Class: Psionicist

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The Psionicist
  Psionics
Level BAB Fort Ref Will Special PPs Disciplines Devotions Sciences Arts
1 +0 +0 +0 +2 Psionic Focus 3 1 2 --- ---
2 +1 +0 +0 +3   6 1 3 --- ---
3 +1 +1 +1 +3   9 1 4 1 ---
4 +2 +1 +1 +4   12 2 5 2 ---
5 +2 +1 +1 +4   15 2 7 3 ---
6 +3 +2 +2 +5   18 2 8 4 ---
7 +3 +2 +2 +5   21 2 9 4 ---
8 +4 +2 +2 +6   24 3 10 5 ---
9 +4 +3 +3 +6   27 3 12 6 ---
10 +5 +3 +3 +7 Psionicist Talent 30 3 13 6 1
11 +5 +3 +3 +7   33 3 14 7 2
12 +6/+1 +4 +4 +8 Psionicist Talent 36 4 15 7 3
13 +6/+1 +4 +4 +8   39 4 17 8 4
14 +7/+2 +4 +4 +9 Psionicist Talent 42 4 18 9 4
15 +7/+2 +5 +5 +9   45 4 19 9 4
16 +8/+3 +5 +5 +10 Psionicist Talent 48 5 20 10 5
17 +8/+3 +5 +5 +10   51 5 22 11 5
18 +9/+4 +6 +6 +11 Psionicist Talent 54 5 23 11 5
19 +9/+4 +6 +6 +11   57 5 24 12 6
20 +10/+5 +6 +6 +12 Psionicist Talent 60 6 25 12 6

 

Psionicist

River, iconic psionicist
"I can kill you with my brain."

The mind is a powerful thing. Nearly every culture in Trinity has stories of individuals who were able to accomplish extraordinary feats with no training, summoning forth power from some hidden reserve that transcends what would seem possible. The path of the psionicist is one of unlocking the hidden powers of the conscious mind, unlocking the ability to manipulate reality in ways that twist the rules to their breaking point.

Psionics is a very personal Force, and psionicists come from every walk of life. Unlike the other Forces of Reality, the manifestations of psionics vary from person to person: for some, the use of their powers is accompanied by those nearby experiencing unusual scents or strange tastes, while for others the psionicist may experience slight nosebleeds or exhibit some other physical sign of power usage. Regardless, these signs are significantly more subtle than the uses of Magic or Technology, and so the usage of psionics has been viewed with suspicion many times in the history of Trinity.

Any thinking sentient creature can walk the path of the psionicist. Even artilects, with fully mechanical minds, have at times - much to their chagrin - manifested the ability to use psionics. The precise mechanism for this event is seemingly unexplainable, but the nature of Psionics itself is such that its usage is rooted in inexplicable means.

Game Rule Information

Psionicists have the following game statistics.

Force Alignment: Psionics.

Force Resistances: SR 5 + level, TR 5 + level.

Abilities: The primary ability score for a psionicist is dependent upon their psionic focus ability; this will be one of the following - Constitution, Intelligence, Wisdom, Charisma, or Perception.

Hit Die: d6.

Class Skills: The Psionicist's class skills (and the key ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Investigate (Int), Knowledge (Epistemology) (Edu), Knowledge (Physics) (Edu), Knowledge (Psionics) (Edu), Knowledge (Psychology) (Edu), Psicraft (Int), Research (Edu), and Search (Per).

Skill Points at Each Level: 4 + Intelligence modifier.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the psionicist.

Weapons and Armor Proficiency: Psionicists are proficient with simple weapons and light armor, but not shields.

Psionic Focus: At first level, a psionicist chooses a specific psionic discipline (the one which she has access to at first level). This selection impacts her progression in this class, and also grants her additional benefits related to that discipline. The ability score associated with the discipline you choose is the ability score you use to determine your ability to manifest powers, regardless of discipline; if you later gain new psionic foci, you can choose which ability score you use (thus, if you have ability damage to your manifesting ability, you could use a different ability score if you have multiple psionic foci).

