Author Topic: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]  (Read 7523 times)

Offline Stratovarius

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Twisted Minds, Twisted Bodies
Jothol was an indifferent psion, happy to use his abilities here and there to gain an advantage in a deal or sneak a few things from a shop window when no one was looking, but little more. Adventurers ended up dead, and the travel and hardship certainly wasn’t worth the comfortable life that he had as both legal trader and illegal thief and fence.

All of which changed the day he took the wrong turn sneaking through the sewers of the city, and saw the real source of power for the thieves guild. Mesmerized by the majesty of the aboleth, and the way in which it merely floated there while servants attended to its every needed, Jothol was inspired to recreate that calling in others.

He experimented with his psionic abilities day and night, giving people a nudge here, a pull there, until he could wrap the weak minds of the populace so completely about his finger than he merely need speak and they came running, even fighting, for him.

Then his research carried him to other aberrations, to the fighting prowess they possessed, and his study grew more bizarre, grafting aberrant flesh onto unwilling victims, searching for the right way to bind physical power to people.

He found it, eventually. It lay within his psionics. And now he is the master of a strange half-realm, where men and aberrations are one and the same, and writhing horrors walk the streets, feasting on the weaker minds.

Perhaps adventures will find him one day, perhaps not. Until then, his world of twisted minds and twisted bodies will walk the earth, feeding, expanding, whispering.


There are a great many power sources in the world psionics, each mind being unknowable and strong, but there is one that rises above all the others – the aberrations, those great and foul beasts who have long mastered the world of mental power, and bring that power to bear on anyone who would dare stand in the way of their twisted, contorted, and long-running plans.

Twisted Minds, Twisted Bodies is built on the idea that the aberrations are the true masters of psionics, and what they have to show psions is truly remarkable. Contained herein are four prestige classes that utilize the power of the aberration in new and unique ways, as well as a large number of feats and powers to compliment those who wish to walk the writhing path of the aberrant mind.
For those who wish to stand on the other side of the aisle, there are magic items and feats dedicated to killing foul aberrations, and monsters who can be slain, if they can be found deep within their subterranean kingdoms.

Taken together, the new content herein will grant players new insights into the world of the aberrations, and of the psion. As they grow in skill, the aberrant psion can unlock new and unusual corners of their mind, finding nuance and hidden connotation in each one as they progress further down their path towards true knowledge. Be it as friend or foe, aberrant psionics opens a new horizon, a playstyle different than anything yet seen.

Using this book requires either the Expanded Psionics Handbook or System Reference Document 3.5, and is greatly enhanced by the use of Lords of Madness, which provides much complimentary material.

Buy a physical copy! - Download for free!

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« Last Edit: December 04, 2018, 01:28:41 PM by Stratovarius »

Offline Stratovarius

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #1 on: March 13, 2014, 09:32:48 PM »
Anomaly Scion

"There are many with me, but only one with you."
- Hebion the Many, Human Anomaly Scion


There has always been a faint touch of the unusual about those who became anomaly scions. Perhaps it was the way they held their head when eating, cocked at an angle unlike those at the table around them, or turns of phrase that no-one else in the village or town used. They were possessed of mannerisms that did not fit, that seemed outlandish or unsuited, all leading to the comment that they had been “touched”, that in some way, their mental state was not as it should be. Those who had those intuitions were right. Anomaly scions are mentally out of balance, but it is not because their mind is damaged. Rather, their minds work at a far higher capability than those of the people around them, but at the same time, those minds are shared, split between their own, natural mind, and those of other creatures who have come into their heads to share that space.

Becoming a Anomaly Scion
Anomaly scions have almost always been targeted by a mental attack from an aberrant creature, and that is usually considered to be the source of the malady that affects them, but there must have been an underlying precondition that allowed that damage to take place and to remain. They come from all branches of manifester, although it is often assumed that wilders are the most susceptible to the invasion of the other minds, with the chaotic and emotionally charged thoughts that are less disciplined than those of the psionicists. Once in the class, they undergo changes as the other minds begin to assert themselves and their own racial makeup, resulting in a combination that is neither human nor aberration, but some midpoint on the journey between.

Table 1: Anomaly Scion
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities           Manifesting
-------------------------------------------------------------------------
  1    +0     +0    +0    +2     Child in the Mind           ---
                                 Cacophony of the Children
  2    +1     +0    +0    +3     Unknowable Horde            +1 manifesting class
  3    +1     +1    +1    +3     Aberrant Mind               +1 manifesting class
  4    +2     +1    +1    +4     Children in the Mind        +1 manifesting class
  5    +2     +1    +1    +4     Anomaly Retreat             +1 manifesting class
  6    +3     +2    +2    +5     Anomalous Focus             +1 manifesting class
  7    +3     +2    +2    +5     Children in the Mind        +1 manifesting class
  8    +4     +2    +2    +6     Two-Fold Thrust             +1 manifesting class
  9    +4     +3    +3    +6     Intrusion Inimical          +1 manifesting class
  10   +5     +3    +3    +7     Children in the Mind        --- 
                                 Abberant Form
                                 Anomaly Scion
                                 
Class skills (2 + Int modifier per level):
Concentration, Craft, Decipher Script, Knowledge (All), Psicraft, Speak Language

Requirements:
Skills: Knowledge (dungeoneering) 9.
Feat: Gibbering Telepathy
Psionics: Able to manifest 3rd-level powers.
Special: Must have failed a will save versus an aberration's mental attack.

Class Features
Mental power that draws on multiple minds, the anomaly scion defends and is defended by those aberrant minds, all of them sheltering in one body, protecting that body, and even altering it for its defense.
  • Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This means that she adds the level of anomaly scion to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

    If a character had more than one manifesting class before she became an anomaly scion, she must decide to which class she adds the new level of anomaly scion for the purpose of determining power points per day, powers known, and manifester level.
  • Child in the Mind (Ex): Within your brain, a legacy of a successful mental assault against you, a fragment of an aberration's brain has been lurking, and it now comes to full fruition. It is a complete, separate, and wholly independent mind residing within the same body as you, although it recognizes that keeping you and your friends alive is in its best interests, should it have the intelligence score to do so. However, it will sometimes attempt to step forward and claim the body as its own, should the aberration feel overly threatened by your actions or inaction. You may converse in any language that the aberration within your mind knows. Aberration types are chosen at random from those available.

