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Psychometabolic Sciences

Psychometabolic Devotions

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Psionicist Kits

The Zedek Warrior

Description
: The Zedek Warriors were a powerful group of psionicists trained in the fighting arts charged with guarding the Dry Isles from the ravages of undead. A number of centuries after The Drying, the inhabitants of the Dry Isles had finally adapted to their new way of life. However, a new problem plagued them. The far southern island of Kaza had always been known to be haunted with all sort of undead abominations. Once the seas were no more, the undead menace spread out into the Dead Sea, small and large bands of the creatures making raids upon the Dry Isle villages.

A great traveling monk came to the isles, Dao Tzu, and brought with him the secrets of the mind. He used his mind to supplement his body to become a great mentalist warrior-monk. He founded the Zedek sect and trained other young people from many islands the ways of the mind. Dao Tzu's legacy continued for nearly 20 centuries, with the Zedek growing more powerful, and expanding their role to that of guardians of the Dry Isles.

During the Dark Ages of the Southlands, the order slowly died out. Chaos reigned for many years, and fewer people were trained in the psionic ways. After fevered battled with a resurgence of strong undead group, only one Zedek remained, a powerful master named Nazruldin. He took his single student and sought help to the far north and east, the Monks of Ku Tai, the ancient order where Dao Tzu received his training.

Role: Originally, the Zedeks responded to the threat of undead, and they are formed as ghost-hunters and undead-battlers. They developed special psionic powers over time to deal specifically with the undead. The first Zedeks were influenced by the peace-loving ideals of Dao Tzu and his Ku Tai monastic order. They fought to keep the area's balance from shifting to evil. Dao Tzu developed the Zedek as a new monastic order, with smaller affiliated groups spread throughout the Dry Isles.

Later in the sect's history, the Zedeks became a knightly order, protectorate of the peoples of the Dry Isles. They had great political influence, often time acting as judges in disputes, and heading militia group to keep the general peace. New recruits were taken at a young age - those who showed a natural affinity to the mental ways - and were trained into focused Zedek Knights. Those sage few who trained the younger members were dubbed Zedek Masters.

Nazruldin was the last Zedek Knight and is the only Zedek Master still around. His personal goal was the return to the monastic ways of Dao Tzu's Zedek Warriors, specialized undead hunters - the original purpose of the order.

Preferred and Barred Disciplines: A Zedek Warrior focuses first on Psychometabolic powers to boost his fighting prowess, and then on Clairsentient or Metapsionic powers. No Zedeks use Telepathic powers save for a select few Zedek Masters. (Attack and defense modes not withstanding.)

Secondary Skills: The Zedek Warrior can be from any background and may have any secondary skill. The Zedek Knights of old had no secondary skills since they were trained in the ways of the Zedek since their youth.

Weapon Proficiencies: The Zedek Warrior will typically study unarmed combat in addition to weapons available in the martial arts. These include nunchaku, jitte, lajatang, tui-fa, three-piece rod, sai, and others. They also have access to any of the standard weapons available to psionicists. The weapons they train in will depend on where and who they study with.

Nonweapon Proficiencies: Bonus: Survival, Desert (Dry Isles). Suggested: Direction Sense, Etiquette.

Equipment: The Zedek Warrior will outfit himself with the typical regalia of a Dry Islander: sand shoes, light colored, lightweight clothing, head wraps. Zedeks typically travel light and avoid metal armor or heavy weapons.

Special Benefits: Due to their heavy concentration on combat oriented abilities, Zedek Warriors start with 3 initial weapon proficiency and increase them at a rate of 1 per 3 levels. Likewise, Zedeks gain the ability to specialize in a weapon or unarmed combat style at 3rd level.

Zedeks gain +1 to attack versus undead opponents.

When encountering locals within the Dry Isles, Zedeks gain a +2 bonus to reaction rolls from their reputation. Those people reacting friendly are likely (75%) to offer the Zedek food and shelter for a night.

Special Hindrances: Due to their focus on acquiring weapon proficiencies, Zedeks only receive 2 initial non-weapon proficiencies and acquire further non-weapon proficiencies at a rate of 1 per 5 levels.

Due to their heavy concentration on the mind-over-body type of abilities, Zedeks suffer a -1 to all power checks of non-psychometabolic powers. Zedeks are required to keep at least half of their sciences and disciplines in the psychometabolism devotion.

Wealth Options: The Zedek Warrior starts with 5d4 x10 gold pieces to buy his equipment. No matter how much he has left at the end, he can keep no more than 10 gp in treasure on his person from there after due to the monastic characteristics of his order. An exception to this are gems used solely as a receptacle of the Zedeks' powers.

Races: The Zedek Warrior typically comes from the Southlands region of the Dry Isles. Only Humans inhabit those isles, so nearly all Zedek Warriors have been humans. An occasional half-Red Elf has shown up in the order. It's possible, though unlikely, that a Red Elf or even a Sand Dwarf could become a Zedek.

New Powers: Zedek Warriors have developed a number of new powers over the centuries that help them combat undead more effectively. (Note: Powers marked TWATW are part of the Dark Sun supplement The Will and the Way, available for free download from WOTC Web site.)

Psychometabolic Sciences Disruption
Negative Plane Protection
Repel Undead
Psychometabolic Devotions Accelerate (TWATW)
  Bone Armor

 

Life Burst
  Photosynthesis (TWATW)
Reverse Aging
   
Metapsionic Sciences Iron Will (TWATW)
   
Metapsionic Devotions Fighting Trance (TWATW)
  Positive Energy Boost
Release Spirit
Psychokinetic Sciences Bind Spirit
   
Psychokinetic Devotions Control Spirits
Sunscorch
Undead Barrier

Telepathic Devotions

Psychoportive Devotions Etherealness
Clairsentient Sciences Spirit Lore (TWATW)
  True Sight (TWATW)
  Undead Reading
   
Clairsentient Devotions Bone Reading (TWATW)
  See Ethereal (TWATW)

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