Tiberium Quintessence (3.5e Class)
From D&D Wiki
An average mutant has little control over Tiberium. While they have an innate connection to the crystal, they don't have any more control over Tiberium than anyone else. The Tiberium Quintessence, sometimes called the Tiberium Paragon, obliterates this rule. They exhibit a connection to Tiberium, powered through a latent psionic capacity.
Making a Tiberium Quintessence
The Quintessence has multiple paths available to them, allowing them to develop a variety of powers. Two Quintessences rarely have the same set capabilities. As such, they rarely have the same specialties, so a Paragon has the capacity to fight with ranged or melee weapons, or they may stand back and provide support to allies.
Abilities: Constitution is the driving force behind a Quintessence's ability. It gives him the stamina to use his powers more often, and offsets the Constitution penalty of being a mutant, while aiding those who wish to become Reavers. Dexterity increases his defense, and is helpful for those who follow the path of the Traveller. Charisma may be useful to those that want to learn the path of the Intuiter.
Races: Only a Tiberium Mutant may ever become a Tiberium Quintessence. Beyond this, a Paragon is incredibly rare in the world
Starting Gold: 2d4×10 gp (average 50gp).
Starting Age: Simple (as Sorcerer)
|Saving Throws||Special||AC Bonus|
|1st||+0||+0||+0||+2||New Power, Tiberium Synergy||+0|
|10th||+7/+2||+3||+3||+7||New Power, Tiberium Symbiosis||+2|
|20th||+15/+10/+5||+6||+6||+12||New Power, Tiberium Apotheosis||+4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the zen archer.
Weapon and Armor Proficiency: Tiberium Quintessences are proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
AC Bonus (Ex): The Paragon adds his Constitution bonus (if any) to his AC. In addition, a zen archer gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Quintessence levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC do not apply against touch attacks.
|Level||Reaver Power||Traveler Power||Intuiter Power|
|1st-2nd||Claw or Hardened Skin||Needle or Extensor Infusion||Recognition or Chameleon|
|3rd-4th||Talon or Vigor||Focused Shot or Evasive Manuevers||Influence or Vibration Examination|
|5th-6th||Battering Charge or Bristle||Spike or Rapid Fire||Mesmerize or Dissonance Ray|
|7th-8th||Blade or Whirlwind Strike||Jump or Reinforced Skeleton|
|9th-10th||Hammer or||Vibration Scan or Typhoon|
New Power: Every level, the Paragon develops a new power over Tiberium. The Player may select a power from the above table (descriptions of the powers are below). They may choose from any of the three paths, so long as they meet any prerequisites.
Tiberium Synergy: The Tiberium Quintessence has a metabolism that is fused with Tiberium. Whenever he is in Tiberium Raditation, the Paragon recieves a +1 morale bonus to all saves. They also regenerate subdual damage at a rate of 1 point for every 3 rounds.
Claw: The Quintessence's nails become infused with Tiberium, allowing him to deal lethal damage with an unarmed attack, not just non-lethal.
Hardened Skin: Provides a temporary boost to the Paragon's AC, equal to 1/2 of his Constitution bonus (if any).
Talon: The claws of the Quintessence lengthen, allowing them to deliver more lethal strikes. The Paragon deals 1d8 points of lethal damage, and may attack with the second hand at a -2 penalty.
Vigor: This ability allows the Paragon to restore some of their health (but not subdual damage), equal to their Constitution bonus.
Battering Charge: The Quintessence temporarily increase the amount of Tiberium to the front of his body. They may go 50% farther during a charge or bullrush, and gain an additional +2 bonus to either their bull rush attempt or attack roll.
Bristle: Anyone grappling with the Paragon recieves 1d6 points of damage per round, for every round this ability is maintained.
Blade: The Paragon's fingernails lengthen and sharpen to a greater degree. The nails temporarily fuse, and recieve the statistics of a Mk. 2 Tiberium Longsword
Whirlwind Strike: A pulse of Tiberium radiation infuses the Paragon's body, allowing him to perform an additional attack at the same bonus as his highest attack bonus.
Needle: The Quintessence launches a small shard of Tiberium, which deals 1d4 points of lethal damage. This ability has a range increment of 15'.
Extensor Infusion: The Paragon can infuse the musculature of his legs with Tiberium radiation, temporarily increasing his bas speed by 5'.
Focused Shot: Alowing more radiation to flood his nervous system, the Paragon may add +5 circumstance bonus to his next ranged attack roll.
Evasive Manuevers: While there is no requirement for this ability to be used while fleeing, the +10 to base land speed certainly helps any retreat.
Spike: This power launches a more substantial shard of Tiberium at the Quintessence's foes. It deals 1d8 points of damage.
Rapid Fire: The Traveler launches two Needles simultaneously. Each Tiberium shard deals 1d4 damage, and can either strike the same target, or two different targets. Each shard has an independent chance of hitting.
Jump: This gives the Paragon a +10 circumstance bonus to any Jump check.
Reinforced Skeleton: This allows the Quintessence to ignore the first 20' of fall damage.
Vibration Scan: Tuning into the subtle vibrations of Tiberium, the Traveler can detect any Tiberium within 100', from massive Tiberium fields to the small amounts in Pitals, and even mutants.
Typhoon: Fires a number of needles around the Paragon, dealing 1d8 damage to all fail a DC 20 Reflex Save.
Playing a Zen Archer
The key feature of the zen archer is his ability to be an effective combatant without wearing armor, and his excellent control of the bow and arrow. Thanks to rigorous training, he can strike harder with his arrows than other characters. Though a zen archer casts no spells, he channels a subtle energy called ki, which allows him to empower his shots. A zen archer also has a preternatural awareness that allows him to dodge an attack even if she is not consciously aware of it. As a zen archer gains experience and power, his mundane and ki-oriented abilities grow, giving him more and more power over himself and sometimes over others.
Religion: A zen archer's training is his spiritual path. He is innerdirected and capable of private, mystic connection to the spiritual world. Hence, he generally needs neither clerics nor gods. Certain lawful gods however may appeal to monks, who may meditate on those gods' likenesses and attempt to emulate their deeds. The three most likely candidates for a monk's devotion are Heironeous (god of valor), St. Cuthbert (god of retribution) and Hextor (god of tyranny).
Other Classes: Zen archers, like monks, sometimes seem distant because they often have neither motivation nor skills in common with members of other classes. Monks do, however, work well with the support of others and they usually prove themselves reliable companions.
Combat: The zen archer functions best as an opportunistic combatant, using his speed and ranged ability to attempt and remain out of range of the enemy and, if possible, sift into and out of the combat quickly. He also makes an excellent scout, particularly if he focuses his skill selection on stealth.
Zen Archer Lore
Characters with ranks in Knowledge (local) can research zen archers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC 5: Zen archers are archers who draw on their ki, the same inner energy used by monks.
DC 10: Zen archers are usually less skilled in melee combat than normal monks, but make up for their lack of physical power and strikes with the power behind their shots.
DC 15: A zen archer channels his ki through his arrows, and intuitively aims for great effect in battle.
DC 20: Masters of zen archery have developed their craft so far that their can overcome any damage reducing protection.