Basic Class: Psychomancer [Archive] - Wizards Community

Post/Author/DateTimePost
Rohano

07-22-05, 07:57 PM
This class is presented on a site called community3e.net. I think it's totally awesome and totally balanced (if a bit vague on a few things).
It was written by Micah Dyer, but I've edited it a bit (it was presented as a PDF, upon converting to a text file the formatting is all screwed, so I had to heavily edit it... I also added the Use Psionic Device class skill).
This is open content, and if you want to use it and edit it, just make sure to have the writer's name on there somewhere.

I recommend adding a few class skills (maybe Psicraft and Spellcraft...). I had to add Use Psionic Device, as it's only fair if the class has Use Magic Device.

The Psychomancer has a lot of historical text written in by the author, but it is a valuable read if you want to understand some of the abilities.

Pardon the curves on the table below... the forum doesn't want it to be straight! ><


The Psychomancer
Written by: Micah Dyer
Edited by: David Stiles

The Psychomancers maintain that their roots began by a sage named Amur'asal, a wandering scholar who had dedicated his life to seeking out the strange and paranormal happenings of the world and documenting them so that the learned could better understand and comprehend these extraordinary forces. At first, he did not expect to do more than write down a couple of old ghost stories, but soon he made a startling discovery: that most of the 'hauntings' and 'poltergeists' of the world were actually caused by young people with untapped and untalented mental abilities that had just began to manifest in random ways. Amur'asal took in these youngsters in the hopes that they could learn from one another and be guided by his own knowledge. The group, which had no name at the time, did manage to discover a few tricks and techniques, and it was discovered that roughly half of them had untapped psionic power and the remainder untapped magical telekinetic abilities. They traded their techniques, and soon the members were accessing both mind and magic. However, it was to be another decade before they had their first role in history.

Iravian the Commander and his army took the city-state that housed Amur'asal's 'academy', and soon their presence became known to him. Seeing an invaluable pocket of power that he
could add to his military, he drafted the members and had them tutor under his warmages. They were taught to harm, and to turn their power to destruction. Thus is how the group took up the name "Mind Renders."

The Mind Renders were an influential presence in battle, and became celebrated heroes and champions. When the Mind Flayer raids came to the surface, the Mind Renders were called
in to fight the foe on equal footing, though they decided that a change of name would be necessary, as it sounded too similar to the enemy's name among the surface dwellers. They became the 'Psychomancers,' and were able to repel the Illithid invasion. Soon their fame spread, and new members came to learn.

Today, the Psychomancers are still a small group compared to the wizarding schools of the world, but they continue to train new members and open new branches in distant lands.

Adventurers: A Psychomancer travels to seek out new members, and also to hone his abilities. Although the old wars are long over, dreaded monsters walk the earth that look at civilized lands and see only dinner. New Psychomancers travel out into the land to establish understanding of these abilities, as most who discover mental talents are eventually accused of witchcraft and executed, or accidentally bring harm to themselves or others.

Characteristics: A Psychomancer harnesses the power of mind and magic and weaves them into one to perform his abilities, as their guild still keeps up the practice of teaching members how to use both. They also still teach only ways to harm and kill, as has been their role for centuries.

Alignment: Although Psychomancers can be of any alignment, most are usually neutral in nature, as they do not see their abilities as inherently good or evil, only useful. Most are
generally lawful, as a generous degree of discipline helps them to control themselves.

Religion: Psychomancers do not adhere to any one dogma or religion, although most who do worship deities relating to war or strength, such as Heironeous, Kord, and St. Cuthbert. Evil Psychomancers have been known to worship Erythnul or Hextor.

Background: As a whole, Psychomancers have similar backgrounds: They discovered some neat trick or their house became haunted and within a few weeks a representative of the
order came to their door. Either they went along or recieved rudimentary training to help control the newfound ability and later joined. Some, however, sought out the guild and were
found able to use one of the other sources of mental ability.

