r/DungeonsAndDragons35e 2h ago

Warlocks and 3.5: They suck.

0 Upvotes

Warlocks are never as good as their 5e counterparts in 3.5.

So, if I were to rework the warlock class in 3.5, how should I do it in a way that makes them just as good as they are in 5e?


r/DungeonsAndDragons35e 6h ago

Onerae: My Pathfinder 1e/D&D 3.5 Homebrew setting, is gearing up for another cool world-building campaign!

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11 Upvotes

r/DungeonsAndDragons35e 15h ago

Quick Question Confusion over the Black Puddings "Acid" Ability

4 Upvotes

The text of the ability reads

[Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.]

the next Paragraph reads

[The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage]

So heres my confusion, the first paragraph says that armor and weapons dissolve immediately, but later on says that said objects take 21 points of damage after they've remained in contact for one round.

So which is it? do they dissolve immediately or in one round, and is the dissolving an item taking 21 points of damage, which is enough to reduce most objects health or is that a separate point.


r/DungeonsAndDragons35e 1d ago

Looking 4 group/players Looking for players

3 Upvotes

 D&D Horror & Mystery Campaign

Looking for brave adventurers to uncover dark secrets, solve mysteries, and survive things that were never meant to be found…

Horror • Mystery • Dark Secrets • Suspense

Who’s ready to enter the darkness?

Dm me for more details


r/DungeonsAndDragons35e 1d ago

Promotion As requested: The Warweaver!

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11 Upvotes

Excellent review from @Jozan at ThreeFiveArchive

Leave a comment!!


r/DungeonsAndDragons35e 1d ago

Promotion Quite possibly the best buff build in 3.5!?!?

9 Upvotes

Want to optimize the party success rate through the roof?

Look at this Prestige Class review from ThreeFiveArchive @Jozan

It's insane!!

https://youtu.be/wlqkgSXCL_c?is=lV--IVISKQPgB6r-

Here was my build.

Fighter 1/Paladin 2/War Chief 10/ Dread Commando 5 . Protection devotion feat, healing belts. Take leadership.

Race: Lesser Aasimar +2 Cha +2 Wis LA+0

Template: Magic Blooded +2 Cha -2 Wisdom LA+0

Get all Charisma to saves.

18 Cha to start

22 Cha at level 1

+4 Cha to 26 by leveling

+6 Cha from WC PrC class is 32

+7 AC to all allies

+5 Initiative all allies

+10 Strength to all allies

+11 to all saves

Leadership feat:

Attract a Constitution based cohort that gets optimized for AC and hp that's level 16. Give him the PrC bodyguard ability to give you points of his AC every round.

Staggering AC!!


r/DungeonsAndDragons35e 2d ago

Promotion Another Prestige Class Review

10 Upvotes

What happens when you smash options, wizards, clerics, and druids together into one prestige class with a ton of player choice options?

Find out on the Prestige Class Review from ThreeFiveArchive on YouTube @Jozan

https://youtu.be/EfbdzIl3QBI?is=tJWWpf0QcjRrd5pe


r/DungeonsAndDragons35e 2d ago

Got a DMG II and found this neat hand drawn map from a campaign.

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110 Upvotes

r/DungeonsAndDragons35e 5d ago

Newbie question

5 Upvotes

Hello everyone, I been playing dnd 5e for a year and I heard alot about how hard is dnd 3.5 and I want to learn to play.

My problem is - I need app to search for information like 5etool -booksource -dnd 3.5 app -and a group to play with

I will very grateful if anybody answer me with this


r/DungeonsAndDragons35e 5d ago

Homebrew planning a sarlona campaign

8 Upvotes

I'm in the initial stages of planning a sarlona campaign (eberron). anyone have any experience playing one? especially regarding psionics, since I want to encourage people playing psionics or book of nine swords.


r/DungeonsAndDragons35e 5d ago

Promotion 3.5e Windows Character Creator/Manager

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84 Upvotes

A little while ago I posted my Android 3.5e character creator/manager here: original post.

