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

Post/Author/DateTimePost
Sysane

09-17-06, 11:07 PM
I've posted this over on the Psi boards some weeks ago, but I'm looking for further input. Any feedback would be appreciated.
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 that 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.
Sysane

09-18-06, 11:33 AM
:bump:

I'm looking for some constructive feedback. Any input would be helpful :)
frasmage

09-18-06, 12:00 PM
looks pretty good to me
Sysane

09-22-06, 07:14 PM
:bump:
I'll give this one more shot. Any constructive feedback would be a great help.
Kojin_Delacour

09-22-06, 07:25 PM
Ok so I was looking over this class and I like your idea. It seems to me like this might fit good with a fighter or monk type class. I was wandering why only a few of the class abilities cost you points though. Good job of feat descriptions also.
Sysane

09-22-06, 08:49 PM
Thanks for the reply.

The abilities of a psionic class do not by defult need a power point cost tagged to it as shown by the soulknife, wilder, lurk, and divine mind classes. Hence why not all of the adrenalyte's abilities do not have a power cost.
Kojin_Delacour

09-22-06, 08:55 PM
Hey no problem. Have you tried it in a campaign setting yet?
Sysane

09-22-06, 09:05 PM
No, not yet. I may offer it as an option in my Dark Sun campaign at some point.
Kojin_Delacour

09-22-06, 09:17 PM
Well if you don't mind I would like to try it in mine. My pc's don't play classes out of books they like the ones up here. So if you don't have a problem with it I'd like to present it to them. We would be more than happy to try it out and give you some more feedback.
Sysane

09-22-06, 10:13 PM
Please. I would like very much to hear how this class plays. I look forward to reading your play report. If you have any questions on the actual class iteself and any of its abilities please let me know and I do my best on any clarification you may need.
Kojin_Delacour

09-22-06, 10:34 PM
One question and I may have over looked. After your rounds of augmenting are over can you prolong them by paying points.
GEEKAZOID

09-22-06, 11:14 PM
Hey, nice class. Great flavor to it.

I've not read the ExPH so I'm no expert on psionics, but I'll give a few cents worth o' comments.

Immediatly I have an image of a enervation check critical failure rusulting in a total "roid rage" where the adrenaline surge turns to chaotic rage like the barb and the character attacks everything in sight until all are presumed dead or somebody subdues or kills him back. BERSERKER! After calmed he would suffer as if he were temporarily an Ex-Adrenalyte.

um...thats all for now
Sysane

09-22-06, 11:18 PM
One question and I may have over looked. After your rounds of augmenting are over can you prolong them by paying points.
Well, the augment last as long as the adrenaline surge so long as you paid the augment cost at the start of the surge. So, to answer your question, no, the augment can only last as long as the actual surge.
Kojin_Delacour

09-22-06, 11:26 PM
Ahh thank you for that information and with that in mind the first pc has been written. My friend Eddie is working on that now.
Sysane

09-23-06, 08:49 AM
Great. I can't wait to hear your plat test report.
Kojin_Delacour

09-23-06, 08:58 AM
Well actually we have played just about all night. We decided to see how it would run with my class the Saiyan Warrior since they both increase stats. The Adrenalyte has more stamina for his increases than the saiyan warrior but the saiyan warrior over powered the adrenalyte. Damage was about equal during game play. All in all it hangs well with the fighters. We have a spell casting type game going also and I plan on testing it out some in that game.
Sysane

09-23-06, 09:45 AM
At what level did you run the adrenalyte PC at?
Kojin_Delacour

09-23-06, 09:51 AM
Started lv.1 then got him up to a quick 5 so that he would be with the rest of the party. On its on it handled very well.
Kojin_Delacour

09-23-06, 09:58 AM
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.

