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

Poderes psiónicos


Razas de lo salvaje


PSION/WILDER POWERS

3º nivel

Impulso contrario: La criatura hace lo contrario de lo que pretende.

PODERES DEL GUERRERO PSÍQUICO

3º nivel

Boomerang telequinético: El objeto regresa a su mano inmediatamente.

5º nivel

Flecha viviente: Las flechas semisensibles pueden seguir a los enemigos por las esquinas.

FLECHA VIVIENTE
Metacreativity
Nivel: Psychic warrior 5
Monitor: Auditory
Tiempo de manifestación: 1 standard action
Gama: Touch
Blanco: Projectile weapon touched
Duración: 1 round/level (D)
Tirada de salvación:Will negates (object)
Resistencia de potencia: Yes (object)
Puntos de poder: 9

When you manifest living arrow, you give a semblance of life to the projectiles you shoot at your foes (often arrows fired from a bow, but crossbow bolts, sling stones, and other projectile weapons are also subject to this power). The power affects the first projectile you fire each round, granting it semisentience and the ability to alter its course in mid-flight.

You can launch a living arrow at a target known to you and within the maximum range of the weapon.

The living arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrows range prevents the arrow from reaching its target. A closed door thwarts a living arrow, as does an otherwise sealed chamber.

This effect negates cover and concealment modifiers, but the attack is otherwise rolled normally. The arrow retains any magical properties it would otherwise have, such as an enhancement bonus from the bow or the arrow itself.

Aumentar: You can augment this power in one or both of the following ways.

  • 1. Por cada 3 puntos de poder adicionales que gastes, puedes lanza una flecha viviente adicional en cada ronda (suponiendo que tener múltiples ataques por ronda con esa arma a distancia).
  • 2. Si gastas 2 puntos de poder adicionales, ganas un breve visión de su objetivo desde el punto de vista de las flechas (como si habías manifestado el poder clarividente de los sentidos; Consulte la página 83 del Manual Psiónico Expandido). Ve el objetivo solo durante una fracción de segundo, y el La visión termina cuando la flecha golpea a su objetivo o falla para alcanzarlo.
BOOMERANG TELEQUINÉTICO
Psychokinesis
Nivel: Kineticist 3, psychic warrior 3
Monitor: Visual
Tiempo de manifestación: 1 swift action
Gama: Touch
Blanco: One object
Duración: 1 round/level (D)
Tirada de salvación:Will negates (object)
Resistencia de potencia: Yes (object)
Puntos de poder: 5

You can imbue an object with an unusually fast-acting version of the returning weapon special ability, so that it returns to you an instant after its attack resolves. Halflings with psionic powers often use telekinetic boomerang on daggers or throwing axes.

Unlike a weapon with the returning special ability (see page 225 of the Dungeon Masters Guide), an object imbued with telekinetic boomerang returns to the throwers hand immediately after the attack is resolved, allowing the weapon to be used again on the same turn.

Aumentar: For every additional 2 power points you spend, you can imbue an additional object with the benefit of telekinetic boomerang.

IMPULSO CONTRARIO
Telepathy
Nivel: Psion/wilder 3
Monitor: Auditory and visual
Tiempo de manifestación: 1 standard action
Gama: Close (25 ft. + 5 ft./2 levels)
Blanco: One creature
Duración: 1 round
Tirada de salvación:Will negates
Resistencia de potencia: Yes
Puntos de poder: 5

Contrarian urge forces its target to do the opposite of its general intent for a few seconds.

A brief but uncontrollable urge dominates the thoughts of the subject, who will act on that urge to the best of its ability during its next turn.

When manifested during combat, contrarian urge almost always convinces its subject to attack an ally rather than a foe. In a social situation, it usually means the subject says something inappropriate or insulting (imposing a 10 penalty on any Diplomacy or Bluff check being made). The subject comes to its senses at the end of its turn and can act normally thereafter.

Aumentar: For every 3 additional power points you spend, this powers save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.