So I am skimming over the article in which the developers are talking about what new classes will be put into the players book and it forces a puzzled look on my face. I whole-heartedly agree that law enforcement should be a core service class. Almost every society has a group of people who enforce the rules whether it is the medieval bailery or the futuristic cyborg robocop. I would also agree that the Ancients Hunter is an appropriate Prestige class. The Ancients Hunter would be a narrowly focused class that fits into the Traveller storyline ranging from the academic Indian Jones to the rogue Hudson Hawk...but the other two.
Why would martial artist be a core class? Yes, I know that a lot of people would think that it is cool to have a martial arts class, but is that really a pervasive class in Traveller. Barbarians, Mercenaries, Army, and Marines are all warrior classes, who practice the martial arts in the most general sense (war/combat arts) and all have access to martial arts in the most narrow sense (specialized hand-to-hand fighting) so why a martial arts class? If anything the Martial Artist, would be a prestige class of someone dedicated to martial arts (in the narrow0 beyond what a warrior of any type might practice.
Psions are a little bit more difficult, but the question is why are they not a core class? I understand that in the Imperium that they are few and far between, but in the Consulate they are not, and the places in between they are mixed. In zho space the interant class is based on them being psionic. They are not identified as being psionic, trained in some "mundane" field, and then after a few years trained on their abilities. If anything they are trained on their abilities as a psi first then a profession. The same could be said of any young person that went to an institute. I guess that part of what I am saying is that being a psionic is a core part of a character and as such deserves a class.
Just for arguement here is what I propose as a Psionic class.
Psion Class
Base Attack Bonus Base Fort Bonus Base Reflex Bonus Base Will Bonus Special
1st +1 +0 +0 +2 Starting Feats + Bonus Feat
2nd +1 +0 +0 +3 Bonus Feat
3rd +2 +1 +1 +3
4th +2 +1 +1 +4
5th +3 +1 +1 +4 Bonus Feat
6th +3 +2 +2 +5
7th +4 +2 +2 +5 Bonus Feat
8th +4 +2 +2 +6
9th +5 +3 +3 +6
10th +5 +3 +3 +7 Bonus Feat
11th +6/+1 +3 +3 +7 Bonus Feat
12th +6/+1 +4 +4 +8
13th +7/+2 +4 +4 +8 Bonus Feat
14th +7/+2 +4 +4 +9 Bonus Feat
15th +8/+3 +5 +5 +9
16th +8/+3 +5 +5 +10
17th +9/+4 +5 +5 +10 Bonus Feat
18th +9/+4 +6 +6 +11
19th +10/+5 +6 +6 +11 Bonus Feat
20th +10/+5 +6 +6 +12
Psioinic Class Features
All of the following are class feature for the Psion:
Starting Feats: The Psion begins play with the following feats:
Armor Profiency (Light) Psionic Reserve*
Basic Ability*
Bonus Feat: At 1st, 2nd, 5th, 7th, 10th, 11th, 13th, 14th, 17th, and 19th level the Psion recieves a bonus feat that may be selected from an of the open feats or from the list below. If the character already has all of the listed feats, they may select any other feat from the Feats chapter that they are qualified for.
Connections (Psionic) Mental Discipline Sixth Sense
Iron Will Psionic Talent (Any) * Pseuda-Eidetic Memory
Natural Talent Psionic Enhancement (Any) Meditation*
Basic Ability*
* A Specialized Class Feat
Psion Class Skills
Class Skill Key Ability Class Skill Key Ability
Bluff Cha Bribery Cha/Soc
Forgery Int/Dex Gather Information Cha
Innuendo Wis Liason Cha
Listen Wis Knowledge Edu
Profession Wis Sense Motive Wis
Spot Wis Survival Wis
Technical Edu Use Alien Device Wis/Psi
Starting Skill Points: (6+ Int modifier) x 8. If you are Psion as a multiclass you do not recieve these starting skill points.
Skill Points per Level: 6 + Int modifier
Psions are individuals who have developed the mental discipline necessary to harness the power of the mind, often at great personal risk. More than any other class, Psions career opportunities and social standing are restricted by the prevalent social system in which they exist. However, psions have pursued careers in every field of sentient endeavor.
Characteristics: Psions characteristics are determined by the social system in which they exist. In Imperial space, psions have learned to hide their abilities and blend in with non-Psionic Imperial majority, while in the Zhodani Consulate psionics is a mark of superiority and esteem. Regardless of the society in which psions operate they tend to focus on skill that develop their mental accumen.
