Nifft
Penguin Herder
This was made using the Psychic Warrior as a model, and using Destil's Mindshadow as its primary inspiration:
The Psilent One
Alignment: Any.
Hit Die: d4.
Skill Points at 1st Level: (4 + Int modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Skills: The psilent's class skills (and the key ability for each skill) are Autohypnosis(Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Psicraft (Int), Read Lips (Int, exclusive skill), Remote View (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha, exclusive skill), and Use Rope (Dex).
Weapon and Armor Proficiency: Psilent are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Psilent are proficient with light armor but not with shields.
Psionic Combat Modes: Psilent gain combat modes just like Psychic Warriors.
Talents: Detect Psionics, Inkling, Know Direction, Bolt, Trinket, Control Shadow, Far Hand, My Light, Elfsight, Burst, Catfall, Float, Distract, Missive
1st Level: Expanded Vision, Identify, Know Location, Object Reading, Psycholuminescence, Control Light, Control Object, Create Sound, Compression, Feel Light, Feel Sound, Hear Light, Lesser Body Adjustment, See Sound, Feather Fall, Skate, Spider Climb, Conceal Thoughts, Empathy, Lesser Mindlink, Sense Link
2nd Level: Augury, Clairaudience / Clairvoyance, Darkvision, See Invisibility, Sensitivity to Psychic Impressions, Control Air, Control Flames, Invisibility, Animal Affinity, Body Adjustment, Body Equilibrium, Chameleon, Sustanence, Glide, Knock, Levitate, Psionic Lock, Sense Psychoportation, Detect Thoughts, Intrusive Sense Link
3rd Level: Danger Sense, Nondetection, Poison Sense, Remote Viewing, Ubiquitous Vision, Control Sound, Negate Psionics, Displacement, Dimension Slide, Fly, Time Hop, Mindlink, Schism
4th Level: Anchored Navigation, Aura Sight, Detect Remote Viewing, Divination, Fate of One, Amplified Invisibility, Telekinesis, Polymorph Self, Dimensional Anchor, Dimension Door, Freedom of Movement, Forced Mindlink, Tailor Memory
5th Level: Sense Psionics, True Seeing, Clairtangency, Adapt Body, Energy Barrier, Metamorphosis, Sending, Teleport, Teleport Trigger, Mind Probe, Ethereal Jaunt
6th Level: Precognition, Suspend Life, Improved Fly, Retrieve, Trace Teleport, Aura Alteration, Mind Switch, Teleport Without Error, Phase Door, Etherealness
Traps: Psilent (like 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, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Psilent (like rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A psilent who beats a trap s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Evasion: At 1st level, a psilent gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the psilent takes no damage with a successful saving throw. Evasion can only be used if the psilent is wearing light armor or no armor. It is an extraordinary ability.
Bonus Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip), Improved Init., Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Run, Weapon Finesse, or any Psionic Feat.
New Psionic Feats:
Psionic Sneak Attack [Psionic]
Prerequisites: Sneak Attack +2d6 or higher, Wis 13+
Benefit: The character's Sneak Attack deals +1d6 damage when she pays the cost of 1 power point. The character may decide to spend the point after resolving her attack, but before rolling damage.
Psionic Feign [Psionic]
Prerequisites: Bluff 5, Tumble 5, Speed of Thought, Reserve Power Points 7+
Benefit: The character may Feign as part of a Move-Equivalent Action, or as part of a Charge action.
Steadfast Mind [Psionic]
Prerequisites: Int 7+, Reserve Power Points 9+
Benefit: The character selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the character may take 10 even if stress and distractions would normally prevent the character from doing so. The character may gain this Feat multiple times, selecting additional skills for it to apply to each time.
Preternatural Evasion [Psionic]
Prerequisites: Evasion class ability, Reserve Power Points 9+
Benefit: The character takes half damage on a failed Reflex save.
Normal: Failing a save causes full damage.
Precognitive Dodge [Psionic]
Prerequisite: Dodge, Psionic Dodge, Wis 13+, Reserve Power Points 5+
Benefit: You are never considered flat-footed.
Enhanced Precognitive Dodge [Psionic]
Prerequisite: Precognitive Dodge, Wis 15+, Reserve Power Points 9+
Benefit: You cannot be flanked.
Meta-Alertness [Psionic]
Prerequisite: Search 5 ranks, Alertness, Reserve Power Points 3+
Benefit: You automatically search for secret doors (as an Elf would). Additionally, you gain a +1 to your AC vs. traps.
Special: This Feat may be taken multiple times. Each time, your AC vs. traps increases by +2, and the Reserve Power Point requirement increases by +4.
The Psilent One
Alignment: Any.
Hit Die: d4.
Skill Points at 1st Level: (4 + Int modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Skills: The psilent's class skills (and the key ability for each skill) are Autohypnosis(Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Psicraft (Int), Read Lips (Int, exclusive skill), Remote View (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha, exclusive skill), and Use Rope (Dex).
Weapon and Armor Proficiency: Psilent are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Psilent are proficient with light armor but not with shields.
