Psionic Items of Legend - Moldev, The Secret Strike.pdf

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Pi n c Ie
so i t ms
o Lg n
f ee d
Mo d v
l e,
T S c e S rk
he e r t t i e
P
sionic
i
tems
Lead Designers:
Jeremy Smith, Andreas Rönnqvist
Interior Layout:
Jeremy Smith
Interior Artists:
Rick Hershey
Special Thanks:
Mark Gedak
Psionic Items of Legend
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 desig-
nated 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 compat-
ibility, 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.
Psionic Items of Legend
is published by Dreamscarred Press under
the Open Game License version 1.0a Copyright 2000 Wizards of the
Coast, Inc.
of
L
egend
Moldev, the Secret Strike
To add some additional options, sometimes
a couple pages is all you need. And legendary
items are just such an occasion.
Legendary items come from Purple Duck
Games’ line of books introducing and expanding
the concept of what legendary items are.
Everyone knows the classic story of an untested
youth who inherits or acquires an ancient item
that he learns to wield and carries throughout
his career, but such a story does not seem to have
a place in roleplaying games. Characters more
frequently trade in their family heirloom for a
more powerful item, or instead have to spend
time and resources to improve the weapon.
Many attempts have been made to create a type
of item that could grow with the character, an
item that could be used from the very beginning
of a character’s career all the way until retiring as
a living legend. Purple Duck Games successfully
achieved this with their Legendary Items series
of books. These books immediately gave us at
Dreamscarred Press ideas for some psionic
legendary items to join the ranks.
With the
Psionic Items of Legend
series, you
get one legendary item of a psionic nature. Each
book will present a new legendary item detailing
that item’s history, requirements to attune the
item, and the item’s abilities.
© 2012 Dreamscarred Press
Psionic Items of Legend
Legendary Item Rules
Legendary items follow a standard format and
set of rules, as detailed below.
• Legendary armor, shields, or weapons have
a base legendary value which is usually a +1
enhancement bonus, such as a
+1 shield,
avail-
able even if the wearer is not attuned.
• For all other legendary items, the legendary
item has a base item ability that the wearer
can use even if he does not meet the require-
ments
• Each legendary item has requirements neces-
sary to attune it to the wearer.
• If by 4th level for armor, shields, and weapons,
or 5th level for all other legendary items, the
wearer of the legendary item has met the
requirements needed to attune the item, it
increases in power to its second item level.
• Increasing a legendary item’s power level
occurs automatically once the wielder has
gained the required wielder minimum level
and is attuned to the item. For armor, shields,
and weapons, this is every two character
levels, and for all other legendary items, for
every five character levels.
• Any psi-like abilities gained through the use
of the legendary item are based on the wear-
er’s highest mental characteristic (Int, Wis, or
Cha).
• The manifester level for any effects of the item
are based on the wearer’s total Hit Dice.
• Only one owner can be attuned to a legendary
item at any one time. If the owner dies or loses
the item for more than a year and one day, the
item is free to become attuned to another. If
the owner is returned to life, he can immedi-
ately reattune to the item.
• A character can only be attuned to one legend-
ary item at a time.
Moldev,
the Secret Strike
In the long history of burglary, some
perpetrators of daring crimes stand out more
for their character than their achievements.
Such was the case for a pair of twin soulknives
named Moldev and Voldem.
Moderately successful petty criminals, the pair
made a fairly lucrative living amassing a horde
of precious stones. This kept them from poverty,
but was still a far cry from being truly wealthy.
Voldem’s avarice grew as their successes
mounted, and he started to seek increasingly
lucrative scores, showing little regard to the
fates of their previous owners. He developed a
cruel streak, leaving anyone who interfered in
their heists maimed or worse. Over time, and
still achieving only limited success, Voldem saw
this lack of truly big scores as the fault of his
twin brother, the kind-hearted Moldev.
Seeking a way to be rid of his weakling brother
without losing his valuable talents, Voldem
researched a method to combine the twins’
powers and keep them as his own. He tricked
his brother into helping him craft a ring that
would trap the talent of a soulknife and transfer
it to another. In doing so, Voldem stole Moldev’s
powers, and then killed him.
