The Essence Warrior Handbook

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Essence Warrior Handbook
Playing force users in Dungeons & Dragons. Ziegander’s Esper Knight
Adapted from:

The Essence Warrior
"Within my blades and my heart are the souls of a thousand worlds. I'll give you a moment to reconsider your position," - Leon Mistrunner, Essence Warrior. Alignment: Any Hit Die: d10 Starting Age: Complex (as Cleric) Starting Gold: 5d4 x 10 (125gp)

Level BAB 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

Fort Ref Will Special +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9

AC Bonus Essentia 1 1 2 3 4 4 5 6 7 7 8 9 10 10 11 12 13 13 14 15

Spirit Blade, Soul Conduit +0 AC Bonus, Bonus Feat Essence Power Bonus Feat Essence Power Bonus Feat Increased Capacity +1 Bonus Feat Essence Power Bonus Feat Oversoul 2/day Bonus Feat Essence Power Bonus Feat Increased Capacity +2 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6

+16/+11/+6/+1 +5 +17/+12/+7/+2 +5 +18/+13/+8/+3 +6 +19/+14/+9/+4 +6 +20/+15/+10/+5 +6

+10 Bonus Feat +10 Essence Power +11 Bonus Feat +11 Oversoul 4/day

+12 Perfect Soul, Bonus Feat +6

Class Skills: Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Heal, Jump, Knowledge (History, Planes, Nobility), Listen, Profession, Sense Motive, Spot, Swim, and Tumble. Skill Points at 1st Level: (4 + Int modifier) × 4. Skill Points at Each Additional Level: 4 + Int modifier. Proficiencies: All simple weapons, one martial weapon of your choice, light armor and medium armor, no shields. Essentia: Essentia is the substance of a character’s personal soul energy. Everybody has it, but only some characters learn to manipulate it to enhance magical effects. Essence Warriors, for instance, can invest it into feats and Essence Power class features to make the

more powerful. Every feat or power can be enhanced by investing essential into it, in much the same way as spells improve with higher caster levels. Unlike caster levels, essential is not a fixed number; it can shift up or down as the Essence Warrior desires. Essentia can be invested in class features and feats up to a maximum cap equal to your Constitution bonus or determined by effective character level (whichever is lower): Character Level 1st-5th 6th-11th 12th-17th 18th-20th Essentia Capacity 1 2 3 4

Soul Conduit (Su): Essence Warriors make use of fighter bonus feats and [Essence] feats. The power of their soul allows them to relocate their essentia at-will, effectively ignoring the once-per-day limitation on normal [Essence] feats. However, after reallocating essentia, Essence Warriors must wait at least one round before they may reallocate it again. Further, by exploiting their connection with soul energy, Essence Warriors can spend a fullround action to detect life within line of effect in 60’. The Essence Warrior determines the presence of absence of life, the number of living creatures in the area, and the intelligence of the life (Int -, Int 1-2, or Int greater than 2). Spirit Blade (Su): Essence Warriors are able to channel the spiritual energies at their disposal into their weapons to produce dangerous, but powerful instruments. With their special training they are able to control and wield these weapons without endangering themselves. Essentia may be invested into this ability. For each point of essential invested, any weapon wielded by the Essence Warrior:  Deals 1d6 extra positive energy damage (this deals full damage to objects, double damage to undead, and does not heal living creatures)  Ignores 1 point of armor bonus and 1 point of shield bonus  Ignores 2 damage reduction and 2 hardness  Provides a -1 penalty to attack rolls  If 3 or more points of essentia are invested in this ability, the weapons gain the ghost touch property—allowing them to interact with incorporeal creatures as though they were not incorporeal.  If 5 or more points of essentia are invested in this ability, the weapons gain the vorpal (even if they aren’t slashing), allowing a confirmed critical hit to automatically kill an enemy through decapitation. Enemies without heads are immune to this effect. AC Bonus: Essence Warriors of 2nd level and higher add their Wisdom bonus as an insight bonus to their AC as long as they wear light, medium or no armor, and gain an additional Dodge bonus to AC as given in the table above. While flat-footed an Essence Warrior retains their Wisdom bonus to AC gained in this way, but loses the Dodge bonus to AC. While helpless, the Essence Warrior loses benefits of both bonuses. Bonus Feat: Essence Warriors are highly trained warriors as well as mystics. At every even class level, they gain a bonus [Essence] feat or a bonus feat drawn from the Fighter's list of bonus feats. They must meet the prerequisites of these feats to take them.

