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念能/クラス/クリプティック/アーキタイプ - (2018/10/14 (日) 00:06:43) の編集履歴(バックアップ)


Brutal Disruptor Brutal Disruptor

 Brutal disruptors do not simply see patterns, they focus their skills on destroying them. These cryptics tend to be imposing in demeanor and understand the patterns of their opponents to strike fear into their foes.
 クラス技能:brutal disruptorはクラス技能として、〈威圧〉を加え、〈装置無力化〉を失う。
 威圧のパターン/Intimidating Pattern brutal disruptorは士気をくじくための〈威圧〉判定に自身のレベルの1/2を加える(最小1)。
 この能力は罠探しと置き換える。
 Unnerving Disruption/Unnerving Disruption Any time the brutal disruptor deals damage with her disrupt pattern ability, she can expend her psionic focus to make a free Intimidatecheck against the affected opponent.
 This ability replaces trapmaker.
 Channeled Disruption/Channeled Disruption A 6th level brutal disruptor has learned to channel her disrupt pattern ability into her melee attacks. The brutal disruptor may use her disrupt pattern ability as part of any or all melee attacks she makes. This is an exception to the rule that disrupt pattern may only be used once per round. The brutal disruptor cannot use her disrupt pattern ability as a ranged attack in the same round that she has used it as part of a melee attack.
 This ability replaces swift trapper.

Section 15: Copyright Notice
Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.

Distorter Distorter

 Distorters understand that altering perception can truly alter reality if done right. These cryptics change the nature of the patterns around them to alter how other creatures see and interact with the world, rather than relying on mental manipulation like a telepath.
 Altered Appearance(超常)/Channeled Disruption A distorter has learned to alter her pattern to mask her appearance. As long as the distorter is maintaining psionic focus, as a full-round action, the distorter can change her physical appearance to look like someone else, granting a +10 bonus on Disguise skill checks. The distorter’s size does not change, and she does not gain any special abilities, even if her new appearance would seem to grant it. The effect ends once the distorter is not maintaining psionic focus or it can be dismissed as a free action.
 This ability replaces the Scribe Tattoo feat normally gained at 1st level.
 Warp Perception(超常)/Warp Perception A 4th level distorter has learned to alter the way creatures perceive distances by manipulating the visual patterns. The distorter can cause up to her Intelligence modifier in creatures to incorrectly calculate the distance between the affected creature and the cryptic unless each creature makes a successful Will save (DC 10 + 1/2 cryptic class level + the cryptic’s Intelligence modifier). For a number of rounds equal to the cryptic’s Intelligence modifier, each square of movement any of the affected creatures take toward the cryptic counts as two squares of movement, regardless of the mode of movement (flight, swim, etc) or if the creature is corporeal or incorporeal. In addition, any ranged attacks made at the cryptic by the affected creatures that only work within a certain range (such as a ranged sneak attack or Point-Blank Shot) count the distance between the creature and the cryptic as double. This does not affect the range increment of the attack, only if the distance of the attack qualifies.
This ability replaces the insight normally gained at 4th level.
 Silent Pattern(擬念)/Silent Pattern Once a distorter has reached 10th level, she has learned to alter the pattern of an area to disrupt sound within it. The area is treated as if under the effect of silence until the distorter chooses to end the effect (a free action). The distorter may only have one silent pattern active at a time, the area affected is a 10 ft. radius, and she can select an area within 30 ft. of her current location when she uses this ability.
 This ability replaces the insight normally gained at 10th level.
 Blur Pattern(超常)/Blur Pattern More experienced distorters have learned to alter their own pattern to make them harder to perceive. As long as a distorter of 14th level maintains psionic focus, she gains concealment (20% miss chance). This ability can be suppressed as a free action, but once suppressed, requires a standard action to reactivate. A see invisibility spell does not counteract the effect, but a true seeing spell or pierce the veils manifestation does.
 This ability replaces enduring defense.

Section 15: Copyright Notice
Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.

