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Psychic Rogue

Alternative Psionic Class (v.3.5)

Score Points Mod


Strength 10 2 0
Constitution 10 2 0
Dexterity 16 10 3
Intelligence 13 5 1
Wisdom 13 5 1
Charisma 15 8 2

Skill Stat Ranks Modifier Miscellaneous Total Take 10


Craft Int 1
(weaponsmithing) 4   5 15
Disable Device Int 4 1   5 15
Forgery Int 4 1   5 15
Jump Str 4 0 12 16 26
Listen Wis 4 1 -2 3 13
Move Silently Dex 4 3   7 17
Open Lock Dex 4 3   7 17
Sleight of Hand Dex 4 3   7 17
Spot Wis 4 1 4 9 19

Game Rule Information


Abilities: As with the rogue, psychic rogues find Dexterity to be of high importance on their chosen path both for the
ability to gain extra protection and due to the skills they favor. Also, Intelligence provides the psychic rogue with more skill
points to spread among his skills, and high scores in both Intelligence and Wisdom assist with other skills psychic rogues
find useful.
Alignment: Any.
Hit Die: d6.
Class Skills
The psychic rogue's class skills (and the key ability for each skill) are

Appraise (Int) 1   1 11 Sense Motive 1   1 11


Autohypnosis (Wis) 1   1 11 (Wis)
Balance (Dex) 3   3 13 Swim (Str) 0 -2 -2 8
Bluff (Cha) 2   2 12 Tumble (Dex) 3   3 13
Climb (Str) 0   0 10 Use Psionic Device 2   2 12
Concentration 0   0 10 (Cha)
(Con) Use Rope (Dex.) 3   3 13
Decipher Script 1   1 11
(Int)
Diplomacy (Cha) 2 -2 0 10
Disguise (Cha) 2   2 12
Escape Artist (Dex) 3 -2 1 11
Gather Information 2   2 12
(Cha)
Hide (Dex) 3   3 13
Intimidate (Cha) 2   2 12
Knowledge (local) 1   1 11
(Int)
Knowledge 1   1 11
(psionics)(Int)
Perform (Cha) 2   2 12
Profession (Wis) 1   1 11
Search (Int) 1 4 5 15
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All the following are class features of the psychic rogue.
Weapon and Armor Proficiency: Psychic rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow,
and short sword. Psychic rogues are proficient with light armor, but not with shields.
Power Points/Day: A psychic rogue's ability to manifest powers is limited by the power points he has available. His base daily allotment of
power points is given on Table: The Psychic Rogue. In addition, he receives bonus power points per day if he has a high Intelligence score
(see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and
items. A 1st-level psychic rogue gains no power points for his class level, but he gains bonus power points (if he is entitled to any) and can
manifest the single power he knows with those power points.
Powers Known: A psychic rogue begins play knowing one psychic rogue power of your choice. With the exception of 4th, 8th, 12th, 16th,
and 20th levels, each time he achieves a new level, he unlocks the knowledge of a new power.
Choose the powers known from the psychic rogue power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge
do allow a psychic rogue to learn powers from the lists of other classes.) A psychic rogue can manifest any power that has a power point
cost equal to or lower than his manifester level.
The total number of powers a psychic rogue can manifest in a day is limited only by his daily power points.
A psychic rogue simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some
spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psychic rogue powers is 10 + the power's level + the psychic rogue's Intelligence modifier.
Maximum Power Level Known: A psychic rogue begins play with the ability to learn 1st-level powers. As he attains higher levels, he may
gain the ability to master more complex powers.
To learn or manifest a power, a psychic rogue must have an Intelligence score of at least 10 + the power's level.
Sneak Attack: If a psychic rogue can catch an opponent when she cannot defend herself effectively from his attack, he can strike a vital
spot for extra damage.
Basically, the psychic rogue's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target
actually has a Dexterity bonus or not), or when the psychic rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by
1d6 every three psychic rogue levels thereafter. Should the psychic rogue score a critical hit with a sneak attack, this extra damage is not
multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a psychic rogue can make a sneak attack that deals nonlethal damage instead of lethal
damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty,
because he must make optimal use of his weapon to execute a sneak attack.
A psychic rogue can sneak attack only living creatures with discernible anatomies -- undead, constructs, oozes, plants, and incorporeal
creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The psychic rogue must be
able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A psychic rogue cannot sneak attack while
striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Psychic rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic or psionic trap has a DC of 25 + the level of
the spell or power used to create it.
Psychic rogues can use the Disable Device skill to disarm magic and psionic traps. Magic and psionic traps generally have a DC of 25 + the
level of the spell or power used to create them.
A psychic rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it
(with his party) without disarming it.
Evasion (Ex): At 2nd level and higher, a psychic rogue can avoid even magical and unusual attacks with great agility. If he makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Evasion can be used only if the psychic rogue is wearing light armor or no armor. A helpless psychic rogue does not gain the benefit of
evasion.
Danger Sense (Su): At 5th level, a psychic rogue gains the ability to augment his ability to sense danger. When active, this ability grants the
psychic rogue the effects of the danger sense power. This ability is active as long as the psychic rogue maintains psionic focus.

