Destil
Explorer
My attempt at a psionic rogue variant:
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The Mindshadow
Hit die: d6
Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Listen, Open Lock, Pick Pockets, Search, Sense Motive, Spot, Tumble, Use Psionic Device, Use Rope
Skill Points: 6 + Intelligence modifier skill points per level.
Class Features
Weapon and Armor Proficiency: Proficient with light armor. All mindshadows are proficient with all light simple and martial melee weapons and the (light or hand) crossbow. Medium mindshadows are also proficient with the heavy crossbow and rapier.
Powers: Mindshadows manifest psionic powers. A mindshadow discovers new powers according to the powers discovered section of their table. The mindshadow must have an ability score of 10+ the power’s level in the power’s corresponding key ability score in order to manifest the power. The saving throw DCs against a mindshadows’s powers is 1d20 + power level + key ability score modifier. A mindshadow’s effective manifester level is one half of their mindshadow level.
Power Points: Mindshadows manifest powers based on power points, and have a daily power point total as shown on the table. Mindshadows do not gain bonus power points for exceptional ability scores as psions do.
0th level powers: Also called talents, 0th level powers have a special cost. A mindshadow can manifest these powers for free a number of times equal to ½ of their mindshadow level +1. Once these free manifestations have been used fully they must pay 1 power point in order to manifest a 0th level power.
Sneak Attack: The mindshadow gains the sneak attack ability, starting at +1d6 at 1st level and increasing by +1d6 every three levels thereafter (4th, 7th, 10th et cetera). This functions just like the rogue special ability. Note: When determining if a mindshadow can sneak attack someone based on rogue level (for instance, a rogue 4 levels higher can sneak attack someone with the uncanny dodge ability can’t be flanked while flanking) treat every sneak attack die as 2 rogue levels (so a 10th level mindshadow with +4d6 sneak attack could overcome the uncanny dodge ability as if they were an 8th level rogue, for instance).
Traps: Like a rogue, a mindshadow can find and disable magical and Psionic traps with search and disable device DCs of 20 and higher.
Evasion: At 3rd level the mindshadow gains the evasion ability this is identical to the 2nd level rogue ability. At 15th level the mindshadow gains improved evasion.
Bonus Feat: Starting at 6th level and every 6 levels thereafter, the mindshadow gets a bonus feat. This feat can be chosen form any Psionic or Metapsionic Feat.
Mindshadow Power List:
0th – Detect Psionics, Inkling, Bolt, Control Shadow, Far Hand, Elfsight, Burst, Catfall, Float, Missive
1st – Expanded Vision, Steadfast Vision, Object Reading, Grease, Psycoluminescence, Minor Creation, Control Light, Control Object, Create Sound, Far Hands*, Compression, Call Weaponry, Skate, Feather Fall, Spider Climb, Lesser Mindlink, Conceal Thoughts
2nd – Clairaudience/Clairvoyance, Darkvision, Sudden Minor Creation, Control Air, Invisibility, Body Equilibrium, Chameleon, Knock, Psionic Lock, Glide, Suggestion, Ruse*
3rd – Danger Sense, Nondetection, Poison Sense, Ubiquitous Vision, Control Sound, Dimention Slide, Fly, Blink*, Minklink
4th – Detect Remote Viewing, Fate of One, Amplified Invisibility, Telekinesis, Dimention Door, Freedom of Movement, Mindwipe
*See Below
Ruse
Telepathy (Cha) [Mind-Affecting]
Level: Mindshadow 2
Display: Me
Manifistation Time: 1 action
Target: You
Range: Personal
Duration: 1 round/level
Power Points: 3
You can project a false image of melee attacks into your opponent’s subconscious, causing them to anticipate your next attack incorrectly. Once per round as a free action you you can make a feint against your opponent before your attack roll. You can not use this against a creature that's immune to mind affectinbg effects, however.
