NeoExodus Classes of NeoExodus - Imperial Janissary.pdf

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Classes of NeoExodus: Imperial Janissary
LPJ9981
classes of NeoExodus:
imperial
Janissary
Written By Joshua Cole
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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classes of NeoExodus: Imperial Janissary
Sometimes, when a rebellion or an enemy incursion
or a supernatural threat menaces the security of a
province, the Imperial Alliance sends a division of
soldiers.
Once he engages his foes, the Imperial Janissary uses
a mix of psionic and physical disciplines to achieve
the quickest, cleanest victory he can. He usually
targets the greatest threat first and works his way
down, putting a premium on enemy spellcasters and
psionicists.
Sometimes, it sends a single Imperial Janissary.
The Imperial Janissary is a member of the Imperial
Alliance’s most elite martial brotherhood a psionic
warrior and investigator without peer. Many prob-
lems resolve themselves as soon as he announces his
presence; the Imperial Janissary has arrived and the
game is up. He is well equipped to deal with the few
recalcitrant villains who attempt to hide or fight him,
however.
However, because of the eclectic training members of
the order receive before becoming Janissaries, no two
of these elite warriors have quite the same style and
habits.
training
Ironically, though the common people see the
Janissaries as creations of the Imperial Alliance, the
inverse is closer to the truth.
Malcontents fear the Imperial Janissary’s power more
than any other foe’s, for few indeed can hide their
thoughts from him and fewer still can stand against
him once he roots out their offenses. The Imperial
Janissary’s reputation among the citizenry is some-
what more mixed. While his efforts to keep the peace
are greatly admired, his psionic abilities unnerve those
he is tasked with protecting.
The Imperial Janissary order was formed centuries
before the Alliance by a group of warriors horrified
by the devastation of total war. The order’s founders
were not pacifists by any means; they hated what
they saw as the denigration of honorable combat
between knights as much as they did the brutal conse-
quences of the clash of nations. Through meditation
and martial practice, they sought to bring an end
to the great conflicts of kings and emperors and to
restore Exodus to its prior state – individual fiefdoms
unbound by the all-encompassing power of centralized
governments. They became warriors without lieges
or vassals, contemplative knights-errant who fought
for no lord except their consciences and time-honored
codes of conduct.
The Imperial Alliance denies rumors that rogue
Janissaries use their powers for personal gain or to
oppress the populace. But they cannot deny that at
least once, Janissary has battled another Janissary, the
servants of the law bringing to heel those who dared
to dream themselves its masters. Some Janissaries
even today use methods their colleagues consider
too harsh or invasive; by and large, though, the order
has, and has earned, the trust of those it is sworn to
protect.
Most Janissaries were multiclassed characters prior
to joining the order. A wide spectrum of past training
shows in their varied tactics and ideals; levels in
monk, paladin, ranger, rogue and all of the psionic
classes are common. Most had at least some formal
psionic training, but a few were wild talents. Few
dedicated spellcasters join the ranks of the Janissaries,
and members of the purely martial classes have diffi-
culty meeting the class requirements.
The order’s original ideals of decentralization and
chivalry were first compromised for practicality’s
sake. The great kingdoms of Exodus were as horrified
and exhausted by the Twilight War as the founders of
the Janissaries had been by the lesser conflicts that
presaged it; for the first time, they were open to the
prospect of peace between nations. It was this goal
that became paramount for the Janissaries of a century
ago - and against all odds, they became instrumental
in meeting that goal.
Combat
Janissaries rarely enter battle unprepared. Their
training is as much investigative and combative; as a
result, they are rarely surprised or tricked - but often
initiate battle with such techniques - and can pick their
fights carefully. Thus, an Imperial Janissary usually
enters combat psionically focused and with defensive
powers active.
The Janissaries of today are much more contempla-
tive and peaceable than their pre-Alliance forbearers.
Some, particularly those Janissaries of longer-
lived races who remember the order of old, lament
the ideals and codes of a bygone age; most of the
Janissaries see their present role as the elite agents of
the Imperial Alliance as a nobler calling, however.