The metapsionic cap for any psionic power that is not within your chosen psionic discipline is one-half your manifester level, while the metapsionic cap for psionic powers within your discipline is equal to your manifester level. The metapsionic cap represents the maximum amount of PP you can spend on a given manifestation of a power.

The table below lists the psionic disciplines, their key manifesting ability, their bonus class skills, and the base power. Once you choose a psionic focus, the decision cannot be changed later.

 

Psionic Disciplines
Discipline Ability Class Skills Description Base Power
Clairsentience Per Analysis (Int), Initiative (Dex) Information gathering, foresight, ability to glean knowledge in unusual ways. Precognition
Imagiportation Dex Balance (Dex), Tumble (Dex) Travel and propel objects through space and time. Teleport
Metacreativity Cha Disguise (Cha), Perform (Cha) Crafts metaphysical ideas into physical objects. Telefab
Psychokinesis Int Balance (Dex), Sleight of Hand (Dex) Manipulates real objects at a distance, energy manipulation. Telekinesis
Ratiovitality Con Autohypnosis (Con), Vitality (Con) Mental control over the body, shaping it as you choose. Biofeedback
Telepathy Wis Diplomacy (Cha), Sense Motive (Wis) Communicate with others nonverbally, probe the minds of others. Telepathy

 

Disciplines (Ps): As noted above, psionic powers (see below) are divided into six disciplines, which the psionicist can gain access to over time.

Each time you gain access to a new discipline, you automatically learn the base power associated with that discipline as a devotion; this power does not count against your powers known. You can choose to upgrade these additional powers as normal.

Whenever you would gain access to a new discipline, you can instead choose to forgo gaining access to that new discipline in exchange for strengthening your existing powers in some fashion. If you do so, you can choose one of the following benefits.

  • Focused Mind: Gain a number of PP equal to the level at which you gained the new discipline. These bonus PP are permanent, stack with bonus PP gained for a high key manifesting ability, and stack with themselves if you take this ability multiple times.
  • Mental Versatility: Choose one of your existing disciplines. That discipline is now considered a psionic focus for you, and you gain all the advantages associated with that psionic focus.
  • Psionic Clarity: Choose one of your existing disciplines for which you have psionic focus. You gain a +3 bonus to Manifestation checks to manifest those powers; this bonus stacks with all other bonuses to Manifestation checks.
Bonus Powers
Mod Dev Sci Art
+0 --- --- ---
+1 0 --- ---
+2 1 --- ---
+3 1 0 ---
+4 2 1 ---
+5 2 1 0
+6 3 1 1
+7 3 1 1
+8 4 2 1
+9 4 2 1
+10 5 2 1
+11 5 2 1
+12 6 3 2
...and so on...

Powers (Ps): The abilities of psionicists are called powers; each power has three grades.

  • Devotions are the simplest, easiest applications of psionic power.
  • Sciences are more difficult to master, requiring a degree of study.
  • Arts are the most complex, representing total mastery of a particular application of psionics.

A psionicist can use any power she knows at will, and can improve her powers by expending power points (see below). Some powers have drawbacks when used, though these can sometimes be overcome by expending power points.

At each level, the psionicist may gain access to new powers. If she would gain access to a new devotion, she chooses one from the disciplines she has access to. If she would gain a new science or art, however, she instead chooses a power she has already learned and upgrades it to that grade. If you would gain access to both a science and an art at the same level, you can upgrade a power from a devotion immediately to an art, taking up both the science and art you would gain.

A psionicist must succeed at an Manifestation check to successfully use a power. She receives a +3 bonus to this check if the discipline of the power being used is her psionic focus, and receives an additional +1 bonus for each devotion of that discipline she knows, a +2 for each science, and a +3 for each art (only count the highest grade of a power the psionicist has access to). The Manifestation DC of a power is based upon its grade: devotions require a 13, sciences a 16, and arts a 19. You cannot take 10 or take 20 on this check.

You can choose to manifest a power at a lower grade than you know; for instance, you could choose to manifest a power you have as an art as a devotion, instead. However, the power sets its saving throw DC based upon the highest grade of the power you can access (so if you know a power as an art, using it as a devotion still uses 17 as the base DC for its saving throw, if any), and is treated as that grade for purposes of detect and dispel effects.

