What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

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Friday, September 15, 2017

Starfinder Homebrew - Pulser Character Class

Hi folks and welcome back.  I am still on a Starfinder kick for stuff at the moment and it may not be over anytime soon.  Today I have a martial arts themed character class for everyone to enjoy - the Pulser.  Now please keep in mind that this class may changed based upon positive feedback I get from you folks who want to give it a try.  I'm certain that there is room for improvement so let me know if you think there's something that needs to be added.

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PULSER
STAMINA POINTS:  6 + CON Mod.
HP:  6

The galaxy is a large and strange place, and you are but one of a few people who have traversed the Drift and felt the pulse of the universe.  The energy of the pulse connects everything, and those who can sense it can channel it and affect its connect to others.  You are one of these few who have felt the pulse and you have learned how to tap into it, and those who have learned how to are known as Pulsers.  As a Pulser you learn how all things connect to each other in the grand scheme of things.  Reading and interpreting the pulse allows a person to broaden their senses of the world, to react before others would, and to fight as a living weapon.

KEY ABILITY SCORE
Your Wisdom helps with your connection to the pulse.  A high Dexterity is equally beneficial, and a decent Intelligence assists with your skills.

CLASS SKILLS
SKILL RANKS PER LEVEL
4 + Intelligence Modifier

Acrobatics (DEX)             Perception (WIS)
Computers (INT)              Piloting (DEX)
Culture (INT)                    Profession (CHA, INT, or WIS)
Diplomacy (CHA)            Sense Motive (WIS)
Mysticism (WIS)              Stealth (DEX)

PROFICIENCIES
ARMOR PROFICIENCY
Light Armor

WEAPON PROFICIENCY
Basic Melee Weapons, Small Arms
























 MARTIAL ARTIST [1st Level]
A Pulser does not ever truly need a weapon as they are one, but they can choose to use them if desired.  A Pulser treats unarmed attacks as proficient weapons, and as they gain levels the unarmed attack damage increases as well.  At level 6 your melee attacks count as being magical.

HARMONIC READING (EX) [1st Level]
A Pulser may be able to wear some forms of armor if they choose to, but a Pulser is at their best without the need for body armor.  When not wearing body armor, a Pulser has the ability to sense and read the flow of the pulse around themselves with clarity.  This allows them, at 1st level, to be able to apply their WIS modifier to their AC (KAC & EAC).  At level 3 and every other level there after you gain a +1 to your KAC and EAC.

PULSE FOCUS (SU) [1st Level]
A Pulser has a special connection to the universe where they can feel what can only be described as a cosmic heartbeat.  You are ever aware of this pulse and can freely sense it.  You gain a number of Pulse Points equal to your level +  WIS modifier.  These points are expended to be able to focus the pulse to do a number of things.  Recovering your expended pulse points at a rate of 1 point once combat ends, or if you take a 10-minute rest & expend a Resolve point you gain back all expended Pulse Points.  You initially can only do a few things with the pulse, but as time goes on you will gain additional abilities that you can use the Pulse Points for.  All powers noted below require the expenditure of 1 PP.
·         Pulse Interrupt:  You can interrupt the pulse with in a being. The target must make a FORT save vs. your attack roll.  If they fail their save, the target can have one of the following conditions applied to them, (each condition lasts until the end of your next turn):  Encumbered, Exhausted, or Off-Target.
·         Pulse Step:  You can use the Pulse to shift your position in space from one place to another with in your line of sight.  As a move action you can move up to your speed + your level x2 to any spot you can see.  Opponents around you lose sight immediately and must make a Perception roll in order to see where you have gone.  The action is akin to teleporting, but is virtually silent.
·         Pulse Insight:  When fighting defensively, or using total defense you can add an additional +1 or +2 bonus (respectively) to your AC.

