Chronologist
2012-05-10, 08:55 PM
The Prowler
Merging psionic potential and a knack for staying to the shadows, the prowler is often the last thing evil never sees coming. While not as inherently skilled or stealthy as Rogues, and without access to high-powered Psionic abilities, the prowler uses a combination of both to excel at assassination, tracking, and investigation.
Role: The prowler traditionally fills the role of the party rogue. Depending on which knacks she learns, she can lead more towards tracking, scouting, or killing unsuspecting enemies.
Alignment: Any
Hit Die: d8
Starting Wealth: 6d4 x 10 (average 150 gp)
Class Skills
The prowler’s class skills are Acrobatics (Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Diasble Device (Dex), Disguise (Cha), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex)
Skill Ranks at Each Level: 6 + Int modifier
Note: This is my first time making a table like thin on a forum. I apologize if it's sloppy.
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Power Points|Powers Known|Max Power Level
1|+0|+0|+2|+2|Empathic Blast +1d6/+0, Track, Knacks|1|1|1
2|+1|+0|+3|+3|Network (Medium), Knack|2|2|1
3|+2|+1|+3|+3|Empathic Blast +2d6/+1|4|3|1
4|+3|+1|+4|+4|Bonus Feat, Knack|6|4|2
5|+3|+1|+4|+4|Empathic Blast +3d6/+1|8|5|2
6|+4|+2|+5|+5|Network (Long), Knack|12|6|2
7|+5|+2|+5|+5|Empathic Blast +4d6/+2|15|7|3
8|+6|+2|+6|+6|Bonus Feat, Knack|20|8|3
9|+6|+3|+6|+6|Empathic Blast +5d6/+2|24|9|3
10|+7|+3|+7|+7|Network (Miles), Knack|28|10|4
11|+8|+3|+7|+7|Empathic Blast +6d6/+3|36|11|4
12|+9|+4|+8|+8|Bonus Feat, Knack|44|12|4
13|+9|+4|+8|+8|Empathic Blast +7d6/+3|52|13|5
14|+10|+4|+9|+9|Network (Any Range), Knack|60|14|5
15|+11|+5|+9|+9|Empathic Blast +8d6/+4|68|15|5
16|+12|+5|+10|+10|Bonus Feat, Knack|80|16|6
17|+12|+5|+10|+10|Empathic Blast +9d6/+4|92|17|6
18|+13|+6|+11|+11|Network (Interplanar), Knack|104|18|6
19|+14|+6|+11|+11|Empathic Blast +10d6/+0|116|19|6
20|+15|+6|+12|+12|Bonus Feat, Knack|128|20|6[/table]
Class Features
Weapon and Armor proficiency: Prowlers are proficient with all simple weapons and with light armor. Armor does not impede their ability to manifest powers.
Powers: A prowler learns psionic powers much in the same way other psychics do. She can manifest her powers at will, so long as she has power points remaining. The DC of her powers, and bonus power points per day are determined by her Wisdom score.
Empathic Blast: A prowler can fire a blast of empathic energy that deals 1d6 damage on a successful ranged touch attack with range 30 feet. They need at least one hand free to use this ability. If the prowler has two hands free, they deal additional damage equal to their Wisdom modifier. At 3rd level and every odd-numbered level thereafter, they deal an additional 1d6 damage. At 3rd level and every 4 levels thereafter, the prowler gains a +1 dodge bonus to AC when they move 10 feet or more in a given round. Mindless creatures are immune to a prowler's Empathic Blast.
Talents: A prowler starts the game with three Talents of their choice from their talent list. (Talents are like cantrips for psionic characters, they can be used by either spending a power point or expending your psionic focus).
Knacks: At 1st level a prowler selects two Knacks which they are allowed to choose. Knacks are always active unless the prowler suppresses them as a free action. At 2nd level and every even-numbered level thereafter, a prowler may learn two additional knacks.
Track: At 1st level a prowler gains the Track feat.
Network: At 2nd level, a prowler can establish a psychic link with her allies. Touch is required to start the link, which lasts until either party wants to leave the network. While within Medium range, all members of the network can speak telepathically and know each other’s hit points and general condition. At 6th level, the range becomes Long. At 10th level, the range becomes 1 mile per class level. At 14th level, the range is infinite while on the same plane. At 18th level, the network can extend across any and all planes.
Bonus Feats: A prowler gains a bonus psionic feat of their choice at 4th level and every 4 levels thereafter.
Prowlers learn powers from the Lurk class list from Complete Psionic.
