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UnappedCasses
Complete
Society Mind
JeremySmh,ShaneOConnor
BranDupus,GregJacob,MchelFaoPerez
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Untapped Classes
C OMPLETE S OCIETY M IND
Authors: Jeremy Smith, Shane O’Connor
Initial Design: Brian Dupuis, Greg Jacob, Michel Fiallo-Perez
Additional Design: Dan Saffell
Editing: Andreas Rönnqvist, Jeremy Smith
Design / Layout: Jeremy Smith
Proofreading: Aimee West, Anthony Miller, Brian Faller, Michael Suttkus, Patrick Seymour
Cover Illustration: Rick Hershey
Interior Illustrations: Brandon Glore, Rick Hershey, Gerald Lee, V. Shane, Jason Walton
Cover Layout: Jeremy Smith
This edition of Untapped Classes: Complete Society Mind is produced under version 1.0a, and/or draft versions of the Open Game
License and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will
incorporate later versions of the license and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section
1(e) of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such
as all Dreamscarred Press product and product line names including but not limited to Untapped Classes: Complete Society Mind,
Untapped Potential: New Horizons in Psionics, and all artwork, symbols, designs, depictions, illustrations, maps, and cartography,
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Identity is not Open Game Content.
Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open
Game Content.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000,
and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open
Game Content and if so used, should bear the COPYRIGHT NOTICE “ Untapped Classes: Complete Society Mind ” ©2008 Jeremy
Smith. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission,
or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this
book’s authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original
purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Some images contained within copyright Gerald Lee, V. Shane or LPJ Design, INC and are used with permission.
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Untapped Classes
C LASSES
S OCIETY M IND
“Care to share your thoughts?”
- Jaieth, human society mind
of their hive mind paradigm onto the rest of the
world.
Alignment: Society minds tend most often to
be neutral in both ethical and moral perspectives;
the constant view of the larger trends leaves many
society minds impartial and aloof. This is not
always the case, though. Good society minds seek
to harmonize with the flow of others’ thoughts and
bring all conflicts to a constructive resolution, while
evil society minds leech off the mental powers of
the communities they live in and feel that their
powers and unique position within the greater mind
marks them as obviously superior.
A network is a pattern that naturally arises
whenever multiple objects interact with each
other with shared consequences. All organic life
is a network of such patterns, blood and flesh and
wood and earth working unconsciously towards
the goal of survival. Even unliving things, the
dancing stars in the sky and the slow geologic
gathering of mountains follow certain guidelines.
Thinking beings follow patterns far more complex,
of emotions, dreams and ideas. These networks,
and the mind they form, are what power a society
mind.
GAME RULE INFORMATION
Society minds have the following game statistics.
Alignment: Any
Hit Die: d6
Starting Gold: 4d4 x 10 (100 gp)
S tarting Age: Complex (as psion)
MAKING A SOCIETY MIND
Society minds must choose their powers known
every day after resting and meditating on the greater
pattern of things. Like a wilder, a society mind
has very few powers known, but a society mind
can change his powers known from day to day. A
society mind uses power points and can augment
his powers like any other manifesting class.
In addition, society minds also have the unique
ability to enter into a worldthought network with
other beings, through which the society mind can
strengthen his allies, as well as weaken and subvert
his foes.
Abilities: Wisdom determines what level of
psionic power a society mind can manifest, how
hard his powers are to resist, and his bonus power
points per day. Charisma is useful to a few society
mind abilities and a number of society mind skills,
and a society mind needs Constitution for more hit
points.
Races: Society minds tend to show up mostly
in the social races, or in the nomadic races that
travel and see many lands. Humans and halflings,
qualifying on both accounts, produce numerous
society minds. Dromites make great society minds,
as the power of the class is often a simple extension
CLASS SKILLS
The society mind’s class skills are Autohypnosis,
Bluff, Craft, Concentration, Diplomacy, Gather
Information, Heal, Intimidate, Knowledge
(psionics), Knowledge (history), Knowledge
(local), Listen, Perform, Profession, Psicraft, Sense
Motive, Speak Language, and Survival.
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int
modifier
CLASS FEATURES
Your psionic powers and your worldthought
network are your most vital abilities. Helping your
allies - whether by enhancing them or making your
enemies weaker - is what you do best.
Weapon and Armor Proficiency: Society minds
are proficient with all simple weapons and light
armor. Armor does not, however, interfere with the
manifestation of powers.
Power Points/Day: A society mind’s ability to
manifest powers is limited by the power points he
has available. His base daily allotment of power
1
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Complete Society Mind
points is given on Table 1: The Society Mind. In
addition, he receives bonus power points per day
if he has a high Wisdom score. His race may also
provide bonus power points per day, as may certain
feats and items.
Powers Known: A society mind begins play
knowing one society mind power of your choice at
the time. At every even-numbered class level after
1st, he unlocks the ability to know more powers at
any given time.
Choose the powers known from the society
mind power list. ( Exception: The feats Expanded
Knowledge and Epic Expanded Knowledge do
allow a society mind to learn powers from the lists
of other classes.) A society mind can manifest any
power that has a power point cost equal to or lower
than his manifester level.
The total number of powers a society mind can
manifest in a day is limited only by his daily power
points.