A psionicist gains additional powers known based upon her manifesting ability. She gains additional powers known based on the table to the right (but also pay attention to the minimum ability score requirements for accessing power grades). To determine when you gain a bonus power, multiply your current level by the value on the table at the right for your manifesting ability score modifier and grade type, then divide that value by 20; if the result is 1 or greater, you gain a bonus power of that grade (do not round for this calculation). Each time you gain a bonus power of a given type, increase the division value by 20. Increasing your manifesting ability score does not retroactively grant you additional powers known, but does impact bonus powers known for future levels gained.

Example: River is a psionicist, with a manifester ability score of 18 (+4). At 1st level, she multiplies her level (1) by the number of bonus devotions she knows (2), and gets a result of 2; she divides that by 20, and gets .1, which is insufficient to gain a bonus power known. However, at 10th level, the result of that calculation will be ([10 x 2] = 20 / 20 = 1), which is 1 or greater, and thus she gains a bonus devotion known. At 11th level, she performs the calculation again, but this time dividing it by 40, so ([11 x 2] = 22 / 40 = .55), which is less than 1 and thus she does not gain a bonus devotion known. At 20th level, the calculation would be ([20 x 2] = 40 / 40 = 1), so she gains another bonus devotion known.

A psionicist must have a manifesting ability score of at least 13 to use devotions, 16 to use sciences, and 19 to use arts.

The saving throw DCs are calculated as: for devotions, 11 + manifesting ability score modifier; for sciences, the base is 14; and for arts, the base is 17.

Power Points (Ps): In addition to being able to use her powers at will, psionicists have a reserve of additional power they can use to improve their abilities. A psionicist has a number of power points at each level, per the table above; psionicists gain bonus power points based upon their key manifesting ability (see Psionic Focus, above), per the table to the right. These values are not cumulative; at each level, recalculate your total power points.

When you manifest a power, you can choose to spend any amount of PP on it, to a maximum of your metapsionic cap for the power's discipline (see above); doing so is considered part of the manifestation action. Each power has a number of different augmentations on which you can spend PP. If you spend any amount of PP on a power, the Manifestation check to manifest the power automatically succeeds. You can choose to expend 1 PP when you manifest a power without using a specific augmentation to automatically make the Manifestation check.

Psionicist Bonus PP
Key Level
Mod 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
+1 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 2 2 2 2 2
+2 0 0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5
+3 0 0 1 1 1 2 2 3 3 3 4 4 5 5 5 6 6 7 7 7
+4 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
+5 0 1 1 2 3 3 4 5 5 6 6 7 8 8 9 10 10 11 11 12
+6 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15
+7 0 1 2 3 4 5 6 7 7 8 9 10 11 12 13 14 14 15 16 17
+8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+9 1 2 3 4 5 6 7 9 10 11 12 13 14 15 17 18 19 20 21 22
+10 1 2 3 5 6 7 8 10 11 12 13 15 16 17 18 20 21 22 23 25

Note that augmentation effects of psionic powers are independent of each other; that is, if you spend points on reddopsi to increase its duration by 2 rounds and reduce the Manifestation check penalty by 3, you must spend 9 PP (3 for each additional round, 1 for each point of penalty reduction).

Whenever you would gain access to a new power, you can instead choose to forgo gaining access to that new power in exchange for strengthening your existing powers in some fashion. If you do so, you can choose one of the following benefits.

  • Manifester Level: Choose one power you know. You manifest that power as though your manifester level were 1 higher if the power foregone was a devotion, 2 if it was a science, or 3 if it was an art. Your effective manifester level for a power can be no greater than double your actual manifester level.
  • Virtual PP: Choose one power you know; that power is treated as having "virtual PP" whenever you manifest it. The amount of virtual PP is 1 if the power foregone was a devotion, 3 if it was a science, or 6 if it was an art. When you manifest a power with virtual PP, you can automatically spend those virtual PP on augments for that power. Virtual PP do not count as regular PP for purposes of the Manifestation check for the power, but they do count as PP spent for purposes of your metapsionic cap.

Psionicist Talent: At 10th level, and every two levels thereafter, choose one of the following abilities.

