Hyperconscious: Explorations in Psionics

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Hyperconscious: Explorations in Psionics
BookHyperconscious.jpg
Abbreviation:
Author: Bruce R. Cordell
Publisher: White Wolf Publishing
Item Code: WW16152
Release Date: 2004
Format: Paperback
Page Count: 160
ISBN-10: 1-58846-995-6
Price: $23.99
Product Blurb:
Dream is the gate, Mind the fuel, and Time an illusion . . .

The institution known as the Oraculus splinters, sundering the Seven Sages. Now, each lone sage decries the others as frauds and proclaims unique revelations of future eras—a future that whispers back secrets of great power! Are these visions true, or are they insidious dreams?

Discover the latest imaginative adventure from the master of d20 psionics! During play, Hyperconscious: Explorations in Psionics unveils valuable game material, including new psionic prestige classes, powers, monsters, feats, and items—many based around the themes of Dream. Plus, discover more about the horrifying entity known as the Dark Plea and its latest machinations.

Hyperconscious also updates all the psionics rules material from Malhavoc Press’ EN World Award-winning previous psionics books, If Thoughts Could Kill and Mindscapes, to v. 3.5 of the d20 System. This material is now fully compatible with the Expanded Psionics Handbook—and Hyperconscious is the only place you can find the updates and the new adventure all in one convenient volume.

Bruce R. Cordell, designer of the D&D® Psionics Handbook and Expanded Psionics Handbook, is also known for his Origins Award- winning Return to the Tomb of Horrors and Epic Level Handbook.

This text is quoted from promotion material. Text and images are copyrighted by the original publisher.

Open Game Content[edit]

Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Hyperconscious: Explorations in Psionics are designated as Open Game Content: the class advancement tables and Class Features in Chapter Eight; the feats in their entirety in Chapter Four; the power parameters (range, duration, etc.) and game mechanics in Chapter Seven; the psionic items of Chapter Five in their entirety; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source.

Prestige Classes[edit]

Astral Dragoon[edit]

Hit Die: d8.

Requirements[edit]

To qualify to become an astral dragoon, a character must fulfill all the following criteria.

  • Base Attack: +3
  • Psionics: Able to manifest 2nd-level powers.
  • Special: A psion must create a bayard to rider’s specifications.

Class Skills[edit]

The astral dragoon’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Wis), Craft (Any) (Int), Handle Animal (Cha), Intimidate (Cha), [SRD:Jump Skill|Jump]] (Str), Knowledge (Psionics) (Int), Profession (Any) (Int), Ride (Dex), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

Table: The Astral Dragoon
Level Base Attack Bonus Fort Save Ref Save Will Save Mode Check Bonus Special Powers Known
1st +1 +2 +0 +0 +0 Coalesce bayard
2nd +2 +3 +0 +0 +0 Expert rider, bayard advancement +1 level of existing class
3rd +3 +3 +1 +1 +1 Call bayard 1/day
4th +4 +4 +1 +1 +1 +1 level of existing class
5th +5 +4 +1 +1 +1 Augmented attack
6th +6 +5 +2 +2 +2 +1 level of existing class
7th +7 +5 +2 +2 +2 Pounce
8th +8 +6 +2 +2 +2 +1 level of existing class
9th +9 +6 +3 +3 +3 Call bayard 2/day
10th +10 +7 +3 +3 +3 Extra choice +1 level of existing class

Class Features[edit]

All of the following are Class Features of the astral dragoon prestige class.

Weapon and Armor Proficiency: Astral dragoons gain no additional proficiency in any weapon or armor.

Powers Known: At every level indicated on Table: The Astral Dragoon, a astral dragoon gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He 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 essentially means that he adds the level of astral dragoon to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

Coalesce Bayard: The character learns of a secret method of stability for one certain type of astral construct, which requires a commitment of life and loyalty. The character must find a psion who knows astral construct (and is at least 5th level) and ask the psion to manifest the power exactly to the rider’s specifications. The presence of the astral dragoon allows the psion to manifest a power as required to create a bayard, even if the psion doesn’t have the requisite Craft skill to create such a perfect creature. Moreover, the presence of the astral dragoon allows the psion to create a 3rd-level construct large enough to ride. The resultant construct, called a bayard, remains stabilized as long as it stays within 25 feet plus 5 feet per two levels of astral dragoon. The bayard serves the astral dragoon as a mount and as a combat steed. It doesn’t attack or threaten enemies unless the rider is mounted, though it follows the astral dragoon if the character is not mounted on it. As with all mounts, all attacks made from the back of a bayard against foes that are not mounted gain a +1 bonus on the attack roll. The character can have the bayard’s tack and harness, as well as barding, modified from generally available tack and harness. The bayard shows loyalty only to its rider. The astral dragoon can dismiss his mount at any time, which causes the bayard to disintegrate and steam away like a normal astral construct at the end of its short life time—none of the bayard’s equipment comes to harm when a bayard is dismissed (or destroyed). In the event that something destroys or dismisses the bayard (such as through a malicious use of the dismiss ectoplasm power), the character can fashion a new one with the aid of a psion who knows the astral construct power. When the character reaches 3rd level, he may call his own bayard without external aid (see Call Bayard).

Expert Rider: An astral dragoon gains a competence bonus equal to his prestige class level on all Handle Animal and Ride checks associated with his bayard while he is mounted.

Call Bayard (Ps): Once per day the character can call a bayard, as if manifesting astral construct at the appropriate level. A new bayard appears only if the rider has dismissed the previous bayard or if the previous bayard has been destroyed. At 9th level, the dragoon can call a new bayard twice per day.

Bayard Advancement: At 2nd level and at alternating astral dragoon class levels thereafter, the bayard gains 1d10 bonus hit points and a +1 bonus on all its attack rolls and saving throws. If a character advances through all 10 astral dragoon levels, the bayard continues to advance at alternating character levels (even though they are no longer astral dragoon levels).

Augmented Attack (Su): The astral dragoon can supplement one of his bayard’s claw attacks in melee (in combination with the rider’s own attacks) once per round a number of times per day equal to the astral dragoon’s class level. An augmented claw attack roll is the sum of the rider’s base attack bonus and the bayard’s Strength modifier. Determine damage normally. On rounds when the rider chooses not to induce his bayard to make an augmented attack, the bayard makes its attacks normally.

Pounce (Ex): Once per day a bayard ridden by the astral dragoon can make a full attack if it charges a foe, including two rake attacks with its rear claws. The bayard makes its rake attacks at the creature’s regular claw attack bonus, and they deal 1d6+3 points of damage.

Extra Choice: From now on, whenever the astral dragoon calls his bayard, he can make one additional menu choice from the Astral Construct Menu B on in Chapter Eight: Monsters of the Expanded Psionics Handbook. The astral dragoon cannot break the choice into two A choices, but the choice can differ each time he calls a new bayard.

Astral Zealot[edit]

Awakened Dreamer[edit]

Cerebral Rager[edit]

Chakra Savant[edit]

Chronorebel[edit]

Colorless Adept[edit]

Crystal Proselyte[edit]

Dream Keeper[edit]

Dreamwright[edit]

Ghostbreaker[edit]

Hit Die: d8.

Requirements[edit]

To qualify to become an ghostbreaker, a character must fulfill all the following criteria.

  • Base Attack: +3
  • Special: Must have slain an undead and have fashioned from a portion of the slain undead a focus to wear as an amulet, brooch, circlet, or ring.

Class Skills[edit]

The ghostbreaker’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Wis), Craft (Any) (Int), Diplomacy (Cha), Knowledge (Psionics) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Any) (Int), Psicraft (Int), Search (Int), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

Table: The Ghostbreaker
Level Base Attack Bonus Fort Save Ref Save Will Save Mode Check Bonus Special Powers Known
1st +1 +2 +0 +2 +0 Effective turning, detect undead +1 level of existing class
2nd +2 +3 +0 +3 +0 Raze undead +1 level of existing class
3rd +3 +3 +1 +3 +1 Endure drain +1 level of existing class
4th +4 +4 +1 +4 +1 Drain feedback +1 level of existing class
5th +5 +4 +1 +4 +1 Turning harrier +1 level of existing class

Class Features[edit]

All of the following are Class Features of the ghostbreaker prestige class.

