Publication:Untapped Potential/Races

Races
The psionic races in this sourcebook have had to rely upon themselves for survival. As a result, they have unlocked new abilities and skills that others of their race or classes have not. Socially, they closely resemble their counterparts as described in the Expanded Psionics Handbook. In your campaign, members of these races may have discovered these talents on their own.

Racial Paragon Classes
Originally introduced in Unearthed Arcana, paragons represent the iconic members of their race. Their natural abilities are more developed than average members of their race, although they do not necessarily take part in the rigorous training as do most adventurers.

Because paragon classes are tied to a particular race, a character may only take levels in the paragon class for his race. A maenad could not take levels in elan paragon, for example, because the maenad does not possess the same inherent abilities as the elan. The paragon classes listed below represent the natural development of the psionic races on Rajrin, but it can easily be incorporated into any campaign setting with these races. Levels in racial paragon classes are not counted for XP penalties due to multiclassing.

Dromite Paragon
Deep within the tunnels under the earth, the dromite hives work as a collective entity for the betterment of their society. Among this society, the dromite paragons are those who are most able to serve the society. Dromite paragons act as intermediaries among larger groups of other dromites, as well as protectors and scouts.

Adventures: Dromite paragons tend to adventure to find ways to expand their hive or their own fortunes.

Characteristics: Dromite paragons are tougher than the average dromite. Their enhanced senses and stronger carapace make them more able to venture beyond the safety of the hive. Because of these qualities, dromite psychic warriors are likely to become paragons, although society minds and psions are more likely to take levels in dromite paragon. In many societies, the hive leaders are chosen exclusively from dromite paragons.

Alignment: Dromites tend toward no specific alignment. The best and worst can be found among them. Because of their rigorous caste society, lawful dromite paragons are more frequent than other alignments, but any alignment can be found, if in smaller numbers.

Religion: The dromites revere their hive leaders as near deities. Since these hive leaders are all dromite paragons themselves, several paragons also serve as religious intermediaries as well as the dromite equivalent of court nobles and law enforcement.

Background: Dromite paragons typically come to their abilities while still in their hive. Their abilities to help protect the hive from invaders, and their latent telepathic abilities allow them to effectively coordinate with large groups. Some have been known to progress in their abilities outside of their society, although this is less common.

Other Races: The races that reside above ground tend to be of little concern for dromite paragons, unless they have a need to depart from their hive. If they do so, dromite paragons tend to get along with other races, although they do not take kindly to the humans who refer to them as ‘bug-men’. The concept of non-hive societies tends to give dromite paragons either a curious attitude toward other races, or a haughty attitude at the inefficient manner in which other societies operate.

Other Classes: Dromite paragons tend to view clerics and other deity-worshipping classes with skepticism. However, they respect the power these classes possess, and understand it can be necessary to help them with whatever needs the dromite paragon currently possesses. As such, dromites tend to get along well with most other classes. If nothing else, dromites are cooperative beings.

Dromite paragons have the following game statistics.
 * Game Rule Information

Abilities: Dromite paragons rely on Charisma for several important skills and Constitution for more hit points. Additionally, Wisdom and Charisma are both important for dromite society minds, who gain additional manifesting prowess from levels in dromite paragon.

Alignment: Any

Bonus Class Skills: A dromite paragon considers an additional skill a class skill depending on their caste (much as a psion considers extra skills class skills depending on their devotion): Fire Caste: Intimidate Ice Caste: Sense Motive Voice Caste: Perform Glimmer Caste: Sleight of Hand

Weapon and Armor proficiency: A dromite paragon is proficient with simple weapons, light armor, and shields (but not tower shields).

Manifesting: At 2nd and 3rd level, a dromite paragon gains additional power points per day and access to new powers as if it had also gained a level in society mind (described in chapter 3). It does not, however, gain any other benefit a character of that class would have gained (improved network range, larger worldthought network, and so on). This essentially means that it adds the level of dromite paragon to the level of society mind, and then determines power points per day, powers known, and manifester level accordingly. If the character did not have levels in society mind before taking this paragon class, it does not gain manifesting levels.

Note: If you are not using the variant dromite here, you should replace this with wilder manifesting progression.

 (Ex): The dromite can now use its energy ray ability 1 additional time per day. Dromite paragon levels count double in the calculation for this ability’s manifester level. Heightened Senses (Ex): The dromite paragon's racial bonus on Spot checks improves to +3, and the more sensitive antennae grant them protection from flanking. Opponents do not get the usual +2 bonus on attack rolls from flanking the dromite paragon unless it is also denied his Dexterity bonus to AC against their attack.

 (Ex): At 2nd level, the dromite paragon's natural chitin improves in resiliency. The natural armor bonus granted improves to +5 at level 2. At 3rd level, the base resistance granted to an energy type improves to 8.

 (Ex): Also at 2nd level, the dromite paragon's subterranean heritage becomes even more apparent. It gains the tremorsense special quality with a radius of 10 feet as long as it is not currently moving at more than its normal speed. Running, hustling, charging and moving faster than normal speed interfere with the sensations needed to locate something by vibration.

 (Ex):At 3rd level, a dromite paragon gains a +2 bonus to Charisma.

 (Su): At 3rd level, the psionic neural pathways and insectoid ancestry of the dromite paragon combine, granting a weaker form of the hive mind special quality (see the Monster Manual), supported by any other dromites or beings with which the paragon has a mental bond (for instance, a psicrystal, mindlink or a worldthought network) within 30 feet. If any of these supporters are aware of a given danger, the paragon is as well. The paragon is not treated as flat-footed or flanked unless all of the supporters are. While a paragon cannot use this ability to read minds or communicate telepathically, but it can use it to impart subtle, minor messages to those it is in contact with as a move-equivalent action (as a rule of thumb, consider only emotions or single words).

If the dromite pragon links antennae with another willing domite paragon with this ability, the two of them are treated as supporters of each other’s hive minds until either one of them wishes to end the link. At the GM's discretion, characters with the Hive Mind quality may also "interface" with this ability. Dromite hive leaders are always considered supporters if the paragon is within range (and vice versa), regardless of whether or not the paragon has directly linked with them. Damage to the antennae can disrupt this ability, just as damage to the throat can disrupt speech.