Far Hands
Level: Psion 1, Mindshadow 1
Power Points: 1
As far hand, only you have a greater degree of manual dexterity and an added sense of tactile feedback: you can perform the following skills at range with a -2 penalty: Disable Device, Open Lock and Pick Pocket. You can also search through touch, though this takes ten times as long as normal searching and you do not gain any bonuses for exceptional or enhanced eyesight. With far hands you can move any two objects (or a group of small objects you could easily hold in one hand) weighing no more than 15 lbs. each up to 25’ + 5’/2 manifester levels, though they must stay within 5’ of each other at all times. You can also move a single object weighing up to 30lbs.
Blink
Psycoportation (dex)
Level: Psion 3, Mindshadow 3
Display: V, Au
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 5
The blink effect rapidly cycles the character in and out of the ethereal plane. Blinking has several effects:
Physical attacks suffer a 50% miss chance, and the Blind-Fight feat doesn't. If the attack is capable of striking ethereal or incorporeal creatures, the miss chance is only 20%. If the attacker can see invisible creatures, the miss chance is also only 20%. If the attacker can both see and strike ethereal creatures, the attacker suffers no penalty. Likewise, the character's own attacks suffer a 20% miss chance.
Individually targeted spells have a 50% chance to fail against the character while blinking unless the character's attacker can target invisible, ethereal creatures. Likewise, the character's own spells have a 20% chance to activate just as the character goes ethereal, in which case they typically do not affect the Material Plane.
While blinking, the character takes only half damage from area attacks (or full damage from those that extend onto the Ethereal Plane). The character strikes as an invisible creature (+2 attack), denying the target any Dexterity bonus to AC. The character suffers only half damage from falling.
While blinking, the character can step through (but not see through) solid objects. For each 5 feet of solid material the character walks through, there's a 50% chance that the character becomes material (see below). The character can move only at three-quarters speed.
Since the character spends about half the character's time on the Ethereal Plane, the character can see and even attack ethereal creatures. The character interacts with ethereal creatures roughly the same way the character interacts with material ones.
An ethereal creature who becomes material while in a material object is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet so traveled.
-Notes-
I don’t use psionic combat myself. If using PsiHB psionic combat the mindshadow receives 2 combat modes at 1st level and one additional combat mode at each of the following levels: 2, 5, 8, 9, 11, 14, 17, 20. If using Mindscapes alternate psionic combat the mindshadow receives the psychic warriors’ mode check bonus (really, it should be slower, but there are only 2 save progressions, and it keeps the poor mindshadow from just being a punching bag on a mindscape).
The powers progression is based off the Paladin / Ranger spell/day progression. I added talents just because I like them, mostly, and in general talents are fairly useful compared to orisons… I was a bit more generous in places, mostly to make sure that at the mindshadow received something to look forward to at every level (except 9th, but a single classed mindshadow gets a feat then, at least). The power point progression is the same as the psy-warrior, it just starts a bit lower (at 1), but it increased at every level by the cost of the highest level power the mindshadow can manifest (talents were treated as .5 and fudged a bit to something that looked fair).
Since the big point of psionic abilities is having access to cool psionic feats, I gave the class only 4 skill points per level but access to three bonus feats, though I’m still wondering if 6 skill points / level would be more appropriate?
EDIT: cleaned up the format a bit.
EDIT: changed skill points and Ruse.
