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| calronmoonflower08-20-07, 04:33 AM | I posted this class a while back here/ I got to thinks about the incarnium mechanics and about the multiple atruibute dependancey that this class had. I adapted the essentia investment mechanics to allow for psionic infusion and rewrote the class using that adapation. It is now consideribly more monk like, but allows for great adapiblity as long as you do not use up too many power points. The drawback is that if you are reless in power piont expenderature that you end up nearly powerless. TRANSCENDENT (Revised) 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 transcendent’s wisdom determines how many powers they can manifest. Charisma determines how hard those powers are to resist. Dexterity is also important as transcendents usually only wear light armor. Alignment: Any non-chaotic Hit Die: d8 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. Psionic Infusion (Su): Transcendents handle psionic power differently than most. Instead of directing it outward they can change the flow of psychic energy with their bodies and concentrate it in key areas to generate unusual powers from within. So by mediating for one hour a transcendent may infuse power points from their power point reserve into many of their class features or return power points infused into a class feature to their power point reserve. While infused into a class feature those power points may not be used normally. To use them they must be return to the power point pool. While in an area where psionics is suppressed you cannot reinfuse your power points and all effects granted by infusion are negated. Upon such an affect ceasing to affect you, you regain the full effects of your infused class features. The bonus that a class feature provides depends on the total power points invested. Unless otherwise stated the bonus provided is at l for one power point and increases to 2 at 4 power points. Every 4 power points invest that are invested past 4 after increases the bonus by another 1. You may only invest the number of power points in each class feature that allows such equal to or less than your manifester level. Expanded Senses (Su): A transcendent’s inward focusing of their psionic power increases their senses. The effect granted varies depending on the invested power points. 1: You gain darkvision to 30 ft. and low-light vision and the scent ability. See page 314 of the Monster manual for details. At 6 power points the darkvision extends out to 60 ft. At 9 power points the transcendent’s darkvision extends out to 90 ft. and they can see three times as far in shadowy illumination. At 12 power points 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 15 power points a transcendent gains blindsense out to 30 ft. Also a transcendent gains a bonus on all spot, listen, and search checks equal to half the power points that they invest in this class feature. Unarmed Strike: At 1st level, a transcendent gains Improved Unarmed Strike as a bonus feat. A transcendent’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a transcendent may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a transcendent striking unarmed. A transcendent may thus apply their full Strength bonus on damage rolls for all her unarmed strikes. Usually a transcendent’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling. A transcendent’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of powers and effects that enhance or improve either manufactured weapons or natural weapons. A transcendent may also invest power points in their unarmed strike to deal extra damage. When you do so, the damage you deal with your unarmed strike is equal to a monk of the level of the power points that you infuse into this class feature. Mind Strike (Su): At 2nd level and higher a transcendent can infuse power points into this class feature. You gain an insight bonus whenever you make an attack roll that you may divide any way you wish between your attack roll and damage dealt (if any) based on the power points that you infuse into this class feature. You may deicide to apply the bonuses differently on every roll. You may only benefit from this ability when wearing light or no armor. 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 can infuse power points into this class feature. If they choose to do so they gain an insight bonus to their AC and to all saves based on the power points invested. You may only benefit from this ability when wearing light or no armor. Psionic Strike (Su): At 4th level and higher a transcendent’s psionic infusion into their unarmed strike has an increased effect. While 4 power points are invested a transcendent’s unarmed strike overcome damage reduction and has a chance of striking incorporeal beings as if it was a magic weapon. When 10 power points are invested into your unarmed strike it also overcomes damage reduction as it was your alignment. With 16 power points invested your unarmed strike also overcome hardness and damage reduction as it was made of adamantine. 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. Psychoplasmic Reserve (Su): At 6th level a transcendent’s body is partially composed of psionic energy. Because of this they learn to generate and store psychokinetically charged ectoplasm (also know as psychoplasm) in their bodies. You can use this reserve in one of two ways each round. Psychoplasmic Streamers: If you infuse 4 power points into your psychoplasmic reserve once per round you may launch an ectoplasmic streamer as an attack action. Ectoplasmic steamers are a ranged touch attack with a 30 foot range increment that deals 1d6 points of damage. For every additional 4 that you invest you may launch another ectoplasmic streamer each round. Psychoplasmic Blast: As a standard action you may completely empty your psychoplasmic reserve for an awesome effect. A psychoplasmic blast is used either as a touch attack or a ranged touch attack with a 30 foot range increment dealing 1d6 points of damage for every 2 power points that you invested in your psychoplasmic reserve. You may not hold the touch attack and this attack is stressful on your body. After you use this attack option you cannot use your psychoplasmic reserve for 1d4 rounds. 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 invest power points into this class feature enabling them to react to danger at a speed that can only be described as precognitive. As a result they gain a bonus on initiative checks based on the power points that they infuse into this ability. 