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Gnorman
2012-01-08, 05:51 AM
The Subliminal


http://www.wizards.com/dnd/images/cpsi_gallery/96344.jpg

HD: d8
Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (local), Knowledge (psionics), Listen, Move Silently, Open Lock, Profession, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Psionic Device, Use Rope
Skill Points: 6 + Int per level (4x at 1st)

{table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

1st|+0|+0|+2|+0|Manifesting, Archetype, Sneak Attack +1d6, Trapfinding|3|2|1st

2nd|+1|+0|+3|+0|Lesser Archetype Power|5|3|1st

3rd|+2|+1|+3|+1|Microkinesis|7|4|1st

4th|+3|+1|+4|+1|Moderate Archetype Power, Sneak Attack +2d6|11|5|2nd

5th|+3|+1|+4|+1|Blind Spot|15|6|2nd

6th|+4|+2|+5|+2|Greater Archetype Power, Capstone PLA|19|7|2nd[/table]

Proficiencies: The subliminal is proficient with light armor and bucklers, as well as simple weapons. The subliminal is also proficient with the hand crossbow, the rapier, the longsword, the shortsword, the shortbow, and the sap.

Manifesting: The subliminal manifests powers as a psychic warrior does, albeit from a specialized list included below. The subliminal's sole manifesting stat is Intelligence.

Archetype: At 1st level, the subliminal chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power, and a Capstone PLA associated with it, which the subliminal receives at the levels noted above. Each archetype also adds bonus powers known, which are listed below.

Sneak Attack: If the subliminal can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage. The subliminal's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the subliminal flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three subliminal levels thereafter. Should the subliminal score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, the subliminal can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. The subliminal may sneak attack non-living creatures, ones without discernible anatomies, or ones immune to critical hits, but his sneak attack damage is halved while doing so. The subliminal must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The subliminal cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: The subliminal can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap 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. The subliminal can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. A subliminal 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 his allies) without disarming it.

Lesser Archetype Power: At 2nd level, the subliminal gains the appropriate power for his archetype.

Microkinesis: At 3rd level, the subliminal gains the ability to manipulate small mechanisms and machinery telekinetically, allowing him to perform Disable Device or Open Lock checks from up to thirty feet away. He no longer takes a penalty for not having the appropriate tools.

Moderate Archetype Power: At 4th level, the subliminal gains the appropriate power for his archetype.

Blind Spot: At 5th level, the subliminal may expend psionic focus to deny his opponent within sneak attack range his Dexterity bonus to AC for one round. The opponent is only denied his Dexterity bonus to AC against the subliminal, and expending psionic focus in this manner requires a swift action.

Greater Archetype Power: At 6th level, the subliminal gains the appropriate power for his archetype.

Capstone PLA: At 6th level, the subliminal gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

Subliminal Power List

1st: Adrenaline Boost (CP), Burst, Catfall, Chameleon, Conceal Thoughts, Compression, Control Light, Control Object, Create Sound, Detect Psionics, Detect Teleportation, Dimensional Pocket (CP), Distract, Entangling Ectoplasm, Far Hand, Psionic Grease, Know Direction and Location, Sense Link, Sensory Gloom (CP), Skate
2nd: Biofeedback, Body Equilibrium, Concealing Amorpha, Control Sound, Detect Hostile Intent, Elfsight, Faint Memory (MoE), Psionic Knock, Psionic Levitate, Moment of Insight (CP), Object Reading, Read Thoughts, Psionic See Invisibility (CP), Sense Danger (MoE), Wall Walker


Archetypes:

Deadmind

http://www.wizards.com/dnd/images/compscoundrel_gallery/102061.jpg

Bonus Powers
1st: Mind Thrust
2nd: Inflict Pain
Capstone PLA: Crisis of Breath

Lesser Archetype Power: While psionically focused, a deadmind may project an aura of mental silence - within 30 feet, telepathy, spells and powers that read thoughts or detect hostile intent, and feats or abilities that detect opponents based on their Intelligence score (such as mindsight) do not function for opponents (the deadmind himself may function as normal). Scrying attempts, whether spell- or power-based, function as normal but the deadmind does not appear in them in any fashion. A deadmind may activate and deactivate this aura as a free action as long as he remains psionically focused.
Moderate Archetype Power: A deadmind rolls twice to save against any hostile mind-affecting spell, power, or effect, and takes the higher of the two rolls as his result. If the effect offers a save for half, he instead takes no damage on a successful save. If he successfully saves, the originator of the effect takes damage equal to five times the effective level of the effect. This damage is empathic in nature and cannot be reduced by damage reduction.
Greater Archetype Power: A deadmind who successfully sneak attacks an opponent may opt to give up his sneak attack damage to instead deal 2 points of ability damage to the opponent's Intelligence, Wisdom, or Charisma score.


Operative

http://www.wizards.com/dnd/images/compscoundrel_gallery/102044.jpg

Bonus Powers
1st: Psionic Charm
2nd: Id Insinuation
Capstone PLA: False Sensory Input

Lesser Archetype Power: An operative may subtly alter the perception of himself in others' minds as a full-round action. This ability functions in many ways like the Disguise Self (http://www.d20srd.org/srd/spells/disguiseSelf.htm) spell, offering the operative a +10 bonus on Disguise checks and the ability to change his appearance, but because it affects that perception of others and is not an illusion, abilities like True Sight do not pierce it and creatures that interact with it do not receive a Will save to detect it.
Moderate Archetype Power: While psionically focused, an operative projects a field of mental interference that allows him to essentially hide in the open - all Spot and Listen checks made to detect him take a -10 penalty, and he may hide in plain sight as long as he has a crowd to slip into. If an opponent is searching specifically for him, and knows what he looks like, the penalty does not apply.
Greater Archetype Power: An operative gains the ability to psionically phase through solid objects. As a full-round action, an operative may move up to his speed through walls, doors, and other solid objects. He may not, however, phase through any object with a hardness of 10 or greater. Alternatively, he may phase only parts of his body to reach inside chests or stick his head through a ceiling, but he may not allow objects he touches to phase - he may move a switch within a hidden compartment, but he would not be able to remove a gem from a chest without opening it manually first, for example. If an operative ends his movement still embedded within a solid object, he is shunted to his original position and takes 1d6 damage.


