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| Psi-Druid08-02-07, 03:48 AM | If you already bored with my previous versions you can freely ignore this post :) It's still kind of stuff-loaded, but not as much as before. I desided to remove companion and some other things as well... (RIP) From the magical druid we have here a 'Wild Empathy', 'Trackless Step', and druidic language. Maybe I should choose another class name, but I was almost never good at that... :| .pdf version: http://files.myopera.com/Haruka%20aka%20Seremel/files/dreamland.zip (~ 300 Kb) p.s. English is not my native language, so... ^^' Psi-Druid Psionic druids, one of the most respected and mysterious inhabitants of the Dreamland. They usually looked with suspicion by clerics and paladins of the Material plane because of their dark wings and non-lawfulness. Adventures: psi-druids are mostly wander from one place to another lonely or in pairs. They are welcomed among most any Dreamland's community and among other creatures that value nature and druidic path. Characteristics: psi-druids follow path of self-perfection in their own form. Developing their talents and using them for nature's protection psi-druid have powers similar to that of a psion (with a slightly less power point pool). Alignment, Religion: like magical druids they are at least partially neutral. Also due to their free spirit they are never lawful, and don't worship. Since they value understanding of other beings they don't dislike creatures just because they worship someone. Even more they feel quite comfortable with worshippers of some deities (usually nature, beauty and love). Background: psi-druids usually learns about their abilities in the very young age. Wise and talented they feel uncomfortable within the crowd they prefer freedom of nature. Favored class: ruethar and dark elves (female) has psi-druid as their favored class. Physiology: upon becoming a psi-druid character slightly changes. Around 3rd level her blood turns into icy flames, though it does not deal any damage. Sometimes they are referred to as Frozen flames for exactly that reason. Also one of the aspects that all psi-druids share is beauty – you just can't find any ugly-looking one (for it's own race at least), and not even a single scar remains for long on them no matter what. Other classes: psi-druids have the most in common with members of classes that value nature, freedom, healing, and self-perfection, like sangehirns, monks, magical druids, and rangers. The least respected classes are deity-following ones, such as clerics and paladins. Game rule information Alignment: non-lawful neutral (neutral good, neutral evil, true neutral, chaotic neutral) Special: doesn't worship any deity. Hit Die: d6. Good saves: Fort and Will BAB: medium PP/day: (psion + psychic warrior) / 2 rounded up. Powers known, Maximum power level: as psion Manifesting: Wisdom-based 1 Aura of Neutrality Wild Empathy 2 Trackless Step 3 Eien no Tsubasa 4 5 Empathy 6 Darkness Grace 7 Natural Bond 8 9 Timeless body 10 Equilibrium 11 Nature's Child 12 Bite of the Salamander 13 14 Aspect 15 Shiva Edge 16 17 Free Mind 18 Air Thrust 19 20 Dark Angel Class skills The psi-druid's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis) and Survival (Wis). Skill points at 1st Level: (4 + Int modifier) x 4. Skill points at each additional level: 4 + Int modifier. Class features All the following are class features of the psi-druid. Weapon and Armor Proficiency: Psi-druids are proficient with the club, dagger, dart, quarterstaff, scimitar, sickle, scythe, shuriken, and bastard swords (which they can use two-handed or one-handed as desired). They are proficient with light armor but no shields. Psi-druids doesn't have prohibited armors or shield, but if they use any shield or medium/heavy armor their flying maneuverability decreases by one step (only flight gained from class levels is affected). Bonus Languages: A psi-druid's bonus language options include Elven and Sylvan (the language of woodland creatures). They are in addition to the bonus languages available to the character because of her race. A psi-druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level psi-druid. Druidic is a free language for a psi-druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. Aura of Neutrality (Ex): all alignment detection magical/psionic/supernatural effects recognize psi-druid as a true neutral creature. Also when psi-druid is affected by alignment-based effect she is treated as neutral or her true alignment, whichever is more beneficial to her. For example, neutral good psi-druid treated as neutral rather than good, when determining effect of Unholy Blight spell casted on her. Wild Empathy (Ex): as PHB druid. Trackless Step (Ex): as PHB druid. Eien no Tsubasa (Ex): psi-druid grow immaterial black-colored feathery wings, these allow her to fly at a speed equals to her land speed, average maneuverability (they can be hidden/shown as a free action, and they appear automatically within the area where psionics does not work). Also she gain fire resistance 5, and cold resistance 5 (resistance applied each time she takes damage of that kind). These resistance increases by 5 every 4 levels thereafter (at 7, 11, 15, 19). Empathy (Su): this ability works like psionic power of the same name, but it doesn't require concentration and it cannot be "turned off". Null Psionics Field, Psionic Mind Blank and similar psionic abilities can protect from this ability, but magical effects (even Anti-Magic field) are