ASTROPATH
This section describes the
Astropath prestige class. The fastest way to get to this class is through the Seer
advanced class. Astropaths are selected from a grouping of special psykers who
are neither completely untrained and a danger to themselves (like wyrds) and
whose incredible faith allows them to accept a part of the Emperor into
themselves – a boon like no other psyker will ever receive. Like Primaris
Psykers, they must be young, vigorous and willing. Astropaths undergo basic
psychic training before they assume their role of telepathic communicators
throughout the Imperium. They are taught how to use the Emperor’s Tarot, how to
cast horoscopes, and the practices of cheiromancy and augury of all kinds. In
short all Astropaths begin their career as seers. Once they have been prepared
in this way they undergo the unique Binding Ritual which gives them a little of
the Emperor’s strength.
The Soul Binding
No ordinary psykercould transmit a message through the warp,
nor could he receive a telepathic message over such vast distances. Astropaths
only gain this ability as a result of their many years training, culminating in
a special ritual which combines some of the Emperor’s own power with their own.
This ritual, known as the soul binding, brings the mind of the psyker close to
the psychic greatness of the Emperor. In the process, some of the Emperor’s
vast energy is transferred to the Astropath.
The transference of energy is traumatic for the psyker – not
all survive despite years of preparation, and not all those that survive retain
their sanity. Even the survivors suffer damage the sensitive nerves of the
eyes, so that almost all Astropaths are blind. In fact their increased psychic
skills tend to make up for this loss of sight, so that they would not appear
blind were it not for their distorted, sunken and empty eye sockets.
Requirements
Skills: Knowledge (warp)
+10, Knowledge (imperial) +10
Class Ability: Level 5
Mystic Psyker
Special: Must have made
a pilgrimage to Terra and been Soul Bound to the Emperor. The soul binding
ritual kills any psyker that fails a DC 20 psychic sense and blinds any psyker
that fails a DC 40 psychic sense check.
CLASS INFORMATION
The following information pertains
to the Astropath prestige class.
Hit Die
Gains 1d4 hit points per level. The
character’s Constitution modifier applies.
Action Points
Astropaths gain a number of action
points equal to 7 plus one-half their character level, rounded down, every time
they advance a level in this class.
Class Skills
Computer Use (Wis), Concentration
(Con), Craft (chemical, electronic, mechanical and pharmaceutical) (Int),
Decipher Script (Int), Investigate (Int), Knowledge (any) (Int), Listen (Wis),
Research (Int), Speak or Read/Write Language (none), Spot (Wis), Treat Injury
(Wis), Psychic Sense (Wis).
Skill Points for each Level: 9 + Int modifier
|
Table: The Astropath |
|||||||
|
Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
|
1st |
+0 |
+0 |
+0 |
+2 |
Telepathy |
+1 |
+2 |
|
2nd |
+1 |
+0 |
+0 |
+3 |
Local Astropath |
+1 |
+2 |
|
3rd |
+1 |
+1 |
+1 |
+3 |
Planetary Astropath |
+2 |
+2 |
|
4th |
+2 |
+1 |
+1 |
+4 |
Solar Astropath |
+2 |
+3 |
|
5th |
+2 |
+1 |
+1 |
+4 |
Galactic Astropath |
+3 |
+3 |
CLASS FEATURES
The following features pertain to
the Astropath prestige class.
Mystic Psychic Powers
The Astropath continues to gain
Mystic Psyker Levels for each level of Astropath that he takes. These stack
with all the other Mystic Psyker levels he has. So a Dedicated Hero 3 / Seer 7
/ Astropath 4 is a 14th level Mystic Psyker as well as a 14th level character.
Telepathy
An astropath can talk to anyone
telepathically within 100 feet. He can also detect the surface thoughts of
anyone within this range as if he were using the detect thoughts power as
described in the d20 Modern rulebook. This telepathy also allows him to ‘feel’
his way around and grants him the ability to ‘see’. It is not quite as good as
ordinary sight but is useful none-the-less. A telepath immediately knows the
square (on a battle grid) that each person within 100 feet is located. However
because he cannot see them he suffers the following effects when attacking
them: -4 to attack rolls, 50% miss chance. Likewise when he is attacked by them
he takes a -4 penalty to defense. The blind fight feat removes the 50% miss
chance on attacks but the -4 on attack and defense will not go away. Because of
their highly attuned sense of telepathy, astropaths suffer no other ill effects
from blindness.
Local Astropath
The astropath can communicate
astropathically (with other astropaths only) on a Local scale. The local scale
is up to around 1 million miles and allows communication with anyone else on
the planet (Terra is 8000 miles in diameter) and is likely to allow
communication with Astropaths on orbital platforms and nearby satellites and
space ships. An Astropath can send an open distress call to other Astropaths
within his range, and can receive distress calls but only from within his
range.
Planetary Astropath
At second level the Astropath
becomes a planetary astropath and has about one hundred times the effective
range of a local Astropath. He can talk up to a range of 100 million miles. The
distance between Mars and Terra is about half of this. A planetary astropath,
can, not surprisingly, communicate across a vast distance and communicate with
astropaths on nearby planets.
Solar Astropath
At fourth level the Astropath
increases his range by 10,000 times its planetary range. He has become a Solar
Astropath, with communication ranges of up to 1 trillion miles or approximately
1/5 of a light year in distance. A Solar Astropath can communicate to pretty
much every Astropath with a given solar system.
Galactic Astropath
At fifth level the Astropath
achieves the ultimate astropathic state, with a mental range about 100,000
times greater than that of a Solar Astropath. His mind extends over 20,000
light years and there are few worlds in the Imperium that his mind cannot reach
from Terra.