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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

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