Grammaton Grammaton

 For some cryptics, the way bullets travel through the air is a special pattern that can be used and manipulated for deadly attacks and abilities. These grammatons use handguns to destroy patterns and enemies alike.
Weapon and Armor Proficiency: Grammatons are proficient with all simple weapons, firearms, plus the rapier and shortbow. Grammatons are proficient with light armor but not with shields.
 Pattern of the Gun/Pattern of the Gun The grammatons gains the Amateur Gunslinger feat and the Gunsmithing feat. She also gains a battered gun identical to the one gained by the gunslinger.
This ability replaces the Scribe Tattoo feat normally gained at 1st level.
 Disrupt Pattern/Disrupt Pattern The grammaton is only able to use the disrupt pattern ability when making ranged attacks with a handgun.
 Gritted Patterns/Gritted Patterns At 4th level, the grammaton’s grit pool is based on her Intelligence. At the start of each day, the grammaton gains a number of grit points equal to her Intelligence modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Intelligence modifier (minimum 1), though some feats and magic items may affect this maximum.
 This ability replaces the insight gained at 4th level.
 Insightful Deed/Insightful Deed At 6th level, the grammatons picks one 3rd level deed or lower and gains that deed.
This ability replaces the insight gained at 6th level.
 Avoid Attacks(超常)/Avoid Attacks A 7th level grammatons can mask her pattern to avoid attacks. Once per day as a move action, the grammatons gains total concealment (50% miss chance) for a number of rounds equal to her Intelligence modifier. Every two levels thereafter, the grammatons gains an additional daily use of this ability.
 This ability replaces the power known normally gained at 7th level.
 Gun Kata/Gun Kata Starting at 10th level, the grammatons learns how to channel her disrupt pattern into vicious melee attacks through her guns. She can use her guns to perform melee attacks that deal 1d6 points of bludgeoning damage plus the base disrupt pattern damage, with a critical multiplier of 20/x2. The damage from enhanced disruption is not included in these attacks. This use of disrupt pattern is not limited to once per round.
For each successful melee attack made with a handgun, if that gun is loaded, the grammatons can make a free ranged attack with that handgun against the creature struck. These ranged touch attacks do not provoke attacks of opportunity.
 This ability replaces Hide in Plain Sight.

Section 15: Copyright Notice
Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.

Lost Mind Lost Mind

 You have seen the patterns inherent in the void, the meaning that hides inside the emptiness of every pattern. Your gaze has lingered upon the twisting tunnels of nothingness that permeates the space between the stars, and you have gazed upon a terrible beauty. In your mind stands a forest of dark trees, endless, their glass-leaves glittering with untold secrets, their bark the wishful thinking of the mad. You are lost in a maze of wonders, their inconceivable, unbelievable notions made real. You tug at the patterns that hold the world together and laugh as it all unravels in a beautiful dance of destruction.
 Powers Known The lost mind gains know direction and location as a talent at 1st level.
Insight of the Madman
The lost mind’s thoughts grant him unusual intuitive ability. He gains a bonus to Perception and Sense Motive equal to 1/2 his class level (minimum +1).
This ability replaces trapfinding.
 Decipher Secrets/Decipher Secrets The lost mind’s glimpse into the void has allowed him to see the patterns in all writing, granting him a bonus on Linguistics checks to decipher a writing equal to his class level.
This ability replaces trapmaker.
 Insights/Insights In addition to the normal insights available to the cryptic, the lost mind can choose the insights on the void insight list, detailed below.
 Protection of Insanity/Protection of Insanity At 10th level, the lost mind’s glimpse into the insanity of the void grants him a protection against effects that would otherwise alter his mind. The lost mind gains a bonus equal to his Intelligence modifier on any saving throw to avoid being confused or on the Intelligence check to escape a maze or similar effect. This effectively means the lost mind adds his Intelligence modifier twice on the Intelligence check for maze (once for a standard Intelligence check, once from protection from insanity).
This ability replaces hide in plain sight.
 Symbols of the Void/Symbols of the Void At 12th level, lost mind gains the ability to manifest the following spells as powers of the same level, even if he would not normally be able to manifest powers of that level. The lost mind’s manifester level must be at least double the power level to manifest the spell (for example, to manifest symbol of persuasion, the lost mind must have a cryptic manifester level of at least 12).
5th – symbol of sleep, symbol of pain 6th – symbol of persuasion 7th – symbol of stunning 8th – symbol of insanity, symbol of death
This ability replaces the insight and power known normally gained at 12th level.
 Void Insights/Void Insights These insights are unique to the lost mind and his knowledge of the void. Many of them cause creatures struck by the lost mind’s disrupt pattern ability to have their pattern briefly contact the void, warping them in frightening or mind-altering ways.
 Disrupt and Dismay/Disrupt and Dismay: When the lost mind uses his disrupt pattern ability, the creature struck must make a successful Will save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be shaken for a number of rounds equal to the lost mind’s Intelligence modifier. This is a mind-affecting fear effect.
 Disrupt and Disorient/Disrupt and Disorient: When the lost mind uses his disrupt pattern ability, the creature struck must make a successful Will save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be confused for a number of rounds equal to the lost mind’s Intelligence modifier. Once targeted by this ability, a creature cannot be affected by it for 24 hours. This is a mind-affecting effect. The lost mind must be at least 8th level before selecting this insight.
 Enter My Mind(擬念)/Enter My Mind: The lost mind gains mindlink as a psi-like ability with a manifester level equal to the lost mind’s manifester level usable a number of times per day equal to 3 + the lost mind’s Intelligence modifier. If the target is unwilling and it fails the saving throw, it is shaken for a number of rounds equal to the lost mind’s Intelligence modifier.
 Gaze From Beyond/Gaze From Beyond: By expending his psionic focus, the lost mind reveals the true depth of his insanity, inviting all those that meet his gaze to screamingly follow his path. For 1 round, the lost mind’s disrupt pattern becomes a gaze effect and allows a Will save (DC 10 + 1/2 the lost mind’s level + the lost mind’s Intelligence modifier). Those that make the save are shaken for one round, while those that fail the save take damage from the disrupt pattern effect and are confused for one round.
 Nightmare Made Flesh/Nightmare Made Flesh: The lost mind adds form of doom to his list of powers known. In addition, the lost mind can manifest form of doom once per day without paying its power point cost, but when used in this fashion the power cannot be augmented. The lost mind must be at least 16th level to select this insight.
 Overwhelming Disruption/Overwhelming Disruption: When the lost mind uses his disrupt pattern ability, the creature struck must make a Fortitude save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be paralyzed for a number of rounds equal to the cryptic’s Intelligence modifier. Once targeted by this ability, a creature cannot be affected by it for 24 hours. The lost mind must be at least 12th level before selecting this insight.