not. This is an exception to the psionics-magic transparency rule. Darkness Grace (Ex): +4 bonus to saves against light and darkness effects as well as effects that alter physiology. Natural Bond (Su): psi-druid can serve as a replacement for dryad's tree and similar natural bonds of fey. For this ability to be effective she must be within 30 ft. of willing fey to be affected and only 1 creature per every 4 manifester levels can benefit from this ability at a time. Timeless Body (Ex): after attaining 9th level, a psi-druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the psi-druid still dies of old age when her time is up. Equilibrium (Su): as Body Equilibrium psionic power. Nature's Child (Ex): becomes immune to all poisons, diseases, transformation to undead, insanity and apopsi effects. She also recieve +2 bonus on saving throws from death effects and can make them (to negate) even from effects that doesn't allow a save. Flight manuverability improves to good. Bite of the Salamander (Su): any melee attack (including a touch) by a psi-druid can deal additional 3 points of fire damage any time it strike. This is a touch attack by itself (uses the same attack roll as the attack it is used with). Also she recieve Improved Unarmed Strike feat as an [Ex] ability. Aspect (Ex): your fly speed improves by +10 ft. Also you gain low-light vision, sonic resistance 5, electricity resistance 5, and acid resistance 5. If you already have low-light vision then range is doubled. Shiva Edge (Su): any melee attack (including a touch) by a psi-druid can deal additional 3 points of cold damage any time it strike. This is a touch attack by itself (uses the same attack roll as the attack it is used with). She can use both Bite of the Salamander and Shiva Edge at the same time. Also she recieve Improved Disarm feat as an [Ex] ability even if she does not meet the prerequisites. Free Mind (Ex): becomes immune to charm and compulsion effects. Air Thrust (Su): any melee attack (including a touch) by a psi-druid can deal additional 3 points of [air] damage any time it strike. This is a touch attack by itself (uses the same attack roll as the attack it is used with). Bite of the Salamander, Shiva Edge and Air Thrust can be used at the same time. Dark Angel (Ex): psi-druid's fly speed improves by +20 ft. (stack with Major Aspect), perfect maneuverability. Also she gain darkvision 60 ft., fire and cold immunity. If she already have darkvision then range is doubled. Ex-Druids A psi-druid who turned from the nature's path, changes to a prohibited alignment, or teaches the Druidic language to a nondruid retains all benefits of the class, except Aura of Neutrality, Natural Bond, and Wild Empathy. She cannot thereafter gain levels as a psi-druid until she returns to the druidic path. Psi-druid who becomes lawful or start to worship any deity also loses her Free Mind special ability. But unlike their magical counterparts psi-druid doesn't need anything like Atonement spell to return. Psi-Druid power list 1-st level – Astral Construct, Alter Smell/Taste, Awareness, Befuddle, Bio-Booster, Bite of the Wolf, Call to Mind, Catfall, Charm (Psionic), Chrono Sense, Claws of the Beast, Conceal Thoughts, Control Flames, Control Light, Create Sound, Crystal Shard, Daze (Psionic), Deceleration, Deja Vu, Demoralize, Dermal/Facial Alteration, Detect Psionics, Detect Snares and Pits (Psionic), Empty Mind, Energy Ray, Enhanced Swim, Entangle (Psionic), Far Hand, Float, Grease (Psionic), Hammer, Inertial Armor, Infuse Weapon, Know Direction and Location, Lasting Breath, Matter Agitation, Metaphysical Claw, Metaphysical Weapon, Mind Thrust, Mindlink, Missive, My Light, Narcoleptic, Precognition (Defensive), Precognitionion (Offensive), Prescience (Offensive), Prevenom, Prevenom Weapon, Sense Link, Skate, Synaptic Shock, Synesthete, Telempathic Projection, Vigor, Xenoscope 2-nd level – Animal Affinity, Biofeedback, Brain Lock, Chameleon, Cloud Mind, Concussion Blast, Control Air, Control Sound, Delay Poison (Psionic), Detect Hostile Intent, Discover Truth, Ego Whip, Elfsight, Energy Adaptation (Specified), Id Insinuation, Identify (Psionic), Inflict Pain, Knock (Psionic), Mental Disruption, Missive (Mass), Prescient Combat, Psionic Action, Psionic Lock, Psionic Scent, Psionic Lion's Charge, Recall Agony, Read Thoughts, Sever the Tie‡, Share Pain, Suggestion (Psionic), Sustenance, Swarm of Crystals, Thought Shield, Tongues (Psionic) 3-rd level – Body Adjustment, Body Purification, Crisis of Breath, Danger Sense, Darkness Cloak (self only), Darkvision (Psionic), Dismiss Ectoplasm, Dispel Psionics, Empathic Transfer (Hostile), Energy Bolt, Energy Burst, Energy Retort, Eradicate Invisibility, Fairy Tale, False Sensory Input, Find the Heart, Halt Automation, Keen Edge (Psionic), Mental Barrier, Mind Trap, Psionic Blast, Share Pain (Forced), Solicit Psicrystal, Telekinetic Force, Telekinetic Thrust, Time Hop, Touchsight, Ubiquitous Vision, Water Breathing (Psionic) 4-th level – Aura Sight, Claw of Energy, Claw of the Fiend, Clear Body, Correspond, Detect Remote Viewing, Dimension Door (Psionic), Dismissal (Psionic), Dominate (Psionic), Empathic Feedback, Energy Adaptation, Freedom of Movement (Psionic), Intellect Fortress, Metamorphosis, Mindwipe, Mindlink (Thieving), Modify Memory (Psionic), Power Leech, Psychic Reformation, Remote Viewing, Spontaneous Combustion, Telekinetic Maneuver, Trace Teleport, Truevenom, Truevenom Weapon, Weapon of the Fiend 5-th level – Adapt Body, Awakened Beast, Burning Blood, Evade