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Variable X i Factor de sensibilidad  i

6.2 Modelo para la carga de nieve para un periodo de referencia de un año

6.2.3 Optimización del modelo

Templars are more than just functionaries for a sorcerer-king. They are the police investigators, the bodyguards, the military commanders – in short, they are leaders of the sorcerer-king's forces in all their capacities. Those who emphasize martial prowess over learning and mystical training are given many titles, but as a group they are known as “templar knights”. A templar knight has no less authority than a priest, and in practice many have found that even the fear of magic is less intimidating than the fear of magic and edged weapons.

Templar knights use their ability to suppress the supernatural abilities of enemies to effectively police the academies and the official defilers sanctioned by the sorcerer-kings. The former have found effective ways to coexist with templars in the past, and the bribery of a templar is a standard part of Athasian governance. The defilers, however, are feared and detested by the Templarate, who view them as competition for the favor of their monarch. The culture clash between the Templarate and the official defilers is complex, brutal, and often deadly. Templar

knights view themselves, with some cause, as the only barrier between the mages and control of society and government.

The Templar Knight kit is a build option for paladins. Templar knights are a sorcerer-king's generals and enforcers, and have no interest in hunting mages. They work for the most abusive mages in the world without a qualm. Templar knights gain the authority due to their position and a rank-sigil that denotes their rank and privileges.

Multiclassing Note: All templar knights must be accepted into the Templarate and undergo rigorous training and indoctrination before they are allowed to swear fealty and receive their powers. A 1st level character starting as a templar knight is assumed to have already accomplished these tasks. Any character who wishes to multiclass into the templar knight kit, however, must complete these requirements. Given the political brutality of the Templarate, this could easily become an adventure by itself.

Conversion: Unlike clerics, paladins are not necessarily bound by an oath or conduit to the

elemental planes. Any paladin can forsake his path to enter a sorcerer-king's service. Mechanically, the conversion process is simple: remove all abilities that templar knights do not receive, and add all those that they do. Class skills are not affected by this process.

This may only be done while leveling up. Character-wise, this decision is likely complex and harrowing for the PC, which emotional aspect should be

emphasized. Despite the ease of converting a character's statistics, the loss of a paladin's calling should never be a simple matter.

Skills: Bluff, Knowledge (local), and Knowledge (nobility) are class skills for templar knights.

Autohypnosis and Survival are not class skills.

Detect Defiler: Templar knights gain no special ability to identify defilers.

Secular Authority: All templar knights have been accepted into the Templarate, and can use their authority as they choose. Templar knights gain the Secular Authority feat as a bonus feat at 1st level; they do not need to meet its prerequisites. In addition, they gain a bonus equal to one-half their templar knight level to checks related to using Secular Authority.

Sigil: A templar is marked by his sigil, a complex tattoo somewhere obvious on his body that serves as

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badge, rank insignia, and focus all in one. As a

templar's rank increases, his sigil is updated to reflect his new status. The sigil also serves as the templar knight's divine focus. Sigils are distinct to each sorcerer-monarch and instantly recognizable.

Spells: Templar knights have a slightly different spell list than paladins. See the Magic chapter for details.

D Psion

The psion class has undergone considerable changes.

They have none of the class features listed in the Expanded Psionics Handbook.

Hit Die: d6.

Starting Money: 3d4 x 10 Cp (average 75 Cp).

Weapon and Armor Proficiencies: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and short spear. They are not proficient with any armor or with shields.

Class Skills: Autohypnosis, Craft, Fly, Knowledge (all), Linguistics, Profession, Psicraft. (In addition, see Disciplines.)

Skill Points: 2 + Intelligence modifier per level.

Manifestation: Psions are able to manifest psionic powers. They have a power point reserve, they know psionic powers, and they have a manifester level equal to their psion level plus their levels in other classes that grant power manifestation. Psions can manifest any power that has a power point cost equal to or lower than their manifester level. The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier. To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Power Points: A psion's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table below. In addition, he receives bonus powers each day if he has a high Intelligence score (see Expanded Psionics Handbook, p. 18). A psion's race may provide bonus power points per day, as may certain feats and items. A psion must rest in order to recover his power points. Each hour of rest allows the psion to regain one-quarter of his daily power point pool.

