Some Weird New Feats Involving Psicrystals [Archive] - Wizards Community

Post/Author/DateTimePost
MaverickWolf

11-23-04, 10:00 AM
I got this idea from a thread someone posted quite some time back, wondering about getting a body for a psicrystal. I just haven't gotten around to postin them. SO here they are.



Psicrystal Feats
Note: The following feats were written with the assumption that mental abilities of psicrystal’s will be rolled (we roll everything’s abilities in our campaign, including familiars and animal companions). Whenever manifester levels are mentioned in these feats, it is speaking of the your effective manifester level for determining the abilities of your psicrystal.

Empowered Psicrystal [Psionic]
Your psicrystal is imbued with additional abilities based on your manifester level.
Prerequisites: Psicrystal Affinity
Benefits: Your psicrystal gains additional abilities based on your manifester level, as shown on the table below. From now on, when determining the abilities of your psicrystal, treat your manifester level as one higher than your normal manifester level. If you already have a similar ability (such as that provided by the Improved Psicrystal feat), the effects stack.
Table: Empowered Psicrystal Special Abilities
Manifester Level Special
1st-2nd Improved Senses, Share Senses
3rd-4th Improved Mettle, Lesser Channel Power
5th-6th Hardened Crystal, Improved Power Sharing
7th-8th Power Storing
9th-10th Greater Self-Propulsion
11th-12th Energized Crystal
13th-14th Improved Focus
15th-16th Greater Senses
17th-18th Improved Power Resistance
19th-20th Improved Energized Crystal
Improved Senses (Su): Your psicrystal gains the usual construct traits of low-light vision and 60 ft. darkvision. Unlike other constructs, the psicrystal’s senses cover a full 360° arc, and the psicrystal cannot be flanked. It can also hear as a normal creature. If these senses are negated, it still retains its normal 40 ft. range telepathic senses.
Share Senses (Su): You may use a full-round action to transfer part of your conscious into your psicrystal, allowing you to see through its “eyes” and hear through its “ears”. Your body enters a trance-like state while you are doing this, and you cannot experience anything through your own senses. If your body takes damage while in this state, you automatically return to it.
Improved Mettle (Su): This ability functions as improved evasion, except it applies to Fortitude and Reflex saves.
Lesser Channel Power (Su): You can manifest powers through your psicrystal to a distance of 5 ft. per manifester level. Any power manifested this way costs an additional 4 power points, and cannot have metapsionic feats applied to it. This ability otherwise functions as the channel power ability.
Hardened Crystal (Ex): You must have the Psicrystal Containment feat to activate this ability. As long as your psicrystal is psionically focused, its hardness increases by a number equal to its Intelligence score.
Improved Power Sharing (Su): You and your psicrystal may now share powers even if they normally do not affect creatures of the psicrystal’s type (construct). In addition, as long as your psicrystal is within arm’s reach, it benefits from any healing you receive, “repairing” half as many hit points as you had healed.
Power Storing (Su): Your psicrystal may act as a power stone. A psicrystal may store a number of power levels equal to its Int bonus (max 6). You need not have the Imprint Stone feat. Instead, you merely manifest the power to be stored directly into your psicrystal, paying the power point cost of the power without the power actually manifesting. The psicrystal may manifest powers currently stored within it, provided it has a high enough Intelligence score, or you may manifest the powers stored within it without paying the power point cost again. You may have your psicrystal store powers with a range of personal and then have it manifest these powers on you as an imediate action as though they had a range of touch (many people stored augmented body adjustment or similar powers so their psicrystal can revive them if they are knocked unconscious, or grant them extra hit points to keep them from dieing from a shot). Only you and your psicrystal may manifest powers stored within it, and you never need address it.
Greater Self-Propulsion (Ex): Your psicrystal moves at a speed of 40 feet or your speed, whichever is faster. It has a climb speed equal to its speed. It burrows at half this speed. It also flies at its land speed with good maneuverability and swims at the same speed.
Energized Crystal (Su): You psicrystal may now function as a cognizance crystal. It may store a number of power points equal to its Intelligence score rounded down to the nearest odd number.
Improved Focus (Ex): You must have the Psicrystal Containment feat for this ability to function. As long as you psionically focus your psicrystal, it may hold a number of focuses equal to its number of personalities.
Greater Senses (Ex): Your psicrystal gains blindsight and tremorsense to a range of 60 ft. When using the share senses ability, you also experience the blindsight and tremorsense.
Improved Power Resistance (Ex): Your psicrystal’s power resistance is equal to 11 + your manifester level.
Improved Energized Crystal (Su): Your psicrystal’s maximum capacity is now 2x its Intelligence score, rounded down to the nearest odd number.

Psiconstruct Affinity [Psionic]
Your psicrystal gains a body like that of an astral construct.
Prerequisites: Psicrystal Affinity, Empowered Psicrystal, Improved Psicrystal, knowledge of the astral construct power.
Benefits: Your psicrystal gains a body like that of an astral construct of a level equal to your manifester level/2. These “psiconstructs” have special rules, which are detailed below. From now on, when determining the abilities of your psicrystal, treat your manifester level as one higher than your normal manifester level. If you already have a similar ability (such as that provided by the Improved Psicrystal feat), the effects stack.

