Crystal Master Base Class [Archive] - Wizards Community

Post/Author/DateTimePost
ZeronHitaro

09-11-07, 06:39 PM
Note, this is a rewrite of the PrC created by WotC on their main site.

http://www.wizards.com/default.asp?x=dnd/psm/20040625d

Most of this stuff I have altered is added in for flavor for my specific campaign, so if something seems off balance please suggest how to fix the balance rather than simply say "remove it".

In terms of design I think it is supposed to be more like a Bard than anything. Bit of melee, bit of blasting, bit of buffing, not really a master of any of them.



Crystal Master

Alignment: Any

Hit Die: d6

Class Skills: The Crystal Master's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (gemcutting) (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (gemology), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Search (Int), Spot (Wis), and Tumble (Dex).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Crystal Master

Level BAB Fort Ref Will Special Power Points/Day Powers Known Maximum Power Level Known
1st +0 +0 +0 +2 Bonus feat (Psicrystal Affinity) 3 2 1st
2nd +1 +0 +3 +3 6 4 1st
3rd +2 +1 +1 +3 Bonus feat (Psicrystal Containment) 12 5 2nd
4th +3 +1 +1 +4 18 7 2nd
5th +3 +1 +1 +4 Bonus feat (Improved Psicrystal) 24 8 3rd
6th +4 +2 +2 +5 32 10 3rd
7th +5 +2 +2 +5 Embed Gem (Left Hand) 42 11 3rd
8th +6/+1 +2 +2 +6 52 13 4th
9th +6/+1 +3 +3 +6 Embed Gem (Right Hand) 62 14 4th
10th +7/+2 +3 +3 +7 72 16 5th
11th +8/+3 +3 +3 +7 Embed Gem (Forehead) 86 17 5th
12th +9/+4 +4 +4 +8 100 19 5th
13th +9/+4 +4 +4 +8 Embed Gem (Chest) 114 20 6th
14th +10/+5 +4 +4 +9 128 22 6th
15th +11/+6/+1 +5 +5 +9 Embed Gem (Spine) 146 23 7th
16th +12/+7/+2 +5 +5 +10 164 25 7th
17th +12/+7/+2 +5 +5 +10 Dual Psicrystal 182 26 8th
18th +13/+8/+3 +6 +6 +11 202 28 8th
19th +14/+9/+4 +6 +6 +11 Psicrystal Synergy 222 29 8th
20th +15/+10/+5 +6 +6 +12 242 31 9th

Class Features
All of the following are class features of the Crystal Master.

Weapon and Armor Proficiency
Crystal Masters are proficient with all simple weapons, with light armor, and with shields (except tower shields).

Power Points/Day
A Crystal Master’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Crystal Master. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known
A Crystal Master begins play knowing two powers of your choice. Each time she achieves a new level, she unlocks the knowledge of new powers.

Choose the powers known from the psion/wilder, psychic warrior, or the disciplines of Kineticist and Nomad power lists. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Crystal Master to learn powers from the lists of other classes.) A Crystal Master can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a Crystal Master can manifest in a day is limited only by her daily power points.

A Crystal Master simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Crystal Master's powers is 10 + the power’s level + the Crystal Master’s Charisma modifier.

Bonus Feats (Ex): At levels 1st, 3rd, and 5th the Crystal Master gains the Psicrystal Affinity, Psicrystal Containment, and Improved Psicrystal feats respectively. If you already have the feat, you may select any other psionic feat as a bonus feat. You must still meet all prerequisites of the bonus feat.

Embed Gem (Su): When the Crystal Master gains this ability, she adds another embedded gem to her body. She can embed up to five gems (see table above) -- one each in the hands, forehead, chest, and finally the spinal cord. Once a part of the body has a gem embedded in it, another gem cannot be embedded in that part of the body. The powers and restrictions on each gem are found below. The level restriction is the minimum level of crystal master needed to take this gem. Each type of gem can be embedded only once.

The gem itself must initially be unworked and nonenhanced in any way (in other words, it cannot have any magical or psionic properties). It needs to have a minimum value of 100 gp before it is cut. The crystal master needs to make a DC 15 Craft (gemcutting) check to successfully shape the stone for embedding.

