Adrenalyte [Base Psionic Class] [Archive] - Wizards Community

Post/Author/DateTimePost
Sysane

09-05-06, 03:37 PM
Guys,

I've been working on a new psionic base class called the adrenalyte over on the psi-boards. Its more-or-less a psionic-like barbarian/monk.Thought I'd share it with you fine folk as well.

Adrenalyte

Adrenalytes are trained to enter into a mental state that lies between thought and action. Using their psionic knowledge, the adrenalyte explores the realm of self-perfection. Where monks rely on spiritual enlightenment for physical improvement the adrenalyte takes a more cerebral approach. While psychic warriors also devote themselves in harnessing mental energies to increase martial prowess the adrenalyte’s methods are more focused and less explosive, but no less formidable, in nature.
Mind and body working in unison is where the adrenalyte excels and where no other can dare to equal. Adrenalytes believe that only in pushing ones self to their physical and mental limits can one expect to achieve true self-mastery.
Adventures: Adrenalytes thrive on challenging themselves physically as well as intellectually in order to test and further develop their abilities. Rarely does the adrenalyte pass on opportunities to put their skills to the test.
Adrenalytes seldom adventure for monetary gain.The chance to press himself and his abilities to their physical and mental boundaries is often reward enough.
Characteristics: The adrenalyte is best known for his ability to mentally heighten their body's strength and stamina. While this psionic practice can tax him physically, the benefits outweigh the risks. The combination of intellect and brawn allow the adrenalyte to hold his own along side other combat savvy classes.
Alignment: An adrenalyte’s mind must be clear and disciplined. Those of a chaotic nature find it difficult in focusing themselves in order to learn the ways of the adrenalyte.
Religion: Much like the psions and psychic warriors, adrenalytes are not overly religious. Focusing on their own personal development leaves the adrenalyte little time or desire to worship deities.
Races: Of all races, githzerari are more apt to become adrenalytes due to their disciplined dispositions. However, the nature of psionics is unpredictable as are the racial backgrounds of those choosing the path of the adrenalyte.
Background: Adrenalytes typically learn their skills through an apprenticeship with a master. The majority of adrenalytes were once abandoned or orphaned children taken in by communes of altruistic adrenalytes. Whatever their origins, adrenalytes devote themselves to developing and strengthening both body and mind.
Once an adrenalyte’s training is complete, he heads off on his own with the hopes of furthering his abilities and proving his worth through testing his mettle during his travels.
Adrenalytes hold a mutual respect for one another, but do not necessarily share a deeper bond beyond that. Like monks, adrenalytes enjoy sparring with one another seeking to establish their superiority over the other.
Other Classes: Adrenalytes share the most in common with monks, due the uniqueness of both their fighting styles. Barbarians, with their chaotic, wild, undisciplined approach to fighting, often have a difficult time in relating with adrenalytes, and are frequently at odds with one another, but not to the point of outward hostility. Psychic warriors and egoists have a begrudged respect towards adrenalytes for their self-mastery that they themselves cannot match.
Role: The adrenalyte is first and foremost a melee warrior, using his ability to bolster his strength and stamina in combat situations. He also doubles for an accomplished scout depending on his choice of skills.

Alignment: Any non-chaotic.
Hit Die: d8.

Class Skills
The adrenalyte’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Int) Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Adrenalyte
Level BAB Fort Ref Will Special PP/Day
1st +0 +2 +2 +0 Adrenaline surge +2,physical enervation,verve 2
2nd +1 +3 +3 +0 Precept of speed 3
3rd +2 +3 +3 +1 Augment surge 4
4th +3 +4 +4 +1 Precept of body 6
5th +3 +4 +4 +1 - 8
6th +4 +5 +5 +2 Precept of agility 10
7th +5 +5 +5 +2 Quciken surge (swift action) 12
8th +6/+1 +6 +6 +2 Adrenaline surge +4 14
9th +6/+1 +6 +6 +3 Evasion 18
10th +7/+2 +7 +7 +3 Change augment 22
11th +8/+3 +7 +7 +3 - 26
12th +9/+4 +8 +8 +4 Enduring resilience 30
13th +9/+4 +8 +8 +4 Quicken surge (immediate action) 35
14th +10/+5 +9 +9 +4 Adrenaline surge +6 40
15th +11/+6/+1 +9 +9 +5 Timeless body 45
16th +12/+7/+2 +10 +10 +5 Decreased enervation 50
17th +12/+7/+2 +10 +10 +5 - 55
18th +13/+8/+3 +11 +11 +6 Infinite stamina 62
19th +14/+9/+4 +11 +11 +6 - 69
20th +15/+10/+5 +12 +12 +6 Adrenaline surge +8 76


