Difference between revisions of "Slive (3.5e Class)"

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(A psionic rogue at high balance level that isn't *tremendously* superior to a psychic warrior or a rogue (both of high balance level themselves))
 
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'''[[SRD:Evasion and Improved Evasion#Evasion|{{Anchor|Evasion}}]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a slive can avoid even magical and unusual attacks with agility and psionic prescience. If they make a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the slive is wearing light armor or no armor. A [[SRD:Helpless|helpless]] slive does not gain the benefit of evasion.
 
'''[[SRD:Evasion and Improved Evasion#Evasion|{{Anchor|Evasion}}]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a slive can avoid even magical and unusual attacks with agility and psionic prescience. If they make a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the slive is wearing light armor or no armor. A [[SRD:Helpless|helpless]] slive does not gain the benefit of evasion.
  
'''{{Anchor|Psionic Meditation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 2nd level, a slive gains [SRD:Psionic_Meditation|psionic meditation] as a bonus feat. If they already possess this feat then they may instead take another [SRD:Psionic_(Feat_Type)|psionic feat] that they meet the prerequisites for.  
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'''{{Anchor|Psionic Meditation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 2nd level, a slive gains [[SRD:Psionic_Meditation|psionic meditation]] as a bonus feat. If they already possess this feat then they may instead take another [[SRD:Psionic_(Feat_Type)|psionic feat]] that they meet the prerequisites for.  
  
'''{{Anchor|Telepathy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 3rd level, a slive gains [SRD:Telepathy|telepathy] enabling them to communicate telepathically with creatures within 100'.
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'''{{Anchor|Telepathy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 3rd level, a slive gains [[SRD:Telepathy|telepathy]] enabling them to communicate telepathically with creatures within 100'.
  
 
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a slive can react to danger before their senses would normally allow them to do so. They retain their [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if they are caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, they still lose their [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.
 
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a slive can react to danger before their senses would normally allow them to do so. They retain their [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if they are caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, they still lose their [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.

Revision as of 23:07, 25 May 2024

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Author: ErikOfWiki (talk)
Date Created: May 25, 2024
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A psionic rogue. 20 0 Moderate Poor Poor Good Psionics Partial


Slive

The slive is someone who may have become a rogue, but that their psionic talent became their primary focus. A slive uses their psychic intuition and perception to time the most devastating strikes rather than precision aim.

Making a Slive

Abilities: Wisdom is their primary focus for their psionic powers, but as with any lightly armored adventurer Dexterity, as well as Constitution keeps them alive.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Slive

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +0 +2 Nemesis (+1d6), Trapfinding, Zen Combat 01 1 1st
2nd +1 +0 +0 +3 Evasion, Psionic Meditation 1 2 1st
3rd +2 +1 +1 +3 Nemesis (+2d6), Telepathy 3 3 1st
4th +3 +1 +1 +4 Uncanny Dodge, Swift Nemesis 5 4 2nd
5th +3 +1 +1 +4 Nemesis (+3d6) 7 5 2nd
6th +4 +2 +2 +5 Mindsight 11 6 2nd
7th +5 +2 +2 +5 Nemesis (+4d6), Mindsight Nemesis 15 7 3rd
8th +6/+1 +2 +2 +6 Nemesis Dodge 19 8 3rd
9th +6/+1 +3 +3 +6 Nemesis (+5d6) 23 9 3rd
10th +7/+2 +3 +3 +7 Slippery Mind 27 10 4th
11th +8/+3 +3 +3 +7 Nemesis (+6d6) 35 11 4th
12th +9/+4 +4 +4 +8 Improved Evasion 43 12 4th
13th +9/+4 +4 +4 +8 Nemesis (+7d6), Multi-Nemesis 51 13 5th
14th +10/+5 +4 +4 +9 Nemesis Opportunist 59 14 5th
15th +11/+6/+1 +5 +5 +9 Nemesis (+8d6) 67 15 5th
16th +12/+7/+2 +5 +5 +10 Improved Nemesis Dodge 79 16 6th
17th +12/+7/+2 +5 +5 +10 Nemesis (+9d6) 91 17 6th
18th +13/+8/+3 +6 +6 +11 Unreadable 103 18 6th
19th +14/+9/+4 +6 +6 +11 Nemesis (+10d6) 115 19 6th
20th +15/+10/+5 +6 +6 +12 Mass Nemesis 127 20 6th
  1. The slive gains no power points from their class at 1st level. However, they do add any bonus power points they gain from a high Wisdom score, their race, and feats or other sources to their reserve. They can use these points (if any) to manifest their power.

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the slive.

Weapon and Armor Proficiency: Slives are proficient with all simple weapons and with the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not shields.

Choose the powers known from the psion power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a slive to learn powers from the lists of other disciplines or even other classes.) A slive can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a slive can manifest powers in a day is limited only by their daily power points.

