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View Full Version : Contest Prestige Class Contest III: Switch Hitters



Jormengand
2018-04-10, 01:58 PM
You'll be working under the theme of:
Switch Hitters
The idea is that you have multiple ways of attacking, such as melee and ranged, but you can interpret the theme as literally, metaphorically, narrowly or broadly as you like.
Rules

Entry must be a prestige class with 3-15 levels, and must be for the revised third (3.5) edition of Dungeons and Dragons.
Entry must be original, and made for this contest.
Entry must be related to the theme.
Entry must be completed by May 5th, 2018.
Entry must be easy to read. (Templates will be provided.*)
Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry).

Breaking any of these rules will disqualify you, and plagiarism will get you reported.

*The Templates are in the chat thread here (http://www.giantitp.com/forums/showthread.php?539241-Prestige-Class-Contest-Chat-Thread-I&p=22485380&viewfull=1#post22485380").

Chat Thread is here (http://www.giantitp.com/forums/showthread.php?539241-Prestige-Class-Contest-Chat-Thread-I). Please only post entries in this thread, the chat thread is for everything other than entries.

Good luck to all, and let the games begin!

rferries
2018-04-10, 06:52 PM
Moon Disciple
https://i.imgur.com/sUSO3CE.jpg
"I conquered my fears - and my hopes - long ago."


The Moon is a symbol of magic, madness, renewal... and death. Just as it perpetually waxes and wanes, so too have Moon Disciples learned to shift between the dark and light aspects of their souls. A Moon Disciple's "enlightenment" comes not from mastering magic or the blessing of a deity, but from their own introspection and ability to influence others for either good or ill. Even the humblest commoner can come to understand and control himself and his peers.

In their light aspects, Moon Disciples serve their allies from afar as healers and protectors. In their dark aspects, Moon Disciples lead their Inner Demons in battle and manipulate others from the shadows.

Prerequisites:
To become a Moon Disciple, a character must fulfill all the following criteria.

Alignment
Any extreme alignment (chaotic evil, chaotic good, lawful evil, or lawful good).

Skills
Profession (any) 9 ranks.

Feats
Negotiator, Persuasive, Self-Sufficient.

Hit Die: d8

Class Skills
The Moon Disciple's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana, religion, the planes) (Int), Move Silently (Dex), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), and Spellcraft (Int).

Skill Points per Level: 8 + Int modifier

Table: The Moon Disciple


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Per Day


1st

+1



+2



+2



+2


Aspects,
Guardian Angel,
Inner Demons,
Soul Touch



2nd

+2



+3



+3



+3



+1 level of existing spellcasting class


3rd

+3



+3



+3



+3



+1 level of existing spellcasting class


4th

+4



+4



+4



+4



+1 level of existing spellcasting class


5th

+5



+4



+4



+4


Improved Aspects



6th

+6/+1



+5



+5



+5



+1 level of existing spellcasting class


7th

+7/+2



+5



+5



+5



+1 level of existing spellcasting class


8th

+8/+3



+6



+6



+6



+1 level of existing spellcasting class


9th

+9/+4



+6



+6



+6



+1 level of existing spellcasting class


10th

+10/+5



+7



+7



+7


Greater Aspects




Weapon and Armour Proficiencies
Moon Disciples gain no proficiency with any weapon or armor.

Aspects (Ex)
At first level a Moon Disciple becomes his quintessential self. His type changes to outsider (do not recalculate Hit Dice, saves, base attack bonus, or skill points) and he gains the [Native] subtype and darkvision out to 60 feet. Additionally, his personality is divided into two opposing "halves" - his Light Aspect and his Dark Aspect. He may shift between these Aspects as a full-round action, and the effect lasts until he shifts to the other Aspect. He must always be in either his Light or Dark Aspect - he no longer has a "base" form.

Dark Aspect
While in this form the Moon Disciple gains the [Chaotic] and [Evil] subtypes. His person seems composed of pure darkness or otherwise radiates menace and he constantly feels a great compulsion to act according to a chaotic evil alignment (though he is not actually forced to do so).

Light Aspect
While in this form the Moon Disciple gains the [Good] and [Lawful] subtypes. His person seems composed of pure white light or otherwise radiates benevolence and he constantly feels a great compulsion to act according to a lawful good alignment (though he is not actually forced to do so).

Guardian Angel (Su)
While in his Light Aspect, a Moon Disciple radiates a powerful protective aura. All allies within 30 feet of the Moon Disciple add his Charisma bonus as a sacred bonus on their saves and Armour Class.

Inner Demons (Su)
While in his Dark Aspect, a Moon Disciple is served by his own fears, desires, and hatreds made manifest. He attracts followers as if by the Leadership feat, with the following changes:

The followers appear only after an hour-long ritual which the Moon Disciple must perform in his Dark Aspect. If he shifts to his Light Aspect, the followers vanish instantly until the next time he performs the ritual.

He ignores all special modifiers to his Leadership score (it is simply equal to his character level + his Charisma modifier).

All of the followers are warriors of his original race with the fiendish template and the [Chaos], [Evil], and [Extraplanar] subtypes.

The followers accompany the Moon Disciple on adventures if he chooses, obeying him without question. If any are slain, they are restored the next time he performs the summoning ritual.

The followers cannot enter the area of an antimagic field, magic circle against evil, or similar effect (they are treated as summoned creatures).


Soul Touch (Su)
A Moon Disciple can channel his own inner good and evil through his touch (see below). The save DC against this ability is equal to 10 + one-half his character level + his Charisma modifier, and the caster level (if applicable) is equal to his character level.

Dark Touch
While in his Dark Aspect, the Moon Disciple may make a melee touch attack as a standard action to inflict 1d4 negative levels on a creature for one hour. A humanoid slain by these negative levels must make a Fortitude save or rise as a first-level follower (of its original class and race, but otherwise with the fiendish template and aforementioned subtypes) as described above under Inner Demons. These followers do not count towards the Moon Disciple's normal limit of followers; instead, he may command up to twice his character levels' worth of followers in this way. Whenever he uses this ability, he heals 5 hit points for each negative level bestowed (any excess are lost) and must wait 1d4 rounds before using it again.

Light Touch
While in his Light Aspect, the Moon Disciple may make a ranged touch attack as a move action to heal an ally within 60 feet. The targeted ally regains hit points as though it had rested for a full day of long-term care (4 hit points per character level) and receives the benefits of lesser restoration, neutralise poison, remove blindness/deafness, remove curse, remove disease, remove fear, and remove paralysis. A hostile evil-aligned creature or hostile undead creature instead takes 1d6 points of damage per class level (Will half). The Moon Disciple may use this ability up to twice per round.

Improved Aspects (Ex)
At 5th level, the Moon Disciple refines his spiritual essence even further. His base saves and skill points from all his class levels are recalculated as though they were racial outsider Hit Dice (all good saves, 8 + Intelligence modifier skill points per Hit Die with quadruple skill points at first level). His Soul Touch improves as follows:

Dark Touch
The Moon Disciple's Dark Touch may now be made in place of any or all other melee attacks he could make during a full attack. He need not wait to use it again.

Light Touch
The Moon Disciple's Light Touch now also grants the benefits of atonement, break enchantment, and restoration.

Greater Aspects (Ex)
At 10th level, the Moon Disciple is no longer remotely mortal. He is immune to aging penalties to his physical ability scores and has no maximum age. He benefits from a constant death ward effect. His base attack bonus and Hit Die from all his class levels are recalculated as though they were racial outsider Hit Dice (full base attack bonus, d8 Hit Dice). His Soul Touch improves as follows:

Dark Touch
The effects of the Moon Disciple's Dark Touch now apply to all attacks he makes in melee (including unarmed strikes, natural weapons, manufactured weapons, and touch spells).

Light Touch
The Moon Disciple's Light Touch now also grants the benefits of greater restoration and regeneration.