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classes of NeoExodus: Imperial Janissary
imperial janissary
Base Power Max.
Attack Fort Ref Will Points Powers Power lvl
Level Bonus Save Save Save Special per day Known Known
1 +0 +1 +2 +2 Discipline Focus +1, Reputation 1 1 1st
2 +1 +2 +3 +3 Battle Sense 2 2 1st
3 +2 +2 +3 +3 Evasion 4 3 2nd
4 +3 +2 +4 +4 Discipline Focus +2 8 4 2nd
5 +3 +3 +4 +4 Field Sense 12 5 3rd
6 +4 +3 +5 +5 Disciplined Thought 1/enc 18 6 3rd
7 +5 +4 +5 +5 Discipline Focus +3 24 7 4th
8 +6 +4 +6 +6 Thought Aiming 32 8 4th
9 +6 +4 +6 +6 Disciplined Thought 2/enc 40 9 5th
1 0 +7 +5 +7 +7 Celerity, Discipline Focus +4 50 10 5th
Requirements
To become an Imperial Janissary, a character must
meet the following criteria:
Class Features
All of the following are class features of the Imperial
Janissary prestige class.
Base Attack Bonus: +7
Power Points: 1 or more.
Skills: Concentration 10 ranks, Gather Information
13 ranks, Psicraft 10 ranks, Search 10 ranks, Sense
Motive 10 ranks, Survival 10 ranks.
Feats: Track.
Alignment: Any Lawful.
Discipline Focus
At 1st level, the Imperial Janissary selects a single
psionic discipline ( psychokinesis, psychometabolism,
psychoportation, clairsentience, metacreativity or
telepathy ). His effective manifester level when mani-
festing powers from these disciplines is considered
1 higher than his actual class level. This helps him
make manifester level checks ( to overcome power
resistance, for example ) and allows him to spend more
power points to augment his powers.
In addition, the Imperial Janissary can select powers
from the restricted list of his chosen discipline.
Class Information
The following information pertains to the Imperial
Janissary prestige class.
Hit Die
The Imperial Janissary gains 1d8 hit points per level.
The character’s Constitution modifier applies.
At 4th level and every three levels thereafter, the
Imperial Janissary gets a further +1 bonus to his effec-
tive manifester level for his chosen discipline.
Class Skills
The Imperial Janissary’s class skills (and the key
ability for each skill) are:
Power Points/Day
An Imperial Janissary can manifest powers. His ability
to manifest powers is limited by the power points he
has available. His base daily allotment of power points
is given on Table: The Imperial Janissary. In addition,
he receives bonus power points per day if he has a
high Intelligence score ( see Table: Ability Modifiers
and Bonus Power Points ). His race may also provide
bonus power points per day, as may certain feats and
items. If an Imperial Janissary has power points from
a different class, those points are pooled together and
usable to manifest powers from either class. Bonus
Concentration ( Con ), Diplomacy ( Cha ), Disguise
( Cha ), Gather Information ( Cha ), Intimidate ( Cha ),
Jump ( Str ), Knowledge ( history ) ( Int ), Knowledge
( local ) ( Int ), Knowledge ( nobility ) ( Int ), Listen ( Wis ),
Psicraft ( Int ), Search ( Int ), Sense Motive ( Wis ), Spot
( Wis ), Survival ( Wis ).
Skill Points at Each Level: 6 + Int modifier.
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classes of NeoExodus: Imperial Janissary
power points from having a high ability score can be
gained only for the character’s highest psionic class.
If the Imperial Janissary already has Evasion, he
gains Improved Evasion instead. If he already has
Improved Evasion, he receives no further benefit.
Powers Known
An Imperial Janissary chooses his powers from the
psion/wilder power list. At 1st level, an Imperial
Janissary chooses a psion/wilder power to add to his
known powers. Each time he attains a new level, he
learns one new power. An Imperial Janissary can
manifest any power that has a power point cost equal
to or lower than his manifester level. The total number
of powers an Imperial Janissary can manifest per day
is limited only by his daily power points.