Table: The Psychic Rogue


Base Maximum
Attack Fort Ref Will PP/ Powers Power Level
Level Bonus Save Save Save Day Known Known Special
1st +0 +0 +2 +0 0* 1 1st Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 1 2 1st Evasion
3rd +2 +1 +3 +1 2 3 1st --
4th +3 +1 +4 +1 4 3 1st Sneak attack +2d6
5th +3 +1 +4 +1 6 4 2nd Danger sense

*The psychic rogue gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high
Intelligence score, his race, and feats or other sources to his reserve. She can use these points (if any) to manifest his powers.
Psychic Rogue Power List

1st Level
2nd Level
Bolt
Metacreativity (Creation) Control Object
Level: Psion/wilder 1, Psychic Rogue 1 Psychokinesis
Display: Material Level: Kineticist 1
Manifesting Time: 1 standard action Display: Material
Range: 0 ft. Manifesting Time: 1 standard action
Effect: A normal bolt, arrow, or sling bullet Range: Medium (100 ft. + 10 ft./ level)
Duration: 1 min./level Target: One unattended object weighing up to 100 lb.
Saving Throw: None Duration: Concentration, up to 1 round/level
Power Resistance: No Saving Throw: None
Power Points: 1 Power Resistance: No
You create 2d4 ectoplasmic crossbow bolts, arrows, or sling bullets, Power Points: 1
appropriate to your size, which dissipate into their constituent You telekinetically “bring to life” an inanimate object. Though it is not
ectoplasmic particles when the duration ends or after being fired. actually alive, the object moves under your control. Live vegetation
Ammunition you create has a +1 enhancement bonus on attack rolls cannot be controlled in this fashion, nor can already animated
and damage rolls. objects or undead. The controlled object moves like a puppet, with
Augment: For every 3 additional power points you spend, this power jerky and clumsy movements, at a speed of up to 20 feet. If its form
improves the ammunition’s enhancement bonus on attack rolls and is rigid, it makes creaking, groaning, or grating sounds as you control
damage rolls by 1. it.
A controlled object can attack an opponent if you direct it to do so. It
Dimensional Pocket has one slam attack, at a base attack bonus equal to your base
Psychoportation attack bonus plus your Intelligence modifier. If the attack hits, it deals
Level: Lurk 1, Psychic Rogue 1 points of damage equal to 1d6 plus your Intelligence modifier. A
Display: Visual controlled object has its usual hardness and hit points.
Manifesting Time: 1 standard action You can use this power on a nonmagical lock, making it move in
Range: Touch such a way as to attempt to unlock itself. If another character makes
Effect: One unattended object, weighing up to 1 lb. / Level an Open Lock check involving a lock that you are concentrating on
Duration: 1 Hour/level controlling, the character gains a +4 bonus on the check.
Saving Throw: None
Power Resistance: No
Power Points: 1
Your touch transfers an unattended object to an extradimansional
pocket hidden in the palm of your hand. The dimensional pocket is
invisible and weightless, regardless of its contents. Whean he power
ends or is dimsmissed the object returns to your hand( or next to
your hand if you cannot hold it). You can manifest this power again
before the duration elapses to reset the duration to another 1 hour /
level.
Augment: You can augment this power in one or both of the
following ways.
1. For every additional power point you spend you can store
an additional pound per level. (but still only one object).
2. If you spend 2 additional power points then you may
dismiss the power as a swift action.