Weapon and Armor Proficiency: Ghostbreakers gain no additional proficiency in any weapon or armor.

Powers Known: At every level indicated on Table: The Ghostbreaker, a ghostbreaker gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He 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 essentially means that he adds the level of ghostbreaker to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

Effective Turning (Su): A ghostbreaker can turn undead as divinely inspired clerics do, but she uses the power of her mental presence, not a channel to a higher power. A ghostbreaker turns undead with an effective turning level equal to her manifester level minus 2 by mentally channeling and manipulating positive energy. Thus, a psion 6/ghostbreaker 1 turns undead as if she were a 5th-level cleric. A ghostbreaker who also has levels as a cleric or paladin adds those levels to determine effective turning level. Charisma continues to modify the turning check and turning damage.

Detect Undead (Ps): Ghostbreakers can detect that peculiar mental deficiency that indicates an undead mind animated with negative energy, not life. The ghostbreaker can detect undead (per the spell) as a standard action within a 60-foot radius automatically while she retains her psionic focus. The amount of information received depends on how long the character ponders: 1st Round: She determines the presence or absence of undead. 2nd Round: She determines the number of undead in the area and the level of the strongest undead present. 3rd Round: She knows the level and location of each undead. If an undead is outside her line of sight, then she discerns its direction but not its exact location.

Raze Undead (Su): Starting at 2nd level, a ghostbreaker can raze undead with one melee, ranged, touch, or psionic power attack that directly deals damage, such as concussion blast. On a successful attack, she deals 2 extra points of damage per effective manifester level (regardless of whether the undead makes its save, if any). The character can raze undead a number of times per day equal to her prestige class level plus her Charisma modifier (if positive).

Endure Drain (Su): Beginning at 3rd level, while the character retains her psionic focus, she enjoys limited protection from level-draining attacks. Each round, the character ignores the first negative level that she would otherwise receive from any attack that bestows negative levels (such as from a vampire’s attack). This ability absorbs only negative levels bestowed, not damage associated with the attack, if any.

Drain Feedback (Su): From 4th level on, any time the character takes negative levels (such as when her endure drain ability doesn’t shield her fully from a level-draining attack), the extra negative levels trigger an autonomic psionic response against a specific attacker (such as an undead, a spellcaster casting enervate, a fighter wielding a level-draining sword, and so on). As an immediate action, the character sends an arc of feedback energy at the leveldraining attacker (even if invisible or out of line of sight, as long as an uninterrupted path exists between the two). The feedback has one of two effects. Undead are treated as if subject to a free effective turning effect by the ghostbreaker, with a +3 bonus to effective turning levels (treat these undead as rebuked, as the feedback energy is negative, not positive). Against living creatures who bestow negative levels with powers, spells, or items, the feedback arc bestows one negative level. Either way, the ghostbreaker takes the negative level or levels that caused the feedback, too. Even if the ghostbreaker takes multiple levels, only a single feedback arc forms, with the specified effect described above.

Turning Harrier (Su): At 5th level, ghostbreakers become even better at turning undead. A ghostbreaker turns undead with an effective turning level equal to her manifester level +2 (which replaces the –2 effective turning level of the previous ability) by mentally channeling and manipulating positive energy. Thus, a psion 6/ghostbreaker 5 turns undead as a 13th-level cleric! A ghostbreaker who also has levels as a cleric or paladin adds those levels to determine effective turning level. Charisma continues to modify the turning check and turning damage.

Innate Pretender[edit]

Lucid Cenobyte[edit]

Pattern Master[edit]

Plangent[edit]

Psychic Chirurgeon[edit]

Quietus[edit]

Spirituel[edit]

Voce Warrior[edit]

Variant Prestige Classes[edit]

Metamind[edit]

Blade Manifester[edit]


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