The Mind Unveiled - Halo Knight.pdf

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The Mind Unveiled
The Mind Unveiled:
Halo Knight
Author: Andreas Rönnqvist
Editor: Jeremy Smith
Proofreaders: Aimee West, Derek M. Koch, Iain Fyffe, John Sussenberger, Patrick Seymour, Sergio da Silva
Design / Layout: Jeremy Smith
Interior Illustrations: Rick Hershey, Trejo Ruelas, V. Shane
Cover Illustration: John Milner
Special Thanks: Playtesting team
This edition of The Mind Unveiled is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License and the
System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later
versions of the license and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance
with Section 1(e) of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying
marks and trade dress, such as all Dreamscarred Press product and product line names including but not limited to
The Mind Unveiled, Untapped Potential: New Horizons in Psionics, any specific characters, monsters, creatures
and places; proper names and names of places, artifacts, characters, countries, specific creatures, geographic locations, gods,
historic events, organizations, and abilities; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and
all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except
such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below
and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.
Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open
Game Content.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000,
and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open
Game Content and if so used, should bear the COPYRIGHT NOTICE “ The Mind Unveiled” ©2008 Andreas Rönnqvist, Jeremy
Smith. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission,
or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this
book’s authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original
purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.
<http://creativecommons.org/licenses/by-nc-sa/3.0/>
Some images contained within copyright John Milner or V. Shane and are used with permission.
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Halo Knight
HALO KNIGHT
Some warriors have learned how to become
more, using their psionic abilities to connect
to the subconscious ideals all mortal creatures
carry within. Drawing upon this connection, they
transform their mundane weapons into idealized
weapons, mythic and legendary weaponry drawn
as much from collective imagination and ideals as
from the Material Plane.
The halo knight uses these connections to become
the quintessential weapon master, a whirlwind of
destruction on the battlefield, and an inspiration to
his allies, a strong leader with a conviction beyond
the norm. He is a dedicated philosopher who finds
the strength and skills he needs not only within
himself, but within everyone. Drawing upon the
subconscious connection between all creatures,
he forms a metaphysical avatar from the collected
psionic energy distilled into an ideal. This avatar
allows him to perform feats of battle beyond what
a normal warrior would be capable, as long as he
retains his connection to the subconscious.
But not only is he a great warrior, he is also a
leader who empowers his allies by shattering this
connection and dispersing the energy contained
within as an anima flare - a physical manifestation
of the avatar within. It is a burst of psionic energy
which can empower his friends, heal their wounds,
inspire them to greater feats, or make them resistant
to damage. Together with his idealized weapon, this
makes him a force to be reckoned with as he quickly
shifts his avatars to accommodate the needs of the
current situation and releases his bound energy in
anima flares, which in turn help his allies.
Halo knights can be gallant defenders of the
weak, warriors who take blow after blow to protect
those they love, as well as dark warriors who ride
down the innocent, rape the weak, and slaughter
those who dare to defy them. Powerful halo knights
often deviate towards extremes of alignment and
ideals as they consciously channel avatars which
comprise the very ideals of mortals. Thus a noble
warrior who often channels the Reaver avatar can
become callous and unfeeling, finally losing his
grip on his noble ideals, becoming consumed by
these new ideals. But it is just as probable to see a
decisive dark knight who suddenly turns from his
old ways after having channeled the Untouchable
avatar for a long time, finally becoming humble
and loving after having rediscovered those parts of
his own soul.
To those who don’t understand the halo knight,
they might seem shifting or insane, as the avatars
they channel slightly change their behavior and
outlook on the world. In part, they become the
very materialization of the ideals they channel
and in combat, a halo knight might see the need
to change his avatars often, therefore the changing
behavior. Overall, halo knights are visible on the
battlefield, as their anima flares, sometimes called
anima banners, explode in visual light shows, each
one often corresponding to the avatars being used
as well as the personalization of the halo knight
who utilizes them. This alone has had many label
the halo knights as some form of holy warriors,
paladins, or even clerics, the visual effect of a flare
is often enough to persuade a commoner of this
faulty belief, a fact that some halo knights use to
their advantage.
MAKING A HALO KNIGHT
The halo knight is a weapon master and support
character rolled into one. He is often a charismatic
leader, sharing his confidence with others in his
team or squad, assigning each person targets or
duties to fulfill. His charismatic demeanor also
means that he often becomes the diplomatic face
of the group, taking care of shaky negotiations or
intimidating lesser opponents into stepping aside.
His ability to tailor his avatars to the challenges he
meets also makes him a viable warrior in almost
any situation, even when forced to reevaluate the
situation and change avatars, he can still help his
friends out by use of the anima flare.
Halo knights are highly visible warriors and their
ability to infuse a personal weapon with intense
psionic power or even manifest their idealized
weapon in the form of a mind blade means that
regardless of the situations that the halo knights
finds themselves in, they can often have a trusty
weapon by their side, formed by their desires and
N EW M ATERIAL
New material presented in this book is denoted by a *.
Material denoted by a MBF is from The Mind Unveiled:
Mind Blade Feats , while material denoted by a PE is
originally presented in High Psionics: Psicrystals
Expanded .
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The Mind Unveiled
needs, not by whatever chance decides to throw
in their way in the form of treasures taken from
slain enemies. Regardless of whether a halo knight
is good or evil, his abilities enhance those around
him, or himself, depending on what becomes most
useful in the current situation. Thus he can act as a
frontline battle tank for one fight and a second rank
part-time healer in another.
