Psychic Tracking

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Discipline Clairsentience
Level Psion/wilder 1
Display Auditory
Manifesting Time 1 standard action
Range Personal
Target You
Duration 1 hour/level
Power Points 1

After you finish your manifestation, several ghostly marks on the ground become visible; you are now able to track your opponents as good as a cilops can.

You can track a creature by the mental “footprints” left behind by its thoughts. You can only track creatures with an Intelligence score of 3 or greater. Pass without Trace and similar effects provide no protection from this power; however, creatures that are immune to mind– affecting effects (such as someone under the effects of mind blank) do not leave psychic tracks and cannot be tracked in this way. To find tracks or to follow them for 1 mile requires a successful Psicraft check. You must make another Psicraft check every time the tracks become difficult to follow, such as when other tracks cross them, or when the tracks backtrack and diverge.

You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your speed with a –20 penalty on your check). The base is DC 15. Several modifiers may affect the Psicraft check as given on the table below:

Condition DC Modifier
Every three thinking creatures in the group being tracked –1
Every 24 hours since the trail was made +1
Tracked party using conceal thoughts +10