Burst, Catapsi, Death Urge, Energy Mantle, Incarnate / Incarnation, Leech Field, Major Creation (psionic), Mind Probe, Overland Flight (Psionic), Plane Shift (Psionic), Power Resistance, Psionic Revivify, Psychic Crush, Punishing Excellence, Restore Extremity, Shatter Mind Blank, Tower of Iron Will, True Seeing (Psionic), Unforgiven 6-th level – Aura Alteration, Banishment (Psionic), Body Adjustment (Greater), Breath of the Black Dragon, Claw of the Shadow Demon, Cloud Mind (Mass), Contingency (Psionic), Co-opt Concentration, Plant Trap, Remote View Trap, Restoration (Psionic), Retrieve, Shatter Anti-psionic Mind, Suspend Life, Temporal Acceleration, Weapon of the Shadow Demon 7-th level – Control Weather (Psionic), Crisis of Life, Decerebrate, Deepsight, Energy Conversion, Energy Wave, Fiery Discorporation, Mind Blank (Personal), Moment of Prescience (Psionic), Oak Body, Phase Door (Psionic), Silent Abyss, Ultrablast, Wings of Valmar 8-th level – Deconstruction, Iron Body (Psionic), Matter Manipulation, Mental Prowess, Mind Blank (Psionic), Nature's Power, Psychoapotosis, Recall Death, Shadow Body, Teleport (Psionic Greater), True Metabolism, Untouchable 9-th level – Alter-Ego, Chrono Touch, Etherealness (Psionic), Heartless Angel, Link Minds, Microcosm, Nature's Wrath, Psychic Chirurgery, Supernova, Timeless Body, Were-Beast Epic Progression Powers: The psi-druid's manifester level is equal to his class level. The psi-druid's base power points do not increase after 20th level. Each time the psi-druid attains a new level, she learns one new power of any level that she can manifest. Bonus Feats: The epic psi-druid gains 1 bonus epic feat or 2 non-epic feats every three levels higher than 20th (23th, 26th, and so on). |
| Fafnir08-02-07, 07:06 AM | I've only glanced at it, but it seems a good enough start... though I have to enquire about the use of gratuitous Japanese, the nature of [Air] damage and the new powers on the list (of which I don't see a description). |
| Psi-Druid08-02-07, 03:01 PM | so... 'Eien no Tsubasa' means 'Eternal Wings' / 'Wings of Eternity' [Air] damage means damage is not subject to energy resistance and is [air] effect as for powers, here goes ALTER-EGO Psychometabolism Level: Psi-Druid 9 Display: Visual Manifesting time: 1 standard action Range: Personal Target: You Duration: 1 round / level (D) Power points: 17 You transforms into your more powerful alternate form. While the power lasts you gain the following abilities: you can attack using your wings or arms (you are considered armed). They deal 2d6 + your Wisdom bonus points of slashing damage, and treated as +3 psionic weapon. Threat: 18-20/x2. Special abilities: Ghost Touch, Merciful. darkvision 120 ft., tremorsense 30 ft., do not need to eat, sleep, or breathe you are not subject to critical hits or flanking Immunities: you become immune to sonic-based harmfull effects, poison, sleep effects, paralysis, stunning, petrification/crystallization, death effects, ability damage/drain, and polymorphing (unless you manifest such power yourself). Augment: +2: your arms/wings gain one additional ability from the following list: Coup de Grace, Cutting (Far Corners of the World), Keen, Psychokinetic, Sundering. This option can be selected multiple times. +2: your arms/wings gain Flaming, Frost, Shock, or Thundering special ability. This augment option can be selected only once. If you are a Psi-Druid you can choose Flaming and Frost abilities at once, as if they were one ability. +2: make arms/wings good-aligned (you must have good alignment), evil-aligned (you must have evil alignment) or chaotic-aligned (you must have chaotic alignment). This augment option can be selected only once. AWAKENED BEAST Telepathy [Mind-Affecting] Level: Psi-Druid 5 Display: Mental Manifesting time: 24 hours Range: Touch Target: Animal touched Duration: Instantaneous Saving throw: Will negates Power resistance: Yes Power points: 9 + 250 XP This power functions as Awaken spell, except that you can awaken only animal. It gets 3d6 Intelligence (minimum 10), +1d3 Charisma (or Charisma became 10, whichever is more), and it do not gain bonus HD. Any feat or ability that normally increase save DC improves your Will save for the purpose of this power. CHRONO TOUCH Psychoportation [Time] Level: Psi-Druid 9 Display: Auditory, Visual Manifesting time: 1 full round Range: Touch Target: 1 object, up to 1 cu. ft./level Duration: Instantaneous Saving throw: Fortitude negates (object) Power resistance: No Power points: 17 Your touch makes flow of time moves faster for one object, in one moment it ages for thousands of years. Only small amount of dust remain after that. If object is larger than 1 cu. ft./level you destroys only part of it. If you are an epic level character you can also attempt to destroy artifacts with 50% chance of success, but they recieve +1 bonus to their save for every point of their ego (if any). If artifact is larger than 1 cu. ft./level this power fails. If artifact is successfully destroyed you take 20d6 backlash damage + 1d6 for every point of artifact's ego. Augment: For every 2 additional power points you spend, this power's save DC increases by 1. CLEAR BODY Psychometabolism (Healing) Level: Egoist 4, Psi-Druid 4 Display: Auditory, Visual Manifesting time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving throw: Fortitude negates (harmless) Power resistance: Yes (harmless) Power points: 7 This power function as Neutralize Poison and Remove Disease spells, except as noted here. CONTROL