Ardent
Level BAB Fort Ref Will Special Power Points Per Day
1 +0 +0 +0 +2 Mantle, Powers, Psychic Aura +1 2
2 +1 +0 +0 +3 Mantle 6
3 +2 +1 +1 +3 Mantle 11
4 +3 +1 +1 +4 Substitute Power (1st) 17
5 +3 +1 +1 +4 Psychic Aura +2 25
6 +4 +2 +2 +5 Bonus Feat 35
7 +5 +2 +2 +5 Mantle 46
8 +6/+1 +2 +2 +6 Substitute Power (3rd) 58
9 +6+1 +3 +3 +6 Psychic Aura +3 72
10 +7/+2 +3 +3 +7 Bonus Feat 88
11 +8/+3 +3 +3 +7 Dominant Ideal 106
12 +9/+4 +4 +4 +8 Substitute Power (5th) 126
13 +9/+4 +4 +4 +8 Psychic Aura +4 147
14 +10/+5 +4 +4 +9 Bonus Feat 170
15 +11/+6/+1 +5 +5 +9 Mantle 195
16 +12/+7/+2 +5 +5 +10 Substitute Power (7th) 221
17 +12/+7/+2 +5 +5 +10 Psychic Aura +5 250
18 +13/+8/+3 +6 +6 +11 Bonus Feat 280
19 +14/+9/+4 +6 +6 +11 Dominant Ideal 311
20 +15/+10/+5 +6 +6 +12 Highest Ideal, Multiple Auras 343

Abilities: Wisdom is the most important ability for an ardent, since it determines the highest-level powers she can manifest, the difficulty of resisting her powers, and her bonus power points.

Hit Points per level: 3
Skill Points per Level: 2 + Intelligence modifier
Class Skills: Concentration, Craft, Expertise, Healing, Persuasion, Psionics, Religion. Ardents may receive bonus class skills depending on the mantles she chooses.

Weapon and Armor Proficiency: Ardents are proficient with all simple weapons, all types of armor (light, medium, and heavy), and shields (except tower shields). Armor does not interfere with the manifestation of powers.

Mantles: An ardent chooses a psionic mantle at 1st level and assumes one additional mantle at 2nd, 3rd, 7th, and 15th level. Each mantle provides a list of powers (usually six or more) that an ardent can learn as she increases in level. Each mantle also provides an ardent with a special granted power. An ardent can select any mantle she wants over the course of her advancement, even choosing two that seem diametrically opposed to one another, such as Good and Evil.

Most of the powers provided by a mantle are psionic in nature. Some mantles feature new abilities unlike any psionic power in existence. These abilities are still treated as psionic powers in every respect.

Powers: An ardent begins play knowing one power chosen from the power list of her chosen mantles. At every class level after 1st, she chooses one new power. An ardent can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers an ardent can manifest in a day is limited by her daily power points. The Difficulty Class for saving throws against ardent powers is 10 + the power’s level + the ardent’s Wisdom modifier.

An ardent simply knows her powers; they are ingrained in her mind. She need not prepare them, but she must get a good night’s sleep each day to regain her spent power points. The maximum power level the ardent can choose as his powers known is one-half the psion's level, rounded down (minimum 1). Thus, the ardent can choose a 3rd-level power at 6th and 7th level, for example. To manifest a power, the ardent must have a Wisdom score of 10 + the power's level.

Power Points per Day: An ardent’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Wisdom score (see Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Psychic Aura (Su): At 1st level, the ardent chooses one psychic aura that she projects. This aura affects both the ardent and her allies out to a range of 30 feet unless noted otherwise. There are some psychic auras that all ardents can learn; others can only be chosen by an ardent with the appropriate mantle.

The bonus granted by an ardent’s psychic auras begins at +1 at 1st level, and increases by 1 at 5th level and every 4 levels thereafter. An ardent gains an additional psychic aura each time her bonus increases. An ardent can have only one psychic aura active at any time. Activating, dismissing, or switching between auras as a swift action. Auras are automatically dismissed if the ardent is unconscious or dead.

Standard Auras

Attack: Morale bonus on attack and damage rolls.

