[Magic, Class, Alienist] Gohm'Jha ['the Way of the Unknowable Other,' Enunciator Magic]

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    Gohm'jha ["The Way of the Unknowable Other," Enunciator Magic]Gohm'jha loosely translates to "The Way of the Unknowable Other," though its meaning is far more complex, laden with both fear and wonder. It is -- for lack ofa better word -- magic. The power to create something from nothing. The secret knowledge that permits one to violate the physical laws of the universe. A forcethat drives men mad and destroys worlds.

    It is power with a tremendous price.

    Imitation of the CreatorIn the Book of the Saffron Sun, it is written, "And God spake the Word and said,'Let there be a beginning.' And there was a beginning." This is the Advawi creation story, and it tells that the entirety of the time-space continuum was brought into existence by a single, transcendent, spoken Word.

    The story further explains that the Creator shared the secret of the Words of Creation with humankind: "Then did God ask man and woman to draw near. He whispered in their ear the Words with which the universe and its countless echoes were made. He spake the Word and blessed the giving of these Words and said, 'These Words give I you so that you may shape existence as you see fit. Meditate upon them in your heart and value them more than either silver or gold. Should you forget them, slough off your body as the serpent does her skin and travel to the deepthat is beyond deep from which your universe and its countless echoes have beendivided. There will you again hear the Word, and to your remembrance shall it b

    e restored.'"

    The Words are the tools "with which the universe and its countless echoes were made." (The countless echoes being the innumerable parallel universes that existlaterally in the time-stream.) The purpose of the Words: to "shape existence asyou see fit." The means of recalling these Words: "slough off your body" and "travel to the deep that is beyond deep from which your universe and its countlessechoes have been divided."

    Later on in the tale, the Precursors of humankind fail in their duty to the Creator and vanish from existence. The universe grows wild and dangerous. In time, God appears before the man who would become the Sleeping Emperor and restores thepower of the Words to its rightful owner, humanity. However, the nature of the

    Words has become darker: "Then did God ask the man to draw near. He whispered inhis ear the Words with which the universe and its countless echoes were made. Though the Words were whispered, yet were they so harsh and loud that the man's ears bled and he fell to the ground as one stricken dead. Then, God lifted up theman and restored his senses. . . . 'But because the [Precursors] did not reverence me and forgot my Name, these Words have become a hard thing for you. Use them wisely and with much caution, for in the hearing of them can your soul be shattered and in the speaking of them your universe destroyed.'"

    The Words became "a hard thing." Upon hearing them, the man "fell to the groundas one stricken dead." Their potency can shatters souls and destroy the universe. They must now be used 'with much caution.'"

    The Meaning of the MessageIn the creation story, is the whole pattern of Gohm'jha.

    It is imitation of the act of creation by the Creator-god, speaking the very Words that brought the universe into existence. These words permit the Gohm'jiit toshape reality as desired.

    To "hear" these Words and "remember" them, a Gohm'jiit must "slough off" his body. The Gohm'jiit casts his consciousness outside his body, which causes the bodyto collapse into a catatonic state, "as one stricken dead." Then, he hurls his

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    consciousness outside time and space, "above" (in quotes, because outside time and space direction has little real meaning) the "deep that is beyond deep," theGohm.

    He captures the Word within his mind and returns to material existence. The Words, though, are dangerous things. Creatures lurk in the Gohm, seeking whom they may devour. The Words themselves can shatter a man's soul, just by their existence. They fight to escape the material mind and return to their higher reality, the Greater Context in which they exist.

    The Deep that is Beyond DeepThe difficulty in understanding Gohm lies in that it can only be understood by analogy. It is too large and too alien for the mortal mind. It exists beyond timeand space, thus it defies their conventions to define it.

    In the Advawi creation myth, the Gohm is referred to as "the Deep that is BeyondDeep." It is called a "transcendent liquid," a "watery deep" within a vacuum and "stretching through time that is not time and space that is not space."

    The Gohm is a "fluid" (for lack of a better term) that exists in at least fifteen dimensions, rather than the standard four of the material universe. Within this "Super-fluid" exists the material universe as a phase transition, much like acrystal of ice is a phase transition within a lake. Just as more ice forms as alake cools and the phase transition's boundaries expand, so, too, do the boundar

    ies of the material universe and all of its parallel universes expand in the Gohm. Eventually, this expansion shall stop, and the material universe will collapse back into its natural state as pure Gohm.

    Gohm is a fluid only by analogy. It demonstrates characteristics of a fluid, butit is not a fluid. It ebbs and flows. It vibrates. It serves as a medium for waves. It is not a fluid. It is much more. It is everything.

    The Gohm exists beyond existence -- a meta- or super-existence. Creatures dwellin it, but their existence is so far beyond creatures in the material universe(s) that they defy description. It is a tremendous meta-ecosystem. It is a place of life and substance and ideas, but it is life beyond life, substance beyond substance, and ideas beyond ideas. It is much, much more than the mortal mind can c

    omprehend.

    Destination: BeyondCreatures of the material universe cannot physically enter the Gohm. They are created from a fraction of its substance and would be obliterated were they to exit their four-dimensional existence, much like a plant, which draws substance andnourishment from the sun, would be destroyed if it were cast into the sun.

    In aeons past, certain, gifted suke'jiit who walked in the Way of the Eye that is not an Eye discovered that they could divide their consciousness from their bodies and travel in mind, rather than flesh. In their travels, they penetrated the phase transition between the material universe and the Gohm. Suddenly, they stepped outside time and space, catching a glimpse of the greater Context within w

    hich their universe exists.

    Outside of time, these travellers experienced an eternity and an instant simultaneously. They were everywhere and nowhere, alive and dead, conscious and unconscious. They were a host of contradictions, because they were now outside of all points of reference.

    Then, their consciousness was slammed back into their flesh.

    Only a handful of seconds had passed in the material world. At least, for the lu

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    cky.

    For some, their consciousness would arrive before they ever left, inhabiting a younger body. Sometimes, they would arrive before they ever existed or long aftertheir flesh had turned to dust. At other times, their consciousness would end up in the wrong echo of their universe or inside another person's body. Occassionally, even worse things would occur -- because there are Beings, Out There, whoare curious or malevolent, and sometimes, they act.

    All who returned would recall something similar to a great ocean or lake or river, always an image of liquid, because their minds would attempt to interpret theSuper-fluid of the Gohm. (Always their understanding would fall short.) They would also recall hearing Words and Sounds, whispers that could shatter worlds orbring universes into existence.

    In time, they learned to listen to these Words. To trap them in their feeble minds.

    Then, they would pronounce them in the material universe, granting themselves power like a god.

    Gohm'jiit"One Who Walks in the Way of the Unknowable Other"

    d20 Statistics . . .OPEN GAME CONTENTWords in bold italics are closed content and product identity.OGC Name: Enunciator

    Game Rule InformationAbilities: Intelligence is the primary ability of Gohm'jiit, enabling them to understand more powerful Words. Wisdom is also an important ability because it helps them to resist the madness that occurs while interacting with higher dimensional forces.

    Vitality (Hit Die): 1d4 plus Constitution modifier per level.

    Class Skills: Gohm'jiit class skills, and the key ability for each, are as follows: Alchemy (Int), Hkaahmsu'jha (Cognition Control) (Wis), Concentration (Con),Craft (Int), Yeuntyei'jha (Extrasensory Perception) (Wis), Knowledge (all skills, taken individually) (Int), Gohm'jha (Enunciator Magic) (Int, exclusive skill),Profession (Wis), Scry (Int), Speak Language, and Spellcraft (Int).Skill points at 1st level: (4 + Int modifier) x 4.Skill points at each additional level: 4 + Int modifier.

