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Gohm'jha ["The Way of the Unknowable Other," Enunciator Magic] Gohm'jha loosely translates to "The Way of the Unknowable

Other," though its mea ning is far more complex, laden with both fear and wonder. It is -- for lack of a better word -- magic. The power to create something from nothing. The secret k nowledge that permits one to violate the physical laws of the universe. A force that drives men mad and destroys worlds. It is power with a tremendous price. Imitation of the Creator In the Book of the Saffron Sun, it is written, "And God spake the Word and said, 'Let there be a beginning.' And there was a beginning." This is the Advawi crea tion story, and it tells that the entirety of the time-space continuum was broug ht into existence by a single, transcendent, spoken Word. The story further explains that the Creator shared the secret of the Words of Cr eation with humankind: "Then did God ask man and woman to draw near. He whispere d in their ear the Words with which the universe and its countless echoes were m ade. He spake the Word and blessed the giving of these Words and said, 'These Wo rds give I you so that you may shape existence as you see fit. Meditate upon the m in your heart and value them more than either silver or gold. Should you forge t them, slough off your body as the serpent does her skin and travel to the deep that is beyond deep from which your universe and its countless echoes have been divided. There will you again hear the Word, and to your remembrance shall it b e restored.'" The Words are the tools "with which the universe and its countless echoes were m ade." (The countless echoes being the innumerable parallel universes that exist laterally in the time-stream.) The purpose of the Words: to "shape existence as you see fit." The means of recalling these Words: "slough off your body" and "tr avel to the deep that is beyond deep from which your universe and its countless echoes have been divided." Later on in the tale, the Precursors of humankind fail in their duty to the Crea tor and vanish from existence. The universe grows wild and dangerous. In time, G od appears before the man who would become the Sleeping Emperor and restores the power of the Words to its rightful owner, humanity. However, the nature of the Words has become darker: "Then did God ask the man to draw near. He whispered in his ear the Words with which the universe and its countless echoes were made. T hough the Words were whispered, yet were they so harsh and loud that the man's e ars bled and he fell to the ground as one stricken dead. Then, God lifted up the man and restored his senses. . . . 'But because the [Precursors] did not revere nce me and forgot my Name, these Words have become a hard thing for you. Use the m wisely and with much caution, for in the hearing of them can your soul be shat tered and in the speaking of them your universe destroyed.'" The Words became "a hard thing." Upon hearing them, the man "fell to the ground as one stricken dead." Their potency can shatters souls and destroy the universe . They must now be used 'with much caution.'" The Meaning of the Message In the creation story, is the whole pattern of Gohm'jha. It is imitation of the act of creation by the Creator-god, speaking the very Wor ds that brought the universe into existence. These words permit the Gohm'jiit to shape reality as desired. To "hear" these Words and "remember" them, a Gohm'jiit must "slough off" his bod y. The Gohm'jiit casts his consciousness outside his body, which causes the body to collapse into a catatonic state, "as one stricken dead." Then, he hurls his

consciousness outside time and space, "above" (in quotes, because outside time a nd space direction has little real meaning) the "deep that is beyond deep," the Gohm. He captures the Word within his mind and returns to material existence. The Word s, though, are dangerous things. Creatures lurk in the Gohm, seeking whom they m ay devour. The Words themselves can shatter a man's soul, just by their existenc e. They fight to escape the material mind and return to their higher reality, th e Greater Context in which they exist. The Deep that is Beyond Deep The difficulty in understanding Gohm lies in that it can only be understood by a nalogy. It is too large and too alien for the mortal mind. It exists beyond time and space, thus it defies their conventions to define it. In the Advawi creation myth, the Gohm is referred to as "the Deep that is Beyond Deep." It is called a "transcendent liquid," a "watery deep" within a vacuum an d "stretching through time that is not time and space that is not space." The Gohm is a "fluid" (for lack of a better term) that exists in at least fiftee n dimensions, rather than the standard four of the material universe. Within thi s "Super-fluid" exists the material universe as a phase transition, much like a crystal of ice is a phase transition within a lake. Just as more ice forms as a lake cools and the phase transition's boundaries expand, so, too, do the boundar ies of the material universe and all of its parallel universes expand in the Goh m. Eventually, this expansion shall stop, and the material universe will collaps e back into its natural state as pure Gohm. Gohm is a fluid only by analogy. It demonstrates characteristics of a fluid, but it is not a fluid. It ebbs and flows. It vibrates. It serves as a medium for wa ves. It is not a fluid. It is much more. It is everything. The Gohm exists beyond existence -- a meta- or super-existence. Creatures dwell in it, but their existence is so far beyond creatures in the material universe(s ) that they defy description. It is a tremendous meta-ecosystem. It is a place o f life and substance and ideas, but it is life beyond life, substance beyond sub stance, and ideas beyond ideas. It is much, much more than the mortal mind can c omprehend. Destination: Beyond Creatures of the material universe cannot physically enter the Gohm. They are cr eated from a fraction of its substance and would be obliterated were they to exi t their four-dimensional existence, much like a plant, which draws substance and nourishment from the sun, would be destroyed if it were cast into the sun. In aeons past, certain, gifted suke'jiit who walked in the Way of the Eye that i s not an Eye discovered that they could divide their consciousness from their bo dies and travel in mind, rather than flesh. In their travels, they penetrated th e phase transition between the material universe and the Gohm. Suddenly, they st epped outside time and space, catching a glimpse of the greater Context within w hich their universe exists. Outside of time, these travellers experienced an eternity and an instant simulta neously. They were everywhere and nowhere, alive and dead, conscious and unconsc ious. They were a host of contradictions, because they were now outside of all p oints of reference. Then, their consciousness was slammed back into their flesh. Only a handful of seconds had passed in the material world. At least, for the lu

