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Races of Wild

Races of Wild

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WOODLAND VEILIllusion (Glamer)Level: Druid 2, ranger 2Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Targets: One or more creatures, no two <strong>of</strong>which can be more than 30 feet apartDuration: 10 min./level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)This spell makes its subjects blend inwith natural surroundings, hiding themand quieting the sounds they make. Alltargets gain a +5 competence bonus onHide and Move Silently checks whileoutdoors in a natural setting. Thespell has no effect in urban settings orindoors (including dungeons).Those affected by this spell can seeand hear each other and themselves asif unaffected by the spell. Any affectedcreature moving more than 30 feetfrom another target loses the bonusesthe spell provides.CHAPTER 7EQUIPMENTAND MAGIC176Though the mysteries <strong>of</strong> the mind arenot closely associated with the races<strong>of</strong> the wild, like all races the elves,halflings, and raptorans have developedcertain psionic powers that harness oraugment their natural tendencies.CONTRARIAN URGETelepathyLevel: Psion/wilder 3Display: Auditory and visualManifesting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: 1 roundSaving Throw: Will negatesPower Resistance: YesPower Points: 5Contrarian urge forces its target to dothe opposite <strong>of</strong> its general intent fora few seconds. A brief but uncontrollableurge dominates the thoughts<strong>of</strong> the subject, who will act on thaturge to the best <strong>of</strong> its ability duringits next turn.When manifested during combat,contrarian urge almost always convincesits subject to attack an allyrather than a foe. In a social situation,it usually means the subject sayssomething inappropriate or insulting(imposing a –10 penalty on anyDiplomacy or Bluff check beingmade). The subject comes to its sensesat the end <strong>of</strong> its turn and can actnormally thereafter.Augment: For every 3 additionalpower points you spend, this power’ssave DC increases by 1, and the powercan affect an additional target. Anyadditional target cannot be morethan 15 feet from another target <strong>of</strong>the power.LIVING ARROWMetacreativityLevel: Psychic warrior 5Display: AuditoryManifesting Time: 1 standard actionRange: TouchTarget: Projectile weapon touchedDuration: 1 round/level (D)Saving Throw: Will negates (object)Power Resistance: Yes (object)Power Points: 9When you manifest living arrow, yougive a semblance <strong>of</strong> life to the projectilesyou shoot at your foes (<strong>of</strong>tenarrows fired from a bow, but crossbowbolts, sling stones, and other projectileweapons are also subject to thispower). The power affects the firstprojectile you fire each round, grantingit semisentience and the ability to alterits course in mid-flight.You can launch a living arrow at a targetknown to you and within the maximumrange <strong>of</strong> the weapon. The living arrowtravels to the target, even around corners.Only an unavoidable obstacle or thelimit <strong>of</strong> the arrow’s range prevents thearrow from reaching its target. A closeddoor thwarts a living arrow, as does anotherwise sealed chamber. This effectnegates cover and concealment modifiers,but the attack is otherwise rollednormally. The arrow retains any magicalproperties it would otherwise have, suchas an enhancement bonus from the bowor the arrow itself.Augment: You can augment thispower in one or both <strong>of</strong> the followingways.1. For every additional 3 powerpoints you spend, you can launch anadditional living arrow each roundNEW PSIONIC POWERS(assuming you have multiple attacksper round with that ranged weapon).2. If you spend 2 additional powerpoints, you gain a brief vision <strong>of</strong> yourtarget from the arrow’s point <strong>of</strong> view(as if you had manifested the clairvoyantsense power; see page 83 <strong>of</strong> the ExpandedPsionics Handbook). You see the targetfor only a fraction <strong>of</strong> a second, andthe vision ends when the arrow eitherstrikes its target or fails to reach it.TELEKINETICBOOMERANGPsychokinesisLevel: Kineticist 3, psychic warrior 3Display: VisualManifesting Time: 1 swift actionRange: TouchTarget: One objectDuration: 1 round/level (D)Saving Throw: Will negates (object)Power Resistance: Yes (object)Power Points: 5You can imbue an object with anunusually fast-acting version <strong>of</strong> thereturning weapon special ability, sothat it returns to you an instant after itsattack resolves. Halflings with psionicpowers <strong>of</strong>ten use telekinetic boomerangon daggers or throwing axes.Unlike a weapon with the returningspecial ability (see page 225 <strong>of</strong>the Dungeon Master’s Guide), an objectimbued with telekinetic boomerangreturns to the thrower’s hand immediatelyafter the attack is resolved,allowing the weapon to be used againon the same turn.Augment: For every additional 2power points you spend, you can imbuean additional object with the benefit <strong>of</strong>telekinetic boomerang.

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