Hit Dice: "2½d0+13" means you get 2½ times your Con bonus, plus an additional 13 (not multiplied by 2½), per level (round down).
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Exceptional Str, Dex, and Chr bonus.
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Gets Wis bonus to physical attacks in addition to Str and/or Dex.
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Can weapon specialize and uses the "Ranger" line for number of attacks.
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Has 60+40*LVL Rogue points.
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Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed.
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This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
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Has access to the following psionic frequencies: -1, -5, -6N, 9. DM Note: A list of -1, -5, -6N powers follows, but I didn't list Psi9 because it's so long.
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PSPs = (Con+Int+Chr)*LVL
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May use ˝P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ˝P action can be used to make 1 attack (or converted to ˝V to do a half movement).
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Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
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Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
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Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
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Level 4: 1V: +1 QV next segment.
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Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
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Level 5: 1M: Raise Dead.
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Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
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Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
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Level 9: 1P: +1 QP next segment.
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Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
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Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
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Level 10: 1M: Raise Dead Fully.
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Level 16: Your Vampiric Regeneration affects your missile weapons too.
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