Weapon and Armor Proficiency: An adrenalyte is proficient with all simple weapons and one martial weapon of the character’s choice, light armor, and shields (except tower shields).
Power Points/Day: An adrenalyte’s ability to adrenaline surge is limited by the power points he has available. While not an actual manifester, the adrenalyte does gain the ability to accrue power points as he advances in level. His base daily allotment of power points is given on Table: The Adrenalyte. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Adrenaline Surge (Ex): At 1st level, an adrenalyte can psionically tap into inner reservoirs of stamina and speed that others cannot. As a move action, he can spend 1 power point in order to grant himself an increase to Strength, Dexterity, Constitution and is treated as having the Improved Unarmed Strike feat until the beginning of his next round. At the start of the next round, as a free action, the adrenalyte can continue his adrenaline surge until the beginning of his next round by spending another 1 power point. The adrenalyte can extend his adrenaline surge in this way for a number of rounds equal to 1 + the adrenalyte's (newly improved) Constitution modifier. An adrenalyte can manifest powers (but not cast spells) while in an adrenaline surge, so long as the power does not have a manifesting time longer than a standard action or have a duration that requires concentration. An adrenalyte may prematurely end his adrenaline surge at anytime. At the end of the adrenaline surge, the adrenalyte loses all surge benefits and may be overcome by physical enervation (see physical enervation for details). An adrenaline surge requires a still and clear mind, and therefore can't be triggered or maintained by a character under the effects of rage or frenzy. An adrenalyte can use adrenaline surge only once per encounter.
The bonus granted by the adrenalyte’s adrenaline surge starts off at +2 and increases to +4 at 8th level, and +6 at 14th level, and +8 at 20th level.
Physical Enervation (Ex): Adrenaline surge does not come without risk. Immediately following the end of an adrenaline surge, an adrenalyte may be overcome by the strains of pushing his body to its uppermost limits. The chance of suffering physical enervation is equal to 5% for each round that his adrenaline surge lasted (unless he is a 17th-level adrenalyte, at which point the chances of enervation are decreased; see below).
An adrenalyte who is overcome by physical enervation is treated as being staggered (regardless of his current hit point total) for the duration of the current encounter.
Verve (Ex): The adrenalyte gains a +2 bonus to saving throws and checks against powers and effects that cause weakness, fatigue, exhaustion, enfeeblement, and nonlethal damage.
Precept of Speed (Ex): At 2nd level, an adrenalyte may select either Mental Leap or Speed of Thought as a bonus feat. An adrenalyte need not have any of the prerequisites normally required for these feats to select them.
Augment Surge (Su): At 3rd level, the adrenalyte can augment his adrenaline surge beyond just granting an ability score bonus. Each time the adrenalyte triggers an adrenaline surge he may spend 2 power points to gain one of the following additional benefits.

-Resistance: Energy resistance equal to 1/2 the adrenalyte’s surge bonus x5 (Energy type is specified at time of surge).
-Toughness: DR /- equal to 1/2 of the adrenalyte’s surge bonus
-Vitality: Fast healing equal to 1/2 the adrenalyte’s surge bonus

