Your fragmented psyche holds the scattered remnants of your Lineage's ancient mastery. Memories keep surfacing, some glorious, some horrifying, and you choose which parts of that Lineage to embrace.
Your Lineage. Choose the people whose scattered memories you carry, with your GM. Every clause that names your Lineage refers to them; rename any ability or feat that carries the default's name to fit your choice. (Default: the ancient serpentfolk, a psychic empire remembered for both its glory and its cruelty.)
Chassis. Shattered Crown requires a spellcasting, manifesting, or sphere-casting chassis. Throughout this sheet, psychic level means your level in the class that grants your primary occult, psionic, or Spheres progression. Where the text below names a spellcasting term, convert it as follows:
- Phrenic pool points are Spheres spell points at 1:1, or power points at 2:1.
- Casting a spell of a given level without expending a spell slot is manifesting a power of that level without spending power points, or using a sphere effect for free.
- Regaining 1 expended spell slot of any level is regaining power points equal to twice your highest power level known, or 1 spell point.
Memory Fragments. You begin with 3 Memory Fragments. You gain 1 additional fragment each time you level up or experience a significant revelation about your past, and 1 extra at psychic level 10th and again at 15th. Fragments exist in four states:
Dormant Fragments: unused memories. No benefit, no penalty. They can be awakened or tainted. Dormant fragments cannot be spent. An ability whose cost reads Fragments (any type) may be paid with any mix of Awakened and Tainted fragments; Crown of Echoes reads the ratio between the two.
Awakened Fragments: memories of ancient glory and wisdom that fuel beneficial abilities.
Tainted Fragments: dark memories of cruelty and failure that grant power through corruption.
Spent Fragments: fragments expended to power abilities. Unusable until recovered.
You may awaken or taint dormant fragments through story events or meditation. Awakening or tainting a Dormant fragment takes 10 minutes of meditation, and you may awaken or taint any number of Dormant fragments as part of each 8 hours of rest. Once a fragment's nature is chosen, it stays chosen unless an effect changes it.
Using Fragments. When you activate a fragment ability, the required fragments become Spent. When recovered through story revelation, ritual, or a class ability, spent fragments keep their type. Fragments recovered through rest return Dormant.
Fragment Recovery. After 8 hours of rest you recover spent fragments equal to 1 + half your psychic level, minimum 3. This recovers spent fragments only and can never raise your total above your fragment maximum: your 3 starting fragments, plus every fragment you have gained from leveling (including the extras at psychic level 10th and 15th), from revelations, and from taking a feat, minus any permanently destroyed. Fragments recovered this way return Dormant, and you must awaken or taint them again. The choice need not be the one you made before. Fragments restored the other way, through significant story revelations about your past, major acts of redemption or corruption that resonate with your memories, or rare magical rituals and items, return with their original type intact. Spent Synthesized Fragments always return as Dormant Fragments.
At the end of any encounter in which you spent at least 1 Memory Fragment, recover 1 spent fragment. It returns Dormant. This cannot raise your total fragments above your fragment maximum.
Fragment Abilities
Ancestral Recall
- Cost:
- 1 Fragment (any type)
- Activation:
- free action
- Duration:
- 1 round per psychic level or until discharged
Awakened, Golden Memory.
You recall a moment of ancient wisdom.
- Gain a +(4 + half your psychic level) insight bonus on your next skill check, attack roll, or save.
- A number of times per day equal to 1 + 1 per 6 psychic levels, without spending a fragment, you may ask the GM two specific questions about your Lineage's history your character could know. Spending the fragment instead lets you automatically succeed on one Knowledge check about your Lineage's history.
- On an attack roll, the attack ignores all AC bonuses except natural armor and Dexterity.
Tainted, Bitter Truth.
You remember your people's cruelty and cunning.
- Your next spell or psychic ability gains +(2 + 1 per 5 psychic levels) to its save DC and to checks to bypass spell resistance.
- Gain a +(4 + half your psychic level) bonus on your next Bluff, Intimidate, or Sense Motive check.
- If the enhanced spell affects at least one creature, regain 1d3 phrenic pool points, plus 1 per 5 psychic levels.
