Author Topic: Spookery Psychic Stuff  (Read 3690 times)

Offline bhu

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Spookery Psychic Stuff
« on: April 23, 2015, 07:38:36 PM »
reserved for ye olde table of contents

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #1 on: April 23, 2015, 07:39:15 PM »
THE HATE-RIDDEN


   
"Walk away while I'm still able to give you the chance..."

 For most wielders of psychic abilities, control over their power is a given.  In the case of the Hate-Ridden it could arguably be said their power controls them.  They generally belong to either primitive societies, or the urban poor.  Most of them spend their childhood with severe anger issues as they don't quite grasp what is happening to them, nor do they likely have access to a mentor who would.  Eventually their powers manifest during one of their fits of rage, and it changes them forever.  After that they are regarded by many as cursed or possessed by a force no one quite understands, a force that manifests when they become emotional, are hurt, or feel stress.

MAKING A HATE-RIDDEN
 Effectively you are a Barbarian with access to one of several psychic power sets that you can manifest during rage.
 Abilities: Your powers key off Cha, so it is your top priority.  Since you're primarily a combatant as opposed to a pure manifester, decent physical stats would come in handy too.
 Races: The Hate-Ridden are common among races that are both of psionic ability, and little emotional restraint.  For humans this usually means more primitive, tribalistic cultures.
 Alignment: Cannot be Lawful
 Starting Gold: As Barbarian.
 Starting Age: As Barbarian.

Class Skills
 The Hate-Ridden's class skills (and the key ability for each skill) are Climb (Str), Concentrate (Con), Intimidate (Cha), Jump (Str), Knowledge (Psionics)(Int), Listen (Wis), Psicraft (Int, Survival (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    The Curse, Psychic Enervation, Bonus Feat
2. +2    +0     +0     +3    Mettle
3. +3    +1     +1     +3    Expanded Curse
4. +4    +1     +1     +4   
5. +5    +1     +1     +4    Improved Mettle
6. +6    +2     +2     +5    Expanded Curse
7. +7    +2     +2     +5    Paranormal Endurance (+1)
8. +8    +2     +2     +6   
9. +9    +3     +3     +6    Expanded Curse
10.+10   +3     +3     +7    Paranormal Endurance (+2)
11.+11   +3     +3     +7    Greater Curse
12.+12   +4     +4     +8    Expanded Curse
13.+13   +4     +4     +8    Paranormal Endurance (+3)
14.+14   +4     +4     +9    Unbreakable
15.+15   +5     +5     +9    Expanded Curse
16.+16   +5     +5     +10   Paranormal Endurance (+4)
17.+17   +5     +5     +10    Psychic Enervation
18.+18   +6     +6     +11    Expanded Curse
19.+19   +6     +6     +11    Paranormal Endurance (+5)
20.+20   +6     +6     +12    Dire Curse, Apotheosis

Code: [Select]
[b] Max Power Level Known  Powers Known  PP/Day[/b]
1.           1               1          0
2.           1               1          0
3.           1               2          0
4.           1               2          1
5.           2               3          3
6.           2               3          5
7.           2               4          7
8.           2               4          11
9.           3               5          15
10.          3               5          19
11.          3               6          23
12.          3               6          27
13.          4               7          35
14.          4               7          43
15.          4               8          51
16.          4               8          59
17.          5               9          67
18.          5               9          79
19.          5               10         91
20.          5               10         103

Weapon Proficiencies: A Hate-Ridden is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Power Points/Day:  A Hate-Ridden’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points in the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known:   A Hate-Ridden begins play knowing one power.   

Choose the powers known from the Hate-Ridden power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Hate-Ridden to learn powers from the lists of other classes.) A Hate-Ridden can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a Hate-Ridden can manifest in a day is limited only by her daily power points.

A Hate-Ridden simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Hate-Ridden powers is 10 + the power’s level + the Hate-Ridden’s Charisma modifier.

Maximum Power Level Known:   A Hate-Ridden begins play with no powers, but can learn some via Expanded Curse. He can however use his power points to fuel his Curse or any Feats that use PP.

To learn or manifest a power, a Hate-Ridden must have a Charisma score of at least 10 + the power’s level.  Manifester Level is equal to half your Hate-Ridden Level.

The Curse (Su): Whenever they take damage a Hate Ridden flies into a psychic rage that they normally repress.  If angry, or if he feels it necessary he can simply stop repressing his rage and give in.  This does not require an Action, but can only be done on the Hate-Ridden's turn.  If sufficiently provoked to anger the Hate-Ridden can also lapse into the Curse against their will if they fail a DC 15 Willpower Save.  When the Curse takes over a Hate-Ridden temporarily gains power, but he takes a -2 penalty to Will Saves. While Cursed, a Hate-Ridden cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, and Intimidate), nor can he manifest powers (with the Exception of the Expanded Curse ability) or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metapsionic feats.  During this time he is incoherent, and cannot communicate other than mindless screaming.  The Curse lasts for a number of rounds equal to 3 + the character’s Charisma modifier. A Hate-Ridden may not prematurely end his Curse.

When he enters the Curse the Hate-Ridden gains a specific boost depending on which form of hate overwhelms him:

The Brute gains a +4 to Str and Con, and a +2 Natural Armor Bonus to AC (this stacks with any Natural Armor Bonus the PC may have).

The Frenzy gains +4 Str, and a +2 Dodge Bonus to AC.  In addition he may teleport a distance equal to his land speed each round as a Movement Action, and attack afterward.  Effectively his land move converts to a teleport.

The Rampager gains +4 Str, and all attacks he make do an extra die of damage.  He also gains a +2 Morale Boost on Fort Saves.

The Wrathful gains +4 Cha, and +2 power points per Manifester Level.  These power points can be spent on Expanded Curse powers immediately, and if not expended by the end of the Curse they are lost.  If this would bring his power points below 0, they are set to 0 instead, and if the Hate-Ridden still suffers Psychic Enervation, he is Exhausted instead of Fatigued.  He also gains a +2 Morale Bonus on Fort Saves.

The Furious gains a +2 Insight Bonus to AC, all Saving Throws, and to Initiative rolls.