cky. For some, their consciousness would arrive before they ever left, inhabiting a y ounger body. Sometimes, they would arrive before they ever existed or long after their flesh had turned to dust. At other times, their consciousness would end u p in the wrong echo of their universe or inside another person's body. Occassion ally, even worse things would occur -- because there are Beings, Out There, who are curious or malevolent, and sometimes, they act. All who returned would recall something similar to a great ocean or lake or rive r, always an image of liquid, because their minds would attempt to interpret the Super-fluid of the Gohm. (Always their understanding would fall short.) They wo uld also recall hearing Words and Sounds, whispers that could shatter worlds or bring universes into existence. In time, they learned to listen to these Words. To trap them in their feeble min ds. Then, they would pronounce them in the material universe, granting themselves po wer like a god. Gohm'jiit "One Who Walks in the Way of the Unknowable Other" d20 Statistics . . . OPEN GAME CONTENT Words in bold italics are closed content and product identity. OGC Name: Enunciator Game Rule Information Abilities: Intelligence is the primary ability of Gohm'jiit, enabling them to un derstand more powerful Words. Wisdom is also an important ability because it hel ps them to resist the madness that occurs while interacting with higher dimensio nal forces. Vitality (Hit Die): 1d4 plus Constitution modifier per level. Class Skills: Gohm'jiit class skills, and the key ability for each, are as follo ws: Alchemy (Int), Hkaahmsu'jha (Cognition Control) (Wis), Concentration (Con), Craft (Int), Yeuntyei'jha (Extrasensory Perception) (Wis), Knowledge (all skills , taken individually) (Int), Gohm'jha (Enunciator Magic) (Int, exclusive skill), Profession (Wis), Scry (Int), Speak Language, and Spellcraft (Int). Skill points at 1st level: (4 + Int modifier) x 4. Skill points at each additional level: 4 + Int modifier. Table CS-1: The Gohm'jiit Class Level Base Attack Bonus Fort Save Ref Save Will Save Wound Bonus

1 gnature 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Special +0 spell +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Starting package, bonus feat, si Signature spell Bonus feat Signature spell Bonus feat Signature spell Bonus feat, signature spell Signature spell Bonus feat Signature spell Bonus feat

Class Features Starting Package: The Gohm'jiit begins play with the following feats: Firearm Proficiency Suke'nkal (Psionic Talent) Simple Weapon Proficiency Note that armor check penalties apply to the skills Balance, Climb, Escape Artis t, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried. Bonus Feats: At first level, the Gohm'jiit gets a bonus feat in addition to the feat that any first level character gets and any bonus feats granted for race/sp ecies. The Gohm'jiit gains an additional bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be Gohm'gi nrejha (Enunciator Magic Feats), Item Creation feats, or from the following list : Combat Casting Godelized Communication Grammatical Modeling Iron Will Meditation Non-causal Reasoning Spell Focus Spell Penetration Signature Spell: At first level, the Gohm'jiit gains a Signature Spell. The char acter chooses a single spell. When memorizing this particular spell, the charact er gains a +2 bonus on all Gohm'jha skill checks. When the Gohm'jiit chooses a Signature Spell, he must decide which metamagic fea ts he will apply to it, and whenever he attempts to memorize that particular Sig nature Spell, it must always have those feats and none other. (For example, fire ball, maximized and enhanced fireball, and quickened fireball all count as separ ate spells for purposes of a Signature Spell bonus. Only one of the three may be chosen with each acquisition of a new Signature Spell.) At 3rd level and every three levels thereafter, the Gohm'jiit gains an additiona

l Signature spell. Ex-Gohm'jiit: Like a member of any other Gohm'jiit face a special restriction. A already multiclass) raises another class hm'jiit level, though he retains all his Cognition Control [Wisdom; Trained Only] Prerequisite: Psionic Talent. Cognition Control is the psionic skill of manipulating one's personal thinking p rocesses. It provides a character with improved ability to control their emotion s and resist external mental control. Also, a character can use this skill to bo ost the clarity of their thoughts for a short period of time, thinking more inte lligently or intuitively. Awareness may be enhanced as well, increasing the char acter's ability to sense his surroundings. With psionic feats, a character can further improve this ability, performing sup erhuman feats of memory, altering his subjective perception of time, acting as a human computer, or compartmentalizing his brain into co-processing, independent , duplicate minds. Only psionically gifted individuals may develop this skill. In other words, a ch aracter must have the Psionic Talent feat. Check: Cognition Control allows a character to perform the following acts. Resist Mental and Emotional Control: The character possesses superior control ov er his own mental and emotional state, enabling him to resist adverse influences with ease. Against any form of mental or emotional manipulation, such as fear, charm, addictive memes, intimidation, and telepathic control, the character gets two resistance roll. The first roll uses his standard saving throw. If that rol l fails, he gets a second roll, using this skill. Success in the second roll has the same effects as succeeding with the saving throw. Boost Abilities: With a full round action and a successful Cognition Control ski ll roll against DC 15, the character can boost his mental responses and gain a + 2 enhancement bonus to either Intelligence, Wisdom, or Charisma. Performing this act is physically tiresome, reducing the character's Vitality by 2 points per round. (Note: if the skill roll is failed, the character still los es 2 vitality that round.) If using a Hit Point damage system, the character suf fers 2 points of subdual damage per round. Only one mental ability can be enhanced at a time. Heighten Awareness: With a full round action and a successful Cognition Control skill roll against DC 15, the character can heighten his sensory acuity, becomin g super-aware of his surroundings and gaining +4 to Spot, Search, Listen, Sense Motive, and Tracking checks with Wilderness Lore. The +4 is an enhancement bonus . This ability costs 1 Vitality point per minute. A character cannot heighten his awareness and boost mental abilities simultaneou sly. Extrasensory Perception (ESP) [Wisdom; Trained Only] Prerequisite: Psionic Talent. class, a Gohm'jiit may multi-class, but Gohm'jiit who gains a new class or (if by a level may never again raise his Go Gohm'jiit abilities.

