Transcendent (new psionic class) P.E.A.C.H. [Archive] - Wizards Community

Post/Author/DateTimePost
calronmoonflower

02-28-07, 10:33 PM
This is another psionic base class that I came up with. As writen its not a melee combatant, but make an exalent information gather and can make a decent arch as the Mind Strike class feature applies to ranged attack.

Also this could be modified to make a NPC psychic class.

I have trouble when I copy the tables over to the message board, but I'll try to make it readable.


TRANSCENDENT

Most psionic classes turn their power outward to change the world around them. The transcendent turns their focus inward, using the power of their mind to overcome their physical limitations.
Adventures: A transcendent adventures to test themselves and exercise their abilities.
Characteristics: A transcendent draws power from their mind to infuse into their being. Though mediation and exercising their mind and body they slowly overcome their limitations, eventually the most gifted move beyond their mortality.
Alignment: A transcendent relies upon discipline and inward reflection. They are almost always lawful and cannot be chaotic. Neutrality is a common alignment among this class, but is not required. Transcendents can be either good or evil.
Religion: Most transcendents do not follow any deities, those that do often follow one with the mental domain.
Background: Most transcendents show great potential of the mind from a young age. They turn to mental discipline to control their growing power, eventually turning that power inward to keep in control. This power controlled and harnessed begins to overcome their physical limitations.
Races: The inborn gift for psionics is unpredictable, and can show up in any race. However, the metal discipline that is needed to become a transcendent is not very common. Most transcendents are set apart from the society into which they are born.
Those that are born into a lawful society are the most likely to become transcendents, but chaotic societies, though less likely, do produce transcendents. Maenads and Kalashtar of all races are the most likely to take up this class.
Other Classes: Transcendents get along with most classes that are lawful and dedicated to self-mastery, but can discipline themselves to get along with just about anyone it the situation demands it as long as they are not opposites along the good-evil alignment.
Role: A transcendent’s abilities make them excellent, spies, scouts and archers. Most can hold their own for a short while in a one on one fight, but only high level transcendents can last long in a one on one fight with martial classes.

GAME RULE INFORATION
Transcendents have the following game rules statistics.
Abilities: A transcendents wisdom and charisma determine how powerful most of the transcendents class features are. Also wisdom determines how many powers they can manifest. Charisma determines how hard those powers. Dexterity is also important as transcendents usually only wear light armor and often wield ranged weapons. A good constitution score helps make up for their low hit die at low levels.
Alignment: Any non-chaotic
Hit Die: d6

CLASS SKILLS
The transcendent’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Psionic Devise (Cha).
Skill Points at 1st Level: (4 + Int modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier.

CLASS FEATURES

Weapon and Armor Proficiency: Transcendents are proficient with all simple weapons, light armor, shields and one martial or exotic weapon of their choice.

Power points/Day: A transcendent’s ability to manifest powers is limited by the power points that they have available. The daily power point allotment is given on the table. In addition a transcendent receives bonus power points based on their wisdom score.

Powers Known: A transcendent begins play with one power known of their choice. At each additional level they unlock the knowledge of a new power.
A transcendent can choose powers from the transcendent list, (see below). The DC for a transcendents powers are equal to 10 + the powers level + the transcendent’s Cha modifier.

Maximum Power level Known: A transcendent begins play with the ability to learn first level powers. As higher levels are attained the transcendent gains the ability to learn more complex powers.
To learn a power a transcendent must have a wisdom score equal 10 + the powers level.

Manifester Level: A transcendent’s manifester level is equal to their class level.

Expanded Senses (Su): A transcendent’s inward focusing of their psionic power increases their senses.
At 1st level they gain darkvision to 30 ft. and low-light vision and the scent ability. See page 314 of the Monster manual for details.
At 6th level the darkvision extends out to 60 ft.
At 9th level the transcendent’s darkvision extends out to 90 ft. and they can see three times as far in shadowy illumination.
At 12th level the darkvision extends out to 120 ft. and they can see four times as far in shadowy illumination and twice as well in normal light.
At 15th level a transcendent gains blindsense out to 30 ft.
Also a transcendent gains a bonus on all spot, listen, and search checks equal to half their class level.

Psionic Feats: At 1st level 5th and every 5 levels their after they gain a bonus psionic feat. They must still meet all the perquisites for that feat.