The Terrifying gains Frightful Presence.  Whenever you make an attack, opponents within 30 ft. must make a Willpower Save (Save DC is Cha based) or be Shaken 2d6 rounds.  Unlike normal this effects creatures equal to your Hit Dice or lower.  An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours.

The Antagonist does 1d6 untyped damage to anyone who successfully damages him with a ranged or melee attack.

The Hostile gains a Gaze Attack with a rage of 30 ft.  See the MM for details on Gaze Attacks.  Opponents who are in range must make a Willpower Save or be Stunned 1 round.

The Abhorred are difficult to hit.  All attack rolls against them have a 20% miss chance. 

The Abomination gains Fast Healing 3, and a +2 Bonus on Fortitude Saves.

The Spiteful manifests an Astral Construct for the duration of his Curse.

The Malevolent gains +4 Str, and a +2 Dodge Bonus to AC.  In addition he may teleport an opponent within 30 feet to a square adjacent to him if it fails a Willpower Save (Save DC is Charisma based) as a Move Action.

Psychic Enervation (Ex): At the end of the Curse's duration, the Hate-Ridden loses the Curse modifiers and restrictions and becomes Fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level Hate-Ridden, at which point this limitation no longer applies).   If he enters the Cursed state again before he can rest, the Fatigue is suspended for the duration of the Curse, but when it wears off the Hate-Ridden must make a DC 15 Fortitude Save or become Exhausted instead.

Bonus Feat: At 1st Level the Hate-Ridden may choose any Bonus Feat

Mettle (Ex): At 3rd level and higher, a Hate-Ridden can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Hate-Ridden does not gain the benefit of mettle.

Expanded Curse: At Levels 3, 6, 9, 12, 15, and 18 the Hate Ridden may choose a power he knows, and can now manifest it simultaneously as the Curse overtakes him.  The Power chosen must have a Range of Personal.  Normally Manifesting his Curse is no Action, but if he Manifests it with one additional Power at the same time, it know costs a Standard Action. 

Improved Mettle (Ex): Now you only take a partial effect/damage on a failed Fortitude Save.

Paranormal Endurance (Su): At Level 7 you gain a permanent +1 Deflection Bonus to AC.  This increases by +1 every 3 additional Levels.

Greater Curse (Su):
The Brute gains a +6 to Str and Con, a +3 Natural Armor Bonus to AC.

The Frenzy gains +6 Str, and a +3 Dodge Bonus to AC.  In addition, if he teleports adjacent to an opponent, that opponent is considered Flat-Footed against you only, until the beginning of your next turn.

The Rampager gains +6 Str, and all attacks he make do two extra die of damage.  He also gains a +3 Morale Boost on Fort Saves.

The Wrathful gains +6 Cha, and +3 power points per Manifester Level.  These power points can be spent on Expanded Curse powers immediately, and if not expended by the end of the Curse they are lost.  If this would bring his power points below 0, they are set to 0 instead, and if the Hate-Ridden still suffers Psychic Enervation, he is Exhausted instead of Fatigued.  He also gains a +3 Morale Bonus on Fort Saves.

The Furious gains a +3 Insight Bonus to AC, all Saving Throws, and to Initiative rolls.

The Terrifying lets loose a horrifying scream as a Free Action when it goes into it's Curse now.  This has the same effect as a Fear spell (caster level is equal to your manifester level).

The Antagonist does 2d6 untyped damage to anyone who successfully damages him with a ranged or melee attack.

The Hostiles gaze attack now Paralyzes opponents for 1 round if they fail a Save.

Attacks against the Abhorred now have a 50% miss chance.

The Abomination gains Fast Healing 5, and a +3 Bonus on Fortitude Saves.

The Spiteful's Astral Construct can choose one additional ability from any menu it has access to.

The Malevolent gains +6 Str, and a +3 Dodge Bonus to AC.  In addition if he successfully teleports an opponent to him, that opponent is considered Flat-footed against him until the beginning of your next turn.

Unbreakable (Ex): During episodes of the Curse, a Hate-Ridden of 14th level or higher gains a +4 bonus on Will saves to resist Powers from the Telepathy Discipline. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his Curse.

Dire Curse (Su):
The Brute gains a +8 to Str and Con, and a +4 Natural Armor Bonus to AC.

The Frenzy gains +8 Str, and a +4 Dodge Bonus to AC.  You may now teleport as a Swift Action, making a Full Attack at the end.

The Rampager gains +8 Str, and all attacks he make do three extra die of damage.  He also gains a +4 Morale Boost on Fort Saves.

The Wrathful gains +8 Cha, and +4 power points per Manifester Level.  These power points can be spent on Expanded Curse powers immediately, and if not expended by the end of the Curse they are lost.  If this would bring his power points below 0, they are set to 0 instead.  He also gains a +4 Morale Bonus on Fort Saves.

The Furious gains a +4 Insight Bonus to AC, all Saving Throws, and to Initiative rolls.

The Terrifying oozes an aura of sheer terror.  At the mere sight of you, the viewer must succeed on a Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by your fear aura for 24 hours. The save DC is Charisma-based.

The Antagonist does 3d6 untyped damage to anyone who successfully damages him with a ranged or melee attack.

The Hostiles gaze attack now Paralyzes opponents for 1 Minute if they fail a Save.

In addition to the percentile chance to miss it, the Abhorred now also gain a +2 Insight Bonus to AC.

The Abominations Fast Healing changes to Regeneration 5 (choose one form of damage you are vulnerable to when you gain this ability), and a +4 Bonus on Fortitude Saves.

The Spiteful's Astral Construct can choose two additional abilities from any menu it has access to.

The Malevolent gains +8 Str, and a +4 Dodge Bonus to AC.  In addition he may now teleport an opponent as a Swift Action.

Apotheosis (Ex): At 20th Level your Type changes to Outsider with the Native and Chaotic Subtypes.  You do not need to recalculate or change BAB, Hit Dice/Points, Skills, Saves, etc.  When using your Expanded Curse ability, you no longer manifest your Curse as a Standard Action, going back to manifesting it as no Action once again.

