telepathic duels are battles in which combatants’ review conform intertwined within a binary mindscape. Though Psychic spellcasters wield tremendous power in such battles, other creatures can also wield mental might with surprising potency. Instigating A Psychic DuelA Psychic spellcaster creates a binary mindscape when a target fails its save against instigate Psychic duel. The caster’s and target’s review are then coalesced in a Psychic duel within that mindscape until either the spell’s duration ends or the Psychic duel reaches its conclusion. If the duel begins during combat, each of the dueling characters retains its initiative order and the Psychic duel goes on in conjunction with the initial combat. If the duel breaks outside combat, the initiator can take a swift action to create a metaphysical effect called a Psychic manifestation imagine below) upon entering the binary mindscape, before her opponent’s first turn. While fastened in a Psychic duel, the combatants’ tangible head become unresponsive. They hold their positions, but they can take no petition and lose their Dexterity bonuses to Armor Class for the duration of the duel . burning clairvoyant Duels Each competitive in a Psychic duel attacks her opponent and defends herself with the power of her imagination and force of her personality. Such combatants appear in the binary mindscape much as they appear in reality (unless using a mental mask), but their abilities and attacks are enhanced in some ways and limited in others by the strange laws of the binary mindscape. While the imagination of mental movement persists in the mindscape’s reality, such things as speed and position have little bearing on a Psychic duel. fighter are closinged to purely physical actions, speech, and the creation of Psychic manifestations (see below). With very few exceptions, spells and spell-like abilities can’t be used (see Concluding a Psychic Duel). When a nature arrives a binary mindscape, she uses the following statistics as they were prior to entering: her recent kill points; capability scores; AC and touch AC; Reflex, Fortitude, and Will saving throws; worthy scuffle attack bonus; and worthy reached assault bonus. These combat bonuses employ on melee and ranged hateful manifestations, respectively. reformation and fast healing are the only specific abilities that employ in a Psychic duel; uncanny dodge and damage reduction, for example, do not. Bonuses and penalties granted by items, as well as spells and effects active before entering the mindscape, apply to these statistics, as such items and effects gain Psychic equivalents when a creature enters a mindscape. However, while the mind is engaged in a Psychic duel, only damaging and healing spells and effects cast on the body of a combatant have an effect on the battle. disease occupy various of the manifestor’s combat capabilities. The character of the binary mindscape explains combative prowess into Psychic parallels; after all, such prowess comes from training, muscle memory, and other subconscious components of the mind. This means that while martially inclined characters have fewer resources in a Psychic duel, they can still make powerful attacks against their foes with great accuracy. Conditions gained during a Psychic duel rarely carry over into the real world, but damage is dealt to the physical body of the duelist, so it’s possible for combatants to die. Similarly, unlike all other effects that occur in the real world after a Psychic duel begins, damaging and healing a duelist’s physical body carry over to the Psychic duel. telepathic disease While involved in a Psychic duel, the combatants don’t attack or cast spells normally. Instead, the fighter generate Psychic manifestations, abilities that can be used only within a binary mindscape; these represent changes to the mindscape’s fabric (see Mindscapes). creating phenomenon Points clairvoyant manifestations are fueled by Psychic energy, represented by manifestation points (MP). Each competitive has a actualizing story equal either to its highest caster level or half its number of Hit Dice, whichever is higher. The maximum amount of manifestation points a rival check spend when creating a manifestation is equal either to the highest-level spell the combatant can cast or 1/4 its HD (minimum 1 and maximum 5), whichever is higher. In judgment to produce a Psychic manifestation, a rival must generate MP in any of four ways: from ability scores, from class features, by sacrificing spells, or by sacrificing spell-like abilities. She check usage each of these methods only once per manifestation. For example, a nature who is a gunslinger 1/wizard eight could generate one MP from capability scores, one MP from grit, and two MP by contributing a 2nd-level spell, thus reaching her per-manifestation limit of four MP, but she couldn’t do so by sacrificing four several 1st-level spells. If a combatant doesn’t use all of the manifestation points it generates immediately, the extra points are lost. creating MP from capability scores doesn’t deplete the ability score, but it has other consequences for a rival once the duel is concluded (see below). All other sources of MP deplete the spent resources in the real world as well. creating MP from capability Scores: Every rival begins a Psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a open action, a rival check draw from this pool to generate MP. A rival who gathers any count of points from this pool is fatigued upon leaving the binary mindscape. A rival who attracts half or elder of these points is exhausted upon leaving the mindscape, and takes a â4 penalty to Intelligence, Wisdom, and Charisma for twenty-four hours thereafter. If a competitive squanders the whole pool, she conforms oblivious after leaving the mindscape. The fatigued, exhausted, and oblivious consideration and the â4 penalty avoid all immunities and last for twenty-four hours; they can’t be proceeded before that moment except by a wish or a miracle. creating MP from Select grade Features: As a generous action, a combatant with an arcane, grit, ki, panache, or phrenic pool (or any other same character feature the GM chooses) check spend standpoint from these pools to