Psychic Stalker (3.5e Class)
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A psionic rogue capable of augmenting all it attacks like psionic powers. 1 Psionics Partial
In the realm of psionic, psychic stalker have a interesting role. They occupy a space between the psion and the rogue, using skills, dirty tricks and psionic powers to achieve their end. While most of their powers tend to be bend mind and space they possess improved versatility compared to the standard rogue, although neither as skilled or capable of inflicting debilitating attacks.
Making a Psychic Stalker
Psychic stalkers are excellent scouts and assassins, their psionic powers also make them extremely useful. While they are not on the same level as psions, they are powerful manifesters in their own right. Their most powerful tool is the ability to psionically enhance each of their attacks using their power point reserve, making them far deadlier fighters they otherwise would be.
Abilities: Psychic stalkers need high wisdom for their powers and ability, high dexterity for combat, armor class and sneaking around. They also need good intelligence for skills, constitution for hit points and many want a good charisma for social situations.
Races: Psionic stalkers usually come from races with both psionic potential and capable of sneaking around decently well.
Starting Gold: As rogue.
Starting Age: Simple.
|Saving Throws||Special|| Power
| Maximum Power|
|1st||+0||+0||+2||+2||Mental Assault, Psychic Augment, Psychic Stealth, Trapfinding||2||2||1st|
|2nd||+1||+0||+3||+3||Deadly Mind Thrust, Evasion||6||3||1st|
|11th||+8/+3||+3||+7||+7||Improved Undetectable Mind||106||12||4th|
|13th||+9/+4||+4||+8||+8||Hide in Plain Sight||147||14||5th|
|19th||+14/+9/+4||+6||+11||+11||Superior Undetectable Mind||311||20||7th|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Psychic Stalker .
Weapon and Armor Proficiency: Psychic stalkers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Psychic stalkers are proficient with light armor, but not with shields.
Power Points/Day: A Psychic stalkers’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 Stalker. 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 stalker is able to change one or more of her power known when taking a full rest. Psychic Stalkers choose their powers from the following list:
1st—aura of poison, cat's feet, claws of the beast, compression, control light, crystalize memory, discover weak spot, dimension hopCP, ethereal smoke, inertial armor, float, force screen, manifest blade, mental ping, metaphysical claw, metaphysical weapon, precognition, defensive, prescience, offensive, precognition, offensive, prevenom, prevenom weapon, primeval fear, psionic scarf, psychic strike, 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, duodimensional claw, ectoplasmic form, empathic feedback, empathic transfer, hostile, escape detection, dimension slide, fly, psionic, keen edge, psionic, ubiquitous vision, vampiric blade, warp cloak
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 stalker must have an wisdom score of at least 10 + the power’s level.
Mental Assault: All psychic stalkers automatically know mind thrust and recall agony. Their mind thrust deals half damage on a successful save, rather than no damage. Their recall agony does not have a save at all. As long as the psychic stalker is psionically focused, their mind thrust and recall agony powers are automatically augmented to the maximum damage for the psychic stalker's manifester level without costing any additional power points, as if they were psi-like abilities. These special modifications of mind thrust and recall agony only apply when used against a single target with no metapsionics.
Psychic Augment (Su): A psychic stalker 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 stalker 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 stalker can cause her attacks to cause creature to catch aflame. For one power points the psychic stalker 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 amount of fire damage done by the attack every round until put out. A creature can't be on fire multiple times; only the largest attack has any effect.
Spiritual Blow: A psychic stalker 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 stalkers of 2nd level and above.
Spiritual Strike: A psychic stalker 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 stalkers of 2nd level and above.
Telekinetic Attack: A psychic stalker 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. This augment is available to psychic stalkers of 3rd level and above.
Mental Assault: By paying 4 power points, the psychic stalker 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 stalkers of 4th level and above. This augment does not stack with ability damage from psychic strike.
Straining Blow: By paying 5 power points, the psychic stalker cause the struck creature to be exhausted for 1 round and then fatigued for 3, a succesful fortitude save negates 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 stalkers of 5th level and above. This is a unique attack modifier.