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Code:
Table: The Mindshadow
Attack Saves Pts/ Powers Discovered
Level Bonus Fort Reflex Will Special day 0th 1st
1 +0 +0 +2 +0 Sneak Attack +1d6 1 - - - - -
2 +1 +0 +3 +0 1 1 - - - -
3 +2 +1 +3 +1 Evasion 2 1 - - - -
4 +2 +1 +4 +1 Sneak Attack +2d6 2 1 - - - -
5 +3 +1 +4 +1 3 1 1 - - -
6 +4 +2 +5 +2 Bonus Feat 4 1 1 - - -
7 +5 +2 +5 +2 Sneak Attack +3d6 5 1 1 - - -
8 +6 +2 +6 +2 8 1 1 1 - -
9 +6 +3 +6 +3 11 1 1 1 - -
10 +7 +3 +7 +3 Sneak Attack +4d6 14 2 1 1 - -
11 +8 +3 +7 +3 19 2 1 1 1 -
12 +9 +4 +8 +4 Bonus Feat 24 2 2 1 1 -
13 +9 +4 +8 +4 Sneak Attack +5d6 29 2 2 1 1 -
14 +10 +4 +9 +4 36 2 2 2 1 1
15 +11 +5 +9 +5 Improved Evasion 43 3 2 2 1 1
16 +12 +5 +10 +5 Sneak Attack +6d6 50 3 2 2 2 1
17 +12 +5 +10 +5 57 3 3 2 2 1
18 +13 +6 +11 +6 Bonus Feat 64 3 3 3 2 2
19 +14 +6 +11 +6 Sneak Attack +7d6 71 3 3 3 3 2
20 +15 +6 +12 +6 78 4 3 3 3 3
The Mindshadow
Hit die: d6
Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Listen, Open Lock, Pick Pockets, Search, Sense Motive, Spot, Tumble, Use Psionic Device, Use Rope
Skill Points: 6 + Intelligence modifier skill points per level.
Class Features
Weapon and Armor Proficiency: Proficient with light armor. All mindshadows are proficient with all light simple and martial melee weapons and the (light or hand) crossbow. Medium mindshadows are also proficient with the heavy crossbow and rapier.
Powers: Mindshadows manifest psionic powers. A mindshadow discovers new powers according to the powers discovered section of their table. The mindshadow must have an ability score of 10+ the power’s level in the power’s corresponding key ability score in order to manifest the power. The saving throw DCs against a mindshadows’s powers is 1d20 + power level + key ability score modifier. A mindshadow’s effective manifester level is one half of their mindshadow level.
Power Points: Mindshadows manifest powers based on power points, and have a daily power point total as shown on the table. Mindshadows do not gain bonus power points for exceptional ability scores as psions do.
0th level powers: Also called talents, 0th level powers have a special cost. A mindshadow can manifest these powers for free a number of times equal to ½ of their mindshadow level +1. Once these free manifestations have been used fully they must pay 1 power point in order to manifest a 0th level power.
Sneak Attack: The mindshadow gains the sneak attack ability, starting at +1d6 at 1st level and increasing by +1d6 every three levels thereafter (4th, 7th, 10th et cetera). This functions just like the rogue special ability. Note: When determining if a mindshadow can sneak attack someone based on rogue level (for instance, a rogue 4 levels higher can sneak attack someone with the uncanny dodge ability can’t be flanked while flanking) treat every sneak attack die as 2 rogue levels (so a 10th level mindshadow with +4d6 sneak attack could overcome the uncanny dodge ability as if they were an 8th level rogue, for instance).
Traps: Like a rogue, a mindshadow can find and disable magical and Psionic traps with search and disable device DCs of 20 and higher.
Evasion: At 3rd level the mindshadow gains the evasion ability this is identical to the 2nd level rogue ability. At 15th level the mindshadow gains improved evasion.
Bonus Feat: Starting at 6th level and every 6 levels thereafter, the mindshadow gets a bonus feat. This feat can be chosen form any Psionic or Metapsionic Feat.
Mindshadow Power List:
0th – Detect Psionics, Inkling, Bolt, Control Shadow, Far Hand, Elfsight, Burst, Catfall, Float, Missive
1st – Expanded Vision, Steadfast Vision, Object Reading, Grease, Psycoluminescence, Minor Creation, Control Light, Control Object, Create Sound, Far Hands*, Compression, Call Weaponry, Skate, Feather Fall, Spider Climb, Lesser Mindlink, Conceal Thoughts
2nd – Clairaudience/Clairvoyance, Darkvision, Sudden Minor Creation, Control Air, Invisibility, Body Equilibrium, Chameleon, Knock, Psionic Lock, Glide, Suggestion, Ruse*
3rd – Danger Sense, Nondetection, Poison Sense, Ubiquitous Vision, Control Sound, Dimention Slide, Fly, Blink*, Minklink
4th – Detect Remote Viewing, Fate of One, Amplified Invisibility, Telekinesis, Dimention Door, Freedom of Movement, Mindwipe
*See Below
Ruse
Telepathy (Cha) [Mind-Affecting]
Level: Mindshadow 2
Display: Me
Manifistation Time: 1 action
Target: You
Range: Personal
Duration: 1 round/level
Power Points: 3
You can project a false image of melee attacks into your opponent’s subconscious, causing them to anticipate your next attack incorrectly. Once per round as a free action you you can make a feint against your opponent before your attack roll. You can not use this against a creature that's immune to mind affectinbg effects, however.