    Fight for Dominance: A fight for dominance occurs whenever your hit points drop below one quarter of their maximum total, as the aberration becomes too frightened of dying to risk your control any longer. You make a Wisdom check versus the aberration. If you succeed, nothing happens. If the aberration succeeds, it steps forward, granting all mental special qualities of the aberration and all physical attack forms (claws, tentacles, bites, etc.), as you partially transform, giving you a twisted, half-human half-aberration appearance. The aberration may manifest at 6 levels below your level, using your power point reserve and powers known, but not your feats or psionic focus. Once the aberration has taken control, it remains in control until you can re-establish dominance. Once you have re-established dominance, the aberration is again quiescent until threatened. You may attempt a fight for dominance once every five rounds to recover control. The aberration attempts to gain control each round spent under one quarter total hit points. This uses your swift action for the round, no matter who starts it.
  • Cacophony of the Children (Ex): The noise inside your head of the aberrations bickering and chittering away with one another is distracting, even at the best of times, and at the worst it can make you seem the social fool. You take a penalty on concentration and all charisma based skills (except for use psionic device and use magic device) equal to the number of aberration minds.
  • Unknowable Horde (Ex): The explosive growth in the population of your mind has been at times troubling and at times beneficial, but one thing is certain: they all put the survival of the body that is their home uppermost. Whenever a foe attempts to use telepathy, be it granted by race, class, feat or power, to contact your mind, he rolls a d4. On a result of one, he contacts your mind. On any other result, he contacts the hostile mind of an aberration, and reels back in confusion. Your foe must make a Will save versus 15 + two per aberration existent within your mind, or be confused for a number of rounds equal to the number of aberrations within your mind.
  • Aberrant Mind (Ex): You have learned to coexist with the creature who shares your mind, and occasionally realize that it may have a better form of attack than you. By expending your psionic focus, you grant to the aberration a single mental standard action that it can use. It may either attack via one of its mental special qualities, or, if you wish, through use of your power point reserve as if it were a manifester of 6 levels lower than you. If you do so, it does not gain access to any feats, psionic focus, or other benefits that you may possess. If the aberration chooses to use one of its own abilities, it is limited to its standard uses per day. If you use this ability more than twice during an encounter, the aberration begins a Fight for Dominance on the third use of this ability and every use thereafter, until one minute after the encounter is over.
  • Children in the Mind (Ex): Your mind has become an increasingly populated place, as the first shard of aberrant activity has awakened other latent aberrations, either through a connection shared by all of their type, through other successful mental assaults, or through a method as yet unknown. At levels 4, 7, and 10, you gain another aberration mind within you. Whenever there is a fight for dominance, choose one of the aberrations at random to step forward and challenge you for control.
  • Anomaly Retreat (Ex): Sometimes, it has been better for you to retreat completely, forsaking any control over your body in the hopes that another mindset, and another set of tools, may assist your allies more effectively. The aberration within you surges forward, reworking your form into something more suited to its talents and abilities. You step back completely, losing all feats, skills, manifesting or spellcasting abilities, mental and physical scores, or special qualities that you may possess. You become the aberration as presented in the creature's entry, with the sole exception that it is advanced so that its hit dice equals your level. Items are subsumed into the body of the creature and cease to function. While it views your allies as allies, and enemies as enemies, in all other regards it behaves as a typical creature of its species. You may first attempt a fight for dominance 5 rounds after using this ability. It takes a standard action to transform.
  • Anomalous Focus (Ex): You have found that the aberrations in your mind can be used to assist in many tasks that would take a part of your own effort and energy, and diverting tasks among the various minds has become a natural way of life. Your aberration mind takes over the responsibility of maintaining concentration on any single power you have manifested and are concentrating on. While maintaining this concentration, the aberration mind is not available for any other tasks, including anomaly retreat and aberrant mind. However, if your hit points drop below one quarter of your total, it will drop concentration on the power and begin a fight for dominance. If necessary, the aberration mind makes Concentration checks using your Concentration modifier.
  • Two-Fold Thrust (Ex): Much as you may sometimes resent the presence of your aberration cohabitant, it has also proven to be a useful tool and assistance in times of trouble. Whenever your aberrant companion makes a mental attack against a target, via power, special quality or otherwise, and your psionic mind also makes a mental attack, the target takes a -2 penalty to his saves against both attacks. Attacks that qualify are any special quality that requires a Will save, or a power from the telepathy discipline, or that possess the mind-affecting descriptor.
  • Intrusion Inimical (Ex): While the aberration minds within yours may fight and squabble among themselves and with you over petty issues or over survival, whenever a foe attempts to introduce himself into the mix, he is viciously assaulted from all sides. Whenever a foe attempts to use a power on you from the charm or compulsion subschool, he rolls a d4. On a result of one, he contacts your mind. On any other result, he contacts the mind of an aberration. If the contacted mind is affected by the power, you or it roll your save normally. If the affected mind fails its save, it immediately attempts a fight for dominance to gain control of the body. If the affected mind (yours or aberration) is already in control, all other minds attempt a fight for dominance, with each one trying as soon as it is allowed. Thus if you fail a save against dominate person while there are two aberration minds, both of them will attempt a fight for dominance every five rounds.
  • Abberant Form (Ex): You have finally become the thing that has resided in your mind this long time. Your type changes to aberration, you gain darkvision, and receive a permanent +2 to your Constitution score.
  • Anomaly Scion (Ex): You retreat, but not so far as you do in the past, for the aberrations have come to trust you more, and will willing grant you a small portion of their mind in order to act. This functions as anomaly retreat, except you may manifest powers at your normal level reduced by 6, including use of all feats and psionic focus that you may have normally.
« Last Edit: March 13, 2014, 09:34:59 PM by Stratovarius »

Offline Stratovarius

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #2 on: March 13, 2014, 09:40:20 PM »
Heteromorph

"I am one, I am three, I wield a power greater than thee."
- Janus the Many-Faced, Outsider Heteromorph


All good things come in threes, and the same can be said about the life cycle of a heteromorphic creature. It is an acquired talent in this case, not one that comes naturally, unlike so many others, but one that is still there, shifting between its native form, its fully aberrant form, and a twisted middle ground that shares some features from either, but is truly neither. The taint of the aberration has infect the heteromorph's being, but rather than expunge it as would be done with so many other diseases, it was welcomed, and transformed from a sickness into a tool that could be used to gain a great deal of power, once it was controlled. Controlled it was, and lead to a dual life, one as human, one as aberration.

Becoming a Heteromorph
Life as a heteromorphic creature begins with a slow process of change into a partially aberrant life form, and from thence into being able to control just what the heteromorph really is. Knowledge of this style of creature is coupled with an inherent, mentally driven ability to change the form and function of their body, an ability sculpted and honed with hours of dedicated and practice to where they are easily able to control and alter their own bodies, constantly changing forms between one type and the next, although once set in motion, the process of changing begins its own series of rhythms, and that leads to the creation of the three-fold being that the heteromorph becomes.

Table 1: Heteromorph
Hit Die: d8

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities       Manifesting
-------------------------------------------------------------------------
  1    +0     +0    +2    +0     Heteromorphic Form      ---
  2    +1     +0    +3    +0                             +1 manifesting class
  3    +2     +1    +3    +1     Morphic Mind            +1 manifesting class
  4    +3     +1    +4    +1     Aberrant Bleedthrough   +1 manifesting class
  5    +3     +1    +4    +1                             +1 manifesting class
  6    +4     +2    +5    +2     Morphic Mind            +1 manifesting class
  7    +5     +2    +5    +2     Aberrant Bleedthrough   +1 manifesting class
  8    +6     +2    +6    +2                             +1 manifesting class
  9    +6     +3    +6    +3     Morphic Mind            +1 manifesting class
  10   +7     +3    +7    +3     Aberrant Bleedthrough   ---
                                 
Class skills (4 + Int modifier per level):
Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge (psionics), Profession, Search, Swim.

Requirements:
Skills: Knowledge (dungeoneering) 4.
Feat: Writhing Body, Writhing Mind
Psionics: Able to manifest 3rd-level powers.
Base Attack Bonus: +4.
Special: Must know three powers that alter your body's shape. (Bite of the Wolf, etc.)

