New Race: Denizens of Madness

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DENIZENS OF MADNESS

— +2 racial bonus on Bluff, Diplomacy, and Intimidate checks.


New Race Empty vessels are masters of social interaction, influencing oth-
ers through their commanding presence and subtle psychic
INSPIRED powers.
The Inspired are specially bred humans who have willingly sur- —+2 racial bonus on Disguise checks made to impersonate a hu-
rendered their bodies to nightmarish creatures called quori. man, due to their close physical resemblance to humans.
When a quori spirit possesses a human vessel, it submerges the —Bonus Feat: Empty vessels gain 1 extra feat at 1st level.
human spirit and takes complete control of the consciousness. —Automatic Languages: Common, Quor. Bonus Languages:
When the human vessel dies or is destroyed, the quori spirit, Eldaarish, Dwarven.
returns to Dreamscape until it can inhabit another suitable ves- —Favored Class: Psion.
sel. —Level Adjustment: +1.
The quori originally had trouble projecting their minds into the
Material Plane. Unwilling to permanently join with a human INSPIRED
host, the quori sought a solution. That solution was to use con- The Inspired are specially bred humans who have willingly sur-
trolled breeding and psionic manipulation to spawn highly rendered their bodies to quori spirits.
evolved humans tinged with strong psionic potential. Thus the All Inspired share the following traits.
fragile mind of the Eldaarish people combined with the natural Dual Spirit (Ex): The dual spirit of an Inspired grants several
psionic affinity of Athasian humans made for perfect candi- benefits, described below.
dates. These perfect quori vessels possess otherworldly beauty —Ability Scores: An Inspired adopts the mental ability scores
and a penchant for cruelty. Unpossessed hosts, known as empty (Intelligence, Wisdom, and Charisma) of the quori spirit, if they
vessels, train hard for the day they receive their quori spirits. are higher than the human vessel’s.
While quori prefer to fill Inspired vessels, and needed such ves- Bereft of its quori spirit, a human vessel’s skill modifiers change
sels to originally project to Athas, they are developing an alter- as indicated for each Inspired, below.
native method that would allow them to posses any willing hu- —Dual Mind: An Inspired can reroll any failed save against a
man any willing human. mind-affecting spell or ability. If the reroll save also fails, the In-
An Inspired vessel is taller than the average human, but lightly spired suffers the effects normally.
built, with large, almond-shaped eyes that vary in color. Com- —Profane Gift: An Inspired has a +4 profane bonus to Charisma.
mon colors are black, viridian, or violet, although the eyes —Quori Abilities: An Inspired gains full use of all the quori’s
change color with the mood of the individual. All Inspired have psi-like abilities and spell-like abilities (but not its extraordinary
pale skin and straight hair that ranges in color from jet black to or supernatural abilities).
deep blue or green. By human standards, most Inspired are —Reduced Sleep: An Inspired only needs 4 hours of sleep per
strikingly handsome or beautiful, and they possess an unnatural day, during which time the quori spirit returns to its body on
charm and a commanding aura that helps them influence oth- Dal Quor.
ers. Most wear their hair long, and they favor ornate clothing —Resist Exorcism: The quori spirit inhabiting an Inspired is
and decorations. subject to a dismissal spell, an exorcism, or a similar effect. Use
the total of the human vessel’s character level and the quori’s
EMPTY VESSELS AS CHARACTERS Hit Dice for the purpose of determining whether the spirit re-
Humans born and raised in the Dim Land sometimes attract the sists dismissal or exorcism. If the effect is successful, the quori
attention of a porwerful psionic being named Quori. They are spirit is temporarily driven back to Dal Quor. This effect lasts
bred and conditioned to become vesssels to the quori’s spirit. for 10 minutes per caster level of the character who cast the spell
These humans rerceive special training and education, and they or performed the exorcism, after which point the quori spirit can
are remarkable individuals in their own right. Empty vessels return and possess the human vessel again.
generally have the following ability scores before racial adjust- If a quori spirit returns to Dal Quor for any reason (to protect its
ments: Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 15. Empty ves- body, for example), its human vessel loses the benefits of the
sels have the following racial traits. dual spirit and all the quori’s psi-like and spell-like abilities until
—Medium size. the quori spirit returns.
—An empty vessel’s base land speed is 30 feet. Naturally Psionic (Ex): An Inspired gains 1 extra power point
—Naturally Psionic (Ex): Empty vessels gain 1 extra power per character level, regardless of whether she chooses a psionic
point per character level, regardless of whether they choose a class.
psionic class.
—Skills: An empty vessel receives 4 extra skill points at 1st level
and 1 extra skill point at each additional level. Knowledge (the
planes) is always a class skill for empty vessels.
noncombative herbivores do), the quorbound creature uses its
Template bite as a primary attack and its claw attacks as secondary at-
tacks.
QUORBOUND CREATURE See the Creature Size, Ability Scores, and Damage Table (MM
Though the energy of the Region of Dreams pervades Sarlona, 296) to determine damage for any new attacks based on creature
the creatures of Dal Quor cannot cross over to the material size.
realm—their plane is forever remote. Even so, the Inspired have Base Attack Bonus: The quorbound creature's extra Hit Dice in-
devised methods to augment animals and magical beasts with a crease its base attack bonus.
hint of Dal Quor's power, and these quorbound creatures serve Psi-Like Abilities: Quorbound creatures have the latent ability to
as guard animals, mounts, and spies. Quorbound creatures tap into the power of Dal Quor. Each quorbound creature has
breed true, however, and those that escape captivity and mate any three of the following psi-like abilities, some of which can
with mundane members of their species sometimes pass their be selected only by creatures of certain alignments. Manifester
otherworldly abilities onto their offspring. Those who fear the level equals the creature's Hit Dice. Psi-like ability effects mani-
Inspired are quick to see the taint of evil in the quorbound. How- fest as if powered by power points equal to the manifester level
ever, those aware of the legend of the QuorTarai know that the (EPH 184).
potential for good still lingers in the dark heart of Dal Quor. 3/day—catfall, chameleon, detect psionics, mind thrust (neutral
Quorbound creatures can be any lawful alignment, but are most or evil; DC 11 + Cha modifier + augmentation), mindlink, pre-
often lawful good (touched by the Path of Light) or lawful evil venom (evil; DC 11 + Cha modifier ), vigor (good or neutral).
(born of the Dreaming Dark). The sample quorbound creature 2/day—empathic transfer (good), hustle, inflict pain (evil; DC 12
uses a wolf as the base creature. + Cha modifier + augmentation), painful strike (good), read
thoughts (DC 12 + Cha modifier), recall agony (evil; DC 12 + Cha
Creating a Quorbound creature modifier + augmentation).
1/day—claws of the vampire (neutral or evil), dispel psionics,
"Quorbound" is an acquired template that can be added to any
forced share pain (evil; DC 13 + Cha modifier + augmentation).
animal or magical beast that has an Intelligence of 1 or 2
Abilities: Str +2, Dex +2, Int +4, Cha +4.
Alignment: Any lawful. If the quorbound creature serves an-
Special Qualities: Quorbound creatures retain the special quali-
other, the nonlawful component of its alignment must match
ties of the base creature and gain the following special quality.
that of the master.
Tricks: A quorbound creature knows twelve Handle Animal
Size and Type: The base creature's size does not change. If the
tricks (PH 74).
base creature is an animal, it becomes a magical beast. It gains
Feats: A quorbound creature gains one extra feat from its in-
the appropriate augmented subtype. A quorbound creature's
creased Hit Dice.
psi-like abilities give it the psionic subtype.
Skills: Its increased Hit Dice provide a quorbound creature with
Senses: Quorbound creatures have darkvision out to 60 feet and
3 extra skill points. It gains Autohypnosis, Concentration, and
low-light vision.
Psicraft as class skills, placing 1 rank in each.
Languages: Though a quorbound creature cannot speak, it un-
A quorbound creature receives a +2 racial bonus on Autohyp-
derstands Quori and either Common or Hit Dice: The base crea-
nosis, Concentration, and Psicraft checks.
ture's Hit Dice increase by 3.
Organization: Solitary.
Attack: A quorbound creature retains all the attacks of the base
Environment: Usually same as base creature.
creature, plus it gains a bite attack and two claw attacks if the
Advancement: —
base creature did not have those attacks. If the base creature
Level Adjustment: —
used its natural weapons as a secondary attack (as
Challenge Rating: As base creature +2.

