Illumanis (Warrior of the Still Mind)

Posted by EarthDragon on 23 December 2016.

Illumanis are holy warriors who combine the psychic powers of mind with the martial prowess of noh-li and freth-yarl. Members of an order known as The Servants, Illumanis are rare devotees of a mystical faith that reveres balance above all else, and views all life as sacred. Their rigorous training and mental discipline allows them to tap inner psionic powers and to train their minds and bodies to a level envied by others. Illumanis are quite rare, with less than 1 in 500 of those with an adventuring class being an Illumanis. Illumanis train in secretive, closed monasteries dedicated to the Servants, and often travel in other lands in disguise, leading many who have heard rumours of them to believe that they are a myth.

  Adventures

Illumanis adventure to further to goals of the Council of Servants (the ruling body of their order) and to monitor and maintain the Balance. The Illumanis are sworn to upholding and defending The Unification and are loosely affiliated with the Citizen’s Council, though they are a law unto themselves when they choose. Any given Illumanis encountered is likely on a mission from the Council (either one), or on a personal mission to maintain the universal balance. Illumanis of different alignments often have different views of what constitutes balance, and may appear to work at cross-purposes, but the Council of Servants sees this as merely being an expression of the inherent nature of balance, that all facets must be represented for true balance to exist. Illumanis who are on a mission from the Council of Servants work together, regardless of alignment, and even if not specifically on a mission, a good and evil Illumanis will work together if they perceive the balance to be threatened.

  Characteristics

Illumanis are warriors who use psionic powers to augment their fighting and defensive capability. Being forbidden to wear armour or use certain weapons, they focus on bodily training and mental discipline to provide them with feats and powers that allow them to defend themselves better without the need for armour. They specialise in the use of special spirit weapons which are their trademark. These light weapons are powered by the inner psychic powers of the Illumanis and grow in power and deadliness as they advance in level. Illumanis are also forbidden to kill with their faces bared to the world and veil themselves before battle. If an illumanis is forced to fight without a veil, they attempt to only subdue an opponent where possible (though this should also technically be done whilst veiled). Killing without veiling the face can be atoned for, using a forbidden weapon cannot.

  Alignment

As Illumanis revere balance in all things, they avoid the extreme alignments (such as Lawful Good, Chaotic Evil, Lawful Evil, and Chaotic Good). An Illumanis must be Neutral on at least one axis of their alignment (be it the moral or ethical axis), making the acceptable alignments for Illumanis Neutral Good, Neutral Evil, Lawful Neutral, Chaotic Neutral, and Neutral.

  Background

Illumanis are usually chosen by missionaries sent out by the Council. These missionaries carefully select those who would make suitable Illumanis and make themselves known to them. Illumanis are always chosen young, as the training is rigorous and long, and are they are often selected from orphans. The Council of Servants believe that orphans have no emotional ties which might hold them back or be used against them, and thus make better Illumanis. They also find it easier to bring orphans in the fold of their monasteries as they are usually poor and have little holding them to their current life. This is not to say that all Illumanis are orphans, just the majority. The missionaries who select Illumanis are not above approaching a parent of a promising candidate and offering the prospect of life as a Illumanis. Most Illumanis who are not orphans come from families of a poor background who cannot afford to give their child a comfortable or meaningful life. Very rare (but not unheard of, even now) is the Illumanis who comes from a family that is rich or with influence, though some few such families have been known to approach the Council of Servants and request that a son or daughter be trained by them, hoping to gain a family member with power and influence in the Servants. Most such characters end up being more loyal to the Council than to their families.

  Game Rule Information

  Abilities

Wisdom is the most important ability for Illumanis, it determines how powerful a power the character can manifest, and how hard those powers are to resist, and affects some class abilities. Dexterity provides the unarmoured Illumanis with better defence capability, and with bonuses to some class skills. Strength helps an Illumanis’ combat abilities, and Constitution provides the character with more hit points. Charisma makes the Illumanis useful in social situations, and is the key ability for a number of the class skills of the character.

  Alignment

Any neutral alignment (Neutral Good, Neutral Evil, Chaotic Neutral, Lawful Neutral, or Neutral).

  Vitality Points

d8.

  Class Skills

The Illumanis’ class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge [psionics] (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

  Skill Points at 1st Level

(6 + Int modifier) x 4.

  Skill Points at Each Additional Level

6 + Int modifier.

