Dotes Arquetípicas
Dotes Arquetípicas
Dotes Arquetípicas
Principal
Pathfinder
Dark Sun
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Durante un round una criatura herida por esta flecha, tendrá que hacer las familiar, but cannot see through its eyes. Because of the link’s limited
tiradas pertinentes de haber recibido una herida crítica en el pecho. El nature, only general emotions can be shared. The master has the same
personaje sólo puede tener una flecha de este tipo, tarda 1 día en hacerla connection to an item or place that his familiar does.
(Bowmaking) y dura un año. Deliver Touch Spells (Su): A familiar can deliver touch spells for him. If
the master and the familiar are in contact at the time the master casts a
touch spell, he can designate his familiar as the “toucher.” The familiar can
DISTANT ARROW
then deliver the touch spell just as the master would. As usual, if the master
Enchant Arrow II
casts another spell before the touch is delivered, the touch spell dissipates.
Tu arma está encantada con el efecto distant (dobla el alcance del arma).
Speak with Master (Ex): A familiar and the master can communicate
verbally as if they were using a common language. Other creatures do not
ENCHANT ARROW I: understand the communication without magical help.
Weapon focus (Bow), Point Blank Shot, Arcane Spellcaster, 1 PP Speak with Animals of Its Kind (Ex): A familiar can communicate with
Every nonmagical arrow an arcane archer nocks and lets fly becomes animals of approximately the same kind as itself (including dire varieties):
enchanted, gaining a +1 enhancement bonus. An archer’s magic arrows bats with rodents, cats with felines, hawks and owls and ravens with birds,
only function for her. lizards and snakes with reptiles, monkeys with other simians, rats with
rodents, toads with amphibians, and weasels with ermines and minks. Such
ENCHANT ARROW II: communication is limited by the Intelligence of the conversing creatures.
Enchant arrow, 5PP Spell Resistance (Ex): A familiar gains spell resistance equal to the master’s
La flecha gana +1 mágico a dar y al daño. Power Points/3.
Scry on Familiar (Sp): The master may scry on his familiar (as if casting
ENCHANT ARROW III the scrying spell) once per day.
Enchant arrow II, 7PP
La flecha gana +1 mágico a dar y al daño. HAIL OF ARROWS:
Rapid Shot, Enchant Arrow III, 7PP
ENERGY ARROW Gastando dos acciones y 2 PP, puede disparar una flecha a cada uno de los
Enchant arrow I objetivos dentro del alcance. El máximo de objetivos es la puntuación de
Elige un tipo de energía, ahora tus flechas hacen 1d4 extra de daño de ese Poder más el modificador de DES.
tipo. Y se considera encantada con el efecto mágico (flaming, acidic, etc…)
Se puede elegir varias veces, cada vez se aplica un tipo de energía distinto, IMBUE ARROW:
pero estos no se apilan. Cambiar entre tipos de energía es automático. Imbue Weapon, Enchant Arrow I
Puede imbuir sus flechas, como si fueran armas cuerpo a cuerpo (Imbuir
arma). Las cargas se perderán si la flecha falla.
ENERGY BURST ARROW
Enchant Arrow III, Energy Arrow IMPROMPTU SNEAK ATTACK
Tus flechas se encantan con el efecto Energy burst; cuando consigues un Sneak Attack II, Base: Delude or conceal 5r, 3 PP
crítico puedes elegir como efecto hacer 1d6 adicional de daño por energía. Gastando un PP al hacer un ataque este se convierte en un sneak attack.
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siempre y cuando estas no superen en rangos a aquellas una vez repartidos En furia recibe 1 punto de DR, +1 al daño y al force del arma y un paso de
los rangos. facilidad a Will y Fortitude. Cada acción físicamientras está en Rage le
También: Para calcular las estadísticas que dependan de Knowledge cuesta 1 punto de Fatiga, cada reacción física le cuesta dos acciones y 1d6
(Arcana y religión) o spellcraft, se usará el Kowledge o spellcraft más de fatiga. No sufre los efectos de Fatiga mientras está en Rage. El Rage
elevado. Las tiradas se harán o limitarán con la habilidad que corresponda dura 1/2 puntuación de CON al día en rounds. Sólo puede entrar en Rage en
en cada caso. su turno, cuesta una acción.
FAVORED TERRAIN
BRUTE Survival 3r, Skill focus Survival, Knowledge Nature 3r, Knowledge
Geography 3r.
El Personaje gana 1 paso de Facilidad a las habilidades que impliquen
RAGE I: percepción, sigilo, supervivencia y conocimientos del terreno elegido.
Barbarian, Primitive or short tempered or Bloodthirsty
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Aumenta en 1 paso por cada 5r posteriores que adquiera en la Habilidad de 5-6 fácil (1)
Supervivencia Específica. 7+ normal
Se puede coger varias veces, cada vez se aplica a un tipo de Terreno. Tiene
efecto retroactivo. · Sunder: Tus armas tiene Sunder. Si ya tienen este efecto, Se aplica en cada
ataque, ignorando tantos PA como la mitad del Force.· Bash: Eres
FRENZY considerado una categoría superior haciendo Bash con un arma con este
Intimidating Rage, Destructive Rage, Indomitable will, Power Attack efecto. Las armas que no tienen bash como efecto, ahora lo pueden elegir
II con un crítico.· Romper arma (Ataque). Cada vez que uno de tus Power
Cuando un personaje entra en Rage, puede elegir entrar en un Frenzy. En Attack sea bloqueado, El arma del contrincante recibe daño,
Frenzy gana 1 punto de DR, dobla el daño por fuerza en sus ataques y todos independientemente del resultado del ataque.
sus ataques se consideran Power attack aunque no lleve arma a 2 manos o · Romper Arma (Defensa). Usando una acción adicional en la defensa, el
heavy (Aunque No dobla el force por fuerza del arma), además de los arma del atacante recibe daño, independientemente del resultado del ataque.
beneficios que tenga en Rage. · Desarmar oponente (Ataque). Igual que romper Arma (ataque).
In addition, if she suffers damage from an attack, spell, trap, or any other · Desarmar oponente (Defensa). Igual que romper arma (defensa).
source, she automatically enters a frenzy at the start of her next action, as · Derribar Oponente: Si el ataque acierta las piernas o el pecho del
long as she still has at least one daily usage of the ability left. To avoid contrincante, se puede elegir este efecto aunque el arma no lo permita.
entering a frenzy in response to damage, the character must make a · Painful Blow: Tus Power Attacks tienen los efectos de una herida superior
successful Will save at the start of her next action. a la que provoque. (No los de muerte).
While frenzied, the character cannot use skills or abilities that require · Savage Blows: Gastando una acción adicional, tiras dos veces el daño del
patience or concentration (such as Move Silently), nor can she cast spells, arma y el daño por fuerza y eliges el mejor resultado de ambos.
drink potions, activate magic items, or read scrolls. She can use any feat she · 1 action point Gratuito.
has except Expertise, item creation feats, metamagic feats. · Savage Action: Elige un feat que tengas que otorgue una acción extra al
During a frenzy, the frenzied berserker must attack those she perceives as round de un tipo. Recibes una acción adicional al round de ese tipo. Se
foes to the best of her ability. Should she run out of enemies before her puede coger varias veces, cada vez se aplica a un feat que poseas distinto.
frenzy expires, her rampage continues. She must then attack the nearest · Savage Efficiency: Elige un Feat que poseas que otorgue pasos de
creature (determine randomly if several potential foes are equidistant) and facilidad o elimine pasos de dificultad a una tirada. Obtienes 1 paso de
fight that opponent without regard to friendship, innocence, or health (the facilidad a la tirada en cuestión. Se puede coger varias veces, cada vez un
target's or her own). feat distinto.
Para salir del Frenzy tiene que gastar una acción y superar una tirada de · Savage Feat: Elige un feat que no tengas (excepto Épicos), obtienes los
Will con un paso de dificultad por cada 4 rounds de frenzy. Acaba efectos, aunque no cumplas los requisitos. Cada vez que “uses” el Feat
normalmente si agota los rounds de Rage. consumes 1 round adicional de Rage.
When a frenzy ends, the frenzied berserker is fatigued or worst until she · ya no se me ocurren más..
rests or enters another frenzy, whichever comes first.
REMAIN CONSCIOUS
INDOMITABLE WILL Rage I
Rage II, Iron Will Heridas graves no provocan inconsciencia y recibes 2 pasos de facilidad
+2 pasos a will cuando se está en Rage. para resistir la inconsciencia de las críticas, mientras estás en Rage.
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El personaje puede moverse por maleza espesa o cualquier terreno natural Augment Summoning I
que dificulte el movimiento sin ver su movimiento afectado. El personaje puede lanzar de forma espontánea los conjuros que convoquen
criaturas a los que tenga acceso. Se puede coger varias veces, cada vez se
aplica a un Reino distinto
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Guardian I as adamantine for the purpose of overcoming damage reduction (but not for
El personaje puede lanzar de forma espontánea aquellos conjuros de reducing hardness).
protección a los que tenga acceso.
JUDGMENT II
GUARDIAN III (H) Judgment, 8 PPs
Guardian II Whenever a templar uses her judgment ability, she selects two different
Los conjuros de protección son lanzados a Magnitud +2. judgments, instead of one. This only consumes one use of her judgment
ability. As a swift action, she can change one of these judgments to another
HEALING TOUCH I (H) type.
Divine Caster
Los conjuros de curación son un paso más fáciles de lanzar. JUDGMENT III
Judgment II, 16 PPs
HEALING TOUCH II (H) Whenever a templar uses her judgment ability, she selects three different
Healing Touch I judgments, instead of just two. This only consumes one use of her judgment
El personaje puede lanzar de forma espontánea aquellos conjuros de ability. As a swift action, the templar can change one of these judgments to
curación a los que tenga acceso. another type.