Spellcasting (Ex)
When a new Moon Disciple level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could spells before he added the prestige class level (except 1st, 5th, and 10th level). He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast spells before he became an Moon Disciple, he must decide to which class he adds each level of Moon Disciple for the purpose of determining spells per day.

Moon Disciples and Changing Alignment
A Moon Disciple that changes alignment risks blurring the lines between his new, well-defined moral outlooks. If he becomes any alignment other than those listed in the class prerequisites he loses all class abilities until he returns to an appropriate alignment and receives an atonement spell.

ShiningStarling
2018-04-11, 03:14 PM
Bowstaff Striker

https://static.comicvine.com/uploads/original/11123/111232273/5874358-arrow+h2h+gif+cupid+white.gif

Would you deprive an old woman of her walking stick?

ENTRY REQUIREMENTS
Base Attack Bonus: +6
Feats: Combat Expertise, Shot on the Run, Spring Attack
Skill: Craft (Bowyer) 5 ranks
Special: Must have used their bow to smack someone at some point

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (arch+eng) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special



1st

+1

+2

+2

+0
Quick Stringing



2nd

+2

+3

+3

+0
Wound Spring



3rd

+3

+3

+3

+1
Never off Guard



4th

+4

+4

+4

+1
Heightened Awareness



5th

+5

+4

+4

+1
Thread the Needle



Weapon and Armor Proficiencies: An Bowstaff Striker gains no new proficiencies
Quick Stringing (Ex): A Bowstaff Striker can string and unstring their longbow as easily as drawing a weapon (move action or part of another move action normally, free action with Quick Draw). In addition, they may use an unstrung longbow as a quarterstaff with no penalties. Any enchantments on the longbow that could apply to melee weapons do, but it may not be enchanted with melee-only enchantments.

Wound Spring (Ex): When you make a Spring Attack with an unstrung longbow, you may string and fire your longbow once at the end of your movement as a swift action. If you used Bounding Assault or Rapid Blitz, you may use that swift action to string and fire your longbow once each at all targets struck.

Never off Guard (Ex): You threaten the area within your normal melee reach when wielding a longbow. If you make an Attack of Opportunity while threatening with this ability, your bow is immediately unstrung and is treated as such until you string again.

Heightened Awareness (Ex): You do not provoke attacks of opportunity when using a longbow, and you gain Blindsense to 5ft.

Thread the Needle (Ex): When making Spring Attacks or Shots on the Run, you may move through the space of enemies you attack at no penalty. You may also make Shots on the Run in place of any Spring Attack, so if you possess Bounding Assault or Rapid Blitz, you make make 2 or 3 Shots on the Run, respectively.

MrNobody
2018-04-16, 02:58 PM
Adaptive Hunter

With a sword and an axe you may be able to slay countless enemies but good luck killing an harmless duck without a bow!


ENTRY REQUIREMENTS

BAB: +6
Skills: Spot 4 ranks, Survival 9 ranks.
Feats: Quick Draw; Two weapon fighting and Improved Two weapon fighting or Rapid Shot and Manyshot

or

Ranger level 6


Class Skills
The Adaptive Hunter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Adaptive Style



2nd

+2

+3

+3

+0
Bonus Feat



3rd

+3

+3

+3

+1
Extended Adaptivity (1 feat)



4th

+4

+4

+4

+1
Versatility +1d8/+1



5th

+5

+4

+4

+1
Combat style mastery



6th

+6

+5

+5

+2
Extended Adaptivity (2 feats)



7th

+7

+5

+5

+2
Bonus feat



8th

+8

+6

+6

+2
Versatility +2d8/+2



9th

+9

+6

+6

+3
Extended Adaptivity (3 feats)



10th

+10

+7

+7

+3
Fluid Hunter



Weapon and Armor Proficiencies:An Adaptive Hunteris proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Adaptive Style (Ex): the core ability of an Adaptive Hunter is the capability to switch from a combat stlye to another depending on the enemy he is fighting.

For a number of rounds per day equals to his class level x his Wisdom modifier (minimum 1) he can choose to switch some feats to adjust his strategies. This rounds don't need to be consecutive. Using this ability is a free action.

If he qualified for this class with the "Two Weapon Fighting" feats or choosed the two weapon fighting combat style as a ranger, using this ability he temporary loses Two Weapon Fighting and Improved Weapon Fighting and gains Rapid Shot and Manyshot as bonus feats instead.

If he qualified for this class with Rapid Shot and Manyshot feats or choosed the archery combat style as a ranger, using this ability he temporary loses Rapid Shot and Manyshot instead gains Two Weapon Fighting and Improved Two Weapon Fighting as bonus feats.

A 5th level Adaptive Hunter that gains Greater Two-Weapon Fighting from Combat Style Mastery (see below), while using the Adaptive Style ability can also swap that feat with the feat Improved Precise Shot.
A 5th level Adaptive Hunter that gains Improved Precise Shot from Combat Style Mastery (see below), while using the Adaptive Style ability can also swap that feat with the feat Greater Two-Weapon Fighting.

An Adaptive Hunter doesn't need to meet the prerequites for feats he temporary gains from this ability.
Feats temporary gained from this ability can't be used to qualify for other feat or prestige classes


Bonus feat. At 2nd level an Adaptive Hunter receives a bonus feat. He must meet the requisites for this feat.

If he qualified for this class with Two Weapon Fighting, or chose two weapon combat as ranger combat style, he must choose a feat that has "Two Weapon Fighting" among its prerequisites.

If he qualified for this class with the Rapid Shot feat, or chose archery as ranger combat style he must choose a feat that has "Point Blank Shot" among its prerequisites.

At 7th level an Adaptive Hunter gains a second bonus feat, that must be chosen with the same above rules.

Extended Adaptivity (Ex): Starting at 3rd level, whenever he uses the Adaptive Style ability, the Adaptive Hunter can choose another feat that he posseses and swap it with another feat of his choice.

If he qualified for this class with the Two Weapon Fighting feat, or chose two weapon combat as ranger combat style, he must choose one of his feats that have the feat "Two Weapon Fighting" among its prerequisites and swap it with a feat that has "Point Blank Shot" among its prerequisites.
If he qualified for this class with the Rapid Shot feat, or chose archery at as ranger combat style he must choose one of his feats that have the feat "Point Blank Shot" among its prerequisites and swap it with a feat that has "Two Weapon Fighting" among its prerequisites.

The choice is made upon gaining this ability and can't be changed later.

For example, Eldrior (elf, Ranger 6 [achery combat style], Adaptive Hunter 3) has the Ready Shot feat(Heroes of Battle). Upon gaining his 3rd level as Adaptive Hunter he chooses that every time he uses his Adaptive Style ability he swaps that feat with the Two Weapon Pounce feat (PH II).

An Adaptive Hunter can choose a second feat to swap, following the same rules, at 6th level and a third one at level 9.

Versatility (Ex): Part of the strenght of an Adaptive Hunter is being able to surprise the enemies with a fast-paced attack made switching weapon and attack type frequently.

Starting from 4th level, when he hits with a melee attack in a round following a successful ranged attack on the same target, or when he hits with a ranged attack in a round following a successful melee attack on the same target, he deals 1d8 extra damage with that attack and has a +2 competence bonus on critical threat confirmation rolls for that attack.

At 8th level the extra damage increases to +2d8 and the competence bonus to +2.

This attack is precision-based and it stacks with similar forms of attack (for example sneak attack).
Creatures immune to sneak attack are immune to versatility too.

Combat Style Mastery(Ex): An Adaptive Hunter that qualified for this class with the Two Weapon Fighting feat, or that chose two weapon combat as ranger combat style, at 5th level receives Greater Two Weapon Fighting as bonus feat even if he does not have the normal prerequisites for that feat.

An Adaptive Hunter that qualified for this class with the Rapid Shot feat, or that chose archery at as ranger combat style, at 5th level receives Improved Precise Shot as bonus feat even if he does not have the normal prerequisites for that feat.