generate MP at a rate of one MP per point spent. relinquishing witchcraft to Generate MP: As a clear action, a combatant can sacrifice a single spell slot (if he’s a spontaneous caster) or arranged spell (if he’s a prepared caster) to generate a count of MP adequate to the level of the spell slot or prepared spell sacrificed. Alchemists and investigators check sacrifice an extract slot as if it were a spell slot, but only if that extract slot is currently free and not already invested in a mental extract. contributing Spell-Like skill to Generate MP: A rival can sacrifice a use of a spell-like ability in a way similar to sacrificing spells to generate MP. However, each at-will spell-like ability check be sacrificed only once during a individual Psychic duel ; it is not a source of infinite MP. generating clairvoyant symptom Psychic manifestations have three main types: offensive manifestations, defensive manifestations, and thought-form creatures. For the purpose of concentration checks, creating a manifestation is considered casting a spell with a spell level equal to the number of MP spent to create the manifestation. The combatant creating the manifestation treats her manifesting level as her caster level for such checks. hateful revelation (Full-Round Action) This type of manifestation is a instant attack on an opponent, a thought-form creature, or both. An offensive manifestation can attack a variety of defenses, depending on the number of MP spent and the desires of its creator. Creating an offensive manifestation requires three steps. way 1âCreate Sensory Effects: Combatants generating Psychic manifestations are limited only by their imaginations as to the look, sound, feel, and smell of each manifestation; these sensory effectiveness guide combatants in their later choices. For example, if a competitive imagine an hateful manifestation as a giant ball of lava he throws at his opponent, that might suggest that the attack should force a Reflex saving throw rather than targeting the opponent’s AC. Regardless of the effect’s form, attack behaved by a manifestation is always untyped damage, and can be mitigated only by defensive manifestations. way 2âDetermine Attack Type: By default, an disgusting manifestation acts as either a melee or wandered attack (creator’s choice) that resolves against a single target’s AC. The author check have the manifestation resolve against touch AC instead by increasing the cost by two MP. Alternatively, the author check instead force both his opponent and any thought-form creature it controls to attempt a saving throw to avoid the effect; this profits the cost by one MP. The DC is adequate to ten + the gross count of MP spent + the Intelligence, Wisdom, or Charisma bonus of the creator (whichever is highest). The author endorses which kind of saving throwâFortitude, Reflex, or Willâthe target must attempt. By default, a profitable preserve negates the manifestation’s damage, but the author can increase the cost by an additional one MP to cause the manifestation to deal half damage on a successful save. If an horrible manifestation’ s effectiveness check be negated or reduced with a saving throw, the creator can increase the cost to have the manifestation apply a condition (see Step 3). path 3âDetermine Damage and Conditions: After ascertaining the manifestation’s combat type, the creator determines its number of damage dice. The producer postulate spend at slightest one MP on damage, which grants the manifestation one damage die, but she can spend more to increase the number of dice, as shown on the table below. MP paid on harm Number of Damage Dice one MP one die two MP four dice three MP six dice four MP eight dice five MP ten dice six MP twelve dice seven MP fourteen dice eight MP sixteen dice nine MP one fail per creator’s manifesting story ultimate 20 dice) The manifestation’s damage die type depends on the source of the manifestation’s MP. telepathic voodoo and spell-like abilities lost grant d8s . subtle witchcraft and other spell-like abilities grant d6s. All other tactics of creating MP (including heterogeneous methods) grant d4s. If the manifestation’s raid settles against AC or touch AC, a unaffected twenty on the combat roll harasses a critical hit for double damage. If the revelation accepts a saving throw, the creator can spend extra MP to add one condition from the list below (she must still spend at least one MP on damage). A happy preserving throw always negates the condition. provision attained in a Psychic duel end if the duel ends before the condition’s normal duration expires. The provision below otherwise carry the common rules for those conditions, with the following exceptions and additions. blindeded (3 MP): related creatures are blinded for one round; They can’t usage horrible manifestations that impose saves. perplexed (3 MP): The included creatures are wrong for one round, breaking concentration automatically. If an related creature is forced to attack the close creature, it attacks its opponent’s thought-form creature if one exists, or the opponent if not. A wrong competitive never combat her own thought-form creature, or vice versa. This consideration check be applied only to manifestations that require Will saves. bewildered (4 MP): The included creatures are stupefied for one round. A stupefied rival check continue to concentrate on thoughtform creatures and create defensive manifestations, but can’t generate thought-form creatures or hateful manifestations. This consideration check be applied only to manifestations that require Will saves. entrapped (2 MP): The affected creatures are entangled until they take a full-round action to end this condition. This consideration check be applied only to manifestations that require Reflex saves. Nauseated (4 MP): The related creatures are nauseated for one round. A nauseated creature check create only defensive manifestations. This consideration check be applied only to manifestations that require Fortitude saves. weaken (1 MP): The related creatures are shaken for 1d4 rounds. This condition can be applied only to manifestations that require Will saves. Defensive revelation (Action Type Varies) Defensive symptom assure a