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instrument in combination with some spoken performance. Each time you
TURN OR REBUKE choose this feat, you add 1 use per dayThe Bardic Music effects are:
Divine spellcaster * Inspire Courage: A bard with 3 or more ranks in Perform can inspire
Usas tu poder de canalizar energía para ahuyentar o reprender un tipo de courage in his or her allies. To be affected, an ally must hear the bard sing
criatura, dependiendo de tu deidad. Tienen que poder verte o sentir tu for a full round. The effect lasts as long as the bard sings and for 5 rounds
presencia. Tarda un Round en hacerse y requiere una tirada de Knowledge after the bard stops singing (or 5 rounds after the ally can no longer hear the
(Religion). Se puede combinar con spellcraft (divine), por cada éxito bard). While singing, the bard can fight but cannot cast spells, activate
adicional suma 1 a tu Poder relativo. magic items by spell completion (such as scrolls), or activate magic items
Turn: Las criaturas que entren voluntariamente en una zona con un radio by magic word (such as wands). Affected allies receive a +2 steps to saving
igual a tu Sab en metros y fallen una tirada de Will, sufren 1dPod en el throws against charm and fear effects and a +1 step bonus to attack. Inspire
pecho cada Round. Si tu puntuación de Poder es el doble que su poder + sus courage is a supernatural, mind-affecting ability.
puntos de vida quedan destruidos. No afecta a criaturas con más poder que * Countersong: A bard with 3 or more ranks in Perform can counter
tú. magical effects that depend on sound (but not spells that simply have verbal
Rebuke: Las criaturas que fallen una tirada de Will, encontrándose dentro components). As with inspire courage, a bard may sing, play, or recite a
del área de Efecto (r=Sab), quedan automáticamente Stun. Si tu Poder es el countersong while taking other mundane actions, but not magical actions.
Doble que el de Ellos más sus puntos de vida, serán controlados por ti. Each round of the countersong, the bard makes a Perform check. Any
Como regla general puedes controlar a tantas criaturas, por el medio que creature within 30 feet of the bard (including the bard) who is affected by a
sea, como tu Poder, siempre que los dados de golpe combinado de estos no sonic or language-dependent magical attack may use the bard's Perform
sea el triple que el tuyo. No afecta a criaturas con más poder que tú. check result in place of his saving throw if, after rolling the saving throw,
the Perform check result proves to be better. The bard may keep up the
WILD SHAPE I countersong for 10 rounds. Countersong is a supernatural ability.
Follower of Nature, Knowledge (Nature y Religion) 5r, Divine * Fascinate: A bard with 3 or more ranks in Perform can cause a single
Spellcaster, 5 PP creature to become fascinated with him. The creature to be fascinated must
Una vez al día se puede transformar en un animal de su tamaño o de una be able to see and hear the bard and must be within 30m. The bard must
Categoría de tamaño inferior. Dura 1 Hora por Punto de Poder. Cuando se also see the creature. The creature must be able to pay attention to the bard.
transforma recupera 1PG en cada localización. Si no es suficiente para The distraction of a nearby combat or other dangers prevents the ability
recuperar un tipo de herida esta se mantiene proporcionalmente. from working. The bard makes a Perform check, and the target can negate
Las características Físicas serán la de un animal medio de la especie que se the effect with a Will saving throw equal to or greater than the bard's check
elija. result. If the saving throw fails, the creature sits quietly and listens to the
Las nuevas habilidades que pueda adquirir debido a la transformación, se song for up to 1 round per rank of the bard. While fascinated, the target's
calcularán con las características pertinentes y los rangos que tenga en Spot and Listen checks suffer a –2 steps penalty. Any potential threat (such
Knowledge Nature. as an ally of the bard moving behind the fascinated creature) allows the
El personaje deberá calcular los PG que tiene al cambiar a un animal de fascinated creature a second saving throw against a new Perform check
tamaño distinto al suyo, ya que el número de dados cambia. Mantiene el result. Any obvious threat, such as casting a spell, drawing a sword, or
tipo de Dados que tira. Esto se hace sólo una vez y se mantiene para todas aiming, automatically breaks the effect.
las transformaciones. Cada vez que vuelva a tirar los Pg los tira para todos While fascinating (or attempting to fascinate) a creature, the bard must
los posibles tamaños que pueda tener. concentrate, as if casting or maintaining a spell. Fascinate is a spell-like,
mind- affecting charm ability.
WILD SHAPE II * Inspire Competence: A bard with 6 or more ranks in Perform can help
Wild Shape I, 7PP an ally succeed at a task. The ally must be able to see and hear the bard and
Puede transformarse en un animal 1 categoría de tamaño superior o dos must be within 30 feet. The bard must also see the creature. The ally gets a
inferiores. O una planta o criatura tipo planta de su tamaño o de una +2 steps bonus on his skill checks with a particular skill, and negates up to
Categoría de tamaño inferior. 2 penalty steps (if any), as long as he or she continues to hear the bard's
music. The DM may rule that certain uses of this ability are infeasible. The
WILD SHAPE III bard can maintain the effect for 2 minutes (long enough for the ally to take
Wild Shape II, 9PP 20). Inspire competence is a supernatural, mind-affecting ability.
Puede Transformarse en un animal 2 Categorías de tamaño superior o 3 * Suggestion: A bard with 9 or more ranks in Perform can make a
inferiores. O una planta o criatura tipo planta 1 categoría de tamaño suggestion (as the spell) to a creature that he has already fascinated (see
superior o dos inferiores (RD metal/1). above). The suggestion doesn't count against the bard's daily limit on bardic
music performances, but the fascination does. A Will saving throw negates
the effect. Suggestion is a spell-like, mind-affecting charm ability.
* Inspire Greatness: A bard with 12 or more ranks in Perform can inspire
greatness in another creature. For every three ranks the bard attains beyond
10th, the bard can inspire greatness in one additional creature. To inspire
ROGUE greatness, the bard must sing and the creature must hear the bard sing for a
full round, as with inspire courage. The creature must also be within 10m.
A creature inspired with greatness gains temporary DR, attack bonuses, and
ANGEL OF DEATH saving throw bonuses as long as he or she hears the bard continue to sing
True death, Assassin spells, 8PP and for 5 rounds thereafter. (All these bonuses are competence bonuses.)
when the assassin makes a successful death attack, he can cause the target’s The target gains the following boosts:
body to crumble to dust. This prevents any form of resurrection of less than * +1 DR.
a 25 magnitudes spell. The assassin must declare the use of this ability * +2 steps bonus on attacks.
before the attack is made and use 1PP. If the attack misses or the target * +1 step bonus on Fortitude saves.
successfully saves against the death attack, this ability is wasted with no Inspire greatness is a supernatural, mind-affecting enchantment ability.
effect.
BARDIC KNOWLEDGE
ASSASSIN SPELL-LIKE ABILITIES: A bard may make a special bardic knowledge check with a bonus equal to
Power Point Score, Death Attack notable people, legendary items, or noteworthy places. This check will not
Gana las siguientes spell like abilities reveal the powers of a magic item but may give a hint as to its general
1st level—change self, detect poison, ghost sound, obscuring mist, spider function. The bard may not take 10 or take 20 on this check; this sort of
climb. knowledge is essentially random. The DM will determine the Difficulty
2nd level—alter self, darkness, pass without trace, undetectable alignment. Class of the check by referring to the table below.
3rd level—deeper darkness, invisibility, misdirection, nondetection.
4th level—dimension door, freedom of movement, improved invisibility, éxitos Type of Knowledge
poison. -- -----------------
1 Common, known by at least a substantial minority of the local
BARDIC MUSIC population.
Once per day, a bard can use song or poetics to produce magical effects on 2 Uncommon but available, known by only a few people in the area.
those around him or her. While these abilities fall under the category of 3 Obscure, known by few, hard to come by.
bardic music, they can include reciting poetry, chanting, singing lyrical
songs, singing melodies, whistling, playing an instrument, or playing an
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4 Extremely obscure, known by very few, possibly forgotten by most successful, those nearby might not even notice that the target is dead for a
who once knew it, possibly known only by those who don't understand the few moments, allowing the assassin to avoid detection
significance of the knowledge.
SLIPPERY MIND
This check is equal to the Character’s Charisma + Int Modifier. Modified Will 5r, Bluff 10r, CHA 13+
by the Aquaintance the carachter have with the place. (Race, Culture, Si el personaje falla una tirada de Will para resistir cualquier efecto de
Etc…) encantamiento, en ese mismo instante puede tirar otra vez gastando una
acción, si es que tiene alguna disponible. Esta tirada puede repetirse hasta
CRIPPLING STRIKE que se supere o hasta que el personaje agote sus acciones.
Sneak Attack III
El Sneak Attack causa los mismos efectos que una herida seria en la SNEAK ATTACK I
localización del ataque, aunque no cause daño suficiente (pero debe causar Stealth 2r, DEX 11+
daño para tener efecto). El efecto dura hasta que se apliquen primeros Para usar esta dote es necesario hacer un ataque contra un defensor
auxilios, o hasta que la herida se cure de forma natural. sorprendido, o que no sea consciente del ataque, y en caso de ataques a
distancia sólo puede usarse en alcance corto. El ataque del personaje, si
DEATH ATTACK tiene éxito, gana un efecto adicional (aunque no haya conseguido ninguno).
