Character class: Psionic assassin, part 2
Posted: Sun Jul 03, 2005 1:30 am
[I've been working on a character concept for a psionic assassin. Yes it's a very cheesy rip off from Starcraft, no denying that. While cheesy I think the concept lends itself well to the NWN enviroment. That aside, i wanted to know what my fellow Psions/psion fans think about the character set up. Questions comments rude remarks, fireaway]
Ghost: Psycic assassin "While invisible we see and destroy"
Ranger(Rogue), Psion, Assassin (2/10/8) [example]]
Nicknamed Ghosts because they often appear as such due to the psionic power ectoplasmic form they commonly use.
Alignment: Lawful Evil
While they *may* take no pleasure in killing they believe they are serving their countries better intersts which sometimes include killing ones enemies through whatever means possible. they also consider themselves warriors and take pleasure in accomplishing difficult missions/challanges or defeating a skilled opponent.
Ghosts are recruited from military service at a young age. Identified in their units for possessing a keen intellect and 'out of the box' thinking (often found in special forces types) the ghost recruit is removed from their parent regiment and begin learning to unlock their latent psionic abilities. Lightly armed and armored, Ghosts rely on steath and psionic powers to accomplish their killer missions. Ghosts are used as assassins on the battlefield (singleing out commanders, wizards and other high priority targets), behind enemy lies targeting key individuals or in times of peace for various reasons. They may infultrate an enemy position before an attack and set up traps to sow confusion and they also make great scouts.
Due to their reclusive nature, low contact with civilian socieities/social groups and the fact that their looks are sometimes magically or physically disfigured to lessen the chances of being recognized by former friends and family, Ghosts have relitively low chrisma and poor social skills. They are almost never leaders and if put into that situation, will hand off the responsibility at the first chance they get. Ghosts very skilled in mental powers sometimes are used to interrogate prisoners either on the spot before killing them or if someone is dominated and captured.
Ghosts Psionic powers fall generally in three catagories.
-Training to hide themselves from their enemies.
-Enhancing their bodies to increase their prowless in combat for a short periot and,
-Enhancing their mental powers from out right attacks to sensing danger.
Psionic powers that Ghosts will take as soon as possible taking prerequisits as they are required
(*denotes primary, ** denotes secondary)
-Cloaking
*Ectoplasmic form
*Time Shift
Invisibility and darkness (Achieved through their assassin class, not psionic powers)
-Body
*Haste
*Adrenaline Control
**Flesh armor
**Cell adjustment
-Mind
*True Sight
*Danger sense
*ID Insinuation
**Combat mind
**Dominate (aversion)
They may take others as well but focus on these.
Feats;
Zen Archery
Rapid Shot
Weapon focus (short or long bow)
Light or medium armor.
Martail weapons
Skills; High
Set/Remove traps
Spot/listen
Open locks
Tumble
Hide/move silently Medium
Heal
Intimidate
Lore
Use magic device 0 or very low
-For role playing reasons, the ghost would attempt to use as little arcane magic as possible (besides his inate ability) including magical items within reason and not use wizardly devices such as magic staves or especially scrolls. The Ghost see's arcane magic as weak since it comes from an outside force and psioncs come from within themselves.
Their primary weapon is a bow with shortswords and/or daggers used for their death attacks and close combat. They should be adept at disguising themselves which includes having the ability to use atleast martial weapons and medium or light armor. Basically the ability to pass themselves off as light infantry or mercenaries. While stalking, their little or no armor combined with low dextarity scores (more focus is put in Wisdom and constitution) will put them at a severe disadvantage in physical combat. During this state they should remain completly hidden from view only appearing to attack a single target than running away or overwealming enemies with mental attacks and rapidly fired arrows
Ghosts Almost never retire from their military service. They know too many secrets for their governments to let them live. While fanatically loyal, the ones that have left service are on the run in constant danger of being hunted down by their former employers. They will often pass themselves off as common soldiers, guides, healers or scouts. They are very uncomfortable in social settings, often speaking very bluntly or making what many consider rude comments. They are unconciously drawn to lawful/ warrior type organizations and are most comfortable around "fighting" men and women.
