Hit Dice: d8
Class Skills: Appraise(Int), Balance(Dex), Climb(Str) Concentration(Con), Craft(Int), Jump(Str), Knowledge(Geology, The Planes, Psionics; Int), Listen(Wis), Profession(Wis), Search(Int), Spot(Wis)
Skill Points: 4+Int per level(x4 at 1st level)
Level | BAB | Fort | Ref | Will | Special | PP/Day | Powers Known | Maximum Power Level |
1 | +0 | +0 | +0 | +2 | Crysmal Body, Clumsy | - | - | - |
2 | +1 | +0 | +0 | +3 | Sting Power, +1 Con, +1 Str | 0 | 1 | 1st |
3 | +2 | +1 | +1 | +3 | Crysmal Growth, Caustic Psionics, +1 Con | 1 | 2 | 1st |
4 | +3 | +1 | +1 | +4 | Energy Resistance, +1 Con, +1 Str | 3 | 3 | 1st |
5 | +3 | +1 | +1 | +4 | Crysmal Growth, Toxic Psionics, +1 Con | 5 | 4 | 2nd |
Class Features:Proficiencies: A Crysmal is proficient with only it's Sting Natural Attack.
Crysmal Body: Crysmals are innately Psionic, crystaline, Tiny-sized Earth Elementals. The hardness of their bodies gives them 1+Con modifier NA, as well as DR equal to their total HD that is bypassed by Bludgeoning damage, due to their bodies being hard, but quite brittle. They gain a +2 racial bonus to Constitution and Charisma, for their hard bodies and innate mental power, and a -2 penalty to Intelligence, due to being significantly more instinctive and emotional than the average humanoid, and they also have a single Sting primary natural attack that counts as a Claw attack for Psionic powers that would effect natural weapons, dealing 1d2 damage at their initial Tiny size. Crysmals have no Hand or Feet item slots, but have two Neck slots and four Psychoactive Skin slots, though they retain the restriction of one active psychoactive skin at any moment.
Additionally, they have a Burrow speed of 5 ft. per HD, with a maximum of their land movement speed, which is 30 ft. by default, know Terran as a default language and cannot speak, though they do possess Telepathy with a range of 40 ft. As Elementals, they also gain the following traits, but not other Elemental traits:
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Darkvision out to 60 ft.
-Cannot be raised from death, except for effects such as Wish, Limited Wish, Miracle and True Resurrection
-Immunity to Disease and Poison
-Do not eat, sleep or breath
These traits override any previously existing racial traits a character may have, unless their racial traits are defined by a class feature like this one, in which case they may choose to use the racial traits offered by that feature instead of those offered by this feature.
Clumsy: Young Crysmals, having not yet learned what amounts to fine motor skills among their kind, lack some of the advantages of their size. Until they reach three total HD, a Crysmal's attack, AC and Hide size bonuses are treated as if it were one size larger, including if their size changes. So if they are Enlarged to Small size, they have the size modifiers for AC, attack rolls and Hide of a Medium creature, while if they are Reduced to Diminutive size, they have the modifiers of a Tiny creature.
Ability Score modifiers: As levels in Crysmal are taken, the ability scores of a Crysmal character change. These increases are to the base score, and as such qualify the Crysmal for feats according to these increases.
As they level, their ability scores further improve over their racial modifiers, increasing their Constitution by one each level and their Strength by one at levels 2 and 4.
Psionic Manifesting: Being inherently Psionic, Crysmals are able to manifest powers as a Psychic Warrior of one level less than their levels in Crysmal, except they add the following powers to their list of learnable powers:
1st level: Energy Ray, Control Object
2nd level: Energy Missile
3rd level: Energy Cone
4th level: Energy Ball
5th level: Energy Current
6th level: Psionic Disintegrate
Taking levels in Psychic Warrior increases this Manifesting as if they were levels in Crysmal, rather than granting normal Psionic Warrior manifesting. While this Manifesting is listed on the class table, progression beyond the table continues to use Psionic Warrior manifesting with the changes listed above.
