NEW Prestige Classes [Archive] - Wizards Community

Post/Author/DateTimePost
Wotc_Mark

04-09-04, 08:26 PM
This thread is for posting your home brewed XPH Prestige Classes or Base Classes

MJ
:cool:

=================================

3.0 Prestige Classes Thread (http://boards1.wizards.com/showthread.php?s=&threadid=46025)
Nifft

04-11-04, 07:25 PM
Submitted for your perusal: the EXPANDED PSYCHOMANCER Note that this class is specifically for Wizard/Psion multi-class characters. I'll be doing a separate Wilder/Sorcerer class, which will apply the Wild Surge mechanic to Sorcerers, because it's cool.

Psychomancer

Requirements:
* Feats: At least one Metamagic and one Metapsionic Feat
* Skills: Spellcraft 8 ranks, Psicraft 8 ranks
* Spells: Ability to cast 2nd level spells as a Wizard
* Powers: Ability to manifest 2nd level powers as a Psion


Class Benefits:
* Hit Die: d4
* BAB: poor (as Wizard or Psion)
* Good Save: Will
* Bad Saves: Fort, Reflex
* Skill Points: 2 + Int bonus/level
* Class Skills: Concentration, Craft(Any), Knowlege(Any), Profession(Any), Psicraft, Spellcraft

Abilities by Level:
Lev BAB F/R/W Manifester and Spellcaster Level Special
1 +0 +0/0/2 +1 Wizard Level Psi/Spell Power
2 +1 +0/0/3 +1 Psion Level Meta-Synergy
3 +1 +1/1/3 +1 Psion and Wizard Level --
4 +2 +1/1/4 +1 Wizard Level Crystaline Familiar
5 +2 +1/1/4 +1 Psion Level Psionic Metarcana
6 +3 +2/2/5 +1 Psion and Wizard Level --
7 +3 +2/2/5 +1 Wizard Level Eldrich Sublimation
8 +4 +2/2/6 +1 Psion Level Psychomotive Penetration
9 +4 +3/3/6 +1 Psion and Wizard Level --
10 +5 +3/3/7 +1 Psion and Wizard Level Mental Arcana



Special Abilities:

Psi/Spell Power: At every level of Psychomancer that does not grant a full level of Wizard or Psion, the character's caster level or manifester level nonetheless increases. Thus, a Telepath5/Wizard5/Psychomancer3 will prepare a number of spells consistant with being a 7th level Wizard, but his caster level is 8.

Meta-Synergy (Ex): The character can apply Metapsionic Feats to arcane spells and Metamagical Feats to psionic powers. The standard conversion of +1 level = +2 power points applies. (When applying a Metapsionic Feat, the character must still expend his Focus.)

Crystaline Familiar (Ex): If he wishes, the character may merge his Psi Crystal and his Familiar into a single entity. The merged entity looks like his familiar with a crystal embeded in its body somewhere (the back, belly and head are popular locations). Each part tracks HP separately, and attacking the Psi Crystal requires a Sunder action. His Familiar takes on crystaline traits, gaining DR 2/- at 3rd level, and +1 additional point of DR every two levels (up to a maximum of DR 8/- at Epic levels). If either part of the merged entity survive an attack, the other part will re-grow in one week.

Even if he has no Psi Crystal, his Familiar takes on crystaline traits, gaining the DR presented above.

Creating a merged entity requires a Familiar, a Psi Crystal, one day and 1,000 gp of materials. Should the both parts of the merged entity be slain, the Psychomancer loses 400 xp/level (Fort save [DC 20] for half).

Psionic Metarcana (Su): The character can apply a metamagic (or metapsionic) feat to one of his spells "on the fly", without using a higher-level spell slot or increasing the casting time. Instead, he must pay 2 PPs for each level that the spell would have been raised. For example, a Wizard could Quicken his prepared Fireball by paying 8 PPs at the time of casting. The caster may spend up to his Psychomancer level in power points. This is a free action. (Using a Metapsionic Feat in this manner still requires expending Psionic Focus.)

Eldrich Sublimation (Sp): The character may spontaneously convert prepared spells into power points, at the rate of one power point per spell level sacrificed. This is a standard action which provokes an attack of opportunity.

Psychomotive Penetration (Su): The character may expend power points to boost the penetrative effects of one of his spells. For every 2 power points spent, the character gains a +1 bonus on his next caster level check to beat spell resistance. Spending power points in this way is a free action. The caster may spend up to twice his Psychomancer level in power points this way.

Power Preparation (Ex): If the arcane caster is able to prepare spells, he may prepare a psionic power as a spell of equal level (that is, in place of preparing a spell of that level). "Casting" the power does not consume power points, but the Power may be augmented as usual. The caster level is the character's psion level, despite its occupation of a spell slot.

Mental Arcana (Su): The character can cast a prepared spell as a purely mental action. Invoking this ability expends the spell and uses PPs as though the spell were a power of the spell's level. (In other words, a paralyzed Wizard could cast a prepared Dispel Magic on himself, but it would cost him 5 PPs in addition to using up the prepared spell.) The mental Power evokes a Display depending on the normal spell's components:
- Material = Mental
- Somatic = Visual
- Verbal = Auditory
A spell with expensive material components can be cast, but with an additonal XP cost of 1 XP per 5 GP.
A spell with a Focus cannot be cast as a mental actions if the Focus is unavailable.


-- Nifft
Dorje

04-11-04, 10:03 PM
Unearthed Arcana introduced Fighting styles that replace his bonus feats at 1st, 2nd and 6th level. Keep in mind that the Psionic Weapon feats can also affect a monk's unarmed attack, acting like Psio0nic Fist. This Fighting Style also has a prerquisite by necessity.

Center Breath
Prerequisite: Some psychic ability, whether it be from race, class, or Wild Talent feat.


1st-level Skill Bonus: Concentration

1st-Level Feat: Psionic Weapon

2nd-Level Feat: Deep Impact

6th-Level Feat: Greater Psionic Weapon

6th-Level Bonus Ability: You can apply Deep Impact, Greater Psionic Weapon and Psionic Weapon to all of your attacks when performing Flurry of Blows. Prerequisites: Concetration 9 ranks, Iron Will.
Zym

04-12-04, 07:40 PM
Based on the Osteomancer from Dragon # 317 by Andrew M Scott and Wayne Reynolds (I tied a few story line elements in as well). Also based on elements from an article I read on an actual bone sculptor, web research on bones, bone-sculpting, many things osteo, and some terminology from a favored series of mine. Converted (and changed) for the XPH and to avoid any or much infringement (I hope).

http://www.wizards.com/dnd/images/dlcs_gallery/DLCS_PG213.jpg

Bone Walker

Not all of those who traffic in bones make their beds in the graveyard...

Drevous Joslovi ~ Bone Walker ~

Transformation isn't just skin deep, at least for the Bone Walker. They are artists, sculptors and masters of the marrow, and bone of the pallet that is within their body (which they refer to as their "Essence or "Core"). During the “graving” the bones start out as rough, but through a series of transformations end up smooth and beautiful. The bones they carve and mold into various shapes, sculptures, and other objects are similar to the story of their lives. It can be said that they take just as much enjoyment in displays of great craftsmanship as they do of extreme martial demonstrations.

It is believed that Drevous a direct descendent of the Archmage Vella was born with an affliction rare to the peoples of his time. The "Veil" as it was called marked his face at birth, and obstructed his eyes so much that during his youth it was thought he would lose all sight. He was eventually sent to study under one of those that apprenticed to her and her sect, of that rare and particular bent called Osteomancy. His schooling there is a little known failure, but what was realized as a result of the study (and experiments) was the beginning of another unique craft, or sub-craft as the current sect members so considered it. Thus the first Bone Walker was birthed.

http://www.wizards.com/dnd/images/DnD_02092004_32042d_2.jpg

"When I sculpt, I can feel the spirit of the bone...telling me to cut this way and that way."

The art of Bone-Sculpting, "The Bonemeld" or 'Marrowmeld" as it is referred to among some of the craft, is tainted by neither good nor evil. The individual inclination of the Bone Walker spans the entirety of alignment types, though, most tend towards the lawful bent due to the stability and structure of the craft. However, as any Walker will gladly tell you "sometimes the glory of creation is in the unrestrained release!” The bizarre nature of their art, and the personal physical brutality often shock, scare or alienate the common of the world.

There is no direct Necromantic affiliation with the Bone Walker, though those of darker dispositions are not unknown to the company such individuals. Other classes look upon Bone Walkers without prejudice, but they often either appall or enthrall Druids or Clerics of Nature, Life, and such Domains.

"I'm the Bone Guy."

http://www.wizards.com/dnd/images/ss_gallery/49135.jpg

HD: D8

Bone Walker Requirements

To qualify one must meet the following criteria.

Base Attack Bonus: +3

Manifesting: The ability to manifest four psychometabolism powers, two of which must be 2rd-level or higher.

Skills: Skills: Heal 3 ranks, Knowledge (Psionics) 3 ranks, Craft (Sculpture) 3 ranks, and 3 ranks of one of the following: Craft (Weaponsmith) 3 ranks, Craft (Armorsmith) 3 ranks, Craft (Bowmaking) 3 ranks.

Feat: Psionic Body

Special: Must possess a skeletal system or exoskeleton.

Bone Walker Class Skills

The class skills for the Bone Walker (and the key ability for each) are: Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (str), Knowledge (Psionics) (Int), Knowledge (Sculpture) (Int), Psicraft (Int), Survival (Wis), Tumble (Dex)

Skill Points at each Level: 3 + Int modifier.

Bone Walker Advancement

Lev. BAB FS RS WS - Special / Powers per day
1...... +1 +2 +0 +0 - Bone Spurs, Disease Resistant / +1 level of existing class
2...... +2 +3 +0 +0 - Imbued Spurs, Shape Bone / xxx
3...... +3 +3 +1 +1 - Long Shanks, Skeletal Maw / +1 level of existing class
4...... +4 +4 +1 +1 - Dem' Bones (Iron), Rapid Bone Spurs / +1 level of existing class
5...... +5 +4 +1 +1 - Expand/Compress, Rattle the Cage/+1 level of existing class
6...... +6 +5 +2 +2 - Dem’ Bones (Silver), Quick Maw / +1 level of existing class
7...... +7 +5 +2 +2 - Bone Lacing, Dem’ Bones (Aligned) / +1 level of existing class
8...... +8 +6 +2 +2 - Marrow Mend / +1 level of existing class
9...... +9 +6 +3 +3 - Dem’ Bones (Adamantine) / xxx
10...+10 +7 +3 +3 - Living Bone / +1 level of existing class

Class Features

All of the following are class features of the Bone Walker prestige class.

Weapon and Armor Proficiency: Bone Walkers gain no proficiency with any weapons or armor. Bone Walker’s may only wear Light or no armor and still make use of the bone-shaping abilities fully. Anything heavier interferes with the bone spurs jutting out from beneath his flesh.

Powers Known: At every level indicated on the table, the character gains new powers per day and access to new powers known as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of Bone Walker to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before becoming a Bone Walker, he must decide to which class he adds the new level of Bone Walker for purposes of determining power points per day, powers known, and manifester level.

Bone Spurs (Su): The 1st-level Bone Walker may, as a move action, cause portions of his skeletal “Essence” to break through the skin and jut forth. This causes him no damage or disability whatsoever. Retracting the bone spurs is also a move action. The protruding bones act as armor spikes and bone spurred spiked gauntlets (1d4, 19-20x2, P/S) (with no penalties for being made of bone) for an appropriately sized creature (medium usually). The Bone Walker is automatically proficient in the weapons forged directly from his own skeleton and gains Weapon Focus (Bone Spur) as a bonus feat. He is not automatically proficient with the normal weapons of the same type. Also he suffers all penalties if he chooses to fight with two-weapons (i.e. using 2 spiked gauntlets, or a spiked gauntlet and armor spike (made from bone spurs), or a 2-handed weapon and armor spikes (made from bone spurs)). Note that while normal bone is far more fragile than any forged weapon, the Bone Walker’s supernatural skill causes his exposed bones to have the strength of steel. He may use this ability at will, when able. As their naturally part of the Bone Walker’s body, his bone spurs cannot be disarmed or sundered. They are treated both as a manufactured weapon and a natural weapon for the purpose of feats, spells and effects that enhance or improve either manufactured weapons or natural weapons. The Bone Spurs are considered masterwork for the purposes of enhancement and psionic (magic) for the purposes of overcoming DR (see Imbue Spurs below).

Disease Resistant (Ex): Due to their phenomenal understanding of bone and the role it plays in the immune system, Bone Walkers are extremely resistant to disease, including supernatural and magical diseases. They gain a second save (or a single save if none is normally allowed) at +2 per three Bone Walker levels, to a maximum of +6 against any Disease they encounter.

Imbued Spurs (Su): At 2nd-level the bone spurs grow in wickedness and size, the damage for this weapon increases by one step (usually from 1d4 to 1d6 if the character is medium-sized), they are always considered light weapons. The Bone Walker can imbue their spurs with psionic or magical abilities. Though not enhanced (enchanted) themselves, they may be so (psionically enhanced or magically enchanted), as the Bone Walker desires. Each "Spur Area" must be enchanted separately (each individual Gauntlet Spur or Armor Spikes). The cost for such is abnormally expensive due to the unusual nature of the “weapons” and the state it must be kept in during enhancement. The additional cost is 15%.

Shape Bone (Su): At 2nd-level they can shape 5 lbs of unattended bone per Bone Walker level as a full-hour action. Using the Craft (Sculpture) skill they create objects as desired from the raw materials at hand. They must contribute 80% of the value of the item to be created in raw goods at the time of the bonemeld (if that item is a valued good – any item in the PHB equipment lists, etc.), which is consumed in the process (see the Craft skill for further details). They often make bone weapons and armor out of this raw material. Such creations are finely crafted and superior (Hardness 8, HP 12 per inch of thickness) to normal bone weapons (weigh half as much as their PHB counterparts), and only suffer a –1 on to hit and damage rolls. The bone armor (light, +3, +4, -3 15%, 30/20, 15 lbs., only covers the torso) is just as elaborately created as the weapons (requires that there be a small quantity of tanned leather available). They often create their own gear or give them away as gifts, though their market value is minimal (Bone Armor 20 gp) and weapons are valued at about 75%-85% of their listed PHB entry. This crafted bone may be formed as masterwork quality (with appropriate DC checks made over two hours instead), but they must supply 150% of the masterwork component value. Masterwork bone weapons created this way suffer no minuses to hit or on damage rolls. Masterwork bone weapons created this way suffer no minuses to hit or on damage rolls, and are valued at their comparative PHB entry.

Long Shanks (Su): Long Shanks (Su): Using a standard action a 3rd-level Bone Walker may extend the bones within his legs and feet, snapping and cracking forth forming a spiny, knobbed-looking set of stilt-like legs. These “stilts” increase overall height by 30%, have no effect on reach, but add a +10 bonus to the Bone Walkers listed Speed(s). This ability remains active for 10 minutes per Bone Walker level plus 10 minutes per point of Wisdom bonus the character has, and may be used three times per day, plus one time per day per 5 Bone Walker levels. Alternatively the Bone Walker may dismiss the Stilts as an Immediate Action.

Skeletal Maw (Su): As a standard action, 3rd-level Bone Walkers can shift the bone structure of their face and teeth, widening the jawbone and extending the teeth into fine nail-like spikes. This grants them a vicious bite attack that does damage appropriate to the characters current size (usually 1d6 for medium). This attack is considered a natural weapon, so you are considered armed, and is secondary (-5 to hit) to any other attacks the character currently has (though can be affected by Multiattack and or Multi Weapon Fighting when used in conjunction with his bone spurs, and more than 2 arms). Feats, powers, spells, and effects that enhance or improve a natural weapon can affect this bite. This ability remains active for 3 rounds per Bone Walker level plus 1 round per point of Wisdom bonus the character has, and may be used three times per day, plus one time per day per 5 Bone Walker levels. Alternatively the Bone Walker may dismiss the Maw as a Immediate Action.

Dem’ Bones (Iron) (Su): A 4th-level Bone Walker’s bone spur’s act as cold iron weapons for the purpose of overcoming damage reduction.

Rapid Bone Spurs (Su): At 4th-level of ability the bone Walker may forge protruding weapons as a swift action. The spurs damage again increases one step (usually from d6 to d8 if medium-sized). Retracting the bone spurs is also a swift action.

Rattle the Cage (Ex): As a Standard action a 5th-level Bone Walker may loose his “Core” through flesh in a horrid display of snapping bone, sinew and rending tissue. This effect grants the Walker the Frightful Presence ability. A Bone Walker can unsettle foes with its mere presence. The ability takes effect automatically whenever the Walker attacks, charges, or is visibly aggressive to others (while the ability is active). Foes within a radius of 30 feet are subject to the effect if they have fewer HD than the Bone Walker. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Bone Walker’s level + Cha modifier) remains immune to this Bone Walker’s frightful presence for 24 hours. On a failure, creatures with less HD the Bone Walker become shaken for 5d6 rounds. Walkers ignore the frightful presence of other Bone Walkers. This ability lasts 1 round per Bone Walker Level + 1 round per point of Charisma bonus, and is useable 3/day.

Expand/Compress (Ps): Beginning at 5th-level, once per day, the Bone Walker may manifest Expansion and Compression on himself, stretching or compacting skin over bone, as manifested by a psychic warrior of the Bone Walker’s class level. For example, at 7th-level a Psychic Warrior can spend up to 7 PP on Expansion as far as augments go, the Bone Walker does not pay these points, but is limited by the same maximum manifester limit. At 7th-level this ability increases to twice per day, and at 10th-level to three times per day. This ability may be used as a move action (or a Swift Action at 10th-level) and costs the Bone Walker no power points. This size increase also effects the amount of Bonus Hit Points from Construct-like size (see below).

Dem’ Bones (Silver) (Su): A 6th-level Bone Walker’s bone spurs act as both silver and cold iron weapons for the purpose of overcoming damage reduction.

Quick Maw (Su): At 6th level the Bone Walker may gain their bite attack as a move action. The maws base damage also increases one step (usually from d6 to d8 if medium-sized).

Bone Lacing (Su): When they reach 7th-level Bone Walkers can extend the bony matter so that it extends in vein-like branches and weaves itself below the skin’s surface. Enacting the lacing is a standard action that lasts for 10 rounds plus 1 round per point of Charisma bonus the character possesses, and may be used once per day at 7th-level, twice per day at 9th-level and finally three times per day at 10th.

This Bone Lacing grants the character a +4 Natural Armor bonus and DR 2/bludgeoning.

Dem’ Bones (Aligned) (Su): At 7th-level a Bone Lord’s bone spurs take on any non-neutral alignment the character has (chaotic, evil, good, or lawful) for the purpose of overcoming damage reduction. For example, a lawful neutral Bone Walker’s bone spurs act as lawful weapons. A wholly neutral Bone Walker must choose for his bone spurs to be chaotic, evil, good or lawful for the purpose of overcoming damage reduction. Once chosen, this alignment component cannot be changed.

Marrow Mend (Su): A Bone Walker of 8th-level gains fast healing (1) and has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing. This ability increases to Fast Healing (2) at 10th level.

At the beginning of each of the creature's turns, it heals a certain number of hit points (defined in its description).
Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts.
A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.
Fast healing does not restore hit points lost from starvation, thirst, or suffocation.
Fast healing does not increase the number of hit points regained when a creature polymorphs.

Dem’ Bones (Adamantine) (Su): A 9th-level Bone Walker’s bone spurs act as adamantine, cold iron, and silver for the purpose of overcoming damage reduction.

Living Bone (Su): At 10th-level the Bone Walker becomes construct-like as the Marrowmeld envelops his flesh in a bony membrane. His Ability Scores, Hit Dice, Skills, and Saves remain unchanged and may continue as normal in whatever class the character pursues. He does gain the following construct-like abilities if he didn’t already possess them:

— Low-light vision.
— Darkvision out to 60 feet.
— DR 5/-, PR(SR) 10 + 1/2 Character level + Wisdom bonus.
— Heal damage at 50% normal effectiveness, but can be repaired by exposing them to lightning as follows: 5 lightning damage to 1 point of healing as a flesh golem, or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
— Because the outer shell of its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit-points based on size, as shown on the following table.

Construct-like Size Bonus Hit Points
Fine —> Tiny ---
Small 5
Medium 10
Large 15
Huge 20
Gargantuan 30
Colossal 40

This ability lasts for 1 hour plus 1 hour per 2 points of Charisma bonus the character possesses and may be used once per day.

“Its whats on the inside that counts, right?”

http://www.wizards.com/dnd/images/ghostwalk_gallery/88566_620_66.jpg

Note: Sorry about the poor table but I never get them to look right, so I just hack em in.

As this is my first custom PRC (mixed conversion) and based on XPH material. Any advice, corrections, feedback or comments are welcomed and appreciated. I'm still podering a few balance tweaks and flavor aspects (particularly PRC name).

Edit: Oh and I wasn't real sure if I should stay with Charisma as a desired stat or switch it over to Wisdom. I didn't want it to be a shoe in for just the PsyWar, leaving the Wilder and later the Psion a chance to enter the PRC (if so desired).

Edit: HD added, thanks Shas'O, don't know how I missed that. But feel free to trim that quote out, whoa!

Edit: Few minor changes, bumped spur and maw damage up a bit, shuffeled abilities and levels around a tad, as I didn't want the DW to have to wait too long to be able to bolster their spurs.

Edit: Fixed Bone Lacing (reference to its effect was accidently below Dem' Bones ability).

Edit: Added masterwork note to bone shape ability, updated/clarified Expansion/Compression and construct-like abilities, Skill requirements bumped.

Edit: Jump added to list of class skills. Fixed stats of Bone Armor. Clarified various Spurs and Maw abilities. Added Long Shanks ability and reduced BAB requirement.

Edit: Added Rattle The Cage and Marrow Mend abilities. This fairly flushes out abilities.

Edit: Changed SR/PR caculation, now based on total level.

Edit: Tweaked flavor text, minor change to Skills required (choose any 2 of the crafts as opposed to all 3).

Edit: Split special abilities and stat used for effects. Basically to assure it wasn't favoring the PsyWar or Wilder key ability. Also some specials seemed more apt to be tied to "X" stat. Marrow Mend reduced to max Fast Heal (2).

Basically finished but still awaiting some balance tweaks & feedback, flavor tweaks and any other questions or e-mails.
Shas'O

04-12-04, 08:06 PM
Originally posted by Zym
Bone Walker Requirements

To qualify one must meet the following criteria.

Base Attack Bonus: +4

Manifesting: The ability to manifest four psychometabolism powers, two of which must be 2rd-level or higher.

Skills: Heal 2 ranks, Knowledge (Psionics) 3 ranks, Craft (Weaponsmith) 3 ranks, Craft (Armorsmith) 2 ranks, Craft (Sculpture) 2 ranks

Feat: Psionic Body

Special: Must possess a skeletal system or exoskeleton.

Bone Walker Class Skills

The class skills for the Bone Walker (and the key ability for each) are: Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Psionics) (Int), Knowledge (Sculpture) (Int), Psicraft (Int), Survival (Wis), Tumble (Dex)

Skill Points at each Level: 3 + Int modifier.

Bone Walker Advancement

Lev. BAB FS RS WS - Special / Powers per day
1...... +1 +2 +0 +0 - Bone Spurs, Disease Resistant / +1 level of existing class
2...... +2 +3 +0 +0 - Shape Bone, Skeletal Maw / xxx
3...... +3 +3 +1 +1 - xxx / +1 level of existing class
4...... +4 +4 +1 +1 - Imbued Spurs, Rapid Bone Spurs / +1 level of existing class
5...... +5 +4 +1 +1 - Expansion/Compression, Dem’ Bones (Iron) / xxx
6...... +6 +5 +2 +2 - Dem’ Bones (Silver), Quick Maw / +1 level of existing class
7...... +7 +5 +2 +2 - Bone Lacing, Dem’ Bones (Aligned) / +1 level of existing class
8...... +8 +6 +2 +2 - xxx / +1 level of existing class
9...... +9 +6 +3 +3 - Dem’ Bones (Adamantine) / xxx
10...+10 +7 +3 +3 - Living Bone / +1 level of existing class


The thing that I dont see is Hit die, Otherwise, you put in a lot of work in this class. good job.
Nifft

04-12-04, 11:26 PM
Thanks for quoting all that. I missed it in the post right above.

Sheesh.

-- N
Panzer_666

04-13-04, 11:27 AM
The thing that I dont see is Hit die, Otherwise, you put in a lot of work in this class. good job.

Hit Die is d8 - just before actual description of class features...

I do have another question, though... I didn´t understand what exactly is the Bone Lacing feature... Could you explain that again?

Thank you!!!

Panzer.
Zym

04-13-04, 03:57 PM
The description effect of Bone Lacing was accidently left below one of the Dem' bones abilities. I have corrected it in the above post. It basically gives temporary DR and and Nat. armor bonus.

I'm mostly taking corrections/suggestions right into the post and noting it by the "Edit:" area, so I don't spam needlessly. Conversations regarding how/why something works or is set as it is are another matter and I'm glad to discuss, either here or via e-mail.

Thanks for the correction/input. :D
AzraelNoir

04-15-04, 01:26 AM
Im not sure on the new rules of this power (or even if they changed it at all), If they did not change it then what happens if you use biofeedback, or improved with that thing that makes you into a construct, you still have your con so you can manifest psychometabolism. If you can do this you will gain one hell of a damage reduction, depending on your str.
Zym

04-15-04, 02:13 AM
Shouldn't be a problem (DR from different sources doesn't stack).

The XPH Biofeedback is DR 2/- augumentable to some fairly nice levels.

I didn't see any Improved or Greater Versions (but I haven't read every power in depth either).
AzraelNoir

04-15-04, 08:54 PM
oh.. I like that change, before it was the subdual thing and since your constuct thing gives you immunity to subdual and still has a con score then you could have like damage reduction 20+, kinda like the combo in 3.0 where you shapechange into a keeper and use true biofeedback which makes you immune to all kinds of damage (really nasty). But this is not the case so it does nto matter, your class seems fine to me.
Michael Tree

04-16-04, 02:20 AM
Psychic Warrior Variant: Psychic Swashbuckler
The psychic swashbuckler prefers quick movement and clever maneuvering to the crunch of heavy armor.

Class Features: The psychic swashbuckler has all the standard psychic warrior class features except as noted below.

Base Save Bonuses: The psychic swashbuckler has good Reflex saves, but poor Fortitude and Will saves.
Class Skills: A psychic swashbuckler loses Ride as a class skill. He adds Balance, Bluff, Diplomacy, Sense Motive, and Tumble to his list of class skills. The psychic swashbuckler gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level).
Weapon and Armor Proficiencies: Psychic swashbucklers are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).
Bonus Feats: A psychic swashbuckler doesn’t gain the normal psychic warrior bonus feat at 1st level.
RickVigorous

04-26-04, 12:38 AM
For fans of Italian futurism, I present this PrC. I'm not quite happy w/ it yet, but it's a first draft, so there's room for improvement. The abilities just don't match what I've got in my head, but I don't know how to implement my ideas. Not playtested. If someone has a better way to template the nonstandard psi-like abilities, I'd like to hear of it.

Cross-posted at the ENWorld forums.

INTONARUMORI (INT)

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Sonic focus, protected hearing
2 +1 +0 +0 +3 Discord
3 +1 +1 +1 +3 Sonic specialization +1
4 +2 +1 +1 +4 Sonic resistance 5
5 +2 +1 +1 +4 Dissonant note
6 +3 +2 +2 +5 Field of noise
7 +3 +2 +2 +5 Sonic specialization +2
8 +4 +2 +2 +6 Sonic resistance 10
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Tumultuous Clamor

“Every manifestation of our life is accompanied by noise. The noise, therefore, is familiar to our ear, and has the power to conjure up life itself. Sound, alien to our life, always musical and a thing unto itself, an occasional but unnecessary element, has become to our ears what an over familiar face is to our eyes. Noise, however, reaching us in a confused and irregular way from the irregular confusion of our life, never entirely reveals itself to us, and keeps innumerable surprises in reserve. We are therefore certain that by selecting, coordinating and dominating all noises we will enrich men with a new and unexpected sensual pleasure.”

Requirements
To qualify to become an intonarumori, a character must fulfill all the following criteria.
Alignment: Any chaotic.
Feat: Overchannel
Perform: Drumming or singing, 4 ranks
Psionics: Able to manifest create sound and energy cone.

Game Rule Information
Intonarumori have the following game statistics.
Hit Die: d4.

Class Skills
The intonarumori’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), and Psicraft (Int).
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All of the following are class features of the intonarumori.
Armor and Weapon Proficiency: Intonarumori are proficient with no weapons, armor, or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Powers Known: At every level except 10th, the intonarumori gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means he adds the level of intonarumori to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became an intonarumori, he must decide to which class he adds the new level of intonarumori for the purpose of determining power points per day, powers known, and manifester level.
Sonic Focus (Ex): The intonarumori’s devotion to noise prohibits him from using his energy powers to their full effect. He may not manifest any powers with an energy subtype other than [Sonic].
Protected Hearing (Ex): Intonarumori rapidly develop a tolerance for loud noises. The intonarumori is immune to effects that cause deafness.
Discord (Sp): Soon after beginning his training, the intonarumori develops an appreciation for the beauty of noise. Once per day per two class levels, the intonarumori may invoke a unique psi-like ability that transforms any sound, including speech, into white noise. This effect can garble communication or disrupt the casting of a spell with verbal components. If the noise is being produced by a creature, that creature can make a Will save (DC 11 + the intonarumori’s Cha modifier) to negate this ability.
Sonic Specialization (Ex): At 3rd level, the intonarumori’s skill with noise grows. All powers with the [Sonic] subtype deal +1 damage. This increases to +2 damage at 7th level.
Sonic Resistance (Su): Constant exposure to loud and dangerous noises give the intonarumori resistance to sonic effects. At 4th level, the intonarumori gains sonic resistance 5. This increases to sonic resistance 10 at 8th level.
Dissonant Note (Sp): Twice per day, the intonarumori can create a noise that mimics the psionic power id insinuation (Will save negates, DC 14 + the intonarumori’s Cha modifier). The dissonant note can affect up to three creatures within 15’ of each other. The dissonant note does not belong to any discipline, although it maintains the [Compulsion] and [Mind-Affecting] subtypes of the id insinuation power.
Field of Noise (Su): The intonarumori is surrounded at all times by a faint field of white noise. This field is normally as loud as a normal conversation heard from 10’ away. This field can never be turned off, inflicting a -4 circumstance penalty on Move Silently checks. However, the intonarumori may increase the volume of this field at will. At its maximum volume, anyone within 10’ of the intonarumori must make a Fort save (DC 14 + the intonarumori’s Cha modifier) or be deafened for 1d4 rounds after leaving the field. Conversation is impossible within 15’ of the intonarumori when the field is at its maximum volume. The intonarumori suffers a -20 circumstance penalty to Move Silently checks when the field is at its maximum volume.
Tumultuous Clamor (Sp): At 10th level, the intonarumori learns the final secret of the art of noise. Once per day, the intonarumori can invoke an enormous blast of noise as a psi-like ability. This blast deafens all creatures within 100’ with no save. All creatures and unattended objects within 30’ suffer 19d6 points of sonic damage (Ref save half, DC 19 + the intonarumori’s Cha modifier). No intonarumori can be harmed by this power.
Dononof

04-28-04, 08:51 AM
Willbender
“People only have the illusion of free thought and free will in my hands”

Requirements:
Bluff, Diplomacy, Gather Information, and Sense motive 9+ ranks.

Able to manifest the following powers: Mindlink, Read Thoughts, Psionic Charm, Psionic Dominate, Psionic Suggestion, and Psionic Tongues.

Hit die: d4

The Willbender’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Any)(Int), Profession (Wis), Psicraft (Int) and Sense Motive (Wis).

Skill Points at Each Level: 2+Int modifier.

BAB: As respective psion level.
Proficiencies: Retain previous proficiencies.
Saves: As respective psion level.
+1 Level of psion each level.

Psicrystals: Willbender levels count toward the levels of psion for purposes determining psicrystal intelligence and special abilities, if the Willbender has a psicrystal

Special Abilities:
Level 1: Psionic Grace, Telepathy
Level 2: Strong Will +1
Level 3: Gilded Mind
Level 4: Strong Will +2
Level 5: Pierce Barriers
Level 6: Strong Will +3
Level 7: Hostile Telepathy, Empower Mind
Level 8: Obey My Will
Level 9: Ignore Defenses
Level 10: Ignore Immunities

Psionic Grace (Ex): At 1st level the Willbender gains his Charisma bonus to all saving throws against mind-affecting spells, powers, and psi-like or spell-like abilities.

Telepathy (Su): At 1st level a Willbender at will can expend their psionic focus and talk to any ally or willing mind in a 30ft +10ft per level of Willbender for 10 minutes per day per Willbender level.

Strong Will: At 2nd level a Willbender gains a +1 insight bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense motive. At 4th level this bonus increase to +2 and at 6th level increase to +3.

Gilded Mind (Ex): A Willbender of 3rd level or above can speak telepathically, even if they do not speak a shared language, with any creature with intelligence of 1 or above.

Pierce Barriers (Su): At 5th level whenever a Willbender has mind affecting power negated or prevented by a magic, a supernatural or extraordinary effect (such as the protection against spells, powers, or negated by volatile mind), the Willbender gets a dispelling check against such effect. On a successful check, the power ignores said effect; it does not dispel it. This check does not permanently ignore the effect blocking powers, a check must be done every time to ignore the blocking effect.

Hostile Telepathy (Su): At 7th level the Willbender can now invade the mind of unfriendly or hostile creatures, this ability functions like the power Mind probe. The Willbender can use this ability 1 round per day per Willbender level. This ability requires the use of psionic focus.

Empowered mind (Su): At 7th level a Willbender can augment any telepathic powers DC +1 for each addition 2pp spent on the power, if that augment is not offered for that power.

Obey My Will (Su): At 8th level the Willbender can choose to pay +2 power for any telepathic power to require 2 successful saves to resist. This ability requires the use of psionic focus. This ability can not be used in conjunction with Ignore Defense or Ignore Immunities.

Ignore Defenses (Su): At 9th level the Willbender can ignore a creature’s power resistance when using a power with telepathy in the description by adding +4 power points to the cost of the power and expending your psionic focus to use this ability. This ability can be used in conjunction with Ignore Immunities

Ignore Immunities (Su): At 10th level the Willbender can ignore the immunities of a creature as long as a target has a mind. This ability renders immunities useless such as those of the fey-touched race or those from intelligent undead, etc. As long as it has an INT of 1 or more, it can be affected by the Willbender's powers. To use this ability you must expend your psionic focus and pay +6 power point. This ability can be used in conjunction with Ignore defense.

How is this looking so far?
Thinking might add Strong Will +4 and +5 at 8th and 10th level.


Also this is one I created for 3.0 think I might try to update for 3.5.

The Charmer (Psion Version)
"Charm is a way of getting the answer yes without having asked any clear question."

Many psion explore the realm and power of mental control and mind-affecting powers, but some telepaths having such a natural strength of personality and a great understanding of others brain take the abilities and powers on mental manipulation to truly terrifying levels. These telepaths learn that in their earlier days compared to other psion that they are much more proficient at charming others than almost all psions, even most other telepaths. As the young budding charmer’s travels and adventures continue their innate charisma shines through wherever they go and they attract people that what to follow and share in adventure with them.
A good Charmer uses their increased influence to end conflicts and wars, rescue prisoners without bloodshed, or attain information with careful subterfuge. However, an evil Charmer uses that influence to dominate powerful heads of state, instill fear in the people of the world, or instigates their surreptitious plans within organizations. Neutral Charmers frequently serve as diplomats and advisors to officials, although their affinity for enchantment sometimes raises suspicion of their motives. NPC Charmers are equally likely to fall into any of these roles.
When two Charmers cross path, they will act friendly towards each other, but most take it as a personal challenge to see if they are better then a their fellow charmer.

Hit Dice: D4
Requirements: (Psion only)
Feats: Psychoanalyst, Psionic Focus (Telepathy), Leadership
Abilities: Charisma 18+
Skills: Diplomacy 9 ranks, Bluff 9 ranks
Manifesting: Able to manifest 3rd-level telepathic powers

Class Skill
The charmer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), Read Lips (Int), Remote View (Int, exclusive skill), Sense Motive (Wis), and Speak Language.
Skill descriptions: See Chapter 4 for Skills in the Player’s Handbook for skill descriptions and Chapter 2 in Psionics Handbook for psionics skill descriptions.
Skill Points at each level: 4 + Int modifier

BAB: As respective psion level.
Proficiencies: Retain previous proficiencies.
Saves: As respective psion level.
+1 Level of psion each level.

Level Special Powers
1 Arcane Grace, Trustworthy
2 Social Grace +1
3 How Charmin +1, Awe Inspiring
4 Persuasive, Social Grace +2
5 Immune to Charms
6 Gilded Tongue, Social Grace +3
7 How Charming +2
8 Social Grace +4
9 Psychic Inquisitor
10 Easy Charming


Class Features:
Weapon and Armor Proficiency: A charmer gains no proficiency in any armor or weapons, though they retain any knowledge gained from former classes.

Power points: When they gain a level, charmers gain power points per day as though they gained a level of psion. These power points are added to the characters' previous totals. Charmers gain bonus power points based on the key ability score for their primary ability.

Powers Discovered: Charmers discover powers each level as though they gained a level of psion. Powers are chosen from the psion power list. The effective manifester level of a charmer is increased by one for each level of the prestige class.

Psionic Combat: Psionic attack and defense modes are discovered as though the character were a psychic warrior of the same level as the prestige class. (Characters do not forget previously discovered attack and defense modes.)

Psicrystals: Charmer levels count toward the level of psion for purposes determining psicrystal intelligence and special abilities.

0-Level Powers: Charmer levels count toward the level of psion for purposes determining the number of free manifestations per day of 0-level powers

Arcane Grace (Ex): At 1st level the Charmer gains his Charisma bonus to all saving throws against mind-affecting spells or powers.

Trustworthy: At 2nd level the Charmer gains the Trustworthy feat, +2 diplomacy and +2 on gather information.

Social Grace (Ex): The Charmer gains a +1 bonus to the skill diplomacy at 2nd level, then rises to +2 at 4th level and +3 at 6th level, and +4 at 8th level.

How Charming (Ex): Beginning at 3rd level, the Charmer becomes so charming, it becomes harder to resist his telepathic powers. The save DC for any telepathic powers increases +1 and rises to +2 at 7th level. These increases are cumulative with those granted by the Power Focus and Greater Power Focus feats.

Awe Inspiring (Ex): At 3rd level, a Charmer gains the ability to generate an intangible, invisible aura of awe that overwhelms hostile creatures within a 20-foot radius. Anyone about to attack the Charmer must attempt a Will save (DC = 10 + the characters Charmer class levels + charisma modifier). Those who fail the saving throw suffer a -2 morale penalty to attacks, checks, and save for one fully day or until they successfully damage the charmer generating the aura. A creature that made its initial save or damaged the charmer is immune to this aspect of the Charmer’s aura for one day. Charmers ignore the aura of other charmers.

Persuasive: At 4th level the Charmer gains the Persuasive feat, +2 on Bluff and +2 on intimidate.

Immune to Charms (Ex): A Charmer of 5th level or higher gain immunity to all charm spells and effects. This does not include compulsions.

Gilded Tongue (Ex): A Charmer of 6th level or above can speak with any humanoid creature.

Psychic Inquisitor (Ex): At 9th level the Charmer gains the Psychic Inquisitor feat, refer to the psionics handbook.

Easy Charming (Ex): The Charmer has become extremely proficient at telepathic powers and is now cheaper for them to manifest. All of the Charmers telepathic power costs are reduced by 1, to a minimum of 1 point.
Silent Infinity

04-28-04, 01:28 PM
Dononof, I love the toned down, psionic version of my Charmer. I need to toy with mine a bit for arcane. In some arenas it is not too powerful, but it can be at times. Anyway, I love your psionic Charmer. I think you present it very nicely; I would reccomend you update it fully for 3.5 Psionics.

Just look to editing the psionic combat modes and 0-level powers sections. You can probably just remove those and it should still remain relatively balanced with the new rules. Each level gives another manifester level so I think you're all set. I'm always flattered when someone takes an interest in my work. Maybe someone might want to see some of my other new creations? You think?

[Edit] - added second paragraph
ManTimeForgot

04-29-04, 03:18 AM
Wielder of the Unseen Hand:

Wielders of the Unseen Hand are members of an elite order of Telekineticists who have taken to the belief that power should be unseen in the world. They have gravitated towards this belief due to their affinity with telekinesis which allows for an invisible extension of power. Wielders of the Unseen Hand aspire to become the "power behind the thrown" in the situations they involve themselves in, wishing to neither be seen nor heard in everything they do, yet establish a power base for themselves. Members who are initiated into the order are given training into ways to conceal one's presence and how to manipulate things without attracting notice.

Requirements: Dex 15 (clumsy people are not allowed into the order). Base will save +4. Telekinetic force, Telekinetic maneuver, Telekinetic Thrust, and fine manipulation telekinesis, which I posted here: http://boards1.wizards.com/showthread.php?threadid=217671&perpage=30&pagenumber=2. Two Ranks in Bluff, Disable Device, Open Lock, and Sleight of Hand.

HD: D6
Skill points: 6 + int modifier
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Forgery, Gather Information, Hide, Jump, Knowledge Psionics, Move Silently, Open Lock, Profession, Psicraft, Search, Sleight of Hand, Tumble, and Use Rope.
Proficiency: Armor, light. Weapon: as per a rogue

Level BAB Fort Ref Will Special
1 +0 +0 +2 +2 Traps, Telekinesis
2 +1 +0 +3 +3 Silent Step
3 +2 +1 +3 +3 Improved Telekinesis
4 +3 +1 +4 +4 Telekinetic Power
5 +3 +1 +4 +4 Telekinetic Boost
6 +4 +2 +5 +5 Telekinetic Defense
7 +5 +2 +5 +5 Greater Telekinesis
8 +6 +2 +6 +6 Improved TB Improved TP
9 +6 +3 +6 +6 Physical Invisibility
10 +7 +3 +7 +7 True Telekinesis Assisted Movement

The Wielder of the Unseen Hand gains +1 manifester level at each level except 1, 8, and 10.

Class Powers:

Traps: As per PHB

Telekinesis (psi-like): Salient five pound telekinesis, usable at will, with a range of Close (25 ft. + 5ft./ level). Use of telekinesis is a standard action. Saving Throw: Will save negates (object). Power resistance: Yes (object). Unattended, unintelligent magical items recieve no saving throw.

Silent Step (su): In order to use Silent Step, the WotUH must remain psionically focused. As long as focus is maintained, the WotUH can concentrate on using their salient telekinesis to soften their steps. While using Silent Step all move silent checks made are at a + 5 circumstance bonus. Initiating silent step is a standard action.

Improved Telekinesis (su): The WotUH gains a +2 manifester bonus for purposes of manifesting force based telekinesis (referring to discipline) powers. This bonus applies to the Telekinesis ability for purposes of determining distance. The Telekinesis ability increases to 50 pounds of force.

Telekinetic Power (su): The WotUH gains an effective +2 bonus to strength as long as they remain psionically focused. The WotUH may as a free action expend psionic focus to bolster one's attack with any melee weapon a huge burst of telekinetic energy. Doing so nets the WotUH his/her int bonus to hit and +2 damage/level of WotUH. Use of this power in this way leaves the WotUH drained and unable to regain psionic focus for one minute. Furthermore the WotUH may only use this ability once every hour. While using Telekinetic Power the WotUH cannot make use of his/her Telekinesis power as it is being used to empower their might. At 8th level the WotUH gains Improved Telekinetic Power. The effective bonus to strength while remaining psionically focused increases to +4. Additionally when choosing to expend focus the WotUH gains int bonus to hit and +3 damage/ level of WotUH.

Telekinetic Boost (su): The WotUH gains a +10 haste bonus movement rate and +2 haste bonus to initiative as long as they remain psionically focused. The WotUH may as a free action expend focus to bolster their movement with telekinesis. Doing so grants a +20 haste bonus to speed, +4 haste bonus to initiative, and a +2 haste bonus to reflex saving throws for one minute. Use of this power in this way leaves the WotUH drained and unable to regain psionic focus for one minute. Furthermore the WotUH may only use this ability once every hour. While making use of Telekinetic Boost the WotUH is incapable of using his/her Telekinesis ability as it is being used to empower their movement. Additionally one cannot make use of both Telekinetic Boost and Telekinetic Power (holding focus) at the same time, though the WotUH can switch between using the abilities as a free action. At 8th level the WotUH gains Improved Telekinetic Boost. While psionically focused the WotUH instead gains a +15 haste bonus to movement rate and a +3 haste bonus to initiative. Additionally when the WotUH chooses to use the expend focus option the WotUH instead gains a +30 haste bonus to movement rate, +6 haste bonus to initiative, +3 haste bonus to reflex saving throws and gains evasion and doubles all jumping distances. The duration is still one minute in length for the expend option.

Telekinetic Defense (psi-like): As an immediate action the WotUH can expend 2 psipoints to gain the ability to deflect incoming attacks with telekinesis. Telekinetic Defense grants a +4 deflection bonus to AC plus an additional 1 AC for each additional 2 power points spent and lasts for 1 round/level. The cost per point of AC decreases by 1 at level 10 WotUH.

Greater Telekinesis (su): The WotUH gains a +4 manifester level bonus for purposes of manifesting force based telekinesis (Ibid) powers. This bonus applies to the Telekinesis ability for purposes of determining distance. The telekinesis ability increases to 100 pounds of force.

Physical Invisibility (psi-like): As a standard action the WotUH can spend 13 psipoints in order to become invisible. Physical invisibility functions by bending the light around the person, thus rendering them unable to be seen by normal sight. Physical invisibility is not broken despite whatever the WotUH might do, and lasts for 1 min/level.

True Telekinesis (su): The WotUH gains a +6 manifester level bonus for purposes of manifesting force based telekinesis (ibid) powers. This bonus applies to the Telekinesis ability for purposes of determining distance. The telekinesis power increases to 300 pounds of force.

Assisted Movement (su): Use of telekinesis for assisting movement has become so natural that the WotUH has become able to use it in everything he/she does. As long as the WotUH remains psionically focused they gain a +10 circumstance bonus on all balance, climb, jump, move silent, tumble,use rope checks, and no longer suffer fall damage. Additionally the WotUH treats all encumberance penalties due to carry weight as one less. Moreover, the restriction of being unable to regain focus after using telekinetic boost and telekinetic assault are lifted, and the expend focus options for both can be used every half hour instead of every hour. While making use of assisted movement the WotUH cannot make use of his/her Telekinesis ability as it is being used to assist their movement. Assisted Movement can be used in conjunction with either Telekinetic Power or Telekinetic Boost at the WotUH's option.

Edited: Changed Class Skills (removed sense motive, added climb and tumble). Reduced Manifester level gains by one. Changed Improved, Greater, and True Telekinesis abilities to straight manifester gain. Changed "Telekinetic Assault" bonus to strength. Added encumberance reduction clause to "Assisted Movement." Changed "Telekinetic Assault" to "Telekinetic Power." Added "Improved Telekinetic Power." Added "restriction clause to "Telekinetic Power," "Telekinetic Boost," and "Assisted Movement."

Thank You all and have a nice day.
Signed,
The Man Time Forgot
RabidWeasel

05-01-04, 04:32 AM
Disciplined ones are wilders who have learned over time through careful mediation and introspection to use their emotions as a subtle tool, rather than a blunt, obtuse weapon.

Wheras most wilders tend to be brash, unpredictable, and egotistic, disciplined ones are calm and level-headed, and have an innate knowledge of the mind. They spend a great deal of time in careful meditation to control their raging innermost desires.

Disciplined one

Requirements:
* Feats: Psionic Body, Psionic Meditation, Autonomous
* Skills: Psicraft 9 ranks, Autohypnosis 9 ranks, Concentration 9 ranks, Knowledge (psionics) 9 ranks
* Powers: Ability to manifest 3rd level powers as a Wilder
* Alignment: Any Lawful
* Special: Volatile Mind class feature

Class Benefits:
* Hit Die: d4
* BAB: poor (as Psion)
* Good Save: Will
* Bad Saves: Fort, Reflex
* Skill Points: 2 + Int bonus/level
* Class Skills: Autohypnosis, Bluff, Concentration, Craft (any), Diplomacy, Gather Information, Knowledge (any), Profession (any), Psicraft, Sense Motive

Abilities by Level:
Lev BAB F/R/W Manifester Level Special
1 +0 +0/0/2 -- Introspect +1, Calm Mind, Wilder Abilities
2 +1 +0/0/3 +1 Wilder Level Tenacious Focus, Overcome Enervation 5%
3 +1 +1/1/3 +1 Wilder Level Expanded Knowledge
4 +2 +1/1/4 +1 Wilder Level Introspect +2
5 +2 +1/1/4 +1 Wilder Level Overcome Enervation 10%
6 +3 +2/2/5 +1 Wilder Level Swift Meditation
7 +3 +2/2/5 +1 Wilder Level Introspect +3
8 +4 +2/2/6 +1 Wilder Level Overcome Enervation 15%
9 +4 +3/3/6 +1 Wilder Level Expanded Knowledge
10 +5 +3/3/7 +1 Wilder Level Introspect +4, Immediate Meditation


Special Abilities:

Introspect (Su): The disciplined one's study of meditation and the source of his power gives him an intimate knowledge of himself and the effects of psionics. He gains the listed bonus as an insight bonus to the Psicraft, Autohypnosis, Concentration and Knowledge (psionics) skills as long as he retains his psionic focus.

Calm mind (Su): The character can hold back his surging emotions and fortify his mind through meditation, at some cost to his other abilities. As long as the character is psionically focused, he is treated as having the Iron Will feat, but gains no benefit or penalty from the volatile mind or surging euphoria class abilities, or any rage, frenzy or similar ability. If the character already has the Iron Will feat, he gains an additional unnamed +2 bonus to will saves while psionically focused.

Wilder abilities: Add one half (rounded down) of a disciplined one's class levels to his wilder levels for the purpose of determining the power of his wild surge, volatile mind, and surging euphoria abilities.

Overcome enervation (Su): The disciplined one's mastery of his mind allows him to avoid the debilitating effects of a wild surge. By expending his psionic focus, he may reduce the probability of suffering from psionic evervation by the listed percentage.

Tenacious Focus (Su): A disciplined one can retain psionic focus even when unconscious or sleeping.

Expanded knowledge: At 3rd and 9th levels, the disciplined one gains expanded knowledge as a bonus feat.

Swift Meditation (Su): The character may attempt to regain psionic focus as a swift action once per round. If he makes a successful DC 25 Concentration check, the attempt succeeds. Using this ability does not provoke an attack of opportunity.

Immediate Meditation (Su): The character may attempt to regain psionic focus as an immediate action once per round. If he makes a successful DC 30 Concentration check, the attempt succeeds. Using this ability does not provoke an attack of opportunity.


I think the nasty prerequisites, lost manifester level and the calm mind ability balances out the benefits of the class; (remember it is a wilder only class so your powers are extremely limited) if you retain focus most of the time you never get any benefit fron surging euphoria, but if you don't retain focus (regaining it before every wild surge) then you lose out on the skill bonuses from introspect (immediate meditation is supposed to let you make the best of all abilities, hence it's a capstone ability). For balance purposes, overcome enervation is similar to overpower/talented in that it gives you +3 ML at the cost of expending focus.

Thanks to Nifft for posting his Psychomancer above in such an attractive format, which I have shamelessly plagiarised ;)

EDIT: Bleh, typos! :sad:
Dononof

05-01-04, 06:56 PM
The Charmer (Psion Version)
"Charm is a way of getting the answer yes without having asked any clear question."

Many psion explore the realm and power of mental control and mind-affecting powers, but some telepaths having such a natural strength of personality and a great understanding of others brain take the abilities and powers on mental manipulation to truly terrifying levels. These telepaths learn that in their earlier days compared to other psion that they are much more proficient at charming others than almost all psions, even most other telepaths. As the young budding charmer’s travels and adventures continue their innate charisma shines through wherever they go and they attract people that what to follow and share in adventure with them.
A good Charmer uses their increased influence to end conflicts and wars, rescue prisoners without bloodshed, or attain information with careful subterfuge. However, an evil Charmer uses that influence to dominate powerful heads of state, instill fear in the people of the world, or instigates their surreptitious plans within organizations. Neutral Charmers frequently serve as diplomats and advisors to officials, although their affinity for enchantment sometimes raises suspicion of their motives. NPC Charmers are equally likely to fall into any of these roles.
When two Charmers cross path, they will act friendly towards each other, but most take it as a personal challenge to see if they are better then a their fellow charmer.

Hit Dice: D4
Requirements:
Feats: Leadership
Skills: Bluff, Diplomacy, Gather Information, and Sense motive 9+ ranks.
Manifesting: Able to manifest Psionic Charm, Psionic Dominate, and Psionic Suggestion

Class Skill:
The charmer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha) Intimidate (Cha), Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), Sense Motive (Wis).

Skill Points at each level: 2 + Int modifier

BAB: As respective psion level.
Proficiencies: Retain previous proficiencies.
Saves: As respective psion level.
+1 Level of psion each level.

Level Special Powers
1 Psionic Grace, Telepathy
2 Mental Insight +1
3 Awe Inspiring
4 How Charmin +1
5 Gilded Tongue
6 Immune to Charms, Mental Insight +2
7 How Charming +2
8 Easy Charming
9
10 Thrall

Class Features:
Weapon and Armor Proficiency: A charmer gains no proficiency in any armor or weapons, though they retain any knowledge gained from former classes.

Power points: When they gain a level, charmers gain power points per day as though they gained a level of psion. These power points are added to the characters' previous totals. Charmers gain bonus power points based on the key ability score for their primary ability.

Powers Discovered: Charmers discover powers each level as though they gained a level of psion. Powers are chosen from the psion power list. The effective manifester level of a charmer is increased by one for each level of the prestige class.

Psicrystals: Charmer levels count toward the level of psion for purposes determining psicrystal intelligence and special abilities, if the charmer posses a psicrystal

Psionic Grace (Ex): At 1st level the Charmer gains his Charisma bonus to all saving throws against mind-affecting spells or powers.

Telepathy (Su): At 1st level a Charmer at will can expend their psionic focus and talk to any ally or willing mind in a 50ft +10ft per level of Charmer for 10 minutes per day per Charmer level.

Mental Insight: At 2nd level a Charmer gains a +1 insight bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense motive. At 6th level this bonus increase to +2.

How Charming (Ex): Beginning at 4th level, the Charmer becomes so charming, it becomes harder to resist his telepathic powers. The save DC for any telepathic powers increases +1 and rises to +2 at 7th level. These increases are cumulative with those granted by the Psionic Endowment and Greater Psionic Endowment feats.

Awe Inspiring (Ex): At 3rd level, a Charmer gains the ability to generate an intangible, invisible aura of awe that overwhelms hostile creatures within a 20-foot radius + 10 feet per 2 levels of Charmer. Anyone about to attack the Charmer must attempt a Will save (DC = 10 + the characters Charmer class levels + charisma modifier). Those who fail the saving throw suffer a -2 morale penalty to attacks, checks, and save for one fully day or until they successfully damage the charmer generating the aura. A creature that made its initial save or damaged the charmer is immune to this aspect of the Charmer’s aura for one day. Charmers ignore the aura of other charmers.

Gilded Tongue (Ex): A Charmer of 5th level or above can speak with any humanoid creature.

Immune to Charms (Ex): A Charmer of 6th level or higher gain immunity to all charm spells and effects. This does not include compulsions.

Easy Charming (Ex): The Charmer of 8th level or above has become extremely proficient at telepathic powers and is now easier for them to manifest. All of the Charmers telepathic powers costs are reduced by 2 points, but it can not reduce the cost of a manifestation below 1.

Uncapped Mind (Ex): A Charmer of 9th level or above has reach the mental state when their mind is not limit by normal psionic limits when using telepathic powers. When a Charmer manifest any telepathic power treat their manifester level as +2 for determining how many power points can be spent per power

Thrall (Su): The charmer now understands how to permanently bond another to his service. Whenever he manifests psionic domination, he may pay additional 10 power points, plus 500 XP per HD of the target, in order to make the domination permanent. (The power points spent raise the save DC according to the rules for other dominate augmentations.) Some creatures may be too strong-willed to permanently thrall, and the DM has ultimate determination over what may be held without risk of escape. A successful psicraft knowledge check of DC 30 will determine whether or not the creature can be permanently thralled without risk. As a general guideline, creatures with a CR higher than your own are probably not good targets for this power.

The domination effect on a thrall is a supernatural effect, and is therefore immune to dispel-like effects; though it can be temporarily suppressed. Unlike a regular dominate, allowed secondary will saves to resist an order are made at a -10 penalty, and successfully making the save does not break the thrall, but it does suppress the power for 1d4 rounds.

A thrall may only permanently be freed by the manifestation of a thrall power with the intent of freeing the thrall (which does not incur an XP cost), or by psychic chirurgery or Mordenkainen's disjunction. (At the DM's option, other 9th-level restorative or disjunctive effects may also work.)
RabidWeasel

05-02-04, 06:16 AM
Dononof, there is no real reason why any telepath would not take your prestige class as it gives a host of benefits at the loss of only 2 bonus feats. The loss of 1 manifester level would make it more of a class for those who specifically want to focus on domination and charming, rather than a general "pick it up for some goodies" class. Either that, or add some undesirable requisite feats.
wamwannabe

05-04-04, 06:22 PM
Hello to my first post ever!!! (Of course, the cheers and applause I hear is wholey in my head...) Enjoy!

Mind Divided (5 level prestige class)

When a psion learns to control his mind to the point that he can divide his consciousness, great barriers are knocked asunder and vast doors are opened to thought and power. The mind divided, through mediation and experimentation, studies the split caused by the power of schism, and begins to expand upon its potential.

Requirements:
To qualify to become a mind divided, a character must fulfill all the following criteria.
Skills: Concentration 10 ranks, Knowledge (psionics) 10 ranks, Autohypnosis 2 ranks
Feats: Psicrystal Affinity, Psionic Meditation
Powers: Must be able to manifest schism.
Special: Cannot have the feat Narrow Mind.

Class Skills:
The mind divided’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all) (Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier

Class Features:
All of the following are class features of the mind divided prestige class.
Base Attack: as Psion
Good Save: Will
Weapon and Armor Proficiency: You gain no proficiencies with any weapons or armor.
Powers per Day/Powers Known: At every level except first, you gain powers per day and power points as if you had gained a level in one psionic class, as per most psionic prestige classes.
Bridge the Gap: The mind divided can manifest a more efficient schism. At 1st level, when the you manifest schism, the effective manifester of the second mind created by schism increases by two (thus making it four less than your manifester level.) This increases by two more (two less than your manifester level) at 5th level.
Cerebral Comfort: At 2nd level, you may manifest schism 1/day at your manifester level for no power points. At 4th level, you may do this 2/day.
Focus Handoff: At 2nd level, if one of the two minds in the schism is actively concentrating on a power, you may pass concentration off to the alternate mind as a free action once per round (including the round you manifest a power). Regardless, one of the minds must maintain concentration to maintain the desired effect, and the concentration shift must take place during your turn.
Combined Mind: At 3rd level, as a free action at the beginning of your turn while under the effect of schism, you may rejoin minds for one round, intensifying your thoughts and powers. When so joined, you can no longer take advantage of the regular benefits of schism, but instead enjoy a +1 competence bonus to your manifester level and power DC’s. In addition, you receive a competence bonus to all Intelligence based checks equal to your class level. If you are still under the effects of schism the next round, you may opt to maintain the combined mind or reseparate the minds (as a free action), and may do so for the duration of the power.
Synaptic Cache: At 3rd level, you gain a bonus psionic or metapsionic feat.
Swift Split: At 4th level, you may manifest schism as a swift action with a 6 point augmentation.
hiryuu

05-06-04, 10:11 PM
Trying a new code layout (crosses fingers), hopefully, this is the first of a few others.

I still need to do an update to my Psychopomp, also.

