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Craft Wondrous Item Raw Materials Cost: Creating a psionic item requires costly components, most of which are consumed in the process. Using a psionic item creation feat also requires access to a laboratory or psionic workshop, special tools, and other equipment. Time: The time to create a psionic item depends on the feat and the cost of the item. The minimum time is one day. Item Cost: Making dorjes, power stones, and psionic tattoos creates items that directly reproduce the effects of powers, and the strength of these items depends on their manifester level—that is, a power from such an item has the strength it would have if manifested by a manifester of that level. Often, that is the minimum manifester level necessary to manifest the power.

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All of the following are class features of the tactician. Weapon and Armor Proficiencies Tacticians are proficient with all simple and martial weapons, with all types of light and medium armor , and with shields except tower shields. His base daily allotment of power points is given on Table: The Tactician. In addition, he receives bonus power points per day if he has a high Intelligence score see Table: Ability Modifiers and Bonus Power Points His race may also provide bonus power points per day, as may certain feats and items.

Powers Known A tactician begins play knowing one tactician power of your choice. Each time he achieves a new level, he unlocks knowledge of a new power. Choose the powers known from the tactician power list. Exception: The feat Expanded Knowledge does allow a tactician to learn powers from the lists of other classes.

A tactician can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a tactician can manifest in a day is limited only by his daily power points. A tactician simply knows his powers; they are ingrained in his mind. Maximum Power Level Known A tactician 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.

Collective Su A tactician learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a tactician can join any number of willing targets into his collective up to his limit, see below.

The tactician must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range ft. The collective can contain up to his key ability modifier or half his tactician level, whichever is higher. The tactician is always considered a member of his own collective, and does not count against this limit. The tactician 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 the 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 tactician 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 below.

A tactician can manifest certain powers through his collective. If a tactician power specifies one or more willing targets or is harmless and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power.

All other non-range restrictions still apply. He may manifest any power with the Network Descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class as is the case for a multiclass tactician , any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the tactician must make a Fortitude save DC 15 or lose 1 power point for every Hit Die of the fallen member or be sickened for an equal number of rounds.

Coordinated Strike Su The tacician is able to direct his allies to coordinating their attacks upon a single target to devastating effect. As a swift action, the tactician can declare one target within his line of sight as the primary foe. At 5th level and every four levels thereafter, this bonus increases by 1. Lesser Strategies Tacticians learn minor powers they can use at will to aid them in coordination and tactics.

The tactician gains 3 talents from the tactician talent list. Spirit of Many Su A tactician of 2nd level gains special abilities when manifesting powers with the Network descriptor. Whenever a tactician manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor if it had it and is treated as a supernatural ability bypassing Power Resistance and becoming immune to dispel attempts , although it still provokes an attacks of opportunity to manifest as normal.

The tactician also adds the following augment to all powers with the network descriptor: Augment: For every additional power point you spent, you can choose an additional target, so long as the target is a member of your collective. Telepathy Su When a tactician reaches 3rd level, all willing members of his collective including the tactician himself can communicate with each other telepathically, even if they do not share a common language.

Strategy Su At 4th level, and every three tactician levels thereafter, a tactician learns a new tactical strategy, granting him special abilities in combat. Unless specified otherwise, using a strategy is a swift action that does not provoke attacks of opportunity. Strategies are often orders or suggestions that the tactician issues to members of his collective. A tactician may not direct a strategy at himself unless a strategy specifies otherwise.

The tactician chooses his strategy from the list below. Collective Defenses:The tactician is able to harness the sensory information available through his collective to bolster the defenses of members of his collective. If the directed member performs the attack, regardless of where the directed member is in relation to the tactician, the tactician treats the enemy as being flanked and the tactician may make a single melee attack against the targeted enemy as an Immediate action.

The tactician may only make one such attack per use of this strategy. At 8th level and every four tactician levels thereafter, the competence bonus on the attack roll increases by 1. The tactician chooses the kind of maneuver this benefit applies to when he activates this strategy. At 8th level and every four levels thereafter, the insight bonus increases by 1. If the attack is made, the tactician may immediately make a single attack at any target within range as an immediate action. This attack does not count as an attack action, so does not qualify for special abilities that can be used with an attack action, such as Vital Strike.

At 8th level and every four tactical levels thereafter, the competence bonus increases by 1. Disruptive Terrain:The tactician charges the terrain around him with psychokinetic energy. The area of terrain affected is a burst effect centered on the tactician with a range of 5 feet per three tactician levels. The affected area does not change if the tactician moves after using this strategy.

Selecting this strategy requires the tactician to be at least 10th level. Distracting Gaze:The tactician can target one enemy within 30 feet and make a ranged touch attack against that enemy. Treat the direction for flanking as the direction of the tactician. Selecting this strategy requires the tactician to be at least 7th level.

Focus Attack:The tactician can direct a member of his collective to attack a single enemy. If the directed member performs the attack, all subsequent attacks on that target for the next round by anyone in the collective deal an additional 1d6 points of damage. An individual gains this additional damage on only one successful attack per round, even if they make multiple successful attacks on the targeted enemy.

At 8th level and every four tactician levels thereafter, this damage increases by 1d6. In addition, the directed member can spend an attack of opportunity to redirect an attack made at the target as if it was made at him, even if the attack itself would not normally have provoked an attack of opportunity.

