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Cloud
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Who you calling Chocobo Head...
- Increase BAB to a good progression from an average progression.
- Increase skill points to 6 + int mod per level, and add Larceny and Search as a class skill.
- Upon reaching 7th level, and at every odd lurk level after that, a lurk can choose to learn a new power in place of one she already knows. In effect, the lurk "loses" the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least two levels lower than the highest-level lurk power the lurk can manifest.
- Lurk augment save DC is automatically 10 + 1/2 Lurk level + Int mod, but you can no longer augment the DC with power points.
- All Lurk augments automatically work on melee and ranged attacks.
- Change the psionic sneak attack progression so they gain 1d6 at level 3, but 1d6 every 3 levels after that.
- Gain trap finding as a Rogue at 1st level.
- Instead of slippery mind, Lurk’s gain a Rogue special ability, and gain it at 14th level, not 15th.
- Stunning Attack (augment) lasts 2 rounds, and the minimum level for aligned attack is 8th level.
- Detect Psionics: At 1st level a lurk adds Detect Psionics to their list of powers known. As a bonus power, it cannot be traded for another 1st level power. It disappears from their list of powers known at 6th level when lurks can use it at will.
- Far Hand: At 2nd level a lurk adds Far Hand to their list of powers known. As a bonus power, it cannot be traded for another 1st level power. If a lurk already knows this power, the character may choose a different 1st level power. It disappears from their list of powers known at 19th level when lurks can use it at will.
- Rote Detect Psionics (Ps): A 2nd level lurk gains Detect Psionics 1/day as a psi-like ability. This becomes 3/day at 4th level and at will at 6th level.
- Know Direction and Location: At 4th level a lurk adds Know Direction and Location to their list of powers known. If a lurk already knows this power, the character may choose a different 1st level power. As a bonus power, it cannot be traded for another 1st level power. It disappears from their list of powers known at 20th level when lurks can use it at will.
- Bonus Feat: At 5th level and every 5 levels thereafter a Lurk gains a bonus feat from the following list; Acrobatic, Athletic, Autonomous, Deceitful, Dodge, Investigator, Lightning Reflexes, Magical Aptitude, Mobility, Negotiator, Nimble Fingers, Open Minded, Persuasive, Self-Sufficient, and Skill Focus.
- Initiative Boost: Change the type to an insight bonus, and gain it at 5th level, not 6th.
- Lurk Empowerment (Ex): A Lurk that single handily focuses on her discipline can employ her powers more often. At 13th level a Lurk gains an additional power point, gaining another power point every level thereafter.
- Rote Far Hand (Ps): A 7th level lurk gains Far Hand 1/day as a psi-like ability. This becomes 3/day at 13th level and at will at 19th level.
- Evasion: Gain Evasion at 8th level, not 9th.
- Rote Know Direction and Location (Ps): An 11th level lurk gains Know Direction and Location 1/day as a psi-like ability. This becomes 3/day at 16th level and at will at 20th level.
- Extra Power: At 13th, 16th, and 19th level, the lurk gains an additional power known. This can be any power that she could normally select, but must be two levels lower than the highest level she could normally learn.
- Lurk Augment (three at once): Gain this ability at 17th level, not 18th.
Edited by Cloud, Sep 19 2012, 08:17 PM.
"I pity you. You just don't get it at all...there's not a thing I don't cherish!"
Cloud Strife, Final Fantasy VII Advent Children

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