Duergar Paragon
Harsh, cruel and all-around mean, duergar believe that only through unceasing toil is life worthwhile. They do not enjoy much, except the satisfaction of a profit from a job well done. Duergar paragons seek to find more ways to increase their profit and their power in their clan. They are isolationist by nature, so outgoing adventurers are often outcasts or unusually forward-thinking examples of their kind. Duergar paragons are more likely to be located in their own settlements for this reason.

Adventures: Duergar paragons seek ever increasing rewards and riches. They strive to use the abilities of their race to their maximum potential and turn that potential into profit. Duergar paragons frequently seek adventure as a way to expand their personal profit margins, although a gregarious few seek to actually improve their quality of life.

Characteristics: Duergar paragons tend to be more commanding than normal duergar. They know they are examples to others of their brethren in what it means to be one of their race, and expect their neighbors to respect them for it. Regardless of their individual methods, duergar paragons are determined and patient. A frequent belief is that that stinting in work or giving up are weak and not to be tolerated, although whether those who are not industrious are punished or rallied is up to the individual.

Alignment: Lawful almost to a fault, nearly all duergar paragons are evil or at best a sullen neutral, caring not for their brother or others, only for their own profit. The few good duergar paragons found are more likely to adventure, as the skills they learn help them more readily survive life away from their society.

Religion: Those deities who embody wealth and prosperity tend to garner duergar paragon worshippers, as do those deities who represent the martial aspect of war. Most duergar paragons have little tolerance for the benevolent deities, feeling that they are too easy on their followers, which leads to decreased productivity and efficiency. Many duergar paragons feel that gods devoted strictly to suffering are useless, as suffering should be for something: profit.

Background: Duergar paragons learn their skills as other duergar: through unceasing toil and not shirking their duties. Duergar paragons build their abilities fighting their brethren for profit or, in many cases, to stay alive before the greed of another eliminates a possible rival. Those duergar paragons who survive and are crafty enough tend to become powerful guild masters in their society.

Other Races: Other races are only good to duergar paragons for two things: to buy their wares and to be slaves. Good aligned duergar paragons, however, understand that the other races have strengths and weakness and are more likely to cooperate. The outgoing and communal dromites in particular strike the sullen, individualist duergar as odd, although a few visionary thinkers amongst the duergar have observed the great productivity that the dromites exhibit, and are pressing for change. Suffice it to say, they are a distinct minority and are meeting with a staunch resistance at every turn.

Other Classes: Duergar paragons see other classes as means to an end. If an associate’s abilities can aid the duergar paragon to more profit, he is likely to seek him as a companion. Because of their natural militaristic background, duergar paragons typically seek those of a martial bent to assist them in battle. While they generally dislike teamwork-oriented classes or socialites (such as the bard or society mind), duergar paragons will work with any who they can use to increase their wealth or profit.

Duergar paragons have the following game statistics.
 * Game Rule Information

Abilities: Due to their typically aggressive nature, a duergar paragon relies on a high Strength score for melee attacks. To increase their chance of survival, they also benefit from a high Constitution.

Alignment: Any

Weapon and Armor proficiency: Duergar paragons are proficient with all simple and martial weapons, with light, medium and heavy armor, and with shields (but not with tower shields).

 (Ex): Due to their martial bent, a 1st level duergar paragon gains a bonus feat. This feat may be any psionic feat or fighter bonus feat.

 (Ex): At 1st level, a duergar paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. He is also able to determine which direction is true north in relation to himself as if he had 5 ranks in Survival when underground.

 (Ps): Duergar paragons are more in tune with their psionic nature. As such, at 2nd level, the first use per day of each of their racial psi-like abilities does not count toward their daily limit.

 (Su): A duergar learns to harden himself against detrimental effects. At 2nd level, a duergar paragon’s racial bonus on saving throws increases to +3.

 (Ex): At 3rd level, a duergar paragon gains a +2 bonus to Constitution.

Elan Paragon
Created rather than born, the elan paragon understands that her psionic heritage is truly from where her powers stems. She seeks to expand the psionic power that created and infused her being, while also expanding her knowledge, that it may help her unlock the powers lying dormant within. To keep her society secret, she also seeks to use her psionic power to mask her unusual nature, keeping the prying eyes of other races from her race. Due to the incredible lifespan that elans possess, an elan paragon understands that all will come in time and possess a patience that would cause many elves to become envious.

Adventures: Elan paragons have the same drive for exploration that humans have, as they were originally human. They seek adventure for a variety of reasons, including the thrill, to expand their knowledge, or for riches.

Characteristics: An elan paragon works to blend her psionic heritage with her aberrant nature. They tend to be quicker of wits than standard members of their race, and are better at hiding their nature from others. An elan paragon seeks to master the psionic powers used in her creation.

Alignment: Elan paragons can be of any alignment. Because they are created and not born, they tend to be more lawful than chaotic, as they work with their makers to identify possible candidates to become future elans. That said, chaotic elans aren’t unheard of, and frequently operate on their own moral codes, seeing themselves as removed from society and therefore above it.

Religion: Elan paragons tend not to follow any particular god. Knowing that you were created by others instead of born, and will not die of old age, has a tendency to give elan paragons a unique perspective on life and death. Some elan paragons do venerate deities, and typically choose deities associated with knowledge. Others simply retain the habit of worshipping whatever deity they followed in their human lifespan, although over time this practice tends to wane.

Background: Most elan paragons come into their abilities from a life of trying to develop their psionic potential and avoiding detection from the societies that are unaware they exist. The elan paragon understands that other societies are sources of information and, many times, they progress in their abilities along other races, instead of other elans, although they continue to strike these races as a little odd on some primal level.

Other Races: Elan paragons, being originally human, tend to have a mixed view of the human race. Some elan paragons see them as inferior, while others view them with a nostalgic view. Because other races are more prolific, elan paragons understand that they will need to work alongside these other races for at least part of their immortal lives.