    Table CS-1: The Gohm'jiit ClassLevel

    Base

    AttackBonus

    FortSave

    RefSave

    WillSave

    WoundBonus

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    Special1 +0 +0 +0 +2 +0 Starting package, bonus feat, signature spell2 +1 +0 +0 +3 +03 +1 +1 +1 +3 +1 Signature spell4 +2 +1 +1 +4 +1 Bonus feat5 +2 +1 +1 +4 +16 +3 +2 +2 +5 +2 Signature spell7 +3 +2 +2 +5 +28 +4 +2 +2 +6 +2 Bonus feat9 +4 +3 +3 +6 +3 Signature spell10 +5 +3 +3 +7 +311 +5 +3 +3 +7 +312 +6/+1 +4 +4 +8 +4 Bonus feat, signature spell13 +6/+1 +4 +4 +8 +414 +7/+2 +4 +4 +9 +415 +7/+2 +5 +5 +9 +5 Signature spell16 +8/+3 +5 +5 +10 +5 Bonus feat17 +8/+3 +5 +5 +10 +518 +9/+4 +6 +6 +11 +6 Signature spell19 +9/+4 +6 +6 +11 +620 +10/+5 +6 +6 +12 +6 Bonus feat

    Class FeaturesStarting Package: The Gohm'jiit begins play with the following feats:Firearm ProficiencySuke'nkal (Psionic Talent)Simple Weapon ProficiencyNote that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffera -1 penalty for every 5 pounds of armor and equipment carried.

    Bonus Feats: At first level, the Gohm'jiit gets a bonus feat in addition to thefeat that any first level character gets and any bonus feats granted for race/species. The Gohm'jiit gains an additional bonus feat at 4th level and every fourlevels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be Gohm'gi

    nrejha (Enunciator Magic Feats), Item Creation feats, or from the following list:Combat CastingGodelized CommunicationGrammatical ModelingIron WillMeditationNon-causal ReasoningSpell FocusSpell Penetration

    Signature Spell: At first level, the Gohm'jiit gains a Signature Spell. The character chooses a single spell. When memorizing this particular spell, the charact

    er gains a +2 bonus on all Gohm'jha skill checks.

    When the Gohm'jiit chooses a Signature Spell, he must decide which metamagic feats he will apply to it, and whenever he attempts to memorize that particular Signature Spell, it must always have those feats and none other. (For example, fireball, maximized and enhanced fireball, and quickened fireball all count as separate spells for purposes of a Signature Spell bonus. Only one of the three may bechosen with each acquisition of a new Signature Spell.)

    At 3rd level and every three levels thereafter, the Gohm'jiit gains an additiona

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    l Signature spell.

    Ex-Gohm'jiit: Like a member of any other class, a Gohm'jiit may multi-class, butGohm'jiit face a special restriction. A Gohm'jiit who gains a new class or (ifalready multiclass) raises another class by a level may never again raise his Gohm'jiit level, though he retains all his Gohm'jiit abilities.

    Cognition Control [Wisdom; Trained Only]Prerequisite: Psionic Talent.

    Cognition Control is the psionic skill of manipulating one's personal thinking processes. It provides a character with improved ability to control their emotions and resist external mental control. Also, a character can use this skill to boost the clarity of their thoughts for a short period of time, thinking more intelligently or intuitively. Awareness may be enhanced as well, increasing the character's ability to sense his surroundings.

    With psionic feats, a character can further improve this ability, performing superhuman feats of memory, altering his subjective perception of time, acting as ahuman computer, or compartmentalizing his brain into co-processing, independent, duplicate minds.

    Only psionically gifted individuals may develop this skill. In other words, a ch

    aracter must have the Psionic Talent feat.

    Check: Cognition Control allows a character to perform the following acts.

    Resist Mental and Emotional Control: The character possesses superior control over his own mental and emotional state, enabling him to resist adverse influenceswith ease. Against any form of mental or emotional manipulation, such as fear,charm, addictive memes, intimidation, and telepathic control, the character getstwo resistance roll. The first roll uses his standard saving throw. If that roll fails, he gets a second roll, using this skill. Success in the second roll hasthe same effects as succeeding with the saving throw.

    Boost Abilities: With a full round action and a successful Cognition Control ski

    ll roll against DC 15, the character can boost his mental responses and gain a +2 enhancement bonus to either Intelligence, Wisdom, or Charisma.

    Performing this act is physically tiresome, reducing the character's Vitality by2 points per round. (Note: if the skill roll is failed, the character still loses 2 vitality that round.) If using a Hit Point damage system, the character suffers 2 points of subdual damage per round.

    Only one mental ability can be enhanced at a time.

    Heighten Awareness: With a full round action and a successful Cognition Controlskill roll against DC 15, the character can heighten his sensory acuity, becoming super-aware of his surroundings and gaining +4 to Spot, Search, Listen, Sense

    Motive, and Tracking checks with Wilderness Lore. The +4 is an enhancement bonus.

    This ability costs 1 Vitality point per minute.

    A character cannot heighten his awareness and boost mental abilities simultaneously.

    Extrasensory Perception (ESP) [Wisdom; Trained Only]Prerequisite: Psionic Talent.

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    Extrasensory Perception is a psionic skill that permits the character to sense stimuli outside the range of normal senses. It grants a limited ability to perceive the future, as well as an awareness of psychic activity and a supernormal ability for good hunches. With feats, this perception can be further refined, allowing the character to experience visions of different places and times, even other universes. Combined with martial arts ability, the character can develop special combat abilities, enabling him to analyze his foe for weaknesses or predict his foe's behavior and respond instantly.

    Only psionically gifted individuals may develop this skill. In other words, a character must have the Psionic Talent feat.

    Note that Extrasensory Perception improves upon the innate sensitivity of all beings with Psionic Talent. As such, it replaces all of the sensory abilities listed for that feat.

    Check: Extrasensory perception allows a character to do the following:

    Sense Psionic Activity: Within 30' + (10' x (the character's Wisdom modifier + his ESP skill rank)), the character detect the active use of any psionic abilities with a successful skill check v. DC 20. This allows the character to know thegeneral direction to the activity, a general sense of its distance (e.g., near,far, very far), and its relative power level.

    The use of Enunciator magics, severe distortions to time and space, intense emotional anguish, and similar impressions may also be received by the character. For these, the detection range is tripled, but the character receives nothing morethan an extremely vague impression that something has occurred, if he succeedsin the skill check. ("I sense a powerful disturbance nearby.")

    Sense Psionic Individual: Whenever the character comes within 30' of an individual with psionic abilities, he performs a skill check against DC 15. If successful, the character can tell that a psionic individual is nearby, but not whom or where. If the character succeeds by 10 or more points, he can identify and locatethe other psionic, as well as receive a relative impression of the other's general power level (i.e., "the other person is much stronger than you.")

    Limited Prescience: The character has a slight ability to sense the future,allowing him to avoid surprise with an ESP check v. DC 20. If successful, the character can act normally during a surprise round, though he cannot pass this awareness onto his comrades.

    Sixth Sense: If the character is exposed to an individual of alien mindset, under external control, insane, of strong moral bent (e.g., extremely evil or extremely good), and the like, the character gets a skill check against DC 20. If successful, he receives a vague sense that something is out of kilter with that individual -- though he does not receive specifics. Beating the DC by 10 or more might give the character a little more information about the odd individual, such as "I feel strong evil from this one."

    The range of this sensitivity to people is 30'. It also gives the character a "twinge" when someone intentionally attempts to manipulate, mislead, or deceive him.

    This Sixth Sense further extends to "wrongness" in the character's environment.When he is near hidden objects, such as an ambush, secret door, or trap, he willreceive a vague impression that something is not right, should he succeed on askill check v. DC 20. This ability will allow the character to sense invisible,phase-shifted, incorporeal, illusionary, and the like objects as well. Note that

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    he does not know what is wrong, nor where it is (other than nearby); he only senses that something is wrong or that he has missed detecting something with hisnormal senses.

    Note: All detection checks are unconscious. A character cannot pick up an item and consciously attempt to analyze its impressions, nor may he attempt to scan aperson. The game-master performs all rolls for this skill in secret.

    Special: Five or more ranks in this skill grants the character a +2 synergy bonus to Intuit Direction, Listen, Search, Sense Motive, Spot, and Wilderness Lore (for the purposes of tracking people only).

    Enunciator Magic [Intelligence; Enunciator Only]Prerequisite: Psionic Talent

    This skill allows a character to cast his consciousness outside the boundaries of normal time-space, perceive the Mega-context of his universe as a phase-boundary in a dynamic, fifteen dimensional "liquid," capture a multi-dimensional Wordfrom that context, cram it into memory, and return to his body. Once back in thenormal universe, the character can change reality simply by enunciating the Word, creating objects and energy from nothing. The Word, being a higher dimensional thing, has a tangible existence in the four-dimensional universe; instead of merely representing something, it is something in the normal universe.

