Difference between revisions of "Manasvinii"

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==Force Powers==
 
==Force Powers==
 
* Farseeing (Core, p96)
 
* Farseeing (Core, p96)
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* Manasvinii Training Talent Tree
 
* Manasvinii Training Talent Tree
 
** Manasvinii Initiate: Once per encounter, may regain all expended uses of Farseeing as a swift action.
 
** Manasvinii Initiate: Once per encounter, may regain all expended uses of Farseeing as a swift action.
** Other Memory: May use Farseeing use to instead access the Other Memories of previous Manasvinii; may make a Use the Force check instead of any other Intelligence-based Skill check.
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** Vaasaana Mind: May use Farseeing use to instead access the Other Memories of previous Manasvinii; may make a Use the Force check instead of any other Intelligence-based Skill check.
** Simulflow: May make a Use the Force roll to access multiple threads of memory and thought, gaining multiple swift "actions" (DC 15 = 2, DC 20 = 3, DC 25 = 4); may use them to make multiple Intelligence-based Skill rolls, essentially using Aid Another on self; may also spend actions to maintain powers (2 actions = Move Action, 3 actions = standard action, 4 actions = full-round action)
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** Pravahati: May make a Use the Force roll to access multiple threads of memory and thought, gaining multiple swift "actions" (DC 15 = 2, DC 20 = 3, DC 25 = 4); may use them to make multiple Intelligence-based Skill rolls, essentially using Aid Another on self; may also spend actions to maintain powers (2 actions = Move Action, 3 actions = standard action, 4 actions = full-round action)
  
* Vilaksana Talent Tree (Weirding Way)
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* Vilaksana Talent Tree (Prereq: Martial Arts I)
 
** Vilaksana Focus: Target a single target and expend a Farseeing use to "mark" them for the duration of the encounter, gaining quick intuitive visions of their battle tactics and capabilities for the encounter, granting knowledge of Defense ratings and Base Attack Bonus.
 
** Vilaksana Focus: Target a single target and expend a Farseeing use to "mark" them for the duration of the encounter, gaining quick intuitive visions of their battle tactics and capabilities for the encounter, granting knowledge of Defense ratings and Base Attack Bonus.
 
** Vilaksana Defense: add Wisdom to Reflex Defense against target marked by Vilaksana Focus for the rest of the encounter.
 
** Vilaksana Defense: add Wisdom to Reflex Defense against target marked by Vilaksana Focus for the rest of the encounter.
** Nerve Strike: When striking with unarmed attack, may activate Force Stun as a Move Action, and targeting Fortitude Defense instead of Will.
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** Strike Foretold: May reroll an unarmed attack roll on a marked target by spending a use of Farseeing; must use the second roll.
 +
** Nerve Strike: When striking a marked target with unarmed attack, may activate Force Stun as a Move Action, and targeting Fortitude Defense instead of Will.

Revision as of 00:35, 28 September 2008

Force Powers

  • Farseeing (Core, p96)
  • Force Grip (Core, p97)
  • Force Stun (Core, p98)
  • Mind Trick (Core, p98)
  • Fear (KotoR, p50)

Talent Trees

  • Control Talent Tree (Core, p101)
    • Equilibrium
    • Force Focus
    • Force Recovery
  • Sense Talent Tree (Core, p101)
    • Force Perception
    • Foresight
    • Visions

Unique Powers

  • Other Memory: The storing of memories of previous generations of witches, gaining access to Skills and memories.
  • The Voice: Improvement of the Mind Trick power
  • Simulflow: Ability to mentally multitask, including the ability to make multiple Intelligence-based skill rolls at a time, and maintain powers as an action reduced in step by one from normal.

Talent Trees

  • Manasvinii Training Talent Tree
    • Manasvinii Initiate: Once per encounter, may regain all expended uses of Farseeing as a swift action.
    • Vaasaana Mind: May use Farseeing use to instead access the Other Memories of previous Manasvinii; may make a Use the Force check instead of any other Intelligence-based Skill check.
    • Pravahati: May make a Use the Force roll to access multiple threads of memory and thought, gaining multiple swift "actions" (DC 15 = 2, DC 20 = 3, DC 25 = 4); may use them to make multiple Intelligence-based Skill rolls, essentially using Aid Another on self; may also spend actions to maintain powers (2 actions = Move Action, 3 actions = standard action, 4 actions = full-round action)
  • Vilaksana Talent Tree (Prereq: Martial Arts I)
    • Vilaksana Focus: Target a single target and expend a Farseeing use to "mark" them for the duration of the encounter, gaining quick intuitive visions of their battle tactics and capabilities for the encounter, granting knowledge of Defense ratings and Base Attack Bonus.
    • Vilaksana Defense: add Wisdom to Reflex Defense against target marked by Vilaksana Focus for the rest of the encounter.
    • Strike Foretold: May reroll an unarmed attack roll on a marked target by spending a use of Farseeing; must use the second roll.
    • Nerve Strike: When striking a marked target with unarmed attack, may activate Force Stun as a Move Action, and targeting Fortitude Defense instead of Will.