  • Confidence (Ex): You can take 10 on Manifestation checks for your psionic focus discipline. You can take this talent multiple times; each time you do, select a different discipline.
  • Evasion (Ps): So long as you have at least 5 PP remaining, you gain Evasion. (Prerequisite: Access to the Psychoportation discipline)
    • Improved Evasion (Ps): So long as you have at least 15 PP remaining, you gain Improved Evasion. (Prerequisite: Evasion)
  • Free Your Mind (Ex): The range of your Telepathy powers with Close range increases to Medium (100 feet + 10 feet/power point). (Prerequisite: Access to the Telepathy discipline)
  • Intensity (Ex): You gain a +1 bonus on Manifestation checks. You can take this talent multiple times.
  • Mettle (Ps): So long as you have at least 5 PP remaining, you gain Mettle. (Prerequisite: Access to the Psychometabolism discipline)
    • Improved Mettle (Ps): So long as you have at least 15 PP remaining, you gain Improved Mettle. (Prerequisite: Mettle)
  • Parallel Thoughts (Ps): While concentrating on a power that requires concentration to be maintained, you may make a Concentration check (DC equal to 10 + the power's Manifestation DC) as a swift action. If you do, maintaining concentration on that power requires only a swift action each round, rather than a move.
    • Improved Parallel Thoughts (Ps): If you are concentrating on a power that requires only a swift action to maintain, you may instead use power points, rather than an action, to maintain the effect. A devotion requires 3 PP; a science requires 6 PP; and an art requires 9 PP. If you expend the indicated power points at the beginning of your turn, you automatically maintain concentration on the power without expending an action to do so. (Prerequisites: Parallel Thoughts)
  • Uncanny Dodge (Ps): So long as you have at least 5 PP remaining, you gain Uncanny Dodge. (Prerequisite: Access to the Clairsentience discipline)
    • Improved Uncanny Dodge (Ps): So long as you have at least 15 PP remaining, you gain Improved Uncanny Dodge. (Prerequisite: Uncanny Dodge)

Psionicist Disciplines and Powers

The power index can be found here.

Clairsentience Discipline

Clairsentience Powers
Base Power Effect
Precognition Gain precognitive edge, granting you the ability to gain bonuses on rolls after the fact.
Other Powers Effect
Object Reading Read an object's history, learning of it and its past owners, identifying its properties; eventually able to "ask" it questions.
Remote Viewing See distant locations, and eventually creatures and objects.

 

Imagiportation Discipline

Imagiportation Powers
Base Power Effect
Teleport Gain the ability to teleport short distances.
Other Powers Effect
Delayed Response Cause the target to act later; eventually reduces the target's initiative, and cause lag.
Dimension Swap Switch places with another creature; eventually swap other creatures' places, and include unwilling creatures.
Dimensional Anchor Prevent a creature from traveling extradimensionally; eventually affect an area, and prevent temporal travel as well.
Multiport You can target an ally with your teleport; eventually, you teleport multiple creatures simultaneously.

 

Metacreativity Discipline

Metacreativity Powers
Base Power Effect
Telefab Create an object out of thin air.
Other Powers Effect
Astral Construct Create a creature of raw ectoplasm that does your bidding.
Concealing Amorpha Ectoplasmic mist grants all creatures concealment, eventually more effective for allies and less for foes.
Crystallize Imbed crystals into a creature, slowing it, eventually able to turn creatures into crystal.
Diamondize Imbed ectoplasmic diamond into a creature, making it more resistant to damage, eventually grant barrier and reflect.
Ectoweb Create an area of strong webbing, eventually encasing creatures in web cocoons.
Reconstruction Restore an object or construct's hit points; eventually make normal items masterwork.