Abilities: As a warrior first and foremost, the
singular most important abilities are those which
are combat related: Strength, Dexterity, and
especially Constitution, since the Concentration
skill is based off Constitution, and the ability to
attain and expend his psionic focus is of the utmost
importance for a good halo knight. But a halo
knight needs something to fuel his avatars, anima
flares, and other abilities, and that comes from
his Charisma, which also needs to be taken into
account when creating a character.
Races: Halo knights can be found among all
the races, but it is the races who take war and the
martial arts to a higher degree that often become
halo knights - half-orcs, dwarves, maenads and
elves, all finding their niche to fill as warriors. One
of the more proficient races to sport a number of
halo knights are the hobgoblins, whom often refer
to the avatars as aspects of their inner gods and thus
give each avatar a personal name.
Alignments: The halo knights span the entire
spectrum of alignments, except that there are
extremely few who are simply neutral. Warriors
extraordinaire, they often come from a background
T ABLE 1: T HE H ALO K NIGHT
HD: d8
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save Special
Power Points
Per Day
Level
1st +1
+2 +0 +2 Primary avatar (1)
1
2nd +2
+3 +0 +3 Idealized weapon +1
2
3rd +3
+3 +1 +3 Anima flare (10 ft)
3
4th +4
+4 +1 +4 Bonus feat, idealized weapon +2,
5
5th +5
+4 +1 +4 Primary avatar (2)
7
6th +6/+1
+5 +2 +5 Anima flare (20 ft), idealized weapon +3
11
7th +7/+2
+5 +2 +5 Secondary avatar (1)
15
8th +8/+3
+6 +2 +6 Idealized weapon +4, supress display
19
9th +9/+4
+6 +3 +6 Anima flare (30 ft), avatar surge 1/day
23
10th +10/+5
+7 +3 +7 Idealized weapon +5, primary avatar (3)
27
11th +11/+6/+1
+7 +3 +7 Bonus feat, share avatar (move)
35
12th +12/+7/+2
+8 +4 +8 Anima flare (40 ft), idealized weapon +6
43
13th +13/+8/+3
+8 +4 +8 Secondary avatar (2)
51
14th +14/+9/+4
+9 +4 +9 Avatar surge 2/day, idealized weapon +7
59
15th +15/+10/+5
+9 +5 +9 Anima flare (50 ft), primary avatar (4)
67
16th +16/+11/+6/+1 +10 +5 +10 Idealized weapon +8, share avatar (swift)
79
17th +17/+12/+7/+2 +10 +5 +10 Flare mastery, tertiary avatar (1)
91
18th +18/+13/+8/+3 +11 +6 +11 Anima flare (60 ft), bonus feat, idealized
weapon +9
103
19th +19/+14/+9/+4 +11 +6 +11 Avatar surge 3/day, secondary avatar (3)
115
20th +20/+15/+10/+5 +12 +6 +12 Idealized weapon +10, primary avatar (5)
127
Class Skills (4 + Int modifier per level, x4 at 1st level): Autohypnosis (Wis), Concentration (Con),
Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int),
Knowledge (religion) (Int) and Sense Motive (Wis)
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Halo Knight
which imprints at least something of the alignment
on them. From lawful evil reaver knights to chaotic
good rebel lords who gather dissidents against
an oppressive regime, the halo knight is found
amongst them all.
are most important and you will defend those
who cannot defend themselves. You gain a +1
insight bonus to AC.
• The Diplomat: Not all warriors wield a sword,
some are capable leaders who inspire their men,
being fierce diplomats and fearsome ideals.
These ideals coalesce into an avatar which fills
you with an intense understanding of the social
workings between people and how to exploit
them. You are more intense than usual, more
friendly to friends and hateful against enemies,
even social ones. You gain a+3 insight bonus to
Diplomacy, Intimidate, and Sense Motive
checks.
• The Exalted: Your avatar
forms through a
Class Features
All of the following are class features of the halo
knight.
Weapon and Armor Proficiencies: A halo
knight is proficient with all simple and martial
weapons, all armor (light, medium and heavy), and
shields (except tower shields).
Psionics : The halo knight receives bonus
power points per day if he has a high
Charisma score. His race may also
provide bonus power points per day,
as may certain feats and items. He
cannot spend more power points on
his class abilities than his class level
in a single use.
Primary Avatar (Su): When the halo
knight attains his first psionic focus for the
day, he assumes his primary avatar for free
and retains the benefits from it as long as
he is psionically focused. Each avatar
gives the halo knight a mechanical
benefit, but also come with
a certain roleplaying flavor
which should be observed. He
must choose his primary avatar from the following
list:
• The Beast: Not all warriors are noble, some
are monsters who walk the earth. Your avatar
forms into the beast, the animal-like warrior
whose subconscious instincts allow you to
override pain and walk through fire and
sword while ripping your enemies apart.
You show no mercy and often fall back
into an animalistic behavior, at times
savaging the bodies of the fallen.
You gain 5 temporary hit points.
• The Defender: Thousands are
the warriors who have defended
their homes, tribes, nations,
and loved ones. Your avatar is
shaped by their bravery and their
intense knowledge of how to stay
alive long enough to save those who
A halo knight uses his avatar to become a deadly weapon master
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