Other Classes: Similar to their views on other races, elan paragons view other classes as those who they will, at some point in time, have to work with or alongside. A thousand years is a long time, and much will likely be seen. This viewpoint gives the elan paragon more tolerance of other classes. They do, however, tend to prefer the company of those classes of a psionic nature.

Elan paragons have the following game statistics.
 * Game Rule Information

Abilities: Naturally inclined toward psionics and the psion class in particular, elan paragons benefit from a high Intelligence for their manifesting ability. Constitution is also important for their survivability.

Alignment: Any

Weapon and Armor proficiency: Elan paragons are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and short spear. They are not proficient with any type of armor or shield.

Manifesting: At 2nd and 3rd level, an elan paragon gains additional power points per day and access to new powers as if she had also gained a level in psion. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of elan paragon to the level of psion and then determines power points per day, powers known, and manifester level accordingly. If the character did not have any class levels in psion before taking this paragon class, she does not gain an increase to her manifesting levels.

 (Ex): At 1st level, an elan paragon gains darkvision out to 60 feet.

 (Ex): At 1st level, an elan paragon may mask her psionic and aberrant nature from others. As a standard action, she may grant herself a +10 bonus on Bluff and Disguise checks made to impersonate a human (or other creature with the human subtype) for 8 hours (or until dismissed). While this ability is active, her psionic aura strength is half as strong as it normally would be (see detect psionics).Ironically, this ability is drawn from an elan's aberrant heritage itself, and as such tends to subconsciously unsettle more humanoid minds.

While this ability is active, NPCs that remain within 30 ft. of the elan paragon have their attitudes automatically worsen towards the elan paragon (but not to her companions) one step every five minutes, to a maximum of Unfriendly. These can be altered by Diplomacy checks or other means as normal.

 (Ex): An elan paragon gains the Psionic Talent feat for free at first level.

 (Ex): At 2nd level, an elan paragon’s naturally psionic potential allows her to select any psionic, metapsionic or item creation feat as a bonus feat. She must still meet all prerequisites for the feat.

 (Ex): At 3rd level, an elan paragon gains a +2 bonus to Intelligence.

Half-Giant Paragon
Strong and aggressive, the half-giant is a formidable opponent who suffers little from others. Their physical prowess is not only good in battle, but also serves to intimidate those who would accost the half-giant. Their humanoid ancestry has granted them surprisingly sharp minds for giants, and their psionic nature lets them survive in environments which other races would find inhospitable.

Half-giant paragons are daunting warriors, using their physical abilities in combination with their psionic might to subdue and defeat their enemies.

Adventures: Half-giants tend to adventure due to their mixed heritage. Not truly at home among giants or humans, they tend to a solitary life. Adventuring allows them to socialize with those who are less likely to judge them.

Characteristics: Half-giant paragons are stronger and sturdier members of their race. Where other half-giants may fail from exhaustion, the half-giant paragon is able to survive. Some half-giant paragons know this and take advantage of their increased physical prowess by becoming guards or, in some cases, brigands.

Alignment: Because of the general stigma surrounding the half-giant in both giant and human societies, half-giants tend toward more chaotic or neutral alignments for their society view, but the best and worst are found among them.

Religion: Half-giant paragons, like most other half-giants, have little use for religion. Few among them take up the cause of any deity, instead holding to an ideal.

Background: Half-giant paragons typically come to their abilities from their life in a harsh society where they do not really have a place. The world can be cruel, and half-giant paragons know that inner and outer strength is what is needed if you are to survive.

Other Races: Because of their mixed nature, half-giant paragons tend to view humans and giants with skepticism. Those groups of either that are accepting of his heritage are few and far between. However, half-giant paragons view most other races based upon their physical prowess and, as such, view elves as frail.

Other Classes: Half-giant paragons work best with those classes that can augment his fighting prowess. He realizes that his brute force may allow him to subdue his opponents, but he will need someone to heal those wounds he takes and to help overcome those obstacles that raw strength will not suffice. As such, a half-giant paragon tends to work best with healing classes, such as the society mind or the cleric, and primary manifesters, such as psions or wilders. For reasons that they will not (or perhaps cannot) make entirely clear, several half-giant paragons have a stigma against arcane magic, and are usually initially suspicious to its practitioners.

Half-giant paragons have the following game statistics.
 * Game Rule Information

Abilities: Half-giant paragons have a more martial bent then a standard half-giant. As such, they benefit from a high Strength score. Constitution is also important to them to improve their resiliency.

Alignment: Any

Weapon and Armor proficiency: A half-giant paragon is proficient with simple and martial weapons, light, medium, and heavy armor, and shields (but not tower shields).

Manifesting: At 2nd and 3rd level, half-giant paragons gains additional power points per day and access to new powers as if he had also gained a level in psychic warrior. He does not, however, gain any other benefit a character of that class would have gained (bonus feats and so on). This essentially means that he adds the level of half-giant paragon to the level of psychic warrior, and then determines power points per day, powers known, and manifester level accordingly. If the character did not have levels in the psychic warrior class before taking this paragon class, he does not gain manifesting levels.

 (Ex): The half-giant paragon’s fire resistance improves, granting him fire resistance 5.

 (Ex): At 2nd level, a half-giant paragon gains a +2 bonus to Strength.

 (Ex): At 3rd level, a half-giant paragon gains a +2 bonus to Constitution.

Maenad Paragon
Reserved and calm, the maenads are a race of emotionally polar beings. While calm to most observers, maenads struggle daily with their wild, nearly uncontrollable emotions. Maenad paragons are ferocious fighters, matching the barbarian when he chooses to unleash the pent up emotions bottled inside. His need to control his emotions also lends him a clarity of thought that opposes those who would try to affect his thoughts.

Adventures: Adventures are ways for maenad paragons to expand their abilities. Sometimes, it is simply the need to get out of the stifling society that is maenad culture. Because the maenad paragon learns to harness the storm of emotions trapped inside, some of the more conservative maenads view the abilities of the maenad paragon as suspect, feeling that any outburst is unnecessary.