Essence Power (Su): At 3rd, 5th, 9th, 13th, and 17th level Essence Warriors master supernatural powers that utilize his essentia to gain strength. He might bolster his defenses, fool with his foes' minds, push enemies away with spiritual force, or strike at them with spiritual lightning. His Essence Powers are drawn from the Essence Warrior Power list (see below) and can be used at-will: Essentia may be invested into each Essence Power separately. The save DC against any Essence Power is 10 + 1/2 the Essence Warrior’s HD + 1/2 invested Essentia + Wisdom modifier. Any time he allocates or reallocates his Essentia he can move points into or out of his Essence Powers. Spell Resistance applies against all Essence Powers even though they are supernatural in nature. Increased Capacity (Ex): At 7th level and again at 15th level, the essentia capacity of the Essence Warrior’s [Essence] feats, Spirit Blade class feature, and Essence Powers increases by 1. Oversoul (Su): Starting at 11th level, twice each day as a swift action, an Essence Warrior can temporarily maximize the invested essentia of all [Essence] feats or Essence Warrior class features that allow essentia investment for 1 round. At 19th level he may use this ability four times each day. After using this ability, essentia investment returns to what it was previously and the Essence Warrior is fatigued for 1 minute, during which time he cannot reallocate his essentia. Perfect Soul (Su): At 20th level, the Essence Warrior may still walk the mortal world in a mortal body, but he is immune to death by aging, and age only when he wants to. His type changes to Outsider (native). He is also immune to Death effects as well as any effects that would destroy, trap, or otherwise tamper with his soul, and gains Damage Reduction 15/good or evil or law or chaos (choose when you gain this class feature). After death, his spirit remains intact and may drift here and there as if by using plane shift at will, though his spirit is incapable of interacting with the living world, except 1/day for one hour. Enjoying the strength and power of your soul, he ignores any penalties from being resurrected. Essence Powers: Bolster: Gain passive save bonuses and temporary hit points. Reduce all incoming damage and gain save re-rolls with more essentia. Ensouled Object: Animate an object. Animate larger objects with more essentia. Essence Flames: Deal a creature fire damage. Affect more creatures and ignore fire resistance with more essentia. Essence Frost: Deal a creature cold damage. Create frozen terrain or freeze creatures with more essentia. Essence Glare: Intimidate an enemy within close range as a free action. Intimidate more enemies and force foes to fail their saves with more essentia. Essence Grip: Make a ranged touch attack and concentrate to sicken one foe. Immobilize or choke with more essentia. Essence Lightning: Deal a creature electricity damage. Affect an area and potentially stun with more essentia.

Essence Pull: Pull a nearby enemy as a swift action. Leave them open to attack, affect more enemies, and pull even on successful saves with more essentia. Essence Push: Push nearby enemies away as a swift action. Knock them prone and push even on successful saves with more essentia. Essence Sacrifice: Deal yourself damage, but provide allies with temporary hit points. Remove baleful conditions and heal ability damage with more essentia. Essence Slam: Deal damage and knock back a single creature. Stagger it and move it even on a successful save with more essentia. Essence Surge: Increase land speed as a as a swift action. Gain a bonus attack and greater mobility with more essentia. Mind Trick: Detect thoughts and force creatures to follow one-word commands. Gain improved commands, memory modification, and ability to decrease intelligence with more essentia. Move Object: Use telekinetic powers to move objects or creatures, or use combat maneuvers at range. Improved combat maneuvers and throw creatures with more essentia. Negate Energy: Make a level check to ignore certain energy effects that do not use attack rolls as an immediate action. Ignore more energy types and gain higher bonuses with more essentia. Warp Space: Make melee attacks against enemies at range. Improved range, teleportation abilities, and etherealness with more essentia.

