Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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98<br />
Deadly Aim (Ex)<br />
At 8th level, the marksman is highly skilled at hiing the vital<br />
areas of a target. By accepting a –4 aack penalty, he may add an<br />
additional 1d6 to a firearm’s damage roll. On a critical hit, this<br />
damage bonus doubles. Creatures immune to critical hits and<br />
creatures with damage reduction are immune to deadly aim.<br />
One Shot, One Kill (Ex)<br />
At 10th level, a marksman may take a special full-round action to<br />
deliver a coup de grace aack to any stationary (the target cannot<br />
have made a move action on its last turn) target within firearm<br />
range. The marksman must succeed on a Concentration check (DC<br />
10 + the target’s AC). If the marksman has rogue levels, he may<br />
adds his sneak aack damage to the aack. The marksman may<br />
not use this ability against any target with concealment. Creatures<br />
immune to critical hits and creatures with damage reduction are<br />
immune to this ability.<br />
Motith Farr,<br />
the Messengers of Wellness<br />
The Messengers of Wellness reside in a simple wooden monastery<br />
just beyond the limits of Pleardys, where they offer aid to those<br />
in need of it. Their healing methods involve a combination of<br />
unguents, herbs, and psychic channeling. Most Motith Farr are<br />
content to remain at their monastery healing travelers or pilgrims,<br />
but some choose to take their talents out into the world. The<br />
Motith Farr are peaceful, only resorting to violence when all other<br />
options fail.<br />
Hit Die: d4.<br />
Requirements<br />
To qualify to become a Motith Farr, a character must fulfill all the<br />
following criteria.<br />
Alignment: Any non-evil.<br />
Skills: Cra (alchemy) 3 ranks, Concentration 5 ranks, Heal 5<br />
ranks, Knowledge (psionics) 4 ranks.<br />
Feats: Body Fuel, Psionic Body, Skill Focus (heal).<br />
Power Points: 5.<br />
Powers: Must be able to manifest any three of the following:<br />
biofeedback, body adjustment, empathic transfer, sustenance.<br />
Class Skills<br />
The Motith Farr’s class skills (and the key ability for each skill) are<br />
Autohypnosis (Wis), Concentration (Con), Heal (Wis), Knowledge<br />
(psionics) (Int), Psicra (Int), Ride (Dex), Spot (Wis), Survival<br />
(Wis), and Swim (Str). See Chapter Four: Skills in the PHB for skill<br />
Table 9–5: The Motith Farr<br />
Chapter Nine: Prestige Classes<br />
descriptions, and Chapter Three: Skills & Feats in the Psionics<br />
Handbook for psionic skills.<br />
Skill Points at Each Level: 4 + Int modifier.<br />
Class Features<br />
All of the following are class features of the Motith Farr prestige class.<br />
Weapon and Armor Proficiency<br />
Motith Farr gain no proficiency with any weapons or armor.<br />
Channel Healing (Ps)<br />
At 1st level, as a standard action, a Motith Farr may expend his<br />
psionic focus and heal 1d6 points of damage per class level per<br />
day. This ability costs 1 power point per die. Targets receiving this<br />
healing must be touched. Channeled healing cannot be used to harm<br />
undead creatures. This ability is the equivalent of a 3rd-level power.<br />
For details on psionic foci, see Concentration in Chapter Three:<br />
Skills & Feats in the Psionics Handbook.<br />
Bonus Feat<br />
Starting at 2nd level, and every three levels thereaer, a Motith<br />
Farr gains a feat from the following list: Alertness, Cra Dorje†,<br />
Endurance, Expanded Knowledge†, Iron Will, Lightning Reflexes,<br />
Mobility, Rapid Metabolism†, Skill Focus, and Toughness. A Motith<br />
Farr must meet all prerequisites for a bonus feat.<br />
†See the Psionics Handbook for details on this psionic feat.<br />
Power Points/Day<br />
A 3rd-level Motith Farr can manifest powers. His ability to manifest<br />
powers is limited by the power points he has available. His base<br />
daily allotment of power points is given on Table 9–5: The Motith<br />
Farr. In addition, he receives bonus power points per day if he has<br />
a high Wisdom score (see the Ability Modifiers and Bonus Power<br />
Points table in the Psionics Handbook). His race may also provide<br />
bonus power points each day, as may certain feats and items. If a<br />
Motith Farr has power points from a different class, his points are<br />
pooled together and usable to manifest powers from either class.<br />
Bonus power points from having a high ability score can be gained<br />
only for the character’s highest psionic class.<br />
Powers Known<br />
A Motith Farr chooses his powers from the psychic warrior power<br />
list. At 3rd level, a Motith Farr knows one psychic warrior power of<br />
the player’s choice. Each time he aains a new level, he learns one<br />
new power. A Motith Farr can manifest any power that has a power<br />
point cost equal to or lower than his manifester level. The total<br />
number of powers a Motith Farr can manifest per day is limited only<br />
by his daily power points.<br />
Base Aack Fort Ref Will<br />
Power Points/ Powers Maximum Power<br />
Level Bonus Save Save Save Special<br />
Day Known Level Known<br />
1st +0 +0 +0 +2 Channel healing 0 0 —<br />
2nd +1 +0 +0 +3 Bonus feat 0 0 —<br />
3rd +1 +1 +1 +3 Cleansing 1 1 1st<br />
4th +2 +1 +1 +4 Purge impurity 3 2 1st<br />
5th +2 +1 +1 +4 Bonus feat 6 3 2nd<br />
6th +3 +2 +2 +5 Heal affliction 10 4 2nd<br />
7th +3 +2 +2 +5 — 15 5 3rd<br />
8th +4 +2 +2 +6 Bonus feat 23 6 3rd<br />
9th +4 +3 +3 +6 — 31 7 4th<br />
10th +5 +3 +3 +7 Regeneration 43 8 4th