his best friend Kris was now middle aged and a priestess at the temple her father had served at.

Whit decided it was time to move on, to find greener pastures, so taking with him the relic handed down through Robb and Kris’s family line (which Kris decided should go to Whit) he set off to explore the three island continents of Armies. The relic itself was an ordinary practice sword (a bokken), which had been the training tool for those in Kris’s family line who had trained to become guardians (the highest rank of protectors of the land in Armies). Over his years of wondering, Whit was able to unlock some of the hidden potential of the relic, but he used it more as an ornamental relic than as an actual weapon. He also found himself drawn towards the temples of the goddess Ana as he traveled on his journey.

It was during on his 50-year journey, touring Armies, that Whit discovered his curse. Whenever Whit said the word “go,” even though he had tried to avoid saying it for over two decades, something strange would happen to him. All sorts of random events from being struck by an odd bolt of lightning from the heavens to switching places with people at random. Once, time itself seemed to stand still, as he was free to move about as he pleased. These occurrences only furthered his hatred for that one powerful word. Because of this problem, Whit seemed to distance himself from those around him, turning ever more to his psionic powers for comfort.

Soon after he developed his curse, he delved deep into the land of imagination, loosing himself in personas and illusions. He pretended to be everyone but himself, and after a while time seemed to pass him by as if in a dream. He, in fact, was living in a dreamlike existence, a waking nightmare where if he never could fit into the world others had made. He became lonely, and disheartened, but he was not forgotten.

Ana had been watching over his progress throughout the years, and decided he needed a new direction, a way of feeling useful and a part of something bigger without disrupting the order of things. She appeared to him, as herself, and held him close to her. For that one brief instance, Whit was filled with the love he had longed for in his former life, and the hope he wished to share in this one. Though the encounter was brief, Whit decided to dedicate himself to preserving the hopes of others. He realized he has a great gift, and he dedicated himself to using it to protect the innocent.

After the encounter, Whit traveled to Sanctuary Capital City (the main city on the island continent of Sanctuary, residing on Armies) and offered his skills and talents (as various as they were) to the governing head of the continent. He was laughed at and hardly ever taken seriously, but through the years he proved himself time and again as brave, loyal, and honest (if not sometimes childish). He rose to the rank of guardian before he decided to join the temple of Ana. There he combined his unique talents and abilities to become the first Guardian of Dreams in over a century (being about 133 years old himself). And for nearly a decade he served as a protector of dreams for the people of Armies.

Whit still remembers very little of his life before coming to Armies, but he could never possibly imagine that on his home plane only about a year has passed for his 115 years on Armies. He also would have never been able to imagine meeting the woman who had changed his life in so many ways again, but when Ana appeared to him and told him it was time to go, he knew he couldn’t say no. With a few words of parting to his fellow guardians, and a day to prepare his belongings, Whit found himself saddening 20 ft. in the air over a small village (which caused him to gracefully fall like a brick out of the sky, landing on one of his old party members Kolbort). Granted, neither one of two recognized the other, but once again Whitric C. Rhylee had been placed into the ready and able hands of a party that is setting off on a new adventure.

Now going by the name “Kid,” Whit will do his best to follow is wise teacher and goddess Ana, and to do right by the world. Bring childishness and general tomfoolery to the party as well, Whit hopes he can find his place, once again, amongst friends.
Levism84

09-17-04, 10:37 PM
Character Build: Whitric C. Rhylee

Most of the stuff for this character build (including his stats which I had juxtaposed for his intelligence and charisma scores as befitting a more charismatic yet less knowing Whitric) are the same as when he was a normal kid (except the blue hair thing). The books I have access to for using feats and stuff are the player’s handbook (PHB), the dungeon master’s guide (DMG), complete warrior (CW), the expanded psionics handbook (EPHB), complete divine (CD), unearthed arcana (UA), the book of exalted deeds (BoED), the book of vile darkness (BoVD), savage species (SS), races of stone (RS), the oriental adventures campaign setting (OA), the planar handbook (PLHB), the Eberron campaign setting (EC), the ghost walk campaign setting (GW), the miniatures manual (MiM), the manual of the planes (MP), and the arms and equipment guide (AEG). Most of the material, however, will be drawn from the PHB, the DMG, the EPHB, and from the developing Children’s Campaign setting, which will be listed in the last part of this post.

Basic Stats:

Name: Whitric C. Rhylee, a.k.a. “Kid”
Race: Human (Forever Young Template)
Alignment: Chaotic Good
Size: Medium (small build)
Age: 133 (perceived 12)
Gender: Male
Height: 4’7”
Weight: 87 lbs.
Hair: Blue
Eyes: Blue
Skin: Pale
Deity: Ana (Goddess of the Underdog and Victory)
Class: Gifted 5/ Imagineer 5/ Guardian of Dreams 2
Stats: Str 13, Dex 15, Con 19, Int 13, Wis 15, Cha 20

HP: 106 (10d6* + 2d8* +48^ +1d6` + 12`)
* From class level hit die
^ From Constitution
` From Improved Toughness

Fort Save: 4 = 2 (base) + 4 (ability mod) –2 (from the plucky trait and forever young template)
Reflex Save: 3 = 2 (base) + 2 (ability mod) –1 (from forever young template)
Will Save: 17 = 11 (base) + 2 (ability mod) + 4 (from the plucky trait, forever young template, and iron will feat) (conditional –4 on will saves against illusions)

Base Attack Bonus: +6/+1
Grapple: 5 = 6 (BAB) +1 (ability modifier) –2 (forever young template)

Armor Class: 23 = 10 (base) + 5 (half-mail full clothing) + 2 (dexterity modifier) + 1 (size modifier from small build) + 5 (deflection bonus based on charisma from the Angel Kisses feat)
Touch AC: 18
Flat-Footed AC: 15

Speed: 30 ft. (can’t run)/ 60 ft. Fly (perfect) (both effects from the Imagineer prestige class/Guardian of Dreams prestige class)

Skills: Appraise –7, Balance 2, Bluff* 9 (-2 with adults, +2 with kids), Climb 1, Concentration* 23, Craft (novelty goods)* 5, Diplomacy* 25 (-2 with adults, +2 with kids, +4 with good outsiders), Disguise* 22, Escape Artist 4, Forgery 1, Gather Information* 21 (-2 with adults, +2 with kids), Heal 2, Hide 4, Intimidate 6 (-2 with adults, +2 with kids), Jump 1, Knowledge (arcana)* 2, Knowledge (architecture and engineering)* 2, Knowledge (nature)* 2, Knowledge (the planes)* 6, Knowledge (psionics)* 6, Knowledge (religion)* 2, Listen 4, Move Silently 4, Perform (acting)* 13, Profession (Pirate)* 5, Psicraft* 4, Ride 4, Search 3, Sense Motive* 4, Spot 4, Survival 2, Swim –3, and Use Rope 4.

Languages:
- Common
- Squirrel (allows him to talk to and understand squirrels… sort of)

Racial Traits:
- Bonus Feat at First Level
- Bonus 4 Skill Points at First Level
- Bonus Skill Point at Each Level after First

Forever Young Traits:
- Puppy Dog Eyes (Ex)
- Forever Young (Ex)
- Social Placement (Ex)
- Childish (Ex)
- Small Build (Ex)
- General ability and skill bonuses and penalties (Ex)

Traits (from unearthed arcana):
- Easygoing
- Honest
- Plucky

Flaw (based off flaw design build presented in unearthed arcana):
- Whitric’s Wondrous Psionic “Go” (Ex)
- Aversion to “Go” (Ex)

Feats:
- Bonus Human Feat: Angel Kisses (Children’s Campaign)
- 1st Level Character Feat: Natural Heavy Weight (Planar Handbook)
- Bonus Flaw Balance Feat: Iron Will (Player’s Handbook)
- 3rd Level Character Feat: Ancestral Relic- Bokken (Book of Exalted Deeds)
- Bonus Psionic Feat for Gifted Core Class: Psionic Meditation (Expanded Psionics Handbook)
- 6th Level Character Feat: Stage Combat (Children’s Campaign)
- 9th Level Character Feat: Improved Toughness (Complete Warrior)
- 12th Level Character Feat: Goad (Races of Stone)

Class Features:
- Persona +2 (Ex)
- Psionic Power Manifestation Ability (Psi)- Manifester Level 9th
- Hide Power (Ex)
- Imagination Manifest (Persona) (Psi)
- Blurred Reality (Ex)
- Imagination Manifest (Area) (Psi)
- Imaginary Friend (Psi)
- Imagination Manifest (Dream) (Ex)/ Daydream (Ex)
- Rod of Dreams (Ex)
- Detect Nightmare (Ex)
- Dream Walk (Psi)

Psionic Power: Primary Disciplines Prankology and Angst/Competitive 9th
Power Points Per Day: 94 = 72 (from Gifted core class) + 22 (from Charisma score)
Power List:

1st level powers
- Costume
- Kinetic
- Nightlight
- Power Word No
- Water Balloon

2nd level powers
- Essence of Prank
- Distraction
- Fast One
- Tag
- Race

3rd level powers
- Thrill of Anticipation
- Tantrum
- Dodge Ball
- Hopscotch

4th level powers
- Freeze Tag
- Lava Monster
- Psionic Dimension Door

5th level powers
- Food Fight
- Hide and Seek

Items:
- Half-Chain Full Clothing
- Spiffy Boots of Trackless Step
- Ring of Encompassing
- No Ring
- Pendant of Recalling
- Glasses of Detection (Psionics)
- Sword of Merciful Bludgeoning
- Heward’s Handy Haversack (20 lbs of Soap and 20 lbs of Torches)

Ok, I can’t think of anything else right now I need to put into the character build. Under the “Odds and Ends” section there will be a reference of all of the Children’s Campaign stuff I am going to try and include. What I was hoping was that people could tell me whether or not this seems like a balanced and playable character. I know the stats probably look high, but those are the stats my DM approved when I was my old character (they were the stats I rolled and I am even coming in a level under what I was) and aside from the fact a switched the intelligence score and the charisma score around, they are the same.
Levism84

09-17-04, 10:41 PM
Odds and Ends: The Children’s Campaign Materials

Forever Young Template

Childish, silly, and sometimes bratty, the forever young is the embodiment of youthful energy and curiosity. Physically they may appear to be actual children, but underneath their often immature behavior is a spark of insight, and a deeper understanding of the world around them. Willing to spend all day playing games with children, and the occasional willing adult alike, they also have the ability to rise to the challenge and overcome obstacles unthinkable by normal children. In addition to appearing and acting as children, forever young possess inside themselves the light of the inner child. A force of pure, simplistic childish emotion that is the source of a forever young’s inherent nature. No one truly understands how this inner child works, but most suspect it is a blessing from a higher power, granted to the forever young to spread it to others in the world.

Personality: Forever young are unquestionably childish. They are perhaps the greatest embodiment of childlike simplicity, but that doesn't necessarily mean they are stupid. They approach the world with a childlike awe that sends shivers of excitement down their spins at the prospect of a new adventure. Friendly, but often times shy around people they don't know, forever young often break the ice with a practical joke or other clever means of getting people to take a childish view of the world with them. However, forever young may be limited in their ability for social interaction because of their tendency to speak their minds without thinking before hand and generally ignoring the "rules" of the social order and "proper" social courtesy.

Relations: While tolerated mostly within their own races, even though they are treated as children, forever young get along best with gnomes and halflings- races that never really lost their own youthful spark. More serious races, such as dwarves and elves, tend to look down on the antics of forever young, especially because for all the blessings of their incredible life spans forever young still remain immature. Even though there is a mix of feelings towards forever young by the other races, no race can deny it when a forever young has an "awe, how cute" moment, which usually brings smiles to all.

Alignment: Forever young tend towards the unruly chaotic side of life, but because they also generally embody the forces of youthful innocence, they tend more towards good than evil (although there are a few spoiled and bratty forever young in the world). The average forever young is happy to live a life that is carefree and filled with friends and fun adventures.

Religion: Forever young tend to worship the deities of their race. Some deities of good, such as Yondalla, have adopted the forever young under their protection because of how they embody innocence and youthful joy in the world.

Language: Forever young speak the languages their race speaks.

Names: Forever young naming patterns follow the naming patterns of their race.

Adventurers: Few forever young don't venture at least at some point. Because of their inquisitive nature, sense of imagination, and endless youthful energy forever young play all the time, acting out adventures they could have. Some take this playing to the extreme and adopt "characters" or "personas" which they use while adventuring, as if acting out a play or imaginary game. However, forever young are generally limited to going in groups because their appeared age keeps them from getting very far on their own. This can be an enjoyable experience, however, for both the forever young and the party they join as youthful energy always pushes an adventure forward.

Creating a Forever Young
"Forever Young" is an inherited template that can be inherited by any humanoid or monstrous humanoid (now referred to as the base creature) that keeps the base creature from reaching adulthood. Because the light of the inner child can be found in all sentient races, almost any race could have a forever young pop up at sometime or another. Races that have a more dim look on the world- those that are usually evil- tend to have marginally less forever young in their ranks as opposed to races whose nature naturally fits in with that of the forever young. Some childish classes bestow the forever young template to those who take enough levels.

Size and Type: The base creature's type and size remains the same, although it does gain the small build special quality (see below).
Hit Dice: By character class.
Speed: Same as base creature.
AC: Same as base creature.
Attacks: Same as base creature.

Special Attacks: A forever young retains all the base creature's special attacks. The forever young also gains the following special attack:
- Puppy Dog Eyes (ex): As a standard action the base creature can create an aura in a 15 foot radius that prevents any creature within the aura from attacking the base creature unless they succeed on a will save (DC 10 + 1/2 the base creature's character level + the base creature's Cha modifier). If the base creature takes any action that could be considered threatening or doesn't maintain the effect (a standard action) the effect ends. Creatures that exit the aura and reenter must make new saving throws. Evil creatures gain a +2 on their saving throw while good creatures take a -2 penalty on their saving throw.

Special Qualities: A forever young retains the special qualities of the base subject and gains the following special qualities:
- Forever Young (ex): The base creature is forever trapped within the body of a juvenile. The base creature does not age or grow old and die of old age. Bonuses and penalties from aging (such as physical penalties and mental bonuses) do not accrue as they normally would and the base creature cannot be subject to any effect that causes aging. When the base creature gains a character bonus to any one ability score (at 4th, 8th, 12th, 16th, and 20th level), they can only be placed in mental ability scores- the base creature's physical appearance does not naturally change. This effect does not keep the base creature from using disguises or spells that alter its appearance (such as the alter self spell) and doesn't not prevent be base creature from increasing its physical ability scores by magical means or by class progression.
- Small Build (ex): While the base creature possess the same size category as the base race, it is of slightly smaller build and gains some benefits there of. The base creature can use weapons one size category smaller than its current size category without penalty, and it is treated as one size category smaller for bonuses a smaller size would grant if they are beneficial to the base creature (such gaining a +1 bonus on attack rolls and a +1 bonus to AC due to size, or gaining a +4 bonus to its hide check).
- Social Placement (ex): Because of its childish behavior, the base creature takes a -2 penalty on all charisma based interactions with adults (such as diplomacy, intimidate, gather information, etc…), but at the same time it gains a +2 bonus on charisma based interactions with children, as children don't feel the base creature represent an authority figure. Whenever the base creature uses diplomacy with an adult, if their attitude towards the base creature would be lowered one category (such as from friendly to indifferent) it instead goes down two categories. Whenever the base creature uses diplomacy with a child, if their attitude towards the base creature would be raised one category (such as from indifferent to friendly) it instead goes up two categories. Because this effect is based on personality rather than appearance, the base creature retains the penalties and bonuses from this effect even if disguised physically as a different age category.
- Childish (ex): The base creature still retains some of the traits associated with children (such as inquisitiveness, a generally weaker immune system, and the supernatural ability to get into trouble). It takes a -1 to all of its fortitude and reflex saving throws, and perform (acting) is always considered a class skill for the base creature due to the large amount of time it spends "pretending." Due to their wily and willful nature, a forever young also gains a +1 bonus to will saves.

Abilities: Same as the base creature's ability scores.
Skills: The base creature receives a +2 childish bonus on listen, search and spot checks. Also, due to its childish nature the base creature takes a -8 childish penalty on all appraisal checks. As a reflection of their less developed physical body a forever young takes a -2 penalty to all strength checks and strength based skill checks, but they also gain a +2 bonus to all dexterity based skill checks.
Organization: Solitary. Forever young hardly ever meet one of their own due to the rare nature of their existence.
Challenge Rating: Same as Base Creature's.
Treasure: Same as Base Creature's.
Alignment: Usually Chaotic Good.
Favored Class: Same as Base Creature’s.
Level Adjustment: +0

Gifted Core Class

Game Rule Information
Gifted have the following game statistics.
Abilities: Charisma determines how powerful a power a gifted can manifest, how many powers he can manifest, and how hard those powers are to resist.
Alignment: Any Chaotic non-evil.
Special: Must be a child or considered childish in order to take levels of this class.
Hit Die: d6.

Class Skills
The gifted’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), and Psicraft.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

BAB: Poor
Saves: Poor/Poor/Good
Power Points: As psion
Powers Known: As psion
Maximum Power Level Known: As psion

Lv. Class Abilities
1. Persona +2
2.
3. Bonus Feat
4.
5. Hide Power
6. Persona +4
7.
8. Bonus Feat
9.
10. Show-Off Power
11. Persona +6
12.
13. Bonus Feat
14.
15. Forever Young
16. Persona +8
17.
18. Bonus Feat
19.
20. Persona (Take 10)

- Weapon and Armor Proficiency: Gifted are proficient with all childish weapons, the club, dagger, heavy crossbow, light crossbow, quarterstaff, and short spear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

- Power Points/Day: A gifted’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. In addition, he receives bonus power points per day if he has a high Charisma score. His race may also provide bonus power points per day, as may certain feats and items.

