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| suomynonAyletamitlU08-14-07, 12:12 AM | To be honest, I could be happier with this. The inspiration comes from my fiction, and I had to sacrifice more than a little flavor to get the game mechanics to line up properly. That said, I also have very little experience in D&D, although I've spent most of the summer going over the books I have and pestering my DM with questions. That said, I know the concept is good, even if my mechanics may not be quite up to scratch. Stonemaster Too long has the Power Stone been a mere trinket, a shadow of the arcane and divine spellscrolls. For the Stonemaster, these little glowing rocks are more than just utility--they are powerful artifacts to be used strategically. They can be traps, they can flank enemies, they can be used to get just the right shot for that powerful line or cone emanation. In the right hands, these little rocks are powerful tools indeed. Requirements: Feats: Imprint Stone, Scribe Tattoo. Psionics: Manifester level 5th and ability to manifest mindlink or correspond. Special: Must have spent 1 month researching the special tattoo used, and 1 day scribing it with the Scribe Tattoo feat. The cost to scribe this tattoo is 375G, as per a normal 3rd level tattoo with ML 5. This is a utility tattoo which does not benefit from being scribed with an increased manifester level. Level BAB Fort Refl Will ML* Special 1 +0 +0 +2 +0 -- Remote Activation, Imprint Linked Stone, Throw Stone, Range (Short) 2 +1 +0 +3 +0 +1 Speed +5, Quick Draw, Range(Medium) 3 +2 +1 +3 +1 +1 Contact Trigger, Range(Long) 4 +3 +1 +4 +1 +1 Speed +5, Throw on the Run 5 +3 +1 +4 +1 +1 Fast Activate, Range(1 Mile) (*Improving manifester level of existing class) Skill points: (2+int) Class skills: Psicraft, Tumble, Autohypnosis, Knowledge(Psionics), Search, Spot, Concenetration, Sleight of Hand Weapon and Armor Proficiencies: This PRC does not gain any proficiencies. Unless you need a proficiency in throwing power stones, in which case, you get that. Class Features: Remote Activation: (Su) The key ability of the Stonemaster is his ability to activate a specially crafted, previously addressed power stone at a distance. To enter the class, the character must scribe a special tattoo that links his mind to those power stones he creates with the special Imprint Linked Stone class feature. Only those stones he creates with the class feature can be activated remotely. If a Linked Stone is found that was created by someone else, the process of addressing the stone can give you the power the activate the stone; however, it does not prevent the person who imprinted it from activating it on command, if they are in range. Non-Stonemasters may address and use the stone, as normal, but they cannot activate it remotely unless they also have the special tattoo (and levels in this class, representing the knowledge of how to use it). The tattoo does not fade after use, because it is not a psionic effect. Unlike normal psionic tattoos, this tattoo cannot be moved, nor tapped by someone else if the subject is unconscious. It is not large and is usually hidden somewhere such as an underarm. This tattoo does count against the normal limit of 20 psionic tattoos (as if it were a normal 3rd-level tattoo), and if the tattoo is set off due to having too many tattoos, it fades without effect and must be re-scribed. The tattoos always look the same: the image is of an open eye, whose pupil wanders randomly during any round in which the class abilities are being used. Activating a linked power stone remains a standard action (but see Fast Activate, below), still provokes attacks of opportunity, and otherwise follows all rules of activating power stones, except as noted here. When activating a power remotely, treat the stone exactly as if you were holding it in your hand and manifesting normally, with the following exceptions. For a power with an area, you may choose what direction, if any, the power is manfiested in; the power stone is always treated as the origin of the power. If the stone is currently being held by a creature, you may select whether or not he is affected by the power. If the Stonemaster has never seen the location of the stone, he cannot correctly choose the direction of the power, and when activated, the power activates in a seemingly random direction. For powers with a range of touch, or powers that select a target with a ranged touch attack, the power stone must have struck the target, be held by the target, or otherwise be or have been in contact with it for a brief moment. Of all the unattended objects and creatures that the stone has come into contact within the past minute (10 rounds), you may select one to be the target of the power. Power resistance and saving throws apply normally. Powers with a range of personal or a target of 'you' fizzle if activated remotely, even if they are held by another creature, and the activation is wasted. Activating a stone with a detection power such as Detect Psionics causes