The Psi-Gun

dwayne

Adventurer
This is an altered advanced class. That changed from using magic to using psionics. Thought it was a cool idea and it was very simple and easy to do let me know if you like it?

PSI-GUN
The Psi-Gun combines the hard reality of modern/future ranged
weapons with psionics. She could be a blind archer who strikes unseen targets, a lone
hunter who brings down werewolves, a mysterious stranger who fires psionic bullets that curve around corners, or a fraal.that causes the enemy to drop there weapons with only one shot. Select this prestige class if you want your character to mix technology and psionics, spinning them together to invest ranged weapon attacks with psionic abilities. The fastest path into this prestige class is via the Fast hero basic class combined with the Gunslinger advanced class, though other paths are also possible. To best utilize the Psi-Gun upper-level abilities, a character should have one or more levels of a class that allows psionic abilities.
Requirements
To become a Psi-Gun, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Skills: Concentration 6 ranks, Psicraft 10 ranks.
Special: The candidate must have the Weapon Focus feat or class feature with one ranged weapon.
Class Information
The following information pertains to the Psi-Gun prestige class.
Hit Die
A Psi-Gun gains 1d8 hit points per level. The character’s Constitution modifier applies.
Action Points
A Psi-Gun gains a number of action points equal to 5 plus one-half her character level, rounded down, every time she advances a level in this class.
Class Skills
The Psi-Gun’s class skills are as follows. Balance (Dex), Concentration (Con), Craft (chemical, electronic, mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics, current events, history, popular culture, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 5 + Intelligence modifier.
Class Features
The following features pertain to the Psi-Gun prestige class.
Uncanny Dodge X
At 1st level, the Psi-Gun gains the uncanny dodge class ability, or increases the level of this ability if she already has it. If the Psi-Gun does not have uncanny dodge 1 (a class feature of the Fast hero), she gains it now. This ability enables her to retain her Dexterity bonus to Defense (if any), even when caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if she’s immobilized.) If she already has uncanny dodge 1 from another source but does not have uncanny dodge 2, she gains the latter instead.
With uncanny dodge 2, the Psi-Gun can no longer be flanked—she can react to opponents on opposite sides of her as easily as she can to a single attacker. If the Psi-Gun already has uncanny dodge 2, then no further benefit accrues.
Psionic Shot
At 2nd level and higher, the Psi-Gun can invest her shots with psionic power. Each shot that she fires from a ranged weapon with which she has the Weapon Focus feat or class feature is treated as a psionic attack with a +1 empowerment bonus. The projectile becomes empowered as soon as it leaves the weapon (bow, crossbow, firearm). The Psi-Gun must actually be the one firing the weapon; she cannot grant this power to others. This empowerment bonus increases as the Psi-Gun gains more levels in the prestige class. Thus, a 3rd-level Psi-Gun generates a +2 empowerment bonus, a 4th-level Psi-Gun generates a +3 empowerment bonus, and a 5th-level Psi-Gun generates a +4 empowerment bonus.
Negate Concealment
At 3rd level, the Psi-Gun gains the psionic ability to reduce the benefit her targets gain from concealment—be it from brush, fog, or even invisibility—by 20% (minimum 0%). To make use of this benefit, the Psi-Gun must be using a ranged weapon with which she has the Weapon Focus feat or class feature.
Seeker Shot
At 4th level, the Psi-Gun may take a full-round action and spend 1 action point to fire a single shot at a target whose location is known to her. The projectile travels toward the target along a path determined by the Psi-Gun, swerving around corners and impediments, until it reaches the target, encounters an unavoidable obstacle, or moves a total distance equal to one range increment. If the shot reaches the target, the attack is rolled normally, but all concealment and cover benefits the target may have are ignored. If the shot reaches an unavoidable obstacle, it behaves like any other missed shot. If the shot moves a total distance equal to one range increment, it continues in a straight line. If this line leads to the target, the attack is resolved normally, factoring in any modifiers such as range increments, cover, and concealment that may apply. Otherwise, it behaves like any other missed shot.
Imbued Shot
At 5th level, a Psi-Gun gains the psionic ability to invest her shots with psionic effects. If she has no psionic ability, then this class feature does not function. As a standard action, the Psi-Gun may spend 1 action point to fire a single shot invested with the power of one psionic power that she is currently capable of manifesting. The power must have a target other than “You.” Once the shot is fired, the power is expended as if it had been manifested normally. An imbued shot may be aimed at an individual, an item, or a specific 5-foot square. When the target is a creature or object, treat the shot as a touch attack. In this case, the normal damage of the shot is negated and only the psionic effect occurs. (In other words, the Psi-Gun could fire a “Tailor memory bullet” that would produce a Tailor memory effect on the target without dealing damage. “ What was that did I just see some of the enemy take cover behind me?”) When the target is a 5-foot square, use the rules for thrown explosives (see Chapter Five: Combat in the d20 MODERN Roleplaying Game).
Once you determine whether or where the shot hits, the psionic effects are centered on that spot. A power that targets a creature or object functions only if the shot hits the intended target.
Class BAB/Fort./Ref./Will. Special (Class) (Rep.)
1st +1 /+0 / +0/+0 Uncanny dodge X (+1) (+0)
2nd +2 /+0/+0/+0 Psionic shot +1. (+1) (+0)
3rd +3/+1/+1/+1 Psionic shot +2, (+2) (+1)
negate concealment
4th +4/+1/+1/+1 Psionic shot +3, (+2) (+1)
seeker shot
5th +5/+2/+2/+2 Psionic shot +4, (+3) (+2)
imbued shot
 

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Nanoteck

Here are some INTERNAL NANOCOLONIES that i made my self. Enjoy

Reactive Skin
Base Purchase DC: 30, +1 / DR point (max DR 10).
Reactive Skin replaces your existing skin with a nanite infested one. Artificial synthetic skin is put on in its place. This in turn is connected to your nerve system of the body on androids its connected to your sensors. When an attack is made you have to know its coming (so if caught flat footed no DR) the nanite colony jumps to action to protect by making the artificial skin very hard in that spot. This can pose some wear on the skin so always be careful if the skin gets hit too hard serious damage to may happen.
Benefit: The skin provides a DR of +10 to the person protected this protection is against ranged attacks that the skin knows of. In melee the DR is halved because of insufficient reaction time for the nanites to respawn. Also if 20 or more points of damage gets though the skin then it damages a small portion of nanites (the DR drops by one every time this happens.). They can repair them selves given time 10 minutes per point of DR loss.
Stealth
Base Purchase DC: 28 per dose
Stealth nanites form a completely invisible nanocolony that can rearrange itself to provide a character protection from incoming sonic attacks as well as making him move a lot quieter. Stealth works on many of the same principles as sonic dampening technology, and in essence is made up of thousands of tiny nanites that project a sonic dampening field between one another until a bubble of null sound surrounds the character.
Benefit: When a character utilizes stealth, the nanocolony creates a bubble of null sound that protects against sonic attacks and makes the person all most silent. The user of the nanocolony gains a +30 equipment bonus to move silently and a resistance of 30 against all sonic attacks. It can be activated (and left running permanently) by a simple voice command or deactivated the same way because it stops sound going in and out. Note the person using this has his listen skill penalized at –30 and is unable to use sonic based guns of any type as well as radio or other types of communication is imposable with those in the field.
 

Enchanted Trinkets Complete

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