Psionics Expanded - Find the Mark.pdf

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FIND THE MARK
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Find the mark
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:
Rick Hersey, 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, Andi Smith, Dave Harris, Angel Harris, Aedon Harris, John Meyer,
Syonique (N. Langenfeld) and the playtesters at Silver Star, Andrew Bigwood (Biggy) and his playtesting
group: Emma Bigwood, Stephen Black, Nathan Jack, Trevor Williams
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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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.
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
Unliked 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 marksman base class,
as well as psychokinesis and other ranged combat
options such as 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
marksman, presented in this section you
will also find new options for the core
psionic base classes. A new psychic
warrior path, a new archetype for the
soulknife, and even a new concept -
the advanced discipline - for psions.
CLASS SKILLS
The marksman’s class skills are Acrobatics,
Autohypnosis, Climb, Craft, Escape Artist, Intimidate,
Knowledge (Psionics),
Perception, Perform,
Profession, Sense Motive, Stealth, Survival, and Use
Magic Device
Skill Points at Each Level:
4 + Int modifier
CLASS FEATURES
You are a warrior first and foremost – your
precision and prowess will frequently be tested in
battle. However, you are more than just a
straightforward archer. Your intuition,
psionic abilities and powers can make or
break a battle, if they are used wisely.
Weapon and Armor Proficiency:
A
marksman is proficient with all
simple weapons, all light,
projectile, and thrown
martial weapons, light
armor, and with bucklers.
Armor does not interfere
with the manifestation of
powers.
Power Points/Day:
A marksman’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 Marksman.
In addition, she
receives
bonus
power points per
day if she has a high
Wisdom score. Her race
may also provide bonus power
points per day, as may certain
feats and items.
Powers Known:
A marksman
begins
play
knowing
no
marksman powers (although she
can manifest powers from power
completion or power trigger
items as normal). At each level
indicated on Table: The
Marksman, she unlocks
the knowledge of a new
power.
A marksman focuses on
Choose
the
powers
ranged combat, delivering
known from the marksman power
deadly attacks from afar
list. (Exception: The feat Expanded
Knowledge does allow a marksman to learn powers
from the lists of other classes.) A marksman can
manifest any power that has a power point cost
equal to or lower than her manifester level.
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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 marksman class, a psionic
ranged combat specialist,
capable
of
devastating
attacks from afar.
Masters
of
ranged
weapons, marksmen are the
elite wielders of any weapon
that can be shot, fired, or
thrown. Unlike rangers, who
are more focused on tracking
down their chosen enemies,
marksmen focus their attention
on harnessing their ranged
combat abilities, learning to
use their weapon in ways others
could only dream of. Their psionic
ability improves their attacks and
augments their otherwise limited
defensive abilities.
Role:
As light armor wielders,
marksmen are not intended to be
front-line combatants. They excel
when they have a safe distance
from which to unleash their deadly
attacks.
Alignment:
Any
Hit Die:
d10
Starting Gold:
5d4 x 10 (125 gp)
Starting Age:
Moderate (as fighter)
MARKSMAn
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The total number of powers a marksman can
manifest in a day is limited only by her daily power
points.
A marksman simply knows her powers; they are
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
marksman powers is 10 + the power’s level + the
marksman’s Wisdom modifier.
Maximum Power Level Known:
A marksman
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 marksman must have a wisdom score of
at least 10 + the power’s level.
t
aBle
: t
he
m
arksman
Base
Attack Bonus
+1
Fort Ref Will
Save Save Save Special
+0
+2
+2
Combat Style:
A marksman of 1st level chooses
a type of ranged combat that is her preferred style.
This style determines certain class features, skills,
and abilities, as described in the different styles
below.
Point-Blank Shot:
At 1st level, a marksman gains
the Point-Blank Shot feat as a bonus feat.
Wind Reader (Su):
A marksman can use
her heightened senses and awareness of her
surroundings to read the wind and environment,
allowing her to drastically improve her accuracy.
While maintaining psionic focus, she can spend a
swift action to gain a competence bonus equal to her
Wisdom modifier on ranged attacks until the end of
the round. She can do this a number of times per day
equal to 3 + her class level.
Level
1
Power
Points/ Powers
Day
Known
1
0
Maximum
Power Level
Known
1st
Combat style, Point Blank
Shot, wind reader
Evade arrows (+1), style
technique, favored weapon
(+1)
Style skill (+1), style mantra
Cover fire, style ability
Bonus feat
Evade arrows (+2), style
skill (+2), favored weapon
(+2)
Disengage
Bonus feat, style ability
Style skill (+3)
Evade arrows (+3), favored
weapon (+3)
Bonus feat
Style ability, style skill (+4)
Defensive shot
Bonus feat, evade arrows
(+4), favored weapon (+4)
Style skill (+5)
Style ability
Bonus feat
Evade arrows (+5), style
skill (+6), favored weapon
(+5)
Ranged specialist
Bonus feat, style ability
2
+2
+0
+3
+3
2
1
1st
3
4
5
6
+3
+4
+5
+6/+1
+1
+1
+1
+2
+3
+4
+4
+5
+3
+4
+4
+5
3
5
7
9
2
2
3
4
1st
1st
2nd
2nd
7
8
9
10
11
12
13
14
15
16
17
18
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
11
14
17
20
24
28
32
37
42
47
52
58
5
5
6
7
8
8
9
9
10
10
11
11
2nd
2nd
3rd
3rd
3rd
3rd
4th
4th
4th
4th
4th
4th
19
20
+19/+14/+9/+4
+6
+11
+12
+11
+12
64
70
12
12
4th
4th
+20/+15/+10/+5
+6
3
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