RACES 7 Favored Class Options Kineticist: Add +1/2 to the damage of any energy spell you cast an energy spell is any spell with ―energy‖ in its name.. Seer: Add 1 more clairsentience
Trang 1RACES
7
Favored Class Options
Kineticist: Add +1/2 to the damage of any energy
spell you cast (an energy spell is any spell with ―energy‖
in its name)
Nomad: Add +1 feet to your base land speed You
do not gain any advantage until you gained an increment
of 5 feet
Seer: Add 1 more clairsentience spell to your list of
spells known The spell must be at least one level below
the highest level you can cast
Shaper: Add +1 hit point to the shaper's astral
companion
Halflings
Halfling Adventurers
Halflings have a minor interest in psionics Some believe
that their calm demeanor and luck comes from psionic
power inherited long ago
Psions: Halflings tend to be nomads and telepaths as
it helps them get places quicker and dig up juicy gossip
Psykers: Halfling psykers tend to sing while they
adventure and are often confused for bards until they
manifest their soul weapon
Alternate Racial Traits
Halfling Intuition: Some halflings know when
something is about to happen These halflings gain a +1
bonus to reflex saves and a +1 dodge bonus to AC This
dodge bonus is lost any time the halfling loses their
dexterity bonus to AC This racial trait replaces the
halfling luck racial trait
Favored Class Options
Nomad: Add 1 more psychoportation spell to your
list of spells known The spell must be at least one level
below the highest level you can cast
Psyker: Add +1/3 to the damage of your soul
weapon
Telepath: Increase the DC to resist telepathy spells
you cast by +1/2
Half-Elves
Half-Elf Adventurers
Half-elves are shunned by elven psionic communities
They tend to be alone or associated with large human
civilizations
Psions: Half-elf psions are receptive to kindness from
others and enjoy high adventure Any time they can lend
a hand, they will jump at the chance
Psykers: Half-elf psykers tend to be a little aloof but
are a loyal companion to the party
Favored Class Options Egoist: Add +1 to the damage healed or dealt from
your channel energy ability
Kineticist: Add 1 more psychokinetic spell to your
list of spells known The spell must be at least one level below the highest level you can cast
Psyker: Gain + 1/2 to psychic strike damage Wilder: Add +1/3 to the wilder‘s ki pool
Half-Orcs
Half-Orc Adventurers
Orcs have an interesting relationship with psionic power Primitive orcs found that elves were a delicacy and psionic elves gave them energy Over the eons, this altered the genetics of some orcs Descendents of those orcs have great psionic prowess
Psions: Most half-orc psions tend to be kineticists
due to their relationship with raw elements
Psyker: The half-orc psyker is a powerful opponent
not to be taken lightly
Alternate Racial Traits Orc Power: All natural attacks made by the half-orc
gains +1 damage of the energy type the half-orc is attuned to (see the energy affinity spells) This racial trait replaces the orc ferocity racial trait
Favored Class Options Kineticist: Gain energy resistance +1/3 energy
resistance to the energy type the half-orc is attuned (see the energy affinity spells)
Psyker: Add +1/3 to the psyker‘s ki pool
Wilder: Add 1 more random spell to your list of
spells known The spell must be at least one level below the highest level you can cast
Human Adventurers
Humans were the last to develop psionic abilities after coming into contact with arcane and divine magic Experimentation and vigorous training is required for a human to master the psionic arts
Psions: Humans tend to be nomads, telepaths, or
shapers due to the close relationship with similar arcane spells
Psykers: Many humans who were not quite
disciplined to be a monk delved into the world of the psyker