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*&aname(martial-kineticist)Martial Kineticist &link(Martial Kineticist){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/martial-kineticist/}  The martial kineticist eschews mundane weapons to fight using only his psionic prowess. He gives up the advanced combat training of most psychic warriors in order to learn how to use the power of psychokinesis as a weapon.  &aname(martial-kineticist-class-skills)&b(){クラス技能/Class Skills} martial kineticistはクラス技能として[[〈魔法装置使用〉>技能の詳細/3#Use Magic Device]]を加える。  &aname(weapon-and-armor-proficiencies)&b(){武器と防具の習熟} martial kineticistは軍用武器、重装鎧、中装鎧、盾への習熟を失う。  &aname(powers-known)&b(){修得済み念力} A martial kineticist selects his powers known from the psychic warrior power list as well as any psychokinesis power from the psion power list or any power from the kineticist power list.  &aname(bonus-feats)&b(){ボーナス特技} martial kineticistのボーナス特技は念能守勢特技あるいは念能特技として得られる特技から選択する。martial kineticistは戦闘特技からボーナス特技を得ることはできない。  &aname(martial-psionics)&b(){武勇の念能(変則)/Martial Psionics} At 1st level, the martial kineticist learns how to use psionics to fight in melee combat. As long as the martial kineticist has at least one power point remaining or is maintaining psionic focus, he gains a +1 deflection bonus to AC. At 5th level and every five levels thereafter, this bonus increases by 1. He loses this bonus if he wears medium or heavy armor. In addition, the martial kineticist gains Energy Ray as a power known. This power does not count against his number of powers known. When manifesting this power, the martial kineticist can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. This ability replaces warrior’s path.  &aname(martial-psionics)&b(){Psionic Prowess/Psionic Prowess} A martial kineticist treats his Wisdom score as if it were 2 points higher for the purpose of determining bonus power points. At 10th level, he treats it as if it were 4 points higher. This ability replaces Psionic Proficiency.  &aname(expanded-martial-psionics)&b(){Expanded Martial Psionics(変則)/Expanded Martial Psionics} Beginning at 3rd level, while maintaining psionic focus, the martial kineticist can deliver powers that feature a ranged touch attack as melee touch attack powers. He can use a ranged touch attack power that targets more than one creature, but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that effect are wasted and have no effect. At 8th level and every five levels thereafter, he can make one additional melee touch attack to deliver one of these ranged toucheffects as part of the action he uses to manifest the power. In addition, the martial kineticist can expend his psionic focus when he manifests a power to gain 1 temporary power point to augment that power. He must use the power point to augment this power, or it is lost. At 11th level and every eight levels thereafter, he gains 1 additional power point when he uses this ability. This ability replaces Expanded Path.  &aname(psionic-training)&b(){念能訓練(変則)/Psionic Training} 4レベルの時点でサイキック・ウォリアーは[[〈自己催眠〉>念能/技能#autohypnosis]]、[[〈呪文学〉>技能の詳細#Spellcraft]]、[[〈魔法装置使用〉>技能の詳細/3#Use Magic Device]]に+2のボーナスを得る。以降3レベルごとに、これら3つの技能のうちの1つのボーナスを+2増加させることを選択できる(1つの技能の最大値は+6まで)。これは既に選択したか残りの1つの技能である。  This ability replaces Path Skill.  &aname(warrior-s-path)&b(){戦士の道(変則)/Warrior’s Path} At 9th level, the martial kineticist gets to choose a warrior’s path. When first taking a path, the martial kineticist gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the martial kineticist can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 11th level, the martial kineticist can choose to use the Trance and Maneuver from his warrior’s path, but he does not gain the benefits from Expanded Martial Psionics while doing so. Switching from his warrior’s path Trance and Maneuver to Expanded Martial Psionics, and vice versa, is a standard action. This ability replaces Secondary Path.  &aname(martial-focus)&b(){武勇収束(変則)/Martial Focus} At 12th level, the martial kineticist is treated as if he is still maintaining his psionic focus even after he has expended it. For effects that require maintaining psionic focus, the martial kineticist is treated as if he is maintaining his psionic focus for a number of rounds equal to his Wisdom modifier after he expended psionic focus. He can use this ability three times per day. This ability replaces Twisting Paths.  &aname(psionic-riposte)&b(){Psionic Riposte(超常)/Psionic Riposte} At 15th level, the martial kineticist can expend his psionic focus and a number of power points as an immediate action to reflect a power back at its manifester. This functions as reddopsi, but only if the martial kineticist spends a number of power points that exceeds or is equal to the number of power points the manifester expended. If insufficient power points are expended, they instead grant an insight bonus on any saving throws allowed by the power, equal to one-half the number of power points spent. The martial kineticist can only expend a number of power points equal to his martial kineticist level. This ability replaces Pathweaving. &u(){Section 15: Copyright Notice} &i(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.} *&aname(meditant)瞑黙者 &link(Meditant){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/meditant}  Few manifesters have the tools at their disposal to fight unarmed better than psychic warriors. The meditants are those psychic warriors who have turned this strength into their focus, learning to make deadly strikes without the use of psionic powers or weapons.  &aname(psionic-riposte)&b(){念能の鎧(超常)/Psionic Armor} A Meditant who maintains psionic focus and is unarmored and unencumbered adds his Wisdom bonus (if any) to his AC and his CMD. If the Meditant gains his Wisdom bonus to his AC or CMD from some other source, it does not stack. In addition, a Meditant gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Meditant levels thereafter, up to a maximum of +5 at 20th level.  These bonuses to AC apply even against touch attacks or when the meditant is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, when he carries a medium or heavy load, or when he is not focused.  この能力はサイキック・ウォリアーが通常得る全ての鎧と盾への習熟と置き換える。 &b(){素手打撃とダメージ} &b(){表:瞑黙者の素手打撃のダメージ} |レベル|素手打撃のダメージ| |1|1d6| |5|1d8| |10|1d10| |15|2d6| |20|2d8|  A Meditant is a student in the art of fighting without weapons. The Meditant gains the Improved Unarmed Strike feat as a bonus feat. In addition, the Meditant’s unarmed strikes deal 1d6 damage if the Meditant is Medium, adjusted accordingly for Meditants of other sizes. At 5th level, and every five levels thereafter, the Meditant’s unarmed strike damage improves based upon the chart below (adjust accordingly for Meditants that are not Medium size).  This ability replaces the martial weapon proficiencies normally gained by a psychic warrior and the bonus feat normally gained by a 1st level psychic warrior.  &aname(flurry-of-strikes)&b(){Flurry of Strikes(超常)/Flurry of Strikes} A Meditant of 6th level can make a flurry of strikes as a full-attack action as long as he is maintaining psionic focus. When doing so he may make one additional attack using unarmed strikes as if using the Two-Weapon Fighting feat (even if the Meditant does not meet the prerequisites for the feat). For the purpose of these attacks, the Meditant’s base attack bonus from his Psychic Warrior class levels is equal to his Meditant level. For all other purposes, such as qualifying for a feat or a prestige class, the Meditant uses his normal base attack bonus.  At 11th level, the Meditant can make two additional attacks when he uses flurry of strikes, as if using Improved Two-Weapon Fighting (even if the meditant does not meet the prerequisites for the feat).  At 16th level, the Meditant can make three additional attacks using flurry of strikes, as if using Greater Two-Weapon Fighting (even if the Meditant does not meet the prerequisites for the feat).  A Meditant applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of strikes. A Meditant may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of strikes. A Meditant cannot use any weapon other than an unarmed strike as part of a flurry of strikes. A Meditant with natural weapons cannot use such weapons as part of a flurry of strikes unless he expends his psionic focus, but he cannot make natural attacks in addition to his flurry of strikes attacks.  This ability replaces Martial Power.  &aname(unarmed-fighting-style)&b(){Unarmed Fighting Style/Unarmed Fighting Style} A Meditant of 8th level can choose whether to focus his fighting style to take advantage of natural attacks or to use specialized weapons. The Meditant gets his choice of proficiency with all monk weapons or the Feral Combat Training feat as a bonus feat. If the Meditant selects monk weapon proficiency, he can use flurry of strikes with monk weapons, making any or all of the attacks with the monk weapon in place of an unarmed strike. If the Meditant selects the Feral Combat Training feat, he does not need to meet the prerequisites.  This replaces the bonus feat normally gained at 8th level. &u(){Section 15: Copyright Notice} &i(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.} *&aname(pathmaster)Pathmaster &link(Pathmaster){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/pathmaster/}  There are some psychic warriors who choose to focus their study on a single path, rather than expanding their options. This particular style of psychic warrior gains mastery over their chosen warrior’s path and learns to use the tools at his disposal when others would not.  &aname(advanced-path)&b(){Advanced Path/Advanced Path} At 9th level, the pathmaster gains the Advanced Path feat for his chosen warrior’s path as a bonus feat even if he does not meet the prerequisites. For example, if he chose the archer path, he would get the Advanced Archer Path feat as a bonus feat. If the pathmaster already has the feat, he can instead choose any psionic or combat feat as a bonus feat, but he must still meet any applicaple prerequisites. This ability replaces secondary path.  &aname(focused-path)&b(){Focused Path(変則)/Focused Path} At 11th level, the pathmaster can take 10 on his path skills even if threatened or under duress. He can alternatively expend his psionic focus to take 15 on the path skill. In addition, at 11th level, he is treated as a psychic warrior four levels higher for the purposes of his warrior path trance. This ability replaces the bonus feat normally gained at 11th level.  &aname(empowered-path)&b(){Empowered Path/Empowered Path} At 12th level, the pathmaster adds his Wisdom modifier to his manifester level when manifesting a path power. If he expends his psionic focus when manifesting a path power, the power is automatically augmented for the manifester level boost (minimum 1), but the pathmaster pays no extra power points for this boost. Instead, the additional power points that would normally be required to augment the power is effectively supplied by expending psionic focus. This ability replaces twisting paths.  &aname(master-maneuver)&b(){Master Maneuver(超常)/Master Maneuver} At 15th level, once per day the psychic warrior can activate a high-powered maneuver for his path. As an immediate action, the pathmaster can activate his warrior path maneuver, gaining the benefits of the maneuver and the ability to perform the action normally associated with the maneuver. The pathmaster does not need to expend his psionic focus to activate his maneuver when using this ability. In addition, the pathmaster is treated as four levels higher for the purposes of the maneuver’s benefit. The psychic warrior gains a second daily use of this ability at 18th level. This ability replaces pathweaving. &u(){Section 15: Copyright Notice} &i(){Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith} #co(){{ Path of Warのアーキタイプのためコメントアウト *&aname(pathwalker-psychic-warrior-archetype)Pathwalker &link(Pathwalker){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/pathwalker-psychic-warrior-archetype/} Note: This archetype uses rules available in Path of War by Dreamscarred Press. The psychic warrior is a force to be reckoned with, a talented combatant with skill in both the realm of battle and the mind. Some psychic warriors focus more strongly on their martial talents, and they discover that the martial disciplines along the Path of War are capable of strong philosophical insights. These insights lead to additional warrior paths for the psychic warrior to travel, and they are known as pathwalkers. Class Skills: Add the associated skill for the selected disciplines based on discipline selection.  &aname(maneuvers)&b(){Maneuvers} A pathwalker begins his career with knowledge of three martial maneuvers. The pathwalker has access to Sleeping Goddess, and may select any two disciplines from the following list: Broken Blade, Iron Tortoise, Primal Fury, Scarlet Throne, Solar Wind, Thrashing Dragon, Mithral Current, Piercing Thunder, and Tempest Gale. The pathwalker chooses one of his disciplines from this class as his warrior’s path at 1st level, and another one of those disciplines as his secondary path when he gains that ability. He also gains the skill associated to that discipline as a class skill. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a pathwalker is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table: Archetype Maneuver Progression. The pathwalker must meet a maneuver’s prerequisite to learn it.  Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the pathwalker can choose to learn a new maneuver in place of one he already knows. In effect, the pathwalker loses the old maneuver in exchange for the new one. The pathwalker need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The pathwalker can swap only a single maneuver at any given level. A pathwalker’s primary initiator attribute is Wisdom, and each pathwalker level is counted as a full initiator level.  This ability replaces psionic proficiency, the bonus feats gained at 2nd, 8th, 14th, and 20th levels, the path skills gained at 7th level and 13th level, and pathweaving class feature.  &aname(maneuvers-readied)&b(){Maneuvers Readied} A pathwalker can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating or performing weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Pathwalkers do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the pathwalker initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below). Pathwalkers may recover their maneuvers in one of two ways. The pathwalker may concentrate on nature of his martial path as a swift action as part of an attack or full attack to recover one expended maneuver. Alternately, he may flood his psychic being with martial knowledge by expending his psionic focus to recover a number of expended maneuvers equal to his Wisdom modifier (minimum of two) as a full round action. As part of this recovery action using this method, the pathwalker may manifest a single psychic warrior power known with a range of personal at his full manifester level without expending power points. The character cannot manifest powers with a manifesting time greater than 1 standard action or a duration of instantaneous in this way. When a pathwalker manifests a power during his maneuver recovery, the maximum level for the power manifested cannot exceed 1/2 of the maximum power level that he can manifest (rounded down, minimum of 1st level powers). Example: If the pathwalker can manifest a 5th level power, he could manifest a power during recovery with a level no greater than 2nd level. Powers with a duration greater than instantaneous have their durations shortened as well, to a number of rounds equal to 1 + the pathwalker’s initiation modifier in rounds (or the original duration, whichever is shorter).  &aname(stances-known)&b(){Stances Known/Stances Known} Pathwalkers begin play with knowledge of one 1st level stance from any discipline open to them. At the indicated levels on Table: Archetype Maneuver Progression, the pathwalker selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the pathwalker cannot learn a new stance at higher levels in place of one he already knows.  &b(){Warrior’s Path/Warrior’s Path} This class feature functions as normal, but the psychic warrior must select from the martial warrior paths presented below.  &aname(broken-blade-path)&b(){Broken Blade Path/Broken Blade Path} Psychic warriors that value the strength of body as well as the strength of the mind gravitate toward the path of the Broken Blade. By realizing his potential through steel and iron, or by flesh and bone, the psychic warrior on this path turns his body into a living weapon. Bonus class skill: Acrobatics Powers: Biofeedback, tactical precognition Skills: Acrobatics, Intimidate, Sense Motive Trance: Beginning at 3rd level, while maintaining psionic focus and while in a Broken Blade stance, the psychic warrior gains a +1 bonus to damage while fighting with weapons associated with the Broken Blade discipline. This bonus increases by 1 every four psychic warrior levels thereafter. Maneuver: Beginning at 3rd level, as an immediate action, the psychic warrior can expend his psionic focus to gain a +2 bonus to CMBchecks to use the dirty trick, grapple, or trip combat maneuvers. This bonus increases by 1 for every five psychic warrior levels possessed. Iron Tortoise Path A stout shield and defensive nature are hallmarks of psychic warriors who follow the path of the Iron Tortoise. The methods of these warriors is slow and steady like the discipline’s namesake, and enduring as stone. A mountain of martial power, the Iron Tortoise weathers all blows without animosity and retaliates in kind. Bonus class skill: Bluff Powers: Expansion, stomp Skills: Bluff, Intimidate, Perception Trance: Beginning at 3rd level, while maintaining psionic focus and using a shield while in an Iron Tortoise stance, the pathwalker gains damage reduction 2/adamantine. This damage reduction increases by 2 every four psychic warrior levels thereafter. Maneuver: Beginning at 3rd level, as a swift action, the pathwalker can expend his psionic focus to use the reposition combat maneuveragainst a foe he has successfully attacked with his shield (either by shield bashing or through a maneuver) with a +2 competence bonusto his CMB check. This attempt does not provoke attacks of opportunity. This bonus to his CMB increases by 1 for every five psychic warrior levels possessed. Mithral Current Path The lightning-fast Mithral Current pathwalkers strike with the power and force of a hurricane wind, move with the fluidity of a raging river, and are as cunning as fox. They carefully time their blows with their draw-and- strike techniques, and remain ever-ready to draw their blade and test their steel. Bonus Class Skill: Perform Powers: Burst, defensive precognition Skills: Acrobatics, Bluff, Perform Trance: Starting at 3rd level, while the pathwalker is psionically focused, maintaining a Mithral Current stance, he gains a +1 bonus on damage rolls for the first attack he makes after drawing a weapon. This bonus increases by +1 at 7th level and every four levels thereafter. Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a swift action to make a feint attempt against an opponent he threatens, gaining a +2 bonus on his Bluff check. This bonus increases by +1 at 8th level and every five levels thereafter. Piercing Thunder Path The Piercing Thunder pathwalker is stalwart and strong, hefting mighty polearms and powerful spears in combat with ease. They are opportunistic in battle, wary of openings in their enemy’s defenses. They constantly watch for that opening to allow their potent weapons to end the combat in a single thrust. Bonus Class Skill: Acrobatics Powers: Inevitable strike, metaphysical weapon Skills: Acrobatics, Intimidate, Ride Trance: Starting at 3rd level, while the pathwalker is psionically focused and maintaining a Piercing Thunder Stance, he gains a +1 bonus on damage rolls made with Piercing Thunder discipline weapons. This bonus increases by +1 at 7th level and every four levels thereafter. Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as an immediate action the pathwalker to brace his weapon against a charge, as if he had readied an action. He gains a +1 bonus on his attack roll with this attack. This bonus increases by +1 at 7th level and every four levels thereafter. Primal Fury Path Psychic warriors who feel the call of Primal Fury‘s power are rugged, individualistic hunters who feel the wildness of nature within their mind, body, and soul. They’re prone to passionate reaction, quick tempers granting great power and fierce offensive power. Bonus class skill: Survival Powers: Thicken skin, vigor Skills: Intimidate, Survival, Swim Trance: Beginning at 3rd level, while maintaining psionic focus and while using a stance of the Primal Fury discipline, the pathwalker gains an additional 10-ft of movement speed. Additionally, he gains a +1 competence bonus to Fortitude saves. This Fortitude save bonus improves by 1 and his speed increases by +5-ft every four psychic warrior levels after this. Maneuver: Beginning at 3rd level, the pathwalker may expend his psionic focus as part of a charge attack and he may make a full attack at the end of this charge. At 8th level and every five levels after, attacks made during this charge attack inflict an additional 2 points of damage. Scarlet Throne Path Pathwalkers who walked the blood-drenched road that leads to the Scarlet Throne are often haughty, proud, arrogant warriors. They feel their mental prowess and skill at arms causes them to rise above the rank and file soldiers that fall so easily to their skill. This pride is well-earned, and their foes cry silently from the graves that the psychic warrior left them in. Bonus class skill: Sense Motive Powers: Offensive precognition, offensive prescience Skills: Diplomacy, Knowledge (nobility), Sense Motive Trance: Beginning at 3rd level, while maintaining psionic focus and while maintaining a Scarlet Throne stance, the pathwalker gains a +1 dodge bonus to his AC. This bonus increases by 1 every four psychic warrior levels possessed. Maneuver: Beginning at 3rd level, as a standard action the pathwalker may expend his psionic focus to move up to his base speed and then make a single attack at his full base attack bonus upon a foe within his range. At 8th level, he gains a +1 competence bonus to attack and damage rolls. This bonus increases by 1 every five psychic warrior levels thereafter. Sleeping Goddess Path The pathwalker who walks the road of the Sleeping Goddess seeks to find unity in mind and blade, finding inner peace in battle and epiphany in victory. By using their psychic essence as both a shield and a weapon, they find ways to increase their psychic potential in battle to their natural limits. Bonus Class Skill: Autohypnosis Powers: Call weaponry, empty mind Skills: Autohypnosis, Diplomacy, Sense Motive Trance: Starting at 3rd level, while while the pathwalker is psionically focused and maintaining a Sleeping Goddess Stance, he gains a +1 insight bonus on attack rolls made with weapons created by psionic powers (such as the call weaponry, claws of the beast, and bit of the wolf powers) or maneuvers (such as call the soul’s blade). This bonus increases by +1 at 7th level and every four levels thereafter. Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a swift action to create a field of defensive psychic force through his skin and body, increasing the pathwalker’s natural armor bonus by +2. This bonus lasts for a number of rounds equal to 1/2 the pathwalker’s class level, and increases by +1 at 8th level and every five levels thereafter. Solar Wind Path Perceptive and keen of mind, Solar Wind adherents are often watchful and wary of danger. Their minds provide additional might towards their martial talents in the form of additional psychokinetic flames to their attacks. Skilled marksmen and talented game hunters, these psychic warriors blend their mental powers with martial skill to form their arts of war. Bonus class skill: Perception Powers: Foxhole, inevitable strike Skills: Knowledge (nature), Perception, Survival Trance: Beginning at 3rd level, while maintaining psionic focus, the pathwalker gains an additional +1 bonus to attack rolls and he inflicts an additional 1 point of fire damage on all ranged attacks using a Solar Wind associated weapon while maintaining a stance of that discipline. This bonus increases by 1 every four psychic warrior levels thereafter. Maneuver: Beginning at 3rd level, any time the pathwalker successfully strikes an enemy with a Solar Wind strike, he may expend his psionic focus to inflict an additional 2d6 points of fire damage. For every five psychic warrior levels possessed by the character after this, the bonus fire damage increases by +1d6. Tempest Gale Path Clever and daring, the Tempest Gale pathwalker pushes his limits with each throw or twang of a bowstring. Always seeking the next great trick shot, they are perfectionists in combat and tricky in peace. Bonus Class Skill: Sleight of Hand Powers: Tactical precognition, distract Skills: Acrobatics, Perception, Sleight of Hand Trance: Starting at 3rd level, while the pathwalker is psionically focused and maintaining a Tempest Gale Stance, he gains a +2 bonus on combat maneuvers checks made with a ranged or thrown weapon. This bonus increases by +1 at 7th level and every four levels thereafter. Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a standard action to make a dirty trick attempt against any creature within the range of his weapon. At 7th level and every four levels thereafter, he gains a +1 bonus on his combat maneuver check, which stacks with the bonus granted by his trance ability. Thrashing Dragon Path Deadly and graceful, the Thrashing Dragon pathwalkers are as swift and vicious as the draconic beings who have inspired their martial talents. Psychic warriors of this martial path push their mental powers to their psychometabolic limits through acrobatic assaults and terrific feats of daring to overtake foes and prove their martial superiority. Bonus class skill: Acrobatics Powers: Dazzling swordplay, metaphysical weapon Skills: Acrobatics, Fly, Intimidate Trance: Beginning at 3rd level, while maintaining psionic focus, the pathwalker inflicts an additional 2 points of damage when two-weapon fighting with weapons associated with the Thrashing Dragon discipline and maintaining a stance of that discipline. This bonus increases by 1 every four psychic warrior levels thereafter. Maneuver: Beginning at 3rd level, any time that the pathwalker strikes an enemy with two wielded weapons, he may expend his psionic focus to rend the enemy for an additional 2d6 points of damage. For every five psychic warrior levels possessed by the character after this, the bonus rending damage increases by +1d6. &u(){Section 15: Copyright Notice} &i(){Path of War, © 2014, Dreamscarred Press.} &i(){Path of War – Expanded, © 2016, Dreamscarred Press.} }} *&aname(protector)Protector &link(Protector){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/protector/}  The protector trains in unique tactics to protect his allies from harm and to absorb their damage. Rarely without traveling companions or someone to protect, guardians make excellent bodyguards.  &aname(resilience)&b(){Resilience(超常)/Resilience} As an immediate action, the protector may reduce the damage he is about to take by 2 hit points for every 1 power point he spends. The protector may not spend more power points than his manifester level per effect being reduced. If the protector already has the resilience ability (such as that possessed by an elan), the hit point reduction improves by 1 hit point per power point spent. This ability replaces the 1st level bonus feat normally gained by a psychic warrior.  &aname(swap-places)&b(){Swap Places(超常)/Swap Places} As an immediate action and by expending his psionic focus, a protector of 5th level or higher can swap places with an adjacent ally who is about to get attacked. Neither activating this ability nor the movement of the protector or his ally from this ability provoke attacks of opportunity. This occurs before the attack and the attacker must resolve the attack against the protector instead of the original target. At 9th level and every 4 levels thereafter, the protector gains a +1 Dodge bonus to his AC against this attack. This ability replaces the 5th level bonus feat normally gained by a psychic warrior.  &aname(dual-effect)&b(){Dual effect/Dual effect} Once a protector has reached 6th level, his resilience ability has become almost second nature. Any time the protector uses Swap Places or In Harm’s Way (see below), he can also use Resilience in the same immediate action. This ability replaces Martial Power.  &aname(in-harm-s-way)&b(){In Harm’s Way(超常)/In Harm’s Way} A protector of 12th level can empathically absorb effects that would affect an ally within his reach. The protector may expend his psionic focus as an immediate action to take the effect of an area effect that would have hit his ally, although he is affected as normal if he is also in the area of effect. This ability replaces Twisting Paths. &u(){Section 15: Copyright Notice} &i(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.} *&aname(scaled-rider-ophiduan)Scaled Rider (Ophiduan) &link(Scaled Rider(Ophiduan)){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/scaled-rider-ophiduan/}  The scaled rider forges a strong psychic link with a karaan, the serpentine mounts bred by the ophiduan race, utilizing the common blood that is shared between ophiduans and all reptiles to bind a loyal steed to his side.  &aname(scaled-rider-ophiduan-class-skills)&b(){Class Skills/Class Skills} The scaled rider adds Survival as a class skill.  &aname(reptile-mount)&b(){Reptile Mount/Reptile Mount} The scaled rider gains a karaan (see below) as an animal companion, as a druid of the same level, but the karaan gains the share powers ability of a psicrystal instead of the share spells ability of an animal companion. ***&aname(KARAAN)&b(){KARAAN/KARAAN} Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 claws* (1d6); Ability Scores Str 18, Dex 13, Con 17, Int 2, Wis 12, Cha 6; Special Qualities combat trained (see the Handle Animal skill), low-light vision, scent. *This is a secondary natural attack. This ability replaces warrior’s path.  &aname(rider-s-bond)&b(){Rider’s Bond(超常)/Rider’s Bond} A scaled rider is always under the effects of mindlink with his mount. In addition, the scaled rider gains Mounted Combat as a bonus feat. This ability replaces the bonus feat normally gained at 1st level.  &aname(warrior-s-path)&b(){Warrior’s Path/Warrior’s Path} At 9th level, the scaled rider gains the warrior’s path ability and can choose a warrior’s path, gaining one path power and the class skill associated with that path. At 11th level, he gains access to the second path power and the path’s trance and maneuver. This ability replaces secondary path.  &aname(focused-mount)&b(){Focused Mount(超常)/Focused Mount} At 12th level, the scaled rider’s mount gains the Wild Talent feat as a bonus feat. In addition, the scaled rider and his mount are treated as maintaining psionic focus if either one is maintaining psionic focus. At 15th level, the scaled rider can expend his mount’s psionic focus to power a psionic feat he possesses. Should the scaled rider have an additional focus available, such as from the Psicrystal Containment feat, he can use it in conjunction with this ability. This ability replaces twisting paths and pathweaving. &u(){Section 15: Copyright Notice} &i(){Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith} *&aname(thunderjarl-half-giant)Thunderjarl (Half-Giant) &link(Thunderjarl(Half-Giant)){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/thunderjarl-half-giant/}  None are as respected amongst the half-giants as is the thunderjarl, for it is said that he holds the thunder of the storm in his hand. Few can withstand his terrifying wrath, which summons the rumble and crack of thunder, striking down his enemies and laying them bare before him.  &aname(psionic-weapon)&b(){Psionic Weapon/Psionic Weapon} At 1st level, the thunderjarl gains Psionic Weapon as a bonus feat. In addition, if the thunderjarl is wielding a weapon with two hands, the damage dealt when expending psionic focus for Psionic Weapon is increased by 1d6 points of damage. This replaces the warrior’s path normally gained at 1st level.  &aname(intimidate)&b(){Intimidate/Intimidate} A thunderjarl adds Intimidate to his list of class skills.  &aname(stomp)&b(){Stomp/Stomp} At 1st level, the thunderjarl gains the stomp power as a power known. When manifesting stomp, the thunderjarl can expend a daily use of his stomp psi-like ability to manifest the power augmented to his full manifester level without paying any power point cost, although such a manifestation is not eligible to be affected by metapsionic feats or similar effects that would normally increase the cost of manifesting the power. In addition, when manifesting stomp, the thunderjarl can choose for the power to deal lethal instead of nonlethal damage and gains the additional augment options below. This functions in all other ways as manifesting a power normally.  &b(){Augment}: In addition to the normal augment options, you can augment this power in the following ways. -If you spend 2 additional power points, allies in the affected area are not subject to the effects of this power. -If you spend 2 additional power points, the area affected becomes a 10 ft. burst centered on you.  This replaces the path power normally gained at 1st level when selecting a warrior’s path but counts as a path power for the purposes of the half-giant’s alternate favored class bonus.  &aname(large-and-in-charge)&b(){Large and In Charge(超常)/Large and In Charge} Beginning at 3rd level, when the thunderjarl is maintaining psionic focus, he gains a +1 bonus to his CMD. When performing a combat maneuver, the thunderjarl can expend his psionic focus to gain this bonus to his CMB for that combat maneuver. At 7th level and every four thunderjarl levels thereafter, the bonus increases by 1. This ability replaces the expanded path ability normally gained at 3rd level.  &aname(thundering-charge)&b(){Thundering Charge (超常)/Thundering Charge} At 4th level, the thunderjarl can spend a daily use of his stomp psi-like ability when making a charge attack. The target of the charge must make a Reflex save (DC 10 + 1/2 thunderjarl level + Wisdom modifier) before the charge. If the target fails the Reflex save, the target is knocked prone. The thunderjarl must then charge the target regardless of the outcome of the stomp as long as the target is still eligible to be charged, otherwise, the thunderjarl’s charge action is wasted. This ability replaces the path skill ability.  &aname(greater-psionic-weapon)&b(){Greater Psionic Weapon/Greater Psionic Weapon} The thunderjarl gains Greater Psionic Weapon as a bonus feat at 6th level. In addition, if the thunderjarl is wielding a weapon with two hands, the bonus damage dealt when expending psionic focus for Psionic Weapon is increased by an additional 1d6 points of damage. This damage stacks with the bonus damage from the thunderjarl’s 1st level ability. This replaces the martial power ability.  &aname(thundering-smash)&b(){Thundering Smash(超常)/Thundering Smash} Once a thunderjarl has reached 9th level when he confirms a critical hit with a melee weapon, he can immediately manifest stomp as a swift action without paying any power points, automatically augmented up to his manifester level. If the thunderjarl has already used his swift action, this ability cannot be used. This ability replaces secondary path.  &aname(opportunistic-stomp)&b(){Opportunistic Stomp/Opportunistic Stomp} At 12th level, the thunderjarl has learned to capitalize on the confusion his racial ability can cause. Anytime the thunderjarl manifests stomp, he can make one attack of opportunity against any creature affected by that manifestation that fails the saving throw, provided he is within reach of the affected creature. These attacks of opportunity do not count against the thunderjarl’s normal limit of attacks of opportunity per round (normally 1) and he can make a total number of these attacks of opportunity per round up to his Wisdom modifier (minimum 1), but only for this ability. This ability replaces twisting paths.  &aname(empowered-strike)&b(){Empowered Strike(超常)/Empowered Strike} When making a melee attack as part of an attack action, a thunderjarl of at least 15th level can expend his psionic focus and empower his attack with the energy of his stomp ability. If the attack is successful, the thunderjarl can make a free bull rush, reposition, or trip combat maneuver against that opponent. This combat maneuver does not provoke attacks of opportunity. If the thunderjarl expends a daily use of his stomp psi-like ability while using this ability and chooses to make the free bull rush attempt, he does not need to follow the target as it is pushed back. This ability replaces pathweaving. &u(){Section 15: Copyright Notice} &i(){Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith} *&aname(traceur)Traceur &link(Traceur){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/traceur/}  You are a mobile fighter and you use techniques that allow you to make the most out of your momentum and your speed. Where many psychic warriors rely on their physical power or agility, you have learned that motion is just as powerful a tool at your disposal.  &aname(quickened-strides)&b(){Quickened Strides(超常)/Quickened Strides} As long as you maintain psionic focus, you gain a +5 ft. enhancement bonus to base speed. This ability only works if you are carrying a light load and not wearing any armor. At 5th level and every four psychic warrior levels thereafter, the bonus to base speed improves by +5 ft. This replaces all armor proficiencies normally gained as a 1st level psychic warrior.  &aname(charge-through)&b(){Charge Through(変則)/Charge Through} Starting at 2nd level, you are able to make charges through difficult terrain or through squares occupied by allies. This ability can be used in conjunction with the Psionic Charge feat. This replaces the bonus feat normally gained as a 2nd level psychic warrior.  &aname(quickened-strides)&b(){Acrobatic Movements(変則)/Acrobatic Movements} When using Acrobatics to move on narrow or uneven surfaces, you are not considered flat-footed and you do not lose your Dexteritybonus to AC (if any). This ability replaces the Path Skill normally gained as a 4th level psychic warrior.  &aname(mobile-power)&b(){Mobile Power/Mobile Power} A traceur of 6th level can manifest a path power with a manifesting time of a standard action as part of an action that involves movement, such as actually moving, charging, withdrawing, jumping, climbing, etc. If the path power affects the psychic warrior’s movement, the psychic warrior gains the benefits of the power on his movement. A 5-foot step does not qualify for use with this ability. The psychic warrior may not simply take a move action to manifest this power, he must physically move in order to use this ability. This ability replaces the Martial Power class feature normally gained as a 6th level psychic warrior.  &aname(rapid-acrobatics)&b(){Rapid Acrobatics(超常)/Rapid Acrobatics} As long as you maintain psionic focus, you can move at full speed while using the Acrobatics skill without invoking a penalty. This includes moving on narrow surfaces and uneven ground and moving through threatened or occupied spaces. This replaces the bonus feat normally gained as an 8th level psychic warrior. &u(){Section 15: Copyright Notice} &i(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.}
