Psionics Expanded - Pawns and Powers.pdf

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P
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Pawns and Powers
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, 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
ii
P
sionics
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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.
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.
Manifester Level:
Generally equal to the number
of class levels (see below) in a manifesting class.
Some prestige classes add manifester levels to an
existing class.
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 tactician base class, as
well as more tacticial 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.
Because this project is being released in several
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The following are class features of the tactician.
Weapon and Armor Proficiency:
Tacticians are
Along with a brand new base class, the tactician,
proficient with all simple and martial weapons,
presented in this section you will also find new
with all types of light and medium armor, and with
options for the core psionic base classes. A new
shields (except tower shields).
psychic warrior path and even a new concept -
Power Points/Day:
A tactician’s
the advanced discipline - for psions, with options
ability to manifest
for the seer and nomad.
powers is limited
by
the
power
points
he
has
Ew asE lass
available. His base
While the four core psionic classes -
daily
allotment
the psion, psychic warrior, soulknife,
of power points
and wilder - can fill many roles for
is given on Table:
the party, there are still necessary
The Tactician. In
positions within an adventuring
addition, he receives
group that cannot be covered solely by psionics.
bonus power points
Presented below you will find the tactician
per day if he has
class, a manifester capable of joining his
a high Intelligence
allies into a single combat unit with improved
score (see Table 2-1:
tactical capabilities and unique strategies.
Ability Modifiers and
Bonus Power Points). His race
may also provide bonus power
TACTICIAn
points per day, as may certain
Joining allies into a single cohesive unit,
feats and items.
the tactician uses his psionic power to
Powers Known:
A tactician
unlock the potential of others, as well as
begins play knowing one
himself. This master of strategy tends
tactician power of your
to focus his abilities on the insight
choice. Each time he achieves
of clairsentience and
the
a new level, he unlocks the
improved communication
knowledge of a new power.
of telepathy to know
Choose the powers known
where and when to
from the tactician power
act and ensure his
list. (Exception: The feat
companions are best situated to react.
Expanded Knowledge does
Role:
A tactician is at his strongest when his
allow a tactician to learn
companions cooperate with his instructions. He is
powers from the lists of
a strategist and a battle leader, issuing orders and
other classes.) A tactician
expecting them to be followed. He has decent
can manifest any power
combat ability, but relies primarily upon his
that has a power point cost
manifesting ability.
equal to or lower than his
Alignment:
Any.
manifester level.
Hit Die:
d8.
The total number of
A tactician uses his psionic power to
Starting Gold:
4d6 × 10 gp (140 gp)
join his allies into a cohesive unit
powers a tactician can
Starting Age:
As psion
manifest in a day is limited
only by his daily power points.
Class Skills
A tactician simply knows his powers; they are
The tactician’s class skills are Autohypnosis (Wis),
ingrained in his mind. He does not need to prepare
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
them (in the way that some spellcasters prepare their
Intimidate (Cha), Knowledge (engineering) (Int),
spells), though he must get a good night’s sleep each
Knowledge (history) (Int), Knowledge (psionics) (Int),
day to regain all his spent power points.
Linguistics (Int), Perception (Wis), Perform (Cha),
The Difficulty Class for saving throws against
Profession (Wis), Ride (Dex), Sense Motive (Wis),
tactician powers is 10 + the power’s level + the
Spellcraft (Int), Swim (Str), Use Magic Device (Cha).
tactician’s Intelligence modifier.
Skill Ranks at each Level:
4 + Int modifier.
c
lassEs
Class Features
n
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Maximum Power Level Known:
A tactician
begins play with the ability to learn 1st-level powers.
As he attains higher levels, he may gain the ability to
master more complex powers.
To learn or manifest a power, a tactician must
have an Intelligence score of at least 10 + the power’s
level.
Collective (Su):
A tactician learns to use psionic
power to connect willing minds through an internal
network that strengthens their psychic bonds. As
a standard action, a tactician can join a number
willing targets into his collective equal to his key
ability modifier or half his tactician level, whichever
is higher. The tactician must have line of sight to
each target, each target must have a Wisdom score
of at least 1, and all targets must be within Medium
range (100 ft. + 10 ft. per class level). The tactician is
always considered a member of his own collective,
and does not count against this limit.
The tactician can choose to remove a member
as a free action on his turn, and any member can
T
aBlE
: t
hE
t
actician
Base
Level Attack Bonus
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+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 Ref
Save Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
voluntarily leave the collective as a free action on
their turn. Any member whose Wisdom drops to
zero or who moves out of range of the collective
is automatically removed. If a member enters a
null psionics field, the connection to the collective
is suppressed until that member leaves the field. A
member who leaves the collective for any reason
immediately loses any and all benefits they may
have gained from being a member. A tactician is
aware of the status of his collective and can, roughly,
sense the presence of each member, although
beyond telling if such a creature is still a member,
this has no mechanical benefit until higher levels
(see telepathy below).
A tactician can manifest certain powers through
his collective. If a tactician power specifies one or
more willing targets (or is harmless) and has a range
greater than personal, he can manifest this power
on a member of his collective regardless of the range
of the actual power. All other non-range restrictions
still apply. He may also manifest any power with
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Collective, coordinated
strike (+1)
Spirit of many
Telepathy
Strategy
Coordinated strike (+2),
improved share (1)
Coordinate, teamwork feat
Strategy
Echo effect
Coordinated strike (+3)
Strategy
Improved share (2)
Teamwork feat
Coordinated strike (+4),
strategy
Pooled knowledge
Strategy
Coordinated strike (+5) ,
improved share (3)
Teamwork feat
Collective range (planar),
strategy
Master strategist
Power
Maximum
Points/ Powers Power Level
Day
Known Known
2
6
11
17
25
35
46
58
72
88
106
126
147
170
221
250
280
311
343
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1st
1st
2nd
2nd
3rd
3rd
4th
4th
5th
5th
6th
6th
7th
7th
8th
8th
9th
9th
9th
9th
Collective range (unlimited) 195
3
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