Improved Psiconstruct [Psionic]
Your psiconstruct gains abilities without you needing to spend XP.
Prerequisites: Psicrystal Affinity, Empowered Psicrystal, Improved Psicrystal, and Psiconstruct Affinity
Benefits: You may add any ability detailed in the psiconstruct rules without spending XP. The psiconstruct must have at least 3 abilities from all lower menus to add a new ability from a higher menu (3 from Menu A for Menu B abilities, 3 from Menu A and 3 from Menu B for Menu C abilities, 3 from Menu A, 3 from Menu B, and 3 from Menu C for Menu D abilities). If increasing ability scores using this feat, the increase is by two points instead of just one.

Psiconstruct Artisan [Psionic]
Your find it easier to strengthen your psiconstruct.
Prerequisites: Psicrystal Affinity, Empowered Psicrystal, Improved Psicrystal, and Psiconstruct Affinity
Benefits: You may upgrade your psiconstruct at 75% of the normal XP cost. The reduction is made after determining what the full XP cost would be.

Psiconstruct Armor [Psionic]
You may fuse into one being with your psiconstruct.
Prerequisites: Psicrystal Affinity, Empowered Psicrystal, Improved Psicrystal, Psiconstruct Affinity, and Psicrystal Containment, psiconstruct of your size or larger
Benefits: You may fuse with your psiconstruct, “wearing” it like a sort of exoskeleton. You gain its natural armor, access to all of its abilities (fast healing only heals damage taken while in this form, it cannot restore hit points lost beforehand), and its modes of movement. You also retain access to all of your abilities. Your HP remains the same, even if your psiconstruct normally has higher HP. Physical ability scores are equal to the ability score of whoever has the highest in each particular ability, while mental ability scores are equal to yours. You may wear your psiconstruct a number of times equal to your manifester levels per day, for up to 1 minute/key ability modifier each time. A soulknife with this feat (my campaign substitutes the manifester level requirement for psicrystals with psionic class level) uses his Con to determine the number of times per day he may fuse with his psiconstruct.
NOTE: This may seem a slightly overpowered feat because of all the abilities accessed, but one must keep in mind that actions are effectively cut in half, as the psiconstruct no longer has a separate turn. Plus, look at all the feats it requires.

Rules for Psiconstructs

Psiconstructs are similar to astral constructs, and indeed use many of the same stats. When a psiconstruct is created, the psicrystal it was created from is embedded in the construct’s forehead. Though highly visible, the psicrystal is too small and too well protected to be targeted by an attack, and so it cannot be destroyed, though its psiconstruct body can. Exact details of psiconstructs and the rules pertaining to them are detailed below.
A newly created psiconstruct has most of the abilities of an astral construct of a level equal to your manifester level/2. The abilities it has are as follows: ½ the natural armor, Strength score, damage reduction (if any), size (with exceptions, see below), bonus construct hit points, and menu abilities (but see below). No matter it’s “astral construct” level, it suffers no reduction to its Dexterity. Its new body has a number of d10 Hit Die equal to your manifester level (but no greater than your own number of Hit Die x2). It gets 5.5 Hit Points per Hit Die. Like casting the astral construct power, you choose the shape of the body, and fine details require a Craft (sculpting) check. Your new psiconstruct retains all abilities gained from being a psicrystal (and continues to gain new abilities when a new level would warrant it), though some abilities suffer minor changes, which will be detailed below. The psiconstruct does not retain its psicrystal hardness. Your psiconstruct is proficient with any weapons and armor that you are proficient with. You may upgrade your psiconstruct by spending XP in amounts that vary by type of upgrade and hit die of the psiconstruct, as detailed below.
A newly constructed psiconstruct has menu abilities as an astral construct of its level, plus those of all lower levels. (Unlike astral constructs, menu abilities are cumulative for psiconstructs.) A psiconstruct always has the statistics and abilities of an astral construct of your manifester level/2. They automatically upgrade at levels that make your manifester level high enough for a higher level psiconstruct. A psiconstruct’s base attack bonus is equal to yours or that of a psychic warrior of a level equal to its Hit Die (whichever is higher). Its base save bonuses are equal to yours. Unlike most constructs, a psiconstruct is not mindless, and it gains feats according to its Hit Die, though it still gains its skill ranks from you, as opposed to have its own set of skills. Psiconstructs gain the same bonus to skills that their psicrystal personalities grant you. All psiconstructs have Alertness as a bonus feat. Also because they are not mindless, psiconstructs are not immune to mind-affecting effects. However, savings throws against any attempt to control them (such as through dominate monster) have a +4 bonus due to their connection with their creator. Unlike normal constructs, psiconstructs can naturally heal themselves at the same rate you heal, as they pull ectoplasm from Astral Plane to repair their own injuries. (A psiconstruct with fast healing uses this much higher healing rate.)
Psiconstructs that gain a new psiconstruct level normally increase in size (if they would increase in size). However, you may choose to keep them from increasing in size by paying 50 XP/level of your psiconstruct. If you do this, your psiconstruct doesn’t gain the speed of the next size construct, its damage reduction is 5 less, it doesn’t gain increased reach, and its damage does not increase. However, it can accompany you into a great many more places, and gains the powerful build feature of the half-giant each time you decide to do this. (The construct levels this could be done are: 1st into 2nd, 4th into 5th, and 8th into 9th.) If you do this more than once, the powerful build feature stacks for purposes of load carrying and weapon wielding. However, it still only functions once for purposes of grappling, tripping, and other such abilities.
If a psiconstruct is destroyed, but the psicrystal is not, the owner may spend 100 XP/level of the construct to recreate his psiconstruct. If the psicrystal is destroyed, he must first pay any costs associated with losing his psicrystal (in my campaign, you suffer the same effects for losing your psicrystal as for losing your familiar, though you only have to wait a day to form a new one) before he may recreate his psiconstruct. A recreated psiconstruct has all the abilities of the original psiconstruct, with no additional costs.
You may spend XP to grant your psiconstruct additional menu abilities, including ones from the menu granted by the Advanced Construction feat found in the Mind’s Eye compilation PDF. The cost depends on what menu you wish to give it an ability from. Abilities from Menu A cost 25 XP/construct level, abilities from Menu B cost 50 XP/construct level, abilities from Menu C cost 100 XP/construct level, and abilities from Menu D (see Mind’s Eye compilation PDF) cost 200 XP/construct level. A psiconstruct must have three abilities from a lower menu before it may be given an ability from a higher menu this way. You may not spend enough XP to lose a level doing this.A DM is free to rule that an ability is too powerful to be granted before a certain level (or at all), but that is left to the DM’s discretion.
You may increase your psiconstruct’s ability scores by one point at a cost of 50 XP/construct level. You cannot increase your psiconstruct’s Intelligence score in this way.