WEATHER, PSIONIC Psychokinesis Level: Kineticist 7, Psi-Druid 7 Display: Mental, Visual Manifesting time: 10 minutes; see text Range: 2 miles Area: 2-mile-radius circle, centered on you; see text Duration: 4d12 hours; see text Saving throw: None Power resistance: No Power points: 13 As the Control Weather spell, except as noted here. A psi-druid manifesting this power doubles the duration and affects a circle with a 3-mile radius. Augment: +4: manifesting time = 1 minute DECONSTRUCTION Psychokinesis Level: psi-druid 8, psion/wilder 8 Display: Visual Manifestation time: 1 standard action Range: Touch Target: creature or object touched Duration: Instantaneous; see text Saving throw: None Power resistance: No Power points: 15 Deconstruction is a relatively simple process for a 8th level power, and for some reason spellcasting creatures are more susceptible to it. It works as dispel psionics, but bonus on your dispel check is uncapped. If you wish so for each dispelled effect target take 2 damage and you gain 1 temporary power point (lasts 1 minute). Also target that take at least 10 damage from this power is shaken for 1 round + 1 round for every 4 damage above 10. If target of this power is a caster it lose 1 spell level slot for each dispelled effect. Deconstruction can dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. Additionally, if effect can be dispelled only by caster/manifester of appropriate level your manifester level is treated 4 levels higher than your current manifester level. ENTANGLE, PSIONIC Metacreativity Level: Psi-Druid 1 Display: Mental, Visual Manifesting time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Plants in a 40-ft.-radius spread Duration: 1 min./level (D) Saving throw: Reflex partial; see text Power resistance: No Power points: 1 As the Entangle spell, except as noted here. Augment: +1: area: +10 ft. +2: plants deal 1 point of subdual damage per round to foes (entangled or not) within area (no save). Can be applied multiple times. In addition, for every 2 additional power points you spend this power's save DC increases by 1. HALT AUTOMATION Telepathy Level: Psi-Druid 3, Psion/Wilder 3, Psychic Warrior 3 Display: Mental Manifesting time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One non-intelligent creature Duration: 1 round/level Saving throw: None and Will negates; see text Power resistance: Yes and No; see text Power points: 5 This power renders one non-intelligent creature immobile (unable to take any physical actions) if you beat it power resistance. The effect is broken if the halted creature is attacked or take damage. Also if automation is controled by intelligent creature, that creature can make Will save against this power to negate effect (no PR). Augment: +2: duration = 1 minute/level +6: manifesting time = 1 swift action In addition, for every 2 additional power points you spend to achieve any of these effects, save DC increases by 1, and your manifester level increases by 1 for the purpose of overcoming power resistance only. HEARTLESS ANGEL Psychokinesis [Darkness, Sonic] Level: Psi-Druid 9 Display: Auditory, Visual Manifesting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: up to 25 ft. + 5 ft./2 levels -radius centered on you Duration: Instantaneous Saving throw: None Power resistance: Yes Power points: 17 The effects are cumulative and concurrent. No saving throw is allowed against these effects. All creatures (friend and foe) except you within area are affected. Companions, familiars, and psicrystals treated as a part of self. HD Effects (cumulative) More than manifester level = 5d6 damage Equal to manifester level = Fatigued, knocked down* Up to manifester level -1 = Blinded for 2d4 rounds Up to manifester level -5 = Panicked for 1d10 minutes Up to manifester level -10 = Crystallized (as petrified, but turns into crystal) * Creatures are knocked prone. Flying creatures are instead blown back from manifester 1d6x10 feet. Also this power dispels all holy, unholy and light effects withing area even non-magical ones (for example, it will extinguish a burning torch; holy water becomes normal water etc.) if you succeed at manifester level check (if effect has any, and if it's level is less than level of this power). LINK MINDS Telepathy Level: Psi-Druid 9, Telepath 9 Display: Mental Manifesting time: 1 minute Range: touch Targets: 2 willing non-undead creatures Duration: Instantaneous Power points: 17 + 4000 XP You forge a empathic and telepathic link between 2 non-undead creatures (manifester can be one of these creatures), which must have an Intelligence score of 10 or higher. The link can be established only between willing subjects, who therefore receives no saving throw and gain no benefit from power resistance. Linked creatures gain Share Powers ability (as psicrystal) and can communicate telepathically through the link even if they do not share a common language. Also they can feel emotions of each other. Once the link is formed, it works over any distance except that telepathic link doesn't work from one plane to another. If one creature is immune/resistant to charms, compulsions, illusions or any mind-affecting effect (except morale effects) another creature also becomes immune/resistant to them. If one of the linked creatures failed its save against charm, compulsion, illusion or mind-affecting effect another creature can immediately make saving throw against same DC. If successful - effect is negated. If failed - first creature (only) is affected. If one creature is somehow transformed to undead none of two creatures can use the link but it still exists. Notes: any creature can have only one such link. recipients can pay required XP cost (2000 XP each), in that case manifester don't lose XP. this power grants supernatural ability, so all abilities listed above do not function within null-psionics field, despite the fact that power has instantaneous duration. |
