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DW Psychic Warrior V0.1

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Apr 4th, 2013
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  1. Psychic Warrior v. 0.1
  2.  
  3. HP: 10+Constitution
  4. Damage: d10
  5.  
  6. Alignment
  7. Good: Refuse to use an unfair advantage over an enemy.
  8. Neutral: Discover a peaceful place suitable for meditation.
  9. Chaotic: Humiliate a rival or foe.
  10.  
  11. Perfection in Form
  12. You've loosened, if not cast off, the surly bonds of earth; your balance is nearly perfect, even on the flimsiest support, and you can leap great distances as if you were gliding. 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.
  13. You leave no evidence of your passage.
  14. You get there in half the time you would otherwise.
  15. You take an unexpected route or path of action.
  16. You evade detection while doing so.
  17.  
  18. Sharp Thoughts
  19. When you draw a weapon or weapons, or take an unarmed fighting stance, choose a tag: hand, close, or reach. Your weaponry gains that tag until you sheathe it again; or your unarmed attacks gain that tag and deal class damage until you leave the stance.
  20.  
  21. Enlightened Strike
  22. When you perform a spectacular or ill-advised stunt in melee combat, roll+Wis. *On a 10+, do your damage and choose one, or do your damage and choose two and the enemy makes an attack against you. *On a 7-9, do your damage or choose one, and the enemy makes an attack against you.
  23. You create an advantage or expose a weakness, +1 forward to you or an ally acting on it.
  24. You redirect the target's attention or movement to your advantage.
  25. You impress or dismay your opponent.
  26. You take hold of something they have or want.
  27.  
  28. Advanced Moves
  29. When you gain a level from 2-5, choose from these moves.
  30.  
  31. Crowd Control
  32. You do not take bonus damage from multiple enemies attacking you. You can easily attack multiple enemies when in melee combat, regardless of your weapon.
  33.  
  34. Enlightened Shot
  35. You may use ranged weapons when making an Enlightened Strike. *On a 7-9, you may choose one or do your damage, and choose an option from the 7-9 list of Volley.
  36.  
  37. Multiclass Dabbler
  38. Choose a new move from another class's list.
  39.  
  40. Soul Shatter
  41. When you deal damage with a melee weapon, deal +1d4 damage.
  42.  
  43. Defying Gravity
  44. You can fly as easily and naturally as you walk or run, and at the same speeds. Flying at running speed has the same effect on maneuverability and control as running on foot. Your flight ceiling is at a hundred feet or so; you can attempt to fly higher, but this will almost certainly be Defying Danger.
  45.  
  46. Battle Meditation
  47. When you discern realities in combat, you take +2 forward to acting on the answers you receive instead of +1.
  48.  
  49. Tandem Strike
  50. When you Aid a companion in combat, they may choose an option from Enlightened Strike.
  51.  
  52. Razor-Sharp Thoughts
  53. When you use Sharp Thoughts, your melee weapon(s) or unarmed strikes have the range tags hand, close, and reach. They also count as magical weapons.
  54.  
  55. When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
  56.  
  57. Soul Sever
  58. Replaces: Soul Strike.
  59. When you do damage with a melee weapon, deal +1d8 damage.
  60.  
  61. Leave the Earth Behind
  62. Replaces: Defying Gravity.
  63. You may fly with inhuman speed and grace. You can fly as fast as a man can run with perfect maneuverability, and as fast as a loosed arrow with the maneuverability of a runner. You are immune to minor quibbles and obstacles of flight (such as breathing or being smacked around by air particles) and can fly high enough to reach the clouds.
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