If for some reason the crystal master's body is destroyed and she somehow gains access to a new body, she may re-embed any lost gems within the new body. The gems must be the same type as the originals and embedded in the same order.


Embedded Stones by Level Restriction
7th-Level Crystal Master
- Amethyst
- Aquamarine
- Bloodstone
- Bulls Eye Agate
- Calcite
- Deep Crystal
- Emerald
- Malachite
- Moonstone
- Onyx
- Peridot
- Red Garnet
- Red Jasper
- Ruby
- Sapphire
- Smokey Quartz
- Tiger Eye
- Tourmaline
9th-Level Crystal Master
- Blue Zircon
- Diamond
- Jade
- Jet
- Opal
- Sugilite
11th-Level Crystal Master
- Chrysocolla
13th-Level Crystal Master
- Obsidian
15th-Level Crystal Master
- Azurite



Embedded Gems

The following gems provide different abilities or enhancements to the crystal master. Each type of gem can be embedded only once.

Amethyst: The crystal master becomes immune to all poisons. This includes alcohol.

Aquamarine: The crystal master gains an Intelligence bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems).

Azurite: The crystal master no longer needs to eat, drink, or sleep, though she may do so if she desires.

Bloodstone: The crystal master gains a Strength bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems).

Blue Zircon: The crystal master gains immunity to all diseases, including supernatural and magical diseases.

Bulls Eye Agate: The crystal master is immune to all fear effects.

Calcite: The crystal master gains a Wisdom bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems).

Chrysocolla: The crystal master gains the ability to use astral caravan as the power. The crystal master can use this ability a number of times per day times equal to the number of embedded gems she possesses. Once she activates this ability, she can also apply the effects of the astral traveler power a number of times equal to twice the amount of embedded gems. Using this ability requires the crystal master to expend psionic focus.

Deep Crystal: The crystal master can expend 2 power points to add 2d6 points of damage to her next successful natural attack or unarmed strike. The ability stays charged for 1 minute or until the crystal master scores a hit. Using this ability is a free action and does not provoke an attack of opportunity. This ability can be used only once per round.

Diamond: The crystal master gains 5 additional bonus power points per day per embedded gem.

Emerald: The crystal master gains power resistance equal to 11 + 4 per embedded gem she possesses.

Jade: The crystal master is immune to aging attacks and doesn't suffer the effects of old age. (Any penalties already incurred stay in effect.) The character still dies of old age.

Jet: The crystal master gains the ability to fly as the power with double its normal duration (2 minutes per level). She can activate it a number of times per day equal to twice the number of embedded gems.

Malachite: The crystal master gains a limited telepathy. She can communicate telepathically with any creatures that speak a language that she speaks, provided they are within 30 feet. This range increases by 10 feet for each additional imbedded gem. She can address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Moonstone: The crystal master gains an insight bonus of +1 to her Armor Class and on all saving throws. This increases by +1 per embedded gem.

Obsidian: The character gains the ability of escape detection as the power. The crystal master can voluntarily deactivate or reactivate this ability by expending psionic focus.

Onyx: When activated, this causes one opponent who can see the crystal master to make a Will save (DC 10 + 2 per embedded gem + key ability modifier) or become shaken (see page 300 of the Dungeon Master's Guide) for 2d6 rounds. This ability can be used a number of times per day equal to the number of embedded gems.

Opal: The crystal master gains the ability of divination as the power. She can use this ability a number of times per day equal to the number of embedded gems.

Peridot: The crystal master gains damage reduction of 1/--. This is increased by 1 for every embedded gem.

Red Garnet: The crystal master gains the ability to heal herself. She can heal 5 points per embedded gem each day. She can divide this up into many uses over the day.

Red Jasper: The crystal master becomes partially immune to ability-draining attacks. The character can completely ignore the effects of ability-draining attacks a number of times per day equal to the number of embedded gems she has. This immunity does not apply to ability burn. This ability is active as long as the crystal master maintains psionic focus.

Ruby: The crystal master gains a Constitution bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems).

Sapphire: The crystal master gains touchsight as the power. Her touchsight field emanates out to 20 feet, increasing by +10 feet per additional embedded gem to a maximum of 60 feet. This ability is active as long as the crystal master maintains psionic focus.

Smokey Quartz: The crystal master gains a Charisma bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems).

