Difference between revisions of "Psychic Stalker (3.5e Class)"

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(Fluff incoming but im saving this)
 
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'''{{Anchor|Powers Known}}:''' A psychic lurker is able to change one or more of her power known when taking a full rest. Psychic Lurkers choose their powers from the following list:
 
'''{{Anchor|Powers Known}}:''' A psychic lurker is able to change one or more of her power known when taking a full rest. Psychic Lurkers choose their powers from the following list:
  
1st&mdash;[[Aura of Poison (3.5e Power)|''Aura of poison'']], [[Cat's Feet (3.5e Power)|''cat's feet'']], [[SRD:Compression|compression]], [[SRD:Control Light|control light]], [[Crystalize Memory (3.5e Power)|crystalize memory]], [[Discover Weak Spot (3.5e Power)|''discover weak spot'']], ''dimension hop''<sup>CP</sup>, [[Ethereal Smoke (3.5e Power)|''ethereal smoke'']], [[SRD:Inertial Armor|''inertial armor'']], [[SRD:Float|''float'']], [[SRD:Force Screen|''force screen'']], [[Manifest Blade (3.5e Power)|''manifest blade'']], [[Mental Ping (3.5e Power)|''mental ping'']], [[SRD:Mind Thrust|mind thrust]], [[SRD:Defensive Precognition|''precognition, defensive'']], [[SRD:Offensive Prescience|''prescience, offensive'']], [[SRD:Offensive Precognition|''precognition, offensive'']], [[SRD:Prevenom|''prevenom'']], [[SRD:Prevenom Weapon|''prevenom weapon'']], [[Primeval Fear (3.5e Power)|''primeval fear'']], [[Psionic Scarf (3.5e Power)|''psionic scarf'']], [[Psychic Strike (3.5e Power)|''psychic strike'']], [[SRDRecall Agony|''recall agony'']], [[SRD:Sense Link|''sense link'']], [[SRD:Skate|''skate'']], [[SRD:Telempathic Projection|''telempathic projection'']], [[SRD:Vigor|''vigor'']], [[Weaponkenesis (3.5e Power)|''weaponkinesis'']]
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1st&mdash;[[Aura of Poison (3.5e Power)|''Aura of poison'']], [[Cat's Feet (3.5e Power)|''cat's feet'']], [[SRD:Compression|''compression'']], [[SRD:Control Light|''control light'']], [[Crystalize Memory (3.5e Power)|''crystalize memory'']], [[Discover Weak Spot (3.5e Power)|''discover weak spot'']], ''dimension hop''<sup>CP</sup>, [[Ethereal Smoke (3.5e Power)|''ethereal smoke'']], [[SRD:Inertial Armor|''inertial armor'']], [[SRD:Float|''float'']], [[SRD:Force Screen|''force screen'']], [[Manifest Blade (3.5e Power)|''manifest blade'']], [[Mental Ping (3.5e Power)|''mental ping'']], [[SRD:Mind Thrust|mind thrust]], [[SRD:Defensive Precognition|''precognition, defensive'']], [[SRD:Offensive Prescience|''prescience, offensive'']], [[SRD:Offensive Precognition|''precognition, offensive'']], [[SRD:Prevenom|''prevenom'']], [[SRD:Prevenom Weapon|''prevenom weapon'']], [[Primeval Fear (3.5e Power)|''primeval fear'']], [[Psionic Scarf (3.5e Power)|''psionic scarf'']], [[Psychic Strike (3.5e Power)|''psychic strike'']], [[SRD:Recall Agony|''recall agony'']], [[SRD:Sense Link|''sense link'']], [[SRD:Skate|''skate'']], [[SRD:Telempathic Projection|''telempathic projection'']], [[SRD:Vigor|''vigor'']], [[Weaponkenesis (3.5e Power)|''weaponkinesis'']]
  
