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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
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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