the power to fizzle, and the activation is wasted. Activating a power such as Astral Construct works as normal, except the creature appears in the space where the stone is, or the nearest unoccupied space (determined randomly if necessary). Range: This is how far away from the stone you can be from the power stone when you activate it. You gain no special ability to sense what is going on with the stone, although you will know if someone is trying to address a stone you yourself have created (but not a linked stone you have found and addressed). Imprint Linked Stone: (Su) This allows you to create a Linked Power Stone. Only power stones linked to you can be activated remotely. The process of crafting a linked stone links it to you, and you do not need to address the stone afterwards. Crafting a Linked Power Stone costs 2 more power points that normal (requiring a higher manifester level to imprint) and has a +10% XP cost. As usual, you cannot spend more power points than your manifester level, nor enough experience to make you go down a level. Throw Stone: You may treat power stones as a ranged weapon with a range increment of 30'. If you throw at a target and miss, the stone falls according to the "Missing with a thrown weapon" guide on page 158 of the Player's Handbook. Thrown power stones deal 1 damage. Note that power stones are small enough to be fired from a sling, having normal range and dealing normal damage for that weapon. Manfiester Level: You may choose one existing class with a manifester level upon taking this class. At the levels indicated, you may increase your manifester level, powers known, and PP/day as though you had taken a level in the previous class. Speed: (Ex) You may increase any one of your speeds by 5' at 2nd and 4th levels. They need not be the same speed, if you have more than one (IE you may add to your land speed, then your fly speed). This does not give you the ability to add a new type of speed; ie, it cannot grant you a climb, swim, burrow, or fly speed unless you already have one. Quick Draw: You gain this feat for free at 2nd level. This allows you to throw as many power stones in a round as your BAB allows, with a full attack. Contact Trigger: Starting at 3rd level, when touch or ranged touch attack with a power stone containing a power with a range of touch or that makes a ranged touch attack to activate, you may trigger the power stone as a swift action a number of times equal to your class level per day. This enables you to activate the stone as soon as it touches the target. Only touch and ranged touch powers can be activated using this ability. If you expend your psionic focus, you may trigger your stone as a free action (allowing you to trigger more than one in a round). Powers with a manifesting time longer than 1 full round are not usable with this ability. Throw on the Run: You gain the Shot on the Run feat at 4th level. This allows you to throw or fire a power stone in the middle of a move action. Fast Activate: (Su) At 5th level, you can now activate power stones that normally activate as a standard action as a move action, allowing you to activate two in a round as a full action, or to throw one stone and activate it in the same round. If it takes a full-round action normally, this is reduced to a standard action. If for any reason the power stone takes longer to manifest than a full round or less time than a move action, it is not quickened. This ability applies to all power stones, not merely Linked power stones. --- Some fluff, optional rules, and etc: Stonemasters imbue their creations with a small shred of their own soul (not to be confused with Incarnum). The tattoo that they possess allows them to contact shreds of their own soul that they have put in items, and address them psionically as if they were in contact with or wearing the item, as appropriate.* This shred of one's soul allows a character to know when someone uses the item in question, but not any additional details such as alignment, name, etc; however, you can tell the difference between every individual who uses the item, and so will know, for instance, that the current user has been robbed or killed and the item stolen. This ability functions at any range, so long as the character and item are on the same plane. The DC to tell a Linked Power Stone from a normal power stone is a Know(Psionics) DC 25, or an Appraise DC 30. The DC to identify the linking tattoo, if visible, is Know(Psionics) DC 20. *If one possesses the class feature Imprint Linked Stone, and any psionic item creation feat other than the prerequisites of this class, you may spend another feat if you choose to gain Craft Linked Item, which is compatible with all psionic item creation feats. --Optional rule Craft Linked Item [Item Creation feat] You can use your Stonemaster tattoo and item creation knowledge to forge links with other psionic items. Prerequisites: Any item creation feat other than Imprint Stone and Scribe Tattoo, Imprint Linked Stone class ability. Benefit: You can create