Precept of Body (Ex): At 4th level, an adrenalyte may select either Mind Over Body or Rapid Metabolism as a bonus feat. An adrenalyte need not have any of the prerequisites normally required for these feats to select them.
Precept of Agility (Ex): At 6th level, an adrenalyte may select either Side Step Charge or Psionic Charge as a bonus feat. An adrenalyte need not have any of the prerequisites normally required for these feats to select them.
Quicken Surge (Ex): Starting at 7th level, the adrenalyte can spend 2 additional power points in order to trigger his adrenaline surge as a swift action. At 13th level, he can spend 4 additional power points in order to trigger his adrenaline surge as an immediate action.
Evasion: Starting at 9th level, the adrenalyte has the evasion ability.
Change Augment: Starting at 10th level, the adrenalyte can change between augment options during an adrenaline surge as a swift action. The adrenalyte must spend 2 power points each time he changes a surge augmentation.
Enduring resilience (Ex): At 12th level the adrenalyte becomes resistant to ability score draining and damaging (but not ability burning) powers and effects. When subject to an ability draining or damaging effect that would lower either his Strength, Dexterity, or Constitution the adrenalyte losses only half of the amount the effect would otherwise decrease.
Timeless Body (Ex): After attaining 15th level, an adrenalyte no longer takes ability score penalties for aging and cannot be magically, or psioniclly, aged. Any penalties he may have already incurred, however, remain in place.
Bonuses still accrue, and the adrenalyte still dies of old age when his time is up.
Decreased Enervation (Ex): At 16th level, an adrenalyte’s chances of suffering the effects of physical enervation are decreased. When checking for physical enervation, divide the actual number of rounds the adrenalyte spent using adrenaline surge by one half before rolling for enervation.
Infinite Stamina (Su): Upon attaining 18th level, an adrenalyte is immune to ability draining and damaging (but not ability burning) powers and effects that affect his Strength, Dexterity, or Constitution.

Ex-Adrenalytes
An adrenalyte who becomes chaotic loses the ability to use adrenaline surge and cannot gain new levels as an adrenalyte. He retains all the other benefits of the class.
Like a member of any other class, an adrenalyte may be a multiclass character, but multiclass adrenalytes face a special restriction. An adrendalyte who gains a new class or (if already multiclass) raises another class by a level may never again raise his adrenalyte level, though he retains all his andrenalyte abilities.

EPIC ADRENALYTE
Hit Die: d8.
Skill Points at Each Additional Level: 4 + Int modifier.
Power Points: The adrenalyte’s base power points do not increase after 20th level.
Bonus Feats: The epic adrenalyte gains a bonus feat every three levels higher than 20th (23rd, 26th, and so on).
Table: The Epic Adrenalyte
Adrenalyte
Level
21st —
22nd —
23rd Bonus feat
24th —
25th —
26th Bonus feat
27th —
28th —
29th Bonus feat
30th —
ADRENALYTE FEATS

BOOST AUGMENT [PSIONIC]
You can focus your concentration to better your augment surge bonus.
Prerequisites: Augment Surge ability, Concentration 8 ranks
Benefit: To use this feat, you must expend your focus. The bonus granted by your augment surge ability is increased by +1.

DELAY ENERVATION [PSIONIC]
You are able to better resist the effects of your physical enervation.
Prerequisites: Physical Enervation class feature.
Benefit: Whenever you are subject to physical enervation, you can make a Fortitude saving throw at the beginning of each round in order to ignore being staggered for that round. The saving throw DC is equal to 10 + the number of rounds you spent in your adrenaline surge.
Normal: When suffering from physical enervation, you are automatically treated as being staggered every round for the duration of the current encounter.

EXTEND SURGE [PSIONIC]
You are able to prolong your adrenaline surge longer than most.
Prerequisite: Augment Surge ability
Benefit: Each use of your adrenaline surge ability can be prolonged for an additional 2 rounds than normal. You also gain 1 power point.
Special: You can take this feat multiple times. Its effects stack.

GREATER BOOST AUGMENT [PSIONIC]
You can focus your concentration to better your augment surge bonus.
Prerequisites: Boost Augment, Concentration 11 ranks
Benefit: When you use the Boost Augment feat, the bonus granted by your augment surge ability is increased by +2 instead of +1.

HIEGTHENED REFLEXES [PSIONIC]
Your mind allows your body to react to danger better when in an adrenaline surge.
Prerequisites: Precept of agility class feature.
Benefit: While psionically focused and under the effects of an adrenaline surge, you can retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
cnahumck

09-05-06, 06:29 PM
I like it, though I did browse it over at the psionic boards. It seems balanced, and I lke that it uses PP without access to powers. One suggestion though: you might want to include a boost to intiative, as my expereience with adrenaline have been that time seems to slow down for me and I am able to move faster and with greater intent. This may apply to the Dex boost, but a straight Initiative boost could be cool too, on top of the existing stuff. The Lurk has something similar.
Sysane

09-05-06, 07:29 PM
Thanks. I thought about the initiative boost, but didn't want to come off like I was ripping off the lurks ability. I figured the boost to Dex was enough to represent an increased reaction time due to a jolt of adrenaline
Bengeldorn

09-05-06, 08:35 PM
Very intresting class, but I'm a bit confused how physical enervation works, especially if you use the "augement surge" ability. Does augment surge influence the chance of becomming physical enervated?