    Enunciator Magic, though incredibly powerful, is not without dangers. The four-dimensional mind suffers incredible stress from contact with the Mega-context, often leading to madness. The Words, once held in memory, strain to escape, almostlike living things; once uttered, they are immediately forgotten. Also, alien Entities from Outside Time and Space may take notice of the wizard who enters their realm and cause him all sorts of grief.

    Check: The difficulty of the skill check depends on the level of the spell the Enunciator wishes to "grab" from Outside Time and Space, as well as the total amount of spells the character currently has memorized and the attempts at memorization he has made during the day.

    Any spell is available to an Enunciator, be it Divine or Arcane, Bard, Paladin,

    Ranger, Druid, or Domain. If the spell is usable by multiple classes and has several different spell levels depending on class, use the lowest spell level whendetermining difficulty. The spell level is increased by +1 for every +2 caster levels the character wishes to increase its effect. (For example, a 6th level Enunciator wants to cast a fireball as if she were a 10th level spell-caster. The +4 caster levels increase the spell's level by +2.) Then, any metamagic feats thecharacter wishes to apply to the spell further increase its level. (Note: Enunciators do not learn metamagic feats. With their system of magic, they can applyany metamagic feats to their spells, as they desire.) Once the spell's total levelhas been determined, compare it to the following chart to get the base difficulty of the skill check:

    Table EM-1 Memorization Difficulty

    Spell Level DC5 or less 156 167 178 189 1910+ +1 per level above 9

    For instance, a quickened (+4 spell levels), maximized (+3 spell levels), empowered (+2 spell levels), magic missile spell (1st level spell) would be base DC 18

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    because it is level 8.

    This base DC is increased by two factors: spells in memory from the previous day

    s memorization and the current day

    s spell memorization attempts. For each spell the character has retained in his memory from the previous day, increase the DC by +2. (The mind struggles to hold these mega-Word constructs. See the FAQ, below for a more detailed explanation.) For each time the character has attemptedto memorize a spell without rest, increase the DC by +2. This represents the character's mind growing weary from repeated exposure to the Outside. (The penalty for memorization attempts is removed and reset to zero, if the character sleeps for eight hours or the normal sleep requirements of his species.)

    For example, the character that wished to memorize a quickened, maximized, empowered magic missile (DC 18) has retained two spells from the day before (+4 DC) and attempted three memorizations without rest (+6 DC). This makes his final DC 28.

    With the DC determined, the character casts his consciousness outside of his body, flying beyond the boundaries of normal time-space. The character's body, void of its spirit, collapses like a rag doll; it is in a catatonic, vegetative stateuntil the spirit returns. The character's spirit perceives the Hyper-context, attempts to force a Word into memory, then return without drawing attention to himself. Since, time (as it is known in normal, four-dimensional space) does not apply beyond the boundaries of the material universe, the trip is both eternal and i

    nstantaneous. In the real world, the character's body is empty for 2d6 rounds.

    Immediately upon the character's exit of the universe, the game-master performs apercentile dice roll to determine if a cataclysmic mishap occurs. The percentagechance is 10% if character wishes to memorize a limited wish and 15% for a miracle or wish spell; for all other spells, the chance is determined by the spell's overall level. See the following chart:

    Table EM-2 Cataclysmic MishapSpell Level % Chance DC5 or less 0 -6 1 207 2 21

    8 3 229 4 2310+ +1 per level above 9 +1 per level above 9

    If a cataclysmic mishap occurs, the character must immediately perform a skill check against the DC listed for the spell's level on table EM-2. If the roll is failed, something horrible happens to the character, such as his consciousness being forever lost Outside the Boundaries of Time and Space or an Entity follows himback to the material world. (See below for a detailed description of cataclysmic mishaps.)

    If no cataclysmic mishap occurs or the character manages to avoid the mishap with a skill check, he then performs a skill check against the spell's memorization D

    C. If successful, the character has forced the spell's Word into his memory and his spirit returns to his body, unscathed.

    (Note: if the spell has an XP cost, that cost must be spent when the spell is memorized, not when the spell is cast. This represents the character losing a portion of himself to make room for the spell in his psyche.)

    If the memorization skill check fails, the character's memory cannot hold the spell; the Word overwhelms his mind. It is possible that he will lose all spells currently memorized and perhaps be stricken with delirium and madness. To avoid the

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    se, he must perform two Will saving throws.

    The DC of the Will saving throw to resist losing all spells in memory equals 10+ the level of the spell the character attempted to memorize, but failed + 2 permemorization attempt without rest. If the character fails this saving throw, heimmediately loses the most powerful spell in his memory. For every two points he misses the saves, he loses an additional spell, starting from least powerful to most powerful. The Word he attempted to memorize was too powerful for his mindto hold and caused a chain-reaction that affected his other spells.

    To avoid delirium, the character must perform a Will saving throw against a DC based on the spell's level. Use the following chart:

    Table EM-3 Delirium DCSpell Level DC5 or less 156 167 178 189 1910+ +1 per level above 9

    If the character fails this saving throw, he is delirious for 1d4 days, attempting to reconcile his glimpse of the Outside with the material world. He suffers a

    -2 competence penalty on all saving throws, attack rolls, ability checks, and skill rolls during this time period. He also can neither prepare nor cast spells,nor can he use any psionic abilities. (He can use any spells retained in his memory.)

    The character must now perform a second Will saving throw to avoid full-blown madness. The DC of this saving throw is determined by the spell's level on the following chart:

    Table EM-4 Madness DCSpell Level DC5 or less 106 11

    7 128 139 1410+ +1 per level above 9

    If the character fails this saving throw, his sanity is shattered - perhaps permanently. He rolls 3d6 to determine the outcome of his madness and compares the result to the following chart. The result of this chart replaces the delirium.

    Table EM-5 Madness Result3d6 Result Effect3 Total amnesia: The character loses all memory, reduced to the mental capacity of a newborn babe. He loses all class-abilities, feats, and skills, except

    for saving throws and hit points. This condition lasts 2d6 months. It is possible for the character to be re-educated during this time, even so far as learninga new class or gaining an entirely new personality. Only a miracle or wish canrestore the lost memories before the end of the time period.4 Coma: The character's spirit leaves his body and wanders beyond the borders of time-space. This renders him comatose for 2d10 weeks until his spirit returns. Only a wish or miracle can restore him. (Note: the character is not in suspended animation and may starve while comatose.)5 Paranoid schizophrenia: The character becomes convinced that "They" areinvolved in an elaborate, almost invisible conspiracy to destroy his existence.

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    "They" could be anything, anyone, or anywhere. At first, he is suspicious of strangers. As the condition progresses, his suspicion spreads to those nearest him.Voices begin speaking to him, whispering secrets and uncovering plots. He begins taking precautions to guarantee his own safety. These precautions eventually include lethal attacks and plots against his former allies and friends. This state lasts 2d10 months. (A heal, limited wish, or similar magic can restore the character.)6 Compulsion: The character receives an overwhelming compulsion to perform1d4 related tasks - usually of a sinister nature, such as opening a gateway toa hostile plane of existence. While under this compulsion, the character neglects his physical, psychological, and social needs. He goes without food and sleep,ignores his spouse, and neglects hygiene, demonstrating overall antisocial behavior. If unable to perform his tasks, the character flies into a rage, attackingthose who would prevent him. He also suffers the negative effects of a geas/quest spell. Once he has fulfilled these tasks, he returns to normal. (A heal, limited wish, or similar magic can restore the character.)7 Wracking Pains: The character's perceptions are damaged during exposure tothe Other, causing his brain to interpret all nerve stimuli as intense pain. For 2d10 days, his Dexterity is reduced by two, and he suffers a -4 penalty on attack rolls, skill checks, and ability checks. (A heal, limited wish, or similar magic can restore the character.)8 Divergent perception: For 1d10 months, in addition to his perception of"normal" reality, the character also receives stimulus from parallel, alien planes of existence. These images are so disturbing and real that they serve as a co

    nstant distraction to the character. Any action he performs (e.g., casting a spell, attacking with a weapon) requires a successful Concentration roll v. DC 20.He also suffers the effects of result #9, Distraction. (A heal, limited wish, orsimilar magic can restore the character.)9 Confusion: The character is smitten with the effects of a confusion spell for 3d4 days. Only a heal spell, limited wish, or similar powerful magic can cure him.10 Distraction: The character's perception of the tangible world and abilityto interact with it is eroded for 2d6 weeks. He suffers a -2 competence on all ability checks, skill rolls, saving throws, and attack rolls. His spell failure chance increases by +20%, and he suffers a -20% penalty to experience gained during the time of distraction. (A heal, limited wish, or similar magic can restorethe character.)