Fluid Hunter (Ex): At the peak of his training, an Adaptive Hunter becomes a true war machine.

At 10th level he can enter a state of supreme focus once a day for 1 minute.
During this time he retains all the feats he normally has and also temporary gains all the feats he would obtain from Adaptive Style and Extended Adaptivity.
This meas that he will have Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Point Blank Shot, Manyshot, Improved Precise Shot, every other feats he posseses and also the three feat he chose to obtain from Extended Adaptivity.

While he is in this state of grace, the Adaptive Hunter can draw and put away any number of weapons as a free actiion and every attacks he makes benefits from Versatility.

When the duration of this ability expires, the Adaprive Hunter is exausted for 1 hour, regardless of immunities he might have.

MoleMage
2018-04-19, 11:27 AM
Juggler

Here! Catch!

ENTRY REQUIREMENTS
Features: Sneak attack 2d6
Skills: Perform (Act or Comedy) 8 ranks OR Tumble 8 ranks, Sleight of Hand 8 ranks
Feat: Quick Draw
Special: Must have used a weapon with no range increment to make an improvised ranged attack

Class Skills
The Juggler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skills Points at Each Level: 6 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Juggle (3 items), Sneak attack +1d6, Rebound Strike



2nd

+1

+0

+3

+0
Deflect Arrows, Slippery Dodge, Finale



3rd

+2

+1

+3

+1
Mixed Juggling (2 types), Ammunition Juggler, Juggle (4 items)



4th

+3

+1

+4

+1
Sneak attack +2d6



5th

+3

+1

+4

+1
Snatch Arrows, Double Rebound Strike, Juggle (5 items)



6th

+4

+2

+5

+2
Swift Juggling



7th

+5

+2

+5

+2
Sneak Attack +3d6, Juggle (6 items)



8th

+6

+2

+6

+2
Prankster's Finale



9th

+6

+3

+6

+3
Mixed Juggling (3 types), Juggle (7 items)



10th

+7

+3

+7

+3
Sneak Attack +4d6, Catch Anything and Juggle It



Class Features:

Sneak Attack (Ex): Sneak attack gained from this class stacks with any other sneak attack granting class.

Juggle (Ex): The heart and soul of the juggler is juggling. When you first take this class, you can begin juggling up to three one-handed melee weapons of the same type which you are holding as a standard action. While juggling, you gain the following benefits:

If any of the items you are juggling have an enhancement bonus to attack and damage rolls, all of the items use the highest enhancement bonus to attack and damage.
When you make an attack as a standard action or use your Rebound Strike, you can do so in the middle of a movement action.
You can add a new item of the same type to the juggle as a swift action, provided you can juggle that many items.
You are always considered to have a hand free for the purposes of feats, features, or special actions which require a free hand (such as Deflect Arrows, grappling, or providing somatic components). You cannot hold objects in this hand for longer than one round.
You threaten adjacent spaces and may take attacks of opportunity with any weapon you are currently juggling.
At level 3, 5, 7, 9, you can juggle an additional item at a time. Regardless of the maximum number of items you can juggle, you must always start a juggle with 3 or fewer items.

Rebound Strike (Ex): As a standard action, you can make a single attack with any weapon you are juggling. This attack gains a range increment of 30 feet if it does not already have a better range increment and always deals sneak attack damage. If the weapon strikes the target, it bounces off them, returning to the juggler (otherwise it falls to the ground adjacent to the target). The juggler can then resume juggling that item as a free action, provided they can juggle that many items. Rebound strike does not provoke an attack of opportunity.

Finale (Ex): As a full round action, you can make an attack with every weapon you are currently juggling. These attacks use your highest base attack bonus, but they and all other attacks made this round suffer a -2 penalty. If you wish, you may treat any weapon you are juggling as though it is a thrown weapon with a range increment of 30 feet, and you do not provoke attacks of opportunity for making ranged attacks in this way.

Deflect Arrows (Ex): At 2nd level, you gain Deflect Arrows as a bonus feat, even if you do not meet the prerequisites.

Slippery Dodge (Ex): At 2nd level, when you are targeted by a melee attack, you may drop one of your juggled weapons out of the juggle to make an attack of opportunity against that target. If you do, you gain a +4 dodge bonus to AC against that attack. You must have an attack of opportunity available to use this feature.

Mixed Juggling (Ex): At 3rd level, you have mastered the art of juggling different types of items. You may have two different types of item juggled simultaneously, and all of them share the benefits of the juggle. This does not increase the total number of items you can juggle at one time.

At 9th level, you can juggle three different types of items with this feature.

Ammunition Juggler (Ex): At 3rd level, you can juggle pieces of ammunition in addition to melee weapons. Ammunition juggled in this way can be used to make a melee attack as though it were a dagger or club of the same size (as appropriate), or can make a thrown weapon ranged attack using the damage die of its ranged weapon (1d8 for medium-sized bolts or arrows). Juggled ammunition has a range increment of 60 feet.

Snatch Arrows (Ex): At 5th level, you gain Snatch Arrows as a bonus feat, even if you do not meet the prerequisites.
You gain additional benefits when using this feat:

You can immediately throw any item you are juggling back at the original attacker when you use this feat, not just the item you caught.
You may treat ammunition caught using this feat as though it is a thrown weapon, per Ammunition Juggler.
You can add appropriate items to an active juggle when you catch them, provided you have room in the juggle.



Double Rebound Strike (Ex): At 5th level, you can throw two items from your juggle, instead of one, when you use Rebound Strike, as if using the Manyshot feat. You cannot throw more than two items when making a Rebound Strike, even if your base attack bonus would allow you to fire three or more arrows with Manyshot.

Swift Juggling (Ex): At 6th level, you can start a juggle as a move action instead of a standard action.

Prankster’s Finale (Ex): At 8th level, when you use your Finale, all ranged attacks which hit return to the juggler, and you may start a new juggle as a swift action.

Catch Anything and Juggle It (Su): At 10th level, your skills are so great you can juggle even such improbable things as spells, boulders, or fire breath. Whenever any creature makes a ranged attack roll against you, even if that attack roll is for a spell or ray, or whenever you succeed on a Reflex save to take half damage from an effect, you may use your Snatch Arrows feat to catch it (taking no damage in the case of the Reflex save), provided you have room in your juggle. You may only juggle one such non-standard item at a time, but it does not count against one of your item types. When you use one of your class features to throw an item from your juggle you can throw this non-standard item, using your ranged attack bonus and the effect’s original damage. If its range increment is less than 30ft, it improves to 30ft. If the effect which caused you to make a Reflex save had other properties beyond damage, it only deals damage when you throw it. Non-standard items caught using Catch Anything and Juggle It do not return when you throw them using Rebound Strike or Prankster's Finale.

sengmeng
2018-04-22, 03:31 PM
Psionic Assassin
http://i66.tinypic.com/2m2aoac.jpg
I drew this

"..."

A sneaky psionic user, combining powers and mind blades with stealth to kill unsuspecting foes.

Requirements:
Class Ability: Throw Mind Blade, Sneak Attack +1d6
Manifesting: One power from the Psychoportation discipline, and one power from either the Telepathy or Clairsentience disciplines.

Adventures: Assassins kill for money. Psionic Assassins are really only different in method. Dungeon delving and monster slaying is simply a lateral move.

Characteristics: Psionic Assassins use their mind blades in conjunction with surprise to deliver devastating attacks on a single target. Their psionic powers are typically used to put them in position to do so, as well as escape detection before and after the strike, and rarely for buffing, attacking, and defense. They have relatively few power points, but have a lot of versatility.

Alignment: Most Psioinc Assassins are evil, as with normal assassins. However, they are not necessarily part of any organization like normal assassins, and it is possible that they only use their abilities on those that deserve it. That being said, neutral Psionic Assasins are exceedingly rare, and good ones almost unheard of.