 

Psychokinesis Discipline

Psychokinesis Powers
Base Power Effect
Telekinesis Manipulate objects at a distance, eventually gaining finer control, ability to control multiple objects, and so forth.
Other Powers Effect
Aerokinesis Gain the ability to manipulate air.
Chronokinesis Gain the ability to manipulate time.
Control Object Gain rudimentary control over objects; eventually the ability to control living creatures' bodies.
Cryokinesis Gain the ability to manipulate ice and freeze objects.
Electrokinesis Gain the ability to manipulate electricity.
Inertial Armor Encase yourself in a telekinetic field, gaining an AC bonus; eventually bonuses to Strength and Dexterity.
Inertial Barrier Erect a wall that prevents attacks.
Magnetokinesis Gain the ability to manipulate magnetism.
Null Psionics Gain the ability to negate or counter psionic effects; eventually affect an area.
Pyrokinesis Gain the ability to manipulate fire.
Reddopsi Redirect psionic powers used against you on their manifester; eventually expand to other Forces.
Sonikinesis Gain the ability to manipulate sound.

 

Ratiovitality Discipline

Ratiovitality Powers
Base Power Effect
Biofeedback Heal yourself over time, eventually gaining the ability to regenerate.
Other Powers Effect
Accelerate Metabolism Gain haste, eventually also gaining extra actions on your turn.
Bioelectricity Generate electricity to damage creatures you touch, eventually generate bursts of electricity.
Body Adjustment You do not need to eat or drink, eventually ignore breathing and adapt to hostile environments.
Body Control Meld your body into that of another, eventually able to fuse your abilities together or divide yourself into two bodies.
Chameleon Blend into the background, gaining bonuses to Hide and eventually cloaking.
Cocoon Harden yourself against attacks, gaining AC and eventually DR and protect.
Endocrine Control Gain control of your endocrine system, improving your strength and changing the composition of your blood.
Energy Adaptation Gain resistance to an energy type, eventually immunity and absorption.
Gird You can subconsciously maintain concentration on ratiovitality powers.
Hammer Your unarmed attacks deal more damage, and eventually gain special weapon qualities.
Immovability Become harder to move, eventually becoming impossible to move.
Kayachikitsa You can use your ratiovitality powers on others, albeit at lower strength.
Metamorphosis Gain metamorph mutations.
Predator Gain an insight bonus to attack rolls, eventually gain bonus attacks of opportunity and the ability to deal sneak attack damage.
Purify Purge your system of poison and disease, eventually purging ability damage and all other status ailments.
Quickened Nerves Gain evasion against an effect, eventually gaining improved evasion and perfect dodge.
Size Control Adjust your size, eventually able to modify your body in other unusual ways.
Synesthete Gain alternative senses, ranging from darkvision to blindsight.
Vampire Your natural attacks restore your hit points, eventually granting you temporary hit points and restoring your PP.
Vigor Gain temporary hit points, eventually gain immunity to [poison] and [death] effects.

 

Telepathy Discipline

Telepathy Powers
Base Power Effect
Telepathy Gain the ability to contact other minds and communicate with them directly.
Other Powers Effect
Id Insinuation Cause confusion, and eventually amnesia.
Mind Thrust Deal psychic damage to a creature.

 

Feats

The following are a selection of feats that are relevant to psionicists.

 

EXTRA ART [Psionic]
You have more knowledge of psionics than your experience would suggest.
Prerequisites: Manifester, ability to manifest at least one art.
Benefit: You can upgrade one science you know to an art.

 

EXTRA DEVOTION [Psionic]
You have more knowledge of psionics than your experience would suggest.
Prerequisites: Manifester.
Benefit: You gain an additional devotion known.

 

EXTRA SCIENCE [Psionic]
You have more knowledge of psionics than your experience would suggest.
Prerequisites: Manifester, ability to manifest at least one science.
Benefit: You can upgrade one devotion you know to a science.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

FOCUSED MIND [Psionic]
You are more readily able to manifest your powers.
Prerequisites: Manifester level 1st+.
Benefit: Choose one psionic discipline you can access. You gain a +2 insight bonus on Manifestation checks for that discipline.
Special: You can take this feat multiple times. Each time you do, you can select the same discipline, improving your insight bonus; or you can select another discipline you can access.