    11 Despair: Despair overwhelms the character as he releases the fragile andephemeral nature of existence. The effect is similar to a symbol of hopelessness and lasts 2d10 days. (A heal, limited wish, or similar magic can restore the character.)12 Anxiety: Shaken by the ordeal of studying the Other, the character is consumed with anxiety and dread. For 3d4 days, he is shaken, as the fear effect. If placed in a life endangering situation, he must perform a Will v. 15 saving throw. If failed, he panics immediately. In non-life-threatening confrontations, such as a verbal argument, he must make the Will save to avoid becoming frightened. (A heal, limited wish, or similar magic can restore the character.)13 Dislocation: The real world no longer feels like home to the character.He feels lost and alone in an unnatural and threatening environment. Even the most familiar surroundings seem hostile. The character is certain that he should b

    e elsewhere and tries to find that other place, even if it means leaving his original plane of existence. This sense of disorientation is so acute that the character suffers a -1 competence penalty on all ability checks, skill rolls, savingthrows, and attack rolls. He wanders aimlessly for 2d10 weeks, then returns back to normal. (A heal, limited wish, or similar magic can restore the character.)14 Obsession: For 2d10 days, the character becomes obsessed with a particular place, thing, or type of thing. He has an uncontrollable desire to be near the object of his obsession and to possess it or touch it. He will abandon all other pursuits to travel to the object. If someone attempts to restrain him, he becomes enraged and violent. (A heal, limited wish, or similar magic can restore th

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    e character.)15 Partial amnesia: For 2d6 weeks, the character's character level remains intact, but he loses 1d4 levels of class abilities, retaining only the saving throws and hit points gained during those levels. He recalls none of the events surrounding the time he originally gained those levels. He can continue to gain experience during this time, but he recalls none of the "lost"; abilities until theend of his amnesia. A heal or limited wish will cure the character of this affliction.16 Sensory overload: The character's senses are overwhelmed by his glimpse ofthe Other, higher-order reality. For 3d4 weeks, he is stricken blind, deaf, anddumb. This can be cured by a heal or limited wish spell.17 Atavistic state: The character's mind is all but completely destroyed, causing him to act with feral, vicious, animal-like intelligence. He does nothing more than fulfill his basic needs for food, shelter, and reproduction, like a mean-spirited, wild animal. The ability to communicate in meaningful language, castspells, or perform complex skills is lost. However, he maintains his Hide, Spot, Listen, Move Silently, and similar skills, as well as his base attack modifier, saving throws, and feats. He retains a portion of his intellect as instinctivecunning. This state lasts 2d4 weeks. Only a wish or miracle can restore the character before the duration expires.18 Vegetative state: The character must immediately perform a second Will saving throw against the DC determined on table EM-4. If successful, he only suffers the effect listed for coma. If failed, his consciousness is completely annihilated, leaving him little more than a vegetable. A wish or miracle can restore

    him to a state of total amnesia, but no more of his psyche can be recovered at that point; he is essentially a blank slate and must learn all things again.

    The effects of the madness occur immediately upon the character.

    The constant strain on the character

    s brain can also erode his psyche, causingpermanent, irreversible damage. Once the character's period of madness or insensibility expires, the character must perform a Will saving throw against DC 20. Iffailed, the character permanently loses one point of Wisdom.

    Casting Memorized Spells: Once a character has forced a Word into his memory, hemay cast it at any time. The character's Enunciator class level is his casting level. All Enunciator spells, regardless of the spell's description, are cast as sta

    ndard actions using a verbal component only. (The character is enunciating a single hyper-Word.) Also, if the spell has a ranged effect (i.e., not touch, personal, or an area centered on the character), then that range is increased to Lineof Sight. As long as the character can perceive a target, he can cast his spellupon it. Immediately upon casting the spell, it is lost from the character's memory.

    Retaining Memorized Spells: The spells, almost like living things, strain to escape the character's mind and return to the Hyper-context. If the character rests with spells in his memory, he must perform a Concentration skill check upon waking. The DC equals 15 + 2 per spell the character has memorized. If the characterfails the Concentration check, he forgets his most powerful spell. For every additional two points the character failed the check, he loses another spell (in or

    der of most powerful to least powerful).

    Cataclysmic Mishaps: If a cataclysmic mishap occurs and the character fails hisskill check to avoid it, the game-master is encouraged to think of something absolutely horrendous and inflict it upon the character. The effects should be long-term and irreversible, save by extraordinary means. Some suggestions include .. .

    Attention of cosmic entity: The character has drawn the attention of a powerful,alien, malevolent entity that will enter the normal space-time continuum and pu

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    rsue the character. The entity may be a monster of vast, cosmic power that desires to devour or possess the mortal. It may be an abomination so inimical to fourth-dimensional space-time that its mere presence can fracture reality. It may bea vicious, subtle intelligence that delights in corruption and slow, painful death. The DM is encouraged to be creative and malevolent.

    Possession: An alien entity from beyond normal time-space invades the character'sconsciousness and takes residence in his mind as a second personality. The goalsof this entity, its skills and class, its knowledge and behavior are distinct from the Enunciator's own. Each day, there is a 25% chance the entity will assume total control over the character's body for 1d4 days, pursuing its own alien purposes. During this time, the character is an NPC under the DM's control. Once the entity has performed the task it desires (e.g., observation of the host's world, opena dimensional gateway to its plane of origin, kill and eat all the character's loved ones), it abandons the character's mind.

    Psychic translocation: The character's mind is exchanged with that of an intelligent, alien entity in a parallel time-space continuum. Similar to the effects of amagic jar spell, the character's consciousness is trapped in an alien body, whilethe alien's consciousness is trapped in his former shell. Now on an alien world in an alien body, the character must find some means of reversing the situation.

    Special: If the character has five or more ranks of Knowledge (Mathematics) andKnowledge (Physics), he gains a +2 synergy bonus on Enunciator skill checks to m

    emorize spells and avoid cataclysmic mishaps.

    A character may not take the feat, Skill Focus or Skill Emphasis, for the Enunciator Magic skill.

    If the Enunciator uses a mystical text that describes a specific spell to prepare his mind before memorization, he gains a +1 or +4 circumstance bonus to memorize that spell, depending on the quality of the text.

    Breakdown of the Memorization ProcessStep 1: Determine the DC of the memorization attempt.Use table EM-1 to determine DC based on spell level.

    Add +2 to the DC for each spell retained from the previous rest period.Add +2 to the DC for each memorization attempt without rest.Step 2: Character sends out consciousness, and his body collapses for 2d6 rounds.Step 3: Roll for cataclysmic mishap.If a mishap occurs, perform a skill check against the DC from table EM-2.If the skill check fails, a mishap occurs:No spell is memorized.A Very Bad Thing happens.Process ends at this point.Else the skill check succeeds. Go to step 4.Otherwise, no mishap occurs. Go to step 4.Step 4: Perform a skill check to memorize the spell.

    If the check fails, the character does not memorize the spell and must perform both Save 1 and Save 2. The results of Save 1 and Save 2 are independent of one another.Save 1: Perform a Will saving throw to avoid losing spells in memory.If failed, the character loses several spells.If successful, the character loses no spells from memory.Save 2: Perform a Will saving throw to avoid delirium, use table EM-3 for DC.If failed, the character performs Save 3.Save 3: Perform a Will saving throw v. madness (table EM-4).If failed, character goes mad. Roll on table EM-5 for result. This result replac

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    es the delirium.Once madness ends, perform a Will saving throw against DC 20 to avoid permanently losing one point of Wisdom.If successful, character is delirious for 1d4 days.If successful, the character is not delirious.Otherwise, the check succeeds and the character memorizes the spell.

    FAQIf I understand these rules correctly, it's possible for a first level character to memorize a ninth level spell. Doesn't this disrupt game balance?Yes, it is possible, and yes, to some extent it disrupts game balance, but it's anintentional disruption. The magic derived from skill is supposed to be ridiculously powerful and dangerous. An Enunciator's magic is not like a scalpel that cleanly excises a tumor; it is like an atom bomb used to kill a fly. Enunciators areplaying with forces far beyond mortal ken.