A slive simply knows their powers; they are ingrained in their mind. They do not need to prepare them (in the way that some spellcasters prepare their spells), though they must get a good night’s sleep each day to regain all their spent power points.

Maximum Power Level Known: This column determines the highest level power the slive can learn at this level.

To learn or manifest a power, a slive must have a Wisdom score of at least 10 + the power’s level.

Zen Combat: The slive may choose to replace their ability modifier to attack and damage on finesse and ranged weapons with their Wisdom. This counts as Weapon Finesse for the purpose of pre-requisites.

Nemesis (Su): The slive may mark a single visible creature within 30' as their nemesis as a move action, using their psychic abilities to predict its movement and actions. Attacks against this target may from within 30' deal extra bonus damage. The slive must be psionically focused to use their nemesis ability. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two slive levels thereafter. Should the slive score a critical hit, this extra damage is not multiplied. However, it does not function on creatures immune to magic or psionics.

Swift Nemesis At 4th level the slive can mark a creature as their nemesis as a swift action.

Mindsight Nemesis At 7th level the slive can mark a creature as their nemesis if they are sensed via mindsight. A creature so detected is seen as though the slive had blindsight while it remains within range of their telepathy.

Multi-Nemesis At 13th level the slive can mark as their nemesis a number of creatures sensed via their mindsight equal to their wisdom modifier (minimum 1).

Mass Nemesis At 20th level the slive can mark as their nemesis all creatures sensed via their mindsight.

Trapfinding (Ex): The slive gains trapfinding as a rogue.

Evasion (Ex): At 2nd level and higher, a slive can avoid even magical and unusual attacks with agility and psionic prescience. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the slive is wearing light armor or no armor. A helpless slive does not gain the benefit of evasion.

Psionic Meditation (Su): At 2nd level, a slive gains psionic meditation as a bonus feat. If they already possess this feat then they may instead take another psionic feat that they meet the prerequisites for.

Telepathy (Su): Starting at 3rd level, a slive gains telepathy enabling them to communicate telepathically with creatures within 100'.

Uncanny Dodge (Ex): Starting at 4th level, a slive can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.

If a slive already has uncanny dodge from a different class she automatically gains improved nemesis dodge (see below) instead.

Mindsight (Su): A slive of 6th level while maintaining psionic focus can precisely pinpoint other thinking beings within range of their telepathy. They gain blindsense out to the range of their telepathy, but can only detect non-mindless creatures. They may either expend their psionic focus, or focus as a full-round action to gain blindsight for 1 round instead. Mindsight can penetrate barriers, but 3 feet of stone, 3 inches of most metals, 1 inch of lead, or 6 feet of wood or dirt blocks it.

If a non-mindless creature would be invisible to your mindsight, such as a creature with the Darkstalker(LoM) feat, they are capable of feeling its presence and direction but not its specific location.

Nemesis Dodge (Ex): A slive of 8th level or higher can no longer be flanked by their nemesis. Additionally they gain an insight bonus to their armor class equal to their wisdom modifier (if positive) against attacks made by their nemesis, and an insight bonus to their saving throws equal to their wisdom modifier (if positive) against saves provoked by their nemesis.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains nemesis dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Slippery Mind (Ex): At 10th level a slive gains the ability to wriggle free from magical effects that would otherwise control or compel them. If a slive with slippery mind is affected by an enchantment spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. They gets only this one extra chance to succeed on their saving throw.

Improved Evasion (Ex): At 12th level the slive's evasion ability improves. This ability works like evasion, except that while the slive still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save.

Nemesis Opportunist (Ex): At 14th level, the slive may once per round make an attack of opportunity against a nemesis who has just been struck for damage in melee by another character. This attack counts as the slives’s attack of opportunity for that round. Even a slive with the Combat Reflexes feat cannot use the opportunist ability more than once per round.

Improved Nemesis Dodge (Su): At 16th level the slive may as an immediate action teleport up to 30' to evade a successful attack made by their nemesis, causing the attack to miss instead.

Unreadable (Ex): At 18th level the slive becomes unreadable to their nemesis. Against foes marked as a nemesis the slive is treated as if they were under the effect of mind blank cast at their level. This ability continues to function even if their marked nemesis exits the range of their telepathy and is maintained so long as the slive maintains their psionic focus and does not mark new foes as their nemesis.


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Facts about "Slive (3.5e Class)"
Article BalanceHigh +
AuthorErikOfWiki +
Base Attack Bonus ProgressionModerate +
Class AbilityPsionics +
Class Ability ProgressionPartial +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Profession +, Psicraft +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Swim +, Tumble +, Use Psionic Device + and Use Rope +
Skill Points6 +
SummaryA psionic rogue. +
TitleSlive +
Will Save ProgressionGood +