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Djinn_in_Tonic
2007-06-19, 08:28 PM
A new cyberpunkish/psionic Shadowjack/technomage style of class. All comments welcome.

Powers and fluff will be coming soon.

Neuromancer
The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.
Requirements
To qualify to become a Neuromancer, a character must fulfill the following criteria.
Abilities: Savant (Computer Use)
Skills: Computer Use 6 ranks.
Feat: Wild Talent, Basic Neuromancy.

Class Information
The following information pertains to the Neuromancer advanced class.
Hit Die
The Neuromancer gains 1d6 hit points per level. The characterís Constitution modifier applies.
Action Points
The Neuromancer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills
The Neuromancerís class skills are as follows.
--Still under progress
Skill Points at Each Level: 5 + Int modifier.

Table: The Neuromancer

Level BaB Fort Ref Will Special
1st +0 +0 +0 +2 Empathic Link
2nd +1 +0 +0 +3 Traceless
3rd +1 +1 +1 +3 Bonus Feat
4th +2 +1 +1 +4 Psychic Network
5th +2 +1 +1 +4 Mind over Machine
6th +3 +2 +2 +5 Bonus Feat
7th +3 +2 +2 +5 Improved Neuromancy
8th +4 +2 +2 +6 Distant Access
9th +4 +3 +3 +6 Bonus Feat
10th +5 +3 +3 +7 Ghost in the Machine


The table wasn't working right, but it has +1-+5 defense progression and +1-+4 Reputation progression, as well as a few psionic powers that I'm making to deal with electronic devices.

Class Features
All of the following features pertain to the Neuromancer advanced class.
Empathic Link (Su): At first level the Neuromancer begins to attune himself to the electrical world. He gains access to the internal functions of an electronic device simply by being in physical contact with the device itself. Touching a computer terminal would, for example, grant him access to whatever the terminal is being used for. Merely touching wires, however, will not have this effect. The device does need to be connected to a power source, although it does not have to be operational or even turned on.
In addition, the Neuromancer can sense the presence of any operating electronic devices within 20ft of himself, even through walls, although 1 inch of lead will stop the effect.
Traceless (Su): When accessing a terminal via Empathic Link, a Neuromancer is not only hard to trace but also hard to discover. The system is only alerted of his presence within the machine if the Neuromancer fails his Computer Use check by 10 or more.
Bonus Feat: At third, sixth, and ninth level, the Neuromancer choose a feat from the following list. He must meet the feats prerequisites to select it.
Physic Network (Su): At fourth level the Neuromancer gains the ability to extend his empathic link to any device in connection with the device he touches, granting him full access to that device, and from there to any other device in contact with that one, and so on ad infinitum. Transfer via standard information lines requires no power, but to travel via a wireless network requires that both machines are turned on and in contact with each other. It requires a full-round action to transfer the Neuromancerís focus from one point to another.
Mind over Machine (Su): At 5th level, the Neuromancer learns to use his physic ability to further influence machine. Any and all Computer Use checks the Neuromancer makes take one full round action, unless the check already required less time.
Improved Neuromancy: At 7th level, the Neuromancer gains Improved Neuromancy as a bonus feat.
Distant Access (Su): At eight level the Neuromancer no longer needs to be in contact with a device to control its functions. As long as the Neuromancer has a line of sight to an electronic device he may act as if he were in full contact with it, although he takes a -5 penalty to all Computer Use checks related to the distant device.
Ghost in the Machine (Su): At 10th level the Neuromancer has reaches the pinnacle of his physic abilities. No security feature will impede or even notice his progress within a machine, nor notice the effects of his alterations. Computers and other devices will function to the best of their ability as if nothing is wrong, and no scans or other programs will uncover any corruption. After completing operations, the Neuromancer makes a Computer Use check. In order to discover the source of the problem (which is needed before repairs can even begin), the user must make a Computer Use check with the DC set at the Neuromancerís Computer Use check. A failed check means the user cannot discover the source of the problem.


Basic Neuromancy
Prerequisites: Wild Talent, Computer Use 4 ranks.
Benefit: When making a Computer Use check, you may expend any number of power points up to a number equal to your Intelligence modifier. For each point expended in this manner, you gain a +2 bonus to your Computer Use check.

Improved Neuromancy
Prerequisites: Wild Talent, Basic Neuromancy. Computer Use 10 ranks.
Benefit: When manifesting Psionic powers that directly target electronic devices, you pay 1 less power point. This causes 1st level powers to be manifested at no cost.