Code:
[color=skyblue]
Psilent One
Attack Saves Pts/ Powers Discovered
Level Bonus Fort Reflex Will Special day 0th 1st 2nd 3rd 4th 5th 6th
1 +0 +0 +2 +0 Evasion 2 2 - - - - - -
2 +1 +0 +3 +0 Sneak Attack +1d6 3 3 - - - - - -
3 +2 +1 +3 +1 4 3 1 - - - - -
4 +2 +1 +4 +1 Bonus Feat 5 3 2 - - - - -
5 +3 +1 +4 +1 Sneak Attack +2d6 8 3 3 1 - - - -
6 +4 +2 +5 +2 11 3 3 2 - - - -
7 +5 +2 +5 +2 16 3 3 2 1 - - -
8 +6 +2 +6 +2 Bonus Feat, SA +3d6 21 3 3 3 1 - - -
9 +6 +3 +6 +3 26 3 3 3 2 - - -
10 +7 +3 +7 +3 33 3 3 3 2 1 - -
11 +8 +3 +7 +3 Sneak Attack +4d6 40 3 3 3 3 1 - -
12 +9 +4 +8 +4 Bonus Feat 47 3 3 3 3 2 - -
13 +9 +4 +8 +4 56 3 3 3 3 2 1 -
14 +10 +4 +9 +4 Sneak Attack +5d6 65 3 3 3 3 3 1 -
15 +11 +5 +9 +5 74 3 3 3 3 3 2 -
16 +12 +5 +10 +5 Bonus Feat 85 3 3 3 3 3 2 1
17 +12 +5 +10 +5 Sneak Attack +6d6 96 3 3 3 3 3 2 1
18 +13 +6 +11 +6 107 3 3 3 3 3 3 2
19 +14 +6 +11 +6 118 3 3 3 3 3 3 2
20 +15 +6 +12 +6 Bonus Feat, SA +7d6 129 3 3 3 3 3 3 3
[/color]
Psionic Combat Modes: Psilent gain combat modes just like Psychic Warriors.
Talents: Detect Psionics, Inkling, Know Direction, Bolt, Trinket, Control Shadow, Far Hand, My Light, Elfsight, Burst, Catfall, Float, Distract, Missive
1st Level: Expanded Vision, Identify, Know Location, Object Reading, Psycholuminescence, Control Light, Control Object, Create Sound, Compression, Feel Light, Feel Sound, Hear Light, Lesser Body Adjustment, See Sound, Feather Fall, Skate, Spider Climb, Conceal Thoughts, Empathy, Lesser Mindlink, Sense Link
2nd Level: Augury, Clairaudience / Clairvoyance, Darkvision, See Invisibility, Sensitivity to Psychic Impressions, Control Air, Control Flames, Invisibility, Animal Affinity, Body Adjustment, Body Equilibrium, Chameleon, Sustanence, Glide, Knock, Levitate, Psionic Lock, Sense Psychoportation, Detect Thoughts, Intrusive Sense Link
3rd Level: Danger Sense, Nondetection, Poison Sense, Remote Viewing, Ubiquitous Vision, Control Sound, Negate Psionics, Displacement, Dimension Slide, Fly, Time Hop, Mindlink, Schism
4th Level: Anchored Navigation, Aura Sight, Detect Remote Viewing, Divination, Fate of One, Amplified Invisibility, Telekinesis, Polymorph Self, Dimensional Anchor, Dimension Door, Freedom of Movement, Forced Mindlink, Tailor Memory
5th Level: Sense Psionics, True Seeing, Clairtangency, Adapt Body, Energy Barrier, Metamorphosis, Sending, Teleport, Teleport Trigger, Mind Probe, Ethereal Jaunt
6th Level: Precognition, Suspend Life, Improved Fly, Retrieve, Trace Teleport, Aura Alteration, Mind Switch, Teleport Without Error, Phase Door, Etherealness
Traps: Psilent (like 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, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Psilent (like rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A psilent who beats a trap s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Evasion: At 1st level, a psilent gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the psilent takes no damage with a successful saving throw. Evasion can only be used if the psilent is wearing light armor or no armor. It is an extraordinary ability.
Bonus Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip), Improved Init., Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Run, Weapon Finesse, or any Psionic Feat.
New Psionic Feats:
Psionic Sneak Attack [Psionic]
Prerequisites: Sneak Attack +2d6 or higher, Wis 13+
Benefit: The character's Sneak Attack deals +1d6 damage when she pays the cost of 1 power point. The character may decide to spend the point after resolving her attack, but before rolling damage.
Psionic Feign [Psionic]
Prerequisites: Bluff 5, Tumble 5, Speed of Thought, Reserve Power Points 7+
Benefit: The character may Feign as part of a Move-Equivalent Action, or as part of a Charge action.
Steadfast Mind [Psionic]
Prerequisites: Int 7+, Reserve Power Points 9+
Benefit: The character selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the character may take 10 even if stress and distractions would normally prevent the character from doing so. The character may gain this Feat multiple times, selecting additional skills for it to apply to each time.
Preternatural Evasion [Psionic]
Prerequisites: Evasion class ability, Reserve Power Points 9+
Benefit: The character takes half damage on a failed Reflex save.
Normal: Failing a save causes full damage.
Precognitive Dodge [Psionic]
Prerequisite: Dodge, Psionic Dodge, Wis 13+, Reserve Power Points 5+
Benefit: You are never considered flat-footed.
Enhanced Precognitive Dodge [Psionic]
Prerequisite: Precognitive Dodge, Wis 15+, Reserve Power Points 9+
Benefit: You cannot be flanked.
Meta-Alertness [Psionic]
Prerequisite: Search 5 ranks, Alertness, Reserve Power Points 3+
Benefit: You automatically search for secret doors (as an Elf would). Additionally, you gain a +1 to your AC vs. traps.
Special: This Feat may be taken multiple times. Each time, your AC vs. traps increases by +2, and the Reserve Power Point requirement increases by +4.
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