Some Ghosts are also known to possess a limited form of telepathy/empathy where as when they kill a victim, the ghost actually feels what the victim feels at the time of death. Fear, remorse, pain. This leads to mental unstability in some cases and runs the possibility of turning the ghost into a sociopath. (Depending on wether the DM will allow you to role play that out)
**Comments?**
Ghost: Psycic assassin "While invisible we see and destroy"
Ranger(Rogue), Psion, Assassin (2/10/8) [example]]
Nicknamed Ghosts because they often appear as such due to the psionic power ectoplasmic form they commonly use.
Alignment: Lawful Evil
While they *may* take no pleasure in killing they believe they are serving their countries better intersts which sometimes include killing ones enemies through whatever means possible. they also consider themselves warriors and take pleasure in accomplishing difficult missions/challanges or defeating a skilled opponent.
Ghosts are recruited from military service at a young age. Identified in their units for possessing a keen intellect and 'out of the box' thinking (often found in special forces types) the ghost recruit is removed from their parent regiment and begin learning to unlock their latent psionic abilities. Lightly armed and armored, Ghosts rely on steath and psionic powers to accomplish their killer missions. Ghosts are used as assassins on the battlefield (singleing out commanders, wizards and other high priority targets), behind enemy lies targeting key individuals or in times of peace for various reasons. They may infultrate an enemy position before an attack and set up traps to sow confusion and they also make great scouts.
Due to their reclusive nature, low contact with civilian socieities/social groups and the fact that their looks are sometimes magically or physically disfigured to lessen the chances of being recognized by former friends and family, Ghosts have relitively low chrisma and poor social skills. They are almost never leaders and if put into that situation, will hand off the responsibility at the first chance they get. Ghosts very skilled in mental powers sometimes are used to interrogate prisoners either on the spot before killing them or if someone is dominated and captured.
Ghosts Psionic powers fall generally in three catagories.
-Training to hide themselves from their enemies.
-Enhancing their bodies to increase their prowless in combat for a short periot and,
-Enhancing their mental powers from out right attacks to sensing danger.
Psionic powers that Ghosts will take as soon as possible taking prerequisits as they are required
(*denotes primary, ** denotes secondary)
-Cloaking
*Ectoplasmic form
*Time Shift
Invisibility and darkness (Achieved through their assassin class, not psionic powers)
-Body
*Haste
*Adrenaline Control
**Flesh armor
**Cell adjustment
-Mind
*True Sight
*Danger sense
*ID Insinuation
**Combat mind
**Dominate (aversion)
They may take others as well but focus on these.
Feats;
Zen Archery
Rapid Shot
Weapon focus (short or long bow)
Light or medium armor.
Martail weapons
Skills; High
Set/Remove traps
Spot/listen
Open locks
Tumble
Hide/move silently Medium
Heal
Intimidate
Lore
Use magic device 0 or very low
-For role playing reasons, the ghost would attempt to use as little arcane magic as possible (besides his inate ability) including magical items within reason and not use wizardly devices such as magic staves or especially scrolls. The Ghost see's arcane magic as weak since it comes from an outside force and psioncs come from within themselves.
Their primary weapon is a bow with shortswords and/or daggers used for their death attacks and close combat. They should be adept at disguising themselves which includes having the ability to use atleast martial weapons and medium or light armor. Basically the ability to pass themselves off as light infantry or mercenaries. While stalking, their little or no armor combined with low dextarity scores (more focus is put in Wisdom and constitution) will put them at a severe disadvantage in physical combat. During this state they should remain completly hidden from view only appearing to attack a single target than running away or overwealming enemies with mental attacks and rapidly fired arrows
Ghosts Almost never retire from their military service. They know too many secrets for their governments to let them live. While fanatically loyal, the ones that have left service are on the run in constant danger of being hunted down by their former employers. They will often pass themselves off as common soldiers, guides, healers or scouts. They are very uncomfortable in social settings, often speaking very bluntly or making what many consider rude comments. They are unconciously drawn to lawful/ warrior type organizations and are most comfortable around "fighting" men and women.
Some Ghosts are also known to possess a limited form of telepathy/empathy where as when they kill a victim, the ghost actually feels what the victim feels at the time of death. Fear, remorse, pain. This leads to mental unstability in some cases and runs the possibility of turning the ghost into a sociopath. (Depending on wether the DM will allow you to role play that out)
**Comments?**