Religion: Psionic Assassins may worship gods of death, trickery, evil (or whatever alignment is important to them), or other gods typical to psionic characters, but they are more likely to not follow any god.

Background: Becoming a Psionic Assassin requires a rare combination of skills. Sometimes a Rogue hears about the Soulknife's ability to conjure a weapon of mental energy, and the idea of always being able to arm oneself at a moment's notice appeals to them, and those that learn the secret may then also become intrigued at other ways psionics can help a stealthy adventurer. In any case, they are rare enough that it is difficult to make any general statements about the path to becoming a Psionic Assassin. Sometimes they are trained by a more experienced Psionic Assassin, but there's is usually a solitary lifestyle and so it is more common for them to be trained by a more traditional psionic user and then adapt those teachings towards the art of assassination.

Races: Psionic Assassins are most common among the psionic races. Of them, Xephs are the most likely to take up the Soulknife's art, an intrinsic part of becoming a Psionic Assassin.

Other Classes: A Psionic Assassin is fully capable of his job and often works alone. They are feared and hated by many, and often justifiably. They usually only work with others when their mission is one other than a straightforward killing, and usually not very well even then. Still, they share a Rogue's love of having meat shields and flanking partners, so it's not unheard of for them to take on companions, and even train an apprentice in their art. In either case, they are prone to seeing their allies as disposable.

Role: Psionic Assassins excel at investigating, finding, closing with, and killing targets while remaining very difficult to stop or even detect. They can do this with ranged or melee attacks, and are very mobile. They lack the brute force of true masters of mental powers, but with tactical and strategic use of their powers, they can be very formidable combatants with some utility and battlefield control capabilities.

Adaptation: It may make more sense in a campaign world to have Psionic Assassins be part of an organization like traditional Assassins, either as a subgroup of them or their own separate one. In that case, the requirements should be updated to include any evil alignment, and killing someone just to join the organization. Also, some DMs may prefer to limit the Psionic Assassin's power by limiting it to 5 or 10 levels and/or raising the entry requirements to include a minimum manifester level or base attack bonus. Settings without psionics would have a hard time including the Psionic Assassin and should probably have it be explained as the character finding some obscure texts that guided them into developing these unique mental powers.

GAME RULE INFORMATION
PSIONIC ASSASSINs have the following game statistics.
Abilities: Dexterity is important for the Psionic Assassin's combat style, and their manifesting keys off of Intelligence. Other ability scores don't matter as much, but can enhance other roles they wish to fill.
Alignment: Any
Hit Die: d6

Class Skills
The PSIONIC ASSASSIN's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).

Skill Points at Each Additional Level: 4 + Int modifier

PSIONIC ASSASSIN


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points
Powers Known
Max Power Level


1st

+1

+0

+2

+2
Soul Strike, Psychic Mark
0
1
1st


2nd

+2

+0

+3

+3
Special Ability
1
2
1st


3rd

+3

+1

+3

+3
+1d6 Sneak Attack
2
3
1st


4th

+4

+1

+4

+4

4
4
2nd


5th

+5

+1

+4

+4
Special Ability
6
4
2nd


6th

+6

+2

+5

+5
+2d6 Sneak Attack
8
5
2nd


7th

+7

+2

+5

+5

11
6
2nd


8th

+8

+2

+6

+6
Special Ability
14
7
3rd


9th

+9

+3

+6

+6
+3d6 Sneak Attack
17
7
3rd


10th

+10

+3

+7

+7

21
8
3rd


11th

+11

+3

+7

+7
Special Ability
25
9
3rd


12th

+12

+4

+8

+8
+4d6 Sneak Attack
30
10
4th


13th

+13

+4

+8

+8

36
11
4th


14th

+14

+4

+9

+9
Special Ability
43
11
4th



15th

+15

+5

+9

+9
+5d6 Sneak Attack
50
12
4th



Class Features
All of the following are class features of the PSIONIC ASSASSIN.

Weapon and Armor Proficiencies: A Psionic Assassin does not gain any weapon or armor proficiencies.

Manifesting: The Psionic Assassin gains bonus power points per day based on the manifesting class he had prior to entering the Psionic Assassin prestige class. He gains power points per day, powers known, and learns higher level powers as he advances in levels of Psionic Assassin. He learns powers from the Psionic Assassin list, including some which are unique to Psionic Assassins. He must have an intelligence score of 10 + the level of the power he wishes to manifest for powers learned through levels in Psionic Assassin. His intelligence score is the default ability for determining the DC's for saving throws against his powers, but if he has a higher mental ability score and levels in a manifesting class that uses that ability score, then that ability score determines the DC's for saving throws versus his powers. A Psionic Assassin's Manifester level is equal to his class levels.

Astral Traveler, Attraction, Bolt, Burst, Catfall, Compression, Conceal Thoughts, Control Light, Create Sound, Déjà Vu, Detect Psionics, Psionic Detect Secret Doors, Psionic Detect Snares and Pits, Dimensional Pocket, Disable, Distract, Elfsight, Empathy, Empty Mind, Entangling Ectoplasm, Far Hand, Float, Force Screen, Know Direction and Location, My Light, Defensive Precognition, Offensive Precognition, Offensive Prescience, Sense Link, Skate, Vigor

Animal Affinity, Aversion, Body Equilibrium, Chameleon, Cloud Mind, Concealing Amorpha, Control Object, Control Sound, Psionic Darkvision, Detect Hostile Intent, Feat Leech Psionic Find Traps, Psionic Knock, Psionic Levitate, Object Reading, Read Thoughts, Sustenance, Thought Shield, Psionic Tongues, Wall Walker

Body Adjustment, Body Purification, Greater Concealing Amorpha, Control Air, Dimension Slide, Escape Detection, Hustle Psionic Keen Edge, Mental Barrier, Microkinesis, Telekinetic Force, Ubiquitous Vision

Correspond, Psionic Dimension Door, Psionic Freedom of Movement, Steadfast Perception, Telekinetic Maneuver, Wall of Ectoplasm

Soul Strike (Ps): The signature ability of the Psionic Assassin is the Soul Strike. It combines the art of the rogue and the power of psionics to sever whatever force animates the target in a devastating attack. When the Psionic Assassin catches an opponent unawares, has psionic focus, and is attacking with his Mind Blade, it becomes a Soul Strike. In addition to Sneak Attack damage. After applying the Mind Blade's damage and the sneak attack damage, roll 1d6 per Psionic Assassin level. If that number is higher than the target's hitpoint total, they die or are destroyed. If they survive, they take no further damage. The extra dice rolled do not represent damage, so cannot be resisted by any effect that reduces or resists damage. Soul Strike does not function in a null-psionic field, but immunity to psionics does not affect its ability to kill or destroy opponents. All creature types are vulnerable to Soul Strike except incorporeal creatures; they represent a creature that has no separation between its body and the force that animates it. Additionally, the Sneak Attack damage dealt during a Soul Strike can affect creature types normally immune to precision damage, however they have a chance to ignore it as if they had the fortification armor special quality. Undead and Constructs have a 25% chance to ignore it, and plants and oozes have a 50% chance to ignore it. Incorporeal creatures do not take Sneak Attack damage.

Psychic Mark (Ps): Although less conspicuous than the Soul Strike, the Psychic Mark is almost as useful. An Assassin is no random killer; they have a specific target, and they excel at becoming almost impossible to evade. The Psionic Assassin is no exception, and they'd hardly be worthy of the name if they didn't use Psionics to enhance their ability to find, study, track, and close in on their prey. The Psionic Assassin can attempt to put a Psychic Mark on a target once per day. They must be able to see or otherwise detect the intended target, or have them unambiguously identified. As a free action, they establish a link with the target. The target may make a Will saving throw against a DC of 10 + the Psionic Assassin's level + the Psionic Assassin's Intelligence modifier. If they succeed, the Psionic Assassin may not make another attempt to put a Psychic Mark on them or any other target for 24 hours. Hereafter, "designated target" refers to the current subject of the Psionic Assassin's Psychic Mark.