Psychic Dominion
- Cost:
- 2 Fragments (same type)
- Activation:
- swift action
- Duration:
- 10 minutes
Awakened, Regal Presence.
You embody the nobility your people once possessed.
- All allies within (30 + 10 per 5 psychic levels) feet gain a +(2 + 1 per 5 psychic levels) morale bonus on attack rolls, damage rolls, and saves.
- You gain spell resistance equal to 15 + your psychic level.
- Your phrenic pool increases by 6 for the duration.
- You may cast one spell of a level up to one-third your psychic level, minimum 3rd, without expending a spell slot.
Tainted, Serpent's Dominance.
You channel the predatory nature of your ancestors.
- Enemies within (30 + 10 per 5 psychic levels) feet take a –(2 + 1 per 5 psychic levels) penalty on Will saves against your abilities and gain no benefit from morale bonuses.
- Your psychic spells ignore spell resistance (but not immunity).
- When you successfully affect an enemy with a mind-affecting spell, regain 1 expended spell slot of any level, once per enemy.
- Gain a +4 bonus to save DCs for enchantment spells.
Crown of Echoes
- Cost:
- 3 Fragments (any type)
- Activation:
- standard action
- Duration:
- 1 hour
- Limit:
- once per day. At psychic level 10th this becomes twice per day, and at 15th, three times per day. Regardless of this limit or of any effect that bypasses it, you may enter the All Tainted (0–3) state only once per day. Eternal Serpent allows one additional activation per week.
If an effect reduces this cost below 3 fragments, resolve the tier as though the missing fragments matched the majority type spent; on an even split, choose either adjacent tier.
The effects depend on the ratio of Awakened to Tainted fragments spent:
All Awakened (3–0). The last, best hope of your Lineage.
- Cast spells as if 5 levels higher for all effects.
- Immunity to fear, charm, and compulsion effects.
- Cast heal, restoration, and break enchantment once each without expending spell slots.
- All allies within (30 + 10 per 5 psychic levels) feet gain fast healing 5.
Majority Awakened (2–1). Righteous power with dark determination.
- Cast spells as if 3 levels higher for all effects.
- +(4 + 1 per 5 psychic levels) sacred bonus on all saves, and spell resistance equal to 20 + your psychic level.
- Cast heal and restoration once each without expending spell slots.
- Your healing spells maximize their effects.
Majority Tainted (1–2). Tyrannical power for a righteous purpose.
- Metamagic feats cost 2 fewer spell slot levels (minimum the spell's own level).
- Your spells can't be countered or dispelled.
- Gain fast healing 5 and a +(2 + 1 per 5 psychic levels) deflection bonus to AC for the duration.
- Double the number of targets for single-target spells.
All Tainted (0–3). You will bring peace, justice, freedom and security.
- All spell save DCs increase by +(3 + 1 per 5 psychic levels).
- Spell resistance and immunity don't apply to your spells.
- When you cast any spell, all enemies within (30 + 10 per 5 psychic levels) feet take 2d6 psychic damage, plus 1d6 per 4 psychic levels. This damage is not itself a spell and is not affected by this ability's maximize or automatic-hit clauses; a successful Reflex save (DC 10 + half your psychic level + your casting modifier) halves it.
- Your spells can't miss and always deal maximum damage.
Feats
Fragment Collector [Shattered Crown]
You learn to harvest memories from your experiences.
Prerequisites: Shattered Crown.
Benefit:
- When you beat a Knowledge check's DC by 10 or more, or roll a natural 20 on any save, recover 1 spent fragment. It returns Dormant.
- Once per day, you may meditate for 1 hour to convert 1 Tainted Fragment to Dormant or vice versa.
- You gain two Dormant Fragments when you take this feat.
Dual Heritage [Shattered Crown]
You balance the light and dark halves of your nature.
Prerequisites: Shattered Crown, at least 1 Awakened and 1 Tainted Fragment.
Benefit:
- You may spend fragments of different types for abilities that normally require the same type. When an ability with Awakened and Tainted variants is paid this way, you choose which variant takes effect.
- When you activate an ability using mixed fragment types, reduce the cost by 1 fragment (minimum 1).
