Specialist

You don’t fit a lot of easy-to-define categories. You have psionic power, sure, but you’re into patterns; the patterns of energy that flow to and from the universe around you, the ripples in time as it distorts space (and vice-versa, for that matter), or even the patterns in humanoid behavior and emotion. Your insight into these patterns might give you a career as a spy or a metal man, in the field work division of corporate HR (where you ferret out spies and competitors), or even as an explorer, archaeologist, or killer-for-hire. You often supplement the talents of your group, using your unique insight and sideways perspective to harry enemies or delay disaster long enough for your allies to stick the landing.  
Hit Points: 6
Stamina Points: 6

Key Ability Score

Your inclination (see below) defines your key ability score, which also determines your bonus power points per day and makes your abilities and powers more effective. A high Dexterity can make you a better ranged combatant, while a high Intelligence offers access to more skills.

Class Skills

The Specialist's class skills are Acrobatics (Dex), Athletics (Str), Autohypnosis (Wis), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)   Skill Ranks Per Level: 6 + Intelligence modifier

Proficiencies

Armor: Light armor   Weapons: Basic melee weapons, grenades, longarms, small arms

Class Features

Level Base Attack Bonus Fort Save Ref Save Will Save Special Psi Points/Day Powers Known Max Power Level
1st +0 +0 +2 +2 Inclination, Pattern Disruption, Specialist Proof 1 1 1
2nd +1 +0 +3 +3 Advanced Synergy +1, Specialist Proof 2 1 1
3rd +2 +1 +3 +3 Limited Prescience, Weapon Specialization 3 1 1
4th +3 +1 +4 +4 Hobbyist Proof, Specialist Proof 5 2 1
5th +3 +1 +4 +4 Rhythmic Focus 7 2 1
6th +4 +2 +5 +5 Advanced Synergy +2, Defensive Disruption, Specialist Proof 9 2 1
7th +5 +2 +5 +5 By the Numbers, Rippling Dodge 12 3 2
8th +6 +2 +6 +6 Hobbyist Proof, Specialist proof 15 3 2
9th +6 +3 +6 +6 Focused Disruption 19 3 2
10th +7 +3 +7 +7 Advanced Synergy +3, Specialist Proof 23 4 2
11th +8 +3 +7 +7 Adapted Pattern 28 4 2
12th +9 +4 +8 +8 Hobbyist Proof, Specialist Proof 33 4 2
13th +9 +4 +8 +8 Disrupting Echo 39 5 3
14th +10 +4 +9 +9 Advanced Synergy +4, Specialist Proof 45 5 3
15th +11 +5 +9 +9 Synergistic Attunement 52 5 3
16th +12 +5 +10 +10 Hobbyist Proof, Specialist Proof 59 6 3
17th +12 +5 +10 +10 Practiced Focus 66 6 3
18th +13 +6 +11 +11 Advanced Synergy +5, Specialist Proof 74 6 3
19th +14 +6 +11 +11 Context Erasure 82 7 3
20th +15 +6 +12 +12 Hobbyist Proof, Specialist Proof 91 7 3
Power Points Per Day
Your ability to manifest powers and utilize certain class features is limited by the power points you have available. Your base daily allotment of power points is given on Table 1-1: Specialist. In addition, you receive bonus power points per day from your key ability score, plus any other sources of bonus power points (such as your race or feats).
Powers Known
You begin play knowing 2 specialist talents and 1 specialist power of your choice. You learn additional powers at the levels indicated on Table 1-1: Specialist. Initially, you may only learn and manifest specialist talents and 1st level specialist powers, but as you gain experience you gain access to more complex powers, as indicated on Table 1-1: Specialist. You choose your powers from the specialist list. To learn or manifest a specialist power, your key ability score must be equal to or greater than 10 + that power’s level. You can otherwise manifest any specialist power whose power point cost is less than or equal to your manifester level. You simply know your powers; they are ingrained in your mind. The Difficulty Class for saving throws against your specialist powers is 10 + 1/2 the power points spent manifesting that power + your key ability score modifier.

Inclination - 1st Level

While no two specialists are quite alike, your inclination represents the kinds of patterns you are most skilled at analyzing and manipulating, and thus your approach to manifesting and controlling your psionic potential. Pick one inclination upon taking your 1st level of the specialist class. Once made, this choice cannot be changed. Descriptions of the inclinations appear below. Your inclination determines your key ability score. In addition, it grants you the Skill Synergy feat in any two skills based on that key ability score. As you gain levels, you learn bonus powers related to your inclination.   Your choice of inclination affects your later specialist class features, including specialist proof, rhythmic focus, and defensive disruption. See the descriptions of those features for the exact details.

Pattern Disruption - 1st Level

You can use your insight into the material and psionic patterns of reality to deliver devastating attacks to a foe’s weak points. You can expend your psionic focus as a standard action and make an attack with your weapon. If it hits, your weapon’s additional critical effect triggers, even if you did not make a critical hit. Your target gains a +2 circumstance bonus to their saving throw (if any) against your weapon’s additional critical effect if the attack you enhanced with this ability was not a critical hit. If your weapon has no additional critical effect, your target is instead flat-footed until the end of your next turn.  

