deathstroke50
2008-12-02, 02:08 AM
Did some mechanics work for a cool class idea Lorien077 had, and posting it so that she doesn't have to deal with forum tables :P
HD: d6
Psionic Archer
{TABLE="head"]Level|Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|Special|
Power Points/Day|
Speed Bonus
1st|+0|
+0|
+2|
+2|Charged Arrow, Reactive Defense, Psionic Speed|
1|
0 ft.
2nd|+1|
+0|
+3|
+3|Evasion|
2|
0 ft.
3rd|+2|
+1|
+3|
+3|Knockback Arrow|
3|
10 ft.
4th|+3|
+1|
+4|
+4|Enhance Arrow 1|
5|
10 ft.
5th|+3|
+1|
+4|
+4|Burst Arrow|
7|
10 ft.
6th|+4|
+2|
+5|
+5|Energized Arrow 1/day|
11|
20 ft.
7th|+5|
+2|
+5|
+5|Stunning Arrow|
15|
20 ft.
8th|+6/+1|
+2|
+6|
+6|Enhance Arrow 2|
19|
20 ft.
9th|+6/+1|
+3|
+6|
+6|Improved Evasion, Keen Arrows|
23|
30 ft.
10th|+7/+2|
+3|
+7|
+7|Energized Arrow 2/day|
27|
30 ft.
11th|+8/+3|
+3|
+7|
+7|Seeking Arrow|
35|
30 ft.
12th|+9/+4|
+4|
+8|
+8|Enhance Arrow 3|
43|
40 ft.
13th|+9/+4|
+4|
+8|
+8|Scramble Arrow|
51|
40 ft.
14th|+10/+5|
+4|
+9|
+9|Energized Arrow 3/day|
59|
40 ft.
15th|+11/+6/+1|
+5|
+9|
+9|Mindwipe Arrow|
67|
50 ft.
16th|+12/+7/+2|
+5|
+10|
+10|Enhance Arrow 4|
79|
50 ft.
17th|+12/+7/+2|
+5|
+10|
+10|Phase Arrow|
91|
50 ft.
18th|+13/+8/+3|
+6|
+11|
+11|Energized Arrow 4/day|
103|
60 ft.
19th|+14/+9/+4|
+6|
+11|
+11|Disintegrating Arrow|
115|
60 ft.
20th|+15/+10/+5|
+6|
+12|
+12|Enhance Arrow 5|
127|
60 ft.
[/TABLE]
Class Skills (6 + Int modifier, x4 at 1st level): Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Heal, Hide, Jump, Knowledge (psionics), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble, and Use Rope.
Weapon and Armor Proficiency: Psionic archers are proficient with all simple weapons, bows, and light armor.
Power Points/Day: A psionic archer’s abilities are limited by the power points she has available. Her base daily allotment of power points is given on the table and, in addition, she receives bonus power points per day if she has a high Wisdom score.
Psionic Speed (Ex and Su): While psionically focused and wearing light or no armor, the Psionic Archer gains a bonus to her movement speed listed on the table. As a swift action she may spend power points and expend her focus to gain her current bonus plus 30 feet for 1 round per point spent. This secondary effect is a supernatural ability.
Reactive Defense (Ex and Su): When psionically focused and wearing light or no armor, the Psionic Archer adds her Wisdom modifier to her AC as an insight bonus. As an immediate action she may spend 3 power points and expend her focus to increase this bonus by her level against one attack. She must do this before damage is announced, but can activate after knowing if the attack would hit. After expending her psionic focus to use this ability, she must wait 1d4+1 rounds before she can try to regain her focus. This secondary effect is a supernatural ability.
Charged Arrow (Ps): When firing an arrow, the psionic archer may choose to enhance the power of her attack. As a standard action she can spend up to her level in power points to deal an additional 1d6 points of damage per power point spent. This damage does not apply against creatures without an intelligence score.
Evasion (Ex): As the monk ability.
Enhance Arrow (Su): At 4th level, the psionic archer naturally imbues psionic power into her arrows. Every arrow she fires gains a +1 enhancement bonus to attack and damage. Note that this does not stack with any existing enhancement bonuses she might have on her bow or arrows. At 8th level, and every 4 levels afterwards, the enhancement bonus increases by 1, up to a +5 enhancement bonus at 20th level. Arrows with at least a +1 enhancement bonus count as magic weapons for the purpose of overcoming damage reduction.