The Psychic Mark has several functions: the Psionic Assassin can spend a move action to know the direction of their designated target at any moment, telepathy and clairsentience powers have their range doubled if they target the subject of the Psyhic Mark and those with a duration other than instantaneous can be maintained on the designated target indefinitely with concentration, psychoportation powers that bring the Psionic Assassin to a square adjacent to the designated target have their range doubled and are automatically enhanced as if by the Quicken Power feat without raising their cost, and the Psionic Assassin immediately realizes if the designated target has died or left the plane (and the Psionic Assassin knows which of the two it is). Finally, the DC's for the saving throws of the Psionic Assassin's powers go up by 2 for the designated target.

The Psionic Assassin may only have one Psychic Mark at a time. The link between the Psionic Assassin and the designated target is severed if the Psionic Assassin uses Psychic Mark on another target, or the target dies. No magic or power can detect the presence of the Psychic Mark.

Special Ability: At 2nd, 5th, 8th, 11th, and 14th level, the Psionic Assassin gains a special ability. They may choose from a list of special abilities specific to the Psionic Assassin, Rogue special abilities, metapsionic feats, psionic feats, or ambush feats. Psionic Student, Keen Soul, and Practiced Sneak can be taken multiple times.


Psionic Student: Some Psionic Assassins see a balanced focus between their various abilities as the best way to accomplish their goals. Those who take this special ability disagree. Each time you take this ability, you gain power points, powers known, manifester level, and maximum power level as if you had raised a level in a manifesting class you have besides Psionic Assassin. You do not gain any other special abilities associated with raising a level in that class.

Practiced Killer: With all their fancy tricks to get them to that moment, some Psionic Assassins remember there's no real replacement for a good old knife in the back. After taking this ability, ignore the Sneak Attack progression given in the class table; your Sneak Attack damage is instead equal to a Rogue who has as many levels as your Psionic Assassin levels plus any actual Rogue levels, plus any Sneak Attack damage from any other sources.

Keen Soul: A warrior is only as good as his weapon, and a Psionic Assassin who takes this ability chooses to focus on honing his mind blade. Add your Soulknife and Psionic Assassin levels together, and choose a single class feature available to a Soulknife of that level or lower. If you choose Psychic Strike, you only gain +1d8 damage, but may take this special ability multiple times to gain another class feature or another +1d8 Psychic Strike damage each time. To get Mind Blade Enhancement +1 or +2 Mind Blade, you must first take Mind Blade +1 with this special ability, and to gain Mind Blade Enhancement +2, you must take Mind Blade Enhancement +1, and so on.

Practiced Sneak: Some Psionic Assassins delve too deep into the powers of the mind and forget what can be accomplished with just the body. Not so for those who take this ability; they seek to conserve their power points by developing their mundane defensive abilities. Add your Rogue and Psionic Assassin levels together and choose a single class feature other than Sneak Attack that is available to a Rogue of that level or lower. You cannot gain Improved Uncanny Dodge unless you have Uncanny Dodge, either through this ability or levels in a class that grants it. If you choose Trap Sense, it advances as you level up in Psionic Assassin; you gain bonuses as if you were a Rogue of a level equal to your Psionic Assassin level plus any actual Rogue levels. Your effective Rogue level for the purpose of determining who can sneak attack you is also equal to your levels of Psionic Assassin plus any actual Rogue levels if you take gain Improved Uncanny Dodge through this ability, but only then. Psionic Assassin special abilities can also be used to gain the Rogue special abilities Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, and Slippery Mind, but Improved Evasion cannot be taken unless the Psionic Assassin already has Evasion, either through levels in a class that grants it or this special ability.

Manifesting Strike: You imbue a strike made with your mind blade with a psionic power. By paying six extra power points and expending your psionic focus, you may manifest any power you know as a swift action, and then have it applied to a target you attack with either a melee or thrown attack with your mind blade. If the power can be maintained until being expended, you may do so. Otherwise, it must be used on the round it is manifested, or else it is wasted. Powers used this way on the subject of your Psychic Mark ability do not require the six extra power points. The extra power point cost is part of the cost of the power; you cannot exceed your manifester level, so if the cost of the power is more than your manifester level -6, you cannot use Manifesting Strike with that power. For powers that do not require you to target a creature, you can choose to throw (or even stab) a grid square, using the same rules as a splash weapon to determine if you miss. Manifesting Strike counts as a psionic feat for the purposes of feats like Psionic Body or meeting prerequisites that require any psionic feat, but it cannot be taken as a psionic feat.

Echo Strike: Using a mix of tactics gains you more than most warriors. If you successfully attack and damage the same target with a thrown mind blade or a melee strike with a mind blade, your mind blade's base damage is doubled as long as you have psionic focus and it is of the opposite type of attack (I.e, if your previous attack was with a thrown mind blade and the current attack is with a melee strike, or vice versa). This can be done in the same round or consecutive rounds. If you go more than one round between successful attacks, you do not gain the benefit of Echo Strike. Echo Strike counts as a psionic feat for the purposes of feats like Psionic Body or meeting prerequisites that require any psionic feat, but it cannot be taken as a psionic feat.

Improved Echo Strike: The Psionic Assassin must take Echo Strike before taking this special ability. If Echo Strike activates, and the previous attack also gained a bonus from Echo Strike or was a Soul Strike, the Mind Blade's base damage is tripled. Improved Echo Strike counts as a psionic feat for the purposes of feats like Psionic Body or meeting prerequisites that require any psionic feat, but it cannot be taken as a psionic feat.

Psionic Pursuit: By expending your psionic focus, you teleport to a space adjacent to a creature you successfully damaged with your mind blade. You may do this as a free action immediately after the attack or up to 5 rounds later, but only on your turn; you cannot use Psionic Pursuit as an immediate action. You do not need to have had psionic focus when you made the attack. This movement counts as a psionic (psychoportation) power of the highest level you can manifest for the purposes of determining effects that block it, such as a null psionics field. It has no range limit but cannot cross planar boundaries. If you can no longer see the target, you are in danger of suffering a teleportation mishap as if trying to use Teleport to move to a destination you viewed once. Psionic Pursuit counts as a psionic feat for the purposes of feats like Psionic Body or meeting prerequisites that require any psionic feat, but it cannot be taken as a psionic feat.

Psionic Fling: To use Psionic Fling, you must expend your psionic focus. Your next melee attack with a mind blade initiates a free Bull Rush maneuver against that opponent without drawing attacks of opportunity, but the check is 1d20 + the base damage dealt by the mind blade + plus any enhancement bonus on the mind blade + any other effect or ability that enhances bull rush attempts. You do not have to move with the target, and you may move them any direction, but if it is not straight away from you the distance is halved. You could even fling them behind you (but not into your own space), although it would require rolling high enough to move them 20 feet. Psionic Fling counts as a psionic feat for the purposes of feats like Psionic Body or meeting prerequisites that require any psionic feat, but it cannot be taken as a psionic feat. *

Supreme Focus: Supreme Focus allows you to make a DC 25 Concentration check as a free action when you expend your psionic focus to activate some ability. If the check succeeds, you may apply another psionic feat or ability that requires you to expend your psionic focus to that attack or other action. Supreme Focus only allows you to fuel multiple abilities; it does not allow you to expend your focus and immediately regain it, and both abilities must enhance the same type of action. After using Supreme Focus, whether the Concentration check succeeded or not, you are mentally exhausted and take a -10 penalty to Concentration checks for the remainder of the round and your next turn. Supreme Focus counts as a psionic feat for the purposes of feats like Psionic Body or meeting prerequisites that require any psionic feat, but it cannot be taken as a psionic feat.

Chain Assassination: This special ability can only be taken at Psionic Assassin level 11 or 14. If you kill the target of your Psychic Mark with your Mind Blade, you gain another use of Psychic Mark for the day. This ability can keep activating long as you keep killing your designated targets.