Field Sense
By 5th level, the Imperial Janissary’s intuitive psionics
improve to the point he can use his uncanny senses in
the field. As long as he remains psionically focused,
he gets a bonus to Listen, Sense Motive and Spot
checks equal to ½ his class level ( minimum 1 ).
Disciplined Thought
At 6th level, an Imperial Janissary can, once per
encounter, expend his psionic focus to use a power
from his chosen discipline without expending power
points. He gains the benefits of the base power at
no cost and may spend power points to augment it
normally. However, for purposes of the maximum
amount by which he may augment the power, he
counts as having spent the normal power points
required to manifest it.
At 9th level and every three levels thereafter, the
Imperial Janissary can use this ability an additional
time per encounter.
An Imperial Janissary simply knows his powers; they
are ingrained in his mind. He does not need to prepare
them ( in the way that some spellcasters prepare their
spells ), though he must get a good night’s sleep each
day to regain all his spent power points.
The Difficulty Class for saving throws against
Imperial Janissary powers is 10 + the power’s level +
the Imperial Janissary’s Intelligence modifier.
Maximum Power Level Known
An Imperial Janissary gains the ability to learn one
1st-level power when he takes his first level in the
prestige class. As he attains each new odd-numbered
level, an Imperial Janissary gains the ability to master
more complex powers.
Thought Aiming
By expending his psionic focus, an 8th level Imperial
Janissary can add a bonus to attack and damage
rolls equal to ½ his class level ( minimum 1 ). These
bonuses last until the beginning of the Imperial
Janissary’s next action.
To learn or manifest a power, an Imperial Janissary
must have an Intelligence score of at least 10 + the
power’s level.
Because they are precision-based, neither bonus
applies against creatures immune to critical hits.
Reputation
As long as he makes his identity known to those he is
attempting to Intimidate or Gather Information from,
the Imperial Janissary gets a bonus on skill check
equal to ½ his class level ( minimum 1 ).
Celerity
At 10th level, the Imperial Janissary learns the ulti-
mate technique of his order. Celerity allows the
Imperial Janissary to act again and again, bending if
not breaking the laws of time and space - but only at
ruinous cost to himself.
Battle Sense
A 2nd level Imperial Janissary possesses uncanny
awareness of his surroundings. As long as he remains
psionically focused, he gains a bonus to his Armor
Class equal to ½ his class level ( minimum 1 ).
The Imperial Janissary must declare a use of Celerity
at the beginning of a combat round and must be psion-
ically focused. He cannot use the ability in a surprise
round. He forfeits his normal actions for the round.
He may take an action ( Swift, Move, Standard or Full-
Round ) before any other creature acts. After each
combatant takes his action, the Imperial Janissary may
take another. After all other combatants have acted;
the Imperial Janissary may take any number of addi-
tional actions until he chooses to stop or falls uncon-
scious.
Evasion
A 3rd level Imperial Janissary’s psionically honed
reflexes grant him Evasion. He suffers no damage on
a successful Reflex save for ½ damage. Evasion has
no effect on other Reflex saves, nor on other types of
saves for ½ damage.
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classes of NeoExodus: Imperial Janissary
After every action the Imperial Janissary takes using
Celerity, he suffers a penalty to all d20 rolls - attacks,
saves, skill checks, etc. - and to Armor Class, mani-
fester level and caster level. These penalties stack
with themselves and with all other penalties and
remain until the Imperial Janissary has a chance to
rest. The severity of the penalty depends upon the
action taken.
A character whose penalties from Celerity equal or
exceed his character level drops to -1 hp and falls
unconscious at the end of the action that caused the
penalties to reach that level.
Action Type Penalty
Swift
-1
Move
-2
Standard
-3
Full-Round
-5
All mechanics on all pages is Open Game Content as
defined by the Open Gaming License. See page 5 for
more information.
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