Hide 8r, Move silently 8r, Sneak Attack II Este efecto debe ser uno propio del arma empleada, o bien escoger
If the character studies his victim for 3 rounds and then makes a sneak localización, derribar oponente, desarmar oponente,forzar fallo o maximizar
attack with a melee weapon that successfully deals damage, the sneak daño.
attack has the additional effect of possibly either paralyzing or killing the
target (character’s choice). While studying the victim, the assassin can SNEAK ATTACK II
undertake other actions so long as his attention stays focused on the target Stealth 4r, DEX 13+, INT 11+
and the target does not detect the assassin or recognize the assassin as an El personaje puede elegir dos de los efectos listados.
enemy. If the victim of such an attack fails her Fortitude saving throw
against the effect, she dies. If the saving throw fails against the paralysis SNEAK ATTACK III
effect, the victim’s mind and body become enervated, rendering her Stealth 6r, DEX 15+, INT 13+
completely helpless and unable to act for 1d6 rounds plus 1 round per éxito El personaje puede elegir tres de los efectos listados.
adicional (contando los del sneak attack). If the victim’s saving throw
succeeds, the attack is just a normal sneak attack. Once she has completed SNEAK ATTACK IV
the 3 rounds of study, he must make the death attack within the next 3 Stealth 8r, DEX 17+, INT 15+
rounds. If a death attack is attempted and fails (the victim makes her save) El personaje puede elegir 4 de los efectos listados.
or if the assassin does not launch the attack within 3 rounds of completing
the study, 3 new rounds of study are required before he can attempt another SNEAK ATTACK SPECIAL I
death attack. Sneak attack II, INT 15+, Crippling Strike
El personaje puede cambiar uno de los efectos por 1d6 extra de daño
DEFENSIVE ROLL (después de superar AP).
Dodge 9r, Tumble 9r, Evasion
Al esquivar un golpe y gastando una reacción más, el personaje puede hacer SNEAK ATTACK SPECIAL II
que una esquiva fallida evite la mitad del daño, o que una esquiva que evite Sneak attack IV, sneak attack Special I, INT 17+
la mitad del daño lo evite por completo. Puede usarse esta opción incluso El personaje puede cambiar otro de los efectos por 1d6 extra de daño
después de conocer los resultados del ataque. (después de superar AP).
HIDDEN WEAPONS
INT 13+, Conceal 5r, Sleight of hands 5r
Ganas la especialización “hidden weapons” tanto para Conceal como para WARRIOR
sleight of hands.
Además, cualquier arma oculta que lleve en su cuerpo es un paso más COMBAT STYLE [20]
difíciles de detectar. Competencia con las armas y armaduras y 3r en las habilidades
pertinentes
POISON USE Elige un tipo de arma principal, un tipo de arma secundaria (incluido
Alchemy 3r. escudos), un tipo de armadura o Dodge (para no armor). Elige también un
Trained in the use of poison, she never risk accidentally poisoning herself estilo tipo Archery/Crossbows, Thrown, Two handed, Two weapon,
when applying poison to a blade. Weapon and Shield, Unarmed/underhanded. Los feats relacionados con tus
elecciones relacionados cuestan 3px menos, los que se pueden coger varias
QUIET DEATH veces cuestan la mitad (redondeando hacia arriba).
Death Attack, Sneak Attack III, Hidden weapons. Siempre que luches con tu estilo además, recibes bonus (se elige cuiando se
Whenever a character kills a creature using his death attack, he can also escoge y no se puede cambiar)
make a conceal check limited by bluff, opposed by Spot checks of those Por cada arma elige:
in the vicinity to prevent them from identifying him as the assailant. If · +1 Force y daño
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· +1 dar The character may make an Intimidate check against a single
· +1 parry opponent within 10m that can see him. The opponent becomes shaken for 1
· Niega un paso de dificultad round.
Para la armadura, elige: Stunning Blow: If the character has the Stunning Fist feat, he
· +1 AP can utilize the feat while wielding an exotic melee weapon.
· +1 Dodge Throw Exotic Weapon: The character can throw an exotic
weapon with no penalty on the attack roll, even if it isn’t designed to be
ACROBATIC CHARGE thrown. When he throws a double weapon, only one end of the weapon
Tumble 5r (character’s choice) can strike the target. Exotic weapons thrown in this
She gains the ability to charge in situations where others cannot. She may way have a range increment of str/3.
charge over difficult terrain that normally slows movement. Depending on Twin Exotic Weapon Fighting: When wielding the same one-
the circumstance, she may still need to make appropriate checks to handed exotic weapon in each hand, the character is treated as having the
successfully move over the terrain. Two-Weapon Fighting feat. If he already has the feat, the penalties on
attack rolls are lessened by –1 for both the primary hand and the off hand
ARENA GUILE when fighting in this manner.
Gladatorial Performance Trip Attack: The character can use a one-handed or two handed
Añades 1 paso a las tiradas de Bluff y Sense Motive, asociadas a combate exotic weapon to make a trip attack. If he is tripped during his own trip
de Melee, por cada 5 rangos que tengas en Perform (Arena). attempt, he can drop the weapon to avoid being tripped. If the exotic
weapon already allows its wielder to make trip attacks, the character instead
ARMOR OPTIMIZATION adds a +2 bonus on any trip attempt.
Arena Guile, Proficiency light, medium and heavy armors, Armor Uncanny Blow: When wielding a two-handed exotic melee
focus (any) weapon in two hands, the character can focus the power of his attack so that
Elige un tipo concreto de armadura concreto (cuero, escamas, etc..) en el he deals extra damage equal to his Strength bonus ×2 instead of his
que tengas competencia. Por cada 5 rangos Que tengas en Perform (Arena) Strength bonus ×1-1/2.
ganas un beneficio. Cada vez elige un beneficio distinto
+1 AC. EXOTIC WEAPON STUNT II
Exotic weapon stunt I, Weapon Focus II
½ Encumbrance. Choose another trick to use with the exotic weapons wich you have focus
¼ Initiative penalty. II.
Armor is treated as one category lighter (e.g. medium armor is
treated as light armor, light as no armor). ENHANCED MOBILITY
Improved Reaction.
-1 paso de Dificultad a Perception (casco) When wearing light or no armor and not using a shield, she gains an
Se puede coger varias veces, cada vez, elige un tipo de armadura distinto. additional +2 step bonus to dodge against attacks of opportunity caused
when she moves out of a threatened square.
CANNY DEFENSE
Dodge, Mobility, Weapon focus (melee) FLURRY OF BLOWS
When wearing light or no armor and not using a shield, añade 1 paso de Des 11+ Improved Unarmed Strike
facilidad por MdeInt/2 (if any) a dodge y parry. Puedes hacer un ataque extra desarmado al round por cada punto de Mod de
Des. Este Ataque se hace como parte de otro ataque desarmado, es decir, no
DEFENSIVE STANCE ocupa acciones pero tiene dos pasos de dificultad a repartir entre las dos
Shield Focus acciones como se desee.
Mientras estés en Total defense, o sólo hayas hecho acciones de Block con
el escudo, ganas +2 pasos de facilidad y doblas el force del Escudo. En el GLADIATORIAL PERFORMANCE [20]
momento en el que hagas otra acción distinta a block pierdes los beneficios Gana una nueva habilidad – Perform (Arena) [Int+Car, hard] - Con 0
hasta el siguiente Round. Rangos. Según los rangos que tenga puede hacer distintas acciones.
ELABORATED DEFENSE Combat Stance: With 3 or more ranks in Perform can assume a
Combat Expertise, Weapon or Shiel Focus, Weapon skill 5r. combat stance, showing off to spectators and displaying a warning to
When She chooses to fight defensively or use total defense in melee opponents: Gastando 2 acciones, recibes dos pasos de Facilidad a tus
combat, she gains an additional +1 step to dodge or parry. defensas y una acción defensiva extra durante el round en el que te ataquen
y el siguiente, se puede mantener durante 5 rounds. Con 11 Rangos gastas
EXOTIC WEAPON STUNT I una sola acción. Con 15 rangos puedes asumir la pose como parte de una
Craft (weaponsmithing) 3r, Weapon proficiency and weapon focus (exotic defensa exitosa (con 1 paso de dificultad).
weapon) Martial Display: A gladiator with 3 or more ranks in Perform
The character learns a special trick that he can use with any exotic weapon can entertain the crowd and intimidate enemies with a display of unarmed
for which he has the Weapon Focus feat. He must select the trick and, once attacks or weapon prowess. Gastando dos acciones, recibes 2 pasos de
selected, the choice cannot later be changed. facilidad y un éxito extra, +1 Force y +1 Reach al próximo ataque que
Close-Quarters Ranged Combat: A character who knows this hagas dentro de los 5 rounds siguientes después de terminar la exhibición. .
stunt doesn’t provoke an attack of opportunity when using an exotic ranged Con 11 Rangos gastas una sola acción. Con 15 rangos puedes hacer la
weapon. exhibición como parte de un ataque exitoso (con 1 paso de dificultad).
Double Weapon Defense: When wielding an exotic double Team Strike:A gladiator with 3 or more ranks in Perform can
weapon with both hands, the character gains an additional action to parry. distract an enemy so an ally can exploit a vital spot when making a melee
Exotic Reach: When wielding an exotic weapon with reach, the attack. Team strike can only be used against an enemy you threaten with a
character may make an attack of opportunity against a foe that provokes melee weapon. The ally must act on the same initiative as you or before
such an attack even if the foe has cover (but not total cover). your next turn to gain the benefit of team strike. The ally receives a +1 paso
Exotic Sunder: When wielding a one-handed or two-handed de Facilidad and inflicts an additional 1d2 points of damage on the next
exotic weapon, the character deals an extra 1d6 points of damage on any melee attack against the target. If the enemy moves out of your threat range
successful sunder attempt. before your ally attacks, the ally does not receive the benefits of team
Flurry of Strikes: When wielding an exotic double weapon or a strike. Además, se considera Sneak Attack (aunque el daño extra no se
spiked chain with both hands, the character gain flurry of blows with that maximiza). A Rango 7 recibe 2 pasos y 1d3 de daño. Cada 6 rangos
weapon (see) después del séptimo recibe +1 al daño.