 
2nd&mdash;[[SRD:Body Adjustment|''Body adjustment'']], [[SRD:Body Equilibrium|''body equilibrium'']], [[SRD:Body Purification|''body purification'']] , [[SRD:Concealing Amorpha|''concealing amorpha'']], ''damp power''<sup>CP</sup>, [[SRD:Detect Hostile Intent|''detect hostile intent'']], [[SRD:Dimension Swap|''dimension swap'']], [[Harmful Emphatic Link (3.5e Power)|''emphatic link, harmful'']], [[SRD:False Sensory Input|''false sensory input'']], [[Foresee Weakness (3.5e Power)|foresee weakness]], [[SRD:Hustle|''hustle'']], [[Manifest Trap (3.5e Power)|''manifest trap'']], [[Phantom Flanker (3.5e Power)|''phantom flanker'']], [[SRD:Psionic Suggestion|''suggestion, psionic'']], [[Warp Light (3.5e Power)|''warp light'']]  
 
2nd&mdash;[[SRD:Body Adjustment|''Body adjustment'']], [[SRD:Body Equilibrium|''body equilibrium'']], [[SRD:Body Purification|''body purification'']] , [[SRD:Concealing Amorpha|''concealing amorpha'']], ''damp power''<sup>CP</sup>, [[SRD:Detect Hostile Intent|''detect hostile intent'']], [[SRD:Dimension Swap|''dimension swap'']], [[Harmful Emphatic Link (3.5e Power)|''emphatic link, harmful'']], [[SRD:False Sensory Input|''false sensory input'']], [[Foresee Weakness (3.5e Power)|foresee weakness]], [[SRD:Hustle|''hustle'']], [[Manifest Trap (3.5e Power)|''manifest trap'']], [[Phantom Flanker (3.5e Power)|''phantom flanker'']], [[SRD:Psionic Suggestion|''suggestion, psionic'']], [[Warp Light (3.5e Power)|''warp light'']]  

Revision as of 00:11, 13 September 2014

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Author: Leziad (talk)
Date Created: 12th September 2014
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A psionic rogue capable of augmenting all it attacks like psionic powers. 1 Psionics Partial



Psychic Lurker

<-general description->.

Making a Psychic Lurker

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any.

Starting Gold: As rogue.

Starting Age: Simple.

Table: The Psychic Lurker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +2 +2 Psychic Augment, Trapfinding, Weapon Finesse 2 2 1st
2nd +1 +0 +3 +3 Evasion, Sneak Attack +1d6 6 3 1st
3rd +2 +1 +3 +3 Lurker Talent, Psionic Death Attack 6 3 1st
4th +3 +1 +4 +4 Insightful Reflexes 17 5 2nd
5th +3 +1 +4 +4 Sneak Attack +2d6 25 6 2nd
6th +4 +2 +5 +5 Lurker Talent 25 6 2nd
7th +5 +2 +5 +5 Improved Psychic Evasion 46 8 3rd
8th +6/+1 +2 +6 +6 Sneak Attack +3d6 58 9 3rd
9th +6/+1 +3 +6 +6 Lurker Talent 72 10 3rd
10th +7/+2 +3 +7 +7 88 11 4th
11th +8/+3 +3 +7 +7 Sneak Attack 4d6 106 12 4th
12th +9/+4 +4 +8 +8 Lurker Talent 126 13 4th
13th +9/+4 +4 +8 +8 147 14 5th
14th +10/+5 +4 +9 +9 Sneak Attack +5d6 170 15 5th
15th +11/+6/+1 +5 +9 +9 Lurker Talent 195 16 5th
16th +12/+7/+2 +5 +10 +10 221 17 6th
17th +12/+7/+2 +5 +10 +10 Sneak Attack +6d6 250 18 6th
18th +13/+8/+3 +6 +11 +11 Lurker Talent 280 19 6th
19th +14/+9/+4 +6 +11 +11 311 20 7th
20th +15/+10/+5 +6 +12 +12 Sneak Attack +7d6 343 21 7th

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionic) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the Psychic Lurker.

Weapon and Armor Proficiency: Psychic lurkers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Psychic lurkers are proficient with light armor, but not with shields.

