Psionics Expanded - Unlimited Possibilities.pdf

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P
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unlimited p o ssibilities
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Unlimited Possibilities
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, 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, 7 and
7 Campaign Group 4, 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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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 aegis base class, as
well as advanced rules such as 0th-level powers,
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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Along with a brand new base class, the aegis,
presented in this section you will also find new
options for the core psionic base classes: a new
archetype for the soulknife and even a new concept
- the advanced discipline - for psions.
Skill Ranks per Level:
4 + Int modifier.
Class Features
All the following are class features of the aegis.
Weapon and Armor Proficiency:
Aegii are
proficient with all simple and martial weapons.
Aegii are proficient with light armor and shields (but
not tower shields). Armor does not interfere with
the aegis’s class features.
Power Points/Day:
An aegis’s
Ew asE lass
ability to manifest some of his
While the four core psionic
abilities is limited by the power
classes - the psion, psychic warrior,
points he has available.
soulknife, and wilder - can fill
His base daily allotment
many roles for the party, there
of power points is
are still necessary positions
given on Table: The Aegis.
within an adventuring group
In addition, he receives
that cannot be covered
bonus power points
solely by the core psionics
per day if he has a high
system. Presented below
Intelligence score (see
you will find the aegis class,
Table: Ability Modifiers
a psionic armor specialist,
and Bonus Power
capable
of
creating
Points), treating his
customizable armor out
manifester
level
of ectoplasm.
for the purposes of
bonus power points
as equal to his class
AegIS
level. His race may
also provide bonus
While the shaper
power points per
is the master of
day, as may certain
manipulating ectoplasm
feats and items.
and creating any manner of
Astral Repair (Ps):
An
item, the aegis has learned to
aegis is capable of repair-
take ectoplasm and form it into
ing mundane items, re-
a suit to be worn around his body,
storing 2 hit points of
granting him a variety of benefits.
damage to the touched
The aegis can shape his astral suit
item as a standard action
into several different forms and is
usable at will. If the ob-
capable of altering its abilities to
ject has the broken con-
suit his needs.
dition, this condition is
Role:
An aegis is a front-
removed if the object is
line combatant. His astral suit
restored to at least half
allows him significant flexibility in
An aegis augments his
its original hit points.
physical form with a
handling combat and non-combat
All of the pieces of an object must be
situations, and his defensive abilities
customized suit of ectoplasm
present for this ability to function.
are considerable.
This ability has no effect on objects that have been
Alignment:
Any.
warped or otherwise transmuted, but it can still re-
Hit Die:
d10
pair damage done to such items.
Form Astral Suit (Su):
Every aegis learns to draw
Class Skills
forth ectoplasm and form an astral suit around their
The aegis’s class skills (and the key ability for
form. The aegis can select from three different
each skill) are Acrobatics (Dex), Autohypnosis (Wis),
types when forming his astral suit – skin, armor,
Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha),
or juggernaut. An aegis is always considered to be
Knowledge (Engineering) (Int), Knowledge (Psionics)
proficient with his astral suit, even if he does not
(Int), Profession (Wis), Spellcraft (Int), Swim (Str),
have the appropriate armor proficiency. The amount
and Use Magic Device (Cha).
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of time forming this astral suit takes depends on the
type of suit being formed. Different astral suit forms
grant different free customizations. These free
customizations never count against the aegis’s total
number of customization points spent on his astral
suit, although customizations that have scaling
costs, such as the Brawn customization, do count
toward the customization point cost of subsequent
selections. For example, the Astral Skin form grants
the Nimble customization. Should the aegis want
to select Nimble again, he would have to pay the
increased cost (4) instead of the initial cost (2).
The aegis chooses the appearance of his astral suit,
although its shape must reflect the selections the
aegis has chosen: astral skin would cover the aegis
like a
psychoactive skin,
astral juggernaut would
appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where
psionics do not work, such as a
null psionics field.
Dismiss ectoplasm
can be used against an astral suit;
treat the manifester level as the aegis’s class level,
t
aBlE
: t
hE
a
Egis
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack Bonus
+1
+2
+3
+4
+5
+6/+1
+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
+19/+14/+9/+4
+20/+15/+10/+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
although the aegis can simply form his astral suit
again on his next turn.
Astral Suit Types
There are three suit forms from which the aegis
can choose. Additional forms may be made available
at your GM’s discretion.
Astral Skin:
When formed in this way, an astral
suit resembles a
psychoactive skin.
Forming an
astral suit into this form takes a swift action. The
aegis gains no armor bonus from his astral suit when
worn in this fashion, but he gains the following free
customizations: speed (2), nimble. At 2nd level,
the aegis gains the evasion customization as a free
customization when the astral suit is in astral skin
form. At 12th level, the aegis gains the improved
evasion customization as a free customization when
the astral suit is in astral skin form. An astral suit in
this form does not count as any type of armor, but
does count as a
psychoactive skin
and follows all the
rules of a
psychoactive skin.
Astral Armor:
When formed into astral armor, an
Customization
Points
3
4
5
7
8
9
10
11
13
14
15
16
17
19
20
21
22
23
25
26
Power
Points/ Day
1
2
3
5
7
9
11
14
17
20
24
28
32
37
42
47
52
58
64
70
Astral repair, form astral suit
Craftsman (+1), damage reduction
(2/-)
Reconfigure (1/day)
Augment suit (1)
Damage reduction (3/-), Master
Craftsman, reconfigure (2/day)
Craftsman (+2)
Reconfigure (3/day)
Augment suit (2), damage reduction
(4/-)
Reconfigure (4/day)
Craftsman (+3)
Damage reduction (5/-), reconfigure
(5/day)
Augment suit (3), cannibalize suit
Reconfigure (6/day)
Craftsman (+4), damage reduction
(6/-)
Reconfigure (7/day)
Augment suit (4)
Damage reduction (7/-), reconfigure
(8/day)
Craftsman (+5)
Reconfigure (9/day)
Augment suit (5), damage reduction
(8/-), perfect merger
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