Razor


http://www.thestranger.com/images/blogimages/2009/06/18/1245356502-33.jpg

Bonus Powers
1st: Metaphysical Weapon
2nd: Dissolving Weapon
Capstone PLA: Psionic Keen Edge

Lesser Archetype Power: A razor gains a bonus on sneak attack damage equal to his Intelligence modifier. On a critical hit, this bonus is doubled.
Moderate Archetype Power: A razor automatically confirms critical hits.
Greater Archetype Power: While a razor is psionically focused, his sneak attack damage increases to +3d6 and all ones he rolls for sneak attack damage are instead treated as twos.


Trueshot

http://www.wizards.com/dnd/images/cpsi_gallery/96340.jpg

Bonus Powers
1st: Trick Shot (http://dsp-d20-srd.wikidot.com/trick-shot)
2nd: Ephemeral Bolt (http://dsp-d20-srd.wikidot.com/ephemeral-bolt)
Capstone PLA: The Arrow Knows the Way (http://dsp-d20-srd.wikidot.com/the-arrow-knows-the-way)

Lesser Archetype Power: A trueshot gains the ability to form and fire mind arrows as a free action as part of an attack - treat these as arrows shot from a shortbow appropriate for the trueshot's size, using the trueshot's Dexterity modifier to determine attack bonus and doing 1d6 piercing damage with a 20/x3 critical modifier. They ignore material-based damage reduction, have a range increment of 60 feet, and deal extra damage equal to the trueshot's Intelligence modifier.
Moderate Archetype Power: A trueshot may sneak attack at ranges up to 60 feet. In addition, his mind arrows now possess a +1 enhancement bonus to attack and damage rolls, and overcome damage reduction as if they were magic.
Greater Archetype Power: While psionically focused, a trueshot may apply an enchantment of up to a +1 enhancement bonus value to his mind arrows. This enchantment is chosen at the beginning of the day, and may be changed by spending five minutes in meditation.


Untouchable

http://www.wizards.com/dnd/images/compscoundrel_gallery/102041.jpg

Bonus Powers
1st: Compression
2nd: Dimension Swap (as psychic warrior)
Capstone PLA: Greater Concealing Amorpha

Lesser Archetype Power: An untouchable gains Evasion and Trap Sense as a rogue of his level.
Moderate Archetype Power: An untouchable rolls twice against the effects of traps and takes the better of the two results. If a trap uses an attack roll instead, the attack is rolled twice and the lower of the two results is used.
Greater Archetype Power: While psionically focused, an untouchable possesses 20% concealment.

Waddacku
2012-01-08, 08:38 AM
Man, you're productive.

Blind Spot needs to be more specific. Is it for a turn, for a round, for one attack? At what range?

Gnorman
2012-01-08, 08:54 PM
Man, you're productive.

Blind Spot needs to be more specific. Is it for a turn, for a round, for one attack? At what range?

One round, within sneak attack range, only functions for the subliminal using the ability.

Shades of Gray
2012-01-08, 11:13 PM
I feel like the Trueshot should have an ability that comes with being psionically focused, to fit with the other two classes. It seems like the odd one out. Other than that, love the class and the whole project in general.

Gnorman
2012-01-08, 11:52 PM
I feel like the Trueshot should have an ability that comes with being psionically focused, to fit with the other two classes. It seems like the odd one out. Other than that, love the class and the whole project in general.

Done - now he can either have a free sneak attack or an enchanted weapon, but not both.

Class is finished and ready for review.

Hanuman
2012-01-09, 06:10 AM
Aha it's a lurk without augments =]

Eldest
2012-01-09, 08:09 AM
Sneaky phionic physic mind-power-using guy! YAAAAA!
If his manifesting wasn't based on intelligence, the class would feel a bit strapped for skill points, and it still might.

Gnorman
2012-01-25, 06:51 AM
Sneaky phionic physic mind-power-using guy! YAAAAA!
If his manifesting wasn't based on intelligence, the class would feel a bit strapped for skill points, and it still might.

No offense, but I think the reduced skills points, delayed sneak attack, lack of Evasion/Uncanny Dodge is a fair trade for manifesting. A psychic rogue won't (and shouldn't) be quite as good at rogue-y stuff - that's what powers are for. At least he's encouraged to invest in Intelligence for more reasons that JUST skill points.

Razor and Untouchable added, as archetypes that focus more on the rogue-y side than the psychic one.

Eldest
2012-01-25, 09:08 AM
No offense, but I think the reduced skills points, delayed sneak attack, lack of Evasion/Uncanny Dodge is a fair trade for manifesting. A psychic rogue won't (and shouldn't) be quite as good at rogue-y stuff - that's what powers are for. At least he's encouraged to invest in Intelligence for more reasons that JUST skill points.

Razor and Untouchable added, as archetypes that focus more on the rogue-y side than the psychic one.

Why would that offend? :smallconfused:
I like the new archetypes, also I agree with you: the changes are balanced, since this guy isn't meant to be a pure skill monkey.