Essence Power Descriptions
Bolster
You passively have a +1 bonus to all saves per pt of Essentia invested into this abililty. As a standard action, you can grant yourself temporary hit points equal to your HD/pt of Essentia for 1 round/pt of Essentia. If 3 or more pts of Essentia are invested, you reduce all damage you take by twice the Essentia invested in this ability. If 5 or more pts of Essentia are invested, once per round when benefitting from the temporary HP of Bolster, you may re-roll a saving throw after knowing the result but before knowing whether or not you failed. You must take the second result, even if it is worse than the first

Ensouled Object
With a 5-minute ritual, you can animate a medium or smaller object as per the animate objects spell, with a speed of 20’/pt of essentia invested, and a hardness of 5’/pt of essentia invested. These overwrite the object’s normal statistics. Your caster level equals your Essence Warrior level. You can command the object as a free action telepathically out to a distance of 1 mile, but beyond this distance you lose control of the object can the effect ends. If you concentrate as a standard action, you can see as the animated object sees. If 3 or more pts of Essentia are invested you can animate a huge or smaller object. If 5 or more pts of essentia are invested you can animate a colossal or smaller object. Depending on its construction, each animated object may have twice the normal speed, twice the normal hardness, the blind ability, or the constrict ability. Large or larger objects have trample. You can only control one of these objects at a time, and if you choose to animate another while one is still under your control, you lose control of it and the effect ends immediately.

Essence Flames
As a standard action, you can force a target creature within 30’/pt of invested Essentia take 3d6 fire damage/pt of invested Essentia (Reflex half). If 3 or more pts of Essentia are invested you may target all creatures in a number of lines equal to invested Essentia with length equal to Essence Flames’ range. In addition, Essence Flames now deals 4d6 fire damage/pt of invested Essentia (Reflex half) and targets are lit on fire regardless of their save. If 5 or more pts of Essentia are invested, Essence Flames deals 5d6/pt of invested Essentia, ignores Fire Resistance, and only deals half damage to creatures with Fire Immunity.

Essence Frost
As a standard action, you can force a target creature within 30’/pt of invested Essentia to take 3d6 cold damage/pt of invested Essentia (Fortitude half).

If 3 or more pts of Essentia are invested you may target all creatures in a burst with radius 10’/pt of invested Essentia, and create an ice slick that lasts for 1 round and forces all creatures to make a Reflex save when moving or fall prone. Creatures that fall prone on the ice take an additional 3d6 cold damage/pt of invested Essentia (Fortitude half). Creatures with the [Cold] subtype do not need to make this save. If 5 or more pts of Essentia are invested, targets that fail their Fortitude saves are halted in place (treat this as immobilized), while those that fail their saves by 5 or more are completely frozen (treat this as stunned) for 1 round. Ice slicks created by Essence Frost now lasts 1 round/pt of invested Essentia.

Essence Glare
As long as 1 pt of essentia is invested in this ability, you can target a creature within 30’/pt of Essentia invested once per round as a free action. That creature must make a will save or become shaken. You and the creature must both be able to see each other. Creatures that make their save cannot be affected for 24 hours. If 3 or more pts of Essentia are invested, you may target 1 creature per pt of Essentia invested. If 5 or more pts of Essentia are invested, you affect as many enemies in the range of Essence Glare as you choose, and those with 4 HD fewer than your HD automatically fail their will saves.

