D20r:Enlightened Devotee

From Fax Encyclopedicus

Jump to: navigation, search
Races
Racial Progressions
Classes
Skills
Skill Sets
Feats
Equipment
Magic
Psionics
Monsters
footprint.jpg This article has a related thread on the Giant in the Playground forums that may contain more up-to-date information than what is provided here.

The powers of the gods exist throughout all creation, and psychic powers are merely one of those creations. The gods, unlike mere mortals, work through intermediaries on the material planes, and enlightened devotees are some of those intermediaries.

Adventures: An enlightened devotee usually quests in his deity's service. Occasionally, this manifests as a journey for journey's sake, but usually it involves something the deity is particularly interested in or wishes to obtain. Quests for enlightened devotees usually involve acquiring religious relics, combating those who oppose his god, and improving the reputation of his deity.

Most enlightened devotees are augmentations to a church (some call them "psychic priests"). Due to this, enlightened devotees will occasionally receive direct or indirect orders from their superiors within the church's hierarchy. These usually are directions to undertake dangerous missions for the church. Enlightened devotees do receive some compensation for such quests, but are likely required to tithe, donate, or otherwise share their profits, depending on the church's custom.

Characteristics: Like clerics, enlightened devotees spend their lives in service of a deity. However, where clerics draw their magic from the divine, enlightened devotees channel the strength and glory of their deities using their own psionic faculties. Though they do share a few common traits with their magical counterparts, enlightened devotees occasionally run into issue where they are expected to know how to perform a task and do not.

Alignment: An enlightened devotee's alignment must be within one step of the deity he is in service to. If an enlightened devotee serves no deity, but serves an ideal instead, his alignment must match that of his ideal. If an enlightened devotee's alignment changes, he loses all supernatural class features of this class until he returns to his former alignment or becomes an official, active part of another deity's service.

Religion: Enlightened devotees adhere to just about any religion out there, though many do worship Esselli, Sherevine, Sheldoreen, and Nadoriel, the sister deities of psionics.

Some enlightened devotees devote themselves to an ideal or cause instead of a deity. These enlightened devotees appear exactly the same as others of their class, but are not part of any particular church or means of worship.

Background: Enlightened devotees tend to be part of a church from very early in their lives. Some do, however, join the church at a later date. These few tend to be the most zealous in their faith, though this merely a guideline, not a rule.

Races: Any and all races become enlightened devotees, though there are slightly greater numbers of those races that are naturally psionic. In particular, ameena and russiti tend to walk the path of hte enlightened devotees.

Contents

Enlightened Devotee Class Features

HD: d6

Class Skills (4 + Int): Autohypnosis, Concentration, Craft, Decipher Script, Heal, Knowledge (Psionics), Knowledge (Religion), Knowledge (The Planes), Listen, Profession, Psicraft, Sense Motive, Tumble

Proficiencies: An enlightened devotee is proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields).

Power Points Per Day: An enlightened devotee's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: An enlightened devotee begins play knowing two enlightened devotee powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers. An enlightened devotee selects his powers from the enlightened devotee list

Choose the powers known from the enlightened devotee power list. An enlightened devotee can manifest any power that has a power point cost equal to or lower than his manifester level. An enlightened devotee's powers cost a minimum number of power points equal to twice the power's level, minus one.

The number of times an enlightened devotee can manifest powers in a day is limited only by his daily power points.

An enlightened devotee 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 enlightened devotee powers is 10 + the power’s level + the enlightened devotee's Wisdom modifier.

Maximum Power Level Known: An enlightened devotee begins play with the ability to learn 1st-level powers. As he attains higher levels, an enlightened devotee may gain the ability to master more complex powers.

To learn or manifest a power, an enlightened devotee must have an Wisdom score of at least 10 + the power's level.

Bonus Languages An enlightened devotee's bonus language options include Celestial, Abyssal, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Channel Divine Influence (Su): Any enlightened devotee, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol.