Knockback Arrow (Ps): Upon reaching 3rd level, a psionic archer can spend 3 power points to add a knockback effect to an arrow. If she hits the target, they must make a Fortitude save (DC 10 + 1/2 class level + Wis modifier) or be pushed back 5 feet in a straight line from the archer. The psionic archer may spend additional power points to push the target back further, each power point spent increases the distance by 5 feet. If an obstacle prevents the completion of the target's move, it is dealt 1d6 damage for each 10 feet it would have moved (rounded down). The psionic archer cannot spend more power points on arrow improvements than her level. For example, a 6th level psionic archer could add a knockback of 20 feet, 3d6 damage and 5 foot knockback, or 6d6 damage.
Burst Arrow (Ps): A psionic archer of 5th level or higher may change her charged arrow damage into a area of effect attack. This ability costs 5 power points andadds 3d6 damage, as the charged arrow damage. Regardless of if the psionic archer hits her target, all creatures within 20' are dealt the charged arrow damage, with a Reflex save (DC 10 + 1/2 class level + Wis modifier) for half damage. She can still increase the damage this effect deals with her charged arrow ability, but other arrow effects still only affect the target.
Energized Arrow (Ps): When using her Charged Arrow ability, the psionic archer may choose to deal energy damage instead of normal damage. This energy damage affects the target regardless of its intelligence score. She can use this ability once per day at 6th level, and an additional time per day every four levels after 6th. Each time she uses this ability, she selects cold, electricity, fire, or sonic damage, though she may choose a different energy type each time she uses it.
Stunning Arrow (Ps): At 7th level, the psionic archer can stun her targets with her ranged bow attacks. By spending 7 power points the target must make a Will save (DC 10 + 1/2 class level + Wis modifier) or be stunned for 1 round. For each additional power point she spends, the target is stunned for 1 more round. This effect can be stacked with her other arrow abilities, but she can never spend more total power points than her level.
Improved Evasion (Ex): As the monk ability.
Keen Arrows (Su): At 9th level, all arrows fired by the psionic archer are treated as keen weapons.
Seeking Arrow (Ps): By spending 11 power points, the psionic archer can imbue her arrows with a small portion of her intelligence. These arrows will seek out a target despite any cover or concealment (except total cover or total concealment) it may possess. This effect can be stacked with her other arrow abilities, but she can never spend more total power points than her level.
Scramble Arrow (Ps): Imbuing her arrows with powerful mental energies, the psionic archer can unhinge the mind of her target. At the cost of 13 power points, she may fire an arrow that confuses the target for 1 round per psionic archer level unless it makes a Will save (DC 10 + 1/2 class level + Wis modifier). This effect can be stacked with her other arrow abilities, but she can never spend more total power points than her level.
Mindwipe Arrow (Ps):
At 15th level, the psionic archer can attempt to drain the thoughts and memories away from the target with her arrows. Spending 15 power points she grants her arrows the ability to bestow 4 negative levels. The target may make a Will save (DC 10 + ½ class level + Wis modifier) to negate these negative levels. For every 4 additional power points, her arrow bestows one more negative level. These negative levels last for 1 hour, so they never result in permanent level loss. This effect can be stacked with her other arrow abilities, but she can never spend more total power points than her level.
Phase Arrow (Ps): By expending 17 power points, the psionic archer can reach out with her mind and psionically sense her target. Imbuing her arrow with an essence of etheralness, along with her expanded senses, she ignores all concealment (including total concealment), cover (including total cover), and her target's armor. Magical barriers will stop the arrow, but nonmagical ones do not. An arrow fired in this manner is resolved as a ranged touch attack. This effect can be stacked with her other arrow abilities, but she can never spend more total power points than her level.
Disintegrating Arrow (Ps): Upon reaching the apex of her psionic abilities, the psionic archer may unleash a power arrow that can completely disintegrate her target. At the cost of 19 power points the target must make a Fortitude save (DC 10 + 1/2 class level + Wis modifier) or take an additional 40d6 damage. Even on a successful save the target still takes 5d6 additional damage. If the target is reduced to 0 or less hit points by this attack, it is vaporized and turns to dust.