Class Features
Three bodies and one mind, the heteromorph blends together the power of a strong intellect with the natural ability to alter his form to become a three-fold home.
  • Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This means that she adds the level of Heteromorph to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
    If a character had more than one manifesting class before she became an Heteromorph, she must decide to which class she adds the new level of Heteromorph for the purpose of determining power points per day, powers known, and manifester level.
  • Heteromorphic Form (Ex): You have taken a step down the path to the life of an aberration, and now have taken a further, and possibly final step along that path. To become a true aberration was never your ultimate goal. Rather, it was to steal away the power that resided in their warped bodies and minds, and to abscond with that. You have learned how to accept their form, but it has come at a cost that you are no longer true to your birthmother's race. Stuck somewhere in the middle, you have only yourself to blame as you bridge the gap between what you truly are, and the aberrations who made you into what you wished to acquire. Each morning, you choose a single aberration, whose challenge rating must be equal to or less than your level. You acquire three forms: Self, Aberration, and Hybrid, and constantly switch between the three forms, and it is in those forms that your power resides. Heteromorphic Form lasts for one hour per class level, and may be activated or deactivated with a full-round action. Every three rounds that your are under the effect of Heteromorphic Form, your form changes to the next in the cycle, from Self to Hybrid to Aberration and back to Self again.
    Self: While in this form you are as you appear normally.
    Hybrid: You gain (or lose) one half the difference between your physical statistics and those of the chosen aberration. You gain one half of the aberration's natural armour, and you gain the physical attacks of the aberration, but none of the special qualities that affect those attacks. Thus, while you may select the form of a Neothelid, you do not gain its improved grab or swallow whole abilities. All damage from the chosen physical attacks is reduced by one step. 1d8 becomes 1d6, and so forth. You manifest as a manifester of one half your normal level.
    Aberration: You become the aberration as presented in the creature's entry, losing all feats, skills, manifesting or spellcasting abilities, mental and physical scores, or special qualities that you may possess, with the sole exception that the aberration form is advanced so that its hit dice equals your level. Items are subsumed into the body of the creature and cease to function.
  • Morphic Mind (Ex): The two facets of your personality and knowledge draw slowly together, as you learn and understand the differences between them, and how those differences can be overcome to return you to full use of your capabilities. At third level, while in Aberration form, you may manifest as a manifester of one half your normal level. At sixth level, while in Hybrid form, you may manifest as a manifester of your normal level. At ninth level, while in Aberration form, you may manifest as a manifester of three quarters your normal level. Round down on all calculations.
  • Aberrant Bleedthrough (Ex): As your mental abilities repair and recombine themselves, so do you attune yourself to the new qualities brought to the fore by your aberration's impingement on the rest of your being. You become able to use several of the abilities that he uses, and to learn as he does. It is, after all, what you wanted, to gain the abilities of the aberrations that you so dearly worship. At fourth level, while in Self form, you gain a single spell-like or psi-like special quality of your chosen aberration. At seventh level, while in Self form, you gain a single supernatural special quality of your chosen aberration. At tenth level, while in Self form, you gain a single extraordinary special quality of your chosen aberration. You may use these as many times per day as can the aberration from which they were taken.
« Last Edit: August 25, 2015, 02:18:03 PM by Stratovarius »

Offline Stratovarius

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #3 on: March 13, 2014, 09:46:21 PM »
Neurasthenic Heteroclite

"A taint runs through my mind, and I welcome it."
- Chovar, Elan Neurasthenic Heteroclite


Afflicted by a mental disease that has unleashed the controls upon the metamorphic sections of his mind, the neurasthenic heteroclite involuntarily alters his shape whenever he manifests a power, the release of energy setting off the unstable portions of his mind. The constant stress and degradation caused by the lack of control leads to states of fatigue and exhaustion, states that for a long time come to haunt the neurasthenic heteroclite, but eventually become tools in his arsenal, states that he can afflict upon others and welcomes them upon himself, along with the changes that were the original cause of that exhaustion.

Becoming a Neurasthenic Heteroclite
Anyone with an inherent knowledge of psionics can end up walking down the path that leads to the state of being that resolves into the neurasthenic heteroclite, but for those who have had large amounts of mental contact with others, contact that wears on the mind and leaves fragments of the touched minds lying around, waiting to resurface and cause some of the grinding friction that leads to the fatigued restlessness. Couple that with a slow loss of control on the part of the mind, and there results the perfect brew to start the alterations of form that come with manifesting, as aberrant thoughts and twisted images invade the mind, rooting themselves more deeply with each creation of a power.

Table 1: Neurasthenic Heteroclite
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will  Special Abilities          Manifesting
-------------------------------------------------------------------------
  1    +0     +0    +0    +2    Heteroclite Manifesting    ---
                                Internal Decay
  2    +1     +0    +0    +3                               +1 manifesting class
  3    +2     +1    +1    +3    Neurasthenic Assault       +1 manifesting class
  4    +3     +1    +1    +4    Transitive Body            +1 manifesting class
  5    +3     +1    +1    +4    Morphic Strike             +1 manifesting class
  6    +4     +2    +2    +5                               +1 manifesting class
  7    +5     +2    +2    +5    Transitive Body            +1 manifesting class
  8    +6     +2    +2    +6    Afferent                   +1 manifesting class
  9    +6     +3    +3    +6                               +1 manifesting class
  10   +7     +3    +3    +7    Heteroclitic Neurasthenia  ---
                                 
Class skills (4 + Int modifier per level):
Autohypnosis, Bluff, Concentration, Craft, Disguise, Knowledge (dungeoneeing), Knowledge (psionics), Psicraft, and Sense Motive.

Requirements:
Skills: Knowledge (dungeoneering) 9, Psicraft 9.
Feat: Mind of Unknowable Thought
Psionics: Able to manifest 4th-level powers.
Special: Must know three powers from the telepathy discipline.

Class Features
Created out of a deep desire for mental peace that manifests itself in the creation of appearance altering shifts, the mental damage that occurs slowly begins to transform into a style of weapon that can be used against those around them, and fatigue and exhaustion from a ruined mental state become so familiar as to be welcomed as close kith and kin.
  • Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This means that she adds the level of Neurasthenic Heteroclite to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
    If a character had more than one manifesting class before she became an Neurasthenic Heteroclite, she must decide to which class she adds the new level of Neurasthenic Heteroclite for the purpose of determining power points per day, powers known, and manifester level.
  • Heteroclite Manifesting (Ex): Your ability to manifest has taken a strange and unusual turn of late, becoming infected with a taint of something else, something that does not belong. Powers that should have no affect are altering your body, if briefly, causing appearances that upset those around you, and you yourself, although you have begun to see the promise inherent in the changes, for if they can be controlled and manipulated, they can be a weapon for your use against all those around you. Whenever you manifest a power, your body changes to take on the form of an aberration body part, perhaps granting you the head of a chuul or the tentacles of an otyugh. Roll a d20 on the chart to the right, with a bonus equal to your manifester level. You may choose any effect with a total equal to or less than your result, including no effect. This grants you the natural attack listed, but not the special quantity. The effect lasts for a number of rounds equal to one half of the manifested power level, rounded up. You may only have one effect of this type active at a given time.
  • Internal Decay (Ex): While the powers granted by this new form of manifesting that you have acquired are legion, and apparently limitless, they come at a cost to your mental acuity and your physical strength. Every round that you are under the effect of Heteroclite Manifesting, you have a cumulative 5% chance of becoming affected by Internal Decay. This chance does not reset until you are unaffected by Heteroclite Manifesting for one minute. The first time you are affected, you become fatigued. If you are already fatigued, you become shaken, and if you are shaken, you become exhausted. This state lasts for a number of rounds equal to your class level.
  • Neurasthenic Assault (Ex): You have learned to push the mental breakdown and physical ailments that now accompany manifesting to others, letting them suffer as you yourself do in the pursuit of your craft, as these aberrant forces creep into your once pristine mental landscape. Each time your target fails a save against a mind affecting power, he is affected by Internal Decay. The first time the target is fatigued, the second shaken, and the third exhausted. The effect lasts a number of rounds equal to your class level.
  • Transitive Body (Ex): Your manifesting has become more warped and twisted, and strange things have begun appearing in the displays for your powers, while at the same time, the changes that come whenever you manifest are becoming more frequent, with more of your body altering each time. It is an aberration's taint that has infected your mind, and yet you are uncertain of how it arrived there. No matter. It has taken a hold of you, and there is little you can do to stop it. Whenever you use the Heteroclite Manifesting ability, roll a second time on the chart and gain the effects of that roll as well. Upon reaching seventh level, you now roll a third time, and gain the effects of all three rolls. You may only have one effect on a single limb at a time. Thus if you roll three effects that target your arms, reroll the third effect, while if you roll two different effects that grant you bite attacks, reroll the second. Continue to reroll until all effects are valid.
  • Morphic Strike (Ex): You have bridged the distance between the visual appearance of the altered body part and the actual form as known to the aberration from which it comes, allowing you to use that change to your manifesting more effectively, as you journey further into an unknown realm of psionic power. Whenever you use the Heteroclite Manifesting ability, you now gain the special qualities listed next to chosen attack on the chart. They function exactly as the monster ability of the same name, including the number of uses per day.
  • Afferent (Ex): Your ability to project your anguish and weakness that comes with manifesting has grown, and more creatures are now affected by your mental assaults. Neurasthenic Assault now occurs whenever the target fails against a telepathy discipline power.
  • Heteroclitic Neurasthenia (Ex): You have finally begun to see the good that can be brought by the aberration's mental infection, and the tiredness and weakness that it brings. Your body has changed over time, and rather than reject and fight against the changes as offered by your altered manifesting, it now welcomes them, seeing them as a restful boon that can restore health to your tired bones. Whenever you are affected by Internal Decay, the penalties from being fatigued, shaken, and exhausted are reversed, becoming insight bonuses.
Table 2: Heteroclite Manifesting
Code: [Select]
Roll   Monster             CR   Attack                   Special Quality
------------------------------------------------------------------------------------
01-04  Choker              02   Tentacle 1d3             Constrict
05-07  Folugub             02   Bite 2d4                 Liquefy Crystal
08-11  Skum                02   Bite 2d6                 Rake
12-14  Thought Eater       02   Tentacle 1d3             Eat Thoughts
15-18  Ethereal Filcher    03   Bite 1d4                 Ethereal Jaunt
19-21  Ettercap            03   Bite 1d8                 Web
22-25  Grick               03   Tentacle 1d4             Damage Reduction 10/magic
26-28  Rust Monster        03   Antennae 1d3             Rust
29-32  Temporal Filcher    03   Claw 1d6                 Time Filch
33-35  Mimic               04   Slam 1d8                 Crush
36-39  Otyugh              04   Bite 1d4                 Disease
40-42  Cloaker             05   Bite 1d4                 Engulf
43-46  Gibbering Mouther   05   Bite 1d3                 Spittle
47-49  Will-O’-Wisp        06   Shock 2d8 electricity    Natural Invisibility
50-53  Aboleth             07   Tentacle 1d6             Slime
54-56  Chuul               07   Claw 2d6                 Constrict
57-60  Drider              07   Bite 1d4                 Poison
61-63  Intellect Devourer  07   Claw 1d3                 Blindsight
64-67  Naga, Water         07   Bite 2d6                 Poison
68-70  Phasm               07   Slam 1d3                 Amorphous
71-74  Athach              08   Bite 2d8                 Poison
75-77  Destrachan          08   Claw 1d6                 Destructive Harmonics
78-81  Naga, Dark          08   Sting 2d4                Detect Thoughts
82-84  Delver              09   Slam 1d6 plus 2d6 acid   Corrosive Slime
85-88  Naga, Spirit        09   Bite 2d6                 Charming Gaze
89-91  Naga, Guardian      10   Bite 2d6                 Spit
92-95  Thought Slayer      13   Bite 3d6                 Mind-Consuming Gaze
96-100 Neothelid           15   Tentacle 2d6/19-20       Breath Weapon