Races: Psionic/Magic aptitude can show up anywhere, even in the most savage of beings, but the vast majority of Psychomancers are humans, elves, and half-elves. They count among them many gnomes and halflings as well, and even some converted Illithids find their way into the ranks.

Other Classes: Perhaps Psychomancers are closest in nature to the Sorceror, as both discover inborn abilities and are encouraged to hone it. However, the Psychomancer tends to believe his horizons are broader than the Sorceror, and definitely more than the wizard. They appreciate and respect monks at their ability to combine of mind and body into one force, and the training that it takes to achieve the union. Most other classes a Psychomancer
cooperates well with and even compliments, although most tend to think his tactics brutal or barbaric.


Game Rule Information
Psychomancers have the following game statistics:

Abilities: Intelligence is the most important ability for a Psychomancer, as it governs the range and power of his abilities. He finds Dexterity incredibly useful, as well as constitution.

Alignment: Any.

Hit Die: d4.

Class Skills
The Psychomancer class skills (and the key ability for each skill)
are; Bluff (Cha), Concentration (Con), Craft(Int), Diplomacy(Cha), Intimidate(Cha), Profession(int), Use Magic Device(Cha), and Use Psionic Device(Cha).

Skill Points at 1st level: (2 + Int modifier) x 4
Skill points at Each Additional Level: 2 + Int modifier


Class Features
All of the following are class features of the Pyromancer.

Weapon and Armour Proficiency: Psychomancers are proficient with simple weapons, but do not take nonproficiency penalties when using Blade Swarm (see class features below). They are not proficient with any type of armour, nor with shields. Note that wearing armour heavier than leather imposes a penalty to the skills Climb, Hide, Jump, and Move Silently. Swim checks also suffer a –1 penalty for every 5 lbs. of armour or equipment carried.

Dual Nature (Ex): A psychomancer’s hybridized power stems from training with those who use telekinetic power via mind and magic. Thus, the psychomancer’s abilities (other than Dual
Nature) count as both psionic and spell-like abilities. However, whenever they use any of their mental attacks, they must overcome Spell Resistance or Psionic Resistance, using the greater resistance total. If a foe attempts to dispel one of their psychomagic abilities, they will find it more difficult due to the unique fusion of mental and magic power. A
foe attempting to dispel adds only half of their caster level (Treat the ability being dispelled as a spell/psionic manifest of being half the Psychomancer’s class level [even if this would go over 9]).
Antimagic fields and other effects that suppress the use of magic or psionics have unique effects depending on the psychomagic ability. Mind Lance or Pyrokinesis affecting a target within a suppressive field automatically deals half damage, or one-quarter damage if a successful save is made. A blade affected by Blade Swarm simply freezes in midair until the suppressive effect is over. Any bonuses added to the attempt to use Mind Hammer are halved, while any ability damage done by Rend is likewise halved. Mind Blast's duration is halved should the target be in a suppressive field, and even remains the same should the field
dissipate for any reason. An overlapping Antimagic and Antipsionic field completely
negates any psychomancer ability in its area.