However, some small part of Moldev remained,
and the ring granted only non-lethal powers,
always trying to alter the attack to subdue foes
instead of killing them. This ultimately lead to
Voldem’s downfall, when he encountered a
particularly vicious treasury guardian immune
to the ring’s subduing power. The guardian
defeated the would-be thief’s and added his
treasures to its master’s horde. The location of
this hoard has been lost to memory, awaiting
rediscovery by some opportunistic adventurer.
This ornate gold ring contains myriad semi-
precious stones patterned around a single
enormous gem of purest black. Staring deep into
the central onyx occasionally seems to feel like
staring into the eye of a man.
Bonus Feats
Many of the legendary items presented grant
bonus feats. Unless otherwise noted, these bonus
feats remain in effect as long as the owner is
physically wearing the item. The wearer does
not need to meet the prerequisites for these
bonus feats.
2
Psionic Items of Legend
RequIReMentS
To successfully wield Moldev to its fullest
potential, a character must fulfill the following
requirements.
Mind Blade:
Form a mind blade class feature,
enhanced mind blade class feature
Feats:
Up the Walls
Skills:
Stealth 5 ranks
Moldev, the Secret Strike
Item
Level
1
Wielder
Minimum
Level
-
Abilities
Form mind blade, im-
proved enhanced mind
blade
Knockout
Suppression
Clip wings
Scramble mind
2
3
4
5
5
10
15
20
Form Mind Blade (Su):
The wielder of Moldev
gains the ability to form a basic mind blade, as
a 1
st
level soulknife, except the weapon is always
a light piercing weapon with a critical range of
19-20/x2. If the wielder already has the ability
to form a mind blade, he can still alter the mind
blade as normal (such as selecting a two-handed
form or slashing damage).
Improved Enhanced Mind Blade (Su):
A
soulknife (or other character that already
possesses the ability to form a mind blade)
treats their level as 2 higher than it actually is
for purposes of the enhanced mind blade ability.
This includes determining when weapon special
abilities can be selected.
Knockout (Su):
Upon reaching the 2nd item
level, the wielder can make subduing strikes
against his opponents. On a successful hit, the
wielder can force his opponent to make a DC
13 Fortitude save or fall unconscious, as if with
the knockout weapon quality (see below). This
ability can be used three times per day.
Suppression (Su):
At the 3rd item level, the
wielder gains the ability to make strikes against
his opponents’ defenses. On a successful hit, the
wielder can choose to make a targeted
dispel
psionics
check against his opponent, as the
suppression weapon special ability. This ability
can be used three times per day.
Clip Wings (Su):
Once the 4th item level has
been reached, the wielder can make a special
attack that hinders a foe’s movement. On a
successful hit, the wielder can force his opponent
to make a Reflex save (DC 10 + the wielder’s
base attack bonus) or suffer a -10 ft. penalty to
one form of movement of the wielder’s choice.
Additionally, if a special form of movement is
affected, such as burrowing, the creature loses
access to that form of movement for 1 round.
This movement penalty stacks (to a minimum
speed of 5 feet) and lasts until the creature has
had at least 8 hours of rest or has been
Scramble Mind (Su):
Upon reaching the
5th item level, the wielder gains the ability
to debilitate his opponent with a blow that
scrambles consciousness and leaves the struck
creature helpless. Once per day, the wielder
can make a touch attack that deals no damage.
Instead, the target must make a Will save (DC
10 + the wielder’s base attack bonus) or gain
the helpless condition. This is a mind-affecting
effect. This effect lasts for 24 hours.
3
Psionic Items of Legend
new PSIonIc weaPon aBILIty
Knockout:
When a weapon with this ability
hits an opponent, the target must make a DC
13 Fortitude save or fall unconscious. This
effect lasts 3 rounds, but the target can make a
new save each round to shake off the effect. A
creature that makes a successful saving throw
against this ability cannot be targeted again for
24 hours. Bows, crossbows, and slings crafted
with this ability bestow this power upon their
ammunition.
Faint telepathy; ML 5th; Craft Magic Arms and
Armor,
disable;
Price: +1 bonus.
4
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