A good enlightened devotee (or a neutral enlightened devotee who worships a good deity) can turn or destroy undead creatures. An evil enlightened devotee (or a neutral enlightened devotee who worships an evil deity) instead rebukes or commands such creatures. A neutral enlightened devotee of a neutral deity must choose whether his turning ability functions as that of a good enlightened devotee or an evil enlightened devotee. Once this choice is made, it cannot be reversed.

An enlightened devotee may attempt to turn undead by spending two power points. This functions slightly differently than a cleric's use of turning, as an enlightened devotee can augment his attempts to turn undead by spending power points. Like any power, an enlightened devotee cannot spend power points on a turning attempt greater than his manifester level.

An enlightened devotee's turn attempt affects undead within 10'. This range increases by 5' for each additional two power points he spends. He turns the closest turnable undead first, and he can’t turn undead that are outside the range or that have total cover relative to him. He does not need line of sight to a target, but he does need line of effect.

When attempting to turn undead, first roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). The table below gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table. An enlightened devotee may spend 3 power points to receive a +2 bonus on this check.

Result Most Powerful Undead Affected
(Maximum Hit Dice)
0 or lower Enlightened devotee's level -4
1—3 Enlightened devotee's level -3
4—6 Enlightened devotee's level -2
7—9 Enlightened devotee's level -1
10—12 Enlightened devotee's level
13—15 Enlightened devotee's level +1
16—18 Enlightened devotee's level +2
19—21 Enlightened devotee's level +3
22 or higher Enlightened devotee's level +4

If the roll on the table is high enough to let him turn at least some of the undead, roll 2d4 + your enlightened devotee level + your Charisma modifier for turning damage. The result is the total Hit Dice of undead you can turn. An enlightened devotee may spend 4 power points to increase this result by 1d4.

If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of undead turned than indicated on the table.

You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.

Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect--you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.

Evil enlightened devotees channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.

A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds. A commanded undead creature is under the mental control of the evil enlightened devotee. The enlightened devotee must take a standard action to give mental orders to a commanded undead. At any one time, the enlightened devotee may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.

An evil enlightened devotee may channel negative energy to dispel a good enlightened devotee's (or cleric's) turning effect. The evil enlightened devotee makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good enlightened devotee scored when turning the undead, then the undead are no longer turned. The evil enlightened devotee rolls turning damage of 2d4 + enlightened devotee level + Charisma modifier to see how many Hit Dice worth of undead he can affect in this way (as if he were rebuking them). For each 4 power points he spends when making this attempt, the turning damage increases by 1d4.

An evil enlightened devotee may also bolster undead creatures against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the Hit Dice result on the table becomes the undead creatures' effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures’ actual Hit Dice). The bolstering lasts 10 rounds. An evil undead enlightened devotee can bolster himself in this manner.

This ability can be used in place of turn undead to qualify for feats and prestige classes.

Aura (Ex): An enlightened devotee of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Enlightened devotees who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

Divine Protection: An enlightened devotee's faith in his deity shields him from his foes' attacks. Starting at second level, he may add his Charisma modifier as an insight bonus to armor class, as long as he wears only light or no armor, is unencumbered, and does not use a shield. This bonus to AC applies even against touch attacks or when he is flat-footed. He does lose this bonus when immobilized or helpless, however.

Channel Sight of the Divine (Su): An enlightened devotee can use his psychic powers to grant him some of the sensory traits of his deity. To activate this ability, an enlightened devotee must expend his psionic focus. When doing so, he may spend power points equal to or less than his manifester level. For each power point he spends in this manner, he gains a +1 insight bonus to Search and Spot checks. If he spends at least five power points, he gains the trapfinding ability, as a rogue. These bonuses last for a number of rounds equal to the enlightened devotee's manifester level.

Alternatively, an enlightened devotee can spend seven power points to gain the benefits of the touchsight power, as if he had manifested it. He may not spend power points to augment this use.