Section 15: Copyright Notice
Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith

Pattern Breaker Pattern Breaker

 A pattern is only as strong as its weakest link, and pattern breakers have learned to find that link and exploit it. These cryptics excel at disabling patterns or destroying them entirely.
 Disable Lock(超常)/Disable Lock A 2nd level pattern breaker gains the ability to disable a lock a number of times per day equal to 3 + her Intelligence modifier. Using this ability is a standard action with a range of 30 ft. The pattern breaker makes a manifester level check with a +10 bonus against the DC of the lock. If the check is successful, the pattern breaker successfully opens the lock.
This replaces the insight normally gained at 2nd level, but counts as having the insight class feature for the purposes of prerequisites.
 Sunder Pattern/Sunder Pattern At 2nd level, the pattern breaker gains a bonus on sunder attempts equal to half her class level.
This ability replaces the hidden pattern.
 Disable Weapon or Armor(超常)/Disable Weapon or Armor Starting at 6th level, the pattern breaker has learned to temporarily suppress the magical qualities of a weapon or armor with a touch. As a melee touch attack that does not provoke attacks of opportunity, the pattern breaker can target one magical weapon or armor on a creature. If the attack is successful, the pattern breaker makes a manifester level check against a DC of 11 + the manifester level of the item. If the manifester level check is successful, all magical or psionic qualities of the item are suppressed for a number of rounds equal to the pattern breaker’s Intelligence modifier. There is no limit to the number of items the pattern breaker can affect, although she can only affect one per use.
 This ability replaces the swift trapper.
 Disabling Aura/Disabling Aura Starting at 16th level, the pattern breaker can expend her psionic focus as full round action to suppress only harmful effects around the her in a 5 ft. aura for a number of rounds equal to her Intelligence modifier. This functions similar to null psionics field, but it only affects harmful effects. This includes suppressing magical or psionic weapons being used in attacks against the pattern breaker, although such items would still work against other targets. The pattern breaker does not need to be aware of the effect to be suppressed.
 This ability replaces the insight gained at 16th level.

Section 15: Copyright Notice
Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.

Pattern Wielder (Elan) Pattern Wielder (Elan)

 Many elan cryptics view the process of creating an elan out of another race as simply another example of bending the patterns of reality to suit their needs. Some of these elans recognize that the patterns from tattoos can similarly be used to alter the physical world and even the effects of psionic power, and form a more powerful bond with their tattoos, blending the psionic energy of their very being with that locked inside of the tattoo. This blending allows them to alter the nature of weapons, other creatures, and even psionic power itself.
 Patterned Weapon(超常)/Patterned Weapon At 2nd level, the pattern wielder is able to strengthen her weapon by imbuing it with the energy from her tattoos. As a move action, the pattern wielder can transfer the tattoo of one of her powers known onto or off of one manufactured weapon she is wielding. While on the weapon, the pattern wielder adds her Intelligence modifier (if any) to damage rolls made with that weapon. However, while the tattoo is on the weapon, the pattern wielder may not manifest the power represented by the tattoo. Should the weapon be destroyed, the tattoo returns to the cryptic’s body unharmed. Tattoos of 0th level talents may not be used in this fashion.
This ability replaces the insight gained at 2nd level.
 Hurl Tattoo(超常)/Hurl Tattoo Starting at 4th level, the pattern wielder gains the ability to throw her psionic tattoos, those created with Scribe Scroll, with a range increment of 10 ft as a ranged touch attack. If the ranged touch attack is successful, the creature struck is affected by the power in the tattoo as if the struck creature had used the tattoo itself.
This ability replaces rapid defense.
 Tap Tattoo/Tap Tattoo A pattern wielder of 8th level gains the ability to use psionic tattoos to alter her psionic powers. When manifesting a power, the pattern wielder can expend her psionic focus to tap a psionic tattoo she is wearing. Doing so locks out the tattoo so that it cannot be used for 24 hours after being tapped, but the power manifested is treated as if it was affected by either the Empower Power or Extend Power feat.
This ability replaces the insight gained at 8th level.

