time psion

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    CHRONOPTIC The relationship between the pathways of the mind and thepathways of time are closer for the chronoptic than most otherpsionically minded creatures. The chronoptic attunes themselvesto the fluctuating patterns of time through intense meditation, but only insofar as predicting the movement of their opponentswhen firing a ranged weapon. Their quantum perception is asignificant advantage when predicting where an enemy willeventually end up. Moving targets become no harder to hit thanstanding ones, and while every archer reads a target’s movement,watching their eyes and feet for broadcasting gestures, only thehyper-cognitive chronoptic knows for certain.

    When psionically focused, the chronoptic is able to sense thepassage of linear time and intuitively look ahead into the future. This ability allows the member of this prestige class to accuratelypredict the movement of their opponents by cross-referencingwith their counterparts in the future, enabling the chronoptic toland blows of deadly accuracy with ranged weapons. Eventually,the chronoptic’s unique perception allows them to enter andleave their current timeline, affecting probability by choosing themost preferred causal paths outside of linear existence. Truly, thechronoptic is a master of archery, destiny, and the fates of theirenemies.

    Psychic warriors most frequently master the talents of thisprestige class, although psions and wilders are drawn to andfascinated by their relationship with time. The soul knife islargely preoccupied with their own method of attack. All otherclasses lack the prerequisite psionic abilities, and are thereforeforced to multiclass before they can qualify for the chronoptic.

    NPC chronoptics are an exceedingly calm breed of warrior,almost to the point of tranquility. They allow very little to upsetthem, feeling that everything will eventually come to pass in the

    most desired way (given enough time and the right set ofcircumstances). In group situations, chronoptics are often foundworking for powerful psions, either has assassins or bodyguards, but they are also known to interact well with rangers, as theirability to see into the recent past makes them excellent trackers.When left to their own devices, chronoptics embrace therandomness of adventure, giving their abilities a real chance to bloom with a greater number of consequences.

    Hit Die: d8 .

    Requirements To qualify to become an entrusted carrier, a character must fulfillall the following criteria.

    Skills:Concentration 8 ranks.Powers Known: Ability to manifest 2nd-level powers,

    defensive precognitionand offensive precognition.Feats: Point Blank Shot, Psionic Shot, Rapid Shot.Special: The candidate must have spent the entire previous

    level attacking with either ranged weapons or psionic powers.

    Class Skills The chronoptic’s class skills (and the key ability for each skill) are Autohypnosis (Wis)*, Balance (Dex), Climb (Str), Concentration(Con)*, Craft (Int), Hide (Dex), Jump (Str), Knowledge(psionics)*, Listen (Wis), Move Silently (Dex), Profession (Wis),Psicraft (Int)*, Ride (Dex), Search (Int), Sense Motive (Wis), Spot(Wis), Survival (Wis), and Swim (Str). See Chapter4 : Skills in thePlayer’s Handbook for skill descriptions. *See new skills andexpanded uses of existing skills in Chapter3 of the ExpandedPsionic’s Handbook.

    Skill Points at Each Level: 4 + Int modifier.

    The hronoptic Base Fort Ref Will

    Level Attack Bonus Save Save Save Special Spells per Day 1 st +0 +0 +2 +0 Preternatural cognizance I, Return Shot –

    2 nd +1 +0 +3 +0 Predictive shot I + 1 level of existing manifesting class3 rd +2 +1 +3 +1 Maintain focus, cross-temporal tracking + 1 level of existing manifesting class4 th +3 +1 +4 +1 Taking chances –5 th +3 +1 +4 +1 Predictive shot II + 1 level of existing manifesting class6 th +4 +2 +5 +2 Steadfast pe ception +1 level of existing manifesting classr

    7 th +5 +2 +5 +2 Preternatural cognizance I –8 th +6 +2 +6 +2 Predictive shot III + 1 level of existing manifesting class9 th +6 +3 +6 +3 Arrow through time +1 level of existing manifesting class

    10 th +7 +3 +7 +3 Arrow out of time –

    Class Features All of the following are class features of the chronoptic prestigeclass.

    Weapon and Armor Proficiency: Chronoptics are proficientwith all simple and martial weapons, and with light armor.

    Powers Known: At every level, a chronoptic gains additionalpower points per day and access to new powers as if gaining alevel in whatever manifesting class to which the character belonged before adding the prestige class. The chronoptic doesnot, however, gain any other benefit a character of that classwould have gained (bonus feats, metapsionic or item creationfeats, psicrystal special abilities, and so on). This essentially meansthat the character adds the level of chronoptic to the level ofwhatever manifesting class the character has, then determinespower points per day, powers known, and manifester levelaccordingly.

    If a character had more than one manifesting class before becoming a chronoptic, a decision must be made as to which classeach level of chronoptic will be added for the purpose ofdetermining power points per day, powers known, andmanifester level.

