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The Psychic Ninja
The Psychic Ninja trains his mind and body into the perfect tool. She embodies a unique synthesis of mundane skills and psionic disciplines.
Alignment: Any
Hit Die: d6
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Skills: The psychic ninja's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (Local, Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).
Weapon and Armor Proficiency: Psychic Ninja are proficient with all Simple weapons. Psychic Ninja are proficient with light armor but not with shields.
Table NC-3: the Psychic Ninja | | | Saves | | Psionics | | Level | BAB | Fort | Reflex | Will | Special | PP/day | Powers Known | Maximum Power Level Known | | 1 | +0 | +0 | +2 | +0 | Trapfinding, Sneak Attack +1d6 | 0* | 1 | 1st | | 2 | +1 | +0 | +3 | +0 | | 1 | 2 | 1st | | 3 | +2 | +1 | +3 | +1 | Evade Burst | 3 | 3 | 1st | | 4 | +3 | +1 | +4 | +1 | Sneak Attack +2d6 | 5 | 4 | 2nd | | 5 | +3 | +1 | +4 | +1 | Bonus Feat | 7 | 5 | 2nd | | 6 | +4 | +2 | +5 | +2 | | 11 | 6 | 2nd | | 7 | +5 | +2 | +5 | +2 | Sneak Attack +3d6 | 15 | 7 | 3rd | | 8 | +6/+1 | +2 | +6 | +2 | Bonus Feat | 19 | 8 | 3rd | | 9 | +6/+1 | +3 | +6 | +3 | | 23 | 9 | 3rd | | 10 | +7/+2 | +3 | +7 | +3 | Sneak Attack +4d6 | 27 | 10 | 4th | | 11 | +8/+3 | +3 | +7 | +3 | | 35 | 11 | 4th | | 12 | +9/+4 | +4 | +8 | +4 | Bonus Feat | 43 | 12 | 4th | | 13 | +9/+4 | +4 | +8 | +4 | Sneak Attack +5d6 | 51 | 13 | 5th | | 14 | +10/+5 | +4 | +9 | +4 | | 59 | 14 | 5th | | 15 | +11/+6/+1 | +5 | +9 | +5 | | 67 | 15 | 5th | | 16 | +12/+7/+2 | +5 | +10 | +5 | Bonus Feat, Sneak Attack +6d6 | 79 | 16 | 6th | | 17 | +12/+7/+2 | +5 | +10 | +5 | | 91 | 17 | 6th | | 18 | +13/+8/+3 | +6 | +11 | +6 | | 103 | 18 | 6th | | 19 | +14/+9/+4 | +6 | +11 | +6 | Sneak Attack +7d6 | 115 | 19 | 6th | | 20 | +15/+10/+5 | +6 | +12 | +6 | Bonus Feat | 127 | 20 | 6th | - Like a psychic warrior, a psychic ninja gains no power points from her class at 1st level. However, she does add any bonus power points she gains from a high Wisdom score, her race, and feats or other sources to her reserve. She can use these points (if any) to manifest her power.
Powers
Like a Psychic Warrior, a Psychic Ninja's key ability is Wisdom. A Psychic Ninja must have a Wisdom score of at least 10 + Power level to manifest that power, and the Psychic Ninja gains bonus Power Points for having a high Wisdom score. The specific list of powers available to a Psychic Ninja are listed below. Note that the Psychic Ninja is treated as a Psychic Warrior for Powers that operate differently depending on manifester type (e.g.: Dimension Swap).