Extrasensory Perception is a psionic skill that permits the character to sense s timuli outside the range of normal senses. It grants a limited ability to percei ve the future, as well as an awareness of psychic activity and a supernormal abi lity for good hunches. With feats, this perception can be further refined, allow ing the character to experience visions of different places and times, even othe r universes. Combined with martial arts ability, the character can develop speci al combat abilities, enabling him to analyze his foe for weaknesses or predict h is foe's behavior and respond instantly. Only psionically gifted individuals may develop this skill. In other words, a ch aracter must have the Psionic Talent feat. Note that Extrasensory Perception improves upon the innate sensitivity of all be ings with Psionic Talent. As such, it replaces all of the sensory abilities list ed for that feat. Check: Extrasensory perception allows a character to do the following: Sense Psionic Activity: Within 30' + (10' x (the character's Wisdom modifier + h is ESP skill rank)), the character detect the active use of any psionic abilitie s with a successful skill check v. DC 20. This allows the character to know the general direction to the activity, a general sense of its distance (e.g., near, far, very far), and its relative power level. The use of Enunciator magics, severe distortions to time and space, intense emot ional anguish, and similar impressions may also be received by the character. Fo r these, the detection range is tripled, but the character receives nothing more than an extremely vague impression that something has occurred, if he succeeds in the skill check. ("I sense a powerful disturbance nearby.") Sense Psionic Individual: Whenever the character comes within 30' of an individu al with psionic abilities, he performs a skill check against DC 15. If successfu l, the character can tell that a psionic individual is nearby, but not whom or w here. If the character succeeds by 10 or more points, he can identify and locate the other psionic, as well as receive a relative impression of the other's gene ral power level (i.e., "the other person is much stronger than you.") Limited Prescience: The character has a slight ability to sense the future, allowing him to avoid surprise with an ESP check v. DC 20. If successful, the ch aracter can act normally during a surprise round, though he cannot pass this awa reness onto his comrades. Sixth Sense: If the character is exposed to an individual of alien mindset, unde r external control, insane, of strong moral bent (e.g., extremely evil or extrem ely good), and the like, the character gets a skill check against DC 20. If succ essful, he receives a vague sense that something is out of kilter with that indi vidual -- though he does not receive specifics. Beating the DC by 10 or more mig ht give the character a little more information about the odd individual, such a s "I feel strong evil from this one." The range of this sensitivity to people is 30'. It also gives the character a "t winge" when someone intentionally attempts to manipulate, mislead, or deceive hi m. This Sixth Sense further extends to "wrongness" in the character's environment. When he is near hidden objects, such as an ambush, secret door, or trap, he will receive a vague impression that something is not right, should he succeed on a skill check v. DC 20. This ability will allow the character to sense invisible, phase-shifted, incorporeal, illusionary, and the like objects as well. Note that

he does not know what is wrong, nor where it is (other than nearby); he only se nses that something is wrong or that he has missed detecting something with his normal senses. Note: All detection checks are unconscious. A character cannot pick up an item a nd consciously attempt to analyze its impressions, nor may he attempt to scan a person. The game-master performs all rolls for this skill in secret. Special: Five or more ranks in this skill grants the character a +2 synergy bonu s to Intuit Direction, Listen, Search, Sense Motive, Spot, and Wilderness Lore ( for the purposes of tracking people only). Enunciator Magic [Intelligence; Enunciator Only] Prerequisite: Psionic Talent This skill allows a character to cast his consciousness outside the boundaries o f normal time-space, perceive the Mega-context of his universe as a phase-bounda ry in a dynamic, fifteen dimensional "liquid," capture a multi-dimensional Word from that context, cram it into memory, and return to his body. Once back in the normal universe, the character can change reality simply by enunciating the Wor d, creating objects and energy from nothing. The Word, being a higher dimensiona l thing, has a tangible existence in the four-dimensional universe; instead of m erely representing something, it is something in the normal universe. Enunciator Magic, though incredibly powerful, is not without dangers. The four-d imensional mind suffers incredible stress from contact with the Mega-context, of ten leading to madness. The Words, once held in memory, strain to escape, almost like living things; once uttered, they are immediately forgotten. Also, alien E ntities from Outside Time and Space may take notice of the wizard who enters the ir realm and cause him all sorts of grief. Check: The difficulty of the skill check depends on the level of the spell the E nunciator wishes to "grab" from Outside Time and Space, as well as the total amo unt of spells the character currently has memorized and the attempts at memoriza tion he has made during the day. Any spell is available to an Enunciator, be it Divine or Arcane, Bard, Paladin, Ranger, Druid, or Domain. If the spell is usable by multiple classes and has sev eral different spell levels depending on class, use the lowest spell level when determining difficulty. The spell level is increased by +1 for every +2 caster l evels the character wishes to increase its effect. (For example, a 6th level Enu nciator wants to cast a fireball as if she were a 10th level spell-caster. The + 4 caster levels increase the spell's level by +2.) Then, any metamagic feats the character wishes to apply to the spell further increase its level. (Note: Enunc iators do not learn metamagic feats. With their system of magic, they can apply any metamagic feats to their spells, as they desire.) Once the spell's total level has been determined, compare it to the following chart to get the base difficul ty of the skill check: Table EM-1 Memorization Difficulty Spell Level DC 5 or less 15 6 16 7 17 8 18 9 19 10+ +1 per level above 9 For instance, a quickened (+4 spell levels), maximized (+3 spell levels), empowe red (+2 spell levels), magic missile spell (1st level spell) would be base DC 18

because it is level 8. This base DC is increased by two factors: spells in memory from the previous day 's memorization and the current day's spell memorization attempts. For each spel l the character has retained in his memory from the previous day, increase the D C by +2. (The mind struggles to hold these mega-Word constructs. See the FAQ, be low for a more detailed explanation.) For each time the character has attempted to memorize a spell without rest, increase the DC by +2. This represents the cha racter's mind growing weary from repeated exposure to the Outside. (The penalty fo r memorization attempts is removed and reset to zero, if the character sleeps fo r eight hours or the normal sleep requirements of his species.) For example, the character that wished to memorize a quickened, maximized, empow ered magic missile (DC 18) has retained two spells from the day before (+4 DC) a nd attempted three memorizations without rest (+6 DC). This makes his final DC 2 8. With the DC determined, the character casts his consciousness outside of his bod y, flying beyond the boundaries of normal time-space. The character's body, void o f its spirit, collapses like a rag doll; it is in a catatonic, vegetative state until the spirit returns. The character's spirit perceives the Hyper-context, atte mpts to force a Word into memory, then return without drawing attention to himse lf. Since, time (as it is known in normal, four-dimensional space) does not appl y beyond the boundaries of the material universe, the trip is both eternal and i nstantaneous. In the real world, the character's body is empty for 2d6 rounds. Immediately upon the character's exit of the universe, the game-master performs a percentile dice roll to determine if a cataclysmic mishap occurs. The percentage chance is 10% if character wishes to memorize a limited wish and 15% for a mira cle or wish spell; for all other spells, the chance is determined by the spell's o verall level. See the following chart: Table EM-2 Cataclysmic Mishap Spell Level % Chance 5 or less 0 6 1 20 7 2 21 8 3 22 9 4 23 10+ +1 per level above 9 DC

