Difference between revisions of "User:Leziad/Neurokinetic"

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'''{{Anchor|Psychokinetic Trick}}:''' At 4th level and each even levels thereafter, a neurokinetic learn a single psychokinetic trick from the list below. Once a trick is selected it cannot be changed. She cannot select a trick twice unless noted otherwise.
 
'''{{Anchor|Psychokinetic Trick}}:''' At 4th level and each even levels thereafter, a neurokinetic learn a single psychokinetic trick from the list below. Once a trick is selected it cannot be changed. She cannot select a trick twice unless noted otherwise.
  
''{{Anchor|Boulder Crush, Improved}} {{Su}}:''  The neurokinetic may now use her boulder crush ability as a 120 ft. line or as 20x20 square within 60 ft. This PK Trick require the Boulder Crush class feature. You may use Boulder Crush two additional times per day.
+
''{{Anchor|Boulder Crush, Improved}} {{Su}}:''  The neurokinetic may now use her boulder crush ability as a 120 ft. line or as 20x20 square within 60 ft. This PK Trick require the Boulder Crush class feature.
  
 
''{{Anchor|Cratering Throw}} {{Ex}}:'' Whenever the neurokinetic use her throw creature ability, to throw a creature against a hard surface it remain impeded into it. It become [[Immobilized (3.5e Condition)|Immobilized]] until it succeed a DC 15 [[Strength]] check as a move action. This PK Trick require the Throw Creature class feature.
 
''{{Anchor|Cratering Throw}} {{Ex}}:'' Whenever the neurokinetic use her throw creature ability, to throw a creature against a hard surface it remain impeded into it. It become [[Immobilized (3.5e Condition)|Immobilized]] until it succeed a DC 15 [[Strength]] check as a move action. This PK Trick require the Throw Creature class feature.

Revision as of 03:00, 3 December 2019

Neurokinetic

<-general description->.

Making a Neurokinetic

<-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: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Neurokinetic

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Maneuvers
Known
Maneuvers
Readied
Stances
Known
Power
Points/Day
Fort Ref Will
1st +0 +0 +0 +2 Psychic Awakening, Telekinetic Throw 3 3 1 0
2nd +1 +0 +0 +3 Ego Barrier, Mindreading 3 3 2 1
3rd +2 +1 +1 +3 Bonus Feat, Sixth Sense 4 4 2 2
4th +3 +1 +1 +4 PK Trick 4 4 2 4
5th +3 +1 +1 +4 Throw Creature 5 4 3 6
6th +4 +2 +2 +5 PK Trick 5 4 3 10
7th +5 +2 +2 +5 Boulder Crush 6 5 3 14
8th +6/+1 +2 +2 +6 Bonus Feat, PK Trick 7 5 3 18
9th +6/+1 +3 +3 +6 8 5 3 22
10th +7/+2 +3 +3 +7 PK Trick 8 5 3 26
11th +8/+3 +3 +3 +7 Anticipatory Burst 9 6 4 32
12th +9/+4 +4 +4 +8 PK Trick 10 6 4 38
13th +9/+4 +4 +4 +8 Bonus Feat 11 6 4 44
14th +10/+5 +4 +4 +9 PK Trick 11 6 4 50
15th +11/+6/+1 +5 +5 +9 [[#|]] 12 7 5 58
16th +12/+7/+2 +5 +5 +10 PK Trick 13 7 5 66
17th +12/+7/+2 +5 +5 +10 14 7 5 74
18th +13/+8/+3 +6 +6 +11 Bonus Feat, PK Trick 14 7 5 82
19th +14/+9/+4 +6 +6 +11 15 8 5 92
20th +15/+10/+5 +6 +6 +12 Ascendant Psychic, PK Trick 16 8 5 104

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), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Psionic) (Int), Listen (Wis), Martial Lore (Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha).

Class Features

All of the following are class features of the Neurokinetic.

Weapon and Armor Proficiency: A neurokinetic is proficient with all simple and martial weapon as well as light armor (but no shield).

Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Mental Grip and one other discipline of your choice.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied below). A maneuver usable of the neurokinetic is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on Table: Neurokinetic. You must meet a maneuver's prerequisite to learn it. See the table to determine the highest level maneuver you can learn.

Upon reaching 4th level and every even-numbered neurokinetic level after that (6th, 8th, 10th, and so on) you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver and exchange for the new one. You can choose a maneuver of any level you like, as long as you observe your restriction on the highest level maneuvers you know; you need not replace the old maneuver with a new maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st, 2nd, 3rd, or 4th level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all two maneuvers you know at 1st level, but as you advance in level and learn more maneuvers you must choose which maneuvers to ready. You ready maneuvers by focusing for 5 minutes. The maneuvers you choose remain readied until you decide to focus again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend five minutes in thought, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

A neurokinetic may refresh a single expended maneuvers by spending a standard action concentrating. Alternatively she refresh a single expended maneuver as well as all her expended mental grip maneuver by successfully regaining her psionic focus.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 11th, and 15th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Power Points/Day: While a neurokinetic do not inherently possess the ability to manifest power, she possess power points, usually used through her Focused Mind. Herbase daily allotment of power points is given on Table: Neurokinetic. In addition, he receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Psychic Awakening: A neurokinetic is a psionic character, despite the fact that they lack psionic powers. They do possess power points and their class level stack with any manifesting class level for the purpose of determining initiator level and manifester level (but not power or maneuver progression). Finally a neurokinetic gain Focused Mind as a bonus feat.

