Epic Insights
Dragons of the Glacier and the Grave
Epic Miniatures Handbook
Epic Divine Feats
Epic Shapechangers
Epic Swordfighters
Compiled and Updated
Epic Races of Faerun
Epic Ghostwalk
Epic Illithid Savant
Murmur, Epic Infiltrator
More Epic Level Prestige Classes
Epic Level Magic
Epic Level Combatants
Tweaking Your Epic-Level Game
Transformational Prestige Class Epic Progressions
Book of Vile Darkness Epic Enhancement
Faiths and Pantheons Epic Enhancement
Magic of Faerun Prestige Classes
Oriental Adventures Core Classes
Forgotten Realms Campaign Setting Prestige Classes
Epic Psionics
Prestige Classes Part Four
Prestige Classes Part Three
Prestige Classes Part Two
Prestige Classes Part One


Epic Insights Special Edition
Psionic Prestige Classes - Part 1
By Mark A. Jindra
With inspiration and testing provided by members of the Wizards of the Coast online community.

This month we explore epic-level progressions for the four prestige classes in the Psionics Handbook.

Epic Metamind

The metamind knows that accumulating the most power in the shortest time is key to psionic superiority. Their single-minded pursuit of this power leads many to believe that continued focus into the realm of epic psionics will bring them the ultimate psionic power they seek.

Other Options: The epic metamind's ability to utilize Trigger Power and Epic Trigger Power to manifest many of his lower level powers helps him reach his goal of ultimate psionic power.

Hit Die: d4.

Skill Points at Each Additional Level: 4 + Int modifier.

Powers: The epic metamind does not discover any additional powers after 10th level unless he selects the Spell Knowledge feat. The epic metamind's manifester level increases by 1 per level of epic metamind gained above 10th. The epic metamind's number of power points per day does not increase after 10th level.

Psicrystals: The epic metamind's psicrystal continues to increase in power. Every two levels after 10th (12th, 14th, 16th, and so on), the psicrystal's hardness and Intelligence each increase by +1. The psicrystal's power resistance is equal to the master's level +5.

Trigger Power: Every other level starting at 11th, the epic metamind gains a bonus Trigger Power feat. Each time he takes this feat, he chooses a power of level 0 to 3 that he can attempt to manifest for free.

Bonus Feats: The epic metamind gains a bonus feat (selected from the list of epic metamind bonus feats) every 3 levels after 10th.

Epic Metamind Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Trigger Power, Improved Combat Casting, Improved Heighten Spell, Improved Manifestation, Improved Metamagic, Intensify Spell, Multispell, Permanent Emanation, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic. As noted in the Epic Feats section of the Epic Level Handbook, metaminds learn "psionically flavored" versions of feats, as appropriate.

Level

Special
11
Trigger Power
12
--
13
Trigger Power, bonus feat
14
--
15
Trigger Power
16
Bonus feat
17
Trigger Power
18
--
19
Trigger Power, bonus feat
20
--

Epic Pyrokineticist

While few pyrokineticists venture into the realm of epic psionics, those that do find the experience brings them closer to becoming one with the flame. Pyros are generally shunned by society, and the epic pyro is even more so. Often pyros seek out one another and form small communities in barren wastelands on the fringes of society where they can study their art among those who truly appreciate it.

Hit Die: d6.

Skill Points at Each Additional Level: 2 + Int modifier.

Powers: The epic pyrokineticist does not discover any additional powers after 10th level unless she selects the Spell Knowledge feat. The epic pyrokineticist's manifester level increases by 1 per level of epic pyrokineticist gained above 10th. The epic pyrokineticist's number of power points per day does not increase after 10th level.

Psicrystals: The epic pyrokineticist's psicrystal continues to increase in power. Every two levels after 10th (12th, 14th, 16th, and so on), the psicrystal's hardness and Intelligence each increase by +1. The psicrystal's power resistance is equal to the master's level +5.

Bonus Feats: The epic pyrokineticist gains a bonus feat (selected from the list of epic pyrokineticist bonus feats) every 2 levels after 10th.

Epic Pyrokineticist Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Improved Combat Casting, Improved Heighten Spell, Improved Manifestation, Improved Metamagic, Intensify Spell, Multispell, Permanent Emanation, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic. As noted in the Epic Feats section of the Epic Level Handbook, epic pyrokineticists learn "psionically flavored" versions of feats, as appropriate.

Level

Special
11
--
12
Bonus feat
13
--
14
Bonus feat
15
--
16
Bonus feat
17
--
18
Bonus feat
19
--
20
Bonus feat

Epic Slayer

Seeking to rid the land of illithids forever, slayers embrace epic psionics. It is this continued pursuit of the illithids that makes them the nemesis of illithids everywhere.

Other Options: The epic slayer finds the Epic Prowess, Epic Weapon Focus, Epic Weapon Specialization, and Epic Skill Focus feats quite useful in their war on the illithids.

Hit Die: d10.

Skill Points at Each Additional Level: 4 + Int modifier.