Sugilite: The crystal master gains immunity to the effects of the Psionic Hole feat.

Tiger Eye: The crystal master gains a Dexterity bonus of +1. This bonus increases by +1 for every two additional embedded gems (+2 at 3 embedded gems, and +3 at 5 embedded gems).

Tourmaline: The crystal master gains an insight bonus on the following skills: Appraise, Craft (gemcutting), Knowledge (gemology), and Search. The bonus is equal to the number of embedded gems she possesses.



Dual Psicrystal (Ex): At level 17, the Crystal Master's psicrystal splits into an exact copy of it's current form and allows the Crystal Master to have two psicrystals at one time. This new psicrystal may also be used in conjunction with Psicrystal Synergy.

Psicrystal Synergy (Ex): At 19th level, the Crystal Master gains the ability to insert a Gem into the psicrystal and benefit from it's effect as long as the psicyrstal remains 5 feet away; as well as count her psicrystal as one additional embedded gem for purposes of determining the effects of any embedded gems with the same range restriction. The crystal master must maintain psionic focus to use this ability.
Ra-Tiel

09-11-07, 11:21 PM
Sounds cool. :D

However, a few things.

#1: You should clarify of what type the ability bonuses are to clear up stacking issues. Are those bonuses enhancement, insight, or something else?

#2: The power progressions looks a bit strange. Why did you decide on this progression for when access to a new power level is gained instead of using the wilder's one?

#3: You mixed up dual psicrystal and psicrystal synergy somehow in the table. Following the table you get dual psicrystal at level 17, while the text says 19th.

#4: What happens if I already have psicrystal affinity/containment or improved psicrystal when I reach 1st, 3rd or 5th level (eg because of multiclassing)? Do I get some other feats, do I get the feats twice, or does it do nothing?

#5: I think you should add more "embedding slots" and grant them earlier. Up to level 6, you're actually worse than a psion of equal level (32 vs 35 PP and 13 vs 15 powers known) but with one point more BAB. The first distinctive class feature you gain at level 7, when 1/3rd of your career is already over - which is imho too late.
ZeronHitaro

09-11-07, 11:47 PM
Sounds cool. :D

However, a few things.

#1: You should clarify of what type the ability bonuses are to clear up stacking issues. Are those bonuses enhancement, insight, or something else?

#2: The power progressions looks a bit strange. Why did you decide on this progression for when access to a new power level is gained instead of using the wilder's one?

#3: You mixed up dual psicrystal and psicrystal synergy somehow in the table. Following the table you get dual psicrystal at level 17, while the text says 19th.

#4: What happens if I already have psicrystal affinity/containment or improved psicrystal when I reach 1st, 3rd or 5th level (eg because of multiclassing)? Do I get some other feats, do I get the feats twice, or does it do nothing?

#5: I think you should add more "embedding slots" and grant them earlier. Up to level 6, you're actually worse than a psion of equal level (32 vs 35 PP and 13 vs 15 powers known) but with one point more BAB. The first distinctive class feature you gain at level 7, when 1/3rd of your career is already over - which is imho too late.


1. Not sure. Most of this was ported directly from the PrC WotC created, and the bonuses there were not named. So I guess they count as unnamed bonuses which stack with anything.

2. Because is seemed too powerful at the time to allow it to gain upper level powers so quickly. Mostly because the class has melee options as well as caster options without having to multiclass.

3. Fixed, thanks for catching that.

4. I guess nothing. Again this is something I've seen other PrCs and Base Classes with no definitive answer on "What if I already have X feat."

5. Actually if you look at the original PrC this was modeled from, you gain these abilities at the exact same time. You can enter the CM PrC as written at level 5 earliest, then you gain the Embedded Gems at ECL 7. (Psion 5/CM 2, but only a ML of 6). However with this base class you do not sacrifice the two MLs in exchange for the crystal based abilities.

Also they already have a grand total of 7 Gem slots at level 20. Any more might be a bit overpowered considering how many of the gems obtained at level 7 have a "stack per crystal" effect.
Ra-Tiel

09-12-07, 06:40 AM
1. Not sure. Most of this was ported directly from the PrC WotC created, and the bonuses there were not named. So I guess they count as unnamed bonuses which stack with anything.
:thinks: I see. It's just that I personally find this whole unnamed bonus thing very inelegant. But I see your point.