- Once per day, you may change a fragment from Awakened to Tainted or vice versa as a full-round action.
Serpent Lord's Wisdom [Shattered Crown]
Ancient knowledge flows through your spellcasting.
Prerequisites: Shattered Crown, Wis 22, psychic level 5th.
Benefit:
- You learn 2 additional spells of any levels you can cast, from any psychic class spell list.
- When you spend 2 or more fragments in a single round, the next spell you cast that round may apply one metamagic feat you know with its spell slot cost reduced by 1 (minimum +0).
- Each fragment spent within the last 24 hours adds 1 to your effective caster level (maximum +5).
Coiled Nobility [Shattered Crown]
Your regal bearing commands respect and fear.
Prerequisites: Shattered Crown, Cha 26, psychic level 7th.
Benefit:
- You gain immunity to being flat-footed against creatures with fewer HD than your psychic level, and you are never denied your Dexterity bonus to AC against a creature you have successfully affected with a mind-affecting effect.
- When a creature with Intelligence 3 or higher declares a melee or natural attack against you, it must first succeed at a Will save (DC 10 + half your psychic level + your Charisma modifier) or be unable to complete the attack (the action is lost). This doesn't affect spells, ranged attacks, or special abilities. Each creature can be affected only once per round, and a creature that succeeds at the save is immune to this effect for 24 hours.
- When you activate Crown of Echoes, all enemies within 60 feet must make a Will save (DC 10 + half your psychic level + your Charisma modifier) or be fascinated for 1 round.
Memory Synthesis [Shattered Crown]
You forge new memories from fragments of the old.
Prerequisites: Shattered Crown, Int 30, psychic level 10th.
Benefit:
- Once per day, you may combine any 2 unspent fragments into a single Synthesized Fragment that counts as both Awakened and Tainted. When a spent Synthesized Fragment is recovered, it returns as two Dormant Fragments.
- Synthesized Fragments can fulfill requirements for any ability that needs either type. When Crown of Echoes reads its ratio, each Synthesized Fragment spent counts as Awakened or Tainted, your choice, declared at activation.
- When spending Synthesized Fragments, gain the benefits of both versions of abilities that have Awakened and Tainted variants.
Eternal Serpent [Shattered Crown]
You transcend the limitations of fragmented memory.
Prerequisites: Shattered Crown, Con 30, psychic level 15th.
Benefit:
- You may awaken or taint any fragment at any time, even when it is not your turn, with no meditation. This requires no action.
- Crown of Echoes' duration increases to 2 hours.
- Once per week, you may activate Crown of Echoes even if you have already reached its daily limit, and may pay its cost with spent fragments as if they were unspent. You gain 1 negative level. This negative level cannot be removed by restoration or similar magic; it lasts one week, or until you recover a fragment through significant story revelation, major act of redemption or corruption, or rare magical ritual, whichever comes first.
You embody the eternal cycle of destruction and renewal.
Prerequisites: Memory Synthesis, Int 30, Cha 26, psychic level 18th.
Benefit: You may invoke the Ouroboros Cycle by destroying 6 Memory Fragments (any combination of types) as a full-round action. All your other spent fragments transform into Synthesized Fragments, and the 6 destroyed fragments' slots return as Dormant. For the next 72 hours you gain:
- Fragment Renewal: at the end of each encounter, regain 1d3 spent fragments, each keeping its original type (or returning Dormant if Synthesized).
- Eternal Resilience: immunity to aging, death effects, and energy drain, a +4 insight bonus on all d20 rolls, and spell resistance equal to 20 + your psychic level.
- Perfected Casting: your psychic spells can't be countered or dispelled, and you may apply one metamagic feat you know to any spell without increasing its casting time or spell slot level.
- Aura of Ancient Glory (30 ft.): allies within 30 feet gain a +2 morale bonus on all rolls.
- Cycle of Rebirth: if you would be killed or destroyed, you may return to life at the start of your next turn at maximum hit points. This permanently destroys a Memory Fragment (any type). If you can't pay, you die normally.
- Reset the Pattern: once per activation, you may undo any single action or event that occurred within the last hour, allowing it to be resolved differently.
Special: This ability can be used once per month.