Section 15: Copyright Notice
Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith

Ravager (Duergar) Ravager(Duergar)

Most cryptics see the patterns that hold the world together, but the ravager see’s only sick minds that need to be purified and burnt from the world pattern. What they often do not know, is that their minds are as broken and burnt as what they inflict upon the world, and their willingness to share that makes touching their minds a horrific experience.
 Ravage the Mind(超常)/Ravage the Mind As long as the ravager is maintaining psionic focus, he gains a +1 bonus to saves against mind-affecting effects. If the ravager succeeds on the saving throw, he can as an immediate action cause the source of the effect to take 1 point of Wisdom damage. This is a mind-affecting effect. At 5th level and every four levels thereafter, the bonus to saving throws against mind-affecting effects increases by 1, to a maximum of +5 at 17th level.
This ability replaces altered defense.
 Mind Ripper/Mind Ripper When using his disrupt pattern ability, the ravager always deals standard damage against creatures that have an Intelligence score, but half damage against creatures immune to mind-affecting effects. If the creature is mindless, it instead takes minimized damage.
 Sense the Weakened Mind(変則)/Sense the Weakened Mind At 2nd level, the mind ripper gains a +2 competence bonus to Sense Motive checks. This bonus increases to +4 at 5th level, and then again to +6 at 8th level.
This ability replaces hidden pattern.
 Tear the Ravaged Mind(超常)/Tear the Ravaged Mind At 4th level, the ravager can expend his psionic focus when using his ravage the mind ability to deal 1d6 points of Wisdom damage instead of 1 point of Wisdom damage.
This ability replaces rapid defense.
 Horrid Mind(超常)/Horrid Mind At 14th level, any time the ravager is an unwilling target of a mind-affecting effect that is not harmless, the creature who targeted the ravager takes 1 point of Wisdom damage. If the ravager succeeds on any applicable Will save allowed by the effect, the creature instead takes 1d6 points of Wisdom damage. If the ravager expends his psionic focus and made the applicable Will save for the effect, the damage increases to 2d6 points of Wisdom damage. This ability cannot be used in conjunction with ravage the mind.
This ability replaces enduring defense.

Section 15: Copyright Notice
Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith

Wiremind Wiremind

 Androids, being hyper-logical, naturally see the patterns and structure in all things, and those who become cryptics and investigate the hidden patterns in the world around them sometimes turn their exploration inward toward the intricate patterns of their own circuitry. These wireminds learn to spread their mind’s energies throughout their biological circuitry, gaining greater insight into their own psionic potential.
The wiremind is an archetype of the cryptic class.
関連するクラス:クリプティック
関連する種族:アンドロイド
置き換える能力: trapfinding, trapmaker, swift trapper
修正のある能力: pattern designs
 Mind and Body/Mind and Body Through meditation, the wiremind harnesses the power of his circuitry to enhance his mental capabilities. He adds 1/2 his level to Autohypnosis checks made to memorize and to recall information (minimum +1). He also adds this bonus on Knowledge (psionics) checks.
 Pattern Designs(超常)/Pattern Designs A wiremind’s powers show up on his body as tattoos much as they do for other cryptics, but these designs intertwine and interact with his circuitry tattoos, giving him an intimate familiarity with his own abilities. When making a Spellcraft check related to a psionic power he knows, the wiremind gains a competence bonus equal to his class level.
 Circuitry Focus(超常)/Circuitry Focus Beginning at 6th level, the wiremind can psionically focus his circuitry in the same manner which he normally gains psionic focus. Whenever he would need to expend or maintain psionic focus for an effect, he can expend or maintain his circuitry’s psionic focus instead.

Section 15: Copyright Notice
Book of Heroic Races: Advanced Androids. © 2015, Jon Brazer Enterprises