If the directed member would not normally be able to make an attack of opportunity , for example, if they already made one and do not possess the Combat Reflexes feat, they may not redirect attacks. At 8th level and every four tactician levels thereafter, the competence bonus on attack rolls increases by 1.

For each round the directed member does not move from the spot, the tactician may immediately take a free move action on the same round, but must move toward the directed member in as direct a manner as possible.

At 8th level and every four tactician levels thereafter, the dodge bonuses and the competence bonus to attack rolls increase by 1. At 8th level and every four tactician levels thereafter, the competence bonus increases by 1 Reposition: The tactician direct each ally in collective to take a 5-foot step as a free action immediately. The tactician may also immediately take a 5-foot step.

Selecting this strategy to be at least a 13th level tactician. At 16th level and every four tactician levels thereafter, the competence bonus increases by 1. Telempathic Resistance: The tactician shares not only thoughts, but also resilience to members of his collective. Improved Share Su A tactician learns special techniques when manifesting powers with the Shared descriptor. Beginning at 5th level, the tactician may maintain two powers with the Shared descriptor at any time instead of only one.

Should he manifest a third power with the Shared descriptor, the tactician can choose which of the maintained Shared powers ends immediately. Every six tactician levels thereafter 11th, 17th , the tactician may maintain an additional power with the Shared descriptor before a maintained power with the Shared descriptor expires. Coordinate Su At 6th level, as long as the tactician maintains psionic focus , he may share any one teamwork feat he has with one member of his collective within line of sight and line of effect.

Declaring which member of the collective gains the teamwork feat is a free action that can only be done once per round. Teamwork Feat At 6th level, and every six levels thereafter, the tactician gains a bonus feat in addition to those gained from normal advancement.

These bonus feats must be selected from those listed as teamwork feats. The tactician must meet the prerequisites of the selected bonus feat. By spending one hour in meditation, the tactician can change anyone teamwork feat he has already learned for another teamwork feat whose prerequisites he meets. In effect, the tactician loses the bonus feat in exchange for a new one. Echo Effect Su At 8th level, the tactician gains the ability to copy non-permanent magical and psionic effects within his collective.

If a member of the collective is affected by a magical or psionic effect with a duration greater than 1 round, the tactician can echo it onto another member of his collective.

To do so the tactician must first identify the power properly see the Spellcraft skill description. As a supernatural ability, a tactician is permitted to spend more power points than his manifest level on this effect. The new target must be legal for the effect in question for instance, if you attempt to echo an unaugmented Empathic Connection on a dog, the echo will fail.

If the effect allows a saving throw , the new target is entitled to a saving throw when the effect is echoed same DC as the original power. Only the basic effect and augmentation are echoed: metamagic and metapsionic feats do not echo. The echo has all the same decisions made as the original. For example, Specified Energy Adaption echoes would guard against the same energy type, while a 5pp Empathic Connection extended duration could not be echoed as a 5pp Empathic Connection affects aberrations.

The echo takes effect at the same caster or manifester level as the originator. When the original ends or leaves the collective, all echoes of it also end. An echo can be dispelled as normal without terminating the original. A tactician can spend power points to augment this supernatural ability. For every 4 additional power points spent, the echo may reach an additional target.

The tactician knows if an effect is beyond his ability to echo this way when he identifies it.

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Psionic Races

Wilder The innate power of the mind is present within all creatures. But it is those who choose to take levels in psionic classes who can unlock and develop this immense power contained within. This mental energy exists in many forms: Intelligence, Wisdom, and Charisma are direct links to the conscious mind, but the physical abilities: Strength, Dexterity, and Constitution, are also factors. Each of these component pieces is like a single facet of a greater whole. Psionic characters do not simply tap into the power of the mind, but the power of the mind and the body together. The psionic classes utilize the totality of consciousness to transform thoughts, ideas, and dreams into the real world.

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Psionic Classes

The following are class features of the psion. Weapon and Armor Proficiencies Psions are proficient with the club , dagger , heavy crossbow , light crossbow , quarterstaff , and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

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Psionic Feats

Psionic Skills What is Psionics? Psionics, in its simplest form, is harnessing the power of the mind and using it to perform tasks, feats, and awe-inspiring acts. It is the act of using the mental power innate in a psionic character to perform actions that others deem impossible. While all characters have the capacity to harness this power of the mind, it is only by tapping into this potential that psionic characters are created. A psionic character has learned to tap into and utilize this internal energy, using it to expand their abilities or even to learn more about themselves. Once a psionic character has learned this pathway of psionics, it often becomes a path they cannot help themselves from further exploring.

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Xeph Seemingly ubiquitous in presence, the elan hide their unusual nature by blending in with the mortals they once were. The half-giants are most often to be found in the harshest of climates that other races would shy away from, while maenads typically take homes on the coast or island chains, respecting the dichotomy of the ocean that so well mirrors their own internal conflict of emotions. Xephs, although closely resembling humans, make their homes away from the firm structures of most societies, while dromites build hives underground, their alien appearance ostracizing them from the xenophobic nature of less accepting races. Blues , like the dromites , are often ostracized from all societies, including the goblin tribes that give birth to them, although in some cases, they can rise to become leaders of these primitive tribes. Ophiduans , with their monstrous appearance, have chosen to build up their own society, rather than worrying about fitting into the society of other races, while the duergar battle against their dwarven brethren.

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