Specialist Proof - 1st Level

As you refine your skills, you learn to change, create, and disrupt the patterns you study in defined, repeatable ways known as proofs. You learn your first proof at 1st level, your second at 2nd level, and an additional proof every 2 levels thereafter. If a specialist proof allows a saving throw to resist its effects, the DC is equal to 10 + half your specialist level + your key ability score modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 x your specialist level + your key ability score modifier. The list of specialist proofs appears below. You must learn either general proofs or those associated with your inclination, and you cannot learn the same proof more than once unless it specifically says otherwise.

Advanced Synergy - 2nd Level

Constant practice, study, and understanding of the patterns you use and exploit in your day-to-day life make your more comfortable with your favored skills. You increase the bonuses granted by your Skill Synergy feats by +1. If any of your Skill Synergy feats do not grant a bonus to checks made with the skills they affect, this ability’s bonus still applies to those skills as an insight bonus. This bonus increases by 1 at 6th level and again every 4 levels thereafter.

Limited Prescience (Su) - 3rd Level

You gain a +2 insight bonus to initiative checks while you are psionically focused. You can expend your psionic focus as a reaction whenever an ally in close range that you can observe fails an unopposed skill check using a skill you have 1 or more ranks in. If you do, any negative consequences of that check (such as falling, triggering countermeasures, or setting off a trap) are delayed by 1 round. In many cases, this means that your ally can attempt a new check to avoid or mitigate the consequences (attempting a new Athletics check to grab the surface they’re climbing, accessing a computer to disable the countermeasure, and so on).

Weapon Specialization - 3rd Level

You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Hobbyist Proof - 4th Level

Time spent observing and manipulating different patterns, or using your psionic power in new ways, gives you access to a scattering of talents outside of your normal wheelhouse. You gain your first hobbyist proof at 4th level, and again every 4 levels thereafter. For each hobbyist proof you gain, you can choose to learn either a bonus power from an inclination other than yours, which can be of any level up to the highest you can know, or you may learn a specialist proof from another inclination as if you were a specialist with that inclination of half your specialist level.

Rhythmic Focus (Su) - 5th Level

By recognizing and working with your personal quirks and the flow of battle around you, you can more rapidly and easily gain and expend your psionic focus. You gain your inclination’s rhythmic focus ability.

Defensive Disruption (Su) - 6th Level

You can defend yourself by disrupting the attack patterns that keep your opponents on-balance. You gain the defensive disruption ability of your inclination. If it permits a saving throw to negate its effects, the DC is equal to 10 + 1/2 your specialist level + your key ability score modifier.

By the Numbers (Ex) - 7th Level

Constant practice and study has helped you master your skills of interest. When making a check with a skill to which you’ve applied the Skill Synergy feat, you can reduce the bonus of your advanced synergy class feature by 2. If you do, roll the check twice and use the better of the two results.

Rippling Dodge (Su) - 7th Level

You can read the patterns in the motions and fighting styles of your opponents, picking your moment ahead or behind of their attacks. You are immune to the flat-footed condition, and you do not provoke attacks of opportunity for making ranged attacks while threatened. In addition, you gain an insight bonus to armor class equal to the number of significant enemies threatening you.

Focused Disruption (Su) - 9th Level

Your focused attacks hit vital points on your targets, compromising their biological and technological systems. When you hit with an attack made as part of your pattern disruption ability, it is automatically a critical hit, regardless of the total result of your attack. Your target still gets a +2 circumstance bonus to their saving throw (if any) against your weapon’s additional critical effect unless the total result of your attack would have been a critical hit without the use of this ability.

Adapted Pattern (Su) - 11th Level

You have grown used to defending yourself against certain kinds of attack. Choose evasion or stalwart; you gain the chosen ability. Once made, this choice may not be changed.
Evasion (Ex)
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.
Stalwart (Ex)
If you succeed at a Fortitude save against an effect that normally requires multiple successful saves to cure (such as a disease or poison), that effect immediately ends and is cured with a single successful save.

Disrupting Echo (Su) - 13th Level

You can make debilitating, harmful attacks with the same casual ease as regular fire. You can use your pattern disruption ability as a full action. If you do so, you make a full attack as part of your pattern disruption, rather than a single attack. Its effects (including focused disruption) apply to any and all of the attacks that hit.

Synergistic Attunement (Su) - 15th Level

You tweak your gear’s magical and technological aspects to make it more efficient. If you have a weapon fusion that adds an additional critical effect, both it and the weapon’s usual additional critical effect apply (if the weapon also has the devastating fusion, you may incorporate a third effect if it has one). In addition, you can wear and utilize a third worn magical or hybrid item.

Practiced Focus (Ex) - 17th Level

You keep deeper reserves of psionic power active and ready through mnemonic training, constant practice, and deadly experience. You can maintain an additional psionic focus.

Context Erasure (Su) - 19th Level

You master the manipulation of pattern and their interactions to selectively erase yourself from existence. You can expend your psionic focus and 1 Resolve Point as a swift action; if you do, you choose what you are and are not affected by that turn. You may move as though you were incorporeal. You do not trigger reactions or readied actions unless you choose to, are not affected by environmental hazards or area-of-effect abilities unless you wish to be, and are unobserved by any and all creatures and devices that you do not specifically choose to allow to observe you. You can still affect your environment normally during this turn. Erasing your pattern from the context of reality is difficult and dangerous; once you use this ability you cannot use it again until you have taken 10 minutes and spent a Resolve Point to recover Stamina.

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