PLAYING A HATE-RIDDEN
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

HATE-RIDDEN IN THE WORLD
"I'd avoid the old man on fifth street if I were you.  Angering him is what cost me my legs..."
 The Hate-Ridden live a hard life.  Civilized peoples hate and fear them.  Less civilized and so-called savage races put them on a pedestal and expect too much of them.  Either way you will never live a normal life.
 Daily Life: Your day mostly consists of doing what any other individual in whatever profession you have chosen does, but with te addition of trying to maintain control over your Curse.
 Notables: The Old Man Who Lives in Fifth Street (Male Human CE Hate-Ridden 12) is a bitter old man who wants only to be left alone.  Ans since he seems nigh well immortal and unkillable most people do.  The exceptions rarely live.  Blacktooth (Male Orc CN Hate-Ridden 6/Frenzy 6) is a barely sentient killing machine even his own tribe leaves well enough alone.
 Organizations: Few organizations exist to help the Hate-Ridden, most exist to exploit them by feeding their Curse.  Men willing to kill, or driven to it by something they can't control are always in demand

NPC Reaction
 NPC's generally run screaming from you if they know what you are.

HATE-RIDDEN IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC HATE-RIDDEN

Hit Die: d10
Skills Points at Each  Level : 4 + int
Expanded Curse At Level 21 and every 3 Levels thereafter the Hate Ridden may choose a new power from the Hate-Ridden Power List that he can manifest as the Curse overtakes him.
Paranormal Endurance At Level 22 and every 3 Levels thereafter your Deflection Bonus to AC improves by 1.
Powers The Hate-Ridden’s manifester level is equal to her class level. The Hate-Ridden’s base power points do not increase after 20th level.
Psicrystal The epic Hate-Ridden’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Bonus Feats: The Epic Hate-Ridden gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: September 04, 2015, 02:42:31 AM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #2 on: April 26, 2015, 06:39:36 PM »
MISSIONARY  aka Divine Mind


   
"Let eloquence be flung to the dogs rather than souls be lost. What we want is to win souls. They are not won by flowery speeches."

 Missionaries are psychic warriors who are also religious zealots.  Much like the more common Paladin, they have bent their talents to the military service of whichever religious organization they have joined.  Unlike the Paladins, they are far more varied, and cling to religious dogma more than any code of honor. 

MAKING A MISSIONARY
 Initially you will be little more than any other religiously inclined Fighter, but eventually your psychic powers will begin to come into play.
 Abilities: Most of your powers key off Wisdom, so it takes top priority.  Since you will likely be combat oriented, your physical stats will need to be decent, as will your Charisma if you wish to make use of Dismissal.
 Races: Missionaries are prominent in any psionically capable race, but particularly those with strong religious inclinations.
 Alignment: Missionaries must be within one alignment step of their deity.
 Starting Gold: As Paladin
 Starting Age: As Paladin

Class Skills
 The Missionaries class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (psionics) (Int), Knowledge (religion) (Int), Profession (Wis), Psicraft (Int), Ride (Dex), and Swim (Str).
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Psychic Aura 10 ft., Divinatory Gaze
2. +1    +0     +0     +3    Divine Grace, Divine Health
3. +2    +1     +1     +3    Improved Aura, Pyschic Healing
4. +3    +1     +1     +4    Dismissal
5. +3    +1     +1     +4    Psychic Aura 20 ft., Ectopic Ally
6. +4    +2     +2     +5    Psychic Healing, Change Aura as a Move Action
7. +5    +2     +2     +5    Dismissal
8. +6    +2     +2     +6   
9. +6    +3     +3     +6    Psychic Healing
10.+7    +3     +3     +7    Psychic Aura 30 ft., Second Aura
11.+8    +3     +3     +7    Dismissal
12.+9    +4     +4     +8    Psychic Healing, Change Aura as a Swift Action
13.+9    +4     +4     +8   
14.+10   +4     +4     +9   
15.+11   +5     +5     +9    Psychic Healing, Psychic Aura 40 ft.
16.+12   +5     +5     +10   
17.+12   +5     +5     +10   
18.+13   +6     +6     +11    Psychic Healing
19.+14   +6     +6     +11   
20.+15   +6     +6     +12   Psychic Aura 50 ft., Third Aura


Code: [Select]
[b] Max Power Level Known  Powers Known  PP/Day[/b]
1.           0               0          0
2.           0               0          0
3.           0               0          0
4.           1               1          1
5.           1               1          3
6.           1               1          5
7.           1               1          7
8.           2               2          11
9.           2               2          15
10.          2               2          19
11.          3               3          23
12.          3               3          27
13.          3               3          35
14.          4               5          43
15.          4               5          51
16.          4               6          59
17.          4               7          67
18.          4               8          79
19.          4               11         91
20.          4               12         103

Weapon Proficiencies: Missionaries are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields)

Power Points/Day:  A Missionaries ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2–1: Ability Modifiers and Bonus Power Points, EPH18). His race might also provide bonus power points per day, as might certain feats and items. A 1st- through 3rd-level Missionary gains no power points for his class levels; his bonus power points (if he is entitled to any) become available when he begins to accrue the power points provided by his class at 4th level. 

Powers Known: A Missionary begins play without knowing any powers.  Beginning at 4th level, he learns one power from the Missionary list of the player's choice. As he goes up in level, he continues to unlock knowledge of new powers as shown on the Missionary class table.  At each level, a Missionary gains one additional power (if available) from his chosen deity that does not count toward the maximum amount of powers known.  Through 3rd level, a Missionary has no caster level. At 4th level and higher, her manifester level is one-half her Missionary level. A Missionary can manifest any power he knows that has a power point cost equal to or lower than his manifester level.  A Missionary simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.  The Difficulty Class for saving throws against Missionary powers is 10 + the power's level + the Missionaries Wis modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.