    Why is the minimum DC for spell memorization equal to 15?Call it anti-wimp insurance. It encourages players to push for spells of at least fifth level. Essentially, there are no weak spells in this system. Trying to achieve a "minor" application of magic is just not possible; it

    s like attemptingto use a bazooka to swat flies.

    Why is it more likely for a cataclysmic mishap to occur when a character attempt

    s to memorize a wish or limited wish spell than other spells?Certain predatory, higher-order creatures congregate around these spells. Like alion near a common watering hole, these creatures await whom they may devour.

    What does "For each spell the character has retained in his memory from the previous day, increase the DC by +2." mean?The "previous day" means "spells the character has kept from before his last rest period." For example, if a character has memorized two spells, sleeps (or whatever passes for sleep with his species), awakens, and successfully retains the two spells, then the DC of all memorization attempts is increased by +4 because these two spells count as spells the character "has retained in his memory from the previous day." Even if the character casts these two spells, the +4 DC penalty is kept until the next time he rests. (The DC is "reset" after each sleep peri

    od.)

    What influenced the invention of this magical system?Three things . . .

    Jack Vance's Dying Earth novels use a spell memorization system. Every spell is incredibly powerful. (Almost everyone knows Time Stop.) And, if a character is able to memorize five of these supremely powerful spells, he's an archmage of the highest caliber. I wanted a system that mirrored this: a handful of spells with world-shattering potency.

    H. P. Lovecraft's stories base magic on hyperdimensional concepts and interactionswith alien, cosmic entities. Almost everyone who uses magic ends up dead or ins

    ane. I wanted a system that captured this dangerous aspect of magic.

    The third thing is - as one of our frequent message board posters puts it - "theScientific American ouiji board." In other words, I want a magic system that uses big pseudo-scientific words and concepts. A real brain and vocabulary twister. It's fun!

    Psionic Talent [General]The character has nascent psionic abilities, which can be developed through training.

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    Prerequisites: None.

    Benefit: A character with Psionic Talent may gain ranks in the five cardinal psionic skills: Cognition Control, Extrasensory Perception, Metabolic Control, Telekinesis, and Telepathy. These skills can be further enhanced with psionic feats.By combining martial arts with psionic training, a psionically gifted charactercan develop advanced martial arts maneuvers.

    Psionic Talent grants a character low-level sensitivity to psionic activity. Whenever psionic powers are used within 30

    of the character, he can make a Wisdomcheck v. DC 20 to receive a vague impression about it. If successful, he knows that psionic activity is occurring somewhere, but he does not know its direction,distance, nature of the power, or any other specifics. He receives a dim feeling.

    Entities with bizarre, powerful psyches, areas of psychic conflict, and individuals with strong emotional bents (e.g., extremely evil) may be detected as well,as long as they are within 30

    . Again, the character receives no specifics, justa vague sense that something is out of kilter.

    Effects that severely distort time-space, such as the casting of Enunciator spells or entry into hyperspace, may be sensed up to 100

    distant. If the charactersenses this, he knows something major has occurred and the general direction to

    it, but little else.

    These detection checks are unconscious. A character cannot pick up an item and consciously attempt to analyze its impressions, nor may he attempt to scan a person. The game-master performs all rolls for this in secret.

    Normal: Characters without Psionic Talent cannot purchase psionic skills or feat. They may not develop advanced martial arts feats.

    Special: Psionics, Martial Savants, Enunciators, and Spirit Invokers gain this feat for free at first level. A character that decides to pick up a level in oneof the classes later in his career (i.e., multi-classing), must purchase this feat normally. They do not gain it for free when switching classes.

    Gohm

    ginrejha (Enunciator Magic Feats)

    Godelized Communication [Psionic]Godelized communication is a system of encoding any message of any kind as an extremely large number, a product of prime bases and exponents. Using a Godelizedcommunication, a character can communicate or remember a message in an incredibly compact manner. Many Enunciators use Godelized communications to store information regarding their spells. A single number, in scientific notation, could store more information that an entire set of encyclopedias.

    Godelized communication also has the advantage of permitting extremely long andcomplicated verbal messages can be delivered in a single utterance. A character

    could even memorize the contents of a dictionary or encyclopedia by memorizing asingle number.

    Prerequisites: Suke

    nkal (Psionic Talent), Knowledge (Mathematics) 6+, and Hkaahmsu

    jha (Cognition Control) rank 4+.

    Benefit: To understand or create a Godelized communication, a character must useCognition Control to set herself in a frame of mind that allows her to calculate the prime bases and exponents almost instantaneously. A full round action is required, and the character must perform a skill check against DC 15. Upon enteri

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    ng the calculation state, the character performs a Knowledge (Mathematics) skillcheck against DC 15; if successful, she understands or is able to create the message. If failed, she can try again, but the DC increases by a cumulative +2.

    Some Godelized communications may be other languages or codes that are convertedinto a single number. The character would need to perform several different skill checks to convert the number into an understandable form.

    Grammatical Modeling [Psionic]The character possesses the ability to enter an enhanced cognitive state in which she is able to describe a model under which the necessary circumstances existfor a particular event to occur, such as building a lock, battling an army, or inventing a new technology. Once the model is created, the characters "hangs" theappropriate real-world "pieces" upon it. This gives her tremendous problem-solving ability.

    Prerequisites: Intelligence 16+, Meditation, Suke

    nkal (Psionic Talent), and Hkaahmsu

    jha (Cognition Control) rank 4+.

    Benefit: To create a grammatical model, the character must determine what actionshe desires to model, such as planning an attack or attempt to invent a new power source. The character then enters a meditative trance lasting 2d4 days. During the trance, she attempts to model the process. At the end of the trance, the character performs a Cognition Control skill check. If she rolls higher than 20,

    she gains a +2 insight bonus (stackable) in the performance of the task. A result of 30 or higher grants a +4 stackable, insight bonus.

    The quality of information available to the character can penalize her skill check by up to -10, depending on how little she knows about the subject or variables associated with it.

    Meditation [General]The character can enter a trance-like state that rests the mind and body.

    Prerequisites: Either Hkaahmsu

    jha (Cognition Control) 1+ ranks, Concentration 1+ ranks, or Hkaahmfel

    jha (Metabolic Control) 1+ ranks.

    Benefit: With a successful Cognition Control, Concentration, or Metabolic Control skill check against DC 15, after spending 1d10+10 minutes clearing the mind and preparing the body, the character can enter a trance-like meditative state.

    One hour of uninterrupted meditation provides as much rest as two hours of sleep. Also, the character maintains a limited degree of awareness to her surroundings, allowing her to perform Spot and Listen checks with a -4 circumstance penalty.

    While meditating, the character is oblivious to the effects of starvation, exposure, thirst, lack of oxygen, and the like. The character still suffers damage from these sources, but ignores the discomfort that results from them.

    Meditation also has two special applications . . .

    Clarity of Mind: A character can attempt to reflect upon a particular question or problem while meditating, gaining some insights into the conundrum upon returning to normal consciousness. This sort of trance has a DC of 20 and requires eight hours of uninterrupted meditation. At the end of this time, the character gains a +2 insight bonus on skill and ability checks related to the problem she considered while meditating. (Note: the problem upon which the character wishes toreflect must be declared before meditation is initiated. Also, the bonus only lasts for a single day or the completion of the problem, whichever comes first.)

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    Walking Trance: With a successful Cognition Control, Concentration, or MetabolicControl skill check against DC 25, after spending 1d10+10 minutes clearing themind and preparing the body, the character can enter the Walking Trance state. This enables her to engage in menial labor, march long distances, or even fight in battle while in a quasi-meditative state. She is fully aware of her surroundings.

    While in this trance, the character can ignore the effects of starvation, exposure, thirst, sleep deprivation, lack of oxygen, fatigue, exhaustion, and the like, operating normally until her body finally collapses. She still suffers damagefrom these sources, but she does not become fatigued or exhausted as a result ofthem. Once the damage from these sources reaches point that would render her unconscious or dead, she becomes unconscious or dead. Basically, she just ignoresthe discomfort until her body overloads.

    Because the character is active while in a Walking Trance, she does not receiveany rest from the mental state. In other words, Walking Trance does not count assleep, like a normal meditative trance.