- Powers Known: A gifted begins play knowing three powers of your choice, drawn from the psion/wilder power list. Each time he achieves a new level he unlocks the knowledge of new powers. Choose the powers known from the psion/wilder power list. You cannot choose powers from a discipline list (unless you choose the feat expanded knowledge), but you are able to choose any power from the gifted power list. A gifted can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a gifted can manifest powers in a day is limited only by his daily power points. A gifted simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against gifted powers is 10 + the power’s level + the gifted’s Charisma modifier.

- Maximum Power Level Known: A gifted begins play with the ability to learn 1st-level powers. As he attains higher levels, a gifted may gain the ability to master more complex powers. To learn or manifest a power, a gifted must have a charisma score of at least 10 + the power’s level.

- Persona (Ex): A gifted has the power to access their own imagination, taking on the mood, mannerisms and skills of personas or “make believe” people they can act as. With a concentration check (DC 10 +1/per character level) the gifted can get into the character of a persona. While in this persona the character must dress, act, and fully pretend to be the person they are acting as. If they aren’t fully in character (in character) their attempt fails and they loose the benefits of being their persona. (The DM may decide whether or not someone is in character.)

When in character, the gifted gains a +5 to their bluff, disguise, and perform acting checks to pass as whoever they are pretending to be. In addition, they may use skills they would associate with their persona as if they were trained with a +2 bonus (at fist level). This bonus increases by 2 every 5 levels after 1st (6th, 11th, and 15th). This allows the gifted to use untrained skills, as if they had a number of ranks in them equal to the bonus provided by persona. At 20th level, a gifted using a persona can take 10 on their skill check. (Example: while pretending to be a sneaky rogue at 1st level, Jon can use pick locks as if it were a trained skill with 2 ranks in it, plus a bonus 2 for his dexterity bonus.)

Likewise, a gifted using a persona could make a perform acting check (DC = the craft DC of the weapon or armor) in order to use weapons or armor they are not normally proficient with as if they were proficient with them, taking no penalties. A gifted that makes the check is able to use the weapon or armor with proficiency as long as they remain in their persona. If they fail the check, they cannot use the weapon or armor with proficiency, and they cannot make another attempt during this use of their persona ability. This does not, however, allow them to gain feats that require proficiency with a certain weapon or armor unless they actually have the proficiency.

- Bonus Feat: A gifted gains a bonus feat at 3rd level and every 5 levels after that (8th, 13th, and 18th). This feat must be a childish feat, a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every three levels. A gifted is not limited to childish feats, psionic feats, metapsionic feat, and psionic item creation feasts when choosing these other feasts.

- Hide Power (Ex): A gifted of 5th level or higher can hide the fact they are psionic. As a full round action they may lower their power point pool effectively to 0. They still retain their power points, the ability to gain their psionic focus, and the ability to use psionic powers that do not expend power points. The do not however, have the ability to use powers or psionic abilities that use power points. While their power pool is effectively 0, they are treated as non-psionic characters when powers such as detect psionics are manifested upon them. Powers that drain power points affect them normally. As a free action, a gifted may draw a number of power points equal to their charisma modifier out of their hidden pool in order to manifest powers. As a standard action, they may return their power pool to normal, but they loose the ability to hide their power from powers such as detect psionics. A gifted may utilize this ability at any time.

- Show-Off Power (Ex): A gifted of 10th level or higher can use a full round action to temporarily raise their perceived power level by 1 for every character level they possess with a concentration check (DC 10 + 1/per level over their actual level they wish to raise their perceived power level). The raised power level lasts as long as they can maintain their concentration (DC = same as the check to raise their level, but this check is made 1 every minute). This boost in perceived manifester level does not actually allow them to manifest powers to a higher degree. It does however cause powers such as detect psionics to perceive the gifted as manifester with a level equal to their perceived level. This also causes a short burst of psionic energy in the general area of the gifted, giving him a bonus to his intimidate checks equal to the bonus to his perceived manifester level for the duration of the effect. A gifted may utilize this ability at any time.

- Forever Young (Ex): At 15th level, a gifted gains the forever young template. A childish adult gifted becomes a child overnight, and gains the full benefits and penalties of the forever young template. If the gifted is already a forever young, than they gain a +2 bonus to their puppy dog eyes special ability and to their bonuses to listen, search, and spot checks.

Imagineer Prestige Class

What do you call an illusion that’s trapped within a dream?
Or the disillusion of why we play the scene?
For if all this world around us was just a wicked lie,
Would life be willing to let reality die?
Maybe life’s like time, a creation of our own,
And suddenly we find we’ve been left here all alone.
If this were true, would we simply cease to be?
Or would we continue living within this false reality?
No one knows these answers, or they are just too scared to say.
For how could we keep on living without the promise of one more day?
- Tristan the Imagineer

What is reality to an imagineer but another interesting illusion? What is an illusion to an imagineer but another interesting reality? Imagineers wield creative power as if it were real, and in their own minds it is. Lost somewhere between the world of dreams and the world of reality, an imagineer exists in a living dream where the impossible is probable and nothing is beyond them. Often aloof and wrapped up in their own games, imagineers represent the imagination of the inner child. Those who walk this path are almost always inner children or orphans that have decided the existence they create is far superior to the real world, but a few multiclass characters may exist that combine the imaginative power of the imagineer with other more physical powers.
Hit Die: d6

BAB: Average
Saves: Poor/Poor/Good
Manifester Level: +1 to existing manifester level every odd level gained (1st, 3rd, and 5th)

Requirements
Alignment: Any Chaotic.
Saves: Base Will save +4.
Skills: Concentration 8 ranks, Knowledge (psionics) 5, Perform (acting) 5 ranks.
Feats: Iron Will and Psionic Meditation.
Special: Must be a child or considered childish, must have the persona class feature, the ability to manifest the power costume, and must have a power point reserve.

Lv. Class Ability
1. Imagination Manifest (Persona)
2. Blurred Reality
3. Imagination Manifest (Area)
4. Imaginary Friend
5. Imagination Manifest (Dream)



Class Skills
The imagineer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha).
Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the imagineer prestige class.
- Weapon and Armor Proficiency: Imagineers gain no proficiency with any weapon or armor. Bonus

- Manifester Level: Each odd level of Imagineer you gain counts towards your manifester level for any single existing psionic class you previously had. This bonus increases your manifester level and gains you bonus power points per day and bonus powers as if you had gained a level in that previous class. This does not, however, give you access any other class features of your previous psionic class.

- Imagination Manifest (persona) (Psi): At 1st level, an imagineer gains the ability to create tangible illusions for personas to fit the needs of his character when pretending. As a full round action, an imagineer can make changes to his appearance by changing his clothing, physical appearance (cosmetically but not physically) and creating simple items and weapons (non-masterwork, non-magical) on his person. Any items or clothing created by the imagineer are completely real, and feels, functions, and acts as normal items of their type would. Any item, weapon, or article of clothing removed from the imagineer’s possession disappears after one round. An imagineer may use this ability to alter his existing items, melding them into his form and making them nonfunctional for the duration of this power.

- Blurred Reality (Ex): The DC on powers requiring will saves the imagineer manifests increase by +2, but the imagineer takes a –4 penalty on will saves verse illusion powers others manifest.

- Imagination Manifest (area) (Psi): At 3rd level, an imagineer’s belief in the world he and others create with their illusions is so great he can interact with area effect illusions as if they were real. An imagineer who has his psychic focus and succeeds on his will save to disbelieve an area effect illusion may treat the illusion as if it were real. So long as the imagineer retains his psychic focus, he may continue to treat the illusion as real for as long as the illusion lasts. This affect only effects the imagineer, and he can sacrifice his psychic focus in order to disbelieve the illusion if it posses a danger to him.

- Imaginary Friend (Psi): At 4th level, an imagineer gains the ability to use a power much like unseen servant. By focusing a small portion of his power reserve (10 power points) he can create an imaginary friend that functions exactly as an unseen servant. The servant lasts for as long as the imagineer wants it to and it cannot travel more than 60 feet from the imagineer. If the servant is dismissed by the imagineer he regains the 10 power points he put into the servant. If the servant is destroyed, the imagineer looses the 10 power points he put into it. An imagineer can only have one imaginary friend at any given time. It is not possible for an imagineer to make an imaginary friend with less than 10 power points.