an item linked to you. After creation, as long as it is within range of your Stonemaster's remote activation ability, you may spend a standard action to activate the item remotely, as though you were in contact with the item in question, or as though you were wearing the item. Worn items that affect the wearer do not affect you, however; this ability does not grant you the ability to transfer the effects over the link. You may make any decisions that the user normally would when using the item, and your range for all effects is counted from the item, not from your own location. Crafting a linked item costs +10% experience, and if applicable, the manifester level required to craft the item increases by 2 (and any subsequent benefits from those two manifester levels are lost--for instance, you cannot augment a power using the power points from those two levels). Crafting a linked item automatically links it to you; there is no other process that needs to be performed to do so. You may also link yourself to any other linked item by using a process identical to addressing a power stone, except with a Psicraft DC of (10+ML of the item) if the crafted item has no power prerequisites. This ability does not grant telekinesis or allow the manifester to cause the item in question to move under its own power, unless doing so is expressly part of the item's function (such as a dancing shield or weapon). If the linked item is also intelligent, it may make a will save against your caster level to not obey your command. --- Tell me if it's too much. It's too much for a 5-level class, isn't it? I suppose it probably is. Well, there you go. Edit: Added a bit about the tattoo, added the (Su) and (Ex)'s, clarified the last ability as suggested by heridfel, and added more info about scribing the tatoo, fixed info about scribing the tattoo, fixed a typo, edited the Speed entry, and took out one more of the manifester level adds to make the ML progression 3/5, then returning it to 4/5; I also added the fluff section and a description of the tattoo; added a time limit to the touch ability and the clause about not knowing the direction of the power if you haven't seen where it is. |
| zuul8808-14-07, 12:48 AM | I dont know if it is balanced(IMO it is) but it looks like one original and awesome class. Good Job!!! Nice flavor/fluff plus using feats and tactics not ever used in conjunction. This is one of the better and truly psionic homebrew classes not just some Psionic-X class. :dragon: + :cookie:=DragonCookie Respect Nathan |
| heridfel08-14-07, 01:04 PM | I'd definitely clarify the final ability. Even though the SRD suggests that all power stones are activated as standard actions, it's my understanding that powers which take more than a standard action to manifest take an equal amount of time to manifest through a stone. I'm presuming that you're only lowering powers that take standard actions, and not things like psionic major creation. |
| suomynonAyletamitlU08-14-07, 01:40 PM | I'd definitely clarify the final ability. Even though the SRD suggests that all power stones are activated as standard actions, it's my understanding that powers which take more than a standard action to manifest take an equal amount of time to manifest through a stone. I'm presuming that you're only lowering powers that take standard actions, and not things like psionic major creation. Well, that depends on whether or not there's a similar clause for arcane and divine scrolls, I think. They are activated as a "power completion item," not as activating the power itself, so it should be exactly the same as spell completion items. Nonetheless, I suppose I can add in something akin to, "If activating a power stone would take longer than one standard action, the time to activate it is not reduced." Or, "If activating the power stone would take longer than one standard action, the time to activate is reduced by one step from 1 minute->1 full round->1 standard action->1 move action. If it takes longer than one minute, the time is not reduced." Whichever makes more sense. And probably, if the manifesting time is less than a move action, it is not reduced. Anyway, thank you both for your feedback! (*wonders if a dragoncookie will turn him into a dragon, a cookie, or both, if eaten*) |
| heridfel08-15-07, 05:12 PM | It could be read either way, going by the SRD. I think it's reasonable to treat a power stone as the equivalent of a psionic scroll, with the exception of needing to address the stone rather than read the scroll. In that case, you're right that it would only be a standard action (and reduced to a move action with the class's special ability). |
