sengmeng
2016-02-18, 12:30 PM
The five minute adventuring day is now a person!
NOVAMANCER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
AP
1st
+0
+0
+0
+0
Novamancy
1
2nd
+1
+0
+0
+0
2
3rd
+1
+1
+1
+1
3
4th
+2
+1
+1
+1
Expanded Action Pool (Int bonus)
4
5th
+2
+1
+1
+1
Bonus Feat
5
6th
+3
+2
+2
+2
7
7th
+3
+2
+2
+2
8
8th
+4
+2
+2
+2
10
9th
+4
+3
+3
+3
Expanded Action pool (Int x 1.5)
11
10th
+5
+3
+3
+3
Bonus Feat
12
11th
+5
+3
+3
+3
14
12th
+6
+4
+4
+4
16
13th
+6
+4
+4
+4
18
14th
+7
+4
+4
+4
Expanded Action Pool (Int x 2)
20
15th
+7
+5
+5
+5
Bonus Feat
22
16th
+8
+5
+5
+5
24
17th
+8
+5
+5
+5
26
18th
+9
+6
+6
+6
Master of Novae
28
19th
+9
+6
+6
+6
Expanded Action Pool (Int x 2.5)
30
20th
+10
+6
+6
+6
Bonus Feat
34
Hitdice: d4
Skills 2 + Int
Class Skills: Declare any 10 skills class skills.
Novamancy (Ex): Novamancy is the art of doing a whole day's worth of stuff all at once. Novamancers gain action points equal to the number given in the table under column AP, + 1/2 their Intelligence Bonus. Action points can be spent to emulate a class ability of any other class of a level equal to the Novamancer's class level, including spells and psionic powers. A spell or psionic power costs one action point per level of the spell or power emulated. It is cast as a spell-like or psi-like ability with a caster level or manifester level equal to the Novamancer's class level, and powers are augmented as if they were manifested using power points equal to the Novamancer's level. DC's are based on the level of the spell or power and the Novamancer's Wisdom bonus. Metamagic and metapsionic feats can be applied to spells or powers, and they cost an action point per effective level. 0 level spells cost 1 action point, but they are automatically quickened, as the metamagic feat.
All other class features cost one action point to use for one round, and they are gained as if the Novamancer had levels in that class equal to their Novamancer levels. For this purpose, a Barbarian's Rage ability would cost one action point to gain for one round, and so would Greater Rage, but Greater Rage would require more Novamancer levels. The Monk's unarmed damage and Flurry of Blows are two separate abilities for this purpose. Maintaining a spell or ability with a duration costs one action point per round per ability. Abilities that scale, such as a Monk's Unarmed damage and a Rogue's Sneak Attack, add levels of those classes to the Novamancer's level when emulated if the Novamancer is multiclassed.
One action point can also be spent to gain an extra swift action in a turn.
One action point can be spent to gain a bonus to one skill check equal to the Novamancer's level.
One action point can be spent to to gain a bonus to one save equal to the Novamancer's level.
One action point can be spent to raise the Novamancer's Base Attack Bonus to equal his Novamancer levels, plus any Base Attack Bonus from other classes, for one round.
One action point can be spent to gain the use of one feat for one round. This feat can serve as a prerequisite for more feats bought with action points.
Two action points can be used as an immediate action to emulate an ability like Evasion, Mettle, Uncanny Dodge, or Trap Sense to gain their benefit against an attack or saving throw.
Two action points can be used to gain an extra standard action in a turn.
Three action points can be spent to gain an extra full-round action in a turn.
If the Novamancer spends more action points in one round than his Novamancer levels, or if he uses Novamancy to take more than one swift, standard, or full-round action in a round, he becomes fatigued until he has rested for eight hours. This is the only way to remove fatigue gained in this way. In addition to the normal effects of fatigue, all abilities that use action points double their costs while fatigued. Action points are restored by eight hours of rest.
Expanded Action Pool: At fourth level, the Novamancer adds his full Intelligence bonus to his Action Point Pool. At ninth level, he adds 1.5 x his Int bonus to his Action Point Pool, and at 14th and 19th levels, he gains another .5 to the multiplier.
Bonus Feat: Wherever it says "Bonus Feat" on the class table, the Novamancer chooses any feat he qualifies for. He counts his Novamancer levels as caster and manifester levels when taking Metapsionic or Metamagic feats.
Master of Novae: At 18th level, the Novamancer does not become fatigued the first time in any day that he spends more action points in one round than his Novamancer levels, or uses Novamancy to take more than one swift, standard, or full-round action in a round. The second time, he will become fatigued as normal.
