Psionics Expanded - Master the Battle.pdf

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Master the Battle
Lead Designers:
Jeremy Smith, Andreas Rönnqvist
Additional Design:
Philip J. Leco, II
Cover Artist:
Rick Hershey
Cover Design:
Erik Nowak
Interior Layout:
Jeremy Smith
Interior Artists:
Angelo Del Castillo, Rick Hersey, Storn Cook, Tsailanza Rayne
Playtesting and Additional Design:
Josh “Wynterknight” Harper, Austin Morgan, Cory Gilman, Brian Faller,
Michael “Drakanor Dream” Duffy, James Bailey, Dave “Lordmonkeysama” Bruno, Darrick Dahl, E.L. Green,
Stefan “Calain80” Pukallus, Doug Limmer, Kelvin Walker, Andi Smith, Dave Harris, Angel Harris, Aedon
Harris, John Meyer, Samuel Knipe (Xeridanus), Syonique (N. Langenfeld) and the playtesters at Silver Star,
Jordan “Hamburgers” Morrison, Tietar (Joshua F. Knowles), Roman Lajciak, Brian Reck a.k.a. Kryzbyn, James
Raine, Robert F. van der Meer, 7 and 7 Campaign Group 4, Andrew Bigwood (Biggy) and his playtesting
group: Emma Bigwood, Stephen Black, Nathan Jack, Trevor Williams; Nova Wurmson, on the unsuspecting
Vincalota, Redbeard, and Klownface (at least one Blue was harmed during the testing of this product)
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.
Psionics Expanded
requires the use of
Psionics Unleashed: Core Psionics System,
© 2010 Dreamscarred Press.
See http://dreamscarredpress.com for more information on
Psionics Unleashed.
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
(Elements that have previously been designated as Open Game Content or are in the public domain are not
included in this declaration.)
Open Content:
Except for material designated as Product Identity (see above), the game mechanics of this
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and
the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are
used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
compatibility for more information on the compatibility license.
Psionics Expanded
is published by Dreamscarred Press under the Open Game License version 1.0a Copyright
2000 Wizards of the Coast, Inc.
© 2011 Dreamscarred Press
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i
ntroduction
While
Psionics Unleashed
does a great job of
implementing psionics in the
Pathfinder Roleplaying
Game,
there were a lot of things that could have been
done for psionics that just did not make it into the
final version of
Psionics Unleashed.
That’s where
Psionics Expanded
comes in.
The goal of the Psionics Expanded project was to
implement all of those advanced psionics concepts
that we left out of
Psionics Unleashed
because of
time, space, or resource constraints. Psionic healing,
new prestige classes, a true system for psionic
talents, a true psionic tank, and psionic versions of
options found in the
Pathfinder® Roleplaying Game:
Advanced Player’s Guide
are all included in
Psionics
Expanded,
as well as a host of new player options.
Because this project is being released in several
parts, it is possible that material from one release is
referenced in another. While attempts were made
to minimize this cross-referencing, major items like
new classes are not reprinted in each release.
Definition of Terms
Below are definitions of some of the common
terms used in this book.
Augment:
An optional cost in power points that
can be paid during manifestation to improve certain
powers. The total power point cost is equal to the
base power’s cost plus any power points spent on
augmentation; this total power cost cannot exceed
the character’s effective manifester level.
Base Class:
A class that progresses from level
1–20.
Character Level:
The sum of a character’s class
levels.
Class Level:
The level of a character in a particular
class.
Key Ability Modifier:
The ability score modifier
for the character’s key ability score. For psions, this
is Intelligence, for psychic warriors it is Wisdom,
and Charisma for wilders.
Manifester Level:
Generally equal to the number
of class levels in a given manifesting class. Some
prestige classes add manifester levels to an existing
class. Manifester levels from multiple base classes
do not stack (they are tracked individually, akin to
how sorcerer and wizard caster levels are tracked
individually). A character with psi-like abilities, but
no class levels in any manifesting class, does not
have a manifester level for most purposes, including
feat and prestige class requirements.
Metamorphosis Powers:
One of the powers
with metamorphosis in its name.
Specifically
minor metamorphosis, metamorphosis, major
metamorphosis,
and
true metamorphosis.
Power Point Reserve:
A character’s personal
store of power points. A character with a power
point reserve gains the psionic subtype and can gain
psionic focus, even if the power point reserve has
been depleted.
Psionic Class:
Any class which requires or grants
psionic power points.
Psionic Focus:
A psionically-empowered state
of mind. Some abilities can only be used while a
character has psionic focus. Some abilities can only
be used by expending psionic focus; only one such
ability can be used when psionic focus is expended.
Gaining psionic focus is a full-round action that
provokes attacks of opportunity.
Who is it for?
Where
Psionics Unleashed
contained information
for both the player and the GM,
Psionics Expanded
is aimed primarily for players. With new classes,
feats, character options, powers, prestige classes,
and psionic items, everything in this book has been
developed with the player in mind.
Playtesting
Like
Psionics Unleashed,
all of the material in
Psionics Expanded
was playtested by you - the players.
Players across the world used this material in their
own games, giving sometimes harsh feedback about
the new mechanics. It is our belief that by including
the psionic players in the development process, the
final product ends up being of higher quality, better
balanced, and simply more fun.
We truly appreciate all the time, effort, and
feedback that the psionic community has given for
this project.
Serialized Releases
Unlike
Psionics Unleashed, Psionics Expanded
is
being released as a series of smaller documents,
each of a certain theme. This is being done because
it makes it easier to get the constituent parts of
Psionics Expanded available to you, the player,
while we work on the finished compiled book. By
separating the book into six initial pieces, it becomes
significantly easier to manage.