2. Because is seemed too powerful at the time to allow it to gain upper level powers so quickly. Mostly because the class has melee options as well as caster options without having to multiclass.
Then why not give them 1 power known/level like the psychic warrior, and give then access to power levels like the wilder?

4. I guess nothing. Again this is something I've seen other PrCs and Base Classes with no definitive answer on "What if I already have X feat."
Which is also something I find bad design from WotC. It "screws" characters who were designed before the Pr/C came out, or who only later in their careers got the chance of taking the Pr/C instead of planning for it right from level 1.

Perhaps you could add a clause like "If you already have the feat, you may select any other psionic feat as a bonus feat. You must still meet all prerequisites of the bonus feat." It's not that most psionic feats require you to spend your focus, which messes with most of the class's crystal bonuses.

5. Actually if you look at the original PrC this was modeled from, you gain these abilities at the exact same time. You can enter the CM PrC as written at level 5 earliest, then you gain the Embedded Gems at ECL 7. (Psion 5/CM 2, but only a ML of 6). However with this base class you do not sacrifice the two MLs in exchange for the crystal based abilities.
I was making the comparison to a normal psion without any PrC. Also, the delayed power levels only put the character at a disadvantage in the mid-levels. In the end, he can still get 4 powers of level 8 and 2 powers ot level 9.

Also they already have a grand total of 7 Gem slots at level 20. Any more might be a bit overpowered considering how many of the gems obtained at level 7 have a "stack per crystal" effect.
I see. One thing, however still bugs me. The ability bonuses coming and going with psionic focus. I know, it's taken from WotC's PrC, but it somehow doesn't seem right. I'd make them constantly effective but type them as enhancement.

Also, perhaps you could add a class feature that allows you to swap out already embedded crystals, like at 8th level and every even level thereafter, similar to how a sorcerer can swap out spells known.
ZeronHitaro

09-12-07, 10:05 PM
:thinks: I see. It's just that I personally find this whole unnamed bonus thing very inelegant. But I see your point.

Yeah, however for the time being it'll probably work best for the class that way unless an expert in class mechanics can tell me why it should be other wise. ^_^


Then why not give them 1 power known/level like the psychic warrior, and give then access to power levels like the wilder?

Because I figured the Psychic Warrior had too few powers for this class but the Psion had too many, so I tried to strike a balance by cutting a few powers off the Psion's progression.



Perhaps you could add a clause like "If you already have the feat, you may select any other psionic feat as a bonus feat. You must still meet all prerequisites of the bonus feat." It's not that most psionic feats require you to spend your focus, which messes with most of the class's crystal bonuses.


Sounds reasonable.


I was making the comparison to a normal psion without any PrC. Also, the delayed power levels only put the character at a disadvantage in the mid-levels. In the end, he can still get 4 powers of level 8 and 2 powers ot level 9.


I'd like to point the finger at the Bard for a moment, which is what I think is the closest power comparison to this class' mechanic. They only get up to level 6 spells but that doesn't stop people from making very powerful/effective bards.


I see. One thing, however still bugs me. The ability bonuses coming and going with psionic focus. I know, it's taken from WotC's PrC, but it somehow doesn't seem right. I'd make them constantly effective but type them as enhancement.

Also, perhaps you could add a class feature that allows you to swap out already embedded crystals, like at 8th level and every even level thereafter, similar to how a sorcerer can swap out spells known.

The ability bonus for psionic focus I think can just be tossed for this class.

Swapping out however I'm not so keen on. Partially flavor, partially opinion that I'd like this class to have to think about if it wants to be more melee or caster before choosing it's crystals, part mechanics so it can't swap between pure blaster to pure melee with a few pops of a gem stone.
Ra-Tiel

09-13-07, 07:01 AM
Yeah, however for the time being it'll probably work best for the class that way unless an expert in class mechanics can tell me why it should be other wise. ^_^
Of course. :)

Because I figured the Psychic Warrior had too few powers for this class but the Psion had too many, so I tried to strike a balance by cutting a few powers off the Psion's progression.
My impression was that this class is intended as some sort of "pseudo-gish", similar to the psychic warrior. And the psywar gets enough powers known, thus my suggestion.