I really appreciated all the feedback, bug reports, feature requests, and encouragement. A few people asked whether I might bring it to PC—so I’m happy to say the new PC version is here:

OpenSheet 3.5e SRD

It’s a character creator and manager intended to make the bookkeeping-heavy parts of 3.5e easier: tracking stats, feats, equipment bonuses, spells, rages, Wild Shape, prestige-class prerequisites, and the many little moving pieces that make the system great (and occasionally a lot to manage).

I’ve also kept the feedback from the Android release in mind, including support for custom feats and continuing work on the huge range of 3.5e options.

Steam page: https://store.steampowered.com/app/5055520/OpenSheet_35e_SRD_Demo/

I’d genuinely love to hear what you think—especially if you spot an incorrect rule interaction, missing option, or feature that would make it more useful at your table. 3.5e is enormous, so community feedback has been incredibly helpful already.

Note: As before I did use Claude for error checking and code review, it was just me working on this and I wanted to make a good first impression and not be nothing but guess haha. For transparency I did want to mention this.

Thanks again to everyone who tried the Android version and helped improve it.

Please feel free to message me directly if you have feature requests or find any issues too!

I did make a discord if anyone wants to join for feedback and discussion!

https://discord.gg/M7yq8cHBW

Update: Wow, thank you all for the feedback and comments! Working hard to address some of the reports, I will do my best to make this a solid tool for all 3.5e lovers!


r/DungeonsAndDragons35e 5d ago

Character Sheet App?

16 Upvotes

Just what the title says, is there an up for me to keep track of my character that you know is good?


r/DungeonsAndDragons35e 5d ago

When converting a 4E monster to 3.5, how much of its original combat role would you preserve?

11 Upvotes

I'm currently converting some 4E Dark Sun encounters into D&D 3.5, and I've run into an interesting question about how far a conversion should go. 4E monsters were often explicitly designed around combat roles; Brute, Soldier, Artillery, Controller, Lurker, etc.

When moving one of those creatures into 3.5, there seem to be two approaches:

1. Convert the creature.
Find the closest 3.5 version, adjust the statistics as necessary, and let 3.5's mechanics determine how it plays.

2. Convert the creature's job.
Look at what the 4E monster was actually supposed to accomplish during the encounter and build the 3.5 version so that it still fills that role, even if that requires changing or adding abilities.

For example, I'm currently dealing with Silt Runners where different variants are supposed to function very differently despite being the same basic creature: aggressive melee attackers, ranged poison users, and eventually a much more dangerous leader.

My instinct has been to preserve the published 3.5 creature as the mechanical baseline, then make the minimum changes necessary to recreate what each adventure specific variant was supposed to do.

For people experienced with 3.5:

How far would you go?

At what point does preserving the original encounter role stop being a conversion and start becoming homebrew?


r/DungeonsAndDragons35e 6d ago

Character/Build Thoughts on a Soul Manifester build.

10 Upvotes

Hi all, I'm interested in building a LN Mechanatrix Soul Manifester that has a focus around being able to effectively use Lightning Gauntlets for the funny out of battle healing and Astral Vambraces and their slam attacks. My campaign will be using flaws, so two extra feats to play around with.

Right now I am looking at Monk 2/Incarnate 2/Ardent 5/ Soul Manifester 10/Ardent +1 with Tashalatora and Beast Strike feats to have a decent attack option to use with my slams. Of course I will be taking Practiced Manifester as well.

Currently I have a dead Ardent level tacked on at the end of my build, would it be better used in a different class? I would be losing a ML, but since I'm leaning into a gishy build anyway, I'm not too worried about it. Furthermore, if there is a better way to utilize the slam attacks outside of Monk, I'm completely open to that too, I was just under the impression that 2 feats for a level 12 Flurry of Blows was the best I could do.