Blade Swarm (Special): Weapon expertise is generally limited to those who take a hands-on approach to combat. However, the psychomancer chooses to wield weapons with the power of his
mind and leave the danger to those who opt for close quarters.
Beginning at first level, a psychomancer releases a melee weapon and can control it mentally. Attacks with the weapon use the Psychomancer’s base attack bonus, plus their Intelligence modifier and weapon’s enhancement bonus, if any, as an attack modifier, but do not get additional attacks based on base attack bonus. Further, any feats the psychomancer may have that would enhance the weapon (Weapon Focus, Improved Critical, etc) do not work while using this ability. However, any magic properties that the weapon may have (flaming, for example, but not vicious, as the weapon is not held) still function. The weapon uses its normal damage, while adding the Psychomancer’s Int modifier and weapon’s enhancement bonus to the damage roll. Weapons in a Blade Swarm cannot make attacks of oppurtunity. The Psychomancer does not take any nonproficiency penalties for the weapons he uses with a Blade Swarm. The range of this ability is 100 feet + 10 foot/level. Any weapon that passes out of this range falls to the ground and is unusable until picked up and released again. Concentration is required to use this ability (Treat as a spell of half the psychomancer’s level, even if above 9). Should concentration be broken, each weapon ceases to attack and floats in midair until the psychomancer succeeds at a Concentration check (DC 10+half psychomancer class level) to resume it. To release a weapon for use is a standard action, as is resuming concentration upon this ability. Spell/Psionic resistance does not apply against Blade Swarm.
Beginning at 6th level, the Psychomancer can animate additional weapons using his mental prowess. Each subsequent weapon uses the base attack bonus that the one before it used, -5. For instance, if a 11th-level psychomancer attacked with a longsword using this ability, and had a bastard sword released as a second weapon, the longsword would attack with a +11 base attack bonus and the bastard sword with a +6. If a third weapon was released, it would attack at a +1. At the Psychomancer’s option, the weapons can merely circle around him with no concentration needed. Should an enemy move into any of the squares the psychomancer threatens, one weapon of the psychomancer’s choice makes an automatic attack at his highest base attack bonus. This is not an attack of oppurtunity, so the psychomancer may use this ability multiple times, but only once against any enemy, and a weapon can only strike once per round. Weapons with reach still may only attack creatures in this immediate area.

Pyrokinesis (Special): Legends tell of people able to create flame from nowhere, and of people spontaneously bursting into flames. This is a mere trick for the Psychomancer, who can ignite creatures and objects with their psychomagic power three times per day. They gain one additional usage per day of Pyrokinesis per point of Intelligence modifier. The Psychomancer must overcome any Spell/Psionic resistance to affect a target, and a target is allowed a Fortitude save to resist (DC 10 + Int modifier + one-half psychomancer class level). The target bursts into flames if the attempt is successful, dealing the target 1d6 fire damage immediately, and 1d4 fire damage each following round until extinguished (as per the normal rules for extinguishing fires). The range of Pyrokinesis is 25 feet + 5 feet/2 levels.

Mind Lance (Special): By directing sharp, focused blows of psychomagic power, the Psychomancer lances enemies with deadly results. Beginning at 3rd level, and increasing in use at 9th and 15th levels, the psychomancer can launch such a spike at a target. The psychomancer must succeed at a ranged touch attack and overcome any Spell/Psionic resistance to affect a target, with a Reflex save for half damage (DC 10 + Int modifier + one-half
psychomancer class level). This ability deals 1d6 per point of intelligence modifier that the psychomancer posesses. The range of this Mind Lance is 25 feet + 5 feet/2 levels.

Mind Hammer (Special): You can attempt to shove others violently with only mental power. The psychomancer may, at will, activate this ability against a single foe. He then attempts a
bull rush, but does not need to move into the target’s area, and does not provoke attacks of oppurtunity. Rather than making a strength check, the psychomancer makes an intelligence check, gaining no bonus or penalty from size, but gaining the +2 bonus if charging. With a success, the standard bull rush results. You may choose to now move with the target just as you would with a standard bull rush by maintaining the constant force and moving in a straight line towards the target, provoking the normal attacks of oppurtunity for doing so.

Mind Blast (Special): A trick learned from the Mind Flayer invasion (and passed down ever since), the Mind Blast works just as well as it did against the surface dwellers. Once per day, the psychomancer affects a 60 foot cone, and targets within the area of effect must succeed at a Will save (DC 14 + Psychomancer’s Int modifier) or be stunned for 3d4 rounds.
Spell/Psionic resistance applies.

Weapon Companion: The psychomancer may devote one point of his intelligence to any one weapon to make it semi-intelligent and to establish a special link with it, giving numerous benefits to the psychomancer. The weapon can communicate empathically with the psychomancer, so if it is released using the Blade Swarm ability, it can “scout” up to the maximum range of the ability. Also, attacks with this ability allow the user to apply any enhancing feats to this weapon (Such as Weapon Focus, Improved Critical, etc) and the weapon is intelligent enough to make attacks of oppurtunity as if it were an independent creature. The Psychomancer can take back the point of Intelligence at any time, and can later make a new Weapon Companion.