    Non-causal Reasoning [Psionic]The character has achieved an alternative level of awareness in which he no longer perceives events in terms of cause-effect. He no longer thinks in tenses andconsiders causality an illusion. This hyper-elevates his reasoning process.

    Characters with this ability realize one of the fundamental truths of the universe: there are no Empirical Laws; there are only observations and suggestions.

    Prerequisites: Intelligence 13+, Suke

    nkal (Psionic Talent), and Hkaahmsu

    jha (Cognition Control) rank 10+, and Yeuntyei

    jha (Extrasensory Perception) rank 10+.

    Benefit: A character capable of Non-causal Reasoning gains a +2 (stackable) insight bonus on any Intelligence or Wisdom checks, as well as any skill checks thatdepend upon Wisdom or Intelligence.

    The drawback of this ability is that the character loses some of his ability tocommunicate with casaulity-minded beings, imposing a -2 insight penalty on all C

    harisma and Charisma-based skill checks.

    Non-causal Perception: Because the character no longer perceives time as a progress from cause to effect, he can perform a perceptual trick allowing himself tofeel an effect before experiencing its cause. For instance, while standing guardone night, he grows sleepy and so decides that upon morning

    s arrival he shalltake a stimulant to make himself aware now. In another example, he has surgery performed upon himself, but no anasthesia is available; the character decides that in the near future, he shall take an anathestic to deal with his pain in the present. The effect precedes the cause.

    Performing this trick requires an Extrasensory Perception skill check against DC30.

    Enunciator FeatsEnunciator NamingEnunciator

    s Self-definitionEnunciator

    s Spell MasteryEnunciator

    s War-cryHigher Dimensional NavigationIndecipherable NameNaming MasteryOtherworldly Mind

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    Enunciator Feats

    Gohma-hewah

    Gohma-hewah loosely translates as "personal name of the Unknowable Other." It isthe higher dimensional Name that defines the existence of an individual creature, the Word that describes every facet of its being.

    By entering the Gohm and plumbing the gohma-hewah of a person, a gohm

    jiit can cast spells against that person that are specifically tuned to that person

    s fundamental existence. These spells can affect an individual no matter where they flee or hide. No physical barrier provides defense against them. Even defenses ofthe sukae and Gohm provide little protection against a Named spell.

    Gohma-hewah is a terrifying ability, deeply feared by almost all intelligent species. It represents the power of gohm

    jiit to unleash curses from any distance or kill without being physically present. Many gohm

    jiit use gohma-hewah to assassinate their rivals.

    OPEN GAME CONTENTWords in italics are closed content and/or product identity.OGC Name: Enunciator Naming

    Feat Type: EnunciatorYou can cast your consciousness outside time and space and memorize the Word that describes an individual creature, its higher-dimensional Name. By casting a spell in conjunction with this Name, you can affect a target at any distance and easily penetrate its defenses.

    Prerequisites: Suke

    nkal (Psionic Talent), Gohm

    jiit (Enunciator) class level 1+, and Gohm

    jha (Enunciator Magic) rank 4+.

    Benefit: To acquire a Name, you must cast your consciousness outside time-and-space just as if you were performing a normal spell memorization attempt, per theGohm

    jha skill rules. The "level" of the "spell" equals the character level or hit dice of the creature whose Name you desire to acquire.

    If you successfully memorize the name, it takes space in your memory, just as ifyou had memorized a spell. You can then cast a spell in conjunction with the Name. This causes the spell to affect the Named creature, regardless of where thatcreature is located. It also increases the DC of the spell by +4 for purposes of that creature

    s saving throws against the spell. Furthermore, it ignores any Spell Resistance possessed by the creature.

    For example, an Enunciator could memorize a Fireball spell and cast it in conjunction with another character

    s Name. The fireball would suddenly explode, centered on the Named character. Even if the Named character were hidden in a bunker,miles beneath the earth, the spell would affect him.

    Upon pronouncing the Name, you lose it from memory, just as if you had cast a spell.

    Naming a creature requires you to be at least aware of that creature

    s existence. (In other words, you can

    t Name a creature you

    ve never met or of which you ha

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    ve never even heard.)

    Enunciator

    s Self-definition [Enunciator]

    For a brief period of time, the Enunciator can alter the Word that makes up hisown existence and transform into a different creature.

    Prerequisites: Suke

    nkal (Psionic Talent), Gohm

    jiit (Enunciator) class level 1+, and Gohm

    jha (Enunciator Magic) rank 4+.

    Benefit: An Enunciator Self-definition is a full round action with a 1 round casting time.

    To redefine his existence, the Enunciator declares the form into which he desires to transform and then performs an Enunciator Magic skill check. The result ofthe skill check is compared to table ESD-1 (below) to determine if the Enunciator transforms, how effectively he transforms, and the duration of the transformation.

    Table EWC-1: Enunciator

    s War-cry Effects

    Result

    Transformation

    Duration

    14 or less

    Failure

    15-19

    As Polymorph Self spell

    1d4 rounds

    20-24

    As Polymorph Self spell

    2d4 rounds

    25-29

    As Shapechange spell

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    2d4 rounds

    30+

    As Shapechange spell, but acquires even the supernatural abilities of the creature.

    2d4 rounds

    Once the Enunciator assumes a new form, he remains in that form until the duration expires or he performs another successful Self-definition. It is not possibleto willingly end the transformation and return to normal before the duration ends.

    Self-definition is stressful, to say the least. The Enunciator must make a successful Will saving throw against DC 20 or be stunned for one round after transformation. Even if the Enunciator fails his transformation skill check, he must make the saving throw to avoid being stunned.

    Unlike Polymorph Other, Self-definition does not cause disorientation while in the new form and experiencing a demanding situation. The Enunciator has completely redefined his own existence, making him fully adapted to the new form and comfortable with the exercise of all its abilities. Also, Enunciators may transforminto constructs, outsiders, and even undead.

    Enunciator Spell Mastery [Enunciator]The Enunciator has mastered understanding of the Words underlying a handful of spells, allowing him to more easily memorize them.

    Prerequisites: Intelligence 13+, Suke

    nkal (Psionic Talent), Gohm

    jiit (Enunciat

    or) class level 1+, and Gohm

    jha (Enunciator Magic) rank 4+, and and Spellcraftrank 4+.

    Benefit: Choose a number of spells equal to the character

    s Intelligence bonus.When memorizing these spells, the character gains a +2 bonus to all Enunciator Magic skill checks.

    This bonus stacks with the bonus for Signature Spells.

    If the Enunciator wishes to gain a bonus for memorizing a spell with certain metamagic enhancements, then he may select that spell with its enhancements as oneof his choices. If he wishes to gain a bonus with the same spell without metamagic enhancements or with other enhancments, then each of these count as separate

    spells. (For example, Fireball, maximized and enhanced Fireball, and quickened Fireball all count as separate spells.)

    Special: A character may take this feat multiple times, each time mastering different spells.

    Enunciator

    s War-cry [Enunciator]This feat allows an Enunciator to "scream" in higher-dimensional "sound," shatte

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    ring fourth-dimensional space in a huge, destructive blast.

    Prerequisites: Suke

    nkal (Psionic Talent), Gohm

    jiit (Enunciator) class level 1+, and Gohm

    jha (Enunciator Magic) rank 4+.

    Benefit: An Enunciator War-cry is a standard action. To perform the War-cry, thecharacter must make an Enunciator Magic skill check. The result of the skill check determines the blast radius of the War-cry, damage, and the DC of Reflex saving throws to avoid the damage. Use table EWC-1:

    Table EWC-1: Enunciator

    s War-cry Effects

    Result

    Damage

    BlastRadius

    SaveDC

    14 or less

    Failure

    15-19

    4d6

    30

    15

    20-24

    4d6

    60

    20

    25-29

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    4d6

    90

    25

    30+

    4d6

    120

    30

    The blast radius of an Enunciator

    s War-cry is centered on the Enunciator who cast it. Everyone within the blast radius (except for the caster) must make a Reflex saving throw for one-half damage. The damage inflicted by the War-cry is divi

    ne. (The caster suffers no damage from the War-cry.)

    The destructive force of the War-cry rends the fundamental existence of all inanimate objects in its sphere of effect. It ignores hardness for determining damage to items and structures. Items destroyed and creatures killed by the War-cry simply cease to exist.