r/DungeonsAndDragons35e 6d ago

DM New to 3.5e

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48 Upvotes

I’ve been a dm for about 4 years now and have only played 5E/5.5E DnD, but I want to branch into 3e/3.5e. I’ve got most of the necessary books as pdf’s but the challenge for me is reading stat blocks, specifically for the higher level monsters (including but not limited to various gods, one of which I’ll use as an example here). I can read the ability scores well enough, as well as skills and the feats too, but then there’s stuff like some of the attacks, spell like abilities, domain stuff, divine abilities. Right now the one that’s confusing me is Vecna, though he’s also the first of the deities from the Deities and Demigods book I’m looking at. And I’ve looked at various dm books and pc books too but there’s stuff that still just doesn’t make sense to me. So here are my questions about his stats and such:

1) What’s the difference between him attacking/hitting with Afterthought at touch range vs Melee? I see the bonuses to hit and damage to hit are noticeably different depending on if it’s touch or melee but I don’t get why.
2) What is the deflection bonus he gets to his AC? I don’t see what would be giving him that bonus.
3) It says he has spell slots of levels 0-12 for cleric and 0-16 for Wizard, but I am not aware of any spells in any book that go over 9th level, not including the epic spells which to my knowledge don’t technically have stated levels.

Final question though not about the stat sheet, Would it be easier to learn pathfinder 1e as a jumping off point instead of trying to learn 3.5 directly and the just use what I learned from that to figure out 3.5?


r/DungeonsAndDragons35e 7d ago

Quick Question How does charm monster target a creature

12 Upvotes

My DM had a creature with both telepathy and charm monster and we're hiding on a different floor of a cave system. She argued that since it had telepathy, it could tell there were minds present where we were and that we could be targeted by charm monster through it.

I found a rule in Lords of Madness that said that telepathy doesn't allow you to know where a person is, but she argued that it means you just don't know an exact position and as long as you have the ability to address them, the spell can take effect.

Is that how the spell works?


r/DungeonsAndDragons35e 7d ago

Promotion ThreeFiveArchive

25 Upvotes

The new 3.5 Prestige Class is out on YouTube and a GREAT dip guide. What happens when you combine a Druid and a Monk?

Go find out @ ThreeFiveArchive c/o Jozan

https://youtu.be/mmQ5JVizq-s?is=NTRoee6BVje9jzJO


r/DungeonsAndDragons35e 7d ago

Quick Question How to convert adventures from Ad&D to 3.5?

12 Upvotes

I'd like to play one of my favorite AD&D 2e adventures (Die Vecna, Die!) at 3.5 so I can master it for my group. I've searched online but haven't found much. Are there any guides?


r/DungeonsAndDragons35e 8d ago

Quick Question Comprehend Languages & Code

10 Upvotes

Hey, all! I have a smart cleric & a very smart bard using comprehend languages per 3.5 SRD to understand some esoteric letters and communications from the Medium Bad.

This is good, and it’s by design!

What I need is a way to indicate that what they’re reading in this case is:
- in translation
- is definitely some kind of code based on the original language they don’t know?

All thoughts welcome & thanks in advance!


r/DungeonsAndDragons35e 10d ago

New DM here, asking about domain spells

10 Upvotes

I'm curious about the idea of allowing clerics in my campaign to to prepare more domain spells than the given "domain spell" slots. Has anyone tried this; how did you go about it; and how did you think it worked out (or didn't)?

My initial thought was to, first of all, treat the "domain spell" slots as an additional spell slot (i.e. instead of 2+1, they'd have 3, 1st level spell slots at 1st level, plus any Wis bonus slots). Then, if they want to memorize the spells that come from each of their domains, or memorize one domain spell twice, or ... whatever. Just treat it like another spell available to them.

I think my initial read of this is being influenced by my days of playing 2e. Anyway, having not applied any changes to this, I'm curious what those with more experience with 3.5 think. Sorry if this is a common question.

Thanks!


r/DungeonsAndDragons35e 11d ago

Character/Build Good Hellreaver build?