QUORBOUNDLORE
Characters who have ranks in Knowledge (psionics) can learn more about a quorbound creature. When a character succeeds on a skill check, the following lore is revealed,
including the information from lower DCs.
The base creature and its characteristics must be identified using the appropriate skill, according to the base creature's type.
Knowledge (psionics)
DC Result
20 This creature has been altered to possesses mental faculties sharper than normal for its type, as well as psionic powers.
40 This creature might be quorbound, a creatures whose psionic powers are the result of quori meddling on the Material Plane.
make a level check against a DC equal to 20 + the failed vessel's
QUORBRED CREATURE HD. Failure on the check means the effect fails.
The quori had three millennia in Dal Quor to plan their domi- Immunities (Ex): Quorbred creatures enter dreamless state when
nation of Sarlona, and so they devised the Inspired and the they sleep. They are immune to dream and nightmare spells, as
quorbound. But the quori's success with these breeds came well as any other effect that relies on a subject's ability to dream.
along with failures. They tried many experiments, some offering A quorbred creature is further immune to fear and fear effects.
more physical prowess than humanlike forms had and others Intellectual (Ex): Quorbred creatures can use Intelligence in place
intended to create reliable slaves. Individuals descended from of Wisdom or Charisma to determine the save DCs for abilities
these castoff experiments are still born intermittently among that are normally Wisdom- or Charisma-based.
Sarlona's natives. Most are indistinguishable from their kin, but Power Resistance (Ex): Quorbred creatures have power resistance
a few show severe psycho-spiritual backlash against the quori's equal to 11 + their HD. If the base creature has better spell re-
meddling. These creatures have traits that make them antithet- sistance or power resistance, the quorbred creature keeps that
ical to psionic beings. Scholars note them as quorbred creatures; figure.
the quori and Inspired arrogantly call them "failed vessels." Saves: Quorbred creatures get a + 4 bonus on saves against illu-
sions and mind-affecting spells and abilities.
CREATING A QUORBRED Abilities: Quorbred creatures have lost some of their sense of self
and will, but their minds are sharper. Apply the following mod-
"Quorbred'' is an inherited template that can be added to any
ifiers: Int + 4, Wis —2, Cha —4. The minimum score for Wisdom
aberration, animal, dragon, fey, giant, humanoid, magical beast,
and Charisma is 3 or that of the base creature, whichever is
or monstrous humanoid (referred to hereafter as the base crea-
lower.
ture). A quorbred uses all the base creature's statistics and abil-
Feats: Quorbred creatures get Hostile Mind and Mental Re-
ities except as noted here.
sistance (EPH 47 and 48 respectively) as bonus feats regardless
Type: Animals that gain this template become magical beasts. Do
of whether they meet the prerequisites. A quorbred spellcaster
not recalculate any of the animal's statistics. It gains the appro-
can take the Antipsionic Magic feat(EPH 47) without meeting
priate augmented subtype.
the prerequisite.
Special Attacks: A quorbred creature has all the special attacks of
Challenge Rating: Same as the base creature +1.
the base creature, plus the following.
Favored class: If the base creature favors a class that is reliant on
Disruptive Strike (Su): An opponent struck by a quorbred's melee
Charisma, the quorbred creature can have a different favored
attack must succeed on a Fortitude save (DC 10 + 1/2 the quor-
class. For example, a creature that normally has bard or sorcerer
bred's racial HD + Int modifier) or be unable to use spells, spell-
as a favored class can have wizard instead.
like abilities, or psionics for 1 round.
Environment: A quorbred creature is found wherever the base
Special Qualities: A quorbred creature has all the special qualities
of the base creature, plus the following. creature is found.
Antipsionic (Ex): Quorbred creatures cannot learn or use psionic Typical Physical Characteristics: Little differentiates a quorbred
powers or feats, nor can they use psionic items. creature from others of the base creature's kind. Many are out-
Closed Mind (Ex): Quorbred creatures leave few psychic impres- siders or social outcasts.
sions on their surroundings, and they are difficult to detect with Alignment: Usually neutral.
divination magic and clairsentience powers, including other Treasure: As base creature. Quorbred creatures favor practical
powers that duplicate such effects (such as a wish spell). The items over anything fanciful or artistic.
user of any such ability who targets the quorbred creature must Advencement: As the base creature does.
Level Adjustment: +2