Astral Dodge
Psychoportation
Level: 1 Psa
Display: Visual, Auditory
Manifesting Time: 1 Immediate Action
Target: Self
Duration: Instantaneous
Saving Throw: None
Power Resistance: None
Power Points: 1

Your form becomes translucent and instantly slides five feet to one side, making you a very difficult target. You may normally only use this power when you have not moved at all in the last turn, not even a five foot step. If you use Astral Dodge in response to a melee attack being made against you, the attack has a 50% chance to miss if you move to another square that that opponent could reach you in, or a 75% chance to miss if the movement takes you out of that opponent's reach. Ranged attacks and area of effect attacks have only a 50% chance to miss no matter how you move, even into a space with total cover against the attack or effect (this is a matter of you timing your movement correctly to avoid the attack). Against attacks which allow a reflex save, it counts as having succeeded at a reflex save if it "misses." If it doesn't, you're still entitled to a normal reflex save.
Augment: By paying 4 extra power points, you may manifest this power even if you have already moved this turn.

Telepathic Feint
Telepathy
Level: 1 Psa
Display: None
Manifesting Time: Swift
Target: One non-mindless creature
Duration: Instantaneous
Saving Throw: Will negates.
Power Resistance: Yes
Power Points: 1

You telepathically project premonitions of a false attack on an opponent. If they fail their saving throw, they are denied their dexterity bonus to AC against the next melee attack you make against them.
Augment: For every 2 extra power points you spend, the DC of the saving throw goes up by 1. By spending 4 extra power points, you may create a new Mind Blade as part of manifesting this power.

Telekinetic Riposte
Psychokinesis
Level: Psa 1
Display: Auditory, Visual
Manifesting Time: 1 Immediate action.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude
Power Resistance: Yes
Power Points: 1

You use the force of telekinesis to block an incoming attack. You make a manifester level check against the attack roll of a ranged or melee weapon attack. If your manifester level check exceeds their attack roll, the attack is negated. If you succeed by 10 or more against a melee attack only, you shove them off balance with your telekinetic force and they draw an attack of opportunity.
Augment: For every additional power point you spend, you gain +1 on your manifester level check.


Venom Spit
Psychometabolism
Level: Psa 1
Display: Auditory
Manifesting Time: 1 Standard Action
Target: Personal
Duration: 1 min/level or until discharged
Saving Throw: Fortitude
Power Resistance: No
Power Points: 1

After manifesting this power, you may spit venom as a ranged natural touch attack. It has a range of 25 feet and no range increments. If the target is struck, they take 2 points of Constitution damage unless they pass a Fortitude save.
Augment: For every 6 additional power points you spend, the Constitution damage increases by 2 points.

Telepathic Bluff
Telepathy
Level: 2 Psa
Display: None
Manifesting Time: 1 Move Action
Target: 1 non-mindless creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

You send a telepathic feeling to a foe that makes them believe what lies before them is an illusion. They treat you as invisible as they search for the "real" threat. Every action you take that would dispel invisibility instead gives the target another saving throw.

Lend Mind Blade
Metacreativity
Level: Psa 2
Display: Visual, Auditory
Manifesting Time: One Standard Action
Target: One Mind Blade created by the Manifester
Duration: 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 3

It's rare for a Psionic Assassin to work with a partner, but those that do often find this power useful. When this power manifests, their mind blade gains a crystalline hilt made of solidified ectoplasm. This hilt allows it to not disappear upon leaving your person. It can be handed to another creature and wielded as a short sword (or whatever form you chose if you have the Shape Mind Blade ability). You may make a second mind blade to wield for yourself, and may even manifest this power again.
Augment: You may spend 4 extra power points to extend this power's duration to 1 hour/level. By spending 4 extra power points, you may create a new Mind Blade as part of manifesting this power.


Detect Empathy
Clairsentience
Level: Psa 3
Display: None
Manifesting Time: 1 Standard Action
Target: One creature
Duration: Instantaneous
Range: Long (400 feet plus 40 feet/level)
Saving Throw: Will Negates
Power Resistance: Yes
Power Points: 5

When you manifest this power, you target a creature, and then take a peek through into possible futures. You see in a fraction of a second what would happen if the target was attacked. Specifically, you see any creatures who would come to the defense of the target. You become aware of these allies even if you did not detect them prior to manifesting this power.

Quantum Port
Psychoportation
Level: 3 Psa
Display: Visual, Auditory
Manifesting Time: 1 Standard Action
Target: Self
Duration: Concentration
Range: Close (25 feet plus 5 feet/2 levels)
Saving Throw: None
Power Resistance: No
Power Points: 5

After manifesting this power, a double of you seemingly appears in an unoccupied space you choose within range. In actuality, as long as you concentrate on maintaining the power, you are teleporting back and forth between the two spaces hundreds of times per second, causing you to appear to occupy both spaces simultaneously. You perceive things equally from both positions and threaten creatures from both positions, even providing flanking bonuses. Every action you take is taken simultaneously from both positions, except for spell-casting or manifesting; you must choose one position to be the origin point for a spell or power. Attacking a creature in front of you in one position means you make an attack at the square in front of your other position as well. If there is a target in both spaces, you may concentrate on one to attack with no penalty, and take a -10 to the other attack, or you may attempt to arrange an attack that has an equal chance to hit both, taking a -5 penalty on each. You may provide a flanking bonus to yourself, but both positions can't attack the same creature with the same attack because one will be attacking in the wrong direction. If you move, both positions must be able to move through the same spaces, and both provoke attacks of opportunity. Psychoportation powers change only one of your positions. You may end the power instantly as an immediate action, choosing one position to end in and disappearing from the other. This use works identically to the Astral Dodge power. You also get to choose which of the two positions you end up in if the power is ended involuntarily, such as by failing a concentration check or entering a null psionic field.
Augment: By paying 4 extra power points, you may manifest this power as a move action.

Project Double
Metacreativity
Level: Psa 4
Display: Auditory, Visual
Manifesting Time: 1 Standard Action
Target: Astral Construct Shaped like the Manifester
Duration: 1 round/level
Range: Close (25 feet plus 5 feet/2 levels)
Saving Throw: None
Power Resistance: No
Power Points: 7

An almost exact double of you appears in a space within range. It has your shape, size, and coloration, but appears slightly translucent and has a sheen as if it was sculpted from colored glass. This double follows you closely and attacks any creature that you do, unless you direct its actions more specifically. It has your physical abilities, half your hitpoints, your saves, skills, feats, and proficiencies. You can direct its actions as a move action to take any action that you could, and it can be the origin point for powers or spells that you manifest or cast, but it cannot cast spells or manifest powers. It takes damage normally from all sources, but is only subject to attacks, spells, and powers that affect objects. It does not count as a creature for most effects, but it counts as a part of you the way a wizard's familiar counts as the same creature. When you use a move action to direct it, you can also see what it sees. It has the same senses as you do. It has non-functional copies of all your gear that cannot be separated from it, including your mind blade, and unless you otherwise equip it, it uses a slam attack that deals damage equal to your unarmed strike. If you direct it to attack, it attacks that target until it is destroyed or you direct it at a new target.
Augment: You may spend 4 extra power points to have your double appear exactly like you. A DC 10 Disguise check convinces others that it is you. By spending 6 extra power points, you may give it a functional copy of your mind blade.

Spit Truevenom
Psychometabolism
Level: Psa 4
Display: Auditory
Manifesting Time: 1 Standard Action
Target: Personal
Duration: 1 min/level or until discharged
Saving Throw: Fortitude
Power Resistance: No
Power Points: 7

After manifesting this power, you may spit a strong venom as a ranged natural touch attack. It has a range of 25 feet and no range increments. If the target is struck, the poison deals 1d8 points of Constitution damage immediately and another 1d8 points of Constitution damage 1 minute later. The target of your attack can negate each instance of damage with a Fortitude save.
Augment: For every 6 additional power points you spend, the Constitution damage increases by 2 points.

