Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Power Points /Day | Powers Known | Max Power Level Known | |
---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Eidolon, life link, astral construct (1st) | 1 | 1 | 1st |
2nd | +1 | +0 | +0 | +3 | Bond senses | 2 | 2 | 1st |
3rd | +1 | +1 | +1 | +3 | Astral construct (2nd) | 4 | 3 | 1st |
4th | +2 | +1 | +1 | +4 | Shield ally | 6 | 4 | 2nd |
5th | +2 | +1 | +1 | +4 | Astral construct (3rd) | 8 | 5 | 2nd |
6th | +3 | +2 | +2 | +5 | Maker’s call | 12 | 6 | 2nd |
7th | +3 | +2 | +2 | +5 | Astral construct (4th) | 16 | 7 | 3rd |
8th | +4 | +2 | +2 | +6 | Transposition | 20 | 8 | 3rd |
9th | +4 | +3 | +3 | +6 | Astral construct (5th) | 24 | 9 | 3rd |
10th | +5 | +3 | +3 | +7 | Aspect | 28 | 10 | 4th |
11th | +5 | +3 | +3 | +7 | Astral construct 6th) | 36 | 11 | 4th |
12th | +6/+1 | +4 | +4 | +8 | Greater shield ally | 44 | 12 | 4th |
13th | +6/+1 | +4 | +4 | +8 | Astral construct (7th) | 52 | 13 | 5th |
14th | +7/+2 | +4 | +4 | +9 | Life bond | 60 | 14 | 5th |
15th | +7/+2 | +5 | +5 | +9 | Astral construct (8th) | 68 | 15 | 5th |
16th | +8/+3 | +5 | +5 | +10 | Merge forms | 80 | 16 | 6th |
17th | +8/+3 | +5 | +5 | +10 | Astral construct (9th) | 92 | 17 | 6th |
18th | +9/+4 | +6 | +6 | +11 | Greater aspect | 104 | 18 | 6th |
19th | +9/+4 | +6 | +6 | +11 | Astral juggernaut | 116 | 19 | 6th |
20th | +10/+5 | +6 | +6 | +12 | Supreme eidolon | 128 | 20 | 6th |
Class Skills (2 + Int modifier per level): Academics, Linguistics, Engineering, Profession, Psi Lore, and Theology
Starting Wealth: Average (2d6 × 10 gp, Average 70 gp)
Class Features
A Cogitant does not gain the Spellcasting, Summon Monster, and Gate class features.
Class Skills
A Cogitant loses Arcane Lore and Handle Animal as class skills and gains Engineering and Psi Lore.
Power Points/Day
Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The Cogitant. In addition, you receive bonus power points per day if you have a high Charisma score.
Powers Known
You begin play knowing three 0-level talents and three 1st-level powers of your choice. Each time you achieve a new level, you unlock the knowledge of new powers.
Choose your powers known from the psion power list or from the powers of the shaper. You cannot choose powers from other discipline lists. You can manifest any power that has a power point cost equal to or lower than your manifester level.
The number of times you can manifest powers in a day is limited only by your daily power points.
You simply know your powers; they are ingrained in your mind. You do not need to prepare them in the way that some spellcasters prepare their spells, though you must gain the benefits of a Long Rest each day to regain all your spent power points.
The Difficulty Class for saving throws against your cogitant powers is 10 + the power’s level + your Charisma modifier.
Psionic Talents
0-level powers, known as psionic talents, have some special rules associated with them. You can manifest a talent without spending any power points simply by expending your psionic focus when manifesting the talent. However, if you do not wish to expend your psionic focus (or are not psionically focused), you may choose to spend 1 power point to manifest a psionic talent you know.
If a talent can be augmented, you must pay the augment cost, regardless of if you pay the base cost of manifesting the talent using power points or by expending your psionic focus.
When selecting powers known, you may choose any two psionic talents from your class list in place of one power known. You otherwise do not gain access to additional talents known as you gain levels.