Powers: The epic slayer does not discover any additional powers after 10th level unless she selects the Spell Knowledge feat. The epic slayer's manifester level increases by 1 per level of epic slayer gained above 10th. The epic slayer' s number of power points per day does not increase after 10th level.

Bonus Feats: The epic slayer gains a bonus feat (selected from the list of epic slayer bonus feats) every 2 levels after 9th.

Epic Slayer Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manifestation, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the slayer can select any fighter or psychic warrior bonus feat not listed here. As noted in the Epic Feats section of the Epic Level Handbook, epic slayers learn "psionically flavored" versions of feats, as appropriate.

Level

Special
11
Bonus feat
12
--
13
Bonus feat
14
--
15
Bonus feat
16
--
17
Bonus feat
18
--
19
Bonus feat
20
--

Epic Soulknife

Most soulknifes embrace epic psionics. They advance their mind-blades to powers unheard of in the world of normal psionics. The amount of violence they employ in their combat style increases along with their power, causing them to be shunned by society. They often seek out the societies of epic pyros to find acceptance.

Hit Die: d6.

Skill Points at Each Additional Level: 4 + Int modifier.

Powers: The epic soulknife does not discover any additional powers after 10th level unless he selects the Spell Knowledge feat. The epic soulknife's manifester level increases by 1 per level of epic soulknife gained above 10th. The epic soulknife' s number of power points per day does not increase after 10th level.

Sneak Attack (Ex): The epic soulknife's extra damage from this ability increases by +1d6 at 11th-level and every other level gained thereafter (13th, 15th, and so on).

Mind-Blade (Su): When the epic soulknife reaches 12th level, his mind-blade gains a +6 enhancement bonus; this bonus increases by +1 at every other level gained thereafter (14th, 16th, and so on).

Bonus Feats: The epic soulknife gains a bonus feat (selected from the list of epic soulknife bonus feats) every 4 levels after 10th.

Epic Soulknife Bonus Feat List: Armor Skin, Brilliant Mind-Blade, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manifestation, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the soulknife can select any fighter or psychic warrior bonus feat not listed here. As noted in the Epic Feats section of the Epic Level Handbook, each epic soulknife learns "psionically flavored" versions of feats, as appropriate.

Level

Special
11
Sneak attack +6d6
12
Mind-blade +6
13
Sneak attack +7d6
14
Mind-blade +7, bonus feat
15
Sneak attack +8d6
16
Mind-blade +8
17
Sneak attack +9d6
18
Mind-blade +9, bonus feat
19
Sneak attack +10d6
20
Mind-blade +10

Feats

Brilliant Mind-Blade [Epic] [Psionic]

Your mind-blade is a brilliant energy weapon.

Prerequisites:
Mind-blade enhancement bonus of +6, reserve power points (see below).

Benefit:
Your mind-blades have the brilliant energy weapon quality. You can choose to turn this ability on or off as a free action.

Special:
This feat increases your prerequisite of reserve power points for your mind-blades by 10. This feat can be taken as a bonus feat by the epic soulknife.

Epic Trigger Power [Epic ] [Psionic]

You choose one power that you can manifest for free.

Prerequisite: Inner Strength, Talented, Trigger Power, reserve power points (see below)

Benefit: Choose any 4th-, 5th-, or 6th-level power you know. From now on you can attempt to trigger that power without paying its cost. To trigger a power, you must first satisfy the requirement of a power point reserve equal to or greater than what it would normally cost you to manifest the power. Then, make an ability check appropriate for the power's discipline (for instance, you would make a Charisma check for charm person). If you meet or exceed the ability check DC (see below), the power is manifested normally with no power point cost. If you fail the check, you are forced to pay its cost, but the power is still manifested normally. You can't use Epic Trigger Power in conjunction with psionic attack or defense modes.

DCs for the ability check are determined by level: 4th level, 19; 5th level, 21; and 6th level, 23.

Special: You can take this feat multiple times, each time using it for a new triggered power. This feat can be taken as a bonus feat by the epic metamind.

Game Resources: To use the material in this article to its fullest, check out the Epic Level Handbook, grab a copy of the Psionics Handbook, and take a look at the Mind's Eye web features. Of course, you'll also want to keep the Player's Handbook, Dungeon Master's Guide, and the Monster Manual handy!

Special thanks go to the following members of the Wizards of the Coast online community for their contributions to this article: Michael Tree, Dr_Draco, Big Jake, and many more.

About the Author

Mark A. Jindra has been a fan of Dungeons & Dragons for the past 25 years and has organized RPGA Network events for many conventions and game days, including Origins and Winter Fantasy. In 1998 he landed his dream job as a web developer for Wizards of the Coast and is currently the developer of the D&D website. Mark has authored or coauthored various tournaments for the RPGA Network, and he also coauthors the monthly Mind's Eye feature on the Wizards of the Coast website.

Go to the D&D main news page for more articles and news about the new D&D or check out the D&D message boards for a lively discussion of all aspects of the D&D game.

 





© 1995-2004 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Wizards is headquartered in Renton, Washington, PO Box 707, Renton, WA 98057.


PRIVACY STATEMENT
Printer Friendly
Hasbro.com