Singularity
Psychokinesis
Level: Psa 4
Display: Visual, Auditory
Manifesting Time: 1 Standard Action
Target: One five foot square or creature
Range: Medium (100 feet plus 10 feet/level)
Duration: Instantaneous.
Saving Throw: Reflex, see below
Power Resistance: Yes
Power Points: 7

You create something like a small black hole for a brief moment. Unattended objects within 25 feet fly towards the space or creature targeted as if from the telekinetic thrust power, and creatures within 25 feet are moved in that direction as if you bull rushed them, but the bull rush check is equal to 1d20 + your manifester level + your manifesting ability bonus. Creatures who end up in the same space take 1d6 damage and must make a Reflex save or end up prone in a random adjacent space.
Augment: For every 2 extra power points you spend, the distance the singularity affects increases by 5 feet and the bull rush check gains +1.


*Not to be confused with a psionic affair, which is a telepathically conducted long-distance relationship.

Jormengand
2018-04-24, 01:03 PM
The Brigand

Bow and sword, in accord.

The brigand is an elite archer and swordsman, who uses exceptional skills with both to defeat any enemy. Brigands are also capable of using a variety of skills which prevent them from being solely combatants.

Adventures: Brigands adventure to perfect their skills, or for the loot they'll gain on the way!

Characteristics: Brigands are exceptional fighters with both sword and bow, and are able to use them to exceptional effect together.

Alignment: Any. Despite the name, brigands can absolutely be lawful good.

Religion: Deities of skill or the wild are common among brigands.

Background: Becoming a brigand requires exceptional skill with both the sword and the bow, but there are no specific joining rituals.

Races: Any, though humans and elves are common.

Other Classes: Brigands tend to consider themselves to be masters of weapons, and are fiercely competitive with other martial classes.

Role: Brigands are primary damage dealers at any range, though they excel at medium ranges. They also have access to some exceptional uses for skills.

Adaptation: You might choose to apply the concept of elite feats and skills to other feats and skills to create a new class.

GAME RULE INFORMATION
Brigands have the following game statistics.
Abilities: Strength and dexterity are the most important, followed by consitution, then intelligence, wisdom and charisma.
Alignment: Any
Hit Die: d10

Class Skills
The brigand's class skills (and the key ability for each skill) are bluff (cha), climb (str), craft (int), disable device (int), handle animal (cha), heal (wis), hide (dex), intimidate (cha), jump (str), knowledge (dungeoneering) (int), knowledge (geography) (int), knowledge (local) (int), knowledge (nature) (int), knowledge (the planes) (int), listen (wis), move silently (dex), profession (wis), ride (dex), search (int), sleight of hand (dex), spot (wis), survival (wis), swim (str), tumble (dex) and use rope (dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Prerequisites
Base Attack Bonus: +7
Weapon Proficiency: Must be proficient in at least one martial projectile weapon, at least one martial thrown weapon, and at least one martial weapon that is exclusively designed for melee attacks.
Feats: Point Blank Shot, Quick Draw

Brigand

LevelBABFortRefWillSpecial
1st+1+2+2+0Elite Feat, Weapon Swap
2nd+2+3+3+0Elite Skill, Elite Feat
3rd+3+3+3+1Elite Feat
4th+4+4+4+1Elite Skill, Elite Feat
5th+5+4+4+1Elite Feat
6th+6+5+5+2Elite Skill, Elite Feat
7th+7+5+5+2Elite Feat
8th+8+6+6+2Elite Skill, Elite Feat
9th+9+6+6+3Elite Feat
10th+10+7+7+3Elite Skill, Elite Feat


Class Features
The following are the class features of the brigand.

Weapon and Armour Proficiency
The brigand is proficient with all weapons and with light, medium and heavy armour. The brigand does not gain any proficiency in any shields.

Elite Feats (Ex)
At each level, the brigand gains an elite feat. This is a special version of a regular feat, or a feat which is especially powerful which is not ordinarily available. Elite feats are not granted normally when a character levels up, or by any effect which grants feats without specifying that it grants elite feats.

Elite feats do not stack with the nonelite feat of the same name, but if the brigand already possesses the nonelite version of a feat, they may swap that version out if they take the elite version. For example, a brigand who takes Indirect Shot (Elite Far Shot) may swap out their Far Shot feat for another feat they qualify for. Elite feats are treated as the nonelite feat of the same name for prerequisites, but the reverse is not true. You can use indirect shot to qualify for a feat, prestige class, or anything else requiring far shot, but can't use far shot to qualify for something which requires indirect shot.

Weapon Swap (Ex)
At first level, the brigand gains weapon swap (elite quick draw) as a bonus feat, and replaces their existing quick draw feat with a new feat of your choice.

Elite Skill (Ex)
At second level, and every second level thereafter, the brigand designates a single skill as an elite skill. This skill must be chosen from the following: climb, craft (bowmaking), craft (weaponsmithing), hide, jump, knowledge (nature), listen, move silently, sleight of hand, spot, survival, or swim. This skill thereafter always has maximum ranks, and any skill points already invested can be reallocated. Further, the brigand gets a competence bonus to each elite skill equal to the number of ranks they have in it.

Elite Feat List

The following are the elite feats available to the brigand:

Alacrity (Elite Mobility)
Dead Shot (Elite Point Blank Shot)
Evade (Elite Dodge)
First to the Fight (Elite Improved Initiative)
Graceful Strike (Elite Weapon Finesse)
Hail of Arrows (Elite Rapid Shot)
Immediate Reload (Elite Rapid Reload)
Improved Sniper Shot (Elite Improved Precise Shot)
Indirect Shot (Elite Far Shot)
Jump-Shoot-Jump (Elite Shot on the Run)
Sniper Shot (Elite Procise Shot)
Sound Shadows (Elite Blind-Fight)
Sprint (Elite Run)
Sudden Hail of Arrows (Elite Manyshot)
Weapon Swap (Elite Quick Draw)

Alacrity (Elite Mobility)
You are untouchable when moving around the battlefield.
Prerequisites: Dex 13, Evade
Effect: You no longer take attacks of opportunity for moving through threatened squares. You get a +4 dodge bonus to AC against all attacks of opportunity. Finally, you can move straight through enemy spaces, though you gain no special ability to end your turn there.

Dead Shot (Elite Point Blank Shot)
Your attacks from close range are deadly.
Effect: Your ranged weapon attacks from within 30 feet get a +1 bonus to attack and damage rolls. Further, you can re-roll failed attack rolls from ranged weapons within 30 feet, and you may roll the weapon's damage dice twice and take the better result.

Evade (Elite Dodge)
You are very capable of evading enemy attacks.
Effect: You may declare a single target to be your evade target, much like a dodge target. You get a +5 dodge bonus to AC against your dodge target and a +2 dodge bonus to AC against other targets.

First to the Fight (Elite Improved Initiative)
You are always ready for combat.
Effect: You always go first in the initiative order irrespective of initiative bonuses.
Special: If multiple creatures have this feat, or some other way of striking first, they roll normally for initiative to see which of them goes first, but all of them go before other creatures.

Graceful Strike (Elite Weapon Finesse)
Your ability to use your dexterity in battle is legendary.
Prerequisites: Base Attack Bonus +1
Effect: You can use your dexterity modifier instead of your strength modifier for attack and damage rolls for light weapons, rapiers and whips, and you can also add your dexterity modifier to ranged weapon damage but if you do you cannot add any bonus you are entitled to for strength. You can use your dexterity modifier instead of your strength modifier for attack rolls but not damage rolls with a spiked chain.

When you wield a light weapon, rapier, whip or throwing weapon in one hand and nothing in the other, you gain a shield bonus to armour class equal to your dexterity modifier.