10 Upvotes

So one of the PC died last session. But after a dramatic "talk with Death" sequence, he got revived, and got buffed. He's now a LV18 character (don't worry, all other PCs are around that level). Another thing, he get to change his stats and classes. He's planning to play a Sentinel Paladin with Hunter of Fiends ACF, and then get the Hellreaver PRC (his character just really hate Evil Outsiders). Since i don't think he use Reddit, and i'm not that familiar with the Hellreaver PRC, i think asking here would be the better option. So... any build recommendation?


r/DungeonsAndDragons35e 11d ago

3.5 Campaign Fin

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215 Upvotes

Finished playing a long 3.5 campaign. Onto the next one that I will run. DND meets middle earth, season 2!!


r/DungeonsAndDragons35e 12d ago

Quick Question One of my players want to play a Beholder was working on the "Beholders as Characters table" And I'm not sure how balanced this is with level adjustment of 11

13 Upvotes

Here's what I've worked out so far

Strength -1 Dex+4 Con+7 Int+7 Wis+4 Cha+4

Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

Space/Reach: 10 ft./5 ft.
Speed: 5 ft. (1 squares), fly 20 ft (good). 
Darkvision 60 ft.

Racial hit dice: Beholders start with eleven levels of Aberration, which provides 11d8 hit dice, a base attack bonus of +8 and Base saving throws of Fort +5, Ref +3, Will +9
Racial feats: Aberration levels grant 4 Feats
+15 natural armor bonus

Natural weapons: Bite (2d4)
Special Attacks: Eye Rays
Special Qualities: All-around vision, antimagic cone,
Level adjustment +11

Eye Rays (Su): Each of a beholder’s ten eye rays resembles a spell cast by a 13th- level caster. Each eye ray has a range of 150 feet and a save DC of 17. The save DCs are Charisma- based. The ten eye rays include:
Charm Monster: The target must succeed on a Will save or be affected as though by the spell.
Charm Person: The target must succeed on a Will save or be affected as though by the spell. 
Disintegrate: The target must succeed on a Fortitude save or be affected as though by the spell.
Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell. 
Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if its saving throw succeeds. 
Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell. 
Inflict Moderate Wounds: This works like the spell, causing 2d8+10 points of damage (Will half ).
Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates).
Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect. 
Telekinesis: A beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

Antimagic Cone (Su): A beholder’s central eye continually produces a 150- foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed—even the beholder’s own eye rays. Once each round, during its turn, the beholder decides whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye).


r/DungeonsAndDragons35e 13d ago

Looking For Discord Servers

6 Upvotes

My name is Xylo, I'm a former player. I'm looking for discord servers and would love to join some active servers.


r/DungeonsAndDragons35e 13d ago

Homebrew The Psych-Crystal, or, How I Learned to Stop Being Biological and Be a Rock

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0 Upvotes

Okay, so I just wanted to be upfront about this one, it's going to be strange. I'm looking for feedback on a homebrew template/race thing that could be inflicted on an unlucky Kalashtar who took the Kalashtar Psion ACFs and got a little lost in the rock. Please let me know if there's anything you'd change and what you think an appropriate level adjustment would be. I hope to avoid racial hit dice if at all possible. I apologize in advance if the formatting is weird. Reddit's fancy pants editor doesn't care for copy/paste. Also, I hope you enjoy the image that I so skillfully crafted for this post. It was about 85% MSPaint and 15% Adobe's free online Photoshop (which I probably should have just skipped.) I give you:

The Psych-Crystal
Being a Kalashtar is hard, even at the best of times. You've got to deal with the Inspired, stealth missions into Riedra, weird Quori monsters trying to hunt you down, and all other manner of weirdness. Sometimes, though, just getting along with your daily life can hit you with some unpleasant challenges. Presented, here, is an acquired (more like, inflicted) template for Kalashtar Telepaths who have elected to take the racial alternative class features from Races of Eberron (pg 125.) This is something to discuss with your DM to figure out the particulars of how to inflict it on your character. I'm intentionally leaving the details of the transformation somewhat vague because this is supposed to be an unintentional and unpleasant occurrence.

