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P SIONIC s t RANSCENDE d the power of ki 13

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CLASSES Once you cast the spell, the knowledge is lost You may only have one spell reserved this way at any time If you learn another spell, the preceding spell is immediately lost from your memory You not need any material components to cast the spell If the spell requires components costing 1,000 gp or more, you must consume manna or ambrosia for an equal amount of value This learned spell may not be augmented in any way Nomad (Psychoportation) A psion who relies on psychoportation spells is known as a nomad Nomads can cast spells that propel or displace objects in space or time Bonus Skills: The nomad gains the class skill of Climb (Str), Fly (Dex), Ride (Dex), and Swim (Str) Bonus Feat: At 5th level, the psion gains a bonus feat of Discipline Focus: Psychoportation Discipline Spells: 1st – burst,; 2nd – dimension swap, levitate*; 3rd – astral caravan, blink*, 4th – dimensional anchor*, dismissal*, fly*; 5th – baleful teleport, teleport*, teleport trigger; banishment*; 7th – dream travel, ethereal jaunt*; 8th – mass time hop; 9th – teleportation circle*, time regression Nomadic Stride (Ex): As a swift action, you may move normally across any difficult terrain You can use this ability a number of rounds per day equal to + your Charisma modifier Nomadic Movement (Ex): Beginning with 4th level, you can use Charisma in place of Strength and Dexterity when making Climb, Fly, Ride, and Swim skill checks You also can the same when making CMD checks against Bull Rush and Overrun You ignore up to -2 of any armor check penalty associated with these checks Blink (Sp): Beginning at 8th level, you can use blink as a swift action a number of rounds per day equal to + your Charisma modifier Bind Location (Su): Beginning at 12th level, you can bind yourself to a specific location by spending one hour in meditation You may teleport yourself back to that location as a swift action by spending ki points at any time thereafter The teleport works within 100 miles of the bound location or an additional 100 miles for every additional ki points spent You must be within the same plane as the bound location to use this ability If the location is moved or destroyed the bind is dismissed The location will radiate magic as a 5th level spell and can be dispelled as if you were casting teleport Effects that prevent teleportation will also block this ability Nomadic Retreat (Su): Beginning at 16th level, you can increase the speed of yourself and your allies by 30' as a swift action All allies within 30' at any time during your turn gain this benefit The effect lasts until the beginning of your next turn You can use this ability a number of rounds per day equal to + your Charisma modifier Nomadic Evacuation (Su): Beginning at 20th level, you can teleport back to your bind location from anywhere, including across planes You may also bring willing ally per additional Ki point spent Seer (Clairsentience) A seer chooses clairsentience as their core discipline Seers can learn precognitive spells to aid their comrades in combat, as well as spells that permit them to gather information in many different ways Bonus Skills: The seer gains the class skills of Diplomacy (Wis), Stealth (Dex), and Perception (Wis) Bonus Feat: At 5th level, the seer gains a bonus feat of Discipline Focus: Clairsentience Discipline Spells: 1st – destiny dissonance; 2nd – clairvoyant sense, object reading, sensitivity to psychic impressions; 3rd – escape detection, fate link; 4th – anchored navigation, scrying* ; 5th – clairtangent hand, second chance; 6th – greater precognition, greater prescience; 7th – fate of one, greater scrying*; 8th – hypercognition; 9th – metafaculty, reality revision Clairvoyant Lore (Su): You can study a creature to learn about its abilities and weaknesses You can examine a structure and get a glimpse of its history You gain information about a creature or structure as if you made the appropriate Knowledge skill check with a result equal to 15 + your psion level + your Charisma modifier To learn about a creature‘s weakness or abilities requires a standard action To gain historical or local insight into structures and places, you need to spend 10 minutes to get a feel for the information Precognitive Edge (Su): Beginning at 4th level, you gain the ability to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold That is when everything begins to come together, and you can act You can use your precognitive edge in a variety of ways Essentially, the edge translates into a +1 insight bonus that you can apply as an immediate action to either an attack roll, a damage roll, a saving throw, or a skill check You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired You may also grant a +1 dodge bonus to AC as a swift action This bonus lasts until you are attacked or you are caught in a situation that causes you to lose your dexterity bonus to AC The insight bonus increases to +2 at level 8, +3 at level 12, +4 at level 16, and +5 at level 20 You can use this ability a number of times per day equal to + your Charisma modifier 13

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