Characteristics: Maenad paragons are more in tune with the bottled emotions than normal maenads; they have learned to harness that overwhelming emotional energy to greater effect. Through the intense force of will the maenad paragon must constantly exhibit to keep this energy under control, he has also learned how to protect his mind from others who would try to subject him to their will.

Alignment: To keep their emotions in check, maenad paragons tend toward lawful alignments more often than chaotic. However, it is not a requirement; the best and worst are found among maenad society.

Religion: Like most other maenads, maenad paragons tend to worship deities of the sea. The conflicting nature of the ocean gives something to which the maenad paragon can relate: it is oft-times calm, but can become a raging storm without warning.

Background: The constant battle of keeping their raging emotions in check tends to produce frequent maenad paragons. Many maenad paragons come to their abilities simply through understanding and controlling their emotions. Others come into them from unleashing their emotions, learning to channel that rage into combat ability and then having to quell the urge again.

Races: Like other members of their race, maenad paragons tend to have trouble understanding the more lackadaisical races, such as halflings or xephs. The varied nature of humans and their personalities makes it easier for maenad paragons to work alongside them. Other Classes: Maenad paragons respect monks for the strict codes they follow. They tend to look down on the barbarian, for his wanton use of the rage that a maenad paragon believes should be keep in check. In general, though, a maenad paragon follows the deeds of an individual rather than stereotypes, knowing all too well that things are seldom what they outwardly appear to be.

Maenad paragons have the following game statistics.
 * Game Rule Information

Abilities: Maenad paragons benefit from a high Strength score for their combat abilities, as well as a high Constitution to make them more resilient. Because of their natural affinity for the wilder class, they benefit from a high Charisma for manifesting, as well.

Alignment: Any

Weapon and Armor proficiency: A maenad paragon is proficient with simple weapons, light and medium armor, and shields (but not tower shields).

Manifesting: At 2nd and 3rd level, maenad paragon gains additional power points per day and access to new powers as if she had also gained a level in wilder. She does not, however, gain any other benefit a character of that class would have gained (wild surge, special abilities, and so on). This essentially means that she adds the level of maenad paragon to the level of wilder, and then determines power points per day, powers known, and manifester level accordingly. If the character did not have levels in the wilder class before taking this paragon class, she does not gain manifesting levels.

 (Ex): When a maenad paragon utilizes his outburst racial ability, his bonus to Strength increases to +4, instead of +2.

 (Ex): At 2nd level, a maenad paragon gains a +4 bonus on all saving throws against mind-affecting effects.

 (Ex): At 3rd level, a maenad paragon gains a +2 bonus to Charisma.

Xeph Paragon
Known for their amazing feats of agility, their uncanny bursts of speed, and their psionically resilient nature, xephs are the embodiment of speed and grace. Xeph paragons exemplify their agility and speed, using it both to see more lands through travel, and to more ably defend themselves in combat. Xeph paragons are masters of movement, often darting in and out of combat, catching their opponents by surprise.

Adventures: Adventures are exciting, or so xeph paragons believe. The draw of the unknown and the possibility of new people to meet, laugh with, and trick capture the xeph paragon’s attention.

Characteristics: Xeph paragons are faster and more agile than the average members of their race. Because of their agility qualities, xeph psychic warriors are likely to become paragons, although soulknives and nonpsionic agile classes (such as rogue or ranger) appear at least as frequently.

Alignment: Xeph paragons tend strongly toward good alignments. Because of the race’s affinity for the abilities of the soulknife, xeph paragons tend to be more lawful than chaotic, but it is not required.

Religion: More than the average xeph, xeph paragons tend to revere those deities of travel, quickness, and horizons. These beliefs tie most closely to what drives the xeph paragon.

Background: Xeph paragons tend to develop their racial paragon skills while out seeking to enjoy life. Their good-natured demeanor sometimes can result in bullies attempting to harass the xeph paragon, and, as such, his impressive mobility comes in handy. The xeph fondness for tricks tends to lend itself to the need for the additional psionic resistance, as any manifesters finding themselves the butt of a xeph paragon’s joke is not likely to be too kind to the joker.

Races: Xeph paragons follow the same general principal of interacting with other races as a normal xeph would. While they feel the maenad are too uptight, they tend to get along with most other races. They regard duergar as too dour to be much fun, although they enjoy playing jokes on good-aligned duergar, as they are less likely to seek physical retribution than their evil counterparts.

Other Classes: Because xeph paragons focus to increase their race’s natural speed, they work best with classes that can keep their enemies standing still or causing a distraction. As such, front-line combatants, such as the fighter, psychic warrior, or spellcasters such as the wizard or sorcerer tend to complement the xeph paragon’s abilities quite well.

Xeph paragons have the following game statistics.
 * Game Rule Information

Abilities: Xeph paragons benefit from a high Dexterity score to improve their ability to avoid their enemies’ attacks. A high Constitution score is also important for those strikes that actually land.

Alignment: Any

Weapon and Armor proficiency: A Xeph Paragon is proficient with simple weapons, light armor, and shields (but not tower shields).

 (Ex): When a xeph paragon uses his racial burst ability, he gains an additional 10 feet of movement. This bonus increases to 20 feet at 3rd level.

 (Su): At 2nd level, if a xeph paragon rolls a natural 20 on a saving throw against a power of a level no greater than one third his hit dice (to a minimum of 1), he may expend his psionic focus as an immediate action to rebound the effect as if by the reddopsipower. The xeph paragon cannot use this ability on effects that the reddopsi power would not normally be able to rebound.

 (Ex): At 3rd level, a xeph paragon gains a +2 bonus to Dexterity.

 (Su): The xeph paragon, upon achieving 3rd level, learns to emulate those among his race who utilize the mind blade. He is able to create a mind blade as a 1st level soulknife, but it appears in the form of a dagger (instead of a short sword). If he has at least one level in soulknife, he also gains the ability to shape his mind blade into a dagger as well as his other options, if any, with a full-round action. Further, xeph paragon levels now stack with soulknife levels for the mind blade and mind blade enhancement class features.

