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DW Psychic Hitting Things Guy V.0.2 corrected

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Apr 5th, 2013
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  1. 8+Con HP
  2. d8 Damage
  3. Alignment
  4. Good: Refuse to use an unfair advantage over an enemy.
  5. Neutral: Discover a peaceful place suitable for meditation.
  6. Chaotic: Humiliate a rival or foe.
  7.  
  8. Transcendent Agility
  9. When you perform gravity-defying acrobatics to get where you need to go swiftly, stealthily, or both, roll+Wis. *On a 10+, choose 2. *On a 7-9, choose 1.
  10. You leave no evidence of your passage.
  11. You get there in half the time you would otherwise.
  12. You evade detection while doing so.
  13.  
  14. Sharp Thoughts
  15. When you enter a warrior's trance, choose two range tags: hand, close, or near. The weapon persists until you cease concentration or something breaks it.
  16.  
  17. Ether Step
  18. When you Defy Danger with +Dex and roll 10+, you may teleport a short distance, up to Near range. The place you teleport to must be in sight from where you were.
  19.  
  20. Advanced Moves
  21. When you gain a level from 2-5, choose from these moves.
  22.  
  23. Crowd Control
  24. You do not take bonus damage from multiple enemies attacking you, and other benefits a group of enemies would gain from ganging up on you are negated.
  25.  
  26. Multiclass Dabbler
  27. Choose a new move from another class's list.
  28.  
  29. Slipstream Step
  30. When you teleport up to Near distance, roll+Wis. *On a 10+, both. *On a 7-9, choose one. *On a 6-, the teleport went wrong--you're exposed to danger or partially stuck in an object.
  31. You don't draw attention to yourself.
  32. You wind up exactly where you want to go.
  33.  
  34. Warrior's Precognition
  35. You have brief but incredibly precise insight into what's about to happen in battle. When you discern realities in battle, choose one when you act on the answers you receive.
  36. You take +1d4 damage forward.
  37. You take +2 forward instead of +1.
  38. You ignore 1d4 points of damage the first time you take damage.
  39.  
  40. My Dreams are Visions
  41. When you sleep, your precognitive senses are still active and will wake you in times of trouble. You may Take Watch the entire night with no ill effects.
  42.  
  43. Biofeedback Trance
  44. When you pause to meditate after battle, heal 1d6 damage to yourself or someone you touch.
  45.  
  46. Soul-Forged Blade
  47. The weaponry you create with Sharp Thoughts is considered magical.
  48.  
  49. When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
  50.  
  51. War Titan
  52. You grow to an incredible height--double or more--along with your weapons and equipment. Every attack you make has +forceful and +messy. Your new size may be inconvenient, but may also open new opportunities.
  53.  
  54. Transcendant Strike
  55. When you use Sharp Thoughts, choose two range tags: hand, close, reach, near, or far.
  56.  
  57. Biofeedback Circle
  58. Replaces: Biofeedback Trance.
  59. When you pause to meditate after battle, heal 1d6 damage to you and all your companions.
  60.  
  61. Battle Meditation
  62. Requires Warrior's Precognition.
  63. When you discern realities in battle, when you act on the answers you receive, choose one from this list or choose two from the Warrior's Precognition list.
  64. You take +1d8 damage forward.
  65. You take +1 ongoing until the battle ends or the answer is no longer relevant.
  66. Prevent the next 1d8 damage you would take.
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