Ranged Disarm: The character can make a disarm attempt even
on a ranged attack. Such an attack provokes no attack of opportunity Taunt: A gladiator with 6 or more ranks in Perform can
(except as normal for using a ranged weapon). demoralize enemies by verbal ridicule. Enemies must be within 10m of the
For the purpose of this disarm attempt, treat the character’s gladiator and capable of hearing you, and you must be able to see your
ranged weapon as a light weapon. If the character fails this disarm attempt, enemies. Tienes que estar al menos 1 round insultándoles, haces una tirada
the defender can’t attempt to disarm him. limitada por Oratory, cada enemigo sufre –1 paso a ataque, defensas y Will
Show Off: As a standard action, the character can display his y -1 al daño y al Force. The effect lasts as long as enemies hear your taunts
mastery with an exotic weapon and confound his opponent. and for ModCar/2 rounds thereafter. A Rango 12 y cada 6 rangos después,
el malus aumenta en 1. Taunt is a mind-affecting ability.
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Shake Off: With 9 or more ranks in Perform can try to end a She can make an attack of opportunity against any creature whose attack
mind‐affecting effect in play on himself or an ally. You shake your head she successfully parries, so long as the creature she is attacking is within
violently to clear your mind or slap an ally to bring her back to her senses. reach.
Superando una tirada limitada por concentración, the recipient of the shake
off can reroll a single failed save or opposed skill check (with the same SLOW FALL
conditions as the failed roll) to end a mind‐affecting effect. If there is no Jump 5r, Climb 5r, Skill focus Climb, martial arts training
save or check to avoid the mind‐affecting effect, the effect ends Las caídas hacen la mitad de daño si supera una tirada de Jump limitada por
automatically. Climb.
Trick: with 12 or more ranks in Perform can temporarily confuse STILL MIND
an adversary through the use of ploy and deception. The creature to be Iron Will, Skill Focus Concentration, Concentration 5r
tricked must be within 10m, able to see and hear you. You must also be + 1 paso a Will contra encantamientos y compulsiones. +1 éxito si acierta.
able to see the creature. Tiras, limitado por bluff (vs. Sense Motive). If its
roll fails, the creature becomes dazed for 1 round. For every three ranks STUNNING ATTACK
before 12, you can target one additional creature with a single use of this Martial Arts Training, Martial arts 4r.
ability. Limitando el ataque con Martial Arts, usando una acción adicional y
Threatening Glare: With 18 or more ranks of Perform can panic cogiendo un paso de dificultad (que no se puede eliminar), el enemigo
enemies with his mere gaze. Creatures within a 30 feet radius that can see queda Stunned tantos rounds como el daño del ataque si no supera una
you must make a Will check against your perform check, limited by tirada de Fort, si la supera queda stun 1 round.
Intimidate. On failing, creatures are affected as if under the effects of a fear
spell for 5 rounds. If the creature succeeds on the save you cannot attempt SUPERHERO LANDING
to affect that creature again. Threatening Glare is a mind–affecting gaze Slow Fall, (Jump 16r, Fue 13, Con 14, Des15) or (16PP,
affect. Spellcaster/Psionic).
Dragon’s Fury: With 18 or more ranks in Perform can enter a Ignora los primeros 10 metros de caída si no pifia la tirada de saltar. Por
trancelike state in which his full offensive gladiatorial potential is cada éxito, ignora otros 10 metros.
unleashed. Superas una tirada limitada por Martial Arts y you are immune
to fear effects, receive a +4 pasos to attack rolls and +1d4 to damage rolls, SUPERIOR FEINT
+1 DR and an additional attack per round. Lasts for 10 rounds. Después Arena Guile, Improved Feint
pierdes 1d6 puntos de Fatiga por round que has estado en trance. No se gasta acción adicional al Fintar pero sólo se puede hacer una vez al
round.
IMRPOVED PARRY
Armor optimization, weapon specialization, improved critical, combat WHOLENESS OF BODY
Expertise Great fortitude, Con 13+, Rapid healing II
Con un Parry Exitoso añades 1 al force del Arma, Anulas un éxito del Cuando recuperas Pgs de manera aleatoria te recuperas el máximo posible.
atacante (de tener más de un éxito) y, gastando una acción adicional, puedes Si recuperas pgs con una cantidad fija, recuperas el doble.
elegir un efecto adicional a tu defensa.
11 | P a g e
Merely holding a reservoir of psionic power points in mind gives psionic Además por cada dos rangos que adquiera en Spellcraft o Psicraft, recibe un
characters a special energy. Psionic characters can put that energy to work rango en la otra.
without actually paying a power point cost—they can become psionically Tanto las habilidades de disciplina como las de Escuela de magia ahora cuestan
focused as a special use of the Meditation skill. 1px menos por rango.
If you have 1 or more power points available, you can meditate to attempt
to become psionically focused. The DC to become psionically focused is 2. EXPANDED POOL I(Ps)
Meditating is a full-round action that provokes attacks of opportunity, you Psion, Psicraft 5r, Concentration 5r
can use as many as you need. When you are psionically focused, you can La reserva de Pfp es = a Ppx2.
expend your focus on any single Concentration, Meditation or
Discipline check you make thereafter. When you expend your focus in this EXPANDED POOL II(Ps)
manner, your check is treated as if you got 2 successes. You can also Expanded Pool I, Psicraft 8r, Concentration 8r
expend your focus to gain the benefit of a psionic feat—many La reserva de Pfps es = a Ppx4.
psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend EXPANDED POOL III(Ps)
your focus, become unconscious, or go to sleep (or enter a meditative Expanded Pool II, Psicraft 11r, Concentration 11r
trance), or until your power point reserve drops to 0. La reserva de Pfps es = a Ppx6.
12 | P a g e
rate of 2d4 hit points per day if damaged. If a psicrystal is brought to 0 hit Speak with Other Creatures: The psicrystal can communicate mentally with
points, it is destroyed. its owner, other creatures, or psicrystals within 20m., using any language
known to its psion owner (other creatures must speak aloud to return
Table: Psicrystals communication, except for the owner and other psicrystals).
Psicrystal Power Resistance: The psicrystal’s power resistance (PR) equals the psion
Personality Special owner’s Power point Score/4 . The psicrystal’s spell resistance (SR) equals
----------- ------- its power resistance.
Artiste Owner gains +1 bonus on Craft checks. Sight Link: Once per day, the psicrystal’s owner can see what the crystal
Bully Owner gains +1 bonus on Intimidate sees for a period of 1 hour, as long as the psion and the crystal are not
checks. separated by more than 2km.
Coward Owner gains +1 bonus on Hide checks.
Friendly Owner gains +1 bonus on Diplomacy checks. Channel Power: The psion can manifest powers through the psicrystal to a
Hero Owner gains +1 bonus on Fortitude saves. distance of up to 2km. The psicrystal is treated as the power’s originator,
Liar Owner gains +1 bonus on Bluff checks. and all ranges are calculated from that location. When channeling a power
Meticulous Owner gains +1 bonus on Search checks. through his psicrystal, the psion manifests the power by paying its cost. The
Observant Owner gains +1 bonus on Spot checks. psion is still subject to attacks of opportunity and other hazards of
Poised Owner gains +1 bonus on Balance checks. manifesting a power, if applicable.
Resolve Owner gains +1 bonus on Will checks.
Sage
checks
Owner gains +1 bonus on knowledge Weave the Sources (Su)
Cerebremancer, Knowledge (arcana) 11 ranks, Knowledge (psionics)
Singleminded Owner gains +1 bonus on Concentration checks.
11 ranks, 13PP
Sneak Owner gains +1 bonus on Move Silently
checks.
Un cerebremancer puede manifestar un Poder con un paso de dificultad mientras
Sympathetic Owner gains +1 bonus on Sense Motive absorbe energía.
checks.
Además, una vez al día puede lanzar un conjuro y manifestar un poder con la
Psicrystal Personality Descriptions: All psicrystals have distinct misma acción. Los objetivos que sean afectados a la vez por el conjuro y el
personalities. poder tienen un paso de dificultad para resistir ambos.
Intelligence: The psicrystal’s Intelligence score. Psicrystals are smart, but Form Astral Suit (armor) [15](Ps)
their personality trait colors all empathic, telepathic, or verbal interaction. Form Astral Suit (Skin), Medium armor Proficiency
When formed into astral armor, an astral suit resembles masterwork
Sighted: A psicrystal can sense its environment as well as a sighted, hearing chainmail and is treated as such for all mechanical purposes. Should the
creature can. Darkness (even supernatural darkness) is irrelevant, as are aegis be wearing armor when forming his astral suit in this fashion, the
areas of supernatural silence, though a psicrystal still can’t discern invisible astral suit encloses the armor and the aegis gains the benefits of only his
or ethereal beings. The psicrystal’s sighted range is 15m. astral suit and not that from his armor, even if his armor would confer better
benefits. Forming an astral suit into this form takes an action. The aegis
Empathic Link: The psion has an empathic link with his or her psicrystal to gains the following free customizations: brawn, improved damage. With 5
a distance of up to 2km. Psions cannot see using the psicrystal’s sighted PPs, the aegis gains the flexible suit customization as a free customization
ability, but they can communicate empathetically. The empathic link when the astral suit is in astral armor form. With 8 PPs, the astral suit
between a psicrystal and its owner limits communication to strong feelings, resembles and is treated as a masterwork breastplate for all mechanical
so misunderstandings are always possible. purposes.