Power Points/Day: A Psychic Lurker’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: Psychic Lurker. In addition, she receives bonus power points per day if he has a high wisdom score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A psychic lurker is able to change one or more of her power known when taking a full rest. Psychic Lurkers choose their powers from the following list:

1st—Aura of poison, cat's feet, compression, control light, crystalize memory, discover weak spot, dimension hopCP, ethereal smoke, inertial armor, float, force screen, manifest blade, mental ping, mind thrust, precognition, defensive, prescience, offensive, precognition, offensive, prevenom, prevenom weapon, primeval fear, psionic scarf, psychic strike, recall agony, sense link, skate, telempathic projection, vigor, weaponkinesis

2nd—Body adjustment, body equilibrium, body purification , concealing amorpha, damp powerCP, detect hostile intent, dimension swap, emphatic link, harmful, false sensory input, foresee weakness, hustle, manifest trap, phantom flanker, suggestion, psionic, warp light

3rd—claws of the vampire, ectoplasmic form, empathic feedback, empathic transfer, hostile, escape detection, dimension slide, fly, psionic, keen edge, psionic, ubiquitous vision, vampiric blade, warp cloak

4th—claw of energy, dimension door, psionic, freedom of movement, psionic, inhibiting strike, schism, psychic vampire, teleport, psionic, truevenom, truevenom weapon

5th—Alternate future, arcane replication, anticipatory strike, chakra purification, crisis of life, ethereal jaunt, psionic, recall death, psychic point singularity.

6th—Astral phantom, divert teleport, hostile schism, psychic halo, mind blank, personal, segment body, teleport, psionic greater

7th—Bend reality, etherealness, psionic, mind trap

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a psychic lurker must have an wisdom score of at least 10 + the power’s level.

Psychic Augment (Su): A psychic lurker is capable of augmenting her own attack using her psychic potential. as part of an attack action she may augment one of her attack with one or more of the following augment as long as she meet the level requirement. She may not spend more power points augmenting her attack than her manifester level.

Bleedout Strike: A psychic lurker can make her attack particularly bloody, spending 1 power points to inflict a single point of bleedout to the struck creature. For every additional power point spent on the augment she inflict an additional point of bleedout.

Pyrokinetic Strike: A psychic lurker can cause her attacks to cause creature to catch aflame. For one power points the psychic lurker may have her attack deal an additional 2 points of fire damage, for each additional power point spent the attack deal an additional 2 points of fire damage. If struck the creature must make a reflex save or catch on fire, dealing the bonus fire damage granted by this augment every round until put out.

Spiritual Blow: A psychic lurker may spend 2 power points to guide her strike suing spiritual energy, she replace her dexterity or strength modifier to her attack roll with her wisdom modifier. This augment is available to psychic lurker of 2nd level and above.

Spiritual Strike: A psychic lurker may spend 2 power points to charge her attack with spiritual energy, she replace her dexterity or strength modifier to her damage roll with either her wisdom modifier. This augment is available to psychic lurker of 2nd level and above.

Telekinetic Attack: A psychic lurker can infuse her strike with potent telekinetic energy, for 3 power points she may have the struck creature knocked flying 10 feet, in a direction of the her choice, and fall prone at the end of its movement. This movement do not provoke attack of opportunity. For each additional 2 power points spent on this augment, the creature is moved additional 10 feet. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage per 5 feet left in the opponent's movement, and the opponent stops in the space adjacent to the obstacle. A successful reflex save halves the movement and negate the prone effect. This augment is available to psychic lurker of 3rd level and above.

Mental Assault: By paying 4 power points, the psychic lurker may deal 2 points of either intelligence or wisdom damage to the struck creature. For every 2 points spent on this augment the damage increase by 1. This augment is available to psychic lurker of 4th level and above.

Straining Blow: By paying 5 power points, the psychic lurker cause the struck creature to be exhausted for 1 round and then fatigued for 3, a succesful fortitude save negate the exhaustion and leave the target fatigued for as long as it would be have been exhausted. For each 3 power point spent on this augment the duration of the exhaustion by 1 round and the fatigue by 2 rounds. This augment is available to psychic lurker of 5th level and above.

Crippling Attack: By paying 7 power points the psychic lurker may make the struck creature staggered for 1 round. For each2 power points spent on this augment, the duration of the staggering improve by 1 round. A successful fortitute save This augment is available to psychic lurker of 7th level and above.

Stygian Strike: By paying 5 power points, the psychic lurker may inflict one negative level to the struck creature. For each 5 power points spent on this augment you deal an additional negative level. This augment is available to psychic lurker of 9th level and above.

Mental Burn: By paying 7 power points, the psychic lurker may deal 2 points of either intelligence or wisdom burn to the struck creature. For every 2 points spent on this augment the damage increase by 1 This augment is available to psychic lurker of 11th level and above.