- Imagination Manifest (dream) (Ex): At 5th level, an imagineer exists in a waking dream. He gains immunity to sleep spells, powers, and effects, but he is considered asleep and can be targeted by spells and powers that affect sleeping individuals (such as dream or nightmare) as if he were asleep. Also, the imagineer becomes illiterate (unable to read any mundane writing of any language, but still able to comprehend psionic writing, symbols and other non-linguistic markings), and he also looses the ability to run. Rather, he gains the ability to fly (extraordinarily) at a speed of 60 feet (perfect maneuverability), he is constantly under the effects of an endure elements spell, and he is constantly under the effects of a freedom of movement spell. Instead of making fortitude saves and reflex saves he makes will saves, and any time he is injured he may make a will save (DC = damage taken) to transform lethal damage into subduel damage instead (a failed save transforms no damage into subduel).

Guardian of Dreams Prestige Class

“Do not fear the morrow, or cloud your dreams with things you cannot help, for after the night comes the new day. Tomorrow the sun will surely rise.”
- Guardian of Dreams

Dreams, hopes, needs, want; these things fuel us in our constant struggle for survival, but what happens to our dreams when we are overcome by darkness? Where is our hope when nightmares manifest against us? When our needs and wants go unheard we feel lost, without direction, stranded in our reality. But reality is merely one of many paths; a much less traveled path is that of dreams. Heeding the call to protect those most precious dreams, both in wake and rest, a Guardian of Dreams serves as a beacon of hope and a champion of dreams. Though a lonely path for most, the Guardian of Dreams shares a special bond with others; their dreams and hopes. Letting his inner light shine through the darkness, he grants us protection from the nightmares that plague us and in his own way staves off the nightmares of his own living dream-like existence. Clerics often take on the this path, safe guarding innocent people and children from nightmares, however a great many imagineers take on this role- a simple transition as they already exist in a dream-like state.
Hit Die: d8.

BAB: Average
Saves: Poor/Poor/Good
Manifester Level: +1 existing manifester level at each level after 1st in a psionic class they previously had. If they didn’t have one, than they only gain bonus power points and manifester levels as if they were a psion/wilder of their existing manifester level (choose whichever provides the most benefit).

Requirements
Alignment: Any nonlawful good.
Saves: Base will save +7.
Skills: Concentration 13 ranks, Knowledge (the planes) 5 ranks, Knowledge (psionics) 5 ranks.
Feats: Iron Will and Psionic Meditation.
Special: Must have a power point reserve. Must be immune to sleep spells and effects or must not have to sleep. In addition, a potential guardian of dreams must go into a deep trance like state, sending their souls into their own dreams where they must fight off their own nightmares. Each person’s nightmares are unique and thus difficult to describe, but in general a potential guardian of dreams should fight (on their own and only possessing the items they currently have on them) an encounter with a challenge rating equal to at least the candidate’s character level. This battle takes place in the candidate's own dreams as if using the dream walk ability on themselves. If they are killed in their dreams they are forcefully awakened (unharmed), but must wait 24 hours before attempting to purge their nightmares again.

Lv. Class Abilities
1. Daydream, Rod of Dreams, Detect Nightmare
2. Dream Walk
3. Slumberland 1/day
4. Bane (Nightmare Creatures) +2
5. Dreamland, Slumberland 2/day
6. Dreamless Slumber
7. Slumberland 3/day
8. Bane (Nightmare Creatures) +4
9. Slumberland 4/day
10. Forever Across Dreams

Class Skills
The Guardian of Dreams’ skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Knowledge (psionics) (Int), Profession (Wis), Sense Motive (Wis), and Psicraft (Int).
Skill Points at Each Level: 4 + Int modifier.

- Weapon and Armor Proficiency: A guardian of dreams gains no additional weapon or armor proficiency.

- Purge Nightmares: At first level (as part of your initiation), and at each level of GoD you gain, you must enter your dreams and purge your mind of your own inner nightmares. Until you do this, you do not gain the special abilities or benefits of rising in level and the challenge rating for the encounter you have should be at least equal your new character level. For a failed attempt, you cannot retry for 24 hours to enter your dreams and you take a –2 moral penalty to all checks until you do.

- Bonus Manifester Level: Each level of Guardian of Dreams you gain after the first counts towards your manifester level for any single existing psionic class you previously had. This bonus increases your manifester level and gains you bonus power points per day and bonus powers as if you had gained a level in that previous class. This does not, however, give you access to any other class features of your previous psionic class.

- Daydream (Ex): A guardian of dreams exists in a waking dream. Even though he retains his immunity to sleep spells and effects, he is considered asleep and can be targeted by spells that affect sleeping individuals (such as dream or nightmare) as if he were asleep. Also, the guardian of dreams becomes illiterate (unable to read any mundane writing of any language, but still able to comprehend psionic writing, symbols and other non-linguistic markings), and he also looses the ability to run. Rather, he gains the ability to fly (extraordinarily) at a speed of 60 feet (perfect maneuverability), he is constantly under the effects of an endure elements spell, and he is constantly under the effects of a freedom of movement spell. Any time he is injured, he may make a will save (DC = damage taken) to transform lethal damage into subduel damage instead (a failed save transforms no damage into subduel). He also no longer needs to eat or breathe. If affected by a nightmare or dream spell, the GoD may instantly go into a trance where they confront the avatar of the caster (see Dream Walk below).

- Rod of Dreams (Su): Upon entering into the ranks of GoD, the character gains access to a powerful class tool called the Rod of Dreams. This rod manifests itself out of nothingness and serves only the guardian of dreams who it is attuned to. Any other creature that tries to posses the rod finds it is an illusion, which passes through their fingers (no saving throw). In addition to functioning as a +1 heavy mace, the clear crystal orb atop the rod sheds light as a light spell when held by the GoD. The rod cannot be enchanted, but it gains a +2 enchantment bonus at 3rd level, a +3 enchantment bonus at 5th level, a +4 enchantment bonus at 7th level, and a +5 enchantment bonus at 9th level. If somehow destroyed, the rod can be reformed after 24 hours. The GoD can also un-manifest his rod as a free action and re-manifest it as a free action (but not in the same round).

With the rod, a guardian of dreams can also channel his own inner positive mental energies into radiant light. As a standard action, a guardian of light can shoot a beam of light brighter than daylight from the crystal orb. The beam emitted by the rod is composed of bright light 120 feet long. The wielder, when using this effect, is also shrouded in bright light in a 10-foot radius centered on the guardian of dreams and dim light for another 10 feet. Any creature with light sensitivity suffers double penalties within the bright light and normal penalties within the dim light. Any evil creature within the bright light takes 1d6 points of holy damage/per level of GoD the wielder possesses. Evil outsiders, evil undead, or evil creatures specifically harmed by light take 2d6 points of holy damage/per level of guardian of dreams the wielder possesses. The light persists so long as the GoD concentrates on it (a standard action each round).

The rod also serves as the divine focus for the guardian of dreams, without which he cannot use any of his class abilities.

- Detect Nightmare (Ex): At 1st level a GoD gains the extraordinary ability to detect nightmares (evil) at will. He can also use this ability to sense whether someone is being affected by a nightmare or dream spell or any spell or spell-like ability that is a mind affecting compulsion.

- Dream Walk (Psi): At 2nd level, a GoD gains the psionic ability to enter into someone else’s dreams (as if using the dream spell but as a psionic ability). The guardian of dreams goes into a deep dreamlike trance (from which he cannot be awakened involuntarily). When in someone’s dream a GoD manifests exactly as he is physically, with his Rod of Dreams in hand. While dream walking, the GoD and the dreamer are treated as if they are in a pocket astral plane of infinite size. The pocket astral plane functions just as the normal astral plane accept only the GoD, the dreamer, and anyone connected to the dreamer (either through casting a dream or nightmare spell on the dreamer, or being the one controlling the dreamer with a magical or psionic compulsion or through possession) appears inside it.

Once inside someone’s dreams the GoD may interact with and talk to the dreamer and anyone else present as if they were corporeal. If the dreamer is under the effect of a nightmare spell, a dream spell, or a compulsion the person who cast the spell (or an avatar representing the person at the time they cast the spell if they are no longer mentally connected to the dreamer) becomes manifested in the dream as well (and classified as a nightmare if they are evil). All the people in the dream walk recall the dream perfectly (an avatar is sent back to the original caster informing them of what transpired). If anyone in the dream is killed their minds are forcefully returned to their body where they awaken unharmed.

If the dreamer is killed in his own dream the GoD is forced back into reality and any effect the dreamer was under (nightmare, compulsion, possession) persists and the GoD cannot attempt to enter into the dreamer’s dreams for 24 hours. If the GoD is able to fight off and destroy the avatar or nightmare, the dreamer is freed of its control and suffers no ill effects. If the GoD destroys the nightmare (as a nightmare spell) in the dream, then the person who cast the nightmare instead receives the effects of the nightmare spell as if it were countered back on them. If the nightmare is instead a possessing creature (such as a ghost, or someone under a magical compulsion or mind effecting spell) than it looses its power over the individual and cannot attempt to take control of that individual again for 24 hours. Ghosts so banished from the body are forced to materialize in the Astral Plane and must remain there for 24 hours.

