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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

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