guardian_prestige_class

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Guardian (Prestige Class)

Storyteller House Rule

Mindwalkers have access to a great power, against which most people are virtually defenseless. Many of those who are gifted with these powers seek only to live normal lives, to use their powers for the common good, or to seek enlightenment or some other worthy goal. However, the psionic predators who hunt among the unsuspecting masses must be opposed. Guardians are those who, for various reasons, hunt and combat psychics and psychic creatures. An individual Guardian takes up a challenge, pledging themselves to protect the galaxy from those who would use their psionic powers and abilities to harm or manipulate others. Their abilities are focused on making them effective enemies of psychics and overcoming psychic abilities.

Requirements

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

Base Attack Bonus: +5

Will save bonus: +3

Skills: Knowledge (Life Sciences) 10 ranks

Feats: Track, Urban Tracking, Psionic Ability

Special: Must have overcome a psionic enemy in single combat.

Class Information

The following information pertains to the Guardian prestige class.

Hit Die: 1d8

Action Points: 7 + one-half character level, rounded down, every time the Guardian attains a new level in this class.

Class Skills

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

Climb (Str), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis)

Skill Points at Each Level: 6 + Int modifier.

Class Features

The following features pertain to the Guardian prestige class.

Psionic Sense

At 1st level, guardians can learn the Psionic Sense skill as a class skill, ignoring any prerequisites.

Psionic Shield

A 1st-level guardian can learn the Psionic Shield skill as a class skill, ignoring any prerequisites.

Psionic Static

Imbue Weapon

Drain Power

Mental Fortitude

Drain Vitality

Mind Over Matter

Psionically Null

Psionic Reflection

Psionic Hampering

Psionic Severance

Advancement Table: The Guardian

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st

STATIC At 2nd level, guardians can learn the Psychic Static skill as a class skill, ignoring any prerequisites. Imsuc wt-ZAI>011 A 2nd-level mind hunters gains the Imbue Weapon teat (p. 45) for free. 5'4I$.aJ..)'_

Dwain bower: At 3rd—level, mind hunte rs can learn the Drain Power skill as a class skill, ignoring any prerequisites. menm Fomru DE guardians gain the bene?ts of the Mental Fortitude feat (p. 46) at 3rd level. Their mental hardness score increases to 2 at 6th level DMIY1 VITALIW and 3 at 9th level. A 4th—level guardian can learn the Drain Vitality skill as a class skill, ignoring any prerequisites. mm Oven mm» At 4th level, a guardian gains the bene?ts of the Mind Over Matter feat (p. 46) for free. bsncnxcaim ?uu. A 5th-level guardian becomes even more difficult for psychics to sense and affect with their abilities. The familiarity modi?er for affecting the mind hunter is increased by +5 DC (see Familiarity, p. 21). bxvm Tetenou A 6th-level guardian gains the Divert Teleport feat (p. 45). The guardian uses the Psychic Static skill in place of Apport and ignores other prerequisites. bswcnrc REFLECTION At 7th level, a guardian gains the Psychic Re?ection feat (p, 47) free.

bsucmc Havnweinq An 8th—level guardians Psychic Static and Psychic Shield skills are improved. In order to overcome the guardian's skills, a psychic must suffer additional strain as hit point damage rather than as nonlethal damage.

bsqu-11c Sevmnce A 10th-level guardian gains the Psychic Severance feat (p. 48) for free. The mjncl hunter must touch the subject and uses Psychic Sta?c skill bonus in place of Psychic Surgery, but otherwise the effects (and strain cost) remain the same,

guardian_prestige_class.1383197822.txt.gz · Last modified: 2021/12/04 00:40 (external edit)