Racial Specialty Levels
The prowess of the maenad warriors is renowned throughout the land, and you'd be hard-pressed to find a more powerful psion than an elan. These are represented in-game through racial specialty levels, a pseudo-replacement level for members of specific races and classes. If you are a member of a specific race, you may take a racial specialty level rather than a standard class level. These come with specific abilities unique from the base class level, including hit dice and skill lists, but are only available at specific points in a character’s progression. For instance, a duergar about to take his first, third, or fifth level of egoist may instead take a level of "duergar egoist," which comes with a higher hit die and its own unique class features, all detailed below.

If you choose to take a racial specialty level instead of the standard class level, you may never gain the abilities of the original level. Sometimes, this means giving up a powerful ability for another powerful ability. Other times, you may sacrifice a class feature that did not grant much of a benefit due to your race. For example, xeph soulknives who take the first racial specialty level never gain the Wild Talent feat. However, as the race is naturally psionic, the only loss this poses is an extra two power points, which matters little for a soulknife, who does not manifest powers. Other levels, however, might replace a psionic power with a new special ability, limiting that character’s options of powers to manifest, but granting them a specific ability other races may not be able to access. Each class feature will identify what it replaces, if anything. If a class feature has the same name as the original class’s feature and is marked with an asterisk (*), it has been modified in some way from the original class feature.

Racial specialty levels are, in all other regards, levels in their original classes. You do not need to take a level in a racial specialty if you do not want to, nor do you need to take earlier levels to take later ones. For instance, a maenad fighter may decide to take only the level 4 racial specialty, opting instead for the standard fighter levels 1 and 2, while another maenad fighter may have no racial specialties and another may take all three. Because these specialty levels are essentially levels in the original class, they do not count as separate classes for purposes such as multi-class experience penalties.

Presented below are racial specialties for six psionic races. Each psionic race has two racial specialty class options. Additional specialties are possible for non-psionic races; talk to your GM.

Dromite Ranger
A dromite’s natural sensory and martial abilities make him naturally inclined toward the path of the ranger. The ranger’s tracking ability compliments the dromite’s scent ability, while their underground society lends to the dungeoneer aspects of the ranger.

Hit Die: d8

Requirements: To take a dromite ranger racial specialty level, a character must be a dromite about to take its 1st, 4th, or 7th level of ranger.

Class Skills: Dromite ranger racial specialty levels have the class skills of the standard ranger class, plus Autohypnosis and Knowledge (Psionics). Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the dromite ranger racial specialty levels.
 * Class Features

Wild Empathy (Ex): Beginning at 1st level, a dromite ranger can improve the attitude of an animal. This ability functions identically to the ranger class feature of the same name, except that the dromite ranger’s natural affinity to dealing with others grants it a +2 racial bonus to its wild empathy checks.

Animal Companion (Ex): At 4th level, a dromite ranger gains an animal companion. This ability functions identically to the standard ranger ability, but a dromite ranger may also choose from the following list of animals: brain mole, folugub, phrenic badger, phrenic bat, and phrenic rat.

Up The Walls: At 7th level, a dromite ranger gains the Up the Walls feat as a bonus feat. This racial specialty feature replaces a standard ranger’s woodland stride class feature.

Dromite Society Mind
The cooperative society of dromites lends extremely well to the abilities of the society mind. The hive nature of the dromite race and the network nature of the society mind may be more than just a coincidence in how closely the two are related.

Hit Die: d6

Requirements: To take a dromite society mind racial specialty level, a character must be a dromite about to take its 1st, 3rd, or 5th level of society mind.

Class Skills: Dromite society mind racial specialty levels have the class skills of the standard society mind.

Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the dromite society mind racial specialty levels.
 * Class Features

Manifesting: A dromite society mind may choose to use its Charisma score in place of its Wisdom score for purposes related to learning and manifesting powers, as well as for bonus power points.

Worldthought Network (Su): A dromite society mind is more accustomed to a hive mind concept than a standard society mind. As such, a dromite society mind’s worldthought network ability works as in the society mind class entry, but the dromite society mind may add up to its class level + his Charisma modifier in willing targets into its network.

Soulbinding Gaze (Su): As a normal society mind, but treat the dromite society mind's class level as 2 higher than normal.

Network Sense (Su): As the normal society mind ability, except that if the dromite society mind has line of effect to a network member, it needs not expend its psionic focus to pinpoint their location. It still must expend focus to determine any conditions affecting members of the network.

Empathy: At 5th level, a dromite society mind gains Expanded Knowledge (empathy) as a bonus feat.

Duergar Egoist
The duergar race is naturally inclined to using psionics on their bodies, as seen by their natural ability to expand. This affinity leads many duergar down the path of the egoist - the psion specialized in psychometabolism powers that manipulate the manifester’s body.

Hit Die: d6

Requirements: To take a duergar egoist racial specialty level, a character must be a duergar about to take her 1st, 3rd, or 5th level of egoist.

Class Skills: Duergar egoist racial specialty levels have the class skills of the standard egoist class, plus Listen and Spot.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the duergar egoist racial specialty levels.
 * Class Features

Extra Powers Known: A 1st level duergar egoist adds biofeedback, expansion and thicken skin to his list of powers known. This racial specialty feature replaces a standard egoist’s bonus feat at 1st level.

Brooding Psicrystal: A duergar egoist’s sullen personality manifests in the form of a psicrystal. The duergar egoist gains the Psicrystal Affinity feat, but may only choose the Bully or Single-Minded personalities. If he already possesses a psicrystal, he gains the Improved Psicrystal feat, but may only choose the Bully or Single-Minded personalities. This racial specialty feature replaces one of the powers gained by a standard egoist at 3rd level. From this point on, the duergar egoist knows one less power than a standard egoist.

Bonus Feat: A duergar egoist gains a bonus feat at 5th level. This feat must be a psionic feat, a metapsionic feat, a psionic item creation feat, or a fighter bonus feat.

Duergar Fighter
Dour and martial, the duergar as a race favor the path of the fighter over all others. Their tendency to attack first and ask questions later further reinforces this favoritism. A duergar’s natural toughness also helps him on the battlefield, where he is likely to wade directly into combat.