| Psi-Druid08-02-07, 03:02 PM | MENTAL PROWESS Telepathy Level: Psi-Druid 8, Psion/Wilder 8 Display: Mental Manifestation time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power points: 15 Select one power or spell for every four manifester levels you have. You automatically succeed at your saving throws against selected powers and spells (including psi-like and supernatural abilities based on these powers) and all effect that they generate. The powers and spells selected must be of 8th level or lower (do not count heighten effects). The following spells and powers are considered the same: spell and powers named "<spell name>, psionic" (ex. Disintegrate spell and Disintegrate, Psionic power) spell and powers that differs only by the words 'lesser', 'improved', 'greater', 'mass' and similar (ex. Psychic Turmoil and Psychic Turmoil, Greater spells) spell and powers that describes as "This spell/power functions like <name>, except that..." or similar. in addition the following spells and powers considered the same (spell – power): Scrying (including greater version) – Remote Viewing, Telekinesis – Telekinetic Force and Telekinetic Thrust, Limited Wish – Bend Reality. If power or spell has more that one level then you must look through power/spell lists of the following classes (in this order): Psion, Wilder, Psi-Druid, Sorcerer, Wizard, Cleric, Druid, Bard, Psychic Warrior, Ranger, Paladin. You can have only one Mental Prowess power in effect at a time. Notes: you need not to know power or spell to protect yourself against it this power cannot be fabricated into a psionic item NATURE'S POWER Psychometabolism Level: Psi-Druid 8 Display: Visual Manifestation time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power points: 15 Using this power you gain +3 to initiative, Damage reduction 3/–, Tremorsense 30 ft., and you can add your Wisdom bonus to all attack and damage rolls. Also you gain +8 competence bonus to resist combat maneuvers (such as bull rush, disarm or trip). Note: it is up to DM would this power work for any character other than psi-druid, that can learn this power using expanded knowledge feat or psychic chirurgery psionic power. NATURE'S WRATH Psychokinesis [Acid, Cold, Electricity, Fire, Force, Sonic] Level: Psi-Druid 9 Display: Auditory, Visual Manifesting time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 100 ft. + 10 ft./level-radius spread centered on you Duration: Concentration (maximum 10 rounds) Saving throw: see text Power resistance: No Power points: 17 You release elemental wrath on your enemies. While you concentrate, this power generates effects as noted below. Type of damage can be one of the following: acid, cold, electricity, fire, sonic. 1 round: powerful winds pushes all creatures back 10 ft. from you unless they succeded at Strength check (DC 12 + 1 per 4 manifester levels + 1 per round after the first). Ranged attacks and jumps within the area are impossible. Powers manifested within the area are disrupted unless the manifester succeeds on a Concentration check against a DC equal to this power's save DC + the level of the power the manifester is trying to manifest. These effects continiues every round. 2 round: rains down in the area, dealing 1d6 point of damage every round (no save). You can change type of damage once per round as a free action. Also creatures must make Will saves (DC equal to this power's save DC) every round or become frightened for one round. Speed is reduced to 3/4. These effects continiues every round. 3 round: from this round you can call bolt once per round. You decide where the bolt strike. Bolt deals 8d6 points of damage (you can choose damage type before calling). A creature struck can attempt a Reflex save (or Fortitude save if damage type is cold) for half damage. Speed is reduced to 1/2. 4+ rounds: extraplanar creatures, undead, aberrations and abominations take additional 3d6+10 points of force damage every round thereafter (no save). There is also a 20% change that extraplanar creature would be banished to it's home plane. Creatures so banished cannot return for at least 1 day per manifester level. This power do not harm natural vegetation, ground cover, and any creature in the area that you wish to exclude from damage (Concentration check to manifest powers still applied). Augment: for every 2 additional power points you spend, this power's save DC increases by 1 and chance of banishment is increased by 5% (to a maximum of 50%). Note: it is up to DM would this power work for any character other than psi-druid, that can learn this power using epic expanded knowledge feat or psychic chirurgery psionic power. PLANT TRAP Metacreativity (Creation) Level: Psi-Druid 6 Display: None Manifesting time: 10 minutes Range: Touch or anywhere within the area to be warded Target or Area: Object touched or up to 200 sq. ft./level (S) Duration: Permanent until discharged (D) and 1d4+2 months; see text Saving throw: Reflex negates; see text Power resistance: No Power points: 11 Plant trap activates when an intruder touchs the item that the trap protects or enters the area warded by it. After activating trap send a mental