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Custom Class: The Prescience Warrior

M.Handy

First Post
This is an idea I've been toying with. It is basically a blending of the Psychic Warrior and the Rogue, making it a sort of alternate build for either. However, the skills and powers available are mostly defensive (precognitive) abilities. Thus the result is sort of a Psy Warrior with better saves, but fewer powers and power points. This is balanced by including a few of the Rogue's defensive skills. Most of this is standard, and is more of an interesting blending than a new super class, but I'm curious to hear a reaction or two.


Prescience Warrior

A Prescience Warrior is one who trains the senses until they might be mistaken for magic. Unlocking the latent psionic potential within himself, the Prescience Warrior differs from Psions or Psychic Warriors in that they devote themselves wholly to the development of their six senses, using them together until they almost become one. A gust of wind, the snap of a twig, the scent of death – these may all presage the coming of an enemy or the springing of a trap. The Prescience Warrior sees these threats coming and combats them almost before they occur. With mental and physical energy working synergistically, the Prescience Warrior strives toward physical perfection.

Characteristics: Like Rogues, Prescience Warriors are highly skilled, and they can concentrate on developing any of several categories of skills. While not the most powerful of the martial classes, a Prescience Warriors knows how avoid a hit. Prescience Warriors have a sixth sense when it comes to avoiding danger. Experienced Prescience Warriors develop mystical powers and skills.

Alignment: Any

Table The Prescience Warrior
Base-----------------------------------------------Power
Level Attack Fort Ref Will---------------------------Points/
Bonus Save Save Save Special------------------------Day
1st +0 +0 +2 +0 Special Ability Lv0----------------1
2nd +1 +0 +3 +0 Special Ability Lv1----------------2
3rd +2 +1 +3 +1 —--------------------------------3
4th +3 +1 +4 +1 Special Ability Lv1-----------------4
5th +3 +1 +4 +1 —--------------------------------5
6th +4 +2 +5 +2 Special Ability Lv1-----------------6
7th +5 +2 +5 +2 —--------------------------------7
8th +6/+1 +2 +6 +2 Special Ability Lv1-----------8
9th +6/+1 +3 +6 +3 —--------------------------9
10th +7/+2 +3 +7 +3 Special Ability Lv2,----------10
11th +8/+3 +3 +7 +3 —--------------------------11
12th +9/+4 +4 +8 +4 Special Ability Lv2-----------12
13th +9/+4 +4 +8 +4 —---------------------------14
14th +10/+5 +4 +9 +4 Special Ability Lv2------------16
15th +11/+6/+1 +5 +9 +5 —---------------------------------18
16th +12/+7/+2 +5 +10 +5 Special Ability Lv2------------------20
17th +12/+7/+2 +5 +10 +5 —---------------------------------22
18th +13/+8/+3 +6 +11 +6 Special Ability Lv2------------------24
19th +14/+9/+4 +6 +11 +6 —---------------------------------26
20th +15/+10/+5 +6 +12 +6 —----------------------------28

Alignment: Any.

Hit Die: d8.

Class Skills
The Prescience Warrior’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).

Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the Prescience Warrior.

Weapon and Armor Proficiency: Prescience Warriors are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Prescience Warriors are proficient with light and medium armor, but not with shields.

Level 0 Special Ability

Evasion (Ex): A Prescience Warrior can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the Prescience Warrior is wearing light armor or no armor. A helpless Prescience Warrior (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Trap Sense (Ex): A Prescience Warrior gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This may be taken multiple times, increasing the bonus by 1 each time it is selected.

Feat: A Prescience Warrior may gain a bonus feat in place of a special ability.

Level 1 Special Ability: Starting at LV2, when Special Ability Lv1 comes up, a Prescience Warrior may select a skill from the following list. A Prescience Warrior, if desired, may select a skill from the Level 0 Special Ability list instead.

Uncanny Dodge (Ex): A Prescience Warrior can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Prescience Warrior already has uncanny dodge, he automatically gains improved uncanny dodge (see below) instead.

Precognition, Defensive (Ps): Gain +1 insight bonus to AC and saving throws.
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Precognition, Offensive (Ps): Gain +1 insight bonus on your attack rolls.
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Prescience, Offensive (Ps): Gain +2 insight bonus on your damage rolls.
Display: Material and visual
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Deceleration (Ps): Target’s speed is halved.
Display: Auditory and material
Manifesting Time: 1 move action
Range: Touch
Target: One Medium or smaller
creature
Duration: 1 min./level
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 1
Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

Thought Shield(Ps): Gain PR 13 against mind-affecting powers. You can manifest this power instantly, quickly enough to gain its benefits in an emergency.
Display: Auditory
Manifesting Time: 1 immediate
action
Range: Personal
Target: You
Duration: 1 round
Power Points: 3
Augment: For every additional power point you spend, this power’s duration increases by 1 round, and the power resistance it provides increases by 1 point.

