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Quori Nightmare

(Races of Eberron variant, p. 148)

The quori nightmare taps into the primal horrors and urges of the subconscious.

Requirements

Skills: Concentration 8 ranks , Intimidate 4 ranks

Race: Kalashtar or Inspired.

Feats: Any one psionic feat.


Hit die

d8

Skill points

4 + Int

Class Features

Manifesting: At each level above 1st, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a quori nightmare, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.

Disturbing Touch (Su): A quori nightmare can channel fear and terror into anyone she touches, causing a terrible shock to the nervous system. To use this ability, you make a melee touch attack on a living target. If this attack hits, you deal 1d6 points of damage plus 1 point per class level you possess, and the target must succeed on a Will save (DC 10 + your quori nightmare level + your Cha modifier) or become shaken for 1d4 rounds. This is a mind-affecting fear effect.

You can spend power points to augment this supernatural ability, to a maximum of one point per class level. If you spend 1 power point, you can add your Charisma modifier to the damage you deal with your disturbing touch. If you spend 3 power points, the target becomes frightened for 1d4 rounds on a failed Will save. If you spend 4 power points, you heal yourself of as many points of damage as you deal when you use this ability.

These effects are not cumulative, so that gaining multiple effects requires spending the additional power points for each effect separately. For example, if you spend 3 power points in order to make a subject frightened, you do not also add your Charisma modifier to damage (though you could spend 4 power points to gain both effects).

Nightmare Shroud (Su): Starting at 2nd level, you can expend your psionic focus (see page 113) in order to surround yourself with an ectoplasmic shroud drawn from your own mental energy and that of living creatures around you. This ghostly, translucent image usually reflects the appearance of your quori spirit, but might also take on shapes reflecting the fears of the creatures around you (you have no control over the nature of the image). The shroud lasts for a number of minutes equal to your class level (or until you become psionically focused again, whichever comes first). The horrific appearance of the nightmare shroud grants you a bonus on Intimidate checks equal to your class level. In addition, its ectoplasmic form grants you a deflection bonus to AC equal to your class level.

You can spend power points to augment this supernatural ability. If you spend 4 power points, the shroud thickens so that your form can barely be seen within it, granting you concealment (20% miss chance).

Nightmare Touch (Su): Beginning at 3rd level, whenever your disturbing touch ability deals damage to a creature, you automatically implant deep fears that emerge when the victim next attempts to sleep. At that time, the creature is targeted with a nightmare (as the spell) that prevents restful sleep, deals 1d10 points of damage, and leaves the subject fatigued and unable to regain arcane spells for the next 24 hours. A successful Will save (DC 10 + your quori nightmare level + your Cha modifier) negates the effect. This is a mind-affecting fear effect.

You can spend power points to augment this supernatural ability. If you spend 3 power points when you use your disturbing touch ability (over and above any power points already spent to augment that ability), the victim suffers from nightmares for a number of consecutive nights equal to your quori nightmare level. The victim is allowed a saving throw on each consecutive night, with the effect dispelled on the first successful save.

Terror (Ps): At 4th level and higher, you learn to tap into other creatures' hidden fears and terrors. Once per day, you can create an effect identical to the phantasmal killer spell (save DC 10 + your quori nightmare level + your Cha modifier). This is a telepathic mind-affecting fear effect.

You can spend 5 power points to activate this ability one additional time per day (to a maximum of twice per day).

Embodiment of Nightmare (Sp): At 5th level, this ultimate power of the quori nightmare allows you to tap into the deepest, most primal fears of your foes. Once per day, you can expend your psionic focus in order to enhance your disturbing touch ability so that a subject that fails its Will save is struck dead with fear. A target that succeeds on its save takes an additional 5d6 points of damage (but is not frightened or shaken by your disturbing touch). This is a mind-affecting fear effect.

You can spend 9 power points to activate this ability one additional time per day (to a maximum of twice per day).

Advancement

Level BAB Fort Ref Will Special Manifesting
1st +0 +0 +0 +2 Disturbing touch
2nd +1 +0 +0 +3 Nightmare shroud +1 level of existing manifesting class
3rd +2 +1 +1 +3 Nightmare touch +1 level of existing manifesting class
4th +3 +1 +1 +4 Terror +1 level of existing manifesting class
5th +3 +1 +1 +4 Embodiment of nightmares +1 level of existing manifesting class

Class skills

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS yes no
Bluff CHA no no
Concentration CON no no
Disguise CHA no no
Hide DEX no yes
Intimidate CHA no no
Knowledge (psionics) INT yes no
Listen WIS no no
Move Silently DEX no yes
Psicraft INT yes no
Sense Motive WIS no no
Spot WIS no no

Spells for Quori Nightmare

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