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gridwalker_prestige_class

Gridwalker

Most mindwalkers think of the Grid as a cold thing of technology and psychically inert automation. The Gridwalker knows, however, that the Grid is first and foremost a place where thoughts and ideas are given shape. The Gridwalker traverses the strange world of data and programming like a gridrunner, but uses her psionic power to tap into and manipulate the swirling oceans of mental energy that countless billions have invested in the Grid.

Requirements

To qualify to become a , a character must fulfill the following criteria.

Class Information

The following information pertains to the advanced class.

Hit Die: 1d

Action Points: + one-half character level, rounded down, every time the attains a new level in this class.

Class Skills

The ’s class skills (and the key ability for each skill) are:

Skill Points at Each Level: + Int modifier.

Class Features

The following features pertain to the advanced class.

Advancement Table: The

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st

REQUIREMENTS

To become a Gridwalker, a character must meet the following criteria. Abilities: Intelligence 15, Wisdom 13, Charisma 15. Skills: Computer Use 8 ranks, Concen-tration 6 ranks, Craft (software) 6 ranks, Psi-Craft 8 ranks. Feat: Wild Talent

HIT DIE Gridwalkers gain 1d4 hit points per level. The character’s Constitution modifier applies.

ACTION POINTS Gridwalkers gain a number of action points at each level equal to 7 + ½ character level.

CLASS SKILLS The class skills (and the key ability for each) of the Gridwalker are as follows. Autohypnosis (Wis), Computer Use, Concentration (Con), Craft (electronics, soft-ware), Decipher Script (Int), Knowledge (arcane lore, current events, popular culture,psionics, technology, theology and philoso-phy) (Int), Psi-Craft (Int), Research (Int), Search (Int), Sense Motive (Wis), Spot (Wis).

Skills Points at Each Level: 6 + Int modifier

CLASS FEATURES The following features pertain to the Grid-walker prestige class.

Grid Familiarity The Gridwalker’s psionic sensitivities give her a special perspective on the Grid. Her shadow gains an insight bonus equal to ½ her class level on all skill and ability checks, attack rolls, and saving throws while on the Grid

Mental Hacking The primary strength of the Gridwalker is her ability to use her psionic powers and abilities on the Grid as she would out in the real world. She can use most psionic powers and abilities normally in the Grid, though those that can only target living or sentient beings are limited to affect the shadows of active us-ers. If a power or ability uses Strength as its key ability, the Gridwalker uses her Intelli-gence score instead; for Dexterity, she uses Charisma, and for Constitution, she uses Wis-dom. There are some limitations to this abil-ity. The GM may rule that a power or a specif-ic use of a power does not translate well to the Grid, and may disallow its use, require the hero to pay additional power points to mani-fest the power, require a Concentration check, or otherwise impose reasonable restrictions.

Gridwalker Abilities As they master their art, Gridwalkers gain unique psionic abilities that work only on the Grid. These abilities are divided into Minor and Major Gridwalker Abilities. They never cost power points to manifest, and cannot be modified by Metapsionic Feats. Gridwalker Abilities are defined without regard to mani- of this ability last for a number of rounds equal to the Gridwalker’s class level, and it may be used 3 times per day. Activating this ability is a move action that does not provoke an attack of opportunity.

Ride the Currents: The flow of data, programs, and shadows creates current and eddies of meaning and intent through the Grid. Though these currents are invisible to most, the Gridwalker not only sees them, but she can “surf“ them as well, traveling near in-stantaneously to virtually any place on the local Grid. By making a Sense Motive check (DC 20 for a known Node, DC 25 for an unfa-miliar one), the Gridwalker can move from one Node to another in 1d4 rounds without traversing the “space” in between. On a failed check, the Gridwalker ends up somewhere else (GM’s discretion). This ability is useable a number of times per day equal to the Grid-walker’s class level. Use of this ability is a full round action that provokes an attack of op-portunity.

Solid Shadow 1: By spending an action point, the Gridwalker can psychically rein-force her shadow, granting it a +2 bonus to Defense for a number of rounds equal to her Gridwalker level. This ability may be used at will (though never more than once per round), and may be used again before the duration expires, each use increasing the De-fense Bonus by +1, but not extending the duration. Activating this ability is a move action that does not provoke an attack of opportunity

Track Shadow: The Gridwalker adds her class level to attempts to trace or track any shadow on the Grid.

Major Gridwalker Abilities

Drivespace Telepresence: Accom-plished Gridwalkers can do the impossible: they can psychically travel through drivespace to operate shadows on distant Grids. While in drivespace, the Gridwalker must connect to a Grid-capable system and enter her home node. Once on the Grid (though an admittedly small Grid), she spends 1 hour getting into a deep trance by making an Autohypnosis check (DC 25). If she succeeds on the check, she may attempt to tap into and Ride the Currents across the planar boundaries to connect with virtually any system Grid. Connecting requires anot-er hour and a Computer Use check with a base DC of 25. The DC increases by +5 for every increment of 100 light-years distance between the point from which the Gridwalker’s vessel made Starfall and the system to which she is trying to connect. If she succeeds at the Computer use check, the Gridwalker is able to connect to the local Grid she selected as if she were in-system. There are dangers inherent in Drivespace Telepresence. Firstly, the Grid-walker’s Trance is so deep and her mind so distant that her body is completely presence. While in her shadow, the Gridwalker has absolutely no awareness of her physical body or its environment. She could literally be on fire and not know it. Should her body die while she is operating a shadow through this ability, some say that the Gridwalker becomes a “grid-ghost,” but must simply believe that dead is dead. The second danger is what happens if the Gridwalker’s shadow should be destroyed while she is using this ability. If this occurs, the Gridwalker must make a Will save (DC= 30). If she succeeds, she returns to her body normally, but if she fails the save, her real world body does not come out of the trance. It is instead reduced to –1 hit points and is dying. If her body does survive the or-deal, the Gridwalker regains consciousness as normal, but takes 1d6 Wisdom damage. If the Gridwalker fails either the Auto-hypnosis check or the Computer Use check, the entire attempt fails and any time spent up to that point is wasted. After any attempt at Drivespace Telepresence, whether successful or unsuccessful, the Gridwalker is shaken for 6d4 hours and exhausted.