Essence Grip
If 1 or more pts of Essentia are invested in this power, as a standard action, make a ranged touch attack against target creature within a 15’/pt of invested Essentia to deal 1d6 force damage/pt of invested Essentia and must make a Fortitude save to avoid additional effects. On a failed save, the target is Sickened for 1 round. If 3 or more pts of Essentia are invested the target is Sickened and Immobilized for 1 round. If 5 or more pts of Essentia are invested the target is Sickened, Paralyzed, and must hold its breath as if Drowning for 1 round, and as long as you maintain this effect (standard action to target the same creature each round).

Essence Lightning
As a standard action, you can force a target creature within 30’/pt of invested Essentia to take 3d6 electricity damage/pt of invested Essentia (Reflex half). If 3 or more pts pts of Essentia are invested you may instead target any creatures you wish within a 30’/pt of invested Essentia cone-effect area and leave creatures in the area dazzled. If 5 or more pts of Essentia are invested, targets that fail their Reflex saves are Stunned for 1 round.

Essence Pull
As a swift action, you force a target within 30’/pt of invested Essentia to move 10’/pt of invested Essentia towards one square you occupy (Fortitude negates). The target must

travel the shortest distance possible to reach this square. If a solid barrier intercepts the shortest path between target creature and square, the creature moves up to that solid barrier but no farther. If 3 or more pts of Essentia are invested, targets that fail their save are also either disarmed or flat-footed against your attacks for 1 round (their choice). You may also affect up to 1 target/pt of Essentia invested. If 5 or more pts of Essentia are invested, targets are both disarmed and flat-footed on a failed save and are pulled half the distance they even on a successful save (rounded down to the nearest 5’).

Essence Push
As a swift action, any creatures within 5’/pt of invested Essentia are pushed away from you in any direction up to 5’/pt of invested Essentia (Fortitude negates). If 3 or more pts of Essentia are invested, creatures who failed their saves are knocked prone. If 5 or more pts of Essentia are invested, creatures who succeeded on their saves are still pushed half the distance (rounded down to the nearest 5’).

Essence Sacrifice
As a swift action, you lose 1d6hp/pt of invested Essentia but any ally within 15’/pt of invested Essentia regains 6hp/pt of invested Essentia. This healing may not increase a character’s health beyond its maximum. If 3 or more pts of Essentia are invested you may remove any of the following conditions from the healed ally: Dazzled, Fatigued, Blinded, Deafened, Shaken, Dazed, Frightened, or Sickened. If 5 or more pts of Essentia are invested you may remove 1 ability damage/pt of invested Essentia and remove any of the following conditions: Dazzled, Fatigued, Blinded, Deafened, Shaken, Dazed, Frightened, Sickened, Poisoned, Confused, Exhausted, Stunned, Nauseated, Panicked, or Paralyzed.

Essence Slam
As a standard action, make a ranged touch attack against target creature within 15’/pt of invested Essentia to deal 1d6 force damage/pt of invested Essentia + 1.5 times your Strength modifier and push it away from you in any direction up to 10’/pt of invested Essentia (Fortitude negates the push and halves damage). If 3 or more pts of Essentia are invested, creatures that fail their saves are knocked prone and are Staggered for 1 round. If 5 or more pts of Essentia are invested, you add 2x your Strength modifier to the damage and creatures who succeeded on their saves are still pushed up to half the distance (rounded down to the nearest 5’).

Essence Surge

As a swift action, you gain a +20’/pt of Essentia invested bonus to your land speed for 1 round. If 3 or more pts of Essentia are invested you add this bonus to all of your speeds and may make an extra attack when you attack as a full or standard action. If you make this extra attack, all attack rolls you make take a -2 penalty to-hit. If 5 or more pts of Essentia are invested, you may make a full attack as a standard action rather than a full-round action. If you could already do this, you may make a full attack at the end of a charge.

Mind Trick
As a standard action, as long as 1 or more pt of Essentia is invested in this power you may use Command and Detect Thoughts at will, as the spells. If 3 or more pts of Essentia are invested you may use Command, Detect Thoughts, Suggestion, or Modify Memory at will, as the spells. If 5 or more pts of Essentia are invested you use Command, Detect Thoughts, Suggestion, Modify Memory, Feeblemind, or Greater Command at will, as the spells. A creature who successfully saves against any of your Mind Trick effects can no longer by affected your Mind Trick for 24 hours. Your caster level for this power is equal to your Essence Warrior level.

