There exist a group who are instilled with a core belief of self-discovery and self-discipline. These enlightened beings strive to raise their own awareness as well as the awareness of those around them. The power of thought and the absolute of logic were the driving forces behind these enlightened exemplars, the intellectual sect of the Enlightenment (see chapter 6).
Becoming an Enlightened Exemplar:
The path to enlightenment is not for everyone. Most of those who take up the path of the enlightened exemplar are psions, as the path of the exemplar is one of introspection and deep thought, which doesn’t fit with the more martial psychic warrior, or the chaotic nature of the wilder. Society minds have also been known to walk down the path toward enlightenment.
To qualify to become an enlightened exemplar, a character must fulfill the following criteria.
Alignment: Any non-evil
Skills: Knowledge (psionics): 8 ranks
Feats: Open Minded, Psionic Meditation
Psionics: Ability to manifest 3rd level powers
Special: Must be inducted into the order by a member of the Enlightenment. This involves swearing an oath to never again use supernatural means to control the mind of another being. For more information (including exact specifics of the oath), see the organizations.
GAME RULE INFORMATION
The enlightened exemplar’s class skills are Autohypnosis, Concentration, Craft, Diplomacy, Listen, Knowledge (all skills, taken individually), Profession, Psicraft, and Spot. Skill Points at Each Level: 2 + Int modifier
Enlightened exemplars devote their time to spreading the message of enlightenment and in hours of self-examination. They strive always for peaceful methods of teaching. All of the following are class features of the enlightened exemplar.
Weapons and Armor Proficiency: Enlightened exemplars gain no additional proficiencies with weapons or armor.
Manifesting: At every level except 1st, the enlightened exemplar gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of enlightened exemplar 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 she became an enlightened exemplar, she must decide to which class she adds the new level of enlightened exemplar for the purpose of determining power points per day, powers known, and manifester level.
Enhanced Manifestation: At 1st level, an enlightened exemplar may treat her manifester level as one higher than it actually is when determining the level-dependent variables of her powers (such as range and duration). This does not allow her to spend more power points on one manifestation than her true manifester level. If a character had more than one manifesting class before she became an enlightened exemplar, she must decide to which class she adds this increase.
Mind over Body (Ex): At 5th level, an enlightened exemplar has learned to use the power of her mind to shrug off effects that might hinder others. By making a successful DC 25 Concentration check, she can ignore the effects of being fatigued. With a successful DC 30 Concentration check, she can lower the effects of exhaustion to those of fatigue. The enlightened exemplar must re-roll this check every hour to maintain this effect. If the roll is unsuccessful, she can retry in an hour.
Serenity (Ex): At 10th level, an enlightened exemplar has achieved a state of serenity that allows her to perform tasks impossible to those with less disciplined minds. She may attempt to regain psionic focus as a swift action. This increases the DC of the Concentration check by 10. The enlightened exemplar may still regain focus normally as a move action.