Psiconstructs and Psicrystal Abilities
The following list explains how a psiconstruct is affected by psicrystal abilities.
Natural Armor Adj. (Ex): This ability functions as normal, though the amount is added onto whatever natural armor the psiconstruct has (hence the reason psiconstructs only gain ½ the natural armor of an equal level astral construct).
Intelligence Adj. (Ex): This ability functions as normal.
Alertness (Ex): This ability now functions to a range of 1 mile.
Improved Evasion (Ex): This ability functions as normal.
Personality (Ex): This ability functions as normal.
Self-Propulsion (Ex): This ability now grants a climb speed equal to ½ the psiconstruct’s land speed, but suffers no other changes.
Share Power (Su): This ability functions as normal.
Sighted (Ex): This ability functions as normal.
Telepathic Link (Su): This ability functions as normal.
Improved Senses (Su): This ability functions as normal.
Share Senses (Su): This ability functions as normal.
Deliver Touch Powers (Su): This ability no longer functions at all.
Improved Mettle (Su): This ability functions as normal.
Lesser Channel Power (Su): This ability functions as normal.
Telepathic Speech (Ex): This ability functions as normal.
Hardened Crystal (Ex): You must have the Psicrystal Containment feat to activate this ability. As long as your psicrystal is psionically focused, its natural armor increases by a number equal to its Intelligence bonus (if any).
Improved Power Sharing (Su): This ability functions as normal.
Power Storing (Su): This ability functions as normal.
Greater Self-Propulsion (Ex): This ability functions as normal.
Power Resistance (Ex): This ability functions as normal.
Energized Crystal (Su): This ability functions as normal. You may access these power points as long as your psiconstruct is within 100 feet of you.
Sight Link (Sp): This ability functions as normal.
Improved Focus (Ex): This ability functions as normal.
Channel Power (Sp): This ability functions as normal.
Greater Senses (Ex): This ability functions as normal.
Improved Power Resistance (Ex): This ability functions as normal.
Improved Energized Crystal (Su): This ability functions as normal.



Well, what do you think? Am I nuts? Are they cool, overpowered, underpowered, some combination thereof? Opinions are appreciated. Flames=s'mores.
Sir Elton

11-23-04, 11:17 AM
This is great for a high psionics campaign!

You know, the ones without the magic!
The_Ditto

11-23-04, 11:23 AM
Neat .. I got some suggestions, though:

Lesser Channel Power: Make it 10' per manifester level ... 100' per is a little much ... maybe make a stronger version later ... but really, even at 10th level, that's 100' ... I can't really see much need to share a spell with a crystal further out than that ... and I can't (logically) see a reason why it should change from touch to 100' per level ... that's a big jump ..

Power Storing: I'd make this a number of power levels equal to it's Int. So at Int 6, it could store 6 levels of powers ... a little more consistent, actually, with similar mechanics (ie Ring of Spell storing, etc.)

Greater Self-Propulsion: What's the reasoning behind Burrow?? :uh-huh:

Energized Crystal: just curious ... what if I'm already a Metamind? :smirk:

Improved Focus: this strikes me as a bit strong ... just stick with the 1 focus per personality idea .. I think that makes sense .. :tiphat:

Psiconstruct Armor: Right, so I can wear it a number of times per day equal to my ability modifier .. so, most likely 5, maybe even 8 times. ok .. no problem.
It lasts 1 hour per level? ... so ... 1 use lasts practically the entire day .. :uh-huh:
What's the point in having multiple uses??
You need to change this .. my suggestion: 3/day .. fixed. Make it 1 min/level ... it should be something "special" .. not something he "suits up" in the morning and never has to leave again ...
MaverickWolf

11-23-04, 11:36 AM
Neat .. I got some suggestions, though:

Lesser Channel Power: Make it 10' per manifester level ... 100' per is a little much ... maybe make a stronger version later ... but really, even at 10th level, that's 100' ... I can't really see much need to share a spell with a crystal further out than that ... and I can't (logically) see a reason why it should change from touch to 100' per level ... that's a big jump ..How 'bout lowering it even more, to 5' per manifester level? I wasn't sure on the distance, so I just went with some random number.Power Storing: I'd make this a number of power levels equal to it's Int. So at Int 6, it could store 6 levels of powers ... a little more consistent, actually, with similar mechanics (ie Ring of Spell storing, etc.)Good idea.Greater Self-Propulsion: What's the reasoning behind Burrow?? :uh-huh:Because burrowing is cool. Besides, it could be put to good use, especially in an Underdark campaign (which is likely in a high-psionics campaign, considering Mind Flayers live down there).Energized Crystal: just curious ... what if I'm already a Metamind? :smirk:THe scary thing is, I've never really looked at Metamind. Didn't even realize they could do that. I'll have to get back to you on that one. Any suggestions?Improved Focus: this strikes me as a bit strong ... just stick with the 1 focus per personality idea .. I think that makes sense .. :tiphat:Sounds fair enough to me.Psiconstruct Armor: Right, so I can wear it a number of times per day equal to my ability modifier .. so, most likely 5, maybe even 8 times. ok .. no problem.
It lasts 1 hour per level? ... so ... 1 use lasts practically the entire day .. :uh-huh:
What's the point in having multiple uses??
You need to change this .. my suggestion: 3/day .. fixed. Make it 1 min/level ... it should be something "special" .. not something he "suits up" in the morning and never has to leave again ...I know how it works out. I plan on having ways of removing it from people, just haven't figured out how (perhaps antimagic or null psionics field). Also, there will be times when you want those two separate sets of actions as opposed to fighting as one entity, especially considering the typical user still doesn't have the greatest BAB in the world. Also, remember that you fuse with the psiconstruct. You have its appearance, not vice versa. If people in town see some construct walking around without orders, especially if you're the only 'spellcaster' in the party and so they just see a bunch of fighters or something, there's going to be problems. Thanks for your suggestions, though.
Voldenuit

11-23-04, 05:01 PM
I think the feats are very, very cool. I might co-opt them into my campaign (yoink!)

The Psiconstruct rules seem a bit complicated, but I will read over them again at my leisure to sort them out.

Suggestions:

Change the name of "Psiconstruct" feat to "Psiconstruct Affinity"
- this will make the feat easily identifiable since it is analogous to "Psicrystal Affinity"

Rename or remove previous "Psiconstruct Affinity" feat
- if you want to rename it, you could call it "Psiconstruct Artisan" since this is essentially the "Magical Artisan" (PGtF) feat for psiconstructs.
- I'd personally allow the use of the "Magical Artisan" (PGtF) feat (or a psionic analogue) to reduce xp cost for upgrading a psiconstruct. It's also much more useful all-up than your psicrystal affinity feat.

The Construct type is immune to mind-affecting effects in the core rules, whether or not the creature is mindless (MM). Other creature types with similar immunities include plants and undead (whether mindless or not).

The psiconstruct should be just a physical body for the psicrystal it houses - therefore, there is no need to modify the astral construct's type or mental stats. On that note, imagine a psion with a "Cowardly" psicrystal embedded into a psiconstruct...let's call it "Scooby" - much hilarity ensues :D

Psion: "C'mon, Scooby, I want you to attack that Red Dragon there!"
Scooby: (cowering beneath blanket) "Nuh-UH!!"
Psion: "I'll give you a Scooby Snack!"
Scooby: "MmmMMM! Scooby-Schnacks?"

Anyway, great work!

Cheers,
V.
MaverickWolf

11-23-04, 06:01 PM
I think the feats are very, very cool. I might co-opt them into my campaign (yoink!)

The Psiconstruct rules seem a bit complicated, but I will read over them again at my leisure to sort them out.

Suggestions:

Change the name of "Psiconstruct" feat to "Psiconstruct Affinity"
- this will make the feat easily identifiable since it is analogous to "Psicrystal Affinity"I think I'll do that.Rename or remove previous "Psiconstruct Affinity" feat
- if you want to rename it, you could call it "Psiconstruct Artisan" since this is essentially the "Magical Artisan" (PGtF) feat for psiconstructs.
- I'd personally allow the use of the "Magical Artisan" (PGtF) feat (or a psionic analogue) to reduce xp cost for upgrading a psiconstruct. It's also much more useful all-up than your psicrystal affinity feat.I know. But it also requires an Item Creation feat. Mine doesn't, nor do I want it to. Not all spellcaster types are item manufacturers.The Construct type is immune to mind-affecting effects in the core rules, whether or not the creature is mindless (MM). Other creature types with similar immunities include plants and undead (whether mindless or not).You're right...So are psicrystals, so I guess I shouldn't change that. I'll make the edits after I get a few more responses from people.The psiconstruct should be just a physical body for the psicrystal it houses - therefore, there is no need to modify the astral construct's type or mental stats. On that note, imagine a psion with a "Cowardly" psicrystal embedded into a psiconstruct...let's call it "Scooby" - much hilarity ensues :D

Psion: "C'mon, Scooby, I want you to attack that Red Dragon there!"
Scooby: (cowering beneath blanket) "Nuh-UH!!"
Psion: "I'll give you a Scooby Snack!"
Scooby: "MmmMMM! Scooby-Schnacks?"

Anyway, great work!

Cheers,
V.That is quite funny...We'll need to come up with new snacks. Psionic Wafers, anyone? And thanks for the response and the compliment. If onyl I could balance classes as well as feats.
ShadowRanger

11-23-04, 07:34 PM
Psicrystal Feats
Note: The following feats were written with the assumption that mental abilities of psicrystal’s will be rolled (we roll everything’s abilities in our campaign, including familiars and animal companions). Whenever manifester levels are mentioned in these feats, it is speaking of the your effective manifester level for determining the abilities of your psicrystal.
That will change things a bit for non-rolled psicrystals, normally you need a level of 13 for your psicrystal to have a positive int modifier.


Improved Mettle (Su): This ability functions as improved evasion, except it applies to Fortitude and Reflex saves.

Is this similar to mettle? Which deals with fortitude partial/half if succesfuly saved against are negated, or will this negate on a succesful save and only take partial/half on a failed?


Hardened Crystal (Ex): You must have the Psicrystal Containment feat to activate this ability. As long as your psicrystal is psionically focused, its natural armor increases by a number equal to its Intelligence bonus (if any).

Given that hardness is a form of damage reduction ,perhaps this should ethier increase damage reduction or give damage reduction x/- where x is the int bonus.

It looks pretty good and interesting, can't wait to get to a campaign where I can spring this on my PC's.
The_Ditto

11-24-04, 07:02 AM
Because burrowing is cool. Besides, it could be put to good use, especially in an Underdark campaign (which is likely in a high-psionics campaign,


That's the player inside of you saying: "Hey, this is something I want" .. rather than the DM inside you saying: "Ok, let's think about this logically and try to come up with a reasonable explanation for this ability."

So far, I haven't seen anything that supports burrowing on a psicrystal .. :smirk:


considering Mind Flayers live down there).THe scary thing is, I've never really looked at Metamind. Didn't even realize they could do that. I'll have to get back to you on that one. Any suggestions?


At the least, you'll probably want to consider allowing it to stack, or at least enhance the other ability .. otherwise you end up with a "wasted" ability ..
Ryujin_Misato

11-24-04, 08:24 AM
Awesome, nice feats. I've been thinking about ways to improve a psicrystal but wasnt sure how to proceed. My fav has to be the fusing, im definatly gonna use this in my campaign for an evil psion.

PC 1: whew were finally out of the forest and Driden should be on the horizon.
PC 2: hmmm i roll a spot check to take a look at my home town
Me: Well your only about 1 mile away so sure ill allow it
PC 2 alright score i rolled an 18 so....i got a 32 total.
Me: >: )
Me: "A steady plume of smoke slowly rises from the once beautiful township of Driden, flames lighting what would normally be undisernable featuers of many of the fine made buildings. Suddenly a being erupts from the smoke and multiple blasts of opaque energy (energy missile:sonic) erupt from its enormus arms (the psion cast a augmented expansion so hes gargantuan) crumbling multiple buildings with a thundering crash. You hear the screams of horror of countless townspeople while the huge creature takes flight and begins crushing house after house under its massive weight. "

PC1: What is this like the 5th town you've destroyed this campaign?
PC2: ....he blew up my house didn't he :raincloud

Me: I likes teh destruction :evillaugh
MaverickWolf

11-28-04, 12:44 PM
That will change things a bit for non-rolled psicrystals, normally you need a level of 13 for your psicrystal to have a positive int modifier.I know. But I wasn't sure how else to set it up. Modifiers are typically used, not actual scores.Is this similar to mettle? Which deals with fortitude partial/half if succesfuly saved against are negated, or will this negate on a succesful save and only take partial/half on a failed?It is to mettle what improved evasion is to evasion. In a word, yes.Given that hardness is a form of damage reduction ,perhaps this should ethier increase damage reduction or give damage reduction x/- where x is the int bonus.'tis a good idea, that I will consider.It looks pretty good and interesting, can't wait to get to a campaign where I can spring this on my PC's.Please give us stories.That's the player inside of you saying: "Hey, this is something I want" .. rather than the DM inside you saying: "Ok, let's think about this logically and try to come up with a reasonable explanation for this ability."

So far, I haven't seen anything that supports burrowing on a psicrystal .. :smirk:'tis a true thing, but it's not particularly power either. I just think it's neat. Not enough things get burrowing, which sucks, as it makes for excellent tactics.At the least, you'll probably want to consider allowing it to stack, or at least enhance the other ability .. otherwise you end up with a "wasted" ability ..I know. I might have it become a completely new ability for metaminds.
MaverickWolf

12-06-04, 08:32 PM
Doesn't anyone else have thoughts? Please? :bump:
The Mailman

12-06-04, 09:24 PM
I really think these are cool feats, Mav. They're almost a class! I think I remember the old thread you're talking about, but if I remember right, I think you've really improved on them.

I'm having trouble forming coherent thoughts right now, but I at least want to comment on the wearing the psiconstruct armor one. I know you might disagree, but I think the_Ditto was on to something. As it stands, the armor becomes virtually wearable all the time. I know you want to put in stuff to get it off, but the ability should be balanced without needed to specifically compensate for it in the campaign.

I guess that I agree with Ditto that it's not so special if you can be in the armor all the time. It should be the exception, not the rule. Even if you leave the number of times/day as your manifesting bonus, you could still change the duration from hrs/lvl to minutes/lvl. That way, each use will last for a fight, or long enough for you to do whatever you put it on for, but you'll have enough uses to do it pretty much whenever you need it. On the other hand, you could swap the two, and do it minutes/manifester bonus and class lvl times per day. The duration would be shorter, but it would still last a fight, or whatever. You'd also have a silly number of times per day by 20th, so you don't need to worry about you're high level character not getting enough out of the feats he's sacrificed. You'll just be out of it when you don't absolutely need to be in it.
MaverickWolf