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 can infuse their very body with their mind. If you choose to invest power points into this class feature you gain the hit points equal the number of power points that you choose to invest. These are not temporary hit points. If lost they are deducted from both you current and maximum hit point totals. Kinetic Flight (Su): At 12th level a transcendent’s body is mainly composed of psionic energy. You can take advantage of this by infusing you body with power points causing it to generate kinetic energy that you can use to enhance your movement. When you have at least 4 power points infused into this class feature you may at will (even if it is not your turn) activate an effect that duplicates the Feather Fall spell. Also if you fall 10 or more feet with at least 4 power points infused into this class feature this effect active automatically. At 8 power points you gain a glide speed of 30 feet at avenge maneuverability. Gliding is like flying except that you descend 10 feet for every 20 feet that you move and cannot hover no matter your maneuverability. At 12 power points you gain a flight speed of 30 feet with good maneuverability instead of a glide speed. At 16 power points your flight speed increases to 60 feet and you maneuverability increases to perfect. Expedited Psionic Infusion(Su): At 13th level a transcendent gains greater control over the flow of psychic energy through their bodies. As a result they may use their psionic infusion by mediating for 5 minute instead a hour. 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. You may choose to invest 6 power points into this class feature to gain fast healing: 1 as long as you are psionicly focused. For every 6 that you invest beyond the first 6 your fast healing increases by another 1. Rapid Psionic Infusion (Su): At 18th level and higher a transcendent has reached the pentacle of their control of the flow of psychic energies in their bodies. As a result they may use their psionic infusion as a full-round action that provokes an attack of opportunity. 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. Also you may infuse power points into your body to gain damage reduction: Dark Crystal based on the number of power points that you chose to Infuse. 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 2 1 1 Expanded Senses, Unarmed Strike 2 +1 +0 +3 +3 4 2 1 Mind Strike 3 +2 +1 +3 +3 6 3 1 Evasion 4 +3 +1 +4 +4 8 4 1 Psionic Grace, Psionic Strike 5 +3 +1 +4 +4 10 5 1 Uncanny Dodge 6 +4 +2 +5 +5 12 6 2 Psychoplasmic Reserve 7 +5 +2 +5 +5 14 7 2 Psionic Reformation 8 +6/+1 +2 +6 +6 18 8 2 Precognitive Initiative 9 +6/+1 +3 +6 +6 22 9 2 Incarnate 10 +7/+2 +3 +7 +7 26 10 3 Improved Uncanny Dodge 11 +8/+3 +3 +7 +7 30 11 3 Psionic Toughness 12 +9/+4 +4 +8 +8 35 12 3 Kinetic Flight 13 +10/+5 +4 +8 +8 40 13 3 Expedited Psionic Infusion 14 +10/+5 +4 +9 +9 45 14 4 Improved Evasion 15 +11/+6/+1 +5 +9 +9 50 15 4 Ageless Body 16 +12/+7/+2 +5 +10 +10 55 16 4 Psionic Mettle 17 +12/+7/+2 +5 +10 +10 62 17 4 Mind Over Body 18 +13/+8/+3 +6 +11 +11 69 18 5 Rapid Psionic Infusion 19 +14/+9/+4 +6 +11 +11 88 19 5 Transcendence 20 +15/+10/+5 +6 +12 +12 95 20 5 Improved Psionic Mettle 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: d8 Skill Points at Each additional Level: 4 + Int modifier. Powers: The transcendents manifester level is equal to 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 as you gain levels. 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. 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. [edit=1] 1. Added some flavor to psioic infusion and changed to to a full-round action. 2. Rewrote mindstrike so you may add some of the bonus to damage rolls and added an armor limit. 3. Added a armor limit to psionic grace. [edit=2] 1. Changes Psionic Infusion again to one hour. 2. Replaced Second breath with Expedited Psionic Infusion. 3. Added Rapid Psionic Infusion, Psychoplasmic Reserve, and Kinetic Flight class features. 4. Adjusted power point progression. |
| Sysane08-20-07, 09:39 AM | I like what I see. There's some similarities to a class I created awhile back. If you're interested here's the link: http://forums.gleemax.com/wotc_archive/index.php/t-682320 Overall, you did a great job. |
| Crusher21708-20-07, 06:37 PM | Great job! The only things I think I would change to balance it more would be to get rid of second wind, or atleast leave them stabalized at -1, because that is just really unfair, make mind over body only heal you to up to half of your hitpoints, like that of a dragonshaman's aura, and make it that when you uninvest points, you only gain half of them back. |
| calronmoonflower08-21-07, 03:27 AM | I've updated the abilities a bit. Also I've been thinking of reducing the power points granted and/or adding these two class features. Psychoplasmic Reserve (Su): At 6th level a transcendent’s body is partially composed of psionic energy. Because of this they learn to generate and store psychokinetically charged ectoplasm (also know as psychoplasm) in their bodies. You must wait one round after you infuse this class feature with power points before you can benefit from it. Increases are not retroactively applied, but deceases are. You can use this reserve in one of two ways each round. Psychoplasmic Streamers: If you infuse 4 power points into your psychoplasmic reserve once per round you may launch an ectoplasmic streamer as an attack action. Ectoplasmic steamers are a ranged touch attack with a 30 foot range increment that deals 1d6 points of damage. For every additional 4 that you invest you may launch another ectoplasmic streamer each round. Psychoplasmic Blast: As a standard action you may completely empty your psychoplasmic reserve for an awesome effect. A psychoplasmic blast is used either as a touch attack or a ranged touch attack with a 30 foot range increment dealing 1d6 points of damage for every 2 power points that you invested in your psychoplasmic reserve. You may not hold the touch attack and this attack is stressful on your body. After you use this attack option your power points that you infused into your psychoplasmic reserve are returned to your power point reserve and you cannot infuse more power points into it until after your next turn. Kinetic Flight (Su): At 12th level a transcendent’s body is mainly composed of psionic energy. You can take advantage of this by infusing you body with power points causing it to generate kinetic energy that you can use to enhance your movement. When you have 4 power points infused into this class feature whenever you fall your descent is reduced to 60 feet per round as you are carrying no more than a light load. Slow enough to negate falling damage. At 8 power points you gain a glide speed of 30 feet at avenge maneuverability. Gliding is like flying except that you descend 10 feet for every 20 feet that you move and cannot hover no matter your maneuverability. At 12 power points you gain a flight speed of 30 feet with good maneuverability instead of a glide speed. At 16 power points your flight speed increases to 60 feet and you maneuverability increases to perfect. What do you think? [edit] I slightly wrote this two class features and added them as well as reajusted the power point progression and the time needed for Psionic Infusion. What do you think? |