QUORBREDLORE
Characters who have ranks in Knowledge (psionics) can learn more about a quorbred creature. When a character succeeds on a skill check, the following lore is revealed,
including the information from lower DCs. The actual base creature and its characteristics must be identified using the appropriate skill, according to the base creature's type.
Knowledge (psionics)
DC Result
20 This is an antipsionic creature of some sort.
30 A creature of this sort is probably very resistant to psionics and to mind-affecting abilities. It is possible that it suffers from mental deficiencies.
40 This creature's powers indicate that it might be one of the quorbred, creatures whose antipsionic powers are the result of quori meddling on the Mate-
rial Plane
A quori with at least 4 Hit Dice and a Charisma of 13 can shuck
Quori its physical form on Dal Quor and take on an ethereal spirit
form. Its spirit can then possess a suitable and willing human
The plane of Dal Quor is home to a host of creatures called the
host (referred to hereafter as a human vessel). While the creature
quori—living embodiments of dream and nightmare. Quori are
is in ethereal form, the quori’s corporeal body lies senseless on
the masters of the Dreaming Dark and survive on the Material
Dal Quor in a state of suspended animation. The body does not
Plane by inhabiting specially prepared human vessels, called
require air or food, but direct damage or exposure to an extreme
the Inspired.
environment harms it normally. The quori can roam ethereally
Quori Subtype: Quori is a subtype of the outsider type. It refers
as long as it wants, but the ethereal quori dies if its body is de-
to a native of the plane of Dal Quor.
stroyed. It instantly returns to its body if dispel magic (or a similar
Traits: A quori possesses the following traits (unless otherwise
effect) is successfully cast on the quori’s body.
noted in a creature’s entry).
A quori spirit can attempt to possess a human vessel as a stand-
—Energy Resistance (Ex): acid 10, cold 10, and fire 10.
ard action. First, it must be adjacent to the desired human vessel.
—Greater Teleport (Su): On the plane of Dal Quor, a quori can use
Second, the human vessel must have a Charisma score equal to
greater teleport at will, as the spell (caster level 14th), except that
or greater than the quori’s Charisma score. Third, the human
the quori can only transport itself and up to 50 pounds of ob-
vessel must have the same alignment as the quori. Last, the hu-
jects. This ability does not function on other planes.
man vessel must be willing to accept the quori spirit and cannot
—Immunities (Ex): Quori have immunity to fear, charm, and
be warded by a protection from evil spell or similar effect.
sleep effects.
A possessing quori spirit has immediate access to all the human
—Power Resistance (Ex): 11 + its Hit Dice.
vessel’s thoughts and memories, and takes full control of the
—See in Darkness (Su): A quori can see perfectly in darkness of
body. Physical harm to the human vessel does not harm the
any kind, even that created by a deeper darkness spell.
quori. Killing the human vessel forces the quori’s spirit back
—Telepathy (Su): A quori can communicate telepathically with
onto the Ethereal Plane, where it can attempt a new possession.
any other creature within 100 feet that has a language.
Not even ethereal creatures can harm a possessing quori. A
Quori Special Abilities: Quori that meet certain prerequisites
quori spirit possessing a human vessel grants the receptacle a +4
gain the following additional special abilities.
profane bonus to Charisma. The human vessel loses this profane
—Invade Dreams (Su): Once per day, a quori with at least 9 Hit
bonus if the quori spirit is banished or otherwise expelled (by a
Dice residing on the plane of Dal Quor can send a dream or night-
dismissal spell, for example).
mare (as the spell) to a specified creature on another plane. When
If a human vessel’s Charisma score ever drops below 13, the
appearing in a dream, a quori can assume an alternate form, as if
possessing quori spirit is no longer able to inhabit the human
using alter self. The caster level for this ability equals the quori’s
vessel and is immediately expelled and thrust into an adjacent
Hit Dice, and the save DC for the nightmare version of this ability
square.
is Charisma-based.
A quori spirit retains its psi-like abilities and spell-like abilities
—Possession (Su): Through dreams and nightmares, the quori
while possessing a human vessel. However, it cannot use any of
prepared specially bred hosts to serve as vessels for them on the
its extraordinary or supernatural abilities. The quori spirit com-
Material Plane. Until recently, that was the only way the quori
bines its skill ranks with those of its human vessel and either
could have a physical presence on Eberron.
retains its mental ability scores or adopts the mental ability
The great monoliths built throughout Riedra have strengthened
scores of the human vessel, whichever are higher.
the connection to Dal Quor, and today a quori can possess any
willing human.

QUORILORE
Characters who have ranks in Knowledge (the planes) can learn more about quori. When a character succeeds on a skill check, the following lore is revealed, including the
information from lower DCs.
Knowledge (the planes)
DC Result
15 This creature is a quori, a malign outsider from Dal Quor, the Region of Dreams. Such creatures cannot manifest physically on the Material
Plane. This result reveals all outsider, extraplanar, psionic, and quori traits.
20 Quori have powers relating to specific emotions, such as fear or rage. They actually invade the dreams of sleeping mortals, and they feed on the en-
ergy of the dreams.
25 Quori can also possess willing humans, though few have the force of personality to accept such a spirit. They can see in any from of darkness and
can communicate telepathically. All quori are resistant to acid, cold, fire, magic, and psionics, as well as immune to charm, fear, and sleep.
30 Only good-aligned weapons can wound quori effectively, and on Dal Quor, they can travel from place to place instantaneously. It's possible that the
"divine spirits" guiding the Inspired are quori.
TSUCORA QUORI CR 7
A nightmarish creature slithers toward you. Its headless torso is cov-
ered with eyes and twitching limbs. Two massive arms sprout from the
top of the torso, ending in powerful pincers. The creature is covered
with plates of black chitin, and its serpentine tail sports a vicious
stinger.
Tsucoras are among the weakest and most numerous quori. When they
are not serving in the great cities of their nightmare realm, they hunt
the dreaming spirits of mortals. Most tsucoras are cruel and calculat-
ing; they enjoy having power over others and concoct elaborate schemes
to advance their own positions and discredit their rivals.
A tsucora stands about 5 feet tall, although its long, serpentine body
makes it seem larger. Tsucoras speak Common, Riedran, and Quori.

Medium Outsider (Evil, Extraplanar, Lawful, Psionic, Quori)


Hit Dice: 6d8+24 (55 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flatfooted 16
Base Attack/Grapple: +6/+9
Attack: Pincer +9 melee (1d8+3)
Full Attack: 2 pincers +9 melee (1d8+3) and 4 claws +7 melee
(1d3+1) and sting +7 melee touch (1d4+1 plus terrifying sting)
Space/Reach: 5 ft./5 ft. Psi-Like Abilities: 3/day—body equilibrium, far hand, inertial ar-

