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Custom Class: The Prescience Warrior
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<blockquote data-quote="M.Handy" data-source="post: 5836147" data-attributes="member: 6685593"><p>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.</p><p></p><p></p><p></p><p>Table The Prescience Warrior</p><p> Base Power</p><p>Level Attack Fort Ref Will Points/</p><p> Bonus Save Save Save Special Day</p><p>1st +0 +0 +2 +0 Special Ability: Novice 1</p><p>2nd +1 +0 +3 +0 Special Ability: Learner 2</p><p>3rd +2 +1 +3 +1 — 3</p><p>4th +3 +1 +4 +1 Special Ability: Learner 4</p><p>5th +3 +1 +4 +1 — 5</p><p>6th +4 +2 +5 +2 Special Ability: Learner 6</p><p>7th +5 +2 +5 +2 — 7</p><p>8th +6/+1 +2 +6 +2 Special Ability: Ardent 8</p><p>9th +6/+1 +3 +6 +3 — 9</p><p>10th +7/+2 +3 +7 +3 Special Ability: Ardent, 10</p><p>11th +8/+3 +3 +7 +3 — 11</p><p>12th +9/+4 +4 +8 +4 Special Ability: Master 12</p><p>13th +9/+4 +4 +8 +4 — 14</p><p>14th +10/+5 +4 +9 +4 Special Ability: Master 16</p><p>15th +11/+6/+1 +5 +9 +5 — 18</p><p>16th +12/+7/+2 +5 +10 +5 Special Ability: Master 20</p><p>17th +12/+7/+2 +5 +10 +5 — 22</p><p>18th +13/+8/+3 +6 +11 +6 Special Ability: Master 24</p><p>19th +14/+9/+4 +6 +11 +6 — 26</p><p>20th +15/+10/+5 +6 +12 +6 Fighter Bonus Feat 28</p><p></p><p>Alignment: Any.</p><p></p><p>Hit Die: d8.</p><p></p><p>Class Skills</p><p>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).</p><p></p><p>Skill Points at 1st Level: (6 + Int modifier) × 4.</p><p>Skill Points at Each Additional Level: 6 + Int modifier.</p><p></p><p>Class Features</p><p>All of the following are class features of the Prescience Warrior.</p><p></p><p>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.</p><p></p><p>Novice Special Ability: At LV0, when Special Ability: Novice comes up, a Prescience Warrior may select a skill from the following list.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Feat: A Prescience Warrior may gain a fighter bonus feat in place of a special ability.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Precognition, Defensive (Ps): Gain +1 insight bonus to AC and saving throws.</p><p>Display: Material and visual</p><p>Manifesting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 min./level (D)</p><p>Power Points: 1</p><p>Augment: You can augment this power in one or both of the following ways.</p><p>1. For every 3 additional power points you spend, the insight bonus gained increases by 1.</p><p>2. If you spend 6 additional power points, you can manifest this power as a swift action.</p><p></p><p>Precognition, Offensive (Ps): Gain +1 insight bonus on your attack rolls.</p><p>Display: Material and visual</p><p>Manifesting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 min./level (D)</p><p>Power Points: 1</p><p>Augment: You can augment this power in one or both of the following ways.</p><p>1. For every 3 additional power points you spend, the insight bonus gained increases by 1.</p><p>2. If you spend 6 additional power points, you can manifest this power as a swift action.</p><p></p><p>Prescience, Offensive (Ps): Gain +2 insight bonus on your damage rolls.</p><p>Display: Material and visual</p><p>Manifesting Time: 1 standard</p><p>action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 min./level (D)</p><p>Power Points: 1</p><p>Augment: You can augment this power in one or both of the following ways.</p><p>1. For every 3 additional power points you spend, the insight bonus gained increases by 1.</p><p>2. If you spend 6 additional power points, you can manifest this power as a swift action.</p><p></p><p>Decelerate (Ps): Target’s base land speed is halved.</p><p>Display: Auditory and material</p><p>Manifesting Time: 1 move action</p><p>Range: Touch</p><p>Target: One Medium or smaller</p><p>creature</p><p>Duration: 1 min./level</p><p>Saving Throw: Reflex negates</p><p>Power Resistance: Yes</p><p>Power Points: 1</p><p>Augment: For 2 additional power points, this power can affect a target one size category larger.</p><p> 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.</p><p> 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).</p><p></p><p>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.</p><p>Display: Auditory</p><p>Manifesting Time: 1 immediate</p><p>action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round</p><p>Power Points: 3</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p>Casting Time: 1 standard action</p><p>Range: Self</p><p>Target: You</p><p>Duration: 1 hour/level</p><p>Power Points: 3</p><p></p><p>Concealing Amorpha (Ps): Quasi-real membrane grants you concealment. This distortion grants you concealment (opponents have a 20% miss chance).</p><p>Display: Material</p><p>Manifesting Time: 1 standard action</p><p>Range: 0 ft.</p><p>Effect: Quasi-real amorphous film centered on you</p><p>Duration: 1 min./level (D)</p><p>Power Points: 3</p><p></p><p>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</p><p>Manifesting Time: 1 standard</p><p>action</p><p>Range: 30 ft.</p><p>Area: 30-ft.-radius emanation</p><p>centered on you</p><p>Duration: 10 min./level (D)</p><p>Saving Throw: None</p><p>Power Resistance: No</p><p>Power Points: 3</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p>Display: Visual</p><p>Manifesting Time: 1 standard</p><p>action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 hour/level (D)</p><p>Power Points: 5</p><p>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.</p></blockquote><p></p>
[QUOTE="M.Handy, post: 5836147, member: 6685593"] 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. [/QUOTE]
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Custom Class: The Prescience Warrior
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