Here is where he actually lagged a bit. In the start that second cost was killing him. My suggestion is to have that first cost and last so many rounds before having to pay it again.
Sysane

09-23-06, 10:05 AM
Thats the point of the class. Unlike a barbarian's rage which can only be done a select number of times a day, adrenaline surge is only limited by the number of power points the adrenalyte possess. Thats one of the balancing factors of the class which keeps it in line with rage and similar abilities.
Kojin_Delacour

09-23-06, 10:17 AM
I see what your saying. My pc had low stats. I think his highest was wisdom and that was a 17. He got a few extra power points but ya know. All in all once he reached higher level he was fine. Had no problem with power points what so ever.
Sysane

09-23-06, 10:25 AM
Did the PC adrenalyte suffer from phsyical enervation at any point?
Kojin_Delacour

09-23-06, 10:48 AM
I think he got staggered twice in about 6 hours.
Sysane

09-23-06, 11:11 AM
Did he find that being staggered totally took him out of the rest of the combat or was it more of a minor hinderance?
Kojin_Delacour

09-23-06, 11:19 AM
Well normally it would hinder front line combat but he is missing screws man. I think it was the first time he decided he wasn't going down without a fight and almost killed himself. The second time he learned a little from it. He decided to go ahead and try to end the fight fast before the chance of that happening again got to high. We are all suppose to meet later this afternoon and thats when I'm going to give the class a shot.
Sysane

09-23-06, 01:20 PM
Sweet. Let me know how its goes.
Kojin_Delacour

09-23-06, 01:30 PM
No problem give me a couple hours and I'll have something for you. Hey could I ask ya to check something out for me?
Kojin_Delacour

09-23-06, 04:29 PM
Ok I hate being staggered. The first time I used the ability and only for two rounds I got staggered. Which this time its no big deal cause while the casters were laughing they got stumped on. Some thoughts from my eyes. Is there any possibility maybe going full bab? I know with the increases its pushing it a little but that has draw backs. Also I started as a githzerari and got the extra power points. The DM wouldn't allow me the psi-like abilities so he gave me an extra feat instead. So I took Improved Initiative, Delay Enervation, and Extend Surge. My pc took neither of those feats you made. I am finding them very useful.
Sysane

09-23-06, 04:50 PM
No problem give me a couple hours and I'll have something for you. Hey could I ask ya to check something out for me?
Sure. Ask away.
Kojin_Delacour

09-23-06, 04:53 PM
I would like a to get a new opinion on my class if you don't mind. Its actually two parts with the race. But if you don't mind could you look at it and give me an honest opinion. Its all under the Saiyan Warrior. I would be grateful for someone new instead of the same bash I get from certain people.
Sysane

09-23-06, 05:03 PM
Ok I hate being staggered. The first time I used the ability and only for two rounds I got staggered. Which this time its no big deal cause while the casters were laughing they got stumped on. Some thoughts from my eyes. Is there any possibility maybe going full bab? I know with the increases its pushing it a little but that has draw backs. Also I started as a githzerari and got the extra power points. The DM wouldn't allow me the psi-like abilities so he gave me an extra feat instead. So I took Improved Initiative, Delay Enervation, and Extend Surge. My pc took neither of those feats you made. I am finding them very useful.
I think going full BAB is a bad idea for balance reasons. The class offers a lot at first level. 4 skills points, good Ref and Fort save, power points, verve, and adrenaline surge. One of your first feats should be psionic talent in order to score the extra power points. Your second to highest stat should be Wisdom which would score at least 1 bonus power point.

So, starting at first level you should be starting off at about 5-6 powers points which is the equivalent of a 1st level barbarian's rage. Unlike the barbarian, you can break up the power points in order to get multiple uses of adrenaline surge and only have a chance of being staggered instead of automaticaly being fatigued by rage.
Sysane

09-23-06, 05:05 PM
I would like a to get a new opinion on my class if you don't mind. Its actually two parts with the race. But if you don't mind could you look at it and give me an honest opinion. Its all under the Saiyan Warrior. I would be grateful for someone new instead of the same bash I get from certain people.
I'll give it a read thru and post my opinion within the next day or so.
Kojin_Delacour

09-23-06, 05:08 PM
Thats what I was affraid of with the full bab. I started at level 1 with 6 points. So I started fairly well. I took Extend Surge at 3rd I didn't even think about psionic talent or wild talent. I was thinking of going weapon focus and two-weapon fighting but I may hold off on weapon focus because my increases make help make up for my penalty with twp so then I could take psionic talent.
Kojin_Delacour

09-23-06, 05:09 PM
I'll give it a read thru and post my opinion within the next day or so.

Thanks man.