Telepathic Link: The psion has a telepathic link with his or her psicrystal to
a distance of up to 2km. Psions cannot see using the psicrystal’s sighted Form Astral Suit (Juggernaut) [15](Ps)
ability, but they can communicate telepathically. The telepathic link allows Form Astral Suit (armor), Heavy armor proficiency
actual communication. Psicrystals know all the languages their psion When formed into astral juggernaut, an astral suit resembles masterwork
owners know. half-plate and is treated as such for all mechanical purposes. Should the
aegis be wearing armor when forming his astral suit in this fashion, the
Self-Propulsion: If the psion pays the cost of 1 power point, his or her astral suit encloses the armor and the aegis gains the benefits of only his
psicrystal forms spidery, ectoplasmic legs for a day. The legs grant the astral suit and not that from his armor, even if his armor would confer better
psicrystal a speed of 3. The psicrystal can climb walls and ceilings with its benefits. Forming an astral suit into this form takes a full-round action. The
legs at a speed of 2. The legs fade to nothingness when their duration aegis gains the following free customizations: fortification, hardy. With 5
expires, or if the psicrystal takes 1 or more points of damage that penetrate Power Points, the aegis gains the stalwart customization as a free
its hardness. customization when the astral suit is in astral juggernaut form. With 7
13 | P a g e
Powrer Points, the astral suit resembles and is treated as masterwork full The aegis’s astral suit has an extra pair of arms with limited function. Each
plate for all mechanical purposes. arm can hold, but not use, any one item that can normally be held in one
hand. Items held in this way count toward the aegis’s carrying capacity.
Astral Repair (Ps) The aegis can retrieve any item held by his extra arms as a swift action. The
aegis does not gain any mechanical benefit from items held by these arms,
The psion is capable of repairing mundane items, restoring 2 hit
such as a shield passive block
points of damage to the touched item as a standard action usable at will. If
Flexible Suit
the object has the broken condition, this condition is removed if the object
The aegis’s armor Check penalty and Encumbrance is reduced by 1 (to a
is restored to at least half its original hit points. All of the pieces of an
minimum of 0). The aegis may also sleep in his astral suit without
object must be present for this ability to function. This ability has no effect
becoming fatigued, if he was not already able to do so (such as if in astral
on objects that have been warped or otherwise transmuted, but it can still
skin form).
repair damage done to such items.
Hardened Strikes
The aegis is considered to be armed even when unarmed, does not provoke
Astral Suit Damage Reduction(Ps) attacks of opportunity when making unarmed strikes, and his unarmed
Form Astral Suit (Juggernaut), Armor Focus (Astral Skin, armor and strikes deal lethal damage. In addition, the aegis’s unarmed strikes can deal
juggernaut), 2 Power Points. slashing or piercing damage, chosen at the time the customization is
When an aegis is wearing his astral suit, he gains damage selected, instead of bludgeoning damage.
reduction 2/-, regardless of what type of astral suit he is wearing. Harness Shard
The aegis is able to place a single shard into the astral suit as a move action.
By spending one power point as a standard action, he can gain one use of
Invigorating Suit (Ps) the shard without the shard disintegrating. This customization may be
selected multiple times. Each time, it allows the aegis to store an additional
Form Astral Suit (Juggernaut), 3 PPs
shard within the astral suit, although each shard must be activated
A character wearing his astral suit gains a +2 steps bonus on the
separately.
following checks and saves: Swim checks made to resist nonlethal damage
Improved Armor
from exhaustion; Constitution checks made to continue running;
The astral suit thickens and strengthens, increasing the aegis’s Armor
Constitution checks made to avoid nonlethal damage from a forced march;
Points by 1. This customization can be taken once for every five PPs he
Constitution checks made to hold breath; Constitution checks made to
possesses and stacks with any Armor bonus granted from the astral suit
avoid nonlethal damage from starvation or thirst; Fortitude saves made to
itself. The aegis must have at least 5 Power Points before selecting this
avoid nonlethal damage from hot or cold environments; and Fortitude saves
customization.
made to resist damage from suffocation.
Power Stone Repository
The aegis may absorb power stones into his astral suit, causing them to
Augment Suit (Ps) appear and disappear whenever the suit does. The aegis may choose to have
Form Astral suit (Any), 4 PPs the absorbed power stones visible (much like embedded gems), or may
He may spend up to one psionic stregh point per Power Point to customize decide to keep any or all of them concealed. The aegis may store one power
his Astral Suit, gaining one temporary customization point for each psp stone per Power Point in this fashion; adding or removing a power stone
spent. takes 1 minute per stone (any power stone that is completely flushed and
This ability, activated as a standard action, lasts one minute per powerless dissolves immediately and is not counted against the limit). The
Power Point. aegis may activate any power stone stored in his repository as if he were
holding it in hand; this follows all of the standard rules for using power
An aegis may end the duration as a free action at any time. stones. If the aegis loses this customization for any reason, any power
stones stored in the astral suit are inert but unharmed until removed or this
Activating this ability again, while already in use, immediately customization is regained.
causes the previous duration to end. Psionic Attacks
(see Costumizations) The aegis’s astral suit encompasses his melee attacks. All of the aegis’s
melee attacks are treated as if they were magic for the purpose
Cannibalize Suit (Ps) of overcoming damage reduction. In addition, any melee weapons wielded
by the aegis are treated as masterwork if they are not already.
Astral Suit Damage Reduction, 12 PPs
Psionic Damage
The character learns to convert the psionic energy used to create his suit
The aegis’s melee attacks deal an additional 1 point of damage. The aegis
into healing power. Once per day per 5 Power Points, as a standard action,
must have the psionic attacks customization and must have at least 5 Pps to
he can dismiss his astral suit and heal 1dPower +1dModInt in each location.
select this customization.
She cannot reform his suit again for one minute after using this ability.
Pull
The aegis’s astral suit envelopes his weapon and grants him the ability to
Customizations pull creatures closer with a successful melee attack. Whenever the aegis
Customizations are grouped by their cost in customization points. An aegis makes a successful melee attack, he can attempt a free combat maneuver
only gains the benefits of a customization when he is wearing his astral suit. check. If successful, the target of the attack is pulled 1m closer to the aegis.
Unless specified otherwise, a customization may not be selected multiple This ability only works on creatures of a size equal to or smaller than the
times. aegis. Creatures pulled in this way do not provoke attacks of opportunity.
The aegis must have a reach of 5 or more to select this customization. If
1-Point Customizations there is insufficient room for the target to move closer to the aegis, the
The following customizations cost 1 point from the aegis’s customization attempt automatically fails.
pool. Push
Darkvision The aegis gains the ability to push creatures away with a successful attack.
The aegis gains darkvision out to a range of 20m. Whenever the aegis makes a successful melee attack, he can attempt a free
Empowered Blast combat maneuver check. If successful, the target of the attack is pushed 1m
The aegis can spend power points to increase the damage of his energy directly away from the aegis. This ability only works on creatures of a size
blast attack. Once per round, before making an attack using the energy blast equal to or smaller than the aegis. Creatures pushed in this way do not
customization, the aegis can spend power points as a free action, to gain provoke attacks of opportunity. If there is insufficient room for the target to
+1d6 damage for every 1 power point spent. An attack that misses is be pushed away, the attempt automatically fails.
wasted. The aegis must have the energy blast and ranged attack Ranged Attack
customizations before selecting this customization. The aegis gains the ability to propel a non-psionic crystal, formed from the
Energy Resistance astral suit, at a target as a ranged attack that deals 1d6 points of piercing
The aegis gains resist 5 against his active energy type. This customization damage and has a range increment of 10m.
can be selected multiple times. Each time beyond the first, the aegis selects Retaliate
an energy type (cold, electricity, fire, or sonic) to gain resistance to, in The aegis gains the ability as an immediate action and by expending psionic
addition to his active energy type. focus to make a melee attack against an enemy that has successfully hit him
Evasion with a melee attack. This counts as an attack of opportunity and the aegis
As the Feat must be able to reach the enemy. An aegis must have at least 8PPs before
Extra Arms, Lesser selecting this customization.
Speed
14 | P a g e
The aegis’s base land speed is increased by 1. This customization can be The aegis’s melee attacks deal additional damage. If wielding a two-handed
selected up to five times. Its effects stack. weapon, the aegis deals 1d3 additional points of damage on a successful hit.
Spiked Carapace If wielding a one-handed weapon, the aegis deals 1d2 additional points of
The astral suit is covered in sharp spikes as if equipped with armor spikes. damage on a successful hit. If wielding a light weapon, the aegis deals 1
Stalwart additional point of damage on a successful hit. If dual-wielding, each
As the Feat. weapon is affected separately.
Swim Improved Damage Reduction
The aegis gains a swim speed equal to his base speed. The aegis’s damage reduction from his astral suit increases by 1. Minimum
Breath 5 PPs.
The aegis can safely breathe in any environment as long as he is wearing Improved Ranged Attack
his astral suit. The damage of the aegis’ ranged attack ability increases by 1 point of
piercing damage for every five Power Points the aegis has. If the aegis is
2-Point Customizations using the energy blast customization, the additional damage is instead 1
The following customizations cost 2 points from the aegis’s customization point of damage of your active energy type. The aegis must have at least 5
pool. Power points and have the ranged attack customization before selecting this
Adhesive Feet customization.
The aegis gains a +2 steps bonus against bull rush, trip, and any combat Increased Size
maneuvers that attempt to move him from his current location. He also The astral suit grows in size and the aegis and all of his equipment is treated
gains a +2 steps bonus to Climb checks. as one size category larger as if affected by expansion. Minimum 9 PP.