This release focuses on the dread base class, as
well as melee combat options, and new feats, powers,
and items. Each subsequent release will focus on
another aspect of the Psionics Expanded project,
until all six have been released and we compile it all
into a single book.
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Along with a brand new base class, the dread,
presented in this section you will also find new
options for the core psionic base classes. New
psychic warrior paths, new soulknife archetypes,
and even new wilder surge options are all presented
below.
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While the four core psionic classes - the psion,
psychic warrior, soulknife, and wilder - can fill many
roles for the party, there are still necessary positions
within an adventuring group that cannot be covered
solely by psionics. Presented below you will find the
dread class, a psionic combatant who taps into fears
and nightmares to overcome her enemies.
Most creatures must learn to deal with fear in some
fashion. For some, it is confronting and overcoming
their fears. For others, it is always running away.
For the dread, it is using her fear as a weapon, it is
understanding how fear works and manipulating
the fears of others in unusual and devastating ways.
The dread is the master of fear and terror.
Role:
A dread is an opponent on the battlefield
who can turn the bravest of enemies into a sniveling
coward with but a touch. Combining moderate
manifesting ability with destructive melee attacks,
the dread is a dangerous opponent to ignore. Out
of combat, the dread uses fear and intimidation to
manipulate or bully others into the path she deems
best.
Alignment:
Any
Hit Die:
d8
Starting Gold:
3d6 x 10 (105 gp)
Starting Age:
Simple (as rogue)
DReAD
martial weapons, with light armor but not with
shields.
Power Points/Day:
A dread’s ability to manifest
powers is limited by the power points she has
available. Her base daily allotment of power
points is given on Table: The Dread. In addition,
she receives bonus power points per day if she has
a high Charisma score. Her race may also provide
bonus power points per day, as may certain feats
and items.
Powers Known:
A dread begins play knowing one
dread power of your choice. At every class level after
1st, she unlocks the knowledge of a new power.
Choose the powers known from the dread power
list. (Exception: The feat Expanded Knowledge
does allow a dread to learn powers from the lists of
other classes.) A dread can manifest any power that
has a power point cost equal to or lower than her
manifester level.
The total number of powers a dread can manifest
in a day is limited only by her daily power points.
A dread simply knows her powers; they are
Class Skills
The dread’s class skills (and the key
ability for each skill) are Acrobatics (Dex),
Autohypnosis (Wis), Bluff (Cha), Climb (Str),
Craft (Int), Escape Artist (Dex), Intimidate
(Cha), Knowledge (psionics) (Int), Perception
(Wis), Stealth (Dex), Profession (Wis), Spellcraft
(Int), Sense Motive (Wis), and Swim (Str)
Skill Points Per Level:
6 + Int modifier.
Class Features
All the following are class features of the
dread.
Weapon and Armor Proficiency:
Dreads are proficient with all simple and
A dread makes fears into reality
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ingrained in her mind. She does not need to prepare
them (in the way that some spellcasters prepare their
spells), though she must get a good night’s sleep each
day to regain all her spent power points.
The Difficulty Class for saving throws against
dread powers is 10 + the power’s level + the dread’s
Charisma modifier.
Maximum Power Level Known:
A dread begins
play with the ability to learn 1st-level powers. As
she attains higher levels, she may gain the ability to
master more complex powers.
To learn or manifest a power, a dread must have a
Charisma score of at least 10 + the power’s level.
Fearsome Insight:
The dread’s connection to the
fears and the subconscious grows and she gains a
greater understanding of the mental faculties which
regulate fear. This translates into an insight bonus
to Intimidate equal to half her class level (minimum
+1).
Devastating Touch (Su):
A dread is able to channel
psionic energy from fear and nightmares into a
touch that causes pain. To use this ability, a dread
must make a melee touch attack on a living target. If
the attack hits, it deals 1d6 points of damage plus 1
Table 1: The Dread
Base
Attack Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
point per class level.
Talents:
Dreads learn minor powers they can use
at will to aid them in a variety of ways. The dread
gains 2 talents from the dread talent list.
Terror (Su):
Beginning at 2nd level, a dread learns
to harness the power of fear in a variety of ways called
terrors. Using a terror is a swift action. Some terrors
are channelled through her devastating touch class
feature. These terrors charge a dread’s touch (and
later her weapon) until her next successful attack
that round.
Some terrors can be augmented by spending
power points, similar to manifesting powers, to
increase their effect. When augmenting her terrors
with power points, the dread cannot spend more
power points than her manifester level on any single
use of a terror.
A dread can use her terrors a total number of
times per day equal to her dread level + her Charis-
ma modifier.
The dread chooses her terror from the list below.
All terrors may only be chosen once unless otherwise
specified.
Chase Terror:
Whenever an adjacent foe that is
Power
Points/
Day
1
2
4
6
8
12
16
20
24
28
36
44
52
60
68
80
92
104
116
128
Maximum
Power Level
Known
1st
1st
1st
2nd
2nd
2nd
3rd
3rd
3rd
4th
4th
4th
5th
5th
5th
6th
6th
6th
6th
6th
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Special
Fearsome insight, devastating
touch, talents
Terror
Aura of fear, channel terror
Terror
Bonus feat
Terror
Immersed in fear
Terror
Bonus feat
Terror
Shadow twin, twin fear
Terror
Bonus feat
Terror
Shadow twin (100 ft.), twin fear
(form
of doom)
Terror
Bonus feat
Terror
Shadow twin (400 ft.)
Fear incarnate, terror
Powers
Known
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
3
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