Hit Die: d12

Requirements: To take a duergar fighter racial specialty level, a character must be a duergar about to take her 1st, 2nd, or 4th level of fighter.

Class Skills: Duergar fighter racial specialty levels have the class skills of the standard fighter class, plus Move Silently.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the duergar fighter racial specialty levels.
 * Class Features

Small and In Charge (Ex): A duergar’s exceptional stability allows him to better counter bull rushing or tripping attempts by an enemy. When a duergar fighter successfully stops a bull rush or trip attempt, he may immediately make an attack of opportunity against the opponent, even if he already made one at the start of the attempt (this attack doesn’t count against his limit of attacks of opportunity in one round). This racial specialty feature replaces the standard fighter’s 1st level bonus feat.

Bonus Feat (Ex): At 2nd level, a duergar fighter gets a bonus combat-oriented feat. This bonus feat must be drawn from the feats noted as fighter bonus feats or psionic feats. The duergar fighter must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements.

Pick Expertise (Ex): Decades of working underground has given the duergar a more expert skill with pick weapons (light pick and heavy pick, plus similar weapons at the GM’s option). As a result, a duergar fighter gains a +1 bonus on attack rolls and +2 bonus on damage rolls when wielding a pick. These bonuses do not stack with Weapon Focus or Weapon Specialization, but are treated as equivalent for the purpose of qualifying for feats, prestige classes, or anything else that requires those feats. This benefit replaces the bonus feat gained by a standard 4th level fighter.

Elan Monk
The elan monk may sound unusual, but as many elans have found, the meditation required to be a psion is not much different than the methods used by many monks. The ki energy a monk unlocks resembles psionic power in many ways and the elan monk learns to unify both sources of energy into a single wellspring of internal potential.

Hit Die: d8

Requirements: To take an elan monk racial specialty level, a character must be an elan about to take her 1st, 3rd, or 5th level of monk.

Class Skills: Elan monk racial specialty levels have the class skills of the standard monk class, plus Autohypnosis.

Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the elan monk racial specialty levels. Additionally, elan monks with at least one of these specialty levels can freely multiclass between monk and psion (of any devotion).
 * Class Features

Bonus Feat: A 1st level elan monk may select either Psionic Fist or Psionic Weapon as a bonus feat. She does not need to meet the prerequisites for these feats to select them. This replaces the standard monk’s choice of bonus feats at 1st level.

Mental Resilience (Ex): An elan monk of 3rd level or higher gains a +3 bonus on saving throws against spells, powers and effects with the mind-affecting descriptor. This racial specialty feature replaces the standard monk’s still mind class feature, but still counts as still mind for the purposes of meeting requirements.

Metaphysical Strike (Su): At 7th level, an elan monk gains the Telekinetic FistsUT feat, even if she doesn't meet the prerequisites. She uses her Wisdom instead of her Charisma when using this feat. This racial specialty feature replaces the standard monk's wholeness of body feature. This racial specialty feature replaces the standard monk’s wholeness of body feature.

Elan Psion
Born of psionic power, born into psionic powers, the elan is the embodiment of the mind’s psionic potential. Because of their origin, elans have a natural proclivity toward the path of the psion. Unlike many other races, the elans are not drawn to any single discipline; all psionic disciplines are equal to them.

Hit Die: d4

Requirements: To take an elan psion racial specialty level, a character must be an elan about to take her 1st, 3rd, or 5th level of psion. Which devotion the character belongs to does not matter.

Class Skills: Elan psion racial specialty levels have the class skills of the standard psion class, including those additional skills from the elan’s chosen devotion.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the elan psion racial specialty levels.
 * Class Features

Aberrant Manifesting (Ex): When an elan psion manifests a power, the power points spent are retained in her form for a brief period of time, allowing her to use her racial abilities (resilience, repletion, and resistence) at a decreased cost until the start of her next action. For example, a 1st level elan kineticist manifests an energy ray for 1 power point. Until the start of his next action, he has one "free" power point to spend in his racial abilities, and therefore could activate resistance for free. Later, at 5th level, he manifests an energy missile that costs 5 power points. Until the start of his next action, he has 5 "free" power points to spend on his racial abilities -- for instance, he could negate up to 10 damage with resilience at no additional power point cost. This racial specialty feature replaces one of the powers known gained by a standard psion at 1st level. From this point on, the elan psion knows one fewer power than a standard psion.

Innate Power (Ex): At 3rd level, an elan psion draws upon the psionic energy used to create his form and unlocks more psionic abilities from latency. He may add one power to his psion powers known list up to the maximum level of power he can manifest as a psion. This power can be from any power list, as the Expanded Knowledge feat, but is not restricted to one level below his maximum power known. This racial specialty feature replaces one of the standard powers known gained by a standard psion at 3rd level.

Clairvoyant Resistance (Su): At 5th level, an elan psion learns to guard herself from those who would attempt to scry her. While psionically focused, any time an attempt is used to use a clairsentient or location determining effect on her, the manifester of the effect must succeed on a manifester level check (1d20 + manifester level) against a DC of 11 + the manifester level of the elan psion. Failing this effect means that the power fails (if it was targeted on her) or that the elan psion simply isn’t detected as present (if she was in the area of effect). This racial specialty feature replaces the bonus feat gained by a standard psion at 5th level.

Half Giant Psychic Warrior
Martial, aggressive, and psionic, the half-giant is virtually the racial incarnation of the psychic warrior. Favored among other classes, the half-giant race tends down the path of the psychic warrior, for it is the road that most closely resembles their own outlook.

Hit Die: d10

Requirements: To take a half-giant psychic warrior racial specialty level, a character must be a half-giant about to take her 1st, 5th, or 8th level of psychic warrior.

Class Skills: Half-Giant psychic warrior racial specialty levels have the class skills of the standard psychic warrior class, plus Intimidate.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the half giant psychic warrior racial specialty levels.
 * Class Features

Staggering Strike (Ex): When a half-giant psychic warrior makes a melee attack (but not a touch attack), she may expend her psionic focus to deliver a staggering strike. Regardless of the outcome of the attack roll (resolved normally), if the attack exceeds the opponent’s touch AC, they must make a Fortitude save (DC 10 + one-half her character level + her Strength modifier) or be staggered for one round. A staggered character can take a move action or a standard action in one round, but not both. This ability replaces the bonus feat a psychic warrior normally gains at 1st level.

