Psionic Adept
This is a core class.
The psionic adept is the primary practitioner of the arts
within. He taps into abilities that were
released in a fraction of humans, and are present in a handful of other
races. However, unlike mages, psionic
adepts do not draw on the power around them, but the power of their own bodies
and minds.
Abilities: The primary ability for a psionic adept is
Constitution, in order to have plenty of body to burn. Other than that, the psionic adept needs to
maintain balance in all of his aspects.
Vitality: 1d10 plus Con modifier per level.
Class Skills
The psionic
adept’s class skills and the key abilities are listed below:
Class Skill Key
Ability
Bluff Cha
Concentration Wis
Craft Wis
Cultures Wis
Driver Dex
Intimidate Str/Cha
Knowledge Int
Profession Wis
Search Int
Sense Motive Wis
Spot Wis
Survival Wis
Tumble Dex
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int
modifier.
Class Features
The
following are class features of the psionic adept.
Starting
Feats: At 1st level, the psionic adept gains the following
feats.
Armor Group
Proficiency (Light)
Armor Group
Proficiency (Medium)
Weapon
Group Proficiency (Melee)
Weapon Group
Proficiency (Handgun)
Weapon
Group Proficiency (Rifle)
Psionic Class: Levels in
this class add to your psion level.
Bonus Feat: At 1st
level, the psionic adept receives a bonus psion or basic combat feat. He receives an additional bonus feat at 4th
level, and every 4 levels thereafter.
Zen: Whenever the psionic
adept spends an action die to increase the result of a psion skill check, the
same amount is added to his effective psion level for that check. This is
the psionic adept’s core ability.
Superhuman: A psionic adept
is able to not only draw power from his body, but feed power back into it. Starting at 2nd level, once per
session, the adept may add one-half his class level to any ability score for
ten rounds. This power is so exhausting,
however, that the adept must rest completely for ten rounds afterwards, taking
no actions and using no psion skills. The
duration of this ability may be cut short at the adept’s discretion, likewise
cutting short the recovery period.
At 11th and 19th level, this ability may be used
one additional time per session.
Psi Mastery: Starting at 3rd
level, the psionic adept chooses a psion skill that he has at least 1 rank in.
He receives a +2 psionic bonus to all skill checks with that skill. For every 2
levels after 3rd, the adept selects an additional psion skill to receive this
bonus. If the same skill is chosen
multiple times, the bonuses stack.
Ability Bonus: Psionic
adepts must constantly strive to improve themselves. They are usually successful. At 6th level, the adept may
increase any one ability score by 1. The
adept may increase another (or the same) ability score by 1 every three levels
thereafter.
Complete Focus: At 10th
level, the psionic adept gains extraordinary control over his abilities. Once per session, he may choose to activate a
psion skill as a full action rather than a half action. If he does so, that psion skill has no
vitality cost. The adept may do this an
additional time per session at 20th level.
Perfect Being: At 14th
level, the psionic adept is completely in tune with his own body, mind, and
soul. Once per session, he may add his
psion level to a single saving throw.
1~ Bonus Feat, Zen
2~ Superhuman
3~ Psi Mastery
4~ Bonus Feat
5~ Psi Mastery
6~ Ability Bonus
7~ Psi Mastery
8~ Bonus Feat
9~ Psi Mastery, Ability Bonus
10~ Complete Focus
11~ Superhuman, Psi Mastery
12~ Bonus Feat, Ability Bonus
13~ Psi Mastery
14~ Perfect Being
15~ Psi Mastery, Ability Bonus
16~ Bonus Feat
17~ Psi Mastery
18~ Ability Bonus
19~ Superhuman, Psi Mastery
20~ Bonus Feat, Complete Focus
BAB: Med
Fort: High
Ref: High
Will: High
Def: Low
Init: Med
BP: Low
GP: Low
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