Summoner Powers and Spells as Powers
A cogitant can learn certain summoner spells as psionic powers of the same level. They have a power point as standard for their power level. Such spells are included on the power list below.
0-Level Cogitant Talents
Bolt, Detect Psionics, Energy Splash, Far Hand, Flickering Light, Psionic Daze, Psionic Repair, Resistance.
1st-Level Cogitant Powers
Astral Construct, Astral Traveler, Call Item, Concealing Amorpha, Ectoplasmic Creation, Entangling Ectoplasm, Force Screen, Hovering Disk, Inertial Armor, Lesser Rejuvenate Eidolon, Metaphysical Claw, Psionic Alarm, Psionic Unseen Servant, Skate.
2nd-Level Cogitant Powers
Animal Affinity, Biofeedback, Greater Concealing Amorpha, Lesser Evolution Surge, Lesser Restore Eidolon, Psionic Identify, Psionic Levitate, Read Thoughts, Specified Energy Adaptation
3rd-Level Cogitant Powers
Dispel Psionics, Duodimensional Claw, Greater Concealing Amorpha, Evolution Surge, Rejuvenate Eidolon, Restore Eidolon
4th-Level Cogitant Powers
Energy Adaptation, Greater Evolution Surge,
5th-Level Cogitant Powers
6th-Level Cogitant Powers
Maximum Power Level Known
You begin play with the ability to learn 1st-level powers. As you attain higher levels, you may gain the ability to master more complex powers. To learn or manifest a power, you must have a Charisma score of at least 10 + the power’s level.
Eidolon
As a cogitant, you have spent a great deal of time daydreaming and thinking about the perfect companion. This idea seemed to take on a life of its own, growing in your mind until the creature in your imagination sprang forth as a true being. Your eidolon is known as a Tulpa, a semi-independent being created from a combination of imagination, directed thought, and psionic power.
You begin play with the ability to create a tulpa from psionic energy. The tulpa lives in your mind and cannot be truly destroyed as long as you live. Each tulpa has the tulpa subtype—the only subtype a tulpa may possess—which determines its origin and many of its abilities. A tulpa’s alignment always matches your own. It speaks all of your languages.
Unlike a standard eidolon, your tulpa is not a summoned being. Rather it is a construct created of ectoplasm similar to an astral construct. As a construct, it is destroyed if its hit points are reduced to zero. Since it is not a summoned creature, a tulpa is not restricted by effects that restrict summoned creatures (like protection from evil).
You can create a physical form your tulpa in a ritual that takes 1 minute to perform. When forged in this way, the tulpa’s hit points are unchanged from the last time you created it. The only exception to this is if the tulpa was slain, in which case it returns with half its normal hit points. The tulpa does not heal naturally. The tulpa remains until dismissed by you (as a standard action). If the tulpa is destroyed in combat, it cannot be summoned again until after you complete a Long Rest.
The tulpa is not dispelled by dispel psionics, but powers such as dismiss ectoplasm function normally. As a tulpa is created rather than summoned, spells such as dismissal and banishment have no effect on it. If you become unconscious, fall asleep, or are killed, your tulpa is immediately dismissed.
The tulpa takes a form shaped by your desires. The tulpa’s Hit Dice, saving throws, skills, feats, and abilities are tied to your class level and increase as you gain levels. In addition, each tulpa gains a pool of evolution points based on your class level that can be used to give the tulpa different abilities and powers. Whenever you gain a level, you must decide how these points are spent, and they are set until you gain another level of summoner.
The tulpa’s physical appearance is up to you, but it always appears as some sort of fantastical or dream-like creature and often seems insubstantial around the edges. This control is not fine enough to make the tulpa appear like a specific creature. The tulpa also bears a glowing rune that is identical to a rune that appears on your forehead as long as the tulpa is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Details on the tulpa and tulpa evolutions can be found here: Summoner Eidolons. Except as described above, a tulpa is treated as an eidolon and counts as an eidolon for all purposes.