Sounds reasonable.
Glad you like it. :D

I'd like to point the finger at the Bard for a moment, which is what I think is the closest power comparison to this class' mechanic. They only get up to level 6 spells but that doesn't stop people from making very powerful/effective bards.
Depending on build you are wrong. There is (at least 1) PrC that can grant a bard up to level 9 sorcerer spells, and most of the other builds' power stems from the crappy diplomacy rules or the possibly broken rules for bardic music (fascinate save DC == perform check result :uh-huh: ).

The ability bonus for psionic focus I think can just be tossed for this class.
While the basic idea may have been cool and stuff, it just creates an imho completely unnecessary bookkeeping nightmare regarding bonus PP from high Int, for example.

Swapping out however I'm not so keen on. Partially flavor, partially opinion that I'd like this class to have to think about if it wants to be more melee or caster before choosing it's crystals, part mechanics so it can't swap between pure blaster to pure melee with a few pops of a gem stone.
Well, look at the sorcerer and bard. In 3.0 their spells were fixed once chosen. In 3.5 they can swap out a few spells for those that are more useful later on (like getting rid of sleep when you have deep slumber or something). Psionics got psychic reformation to swap out skills, feats, and powers known from earlier levels to adapt to new circumstances (although at a cost). And finally, the PHb2 introduced retraining and that character rebuilding things, that allowed you to completely rework your character's choices.

And to be honest, the choices available currently are rather suboptimal. I know, you can get a character who is immune to ability drain, all diseases and poisons, doesn't age and who doesn't need to eat/sleep/drink. However, non of these scales with the number of crystals, and you're basically a psion with a better BAB, some nifty immunities, and far less effective manifesting (PP/day!). On the other hand, you gain some cool but otherwise not really exciting powers.

Diamond, for example, is completely useless compared to smokey quartz. Diamond gives you 4PP/gem, which is 28 at 7 embedded crystals. On the other hand, smokey quartz increases your Cha score by 1 for 1 gem, 2 for 3 gems, 3 for 5 gems, and (as you can gain a max of 7 crystals) should provide a +4 bonus for 7 gems. Your key ability modifier increasing by +2 not only boosts your save DCs by 2, but also provides additional 20 bonus PP. And this is ultimately more useful than those 8 more bonus PP diamond gives you without any additional benefit.

Emerald is like wise almost useless. When you can first get it at level 7, it provides PR 14 (11+1*3). Manifester checks, however, are already made with 1d20+7 for equally strong opponents, and thus your new feature has only a 30% chance to actually work. At most you can get PR 32 (11+7*3) out of it, which is somewhat nice against some manifesters. However, against wilders (wild surge!), some psions (overchannel!) or arcane casters (assay resistance!) it is still suboptimal as it works in less than half of all occasions.

The only really useful things I have found in the list are Jet (flying is nice, although it doesn't say what sort the ability is, (su) or (ps)), Malachite (telepathy is even nicer ^^), Moonstone (insight bonus to AC and all saves is always good), Opal (divination 7/day? Yes please, I always wanted to make my DM cry like a baby :P ), Sapphire (permanent touchsight? Cooooooool! :D ). And that are about all the really useful bonuses you are not going to have sooner or later anyways from either longterm buffs or magic/psionic items.
ZeronHitaro

09-13-07, 09:15 PM
My impression was that this class is intended as some sort of "pseudo-gish", similar to the psychic warrior. And the psywar gets enough powers known, thus my suggestion.


True the Psywar may get enough...but he only gets powers off the Psywar list and for the most part if pure melee. Where the Crystal Master has the largest selection list of most psionic base classes and can focus between blasting powers, buff powers, and melee powers. So using the Psy War's powers known wouldn't be enough for this class without pidgeon-holing it into a single role (as opposed allowing the class to do a little bit of everything).




Depending on build you are wrong. There is (at least 1) PrC that can grant a bard up to level 9 sorcerer spells, and most of the other builds' power stems from the crappy diplomacy rules or the possibly broken rules for bardic music (fascinate save DC == perform check result :uh-huh: ).


True enough, but I'm just comparing a straight up Bard 20 to a CM 20.