Special Attacks: Possession, psi-like abilities, terrifying sting mor, psionic scent. Manifester level 6th.
1/day—body adjustment, id insinuation (DC 15), mindlink,
Special Qualities: Damage reduction 5/good, greater teleport,
psionic charm (DC 14), recall agony (DC 15); The save DCs are
immunities, outsider traits, , resistance to acid 10, cold 10, and Charisma-based.
fire 10, see in darkness, telepathy Terrifying Sting (Su): A tsucora quori’s stinger conjures up the
Saves: Fort +9, Ref +9, Will +9
worst fears of any creature it strikes. The effects of the stinger are
Spell/Psi Resistance: 17 identical to a phantasmal killer spell. On a successful sting at-
Abilities: Str 17, Dex 15, Con 18, Int 17, Wis 18, Cha 17 tack, the victim must make a DC 18 Will save. If the Will save
Skills: Autohypnosis +15, Bluff +12, Concentration +13, Diplo- succeeds, the victim overcomes her fear and suffers no addi-
macy +16, Intimidate +14, Knowledge (psionics) +14, Knowledge tional effect. If the Will save fails, the victim must succeed on a
(the planes) +12, Move Silently +11, Psicraft +14, Search +8*, DC 18 Fortitude save or die of fright. Even if the Fortitude save
Sense Motive +13, Spot +17*, Survival +4 (+6 on other planes) succeeds, the victim still takes 3d6 points of damage. This is a
Feats: Ability Focus (terrifying sting), Lightning Reflexes, Multi mind affecting fear effect. The saving throw DC is Charis-
Attack mabased and includes the +2 bonus for the tsucora’s Ability Fo-
Environment: Mind Scape cus feat.
When it slays a victim with this attack, a tsucora immediately
Organization: Solitary, pair, or team (3–5)
heals 3d6 points of damage as it draws energy from the terror of
Treasure: Standard its slain opponent.
Alignment: Usually lawful evil Outsider Traits: A tsucora quori is not affected by raise dead,
Advancement: 7–9 HD (Medium); 10–18 HD (Large) reincarnate, or resurrection spells or abilities (though a limited
wish, wish, miracle, or true resurrection spell can restore life).
Combat
Skills: *A tsucora has dozens of eyes scattered around its body,
Tsucoras prefer to fight from a position of power. If caught by
surprise, a tsucora may flee a battle it could easily win, returning and very little escapes its notice. A tsucora gains a +4 racial bo-
after analyzing the situation and devising a plan of attack. A nus on Search and Spot checks.
tsucora uses its mental powers to sow chaos and confusion, but When a tsucora quori possesses a human host, it combines its
its goal is always to get close enough to use its deadly tail sting, skill ranks with those of the host (see Inspired, page 290). A typ-
which takes advantage of the primal fears of a victim. ical tsucora quori has 9 ranks in each of the following skills: Au-
A tsucora’s natural weapons are considered evil-aligned and tohypnosis, Bluff, Concentration, Diplomacy, Intimidate,
lawful-aligned for the purpose of overcoming damage reduc- Knowledge (the planes), Knowledge (psionics), Move Silently,
tion. Psicraft, Sense Motive, and Spot.
DU’ULORA QUORI
This creature is a grotesque, bulbous, flying mass that extrudes three thick
tendrils, each one capped with an eyeball that augments the central eye in
its body. Three pairs of stubby wings protrude from along the sides of its
body, and it's difficult to see how they can possibly support its weight.
Du'ulora quori, also called blackfuries, are spirits of rage capable of driving
mortals to unreasoning fury. A du'ulora is a maelstrom of eyes and wings
suspended in a whirlwind of solid shadow.

Usually LE Large outsider (evil, extraplanar, lawful, psionic, quori)


Initiative: +1
Speed: fly 70 ft. (perfect) (14 squares)
Languages: Common, Infernal, Quori, Riedran, telepathy 100 ft.
AC: 18, touch 10, flat-footed 17 (—1 size, +1 Dex, +8 natural)
HP: 95 (10 HD +50); DR 10/crysteel or good
Base Attack: +10; Grp +21
Melee: 3 slams +16 each (1d6+7 plus ld6 fire)
Space/Reach: 10ft/10ft.
Special Attacks: aligned strikes (evil, lawful), constrict (1d6+7 plus
1d6 fire plus burning rage), Ghost Attack, improved grab, Psionic
Fist, invade dreams, possession, psi-like abilities
Special Qualities: Greater Teleport (Dal Quor), fury aura, all-
around vision, see in darkness, immune charm, fear, fire, sleep, re-
sist acid 10, cold 10, fire 10;
Saves: Fort +12, Ref +8, Will +11 Improved Grab (Ex): To use this ability, a du'ulora must hit an op-
Spell/Psi Resistance: 21 ponent of up to Large size with a slam attack. It can then attempt to
Skills: Autohypnosis +18, Bluff +10, Concentration +17, Diplomacy start a grapple as a free action without provoking attacks of oppor-
+8, Intimidate +20, Knowledge (psionics) + 10, Knowledge (the tunity. If it wins the grapple check, it establishes a hold and can con-
planes) +8, Listen +14, Move Silently +13, Psicraft +10, Search +18, strict.
Sense Motive +16, Spot +20, Survival +16 (+18 on other planes) Ad- Constrict (Ex): A du'ulora quori deals 1d6+7 points of damage
vancement 11-16 HD (Large); 17-24 HD (Huge) plus 1d6 points of fire damage and activates its burning rage ability
All-Around Vision (Ex): A du'ulora's many eyes provide a +4 racial with a successful grapple check.
bonus on Spot and Search checks. Opponents gain no benefits when Burning Rage (Su): After a du'ulora has successfully constricted
flanking a du'ulora. an opponent, it can call on that opponent's inner rage to trigger
Abilities: Str 24, Dex 13, Con 20, Int 15, Wis 18, Cha 19 spontaneous combustion. The constricted opponent victim must
Feats: Ghost Attack EPH, Power Penetration EPH, Psionic Fist make a successful DC 19 Will save or take ld6 points of fire damage
for every point by which the save was failed. A character who has
EPH, Track
the ability to rage or frenzy takes a -2 circumstance penalty on the
Psi-Like Abilities: (ML 10th; 1d20+14 to overcome PR if expends
save.
psionic focus, all powers augmented to ML 10) An Autohypnosis check can be made in place of the Will saving
At will—far hand (range 60 feet, 15 pounds), mindlink, psionic rage throw.
(as spell, affect unwilling targetDC 18) 3/day—id insinuation (4 tar- When it slays a victim with this attack, a du'ulora immediately heals
gets, +10% to determine actions each round, DC 19), inertial armor 3d6 points of damage as it draws energy from the fury of its dying
(+8 AC), psionic scent, psionic true seeing, trace teleport victim. This is a mind-affecting ability. The save DC is Charisma-
1/day—body adjustment (4d12), recall agony (9d6, DC 20), based.
Greater Teleport (Su): Dal Quor only, see Quori Invade Dreams (Su): Dreaming creatures that are killed in the
Fury Aura (Su): At the end of each of a du'ulora's turns, opponents
dream by a du'ulora using invade dreams and the associated night-
within 30 feet of it must succeed on DC 19 Will saves or suffer the mare effect take double damage from the nightmare.
effect of the rage spell while within the aura's area and for 10 rounds Skills: A du'ulora receives a +2 racial bonus on Intimidate checks. It
after leaving it. Creatures that have the ability to rage or frenzy take
retains this bonus while it possesses a creature.
a -2 circumstance penalty on this save. Opponents within the aura
When a du'ulora quori possesses a human host, it combines its skill
must save each round, but a successful save grants a creature a non-
ranks with those of the host. A typical du'ulora has 12 ranks in Au-
cumulative +4 bonus on saves against the same du'ulora's fury aura
tohypnosis, Concentration, Intimidate, Move Silently, Search, Sense
for 24 hours. A du'ulora can choose to affect its allies with this abil-
Motive, Spot, and Survival; 10 ranks in Listen; and 6 ranks in Bluff,
ity. This is a mind-affecting ability. The save DC is Charisma-based.
Knowledge (psionics), Knowledge (the planes), and Psicraft.
HASHALAQ QUORI
A humanoid wearing an iridescent, pale blue robe stands before you.
Hiding its features is a deep hood, from which dim blue light shines.
This creature seems to be hovering a few inches off the ground. As you
look more closely, you realize that the entire figure, robe and all, is
formed from translucent, fleshy tendrils, twined together to mimic a
humanoid shape.

HASHALAQ QUORI CR 9
Usually LE Medium outsider (evil, extraplanar, lawful, psionic,
quori)
Initiative: +3;
Aura intimate knowledge (60 ft., DC 20)
Languages: Celestial, Common, Draconic, Infernal, Quori, Rie-
dran, telepathy 100 ft.
AC: 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
HP: 60 (8 HD +24);
Speed: 40 ft. (8 squares), fly 40 ft. (perfect)
Base attack: +8; Grp +10
Melee: idyllic touch +10 (1d4+1 Wis plus brain lock)
Space/Reach: 5ft/5 ft.
Special Attack: aligned strikes (evil, lawful), Psi-Like Abilities
Special Qualities: familiar face, greater teleport (Dal Quor
only), invade dreams, possession, malleable form, Senses see in
darkness, immune charm, fear, sleep, resist acid 10, cold 10, fire
10, DR 5/crysteel or good; empathic feedback, Psi-Like Abilities
Saves: Fort +9, Ref +9, Will +10
Spell/Psi Resistance: 19
Abilities: Str 14, Dex 16, Con 17, Int 20, Wis 18, Cha 23
Feats: Inquisitor EPH, Negotiator, Persuasive
Skills: Autohypnosis +16, Bluff +20, Concentration +13, Diplo-
macy +26, Disguise +11 (+13 when acting in character), Gather
information +16, Intimidate +12, Knowledge (arcana) +15, Also as a free action, a hashalaq can focus this power on a single
Knowledge (history) +10, Knowledge (local) + 10, Knowledge individual. If it does so, it loses its broader awareness and the
(nobility and royalty) +10, Knowledge (psionics) +17, ability to make Sense Motive checks as free actions. The target
Knowledge (the planes) +15, Listen +9, Psicraft +17, Search +10, can make a successful DC 20 Will save to resist the effect. If the
Sense Motive +18, Spellcraft +12, Spot +14, Survival +4 (+6 on subject fails the save, the hashalaq gains a +2 insight bonus to
other planes) AC against attacks made by the subject and a +2 insight bonus
Advancement 9—20 HD (Medium) on attack rolls and damage rolls against the subject. The hasha-
Psi-Like Abilities: (ML 8th, all powers augmented to ML8): laq also gains the ability to read the subject's surface thoughts as
if using a detect thoughts spell. This is a mind-affecting ability.
At will—farhand (range 50 feet, 11 pounds), mindlink, psionic
The save DC is Charisma-based. Empathic Feedback (Su) Any
charm (affects animal, fey, giant, humanoid, magical beast, or
time a hashalaq is injured, the opponent that injured it takes 12
monstrous humanoid, 8 days, DC 20)
points of damage or half the damage of the attack, whichever is
3/day—body adjustment (3d12), ego whip (2d4, DC 20), inertial
less. The hashalaq takes the rest. Due to its empathic nature,
armor (+7 AC), mind probe (DC 21)
damage transferred to the opponent overcomes damage reduc-
1/day—dream (see spell, PH 225), hostile empathic transfer (up
tion and similar effects.
to 80 points, DC 19), mind thrust (8d10, DC 20)
In addition, whenever a creature successfully uses a mind-af-
Intimate Knowledge Aura (su): A hashalaq quori has an intuitive
fecting spell or ability on a hashalaq quori, that creature must
awareness of the emotions and thoughts of creatures within 60
make a successful DC 20 Will save or suffer the same effect. The
feet. This aura mimics the psionic powers empathy and detect
save DC is Charisma-based.
hostile intent. As a free action, a hashalaq can make Sense Mo-
Idyllic Touch (Su) The touch of a hashalaq floods its victim with
tive checks against any creature within this area.
sensations of joy and pleasure so intense they can destroy the
victim's mind. The touch deals 1d4+1 points of Wisdom damage.
A struck opponent must succeed on a DC 20 Will save or be af-
fected as if by brain lock (EPH 81) for 1d4+1 rounds, as its
thoughts are overwhelmed by blissful ecstasy. If a creature's
Wisdom is reduced to 0 by this power, that creature suffers a
catastrophic cerebral overload and dies.When it slays a victim
with this attack, a hashalaq immediately heals 2d6 points of
damage. This is a mindaffecting ability. The save DC is Cha-
risma-based.
Invade Dreams (Su): Dreaming creatures that are killed in the
dream by a hashalaq using invade dreams and the associated
nightmare effect take 1d4+1 points of Wisdom damage.
Familiar Face (Su): Using its empathic abilities, a hashalaq quori
dredges the mind of an opponent within 60 feet. The subject
must succeed on a DC 20 Will save, or the hashalaq finds an im-
age of someone with whom the target empathizes; a loved one,
close friend, or even an injured child. The hashalaq then as-
sumes that form, using its malleable form ability, but the bonus
on Disguise checks rises to +20 due to the hashalaq's empathic
knowledge. As long as it concentrates on its target, the hashalaq
draws expected reactions from that creature's mind; it always
knows what the subject wants to hear and how the subject ex-
pects the false form to react.
The subject of this effect must make a successful DC 20 Will sav-
ing throw to attack the hashalaq even if it's apparent the quori
isn't what it appears to be. A new save is allowed each round.
Anyone who successfully saves against this ability is immune to
its use by the same hashalaq for 24 hours. If the hashalaq takes
any violent action against the subject or that creature's allies, the
effect ends immediately. This is a mind-affecting ability. The
save DC is Charisma-based.
Malleable Form (Su): A hashalaq can assume the form of any
creature of Medium size as a standard action, rearranging its
tentacles and using an effect similar to disguise self to mask its
alien exterior, gaining a +10 bonus on Disguise checks. Those
who interact physically with a hashalaq in its malleable form re-
ceive a DC 20 Will save to see through the facade. A hashalaq
can remain in an assumed shape until it chooses to assume a
new one. True seeing reveals the hashalaq's true form, and it re-
turns to its natural shape if slain. The save DC is Charisma-
based.
Skills: The intimate knowledge ability of a hashalaq provides it
with a +2 insight bonus on Bluff, Diplomacy, Intimidate, and
Sense Motive checks.
When a hashalaq quori possesses a human host, it combines its
skill ranks with those of the host. A typical hashalaq has 10 ranks
in Autohypnosis, Bluff, Concentration, Diplomacy, Knowledge
(arcana), Knowledge (psionics), Knowledge (the planes),
Psicraft, Sense Motive, and Spot; 8 ranks in Gather Information;
and 5 ranks in Disguise, Knowledge (history), Knowledge (lo-
cal), Knowledge (nobility and royalty), Listen, Search, and Spell-
craft.
KALARAQ QUORI
A humanoid figure formed of pure shadow looms before you. A nimbus
of light surrounds it, shedding no actual light, serving only to high-
light the absolute darkness of the being within. The figure is completely
featureless, but a host of disembodied eyes of all shapes and sizes whirl
around it. These eyes are constantly shiftin, sometimes fading away,
other times bursting like bubbles. Kalaraq understands all languages.

Usually LE Medium outsider (evil, extraplanar, incorporeal,


lawful, psionic, quori)
Init: +11;
AC: 25, touch 25, flat-footed 25; uncanny dodge (+7 Dex, +8 de-
flection) Miss Chance 50% (incorporeal)
HP: 207 (18 HD +126);
Spell/Psi Resistance: 29
Speed: fly 60 ft. (perfect) (12 squares)
Base Atack: +18; Grp —
Melee: 2 incorporeal touches +25 each (1d6 plus 1d4+1 Wis plus
soul binding)
Space/Reach: 5 ft. (10 ft. as swarm)/5 ft. (0 ft. as swarm)
Special Attacks: aligned strikes (evil, lawful), soul binding
Special Qualities: greater teleport (Dal Quor only), invade
dreams, night terrors, possession, spying eyes, swarm of eyes,
all-around vision, see in darkness, true seeing 120 ft, telepathy Search +21, Sense Motive +28, Spot +32 Advancement 19—50
500 ft, incorporeal traits, malleable seeming, immune charm, HD (Medium)
fear, sleep, resist acid 10, cold 10, fire 10, regeneration 5; DR All-Around Vision (Ex): The many eyes of a kalaraq provide it
15/crysteel and good with a +4 bonus on Spot and Search checks. A kalaraq cannot be
Saves: Fort +18, Ref +18, Will +21 flanked.
Psi-Like Abilities: (ML 18th; 1d20+22 to overcome PR if expends True Seeing (Ex): The many eyes of a kalaraq provide it with
psionic focus) the benefit of a true seeing spell out to 120 feet.
At will—dispel psionics (+20 to dispel check), ego whip (4d4 Regeneration (Ex): A kalaraq quori takes normal damage from
Cha, DC 26), far hand (range 95 feet, 19 pounds), inertial armor good-aligned crysteel weapons and from spells and abilities that
(+12 AC), mass cloud mind (18 targets, DC 24), mindlink, mind have the good descriptor.
thrust (18dl0, DC 27), psionic blast (7 rounds, DC 21), psionic Soul Binding (Su): The incorporeal touch of a kalaraq tears at
charm (any creature, 18 days, DC 24), psionic greater teleport the victim's mind and soul, overcoming all forms of damage re-
3/day—energy wave (18d6, DC 27), insanity (3 targets, DC 27), duction. In addition, those struck by a kalaraq must succeed on
psychic crush (7d6, DC 23) a DC 27 Will save or be affected as if by a confusion spell (caster
1/day—focused mind seed (transforms the personality of the level 18th).
victim into a mirror of the kalaraq's, but it does not alter skills If a kalaraq reduces its opponent's Wisdom to 0, it binds the soul
or class, DC 26), personal mind blank. of that foe to one of its many eyes. Even if the subject of this
A kalaraq that has 20 or more Hit Dice also has the ability to use ability is dreaming, its soul is torn from its physical body and it
reality revision once per year. dies instantly. Until the kalaraq is destroyed, a subject of this
Abilities: Str - , Dex 25, Con 24, Int 25, Wis 27, Cha 26 ability cannot be returned to life through any means. In addi-
Feats: Combat Expertise, Empower Spell-Like Ability (energy tion, the kalaraq gains access to all of the memories of the victim
wave), Improved Initiative, Iron Will, Power PenetrationEPH, (but not any actual skill ranks or class levels). It also gains a +10
Quicken Spell-Like Ability (psionic blast), Quicken SpellLike circumstance bonus on Disguise checks made to impersonate
Ability (psychic crush) the bound subject.
Skills: Autohypnosis +30, Bluff +28, Concentration +27, Diplo- A kalaraq's Hit Dice are a measure of how many souls it has
macy +34, Disguise +18 (+20 when acting in character), Hide +17, bound. A kalaraq can voluntarily release bound souls, but if a
Intimidate +30, Knowledge (arcana) +17, Knowledge (history) powerful kalaraq released a large number, it would lose Hit
+12, Knowledge (local) +12, Knowledge (nature) +12, Dice.
Knowledge (nobility and royalty) +12, Knowledge (psionics) Night Terrors (Su): A kalaraq quori can split off aspects of its
+29, Knowledge (religion) +12, Knowledge (the planes) +27, Lis- spirit and send these dark eyes to prowl Dal Quor in search of
ten +28, Move Silently + 17, Perform (oratory) +28, Psicraft +29, mortal spirits. This ability in conjunction with invade dreams
allows a kalaraq to use nightmare up to three times per day. Fur-
ther, if the victim fails the save against nightmare, a second DC
27 Will save is required. Failure results in 1d4 points of damage
to each of Intelligence, Wisdom, and Charisma. This is a mind-
affecting ability. The save DC is Charisma-based.
Spying Eyes (Ex): A kalaraq can send its many eyes to scout
and spy at a distance. This has the same effect as the spell greater
prying eyes, but it is an extraordinary ability that has an unlim-
ited duration. A kalaraq can use only twenty spying eyes per
day. These eyes regenerate every 24 hours, but if they are all de-
stroyed, a kalaraq cannot spy for the rest of the day.
Swarm of Eyes (Su): A kalaraq can disperse its physical form
into a swarm of eyes. Transforming to and from this form is a
standard action. As a swarm of eyes, a kalaraq takes on all
swarm traits applicable to swarms made up of Fine creatures
(MM 315—316), including distraction (DC 26), except that be-
cause it is incorporeal it is unaffected by high winds. The swarm
of eyes deals swarm damage equal to that dealt by the kalaraq's
incorporeal touch. A kalaraq can make full use of its psi-like
abilities while it is a swarm of eyes.
Malleable Seeming (Su): As a standard action, a kalaraq can as-
sume any form of Medium size or smaller, including weapons,
armor, clothing, and other accoutrements of its intended ap-
pearance. The change is not illusory—a kalaraq's body has no
specific natural form. True seeing reveals the many eyes and
shadowy nature of the kalaraq's true form, but not any specific
shape. A kalaraq can remain in a seeming until it chooses to as-
sume a new one.
Most kalaraqs prefer a humanoid seeming. This ability grants
the kalaraq a +10 bonus on Disguise checks based on its new
form.
Skills: When a kalaraq quori possesses a human host, it com-
bines its skill ranks with those of the host. A typical kalaraq has
20 ranks in Autohypnosis, Bluff, Concentration, Diplomacy, In-
timidate, Knowledge (psionics), Knowledge (the planes), Listen,
Perform (oratory), Psicraft, Sense Motive, Spot; 10 ranks in Dis-
guise, Hide, Knowledge (arcana), Move Silently, and Search;
and 5 ranks in Knowledge (history), Knowledge (local),
Knowledge (nature), Knowledge (nobility and royalty), and
Knowledge (religion).
TSOVERA QUORI (Quori Mind Blade) CR 5
The clicking of many legs draws your attention to a monstrous crea-
ture perched above you. Dozens of spindly legs sprout from a seg-
mented body, and blades of energy protrude from the ends of two hand-
less arms. Glowing blue eyes glare from the top of a headless torso,
watching your every move. A tsoreva quori is nearly 7 feet long, but
the top of its torso usually rises only 4 to 5 feet above the rest of its
segmented body.

LE Medium Outsider (Evil, Extraplanar, Lawful, Psionic, Quori)


Hit Dice: 4d8+16 (34 hp)
Initiative: +3
Languages: Common, Riedran, and Quori
Speed: 40 ft. (8 squares), climb 20 ft.
AC: 20 (+3 Dex, +4 inertial armor, +3 natural), touch 13, flat-
footed 17
Base Attack/Grapple: +4/+7
Attack: Mind blade +9 melee (1d8+4/19–20 plus frightful strike)
Full Attack: Mind blade +9 melee (1d8+4/19–20 plus frightful
strike) or mind blade +7 melee (1d8+4/19–20) and mind blade +7
mind blades have a +1 enhancement bonus on attack rolls and
melee (1d8+2/19–20)
damage rolls. As a free action, a tsoreva can create two mind
Space/Reach: 5 ft./5 ft.
blades that each deal 1d8 points of damage. These mind blades
Special Attacks: Frightful strike, mind blade, possession, psi-
are treated as light weapons for the purpose of two-weapon
like abilities fighting, and are otherwise identical to the mind blade of a
Special Qualities: Damage reduction 5/good, greater teleport, soulknife from the Expanded Psionics Handbook.
immunities, outsider traits, power resistance 15, resistance to Psi-Like Abilities: 3/day—inertial armor; 1/day—dissolving
acid 10, cold 10, and fire 10, see in darkness, telepathy weapon. Manifester level 4th.
Saves: Fort +8, Ref +7, Will +7 Skills: When a tsovera quori possesses a human host, it com-
Abilities: Str 16, Dex 16, Con 18, Int 15, Wis 17, Cha 17 bines its skill ranks with those of the host. A typical tsoreva
Skills: Autohypnosis +12, Bluff +10, Concentration +11, Intimi- quori has 7 ranks in Autohypnosis, Bluff, Concentration, Intim-
date +10, Listen +9, Knowledge (psionics) +11, Knowledge (the idate, Listen, Knowledge (psionics), Knowledge (the planes),
planes) +9, Psicraft +11, Sense Motive +10, Spot +10 Feats: Two- Psicraft, Sense Motive, and Spot.
Weapon Fighting, Weapon Focus (mind blade)
Environment: Mind Scape
Organization: Solitary, pair, team (3–5), or squad (6–8, led by
tsucora quori)
Treasure: Standard (no weapons)
Advancement: 5–8 HD (Medium); 9–12 HD (Large)
A tsoreva’s natural weapons, as well as any weapons it wields
(including its mind blades) are considered evilaligned and law-
ful- aligned for the purpose of overcoming damage reduction.
Frightful Strike (Su): A creature hit by a tsoreva must succeed
on a DC 15 Will save or be shaken. Whether or not the save is
successful, that creature cannot be affected by that same
tsoreva’s frightful strike ability for 24 hours. Multiple applica-
tions of the same frightful strike ability do not result in a wors-
ened condition (two frightful strikes from two tsorevas will not
render a target frightened if it fails both saving throws). The
save DC is Charisma-based.
Mind Blade (Su): A tsoreva quori fights with semisolid blades
composed of psychic energy distilled from its own mind. Its
USVAPNA QUORI (Dream Master) CR 11
The creature before you seems to have stepped out of your nightmares.
Four pincer-tipped limbs emerge from a massive torso, and a snakelike
tail coils about a legless body as it floats in mid-air. A void of inky
blackness sits where the creature’s head should be, and you can feel its
malevolence. In their natural forms, dream master quori tower up to
10 feet tall.

LE Large Outsider (Evil, Extraplanar, Lawful, Psionic, Quori)