This modifies the standard Eidolon ability.
Tulpa Subtype
Created from the imagination of the summoner, a tulpa is a construct of the mind, reinforced by psionic power, and is only partly real. A tulpa can take on any form or appearance as determined by the summoner’s imagination, but they often have an unusual, disturbing, or incomprehensible aspect to them, influenced by dreams and the subconscious. Tulpas have no drive or ambition beyond that given to them by their creator.
Unlike other eidolons, a tulpa is a Construct, not an Outsider. As such, they gain Construct traits rather than Outsider traits. A tulpa has the [Psionic] creature subtype.
Alignment
Same as the summoner.
Base Form(s)
Aberrant: bite, grab [tentacle mass], tentacle mass Biped: limbs [arms], limbs [legs], slam Quadruped: bite, limbs [legs, 2] Serpentine: bite, grab [bite], reach [bite], tail, tail slap
Base Evolutions
At 1st level, tulpa eidolons gain no free evolutions. However, as constructs, they gain several benefits that a normal eidolon does not. They are immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects and to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain nor at risk of death from massive damage. Tulpas do not eat, sleep, or breathe.
As a construct, they are not considered living creatures, so cannot be healed by cure spells or most other healing effects. (The Life Link ability and effects which specifically heal eidolons function normally when targeting a tulpa.) They gain no bonus hit points from Constitution (as they lack that ability score), but gain bonus hit points based on size, as standard for a construct of the tulpa’s size (20 hp for Medium, 10 for Small).
- At 4th level, a tulpa adds 1 point to its evolution pool.
- At 8th level, a tulpa gains the Ability Increase evolution, applied to an ability score the summoner chooses.
- At 12th level, a tulpa gains Hardness equal to the summoner’s Charisma bonus (minimum 1).
- At 16th level, a tulpa adds 1 point to its evolution pool.
- At 20th level, a tulpa gain the ability to use psionic etheralness at will as a psi-like ability, except they can affect themselves and up to 50 pounds of carried objects.
Tulpa Evolutions
A tulpa can select from the following evolutions, even though its subtype does not match the requirements (it must meet any other requirements, including base form): Bite, Claws, Mount, Pincers, Tail, Tail Slap, and Tentacle.
The following list of evolutions are available exclusively to eidolons with the Tulpa subtype.
1-Point Evolutions
Astral Construct Menu A
The tulpa can choose one special ability from Astral Construct Menu A as though it were an astral construct.
Requirements: Tulpa subtype.
3-Point Evolutions
Astral Construct Menu B
The tulpa can choose one special ability from Astral Construct Menu B as though it were an astral construct. Alternatively, it can have two special abilities from Menu A.
Requirements: Tulpa subtype.
4-Point Evolutions
Astral Construct Menu C
The tulpa can choose one special ability from Astral Construct Menu C as though it were an astral construct. Alternatively, it can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)
Requirements: Tulpa subtype.
Astral Construct
At 1st level, you can manifest astral construct as a psi-like ability a number of times per day equal to 3 + your Charisma modifier. Drawing on this ability uses up the same power that you use to create your tulpa. As a result, you can use this ability only when your tulpa is not manifested. You can cast manifest power as a standard action, and the astral construct remains for 1 minute per level (instead of 1 round per level).
At 3rd level, and every 2 levels thereafter, the level of the astral construct you create increases by one (to a maximum of 9th at 17th level). At 19th level, this ability can be used as astral juggernaut or astral construct. If used as astral juggernaut, you must pay any required component cost.
You cannot have more than one astral construct or astral juggernaut active in this way at one time. If this ability is used again, any existing construct from this ability is immediately dismissed.
These powers are considered to be part of your summoner power list for the purposes of power trigger and power completion items. In addition, you can expend uses of this ability to fulfill the construction requirements of any psionic item you create, so long as you can use this ability to manifest the required power.
This ability replaces Summon Monster.