Well, look at the sorcerer and bard. In 3.0 their spells were fixed once chosen. In 3.5 they can swap out a few spells for those that are more useful later on (like getting rid of sleep when you have deep slumber or something). Psionics got psychic reformation to swap out skills, feats, and powers known from earlier levels to adapt to new circumstances (although at a cost). And finally, the PHb2 introduced retraining and that character rebuilding things, that allowed you to completely rework your character's choices.


Mechanics aside for a moment, one question. How do you explain removing the gems from your body in order to swap them out? When I think "embed" I think something like a good inch into the skin. Wouldn't ripping that gem out to put in another be a bit...well...damaging? Especially the forehead and spine (forehead was originally from the PrC, spine I altered just because "legs" didn't fit the flavoring).


And to be honest, the choices available currently are rather suboptimal. I know, you can get a character who is immune to ability drain, all diseases and poisons, doesn't age and who doesn't need to eat/sleep/drink. However, non of these scales with the number of crystals, and you're basically a psion with a better BAB, some nifty immunities, and far less effective manifesting (PP/day!). On the other hand, you gain some cool but otherwise not really exciting powers.

Diamond, for example, is completely useless compared to smokey quartz. Diamond gives you 4PP/gem, which is 28 at 7 embedded crystals. On the other hand, smokey quartz increases your Cha score by 1 for 1 gem, 2 for 3 gems, 3 for 5 gems, and (as you can gain a max of 7 crystals) should provide a +4 bonus for 7 gems. Your key ability modifier increasing by +2 not only boosts your save DCs by 2, but also provides additional 20 bonus PP. And this is ultimately more useful than those 8 more bonus PP diamond gives you without any additional benefit.

Emerald is like wise almost useless. When you can first get it at level 7, it provides PR 14 (11+1*3). Manifester checks, however, are already made with 1d20+7 for equally strong opponents, and thus your new feature has only a 30% chance to actually work. At most you can get PR 32 (11+7*3) out of it, which is somewhat nice against some manifesters. However, against wilders (wild surge!), some psions (overchannel!) or arcane casters (assay resistance!) it is still suboptimal as it works in less than half of all occasions.

The only really useful things I have found in the list are Jet (flying is nice, although it doesn't say what sort the ability is, (su) or (ps)), Malachite (telepathy is even nicer ^^), Moonstone (insight bonus to AC and all saves is always good), Opal (divination 7/day? Yes please, I always wanted to make my DM cry like a baby :P ), Sapphire (permanent touchsight? Cooooooool! :D ). And that are about all the really useful bonuses you are not going to have sooner or later anyways from either longterm buffs or magic/psionic items.

Actually some of those I need to go back and modify for balance. *goes to do so now and will edit this post with a changed list*

Also, look at the base ability for that answer on Jet. All Embed Gems are (Su).

Modifications:
Diamond: up to 5 PP per gem
Emerald: up to 11 + 4 per gem
Peridot: +down to 1 DR per 2 gems
Red Garnet: up to 5 points per gem healed
Ra-Tiel

09-14-07, 02:49 AM
True the Psywar may get enough...but he only gets powers off the Psywar list and for the most part if pure melee. Where the Crystal Master has the largest selection list of most psionic base classes and can focus between blasting powers, buff powers, and melee powers. So using the Psy War's powers known wouldn't be enough for this class without pidgeon-holing it into a single role (as opposed allowing the class to do a little bit of everything).
You say it yourself: the crystal master has access to the largest selection of power lists. Usually, being highly flexible means that you usually have to take a cut regarding your generality or your power. Just take a look at the sorcerer and wilder as examples. The sorcerer is highly flexible, but has to make do with a limited selection of spells for each level, and the wilder has a very limited number of powers known due to his power to create better than intended for his level results with his wild surge.

Anyways, your class still lacks enough PP per day to compete with a psion regarding flexbility. If a character using your class tries to do anything but a single thing, he will be hopelessly low on resources. He can either buff himself/his party members OR blast OR go melee, but he just can't do everything because he lacks the stamina to do so.

True enough, but I'm just comparing a straight up Bard 20 to a CM 20.
I see.