Powers Known: Psions begins play knowing

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Psion Hit Die: d6 Skill Points: 2 + Int mod per level Level Base Attack Bonus

Fort Save

Ref Save

Will

Save Special

Power Points

Powers Known

Talents Known

Max Level

1 +0 +0 +0 +2 Discipline, Swift Focus 3 5 5 1st

2 +1 +0 +0 +3 7 8 5 1st

3 +1 +1 +1 +3 14 11 6 2nd

4 +2 +1 +1 +4 20 14 6 2nd

5 +2 +1 +1 +4 Bonus feat 29 17 7 3rd

6 +3 +2 +2 +5 39 20 7 3rd

7 +3 +2 +2 +5 51 23 8 4th

8 +4 +2 +2 +6 Multidisciplinary (talent) 63 26 8 4th

9 +4 +3 +3 +6 84 29 9 5th

10 +5 +3 +3 +7 Bonus feat 100 32 9 5th

11 +5 +3 +3 +7 Multidisciplinary (powers) 127 35 10 6th

12 +6/+1 +4 +4 +8 147 38 10 6th

13 +6/+1 +4 +4 +8 181 41 11 7th

14 +7/+2 +4 +4 +9 205 44 11 7th

15 +7/+2 +5 +5 +9 Bonus feat 244 47 12 8th

16 +8/+3 +5 +5 +10 Multidisciplinary (talent) 275 50 12 8th

17 +8/+3 +5 +5 +10 325 53 13 9th

18 +9/+4 +6 +6 +11 357 56 13 9th

19 +9/+4 +6 +6 +11 394 59 14 9th

20 +10/+5 +6 +6 +12 Bonus feat 426 62 14 9th

.

several psion powers. Each time they reach a new level, they unlock the knowledge of new powers.

Choose the powers known from the psion power list, or from the list of powers associated with your discipline. You cannot learn powers from disciplines other than your own (but see Multidisciplinary,

below). The number of times that a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not prepare or ready powers, although he must rest each day in order to recover all of his power points.

Talents: All psions have talents, special knacks or abilities which they may use freely. Talents are psionic powers that cannot be augmented and have no power point cost. Thus, they may be used as many times each day as a psion desires. Each psion has only a few talents – see the table below for details. Psions receive a free talent specific to their discipline at 1st level.

Discipline: All psions are specialists in one of the six psionic disciplines. Each discipline provides its devotees with additional class skills, a talent, special abilities, and a list of unique powers that can only be learned by specialists. Psions cannot learn powers restricted to disciplines other than their own (but see Metadisciplinary).

Swift Focus: Psions gain Swift Focus as a bonus feat.

Bonus Feats: Psions gain a bonus feat at 5th, 10th, 15th, and 20th levels. These feats are supplemental to those gained by normal leveling, and must be selected from psionic, metapsionic, or psionic item creation feats.

Metadisciplinary: As a psion advances, the distinctions between the disciplines begin to blur. No psion ever completely escapes his own training and inclinations, but advanced disciples of the mental arts can learn to act outside their specialty. At 8th and 16th levels, when a psion learns a new talent, he may choose that talent from those granted by other disciplines.

Starting at 11th level, a psion becomes able to learn the lesser powers of other disciplines. He may learn powers from a different discipline's list, but he treats his psion level as 10 levels lower than it is for

determining which powers he can learn. This does not affect his ability to manifest those powers.

Disciplines

A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis,

psychometabolism, psychoportation, and telepathy.

Each discipline offers its specialists additional class skills, a unique talent, a special ability, and a list of restricted powers that only members of that discipline can learn.

Clairsentience

A psion who specializes in clairsentience is able to extend the reach of their physical senses. This includes precognitive faculties, which aid both in information-gathering and combat, as well as the ability to see distant places.

Title: Seer

Class Skills: Appraise, Perception, Sense Motive.

Granted Abilities: Seers gain a bonus to initiative checks equal to one-half their psion level (minimum +1).

Forewarned (Su): A seer is always able to take action during a surprise round, although he is still flatfooted.

Selective Precognition (Su): Once per day, a seer can gain a +2 bonus to Armor Class or to one saving throw after he has learned the result of the attack or save.

This ability may be used an additional time each day for every five psion levels the seer possesses.

Know Enemy (Su): A seer may attempt to gain detailed knowledge of any creature he can see as a swift action. He makes a Knowledge check with a bonus equal to his Intelligence modifier, using his class level in place of his ranks if the former is higher.