Talents: Catfall, Create Ectoplasmic Object, Detect Psionics, Dimensional Pocket, Elfsight, Empathy, Know Direction and Location, My Light, Sense Link
List of Knacks (so far)
Steal Health: Whenever you strike an opponent with your Empathic Blast, you may spend a move action to heal ½ the damage you inflicted. You must be at least 4th level to select this Knack.
Personal Toolkit: You always have a set of useful tools for any situation. You gain a +2 competence bonus on Appraise, Craft, and Disable Device checks, +1 per two Prowler levels.
Mind Veil: You gain a piece of clothing that masks your intentions and reveals the intentions of others. You gain a +2 bonus on Bluff, Perception, and Sense Motive checks, +1 per two Prowler levels.
Stealth Cloak: You gain a cloak that grants you a +2 competence bonus to Acrobatics, Climb, and Stealth checks, +1 per two Prowler levels.
Inertial Armor: You gain a +4 armor bonus to armor class that overlaps with both armor and shield bonuses to armor class, +1 AC per 2 prowler levels.
Fleet of Foot: You gain a +10 enhancement bonus to your normal land speed. For every 5 prowler levels, this increases by 5 feet.
Kinetic Blast (suggested by Story Time): A prowler may channel their Empathic Blast into pure force. They must declare that they are using this ability before they fire a their Empathic Blast. The blast becomes Force damage instead of Empathic damage, and all damage dice are reduced to d4. This allows the prowler to affect inanimate objects and mindless creatures with his blast. The prowler must be 8th level before selecting this Knack.
More knacks to be added soon.
All knacks function mostly like low-level powers with durations of at least 1 hour per level. The kind of things a normal psychic would toss on in the morning and forget about. In general, every 4 to 6 levels, prowlers should get access to knacks that replicate powers one level higher, so high-level Knacks should function like 4th level Psionic powers that are always active.
The prowler's Empathic Blast feature is intended to give the class a good way to deal damage without having to rely on sneak attacks. One of my gripes with rogues and psychic rogues is that sneak attacks are generally either useless or they inflict WAY too much damage each round. By giving more of a mobile eldritch-blasting feel, I think it makes the prowler more like a stealthy Alchemist than a rogue - which is the intention.
Please PEACH, any feedback or advice is welcome.
Merging psionic potential and a knack for staying to the shadows, the prowler is often the last thing evil never sees coming. While not as inherently skilled or stealthy as Rogues, and without access to high-powered Psionic abilities, the prowler uses a combination of both to excel at assassination, tracking, and investigation.
Role: The prowler traditionally fills the role of the party rogue. Depending on which knacks she learns, she can lead more towards tracking, scouting, or killing unsuspecting enemies.
Alignment: Any
Hit Die: d8
Starting Wealth: 6d4 x 10 (average 150 gp)
Class Skills
The prowler’s class skills are Acrobatics (Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Diasble Device (Dex), Disguise (Cha), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex)
Skill Ranks at Each Level: 6 + Int modifier
Note: This is my first time making a table like thin on a forum. I apologize if it's sloppy.
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Power Points|Powers Known|Max Power Level
1|+0|+0|+2|+2|Empathic Blast +1d6/+0, Track, Knacks|1|1|1
2|+1|+0|+3|+3|Network (Medium), Knack|2|2|1
3|+2|+1|+3|+3|Empathic Blast +2d6/+1|4|3|1
4|+3|+1|+4|+4|Bonus Feat, Knack|6|4|2
5|+3|+1|+4|+4|Empathic Blast +3d6/+1|8|5|2
6|+4|+2|+5|+5|Network (Long), Knack|12|6|2
7|+5|+2|+5|+5|Empathic Blast +4d6/+2|15|7|3
8|+6|+2|+6|+6|Bonus Feat, Knack|20|8|3
9|+6|+3|+6|+6|Empathic Blast +5d6/+2|24|9|3
10|+7|+3|+7|+7|Network (Miles), Knack|28|10|4
11|+8|+3|+7|+7|Empathic Blast +6d6/+3|36|11|4
12|+9|+4|+8|+8|Bonus Feat, Knack|44|12|4
13|+9|+4|+8|+8|Empathic Blast +7d6/+3|52|13|5
14|+10|+4|+9|+9|Network (Any Range), Knack|60|14|5
15|+11|+5|+9|+9|Empathic Blast +8d6/+4|68|15|5
16|+12|+5|+10|+10|Bonus Feat, Knack|80|16|6
17|+12|+5|+10|+10|Empathic Blast +9d6/+4|92|17|6
18|+13|+6|+11|+11|Network (Interplanar), Knack|104|18|6
19|+14|+6|+11|+11|Empathic Blast +10d6/+0|116|19|6
20|+15|+6|+12|+12|Bonus Feat, Knack|128|20|6[/table]
Class Features
Weapon and Armor proficiency: Prowlers are proficient with all simple weapons and with light armor. Armor does not impede their ability to manifest powers.