+1 per level above 9

If a cataclysmic mishap occurs, the character must immediately perform a skill c heck against the DC listed for the spell's level on table EM-2. If the roll is fai led, something horrible happens to the character, such as his consciousness bein g forever lost Outside the Boundaries of Time and Space or an Entity follows him back to the material world. (See below for a detailed description of cataclysmi c mishaps.) If no cataclysmic mishap occurs or the character manages to avoid the mishap wit h a skill check, he then performs a skill check against the spell's memorization D C. If successful, the character has forced the spell's Word into his memory and hi s spirit returns to his body, unscathed. (Note: if the spell has an XP cost, that cost must be spent when the spell is me morized, not when the spell is cast. This represents the character losing a port ion of himself to make room for the spell in his psyche.) If the memorization skill check fails, the character's memory cannot hold the spel l; the Word overwhelms his mind. It is possible that he will lose all spells cur rently memorized and perhaps be stricken with delirium and madness. To avoid the

se, he must perform two Will saving throws. The DC of the Will saving throw to resist losing all spells in memory equals 10 + the level of the spell the character attempted to memorize, but failed + 2 per memorization attempt without rest. If the character fails this saving throw, he immediately loses the most powerful spell in his memory. For every two points h e misses the saves, he loses an additional spell, starting from least powerful t o most powerful. The Word he attempted to memorize was too powerful for his mind to hold and caused a chain-reaction that affected his other spells. To avoid delirium, the character must perform a Will saving throw against a DC b ased on the spell's level. Use the following chart: Table EM-3 Delirium DC Spell Level DC 5 or less 15 6 16 7 17 8 18 9 19 10+ +1 per level above 9 If the character fails this saving throw, he is delirious for 1d4 days, attempti ng to reconcile his glimpse of the Outside with the material world. He suffers a -2 competence penalty on all saving throws, attack rolls, ability checks, and s kill rolls during this time period. He also can neither prepare nor cast spells, nor can he use any psionic abilities. (He can use any spells retained in his me mory.) The character must now perform a second Will saving throw to avoid full-blown ma dness. The DC of this saving throw is determined by the spell's level on the follo wing chart: Table EM-4 Madness DC Spell Level DC 5 or less 10 6 11 7 12 8 13 9 14 10+ +1 per level above 9 If the character fails this saving throw, his sanity is shattered - perhaps perm anently. He rolls 3d6 to determine the outcome of his madness and compares the r esult to the following chart. The result of this chart replaces the delirium. Table EM-5 Madness Result 3d6 Result Effect 3 Total amnesia: The character loses all memory, reduced to the mental cap acity of a newborn babe. He loses all class-abilities, feats, and skills, except for saving throws and hit points. This condition lasts 2d6 months. It is possib le for the character to be re-educated during this time, even so far as learning a new class or gaining an entirely new personality. Only a miracle or wish can restore the lost memories before the end of the time period. 4 Coma: The character's spirit leaves his body and wanders beyond the border s of time-space. This renders him comatose for 2d10 weeks until his spirit retur ns. Only a wish or miracle can restore him. (Note: the character is not in suspe nded animation and may starve while comatose.) 5 Paranoid schizophrenia: The character becomes convinced that "They" are involved in an elaborate, almost invisible conspiracy to destroy his existence.

"They" could be anything, anyone, or anywhere. At first, he is suspicious of str angers. As the condition progresses, his suspicion spreads to those nearest him. Voices begin speaking to him, whispering secrets and uncovering plots. He begin s taking precautions to guarantee his own safety. These precautions eventually i nclude lethal attacks and plots against his former allies and friends. This stat e lasts 2d10 months. (A heal, limited wish, or similar magic can restore the cha racter.) 6 Compulsion: The character receives an overwhelming compulsion to perform 1d4 related tasks - usually of a sinister nature, such as opening a gateway to a hostile plane of existence. While under this compulsion, the character neglect s his physical, psychological, and social needs. He goes without food and sleep, ignores his spouse, and neglects hygiene, demonstrating overall antisocial beha vior. If unable to perform his tasks, the character flies into a rage, attacking those who would prevent him. He also suffers the negative effects of a geas/que st spell. Once he has fulfilled these tasks, he returns to normal. (A heal, limi ted wish, or similar magic can restore the character.) 7 Wracking Pains: The character's perceptions are damaged during exposure to the Other, causing his brain to interpret all nerve stimuli as intense pain. Fo r 2d10 days, his Dexterity is reduced by two, and he suffers a -4 penalty on att ack rolls, skill checks, and ability checks. (A heal, limited wish, or similar m agic can restore the character.) 8 Divergent perception: For 1d10 months, in addition to his perception of "normal" reality, the character also receives stimulus from parallel, alien plan es of existence. These images are so disturbing and real that they serve as a co nstant distraction to the character. Any action he performs (e.g., casting a spe ll, attacking with a weapon) requires a successful Concentration roll v. DC 20. He also suffers the effects of result #9, Distraction. (A heal, limited wish, or similar magic can restore the character.) 9 Confusion: The character is smitten with the effects of a confusion spel l for 3d4 days. Only a heal spell, limited wish, or similar powerful magic can c ure him. 10 Distraction: The character's perception of the tangible world and ability to interact with it is eroded for 2d6 weeks. He suffers a -2 competence on all a bility checks, skill rolls, saving throws, and attack rolls. His spell failure c hance increases by +20%, and he suffers a -20% penalty to experience gained duri ng the time of distraction. (A heal, limited wish, or similar magic can restore the character.) 11 Despair: Despair overwhelms the character as he releases the fragile and ephemeral nature of existence. The effect is similar to a symbol of hopelessnes s and lasts 2d10 days. (A heal, limited wish, or similar magic can restore the c haracter.) 12 Anxiety: Shaken by the ordeal of studying the Other, the character is co nsumed with anxiety and dread. For 3d4 days, he is shaken, as the fear effect. I f placed in a life endangering situation, he must perform a Will v. 15 saving th row. If failed, he panics immediately. In non-life-threatening confrontations, s uch as a verbal argument, he must make the Will save to avoid becoming frightene d. (A heal, limited wish, or similar magic can restore the character.) 13 Dislocation: The real world no longer feels like home to the character. He feels lost and alone in an unnatural and threatening environment. Even the mo st familiar surroundings seem hostile. The character is certain that he should b e elsewhere and tries to find that other place, even if it means leaving his ori ginal plane of existence. This sense of disorientation is so acute that the char acter suffers a -1 competence penalty on all ability checks, skill rolls, saving throws, and attack rolls. He wanders aimlessly for 2d10 weeks, then returns bac k to normal. (A heal, limited wish, or similar magic can restore the character.) 14 Obsession: For 2d10 days, the character becomes obsessed with a particul ar place, thing, or type of thing. He has an uncontrollable desire to be near th e object of his obsession and to possess it or touch it. He will abandon all oth er pursuits to travel to the object. If someone attempts to restrain him, he bec omes enraged and violent. (A heal, limited wish, or similar magic can restore th

