With help from Jackinthegreen.
NEUROMANCER Picture Credit: Google Image Search "A year here and I still dream of cyberspace, hope fading nightly. All the speed I took, all the turns I've taken and the corners I've cut in Night City, and I still see the matrix in my sleep, bright lattices of logic unfolding across that colorless void..."-From the journal of Gib Billson, Neuromancer
A Neuromancer plugs his mind into the DivNet much more fully than other DivHeads, taking advantage of his Mentalist training to affect his enemies and allies much more strongly.
BECOMING A NEUROMANCER Neuromancers start out as DivHead/Mentalists.
ENTRY REQUIREMENTS Skills: Psi 6 ranks, Streetwise 6 ranks.
Special: Hack and Share Overlay class features.
Special: Hyperawareness, Similarization, and Resonance class feature.
Class Skills The Neuromancer's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Negotiation (Cha), Perception (Wis), Profession (Wis), Psi (Int), Scholarship (Int), and Streetwise (Int/Cha).
Skills Points at Each Level : 4 + Int
Table: The Neuromancer | HD: d6 |
| | | Base Attack Bonus | +0 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 |
| | | Fort Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 |
| | | Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 |
| | | Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 |
| | |
Special | Hack, similarized hack | Share awareness | Share powers | Oracle resonance | Similarized spell | Mindspider | Mindweb | Download mind | Erase mind | Greater mindweb, upload mind |
| | | Manifesting and Spellcasting | +1 level each of existing manifesting and spellcasting class | +1 level each of existing manifesting and spellcasting class | +1 level existing manifesting class | +1 level each of existing manifesting and spellcasting class | +1 level each of existing manifesting and spellcasting class | +1 level each of existing manifesting and spellcasting class | +1 level each of existing manifesting and spellcasting class | +1 level each of existing spellcasting class | +1 level each of existing manifesting and spellcasting class | +1 level each of existing manifesting and spellcasting class |
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Weapon and Armor Proficiencies: A neuromancer gains no new weapon or armor proficiencies.
Spellcasting: At each level except 3rd, a neuromancer gains new spells per day and an increase in caster level (and spells known, if applicable, including spells automatically added to a spellcrystal at each level) as if she had also gained a level in a spellcasting class to which she belonged before adding the neuromancer level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a neuromancer, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Manifesting: At each level except 8th, a neuromancer gains additional power points per day and powers known, as well as an increase in effective manifester level, as if she had also gained a level in whatever manifesting class she belonged to before she added the neuromancer level. She does not, however, gain any other benefit a character of that class would have gained (such as new class features). This essentially means that she adds the level of neuromncer to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
Hack: Neuromancer levels stack with DivHead levels for the purpose of determining a neuromancer's bonus on Hack checks, as well as the effects of her Hack ability. For example, a Dodger 2/DivHead 3/Agent 5 could use any of the tactics, puissance, or foe abilities.
Similarized hack (Ex): A neuromancer can use her intuitive understanding of her target's mind to make Hacking the target significantly easier. Whenever the neuromancer uses her Hack ability, she may expend her psionic focus to gain her Similarization bonus to the Hack check. Her effective Mentalist level for determining the bonus granted by Similarization for this ability is equal to the sum of her Mentalist, DivHead, and Neuromancer levels.
Share awareness (Ex): Beginning at 2nd level, any creatures sharing a neuromancer's virtual overlay gain the benefit of her Hyperawareness ability as long as she is psionically focused.
Share powers (Su): At 3rd level, a neuromancer can manifest powers with a range of touch through the overlay on any creature sharing her virtual overlay.
Oracle resonance (Su): Whenever a neuromancer of 4th level or higher casts a spell on a creature with which she has established resonance, the creature receives a -1 penalty on its save for each Resonance point it has. In addition, whenever a creature fails a save against a spell cast by the neuromancer, that creature gains a Resonance point.
Similarized spell (Su): Upon reaching 5th level, a neuromancer may use her Similiarization ability with her spells (increasing caster level instead of manifester level, and bypassing immunity to mind-affecting effects as normal) in addition to her powers. Her effective Mentalist level for determining the bonus granted by Similarization for this ability is equal to the sum of her DivHead, Mentalist, and Neuromancer levels.
Mindspider (Su): At 6th level, whenever a neuromancer uses an
Oracle Spider (including her HackSpider, if applicable) against a single target, she may choose to affect the target with a power she knows instead of the normal effect of the Spider. The neuromancer manifests the power normally when she activates the Spider (including paying the power point cost), except that the power only takes effect when the Spider would normally affect the target. When using a Spider in this way, she may only spend a number of power points on a power up to a maximum of the caster level of the Spider. For example, a neuromancer using an Alert Spider could spend a maximum of 1 power point on a power manifested using this ability.
Mindweb (Su): Beginning at 7th level, a neuromancer can draw upon the mental faculties of her allies to grant herself greater resources. As a standard action, the neuromancer can expend her psionic focus to deal 1 point of Intelligence damage to all willing creatures sharing her virtual overlay (except herself); if she does so, she gains temporary power points equal to twice the total amount of Intelligence damage she dealt. This damage is voluntary, and any damage which is reduced or prevented also reduces the number of power points the neuromancer receives.
Download mind (Su): A neuromancer of 8th level or higher can attempt to read and fully understand a mind with which she has established sufficient resonance. Whenever a creature has at least 3 Resonance points acquired from the neuromancer's spells and powers, the neuromancer can expend her psionic focus and make a Hack check as a standard action to force the creature to make a Will save (DC equal to the result of the Hack check). If the creature fails the Will save, the neuromancer removes all Resonance points from the subject and gains access to all the subject's memories and knowledge, as per the
mind probe power; however, since the neuromancer has fully downloaded the target's mind, she may ask questions with no saving throw and no chance of the subject moving out of range. The downloaded mind remains in the neuromancer's data banks until she chooses to forget it or uses this ability on another creature; only one mind may be downloaded at a time. This ability is a mind-affecting effect, but a neuromancer may use her Similarization ability to bypass immunity to mind-affecting effects with this ability just as she could a power or spell. However, the neuromancer may not use this ability on mindless creatures (including creatures affected by the Erase Mind ability; see below), as they have no knowledge or memories to download.
Erase mind (Su): Beginning at 9th level, a neuromancer can use the resonance she establishes with a target to wipe the target's mind completely clean temporarily. Whenever a creature has at least 5 Resonance points acquired from the neuromancer's spells and powers, the neuromancer can expend her psionic focus and make a Hack check as a full-round action to force the creature to make a Will save (DC equal to the result of the Hack check). If the target fails the save, it loses all of its Resonance points, and its Intelligence score is completely removed for a number of hours equal to the number of Resonance points it had. The creature becomes mindless, which grants it immunity to mind-affecting effects and Intelligence damage if it didn't have such immunities already, and prevents it from using any skill points or feats.
A creature whose mind has been erased in this way immediately falls prone and takes no actions. It will eat or drink if fed (if such sustenance is necessary), and will move if led with physical guidance, but it does not respond to other visual or auditory stimuli. The subject remains in this state for the duration, unless a
heal,
limited wish,
miracle, or
wish spell, or the
psychic chirurgery,
bend reality, or
reality revision power, is used to cancel the effect. This ability is a mind-affecting effect, but a neuromancer may use her Similarization ability to bypass immunity to mind-affecting effects with this ability just as she could a power or spell.
Greater mindweb (Su): At 10th level, a neuromancer's ability to draw on her allies' mental faculties increases. She may make a Concentration check to gain psionic focus as normal, but instead store it in the virtual overlay. At any time when a creature sharing her overlay (including herself) needs to expend a psionic focus, that creature can expend the shared psionic focus instead. In addition, as long as the shared focus has not been expended, all creatures sharing the overlay are treated as being psionically focused.
Upload mind (Su): Upon reaching 10th level, a neuromancer learns how to upload another mind in place of a mind which she has erased. Whenever she uses her Erase Mind ability, once the subject's mind has been erased, she may spend 1 minute concentrating to replace the subject's original mind with another mind she has access to, either one she has downloaded with her Download Mind ability or her own, as per the
mind switch psionic power, with no save and bypassing the subject's immunity to mind-affecting effects. The upload lasts until the creature would have recovered its Intelligence score, at which point it receives a new Will save at the same DC as the original Erase Mind. If the save is successful, the creature regains its own mind and Intelligence score; if the subject fails its save, the uploaded mind remains in place for 1 hour. After each additional hour, the creature makes another Will save at the same DC, with a cumulative +2 bonus on successive saves.
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Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
------------------------------------------------
Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsEPIC NEUROMANCER Hit Die: dx
Skills Points at Each Level : x + int
Class Ability Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 10th