*&aname(martial-kineticist)武勇念動術師 &link(Martial Kineticist){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/martial-kineticist/}  武勇念動術師は自身の念能の力を使って戦うために普通の武器を使うことを避ける。念動力の念力を武器として使用する方法を学ぶため、ほとんどのサイキック・ウォリアーは高度な戦闘訓練をあきらめる。  &aname(martial-kineticist-class-skills)&b(){クラス技能/Class Skills} 武勇念動術師はクラス技能として[[〈魔法装置使用〉>技能の詳細/3#Use Magic Device]]を加える。  &aname(weapon-and-armor-proficiencies)&b(){武器と防具の習熟} 武勇念動術師は軍用武器、重装鎧、中装鎧、盾への習熟を失う。  &aname(powers-known)&b(){修得済み念力} 武勇念動術師はサイキック・ウォリアーの念力リストと、サイオンの念力リストの念動力の念力と、キネティシストの念力から習得済み念力を選択する。  &aname(bonus-feats)&b(){ボーナス特技} 武勇念動術師のボーナス特技は念能修正特技あるいは念能特技として得られる特技から選択する。武勇念動術師は戦闘特技からボーナス特技を得ることはできない。  &aname(martial-psionics)&b(){武勇の念能(変則)/Martial Psionics} 1レベルの時点で武勇念動術師は近接戦闘に念能の力を使う方法を学ぶ。武勇念動術師が少なくとも1ポイント以上の念力ポイントを残しているか、念能収束を維持している限り、ACに+1の反発ボーナスを得る。5レベルと以降5レベルごとにこのボーナスは1ずつ増加する。武勇念動術師が中装鎧、重装鎧を着ている場合このボーナスは失われる。  加えて武勇念動術師は修得済み念力としてEnergy Rayを得る。この念力は自身の修得済み念力の数として数えない。この念力を発現するとき、武勇念動術師は自身の念能収束を拡張することなく発現することを選択できるがその場合増強することはできず、あるいは、通常通り発現することを選択できその場合はこの念力に対する有効発現者レベルは通常よりも1高いものとして扱われる。  この能力は戦士の道と置き換える。  &aname(martial-psionics)&b(){念能卓越/Psionic Prowess} 武勇念動術師はボーナス念力ポイントを決定する目的で2ポイント【判断力】が高いものとして扱う。10レベルの時点で4ポイント高いものとして扱う。  この能力は念能習熟と置き換える。  &aname(expanded-martial-psionics)&b(){Expanded Martial Psionics(変則)/Expanded Martial Psionics} Beginning at 3rd level, while maintaining psionic focus, the martial kineticist can deliver powers that feature a ranged touch attack as melee touch attack powers. He can use a ranged touch attack power that targets more than one creature, but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that effect are wasted and have no effect. At 8th level and every five levels thereafter, he can make one additional melee touch attack to deliver one of these ranged toucheffects as part of the action he uses to manifest the power. In addition, the martial kineticist can expend his psionic focus when he manifests a power to gain 1 temporary power point to augment that power. He must use the power point to augment this power, or it is lost. At 11th level and every eight levels thereafter, he gains 1 additional power point when he uses this ability.  この能力は開かれた道と置き換える。  &aname(psionic-training)&b(){念能訓練(変則)/Psionic Training} 4レベルの時点で武勇念動術師は[[〈自己催眠〉>念能/技能#autohypnosis]]、[[〈呪文学〉>技能の詳細#Spellcraft]]、[[〈魔法装置使用〉>技能の詳細/3#Use Magic Device]]に+2のボーナスを得る。以降3レベルごとに、これら3つの技能のうちの1つのボーナスを+2増加させることを選択できる(1つの技能の最大値は+6まで)。これは既に選択したか残りの1つの技能である。  この能力は道技能と置き換える。  &aname(warrior-s-path)&b(){戦士の道(変則)/Warrior’s Path} At 9th level, the martial kineticist gets to choose a warrior’s path. When first taking a path, the martial kineticist gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the martial kineticist can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 11th level, the martial kineticist can choose to use the Trance and Maneuver from his warrior’s path, but he does not gain the benefits from Expanded Martial Psionics while doing so. Switching from his warrior’s path Trance and Maneuver to Expanded Martial Psionics, and vice versa, is a standard action.  この能力は第2の道と置き換える。  &aname(martial-focus)&b(){武勇収束(変則)/Martial Focus} At 12th level, the martial kineticist is treated as if he is still maintaining his psionic focus even after he has expended it. For effects that require maintaining psionic focus, the martial kineticist is treated as if he is maintaining his psionic focus for a number of rounds equal to his Wisdom modifier after he expended psionic focus. He can use this ability three times per day.  この能力は道の捻転と置き換える。  &aname(psionic-riposte)&b(){Psionic Riposte(超常)/Psionic Riposte} At 15th level, the martial kineticist can expend his psionic focus and a number of power points as an immediate action to reflect a power back at its manifester. This functions as reddopsi, but only if the martial kineticist spends a number of power points that exceeds or is equal to the number of power points the manifester expended. If insufficient power points are expended, they instead grant an insight bonus on any saving throws allowed by the power, equal to one-half the number of power points spent. The martial kineticist can only expend a number of power points equal to his martial kineticist level.  この能力は道を編むと置き換える。 &u(){Section 15: Copyright Notice} &i(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.} *&aname(meditant)瞑黙者 &link(Meditant){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/meditant}  Few manifesters have the tools at their disposal to fight unarmed better than psychic warriors. The meditants are those psychic warriors who have turned this strength into their focus, learning to make deadly strikes without the use of psionic powers or weapons.  &aname(psionic-riposte)&b(){念能の鎧(超常)/Psionic Armor} A Meditant who maintains psionic focus and is unarmored and unencumbered adds his Wisdom bonus (if any) to his AC and his CMD. If the Meditant gains his Wisdom bonus to his AC or CMD from some other source, it does not stack. In addition, a Meditant gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Meditant levels thereafter, up to a maximum of +5 at 20th level.  These bonuses to AC apply even against touch attacks or when the meditant is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, when he carries a medium or heavy load, or when he is not focused.  この能力はサイキック・ウォリアーが通常得る全ての鎧と盾への習熟と置き換える。 &b(){瞑黙者の素手打撃のダメージ} |レベル|素手打撃のダメージ| |1|1d6| |5|1d8| |10|1d10| |15|2d6| |20|2d8|  A Meditant is a student in the art of fighting without weapons. The Meditant gains the Improved Unarmed Strike feat as a bonus feat. In addition, the Meditant’s unarmed strikes deal 1d6 damage if the Meditant is Medium, adjusted accordingly for Meditants of other sizes. At 5th level, and every five levels thereafter, the Meditant’s unarmed strike damage improves based upon the chart below (adjust accordingly for Meditants that are not Medium size).  This ability replaces the martial weapon proficiencies normally gained by a psychic warrior and the bonus feat normally gained by a 1st level psychic warrior.  &aname(flurry-of-strikes)&b(){Flurry of Strikes(超常)/Flurry of Strikes} A Meditant of 6th level can make a flurry of strikes as a full-attack action as long as he is maintaining psionic focus. When doing so he may make one additional attack using unarmed strikes as if using the Two-Weapon Fighting feat (even if the Meditant does not meet the prerequisites for the feat). For the purpose of these attacks, the Meditant’s base attack bonus from his Psychic Warrior class levels is equal to his Meditant level. For all other purposes, such as qualifying for a feat or a prestige class, the Meditant uses his normal base attack bonus.  At 11th level, the Meditant can make two additional attacks when he uses flurry of strikes, as if using Improved Two-Weapon Fighting (even if the meditant does not meet the prerequisites for the feat).  At 16th level, the Meditant can make three additional attacks using flurry of strikes, as if using Greater Two-Weapon Fighting (even if the Meditant does not meet the prerequisites for the feat).  A Meditant applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of strikes. A Meditant may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of strikes. A Meditant cannot use any weapon other than an unarmed strike as part of a flurry of strikes. A Meditant with natural weapons cannot use such weapons as part of a flurry of strikes unless he expends his psionic focus, but he cannot make natural attacks in addition to his flurry of strikes attacks.  この能力は武勇の念力と置き換える。  &aname(unarmed-fighting-style)&b(){Unarmed Fighting Style/Unarmed Fighting Style} A Meditant of 8th level can choose whether to focus his fighting style to take advantage of natural attacks or to use specialized weapons. The Meditant gets his choice of proficiency with all monk weapons or the Feral Combat Training feat as a bonus feat. If the Meditant selects monk weapon proficiency, he can use flurry of strikes with monk weapons, making any or all of the attacks with the monk weapon in place of an unarmed strike. If the Meditant selects the Feral Combat Training feat, he does not need to meet the prerequisites.  この能力は8レベルで得られるボーナス特技と置き換える。 &u(){Section 15: Copyright Notice} &i(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.} *&aname(pathmaster)Pathmaster &link(Pathmaster){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/pathmaster/}  There are some psychic warriors who choose to focus their study on a single path, rather than expanding their options. This particular style of psychic warrior gains mastery over their chosen warrior’s path and learns to use the tools at his disposal when others would not.  &aname(advanced-path)&b(){Advanced Path/Advanced Path} At 9th level, the pathmaster gains the Advanced Path feat for his chosen warrior’s path as a bonus feat even if he does not meet the prerequisites. For example, if he chose the archer path, he would get the Advanced Archer Path feat as a bonus feat. If the pathmaster already has the feat, he can instead choose any psionic or combat feat as a bonus feat, but he must still meet any applicaple prerequisites.  この能力は第2の道と置き換える。  &aname(focused-path)&b(){Focused Path(変則)/Focused Path} At 11th level, the pathmaster can take 10 on his path skills even if threatened or under duress. He can alternatively expend his psionic focus to take 15 on the path skill. In addition, at 11th level, he is treated as a psychic warrior four levels higher for the purposes of his warrior path trance. This ability replaces the bonus feat normally gained at 11th level.  &aname(empowered-path)&b(){Empowered Path/Empowered Path} At 12th level, the pathmaster adds his Wisdom modifier to his manifester level when manifesting a path power. If he expends his psionic focus when manifesting a path power, the power is automatically augmented for the manifester level boost (minimum 1), but the pathmaster pays no extra power points for this boost. Instead, the additional power points that would normally be required to augment the power is effectively supplied by expending psionic focus. This ability replaces twisting paths.  &aname(master-maneuver)&b(){Master Maneuver(超常)/Master Maneuver} At 15th level, once per day the psychic warrior can activate a high-powered maneuver for his path. As an immediate action, the pathmaster can activate his warrior path maneuver, gaining the benefits of the maneuver and the ability to perform the action normally associated with the maneuver. The pathmaster does not need to expend his psionic focus to activate his maneuver when using this ability. In addition, the pathmaster is treated as four levels higher for the purposes of the maneuver’s benefit. The psychic warrior gains a second daily use of this ability at 18th level. This ability replaces pathweaving. &u(){Section 15: Copyright Notice} &i(){Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith} #co(){{ Path of Warのアーキタイプのためコメントアウト *&aname(pathwalker-psychic-warrior-archetype)Pathwalker &link(Pathwalker){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/pathwalker-psychic-warrior-archetype/} Note: This archetype uses rules available in Path of War by Dreamscarred Press. The psychic warrior is a force to be reckoned with, a talented combatant with skill in both the realm of battle and the mind. Some psychic warriors focus more strongly on their martial talents, and they discover that the martial disciplines along the Path of War are capable of strong philosophical insights. These insights lead to additional warrior paths for the psychic warrior to travel, and they are known as pathwalkers. Class Skills: Add the associated skill for the selected disciplines based on discipline selection.  &aname(maneuvers)&b(){Maneuvers} A pathwalker begins his career with knowledge of three martial maneuvers. The pathwalker has access to Sleeping Goddess, and may select any two disciplines from the following list: Broken Blade, Iron Tortoise, Primal Fury, Scarlet Throne, Solar Wind, Thrashing Dragon, Mithral Current, Piercing Thunder, and Tempest Gale. The pathwalker chooses one of his disciplines from this class as his warrior’s path at 1st level, and another one of those disciplines as his secondary path when he gains that ability. He also gains the skill associated to that discipline as a class skill. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a pathwalker is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table: Archetype Maneuver Progression. The pathwalker must meet a maneuver’s prerequisite to learn it.  Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the pathwalker can choose to learn a new maneuver in place of one he already knows. In effect, the pathwalker loses the old maneuver in exchange for the new one. The pathwalker need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The pathwalker can swap only a single maneuver at any given level. A pathwalker’s primary initiator attribute is Wisdom, and each pathwalker level is counted as a full initiator level.  This ability replaces psionic proficiency, the bonus feats gained at 2nd, 8th, 14th, and 20th levels, the path skills gained at 7th level and 13th level, and pathweaving class feature.  &aname(maneuvers-readied)&b(){Maneuvers Readied} A pathwalker can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating or performing weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Pathwalkers do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the pathwalker initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below). Pathwalkers may recover their maneuvers in one of two ways. The pathwalker may concentrate on nature of his martial path as a swift action as part of an attack or full attack to recover one expended maneuver. Alternately, he may flood his psychic being with martial knowledge by expending his psionic focus to recover a number of expended maneuvers equal to his Wisdom modifier (minimum of two) as a full round action. As part of this recovery action using this method, the pathwalker may manifest a single psychic warrior power known with a range of personal at his full manifester level without expending power points. The character cannot manifest powers with a manifesting time greater than 1 standard action or a duration of instantaneous in this way. When a pathwalker manifests a power during his maneuver recovery, the maximum level for the power manifested cannot exceed 1/2 of the maximum power level that he can manifest (rounded down, minimum of 1st level powers). Example: If the pathwalker can manifest a 5th level power, he could manifest a power during recovery with a level no greater than 2nd level. Powers with a duration greater than instantaneous have their durations shortened as well, to a number of rounds equal to 1 + the pathwalker’s initiation modifier in rounds (or the original duration, whichever is shorter).  &aname(stances-known)&b(){Stances Known/Stances Known} Pathwalkers begin play with knowledge of one 1st level stance from any discipline open to them. At the indicated levels on Table: Archetype Maneuver Progression, the pathwalker selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the pathwalker cannot learn a new stance at higher levels in place of one he already knows.  &b(){Warrior’s Path/Warrior’s Path} This class feature functions as normal, but the psychic warrior must select from the martial warrior paths presented below.  &aname(broken-blade-path)&b(){Broken Blade Path/Broken Blade Path} Psychic warriors that value the strength of body as well as the strength of the mind gravitate toward the path of the Broken Blade. By realizing his potential through steel and iron, or by flesh and bone, the psychic warrior on this path turns his body into a living weapon. Bonus class skill: Acrobatics Powers: Biofeedback, tactical precognition Skills: Acrobatics, Intimidate, Sense Motive Trance: Beginning at 3rd level, while maintaining psionic focus and while in a Broken Blade stance, the psychic warrior gains a +1 bonus to damage while fighting with weapons associated with the Broken Blade discipline. This bonus increases by 1 every four psychic warrior levels thereafter. Maneuver: Beginning at 3rd level, as an immediate action, the psychic warrior can expend his psionic focus to gain a +2 bonus to CMBchecks to use the dirty trick, grapple, or trip combat maneuvers. This bonus increases by 1 for every five psychic warrior levels possessed. Iron Tortoise Path A stout shield and defensive nature are hallmarks of psychic warriors who follow the path of the Iron Tortoise. The methods of these warriors is slow and steady like the discipline’s namesake, and enduring as stone. A mountain of martial power, the Iron Tortoise weathers all blows without animosity and retaliates in kind. Bonus class skill: Bluff Powers: Expansion, stomp Skills: Bluff, Intimidate, Perception Trance: Beginning at 3rd level, while maintaining psionic focus and using a shield while in an Iron Tortoise stance, the pathwalker gains damage reduction 2/adamantine. This damage reduction increases by 2 every four psychic warrior levels thereafter. Maneuver: Beginning at 3rd level, as a swift action, the pathwalker can expend his psionic focus to use the reposition combat maneuveragainst a foe he has successfully attacked with his shield (either by shield bashing or through a maneuver) with a +2 competence bonusto his CMB check. This attempt does not provoke attacks of opportunity. This bonus to his CMB increases by 1 for every five psychic warrior levels possessed. Mithral Current Path The lightning-fast Mithral Current pathwalkers strike with the power and force of a hurricane wind, move with the fluidity of a raging river, and are as cunning as fox. They carefully time their blows with their draw-and- strike techniques, and remain ever-ready to draw their blade and test their steel. Bonus Class Skill: Perform Powers: Burst, defensive precognition Skills: Acrobatics, Bluff, Perform Trance: Starting at 3rd level, while the pathwalker is psionically focused, maintaining a Mithral Current stance, he gains a +1 bonus on damage rolls for the first attack he makes after drawing a weapon. This bonus increases by +1 at 7th level and every four levels thereafter. Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a swift action to make a feint attempt against an opponent he threatens, gaining a +2 bonus on his Bluff check. This bonus increases by +1 at 8th level and every five levels thereafter. Piercing Thunder Path The Piercing Thunder pathwalker is stalwart and strong, hefting mighty polearms and powerful spears in combat with ease. They are opportunistic in battle, wary of openings in their enemy’s defenses. They constantly watch for that opening to allow their potent weapons to end the combat in a single thrust. Bonus Class Skill: Acrobatics Powers: Inevitable strike, metaphysical weapon Skills: Acrobatics, Intimidate, Ride Trance: Starting at 3rd level, while the pathwalker is psionically focused and maintaining a Piercing Thunder Stance, he gains a +1 bonus on damage rolls made with Piercing Thunder discipline weapons. This bonus increases by +1 at 7th level and every four levels thereafter. Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as an immediate action the pathwalker to brace his weapon against a charge, as if he had readied an action. He gains a +1 bonus on his attack roll with this attack. This bonus increases by +1 at 7th level and every four levels thereafter. Primal Fury Path Psychic warriors who feel the call of Primal Fury‘s power are rugged, individualistic hunters who feel the wildness of nature within their mind, body, and soul. They’re prone to passionate reaction, quick tempers granting great power and fierce offensive power. Bonus class skill: Survival Powers: Thicken skin, vigor Skills: Intimidate, Survival, Swim Trance: Beginning at 3rd level, while maintaining psionic focus and while using a stance of the Primal Fury discipline, the pathwalker gains an additional 10-ft of movement speed. Additionally, he gains a +1 competence bonus to Fortitude saves. This Fortitude save bonus improves by 1 and his speed increases by +5-ft every four psychic warrior levels after this. Maneuver: Beginning at 3rd level, the pathwalker may expend his psionic focus as part of a charge attack and he may make a full attack at the end of this charge. At 8th level and every five levels after, attacks made during this charge attack inflict an additional 2 points of damage. Scarlet Throne Path Pathwalkers who walked the blood-drenched road that leads to the Scarlet Throne are often haughty, proud, arrogant warriors. They feel their mental prowess and skill at arms causes them to rise above the rank and file soldiers that fall so easily to their skill. This pride is well-earned, and their foes cry silently from the graves that the psychic warrior left them in. Bonus class skill: Sense Motive Powers: Offensive precognition, offensive prescience Skills: Diplomacy, Knowledge (nobility), Sense Motive Trance: Beginning at 3rd level, while maintaining psionic focus and while maintaining a Scarlet Throne stance, the pathwalker gains a +1 dodge bonus to his AC. This bonus increases by 1 every four psychic warrior levels possessed. Maneuver: Beginning at 3rd level, as a standard action the pathwalker may expend his psionic focus to move up to his base speed and then make a single attack at his full base attack bonus upon a foe within his range. At 8th level, he gains a +1 competence bonus to attack and damage rolls. This bonus increases by 1 every five psychic warrior levels thereafter. Sleeping Goddess Path The pathwalker who walks the road of the Sleeping Goddess seeks to find unity in mind and blade, finding inner peace in battle and epiphany in victory. By using their psychic essence as both a shield and a weapon, they find ways to increase their psychic potential in battle to their natural limits. Bonus Class Skill: Autohypnosis Powers: Call weaponry, empty mind Skills: Autohypnosis, Diplomacy, Sense Motive Trance: Starting at 3rd level, while while the pathwalker is psionically focused and maintaining a Sleeping Goddess Stance, he gains a +1 insight bonus on attack rolls made with weapons created by psionic powers (such as the call weaponry, claws of the beast, and bit of the wolf powers) or maneuvers (such as call the soul’s blade). This bonus increases by +1 at 7th level and every four levels thereafter. Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a swift action to create a field of defensive psychic force through his skin and body, increasing the pathwalker’s natural armor bonus by +2. This bonus lasts for a number of rounds equal to 1/2 the pathwalker’s class level, and increases by +1 at 8th level and every five levels thereafter. Solar Wind Path Perceptive and keen of mind, Solar Wind adherents are often watchful and wary of danger. Their minds provide additional might towards their martial talents in the form of additional psychokinetic flames to their attacks. Skilled marksmen and talented game hunters, these psychic warriors blend their mental powers with martial skill to form their arts of war. Bonus class skill: Perception Powers: Foxhole, inevitable strike Skills: Knowledge (nature), Perception, Survival Trance: Beginning at 3rd level, while maintaining psionic focus, the pathwalker gains an additional +1 bonus to attack rolls and he inflicts an additional 1 point of fire damage on all ranged attacks using a Solar Wind associated weapon while maintaining a stance of that discipline. This bonus increases by 1 every four psychic warrior levels thereafter. Maneuver: Beginning at 3rd level, any time the pathwalker successfully strikes an enemy with a Solar Wind strike, he may expend his psionic focus to inflict an additional 2d6 points of fire damage. For every five psychic warrior levels possessed by the character after this, the bonus fire damage increases by +1d6. Tempest Gale Path Clever and daring, the Tempest Gale pathwalker pushes his limits with each throw or twang of a bowstring. Always seeking the next great trick shot, they are perfectionists in combat and tricky in peace. Bonus Class Skill: Sleight of Hand Powers: Tactical precognition, distract Skills: Acrobatics, Perception, Sleight of Hand Trance: Starting at 3rd level, while the pathwalker is psionically focused and maintaining a Tempest Gale Stance, he gains a +2 bonus on combat maneuvers checks made with a ranged or thrown weapon. This bonus increases by +1 at 7th level and every four levels thereafter. Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a standard action to make a dirty trick attempt against any creature within the range of his weapon. At 7th level and every four levels thereafter, he gains a +1 bonus on his combat maneuver check, which stacks with the bonus granted by his trance ability. Thrashing Dragon Path Deadly and graceful, the Thrashing Dragon pathwalkers are as swift and vicious as the draconic beings who have inspired their martial talents. Psychic warriors of this martial path push their mental powers to their psychometabolic limits through acrobatic assaults and terrific feats of daring to overtake foes and prove their martial superiority. Bonus class skill: Acrobatics Powers: Dazzling swordplay, metaphysical weapon Skills: Acrobatics, Fly, Intimidate Trance: Beginning at 3rd level, while maintaining psionic focus, the pathwalker inflicts an additional 2 points of damage when two-weapon fighting with weapons associated with the Thrashing Dragon discipline and maintaining a stance of that discipline. This bonus increases by 1 every four psychic warrior levels thereafter. Maneuver: Beginning at 3rd level, any time that the pathwalker strikes an enemy with two wielded weapons, he may expend his psionic focus to rend the enemy for an additional 2d6 points of damage. For every five psychic warrior levels possessed by the character after this, the bonus rending damage increases by +1d6. &u(){Section 15: Copyright Notice} &i(){Path of War, © 2014, Dreamscarred Press.} &i(){Path of War – Expanded, © 2016, Dreamscarred Press.} }} *&aname(protector)Protector &link(Protector){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/protector/}  The protector trains in unique tactics to protect his allies from harm and to absorb their damage. Rarely without traveling companions or someone to protect, guardians make excellent bodyguards.  &aname(resilience)&b(){Resilience(超常)/Resilience} As an immediate action, the protector may reduce the damage he is about to take by 2 hit points for every 1 power point he spends. The protector may not spend more power points than his manifester level per effect being reduced. If the protector already has the resilience ability (such as that possessed by an elan), the hit point reduction improves by 1 hit point per power point spent. This ability replaces the 1st level bonus feat normally gained by a psychic warrior.  &aname(swap-places)&b(){Swap Places(超常)/Swap Places} As an immediate action and by expending his psionic focus, a protector of 5th level or higher can swap places with an adjacent ally who is about to get attacked. Neither activating this ability nor the movement of the protector or his ally from this ability provoke attacks of opportunity. This occurs before the attack and the attacker must resolve the attack against the protector instead of the original target. At 9th level and every 4 levels thereafter, the protector gains a +1 Dodge bonus to his AC against this attack. This ability replaces the 5th level bonus feat normally gained by a psychic warrior.  &aname(dual-effect)&b(){Dual effect/Dual effect} Once a protector has reached 6th level, his resilience ability has become almost second nature. Any time the protector uses Swap Places or In Harm’s Way (see below), he can also use Resilience in the same immediate action. This ability replaces Martial Power.  &aname(in-harm-s-way)&b(){In Harm’s Way(超常)/In Harm’s Way} A protector of 12th level can empathically absorb effects that would affect an ally within his reach. The protector may expend his psionic focus as an immediate action to take the effect of an area effect that would have hit his ally, although he is affected as normal if he is also in the area of effect. This ability replaces Twisting Paths. &u(){Section 15: Copyright Notice} &i(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.} *&aname(scaled-rider-ophiduan)Scaled Rider (Ophiduan) &link(Scaled Rider(Ophiduan)){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/scaled-rider-ophiduan/}  The scaled rider forges a strong psychic link with a karaan, the serpentine mounts bred by the ophiduan race, utilizing the common blood that is shared between ophiduans and all reptiles to bind a loyal steed to his side.  &aname(scaled-rider-ophiduan-class-skills)&b(){Class Skills/Class Skills} The scaled rider adds Survival as a class skill.  &aname(reptile-mount)&b(){Reptile Mount/Reptile Mount} The scaled rider gains a karaan (see below) as an animal companion, as a druid of the same level, but the karaan gains the share powers ability of a psicrystal instead of the share spells ability of an animal companion. ***&aname(KARAAN)&b(){KARAAN/KARAAN} Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 claws* (1d6); Ability Scores Str 18, Dex 13, Con 17, Int 2, Wis 12, Cha 6; Special Qualities combat trained (see the Handle Animal skill), low-light vision, scent. *This is a secondary natural attack. This ability replaces warrior’s path.  &aname(rider-s-bond)&b(){Rider’s Bond(超常)/Rider’s Bond} A scaled rider is always under the effects of mindlink with his mount. In addition, the scaled rider gains Mounted Combat as a bonus feat. This ability replaces the bonus feat normally gained at 1st level.  &aname(warrior-s-path)&b(){Warrior’s Path/Warrior’s Path} At 9th level, the scaled rider gains the warrior’s path ability and can choose a warrior’s path, gaining one path power and the class skill associated with that path. At 11th level, he gains access to the second path power and the path’s trance and maneuver. This ability replaces secondary path.  &aname(focused-mount)&b(){Focused Mount(超常)/Focused Mount} At 12th level, the scaled rider’s mount gains the Wild Talent feat as a bonus feat. In addition, the scaled rider and his mount are treated as maintaining psionic focus if either one is maintaining psionic focus. At 15th level, the scaled rider can expend his mount’s psionic focus to power a psionic feat he possesses. Should the scaled rider have an additional focus available, such as from the Psicrystal Containment feat, he can use it in conjunction with this ability. This ability replaces twisting paths and pathweaving. &u(){Section 15: Copyright Notice} &i(){Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith} *&aname(thunderjarl-half-giant)Thunderjarl (Half-Giant) &link(Thunderjarl(Half-Giant)){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/thunderjarl-half-giant/}  None are as respected amongst the half-giants as is the thunderjarl, for it is said that he holds the thunder of the storm in his hand. Few can withstand his terrifying wrath, which summons the rumble and crack of thunder, striking down his enemies and laying them bare before him.  &aname(psionic-weapon)&b(){Psionic Weapon/Psionic Weapon} At 1st level, the thunderjarl gains Psionic Weapon as a bonus feat. In addition, if the thunderjarl is wielding a weapon with two hands, the damage dealt when expending psionic focus for Psionic Weapon is increased by 1d6 points of damage. This replaces the warrior’s path normally gained at 1st level.  &aname(intimidate)&b(){Intimidate/Intimidate} A thunderjarl adds Intimidate to his list of class skills.  &aname(stomp)&b(){Stomp/Stomp} At 1st level, the thunderjarl gains the stomp power as a power known. When manifesting stomp, the thunderjarl can expend a daily use of his stomp psi-like ability to manifest the power augmented to his full manifester level without paying any power point cost, although such a manifestation is not eligible to be affected by metapsionic feats or similar effects that would normally increase the cost of manifesting the power. In addition, when manifesting stomp, the thunderjarl can choose for the power to deal lethal instead of nonlethal damage and gains the additional augment options below. This functions in all other ways as manifesting a power normally.  &b(){Augment}: In addition to the normal augment options, you can augment this power in the following ways. -If you spend 2 additional power points, allies in the affected area are not subject to the effects of this power. -If you spend 2 additional power points, the area affected becomes a 10 ft. burst centered on you.  This replaces the path power normally gained at 1st level when selecting a warrior’s path but counts as a path power for the purposes of the half-giant’s alternate favored class bonus.  &aname(large-and-in-charge)&b(){Large and In Charge(超常)/Large and In Charge} Beginning at 3rd level, when the thunderjarl is maintaining psionic focus, he gains a +1 bonus to his CMD. When performing a combat maneuver, the thunderjarl can expend his psionic focus to gain this bonus to his CMB for that combat maneuver. At 7th level and every four thunderjarl levels thereafter, the bonus increases by 1. This ability replaces the expanded path ability normally gained at 3rd level.  &aname(thundering-charge)&b(){Thundering Charge (超常)/Thundering Charge} At 4th level, the thunderjarl can spend a daily use of his stomp psi-like ability when making a charge attack. The target of the charge must make a Reflex save (DC 10 + 1/2 thunderjarl level + Wisdom modifier) before the charge. If the target fails the Reflex save, the target is knocked prone. The thunderjarl must then charge the target regardless of the outcome of the stomp as long as the target is still eligible to be charged, otherwise, the thunderjarl’s charge action is wasted. This ability replaces the path skill ability.  &aname(greater-psionic-weapon)&b(){Greater Psionic Weapon/Greater Psionic Weapon} The thunderjarl gains Greater Psionic Weapon as a bonus feat at 6th level. In addition, if the thunderjarl is wielding a weapon with two hands, the bonus damage dealt when expending psionic focus for Psionic Weapon is increased by an additional 1d6 points of damage. This damage stacks with the bonus damage from the thunderjarl’s 1st level ability. This replaces the martial power ability.  &aname(thundering-smash)&b(){Thundering Smash(超常)/Thundering Smash} Once a thunderjarl has reached 9th level when he confirms a critical hit with a melee weapon, he can immediately manifest stomp as a swift action without paying any power points, automatically augmented up to his manifester level. If the thunderjarl has already used his swift action, this ability cannot be used. This ability replaces secondary path.  &aname(opportunistic-stomp)&b(){Opportunistic Stomp/Opportunistic Stomp} At 12th level, the thunderjarl has learned to capitalize on the confusion his racial ability can cause. Anytime the thunderjarl manifests stomp, he can make one attack of opportunity against any creature affected by that manifestation that fails the saving throw, provided he is within reach of the affected creature. These attacks of opportunity do not count against the thunderjarl’s normal limit of attacks of opportunity per round (normally 1) and he can make a total number of these attacks of opportunity per round up to his Wisdom modifier (minimum 1), but only for this ability. This ability replaces twisting paths.  &aname(empowered-strike)&b(){Empowered Strike(超常)/Empowered Strike} When making a melee attack as part of an attack action, a thunderjarl of at least 15th level can expend his psionic focus and empower his attack with the energy of his stomp ability. If the attack is successful, the thunderjarl can make a free bull rush, reposition, or trip combat maneuver against that opponent. This combat maneuver does not provoke attacks of opportunity. If the thunderjarl expends a daily use of his stomp psi-like ability while using this ability and chooses to make the free bull rush attempt, he does not need to follow the target as it is pushed back. This ability replaces pathweaving. &u(){Section 15: Copyright Notice} &i(){Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith} *&aname(traceur)Traceur &link(Traceur){http://www.d20pfsrd.com/psionics-unleashed/classes/psychic-warrior/archetypes/dreamscarred-press/traceur/}  You are a mobile fighter and you use techniques that allow you to make the most out of your momentum and your speed. Where many psychic warriors rely on their physical power or agility, you have learned that motion is just as powerful a tool at your disposal.  &aname(quickened-strides)&b(){Quickened Strides(超常)/Quickened Strides} As long as you maintain psionic focus, you gain a +5 ft. enhancement bonus to base speed. This ability only works if you are carrying a light load and not wearing any armor. At 5th level and every four psychic warrior levels thereafter, the bonus to base speed improves by +5 ft. This replaces all armor proficiencies normally gained as a 1st level psychic warrior.  &aname(charge-through)&b(){Charge Through(変則)/Charge Through} Starting at 2nd level, you are able to make charges through difficult terrain or through squares occupied by allies. This ability can be used in conjunction with the Psionic Charge feat. This replaces the bonus feat normally gained as a 2nd level psychic warrior.  &aname(quickened-strides)&b(){Acrobatic Movements(変則)/Acrobatic Movements} When using Acrobatics to move on narrow or uneven surfaces, you are not considered flat-footed and you do not lose your Dexteritybonus to AC (if any). This ability replaces the Path Skill normally gained as a 4th level psychic warrior.  &aname(mobile-power)&b(){Mobile Power/Mobile Power} A traceur of 6th level can manifest a path power with a manifesting time of a standard action as part of an action that involves movement, such as actually moving, charging, withdrawing, jumping, climbing, etc. If the path power affects the psychic warrior’s movement, the psychic warrior gains the benefits of the power on his movement. A 5-foot step does not qualify for use with this ability. The psychic warrior may not simply take a move action to manifest this power, he must physically move in order to use this ability. This ability replaces the Martial Power class feature normally gained as a 6th level psychic warrior.  &aname(rapid-acrobatics)&b(){Rapid Acrobatics(超常)/Rapid Acrobatics} As long as you maintain psionic focus, you can move at full speed while using the Acrobatics skill without invoking a penalty. This includes moving on narrow surfaces and uneven ground and moving through threatened or occupied spaces. This replaces the bonus feat normally gained as an 8th level psychic warrior. &u(){Section 15: Copyright Notice} &i(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.}

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