Maximum Power Level Known: A Missionary begins play without the ability to learn powers. At 4th level, he gains the ability to learn 1st-level powers, As he attains higher levels, he gains the ability to master more complex powers—for example, an 8th-level Missionary can learn powers of 2nd level or lower, an 11th-level divine mind can learn powers of 3rd level or lower, and so on.  To learn or manifest a power,
a Missionary must have a Wisdom score of at least 10 + the power's level. For example, a Missionary with a Wisdom score of 13 can manifest powers of 3rd level or lower (if he is at least 11th level)

Psychic Aura (Su): All Missionaries know three basic auras: attack, defense, and perception (see below). In addition, your chosen deity adds a specialized aura to your options. You chose one aura to manifest, and its benefits take effect in a radius around you as shown above (1o ft. initially). Most auras affect either you and your allies or just your enemies. As you become more powerful, your aura spreads to encompass a wider area. If you deity gives multiple options, you chose which aura to manifest when you meditate. You can change your Aura as a Standard Action (This changes to a Move Action at 6th Level and a Swift Action at 12th Level). At 10th level, you can have two auras active at the same time; at 20th level, you can have three active auras.  In addition your Aura corresponds to your Deities Alignment for purposes of Detect Chaos/Evil/Good/Law spells.  This ability functions while the Missionary is conscious, but not if she is unconscious or dead.

Attack:  You and all allies within your aura gain a +1 morale bonus on attack rolls and damage rolls. This bonus increases by 1 for every five class levels you have.

Defense: You and all allies within your aura gain a +1 morale bonus to Armor Class. This bonus increases by 1 for every five class levels you have.
 
Perception: You and all allies within your aura gain a +2 morale bonus on Initiative, Listen, and Spot checks. This bonus increases by 1 for every five class levels you have.

Divinatory Gaze (Ps): At 1st Level you may choose to Manifest one of the following as a Psilike Ability: Detect Chaos, Detect Evil. Detect Good, Detect Law.  You are limited in your choice by the Alignment of your deity (for example if your deity is Gruumsh (CE) you can choose Detect Good or Detect Law).   Manifester Level for this ability is equal to your Missionary Level.

Divine Grace (Su): At 2nd level, a Missionary gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Health (Ex): At 2nd level, a Missionary gains immunity to all diseases, including supernatural and magical diseases.

Improved Aura (Su): Beginning at 3rd level, a Missionary is immune to fear (magical or otherwise). Allies inside his Psychic Aura gain a +4 morale bonus on saving throws against fear effects as well.

Pyschic Healing (Su): At 3rd Level you may heal an Ally by touching him as a Standard Action.  At 3rd Level you can heal 1d8 hit points, plus 1 point per Manifester Level (maximum +5) for 1 power point.  At 6th Level you may x.  At 9th Level the power point cost increases to 3 points, but you can heal 2d8 hit points plus 1 per Manifester Level (maximum +10).  At 12th Level the power point cost increases to 5, but you can heal 3d8 hit points plus 1 per Manifester Level (maximum +15).  At 15th Level the power point cost increases to 7, but you can heal 4d8 hit points plus 1 per Manifester Level (maximum +20).  At 18th Level you may expend 5 points to effectively cast Restoration instead (Caster Level is equal to Manifester Level.  If you are low on power points you may still use a lesser version from earlier levels instead

Dismissal (Su): At 4th Level as a Standard Action you can expend 7 power points to Dismiss any Undead or Outsider whose Alignment opposes yours.  Both you and the opponent roll 1d20 plus half your Hit Dice plus Charisma Modifier.  If you have the higher roll, your opponent cannot approach within 10 ft. of you, or if it is an Outsider possessing a host you may force it from their body.  At 7th Level you can force the opponent to flee for 1d6 rounds.  At 11th Level, if it is an Outsider you may send it back to it's Plane of origin.  Undead flee for 2d6 rounds, in addition to taking a -2 to AC, attack and damage rolls, and skill checks for 1 hour.

Ectopic Ally (Ps): At 5th Level the Divine Mind gains Astral Construct as a Psilike Ability.  At 5th Level you can create your Construct a number of times per day equal to your Charisma Modifier, and it has 3 Hit Dice.  At Levels 7, 9, 11, 13, 15, 17, and 19 it gains an additional Hit Die.

PLAYING A MISSIONARY
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

MISSIONARIES IN THE WORLD
"That one worships odd Gods.  A healer he may be, but I'd steer clear of him if I were you."
 Missionaries are often viewed through the lens of their religious belief.  If their religion is popular and respected, so are they,  If not...well they're probably keeping themselves well hidden.
 Daily Life: Much of your day is given to your ritual devotions, preaching to the believer and unbeliever alike, and defending your faith from it's enemies.
 Notables: Brother Justin (Male Human LG Missionary 12) is one of the preeminent evangelists spreading the faith of Hoar.  Sister Agatha (Female Human CN Missionary 6/Sacrificer 6) is a priestess of Ka'r'rga, and in charge of making sacrifices to him.
 Organizations: Missionaries sometimes join specific religious order within their Church, or perhaps some Guild aligned with it (for example a Blacksmith's Guild if they worship the God of Smithing).  Most are too devoted to their Church to belong to an outside distraction.

NPC Reaction
 How NPC's see you is heavily influenced by how they perceive your religion.  If they don't like it, odds are they don't like you either.

MISSIONARIES IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC MISSIONARY

Hit Die: d10
Skills Points at Each  Level : 2 + int
Powers An epic Missionaries manifester level is equal to half his Missionary Level. A Missionaries base power points do not increase after 20th level (except through the use of epic feats).  Beginning at Level 25 and every 5 Levels thereafter he may learn a new power from the Missionary list.
Psicrystal The epic Missionaries psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Aura At Level 23 and every 5 Levels thereafter the radius of your Aura increases by 10 ft.
Ectopic Ally Beginning at Level 21 and every 2 Levels thereafter your Ectopic Ally gains one Hit Dice.
Bonus Feats: The Epic Missionary gains a Bonus Feat every x levels higher than 20th
« Last Edit: September 04, 2015, 03:01:28 AM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #3 on: May 09, 2015, 02:10:43 AM »
SOUL BLADE


   
"The most powerful weapon on Earth is the Soul."

