Psionics Expanded - Mind Over Body.pdf

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MIN D OV E R BO DY
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reamscarreD
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ress
P
sionics
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Mind over body
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, Andi Smith, Dave Harris, Angel Harris, Aedon Harris, John Meyer, 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
ii
P
sionics
e
xPanDeD
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 new vitalist base class
and a host of psychometabolism-oriented character
options. 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.
1
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Along with a brand new base class, the vitalist,
presented in this section you will also find new
options for the core psionic base classes. New
psychic warrior paths, new wild surge options, and
even a new concept - the advanced discipline - for
psions.
Class Skills
The vitalist’s class skills are Autohypnosis, Bluff,
Craft, Diplomacy, Heal, Intimidate, Knowledge
(history), Knowledge (local), Knowledge (psionics),
Linguistics, Perception, Perform, Profession, Sense
Motive, Spellcraft, and Survival.
Skill Ranks at Each Level:
2 + Int modifier
Class Features
The following are class features of the vitalist.
Weapon and Armor Proficiency:
Vitalists are
ew ase lass
proficient with all simple weapons and light armor,
While the four core psionic classes - the psion,
but not with shields. Armor does not, however,
psychic warrior, soulknife, and wilder - can
interfere with the manifestation of powers.
fill many roles for the party, there are still
Power Points/Day:
A vitalist’s ability to
necessary positions within an adventuring
manifest powers is limited by the power points
group that cannot be covered solely by
he has available. His base daily allotment of
psionics. Presented below you will find
power points is given on Table 1: The Vitalist.
the vitalist class, a psionic healer who
In addition, he receives bonus power points per
joins his allies into a greater network of
day if he has a high Wisdom score. His race
life-forces, pooling their health and
may also provide bonus power points per day,
healing.
as may certain feats and items.
Powers
Known:
A
vitalist
begins
VITALIST
play knowing two
Where the egoist is
vitalist powers of
the master of his own
your choice. At every
body through the power of
odd-numbered class level after 1st,
psychometabolism, vitalists blend the dis-
he unlocks the ability to know more
ciplines of telepathy, psychometabolism,
powers at any given time.
and clairsentience to pool multiple crea-
Choose the powers known from the vitalist
tures into a larger collective of beings,
power list. (Exception: The feat Expanded
sharing the health of the many to keep
Knowledge does allow a vitalist to learn
each individual well. They are the mas-
powers from the lists of other classes.) A
ters of psionic healing, distributing re-
vitalist can manifest any power that has
generative energy with the precision
a power point cost equal to or lower than
of a surgeon. A vitalist’s psionic pow-
his manifester level.
ers and his collective are his most vital
The total number of powers a vitalist
abilities.
can manifest in a day is limited only by his
Role:
Regardless of their chosen
daily power points.
method, all vitalists can act as the
A vitalist never needs to prepare
party medic: healing wounds, curing
powers ahead of time; he draws them
ailments, and augmenting the physical
from his mind when needed. When a
form. The method in which they
vitalist recovers his daily power points
perform this role varies from vitalist to
after resting, he may choose to rotate
vitalist. As light armor wearers with
one or more powers he knows for new
minimal combat skill, vitalists are
ones. These powers must always be
typically not found on the front line of
chosen from the vitalist power list,
battle. Helping his allies - whether by
and the maximum number of powers
healing them or making your enemies
the vitalist may know at any one time
weaker - is what a vitalist does best.
A vitalist joins his allies into
in this fashion is listed on Table: The
Alignment:
Any
a collective so he can share
Vitalist. If a vitalist learns a power
Hit Dice:
d6
healing energy
through other means, such as the
Starting Gold:
4d4 x 10 (100 gp)
Expanded Knowledge feat or
psychic chirurgery,
this
Starting Age:
Complex (as psion)
power is known in addition to his normal powers. He
may never exchange it for another power from the
n
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c
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vitalist list when he chooses his powers known, and
it doesn’t count against his limit of powers known at
any one time.
The Difficulty Class for saving throws against
vitalist powers is 10 + the power’s level + the vitalist’s
Wisdom modifier.
Maximum Power Level Known:
A vitalist 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.
Vitalist Method:
All vitalists must choose a
particular method (listed below) that encompasses
their focus in the skills they develop. As they gain
in level, their method determines the abilities they
gain.
Collective (Su):
A vitalist learns to use psionic
power to connect willing minds through an internal
network that strengthens their psychic bonds. As
a standard action, a vitalist can join up to his class
level in willing targets into his collective. The vitalist
must have line of sight to each target, each target
t
aBle
: t
he
V
italist
Base
Attack Bonus
+0
Fort
Save
+2
Ref
Save
+0
Will
Save
+2
must have a Wisdom score of at least 1, and all
targets must be within Medium range (100 ft. + 10
ft. per class level). A vitalist’s collective can never
have more members than his class level. The vitalist
is always considered a member of his own collective,
and does not count against this limit.
The vitalist can choose to remove a member as a free
action on his turn, and any member can 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 vitalist 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 and health
Level
1
Special
Vitalist method, collective, col-
lective healing, medic powers,
talents, transfer wounds (1d6)
Vitalist’s touch, health sense (iden-
tify) , spirit of many
Steal health (touch), telepathy
Transfer wounds (2d6)
Request aid
Pulse
Health sense (stabilize), steal
health (ranged) , transfer wounds
(3d6)
Swift aid
Expanded Knowledge
Transfer wounds (4d6)
Vitalist expertise
Health sense (treat poison)
Transfer wounds (5d6)
Steal life
Collective range (unlimited)
Transfer wounds (6d6)
Health sense (treat disease)
Expanded Knowledge
Transfer wounds (7d6), collective
range (planar)
Master vitalist
Power
Points/
Day
2
Powers
Known
2
Maximum
Power Level
Known
1st
2
3
4
5
6
7
+1
+1
+2
+2
+3
+3
+3
+3
+4
+4
+5
+5
+0
+1
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
6
11
17
25
35
46
2
3
3
4
4
5
1st
2nd
2nd
3rd
3rd
4th
8
9
10
11
12
13
14
15
16
17
18
19
20
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+9
+10/+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
58
72
88
106
126
147
170
195
221
250
280
311
343
5
6
6
7
7
8
8
9
9
10
10
11
11
4th
5th
5th
6th
6th
7th
7th
8th
8th
9th
9th
9th
9th
3
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