Adrenaline Surge (Ex): At 1st level, an adrenalyte can psionically tap into inner reservoirs of stamina and speed that others cannot. As a move equivalent action, he can spend 1 power point in order to grant himself an increase to Strength, Dexterity, Constitution and is treated as having the Improved Unarmed Strike feat for 1 round. The adrenalyte can prolong his adrenaline surge beyond one round by spending 1 power point at the start of each round that he wants the surge to continue on for. An adrenaline surge can be extended for a number of rounds equal to 1 + the adrenalyte's (newly improved) Constitution modifier. An adrenalyte can manifest powers (but not cast spells) while in an adrenaline surge, so long as the power does not have a manifesting time longer than a standard action or have a duration that requires concentration. An adrenalyte may prematurely end his adrenaline surge at anytime. At the end of the adrenaline surge, the adrenalyte loses all surge benefits and may be overcome by physical enervation (see physical enervation for details). An adrenaline surge requires a still and clear mind, and therefore can't be triggered or maintained by a character under the effects of rage or frenzy. An adrenalyte can use adrenaline surge only once per encounter.
The bonus granted by the adrenalyte’s adrenaline surge starts off at +2 and increases to +4 at 8th level, and +6 at 14th level, and +8 at 20th level.
move action

An action that is the equivalent of the character moving his speed. Move actions include standing up from prone, drawing or sheathing a weapon, opening a door, loading a light crossbow, and moving your speed. In a typical round, a character can take a move action and a standard action, or he can take a second move action in place of his standard action.You don't need the equivalent, because it's allready in the defenition of move action, so there is no need to put in the equivalent (this term was used in 3.0 IIRC, but was changed in 3.5).

In addition I have a question about prolonging the adrenaline surge (see the blue text). Does doing this allways require a move action. Allthough it's not particularly stated that it does, I'd guess that it does require a move action, because in the course of the text it seems that it does require a move action. You should specify that, to avoid confusions.

Oh...and another thing: Is the bonus nameless, so that it can stack with enhancement bonuses, or how was the idea behind that?

Oh, boy! Here is another question:
The skill selection is very well picked, but ther is one skill, I can't figure out why an adrenalyte should be so good at it that is a class skill: Use Psionic Device.

I hope you don't see my comments as complainings, but as a help to make thing more clear, because this seems to be an interesting class, and IMO it differs enough from a lurk class. (If nobody has said anything about it, I wouldn't have even noticed it.:embarrass)

There are still some more things, I have to thing about. If I'm going to think that they are worth to mention, I'm going to post it.
Sysane

09-05-06, 09:13 PM
Very intresting class, but I'm a bit confused how physical enervation works, especially if you use the "augement surge" ability. Does augment surge influence the chance of becomming physical enervated?.
No, only the rounds spent in an adrenaline surge are a factor when determining enervation.
You don't need the equivalent, because it's allready in the defenition of move action, so there is no need to put in the equivalent (this term was used in 3.0 IIRC, but was changed in 3.5).
Your right. I'll remove the word "equivalent". Good catch
In addition I have a question about prolonging the adrenaline surge (see the blue text). Does doing this allways require a move action. Allthough it's not particularly stated that it does, I'd guess that it does require a move action, because in the course of the text it seems that it does require a move action. You should specify that, to avoid confusions.
Only the initial triggering of the surge is a move action. Prolonging it is a free action. I'll rewrite that so it becomes clearer.
Oh...and another thing: Is the bonus nameless, so that it can stack with enhancement bonuses, or how was the idea behind that?
It was purposely left nameless so that it would stack with other ability score increasing effects just like a barbarians rage ability.
The skill selection is very well picked, but ther is one skill, I can't figure out why an adrenalyte should be so good at it that is a class skill: Use Psionic Device.
Hmmm...I honestly don't know how that got in there. I'll remove it. They shouldn't have that as a class skill.
I hope you don't see my comments as complainings, but as a help to make thing more clear, because this seems to be an interesting class, and IMO it differs enough from a lurk class. (If nobody has said anything about it, I wouldn't have even noticed it.:embarrass)
Not at all. Any comments (postive or negative) are welcome :)
There are still some more things, I have to thing about. If I'm going to think that they are worth to mention, I'm going to post it.
I'll answer whatever questions you may have to the best of my ability

Thanks for your input :)
Kalthandrix

09-06-06, 02:40 PM
Sysane - I will totally give you some feedback sometime soon - it looks like a great class, but I have only had time to give it a quick "once-over".
Sysane

09-06-06, 04:09 PM
I look forward to your input Kal. :)
Kalthandrix

09-06-06, 09:45 PM
Here we go:

Class Skills seem to be a bit short on the # of skills that can select for having 4 skill points per level. I personally would like to see a bit more of a selection.

