Ardent
No two places in
the multiverse are exactly alike. Creatures teem across a multitude of
terrains, forming infinitely diverse ecologies. Despite the amazing
variety displayed, however, some elements - or, as some call them,
philosophies - persist. These fundamental concepts about the way things
function have a basic truth to them that transcends any physical,
emotional, or ideological boundary.
Some enlightened
individuals have found that by acknowledging these concepts, they can
tap a reserve of great power. These ideas, they believe, are the only
constants throughout the multiverse; as such, they hold the potential to
empower anyone who tries to understand them. Through the strength of
their minds, these individuals can master these constants, and the great
power they offer. They are known as ardents.
The
philosophies ardents pursue include aspects such as life, death,
annihilation, and fate, among others. Each ardent chooses a philosophy
that seems the most powerful to her, personally, based on her experience
and mental and emotional leanings. As a result, an ardent develops a
unique understanding of her philosophy and approach to the pursuit of
power.
An ardent gravitates towards a set of
philosophical concepts suitable to her heritage, upbringing, and life
experiences. Many mistake an ardent for a cleric or paladin, because she
is often as enthusiastic about her personal philosophies as any divine
missionary could be. Unlike a divine spellcaster who gains her power
through a deity, an ardent directly taps the concept the deity
represents, bypassing any connection to a conscious higher power.
An
ardent's pursuit of these cosmic philosophies gives her access to
psionic power in a unique way: through psionic mantles. Each mantle is
tied to one of the universal true concepts that the ardent so admires,
and is represented by a specific list of psionic powers and abilities.
An ardent gains access to new mantles as she gains levels, representing
her growing awareness of the interconnected nature of core truths and a
growing understanding of how the multiverse works.
All
ardents focus on two mantles, known as their primary mantles. These
concepts are those that an ardent finds most appealing or that possess
the most potential power in her eyes. All other mantles are considered
secondary mantles - philosophies certainly powerful and worthy of study,
but not considered as central to the universe as the character's
primary philosophies. Mantles are described more fully on page 66 of
Complete Psionic.
Dragon Magic Ardent
Any
warrior knows that skill in battle isn't enough; you must also guard
against the attacks of your enemies. A well-forged suit of armor can
mean the difference between life and death, but a warrior whose very
body is his armor has an immediate advantage. Those who have the blood
of dragons running in their veins can gain this benefit.
Bard
It is said that
music has a special magic, and the bard proves that saying true.
Wandering across the land, gathering lore, telling stories, working
magic with his music, and living on the gratitude of his audience - such
is the life of a bard. When chance or opportunity draws them into a
conflict, bards serve as diplomats, negotiators, messengers, scouts, and
spies.
A bard's magic comes from the heart. If his
heart is good, a bard brings hope and courage to the downtrodden and
uses his tricks, music, and magic to thwart the schemes of evildoers. If
the nobles of the land are corrupt, the good bard is an enemy of the
state, cunningly evading capture and raising the spirits of the
oppressed. But music can spring from an evil heart as well. Evil bards
forego blatant violence in favor of manipulation, holding sway over the
hearts and minds of others and taking what enraptured audiences
"willingly" give.
Dragon Magic Bard
Though
occasionally derided as the "weak cousin" of the sorcerer, a bard can
tap into a fragment of the same draconic power that fuels sorcerer
magic. A bard who learns this ability no longer inspires courage in his
allies, but instead creates fear in those who oppose him.
Player's Handbook II Bard
Wandering
bards learn more mundane skills and less esoteric knowledge on their
travels. If you select this class feature, you have done a little bit of
everything; maybe you spent a few months as a wilderness guide, and you
also had a cousin in an ambassador's retinue who regaled you with tales
of courtly intrigue.
The bardic knack class feature
makes you more capable of accomplishing simple tasks with a wide variety
of skills. You don't need to dabble in noncritical skills (unless you
want to be considered trained in their use), freeing up your skill
points to focus on a small range of crucial skills.
Half-Elf Bard
Blessed
with a smooth grace and demeanor that many find appealing, the half-elf
bard is a common sight. The half-elf bard gives up some of her
performance abilities to become more well versed in social interaction
and negotiation.
Gnome Bard
Weavers
of illusion and subtle masters of the sentient mind, gnome bards focus
their talents towards abilities related to their racial strengths. Their
magic includes access to more illusions than other bards can master,
and their bardic music is able to inspire or negate fear, as well as
bolster allies' minds against outside influence.
Bardic Sage
The bardic sage focuses his efforts on learning, research, and the power of knowledge.
Divine Bard
Not
all bards are arcanists; some derive their special powers from a divine
tradition. In many primitive cultures, the divine bard takes the place
of the adept or the cleric as the guide of the people's religious
beliefs.
Savage Bard
The savage
bard is a warrior at heart, though his arcane powers strike fear into
the enemies of his tribe. Savage bards often multiclass as barbarians to
improve their combat prowess.
Unearthed Arcana Bard
A
rare bard might display a rare link to nature and the mysterious world
of the fey. Such characters tend to be more aloof and less inspiring
than standard bards.
Binder
Between
mortality and godhood, beyond life and undeath, souls exist in a place
both forgotten and inaccessible. Mortals too strong-willed to pass into
the afterlife, dead outsiders too powerful to be absorbed into their
planes, the dreams of slain deities put to rest eons before the current
age - these are the beings called vestiges. A seal forms the door
between these beings and reality, and knowledge is the key to opening
it.
Only the binder possesses that key, because only he
knows the vestiges' special seals and the rituals by which they can be
called from the void beyond reality. By drawing their seals and speaking
the words of power, he summons these strange entities, bargains with
them, and binds them to his service.
Cleric
The handiwork of
the gods is everywhere - in places of natural beauty, in mighty
crusades, in soaring temples, and in the hearts of worshipers. Like
people, gods run the gamut from benevolent to malicious, reserved to
intrusive, simple to inscrutable. The gods, however, work mostly through
intermediaries - their clerics. Good clerics heal, protect, and avenge.
Evil clerics pillage, destroy, and sabotage. A cleric uses the power of
his god to make his god's will manifest. And if a cleric uses his god's
power to improve his own lot, that's to be expected, too.
Dragon Magic Cleric
Any warrior knows that skill
in battle isn't enough; you must also guard against the attacks of your
enemies. A well-forged suit of armor can mean the difference between
life and death, but a warrior whose very body is his armor has an
immediate advantage. Those who have the blood of dragons running in
their veins can gain this benefit.
Though the
destruction (or control) of undead is common to many divinely oriented
characters, the deities also recognize the ancient power of the dragons
as a primal force. Some reward their followers with the ability to
instill such creatures with awe or command them as minions.
Player's Handbook II Cleric
After
a while, clerics can start looking very similar. Even with a variety of
domains to choose from, domain spells take up such a small portion of
the average cleric's repertoire that they don't have much effect on the
average feel of the character. With spontaneous domain casting, though,
your domain choice becomes a more important element of your character.
You won't be able to provide as much healing to your party as a typical
cleric, but the ability to prepare cure or inflict spells in your domain
spell slots keeps you from falling too far behind in that area.
Dwarf Cleric
The
dwarf cleric dedicates herself to her clan and the forge. She takes an
active role in defending her people, often serving to the front lines of
a battle. In exchange for greater martial ability and power when
casting spells of the earth, the cleric gives up her ability to turn or
rebuke undead and some of her spellcasting prowess.
Cloistered Cleric
The
cloistered cleric spends more time than other clerics in study and
prayer and less in martial training. He gives up some of the cleric's
combat prowess in exchange for greater skill access and a wider range of
spells devoted to knowledge (and the protection of knowledge).
Most cloistered clerics are nonchaotic, since they believe that a disciplined lifestyle lends itself better to learning.
Unearthed Arcana Cleric
Some clerics prefer to be champions of good (or evil), standing at the forefront of the battle against the enemy.
Divine Mind
A divine
mind is a psionic character who channels the power of the divine through
psionic talent instead of faith. While a cleric or paladin must make do
with whatever powers and abilities a deity decides to provide, a divine
mind chooses among the domains of his deity for the ability he most
requires to accomplish his goals, whether they are divinely inspired or
not. Divine minds can also call upon a list of psionic powers as they
grow in faith and mental strength.
One of a divine
mind's most noted abilities is his capacity to mentally distill a
particular essence of his chosen deity and wear that essence as a mantle
(see Complete Psionic page 11). Wearing this divinely fashioned mantle
in a framework of mental desire is but one part of the divine mind's
strength - he can also direncly channel the beneficence of his deity
into a mantle power.
Dragon Magic Divine Mind
Any warrior knows that skill
in battle isn't enough; you must also guard against the attacks of your
enemies. A well-forged suit of armor can mean the difference between
life and death, but a warrior whose very body is his armor has an
immediate advantage. Those who have the blood of dragons running in
their veins can gain this benefit.
Dragon Shaman
Empires
crumble, eons pass, and even gods wither and die, but dragons remain.
Mortal but eternal, the races of true dragons weather the roll of the
ages because of their unsurpassed might. Few creatures can match a
dragon in its full fury, whether in a combat of arms or battle of wits.
Dragon shamans recognize this fact and see true dragons as more than
powerful beings. To a dragon shaman, the passing shadow of a dragon
flying overhead isn't a sign that invokes fear; it's a blessing that
reveals you to be in the presence of greatness.
Dragon
shamans respect true dragons as power incarnate. Some worship dragons,
but most simply aspire to gain dragons powers for themselves. In
assuming the abilities and the likeness of a dragon, a dragon shaman
seeks to emulate that might and embody that power within himself.
If
you gaze at dragons with awe and aspire to share their power and
majesty, then the dragon shaman is the class for you. By choosing a
totem dragon, you partake of a true dragon's power and take on aspects
of a particular kind of dragon.
Druid
The fury of a
storm, the gentle strength of the morning sun, the cunning of the fox,
the power of the bear - all these and more are at the druid's command.
The druid, however, claims no mastery over nature. That claim, she says,
is the empty boast of a city dweller. The druid gains her power not by
ruling nature but by being at one with it. To trespassers in a druid's
sacred grove, and to those who feel her wrath, the distinction is overly
fine.
Dragon Magic Druid
A
druid who adventures in regions rich with draconic influence can gain an
alternative animal companion, a phynxkin (see page 116), that serves
him as loyally as any other animal companion would.
Player's Handbook II Druid
By
selecting the spontaneous rejuvenation alternative class feature, you
can provide the party with plenty of healing without trampling on the
cleric's role.
Taking the shapeshift alternative class
feature means you can focus on your actions in combat (rather than
worrying about your animal companion) while still unleashing nature's
fury upon your foes.
Half-Orc Druid
While
most orcs revere their primary deity, Gruumsh, others are drawn to the
primal brutality of nature. Half-orc druids are noted for their brute
strength and force of will, summoning animals that are more powerful
than normal and fighting with impressive physical prowess.
Halfling Druid
The
halfling druid often follows a more pragmatic approach in exploring his
link to the natural world. He gives up some of his innate ability to
summon allies, while strengthening his bond with his animal companion
(which is commonly used as a mount by the otherwise slow-moving
halfling). His expanded skill selection allows him to serve as a capable
scout.
Druidic Avenger
The
druidic avenger channels her inner fury to wreak vengeance upon those
who injure the natural world. This comes at a price, however, since the
avenger must give up some of her own sensitivity to nature.
Unearthed Arcana Druid
The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.
Elf Paragon
Accomplished
with both spell and blade, elves move through the world at a pace
removed from that of shorter-lived races. Long-standing champions of
good, the elf race is storied beyond telling and peopled by heroes
beyond counting. As mighty as the elf race can be, it is not often that
elves turn to warfare or combat, preferring instead the paths of poetry,
dance, song, and lore. With their long lifespans and many talents,
elves excel in numerous areas and classes, but a few exemplify to an
even greater degree the complex and powerful nature of their race.
Favored Soul
The
favored soul follows the path of the cleric but is able to channel
divine power with surprising ease. She is able to perform the same tasks
as her fellow divine spellcasters but with virtually no study; to her,
it comes naturally. Scholars wonder if favored souls have traces of
outsider blood from unions, holy or unholy, centuries ago and
generations removed. Others suggest that divine training of the proper
kind awakens the ability, or that favored souls are simply imbued with
their gifts by their gods when they begin the cleric's path. In any
case, favored souls cast their spells naturally, as much through force
of personality as through study. Though this gives them extraordinary
divine abilities no normal person could ever match, they see their gift
as a call to action, and so in some ways may lag behind their more
studious colleagues.
Gnome Paragon
Curious,
intelligent, and likable, gnomes move easily through the societies and
communities of other races. They enjoy a strong sense of loyalty to clan
as well as the pull of new experiences offered by adventure. While
these sometimes opposing motivations get some adventuring gnomes into
trouble with family and clan, gnome paragons successfully blend both
aspects of their race's nature. They serve as an example to others of
how to promote and protect their community and clan while at the same
time constantly searching the world for new and interesting
opportunities.
Half-Elf Paragon
Although
their mixed heritage rarely leaves half-elves embittered, many can find
it difficult to call any community home. Humans and elves move through
the world at very different paces and have extremely divergent tastes
and habits, and neither quite fits a half-elf's innate preferences and
attitudes. Half-elf paragons are those half-elves who reconcile these
two sides of their nature and create an outlook that is wholly their
own.
Halfling Paragon
Clever
and capable, halfling paragons love travel, and they embody the
curiosity and easygoing ways of the halfling people. Despite their
curiosity and good-natured outlook, halfling paragons are the most
capable members of their race. They are survivors, cunning and
resourceful enough to survive in a world filled with large, dangerous
creatures. When halfling paragons travel through communities and
countries populated by other races, they are quick to make friends and
often end up at the center of traveling or adventuring groups.
Human Paragon
Human
inventors, explorers, and others who push the boundaries of knowledge
and experience may become human paragons. They turn adversity into
opportunity by finding new ways to apply their skills, discovering new
techniques to solve problems, and challenging entropy by constantly
seeking out ventures they have not yet mastered. Humans, and the
paragons who rise from among them, balance strength with agility and
temper knowledge with intuition.
Lurk
A lurk is a
psionic character who has honed her mental talents to a deadly focus.
With her extraordinary ability to perceive an enemy's weaknesses, a lurk
can take advantage of the slightest distraction to make vicious attacks
with her chosen weapon.
A lurk's ability to lie in
wait until just the right moment, as well as her talent for avoiding
detection and lethal attacks, makes her a changeable hunter of those
whose time is past. It is her profession to bring those unfortunate
individuals to their awaited end without remorse and as efficiently as
possible.
Because a lurk has access to a variety of
psionic feats and powers, she is more effective than a simple killer or
assassin. She also holds to a purer morality - a lurk doesn't kill
indiscriminately, only bringing death to those who have outlived their
time. In her mind, those who meet their end at the end of her blade
truly deserved to die.
Marshal
Sometimes it is
not enough to be a conquering warrior, a champion of all that's right,
an experienced sellsword, or an elite foot soldier. Sometimes the
circumstances require a solid commander of soldiers and situations.
Sometimes the circumstances demand a marshal.
Marshals
inspire trust in those they lead. They earn that trust by slogging
through harsh landscapes, dangerous battlefields, and haunted catacombs
along with those under their command. With a look, they can see where to
best deploy their resources or come up with a sneaky ruse to fool their
enemies. A marshal has a tactician's mind, a cartographer's overview of
the disputed landscape (or dungeon warren), and a way with words that
can inspire battle-hardened fighters to give it their all when melee
breaks out.
Dragon Magic Marshal
Any warrior knows that skill
in battle isn't enough; you must also guard against the attacks of your
enemies. A well-forged suit of armor can mean the difference between
life and death, but a warrior whose very body is his armor has an
immediate advantage. Those who have the blood of dragons running in
their veins can gain this benefit.
Monk
Dotted across the
landscape are monasteries - small, walled cloisters inhabited by monks
who pursue personal perfection through action as well as contemplation.
They train themselves to be versatile warriors skilled at fighting
without weapons or armor. The inhabitants of monasteries headed by good
masters serve as protectors of the people. Ready for battle even when
barefoot and dressed in peasant clothes, monks can travel unnoticed
among the populace, catching bandits, warlords, and corrupt nobles
unawares. In contrast, the residents of monasteries headed by evil
masters rule the surrounding lands by fear, as an evil warlord and his
entourage might. Evil monks make ideal spies, infiltrators, and
assassins.
An individual monk is unlikely to care
passionately about championing commoners or amassing wealth. She cares
primarily for the perfection of her art and, thereby, her personal
perfection. Her goal is to achieve a state that is beyond the mortal
realm.
Dragon Magic Monk
Monks
who follow the way of the Draconic Fist seek to harness their inner ki
just as dragons harness their innate magical ability. While you give up
versatility in combat, the ability to add energy to your unarmed strikes
makes them more potent against a wide range of foes.
Player's Handbook II Monk
Flurry
of blows can be exciting to use - just look at all the attack rolls you
can make - but in practice it can lead to a flurry of misses. The
decisive strike alternative class feature turns your typical combat
maneuver from a whirl of action into a methodical and devastating
attack.
Halfling Monk
Monk
seems a counterintuitive selection for the halfling at first glance,
since the halfling incurs significant penalties to her ability to deal
damage in melee because of her Small size. A halfling monk, however, can
learn to focus on mobility and eventually even neutralize some of the
larger creatures' advantages over her.
Cobra Strike
Monks
of the Cobra Strike School specialize in agility and defense. By making
herself hard to pin down, the Cobra Strike monk forces the enemy to
fight on her terms.
Denying Stance
The
Denying Stance monk seeks to neutralize the opponent's maneuvers,
thwarting him at every turn until he becomes so frustrated that he makes
a crucial error.
Hand and Foot
Students of the Hand and Foot style learn to use their appendages for both offense and defense.
Invisible Eye
Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat.
Overwhelming Attack
A
monk trained in the overwhelming attack style always presses the
advantage, preferring a showy display of all-out offense to defense.
Passive Way
The Passive Way focuses on making your opponent overreach himself or underestimate your skill.
Sleeping Tiger
The
Sleeping Tiger style mixes smooth motions with powerful strikes. It
favors a quick, first-strike approach, preferably from a position of
ambush.
Undying Way
Monks of
the Undying Way believe in patience above all else. They work to outlast
their opponents by means of superior endurance.
Ninja
Ninjas move
through the shadows, striking down the unwary and vanishing again with
ease. Ninjas walk where others cannot. They blend their training in
stealth and assassination with a focused mind. Their rigorous
preparation sharpens their minds and bodies, giving them supernatural
abilities of stealth and making them phantoms in the eyes of many.
Although ninjas in battle lack the staying power of martial characters
such as fighters or barbarians, they excel at making combat occur on
their terms - appearing and disappearing seemingly at a whim.
Historically,
ninjas came from clans of assassins and guerrilla warriors in feudal
Japan. In a fantasy setting, they blend a gift for stealth and
infiltration with devastating surprise attacks and supernatural means of
avoiding blows. Although the specific abilities of the class differ
from those attributed to the historical ninja, they mirror the ninja's
fearsome reputation as a spy, assassin, and martial artist.
Psychic Warrior
One who
turns the mind's potential to the warrior's art is known as a psychic
warrior. Where psions devote themselves wholly to the development of
mind-engendered abilities, psychic warriors give emphasis to the
development of the body. With mental and physical energy working in
union, the psychic warrior strives towards martial perfection.
The
sword, axe, and bow are physical tools that psychic warriors embrace
along with their psionic abilities. Well trained in both physical and
psionic matters, the psychic warrior is a formidable adversary.
Dragon Magic Psychic Warrior
Any warrior knows that skill
in battle isn't enough; you must also guard against the attacks of your
enemies. A well-forged suit of armor can mean the difference between
life and death, but a warrior whose very body is his armor has an
immediate advantage. Those who have the blood of dragons running in
their veins can gain this benefit.
Rogue
Rogues have
little in common with one another. Some are stealthy thieves. Others are
silver-tongued tricksters. Still others are scouts, infiltrators,
spies, diplomats, or thugs. What they do share is versatility,
adaptability, and resourcefulness. In general, rogues are skilled at
getting what others don't want them to get: entrance into a locked
treasure vault, safe passage past a deadly trap, secret battle plans, a
guard's trust, or some random person's pocket money.
Halfling Rogue
A
halfling takes to life as a rogue as if born to it - a claim with which
many other races would readily agree. A halfling rogue gives up some of
her prowess in melee combat in exchange for increased talent with
thrown weapons and an extra touch of halfling luck.
Wilderness Rogue
The
wilderness rogue prefers to put her skills to use in the great
outdoors, rather than in cramped alleys and dungeon corridors. In many
ways, she is similar to the traditional ranger, though with less combat
savvy and with none of the ranger's divine link to the natural world.
Unearthed Arcana Rogue
The rogue who favors martial training over stealth and cunning can profit if she chooses her fights carefully.
Scout
Any force on the
move, whether it's an army or an adventuring group, needs information
about what's ahead and what's behind and, more important, time to
prepare for battle. A scout can navigate difficult terrain at good
speed, and she specializes in seeing her foe before the opponent ever
detects her presence. In a dungeon or in the wild, a scout is seen only
when she wants to be.
Soulknife
A soulknife
recognizes his own mind as the most beautiful - and the most deadly -
thing in all creation. With this understanding and through extended
practice, a soulknife learns to forge his mental strength into a
shimmering blade of semisolid psychic energy.
Each
soulknife's personal blade, referred to as a mind blade, differs in
color and shape according to his personality, mental strength, and even
mood. Although no two mind blades look alike, all share the same lethal
qualities. Because soulknives turn the power of their minds to such
weaponry, they are notorious for their violence.
Spellthief
Spellthieves
use skill and arcane magic to drain the abilities of their opponents
and turn their foes' own powers against them. Spellthieves love the
challenges that adventure brings, and they rellish finding unique and
inventive ways to use their abilities. Because they have such a wide
variety of abilities, spellthieves can adapt themselves to overcome
nearly any challenge, but they have neither the overpowering arcane
might of wizards nor the brute force of fighters. Spellthieves never
cast two spells when one will do, and they excel at using misdirection
and deception to overcome seemingly stronger opponents.
Good
spellthieves use their skills and magic to entertain themselves,
protect those less gifted than themselves, and occasionally serve a
cause or nation as a spy. Evil spellthieves use their versatile skills
to trick and deceive, or plague large cities as daring cat burglars.
Spirit Shaman
Master of
the spirit world, the spirit shaman follows a different divine
tradition than the cleric or the druid. Her world is filled with
powerful, living spirits, some helpful and some malign. By bargaining
with these spirits, the spirit shaman gains power over the natural world
and mighty divine magic with which to aid her comrades or smite her
enemies.
Swordsage
A master of
martial maneuvers, the swordsage is a physical adept - a blade wizard
whose knowledge of the Sublime Way lets him unlock potent abilities,
many of which are overtly supernatural or magical in nature. Depending
on which disciplines he chooses to study, a swordsage might be capable
of walking through walls, leaping dozens of feet into the air,
shattering boulders with a single touch, or even mastering the elements
of fire or shadow. Whatever his specific training, a swordsage blurs the
line between martial prowess and magical skill.
Totemist
A mask
representing a basilisk, a mantle of the displacer beast, boots of the
landshark - these are the hallmarks of the totemist. You channel the
soul energy of magical beasts to make your soulmelds and claim them as
your totems to acquire a share in their power.
Halfling Totemist
A
halfling totemist is a bit of an outsider, even among her own people.
She tends to avoid social interaction with other people, preferring
instead the quiet solitude of her spiritual link with the souls of the
beast world. When she or her people are threatened, however, she becomes
a fierce defender. Though not as physically tough as a typical
totemist, the halfling is more athletic and agile than others of her
class.
Truenamer
Truenamers
study the words that comprise the fabric of existence. They seek to
unravel and comprehend the mysteries of the multiverse by learning the
truenames of as many of its components as possible. A truenamer learns
new truenames as he progresses in level, which he can use as utterances
to manipulate the world around him. All truenamers know the basic words
of Truespeak that allow them to describe creatures that they encounter,
so the new words they learn enable them to alter those creatures in very
specific ways. As they continue to advance, they also learn to describe
- and thus affect - inanimate objects and even places, which are more
difficult to describe using truenames.
If you want to
understand the secret language of the universe, the truenamer class is
for you. By delving into the truenames of everything that surrounds you,
you can reshape reality itself. You will speak words of power so potent
that the cosmos will rearrange itself to match their meaning.
Warlock
Born of a
supernatural bloodline, a warlock seeks to master the perilous magic
that suffuses his soul. Unlike sorcerers or wizards, who approach arcane
magic through the medium of spells, a warlock invokes powerful magic
through nothing more than an effort of will. By harnessing his innate
magical skill through fearsome determination and force of will, a
warlock can perform feats of supernatural stealth, beguile the
weak-minded, or scour his foes with blasts of eldritch power.
Wilder
The psion draws
his psionic ability from strict mental discipline and intellectual
development. Not so the wilder - for her, raw emotion is the source of
psionic power.
Emotion-triggered psionic ability is not
a science, but a passion. The zeal with which the wilder pursues her
psionic ability is so extreme that she can occasionally trigger a surge
of power far beyond her normal capabilities. But with this ability comes
a price: by exceeding her limits, the wilder may injure herself with
psychic feedback.
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