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psi_tech_advanced_class

Psi Tech (Advanced Class)

Storyteller House Rule

The Psi tech creates new psionic applications, but with science rather than existing powers. He or she most likely was not even born with psionic ability, having instead created it with implants, treatments or psi-gear. The psi tech's life revolves around these inventions, which he or she usually sells to design firms—-if the hero doesn't already work for one. Learning how to use the inventions makes the psi tech a more effective designer.

Requirements

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

Class Information

The following information pertains to the Psi Tech advanced class.

Hit Die: 1d6

Action Points: 6 + one-half character level, rounded down, every time the Psi Tech attains a new level in this class.

Class Skills

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

Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Navigation (Int), Pilot (Dex), Repair (Int), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)

Skill Points at Each Level: + Int modifier.

Class Features

The following features pertain to the Psi Tech advanced class.

Advancement Table: The Psi Tech

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st
psi_tech_advanced_class.txt · Last modified: 2021/12/04 00:39 (external edit)