Overwhelming Force (Su): When a half-giant psychic warrior makes a melee attack, she may expend her psionic focus to blast her target off its feet. If the attack is successful, the target must make a Reflex saving throw (DC 10 + damage dealt) or be knocked prone. This ability replaces the bonus feat a psychic warrior normally gains at 5th level.

Bonus Feat: As the Psychic Warrior class ability.

Focused Attack (Su): At 8th level, when a half-giant psychic warrior expends her psionic focus as part of a melee attack, she may apply two abilities that require the expenditure of psionic focus to that attack instead of one (for instance, the Psionic Weapon feat and the overwhelming force ability described above, or the Psionic Weapon and Deep Impact feats). After resolving an attack using this feature, the half-giant psychic warrior suffers a -2 penalty to attack and damage rolls, saving throws, skill checks and ability checks for one round. This ability does not function if she expends her focus from another source, such as from Psicrystal Containment. This ability replaces one power known a psychic warrior normally gains at 8th level. From this point on, the half-giant psychic warrior knows one fewer power.

Half Giant Soulknife
While many soulknives focus on finesse and agility, the half-giant soulknife relies on his brute strength to subdue his enemies. Turning psionic potential into a weapon always at the ready, a half-giant who takes up the mantle of the soulknife is never without a weapon, something that any other half-giant would envy.

Hit Die: d12

Requirements: To take a half-giant soulknife racial specialty level, a character must be a half-giant about to take his 1st, 3rd, or 6th level of soulknife.

Class Skills: Half-giant soulknife racial specialty levels have the classskills of the standard souknife class, plus Intimidate.

Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the half giant soulknife racial specialty levels.
 * Class Features

Mind Blade: As a standard soulknife, but a half-giant soulknife may create and wield a mind blade one size category larger than normal without penalty due to his powerful build natural ability. If the half-giant soulknife creates the mind blade in a larger shortsword form, it is still treated as a light weapon.

Stand Still: At 1st level, a half-giant soulknife gains the Stand Still feat (see the Expanded Psionics Handbook) as a bonus feat. This racial specialty feature replaces the standard soulknife’s Wild Talent feat. Since half-giants are naturally psionic, they do not need Wild Talent to create their mind blades.

Weapon Focus: As the Soulknife class ability

Overpowering Strike (Su): At 3rd level, a half-giant soulknife may focus his strength into an attack to subdue his foe. As a move action, the half-giant soulknife imbues his mind blade with overpowering psychic energy. The next successful attack the half-giant soulknife makes causes the target to make a Reflex saving throw (DC of 10 + damage dealt), or be knocked prone. After delivering an overpowering strike, a half-giant soulknife must imbue his mind blade again to deliver another. At 7th level, a halfgiant psychic warrior may choose to charge his mind blade with both an overpowering strike and a psychic strike as the same move action. This racial specialty level replaces the psychic strike ability gained at 3rd level by a standard soulknife. The half-giant soulknife instead gains psychic strike +1d8 at 7th level and increases are +1d8 lower than indicated (+2d8 at 11th level, etc.).

Roots of Strength (Ex): Using his larger frame to great use in battle, a half-giant soulknife can simultaneously adopt a disruptive (if immobile) battle stance and enlarge his mind blade, allowing him to attack and defend a larger area. At 6th level, if a half-giant soulknife occupies the same space for at least one full round, his reach increases by 5 ft. This effect ends if he leaves his current space. This racial specialty feature replaces the standard soulknife’s Speed of Thought feat.

Maenad Fighter
An outwardly distant society, the maenad are truly a race of surging and ebbing passions. The more martially-bent among them take up arms, sometimes as a way to defend their homes, other times as a way to unleash the bottled emotions within.

Hit Die: d10

Requirements: To take a maenad fighter racial specialty level, a character must be a maenad about to take her 1st, 2nd, or 4th level of fighter.

Class Skills: Maenad fighter racial specialty levels have the class skills of the standard fighter class.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the maenad fighter racial specialty levels.
 * Class Features

Warrior’s Outburst (Ex): Like most of his people, a maenad fighter attempts to keep his emotions in check, but when he is forced to call upon their full fury, he embraces them fully. The duration of his outburst racial ability increases by one round for every feat he possesses which could be chosen as a fighter bonus feat. He may also use his outburst racial ability an extra time per day for every two feats he has selected that can be chosen as fighter bonus feats. This racial specialty feature replaces the standard fighter’s shield and tower shield proficiencies.

Battle Fury (Ex): If a maenad fighter expends his psionic focus while entering an outburst, he gains an additional +2 bonus to Strength for the duration of the outburst, but cannot take actions which require concentration until the outburst ends (see the barbarian’s rage class feature for examples). He cannot end the outburst voluntarily. Using this ability is physically draining to the maenad fighter – at the end of his outburst, he is fatigued until the end of the encounter. This racial specialty feature replaces the bonus feat gained by second level fighters.

Primal Scream (Su): When entering an outburst, a maenad fighter may accompany it with a tremendous scream of rage. Doing so deals 1d6-1 points of sonic damage per four character levels to all creatures in a 10 ft. radius burst. When he uses this ability, he also attempts to demoralize all opponents in the area of effect. When entering an outburst, he may make a free Intimidate check (with a bonus equal to his Strength bonus from outburst). Every opponent who fails a modified level check (see the Intimidate skill) against this result becomes shaken for the duration of the outburst or until they are at least 30 ft. away from the maenad fighter. This racial specialty feature replaces the bonus feat gained by fourth level fighters.

Maenad Wilder
Prone to emotional outbursts, the maenad learn to control the rage that lies beneath the surface. The life of a wilder calls to the maenads, giving them a way to unleash their pent up emotions for something more than a simple rage.

