Tamasi

To the uninitiated, the tamasi are little more than whispers—hermits, masked prophets, or cloaked wanderers. Yet they hide in plain sight, doing the work of the divine mysteries in the wider world. Tamasi are devout believers of their secret faiths, embracing the obscured, the forgotten, the hidden. In the darkness where others fear to tread, the tamasi find true revelation.

By dedicating themselves to a divine patron and the strictures of a secret cult, a tamasi abandons the more passive philosophies of the typical guru in exchange for psionic power and unusual abilities.

Table: The Tamasi

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialVeilweavingPsionic Manifesting
VeilsEssencePower
Points
Powers
Known
Max Level
Known
1st+0+0+2+2Cult, cult power, anointed weapon111
2nd+1+0+3+3Chakra bind (Hands)222
3rd+2+1+3+3Cult ability233
4th+3+1+4+4First cult veil, improved essence capacity +124411st
5th+3+1+4+4Chakra bind (Feet)35611st
6th+4+2+5+536821st
7th+5+2+5+5Cult power371021st
8th+6/+1+2+6+6Chakra bind (Head)481232nd
9th+6/+1+3+6+6Cult ability491532nd
10th+7/+2+3+7+7Second cult veil, improved essence capacity +24101842nd
11th+8/+3+3+7+7Chakra bind (Headband)5112142nd
12th+9/+4+4+8+85122453rd
13th+9/+4+4+8+8Cult power5132953rd
14th+10/+5+4+9+9Chakra bind (Neck)6143463rd
15th+11/+6/+1+5+9+9Cult ability6153963rd
16th+12/+7/+2+5+10+10Third cult veil6164474th
17th+12/+7/+2+5+10+10Chakra bind (Belt)7175174th
18th+13/+8/+3+6+11+117185884th
19th+14/+9/+4+6+11+11Cult power, improved essence capacity +37196584th
20th+15/+10/+5+6+12+12Chakra bind (Body), anointed essence8207294th
Hit Die: d8
Class Skills (6 + Int modifier per level): Acrobatics, Athletics, Engineering, Heal, Insight, Natural Lore, Perception, Persuasion, Profession, Stealth, and Theology.

Class Features

A Tamasi does not gain the Philosophy, Gentle Touch, Stunning Strike, Sunder Esoterica, Chakra Disruption, Seal Wounds, Crack the Shell, Sever the Flow, and Immortal Essence class features.

Class Skills

Add Theology to your list of class skills.

Psionic Manifesting

As a 4th-level tamasi, you manifest psionic powers, which are drawn from the tamasi power list.

Your psionic key ability score is Wisdom.

To learn or manifest a power, you must have a key ability score equal to at least 10 + the power’s level. The Difficulty Class for saving throws against your soulknife powers is 10 + the power’s level + your key ability modifier.

Your manifester level is equal to your class level. You can manifest any power you know that has a total power point cost equal to or lower than your manifester level.

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 Tamasi. In addition, you receive bonus power points per day if you have a high key ability score.

Powers Known

You learn one 0-level tamasi talent and one 1st-level power of your choice at 4th level. You unlock the knowledge of a new power for every two additional tamasi levels you gain.

You simply know your powers; they are ingrained in your mind. You do not need to prepare or access them in the way that some spellcasters must, though you must gain the benefits of a Long Rest each day to regain all your spent power points.

Maximum Power Level Known

At 4th level, you have 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 key ability score of at least 10 + the power’s level.

Psionic Talents

0-level powers, known as psionic talents, have some special rules associated with them.

As long as you maintain psionic focus, you may use your psionic talents at will and manifest them without spending any power points. Alternatively, if you do not have psionic focus or simply choose to do so, you may spend 1 power point to manifest a talent.

If the talent has a duration longer than instantaneous, you can have only one such talent active at a time. Manifesting a second automatically dismisses the first. Talents manifested using a power point do not have this limitation.

If a talent can be augmented, you must pay the augment cost, regardless of which method you use to manifest the talent.

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.

Cult

At 1st level, a tamasi is inducted into a cult by swearing an oath to a divine entity. The cult is the source of your power as a tamasi, and grants you access to additional class skills, special akashic veils, psionic powers, and other abilities.

In addition, each cult includes a number of commandments that you must follow. If you violate any of these commandments, you lose the benefits from your cult until you receive an atonement but do not lose any other class abilities. (See Ex-Tamasi below.)

Cult Powers

At 1st, 7th, 13th, and 18th level, you gain access to a psionic power from your cult, called a Cult Power. At each such level, you add one cult power to your powers known as a power of the level listed, regardless of the power’s normal level. When manifesting these cult powers, you can manifest this power as normal; however, you may also choose to expend your psionic focus to manifest the power without spending any power points. If you do so, the power cannot be augmented or modified by any feat or effect that requires spending power points.

Cult Veils

At 4th, 10th, and 16th level, you gain access to a veil from their cult not normally available to other tamasi, adding that veil to your tamasi class list. Weaving one of these veils counts against the maximum number of veils you can weave as normal, but you can always choose to bind your cult veils to a chakra, even if you have not unlocked that chakra bind. Any title veil granted by your cult loses the [title] descriptor, counting you as the entitled for that veil.

Cult Abilities

Each cult also grants access to a suite of specialized abilities to further the goals of the cult. You gain one of these abilities at 3rd level and another such ability every 3 levels thereafter (6th, 9th, 12th, 15th, and 18th).

Cult Weapon

While you wield an anointed weapon (see below), that weapon gains an additional ability unique to your cult that is granted by your cult’s divine patron.

Tamasi Cults

Anointed Weapon

At 1st level, you gain the ability to anoint your weapons in the name of your cult, granting them wondrous power. By investing at least 1 point of essence in this ability you can charge any one weapon you wield with divine power. All attacks you make with that weapon deal additional damage equal to twice the essence invested in this ability. All additional damage dealt by this ability is the same damage type as the base weapon damage. While charged, your anointed weapon also gains an additional effect, listed in your cult’s description.

Anointed Essence

At 20th level, you become suffused with divine power. You no longer die from old age and don’t suffer any penalties to your ability scores due to your age (you still receive the bonuses for old age, and you lose any penalties you may already have when you gain this ability). You also gain immunity to disease and poisons and no longer need to breathe, eat, or drink or survive but can still choose to do so if you wish.

In addition, when investing essence in your anointed weapon or a cult veil, each point of essence counts as two points, to a maximum of the receptacle’s normal essence capacity. Thus, if you invest 4 points of essence into a cult veil, it is counted as having up to 8 points invested, as long as this doesn’t exceed its normal maximum essence capacity.

Ex-Tamasi and Changing Cults

Any tamasi who violate the commandments of their cult lose the benefits from their cult until they atone for their deeds (see the atonement spell description). This includes all cult powers, cult veils, and other cult abilities, as well as access to additional class skills (which are now counted as cross-class, but the current skill rank is not reduced). A a who violates cult commandments doesn’t lose any other class features not related to the cult. (The violation of a commandment is subject to GM interpretation.)

You may also change your cult if you so choose, but this is not a simple process. You cannot change your cult without undertaking a lengthy process to dedicate yourself to a new cause. When this choice is made, you immediately lose all of the benefits from your old cult. You must then follow the commandments of your new cult for one entire level without gaining any benefits from that cult. Once accomplished, you gain all of the bonuses from your new cult.