Psionic Items of Legend - Dissonance, Wind of the Mind.pdf

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Pi n c Ie
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Dis na e
s o nc ,
W i o t Mi
nd f he nd
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sionic
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tems
Author:
Eric Hindley
Interior Layout:
Jeremy Smith
Interior Artists:
Jacob Blackmon
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
Dissonance, WinD of the MinD
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.
© 2013 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.
Dissonance,
Wind of the
Mind
When a heavy amethyst meteorite pierced
the crust of the world and hit the camp of
drow enslaved by the intellect devourers of
XaaTil Knok, they saw it as a portent of their
freedom. Their warlocks recognized the strange
properties of the crystal and immediately sought
to build a weapon that would help them cast
off the shackles of their oppressors. They had
few tools to work with, chipping away with the
edges of manacles and drilling with simple tools.
Over time, they created a pair of spheres that
punished the mental energies of their vicious
overlords.
When the heads were finally completed, the
drow had only one warrior healthy enough to be
worthy of such a weapon: the graceful gladiator
Kiern. Using the remnants of manacles from
the hewn hands of lesser warriors, a glorious
weapon was made with twin crystal balls at
either end of a ten-foot chain. As the crystals
spun in the air, they emitted a terrifying shriek
which made concentration nearly impossible
and rendered the psionic monsters helpless. As
the spheres built up momentum, Kiern battered
his foes’ weapons aside with winds of psionic
energy. Armed with his whistling weapon, Kiern
quickly fought off the guards and won freedom
for himself and his people.
But seldom is a drow’s tale this simple or
altruistic. Kiern won his own freedom, but fled as
the intellect devourers retaliated to suppress the
insurgence. Rumors of his exploits have spread
through the underworld, weaving a glorious tale
of bloodshed, destruction, and death. In every
story he is accompanied by a cacophonous song,
and through its discord he brings a harmony of
unity in death.
Recently tales have trickled though that Kiern
has finally been silenced – some say ambushes
in the dead of night, others pitfalls impossible
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
to avoid, or mental afflictions impossible to
ignore. There is a terrible thread of truth that
runs through these most recent tales, something
too similar to be ignored pointing to the demise
of the wielder of the chain with crystal spheres.
It is possible that the famous weapon has been
found by another, but by whom remains to be
seen.
This heavy chain has two heavy, violet
crystalline heads - each riddled with oddly
acoustic dimples that whistle as they spin. This
sound is irritating enough to normal opponents,
but cuts like a knife into the brains of those
attuned to the psionic arts. When the heads spin
fast enough, it causes gales of psionic wind to
rend the air, throwing objects into the air.
RequIReMents
To successfully wield Dissonance to its fullest
potential, a character must fulfill the following
requirements.
Feats:
Exotic Weapon Proficiency (meteor
hammer), Weapon Focus (meteor hammer)
Skills:
Perform (wind instruments) 4 ranks
nearby psionic creatures. As a standard action
that does not provoke an attack of opportunity,
the wielder can begin spinning the chain. This
causes a penalty on concentration checks equal
to the bonus of the meteor hammer (i.e., a +1
weapon causes a -1 penalty to concentration) to
all psionic creatures within 15 feet. The wielder
can maintain this effect as a free action as long
as he is wielding the meteor hammer.
Whistling (Su):
When the 3rd weapon level is
reached,
Dissonance
gains the whistling weapon
property on one head (see below). At weapon
level 9th, both heads have this power.
Psychic Cacophony (Su):
When the 4th
weapon level is reached, the wielder’s skill
with the weapon can cause its static to reach
a deafening crescendo. For each additional hit
with a melee attack with
Dissonance
in a round,
the penalty from psychic static is applied an
additional time. This additional penalty lasts
for one round.
Deafening Static (Su):
When the 6th weapon
level is reached, the screeching of the spheres
transcends the psychic realm and enters the
minds of normal spellcasters. All spellcasters
within 15 feet suffer the same penalty as psionic
characters from
Dissonance.
In addition, the
Dissonance
Item
Level
1
2
3
4
5
6
7
8
9
10
Wielder
Minimum
Level
-
4
6
8
10
12
14
16
18
20
Abilities
+1/+1 meteor hammer
Psychic static
+1 whistling/+1 meteor
hammer
Psychic cacophony
+1 whistling/+2 meteor
hammer
Deafening static
+2 whistling/+3 meteor
hammer
Psychic whirlwind
+3 whistling/+3 whistling
meteor hammer
Psychic maelstrom
Psychic Static (Su):
When the 2nd weapon
level is reached, the whirling heads of
Dissonance
create a distracting crackling in the minds of
3
Psionic Items of Legend
range against psionic characters is increased to
30 feet.
Psychic Whirlwind (Su):
When the 8th
weapon level is reached, the wielder gains
access to a more potent version of psychic
static. The wielder can impose the psychic static
penalties on all psionic creatures within 60 feet
and spellcasters within 30 feet. In addition, he
may make a free disarm attempt against any
creature that fails a concentration check within
15 feet to make them drop one held object of the
wielder’s choice.
Psychic Maelstrom (Su):
When the 10th
and final weapon level is reached,
Dissonance
can creates an impossible barrage of psychic
noise. As a swift action once per day, the
wielder of
Dissonance
can whirl the chain to
create a swirling maelstrom that rends the
very air. Any psionic creature within 60 feet
attempting to manifest a power must make a
DC 20 concentration check. Additionally, the
wielder may make a disarm attempt against all
creatures within 30 feet to cause them to drop
one held object.
new Psionic Weapon ability
Whistling:
This weapon emits a high-pitched
whistle that rattles the ear drums and shatters
concentration. Any opponent hit by the weapon
must make a DC 15 Will save or be staggered
until the end of the wielder’s next turn. If a
staggered creature is hit again, it must make a
DC 15 Will save or become dazed for one round,
and is then staggered the following round. A
creature that has been dazed by a whistling
weapon is then immune to the dazing effect for
ten minutes. Additionally, a target hit by this
weapon attempting to manifest a psionic power
in the next round must pay an additional 4 power
points or the power fails. These additional
power points count against the manifester level
cap.
Moderate telepathy; ML 9
th
, Craft Magic Arms
and Armor,
catapsi;
Price +2 bonus.
Introduction
and history
4
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