Background: Psions can come from a variety of backgrounds, careers and races, but they all have one thing in common. They represent those have taken the time and effort to develop their mental capabilities.
Adventuring: A psion can bring that special edge to an adventuring party in way the party will probably never know. Psions can operate in any field from starship captains to adminstrative assistants.
Game Rule Information:
Class Type: Core
Initial Requirements: Imperial based characters Psi 10+ and Psionic Training; Zhodani based characters Soc 16+ or Psi 10+ and Natural Talent
Multiclass Restrictions: To multiclass into the Psionic class a character must have Psi 10+, Psi Training, and locating a Psionic Institute. Zhodani character only nobles can multiclass into the Psion class
Abilities: Psionic Strength and Wisdom
Stamina: 1d6 + Con modifier per level
Starting Funds: Cr2500
Basic Ability: Each Psion has a sphere that he has an affinity with and which formed the basis of his training as a result sphere is a class skill in regards to cost and skill limits.
Psionic Reserve: Psions are trained to tap their psionic power potential. For each level in Psion, the Psion can add +1 to their Psionic Strength for for empowering psionic abilities. (e.g. 10th level psion Psi Strength 12 would have a 22 points of Psi Strength of empowering psionics)
Meditation: Mental discipline is at the core of psionic training and meditation is the tool most often used to accompolish this discipline. (Still working on this)
Suggested Talents, Spheres, Feats changes and additions
Telepathy
Mental Defense
Empathy
Detection
Intrusion
Clairvoyance
Clairvoyance
Clairaudience
Precognition
Postcognition
Obscurement
Awareness
Physical Psionic Enhancement
Mental Psionic Enhancement
Metabolic Control
Psychological Control
Telekinesis
Telekenesis
Pyrokenesis
Cyrokenesis
Kinetic Defense
Teleportation
Self Teleport
Retrieval
And before someone goes off the deep end with power gaming schtick I am not suggesting to change the power cost or strengths of the abilities. A Telekinetic sphere talents such as Pyrokinesis would have a progression of DC5 cause smolder, DC 10 cause fire (match size) DC 15 torch size, DC 20 fireplace size with modifiers like +5 moving target, +5 non-combustible, pluss the range modifiers. So to light someone on fire would probably have a DC of around 35 and cost about 10 Psi points.
Why would martial artist be a core class? Yes, I know that a lot of people would think that it is cool to have a martial arts class, but is that really a pervasive class in Traveller. Barbarians, Mercenaries, Army, and Marines are all warrior classes, who practice the martial arts in the most general sense (war/combat arts) and all have access to martial arts in the most narrow sense (specialized hand-to-hand fighting) so why a martial arts class? If anything the Martial Artist, would be a prestige class of someone dedicated to martial arts (in the narrow0 beyond what a warrior of any type might practice.
Psions are a little bit more difficult, but the question is why are they not a core class? I understand that in the Imperium that they are few and far between, but in the Consulate they are not, and the places in between they are mixed. In zho space the interant class is based on them being psionic. They are not identified as being psionic, trained in some "mundane" field, and then after a few years trained on their abilities. If anything they are trained on their abilities as a psi first then a profession. The same could be said of any young person that went to an institute. I guess that part of what I am saying is that being a psionic is a core part of a character and as such deserves a class.
Just for arguement here is what I propose as a Psionic class.
Psion Class
Base Attack Bonus Base Fort Bonus Base Reflex Bonus Base Will Bonus Special
1st +1 +0 +0 +2 Starting Feats + Bonus Feat
2nd +1 +0 +0 +3 Bonus Feat
3rd +2 +1 +1 +3
4th +2 +1 +1 +4
5th +3 +1 +1 +4 Bonus Feat
6th +3 +2 +2 +5
7th +4 +2 +2 +5 Bonus Feat
8th +4 +2 +2 +6
9th +5 +3 +3 +6
10th +5 +3 +3 +7 Bonus Feat
11th +6/+1 +3 +3 +7 Bonus Feat
12th +6/+1 +4 +4 +8
13th +7/+2 +4 +4 +8 Bonus Feat
14th +7/+2 +4 +4 +9 Bonus Feat
15th +8/+3 +5 +5 +9
16th +8/+3 +5 +5 +10
17th +9/+4 +5 +5 +10 Bonus Feat
18th +9/+4 +6 +6 +11
19th +10/+5 +6 +6 +11 Bonus Feat
20th +10/+5 +6 +6 +12
Psioinic Class Features
All of the following are class feature for the Psion:
Starting Feats: The Psion begins play with the following feats:
Armor Profiency (Light) Psionic Reserve*
Basic Ability*
Bonus Feat: At 1st, 2nd, 5th, 7th, 10th, 11th, 13th, 14th, 17th, and 19th level the Psion recieves a bonus feat that may be selected from an of the open feats or from the list below. If the character already has all of the listed feats, they may select any other feat from the Feats chapter that they are qualified for.
