The Demented One
2007-06-13, 03:48 PM
Trepanner Savant
Trepanner Savants are psychics who believe their full psionic potential can only be unleashed through the use of trepanation–drilling holes through the skull in order to awaken the brain’s full potential. It is a grisly practice, and few manifesters ever hear of, much less think of following, the way of the Trepanner Savant. However, despite their seeming savagery and self-mutilation, their power cannot be denied.
d4 HD
Requirements
To qualify to become a Trepanner Savant, you must fulfill all the following criteria.
Alignment: Any Evil
Feats: Willing Deformity (http://realmshelps.dandello.net/cgi-bin/feats.pl?Willing_Deformity,all)
Skills: Concentration 8 ranks, Psicraft 8 ranks
Powers: Must be capable of manifesting 3rd-level psionic powers.
Class Skills
The Trepanner Savant’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Psicraft (Int), Use Psionic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Powers
1st|
+0|
+0|
+0|
+2|Telepathy, Trepanation|+1 level of existing manifesting class
2nd|
+1|
+0|
+0|
+3|Psychosis 1/day|+1 level of existing manifesting class
3rd|
+1|
+1|
+1|
+3|Metapsionic Surge 1/day|+1 level of existing manifesting class
4th|
+2|
+1|
+1|
+4|Psychic Endurance, Psychosis 2/day|+1 level of existing manifesting class
5th|
+2|
+1|
+1|
+4|Dementia|+1 level of existing manifesting class
6th|
+3|
+2|
+2|
+5|Metapsionic Surge 2/day, Psychosis 3/day|+1 level of existing manifesting class
7th|
+3|
+2|
+2|
+5|Third Eye|+1 level of existing manifesting class
8th|
+4|
+2|
+2|
+6|Psychopath, Psychosis 4/day|+1 level of existing manifesting class
9th|
+4|
+3|
+3|
+6|Metapsionic Surge 3/day|+1 level of existing manifesting class
10th|
+5|
+3|
+3|
+7|Inner Demons, Psychosis 5/day|+1 level of existing manifesting class [/table]
Class Features
All the following are class features of the Trepanner Savant prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Manifesting
Whenever you gain a new Trepanner Savant level, you gain new power points per day and powers known as if you had also gained a level in a manifesting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Telepathy (Su)
At 1st level, you open up the parts of your mind that allow you to communicate telepathically–literally. You gain telepathy out to a range of 100 ft.
Trepanation
Every time you gain a Trepanner Savant level, you must perform a ritual trepanation on yourself in order to gain the abilities granted by that level. Until you perform that ritual, you do not gain the class features granted by that level, although you do still gain the increased base attack bonus, saves, and manifester level granted by that class. In addition, until you perform the trepanation ritual, you cannot gain any more levels in the Trepanner Savant class.
The trepanation ritual takes 4 hours, and requires you to use 250 gp worth of incense, crystals, herb salves, surgical tools, and similar. In addition, the ritual is inherently dangerous–every time you perform a trepanation, you must make a Fortitude save, DC 10 + your class level. If you fail the save, you permanently lose 1 point of Wisdom, determined randomly.
Psychosis (Su)
By 2nd level, you are truly mad...and you trepanations let you unleash the full power of your madness. Once per day, as a swift action, you may enter a state of psychosis. You take a -2 penalty to Wisdom, but gain a +2 insanity bonus to Intelligence and Charisma. In addition, you gain a number of temporary power points equal to your manifester level, which last until the state of psychosis ends. You can remain in the state of psychosis for a number of rounds equal to 3 plus your manifesting stat. You gain one additional use of the psychosis ability at each subsequent even level.
Metapsionic Surge (Su)
At 3rd level, your freshly-opened mind revels new power to you, allowing you to increase the potential of your psionic talents. Once per day, when you manifest a power, you may use this ability. You may apply any metapsionic feat you know to it without expending your psionic focus. In addition, the power point cost of that feat is decreased by an amount equal to your class level, to a minimum of 0. You may use this ability twice per day at 6th level, and three times per day at 9th level.