Telekinetic Throw (Su): As a standard action, a neurokinetic can throws a weapon or debris at a foe. She make a ranged attack with a range of 60 feet, using her Intelligence or Charisma modifier on attack roll and damage roll instead of her Dexterity or her Strength. The telekinetic throw deal the weapon damage if used to throw a weapon, or 2d6 bludgeoning damage if used to throw debris. In either case it count as an thrown weapon attack. If she throws a magical weapon she add any enhancement on the weapon to the attack as normal. Telekinetic Throw count as a [force] effect for the purpose of striking incorporeal opponents. A Neurokinetic can deliver her Mental Grip strike with her telekinetic throw even if it is not a melee attack.

At 3rd level and each 3 levels thereafter, a neurokinetic's telekinetic throw deal an extra +1d6 damage.

Mindreading (Ps): A 2nd level neurokinetic can read the thoughts of a single creature as per read thoughts as a move action. If a creature succeed it is immune to further attempts for 1 minute. The DC to resist is 10 + 1/2 Class Level + the Neurokinetic's Intelligence or Charisma modifier.

Ego Barrier (Su): A 2nd level Neurokinetic is surrounded by a barrier of pure psychic energy, granting her temporary hit points equal to twice her class level. These temporary hit points are always lost first, even before other temporary hit point. If an attack hit you, but fail to pierce through your temporary hit point it does not count as a hit for the purpose of abilities which trigger on a hit. Finally you gain a +2 deflection bonus to AC for as long as your Ego Barrier is up. The Ego Barrier's temporary hit point refresh at the rate of 2 per minute.

At 4th, 9th and each 5 levels thereafter the deflection bonus increase by 1 and the refresh rate per minute increase by 2.

Bonus Feat: At 3rd level, 8th level and each five levels thereafter, a neurokinetic gain a single [Psionic] feat as a bonus feat. She may use her Intelligence or her Charisma to qualify for any feat rather than Constitution and Wisdom.

Sixth Sense (Su): A neurokinetic of 3rd level or higher has developed limited clairsentience ability. While psionically focused, she gain the Uncanny Dodge of a Barbarian of her level.

Psychokinetic Trick: At 4th level and each even levels thereafter, a neurokinetic learn a single psychokinetic trick from the list below. Once a trick is selected it cannot be changed. She cannot select a trick twice unless noted otherwise.

Boulder Crush, Improved (Su): The neurokinetic may now use her boulder crush ability as a 120 ft. line or as 20x20 square within 60 ft. This PK Trick require the Boulder Crush class feature.

Cratering Throw (Ex): Whenever the neurokinetic use her throw creature ability, to throw a creature against a hard surface it remain impeded into it. It become Immobilized until it succeed a DC 15 Strength check as a move action. This PK Trick require the Throw Creature class feature.

Kinetic Blade (Su): As a move action, you create a blade of pure psychokinetic energy. This blade deal 1d10 force damage with a 18-20/x2 critical threat and count as a one-handed or light weapon whenever advantageous. The blade dissipate as soon as you lose hold of it.

Recharge Barrier (Ex): As a swift action, you may expend one of your readied maneuver to restore twice it maneuver level to your Ego Barrier. A maneuver expended this way cannot be refreshed for 1 minute.

Returning Throw (Su): Whenever the neurokinetic use telekinetic throw to throw a weapon, it return to her hand as soon as the attack is resolved.

Sharp Debris (Ex): The neurokinetic is capable of sharpening the debris she throw, allowing her to deal slashing damage with her debris telekinetic throw if she wishes to. If she fire at a grounded square she may make difficult terrain and covered in caltrops

Sudden Insight (Su): As initiative is rolled, you may expend a single readied maneuver to not be caught flat-footed and act in the surprise round if any.

Telekinetic Cleave (Su): If a neurokinetic bring a creature below 0 hit points with one of her mental grip maneuver, she may immediately throw it as per throw creature class feature. This may only be used once per round. This PK Trick require the Throw Creature class feature.

Telekinetic Disarm (Su): As a standard action, the neurokinetic may attempt a disarm check against an opponent within 60 feet. She use her telekinetic throw attack bonus for this disarm check and it count as a two-handed weapon. If she succeed she may bring the disarmed weapon to her hand or make a telekinetic throw attack with it. If she do the later and possess the returning weapon psychokinetic trick she may have it return to her hand.

Throw Creature (Su): A 5th level neurokinetic can use her Telekinetic Throw ability to project an opponent, either at an obstacle or at another opponent. She may force a large or smaller creature within 60 feet of her to make a Fortitude or be picked up and thrown, a successful save negate the effect.

If she aim the creature at another opponent she make a normal telekinetic throw attack, dealing damage to both creature as if she was throwing debris if she hit and the thrown creature fall Prone. If she miss the thrown creature take half damage and fall prone. If she aim at a hard obstacle or wall, the thrown creature fall prone and take full telekinetic throw damage + 2d6 damage.

Boulder Crush (Su): As a full-round action, a 7th level neurokinetic may form a mass of debris and crush her enemies. She either make a 60 ft. line or a 10x10 square within 60 feet, all creature within that area take 1d6 damage per class level plus her Intelligence or Charisma bonus and fall prone. A successful Reflex save halves the damage and negate the prone effect. Once boulder crush is used, the neurokinetic must wait 1d4 round before using it again.

Anticipatory Burst (Su): At 11th level, is capable to use her sixth sense to act incredibly fast before her enemies can even act. Once per encounter, as an immediate action, she may expend 9 powers points and take a full turn worth of action. However she is unable to act when her next turn come up. This does not change her place in initiative.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->