Precognition, Offensive
Clairsentience
Level: Psion/wilder 1, psychic warrior 1, Psychic Rogue 1
Display: Material and visual
Manifesting Time: 1 standard action; see text
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
Your awareness extends a fraction of a second into the future,
allowing you to better land blows against your opponent. You gain a
+1 insight bonus on your attack rolls.
Augment: You can augment this power in one or both of the
following ways.
3. For every 3 additional power points you spend, the insight
bonus gained on your attack rolls increases by 1.
4. If you spend 6 additional power points, you can manifest
this power as a swift action
Feat: Demonic Skin as long as you are capable of taking move actions you
Level: 01 can negate the damage dealt by falling a certain distance.
Source: Fiendish Codex I You cannot however change your direction or point of
Prerequisites: None impact.
Benefit: Gain a +1 Bonus to natural armor as well as a +1 Special: Your wings produce drag, producing a -2 penalty
bonus for each two Abyssal Heritor Feats to all swim checks.
Special: Take a -2 penalty to Escape artist Checks
Feat: Non Combatant
Feat: Eyes of the Abyss Level: Flaw
Level: 01 Source: Unearthed Arcana
Source: Fiendish Codex I Prerequisites: None
Prerequisites: Any one Abyssal Heritor Feat Benefit: You take a -2 penalty to all melee attack Rolls
Benefit: You gain Darkvision to a range of 30 feet, and a Special: ---
bonus on spot and search checks equal to the number of
abyssal feats you possess. Feat: Murky Eyed
Special: You take a -2 penalty to diplomacy checks, Level: Flaw
because of the unnerving effect of your glowing eyes. Source: Unearthed Arcana
Prerequisites: None
Feat: Primordial Scion Benefit: Although your vision is clear for the most part,
Level: 01 you must reroll any attempt to pierce concealment if any of
Source: Fiendish Codex I the two results indicate that you have missed the target,
Prerequisites: Chaotic Alignment, any on Abyssal Heritor you fail.
Feat Special: ---
Benefit: Your natural weapons, as well as any weapons
you wield deal an additional 1d6 points of damage to Feat: Precognitive Visions
lawful creatures, as well as an additional 1d6 points of Level: 03
damage for every four additional Heritor feats you Source: Fiendish Codex I
possess. Prerequisites: Wisdom 13, Any One Abyssal Heritor Feat
Special: Because of the voices, you take a -2 penalty to Benefit: You gain a number of floating insight bonuses
listen checks. equal to one half the number of abysall feats you posess
(Minimum one) These bonuses remain for 24 hours, and
Feat: Vestigial Wings must be assigned at the start of each day. These bonuses
Level: 01 can be assigned to the following, Armor class, Attack
Source: Fiendish Codex I Rolls, Initiative Checks, A Saving throw (Fort Will Reflex),
Prerequisites: None or a single skill.
Benefit: Your Vestigial wings enhance your jumping Special: The constant visions cause a -2 penalty to spot
ability, the bonus is equal to +3 per Abyssal Heritor feats checks.
you possess. These wings also allow you to slow your fall,

Level 01
Bonus Damage Vs +2d6
Law
Concealment Two Sucesses
Melee -2
Natural Armor Bonus +3
Diplomacy -2
Escape Artist -2
Jump +12
Listen -2
Search +4
Spot +4
Swim -2

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