Mechanics aside for a moment, one question. How do you explain removing the gems from your body in order to swap them out? When I think "embed" I think something like a good inch into the skin. Wouldn't ripping that gem out to put in another be a bit...well...damaging? Especially the forehead and spine (forehead was originally from the PrC, spine I altered just because "legs" didn't fit the flavoring).
Counter: how would you explain swapping out "inherent" spells known for the sorcerer or bard or warlock? It may not be "realistic", but it increases the fun of the game as it is unlikely that a character becomes stuck with suboptimal choices. And who said that actually putting the gems in wouldn't be painful and bloody? As far as I know, most bodies react quite hostile to nonbiological matter inserted into their tissue.

Actually some of those I need to go back and modify for balance. *goes to do so now and will edit this post with a changed list*
Good luck. ;)

Also, look at the base ability for that answer on Jet. All Embed Gems are (Su).
It says "as the power", but that doesn't imply weather it's (ps) or (su). :P

Modifications:
Diamond: up to 5 PP per gem
Emerald: up to 11 + 4 per gem
Peridot: +down to 1 DR per 2 gems
Red Garnet: up to 5 points per gem healed
The problem with diamond is that while its bonus increases linearily, the benefit of having more PP is not based on a linear scale. Later in game, having more PP is more valuable because you have more powers known and can augment those further. Perhaps you could base Diamond on the Psionic Talent feat.

Emerald now looks better, as the minimum PR is 15 and it caps out at 38.

Why did you cut down Peridot? At most you gain DR 4/- now. The class however lacks the HD to make use of that little DR. The character will be down to 0 long before the DR could actually play out its benefits, especially at high levels where most damage comes in few devestating blows instead of many weak ones. I would just make it DR 1/- per gem.
Lycanthromancer

09-14-07, 03:50 PM
What if you had a gem that worked like the Expanded Knowledge feat? :)
ZeronHitaro

09-16-07, 03:55 PM
You say it yourself: the crystal master has access to the largest selection of power lists. Usually, being highly flexible means that you usually have to take a cut regarding your generality or your power. Just take a look at the sorcerer and wilder as examples. The sorcerer is highly flexible, but has to make do with a limited selection of spells for each level, and the wilder has a very limited number of powers known due to his power to create better than intended for his level results with his wild surge.

Anyways, your class still lacks enough PP per day to compete with a psion regarding flexbility. If a character using your class tries to do anything but a single thing, he will be hopelessly low on resources. He can either buff himself/his party members OR blast OR go melee, but he just can't do everything because he lacks the stamina to do so.

In light of that I've bumped up the CM's PP reserves. He starts out slightly better to the Psion until level 5, then it begins to slip behind and ends up with 101 less PP than a Psion. I'm hoping that's enough to give him more stamina while not overtaking the Psion as primary blaster



Counter: how would you explain swapping out "inherent" spells known for the sorcerer or bard or warlock? It may not be "realistic", but it increases the fun of the game as it is unlikely that a character becomes stuck with suboptimal choices. And who said that actually putting the gems in wouldn't be painful and bloody? As far as I know, most bodies react quite hostile to nonbiological matter inserted into their tissue.


No idea. Anyways after a quick look over it seems there's only two rules involving gems.

1. Cannot have two of the same kind at once.
2. Have to put them in the same order you had them when you died if you are rez'ed.

Other than that I don't see anything specifically stating that you cannot switch them out for other gems while you are alive.


It says "as the power", but that doesn't imply weather it's (ps) or (su). :P


For purposes of this class it is Su then.


The problem with diamond is that while its bonus increases linearily, the benefit of having more PP is not based on a linear scale. Later in game, having more PP is more valuable because you have more powers known and can augment those further. Perhaps you could base Diamond on the Psionic Talent feat.


Emerald now looks better, as the minimum PR is 15 and it caps out at 38.

Why did you cut down Peridot? At most you gain DR 4/- now. The class however lacks the HD to make use of that little DR. The character will be down to 0 long before the DR could actually play out its benefits, especially at high levels where most damage comes in few devestating blows instead of many weak ones. I would just make it DR 1/- per gem.


Diamond: *Looks over PT* Not quite sure what you mean. Are you saying it should give 2 PP then give 1 more per additional gem? Doesn't seem like a whole lot.

Emerald: Kk, glad that one worked out.

Peridot: I had thought that DR 7/- was a bit steep for a jack of trades class, but I see your point about when/how it would come into effect late levels. Altered it back to the original form.
ZeronHitaro

09-18-07, 04:37 PM
:bump: for one more error check since I tend not to catch everything.