The Mindblade(still workin on the name) [Archive] - Wizards Community

Post/Author/DateTimePost
evocationftw

03-23-07, 08:28 AM
when i was bored i stumbled upon a document that showed how all the classes were made using a point system. the pointsytem was to allow players to make a class without overpowering it to much(common sense still needed). You lose points for getting different skills, saves, HD, proficiencies, and so on. You also get more points to spend if you have restrictions ex. druids restriction of armor, monk losses abilities if wearing any armor, paladan restrictions, andd so on.
I intended for this class to be mainly for solo play, so here it is:
8HD,2skill points per level, proficient with light armor, dagger shortsword, longsword, full B.A.B, 2good saves, T.W.F at 1st level, evasion at 6 and improved evasion at 11.
He gets the ability to manifest at level 3, and at level 20 he has 300 power points, and knows level 7 powers.
*cont. in next post*
evocationftw

03-23-07, 08:31 AM
Powers known:
1: lesser body adjustment(self) , energy ray, cat fall, mind thrust
2: biofeedback, concussion blast, swarm of crystals, sustenance, moderate body adjustment(self)
3: energy burst, energy bolt, energy retort, Serious body adjustment(self) Lesser body adjustment
4: Dimension door psionic, empathic feedback, freedom of movement psionic, critical body adjustment(self), moderate body adjustment
5: Ectoplasmic shambler, psychic crush, true seeing psionic, psionic raise dead, serious body adjustment
6: Breath of the black dragon, Disintegrate psionic, cleanse the body, critical body adjustment
7: Energy wave, Ultrablast, Psionic resurrection

All body adjustments are like a cure spell. ex. lesser body adjustment= cure light wounds (self)=cast on self
Norr

03-23-07, 11:59 AM
I'm intrigued, what is this 'document' you speak of and how may I find it?

Since a new class is usually judged by comparison to existing classes, that's what I'll do. Namely the psychic warrior.

You have the same HD, but better BAB, one extra good save, more PP/day and +1 max power level.
However, you have very limited proficiencies (light armor, no shields, two melee wpns and one short-range throwing wpn) only three bonus feats (compared to his 8), and a limited power selection.

Because of your light armour, your AC will not be the best, and with moderate HP and few (or no) melee-enhancement powers, you will be barred from extended melee even with TWF and high to-hit. Subsequently, you'll be using your powers a lot, putting a drain on your PP, which will be high. However, with magic weapons and armor on hand you will be a good meleer too. All this together makes a bad first impression for the average party man. Expect to get this class thrashed by some posters.

However, you mentioned this being a 'solo-class', which, in my opinion, should count for something. This is a self-sufficient jack-of-a-coupla-trades, and can deal with most situations (depending on his 'good saves' an class skill selection).
The DM will probably throw some CR+X monsters in your face though.

For party play on the other hand, this class might be a tad too powerful. Consider lowering the HD to D6 and, the max power level to 6 and the PP/day to 210-220 something (remember, a primary manifesting ability score of 16 will get you 30 extra PP/day at 20th lvl). This would make it a fine psi-rouge-like sniper class, or if you change his power selection, a mean two-weapon flurry not all out of line with normal power levels.

However, the close-combat choice would probably burn less PP, so that class option should have them lowered to maybe 120-130 PP/day and the HD raised to D8.

Also, you don't have to have the 'light/moderate/serious/critical body adjustment' powers, just augment the regular 'body adjustment' and use 'empathic transfer' to heal others. Also, use 'fiery discorporation' and 'psionic revivify' (5th lvl powers) instead of 'psionic resurrection' and 'psionic raise dead'.
This would give you fewer powers (21 in all), making the class look better in the eyes of critics, DMs and fellow players. Also have the class start out with two powers at lvl1 and choose an additional power from the list each new level. This way he will have a steady progression and know all powers on the list at 20th level. consider having his max power level be the same as that of the psychic warrior. You might also expand the power list slightly with a few defensive and melee enhancing powers, to make the class more customizable.

Since you havent specified his saves and class skills, I thought I might give you a suggestion or two.
because of the light armor and feats I thought yours might be an agile character, so dex should be a good save. Will also fits thematically with a psionic character. However, since improved evasion protects you from reflex-based spells, you might consider making ref a bad save, since the imp. evasion (and probably a good dex score) will protect you. However, this is more 'power gamer thinking' and probably won't be very appreciated by viewers. Reflex and will saves would probably be your best bet. However, it would be cool to have a weathered wanderer, toughened both physically and mentally by years on the trail, and trusting to his instincts and blind luck to find cover in the face of area effects. Ergo, good fort and will, bad ref but with evasion and later improved evasion.
As for class skills I thought of Concentration and Psicraft first, since they are standard for psi-characters. Next it seems your class is a bit of a self-reliant outdoorsman, making survival and autohypnosis thematically appropriate, as well as jump, climb, swim and balance. If you go with the sniper approach (and some will if they play this class), hide and move silently will be appreciated. Also, spot and listen is good for a man on the trail. Craft and profession are available to most any character, as well as a few knowledge skills (psionics, local and geography seems to fit considering the above reasoning). Bluff, diplomacy or intimidate will be useful when meeting someone on the road or in a city. Also, what is a dual weapon wielding whirlwind without tumble?
Also, the primary manifesting attribute is not to be overlooked. Intelligence give you more skill points to spend, wisdom is good for your perception and will, and charisma gives you an edge in conversation.

In conclusion, this class will 'pay' for the increase in PP, BAB and the extra good save with a limited power list, few profiencies and only three bonus feats.

In any case I believe this is a cool class mechanically, it's an awesome sniper with decent close combat skills to back him up. I could try thinking up a few suggestions for a name if you'd like, but that's a skill I've got few points in.
evocationftw

03-23-07, 01:49 PM
thnx for the thorough investigation and i will probably take that into consideration, the document is a little confusing but if u read through it you will understand i forgot to mention some of the restrictions he has *he cant multiclass to an arcane class and he cant wield any other weapons or else he losses his powers for that day*

[files.meetup.com/415335/Class%20Construct%20v%202.pdf
this is the site it will start to download the document, i would suggest printing it if you can