Pale Mind

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PALE MIND

He may come from a primitive background or an area with few resources. He may even come from a technologically advanced culture and simply have a
strong desire to use “renewable” resources rather than digging up the earth. Regardless the pale mind is a psionic craftsman of unparalleled skill. He
studies skeletons, natural rock formations, and trees to learn how they form and how to use, mimic, and enhance that strength in the natural materials he
works with.
Hit Die: d4.

To qualify to become a pale mind, a character must fulfill all the following criteria.
Skills: Craft (any) 8+, Knowledge (anatomy) 5+ ranks, Knowledge (engineering) 5+ ranks, Heal 5+ ranks, Survival 5+.
Feats: Skill Focus: (any one of the required skills above)
Powers: Minor Creation or Major Creation.

CLASS SKILLS: Concentration, Craft (any), Diplomacy, Heal, Knowledge (any), Listen, Profession, Psicraft, Search, and Spot.
Skill Points at Each Level: 2 + Int modifier.

All of the following are class features of the pale mind prestige class.
Weapon and Armor Proficiency: Pale minds gain proficiency with simple weapons and shields.

Powers Known: At every indicated level, a pale mind 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 pale
mind to the level of whatever psionic 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 he became a pale mind, he must decide to which class he adds the new level of pale
mind for the purpose of determining power points per day, powers known, and manifester level.

Natural Crafter: The pale mind has an instinctive feel for natural materials (bone, wood, chitin, leather, hide, teeth, etc…) that come from a living or once
living creature and can easily craft complex psionic and non-psionic items from them. The pale mind gains a bonus equal to his pale mind level to any
craft checks to craft items that are made completely or almost completely (75% or more) from natural materials. This bonus increases as his class level
increases and applies even if the pale mind has no ranks in the skill needed.

Shaper (Su): At 2nd level, the pale mind develops such a close affinity with his chosen medium that he can shape natural materials with his bare hands.
He bends, twists, and sculpts it into the desired shape, and can sharpen a weapon or tool simply by smoothing it with his hands. As long as he has enough
raw material on hand, he can shape a weapon, tool, or other object of his own size in ten minutes. Reduce this time by half for each category the weapon or
tool is below the character’s size, and double it for each category above his own size. A pale mind cannot use this ability on magical items (other than his
personal Mail), as the energy flowing through them makes them too durable to reshape.
The pale mind does not gain any power to snap weapons in two or rend armor to pieces. He must slowly and carefully work the material, and it hardens
again within moments. In addition, he must be able to handle an object to learn its pattern and break it down.

Mail: The pale mind becomes so skilled at crafting natural material that he is able to craft special armor for himself. This mail is so carefully crafted that it
grants the pale mind a+3 natural armor bonus. This bonus increase by +1 at every additional even level of pale mind (+4 at 6 th level, +5 at 8th level, +6 at
10th, etc…). This mail can have any appearance the pale mind desires and is able to craft. It could be anything from as simple as lizard bones and twigs
wired together to intricately sculpted plates of chitin and wood to standard hide armor. The mail’s appearance has no effect on the bonus it provides and
only works for the pale mind that created it. Anyone else who wears the mail finds it is only as effective as padded armor (use padded armor statistics).
Note: The mail may also be enchanted/empowered.

Warrior: The pale mind gains +1 to hit and damage with any weapon made from natural material. The weapon may have components made from other
materials, but its striking surface and primary material must be natural material (at least 75%).

Fortify Material (Su): At 8th level, the pale mind can increase the hardness of a natural material object (of any size) by one point per pale mind level with
a touch. This also triples triple the objects hit points, he can do this as often as he likes, but only once for any given object. This is instantaneous and
cannot be dispelled. An object can receive this benefit only once. This has no effect on the flexibility or lack of flexibility of an object. Fortifying an
object requires one hour if the object is Medium or smaller, two hours if Large, four hours if Huge, eight hours if Gargantuan, and sixteen hours if Colossal
or larger. The pale mind must make a Craft check with the Difficulty Class equal to the DC required to create the item with the Craft skill.

Imbue (Sp): At 8th level, a pale mind can create a permanent magic item by imbuing natural materials with his power. The item must be a constant item or
magical arms or armor. The pale mind need not meet the prerequisites to create the item, or even know the proper feats, but must pay in both gold pieces
and experience points as though making the item normally. Further, imbuing the item with power requires additional time, so it takes the pale mind twice
as long as normal to create an empowered item. The pale mind must have an item of at least masterwork quality to imbue.

Craft Master: At 10th level the cost (and time and XP) of any psionic/magic item he creates from natural material is reduced by 25%. Additionally,
weapons made from natural materials by the pale mind no longer have penalties to hit and damage or any increased chance of breaking. He may also
substitute natural materials (with a hardness of five or better) for crystal in any items he makes.

Level BAB Fort Ref Will Special Powers Known


1st +0 +2 +0 +2 Natural Crafter ----
2nd +1 +3 +0 +3 Shaper +1 level of existing manifesting class
3rd +1 +3 +1 +3 +1 level of existing manifesting class
4th +2 +4 +1 +4 Mail +1 level of existing manifesting class
5th +2 +4 +1 +4 +1 level of existing manifesting class
6th +3 +5 +2 +5 Warrior +1 level of existing manifesting class
7th +3 +5 +2 +5 +1 level of existing manifesting class
8th +4 +6 +2 +6 Fortify material +1 level of existing manifesting class
9th +4 +6 +3 +6 Imbue +1 level of existing manifesting class
10th +5 +7 +3 +7 Craft Master ----
Note: The pale mind’s abilities affect bone, wood, teeth, claws, chitin, hide, leather, or any other material that grows as a natural part of a creature or plant.

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