alarm to manifester (distance is irrelevant, even if on another plane) and create enourmous amount of plants that fill area around the intruder. Intruder that fail it saving throw became entrapped by these plants (any other means of escape are useless, even Freedom of movement is irrelevant). These plants is an intelligent creature: Int 3, Wis 10, Cha 1, and has 100 hp, DR 1/–, and fast healing 1. It cannot move (and cannot be moved) and along with entrapped creature has immunity to force, acid, positive/negative energy damage, turning, death effects, teleportation effects, and fire resistance 20. Plant itself also immune to mind-affecting and alignment-based effects. As soon as plant grapple his prey it immediately produce effect of psionic suggestion on it (will negates) to prevent it from even think about escape. If save was successfull plant will try to use this ability every hour after that until succeded. If prey is not compelled it can attempt to free itself as a full-round action, this requires Strength check (DC = this power's save DC + 1 per previous failure), and it cannot take 10 or take 20. If successful plant immediately disappears. While entrapped prey cannot move and speak, don't need to eat, sleep, and breathe, take 1 point of subdual damage per round (to a maximum of prey's hp ? 1), and is drained 1 point of Wisdom and Strength immediately and every month after that (if not rescued already, will negates). All prey's items, weapons, armor and other possessions (except artifacts) take 1 point of acid damage per round (no save). Plants also disappear 1d4+2 months later if no one rescued its prey before that. However prey is fall unconscious for 1d4+1 hours, drained 4 points of Constitution, and affected by aversion effect (no save) and cannot tell or write anything about warded object/area or this incident itself. Notes: Plant trap can only attack 1 creature per manifestation and is discharged after that (plant effect is still has a duration of 1d4+2 months after discharge). See also augment section. You cannot manifest plant trap more than once on the same object or area until its duration expires (or until dispelled). A psionic knock does not bypass a plant trap. An unsuccessful dispel psionics does not detonate the power. Creature with trapfinding ability can use the Search skill to find a plant trap and Disable Device to thwart it. The DC in each case is 25 + power level. Augment: +2: increase plant's DR by 1/–, fast healing by 1, and hp by 18. +4: delay a discharge by 1 (i.e. this power is not dischargeded after one attack). PUNISHING EXCELLENCE Psychometabolism Level: Psi-Druid 5, Psion/Wilder 5 Display: Mental, Visual Manifesting time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature Duration: 1 round/level (D) Saving throw: Fortitude negates Power resistance: Yes Power points: 9 Subject's Charisma and Dexterity reduced by 1 temporary (stackable) for each saving throw failed while this power in effect (including saving throw from this power). Any effect whose level is less than 5 cannot restore this loss. When duration expires lost points recovered at a rate of 1 (both Charisma and Dexterity) per round. If any ability score reach 0 as a result of this power target is rendered helpless for 2 rounds (even if ability scores are restored to higher than 0) and drained 1 Con permanently (once per power's manifesting). This powers resists dispelling effects, as a result DC to dispel is +4 higher that normal. Augment: for every 2 additional power points you spend, this power's effective level increases by 1. [/list SHATTER ANTI-PSIONIC MIND Psychokinesis Level: Psi-Druid 6, Psion 6, Psychic Warrior 6 Display: Mental, Visual Manifesting time: 1 standard action Range: 30 ft. Area: 30-ft.-radius burst centered on you Duration: Instantaneous Saving throw: Will partial Power resistance: No Power points: 11 You shatter primitive defenses against psionics. Every creature (friend and foe) with anti-psionic feat(s) (see below) except you in range for every such feat take 1d4 raw psionic energy damage. Also they must make a Will save with a ?2 penalty. Those who failed their saves loose benefits of their anti-psionic feats and become shaken (both for 1d6+1 rounds). This power itself is unaffected by anti-psionic feats. Anti-psionics feats: Antipsionic Magic, Chaotic Mind, Closed Mind, Force of Will, Hostile Mind, Mental Resistance, Psionic Hole. Wilder's Volatile Mind special ability counts as anti-psionic feat for the purpose of this power. Augment: [list] +2: affected creatures loose benefits of their anti-psionic feats for 1d6 minutes instead of 1d6+1 rounds +4: manifesting time = swift action for every 2 additional power points you spend, this power's save DC increases by 1, and the power's range and area are both increases by 10 ft. SILENT ABYSS Psychokinesis [Darkness] Level: Psi-Druid 7 Display: Mental, Visual Manifesting time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 400 ft. + 40 ft./level radius, centered on you Duration: Instantaneous Saving throw: see text Power resistance: No Power points: 13 + 500 XP All creatures (friend and foe) within range, including you, become unable to speak for 1 hour. There is no save to avoid the effect, unless creature is a caster/manifester (for them it's Will negates, with a ?2 penalty). And regardless of their spellcasting/manifesting abilities, all creatures, except you, become fatigued and take 2d8 subdual damage (no save). Also this power dispels all holy, unholy and light effects withing