competitive from her opponent’s manifestations. A combatant in a Psychic duel can manifest the following defensive abilities. secretive imagine (1 or elder MP; swift action): The rival earnings a two bonus on all converting throws and gains evasion for a number of rounds equal to the number of MP she spent to create this manifestation. stiffened Mind (1 to four MP; swift action): For one round, the combatant’s Armor Class increases by an amount sufficient to the number of MP she expended to create this manifestation, and her touch AC increases by half that minimal +0). imagined obstacle (1 or elder MP; swift action): A supposed obstacle reduces the damage dealt to the rival by offensive manifestations and thought-form creatures by five points. This revelation outlasts for a number of rounds sufficient to the number of MP the combatant spent to create it. Disruptive Counter fluid MP; immediate action): When the combatant’s foe generates a manifestation, the rival can spend a number of MP equal to that manifestation’s cost + two to counter that manifestation. When she does, any currently effective thought-form creatures or defensive manifestations she has are dismissed. docile remember (2 MP; instant action): When the competitive is storminged with an hateful manifestation that targets her touch AC, this ability changes it to target her full AC. telepathic irrigate (1 MP; direct action): When the rival would take attack while she has a thoughtform creature active, she can use this ability to apply the damage to her thought-form creature instead. If the combat targets both the rival and the thought-form creature, the thought-form creature takes the damage for both itself and the combatant and suffers any condition conferred by the attack, but the combatant suffers no effects. Thought-Form Creature (1-Round Action) A thought-form creature is a mentally erected thrall that takes any form its creator desires. generating a thoughtform creature takes one full round (as if the author were removing a spell with a 1-round casting time) and lasts as long as its creator concentrates on the creature’s existence as a full-round action ; a rival check manifest only one thoughtform creature at a time. A thought-form creature postulate make its attacks against another thought-form creature if one is manifested; if not, it check assault its creator’s opponent. The creature runs its attacks when its creator uses a full-round action to concentrate on the thought-form creature. When a thought-from creature is lessened to 0 or irregular hit points, it disappears and its creator takes an amount of damage adequate to the thought-form creature’s Psychic backlash (see thought-Form Creature Statistics below). A thought-form creature keep be dismissed as a open action. A basic thought-form creature costs 1 MP to create, and has the following base statistics. Thought-Form Creature Statistics : AC creator’s AC; touch AC creator’s touch AC; hp 1/2 creator’s recent kill points; combat Bonus creator’s actualizing level + creator’s Intelligence, Wisdom, or Charisma modifier (whichever is highest); harm 1d6 + creator’s Intelligence, Wisdom, or Charisma modifier (whichever is highest); stockpile creator’s preserve bonuses; Psychic Backlash 1d10 + the MP cost of the thought-form creature. Thought-Form Creature Augmentations: When creating a thought-form creature, the creator can apply any of the following augmentations, up to her maximum MP limit. rise combat Bonus: gain the expense by up to four MP to profit the thought-form creature’s attack bonus on all its attacks by the equal amount. spare Attacks: gain the fee by two MP to grant the thought-form creature a second attack each round. gaining the price by an extra two MP grants it a third attack, but the creature makes the third attack at a â5 penalty. rise Armor Class: Increase the cost by up to four MP to profit the thought-form creature’s AC by the equal amount and its touch AC by half that amount. rise maintenance Throws: Increase the cost by two or four MP to boost the bonus on all of the thought-form creature’s preserving throws by half that amount. gain Hit Points: Increase the expense by up to four MP to profit the thought-form creature’s sew points by ten x that amount. gain Damage: Increase the price by one MP to increase the thought-form creature’s damage die type for all its attacks to d8, or by two MP to profit the damage perish type to d10. If the thought-form creature has only one attack, its damage bonus with that attack increases to 1-1/2 Ã the creator’s Intelligence, Wisdom, or appeal bonus (whichever is highest). preventive Ability: rise the price by one MP to grant the creator a four bonus to AC (both mean and touch), a two bonus on Reflex saving throws, and evasion for as long as this thought-form creature exists. Increasing the cost by an additional 2 MP also grants the creator immunity to attacks against AC or touch AC for as long as this thought-form creature exists. presuming A telepathic Duel There are a count of ways a Psychic duel can conclude and the combatants’ minds can return to their bodies (aside from the end of the instigate Psychic duel spell that started the combat). The duel result immediately if one of the combatants reaches 0 or infrequent sew points or both combatants agree to end the Psychic duel. Each rival check make this meeting as a free action that can be taken even when it isn’t that combatant’s turn. Rarely, a cursed or capability can allow combatants to leave a Psychic duel. For instance, unlike most spells, mindscape doorway check be cast while in a Psychic duel, allowing the caster to leave the mindscape and end the duel. Lastly, a creature contiguous to the body of a rival check attempt to shake that creature out of its torpor as a standard action. responding so is a brawl touch attack that deals no damage but allows the competitive to attempt a new saving throw against the effect that started the Psychic duel. If the stop is successful, the review of the roused creature returns to its body and the duel ends. A creature in a Psychic duel check attempt no senior than one additional save per round in this way.
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