Mind Strike (Su): At 2nd level and higher a transcendent imbues their weapons with their psionic power. As a result they add a point of their wisdom bonus to their attack roll for every two class levels that they possess. They also add a point of their charisma bonus to their damage bonus for every two class levels that they have. This also applies to weapon-like powers and spells.

Evasion (Ex): at 3rd level and higher a transcendent can avoid even magical attacks with great agility. If they make a successful Reflex save throw against an attack that normally deals half damage on a successful save. They instead take no damage. Evasion only works if the transcendent is wearing light or no armor. A helpless transcendent cannot benefit from evasion.

Psionic Grace (Su): At 4th level and higher a transcendent adds one point of their wisdom bonus for every two class levels that they have as an insight bonus to all saving throws and their armor class. An unconscious transcendent cannot benefit from this ability and it only applies if the transcendent is wearing light or no armor.

Uncanny Dodge (Ex): Starting at 5th level a transcendent can react to danger before their senses would normally allow them to. They retain their Dex bonus to AC (if any) even if caught flat-footed or struck by an invisible. However, they still lose their Dex bonus if immobile.
If a transcendent has uncanny dodge from another class they gain improved uncanny dodge instead. . Uncanny dodge only works if the transcendent is wearing light or no armor.

Psionic Reformation (Ps): At 7th level and higher a transcendent can use psionic reformation as a psi-like ability once per day with the manifester level equal to their class level, expect the exp cost is reduced by 25% and they can only target themselves.

Precognitive Initiative (Su): At 8th level and higher a transcendent can react to danger at a speed that can only be described as precognitive. As a result they add their Wisdom bonus on all initiative checks.

Incarnate (Ps): At 9th level and higher a transcendent can use incarnate as a psi-like once per day with the manifester level equal to their class level, expect the exp cost is reduced by 25%.

Improved Uncanny Dodge (Ex): At 10th level of higher a transcendent can no longer be flanked; they can react to opponents on opposite sides as easily as they can react to a single attacker. This defense denies other the ability to sneak attack the character, unless the attacker has at least four more rogue levels as you do transcendent levels.
If a character already has uncanny dodge (see above) from another class, the character gains improved uncanny dodge instead, and the classes stack to determine the minimum rogue level needed to flank the character. Improved uncanny dodge only works if the transcendent is wearing light or no armor.

Psionic Toughness (Su): At 11th level and higher a transcendent adds one point of their Cha bonus for every two class levels to their Con score to determine their bonus hit points per hit die. (In other words they gain +1 hit point per hit die for every 2 points of their Cha bonus.)

Second Breath (Su): Once per day, when a transcendent of 13th level or higher is reduced to -10 or fewer Hp they are subject to a psionic revivify effect at the manifester level equal to the transcendent level, except that you are restored to 1 hp instead of -1hp. This is triggered automatically one round after the characters death as a free action. If the ability cannot be triggered one round after the characters death the ability is not triggered.

Improved Evasion (Ex): This ability works like evasion, expect that the transcendent takes no damage upon a successful save and half damage upon a fail save. A helpless transcendent cannot benefit from improved evasion.

Ageless Body (Ex): At 15th level and higher a transcendent no longer ages and cannot be magically aged. Benefits still accrue normally and penalty that already have occurred stays in place. Also you no longer can die of old age.

Psionic Mettle (Su): At 16th level and higher a transcendent can resist even magical effects that require a fortitude or a will save very well. Upon a save against an effect that allows a save for partial effect, they instead have no effect on a successful save. An unconscious transcendent cannot befit from this effect.

Mind Over Body (Su): At 17th level a transcendent's mind reinforces their body. As a result as long as you are psionicly focused you gain Fast Healing: 1.

Transcendence (Ex): At 19th level a transcendent's becomes being of almost pure psionic energy. As a result they become an outsider with the native subtype and gain Damage Reduction 5/Dark Crystal.

Improved Psionic Mettle (Su): At 20th level a transcendent can resist even magical effects that require a fortitude or a will save very well. Upon a save against an effect that allows a save for partial effect, they instead have no effect on a successful save and only the partial effect on a failed save. An unconscious transcendent cannot befit from this effect.

