Current Adept

The most obvious distinction between the lands above and environment of the sea is that the latter is filled with water- and water, while malleable, is a far more substantial medium than air. Certain deep sea masters of telekinesis have learned to exploit this simple truth to unbelievable lengths. These devoted psionic experts, called current adepts, manipulate their home as if it was an extension of their own body.

Current adepts telekinetically control the water about them to create a stunning array of effects. Increased speed, paralyzing vortexes, even boiling or freezing the water about them is not out of the question. The art of gaining mastery over the ocean in such a way is a demanding application of telekinesis. This path often only calls to the most studious and committed psionic students.

**Role:** Though a current adept gives up some advancement in psionic studies, his mastery over his environment gives him allows him to excel in a variety of situations. On the battlefield, their ability to deal damage from afar and keep multiple targets preoccupied makes them invaluable. However, equally impressive is their ability to assist in travel, labor, and scouting thanks to increased mobility. A current adept should have no trouble finding employment or uses for his unique skillset. When one controls the very setting he lives in, job placement is rarely an issue.

**Alignment:** Current adepts are often lawful. They impose their own order on the water flowing about them. Additionally, mastering such an art requires strength of mind and patience. Only the most dedicated kineticists follow this route.

**Hit Die:** d6

### **REQUIREMENTS**

To qualify to become a current adept, a character must fulfill all the following criteria.

* **Class:** Must be a psion (kineticist)
* **Skills:** Autohypnosis 5 ranks, Knowledge (psionics) 5 ranks
* **Psionics:** Ability to manifest 4th-level powers.

**CLASS SKILLS:** Acrobatics (Dex), Autohypnosis (Wis), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Int).

**Skill Ranks at Each Level:** 2 + Int modifier.

### **CLASS FEATURES**

All of the following are class features of the current adept prestige class.

### **Weapon and Armor Proficiency**

Current adepts gain no proficiency with any weapon or armor.

### **Powers Known and Maximum Power Level**

At every level indicated, a current adept gains access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of current adept to the level of whatever manifesting class the character has, then determines powers known, manifester level, and maximum power level accordingly.

### **Fast Movement (Ex)**

Thanks to their mastery over the flow of water, a current adept’s swim speed is faster than the norm for her race by +10 feet. This bonus stacks with any other bonuses to the current adept’s swim speed. This power increases by another 10 feet at 3rd, 6th, and 9th levels of the current adept prestige class.

### **Gripping Water (Su)**

At first level a current adept can grab his foes with fists of water. This ability works as the 4th level psion power *telekinetic maneuver* (and is likewise treated as if manifesting a power including power point cost)*.* However, it has the following changes. This power may only be used to grapple foes. Additionally, It is an area of effect power that affects selected targets within a 20 ft. radius. Finally, power resistance does not apply; the current adept is not attacking a creature but is instead manipulating the ocean itself to do its bidding.

### **Quickening Current (Su)**

Once a current adept reaches 2nd level, he may, for the cost of 9 power points, *haste* all allies within 10 feet of him for 1 round. Additionally, those same allies have their swim speed increased by 10 feet for 1 round/ manifesting level of the current adept. The radius of the effect increases by an additional 10 feet at 5th and 8th level.

### **Speed of Thought (Ex)**

At 3rd level, a current adept’s increased mobility and ease of motion in the water allows him to react quicker to danger. A current adept now adds their Intelligence modifier to their Reflex save. This does not supplant the Dexterity modifier bonus; it contributes to it.

### **Rough Water (Su)**

At 4th level a current adept can batter his enemies with waves of water. This ability works as the 4th level psion power *telekinetic maneuver.* However, it has the following changes. It is an area of effect power that affects selected targets within a 20 ft. radius. Additionally, this power may only be used to bull rush or trip foes. Finally, power resistance does not apply; the current adept is not attacking a creature but is instead manipulating the ocean itself to do its bidding.

Every power point spent over the 7 needed to manifest not only increases the current adept’s CMB but also deals 2 points of damage.

### **Freeze/Scald (Su)**

At 5th level, the current adept’s telekinetic mastery allows him to agitate the water into a boiling furor or slow its movement until it freezes like ice. Any time the current adept manifests an energy power from the psychokinetic discipline he may make the following additions to that manifestation at the cost of 3 power points.

If the current adept manifests a cold power, he may cause a successfully affected target to be slowed for 3 rounds. For every 3 power points spent above the initial 3, the target is slowed an additional round.

If the current adept manifests a steam (fire) power, he may deal an additional die of damage. For every 3 power points spent above the initial 3, the target takes an additional point of damage.

### **Impassable Water (Su)**

At 7th level, the current adept can immobilize foes by having water chains bind them. This ability works as the 4th level psion power *telekinetic maneuver.* However, it has the following changes. It is an area of effect power that affects selected targets within a 20 ft. radius. Additionally, this power paralyzes a foe on a successful CMB check. Finally, power resistance does not apply; the current adept is not attacking a creature but is instead manipulating the ocean itself to do its bidding.

The targets remains paralyzed as long as the current adept focuses on keeping it so. This does not require additional expenditure of power points, but it does require continued CMB checks as per *telekinetic maneuver.*

### **Deadly Vortex (Su)**

At 10th level, the current adept may cause himself to anchor a powerful vortex of crushing water. All creatures within 50 ft. of the current adept must make a Fortitude save (DC 20 + current adept’s Int modifier). Creatures that fail are pulled immediately adjacent to the current adept, take 10d6 points of damage, and are stunned for one round. At the beginning of the current adept’s next turn, creatures are expelled 100 ft. in a random direction, taking appropriate damage for any obstacle they may crash into upon expulsion, and are knocked disoriented.

Conversely, a current adept may use this power as a means to propel his allies forward. In this instance everything happens within the time frame of one standard action, no damage is dealt, and the current adept may control the trajectory of his allies’ path.