Level 2 Special Ability: Starting at LV10, when Special Ability Lv2 comes up, a Prescience Warrior may select a skill from the following list. A Prescience Warrior, if desired, may select a skill from the Level 1 Special Ability list instead.

Improved Evasion (Ex): This ability works like evasion, except that while the Prescience Warrior still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless Prescience Warrior (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): A Prescience Warrior can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another Prescience Warrior the ability to sneak attack the character by flanking her, unless the attacker has at least four more Prescience Warrior levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Prescience Warrior level required to flank the character.

Defensive Roll (Ex): The Prescience Warrior can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Prescience Warrior can attempt to roll with the damage. To use this ability, the Prescience Warrior must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll— if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Prescience Warrior's evasion ability does not apply to the defensive roll.

Slippery Mind (Ex): This ability represents the Prescience Warrior’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Prescience Warrior with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Concealing Amorpha (Ps): Quasi-real membrane grants you concealment. This distortion grants you concealment (opponents have a 20% miss chance).
Display: Material
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: Quasi-real amorphous film centered on you
Duration: 1 min./level (D)
Power Points: 3

Detect Hostile Intent (Ps): You can detect hostile creatures within 30 ft. of you. The power detects active aggression, as opposed to vigilance. For instance, if you walk up to a door with an assassin behind it, you sense that hostility is somehow associated with the door. However, a soldier assigned to guard the door would not register. In addition, while this power is active you cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers. While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you. The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it. Display: Olfactory
Manifesting Time: 1 standard
action
Range: 30 ft.
Area: 30-ft.-radius emanation
centered on you
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3

Danger Sense (Ps): You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.
Display: Visual
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 5
Augment: If you spend 3 additional power points, this power also gives you the uncanny dodge ability; if you spend 6 additional power points,this power gives you the improved uncanny dodge ability as well.
 

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Sekhmet

First Post
As a Rogue variant, dungeon delving, trap avoiding sneaky jerkface, don't you think he should have Open Lock, too?
 

Meatboy

First Post
I really like the idea of this class and it seems like it could work. I especially like the class specific powers, but I think they could use some more ways that they could be augmented. Just because they don't seem to have access to any psionic powers outside of these few. Specifically deceleration looks like it could use an additional full on slow effect, for the right cost of course. Other powers might include bonus against attacks of opportunity or suprise attacks. A haste ability perhaps as well. ( just say they already know where it is that they had to be :D )

I would say that concealing amorpha and detect hostile intent are 1st lvl powers. These guys don't get this until level 10 I'd rather spend 3 levels on wizard to get second level spells. I mean they already use int as their main stat anyway.

The level 0, level 1, level 2 name scheme though solid are not very evocative. Perhaps something like "Insight" instead of "power" then a name scheme like least/lesser/greater or maybe of the neophyte/ardent/master.

And level 20 looks so lonely perhaps granting them some extra nifty thing like time stop
Quick question its says instead of lvl 0 abilities they can gain a feat but doesn't specify which feats are available to them.

All in all its a nifty looking class and keep on having fun making them :D
 



M.Handy

First Post
Thanks for the suggestions! Here's the Prescience Warrior as he stands now. I added another level of skills, rearranged them a bit, gave them a bit more flavor, and added some more augmentation.



Table The Prescience Warrior
Base Power
Level Attack Fort Ref Will Points/
Bonus Save Save Save Special Day
1st +0 +0 +2 +0 Special Ability: Novice 1
2nd +1 +0 +3 +0 Special Ability: Learner 2
3rd +2 +1 +3 +1 — 3
4th +3 +1 +4 +1 Special Ability: Learner 4
5th +3 +1 +4 +1 — 5
6th +4 +2 +5 +2 Special Ability: Learner 6
7th +5 +2 +5 +2 — 7
8th +6/+1 +2 +6 +2 Special Ability: Ardent 8
9th +6/+1 +3 +6 +3 — 9
10th +7/+2 +3 +7 +3 Special Ability: Ardent, 10
11th +8/+3 +3 +7 +3 — 11
12th +9/+4 +4 +8 +4 Special Ability: Master 12
13th +9/+4 +4 +8 +4 — 14
14th +10/+5 +4 +9 +4 Special Ability: Master 16
15th +11/+6/+1 +5 +9 +5 — 18
16th +12/+7/+2 +5 +10 +5 Special Ability: Master 20
17th +12/+7/+2 +5 +10 +5 — 22
18th +13/+8/+3 +6 +11 +6 Special Ability: Master 24
19th +14/+9/+4 +6 +11 +6 — 26
20th +15/+10/+5 +6 +12 +6 Fighter Bonus Feat 28

Alignment: Any.