Offline Stratovarius

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #4 on: March 13, 2014, 09:57:15 PM »
Feats

ABERRANT TRANSFER [PSIONIC]
You can gain a supernatural ability of a metamorphed aberration form.
Prerequisite: Manifester level 5th.
Benefit: Each time you change your form, such as through the metamorphosis power, you gain one of the new form's supernatural abilities, if it has any. You gain uses equal to the creature into which you metamorph (You are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Aberrant Transfer (if it is an attack) is 10 + your Cha modifier + 1/2 your Hit Dice. This supernatural ability must come from an aberration.
Normal: You cannot use the supernatural abilities of creatures whose form you assume.
Special: You can gain this feat multiple times. Each time, you gain one additional supernatural ability. You cannot choose the same ability twice.

ABERRATION HUNTER [PSIONIC]
You strike with the knowledge of the peculiar vulnerabilities of aberrations.
Prerequisite: Str 13, Int 13.
Benefit: To use this feat, you must expend your psionic focus. For your next attack, your weapon is treated as if it had the aberration bane quality. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

ANOMALOUS VOICE [PSIONIC]
Your voice is unnatural, twisted and altered by strange changes within your vocal apparatus. The resulting sound is painful to all who hear it.
Prerequisite: Bardic music ability, Perform (Sing) 9 ranks.
Benefit: By expending a single use of your bardic music ability, you may cause a creature within 30 feet of you to save against a DC of 10 + one half your perform ranks + your Charisma or become nauseated for as long as you continue to sing.

CLUTTERED THROAT [METAPSIONIC]
You can shift the origination point of your vocal powers.
Benefit: To use this feat, you must expend your psionic focus. When you do so, you may choose the origination point and direction of the power you manifested. It must have the sonic descriptor. The point of origin may be up to 5 feet per manifester level away from you. Using this feat increases the power point cost of the power by two. The power's total cost cannot exceed your manifester level.

GIBBERING TELEPATHY [PSIONIC]
You have learned to communicate mentally, but the result is not always what you wish.
Prerequisite: Manifester level 6th.
Benefit: You gain telepathy with a 100 foot range. However, all speech is communicated only in thoughts that aberrations can understand, and any who are not aberrations have a 10% chance per contact of becoming confused for one round, as the strain of the gibbering and grating voices in their head causes them to lose focus. They may succeed at a will save of 10 + your Wisdom modifier to resist this effect. Creatures need only make a single save each round.

INNOCENCE AMID PROFANITY [PSIONIC]
You have sheltered your mind from the vicious attacks of those who would harm it.
Prerequisite: Wis 15.
Benefit: By expending your psionic focus, you may delay the impact of any ability burn, damage, drain, or penalty to your Intelligence, Charisma, and Wisdom statistics by one minute. This does not delay any other effects from the same power or ability. This is an immediate action.

MASTER AND SLAVE [PSIONIC]
You have altered the call slightly, and now draw in more abnormal thralls.
Prerequisite: Thrallherd class ability.
Benefit: When you call a new thrall for your thrallherd or twofold master class abilities, you now call aberrations, rather than more normal creatures. Your old followers slowly die off and are replaced by aberrant creatures of the appropriate rating as well.

MENTAL RIGOUR [PSIONIC]
You have learned to take what affects you, and use it as a weapon against your twisted foes.
Prerequisite: Manifester level 5th.
Benefit: While you are under the effect of a power or spell that grants traits taken from an aberration, you gain a +1 bonus to attack and damage against aberrations, or +1 DC on your powers against aberrations. You may expend your psionic focus to gain a bonus on attack and damage or DCs equal to one half the level of the highest power that grants you aberration traits. This increased bonus lasts for one round.

MENTAL TWILIGHT [PSIONIC]
You dream up the dark things in your mind, all that haunted and haunts you.
Prerequisite: Wis 13.
Benefit: When manifesting a power or making an attack, you may expend your psionic focus to add the fear descriptor to the strike. If the foe (or foes) is struck by your power or attack, it must make a will save against 15 + your Charisma modifier or become shaken for one round. Creatures not of your race gain a +2 bonus on this save.

MIND OF UNKNOWABLE THOUGHT [METAPSIONIC]
Your body has begun its transformation. Your mind must follow.
Prerequisite: Knowledge (dungeoneering) 11, Writhing Mind, Writhing Body, cannot be of aberration racial type.
Benefit: Your mind begins to twist into the abnormal thought patterns of the aberration. By expending your psionic focus, you increase the DC by 1 of a power from the telepathy discipline, and treat the power as if it had one more power point invested in it. This can exceed your manifester level.
Special: You have a 50% chance of being affected by effects that target aberrations.

MIND SPAWN [PSIONIC]
You birth another aberration mind, altering your mental landscape further.
Prerequisite: Children in the Mind class feature.
Benefit: You gain another aberration mind, as per the children in the mind class feature.
Special: You may take this feat multiple times.

