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HourlyKeyboard
2012-08-02, 02:13 AM
As mentioned in my previously posted thread, I was told to get other people's opinions and blah, blah, blah, if you want to hear this message then read the other thread:

This idea was based on something that I watched recently and then spent this afternoon talking about. So I will admit I did literally scrape this together in one afternoon.
I can already see people saying this is overpowered, or maybe I will be surprised and people will say "that's all?" But I am looking more for encouragement on how to make this a better class; and, unless this exact idea already exists in a class already out there then I probably am not going to be game for "well why don't you try this class instead".




Hypokinetic
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
+1
+0
+2
+0
Hypokinesis
2
+1
+0
+3
+0
Hypokinetic Ability
3
+2
+1
+3
+1
Hypokinetic Ability
4
+2
+1
+4
+1
Hypokinetic Ability
5
+3
+1
+4
+1
Hypokinetic Ability
6
+3
+2
+5
+2
Improved Hypokinesis
7
+4
+2
+5
+2
Improved Hypokinetic Ability
8
+4
+2
+6
+2
Improved Hypokinetic Ability
9
+5
+3
+6
+3
Improved Hypokinetic Ability
10
+5
+3
+7
+3
Improved Hypokinetic Ability
11
+6/+1
+3
+7
+3
Greater Hypokinesis
12
+6/+1
+4
+8
+4
Greater Hypokinetic Ability
13
+7/+2
+4
+8
+4
Greater Hypokinetic Ability
14
+7/+2
+4
+9
+4
Greater Hypokinetic Ability
15
+8/+3
+5
+9
+5
Greater Hypokinetic Ability
16
+8/+3
+5
+10
+5
True Hypokinesis
17
+9/+4
+5
+10
+5
True Hypokinetic Ability
18
+9/+4
+6
+11
+6
True Hypokinetic Ability
19
+10/+5
+6
+11
+6
True Hypokinetic Ability
20
+10/+5
+6
+12
+6
True Hypokinetic Ability, True Control Object

