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JoseDeburo
2014-02-27, 11:51 PM
Alright so at my player's request I attempted to convert the mass effect 3 class adept into a pathfinder class. here is what I came up with. Let me know what you think.

Mass effect Adept

Hit die: d8

Skill ranks per level: 2 + Int modifier

Class skills:
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int),
Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

{table]Level | Bab | Fort | Ref |Will | Special | AC Bonus|
1 | 0 | 0 | 0 | 2 | AC bonus, bonus feat, throw | 1|
2 | 1 | 0 | 0 |3 | Weapon focus | 1|
3 | 2 | 1 | 1 | 3| Warp | 1|
4 | 3 | 1 | 1| 4 | bonus feat | 2|
5 | 3 | 1| 1 | 4 | Fighter Training, Pull, Shockwave| 2|
6 | 4 | 2 | 2 | 5 | endurance, | 2|
7 | 5 | 2 | 2 | 5 | bonus feat | 3|
8 | 6 | 2 | 2 | 6 | Singularity | 3|
9 | 6| 3| 3| 6 | Weapon specialization| 3|
10 | 7 |3 | 3 | 7 | bonus feat | 4|
11 | 8 | 3 | 3 | 7 | | 4|
12| 9 | 4 | 4 | 8 | Greater weapon focus | 4|
13 | 9 | 4 | 4 | 8 | bonus feat | 5 |
14 | 10 | 4 | 4 |9 | Cluster Grenade | 5|
15 | 11 | 5 | 5 | 9 | Diehard | 5|
16 | 12| 5 | 5 | 10 | bonus feat | 6|
17 | 12 | 5 | 5 | 10 | | 6|
18 | 13| 6 | 6 | 11 | Greater Weapon specialization| 6|
19 | 14 | 6 | 6 | 11 | bonus feat | 7|
20 | 15 | 6 | 6 | 12 | Biotic Mastery | 7[/table]

Power point per day:
{table]Level | points|
1 | 1|
2 | 2|
3 | 4|
4 | 6|
5 | 8|
6 | 12|
7 | 16|
8 | 20|
9 | 24|
10 | 28|
11 | 36|
12 | 44|
13 | 52|
14 | 60|
15 | 68|
16 |80|
17 | 92|
18 | 104|
19 | 116|
20 | 128|

Class Features:

Power Points: you also gain an additional number of bonus power points equal to half of your Int modifier.

Weapon and Armor Proficiency: An adept is proficient with all simple weapons, two martial melee weapons of their chioce, and a martial ranged weapon of their choice.
Adepts are proficient with light armor. If an adept wears medium or heavy armor, or a shield of any sort they lose access to all biotic abilities.

AC Bonus: An adept gains a +1 bonus to their armor class. This bonus goes up by for every three levels of Adept the character has.

Bonus Feat: At first level and every three levels after, an adept gains a bonus combat feat.

Weapon Focus: At second level an adept gains Weapon focus as a bonus feat.

Throw: At third level an Adept gains access to the Biotic power Throw.

Fighter Training: An Adept counts as half their level when qualifying for fighter feats.

Endurance: At sixth level an Adept gains endurance as a bonus feat.

Warp: At sixthe level an Adept gains access to the Biotic power Warp

Pull: At eighth level an Adept gains access to the Biotic power Pull.

Weapon Specialization: At ninth level an Adept gains Weapon Specialization as a bonus feat.

Shockwave: At eleventh level an Adept gains access to the biotic power Shockwave.

Greater Weapon Focus: At twelfth level an Adept gains Greater Weapon Focus as a Bonus feat.

Cluster Grenade: At fourteenth level an Adept gains access to the biotic power Cluster Grenade.

Diehard: At fifteenth level an Adept gains Diehard as a bonus feat.

Singularity: At seventeenth level an Adept gains access to the biotic power Singularity.

Greater Weapon Specialization: At eighteenth level an Adept gains Greater Weapon Specialization as a bonus feat.

Biotic Mastery: once per day an Adept may pick a single target. The Adepth then picks one of their biotic powers that does damage to use on that target.
The target gets no saves and the power automatically hits and does max damage.


Biotic Powers

Throw: Standard action. single target. Costs 1 power point to use. Save- none. Sr yes. Moves targeted creature back 5 feet. augment. for every 3 additional points
spent it moves the target back another 5 feet.

Warp: standard action. single target. costs 3 power points to use. save- will halves. sr yes. targeted creature takes 3d6 points of damage. for every 2 additional
points spent add another d6 of damage.

Pull: standard action. single target. costs 3 power points to use. save- will negates. sr yes. targeted creatures is held 5 feet above the ground and cannot move
for 1 round. for an additional 5 points there is no save allowed.

Shockwave: standard action. 60 ft line. cost 4 power points to use. save- reflex halves. sr yes. deals 6d6 points of damage. for every additional 3 points spent
add an additional d6 of damage.

Cluster grenade: standard action. 40 ft burst. costs 10 power points to use. save- reflex halves. sr yes. deals 10d6 points of damage. for every additional 2 points
spent add an additional d6 of damage and increase the save dc by 1.

Singularity: standard action. single target. duration 2 rounds. cost 7 power points to use. save- reflex negates. sr yes. targeted creature is held 5 feet above
the ground and is incapable of moving. for an additional 3 points there is no save allowed. for an additional 3 points you may increase the duration by 1 round.