PULSE DISCIPLINE [1st Level]
Your discipline determines how you primarily utilize your connection with the pulse.  At 1st level, and again at levels 4, 7, 10, 13, and 17th levels you can choose an area to focus your discipline.  You will have two options available at each level, but you may only choose one to have.  Once your choice is made you are stuck with it.

FIGHTING ARTS FEAT [3rd Level]
At level 3 and every 3 levels there after you may choose a bonus feat to have.  This works like the Combat Feat class feature on page 111.

FALL BREAKER [5th Level]
When you are knocked prone you can stand as an incidental action instead of as a move action if you succeed in a DC 15 Acrobatics roll.  Additionally, if you jump off, or fall from a height you are able to reduce the damage you take from the fall.  This amount is equal to your level + an Acrobatics roll.

DEFLECTION (EX) [8th Level]
You gain the ability to deflect any projectile directed at you (with the exception of attacks that affect an area).  When hit by the ranged attack you can expend your reaction to reduce the damage of the attack.  The amount that damage is reduced by is equal to 1d10 + your REFLEX Saving throw.  This applies to all attacks from one target.  If multiple targets attack the character in the same turn, you will need multiple reactions in order to deflect multiple attacks.  If the damage of the attack is reduced to 0 then the attack is completely negated, and if the attack consists of solid ammo (like an arrow) it can be caught if you have an empty hand.

PULSE SYNCRONIZATION (EX) [11th Level]
You can synchronize your pulse with that of another person.  In doing this when performing the Aid Another action, you grant a +5 bonus to aid that person instead of +2.  When used on an opponent with an INT score higher than 2, you gain a +5 bonus to Sense Motive, and Perception Checks you may need to make against them.

GREATER PULSE FOCUS (SU) [14th Level]
The breadth of your powers from the Pulse have expanded.  You now gain the following three powers.  However, the use of each power costs you 6 PP.
·         Limitless Step:  You are able to use the Flight spell, but it works only for you.  The spell is cast as a 3rd level spell, and your level as a Pulser determines the strength of the spell’s benefits.
·         Cascading Pulse:  You can set up a detrimental cascading effect in a target’s link to the pulse.  You make an unarmed attack roll against a chosen target.  If your attack hits, the target takes your unarmed damage.  At the start of each turn there after the target takes the same damage again and again until it is defeated or the effect ends.  The target may make a FORT save for half the damage taken if they succeed (DC being equal to the damage rolled).  The effect lasts for 1 round per 4 character levels.
·         Total Awareness:  You become completely aware of everything and anything around you, within 300ft of you.  You know if anything is living or dead, where they are in relation to you, and if they are invisible or concealed.  You cannot be caught flat footed, and can perceive through walls and other structures.  You also gain a +10 bonus to sense motive checks.  The benefits of this requires concentration, however, and lasts a number of minutes equal to your level.

MARTIAL ARTS MASTERY [16th Level]
You have attained a level of mastery over the unarmed fighting arts that few people ever reach.  You may choose to gain either a +3 dice increase to your base unarmed damage. Or you may apply a +2 to your KAC or EAC (or a +1 to both).  Or you may increase your PP by an additional amount equal to your WIS modifier.

PULSE ASCENSION (SU) [20th Level]
Your connection to the pulse is unending and allows you to enter an ascended state in order to achieve this connection for a brief period of time.  Once per day you can enter this state, where pulse energy crackles across your body.  In this state you gain Spell Resistance equal to your Level + WIS modifier.  Additionally, you may take an additional reaction, and your unarmed attacks deal an extra 2 dice of damage.  More over your unarmed attacks gain a reach equal to your WIS modifier +1.  Finally, when you expend PP you reduced the cost by 1 PP (no less than one however), and you recover 1 PP at the start of each of your turns.  This state lasts for a number of turns equal to your WIS modifier +1.


PULSE DISCIPLINES
Below are the various pulse disciplines available to your character at certain levels.  At each level you are allowed to choose just 1 of the features noted below.