    Emitting a War-cry is taxing both physically and psychologically. The Enunciatorwho casts the War-cry must make a successful Will saving throw against DC 15 orbe stunned for one round after pronouncing the cry. Regardless of the saving throw

    s result, the Enunciator suffers 1d8 points of damage from uttering a War-cry.

    A War-cry can be "heard" up to five miles distant -- though there is no sound inthe conventional sense. It produces sound beyond sound, an indescribable cacophony of otherwordly force that is not so much heard as felt on the most fundamental level of existence. The universe itself shudders at its noise.

    Higher Dimensional Navigation [Enunciator]The Enunciator has become adept at avoiding the alien hazards of the higher dimensions, helping skirt the occassional cataclysm.

    Prerequisites: Suke

    nkal (Psionic Talent), Gohm

    jiit (Enunciator) class level 4+, and Gohm

    jha (Enunciator Magic) rank 7+.

    Benefit: The Enunciator gains a +4 bonus to Enunciator Magic skill checks for purposes of avoiding a cataclysmic mishap, only.

    Indecipherable Name [Enunciator]The Enunciator has developed a means of hiding his Name, the higher-dimensionalWord that defines his existence.

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    Prerequisites: Suke

    nkal (Psionic Talent), Gohm

    jiit (Enunciator) class level 7+, Hkaahmsu

    jha (Cognition Control) rank 10+, Gohm

    jha (Enunciator Magic) rank 10+, Spellcraft 10+, and Yeuntyei

    jha (Extrasensory Perception).

    Benefit: Add +10 to the Enunciator

    s level when determining the "spell level" necessary to memorize his Name via the feat, Enunciator Naming.

    Naming Mastery [Enunciator]The Enunciator has mastered the art of Naming creatures.

    Prerequisites: Suke

    nkal (Psionic Talent), Gohm

    jiit (Enunciator) class level 4+, Gohm

    jha (Enunciator Magic) rank 7+, and Enunciator Naming.

    Benefit: Whenever the character attempts to memorize the Name of a creature, perthe Enunciator Naming feat, he gains a +2 bonus to Enunciator Magic skill checks.

    Enunciator Feats

    Enunciator Naming [Enunciator] The Enunciator can cast his consciousness outside time and space, but instead of memorizing a

    particular spell, he memorizes the Word that describes an individual creature, its higher-dimensional Name. By casting a spell in conjunction with this Name, the Enunciator can affect a target at any distance and easily penetrate their defenses.

    This is one of the Enunciator s most terrifying abilities, and a reason the profession is feared by almost all intelligent species.

    Prerequisites: Psionic Talent, Enunciator class level 1+, and Enunciator Magic rank 4+.

    Benefit: Naming a creature requires the Enunciator to atleast be aware of that individual

    s existence. (In other words, he can

    t attempt to Name a creature he

    s never met or of whom he

    s never even heard.)

    To acquire a Name, the Enunciator must cast his consciousness outside time-and-space like he was performing a normal spell memorization attempt, perthe Enunciator Magic skill rules. The "level" of the "spell" equals the character level or hitdice of the creature whose Name he desires

    to acquire.

    If the Enunciator successfully memorizes the name, it takes space in his memory, just as if he had memorized a spell. He can then cast a spell in conjunction with the Name. This causes the spell to affect the Named creature, regardless of wherethat creature is located. It also increases the DC of the spell by +4 for purposes of that creature

    s saving throws against the spell.

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    Furthermore, it ignores any Spell Resistance possessed by the creature.

    For example, an Enunciator could memorize a Fireball spell and cast it in conjunction with another character

    s Name. The fireball would suddenly explode, centered on the Named character. Even if the Named character were hidden in a bunker, miles beneath the earth, the spell would affect him.

    Upon pronouncing the Name, the Enunciator immediately loses it from his memory, just as if he had cast a spell.

    Enunciator

    s Self-definition [Enunciator] For a brief period of time, the Enunciator can alter theWord that makes up his own existence and transform into a different creature.

    Prerequisites: Psionic Talent, Enunciator class level 1+, and Enunciator Magic rank 4+.

    Benefit: An Enunciator Self-definition is a full round a

    ction with a 1 round casting time.

    To redefine his existence, the Enunciator declares the form into which he desires to transform and then performs an Enunciator Magic skill check. The result of the skill check is compared to table ESD-1 (below) to determine if the Enunciator transforms,how effectively he transforms, and the duration of the transformation.

    Table EWC-1: Enunciator

    s War-cryEffects

    Result

    Transformation Duration

    14 or lessFailure

    15-19

    As Polymorph Self spell1d4 rou

    nds20-24

    As Polymorph Self spell2d4 rou

    nds25-29

    As Shapechange spell2d4 rou

    nds30+

    As Shapechange spell, but acquires even the supernatural abilities of the creature.

    2d4 rou

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    nds

    Once the Enunciator assumes a new form, he remains in that form until the duration expires or he performs another successful Self-definition. It is not possible to willingly end the transformation and return to normal before the duration ends.

    Self-definition is stressful, to say the least. The Enunciator must make a successful Will saving throw against DC 20 or be stunned for one round after transformation. Even if the Enunciator fails his transformation skill check, he must make the savingthrow to avoid being stunned.

    Unlike Polymorph Other, Self-definition does not cause disorientation while in the new form and experiencing a demanding situation. The Enunciator has completely redefined his own existence, making him fully adapted to the new form and comfortablewith the exercise of all its abilities. Also, Enunciators may transform into constructs, outsiders, and even undead.

    Enunciator Spell Mastery [Enunciator] The Enunciator has mastered understanding of the Words underlying a handful of spells, allowing him to more easily memorize them.

    Prerequisites: Intelligenc 13+, Psionic Talent, Enunciator class level 1+, Enunciator Magic rank 4+, and Spellcraft rank 4+.

    Benefit: Choose a number of spells equal to the character

    s Intelligence bonus. When memorizing these spells, the character gains a +2 bonus to all Enun

    ciator Magic skill checks.

    This bonus stacks with the bonus for Signature Spells.

    If the Enunciator wishes to gain a bonus for memorizinga spell with certain metamagic enhancements, then he may select that spell with its enhancements as one of his choices. If he wishes to gain a bonus with the same spell without metamagic enhancements or with other enhancments, then each of these count as separate spells. (For example, Fireball, maximized and enhanced Fireball, and quickened Fireball all count

    as separate spells.)

    Special: A character may take this feat multiple times,each time mastering different spells.

    Enunciator

    s War-cry [Enunciator] This feat allows an Enunciator to "scream" in higher-dimensional "sound," shattering fourth-dimensional space in a huge, destructive blast.

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    Prerequisites: Psionic Talent, Enunciator class level 1+, and Enunciator Magic rank 4+.

    Benefit: An Enunciator War-cry is a standard action. Toperform the War-cry, the character must make an Enunciator Magic skill check. The result of theskill check determines the blast radius of the War-cry, damage, and the DC of Reflex saving throwsto avoid the damage. Use table EWC-1:

    Table EWC-1: Enunciator

    s War-cryEffects

    ResultDamage

    Blast Radius

    Save DC

    14 or lessFailure

    15-194d6

    30

    1520-24

    4d660

    20

    25-294d6

    90

    25

    30+8d6*

    120

    25*If using a Vitality/Wounds damage system,a result of 30+ inflicts 4d6 Wound damage instead of 8d6 regular damage.

    The blast radius of an Enunciator

    s War-cry is centeredon the Enunciator who cast it. Everyone within the blast radius (except for the caster) must make a Reflex saving throw for one-half damage. The damage inflicted by the War-cry is divine. (The caster suffers no damage from the

    War-cry.)

    The destructive force of the War-cry rends the fundamental existence of all inanimate objects in its sphere of effect. It ignores hardness for determining damage to items and structures. Items destroyed and creatures killed by the War-cry simply cease to exist.

    Emitting a War-cry is taxing both physically and psychol

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    ogically. The Enunciator who casts the War-cry must make a successful Will saving throw againstDC 15 or be stunned for one round after pronouncing the cry. Regardless of the saving throw

    s result, the Enunciator suffers 1d8 points of damage from uttering a War-cry.

    A War-cry can be "heard" up to five miles distant -- though there is no sound in the conventional sense. It produces sound beyond sound, an indescribablecacophony of otherwordly force that is not so much heard as felt on the most fundamental levelof existence. The universe itself shudders at its noise.