12-07-04, 09:41 AM
I really think these are cool feats, Mav. They're almost a class! I think I remember the old thread you're talking about, but if I remember right, I think you've really improved on them.Now you've got me thinking....If only I knew how to actually make a prestige class...
I'm having trouble forming coherent thoughts right now, but I at least want to comment on the wearing the psiconstruct armor one. I know you might disagree, but I think the_Ditto was on to something. As it stands, the armor becomes virtually wearable all the time. I know you want to put in stuff to get it off, but the ability should be balanced without needed to specifically compensate for it in the campaign. I usually have that thought problem. ANd I know Ditto is right, but I wasn't really sure how to fix it.I guess that I agree with Ditto that it's not so special if you can be in the armor all the time. It should be the exception, not the rule. Even if you leave the number of times/day as your manifesting bonus, you could still change the duration from hrs/lvl to minutes/lvl. That way, each use will last for a fight, or long enough for you to do whatever you put it on for, but you'll have enough uses to do it pretty much whenever you need it. On the other hand, you could swap the two, and do it minutes/manifester bonus and class lvl times per day. The duration would be shorter, but it would still last a fight, or whatever. You'd also have a silly number of times per day by 20th, so you don't need to worry about you're high level character not getting enough out of the feats he's sacrificed. You'll just be out of it when you don't absolutely need to be in it.
I like the class level/day, rounds = manifester bonus thing. I think I'll use that. I'd edit now, but I don't have a lot of time left, as I have to start getting ready for work soon.
MaverickWolf

12-09-04, 07:27 PM
Made a few updates. :bump:
MaverickWolf

02-19-05, 08:34 PM
*drags in random cleric, demands casting of true resurrection (sp?)*

In other words....:bump:
MaverickWolf

03-14-05, 08:39 PM
The post you are currently reading is what we generally refer to as a :bump:
MaverickWolf

03-31-05, 04:09 PM
Stubbornness!!! :bump:
Fargren

03-31-05, 04:45 PM
I'll start working in the prestige class. Obviouly, if the class gets amde, the feats wont be available
MaverickWolf

03-31-05, 04:51 PM
Thanks. I don't know much about prestige classes, and I look forward to seeing what you come up with.
Fargren

04-05-05, 01:43 PM
Sorry, should have asked before. Do you want it heavier on combat or on castin? cause i'll base HD, ML advancement and base attack on that(and posibly skill points)
MaverickWolf

04-05-05, 02:34 PM
I'd say it'd be best for a Psychic Warrior, so somewhere in bettween. Probably mid-BAB and 2 or 3 manifester levels lost.
heretic44

04-05-05, 02:43 PM
This is a really neat concept, might be an interesting way of implementing my Self Contained Construction feat. I dont think it is necessary to turn off a number of the psicrystals abilities, including Deliver Touch Power and the like. I will tinker with my idea and post it soon. Very neat premise though, even if I dont particularly like the execution. Nice job.
MaverickWolf

04-05-05, 03:55 PM
Deliver Touch Power is the only thing removed. I removed it for psiconstructs because I think it's overpowering, as it's specifically stated in the PHB that touch spells (and henceforth powers) can be stored and used in conjuction with an unarmed/natural attack. Allowing psiconstructs to deliver touch spells in conjunction with a natural attack seems highly overpowering to me.
heretic44

04-05-05, 04:04 PM
Doesnt bother me anymore than a Metamorphosed psion doing the same thing. I dont think it is overpowering enough to be worth negating one of the primary benefits of familiar style companions. But, like I said, I liked the idea though I didnt like your execution of the idea. Good job on the overall though.
Fargren

04-05-05, 04:29 PM
Well, here's a preliminar version of the class. Feel free to coment(i'm not quite sure if it's ok, underpowered or overpowered :P)

BAB: average(as rogue)
Saves: high for and will, low ref
Skill points: 2 + int modifier
Hd: d8

Prerequisites:
SKILLS:
knowledge (psionics): 6 skill points
Concentration: 8 ranks
Feats:
Psicristal affinity
Improved psicristal

Psiconstruct affinity: your psicristal becomes a psiconstruct, as for the rules described above. Instead of your manifester level, use your manifester level plus your total level in this class to determine the abilities it gets. Instead of the cost described there, repairing the construct if the crystal survives, costs 100 po per lvl, and takes 1 day for every 200 po.
You can’t add to your psiconstruct any abilities it of a list from wich t hasn’t got abilities(either for his level or for psiconstruct enhancement)

Psicristal progression: you may add your total level in this class instead of your manifester level in it for determining the abilities your psicristal gets

Manifester level and extra power/powers known: at every level except for levels 1, 4 and 9 you gain power points and powers known as if you had advanced in your former psionic class. If prior taking this PrC you had more than one class with access to powers, you must choose what class benefits you wish to obtain. You don’t get any benefit of normally gaining class level except for PPs and PKs.

Psiconstruct enhancement: at level two and at every even numbered level afterward, you may choose to add an ability from the psiconstruct ability list to your psiconstruct. At level 2 you may choose only from list A. At level 4, you may also choose from list B. At level 8 you any choose from list c, and at level 10 you may choose one from list D.

Empowered psicristal: at level 3, you gain all the benefits described on the feat empowered psicristal, described above.

Psiconstruct transformation: beginning at level 5, your psiconstruct can become a psicristal again. Doing so is a full round action for both you and the psicristal(both must be done at once), and can be done once per day(changing back is the same, and you can’t change back if you’ve already changed in a day)

Psiconstruct modification: at 9º level you may change your psicristal psiconstruct abilities: you may remove any ability it has, and replace it for one of the same level or lower. Doing so takes8 hours

Psiconstruct armour: at level 10 you gain the benefits of psiconstruct armour, as described above.
Fargren

04-10-05, 11:46 AM
Oh, come on! Doesn't ANYONE have something to say about it?
Harrow Blade

04-12-05, 12:49 AM
I was looking through the Psionics board for the first time when I saw this thread. The Psiconstruct was in a way similar to something I had developed for a home brew Prestige Class. any way I will post it here and see what you think. It is less about the psicrystal and more about the Astral construct.