Far Hands
Level: Psion 1, Mindshadow 1
Power Points: 1
As far hand, only you have a greater degree of manual dexterity and an added sense of tactile feedback: you can perform the following skills at range with a -2 penalty: Disable Device, Open Lock and Pick Pocket. You can also search through touch, though this takes ten times as long as normal searching and you do not gain any bonuses for exceptional or enhanced eyesight. With far hands you can move any two objects (or a group of small objects you could easily hold in one hand) weighing no more than 15 lbs. each up to 25’ + 5’/2 manifester levels, though they must stay within 5’ of each other at all times. You can also move a single object weighing up to 30lbs.
Blink
Psycoportation (dex)
Level: Psion 3, Mindshadow 3
Display: V, Au
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 5
The blink effect rapidly cycles the character in and out of the ethereal plane. Blinking has several effects:
Physical attacks suffer a 50% miss chance, and the Blind-Fight feat doesn't. If the attack is capable of striking ethereal or incorporeal creatures, the miss chance is only 20%. If the attacker can see invisible creatures, the miss chance is also only 20%. If the attacker can both see and strike ethereal creatures, the attacker suffers no penalty. Likewise, the character's own attacks suffer a 20% miss chance.
Individually targeted spells have a 50% chance to fail against the character while blinking unless the character's attacker can target invisible, ethereal creatures. Likewise, the character's own spells have a 20% chance to activate just as the character goes ethereal, in which case they typically do not affect the Material Plane.
While blinking, the character takes only half damage from area attacks (or full damage from those that extend onto the Ethereal Plane). The character strikes as an invisible creature (+2 attack), denying the target any Dexterity bonus to AC. The character suffers only half damage from falling.
While blinking, the character can step through (but not see through) solid objects. For each 5 feet of solid material the character walks through, there's a 50% chance that the character becomes material (see below). The character can move only at three-quarters speed.
Since the character spends about half the character's time on the Ethereal Plane, the character can see and even attack ethereal creatures. The character interacts with ethereal creatures roughly the same way the character interacts with material ones.
An ethereal creature who becomes material while in a material object is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet so traveled.
-Notes-
I don’t use psionic combat myself. If using PsiHB psionic combat the mindshadow receives 2 combat modes at 1st level and one additional combat mode at each of the following levels: 2, 5, 8, 9, 11, 14, 17, 20. If using Mindscapes alternate psionic combat the mindshadow receives the psychic warriors’ mode check bonus (really, it should be slower, but there are only 2 save progressions, and it keeps the poor mindshadow from just being a punching bag on a mindscape).
The powers progression is based off the Paladin / Ranger spell/day progression. I added talents just because I like them, mostly, and in general talents are fairly useful compared to orisons… I was a bit more generous in places, mostly to make sure that at the mindshadow received something to look forward to at every level (except 9th, but a single classed mindshadow gets a feat then, at least). The power point progression is the same as the psy-warrior, it just starts a bit lower (at 1), but it increased at every level by the cost of the highest level power the mindshadow can manifest (talents were treated as .5 and fudged a bit to something that looked fair).
Since the big point of psionic abilities is having access to cool psionic feats, I gave the class only 4 skill points per level but access to three bonus feats, though I’m still wondering if 6 skill points / level would be more appropriate?
EDIT: cleaned up the format a bit.
EDIT: changed skill points and Ruse.
Last edited: