Scion of the Twisted Thoughts"I am one, I am three, I wield a power greater than thee."
- Janus the Many-Faced, Outsider Scion of the Twisted Thoughts
The Twisted Thoughts are a psionic organization that venerates Abberations, and wishes to become like them. They see the abberant form as offering advantages no mortal could have, while at the same time offering great power for those who can master the innate power of abberation: psionics. By stepping onto this path, a Scion of the Twisted Thoughts forsakes his mortal heritage and places himself in the hands of the abberations the organization worships.
Becoming a Scion of the Twisted ThoughtsText
Table 1: Scion of the Twisted Thoughts
Hit Die: d6Level BAB Ref Fort Will Special Abilities Manifesting
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1 +0 +0 +2 +2 Gaze of the Umberhulk ---
2 +1 +0 +3 +3 Bonus Aberrant Feat +1 Manifester Level
3 +2 +1 +3 +3 +1 Manifester Level
4 +3 +1 +4 +4 Mind of the Illithid +1 Manifester Level
5 +3 +1 +4 +4 +1 Manifester Level
6 +4 +2 +5 +5 Bonus Aberrant Feat +1 Manifester Level
7 +5 +2 +5 +5 Eye of the Beholder ---
8 +6 +2 +6 +6 +1 Manifester Level
9 +6 +3 +6 +6 Tentacles of the Chuul +1 Manifester Level
10 +7 +3 +7 +7 Bonus Aberrant Feat, Aberrant Life +1 Manifester LevelClass skills (2 + Int modifier per level): Concentration, Knowledge (Psionic), Knowledge (Dungeoneering), Bluff, Psicraft, Sense Motive, Decipher Script, Disguise, Spot.
Requirements:
Feats: Abberation Blood, Warped Mind, one other Abberant feat.
Manifesting: Must be able to manifest 3rd level powers.
Powers: Must be able to manifest
Ubiquitous Vision and
Psionic Blast.Alignment: Non-good.
Class FeaturesText
- Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This means that she adds the level of Scion of the Twisted Thoughts to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an Scion of the Twisted Thoughts, she must decide to which class she adds the new level of Scion of the Twisted Thoughts for the purpose of determining power points per day, powers known, and manifester level.
- Gaze of the Umberhulk (Su): Whenever you manifest the Ubiquitous Vision power, you gain a gaze attack that can be used every 1d6 rounds. All creatures within a 25 foot cone must make a will save vs 10 + your class level + your charisma modifier, or be confused for 1d6 rounds. The duration increases by 1d6 for every additional 5 levels in the class (2d6 at 5, 3d6 at 10).
- Bonus Aberrant Feat (Ex): You gain one additional Aberrant Feat. You must still meet the requirements for that feat. If there are no more Aberrant feats available, you may take one psionic feat for which you meet the requirement.
- Mind of the Illithid (Su): Once per day per two Aberrant Feats, you create an effect equal to the Psionic Blast power except as follows: The duration of the effect is equal to 3d4 rounds, and the DC is 10 + your class level + your charisma modifier. You may use this ability once every 1d4 rounds. It is a full round action that requires expending psionic focus.
- Eye of the Beholder (Su): Once per day, you may emit a 60' Null Psionics Cone. The point of origin is the manifester's third eye, and it extends in the direction he is facing. This functions as if cast by a manifester of your manifester level, and lasts for the same number of rounds.
- Tentacles of the Chuul (Ex): As a standard action, you can transform one or both of your arms into tentacles. An arm transformed in this way no longer can be used for somatic components, and must drop all that it is carrying. You gain one (or two, depending on the number of arms transformed) natural attacks dealing 1d8 + Str modifier damage. On a successful hit, the target must succeed at a Fortitude save or be paralyzed for 1d6 rounds. The DC of this save is 10 + your class levels + your Constitution Modifier. Your tentacles are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal nonlethal damage with your tentacles, taking the standard -4 penalty on your attack roll. Your tentacles work just like the natural weapons of many monsters. You can make an attack with one tentacle or a full attack with two tentacles at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks-you simply have two tentacle attacks at your normal attack bonus.
- Aberrant Life (Ex): Your type changes to Aberration, you gain Darkvision, and recieve a permanent +2 to your Constitution score.