The Transcendent

Base
Level Attack Fort Ref Will PP Powers Max. Special
Bonus Save Save Save /Day Known PL
1 +0 +0 +2 +2 0 1 1 Expanded Senses, Psionic Feat
2 +1 +0 +3 +3 1 2 1 Mind Strike
3 +2 +1 +3 +3 3 3 1 Evasion
4 +3 +1 +4 +4 5 4 1 Psionic Grace
5 +3 +1 +4 +4 7 5 1 Uncanny Dodge, Psionic Feat
6 +4 +2 +5 +5 11 6 2
7 +5 +2 +5 +5 15 7 2 Psionic Reformation
8 +6/+1 +2 +6 +6 19 8 2 Precognitive Initiative
9 +6/+1 +3 +6 +6 23 9 2 Incarnate
10 +7/+2 +3 +7 +7 27 10 3 Improved Uncanny Dodge, Psionic Feat
11 +8/+3 +3 +7 +7 35 11 3 Psionic Toughness
12 +9/+4 +4 +8 +8 43 12 3
13 +10/+5 +4 +8 +8 51 13 3 Second Breath
14 +10/+5 +4 +9 +9 59 14 4 Improved Evasion
15 +11/+6/+1 +5 +9 +9 67 15 4 Ageless Body, Psionic Feat
16 +12/+7/+2 +5 +10 +10 79 16 4 Psionic Mettle
17 +12/+7/+2 +5 +10 +10 91 17 4 Mind Over Body
18 +13/+8/+3 +6 +11 +11 103 18 5
19 +14/+9/+4 +6 +11 +11 115 19 5 Transcendence
20 +15/+10/+5 +6 +12 +12 127 20 5 Improved Psionic Mettle,Psionic Feat

EX-TRANSCENDENTS
A transcendent that becomes chaotic cannot gain any more levels in this class until their alignment changes back to non-chaotic, but retain all their class features.

TRANSCENDENT POWER LIST

-1st Adrenaline Boost, Burst, Call to Mind, Catfall, Chameleon, Compression, Conceal Thoughts, Bite of the Wolf, Catfall, Chameleon, Claws of the Beast, Deaden Blow, Detect Psionics, Deflection Field, Elfsight, Empty Mind, Endure Elements- Psionic, Grip of Iron, Inertial Armor, Know Direction and Location, Metaphysical Claw, Metaphysical Weapon, Mighty Spring, Precognition- Defensive, Precognition- Offensive, Prescience- Offensive, Skate, Slowing Breath, Sustenance, Synesthete, Thicken Skin, Vigor
-2nd Animal Affinity, Biofeedback, Body Adjustment, Body Equilibrium, Body Purification, Clairvoyant Sense, Empathic Transfer, Energy Adaptation- Specified, Hustle, Prowess, Thought Shield, Tongues- Psionic, Zone of Alertness
-3rd Breathless, Danger Sense, Dispel Psionics, Escape Detection, Mental Barrier, Psionic Blast, Ubiquitous Vision
-4th Adapt Body, Aura Sight, Discern Lies- Psionic, Dragon Hearted, Energy Adaptation, Inertial Barrier, Metamorphosis, Psychic Vampire, Steadfast Perception
-5th Discern Lies- Psionic, Incarnate, Hidden Potential, Protection from Psionics, Psionic Revivify, Suspend Life, True Seeing- Psionic

EPIC TRANSCENDENT

An epic level transcendent is has gone beyond many of the physical limitation and continues to shed even more of those limitations, some even become a Draconion.
Hit Die: d6
Skill Points at Each additional Level: 4 + Int modifier.
Powers: The transcendents manifester level is equal to half their class level. Their power points do not increase after level 20, but they learn a new power at each even numbered level after 20.
Bonus Feats: Epic transcendents gains bonus feats at level 21 and every 3 levels there after.
Class Features: An epic transcendent’s class features to not increase after level 20, but the cap on many of their class features to increase by 1 for every 2 levels above 20.

Hidden Potential
Psychometabolism
Level: Lurk 6, Psion 6, Psychic Warrior 6, Transcendent 5,
Display: V
Manifesting Time: 1 standard action
Range: Personal
Duration: 1 minute/level
Target: Self
Power Points: Lurk, Psion, Psychic Warrior 11, Transcendent 9

You gain a +4 enhancement to each of your ability scores.
XP Cost: 10
Augment: For each extra 2 power points and 10 xp you expend one of your ability scores enhancement increases by another 1.