Gridsense The Gridwalker has become so attuned to the Grid that she has total awareness of the area around her shadow. She has the Grid equivalent of Blindsight in a 60-foot radius around her shadow, and thus is instantly aware of all hidden and concealed objects in that area. Her shadow can’t be flanked or surprised, and she can make an opposed level check against skill, feat, or ability used to hide or disguise any Grid object within 60 feet.

Psi-Force Projection: the Gridwalker can spend an action point to create a sphere of pure psionic energy while on the Grid. Summoning the force is a free action, and as a move action (which does not provoke an attack of opportunity), she can tame and shape this force in virtually any way she sees fit. It can become any melee weapon with which the hero is proficient, acting as a melee touch attack, ignoring damage resistance (but affected by Power Resistance), and inflicting damage equal to 1d10 + the Grid-walker’s class level. In this shape, the force lasts a number of rounds equal to 1 + the Gridwalker’s Charisma modifier. The force can also be fired as a projectile, functioning just as the weapon option, above, except that it inflicts 3d6 points of damage to any target within 60 feet on a successful ranged touch attack and dissipates after one attack. The Gridwalker can choose to shape the force into a net or similar entangling weapon, throwing it at any target within 20 feet as a ranged touch attack. If the net hits, the Gridwalker can use it to grapple the opponent, using a Computer Used check with her Charisma modifier as a bonus for the grapple check. She can hold, pin and inflict damage to her opponent as in a normal grapple this way. Using the force to grapple an opponent requires an attack action, though the hero is not herself considered grappled. A force entangling weapon lasts a number of rounds equal to 1 + the Gridwalker’s Charis-ma modifier. Finally, the force can be used to be-come a barrier. Used in this manner, it can be stretched out up to 5 feet wide by 5 feet high, by 6 inches thick, and acts just like any other barrier on the Grid. The barrier lasts a number of rounds equal to 2 x the Gridwalker’s class level.

Solid Shadow 2: The Gridwalker is able to improve her shadow still further, granting it a Strength score equal to her Intelligence + ½ her Gridwalker level, a Dexterity score equal to her Charisma, and a Constitution equal to her Wisdom. These ability scores provide bonuses just as they would in the real world, so the shadow’s Strength bonus applies to attack and damage rolls, its Dexterity bonus is added to Defense, and so on.

fester levels, but should there be a need to determine their effective manifester level, use the Gridwalker’s full character level. These abilities are only useable when the Gridwalker is personally controlling her shadow (as opposed to using a preprogrammed remote shadow).

Minor Gridwalker Abilities

Analyze Grid Object: The Gridwalker can analyze the data pattern that makes up any Grid shadow, agent, or other object that can be attacked with a weapon. By making a Sense Motive check (DC= 10 + the target’s HD) against a target within 60 feet, the Grid-walker gains the ability to inflict critical dam-age to the target. If the Gridwalker beats the DC by 5 or more, her threat range against the target becomes 19-20. The effects of this abili-ties last for 1 hour, or until (in the case of a shadow) the object disconnects from the Grid, which ever is sooner. This ability take a move action (which does not provoke an at-tack of opportunity) and can be used a num-ber of times per day equal to the Gridwalkers class level.

Graceful Shadow: The Gridwalker can move instinctively with the ebb and flow of the Grid. She may make a Concentration check (DC 25) to grant her shadow such grace and agility that it gains a 25% miss chance. If she beats the check by 5 or more, the miss chance increases to 50%. The effects

Class Base Attack Fort Ref Will Class Defense Reputation Level Bonus Save Save Save Features Bonus Bonus 1st +0 +0 +0 +2 Grid Familiarity, Mental Hacking +0 +0 2nd +1 +0 +0 +3 Minor Gridwalker Ability +1 +1 3rd +1 +1 +1 +3 - +1 +1 4th +2 +1 +1 +4 Minor Gridwalker Ability +1 +2 5th +2 +1 +1 +4 Major Gridwalker Ability +2 +2 6th +3 +2 +2 +5 - +2 +2 7th +3 +2 +2 +5 Minor Gridwalker Ability +2 +3 8th +4 +2 +2 +6 Minor Gridwalker Ability +3 +3 9th +4 +3 +3 +6 Major Gridwalker Ability +3 +4 10th +5 +3 +3 +7 Major Gridwalker Ability +3 +4

gridwalker_prestige_class.txt · Last modified: 2021/12/04 00:39 (external edit)