PEACH appreciated.
HD: d6
Psionic Archer
{TABLE="head"]Level|Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|Special|
Power Points/Day|
Speed Bonus
1st|+0|
+0|
+2|
+2|Charged Arrow, Reactive Defense, Psionic Speed|
1|
0 ft.
2nd|+1|
+0|
+3|
+3|Evasion|
2|
0 ft.
3rd|+2|
+1|
+3|
+3|Knockback Arrow|
3|
10 ft.
4th|+3|
+1|
+4|
+4|Enhance Arrow 1|
5|
10 ft.
5th|+3|
+1|
+4|
+4|Burst Arrow|
7|
10 ft.
6th|+4|
+2|
+5|
+5|Energized Arrow 1/day|
11|
20 ft.
7th|+5|
+2|
+5|
+5|Stunning Arrow|
15|
20 ft.
8th|+6/+1|
+2|
+6|
+6|Enhance Arrow 2|
19|
20 ft.
9th|+6/+1|
+3|
+6|
+6|Improved Evasion, Keen Arrows|
23|
30 ft.
10th|+7/+2|
+3|
+7|
+7|Energized Arrow 2/day|
27|
30 ft.
11th|+8/+3|
+3|
+7|
+7|Seeking Arrow|
35|
30 ft.
12th|+9/+4|
+4|
+8|
+8|Enhance Arrow 3|
43|
40 ft.
13th|+9/+4|
+4|
+8|
+8|Scramble Arrow|
51|
40 ft.
14th|+10/+5|
+4|
+9|
+9|Energized Arrow 3/day|
59|
40 ft.
15th|+11/+6/+1|
+5|
+9|
+9|Mindwipe Arrow|
67|
50 ft.
16th|+12/+7/+2|
+5|
+10|
+10|Enhance Arrow 4|
79|
50 ft.
17th|+12/+7/+2|
+5|
+10|
+10|Phase Arrow|
91|
50 ft.
18th|+13/+8/+3|
+6|
+11|
+11|Energized Arrow 4/day|
103|
60 ft.
19th|+14/+9/+4|
+6|
+11|
+11|Disintegrating Arrow|
115|
60 ft.
20th|+15/+10/+5|
+6|
+12|
+12|Enhance Arrow 5|
127|
60 ft.
[/TABLE]
Class Skills (6 + Int modifier, x4 at 1st level): Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Heal, Hide, Jump, Knowledge (psionics), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble, and Use Rope.
Weapon and Armor Proficiency: Psionic archers are proficient with all simple weapons, bows, and light armor.
Power Points/Day: A psionic archer’s abilities are limited by the power points she has available. Her base daily allotment of power points is given on the table and, in addition, she receives bonus power points per day if she has a high Wisdom score.
Psionic Speed (Ex and Su): While psionically focused and wearing light or no armor, the Psionic Archer gains a bonus to her movement speed listed on the table. As a swift action she may spend power points and expend her focus to gain her current bonus plus 30 feet for 1 round per point spent. This secondary effect is a supernatural ability.
Reactive Defense (Ex and Su): When psionically focused and wearing light or no armor, the Psionic Archer adds her Wisdom modifier to her AC as an insight bonus. As an immediate action she may spend 3 power points and expend her focus to increase this bonus by her level against one attack. She must do this before damage is announced, but can activate after knowing if the attack would hit. After expending her psionic focus to use this ability, she must wait 1d4+1 rounds before she can try to regain her focus. This secondary effect is a supernatural ability.
Charged Arrow (Ps): When firing an arrow, the psionic archer may choose to enhance the power of her attack. As a standard action she can spend up to her level in power points to deal an additional 1d6 points of damage per power point spent. This damage does not apply against creatures without an intelligence score.
Evasion (Ex): As the monk ability.
Enhance Arrow (Su): At 4th level, the psionic archer naturally imbues psionic power into her arrows. Every arrow she fires gains a +1 enhancement bonus to attack and damage. Note that this does not stack with any existing enhancement bonuses she might have on her bow or arrows. At 8th level, and every 4 levels afterwards, the enhancement bonus increases by 1, up to a +5 enhancement bonus at 20th level. Arrows with at least a +1 enhancement bonus count as magic weapons for the purpose of overcoming damage reduction.
