Magic Items

ZEALOT'S DEMISE

Price (Item Level): 125gp (1st)
Body Slot:
Caster Level: 1st
Aura: Faint; (DC 15) evocation
Activation: Standard (drink)
Weight: 1/10 lb.

This one ounce stoppered vial of black ceramic, carries an odorless liquid within.

The timely consumption of this potion helps prevent the drinker from being taken alive or leaving behind an intact corpse that can be subject to divination. Imbibing this potion confers the effect of beastland ferocity (SpC 25) and fatal flame (CS 99) upon the drinker for 1 minute.

Prerequisites: Brew Potion, beastland ferocityfatal flame.
Cost to Create: 62 gp 5 sp, 5 XP, 1 day.
Note: This item assumes the spell level of fatal flame has been reduced to 1 by DM revision.

Freemind Avenger

A primary freemind avenger credo is “Do or die,” where “do” means “find and slay mindslavers.” Avengers have no use for those with faltering hearts (another of their credos—which, truth be told, number in the hundreds). It is a poorly kept secret that while avengers are most adept at hunting and slaying those that would control the minds of others, their abilities make them deadly to many spellcasting and psionic creatures.

ENTRY REQUIREMENTS
To qualify to become a freemind avenger, a character must fulfill all the following criteria.
Base Attack Bonus: +4
Skills: Concentration 8 ranks, Survival 4 ranks
Feats: Track
Psionics: Must have a power point reserve of at least 1 power point.

LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialPowers Known
1st+1+0+0+2Lucid Buffer+1 level of existing manifesting class
2nd+2+0+0+3Bonus Feat+1 level of existing manifesting class
3rd+3+1+1+3-+1 level of existing manifesting class
4th+4+1+1+4Breach Resistance+1 level of existing manifesting class
5th+5+1+1+4Bonus Feat+1 level of existing manifesting class
6th+6+2+2+5-+1 level of existing manifesting class
7th+7+2+2+5Cerebral Blind+1 level of existing manifesting class
8th+8+2+2+6Cerebral Immunity+1 level of existing manifesting class
9th+9+3+3+6-+1 level of existing manifesting class
10th+10+3+3+7Liberation Strike+1 level of existing manifesting class

Hit Die: d8
Class Skills (4 + Int modifier per level): Bluff, Concentration, Escape Artist, Gather Information, Knowledge (arcana, dungeoneering, local, nature, planes, religion, psionics), Listen, Search, Sense Motive, Psicraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the freemind avenger prestige class.

Weapon and Armor Proficiency: Freemind avengers gain proficiency in two additional weapon groups, along with proficiency with light, medium and heavy armor as well as shields.

Powers Known: At each level, a freemind avenger gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of freemind avenger to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an freemind avenger, she must decide to which class she adds the new level of freemind avenger for the purpose of determining power points per day, powers known, and manifester level.

If the character did not belong to a manifesting class before taking this prestige class (for example, if she was a soulknife or a ranger with the Wild Talent feat), she does not gain manifesting levels.

Lucid Buffer (Ex): A freemind avenger becomes especially skilled at resisting mental attacks and effects that reveal information. She gains a bonus equal to her class level on saving throws against all divination, clairsentience, and mind-affecting effects. This ability is active even if the she is unconscious, stunned, or otherwise helpless.

Bonus Feat (Ex): At 2nd level, and again at 5th level, a freemind avenger may select one of the following feats as a bonus feat, even if she doesn't meet the prerequisites: Focused Skill User, Improved Grapple, Quick Recovery, Mental Juggernaut, Mind Mask, Psionic Meditation, Skill Focus (Concentration) or Subduing Strike.

Breach Resistance (Su): By 4th level, whenever a freemind avenger attacks a creature with a manufactured weapon, natural weapon or unarmed strike, she may expend her psionic focus to alter that attack. If the altered attack is successful, that creature's power (and spell) resistance is reduced by 1d4. Unless the creature is slain, its reduced resistance recovers at a rate of 1 point per hour.

Cerebral Blind (Su): After reaching 7th level, a freemind avenger is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location. The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the avenger's location (however, metafaculty can pierce this protective barrier). In the case of remote viewing or scrying that scans an area a freemind avenger is in, the effect works, but the avenger simply isn't detected. Remote viewing or scrying attempts that are targeted specifically at a freemind avenger do not work. This ability is active as long as the avenger is psionically focused.

Cerebral Immunity (Su): On reaching 8th level, a freemind avenger gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the slayer can selectively allow powers or spells to affect her). The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence a mindslayer. This ability is active as long as the avenger is psionically focused.

Liberation Strike (Su): By 10th level, whenever a freemind avenger attacks a creature with a manufactured weapon, natural weapon or unarmed strike, she may expend her psionic focus to alter that attack. If the altered attack is successful, all of those subject to ongoing mind-affecting effects produced by the creature struck, are granted one additional saving throw against each such effect. In this case, a successful save always negates the effect against which it is made. If such effects normally don't allow a saving throw, treat them as if they did. If such an effect doesn't have an effective spell level, give it a save DC equal to 10 + 1/2 the producing creature's Hit Dice + its most relevant ability modifier.