A society mind never needs to prepare powers
ahead of time; he draws them from his mind when
needed. When a society mind recovers his daily
power points after resting, he may choose to rotate
one or more powers he knows for new ones. These
powers must always be chosen from the society
mind power list, and the maximum number of
powers the society mind may know at any one time
in this fashion is listed on Table 1: The Society
Mind. If a society mind learns a power through
other means, such as the Expanded Knowledge
feat or psychic chirurgery , this power is known
in addition to his normal powers. He may never
exchange it for another power from the society
mind list when he chooses his powers known, and
it doesn’t count against his limit of powers known
at any one time.
The Difficulty Class for saving throws against
society mind powers is 10 + the power’s level + the
society mind’s Wisdom modifier.
Maximum Power Level Known: A society
mind begins play with the ability to learn 1st-level
powers. As he attains higher levels, he may gain
the ability to master more complex powers.
T ABLE 1: T HE S OCIETY M IND
Maximum
Power Level
Known
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save Special
Power
Points
Powers
Known
Level
1
+0
+0
+0 +2 Worldthought network, cooperative healing
2
1
1st
2
+1
+0
+0 +3
Social Insight, spirit of many
6
2
1st
3
+1
+1
+1 +3
Soulbinding gaze, telepathy
11
2
2nd
4
+2
+1
+1 +4
Network range (close)
17
3
2nd
5
+2
+1
+1 +4
Network sense
25
3
3rd
6
+3
+2
+2 +5
-
35
4
3rd
7
+3
+2
+2 +5
Network range (medium)
46
4
4th
8
+4
+2
+2 +6
Mystic echo
58
5
4th
9
+4
+3
+3 +6
-
72
5
5th
10
+5
+3
+3 +7
Network range (long)
88
6
5th
11
+5
+3
+3 +7
Inner language
106
6
6th
12
+6/+1
+4
+4 +8
-
126
7
6th
13
+6/+1
+4
+4 +8
Network range (miles)
147
7
7th
14
+7/+2
+4
+4 +9
Subconscious gaze
170
8
7th
15
+7/+2
+5
+5 +9
-
195
8
8th
16
+8/+3
+5
+5 +10
Network range (any)
221
9
8th
17
+8/+3
+5
+5 +10
Divert concentration
250
9
9th
18
+9/+4
+6
+6 +11
-
280
10
9th
19
+9/+4
+6
+6 +11
Network range (planar)
311
10
9th
20
+10/+5
+6
+6 +12
Efficient network
343
11
9th
2
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Untapped Classes
can, roughly, sense the presence of each member,
although beyond telling if such a creature is still a
member, this has no mechanical benefit until higher
levels (see telepathy and network sense, below).
A society mind can manifest certain powers
through his worldthought network. If a society
mind power specifies one or more willing targets
(or is harmless) and has a range greater than
personal, he can manifest this power on a member
of his network regardless of the range of the actual
power. All other non-range restrictions still apply.
He may also manifest any power with the Network
descriptor this way, regardless of their actual ranges
or targets. If he is capable of manifesting powers
or casting spells from a different class (as is the
case for a multiclass society mind), any compatible
spell or power with a range greater than touch can
also be used through the network.
If a member of the network dies, the member is
removed from the network and the society mind
must make a Fortitude save (DC 15) or lose 10 XP
and 1 power point for every Hit Die of the fallen
member.
The society mind must maintain a power point
reserve of at least one point to maintain the network.
If he does not, the network and all attendant benefits
end immediately.
A society mind’s allies are his greatest asset
To learn or manifest a power, a society mind must
have a Wisdom score of at least 10 + the power’s
level.
Worldthought Network (Su): A society mind
can connect willing minds through an internal
network that strengthens their psychic bonds. As a
standard action, a society mind can join up to his
class level in willing targets into his network. The
society mind must have line of sight to each target,
each target must have a Wisdom score of at least 1,
and all targets must be within range (see Table 3-
4). A society mind’s network can never have more
members than his class level. The society mind is
always considered a member of his own network,
and does not count against this limit.
The society mind can choose to remove a
member as a free action on his turn, and any
member can voluntarily leave the network as
a free action on their turn. Any member whose
Wisdom drops to zero or who moves out of range
of the network is automatically removed. If a
member enters a null psionics field , the network
link is suppressed until that member leaves the
field. A member who leaves the network for any
reason immediately loses any and all benefits they
may have gained from being a member. A society
mind is aware of the status of his network and
T ABLE 2: R ANGE OF THE W ORLDTHOUGHT N ETWORK
Level Range Distance
1 30 ft 30 ft
4 Close 25 ft. + 5 ft. per two class levels
7 Medium 100 ft. + 10 ft. for every class level
10 Long 400 ft. + 40 ft. for every class level
13 Miles 1 mile per class level
16 Any Any distance as long as they remain on
the same plane
19 Planar Any distance, even over planar and
dimensional boundaries.
Cooperative Healing (Su): Whenever a willing
member of the society mind’s worldthought
network could regain lost hit points or ability
damage, that member may choose to redirect any
or all of that healing to one or more other willing
members of the network as a free action. This can
transfer instantaneous healing (such as a cure light
3
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