Also alternatively, an enlightened devotee can spend spend eleven power points to gain the benefits of the psionic true seeing power, as if he had manifested it. He may not spend power points to augment this use.

Activating any form of this ability is a standard action

Divine Touch (Su): Beginning at 5th level, an enlightened devotee with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his enlightened devotee level multiplied by his Charisma bonus. An enlightened devotee may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using divine touch is a standard action.

Alternatively, a good-aligned (or neutral in service of a good deity) enlightened devotee can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The enlightened devotee decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Evil-aligned enlightened (or neutral in service of an evil deity) devotee can use any or all of this healing power to deal damage to living creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The enlightened devotee decides how many of his daily allotment of points to use as damage after successfully touching a living creature.

Enlightened devotees of any alignment can also expend their psionic focus and spend power points while using this ability. If they do, they may augment the ability in a number of ways:

For each additional 4 power points they spend, the enlightened devotee may treat their Charisma score as two points higher for the purposes of determining this power's effects.

An enlightened devotee can remove ability damage or ability drain by spending power points and points of healing both equal to twice the damage or three times the drain to remove.

An enlightened devotee can remove negative levels without chance of permanent level loss by spending power points and points of healing both equal to five times the number of negative levels to remove.

An enlightened devotee can also remove poison or disease by spending six power points and spending points of healing equal to the poison or disease's save DC.

This ability can be used in place of lay on hands to qualify for feats and prestige classes.

Channel Divine Power (Su): An enlightened devotee can use some of his own psychic powers to channel the powers of the divine into his own body. To activate this ability--a standard action--he must expend his psionic focus and spend a number of power points less than or equal to his manifester level. For each power point spent in this manner, the enlightened devotee may gain a +1 insight bonus to attack rolls or a +1 insight bonus to damage rolls. Neither of these effects may surpass the enlightened devotee's manifester level.

Divine Grace (Su): An enlightened devotee gains further protection from their patron at eighth level. They may add their Charisma modifier to saving throws. Further, they may add their Wisdom bonus to their Armor Class as a dodge bonus while wearing no armor, are unencumbered, and are not using a shield.

This ability can be used in place of a paladin's divine grace to qualify for feats and prestige classes.

Channel Voice of the Divine (Su): An enlightened devotee is a messenger of their deity and can channel the voice of their god. An enlightened devotee can activate this ability as a standard action by expending their psionic focus and spending a number of power points equal to or less than their manifester level. For each five power points the enlightened devotee spends, he gains knowledge of one language for a number of minutes equal to his manifester level.

Alternatively, an enlightened devotee can spend power points to radiate an aura of fear. This aura of fear has a 10' radius and has a save DC equal to 10 plus the enlightened devotee's Charisma modifier. For each 3 power points the enlightened devotee spends, the radius increases by 5' and the save DC increases by 2. This effect lasts for a number of rounds equal to the power points spent.

Divine Herald (Su): As a messenger of their deity, an enlightened devotee sometimes needs to travel quickly. An enlightened devotee can activate this ability as a standard action by expending their psionic focus and spending a number of power points equal to or less than their manifester level. For each three power points the enlightened devotee spends, he gains a +10' insight bonus to all modes of movement available to him. This ability only functions when the enlightened devotee is wearing light or no armor, is unencumbered, and is not using a shield.

Channel Divine Radiance (Su): An enlightened devotee eventually becomes close to a physical manifestation of their deity simply by virtue of their faith. An enlightened devotee can activate this ability as a standard action by expending their psionic focus and spending a number of power points equal to or less than their manifester level. The effects of this ability in any form lasts for a number of rounds equal to the enlightened devotee's manifester level.

An enlightened devotee can radiate light or dark (as light and darkness) by spending 3 power points. This ability is centered on the enlightened devotee, and has a radius of 10'. For each additional 2 power points the enlightened devotee spends, the radius on this ability increases by 5'.