Augmented Weapon Nimble
The astral suit coats the aegis’s weapon. The weapon is treated as if it The aegis gains a +1 step bonus to Dexterity checks while he is wearing his
was one size category larger for damage purposes. The aegis does not suffer astral suit. This customization can be selected a second time beginning with
any penalties for wielding the weapon. This ability does not stack with 5 PPs, and a third time starting with ten Pps.
effects that increase the aegis’s size category, such as expansion. Minimum Power Resistance
6 PPs. The aegis gains power resistance 1. This customization may be selected up
Brawn to 3 times. Each subsequent time increases the power resistance gained by
The aegis gains a +1 bonus to Strength while he is wearing his astral suit. 1. This ability can be selected again with 8 and 12 Power Points,
This customization can be selected a second time with 5 PP, and a third Powerful Build
time starting with 10 PP. The aegis gains the powerful build trait while wearing his astral suit.
Chameleon Whenever the aegis is subject to a size modifier or special size modifier for
The aegis gains a +2 step bonus to Stealth checks. The aegis must have at a Combat Maneuver Bonus or Combat Maneuver Defense (such as
least PPs before selecting this customization and this customization can be during grapple checks, bull rush attempts, and trip attempts), the aegis is
taken once for every five Power Points the aegis possesses. treated as one size larger if doing so is advantageous to him. The aegis is
Climb also considered to be one size larger when determining whether a creature’s
The aegis gains a climb speed equal to 1/2 of his base land speed. special attacks based on size (such as grab or swallow whole) can affect
Crystallized Weapon him. The aegis can use weapons designed for a creature one size larger
The aegis’s astral suit envelopes his melee weapon. The weapon is treated without penalty. However, his space and reach remain those of a creature of
as if made from deep crystal. This treats the weapon as a masterwork his actual size. The benefits of this trait stack with the effects of powers,
weapon if it was not already, and the aegis can pay two power points to abilities, and spells that change the subject’s size category.
charge the weapon with psionic energy which deals 2d6 additional points of Ram
damage on its next hit. The weapon stays charged for 1 minute or until it The astral suit forms a hardened shell over the aegis’s head. If the aegis
successfully hits, whichever comes first. makes a bull rush or overrun attempt, he gains a +1 step bonus to his
Energy Blast Check. Alternatively, he can make a single attack with this shell as part of
The ranged attack gained from the ranged attack customization becomes a charge and deal 2d6 points of damage. This attack is treated
imbued with psionic energy. The attack is now treated as a ranged touch as adamantine when used to attack an object. Minimum 5 Power Points.
attack and instead deals 1d6 points of damage of your active energy type. Retaliate, Improved
This effect can be turned on or off as an action. The aegis must have at least As the Retaliate customization, except the triggering attack does not need to
4 PPs and have the ranged attack customization before selecting this be successful. The aegis must have the Retaliate customization and have 16
customization. Power points.
Energy Resistance, Improved Tremorsense
The energy resistance gained from the Energy Resistance customization The aegis gains tremorsense out to a range of 10m. This allows the aegis to
doubles. The aegis must have the Energy Resistance customization and pinpoint the location of creatures that it cannot see without having to make
have 6 Pps. a Perception check as long as the creature and the aegis are in contact with
Extra Arms the ground, but such creatures still have total concealment from the aegis.
The extra arms on the aegis’s astral suit gain improved functionality. The Visibility still affects the aegis’s movement and he is still denied his
aegis gains a +1 step bonus to Climb checks and against grapple Dexterity bonus to Armor Class against attacks from creatures he cannot
attempts for each extra arm that is not holding anything. In addition, one of see. Minimum 7 power Points.
the arms can wield and use a light or one-handed weapon, a shield, or any
other item that can be used with one hand. Attacks made with this 3-Point Customizations
additional arm suffer a one step penalty to attack rolls in addition to any The following customizations cost 3 points from the aegis’s customization
penalties for using two weapons. These extra arms do not grant any pool.
additional attacks, only alternate arms with which to make the standard Blindsense
attacks. The aegis must have at least 5 Power Points and have the Lesser The astral suit augments the aegis’s senses, giving him blindsense out to a
Extra Arms customization before selecting this customization. range of 10m. This ability allows the aegis to pinpoint the location of
Flight creatures that he cannot see without having to make a Perception check, but
The aegis uses psychokinetic energy to gain a fly speed equal to its base such creatures still have total concealment from the aegis. Visibility still
speed. The aegis’s maneuverability depends on his size. Medium or smaller affects the aegis’s movement and he is still denied his Dexterity bonus to
aegii have good maneuverability. Large aegii have average Armor Class against attacks from creatures he cannot see. Minimum 9
maneuverability, while Huge aegii have poor maneuverability. For 2 Power Points.
additional customization points, the aegis’s maneuverability increases to Burrow
perfect. The aegis’s fly speed can be increased by spending additional The aegis gains a burrow speed equal to 1/2 his base speed. He can use this
customization points, gaining a 2 points increase to fly speed for each speed to move through dirt, clay, sand, and earth. He does not leave a hole
additional point spent. The aegis must be at least 7 power points before behind, nor is his passage marked on the surface. Minimum 9 Power points.
selecting this customization. Diehard
Fortification As the Feat.
The aegis gains 25% chance to negate critical hits or sneak attacks. This Extra Arms, Greater
does not stack with armor with the same special ability. This ability can be The extra arms on the aegis’s astral suit function at nearly the same
selected again with 10 Power Points and with 16 Power Points, increasing capacity as his normal arms. Each arm can now wield or use a light or one-
the chance to negate critical hits or sneak attacks by an additional 25% for handed weapon, shield, or any other item that he could normally use.
every additional time it is taken. Alternatively, the aegis can use one or both arms when wielding a two-
Improved Damage handed weapon, possibly allowing him to wield a pair of two-handed
15 | P a g e
weapons. The circumstance bonus on Climb checks and against grapple
attempts increases to +2 steps per extra arm. He must have minimum 9 PPs Clairsentience Discipline
and have the Extra Arms and Lesser Extra Arms customizations before A psion who chooses clairsentience is known as a seer. Seers
selecting this customization. can learn precognitive powers to aid their comrades in combat, as well as
Improved Energy Blast powers that permit them to gather information in many different ways.
When using the energy blast customization, the attack can target up to three 1PP- Discipline Talents (Ps)
creatures, no two of which can be more than 5m apart. Each creature may Choose three powers from the following list: call to
only be the target of one such attack each round. Each attack is rolled mind, destiny dissonance, know direction and location, or offensive
separately. The aegis must have at least 12 Power Points and have the precognition.
energy blast and ranged attack customizations before selecting this As long as you maintain psionic focus, you may manifest either
customization. of your chosen powers without paying a power point cost, but the power
Quickened Attacks may not be augmented or affected by metapsionic feats. The
He gains 1 extra attack action per round. This customization does not stack bonus from call to mind is reduced to +1 step, the duration of destiny
with other sources of extra attacks, such as haste. Minimum 10 Power dissonance is one round per two PPs, and the duration of offensive
Points. precognition is 1 round per PPs.
Reach 2PP- Recovered Information (Su)
The aegis’s reach increases by 1. Minimum 5 PPs. as long as you maintain psionic focus, when someone
successfully saves against a Clairsentience power you’ve manifested, you
4-Point Customizations learn about a single psionic effect currently in effect (if any) on the target.
The following customizations cost 4 points from the aegis’s customization Each subsequent successful save against a Clairsentience power you
pool. manifest transfers information about another psionic effect currently in
Blindsight effect (if any) on the target. If there are no psionic powers in effect on the
The astral suit massively augments the aegis’s senses, giving target that you do not already know, then you learn information about a
him blindsight out to a range of 10m. The aegis can maneuver and attack as single psionic item the creature currently possesses, as if you had identified
normal, ignoring darkness, invisibility, and most forms of concealment as the item. This effect give only very generic information on artifacts. The
long as he has line of effect to the target. The aegis must possess number of psionic effects or items you learn about per save increases by
the blindsense customization to take this customization. Minimum 11 one every four Power points thereafter.
Power Points 8PP- Alter the Waves (Su)
Energy Immunity each day when you meditate to regain your power points, you
The aegis gains immunity to his active energy type as long as he is wearing gain a +2 step bonus that can be used on any one die roll. Every two Power
his astral suit. Minimum 15 Power Points. Points thereafter, this ability may be used one additional time per day With
Extra Passenger 13PPs the bonus is increased by 1 step.
The aegis can carry one creature of the same size or smaller as the aegis’s 14 PPs- Seeing the Connections (Su)
base size (powers and effects that increase the aegis’s size do not allow him once per day, you can automatically identify all properties of a
to carry larger creatures, although Increased Size and Improved Increased magic item, magic aura, or identify a spell or power in effect. In addition, if
Size customizations do allow the aegis to carry larger passengers). The you are being scryed upon, you can expend your daily use of this power as
carried creature is treated as if it has total concealment and he gains an immediate action to disrupt the scrying attempt and instead scry on the
the damage reduction of the astral suit, as well as any environmental originator of the effect using the same effect as that which targeted you.
customization options, such as that granted from the Energy You need not pay any power point cost for this ability, although the
Resistanceor Underwater Breath customization. The creature carried using originator can make a save to block the attempt. This ability does not work
this ability remains adjacent to the aegis and moves with the aegis’s move on artifacts.
actions. A creature can be loaded and unloaded into the astral suit as a free 20 PPs- Perpetual Foresight (Su)
action by the aegis, but the creature can take no actions until its next turn. your ability to foresee the different possibilities has suffused
Minimum 11 Power Points. you. Anytime you roll a d20, you may expend one power point as
Improved Evasion an immediate action to roll a second time.
As the feat.
Improved Stalwart
Generalist Psion
As the Feat.