The seer must be able to see the creature that he is learning about.

Scryseeker (Su): Starting at 8th level, a seer is always aware of attempts to supernaturally observe his actions. He constantly gains the benefits of detect remote viewing. In addition, whenever he uses his abilities to scry on something, he treats the subject as one category more familiar to him. Very familiar subjects take a -10 penalty to their saving throw.

Perfect Warning (Su): At 20th level, a seer may take 20 on initiative and Perception checks.

Talent: Sensory Ghost

Metacreativity

A psion specializing in metacreativity learns to manipulate

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ectoplasm, a semi-real substance drawn forth from the Grey.

Ectoplasm may be used to create objects or tools, as well as animated constructs to serve the psion's will.

Title: Shaper

Class Skills: Disguise, Heal, Survival.

Granted Abilities: Shapers gain a bonus to Craft checks equal to one-half their psion level.

Stabilize Ectoplasm (Ex): Whenever you manifest a Metacreativity (creation) power, increase its duration by a number of rounds equal to one-half your psion level (minimum 1).

Ectoplasmic Shard (Sp): A shaper can create a piece of psychically-charged ammunition from ectoplasm with a swift action. An ectoplasmic shard can be a standard item of ammunition for a crossbow, bow, sling, or blowgun, and can be fired normally from any appropriate weapon (i.e., an ectoplasmic bolt could be fired from any crossbow). Alternately, the shaper can cause the shard to leap toward any creature within 30 feet as a free action. In either case, the shard requires a ranged touch attack to hit, and deals 1d8 damage + 1 point per psion level. A shaper may not have more than one ectoplasmic shard in creation at once, but one that he has created is permanent until it is used.

This ability may be used a number of times each day equal to 3 + Intelligence modifier.

Psychic Phalanx (Su): Starting at 8th level, a shaper can create a solid barrier that protects himself and his allies. All allies within 30 feet of the shaper gain a +2 deflection bonus to AC while the barrier is active.

Furthermore, any enemy that makes a melee attack against an ally protected by the barrier receives a psychic shock that deals damage equal to the shaper's Intelligence modifier. The AC bonus granted by this ability increases to +3 at 13th level, and to +4 at 18th level. Creating the barrier is a standard action, but it can be lowered as a swift action. Shapers may use this ability for a number of rounds each day equal to 3 + Intelligence modifier.

Astral Guardian (Ex): At 20th level, a shaper can choose to make the duration of astral construct permanent. No shaper may have more than one permanent astral construct at once; if he makes another construct permanent, the previous one immediately vanishes.

Talent: Create Tool

Psychokinesis

Psions who specialize in kinesis are skilled at the

manipulation of physical objects outside themselves. The scope of their manipulation ranges from simple movement or agitation to powerful energy blasts, making kineticists widely-feared as artillery masters.

Title: Kineticist

Class Skills: Disable Device, Intimidate, Sleight of Hand.

Granted Abilities : Kineticists gain a bonus equal to one-quarter their psion level (minimum +1) to ranged attacks for psionic powers or abilities.

Piercing Energy (Su): Any power that a kineticist manifests that deals hit point damage gains a bonus to its damage roll equal to one-half the kineticist's psion level. This bonus also applies to class features of psionic classes that create damaging energy effects.

The bonus damage is only applied once per power; if a power targets several creatures, such as by creating multiple missiles or rays, the psion may divide the bonus damage between each projectile. The damage dealt by this ability is the same type as the power.

Telekinetic Bolt (Sp): As a standard action a

kineticist can release a bolt of force to strike any target within 50 feet. The bolt requires a ranged touch attack and deals 1d8 + Intelligence modifier bludgeoning damage, and gains the benefits of the kineticist's piercing energy ability. This ability can be used a number of times each day equal to 3 + Intelligence modifier.

Metapsionic Devastation (Ex): At 8th level, kineticists can apply any one metapsionic feat that they know to a single Psychokinetic power that they are about to manifest. This metapsionic feat does not increase the power point cost of the power, and does not count toward the augmentation limit. A kineticist can do this once per day, and an additional time per day for every two psion levels he possesses beyond 8th level.

Pierce Resistance (Ex): At 20th level, a kineticist may roll twice to defeat an enemy's psi resistance against his Psychokinetic powers. In addition, once per day he may force one enemy to reroll its saving throw against one of his Psychokinetic powers, and use the worse result.