TWISTED BODY, TWISTED MIND [PSIONIC]
You have completed the transformation into the thing that should not be.
Prerequisite: Knowledge (dungeoneering) 14, Mind of Unknowable Thought.
Benefit: You have completed your transformation, and your type changes to aberration. When you select this feat, choose a single aberration type. By expending your psionic focus, you become the aberration as described in its stat block, except that you retain your own hit points, mental stats, and feats. The aberration form is advanced so that its hit dice equals your level, but it does not gain extra feats from this advancement. Items are subsumed into the body of the creature and cease to function, unless the items are affected by a Wilding Clasp or have similar properties. You may manifest at your normal level -2. This transformation and the reduced manifester level lasts for 5 rounds.

WORSHIP THE DEEP [PSIONIC]
You look to the aberration as the source most profound, and harken to their wisdom.
Benefit: When you gain this feat, you take a -2 penalty on all Wisdom-based skill checks, Will saves, and Wisdom ability checks. You may use items normally restricted to aberrations, and any divine spell or psionic power cast to benefit a creature of the aberration type has its caster level increased by two. If a psionic power can be augmented, treat it as if it had two power points expended to augment it.

WRITHING BODY, WRITHING MIND [PSIONIC]
You begin a slow transformation into an aberration.
Prerequisite: Knowledge (dungeoneering) 8, Con 13, cannot be of aberration racial type.
Benefit: Your body begins to take on some aberration traits. You gain darkvision out to 60 feet, as well as light fortification as your body writhes and twists out of the norm. Your mind becomes more susceptible to the influences of the aberration, and you take a -4 penalty to all Will saves against effects originating from an aberration.
« Last Edit: October 18, 2015, 08:55:16 PM by Stratovarius »

Offline Stratovarius

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #5 on: March 13, 2014, 10:09:07 PM »
Powers

Autonomous Dementia
Telepathy
Level: Psion/wilder 3
Display: Auditory and Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: Psion/wilder 5
You have learned to warp your mind, losing some of your own control but preventing any others from being able to affect you. This power protects against powers with the mind-affecting or scrying descriptors. Autonomous dementia even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect the subject’s mind or to gain information about it (however, metafaculty can pierce the protective quality of autonomous dementia). In the case of remote viewing or scrying that scans an area the creature is in, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all. You become confused for the duration of the power. Should this confusion be prevented or removed, the power fails.

Augment: For every additional power point you spend, you improve your roll on the confusion table by 3.

Cloaker's Cry
Metacreativity (Creation) [Sonic] [Mind-Affecting]
Level: Psion/Wilder 6
Display: Auditory
Manifesting Time: 1 Standard Action
Range: See text.
Area: See text
Duration: See text
Saving Throw: See text
Power Resistance: Yes
Power Points: 11
You have experienced the moan of the cloaker, and recognized the power inherent in the eerie calls that chills your soul and stills your body. You may choose one of the following four effects:
Unnerve: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls.
Fear: Anyone within a 30-foot spread must succeed on a Will save or become panicked for 2 rounds.
Nausea: Anyone in a 30-foot cone must succeed on a Fortitude save or be overcome by nausea and weakness. Affected characters fall prone and become nauseated for 1d4+1 rounds.
Stupor: A single creature within 30 feet of you must succeed on a Fortitude save or be paralysed. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

Consumption
Telepathy [Death] [Mind-Affecting]
Level: Psion/wilder 8
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: Psion/wilder 15
You strike with your mind, feasting on the mental energy of the unwilling victim. You instantly kill the victim on a failed save. For every point of intelligence score, you gain 5 temporary hit points as you feed.

Augment: For every 2 additional power points you spend, this power's save DC increases by 1.

Crevices and Nightmares
Telepathy
Level: Psion/wilder 6
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 day/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: Psion/wilder 13
You have seen or done terrible things during your lifetime. Some of these you wish to have forgotten, but they hang on, an evil memory that jabs at your mind. You transport your foe into a nightmare of your mind, holding him there and playing for him all of the terrible things that you can create. The target disappears, body and soul, into your mind. Each day that he is within your mind, he takes two points of wisdom drain and may save again. Should he succeed, he is expelled and appears in the nearest open square. Otherwise, he will slowly wither and die. Should anyone attempt to scry the creature, it shows only the manifester, and no hint that the creature is hidden within your mind. Should anyone attempt to contact the creature telepathically, it simply fails.

Augment: For every additional power point you spend, the duration increases by one day.

Descent into Insanity
Psychometabolism
Level: Psion/wilder 5
Display: Material, Auditory and Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 9
To access the abilities of the gibbering mouther, you must learn to walk the narrow and dangerous line between sanity and insanity, letting your mind descend into a seething morass of random thoughts and insane gibbering. You may choose one of the following three effects:
Gibbering: All creatures within a 60-foot spread of you must succeed on a Will save or be affected as though by a confusion power for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by your gibbering for 24 hours.
Spittle: As a free action every round, you may fire a stream of spittle at one opponent within 30 feet. You make a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage.
Ground Manipulation: As a standard action, you can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than you in that Area must take a move-equivalent action to avoid becoming mired (treat as being pinned).

Dream Quest
Telepathy
Level: Psion/wilder 9
Display: Mental and Material
Manifesting Time: 1 hour
Range: Personal
Target: You
Duration: Permanent; see text
Power Points: Psion/wilder 17
You focus your mind on a single task, one that cannot be avoided, and accept all that would come with that. You create a permanent copy of your character. It is in all respects like you, except for one thing: it is created from the mental fabric of your mind for a specific task, and every day must see it try and step closer to the completion of the task. Your original body shuts down, sustaining itself upon mental energy while the dream questor goes about his task. This task must be a definable objective, for there are only two outcomes: it is completed, and the power ends, or it is failed, and the dream questor's copy dies. Should it die, the manifester awakens, having lost one half a level of experience. All scrying, divination, or other powers that attempt to find the location of the manifester show only the location of the dream questor, and never reveal the location of the manifester. The dream questor is likewise immune to all forms of mental alteration or domination, including all powers from the charm and compulsion schools. This power cannot be dispelled, nor dismissed. It may only end by the completion of the quest, or the death of the questor or manifester.

Eyes into the Unseen
Psychometabolism
Level: Psion/wilder 2, psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: Psion/wilder 3, psychic warrior 1
Aberrations are well known for their unusual bodies and warped outlook upon life, which they have used in the past as a protective shell. Now, however, you have learned to penetrate that shell, and can critical hit or sneak attack any aberration. If the creature could already be struck with a critical hit, instead gain a +4 bonus on the roll to confirm the critical.

Augment: For every additional power point you spend, the duration increases by one round.

Fading Form
Psychometabolism
Level: Psion/wilder 7, psychic warrior 4
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: Psion/wilder 13, psychic warrior 7
You have learned that sometimes it is best to not always be what you seem, and to that end, you have drawn from a monster you have watched apply those ideals. You gain immunity to poison, sleep, paralysis, polymorph, and stunning effects. You are not subject to critical hits and cannot be flanked. You can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.

Augment: For every additional power point you spend, the duration increases by one minute.

Far Realm's Taint
Psychometabolism
Level: Psion/wilder 4, psychic warrior 3
Display: Visual and Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: Psion/wilder 7, psychic warrior 5
You wrap yourself in the foul and unknowable leavings of a place few have ventured and less have survived. You gain the Anomalous Form template for the duration of the power.

Augment: For every additional power point you spend, the duration increases by one minute.

Reverse Intrusion
Telepathy
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 immediate action
Range: See text
Target: See text
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: Psion/wilder 11
You lash out lightning quick with your mind, reversing an incoming mental strike. When you are the target of a power from the telepathy discipline or with the mind-affecting descriptor, you may manifest this power to change the target from affecting you to affecting the manifester. All other variables remain the same. The manifester gains a will save to prevent this.

Augment: For every 2 additional power points you spend, this power's save DC increases by 1.

Sanity Siphon
Telepathy [Mind-Affecting]
Level: Psion/wilder 3
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will half; see text
Power Resistance: Yes
Power Points: Psion/wilder 5
You slowly drain away the mental capabilities of your opponent, rendering him into a thought-stripped ruin. Each round, you deal the target four wisdom drain, save for half. You may deal a maximum of eight wisdom drain this way.