e character.) 15 Partial amnesia: For 2d6 weeks, the character's character level remains in tact, but he loses 1d4 levels of class abilities, retaining only the saving thro ws and hit points gained during those levels. He recalls none of the events surr ounding the time he originally gained those levels. He can continue to gain expe rience during this time, but he recalls none of the "lost"; abilities until the end of his amnesia. A heal or limited wish will cure the character of this affli ction. 16 Sensory overload: The character's senses are overwhelmed by his glimpse of the Other, higher-order reality. For 3d4 weeks, he is stricken blind, deaf, and dumb. This can be cured by a heal or limited wish spell. 17 Atavistic state: The character's mind is all but completely destroyed, cau sing him to act with feral, vicious, animal-like intelligence. He does nothing m ore than fulfill his basic needs for food, shelter, and reproduction, like a mea n-spirited, wild animal. The ability to communicate in meaningful language, cast spells, or perform complex skills is lost. However, he maintains his Hide, Spot , Listen, Move Silently, and similar skills, as well as his base attack modifier , saving throws, and feats. He retains a portion of his intellect as instinctive cunning. This state lasts 2d4 weeks. Only a wish or miracle can restore the cha racter before the duration expires. 18 Vegetative state: The character must immediately perform a second Will s aving throw against the DC determined on table EM-4. If successful, he only suff ers the effect listed for coma. If failed, his consciousness is completely annih ilated, leaving him little more than a vegetable. A wish or miracle can restore him to a state of total amnesia, but no more of his psyche can be recovered at t hat point; he is essentially a blank slate and must learn all things again. The effects of the madness occur immediately upon the character. The constant strain on the character's brain can also erode his psyche, causing permanent, irreversible damage. Once the character's period of madness or insensib ility expires, the character must perform a Will saving throw against DC 20. If failed, the character permanently loses one point of Wisdom. Casting Memorized Spells: Once a character has forced a Word into his memory, he may cast it at any time. The character's Enunciator class level is his casting le vel. All Enunciator spells, regardless of the spell's description, are cast as sta ndard actions using a verbal component only. (The character is enunciating a sin gle hyper-Word.) Also, if the spell has a ranged effect (i.e., not touch, person al, or an area centered on the character), then that range is increased to Line of Sight. As long as the character can perceive a target, he can cast his spell upon it. Immediately upon casting the spell, it is lost from the character's memor y. Retaining Memorized Spells: The spells, almost like living things, strain to esc ape the character's mind and return to the Hyper-context. If the character rests w ith spells in his memory, he must perform a Concentration skill check upon wakin g. The DC equals 15 + 2 per spell the character has memorized. If the character fails the Concentration check, he forgets his most powerful spell. For every add itional two points the character failed the check, he loses another spell (in or der of most powerful to least powerful). Cataclysmic Mishaps: If a cataclysmic mishap occurs and the character fails his skill check to avoid it, the game-master is encouraged to think of something abs olutely horrendous and inflict it upon the character. The effects should be long -term and irreversible, save by extraordinary means. Some suggestions include . . . Attention of cosmic entity: The character has drawn the attention of a powerful, alien, malevolent entity that will enter the normal space-time continuum and pu

rsue the character. The entity may be a monster of vast, cosmic power that desir es to devour or possess the mortal. It may be an abomination so inimical to four th-dimensional space-time that its mere presence can fracture reality. It may be a vicious, subtle intelligence that delights in corruption and slow, painful de ath. The DM is encouraged to be creative and malevolent. Possession: An alien entity from beyond normal time-space invades the character's consciousness and takes residence in his mind as a second personality. The goals of this entity, its skills and class, its knowledge and behavior are distinct f rom the Enunciator's own. Each day, there is a 25% chance the entity will assume t otal control over the character's body for 1d4 days, pursuing its own alien purpos es. During this time, the character is an NPC under the DM's control. Once the ent ity has performed the task it desires (e.g., observation of the host's world, open a dimensional gateway to its plane of origin, kill and eat all the character's lo ved ones), it abandons the character's mind. Psychic translocation: The character's mind is exchanged with that of an intellige nt, alien entity in a parallel time-space continuum. Similar to the effects of a magic jar spell, the character's consciousness is trapped in an alien body, while the alien's consciousness is trapped in his former shell. Now on an alien world i n an alien body, the character must find some means of reversing the situation. Special: If the character has five or more ranks of Knowledge (Mathematics) and Knowledge (Physics), he gains a +2 synergy bonus on Enunciator skill checks to m emorize spells and avoid cataclysmic mishaps. A character may not take the feat, Skill Focus or Skill Emphasis, for the Enunci ator Magic skill. If the Enunciator uses a mystical text that describes a specific spell to prepar e his mind before memorization, he gains a +1 or +4 circumstance bonus to memori ze that spell, depending on the quality of the text. Breakdown of the Memorization Process Step 1: Determine the DC of the memorization attempt. Use table EM-1 to determine DC based on spell level. Add +2 to the DC for each spell retained from the previous rest period. Add +2 to the DC for each memorization attempt without rest. Step 2: Character sends out consciousness, and his body collapses for 2d6 rounds . Step 3: Roll for cataclysmic mishap. If a mishap occurs, perform a skill check against the DC from table EM-2. If the skill check fails, a mishap occurs: No spell is memorized. A Very Bad Thing happens. Process ends at this point. Else the skill check succeeds. Go to step 4. Otherwise, no mishap occurs. Go to step 4. Step 4: Perform a skill check to memorize the spell. If the check fails, the character does not memorize the spell and must perform b oth Save 1 and Save 2. The results of Save 1 and Save 2 are independent of one a nother. Save 1: Perform a Will saving throw to avoid losing spells in memory. If failed, the character loses several spells. If successful, the character loses no spells from memory. Save 2: Perform a Will saving throw to avoid delirium, use table EM-3 for DC. If failed, the character performs Save 3. Save 3: Perform a Will saving throw v. madness (table EM-4). If failed, character goes mad. Roll on table EM-5 for result. This result replac