1st Level: Astral Traveler, Biofeedback, Burst, Call Weaponry, Catfall, Chameleon, Clairvoyant Sense, Compression, Conceal Thoughts, Detect Psionics, Detect Teleportation, Distract, Elfsight, Empty Mind, Far Hand, Float, Force Screen, Inertial Armor, Know Direction and Location, Metaphysical Weapon, Missive, My Light, Defensive Precognition, Prevenom Weapon, Sense Link, Skate, Synesthete, Thicken Skin, Vigor
2nd Level: Animal Affinity, Body Adjustment, Body Equilibrium, Body Purification, Cloud Mind, Concealing Amphora, Psi Darkvision, Detect Hostile Intent, Dimension Swap, Empathic Transfer, Energy Adaptation (Specific), Hustle, Psi Knock, Psi Levitate, Prowess, Psi Scent, Sustenance, Thought Shield, Wall Walker
3rd Level: Greater Concealing Amphora, Danger Sense, Dimension Slide, Dispel Psionics, Ectoplasmic Form, Escape Detection, Psi Fly, Psi Keen Edge, Mental Barrier, Touchsight, Ubiquitous Vision
4th Level: Anchored Navigation, Detect Remote Viewing, Psi Dimension Door, Energy Adaptation, Psi Freedom of Movement, Inertial Barrier, Remote Viewing, Steadfast Perception, Psi Teleport, Trace Teleport, Truevenom Weapon, Weapon of Energy
5th Level: Adapt Body, Catapsi, Clairtangent Hand, Mass Cloud Mind, Psi Modify Memory, Psi Plane Shift, Psi True Seeing, Temporal Acceleration
6th Level: Dispelling Buffer, Personal Mind Blank, Mind Switch, Psi Overland Flight, Shadow Body, Suspend Life, Psi Greater Teleport
Special Abilities:
- Trapfinding: Psychic Ninja can use the Search skill to locate traps when the task has a Difficulty Class higher than 20, just like a Rogue.
- Evade Burst: A Psychic Ninja gains evade burst as a bonus 2nd level Power Known, even though it does not appear at that level on any power list.
- Bonus Feats: Blind-Fight, Combat Reflexes, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Dodge (Mobility, Spring Attack), Improved Init., Point Blank Shot (Far Shot, Multishot, Precise Shot, Rapid Shot, Shot on the Run, Improved Precise Shot), Quick Draw, Run, Weapon Finesse, or any Psionic or Meta-Psionic Feat.
This section is Open Gaming Content. Read the OGL v1.0a.
The Aristocrat
An Aristocrat is trained to lead and manage others. She may have come from a landowning family, merchant-princes or any other source of wealth and power.
Alignment: Any Hit Die: d8 Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifier
Class Skills: The aristocrat s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), and Survival (Wis).
Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.
Table NC-1: the Aristocrat | | | Saves | | | Level | BAB | Fort | Reflex | Will | Special | | 1 | +0 | +2 | +2 | +2 | Wealth, Influence +1 | | 2 | +1 | +3 | +3 | +3 | | | 3 | +2 | +3 | +3 | +3 | | | 4 | +3 | +4 | +4 | +4 | Influence +2 | | 5 | +3 | +4 | +4 | +4 | | | 6 | +4 | +5 | +5 | +5 | Leadership | | 7 | +5 | +5 | +5 | +5 | Influence +3 | | 8 | +6/+1 | +6 | +6 | +6 | Leader +1 | | 9 | +6/+1 | +6 | +6 | +6 | | | 10 | +7/+2 | +7 | +7 | +7 | Influence +4 | | 11 | +8/+3 | +7 | +7 | +7 | | | 12 | +9/+4 | +8 | +8 | +8 | Leader +2 | | 13 | +9/+4 | +8 | +8 | +8 | Influence +5 | | 14 | +10/+5 | +9 | +9 | +9 | | | 15 | +11/+6/+1 | +9 | +9 | +9 | | | 16 | +12/+7/+2 | +10 | +10 | +10 | Leader +3, Influence +6 | | 17 | +12/+7/+2 | +10 | +10 | +10 | | | 18 | +13/+8/+3 | +11 | +11 | +11 | | | 19 | +14/+9/+4 | +11 | +11 | +11 | Influence +7 | | 20 | +15/+10/+5 | +12 | +12 | +12 | Leader +4 |
Special Abilities:
- Wealth: If the character takes Aristocrat as her first level, she gains this as a free bonus Feat. If not, she must earn this Feat before taking a level of Aristocrat.
- Influence: The Aristocrat gains the indicated bonus to Circumstance bonus to Diplomacy and Intimidate checks when dealing with those who move in the circles relating to her Wealth.