 Soul Blades are unusual psychic warriors whose powers seem centered around an idealized weapon they can form from pure psychic energy.  Despite the name this does not need to be a blade, or even a melee weapon.  Many of them quite literally believe the weapon is a manifestation of their own soul, though scholars insist this is open to debate.

MAKING A SOUL BLADE
 Soul Blades vary widely in their ideologies, and often seem to feel as if they have some sort of destiny due to their inborn abilities.  Sometimes this is not necessarily a good thing.
 Abilities: Your powers Key off Cha, and as a combatant your physical abilities should be fairly high as well.
 Races: Soul Blades aren't common among any race, and seem more of an exception than anything else.
 Alignment: Soul Blades have no Alignment restrictions.
 Starting Gold: As Fighter.
 Starting Age: As Fighter.

Class Skills
 The Soul Blade's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    Soul Blade
2. +2    +0     +0     +3    Protected Soul
3. +3    +1     +1     +3    Soul Smite +1d8
4. +4    +1     +1     +4    +1 Soul Blade
5. +5    +1     +1     +4    Enhanced Smite +1
6. +6    +2     +2     +5    Enhanced Soul Blade +1
7. +7    +2     +2     +5    Soul Smite +2d8
8. +8    +2     +2     +6    +2 Soul Blade
9. +9    +3     +3     +6    Enhanced Smite +2
10.+10   +3     +3     +7    Enhanced Soul Blade +2
11.+11   +3     +3     +7    Soul Smite +3d8
12.+12   +4     +4     +8    +3 Soul Blade
13.+13   +4     +4     +8    Enhanced Smite +3
14.+14   +4     +4     +9    Enhanced Soul Blade +3
15.+15   +5     +5     +9    Soul Smite +4d8
16.+16   +5     +5     +10   +4 Soul Blade
17.+17   +5     +5     +10    Enhanced Smite +4
18.+18   +6     +6     +11    Enhanced Soul Blade +4
19.+19   +6     +6     +11    Soul Smite +5d8
20.+20   +6     +6     +12   +5 Soul Blade

Code: [Select]
[b] Max Power Level Known  Powers Known  PP/Day[/b]
1.           1               1          0
2.           1               2          1
3.           1               3          3
4.           2               4          5
5.           2               5          7
6.           2               6          11
7.           3               7          15
8.           3               8          19
9.           3               9          23
10.          4               10         27
11.          4               11         35
12.          4               12         43
13.          5               13         51
14.          5               14         59
15.          5               15         67
16.          6               16         79
17.          6               17         91
18.          6               18         103
19.          6               19         115
20.          6               20         127


Weapon Proficiencies: Soul Blades are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day:  A Soul Blade’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points in the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known:   A Soul Blade begins play knowing one power.  Each time he unlocks a new Level he learns one or more new power from the Soul Blade list.

Choose the powers known from the Soul Blade power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Soul Blade to learn powers from the lists of other classes.) A Soul Blade can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a Soul Blade can manifest in a day is limited only by her daily power points.

A Soul Blade simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Soul Blade powers is 10 + the power’s level + the Soul Blade’s Charisma modifier.

Maximum Power Level Known:   A Soul Blade begins play with the ability to learn 1st Level powers.

To learn or manifest a power, a Soul Blade must have a Charisma score of at least 10 + the power’s level. 
 
Soul Blade (Su): As a Swift Action, a Soul Blade can create a semisolid blade composed of his own soul. The blade is identical in all ways (except visually) to any melee or ranged weapon he is proficient with. It acts in all ways as a weapon of that type.  You may change it from one weapon to another once per round as a Move Action.  Instead of using your Str or Dexterity Modifier for attack and damage rolls use your Cha Modifier (ranged weapons get your Cha Modifier to damage rolls as well).

The Soul Blade can be broken (it has hardness and hit points equal to your Soul Blade Level, minimum of 10); however, a Soul Blade can simply create another on his next action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction, and it effects Incorporeal targets as if it were a Ghost Touch Weapon.

A Soul Blade can use feats such as Power Attack or Combat Expertise in conjunction with the Soul Blade just as if it were a normal weapon. He can also choose Soul Blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Soul Blade.

A Soul Blade’s Soul Blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the Soul Blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), a Soul Blade can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Soul Blade maintains his Soul Blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the Soul Blade vanishes. As a Swift action on his turn, the Soul Blade can attempt a new Will save to rematerialize his Soul Blade while he remains within the psionics negating effect.

Protected Soul (Ex): At 2nd Level the Soul Blade gains a +2 on Saves vs Ability Damage or Drain, Death Effects, or Energy Drain.

Soul Smite (Su):  As a move action, a Soul Blade of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next target he successfully hits with an attack. On a successful Critical hit the Soul Blade can choose to do normal damage, and convert the bonus damage from his Soul Smite to temporary Ability Damage to either Int, Wis or Cha.  The amount of damage done is equal to the number of dice of bonus damage he gives up (i.e. if he foregoes +2d8 smite damage, he does 3 ability damage.

A Soul Blade deals this extra damage only once when this ability is called upon, but a Soul Blade can imbue his Soul Blade with psychic energy again by taking another move action.

Once a Soul Blade has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Soul Blade drops the Soul Blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the Soul Blade next materializes it.

At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Soul Blade’s psychic strike increases as shown on the Table above.

Enhanced Soul Blade (Su):  Beginning at 6th level, you can use a standard action to cast any touch power you know and deliver the power through your Soul Blade with an attack. Manifesting a power in this manner does not provoke attacks of opportunity. The power must have a manifesting time of 1 standard action or less. If the attack is successful, the attack deals damage normally; then the effect of the power is resolved.

Beginning at 10th level, you can manifest one power each day as a swift action, so long as the manifesting time of the power is 1 standard action or less.  You may use this twice a day at 18th Level.

At 14th level, you can manifest any touch power you know as part of a full attack action, and the power affects each target you hit in combat that round. Doing so discharges the power at the end of the round, in the case of a touch power that would otherwise last longer than 1 round.


Enhanced Smite (Su): At 5th Level a successful Smite Attack does +1 damage per die.  If you perform a successful Critical, and wish to do Ability damage, you do an additional point (i.e. if you did 3 Int in damage you now do 4).  This increases to +2 at Level 9, +3 at Level 13, and +4 at Level 17.


