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General Tabletop Discussion
*Pathfinder & Starfinder
Expanding the use of some Green Ronin Psychic skills
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<blockquote data-quote="Suldulin" data-source="post: 1689818" data-attributes="member: 1976"><p>- the Psychic Handbook</p><p></p><p></p><p></p><p><strong>Adaption</strong></p><p></p><p><em>Energy Resistance:</em></p><p>You can bolster yourself to withstand more extreme environments.</p><p>Check: DC 10 for (energy) resistance 5</p><p> DC +5 per addittional 5 (energy) resistance</p><p>Duration: Concentration + 1 minute</p><p>Manifestation Time: Standard action</p><p>Strain: 2</p><p></p><p><em>Physical Adaption:</em> DC = ?</p><p>Physical Adaptions can only be manifested when the body is exposed to certain extremes. They must be maintained each day and end after the subject is no longer subject to the exposure for one minute. When the adaption ends you are exhausted until rested.</p><p></p><p>Submerged: You gain the aquatic subtype, gaining the ability to breath water and a swim speed equal to their normal movement, but loses the ability to breath air or move on land.</p><p></p><p>Buried: You gain a burrow speed equal to 1/2 your movement rate (round down to nearest 5')</p><p></p><p>Inferno(must be subject to fire damage every round): You gain the fire subtype</p><p></p><p>Freezing: You gain the cold subtype</p><p></p><p>Planar: In addition to possibilities above you can gain respite from the natural effects of a specific plane as follows: lack of air, poisonous fumes, emanations of positive or negative energy, and other attributes of the plane itself (exluding: gravity traits, alignment traits, magic traits, nor entrapping traits)</p><p>Manifestation Time: 1 minute</p><p>Strain: 10</p><p></p><p><strong>Body Control</strong></p><p>*Hold Breath(may only use once each time you have an opportunity to replenish your breath)</p><p>DC 10: 5 minutes</p><p>DC 15: 15 minutes</p><p>DC 20: 30 minutes</p><p>DC 25: 60 minutes</p><p>DC 30: 2 hours</p><p></p><p>Strain: DC/5</p><p></p><p><strong>Combat Sense</strong></p><p>You can improve your ability in combat by sensing the flow of events around you:</p><p></p><p>Gain insight bonus to AC, Attack, and/or Damage</p><p>DC 5 for +1</p><p>DC +5 for each additional +1</p><p></p><p>*Sense Flanker:</p><p>Immune to flanking attacks for the duration</p><p>Strain: 6</p><p></p><p>Manifestation Time: Move action</p><p>Duration: 1 minute</p><p>Strain: 2 + total bonus</p><p></p><p></p><p><strong>Enhance Ability</strong></p><p></p><p>*Impove Speed: improve your movement speed</p><p>DC 10 +5ft</p><p>DC +5 per +5 ft</p><p>Duration: 1 minute</p><p>Strain: 2</p><p></p><p>* Burst of Speed:</p><p>Gain an extra standard action/round +4 haste bonus to ac and may jump 1.5x distance</p><p>fatigued afterwards for the same number of rounds BoS was active for.</p><p>DC 10 for 1+wis round</p><p>DC +5 per additional round</p><p>Strain: 6</p><p></p><p>Manifestation Time: Standard action</p><p></p><p></p><p><strong>Enhance Senses</strong></p><p>* Enhanced Visual Senses:</p><p>DC 10 Low-light vision 2x</p><p>DC +10 per 1x improvement</p><p>DC 15 Darkvision 60 feet</p><p>DC +5 per 10 feet</p><p>DC 25 See Invisible</p><p>DC 30 See in Darkness</p><p></p><p>Enhanced Ofactory Sense:</p><p>DC 15 Scent 30'</p><p>DC +5 per additional 5'</p><p></p><p>Enhanced Tactile Sense:</p><p>DC 20 Tremorsense 20'</p><p>DC +5 per 5'</p><p>DC 25 Blindsense 15'</p><p>DC +5 per 5'</p><p>DC 30 Blindsight 10'</p><p>DC +5 per 5'</p><p></p><p></p><p><strong>Precognition</strong></p><p></p><p>Addition to spidey. . . er. . . danger sense:</p><p></p><p>*If you're about to trigger a trap you may make a Precognition check (DC 25) to avoid it. If successful you stop yourself before you trigger the trap, though you gain no knowledge about what you may have triggered or how.</p><p></p><p></p><p style="text-align: center">-----</p><p></p><p></p><p>*= ideas that stem from shadowforce archer</p><p></p><p></p><p>anyone have any thoughts on these, how to balance, or ideas for possible expansion on other skills?</p></blockquote><p></p>