Psychic Endurance (Ex)
At 4th level, you have achieved a tenuous grasp on sanity–enough to keep yourself from delusional catatonia, at least. You cannot be brought below 1 Wisdom by ability burn, damage, or drain, and you are immune to effects that would cause you to become confused.
Dementia (Su)
At 5th level, your madness worsens...and your power improves. Whenever you enter a state of psychosis, you take a -4 penalty to Wisdom, but gain a +4 insanity bonus to Intelligence and Charisma. In addition, while in a state of psychosis, you may gain psionic focus as a move action, and gain an insanity bonus on Concentration checks made to gain psionic focus equal to your class level.
Third Eye (Su and Ps)
At 7th level, you drill through your forehead, creating a grisly third eye. You gain the ability to see invisible and ethereal objects and creatures without difficulty. You may use detect psionics at will as a psi-like ability, with manifester level equal to your own. In addition, you may use psionic true seeing once per day as a psi-like ability, with manifester level equal to your own.
Psychopath (Su)
By 8th level, you have shed your sanity like a snake sheds its scales, leaving behind only untamed, all-powerful madness. Whenever you enter a state of psychosis, you take a -6 penalty to Wisdom, but gain a +6 insanity bonus to Intelligence and Charisma. In addition, while in a state of psychosis, you gain an insanity bonus on manifester level checks made to overcome power resistance equal to half your class level.
Inner Demons (Su)
At 10th level, your multiple trepanations allow you to unleash your inner demons. As a full-round action, you may channel your inner darkness into the form of a Cerebrilith (http://www.d20srd.org/srd/psionic/monsters/cerebrilith.htm), which bursts out of your trepanation holes. It appears on your turn, and acts immediately on your initiative. This process causes you to take 1 point of Wisdom burn.
Once called in this way, the Cerebrilith serves your will loyally, following your verbal or telepathic commands. It cannot use its summon tanar’ri or greater teleport spell-like abilities. After a number of rounds equal to your manifester, the Cerebrilith dissipates into a pile of blood and misformed grey matter.
Trepanner Savants are psychics who believe their full psionic potential can only be unleashed through the use of trepanation–drilling holes through the skull in order to awaken the brain’s full potential. It is a grisly practice, and few manifesters ever hear of, much less think of following, the way of the Trepanner Savant. However, despite their seeming savagery and self-mutilation, their power cannot be denied.
d4 HD
Requirements
To qualify to become a Trepanner Savant, you must fulfill all the following criteria.
Alignment: Any Evil
Feats: Willing Deformity (http://realmshelps.dandello.net/cgi-bin/feats.pl?Willing_Deformity,all)
Skills: Concentration 8 ranks, Psicraft 8 ranks
Powers: Must be capable of manifesting 3rd-level psionic powers.
Class Skills
The Trepanner Savant’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Psicraft (Int), Use Psionic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Powers
1st|
+0|
+0|
+0|
+2|Telepathy, Trepanation|+1 level of existing manifesting class
2nd|
+1|
+0|
+0|
+3|Psychosis 1/day|+1 level of existing manifesting class
3rd|
+1|
+1|
+1|
+3|Metapsionic Surge 1/day|+1 level of existing manifesting class
4th|
+2|
+1|
+1|
+4|Psychic Endurance, Psychosis 2/day|+1 level of existing manifesting class
5th|
+2|
+1|
+1|
+4|Dementia|+1 level of existing manifesting class
6th|
+3|
+2|
+2|
+5|Metapsionic Surge 2/day, Psychosis 3/day|+1 level of existing manifesting class
7th|
+3|
+2|
+2|
+5|Third Eye|+1 level of existing manifesting class
8th|
+4|
+2|
+2|
+6|Psychopath, Psychosis 4/day|+1 level of existing manifesting class
9th|
+4|
+3|
+3|
+6|Metapsionic Surge 3/day|+1 level of existing manifesting class
10th|
+5|
+3|
+3|
+7|Inner Demons, Psychosis 5/day|+1 level of existing manifesting class [/table]
Class Features
All the following are class features of the Trepanner Savant prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Manifesting
Whenever you gain a new Trepanner Savant level, you gain new power points per day and powers known as if you had also gained a level in a manifesting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Telepathy (Su)
At 1st level, you open up the parts of your mind that allow you to communicate telepathically–literally. You gain telepathy out to a range of 100 ft.