    Higher Dimensional Navigation [Enunciator] The Enunciator has become adept at avoiding the alien hazards of the higher dimensions, helping skirt the occassional cataclysm.

    Prerequisites: Psionic Talent, Enunciator class level 4+, and Enunciator Magic rank 7+.

    Benefit: The Enunciator gains a +4 bonus to Enunciator M

    agic skill checks for purposes of avoiding a cataclysmic mishap, only.

    Indecipherable Name [Enunciator] The Enunciator has developed a means of hiding his Name,the higher-dimensional Word that defines his existence.

    Prerequisites: Psionic Talent, Enunciator class level 1+, Cognition Control rank 10+, Enunciator Magic rank 10+, Extrasensory Perception rank 10+, and Spellcraft rank 10+.

    Benefit: Add +10 to the Enunciator

    s level when determining the "spell level" necessary to memorize his Name via the feat, Enunciator Naming.

    Naming Mastery [Enunciator] The Enunciator has mastered the art of Naming creatures.

    Prerequisites: Psionic Talent, Enunciator class level 4+, Enunciator Magic rank 7+, Enunciator Naming.

    Benefit: Whenever the character attempts to memorize theName of a creature, per the

    Enunciator Naming feat, he gains a +2 bonus to Enunciator Magic skill checks.

    Otherworldly Mind [Enunciator] The Enunciator

    s mind has adapted to the rigors of contact with higher dimensions, enabling him to more easily protect his sanity from exposure to thoserealms.

    Prerequisites: Psionic Talent, Enunciator class level 4+

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    , and Enunciator Magic rank 7+.

    Benefit: The Enunciator gains a +4 bonus to all Will against the madness associated with failed Enunciator Magic skill checks. Furthermore, when rollingto determine what madness affects him, the character uses 2d4+6 instead of 3d6, ensuring that he does not suffer the worst of the madness effects.

    Unfortunately, an Enunciator with an Otherworldy Mind takes on eccentric behavior. The occassional bout of aphasia, facial tics, and general sense of weirdness emanating from the character imposes a -2 stackable insight penalty on allCharisma checks and Charisma-based rolls.

    Godelized Communication [Psionic] Godelized communication is a system of encoding any message of any kind as an extremely large number, a product of prime bases and exponents. Using a Godelized communication, a character can communicate or remember a message in an in

    credibly compact manner. Many Enunciators use Godelized communications to store information regarding their spells. A single number, in scientific notation, could store more information that an entire set of encyclopedias.

    Godelized communication also has the advantage of permitting extremely long and complicated verbal messages can be delivered in a single utterance.A character could even memorize the contents of a dictionary or encyclopedia by memorizing asingle number.

    Prerequisites: Psionic Talent, Knowledge (Mathematics) 6+, and Cognition Control rank 4+.

    Benefit: To understand or create a Godelized communication, a character must use Cognition Control to set herself in a frame of mind that allows her to calculate the prime bases and exponents almost instantaneously. A full round action isrequired, and the character must perform a skill check against DC 15. Upon entering the calculation state, the character performs a Knowledge (Mathematics) skill check against DC 15; if successful, she understands or is able to

    create the message. If failed, she can try again, but the DC increases by a cumulative +2.

    Some Godelized communications may be other languages orcodes that are converted into a single number. The character would need to perform several different skill checks to convert the number into an understandable form.

    Grammatical Modeling [Psionic]

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    The character possesses the ability to enter an enhancedcognitive state in which she is able to describe a model under which the necessary circumstancesexist for a particular event to occur, such as building a lock, battling an army, or inventinga new technology. Once the model is created, the characters "hangs" the appropriate real-world "pieces" upon it. This gives her tremendous problem-solving ability.

    Prerequisites: Intelligence 16+, Meditation, Psionic Talent, and Cognition Control rank 4+.

    Benefit: To create a grammatical model, the character must determine what action she desires to model, such as planning an attack or attempt to invent anew power source. The character then enters a meditative trance lasting 2d4 days. During thetrance, she attempts to model the process. At the end of the trance, the character performs a Cognition Control skill check. If she rolls higher than 20, she gains a +2 insight bonus (stackable) in the performance of the task. A result of 30 or higher grants a +4 stackable, insight bo

    nus.

    The quality of information available to the character can penalize her skill check by up to -10, depending on how little she knows about the subject or variables associated with it.

    Non-causal Reasoning [Psionic] The character has achieved an alternative level of awareness in which he no longer perceives events in terms of cause-effect. He no longer thinks intenses and considers causality an illusion. This hyper-elevates his reasoning process.

    Characters with this ability realize one of the fundamental truths of the universe: there are no Empirical Laws; there are only observations and suggestions.

    Prerequisites: Intelligence 13+, Psionic Talent, Cognition Control rank 10+, and Extrasensory Perception rank 10+.

    Benefit: A character capable of Non-causal Reasoning gains a +2 (stackable) insight bonus on any Intelligence or Wisdom checks, as well as any skill

    checks that depend upon Wisdom or Intelligence.

    The drawback of this ability is that the character losessome of his ability to communicate with casaulity-minded beings, imposing a -2 insight penalty on all Charisma and Charisma-based skill checks.

    Non-causal Perception: Because the character no longer p

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    erceives time as a progress from cause to effect, he can perform a perceptual trick allowing himself to feel an effect before experiencing its cause. For instance, while standing guard one night, he grows sleepy and so decides that upon morning

    s arrival he shall take a stimulant to make himself aware now. In another example, he has surgery performed upon himself,but no anasthesia is available; the character decides that in the near future, he shall takean anathestic to deal with his pain in the present. The effect precedes the cause.

    Performing this trick requires an Extrasensory Perception skill check against DC 30.

    Meditation [General] The character can enter a trance-like state that rests the mind and body.

    Prerequisites: Either Cognition Control 1+ ranks, Concentration 1+ ranks, or Metabolic Control 1+ ranks.

    Benefit: With a successful Cognition Control, Concentration, or Metabolic Control skill check against DC 15, after spending 1d10+10 minutes clearing the mind and preparing the body, the character can enter a trance-like meditative state.

    One hour of uninterrupted meditation provides as much rest as two hours of sleep. Also, the character maintains a limited degree of awareness to hersurroundings, allowing her to perform Spot and Listen checks with a -4 circumstance penalty.

    While meditating, the character is oblivious to the effe

    cts of starvation, exposure, thirst, lack of oxygen, and the like. The character still suffers damagefrom these sources, but ignores the discomfort that results from them.

    Meditation also has two special applications . . .Clarity of Mind: A character can attempt to reflect upon

    a particular question or problem while meditating, gaining some insights into the conundrum upon returning to normal consciousness. This sort of trance has a DC of 20 and requires eight hours of uninterrupted meditation. At the end of this time, the character gains a +2 insight bonus on

    skill and ability checks related to the problem she considered while meditating. (Note: the problem upon which the character wishes to reflect must be declared before meditation is initiated.Also, the bonus only lasts for a single day or the completion of the problem, whichever comes first.)

    Walking Trance: With a successful Cognition Control, Concentration, or Metabolic Control skill

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    check against DC 25, after spending 1d10+10 minutes clearing the mind and preparing the body, the character can enter the Walking Trance state. This enables her to engage in menial labor, march long distances, or even fight in battle while in aquasi-meditative state. She is fully aware of her surroundings.

    While in this trance, the character can ignore the effects of starvation, exposure, thirst, sleep deprivation, lack of oxygen, fatigue, exhaustion, and the like, operating normally until her body finally collapses. She still suffers damage from these sources, but she does not become fatigued or exhausted as a result of them. Once the damage from these sources reaches point that would render her unconscious or dead, she becomes unconsciousor dead. Basically, she just ignores the discomfort until her body overloads.

    Because the character is active while in a Walking Trance, she does not receive any rest from the mental state. In other words, Walking Trance does not count as sleep, like a normal meditative

    trance.

    Perceive the Unperceivable [Psionic] The character possesses a supernormal awareness of his surroundings allowing him to detect and target opponents in total darkness or while they are invisible.

    Prerequisites: Wisdom 13+, Psionic Talent, Danger Sense,and Extrasensory Perception rank 10+.

    Benefit: This feat grants Blindsight in a 20

    radius.

    This is a psionic (supernatural) ability that constantly, unconsciously operates for the character.