Astral Mind Forge
An Astral Mind Forge is dedicated to creating the best, most effective Astral Construct that they are able to. Often ignoring other approaches they believe that a construct is the best tool for any job it’s just a matter of finding or building the right one. The Astral Mind Forge’s passion for constructs often leads them to become frustrated with others who do not share similar views.

Hit Die: d4.

Requirements
To qualify to become an Astral Mind Forge, a character must fulfill all the following criteria.
Skills: Knowledge Psionics 8 ranks, Psicraft 4 ranks
Feats: Psicrystal Affinity.
Psionics: Manifester level 5, able to manifest the astral construct power.

Class Skills
Concentration (Con), Craft (Int), Knowledge (all skills) (Int), Profession (Wis), Psicraft (Int), Use Psionic Device (Cha).
Skill points at each Level: 2 + Int Modifier.

Base attack as Psion
Saves as Psion
Powers Known +1 existing manifesting class level each level

lvl Special abilities
1 Seeded Construct, Manipulate Construct
2 Effecient Manifesting +1, Reconstructer
3 Astral Focus +1
4 Lingering Construct, Empowered Construct
5 Maximised Potential
6 Efficient Manifesting +2
7 Tenacious Construct
8 Astral Focus +2
9 Effecient Manifesting +3
10 Empowered Construct

Class Features

Weapon and Armor Proficiency: Astral Mind Forge’s gain no proficiency with any weapons or armor.

Powers Known: Astral Mind Forge’s gain additional power points per day and access to new powers as if they had also gained a level in what ever manifesting class they belonged to before adding the prestige class. They do not however gain any other benefits they would have gained from progressing in the previous class.

Seeded construct: (Ex) By spending 1 hour slowly constructing an Astral construct around her own Psicrystal an Astral Mind Forge is able to create a seeded construct. The concentration required to create a seeded construct excludes all other activities and any action that would break the concentration causes all progress to be wasted and the process must be begun again. By seeding an Astral Construct with a Psicrystal the construct effectively becomes a body for the Psicrystal. Whilst seeded, the construct it not subject to the duration of the Astral Construct power. It remains on the material plane indefinitely as long as it stays within one mile of the Psicrystal owner. The Psicrystal does not provide the Astral Construct with of its Psicrystal abilities other than Intelligence Adjustment (the Psicrystal is effectively the brain and the astral construct the body), Telepathic link, Telepathic Speech, Sight link and Channel Power. The construct uses the Psicrystal’s will save but its own fort and ref saves and the Psicrystal uses the construct’s senses. The Psicrystal is deep inside the Astral Construct and cannot be attacked until the Astral Construct body is destroyed. Damage affecting the Astral Construct does not affect the Psicrystal until the construct reaches 0 hit points where it is destroyed. If the construct body is destroyed the Psicrystal becomes inert for 1 minute after which it functions as a normal Psicrystal but cannot be used to seed another construct for 24 hours.

Manipulate Construct: (Ex) An Astral Mind Forge is able to change each construct to suit a changing situation even after they have been manifested. By concentrating for one round the Astral Mind Forge is able to reselect all the abilities for one different construct for each round spent concentrating. This includes the seeded construct. The construct to be manipulated must be within 30 feet of the Astral Mind Forge.

Reconstructer: (Ex) At 2nd level, an Astral Mind Forge learns the Psionic Repair Damage power. This is in addition to any powers an Astral Mind Forge learns by advancing a level. In addition when manifesting this power the Astral Mind Forge adds 2 points per caster level to the damage repaired instead of 1.

Efficient Manifesting: (Ex)At 2nd level the Astral Mind Forge has become increasingly efficient when manifesting the Astral Construct power, effectively reducing the cost of manifesting it by 1 power point to minimum of 1. The cost of manifesting astral construct is further reduced at 7th level. The cost is now reduced by 2 power points to a minimum of 1. This cost reduction increases to 2 pp's at 6th level and again to 3 pp's at 9th.

Astral Focus: (Ex) At 3rd level the Astral Mind Forge has become so focused that when manifesting the Astral Construct power she acts as one level higher than she is for the purpose of determining the highest level astral construct available. This combines with the Efficient Manifesting ability. This increases to 2 levels at 10th.
E.g. Chandra is a Shaper 7 / Astral Mind Forge 5. This means she is able to spend 12 power points in a round, ordinarily limiting a manifester to a level 6 construct. Efficient Manifesting reduces the cost of her astral construct power by one and Astral Focus means she acts as a 13th level manifester for the purpose of manifesting the Astral Construct power. Thus by spending 12 power points she can manifest a level 7 construct.

Lingering Construct: The duration of the astral construct power manifested by the Astral Mind Forge is now doubled to 2 rounds / level (D)

Maximized Potential: All Astral Constructs summoned by the Astral Mind Forge have maximum hit points for their hit dice.

Empowered Construct: At 4th level and again at 10th the Astral Mind Forge gains the boost construct feat. (Page 43 EXPH) These feats stack even if the description does not specify that they do, they also stack with any boost construct feat purchased earlier.