  Class Features

All of the following are class features of the Illumanis:

  Weapon and Armour Proficiency

Illumanis are forbidden from using weapons whose only purpose is to kill people. As such, all weapons wielded by an Illumanis must have some other purpose (such as hunting or gathering the harvest, basically it must be an acceptable and common tool for providing food for the pot. In practice, this means that Illumanis are proficient in the following weapons: all bows (but not crossbows other than the hand crossbow, which may be used to hunt), sickles, clubs, the short spear (which for an Illumanis usually has a point up to a foot long and a shaft of about three feet long), the long spear (with a similarly wicked point), the quarterstaff (as it may be used as a simple staff and does not necessarily kill), the spear (again with a wicked and long point), javelins, slings, throwing axes, the light hammer (as it is a tool), the hand axe, a sap (as it is generally non-lethal), the nunchaku (as they are a grain-threshing tool), bolas and nets. They are also proficient with spirit versions of all of the above weapons. They are banned from using any form of armour or shield. If an Illumanis wears armour, or uses a shield, they lose all the benefits of their class until such time as they stop using armour or a shield, and for 24 hours thereafter. If an Illumanis ever touches a sword directly, they cease to become and Illumanis and become a fighter (minus all the bonus feats they would normally have gained). They may only handle swords if they are wrapped and the Illumanis does not come into direct contact with any part of the weapon, though even that is stretching tradition to almost breaking point. The only type of "sword" any illumanis may ever touch or be proficient in is a spirit blade which mimics either a light sword such as a rapier or sabre, or the typre of blade used by a karamatsu-toh (i.e. a katana or wakizashi). The reasons behind these exceptions, given that the "real" versions of these weapons serve only to kill, are lost in the mists of time, but they have long been recorded as acceptable in the records of the order although the reasons have been lost.

  Code of Conduct

An Illumanis must never kill with their face bared to the world, their tradition requires that they always have their faces covered or veiled before killing or even before combat if at all possible. If they are forced to fight without a face covering, then they will use non-lethal methods if at all possible (some monster types preclude this), or must atone for the breach using the atonement spell administered by a priest of the Council and by completing a quest nominated by the Council. Traditionally, Illumanis wear a headdress wrapped around their heads, which includes a veil that can be quickly brought to bear across the face and just as quickly dropped if hostilities evaporate (a veiled Illumanis is always regarded as a hostile threat as it is assumed that they intend to kill).

  Multi-class Restriction

Illumanis may not multi-class into any other warrior class or the monk class, unless they lose their Illumanis status (and powers, forever) through handling a sword.

  AC Bonus (Ex)

An Illumanis is highly trained in dodging blows, and has a sixth sense that lets them avoid even unanticipated attacks. When unarmoured and unencumbered, the Illumanis adds their Wisdom bonus (if any) to their AC. In addition, the Illumanis gains an additional +1 bonus to AC at 3rd level. This bonus increases by +1 for every four Illumanis levels thereafter (+2 at 7th, +3 at 11th, +4 at 15th, etc.) These bonuses to AC apply even against touch attacks or when the Illumanis is flat-footed. These bonuses are lost when the Illumanis is immobilised or helpless, when wearing any armour, when carrying a shield, or when carrying a medium or heavy load.

  Blind Fight (Ex)

A 1st-level Illumanis can battle even opponents that they cannot see, using their heightened senses to detect opponents who are invisible, in darkness, or otherwise obscured, or when the Illumanis’ vision is impaired. As such, an Illumanis gains Blind-Fight as a bonus feat as 1st-level.

  Bonus Feats

At 2nd-level, the Illumanis gains a bonus combat-oriented feat. They gain another at 16th-level and every 5 levels thereafter. After 20th-level, the Illumanis can select Epic Feats, if desired, in place of the normal combat-oriented feats.

  Power Points/Day

An Illumanis’ ability to manifest powers is limited by the number of power points they have available. Their base daily allotment of power points is given on the table below. In addition, the Illumanis receives bonus power points per day if they have an Wisdom modifier (see the table outlining ability modifiers and bonus power points in the section on Ability Scores). The character’s race may also provide bonus power points.

  Powers Known

An Illumanis begins play knowing one psychic power chosen from the Illumanis power list contained in the section on psionics (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow an Illumanis to learn other powers from the lists of other classes). Each time the character gains a level, they unlock the knowledge of a new power. An Illumanis can manifest any power that has a power point score equal to or lower than their manifester level. The total number of powers an Illumanis can manifest in a day is limited only by their daily power points. An Illumanis simply knows their powers, they are ingrained in their mind. The Difficulty Class for saving throws against an Illumanis’ powers is 10 + the power’s level + the Illumanis’ Wisdom modifier. An Illumanis must get a good night’s sleep to regain their power points.

  Maximum Power Level Known

An Illumanis begins play with the ability to manifest 1st-level powers. As they attain higher levels, they may gain the ability to master more complex powers. To learn or manifest a power, the Illumanis must have a Wisdom score equal to 10 + the power’s level.