- Leadership: The Aristocrat gains the Leadership Feat for free at 6th level.
- Leader: The Aristocrat adds the indicated bonus to her Leadership Score.
An Expert is very good at something, or at several related things. This class represents many different kinds of professionals.
Alignment: Any
Hit Die: d6
Skill Points at 1st Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier
Class Skills: Craft (any), Knowlege (any), Profession (any), plus any ten other skills are class skills.
Weapon and Armor Proficiency: The expert is proficient in the use of all simple weapons and with light armor but not shields.
Saving Throws: The expert has a single good saving throw, and two bad saving throws. He may choose any of Fort, Reflex or Will for his good saving throw. Once chosen, this saving throw does not change for further levels of the Expert class.
Table NC-2: the Expert | | | Saves | | | Level | BAB | Good | Bad | Special | | 1 | +0 | +2 | +0 | Skill Focus, Rank Bonus | | 2 | +1 | +3 | +0 | Bonus Feat | | 3 | +2 | +3 | +1 | | | 4 | +3 | +4 | +1 | Bonus Feat | | 5 | +3 | +4 | +1 | | | 6 | +4 | +5 | +2 | Skill Master | | 7 | +5 | +5 | +2 | | | 8 | +6/+1 | +6 | +2 | Skill Master | | 9 | +6/+1 | +6 | +3 | | | 10 | +7/+2 | +7 | +3 | Skill Master | | 11 | +8/+3 | +7 | +3 | | | 12 | +9/+4 | +8 | +4 | Skill Master | | 13 | +9/+4 | +8 | +4 | | | 14 | +10/+5 | +9 | +4 | Skill Master | | 15 | +11/+6/+1 | +9 | +5 | | | 16 | +12/+7/+2 | +10 | +5 | Grand Master | | 17 | +12/+7/+2 | +10 | +5 | | | 18 | +13/+8/+3 | +11 | +6 | Grand Master | | 19 | +14/+9/+4 | +11 | +6 | | | 20 | +15/+10/+5 | +12 | +6 | Grand Master |
Special Abilities:
- Skill Focus: The character gains a free Skill Focus Feat in any Craft, Knowlege, Perform or Profession skill.
- Rank Bonus (Ex): At level 1 and each odd level thereafter, the Expert may choose one skill which is a class skill for him, and raise his maximum skill rank by one. Thus, at 1st level, he may have 5 ranks in one skill. He must spend skill points as usual to take advantage of his bonus maximum rank. He may choose the same skill multiple times, and the effects of this feature stack. (So, he may choose to have +2 max ranks to a single skill at 3rd level, for a total max rank of 8.)
- Bonus Feat: The character gains one of the following Feats for which he is qualified: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Great Fortitude, Investigator, Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self Sufficient, Skill Focus, Stealthy or Track. If your world uses Psionics, add: Autonomous and Open Minded.
- Skill Master (Ex): The character chooses one of the following benefits:
- Bonus Feat: chosen from the list above.
- Skill Mastery: As the Rogue special ability of the same name.
- Improved Skill Focus: The character picks a skill in which he already has Skill Focus, to which he gains an additional +2 bonus (for a total of +5). This ability may be chosen more than once, each time applying to a new skill.
- Rapid Craftsman: The character takes 25% less time to perform a single type of Craft check. This ability may be chosen more than once, each time applying to a new skill.
- Tutor: The character may grant another character a +6 bonus in any single type of skill check using the "Aid Another" action. This ability may be chosen more than once, each time applying to a new skill.
- Grand Mastery (Ex): The character gains one of the following abilities:
- Skill Master: Choose any benefit from the list above.
- Grand Skill Focus: The character picks a skill in which he already has Improved Skill Focus, to which he gains an additional +4 bonus (for a total of +9). This ability may be chosen more than once, each time applying to a new skill.
- Instant Craftsman: The character takes 50% less time to perform a single type of Craft check. This ability may be chosen more than once, each time applying to a new skill. This bonus stacks with the benefit provided by Rapid Craftsmanship for a total reduction in time of 75%.
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