- Slumberland (Psi): At 3rd level, a Guardian of Dreams gains the ability to put a creature to sleep (as if using the deep slumber spell) except it only targets one individual person or creature, and the total HD it can affect is equal to 10 + the Guardian of Dream’s class level. Once under its effects the subject remains asleep for 8 hours or until awoken (see sleep spell description for more details). This psionic ability may be used as a touch power or as a ranged power with an infinite range (but the GoD must personally know the individual being targeted). If used as a touch spell there is no saving throw, if used as a ranged spell the subject is entitled to a will save (DC = 10 + ½ the GoD’s character level + the GoD’s charisma modifier). The subject receives a –4 to their save if they are in a calmed state, and they receive a +4 bonus to the save if they are in a stressful situation or otherwise distracted by immediate dangers. A Guardian of Dreams may use Slumberland a total of once per day at 3rd level, and once more every two levels after that (5th, 7th, and 9th).

- Bane (Nightmare Creatures) (Ex): At 4th level, a Guardian of Dreams becomes the Bane of nightmare creatures. This grants him a +2 bonus on all Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against nightmares. He also gains a +2 bonus on damage rolls against nightmares. At 8th level, these bonuses double to +4. These bonuses only work while in a dream trace.

- Dreamland (Psi): At 5th level, a Guardian of Dreams can bring others with him when using his dream walk ability. This ability can only function for those touching the Guardian of Dreams, and the GoD can only bring with him a number of people equal to his charisma modifier at any one time. Once in someone’s dream those traveling with the GoD are connected to him by intangible force, and while they may move about freely, when the GoD leaves the dream (either voluntarily or when killed in the dream) all those traveling with him are also forced out.

- Dreamless Slumber (Psi): At 6th level, a Guardian of Dreams projects an aura of dreamlessness in a 60-foot radius. All creatures within that radius don’t dream when asleep (though they gain the full effects of sleeping) and thus cannot be targeted by spells that effect creatures that dream (such as dream or nightmare). The aura does not prevent the GoD from using Dream Walk on the individuals within his aura or disrupt his ability to use Dreamland. The effect doesn’t affect the Guardian of Dreams.

- Forever Across Dreams (Psi): At 10th level, a Guardian of Dreams gains the ability to travel into the plane of dreams and back from it as if using the Dream Travel power, where his manifester level equals his Guardian of Dreams class level. You may spend power points beyond the normal 13 normally used to manifest this power (which is already paid for) in order to increase the DC of the power. This allows a GoD to travel the vast infinite realms of the dream plane and allows them to journey further into the unknown planes only dreams have seen.
Levism84

09-17-04, 10:48 PM
Childish Feats:

Angel Kisses (Childish)
You have a birthmark in the form of a red kiss mark on the back of your neck, which is a blessing from above.
Prerequisites: Can only be taken at 1st level, must be a child or considered childish, Cha +15.
Benefit: You gain an innocence bonus to your AC equal to your charisma modifier, which is always active, even when unconscious. You also gain a +4 bonus on diplomacy checks with angels and other goodly aligned outsiders.

Childish (General)
Though you are an adult, your inner child shines through bright and true.
Prerequisites: Must be an adult.
Benefit: You are considered a child. You can take feats and classes as if you were a child and you gain a +2 bonus on diplomacy checks with children.
Special: You cannot take this feat if you are already considered a child or childish.

Imaginary Combat (Childish)
You gain the ability to pretend you are proficient with real weapons.
Prerequisites: Perform (acting) 8 ranks.
Benefit: You may use any simple, martial or exotic weapon as if you had proficiency with it. Special proficiencies that require prerequisite minimal strength scores are only accessible if you meet those prerequisites. This feat does not actually give you the proficiency; it only removes the penalties for not being proficient.
Special: You cannot gain weapon focus or use special weapon feats for a weapon you are not actually proficient with.

Powers:
I am still trying to fine-tune these powers, and they will mostly be for flavor, as opposed for actual practical use. They will be adjusted many times, I believe, before their mechanics are worked out properly.

Essence of Prank
Metacreation [Creation]
Level: Gifted 2
Display: Material (see text)
Manifesting Time: 1 standard action
Range: Personal
Target: A single drop of the essence of prank
Duration: Instantaneous
Saving Throw: none
Spell Resistance: no
Power Points: 3

You draw into existence the concentrated essence of prank; a clear thick liquid you can use for many different purposes. Each manifestation provides enough essence for a single use.
- If applied to paper and than trapped between another piece of paper (such as in a book or rolled up in a scroll), the essence becomes charged with light. Once exposed to air, the essence combusts in a flash of light, blinding all within a 5 ft. radius for 1 round (no save).
- If applied to a solid surface (either a 5 foot square surface or an object weighing no more than 5 lbs.) the surface or the object becomes statically charged. The first person to physically touch the surface or object receives a jolt, stunning them for 1 round (no save).
- If flicked, as a move action, at the ground up to 20 ft. away, the essence creates a sharp, brief burst of sound. Anyone within 5 feet of the burst gets a ringing in their ear, which leaves them deaf for 1 round (no save).
- If placed in a liquid, or on a food that is consumed by an individual, the essence can cause the subject’s skin to turn any solid color you decide, upon applying the essence to the food or drink, for 1 minute (no save). Likewise, you could cause the essence to make the subject foam a thick froth from their mouth for 1 round (no save), making understandable verbal communication impossible for the duration of the effect.
Augment Power: For every 2 power points you pay in addition to the normal cost to manifest this power, the duration of the effect lasts for 1 additional increment.

Distraction
Telepathy [Compulsion]
Level: Gifted 2
Display: Visual (see text)
Manifesting Time: 1 free action
Range: 30-foot radius
Target: All sentient creatures within a 30-foot radius of you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Power Points: 3

You point at a spot in any direction and yell, “Look! A distraction!” as a small blip of light travels out of your finger. Any sentient creature within 30-feet of you must make a will save or be compelled to look at the blip as it flies away from you. Anyone who fails their save spends their next turn staring in the direction of the blip, completely oblivious of anything going on around them (causing them to become flat footed). The effect is dispelled either upon the start of your next turn or if the target of the spell is threatened or injured.
Augment Power: For every 1 power point you spend in addition to the normal cost to manifest this power, the DC increases by 1. For every 2 points the DC increases by, the duration of the distraction increases by 1 round.


Thrill of Anticipation
Telepathy [Mind-Affecting]
Level: Gifted 3
Display: Auditory and Olfactory
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Targets: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Power Points: 5

The target you effect momentarily sees through the eyes of a child, and receives a chill of excitement up their spine as they realize what wonderful adventures await them in the world. This revelation removes emotional wounds. The subject becomes cured of any fear effect, despair effect (such as the crushing despair spell), or similar mind-affecting conditions, excluding charms and compulsions (such as charm person, dominate person, and similar spells). It removes any lingering psychological effect of torture (including the increased effectiveness of torture devices, as described in the Book of Vile Darkness). It cures confusion and insanity, restores 2d4 points of Wisdom damage (but not permanent Wisdom drain), and leaves the target feeling refreshed and at peace.
Augment Power: This can be augmented in one of the following ways.
1. For every 2 power points you spend in addition to the normal cost to manifest this power, you can effect an additional target with your manifestation of this power.
2. If you spend 6 additional power points manifesting this power, this power affects all targets within a 20 ft. radius burst of you.

Water Balloon
Psychokinesis
Level: Gifted 1
Display: Auditory
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: A ball of water in your hand
Duration: Concentration +1 round
Saving Throw: None
Spell Resistance: Yes
Power Points: 1

A ball of clear water appears in your open hand. The water doesn’t dampen your hand or your equipment. In addition to producing enough water to satisfy the thirst of one person per water balloon, the balloon can be hurled up to 120 feet as a thrown weapon. When doing do, you attack with a ranged touch attack (with no range penalty) dealing 1d6 bludgeoning damage. This attack deals double damage to creatures made of fire. This splash effect of this attack also extinguishes small fires in a single 5 ft. square. The water balloon stays in existence so long as you concentrate on it, plus one round thereafter. This spell doesn’t function underwater.
Augment Power: You can augment this power in one or both of the following ways.
1. For every 1 power point you spend on this power in addition to the normal cost to manifest this power, the damage of the water balloon goes up one (d6). For every 2 die of damage the power increases, the splash effect of the water balloon increases by 5 ft.
2. For every 1 power point you spend on this power in addition to the normal cost to manifest this power, the balloon gains a +1 bonus to the ranged touch attack roll.