 

FORCE ATTUNEMENT [General]
Through intense training, you have become exceptionally attuned to your Force, improving your resistances to other Forces in that trinity.
Prerequisites: Versed in the Force.
Benefit: Choose a Force for which you are Force-aligned. Your resistances to other Forces in that Trinity increase by +2.
Force effects that would detect your Force that are from Forces that you are opposed within the Trinity for which you applied this feat register you as your Force-user level being two levels higher than it actually is. (Example: A technologist using a watcher against a mage with this feat would register the mage as being two levels higher than he really is).
Special: You may take this feat multiple times. Each time you do, you can either improve your resistances for an already chosen Force by +2, or you can choose a new Force to which you are Force-aligned.
This feat only affects race- and class-based Force resistances. It does not affect resistances granted by Force effects or by items.

 

FORCE FIELD [General]
Your mere presence alters the manner in which reality functions.
Prerequisites: Versed in the Force.
Benefit: Your race- and class-based Force resistances extend in a 5-foot radius around you, albeit at 5 lower than your resistance. If an effect that affects an area or multiple targets fails to overcome your resistance, it must check to see if it overcomes your field's resistance; if it does not, the area of your "force field" is also not affected (if an area, that area is unaffected; if targeted, no targets in your field are affected).
However, effects that prohibit or otherwise block Force creatures of your Force alignment treat the entirety of your "force field" as your area; thus, if you are Magic-aligned and an effect prevents Magic-aligned creatures from coming near, you are blocked an earlier 5 feet than you normally would be.
Your Force resistances are considered 5 higher for purposes of attempting to use Force-aligned items of Forces to which you are naturally opposed.
Special: You can take this feat multiple times. Each time you do, the radius of your "force field" increases by 5 feet, and the resistance granted to that area is further reduced by 5. If a portion of your field would be reduced to a Force resistance of less than 1, that portion of your field does not exist.
The increase to Force resistance for purposes of using Force-aligned items applies only the first time you take this feat.

 

POWERFUL MIND [Psionic]
You have a stronger mind than most.
Prerequisites: Manifester level 1st+.
Benefit: Gain 3 PP. You can take this feat multiple times; its effect stacks.

 

PSIONIC FOCUS [Psionic]
Your powers are more powerful than your experience would suggest.
Prerequisites: Manifester level 1st+.
Benefit: Choose one psionic discipline you can access. Add +1 to the Difficulty Class for all saving throws against powers from the psionic discipline you select.
Special: You can take this feat multiple times. Each time you do, you can select the same discipline, improving your saving throw DCs; or you can select another discipline you can access.

 

VERSED IN THE FORCE [General]
You have been well-trained in the ways of a specific Force, making your ability to draw upon it far more potent than normal.
Benefit: Choose a Force for which you are Force-aligned. You gain a +4 bonus to your Force-user level for that Force. If this feat would increase your Force-user level above your Hit Dice, the maximum it can be raised to is equal to your Hit Dice + the number of times you have taken this feat for that Force.
Special: You may take this feat multiple times. Each time you do, you may choose the same Force, or choose a different Force it applies to. If you choose the same Force, the bonus provided improves by +2 (but is still restricted by your HD + the number of times you have taken this feat for that Force).

 

Design Notes

Need to work on figuring out the progression for bonus powers known. Also need to clean this formatting up, or something. I don't like it at the moment.

Also this whole mode/focus thing needs to be figured out. I don't want to leave that hanging, but everything else in this revamp so far looks pretty solid.

Bonus Powers
Mod: +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14
Grade: Dev Sci Art Dev Sci Art Dev Sci Art Dev Sci Art Dev Sci Art Dev Sci Art Dev Sci Art Dev Sci Art Dev Sci Art Dev Sci Art Dev Sci Art Dev Sci Art Dev Sci Art
Level
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0
4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 0
5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0
7 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 1 1 0 0 0 0
8 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0
9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 1
10 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 1 0 1 1 0 1 0 0 0
11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 0 1 1 0
13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 1 0 0 0 0
14 0 0 0 1 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0
15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 1 0 0
16 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 1 0 0 1 0 0 0 0 0
17 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
18 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 1 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1
19 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 1 1 1 0 0 0
20 1 0 0 0 0 0 1 1 0 0 0 0 1 0 1 0 0 0 1 1 0 0 0 0 1 0 0 0 0 0 0 1 1 0 0 0 1 0 0