MIND THRUST: Telepathy [Mind-Affecting], Level: Psion/wilder 1, Display: Auditory, Manifesting Time: 1 standard action, Range: Close (25 ft. + 5 ft./2 levels), Target: One creature, Duration: Instantaneous, Saving Throw: Will negates, Power Resistance: Yes, Power Points: 1. You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it. For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.
PERFECT RECOLLECTION (EX): 1/day, Kham can recall and review anything he has seen within the past week. With a full-round action, he may look back upon the memory and make a Spot or Search check as if he were there. He can use the power on an event or location more than once but must wait 24 hours before doing so.
THE TONGUES OF MAN ARE OF ALL MEN (SP): For a number of times per day equal to the Val's blood rank, he may use a full-round action to read any text as if he were affected by comprehend languages.
WISDOM OF THE AGES (EX): All Knowledge skills are class skills.
SPIRIT OF FREEDOM: Due to the peculiar nature of your previous bond with Fleshripper, this new blade’s power has seeped in to fill the void that was left when its predecessor was destroyed. As a result, you cannot trade or otherwise voluntarily destroy the weapon. Furthermore, the blade carries echoes of the spirits of all the innocents who were slain by Fleshripper. Its special purpose is to defend the weak and liberate the oppressed. This philosophy subtly works its way into your personality and you must act in accordance with it at all times. If you ever willfully violate the blade’s special purpose, such as by selling someone into slavery or killing an innocent, the blade immediately loses all its magical properties and forevermore becomes a normal scimitar.
CURSE OF FLESHRIPPER: Although Fleshripper has been destroyed, your soul is not fully free of its legacy. Every time you sleep you are plagued with horrible, twisted nightmares of bloodlust and violence. You are constantly aware of the evil within you, goading you to commit acts of depravity at every turn. Furthermore, casting any good-aligned spells, channeling positive energy, or using any paladin abilities now causes pain to course through you (though it causes no in-game effects). You do not know if you will ever be free of the Fleshripper’s influence over you… and there are some days when you don’t want to be free from the last vestiges of your addiction.
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POWER POINTS: Kham has 3 additional power points due to his blood rank.
FIRE/ELECTRICITY
Any time a PC carrying blast powder is subjected to open flame or electricity, be it by spell or natural means, then the PC’s exposed** blast powder has a chance of igniting. If the PC is exposed to a fire or electrical-based spell, the exposed blast powder will only explode if a natural 1 is rolled on the save. If the blast powder explodes, the GM should adjudicate damage as listed below under the “Set on Fire” rule.
SET ON FIRE
If the PC is set on fire by normal or magical means, then exposed** blast powder has a 20% chance, cumulative per round the PC is on fire, to ignite. If a character’s exposed blast powder explodes, the GM should apply 1d4 points of damage per "shot" of blast powder that explodes to the PC carrying the exposed powder. The maximum damage from this explosion is 10d4, and the explosion is confined to the square containing the PC. If the blast powder in question is in a loaded flintlock, then the weapon simply discharges. The GM should feel free to apply damage as the situation dictates. For example, if the PC had a shouldered flintlock rifle, the weapon would probably just discharge harmlessly. However, if the PC had a flintlock pistol stuck down the front of their belt "pirate style," well then…OUCH!
WATER/MOISTURE
Any exposed** blast powder submerged in water is immediately ruined. Any exposed** blast powder that is subjected to continuous moist conditions (swamp, VERY thick fog, etc.) has a 10% cumulative chance per hour of being ruined. Any flintlock whose shot is ruined requires 2 full-round actions to clean and reload, assuming the user has the appropriate flintlock tools. If the user does not have the appropriate tools, the time is tripled to 6 full-round actions.
** Blast powder is considered exposed if it is not sealed in some type of container. Loaded flintlocks are NOT considered containers.