Kinetic
Psychokinesis [Energy]
Level: Gifted 1
Display: Auditory
Manifesting Time: 1 free action
Range: Personal; or 1 touched object weighing 5 lbs or less
Duration: Instantaneous
Saving Throw: none
Spell Resistance: no
Power Points: 1

You instill in yourself (or in a single touched object of 5 lbs or less) kinetic (moving) energy. When manifested upon yourself, you cause your body to become in motion. You choose any one direction (even up or down) and your body instantly moves 10 ft. in the chosen direction. If you strike a surface before finishing your movement, you take 1d4 points of damage for every 10 ft. your power would let you travel. You may use this ability to “move” downward, which actually causes you to stick to the ground better, increasing your effective weight by 1/10 for every 10 ft. so traveled. (For every 5/10 you increase your weight, this power grants a +1 bonus on saves against bulrush attempts.)
Likewise, you can charge an unattended object of 5 lbs or less with kinetic energy for one of two effects. The first effect is to cause the object you touch to move 20 ft. in any direction instantaneously. Any creature hit by the object as it moves through their square (20% chance) causes the object to stop, but also receives 1d4 points of damage for every 10 ft. in speed it was traveling. (An object kinetically charged to travel at 80 ft., targeted at a wooden door, would deal 8d4 points of damage to the door if nothing stopped it from striking.)
Or, you could cause the object to become charged with disruptive kinetic energy, causing it not to travel, but rather to explode with energy within 1 round at your convenience. The exploding object deals 1d4 points of force damage to everything within 5 ft. of the object (which receives the maximum possible amount of damage, which may tare the object completely to pieces with kinetic energy). This function can be used on parts of objects as well (such as a doorknob or a cog in a mechanism).
Augment Power: You can augment this power in one of the following ways.
1. For every 1 power point you spend in addition to the normal cost of manifesting this power, your personal movement is increased by 10 ft.
2. For every 1 power point you spend in addition to the normal cost of manifesting this power, you cause a touched objects movement to increase by 20 ft.
3. For every 1 power point you spend in addition to the normal cost of manifesting this power, a touched object you kinetically charge with disruptive energy deals an additional 1d4 force damage upon exploding, and the time between being charged and exploding increases by 1 round, or until you detonate the object.

Nightlight
Telepathy [Mind-affecting]
Level: Gifted 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal or one person touched
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes (harmless)
Power Points: 1

You or one person touched observes a small glowing light that hovers around them shedding dim light in a 10-foot radius. You, or the person touched, can see the light, but no others can. The light can travel no more than 10 feet away from the target of the spell. The glow of the light is calming and reassuring, and grants a +4 bonus against fear effects related to darkness. In addition, someone under the effects of a nightlight spell cannot be targeted by a nightmare spell while they sleep for as long as the nightlight lasts.
Augment Power: You can augment this power in one or all of the following ways.
1. For every 2 power points you spend in addition to the normal power point cost to manifest this power, the bonus against fear affects related to darkness increases by 1.
2. If you pay 2 power points in addition to the normal power point cost to manifest this power, the bonus against fear affects applies to all types of fear affects, not just those related to darkness.
3. If you pay 3 power points in addition to the normal power point cost to manifest this power, the duration changes to 24 hours.

Power Word No
Telepathy [Mind-Affecting, compulsion]
Level: Gifted 1
Display: Mental
Manifesting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes (harmless)
Power Points: 1

With the utterance of a single word, “no,” you are able to stop a target from any single action they are attempting (such as making an attack, casting a spell or manifesting a power, making a skill check, etc…), causing the action to simply fail. The target does not need to understand the language you are speaking in order to be affected by the power.
Augment Power: You can augment this power in one or more of the following ways.
1. For every additional power point you spend on this power, the DC increases by 1.
2. If you spend 2 additional power points on this power, you can use it on animals and creatures with an intelligence of less than 3 but greater than 0.
3. If you spend 4 additional power points on this power, you can use it on constructs or animated objects (even though they have no intelligence score).
4. If you spend 8 additional power points on this power, you can use it on objects (such as those traveling by kinetic energy or mechanical mechanisms), which causes them to loose their kinetic energy or to freeze up. Objects are treated as animated objects when using this power to affect them.

Tantrum
Psychometabolism
Level: Gifted 3
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Duration: 1 round/level
Power Points: 5

You burst into a fit of rage, gaining a +2 bonus to your Str and Con, as well as a +2 moral bonus to Will saves for the duration of the power. You also take a –2 penalty to your AC.
Augment Power: You can augment this power in one or all of the following ways.
1. For every 2 power points you spend on this power in addition to the cost to manifest the power, your bonus to Str, Con and Will saves increases by 1.
2. f you spend an additional 3 power points on this power, you can manifest it as an immediate action, even when it is not your turn.
3. If you spend an additional 5 power points on this power, you gain DR 3/- for the duration.

Costume
Metacreativity
Level: Gifted 1
Display: Material (see text)
Manifesting Time: 1 full round
Range: Personal
Target: You
Duration: Permanent (D) (see text)
Power Points: 1

You make your outfit- including clothing, armor, weapons, and equipment- look different. This spell alters the tactile (touch) or audible (sound) properties of your clothing or equipment and may alter your physical appearance cosmetically. If you use this spell for your persona it grants you a +5 bonus on your disguise checks to remain in character. If you step out of character for any reason, the effects of this power end. Due to the nature of this power, you may manifest it in the same full round you change into your persona.
Augment Power: You can augment this power in one or both of the following ways.
1. For every 2 power points you spend in addition to the cost of manifesting this power, the bonus provided to your disguise checks increases by +1.
2. For every 4 power points you spend in addition to the cost of manifesting this power, the bonus to skill checks provided by the persona class feature increases by +1 (if you do not possess the persona class feature, you gain it for the duration of the power with a +1 bonus to skills made as your persona).

Fast One
Psychoportation [Teleportation]
Level: Gifted 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: One touched object weighing no more than 5 lbs/2 levels.
Duration: 10 min/level (D)
Saving Throw: none
Spell Resistance: yes
Power Points: 3

A touched object of 5 lbs per every 2 levels or less becomes linked to your mind. For the duration of the spell, as a free action, you may snap your fingers to call the object to your hand or to your side. This ability works over any distance (but not across planar boundries), and you may only have one object linked to you at any one time.
Augment Power: You can augment this power in one or both of the following ways.
1. If you spend 3 additional power points on this power, the duration becomes 1 hour/level.
If you spend 5 additional power points on this power, you can call an object to you even across planar boundries.

Dodge Ball
Telepathy [Mind-Affecting, Compulsion, Game]
Level: 3
Display: Mental, Olfactory
Manifesting Time: 1 standard action
Range: 30-foot radius burst centered on you
Targets: 1 person/level
Duration: 1 minute/level (D)
Saving Throw: Yes (will negates harmless)
Power Resistance: Yes (harmless)
Power Points: 5

When you manifest this power, you send out a psychic game call signal, which one person per level in a 30-foot radius burst of you that you designate. The targets chosen may be either friend or foe. When the power manifests you designate the game area (a boundry of at least 60 ft x 60 ft no one can leave while playing), the game equipment (what will be thrown) as well as the conditions of winning (being the last person standing). Those affected by the power stop whatever they are doing and are compelled to seek out and find the designated throwing item, which they than use as a thrown projectile to “knock out” the other team’s players (allies often form a team, while strangers go in for a free for all). If a target is struck by one of the designated throwing item they must sit down on the ground, or move to a designated “out” area (usually outside the playing area). The last person left before the end of the game is the winner. The winner receives a +2 moral bonus on all attack rolls, saving throws, and skill checks for 1 hour/level. Once the game is over, the effect is dispelled and everything returns to normal.
Augment Power: This power may be augmented in one or more of the following ways.
1. For each additional power point you pay in addition to the cost of manifesting the power, the range of the power increases by 5 ft. and the save DC increases by 1.
2. For every 2 additional power points you pay in addition to the cost of manifesting the power, you gain a +1 dodge bonus against the designated thrown object type for the duration of the power.
3. If you pay an additional 4 power points, you can manifest this power as a free action.

Tag
Telepathy [Mind-Affecting, Compulsion, Game]
Level: Gifted 2
Display: Mental and Olfactory
Manifesting Time: 1 standard action
Range: Touch
Targets: 1 touched person (see text)
Duration: 1 tag/level (see text)
Saving Throw: Yes (will negates harmless)
Power Resistance: Yes (harmless)
Power Points: 3

By making a successful touch attack against a person, you send out a psychic game call signal, which affects the person you touch. The touched target must than stop whatever they are doing (unless they succeed on a will save) and tag the nearest person (other than the person who just tagged them). Once they tag the next person, that person receives the psychic game call signal and must make a will save or repeat the process. This continues for a number of tags equal to your manifester level. Once a tagged target tags someone else, they are freed of the psychic game call signal, but may be tagged again by someone other than the person they just tagged; you can even be tagged by your own tag power. If any target makes their save against the tag power, the cycle and the power end. The last target tagged in the cycle must make a will save or take a –1 moral penalty to all attack rolls, saves, and skill checks for 1 hour because they feel bad for having been tagged last.
Augment Power: This power can be augmented in one or more of the following ways.
1. For each additional power point you pay in addition to the cost of manifesting the power, the save DC increases by 1, and for every 2 points the save DC increases an additional tag is added to the total number of tags allotted by the power.
2. For each additional power point you pay in addition to the cost of manifesting the power, the moral penalty received by the last person tagged increases by –1.
3. If you pay an additional 2 power points, you can manifest this power as a free action.
4. If you pay an additional 3 power points, you gain a +5 insight bonus on your touch attack to start the game.