area even non-magical ones (for example, it will extinguish a burning torch; holy water becomes normal water etc.) if you succeded at manifester level check (if effect has any, and if it's level is less than level of this power). Notes: companions, familiars, and psicrystals treated as a part of self. And it is up to DM would this power work for any character other than psi-druid, that can learn this power using expanded knowledge feat or psychic chirurgery psionic power. Augment: for every 2 additional power points spent this power's effective level increases by 1. SUPERNOVA Psychokinesis [Light] Level: Psi-Druid 9 Display: Visual Manifestation time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 100 ft. radius Duration: Instantaneous and 1d6 rounds, see text Saving throw: see text Power resistance: Yes Power points: 17 You create an ultra strong light that strike all your foes (only) within range from the sky for 15d6 damage (fortitude half, instantaneous). Also they became blind unless succeded at another fortitude save (instantaneous). Creatures that can be negatively affected by the natural daylight make all saves against this power at ?2 penalty, also they flee from you as fast as possible for 1d6 rounds (will negates). Supernova dispels all darkness spells and powers of equal or lower level. Augment: +2: increase damage by 1d6 In addition, for every 2 additional power points you spend on this power, this power's save DC increases by 1. UNFORGIVEN Telepathy Level: Psi-Druid 5, Telepath 5 Display: Mental Manifesting time: 1 standard action Range: Close (25 ft.+5 ft./2 levels) Target: creature within range Duration: Permanent (D) Saving throw: Will negates Power resistance: Yes Power points: 9 The affected creature take -1 penalty on all skill checks, attack and damage rolls. Whithin the line of sight of the manifester penalties increased to ?3. Manifester gain +2 on attack and damage rolls, and +2 resistance bonus to all saves (this bonuses applies only against target of this power). Unforgiven is a curse, and as such it cannot be dispelled. It can be removed with a bend reality, reality revision, psychic chirurgery, limited wish, miracle, or wish. Remove curse works only if the caster is of an equal or higher caster level than your manifester level at the time you manifest Unforgiven. The effect of the curse can be dismissed by the manifester as a free action. UNTOUCHABLE Psychometabolism / Telepathy Level: Psi-Druid 8, Telepath 8 Display: Visual Manifesting time: 1 standard action Range: Personal Target: you Duration: 1 round/level (D) Power points: 15 Any creature that touch or attack you with melee weapon must save against following effects (roll d4) per attack/touch. Treat them as 8-level powers: 1. nothing 2. Lock (Will negates, Mind-affecting): creature stands mentally paralyzed, unable to take any actions for 1 round. The brain locked subject is not stunned (so attackers get no special advantage). He can defend himself against physical attacks (Dexterity bonus to AC still applies), but otherwise can't move, and can't use psionic powers. A brain locked flyer cannot flap its wings and falls. A swimmer can't swim and may drown. 3. Shock (Fortitude partial): overloads synapses in the target's body, causing 2 points of temporary Constitution damage. If the target succeeds at a Fortitude save, it takes no Constitution damage and instead takes 1d6 points of subdual damage. 4. Mindlash (Fortitude Negates): bestows 1 temporary negative level. Augment: +1: Shock effect deals +1d6 points of subdual damage on successful save +2: duration of Lock effect increased by +1 round (maximum 3 rounds) +2: power's duration = 1 minute / level +2: Shock effect drains Constitution instead. In addition for every 2 power points spent on augmentation power's save DC increases by 1. WERE-BEAST Psychometabolism Level: Psi-Druid 9 Display: Visual Manifestation time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) Power points: 17 You can assume hybrid form of any animal that you are familiar with, and whose HD is less or equal to your manifester level. You retain full control of self and are not subject to the effects that affect lycanthropes (such as full moon, etc.). You retain all your abilities and gain also the following: shapechanger subtype chosen animal's size +10 circumstance bonus on your Intimidate checks (also your voice become more or less demonic), but suffer ?10 penalty on your Diplomacy and Bluff checks. These bonuses/penalties do not applied against nature-related creatures. all extraordinary abilities (both attacks and qualities) of the chosen animal enhancement bonuses to your Strength, Dexterity, and Constitution scores equals to chosen animal's appropriate ability modifier (if positive). You retain your own Intelligence, Wisdom, and Charisma scores. chosen animal's feats (as a bonus feats) and skill ranks (though they do not stack with any ranks you may already have). chosen animal's racial bonuses to skill checks. immunity to lycantropy and vampire's Blood Drain, Create Spawn, Dominate, and Energy Drain abilities. +4 racial bonus on Charisma-based checks when the target is a creature of your animal form. While this power lasts you can change your shape freely (between your normal and were-form of any animal) once per round as a move action (or a part of movement). Upon the 1st changing, you regain lost hit points as if you had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting). If slain you revert to your original form, though you remain