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H IGH P SIONICS C OMPILATION
V OLUME I
Authors: Andreas Rönnqvist, Greg Jacob, Jeremy Smith, Josh Sjothun, Philip J Leco, II
Editor: Jeremy Smith
Proofreading: Brian Faller, John Sussenberger, Sergio da Silva
Design / Layout: Jeremy Smith
Interior Illustrations: Claudio Pozas, Gerald Lee, Jason Walton, Rick Hershey, V. Shane
Cover Illustration: Rick Hershey
Requires use of the Dungeons & Dragons® Third Edition Core Books and the Expanded Psionics Handbook , published
by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are
used according to the terms of the d20 System License version 6.0. A copy of this License can be found at <www.wizards.
com/d20>. This edition of High Psionics Compilation: Volume I is produced under version 1.0a, 5.0, and/or draft versions
of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document by permission
of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the
Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all Dreamscarred
Press product and product line names including but not limited to High Psionics Compilation: Volume I, Untapped Potential: New
Horizons in Psionics , any specific characters, monsters, creatures and places; proper names and names of places, artifacts, characters,
countries, specific creatures, geographic locations, gods, historic events, organizations, and abilities; any and all stories, storylines,
histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography,
likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System
Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is
not Open Game Content.
Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open
Game Content.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000,
and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open Game
Content and if so used, should bear the COPYRIGHT NOTICE “ High Psionics Compilation: Volume I ” ©2007 Jeremy Smith. This
material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use
of the artwork or non-Open Game Content herein is prohibited without express written permission from this book’s authors, except
for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or
photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Some images contained within are copyright LPJ Design, Inc or V. Shane and are used with permission. All rights reserved.
Some images copyright 2006 by Reality Deviant Publications.
Some artwork by Claudio Pozas, copyright Expeditious Retreat Press, used with permission.
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Dreamscarred Press
T ABLE OF C ONTENTS
C HAPTER 1: P SICRYSTALS E XPANDED
1
M ANOR E SOTERIA
77
A LTERNATE P SICRYSTALS
1
T HE O BSCURED H AND
78
A WAKENED P SICRYSTAL
2
O BSCURED H AND W ILDER
80
C OGNIZANCE P SICRYSTAL
2
T HE F ELLOWSHIP OF F REEDOM
81
P SICRYSMAL
3
P SICRYSTAL W EAPON
5
C HAPTER 7: P RESTIGE C LASSES
83
S OULKNIVES AND P RESTIGE C LASSES
83
C HAPTER 2: V ARIANT S OUKNIVES
7
C HRONOREBEL
83
S OUL B ASTION
7
N EIRMOR
85
C LEAVING B LADE
13
P SYCHIC D ISRUPTER
87
D UAL B LADE
15
T EMPORAL A UTHORITY
88
T HROWING B LADE
18
U NDERSENSE
90
C HAPTER 3: P HRENIC D ISEASES & M ENTAL M ALADIES 21
N EW P SIONIC D ISEASES
C HAPTER 8: P SIONIC I TEMS
93
22
N EW P OISONS
93
C EREBRAL R ETROVIRUS
22
N EW P SIONIC W EAPONS AND A RMOR
93
C ASCADING O BSESSIVE C OMPULSION
22
C RYSTAL H ILTS
94
H ALLUCINATIONS
23
O THER C RYSTAL W EAPONS
95
I NTELLECTUAL R EGRESSION
24
N EW C OGNIZANCE C RYSTAL
96
M ANIFESTED D AYMARE
24
N EW C RYSTALICS
96
M ENTAL F EEDBACK
25
N EW P SICROWN
97
P SIONIC H EMORRHAGE
26
N EW U NIVERSAL I TEMS
97
P SYCHIC D ISSOCIATION
26
R EVERSE E MPATHY
26
C HAPTER 9: P SIONIC C REATURES
101
R UPTURED S CHISM
27
P HRENIC T APE W ORM
101
U NSTABLE F ORM
27
P OWER L EECH
101
P SICRYSMAL
102
C HAPTER 4: F EATS
29
S HARDLING
102
K ENSAI F EATS
29
M ANTRA F EATS
29
O PEN G AME L ICENSE
103
S EQUESTRAL F EATS
29
F EAT D ESCRIPTIONS
30
T ABLES
T ABLE 1-1: I MPLANTED P SICRYSTAL
3
C HAPTER 5: P SIONIC P OWERS
57
T ABLE 1-2: P SICRYSMAL
4
P SIONIC I NTERACTIONS
57
T ABLE 1-3: P SICRYSTAL W EAPON
6
P OWER D ISPLAYS
57
T ABLE 2-1: S OULBASTION
8
N EW D ISPLAYS
58
T ABLE 2-2: C LEAVING B LADE
14
C OMBINATION D ISPLAYS
59
T ABLE 2-3: D UAL B LADE
16
D ISPLAY G ROUPS
62
T ABLE 2-4: T HROWING B LADE
19
C HARACTER T HEMES
65
T ABLE 4-1: N EW F EATS
30
N EW P SIONIC P OWERS
66
T ABLE 4-2: P SIONIC F EATS
32
T ABLE 4-3: S EQUESTRAL F EATS
36
C HAPTER 6: P SIONIC L EARNING C ENTERS
& O RGANIZATIONS
T ABLE 6-1: C ASTLE D ARNTEN P SION
72
69
T ABLE 6-2: C HRONOSTERE P SION
74
L EARNING C ENTER D ESCRIPTIONS
69
T ABLE 6-3: O BSCURED H AND W ILDER
80
O RGANIZATIONAL S PECIALTY L EVELS
69
T ABLE 7-1: C HRONOREBEL
83
C ASTLE D ARNTEN
70
T ABLE 7-2: N EIRMOR
86
C ASTLE D ARNTEN P SION
71
T ABLE 7-3: P YSCHIC D ISRUPTER
87
C HRONOSTERE
72
T ABLE 7-4: T EMPORAL A UTHORITY
89
C HRONOSTERE P SION
74
T ABLE 7-5: U NDERSENSE
91
C RYSTAL L AKE , S CHOOL OF THE V AST
74
T ABLE 8-1: C RYSTAL H ILTS
94
L UCARE , S CHOOL FOR THE E XCEPTION
76
iii
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High Psionics Compilation, Vol I
I NTRODUCTION
Over the past year, we at Dreamscarred Press have proudly released several new products aimed
at expanding the options for psionic games. These releases have ranged from anti-psionic options
to brand new types of feats. Variant classes, new organizations, and options to customize a mani-
fester’s psicrystal have all been introduced through our High Psionics line of supplements. This is
the compilation of those first eight releases.