Talent: Far Hand, Greater

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Psychometabolism

A psychometabolic specialist has learned to alter his physical form, or the forms of nearby creatures. This allows the psion to heal and to harm, or to augment his physical capabilities.

Title: Shifter

Class Skills: Acrobatics, Escape Artist, Heal.

Granted Abilities: Shifters gain a bonus to Fortitude saves against environmental hazards equal to one-quarter their psion level (minimum +1).

Physical Enhancement (Su): Shifters gain a +1 enhancement bonus to a single physical ability score of their choice (Strength, Dexterity, or Constitution).

This bonus increases by +1 every five psion levels. The shifter may change which ability score this bonus applies to with one hour of meditation.

Healing Reserve (Su): Shifters maintain a pool of mental energy that allows them to heal their own injuries as a standard action. A shifter may use this energy to regain a number of hit points equal to five times his psion level each day. These hit points may be divided up as the shifter desires.

Energy Absorption (Su): At 6th level, a shifter gains an amount of energy absorption equal to three times his psion level each day. Whenever he take energy damage, apply immunities, resistances, and vulnerabilities first. If he still would take damage, reduce your daily absorption total by that amount.

Any damage in excess of the absorption limit is applied normally.

Perfect Conditioning (Su): At 20th level, shifters apply their enhancement bonus to two physical ability scores.

Talent: Endurance

Psychoportation

Psions who develop the discipline of psychoportation learn the skill of moving themselves and others with their powers.

Title: Nomad

Class Skills: Acrobatics, Climb, Swim.

Granted Abilities: A nomad's land speed increases by 5 feet per four psion levels (minimum +5 feet).

Psychic Lift (Su): A nomad can fly for one round per psion level each day at a rate equal to his land speed (average maneuverability). Choosing to fly in this manner is a free action. If activated while falling from any height that would take less than a full round

to resolve the fall, activating this ability halves any falling damage that the nomad would otherwise take.

At 6th level, the nomad's maneuverability increases to Good. At 10th level, his speed increases to twice his land speed. At 14th level, his maneuverability increases to Perfect.

Teleport Other (Su): As a standard action, a nomad can cause one ally within 50 feet to teleport. The ally exits its own space and enters any space within 50 feet of the nomad. The ally does not provoke an attack of opportunity for this movement, although the nomad does provoke for manifesting this ability. Nomads may use this ability once per day per three class levels.

Dimensional Stride (Su): Starting at 8th level, a nomad can teleport up to 30 feet per psion level each day as a standard action. This teleport must be used in five-foot increments. Teleporting in this fashion does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature other than yourself.

Freedom of Sky (Su): At 20th level, a nomad can using his psychic lift ability at will.

Talent: Lightfoot

Telepathy

The most feared and mistrusted psions are those who have learned to control the minds of others. Such psions can send mental communications, read thoughts, and seize power over the minds of other beings.

Title: Mindbender

Class Skills: Bluff, Diplomacy, Sense Motive.

Granted Abilities: Telepaths gain a bonus equal to one-half their psion level to Sense Motive checks.

Influence Mind (Su): Telepaths gain a +2 enhancement bonus to Bluff, Diplomacy, and Intimidate checks. This bonus increases by +1 for every five psion levels the telepath obtains, up to a maximum of +6 at 20th level.

Dazing Touch (Su): A telepath can cause a creature to become dazed for one round with a melee touch attack. Creatures with more hit dice than the telepath's manifester level are unaffected. This mind-affecting ability may be used a number of times each day equal to 3 + Intelligence modifier.

Project Emotion (Su): Starting at 8th level, a telepath can broadcast a powerful emotion to all creatures

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within 30 feet. for a number of rounds each day equal to his psion level. These rounds do not need to be consecutive. Each aura affects a specific category of creature – allies, enemies, or all creatures. This is a mind-affecting ability. Activating the aura is a

standard action, but it can be lowered as a free action.

The psion may change which emotion he project with a swift action.

Awe: The telepath gains a +4 bonus on Diplomacy, Intimidate, and Perform checks with all creatures.

Calm: Allies gain a +2 bonus to Will saves and Autohypnosis, Sense Motive, and concentration checks.

Good Will: All creatures or enemies move up one attitude category relative to all creatures (see

Diplomacy). This ends immediately when the aura fades.

Diplomacy). This ends immediately when the aura fades.