Hail of Arrows (Elite Rapid Shot)
You can fire far more arrows than normal.
Prerequisites: Dex 13, Dead Shot
Effect: When you make a full attack with a projectile weapon, you can make your ordinary full attack routine twice.

Immediate Reload (Elite Rapid Reload)
You can reload all weapons easily.
Effect: You can reload any weapon you're proficient in as a free action, except for siege weapons.

Improved Sniper Shot (Elite Precise Shot)
You can shoot creatures irrespective of circumstances.
Prerequisites: Dex 19, Dead Shot, Sniper Shot, Base Attack Bonus +11
Effect: You never have a miss chance on ranged attacks for whatever reason, your ranged attacks are not affected by any type of cover, and effects which deflect ranged attacks or protect against ranged attacks specifically are ineffective against your attacks.

Indirect Shot (Elite Far Shot)
Prerequisite: Dead Shot
You can fire shots which bounce off walls or pass over them to hit enemies.
Benefit: As Far Shot, plus you do not need line of effect to make attacks - you can fire over or around barriers so long as there is some way your shot could reach the target, even by ricocheting off walls or potentially passing straight through them if they're weak enough.
Special: Elite feats like Indirect Shot are difficult to resist fully. Your opponent cannot claim cover or concealment for any interposing barrier that you can bypass this way, though you still need to know that they're there.

Jump-Shoot-Jump (Elite Shot on the Run)
You can move and shoot in tandem.
Prerequisites: Dex 13, Alacrity, Evade, Base Attack Bonus +4
Effect: When you make an attack or full attack with a ranged weapon, you can move up to your speed at any point during the action, including in partial increments.

Sniper Shot (Elite Precise Shot)
You are great at targeting the enemy you are attempting to hit.
Prerequisites: Dead Shot
Effect: You can shoot targets in melee without the -4 penalty on your attack roll, and can shoot into grapples without any chance of hitting the wrong person.

Sound Shadows (Elite Blind-Fight)
You can tell where enemies are by listening to diminished background noise.
Effect: Whenever you miss because of concealment, you can re-roll your miss chance to see if you actually hit. An invisible attacker gets no benefit to hitting you from being invisible. You take no penalty to movement speed for being unable to see.

In addition, so long as you can hear, you can detect which direction enemies within 30 feet are from you.

Sprint (Elite Run)
You can run very, very fast indeed.
Effect: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Also, your base land speed increases by 10 feet.

Sudden Hail of Arrows (Improved Manyshot)
You can fire a great many arrows and still move.
Prerequisites: Dex 17, Dead Shot, Hail of Arrows, Base Attack Bonus 6+
Effect: You can make your ordinary full attack with a ranged weapon as a standard action (but not the double full attack from hail of arrows). If you do, all the shots are made with a single attack roll at your full base attack bonus.
Special: Regardless of how many arrows you fire, you deal precision damage only once. However, if you score a critical hit, all the attacks are critical hits!

Elite feats like sudden hail of arrows are difficult to resist fully. Creatures apply their damage reduction to the entire damage dealt by the attack, not to each arrow.

Weapon Swap (Elite Quick Draw)
You can swap out your weapons quickly.
Prerequisites: Base Attack Bonus +1
Effect: You can draw, put away, or hide a weapon, including a hidden weapon, as a free action. This allows you to throw weapons at your full normal rate of attacks.

Aniikinis
2018-04-27, 12:15 PM
The Sky-Land Warrior

https://i.pinimg.com/originals/98/64/ba/9864ba24058426bea0fe7de48d9503e2.jpg

On the ground, I can strike you with every part of my body. In the air, you cannot touch me and I can rain my terror down upon you. What makes you think you scare me? - Trasviin, Manticori Sky-Land Warrior

ENTRY REQUIREMENTS
Race: Manticori Nekomimi (http://www.giantitp.com/forums/showthread.php?538881-Nekomimi-(cat-folk)-and-various-strange-subraces) or Manticore
Base Attack Bonus: +5
Feats: Slicing Spines
Special: Must have a fly speed

Class Skills
The Class Name's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skills Points at Each Level: 6 + int

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Dodge, Mighty Roar, Natural attacks



2nd

+2

+3

+3

+0
Hover, Mobility, Phantom Quills



3rd

+3

+3

+3

+1
Enhanced Quills, Flyby Attack, Multiattack



4th

+4

+4

+4

+1
Diving Pounce, Enhanced Quills, Pounce



5th

+5

+4

+4

+1
Improved Flyby Attack, Bone-Breaking Strikes


6th

+6

+5

+5

+2
Enhanced Quills, Quick Takeoff




Weapon and Armor Proficiencies: Sky-land warriors gain no additional proficiencies with any weapons or armor.

Dodge: You gain the Dodge feat even if you do not meet the prerequisites. If you already have that feat, you may instead choose one that you qualify for.

Mighty Roar: You gain the Mighty Roar feat even if you do not meet the prerequisites. If you already have that feat, you may instead choose one that you qualify for.

Natural attacks: While you are on the ground, you may make two secondary natural wing attacks that deal 1d4 slashing or bludgeoning damage.

Hover: You gain the Hover feat even if you do not meet the prerequisites. If you already have that feat, you may instead choose one that you qualify for.

Mobility: You gain the Mobility feat even if you do not meet the prerequisites. If you already have that feat, you may instead choose one that you qualify for.

Phantom Quills (Su): Whenever you would be able to make a quill attack, you may instead fire a phantom quill. This phantom quill disappears when it hits a target, does not use up a quill when used, and has any bonuses and enhancements your quills would have (unless specified otherwise), but does not deliver a dose of poison when used.

Enhanced Quills: Starting at 3rd level, and each level afterwards, your quill attacks gain a bonus to attacks equal to your your sky-land warrior bonus + 1/4th your HD. At levels 3, 4, 5, and 6 select a single ability from below. Each ability may be chosen once unless specified. Your quills gain that enhancement.

Enhancements:

Embedding (Ex): When an opponent takes damage from your quill, they must succeed on a Fort save (DC 10+1/2 HD) or have the quill stick in their flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill. A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage. This enhancement does not apply to the phantom quills ability.
Precise (Ex): The critical range and multiplier of your quills increases by one. You may select this ability multiple times.
Aligned (Su): Your quills count as aligned and magic weapons with your alignment types and bypass the corresponding damage reduction.
Ectoplasmic (Su): Your quills count as ghost touch magic weapons.
Seeking (Su): Your quills gain the seeking ability. This only functions when the quills are fired, not when using the slicing spines ability.
Bane (Su): Your quills gain the Bane quality as though it was a magic weapon and you must select a designated foe.
Vicious (Ex): Your quills gain the vicious quality. This only functions when the quills are used with the slicing spines ability, not when fired.
Marking Flare (Su): When an opponent takes damage from your quill, they must make a will save (DC 10+1/2 HD+Cha) or be affected as though faerie fire.
Cruel (Su): When your quill strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When your quills are used to knock unconscious or kill a creature, you gain 5 temporary hit points that last for 10 minutes.



Flyby Attack: You gain the Flyby Attack feat even if you do not meet the prerequisites. If you already have that feat, you may instead choose one that you qualify for.

Multiattack: You gain the Multiattack feat even if you do not meet the prerequisites. If you already have that feat, you may instead choose one that you qualify for.

Pounce (Ex): You gain the pounce special quality if you did not have it.

Diving Pounce (Ex): When you make a dive attack, you may make a full attack with all of your natural weapons minus your wings.

Improved Flyby Attack: You gain the Improved Flyby Attack feat even if you do not meet the prerequisites. If you already have that feat, you may instead choose one that you qualify for.

Bone-Breaking Strikes (Ex): Your melee attacks add twice your strength bonus to damage rolls. At 15 HD, it increases to three times your strength bonus. At 20 HD, it increases to four times.

Quick Takeoff (Ex): You may jump into the air and begin flying as a free action at the beginning of your turn if you started your turn on the ground.