dead. This power detects as a curse and cannot be affected by dispelling (including M.Disjunction) and effects that revert shapechanging creatures to their original forms, but Remove Curse whose caster leves is higher than your manifester level can end it, however you gain +2 resistance bonus to your saves against it. Notes: Animal's size must be equal to or higher than your normal size. This power cannot be used in conjuction with other form-altering powers (ex. Metamorphosis, Claws of the Beast, etc.). As soon as you use such power on yourself Were-Beast ends. If originator of such power is someone else – that power simply do not work. WINGS OF VALMAR Psychometabolism Level: Egoist 8, Psi-Druid 7 Display: Auditory, Mental, Visual Manifesting time: 1 standard action Range: Personal Target: You Duration: 1 hour / level (D) Power points: egoist 15, psi-druid 13 You grow black demonic wings. These allow you to fly at a speed of 90 ft. (perfect maneuverability). Characters within 90 feet of you hear what they believe are the sounds of howling winds and eerie chanting. When using this power for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). Also while the power lasts you recieve additional abilities: Psionic presense: the ability takes effect automatically whenever you attacks, charges, flies overhead, or manifests a power of 7+ level with Visual display. Foes within a radius of 90 feet are subject to the effect if they have fewer HD than you. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your HD + your Cha modifier) remains immune to your psionic presence for 12 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Immunities: you become immune to fear and death effects. Note: if you worship deity or any other entity (even if it is a demon) it would be a blasphemy to manifest this power. If you already have wings you still gain benefits of this power. |
| Ryuu_Tenshi08-02-07, 03:07 PM | ... why does this seem to be Sephiroth? |
| Psi-Druid08-02-07, 04:49 PM | err... realy? never though about it... ^^' |
| Ryuu_Tenshi08-02-07, 11:41 PM | err... realy? never though about it... ^^' "heartless angel" Signature move of his. The black wings, too... And for some reason it doesn't seem... druid-ish. Like I see no reason to even call this a druid at all. |
| Psi-Druid08-03-07, 12:09 AM | i never played past disk 1 :( maybe i should find it somehow... About the 'druidic' part - my world is post-apocalyptic (blah blah blah), and druids their (naturally) aren't that umm... friendly. They are kind of desperate. Basically, 'psi-druids' are voluntary (sp?) Nature's guardians. Besides, 'druidism' is more of style of life and personal phylosophy. Even ork barbarian with some appropriate effort can become a 'druid', if that's his life style (throw some Heal and/or Profession (herbalist) skills if needed, etc.). At least that's how i see druids. As for black wings and all that darkness stuff, darkness not equals to evil. As both light and darkness can be abused to good and evil (for that reason i don't particullary like [good] and [evil] spells). "You can't see the stars without the darkness" and all that stuff... Maybe i should choose another unique name though... (that'll not prevent them to be 'druids' anyway) |
| Fafnir08-03-07, 07:16 AM | i never played past disk 1 :( maybe i should find it somehow... About the 'druidic' part - my world is post-apocalyptic (blah blah blah), and druids their (naturally) aren't that umm... friendly. They are kind of desperate. Basically, 'psi-druids' are voluntary (sp?) Nature's guardians. Besides, 'druidism' is more of style of life and personal phylosophy. Even ork barbarian with some appropriate effort can become a 'druid', if that's his life style (throw some Heal and/or Profession (herbalist) skills if needed, etc.). At least that's how i see druids. As for black wings and all that darkness stuff, darkness not equals to evil. As both light and darkness can be abused to good and evil (for that reason i don't particullary like [good] and [evil] spells). "You can't see the stars without the darkness" and all that stuff... Maybe i should choose another unique name though... (that'll not prevent them to be 'druids' anyway) I just finished reading. I agree with Ryuu_Tenshi, that's not a druid at all. It's a cleric, a warlock, a sorcerer, an outsider, or simply Millenia (http://en.wikipedia.org/wiki/Grandia_2#Millenia), but not a druid. So much that the little "natural" flavor there is (Trackless Step, Psionic Entangle, etc.) seems out of place. I'd just remove that and call the class something completely different. |
| Psi-Druid08-03-07, 02:40 PM | How is that waterwalking (Equilibrium) cannot be a druid stuff? Bite of the Salamander, energy resistances (and the like)? Well, they aren't kineticists but looking at their spell list druids are masters of energy at some degree. As for wings there is wild feat 'Eagle's wings' that allows druid to have wings at level 5 (tough that last only 1 hour, but faster initially). What else? Neutrality aura seems more or less ok for a neutral druid (clerics have auras after all). Natural bond is ok too. The least fitting is 'Empathy' and druids already have one kind of it - 'Wild Empathy'. Not that of a stretching here. As for darkness stuff - that's their own focus on power (they should have something unique in them imho). People can have different opinions on what a druid really is. Mine is clearly not the same as yours and that's not a bad thing definitely. Am i really missing something? :| |