PLAYING A SOUL BLADE
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

SOUL BLADES IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

SOUL BLADES IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC SOUL BLADE

Hit Die: d10
Skills Points at Each  Level : 4 + int
Soul Blade At Level 25 and every 5 Levels thereafter the enhancement Bonus on your Soul Blades attack and damage rolls increases by +1.
Enhanced Soul Blade At Level 22 and every 4 Levels thereafter
Soul Smite At level 23 and every 4 Levels thereafter your Soul Smite gains +1d8 damage.
Powers The epic Soul Blade’s manifester level is equal to her class level. The Soul Blade’s power points and powers known do not increase after 20th level (except through the use of epic feats).
Psicrystal The epic Soul Blade’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Bonus Feats: The Epic Soul Blade gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: September 03, 2015, 09:08:42 PM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #4 on: May 12, 2015, 01:37:07 AM »
ABERRANT (i.e. the wilder)


   
"Some people never go crazy, What truly horrible lives they must live."

 Some psychics are lucky.  They are born into good families who understand their child is special.  They have mentors to tutor them in the use of their gifts, and to help counsel them when things are dark.  The Aberrants are not those pyshics.  Often cast out into exile, or having fled before they could be murdered, the Aberrants rarely have friends or family, or even a safe place to sleep.  Many are victims of psychic surgery used to give them abilities they initially have no control over, or whose bloodline has mingled with that of inhuman entities.  Some are given exorcisms, alchemical poisons, or even torture in order to drive out their 'demons'' or get them under control.  The result is often a paranoid recluse with little emotional stability, and a willingness to kill you before you can cause them any perceived harm.

MAKING AN ABERRANT
 Aberrants are quite variable, but they all share one common problem: they are outcasts from society.  You will want to be self-sufficient due to the paranoia with which people regard you.
 Abilities: Cha is your key manifesting stat.  To protect yourself, a high Dex and Wis are good secondary choices.
 Races: Aberrants are more commonly made than born, they are rare due to the circumstances necessary to create one.
 Alignment: In theory Aberrants can be any alignment, but due to the discrimination they receive (and the massive emotional damage done to them from past events) it is unlikely they will be Good or Lawful.
 Starting Gold: As Sorcerer.
 Starting Age: As Sorcerer.

Class Skills
 The Aberrant's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).  An Aberrant also gains a skill depending on her choice of Malady: 

Medium (Clairsentience) Knowledge (Religion)(Int)
Oracle (Clairsentience) Knowledge (Arcana)(Int)
Possessed (Metacreativity) Hide (Dex)
Haunted (Metacreativity) Move Silently (Dex)
Maniac (Psychokinesis) Disable Device (Int)
Bedeviled (Psychokinesis) Open Lock (Dex)
Faith Healer (Psychometablism) Heal (Wis)
Deviant (Psychometabolism)Knowledge (Local)(Int)
Vagrant (Psychoportation) Survival (Wis)
Thief (Psychoportation) Sleight of Hand (Dex)
Witch (Telepathy) Diplomacy (Cha)
Delusional (Telepathy) Search (Int)

Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Stress Induced Destruction
2. +1    +0     +0     +3    Paranoia
3. +2    +1     +1     +3    Stress Induced Destruction
4. +3    +1     +1     +4    Vicious Lunatic +1
5. +3    +1     +1     +4    Volatile Mind +1
6. +4    +2     +2     +5   
7. +5    +2     +2     +5    Stress Induced Destruction
8. +6    +2     +2     +6   
9. +6    +3     +3     +6    Volatile Mind +2
10.+7    +3     +3     +7   
11.+8    +3     +3     +7    Stress Induced Destruction
12.+9    +4     +4     +8    Vicious Lunatic +2
13.+9    +4     +4     +8    Volatile Mind +3
14.+10   +4     +4     +9   
15.+11   +5     +5     +9    Stress Induced Destruction
16.+12   +5     +5     +10   
17.+12   +5     +5     +10    Volatile Mind +4
18.+12   +6     +6     +11   
19.+13   +6     +6     +11    Stress Induced Destruction
20.+15   +6     +6     +12   Vicious Lunatic +3, Madman

Code: [Select]
[b] Max Power Level Known  Powers Known  PP/Day[/b]
1.           1               1          2
2.           1               2          6
3.           1               3          11
4.           2               4          17
5.           2               5          25
6.           3               6          35
7.           3               7          46
8.           4               8          58
9.           4               9          72
10.          5               10         88
11.          5               11         106
12.          6               12         126
13.          6               13         147
14.          7               14         170
15.          7               15         195
16.          8               16         221
17.          8               17         250
18.          9               18         280
19.          9               19         311
20.          9               20         343


Weapon Proficiencies: Aberrants are proficient with all simple weapons, with light armor, and with shields (except tower shields).
 
Power Points/Day: An Aberrant’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given above. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: An Aberrant begins play knowing one Aberrant power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.

Choose the powers known from the Aberrant power list or the list for your appropriate malady. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow an Abberant to learn powers from the lists of other classes.) An Aberrant can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers an Aberrant can manifest in a day is limited only by her daily power points.

An Aberrant simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Aberrant powers is 10 + the power’s level + the Aberrant’s Charisma modifier.

Maximum Power Level Known: An Aberrant begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

To learn or manifest a power, an Aberrant must have a Charisma score of at least 10 + the power’s level.