Alternatively, an enlightened devotee can radiate healing by spending 4 power points. This ability is centered on the enlightened devotee, and has a radius of 10'. All allies of the enlightened devotee within the radius gain Fast Healing 1. For each additional 4 power points the enlightened devotee spends, the amount of Fast Healing increases by 1 and the radius increases by 5'.

Also alternatively, an enlightened devotee can radiate elemental resistances by spending 5 power points. This ability is centered on the enlightened devotee, and has a radius of 10'. All allies of the enlightened devotee within the radius gain resistance 10 to one element of the enlightened devotee's choice. For each additional power point the enlightened devotee spends, the resistance increases by two. For each additional four power points the enlightened devotee spends, the radius of the aura increases by 5'.

Divine Health (Su): An enlightened devotee becomes immune to poisons and diseases at 14th level.

Channel Form of the Divine (Su): An enlightened devotee of 16th level gains the ability to channel the physical manifestation of his deity into his very being. To activate this ability, he must expend his psionic focus and spending a number of power points equal to or less than his manifester level. For each three power points he spends in this fashion, the enlightened devotee gains one of the following: +2 insight bonus to Strength, +2 insight bonus to Dexterity, +2 insight bonus to Constitution, or DR 4/-. Each of these effects lasts for a number of rounds equal to half the enlightened devotee's manifester level, rounded down.

Timeless Body (Ex): Upon attaining 17th level, an enlightened devotee no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the enlightened devotee still dies of old age when her time is up.

Channel Divine Countenance (Su): An enlightened devotee of 19th level gains the ability to channel the mental manifestation of his deity into his very being. To activate this ability, he must expend his psionic focus and spending a number of power points equal to or less than his manifester level. For each three power points he spends in this fashion, the enlightened devotee gains one of the following: +2 insight bonus to Intelligence, +2 insight bonus to Wisdom, +2 insight bonus to Charisma, or Power Resistance 6. Each of these effects lasts for a number of rounds equal to half the enlightened devotee's manifester level, rounded down.

Divine Avatar (Ex): At twentieth level, an enlightened devotee becomes an avatar of his god. His appearance shifts slightly to appear similar to--but not exactly the same as--their deity, and their physiology changes slightly. His type becomes Outsider (Native), and he gains 50% resistance to critical hits, precision damage, stunning, paralysis, and death effects.

Enlightened Devotee Progression

Level BAB Fort Ref Will Special Power Points Per Day Powers Known Max Level
1st +0 +2 +0 +2 Channel Divine Influence, Aura 2 2 1st
2nd +1 +3 +0 +3 Divine Protection 6 3 1st
3rd +1 +3 +1 +3 - 11 5 1st
4th +2 +4 +1 +4 Channel Sight of the Divine 17 6 2nd
5th +2 +4 +1 +4 Divine Touch 25 8 2nd
6th +3 +5 +2 +5 - 35 9 2nd
7th +3 +5 +2 +5 Channel Divine Power 46 11 3rd
8th +4 +6 +2 +6 Divine Grace 58 12 3rd
9th +4 +6 +3 +6 - 72 14 3rd
10th +5 +7 +3 +7 Channel Voice of the Divine 88 15 4th
11th +5 +7 +3 +7 Divine Herald 106 17 4th
12th +6/+1 +8 +4 +8 - 126 18 4th
13th +6/+1 +8 +4 +8 Channel Divine Radiance 147 20 5th
14th +7/+2 +9 +4 +9 Divine Health 170 21 5th
15th +7/+2 +9 +5 +9 - 195 23 5th
16th +8/+3 +10 +5 +10 Channel Form of the Divine 221 24 6th
17th +8/+3 +10 +5 +10 Timeless Body 250 26 6th
18th +9/+4 +11 +6 +11 - 280 27 6th
19th +9/+4 +11 +6 +11 Channel Divine Countenance 311 29 7th
20th +10/+5 +12 +6 +12 Divine Avatar 343 30 7th