Edit: Okay, so the code's not working. I'll figure this out at some damn point. I hate VBB, I really do.
_____________________________

Psychic Prospector
http://www.nazro.net/badart/prospect1.jpg
There are countless bizarre materials in the world. None of these exist in a vacuum, and all must come from somewhere. From the eyes of green dragons to mithral to adamantine, someone’s got to find it. To do that, you have to know where to look. Eye of newt? Webbing of frog’s toes? Piddling, unimportant things. The Psychic Prospector seeks dangerous and even impossible quarry, ranging from the crystals formed of the fumes of Mount Sheffils across the blasted plains of Amber, the sigh of a snow maiden given on her wedding day, the patagia of a spider (which, spiders don’t have patagia!), to very essence of an angel itself. They do this with a psionic resolve, tempered with a desire to collect such strange and wonderful things.
Psions of the nomad discipline are most readily attracted to the life of a Psychic Prospector, but anyone with psionic powers is capable of becoming one.
NPC Psychic Prospectors are often in the employ of wizards and sorcerers who have an interest in bizarre material components and even subjects for their research, and others often hire a Prospector to find something, since, after all, they are the best at finding things one has lost.

Requirements
To qualify to become a Psychic Prospector, a character must fulfill the following criteria.
Skill: Appraise 4 ranks, Concentration 8 ranks, Survival 8 ranks, Knowledge (Geography) or Knowledge (Nature) 8 ranks.
Feat: Speed of Thought
Manifesting: Must be able to manifest 3rd-level powers.

Class Information

Hit Die: 1d6
Class Skills
The Psychic Prospector’s class skills (and the key ability for each skill) are: Appraise (Int), Climb (Str), Craft (any) (Int), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: 2 + Int modifier.


Level BAB Fort Ref Will
--------------------------
1 +0 +2 +0 +2
2 +1 +3 +1 +3
3 +1 +3 +1 +3
4 +2 +4 +1 +4
5 +2 +4 +2 +4
6 +3 +5 +2 +5
7 +3 +5 +2 +5
8 +4 +6 +3 +6
9 +4 +6 +3 +6
10 +5 +7 +3 +7
*
Level Special Abilities Spells
-----------------------------------------------------------
1 Locate Object +1 ManifesterLevel
2 - +1 ManifesterLevel
3 Fast Movement +1 ManifesterLevel
4 Climb Speed +1 ManifesterLevel
5 Unhindered Stride +1 ManifesterLevel
6 - +1 ManifesterLevel
7 Run +1 ManifesterLevel
8 Swim Speed +1 ManifesterLevel
9 - +1 Manifester Level
10 Unfettered Movement +1 ManifesterLevel
Class Features
All of the following are class features of the Psychic Prospector prestige class.

Weapon and Armor Proficiency
The Psychic Prospector gains no new weapon or armor proficiencies.

Locate Object
At 1st level, the Psychic Prospector gains a variant of the spell locate object as a psionic power. This power variant can locate creatures, but not a specific creature, for example, it could point the prospector in the location of the nearest elf, but not a specific elf. The Prospector can, however, decide to “cut out” people from her search, by mentally specifying any elf he knows or can see. In addition, this power can locate objects based upon a description or a name, but not specific objects. For example, one could locate the nearest pocket of Deepcrystal or the closest +1 sword (barring any sources that have been “cut out”). This power only specifies the direction in which to travel, but it does not give distance. It is up to the prospector to locate the object’s exact position. Use of this power costs 7 power points.

Endurance
The Psychic Prospector gains endurance as a bonus feat. If the Prospector already had this feat, this ability provides no benefit.

Fast Movement
At 3rd level, the Psychic Prospector’s base movement speed increases by 10 feet.

Climb Speed
At 4th level, the Psychic Prospector gains a climb speed equal to one half her base speed.

Unhindered Stride
At 5th level, the Psychic Prospector can move overland without penalties for over-land movement based upon the terrain. For example, she can move her full speed over ice and snow or through marsh, or mountainous terrain when traveling long distances. Tactical movement penalties still apply, however.

Run
The Psychic Prospector gains run as a bonus feat. If the Prospector already had this feat, this ability provides no benefit.

Swim Speed
At 8th level, the Psychic Prospector gains a swim speed equal to one half her base speed..

Unfettered Movement
At 10th level, the Psychic Prospector’s swim and climb speeds become equal to her base movement.
lbvaughan

05-07-04, 01:13 PM
Psionic Dragon Disciple{/b]
[b]Hit Die: d12.
Requirements
To qualify to become a dragon disciple, a character must fulfill all the following criteria.
Race: Any nondragon (cannot already be a half-dragon).
Skills: Knowledge (psionics) 8 ranks.
Languages: Draconic.
Feats: Psionic Talent
Manifesting: Ability to manifest two different powers, one of which must be 2nd level or higher.
Special: The player chooses a dragon variety when taking the first level in this prestige class.

Class Skills
The dragon disciple's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int) Listen (Wis), Profession (Wis), Search (Int), Speak Language (Int), Psicraft (Int), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

Table: The Psionic Dragon Disciple

Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Natural armor increase (+1), Psionic Talent
2nd +1 +3 +0 +3 Ability boost (Str +2), claws and bite
3rd +2 +3 +1 +3 Breath weapon (2d8), Psionic Talent
4th +3 +4 +1 +4 Ability boost (Str +2), nat armor (+2)
5th +3 +4 +1 +4 Blindsense 30 ft., Psionic Talent
6th +4 +5 +2 +5 Ability boost (Con +2)
7th +5 +5 +2 +5 Breath weapon (4d8), nat armor (+3), Psionic Talent
8th +6 +6 +2 +6 Ability boost (Int +2)
9th +6 +6 +3 +6 Wings, Psionic Talent
10th +7 +7 +3 +7 Blindsense 60 ft., dragon apotheosis

Class Features
All of the following are Class Features of the dragon disciple prestige class.

Weapon and Armor Proficiency: Psionic dragon disciples gain no proficiency with any weapon or armor.

Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a gains an increase to the character's existing natural armor (if any), as indicated on Table: The Dragon Disciple (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect.

Claws and Bite (Ex): At 2nd level, a psionic dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple's base claw and bite damage values, whichever are greater.

Size Bite Claw
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6

A psionic dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a -5 penalty on claw attacks. The Multiattack feat reduces this penalty to only -2.

Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: The Dragon Disciple.
These increases stack and are gained as if through level advancement.

Breath Weapon (Su): At 3rd level, a dragon disciple gains a minor breath weapon. The type and shape depend on the dragon variety whose heritage he enjoys (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type.

At 7th level, the damage increases to 4d8, and when a disciple attains dragon apotheosis at 10th level it reaches its full power at 6d8. Regardless of its strength, the breath weapon can be used only once per day. Use all the rules for dragon breath weapons except as specified here.

The DC of the breath weapon is 10 + class level + Con modifier.

A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.


Dragon Variety* Breath Weapon Immunities
Black Line of acid Acid
Blue Line of lightning Electricity
Green Cone of corrosive gas Acid
Red Cone of fire Fire
White Cone of cold Cold
Brass Line of fire Fire
Bronze Line of lightning Electricity
Copper Line of acid Acid
Gold Cone of fire Fire
Silver Cone of cold Cold
Amethyst Line of force Poison
Crystal Cone of Light Cold
Emerald Cone of sonic energy Sonic
Sapphire Cone of sonic energy Electricity
Topaz Cone of dehydration Cold
(*) Three times per day, a fang half-dragon can choose to deal 1d4 points of
constitution drain with its bite attack (Fort DC 14 negates).
(**) Half of the indicated damage is fire, and the other half is sonic energy


Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Wings (Ex): At 9th level, a dragon disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.

Dragon Apotheosis: At 10th level, a dragon disciple takes on the half-dragon template. His breath weapon reaches full strength (as noted above), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires low-light vision, 60-foot darkvision, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon (see above).
Caul

05-14-04, 11:30 AM
Anyone ever think of making a specialized tatoo artist similar to the runecaster from MoF? If not, I'll start working on one to be posted here.
Silent Infinity

05-14-04, 12:49 PM
Originally posted by Caul
Anyone ever think of making a specialized tatoo artist similar to the runecaster from MoF? If not, I'll start working on one to be posted here.

Well, I've been working on some ideas for a specialized tatoo artist though based somewhat on the tatooed monk, but I hadn't thought of the runecaster from MoF. That's a good idea. I'll be looking forward to see what you create.
ArchonXVI

05-18-04, 09:07 PM
I was thinking of writing up a Pr based on crystal based powers, but I wanted to see if there was any interest in such a thing first.
Dark Halo

05-19-04, 02:47 PM
Absolutely. Yes.:D
forgotten

05-19-04, 10:39 PM
I am creating a PrC that was a little darker in nature, like the Shadow Mind or Grim Psion form Mind's Eye, as psionicists are hunted in the world I am running a game in. The PrC would attract those seeking vengeance and twisted mental explorers. The elements I have drawn on are the Shadow Mind, Illithid Slayer, and Assassain PrC's.
I was wondering if this sounded interesting to anybody, and if I made a post, would some people be willing to give comments? I understand Psionics is not good or evil, but I just see a potential for a darker side of it to be explored.
ZebRaderJedi

05-20-04, 08:37 AM
Originally posted by forgotten
I am creating a PrC that was a little darker in nature, like the Shadow Mind or Grim Psion form Mind's Eye, as psionicists are hunted in the world I am running a game in. The PrC would attract those seeking vengeance and twisted mental explorers. The elements I have drawn on are the Shadow Mind, Illithid Slayer, and Assassain PrC's.
I was wondering if this sounded interesting to anybody, and if I made a post, would some people be willing to give comments? I understand Psionics is not good or evil, but I just see a potential for a darker side of it to be explored.

I for one would love to see a dark psionic PrC. If you have it to post, please feel free!
ArchonXVI

05-20-04, 09:57 PM
The general idea of this class is to do for crystal shard what the constructor does for astral construct. I always liked the idea of a crystal manipulator, and now I finally have a power base that can support it.

Psion BAB, psion saves

Requirements-

Weapon focus (ray)
Power Specialization

1st - Improved Shards I
2nd - Greater weapon focus (ray)
3rd - Razorwind
4th - Penetrating Shards I
5th - Enhanced Shards I
6th - Improved Shards II
7th - Greater Power Specialization
8th - Bladestorm
9th - Penetrating Shards II
10th - Enhanced Shards II, Halo of Razors

Improved Shards - For every level of Imp. Shards, the crit threat of crystal shard increases by 1

Penetrating Shards - For the first level of Penetrating Shards, crystal shard is considered a magical weapon of your alignment. At the second level, it is considered made out of a metal of the manifestors choice, chosen each time it is manifested.

Razorwind - Crystal shard gains "Augment: For two additional points spent on this power, an additional shard is created. This shard must be augmented seporatly."

Enhanced Shards - The created shards gain a single weapon special ability up to the level of enhanced shards. This ability must be chosen from the abilities allowed on missile weapons.

Bladestorm - You may choose to have a crystal shard detonate in a burst with a radius equal to the number of dice of damage in feet. The manifestor can not be damaged by this burst.

Halo of Razors - Apon reaching 10th level, the crystal master may hold manifestations of Crystal Shard in stasis, as per Simbul's Spell matrix. Additional manifestations can be added to the halo at any time as a full round action. While manifestations are stored within the halo, they are quite visible, hence the title of this ability.



I expect the PrC to be either overpowered or underpowered, as this is just the general idea. All commentary welcome.
tiornys

05-21-04, 05:56 PM
Here's a rather unusual take on the idea of a meditative warrior. Those of you who remember the Scion of Tiornys may recognize several themes from that class. (Cross posted on the Prestige Classes board)

Synchorian Skirmisher

Synchronicity: the coincidental occurrence of events that seem related but are not explained by conventional mechanisms of causality.

A student of the subtle forces that shape events, the Synchorian Skirmisher learns to reach a state of heightened awareness by harnessing his internal energies and attuning them to the world around him. So long as he maintains focus and concentration, the Skirmisher learns to gain numerous benefits as he exploits his intuitive understanding of concurrence and synchronicity.

Only those with at least some measure of psionic talent can become Synchorian Skirmishers. Even among psionic cultures, however, Skirmishers are rare; the focus and inner calm required by the class are at odds with the adaptabilty and freedom from rules that are needed to sense and react appropriately. Most Skirmishers develop their skills independantly, following their intuition and needing only the occasional subtle push from a mentor.

Psychic Warriors are most likely to be drawn to the path of the Synchorian Skirmisher, although fighters, rangers, and some wilders also find the class appealing. Combat oriented bards, rogues and ex-monks can become excellent skirmishers, and the occasional soulknife, nomad, sorcerer or egoist chooses this route. Barbarians rarely become skirmishers, since their rage precludes the ability to focus that is essential to the class. Clerics, Wizards, Druids and Paladins generally view the Skirmishers' semi-mystical outlook with distaste or contempt, and almost never “stoop” to joining their ranks.

Many believe that the first Skirmishers arose among the Githzerai, but the class is accessable to members of nearly any race. NPC Skirmishers tend to be enigmatic and cryptic, often quoting esoteric philosophies and using riddles to state their opinions and beliefs.

Requirements:
Alignment: any non-Lawful.
BAB: +5.
Feats: Improved Initiative, Iron Will, Psionic Meditation, one of Psionic Fist, Psionic Shot, or Psionic Weapon.
Concentration: 10 ranks.
Autohypnosis: 5 ranks.

Benefits:
Hit Die: d8
BAB: average (as cleric)
Saves: poor Fortitude, good Reflex/Will
Class Skills:

The class skills (and key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Chr), Concentration (Con), Escape Artist (Dex), Gather Information (Chr), Intimidate (Chr), Knowledge (all skills taken individually), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

Skills per level: 4+Int modifier.

Level BAB Fort Refl Will Special Abilities
1 +0 +0 +2 +2 Insightful Avoidance +1
2 +1 +0 +3 +3 Hyperfocus, Uncanny Dodge
3 +2 +1 +3 +3 Adroitness, Expectant Strike
4 +3 +1 +4 +4 Ins. Avoid. +2, Bonus Feat
5 +3 +1 +4 +4 Anticipation, Imp. Uncanny Dodge
6 +4 +2 +5 +5 Psionic Planning, Rapid Focus
7 +5 +2 +5 +5 Ins. Avoid. +3, Evasive Insight
8 +6 +2 +6 +6 Bonus Feat, Hypersense
9 +6 +3 +6 +6 Psionic Preaction, Tap the Core
10 +7 +3 +7 +7 Ins. Avoid. +4, Ultrafocus

Class Features:

Weapon and Armor Proficiency: the Synchorian Skirmisher is proficient with all simple and martial weapons, light armor, and shields.

Insightful Avoidance (su): When a prospective Skirmisher first gains an enhanced sensitivity to physical danger, his mentor knows that he has taken the first true step on the path of the Skirmisher. While psionically focused, the Synchorian Skirmisher gains the listed bonus as an insight bonus to his AC.

Hyperfocus (ex): At second level, the Synchorian Skirmisher becomes able to reach a state of heightened focus that grants him deeper insight into the workings of the multiverse. He must be psionically focused to use this ability. As a move-equivalent action that draws attacks of opportunity, the Skirmisher may make a Concentration check DC 25 (bonuses that apply to becoming psionically focused also apply to this check). If successful, he becomes hyperfocused for one round per two Skirmisher levels (round down). A hyperfocus works similarly to psionic focus, in that the Skirmisher can expend his hyperfocus to gain various benefits. He may expend his hyperfocus in place of his psionic focus any time a feat or ability would require him to expend a psionic focus, except for abilities (such as metapsionic feats) which involve manifesting powers. He may also expend his hyperfocus to “take 15” on a concentration or autohypnosis check. A Skirmisher who expends his hyperfocus remains psionically focused. A hyperfocused Skirmisher who loses his psionic focus also loses his hyperfocus.

Uncanny Dodge (ex): Starting at second level, a Synchorian Skirmisher gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If the Skirmisher already had uncanny dodge from a second class he automatically gains improved uncanny dodge instead (see below).

Adroitness (su): At third level, the Skirmisher's insight informs him of the best manner to proceed about a task. Prior to making a skill or ability check, a Synchorian Skirmisher may expend his hyperfocus to gain a +2 insight bonus on the check. If the Skirmisher is ultrafocused (see below), he may expend both his ultrafocus and his hyperfocus to gain a +5 insight bonus.

Expectant Strike (su): At third level, the Skirmisher gains a limited sense of the actions that others are about to take. Prior to making an attack during a readied action, the Synchorian Skirmisher may expend his hyperfocus to gain a +2 insight bonus to that attack roll and the subsequent damage roll if the attack is successful. If the Skirmisher is ultrafocused (see below), he may expend both his ultrafocus and his hyperfocus to gain a +5 insight bonus.

Bonus Feat: At fourth level and again at eighth level, the Synchorian Skirmisher learns new ways to use his psionic focus. He gains a bonus feat, which must be drawn from the following list of feats: Aligned Attack, Focused Sunder, Ghost Attack, Inquisitor, Mental Leap, Narrow Mind, Psionic Dodge, Psionic Fist (Greater Psionic Fist, Unavoidable Strike), Psionic Shot (Fell Shot, Greater Psionic Shot, Return Shot), Psionic Weapon (Deep Impact, Greater Psionic Weapon), Speed of Thought (Psionic Charge), Up the Walls, Wounding Attack.

Anticipation (su): At fifth level, the Skirmisher's danger sense expands to include less direct threats to his person. Prior to making a save, the Synchorian Skirmisher may expend his hyperfocus to gain a +2 insight bonus to that save. If the Skirmisher is ultrafocused (see below), he may expend both his ultrafocus and his hyperfocus to gain a +5 insight bonus.

Improved Uncanny Dodge (Ex): At fifth level, a Synchorian Skirmisher can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack the Skirmisher. The exception to this defense is that a rogue at least four levels higher than the Skirmisher can flank him (and thus sneak attack him).
If the Skirmisher gains the uncanny dodge ability from a second class, the levels from those classes stack to determine the minimum rogue level required to flank the character.

Psionic Planning (su): At sixth level, the Skirmisher gains a deep intuition about the events of the immediate future. As a full round action, the Synchorian Skirmisher may expend his hyperfocus to “ready” a full round's worth of actions. This works like the ready action, except that the Skirmisher designates either a full round action or a standard action plus a move action to be taken when the trigger condition occurs.

Rapid Focus (ex): At sixth level, the Synchorian Skirmisher has learned to become hyperfocused with an instant of concentration. He may gain a hyperfocus as a swift action.

Evasive Insight (su): At seventh level, the Skirmisher's danger sense sometimes allows him to avoid danger entirely. Prior to making a reflex save, the Synchorian Skirmisher may expend his hyperfocus to gain the benefits of evasion on that reflex save. If the Skirmisher already has evasion, he gains the benefits of improved evasion.

Hypersense (su): At eighth level, the Skirmisher has learned to trust his intuition above the evidence of his senses. Prior to attacking an opponent with concealment, the Synchorian Skirmisher may expend his hyperfocus to ignore 20 percentage points of miss chance (he has no chance to miss an opponent with concealment, and only a 30% chance to miss an opponent with total concealment). If the Skirmisher is ultrafocused (see below), he may expend both his ultrafocus and his hyperfocus to instead ignore 50 percentage points of miss chance (this ability does not allow the Skirmisher to target an opponent with total concealment, but does negate the miss chance if the correct square is targeted).

Psionic Preaction (su): At ninth level, the Skirmisher's ability to anticipate the actions of others is strong enough to allow him to react before those actions occur. As an immediate action, the Synchorian Skirmisher may expend his hyperfocus to gain a standard action, as if he had used the ready action and the trigger for his readied action had just occurred. On his next turn (which occurrs just prior to the character's whose turn he interrupted), the Skirmisher may only take a single move action. If the Skirmisher is ultrafocused (see below), he may expend both his ultrafocus and his hyperfocus to gain a full round action, as if with Psionoic Planning; if he does so, he may only take free actions on his next turn (he cannot take a swift action since he took an immediate action to activate this ability).

Tap the Core (ex): At ninth level, the Synchorian Skirmisher has learned to call upon inner reserves of strength in times of crisis. He may become psionically focused even when he lacks a power point reserve, but doing so is both difficult and taxing. The DC for concentration checks to become psionically focused, hyperfocused, or ultrafocused increases by 5, and each time the Skirmisher makes such a check (whether or not it is successful), he takes 1d6 points of subdual damage. Unlike normal subdual damage, this subdual damage cannot be healed until the Skirmisher regains a power point reserve of at least 1 point.

Ultrafocus (ex): At tenth level, the Synchorian Skirmisher is capable of attaining a near-deific state of mental clarity and attunement to the subtle forces that shape events. While hyperfocused, as a move-equivalent action that draws attacks of opportunity the Skirmisher may make a Concentration check DC 30 (bonuses that apply to becoming psionically focused also apply to this check). If successful, he becomes ultrafocused until he expends his ultrafocus or loses his hyperfocus. While ultrafocused, the Skirmisher may “expend” his hyperfocus once per round without actually losing his hyperfocus (thus remaining ultrafocused). Additionally, the Skirmisher may expend his ultrafocus in place of his hyperfocus, which acts exactly as if he had spent his hyperfocus, except that he remains hyperfocused but not ultrafocused. Finally, the Skirmisher may expend both his ultrafocus and his hyperfocus to “take 20” on any Autohypnosis or Concentration check (works like taking 10, except treat the die roll as a 20), or to gain additional benefit from other abilities as noted above.
***************************

As always, comments and criticism are welcome.

t~
Adrez Nesnsid

05-23-04, 12:59 AM
I have two new PrCs

1.) The Sacred Brain

Requirements:
As Ceremancer,except as follows:
-Replace the prerequisite of Knowledge(Arcana) 6 ranks, with a prerequisite of Knowledge(Religion or Nature) 6 ranks
-Replace the Arcane spellcasting requirement with an equivalent Divine Spellcasting Requirement

Class Skills:
As Ceremancer, except as follows:
-Remove Knowledge(Arcana) from the class skills list.
-Add Knowledge(Religion), Knowledge(Nature) and Knowledge(The Planes) to the list of class skills.

Skillpoints/level: A Sacred Mind gains 2+int mod skillpoints per class level

Spellcasting/Psionic Manifesting: As Ceremancer, except as follows:
-Replace the increases in arcane casting level, with equivalent increases in divine caster levels.

Notes: This Prestige Class is intended to bridge the imbalance created by having an Arcane/Divine PrC, and an Arcane/Psionic PrC, but no Psionic/Divine PrC. It is probably most appropriate for clerics of knowledge, psionics, or the mind, and possibly also for divine spellcasters who are unaffiliated with any particular deity, but who respect knowledge and intelligence and wisdom stuff.
------------------------------------------------------------------------

2.)The Supernaturalist

Requirements:
-Knowledge(Arcana): 12 ranks
-Knowledge(Religion or Nature): 12 Ranks
-Knowledge(Psionics): 12 Ranks
-Psicraft: 8 Ranks
-Spellcraft:8 Ranks
-Concentration: 6 Ranks
-Spellcasting: Ability to cast 4th level arcane Spells, and 4th level Divine Spells
-Psionic Manifesting: Ability to Manifest 4th level Psionic powers

Class Skills:
A supernaturalist's class skills include all of the following:
Autohypnosis (Wis, Trained Only), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge(All skills, Purchased Individually (See Notes)) (Int; Trained Only), Profession (Wis; Trained Only), Psicraft (Int, Trained Only), Spellcraft (Int; Trained Only), Use Magic Device (Cha; Trained Only), Use Psionic Device (Cha; Trained Only);
Skill Points Per Level: A supernaturalist gains 4+Int Modifier skill points per level (See Notes)

Special Abilities and Spellcasting/Psionic Manifesting:
1.) Special: Device Use Synergy;Spellcasting, etc.: +1 level of existing Arcane Spellcasting Class/+1 Level of Existing Divine Spellcasting Class/+1 Level of existing Psionic Manifesting Class
2.) Special: Insight +1 (Psi/spell-craft), Advance Specials 1;Spellcasting etc.: Bump EFFECTIVE levels up one (See text)
3.) Special: Synergize Spell/Psi-Craft; Spellcasting, etc.: +1 level of existing Arcane Spellcasting Class/+1 Level of Existing Divine Spellcasting Class/+1 Level of existing Psionic Manifesting Class
4.) Special: Advance Specials 2, Insight +1(Use * Device), Spell/Power Resistence; Spellcasting etc.: Bump EFFECTIVE levels up one (See text)
5.) Special: Insight +1 (Relevant Knowledge), Insight +2 (Spell/Psi-Craft), More in a Day; Spellcasting, etc.: +1 level of existing Arcane Spellcasting Class/+1 Level of Existing Divine Spellcasting Class/+1 Level of existing Psionic Manifesting Class

Class Features:

Weapon/Armor proficiency: No new weapon or armor proficiencies gained (See Notes).

Spellcasting/Psionic Manifesting: The usual drill; At the levels listed, spells/power points per day, and spells/powers known advance, but other class features from the preeqisting casting/manifesting classes don't. If you have more than one eligiable class for a particular increase, choose only one, etc...
At the levels where it says to "Bump EFFECTIVE levels up one", the caster/manifester level for ONE of the character's (existing) psionic Classes, ONE of the Character's (existing) Arcane Spellcasting classes, and ONE of the Character's (existing) Divine Spellcasting classes increases by one for the purposes of level dependent effects (maximum range limit, metapsionic cap, etc.) ONLY, but not for the purposes of spells/powers known or for spells/power points per day.

Device Use Synergy: A supernaturalist with 5 or more ranks in Use Psionic Device gains a +2 synergy bonus to use Magic Device checks; A supernaturalist with 5 or more ranks in Use Magic Device gains a +2 synergy bonus to use Psionic Device checks

Insight: At second level a supernaturalist gains a +1 insight bonus to psicraft and spellcraft checks, at 5th level, this insight bonus increases to +2, at 4th level a supernaturalist gains a +1 Insight Bonus to Use Magic Device and Use Psionic Device checks, at 5th Level a supernaturalist gains a +1 bonus to Knowledge(Arcana), Knowledge(Psionics), and Knowledge(Religion) and/or Knowledge(Nature) (They gain the bonus in whichever skill they have twelve or more ranks in, or they gain it to both skills if they have twelve or more ranks in both) checks.

Synergize Spell/Psi-Craft: A supernaturalist of third level or higher with 5 or more ranks in Psicraft gains a +2 synergy bonus to Spellcraft checks; A supernaturalist of third level or higher with 5 or more ranks in Spellcraft gains a +2 synergy bonus to use Psicraft checks. (Note that, due to the prerequisites for/to this prestige class, these synergy bonuses will apply to pretty much ALL of the class' third+ level members)

Spell/Power Resistance: At 4th class level, a supernaturalist gains Spell Resistance and Power Resistance of 6+their Charisma bonus, but not higher than 9+their supernaturalist class level

More In a Day: At 5th level a supernaturalist gains the ability to gain either 1 additional power point, or one additional level 1 divine or arcane spell each day. The decision of weather to get an extra power point, an extra divine spell, or an extra arcane spell is chosen when the character regains their spells and powers.

Advance Specials: At second and fourth level a supernaturalist advances the SPECIAL ABILITIES progression (ie. all of that stuff that doesn't get advanced when the spellcasting advances) of one of their Arcane Spellcasting Classes, One of their Divine Spellcasting classes, and One of theier Psionic Manifesting classes by one level.

-----------
Base Attack Bonus: As Wizard (one half class level)
Fortitude Save: Bad
Reflex Save: Bad
Will Save: Good
(See Notes, and above)
-----------
Notes on the 'Supernaturalist' PrC:
-Optionally, on the class skills list, 'Knowledge(All skills, purchased individually), may be changed to 'Knowledge(Arcana), Knowledg(History), Knowledge(Nature), Knowledge(Psionics), Knowledge(The Planes), and Knowledge(Religion)'
-To make this class less powerful, the DM may choose to lower the class's skillpoint acquisition to 2 or 3 +int modifier skill points per level
-Optionally, this class may grant a new member proficiency in a type of weapon or armor which the character has owned a magical or psionic copy of for a prolonged period of time without gaining proficiency in it
-You may be asking yourself "Why did he include base attack bonus and saving throw progressions for what is 'obviously an epic prestige class' (judging by the prerequisites)?" and the answer is like this: It is possible to qualify for this class by level fifteen, and thus complete the class's progression before the epic levels if one takes a prodigious amount of prestige classes (specifically, they would have to take the following class levels: nine-level Arcane Spellcasting Class 3/Nine-Level Divine Spellcasting Class 3/ Nine Level Psionic Manifesting Class 3/Mystic Theurge 2/Ceremancer 2/Sacred Brain(See Above) 2), indeed, this is what I had in mind when I designed the class. (Incidentally, if you are going to use this Prestige Class in your campaign, I would reccomend using the fractional Base Attack Bonus, and Base Save Bonus progression Rules from "Unearthed Arcana" or you're going to wind up with a character with a ridiculously high willpower saving throw, and a ridiculously low everything else).
-Do you think that this class might be a bit overpowered??

If you actually think that this prestige class is underpowered, you can make the following Changes:
-Add Search, Spot, Listen, and Speak Language to the list of class skills
Add the Following abilities
-Bonus Feat: at first level, a supernaturalist gains a bonus Psionic, Metapsionic, Metamagic, Magical or Psionic Item Creation, Spelltouched, Divine, or Wild feat, OR any of the following feats: Magical Aptitude, Autonomous, Spell Focus, Skill focus(Spellcraft, Psicraft Use Magic Device, or Use Psionic Device), Practiced Spellcaster, or Spell Penetration
-Conversion: A supernaturalist can convert spell slots and power points into power points and spell slots for other classes. The decision to make these conversions must be made when spells and power points are regained. At first level there is a loss of three spell levels each time that this is done (So a 4th level spell slot, yields one power point, or a first level spell slot in another class, and 9 power points yields a first level spell (and 7 power points yields a level 0 spell)). At third level this decreases to a loss of only two spell levels (So a 4th level spell slot, yields three power points, or a second level spell slot in another class, and 9 power points yields a second level spell (and 5 power points yields a level 0 spell) et cetera). At 4th level spell slots or power points from any class, can be converted to spell slots or power points for a class which casts its spells or manifests its powers spontaneously at any time, not just when spells and power points are regained. and at 5th level the loss of spell level for conversion is reduced to only one.
-To make it even MORE powerful make the additional changes below:
-Add appraise to the list of class skills
Add the following special ability:
-Supreme Spell Versitility: This works like the spell versitility abilities of the "Geomancer" prestige class (From "The Complete Divine"), except that the character can also mix in manifesting parameters from their psionic classes. 'Supreme Spell Versitility 0' is gained at level 1, 'Supreme Spell Versitility 1' is gained at level 2, and 'Supreme Spell Versitility 2' is gained at level 4. (If you want to make it even more powerful, you can advance Supreme Spell Versitility again at level 5, or advance it at all levels). Every time the Supreme Spell Versitility ability advances, it also advances any regular Spell Versitility ability that the character has by one level.
ManTimeForgot

05-23-04, 01:32 AM
Supernaturalist isn't worth a damn. It requires 21 levels to meet the pre-requisites. That and the fact that it would only be of any value to an epic level caster means that your class is firmly entrenched in the already insanely ridiculous epic rules. So a 7 wiz/ 7 cleric/ 7 psion/ 13 supernaturalist would be absolutely ridiculous, and would only get even more ridiculous when the individual in question started taking automatic quicken to quicken all their spells and powers. But even assuming you made it something one could take at pre-epic the class would still be barney because the caster/manifester level would always be bad and the spells/powers known would suck.

Thank You all and have a nice day.
Signed,
The Man Time Forgot
Adrez Nesnsid

05-23-04, 01:46 AM
Originally posted by ManTimeForgot
Supernaturalist isn't worth a damn. It requires 21 levels to meet the pre-requisites. That and the fact that it would only be of any value to an epic level caster means that your class is firmly entrenched in the already insanely ridiculous epic rules. So a 7 wiz/ 7 cleric/ 7 psion/ 13 supernaturalist would be absolutely ridiculous, and would only get even more ridiculous when the individual in question started taking automatic quicken to quicken all their spells and powers. But even assuming you made it something one could take at pre-epic the class would still be barney because the caster/manifester level would always be bad and the spells/powers known would suck.

Thank You all and have a nice day.
Signed,
The Man Time Forgot

I think that you should re-read the prestige class, taking note of the notes at the bottom, particularly this one:

Originally Posted By Adrez nesnsid

-You may be asking yourself "Why did he include base attack bonus and saving throw progressions for what is 'obviously an epic prestige class' (judging by the prerequisites)?" and the answer is like this: It is possible to qualify for this class by level fifteen, and thus complete the class's progression before the epic levels if one takes a prodigious amount of prestige classes (specifically, they would have to take the following class levels: nine-level Arcane Spellcasting Class 3/Nine-Level Divine Spellcasting Class 3/ Nine Level Psionic Manifesting Class 3/Mystic Theurge 2/Ceremancer 2/Sacred Brain(See Above) 2), indeed, this is what I had in mind when I designed the class. (Incidentally, if you are going to use this Prestige Class in your campaign, I would reccomend using the fractional Base Attack Bonus, and Base Save Bonus progression Rules from "Unearthed Arcana" or you're going to wind up with a character with a ridiculously high willpower saving throw, and a ridiculously low everything else).


You can qualify for the PrC by level fifteen.
ManTimeForgot

05-23-04, 02:35 AM
So you actually think a 15th level character with 7th level caster/manifester level, even in all three disciplines, is somehow potent? And by 20th level you seriously think a person who has a 12 caster/manifester level is somehow a force to be reckoned with? A straight caster with limited wish ignores your class entirely.

Your class has absolutely 0 purpose before epic levels, and after a sufficient amount of levels at epic it becomes godlike or nearly so because it gains access to epic level casting in all three disciplines making it probably the single most powerful being in the universe.

Thank You all and have a nice day.
Signed,
The Man Time Forgot
kriztoph

05-23-04, 06:04 AM
While not exactly a new prestige class, just a revision of one. When I first bought the XPH and saw the Metamind I thought it was one of the worst prestige classes that I have ever seen. So I decided to rework it with the thought in mind that metaminds pretty much sacrafice new powers for more power points. Please tell me what you think.

New And Improved Metamind

Hit Die: d4

Requirements
Skills: Knowledge (psionics) 8 ranks, Psicraft 4 ranks
Feats: Psicrystal Affinity, Psionic Talent
Psionics: Manifester Level 4th

Class Skills
Autohypnosis, Concentration, Craft, Knowledge (psionics), Psicraft, Use Psionic Device

Level BAB F/R/W Special Powers Known
1st +0 0/0/2 P.T. See Below
2nd +1 0/0/3 P.T./C.P. 5pp
3rd +1 1/1/3 P.T.
4th +2 1/1/4 P.T./C.P. 7pp
5th +2 1/1/4 P.T.
6th +3 2/2/5 P.T./C.P. 9pp
7th +3 2/2/5 P.T.
8th +4 3/3/6 P.T./C.P. 11pp
9th +4 3/3/6 P.T.
10th +5 3/3/7 P.T./C.P. 13pp

Class Features
Weapons and Armor Proficiency: None gained

Powers Known: At each level a Metamind gains new power points and ability to use power points as if he had gained a level in his previous manifester class. He does not gain new powers as usual though. A metamind only gains a single new power at every even-numbered level. He may choose this power from the any level of power that he could choose from if he was progressing normally. For example: a 5th level psion/2nd level metamind would have 46 base power points(not including points from Psionic Talent), able to normally spend up to 7 power points on a single power, and have 12 known powers, at a maximum level of 4th.

Psionic Talent (P.T.): At each level a metamind receives the psionic talent feat

Cognizence Psicrystal (C.P.) (Ex): At second level a metamind masters the trick of storing excess power points in a psicrystal. The psicrystal is now treated as a cognizence crystal (see page 167) capable of storing 5 power points, in addition to its psicrystal abilities. At every even-numbered level, a metamind becomes able to store an additional 2 power points in his psicrystal.
Adrez Nesnsid

05-23-04, 09:59 AM
Originally posted by ManTimeForgot
So you actually think a 15th level character with 7th level caster/manifester level, even in all three disciplines, is somehow potent? And by 20th level you seriously think a person who has a 12 caster/manifester level is somehow a force to be reckoned with? A straight caster with limited wish ignores your class entirely.

Your class has absolutely 0 purpose before epic levels, and after a sufficient amount of levels at epic it becomes godlike or nearly so because it gains access to epic level casting in all three disciplines making it probably the single most powerful being in the universe.

Thank You all and have a nice day.
Signed,
The Man Time Forgot

I've added some notes on how to make it more powerful. Go back to the bottom of the I first presented the class to see them.


P.S. (Oh, and, by the way, as it is only a five level prestige class, it doesn't have an epic progression, so it doesn't become godlike near the epic levels (and its spellcasting advances would actually fall behind Mystic Theurge, Ceremancer, Sacred Brain, et cetera, after fifth level anyway))
ManTimeForgot

05-23-04, 04:18 PM
Interesting changes, but I don't think you are addressing the fundamental problem here. Your supernaturalist has an ass load of versatility and none of which is really of any use. I admit the synergy bonuses are nice and might actually have some marginal utility, but unfortunately your class is still relegated to the overlooked bin.

Just look at your versatility. At 20th level (the pinnacle of casting) your class has 6th level powers and spells as their highest power/spell level known. It has a level 12 caster/manifester level which means it is almost as bad as the half-caster classes when it comes to getting dispelled, and is going to have a lot less higher level slots/ lot less power points than a 20th level straight caster. You've got even more versatility in your resistance power gained. But at 19th level do you REALLY think 15 spell/power resistance is all that useful? The resistance might as well not even exist at that point. Bonus level 1 spell/power at 20th level? Yeah I'm sure this makes up for not having wish...

So without an epic progression this means your class really is overlookable in the entirety.

Thank You all and have a nice day.
Signed,
The Man Time Forgot
Psi-Druid

05-31-04, 01:37 AM
What are you think about this class? Is it over/underpowered?

Psi-Druid
----------

Psionic druids are new "wave" of druids. They can use metals if needed, don't focus on shapechaning, and, due to their grace and comely looking forms, sometimes called beauty-touched. They can be perfect at diplomacy, but not very often focus on it.

Psionic druids, like their magical counterparts, have companions, but they are constructs, not animals. Construct companion is an intelligent creature with its own free will, formed from energy of the psi-druid's mind, and is most close friend to her. Unlike magical druids psi-druids cannot change their companions, its only one and forever, and even death cannot break this link.

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 also 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).

----------
Alignment: non-lawful neutral (neutral good, neutral evil, true neutral, chaotic neutral)

Special: doesn't worship any deity.

Hit Die: d8.

Class Skills

The psi-druid's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (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.

Base attack bonus: as a Psion
Good saves: Fortitude, Will (as a Druid)

Level B. A. B. F/R/W Special PP/Day Powers Known Max. Power Level Known
1 +0 +2/+0/+2 Construct companion, Wild Empathy 2 3 1st
2 +1 +3/+0/+3 Trackless Step 6 5 1st
3 +1 +3/+1/+3 Touch of Beauty +2 11 7 2nd
4 +2 +4/+1/+4 Track 20 10 2nd
5 +2 +4/+1/+4 Empathy (25 ft.) 25 11 3rd
6 +3 +5/+2/+5 Body Equilibrium 35 13 3rd
7 +3 +5/+2/+5 Empathy (30 ft.) 42 14 4th
8 +4 +6/+2/+6 Unearthly Grace 56 16 4th
9 +4 +6/+3/+6 Timeless Body, Touch of Beauty +3, Empathy (35 ft.) 65 17 5th
10 +5 +7/+3/+7 ----- 83 19 5th
11 +5 +7/+3/+7 Empathy (40 ft.) 98 20 6th
12 +6/+1 +8/+4/+8 Nature's Child 113 21 6th
13 +6/+1 +8/+4/+8 Empathy (45 ft.) 130 22 7th
14 +7/+2 +9/+4/+9 ----- 147 23 7th
15 +7/+2 +9/+5/+9 Touch of Beauty +4, Empathy (50 ft.) 166 24 8th
16 +8/+3 +10/+5/+10 ----- 185 25 8th
17 +8/+3 +10/+5/+10 Empathy (55 ft.) 213 27 9th
18 +9/+4 +11/+6/+11 ----- 244 28 9th
19 +9/+4 +11/+6/+11 Empathy (60 ft.) 265 29 9th
20 +10/+5 +12/+6/+12 Free Mind 286 30 9th

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, sickle, shuriken and katana. They are proficient with light armor but no shields. Psi-druids doesn't have prohibited armors or shield.

Power Points/Day: A psi-druid'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 Psi-Druid. In addition, she receives bonus power points per day if she has a high Wisdom 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 psi-druid begins play knowing three psionic powers of your choice. Each time she achieves a new level, she unlocks the knowledge of new powers.

Choose the powers known from the psi-druid power list. The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psi-druid to learn powers from the lists of other psionic classes. A psi-druid can manifest any power that has a power point cost equal to or lower than her manifester level.

The number of times a psi-druid can manifest powers in a day is limited only by her daily power points.

A psi-druid 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 psi-druid powers is 10 + the power's level + the psi-druid's Wisdom modifier.

Maximum Power Level Known: A psi-druid begins play with the ability to learn 1st-level powers. As she attains higher levels, a psi-druid may gain the ability to master more complex powers.

To learn or manifest a power, a psi-druid must have an Wisdom score of at least 10 + the power's level.

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.

Construct Companion (Ex): instead of normal druidic animal companion Psi-Druids use constructs, and they can use Heal skill on them as if they were living creatures. Psi-druid cannot release her companion from service. If companion is destroyed psi-druid can bring it back to existence after 24 uninterrupted hours of meditation. If psi-druid is dead construct companion immediately destroyed, nothing remains. After resurrection psi-druid can bring it back to existence as normal.

Wild Empathy (Ex): works like druidic Wild Empathy special ability.

Trackless Step (Ex): starting at 2nd level, a psi-druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Touch of Beauty (Ex): +2 to Charisma checks (and Charisma-based skill checks), and grants additional points to Unearthly Grace special ability. This bonus increased by additional +1 for every 6 levels after the 3-rd.

Track: at 4th level psi-druid recieve Track as a bonus feat.

Empathy (Su): this ability works like psionic power of the same name (range equals to 25 ft. + 5 ft./2 levels after 5th level, maximum 60 ft.), but it doesn't require concentration and it cannot be "turned off". Null psionics field, Mind Blank (psionic version only) can protect from this ability, but magical effects (even Anti-Magic field) are not. This is an exception to the psionics-magic transparency rule.

Body Equilibrium (Ex): psi-druid and her companion gain a continuous [Ex] ability, that functions like psionic power of the same name.

Unearthly Grace (Su): psi-druid adds her Charisma bonus (if any, plus additional points from Touch of Beauty special ability) as a bonus on all her saving throws, and as a deflection bonus to her Armor Class.

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.

Nature's Child (Ex): becomes immune to all poisons, transformation to undead, insanity and apopsi effects. Also she recieve +2 bonus on saving throws from death effects and can make them (to negate) even from effects that doesn't allow a save.

Free Mind (Ex): becomes immune to charm and compulsion effects.

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 loses her construct companion, but retains all the other benefits of the class. 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.

Psionic druid power list
----------
1-st level – Astral Construct, Bite of the Wolf, Call to Mind, Catfall, Charm (Psionic), Claws of the Beast, Conceal Thoughts, Control Flames, Control Light, Create Sound, Crystal Shard, Daze (Psionic), Deceleration, Demoralize, Detect Psionics, Empathy, Empty Mind, Energy Ray, Entangle (Psionic), Far Hand, Float, Grease (Psionic), Hammer, Inertial Armor, Know Direction and Location, Matter Agitation, Metaphysical Claw, Mind Thrust, Mindlink, Missive, My Light, Precognition (Defensive), Precognitionion (Offensive), Prescience (Offensive), Prevenom, Sense Link, Skate, Synesthete, Telempathic Projection, Vigor

2-nd level – Animal Affinity, Biofeedback, Brain Lock, Chameleon, Cloud Mind, Concussion Blast, Control Air, Control Sound, Detect Hostile Intent, Ego Whip, Elfsight, Energy Adaptation (Specified), Id Insinuation, Identify (Psionic), Inflict Pain, Knock (Psionic), Mental Disruption, Missive (Mass), 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, Darkvision (Psionic), Dismiss Ectoplasm, Dispel Psionics, Divination (Psionic), Empathic Transfer (Hostile), Energy Bolt, Energy Burst, Energy Retort, Eradicate Invisibility, False Sensory Input, Keen Edge (Psionic), Mental Barrier, Mind Trap, Psionic Blast, Share Pain (Forced), Solicit Psicrystal, Telekinetic Force, Telekinetic Thrust, Time Hop, Touchsight, Ubiquitous Vision

4-th level – Aura Sight, Claw of Energy, 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, Telekinetic Maneuver, Trace Teleport, Truevenom

5-th level – Adapt Body, Evade Burst, Catapsi, Death Urge, Incarnate, Leech Field, Major Creation, Mind Probe, Overland Flight (Psionic), Psionic, Plane Shift (Psionic), Power Resistance, Psionic Revivify, Psychic Crush, Restore Extremity, Shatter Mind Blank, Tower of Iron Will, True Seeing (Psionic)

6-th level – Aura Alteration, Banishment (Psionic), Breath of the Black Dragon, Cloud Mind (Mass), Contingency (Psionic), Co-opt Concentration, Disintegrate (Psionic), Remote View Trap, Restoration (Psionic), Retrieve, Suspend Life, Temporal Acceleration

7-th level – Control Weather (Psionic), Crisis of Life, Decerebrate, Energy Conversion, Energy Wave, Fiery Discorporation, Mind Blank (Personal), Moment of Prescience (Psionic), Nature's Power, Oak Body, Phase Door (Psionic), Ultrablast

8-th level – Iron Body (Psionic), Matter Manipulation, Mind Blank (Psionic), Psychoapotosis, Recall Death, Shadow Body, Teleport (Psionic Greater), True Metabolism

9-th level – Affinity Field, Chrono Touch, Etherealness (Psionic), Heartless Angel, Link Minds, Metamorphosis (Greater), Microcosm, Nature's Wrath, Psychic Chirurgery, Timeless Body

----------
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. Even if it has some protection (for example, immune to time-based effects) it supressed for a moment requred this power to work.
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.
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Augment:
* For every 2 additional power points you spend, this power's save DC increases by 1.

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Control Weather, psionic
psychokinesis
Level: psi-druid 7, kineticist 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: 15

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.
----------
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 increased by 10 ft.

In addition, for every 2 additional power points you spend this power's save DC increases by 1.
-----
Heartless Angel
Psychokinesis [Darkness]
-----
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 and Will Negates; see text
Power Resistance: Yes
Power Points: 17
------------------------------------
This power was named by its creator, gray elf Korethil, but the reason of such naming is unknown.

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, fall prone
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)

Furthermore, when you manifest this power, all extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. The banishment effect allows a Will save (at a -4 penalty) to negate.

Also this power dispels all holy, unholy and light effects withing area even non-magical onces (for example, it will extinguish a burning torch; holy water becomes normal water etc.).
-----
Nature's Power
Psychometabolism
-----
Level: Psi-Druid 7
Display: Visual
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 13
------------------------------------
You need to be strong to protect Nature. Using this power you gain following benefits:
* +4 to Strength and Dexterity
* Damage reduction 3/-
* Tremorsense 60 ft.
* your base attack bonus becomes equal to your character level (but number of attacks does not change)


----------
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 nature's 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, force, 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 (rain cannot deal force damage). 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.
* 3 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: every extraplanar creature has 20% chance (or 40% if it is an aberration or undead with extraplanar subtype) that it take 10d6 points of force damage and be banished to its home plane (no save and PR). Creatures so banished cannot return for at least 1 day/manifester level. Speed is reduced to 1/4.
This power do not harm natural vegetation, ground cover, and any creature in the area that you wish to exclude from damage.

Augment:
* for every 2 additional power points you spend, this power's save DC increases by 1 and chance of banishment is increased by 1%.

----------
Link Minds - in the "NEW Powers, Feats, Skills" topic
Psychoapotosis - in the "Mind's Eye Conversions" topic
Sever the Tie - in the "NEW Powers, Feats, Skills" topic


Construct Companion
----------
Construct companion usually looks like female creature of the same type as master, and cannot be recognized as construct without psionic or magical means.

Construct Traits: construct companion has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
-----
Class level Bonus HD Deflection Bonus to AC Str/Dex adj. Special
1-2 +0 +0 +0 Share powers, Telepathic Link
3-5 +2 +2 +1 Evasion
6-8 +4 +4 +2 Deflect Arrows
9-11 +6 +6 +3 Improved Natural Attack
12-14 +8 +8 +4
15-17 +10 +10 +5 Improved Evasion
18-20 +12 +12 +6

Class Level: the master's psi-druid level. The psi-druid's class levels stack with levels of any other classes that are entitled to an construct companion or animal companion for the purpose of determining the companion's abilities. She doesn't gain animal companion however.

Bonus HD: extra ten-sided (d10) Hit Dice. Remember that extra Hit Dice improve the companion's base attack and base save bonuses. A companion's base attack bonus = 3/4 companions's HD. Construct companion has good Reflex and Will saves (treat it as a character whose level equals the companions's HD). Companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice.

Deflection Bonus to AC: the number noted here is a deflection bonus to the companion's AC.

Str/Dex Adj.: add this value to the construct companion's Strength and Dexterity scores.

Share Powers (Su): at the psi-druid's option, she may have any power (but not any psi-like ability) she manifests upon herself also affect her construct companion. The construct companion must be within 5 feet of her at the time of manifesting to receive the benefit. If the power or effect has a duration other than instantaneous, it stops affecting the construct companion if the companion moves farther than 5 feet away and will not affect the construct again, even if it returns to the psi-druid before the duration expires.

Additionally, the psi-druid may manifest a power with a target of "You" on her construct companion (as a touch range power) instead of on herself. A psi-druid and her construct companion can share powers even if the powers normally do not affect creatures of the companion's type (construct).

Telepathic Link (Su): psi-druid has a telepathic link with her companion out to a distance of up to 1 mile. The psi-druid cannot see through the companion's senses, but the two of them can communicate telepathically as if the companion were the target of a mindlink power manifested by the psi-druid.

Because of the telepathic link between a companion and psi-druid, the psi-druid has the same connection to an item or place that the companion does. For instance, if his companion has seen a room, the psi-druid can teleport into that room as if she has seen it too.

Evasion (Ex): if construct companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Deflect Arrows: construct companion gains Deflect Arrows as a bonus feat.

Improved Natural Attack: construct companion gains the Improved Natural Attack feat.

Improved Evasion (Ex): when subjected to an attack that normally allows a Reflex saving throw for half damage, an construct companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Statistics
-----
Medium Construct (Psionic)
Hit Dice 1d10+10 (15 hp)
Initiative +5
Speed 30 ft., swim 30 ft.
Armor Class 16 (+1 Dex, +5 natural)
Base Attack Bonus +0
Attack unarmed strike 1d6
Space/Reach 5 ft./5 ft.
Special Attacks psi-like abilities
Special Qualities construct traits, darkvision 60 ft., low-light vision, spider climb, trackless step
Saves Fort +0, Ref +3, Will +2
Abilities Str 15, Dex 13, Con —, Int 14, Wis 10, Cha 14
Skills Heal +4, Listen +4, Spot +4, Tumble +5
Feats Improved Initiative, Improved Unarmed Strike (B)
Alignment as master

Construct companion has a +4 racial bonus on Heal checks, when using this skill on its master (not included in the statistics block).

Languages: construct companion can understand, read and write all languages known by its master.

Unarmed strike: treat construct companion's unarmed strike as bludgeoning psionic natural weapon.

Psi-like Abilities: at will - far hand, know direction and location, xenoscope. Manifester level = HD.

Spider Climb (Ex): this ability functions like Spider Climb spell, except that it's a [Ex] ability, that is always active.

Trackless Step (Ex): construct companion leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
----------
Feats
----------
Eternal Soul
epic
Prerequisite: Nature's Child class feature, Knowledge (nature) 30 ranks
Benefit: you becomes immune to all effects (both good and evil) that affect your soul, and any creature attempting to do so take 3d8 points of damage. You can be brought back to life only using powerful spells or powers (Reality Revision, Wish, Miracle, True Resurrection and the like), and even a deity cannot bring you back to life against your will.

Nature of the Beast
general
Prerequisites: Nature's Child class feature, Knowledge (nature) 15 ranks
Benefit: animals, magical beasts with intelligence score of less than 3 and mindless plant creatures refuse to attack you unless you make something harmful to them. Animal companions that have Devotion special ability still can attack you.
Also you recieve +2 bonus on Wild Empathy checks.

----------
changed: hit die, PP/day, power known
changed: construct companion
changed: powers, feats
changed: Body Equilibrium instead of Metamorphic Transfer
ZebRaderJedi

05-31-04, 10:13 AM
1st question: why are Psi-Druids proficient in "Katana and shuriken" ?

1st comment: I like that you took BAB down to psion level for a full manifester core class.

1st problem: Who would want to play a psion if this was available? d6, 2 good saves and all the bonus stuff gained over time.

Not sure right now about how to fix it, but some food for thought.

Cheers,
Zeb
Psi-Druid

06-02-04, 12:48 AM
1st question: why are Psi-Druids proficient in "Katana and shuriken" ?
i just think "why not?"

1st problem: Who would want to play a psion if this was available? d6, 2 good saves and all the bonus stuff gained over time.
WHat can I say... Who would want to play a wizard if druid is available? :) druids have d8, 2 good saves, full spellcaster level progression, special abilities, Wild Shape. I tried to compare this to a "normal" druid. But psions... compared to them this maybe too powerful. I'll think about some fixes. Maybe less power point and/or power known?
ZebRaderJedi

06-02-04, 06:53 AM
Originally posted by Psi-Druid
. I'll think about some fixes. Maybe less power point and/or power known?

I think that might do it. Wiz vs Druid have different spell lists, whereas Psion vs Psi-Druid are fairly similar lists.

So two suggestions:

1) Tone down # of powers known and power points
2) eliminate a few powers from the Psi-Druid list

Just IMO of course - whatever works in yer game best.

Cheers,
Zeb
Psi-Druid

06-04-04, 12:35 AM
How about this?
PP/Day: 2/6/11/20/25/35/42/56/65/83/98/113/130/147/166/185/213/244/265/286
Powers Known: 3/5/7/10/11/13/14/16/17/19/20/21/22/23/24/25/27/28/29/30

eliminate a few powers from the Psi-Druid list
I already removed some (for example, Bend Reality, Reality Revision), if I remove something then I need something to add.

If I make psi-druid's hit die d8 (like magical druid)... would it be too much?
ZebRaderJedi

06-04-04, 12:45 AM
Originally posted by Psi-Druid
How about this?
PP/Day: 2/6/11/20/25/35/42/56/65/83/98/113/130/147/166/185/213/244/265/286
Powers Known: 3/5/7/10/11/13/14/16/17/19/20/21/22/23/24/25/27/28/29/30


I already removed some (for example, Bend Reality, Reality Revision), if I remove something then I need something to add.

If I make psi-druid's hit die d8 (like magical druid)... would it be too much?

PP looks decent vs 343 for Psion / Wilder.

# of Powers I was thinking 28 (1/2 way btw PW and Psion), but 30 is probably close enough.

Druids & Clerics both have d8, so a psionic version makes sense to keep the same.

I know what I'd play if I were in your campaign. :smirk:

Zeb
Psi-Druid

06-04-04, 01:04 AM
# of Powers I was thinking 28 (1/2 way btw PW and Psion), but 30 is probably close enough.
I think 28 would be too small. PW doesn't have high level powers in his list. Now Psi-Druids have 5/5/3/3/3/2/2/2/5 powers.

I know what I'd play if I were in your campaign. :smirk:
always welcome :)
----------
Epic Psi-Druid
------------------------------------
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 a bonus feat every four levels higher than 20th (24th, 28th, and so on). Feats must be selected from epic psi-druid bonus feat list.

Construct Companion: The psi-druid's construct companion continues to increase in power. Every three levels higher than 20th the construct companion gains 2 bonus hit dice, +1 strength and dexterity.

Empathy: range of this special ability (part that detects emotions) doesn't increase after 20th level.

Touch of Beauty: bonuses continues to increase.

Epic Psi-Druid Bonus Feat List: Automatic Quicken Spell, Blinding Speed, Damage Reduction, Epic Expanded Knowledge, Epic Prowess, Epic Psionic Focus, Energy Resistance, Epic Skill Focus, Epic Speed, Epic Spellcasting, Fast Healing, Great Charisma, Great Dexterity, Great Wisdom, Improved Combat Casting, Improved Manifestation, Improved Metapsionics, Intensify Spell, Legendary Tracker, Penetrate Damage Reduction, Perfect Health, Permanent Emanation, Power Knowledge, Spell Stowaway, Spellcasting Harrier. Epic psi-druids learn "psionically flavored" versions of feats, as appropriate.
Thanatos_Deaths

06-07-04, 10:13 PM
I tried to post this earlier but WotC or my comp was messed up, so i lost the WHOLE THING right when i tried to post it anyways

I looked at the Mystic Thuerge, Cerebremancer, and the newly created Sacred Brain and I wasn't satisfied. So, you guessed it, i put the whole lot together. You can guess most of the rules, but i felt like typing it up anyways. Right now i'm working on a name.

Cerebral Theurge The amazing feat of combining the divine, the arcane, and psionics has done by the select few who call themselves Cerebral Theurges. They access the magical writings of the arcane, the religious might of the divine, and the mental pathways of the psionic. They take magical/psionic versatility to a level that no one else has seen.
The most common Cerebral Theurges are Cleric/Wizard/Psions. Sorcerer Cerebral Theurges are less common then wizards but not by much. Druid Cerebral Theurges are very uncommon and Wilders are almost unheard of. Other spellcasting/manifesting classes are too worthless to take levels in Cerebral Thuerge (i.e. Psychich Warrior, Bard).

Requirements: To qualify to become a Cerebral Theurge a character must fulfill the following criteria
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion or nature) 6 ranks, Knowledge (psionics) 6 ranks.
Spells/Powers: Be able to cast/manifest 2nd level divine spells, 2nd level arcane spells, and 2nd level powers.

Class Skills: The Cerebral Theurges class skills (and key abilities) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion or nature) (Int), Sense Motive (Wis), Spellcraft (Int), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier

Class Features: All of the following are features of the Cerebral Theurge
Weapon and Armor Proficiencies: Cerebral Theurges gain no proficiencies
Spells per Day/Powers Gained: When a Cerebral theurge level is gained the character gains new spells/powers/power points as if he had gained a level in any one arcane spellcasting class, divine casting class, and manifesting class.

Follow the Mystic Theurge table in the DMG for BAB, saves, and spells per day except add "+1 level of manifesting class" to the Spells per Day (I realize powers aren't spells)
fish_heads

06-08-04, 02:31 PM
Originally posted by Thanatos_Deaths
Class Skills: The Cerebral Theurges class skills (and key abilities) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion or nature) (Int), Sense Motive (Wis), Spellcraft (Int), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier
[/B]

Perhaps you should add Knowledge (Psionics)

so they gain in ONE class per level? interesting.
Malkavyyx

06-08-04, 04:01 PM
Here is my contribution. Though I add a small disclaimer that this is my first PrC build and while it is my second draft, there are several things I'm questionable about and would really like some feedback. So without further ado...

Traveler (please help me as I hate this name, currently)

These people are the ones who believe that life moves too slowly. They can never get to where they want to go quick enough. Travelers have honed their psionic talent to move at alarming speeds. Most often it is difficult to tell where a Traveler is or has been or worse, where he is headed. And quite honestly, there is very little distinction between the three. A Traveler is of course, the best messenger one could find, but their talents can be used in many, many ways. They are surprisingly good at getting into places they ought not to be. Even Elocator’s have a hard time keeping up with Traveler’s
Combat for a Traveler is nothing but a blur. Trying to catch one is nigh impossible and many who try just give up sooner or later.
Hit Die: D6

Requirements:
Base Attack Bonus: +4.
Skills: Tumble 3 ranks.
Feats: Quicken Power, Dodge, Mobility, Spring Attack, Speed of Thought.
Psionic Powers: Must have knowledge of the Burst and Hustle powers.

Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Jump (Str), Psicraft (Int), Swim (Str), Tumble (Dex)
Skill Points per Level: 2 + Int modifier

BAB: Medium (as cleric or rogue)
Saves: Bad Fort, Good Ref/Will

Class Features:
Weapon & Armor Proficiency: No new proficiencies
Power Points/Day: Travelers add to their power point pool the given number as per the table. They also gain bonus power points per day by their Wisdom score.

Level PP/day Max Level Base Move
1st +4pp 1st 60
2nd +4pp 2nd 60
3rd +4 2nd 60
4th +8 3rd 70
5th +8 4th 70
6th +8 4th 70
7th +12 5th 80
8th +12 6th 80
9th +12 6th 80
10th +16 7th 90


Powers Known: Travelers gain 1 bonus power per Traveler level. They choose from the list below.

Unhindered: Traveler’s ignore terrain penalties as long as they are wearing light or no armor. They lose this effect whenever they don medium or heavier armor.

Celerity: At first level, Traveler’s are able to go into a state of hyper acceleration which affords them a +4 dexterity bonus and provides them a continuous Hustle effect, once per day. Celerity may be activated as a move equivalent action and lasts for a number of rounds equal to 4 + the Traveler’s constitution modifier. After the duration expires, the Traveler becomes fatigued for the rest of the encounter and may not use his psychoportation powers while fatigued. The Traveler may opt to end Celerity before the duration is up. The number of times per day a Traveler may use Celerity is given on the table. At 8th level, the Traveler’s Celerity becomes more potent, giving him a +6 dexterity bonus as well as a +2 insight bonus to melee attack rolls. The duration also improves to 6 + Constitution modifier rounds. Celerity may be used once per day at first level and an additional time per day every other level (ie. 2/day at 3rd, 3/day at 5th, etc.). Celerity may not be used if a Traveler wears medium or heavy armor.

Evasion: The travler gains the evasion class feature at 2nd level which rises to improved evasion at 6th level.

Augmented Speed: At 2nd level, the Traveler may add this augmentation: +2pp for +10 feet of movement to any power that offers the Traveler increased movement or an alternative mode of movement. For example, when and if the Traveler opts to take the Fly power, he may improve its movement by 10 feet per 2pp he spends. Augmented speed may not be used if a Traveler wears medium or heavy armor.

Improved Quicken Power: At 4th level the cost of using Quicken power on psychoportation powers, decreases to +2pp.

Free Quicken Power: At 10th level, all of the Traveler’s prowess becomes apparent as he is able manifest his powers faster than any other psionic creature. In game terms, as long as the Traveler maintains psionic focus, he may use Quicken Power once per round even if he has already manifested a swift or immediate action. Psychoportation powers still cost an additional +2pp to manifest. All other require +6pp to manifest. For example, while John the Traveler is psionically focused he may manifest a swift manifesting time power AND a quickened power at +2pp (if it's psychoportation, otherwise, it's the original +6 pp.)

Traveler Power List:

1st: Astral Traveler, Catfall, Float, Skate, Dimension Swap (as PsyWar), Levitate, Wall-walker, Precognition (Defensive), Precognition (Offensive), Prescience (Offensive)
2nd: Astral Caravan, Dimension Slide, Time Hop, Animal Affinity, Prowess, Psionic Lion’s Charge
3rd: Dimension Door, Fly, Freedom of Movement
4th: Plane Shift, Teleport, Teleport Trigger
5th: Psychofeedback, Overland Flight, Temporal Acceleration
6th: Ethereal Jaunt, Phase Door
7th: Teleport (greater), Time Hop (mass)

And now for some specific ideas I wanted help with...
1) Is D6 the right HD, or maybe I should change it to D8
2) I based the duration of Celerity on Con because I consider a physically taxing ability. Thoughts?
3) I tried to keep all the non-psychoportation powers to simple buffing powers, nothing extensive, but as it stands the list is pretty small...currently, I'm thinking about adding psionic versions of Blur and Mirror Image, and possibly Blink or Displacement (granted, Displacement is Concealing Amorpha, but Displacement seems more in line with someone who "moves really fast")
4) PLEASE, PLEASE, PLEASE help me with a name!

Please let me know what you think all of ye Psionic Guru's and much thanx in advance!!

-Malkavyyx

p.s. If anyone is in or near Boulder, CO this summer and needs an extra RP'er. I'm in town for an internship and don't know a soul. Respond on the boards and I'll give my email or ph# or whatever.
Malkavyyx

06-08-04, 04:02 PM
Oops, I forgot, Traveler's get 1 additional power/level.
Malkavyyx

06-10-04, 05:32 PM
edit: cleaned up the wording a bit and added some possible powers to the power list.

Ideas, anyone?
Syllepsis

06-10-04, 08:19 PM
Tell me what you think of this and if i've missed anything i need to change for the XPH rules:

Impressionist


A lone figure walks into a less than fancy local tavern. Cloaked completely with a deep hood, it is impossible to determine any characteristics, other than it’s broad shoulders suggest a man. He walks up to the bartender and, in a monotonous voice seeming to have no source says “A bottle of your finest wine” as he opens a coin purse, not bothering to hide it’s contents.
The bartender starts to reach for his best, but decides to try and cheat the man by selling him his cheaper stuff. “The finest sir” he says pulling out a cheap local brewed wine “Three gold please.”
The mans hood raises slowly, revealing to pinpoints of light in his eyes. “I said your finest not your cheapest, sir, and if you try that again, your life is forfeit.
The bartender scowled and prepared to rebuke, but a calming wave of emotion washed over him, and instead just hands the man the wine. “No charge, sorry sir.”


Masters of detecting the emotions and thoughts of others without using their reserved, limited power points, Impressionists study the mind and the “impressions” it’s brainwaves leave behind. Surface thoughts and strong emotions are easy for them to read, but as they study further into the ways the mind works they learn how to probe the subconscious memories and thoughts of other people and themselves, as well as learn to change what their opponents think.
They can sometimes be found playing Judges or similar information/truth dealing characters in large towns, or be found traveling/adventuring, as they are the best way to explore the mind. While not combat oriented, they can use their powers to defend in a pinch, or to disguise themselves as they get-away.


Base Power Points/day (not including bonus points): 10+
Knowledge (psionics): 8 ranks
Sense Motive: 8 ranks
Powers: Know at least two powers of either Telepathy or Clairsentience
Feats:

Weapon/Armor Proficiency: None

Power points/ Powers Discovered: Follows psion progression

BAB Fort Ref Will Special Manifester
Level
0 0 0 2 Project/Detect Impression +1
1 0 1 3 Empathy, Lesser Connection +1
1 1 1 3 Sense Impressions, Detect Thoughts -
2 1 1 4 Impression Input, Blurred Thought +1
2 1 2 4 Aura Sight, Greater Connection +1
3 2 2 5 Extroversion, Introversion +1
4 3 2 6 Insanity, Impression Surge -
4 3 3 6 Hypercognition, Mind Blank +1
5 3 3 7 Soul Scry, Repair Mind +1



Project/Detect Impression: This ability provides a constant Telempathic Projection and Detect Psionics effect. Through feeling the auras of a psionic effect, the Impressionist has learned to feel the auras of powers and slightly alter the auras of another’s mind. The character may suppress/resume this ability as a free action and must have a reserve of at least 1 power point to use this ability.

Empathy: Because of the characters study of the mind she has learned to read the emotions in the brain waves of others, precisely like the Empathy power. The character must have a reserve of at least 3 points to use this ability.

Connection: Because of her study of the mind an Impressionist learns to do the following:
Lesser: As a free action you can cause an effect similar to Lesser Mind Link to any and/or every willing creature in range. The character must have a reserve of at least 5 power points.
Greater: In addition, you gain the ability to manifest Mind Link 2/day.

Sense Impressions: You may manifest Sensitivity to Psychic Impressions at will. The character must have a reserve of at least 5.

Detect Thoughts: The character has a permanent Detect Thoughts power on them that they can suppress/resume as a free action, as long as they have at least 5 reserve power points.

Impression Input: The character may manifest False Sensory Input 3/day

Blurred Thought: This provides a +2 on all saves vs. Mind influencing/Detecting effects and vs. Psionic combat attacks.

Aura Sight: The character gains a constant Aura Sight effect as long as they have a reserve of 6+ power points.

Sense Psionics: The character gains a constant Sense Psionics effect. The character must have a reserve of at least 7 power points to use this effect.

Mind Probe: The character may manifest Mind Probe 3/day.

Extroversion: +2 on all Cha based checks (skills, saves, etc)
Introversion: +2 on all will saves

Insanity: 1/day the character may cause the worst memories of a subject flood their mind, basically manifesting the power Insanity.

Hypercognition: The character may use the Hypercognition power 3/day.

Mind Blank: As long as the character has a power point reserve of at least 10 points, she gains the benefit of a Mind Blank power manifested on her, except it only protects from mind influencing (such as charm) and information gathering (such as detect thoughts), but not against Scry or Remote Viewing effects.

Impression Surge: Similar to the power Ultra Blast, except with a 30 ft radius and only targets you select are effected. 2/day

Soul Scry: Manifest the Metafaculty power without paying an XP cost. 1/week

Repair Mind: The character may manifest the Repair Damage aspect of Psychic Chirurgery 1/day.



***NOTE: has anyone else read about the Erudite in Dragon magazine # 319. It's amazing!!***
De Batavier

06-11-04, 06:37 AM
Soulbow

Hit Die: d8
Skill point and skill list = Soulknife

Requirements:
Skills: concentration 8 ranks
Weapon proficiency: must be proficient with one of the following bows: longbow (including composite) or shortbow (including composite)
Ability: Shape Mind blade
Special: Must killed a foe using only ranged attacks, using throw mind blade

The Soulbow

level BAB Fort Ref Will Special Abilities known
1st +0 +0 +2 +2 Mind Bow, +1 level existing class
2nd +1 +0 +3 +3 mind arrows(1), psionic shot -
3rd +2 +1 +3 +3 mind bow containment +1 level existing class
4th +3 +1 +4 +4 mind arrows(2) -
5th +3 +1 +4 +4 greater psionic shot +1 level existing class
6th +4 +2 +5 +5 mind arrows(3) -
7th +5 +2 +5 +5 fell shot +1 level existing class
8th +6/+1 +2 +6 +6 mind arrows(4), arrow to the soul-
9th +6/+1 +3 +6 +6 return shot +1 level existing class
10th +7/+2 +3 +7 +7 mind arrows(5), hail of arrows -

Abilities known: levels in Soulbow count as levels in Soulknife for the following abilities: psychic strike, +x mind blade, mind blade enhancement +x (where x stands for the appropiate bonus for the level gained).
Mind Bow (su): the Soulbow can choose to create a bow instead of a blade. This bow acts the same as a mind blade and gains all benefits the mind blade gains. Where appropiate it bestows enhancements on ammunition fired with it. Weapon focus (mind blade) also counts for the mind bow. The bow created can fire normal arrows and mind arrows
Mind arrows (su): by expanding focus the Soulbow creates arrows, 1 at level 2, 2 at level 4 etc. These arrows are considered, for all relevant purposes, to be extra mind blades. They however deal 1d6 damage and don't gain the bonusses that a normal mind blade gains. Bonusses ammunition gains from being fired by a Mind Bow are also added to mind arrows. The Soulbow can fire these arrows in the same round he created them or keep them for later. However a Soulbow can’t fire more mind arrows than he has Soulbow levels, not even when other abilities, feats, spells, would allow him more attacks.
Psionic shot: The soulbow gains this feat even if he doesn’t meet the prerequisites.
Mind bow containment (su): The Soulbow can psionically focus his Mind Bow as fast as he himself can gain his focus (normaly a full-round action). This focus can be expanded when ever the Soulbow wants. If for any reason the Mind Bow disappears and the Soulbow has the create a new one, this new bow will be focussed if the disappeared bow was also focussed.
Greater psionic shot: The Soulbow gains this feat even if he doesn’t meet the prerequisites.
Fell shot: The Soulbow gains this feat even if he doesn’t meet the prerequisites
Arrow to the soul (su): This ability works the same as the Soulknifes knife to the soul ability
Return shot: The Soulbow gains this feat even if he doesn’t meet the prerequisites.
Hail of arrows: In a special full-round action the Soulbow can fire all his mind arrows for a maximum of ten. The Soulbow must expand focus for using this ability

Edit: added a damage die to the mind arrow. Slowed the mind arrow progression. Made the text say the same on this progression
Svenry

06-15-04, 12:51 PM
This isn't a prestige class or even a finished idea, but I think it holds merit. I hope someone takes on the task to flesh this out.

Conduit (Class)
This class specializes in one specific power, Energy Ray. At first level they gain the ability to cast this power as a psilike ability, manifester level equivalent to levels of conduit (If I remember correctly, when you cast a psilike you automatically augment it to manifester level. If I don't remember correctly the class should do it automatically). At early levels the Conduit can only manifest the psilike ability three times per day. As levels are gained the number of castings increase as well, until, at likely between 16th and 20th, it becomes at will. Also, as the character gains levels, it gains new augmentations to the power, expanding its utility. Such augmentations could include an arch attack (autohit), multiple targets, new energy types, explossive radius, distance, effective power level increase (important if going against GoI), etc. As added bonuses, at certain levels you can cause certain augmentation costs to drop (ex. multiple targets augmentation cost 3->2 at 9th level, and 2->1 at 18th).

The strength of the class is this power, but it's weakeness lies in only having this one power. The character end of this class needs to be fleshed out, so to allow for versatility to make up for its lack there of in its main ability.

Flavor plays a large part into what type of character this class would be. Should it be fighter like, Roguish, or caster? Due to its limitation, I think it should likely be rogue like, skilled and not bad in combat but not good either. What sort of personality does conducting the elements grant someone? Should they have a favored element? If they did, would they get a bonus to that one element, when it was used?

I think this is a good base for a class. I hope someone can make a good class out of it.
The Vorpal Tribble

06-16-04, 08:06 PM
I'm using this for a campaign setting I'm writing up and being new to 3.5, was curious if anyone saw this as being unbalanced. Any suggestions or comments welcome.


Night Terror

Night Terrors are telepaths whom develop a morbid fascination with the darker recesses of the psyche. They do not neccessarily begin as evil, but fear and the macabre have an allure for them, normally bringing them to evil as they become hardened to the most horrible inner relevations. A night terror embraces this side of themselves and wishes to explore that of others, bringing their inner fears and phobias to the surface. Whether they are evil or not, thet are always dare devils or adrenaline junkies, exhilirated by danger, near death experiences and the sense of power and fear this grants them.
Wilders are most likely to become night terrors, though psychic warriors also are pulled to this class, using their enemies inner fears against them.
NPC night terrors are usually sadistic dictators, fierce warriors, or reckless adventurers, and usually lacking in conscience for what their acts bring.
Hit Die: d6


Requirements
To qualify to become a Night Terror, a character must follow all the following criteria:

Alignment: Any chaotic
Skills: Intimidate +8 ranks
Feat: Unconditional Power
Psionics: Able to manifest 1st-level powers
Special: A night terror must have had at least one near death experience.


Class Skills
The night terror's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level:
4+ Cha modifier

Powers Known:

Cold Sweat (Su):
At first level a Night Terror starts to release a psychic disturbance that triggers the fight or flight reaction in the mind, causing an unexplainable fear compulsion within a 10 foot radius of themselves that causes all within it to be shaken. This is not a controllable effect and cannot be turned off and on or only effect certain people.

Fearlessness (Su):
At first level a Night Terror also is not easily overcome by fear. They are immune to being shaken and other fear producing effects. In fact, fear seems to energize them.

Aversion (Su):
At second level a Night Terror adds Aversion (if he doesn't already know it) to his list of abilities. Once per day, he can manifest Aversion at a reduced power point cost. The cost of Aversion is reduced by the Night Terror's level, to a minimum of one point.

Utter Fearlessness (Su):
At third level a Night Terror's fascination with fear allows them a +4 to attack rolls, saving throws, skill checks and ability checks while any kind of fear effect is upon them.
While in any merely dangerous or frightening situation they gain a +2 to these checks.

Death Urge (Su):
At fourth level a Night Terror can strike a chord within a victim's inner most self that causes such immense fear that they will try to kill themselves to stop as if under the Death Urge compulsion. If they can find no way to end their life they collapse into catatonia for 1d6 rounds. The urge disipates as they come to.

Horrifying Presence (Su):
At 5th level a Night Terror gains the frightful presense ability which effects any within a 30 ft. radius. The ability can be turned on or off at will, causing everyone chosen by the Night Terror within that radius to panic.

Form of Doom (Su):
At sixth level a Night Terror adds Form of Doom (if he doesn't already know it) to his list of abilities. Once per day, he can manifest this power at a reduced power cost. The cost of Form of Doom is reduced by the Night Terror's level, to a minimum of one point.

Scared to Death (Su):
At seventh level a Night Terror draws up from a subject's mind the most horrifying inner fear that they possess, known or unknown. This produces a fear induced heart attack that kills instantly the subject if it fails its saving throw if it has 11 hit dice or less.

Summon Pthisic (Su):
At ninth level a Night Terror can produce 1d4 pthisics from the random minds of those around him, which will do his bidding, even if it means its death.

Phobia Master (Su):
At twelth level a Night Terror becomes a Phobia Master, and if not even of an evil alignment before, becomes so now. It has melded with its own inner darkness and cruelty. A phobia master can cause panic within a 100 foot radius of itself, and even a Caller in Darkness will cower before him. Those that cower will do anything the Master commands, out of abject fear. He can also call forth a cloud of dense fog with a range of 200 ft. The fear from all within manifests, from their most hidden fears to their pettiest ones all at once, attacking the mind that produced it. Those with 18 hit dice or less that fail their saving throw die of fright. The fear of each subject within the cloud is fed upon by the Phobia Master, allowing him to add a temporary half point to his Strength or Constitution for each one affected.
Guan

06-18-04, 12:49 AM
Was looking for something that gave psion class abilities while still having some sort of martial kick. Comment and suggestions to improve / balance would be appreciated. My thanks in advance. -Guan.

Battle Mind

Blurring the lines between Psion and combatant is the Battle Mind. The Psychic Warrior and War Mind have their unique powers and the Soul Knife delivers her attacks with a psionically charged weapon, but only the Battle Mind can freely utilize her psion powers while standing toe to toe with vicious monsters and front line fighters.

Requirements:
* Feats: Improved toughness
* Skills: Concentration: 8 ranks, Knowledge Psionics: 8 ranks
* Powers: Ability to manifest 2nd level powers as a Psion
* BAB: +3

Class Benefits:
* Hit Die: d6
* BAB: medium (as Cleric)
* Saves: Unique*
* Skill Points: 2 + Int. bonus/level
* Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft(Any), Ride, Knowledge (Any), Profession(Any), Psicraft, Jump, Tumble

Abilities by Level:
Lev BAB F/R/W Manifester Level Special ___
1 +0 +1/+1/+1 +1 Psion Level Mind over body
2 +1 +2/+2/+2 +1 Psion Level Nimble Mind
3 +2 +2/+2/+2 +1 Psion Level --
4 +3 +3/+3/+3 +1 Psion Level Thought Leap
5 +3 +3/+3/+3 +1 Psion Level --
6 +4 +4/+4/+4 +1 Psion Level Power Surge
7 +5 +4/+4/+4 +1 Psion Level --
8 +6 +5/+5/+5 +1 Psion Level Combat Meditation
9 +6 +5/+5/+5 +1 Psion Level --
10 +7 +6/+6/+6 +1 Psion Level Overwhelming Surge




Class features:

•Weapon and Armor Proficiency: Battle minds are proficient with all simple and martial weapons and with light and medium armor.

• Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. All usual restrictions apply per standard.

• Mind over Body: At first level the Battle mind learns how to bolster her body with metal energy. She effectively gains the feat “Psionic Body”, even if she does not meet all the prerequisites. If she already has this feat, she may instead gain any other feat as standard to a Psion’s bonus feats.

• Nimble Mind: At second level the character is able to gain a mental insight into her defenses, effectively gaining the feat, “Psionic Dodge”, even if she does not meet all the normal prerequisites.

• Thought Leap: At forth level the battle mind is able to augment her leaping prowess with her mental abilities. She effectively gains the feat, “Mental Leap”, even if she does not meet all the normal prerequisites.

•Power Surge: At sixth level the Battle Mind can more easily subject her will upon other creatures. She effectively gains the feat, “Power Penetration.” If she already has this feat, she gains the feat, “Greater Power Penetration.”

• Combat Meditation: At eighth level the Battle Mind gains the ability to more easily enhance her meditation abilities while being threatened. She effectively gains the feat, “Psionic Meditation”, even if she does not meet the normal prerequisites.

•Overwhelming Surge: At tenth level the Battle Mind’s ability to subvert her mind onto others is enhanced even further. She effectively gains the feat, “Greater Power Penetration”, if she already has this feat, she may instead gain any other feat as standard to a Psion’s bonus feats.




Feat Explanations
Psionic Body: Gain +2 hp for each psionic feat you have or gain in the future.
Psionic Dodge: +1 Dodge bonus to AC. Must be psionically focused.
Mental Leap: +10 bonus on Jump checks. Expends your psionic focus.
Power Penetration: +4 bonus to defeat power resistance.
Psionic Meditation: Become psionically focused as a move action.
Greater Power Penetration: +8 bonus to defeat power resistance.
Zack2216

06-20-04, 04:55 AM
Dragoon (Prc)

Prereq's: +3 bab; Jump 8, Knowledge (psionics) 2, Knowledge (weaponry) 2; Psionics: must have a power point reserve of atleast 1; Feats: weapon focus (great spear), speed of thought, mental leap
Special: must have been taught by another dragoon

d8 hd; BAB progression (poor, as per wizard)
Good save: ref; poor saves: fort, will

lvl--Secial
1- Dragoon's leap, +1 strength
2- Dragoon's dive, +1 strength, manifester level +1
3- Dragoons grace, +1 strength, manifester level +1
4- Power Dive, +1 strength
5- Weapon Specialization (great spear), +1 str, +1 man. level
6- Meteor strike, +1 str, +1 manifester level
7- Powerful charge, +1 str
8- Shockwave, +1 str, +1 man. level
9- Greater weapon specialization (great spear), +1 str, +1 man. lvl
10- Dragoon strike, +1 str

Class skills: Bluff, fraft, diplomacy, jump, knowledge (weaponry), ride, spot

Skill points per level: 2+ int. mod.

Class Features:
no weapon or armor proficiencies gained

All strength increases are cumulative, and stack.

Manifester level increases are applied to any applicable manifesting classes. however, you don't get the bonus feats, save, skills, etc. as if you had leveled in the class. Your manifester level, powers known, and power point reserve are the only items effected. (you know the jazz)

Dragoon's leap (ex): at first level, when a dragoon expends his psionic focus to use mental leap, in addition to +10 to your jump check, you may multiply the resulting total by x2. This is, instead, the new result. Also, only half of the movement made in this way counts against you total movement for the round.

At 4th, the multiplier increases to x3, and only 1/3 of the movement made in this way counts against your total movement for the round.

At 7th, the multiplier increases to x4, and only 1/4 of the movement made in this way counts against your total movement for the round.

At 10th, the multiplier increases to x5, and only 1/5 of the movement made in this way counts against your total movement for the round.

Dragoon's Dive (ex): at 2nd level, as part of a charge, when you expend your psionic fucus to use mental leap (and thus, Dragoon's leap), you may make a diving charge attack at an oponent. Make the jump check as normal and determine your vertical leap heigth(you are jumping vertically, and have to to gain the benefits). Once you have determined your vertical distance, you can move up to 1/5 of that in the original direction of the charge, with a minimum of 5 ft. The resulting fall, however, counts normally against your movement for the round. You may resolve the charge as normal, but can only attack the square where you would otherwise land. If you are larger than med., you can attack one of the squares you will occupy.
You gain a +1 bonus on the attack roll or attacks made at the end of the charge (if you can make multiple attacks at the end of a charge) per 10 ft. of vertical movement made with the jump check, and only gets this bonus on attacks made with a wielded great spear.
Such a charge attack made, involving vertical movement through a jump check, resolves, attacking the 5 ft. square, not a single target. All those within that square are effected. You are not effected, but you might take fall damage without the proper checks or protection.
Because you resolve the attack in your oponents space, you incure attacks of oppurtunity normally. However, with spring attack you may move away from the oponent without incurring attacks of opurtunity, granted that you have movement left.

Dragoon's Grace (psi): At 3rd level and higher, the dragoon is constantly under the effects of catfall, it's manifester level equal to the character's class levels in dragoon. The power is augmented to it's maximum as per it's manifester level.

Power dive (ex): When you attack after a charge involving a vertical leap, you land on your oponent. In addition to the normal attack, you may make an overrun attack, but the opponent cannot choose to avoid you. You get a +1 bonus to this check for every 10 ft. of vertical fall made before the attack. If you knock down the opponent, you can make an additional slam attack, dealing the indicated damage +1 1/2 times your strength bonus (rounded down). This attack is at the usual +4 bonus against prone oponents.
If you attack an oponent in midair, the oponent must make a concentration check, 10+ damage dealt to remain in the air. If he makes the check, he stays in the air. If he fails, you may make a bull rush check. If you win, you and the oponent land in the same square, or occupy atleast one of each others squares, your oponent is prone, and you get an additional slam attack as above. If he wins the check, he falls, but you don't get an additional slam attack.

Size + Power dive Slam attack damage
fine: 1d2
diminutive: 1d3
tiny: 1d4
small: 1d6
medium: 1d8
large: 2d6
huge: 3d6
gargantuan: 4d6
colossal: 6d6

At 5th level, the character gains weapon specialization (great spear)

Meteor Strike (ex): At the end of a charge involving a vertical leap, your attack effects a 10' by 10' square space instead of a 5' by 5' space. However, you still must land in atleast one of the attacked squares.

Powerful Charge (ex): as per the feat detailed in the miniatures handbook. However, if you already have the feat, you are treated as one size larger when determining bonus damage to the charge.

Shockwave (SU):When resolving a charge involving a vertical leap, you may psionically increase your density, so that when you strike, you create an extensive shockwave. The shockwave extends in a 5 ft. radius per class level in dragoon from the square(s) attacked. You may make a single bull rush check. All oponents within that radis make an opposed roll and compare. If they lose, they are nocked prone. If they win, they are unafected. You get a +1 to this check for every 5 points of damage dealt to a single oponent.

At 9th level, the character gains improved weapon specialization (great spear)

Dragoon's strike (Psi): for 3 pp, you may double the damage of an attack made during a charge. This applies to one attack. If the attack effects more than one square, as per meteor strike and such, then all those effected take the double damage. If you have the ability to make multiple attacks with a charge, you must pay 3 pp for each attack, before the attack roll is made, for that attack to be affected.


After having a chance to let a player play with this, I would probably move the abilities around, and an option would be, instead of multiplying their jump check, just increase the jump by say, +10 per dragoon level, and increase the character's base speed by 5 ft. per level. This would eventually result in a +120 to the characters jump check. While not as impressive as the x5, it does garuntee minimum 30 ft. vertical jumps on a charge, and all of the bonuses for doing the vertical leap.

Tell me what you think. I made the class psionic in nature becuase the psionic feats just made sense as prerequisites. Besides, a non psywarr would be able to do it, like a fight or something, but they would benefit from the manifester level increases. I completely understand it's overpoweredness, but I liked some of the stuff I saw in the draconomicon.
Azric

06-20-04, 06:43 PM
I think that may be one of the most overpowered PRCs I've ever seen. +10 to strength? Who wouldn't want to take that (assuming they were a fighting character) That alone is probably more than a PRC should get. It's like taking a character out of FF Tactics, beefing it up a lot and then putting it in a D&D game....I know you acknowledged that it's overpowered, but still, wow....
Guan

06-21-04, 12:24 AM
Any balance issues on mine? I'd appreciate any input. Thanks.

-Guan
The Vorpal Tribble

06-21-04, 12:34 AM
I've written up a psionic alchemist for my campaign but I think it still needs balanced a bit, hows it look? (Assuming that sense got no criticism that my Night Terror wasn't a complete flummox).

Psionic Alchemist

A psionic alchemist is one who is fascinated with mutating or changing one state of being to another. Adding to this, taking away from that, twisting a bit here... and they have something new. The changes made with the mind are permanent once done, and are not dispellable.
A psionic alchemist can also brew potions that have the same properties as any psychokenetic, metacreativitist, or psychometabolic ability 1 level below their manifester level.
Psions are the only class that have the control, patience and mental stability to learn this class. Humans, elves, and thri-kreen are the most likely to take this class.
NPC psionic alchemists are usually herbalists and healers, or druids and rangers with psionic tendencies.
Hit Dice: d4


Requirements
To qualify to become a Psionic Alchemist, a character must follow all the following criteria:

Wisdom: 13
Skills: Concentration and Craft +8 ranks
Feat: Brew Potion
Psionics: Able to manifest 3rd-level powers


Powers Known:

Note: All of these are touch abilities.

Lesser Non-Living Transmutation:
At third level a psionic alchemist can only make minor permanent changes to the basic structure of a non-living object. Rock into mud, mud into rock, liquid into vapor, vapor into liquid, paper into wood, wood into paper, sand into glass, glass into sand, etc.

Lesser Living Transmutation:
At fourth level a psionic alchemist can make minor permanent changes to a living subject. Allow it to grow extra digits or other small portions of the body, such as eyes, ears, toes, fingers, tongues, nostrils, navels etc. She can also cause claws and fangs to grow, or extra hair It can also take away any of these parts completely from a creature that possesses them normally. They can also make skin, fang or tooth produce minor acids or toxins, adding 2d6 points of damage to a natural attack.

Size Change:
At fifth level a psionic alchemist can cause another to grow or become smaller as the Expansion and Compression abilities, except it only effects others and the change is permanent.

Major Non-living Transmutation:
At sixth level a psionic alchemist can make major permanent changes to the basic structure of any unorganic structure. Lead into gold, iron into silver. She can also cause an object to become strengthened and harder by 1 point, or weaker and softer by 4 points.

Metamorph Other:
At seventh level a psionic alchemist can cause others to temporarily metamorph like the ability Metamorphosis, though can add any unique changes she wishes to the structure.

Flesh and form:
At eighth level a psionic alchemist can convert inorganic to organic and vice versa, but only to creatures of Large or smaller. A wooden chair becomes living wood, a statue of a lion can become the real thing. However, a castle cannot be made alive or anything else with a size above Large.

All creatures brought to life this way have an intelligence and wisdom of 1 unless they were giving plant life which result in a score of 0. Pure metal or stone becomes a creature of the original shape, but with metalic or stony carapace, scales or shell, a simple orifice for breathing and eating, another for elimination, and blindsight. Unless handfed these creatures normally die within 1d20 days.

If the creatures are made plant-organic, they merely grow roots and a unique form of leaf and can live indefinetely.

Assimilate:
At ninth level a Psionic Alchemist adds Assimilate (if she doesn't already know it) to her list of abilities. Once per day, she can manifest Assimilate at a reduced power point cost. The cost of Assimilate is reduced by the Psionic alchemist's level, to a minimum of one point.
Suldarr'essalar

06-23-04, 09:25 AM
I've written a psinic PrC for my campaign, but I don't have the story, and even a name for it. to be honest I've got only this:

hd: d4

Requirements:
skills: psicraft 8 ranks, knowledge (psionics) 8 ranks
feats: skill focus (Psicraft), imprint stone
powers: A character must know 3 powers each from a different discipline, one of which must be at least a 3 level power.


Class skills: All skills from previous psionic class+ all skills from psion (specialist, which you are choosing, see below) list.
Skills per level: 4+int mod

level__BAB__Fort__Ref__Will__Special
1_____+0___+0___+0___+2___Second discipline(1)
2_____+1___+0___+0___+3___first discipline(+1)
3_____+1___+1___+1___+3___Second discipline(2)
4_____+2___+1___+1___+4___
5_____+2___+1___+1___+4___Second discipline(3)
6_____+3___+2___+2___+5___first discipline(+1)
7_____+3___+2___+2___+5___Second discipline(4)
8_____+4___+2___+2___+6___
9_____+4___+3___+3___+6___Second discipline(5)
10____+5___+3___+3___+7___first discipline(+1)

Weapon and Armor Proficiency: This PrC doesn't give any prficiencies.
Powers: This PrC effective manifester level is increased by one for each level of the prestige class. At every even numbered level, character gains additional power points as if he gained a level in whatever manifesting class he belonged to before she added this PrC. At each level of this PrC the character gains access to powers as if he gained a level in whatever manifesting class he belonged to before she added this PrC (exept for discipline power level, see below)

second discipline: You may choose a second psionic discipline (or if you didn't have, now you can choose one). You gain access to the new discipline power list up to the level shown in brakets (eg. if you choose metacreativity, you gain Shaper's skill list, and shaper power list)
first discipline: Your knowledge of higher level powers of your primary discipline (if you have one) increases by one at 2, 6,
and 10th level.

I thought about a class, that would give access to another specialist power list (since you cant accually take some powers, that you normaly could in 3.0).
What do you think?
Psi-Druid

06-28-04, 01:03 AM
i don't like idea of losing manifester levels, so I made that they lose 9 power points per level, but I don't know would it be enough.

Guardian of Nature
----------

Only slaves worship, and only fanatics smite.
We'll protect Nature using power of our own minds.

Hit Die: d8

Requirements
----------
Alignment: non-lawful neutral
Manifesting: manifester level 21, ability to manifest 9-level powers
Skills: Knowledge (nature) 11 ranks, Survival 11 ranks
Feats: Track
Special: doesn't worship any deity
----------
Level Special Manifesting
1 Innate power (Psionic Scent), Swift Tracker +1 manifester level
2 Innate power (Adapt Body), Innate power (Body Equilibrium) +1 manifester level
3 Nature's Voice +1 manifester level
4 Speed of the Storm, Undetectable +1 manifester level
5 Deep Sight, Ultravision +1 manifester level
6 Disease Immunity +1 manifester level
7 Absorb Energy +1 manifester level
8 Innate power (Freedom of Movement), Wings +1 manifester level
9 Guardian of Nature +1 manifester level

Class Skills
----------
Class Skills: Concentration (Con), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Sense Motive (Wis), Spot (Wis) and Survival (Wis).
Skill Points at Each Additional Level: 4 + Int modifier.

Class features
----------
Weapon and Armor Proficiency: you gain no proficiency with any weapons, armor, or shields.
Powers and manifesting: you doesn't learn new powers with levels of this class. Also with each level of this class you permanently lose 9 power points.
Automatic language: Druidic (now you are considered a druid, but you doesn't have prohibited weapons, armors or shields).

Innate power (Ex): these abilities functions like psionic powers, except that they are [Ex] effects that is always active.

Swift Tracker (Ex): you can move at your normal speed while following tracks without taking the normal -5 penalty. You takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Nature's Voice (Su): you can speak with animals and plants as if under effect of Speak with Animals and Speak with Plants spells.

Speed of the Storm (Su): your speed (all movement modes) increases by 30 ft. This bonus apply only when you wear light or no armor.

Undetectable (Su): you becomes immune to scrying effects.

Deep Sight (Su): as psionic true seeing, but you can see into and through solid matter within 30 feet as though it was transparent. Dense materials limit your vision; you can see through up to 3 feet of stone, 1 foot of common metal, or 1 inch of heavy metals like gold, lead, and platinum. You can dismiss and restart this ability as a free action.

Ultravision (Ex): you gain low-light vision and darkvision (120 ft.).

Disease Immunity (Ex): you gain immunity to all diseases.

Absorb Energy (Su): you automatically absorb first 5 points of magic/psionic fire, cold, acid, sonic, electricity and positive/negative energy damage (damage is decreased by 5 points). For every point of absorbed damage you gain 1 power point (you cannot gain power points that would cause you to exceed your normal daily maximum). This ability works before any other abilities, spells and powers. You can absorb power points from listed energy types even if you are immune to them.

Wings (Ex): you grow immaterial black-colored feathery wings, also your type changes to outsider (native). These wings immune to anything and allow you to fly at a speed 90 ft. (perfect maneuverability). You can hide and show them as a free action. Also you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can attack using wings (only one attack per round), it's touch attack. Damage: 2d10 (Strength modifier doesn't apply), critical: 19-20/x2, special abilities: Coup de Grace, Ghost Touch, Psychokinetic Burst. For the purpose of overcoming damage reduction treat wings as psionic slashing natural weapon. Apply your key ability modifier on attack rolls instead of Strength modifier.

Guardian of Nature:
* you gain following psi-like abilities: at will – Control Air, Control Flames, Telekinetic Force, Xenoscope; 1/day – Plane Shift (psionic), Restore Extremity.
* regardless of which class you gain a new level, you can treat Heal, Knowledge (the planes), Knowledge (nature) and Survival skills as class skills.

Ex-Guardian
A Guardian of Nature who turned from the nature's path, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all benefits of this class (except Innate power and Wings abilities). He cannot thereafter gain levels as a Guardian of Nature until she returns to the path.

Guardian of Nature doesn't need anything like Atonement spell to return.
Psi-Druid

07-01-04, 01:09 AM
I changed Animal Companion to Construct Companion in the psi-druid class, as somebody suggested (I don't remember, sorry). But I don't like name "Construct Companion", so if somebody has any ideas post them here.
Pennarin

07-01-04, 10:15 AM
Originally posted by Psi-Druid
I changed Animal Companion to Construct Companion in the psi-druid class, as somebody suggested (I don't remember, sorry). But I don't like name "Construct Companion", so if somebody has any ideas post them here.
Construct Companion= ectoplasm = ecto = ectopic = Ectopic* Companion

* Ectopic also means an abnormal location for a body part/organ occurring congenitally or as the result of injury, but what the heck!
Psi-Druid

07-07-04, 12:42 AM
... interesting idea, but I don't said that they are from ectoplasm. i think they are more like artificial humans in anime :)
Dr_Draco

07-17-04, 03:15 PM
Well, this PrC is created to bring the Soulknife PrC from 3.0 into 3.5 as a PrC for the Soulknife class. It has some variations to fit with the concept of adding powers into the mind-blade.

The Mindknife (a Soulknife PrC)
Requirements
Proficiencies: Must be proficient with the mind blade
BAB: +4
Skills: Concentration 8 ranks, Knowledge (Psionics) 8 ranks

Class Features
Hit Die: d10
BAB: As Cleric
Saves: Good Reflex and Will
PP/Day: As psychic warrior
Powers Known: 1/level (chosen from psion and kineticist power lists)
Max Power Level Known: (MK lvl/Pow lvl) 1-2/1st, 3-4/2nd, 5-6/3rd, 7-8/4th, 9-10/5th
Skills: As Soulknife.
Skill Points: As Soulknife.

Special Abilities
1 Psychic Strike +1d8
2 Imbed Power (1)
3 Hold Multiple Charges (2)
4 Imbed Power (2)
5 Psychic Strike +2d8
6 Imbed Power (3)
7 Imbed Augmented Power
8 Hold Multiple Charges (4), Imbed Power (4)
9 Psychic Strike +3d8
10 Imbed Power (5)

Weapon and Armor Proficiency: As soulknife.

Power Points/Day: A Mindknife can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items. If a Mindknife has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.

Powers Known: A Mindknife chooses his powers from the psion and kineticist power lists. At 1st level, a Mindknife knows one power of your choice. Each time he attains a new level, he learns 1 new power. A Mindknife can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a Mindknife can manifest per day is limited only by his daily power points.
A Mindknife simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against Mindknife powers is 10 + the power's level + the Mindknife's Wisdom modifier.

Maximum Power Level Known: A Mindknife gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Mindknife gains the ability to master more complex powers.
To learn or manifest a power, a Mindknife must have a Wisdom score of at least 10 + the power's level.

Psychic Strike (Su): This works exactly like the Soulknife's psychic strike. Also, a Mindknife's psychic strike damage stacks with psychic strike damage gained as a Soulknife.

Imbed Power (Sp): At 2nd level, a Mindknife may imbed a 1st-level power that he knows into his mind blade as a move action. The Mindknife must pay the power's cost to imbed it, and the power may not be augmented. The power automatically affects the next target the Mindknife successfully attacks with the mind blade, but allows a saving throw (DC based on the specific power). If the power does not allow a saving throw, then no saving throw allowed when used through the mind blade.
If the power is a ray or effects and area, the power only effects the target. The power then discharges, and the mind blade no longer has any power imbedded. A mind blade can only hold one power at a time.
At 4th level, a Mindknife may imbed a 2nd-level power and the saving throw DC increases by +1; at 6th level, he can imbed a 3rd-level power and the saving throw DC increases by +2; at 8th level, he can imbed a 4th-level power and the saving throw DC increases by +3; and at 10th level, he can imbed a 5th-level power and the saving throw DC increases by +4.
You cannot use your psychic strike ability if a power is imbedded in your mind blade.

Hold Multiple Charges (Sp): At 3rd level, a Mindknife's mind blade can hold two powers. A Mindknife can still only imbed one power at a time, however. Thus it would take two move actions to imbed two powers (one action for the first, and one for the second). When the powers discharge into a successfully attack target, the Mindknife may choose to either have one or both of the powers discharged into the target.
At 8th level, a Mindknife's mind blade can hold up to four powers.

Imbed Augmented Power (Sp): At 7th level, a Mindknife may augment the powers he imbeds into his mind blade. He must still pay the full power point cost (base + augmentation).
seric63

07-18-04, 08:26 PM
What the hit dice
Dr_Draco

07-18-04, 11:42 PM
Originally posted by seric63
What the hit dice Oops, can't believe I forgot to put in the HD. It's d10, like the Soulknife.
Ranevan

07-20-04, 09:30 PM
I was thinking about an anime I saw some time ago while I was sitting in the desert. Here's a PrC I think might fit a ninja type.

Poison taster
Prereqs: Improved unarmed strike, mind over body
BaB: +5
Skills: Autohypnosis - 5 ranks
Powers: must be able to manifest prevenom or truevenom
Special: Must consume poison at least once a day everyday for a week.

Hit Die: d8

Bab:3/4

Good save: Fort

Skills: Alchemy, Autohypnosis, Balance, Craft, Climb, Concentration, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Open Lock, Search, Spot, Slight of Hand, Tumble, Use Psionic device

Skill points: 4 + int mod

Manifester level and power points - You gain manifester levels and power points as if you gained a level of psychic warrior for every level you advance in this class, but no new powers.
Level / abilities
1 / Poison use (though really not necessary), Poisonous blood, Poison strike
2 / Poison immunity, quicken poison
3 / Sneak attack +1d6
4 / Poison touch, versatile poison
5 / Delay poison
6 / Sneak attack +2d6, Specialty poison
7 / Poison spit
8 / Fast acting poison, defy poison immunity
9 / Sneak attack +3d6
10 / Body of poison, Extend manifested poison

Poison use - You don't have a chance of poisoning yourself when poisoning a weapon or otherwise using poison.

Poison immunity - You are immune to the effects of poison, though you can ignore this immunity for up to one minute if you make an autohypnosis check against a DC of 15.

Poison strike - You can administer poison from the powers prevenom and truevenom via your unarmed strike without having a claw or bite attack

Quicken poison - You can manifest any of your venom powers quickly enough to take other actions during a round. Your poison powers count against your one quickened power per round if you choose to use them with this ability.

Poisonous blood - Anyone exposed to your blood is affected as if by the prevenom power. If you have any open wounds (have been struck by a non blunt weapon in the last 3 hours and haven't had the damage healed), you can poison a weapon as a move action.

Sneak attack - As the rogue ability, and stacks with it.

Poison Touch - You can administer a poison you manifest by touch, rather than having to strike your opponent with a melee strike

Versatile Poison - You can manifest your poison powers to deal damage to any one of the victim's 6 ability scores or directly to their hit points. Additionally you can manifest your poisons in varying stregnths. You can deal 2damage for 1 pp, d4s for 3pp, d6s for 5pp, d8s for 7pp, d10s for 9pp, d12s for 11pp, and d20s for 19pp. Any of those poisons deals secondary damage equal to the primary damage. You must still have a manifester level high enough to spend the listed amount of pp. As with your other venom powers you can manifest your poisons as swift actions. They count as your one quickened power per round.

Delay poison - You may have your poison's onset delay for up to one hour without expending any extra pp. If you expend an extra 3 power points you can delay the onset for up to 24 hours. Paying 3 power points delays all poisons delivered within one round.

Specialty poison - You can manifest a poison that instead of doing ability damage has certain special effects. These effects have cause no secondary damage and cannot be used with poisonous blood abilities. You may spit the poisons manifested by this ability up to 30 feet as per spit poison if you have that ability, but you do not get any other benefit of that ability with your specialty poisons. The special effects with their durations and pp cost to manifest them are as follows:
Nausea - 1d6 rounds - 5pp
Fearful hallucinations (shaken) - 1d6 rounds - 3pp
Fearful hallucinations (frightened) - 1d6 rounds - 9pp
Fearful hallucinations (panicked) - 1d6 rounds - 13pp
Slow - 1 minute - 5pp
Haste - 1 minute (takes 1 round before it takes effect, and causes 2 points of temporary con damage after haste is finished) - 7pp
Sleep 1 minute - 5 pp and target gets +4 bonus to save
Confusion - 1d4 rounds - 7pp
Fatal (victim takes 4 con damage per round until dead unless they get the poison "cured" somehow) - till victim is dead up to 10 rounds - 13 pp (cannot be used with extend manifested poison)
Blind - 1 minute - 5pp
Deafen - 1 minute - 5pp
Daze - 1minute - 1pp
Other effects may be worked out with your dm.

Poison spit - You can administer your manifested poison at a range of up to 30 feet. Use a ranged touch attack. Additionally, you may as a free action usable once per turn spit on your weapon to envenom it. The damage is as per prevenom, except now it also deals secondary damage equal to the primary damage. Anyone contacting any of your bodily fluids (sweat doesn't count) is subject to being poisoned and having to make saves.

Fast acting poison - Your manifested poisons may deal their secondary damage the round after the primary damage is dealt.

Defy poison immunity - the poisons you produce are so toxic that even creatures normally immune to poison may be affected by your toxins. You and your potential victim roll opposed character level/hit die checks. If you win, your poison deals half the damage that it normally would to a creature of that type. The only type of poison that can be used with this power to affect a creature who is immune to being poison because of their type (eg- construct or undead) is hit point damaging poison. They still get to make their appropriate saves to ignore the damage. Specialty poisons cannot make use of this ability.

Body of poison - Contact with your skin is enough to make people save against being poisoned or take 1d4 con damage (poison blood and poison spit both also now deal 1d4 con damage) except that your venom deals secondary damage equal to the primary damage. Anyone who spends an entire round in contact with you gets no save against the primary damage. You may choose to delay or fast act your poisons.

Extend manifested poison - Your poisons will last a round from your first successful unarmed/natural strike after being manifested and will apply to all attacks made within the round.

Any opinion on this class?
Psi-Druid

07-28-04, 12:24 AM
its PrC for Telepaths I hope you like it.

Enlightened One (maybe I need another name)
----------
Hit Die: d4.

Requirements
----------
To qualify to become a Enlightened One, a character must fulfill all the following criteria.
Alignment: any neutral.
Skills: Psicraft 8 ranks.
Feats: Psionic Endowment
Psionics: Manifester level 5th, must know mindlink power.
Special: doesn't worship any deity

Class Skills
----------
The Enlightened One's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Diplomacy (Cha), Concentration (Con), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Use Psionic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
----------
1st +0 +0 +0 +2
2nd +1 +0 +0 +3 Mindlink
3rd +1 +1 +1 +3
4th +2 +1 +1 +4 Attractive Mind
5th +2 +1 +1 +4
6th +3 +2 +2 +5 Telepathy 30 ft.
7th +3 +2 +2 +5 Timeless Body
8th +4 +2 +2 +6 Telepathy 40 ft.
9th +4 +3 +3 +6 Power of Knowledge
10th +5 +3 +3 +7 Overwhelming Burst, Telepathy 50 ft.

Class Features
----------
All the following are class features of the Enlightened One prestige class.
Weapon and Armor Proficiency: Enlightened One gain no proficiency with any weapon or armor.
Powers Known: At every level a Enlightened One gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Enlightened One to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a Enlightened One, she must decide to which class she adds the new level of Enlightened One for the purpose of determining power points per day, powers known, and manifester level.
Mindlink (Ps): Enlightened One can use Mindlink as a psi-like ability at will.
Attractive Mind: Enlightened One gain Attractive Mind as a bonus feat.
Telepathy (Su): Enlightened One can communicate telepathically with any creature that has Intelligence score within 30 ft. + 10 ft. per 2 levels after the 6th.
Timeless Body (Ex): after attaining 7th level, an Enlightened One 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 Enlightened One still dies of old age when her time is up.
Power of Knowledge (Su): Enlightened One can learn one psionic power from any willing creature 1/month. Enlightened One must touch creature in order to do so.
Overwhelming Burst (Su): Enlightened One can unleash overwhelming power that negates any protection from mind-affecting effects of all foes within 30 ft.-radius burst. If protection ability is permanent it automatically restored at the end of your next turn. This ability can be used 1/day + 1/day for every 10 levels after the 10th, and doesn't function against mindless creatures. Enlightened One can expend her focus to affect all foes within 60 ft.-radius burst.

Attractive Mind (psionic)
----------
Prerequisites: Psionic Endowment, Greater Psionic Endowment, Int 12, Wis 12, Cha 12

Benefit: you add +2 to the save DC and +4 on manifester level checks to overcome power resistance when you manifests Telepathy power.
ShadowRanger

07-28-04, 03:45 PM
Originally posted by The Vorpal Tribble
I'm using this for a campaign setting I'm writing up and being new to 3.5, was curious if anyone saw this as being unbalanced. Any suggestions or comments welcome.


Night Terror

Hit Die: d6


Requirements
To qualify to become a Night Terror, a character must follow all the following criteria:

Alignment: Any chaotic
Skills: Intimidate +8 ranks
Feat: Unconditional Power
Psionics: Able to manifest 1st-level powers
Special: A night terror must have had at least one near death experience.

Skill Points at Each Level:
4+ Cha modifier

Powers Known:

Cold Sweat (Su):
At first level a Night Terror starts to release a psychic disturbance that triggers the fight or flight reaction in the mind, causing an unexplainable fear compulsion within a 10 foot radius of themselves that causes all within it to be shaken. This is not a controllable effect and cannot be turned off and on or only effect certain people.

Snipped out a bit. One, why chaotic only? Second I think you need to clarify near death experience.
3rd Skill points should be +Int not +Cha
4th Powers known was left blank, do you get any levels to apply towards your manifester class?
5th You do not have any Save DC's for any of your abilities, you need to add them in (10+1/2class level+Cha mod or something similiar)
Otherwise an interesting class.
Dr_Draco

07-31-04, 12:29 AM
Here's a PrC I created for wilders. Basically, this class is for Wilders that have completely allowed their wild minds to get to them. They lose their tempers often, and rage like barbarians. This would be a neat PrC for Maenads that have shunned their people's discipline, giving into their more base emotions.

Rager

Hit Die: d8.

Requirements
To qualify to become an rager, a character must fulfill all the following criteria.
Abilities: Wild surge.
Psionics: Must be able to manifest 2nd-level psionic powers.
Skills: Psicraft 8 ranks, Survival 4 ranks

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

Skill Points at Each Level: 4 + Int modifier.
BAB: 1/1
Saves: Good Will

Level Special Powers Known
1st Wild Rage 1/day -
2nd Volatile Mind (1 power point) +1 level of existing manifesting class
3rd Raging Mind, Mind Deterioration +1 level of existing manifesting class
4th Suppress Enervation (5%) -
5th Wild Rage 2/day +1 level of existing manifesting class
6th Volatile Mind (2 power points) +1 level of existing manifesting class
7th Suppress Enervation (10%) -
8th Greater Wild Rage, Mind Deterioration +1 level of existing manifesting class
9th Wild Rage 3/day +1 level of existing manifesting class
10th Volatile Mind (3 power points), -
Suppress Enervation (15%)

Class Features
Weapon and Armor Proficiency: Ragers are proficient with all simple and martial weapons and with light and medium armor.

Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of rager to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became an rager, she must decide to which class she adds the new level of rager for the purpose of determining power points per day, powers known, and manifester level.

Wild Rage (Ex): As the barbarian's rage, ability. However, unlike the barbarian's rage, a rager can still manifest powers while raging. Additionally, a rager may use the wild surge and surging euphoria abilities is she has access to them.

Volatile Mind (Ex): As the wilder's volatile mind ability. A rager's volatile mind ability stacks with that of a wilder's volatile mind.

Raging Mind (Ex): At 3rd level, ragers gain the Iron Will feat for free.

Mind Deterioration: At 3rd and 8th level, a rager's Intelligence permanently decreases by 1 (to a minimum of 3).

Suppress Enervation (Ex): At 4th level, a rager's chance of suffering psychic enervation decreases by 5% while raging. At 7th level, the chance of psychic enervation decreases by 10%, and it decreases by 15% at 10th level.

Greater Wild Rage (Ex): As the barbarian's greater rage ability. A rager may still manifest powers and use his wild surge and surging euphoria abilities.
Psi-Druid

08-18-04, 12:44 AM
Since Metamorphic Transfer is now only 3/day I add Body Equilibrium ability to Psi-Druid (at 6th level) instead of Metamorphic Transfer bonus feat.
some changes to Empathy special ability.
Keku

08-21-04, 03:07 AM
This is my first posted class please no flames. This is a psionic equivilent of a barbarian, well, at least I used them as a frame.

The Psychic Rager is a rare sight indeed. They are those few who were born with the gift of psionics but were never able to control it quite like those who became psions or psychic warriors (etc).

Characteristics: Ragers tend to keep to themselves, but will group with others if they feel they can control themselves well enough. they utilize thier wild fury as a weapon instead of a curse as many others in a similar situation would see it. They improve thier fury strength and martial skill in a close ratio.

Alignment: The Rager's Alignment is a strange one. Usually True neutral, but a rager may choose good evil chaotic or lawful if he so pleases. A rager may seem chaotic by nature, but to control thier wild fits they must exact extreme restraint which makes them now seem lawful by nature.

Religion: Usually none, but a Psychic Rager may take to one diety or another in hopes to help control his rage. If a rager takes to following a diety he may be often found near the temple of that diety and may become a temple guard using his skills to ward off those who would raisea sword against the diety of his choice.

Background: A psychic rager almost never has a happy background. From purbety his psionic ability starts to manifest itself and he would get into many fights, often they can turn into the neighborhood bully, or the kid that wards off the neihgborhood bully. As they mature they learn to surpress their rage via meditation and may lead almost normal lives, unless of course they choose to become a Psychic Rager =)

Races: Any. The inborn gift of psionics ...yadda yadda yadda.

Other Classes: They get along best with wilders and barbarians, the two classes who share similar pains. Casters May find the Rager's wild actions almost intolerable, but like them for their ability to take the attention away from them ina fihgt. Fighter classes usually enjoy friendly competition with the Rager.

The Important stuff:
Alignment: any (usually TN)
HD d10
Skill: Same as Psychic Warrior's class skills except remove Knowledge psionics. A Psychic Rager has no formal training nor formal knowledge of thier abilities.
Skills at first level: (2+int mod)x4
Skill at every other level 2+ int mod.
Armor Proficiencies: Light and Medium
The Psychic Rager prefers to stay mobile and lets his abilities protect him.
Weapon Proficiencies: all Simple and Martial Weapons

MultiClassing: If the psychic rager takes a level in any other psionic class, then he can never take any further levels of psychic rager.

Level BAB F R W Special
1 1 0 0 2 Speed of Thought, Wild Talent, Psychic Fury 1/day, Wild Actions
2 2 0 0 3 Psychic Aura
3 3 1 1 3 PF 2/day
4 4 1 1 4 Energy Ray 1/day
5 5 1 1 4 Psionic Meditation
6 6/1 2 2 5 PF 3/day
7 7/2 2 2 5 ER 2/day
8 8/3 2 2 6 Improved Psychic Aura
9 9/4 3 3 6 PF 4/day
10 10/5 3 3 7 Bonus Feat
11 11/6/1 3 3 7 ER 3/day
12 12/7/2 4 4 8 PF 5/day
13 13/8/3 4 4 8 Controlled Fury
14 14/9/4 4 4 9 Bonus Feat
15 15/10/5 5 5 9 PF 6/day
16 16/11/6/1 5 5 10 ER 4/day
17 17/12/7/2 5 5 10 Greater Psychic Aura
18 18/13/8/3 6 6 11 PF 7/day, Bonus Feat
19 19/14/9/4 6 6 11 ER 5/day
20 20/15/10/5 6 6 12 PF 8/day, Bonus Feat

Speed of thought: The Psychic Rager gains "Speed of Thought" at first
level as a Bonus Feat, even if he does not qualify.

Wild Talent: The Psychic Rager gains "Wild Talent" at first level as
a Bonus Feat. (They should not be instead given the Hidden Talent Feat,
but that is, as always, up to the DM)

On the topic of Psicrystals: Psychic Rager levels count as Manifester
Levels ONLY for the purposes of obtaining and improving his PsiCrystal.
This Means a 1st level Psychic Rager can take the PsiCrystal Affinity
Feat, and at 3rd level he can take the PsiCrystal Containment Feat.
Psychic Ragers tend to obtain PsiCrystals in order to help them control
thier wild powers. The amplified fragment of personality helps them
remember who they are while they are in a fury.

Psychic Fury: To Activate this ability the Psychic Rager must expend his
Psionic Focus. As many times per day as permitted by level, the Psychic
Rager can let go of his mind and enter a frenzied state. This is similar
to the Barbarians Rage, but the Psychic Fury is empowered by the Ragers
natual psionic powers. While in a fury, the Rager gains +2 Strength,
+2 Dexterity, and +2HP/Rager Level. As a penalty for being in this state
the Rager recieves -2 on will checks and must make a concentration check
(DC 10+Rager Level) to attack the Intended Target. If the Rager fails
the Concentration check, they attack the nearest being to them. If there
is a tie between the nearest being, decide randomly. The only use of the
Concentration skill during a rage a Rager can use is to focus his attack.
In addition, while the Rager is in a Fury he cannot expend his psionic
focus (if he has one stored in a PsiCrystal) Regain Psionic Focus, use
any Metamagic/Meta-psionic feats, Item Creation Feats, or the Combat
Expertise feat. A Rager's Psychic Fury lasts 1 round/Rager level + Wisdom
Modifier. Activationg this ability is a swift action that may only be
activated on the Rager's turn. The Rager must "ride out" the fury unless
he makes a successful will save (DC 10+Rager Level) to end the Fury.
This ability improves at 7th 14th and 20th Levels. Each time it improves,
add +2 to both the strength and dexterity modifiers and 1hp/Rager level.

Wild Actions: Whenever the Psychic Rager is not Psionically Focused, he
has a 5% chance of Randomly Attacking. if He randomly Attacks, he may
make a will save (DC 10+rager Level) to stop attacking. If he stops the
attack, the next round he is limited to 1 standard action and may not
use the Full attack option. This is because he is still a bit shaken.

Psychic Aura: At second level the rager constantly emits a small aura of
Psychic energy. This Aura is detectable by the Detect Psionics Power;
however it is not visible. It provides the Rager with a +1 insight bonus
on all saving throws while Psionically Focused. In addition it always
grants a + 1 insight bonus to AC. This bonus to AC works if the Rager is
not focused, in a Fury, and Flat-Footed. The Aura is an extension of the
Rager's Mind

Energy Ray: At 4th Level the Rager can emit a ray of energy that spouts
forth from his Psychic Aura. To use this ability the Rager must expend his
focus. This is a psilike ability and functions as the Power Energy Ray,
manifested as if the Rager manifester level was 1/2 of his class level.
The Energy Type must always be Fire, Cold or Electric.

Psionic Meditation: At 5th Level the Psychic Rager gains the Psionic
Meditation feat for free, even if he does not qualify. (for Zuoken's sake
why would you NOT qualify? His Fury length is based upon wisdom and
concentration is MAJOR for this class)

Improved Psychic Aura: at 8th level the Psychic Rager's Aura strengthens.
It becomes slightly visible to the naked eye. It appears as the color of
your choice. (often a faded purple, red, or green) The bonus on saving
throws while focused increases to +2, and the AC bonus increases to +2
also. Finally, the Distortion of the Aura grants you concealment(20% miss
chance). You can still see out of the aura perfectly fine because the aura
is an extension of your raw psychic powers.

Bonus Feats: At 10th, 14th, 18th, and 20th Levels the Psychic Rager Gains
a bonus feat. The Rager msut choose from the list of Psychic Warrior Bonus
Feats.

Controlled Fury: at 13th Level the Psychic Rager may end his fury as a free
action, without a will check. Also he gains a +3 competence bonus to his
concentration checks to attack the right target. (this stack with any other
bonuses to concentration)

Greater Psychic Aura: at 17th level the Psychic Rager's Aura becomes even
stronger. The saves bonuses while focused increase to +3 and the AC bonus
increases to +3 as well. The Aura becomes thicker and clearly visible to all.
It now grants a 50% miss chance from concealment.
Dr_Draco

08-22-04, 06:23 PM
The Soul Striker focues on applying various abilities onto his mind blade to allow for him to overcome damage reduction.

This PrC is meant for Rogues and Soulknives, but I could see Psychic Rogues taking this PrC, even though they'd be losing out on manifester levels.

Soul Striker

Hit Die: d8.

Requirements
To qualify to become a soul striker, a character must fulfill all the following criteria.
Skills: Concentration 4 ranks, Knowledge (psionics) 4 ranks, Move Silently 8 ranks, Hide 8 ranks.
Feats: Dodge, Speed of Thought
Psionics: Must have a power point reserve of at least 1 power point.

Class Skills
The soul striker's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), and Tumble (Dex).

Skill Points at Each Level: 6 + Int modifier.


Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Mind Blade
2nd +1 +0 +3 +0 Sneak Attack +1d6, Mind Blade Poise
3rd +2 +1 +3 +1 Throw Mind Blade
4th +3 +1 +4 +1 Psionic Meditation
5th +3 +1 +4 +1 Sneak Attack +2d6, Shape Mind Blade
6th +4 +2 +5 +2 Energy Blade
7th +5 +2 +5 +2 Chameleon Blade, Swift Focus
8th +6 +2 +6 +2 Sneak Attack +3d6, Aligned Blade
9th +6 +3 +6 +3 Keen Blade
10th +7 +3 +7 +3 Soul Blade

Class Features
Weapon and Armor Proficiency: Soul strikers are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Mind Blade (Su): This is exactly like the soulknife ability with the same name. If the soul striker has levels in the soulknife class, his soul striker levels stack with his soulknife levels for the purpose of determining his mind blade's enhancement bonus.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every three levels (2nd, 5th, and 8th). If a soul striker gets a sneak attack bonus from another source the bonuses on damage stack.

Mind Blade Poise: At 2nd level, the soul striker gains the Weapon Finesse feat with his mind blade. At a -2 penalty, the soul striker may use Weapon Finesse even if his mind blade is shaped into a heavier form.

Throw Mind Blade (Ex): This is exactly like the soulknife ability of the same name. If the character already has this ability from a previous class, the range increment increases to 50 feet.

Psionic Meditation: At 4th level, the soul striker gains the Psionic Meditation feat, whether or not he meets the requirements.

Shape Mind Blade (Su): This is exactly like the soulknife ability of the same name. If the soul striker already has this ability from a previous class, he may now instead choose to shape his mind blade into bludgeoning weapons (a light mace instead of a short sword, a heavy mace instead of a longsword, and a heavy flail instead of a bastard sword).

Energy Blade (Su): At 6th level, choose one type of energy (fire, cold, electricity, or sonic). This decision is permanent and may not be changed. When creating his mind blade, a soul striker may expend his psionic focus to hold the chosen energy type. The energy does not deal extra damage, but instead the mind blade deals damage of the selected energy type. If the mind blade is currently holding an ability (an energy property, for example), he may not add an energy property to the blade.

Chameleon Blade (Su): At 7th level, when creating his mind blade, a soul striker may expend his psionic focus to have his mind blade blend in with environment for 1 round per soul striker level. When attacking, the soul striker gains a +2 competence bonus to his attack. He does not gain this bonus if a creature can see invisibility. If the mind blade is currently holding an ability (an energy property, for example), he may not add the chameleon blade property to his mind blade.

Swift Focus (Ex): A soul striker may raise his psionic focus as a swift action a number of times per day per every five soul striker levels.

Aligned Blade (Su): At 8th level, when creating his mind blade, a soul striker may expend his psionic focus to hold an alignment (chaos, evil, good, or law) for 1 round per soul striker level. This is used to overcome damage reduction. If the mind blade is currently holding an ability (an energy property, for example), he may not add an alignment to the blade. Additionally, the soul striker may not add an alignment opposed beyond one step of his own.

Keen Blade (Su): At 9th level, the soul striker's mind blade's critical threat range permanently doubles. This ability does not stack with the Improved Critical feat.

Soul Blade (Su): At 10th level, the soul striker's mind blade permanently gains the wounding weapon property.
Psi-Druid

09-02-04, 12:23 AM
Since I sometimes think that costruct companion of a psi-druid is a bit weak...
-----
Psi-Druid can improve her companion abilities. She can select 1 imrovement per every 5 manifester levels. Once selected they cannot be changed.

Unless otherwise noted these abilities can be selected multiple times. Bend Reality and Reality Revision also qualify instead of required psionic powers.

Aligned Strike (Su): choose one companion's alignment. Its unarmed attacks treated as weapons of selected alignment and bypass appropriate damage reduction. Requirement: manifester level 21.

Crystal Arms (Su): as a move action companion can transform its arms into crystal weapons (duration is unlimited). Crystal armes has a critical threat of 18-20 and deals slashing or piecing damage (damage itself remain unchanged), and still treated as unarmed strike. Companion cannot be disarmed, and crystal arms cannot be sundered. Requirement: manifester level 21.

Crystallizing Strike (Su): companion must delcare that it is using this ability before makeing attack roll (thus, a failed attack roll ruins the attempt). Crystallizing Strike forces a foe damaged by companion's unarmed strike to make a Fortitude saving throw (DC 10 + 1/2 companion's HD + companion's Charisma modifier), in addition to dealing damage normally. A defender who fails this saving throw is crystallized (as petrified, but turns into crystal). This ability can be used once per day. Requirement: manifester level 30.

Dexterous (Ex): companion gain +1 to Dexterity score.

Disarm Focus (Ex): companion gain +2 bonus on the opposed attack rolls made to disarm opponent (stack with Improved Disarm feat).

Greater Energy Strike (Su):Energy Strike damage doubles. Requirement: manifester level 21, companion must have Energy Strike ability.

Power Drain (Su): once per day if companion succefully saves agains spell or psionic power, it can transfer (as an immediate action) all power points spent by foe (or spell level slot x 2 − 1 power points for spells) on that power to its master. Also when master choose this ability companion gain +2 bonus on all saves agains spells and powers (permanently). This ability can be selected only once. Requirement: manifester level 17.

Damage Reduction (Su): companion gain damage reduction 3/silver and law. This ability can be selected only once. Requirement: manifester level 25, must know Bend Reality or Reality Revision power.

Energy Strike (Su): choose a type of energy (acid, cold, electricity, fire or sonic). As a move action companion can activate this ability, that provides additional 1d6 points of chosen energy damage when it strike (duration is unlimited). This ability can be selected only once. Requirement: manifester level 15.

Epic Strike (Su): companion's unarmed strike also treated as epic weapon for the purposes of damage reduction. Requirement: companion's HD 21.

Fast (Ex): companion's speed (one movement mode) increases by +10 ft.

Fast Healing (Ex): companion gain fast healing 2. This ability can be selected only once. Requirement: manifester level 25, must know Bend Reality or Reality Revision power.

Improved Attack (Ex): companion's unarmed strike damage improves as noted in the Improved Natural Attack feat. Requirement: manifester level 12.

Improved Weapon Focus (Ex): companion gain +1 bonus on attack rolls with unarmed strike. This bonus stack with Weapon Focus feat. Requirement: companion must have Weapon Focus feat.

Lesser Energy Resistance (Ex): choose a type of energy (acid, cold, electricity, fire or sonic). Companion gain resistance 5 to that type of energy, or companion's existing resistance to that type of energy increases by 5. Does not stack with energy resistance granted by psionic items or nonpermanent psionic effects. Requirement: manifester level 7, must know energy protection power (such as Energy Adaptation).

Muscle (Ex): companion gain +1 to Strength score.

Power Resistance (Ex): companion gain power resistance equals to master's HD + 5. This ability can be selected only once. Requirement: manifester level 30, must know Power Resistance power.

Sunder Focus (Ex): companion gain +2 bonus on the attack rolls made to attack an object held or carried by foe (stack with Improved Sunder feat).

Superior Weapon Focus (Ex): companion gain +2 bonus on attack rolls with unarmed strike. This bonus stack with Weapon Focus feat and Improved Weapon Focus ability. Requirement: manifester level 21, companion must have Weapon Focus feat.

Tremorsense (Ex): companion gain tremorsense ability with a range of 60 ft. Requirement: manifester level 21.

True Seeing (Su): companion gain continual ability as psionic true seeing power. Requirement: manifester level 9, must know psionic true seeing power.

Uncanny Dodge (Ex): companion gain uncanny dodge ability. Requirement: manifester level 25.
Kedrann

09-02-04, 05:01 AM
Hello,

I've been watching the forums for a while now, but this is my first post and try at a prestige class. So, what do you think of it ?

WARLINKER

Alone, the Warlinker is a capable warrior, more bent on fighting than the Psychic Warrior. But, in a team, he becomes something else entirely and the team follows him. Like Thrallherds, Warlinkers are most of the time in position of Leadership. But, where the Thrallherd dominates and send his minions to fight in his place, the Warlinker is usually in the thick of it, leading and supporting his people.

Hit Die : d8

REQUIREMENTS
Base Attack Bonus : +5
Skills : Knowledge (Warfare) 5 Ranks, Diplomacy 5 Ranks, Sense Motive 2 Ranks
Feats : Leadership, Combat Manifestation, Narrow Mind
Alignment : any non-chaotic. Discipline is essential to manage the data that runs through you.
Psionics : Ability to manifest 3rd-level powers.

CLASS SKILLS
Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge, Profession, Psicraft, Ride, Spot, Sense Motive.
Skill Points at each level : 4 + Int modifier

CLASS FEATURES

Lvl/BAB/Fort Save/Ref Save/Will Save/Special/Powers Known1/+1/+2/+0/+0/Mindlink, Battlemind I/+1 level of existing class
2/+2/+3/+0/+0/Leadership Bonus +1/-
3/+3/+3/+1/+1/Know your Enemy, Battlemind II/+1 level of existing class
4/+4/+4/+1/+1/Leadership Bonus +2/+1 level of existing class
5/+5/+4/+1/+1/Battlemind III/-
6/+6/+5/+2/+2/Leadership Bonus +3/+1 level of existing class
7/+7/+5/+2/+2/Battlemind IV/+1 level of existing class
8/+8/+6/+2/+2/Leadership Bonus +4/-
9/+9/+6/+3/+3/Battlemind V/+1 level of existing class
10/+10/+7/+3/+3/Leadership Bonus +5/+1 level of existing class

Weapon and Armor Proficiency: the Warlinker gain no proficiency with any weapon and Armor
Powers known: at each marked level, the Warlinker gains a manifester level in a class he belonged to before he added the prestige class.
Leadership Bonus: Warlinkers earn bonuses to their Leadership level. They are not cumulative.
Mindlink (Ex): knowing that good communications can grant victory, you add Mindlink to your list of known powers. This power is in addition of any power you normally know according to your manifester level. If you already know Mindlink, you can choose any other Telepathy power of 1st level instead.
Know your Enemy (Ex): the Warlinker adds Detect Hostile Intent to his list of known powers. This power is in addition of any power he normally knows according to his manifester level. If he already knows this power, he can choose any other Clairsentience power of up to 2nd level instead.
Battlemind (Su): All the battlemind powers can only be used with people the Warlinker has trained (not just fought alongside, he must teach them some tricks to be part of the team) for at least two days and can be activated only when the Warlinker has manifested Mindlink with them. The effects depend of the Battlemind level. Activation requires the expenditure of psionic focus and a standard action.
- Level 1: all participants know the exact localisation and health status of each other. This ability can be used once per warlinker level per day and lasts as long as the Mindlink.
- Level 2: all participants can use sense link at will on the others, just by maintaining concentration. This ability can be used once per 2 warlinker level per day and lasts as long as the Mindlink.
- Level 3: as a standard action, two participants (each must devote an action) can trade psionic power points on a 1 to 1 basis. They can never get over their maximum power points and the giver cannot trade more than his manifester level. This ability can be used once per 3 warlinker level per day and lasts as long as the Mindlink.
- Level 4: all participants are considered to touch each other in regard with the use of powers and spells with Touch Range. This also works in order to access powers of the other participants (see Manifest an Unknown Power from another’s Powers Known). This ability can be used once per 5 Warlinker level per day and lasts as long as the Mindlink.
- Level 5: all participants benefit from sense enhancement accorded to one of them. For example, if a participant uses True Seeing, all participants have it. This ability can be used once per day and lasts as long as the Mindlink. It does not affect the duration of sense enhancement effects. If a sense enhancement effect is dispelled on one of the participants, it is dispelled everywhere.
GRAOUH !!!

09-02-04, 05:57 AM
Please, I need to know what you think about this PrC :)

Double-Dealer
This prestige class has its origins in a mental hospital. The doctors were very bad men, fascinated by mental experiments (torture) and big headed children. Of course, some good people went to destroy (pacify) all of this. All the children were already totally mad, but another victim, a strong willed cat, survived. After killing all the mental hospital’s dogs (so loathsome creatures for her) the cat climbed at the top of a mountain where strong willed minds can come and study the art of mind split up (diplomacy required, remember to always call her Mistress Fishbane).
Hit Die: d4.

Requirements
To qualify to become a double-dealer, a character must fulfill all the following criteria.
Skills: Psicraft 8 ranks.
Feat: Psionic Meditation, Psionic Endowment, Greater Psionic Endowment.

Psionics: Able to manifest Schism, Personality Parasite and Mindlink as powers.

Class Skills
The double-dealer’s class skills are Autohypnosis (Wis), Concentration (Con), Craft (any) (Int), Knowledge (psionics), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Double-Dealer
Level BAB Fort Ref Will Special Powers Known
1st +0 +0 +0 +2 Exclusive Mind +1 level of existing manifesting class
2nd +1 +0 +0 +3 Improved Schism (-5 levels) +1 level of existing manifesting class
3rd +1 +1 +1 +3 Improved Schism (-4 levels) +1 level of existing manifesting class
4th +2 +1 +1 +4 Improved Schism (-3 levels) +1 level of existing manifesting class
5th +2 +1 +1 +4 Improved Schism (-2 levels) +1 level of existing manifesting class
6th +3 +2 +2 +5 Improved Schism (-1 level) +1 level of existing manifesting class
7th +3 +2 +2 +5 Improved Schism (equal ML) +1 level of existing manifesting class
8th +4 +2 +2 +6 Persistent Schism +1 level of existing manifesting class
9th +4 +3 +3 +6 Instant Schism +1 level of existing manifesting class
10th +5 +3 +3 +7 Double Refocusing +1 level of existing manifesting class


Class Features
All the following are class features of the soul splitter prestige class.
Weapon and Armor Proficiency: Double-dealers gain no proficiency with any weapon or armor.
Powers Known: At every level, a double-dealer gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of double-dealer to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a double-dealer, he must decide to which class he adds the new level of double-dealer for the purpose of determining power points per day, powers known, and manifester level.
Exclusive Mind : To become a double-dealer, no psychic anomaly is allowed. The character can’t gain or maintain the activity of a psicrystal. If the character has a psicrystal, it becomes inert. All feats tied to psicrystal Affinity are then replaced by Psionic Talent.
Improved Schism (Ex) : At 2nd level, when manifesting Schism, the manifester level of the second mind is five lower instead of six, four levels lower at 3rd level, three levels lower at 4th level, two levels lower at 5th level, one level lower at 6th level and no difference at 7th level.
Persistent Schism (Ps) : The Schism’s duration is 1 minute / level if the double-dealer remains focused. The effect ends immediately when he loses his psionic focus and doesn’t go back if the double-dealer refocuses before the end of this manifestation.
Instant Schism (Ps) : The Schism is manifested as a swift action if the double-dealer spend his psionic focus for it.
Double refocusing (Ex) : The second mind can refocus by using its action. Only one focus can be maintained at once, but the double-dealer can meditate to refocus with one of his two minds while holding (or meditate for) another focus with the other if he uses the two focus on a single power at the end of the meditation. If not expended with the first focus, the second is lost.


I needed it to be a true Telepath PrC with its Requirements and bonuses (not like Thrallherd, charisma based PrC that grants free telepathic power you already have as a Telepath). You need two E.K. (mindlink & Schism) if not telepath but it's two useful powers, so I think other psions that don't rely too much on metapsionic can be interested.
Do you think it's o.k. and balanced ?
(Are the descriptions clear ? ROFL)

Edit: Added Personality Parasite as prerequisite and removed "deep perception" ability after the suggestion from Ransu (I failed my save). Then the first level is not very attractive by itself. Personality Parasite is not in the top five 4th level powers but specialize even more the PrC in double mind.
Kainy

09-30-04, 10:38 PM
Malkavyyx : How about "Blur" for your PrC's name?
Equiv

10-01-04, 09:08 PM
I created this PRC after seeing the Astral Zealot in Mindscapes and being very disatisfied with its weak class abilities and attempt to be a Just Another Constructor PRC.

I also wanted to create psion that dealt in ectoplasm in a way that had nothing to do with Astral Constructs, and yet be.. disturbing, even to the PC that is taking it, and personal in a way that the AC aren't. And well, I haven't seen an ooze PRC yet.

I'm not sure what type (Supernatural, psionic) the abilities should be. Any advice would be appreciated.


ASTRALITE


Ectoplasm is an exotic residue left behind when the Astral Plane meets with the Prime Material. It is very malleable to psionic energies, able to take on a forms and colors only limited by the imagination of the sculptor. An entire psionic discipline has arisen based on the study of this material, but even these shapers rarely understand the entire nature of the ectoplasm they utilize. Or perhaps they know when some things are better left alone.

The Astralite is a blind student, groping forward with only the barest of clues, embracing these curious energies into himself with little thought on what price he may ultimately pay. Through constant bodily contact with ectoplasmic ooze, he begins to traverse a path into forgotten areas of metacreative study, forever changing himself in a way that even he can not fully understand--until it is far too late.

Hit Dice: d4
Requirements:
To Qualify as an Astralite, a character must meet the following criteria.

Skills: Craft (sculpting) 6 ranks, knowledge (planes) 4, knowledge (psionics) 4
Feats: Psionic Body
Psionics: able to manifest Entangling Ectoplasm
Special:
Class Skills

The Astralite's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Disable Device (Int), Disguise (Cha), Knowledge (any) (Int), Psicraft (Int), Sleight of Hand (Dex).

Skill Points: 4 + Int Mod

Class Features

All the following are class features of the Astralite prestige class.
Weapon and Armor Proficiency: Astralites gain no proficiency with any weapons or armor.
Powers Known: Except at 1st and 5th level, an Astralite gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class; however, he does not gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of Astralite to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became an Astralite, he must decide to which class he adds the new level of Astralite for the purpose of determining power points per day, powers known, and manifester level.

----------------------------------------------

Ectoplasmic Reticulum (Ps):
An Astralite's journey begins when he willing houses ectoplasmic residue inside his body. At first, this may seem like an ideal solution, and offers several benefits when manifesting metacreative powers. Ectoplasm evaporates very quickly when not stored or protected or actively sustained, but the Astralite begins experimenting with expanding this limitation. An Astralite gains 2 bonus power points after learning this ability.
An Astralite may also 'bleed' or 'sweat' off a small bit of ectoplasm from deep inside his body and craft it into a small shape. For all intents and purposes, he may manifest Psionic Minor Creation 1/day per level of Astralite. Every use of this power beyond the first on a given day inflicts 1d4 damage to the Astralite.


Astral Ectosuit (Ps):
The Astralite progresses by taking and storing more and more ectoplasmic material into his body; as this occurs, his mastery over the substance naturally becomes second-nature. An Astralite begins to 'feel' the ectoplasm in his veins as sort of a numbing coldness just under his skin, and is able to more fully manipulate it.
As a free action the Astralite may mentally stretch and sculpt this ectoplasm into a a suit of custom clothing that is indistinguishable from natural textures. The suit's color, cut, design and overall consistency varies at the whim of the wearer; however, unused portions of the suit lie just under the Astralite's skin, so no matter what appearance it may take, it keeps the Astralite as warm or cool as he desires, up to temperatures of -50 to 150 degrees F. In this way, it resembles a psychoactive skin (see XPH), and in fact allows multiple psychoactive skins to seamlessly blend and merge without loss of function.
If used for disguise, an Astralite may blend the ectoplasm into his hair and skin, changing hair color, eye color, as well as his apparent height or weight. Such uses of the suit give a +10 competence bonus to disguise checks.

Ectopic Health (Ps):
An Astralite's body begins to subtley adapt to the ectoplasm residing in his cells, supplementing bodily functions with ectoplasmic residue. Blood flow is staunched, the ectosuit begins to act as a protective subcutaneous shell, and metabolic processes are sped up or suppressed as necessary; an Astralite begins to gain psionic awareness of himself on a cellular level. The Astralite gains 2 bonus power points.
As long as he is Psionically Focused, an Astralite gains Fast Healing 1, DR 2/--, and only needs to eat and drink half as much as was previously necessary to sustain him. He also can survive on half the air he could previously, effectively allowing him to hold his breath twice as long.

Ectosqueeze (Ps):
The ectoplasmic residue contained within an Astralite begins to reach dangerous levels, and it is now impossible to ignore the changes that have begun deep inside an Astralite's body. The concentrated levels of ectoplasm within his cells begin to thicken, forming a latticework within his tissues and surrounding his bones, severely compromising his physical strength but lending him a unique flexibility. An Astralite suffers a permanent loss of 4 Strength points, but also gains a permanent 4 Dexterity and +10 HP (his Strength may not drop below 3 for this modification), and his body weight drops to 75% its original. As a consequence of this transformation, an Astralite may now squeeze through small spaces as if he were one size smaller. Items he is wearing or carrying may or may not fit through the opening, and may need to be left behind, depending on their shape.

Astral Ectosuit of Holding (Ps):
The disturbing changes, most notably the lack of strength, within an Astralite's anatomy lend themselves to curious work-arounds. The Astralite's ectoplasmic-reinforced body has such a concentration of astral material that it opens to a nondimensional space somewhere in the Astral plane; effectively his body becomes a minor bag of holding, with a maximum limit of 200 pounds, and 30 cubic feet of volume. Any small unattended object touching his skin or a shaped part of the ectosuit may be swallowed whole and hidden within this space, as well as creatures one-size smaller than the Astralite; however, there is only enough air for 10 minutes. Absorbing or retrieving an item is a move-equivalent action, possibly requiring a Sleight of Hand check against any observers. Creatures frisking or searching for hidden objects will never find objects stored in this manner.
If a Portable Hole is placed within an Astralite, it immediately opens a gate to the Astral Plane, sucking everything in a 20 foot radius inside. The Portable Hole is destroyed and the Astralite takes 20d4 damage, fort save for half. If the Astralite survives, he temporarily loses all class abilities for 1 week, and is considered purged of ectoplasm; he may renounce the PRC during this time, permanently losing the class abilities and gaining back the modified ability points at the end of the week. However, if he does not renounce it, his body will begin to refill with ectoplasm and he will gain full class abilities at the end of the week.

Aberrant Ectotopic Health (Ps):
The Astralite's latticework of ectoplasm has coagulated to such a degree that entire organ systems have been replaced with psuedoastral reproductions--the time spent reinforcing and regulating the biological systems has bent the ectoplasm into specific mind-forms, in many cases entirely replacing them with autonymous ectoplasmic copies. He gains 2 bonus power points.
As long as the Astralite is Psionically Focused, he gains Fast Healing 2, DR 2/--, no longer requires food or drink, and only needs to sleep 2 hours for complete rest (although he must remain inactive for 8 hours to regain power points for the day). His creature type changes to Aberration.

Improved Ectosqueeze (Ps):
The Astralite's body becomes even more malleable as his skeletal structure becomes mutable--he loses an additional -4 Strength points and gains +4 Dexterity (his Strength may not drop below 3 for his modification), +10 HP, and his body weight drops to 50% its original. He may treat himself as two sizes smaller for purposes of squeezing. His unarmed attacks are now treated as having a magical +1 enhancement bonus, and he may shape his hands to do piercing or slashing damage instead of bludgeoning. This does not change their normal damage dice.
If the Astralite is not flat-footed or denied a Dexterity bonus to his AC, and has no care about revealing his special anatomy, some special combat maneuvers are particularly difficult to pull off against him. An Astralite may use Dexterity instead of Strength on the opposed roll in Grapple checks and Bull Rushes, and gains the +4 bonus against Overrun for being exceptionally stable. The Astralite's body and appendages visibly become flexible and syrupy when grasped, making it very difficult to hold or push him.

Sticking Ectoplasm (Ps):
The Astralite may manifest a more powerful form of the Entangling Ectoplasm power. If he succeeds at a ranged attack roll against his target, the victim is immediately entangled for 1d4+1 rounds, suffering a total of -6 to Dexterity and -4 to all attack rolls.

Astral Ectosuit of Useful Things (Ps):
The Astralite gains intimate knowledge of his new form, and as a standard action may reach into himself 1/day per level of Astralite and create an item as per Psionic Major Creation. Such items are made entirely of ectoplasm, however, and will evaporate in 1 hour, leaving behind an inert gray dust. A Craft (Sculpture) check may be needed for exceptionally well-made or complicated items. Every use beyond the first use per day inflicts 2d4 damage on the Astralite.

Greater Astral Health (Ps):
An Astralite gains 2 bonus power points.
As long as the Astralite is Psionically Focused, he gains Fast Healing 3, DR 4/--, no longer requires food or drink, no longer requires sleep (although he must remain inactive for 8 hours to regain power points for the day), and no longer requires air to breathe.

Ghost Glimmer (Ps):
The Astralite gains a +5 feet reach from his stretching appendages, and his unarmed attacks gain a +3 enhancement bonus, may ignore armor, shield and enhancement bonuses to AC (however Dexterity, deflection, dodge, natural armor and other such bonuses from force effects still apply). He may also deal normal damage against incorporeal creatures, regardless of their incorporeal miss chance.

Astral Dispersion (Ex):
An Astralite can attempt to cheat death once a day as a swift action. The Astralite must make a Fortitude save (DC 25); if successful, the Astralite disperses in a burst of ooze and wispy smoke, as if composed of unstable ectoplasm. The Astralite becomes part of the fabric of the Astral Plane (generally invulnerable to location, detection, and harm) and may condense at a point randomly determined by the DM within 1 mile of the point of dispersion during the next next 12 hour period. When he condenses, he has 1 hitpoint and 1 power point. If he does not condense during this time period, he is forever destroyed, unable to be raised or resurrected short of a Wish or equivalent power. This ability may be used even if the Astralite would die due to negative hit points, after damage is dealt. Anything the Astralite was carrying or holding in his ectosuit makes the journey with him, up to his ectosuit's carrying capacity..

Sentient Ooze (Ex):
The Astralite finally becomes entirely amorphous, turning into an Ooze. He benefits from immunity to poison, sleep, paralysis, stunning, mind-influencing effects (including charms, compulsions, phantasms, patterns, and morale effects), and polymorphing. However, he still retains an intelligence score and his general humanoid appearance until damaged or utilizing his abilities. He may freely reshape himself to face whatever direction he wishes without turning, and his vague and misleading anatomy prevents critical hits or flanking.
As an Ooze he also gains +10 HP, his original body weight drops to 25%, he has a Climb movement rate of 20, and may now squeeze through any space with at least 2 inches of clearance. Although he is not subject to death by Massive Damage, he must still roll the save; failure means he has splashed into smaller puddles of goop, and must spend the next round reforming his physical body. He automatically fails any reflex saves during this reformation, and may not take any other action.
While he may have the appearance of humanoid features, his senses no longer function--instead he benefits from the Blindsight ability; in situations up to 60 feet he fights as well as a sighted creature. Invisibility and darkness are irrelevant. He does not need to make Spot or Listen checks to discover creatures within his range, and may detect secret doors within 10 feet.


Level BAB Fort Reflex Will Special Abilities Powers Known
1 +0 +2 +0 +2 Ectoplasmic Reticulum, --
2 +1 +3 +0 +3 Astral Ectosuit, Astral Health, +1 existing manifester level
3 +2 +3 +1 +3 Ectosqueeze, +1 existing manifester level
4 +2 +3 +1 +4 Astral Ectosuit of Holding, +1 existing manifester level
5 +3 +4 +1 +4 Aberrant Astral Health, Improved Ectosqueeze, --
6 +4 +4 +2 +5 Sticking Ectoplasm, +1 existing manifester level
7 +5 +5 +2 +5 Astral Ectosuit of Useful Things, +1 existing manifester level
8 +6 +5 +2 +6 Greater Astral Health, +1 existing manifester level
9 +6 +6 +3 +6 Ghost Glimmer, +1 existing manifester level
10 +7 +7 +3 +7 Astral Dispersion, Sentient Ooze, +1 existing manifester level
Ranevan

10-09-04, 04:31 PM
Disciple of the Freed Blade
Prerequisites: Able to manifest a mindblade as a 6th level soulknife
Feats: Any one of the following- point blank shot, power attack, improved disarm, psionic weapon
Class features
Bab: 3/4 as a soulknife
Good saves: will and reflex
Skills and skill points: As a soulknife

Level Ability
1 Energy blade
2 Mind blade trick
3 Improved mind blade shape
4 Mind Blade trick
5 Throw self
6 Mind blade trick
7 Improved psychic strike damage
8 Mind blade trick
9 Intensify mind blade
10 Mind blade trick

Ability descriptions
Energy blade - You may manifest your mind blade as a blade of energy (fire, electric, cold, sonic, or acid) rather than simply psychic energy. Manifesting your blade as an energy blade is the same as changing the shape of your mind blade, and your weapon remembers its shape when it is reformed after being dismissed or thrown. It then strikes as a touch attack and deals damage equal to your normal blade's damage, but it only benefits from the plusses of your mind blade - your stregnth bonus and enhancements do not apply to your energy blade although you can still store a psychic strike in it. You also add the following to your list of available enhancements: +1; flaming, frost, screaming, shocking, thundering, corrosive. +2 flaming burst, icy burst, shocking burst, acidic burst, explosive, exit wound. +3 knock back (only applies when weapon is thrown). +4 blazing energy.

Mind blade trick - You may pick from the following list of abilities. Some have requirements that must be met before you can take them. They will be listed after the other class abilities.

Improved mind blade shape - You can shape your blade as any simple or martial melee weapon and you have proficiency with it. Additionally you may manifest any two simple or martial melee weapons that you can wield one handed. If you do so, the plusses are reduced by one on each weapon, as when you wield two short sword mind blades.

Throw self - by expending your focus and spending 1 pp, you can move as if by the dim door power up to the full range you can throw your mind blade. Using this ability is a full round action.

Improved psychic strike damage - You do d10s instead of d8s with your psychic strike

Intensify mind blade - Your mind blade deals damage as if it were one size class larger.

Mind blade tricks list:

Vampiric blade: You heal half the base damage you deal with your mindblade. You may activate this ability as a free action 3 times per day and it lasts for one round per character level you have. It doesn't heal you if you deal damage to undead, or constructs or anything else immune to critical hits. If you take this trick twice, you heal no matter what you deal damage to as long as it counts as a creature.

Warp Blade: You can expend your focus as an immediate action and have it ignore a foe's cover or concealment for one round. If you take this power twice it will even bypass force effects (reducing the AC of many mage and psionic types).

Brain dead: Your psychic strike works on sentient undead and sentient constructs. If you take this trick twice, it also works on creatures who for some reason other than type are normally immune to mind affecting effects.

Energized psychic strike: Instead of normal psychic strike damage, you can charge your weapon with energy of one of the standard types. Instead of d8s, the damage dice are d4s. Alternately, you may instead choose to be able to add negative energy to your weapon. It deals d6s of damage to living creatures or forces undead creatures to make a will save dc 10 + the dice of negative energy damage + your Cha modifier or be awed (treat as stunned) for 1 round. You may not mix and match the energy types in your blade. You may take this trick twice to gain the benefits of both abilities.

Stupifying crit: When you score a critical hit, you deal 2 points of Int damage. You may not take this trick before 8th level in this class.

Willbreaking Crit: When you score a critical hit you also deal 2 points of wisdom damage. You may not take this trick before 8th level in this class.

Dulling crit: When you score a critical hit you also deal 2 points of charisma damage. You may not take this trick before 8th level in this class.

Mental Link: As a full attack action that requires expending your focus you may attempt to estabilish a link to your foe's mind. Make one atack with your mind blade. If your attack succeeds, you get a sense of what your opponent is going to do before they do it. You may add up to your wisdom bonus (minimum +1), up to your level in this class, as a dodge bonus against the foe you have established the link with. You can have only one link active at a time. If you take this trick a second time, establishing the link becomes a standard action that requires expending your focus, and you can have up to 3 links at once. Your links last for 10 minutes.

Coup de grace: Once per day as an immediate action or a full round action you may make your mind blade a coup de grace weapon. Your weapon loses any other enhancement abilities it may have. If you use this ability as an immediate action, you can declare it after you confirm a critical hit, but the coup de grace ability only lasts for 3 rounds. If you take a full round action to make your weapon a coup de grace weapon, the effect lasts for up to 10 minutes. You may not take this trick before 10th level in this class.

Splitting mind blade: When you throw your mind blade, if you hit your initial target, you make attacks against up to two opponents adjacent to your initial target. If you take this trick a second time, you make attacks against up to 4 adjacent creatures.

Brain drain: Twice per day, when you have charged a psychic strike and score a hit with your mind blade, you may forgo the normal psychic strike damage. If you do, your opponent must make a will save DC 10 + your level in this class + your cha modifier. If they fail, each round on your turn (including the turn they fail the save) they take one point of temporary ability damage to each of their mental ability scores (int, wis and cha). If all three ability scores reach zero, the victim will die 1d6 rounds later. This continual ability damage can be negated by any dispel effect or remove curse effect, or by a dc 20 heal check. You may not take this ability before 10th level in this class. (re-editted to limit uses per day)

Ether blade: You can expend you focus to cause your mindblade strikes to cause 1 point of temporary strength damage in addition to other damage they cause. This effect lasts for one round per class level. You may not take this trick before 6th level in this class. If you take this trick twice, when you expend your focus you count as being under the effect of the strength of my enemy power augmented as though manifested by a psychic warrior of your character level. Additionally, any one dropped to 0 strength by your mind blade dies and rises as a shadow in 24 hours. You have no control over this shadow. You must be evil to take this trick the second time.

Breathstealer: Three times a day, you may instead of charging your weapon with a psychic strike charge it with a crisis of breath effect. You may NOT project a breath stealer effect. The victim of your strike must make a dc 15 + your cha modifier save or be effected as per crisis of breath augmented with the second listed augmentation. If you take this trick a second time you gain the ability to once a day add the area effect augmentation to your crisis strike. It is recommended that you throw the weapon when you use this effect as it has a 20' effect radius. The save dc on all your crisis strikes becomes 18 + your cha mod. You may not take the trick a second time until 8th level in this class.

Project psychic strike: You may as a full attack action project your psychic strike as a line effect 30' long or as 15' cone. The damage is equal your psychic strike damage. Those in the area may make a will save (dc 10+your class level+your wisdom modifier) to take half damage. You must choose whether you can project a line or a cone, and you can take the other as a later trick.

Improved blade wind: The round after you use your blade wind it affects the area 5 feet past what was effected in the previous round. You must have the blade wind ability to take this ability. You may take it more than once. Each time the effect lasts one more round and the strikes reach one square further each round it persists. The blades strike at your bab on your turn, and orbit the point they were created. They will not strike you if you move through them.

Reaching blade: Your mindblade's reach increases by 5'. This ability cannot be taken before 8th level in this class

Stunning psychic strike: When you deal psychic strike damage you may expend your focus. If you do, all damaged by it (normally one, but maybe more if you project your strike) must make will saves dc 10 + your class level or be stunned for 1 round. If you take this trick twice the stun duration becomes 1d4 rounds.

Splitting thrown blade: When you throw your blade you may make an attack against any or all opponents adjacent to your initial target. The exit wound ability does not aply to such an attack. This ability cannot be chosen before 6th level in this class.

Force blade: Your mind blade counts as a force effect while you have focus. You may turn off this effect or resume it at will once per turn as long as you are focused.

Dancing blade: You can throw your blade and it will attack the foe it was thrown at for 4 rounds with out you. If the foe dies, the blade dissipates. Such an attack must be declared before hand and gains no benefit from enhancements, but will still count as force if you have that trick and/or energy if in the shape of an energy blade. You may only have one dancing blade at a time unless you take this trick more than once. It may be taken up to 4 times. Using this ability is a full attack action. Each blade attacks once per round as if you were attacking with your best attack value. This cannot be used with the splitting thrown blade ability. Even if your blade is dancing you can still manifest and throw your blade

Quick switch: Changing your mind blade is free action useable once per round.

Enhanced bonus: Your mind blade's enhancement value increases by +1. You take this ability up to twice. If the + on your weapon is +6 or greater your weapon ignores DR as if it were an epic weapon.

Improved enhancement: You can add a further +1 worth of enhancement abilities to your weapon. You can take this trick up to 2 times.

Improved psychic strike: You add one die to your psychic strike damage. You may take this trick up to two times.

Sweeping Strike: As the war mind ability. You may not take this trick before 8th level in this class.

More tricks may be added later.
Ranevan

10-09-04, 04:43 PM
The astralite seems fun, but one thing seems out of place- the fast healing. I don't think oozes have fast healling, and since some of your abilities hurt you if you use them too often, you shouldn't have the damage so easily ignored. A couple other features seemed a little out of place, but not really over powering.

Also in masters of the wild there is a class that is all about oozes and can use tome ooze abilitys as touch attacks.
Parion

10-09-04, 06:12 PM
I love the Astralite. Couple of things bothering me though (can't help it. Sorry :) ).
Why not replace the damage from Reticulum & Astral Ectosuit of Holding with ability burn (Con perhaps)? Get's rid of the problem mentioned by Ranevan, and seems to fit the class as well.
Ghost Glimmer - Why?
Ectosqueeze - Why again? This is ectoplasm, why not have it re-enforce the muscles, instead of liquidating them? Why not replace the Stat alteration with this - The Astralite loses 2 points of strength, but gains the ability to manifest Animal Affinity

Just my 2 Coppers
Equiv

10-10-04, 12:49 AM
Fast Healing was mostly a little something extra to go with the DR to indicate that he's consciously controlling his body and changing his metabolism, which goes out of control when he turns to an aberration and ooze. I do realize oozes don't really have fast healing, but... he's an astral ooze? :) I can easily see removing it though. Do you have an idea of something to add instead? I've always been a fan of Die-Hard mechanics...hmmm...


Hmm, good idea about the ability damage. Maybe 1 point of Con damage every use after the second use in a day? Or maybe 50% chance for 1 con damage for every use after the first. Make them gamble with it. :D

Ah, yes, Ectosqueeze. Well, all I can really say is that I read the sequel module to Hour of the Knife, Shadow of the Knife, from the Karatagne website and I've had a thing for the spineless Marikith ever since, if anyone still remembers those creatures. The Astralite was in many respects my attempt to legitimately give a PC their squeezing ability. :( Being able to manifest Animal Affinity instead of the stat loss is interesting, but in general I'm not a fan of things that require yet-more-rounds-to-power-up with all the round-sapping psionic focus tricks around. What about an option, when you gain the ability, to add the +4 stat to Dex or Con or Strength? So you could offset the -Strength entirely if you desired, or go for durability or fluidity instead.

As for Astral Glimmer, it was just a quick ability I made to let the Astralite shine at something and not entirely bar the idea of a psychic warrior or something from taking the class (the -4 damage to all melee). In reference to shining, something like,

Party Fighter: "Oh no, a wraith, my sword is useless!"
Party Rogue: "Wait--isn't that melty guy in the back astral or something?"
Party Astralite: "Oh yeah I guess I am. I... save the day? YES!"

I don't see the Astralite being very powerful, just... unique. :)

But in general it was also because I noticed I called him Astral but he wasn't really 'astral' enough, so I gave him the ability to hit incorporeal creatures. Sticking Ectoplasm was another ability of this kind.

What I'd really like to do is make the PRC a 5 level thing, but there was just too much stuff to cram.

Good ideas, keep me thinking!
Equiv
SahinTC

10-10-04, 06:27 AM
EDIT: Revised version coming.
Parion

10-10-04, 07:44 AM
Idea for the replacement of Fast-Healing:
Ectopic Health - Choose an ability from the Astral Construct A list. When focused, you gain the use of this ability.
Aberrant Ectotopic Health - Choose an ability from either the Astral Construct A list or the B list. When focused, you gain the use of this ability.
Greater Astral Health - Choose an ability from either the Astral Construct A list, the B list or the C list. When focused, you gain the use of this ability.

Glimmer - i get the ability to attack incorporial targets, but why the ability to overcome armour? (Idea - All natural or Melee weapon attacks gain the ghost touch ability)

Another 2 coppers. And sorry if I butt in.
Equiv

10-10-04, 03:57 PM
The idea of the Personalized Menu Traits makes me remember some older PRC that was either on the Mind's Eye or posted somewhere in this forum in the past that involved the same idea. Is it still around, does anyone know where it is or what it was called?

As for the Astral Construct menu traits, that is an excellent idea. I was just looking over the list, though, and the Menu C powers are very powerful and some of them overlap some of the Astralite Abilities anyway (extra hp, +ac, and blindsight). I'm not sure if those should be allowed--maybe a reduced list or just A and B list? I could probably make an entirely new list based off the Astral Construct List as a guide, and give the Astralite a choice for the Ectohealth benefit.

Well, the Astral Glimmer makes their unarmed attacks like +3 Ghost Touch/Brilliant Energy weapons. I figured they have -4 to hit and damage at least, they aren't really melee characters, so it couldn't hurt and might make them interesting in certain situation (against highly armored or incorporeal foes). I'm considering now dropping Astral Glimmer, Sticking Ectoplasm, and the Fast Healing for some list of Menu traits to choose from.

Maybe make the Astralite vulnerable to Dismiss Ectoplasm, or the Repair Ectoplasm thing?
Psi-Druid

10-11-04, 01:08 AM
Another version of psionic druid (with small changes in fact).

Since previous version had only poor BAB, compared to original druid it was... weaker. Then I compared Druid and Cleric. Druids has only 1 spell/level per day less. So Psi-Druids have 81 (1+3+5+7+9+11+13+15+17) power points less than Psion. Since Clerics/Druids has no spell known, so I assume that Psi-Druid have same powers known as Psion.
Magical druids are powerful enough to don't even take PrC (at least for 20 levels), let Psi-Druids also be powerful :)
Psi-Druids at epic levels gain bonus feat every 3 level, since they have no class abilities that improves with levels like Wild Shape uses per day.
And one race with Psi-Druid as a favored class - Ruethar (I just needed race with inital bonus to Wisdom). In fact it was created long before this class, just made them +0 LA race (they was too powerful :). It's weird that most races can be good only for fighter oriented classes (outsiders is very good for them). Fighter that gain some magical/psionic abilities is good, but fully magical/psionic character that want to increase his combat prowess... in fact only becomes weaker.

==========
Psi-Druid
==========
Psionic druids, often called Darkness Druids, usually looked with suspicion by clerics and paladins because of their dark wings and non-lawfulness. Like their magical counterparts, they have companions, but they are constructs, not animals. Construct companion is an intelligent creature with its own free will, formed from energy of the psi-druid's mind, and is the most close friend to her. Unlike magical druids psi-druids cannot change their companions, its only one and forever, and even death cannot break this link.

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 also 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).
==========
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special PP/Day Powers Known Maximum Power Level Known
1 +0 +2 +0 +2 Aura of Neutrality, Construct companion, Wild Empathy 2 3 1st
2 +1 +3 +0 +3 Trackless Step 5 5 1st
3 +2 +3 +1 +3 Minor Aspect 10 7 2nd
4 +3 +4 +1 +4 Fiery Ice Blood 1 13 9 2nd
5 +3 +4 +1 +4 Empathy 25 ft. 21 11 3rd
6 +4 +5 +2 +5 Necromancy Ward 26 13 3rd
7 +5 +5 +2 +5 Improved Resistance 37 15 4th
8 +6/+1 +6 +2 +6 Fiery Ice Blood 1d2 42 17 4th
9 +6/+1 +6 +3 +6 Timeless Body, Empathy 35 ft. 56 19 5th
10 +7/+2 +7 +3 +7 Equilibrium 63 21 5th
11 +8/+3 +7 +3 +7 Empathy 40 ft. 81 22 6th
12 +9/+4 +8 +4 +8 Nature's Child, Fiery Ice Blood 1d4 90 24 6th
13 +9/+4 +8 +4 +8 Empathy 45 ft. 111 25 7th
14 +10/+5 +9 +4 +9 Major Aspect 121 27 7th
15 +11/+6/+1 +9 +5 +9 Empathy 50 ft. 146 28 8th
16 +12/+7/+2 +10 +5 +10 Fiery Ice Blood 1d6 157 30 8th
17 +12/+7/+2 +10 +5 +10 Empathy 55 ft. 186 31 9th
18 +13/+8/+3 +11 +6 +11 Free Mind 199 33 9th
19 +14/+9/+4 +11 +6 +11 Empathy 60 ft. 230 34 9th
20 +15/+10/+5 +12 +6 +12 Dark Angel 262 36 9th
==========
Hit Die: d8.

Requirement:
Alignment: non-lawful neutral (neutral good, neutral evil, true neutral, chaotic neutral)
Special: doesn't worship any deity.

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, shuriken and katana. 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 fly speed (if any) decreases by half, and maneuverability decreases by one step.

Power Points/Day: A psi-druid'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 Psi-Druid. In addition, she receives bonus power points per day if she has a high Wisdom 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 psi-druid begins play knowing three psionic powers of your choice. Each time she achieves a new level, she unlocks the knowledge of new powers.
Choose the powers known from the psi-druid power list. The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psi-druid to learn powers from the lists of other psionic classes. A psi-druid can manifest any power that has a power point cost equal to or lower than her manifester level.
The number of times a psi-druid can manifest powers in a day is limited only by her daily power points.
A psi-druid 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 psi-druid powers is 10 + the power's level + the psi-druid's Wisdom modifier.
Maximum Power Level Known: A psi-druid begins play with the ability to learn 1st-level powers. As she attains higher levels, a psi-druid may gain the ability to master more complex powers.
To learn or manifest a power, a psi-druid must have an Wisdom score of at least 10 + the power's level.

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.

When you gain Aura of Neutrality, Minor Aspect, Improved Resistance, Equilibrium, Major Aspect, and Dark Angel Abilities your companion also gain them.

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.

Construct Companion (Ex): instead of normal druidic animal companion Psi-Druids use constructs, and they can use Heal skill on them as if they were living creatures. Psi-druid cannot release her companion from service. If companion is destroyed psi-druid can bring it back to existence after 24 uninterrupted hours of meditation. If psi-druid is dead its companion immediately destroyed, nothing remains. After resurrection psi-druid can bring her companion back to existence as normal.

Wild Empathy (Ex): A psi-druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The psi-druid rolls 1d20 and adds her psi-druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the psi-druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A psi-druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Trackless Step (Ex): starting at 2nd level, a psi-druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Minor Aspect (Ex): you grow physical black-color feathery wings, these allow you to fly at a speed equals to your land speed, average maneuverability. Also you gain fire resistance 5, and cold resistance 5.

Fiery Ice Blood (Su): when wounded by a piercing or slashing attack, the psi-druid's blood sprays outward in a 5 foot cone, dealing fire damage (as indicated on the table); there is no saving throw to avoid the effect. Creatures that do not spend a move equivalent action to get the blood off them suffer same amount of cold damage on the following round. Creatures that can absorb cold or fire does not gain any benefits when blood sprays on them.

Empathy (Su): this ability works like psionic power of the same name (range equals to 25 ft. + 5 ft./2 levels after 5th level, maximum 60 ft.), but it doesn't require concentration and it cannot be "turned off". Null psionics field, Mind Blank (psionic version only) can protect from this ability, but magical effects (even Anti-Magic field) are not. This is an exception to the psionics-magic transparency rule.

Necromancy Ward (Ex): +4 to saving throws from effects involving negative energy and all necromantic effects.

Improved Resistance (Ex): you gain fire resistance 10 and cold resistance 10. This ability overlap with Minor Aspect.

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): you can adjust your body's equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider's web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on an unfirm surface without sinking or breaking through. Activating/deactivating this ability is a free action.

Nature's Child (Ex): becomes immune to all poisons, transformation to undead, insanity and apopsi effects. Also she recieve +2 bonus on saving throws from death effects and can make them (to negate) even from effects that doesn't allow a save.

Major Aspect (Ex): you fly speed improves by +10 ft., good manuverability. Also you gain fire resistance 15, cold resistance 15, and low-light vision. If you already have low-light vision then range is doubled.

Free Mind (Ex): becomes immune to charm and compulsion effects.

Dark Angel (Ex): you fly speed improves by +20 ft. (stack with Major Aspect), perfect maneuverability. Also you gain darkvision 60 ft., disease, fire and cold immunity. If you 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, Construct Companion, 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 (posted by Kraedin), 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), Find the Heart, 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, 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, Elemental Union, Energy Mantle, Incarnate / Incarnation, Leech Field, Major Creation, Mind Probe, Overland Flight (Psionic), Plane Shift (Psionic), Power Resistance, Psionic Revivify, Psychic Crush, 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, Disintegrate (Psionic), 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, Gaea's Fury, Mind Blank (Personal), Moment of Prescience (Psionic), Oak Body, Phase Door (Psionic), Ultrablast, Wings of Valmar

8-th level – Iron Body (Psionic), Matter Manipulation, Mind Blank (Psionic), Nature's Power, Psychoapotosis, Recall Death, Shadow Body, Teleport (Psionic Greater), True Metabolism, Untouchable

9-th level – Affinity Field, Alter-Ego, Chrono Touch, Etherealness (Psionic), Heartless Angel, Link Minds, Metamorphosis (Greater), Microcosm, Nature's Wrath, Psychic Chirurgery, Superior Prototype, Supernova, Timeless Body, Were-Beast


Construct Companion
==========
Construct companion usually looks like female creature of the same type as master, and cannot be recognized as construct without psionic means (required Psicraft check DC 20, and Knowledge (psionics) check DC 15, psi-druids gain +5 bonus on the check, and they need to make only Psicraft check).

Unlike other constructs, a construct companion can use the run action.

Construct Traits: construct companion has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

==========
Class level Bonus HD Deflection Bonus to AC Str/Dex adj. Special
1–2 +0 +0 +0 Call, Share powers, Telepathic Link
3–5 +2 +2 +1 Evasion
6–8 +4 +4 +2 Deflect Arrows
9–11 +6 +6 +3 Improved Natural Attack
12–14 +8 +8 +4 Combat Reflexes
15–17 +10 +10 +5 Improved Evasion
18–20 +12 +12 +6 Tentacles
==========

Class Level: the master's psi-druid level. The psi-druid's class levels stack with levels of any other classes that are entitled to a construct companion or animal companion for the purpose of determining the companion's abilities. She doesn't gain animal companion however.

Bonus HD: extra ten-sided (d10) Hit Dice. Remember that extra Hit Dice improve the companion's base attack and base save bonuses. A companion's base attack bonus = 3/4 companions's HD. Construct companion has good Fortitude and Reflex saves (treat it as a character whose level equals the companions's HD). Companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice.
For all efects based on HD (such as Dictum spell), use your own HD instead of companion's

Deflection Bonus to AC: the number noted here is a deflection bonus to the companion's AC.

Str/Dex Adj.: add this value to the construct companion's Strength and Dexterity scores.

Call (Su): you can call your companion at will as a free action from anywhere (even from another plane), and it will dissappear. After that you can bring it back faster than normal (only 2 uninterrupted hours of meditation). Remember, that it will be the same companion as it was before, not another one.

Share Powers (Su): at the psi-druid's option, she may have any power (but not any psi-like ability) she manifests upon herself also affect her construct companion. The construct companion must be within 5 feet of her at the time of manifesting to receive the benefit. If the power or effect has a duration other than instantaneous, it stops affecting the construct companion if the companion moves farther than 5 feet away and will not affect the construct again, even if it returns to the psi-druid before the duration expires.
Additionally, the psi-druid may manifest a power with a target of "You" on her construct companion (as a touch range power) instead of on herself. A psi-druid and her construct companion can share powers even if the powers normally do not affect creatures of the companion's type (construct).

Telepathic Link (Su): psi-druid has a telepathic link with her companion out to a distance of up to 1 mile. The psi-druid cannot see through the companion's senses, but the two of them can communicate telepathically as if the companion were the target of a mindlink power manifested by the psi-druid.
Because of the telepathic link between a companion and psi-druid, the psi-druid has the same connection to an item or place that the companion does. For instance, if his companion has seen a room, the psi-druid can teleport into that room as if she has seen it too.

Evasion (Ex): if construct companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Deflect Arrows: construct companion gains Deflect Arrows as a bonus feat.

Improved Natural Attack: construct companion gains the Improved Natural Attack as a bonus feat.

Combat Reflexes (Ex): construct companion gain Combat Reflexes as a bonus feat.

Improved Evasion (Ex): when subjected to an attack that normally allows a Reflex saving throw for half damage, an construct companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Tentacles (Su): construct companion can sprout multiple tentacles as a standard action (they remain as long as companion wishes; hiding them is a free action). Companion can attack with them (in place of normal attacks). Treat these attacks for all purposes (including feats and number of attacks) as companion's unarmed strike attacks, but that allows it to attack any creature within 20 ft. and up to 2 creatures at once. Also tentacles treated as a +1 ghost touch psionic natural weapon. Enhancement bonus increases by 1 for every full 5 master's manifester levels.

When companion has tentacles it gain +4 bonus to grapple checks.

Any creature that was grappled by these tentacles for at least 1 minute become fatigued unless companion wishes otherwise.

Any creature that was grappled by these tentacles for at least 1 hour become exhausted unless companion wishes otherwise.

If companion wishes it can do also one or both from the following:

deal subdual damage with tentacles instead of normal damage
deal additional 1d2 point of acid or subdual damage per round to grappled foe


Statistics - Construct Companion
==========
Medium Construct (Psionic)
Hit Dice 1d10+10 (20 hp)
Initiative +5
Speed 30 ft., swim 30 ft.
Armor Class 16 (+1 Dex, +5 natural)
Base Attack Bonus +0
Attack unarmed strike 1d6
Space/Reach 5 ft./5 ft.
Special Attacks psi-like abilities
Special Qualities construct traits, darkvision 60 ft., low-light vision, trackless step
Saves Fort +2, Ref +3, Will +0
Abilities Str 15, Dex 13, Con —, Int 14, Wis 10, Cha 14
Skills Heal +4, Listen +4, Spot +4, Tumble +5
Feats Improved Initiative, Improved Unarmed Strike (B)
Alignment as master

Construct companion has a +4 racial bonus on Heal checks, when using this skill on its master (not included in the statistics block).

Languages: construct companion can understand, speak, read and write all languages known by its master.

Unarmed strike: treat construct companion's unarmed strike as bludgeoning psionic natural weapon.

Weapon Proficiency: as master.

Psi-like Abilities: at will – far hand; 1/day - know direction and location, xenoscope. Manifester level = HD.

Trackless Step (Ex): construct companion leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.

Psi-Druid: 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 a bonus feat every three levels higher than 20th (23th, 26th, and so on). Feats must be selected from epic psi-druid bonus feat list.

Construct Companion: The psi-druid's construct companion continues to increase in power. Every three levels higher than 20th the construct companion gains 2 bonus hit dice, +1 strength and dexterity. Enhancement bonus to companion's tentacle attack and damage rolls increases as normal.

Epic Psi-Druid Bonus Feat List: Absorb Energy, Absorb Energy (improved), Automatic Quicken Power, Blinding Speed, Damage Reduction, Dark Blood, Epic Expanded Knowledge, Epic Prowess, Epic Psionic Focus, Energy Resistance, Epic Skill Focus, Epic Speed, Epic Spellcasting, Eternal Soul, Fast Healing, Great Charisma, Great Dexterity, Great Wisdom, Improved Combat Manifestation, Improved Manifestation, Improved Metapsionics, Intensify Spell, Legendary Tracker, Multispell, Penetrate Damage Reduction, Permanent Emanation, Power Knowledge, Spell Stowaway, Spellcasting Harrier, Tenacious Magic, Zen Fortitude (Shadowfoot's feat), Zen Reflexes (Shadowfoot's feat). Epic psi-druids learn "psionically flavored" versions of feats, as appropriate.

21
22
23 Bonus feat
24
25
26 Bonus feat
27
28
29 Bonus feat
30


Ruethar
==========
outsider (psionic)
The only limitation you may have is that you made yourself.
— ruethar Korethil, the Dreaming Druid

Ruethar are creatures native to the plane of dreams. They are curious about creatures of the Material Plane, especially elves. However some of those that become Psi-Druid usually prefer loneliness in remote regions, with their companion as a most close friend.

Physical description: some of ruethar have horn(s), tail or something like this, some don't. Their skin and hair can be almost of any color, and they have no body hair. In all other aspects they looks like humans no older than 17 years, and no younger than 6 years, but always have long hair (male and female alike).

They were never numerous race. Unlike with other races the birth of a ruethar is not a physical process. Also ruethar are never half-'something' (although they can be 'half-demons', 'half-angels', etc. they are still full-blooded ruethar). Child of a ruethar is always ruethar, wise and intelligent from the 1st moment of his or her life.

Religion: ruethar don't worship. Their inborn psionic talent made them poor followers of the gods or other creatures. Some of them even remember (the other just know about it) time when there was no gods at all.

Alignment: usually non-lawful neutral. They are too free spirited to ever become lawful.

Society: due to their free spirit and as an 'eternal children' they do not have any kind of a government. They are wise enough to live without it. Also they don't have such thing as money at all.

There isn't any members of 'commoner' or other similar simple classes. Mostly they are psi-druids, psychic warriors or soulknives. And each one usually have ranks in some profession or craft skill. The most common Profession is an artist. Though, their drawing style usually looks 'childish' to most creatures.

They appear not very often on the prime material plane, since they see it too cruel to be worth going there. Those that travel there usually recognized as human children. With exception of psi-druids that usually mistaken as demons, since they a little differs – they have black feathery wings. Druids (magical and psionic alike) are respected as high as artists among ruethar. Not even magical druids heard about their psionic counterparts, except those that travel alot in remote regions of different planes.

Among ruethar became common special type of psicrystals they have researched called implanted psicrystal.

Relations: ruethar like to be with and liked among elves and, surpisingly, demons. Even the most fierce demons usually don't harm them. However, ruethar are more suspicious to other races, since they see them as too cruel creatures. But they still try to don't make too fast opinions.

Celestials and other deity-related creatures usually hostile toward eternal children of dreams. At least they should. But often warmhearted angels feel sympathy to, or occasionally fell in love with, ruethar and became fallen ones, since their patron often can't approve this.

Death of a ruethar is a sad event to all of them, even if they believe that they go into their own world beyond the physical multiverse, that is his or her individual greatest dream in which nobody else can enter unless ruethar call with him or her. Those who killed one of them or even tried can be sure that they'll pay for this someday. Sometimes murderers can be attacked by demons, elves, or fallen angels as they are most close races to ruethar and usually act like their protectors (even though ruethar can defend themselves also).

Ruethar have no maximum age and they don't age (no bonus/penalties for aging, immunity to aging).

-2 Strength, -2 Constitution, +2 Wisdom, +2 Charisma Ruethar are beautiful creatures with a strong willpower, however as an "eternal children" they are not very tough and strong physically.

Size: those that looks like 6-9 years old humans are small sized (as small creatures, they gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but use smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character), while others are medium sized (as Medium creatures, they have no special bonuses or penalties due to their size).

Ruethar base land speed is 30 feet (20 ft. for small sized).

Religion: Ruethar usually don't worship.

Low-light vision, darkvision 60 ft.

Naturally Psionic: Ruethar gain 1 bonus power point per HD. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Sixth Sense (Su): Ruethar can sense presense of creatures within 30 ft. Only presense or absense, but not their exact location. This ability is always active when Ruethar is psionically focused.

Automatic Languages: Common, Dark Elven, Elven, Ruethar (has elven alphabet).

Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Terran.

Favored Class: Psi-Druid.

Level Adjustment: +0.

Starting ages
Base age: 10
Barbarian +1d6, Bard +1d6, Cleric +2d6, Druid +1d4, Fighter +1d6, Monk +2d6, Paladin +2d6, Psi-Druid +1d4, Psion +1d4, Psychic Rogue +1d4, Psychic Warrior +1d4, Ranger +1d6, Rogue +1d6, Sorcerer +1d6, Soulknife +1d4, Wilder +1d4, Wizard +2d6.


Dark Elves
==========
humanoid (elf, psionic)
Dark Elves are race of elves native to the plane of dreams, not drow. They looks almost like normal elves with some minor differences.

Dark Elves have no maximum age as Elans, and they don't age after reaching adulthood, i.e. 110 years (no bonus/penalties for aging, immunity to aging).

-2 Constitution, +2 Wisdom.

Size: medium. As Medium creatures, they have no special bonuses or penalties due to their size.

Dark Elf's base land speed is 30 feet.
+2 racial saving throw bonus against mind-affecting effects.
Dark Elves sleep (unlike other elves).
Religion: Dark Elves usually don't worship.
Alignment: usually neutral good or chaotic good.
Low-light vision.

Weapon Proficiency: Dark Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.

+2 racial bonus on Listen, Sense Motive, and Spot checks. However they don't have ability to notice a secret or concealed door by merely pass within 5 feet of it.

Naturally Psionic: Dark Elves gain 1 bonus power point per HD. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Animal Telepathy (Su): Dark Elves can telepathically communicate with animals within 100 ft.

Automatic Languages: Common, Dark Elven, Elven, Ruethar (has elven alphabet).

Bonus Languages: Draconic, Drow Sign Language, Dwarven, Gnome, Sylvan, Undercommon.

Favored Class: Psi-Druid (female) or Psychic Warrior (male).

Level Adjustment: +0.
Ransu

10-11-04, 06:00 AM
À la unearthed arcana, I propose a couatl totem barbarian variant :

Couatl totem barbarians do not get fast movement, uncanny dodge, improved uncanny dodge, trap sense and indomitable will. Instead, they gain the following class features:
1st level: Wild talent as a bonus feat
3rd level: Danger sense (as a psychic rogue)
5th level: Danger sense (Uncanny dodge)
7th level: Danger sense (Improved uncanny dodge)
14th level: Volatile mind (as a wilder, 1 power point)
18th level: Volatile mind (2 power points)

About the concentration skill, I wonder whether it would be wise to add it to their class skill list.

Comments ?
Ransu

10-11-04, 08:28 AM
About the double-dealer (or soul-splitter, or whatever...):
The only issue I see is why won't every telepath take this PrC ? It keeps giving ML every level, same skill points, same hp, same BAB and you specialize in schism, which cannot be done under canon rules. The only sacrifice you make is psicrystal affinity, but you replace it with psionic talent, which is not bad.
Perhaps, you should add a "bad" high-level power as a requirement for taking this PrC (well, I know there are no real "bad" powers, but some are worse than, say, schism or mindlink). This should be a fair trade-off: learn a power which is not very useful, but you gain the right to specialize in psionic haste.

Anyway, this is only my 2c. Hope it will help.
Parion

10-24-04, 11:23 AM
I would say go ahead and drop the abilities, and replace them with a customised list

Dismiss ectoplasm should have an effect, but not straight out destruction. Perhaps loss of class abilities, or just straight-out damage.
SahinTC

10-24-04, 03:53 PM
3rd revision...

Thaumaturgic Mentalist
"It all has to come from somewhere, doesn't it?"
HD: d4

Requirements:
To qualify as a Thaumaturgic Mentalist, a player must have the following:
Skills: Concentration 13, Knowledge (arcana) 6, Knowledge (religion) 6, Knowledge (psionics) 6
Feats: Practiced Spellcaster (Arcane spellcasting class), Practiced Spellcaster (Divine spellcasting class)
Arcane: Able to cast level 2 arcane spells
Divine: Able to cast level 2 divine spells
Psionic: Able to manifest level 2 powers.

Class Skills
Concentration, Knowledge (Arcana), Knowledge (Religion), Knowledge (Psionics), Psicraft, Spellcraft.

Progression

Lvl BAB F R W Spells/Powers Known Power Points Special
1 +0 +0 +0 +2 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class E Uno Plures*
2 +1 +0 +0 +3 +1 Arcane/+1 Divine/+1 Manifester +2 Psionic Class Analytical Mind
3 +1 +1 +1 +3 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class Relieve Strain I
4 +2 +1 +1 +4 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class Social Neglect I, Rigorous Memorization
5 +2 +1 +1 +4 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class Relieve Strain II
6 +3 +2 +2 +5 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class
7 +3 +2 +2 +5 +1 Arcane/+1 Divine/+1 Manifester +2 Psionic Class Social Neglect II, Relieve Strain III
8 +4 +2 +2 +6 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class
9 +4 +3 +3 +6 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class Channelling Mastery I
10 +4 +3 +4 +7 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class Channelling Mastery II



Spells/Powers Known
The Thaumaturgic Mentalist will learn spells, Arcane and Divine, just as if he had gained a level in both his arcane and divine caster classes. He does not, however, gain addition spells per day, only knowledge of the spells. Wizards may learn new spells just as if they scribed them into their books by making an appropriate spellcraft check. He will also learn new powers as if had gained a level in a previous psionic class. Characters with more than one arcane, divine, or psionic class must specify which to advance.

Power Point Reserve
The Thaumaturgic Mentalist's continues to grow as if he was gaining levels in his psionic class. At 2nd and 7th level, the Thaumaturgist gains power points as if he had advanced two levels in his psionic class. Characters with more than one psionic class choose the class with the slower power point progression.

E Uno Plures: The Thaumaturgic Mentalist begins to see his mind as tool used to craft his other abilities, including his ability to work arcane magic as well as divine magics.
His spells per day for arcane and divine spells become 0, and he loses his bonus spells. Spell levels are assigned power point costs identical to power levels. If the caster class prepares his spells (similar to a wizard or cleric), then the cost is augmented by 2. Spells that could be sponteneously cast have costs reduced by 2, with a minimum cost of 1 point. Spells that are sponteneously casted are not considered prepared, and therefor do not have the additional +2 cost. This is all depicted in the table below in the "Other Points of Interest" section.

The character has learned that her mind is the tool by which all his powers flow, and will expend points from his power point reserve in order to cast all these spells. Wizards must still carry a spellbook and look over it during their eight hours of rest if they are to be able to cast arcane spells. If a wizard is not able to look over his spellbook during this period, he may not spent points on arcane spells. The Thaumaturgic Mentalist caster level for arcane spells and divine spells is equal to his total character level for all purposes affecting spell-related DC checks.

Analytical Mind: The Thaumaturgic Mentalist has learned think fast and on his toes. He gains a +2 competence modifier to initiative.

Relieve Strain: Once per day, the Thaumaturgic Mentalist may expend his psionic focus as a move action to reduce the cost of an arcane spell, divine spell, or psionic power by 2. At level 5, this ability allows the caster to reduce the cost by 4, and may be used twice per day. At level 7, this ability allows the caster to reduce the cost by 6, and may be used three times per day. This ability may not be used in conjunction with divine spells that could be sponteneously cast.

Social Neglect: The Thaumaturgic Mentalist's intense training, studying, and praying leave little to no time for personal grooming and honing charm. The Thaumaturgic Mentalist takes a -2 competence penalty to Diplomacy, Bluff, and Perform. At 7th level, this penalty rises to -4.

Rigorous Memorization: The Thaumaturgic Mentalist has honed his memory and consequently no longer needs a spellbook if he has had previous need for one.

]Chanelling Mastery: At 9th level, the power point cost for all the Thaumaturgic Mentalist's spells and powers decreases by 1. At 10th level, this decreases by an additional 1, bringing the total cost down by 2. The minimum cost is still one.


Other Points of Interest

Power Point Costs

Spell PP Prepared Sponteneous
Lvl Cost Spell Cost Cost
1 1 3 1
2 3 5 1
3 5 7 3
4 7 9 5
5 9 11 7
6 11 13 9
7 13 15 11
8 15 17 13
9 17 19 15


Ex Thaumaturgic Mentalists
Thaumaturgic Mentalists who leave the path keep the revised spellcasting method for spell levels they've already achieved. Any spell levels after that point, however, are cast as normal spells.
Ex Thaumaturgic Mentalists abandon their way of thinking and lose the penalty gained from Social Neglect, and subsequently lose the Analytical Mind ability.
Psi-Druid

12-04-04, 02:26 AM
some minor changes in the last psionis druid class (Call ability, notes about HD, and ML 21).

Psionic powers for psionic druid posted earlier (complete list, some already posted).
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Alter-Ego (Psychometabolism)
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Level: Psi-Druid 9
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)
Power Points: 17
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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 deals 2d6 + your Wisdom bonus points of slashing damage, and treated as psionic weapon. Threat: 18-20/x2. Special abilities: Ghost Touch, Merciful, Psychic.
* 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 herself).

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.
+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).


Awakened Beast (Telepathy [Mind-Affecting])
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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])
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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.

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Augment: for every 2 additional power points you spend, this power's save DC increases by 1.


Clear Body (Psychometabolism (Healing))
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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: 15
--------------------------------------------------------------------------
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


Elemental Union (Psychometabolism)
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Level: Psi-Druid 5
Display: Visual
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 9
----------
You gain different beneifts by uniting you body and soul with the choosen element:

Air

immunity to harmful effects with [Air] descriptor
air-based creatures take −1 penalty on attack and damage rolls against you
immunity to the effects of high wind
acid resistance 20

Earth

immunity to harmful effects with [Earth] descriptor
earth-based creatures take −1 penalty on attack and damage rolls against you
do not need to breathe
electricity resistance 20

Fire

immunity to harmful fire effects
fire-based creatures take −1 penalty on attack and damage rolls against you
ability to see through any smoke, fire, and fog as if they weren't there
cold resistance 20

Water

immunity to harmful effects with [Water] descriptor
water-based creatures take −1 penalty on attack and damage rolls against you
ability to breathe water
swim speed equal to your base land speed + 10
fire resistance 20


You can have only one active Elemental Union at a time.

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.



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)
+2: +1 point of subdual damage per round

In addition, for every 2 additional power points you spend this power's save DC increases by 1.

Gaea's Fury (Psychokinesis [Darkness])
----------
Level: Psi-Druid 7
Display: Mental, Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: up to 100 ft. + 10 ft./level -radius centered on you
Duration: Instantaneous and Permanent (D)
Saving Throw: None and Will Negates
Power Resistance: Yes
Power Points: 13
----------
Dark light shines all around you, cursing creatures around you. All creatures (friend and foe) except you within area are affected. Companions, familiars, and psicrystals treated as a part of self. Animals, plant creatures and nature-related characters (druids, rangers, etc.) are also unaffected.

Affected creatures take 8d6 + 1 per ML (maximum +45) damage (no save), and must save against one of the following curses (roll d6 for each creature in the area, Will negates, Permanent (D)):

d6 Curse
1 permanently fatigued
2 1d6+1 Dexterity drain
3 1d6 Con drain
4 permanently blind
5 permanent insanity
6 transform into a normal healthy plant (with no Intelligence, Wisdom, or Charisma score)

Defilers of nature recieve −2 penalty on their saves.

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).

Gaea's Fury is a curse, and as such it cannot be dispelled. It can be removed with a bend reality, reality revision, 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 Gaea's Fury. The effect of the curse can be dismissed by the manifester as a free action.

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.


Heartless Angel (Psychokinesis [Darkness, Sonic])
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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 and Will Negates; see text
Power Resistance: Yes
Power Points: 17
--------------------------------------------------------------------------
This power was named by its creator, ruethar Korethil, but the reason of such naming is unknown (gray elf do not suit him well :).
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, fall prone
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)

Furthermore, when you manifest this power, all extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. The banishment effect allows a Will save (at a −4 penalty) to negate.

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).


Link Minds (Telepathy)
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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 succesful – effect is negated. If failed – first creature (only) is affected.
If one creature is somehow transformed to undead none of two creatures cannot use the link but it still exists.

Note: 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.

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
--------------------------------------------------------------------------
You need to be strong to protect Nature. Using this power you gain following benefits:

* +3 to initiative
* Damage reduction 3/–
* Tremorsense 30 ft.
* you can add your Wisdom bonus to all attack and damage rolls

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, 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 nature's 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: 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: every extraplanar creature has 20% chance (or 40% if it is an aberration or undead with extraplanar subtype) that it take 10d6 points of force damage and be banished to its home plane (no save and PR). Creatures so banished cannot return for at least 1 day/manifester level. Speed is reduced to 1/4.
This power do not harm natural vegetation, ground cover, and any creature in the area that you wish to exclude from damage.

Augment: for every 2 additional power points you spend, this power's save DC increases by 1 and chance of banishment is increased by 1%.

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 grappled by these plants (any other means of escape, such as Escape Artist skill, are useless).

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 is immune to force, acid, positive/negative energy damage, turning, mind-affecting, alignment-based and death effects. Plant and his prey also are under continual undispellable psionic dimensional anchor effect.

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 − 2 + 1 per previous failure), and it cannot take 10 or take 20. If successful plant immediately disappears.

While grappled 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 (will negates) 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).


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, XP

All creatures (friend and foe) within range, except 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.
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:

+4: creatures become exhausted instead of fatigued
+4: increases subdual damage by 1d8.
In addition for every 2 additional power points spent this power's effective level increases by 1 for all purposes (including save DC).


XP Cost: 500 XP


Superior Prototype (Metacreativity)
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Level: psi-druid 9, shaper 9
Display: Visual
Manifestation Time: 1 standard action
Range: Touch
Target: construct creature touched
Duration: 2 rounds/level (D)
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 17
----------
The affected construct creature gains a +5 competence bonus on attack and damage rolls, plus 3 abilities from Astral Construct's menu (one from A, one from B and one from C menu). Also it gain Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Sunder, and Improved Overrun feats.

In addition construct's natural attacks counts as adamantine psionic weapons for the purpose of overcoming damage reduction. If your manifester level is 21 or more they also count as epic weapons.

Note: character using Eva Shell feat can use Astral Construct's feats (gained off the menus or this power) normally.


Eva Shell (psionic) (formely Wear Construct)
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Prerequisite: Astral Construct power, Boost Construct feat, Manifester level 5
Benefit: By giving up the additional menu choice provided by Boost Construct, you can manifest the construct around your person, providing protection and Strength augmentation. While the construct is in place, you use its Strength, Dexterity, speed, reach, and visual capabilities in place of your own. Any abilities gained off the menus can be used normally, with the exception of those which specify they give a feat. Any powers can only be manifested on self or the construct. Any spells/powers from others can only target the construct, not you.


Supernova (Psychokinesis [Light])
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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 −2 penalty on all skill checks, attack and damage rolls. Whithin the line of sight of the manifester penalties increased to −4 and it become shaken. Manifester gain +4 dodge bonus to AC, +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:

* nothing
* Brain Lock (Will negates, Mind-affecting): creature stands mentally paralyzed, unable to take any actions for 1 round.
* Synaptic 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.
* Mindwipe (Fortitude Negates): you partially wipe your victim's mind of past experiences, bestowing 1 temporary negative level.

Augment:
* for every 2 PP spent save DC is increased by +1
* +1: Synaptic Shock effect deals +1d6 points of subdual damage on successful save
* +2: duration of Brain Lock effect increased by +1 round (maximum 3 rounds)
* +2: power's duration = 1 minute / level
* +5: Synaptic shock effect drains 1d2 point of Constitution instead. Maximum 4 points per one power's manifestation. After draining 4 points it work as normal.


Were-Beast (Psychometabolism)
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Level: Psi-Druid 9
Display: Visual, Olfactory
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 against creatures other than nature-related ones
all extraordinary abilities (both attacks and qualities) of the chosen animal
Strength, Dexterity, and Constitution scores of the new form (unless your scores are higher) but 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 move action). 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 Mordenkainen 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 that your normal size.
This power cannot be used in conjuction with other form-altering powers. As soon as you use such power (ex. Metamorphosis) Were-Beast ends.


Wings of Valmar (Psychometabolism)
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Level: Egoist 8, Psi-Druid 7
Display: Auditory, Mental, Olfactory, 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:
* Frightful 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 frightful 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.
RatFlail OF DOOM!!!!

12-08-04, 05:28 PM
Has anyone thought of a prc for psions that uses heavy armor?
Ranevan

12-08-04, 09:04 PM
There is a heavy armor based PrC in races of stone, but I think you already need to be proficient with the armor. It did seem cool, and that book did have a few cool flavor psionic feats.
Ranevan

12-08-04, 09:23 PM
I can see a lot of psi variations on normal classes, but a psy druid seems odd to me.
Psi-Druid

12-09-04, 01:36 AM
I can see a lot of psi variations on normal classes, but a psy druid seems odd to me.
my world is quite strange anyway, so it has strange druids :) if you have another ideas (or another variant itself) I would like to see them.
Ranevan

12-09-04, 07:19 AM
I'll have to try and make a psychic nature type...I'll probably base it off of the beast lord from EQ.
Ranevan

12-09-04, 08:22 AM
Also, about your higher level powers...Just a couple of balance/flavor questions. Druids don't get the holy word/blasphemy/Dictum/word of chaos line, why heartless angel for the psy-druid?

Chrono-touch is kinda cool, but a combination of dissolution and mord's disjunction doesn't really seem druidy, although the time age damage is kinda a cool flavor.

Moon beam is kinda powerful as a nuke. No energy type, no save, only PR, and you can do it 5 times with one casting. And not only that, it has several other uses. What's this power based off of?

Nature's wrath I only have a couple of issues with. Round 2 lists that things can be changed in future rounds but it doesn't say that the effect lasts more than the second round, though that's just an easy fix. The other thing is force energy is not nature, and shouldn't be an optional energy to call down.

Link minds mentions the shape powers ability, but I think you mean share powers.

Wings of valmar gives perfect manuverability, but most demons and devils only have average manueverability and most angels have good I believe.

And by game mechanics, a Katana is just a masterwork bastard sword. Is a psychic druid not proficient in non-masterwork bastard swords? I'd question the shurikens but, well, they look like stars which should be important to druids, so it's cool.

I'm sure I'll have more later, but I figured I should really give your class a good look rather than just say it's odd.

Also, is there a blighter version of this class? (like the blighter anti druid from complete divine)
Kaiberon

12-09-04, 03:20 PM
I'm working on a class that basically fuses a few others like thrallherd, psion uncarnate and body leech.

the gist here is 14 levels of psi like abilities covering possession and destruction of the host for a short term boost in power, it will probably require Telepathy as a required priimary discipline unless you want the class to push you all the way to epic levels.

a good example of where I'm going would be Azazel from that movie with Denzel Washington wherein the badguy kept singing that song "tiiii-iiime is on my side..."

and maybe a 5 level time manipulator.
Kaiberon

12-13-04, 11:47 AM
Chrono Geist

Many Psions master the powers to pull themselves or their allies out of time for a few key moments, and eventually to greatly increase their own time frame for a few extra seconds. The Chrono Geist transforms these "handy tricks" into an art form few can match.
As more levels are gained in this prestige class the character begins to exhibit a natural economy of motion that seems almost unnatural.

Pre-reqs: Knowledge (Psionics) 10 ranks, Concentration 10 ranks, Knowledge (Planes 8 ranks).
The ability to manifest Time Hop (or Mass Time Hop) and Temporal Acceleration.
HD:d6
Class Skills are: Concentration, Hide, Jump, Knowledge (Psionics), Knowledge (Planes), Move Silently, Psicraft, Tumble.
Skill points are 2+Int/level

Base attk: Fighter progression
Saves: Strong Ref/Will, weak Fort

LVL - Class Feature
1 Improved Manifestation, Haste (Ps) 1/day
2 Bonus Feat, Immediate Hop
3 Haste (Ps) 2/day
4 Touch of Grey
5 Immediate/Improved Acceleration

Feature Descriptions:

Improved Manifestation- Every Level of Chrono Geist stacks with whatever manifesting class grants access to Time Hop and Temporal Acceleration for the purpose of Manifesting those two powers, as well as Mass Time Hop.

Haste (Ps)- At 1st Chrono Geist level the character gains a Psilike ability that emulates the Haste spell as per PHB, manifester level equal to his Chrono Geist Class level. Activating this ability is a swift action. At 3rd level he may use this ability twice per day.

Bonus Feat- At second level a Chrono Geist can select one of the following feats as a bonus feat provided he meets all the prerequisites: Speed of Thought, Delay Power, Quicken Power or Oppurtunity Power.

Immediate Hop- Upon reaching the second ChronoGeist level, Once per day the Chrono Geist may manifest the Time Hop power or Mass Time Hop power on himself or his allies as an immediate action.

Touch of Grey- At fourth level a ChronoGeist gains a special touch attack only usable during the effects of the Temporal Acceleration power. While in the accelerated time frame he may touch a foe and draw him/her partially into the acceleration effect.
There are two variations, the first is an extended touch. An extended touch requires a standard action and, provided the victim is subject to the condition, will leave the target exhausted until he next rests.
The Second is a tap. A tap requires a swift action and, provided the target is subject to the condition, will leave the victim fatigued until the end of the encounter.
Once a foe has been subjected either version of the Touch of Grey he is not subject to either of the effects again for 24 hours. Special: If either effect is used on another character also in the accelerated time frame (via their own manifestation of Temporal Acceleration or the Time Stop spell) The target is forced into normal time and stunned for 1 rd (Fortitude negates stunning effect DC 19).

Improved Acceleration- At fifth ChronoGeist level the character need no longer fear fire, sonic, cold or electricity effects while manifesting the temporal acceleration power nor is he shaken for a round upon exiting the accelerated time frame.

Immediate Acceleration- Finally at fifth ChronoGeist level the ChronoGeist has achieved mastery over the present. Once per day he may manifest the Temporal Acceleration power as an immediate action. Doing so does put an immense strain on his body however thus he is Sickened for 1 round upon exiting the accelerated time frame and takes 3d8 subdual damage. Creatures not subject to being sickened (such as Undead) instead take 3d8 pts of lethal damage and are not sickened. Special: In the event a ChronoGeist uses this effect in response to the Time Stop Spell (PHB) being cast, both characters enter the accelerated time frame simultaneously and roll initiative.


Comments: The stronger hit die, decent saves and better attack bonus progression are to off set this guy's near total loss of manifester level increase and complete stagnation of Power point increase. I think it's pretty balanced but I still need to try it out. Immediate Hop is an awesome evasion effect at the cost of (potentially) a dozen rounds of combat or more, Immediate Mass Time Hop would be awesom-er since it would get your buddies out of the fire too and for 12+ hours.

For those of you who are in the know, Immediate Temporal Acceleration = "Za WORLD-O!".
Ranevan

12-14-04, 08:14 AM
Your class looks very interesting. Not too over powering and it's available to epic psychic warriors:) And I believe the movie is Fallen:)
Maarten

12-14-04, 03:20 PM
The Subconscious Marauder

http://picserver.org/view_image.php/K5333U889JP9/p.jpeg
The Subconscious Marauder is based of the Teflammar Shadowlord (Found in Unapproachable East. It should be used for the Psychic Rogue base class, detailed here (http://www.wizards.com/default.asp?x=dnd/psm/20040723b). In fact, due to the requirements, only a Psychic Rogue can enter this class.


The Subconscious Marauder’s are the Psionic Brothers of the Teflammar Shadowlords. The Subconscious Marauders are part of the same guild, but employ slightly different powers.


Hit die: d6


REQUIREMENTS

Race: The character must posses the shadow-walker template, which is conferred by a special rite consecrated to Mask (See chapter 6: Monsters of the East of Unapproachable East). Members in good standing of the Shadowmaster’s guild can arrange for the rite of transformation by gifting 2.000 gp to Mask’s temple in Teflamm; others must give at least 10.000 gp and perform a service of some kind for the clerics of Mask. A character who is not a shadow-walker can still qualify for the Subconscious Marauder Prestige Class, but he must meet the manifesting requirement.
Alignment: Any nongood.
Skills: Hide 10 ranks, Move Silently 10 Ranks.
Feats: Blind-fight, Dodge, Mobility, Spring Attack.
Manifesting: If the character is not a shadow-walker, he must either posses the ability to shadow-jump (as the shadowdancer prestige class) or be able to manifest either Dimension Door, Psionic or Dimension Slide as a power or psi-like ability.
Special: Sneak Attack +2d6.
Special:: The character must qualify to select regional feats from Thesk (The region is his home region, or he has 2 ranks in knowledge (Local – Thesk).
Special: The character must posses the Danger Sense class ability.


CLASS SKILLS

The Subconscious Marauder’s class skills (And the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Psionic Device (Cha) and Use Rope (Dex). See chapter chapter 4: skills in the Player’s Handbook and chapter 4: skills and feats in the Expanded Psionic Handbook.

Skill points at each level: 4 + Int modifier


CLASS FEATURES

All the following are class features of the Subconscious Marauder Prestige Class.

Weapon and Armor Proficiency: Subconscious Marauders gain no proficiencies in any weapon or armor.

Powers Known: At every level indicated on the table for the prestige class, the character gains new power points per day and access to discovered powers as if he had also
gained a level in the psionic class he belonged to before adding the prestige class. He
does not, however, gain any other benefit a character of that class would have gained
(such as bonus feats, metapsionic or item creation feats, mode check bonuses, hit
points beyond those he receives from the prestige class, psicrystal special abilities, and
so on). The character does gain an increased effective level of psionic manifestation
and additional power points. If a character had more than one psionic class before
becoming a member of this prestige class, he must decide to which class he adds the
new level for purposes of determining effective manifester level.
For example, a 2nd-level psion/3rd-level rogue/3rd-level Subconscious Marauder has a
character level of 8th and a manifester level of 4th. So the character manifests powers
with level-dependent parameters as if he were 4th level.

Shadowsight: (Ex) Gifted with a mystical connection to shadow and darkness, the Subconscious Marauder gains a superior form of darkvision with a 60 ft. range. He can see through any form of normal and magical darkness without hindrance.

Shadow Jump: (Ps) A Subconscious Marauder can travel between shadows as if by means of a Dimension Door, Psionics power. The limitation is that the psionic transport must begin and end in an area with at least some shadow or darkness. The Subconscious Marauder can “jump” up a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10 ft. increment. If a Subconscious Marauder already has Shadow Jump from another class, add Subconscious Marauder levels to levels of the other class to determine the effective class level instead.

Dark Amorpha: (Su) At 2nd level, a Subconscious Marauder gains an unusual defense. Anytime he is not in daylight or the illuminated radius of a light source, the shadows spring alive and coil around him. The coils follow him through the shadow, conferring the benefits of a Concealing Amorpha, lesser power. The Subconscious Marauder can choose to activate or end this effect as a free action.

Shadow Walk: (Ps) Once per day, starting at 3rd level, a Subconscious Marauder may use the Shadow Walk, psionic power (Detailed below) with his own manifester level.

Shadow Pounce: (Ex) At 4th level, a Subconscious Marauder learns how to attack swiftly from the shadows. Anytime he uses an ability, power, spell or effect with the [teleportation] (for expample, his shadow jump ability), he may execute a full attack upon completion of the teleportation. The shadowlord must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target with whatever weapon he has in hand at the beginning of his action.

Dark Discorporation: (Ps) At 5th level, a Subconscious Marauder learns how to use his mastery of shadows to cheat death. Once per day he can use the Dark Discorporation Power (Detailed below) as an immediate action.

Death Attack: (Ex) At 6th level, the Subconscious Marauder gains the ability to make a Death Attack as the Assassin ability. If the Subconscious Marauder has levels in the Assassin or Psychic Assasin class (See Chapter 2: characters in the Dungeon Master Guide or this web enhancement (http://www.wizards.com/default.asp?x=dnd/psm/20040723d)) he may add his Subconscious Marauder to that class to calculate the save DC of his death attack.


Class Lvl BAB FORT REF WILL Special Powers
1 0 0 2 0 Shadowsight, Shadow Jump -
2 1 0 3 0 Dark Amorpha +1 ML
3 2 1 3 1 Shadow Fugue +1 ML
4 3 1 4 1 Shadow Pounce -
5 3 1 4 1 Dark Discorporation +1 ML
6 4 2 5 2 Death Attack +1 ML



NEW POWERS

Dark Discorporation
Psychoportation (Shadow).
Level: Psychic Rogue 5.
Display: Visual.
Manifesting Time: 1 Immediate Action.
Range: Personal.
Target: You.
Duration: Instantaneous and up to one day; see text.
Power Points: 9.

As Fiery Discorporation, except the manifester has to be within 30 ft. of an area not in daylight or the illuminated radius of a light source. You break apart into shadowstuff, and you reappear in an area not in daylight or the illuminated radius of a light source. The save that is to be made is a Reflex save instead of a Will save, with the same DC. There is no augmentation.


Shadow Walk, Psionic
Psychoportation (Shadow).
Level: Psion / Wilder 5.
Display: Visual.
Manifesting Time: 1 standard action.
Range: Touch.
Target: Up to one touched creature / level.
Duration: 1 Hour / level (D).
Saving Throw: Will Negates.
Power Restistance: Yes.
Power Points: 9.

As Shadow Walk (page 277 of the Players Handbook), except as noted here.

Cross-post from the PrC forum btw.
Psi-Druid

12-15-04, 01:54 AM
Druids don't get the holy word/blasphemy/Dictum/word of chaos line, why heartless angel for the psy-druid?
... well... because there is no psionic class with this thing.

Moon beam is kinda powerful as a nuke. No energy type, no save, only PR, and you can do it 5 times with one casting. And not only that, it has several other uses. What's this power based off of?
It can hit 5 targets, but other spells/powers can do that, area effects, etc. It has no save since it's a ray... It's powerful anyway, it worth 9th level, I think :).
What's this power based off of?
that idea just came to my mind.

Nature's wrath I only have a couple of issues with. Round 2 lists that things can be changed in future rounds but it doesn't say that the effect lasts more than the second round, though that's just an easy fix.
I just forgot about it :) thanks.

The other thing is force energy is not nature, and shouldn't be an optional energy to call down.
... sounds right, I'll change it.

Link minds mentions the shape powers ability, but I think you mean share powers.
really? ... oh... it should be shaRe powers. English is a foreign language for me, so... I made mistakes sometimes :)

Wings of valmar gives perfect manuverability, but most demons and devils only have average manueverability and most angels have good I believe.
maybe, but would it worth it's level? I don't sure. ( it's unusual demon :) )

And by game mechanics, a Katana is just a masterwork bastard sword. Is a psychic druid not proficient in non-masterwork bastard swords? I'd question the shurikens but, well, they look like stars which should be important to druids, so it's cool.
yes, only with katana.

Also, is there a blighter version of this class? (like the blighter anti druid from complete divine)
no. I don't have complete divine :(

thank you, Ranevan :) if you have another things to say, feel free to do it.
Ranevan

12-15-04, 10:13 AM
I just still think that a great nuke/heal/vs lycanthrope utility/restore power does too many things for one power, even if 9th level. It might be cool as a class ability usable once per day, or even once a week. I'd think up one more effect and let you use one each per day. I know five is a kinda important number to some nature faith types.
Kaiberon

12-16-04, 01:01 AM
I don't know, the psychic druid seems kind of redundant with the egoist whose selection of powers emulates the shape shifting stuff, i think a better combo might be something that grants a ranger spell list and improving the shapeshifting abilities of the Egoist powers.

Something like:
Tree Talker (a misnomer since they can exist in any uncivilized environment including icy wastes and deserts)or Will of the Land
The most significant change in a Tree Talker's life comes when they hear the will of the earth. Through deep meditation and understanding of the body's connection to the land the Land's will is made clear.

Prereqs: Know (Nature) 8 ranks, Survival 4 ranks, Alertness, Able to Manifest a 3rd lvl Psychometabolic power
Alignment: Any Neutral
D8 HDs
Skills 4+int/lvl
Druid BAB
High Fort/Will saves

lvl Class Feature
1 Earth Attuned+spells
2 +1 lvl of manifesting class+spells
3 Nature's Wrath+spells
4 +1 lvl of manifesting class+spells
5 Elemental Affinities+spells
6 +1 lvl of manifesting class+spells
7 Scent Ability, Metamorphic Transference+spells
8 +1 lvl of manifesting class+spells
9 Elemental Embodiment+spells
10 +1 lvl of manifesting class+spells

Class feature descriptions:
Earth Attuned- Their connection to the environment becomes such that they must remain near the wilderness at all times or lose the divine gifts laid upon them. As they progress in the prestige class they can remain away from the wild lands for longer periods. A Tree Talker must return to an uncivilized area and meditate for at least an hour each day to regain spells and the use of their class abilities (uncivilized is defined by the GM, a forest outside the city might be sufficient or a rest next to an anthill). As each new level is gained a Tree Talker may meditate outside a wilderness area once, his connection with the land growing strong enough to reach past the city walls etc. So at level one he must return daily, at level 10 he must return once every ten days. (if Speak with Plants is not a first level spell for rangers add it as a 1/day Psilike ability) The tree Talker's connection to the wildlands induces the same refusal to employ metal weapons that Druids practice.

Spells- At each new level the Tree Talker gains access to a limited list of divine spells (Ranger list) with a Spells/Day progression like that of the Assassin PrC.

Manifester levels -every other Tree talker level is added to the manifester class which provides access to the 3rd lvl Psychometabolic power used as a prereq.

Nature's Wrath (Su)- at 3rd level the character may Turn Aberrations as a Clerig of his *Character Level* turns Undead upto 3+his Charisma modifier times per day.

Elemental Affinities (Ex)- At Fifth level each time he meditates a Tree Talker may select an element Fire, Earth, Air, Water. By meditating on the element he may inure himself to injury from it for 24 hours as follows-
Fire- Fire Resistance equal to class level
Earth- DR equal to class level/magic, Half Falling damage
Water- Continuous Water Breathing effect (as the monster ability)
Air- Lightning Resistance equal to class level

Scent(Ex)- At 7th level the tree talker gains the Scent ability.

Metamorphic Tranference- at 7th level the tree talker gets metamorphic tranference as a bonus feat.

Elemental Embodiment- at 9th level a Tree Talker's connection to the land is so great he may open himself to the power of an Elemental. Once a day for 1 hour he may channel the power of the element he has as an affinity that day. He becomes a Large Elemental but keeps his own type and the Psionic subtype. He may still employ all his own equipment (not absorbed into the new form). Finally, any damaging power he manifests with an energy descriptor will add the following effects.
Fire-Force a Ref Save (10+power lvl+wis) or the target is covered in flames that do an additional 2d6 fire per round, target may take a full round action to extinguish the flames.
Air- Lightning or Sonic effects are accompanied by a thunderous boom that adds 1d8 sonic damage and a fort save (10+power lvl+wis) or the target becomes deafened.
Water- Cold based powers and effects force a fort save (10+power lvl+wis) or deal 2 dex damage (multiple uses stack)
Earth- Powers with Acid effects deal an additional 2d6 damage per round for 1 round per three manifester levels.

Notes-The inability to participate in a city based game with these guys makes them better NPCs but the versatility provided by Manifesting and ranger spells, the elemental stuff, better BAB and HDs make it worthwhile (as yet not playtested)
Psi-Druid

12-16-04, 01:25 AM
I just still think that a great nuke/heal/vs lycanthrope utility/restore power does too many things for one power, even if 9th level. It might be cool as a class ability usable once per day, or even once a week. I'd think up one more effect and let you use one each per day. I know five is a kinda important number to some nature faith types.
... maybe you are right. I'm not sure about it yet. Maybe less beams/manifesting and/or standard action? as a class ability... would it be too much to just add it (1/day), or I need to remove something (I just don't want to remove anything from the class)?

----------
Nature's Wrath (Su)- at 3rd level the character may Turn Aberrations as a Clerig of his *Character Level* turns Undead upto 3+his Charisma modifier times per day.
I like it :) on the other hand, I want nature-related psionic characters stay away from things like turning, smite, etc. its too divine.

Will of the Land - it's good for divine druid, but for psionic... doing someone's will is what I want to avoid (deities, etc. I know that they don't need deities, but this is one step to them).

also mixing spells with powers is not that good - feats usually applied to something one, either spells or powers.
Ranevan

12-16-04, 05:22 AM
As a once per day thing this power might not be too bad. It would be a powerful ability and would need to be adjusted a little since you couldn't augment it the same way. I think if you could use each part of this power once per day it would probably be balanced. Probably:) I'll see what I can suggest that might help later. Gotta go to work.

Also, you're right, Wings of the Valmar wouldn't be worth its level if you didn't get perfect manueverability.
Rerednaw

12-16-04, 12:58 PM
I thought for sure this would have been done by now but a search didn't come up with any matches so for those who aren't quite satisfied with the niche of the Psychic Rogue here is the:

Psionic Trickster
Hit Die: d4.
Requirements
To qualify to become an psionic trickster, a character must fulfill all of the following criteria.
Alignment: Any nonlawful.
Skills: Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (psionics) 4 ranks.
Psionics: Ability to manifest far hand and at least one psionic power of 3rd level or higher.
Special: Sneak attack +2d6.
Class Skills
The psionic trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Speak Language (Int), Psicraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
<pre>
Table: The Psionic Trickster
Level BAB Fort Ref Will Special Powers Known
1st +0 +0 +2 +2 Ranged legerdemain 1/day +1 level of existing class
2nd +1 +0 +3 +3 Sneak attack +1d6 +1 level of existing class
3rd +1 +1 +3 +3 Impromptu sneak attack 1/day +1 level of existing class
4th +2 +1 +4 +4 Sneak attack +2d6 +1 level of existing class
5th +2 +1 +4 +4 Ranged legerdemain 2/day +1 level of existing class
6th +3 +2 +5 +5 Sneak attack +3d6 +1 level of existing class
7th +3 +2 +5 +5 Impromptu sneak attack 2/day +1 level of existing class
8th +4 +2 +6 +6 Sneak attack +4d6 +1 level of existing class
9th +4 +3 +6 +6 Ranged legerdemain 3/day +1 level of existing class
10th +5 +3 +7 +7 Sneak attack +5d6 +1 level of existing class</pre>

Class Features
All of the following are Class Features of the psionic trickster prestige class.
Weapon and Armor Proficiency: Psionic tricksters gain no proficiency with any weapon or armor.
Powers Known: When a new psionic trickster level is gained, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of manifesting. If a character had more than one manifesting class before becoming an psionic trickster, he must decide to which class he adds the new level for purposes of determining Powers Known.
Ranged Legerdemain: An psionic trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an psionic trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
An psionic trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 9th level or higher. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an psionic trickster gets a sneak attack bonus from another source the bonuses on damage stack.
Impromptu Sneak Attack: Beginning at 3rd level, once per day an psionic trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
At 7th level, an psionic trickster can use this ability twice per day.
Psi-Druid

12-17-04, 04:46 PM
As a once per day thing this power might not be too bad. It would be a powerful ability and would need to be adjusted a little since you couldn't augment it the same way. I think if you could use each part of this power once per day it would probably be balanced. Probably I'll see what I can suggest that might help later.
it requires not that much changes. Maybe I need to add

Rising: forces lycantropic creature to shapechange into it's animal or hybrid form (creature's choice) for 1d4 rounds + 1d4 rounds per level after the 17th. However lycantrope gain a +1 morale bonus to attack and damage rolls.

since it already has Countermoon effect.

can you help me with number of rays? (per round, total, etc.) I cannot decide what would be enough.
Psi-Druid

12-23-04, 04:48 PM
removed Moonbeam. added Equilibrium (as Body Equilibrium) at 10th psi-druid level and one Gaea's Fury psionic power.
===============
Pure Power epic prc
----------
Hit Die: d4.

Level Special/b]
[b]1 Class Knowledge, Feel Power
2 Inborn Power, Improved Metapsionics
3 Metaffinity, bonus feat
4 High Power, bonus feat
5 Automatic Augmentation, Inborn Greater Power


Requirements
----------
To qualify as a Pure Power, a character must meet the following criteria.

Skills: Knowledge (psionics) 32 ranks, Psicraft 30 ranks
Feats: Epic Psionic Focus, Psionic Meditation, at least 4 metapsionic feats
Power: must know Detect Psionics
Psionics: ability to manifest powers of the normal maximum power level in at least one psionic class, manifester level 30.

Class Skills
----------

Class Skills: The pure power's class skills are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int).
Also see Class Knowledge below.
Skill Points at Each Level: 4 + Int modifier.

Class Features
----------
All the following are class features of the Pure Power epic prestige class.

Weapon and Armor Proficiency: pure power gain no proficiency with any weapons or armor.

Powers Known: At each level, a pure power gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (but see Class Knowledge below). This essentially means that she adds the level of pure power to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before she became a pure power, she must add all levels of pure power to the class that grant her manifester levels to qualify for this PrC for the purpose of determining power points per day, powers known, and manifester level.

Class Knowledge: select up to 2 abilities from one class, that grant you manifester levels to qualify for this PrC (bonus feats gained from previous class levels cannot qualify). Levels of this class stack with your previous class for the purpose of selected abilities. Also select up to 6 skill that are class skills for that class. They also became class skills for this PrC.

Feel Power (Su): you sense power around you as with detect psionics and detect magic (effect of the 1st round, area is 60 ft.-radius, centered on you). You must concentrate to gain additional information (2+ rounds).

Inborn Power (Su): select one psionic power that you know of 3rd level or lower with a Personal range, that is not a time-based affect, and that has duration more than 2 rounds. You gain effect of this power (unaugmented) as a supernatural ability. Activating/Deactivating this ability is a free action.

Improved Metapsionics: you gain Improved Metapsionics as a bonus feat.

Metaffinity: all your meta feats costs 1pp less to use (to a minimum of +1pp). Also all your powers affected by meta feats has a +1 to their save DC and gain +1 bonus to penetrate power and spell resistance.

Bonus Feat: you gain 1 bonus feat, that must be a metapsionic feat or psionic version of metamagic feat.

Psionic versions of metamagical feats requires: expend psionic focus, and additional (spell level adjustment x 2) − 2 power points (to a minimum of +0).

High Power: if you normal maximum of power level is less than 9 you gain ability to manifest powers of 1 level higher than your previous maximum, 1 power known of that level from the Psion/Wilder list, and sufficient power points to manifest selected power once.

If you already had ability to manifest 9 level powers you gain 1 bonus feat instead (see Bonus Feat above).

Automatic Augmentation: you gain Automatic Augmentation feat, even if you do not meet the prerequisites.

Inborn Greater Power (Su): as Inborn Power but maximum power level that allowed is 5.
Jaaz

12-25-04, 12:04 AM
Would anyone be interested in seeing (and critiquing) a Kineticist-flavored PrC? Much like what the Shaper does for constructs.
Psi-Druid

12-25-04, 04:51 PM
I do not know, whether I can offer something useful, but I'd like to see it.
Ranevan

12-25-04, 05:40 PM
sure. what kind of kinetic?
Jaaz

12-25-04, 07:43 PM
Ok, I have this laid out in a word document minus the flavor text. Forgive the progression table at the end, as I have no idea how to align them as nicely as others here. I'll go post on the help forum for it soon.

The concept is a focused power user, much like a wizard specialist from 2nd edition, only more versatile. I've only a couple of outlines for requirements, and this is all first draft, so constructive criticism only please.

Also as a note, the graphic produced for this class (Energy Wheel) isn't hosted yet, so I can't refer to it through html, unless someone has a better way? Thanks. This Wheel Goes around (clockwise from top) as follows: Fire-Acid-Cold-Sonic-Electric and then back to Fire. I wish I could post the graphic to better illustrate. Anyways, here goes.

Energy Adept

An Energy Adept is a psion who's love of a particular kind of energy leads her down a path to push her limits in that type.

Requirements:

Skills: Psicraft 8 Ranks, Knowledge (Psionics) 8 Ranks.

Feats: Empower Power, Maximize Power, Widen Power.

Psionics: Must know 4 different Energy powers, one of which must be at least 3rd level or higher.

Special: Favortism of a particular energy type when manifesting Energy powers. This could involve anything from random burning of foes already slain, to using Sonic attacks as a solution to nearly every object puzzle.

Class Features:

Weapon/Armor Proficiency: No new weapon or armor proficiency is gained for an Energy Adept.

Powers: At every level of Energy Adept, the character gains power points and powers known as her previous manifester class. If she has more than one manifester class, she may choose which progression she follows. (phrasing right?)

Energy Specialization (Ex): Upon becoming an Energy Adept, the character must choose a specialty energy type she wishes to use. This may be any of the four energy types. She would then be considered an Adept of that type, i.e. Sonic Adept. Once chosen, her specialty cannot be changed. She gains the benefits of this class in relation to her chosen type, but receives penalties with regards to the opposing type on the energy wheel. When manifesting an energy power to use the opposed element to her specialty, she is treated as two levels lower then her current manifester level, and takes a -3 penalty to her saving throws and DC's when manifesting powers of the opposed type, and resisting that type of energy. For example, a 6th level Kineticist/2nd level Fire Adept manifesting Energy Ball would gain her class bonuses when using fire energy, could manifest normal effect electric and sonic energy, but would only be treated as 5th manifester level when using cold energy, in addition to taking a penalty to the DC of the power. In addition, special abilities or energy types granted by other powers (Energy claw, or the energy touch menu choice for an astral construct) are affected by these bonuses and penalties as well. Fire is opposed to Cold, and Sonic opposed to Electric.

Resolve (Su): At first level, and ever 3rd level thereafter (1st, 4th, 7th, 10th) the energy adept adds the listed bonus to the DC of her powers, when using her specialty energy type. This bonus is also added to her saving throws versus her specialty energy type.

Resist (Su): At first level, and every 3rd level Energy Adept level (1st, 3rd, 6th, 9th) the Energy Adept gains resistance to her specialty element of the listed value. These values do not stack, at 3rd level her resistance would be 10 to her chosen type. She also gains

Extra Kick (Su): At 2nd level, and every 3rd level thereafter (2nd, 5th, 8th) the Energy Adept adds the listed bonus to each die rolled for damage using energy powers of her specialty type. This bonus stacks with more situational bonuses, such as those granted from Power Specialization and Greater Power Specialization.

Improved Energy (Su): At 5th level, the Energy Adept specializes further in her chosen element and rolls upgraded dice for damage. For example, if a Fire Adept were manifesting Energy Ball with fire energy, she would roll d8’s for the power instead of d6’s. This includes any augmented dice. Subsequently, the adept looses more interest in the opposing element, rolling downgraded dice for powers when using it. In the above example, d4’s would be used for cold. Reductions lower than d4 go down to d3’s, then d2’s. The Energy Adept must maintain her Psionic Focus to use the upgraded damage dice. She may spend her focus within the round while manifesting an energy power and still gain the bonus for her specialty, as long as she is using the focus on a metapsionic feat to enhance the energy power.

Greater Energy (Su): At 10th level, the Energy Adept has mastered her chosen element. This ability is as per Improved Energy, except she now manifests energy powers with her chosen element with damage dice increased by two steps. A 10th level Fire Adept, for example, would manifest Energy Ball using d10’s. Subsequently, damage dice for the opposed type is reduced a further step, down to d3’s in the Energy Ball example. The Energy Adept must maintain her Psionic Focus to use the upgraded damage dice. She may spend her focus within the round while manifesting an energy power and still gain the bonus for her specialty, as long as she is using the focus on a metapsionic feat to enhance the energy power.

Lvl BAB Fort Ref Will Special Abilities Powers
1st +0 +0 +0 +2 Energy Specialization, Resolve +1, Resist 5 +1 Existing Manifester Level
2nd +1 +0 +0 +3 Extra Kick +1 +1 Existing Manifester Level
3rd +1 +1 +1 +3 Resist 10 +1 Existing Manifester Level
4th +2 +1 +1 +4 Resolve +2 +1 Existing Manifester Level
5th +2 +1 +1 +4 Improved Energy, Extra Kick +2
6th +3 +2 +2 +5 Resist 15 +1 Existing Manifester Level
7th +3 +2 +2 +5 Resolve +3 +1 Existing Manifester Level
8th +4 +2 +2 +6 Extra Kick +3 +1 Existing Manifester Level
9th +4 +3 +3 +6 Resist 20 +1 Existing Manifester Level
10th +5 +3 +3 +7 Greater Energy, Resolve +4

Someone help me with the table alignment on these boards? Thanks.
RabidWeasel

12-26-04, 09:14 PM
Jaaz, that class seems quite overpowered. Over 10 levels you get +4 to save DC's, some energy resistance, +3 to all damage dice, and 2 die size increases (effectively another +1 damage/die) at the minor cost of making your attacks using your unfavoured energy types much weaker. Comparing this to the 3.5 elemental savant conversion in complete arcane (which I will accept is somewhat weak) shows just how overpowered it is. Even against something heavily resistant / immune to your energy type, you can always fall back on crystal shard, astral constructs, etc. and be just as good as a straight psion.

Comparing your class to a maxed out cold-focused character using various feats and prestige classes from frostburn, you should get at most +2 damage per die, and +2 to DC's over 10 levels, at a seriously atrophic cost to your other abilities - I would suggest at the very least least 2 levels without increases in manifester level, offset with bonuses to the favoured energy type (so your ML doesn't decrease for your favoured energy type).

The feat cost for entry seems reasonable, since maximise and widen are both fairly suboptimal choices for many characters.
Ranevan

12-26-04, 10:34 PM
You mention 5 energy types you can pick from. Acid is not a energy type for the powers with energy in the name. There are only 4 acid powers I know of, dissolving touch/weapon and breath/exhalation of the black dragon. And what powers oppose what on the energy wheel?
Jaaz

12-27-04, 01:44 AM
I dislike the idea of the stripped manifester levels due to the fact that there are few PrC's with full progression out there for psions.

But, I took Acid out of the mix (thanks Ranevan) and took out levels of manifester for the step in which enhanced dice come along. Here's a few reasons why this is not terribly unbalanced.

Requirements: While not terribly effective punch per point, it's meant more to show a character's focus on area and damage powers. Works out well.

Abilities: d6 to d10 may sound like a big jump, until you realize there's a type of energy that, while you're free to use, will normally only do d3's, and takes a hit of 3 to the DC. In addition, different abilities may be a good idea for the class, so I could spread out the other ones. Nothing in mind yet. (rather tired atm) You're loosing two bonus feats (at least), die size DC manifester level and saves to opposed energy, and two manifester levels.

But compared to the (alternate) Pyrokineticist, the power level could be comparable. It gains an always on-call 1d8 weapon which existing feats can apply to, a start of +4 to save and res. 10 to the type, something to enhance unarmed combat with the type (2d6 unarmed, always-ready), an effective Energy Bolt (As a psi-like ability!) that's only restricted by the PrC levels, weapon enhancement as per the unarmed ability, a 1/day alternate form that grants 2d6 touch and repost to melee attacks, and *damage reduction*, Effective flight, bonus increases to +8 save and res. 20 to the type, better damage to the weapon abilities, and finally two psi-like attacks, one of which is a 30' burst for 15d6.

Now, granted this class doesn't add manifester levels, but I'm not giving the character free psi-likes, free weapons, and alternate forms, just focus of power around one energy type, at a penalty to another, with decent feat requirements.

I'm lacking a good majority of my books for reference right at the moment, but will be back with more comparisons later.
Psi-Druid

12-27-04, 04:24 PM
You need to change a little 'Powers' section since now it is not 'At every level'. Maybe even remove +1 ML also from 1st level (or maybe not).

Widen power... I'll never take feat like that. Enlarge Power is much more useful (and it does not increase the power point cost of the power). But maximize is not that bad, at least at epic level (since they are already crazy anyway): enlarged empowered maximized twinned something for +2 pp: Epic Psionic Focus x3, Improved Metapsionics x 5 (twinned for double damage and to overcome that... strange Force of Will feat).
So, I think, suboptimal is only widen power.

Good PrC with full ML progression... I would like to see that... but, as long as I know, there is nothing good enough v_v

Maybe you need to forbid use of opposite energy at all.
Jaaz

12-28-04, 09:53 AM
RabidWeasel; this is not +3 to *all* damage dice, just the one energy type.
RabidWeasel

12-28-04, 10:06 AM
I am fully aware of that, it makes very little difference to the overall power of the class for reasons I have already stated.
Jaaz

12-30-04, 05:11 PM
What about the comparison to the pyro kineticist?
RabidWeasel

12-30-04, 07:08 PM
You can hardly compare the two: one is a manifester-based class with nearly-full progression, which effectively sacrifices all but 1 energy type for energy powers in exchange for massively increased damage; the other merely gives a few handy at-will abilities, and is heavily biased towards favouring melee fighter types.

Since you took away two manifester levels the power level of the class is looking much more reasonable although I would still be loath to DM for such a class because of the metagaming it would cause (anything with heavy resistance / immunity to the chosen element would be overpowering, anything without resistance would get destroyed extremely quickly)
Jaaz

01-02-05, 03:22 AM
I just looked through my books for kicks and hit on something that kinda made me think of the possible combos with these things, not to mention outright power.

Energy Adept is similar to 3.0's Elemental Savant, except as it stands, acid is missing from the original mix (but not from the savant, a 3.0 thing with energy substitution that thankfully was removed). The things I'm not granting in comparison;immunities (with limitation of being hedged out), darkvision, piercing SR/PR bonuses (though that would come in handy), and other forms. Bonus over the Savant? Damage bonus, and dice size.

Lore Master, DMG pg 191, Every odd level gaining a feat effectively (only 2 options on that list aren't emulated feats), Languages, another class' ability (Bardic knowledge), and spells turned Ex abilities. What I'm granting doesn't really compare in utility, but the loremaster, in addition to 5 emulated feats (and one selection that just plain says ANY feat) also gets full caster progression.

The one that burns me the most on this argument is the Red Wizard (DMG pg 193). Now...yes, forgotten realms, yes, defaulting on regional, *BUT*...At the cost of just one extra school, (of 8) they get bonus caster level to their specialty (which spells out a total of +5 dice to evoc spells, meaning +5-**+30** damage for most spells, also +5 to caster level checks), Specialty save:+4, and bonus feat. 5th level brings the real power, as they can then lead a casting circle and gain a pool of levels for a limited selection of metamagic, or to boost caster level EVEN MORE. at 7th level, any Red Wizard with the leadership feat gains a free invite to use other's spells for caster levels, and at 10th that pool gets bigger. An hour ceremony with your enhanced followers (yes, you can get spellcasters with leadership), and you're the spell-tank. All my class is doing, is benefiting an energy type, penalizing another, throwing resistance, DCs and die sizes up. A fair trade, considering the flexibility of the Adept versus the preparation and mobility needed for an adventuring Red Wizard.

I apologize if this post comes across as offensive/defensive. I'm not here to fight, but I am here to look at things critically in terms of balance, and will make sure that the short end of the stick isn't just handed to my class. It's 3:30am here, and I guess I'm cranky. :zzz: So off to bed with me, and we'll continue later.
The Mailman

02-08-05, 10:49 AM
Submitted for your approval: the Cerebral Fist

This PrC is a class that I developed primarily with Khan the Destroyer, along with imput from others, in a different thread. Khan and I both felt that the Fist of Zuoken was boring, and perhaps underpowered, as compared to Enlightened Fist and Sacred Fist, the arcane and divine martial arts classes. We came up with the Cerebral Fist. This class has been heavily edited since it's inception. We took a lot of things into consideration in designing the powers, so if you're wondering why we did something, the answer may be in that thread, which you'll find here (http://boards1.wizards.com/showthread.php?t=337864&page=1&pp=30).
Later, I posted the class in its own thread, located here (http://boards1.wizards.com/showthread.php?t=341522&page=1&pp=30).
-------------------------------------------------------------


Cerebral Fist

“A focused mind is, itself, a limitation. You must realize that you do not focus your mind, your mind focuses you.”

http://www.wizards.com/dnd/images/gallery/5_Male%20Monk.jpg

A cerebral fist is a focused warrior who unites her mind and body into a singular weapon. She is both devoted and pragmatic. Through martial training, rigid mental discipline, and psionic meditation, she trains herself to reach states of unyielding focus, discovering the means to transcend the barriers between mental and physical combat. Unsurprisingly, the extreme attention a cerebral fist devotes to herself makes her prone to introspection and at times, selfishness. Thus, she works best alone or in small groups. Reflecting the two extremes she embodies, a cerebral fist tends to use her power for one of two purposes: to zealously further some cause, or solely to gain power and self-gratification. Psychic warrior/monks are the most common cerebral fists, although psion/monks are not unheard of. Because of the intense mental and physical discipline required, it is nearly impossible to become a cerebral fist without some training as a monk.

Hit Die: d8

Requirements
To qualify to become a cerebral fist, a character must fulfill all the following criteria:
Alignment: Any Lawful
BAB: +3
Skills: Concentration 8 ranks, Knowledge (Psionics) 5 ranks, Autohypnosis 5 ranks.
Feats: Improved Unarmed Strike, Psionic Fist, Psionic Meditation
Psionics: Able to manifest 2nd level powers
Abilities: Flurry of Blows class ability

Class Skills
The cerebral fist’s class skills are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Level BAB Fort Ref Will
--------------------------
1 +0 +0 +2 +2
2 +1 +0 +3 +3
3 +2 +1 +3 +3
4 +3 +1 +4 +4
5 +3 +1 +4 +4
6 +4 +2 +5 +5
7 +5 +2 +5 +5
8 +6 +2 +6 +6
9 +6 +3 +6 +6
10 +7 +3 +7 +7
*
Level Special Abilities Psionics
-----------------------------------------------------------
1 Monk Abilities, -
Hyperfocus 1/dy (Psionic Flurry)
2 - +1 Manifester Level
3 Hyperfocus (Ectoplasmic Strike) +1 Manifester Level
4 Greater Psionic Fist, Hyperfocus 2/dy +1 Manifester Level
5 - +1 Manifester Level
6 Hyperfocus (Accellerated Strike) +1 Manifester Level
7 - +1 Manifester Level
8 Hyperfocus 3/dy (Greater Psionic Flurry) +1 Manifester Level
9 - +1 Manifester Level
10 Hyperfocus (Telekinetic Strike) -

Class Features
All the following are class features of the cerebral fist prestige class.

Weapon and Armor Proficiency: A cerebral fist gain no proficiency with any weapon or armor.

Monk Abilities: Cerebral Fist levels stack with monk levels to determine unarmed damage, unarmored speed, and AC bonus. If a cerebral fist has no monk levels, then she receives these abilities as if she were a monk of her cerebral fist level. She does not, however, add her Wisdom bonus to her AC, in that case.

Powers Known: At each level except for 1st and 10th, a cerebral fist gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of cerebral fist to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became a cerebral fist, he must decide to which class he adds the new level of cerebral fist for the purpose of determining power points per day, powers known, and manifester level.

Hyperfocus(Ex): A cerebral fist is able to enter a higher state of consciousness by melding her psionic abilities with her monastic mental training. As she progresses in level, a cerebral fist develops amazing psionic abilities, which she may access while she is in this intense state of focus. When she hyperfocuses, a cerebral fist chooses which of her available powers to activate, and she may not alter this choice during the hyperfocus. She may choose as many of her abilities as she desires, but each has an associated power point cost. She must pay the total power point cost of all the abilities she chooses. Maintaining hyperfocus is strenuous, and despite her mental training, a cerebral fist may only do it for a limited time. A hyperfocus lasts for a number of rounds equal to one-half the cerebral fist’s class level (rounded up) plus her Wisdom bonus. When a hyperfocus ends, the cerebral fist becomes fatigued (-2 Str, -2 Dex, can’t charge or run) for the duration of the encounter. Hyperfocusing takes no time at all, but can only be done on the cerebral fist’s action, like a barbarian’s rage ability. A cerebral fist can only hyperfocus once per encounter. At 1st level, a cerebral fist can also only hyperfocus once per day. At 4th level, and every 4 levels thereafter, she can hyperfocus one additional time per day.

While hyperfocused, a cerebral fist gains a +10 on all concentration checks. In addition, a cerebral fist can choose abilities from the following list, as long as she has reached the appropriate class level:

Psionic Flurry – At 1st level, while hyperfocused, a cerebral fist gains the ability to maintain her psionic focus when she would normally be required to expend it while using the Psionic Fist feat. Thus, when in this enlightened state, she may apply the bonus damage from Psionic Fist to all attacks she makes. This ability costs 1 power point.
NOTE: While using the Psionic Flurry ability, a cerebral fist may not otherwise expend her psionic focus to activate her Psionic Fist feat.

Ectoplasmic Strike – At 3rd level, the cerebral fist discovers how to use the ambient psionic energy she generates while hyperfocusing. By using this ability, she coalesces this wasted energy into a thin sheath of ectoplasm over her entire body. This malleable sheath continuously simulates the physical properties of any material necessary to penetrate a target’s damage reduction (silver, cold iron, adamantine, wood, etc.). Also, it assumes the appropriate attacking surface to penetrate a target's damage reduction (piercing, blunt, or slashing). Consequently, while the ability is active, a cerebral fist is able to penetrate many types of damage reduction with her unarmed strikes. This ability costs 3 power points.

Greater Psionic Flurry – At 8th level, the cerebral fist learns to use her hyperfocus to maintain her psionic focus while using her Greater Psionic Fist feat in the same way she does while using Psionic Fist. This ability costs 2 power points.
NOTE: like Psionic Flurry, the cerebral fist may not otherwise expend her psionic focus to Greater Psionic Fist while she is currently using it in conjunction with her hyperfocus.

Accelerated Strike – At 6th level, the cerebral fist masters her higher state of consciousness to the degree that she instantly translates her combat strategies into action. Her mind becomes able to calculate multiple attack routines at the same time, while psionically accelerating her attacks, allowing her to execute them with incredible speed and precision. With each single unarmed strike she makes while using this ability, a cerebral fist may apply the attack roll to up to three different legal targets in adjacent 5-foot squares that she threatens. The cerebral fist calculates the unarmed attack as normal (including any feats, enchantments, etc.). All successful attacks deal damage as normal (including any feats, enhancements, etc.). This ability costs 5 power points.

Telekinetic Strike – At 10th level, the cerebral fist reaches the apex of her power, blurring the line between the physical and the psionic; her attacks are literally generated by her mind. While hyperfocused, she now learns to project the force of her unarmed strike as a blast of telekinetic energy. The blast projects forward a distance of 30 feet, rolling around, over, or through targets and obstacles. The cerebral fist makes an attack roll as normal, but it applies to any target along the 30-foot path. Any target beyond the first target or obstacle struck receives the usual +4 cover bonus to AC. Any target struck receives normal damage (including enhancements, feats, etc.). This ability uses force energy, thus it affects incorporeal and ethereal beings as normal, although this power grants the cerebral fist no special ability to see such creatures. This ability costs 7 power points. This ability may be used concurrently with Accelerated Strike, in which case a blast is produced for each target attacked using Accelerated Strike.

Multiclassing Note: A monk who becomes a cerebral fist can continue advancing as a monk. Furthermore, the character's class levels in any classes that grant psionic manifesting ability do not prevent her from continuing to advance as a monk.
hat

02-09-05, 07:44 PM
This ability lasts for 1 hour plus 1 hour per 2 points of Charisma bonus the character possesses and may be used once per day.


what ability?
eggplantm

02-10-05, 01:45 PM
MINDSLAYER v2.0

Valken had been on the run for several weeks now. He was weary and running out of options but did not dare slow down. His crimes against the Council of the Inner Eye had earned him a death sentence and as such he was now being pursued by a mindslayer. He thought it odd that this specialized type of psychic was now considered rare. If only he had known of the training required to learn the craft he would have done so long ago. It did not matter though, his pursuer would catch up soon and a battle of mental powers would result. Valken had his own power but this opponent never seemed to run out of mental energy. He would wait until Valken’s power was diminished and then strike from hiding. It was only a matter of time and patience. Valken had little time and his pursuer had infinite patience.

Mindslayers are individuals of psionic power or aptitude who have devoted themselves to a form of psionic combat that was once a method of dueling between powerful psions. The mindslayers gains the ability to use 10 powers as psi-like abilities; 5 for offense, 5 for defense. This method of dueling was abandoned long ago when the major psionic organizations disbanded and rules of conduct were lost but some keep the tradition alive by teaching others how to become a living psionic weapon. Most mindslayers are fairly secretive and employ themselves as assassins as the art is traditionally passed in secret. Since the class is naturally geared toward being inquisitive, many work as inquisitors for powerful nobles and as a side note, torturers. Although the class has begun the lean toward these occupations, the mindslayer prestige class does not have any particular leaning toward an evil alignment or any alignment for that matter.

All psionic classes can benefit from this prestige class as it offers the ability to use psionic powers at no cost (albeit at a lower level) and increase their manifester level at the same time. Soulknives and non-psionic classes can perhaps gain even more from this class as their psi-like abilities increase in power faster than those who had previous manifesting power.

Hit Die: d6

Requirements:
To qualify to become a mindslayer, a character must fulfill the following criteria:
BAB: +3
Skills: Concentration 8 ranks, Sense Motive 4 ranks
Feats: Inquisitor, Iron Will

Class Skills:
The Mindslayer’s class skills (and the key ability for each skill) are …
Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge – Psionics (Int), Move Silently (Dex), Psi-Craft (Int), Sense Motive (Wis)

Skill Points at Each Level: 2 + Int modifier.

Level BAB Fort Ref Will
--------------------------
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +2 +1 +1 +3
4 +3 +1 +1 +4
5 +3 +1 +1 +4
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6 +2 +2 +6
9 +6 +3 +3 +6
10 +7 +3 +3 +7
*
Level Special Abilities Points/day Pws Known Max Pwr Lvl
-------------------------------------------------------------------------------------
1 Keen Mind +1 2 1 1
2 Twin Defense 5 2 1
3 Mind Bane +1d6 9 3 2
4 Embedded Attack 14 4 2
5 Keen Mind +2 20 5 3
6 Mental Reflexes 28 6 3
7 Mind Bane +2d6 37 7 4
8 Thought Leech 47 8 4
9 Keen Mind +3 58 9 5
10 Psychic Burst 70 10 5

Class Features:
Weapon and Armor Proficiency: Mindslayers gain no additional proficiencies in weapons or armor.
Power Points/Day: A mindslayer can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table. Upon becoming a 1st level mindslayers, the player chooses his governing attribute for his powers from intelligence, wisdom or charisma. Once chosen, this cannot later be changed. He receives bonus power points per day if he has a high score. His race may also provide bonus power points per day, as may certain feats and items. If a mindslayer has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character’s highest psionic class.

Powers Known: A mindslayer chooses his powers from the mindslayer power list. At 1st level, a war mind knows one mindslayer power of your choice. At every, he learns one new power. A mindslayer can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a mindslayer can manifest per day is limited only by his daily power points.
A mindslayer simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against mindslayer’s powers is 10 + the power’s level + the mindslayer’s governing attribute modifier.

Mindslayer Power List: 1st: Empty Mind, Mind Thrust 2nd: Ego Whip, Id Insinuation, Thought Shield 3rd: Mental Barrier, Psionic Blast 4th: Intellect Fortress 5th: Psychic Crush, Tower of Iron Will

Maximum Power Level Known: A mindslayer gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each even-numbered level beyond 2nd, a mindslayer gains the ability to master more complex powers.
To learn or manifest a power, a war mind must have a governing ability score of at least 10 + the power’s level.

Keen Mind (Ex): Mindslayers eventually learn 5 attack powers and 5 defense powers and undergo specialized training in them as part of adopting the prestige class. At 1st level, any powers on the mindslayer’s power list cost 1 less power point to manifest. Basically, this means that the mindslayer can manifest the power at a higher level or for free if the power only requires on power point to manifest.. For example, a 1st level mindslayer can manifest and augment mind thrust as if he has spent two power points even though he only needs to spend one. If the character has mindslayer powers gained from other psionic class levels, keen mind can be used with them as well. The bonus from keen mind increases to +2 at 3rd level and +3 at 9th level.

Twin Defense (Su): Beginning at 2nd level, the mindslayer develops an ability to raise more than one defensive power simultaneously. The mindslayer can activate any two of the following powers as the same free action: empty mind, intellect fortress, mental barrier, thought shield, tower of iron will. The mindslayer can only activate powers gained from his class using this ability.

Mind Bane (Su): The entire focus of a mindslayer’s training is to learn how to assault the thoughts and mind of his opponent. Because of this, at 3rd level mindslayers learn how to seed their attacks with extra destructive power. Whenever a mindslayer uses one of the attack powers on the mindslayer power list, the opponent suffers a additional 1d6 points of damage. If the opponent is immune to the power used, then it is immune to this extra damage as well. Opponents who save against a mindslayer’s attack power are still affected by this extra damage. Using the Mind Bane is a full round action. This extra damage increases to +2d6 at 7th level.

Embedded Attack (Su): Mindslayers know that eventually they will have to fight in the physical world to defend themselves. However, they have researched methods to make their physical attacks more devastating. A 4th level mindslayer can spend a full round action to manifest an attack power from the mindslayer power list and store it in a melee weapon or natural attack. The power remains stored until a successful attack is made with it or a number of rounds equal to the mindslayer’s level elapses. When an opponent is struck by an embedded attack, they suffer weapon damage as normal and are also immediately targeted by the attack power. Powers that affect multiple targets can only affect one when used with Embedded Attack. Mind Bane cannot be used in conjunction with Embedded Weapon.

Mental Reflexes (Su): Beginning at 6th level, the mindslayer’s sense of precognition against danger develops to a razor sharp edge. The mindslayer can always raise a defense mode even if caught flat-footed or surprised. The character is still considered flat-footed but can activate any mindslayer defensive power as a free action.

Thought Leech (Su): Trained mindslayers recognized the need for more power and the fact that depriving their opponents of their power had great potential so this technique was developed. As a full round action, the minslayer uses the mind bane ability to not only cause damage but to drain power points. Every point of damage successfully dealt by the mind bane ability drains an equal amount of power points from all affected targets and add that amount as temporary power points to the mindslayer. These additional power points can be used in any way but disappear in a number of rounds equal to the mindslayer’s class level if not used. If this ability is used on psionic creatures without power points, the mindslayer still gains power points but the creature is not affected further. Thought leech has no effect on non-psionic creatures and characters.

Psychic Burst (Su): The pinnacle of the mindslayer’s destructive power is the ability to use any of his psi-like abilities as an area effect. The mindslayer can deliver any attack power on the mindslayer power list in an 20 ft. radius of effect that can be centered on the mindslayer (this has no adverse effect on the mindslayer) or the burst can be delivered a distance of 100 ft. + 5 ft. / class level. All the mindslayer requires is a clear line of sight to target the burst and all creatures in the burst’s area are affected equally. This ability is usable a number of times equal to the mindslayer’s class level and can be used in conjunction with mind bane and thought leech.
eggplantm

02-11-05, 10:05 AM
Sorry if the name is already taken. It just seemed to fit.

Anyway, this is one of those prc's that seems to exist to break the rules. Enjoy!

MENTALIST

The small man stood motionless in front of the hairy brute that towered over him. The bugbear grinned a smile full of sharp fangs and held its morningstar on its shoulder. The creature was toying with the smaller human but it was obvious that it was also ready to smash him in an instant if needed. “What will you do now human?” the goblinoid grunted in the common tongue. The human balled up its fist and reared back to strike. The bugbear smiled and lifted his chin to taunt the human. It was a pathetic gesture as the human did not look strong enough to defend himself against a small goblin. The goblinoid did not expect the punch to lift him into the air and send him flying across the room followed by swift unconciousness. The last thing the humanoid remembered seeing was the small human standing over him, adjusting his spectacles.

Mentalists come from psionic classes that have pondered the possibility that physical ability is not necessary. Perhaps they are even a crutch that holds us back. After all, they can use their minds to increase their speed, move enormous weight or increase their physical stamina. Why do we rely on physical limitations at any time when we have developed out mental strength to perform such miraculous feats? Usually, a psionic will start on this path after encountering the unbodied or a psion uncarnate. These encounters usually spark the idea and lead to the psionic ultimately abandoning all physical limitations to rely solely on mental power.

Hit Die: d6

Requirements:
To qualify to become a mentalist, a character must fulfill the following criteria:
Manifester Level: 7th
Skills: Concentration 10 ranks, Knowledge (psionics) 10 ranks, Autohypnosis 5 ranks
Feats: Mind Over Body, Psionic Body

Class Skills:
The Mentalist’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge – Psionics (Int), Psi-Craft (Int)

Skill Points at Each Level: 2 + Int modifier.

Level BAB Fort Ref Will
--------------------------
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +2 +1 +1 +3
4 +3 +1 +1 +4
5 +3 +1 +1 +4
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6 +2 +2 +6
9 +6 +3 +3 +6
10 +7 +3 +3 +7
*
Level Special Abilities Powers Known
-------------------------------------------------------------------------------------
1 Primary Ability, +1 Level Of Existing Manifesting Class
Body Of Will
2 Mental Reflexes
3 Mind Over Movement +1 Level Of Existing Manifesting Class
4 Body Of Will
5 Purity of Thought +1 Level Of Existing Manifesting Class
6 Mind Over Strength
7 Body of Will +1 Level Of Existing Manifesting Class
8 +1 Level Of Existing Manifesting Class
9 Mind Over Health +1 Level Of Existing Manifesting Class
10 Transmogrification

Class Features:
Weapon and Armor Proficiency: Mentalists gain no additional proficiencies in weapons or armor.
Power Points/Day: A mentalist can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table. Upon becoming a 1st level mentalists, the player chooses his governing attribute for his powers from intelligence, wisdom or charisma. Once chosen, this cannot later be changed. He receives bonus power points per day if he has a high score. His race may also provide bonus power points per day, as may certain feats and items. If a mentalist has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character’s highest psionic class.

Powers Known: A mentalist chooses his powers from the mentalist power list. At 1st level, a war mind knows one mentalist power of your choice. At every, he learns one new power. A mentalist can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a mentalist can manifest per day is limited only by his daily power points.
A mentalist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against mentalist’s powers is 10 + the power’s level + the mentalist’s governing attribute modifier.

Primary Ability: Upon adopting this prestige class, the mentalist chooses one of the mental abilities: Intelligence, Wisdom or Charisma to be the new focus of their lives. Once chosen, it cannot be changed. This ability will ultimately become the focus for all special abilities of the class.

Body of Will: At 1st level, the mentalist discovers how to fuel the power of his mind to take the place of his physical form. All constitution based skills are now based on his primary ability score as are all constitution checks. The mentalist has no choice in this matter and must use his primary ability for all of these skills and checks.

Mental Reflexes: At 2nd level, the mentalist uses his mind to help him react to danger instead of relying on instinct and natural grace. The character uses his primary ability instead of dexterity to determine his bonus on reflex saves from now on. The character cannot choose to use either his primary ability or dexterity and it is forever fixed.

Mind Over Movement: At 3rd level, the mentalist focuses more energy into relying on his mind to take the place of his physical body. From this point on, instead of using dexterity to determine the character’s bonus to AC, initiative, ranged attack rolls and weapon attack rolls relying on weapon finesse the character now uses his primary ability. This is not a choice and the character cannot elect to use either.

Body of Will: At 4th level, the mentalist totally suppresses relying on dexterity from his instincts and muscles and instead relies on his primary ability for all dexterity based skills and checks. The character has no choice on this and must use his primary ability from now on. The character suffers no ill effects for having his dexterity score reduced but is still helpless if his dexterity is reduced to zero.

Purity of Thought: At 5th level, the mentalist learns to use his intellect, willpower or ego instead of his physical constitution to resist effects directed at his body and health. The character not uses his primary ability instead of his constitution for fortitude saves. The character has no choice in this and must always use his primary ability from now on.

Mind Over Strength: At 6th level, the mentalist infuses his muscles with the power of his intellect, willpower or ego. The character now uses his primary ability for determining his melee bonus to hit, damage, lift & carry limitations and all other bonuses except for skills instead of strength. The character has no choice on this matter and cannot change it from now on.

Body Of Will: At 7th level, the mentalist totally suppresses his physical strength and now relies on his primary ability instead for all strength based skills and checks. The character has no choice in this and must use his primary ability for all strength skills and checks. The character still becomes paralyzed if his strength score is reduced to zero but damage to his strength has no other effect.

Mind Over Health: At 9th level, the mentalist suppresses his physical health and replaces it with his own intellect, willpower or ego. The character now gains bonus hit points from his primary ability instead of constitution. The character does not lose hit points for losing points from constitution but still dies when his constitution reaches zero and otherwise suffers no effect for loss of constitution.

Transmogrification: At 10th level, the character has reached the pinnacle of this class. All physical stats have no score (-). The character’s physical body is replaced by mental energy that resembles his physical form but has a slight tinge of color similar to the mentalist’s psionic power displays. All rolls, checks and bonuses or penalties now use the character’s primary ability instead.
This has numerous other consequences for the character. The character’s creature type changes to abberation and he gains darkvision 60 ft. and gains DR 10/magic. Because of the surreal flesh that his body is now composed of, he has a 50% chance to negate any sneak attack or critical hit. Also, anytime the character is subjected to a anti-magic zone or null psionics he must make a fortitude save every round or be nauseated for that round. Dispel magic and other similar effects do not affect the character.
Dune_emperor69

03-02-05, 08:12 AM
Just wondering if anyone would be interested in seeing a PrC that centers on Offensive Psychokinesis Energy Powers? This is my first attempt so I would appreciate any feedback. I will post it in a day or so if anyone wants to see it. I still have to write the intro and polish up a few things. Let me know. Thanks.


Dune_Emperor69 :king:
Dune_emperor69

03-04-05, 05:57 PM
The Energumen

The pack of Gnolls came upon the lone man. They froze as they spotted him, seemingly
resting next to the small river. They fanned out and surrounded the man. Coming from every side
they froze. The man not moving only smiling as he looked down. The lead Gnoll approached
Grunting for the man to stand. As the man rose he turned his face to the lead Gnoll, his
face twisted into a demonic sneer and a low cackle could be heard coming from deep inside him.
"My name is Otharianntash, remember it for the little amount of time that you have."
His body started to glow and the Gnoll's brash confidence evaporated in an instant when eyes
dilated to adjust to the sudden flash of light that seemed to exploded from the strangers body.
Several miles away a lone fisherman sees a fiery explosion, a moment later the ground
begins to shake and the fisherman is caught in a sudden wet shower, as Gnoll parts
start to liter the area around him.
The Energumen is no longer a simple man of psonics. He has become something even more
dangerous. The Energumen was once a Kineticists, but somewhere along the way he found
that his powers over energies was all consuming. He studied these powers and harnessed them
inside himself, till he was able to destroy things with the smallest effort. This power also came
with a great price. The Energumen was possessed by energy. Not of the elemental plane or a
demon, but his own mind twisted in on itself. Making the man see invisible in his own eyes, able
to burn, freeze, electrocute, or outright destroy anything in his path. This power is what turned his
mind and inner body into a chaos of energy.
Psions of the Psychokinesis Disciplines are the ones that are drawn into this Prestige Class.
They have the natural ability to control energies, however they tend to be drawn to the offensive
powers. What The Energumen lacks in strength and life, he excels at in his ability to turn
almost anything into a pile of smoking dust, along with some things that he or his fellow
adventures do not wish turned to dust.

Level BAB Fort Ref Will Special Powers Known
1 +0 +0 +0 +2 Empower Power +1 level of existing manifesting class
2 +1 +0 +0 +3 - +1 level of existing manifesting class
3 +1 +1 +1 +3 Greater Power Penetration +1 level of existing manifesting class
4 +2 +1 +1 +4 Caustic Riposte +1 level of existing manifesting class
5 +2 +1 +1 +4 - +1 level of existing manifesting class
6 +3 +2 +2 +5 Swift Caustic Riposte +1 level of existing manifesting class
7 +3 +2 +2 +5 Maximize Power +1 level of existing manifesting class
8 +4 +2 +2 +6 - +1 level of existing manifesting class
9 +4 +3 +3 +6 Bonus Psionic Feat +1 level of existing manifesting class
10 +5 +3 +3 +7 Explosive Energy Surge +1 level of existing manifesting class

Hit Die: d4

Requirements
To qualify to become The Energumen,
a character must fulfill all of the following criteria
Skills: Concentration 7 ranks.
Feats: Power Penetration
Psionics: Able to manifest 3rd-level powers,
and have the Psychokinesis Discipline

Class Skills
The Energumen class skills are the same as Psion with the Psychokinesis
Discipline, and Intimidate(Cha), Knowledge Planes(Int)(For elemental Planes only)
Skill Points at Each Level: 4+Int Modifier.

Class Features
Weapon and Armor Proficiency: The Energumen gains no proficiency
with any weapon or armor.

Powers Known: At Every level, The Energumen gains additional
power points per day and access to new powers as if he had
also gained a level in whatever manifesting class he belonged
to before he added the prestige class. He does not however,
gain any other benefit a character of that class would have gained
(bonus feats, metapsionic or item creation feast, and so on). The Energumen level
is counted as a normal level for determining Psicrystal levels.
However, each level that The Energumen gains new powers, he must choice
at least 1 offensive Psychokinesis energy power from the Psychokinesis Discipline
until all offensive Psychokinesis energy powers have been obtained.

Empower Power (Feat): At 1st level, The Energumen gains the Empower Power
Feat if he didn't already have it. This feat can only be used with offensive
Psychokinesis energy powers.

Bonus Psionic Feat: At 9th level, The Energumen gains a Psionic Feat.

Greater Power Penetration: At 3rd level, The Energumen gains the Greater
Power Penetration Feat if he didn't already have it. This feat can only be
used with offensive Psychokinesis energy powers.

Caustic Riposte(Ps): At 4th level, The Energumen has allowed his body to become
a chaos of energy. He gains the power Energy Retort as a psionic ability. He uses no
power points to activate the power, and can not add power points to augment it. He uses his
Energumen Lvl + Power Lvl + Int + 10 to determine the DC save. The Energumen can not
reactivate the power for 2d4 rounds if it has been used. If the power wears off
he can reactivate as normal. The Damage is The Energumen Lvl + d6. All other effects
apply as normal.

Swift Caustic Riposte(Ps): At 6th level, The Energumen has learned to control
the chaos of energy in his body. He can now activate Caustic Riposte as
a swift action before he is attacked. All other affects and time limits on the power
apply as stated above.

Maximize Power: At 7th level, The Energumen gains the Maximize Power
feat if he didn’t already have it. This feat can only be used with offensive
Psychokinesis energy powers.

Explosive Energy Surge(Ps): At 10th level, The Energumen has become one with the
explosive energy inside his body. Every time that he casts an offensive Psychokinesis
energy power he rolls a d20. If he rolls a natural 20 the energy that is in a constant
state of chaos within his body explodes out. His body becomes a living
conflagration. No matter what power he uses, everything within 5 foot of him must
make a reflex save, Char lvl + PrC lvl + 10. All that succeeds only take half
damage from 4d6. Unattended objects have a 50% chance of bursting into
flames. Also the manifested power's damage is X2 as if it was a Critical
attack. The DC of the save is increased by 2 when the critical attack is achieved.
After the explosion The Energumen is Fatigued for d4 rounds. -2 to Dex, -2 to Int.


This is my first attempt at a Prc. Please be gentle, and let me know what you think. I want to make sure its good enough to show to my DM and try to play it. Thanks.
PsionicRanger

03-04-05, 06:17 PM
I would like to see your Prestige Class...that's the point of the boards...so post whenever you are ready, Dune.
Vharuck

03-04-05, 08:02 PM
Too unbalanced. You get feats faster than a normal psion, full manifesting, 2 extra skill points, and a bunch of good abilities. This is a no-brainer and any psychokineticist will take it.

My suggestions:
- Take out the last manifester level at least. Most likely should take out the first as well.
- Change skill points to 2+ Int (psions will have a high Int anyways)
- Psions already have all Knowledge skills, so you can't add one (especially by limiting it in a way that the rules don't allow)
- Kineticists already have Intimidate, so once again redundant
- The saving throw on the last ability is way too high. I advise you to make it be 10+Energumen level+Int mod. I'm leery about the insta-crit and +2 save DC from the ability, but it does have a drawback and only a 5% chance to happen. So I'll refrain from comment. Also better wording is needed (deals 4d6 fire? damage, Reflex save for half)
Dune_emperor69

03-05-05, 07:03 AM
Thanks for the Help Vharuck. I completly missed that they had Intimidate. I understand where u are getting at for removing the +1 lvl. I will take out the first and last, since the last special ability does make up for missing that level. Also I did have skills at the same level of Psion but a friend talked me into upping it. As for the save DC that was wrong when I posted it. It got messed up when I changed the name with Excels "Find and Change" thing. I will rewrite the end to make a little more sense. Thanks for the help. But is it really that bad? I am never good at judging and my budy will just say stuff to get anything kind of PrC into our game.
Vharuck

03-06-05, 06:44 PM
It's not really a bad idea. However, the way in which you go about it is strange. I particularly like the flavor (a kineticist who is surging with energy almost to the breaking point), but most of the abilities don't reflect this so well.

Oh wow. I didn't look too far into Energy Retort. This should be a 1/day or at most 3/day ability using the normal psi-like rules (1/2 HD + Cha Mod + 10). It lasts for 1 minute per level, so 2d4 rounds between activation isn't anything. Limit this, please.

This PrC has potential. Stick with it. Everything good went through a few rough drafts.
sooperspook

03-06-05, 11:36 PM
My first PrC here. Many thanks to everyone who helped my fine tune it. enjoy!

Dancers of the Harvest

The Dancers of the harvest are a semi-religious group of soulknives dedicated to a particular, and macabre, philosophical idea. when the soul leaves the body , it leaves behind its life force. this energy is normally lost as it dissipates quickly. the Dancers believe that this energy can be harvested for the benefit of the self. they also believe that the one best placed to harvest this energy is the one who deals the killing blow. subsequently the Dancers continually seek to perform the perfect killing strike , to draw the greatest benefit from this lost life energy. Unlike other orders of assassins , The Dancers of the Harvest have a strict creed which prohibits random , unnecessary murder as well as the slaying of children or child bearing women. They have a predator-prey mentality for the most part, with them as the predators of course. Some Dancers act as contract killers, others simply roam the world "relieving suffering" as they put it. More than a few act as executioner for a ruler , benevolent or otherwise.

HD d8

Prerequisites:
Shape mindblade class feature.
Feat: Cloak Dance.
Skills: Knowledge(religion) 4 ranks.
Alignment: Any non good.
Special: The prospective Dancer must find the hidden
monastery where the Dancers train and petition for a place.

Skill: as Soulknife, plus Knowledge(religion).
Skills per level : 4 + int.



Table: The Dancer of the Harvest
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Mindblade Enhancement, Harvest Blades, See the Soul
2nd +2 +3 +3 +0 Double crescent, Soul Harvest
3rd +3 +3 +3 +1 Deathblow
4th +4 +4 +4 +1 Improved Double Crescent,
Shadow Dance
5th +5 +4 +4 +1 Deadly Strike
6th +6 +5 +5 +2 Consuming Blade
7th +7 +5 +5 +2 Scythe Master
8th +8 +6 +6 +2 Shadow Body
9th +9 +6 +6 +3 Consuming Strike
10th +10 +7 +7 +3 Harvest Master

class features:
weapon and armour proficiencies: the Dancer gains no further proficiencies in either.

Mindblade advancement(Su) : The Dancers class levels stack with any soulknife levels when determining the mindblades enhancement bonus or special ability enhancements.

Harvest Blades(Ex) : At 1st level, The Dancer can now add the form of twin sickles or a scythe to the shapes his mindblade can take.

See the Soul(Psi) : At 1st level, The Dancer can use Deathwatch as the spell at will. (caster level 1)

Double Crescent(Ex) : At 2nd level, The Dancer gains the two weapon fighting feat but only with his mindblades. He does not need to meet the prerequisites fr this feat.

Soul Harvest(Su) : If a Dancer of the Harvest, of 2nd level or higher, expends his psionic focus while performing a coup de grace with his mindblade, he gains benefits similar to the deathknell spell. He gains +1d8 temporary hit points and a +2 enhancement bonus to Strength. He may only use Soul Harvest when his mindblades are in sickle or scythe shape.

Deathblow(Ex) : Starting at 3rd level, The Dancer can perform a coup de grace as a standard action rather than a full round action.

Improved Double Crescent(Ex) : At 4th level, The Dancer gains the Improved two weapon fighting feat but only with his mindblades. He does not need to meet the prerequisites for this feat.

Shadow Dance(Ex) : At 4th level, while in areas with some shadow , not while in full sunlight or the area of a daylight spell, the Dancer can use the Cloak Dance feat to gain concealment as a free action and total concealment as a move action.

Deadly Strike(Ex) : Upon confirming a critical hit with sickle or scythe shaped mindblades, the Dancer may choose to expend his psionic focus and cause his target to make a Fort save (DC 10 + The Dancers class level + Cha mod). If the target fails this save, it immediately dies. If the target makes its save it still suffers the normal effects of a critical hit, usually more damage. The Dancer cannot benefit from his Soul Harvest ability while using a Deadly Strike. He gains this ability at 5th level.

Consuming Blade(Su) : Starting at 6th level, Whenever he is performing a coup de grace with sickle or scythe shaped mindblades, the Dancer can cause his mindblade to become incorporeal. In this state it directly attacks the targets life force, leaving no physical marks. In effect it becomes a brilliant energy weapon for that strike only.

Scythe Master(Ex) : At 7th level, The Dancer gains mastery of the orders scythe fighting style. He may now treat the scythe form of his mind blade as a double weapon. The butt end of his weapon deals 1d6 bludgeoning damage and critical hits on a 20 for double damage. The bonus to hit and damage of a mindblade is two points lower for this end and it has none of the blade ends weapon abilities.

Shadow Body(Psi) : At 8th level, The Dancer can use the Shadow Body power as a psi-like ability once per day as a manifester of his class level.

Consuming Strike(Su) : Starting at 9th level, whenever the Dancer successfully uses his Deadly Strike ability he may also benefit from his Soul Harvest ability.

Harvest Master (Su): At 10th level, The Dancer has absorbed so much life force over time that he undergoes a transformation. He is now an outsider(native) for all intents and purposes. He gains darkvision up to 60' and Damage Reduction of 10/magic. Furthermore he no longer ages physically and does not suffer physical penalties for age. Bonuses still accrue and he still dies when his time is up. This may not be for a long time as whenever he uses his Soul Harvest ability he may now choose to extend his life by 1 year instead of gaining the normal Soul Harvest benefits.
Tealgorthian

03-10-05, 10:27 PM
SoulBlade (Assassin PrC)

The scariest prospect for any powerful noble is assassination. Most take extreme measure to prevent weapons from being brought into their homes. Only allowing their trusted guards to carry weapons near them. They have food tasters to prevent poisoning, and even mages to foretell of these events. The powerful noble is the hardest man to kill.

That is were the Soulblades enter. Men and women born with a rare psionic gift. They can turn their disciplined mind into a deadly weapon. Even the most careful noble cannot hope to protect themselves against these well trained assassins.

The Soulblades have formed a strange network. Even though there maybe a thousand Guild members in a given plane, each Guild member knows no more than 2 to 3 others, and even well connected Masters only know a dozen. The leader of the Soulblades is a dark and brooding Illithid, and the only living creature that knows the name and location of all the members of the Soulblades.

Requirements:
Ability to manifest a Mindblade, and ability to Manifest the Mindblade as a Free Action. Hide (10 ranks), Move Silently (10 Ranks), Cloak Dance Feat. Nongood Alignment.

Class Skills:
Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str) Knowledge (Psionics), Knowledge (Local), Listen (Wis) Move Silently (Dex), Profession (Wis), Search (Int) Spot (Wis), Tumble (Dex), Use Psionic Device (Cha).

Skill Points: 4+Int Mod

Hit Dice: d8

BAB Fort Ref Will Class Abilities
+0 +0 +2 +2 Mindblade Continuance, Psychic Strike +1d8
+1 +0 +3 +3 Improved Mindblade Enhancements
+2 +1 +3 +3 Trapfinding
+3 +1 +4 +4 Knife to the Heart, Nondectection Field
+3 +1 +4 +4 Psychic Strike +2d8, Hide in Plain Sight
+4 +2 +5 +5 Twin Mindblades
+5 +2 +5 +5
+6 +2 +6 +6 Greater Knife to the Heart
+6 +3 +6 +6 Psychic Strike +3d8
+7 +3 +7 +7 Venomous Mind

Soulknife Continuance: When determining how high of a bonus a Mindblade gets, and the effect of Mindblade Enhancement, you may add Soulblade levels to those of Soulknife. This bonus only applies to the Short Sword and duel Short Sword forms.

Improved Mindblade Enhancements (Su): Soulblade has a greater list of enhancements to choose from, in addition to those normall provided by the Soulknife class.

+1: Flaming, Frost, Shock, Ghost Touch
+2: Bane, Anarchic, Axiomatic, Flaming Burst, Icy Burst, Shocking Burst, Unholy
+3: Speed

Trapfinding: Soulblades can Search for traps like a Rogue

Knife to the Heart (Su): A SoulBlade can trade in 2 Psychic Strike dice to deal 1 Point of Con damage, per round. Creatures without a Constitution score are immune to this attack, as are creatures without a metabolism.

Hide in Plain Sight (Su): At 7th level, a SoulBlade can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.

Twin Mindblades (Su): When manifesting duel Short Swords, they no longer have their enhancement bonuses reduced by 1.

Greater Knife to the Heart (Su): The SoulBlade can turn any number of Psychic Strike dice into Con damage, at a rate of 2 dice for 1 point of damage. This removed the 1 Point of Con damage limit, per round, of Knife to the Heart.

Venomous Mind (Su): Three times per day, when manifesting his Mindblades, the SoulBlade can leech pure Hate into the weapons. This causes the Mindblades to glow a sickly green color until their next successful attack, when they transfer poison-like effect to the victim. The initial damage is 1d6 Str, and secondary damage is 1d6 Str. The save DC is equal to 1/2 the damage done on the strike, plus the Soulblade's Wis modifier. Creatures normally immune to poison are immune to this attack.



How does this look?
Milak

03-11-05, 12:55 AM
My Second prestige class attempt. Primarily made for Telepath's in a support role. Not all support is combat orientated and this prestige helps promote roleplaying in my opinion.

The Mind Walker
A Mind Walker is an individual who can use several of his/her powers at great distances on those whom he/she is bonded to. The Mind Walker can be a spy master always working behind the scenes while his assets are finding information. He/she could also be a king’s adviser bonding generals to him self to better relay information through out the kingdom. An evil Mind Walker could forcefully bond people against there will and use them to his/her own desire.

Requirements:
Alignment: Any non good
Powers: Must be able to manifest 3rd level powers, Must be able to manifest Mind Link.
Feats: Leadership
Skills: Psicraft 8, Knowledge (Psionics) 8, Concentration 8

Class Skills: Same as Psion

Table: Mind Walker
Level BAB Fort Ref Will Spells per Day/Powers Known
1st +0 +0 +0 +2 Bonding, Bond (Mind Link), Bestow (Missive)
2nd +1 +0 +0 +3 +1 level of existing manifesting class, Bond (Forced Sense Link)
3rd +1 +1 +1 +3 +1 level of existing manifesting class,
4th +2 +1 +1 +4 +1 level of existing manifesting class, Bond (Mind Probe)
5th +2 +1 +1 +4 +1 level of existing manifesting class
6th +3 +2 +2 +5 +1 level of existing manifesting class, Bond (Dominate)
7th +3 +2 +2 +5 +1 level of existing manifesting class
8th +4 +2 +2 +6 +1 level of existing manifesting class, Bond (Crisis of Life)
9th +4 +3 +3 +6 +1 level of existing manifesting class
10th +5 +3 +3 +7 +1 level of existing manifesting class, Bond (Channel Power)



Bonding: A Mind Walker has the ability to manifest certain powers on any individual that he is bonded to from any distance. While the bond will not work across planes it will continue when the bonded individual returns to the same plane as the master.

Bonded Powers: A Mind Walker may manifest these powers on a bonded
individual at any distance, and must have the power in his known powers list. Powers may be used across the bond at varying levels see below, any power used across the bond has its cost increased by 2pp’s.
1st - Mind Link
2nd - Forced Sense Link
4th - Mind Probe
6th - Dominate
8th - Crisis of Life

In order for a Mind Walker to bond an individual the person/creature must have an intelligence score of at least 6, and the master must be in physical contact with the person/creature. The act of bonding takes 10 min/level (target) of physical contact with the target, if the target is willing then success is guaranteed, if unwilling the target must make a will save DC 10 + MW level + CHR Modifier to resist the bond. A MW may only attempt to bond a person/creature once every 24 hours. Once bonded both MW and bonded person/creature are always aware of the other. Both feel the presence of the other in the back of their minds ever so slightly, this allows both to know the general direction (north, south, up, down) of the other, as well as living or dead.

The bond my only be severed by a Physic Chirguery (9th Telepath power), a Dispell magic will suppress the bond for 1 day/level of the caster. A MW will know the instant a bond has been severed, but not know instantly when it has been suppressed through a dispell. If the MW is ever killed the bond will continue to exist for a number of days equal to the MW’s level. If the manifester is returned to life he must spend 24 hours in meditation to reestablish his bonds, if he/she does not regain the bonds before the time runs out the bonds are lost and must be reestablished. A MW may only bond a number of people/creatures up to his MW level + Charisma modifier. He/she may freely dismiss a bond as a free action, and attempt to bond another person/creature as normal.

A Mind Walker may only bond a number of people/creatures up to his MW level + Charisma modifier.

Missive: At 1th level the MW may bestow a missive to his/her linked minions. The missive may be used by his minion 1/day and only to communicate to his/her master, the missive travels across the bond with no range limit. This power is a super natural ability and does not give any other psionic abilities to the minion, nor is the minion considered a psychic creature/person. The Mind Walker may grant or remove this ability at will from his bonded minion, but cannot reset the 1/day use by doing so.

Channel Power: Much like a psi-crystal a Mind Walker may manifest any power through a bonded individual as though he/she were there as well. The individual is considered to be manifesting the power as is the manifester himself/herself so normal rules for attacks of opportunity and actions apply to both. Powers appear to come from the forehead of a bonded minion when it is used in this way. This ability is used the same way as a psicrystal’s channel power ability. The minion is now considered to be a psionic creature/person and susceptible to psionic based attacks.
Cunning Gnome

04-30-05, 08:06 AM
Hi im a bit of a nood to psionics has anyone come up with a class that alows you to learn powers of different focuses, like the feat expanded knowledgecould be called the open mind or somethin ;) . Also i was wonderin if anyone has done rules for astral familiars rather thsan power stones which seem a bit dull. Thanks :)
Vharuck

05-06-05, 04:52 PM
Here's my first ever Prestige Class I made. I'm trying to make a psionic and magic version (as it could work perfectly well and flavorfully from both). I must give credit where credit is due (as per copyright laws, probably), as the inspiration came from a school of magic from the Odyssey storyline from the game Magic: The Gathering known as dementia casting. Here goes:

(Psionic) Dementia Summoner

The tip of Barstel's longsword rested on the ground, ready to swing up and gut the purple-robed wizard before him. Barstel sneered. "How could you murder all of my family? Why couldn't you have just killed me?! You're psychotic!"

The pale wizard smiled, holding up his hands in mock resignation. "How'd you guess?"

Immediately, his eyes rolled back into his head and he began convulsing violently. Barstel knew that he should strike, but was wary and somewhat unnerved by the unforeseen event occurring before him. The wizard finally stopped spasming, but his eyes remained rolled back. The whites of his eyes began to grow brighter and brighter, focusing on Barstel like the beam from a lighthouse.

Holding up his hand to shade his eyes, Barstel saw a shadowy figure in the light, seemingly crawling out of the wizard's eyes. The light faded, and the wizard returned to normal. However, a huge creature stood before him. A massive human-shaped blob with tusks jutting from its bottom lip, a line of bone spurs running down its back, and leathery wings folded on its back. Barstel's sword began to quiver.

The dementia summoner is a creator of astral constructs who specializes in crafting the monsters he sees in his mind. By practicing meditation or other ways to alter his state of mind, he focuses on and develops the nightmare beasts to be more feral, frightening, and realistic.

After enough practice, he learns to shape his astral constructs in the form of his horrific thoughts and give them abilities akin to those he fears. However, many master dementia summoners have been driven to madness by their own fixation and development of their madness. It is not a path to be taken lightly.

Hit Die: d4

Requirements
Alignment: Any non-lawful
Powers: Must be able to manifest Astral Construst and one 3rd level power
Skills: Psicraft 8 ranks, Craft (Sculpture) 5 ranks

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), and Use Magic Device (Cha).

Skill Points at Each Level: 2 + Int modifier

Table: Dementia Summoner

Level BAB Fort Ref Will Special Powers Known
1st +0 +0 +0 +2 Boost Construct
2nd +1 +0 +0 +3 Dementia Summoning I +1 level of existing manifesting class
3rd +1 +1 +1 +3 Mental Decay, Extend Creation +1 level of existing manifesting class
4th +2 +1 +1 +4 Dementia Summoning II +1 level of existing manifesting class
5th +2 +1 +1 +4 Dementia Replication +1 level of existing manifesting class

Class Features

Weapon and Armor Proficiency: Dementia summoners gain no proficiency with any weapon or armor.

Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of dementia summoner to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a dementia summoner, she must decide to which class she adds the new level of dementia summoner for the purpose of determining power points per day, powers known, and manifester level.

Boost Construct: At first level, a dementia summoner gains the Boost Construct feat as a bonus feat if he/she does not already have it.

Dementia Summoning I: At second level, a dementia summoner learns to craft the simplest of his/her nightmares. Whenever the dementia summoner manifests the Astral Construct power or uses his/her Dementia Replication ability (see below), he/she may choose to add one template to the construct. As a free action, a dementia summoner may make one Craft (Scuplture) check while manifesting the Astral Construct power or using his/her Dementia Replication ability. The DC for this check is 10 + the Hit Die of the construct (for example, the DC for a 3rd-level astral construct would be 13, as it has 3 Hit Die). If the dementia summoner succeeds, he/she chooses a template and applies it to the construct. If he/she fails, the power or ability works as normal. The applied template does not change the construct’s type (which remains Construct, but it can add a subtype), change its racial hit die (d10), or change its Constitution or Intelligence (which remain -). If the template gives the creature spell-like or psi-like (Sp) abilities only if the creature has a certain Intelligence score, treat the construct as having an Intelligence score equal to your primary manifesting ability score (the ability for the class you chose to advance manifesting levels with, ex. Intelligence for a psion or Charisma for a Wilder). The manifester can choose to add either the Fiendish or Celestial template to the construct. Other templates may be chosen if the DM allows, but the example templates should be used to determine whether or not to allow a template. Only one template may be applied to the construct.

Mental Decay: The dementia summoner’s mind has become a world of his/her own dark, twisted design. Even for him/her, who created the place, this world is frightening and taxing. It is even more so on any outsider who attempts to peak into it. When any telepathy power is manifested on a dementia summoner of third level or higher, the manifester of the power must make a Will save (DC 10 + dementia summoner level + your Charisma modifier). If he/she fails, he/she is dazed for 1 round.

Extend Creation: Starting at third level, whenever a dementia summoner manifests the power Astral Construct, it lasts for twice the normal duration, as if Extend Power were applied to it. This ability does not increase the power point cost to manifest the power nor require the manifester to expend his/her focus.

Dementia Summoning II: This ability functions like Dementia Summoning I, except as noted. At fourth level, a dementia summoner has become an expert at molding his creations to horrific shapes. As a free action, a dementia summoner may make a Craft (Sculpture) check while manifesting the Astral Construct power or using th Dementia Replication ability (see below). The DC for this check is 15 + the Hit Die of the construct (for example, the DC for a 3rd-level astral construct would be 18, as it has 3 Hit Die). If the dementia summoner succeeds, he/she may apply a template to the construct. If the dementia summoner fails, the power or ability works as normal. The templates you may apply if you make this check are the Half-Celestial, Half-Dragon, Half-Fiend, Vampire, and Phrenic templates. Other templates may be chosen if the DM allows, but the example templates should be used to determine whether or not to allow a template. Only one template may be applied to the construct.

Dementia Replication: At fifth level, the dementia summoner learns the ultimate secret of dementia summoning: how to create nightmarish versions of existing creatures. Once per week, a dementia summoner may meditate over a dead creature to imprint it into his/her mind. This process requires 24 hours of uninterrupted concentration, during which the dementia summoner can not perform any other actions (not eating, relieving oneself, nor sleeping). After this process, the creature (referred to as the implanted creature) is now implanted in the dementia summoner’s mind, a denizen of his/her world. The dementia summoner may only perform this process with creatures with Hit Die equal to or lesser than half the dementia summoner’s manifester level.

After implanting a creature in his/her mind, the dementia summoner may, as a 1 round action, create a mental construct version of the implanted creature from ectoplasm (referred to as the replicate). The replicate is an exact copy of the implanted creature, except that its type is changed to Construct, both its Constitution and Intelligence score are changed to –, and it gains construct traits, darkvision 60 ft., and low-light vision. The replicate has the same base saves, base hit points, and base attack bonus of the implanted creature. It does gain a bonus to its hit points depending on its size like any other construct. If the implanted creature had spell-like, psi-like, or spellcasting abilities that it requires a certain Intelligence score to use, treat the replicate as having an Intelligence score equal to the dementia caster’s primary manifesting ability score (the ability for the class he/she chose to advance manifesting levels with, ex. Intelligence for a psion or Charisma for a Wilder). The replicate understands and obeys commands given by its creator. The creation of the replicate is difficult and very damaging to the mind of the dementia summoner, and he/she takes 1 point of Wisdom damage for each Hit Die the replicate has. This damage can not be healed except by resting, after which all Wisdom damage taken due to this ability is healed. If the dementia summoner is ever reduced to 0 Wisdom when he/she creates a replicate, he/she loses 1 point of Wisdom permanently in addition to any other effects (such as being comatose). The replicate lasts for a number of rounds equal to the dementia summoner’s manifester level.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Thoughts? Comments? Tomatoes?
DisposableHero_

05-06-05, 10:21 PM
Awsome PrC Vharuck, excellent job.

A couple minor points about it that I think would help a lot.

1) This PrC screams to have any non-good added to its alignment qualifier. Perhaps just my opinion but a half insane conjurer of nightmares entering into dimension to augment his manifesting abilities sounds suspiciously not good to me.

2) Extend Creation: should state if it requires to dimentia summoner to expend psionic focus or not (I assume it doesn't)

All in all a wicked PrC, good job
Vharuck

05-06-05, 10:22 PM
Hmm, but it doesn't strike me as being soley exclusive of good, so I decided to leave it open on the Good/Evil axis. To forbid 5 alignment combinations is kinda harsh.

Yes, it was meant to be done without a focus. I'll shove that in there.
DisposableHero_

05-06-05, 10:24 PM
fair enough, it seems to gravitate towards chaotic and evil to me, but any non-lawful is fine. If you were to add any non-good i would also remove the celestial and half celestial templates from the options. Wicked class though, i like it a lot.
Vharuck

05-06-05, 10:41 PM
Yes, but if you were truly evil, would you not have nightmares about angels?

One requirement I was pondering was whether or not to restrict it only to races that can sleep.
DisposableHero_

05-07-05, 06:52 PM
Hello,

This is a wilder prestige class I've been working on, and I'm uncertain if the class is too good or not good enough (I'm inclined through my obviously biased opinion to think its alright, but I'd rather get a wider base of opinion than go by that). Okay, here goes.

Enduring Mind

Ialdabode stood at the rear of the ranks, watching the chaos the battle unfold before him. His attention had become fixed upon a creature at the front ranks of the enemy. She stood no taller than your average human woman, and was by all external appearances nothing special. But her mind, to Ialdabode’s psychic intrusions, was a thing of pure chaos. As the battle swirled around them he watched, as soldiers struck her repeatedly with light and glancing blows. Ialdabode marveled at the tornado of emotion and thought that built in her from these strikes. Each scrap of pain was consumed into the vortex and marshaled by the chaotic torrents like a river whipped by a savage storm. Finally Ialdabode recognized the focusing of mental energy, and the first signs of her power manifesting. The surge of mental energy that followed was incredible, impossible, and Ialdabode could do nothing but gasp in awe as the woman fell to her knees and unleashed a feral scream. With it came a wave of anguish and torment, as the chaotic power lashed in all directions, latching onto the minds of the soldiers present. Each screamed in turn, a horrific scream of terror and panic as their neural pathways were ravaged by the mental assault. The force and mental energy of that assault nearly took Ialdabode off his feet in surprise, as the woman slowly stood, the dried stains of blood the only remnants of the wounds that just a second before had covered her body.

Requirements
Alignment: Any Chaotic
Skills: Concentration 13 Ranks
Feats: Any Metapsionic Feat
Powers: Able to manifest Hostile Empathic Transfer
Special: Wild Surge +3, must have at one point had their power point pool reduced to zero through the effect of psychic enervation.

Hit Die: d6
Skills: 4 + intelligence modifier per level
Class Skills: Bluff, Concentration, Craft, Escape Artist, Intimidate, Knowledge (Psionics), Listen, Profession, Psicraft, Sense Motive, Spot

lvl BAB Fort Ref Will Manifesting Abilities
1 +0 +0 +0 +2 -- Wilder Abilities
2 +1 +0 +0 +3 +1 level of wilder Suppress Enervation
3 +2 +1 +1 +3 +1 level of wilder Enervation Field (10 ft)
4 +3 +1 +1 +4 +1 level of wilder Shield Mind (1)
5 +3 +1 +1 +4 +1 level of wilder Greater Wild Surge 1/day
6 +4 +2 +2 +5 +1 level of wilder Enervation Field (20 ft)
7 +5 +2 +2 +5 +1 level of wilder
8 +6 +2 +2 +6 +1 level of wilder Shield Mind (2)
9 +6 +3 +3 +6 +1 level of wilder Enervation Field 30 ft
10 +7 +3 +3 +7 -- Greater Wild Surge 2/day

Wilder Abilities: Enduring Mind levels stack with wilder levels for purposes of determining Wild Surge, Psychic Enervation, and Surging Euphoria.

Suppress Enervation (Ex): An Enduring Mind is a mind that has learned to limit the dangerous side effects of uncontrolled emotional manifestation. When an Enduring Mind of 2nd level or higher suffers psychic enervation they are entitled to a will save of DC equal to the save DC of the power that caused the psychic enervation (treat powers that do not have saving throws as having the standard for their level and increase this DC by one for every 2 power points spent augmenting them including augmentation provided by wild surge). If the save is successful the Enduring Mind suffers no power point loss, though he/she suffers all other detrimental effects caused by the enervation.

Enervation Field (Su): When an Enduring Mind of 3rd level or higher suffers psychic enervation they lash out psychically at all creatures within a 10 foot radius, transferring the strain of the manifestation empathically to those nearby. Each creature within 10 feet of the Enduring Mind must succeed a will save (DC 10 + Enduring Mind level + charisma modifier) or suffer the effects of psychic enervation. A non-psionic creature caught in an enervation field is suffers no effect from the power point loss portion of psychic enervation. Enduring Minds are immune to the enervation fields of other Enduring Minds. For every 3 Enduring Mind levels after 3rd the radius of this ability increases by 10 feet. Creatures that are immune to mind affecting effects are also immune to this ability.

Shield Mind (Su): An Enduring Mind of 4th level or higher may choose to exclude one creature within range from his/her enervation field ability. An Enduring Mind may choose to exlude up to one additional creature for every 4 class levels beyond 4th.

Greater Wild Surge (Su): Once per day an Enduring Mind of 5th level or higher may perform a greater wild surge. When manifesting a power with greater wild surge the Enduring Mind chooses one metapsionic feat he/she knows and applies it to the power without modifying the power point cost of the power or expending psionic focus. An Enduring Mind automatically suffers psychic enervation after manifesting a power with greater wild surge and cannot use his/her Suppress Enervation ability to mitigate the power point loss of this enervation. If this power point loss would reduce the Enduring Mind below zero power points it instead reduces him/her to zero power points and the remainder of the points lost are dealt to the Enduring Mind as non lethal damage. At 10th level a Enduring Mind may use this ability twice per day. (for those curious this ability is inspired by the Perfect Surge ability from BlaineTog's wilder fix located here (http://boards1.wizards.com/showthread.php?t=403159).)
-------------------------------------
Questions? Comments?
Bane's hand

05-12-05, 05:41 PM
EMOTIONIST
It is well known that Psions and Wilders approach psionics from a completely different point of view, the former using their intellect, discipline and concentration while the latter let their feelings run Wild and take effect in the real world. Many Psions view Wilders with distrust, seeing their ways as Chaotic and unreliable. Many Wilders on the other hand view Psions as people which with their discipline actually suppress their talents instead of letting them manifest to their full glory. A rare few mentalists however seek a compromise between these paths. By combining emotion and logic, intuition and planning, they seek to reach new levels of Psionic might. These People are called emotionists.
Hit Die:1d4

Requirements
To qualify to become an Emotionist, a character must fulfill all the following criteria.
Alignment: Any nonlawful, nonchaotic.
Abilities: Int 13+,Cha 13+
Skills: Concentration 13 ranks, Knowledge(Psionics) 5 ranks
Powers: Ability to manifest at least 10 different powers, at least 5 of which must belong to a Psion’s Discipline
Special: Must Have the Volatile Mind(or it’s equivalent for variant Wilders) class ability.Class Skills
The emotionists’s class skills are Autohypnosis (Wis), Concentration* (Con), Craft (any) (Int), Knowledge (psionics), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier
Class Features
All the following are class features of the Emotionist prestige class.
Weapon and Armor Proficiency: Emotionists gain no proficiency with any weapon or armor.
Saves: Good Will
BAB Like the Wizard

1st level Direct The Feeling, Wild Surge Improvement, Combine the paths ,manifester level +1
2nd level Emotional Mastery,manifester level +1
3rd level Emotional Mastery,manifester level +1
4th level Emotional Mastery,manifester level +1
5th level Emotional Mastery,manifester level +1
6th level Emotional Mastery,manifester level +1
7th level Emotional Mastery,manifester level +1
8th level Emotional Mastery,manifester level +1
9th level Emotional Mastery,manifester level +1
10th level Masterful Surge,manifester level +1

Powers Known: At every level, an emotionist gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of emotionist to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
A character must decide to which class he adds the new level of emotionist for the purpose of determining power points per day, powers known, and manifester level.
Combine the paths: An emotionist may freely use his Wild Surge Ability on every power he manifests, regardless of the class this power belongs.
Direct The Feeling: Whenever any Wilder invokes a Wild Surge, he suffers the chance of being stunned or taken control of by the onrush of feelings. An emotionist however learns to control his emotions in such a degree, that even the Wild Storm of a surge’s enervation can be used to his benefit. Whenever he suffers enervation(or it’s equivalent) he may choose instead one of these effects:
1) Hatred: The Emotionist gains a +2 bonus to attacks, damage and AC against his closest opponent. He must however focus on exterminating this opponent above all other things. If no opponent is apparent, then he may turn hostile to a close creature because of some unpiercieved slight
2) Love: The Emotionist becomes unable to take any hostile action-his attitude changes to friendly towards all creatures. Enemies in melee suffer a penalty equal to ½ of his Charisma modifier to hit him.
3) Anger: The Emotionist gains the benefits and drawbacks of a Barbarian's Rage. He may normally manifest offensive powers affected by Wild Surge.
4) Sorrow: The Emotionist acts as if slowed falling in melancholy. He also adds ½ of his charisma modifier to his saves, since he feels he is already so miserable, the universe can do little to him him harder.
5) Hope: The Emotionist gains a +2 morale bonus on attacks, saves and skill checks. He however forgoes any caution.
Each of these effects lasts for a number or rounds equal to the Surge’s intensity.
If you use charges per day for the Wild Surge, then he may invoke one of these feelings each time he manifests a Wild surge and they have a duration equal to the number of charges spent.
Wild Surge Improvement:In regards to Wild Surge(or it’s equivalents) improvement, Wilder and Emotionist levels stack. Thus a level 5 Wilder/5Psion/10 Emotionist’s Wild Surge would have an intensity of +5. He also gains additional charges per day, if applicable.
Emotional Mastery At levels 2,3,4,5,6,7,8 and 9 an Emotionist chooses to master a single feeling and apply it to advance his psionic might. However, manifesting such control is hard. He may use mastery of feelings for no more than 1/day/emotionist level. Each Emotional Mastery spends one use from this pool. The various emotions and the advantages of mastery over them are as follows:
Love: By spending a daily use, an emotionist may have any power that deals damage deal subdual damage instead.
Hatred: To use this ability, an emotionist must declare an opponent in a battle to be his hated enemy for the duration of the battle. After he makes that choice, for each use of emotional mastery he spends, he may have a single targeted power strike this opponent unerringly. Attack rolls are treated as success and concealment is ignored. Furthermore, as long as the opponent is in range, the Emotionist has no need to see or touch him to direct a power-he merely thinks of him and spends a charge.
Anger: Upon gaining mastery over anger, an Emotionist may spend one ofe his daily emotional mastery uses at the beginning of a Rage(or all of it’s equivalents, such as the Rage spell e.t.c.). For the remaining of the Rage’s duration, he may manifest all powers normally.
Regret: Upon gaining mastery over Regret, an emotionist may choose to revoke a power he just manifested by spending one of his Emotional Mastery uses. Immediately after he manifests a power and all subsequent dice rolls are made, he may use mastery over Regret to cancel the power and all it’s effects. It is just like he had never manifested it. He also gains the actual pp he spent back.
Hope: Mastery over Hope, allows an emotionist to spend one of his daily charges and reroll all rolls he made upon casting a spell. He must choose to activate this power immediately after he finishes rolling all of his dice, before anyone else rolls any dice related to the power(saves e.t.c.). Only the dice rolled by the Emotionist are affected: damage, duration, number of targets e.t.c. Saves, Power Resistance checks e.t.c are not affected. He must keep the new rolls even if they are worse than the original ones-not always what we hope comes to happen. He may only use this ability once per manifestation of the power.
Fear: By spending a use of his Emotional Mastery, an emotionist may have all creatures affected by a power make a Will save with DC equal to that of the power or become shaken. He must declare usage of this ability before manifesting the power.
Joy: Mastery over joy allows an Emotionist to feel such joy and exhilaration when manifesting a power, that nothing short of death could stop him from doing so. By spending one of his uses before starting to manifest a power, he ignores all distractions that may have caused manifestation failure(damage, wild movement e.t.c.)
Boredom: Professioning mastery over boredom, an emotionist may spare himself the pain of moving to touch the subject of a power with a range of touch. By spending one of his uses, he may make a ranged touch attack with a range of 30 feet instead of the regular touch.
Masterful Surge: By the time he reaches 10th level, an Emotionist has such a total control over all of his feelings that even a Wild Surge poses little threat to take him out of control. Whenever he suffers enervation(or it’s equivalent) he may choose instead one of these effects:
1) Hatred: The Emotionist gains a +4 bonus to attacks, damage and AC against his closest opponent.
2) Love: The Emotionist becomes unable to take any hostile action and his attitude towards enemies changes to neutral. Enemies in melee suffer a penalty equal to his Charisma modifier to hit him.
3) Anger: The Emotionist gains the benefits of a Barbarian's Greater Rage. He may normally manifest offensive powers.
4) Sorrow: The Emotionist acts as if shaken, falling in sorrow. He also adds his charisma modifier to his saves, since he feels he is already so miserable, the universe can do little to him him harder.
5) Hope: The Emotionist gains a +4 morale bonus on attacks, saves and skill checks.

These benefits replace those by Direct the feeling
Malancthon

05-15-05, 09:47 PM
The Typhoon
Hidden behind the swirling blades lays the Typhoon, who is to the Psychic Warrior what the Tempest is to the Fighter. However, beyond an affection for using two weapons, the Typhoon and the Tempest are not the same. The Typhoon has unlocked a power from his mind that manifests in the perfect defense, to become the perfect offense.

Hit Die: d8

Prerequisites:
To qualify to become a Typhoon, a character must fulfill the following requirements.
Base Attack Bonus: +4
Skills: Concentration 8 Ranks
Feats: Combat Manifestation, Two Weapon Fighting, Two Weapon Fighting Defense
Psionics: Must be able to manifest 2nd level Powers

Class Skills
The Typhoon’s class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Tumble (Dex).
Skill Points per Level: 4+ intelligence modifier.

Class Features
Weapons and Armor Proficiency: The Typhoon is proficient in light armor and all simple and martial weapons, but not with shields.

Swordplay: (ps) The most striking ability of the Typhoon is his Swordplay techniques. To begin Swordplay, his opponent must strike a blow that is equal to the Typhoon’s AC. Having made the perfect defense with his swords, the Typhoon is able to draw upon the mental energies of his success and strikes back at his attacker with brilliant moves, which grants an insight bonus to all of his attack and damages rolls equal to the Typhoon’s class level. The Typhoon can only use this ability against the attacker, and the bonus lasts a number of rounds equal to the character’s Wisdom modifier. Should the Typhoon drop his opponent or attack another opponent, he loses his Swordplay bonuses. When the Typhoon gains Improved Two Weapon Fighting Defense and Greater Two Weapon Fighting Defense, the AC to hit that activates Swordplay increases by 2 and 3 respectively.
For Example, Rei Jen-Wong is a 4th level Typhoon, has Two Weapon Defense and Improved Two Weapon Defense and an AC of 22. Should Rei get attacked, and the attacker rolls a 21 or 22 total to hit, Rei can use his Swordplay technique against that opponent, with +4 to strike and damage.

Powers Known: At 1st, 3rd, and 5th levels, the Typhoon gains additional power points per day and access to new powers as if he had gained a level in a previous manifesting class he belonged to. He adds the two class together to determine manifestation level, but does not gain any other class benefits the he would have normally gained for increasing his level (bonus feats, metapsionic feats, and so on). If the character had more than one manifesting class before becoming a Typhoon, he must decide which class he adds the new level of Typhoon to determine power points per day, powers known, and manifester level.

True Ambidexterity: (ex) At 2nd level, the Typhoon is able to fight with two weapons more naturally, and the penalty for fighting with two weapons is lessened by 1. At 4th level, the penalty for fighting with two weapons is lessened by 2.

Improved Two Weapon Defense: (ex) The Typhoon gains this feat at 3rd level, even if he does not meet the prerequisites for it.

Greater Two Weapon Defense: (ex) The Typhoon gains this feat at 5th level, even if he does not meet the prerequisites for it.


Level BAB Fort Ref Will Special Powers Known
1 +1 +0 +2 +0 Swordplay +1 level of existing manifesting class
2 +2 +0 +3 +0 True Ambidexterity (-1)
3 +3 +1 +3 +1 Improved Two Weapon Defense +1 level of existing manifesting class
4 +4 +1 +4 +1 True Ambidexterity (-2)
5 +5 +1 +4 +1 Greater Two Weapon Defense +1 level of existing manifesting class

NOTES: Actually, despite the fluff attesting that it's not, yeah, it is a Tempest variant. Specifically for Psychic Warriors, so I'm not sure how well it would stack against other builds (that, and I don't have any books on Me, so this is all from memory and what I could piece together from the boards). The swordplay idea is yanked from a hack-n-slash video game called Bujingai, and I dare ANYONE to question that the main character is NOT an Elan. That character has been bugging Me for so long. I initially thought he'd be a Psychic Warrior/Elocator, then a Fighter4/Psion1/Elocator10/Tempest5, but neither of those builds 'felt right'. So, I endeavered to make a psionic Tempest. The initial idea wasn't too well recieved, because it'd seem to be a boring "psychic weapon master" type PrC. Hopefully this is more flavourful and different enough to warrent being around.

The only change I can think of is possibly limiting the Swordplay ability to work only when the character is Psionically Focused.
psychic_infinity

05-17-05, 05:24 PM
Disorder Incarnate
"You seem to be a little too sane for my tastes..."
Disorder Incarnates thrive on the darker side of psychology. They can imbue creatures with psychological disorders, making them scared of the strangest things. Good Disorder Incarnates use their powers to daze and confuse evil beings, while evil D.I.'s try to bring the multiverse to their knees, although some occasionally use their powers to "cure" disorders they cause, and then charge tremendous bills as a psychiatrist.

Hit Die: d4

Prerequisites
Alignment: Any Chaotic
Skills: Concentration 5 ranks, Knowledge (Psionics) 5 ranks, Psicraft 3 ranks, Diplomacy 3 ranks, Sense Motive 1 rank
Feats: Psicrystal Affinity, Inquisitor, Any Metapsionic feat
Powers: Able to manifest at least three telepathy powers, one must at least be third level or higher.
Special: Must suffer from (or have suffered from at some point in life) from a mental disorder.

Class Skills: The Disorder Incarnate's class skills are Autohypnosis(Wis), Bluff(Cha), Concentration(Con), Diplomacy(Cha), Gather Information(Cha), Intimidate(Cha), Knowledge(Psionics)(Int), Profession(Wis), Psicraft(Int), and Sense Motive(Wis)
Skill Points:2+Int Modifier

Class Features
Proficiency: Disorder Incarnates gain proficiency with the whip.

BAB: Poor (as psion)

Good Save: Will

Bad Saves: Fortitude, Reflex

Power Points Per Day/Powers Known: +1 of existing manifester level every other level of D.I. (starting at 2)

Balanced Mind(ex)-As a result of studying mental disorders, the Disorder Incarnate is immune to going insane, gaining mental disorders, and the effects of the spells and powers Confusion and Insanity. If a Disorder Incarnate has any mental disorders when entering the class, they immediately go away.

Psionic Daze(ps)-Three times per day, a Disorder Incarnate may manifest Psionic Daze as the psi-like ability.

Phobia(ps)-Upon reaching second level, a Disorder Incarnate may imbue an intelligent creature with fear of almost anything-plausible or otherwise. The victim must succeed a Will saving throw (DC 10+D.I. level+Int modifier) or become shaken and receive a phobia for 1d4+Int modifier days.
At second level, a Disorder Incarnate may select a phobia from list 1.
At every two levels afterward, a Disorder Incarnate may select a phobia from a higher list.
Phobia List 1 (level 3)
Acrophobia (fear of heights)
Agoraphobia (fear of going outside)
Claustrophobia (fear of closed spaces)
Cthulhuphobia (fear of occult science)
Ectophobia (fear of ghosts)
Gatophobia (fear of cats)
Hematophobia (fear of blood)
Homophobia (fear of homosexuality)
Nasophobia (fear of noses)
Xanthophobia (fear of the color yellow)

Phobia List 2(level 5)
Aberraphobia (fear of aberrations)
Androphobia (fear of men)
Banophobia (fear of curses)
Brontophobia (fear of thunder)
Cryophobia (fear of cold)
Demophobia (fear of crowds)
Hydrophobia (fear of water)
Phantasmaphobia (fear of illusions)
Pyrophobia (fear of fire)
Nyctophobia (fear of night)

Phobia List 3(level 8)
Aerophobia (fear of wind)
Arcuophobia (fear of archery)
Bacteriophobia (fear of bacteria)
Bibliophobia (fear of books)
Chronophobia (fear of time)
Eosophobia (fear of dawn)
Hamartophobia (fear of making mistakes)
Iatrophobia (fear of healers)
Monophobia (fear of being alone)
Phobophobia (fear of being afraid)
Planaphobia (fear of extraplanar creatures)
Spectrophobia (fear of mirrors)
Theophobia (fear of religion)
Uranophobia (fear of the sky)

Telepathic Force(ex)-Starting at third level, the Disorder Incarnate adds one to the save DC of his telepathy powers.

Ego Whip(ps)-At sixth level, a D.I. may manifest the power Ego Whip as a psi-like ability three times per day.

Insane Psicrystal(su)-At seventh level, a D.I. imparts the power of phobias to his psicrystal. Whenever his psicrystal delivers a touch attack (as a power or otherwise), there is a chance (5%/ML) that the touched creature will be affected with espaphobia (fear of psychic powers) (no saving throw is allowed).

Omniphobia(ps)-At tenth level, a D.I. gains knowledge of the supreme phobia, Omniphobia (fear of everything). This phobia can only be used once per day. If it succeeds, the affected creature falls to the ground, completely helpless and insane. There is a 1% chance that this effect will be permanent. In addition, the D.I. gains some of the past memories of the victim for 1d4 hours and gains 1d6 points of intelligence for the same amount of time. The D.I. gets a +5 circumstance bonus on Bluff checks when pretending to be the affected creature.
The Mailman

06-08-05, 09:48 AM
This class is a Jedi-like PrC for the Soulknife. Although I've seen several "Jedi-builds" for Soulknives or PsyWarriors, but I haven't seen a Jedi PrC. So here's my offering. It was discussed and tweaked here (http://boards1.wizards.com/showthread.php?t=439562).

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The class was initially based upon the Blade Manifester class in Hyperconscious, which was basically a PrC to give Soulknives access to powers like a Fist of Zuoken in exchange for losing three levels of Soulknife abilities. I kept the power progression but altered and reduced the list of class powers. The powers are chosen primarily for flavor reasons. The other class abilities hopefully replicate most Jedi-like abilities. I've put a suggested list of feats at the end, including a new one just for this class.

The Luminae would probably work best in an Eberron campaign as an order of Kalishtar soulknives battling the Dreaming Dark--the Light Side/Dark Side parallels are too obvious.

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THE LUMINAE

Requirements: Mindblade class feature, BAB +3, Power Attack, Improved Sunder, sponsorship by a member of the order and an oath of obediance to your master until released.

Hit Dice: D10
Psionic Powers are based off of Wisdom for save DCs and for bonus power points.

Skill Points per Level: 4+Int

The Luminae's class skills are: Autohypnosis, Bluff, Climb, Concentration, Craft, Diplomacy, Hide, Jump, Knowledge(psionics), Listen, Move Silently, Profession, Sense Motive, Spot, Tumble.


Level BAB Fort Ref Will PP/Day PK Max Lvl
------------------------------------------------
1 +0 +0 +0 +2 1 1 1
2 +1 +0 +0 +3 3 2 1
3 +2 +1 +1 +3 6 3 2
4 +3 +1 +1 +4 10 4 2
5 +3 +1 +1 +4 15 5 3
6 +4 +2 +2 +5 23 6 3
7 +5 +2 +2 +5 31 7 4
8 +6/+1 +2 +2 +6 43 8 4
9 +6/+1 +3 +3 +6 55 9 5
10 +7/+2 +3 +3 +7 71 10 5
*
Level Special Abilities
------------------------------------
1 Mindblade Improvement, Precognitive Combat
2 Infused Mindblade
3 Mindblade Deflection, Precog. +1
4 -
5 Honed Mindblade, Immediate Draw
6 Improved Mindblade Deflection, Precog. +1
7 -
8 Greater Mindblade Deflection, Precog. +1
9 -
10 Mindblade Deflection Mastery, Precog. +1

Abilities:

Mindblade Improvement - The Luminae's training sharpens his connection with his blade. Luminae levels stack with Soulknife levels when calculating the current actual enhancement bonus of the Luminae's mindblade. This does not affect the any potential ability of a Luminae to add other weapon enhancements to his mindblade. Thus, a Soulknife 5/Luminae 5 has a +2 mindblade.

Precognitive Combat - A Luminae's mental training has made him aware of natural psionic echoes of the future, granting him brief glimpses of the immediate future. Incorporated into a fighting style, this awareness gives him a preternatural ability to avoid harm. When unarmored and unencumbered, the Luminae adds his Wisdom bonus (if any) to his AC. His ability to use his precognition increases as he masters the Luminae fighting style, thus he gains an cumulative +1 bonus to AC at 3rd, 6th, 8th, and 10th levels. These bonuses to AC apply even against touch attacks or when the Luminae is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Infused Mindblade - A Luminae's mindblade is infused with unstable ectoplasm, making it extremely disruptive to normal matter. Whenever a Luminae uses his mindblade on anything with damage reduction or hardness, 5 points of the damage reduction or hardness is ignored for the mindblade's attack. As a Luminae's connection with his mindblade grows, the infusion becomes more potent. At 5th level the mindblade ignores 10 points of damage reduction or hardness, and at 8th level the mindblade ignores 15 points of damage reduction or hardness. This does not apply if the Luminae attacks with any other weapon than his mindblade. The instability of the ectoplasm also causes the blade to vibrate slightly, creating a tell-tale humming sound. As a result, whenever a Luminae has his mindblade manifested, he takes a -4 penalty on all Move Silently rolls.

Mindblade Deflection - A Luminae learns a special fighting style that incorporates his precognitive abilities. At this point in his training, he gains the ability to deflect projectiles with his mindblade as if he had the Deflect Arrows feat. The Luminae need not have a free hand to deflect the incoming projectile, however he must be holding his mindblade.

Honed Mindblade - At 5th level, a Luminae has reached such a level of mental focus that his mindblade is sharpened as well. The critical threat range of his mindblade increases by one number, regardless of its shape. Thus, a mindblade in longsword form increases its critical threat range to 18-20. This stacks with any other critical enhancing effect like the keen weapon enhacement. The Luminae also gains the benefit of the cleave feat when using his mindblade.

Immediate Draw - A Luminae's strong connection to the psionic force around him allows him manifest his mindblade faster than others, and even to begin manifesting it unconsciously before he is aware that he needs it. The Luminae can now manifest his mindblade as an immediate action. So, for example, a Luminae can manifest his mindblade in response to a ranged attack, even on his opponent's turn, gaining the benefit of his Mindblade Deflection style.

Improved Mindblade Deflection - Advancing in his knowledge of the traditional fighting style of his order, the Luminae may now deflect more projectiles each round. A Luminae may deflect a number of times each round equal to his class level. This ability otherwise functions as the Mindblade Deflection ability.

Greater Mindblade Deflection - Approaching mastery of his style, the Luminae can now focus the psionic energy of his mindblade in such a way that it can deflect incoming rays and energy missle attacks. This includes rays and energy missles of any sort, such as magic, psionics, and supernatural abilities. This ability otherwise works under the same rules as Improved Mindblade Deflection. The Luminae, of course, does not lose the ability to deflect physical missles.

Mindblade Deflection Mastery - Now a master of the Luminae fighting style, the Luminae may reflect any projectile that he could deflect with his mindblade, the same number of times that he could deflect with his mindblade. This ability otherwise works as per the Return Shot psionic feat, however the Luminae is not required to expend his psionic focus to use the ability.

Luminae Power List:

Level 1: Catfall, Distract, Empathy, Empty Mind, Far Hand, Precognition, Offensive Precognition, Defensive Precognition, Offensive Prescience
Level 2: Clairvoyant Sense, Cloud Mind, Levitate, Hustle, Psionic Knock, Sensitivity to Psychic Impressions, Read Thoughts, Psionic Suggestion.
Level 3: Crisis of Breath, Danger Sense, Evade Burst, Telekinetic Force, Telekinetic Thrust
Level 4: Aura Sight, Control Body, Dominate, Modify Memory, Schism, Telekinetic Maneuver
Level 5: Clairtangent Hand, Energy Current (lightning only), Mind Probe, Mass Cloud Mind (lowered from 6th), Temporal Acceleration (lowered from 6th)

-------------------------------------------------------------------------
Suggested Feats (and a new feat):

Psionic Meditation, Mental Leap, and Psionic Weapon are all good choices and fit with the Jedi-type fighting style. Expertise is also a good choice, as it allows the Luminae to simulate the way a Jedi always seems to be fighting a group of enemies at once. In combination with Offensive Precognition, the Jedi could allocate the bonus from the power to offense or defense as necessary. Similarly, the Tactical Feats in Complete Warrior and Races of Eberron that focus on defense and Expertise are good choices to simulate Jedi fighting style.

You might also consider Practiced Manifester, if your DM allows it. I had originally intended to allow Soulknife levels to stack with Luminae levels for the purposes of manifester cap, but I hesitate to give this class any more abilities. Even if your DM is concerned about a Practiced Manifester feat in general, the feat could be made class-specific by calling it Luminae (Jedi) Mind Training, and granting the same benefit. It makes good sense as a representation of a particular member of the order who spent more time honing his mental abilities, as opposed to his physical ones.

The Power Attack and Improved Sunder requirements are supposed to evoke images of Jedi killing with one splitting stroke, or cutting through an enemy's weapon. With this in mind, another good option would be the Greater Sunder feat. This was presented in a Dungeon issue (I think 300? with the Githyanki invasion). Basically, it brings allows you to make an extra attack aganist the weilder of an item if you sunder the item (just like Improved Trip). The requirements are all of Improved Sunder's requirements, and Improved Sunder.

Finally, a new feat:

SWEEPING DEFLECTION [GENERAL]
Requirements: Dex 13, Mindblade Deflection class ability
Benefit: You know how to use your mindblade to defend wider areas with great, sweeping strokes.
You may use the benefits of the Mindblade Deflection, Improved Mindblade Deflection, Greater Mindblade Deflection, and Mindblade Deflection Mastery abilities on valid ranged attacks that pass through any square you threaten.
Normal: You can only deflect attacks that would hit you.

------------------------------------------------------------------------
The Luminae Fighting Style (Tactical Feats):

The Luminae fighting style is similar in effect to the Kalishtar Path of Shadows style, but different in method. The Kalishtar Path of Shadows, presented in Races of Eberron, is unlike a Jedi-type fighting style in its emphasis on performance and dance. Jedis simply don't have fight in a dance-like style; they use the force--a sort of psionic precognition. Neverthless, the in-game abilities gained from the Walking in Shadow tactical feat (also from Races of Eberron) seem to fit very well with a Jedi-like style. For those who don't have the book, I'll summarize the maneuvers: (1) you can use Expertise or fight defensively for a round to gain a +2 to Will saves for subsequent rounds as long as you continue using Expertise or fighting defensively; (2) you can use Expertise or fight defensively for a round, and then in the following round you gain a bonus to hit on your first attack equal to the AC bonus you got the first round; (3) you can use Expertise or fight defensively in the first round and then in the second round you keep the AC benefits but don't take the negatives to hit for your attacks that round. All of these abilities seem to fit the idea of a Jedi fighting off a group of enemies, parrying attacks, and then coming in with one or two killing hits at the end of a combination.

So in sum, I think this is a good way to simulate Jedi fighting, but the Path of Shadow prerequisite, with its focus on dance, has got to go. Instead, I'd suggest substituting Psionic Meditation as the prerequisite. You might also rationalize the existence of the entire Lumin Order as the first attempt of Kalishtar to work and train with non-Kalishtar to fight the Dreaming Dark. Thus, they need to use slightly different training (precognition instead of a special dance) to allow non-Kalishtar to achieve the same sort of fighting style that comes naturally to Kalishtar. Even if you're not using Eberron or the Kalishtar, I'd suggest using the Walking in Shadow style with Psionic Meditation as a prerequisite.
RickVigorous

08-07-05, 11:20 AM
This PrC is based on the Master of the Unseen Hand from Complete Warrior, but it has been revised to fit a psionic character using XPH rules and expanded into a ten-level class that grants partial manifester progression.

THE KINETIC ADEPT
Not all kineticists focus on fire, lightning, cold, and sound. Some master the use of pure force to manipulate objects and defeat their foes. The path of the kinetic adept teaches adherents to unlock the power of their minds in order to wield weapons, move massive objects, and hurl foes about—all at a distance.
Hit Die: d4.

BAB: Poor.
Saves: Will good; Fort and Ref bad.
Powers Known: +1 manifester level at every level except 1st and 8th.

REQUIREMENTS
To qualify to become kinetic adept, a character must fulfill the following criteria.
Skills: Concentration 8 ranks.
Feats: Combat Manifestation, Psionic Endowment.
Psionics: Able to manifest telekinetic force and telekinetic thrust.

CLASS SKILLS
The kinetic adept’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURES
All of the following are class features of the kinetic adept prestige class.
Weapon and Armor Proficiency: The kinetic adept gains no proficiency with any weapons or armor.
Improved Manifester Level (Ex): At 1st level, a kinetic adept begins to focus on the power of telekinesis. He adds his class level to his caster level when using telekinetic burst, telekinetic force, telekinetic maneuver, telekinetic thrust, or telekinetic wave. For example, a 5th-level kineticist/3rd-level kinetic adept manifests telekinetic force as an 8th-level manifester, and manifests other powers as a 7th-level manifester.
Versatile Telekinesis (Ex): A kinetic adept learns to combine his telekinetic powers, switching among them as he likes. When the kinetic adept manifests telekinetic maneuver, he may act as though he manifested telekinetic force as well. When the kinetic adept manifests telekinetic force, he may pay 2 power points. If he does so, he may act as though he manifested telekinetic maneuver as well. The adept can only affect one target at a time when using versatile telekinesis. The adept may not spend more than the normal number of power points using this ability.
While the adept is maintaining concentration on telekinetic force or telekinetic maneuver, he may choose to end the power by using telekinetic thrust. If the adept knows telekinetic wave or telekinetic burst, he may end the power by using one of those abilities, at a cost of 2 and 4 power points, respectively. You may not spend any additional power points to augment these powers, but any points spent to augment the original powers count as augmenting the telekinetic burst, telekinetic thrust, or telekinetic wave as well.
Telekinetic Maneuver (Ex): At 2nd level, the kinetic adept unlocks a latent power, learning the power telekinetic maneuver in addition to any powers the kinetic adept normally learns by advancing a level.
Telekinetic Wielder (Ex): A kinetic adept develops the ability to wield weapons with his telekinetic maneuver power. By maintaining concentration on this power, a kinetic adept of 3rd level or higher can make a single attack with an unattended weapon or one he is holding, moving the weapon up to 20 feet before the attack. Resolve the attack as normal, except the weapon’s maneuver does not provoke attacks of opportunity. The kinetic adept’s base attack bonus for this attack is equal to his manifester level plus his key ability modifier for manifesting. Any weapon-related feats the kinetic adept has do not apply to this attempt.
The weapon wielded by this power can be one that the kinetic adept took from a foe on a successful disarm attempt.
Sustained Concentration (Ex): The kinetic adept is keenly focused on maintaining his telekinetic powers. He may maintain concentration on telekinetic force or telekinetic maneuver as a move action instead of a standard action.
Telekinetic Wave (Ex): At 4th level, the kinetic adept unlocks another latent power, learning the power telekinetic wave in addition to any powers the kinetic adept normally learns by advancing a level.
Deflect Arrows (Su): The kinetic adept gains Deflect Arrows as a bonus feat. However, rather than using his hands to deflect arrows, the kinetic adept employs his telekinetic powers. Therefore, he does not have to have at least one hand free to use the feat. The kinetic adept does not have to meet the prerequisites for this feat.
Full Attack Telekinesis (Ex): The kinetic adept becomes as skilled in telekinetic combat as a fighter is in melee combat. When using telekinetic maneuver or wielding a weapon telekinetically, the kinetic adept can make a full attack. Just as with non-telekinetic attacks, the kinetic adept gains an additional attack for every 5 points of base attack bonus above +1 (using caster level for base attack bonus as described above).
Feather Fall (Su): At 7th level, the kineticist is affected by feather fall at all times.
Telekinetic Burst (Ex): At 8th level, the kinetic adept unlocks a final latent power, learning the power telekinetic burst in addition to any powers the kinetic adept normally learns by advancing a level.
Improved Telekinetic Thrust (Ex): The kinetic adept’s telekinetic thrust becomes more effective. He uses his caster level in place of his base attack bonus when making the attack roll, and he uses his key ability modifier for manifesting as a bonus on damage rolls if he hurls weapons at a target. Finally, using telekinetic burst, telekinetic thrust, or telekinetic wave no longer ends other telekinetic effects. After using one of these powers while maintaining another telekinetic effect, the kinetic adept cannot use telekinetic burst, telekinetic thrust, or telekinetic wave for 1d4 rounds.
Telekinetic Flight (Su): At 9th level the kinetic adept can use telekinetic force to lift himself off the ground. While maintaining concentration on this power, the kinetic adept gains a fly speed of 20 feet (perfect).
Fling Skyward (Ex): Rather than hurling a creature or object away, a 10th level kinetic adept can use telekinetic thrust to hurl a target straight up. The target is allowed a Will save and power resistance to negate the effect. The kinetic adept can lift a creature into the air a maximum distance of 10 feet per manifester level. At the beginning of the kinetic adept’s next action, the target falls to the ground, taking 1d6 points of damage per 10 feet fallen. The kinetic adept can also cause the target to land anywhere within 5 feet per manifester level of its original position. Using this ability immediately ends any other telekinetic effects.
Superior Deflection (Ex): While maintaining telekinetic force, the kinetic adept can knock aside incoming large missiles (such as catapult stones) as though they were arrows using his Deflect Arrows feat. The adept can even deflect incoming spell and power effects that require a ranged attack or ranged touch attack (such as a ray) using this ability. The kinetic adept can deflect any number of ranged attacks per round while this ability is active.
--------------------------
And here are the telekinetic burst and telekinetic wave powers mentioned above.

Telekinetic Burst
Psychokinesis
Level: Psion/wilder 5
Area: 30 ft. burst, centered on you
Power Points: 9
This power functions as telekinetic wave, except that it affects all creatures and unattended objects weighing less than 250 lbs. in a 30 foot burst centered on you.
Augment: For every additional power point you spend, the weight limit of the creatures and objects affected increases by 25 pounds.

Telekinetic Wave
Psychokinesis
Level: Psion/wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30 ft. cone
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
You unleash a wave of telekinetic force, tossing aside everything in your path. Every creature or unattended loose object weighing less than 250 lbs. is hurled in a straight line away from you, up to a maximum distance of 10 feet per manifester level. This power does not give you enough fine control to use hurled creatures or objects as weapons. If a target is hurled through a square containing a creature, treat it as though the target made an overrun attempt against the creature. The target may not use any feats or abilities that aid overrun attempts.
Creatures are allowed Will saves and power resistance to negate the effect. If you use this power to hurl a creature against a solid surface (such as a wall), it takes damage as if it had fallen 10 feet (1d6 points).
Augment: For every additional power point you spend, the weight limit of the creatures and objects affected increases by 25 pounds.
KobaldArchmage

08-07-05, 01:07 PM
me likey Kentic Adept
ManTimeForgot

08-11-05, 11:31 PM
This is a reprint of a Soul Knife replacement I created a long time ago. Posted for posterity purposes here.


Soul Knife

Soul Knives are an elite order of assassins, specially trained in the deadly arts of using one's mind as a weapon. Most individuals who become soul knives are telepaths who have gone rogue (literally), though the occasional shaper or nomad is not unheard of. Soul Knives make use of their formidable mental powers to prey upon the weak minded. As assassins, Soul Knives are often called upon to take down important figures (doing so for profit), though not all Soul Knives follow that way of life. The order is not specific about how a person conducts their business; a Soul Knife who chooses his prey exclusively amongst the murderers and scoundrels of the world is not shunned in any way by the order, thus non-evil members do exist. Assassination is a common tool used for advancement in the order, but this must be done through sanctioned channels, and cannot be simply a random slaying, or else one risks arousing the ire of the order (and this is not something anyone wants to do). Random murders are not condoned by the order, for one thing it draws attention to the order and its members and that is unforgivable in and of itself, as such behavior is not of the caliber that a Soul Knife are expected to adhere to. Soul Knives who prove themselves to be too "kill happy" usually end up "missing" and no one ever finds out the how or why behind it.

HD: D6
Requirements: In order to qualify for Soul Knife the character must fulfill the following criteria.
Alignment: Non-Chaotic, Non-Good
Skills: Hide 6 ranks, Move silent 6 ranks, Bluff 6 ranks
Special: Sneak Attack +3d6
Powers: Ability to manifest Cloud Mind and False Sensory Input
Special: Must have killed a person who was completely unaware of their presence.

Class Skills: Autohypnosis, Balance, Bluff, Concentration, Climb, Craft, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Listen, Move Silent, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, and Use Rope.
Skill points at each level: 4 + Int modifier

BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Aura Sensitivity, Cloud Men's Minds, Sneak Attack +1d6, Poison Use, Mind Blade
2. +1 +0 +3 +3 Deaden the Senses, +1 Manifester Level, Throw Mind Blade
3. +2 +1 +3 +3 Confuse the Senses, Mind Blade +2
4. +3 +1 +4 +4 Knife to the Body, Sneak attack +1d6, +1 Manifester level
5. +3 +1 +4 +4 Mind Blade +3, Slippery Mind
6. +4 +2 +5 +5 Dagger of the Mind, +1 Manifester Level
7. +5 +2 +5 +5 Venomous Thoughts, Sneak attack +1d6, Mind Blade +4
8. +6 +2 +6 +6 Knife the Soul, +1 Manifester Level
9. +6 +3 +6 +6 Mind Blade +5, Invisible Blade
10.+7 +3 +7 +7 Numb the Senses, +1 Manifester level, +1d6 Sneak attack


Class Features
All of the following are class features of the Soul Knife prestige class.

Weapon and Armor Proficiency: A Soul Knife gains no new weapon or armor proficiencies.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra sneak attack damage progresses every three levels (1,4,7,10). The sneak attack damage gained from the Soul Knife class stacks with sneak attack damage from other sources.

Aura Sensitivity (Su): The mental powers of the Soul Knife are formidable, and part of the Soul Knife training is learning to recognize others of strength. The Soul Knife's sensitivity to auras allows them to gauge the strength of those around them. If the Soul Knife studies a person for three rounds they can get an impression of their aura (this power does not reveal alignment, presence or absence of magic, or any other aura related effects) gauging their strength. Individuals of 2HD or less have a faint aura, those with 3-8HD have a moderate aura, those with 9-20 HD have a strong aura, and those with 21 or greater HD have an overwhelming aura. If a Soul Knife is exposed to an overwhelming aura whose total HD is at least twice that of the character level of the Soul Knife, the Soul Knife is stunned for one round. The Soul Knife must be psionically focused in order to use Aura Sensitivity. Aura sensitivity is a supernatural ability.

Poison Use (Ex): Despite the general disdain Soul Knives have for the "old fashioned" methods of assassination, Soul Knives are still trained in the use of poisons. Whenever a Soul Knife applies poison to a weapon they never run the risk of accidentally poisoning themselves.

Cloud Men's Minds (Su): Soul Knives are trained to hide their presence from the minds of others. The weak minded are otherwise incapable registering the presence of the Soul Knife. The Soul Knife can hide while still in plain view by another as long as that person is within 50ft per Soul Knife Class Level. This is a supernatural Mind-affecting ability. Areas of great sensory contrast attract the mind's attention, and thus at the DM's option whenever the Soul Knife enters into an area of great sensory contrast this power may be undermined (ex. A Soul Knife is wondering about a completely dark room except for a bulls eye lantern, upon straying into the light the Soul Knife's outline may still be visible...) (I know the last part is blatant theft, but I'm cool with it...) The Soul Knife must be psionically focused in order to make use of Cloud Men's Minds.

Mind Blade (Su): As a move equivalent action the Soul Knife can manifest a blade composed of thought (the Mind Blade is treated as a force effect for purposes of damaging incorporeal entities). The Mind Blade takes the form of either a dagger or a short sword appropriate to the character's size at the character's option; the Mind Blade is treated as a dagger or short sword in all respects except that the Mind Blade weighs nothing. The Mind Blade initially begins with a +1 magical enhancement bonus, but the enhancement bonus progresses every other Soul Knife level (+2 bonus at 3rd, +3 at 5th, etc). The appearance of the Mind Blade is usually that of a translucent shimmering weapon, but the appearance of the blade is controlled by the Soul Knife, though it must still remain visible. The level of concentration and focus necessary to maintain the blade's existence prevent it from being thrown without dissipating as soon as it leaves the Soul Knife's hand. The Soul Knife must be psionically focused in order to manifest a Mind Blade. If it any point the Soul Knife ceases to be psionically focused the Mind Blade immediately dissipates.

Manifester Level: At 2nd, 4th, 6th, 8th, and 10th level the Soul Knife gains manifesting ability (including powers known) as though they had gained a level in the manifesting class that allowed them access to Soul Knife.

Deaden the Senses (Su): At the Soul Knife's option the senses of those around him or her can be deadened with respect to the Soul Knife. This causes all spot, listen, and search checks made with respect to the Soul Knife to suffer a -1 penalty as long as the individual making the check is within 50 ft per Soul Knife Class Level. Additionally this penalty applies to survival checks when someone is attempting to track the Soul Knife by scent (and only by scent) as long as the tracker is within the range of the power. Deaden Senses affects all of an individuals senses, thus even Blind sight is affected. The penalty to checks increases by 1 at every even level (-2 at 4, -3 at 6, etc). Deaden the Senses is a supernatural mind-affecting ability. The Soul Knife must be psionically focused in order to use Deaden the Senses.

Throw Mind Blade (Ex): The Soul Knife's level of focus and concentration allows the Mind Blade to be thrown without ceasing to exist. The range increment for the Mind Blade is 10 feet, and the Soul Knife is always considered proficient in its use (even when throwing the short sword, a weapon normally not designed for being thrown). The Mind Blade dissipates immediately after damaging its target.

Confuse the Senses (Su): The Soul Knife may select one creature which summarily has its senses confused with respect to the location of the Soul Knife. The Soul Knife's form seems to shift and slide, thus making it harder to hit the Soul Knife. The Soul Knife gains a 10% miss chance against all attacks made by the selected creature. The miss chance increases to 20% at 7th level. This power confuses all of a creatures senses, thus it is even effective against Blind sight. Confuse the Senses is a supernatural mind-affecting ability. In order to use Confuse the Senses the Soul Knife must be psionically focused and the creature must be within 50ft per Soul Knife Level.

Knife to the Body (Ex): On a successful sneak attack using the Mind Blade a Soul Knife can opt to deal 2 con damage to the target by reducing the amount of sneak attack damage dealt by 2d6. The Soul Knife cannot opt to do more than 2 con damage, and Knife to the Body does not affect creatures immune to sneak attack or critical hits.

Slippery Mind (Ex): At 5th level if the Soul Knife is affected by an enchantment (or telepathy power) and fails his/her saving throw the Soul Knife can attempt another saving throw one round later. Only one extra chance is received and if the additional saving throw fails the spell/power effects occur normally.

Dagger of the Mind (Su): When exposed to a supernatural, spell (spell-like), or psionic (psi-like) power/ability which attempts to read the Soul Knife's thoughts the Soul Knife's mind responds with a violent mental thrust as long as the Soul Knife's Mind Blade power is not currently active and the Soul Knife is psionically focused. When an individual attempts to use a power like mind probe on the Soul Knife the individual must immediately attempt a will save. If the individual fails this will save their power is immediately ended and they take 1d4 + the Soul Knife's charisma modifier in damage. Dagger of the Mind does not work on powers which read only emotions or sensations (like empathy, sense link, or dominate). Dagger of the Mind is a supernatural Mind-affecting ability.

Venomous Thoughts (Su): The Soul Knife's Mind Blade is now composed of thoughts of such virulence that those the Soul Knife damages with the Mind Blade are exposed to a "mental" poison which attacks the targets essence. The "mental" poison produced by Venomous Thoughts forces the individual so affected to have to make a fortitude saving throw versus a DC of 10 + Soul Knife Class Level + Cha Modifier or take 1d4 strength and dexterity damage (poison acts as a sopophoric and paralytic). If the initial saving throw fails the individual will take 1d6 secondary damage to strength and dexterity one minute later unless they make an additional fortitude saving throw at Venomous Thought's DC. Unlike normal poisons Venomous thoughts does not continue to affect a person after the second saving throw, and Neutralize Poison does not affect Venomous Thoughts. Aura modification, and restoration powers can remove Venomous Thoughts before the "poison" runs its course. Multiple applications of Venomous Thoughts due to multiple strikes do not stack. Venomous Thoughts can affect creatures immune to critical hits. Venomous Thoughts is a supernatural mind-affecting ability.

Knife to the Soul (Su): Knife to the Soul is generally regarded among Soul Knives as the pinnacle of their offensive ability; the ability to strike one's enemies dead in a single strike. A Soul Knife who spends three rounds studying an opponent discerning their strengths, and more importantly their weaknesses, with the Aura Sensitivity ability can deliver a deadly strike directly to a person's essence (soul). After spending three rounds studying their opponent the Soul Knife must make a search check (in order to discern where the weakest point in the soul is located and how best to attack through the aura) against a DC of 10 + HD of the creature affected. If the Soul Knife succeeds at the search check and the target is denied their dexterity bonus to AC, then on a successful attack the target must make a fortitude save versus a DC of 13 + Soul Knife Class Levels + Int Modifier (intelligence represents the precision rather than straight mental force necessary to make this attack work) or die. At the Soul Knife's option the target can be paralyzed instead. An individual paralyzed by Knife to the Soul can only be restored to movement through a Heal, Greater Restoration, Wish, Miracle, Psychic Chirurgery, or other power of similar strength. Knife to the Soul is a supernatural ability (this ability can affect creatures immune to critical hits, but cannot affect things without a soul or essence. Ex: Animated objects may not be affected by Knife to the Soul). If the target saves versus the attack the Soul Knife deals normal sneak attack damage if applicable.

Invisible Blade (Su): The Soul Knife's Mind Blade is now capable of being composed of a more pure version of thought. Mind Blades composed of "pure" thought are treated as brilliant energy weapons for purposes of ignoring substances, and ignore the DR of attacked creatures by attacking their life essence directly. Creatures immune to Mind-affecting effects are immune to the Mind Blade when composed of "pure" thought. Additionally the Soul Knife can now make their Mind Blade completely invisible (Detect Invisibility and similar abilities reveal only an outline of where the Mind Blade is because there is actually nothing to see).

Numb the Senses (Su): The Soul Knife can place those around him/her into a state of sensory deprivation with respect to the Soul Knife. The Soul Knife can expend psionic focus to have Numb the Senses affect all creatures within a 500 ft radius with total sensory deprivation with respect to the Soul Knife (no form of sensation can detect the character, individuals simply ignore the sensation which would otherwise detect the character); the Soul Knife seems to simply vanish. Additionally if the Soul Knife character knows the Tailor Memory power Numb the Senses temporarily suppresses the memory of the Soul Knife's presence in those affected for the duration of Numb the Senses, thus characters will temporarily forget that the Soul Knife was present for the duration of Numb the Senses. As long as the Soul Knife takes no hostile actions, there is no saving throw against the affect, and everything the Soul Knife does will be ignored. If the Soul Knife takes a hostile action, the target or targets of the hostile action receive a will save DC 15 + Soul Knife Class Level + Cha modifier in order to end the affect with respect to them (other people are still affected). Numb the Senses is a supernatural mind-affecting ability and lasts for 2 rounds when used. This ability may be used a number of times per day equal to the Soul Knife's charisma modifier.

Conduct: A Soul Knife must never refuse completion of a contract once taken. Refusal to do so results in immediate censure by the organization. Additionally a Soul Knife who becomes good does not lose access to any class abilities, but may no longer progress in the Soul Knife class.
Jaaz

08-15-05, 12:12 AM
<copied from it's own thread>

Demand for an Ach-psion like PrC came up (again). So I wrote up this class to see what people thought of the balance, flavor, and if it would stand up to the test against the arch-mage. My first thing is that I didn't want to create another Psionic X. I also didn't want it to have abilities that carbon-copied the Arch-mage (even though 1 of them is similar). I realize the difference in the number of levels here, and could honestly trim it to 5 levels both with or without the Id Fortification ability, but that ability is part of the flavor here IMHO. I would love any and all feedback. And yes, I know it's full manifester progression. Perhaps when it's closer to finished and we have an idea of where the 'power' kicks in we can remove a level to give a list of crowning abilities to the class.

Id Delver

A psion who was not raised and helped along by a master, such as a school or apprenticeship position, will be mostly on his own in terms of finding, learning, and using powers. Addressing power stones involves gazing into it and finding out the effect you can unlock if you get the mental influences right. Learning powers as you level, and taking expanded knowledge involves insight into your experiences and looking for something to advance your understanding of your own mind. Powers already in existence are some of the conventions some of the creative minds of psionic characters work. Thus, creating a new power should simply be called "Creative Thought Process". As things continue, and a psion looks to really undo him or herself from the conventions of like-minded people, they devle further into their own processes, creating ways to use their psionic power in different ways. The Id Delver becomes their new class.

Prerequisites:

Skills: Psicraft 15 ranks, Knowledge (Psionics) 15 Ranks

Feats: Psionic Endowment, Power Penetration.

Manifestation: Must be able to manifest 6th level powers.

Powers Known: Must know 2 powers from seperate discipline lists normally barred to the manifester of 4th level or higher. Must know 3 powers from the 3 remaining disciplines outside the manifester's specialty or 5th level or higher. Must know a Specialty discipline power of 6th level or higher.

Special: Must have used the Creative Thought Process (see bottom of post) to gain knowledge of an 'unconventional' power. (completely new power)

Class Features:

Hit Die: d4

Skill Points: 2+Int Mod

Class Skills: Knowledge (Pisonics) (Int), Psicraft (Int), and a number of skills equal to the manifester's unenhanced Intelligence Modifier upon entering this class. (Over the top? lemme know)

Power Points/Powers Known: Each level in Id Delver adds to the manifester's base class with regards to their manifester level, powers known, and power point pool from their base class. If the manifester has more than one psionic class when entering Id Delver, they must choose which class to gain levels in when taking the first level of this class. This decision cannot be changed.

Psicrystal: A characters' Psicrystal, if they have one, does not gain more abilities or intelligence with levels in this class. However, there are (or may be ) options the manifester could take that work with a character's psicrystal.

Deeper Exploration: At first level, and every odd level afterwards (1st, 3rd, 5th etc) the Id Delver has mastered an aspect of their deeper self and harnesses the power of it. This comes in the form of many ability choices (listed below). Note that some choices may have prerequisites of their own in the form of feats, skills or another Deeper Exploration ability.


The Id Delver
Level BAB Fort Ref Will Special Power Points/Powers Known
1 +0 +0 +0 +2 Deeper Exploration +1 Existing manifester class
2 +1 +0 +0 +3 Deeper Exploration +1 Existing manifester class
3 +1 +1 +1 +3 Deeper Exploration +1 Existing manifester class
4 +2 +1 +1 +4 Deeper Exploration +1 Existing manifester class
5 +2 +1 +1 +4 Deeper Exploration +1 Existing manifester class


Deeper Explorations:

Expanded Knowledge (Ex): The Id Delver gains Expanded Knowledge as a bonus feat.

Deeper Agression (Su): The save DCs against powers you manifest that deal hitpoint damage as a primary function gain a +1 damage bonus per die. Note: Powers such as Psionic Disintigrate do not gain this DC bonus because the damage is not a primary function of the power.

Deeper Manipulator (Su): The save DCs against all mind-affecting powers that do not affect hitpoints or cause death as an effect you manifest gain a +2 Bonus. Note: Powers such as Mind Thrust and Recall Death do not gain this DC bonus as they cause damage and death. The power, Death Urge, is eligible for this bonus, however.

Shackle-Free Mind (Ex): Instead of learning the powers you would normally get this level, you may instead add a number of additional power point to your power point pool equal to the number of powers you would have learned, times the cost for the highest level power you can manifest this level -1. In example, a Psion 13/Id Delver 1 who chooses Shackle-Free Mind would normally learn two new powers, but opts for more power points this level. They can normally use 7th level powers, so the cost of 6th level powers (11) times the powers they didn't learn (2) equals the bonus power points they receive from this ability. (11 x 2 = 22) This ability may be taken multiple times.

Greater Memory (Ex): Instead of gaining your normal amount of power points for this level, you may learn a number of powers equal to your wisdom modifier whose total power levels do not exceed the maximum level of power you can manifest. You sacrifice an amount of power points equal to the combined cost of the powers learned. In example, A Psion 13/Id Delver 5 with a wisdom of 15 could learn 2 additional powers, as long as their levels add up to no more than their highest level power (9). If they selected a 4th and a 5th level power, they would permenantly loose 16 power points from their pool. This ability may be taken multiple times.

Wide-Spread Aggression (requires Deeper Aggression) (Su): When manifesting a power that deals damage in an area of effect, you may augment the power to gain a secondary area of effect for every 4 power points. Doing so reduces the area as follows: Cone; You gain a second cone area that may be aimed at any new angle, even opposite the first. All cones are as per the original area, but their length is reduced by 20 feet for each time the area is split. Burst; You gain a second burst area that may be aimed anywhere within the original range (as long as line of sigh and effect rules are still followed). Each split burst reduces the area of all the bursts by 10 feet of radius. Line; Additional lines may be manifest at any legal angle from your position. Each additional line reduces the length of the line by 1/2. In all instances overlapping areas do not produce additional saves, damage or status effects. You may only split an area twice per manifestation, by paying 8 for it.

Improved Astral Ties (Su): You find yourself with an affinity for the astral plane. The duration of all metacreative powers is automatically extended by one half. For example Major Creation, Psionic used to create a base metal like Iron would last 1.5 hours per level. This ability takes affect at the same time as other duration-extenders, and as such can't add more than it was meant to add to the durations. As an example, a Shaper 8/Constructor 5/ Id Delver 1 with the Extended Construction and Improved Astral Ties class abilities who uses Extend Power on an Astral Construct power has the duration of 1 min/level * (2.0+.5) or 2.5 minutes a level. (See The Consturctor (http://www.wizards.com/default.asp?x=dnd/psm/20040625b) Prestige Class for class feature details)

Inner Need For Speed (Su): Powers you manifest that enhance or grant movement speeds (but not those that grant planar or dimensional travel) grant half again as much of a movement speed (round up). Thus, Skate would grant a movement bonus of 25 on flat ground, and Overland Flight would grant a fly speed of 60 (Average) normally. (See power description XPH pg 258)

Overpowering Penetration (Su): You may enhance your manifester level check to overcome power resistance by expending your Psionic Focus. Before you roll the die, you may choose to add +1 to the result for every 1d8 points of damage you take physically. You can't add more than your Id Delver level, and the damage is internal in origin, self-inflicted, so it cannot be reduced in any manner besides abilities that specifically affect Overpowering Penetration. This can only be done 2/day, and only once on and 1 manifestation.

Rebounding Penetration (Su): You may reroll your manifester level check by expending your Psionic Focus and paying half the power's total cost again. You must declare you are rerolling the check before the DM declares success or failure. Feats you used on the first roll will apply to the reroll. (such as Overpowering Penetration) You must keep the reroll, even if it's worse than the first one.

Inner Fuel (Ps): The Id Delver has found an affinity for one of their favorite powers in their mind, and a place to allow it to be used more often than he could from his personal power. This ability grants a psi-like ability based on a power the Id Delver knows 2/day. Powers that cost XP retain their cost when used. Taking this ability requires the Id Delver to permenantly loose 11 power points, plus the power points of the augmented power from their power point pool. The Id Delver can choose to have the psi-like ability more times per day by sacrificing more power points as part of the power. They can spend 4 additional point on the power to have the ability 3/day, or 8 additional point to have the ability 6/day. The times per day cost counts toward the limit of points spent to augment the power, and thus lowers the amount of points you can spend in augmentation for the final psi-like ability. You may also add a number of metapsionic feats to the psi-like ability as you have psionic foci. As an example, Daelaan just made level 13 Shaper/5 Id Delver. He has a psicrystal that holds a second psionic focus for him, and he decides he wants to add apply Extend Power and Twin Power to the Psi-like ability. He chooses for his 5th level ability Inner Fuel, and decides he wants Astral Construct (augmented to 9, plus 2 for Extend and 6 for Twin, totalling 17) as psi-like ability. Daelaan's Intelligence is 20, so his power point pool before leveling up was 295. After taking this ability with a 17 point cost power, his power point total for level 18 is 295+2(additional bonus for high intelligence)+30(psion advancement)-11-17=299 instead of 327. This ability may be chosen more than once, if chosen for the same augmented power, the times per day increases by 2, or the Id Delver can choose a completely new power to pay for as a Psi-Like ability. Note: Powers used as psi-like abilities gain the benefits of feats or class abilities the character has. In the above example, if Daelaan also had Boost Construct, the constructs produced using his psi-like ability would have two menu B abilities.

Second Sight (Ps): The Id Delver finds ways of tying in to their mental sensors on a more permenant basis. The Id Delver selects one power beginning with "Detect". That power is now constantly in effect, in that the Id Delver will always receive the first round of information passively. Concentration is still required to gain more information as normal, and this concentration can be disrupted as normal, but the detection of the first round always remains. This exploration may be taken multiple times, each time selecting a new Detection power.



Creative Thought Process: Renamed by popular demand, and to help illustrate the flavor of this PrC, this is simply the proccess of 'Researching a New Power' found in the XPH pg.64.
Jaaz

08-19-05, 02:17 PM
:bump: I'd really like to be able to finish off this class. Any input on the abilities?
B-L-Zebub

09-11-05, 10:51 AM
The Single-Minded

The Single-Minded is a psionic who's goal is to get a better connection between mind and body through sheer concentration. He learns to improve his physical abilities through the focus ability that psionics practice, called psionic focus.

Requirements
To qualify to become The Single-Minded, a character must fulfill all the following criteria
BAB: +6
Skills: Concentration 9 ranks.
Special: Must have at least one power point.

Game Rule Information
The Single-Minded has the following game characteristics.
Base Attack Bonus: Low (As Wizard)
Hit Die: d6
Saves: Good Will, poor Reflex and Fortitude.
Class Skills: The Single-Minded class skills are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Tumple (Dex).
Skill Ponts Each Level: 4 + Intelligence modifier


Level Base Attack Fort Refl Will Special PP/Day Powers Known Maximum Level Power

1st +0 +0 +0 +2 Psionic Feat 0 1 1st
2nd +1 +0 +0 +3 Psionic Feat 1 2 1st
3rd +1 +1 +1 +3 Psionic Feat 3 3 1st
4th +2 +1 +1 +4 Bonus Feat 5 4 2nd
5th +2 +1 +1 +4 7 5 2nd
6th +3 +2 +1 +5 Bonus Feat 11 6 2nd
7th +3 +2 +2 +5 15 7 3rd
8th +4 +2 +2 +6 Bonus Feat 19 8 3rd
9th +4 +3 +3 +6 23 9 3rd
10th +5 +3 +3 +7 Bonus Feat 27 10 4th


Psionic Powers: The main attribute is Intelligence and powers known are selected from all the psychometabolism powers. Otherwise as Psychic Warrior.

Psionic feat: At first, second and third level The Single-Minded receives a psionic feat. The feat must be somehow related to psionic focus, whether it alters the focus itself or the character must be focused or expend focus to use it.

Bonus Feat: At level four and every two levels after The Single-Minded receives a bonus feat that must be chosen from the list below. It is also possible to convert this to a psionic feat, as described above.

Multiclass Note: A Monk may take levels in this class and then take levels of Monk again.

New Feats

Focus Balance (Psionic):
Prerequisite: The Single-Minded lvl 4, Balance 8 ranks
Benefit: The chararacter can while maintaining psionic focus use balance at full speed without penalties.

Improved Balance (Psionic):
Prerequisite: The Single-Minded lvl 6, Focus Balance, Balance 10 ranks
Benefit: The chararacter can while maintaining psionic focus walk on material that would not normally support his weight. When walking on solid material (treebranch, paper) the Balance DC is 25, when walking on liquid material (water) the DC is 30. If the chararacter ends an action on something that cannot support his weight, he breaks through, or falls in.

Focus Jump (Psionic):
Prerequisite: The Single-Minded lvl 4, Mental Leap, Jump 8 ranks
Benefit: When maintaining psionic focus a chararacter does not take any penalties for not making a running start before a jump.

Improved Jump (Psionic):
Prerequisite: The Single-Minded lvl 6, Focus Jump, Jump 10 ranks
Benefit: When maintaining psionic focus, the character multiplies the DC for making a high jump by two, instead of four.

Greater Jump (Psionic):
Prerequisite: The Single-Minded lvl 4, Improved Jump, Jump 8 ranks
Benefit: When maintaining psionic focus, the character does not increase the jump DC when making a high jump.

Focus Kip-Up (Psionic):
Prerequisite: The Single-Minded lvl 4, Tumple 8 ranks
Benefit: While maintaining psionic focus, the chararacter can stand up from prone as a free action.

Improved Wallrunning (Psionic):
Prerequisite: The Single-Minded lvl 4, Up-The-Walls
Benefit: As Up-The-Walls, except that it is now possible to move on the walls for two move actions.

Improved Meditation (Psionic):
Prerequisite: The Single-Minded lvl 4, Psionic Meditation, Concentration 8 ranks
Benefit: The chararacter does not provoke an attack of opportunity when entering focus.

Greater Meditation (Psionic):
Prerequisite: The Single-Minded lvl 6, Improved Meditation, Concentration 10 ranks
Benefit: The chararacter can now enter focus as a free action, but the concentration difficulty raises to 25. This can only be done once per round.

Resist Hole (Psionic):
Prerequisite: The Single-Minded lvl 4, concentration 8 ranks
Benefit: When striking a foe with the Psionic Hole feat, the character can make a DC 25 concentration check. If successful, the foe must spend power points equal to the characters wisdom modifier to make him loose his focus.

Focus Senses (Psionic):
Prerequisite: The Single-Minded lvl 4
Benefit: While maintaining a focus the character gets +4 to Listen and Spot checks.

Improved Senses (Psionic):
Prerequisite: The Single-Minded lvl 6, Foucus Senses
Benefit: The character gets Blind Sense 10 ft. This Ability can be taken multiple times, each time the Blind Sense range improves 10 ft.

Focus Flight (Psionic):
Prerequisite: The Single-Minded lvl 10
Benefit: When maintaining focus, the character gets a fly speed of 1 ft. (perfect), as a supernatural ability. This feat can be taken multiple times, the second time it is taken the speed improves to 5 ft., and further applications improves speed by 5 ft.

Focus Thoughts (Psioninc):
Prerequisite: The Single-Minded lvl 4, Concentration 8 ranks
Benefit: When maintaining psionic focus the character, using any Knowledge skill, receives his Intelligence modifer two times to the skill check, instead of only one.

Improved Thoughts (Psionic):
Prerequisite: The Single-Minded lvl 6, Concentration 10 ranks
Benefit: When maintaining psionic focus the character can think a lot faster. This doesn't give any combat benefits, but when in a stressed situation where he has to make a decision or answer something before an amount of time has passed, the character gets double as much time.


Anyways, what do you think. Under/over powered or maybe even balanced. It is my first creation so there a propably a lot of things that needs fixing.
Artector

11-25-05, 08:47 PM
First post, kinda bored.
Created this on another board. Kinda cliche.
And don't feel like reading through a hundred plus post to see if anyone's done this yet
Crystal Disciple

Some believe that the body is the true expression of beauty. Not the Crystal Disciple, they believe that crystals are true art, or power, whatever their motavations the Crystal Disciple has a fascination with crystals. They seek to transcend the rigors of bone and blood and become the simple, yet increasingly complex, beings of gem. Only minds though that are strictly regimented can ever truly understand crystals. To see a real crystal master is to see the most wonderous things in the universe.

Requirements:
Alignment: any lawful
Skills:
Concentration 8 ranks
Craft (gemcutting) 4 ranks
Knowledge (psionics) 8 ranks
Heal 8 ranks
Feats:
Psicrystal Affinity
Special:
Must have encountered another Crystal Disciple and been taught by him/her.
Must prepare and drink a potion for a ritual that contains 1000 gp of precious gems, mixed with a pint of blood and infused with psionic power, the candidate must then drink and make a fortitude save against DC 15 to properly absorb the crystal. If the Disciple doesn’t make the save then he may try again in one week.

Hit Die: d4

Class Skills:
Autohypnois
Appraise
Concentration
Craft
Heal
Knowledge (all) (taken individually)
Profession
Psicraft
Skill points:
2 + intelligence modifier per level

Level---BAB----Saves--------Class------------------Powers-------
1--------0-----0/0/2--Crystalline Skin 1------------------------
2--------1-----0/0/3-------------------------+1 Manifester Level
3--------1-----1/1/3-Integrate Psicrystal 1-----+1 Manifester Level
4--------2-----1/1/4--------------------------------------------
5--------2-----1/1/4-----Crystal Mind--------+1 Manifester Level
6--------3-----2/2/5----Crystalline Skin 2-----+1 Manifester Level
7--------3-----2/2/5----Integrate Psicrystal 2----------
8--------4-----2/2/6-------------------------+1 Manifester Level
9--------4-----3/3/6----Crystalline Skin 3-------+1 Manifester Level
10-------5-----3/3/7------Crystal Body--------------

Wpn. & Armor Proficeincy
None gained

Powers known/power pts gained
As table

Crystalline Skin 1
- The Crystal Disciple’s skin becomes crystal-like and he gains DR 3/deep crystal

Integrate Psicrystal 1
- The Crystal Disciple learns to integrate his psicrystal into his own skin, as a full-round action he may absorb his psicrystal into his own body and gain a greater bonus. When he does this the bonus the psicrystal confers goes up 1 but it may no longer use any propulsion abilities, it is effectively part of the Crystal Disciple.

Crystal mind
-The Crystal Disciple learns the structure of a crystal and may restructure his thoughts and memories to work more efficiently. Thusly he gains immunityto mind affecting effects and gains a +2 to his intelligence score.

Crystalline Skin 2
-The Disciple’s body continues to become more crystalline. He gains DR 5/deep crystal, but now he is subject to the shatter spell, though he only takes 1/2 damage.

Integrate Psicrystal 2
-The Disciple takes the integration to the next level. The psicrystal becomes permanently fused with the crystal master. The psicrystal may keep up to two personalities (via the Improved psicrystal feat) while Infused and the Disciple may gain the full benefit of both personality fragments. If the disciple has more that 2 personalities in the psicrystal a second psicrystal my be made, this psicrystal is in all respects the same as a regular one, but in cannot be integrated.
Each personality has its own integrated benefit:
-Bully - Demoralize 1 opponent w/in 30 feet
-Coward – 1/day invisibility as the spell
-Friendly – 1/day charm person as the spell
-Hero – 1/day 1 extra standard or move action
-Liar – 1/day Suggestion as spell
-Meticulous - +10 search checks
-Nimble – gain Uncanny Dodge
-Observant – 1/day see invisibility as spell
-Poised – 2/day feather fall and +6 bonus on balance checks
-Sage – retry failed knowledge check
-Single-minded - able to take 10 on concentration checks anytime
-Sneaky – +10 on move silently checks
-Sympathetic – 1/day zone of truth
All abilities are cast at a level equal to that of your class level, DC’s are intelligence based (10 + intelligence mod + spell level)

Crystalline Skin 3
- The skin of the Disciple undergoes one last change and he gains DR 10/deep crystal. His skin also is hard enough that he gains a slam that deals 1d8 damage (plus 1 ½ strength bonus)

Crystal Body
- The crystal disciple transcends the weakness of the body and gains a better one, one made of crystal. With his new body he gains immunity to:
- poison
- paralysis
- disease
- fatigue
- non-lethal damage
Also he is no longer subject to the penalties for aging. He also no longer needs to breathe or eat. He gains the full benefit from a repair spell and still gains the benefit of cure spells. Though since his body is now pure crystal he takes full damage from a shatter spell.
Scion of Coldshard

12-22-05, 01:35 PM
It seems that this guy is basically done now ;)

Shattered Mind
Hit Die: d6

Background: Shattered Minds are psionic characters who have splintered their minds into so many pieces for their psicrystal that they have lost something significant of themselves in the process. The character can no longer function with the personality types that the psicrystal holds while it is out of range and he will often be found discussing his thoughts with the psicrystal without even realizing that others are able to hear. This strange foundation comes with a few advantages and disadvantages, but as he progresses in this class he becomes more like a psicrystal himself than whatever he was before.