Augment: For every two additional power points you spend, this power's maximum wisdom drain increases by two and its save DC by one.

Shadows in the Mind
Psychometabolism
Level: Psion/wilder 4
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
Power Points: 7
You have learned to manipulate the shadow areas of the world, and have come to know and enjoy their presence. This power is effective only in shadowy areas. You may choose one of the following three effects:
Obscure Vision: You gain concealment for 1d4+1 rounds.
Dancing Images: This effect duplicates a mirror image spell (caster level 7th).
Silent Image: This effect duplicates a silent image spell (caster level 7th).

Augment: For every two additional power points you spend, the caster level of the spell-like abilities increases by 1, or the duration of the concealment increases by 2 rounds.

Temporal Relocation
Psychoportation
Level: Psion/wilder 4, psychic warrior 3
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: Psion/wilder 7, psychic warrior 5
You have learned a small amount of temporal manipulation from the creatures you study, and have incorporated it into an attack form. If you successfully grapple a creature whose size is no more than one greater than your own, you latch onto the opponent’s body and shift seven minutes forward in time as a free action. Observers (if any) see you and your opponent disappear in a shimmer, then reappear seven minutes later in exactly the orientation and condition they left. For you and your opponent, no time passes at all. The victim must succeed on a Will save or be dazed for one round from temporal disorientation. The ability is otherwise identical to time hop manifested at your manifester level for this power.

Augment: For every additional power point you spend, the duration increases by one minute.

Tentacles of the Chuul
Psychometabolism
Level: Psychic Warrior 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 7
You can transform one or both of your arms into tentacles. An arm transformed in this way no longer can be used for somatic components, and must drop all that it is carrying. You gain one (or two, depending on the number of arms transformed) natural attacks dealing 1d8 + Strength modifier damage. On a successful grapple, the target must succeed at a Fortitude save or be paralysed for 1d6 rounds. The DC of this save is 15 + your constitution modifier.

Twisted Bodies
Psychometabolism
Level: Psion/wilder 3, Psychic Warrior 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 5
To become an aberration has long been your ultimate goal, and with this power, you have come one step closer to achieving that. You have learned to transform yourself into one of their type, and with it, gain the abilities and form of the chosen creature. You become the aberration, as presented in the creature's description, losing all feats, skills, manifesting or spellcasting abilities, mental and physical scores, or special qualities that you may possess, with the sole exception that the aberration form is advanced so that its hit dice equals your level. You may only choose an aberration whose Challenge Rating is equal to or less than 4.

Augment: For every two additional power points you spend, the list of aberrations you can become expands to include creatures of one Challenge Rating greater. For example, expending 11 power points allows you to become an aberration of Challenge Rating of 7 or less.

Voice of the Destrachan
Metacreativity (Creation) [Sonic]
Level: Psion/Wilder 4, Psychic Warrior 3
Display: Auditory
Manifesting Time: 1 Standard Action
Range: 80 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex half; see text
Power Resistance: Yes
Power Points: Psion/Wilder 7, Psychic Warrior 5
You have studied the various forms of aberrations, and have learned that aspects of their behaviour can be used as a weapon or as defensive tool. You release a great shout, a cone of sonic force that flies away, striking all within range, shattering objects and destroying those who stand before them. You may choose one of the following three effects:
Flesh: Disrupting tissue and rending bone, this attack deals 4d6 points of sonic damage to all within the Area.
Nerves: You can focus your harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the Area.
Material: When using this form of harmonics, you may choose wood, stone, metal, or glass. All objects made of that material within the Area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.

Augment: For every two additional power points you spend, this power’s lethal damage increases by one die (d6), or this power’s nonlethal damage increases by two die (2d6) or you can affect items with 10 more hit points. For every two power points spent in this way, this power’s save DC increases by 1.

Welding Skin
Psychometabolism
Level: Psion/wilder 3, psychic warrior 2
Display: Material and Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: Psion/wilder 5, psychic warrior 3
You exude a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch you. When you are adhesive-covered, you automatically grapple any creature you hit with a natural attack. Opponents so grappled cannot get free while you are alive without removing the adhesive first. A weapon that strikes your adhesive-coated body is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. Strong alcohol dissolves the adhesive, but you still can grapple normally. You can dissolve the adhesive at will, and the substance breaks down 5 rounds after you die, or after the power ends.

Augment: For every additional power point you spend, the duration increases by one minute.

Whispers and Voices
Telepathy
Level: Psion/wilder 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: Psion/wilder 9
You have taken your keen fascination with aberrant life and thought and fashioned it into a shield covering your mental activity. Whenever you are targeted by a power with the mind-affecting descriptor or from the telepathy discipline, the manifester must save or be confused for 1d4 rounds.

Augment: For every additional power point you spend, the duration increases by one minute. This does not affect the duration of the confusion.
« Last Edit: August 02, 2018, 07:45:20 AM by Stratovarius »

Offline Stratovarius

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #6 on: March 13, 2014, 10:11:36 PM »
Weapons and Armor

Cloaker Hide: This black +1 hide armour is made from the hide a slain cloaker, and has been treated to retain some of the magic that is inherent in that beast. Whenever the wearer is within shadows, magical or otherwise, he gains partial concealment, and three times per day, the wearer may create a silent image spell at caster level 6.
Moderate metacreativity; CL 6th; Craft Psionic Arms and Armour, concealing amorpha; Price 5,165 gp; Cost 2,665 gp + 200 XP.

Mindsoul: This armour has been specifically crafted to work only against aberrations, granting the wearer  a power resistance of 15, and a +1 luck bonus on all saves.
Faint clairsentience; CL 9th; Craft Psionic Arms and Armour, power resistance; Price +3,750 gp.

Mindsoul, Improved: As  mindsoul, except it grants a power resistance of 21 and a +2 save bonus.
Moderate clairsentience; CL 12th; Craft Psionic Arms and Armour, power resistance; Price +15,000 gp.

Mindsoul, Greater: As mindsoul, except it grants a power resistance of 25 and a +3 save bonus.
Moderate clairsentience; CL 15th; Craft Psionic Arms and Armour, power resistance; Price +33,750 gp.

Putrefaction Blade: This +1 bastard sword has been created using one of the most vile poisons the wizard responsible could find: aboleth slime. Any who are struck by the sword must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterwards, however, only a heal or mass heal spell can reverse the affliction.
Strong psychometabolism; CL 15th; Craft Psionic Arms and Armour, truevenom or truevenom weapon; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893 XP.

Slime Armour: This dull grey +2 hide armour has been created by a vile aberration known as an aboleth for one of its servants. The armour reeks of the smell of the creature, and a close inspection reveals a thin layer of aboleth slime coating the armour, making it slick and granting a +10 bonus to escape artist checks. A creature who grapples the wearer, or is grappled by the wearer, must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterwards, however, only a heal or mass heal spell can reverse the affliction.
Faint psychometabolism; CL 8th; Craft Psionic Arms and Armour, truevenom or truevenom weapon; Price 44,000 gp; Cost 22,000 gp + 2,008 XP.

Soul Warping: A weapon designed for those who despise their foes, a soul warping weapon will transform your enemy. When the weapon is activated by expending your psionic focus, any foe struck by the wielder's next melee attack, and who fails a DC 18 Fortitude save, has his type change to aberration for the next ten rounds. No other facet of the creature struck changes.
Faint psychometabolism; CL 5th; Craft Psionic Arms and Armour, metamorphosis; Price +1 bonus.

Others

Amulet of Anomaly: This amulet, crafted from the bones of an aberration, has been imbued with psychic energy, allowing it to send out a beacon to all aberrations within one mile. They instinctively know the location at which the amulet has been used, and may begin moving in that direction if they choose. The signal that is sent out is appealing, and so any aberration not actively engaged in another task is likely to arrive. The aberrations's initial reaction improves to unfriendly, unless it is already better than that state. Activating this item takes one full minute.
Moderate telepathy; CL 9th; Craft Universal Item, correspond; Price 18,000 gp.