Trepanation
Every time you gain a Trepanner Savant level, you must perform a ritual trepanation on yourself in order to gain the abilities granted by that level. Until you perform that ritual, you do not gain the class features granted by that level, although you do still gain the increased base attack bonus, saves, and manifester level granted by that class. In addition, until you perform the trepanation ritual, you cannot gain any more levels in the Trepanner Savant class.
The trepanation ritual takes 4 hours, and requires you to use 250 gp worth of incense, crystals, herb salves, surgical tools, and similar. In addition, the ritual is inherently dangerous–every time you perform a trepanation, you must make a Fortitude save, DC 10 + your class level. If you fail the save, you permanently lose 1 point of Wisdom, determined randomly.
Psychosis (Su)
By 2nd level, you are truly mad...and you trepanations let you unleash the full power of your madness. Once per day, as a swift action, you may enter a state of psychosis. You take a -2 penalty to Wisdom, but gain a +2 insanity bonus to Intelligence and Charisma. In addition, you gain a number of temporary power points equal to your manifester level, which last until the state of psychosis ends. You can remain in the state of psychosis for a number of rounds equal to 3 plus your manifesting stat. You gain one additional use of the psychosis ability at each subsequent even level.
Metapsionic Surge (Su)
At 3rd level, your freshly-opened mind revels new power to you, allowing you to increase the potential of your psionic talents. Once per day, when you manifest a power, you may use this ability. You may apply any metapsionic feat you know to it without expending your psionic focus. In addition, the power point cost of that feat is decreased by an amount equal to your class level, to a minimum of 0. You may use this ability twice per day at 6th level, and three times per day at 9th level.
Psychic Endurance (Ex)
At 4th level, you have achieved a tenuous grasp on sanity–enough to keep yourself from delusional catatonia, at least. You cannot be brought below 1 Wisdom by ability burn, damage, or drain, and you are immune to effects that would cause you to become confused.
Dementia (Su)
At 5th level, your madness worsens...and your power improves. Whenever you enter a state of psychosis, you take a -4 penalty to Wisdom, but gain a +4 insanity bonus to Intelligence and Charisma. In addition, while in a state of psychosis, you may gain psionic focus as a move action, and gain an insanity bonus on Concentration checks made to gain psionic focus equal to your class level.
Third Eye (Su and Ps)
At 7th level, you drill through your forehead, creating a grisly third eye. You gain the ability to see invisible and ethereal objects and creatures without difficulty. You may use detect psionics at will as a psi-like ability, with manifester level equal to your own. In addition, you may use psionic true seeing once per day as a psi-like ability, with manifester level equal to your own.
Psychopath (Su)
By 8th level, you have shed your sanity like a snake sheds its scales, leaving behind only untamed, all-powerful madness. Whenever you enter a state of psychosis, you take a -6 penalty to Wisdom, but gain a +6 insanity bonus to Intelligence and Charisma. In addition, while in a state of psychosis, you gain an insanity bonus on manifester level checks made to overcome power resistance equal to half your class level.
Inner Demons (Su)
At 10th level, your multiple trepanations allow you to unleash your inner demons. As a full-round action, you may channel your inner darkness into the form of a Cerebrilith (http://www.d20srd.org/srd/psionic/monsters/cerebrilith.htm), which bursts out of your trepanation holes. It appears on your turn, and acts immediately on your initiative. This process causes you to take 1 point of Wisdom burn.
Once called in this way, the Cerebrilith serves your will loyally, following your verbal or telepathic commands. It cannot use its summon tanar’ri or greater teleport spell-like abilities. After a number of rounds equal to your manifester, the Cerebrilith dissipates into a pile of blood and misformed grey matter.