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silverwolfer
2013-02-17, 02:46 PM
Now I found this

http://www.wizards.com/default.asp?x=dnd/psm/20030426b

Ballisteer prc


Now a normal use of this would be psychic rogue , but psychic warrior is the stated progression (this is a 3.0 prc)

For Entry you can enter the class at level 5, if you take flaws. Dodge, Mobility are defensive feats, and for the flaws, while the better feats for an archer

Point blank shot, and pisonic shot , are some of the better feats you can get for any archer period.

While many will say, dodge and mobility are wasted, the class it self is oddly thought on it that, you get the ability to side step as free actions when not your turn, and they allow you the greater chance of moving without getting hit by attack of opportunity.



Class Abilities: Powers =/= manfistations

You get full Psi Warrior progression of how many power points you get, but you only get to raise your power level and learn new powers 6/10 progression. While thinking of the PSI warrior losing progression may seem bad, they do get some decent abilities to counter this. so a level 14 Psi/ballester will have

59 power points but 10 powers with a power level of 4.

Now for the things that sort of make up for the lack of powers levels.


1st Level: Psionic SideStep (ex) As long as you maintain 5 power points, you can take a free action to move 5 ft out of an AaO, if you move and are still within the Aao range of attack, you get a +2 stack able dodge bonus.

Throw anything (ex): Anything you touch can be thrown , and modified with a class feature.


2nd Level : Invisible Shot : Spend 1 power point get a +2 to hit and unless the target has a way to see invisible things, the target can not find where the shot came from, letting the attacker stay hidden. Also allows your arrow to hit and avoid normal deflect means.

3rd :Ethereal Shot (Sp) : Spend one power point, hit ethereal targets, but not normal solid targets.

4th: Energy Shot (Sp): Spend 1 power point per 1d4 of an energy type (acid,fire,cold,electric) up to your ballister class level (Max 10d4/10 points), on an projectile.

5th Incorporeal Shot (Sp): Spend a power point to hit incorporeal targets.

6th Pinpoint Shot (EX) Take a full round action to hit a target as if it had no cover, total cover is immune to this ability.

7th: Explosive shot : Energy shot with a 10ft burst radius , spend extra two points to enhance energy shot with this feature.

8th Improved sidestep : Same as the 1st level one, but you get 10ft movement instead of 5.


9th: Phase Shot (Sp): By expending 3 power points per shot, the ballisteer causes his ammo to phase and move through the Astral Plane. His shots ignore most natural and magical barriers, and his target is denied any armor bonuses it may have had. The target also loses any Dexterity and dodge bonuses if the ballisteer is attacking from a concealed position. This power also allows you to shoot targets through opaque walls, but the target gets total concealment against these attacks. Phase shot does not allow for sneak attacks unless the ballisteer could make a sneak attack without using phase shot. This is considered a teleportation effect and can be blocked by powers and spells that affect those. There is also a chance something occurs to the shot while it is on the Astral Plane: Any attack roll of a natural "1" or "2" is an automatic miss, and the shot is lost. This ability is applied as the attack is made.


10th Infused Shot (Su):The ballisteer's ammo becomes infused with psionic energy as it is used in a ranged attack. His ranged attacks now do additional energy damage equal to that of the ammo used. For example, a thrown dagger now does 1d4 points of damage + 1d4 points of psionic energy damage + any other bonuses. Infused shots can be enhanced with energy shot or explosive shot.

silverwolfer
2013-02-17, 02:47 PM
Just in case I need to add something, I am not making a mini handbook thou