Enlightened Devotee Power List

1st-Level Enlightened Devotee Powers

  • Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
  • Attraction: Subject has an attraction you specify.
  • Burst: Gain +10 ft. to speed this round.
  • Call to Mind: Gain additional Knowledge check with +4 competence bonus.
  • Conceal Thoughts: You conceal your motives.
  • Control Light: Adjust ambient light levels.
  • Crystal Shard: Ranged touch attack for 1d6 points of piercing damage.
  • Daze, Psionic: Humanoid creature of 4 HD or less loses next action.
  • Deceleration: Target’s speed is halved.
  • Déjà Vu: Your target repeats his last action.
  • Demoralize: Enemies become shaken.
  • Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
  • Detect Psionics: You detect the presence of psionics.
  • Detect Teleportation: Know when teleportation powers are used in close range.
  • Disable: Subjects incorrectly believe they are disabled.
  • Dissipating Touch: Touch deals 1d6 damage.
  • Distract: Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
  • Ecto Protection: An astral construct gains bonus against dismiss ectoplasm.
  • Empathy: You know the subject’s surface emotions.
  • Empty Mind: You gain +2 on Will saves until your next action.
  • Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
  • Entangling Ectoplasm: You entangle a foe in sticky goo.
  • Far Hand: Move small objects at a limited distance.
  • Float: You buoy yourself in water or other liquid.
  • Force Screen: Invisible disc provides +4 shield bonus to AC.
  • Grease, Psionic: Makes 10-ft. square or one object slippery.
  • Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
  • Know Direction and Location: You discover where you are and what direction you face.
  • Missive: Send a one-way telepathic message to subject.
  • My Light: Your eyes emit 20-ft. cone of light.
  • Precognition: Gain +2 insight bonus to one roll.
  • Sense Link: You sense what the subject senses (single sense).
  • Skate: Subject slides skillfully along the ground.
  • Synesthete: You receive one kind of sense when another sense is stimulated.
  • Telempathic Projection: Alter the subject’s mood.
  • Vigor: Gain 5 temporary hit points.

2nd-Level Enlightened Devotee Powers

  • Animal Affinity: Gain +4 enhancement to one ability.
  • Aversion: Subject has aversion you specify.
  • Bestow Power: Subject receives 2 power points.
  • Biofeedback: Gain damage reduction 2/-.
  • Body Adjustment: You heal 1d12 damage.
  • Body Purification: You restore 2 points of ability damage.
  • Clairvoyant Sense: See and hear a distant location.
  • Control Sound: Create very specific sounds.
  • Dimension Swap: You and ally or two allies switch positions.
  • Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
  • Energy Adaptation, Specified: Gain resistance 10 against one energy type.
  • Feat Leech: Borrow another’s psionic or metapsionic feats.
  • Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
  • Identify, Psionic: Learn the properties of a psionic item.
  • Mental Disruption: Daze creatures within 10 feet for 1 round.
  • Mindlink: You forge a limited mental bond with another creature.
  • Missive, Mass: You send a one-way telepathic message to an area.
  • Object Reading: Learn details about an object’s previous owner.
  • Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
  • Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
  • Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
  • Psionic Lock: Secure a door, chest, or portal.
  • Recall Agony: Foe takes 2d6 damage.
  • Sense Link, Forced: Sense what subject senses.
  • Sensitivity to Psychic Impressions: You can find out about an area’s past.
  • Share Pain: Willing subject takes some of your damage.
  • Sustenance: Go without food and water for one day.
  • Thought Shield: Gain PR 13 against mind-affecting powers.
  • Tongues, Psionic: You can communicate with intelligent creatures.