| suomynonAyletamitlU08-15-07, 05:34 PM | Heh, you got to the thread only just before I did. I realized I hadn't said anything about what happens to the tattoo if you scribe too many tattoos, and that led to thinking about what it takes to scribe them, which I put in the prerequisites section. I think I'll leave the disclaimer about how long it takes to use a power stone in there, just in case someone is playing under the rule that it takes more or less than a standard action. I'm slightly saddened more people haven't found this thread interesting so far... I guess zuul's timely and positive feedback got my hopes up. Then again, I suppose 'stonemaster' doesn't sound too exciting, and coming from an unknown person, and people having their own things to do... Well, whatever. |
| zuul8808-15-07, 08:47 PM | This tattoo does count against the normal limit of 20 psionic tattoos, and if the tattoo is set off due to having too many tattoos, it fades without effect and must be re-scribed. Quick question......How many tattoo slots does it take up? I assume one, but anyone with scribe tattoo should be using "Getting Wired" so it should be stated. Dont worry about the minimal response. If this was a "Katana thread or a Psicrystal get feats thread" there would a million posts of arguements. Although I am suprised T.S. hasnt be in to drop his 2 PPs. They are always a soild 2 PPs. Respect Nathan |
| suomynonAyletamitlU08-15-07, 10:21 PM | The template I was going for was a 2nd level tattoo, which would only take up one slot. I didn't know how long it took to scribe such a tattoo, so I went with one day per 100GP. Now that I think to look at the scribe tattoo feat, of course, instead of at the items section, I see that scribing a tattoo only takes one day, and uses half the base cost, not the cost itself, so I'll change those things. So thanks for that. If you see anything else anomalous, please point it out! |
| suomynonAyletamitlU08-17-07, 04:11 PM | :bump: for more feedback. Certainly I can get more than two people's opinions? |
| suomynonAyletamitlU08-20-07, 06:44 PM | And I'm going to keep :bump:ing until I get some more feedback. (BUMP for the merchandise, BUMP for the merchandise... ...[something something something] but you gotta know the territory) |
| zuul8808-22-07, 05:53 AM | Well I just saw the new changes.........ummm.........loss of 2 MLs?????? If you are going to be that harsh then make this PrC for a Gish and give it full BAB. 2 MLs can be a bit much for a 5 lvl PrC, So give it something it make it attractive. Respect Nathan |
| suomynonAyletamitlU08-22-07, 11:01 AM | You think so? I guess I'm just not calibrated on what's fair. I was going by the Thrallherd model of taking away a ML when you add a significant ability--the obvious one being the principle ability of the class, Remote Activation, but I thought that maybe the capstone ability deserved a hit, too. That's easy to explain in fluff terms--the significant abilities are the ones you have to spend a lot of time focusing your effort on, and therefore you have less time to spend on improving your manifesting ability. I think I'll look over a few other PrCs in the books I have to calibrate myself better before I decide to remove the second ML loss, but consider the complaint under advisement. [EDIT]You're right. Looking throught CP and the CA, the only 3/5 5-level PrC I find is the Storm Disciple, who also has full BAB. My bad. Anyone else? I'm still looking for fresh perspectives on the class. [Edit 2]I may have overstepped my boundaries once again by adding the optional rules in the fluff section--for creating generic linked items. I'm certain that my comprimises for the DCs are not what they should be, and am willing to listen to advice on that subject as well. Actually, I'm willing to listen to just about any advice people could give, if they were just interested in giving it, for Fharlanghn's sake. |
| suomynonAyletamitlU08-23-07, 11:09 PM | :bump: ... with the power of my MIND! (alternately, WITH MIND BULLETS!!!) I'm serious about not letting this get off the first page until I get feedback from more people. With much thanks to those who have already commented, of course, I'd rather know how others, especially the senior forumites, feel about the PrC. If it's crap, tell me it's crap. If you don't feel strongly, then say so. But I'd rather not have to guess. |
| Eldritch_Lord08-31-07, 01:16 PM | I like the idea for the Stonemaster; a class that focuses on on type of psionic item is a good way to differentiate your character. I have only two critiques: 1) When you give the Stonemaster the ability to throw power stones, I would suggest you give him the ability to have one power from the stone activate on the target, as if the power stone were a power-storing weapon. 2) The closest analogs to the Fast Activate ability, Quicken Spell and Rapid Spell, allow a standard-action spell to be cast as a swift action, a full-round spell as a standard action, and a spell with a longer-than-one-full-round action to be cast as a full-round action; however, Fast Activate doesn't affect a power with a manifestation time of longer than one full-round action. I think it would be balanced to allow it to change a power with a longer-than-one-full-round action to be cast as a full-round action instead of just not affecting it. Otherwise it looks good. |