Revised Kelvezu

In its true form, this rosy-skinned fiend resembles a human standing about five feet tall, with a black eyes, hair and a tiny pair of ebony horns on its head.

REVISED KELVEZU CR 18
CE Medium Outsider (Evil, Chaotic, Extraplanar, Tanar'ri);
Init +10 (+10 Dex); Senses darkvision 120 ft., detect good, detect law, detect magic, see invisibility, true seeing, see in darkness, superior low-light vision, Mindsight, Listen +30, Spot +30; Languages Common, Celestial, Infernal, Abyssal, Draconic, plus any 3 others, tongues, telepathy 100 ft.

DEFENSE
AC 40, touch 25, flatfooted 30 (+10 Dex, +15 natural, +5 insight);
hp 171 (18d8+90);
Fort +16, Ref +21, Will +16;
SR 26 (base CR + 8);  DR 10/good or lawful, 10/cold iron;
Defensive Abilities Evasion, Fast Healing 1, Uncanny Dodge; Resist 10 acid, 10 cold, 10 fire; Immune electricity, poison

OFFENSE
Speed 30 ft., fly 120 ft. (good), swim 30 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +18; Grp +23;
Main Hand Melee +1 adamantine kukri +27/+22/+17/+12 (1d4+6/15-20), Off-Hand Melee +1 adamantine kukri +27/+22/+17/+12 (1d4+3/15-20), Off-Hand Melee unarmed strike +26/+21/+16/+11 (2d6+2),
Special Attacks Chaotic Evil Cold Iron Strike, Poison, Pounce, Sneak Attack +9d6, Summon Fiend, Wounding Strikes;
Spell-like Abilities (CL 18th, Cha-based DC 15 + spell level)
Constant—blur, cloak of khyber, detect good, detect law, detect magic, freedom of movement, golem strike, grave strike, greater invisibility, lightfoot, nondetection, read magic, see invisibility, tongues, true seeing, vine strike;
At will—brain spiderdarkness, deeper darkness, desecrate, greater dispel magic, greater teleport (self only), rapture of the deep, resurgence, unhallow; 3/day—limited wish;

STATISTICS
Str 21, Dex 31, Con 21, Int 25, Wis 20, Cha 20;
Feats Mindsight, Improved Unarmed Strike, Telling Blow,
Superior Unarmed Strike, Knowledge Devotion,
Versatile Unarmed Strike, Improved Critical (Light Blades);
Racial Feats Combat Reflexes, Darkstalker, Greater Multi-Weapon Fighting,
Improved Multi-Weapon Fighting, Superior Multi-Weapon Fighting,
Multi-Weapon Fighting, Weapon Finesse;
Skill Ranks Appraise 10 ranks, Balance 15 ranks, Bluff 15 ranks, Climb 5 ranks, Concentration 21 ranks, Decipher Script 5 rank, Disguise 10 ranks, Escape Artist 10 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 15 ranks, Gather Information 10 ranks, Jump 5 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 5 ranks, Knowledge (any 5 others) 5 ranks, Listen 21 ranks, Move Silently 15 ranks, Ride 15 ranks, Spellcraft 20 ranks, Search 15 ranks, Sense Motive 15 ranks, Spot 21 ranks, Survival 5 ranks, Swim 5 ranks, Tumble 15 ranks, Use Magic Device 20 ranks;
Synergy +3 Balance, +3 Disguise (to act), +6 Diplomacy, +5 Gather Information, +3 Intimidate, +3 Jump, +2 Ride, +2 Survival;
Racial +12 Hide, +4 Listen, +12 Move Silently, +4 Spot, +8 Swim;
SQ Amphibious, Change Shape, Hide in Plain Sight, Shadow Blend, 

ABILITIES
Amphibious (Ex): A kelvezu can breathe air and water equally well.
Change Shape (Su): A kelvezu can assume the form of any Small or Medium humanoid.
Evasion (Ex): A kelvezu gains Evasion, as per the rogue's class feature.
Hide in Plain Sight (Ex): A kelvezu can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Chaotic Evil Cold Iron Strike (Su): A kelvezu's natural weapons, unarmed strikes and any weapons it uses in melee are each considered chaotic, evil and cold iron for the purpose of overcoming damage reduction.
Poison (Ex): A kelvezu continually coats its weapons with an injury poison (Fortitude save DC 24) produced from its fingertips. The initial and secondary damage is the same (1d6 points of Constitution damage). Kelvezu poison is highly perishable, becoming inert 1 minute after the creature stops applying it. The poison's save DC is constitution based.
Pounce (Ex): If a kelvezu charges, it can make a full attack.
See in Darkness (Su): A kelvezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a kelvezu creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Sneak Attack (Ex): A kelvezu gains the sneak attack of a rogue with a level equal to its racial Hit Dice.
Summon Tanar'ri (Sp): Once per day, a kelvezu can attempt to summon another kelvezu with a 25% chance of success.
Uncanny Dodge (Ex): A kelvezu gains Uncanny Dodge, as per the rogue's class feature.
Wounding Strikes (Su): A kelvezu's natural weapons, unarmed strikes and any weapons it uses in melee are each considered to have the wounding weapon abilities.
Drafted for campaign purposes.