3rd-Level Enlightened Devotee Powers

  • Astral Caravan: You lead astral traveler-enabled group to a planar destination.
  • Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
  • Body Equilibrium: You can walk on nonsolid surfaces.
  • Danger Sense: You gain +4 bonus against traps.
  • Darkvision, Psionic: See 60 ft. in total darkness.
  • Detect Remote Viewing: You know when others spy on you remotely.
  • Dimensional Anchor, Psionic: Bars extra dimensional movement.
  • Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
  • Dismissal, Psionic: Forces a creature to return to its native plane.
  • Dispel Psionics: Cancels psionic powers and effects.
  • Eradicate Invisibility: Negate invisibility in 50-ft. burst.
  • Fate Link: You link the fates of two targets.
  • Mental Barrier: Gain +4 deflection bonus to AC until your next action.
  • Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
  • Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
  • Share Pain, Forced: Unwilling subject takes some of your damage.
  • Solicit Psicrystal: Your psicrystal takes over your concentration power.
  • Telekinetic Force: Move an object with the sustained force of your mind.
  • Telekinetic Thrust: Hurl objects with the force of your mind.
  • Time Hop: Subject hops forward in time 1 round/level.
  • Touchsight: Your telekinetic field tells you where everything is.
  • Ubiquitous Vision: You have all-around vision.

4th-Level Enlightened Devotee Powers

  • Correspond: Hold mental conversation with another creature at any distance.
  • Death Urge: Implant a self-destructive compulsion.
  • Dimension Door, Psionic: Teleports you short distance.
  • Divination, Psionic: Provides useful advice for specific proposed action.
  • Empathic Feedback: When you are hit in melee, your attacker takes damage.
  • Empathic Transfer, Hostile: Your touch transfers your hurt to another.
  • Energy Adaptation: Your body converts energy to harmless light.
  • Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
  • Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
  • Mindwipe: Subject’s recent experiences wiped away, bestowing negative levels.
  • Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
  • Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
  • Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.
  • Trace Teleport: Learn destination of subject’s teleport.
  • Wall of Ectoplasm: You create a protective barrier.

5th-Level Enlightened Devotee Powers

  • Adapt Body: Your body automatically adapts to hostile environments.
  • Catapsi: Psychic static inhibits power manifestation.
  • Incarnate: Make some powers permanent.
  • Leech Field: Leech power points each time you make a saving throw.
  • Major Creation, Psionic: As psionic minor creation, plus stone and metal.
  • Mind Probe: You discover the subject’s secret thoughts.
  • Plane Shift, Psionic: Travel to other planes.
  • Power Resistance: Grant PR equal to 12 + level.
  • Second Chance: Gain a reroll.
  • Shatter Mind Blank: Cancels target’s mind blank effect.
  • Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.

6th-Level Enlightened Devotee Powers

  • Aura Alteration: Repairs psyche or makes subject seem to be something it is not.
  • Banishment, Psionic: Banishes extraplanar creatures.
  • Co-opt Concentration: Take control of foe’s concentration power.
  • Dispelling Buffer: You are buffered from one dispel psionics effect.
  • Insanity: Subject is permanently confused.
  • Metaconcert: Mental concert of two or more increases the total power of the participants.
  • Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
  • Oak Body: Your body becomes as hard as oak.
  • Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
  • Precognition, Greater: Gain +4 insight bonus to one roll.
  • Retrieve: Teleport to your hand an item you can see.
  • Suspend Life: Put yourself in a state akin to suspended animation.
  • Teleport, Psionic: Instantly transports you as far as 100 miles/level.

7th-Level Enlightened Devotee Powers

  • Decerebrate: Remove portion of subject’s brain stem.
  • Divert Teleport: Choose destination for another’s teleport.
  • Dream Travel: Travel to other places through dreams.
  • Energy Conversion: Offensively channel energy you’ve absorbed.
  • Evade Burst: You take no damage from a burst on a successful Reflex save.
  • Mind Blank, Personal: You are immune to scrying and mental effects.
  • Phase Door, Psionic: Invisible passage through wood or stone.
  • Suspend Life: Put yourself into a state akin to suspended animation.
  • Sequester, Psionic: Subject invisible to sight and remote viewing; renders subject comatose.
Personal tools
Google AdSense