Abilities – Constitution is especially important to a Hypokinetic for the skill of Concentrate.
Hit Die – D8
Class Skills – Concentrate (Con), Craft (Int), Intimidate (Cha), Gather Information (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
Skill Points at 1st Level: (2+Int modifier)*4
Skill Points at Each Additional Level: 2+Int modifier
Weapon and Armor Proficiency – Hypokinetics are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. A Hypokinetics proficiency with weapons only applies to using the weapon for range, projectile or throwing; a Hypokinetic has no proficiency with weapons in melee. Hypokinetics are proficient with light armor, but not with shields
Hypokinesis - The ability of a Hypokinesis is knowing how to place any shot so that it hits. Lower level Hypokinesis are still developing the ability and need time to examine a situation before being able to place a shot. A higher level Hypokinetic can instantly calculate the shot to place it without penalties. For a Hypokinetic to gain the benefits of Hypokinesis they must be Concentrated, see Skill: Concentrate page 69 Player's Handbook. If a Hypokinetic is not concentrated then they can make a shot, including the base attack bonus but no benefits of Hypokinesis or Hypokinetic Abilities.
A Hypokinetic can place any shot as if having the Feat of Precise Shot, shooting a weapon into combat without penalty. A Hypokinetic can spend an action aiming, if one action is spent aiming then the shot counts as having the Feat of Far Shot, the range increment increases by one-half. A Hypokinetic can spend two actions aiming, if two actions are spent aiming then the shot additionally will counter all AC bonuses except for Armor, Natural Armor, Deflection, and Magic. A Hypokinetic can spend three actions aiming, if three actions are spent aiming then the shot additionally will take no penalties for range.
A level six Hypokinetic gains the benefits of Improved Hypokinesis. A Improved Hypokinetic can place any shot as if having the Feat of Precise Shot and the Feat of Far Shot. A Improved Hypokinetic can spend one action aiming, if one action is spent aiming then the shot additionally will counter all AC bonuses except for Armor, Natural Armor, Deflection, and Magic. A Improved Hypokinetic can spend two actions aiming, if two actions are spent aiming then the shot additionally will take no penalties for range.
A level eleven Hypokinetic gains the benefits of Greater Hypokinesis. A Greater Hypokinetic can place any shot as if having the Feat of Precise Shot, the Feat of Far Shot, and will counter all AC bonuses except for Armor, Natural Armor, Deflection, and Magic. A Greater Hypokinetic can spend one action aiming, if one action is spent aiming then the shot additionally will take no penalties for range. Additionally a Greater Hypokinetic can place bounce shots, throwing a knife at the ceiling and hitting the target hiding behind cover (as long as the Hypokinetic knows about the target being there). Bounce shots can only be placed within the Range Increment (15 feet on a thrown weapon, 90 feet on a shortbow, or 150 feet on a longbow, etc[Note Far Shot]). Bounce shots placed by a Greater Hypokinesis cannot be aimed, not that the negation of range penalty would matter.
A level sixteen Hypokinetic gains the benefit of True Hypokinesis. A True Hypokinetic can place any shot as if having the Feat of Precise Shot, the Feat of Far Shot, will take no penalties for range, and will counter all AC bonuses except for Armor, Natural Armor, Deflection, and Magic.
A True Hypokinetic can place bounce shots at known targets at any range within the maximum weapon range (range increment times five or ten); however, a bounced shot does take penalties for shots above the range increment.
Note, the counter of all AC bonuses includes countering the Base AC bonus of 10 included in the profile, if the target is wearing Half-plate then the AC to roll against is 7 instead of 17.
Special Abilities - Each level of Hypokinesis is followed by four levels of gaining abilities related to the Hypokinetic ranking. On every level one of these skills is learned, and can be learned in any order, once reaching the next ranking of Hypokinesis then all four abilities will have been learned.
Hypokinetic Abilities – [Feat] Dodge, [Feat] Deflect Arrows, [Feat] Rapid Shot, [Extraordinary ability] Control Object
Improved Special Ability – [Feat] Mobility, [Feat] Snatch Arrows, [Feat] Manyshot, [Extraordinary ability] Improved Control Object
Greater Bonus Feat – [Feat] Shot on the Run, [Feat] Concentrated Shot, [Extraordinary ability] Greater Control Object, [Extraordinary ability] Kinetic Armor
True Bonus Feat – [Feat] Improved Concentrated Shot, [Feat] Return Shot, [Extraordinary ability] Kinetic Barrier, [Extraordinary ability] Improved Kinetic Armor
Extraordinary Abilities -
Control Object – You can direct the path which an object travels in, a rock, a sword, a box of fish. The object can be slammed into opponents as a thrown weapon (Range: 10, Maximum Range: 50). Control Object is limited to items which weigh 2lbs or less, items that weigh over 2lbs suffer a -2 accuracy penalty for every lbs over, a strength modifier can counter this penalty (a strength modifier of +3 would turn a -6 accuracy penalty into a -3 penalty).
Improved Control Object – Improves the weight limit of objects to 5lbs or less, items that weigh over 5lbs suffer a -2 accuracy penalty for every lbs over, a strength modifier can counter this penalty.
Greater Improved Control Object – Improves the weight limit of objects to 10lbs or less, items that weigh over 10lbs suffer a -2 accuracy penalty for every lbs over, a strength modifier can counter this penalty.
True Improved Control Object – Improves the weight limit of objects to 15 lbs or less, items that weigh over 15 lbs suffer -2 accuracy penalty for every lbs over, a strength modifier can counter this penalty.
Kinetic Armor – The use of this ability requires the full use of body, a grappled person cannot create Kinetic Armor. By use of the environment and body position incoming shots and blows will deflect away from hitting. Kinetic Armor grants +4 AC to Deflect Bonus.
Improved Kinetic Armor – By better understanding the trajectories of objects, the placement of the body does a better job at deflecting objects. Improved Kinetic Armor grants +8 AC to Deflect Bonus.
Kinetic Barrier – The use of this ability requires the full use of body, a grappled person cannot create a Kinetic Barrier. By use of the environment and body position incoming shots and blows will be absorbed. Kinetic Barrier grants +5 Damage Reduction.
Feats -
Concentrated Shot – To use this feat you must expend your Concentration. Your ranged attack deals +2d6 points of damage.
Improved Concentrated Shot – To use this feat you must expend your Concentration. Your ranged attack deals +4d6 points of damage.
Return Shot – To use this feat you must expend your Concentration and have at least one hand free. Once per round when you would normally be hit by a projectile or thrown weapon no more than one size category larger than your size, you can deflect the attack back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action.
Dodge – See page 93 Player's Handbook
Deflect Arrows – See page 93 Player's Handbook
Far Shot – See page 94 Player's Handbook
Manyshot – See page 97 Player's Handbook
Mobility – See page 98 Player's Handbook
Precise Shot – See page 98 Player's Handbook
Rapid Shot – See page 99 Player's Handbook
Snatch Arrows – See page 100 Player's Handbook
Shot on the Run – See page 100 Player's Handbook

I apologize about the table at the beginning of this being screwed up, I would fix it but I need to eat, punch someone, and then go to sleep.

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AR