Move Object
As a standard action, choose a creature or object within 30’/pt of invested Essentia that weighs no more than 30lbs/pt of invested Essentia. A creature can negate this power's effect against itself or an object it possesses with a successful Will save. If the save fails, as long as you maintain his effect (a move action each round), you may move the chosen creature or object 10’/pt of invested Essentia in any direction per round, though the effect is immediately ended if distance between the creature or object ever exceeds this power's maximum range. You may telekinetically manipulate the creature or object as if by one hand requiring any actions necessary to complete the desired effect (turn a key as a free action, initiate a grapple as a standard action, etc). The power's Strength modifier for these purposes is +1/pt of invested Essentia. If 3 or more pts of Essentia are invested, double the maximum weight you may effect with this power. Further your telekinetic force is honed to a precision instrument gaining a +3 bonus to dexterity skill checks, and a +4 bonus to all Bull Rush, Disarm, Grapple, and Trip attempts. If 5 or more pts of Essentia are invested, you are able to violently hurl creatures or objects. As a standard action, choose a creature or object within range. You may hurl the creature or object 15’/pt of invested Essentia. If a creature is hurled into a solid surface it is dealt 1d6 damage/10’ hurled in this way. Weapons deal damage as normal (no Strength bonus, but add 2x your Wisdom modifier). Objects deal either 1pt/25lbs if they are less dangerous, or 1d6/25lbs for more dangerous objects (as determined by the DM). A violently-hurled creature is knocked prone.

Negate Energy

As an immediate action, as long as 1 or more pt of Essentia is invested in this power when you are included as a target of a spell or ability that deals energy damage and does not include an attack roll (Fireball, Dragon's Breath, etc) you may make an opposed level check against the source of that spell or ability if the damage is Cold, Electricity, or Fire. If your check succeeds you are no longer considered a target of that spell or ability and your space is omitted from its effects. If 3 or more pts of Essentia are invested you get a +5 bonus to the opposed level check and may negate Acid, Cold, Electricity, Fire and Sonic damage. If 5 or more pts of Essentia are invested you get a +10 bonus to the opposed level check and may negate any type of energy damage (including Positive, Negative, Force, etc). Further, you may exclude an additional number of 5’-spaces equal to the invested pts of Essentia.

Warp Space
Once per round/pt of invested Essentia, as an attack action, you may make a melee attack against any creature within line of sight and within 15’/pt of invested Essentia. If an ally threatens the creature you are considered to be flanking it. If 3 or more pts of Essentia are invested, as a swift action, you may teleport up to 5’/pt of invested Essentia to any unoccupied square within line of sight. If 5 or more pts of Essentia are invested, you may use Etheral Jaunt at-will as the spell, but with a swift action activation time and a 1-round duration.

New Feats
Azure Toughness [Essence]
Prerequisites: Con 13 Benefit: Once per day, you can invest essentia into this feat. You gain three temporary hit points per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, even if the temporary hit points are lost. You gain 1 point of essentia. Special: Azure Toughness can be used in place of the Toughness feat to qualify for a feat, prestige class, or other special ability.

Bonus Essentia [Essence]
Prerequisites: Con 13 Benefit: You gain 1 bonus points of essentia. When your character level is 6th, you gain an additional 1 bonus points of essentia. When your character level is 12th, you gain an additional 1 bonus points of essentia. When your character level is 18 th, you gain an additional 1 bonus points of essentia. Special: If you have any class features that can have essentia invested in them, you gain twice as many bonus points of essentia.

Cerulean Fortitude [Essence]
Prerequisites: Con 13 Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Fortitude saves equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, even if the temporary hit points are lost. You gain 1 point of essentia. Special: Cerulean Fortitude can be used in place of the Great Fortitude feat to qualify for a feat, prestige class, or other special ability.