    Preternatural Cognizance Ex): Beginning at 1st level, a

    chronoptic gains a better understanding of the way their mindinteracts with the metapsionics of certain clairsentient powers, solong as the character is armed with a ranged weapon. Wheneverthe chronoptic manifests defensive precognitionor offensive precognition the cost of augmenting either power is 2 additionalpower points rather than 3 . For example, if the chronoptic wereto spend 7 power points manifesting either power, the insight bonus from either power would be +4 instead of +3 . If thechronoptic wanted to manifest either power as a swift action, thecharacter could do so at a cost of5 power points instead of 6 .

    At 7 th level the cost of augmenting either of these powers is 1 additional power point rather than 2 . For example, if thechronoptic were to spend 7 power points manifesting eitherpower, the insight bonus from either power would be +7 insteadof +4 . If the chronoptic wanted to manifest either power as a swiftaction, the character could do so at a cost of4 power pointsinstead of 5 .

    Return Shot Ex): At 1st level, a chronoptic gains Return Shot(see page51 of the Expanded Psionics Handbook) as a bonus feat,even if the character does not meet the prerequisites. If thechronoptic already has this Return Shot, choose a different feat.

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    Predictive Shot Ex): At 2nd level, a chronoptic’s ability toperceive a battle both in the present and in the future allows thecharacter to better predict the location of concealed opponents(including invisible opponents). If a chronoptic has made asuccessful ranged attack against an opponent with concealment,their target does not count as having concealment againstadditional ranged attacks until the chronoptic’s next action (theopponent would regain their concealment bonus against thechronoptic on the following round).

    At5th level, the target of a successful ranged attack does notcount as having concealment for a number of additional rounds

    equal to the chronoptic’s Wisdom bonus (minimum 1 ), or untilthe target finds concealment from a new source. At8 th level, thetarget of a successful ranged attack does not count as havingconcealment indefinitely, or until the target gains concealmentfrom a new source. For example, an invisible wizard would haveto dispel their current invisibility spell and then cast invisibility onthemselves again.

    Maintain Focus Ex): At 3 rd level, a chronoptic is better ableto interlace their psionic energy with martial skill, allowing thecharacter to maintain a psionic focus longer. Whenever thechronoptic is psionically focused, the character can use thePsionic Shot feat (see page50 of the Expanded Psionics Handbook)an additional time without expending their psionic focus. If thechronoptic uses the Psionic Shot feat again, their psionic focus is

    expended as normal.Cross-Tempora l Tracking Ex): At 3 rd level a chronoptic withthe Track feat (see page101 of the Player’s Handbook) is able toapply their ability to see through the veil of time in such a waythat all tracks are treated as if they were made1 day earlier (24 hours) for a number of days equal to the chronoptic’s Wisdom bonus (minimum 1 ).

    Taking Chances Su): A chronoptic of 4 th level or higher canfocus their attention on specific futures and the paths that lead tothem. Once per day, the chronoptic can manifest second chance

    at will. Their manifester level for this effect is equals theirchronoptic level.

    Steadfast erception Sp): At 6 th level, a chronoptic learnssteadfast perception. This power is in addition to any powers thechronoptic normally learns by advancing a level.

    The chronoptic treats this power as though it were a3 rd-levelpower on their class list rather than a 4 th-level power. Thismeans, among other things, that manifesting this power costs 5 power points. If the chronoptic does not have a high enough

    manifester level to manifest3rd-level powers, the charactercannot manifest this power until the required manifester level is

    earned. If the character has already chosen steadfast perception asa 4 th-level power, then it becomes a 3 rd-level power and frees upa 4 th-level power slot.

    Arrow Through Time Su): At 9 th level, a chronoptic beginsto realize subtle truths about the fabric of time, and gains theability to make ranged attacks at a right angle through the fourthdimension. When making this ranged attack, the chronopticexpends their psionic focus and ignores any cover that theirtarget might have.

    Arrow Out of Time Su): At 10 th level, the chronoptic makestheir ultimate realization; that each perceived future timeline isno less real than the present one. This greater understanding,combined with intense focus and concentration, allows thechronoptic to become more than an observer of the future. Once

    per day, as a full round action, the chronoptic gains the ability tomake a ranged attack against a future version of a target within30 feet directly before their next action, as if preparing a ready shot,which catches their opponent helpless and delivers a coup degrace. The chronoptic automatically hits and scores a critical hit(in additional to rogue sneak attack damage or a Psionic Shot). Ifthe defender survives, the creature must make a Fortitude save(DC10 + damage dealt) or die. Creatures that are immune tocritical hits do not take critical damage, nor do they need to makeFortitude saves to avoid being killed by a coup de grace.

    The chronoptic was last modified26 July2004 . Copyright © Kolja Raven Liquette2002 , 2003, 2004 .(Email:[email protected])

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