html PUBLIC "-//W3C//DTD XHTML 1.1//ES" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd" SRD - Razas del Destino Poderes

Poderes psiónicos


Razas del destino


PSION/WILDER POWERS

1º nivel

Sincronicidad: Prepara una acción y utilízala cuando quieras.

Zancudo urbano: Muévase a través de superficies irregulares o a través de multitudes con facilidad.

2º nivel

Ataque anticipado: Saca tu acción del orden de iniciativa.

3º nivel

Potencial realizado: El objetivo obtiene +1 en ataques y guardados y +2 en pruebas de habilidad entrenadas.

PODERES DEL GUERRERO PSÍQUICO

1º nivel

Zancudo urbano: Muévase a través de superficies irregulares o a través de multitudes con facilidad.

POTENCIAL REALIZADO
Clairsentience
Nivel: Psion/wilder 3
Monitor: Visual
Tiempo de manifestación: 1 standard action
Gama: Touch
Blanco: Creature touched
Duración: 1 round/level
Tirada de salvación:Will negates (harmless) Spell Resistance: Yes (harmless)
Puntos de poder: 5

The target receives a vision of her own future, gaining deeper insight into her abilities, but only temporarily.

For the duration of this power, the character gains a +1 competence bonus on attack rolls and saving throws, and a +2 competence bonus on skill checks made using skills in which the character has purchased ranks.

SINCRONICIDAD
Clairsentience
Nivel: Psion/wilder 1
Monitor: Visual
Tiempo de manifestación: 1 standard action
Gama: Personal
Blanco: You
Duración: 1 round
Puntos de poder: 1

You gain a brief glimpse into the future that allows you to arrange a coincidence of events.

When you manifest this power, you can ready a standard action (without spending an action to do so) and use it whenever you choose during the next round. Unlike the normal use of readied actions, you need not specify the condition under which you will take your readied action. If you do not perform your readied action before your next turn, you lose that action.

Aumentar: If you spend 2 additional power points, you do not need to specify the standard action you are readying. In effect, you can take your normal move action and then take any standard action at some later point in the round, depending on how events unfold.

ZANCUDO URBANO
Psychometabolism
Nivel: Psion/wilder 1, psychic warrior 1
Monitor: Visual
Tiempo de manifestación: 1 standard action
Gama: Personal
Blanco: You
Duración: 1 minute/level
Puntos de poder: 1

You enhance your ability to move rapidly through city streets and across rooftops.

You gain a +5 competence bonus on all Balance and Jump checks. You automatically succeed on all Jump checks to clear a horizontal distance of 5 feet or less. You do not need to make Balance checks for running or charging across a sloped surface. You can move at your full normal speed through crowds.

Aumentar: If you spend 8 additional power points, you can walk normally on any city surface as if it were level ground. This includes perfectly vertical walls, glass windows, and even clothes-drying lines. Your speed remains unchanged, even when walking straight up a wall.

HUELGA ANTICIPATORIA
Psychoportation
Nivel: Psion/wilder 2
Monitor: Auditory
Tiempo de manifestación: 1 immediate action
Gama: Personal
Blanco: You
Duración: Instantaneous
Puntos de poder: 3

You take your normal action for the round at the time that you manifest this power, rather than waiting for your turn to come up in the initiative sequence. In subsequent rounds, your place in the initiative order does not changeyou anticipate your action for this round only.

You can take a standard action and a move action, or a full- round action, just as you could if you were taking your action at your normal place in initiative order. You cant activate this power if youre flat-footed, and you cant use the power a second time until after your next turn has passed.

For example, if you normally act on initiative count 15, you could use this power to take your turn again on initiative count 12, but this means that you wouldnt be able to act on the next rounds initiative count 15 (since youve already used that turns actions), and you wouldnt be able to use the power again until after your next turn (that is, after the next rounds initiative count 15).

Aumentar: If you spend 2 additional power points, your place in the initiative order changes, much as if you had delayed (but you may move earlier in the initiative order rather than later).