The Prestige Psion The following text was inadvertently omitted from the Psychic Mummy prestige class:
Psychic Entombm...
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The Prestige Psion The following text was inadvertently omitted from the Psychic Mummy prestige class:
Psychic Entombment There are those who attempt to fuse their physical bodies and psychic powers, transcending the mortal coil to become something greater. Known as psychic mummies, these beings are most often created for a specific purpose by a group of like-minded psions. The process is difficult and very dangerous, with the potential for an agonising death for the subject. Those who successfully complete the entombment process emerge as psychic mummies, creatures quite different from what they were before. This process requires a psychic tomb, a crystalline box which is sealed and locked from the outside. The psychic tomb weighs 700 pounds and costs 3,000 gp. The tomb is destroyed at the end of the process, as the energies passing through it and into the body of the subject weaken the crystal lattices. To begin the psychic entombment, the subject must fast for a full three days, meditating and preparing himself for the ordeal ahead. He then enters the psychic tomb and is sealed within its crystalline embrace. Each day thereafter, a minimum of five psions of at least 5th level must dedicate themselves to the entombment process. These psions remain within a few feet of the tomb, quietly meditating as they pour their psionic energies into the crystal. This process drains the psions’ psionic power points completely once the process begins - when a psion begins channelling his energy into the tomb, he may take no other actions of any kind for 8 hours as the bond totally consumes his concentration. Psions engaged in this process are considered helpless for combat purposes.
– anyone who wants to contribute must be involved from the beginning and must continue to be involved until the very last day. At the end of this time, the subject may or may not be transformed into a psychic mummy and may even be killed by the process. Sustained by the psychic energies of his companions, his ability to absorb the energy pumped into the tomb will determine his ability to survive. At the end of 30 days, the subject must make a successful Fortitude save (DC 30). The psion receives a +1 circumstance bonus per additional 5th-level to 9thlevel psion who provides energy for the entombment process, a +2 circumstance bonus per additional 10thlevel to 14th-level psion who provides energy, and a +3 circumstance bonus per additional psion of 15th-level or greater who provides energy. Subjects who fail by 10 or less are not killed, but they are also unfit to become psychic mummies. They may make the attempt again after one full year has passed. Those who fail the fortitude save by 11 or more, however, die during the process and do not emerge from the crumbling remains of the crystalline tomb. Though these unfortunates may be resurrected or otherwise returned to life, they may never attempt to enter this prestige class again.
This channelling of energy continues each day for 30 days and any psion who contributes energy on the first day must continue to provide energy throughout the process. Additionally, no psion may begin contributing energy after the first day
30a
(This space intentionally left blank.)
30b
The Quintessential Psion CHARACTER ________________________________________________ PLAYER ___________________________________ CLASS ______________________________________________________ LEVEL ___________________________________ CHARACTER CONCEPT __________________________________________________________________________________ SUBRACE ___________________________________________________ ALIGNMENT ______________________________ PATRON DEITY / RELIGION ______________________________________________________________________________ PLACE OF ORIGIN____________________________________________ FIGHTING STYLE___________________________