A psion who chooses to remain more general in his studies of
psionics is known as a generalist. While he does not gain the unique
DISCIPLINE (Ps)[25] abilities each discipline grants to the specialized psions, he is able to
Manifester, Discipline skill 5r, 1PP broaden his powers and blend them in unique ways.
Elige una Disciplina. Obtienes acceso a los poderes específicos de esa 1PP- Discipline Talents (Ps)
disciplina (ganado uno por cada nivel de Poder al que tienes acceso y que Choose three powers from the following list: call to
no cuenta para el total de Poderes conocidos), obtienes los Talentos y Dotes mind, catfall, create sound, far hand, hammer, and telepathic lash.
especiales según avances en Poder (Ver más abajo) y un Rango en las As long as you maintain psionic focus, you may manifest either
habilidades asociadas a dicha disciplina: of your chosen powers without paying a power point cost, but the power
may not be augmented or affected by metapsionic feats. The from call to
Clarisintencia: Concentration (Con), Gather Information (Cha), Navigation mind is reduced to +1 step, the effect of catfall only treats your fall as 6m.
(Wis), Listen (Wis), Remote View (Int), Sense Motive (Wis), Search and shorter than it is, the duration of create sound is one round per two PPs
Spot (Wis). (minimum 1 round), and the damage of hammer is reduced to 1d4.
2PP- Bonus Feat
Generalista: Elige 7 habilidades. With 2 PP and every five Power Points thereafter, you gain a
bonus feat. You must choose a metapsionic feat, an item creation feat,
Metacreatividad: Alchemy (Int), Appraise (Int), Concentration (Con), Craft or Expanded Knowledge. You must still meet all prerequisites for the bonus
(any) (Int), Disguise (Cha), Perform (Cha), and Remote View (Int). feat.
8PP- Breach Power Resistance (Su)
Psicokinesis: Brawn, Concentration (Con), Disable Device (Int), Open anytime you manifest a power, you may expend your psionic
Lock (Dex), Sleight of hand (Dex), Search (Int) and Throw. focus to add your Intelligence modifier in successes on any check to
overcome power resistance.
Psicometabolismo: Autohypnosis (Wis), Balance (Dex), Climb (Str), 14PP- Double Manifest (Ex)
Concentration (Con), Jump/Run (Str), Stabilize Self (Con), and Swim (Str). once per day, you may manifest two powers with a single action,
but the combined power point cost cannot exceed your manifester level and
Psicoportación: Climb (Str), Escape Artist (Dex), Hike, Navigation (Wis), the two powers must be of different disciplines. The two powers must have
Jump/Run (Str), Remote View (Int) and Ride (Dex). the same manifesting time and if they have a target, the targets for the
powers may be different.
Telepatía: Animal Empathy (Cha), Bluff (Cha), Convince, Diplomacy 20PP- Expanded Mind (Ex)
(Cha), Gather Information (Cha), Negotiate and Sense Motive (Wis). each day when you meditate to regain power points, you may
choose any one power from any class power list and add it to your powers
known for the day. This power does not count against your number of
powers known.
TALENTOS Y FEATS DE DISCIPLINA:
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Metacreativity Discipline psychobiology, or that of creatures near him. An egoist can both heal and
A psion specializing in metacreativity is known as a shaper. transform himself into a fearsome fighter.
This discipline includes powers that draw ectoplasm from the Astral Plane, 1PP- Discipline Talents (Ps)
creating semisolid and solid items such as armor, weapons, or animated Choose three powers from the following
constructs to do battle at the shaper’s command. list: hammer, synesthete, thicken skin, and vigor.
1PP- Discipline Talents (Ps) As long as you maintain psionic focus, you may manifest either
Choose three powers from the following list: create of your chosen powers without paying a power point cost, but the power
sound, crystal shard, ectoplasmic creation, and entangling ectoplasm. may not be augmented or affected by metapsionic feats. Add half your
As long as you maintain psionic focus, you may manifest either Power points to the temporary hit points gained
of your chosen powers without paying a power point cost, but the power from vigor. Synesthete, thicken skin, and vigor last for a number of rounds
may not be augmented or affected by metapsionic feats. The duration equal to your psion PP score. The damage of hammer is reduced to 1d4.
of create sound and entangling ectoplasm is one round per two Power 2PP- Metabolic Healing (Su)
Points (minimum 1 round), while ectoplasmic creation lasts one hour. The as long as you maintain psionic focus, you gain fast healing 1
damage of crystal shard is reduced to 1d4. when you manifest any psychometabolism power on yourself. This fast
2PP- Summoner’s Call (Ex) healing lasts for a number of rounds equal to the level of the power
If you maintain focus when manifesting a power of the creation manifested. The fast healing increases by 1 for every four Power points
subdiscipline, the duration is increased by 1 round plus 1 round for every thereafter.
four Power Points. In addition, your astral constructs gain an additional 8PP- Shared Effect (Su)
menu option of the highest menu available when you manifest the power. any time you manifest a psychometabolism power with a range
8PP- Ectoplasmic Protection (Su) of personal, you may pay an additional 4 psionic strength points to have it
you can gain an ectoplasmic coating over your form, granting affect two additional creatures touched. These additional psp count as an
you concealment for one round per Power Point, usable once per day and augment for the power and the manifestation is still limited by the normal
an additional time per day every four Power points thereafter. manifester Power point cap. A power augmented in this fashion can affect
14PP- Maestro of Ectoplasm (Su) an additional creature every four Power point thereafter. The fission power
once per day as a standard action, you can take raw ectoplasm may not be shared in this fashion.
and use it in a myriad of ways. You can choose to coat up to 20 square 14PP- Resilient Body (Su)
meters (in 1x1m squares) in a slick, as the ectoplasmic sheen power, or once per day as an immediate action, you may negate a critical
create a up to 7 levels in astral constructs, divided at your discretion (a 5th- hit that would have hit you, and instead receive normal damage.
level construct and a 2nd-level construct, a single 7th-level construct, seven 20PP- Infused Form (Su)
1st-level constructs, etc.), create a volume of matter as if manifesting you gain DR 3/- and are treated as always under the effect
major ectoplasmic creation, or repair a damaged astral construct for up to of adapt body.
3d10 hit points plus 1 hit point per Power point.
20pp- Astral Ally (Su) Psychoportation Discipline
you can change the duration of an astral construct power to A psion who relies on psychoportation powers is known as
permanent. You can have no more than one astral construct power made a nomad. Nomads can wield powers that propel or displace objects in space
permanent in this way at one time. If you designate another astral or time.
construct power as permanent, the previous power immediately ends. 1PP- Discipline Talents (Ps)
Choose three powers from the following
Psychokinesis Discipline list: burst, catfall, decelerate, detect teleportation.
Psions who specialize in psychokinesis are known as kineticists. As long as you maintain psionic focus, you may manifest either
They are the masters of powers that manipulate and transform matter and of your chosen powers without paying a power point cost, but the power
energy. Kineticists can attack with devastating blasts of energy. Unlike may not be augmented or affected by metapsionic feats. In addition, the
other psions, when a kineticist selects any power that specifies the character effect of catfall only treats your fall as 6m. shorter than it is,
must select from cold, electricity, fire, or sonic damage, he gains the option and decelerate only reduces the target’s movement speed by 1.
to choose the type of damage at the time the power is manifested. 2PP- Nomad’s Step (Su)
1PP- Discipline Talents (Ps) as long as you maintain psionic focus, as a standard action you
Choose three powers from the following list: energy ray, far may teleport to a location up to 5m. away. You must have line of sight to
hand, force screen, or my light. the location and you can bring along possessions that amount to as much as
As long as you maintain psionic focus, you may manifest either a medium load. The distance increases by 1.5m. every PP thereafter.
of your chosen powers without paying a power point cost, but the power 8PP- Inconstant Position (Su)
may not be augmented or affected by metapsionic feats. The damage once per day as an immediate action when someone attacks you,
of energy ray is reduced to 1d3, the bonus of force screen is reduced to 1, you can force them to suffer a 50% miss chance. This ability can be used an
and the duration of my light is reduced to 1 round/PP. additional time per day every two PP thereafter.
2PP- Telekinetic Hurl (Su) 14PP- Accelerated Activity (Su)
as long as you maintain psionic focus, you gain the ability to once per day as a swift action, you may gain 1 extra round of
telekinetically hurl objects of up to 2Kg. as a ranged attack at an enemy actions usable in the same round. Must be used at the beginning of the
within 10m. Such attacks deal 1d4 points of damage due to the force round.
exerted. This damage increases by 1d4 points of damage for every four 20 PP- Rapid Movement (Ex)
Power points thereafter. you gain an additional action each round, but it may only be
8PP- Kinetic Aura (Su) used for either the move, stand up, or mount/dismount a steed.
you gain a +1 to AP. This bonus increases by +1 every six
Power points thereafter. Telepathy Discipline
14PP- Energetic Recharge (Su) A psion who chooses the discipline of telepathy is known as
once per day, you can expend psionic focus as an immediate a telepath. He is the master of powers that allow mental contact and control
action when you would take damage from cold, electricity, fire, force, or of other sentient creatures. A telepath can deceive or destroy the minds of
sonic damage to convert the damage into psp, at a rate of 1 PsP per 5 his enemies with ease.
damage. You suffer none of the converted damage, but may not gain more 1PP- Discipline Talents (Ps)
than your Power Point score. For example, if a 14 Power Point kineticist Choose two powers from the following list: conceal
suffers 80 points of cold damage, he may expend his psionic focus to thoughts, mind link, mind thrust, telepathic lash.
convert up to 70 points of that damage into 14 Psp. He takes the remaining As long as you maintain psionic focus, you may manifest either
10 points of cold damage as normal. of your chosen powers without paying a power point cost, but the power
20PP- Energy Immunity (Su) may not be augmented or affected by metapsionic feats. The damage
when you gain psionic focus, you gain immunity to either cold, of mind thrust is reduced to 1d6. You may only use conceal thoughts on
electricity, fire, force, or sonic, at your choice. You may change yourself if used as one of your discipline talents.
this immunity by gaining psionic focus again, and need not 2PP- Mental Intrusion (Ex)
maintain psionic focus to maintain the immunity. as long as you maintain psionic focus, and augmenting the
power with 2 pfps, all your mind affecting powers are 1 step harder to
Psychometabolism Discipline resist. You can spend 2 additional Psp in the augmentation for every 4 PPs
A psion who specializes in psychometabolism is known as thereafter. For the purpose of this ability, you may spend additional power
an egoist. This discipline consists of powers that alter the psion’s points augmenting a mind-affecting power’s save dificulty even on a power
that normally does not have any augment options.