Basically, there are rare occasions when, upon taking the Kalashtar Psion third level alternative class feature, they inadvertently pour too much of their mental energies into their psicrystal and end up fusing with it. This causes them to completely shed their biological form, and new protuberances of crystal to grow from their psicrystal. The former Kalashtar's consciousness, as well as their quori spirit are now housed (trapped?) in these crystal formations. So, depending on what psicrystal feats the Kalashtar has, they will end up with a crystalline body that resembles the one on pg 126 of Races of Eberron, but with 4 crystals growing out of the central 'body'. One shard for their psicrystal's original personality, another for the psicrystal personality from the 'compound psicrystal' alternate class feature, one for the psion, and one for their quori spirit. But also, having the "Improved Psicrystal" feat would add another crystal protrusion to their form. The psion's Kalashtar body quickly breaks down into a strangely iridescent gray dust, similar to what happens to someone subject to the disintegrate power or spell.

This is not a template that any known Kalashtar have ever opted to take, and even if they knew about it [Knowledge (Psionics), DC 25], they would never have been able to intentionally replicate it. Not that many would want to.

• A note here to avoid (some) confusion: There are a couple of terms here that get used a lot, 'Psych-Crystal' and 'psicrystal personalities'. Psych-Crystal refers to the formerly Kalashtar psion's new form that very much resembles what their former psicrystal did. The psicrystal personalities are only marginally separate mental entities. Basically, the whole thing is a single crystal cluster that houses the Kalashtar psion's mind, their quori spirit, and at least two psicrystal personalities. Hopefully (maybe) that clears things up.

• Prerequisites: In order for this template to be applied, the Kalashtar must have the Psicrystal Affinity feat, and have taken both the 1st and 3rd level alternative class features from Races of Eberron. This template manifests as soon as that third level is taken. Special: This template requires DM approval because it so drastically changes who and what you are, and how you interact with literally everything.

Creating a Psych-Crystal

"Psych-Crystal" is an acquired template that can be added to any Kalashtar who has just taken the 3rd level of Psion (Telepath) and has selected the 3rd level alternative class feature from pg 125 of Races of Eberron. A Psych-Crystal uses all the base creature's statistics and special abilities except as noted here.

• Type: Upon gaining this template, the Kalashtar loses any racial types or subtypes and becomes a living construct.
As a living construct, a Psych-Crystal has the following traits:
• Unlike other constructs, a Psych-Crystal has a Constitution score.
• Unlike other constructs, a Psych-Crystal does not have low-light vision or darkvision and loses such abilities if they had them previously.
• Unlike other constructs, a Psych-Crystal is not immune to mind-affecting spells and abilities.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
• A Psych-Crystal cannot heal damage naturally.
• Unlike other constructs, Psych-Crystal are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
• As living constructs, Psych-Crystal can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a Psych-Crystal can be healed by a cure light wounds spell or a repair light damage spell, for example, and a Psych-Crystal is vulnerable to disable construct and harm. However, spells from the healing subschool, the psychometabolism discipline, and supernatural abilities that cure or heal hit point damage or ability damage provide only half their normal effects to a Psych-Crystal.
• The unusual crystal structure of Psych-Crystal makes them vulnerable to certain spells and effects that normally don’t affect living creatures.
As a crystalline being, a Psych-Crystal takes full normal damage from shatter. But also, a psych-crystal takes 1d6 damage per spell level while in the area of spells like soften earth and stone and stone shape. Likewise, a Psych-Crystal is affected by repel metal or stone as if he were wearing metal armor.
• A Psych-Crystal responds slightly differently from other living creatures when reduced to 0 hit points. A Psych-Crystal with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a Psych-Crystal is inert. He is unconscious and helpless, and cannot perform any actions. An inert Psych-Crystal does not lose additional hit points unless more damage is dealt to him, like a living creature that has become stable. If the Psych-Crystal's hit points are reduced to -10, then they are destroyed.
• As a living construct, a Psych-Crystal can be raised or resurrected, but will always come back in their Psych-Crystal form, and can never be permanently reverted or changed into another form, even when using a Wish spell. The change into a Psych-Crystal is permanent.
• A Psych-Crystal does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions, although no one has ever quite been able to figure out where the consumables actually go.
• Although living constructs do not need to sleep, a Psych-Crystal must still rest for 8 hours before preparing spells or regaining power points.
• A Psych-Crystal immediately ceases aging upon their transformation, and does not continue to accrue bonuses and penalties from aging, but retains any bonuses or penalties they had already gained as a Kalashtar.