Defense: Morale bonus to armor class.

Luck: Morale bonus to saving throws.

Perception: Morale bonus to Initiative, Insight, and Perception rolls.

Mantled Auras

Chaos: Resistance bonus on saves against attacks or effects made by nonchaotic creatures.

Communication: Willing allies are linked with the mindlink power while in the aura’s range.

Conflict: Bonus on rolls to confirm critical hits.

Consumption: When another psionic character manifests a power within the aura, the power costs a number of additional power points equal to the ardent’s psionic aura. These additional power points are added to the ardent’s power point reserve up to her normal maximum. If the manifester does not have enough power points to manifest the power, it fails; the manifester still loses the additional power points. This ability cannot drain a power point reserve below 0.

Corruption and Madness: Enemies must make Concentration checks (DC 10 + the ardent’s level + the ardent’s Wisdom bonus) to manifest powers, cast spells, or use psi-like or spell-like abilities.

Creation: Constructs gain fast healing equal to the ardent’s psychic aura bonus.

Death: Allies know the condition of creatures within the aura, as the deathwatch spell.

Deception: Bonus to Deception checks, and can expend psionic focus to Feint as move action.

Destruction: Hardness of objects treated as half its normal value.

Elements: When this aura is activated, the ardent chooses one of the four elemental subtypes (air, earth, fire, water). Attacks overcome damage reduction of creatures of the subtype.

Energy: Weapons deal bonus cold, electric, or fire damage (chosen when the aura is activated).

Evil: Weapons of allies are treated as evil for the purpose of overcoming damage reduction.

Fate: Insight bonus on any single d20 roll. Each ally can use this bonus only once per day.

Force: Miss chance for striking incorporeal creatures is reduced by 10 per psychic aura bonus.

Freedom: Bonus on Acrobatics checks and checks to resist combat maneuvers.

Good: Weapons of allies are treated as good for the purpose of overcoming damage reduction.

Guardian: Damage reduction 1/- per point of psychic aura bonus.

Justice: Bonus on attack rolls against foes that attacked you or an ally since your last turn.

Knowledge: Bonus on Intelligence-based skill checks.

Law: Resistance bonus on saves against attacks or effects made by nonlawful creatures.

Life: Bonus on saves against death effects and negative energy effects.

Light and Darkness: Caster or manifester level bonus for light or darkness spells and powers.

Magic: Allies’ weapons are treated as magic for the purpose of overcoming damage reduction.

Mental Power: Bonus on saving throws against mind-affecting spells and abilities.

Natural World: Animals, plants, and fey gain fast healing equal to the psychic aura bonus.

Pain and Suffering: Bonus on weapon damage rolls against wounded foes.

Physical Power: Bonus on combat maneuver checks.

The Planes: Bonus on caster or manifester level checks to overcome spell resistance or power resistance and can pinpoint the location of any outsider or extraplanar creature within the aura.

Repose: Ignore the effects of fatigue and exhaustion.

Time: Bonus on initiative checks and Reflex saves.

Substitute Power: At 4th level, and again at 8th, 12th, and 16th level, the ardent can choose to replace a power in one of her mantles with another power of the same level from any class list. These powers can then be selected as the ardent’s powers known; if the ardent already knows the power she is replacing, she automatically knows the power replacing it instead. The powers need to fit the theme of the mantle at the DM's discretion. The maximum level of a power that can be replaced is given in the table.

Bonus Feats: At 6th level, and every 4 levels thereafter, the ardent gains a bonus psionic, metapsionic, or psionic item creation feat.

Dominant Ideal (Ex): At 11th level, and again at 19th level, you choose one of your mantles to become a dominant ideal in your philosophy, deepening your connection to this fundamental principle. You do not need to expend your psionic focus when applying metapsionic feats to powers you manifest from your chosen primary mantle.

Highest Ideal (Ex): At 20th level, the ardent chooses one of her mantles to be her highest ideal. The power point cost to manifest all powers from this mantle is reduced by 1 (to a minimum of 0).

Multiple Auras (Ex): At 20th level, the ardent can have all of her auras active at the same time.

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