Requirements
To qualify to become a Shattered Mind, a character must fulfill all the following criteria.
Skills: Autohypnosis 4 ranks, Concentration 8 ranks, Craft 8 ranks, Knowledge (psionics) 8 ranks.
Feats: Psicrystal affinity, Improved Psicrystalx3

Class Skills
The shattered mind’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (psionics), Listen (Wis), Profession (Wis), Psicraft (Int), Search (Int), Spot (Wis), and Use Psionic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.

Table: The Shattered Mind
Lvl BAB Fort Ref Will Special Powers Known
1 +0 +0 +0 +0 Affinity, Fragmented Mind —
2 +1 +0 +0 +0 Extra Psicrystal, Extra Fragments +1 level of existing manifesting class
3 +1 +1 +1 +1 Affinity, Fragmented Responses -
4 +2 +1 +1 +1 Fragmented Soul +1 level of existing manifesting class
5 +2 +1 +1 +1 Affinity, Fragmented Manifestation -
6 +3 +2 +2 +2 Extra psicrystal, shifting mind +1 level of existing manifesting class
7 +3 +2 +2 +2 Affinity —
8 +4 +2 +2 +2 Extra psicrystal +1 level of existing manifesting class
9 +4 +3 +3 +3 Affinity —
10 +5 +3 +3 +3 Psicrystal embodiment +1 level of existing manifesting class

Class Features
All the following are class features of the shattered mind prestige class.

Weapon and Armor Proficiency: Shattered Mind's gain no new proficiencies.

Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of shattered mind to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became an shattered mind, she must decide to which class she adds the new level of shattered mind for the purpose of determining power points per day, powers known, and manifester level.

Affinity: Each time the shattered mind gains this ability he gains Improved Psicrystal as a bonus feat.

Fragmented Mind: Your mind has been shattered by splitting it so many times you have lost some of yourself to your psicrystal. Whenever your psicrystal is out of range you no longer have access to the personality types that it possesses (ie if your psicrystal has hero as a personality splinter then you cannot make any heroic decisions while it is out of range). Your mind is also much harder to influence in this state however. Against any Will saving through or ability which tries to confuse your mind you gain a saving throw bonus equal to half the number of personality fragments you have given to your psicrystal(s) (rounded down). This bonus works while your psicrystal is within 1mile.

Extra Fragments: You gain the ability to choose from either the normal list of fragments or these fragments. Manifester: +1 bonus to manifestor level (does not grant extra pp or powers known, does not stack with overchannel or wild surge)*[if this is transfered to yourself with the 10th level ability each of your psicrystals gains access to one of your first level powers, whichever they get is your choice but they may not have the same power, and may manifest it at your manifestor level 1/day as a psi-like ability. The extra psicrystal bonus has no effect on this effect. Only you or one of your psicrystals may use a power in a round, not more than one of you.] Fighter: +1 BAB Brawler: +1 to weapon damage Tough: +1 hp/shattered mind level Fleet: +5' speed (no change with one psicrystal, changes to +10' with all three) Precise: +1 insight bonus to attack rolls (up to +3 with three psicrystals) Careful: +1 dodge bonus to AC (up to +3 with three psicrystals) Serene: +1 pp/shattered mind level (up to +3 with all three psicrystals) Miser: When manifesting a power pay power points equal to the normal cost minus 1. This ability is useable a number of times equal to 1/3 of your psicrystal affinity feats. (reduces cost by 3 with all three psicrystals) Grappler: +2 bonus on grapple checks Poisoned Soul: When this ability is on the psicrystal it gives the shattered mind character a poison in his blood that he is immune to. Whenever a monster hits the character with a bite attack or similar attack it gets poisoned with a brain numbing poison. Primary damage is 1 point of int damage, secondary damage is d6 to int, wis, and cha but if the first save is made the secondary damage does not happen. The DC is 15+con mod.
Also, you may take a full round action that provokes an aoo and a point of damage to place your blood on a weapon which will retain the poison for a number of rounds equal to your con, or the first successful damage dealing, whichever occurs first. If it is on the character then all of his psicrystals are coated in a thin layer of poison which functions against bite attacks and the like but cannot be coated on a weapon and the DC is 3 points less. Skilled: +0 bonus on all skill checks. Bladed soul: You gain the ability to make a mind blade as the soulknife ability. With three additional psicrystals he also gains the Shape Mind blade ability as the soulknife. While this personality trait is on one of your psicrystals it bestows the benefit of its ability to the character but when it is on the character it allows the psicrystals to grow armor spikes in a similar manner. Iterative attacks may not be made with these spikes. Powerful bladed soul: Your mindblade gains a +1 bonus (this bonus stacks with any gained through the soulknife, or related, class) as a magical weapon. While this personality trait is on the character the armor spikes of the psicrystals gain this bonus instead. Enhanced bladed soul: Your mindblade gains 1 point of enhancement as the soulminds Mind Blade Enhancement ability (this bonus stacks with any gained through the soulknife, or related, class). The selections still come off of the soulknife list. While this personality trait is on the character the armor spikes of the psicrystals gain this bonus instead. Bladed Thoughts: Your mindblade gains +1d8 psychic strike ability as the soulknife (this bonus stacks with any gained through the soulknife, or related, class). While this personality trait is on the character the dice instead give an insight bonus to the psicrystals attack roll but this bonus does not work against creatures immune to psychic strike damage.

Fragmented Responses: Your psicrystal is able to warn you instantly in case of danger, sometimes even before it is aware of the danger itself. With this ability if your psicrystal is within 5' you gain evasion (if you already had evasion then you gain improved evasion instead), but so long as your psicrystal is within 1 mile you gain a bonus to your reflex save equal to half the number of personality fragments you have given to your psicrystal(s) (rounded down).

Fragmented Soul: Your soul exists in multiple places at the same time and with it you have gained new insight into how your body and soul interact. Whenever you are subject to a fortitude save your new understanding allows you a bonus equal to half the personality fragments you have given to your psicrystal(s) (rounded down). In addtion, you gain SR of 10+the number of personality fragments in your psicrystal(s). These bonuses work while your psicrystal is within 1 mile.

Fragmented Manifestation: Whenever you are within 5' of your psicrystal you gain a bonus to your manifestor level equal to half the number of personality fragments that it has (if there are multiple psicrystals add them all together before dividing, round down). This bonus cannot exceed your level in this class.

Extra Psicrystal: Each time you gain this ability you create an extra psicrystal. However, they do not all gain all of your personality fragments. Instead, the fragments are split between them. No psicrystal may have less than 1 personality fragment. For the first extra psicrystal the abilities that they grant you increase by 1 point (ie a hero personality fragment will grant you +3 to fortitude) and with the third the abilities increase by 2 points but this extra bonus only works while all are within 1 mile of you and each other.

Shifting Mind: After you rest each night you may spend 15 minutes in meditation and change where each of your personality fragments are.

Psicrystal Embodiment: In essence, you become another one of your psicrystals. Pick out 3 personality fragments, these are yours and each of your psicrystals gain the benefits that they offer but you do not. These three cannot be given away nor can your psicrystals already have them (if you choose one that a psicrystal already has give it a new one). You are now a combination of these 3 fragments plus the other fragments while they are within range.
You may have more transfer some of the other personality fragments from your other psicrystals onto yourself as a normal psicrystal with your shifting mind ability. Again, any personality fragments that you have on yourself grant their bonuses to your psicrystals instead of granting the bonus to you.
Your other psicrystals still grant their benefits with you as normal for their personality fragments.
In addition, these things happen to you: Gain a hardness rating equal to half of the personality fragments in your psicrystals (not counting the three in yourself). Your skin takes on the form of a psicrystal as do all of your other features (your eyes are now as some sort of crystal, your fingernails look like little psicrystals, etc). Reduce your size by a single category (unless this would make you smaller than your other psicrystals in size). Gain the construct type (your base race hd, saves, and bab do not change, nor do your skill points. You retain your con score and you do not gain any proficiencies nor lose any)
Psi-Druid

01-08-06, 04:02 PM
Psychic Priest

Psychic priests are new organizations inside some churches that accept psionic characters, such as Sardior's church. They do not need to actually have a patron deity, and sometimes even change churches... if they survive such an act, of course. It is believed that they are used to solve "inside problems", but known information is too vague and uncertain. Their real goals are still a mistery. Even name "psychic priests" was not confirmed.

Hit Die: d6.

Level BAB Fort Ref Will Special Powers Known
1 +0 +0 +2 +2 Aura, Resist Influence -------
2 +1 +0 +3 +3 Evasion, Priest Knowledge +1 level of existing manifesting class
3 +2 +1 +3 +3 Divine Aura, Psychic Touch +1 level of existing manifesting class
4 +2 +1 +4 +4 Suppression Aura -------
5 +3 +1 +4 +4 ------- +1 level of existing manifesting class
6 +4 +2 +5 +5 Shadow Walker +1 level of existing manifesting class
7 +5 +2 +5 +5 Mind Probe -------
8 +6 +2 +6 +6 ------- +1 level of existing manifesting class
9 +6 +3 +6 +6 Hidden Life +1 level of existing manifesting class
10 +7 +3 +7 +7 Mind Crush -------

Requirements
To qualify as a priest, a character must meet the following criteria.

Alignment: neutral good, neutral evil, chaotic neutral, or lawful neutral.
Skill: Knowledge (religion) 5 ranks, Sense Motive 8 ranks
Feats: Inquisitor, Iron Will
Psionics: ability to manifest Dispel Psionics, Mindlink and Psionic Charm
Special: must be accepted by a church.

Class Skills
The priest's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (history) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Psionic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All the following are class features of the priest prestige class.

Weapon and Armor Proficiency: Priest gain proficiency with any one martial weapon of choice and light armor.

Aura (Ex): priest has an aura of appropriate alignment as a cleric of his prestige class level.

Resist Influence (Ex): all priests have innate ability to resist mind-affecting and illusion effects, and gain +2 saving throw bonus against them.

Evasion (Ex): at 2nd level and higher, a priest can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the priest is wearing light or no armor. A helpless priest does not gain the benefit of evasion.

Priest Knowledge (Ex): the following psionic powers added to priest's power list (if not already):

1. Destiny Dissonance
2. Sensitivity to Psychic Impressions
3. Fate Link
4. Clear Body
5. Restore Extremity
6. Restoration, Psionic

Divine Aura (Su): as long as psychic priest is a member of some church he can serve as a holy symbol replacement for any friendly divine spellcaster of that church within 30 ft. (or himself if needed), but only one at a time.

Psychic Touch (Ex): priest can manifest any known personal psychometabolism power as a touch range power. Only willing creatures can be affeced this way.

Also priest can manifest any known mind-affecting power with a range equal to or greater than touch as a touch range. This bestows a −2 penalty to a target's save.

Suppression Aura (Su): priest can activate/deactive this ability as a swift action. When active within 30 ft. all spells and powers require at least a standard action to cast/manifest. Using spell-like/psi-like ability within aura is at least a full round action. Creatures aware of these limitations. This ability is ineffective against any creature that has Suppression Aura.

Shadow Walker (Ex): gain +1 competence bonus on Hide and Move Silently checks per priest level while in the area of shadows.

Mind Probe: priest learns Mind Probe psionic power (he cannot use it until is able to manifest 5th level powers). Also he can use Mind Probe as a psi-like ability 1/day per every full 3 priest levels.

Hidden Life (Su): priest, all his equipment and possessions are not detected by divination spells, and clairsentience information gathering powers or effects (including scrying). It even foils limited wish, miracle, and wish spells when they are used in such a way (however, Metafaculty can pierce this protection). As long as priest in contact with another creature he can share this protection with it. Only one additional creature can be protected this way.

Mind Crush (Su): as a standard action priest can force any creature within 100 ft. to make a Will saving throw (DC 12 + 1/2 HD + Cha modifier) or lose ability to use any one supernatural ability it may have for 1d6 rounds. Priest can choose supernatural ability to be affected (but Mind Crush do not grant any knowledge about supernatural abilities target may have), otherwise supernatural ability choosed at random. This ability is ineffective against any creature that also has Mind Crush ability or do not have a mind.

In addition any weapon in the hands of a priest is treated as if it has Mindcrusher special quality.
Belabras

03-09-06, 02:33 PM
Based on a conversion of the Mindspy PRC to psionics --


Thought Watcher

"It's hard to hit a foe who already knows where you are going to strike”
- Varserath, Kalashtar Thought Watcher

The Thought Watchers are psionic telepaths that have learned to blend their mind reading abilities with physical combat in a deadly way. Able to anticipate their foes every action and reaction the Thought Watcher is able to block or dodge almost any blow and strike at an enemy before they even know they have left themselves open. As her training grows she learns to scan deeper, discovering weak spots in her foe's ability.
As the class relies on the Read Thoughts power most Thought Watchers are Psion Telepaths or Psychic Rogues. Creatures who can manifest Read Thoughts at will also find the prestige class attractive, and some other manifesters who gain access to Read Thoughts take the Thought Watcher path as well.
Encountered Thought Watchers are often dedicated Kalashtar or Githzeri Telepaths, but it is also a discipline that is favoured by elite Illithid warriors.

Hit Die: d8.

Requirements: To qualify to become a Thought Watcher, a character must fulfill all the following criteria.
Skills: Concentration 8 ranks, Autohypnosis 4 ranks
Psionics: Ablity to manifest the Read Thoughts power or having Read Thoughts as a psi-like ability.

Class Skills
The Thought Watcher’s class skills are Autohypnosis (Wis), Bluff(Cha), Concentration (Con), Diplomacy (Cha), Intimidate(Cha), Knowledge (psionics) (Int), Listen (Wis), Ride (Dex), Profession (Wis), Sense Motive(Wis), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.


Table: The Thought Watcher
Level BAB F R W Special
1st +1 +0 +0 +2 Forefeel, Battle Focus, Thought Sphere
2nd +2 +0 +0 +3 Psychic Disruption +1d6
3rd +3 +1 +1 +3 Multiple thought scan (two)
4th +4 +1 +1 +4 Psychic Disruption +2d6
5th +5 +1 +1 +4 Multiple thought scan (four)

Level Powers Known
1st -
2nd +1 level of existing manifesting class
3rd -
4th +1 level of existing manifesting class
5th -


Class Features
All the following are class features of the Thought Watcher prestige class.

Weapon and Armor Proficiency: Thought Watchers gain no proficiency with any weapon or armor.

Powers Known: At levels 2 and 4, a Thought Watcher gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the appropriate levels of Thought Watcher to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before she became a Thought Watcher, she must decide to which class she adds the new level of Thought Watcher to for the purpose of determining power points per day, powers known, and manifester level.

Forefeel (Su): Because she is reading her enemies thoughts a Thought Watcher can anticipate how she needs to dodge or block before her enemy has a chance to act. She can also detect weak points in an enemies defenses by plucking the information from their mind. At 1st level a Thought Watcher can add 1 point of Intelligence bonus (if any) per Thought Watcher level as an insight bonus to her Armor Class against attacks from foes whose thoughts she is reading (if the target fails it's will save) as well as an insight bonus on attack rolls against any foe whose thoughts she is reading, provided she maintains Psionic Focus. If an Thought Watcher is caught flat-footed or is otherwise denied her Dexterity bonus, or loses her Psionic Focus, she also loses this insight bonus to AC.

Battle Focus (Su): a Thought Watcher is trained to maintaining the concentration necessary to sustain her Read Thoughts power. As long as she has Psionic Focus, she can make a Concentration check (DC 10 +damage take during previous round) at the beginning of her turn. If the Thought Watcher suceeds she can maintain concentration on Read Thoughts as a free action. If the Thought Watcher manifests a power or expends her focus, Read Thoughts ends.

Thought Sphere (Su): A Thought Watcher can widen the area of her Read Thoughts power into a sphere centered on her, rather than a cone. The radius of the sphere is equal to the length of the cone.

Multiple Thought Scan (Su): A Thought Watcher of 3rd level or higher can simultaneously read the thoughts of any two creatures who fail their Will saves. This means that she gains her Forfeel bonuses against both of them. Once per round as a free action she can choose new minds to listen in on. At 5th level, an Thought Watcher can simultaneously read the thoughts of four creatures.

Psychic Disruption (Su): As a move action, a Thought Watcher of 2nd level or higher can imbue her weapon (or unarmed strike) with disruptive psychic energy targeted toward a creature who's mind she is currently reading. This effect deals an extra 1d6 points of damage to the target on a successful melee or ranged attack on the target creature.
This extra damage applies only once when the ability is called upon, but a Thought Watcher can imbue her weapon (or unarmed strike) with targeted disruptive energy again by taking another move action.
Once prepared the extra energy can be held until the target is no longer effected by the Read Thoughts power.
At level 4 the damage increases to 2d6.
the Slayer of Heroes

03-10-06, 12:16 AM
well, i s'pose this should go in here.

^_^

(Big thanks for those who helped ^_^ ):

http://wizards.com/dnd/images/moi_gallery/91233.jpg

NECROTIC PSIWITCH

Requirements
To qualify to become an necrotic psiwitch, a character must fulfill all the following criteria.
Skills: Heal 10 ranks.
Feats: Psicrystal Affinity, Psycrystal Containment.
Psionics: Able to manifest the Astral Construct, Control Body, and Psionic Revivify powers.
Alignment: Any non-good.

Hit Die: D4

Class Skills: Autohypnosis, Concentration, Craft, Heal, Knowledge (Psionics), Knowledge (Religion), Profession, Psicraft
Skills Points: 2 + Int per level

Lvl BAB Fort Refl Will Special Manifesting
1 +0 +0 +0 +2 Improved Psionic Revivify -
Deathwatch
2 +1 +0 +0 +3 Necrotic Animation +1 level of existing manifesting class
3 +1 +1 +1 +3 - +1 level of existing manifesting class
4 +2 +1 +1 +4 Necrotic Sight +1 level of existing manifesting class
5 +2 +1 +1 +4 Maintained Focus +1 level of existing manifesting class
6 +3 +2 +2 +5 - +1 level of existing manifesting class
7 +3 +2 +2 +5 Ectoplasmic Construction +1 level of existing manifesting class
8 +4 +2 +2 +6 - +1 level of existing manifesting class
9 +4 +3 +3 +6 - +1 level of existing manifesting class
10 +5 +3 +3 +7 Personal Ectoplasmic Construction -
Class Features
All the following are class features of the necrotic psiwitch prestige class.
Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of necrotic psiwitch to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became an necrotic psiwitch, she must decide to which class she adds the new level of necrotic psiwitch for the purpose of determining power points per day, powers known, and manifester level.
Improved Psionic Revivify: Normally, the Psionic Revivify power must be manifested within 1 round after the subject's death. A necrotic psiwitch, however, with her greater control over the energies of death, has a number of rounds equal to her necrotic psiwitch level in which to manifest the power before it's effects will not work.
Necrotic Animation: By combining the use of her Control Body and Psionic Revivify powers, a necrotic psiwitch may create a form of corporeal undead from the bodies of the dead. By spending a number of power points equal to 1 power point per every 2 hit die the subject possesses on a combined manifestation of Control Body and Psionic Revivify within an hour of the subject's death, a necrotic psiwitch may revive the subject as an undead under her control. The creature gains the Zombie or Skeleton template as appropriate. A necrotic psiwitch may maintain control of a total number of HD of Undead equal to 4 times her Manifester Level as long as she is psionically focused. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous uses of the ability become uncontrolled. (You choose which creatures are released.) Any undead you might command by virtue of the power to command or rebuke undead do not count toward the limit. The psiwitch cannot direct or command her controlled undead while unfocused, and if she remains unfocused for a number of rounds equal to her Psiwitch level, any animated undead collapse to the ground (but can be reanimated with a subsequent use of this ability). Any skeletons or zombies that are destroyed in combat can not be reanimated.
Deathwatch: while psionically focused, a necrotic psiwtich is treated as though continually under the effect of the deathwatch spell.
Necrotic Sight: As long as you are within long range (400 feet + 40 feet per manifester level) of any given controlled undead, you may make a concentration check DC 15 to see through the eyes of the controlled undead as long as you maintain concentration.
Maintained Focus: While a necrotic psiwitch would normally lose her psionic focus while asleep or unconcious, she may now instead transfer the active maintaining of her undead to her psicrystal while she sleeps. As long as the necrotic psiwitch has a psicrystal which holds a psionic focus, she can not lose control of her undead.
Ectoplasmic Construction: By combining the use of her Astral Construct and Psionic Revivify powers, a necrotic psiwitch may create a form of incorporeal undead from the spirits of the dead. By spending a number of power points equal to subject's total hit die on a combined manifestation of Control Body and Psionic Revivify within an hour of the subject's death, a necrotic psiwitch may revive the subject as a ghost under her control. The subject gains the ghost template and is under the necrotic psiwitch's control. A necrotic psiwitch may only have a single ghost animated at any given time, and the ghost counts against her Hit Die maximum of controlled undead. The psiwitch cannot direct or command the ghost while unfocused, and if she remains unfocused for a number of rounds equal to her Psiwitch level, its form disperese. If the psiwitch still has access to the subject's body or a part of it's body, she may reanimate it with a subsequent use of this ability. Ghosts destroyed in combat can not be reanimated.
Personal Ectoplasmic Construction: By spending a full round action and a number of power points equal to her manifester level, a necrotic psiwitch may create a ghost of herself centered around her psicrystal. The ghost is identical to the manifester with the ghost template aplied and has full incorporeality, despite the psicrystal at the heart of the ghost. The necrotic psiwitch may act through this ghost of herself as long as she maintains concentration on it and the ghost stays within long range (400 feet + 40 feet per manifester level) of her body. The psiwitch is capable of taking normal actions while concentrating on the projected ghost, meaning she can move, defend herself, manifest powers, and the like. If her actual body is disturbed in a way that will break her concentration (as per the skill description) she must make a concentration check to maintain control of the ghost, otherwise it dissipates and her conciousness is returned to her original body, and her psicrystal reappears in the location that the ghost was in.
angellis_ater

03-10-06, 05:16 AM
Well, here comes my variant. The Fleshwarper is meant to represent the extensive grafting culture of the Khraan culture from my campaign world Aranea. Comments appreciated!

Fleshwarper

Entry Requirements
Skills: Knowledge (psionics) 6 ranks, Autohypnosis 4 ranks.
Feat: Graft Flesh.
Special: Must know atleast four Psychometabolism powers. Must not have a Psi-Crystal.

Hit Die: d6

Class skills (4 + Int modifier per level): Autohypnosis, Concentration, Craft, Heal, Knowledge (all skills taken individually), Search, Speak Language, Psicraft, and Use Psionic Device.

Level BAB Fort Refl Will Special Graft Reserve Manifester
1st +0 +2 +0 +0 Graft familiar 500 —
2nd +1 +3 +0 +0 Personal Graft 700 +1 level of existing manifesting class
3rd +1 +3 +1 +1 Graft mastery 900 +1 level of existing manifesting class
4th +2 +4 +1 +1 Grafting Expert 1,200 +1 level of existing manifesting class
5th +2 +4 +1 +1 Personal Graft, 1,500 +1 level of existing manifesting class
graft mastery
6th +3 +5 +2 +2 Rapid grafting 2,000 +1 level of existing manifesting class
7th +3 +5 +2 +2 Graft mastery, 2,500 +1 level of existing manifesting class
8th +4 +6 +2 +2 Personal Graft 3,000 +1 level of existing manifesting class
9th +4 +6 +3 +3 Graft mastery 4,000 +1 level of existing manifesting class
10th +5 +7 +3 +3 Graft Apotheosis 5,000 +1 level of existing manifesting class

Graft Reserve: You receive a pool of points you can spend instead of experience points when creating a new graft with your Graft Flesh feat. Each time you gain a class level, you receive a new graft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. You can also use your graft reserve to supplement the XP cost of a graft you are creating, taking a portion of the cost from your graft reserve and a portion from your XP.

Graft Familiar: As the first step towards completely understanding the secrets of the flesh, you impart sentience into a graft which you attach to your body. This graft is similar to a familiar and adds certain benefits to you and your form, but its constant bond to your mind also makes it a liability should someone remove it. You gain your Graft Familiar at first level.


Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level to determine HD.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves except those from spells and/or powers.

AC: The Graft Familiar has the same Dexterity and Natural Armor bonus to its Armor Class as its master has. It has a +4 cover bonus to AC and a +2 size bonus to AC (tiny).

Share: The Fleshwarper can have any spell or power affecting him also affect his Graft Familiar if he so chooses, even if it has a range of Personal and/or cannot normally be used on familiars.

Invest Life Energy: A character must invest a portion of his life force into his Graft familiar to bring it to sentience and life, but also receiving bonus XP in return. These XP are actually part of the graft, however, so if the graft is removed or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.

When a character chooses to invest his life energy into his Graft familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the graft, he loses all bonus XP gained, plus an additional 200 XP per character level.

Invest Knowledge: Whenever a character with a Graft familiar gains skill points, he may choose to put some or all of those skill points into his Graft familiar. He assigns the skill points normally, but notes that they now reside in the Graft familiar. For every 3 ranks he assigns to the Graft familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.

If the character has the Graft Familiar removed or it is destroyed, these skill points and the bonuses related to them are lost.

Invest Power: A character with a Graft Familiar may choose to invest some of his psionic power in it, receiving a greater boost in return. Every time a character gains power points (either by gaining a level or raising his primary manifesting ability) he may choose to invest up to 3 power points in his Graft Familiar, gaining a total of 4 power points. No more than 3 power points can be invested each time, but there is no upper limit to how many power points the Graft Familiar can hold. For every 10 points invested into the Graft Familiar, the character also gains an additional power point (ie 1 for every 10 invested).

If the character has the Graft Familiar removed or it is destroyed, all of these power points and the bonus power points related to them are lost.

Sapience: When the character reaches 4th level in this class, the Graft gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or GM’s choice) are 10 and one is 12. The Graft familiar also gains an Ego score. This last score should not come into play very often — a Graft familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.

The Graft Familiar can also see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat. If he already has the Alertness feat he can re-roll one Spot or Listen check every day, representing the Graft Familiars ability to perceive its surroundings.

A Graft Familiar also begins to communicate with its master using basic emotions or feelings. The familiar may try to tell the master of danger, for example, by putting forth a feeling of fear.

At 7th and 10th level, the Fleshgrafter can choose one of the following abilities to manifest in his Graft Familiar:

Improved Senses: A Graft familiar empowered with this special ability confers darkvision out to 60 feet to its master.

Greater Senses: A Graft familiar empowered with this special ability confers blindsense out to 30 feet to its master.

Prerequisite: The Graft familiar must already have the improved senses special ability.

Increased Sapience: A Graft familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The Graft can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the Grafts ability scores and increasing the number of languages it can speak, read, and understand.

Resilience: A Graft familiar empowered with this special ability confers light fortification to its master, having become such a large part of the internal structure of the Fleshgrafter.

Personal Graft: Your continuous self-experimentation in grafting results in occasional improvements to your form. At 2nd level and every three levels thereafter, you make a powerful discovery in your research and learn how to improve your body in a subtle or less subtle way. Choose one personal graft from those described below when you reach 2nd, 5th, and 8th level. Each Personal Graft can only be taken once, unless otherwise noted.


Mountainwalker: You graft powerful claws onto your feet and hands and add large bonespurs to your knees and elbows, allowing you to climb as if you had a Climb speed equal to your normal speed. You gain +8 racial bonus to all Climb checks and can always "take 10" on Climb checks, regardless of the reason. These claws and bonespurs also give you a natural attack (1 claw - 1d4 damage) which can then be improved upon with other Grafts.

Apotheosis: Your Climb speed improves by 30 feet and you do 1d6 (+1 for every 4 levels) damage with your claw attack.


Oceandweller: You graft skin between your fingers and toes, giving them a webbed appearance. The grafts continue by adding a vestigial lung and gills, allowing you to swim as if you had a Swim speed equal to your normal speed. You gain +8 racial bonus to all Swim checks and can always "take 10" on Swim checks, regardless of the reason. These gills allow you to breathe underwater and gives you the (amphibious) subtype.

Apotheosis: You graft new membranes to your eyes, giving you darkvision out to 60 feet.


Wings of Flesh and Bone: You graft extra muscles to your chest and add enormous wings to your back. These grafts allow you to fly as if you had a Fly speed equal to your normal speed with a (Good) maneuverability. Your carrying capacity while flying is half your normal. These large wings make you easier to hit in combat though and you receive a -1 size penalty to your AC.

Apotheosis: You bond your wings even closer to yourself and you add muscles and new joints to them. This means your maneuverability is (Perfect) and you no longer receive a -1 size penalty to your AC.


Integral Fortification: Your understanding of the grafting techniques allow you to protect and shelter your internal organs, moving them to places where they normally aren't. This means that you have the benefits of Light Fortification but this stacks with other types of Fortification (as from armor). For example, a Fleshgrafter with Integral Fortification and an armor with Light Fortification has two 25% chances to avoid a critical hit or sneak attack.

Apotheosis: Your shielding becomes good enough to save you more often, and your rerouting of your neural pathways give you Medium Fortification and immunity to stunning.


Crystal Capacitors: You graft deep crystal into your own body, attaching your nervous system to them and allowing you to store greater amounts of psionic power than normally. This gives you 11 additional power points each day.

Apotheosis: Your entire body becomes a capacitor for your psychic energy, which grants you more power and a greater understanding of your own capabilities. You gain 1 power of any level you can use and 22 power points.


Fleshwhip: You graft a length of sticky muscletissue into one of your arms and create a launching cavity close to your hand. This graft lets you fire a strand with a range of 50 feet which then attaches to the target. To hit with a strand, make a ranged touch attack. If you hit with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 19 Escape Artist check or a DC 15 Strength check. The check DCs are Strength-based (and get a bonus equal to your Strength bonus), and the Escape Artist DC includes a +4 racial bonus. You can draw in a creature within 5 feet of yourself and attack in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a strand does not provoke an attack of opportunity. If the strand is currently attached to a target, you take a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to you.

Special: You can take this graft twice.

Apotheosis: Your strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 15 (+ your Constitution modifier) Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.


Scales: You graft scales onto your skin and graft small amounts of reptilian flesh underneath, which make you tougher and harder to harm. Your natural armor improves by 4 and you gain a +2 bonus to your Fortitude saves.

Apotheosis: Your scales fuse together allowing you better protection while still retaining your flexibility. Your natural armor improves by 4 more.


Claws of the Fleshrender: You extend or add huge wicked claws to your hands, which can be retracted into your hand or fingers. You gain 2 claw attacks (1d6 damage), these are natural attacks.

Apotheosis: Grafting new muscles and terrible claws sharpened by psychic powers your claws become even deadlier. Your claw attacks do 2d6 damage (as if you were 2 sizes larger).


Grin of the Slayer: You graft powerful muscles to your jaws and add sharp teeth that allow you to bite and tear into your victims. You gain a bite attack (1d8), which is a natural attack.

Apotheosis: You can extend your mouth to disturbing width and you have grafted even more vicious teeth into your terrible jaws. Your bite attack does 3d6 damage (as if you were 2 sizes larger).


Metapsionic Familiar: You join your Graft Familiar to your neural network, enhancing your ability to simultanously maintain and use your mental focus and allowing you to react faster to threats by tapping into its awareness of the surrounding area more directly. You can spend an action (the same as focusing yourself) attempting to psionically focus your Graft Familiar. At any time when you need to expend your psionic focus, you can expend your Graft Familiars psionic focus instead. Psionically focusing your Graft Familiar works just like focusing yourself. The familar cannot focus itself. You also gain a +2 bonus to Iniative and a +1 bonus to Reflex saves.

Apotheosis: Your connection to your Graft Familiar is now so good that you are almost like two minds within one body. You can focus your familiar as a swift action and your bonus increases to +4 to Iniative and +2 to Reflex saves.

Graft Mastery: Normally you can only Graft one kind of flesh chosen when you take the "Graft Flesh" feat but every time you receive "Graft Mastery" you can add another creature-type to your list of grafts available, regardless of what type of creature you are. Note that you also no longer have any limits on the number of Grafts you can attach to yourself.

Grafting Expert: You can create a graft even if you do not have access to the prerequisite spells or powers. You must make a Heal check (DC20 + caster level) to emulate each spell/power normally needed to create the graft. You can make one check each day it takes to graft the item and one extra final check, if You haven't succeeded by then all the XP and gold spent to create the graft are lost and you have to start over from the start again.

Graft Apotheosis: You have mastered the art of fleshgrafting. You can choose to activate the "Apotheosis" part of any ONE Personal Graft you already have. When determining your XP cost for a graft, reduce that amount by 25%.
Sysane

03-10-06, 08:44 AM
Sure, why not :)

Psionic Beastmaster

“There is much knowledge to be gained from understanding our bestial brethren”
- Tavin the Tamer, half-elf psionic beastmaster

Psionic beastmasters are psionic practitioners who have an affinity for animals of all sorts. They revere all creatures of the world and seek a deeper understanding of them through the use of the Way.

Psionic beastmasters tend to be of half-elf or human stock, though the may of any race. Most are psions, but its not unusual for a wilder or psychic warrior to take up the role of a psionic beastmaster. Multi-classed ranger/psions or druid/psions are also drawn to becoming psionic beastmasters.

NPC psionic beastmasters are usually outsiders that prefer the company of beasts over that of humanoid companionship. Others can be found in cities or towns plying their skills to tame wild or exotic beasts for those who can afford their services.

Hit Die: d4.

RequirementsTo qualify to become a psionic beastmaster, a character must fulfill all the following criteria.
Skills: Handle Animal 4 ranks, Knowledge (psionics) 8 ranks.
Feat: Skill Focus (Handle Animal)
Psionics: Manifester level 5th and able to manifest mindlink.

Class Skills
The psionic beastmaster’s class skills are Autohypnosis (Wis), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (nature) (Int), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Spot (Wis), and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier.

Table: The Psionic Beastmaster
Level BAB F R W Special
1st +0 +0 +0 +2 Animal companion,wild empathy
2nd +1 +0 +0 +3 —
3rd +1 +1 +1 +3 Wild link
4th +2 +1 +1 +4 —
5th +2 +1 +1 +4 Beast companion(-3),primal mind
6th +3 +2 +2 +5 —
7th +3 +2 +2 +5 Bestial affinity
8th +4 +2 +2 +6 —
9th +4 +3 +3 +6 Beast companion(-6)
10th +5 +3 +3 +7 Call of the wild

Level Powers Known
1st -
2nd +1 level of existing manifesting class
3rd +1 level of existing manifesting class
4th +1 level of existing manifesting class
5th +1 level of existing manifesting class
6th +1 level of existing manifesting class
7th +1 level of existing manifesting class
8th +1 level of existing manifesting class
9th +1 level of existing manifesting class
10th -
Class Features
All the following are class features of the psionic beastmaster prestige class.

Weapon and Armor Proficiency: Psionic beastmasters gain no proficiency with any weapon or armor.

Powers Known: At every level from 2nd through 9th, a psionic beastmaster gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of psionic beastmaster to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became a psionic beastmaster, he must decide to which class he adds the new level of beastmaster for the purpose of determining power points per day, powers known, and manifester level.

Animal Companion (Ex): A psionic beastmaster gains the service of a loyal companion. See druid class feature. Treat the psionic beastmaster as a druid whose level is equal to the psionic beastmaster’s class level +3. The psionic beastmaster can select one of the animals available to a 1st level druid and then apply the modifications for a 4th level druid’s animal companion, or she can select a typical version of one of the animals available to a 4th level druid.

If the psionic beastmaster already has an animal companion from another class, his psionic beastmaster class level stacks with class levels from all other classes that grant an animal companion.

This ability functions like the druid ability of the same name except that shared spell ability works only with psionic powers.

Wild Empathy (Ex): A psionic beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The psionic beastmaster rolls 1d20 and adds his psionic beastmaster level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the psionic beastmaster and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A psionic beastmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Wild Link (Su): At 3rd level, a psionic beastmaster can communicate telepathically with animals that have a friendly attitude per their wild empathy ability. This ability functions exactly like the mindlink power except that it only affects animals. The psionic beastmaster can use this ability a number times a day equal to his class level as if manifested by a manifester of his class level.

Beast Companion (Ex): At 5th level, a psionic beastmaster acquires a second animal companion. This ability functions like the druid’s animal companion ability, except that the psionic beastmaster’s effective druid level is his class level –3. A psionic beastmaster may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is his class level -3. Like a druid, a psionic beastmaster cannot select an alternative animal if the choice would reduce his effective druid level below 1st. At 9th level, a psionic beastmaster gains a third animal companion but the characters effective druid level is his class level –6.

Primal Mind (Ex): At 5th level, a psionic beastmaster does not have to pay 2 additional power points when he augments the powers psionic charm or psionic dominate to affect animals. This reduced point cost does not increase the save DC of the power as he had spent the additional power points.

Bestial Affinity (Ex): At 7th level and higher, a psionic beastmaster not only has an affinity for animals but for all primitive beasts. The psionic beastmaster’s wild link and primal mind abilities can also be used on magical beasts with an Intelligence score of 1 or 2. Furthermore, the character no longer suffers a –4 penalty to influence magical beasts on wild empathy checks.

Call of the Wild (Su): ): A 10th level a psionic beastmaster can send out a mental call, as a full round action, to summon animals once per day. This ability is similar to an empowered maximized summon nature’s ally IX spell, except that the psionic beastmaster can only summon creatures of the animal type. Summoned creatures remain for 10 rounds and follow the psionic beastmaster’s commands.
JiCi

05-22-06, 11:36 AM
Greetings,

Here's my share for this threat: a more offensive-minded PrC for you guys:

Energy Ballister
“Energy ? I have more than the energy to defeat you.”

Psionic can come in all matters. That includes the standard energies that appeal to evokers and other offensive-minded spellcasters. Psions, especially kinetisists, and wilders can create these energies, but with one single power, making them versatile adversaries for the unprepared foes.

As fighters develop different fighting styles, psionic characters have developed a more combat-oriented manifesting style, based on powers that use energy. A manisfester cannot manifest 2 energy types at the same time, which means that his power point reserve can be emptied rather quickly. These characters have learned to use their powers at the cost of the own life. These people are called energy ballisters.

The ballisters learn to fortify their powers, control the energy flux through their bodies and even create new types of energy to use against the enemy. They are battle masters, elite enforcers and deadly assassins, although they keep in mind the danger of overusing their abilities.

Psions are the prime candidate for the energy ballister. As they grow stronger, they still learn new energy-related powers, making them more lethal. Wilders can also benefit form this path, as his Wild Surge empowers them even more. Psychic warriors sometimes follows the energy ballister path, assuming it can manifest an energy power. Soulknives rarely take this path, as do the other classes.

A NPC energy ballister might be the high-rank captain of an army, a cunning hunter or even the master of a temple. They can be encountered alone or with followers.

Hit Dice: d8

REQUIREMENTS
Skills: Concentration 10 ranks, Knowledge (psionics) 10 ranks, Psicraft 4 ranks
Feats: Combat Manifestation, Psionic Endowment, Rapid Metabolism
Powers: Must know an energy power, such as energy ray, energy ball or energy missile.


Level BAB Fort Ref Will Abilities
---------------------------------------------------------
1. +0 +2 +0 +2 Energy Transfer
2. +1 +3 +0 +3 Energy Enforcement +1
3. +2 +3 +1 +3 Energy Mastery (Acid)
4. +3 +4 +1 +4 Energy Resistance 5
5. +3 +4 +1 +4 Energy Enforcement +2, Improved Energy Transfer
6. +4 +5 +2 +5 Energy Mastery (Sonic)
7. +5 +5 +2 +5 Split Area
8. +6 +6 +2 +6 Energy Enforcement +3, Energy Resistance 10
9. +6 +6 +3 +6 Energy Mastery (Force)
10.+7 +7 +3 +7 Greater Energy Transfer



Level Spells per day/Spells known
---------------------------------------------------------
1. --
2. +1 level to existing manifesting class
3. --
4. +1 level to existing manifesting class
5. --
6. +1 level to existing manifesting class
7. --
8. +1 level to existing manifesting class
9. --
10.+1 level to existing manifesting class



Class Skills:
The energy ballister’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int) and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier

Class Features:
The following are class features of the energy ballister prestige class.

Weapon and Armor Proficiency: Energy ballisters gain no proficiency with any weapon or armor.

Spells per Day: At every level indicated on the table, the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of energy ballister to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became an energy ballister, he must decide to which class he adds the new level of energy ballister for the purpose of determining power points per day, powers known, and manifester level.

Energy Transfer (Su): At 1st level, an energy ballister may substitute power points for his own life energy when manifesting energy powers. By expending its psionic focus, he may substitute 1 power point for 1 point of non-lethal damage. The power point restriction still applies.

Energy Enforcement (Su): At 2nd level, the energy ballister can harden its energy powers to better effects. He gains a bonus that can be applied to one of the following:

To an attack roll
To a DC to resist, halve or negate the effect
To your manifester’s level when trying to bypass power resistance

At 5th level, the bonus increases by 1 and again at 8th level. This bonus stacks with feats and the Wild Surge ability.

Energy Matery (Ps): At 3rd level, the energy ballister gains to ability to produce acid when manifesting an energy power.

Acid: This energy type deals half the number of dice in damage, but 1 round later, it deals the other half. A Reflex save halves both damages.

At 6th level, the energy ballister’s affinity with sound is improved when manifesting an energy power. The description changes as follows:

Sonic: This energy type deals 1d4 point of damage per die and ignores an object’s hardness.

At 9th level, the energy ballister gains to ability to create force effects when manifesting an energy power.

Force: This energy type deals the normal number of dice in damage. This is treated as a force effect. A Reflex save halves the damage.

Energy Resistance (Ex): At 4th level, the energy ballister can withstand energy attacks. He gains resistance to energy 5 to acid, cold, electricity, fire or sonic. Once the energy is selected, it cannot be changed afterward. At 8th level, the resistance increases to 10

Improved Energy Transfer (Su): At 5th level, the energy ballister have better control over himself when using the energy transfer. By expending its psionic focus, he may substitute 3 power points for 2 point of non-lethal damage. The power point restriction still applies.

Split Area (Su): At 7th level, the energy ballister can create two separate areas when manifesting an energy power. By spend 3 additional power points, the energy ballister’ power can effect two different areas, but each area deals half the number of dice. If the power requires a touch attack, the energy ballister can aim two targets, as long as the targets are no more than 30 feet apart. If the areas overlap, any target in the combined area must make two saves instead of one.

Greater Energy Transfer (Su): At 10th level, the energy ballister have greater control over himself when using the energy transfer. By expending its psionic focus, he may substitute 2 power points for 1 point of non-lethal damage. The power point restriction still applies.

So what do you think ? Feel free to post your comments.
thasis

10-30-06, 12:46 AM
Giving this great thread a bump to show the world the talent of many Psionic Prc individuals. We have enough good quality material here to fill up a good book worth of material :D
Psi-Druid

10-30-06, 11:22 AM
MOONLIGHT SOUL

All dreams and desires in the Dreamland has some amount power... and sometimes dreams answer in return. Moonlight souls do not assume any special training, but their talents merely awakens within them.

Hit Die: d8.

REQUIREMENTS

To qualify as a Moonlight soul, a character must meet the following criteria.

Alignment: any neutral.

Feats: Reckless offense, Lightning reflexes

Psionics: (ability to manifest 5th level powers and manifester level 11) or (Mind blade and Knife to the soul class features)

Special: proficiency with at least one blade-like weapon and visit Dreamland (or any other plane of dream you may or may not have) at least once before taking 1st level (for about 1 continous month or more).


Lv BAB Fort Ref Will Abilities
---------------------------------------------------------
1. +1 +0 +2 +2 Shadow moon
2. +2 +0 +3 +3 Pure moon
3. +3 +1 +3 +3 Silver moon blade
4. +4 +1 +4 +4 Uneartly power
5. +5 +1 +4 +4 Unearhtly soul



Lv Manifesting
---------------------------------------------------------
1. --
2. +1 level to existing manifesting class
3. --
4. +1 level to existing manifesting class
5. --


CLASS SKILLS

The Moonlight soul's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Spot (Wis), Tumble (Dex), and Use psionic device (Cha).

Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURES

All the following are class features of the Moonlight soul prestige class.

Weapon and Armor Proficiency: gain proficiency with light armor (if not already).

Note: levels of this class stack with soulknife class for the purpose of Mind Blade Enhancement and it's enhancement bonus.

Shadow moon (Ex): Moonlight souls practice Shadow moon combat style. They can see perfectly in any kind of darkness (including magical/psionic and supernatural ones). While using Reckless offense feat with a blade-like weapon they gain +2 competence bonus to damage rolls and +4 competence bonus to disarm an opponent. By expending their psionic focus as a swift action they can wrap themselves in a shadow (as the darkness spell) and double their base land speed for 1 round (both effects can happen at once if desired).

Pure moon (Ex): Moonlight soul gain immunity to alignment changes and effects of psionic hole feat, +4 resistance bonus to resist poisons, diseases, and ability damage/drain. They still can change alignment naturally.

Silver moon blade (Su): Moonlight soul as a standard action can make her blade a brilliant energy weapon. However all other weapon's special abilities are suppressed while this is in effect. Weapon under Moonlight blade effect also gain +2 insight bonus to attack rolls against lycanthropes and vampires. This ability lasts as long as Moonlight soul wishes and can be turned off as a swift action.

Uneartly power (Ex): Moonlight soul gain +2 bonus to AC at all times. Also they can make special action in place of normal attack of opportunity or if foe's melee attack missed him (only once per round per foe). Doing so does not provoke an attack of opportunity. These actions can be used even if your weapon cannot reach foe, however in such case weapon damage do not apply (if it allowed at all, i.e. noted as "in addition to dealing damage normally").

Bonecrush (Ex). triples blade's base weapon damage and increases critical threat range by 2 for this attack (stack with improved critical feat).
Dissunder (Ex). combined disarm and sunder attempt with a blade (use same attack roll for both)
Planebind (Su). in addition to dealing damage normally target must make a will save (DC 10 + 1/2 HD + Wisdom modifier) or become bind to current plane of existance for 5 rounds (this ability only blocks teleportation effects though). Also can be used on a willing target without dealing damage.
Restraint (Su). in addition to dealing damage normally target must make a fortitude save (DC 10 + 1/2 HD + Charisma modifier) or become unable to use spell-like/psi-like abilities and have it's speed reduced by half for 2 rounds.
Spellcrush (Su). target must make a will save (DC 10 + 1/2 HD + Intelligence modifier) or lose 1 spell slot from highest level available and have caster level reduced by 2 for 2 rounds. Caster level reduction do not stack with itself. This work only against spellcasters (exception to psionics-magic transparency rule).


Unearhtly soul: Moonlight soul become an outsider, gain DR 5/psionics (magic), immunity to aging effects, improved evasion, and ability to become incorporeal along with equipment (and 1 additional willing creature, if desired) at will as a standard action. Becoming corporeal again takes a swift action.
Philbo_the_Happy_Halfling

11-30-06, 11:25 AM
Specifically the SoulBow[De Batavier], Dancers of the Harvest[sooperspook], SoulBlade[Tealgorthian], and the Luminae[The Mailman].

All of those classes had something that I was looking for and at the same time, not everything. I'm thinking of creating another soulknife PrC that focuses more on the shaping aspect. Something akin to an exotic weapon master, but that's not right either. I just have a vague idea of something that showcases that fact that your mind creates a blade of energy and can manipulate that energy at will but not focus so much on the enhancement bonuses and enhancement effects. Maybe something that forefeits the enhancement effects for additional shapes and abilities. Well, anyway, I'm going to put some thought into it and come back.

But the reason I'm posting this now and not when I have my class figured out is because I also had an idea for a psionic item. I'm not sure what the name of it would be but it would be specifically for the enhancement of a mind blade. Basically it would appear as a normal weapon haft but with no blade on it. It would have a very intricate and ornate grip of some sort. When a person with the ability to manifest a mind blade held it the item would grant them the power to manifest their mind blade at the end of the haft. Thereby allowing that character to have a trident, or scythe, or ranseur, or spear... etc. The way it was in my mind is that each of these items would be created to form a specific weapon at the tip and grant the wielder proficiency with that weapon.

The reason that I thought of this item is because the idea of the mind blade to me was that it was a blade of energy, not an entire weapon made of energy. So only the blade part would be manifested making it impossible to manifest your mind blade into a scythe...etc. So the item fixes that. (It also makes a great walking stick.)
The advantage that this gives is balanced by the fact that if it ever did get sundered then you'd have to get a new one somehow and I can't imagine that it would be easy or cheap.
Edit: another interesting idea just crossed my mind. A normal handle or a full haft(as described above) that on top of granting a new shape and proficiency also grants some form of added enhancement to the mind blade. (although now I think that I may be asking for too much :D )

If someone with far more skill and experience statting out such things could write up a better, more detailed, stat block for such an item I would be forever grateful.
Psi-Druid

02-14-07, 10:12 AM
ELEMENTAL SOUL
Can't come up with any good name yet and fluff text is currently non existant... ^^' (suggestions are welcomed)

This class represents path of power followed by some Dreamland (or any other plane of dream you may or may not have) inhabitants of the past.

Hit Die: d4.


REQUIREMENTS

To qualify as a Elemental soul, a character must meet the following criteria.

Skills: Knowledge (psionics) 15 ranks, Psicraft 15 ranks, Speak language (abbysal) *.

Feats: any 2 metapsionic feats, Psionic affinity.

Psionics: ability to manifest 7th level powers and Dispel psionics.

Special: visit Dreamland at least once before taking 1st level (for about 1 continous month or more).

* Abbysal was considered a language of psychics.


Lv BAB Fort Ref Will Abilities
---------------------------------------------------------
1. +0 +0 +2 +2 Kinesis, Lightning reflexes
2. +1 +0 +3 +3 Psionic manipulation
3. +1 +1 +3 +3 Psionic manipulation, Nature of the energy
4. +2 +1 +4 +4 Psionic manipulation
5. +2 +1 +4 +4 Psionic manipulation, Evolution



Lv Manifesting
---------------------------------------------------------
1. --
2. +1 level to existing manifesting class
3. --
4. +1 level to existing manifesting class
5. --


CLASS SKILLS

The Elemental soul's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Spot (Wis), and Use psionic device (Cha).

Skill Points at Each Level: 4 + Int modifier.


CLASS FEATURES

Weapon and Armor Proficiency: any 1 light weapon of choice.

Kinesis (Ps): far hand at will (manifester level = your manifester level).

Lightning reflexes: you gain Lightning reflexes as a bonus feat.

Psionic manipulation: choose 1 ability from the following list.

Aura of superior art (Su): within 60 ft. of you all creatures (including you) gain +2 competence bonus to saves against magical and/or divine spells and effects and DR 5/– against any non-elemental damage, caused by them. This includes ability damage (but not ability drain or ability burn damage). This applies only to magic (exception to magic-psionics transparency rule). Also save DC of all of your powers increases by 1.
Defy the force (Su): you take only half damage from [force] effects. In addition your mere touch can dispel force effect even if normally it cannot be dispelled (as dispel psionics, manifester level = your manifester level).
Drain energy (Ps): as a standard action by making opposed manifester level check with the target within 100 ft. you can drain a number of power points equal to your manifester level from it. Power points you gain this way are temporary and last for 1 minute. In the case of spellcaster targets they lose apropriate amount of spell level slots. Targets that do not have power points or spell slots remaining take 3d6 subdual damage (while you gain 3 temporary power points).
High manifesting: when you augment your powers in addition to normal effect for every 4 power points spent on augmentation power's effective level increases by 1 for all purposes. If augmentation already increases save DC then it will not stack.
Mental disorder (Ps): as a standard action you can activate 60 ft. Catapsi effect that lasts as long as you wish it or until dispelled (manifester level = your manifester level). In addition spellcasters within area have their spellcaster level reduced by 1 (do not stack with itself; affect only spellcasters, but not manifesters).
Metapsionic aftereffect (Ps): as a standard action you can add effect of any metapsionic feat you have to any power or spell currently in effect within 100 ft. + 10 ft./manifester level. To use this ability you must expened your focus and number of power points equal to double the power point cost of the metapsionic feat in question (to a minimum of 0). Metapsionic effects that you added this way can be dismissed as a swift action (you can select which ones you want to remove).
Overwhelming manifesting: any power you manifest can cause target(s) on a failed save to become afflicted by random effect from the following list for 1 minute (roll d6): nothing, shaken, deafened, fatigued, knocked down (this is instantaneous), sickened. Powers that do not allow a saving throw are unaffected.
Psionic barrier (Su): select 1 power that you know that allows power resistance. You become immune to the effects of that power.


Nature of the energy (Su): you gain +2 competence bonus to saves from elemental energy effects and all hit point damage to you from them reduces by 1 for every manifester level you have. In addition, if you are subjected to an elemental energy attack that normally allows a saving throw for half damage, you take no damage if you make a successful saving throw. Unlike rogue's Evasion you retain these benefits even if you are helpless.

Evolution: your type changes to elemental and you gain DR 5/deep crystal, fly speed 10 ft. (perfect), immunity to aging effects, and +2 racial bonus to ability and skill checks that based on your primary manifesting ability (Int, Wis, or Cha). You suffer only minor changes in your appearance and retain all of your abilities (though you can at will change yourself to look more like humanoid creature composed of psychic energy, that will not grant you any significant ability).

As an elemental creature you have darkvision 60 ft., immunity to poison, sleep effects, paralysis, and stunning, and you are not subject to critical hits or flanking. You also do not need to eat, sleep, or breathe. Unlike a normal elemental, you retains a soul separate from your body. You can be raised from the dead as normal for a creature of your previous type. Also you are not affected by turning effects that can affect normal elementals.
SlanderPanic

02-14-07, 11:52 AM
May as well put this here, too. Feel free to PEACH it in the original thread, which is linked in my sig.

---------------------------

This prestige class was inspired by my players in my homebrew setting, Land of Parma. Renaissance firearms are allowed in that setting, though they're highly under-represented. One player wanted a gun-focused version of the arcane archer and, after some deliberation, this is my second draft. I didn't want this to be a straight conversion of the arcane archer, since those bore me, but it certainly has its roots in that class. It also takes a few tricks from the Stargate: SG-1 RPG's sniper prestige and gets a few that I made up myself, along with a complete flavor overhaul and compatibility with both arcane casters and psionic manifesters.

---------------------------

The Mystic Musketeer

The invention of firearms is gradually changing the face of combat across Parma. In the era of relative peace following the Jionic War of Independence, idle warriors have found themselves with more time to devote to perfecting their arts and the luxury of dedicating themselves to the mastery of a single weapon, rather than the proficiency with many weapons required to survive large-scale battle.

Some, inspired by the arcane archers of Myrna, have begun to fuse arcane and psionic power with the gnomish innovation of firearms, creating new techniques that even the arcane archers never dreamed of.

Mystic musketeers are, most often, psychic warriors. Many mystic musketeers are also fighters who have dipped into a spellcasting or manifesting class to gain the understanding of mystical forces required to truly become one with their pistols and rifles. Rangers tend to make excellent mystic musketeers, but paladins tend to be too fond of melee to spend much time with firearms.

The gnomes of Myrna are the originators of this class' techniques, but, under their tutelage, it has spread. Greenwood, in particular, is known for its squads of rifleman rangers. Maenads have also taken to firearms with a passion, seeing the weapons as representatives of themselves: Steely, complex, and capable of spectacular outbursts of violence.

Hit Die: d8

Requirements
To qualify to become a mystic musketeer, a character must fulfill all of the following criteria:

Base Attack Bonus: +6
Feats: Exotic Weapon Proficiency (firearms), Point Blank Shot, Rapid Reload (firearms)
Spellcasting/Manifesting: Must be able to cast 1st-level arcane spells or manifest 1st-level powers as a class feature. (Hidden Talent cannot be used to qualify for this class.)
Special: Must be trained by another mystic musketeer.

Class Skills: The mystic musketeer's class skills are Concentration, Craft, Hide, Listen, Move Silently, Ride, Spot, Survival, and Use Rope. Musketeers who begin as manifesters also gain Autohypnosis. Musketeers who begin as spellcasters gain Use Magic Device.

Skill Points at Each Level: 4 + Int modifier

Class Features
All of the following are class features of the mystic musketeer:

Base Attack Bonus: 1/level
Saving Throws: Good Will and Reflex saves.
Weapon and Armor Proficiency: Mystic musketeers are proficient with all simple weapons, light armor, and medium armor.

Spells Per Day/Powers Known: When an odd-numbered mystic musketeer level is attained, the character gains new spells known and spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. Alternately, he gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, and so on). This essentially means that he adds the level of mystic musketeer to the level of whatever other arcane spellcasting class or manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.

If a character had more than one arcane spellcasting class or more than one manifesting class before he became a mystic musketeer, or both arcane spellcasting and manifesting classes, he must decide to which class he adds each level of musketeer for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.

Crack Shot (Su): At 1st level, every mundane bullet a mystic musketeer fires is enhanced with magical or mental power, gaining a +1 enhancement bonus. Unlike magical or psionic weapons created by normal means, the musketeer need not spend gold or experience to accomplish this task. However, these bullets work only for him. For every two levels the character advances past 1st level in the prestige class, the enhanced bullets he creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).

Empower Shot (Sp or Ps): At 2nd level, the mystic musketeer gains the ability to place an area spell or power on a bullet. When the bullet is fired, the spell's area is centered on where the bullet lands (or whom it hits), even if the effect could normally only be centered on the musketeer. This ability allows the musketeer to use his firearm's range, rather than the spell or power's range. It takes a standard action to cast or manifest the effect and to fire the shot. The shot must be used in the round the effect is placed or the effect is lost.

Richochet (Ex): Once per day per mystic musketeer level, as a standard action, a musketeer of 4th level can bounce a shot off or one object or opponent and hit another object or opponent within 30 feet of the original target. The musketeer rolls his attack against the first opponent or object normally. If it hits, it deals normal damage against that opponent or object. The musketeer then makes an attack roll against any opponent or object within thirty feet of the first target, originating from that target's square. This second target must be known to the musketeer. As long as the first target has line-of-effect to the second target, the musketeer does not need it for the purposes of the ricochet attack. If this attack hits, it does damage as normal. This ability uses up only one round of ammunition.

Penetrating Shot (Su): At 6th level, the musketeer has learned how to find the weak spots in cover and armor and punch a bullet right through them. Once per day, as a standard action, he can fire a shot at a target known to him within range, and the bullet travels to the target in a straight path, passing through any nonmystical barrier or wall in its way. (Any magical or psionic barrier stops the bullet.) This ability negates cover, concealment, and even armor modifiers (but not force effects, such as inertial armor or a shield spell,) but otherwise the attack is rolled normally.

Blunderbuss (Sp or Ps): Once per day, as a full-attack action, a mystic musketeer of 8th level can overload his weapon, filling it with extra powder and shot, and fire a controlled explosion, doing 1d4 damage per musketeer level to everyone within a 30' cone. Half of this damage is fire and half is piercing. The musketeer's crack shot bonus applies to each die of damage. This attack uses a number of rounds of ammunition (powder and shot) equal to the number of damage dice it deals. A musketeer can choose to deal less damage dice than the maximum, using less ammunition in the process. A successful Reflex save (DC 10 + mystic musketeer level + the musketeer's key ability modifier for his primary spellcasting or manifesting class) halves the damage.

One In A Million (Ex): A master mystic musketeer's timing and precision reach godlike levels, enabling him to make nearly impossible shots. Once per day, a mystic musketeer of 10th level can treat any one shot as if he'd rolled a natural 20 on the attack roll. This shot threatens a critical hit and the musketeer may roll to confirm. If the confirmation roll is also a natural 20, the target loses its head if it is a creature (and if it has a head.) If the target is an object, its hardness is ignored. See the vorpal (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#vorpal) property for more information on the effects of decapitation.
Jarysha

02-15-07, 01:29 PM
Thanks for all the great Prestige classes. I was despaired to find something for my kinetist XD. Is anybody interested in doing a PrC based on control powers, specially control body?
Scion of Coldshard

02-15-07, 02:06 PM
Thanks for all the great Prestige classes. I was despaired to find something for my kinetist XD. Is anybody interested in doing a PrC based on control powers, specially control body?

Schism + control body is already 'really' powerful, not much need for a prc there. Do you mean using other peoples bodies? I am sure if you start a thread about it someone will be willing to help ;)
Bacris

07-12-07, 09:49 AM
Bump! 5 months - close to being pruned.