Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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A Motith Farr simply knows his powers; they are ingrained in<br />
his mind. He does not need to prepare them (in the way that some<br />
spellcasters prepare their spells), although he must get a good<br />
night’s sleep each day to regain all his spent power points.<br />
The Difficulty Class for saving throws against Motith Farr powers<br />
is 10 + the power’s level + the Motith Farr’s Wisdom modifier.<br />
Maximum Power Level Known<br />
A Motith Farr gains the ability to learn one 1st-level power when<br />
he takes his 3rd level in the prestige class. As he aains each new<br />
odd-numbered class level, a Motith Farr is able to master a power<br />
of a higher level: a 2 nd -level power at 5 th level, a 3 rd -level power at<br />
7 th level, and a 4 th -level power at 9 th level. To learn or manifest a<br />
power, a Motith Farr must have a Wisdom score of at least 10 + the<br />
power’s level.<br />
Cleansing (Ps)<br />
Starting at 3rd level, a Motith Farr can remove disease and neutralize<br />
poison by touch. To do so, the Mototh Farr must expend his psionic<br />
focus and spend 3 power points. This ability is the equivalent of a<br />
4th-level power.<br />
Purge Impurity (Ps)<br />
At 4th level, a Messenger of Wellness may combine his psionic<br />
energy with his understanding of alchemy to cleanse a liquid, object,<br />
or food item of impurities, including disease or poison. Spending 3<br />
power points and his psionic focus, the Motith Far purifies one quart<br />
of liquid or one pound of food per class level. This ability affects<br />
mystical diseases, such as mummy rot or shiblight (see page 11).<br />
The Motith Farr can purge a number of impurities per day equal to<br />
his class levels, or until he runs out of power points. This ability is<br />
the equivalent of a 2nd-level power.<br />
Heal Affliction (Su)<br />
At 6th level, the Motith Farr may cure a target afflicted by a spell,<br />
spell-like ability, curse, or psionic power that causes blindness,<br />
deafness, or feeblemindedness, or that similarly impairs the<br />
target’s physical or mental faculties. To do so, he must succeed on a<br />
Heal check (DC equal to the affliction’s original DC) and spend 11<br />
power points. The Motith Farr can use this supernatural ability a<br />
number of times per day equal to his Wisdom modifier (minimum<br />
once/day).<br />
Regeneration (Ps)<br />
At 10th level, a Motith Farr can spend 13 power points and his<br />
psionic focus to replicate the effects of the regeneration spell. His<br />
caster level equals his class level. A Motith Farr can use this ability a<br />
number of times per day equal to his Wisdom modifier (minimum<br />
once/day). This ability is the equivalent of a 7th-level power.<br />
Table 9–6: The Pistoleer<br />
Chapter Nine: Prestige Classes 99<br />
Mystic Theurge<br />
Of the See’s many enemies, the priesthood holds a special hatred for<br />
the corruptors of what is pure and innocent: the mystic theurges.<br />
The Inquisition of Swords views any act of adding arcane power<br />
to gis granted by the gods as the darkest insult imaginable and<br />
so does whatever is necessary to bring these spellcasters to justice,<br />
those of Spiros suffering the worst. By contrast, mystic theurges<br />
are a welcome sight at the Daelian War College because their<br />
combination of divine and arcane spells makes them well suited for<br />
the balefield.<br />
Pistoleer<br />
Pistoleers are part showmen and part sharpshooter, using black<br />
powder pistols to perform feats of amazing skill and deadly<br />
accuracy. Many pistoleers are as arrogant as they are skilled, their<br />
egos inflated by their mastery of a weapon most warriors still<br />
consider strange. But while most other warriors see pistoleers as<br />
loud-mouthed blowhards, few would challenge one so long as he<br />
has his pistol at hand.<br />
Hit Die: d8.<br />
Requirements<br />
To qualify to become a Pistoleer, a character must fulfill all the<br />
following criteria.<br />
Base Aack Bonus: +5.<br />
Skills: Concentration 5 ranks, Sense Motive 4 ranks, Tumble 2<br />
ranks.<br />
Feats: Lightning Reflexes, Quick Draw, Firearms Proficiency*,<br />
Speed Loader*.<br />
*See Chapter Ten: Skills & Feats for details on this new feat.<br />
Special: The character must have solely defeated three or more<br />
enemies of at least CR 3 using only pistols.<br />
Class Skills<br />
The pistoleer’s class skills (and the key ability for each skill) are Bluff<br />
(Cha), Climb (Str), Concentration (Con), Cra (Int), Hide (Dex),<br />
Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), Ride<br />
(Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble<br />
(Dex). See Chapter Four: Skills in the PHB for skill descriptions.<br />
Skill Points at Each Level: 4 + Int modifier.<br />
Class Features<br />
All of the following are class features of the pistoleer prestige class.<br />
Weapon and Armor Proficiency<br />
Pistoleers gain proficiency with all simple weapons and with<br />
bucklers.<br />
Level Base Aack Bonus Pistol Aack Bonus Fort Save Ref Save Will Save Special<br />
1st +0 +1 +0 +2 +0 Intuitive shot, trick shot<br />
2nd +1 +2 +0 +3 +0 Brawling gunplay<br />
3rd +1 +3 +1 +3 +1 Trick shot<br />
4th +2 +4 +1 +4 +1 —<br />
5th +2 +5 +1 +4 +1 Trick shot<br />
6th +3 +6 +2 +5 +2 Acrobatic gunplay<br />
7th +3 +7 +2 +5 +2 Trick shot<br />
8th +4 +8 +2 +6 +2 Precise aim<br />
9th +4 +9 +3 +6 +3 Trick shot<br />
10th +5 +10 +3 +7 +3 Luck of Phaetos