Mind Over Matter (Special): Objects affected by a psychomancer’s attack do not receive bonuses from hardness.

Rend (Special): Using sheer psychomagical force, the psychomancer can attempt to tear at an opponent's mind and body. The psychomancer must succeed at a ranged touch attack and overcome any Spell/Psionic resistance to affect a target, with a Fortitude save to resist (DC 10 + Int modifier + one-half psychomancer class level). Successfully Rending a target means that the target is weakened, both mentally and physically, taking 1d6 + Psychomancer's Intelligence modifier damage to all ability scores, to a minimum of 1. Only a Restoration spell will remove this damage, and a second Fortitude save must be made by the target when the Restoration is performed for it to be successful (Multiple Rends on one target do not warrant multiple Fortitude saves when a Restoration is cast, however). The psychomancer
can use this ability a number of times per day equal to his Intelligence modifier.

Table The Psychomancer
Level BAB Blade Swarm Fort Ref Will Special
1 +0 +1 +0 +0 +2 Dual Nature, Blade Swarm I
2 +1 +2 +0 +0 +3 Pyrokinesis
3 +2 +3 +1 +1 +3 Mind Lance 2/day
4 +3 +4 +1 +1 +4
5 +3 +5 +1 +1 +4
6 +4 +6/+1 +2 +2 +5 Mind Hammer, Blade Swarm II
7 +5 +7/+2 +2 +2 +5
8 +6/+1 +8/+3 +2 +2 +6 Mind Blast
9 +6/+1 +9/+4 +3 +3 +6 Mind Lance 4/day
10 +7/+2 +10/+5 +3 +3 +7
11 +8/+3 +11/+6/+1 +3 +3 +7 Blade Swarm III
12 +9/+4 +12/+7/+2 +4 +4 +8 Weapon Companion
13 +9/+4 +13/+8/+3 +4 +4 +8
14 +10/+5 +14/+9/+4 +4 +4 +9
15 +11/+6/+1 +15/+10/+5 +5 +5 +9 Mind Lance 6/day
16 +12/+7/+2 +16/+11/+6/+1 +5 +5 +10 Mind Over Matter, Blade Swarm IV
17 +12/+7/+2 +17/+12/+7/+2 +5 +5 +10 Rend
18 +13/+8/+3 +18/+13/+8/+3 +6 +6 +11
19 +14/+9/+4 +19/+14/+9/+4 +6 +6 +11
20 +15/+10/+5 +20//+15/+10/+5 +6 +6 +12 Blade Swarm V



OPEN GAME CONTENT


The first Psychomancer I built got a ring of invisibility and he often disappeared while an evil party member was assaulted by dire chains and bastard swords. I totally think that if you're just sitting or standing still somewhere in direct line of sight while concentrating, it doesn't bring you out of invisibility. It might require a standard action to focus on the swords, but you're not doing anything that would reveal you (you, yourself, are not attacking them in melee, nor are you giving off sounds or glowing like most psionic abilities).

I encourage anyone who uses this class to make custom abilities and edit it, so long as they leave the author's name on it.
Rohano

07-24-05, 01:18 AM
:bump:
Don sarnit, this is an awesome class and all these views with no comments?
Hochi-min trail

07-24-05, 02:21 AM
I like it. It's a nice class, and though it takes ideas from several others, it combines them very nicely.
nbhs275

03-19-06, 07:50 AM
yea.. im not sure about all of it but the jist is very nice. I just think it is a little to strong and too gear dependant to have a d4 for hp. maybe with a few ajustments it could be a perfectly balanced class.. but weres the fun in that?
Rohano

03-19-06, 12:11 PM
A psychomancer doesn't need hitpoints because he's going to be hiding somewhere where he can see the battle and use his blade swarm from safety.
If anyone comes in closer range and endangers the psychomancer, he's free to blast them with pyrokinesis and go into melee with his own weapons if he needs to, but it isn't recommended. Blade Swarm does all the fighting.

:)