Connections (Psionic) Mental Discipline Sixth Sense
Iron Will Psionic Talent (Any) * Pseuda-Eidetic Memory
Natural Talent Psionic Enhancement (Any) Meditation*
Basic Ability*
* A Specialized Class Feat
Psion Class Skills
Class Skill Key Ability Class Skill Key Ability
Bluff Cha Bribery Cha/Soc
Forgery Int/Dex Gather Information Cha
Innuendo Wis Liason Cha
Listen Wis Knowledge Edu
Profession Wis Sense Motive Wis
Spot Wis Survival Wis
Technical Edu Use Alien Device Wis/Psi
Starting Skill Points: (6+ Int modifier) x 8. If you are Psion as a multiclass you do not recieve these starting skill points.
Skill Points per Level: 6 + Int modifier
Psions are individuals who have developed the mental discipline necessary to harness the power of the mind, often at great personal risk. More than any other class, Psions career opportunities and social standing are restricted by the prevalent social system in which they exist. However, psions have pursued careers in every field of sentient endeavor.
Characteristics: Psions characteristics are determined by the social system in which they exist. In Imperial space, psions have learned to hide their abilities and blend in with non-Psionic Imperial majority, while in the Zhodani Consulate psionics is a mark of superiority and esteem. Regardless of the society in which psions operate they tend to focus on skill that develop their mental accumen.
Background: Psions can come from a variety of backgrounds, careers and races, but they all have one thing in common. They represent those have taken the time and effort to develop their mental capabilities.
Adventuring: A psion can bring that special edge to an adventuring party in way the party will probably never know. Psions can operate in any field from starship captains to adminstrative assistants.
Game Rule Information:
Class Type: Core
Initial Requirements: Imperial based characters Psi 10+ and Psionic Training; Zhodani based characters Soc 16+ or Psi 10+ and Natural Talent
Multiclass Restrictions: To multiclass into the Psionic class a character must have Psi 10+, Psi Training, and locating a Psionic Institute. Zhodani character only nobles can multiclass into the Psion class
Abilities: Psionic Strength and Wisdom
Stamina: 1d6 + Con modifier per level
Starting Funds: Cr2500
Basic Ability: Each Psion has a sphere that he has an affinity with and which formed the basis of his training as a result sphere is a class skill in regards to cost and skill limits.
Psionic Reserve: Psions are trained to tap their psionic power potential. For each level in Psion, the Psion can add +1 to their Psionic Strength for for empowering psionic abilities. (e.g. 10th level psion Psi Strength 12 would have a 22 points of Psi Strength of empowering psionics)
Meditation: Mental discipline is at the core of psionic training and meditation is the tool most often used to accompolish this discipline. (Still working on this)
Suggested Talents, Spheres, Feats changes and additions
Telepathy
Mental Defense
Empathy
Detection
Intrusion
Clairvoyance
Clairvoyance
Clairaudience
Precognition
Postcognition
Obscurement
Awareness
Physical Psionic Enhancement
Mental Psionic Enhancement
Metabolic Control
Psychological Control
Telekinesis
Telekenesis
Pyrokenesis
Cyrokenesis
Kinetic Defense
Teleportation
Self Teleport
Retrieval
And before someone goes off the deep end with power gaming schtick I am not suggesting to change the power cost or strengths of the abilities. A Telekinetic sphere talents such as Pyrokinesis would have a progression of DC5 cause smolder, DC 10 cause fire (match size) DC 15 torch size, DC 20 fireplace size with modifiers like +5 moving target, +5 non-combustible, pluss the range modifiers. So to light someone on fire would probably have a DC of around 35 and cost about 10 Psi points.