| suomynonAyletamitlU08-31-07, 08:38 PM | Thanks for the feedback! I like the idea for the Stonemaster; a class that focuses on on type of psionic item is a good way to differentiate your character. I have only two critiques: 1) When you give the Stonemaster the ability to throw power stones, I would suggest you give him the ability to have one power from the stone activate on the target, as if the power stone were a power-storing weapon. I suppose that's a valid suggestion... although it basically allows you to activate the power stone as a swift or free action, when the power could potentially take much longer to cast (For instance, Identify, Psionic)--assuming that power stones can take longer than 1 standard action to perform, for powers with longer manifesting times, which as pointed out above is not necessarily a given. Irrespective, I could also say you have to spend the next round or however long recovering, but that essentially means that I've invented my own type of action, and I'm not sure I like that. 2) The closest analogs to the Fast Activate ability, Quicken Spell and Rapid Spell, allow a standard-action spell to be cast as a swift action, a full-round spell as a standard action, and a spell with a longer-than-one-full-round action to be cast as a full-round action; however, Fast Activate doesn't affect a power with a manifestation time of longer than one full-round action. I think it would be balanced to allow it to change a power with a longer-than-one-full-round action to be cast as a full-round action instead of just not affecting it. By contrast, Quicken Power does not let you quicken anything with a manifesting time longer than 1 round. Additionally, as pointed out above, this all assumes that power completion items such as power stones take longer than a standard action. I'm content to leave it as it is. Otherwise it looks good. Thanks! Additionally, when going over this class with a friend of mine, I did notice something else wrong with my class. The way I had it written, there's no time limit between when you touch the stone to something and when you can manifest a power on it, which is a bit broken. This has been fixed, and set to 1 minute, which may be longer than is optimal (You really only need a couple rounds), but doesn't feel imbalanced, and leaves open several tactical possibilities. My friend also pointed out the ability of the Stonemaster to slip power stones on someone with the Sleight of Hand skill, which I hadn't thought about (although I did have it as a class skill for the purposes of hiding/palming stones, etc). This lets them work in conjunction with a rogue, or alone if they specialize, to take out guards without it being tied to them. In fact, now that I think about it, the class seems ideal for many aspects of criminal's life--you don't have to be nearby when the power is manifested, so it can't be tracked back to you without some kind of divination, you can set up distractions by leaving power stones around and activating them whenever the time is right--a 5th level Stonemaster can set off explosions up to a mile away, drawing off the police to perform that perfect heist. Plus, you can slip stones on guards and manifest touch powers on them when nobody is around. Or, for the assassin job, slip an area effect power on a target with security clearances to get to the target, then guess as to when the time is right (or use some kind of Clairsentience/Divination) and set it off. Slip in a bunch of them for added effect. Sounds pretty cool to me. |
| JoshuaZ08-31-07, 10:40 PM | I suppose that's a valid suggestion... although it basically allows you to activate the power stone as a swift or free action, when the power could potentially take much longer to cast (For instance, Identify, Psionic)--assuming that power stones can take longer than 1 standard action to perform, for powers with longer manifesting times, which as pointed out above is not necessarily a given. Irrespective, I could also say you have to spend the next round or however long recovering, but that essentially means that I've invented my own type of action, and I'm not sure I like that. Maybe let it only apply to powers that take a standard action or less, have a number of uses limited by your class level and require expending psionic focus to do it? Possibly some subset those three restrictions would do the trick. |
| suomynonAyletamitlU09-02-07, 07:02 PM | Okay... I've added the Contact Trigger class ability. Is it too much? I set it so that you can trigger the action as a swift action normally, or as a free action if you expend your psionic focus, but only (class level) times per day. So while this technically allows you to cast 2-3 powers per round (1 swift, 1-2 with psionic focus), that would use up your ability to do it for the rest of the day. And unless you're under a time crunch, casting three touch powers (assuming you have the BAB to throw three in a round) in a round isn't much better than waiting and casting them in sequence... unless I'm missing something. So I'd say it's not too much. |