[QUOTE="Suldulin, post: 1689818, member: 1976"] - the Psychic Handbook [b]Adaption[/b] [i]Energy Resistance:[/i] You can bolster yourself to withstand more extreme environments. Check: DC 10 for (energy) resistance 5 DC +5 per addittional 5 (energy) resistance Duration: Concentration + 1 minute Manifestation Time: Standard action Strain: 2 [i]Physical Adaption:[/i] DC = ? Physical Adaptions can only be manifested when the body is exposed to certain extremes. They must be maintained each day and end after the subject is no longer subject to the exposure for one minute. When the adaption ends you are exhausted until rested. Submerged: You gain the aquatic subtype, gaining the ability to breath water and a swim speed equal to their normal movement, but loses the ability to breath air or move on land. Buried: You gain a burrow speed equal to 1/2 your movement rate (round down to nearest 5') Inferno(must be subject to fire damage every round): You gain the fire subtype Freezing: You gain the cold subtype Planar: In addition to possibilities above you can gain respite from the natural effects of a specific plane as follows: lack of air, poisonous fumes, emanations of positive or negative energy, and other attributes of the plane itself (exluding: gravity traits, alignment traits, magic traits, nor entrapping traits) Manifestation Time: 1 minute Strain: 10 [b]Body Control[/b] *Hold Breath(may only use once each time you have an opportunity to replenish your breath) DC 10: 5 minutes DC 15: 15 minutes DC 20: 30 minutes DC 25: 60 minutes DC 30: 2 hours Strain: DC/5 [b]Combat Sense[/b] You can improve your ability in combat by sensing the flow of events around you: Gain insight bonus to AC, Attack, and/or Damage DC 5 for +1 DC +5 for each additional +1 *Sense Flanker: Immune to flanking attacks for the duration Strain: 6 Manifestation Time: Move action Duration: 1 minute Strain: 2 + total bonus [b]Enhance Ability[/b] *Impove Speed: improve your movement speed DC 10 +5ft DC +5 per +5 ft Duration: 1 minute Strain: 2 * Burst of Speed: Gain an extra standard action/round +4 haste bonus to ac and may jump 1.5x distance fatigued afterwards for the same number of rounds BoS was active for. DC 10 for 1+wis round DC +5 per additional round Strain: 6 Manifestation Time: Standard action [b]Enhance Senses[/b] * Enhanced Visual Senses: DC 10 Low-light vision 2x DC +10 per 1x improvement DC 15 Darkvision 60 feet DC +5 per 10 feet DC 25 See Invisible DC 30 See in Darkness Enhanced Ofactory Sense: DC 15 Scent 30' DC +5 per additional 5' Enhanced Tactile Sense: DC 20 Tremorsense 20' DC +5 per 5' DC 25 Blindsense 15' DC +5 per 5' DC 30 Blindsight 10' DC +5 per 5' [b]Precognition[/b] Addition to spidey. . . er. . . danger sense: *If you're about to trigger a trap you may make a Precognition check (DC 25) to avoid it. If successful you stop yourself before you trigger the trap, though you gain no knowledge about what you may have triggered or how. [center]-----[/center] *= ideas that stem from shadowforce archer anyone have any thoughts on these, how to balance, or ideas for possible expansion on other skills? [/QUOTE]
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