Hit Die: d6

Requirements: To take a maenad wilder racial specialty level, a character must be a maenad about to take his 1st, 3rd, or 5th level of wilder.

Class Skills: Maenad wilder racial specialty levels have the class skills of the standard wilder class.

Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the maenad wilder racial specialty levels.
 * Class Features

Psychic Enervation (Ex): When a maenad wilder utilizes the wild surge class feature, he runs a chance of pushing himself too far. This ability is identical to the usual wilder class feature, except that a maenad wilder who is overcome by psychic enervation loses a number of power points equal to her wilder level + 1. He does not suffer any other drawbacks of psychic enervation (such as being dazed).

Wild Surge: As the Wilder's class ability

Surging Outburst (Su): When a maenad wilder of third level or higher uses his racial outburst ability, he may forego the bonus to Strength and instead add +2 to his manifester level when using a wild surge for the duration of the outburst. Unlike a normal wild surge, this does not pay for additional augmentation, but the increase also does not count toward your chance of psychic enervation. Alternatively, he may use his wild surge class ability while using his racial outburst. Doing so increases the outburst’s bonus to Strength by his wild surge amount, but a maenad wilder using this technique risks psychic enervation as if he had used wild surge when manifesting. This racial specialty feature replaces the standard wilder’s wild surge class feature. From this point forward, his wild surge feature is one less than normal (+2 at 7th level, etc).

Resonance (Su): At 5th level, a maenad wilder adds energy ray and energy push to his wilder powers known list. He may only utilize these powers with the sonic energy type. If he already knew one or both of these powers as a wilder, he may instead learn another energy power from the psion/wilder list that he could manifest to replace it, but he is restricted to sonic energy when manifesting powers learned this way. This racial specialty feature replaces the standard wilder’s volatile mind (+1) feature. Starting at 9th level, his volatile mind class feature will be 1 power point lower.

Xeph Monk
Generally easy-going and good-natured, there are those xeph who look inward for their answers. When a xeph takes up the code of a monk, he learns to harness his psionic nature and blend those aspects of his race that suit his role.

Requirements: To take a xeph monk racial specialty level, a character must be a xeph about to take her 1st, 3rd, or 6th level of monk.

Class Skills: Xeph monk racial specialty levels have the class skills of the standard monk class, plus Autohypnosis.

Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the xeph monk racial specialty levels. Xeph monks with at least one of these specialty levels may freely multiclass between monk and soulknife.
 * Class Features

Monk Weapons: A xeph monk may treat a mind blade and a ki blade (see below) as a special monk weapon. Additionally, both of these weapons benefit from any ki strike feature he has.

Flurry of Blows: As the Monk class ability

Unarmed Strike: As the Monk class ability

Bonus Feat: A 1st level xeph monk may choose either Mental Leap, Speed of Thought, or Up the Walls as a bonus feat. He need not meet the prerequisites for the feat. At 6th level xeph monk may choose either Duck and Weave or Xeph Bladestorm as a bonus feat. He does not need to meet the normal prerequisites of the feat. This class feature replaces the standard bonus feat choices gained as a monk.

Resistant Mind (Ex): A 3rd level xeph monk’s racial bonus on saving throws against powers, spells, and spelllike effects increases to +2. This racial specialty feature replaces the standard monk’s still mind class feature, but counts as still mind for the purposes of meeting requirements.

Ki Blade (Su): At 6th level, a xeph monk may focus his ki into a semisolid blade of energy as a move action, similar to a mind blade. This ki blade appears as a straight, double-edged ribbon-like sword and deals slashing damage equal to the unarmed strike damage of a monk one size smaller than the xeph monk. Feats and class features that require the use of a mind blade, such as Xeph Bladestorm and Throw Mind Blade, can be used with a ki blade, with the exception of Shape Mind Blade. A multiclass xeph monk / soulknife cannot have both his ki blade and his mind blade in existence at the same time. This racial specialty feature replaces the standard monk’s slow fall progression gained at 6th level. His progression from this point forward is 10 ft. slower (30 ft. at 8th level, 40 ft. at 10th level, etc.).

Xeph Soulknife
Quick and graceful, the xeph respect the finesse that a soulknife can show. When a xeph travels down the path of the soulknife, he learns to use his natural speed to his benefit, striking at his enemy and darting away before his enemy realizes what happened.

Requirements: To take a xeph soulknife racial specialty level, a character must be a xeph about to take her 1st, 3rd, or 6th level of soulknife.

Class Skills: Xeph soulknife racial specialty levels have the class skills of the standard soulknife class.

Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

All of the following are class features of the xeph soulknife racial specialty levels.
 * Class Features

Speed of Thought: A xeph soulknife gains the Speed of Thought feat as a bonus feat. This racial specialty feature replaces the standard soulknife’s free Wild Talent feat. Since xeph are naturally psionic, they do not need this feat to create their mind blade.

Mind Blade: As a standard soulknife, but a half-giant soulknife may create and wield a mind blade one size category larger than normal without penalty due to his powerful build natural ability. If the half-giant soulknife creates the mind blade in a larger shortsword form, it is still treated as a light weapon.

Weapon Focus: As the Soulknife class ability

Burst Strike (Ex): When a xeph uses his racial burst ability, he adds a +1 competence bonus to attack and damage rolls with his mind blade for each 10 ft. increase to his speed from the burst ability. This bonus lasts until the burst ends. This racial specialty level replaces the psychic strike ability gained at 3rd level by a standard soulknife. Subsequent psychic strike increases are at 1d8 lower (+1d8 at 7th level, +2d8 at 11th level, etc).

Mind Blade Enhancement (Su): At 6th level, a xeph soulknife gains the ability to enhance his mind blade, like a normal soulknife. However, treat the following weapon abilities as if they were on the soulknife’s list of available enhancement options:

Expeditious Skirmish (Ex): When using the attack action with a mind blade, a xeph soulknife can move both before and after the attack, provided that his total distance moved is not greater than his speed. This can be used with Throw Mind Blade, but cannot be used with the full attack action. This racial specialty level replaces the Speed of Thought bonus feat gained by the standard soulknife.