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8PP- Telepathy (Su) a soulknife reaches the pinnacle of her art and her connection to
you gain telepathy out to 100m. and can communicate with any her blade is so strong it cannot be severed. She no longer requires
creature, regardless of intelligence, so long as they have an Intelligence of 1 a Will save to maintain her mind blade in a null psionics field, although it
or higher. The range of your telepathy increases by 10m. every Power point still loses any enhancement bonus. In addition, she may change the
thereafter. configurations of her mind blade’s special abilities at will as a full-round
Additionally, as long as you maintain psionic focus, you can action.
detect other creatures within 10m. using telepathy to communicate,
although you cannot determine the content of the communication.
14PP- Last Respite (Su)
Enhance Mind Blade (Ps)
Shape mind blade, 5PP
once per day, if you are about to suffer damage that would result
Ganas un +2 para aplicar poderes y movidas a tu Mind Blade, según la tabla
in your death, as an immediate action, you can shunt your mind into the
de abajo y siempre que cumplas los requisitos. Si manifiestas dos Mind
body of a creature within 10m., effectively granting you the benefits
Blade, tienes que repartir los poderes como quieras. Se puede coger varias
of mind switch and your original body is left stable, but retaining the
veces, cada vez que lo cojas ganas un +1 adicional.
injuries . This ability lasts a number of rounds equal to your Power point
score. You must secure a permanent body for your mind, either by healing
your original body, through the use of a power such as true mind switch, or
some other means to permanently inhabit a body, by the end of the effect’s Table: Weapon Special Abilities
duration or die. This is considered a mind-affecting effect. You can take Enhancement Bonus
this action even if you are unconscious. This ability cannot be used against Weapon Special Ability Required PP
Value
effects that outright kill or that deal ability damage, only against effects that
Agile 1
+1 5
deal hit point damage.
20PP- Guarded Thoughts (Su) Allying +1 5
you gain increased protection from mind-affecting effects, Conductive +1 5
granting you a 6 step bonus on saves against mind-affecting effects.
Corrosive +1 5
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Table: Weapon Special Abilities psychic warrior can either choose to manifest it for no cost by expending his
psionic focus, in which case it cannot be augmented, or he can choose to
Enhancement Bonus manifest it normally. With 4 PP, the psychic warrior gains the second power
Weapon Special Ability Required PP
Value from his path. All of the above benefits apply to this additional path power.
Soulbreaker1 +3 9 He also gain access to the psychic Warrior powers list (Psionic unleashed;
Pathfinder)
Brilliant energy +4 12
Great dislocator1 +4 12 Eternal Warrior (Su)
Greater energy1,3 +4 12 Pathweaving, Path skill
once per day as a free action, the psychic warrior can enter into a very powerful
Coup de grace1 +5 15 Trance. As long as he maintains psionic focus, for up to 5 minutes the psychic
1
New option detailed here. warrior adds his Wisdom modifier to his attack rolls in steps, skill checks, ability
2
A keen mind blade gains its benefits no matter the assigned checks, defences, damage rolls in dice, AP and initiative, and he increases his
damage type. speed by 1 for every point of his Wisdom modifier. These benefits stack with
3
Ranged mind blades only. those that might be granted by his active path’s Trance (or both paths, if using
Pathweaving).
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Ascetic Path
Trance: while maintaining psionic focus, you gain a +1 bonus to your attack rolls
You have studied with the mystics of the ancient temples, sat silent embracing on attacks made with natural weapons. This bonus increases by 1 every six PPs
the solitude and isolation, so as to become more in tune with your body and you gain thereafter.
mind, merging them into a single, dangerous warrior.
Maneuver: you can expend your psionic focus when use the charge action. If you
do, you can make one additional attack at the end of your charge instead of
Powers: Defensive precognition, offensive precognition making a single melee attack, but each attack suffers a -1 penalty to the attack
roll. In addition, you gain a +1 bonus to any damage rolls made as part of this
Skills: Jump/Run, Tumble, Autohypnosis, Knowledge (religion) action. This bonus increases by +1 for every four PP you gain thereafter.
Trance: while maintaining psionic focus and wearing no or light armor, you gain
gain a +1 bonus to your AP or defences, chosen at the time you gain psionic Gladiator Path
focus. This bonus increases by 1 every six PP thereafter.
Your tactic is not to simply attack, but to maneuver your enemies into the most
Maneuver: as an immediate action, you can expend your psionic focus to gain a optimal position, forcibly if necessary.
+2 bonus to your AP until the beginning of your next turn. This bonus increases
by +1 for every six PP you have. In addition, if you did this in response to an Powers: Grip of iron, tactical precognition
attack and that attack misses you, you may take a relocate reach effect as part of
this action. Skills: Tumble, Bluff, Perform (Arena), Sense Motive.
Assassin’s Path Trance: while maintaining psionic focus, you gain a +1 bonus to your Combat
Maneuvers and to resist them. These bonuses increase by 1 every six PPs
While others prefer to stand boldly in the face of danger, your preferred weapon thereafter.
is stealth and silence. When you attack, your enemy is bound to fall.
Maneuver: you can expend your psionic focus when using a combat maneuver to
Powers: Distract, prevenom or prevenom weapon not provoke an attack of opportunity for using that combat maneuver. If you
have a feat that already does this, it is one step harder to resist. Additionally with
Skills: Jump/Run, Tumble, Listen, Move silently. 8 PP it’s a step harder to resist.
Trance: while maintaining psionic focus, you gain a +2 on damage rolls. This
bonus increases by 1 every four power points thereafter.
Interceptor Path
Maneuver: any time you strike an enemy with a melee attack and there are no
other enemies adjacent to you, you can expend your psionic focus to deal an You are adept at engaging enemies, guarding your allies, and blocking
additional +2d6 damage. For every six Power points you gain thereafter, this interlopers. Speed and maneuverability are not your only tools; you know how
damage increases by +1d6. This damage is precision-based damage. stop a foe in his tracks.
Maneuver: you can expend your psionic focus as an immediate action when an
Trance: while maintaining psionic focus, each time you make a successful enemy you threaten attacks one of your allies to make a single melee attack or
grapple check, you can deal damage to that enemy equal to your Wisdom bull rush attempt against that enemy. Your attack or bull rush attempt is resolved
modifier. before the enemy’s attack. If you made a melee attack and it is successful, the
struck enemy takes a penalty equal to the competence bonus of the Interceptor
Maneuver: as a swift action you can expend your psionic focus to cause an trance on the attack and damage rolls of the attack that triggered this maneuver.
enemy you are grappling to take 2d6 non-lethal damage. For every two PPs you
gain thereafter, the damage increases by 1d6
Survivor Path
Dervish Path You are capable of surviving in harsh environments and enduring deadly
assaults. You recognize the power of he body’s ability to overcome even the
You are a whirlwind in combat. Your blades strike out faster than the eye can most deadly of afflictions.
perceive, sending enemies reeling from your twin-bladed attacks.
Powers: catfall, vigor
Powers: Force screen, metaphysical weapon
Skills: Autohypnosis, Heal, Survival, Navigation
Skills: Tumble, Jump/Run, Bluff, Perform (dance)
Trance: while maintaining psionic focus, you gain a +1 step bonus on attack rolls Trance: while maintaining psionic focus, you gain DR 1/-. This damage
made when you wield two weapons. This bonus increases by 1 every six PPs reduction improves by 1 evey six PPs thereafter. In addition, you suffer no harm
thereafter. from being in a hot or cold environment. You can exist comfortably in
conditions between -45 and 60 Celsius without having to make Fortitude saves.
Maneuver: you can expend your psionic focus when you fight with two weapons Your equipment is likewise protected. This doesn’t provide any protection from
to take a step between your attacks, but not if you have moved normally. With 8 fire or cold damage, nor does it protect against other environmental hazards such
PP and every five PPs thereafter, you gain one additional step, but each of these as smoke, lack of air, and so forth.
steps must be made after an attack.
Maneuver: you can expend your psionic focus as an immediate action to be
Feral Warrior Path treated as having the Mettle ability until the beginning of your next turn. With 7
PP and every six PP beyond, you gain a +1 bonus to Will saves when using this
maneuver. In addition, with 11 PP, when using this maneuver, you are treated as
You are the beast incarnate. You channel your rage and power into physically having the Improved Mettle ability.
transforming yourself into the likeness of a monster.
Trance: while maintaining psionic focus, you gain a +1 bonus on attack rolls
made with a weapon (natural weapons do not count for this benefit). This bonus
increases by 1 every six PP thereafter.
Maneuver: you can expend your psionic focus as an immediate action when an
enemy attacks you to make a single melee attack against that enemy and then
take a step. The enemy’s attack is resolved before you take your action. With 8
PP and every six PPs thereafter, you gain a +1 bonus on the attack and damage
rolls made for this attack.
Requirements
To qualify to become a r, a character must fulfill all the following criteria.
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