NOVAMANCER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
AP
1st
+0
+0
+0
+0
Novamancy
1
2nd
+1
+0
+0
+0
2
3rd
+1
+1
+1
+1
3
4th
+2
+1
+1
+1
Expanded Action Pool (Int bonus)
4
5th
+2
+1
+1
+1
Bonus Feat
5
6th
+3
+2
+2
+2
7
7th
+3
+2
+2
+2
8
8th
+4
+2
+2
+2
10
9th
+4
+3
+3
+3
Expanded Action pool (Int x 1.5)
11
10th
+5
+3
+3
+3
Bonus Feat
12
11th
+5
+3
+3
+3
14
12th
+6
+4
+4
+4
16
13th
+6
+4
+4
+4
18
14th
+7
+4
+4
+4
Expanded Action Pool (Int x 2)
20
15th
+7
+5
+5
+5
Bonus Feat
22
16th
+8
+5
+5
+5
24
17th
+8
+5
+5
+5
26
18th
+9
+6
+6
+6
Master of Novae
28
19th
+9
+6
+6
+6
Expanded Action Pool (Int x 2.5)
30
20th
+10
+6
+6
+6
Bonus Feat
34
Hitdice: d4
Skills 2 + Int
Class Skills: Declare any 10 skills class skills.
Novamancy (Ex): Novamancy is the art of doing a whole day's worth of stuff all at once. Novamancers gain action points equal to the number given in the table under column AP, + 1/2 their Intelligence Bonus. Action points can be spent to emulate a class ability of any other class of a level equal to the Novamancer's class level, including spells and psionic powers. A spell or psionic power costs one action point per level of the spell or power emulated. It is cast as a spell-like or psi-like ability with a caster level or manifester level equal to the Novamancer's class level, and powers are augmented as if they were manifested using power points equal to the Novamancer's level. DC's are based on the level of the spell or power and the Novamancer's Wisdom bonus. Metamagic and metapsionic feats can be applied to spells or powers, and they cost an action point per effective level. 0 level spells cost 1 action point, but they are automatically quickened, as the metamagic feat.
All other class features cost one action point to use for one round, and they are gained as if the Novamancer had levels in that class equal to their Novamancer levels. For this purpose, a Barbarian's Rage ability would cost one action point to gain for one round, and so would Greater Rage, but Greater Rage would require more Novamancer levels. The Monk's unarmed damage and Flurry of Blows are two separate abilities for this purpose. Maintaining a spell or ability with a duration costs one action point per round per ability. Abilities that scale, such as a Monk's Unarmed damage and a Rogue's Sneak Attack, add levels of those classes to the Novamancer's level when emulated if the Novamancer is multiclassed.
One action point can also be spent to gain an extra swift action in a turn.
One action point can be spent to gain a bonus to one skill check equal to the Novamancer's level.
One action point can be spent to to gain a bonus to one save equal to the Novamancer's level.
One action point can be spent to raise the Novamancer's Base Attack Bonus to equal his Novamancer levels, plus any Base Attack Bonus from other classes, for one round.
One action point can be spent to gain the use of one feat for one round. This feat can serve as a prerequisite for more feats bought with action points.
Two action points can be used as an immediate action to emulate an ability like Evasion, Mettle, Uncanny Dodge, or Trap Sense to gain their benefit against an attack or saving throw.
Two action points can be used to gain an extra standard action in a turn.
Three action points can be spent to gain an extra full-round action in a turn.
If the Novamancer spends more action points in one round than his Novamancer levels, or if he uses Novamancy to take more than one swift, standard, or full-round action in a round, he becomes fatigued until he has rested for eight hours. This is the only way to remove fatigue gained in this way. In addition to the normal effects of fatigue, all abilities that use action points double their costs while fatigued. Action points are restored by eight hours of rest.
Expanded Action Pool: At fourth level, the Novamancer adds his full Intelligence bonus to his Action Point Pool. At ninth level, he adds 1.5 x his Int bonus to his Action Point Pool, and at 14th and 19th levels, he gains another .5 to the multiplier.
Bonus Feat: Wherever it says "Bonus Feat" on the class table, the Novamancer chooses any feat he qualifies for. He counts his Novamancer levels as caster and manifester levels when taking Metapsionic or Metamagic feats.
Master of Novae: At 18th level, the Novamancer does not become fatigued the first time in any day that he spends more action points in one round than his Novamancer levels, or uses Novamancy to take more than one swift, standard, or full-round action in a round. The second time, he will become fatigued as normal.