es the delirium. Once madness ends, perform a Will saving throw against DC 20 to avoid permanentl y losing one point of Wisdom. If successful, character is delirious for 1d4 days. If successful, the character is not delirious. Otherwise, the check succeeds and the character memorizes the spell. FAQ If I understand these rules correctly, it's possible for a first level character t o memorize a ninth level spell. Doesn't this disrupt game balance? Yes, it is possible, and yes, to some extent it disrupts game balance, but it's an intentional disruption. The magic derived from skill is supposed to be ridiculo usly powerful and dangerous. An Enunciator's magic is not like a scalpel that clea nly excises a tumor; it is like an atom bomb used to kill a fly. Enunciators are playing with forces far beyond mortal ken. Why is the minimum DC for spell memorization equal to 15? Call it anti-wimp insurance. It encourages players to push for spells of at leas t fifth level. Essentially, there are no weak spells in this system. Trying to a chieve a "minor" application of magic is just not possible; it's like attempting to use a bazooka to swat flies. Why is it more likely for a cataclysmic mishap to occur when a character attempt s to memorize a wish or limited wish spell than other spells? Certain predatory, higher-order creatures congregate around these spells. Like a lion near a common watering hole, these creatures await whom they may devour. What does "For each spell the character has retained in his memory from the prev ious day, increase the DC by +2." mean? The "previous day" means "spells the character has kept from before his last res t period." For example, if a character has memorized two spells, sleeps (or what ever passes for sleep with his species), awakens, and successfully retains the t wo spells, then the DC of all memorization attempts is increased by +4 because t hese two spells count as spells the character "has retained in his memory from t he previous day." Even if the character casts these two spells, the +4 DC penalt y is kept until the next time he rests. (The DC is "reset" after each sleep peri od.) What influenced the invention of this magical system? Three things . . . Jack Vance's Dying Earth novels use a spell memorization system. Every spell is in credibly powerful. (Almost everyone knows Time Stop.) And, if a character is abl e to memorize five of these supremely powerful spells, he's an archmage of the hig hest caliber. I wanted a system that mirrored this: a handful of spells with wor ld-shattering potency. H. P. Lovecraft's stories base magic on hyperdimensional concepts and interactions with alien, cosmic entities. Almost everyone who uses magic ends up dead or ins ane. I wanted a system that captured this dangerous aspect of magic. The third thing is - as one of our frequent message board posters puts it - "the Scientific American ouiji board." In other words, I want a magic system that us es big pseudo-scientific words and concepts. A real brain and vocabulary twister . It's fun! Psionic Talent [General] The character has nascent psionic abilities, which can be developed through trai ning.

Prerequisites: None. Benefit: A character with Psionic Talent may gain ranks in the five cardinal psi onic skills: Cognition Control, Extrasensory Perception, Metabolic Control, Tele kinesis, and Telepathy. These skills can be further enhanced with psionic feats. By combining martial arts with psionic training, a psionically gifted character can develop advanced martial arts maneuvers. Psionic Talent grants a character low-level sensitivity to psionic activity. Whe never psionic powers are used within 30' of the character, he can make a Wisdom check v. DC 20 to receive a vague impression about it. If successful, he knows t hat psionic activity is occurring somewhere, but he does not know its direction, distance, nature of the power, or any other specifics. He receives a dim feelin g. Entities with bizarre, powerful psyches, areas of psychic conflict, and individu als with strong emotional bents (e.g., extremely evil) may be detected as well, as long as they are within 30'. Again, the character receives no specifics, just a vague sense that something is out of kilter. Effects that severely distort time-space, such as the casting of Enunciator spel ls or entry into hyperspace, may be sensed up to 100' distant. If the character senses this, he knows something major has occurred and the general direction to it, but little else. These detection checks are unconscious. A character cannot pick up an item and c onsciously attempt to analyze its impressions, nor may he attempt to scan a pers on. The game-master performs all rolls for this in secret. Normal: Characters without Psionic Talent cannot purchase psionic skills or feat . They may not develop advanced martial arts feats. Special: Psionics, Martial Savants, Enunciators, and Spirit Invokers gain this f eat for free at first level. A character that decides to pick up a level in one of the classes later in his career (i.e., multi-classing), must purchase this fe at normally. They do not gain it for free when switching classes. Gohm'ginrejha (Enunciator Magic Feats) Godelized Communication [Psionic] Godelized communication is a system of encoding any message of any kind as an ex tremely large number, a product of prime bases and exponents. Using a Godelized communication, a character can communicate or remember a message in an incredibl y compact manner. Many Enunciators use Godelized communications to store informa tion regarding their spells. A single number, in scientific notation, could stor e more information that an entire set of encyclopedias. Godelized communication also has the advantage of permitting extremely long and complicated verbal messages can be delivered in a single utterance. A character could even memorize the contents of a dictionary or encyclopedia by memorizing a single number. Prerequisites: Suke'nkal (Psionic Talent), Knowledge (Mathematics) 6+, and Hkaah msu'jha (Cognition Control) rank 4+. Benefit: To understand or create a Godelized communication, a character must use Cognition Control to set herself in a frame of mind that allows her to calculat e the prime bases and exponents almost instantaneously. A full round action is r equired, and the character must perform a skill check against DC 15. Upon enteri