Cerulean Reflexes [Essence]
Prerequisites: Con 13 Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Reflex saves equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, even if the temporary hit points are lost. You gain 1 point of essentia. Special: Cerulean Reflexes can be used in place of the Lightning Reflexes feat to qualify for a feat, prestige class, or other special ability.

Cerulean Will [Essence]
Prerequisites: Con 13 Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Will saves equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, even if the temporary hit points are lost. You gain 1 point of essentia. Special: Cerulean Will can be used in place of the Iron Will feat to qualify for a feat, prestige class, or other special ability.

Cobalt Charge [Essence]
Prerequisites: Con 13 Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on attack rolls and equal to the invested essentia on all charge attacks, and an insight bonus on damage rolls equal to twice the invested essentia on all charge attacks. As long as 1 point of essentia is invested in this ability, you do not take the -2 AC penalty when charging. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

Cobalt Critical [Essence]
Prerequisites: Con 13 Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus equal to the invested essentia on melee attack rolls made to confirm a critical threat. You also increase the range of critical threats with all weapons you wield by the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

Cobalt Expertise [Essence]
Prerequisites: Con 13, Int 13, Combat Expertise Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on attack rolls, skill checks, or ability checks made to succeed on a disarm attack, a feint in combat, or a trip attack equal to twice the invested essentia. You also gain an insight bonus equal to the invested essentia to AC when using Combat Expertise (up to a maximum value equal to the penalty accepted on the attack roll) or taking the total defense action. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

Cobalt Power [Essence]
Prerequisites: Con 13, Str 13, Power Attack Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on attack rolls or ability checks made to succeed on a bull rush, grapple, overrun, or sunder attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia on damage rolls made when using Power Attack (up to a maximum value equal to the penalty accepted on the attack roll). Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

Cobalt Precision [Essence]
Prerequisites: Con 13 Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus equal to the invested essentia on ranged attack and damage rolls against foes within 30 feet. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Special: Cobalt Precision can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.

Midnight Dodge [Essence]
Prerequisites: Con 13, Dex 13 Benefit: Once per day, you can invest essentia in this feat. You receive a dodge bonus to Armor Class equal to the invested essentia. You gain 1 point of essentia. Special: Midnight Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.

Improved Feat Capacity [Essence]
Prerequisites: Con 15, essentia pool 2 Benefit: The essentia capacity of your [Essence] feats improves by 1, up to a maximum of your Constitution bonus.

Passive Power
Prerequisites: Wis 15, Essence Power Benefit: All of your Essence Powers are treated as though they had 1 extra point of essentia invested in them. This is not actually essentia and cannot be reinvested, nor can it be used to exceed your standard maximum essentia investment.

Sapphire Sprint [Essence]
Prerequisites: Con 13 Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus to your speed in all movement modes equal to 10 feet per point of invested essentia. You also gain an insight bonus equal to the invested essentia on Constitution checks made to continue running (see the run action on page 144 of the Player's Handbook for details). You gain 1 point of essentia. Special: Sapphire Sprint can be used in place of the Run feat to qualify for a feat, prestige class, or other special ability.

Soulsight [Essence]
Prerequisites: Con 13, Wis 13, Concentration 4 ranks Benefit: Once per day, you can invest essentia into this feat. While essentia is invested in this feat you gain a limited form of blindsight, capable of pinpointing the locations of living beings (including non-sentient living beings, but not including undead, constructs, etc.). This blindsight has a range equal to 10 feet per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia. Special: Soulsight can be used in place of the Iron Will feat to qualify for a feat, prestige class, or other special ability.

Quicken Essence Power [Essence]
Prerequisites: Wis 13, Con 13, Essence Power, Essence Power Capacity 5 Benefit: When you invest 5 essentia into an Essence Power with an activation time of a standard action, you can forgo the benefits of investing 3 and 5 pts of Essentia to instead use the Essence Power as a swift action.

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