Hit Die: d8.

Class Skills
The Prescience Warrior’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).

Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the Prescience Warrior.

Weapon and Armor Proficiency: Prescience Warriors are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Prescience Warriors are proficient with light and medium armor, but not with shields.

Novice Special Ability: At LV0, when Special Ability: Novice comes up, a Prescience Warrior may select a skill from the following list.

Evasion (Ex): A Prescience Warrior can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the Prescience Warrior is wearing light armor or no armor. A helpless Prescience Warrior (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Trap Sense (Ex): A Prescience Warrior gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This may be taken multiple times, increasing the bonus by 1 each time it is selected.

Feat: A Prescience Warrior may gain a fighter bonus feat in place of a special ability.

Learner Special Ability: Starting at LV2, when Special Ability: Learner comes up, a Prescience Warrior may select a skill from the following list. A Prescience Warrior, if desired, may select a skill from the Novice Special Ability list instead.

Uncanny Dodge (Ex): A Prescience Warrior can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Prescience Warrior already has uncanny dodge, he automatically gains improved uncanny dodge (see below) instead.

Precognition, Defensive (Ps): Gain +1 insight bonus to AC and saving throws.
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Precognition, Offensive (Ps): Gain +1 insight bonus on your attack rolls.
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Prescience, Offensive (Ps): Gain +2 insight bonus on your damage rolls.
Display: Material and visual
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Decelerate (Ps): Target’s base land speed is halved.
Display: Auditory and material
Manifesting Time: 1 move action
Range: Touch
Target: One Medium or smaller
creature
Duration: 1 min./level
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 1
Augment: For 2 additional power points, this power can affect a target one size category larger.
For 3 additional power points, the target can no longer hit you with an attack of opportunity and incurs an additional attack of opportunity if it attempts to flee.
For 4 additional power points, the target can take only a single move action or standard action each turn, but not both (nor may it take full-round actions).

Thought Shield(Ps): Gain PR 13 against mind-affecting powers. You can manifest this power instantly, quickly enough to gain its benefits in an emergency.
Display: Auditory
Manifesting Time: 1 immediate
action
Range: Personal
Target: You
Duration: 1 round
Power Points: 3
Augment: For every additional power point you spend, this power’s duration increases by 1 round, and the power resistance it provides increases by 1 point.

Ardent Special Ability: Starting at LV8, when Special Ability: Ardent comes up, a Prescience Warrior may select a skill from the following list. A Prescience Warrior, if desired, may select a skill from the Learner Special Ability list instead.

Non-detection (Ps): The Prescience Warrior affected by this power becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the protected Prescience Warrior, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the level of the Prescience Warrior. Non-detection wards the Prescience Warrior's gear as well.
Casting Time: 1 standard action
Range: Self
Target: You
Duration: 1 hour/level
Power Points: 3

Concealing Amorpha (Ps): Quasi-real membrane grants you concealment. This distortion grants you concealment (opponents have a 20% miss chance).
Display: Material
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: Quasi-real amorphous film centered on you
Duration: 1 min./level (D)
Power Points: 3

Detect Hostile Intent (Ps): You can detect hostile creatures within 30 ft. of you. The power detects active aggression, as opposed to vigilance. For instance, if you walk up to a door with an assassin behind it, you sense that hostility is somehow associated with the door. However, a soldier assigned to guard the door would not register. In addition, while this power is active you cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers. While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you. The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it. Display: Olfactory
Manifesting Time: 1 standard
action
Range: 30 ft.
Area: 30-ft.-radius emanation
centered on you
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3

Master Special Ability: Starting at LV10, when Special Ability: Master comes up, a Prescience Warrior may select a skill from the following list. A Prescience Warrior, if desired, may select a skill from the Ardent Special Ability list instead.

Improved Evasion (Ex): This ability works like evasion, except that while the Prescience Warrior still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless Prescience Warrior (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): A Prescience Warrior can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another Prescience Warrior the ability to sneak attack the character by flanking her, unless the attacker has at least four more Prescience Warrior levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Prescience Warrior level required to flank the character.

Defensive Roll (Ex): The Prescience Warrior can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Prescience Warrior can attempt to roll with the damage. To use this ability, the Prescience Warrior must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll— if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Prescience Warrior's evasion ability does not apply to the defensive roll.

Slippery Mind (Ex): This ability represents the Prescience Warrior’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Prescience Warrior with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Danger Sense (Ps): You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.
Display: Visual
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 5
Augment: If you spend 3 additional power points, this power also gives you the uncanny dodge ability; if you spend 6 additional power points, this power gives you the improved uncanny dodge ability as well.
 





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