ng the calculation state, the character performs a Knowledge (Mathematics) skill check against DC 15; if successful, she understands or is able to create the me ssage. If failed, she can try again, but the DC increases by a cumulative +2. Some Godelized communications may be other languages or codes that are converted into a single number. The character would need to perform several different ski ll checks to convert the number into an understandable form. Grammatical Modeling [Psionic] The character possesses the ability to enter an enhanced cognitive state in whic h she is able to describe a model under which the necessary circumstances exist for a particular event to occur, such as building a lock, battling an army, or i nventing a new technology. Once the model is created, the characters "hangs" the appropriate real-world "pieces" upon it. This gives her tremendous problem-solv ing ability. Prerequisites: Intelligence 16+, Meditation, Suke'nkal (Psionic Talent), and Hka ahmsu'jha (Cognition Control) rank 4+. Benefit: To create a grammatical model, the character must determine what action she desires to model, such as planning an attack or attempt to invent a new pow er source. The character then enters a meditative trance lasting 2d4 days. Durin g the trance, she attempts to model the process. At the end of the trance, the c haracter performs a Cognition Control skill check. If she rolls higher than 20, she gains a +2 insight bonus (stackable) in the performance of the task. A resul t of 30 or higher grants a +4 stackable, insight bonus. The quality of information available to the character can penalize her skill che ck by up to -10, depending on how little she knows about the subject or variable s associated with it. Meditation [General] The character can enter a trance-like state that rests the mind and body. Prerequisites: Either Hkaahmsu'jha (Cognition Control) 1+ ranks, Concentration 1 + ranks, or Hkaahmfel'jha (Metabolic Control) 1+ ranks. Benefit: With a successful Cognition Control, Concentration, or Metabolic Contro l skill check against DC 15, after spending 1d10+10 minutes clearing the mind an d preparing the body, the character can enter a trance-like meditative state. One hour of uninterrupted meditation provides as much rest as two hours of sleep . Also, the character maintains a limited degree of awareness to her surrounding s, allowing her to perform Spot and Listen checks with a -4 circumstance penalty . While meditating, the character is oblivious to the effects of starvation, expos ure, thirst, lack of oxygen, and the like. The character still suffers damage fr om these sources, but ignores the discomfort that results from them. Meditation also has two special applications . . . Clarity of Mind: A character can attempt to reflect upon a particular question o r problem while meditating, gaining some insights into the conundrum upon return ing to normal consciousness. This sort of trance has a DC of 20 and requires eig ht hours of uninterrupted meditation. At the end of this time, the character gai ns a +2 insight bonus on skill and ability checks related to the problem she con sidered while meditating. (Note: the problem upon which the character wishes to reflect must be declared before meditation is initiated. Also, the bonus only la sts for a single day or the completion of the problem, whichever comes first.)

Walking Trance: With a successful Cognition Control, Concentration, or Metabolic Control skill check against DC 25, after spending 1d10+10 minutes clearing the mind and preparing the body, the character can enter the Walking Trance state. T his enables her to engage in menial labor, march long distances, or even fight i n battle while in a quasi-meditative state. She is fully aware of her surroundin gs. While in this trance, the character can ignore the effects of starvation, exposu re, thirst, sleep deprivation, lack of oxygen, fatigue, exhaustion, and the like , operating normally until her body finally collapses. She still suffers damage from these sources, but she does not become fatigued or exhausted as a result of them. Once the damage from these sources reaches point that would render her un conscious or dead, she becomes unconscious or dead. Basically, she just ignores the discomfort until her body overloads. Because the character is active while in a Walking Trance, she does not receive any rest from the mental state. In other words, Walking Trance does not count as sleep, like a normal meditative trance. Non-causal Reasoning [Psionic] The character has achieved an alternative level of awareness in which he no long er perceives events in terms of cause-effect. He no longer thinks in tenses and considers causality an illusion. This hyper-elevates his reasoning process. Characters with this ability realize one of the fundamental truths of the univer se: there are no Empirical Laws; there are only observations and suggestions. Prerequisites: Intelligence 13+, Suke'nkal (Psionic Talent), and Hkaahmsu'jha (C ognition Control) rank 10+, and Yeuntyei'jha (Extrasensory Perception) rank 10+. Benefit: A character capable of Non-causal Reasoning gains a +2 (stackable) insi ght bonus on any Intelligence or Wisdom checks, as well as any skill checks that depend upon Wisdom or Intelligence. The drawback of this ability is that the character loses some of his ability to communicate with casaulity-minded beings, imposing a -2 insight penalty on all C harisma and Charisma-based skill checks. Non-causal Perception: Because the character no longer perceives time as a progr ess from cause to effect, he can perform a perceptual trick allowing himself to feel an effect before experiencing its cause. For instance, while standing guard one night, he grows sleepy and so decides that upon morning's arrival he shall take a stimulant to make himself aware now. In another example, he has surgery p erformed upon himself, but no anasthesia is available; the character decides tha t in the near future, he shall take an anathestic to deal with his pain in the p resent. The effect precedes the cause. Performing this trick requires an Extrasensory Perception skill check against DC 30. Enunciator Feats Enunciator Naming Enunciator's Self-definition Enunciator's Spell Mastery Enunciator's War-cry Higher Dimensional Navigation Indecipherable Name Naming Mastery Otherworldly Mind

Enunciator Feats

Gohma-hewah Gohma-hewah loosely translates as "personal name of the Unknowable Other." It is the higher dimensional Name that defines the existence of an individual creatur e, the Word that describes every facet of its being. By entering the Gohm and plumbing the gohma-hewah of a person, a gohm'jiit can c ast spells against that person that are specifically tuned to that person's fund amental existence. These spells can affect an individual no matter where they fl ee or hide. No physical barrier provides defense against them. Even defenses of the sukae and Gohm provide little protection against a Named spell. Gohma-hewah is a terrifying ability, deeply feared by almost all intelligent spe cies. It represents the power of gohm'jiit to unleash curses from any distance o r kill without being physically present. Many gohm'jiit use gohma-hewah to assas sinate their rivals.

OPEN GAME CONTENT Words in italics are closed content and/or product identity. OGC Name: Enunciator Naming Feat Type: Enunciator You can cast your consciousness outside time and space and memorize the Word tha t describes an individual creature, its higher-dimensional Name. By casting a sp ell in conjunction with this Name, you can affect a target at any distance and e asily penetrate its defenses. Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 1+ , and Gohm'jha (Enunciator Magic) rank 4+. Benefit: To acquire a Name, you must cast your consciousness outside time-and-sp ace just as if you were performing a normal spell memorization attempt, per the Gohm'jha skill rules. The "level" of the "spell" equals the character level or h it dice of the creature whose Name you desire to acquire. If you successfully memorize the name, it takes space in your memory, just as if you had memorized a spell. You can then cast a spell in conjunction with the Na me. This causes the spell to affect the Named creature, regardless of where that creature is located. It also increases the DC of the spell by +4 for purposes o f that creature's saving throws against the spell. Furthermore, it ignores any S pell Resistance possessed by the creature. For example, an Enunciator could memorize a Fireball spell and cast it in conjun ction with another character's Name. The fireball would suddenly explode, center ed on the Named character. Even if the Named character were hidden in a bunker, miles beneath the earth, the spell would affect him. Upon pronouncing the Name, you lose it from memory, just as if you had cast a sp ell. Naming a creature requires you to be at least aware of that creature's existence . (In other words, you can't Name a creature you've never met or of which you ha

ve never even heard.)