Inside these pages, you will find new options for virtually any type of psionic character. For the
soulknife there are new feats, variant classes, and psionic items. For the manifesters, new specialty
levels, new prestige classes, new feats, organizations, powers, and power displays. And for the anti-
psionic character, there are new feats, a new prestige class, a new organization, and new items.
All things told, there are over 100 pages of material for psionic games and characters, truly ex-
panding the options for both players and GMs alike. But this isn’t all you will see. For this is merely
volume one of our High Psionics compilations. As we continue to offer support for the psionic rule-
set, we will continue to compile those options into books and make them available, as we have with
this book.
Explore the options available to psionic characters, or unleash those things that even the most
powerful manifesters fear. The choice is yours.
-- Jeremy Smith, co-founder Dreamscarred Press
-- Andreas Rönnqvist, partner Dreamscarred Press
iv
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Dreamscarred Press
Chapter 1: Psicrystals Expanded
L ong has the psicrystal been an iconic companion to the
psionic manifester. Acting as an advisor, a companion, a
scout, or a foil, this diminutive aspect of the manifester’s
psyche gives a unique ability to manifesters. Yet for all
their form and splendor, the variety of psicrystals still only
come in one form, granting different manifesters virtually
the same benefits with only minor differences.
Presented below are new options for psicrystals, both
in their creation and ways to supplement the power of the
crystalline companion. Each entry also discusses how it
interacts with both the typical psicrystal and the alternate
psicrystal options presented herein.
In addition, a new psionic creature is presented that
details the creature left behind when a psicrystal’s
manifester dies.
The options presented below are not intended to entirely
replace the standard psicrystal, merely to expand the
options available with the typical psicrystal.
Interaction With Psicrystals
A psicrystal or psicrysmal (presented later) can be
awakened at any time in its life cycle, regardless of its
manifester’s level, immediately gaining the bonuses when
its master takes the Awakened Psicrystal * feat.
A psicrystal weapon can also be awakened, but in this
case the master must expend one of his own standard
actions to manifest one of the psi-like abilities presented
below, since the psicrystal weapon has no actions of its
own.
An implanted awakened psicrystal can choose to
manifest any and all psi-like abilities with a target of
Personal or You on its master instead of itself, just as if it
was using the share power special ability.
Effects
The awakened psicrystal immediately gains a +2 bonus to
Intelligence and accompanying effects such as extra skill
points. The range of its sighted, telepathic speech and sight
link abilities are doubled (e.g. the sighted ability extends
to 80 feet instead of 40 feet). It also learns how to manifest
a group of powers as psi-like abilities, with a manifester
level equal to ½ its master’s character level (minimum 1).
Save DCs are based on Intelligence.
Alternate Psicrystals
T HE A WAKENED P SICRYSTAL
Introduction
When a manifester forms a psicrystal from a shard of
their own personality, that essence can be enhanced to
the point where it begins to manifest psionic powers by
itself. These psicrystals are called ‘awakened’ psicrystals
because their phrenic potential has been aroused within
them. This awakening also stirs their intelligence and
strengthens the connection between the manifester and the
psicrystal; these psicrystals therefore tend to become more
proactive, acting on their own instincts or ideas unless
commanded otherwise by their masters. Some hatch plans
and become co-conspirators with their masters and stories
are whispered of awakened psicrystals who outsmarted
their masters and in turn became the controlling force in
the relationship between manifester and psicrystal.
Regardless of these stories, some manifesters choose to
enhance their psicrystals and awaken their inner talents to
better aid them in the world.
Choose one from the following groups for the awakened
psicrystal:
• Firestarter (Ps): 2/day - energy ray (only fire) , matter
agitation, control flames
• Cold Soul (Ps): 2/day - energy ray (only cold) , psionic
grease (as ice) , skate
• Beast Warrior (Ps): 2/day - claws of the beast, bite of
the wolf, expansion
• Telekinetic (Ps): 2/day - inertial armor, control object,
far hand
• Inquisitive (Ps): 2/day - call to mind, know direction
Requirements
You need the Psicrystal Affinity feat and the Awakened
Psicrystal * feat to awaken a psicrystal.
1
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