  Evasion (Ex)

A 2nd-level Illumanis can evade even magical and unusual attacks with great agility. If the Illumanis makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the Illumanis instead takes no damage (examples of this type of attack are a red dragon’s fiery breathe or a fireball). Evasion can only be used if the Illumanis is wearing no armour. A helpless Illumanis (such as one who is paralysed or unconscious) does not gain the benefit of evasion.

  Fast Movement (Ex)

At 4th-level, an Illumanis gains an enhancement bonus to their speed, as shown on the table above. An Illumanis in armour, or carrying a medium or heavy load loses this extra speed.

  Still Mind (Ex)

An Illumanis of 3rd-level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since their meditation and training improve their resistance to mind-affecting attacks.

  Slow Fall (Ex)

At 7th-level and higher, an Illumans within arm’s length of a wall can use it to slow their descent. When first using this ability, the Illumanis takes damage as if the fall were 20 feet shorter than it actually is. The Illumanis ability to slow their fall (that is, to reduce the effective distance of the fall when next to a wall) improves by 10 feet for every four levels until 35th-level, at which point the Illumanis can fall any distance without harm.

  Spirit Weapon (Su)

A spirit weapon is a weapon or blade generated through force of will by an Illumanis from the energies of their own spirit's essence. It is similar to the mind blade of a soulknife, save that it requires a focus to create the blade. The focus is a masterwork hilt for a weapon of the type the spirit weapon assumes the shape of (rapier hilt, katana hilt, spear shaft, etc.) It is treated as a light weapon (since the only weight is in the focus), and the blade of the spirit weapon has a hardness of 10 with 10 hit points. The focus has a similar hardness and number of hit points, and the Illumanis can be disarmed if they lose their grip on the focus. As an Illumanis advances in level, the spirit weapon gains additional attack bonuses and special properties.

  Spirit Weapon Focus

At 4th-level, an Illumanis gains the Weapon Focus (spirit weapon) feat as a bonus feat.

  Spirit Weapon Specialisation

At 9th-level, an Illumanis gains the Weapon Specialisation (spirit weapon) feat as a bonus feat. The Illumanis also gains the ability to manifest a second spirit weapon if they have a second focus. Both weapons are treated as light weapons.

  Spirit Weapon +1 (Su)

Starting at 5th-level, the Illumanis’ spirit weapon takes on the effects of a magical weapon. The weapon becomes a +1 magical spirit weapon at 5th-level. This bonus increases by +1 every 5 levels thereafter, attaining the maximum bonus of +5 at 25th-level.

  Spirit Weapon Enhancement (Su)

At 6th-level, an Illumanis gains the ability to enhance their spirit weapon. The Illumanis can add any one of the weapon special abilities on the table below that has an enhancement bonus of +1. At every 6 levels beyond 6th, the value of the enhancement the Illumanis can add improves by +1. An Illumanis can choose any combination of abilities that does not exceed the enhancement total allowed by their level. The enhancements that an Illumanis can apply to their weapon continue to accrue every 6 levels after 30th. The Illumanis can reassign the abilities they have added to the spirit weapon. To do so, the Illumanis must first spend 8 hours in concentration. After that, the force weapon has the newly selected enhancements.

Weapon Special Ability Enhancement Bonus Value
Defending +1
Keen +1
Lucky +1
Mighty Cleaving +1
Psychokinetic +1
Sundering +1
Vicious +1
Collision +2
Mindcrusher +2
Psychokinetic Burst +2
Suppression +2
Wounding +2
Body Feeder +3
Mindfeeder +3
Soulbreaker +3
  Purity of Body (Ex)

At 5th-level, an Illumanis gains control over their body’s immune system. They gain immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).

  Wholeness of Body (Ex)

At 8th-level or higher, an Illumanis heal their own wounds. They can heal either a number of vitality points equal to twice their current illumanis level each day, or a number of wound points of damage equal to their current illumanis level each day. They can spread this healing out among several uses, provided that the total amount healed does not exceed either twice their current illumanis level in vitality points or their current illumanis level in wound points, or some combination of equal value.

  Improved Evasion (Ex)

At 10th-level, an Illumanis’ evasion ability improves. They still take no damage on a successful Reflex save against attacks such as a dragon’s breath weapon or a fireball, but henceforth takes only half damage on a failed save. A helpless Illumanis (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

  Diamond Body (Ex)

At 14th-level, an Illumanis is in such firm control of their own metabolism that they gain immunity to poisons of all kinds.