Enunciator's Self-definition [Enunciator] For a brief period of time, the Enunciator can alter the Word that makes up his own existence and transform into a different creature. Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 1+ , and Gohm'jha (Enunciator Magic) rank 4+. Benefit: An Enunciator Self-definition is a full round action with a 1 round cas ting time. To redefine his existence, the Enunciator declares the form into which he desire s to transform and then performs an Enunciator Magic skill check. The result of the skill check is compared to table ESD-1 (below) to determine if the Enunciato r transforms, how effectively he transforms, and the duration of the transformat ion. Table EWC-1: Enunciator's War-cry Effects Result Transformation Duration 14 or less Failure 15-19 As Polymorph Self spell 1d4 rounds 20-24 As Polymorph Self spell 2d4 rounds 25-29 As Shapechange spell

2d4 rounds 30+ As Shapechange spell, but acquires even the supernatural abilities of the creatu re. 2d4 rounds Once the Enunciator assumes a new form, he remains in that form until the durati on expires or he performs another successful Self-definition. It is not possible to willingly end the transformation and return to normal before the duration en ds. Self-definition is stressful, to say the least. The Enunciator must make a succe ssful Will saving throw against DC 20 or be stunned for one round after transfor mation. Even if the Enunciator fails his transformation skill check, he must mak e the saving throw to avoid being stunned. Unlike Polymorph Other, Self-definition does not cause disorientation while in t he new form and experiencing a demanding situation. The Enunciator has completel y redefined his own existence, making him fully adapted to the new form and comf ortable with the exercise of all its abilities. Also, Enunciators may transform into constructs, outsiders, and even undead.

Enunciator Spell Mastery [Enunciator] The Enunciator has mastered understanding of the Words underlying a handful of s pells, allowing him to more easily memorize them. Prerequisites: Intelligence 13+, Suke'nkal (Psionic Talent), Gohm'jiit (Enunciat or) class level 1+, and Gohm'jha (Enunciator Magic) rank 4+, and and Spellcraft rank 4+. Benefit: Choose a number of spells equal to the character's Intelligence bonus. When memorizing these spells, the character gains a +2 bonus to all Enunciator M agic skill checks. This bonus stacks with the bonus for Signature Spells. If the Enunciator wishes to gain a bonus for memorizing a spell with certain met amagic enhancements, then he may select that spell with its enhancements as one of his choices. If he wishes to gain a bonus with the same spell without metamag ic enhancements or with other enhancments, then each of these count as separate spells. (For example, Fireball, maximized and enhanced Fireball, and quickened F ireball all count as separate spells.) Special: A character may take this feat multiple times, each time mastering diff erent spells.

Enunciator's War-cry [Enunciator] This feat allows an Enunciator to "scream" in higher-dimensional "sound," shatte

ring fourth-dimensional space in a huge, destructive blast. Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 1+ , and Gohm'jha (Enunciator Magic) rank 4+. Benefit: An Enunciator War-cry is a standard action. To perform the War-cry, the character must make an Enunciator Magic skill check. The result of the skill ch eck determines the blast radius of the War-cry, damage, and the DC of Reflex sav ing throws to avoid the damage. Use table EWC-1: Table EWC-1: Enunciator's War-cry Effects Result Damage Blast Radius Save DC 14 or less Failure 15-19 4d6 30' 15 20-24 4d6 60' 20 25-29

4d6 90' 25 30+ 4d6 120' 30 The blast radius of an Enunciator's War-cry is centered on the Enunciator who ca st it. Everyone within the blast radius (except for the caster) must make a Refl ex saving throw for one-half damage. The damage inflicted by the War-cry is divi ne. (The caster suffers no damage from the War-cry.) The destructive force of the War-cry rends the fundamental existence of all inan imate objects in its sphere of effect. It ignores hardness for determining damag e to items and structures. Items destroyed and creatures killed by the War-cry s imply cease to exist. Emitting a War-cry is taxing both physically and psychologically. The Enunciator who casts the War-cry must make a successful Will saving throw against DC 15 or be stunned for one round after pronouncing the cry. Regardless of the saving th row's result, the Enunciator suffers 1d8 points of damage from uttering a War-cr y. A War-cry can be "heard" up to five miles distant -- though there is no sound in the conventional sense. It produces sound beyond sound, an indescribable cacoph ony of otherwordly force that is not so much heard as felt on the most fundament al level of existence. The universe itself shudders at its noise.

Higher Dimensional Navigation [Enunciator] The Enunciator has become adept at avoiding the alien hazards of the higher dime nsions, helping skirt the occassional cataclysm. Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 4+ , and Gohm'jha (Enunciator Magic) rank 7+. Benefit: The Enunciator gains a +4 bonus to Enunciator Magic skill checks for pu rposes of avoiding a cataclysmic mishap, only.

Indecipherable Name [Enunciator] The Enunciator has developed a means of hiding his Name, the higher-dimensional Word that defines his existence.

Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 7+ , Hkaahmsu'jha (Cognition Control) rank 10+, Gohm'jha (Enunciator Magic) rank 10 +, Spellcraft 10+, and Yeuntyei'jha (Extrasensory Perception). Benefit: Add +10 to the Enunciator's level when determining the "spell level" ne cessary to memorize his Name via the feat, Enunciator Naming.

Naming Mastery [Enunciator] The Enunciator has mastered the art of Naming creatures. Prerequisites: Suke'nkal (Psionic Talent), Gohm'jiit (Enunciator) class level 4+ , Gohm'jha (Enunciator Magic) rank 7+, and Enunciator Naming. Benefit: Whenever the character attempts to memorize the Name of a creature, per the Enunciator Naming feat, he gains a +2 bonus to Enunciator Magic skill check s.

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