Crystal, Dark: Dark crystal is black of obsidian, but reflects no light. A crystal of this type has a seemly unnatural affinity to psionic energy and usually is found is areas that have experienced prolonged seepage from the astral plane. It is also found in psionicly active planes.
For most characters dark crystal weapons would seem no different from ordinary crystal weapons, but for a characters and creatures with the psionic subtype it can be something to be feared. When a character or creature with the psionic subtype is dealt damage by a dark crystal weapon they lose 1 power point and must make a will save equal to 10 + plus the damage dealt (only the base damage of the weapon contributes to the DC; additional damage from high strength or other sources do not increase the DC), or lose their psionic focus.
Psionic enhancements to dark crystal are possible, but cost an extra 2,000 gp whenever they are enhanced. Any weapon made of dark crystal cost an extra 2,500 gp. Magical enchantments cost no extra. Armor could be theoretically be made of dark crystal, but as dark crystal is considered metallic druids cannot where it without giving up their spell casting abilities.
Dark Crystal has 30 hit points per inch of thickness and a hardness of 10.

Update 3/2/07
Moved Psionic mettle to 16th level.
Added Mind Over Body at 17th level.
Added damage reduction and more flavor text to Transcendence.
Added Improved Psionic Mettle at 20th
Added Dark Crsystal description.
rampant

03-01-07, 03:27 AM
This is one of the better homebrew classes I've seen, definetly on my top 5.

but

There are some issues,

1. The last 6 levels are a little lack luster, a better capstone ability would help.

2. I'm alittle worried aout hidden potencial's balance. It seems, over the top. 60 exp and 20 pp gets you +9 on all stats for 20 minutes. Maybe you should just let them augment animal affinity for less pp? I dunno, it just seems a little dangerous letting a powerlike Hidden potencial lying around.
calronmoonflower

03-01-07, 04:47 AM
This is one of the better homebrew classes I've seen, definetly on my top 5.

Thanks. I really thought people wouldn't like it much because it isn't combat based.

1. The last 6 levels are a little lack luster, a better capstone ability would help.

I wouldn't mind a better ability as 20th, but I really can't think of any. :weep: Maybe fast healing:1 or damage recudtion like a monk would work.

For the other levels Ageless Body lets you live forever. It doesn't have a cap to the maximum life span like Timeless Body does. Psionic Mettle makes it possible to avoid any effect that requires a save.

2. I'm alittle worried aout hidden potencial's balance. It seems, over the top. 60 exp and 20 pp gets you +9 on all stats for 20 minutes. Maybe you should just let them augment animal affinity for less pp? I dunno, it just seems a little dangerous letting a powerlike Hidden potencial lying around.

The extra +1 bonus goes to only one ability score.
rampant

03-01-07, 10:55 AM
Ok now hidden potentiallooks more balanced, but kind of clunky. Maybe just drop it and work in some sort of ability score boos ability in the later levels. It would also fix that capstone ability issue.
Red12

03-01-07, 08:32 PM
I think your main issue is kind of that of a monk. It is a HIGHLY defensive class, which means while it generally does not have an issue staying alive, it does not have very much impact in a fight.

I'm tempted to say that you should concider just giving them access to all the psy-war power list (keep the same progression, leaving the higher level psy-war powers out of it).But I'd have to think more on it.

As for your capstone ability: you do need a better one. (Slayer levels come to mind). Don't bother with something puny like Monk DR or Fast-healing 1. (For the record, DR X/Magic is useless past, oh, 6th level.) SR/PR resistance would be a nice kicker. 15 + Class Level. Start that at level 15.

A *neat* capstone ability would be something like "Retribution".

General Idea:

If the Trancendant would normaly have been caused death (not including class abilities to avoid this), the T may spend a # of powerpoints up to twice his class level. All creatures within 20 feet take that many d6's of damage.

Just something neat, and it kinda goes along with the unkillable aspect.

I'll look more into it later.
calronmoonflower

03-02-07, 04:32 AM
I think your main issue is kind of that of a monk. It is a HIGHLY defensive class, which means while it generally does not have an issue staying alive, it does not have very much impact in a fight.

The Mind Strike that you gain at second level can cause you to hit more often and for more damage as a fighter.

Also when you obtain Psionic Toughness you may end up with enough hit points to go toe to toe with martial classes.

In all the class focuses on Clairsentience and perception ( :mad: I hate having to look up words un the dictionary), so you can gain info that greatly things other that combat.

I'm tempted to say that you should concider just giving them access to all the psy-war power list (keep the same progression, leaving the higher level psy-war powers out of it).But I'd have to think more on it.

