Energist

Manipulating energy is core to those psions of the kineticist devotion. All manifesters have the potential to turn that energy into devastating weapons or potent defenses. Those who seek to utilize the power of the different energies they are able to tap to the exclusion of other avenues become energists. Most frequently entered by kineticists or devoted kineticists, a few experienced and dedicated wilders or psions of other devotions may find the path of the energist intoxicating.

The dromites of Rajrin train the best energists in the world, although it is hardly restricted to them. Many kineticists have come up with the basic tenets of their own. A dromite-trained energist – named an “archon” of the caste that trained it, such as “Voice Archon” or “Ice Archon” – is more likely to be encountered on Rajrin, however, and will usually favor the energy type of its parent caste.

Entry Requirements

To qualify to become an energist, a character must fulfill the following criteria.
Skills: Knowledge (psionics) 15 ranks, Psicraft 15 ranks.
Feats: Empower Power, Spirit of the Attuned
Manifesting: Ability to manifest energy cone and at least three other energy powers. NOTE: For the purposes of these requirements and the energist’s class features, an energy power is one that requires the manifester to choose fire, cold, electricity, or sonic energy, and gains that subtype when used.

GAME RULE INFORMATION

Class Skills

The energist’s class skills are Autohypnosis, Concentration, Craft, Disable Device, Intimidate, Knowledge (all skills, taken individually), Profession (any), and Psicraft. Skill Points at Each Level: 2 + Int modifier

Class Features

All of the following are class features of the energist. Weapon and Armor Proficiency: Energists gain no additional weapon or armor proficiencies.

Manifesting: At each level indicated, energists gain additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He 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 he adds the level of energist to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became an energist, he must decide to which class he adds the new level of energist for the purpose of determining power points per day, powers known, and manifester level.

Improved Attunement (Su): The experience an energist has gained in dealing with manipulating energy allows him to exceed his normal limits. As long as the energist maintains an attuned energy (through the Spirit of the Attuned feat), he manifests powers with his attuned energy type as if his manifester level was one higher. This includes the ability to spend an additional power point in augmentation, if applicable.

Energy Mastery: An energist gains the opportunity to select a special ability from among those described below by permanently sacrificing power points from his daily power point pool. Every special ability has a minimum required power point cost, as specified in its description. An energist cannot choose to lose more than his manifester level in power points. Energy powers that do not have a saving throw (such as energy ray) modified by one of the energy mastery options that indicate a saving throw require a saving throw to resist the secondary effect, but not the damage. Saving throws for this secondary effect are calculated based upon the power’s level.

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