Sting Power (Ps): When using their Sting natural attack in a Full Attack, a Crysmal of 2nd level or higher can Manifest a power with a Manifesting time of one Standard action or less that deals damage as part of the same action as the attack, targeting or centered on the same target as the Sting attack. The power's DC uses the Crysmal's Strength instead of Charisma, if higher, or Dex if it is higher than both and they have the Weapon Finesse feat. Additionally, the base cost and cost to augment are reduced by 1 PP, with a minimum cost to manifest or augment of one power point.
If a feat, power, item or other ability that would expend Psionic Focus is used during a Full Attack using their Sting Natural Attack or to manifest a power used with this feature during said attack, the Crysmal may make a Concentration check as if attempting to regain Psionic focus. If the check succeeds, their Psionic Focus is not expended.
Crysmal Growth (Ex): At 3rd and 5th level, a Crysmal's increasing psionic and elemental strength increase it's might. They may select an option from the following list:
Ability Score Increase: One ability score of the Crysmal, other than Wisdom or Intelligence, is increased by two.
Size increase: The Crysmal's size increases by one category
Improved Psionic Capacity: The Crysmal counts as one level higher for Power Points per Day
Improved Psionic Potential: The Crysmal counts as one level higher for Powers Known and Maximum Power Level
Bonus Feat: The Crysmal gains one bonus Monstrous, Psionic or Item Creation feat
Skill Bonus: The Crysmal gains a +5 bonus to one Craft skill, Knowledge(Psionics), Concentration, Profession(Mining) or Appraise.
Caustic Psionics: Any power that allows the choice of an energy damage type with additional effects based on type chosen, such as Energy Missile or Energy Cone, adds the following option:
Acid: A power of this energy type becomes a Metacrativity power instead of a Psychokinesis power, uses a Fortitude save instead of a Reflex save, deals -1 damage per die and Sickens on a failed save.
Energy Resistance: At 4th level, the Crysmal's elemental and psionic nature offers it resistance to other elementally associated forces. It gains Energy Resistance to Fire and Cold equal to twice times it's hit dice and to Electricity equal to it's HD.
Toxic Psionics: Any power that allows the choice of an energy type with additional effects based on type chosen, such as Energy Missile or Energy Cone, adds the following option:
Poison: A power of this energy type becomes a Metacrativity power instead of a Psychokinesis power and deals 1 Constitution, Dexterity,
or Strength damage, chosen upon manifesting, per die of damage it would normally deal, with a successful Fortitude saving throw negating this damage instead of the power's normal passed save effect.
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Comments? Toxic Psionics is probably severely overkill, even with the two saves. Sting Power, itself, is basically certainly broken by doubling 2 PP augmentations. Fortunately, all the Kinetisist powers measure damage at 1 PP per die with saves being boosted every other die, so that's not a problem.
Really, a bunch of the stuff on this just
looks overpowered. In the sense of it seems overpowered to me, but I'm not sure about it, because it doesn't seem to be actually able to just end encounters.
1st edit, day of posting: 1st level racial modifiers from Body feature changed from +2 Strength and +2 Dexterity to just +2 Con, as well as changing Reflex to a poor save.
As second edit of day, changed Toxic Psionics from 2 physical ability damage per die to 1 per die, removing the Ref for half. Also, skill points down to 4+int from 6+int.
Third edit of the day: Rolled mental modifiers into Crysmal Body for AFC wording friendliness.
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Second day's first edit: Made the extra powers not on PsyWar list a list-based thing, rather than category-based.
Second day's second edit: Put Energy Resistance at level four, made it count as Small for the direct modifiers by the typical fashion, with slightly different wording. Also added the wording that makes Crysmal actually the race... With wording that gives an exception for monster-hybrid stuff.
Second day's third edit: Fixed Psychic Warrior labeling, added specifying of default move speed, removed Light Armor proficiency and made edit to trait wording to exclude other Elemental traits.
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7/25/2017: Cut total Con bonus down to +6 from +8 and added some options to Crysmal Growth
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7/31/2017: Nonstandard item slots put in place. 2 Neck slots, no Feet or Hand slots.
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8/19/2017: Made Sting be specified as a primary natural weapon, just to be sure the RAW doesn't get weird.
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8/20/2017: Altered the non-standard item slots to have four psychoactive skins, because it's an item slot with few issues adding more and having standard slot totals pleases me. Also started correcting the changelog, which is missing dates on a bunch of things. Too tired to finish it right now, so I just put down when item slots were made non-standard.