Freeze Tag
Telepathy [Mind-Affecting, Compulsion, Game]
Level: Gifted 4
Display: Mental and Olfactory
Manifesting Time: 1 standard action
Range: Personal (see text)
Duration: 1 round/level (D)
Saving Throw: Yes (will negates harmless)
Power Resistance: Yes (harmless)
Power Points: 7

By making a successful touch attack against a person during the duration of this power, you send out a psychic game call signal, which affects the person you touch. They must succeed on a will save, or become frozen in place for the remaining duration of the power. This leaves them completely defensless and unable to take any physical action other than breathing, but they may make purely mental action (such as manifesting powers, spell-like abilities without stomatic or verbal components, or the like). A subject that saves against the power once is immune to further attempts to freeze them in place for the duration of that manifestation of the power. You may affect as many targets as you can make touch attacks against during the duration of the power.
Augment Power: This power can be augmented in one or more of the following ways.
1. For every additional power point you pay in addition to the normal cost of manifesting this power, the saving throw DC increases by 1.
2. For every additional power point you pay in addition to the normal cost of manifesting this power, the subjects frozen remain so for 1 additional round after the power expires.
3. If you spend an additional 5 power points to manifest this power, you can manifest it as a free action.

Lava Monster
Telepathy [Mind-Affecting, Compulsion, Game]
Level: Gifted 4
Display: Mental and Olfactory
Manifesting Time: 1 standard action
Range: 30-foot radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: Yes (will negates harmless)
Power Resistance: Yes (harmless)
Power Points: 7

When you manifest this power, you send out a psychic game call signal, which affects everyone within a 30-foot radius burst of you (you may choose not to target allies or other individuals when you manifest this power). When you manifest this power, everyone affected becomes strongly averse to the ground they are standing on and you, immediately feeling a need to get to higher ground and away from you. Flying creatures take to the air, while anyone with other means of staying aloft may select that as well. Those that remain on the ground take 1d4+1 points of fire damage (as their minds believe the ground is turning into hot lava). You are unaffected, and anyone under the effects of the spell you touch (a touch attack) takes 1d4+1 points of fire damage (as their minds believe you are a lava monster). Creatures immune to fire damage instead believe you are a frost monster and that the ground is turning into ice (taking frost damage instead of fire damage). Anyone immune to both fire and frost selects a different element for which they have an aversion to. Because they have an aversion to you, people are too scared to make direct attacks against you, but they may still use area effect attacks against areas you exist in. At the end of the powers duration, the aversion to the ground and to yourself ends (which may provoke hostilities from allies affected by the power). Creatures immune to fear effects do not have an aversion to attacking you, but still take damage from the power.
Augment Power: This power can be augmented in one or more of the following ways.
1. For each additional power point spent on this power, the saving throw DC increases by 1.
2. For every 2 additional power points spent on this power, the damage from the lava and from your touch increases by 1d4.
3. For every 2 additional power points spent on this power, the range increases by 10 feet.
4. If you pay an additional 5 power points in order to manifest this power, you can manifest it as a free action.

Hopscotch
Telepathy [Mind-Affecting, Compulsion, Game]
Level: Gifted 3
Display: Mental and Olfactory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 person
Duration: 1 round
Saving Throw: Yes (will negates harmless)
Power Resistance: Yes (harmless)
Power Points: 5

When you manifest this power, you send out a psychic game call signal to the target. If they fail their will save, the target sees a line of boxes (interchanged single boxes and double boxes) and is compelled to jump and hop into the boxes, following the path they make. By using this power, you can cause the target to move up to their full base land speed away from their current position. While playing with the boxes, the target is completely oblivious to their surroundings or to the path they are following. If the path leads them into direct danger (such as off a cliff) the gain a new saving throw to avoid jumping onto the dangerous squares with a +4 bonus. At the end of the power’s duration, the target regains his senses and may function normally.
Augment Power: This power can be augmented in one or more of the following ways.
1. For each additional power point spent on manifesting this power, the DC increases by 1, and for every 2 increases in the power’s DC, the power lasts an additional round.
2. If you pay an additional 3 power points in addition to the normal power points necessary to manifest this power, you can manifest it as a free action.
3. If you pay an additional 5 power points in addition to the normal power points necessary to manifest this power, the target does not get a second saving throw to avoid potentially hazardous paths (such as jumping off a cliff).

Food Fight
Telepathic [Mind-Affecting, Compulsion, Game]
Level: Gifted 5
Display: Mental and Olfactory
Manifesting Time: 1 standard action
Range: 60-foot radius burst centered on you
Targets: All targets within range
Duration: 1 round/level (D)
Saving Throw: Yes (will negates harmless)
Power Resistance: Yes (harmless)
Power Points: 9

When you manifest this power, you send out a psychic game call signal to everyone within a 60 ft. radius of yourself (although you can exclude certain people if you choose to do so). Everyone who fails their will saves immediately begins to pick up the nearest food available to them and hurl it at random people. In addition to the normal food available, food made from ectoplasm temporarily manifests next to those affected by the power, giving them a near endless supply of ammunition. While fighting with food everyone takes a –2 penalty to all skill checks made in the area being disturbed. Anyone who remains in the radius of the food fight must make a reflex save each round or take 1d4+1 points of nonlethal damage from all the flying food. When the power ends, the ectoplasm food disappears, and everyone comes to their senses.
Augment Power: This power can be augmented in one or more of the following ways.
1. For each additional power point you spend on this power, the saving throw DC increases by 1, and for every 2 such increases the burst radius increases by 10 ft.
2. For each additional power point you spend on this power, those fighting with food incur an additional –1 penalty to all skill checks.
3. For every 2 additional power points you spend on this power, the damage dealt each round by remaining in the food fight area increases by 1d4 points of damage.
4. If you spend an additional 5 power points to manifest this power, you can manifest it as a free action.

Hide and Seek
Telepathy [Mind-Affecting, Compulsion, Game]
Level: Gifted 5
Display: Mental and Olfactory
Manifesting Time: 1 standard action
Range: 30-foot radius burst centered on you
Targets: You and all sentient being within 120-feet of you
Duration: 3 round + 1 round/level (see text)
Saving Throw: Yes (will negates harmless)
Power Resistance: Yes (harmless)
Power Points: 9

When you manifest this power, you send out a psychic game call signal to everyone within a 30 ft. radius of yourself (although you can exclude certain people if you choose to do so). Everyone who fails their will saves immediately shut their eyes for 3 rounds. During this time they cannot move from their current location and they cannot see (although other senses and forms of sight such as blindsight and blindsense function normally), but they are allowed to undertake any normal action that does not cause them to move or open their eyes. The targets also gains a precognitive ability to sense danger and any action that would pose a direct threat to them breaks the effect of the power on them and gives them a +1 bonus to their saves or AC to avoid being injured. After the 3 rounds have passed, all the effected targets open their eyes and have an uncontrollable desire to find you. While they are trying to find you, the targets take a –1 penalty on attack rolls, saving throws, and skill checks until they spot and identify you.
Augment Power: This power can be augmented in one or more of the following ways.
1. For each addition power point you spend manifesting this power, the saving throw DC increases by 1.
2. For each additional power point you spend manifesting this power, the time the target’s spend with their eyes closed increase by 1 round and the time they spend searching for you increases by 1 round.
3. For every 2 power points you spend manifesting this power, the penalty on attack rolls, saving throws, and skill checks worsens by 1 and the bonus to their danger sense ability increases by +1.
4. If you spend 5 power points in addition to the normal cost of manifesting this power you can manifest this power as a free action.

Race
Telepathy [Mind-Affecting, Compulsion, Game]
Level: Gifted 1
Display: Mental and Olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: 1 person within range
Duration: 1 round/level (D) (see text)
Saving Throw: Yes (will negates harmless)
Power Resistance: Yes (harmless)
Power Points: 1

When you manifest this power, you send out a psychic game call signal to a single target within range that you have line of sight with. You select a goal at least 120 ft. away from yourself and the target that doesn’t give you or the target a significant advantage, which the target mentally becomes aware of. You and the target are compelled to reach the goal as soon as possible for the duration of the power. The first one of you to reach the goal gains a +1 moral bonus to all attack rolls, saving throws, and skill checks for 1 minute/level.
Augment Power: This power can be augmented in one or more of the following ways.
1. For each additional power point spent on manifesting this power increases the saving throw DC by 1, and the minimum distance from the goal increases by 10 feet.
2. For every 2 additional power points spent on manifesting this power you may target another person who cannot be more than 15 ft. from the main target.
3. If you spend 3 additional power points when manifesting this power, you may manifest it as a free action.
If you spend 5 additional power points when manifesting this power, you may exclude yourself from the race (you must have at least 2 targets in order to use race in this manner).