Adrenaline Surge - Why not just give them Improved Unarmed Strike as a notmal class feature?
Why is the progression of the increases in the attribute modifiers even? Just a question.

Verve- Enfeeblement is not a condition that I was aware of - I think that maybe adding Dazed as a condition they get a bonus to would be just fine too.

Augment Surge - Should the two additional points be spent each round - kind of like they are using their psionic power to excelerate their physical body - IMO it should have to be maintained each round just like the Adrenaline Surge.

For the Feats - a section that talks about the normal condition of an ability without said feat would be good addition.

Overall, nothing too big and it looks like a really interesting class - I have a new player coming into my game and maybe I will try and entice him into taking this class so you can get some playtest feedback.
Sysane

09-06-06, 10:46 PM
Here we go:

Class Skills seem to be a bit short on the # of skills that can select for having 4 skill points per level. I personally would like to see a bit more of a selection.
The skill selection is roughly between that of a barbarian (8 class skills) and of a monk (18 class skills) who also have 4 skill point agains at each level. I feel the 13 class skills for the adrenalyte is about right.
Adrenaline Surge - Why not just give them Improved Unarmed Strike as a notmal class feature?
The idea is that when in an adrenaline surge the adrenalyte is able to better react when weaponless than most other classes (other than the monk). Plus, I didn't want it to trample all over the monk's niche.
Why is the progression of the increases in the attribute modifiers even? Just a question.
Its based on the barbarian's rage which starts at +4, and increaes to +6, and +8. Seemed to make sense to follow the same rationale.
Verve- Enfeeblement is not a condition that I was aware of - I think that maybe adding Dazed as a condition they get a bonus to would be just fine too.
No, but its refering to the spell ray of enfeeblement. The mul's tireless racial trait is worded in pretty much the same way.
Augment Surge - Should the two additional points be spent each round - kind of like they are using their psionic power to excelerate their physical body - IMO it should have to be maintained each round just like the Adrenaline Surge.
I thought about that originally, but that would require increasing the power points per day to an amount greater than a psion or wilder to remain remotely useful.
For the Feats - a section that talks about the normal condition of an ability without said feat would be good addition.
Not to sure what you're suggesting here.
Overall, nothing too big and it looks like a really interesting class - I have a new player coming into my game and maybe I will try and entice him into taking this class so you can get some playtest feedback.
Thanks Kal. Any input is good input :)
Lurking Shadow

09-07-06, 12:00 AM
Not to sure what you're suggesting here. I think he means something like this (taken from the SRD):

IMPROVED FEINT [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
A fighter may select Improved Feint as one of his fighter bonus feats.
Sysane

09-07-06, 07:06 AM
I think he means something like this (taken from the SRD):
Ah, yes. I'm pretty sure that's what Kal meant. Do the newer books still format feats like that though? I though WotC dropped that format long ago, but I could be wrong.
Bengeldorn

09-07-06, 11:33 AM
Do the newer books still format feats like that though?Yes, they do. I just took a look at the feats of Complete Psionics. There, they still use the format.
cnahumck

09-07-06, 11:43 AM
regardless it does make things easier to understand what the feat does. It also is supposed to help with intent vs. RAW arguements.
Sysane

09-07-06, 01:52 PM
I stand corrected. However, not every feat has or needs that. The only adrenalyte feat that would need that IMO would be Delay Enervation.
Bengeldorn

09-08-06, 06:58 PM
Just nit-picking.
It's:
Hit Die: d8.
not
Hit Die: 1d8.:P
Sysane

09-09-06, 10:03 AM
You're right. Thats being nit-pikcy :P
angellis_ater

08-26-08, 10:32 AM
*Resurrects thread* This thread was brought to my attention and I must say that I do like how it was created, however, the Epic Adrenalyte... well... SUCKS. I mean, any 20th level Adrenalyte will just take additional levels in Psychic Warrior, gaining powers, more power points, same HD, slightly less skill points and WAY more feats.