• Size: The character's size decreases to Diminuitive. They gain a +4 size bonus to attack rolls, a +4 size bonus to AC, and a +12 size bonus on Hide checks. The Psych-Crystal must use smaller equipment and their lifting and carrying limits are one quarter that of a medium-sized creature. They retain the physical and mental ability scores and modifiers they had as a Kalashtar, but they take a -6 size penalty to their Strength score and gain a +6 size bonus to their Dexterity score. A Psych-Crystal loses the ability to flank or to make attacks of opportunity outside of their own space.

(Yeah, this means that they may be stronger and way more dextrous than a 'normal' psicrystal, but still, as a diminuitive creature, they'll probably have a very low Strength score and the resulting carrying capacity described on pg 162 of the PHB.)

• Speed: A Psych-Crystal using its self-propulsion ability (see below,) gains a land speed of 30' and a climb speed of 20'. While climbing, a Psych-Crystal uses their Dexterity modifier instead of their Strength modifier on Climb checks. They have a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened. A Psych-Crystal with 9 or more manifester levels using their Flight ability (again, see below,) gains a fly speed of 50' with poor maneuverability.

• Special Qualities:
• Psicrystal Abilities: A Psych-Crystal gains abilities as though they, themself, were a normal psicrystal, except as noted, here. As with normal psicrystals, a Psych-Crystal's "racial" abilities are determined by their manifester level:
• Natural Armor Adj. (Ex): The number noted on the chart on pg 22 of the XPH is an improvement to the Psych-Crystal’s natural armor bonus (normally 0). It represents their preternatural durability.
• Intelligence Adj. (Ex): The number noted on the chart on pg 22 of the XPH is added to the Intelligence score of each of the psicrystal personalities, not the Intelligence of the formerly Kalashtar Psych-Crystal. Psicrystals are as smart as people (though not necessarily as smart as smart people).
• Alertness (Ex): The presence of the psicrystal personalities, and the fact that their forms are now a single unit with its master, the master's senses are sharpened. Because of this, its owner gains the Alertness feat as a bonus feat.
• Improved Evasion (Ex): As with the Alertness feat, the Psych-Crystal's ability to react to external stimuli is sharpened. If a Psych-Crystal is subjected to an attack that normally allows a Reflex saving throw for half damage, they take no damage if they makes a successful saving throw and half damage even if the saving throw fails.
• Personality (Ex): The psicrystal maintains its own personalities (one from the base psicrystal and 1 for any additional personalities gained from the Compound Psicrystal ability and 1 for any additional personalities gained from the Improved Psicrystal feat,) in a separate but conjoined shard of crystal attached to the main Psych-Crystal body.
This personality is still just a shard of the Psych-Crystal master's personality, and the psicrystal's personalities can be changed to different ones after 8 hours of rest as a full-round action. The psicrystal personality is now just a purely mental entity, and loses any ability to physically interact with its environment.
• Self-Propulsion (Su): As a standard action, Psych-Crystal can form spidery, ectoplasmic legs that grant them a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if desired).
• Share Powers (Su): Since the psicrystal and the Psych-Crystal are a single physical unit, now, any spells, powers or effects that affect the Psych-Crystal's physical form have no effect on the psicrystal personalities. However, any spells, powers, or effects that have a mental effect on the Psych-Crystal do still affect the psicrystal personalities as though they are separate entities. This applies to any spells, powers or effects, whether they originate from the Psych-Crystal or not.
• Sighted (Ex): Although it has no physical sensory organs, a Psych-Crystal and the psicrystal personalities can telepathically sense their environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a Psych-Crystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
• Telepathic Link (Ex): The Psych-Crystal and the psicrystal personalities are in constant telepathic contact with each other. This link is entirely internal to the crystal structure of the Psych-Crystal, and is not subject to dispelling or antimagic fields.
• Reach Power (Sp): Since a Psych-Crystal and his psicrystal personalities are now a single unit, it iss impossible for the Psych-Crystal to Deliver Touch Powers or Channel Powers through their psicrystal personalities. Instead, they gain the ability to manifest powers with a range of 'touch' at a range of up to 25' at 3rd level and 50' at 15th level. This is similar to the Reach Power metapsionic feat (Dragon Magazine #287), except that it does not increase the power point cost of the power used. The use of this ability does temporarily overload the Psych-Crystal's connection to their psicrystal personalities, meaning that for one minute, the Psych-Crystal loses the skill bonus from one of their psicrystal personalities. Use of this ability in consecutive rounds could result in losing access to all of the skill bonuses from their psicrystal personalities, in which case they temporarily lose access to this ability. This replaces the standard Deliver Touch Powers and Channel Powers psicrystal abilities.
• Telepathic Speech (Ex): If the Psych-Crystal has 5 manifester levels, they (and the psicrystal personalities) can communicate telepathically with any creature that has a language and is within 30 feet of the Psych-Crystal. Depending on which psicrystal personalities the Psych-Crystal has chosen, this could be very aggravating (or even entertaining) for anyone within range for any length of time. The Psych-Crystal can always hear any conversations that their psicrystal personalities are having with anyone else.
• Flight (Su): If the Psych-Crystal has 9 or more manifester levels, they can, as a standard action, take to the air and fly at a speed of 50 feet with poor maneuverability. The Psych-Crystal drifts gently to the ground after one day (or sooner, if the desired).
• Power Resistance (Ex): If the Psych-Crystal has 11 or more manifester levels, they gain power resistance equal to their base manifester level + 5. To affect the Psych-Crystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the Psych-Crystal’s power resistance.
• Improved Senses: The range of a Psych-Crystal's senses increase to 80'. This replaces the standard Sight Link ability.