[1st Level]
Battle Rhythm (EX)
As a standard action you can focus your mind and find the rhythm of a battle.  You become aware of its highs and lows, and this allows you to anticipate an enemy’s actions.  Against a single chosen opponent, you may apply either a +1 to your AC, or gain a +1 to your attack rolls.  You may change which opponent this applies to freely as combat continues at the start of your turn, as well as deciding which bonus to apply.  Once combat ends, so too does Battle Rhythm.

Calmed Pulse (EX)
You can calm your heart, making you less prone to act on impulse and emotion.  As a standard action, for the duration of an encounter, you gain immunity to Fear effects, and your emotional state cannot be altered.  You also can apply a +2 bonus to saving throws against magical effects that would put you to sleep or inflict feat in you.  Once the encounter ends, so too does Calmed Pulse.

[4th Level]
High-Frequency Strike (SU)
You can use the pulse to infuse your unarmed attacks with sonic damage.  By spending 2 PP, your unarmed attacks deal 1d6 sonic damage + 1d6 every 4 levels.  Your unarmed attacks are considered magical as well while this is active (if they are not already).  When damaging objects, you deal an extra 2 dice of damage.  This power requires the character’s concentration to use and can be maintained the duration of combat.

Restore Balance (SU)
Instead of harming, you can instead seek to help and heal yourself or others.  By spending 2 PP, you may instead put your hands on a yourself or another target and roll your unarmed damage to instead restore either HP or Stamina (your choice).  Using this is an action.

[7th Level]
Harmonic Step (SU)
Barriers are not an obstacle for you.  You can spend 3 PP to be able to move through walls, doors, and other obstacles as if they weren’t there.  This cannot work with magical barriers however.  Additionally, without expending PP you leave no trails when you move around (like foot prints, or disturbed landscape).

Pulse Persuasion (SU)
You can use your ability to manipulate the pulse in others to persuade them into doing things they normally wouldn’t.  You gain a +2 to your Bluff, Diplomacy, or Intimidation skill rolls.  For 3 PP you can force the target to make a WILL save vs. DC equal to 10 + your level as a Pulser + your WIS modifier.  If the target fails, the roll you can issue any command you want to them so long as it’s not a command that they would not normally find unreasonable.  Targets are typically unaware that they have been influenced when subjected to this.  You can also affect additional targets for 1 extra PP per target affected.

[10th Level]
Structure Pulse (SU)
You can sense how the pulse interacts with machines, objects, and constructs.  You gain a +2 bonus to relevant skill rolls for repairing or building things.  If you expend 4 PP when in combat as a move action, you can sense the weak points of machines, objects (this includes structures), and constructs.  This grants you +4d6 damage to the target (if you hit) and it receives no Damage Reduction or Hardness protection against the attacks damage.

Purge (SU)
Your connection to the Pulse allows you to purge ailments for yourself and others.  You gain a +2 Bonus to your FORT saves against Diseases, Toxins, and Poisons.  You may also expend 4 PP and use a full-action to purge yourself or an ally you can touch of 1 chosen ailment that they are afflicted with that is a disease, toxin, or poison (magical or otherwise).

[13th Level]
Pulse Step (EX)
You may add your level to your speed.  Additionally, you may add this total to the distance you would travel when jumping so long as you can take a 5ft step first.

Impulse (EX)
You gain the benefits the class feature Uncanny Agility (pg 94 PHB).

[17th Level]
Pulse Strike (EX)
When making a full-attack with an unarmed attack, you instead make 3 attacks instead of 2 at a -4 penalty to your attack rolls.  However, while making these attacks you also cannot expend PP to enhance your attacks.

Pulse Conversion (EX)
This capability grants you a few different capabilities.  First you may change the sonic damage of your quake strike to be fire, or electricity instead (this must be done at the start of your turn before you attack).  Second of all when you choose between Sonic, Fire, or Electricity you gain Damage Reduction against that chosen source of damage equal to your WIS modifier +1.










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