The powers list include mainly Clairsentience and Psychometabolism with a personal range. Most class features also follow that theme.
Bengal

03-02-07, 04:43 AM
It looks absolutely delicious, and I'd love to try it out, but it seems to suffer from MAD at least a little.
calronmoonflower

03-02-07, 04:48 AM
It looks absolutely delicious, and I'd love to try it out, but it seems to suffer from MAD at least a little.

Only a little? :D
Red12

03-02-07, 12:08 PM
The Mind Strike that you gain at second level can cause you to hit more often and for more damage as a fighter.
I disagree there. A lot. Using a standard point buy and standard wealth-by-level, there is no way they can use this to it's full potential. Think about it, you are talking +10 to hit and damage- At level 20- if you have a 30 in TWO (non-physical) ability scores! I suppose if you pull all your resources into it, you could. (Books, +6 items, etc) But at that point, thats an incredible amount of money for a max of +10/+10.

Hardly more than a fighter.

You also add in the note of weaponlike spells/powers, which I see maybe one or two on their list.


Also when you obtain Psionic Toughness you may end up with enough hit points to go toe to toe with martial classes.

You'd actually end up with a lot of hp, if you had any kind of charisma. However, if monsters or NPC's play with any kind f intelligence, why go after the guy who's nigh-unkillable, but unable to really affect you?


In all the class focuses on Clairsentience and perception ( :mad: I hate having to look up words un the dictionary), so you can gain info that greatly things other that combat.
Right, but in combat, he's got to blow some serious power-pointage to get the buffs up to be effective in melee. Can you really see this class doing more than firing off an X-bow every round?


The powers list include mainly Clairsentience and Psychometabolism with a personal range. Most class features also follow that theme.
Thats fine, but this class is not going to be half as effective as your basic seer or egoist. Heck, a seer with a few expanded knowledges could seriously override the class both in and out of combat.

just something to think about.
calronmoonflower

03-03-07, 04:35 AM
This class would really suck with a point buy system as it suffers from MAD.

There are a few things that a transcendent can do in combat like flanking to help a rogue get sneak attack damage. Acting as a body guard for mages and other psionic types or maybe using special action like tripping and grappeling.

A few Expanded Knowledge feats would help (exspecially with one or more of the energy powers), but it is at its core not a combat class. Touch of Health can make them a backup healer that can go where you don't what your cleric to go.

They can help in combat, but they are not going to excel at it. As a scout they can excel. Very good darkvision with high spot and listen checks means that they are not likely to miss much.

(edit) I did come up with an alternate class variant of the transcendent alwhile ago. I'll post the changes needed to make it here.

VARIANT TRANSCENDENT: TRANSCENDENT BLADE

A transcendent’s inner search can lead to different results. Some can use of a mind blade instead of some of their regular powers.

- Mind Blade (Su): at 1st level a transcendent blade gains a mind blade. This works just like a soulknife’s mind blade, including gaining enhancements at higher levels.

- Throw Mind Blade (Ex): At 2nd level or higher a transcendent blade can throw their mind blade with a 30 foot range increment. Whether or not this attack succeeds the mind blade dissipates.

- Free Draw (Su): As a soulknife.

- Shape Mind Blade (Su): As a soulknife.

- A transcendent blade does not gain psychic bonus feats of a transcendent or the Mind Strike class feature.

If you think this is stepping on the Soul Knife's toes to much you can mix in the similair powers of my Psigist Weapon Master.

Imbue Weapon and Imbued Focus at first.
Rapid Imbue and Double Imbue at 5th.
And Imbued Weapon Enhancement at 6th.
Remove the Mind Strike and bonus feats.

Another alternative is to srtip all the class features other than the bonus feats and use it as a psychic NPC class.(/edit)
Zereth

07-08-07, 09:32 PM
A *neat* capstone ability would be something like "Retribution".

General Idea:

If the Trancendant would normaly have been caused death (not including class abilities to avoid this), the T may spend a # of powerpoints up to twice his class level. All creatures within 20 feet take that many d6's of damage.

Just something neat, and it kinda goes along with the unkillable aspect.

I'll look more into it later.

this would be a good idea, but would it work with the 'auto revive' thing the class has? if so then it would mean that the Trancendant doesn't or at least has less to worry about when they are revived and the enemies around them are still there. I know that if the guy whose head I just bashed in somehow got healed and started to get back up I'd focus my attention of keeping him down or doing some permenant harm to him (negative levels or other such annoying effects).