ABILITY SCORES
HIT POINTS
TEMP TEMP SCORE MODIFIER SCORE MODIFIER
ARMOUR ARMOUR
ARMOUR SHIELD
SUB DMG
CONSTITUTION WISDOM CHARISMA
SAVING THROWS
CLASS
MISC
ALCHEMY
Y / N
INT
POWER POINTS
ANIMAL EMPATHY
Y / N
CHA
APPRAISE "
Y / N
INT
DAMAGE REDUCTION
BALANCE "
Y / N
DEX *
BLUFF "
Y / N
CHA
TEMP
CLIMB "
Y / N
STR *
MODIFIERS
CONCENTRATION "
FORTITUDE (CON) REFLEX (DEX) WILL (WIS)
COMBAT BONUSES
------------- MODIFIERS ----------ABILITY SIZE MISC TEMP
BASE
INITIATIVE (DEX) MELEE (STR)
A P E RM NA OU LT R Y CH EC A K FA RC A IL N U E RE S PE LL SP E RE L SI L ST A N CE
A FL C W AT H FO EN OT A C TO V ED U ER CH S U AT S TA CK M IS S S CH A N M CE BO AX N D U E S X
RANGED (DEX)
WEAPON AND ARMOUR PROFICIENCIES
WEAPONS WEAPON
ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS
NOTES
Y / N
CON
CRAFT " (
)
Y / N
INT
CRAFT " (
)
Y / N
INT
CRAFT " (
)
Y / N
INT
DECIPHER SCRIPT
Y / N
INT
DIPLOMACY"
Y / N
CHA
DISABLE DEVICE
Y / N
INT
DISGUISE "
Y / N
CHA
ESCAPE ARTIST "
Y / N
DEX *
FORGERY "
Y / N
ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS
CHA
HANDLE ANIMAL
Y / N
CHA
HEAL "
Y / N WIS
HIDE "
Y / N
INNUENDO
Y / N
WIS
INTIMIDATE "
Y / N
CHA
WEAPON
ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS
NOTES WEAPON
ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS
NOTES WEAPON
NOTES
ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS
DEX *
INTUIT DIRECTION
Y / N
WIS
JUMP "
Y / N
STR*
KNOWLEDGE (
) Y / N
INT
KNOWLEDGE (
) Y / N
INT
KNOWLEDGE (
) Y / N
INT
KNOWLEDGE (
) Y / N
INT
LISTEN "
Y / N WIS
MOVE SILENTLY
Y / N
DEX*
OPEN LOCK
Y / N
DEX
)
PICK POCKET PROFESSION (
NOTES
INT
GATHER INFORMATION " Y / N
PERFORM (
WEAPON
NATURAL MISC
CROSS KEY MODIFIERS MAX RANKS = LVL +3 (/2) CLASS ABILITY TOTAL ABILITY RANKS MISC
HIT DIE
INTELLIGENCE
TOTAL
SIZE
ARMOUR WORN
DEXTERITY
BASE ABILITY MAGIC
WIS
= 10 +
STRENGTH
TOTAL
DEX
)
Y / N
CHA
Y / N
DEX*
Y / N
WIS
READ LIPS
Y / N
INT
RIDE "
Y / N
DEX
SCRY "
Y / N
INT
SEARCH "
Y / N
INT
SENSE MOTIVE "
Y / N WIS
SPELLCRAFT
Y / N
SPOT "
Y / N WIS
INT
SWIM "
Y / N STR #
TUMBLE
Y / N
USE MAGIC DEVIC
Y / N
DEX* CHA
USE ROPE "
Y / N
DEX
WILDERNESS LORE "
Y / N
WIS
Y / N " CAN BE USED WITH 0 RANKS, * ARMOUR CHECK PENALTY APPLIES, # -1 PER 5 LBS OF EQUIPMENT
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FEATS
EQUIPMENT ITEM
LOCATION WT
ITEM
LOCATION
WT
NAME
EFFECT
CLASS/RACIAL ABILITIES ABILITY
CURRENT LOAD
TOTAL WEIGHT CARRIED
MOVEMENT / LIFTING Movement
Rate
Walk (= Base)
MONEY & GEMS
Movement
Rate
CP -
Hour Walk
Hustle
SP -
Hour Hustle
Run (x 3)
Day Walk
Run (x4)
Special
Load
EFFECT
Weight Carried Max Dex
GP Chk Pen Run
Light
-
-
-
Medium
+3
-3
x4
Heavy
+1
-6
x3
PP GEMS -
EXPERIENCE TOTAL EXPERIENCE LIFT OVER HEAD = MAX LOAD
LIFT OFF GROUND PUSH OR DRAG = 2 X MAX LOAD
= 5 X MAX LOAD
LANGUAGES XPS NEEDED FOR NEXT LEVEL
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HEAL RATE PER DAY
Psionic Attack Modes
Known
Ego Whip (Dex) Id Insinuation (Str) Mind Blast (Cha) Mind Thrust (Int) Psychic Crush (Wis)
FRAGMENTS AND ECHOES
Psionic Defence Modes Empty Mind Intellect Fortress Mental Barrier Thought Shield Tower of Iron Will
PSIONIC POWERS Power
DC Effect
Power
DC
Effect
MAGIC ITEMS
HENCHMEN AND MERCENARIES NAME
RACE
NUMBER
HD / LVL
HP
INIT
SPD
AC
BAB STR DEX CON INT WIS CHA
RACE
NUMBER
HD / LVL
HP
INIT
SPD
AC
BAB STR DEX CON INT WIS CHA
NOTES NAME
NOTES
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PHYSICAL APPEARANCE
AGE
SEX
HEIGHT
SIZE
WEIGHT
HAIR
EYES
HANDEDNESS
QUOTE / FAVOURITE SAYING
PERSONALITY AND CHARACTER
ENEMIES, ALLIES, PAST ACQUAINTANCES
BACKGROUND & FURTHER NOTES
TRAINED ANIMALS TYPE
HD
HP
INIT
SPD
AC BAB STR DEX CON INT WIS CHA
TRAINING SLOTS
TRICKS AND ATTITUDES
THIS PAGE IS DESIGNATED OPEN GAME CONTENT. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. A COPY MAY BE DOWNLOADED FROM OUR WEBSITE