  Timeless Body (Ex)

At 17th-level an Illumanis no longer takes penalties to their ability scores for aging and cannot be magically aged. Any such penalties which have already been taken due to age, however, remain in place. Bonuses still accrue, and the Illumanis still dies of old age when their time is up.

  Ex-Members

Illumanis who stray from their neutral alignments cannot advance as Illumanis until they atone. Illumanis who wear armour or use shields cannot use their powers or abilities until they have removed the offending items and for a further 24 hours thereafter. Illumanis who kill without veiling or covering their faces must complete a quest assigned by the Council of Servants and have an atonement spell administered by a priest in service to the Council of Servants. Illumanis who directly touch or handle a sword immediately lose all their Illumanis powers and become fighters of the same level (albeit minus the various bonus feats that they would normally have attained through advancement) and can never advance as an Illumanis again. The only way that an Illumanis can handle a sword is if it is wrapped in cloth or some other covering material (not merely a scabbard) which allows the Illumanis to handle the item without direct contact, though even this is considered an almost inexcusable breach of custom to be used in the last resort only.

Level Base Attack Bonus Fort Save Ref Save Will Save Special AC Bonuses Unarmoured Speed Bonus Power Points/Day Powers Known Max Power Level Known
1 +1 +0 +2 +2 Blind Fight, Spirit Weapon +0 +0 ft. 4 2 1st
2 +2 +0 +3 +3 Evasion, Bonus Feat +0 +0 ft. 7 3 1st
3 +3 +1 +3 +3 Still Mind, Slow Fall 20ft. +1 +0 ft. 10 4 1st
4 +4 +1 +4 +4 Spirit Weapon Focus +1 +10 ft. 13 7 2nd
5 +5 +1 +4 +4 Purity of Body, Spirit Weapon +1 +1 +10 ft. 16 8 2nd
6 +6/+1 +2 +5 +5 Spirit Weapon Enhancement +1 +1 +10 ft. 19 9 2nd
7 +7/+2 +2 +5 +5 Slow Fall 30ft. +2 +10 ft. 23 10 3rd
8 +8/+3 +2 +6 +6 Wholeness of Body +2 +20 ft. 29 11 3rd
9 +9/+4 +3 +6 +6 Spirit Weapon Specialisation +2 +20 ft. 36 13 3rd
10 +10/+5 +3 +7 +7 Improved Evasion, Spirit Weapon +2 +2 +20 ft. 44 15 4th
11 +11/+6/+1 +3 +7 +7 Slow Fall 40ft. +3 +20 ft. 53 17 4th
12 +12/+7/+2 +4 +8 +8 Spirit Weapon Enhancement +2 +3 +30 ft. 63 19 4th
13 +13/+8/+3 +4 +8 +8 -- +3 +30 ft. 74 21 5th
14 +14/+9/+4 +4 +9 +9 Diamond Body +3 +30 ft. 85 22 5th
15 +15/+10/+5 +5 +9 +9 Slow Fall 50 ft., Force Weapon +3 +4 +30 ft. 98 24 5th
16 +16/+11/+6/+1 +5 +10 +10 Bonus Feat +4 +40 ft. 111 25 6th
17 +17/+12/+7/+2 +5 +10 +10 Timeless Body +4 +40 ft. 125 26 6th
18 +18/+13/+8/+3 +6 +11 +11 Spirit Weapon Enhancement 3 +4 +40 ft. 140 27 6th
19 +19/+14/+9/+4 +6 +11 +11 Slow Fall 60 ft. +5 +40 ft. 156 28 7th
20 +20/+15/+10/+5 +6 +12 +12 Spirit Weapon +4 +5 +50 ft. 172 30 7th
21 * ** ** ** Bonus Feat +5 +50 ft. *** *** ***
22 * ** ** ** -- +5 +50 ft. *** *** ***
23 * ** ** ** Slow Fall 70 ft. +6 +50 ft. *** *** ***
24 * ** ** ** Spirit Weapon Enhancement +4 +6 +60 ft. *** *** ***
25 * ** ** ** Spirit Weapon +5 +6 +60 ft. *** *** ***
26 * ** ** ** Bonus Feat +6 +60 ft. *** *** ***
27 * ** ** ** Slow Fall 80 ft. +7 +60 ft. *** *** ***
28 * ** ** ** -- +7 +70 ft. *** *** ***
29 * ** ** ** -- +7 +70 ft. *** *** ***
30 * ** ** ** Spirit Weapon Enhancement +5 +7 +70 ft. *** *** ***

* Base attack bonuses are handled differently for epic characters.

** Save bonuses are handled differently for epic characters.

*** Number of Power Points per day, numbers of powers known, and maximum power level does not increase past 20th level.