Lifeleeching Strike: By paying 13 power points the psychic lurk may absorb half the damage she dealt with her attack as healing. This augment is available to psychic lurker of 13th level and above.

Devastating Strike: By paying 2 power points, the psychic lurker deal an additional 1d6 damage with her attack. For each additional 2 power points spent on this augment the damage increase by 1d6. This augment is available to psychic lurker of 15th level and above.

Creeping Dark: By spending 5 power points the psychic lurk may cause the struck creature to become blind and defeaned for 1 round, a successful fortitude save negate both. For each 10 points spent on this augment increase the duration both the blidness and deafness by 1 round. This augment is available to psychic lurker of 17th level and above.

Psychic Lobotomy: In one blow the psychic lurker can turn a creature into a mental vegetable, by paying 19 points the psychic lurker may force a creature to make a fortitude save, on a failed save the target is feebleminded. This augment is available to psychic lurker of 19th level and above.

Weapon Finesse: A first level psychic lurker gain weapon finesse as a bonus feat.

Sneak Attack: At 2nd level the psychic lurker gain sneak attack (as the rogue ability) at a delayed rate. She gain another dice of sneak attack at 5th level and every 3 level afterward.

Psychic Evasion: At 2nd level the psychic lurker gain evasion (as the rogue ability). At 7th level this ability improve to improved evasion. Unlike the rogue she need to be psionically focused to benefit from evasion.

Lurker Talent: At 3rd level and every 3 level afterward, the pyschic lurker select one talent from the following list:

AC Bonus (Ex): Upon selecting this talent, the psychic lurker add her wisdom modifier as a bonus to AC (max +7).

  • Insightful Dodge (Ex): As an immediate action you can cause any attack that would hit you miss or automatically succeed any one saving throw, doing so however cause 2 points of constitution burn. If you cannot take constitution burn you may not take this talent.

Deadly Mind Thrust: Upon selecting this talent, the pyschic lurker's mind thrust power lose the [mind-affecting] tag but do not effect to mindless creatures and a successful save only halves the damage instead of negating it.

  • Assassin's Mind Thrust: Upon selecting this talent, the psychic lurker may now use her death-attack through her mind thrust instead of a melee attack. A successful save against the mind thrust prevent the death-attack from functioning, essentially granting two save in exchange for range and stealth. You need to have selected deadly mind thrust in order to take this talent.

Extra Augmentation Potential (Su): Upon selecting this talent you gain the ability to increase your manifester level by one point plus one per five class level you have for the purpose of using psychic augmentation for one round by expending your psionic focus as a swift action.

Life and Death (Su): Upon selecting this talent you fall under a constant deathwatch and conceal thoughts effect. At your option you may appear dead to any spell, power or abilities that specifically detect living creature.

Poison Use (Ex): You gain poison use as an assassin and alchemical mastery as a bonus feat even if you do not meet the prerequisites.

  • Envenom Strike (Su): You gain a special psychic augment; by spending 4 power points you can apply a poison to your current attack as part of the attack action. For every 4 power points you spend on this augment the DC of the poison increase by +1. You need to have selected poison use in order to take this talent.

Ghost Hunter (Su): All the weapon you wield (including unarmed attack and natural weapon) have the ghost-touch enhancement. Additionally you gain the ghost domain's granted power.

The Art: You gain improved death attack and Ranged Death Attack (3.5e Feat)|ranged death attack as bonus feats.

Psionic Death Attack (Ex): At 3rd level, the psychic lurker gain an ability very similar to the the assassin's death attack except the DC is 10 +1/2 HD + the psychic lurker's dexterity or wisdom modifier (whichever is better) and require the psionic lurker to expend her psionic focus as part of the death attack. During the death attack the psychic lurker manifester level count as 2 points higher for the purpose of applying psychic augments.

Insightful Reflexes (Ex): At 4th level a psychic lurker add her wisdom's modifier as a insight bonus to her reflex save and initiative modifier.



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Leziad's Homebrew (4510 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
Base Attack Bonus ProgressionModerate +
Class AbilityPsionics +
Class Ability ProgressionPartial +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Psicraft +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points6 +
SummaryA psionic rogue capable of augmenting all it attacks like psionic powers. +
TitlePsychic Stalker +
Will Save ProgressionGood +