Powers: A prowler learns psionic powers much in the same way other psychics do. She can manifest her powers at will, so long as she has power points remaining. The DC of her powers, and bonus power points per day are determined by her Wisdom score.
Empathic Blast: A prowler can fire a blast of empathic energy that deals 1d6 damage on a successful ranged touch attack with range 30 feet. They need at least one hand free to use this ability. If the prowler has two hands free, they deal additional damage equal to their Wisdom modifier. At 3rd level and every odd-numbered level thereafter, they deal an additional 1d6 damage. At 3rd level and every 4 levels thereafter, the prowler gains a +1 dodge bonus to AC when they move 10 feet or more in a given round. Mindless creatures are immune to a prowler's Empathic Blast.
Talents: A prowler starts the game with three Talents of their choice from their talent list. (Talents are like cantrips for psionic characters, they can be used by either spending a power point or expending your psionic focus).
Knacks: At 1st level a prowler selects two Knacks which they are allowed to choose. Knacks are always active unless the prowler suppresses them as a free action. At 2nd level and every even-numbered level thereafter, a prowler may learn two additional knacks.
Track: At 1st level a prowler gains the Track feat.
Network: At 2nd level, a prowler can establish a psychic link with her allies. Touch is required to start the link, which lasts until either party wants to leave the network. While within Medium range, all members of the network can speak telepathically and know each other’s hit points and general condition. At 6th level, the range becomes Long. At 10th level, the range becomes 1 mile per class level. At 14th level, the range is infinite while on the same plane. At 18th level, the network can extend across any and all planes.
Bonus Feats: A prowler gains a bonus psionic feat of their choice at 4th level and every 4 levels thereafter.
Prowlers learn powers from the Lurk class list from Complete Psionic.
Talents: Catfall, Create Ectoplasmic Object, Detect Psionics, Dimensional Pocket, Elfsight, Empathy, Know Direction and Location, My Light, Sense Link
List of Knacks (so far)
Steal Health: Whenever you strike an opponent with your Empathic Blast, you may spend a move action to heal ½ the damage you inflicted. You must be at least 4th level to select this Knack.
Personal Toolkit: You always have a set of useful tools for any situation. You gain a +2 competence bonus on Appraise, Craft, and Disable Device checks, +1 per two Prowler levels.
Mind Veil: You gain a piece of clothing that masks your intentions and reveals the intentions of others. You gain a +2 bonus on Bluff, Perception, and Sense Motive checks, +1 per two Prowler levels.
Stealth Cloak: You gain a cloak that grants you a +2 competence bonus to Acrobatics, Climb, and Stealth checks, +1 per two Prowler levels.
Inertial Armor: You gain a +4 armor bonus to armor class that overlaps with both armor and shield bonuses to armor class, +1 AC per 2 prowler levels.
Fleet of Foot: You gain a +10 enhancement bonus to your normal land speed. For every 5 prowler levels, this increases by 5 feet.
Kinetic Blast (suggested by Story Time): A prowler may channel their Empathic Blast into pure force. They must declare that they are using this ability before they fire a their Empathic Blast. The blast becomes Force damage instead of Empathic damage, and all damage dice are reduced to d4. This allows the prowler to affect inanimate objects and mindless creatures with his blast. The prowler must be 8th level before selecting this Knack.
More knacks to be added soon.
All knacks function mostly like low-level powers with durations of at least 1 hour per level. The kind of things a normal psychic would toss on in the morning and forget about. In general, every 4 to 6 levels, prowlers should get access to knacks that replicate powers one level higher, so high-level Knacks should function like 4th level Psionic powers that are always active.
The prowler's Empathic Blast feature is intended to give the class a good way to deal damage without having to rely on sneak attacks. One of my gripes with rogues and psychic rogues is that sneak attacks are generally either useless or they inflict WAY too much damage each round. By giving more of a mobile eldritch-blasting feel, I think it makes the prowler more like a stealthy Alchemist than a rogue - which is the intention.
Please PEACH, any feedback or advice is welcome.