Belt of Forgotten Self: While wearing the belt, the wielder gains the ability to change into a single aberration, chosen at the creation of the belt. The wearer may become the aberration as presented in the creature's entry as a standard action, losing all feats, skills, manifesting or spellcasting abilities, mental and physical scores, or special qualities that the wearer may possess, with the sole exception that it is advanced so that its hit dice equals its level. Items are subsumed into the body of the creature and cease to function. For every day that the wearer is in the form, he has a 1% cumulative chance of forgetting himself entirely and becoming the aberration. Each week without activating the belt reduces the chance by 1%.
Moderate psychometabolism; CL 10th; Craft Universal Item, metamorphosis; Price 26,700 gp; Weight 1 lb.

Belt of Mind Theft: Braided from the skin of slain aberrations, this belt is dull grey, and held by a clasp of bone. When  activated by expending your psionic focus, you may make a touch attack against a single aberration. If it fails a DC 16 Fortitude save, the wielder deals the aberration 3d6 damage, and gains as many temporary power points as damage dealt. These power points disappear within one minute, and the belt can be used three times per day.
Moderate psychometabolism; CL 10th; Craft Universal Item, psychic vampire; Price 13,000 gp; Weight 1 lb.

Bullhorn of Thrown Voice: This conical device is studded in strange designs, and must be held to the mouth to use. The bullhorn empowers any sonic attack made through it, increasing the damage and range by 50%.
Moderate psychokinesis; CL 10th; Craft Universal Item, control sound; 36,000 gp;Weight 1 lb.

Clock of Mental Time: This looks like a large grandfather clock, but there are three hands, and it doesn't tell anything resembling real time. What the hands actually symbolize is the plane the clock is currently residing upon. The clock is large enough that two medium creatures or one large creature can fit inside. Once inside, if they know the proper sequence, they can set and activate the clock to take them to any plane, as per plane shift. Otherwise, it activates randomly and takes them to any possible plane. Discovering the proper combination takes a Knowledge (the planes) check with a DC of 35. The clock arrives at the chosen location if activated properly, otherwise chosen a random location within the destination plane. The clock can be activated once per week.
Strong psychoportation; CL 19th; Craft Universal Item, plane shift; Price 90,000 gp; Weight 500 lb.

Cloak of Insanity: A cloak of many swirling and twisting patterns, it draws in the eye of all who see it. It has no effect until it is throw over a person's head, however, usually in a grapple or a surprise attack. Every round that a target is held under the cloak, they must succeed on a DC 17 Will save or take 1 point of wisdom damage. If they fail their save for three consecutive rounds, the affected creature becomes helpless and is afflicted by the nightmare spell.
Moderate telepathy; CL 9th; Craft Universal Item, insanity; Price 14,000 gp;Weight 1 lb.

Collar of Enslavement: Worn about the neck, this collar ensures the placid behaviour of all those within. The wearer takes a -4 penalty to all saves against powers from the charm or compulsion subschools.
Moderate telepathy; CL 8th; Craft Universal Item, dominate, psionic; 7,000 gp; Weight 1 lb.

Mask of Voice Misheard: A mask that fits over the wearer's face, it has the cherubic, but slightly frightening appearance of a children's doll. You may start any sonic effect that has a range greater than touch or personal at any location within 50', including choosing the direction of the effect.
Moderate metacreativity; CL 7th; Craft Universal Item, create sound; 18,000 gp;Weight 1 lb.

Nightmind Swatch: A small piece of cloth often sewn onto another, larger item like a cloak, it grants the wearer a +5 competence bonus to hide when in shadows. Once per day as a 7th level manifester, the wearer may manifest the shadows of the mind power.
Moderate metacreativity; CL 7th; Craft Universal Item, cloud mind, shadows of the mind; Price 16,800 gp;Weight 1 lb.

Silver Key of Dreams: A strange and oddly shaped key that seems to change its appearance whenever a new person looks at it, it must be held and focused upon for an hour to activate the item. Once activated, the wielder slips into a dream quest, as per the power. The key remains on the body of the manifester, and cannot be removed until the dream quest has ended.
Strong telepathy; CL 17th; Craft Universal Item, dream quest; Price 38,400 gp; Weight 1/2 lb.

« Last Edit: August 02, 2018, 04:28:48 PM by Stratovarius »

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #7 on: March 13, 2014, 10:18:59 PM »
Monsters

ANOMALOUS FORM CREATURE
Warped creatures that have had their form badly changed from what nature had intended, they are easy to spot for the protrusions, altered skin tones, and unnatural pallor. They are often considered to have been touched by an outside force, either created from a mad mage's experiment, or perhaps the planes of madness gripped them during their birthing stages. Whatever the cause, a creature with this anomalous form is one to be feared and wondered at.

CREATING AN ANOMALOUS FORM CREATURE
“Anomalous Form” is an acquired template that can be added to any creature that does not already have the psionic subtype (referred to hereafter as the “base creature”). An anomalous form creature uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to aberration. It gains the psionic subtype.
Armour Class: Natural armour bonus increases by a number based on the anomalous form creature's size:
Code: [Select]
Size             AC Bonus
Tiny or smaller  +0
Small            +1
Medium           +2
Large            +3
Huge             +4
Gargantuan       +7
Colossal         +11

Attacks: An anomalous form creature retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A anomalous form creature also gains two tentacle slam attacks, with a reach of 10 ft.
Damage: Natural and manufactured weapons deal damage normally. A tentacle slam attack deals damage depending on the anomalous form creature's size. (Use the base creature’s slam damage if it’s better.)
Code: [Select]
Size        Damage
Fine        1
Diminutive  1d3
Tiny        1d4
Small       1d6
Medium      1d8
Large       2d6
Huge        2d8
Gargantuan  4d6
Colossal    4d8

Special Qualities: A anomalous form creature has all the special qualities of the base creature, plus the following special qualities.
Frightful Appearance: Creatures who gaze upon a creature with this template are affected if they have less hit dice than the.creature. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 creature HD + creature’s Cha modifier) remains immune to that creature’s frightful appearance for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Anomalous form creatures ignore the frightful appearance of other anomalous form creatures.
Confusion Gaze (Su): An anomalous form creature can mentally attack with a confusion gaze, trapping the subject within its own mind. The target must succeed at a Will save or become confused. This is a mind-affecting effect. The save DC is Charisma-based. This lasts for as long as the anomalous form creature holds its gaze on the creature.
Abilities: Increase from the base creature as follows: Con +4, Str +2, Wis -4, Cha +4.
Challenge Rating: Up to 5 HD, same as base creature +2; 6+ HD, same as base creature +3.

BURROWING DREAD
Gargantuan Aberration (Fire, Evil, Psionic)
Hit Dice: 24d8+120 (228 hp)
Initiative: +3
Speed: Burrow 60 ft. (12 squares)
Armour Class: 30 (–4 size, –1 Dex, +25 natural), touch 5, flat-footed 30
Base Attack/Grapple: +18/+44 
Attack: Bite +25 melee 19-20 (3d8+21 plus 2d6 fire)
Full Attack: Bite +25 melee 19-20 (3d8+21 plus 2d6 fire)
Space/Reach: 20 ft./20 ft.
Special Attacks: Prey, Inspire Dread, Tunnelling, Trample 3d8+21 plus 2d6 fire
Special Qualities: Damage Reduction 10/-, Blindsight 60 ft, Furnace Internal, Unknowable
Saves: Fort +13, Ref +7, Will +14 
Abilities: Str 38, Dex 8, Con 21, Int 10, Wis 11, Cha 17
Skills: Listen +27, Spot +27
Feats: Awesome Blow, Power Attack, Snatch, Improved Bullrush, Improved Overrun, Improved Initiative, Improved Critical (Bite), Staggering Blow
Environment: Underground
Organization: Solitary or pack (4–11)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral evil
Advancement: 25–48 HD (Gargantuan)

The body of a burrowing dread is 10 feet in diameter and 40 feet long, weighing about 40,000 pounds. The front of the creature is a giant burning maw.
Burrowing dreads cannot speak, but understand Common and Undercommon. They have no known means of communication, but can understand one another.