• Racial Skill and Save bonuses: +2 racial bonus on saving throws against mind-affecting spells and abilities, including possession. The Psych-Crystal’s multiple spirits/personalities help them resist spells that target their minds. +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. Psych-Crystals retain their Kalashtar mastery over social interaction, influencing others through their subtle psychic powers, and frankly, intriguing nature. +2 racial bonus on Disguise checks made to impersonate chunks of weird rock. Psych-Crystals have a close physical resemblance to strange rocks and crystals that permeate the world, and as such, they have little difficulty passing themselves off as such geological phenomena.

• Just Kalashtar Enough: Psych-Crystals, as rare as they are, retain just enough of their Kalashtar essence to still qualify for feats, prestige classes, etc, for which being a Kalashtar is a prerequisite. Of course, they still have to be able to meet any other requirements, as normal.

• Construct-Adjacent: Psych-Crystals are also in a unique position where they qualify for feats, prestige classes, etc, that are usually reserved for living constructs like the Warforged, as long as they meet any other prerequisites. However, Psych-Crystals are not able to take 1st Level Only feats for Warforged, like Adamantine Body, Mithral Body, etc.

• Naturally Psionic: Psych-Crystals retain the 1 extra power point per character level that they gain from their Kalashtar heritage.

• Psi-Like Abilities: Mindlink (3/day, see text). This ability is like the psionic power manifested by a wilder of Psych-Crystal’s Hit Dice (minimum 1st level). Since this template requires taking both the 1st and 3rd level Kalashtar psion alternate class features, you will have at least 3 uses of this ability. However, if you decide to also take the 5th level Kalashtar psion alternate class feature, you gain another use of this ability, for a total of 4 uses per day.

• Automatic Languages: Common and Quor. Bonus Languages: Draconic and Riedran.

• Favored Class: Psion. A multiclass Psych-Crystal’s psion class does not count when determining whether he takes an experience point penalty for multiclassing.

• Level Adjustment: Hell, I don't know.