Knockback Arrow (Ps): Upon reaching 3rd level, a psionic archer can spend 3 power points to add a knockback effect to an arrow. If she hits the target, they must make a Fortitude save (DC 10 + 1/2 class level + Wis modifier) or be pushed back 5 feet in a straight line from the archer. The psionic archer may spend additional power points to push the target back further, each power point spent increases the distance by 5 feet. If an obstacle prevents the completion of the target's move, it is dealt 1d6 damage for each 10 feet it would have moved (rounded down). The psionic archer cannot spend more power points on arrow improvements than her level. For example, a 6th level psionic archer could add a knockback of 20 feet, 3d6 damage and 5 foot knockback, or 6d6 damage.
Burst Arrow (Ps): A psionic archer of 5th level or higher may change her charged arrow damage into a area of effect attack. This ability costs 5 power points andadds 3d6 damage, as the charged arrow damage. Regardless of if the psionic archer hits her target, all creatures within 20' are dealt the charged arrow damage, with a Reflex save (DC 10 + 1/2 class level + Wis modifier) for half damage. She can still increase the damage this effect deals with her charged arrow ability, but other arrow effects still only affect the target.
Energized Arrow (Ps): When using her Charged Arrow ability, the psionic archer may choose to deal energy damage instead of normal damage. This energy damage affects the target regardless of its intelligence score. She can use this ability once per day at 6th level, and an additional time per day every four levels after 6th. Each time she uses this ability, she selects cold, electricity, fire, or sonic damage, though she may choose a different energy type each time she uses it.
Stunning Arrow (Ps): At 7th level, the psionic archer can stun her targets with her ranged bow attacks. By spending 7 power points the target must make a Will save (DC 10 + 1/2 class level + Wis modifier) or be stunned for 1 round. For each additional power point she spends, the target is stunned for 1 more round. This effect can be stacked with her other arrow abilities, but she can never spend more total power points than her level.
Improved Evasion (Ex): As the monk ability.
Keen Arrows (Su): At 9th level, all arrows fired by the psionic archer are treated as keen weapons.
Seeking Arrow (Ps): By spending 11 power points, the psionic archer can imbue her arrows with a small portion of her intelligence. These arrows will seek out a target despite any cover or concealment (except total cover or total concealment) it may possess. This effect can be stacked with her other arrow abilities, but she can never spend more total power points than her level.
Scramble Arrow (Ps): Imbuing her arrows with powerful mental energies, the psionic archer can unhinge the mind of her target. At the cost of 13 power points, she may fire an arrow that confuses the target for 1 round per psionic archer level unless it makes a Will save (DC 10 + 1/2 class level + Wis modifier). This effect can be stacked with her other arrow abilities, but she can never spend more total power points than her level.
Mindwipe Arrow (Ps):
At 15th level, the psionic archer can attempt to drain the thoughts and memories away from the target with her arrows. Spending 15 power points she grants her arrows the ability to bestow 4 negative levels. The target may make a Will save (DC 10 + ½ class level + Wis modifier) to negate these negative levels. For every 4 additional power points, her arrow bestows one more negative level. These negative levels last for 1 hour, so they never result in permanent level loss. This effect can be stacked with her other arrow abilities, but she can never spend more total power points than her level.
Phase Arrow (Ps): By expending 17 power points, the psionic archer can reach out with her mind and psionically sense her target. Imbuing her arrow with an essence of etheralness, along with her expanded senses, she ignores all concealment (including total concealment), cover (including total cover), and her target's armor. Magical barriers will stop the arrow, but nonmagical ones do not. An arrow fired in this manner is resolved as a ranged touch attack. This effect can be stacked with her other arrow abilities, but she can never spend more total power points than her level.
Disintegrating Arrow (Ps): Upon reaching the apex of her psionic abilities, the psionic archer may unleash a power arrow that can completely disintegrate her target. At the cost of 19 power points the target must make a Fortitude save (DC 10 + 1/2 class level + Wis modifier) or take an additional 40d6 damage. Even on a successful save the target still takes 5d6 additional damage. If the target is reduced to 0 or less hit points by this attack, it is vaporized and turns to dust.
PEACH appreciated.