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| nobodez02-21-07, 03:47 PM | Seijin The Seijin manifests her psionic power in a different way than a psion or wilder, being closer to the soulknife in her application of applied psioncs. Alignment: Any Hit Die: d6 Class Skills: The Seijin's class skills (and the key ability) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomay (Cha), Intimidate (Cha), Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), Sense Motive (Wis), and Use Psionic Device (Cha). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table 1-1: The Seijin Fort Ref Will Talents Level BAB Save Save Save Special Known 1st +0 +0 +0 +2 Telekinetic strike, Least Talents, 1 Wild Talent 2nd +1 +0 +0 +3 Detect Psionics 2 3rd +2 +1 +1 +3 Mental Mettle 2 2 4th +3 +1 +1 +4 Crystal Clarity 3 5th +3 +1 +1 +4 Foresight +1 3 6th +4 +2 +2 +5 Lesser Talents 4 7th +5 +2 +2 +5 Mental Mettle 4 4 8th +6 +2 +2 +6 Foresight +2 5 9th +6 +3 +3 +6 5 10th +7 +3 +3 +7 Energy resistance 5 6 11th +8 +3 +3 +7 Greater Talents, Mental Mettle 6, 7 Foresight +3 12th +9 +4 +4 +8 Imbue Item 7 13th +9 +4 +4 +8 8 14th +10 +4 +4 +9 Foresight +4 8 15th +11 +5 +5 +9 Mental Mettle 8 9 16th +12 +5 +5 +10 Supreme Talents 10 17th +12 +5 +5 +10 Foresight +5 10 18th +13 +6 +6 +11 11 19th +14 +6 +6 +11 Mental Mettle 10 11 20th +15 +6 +6 +12 Energy resistance 10, Foresight +6 12 Weapon and Armor Proficiency: Seijins are proficienct with all simple weapons. They are proficient with light armor but not with shields. Armor does not, however, interfere with the manifestation of a Seijin's talents or telekinetic strike. Talents: A seijin does not manifest powers as other psionisicts do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as talents that require her to focus the energy that suffuses her mind. A seijin can use any talent she knows at will, with the following qualifications: A seijin's talents are psi-like abilities; using an talent is therefore a standard action that provokes attacks of opportunity. A talent can be disrupted, just as a power can be ruined during manifesting. A seijin is entitled to a Concentration check to successfully use a talent if he is hit by an attack while manifesting, just as a psionicist would be. A seijin can choose to use a talent defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A seijin's talents are subject to power resistance unless a talent's description specifically states otherwise. A seijin's manifester level with her talents is equal to her seijin level. The save DC for a talent (if it allows a save) is 10 + equivalent power level + the seijin's charisma modifier. Though psi-like abilities are not actually powers, a seijin can benefit from the Psionic Endowment feat. She can also benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metapsionic effects for psi-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of talents, in order of their relative power, are least, lesser, greater, and supreme. A seijin begins with knowledge of one talent, which must be of the lowest grade (least). As a seijin gains levels, she learns new talents, as summarized on Table 1-1 and described below. A list of available talents can be found following this class description, and a complete description of each invocation can be found following that list. At any level when a seijin learns a new talent, she can also replace a talent she already knows with another talent of the same or a lower grade. At 6th level, a seijin can replace a least talent she knows with a different least talent (in addition to learning a new talent, which could be either least or lesser). At 11th level, a seijin can replace a least or lesser talent she knows with another talent of the same or a lower grade (in addition to learning a new talent, which could be least, lesser, or greater). At 16th level, a seijin can replace a least, lesser, or greater invocation she knows with another talent of the same or lower grade (in addition to learning a new talent, which could be least, lesser, greater, or supreme). Seijins can qualify for some prestige classes usually intended for manifesters. Telekinetic Strike (Ps): The first ability a seijin unlocks is her telekinetic strike. A seijin attacks her foes with psychic power, using her mind to deal damage and sometimes impart other debilitating effects. A telekinetic strike deals 1d6 points of damage per 2 manifester levels, effects that raise manifester levels, such as the Overchannel Feat, also increase the amount of damage dealt by a telekinetic strike. A telekinetic strike is a ray with close range (25 feet + 5 feet/2 manifester levels). It is a ranged touch attack that affects a single target, allowing no saving throw. A telekinetic strike is the equivalent of a 1st level power, though strike essence and strike shape talents by increase this effective level. A telekinetic strike is subject to power resistance, although the Power Penetration feat and other effects that improve manifester level checks to overcome power resistance also apply to telekinetic strike. A telekinetic strike does half damage to objects. Metapsionic feats cannot improve a seijin's telekinetic strike (because it is a psi-like ability, not a power). However, the feat Ability Focus (telekinetic strike) increases the DC for all saving throws (if any) associated with a seijin's telekinetic strike by 2 (see page 303 of the Monster Manual). A seijin with the Psionic Endowment feat can can use it to increase the save DC of her telekinetic strike as a power. Wild Talent: A seijin gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power she needs to manifest her talents and telekinetic strike, if she has no power points otherwise.) Detect Psionics (Ps): Beginning at 2nd level, a seijin can use detect psionics as the power at will. Her manifester level equals her class level. Mental Mettle (Su): A seijin's mental exercises fortifies her mind and body, a seijin is resistant to ability drain and damage at 3rd level and above, reducing all ability drain, damage, and penalties by 2. Any drain, damage, or penalty reduced to 0 as no effect. A 7th level and every 4 levels thereafter, a seijin's mental mettle improves as shown on Table 1-1. Crystal Clairity (Ex): A 4th level and higher, a seijin has the ability to more easily commandeer psionic items made for the use of other characters. When making a Use Psionic Device check, a seijin can take 10 even if distracted or threatened. Foresight (Ex): At 5th level, a seijin's awareness extends a fraction of a second into the future, allowing her to better evade an opponent's blows. She gains a +1 insight bonus to AC and on all saving throws. If caught in a situation where her dexterity bonus isn't applied to your Armor Class, this bonus to AC and saving throws does not apply. At 8th level and every 3 levels thereafter, a seijin's foresight improves as shown on Table 1-1. Energy Resistance (Su): Imbue Item (Su): |
| Melayl02-21-07, 08:54 PM | Looks good so far. :) |
| Earthside1704-12-07, 02:17 PM | I thought your seiji class was pretty cool and i was wondering what would go up if you presitge class it. |
| SlanderPanic04-12-07, 04:06 PM | I don't like it. Let warlocks be warlocks and psions be psions. Never should the twain meet. |
| JiCi04-13-07, 09:32 AM | You had that idea from Skyland, did you ? |
| nobodez04-19-07, 02:39 AM | Yes, Skyland, fun little French cartoon. Oh, and I'm thinking of letting the Seijin choose which energy to gain resistance to, or perhaps just charge it to Force Resistance. As for Imbue Item, I just need to re-write the Warlock entry to reflect the psionic nature of the Seijin. |