Tenacious Construct: When the subject of an effect that would dispel or dismiss the construct such as Dismiss Ectoplasm or Dispel Psionics / Magic the construct instead takes damage equal to 1d4 times the manifester level. The construct is destroyed if this damage exceeds its current hit point total but has no other effect.
Fargren

04-12-05, 02:37 PM
I belive it is quite good, and quite similar to mine. They could be like two prestige clases of some psionic asosiation, one for PsiWars, and one for Psions, and posibly wilders.
Yours seems quite good and balnced, but i'm still waiting for feedback on mine......
MaverickWolf

11-14-05, 07:38 PM
Well, having returned from a long long hiatus, I hereby declare a :bump:
shmoogie

12-05-05, 11:46 AM
The Constuctor (http://www.wizards.com/default.asp?x=dnd/psm/20040625b), my favorite prestige class, is pretty much the same thing as the prestige class posted here. Only... without the seeding ability (and it seems a little more balanced in my opinion). The seeding thing could always be turned into a feat, however... which is ironically what the board was originally for. Well, anyway, that's just the route that I would go.
cymbolik

12-05-05, 02:30 PM
maverick

as the original poster of the thread you refer to, i would just like to say that you, sir, are a legend!

thank you awesomely (i especially like the psiconstruct armour feat!) as this is almost EXACTLY what i had in mind when i had the idea in the first place.

you have saved me hours!

i may have to revise them later and tweak a bit before i present them to my dm, since my original idea was to use the psion killer as the base creature, but this rocks.

well done you!
:cheer: :clap: :bow:
MaverickWolf

12-06-05, 11:47 AM
maverick

as the original poster of the thread you refer to, i would just like to say that you, sir, are a legend!

thank you awesomely (i especially like the psiconstruct armour feat!) as this is almost EXACTLY what i had in mind when i had the idea in the first place.

you have saved me hours!

i may have to revise them later and tweak a bit before i present them to my dm, since my original idea was to use the psion killer as the base creature, but this rocks.

well done you!
:cheer: :clap: :bow:

:embarrass A legend? I don't know about that, but the compliment is appreciated. I'm glad you like the feats. Of course, you're more than welcome to make whatever edits you feel are necessary. Hope your DM will allow them and you can have plenty of fun with them.
MaverickWolf

01-12-06, 10:11 AM
:bump:
angellis_ater

01-13-06, 08:49 AM
Nice feats, nice ideas in general! I think that in general you would do good to divide your feat into the "Better Psicrystal" and "Psiconstruct" areas first to give an overview (I would suggest using the "list" bbcode to visualize the feats order a little better as well).

Suggestions - divorce Psiconstruct Armor from alot of the other prerequisites and make it available earlier. I personally like feats which improve as you get more feats like it (Shifter Feats, our Mindblade Feats, Draconic Feats and Aberrant Feats) and I think it would fit your ideas pretty well.

Let the "merging" give a number of base-benefits like +2 to Will saves, +X Natural Armor Bonus & perhaps a bonus to Strength and let some bonuses add up from the number of Psiconstruct/Psicrystal feats you have - perhaps gain DR X/- and let the Armor Bonus go higher - ofcourse without loosing Dexterity. Would make it alot more interesting if you ask me! :-)
MaverickWolf

01-28-06, 12:25 PM
Nice feats, nice ideas in general! I think that in general you would do good to divide your feat into the "Better Psicrystal" and "Psiconstruct" areas first to give an overview (I would suggest using the "list" bbcode to visualize the feats order a little better as well).I might do that. I tend to be lazy about stuff like that though.

Suggestions - divorce Psiconstruct Armor from alot of the other prerequisites and make it available earlier. I personally like feats which improve as you get more feats like it (Shifter Feats, our Mindblade Feats, Draconic Feats and Aberrant Feats) and I think it would fit your ideas pretty well.No can do on that one. Part of the reason this set of feats is balanced is the high pre-reqs. Accessing it earlier would probably quickly end up over powered.

Let the "merging" give a number of base-benefits like +2 to Will saves, +X Natural Armor Bonus & perhaps a bonus to Strength and let some bonuses add up from the number of Psiconstruct/Psicrystal feats you have - perhaps gain DR X/- and let the Armor Bonus go higher - ofcourse without loosing Dexterity. Would make it alot more interesting if you ask me! :-)Merging gives plenty of bonuses as is. You get the natural armor, the probably higher Str, etc, etc. Additional bonuses would be overpowered.
MaverickWolf

05-30-06, 10:30 AM
Just a nice simple :bump:
klode_me

06-21-06, 10:11 AM
Nice!
:bump:

Cheers
klode_me
MaverickWolf

07-25-06, 10:16 AM
And :bump:....
MaverickWolf

08-30-06, 01:15 AM
In the spirit of the new boards :bump:
MaverickWolf

01-10-07, 12:30 PM
As I am exceedingly stubborn....:bump:
MaverickWolf

02-26-07, 01:24 PM
I'm kicking this up again, looking for additional opinions, and seriously considering making my own twist on the PrCs other posters made above.
MaverickWolf

06-30-07, 09:15 PM
:bump: Looking for further opinions and possible ideas for this while I stew on other ideas for it myself.
MaverickWolf

07-31-07, 01:13 PM
I'm :bump:ing this again, just to see if there's enough interest to bother updating it. Feel free to post if you at least feel the idea intriguing (or a waste of time, so I've got an honest look at what people think), even if you have no mechanical suggestions.