Malady: Every Aberrant must decide at 1st level which Malady he will suffers from. Choosing a Malady provides an Aberrant with access to the class skills associated with that Malady, as well as the powers restricted to that Malady. However, choosing a Malady also means that the Aberrant cannot learn powers that are restricted to other Maladies. He can’t even use such powers by employing psionic items.  Each Level the Aberrant learns one Power from his Malady list whose Level he can currently Manifest (this does not count towards the maximum number of powers known).  Mediums are Aberrants who can contact other Planes or the Dead, and who risk being possessed or having their spirit broken in return for seeking such knowledge.  Oracles are suicidally depressed madmen who can see the future at the cost of their sanity.  The Possessed manifest ectoplasm in their vicinity, often unwillingly, causing other people to believe an entity possesses them.  The Haunted conjure forth an Astral Construct who fulfills their unwanted desires, often causing trouble.  Maniacs are fire starters, capable of unleashing large blasts of energy with little control over them.  The Bedeviled have powerful Telekinesis, but little self restraint.  Faith Healers use their powers to heal others illnesses (or at least give the semblance of healing), and are often frauds posing as clergy.  Deviants are the unfortunate recipients of horrifying psychic surgeries to give them powers, or have  had their bloodline mingled with inhuman monsters.  Vagrants favor using teleportation to get themselves out of the troubles they inevitably find themselves in.  Thieves use their psychoportation abilities to teleport objects away from others.  Witches are capable of reading the minds of others and bending them to their will.  Delusionals are people who have broken from reality, and are able to manifest their own personal hallucinations on others.

Stress Induced Destruction (Su):  When under severe duress (being attacked, being required to make a Saving throw, suffering any form of pain or strong emotion etc), the Aberrant temporarily becomes more powerful.  She gains +1 to her manifester level with that manifestation of the power, as long as it is from her Malady list. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the SID.   Level-dependent power effects are also improved, depending on the power an Aberrant manifests with her SID.  This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).   At 3rd level, an Aberrant can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.  In all cases, the SID effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the Aberrant’s power point reserve.  The episode of Stress Induced Destruction lasts for 3 rounds plus one round per point of Charisma Modifier.  At the end of this fit of psychotic rage the Aberrant is Fatigued for the remainder of the encounter.

Paranoia (Ex): Paranoia has kept you alive when nothing else could.  You gain an Insight Bonus to AC and Initiative rolls equal to your Wis Modifier.

Vicious Lunatic (Ex):   Starting at 4th level, when an Aberrant uses her Stress Induced Destruction ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her emotions.

At 12th level, the morale bonus on an Aberrant’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.

Volatile Mind (Ex): The force of the Aberrant's mental derangement makes Manifesting Powers on them difficult without their consent.  When any power is manifested on an Aberrant of 5th level or higher that uses the same discipline as their Malady, the manifester of the power must pay 1 power point more than he otherwise would have spent.  Thieves would get this with Psychoportation powers for example, and Witches would get it for Telepathy.

The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The Aberrant’s volatile mind can force the manifester of the appropriate power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.

At 9th level, the penalty assessed against powers manifested on an Aberrant is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.

As a standard action, an Aberrant can choose to lower this effect for 1 round.

PLAYING AN ABERRANT
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

ABERRANTS IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

ABERRANTS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC ABERRANT

Hit Die: d6
Skills Points at Each  Level : 4 + int
Powers The epic Aberrant’s manifester level is equal to her class level. The Aberrant’s power points and powers known do not increase after 20th level (except through the use of epic feats).
Psicrystal The epic Aberrant’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Stress Induced Destruction The epic Aberrant’s SID continues to increase after 20th level. At 23rd level and every four levels higher than 23rd, the SID continues to gain an additional +1 boost to manifester level when used (+7 at 23rd, +8 at 27th, and so on).
Vicious Lunatic The Aberrant’s Vicious Lunatic progression continues past 20th level. At 28th level and every eight levels higher than 28th, the morale bonus on her attack rolls, damage rolls, and saving throws increases by 1 (+4 at 28th, +5 at 36th, and so on).
Volatile Mind The epic Aberrant’s volatile mind ability continues to increase. At 21st level and every four levels higher than 21st, the penalty assessed against powers manifested on the Aberrant is increased by 1 power point (5 points at 21st, 6 points at 25th, and so on).

Bonus Feats: The Epic Aberrant gains a Bonus Feat every x levels higher than 20th
« Last Edit: September 03, 2015, 09:11:18 PM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #5 on: May 13, 2015, 02:51:07 AM »
ZEALOT (aka the ardent)


   
"The only way to predict the future is to have power to shape the future."

 Zealots have undergone psychic surgery willingly in order to gain power, at the expense of being beholden to an entity or organization that trains them.  Usually they are culled from the ranks of the disenfranchised, fed some form of ideology that plays into their personal misfortunes or fears, and promised power in exchange for obedience.  Not all of them are necessarily bad, but they are zealots in every sense of the word, and occasionally even the most Good among them over reach.

MAKING A ZEALOT
 Given your fanatic partisanship, people will either love or hate you.  Learn to either be a good liar or self-sufficient, and always make sure there is more than one exit to any building you enter.
 Abilities: Charisma is your key Invoking stat.  Given that you will likely be doing a bit of fighting, good physical scores are also a must.
 Races: Zealots are chosen from among the Humanoid races fairly equally.  It all rather depends on what is doing the choosing.
 Alignment: Zealots can be any Alignment, but they tend to flock to the extremist ones.
 Starting Gold: As Warlock.
 Starting Age: As Warlock.

Class Skills
 The Zealot's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Any)(Int), Profession (Wis), Psicraft (Int), Use Psionic Device (Cha).   
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Devotions (1), Psionic Invocations (Least), Weapon of the Master (1d6)
2. +1    +0     +0     +3    Detect Psionics
3. +2    +1     +1     +3    Devotions (2), Weapon of the Master (2d6)
4. +3    +1     +1     +4    Deceive Item
5. +3    +1     +1     +4    Weapon of the Master (31d6)
6. +4    +2     +2     +5    Psionic Invocations (Least or Lesser)
7. +5    +2     +2     +5    Devotions (3), Weapon of the Master (4d6)
8. +6    +2     +2     +6    Enlightened State
9. +6    +3     +3     +6    Weapon of the Master (5d6)
10.+7    +3     +3     +7    Resistance
11.+8    +3     +3     +7    Psionic Invocations (Least, Lesser or Greater), Devotions (4), Weapon of the Master (1d6)
12.+9    +4     +4     +8    Imbue Item
13.+9    +4     +4     +8    Enlightened State
14.+10   +4     +4     +9    Weapon of the Master (61d6)
15.+11   +5     +5     +9    Devotions (5)
16.+12   +5     +5     +10   Psionic Invocations (Least, Lesser, Greater, or Dark)
17.+12   +5     +5     +10    Weapon of the Master (7d6)
18.+13   +6     +6     +11    Enlightened State
19.+14   +6     +6     +11    Devotions (5)
20.+15   +6     +6     +12    Resistance, Weapon of the Master (8d6)