Crippling Attack: By paying 7 power points the psychic stalker may make the struck creature staggered for 1 round. For each 2 power points spent on this augment, the duration of the staggering improve by 1 round. A successful Fortitude save negates the effect. This augment is available to psychic stalkers of 7th level and above. This is a unique attack modifier.
Hideous Blow: By paying 7 power points, the psychic stalker may leave the struck creature shaken for 1d4 rounds. A Will save negates the effect. This augment is available to psychic stalkers of 7th level and above. This is 'not a unique attack modifier.
Stygian Strike: By paying 5 power points, the psychic stalker 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 stalkers of 9th level and above.
Mental Burn: By paying 7 power points, the psychic stalker 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 stalkers of 11th level and above.
Prismatic Assault: By paying 11 power points, the psychic stalker may effect a struck creature with a prismatic spray effect. This augment is available to psychic stalkers of 11th level and above. This is a unique attack modifier.
Electrical Strike: By paying 13 power points, the psychic stalker converts all damage from the strike into electricity damage and paralyzes the struck creature for 1d4 rounds. A successful Fortitude save negates the paralysis. This is a unique attack modifier.
Psychic Lobotomy: In one blow the psychic stalker can turn a creature into a mental vegetable, by paying 15 power points the psychic stalker may force a creature to make a Fortitude save. On a failed save the target is feebleminded. This augment is available to psychic stalkers of 15th level and above. This is a unique attack modifier.
Psychic Stealth (Su): The psychic stalker may use their Psicraft skill in place of Hide and Move Silently.
Trapfinding (Ex): Psychic Stalkers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Psychic Stalkers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Psychic Stalker who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion: At 2nd level the psychic stalker gain evasion (as the rogue ability). At 7th level this ability improves to improved evasion.
Stalker Talent: At 3rd level and every 3 level afterward, the pyschic stalker select one talent from the following list:
- Insightful Dodge (Ex): By expending your psionic focus you can cause any attack that would hit you miss or perform a Reflex save in place of a Fortitude or Will save.
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 augmentation for one round by expending your psionic focus. This is a swift action.
Life and Death (Su): Upon selecting this talent you fall under a constant deathwatch effect. At your option you may appear dead to any spell, power or abilities that specifically detect living creature.
Sublime Stalker: You gain the maneuvers known, maneuvers readied, and maneuvers per day of a first level Swordsage. You may take this talent more than once; every time you do, add 3 to your effective Swordsage level.
Undetectable Mind (Su): A psychic talker capable of masking her presence and thoughts with uncanny ability, upon attaining 5th level she become under a permanent conceal thoughts effect and gain the benefit of the Darkstalker feat from Lords of Madness as long as she is psionically focused.
At 11th level she fall under the effect of a permanent nondetection effect as long as she is psionically focused. At 19th level she is under the effect of mind blank while psionically focused as well.
Thought Ravage: At 8th level, a psychic stalker's mind thrust and recall agony powers lose the [mind-affecting] tag. They may also remove the [mind-affecting] tag on any power they manifest by spending 6 additional power points on it (this counts as an augment and thus increases the DC of the power by 3).
If they ever learn recall death or id cascadeHyper, this ability also applies to it.
Free Augmentation (Ex): At 10th level a psychic stalker can as an immediate action and expending her psionic focus make a single psychic augment cost no power points. The amount of power point she can 'spend' is still limited to her manifester level despite not costing actual power points.
Shadowmind: A 20th level psychic stalker become able to bend perception and space with their mind, creatures striking her will find that they miscalculated the distance between them and the psionic stalker, giving her a constant 50% concealment which is not bypassed by true seeing. Additionally when psionically focused she appear to teleport instead of moving conventionally, her movement ignore difficult terrain, obstacles and do not provoke attacks of opportunity.
|Article Balance||High +|
|Author||Leziad + and Surgo +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Psionics +|
|Class Ability Progression||Partial +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Reflex Save Progression||Good +|
|Skill||Appraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Intimidate +, Jump +, Knowledge +, Listen +, Open Lock +, Perform +, Psicraft +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim +, Tumble + and Use Rope +|
|Skill Points||6 +|
|Summary||A psionic rogue capable of augmenting all it attacks like psionic powers. +|
|Title||Psychic Stalker +|
|Will Save Progression||Good +|