Languages: Common, Riedran, and Quori
Hit Dice: 12d8+58 (112 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 40 ft. (perfect)
AC: 25 (–1 size, +4 Dex, +4 inertial armor, +8 natural), touch 13,
flat-footed 21
Base Attack/Grapple: +12/+20
Attack: Pincer +15 melee (2d6+4)
Full Attack: 4 pincers +15 melee (2d6+4 plus daze)
Space/Reach: 10 ft./10 ft.
Special Attacks: Daze, invade dreams, possession, psi-like abil-
ities Skills: When a dream master quori possesses a human host, it
Special Qualities: Damage reduction 5/good, greater teleport, combines its skill ranks with those of the host. A typical dream
immunities, outsider traits, power resistance 23, resistance to master quori has 15 ranks in Autohypnosis, Bluff, Concentra-
acid 10, cold 10, and fire 10, see in darkness, telepathy tion, Decipher Script, Diplomacy, Intimidate, Listen,
Saves: Fort +12, Ref +12, Will +12 Knowledge (psionics), Knowledge (the planes), Move Silently,
Abilities: Str 18, Dex 18, Con 18, Int 22, Wis 19, Cha 19 Psicraft, Search, Sense Motive, and Spot.
Skills: Autohypnosis +21, Bluff +19, Concentration +19, Deci-
pher Script +21, Diplomacy +23, Intimidate +21, Listen +19,
Knowledge (psionics) +23, Knowledge (the planes) +21, Move
Silently +19, Psicraft +23, Search +21, Sense Motive +19, Spot +19
Feats: Greater Psionic Endowment, Power Penetration, Psionic
Body, Psionic Endowment, Psionic Meditation, Talented
Environment: Mind Scape
Organization: Solitary, entourage (1 plus 2–5 tsucora quori)
Treasure: No coins, standard goods, double items
Advancement: 13–20 HD (Large); 21–36 HD (Huge)
A dream master’s natural weapons are considered evil aligned
and lawful-aligned for the purpose of overcoming damage re-
duction.
Daze (Ex): If a dream master quori hits an opponent twice on a
full attack with its pincers, that creature must succeed on a DC
22 Will save or be dazed for 1 round. The save DC is Charisma-
based.
Psi-Like Abilities: At will—induce awe* (DC 16), detect hostile
intent, mind thrust (DC 15), mindlink;
3/day—mind probe (DC 19);
1/day—hostile empathic transfer (DC 17), inflict pain (DC 16),
mindwipe (DC 18), project quori spirit*, schism. Manifester level
12th. The save DCs are Charisma-based. Because of its Greater
Psionic Endowment feat, a dream master can expend its psionic
focus to increase any save DC by 2.
*See New Powers Chapter below
PROJECT QUORI SPIRIT
New Powers Metacreativity
Level: Psion/wilder 3
INDUCE AWE Display: Visual; see text
Telepathy (Charm) [Mind-Affecting] Manifesting Time: 1 round
Level: Psion/wilder 2 Range: Close (25 ft. + 5 ft./2 levels)
Display: Visual Effect: One projected quori spirit
Manifesting Time: 1 standard action Duration: Concentration
Range: 30 ft. Saving Throw: None
Area: 30-ft.-radius spread centered on you Power Resistance: No
Duration: Concentration, up to 1 minute/level (D) Power Points: 5
Saving Throw: Will negates This power creates a quasi-real mental projection of a tsoreva quori
Power Resistance: Yes spirit. Although the quori’s physical form can’t enter the material plane,
Power Points: 3 a psion using this power can create a shell resembling the physical form
This power is favored by the Inspired leaders, who use it to enhance of a quori. This shell is then temporarily inhabited by a quori spirit. A
their influence over the humans of the Dim Lands. When you manifest projected quori spirit behaves much like a summoned monster. It ap-
this power, you radiate psychic energy that reflects your innate power, pears where you designate and acts immediately, on your turn. It attacks
granting a +4 morale bonus on Diplomacy and Intimidate checks made your opponents to the best of its ability. If you speak Quori, you can
to influence others. When you stop concentrating on this power, any en- direct it not to attack, to attack a particular enemy, or to perform other
emy within the area becomes shaken for 1 minute unless it succeeds on actions. A projected quori spirit is subject to dismissal or any other effect
a Will save. that removes possession.
Augment: You can augment this power in one or both of the following Augment: For every 4 additional power points you spend, one addi-
ways. tional tsoreva quori spirit can be projected, to a maximum of four
1. For every 2 additional power points you spend, this power’s save DC tsoreva quori. For 8 additional power points, this power can project a
increases by 1. tsucora quori spirit instead of one or more tsoreva quori. For 14 addi-
2. For every 2 additional power points you spend, the bonus on Diplo- tional power points, this power can project a dream master quori spirit
macy and Intimidate checks increases by 1. instead of one or more tsoreva quori.
Feat
DORJE MASTERY [ITEM CREATION] TASHALATORA
Psionic dorjes are more potent in your hands. You have successfully integrated martial arts with psionic
Prerequisites: Craft Dorje, manifester level 9th. power under the tutelage of Tashalatora masters.
Benefit: When you use a dorje, the power manifested is treated Prerequisites: Autohypnosis 5 ranks, Concentration 5 ranks,
as if augmented by 4 additional power points. If the power can- Monastic Training (psionic class), ability to manifest 1st-level
not be augmented, then the DC of saving throws against the powers.
dorje’s effect is increased by 2. Benefit: Your levels in the psionic class you selected for Monas-
tic Training stack with your monk levels to determine your AC
INSIDIOUS TERROR [PSIONIC, RACIAL] bonus, flurry of blows attacks, and unarmed damage from the
Your intuitive sense of your victim's fears enhances the effec- monk class.
tiveness of your psionic powers.
Prerequisites: Chosen, kalashtar, or Inspired, Quori Dread. WREST POSSESSION[GENERAL]
Benefit: When you use a mind-affecting psionic power against If you resist control by a possessing fiend, you can attempt to
a target demoralized by your Quori Dread, you can expend your seize control of its abilities.
psionic focus to increase the DC of the Will save by 1. If the Prerequisites: Nongood alignment. Cha 15,
power is a fear effect, the DC is increased by 3. Benefit: You can communicate telepathically with any fiend
possessing you (ECS 100), though you can't access its thoughts.
MANIFET SPECIAL ABILITY [GENERAL] If you resist: fhree consecutive attempts by a possessing fiend to
You learn to manifest an extraordinary or a supernatural ability control your body, you can make an attempt to seize control of
while possessing an host. its abilities instead- Make a special level check (ld20 + your char-
Prerequisite: Wis 13, Quori possession ability. acter level + your Cha modifier) against a DC of 10 * the fiend's
Benefit: You learn to use a single extraordinary or supernatural HD + the liend's Cha modifier. If you succeed on this check, the
ability while possessing a creature through spell or a similar ef- fiend loses access to your senses. Furthermore, if your level
fect. The saving throw DC against this ability is unchanged. equals or exceeds the fiend's HD, you also gain control over all
Normal: Without this feat, you cannot use your extraordinary the fiend's extraordinary, supernatural, and spell-like abilities
or supernatural abilities while possessing a creature. that don't depend on its physical form. You can activate those
Special: You can take this feat multiple times. Each time you powers on your turn as if they were your own. This effect lasts
take this feat, it applies to a different special ability. for a number of rounds equal to your Charisma bonus. When
this control lapses, you cannot attempt to assert control again
MONASTIC TRAINING [GENERAL] unless you again resist three consecutive control attempts by
You are part of an order that combines the monastic discipline that fiend.
of the monk class with another form of training. Normal: If you resist a fiend's possession attempt three times in
Benefit: Pick one class. Taking levels in this class does not pre- succession, it cannot take control of you for 24 hours but is oth-
vent you from taking monk levels. If you take levels in any other erwise unaffected.
class, you lose your ability to progress as a monk as usual. If the
selected class also has restricted advancement, such as the pala-
din class, taking monk levels does not prevent you from advanc-
ing in that class.
Special: A monk can take this feat as his bonus feat at 1st, 2nd, or
6th level.

QUORI DREAD [PSIONIC, RACIAL]


You can unsettle an enemy, filling his mind with whispers of
nightmare drawn from Dal Quor.
Prerequisites: Chosen, kalashtar, or Inspired.
Benefit: You have the ability to demoralize a single opponent
within 120 feet of you. This is a move action that does not pro-
voke attacks of opportunity. Your victim takes a -1 morale pen-
alty on attack rolls and damage rolls when he targets you. The
effect lasts until you select a new target or until your victim
moves out of range. This is a mind-affecting fear effect.
Special: A Chosen, Inspired, or kalashtar fighter can select
Quori Dread as one of her fighter bonus feats.

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