Bleaker Prestige Class Requirements: Alignment: Nonlawful Knowledge (planes or religion): 7 ranks Diplomacy: 7 ranks Bluff: 5 ranks Base Will save: +4 Class skills: Read lips, Concentration, Gather Information, Knowledge, Spellcraft, Listen, Diplomacy, Bluff, Disguise, Search, Innuendo HD: d6 LVL Attack Fort Ref Will Spec Spells 1 0 0 0 2 Bleak immunity, +1 lvl Futility 2 1 0 0 3 Cha +2 +1 lvl 3 2 1 1 3 Lunatic +1 +1 lvl 4 3 1 1 4 Cha +4 +1 lvl 5 3 1 1 4 Slippery Mind +1 lvl 6 4 2 2 5 Cha +6, Lunatic +2 +1 lvl 7 5 2 2 5 Absorb madness +1 lvl 8 6 2 2 6 Cha +8 +1 lvl 9 6 3 3 6 Lunatic +3 +1 lvl 10 7 3 3 7 Grim Retreat, Cha +10 +1 lvl Bleak immunity: Bleakers are immune to the following effects: Chaos, confusion, delude, feeblemind, Otto's irresistable dance, Tasha's Laughter, and any spells from the madness domain. Also they are immune to psychic crush, ego whip, and psychic surgery. Futility: Bleakers suffer from a special disadvantage: each day they must roll a will save of DC 20 + bleaker class lvl. Failure means that the bleaker must be convinced to take any meaningful actions for the day. Failure for 3 days in a row means that the bleaker must commit himself for treatment or go insane (as permanent confusion) on the next failed futility roll. Until the bleaker recieves treatment, he will remain in this condition. Only a Wish or other such mighty magics will alleviate this condition. Even then, upon the next failed futility roll, the bleaker will go insane again. Treatment: Make an Intelligence check vs DC 10 for each week of therapy. On a success, the bleaker is recovered and will have to fail futility rolls 3 days in a row to be in danger of becoming insane again. On a critical failure, (a natural 1), the bleaker must make a Fortitude save DC 10 + class level or succumb to ultimate despair and die in his cell. Cha : Increase in the Bleaker's Charisma score. (Seriously, in 2nd edition. it was 1 pt every other lvl to a max of 25, so I don't want to hear that it is too high) Slippery mind: Gains slippery mind feat. (Does not work with futility roll) Lunatic: You gain a bonus of +1, +2 or +3 to all attack rolls, fortitude and reflex saves and charisma modified skill checks when you hve failed your futility roll for the day. Absorb madness: With a successful Willpower save VS the DC of the effect, the bleaker can cure magical insanity inflicted on others. This requires d4 hours of preperation and has a range of touch. Grim Retreat: All bleakers eventually become truly mad. They are normally locked in the criminally and irretrievably insane wing of the gatehouse. The only reason they are not killed is because of the strange mental powers they evince as a product of thier madness. 1/day as psion of level = to bleaker character level.