COMBAT
Burrowing dreads attack only at night, although they will fight during the day if attacked. They never venture above the ground, going so far only as to open gaping pits underneath their foes. Once they have a foe marked as prey, they move directly towards him.
A burrowing dread’s natural weapons, as well as any weapons it wields, are treated as magic and evil-aligned for the purpose of overcoming damage reduction.
Prey (Ex): Burrowing dreads have the ability to lock onto a single creature, often one who holds something they desire. They always know the distance and direction to their prey, and once per day can view their prey as per remote viewing. On average, a burrowing dread will stalk their prey for a week before attacking.
Inspire Dread (Ex): Burrowing dreads forewarn their prey of their coming, as a growing sense of doom creeps over their targets, rendering them slowly helpless. Every day that the target is marked as prey, it must succeed at a DC 30 Will save or take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks and one point of Wisdom drain. Each time the save is failed, the penalties increase by one, and the target takes another point of Wisdom drain. If, for whatever reason, the target is no longer considered prey, the penalties are removed, and the Wisdom drain converts to Wisdom damage.
Tunnelling (Ex): A burrowing dread can travel through the ground with no impediment, leaving behind a smooth-walled tunnel the diameter of its body. Should a burrowing dread desire, it can create a cave-in or subsidence of 100 ft in diameter per round spent creating the conditions. A burrowing dread can cause a maximum of a 1000ft subsidence in a single day, after which it must rest. Treat this as per the earthquake spell.
Furnace Internal (Ex): Creatures hitting a burrowing dread with natural weapons or unarmed attacks take 2d6 fire damage, and also catch on fire unless they succeed on a DC 27 Reflex save. The save DC is Constitution-based. The fire burns until extinguished. A burning creature can use a full-round action to put out the flames.
Unknowable (Ex): Any attempt to contact a burrowing dread with telepathy results in a DC 25 Will save or be affected by the insanity power. The save DC is Charisma-based.
Trample (Ex): Reflex half DC 36. The save DC is Strength-based.
« Last Edit: October 18, 2015, 08:56:28 PM by Stratovarius »

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #8 on: March 15, 2014, 11:51:41 AM »
Scion of the Twisted Thoughts

"I am one, I am three, I wield a power greater than thee."
- Janus the Many-Faced, Outsider Scion of the Twisted Thoughts


The Twisted Thoughts are a psionic organization that venerates Abberations, and wishes to become like them. They see the abberant form as offering advantages no mortal could have, while at the same time offering great power for those who can master the innate power of abberation: psionics. By stepping onto this path, a Scion of the Twisted Thoughts forsakes his mortal heritage and places himself in the hands of the abberations the organization worships.

Becoming a Scion of the Twisted Thoughts
Text

Table 1: Scion of the Twisted Thoughts
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                   Manifesting
----------------------------------------------------------------------------------------
  1    +0     +0    +2    +2     Gaze of the Umberhulk               ---     
  2    +1     +0    +3    +3     Bonus Abberant Feat                 +1 Manifester Level
  3    +2     +1    +3    +3                                         +1 Manifester Level
  4    +3     +1    +4    +4     Mind of the Illithid                +1 Manifester Level
  5    +3     +1    +4    +4                                         +1 Manifester Level
  6    +4     +2    +5    +5     Bonus Abberant Feat                 +1 Manifester Level
  7    +5     +2    +5    +5     Eye of the Beholder                 ---
  8    +6     +2    +6    +6                                         +1 Manifester Level
  9    +6     +3    +6    +6     Tentacles of the Chuul              +1 Manifester Level
  10   +7     +3    +7    +7     Bonus Abberant Feat, Abberant Life  +1 Manifester Level
                                 
Class skills (2 + Int modifier per level):
Concentration, Knowledge (Psionic), Knowledge (Dungeoneering), Bluff, Psicraft, Sense Motive, Decipher Script, Disguise, Spot.

Requirements:
Feats: Abberation Blood, Warped Mind, one other Abberant feat.
Manifesting: Must be able to manifest 3rd level powers.
Powers: Must be able to manifest Ubiquitous Vision and Psionic Blast.
Alignment: Non-good.

Class Features
Text
  • Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This means that she adds the level of Scion of the Twisted Thoughts to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an Scion of the Twisted Thoughts, she must decide to which class she adds the new level of Scion of the Twisted Thoughts for the purpose of determining power points per day, powers known, and manifester level.
  • Gaze of the Umberhulk (Su): Whenever you manifest the Ubiquitous Vision power, you gain a gaze attack that can be used every 1d6 rounds. All creatures within a 25 foot cone must make a will save vs 10 + your class level + your charisma modifier, or be confused for 1d6 rounds. The duration increases by 1d6 for every additional 5 levels in the class (2d6 at 5, 3d6 at 10).
  • Bonus Abberant Feat (Ex): You gain one additional Abberant Feat. You must still meet the requirements for that feat. If there are no more Abberant feats available, you may take one psionic feat for which you meet the requirement.
  • Mind of the Illithid (Su): Once per day per two Abberant Feats, you create an effect equal to the Psionic Blast power except as follows: The duration of the effect is equal to 3d4 rounds, and the DC is 10 + your class level + your charisma modifier. You may use this ability once every 1d4 rounds. It is a full round action that requires expending psionic focus.
  • Eye of the Beholder (Su): Once per day, you may emit a 60' Null Psionics Cone. The point of origin is the manifester's third eye, and it extends in the direction he is facing. This functions as if cast by a manifester of your manifester level, and lasts for the same number of rounds.
  • Tentacles of the Chuul (Ex): As a standard action, you can transform one or both of your arms into tentacles. An arm transformed in this way no longer can be used for somatic components, and must drop all that it is carrying. You gain one (or two, depending on the number of arms transformed) natural attacks dealing 1d8 + Str modifier damage. On a successful hit, the target must succeed at a Fortitude save or be paralyzed for 1d6 rounds. The DC of this save is 10 + your class levels + your Constitution Modifier. Your tentacles are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal nonlethal damage with your tentacles, taking the standard -4 penalty on your attack roll. Your tentacles work just like the natural weapons of many monsters. You can make an attack with one tentacle or a full attack with two tentacles at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks-you simply have two tentacle attacks at your normal attack bonus.
  • Abberant Life (Ex): Your type changes to Abberation, you gain Darkvision, and recieve a permanent +2 to your Constitution score.
« Last Edit: August 27, 2015, 10:42:30 AM by Stratovarius »

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Updated this to clean up a few errors in the material.

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #10 on: August 27, 2015, 10:57:36 AM »
Updated this to clean up a few errors in the material.

Clearly, I didn't do a good enough job last time. Another round of edits.

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #11 on: October 18, 2015, 08:58:05 PM »
Yup, this needed more work than I thought.

Feats:
Gibbering Telepathy is available at level 6
Rewrote Aberrant Transfer (which was a straight copy of Metamorphic Transfer, but worse)
Rewrote Twisted Mind, Twisted Body to be much stronger
Reworked Worship the Deep
Cleaned the wording in one or two other places.

Burrowing Dread:
Size increased to Gargantuan
Strength boosted slightly
Natural Armour boosted
DCs adjusted to correct formula (Inspire Dread is a flat DC, not ability score based)
Inspire Dread cleaned up
Added a Trample attack
Changed Feat selection
Bumped CR

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #12 on: August 06, 2018, 07:41:47 AM »
Cleaned up and updated all the material herein and turned into a formatted PDF.

Download Twisted Minds, Twisted Bodies

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #13 on: August 14, 2018, 04:26:49 PM »
PDF is finalized and complete.

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Re: Twisted Minds, Twisted Bodies: The Tome of Psionic Aberrations [3.5]
« Reply #15 on: June 01, 2021, 06:01:45 AM »
Now with added bookmarks in the PDF version.