Items:
This is a listing of the items I am going to try and have equipped to Whit from his travels through Armies.

Half-Chain Full Clothing (+1 Mythral Chain Shirt with snazzy Hat)

This armor is composed of fine mythral links sown into a light but tough fiber in the form of a jacket, shorts, and hat and is considered light armor. The armor is dispersed enough to impose no armor check penalty, but it grants only a +6 dexterity bonus limit while being worn and carries with it a 10% arcane spell failure chance. In addition, the wearer may move at their full normal base land speed, and gains the benefit of a +5 armor bonus (including the +1 magical enhancement bonus). Donning this sort of armor is no different than getting dressed in regular clothing, taking only 1 minute to don properly.
Weak magic; Caster Level 5; Craft Magic Arms and Armor; Price 2,100 gp; Cost 1,500 gp + 84 exp. Weight 10 lbs.

Spiffy Boots of Trackless Step

These boots appear to be made of normal black leather with a blue sheen to them. In addition to providing reliable footwear, these boots allow the wearer to travel without leaving a single footprint. They grant pass without trace to the wearer.
Weak magic; Caster Level 3; Craft Wondrous Item, pass without trace; Price 6,000 gp; Cost 3,000 gp + 240 exp. Weight 2 lbs.

Ring of Encompassing

This silver band appears to be an ordinary ring of minor value; engraved with runes of intertwining lines. In actuality this ring is psionic in nature, allowing the user to utilize the power know direction and location at will, paying the power points necessary to manifest the power from their own power point pool. This ring also has another strange ability, it can be used to find the Pendant of Recalling over any distance, even over planar boundries.
Moderate Psionic; Manifester Level 1; Forge Ring, know direction and location; Price 8,000 gp; Cost 4,000 gp + 320 exp. Weight –

Pendant of Recalling

This silver pendant is connected to a rusted looking silver chain; the pendant itself is carved with the runes of two fish chasing one another in a circle. It allows the wearer to utilize the power call to mind at will, paying the power points necessary to manifest the power from their own power point pool. This pendant also has another strange ability, it grants a +4 competence bonus on concentration checks when the wearer has both the Ring of Encompassing and the Pendant of Recalling on.
Moderate Psionics; Manifester Level 1; Craft Universal Item, call to mind; Price 8,000 gp; Cost 4,000 gp + 320 exp. Weight –

Glasses of Detection (Psionics)

Whit has a pair of shaded glasses he sometimes wears, which allows him to utilize the power detect psionics at will. He does not need to pay power points to utilize this power, but he does tend to favor not knowing if something is psionic because it makes things more interesting.
Weak Psionics; Manifester Level 1; Craft Universal Item, detect psionics; Price 8,000 gp; Cost 4,000 gp + 320 exp. Weight –

No Ring

This ring appears to be made of solid adamantine, and is perfect in everyway imaginable. Upon closer inspection of the inside band one can see carved in tiny symbols one word in 20 different languages, “No.” The No Ring allows Whit to utilize and manifest power word no three times per day. He must still pay for the power with power points from his own reserve, but his maximum manifester level for manifesting the power is manifester level 20.
Strong Psionics; Manifester Level 20; Forge Ring, power word no; Price 40,000 gp; Cost 20,000 gp + 1,600 exp. Weight –

Sword of Merciful Bludgeoning (Ancestral Relic)

This sword is actually a bokken, a wooden practice sword used in place of a katana in training, and is composed of the finest dark wood. Its history is rich and full. It once belonged to the great swordsmen, Alron, and was passed down through his family as a practice sword to be used in training new guardians for the temple of Ana. The last descendant, Kris- daughter of Robb-, decided to take up the role of cleric as opposed to the role of guardian in her temple, so the sword’s role became ceremonial. After Whitric befriended Kris and her father, he was asked to carry on the legacy of the sword since Kris was celibate, and the line was ending. For almost 120 years, Whitric has taken care of the sword, treating it more as an artifact than as a real weapon, but it’s abilities are useful when subduing the enemy is preferred.
The Sword of Merciful Bludgeoning is a +2 Blessed Merciful Bokken. The blessed enchantment means it is considered good for overcoming the damage reduction of evil outsiders, and a critical threat is an automatic critical hit. The merciful enchantment deals an extra 1d6 points of damage, and turns all damage dealt into subduel damage.
Moderate Good; Caster Level 12; Ancestral Relic, blessed, merciful; Price under 44,000 gp; Cost under 44,000 gp + 0 exp. Weight 6 lbs.

Whitric’s Wondrous Psionic Go (Ex):
This is based off of the rod of wonder, a trademark for the old Whitric Rhylee.

Percentage Effect
01-05% Whit changes positions with a random living target of large size or smaller (as if using the power dimension swap) that is within 60 ft. of his current position (no save). If there is no one in range, Whit disappears and than reappears in a random spot within 60 ft. of his current position (as if using the power dimension slide) (no save).
06-10% Whit hops forward in time (as if the power time hop was manifested on him) for 1d4
rounds (no save).
11-15% Deludes Whit for 1 round into believing his power functioned as indicated by a
second die roll (no save).
16-20% Whit becomes trapped in an indestructible sphere approximately fitting his dimensions
(no save). This sphere is immovable and cannot be dispelled (as an Otiluke’s resilient
sphere) and lasts for 2d4 rounds.
21-25% Whit learns the surface thoughts of a random target within 60 ft. (as with the read
thoughts power) for 1d6 rounds (no save).
26-30% Whit begins giggling uncontrollably for the first round (no save), which leaves him
flat-footed and open to attack. On the second round of laughing, everyone within a 30 ft
radius of Whit begins giggling uncontrollably as well (Will DC 22 negates). This
effect lasts for 1d4 round after the second round of giggling.
31-33% Heavy rain falls for 1 round in 60-ft. radius centered on Whit.
34-36% Summon an animal— a rhino (01-25 on d%), elephant (26-50), or tiny lizard (51-100).
37-46% A bolt of lightning comes down from the sky and strikes Whitric, dealing 1d6 points of
nonlethal electricity damage (always leaving at least 1 hit point) (Ref DC 15 halves).
47-49% Whitric becomes undetectable (as if everyone was under the effect of the power cloud
mind) (no save). This effect lasts for 1d12 minutes, or until Whit ends the effect.
50-53% Everyone within a 30 ft. radius of Whit doubles in height, length, and width; multiplying
their weight by 8; and moving up one size category (as if under the effect of the power
expansion) (Will DC 13 negates). This effect lasts for 2d4 minutes
54-58% Light beams forth in a 20-foot cone from Whit’s eyes (exactly as if he was using the
power my light) (no save). This effect lasts for 24 hours.
59-62% A null psionics field surrounds Whit in a 10-foot radius (no save). This field lasts for 5d4
minutes.
63-65% Whit splits into two complete Whitrics (as if under the effect of the fission power) (no
save). The power lasts for 1d6 minutes and the DM controls the other Whit.
66-69% Whit is reduced to 1/12 his normal height (no save).
70-79% A burst of energy (as if manifested from the energy burst power) envelopes a 40-ft. radius
of Whit, dealing 6d6 points of nonlethal elemental damage to everyone in range (Ref; or
Fort DC 15 for half). A d4 determines the type of element (1- cold, 2-electricity, 3- fire,
4-sonic).
80-84% Whit becomes Immovable (as the power Immovability) for 1d12 rounds (no save). Whit
cannot end this power on his own.
85-87% Leaves grow all over Whit’s body. These last 24 hours.
88-90% A 30-foot cone-shaped area in front of Whit ripples with psionic energy, blasting the
minds of all who get in its way (no save). This blast stuns all targets for 1 round.
91-95% Whitric and every person within a 60 ft.-radius of Whit gains the ability to glide along
the ground (as if under the effects of the power skate) (no save). The effects of this power
lasts for 1d12 minutes.
96-97% Whit (50% chance) or random target within 60 ft. (50% chance) begins to feel the effects
of the power matter agitation as it becomes manifested on their clothing and personal
items (no save). The effect lasts for 3 rounds (long enough to cause skin to burn, hair to
ignite, and lead to melt).
98-100% Whit moves through time faster than others (as if under the effects of the Temporal
Acceleration power) for 1d4 rounds in “apparent time.”

Aversion to “Go” (Ex):

This is just a made up sort of thing where whenever Whit hears the word “go” he cringes, taking a –2 penalty to his AC for the round it is uttered in. Likewise, if he says it, activating his wondrous ability, he takes a –1 moral penalty on attack rolls, saving throws, and skill checks in the 1st full minute following the ability’s affect.

Ok, well, I cant think of anything else now, so I guess I will sit back and wait to see how many people have to will power and time to read through all of this and still feel compelled to reply.

I could really use some help balancing this character, and making everything good-times.

Thank you, and goodnight!

~Rain~