Creature
Kaer Sorcerers
Four Psychic profiles for listening, war, domination, and dimensional conquest
Every Kaer possesses Psychic power, but studied sorcery remains a profession. Kaer armies divide their casters into units with one task: listeners find minds beyond the world, war adepts break resistance, thrall Veyrs control captives, and Gate Veyrs carry an expedition across the planes.
These are natural NPC profiles, not Summon or Polymorph patterns. Their lists are intentionally selective. All possess Rift Sense and innate telepathy; Feather Fall and short Teleport appear after their racial awakening. Psychic spells require neither speech nor gesture.
All four profiles possess Basic Fighting Style and use its Psychic grade. The bonuses are already included in the weapon damage below.
Rift Listener, Level 1
A Rift Listener is a young sorcerer trained to remain still while other minds press against their own. Several listeners working together can recognize a distant concentration of Psychic life long before they know its language, history, or exact location.
Attributes: STR +2 · DEX +4 · CON +3 · INT +7 · WIS +5 · CHA +4
Caster Level: 3 · Spell DC: 18
Speed: 38 ft per tick
HP: 16
DR: 0, ritual clothing
Saves: Fortitude +4 · Reflex +5 · Will +6
Action Board: 2 attacks · 3 spells · 1 dedicated dodge · 3 general actions—1 slot per tick.
Weapon
- Knife: 1d4 + 5
Psychic reserve: 5 Level 1 slots. The listener knows Barrier, Illusion, and Mind Blast.
Distant Listening. Rift Sense identifies Psychic presence, not words or hidden memories. A listening circle compares direction, emotional fragments, and changes in intensity until it can describe a likely world to an Elyr. The normal cooperative casting rules govern any spell used during the work.
Tactics. A listener raises Barrier and retreats toward soldiers. Mind Blast is a last defense against one pursuer; Illusion hides the actual position of the listening circle.
Kaer War Adept, Level 3
A War Adept is assigned directly to a Jax unit. They open short Gates, protect the advance, and strike whatever a formation of spears cannot conveniently reach. They are soldiers with a different action board, not independent artillery.
Attributes: STR +3 · DEX +6 · CON +5 · INT +9 · WIS +6 · CHA +6
Caster Level: 7 · Spell DC: 22
Speed: 42 ft per tick
HP: 48
DR: 2, light military armor
Saves: Fortitude +8 · Reflex +9 · Will +9
Action Board: 2 attacks · 3 spells · 1 dedicated dodge · 3 general actions—1 slot per tick.
Weapon
- Military spear: 1d8 + 8
Psychic reserve: 6 slots at each spell level through Level 3. The adept knows racial Feather Fall and personal Teleport, plus Barrier, Gate, Hold, Lightning Bolt, and Mirror Image.
Tactical Gate. The adept uses Gate Level 2. A five-foot doorway lets one Jax pass at a time, carries attacks in both directions, and remains open to the enemy. The unit therefore forms around both ends before the spell is cast.
Tactics. Barrier protects the line, Lightning Bolt is the adept's one direct attack, and Hold stops the opponent most likely to enter a Gate. Mirror Image is used when enemies identify the caster as the unit's weak point.
Thrall Veyr, Level 5
A Thrall Veyr commands units of slaves, prisoners, and dominated auxiliaries. Kaer law allows them to enter these minds without consent. The same act against a free Kaer would destroy the Veyr's career and could cost their life.
Attributes: STR +3 · DEX +7 · CON +5 · INT +13 · WIS +8 · CHA +8
Caster Level: 12 · Spell DC: 29
Speed: 44 ft per tick
HP: 96
DR: 4, officer's light armor
Saves: Fortitude +10 · Reflex +12 · Will +13
Action Board: 2 attacks · 3 spells · 1 dedicated dodge · 3 general actions—1 slot per tick.
Weapon
- Officer's sword: 1d8 + 10
Psychic reserve: 7 slots at each spell level through Level 5. The Veyr knows racial Feather Fall and personal Teleport, plus Barrier, Dominate, Illusion, Mental Fog, and Mind Blast.
Breaking Resistance. Mind Blast weakens Will before Dominate is attempted. The Veyr does not spend Dominate on every enemy: prisoners are restrained first, questioned, and selected according to usefulness. A controlled artisan or guide may be worth more than another fighter.
Command Network. The Veyr possesses Silent Network. Free Kaer enter it willingly. Slaves can be ordered to accept the connection, making the same spell either military coordination or a mark of ownership depending on who receives it.
Tactics. The Thrall Veyr remains behind Jax guards and attacks the mind most useful to capture. Mental Fog protects against a hostile Psychic, but forces the Veyr to withdraw while casting is suppressed.
Gate Veyr, Level 7
A Gate Veyr is the center of a Kaer expedition. Listeners find the Psychic signal, scouts refine the destination, and the Veyr trains a circle capable of holding one formula together for an hour. The first soldiers on a new world exist because this caster completed the ritual.
Attributes: STR +3 · DEX +8 · CON +6 · INT +16 · WIS +10 · CHA +9
Caster Level: 18 · Spell DC: 35
Speed: 46 ft per tick
HP: 192
DR: 8, reinforced ritual armor
Saves: Fortitude +13 · Reflex +15 · Will +17
Action Board: 3 attacks · 4 spells · 1 dedicated dodge · 4 general actions—2 slots per tick.
Weapon
- Ritual staff: 1d6 + 14
Psychic reserve: 8 slots at each spell level through Level 7. The Veyr knows racial Feather Fall and personal Teleport, plus Barrier, Dispel Magic, Gate, Mind Blast, Scrying, and Witness.
Level 8 Gate Ritual. This Veyr qualifies as the Level 7 spellcaster required by Gate. With a team of Kaer sorcerers, they can perform the spell's one-hour ritual and produce its Level 8 interplanar opening. The ritual is the encounter objective: breaking the circle prevents the invasion even when the surrounding soldiers remain undefeated.
Prepared Circle. The Veyr and regular assistants possess Cooperative Caster. Assistants protect their concentration through discipline; Jax protect their bodies through shields and formation. Scrying and Witness confirm the far side before the Gate opens.
Tactics. In an ordinary fight, the Veyr uses Barrier and Dispel before direct damage. Gate changes the battlefield, brings reserves, or creates an escape route, but every opening can also admit the enemy. The Veyr closes a compromised Gate rather than defending it out of pride.
Encounter Groups
- Listening post: three Rift Listeners protected by four Jax Line Soldiers. The listeners are gathering fragments, not seeking a fight.
- Rift assault unit: one War Adept, one Veyr Unit Captain, two Rift Skirmishers, and six Line Soldiers.
- Slave column: one Thrall Veyr, four Line Soldiers, and captives who may or may not already be dominated.
- The opening hour: one Gate Veyr with three War Adepts, two Unit Captains, and a defensive ring of Jax. Stopping the ritual matters more than killing the entire force.
Spells
Kaer racial awakening.
Levels 3 · 5 · 7TeleportKaer racial awakening; personal Level 2 version.
Levels 1 · 3 · 5 · 7BarrierLevels 1 · 5IllusionLevels 1 · 5 · 7Mind BlastLevels 3 · 7GateThe Level 7 Gate Veyr qualifies for the special one-hour Level 8 ritual.
Levels 3HoldLevels 3Lightning BoltLevels 3Mirror ImageLevels 5DominateLevels 5Mental FogLevels 7Dispel MagicLevels 7ScryingLevels 7Witness