Code: [Select]
[b]  Invocations Known  PP/Day[/b]
1.           1               0         
2.           2               0         
3.           2               0         
4.           3               1         
5.           3               3         
6.           4               5         
7.           4               7         
8.           5               11         
9.           5               15         
10.          6               19         
11.          7               23         
12.          7               27         
13.          8               35         
14.          8               43           
15.          9               51         
16.          10              59         
17.          10              67         
18.          11              79         
19.          11              91         
20.          12              103         


Weapon Proficiencies: Zealots are proficient with all simple weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day: A Zealot’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-3rd level Zealot gains no power points for his class level, but he gains bonus power points (if he is entitled to any).  He can use these for Feats allowing him to spend power points, or if he gains the Expanded Learning Feat he may use them to manifest the Power he learns from that Feat.

Psionic Invocations (Ps): A Zealot does not manifest powers as other wielders of psionic powers do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as psionic invocations that require him to focus the talents his Master has taught him. A Zealot can use any invocation he knows at will, with the following qualifications:

A Zealot's invocations are psi-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a power can be ruined during manifesting. A Zealot is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a manifester would be. A Zealot can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A Zealot's invocations are subject to power resistance unless an invocation's description specifically states otherwise. A Zealot's manifester level with his invocations is equal to his Zealot level.  When a psionic invocation mimics an existing power, use the psionic invocation's effective power level to determine the base power point cost instead of the power's normal level when determining how much the power is augmented (although you may still use invocations whose levels would imply a power point cost greater than your manifester level). As psi-like abilities, your psionic invocations are otherwise always treated as if you had spent a number of power points equal to your manifester level when you manifest them.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Zealot's Charisma modifier. Since psi-like abilities are not actually powers, a Zealot cannot benefit from the {sionic Endowment feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metapsionic effects for psi-like abilities, see the Feats section.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A Zealot begins with knowledge of one invocation, which must be of the lowest grade (least). As a Zealot gains levels, he learns new invocations, as summarized on the advancement table and described below.

At any level when a Zealot learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a Zealot can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a Zealot can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a Zealot can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).

Zealots can qualify for some prestige classes usually intended for manifesters; see Zealots and Prestige Classes below for details.

Devotions: Devotions are Psionic gifts to the Zealot from his Master.  When choosing a Psionic Invocation a Zealot may choose from either the Zealot List, or the List of any of his Devotions.

Weapon of the Master (Ps): The first ability a Zealot learns is Weapon of the Master. A Zealot attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.

A Weapon of the Master is a 'weapon' of psionic energy. It is a melee touch attack that affects a single target, allowing no saving throw. Regardless of appearance a Weapon of the Master deals 1d6 points of damage at 1st level and increases in power as the Zealot rises in level. A Weapon of the Master is the equivalent of a 1st-level spell. If you apply a weapon shape or psychic essence invocation to your Weapon of the Master, your  Weapon of the Master uses the level equivalent of the shape or essence.  Attacking with the weapon is a Full ROund Action, but you do get iterative attacks with it once you get them

A Weapon of the Master is subject to power resistance, although the Power Penetration feat and other effects that improve manifester level checks to overcome power resistance also apply to Weapon of the Master. A Weapon of the Master deals half damage to objects. Metapsionic feats cannot improve a Zealot's Weapon of the Master (because it is a psi-like ability, not a power). However, the feat Ability Focus (Weapon of the Master) increases the DC for all saving throws (if any) associated with a Zealots Weapon of the Master by 2.  Also Feats that affect Psi-Like Abilities can apply to it, as well as Psionic Feats that affect weapons, such as Psionic Weapon.

Detect Magic (Ps): Beginning at 2nd level, a Zealot can use Detect Psionics at will as a Psi-Like Ability. His Manifester level equals his class level.

Deceive Item (Ex): At 4th level and higher, a Zealot has the ability to more easily commandeer psionic items made for the use of other characters. When making a Use Psionic Device check, a Zealot can take 10 even if distracted or threatened.

Enlightened State (Su): At 8th Level, once per day as a Free Action the Zealot can enter an Enlightened State for a period of 2 Minutes.  During this time it gains a +1 Insight Bonus to AC and Initiative Checks.  This increases to +2 at Level 13, and +3 at Level 18.

Resistance (Su): At 10th Level you gain immunity to any one of the following:  Ability Damage, Ability Drain,  Charms and Compulsions, Disease and Poisons, Energy Drain, Fear and Morale Effects, Fatigue and Exhaustion, Stunning, Paralysis, Petrification or Polymorph.  At 20th Level you may choose another item from the list to gain immunity to.

Imbue Item (Su): A Zealot of 12th level or higher can use his psionic powers to create psionic items, even if he does not know the powers required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Psionic Device check (DC 15 + power level) in place of a required power he doesn't know or can't manifest.

If the check succeeds, the Zealot can create the item as if he had manifested the required power. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Psionic Device check for that power until he gains a new level.
 
PLAYING A ZEALOTS
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

ZEALOTS IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

ZEALOTS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC ZEALOT

Hit Die: d6
Skills Points at Each  Level : 4 + int
Psionic Invocations The epic Zealots manifester level is equal to his class level. He does not learn additional invocations.
Psicrystal The epic Zealot’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Weapon of the Master An epic Zealot's Weapon of the Master damage increases by 1d6 at every even-numbered level higher than 20th (10d6 at 22nd, 11d6 at 24th, and so on).
Bonus Feats: The Epic Zealot gains a Bonus Feat every 3 levels higher than 20th


ZEALOTS AND PRESTIGE CLASSES
Zealots benefit in a specific way from prestige classes that have "+1 level of existing manifesting class" as a level advancement benefit. A Zealot taking levels in such a prestige class does not gain any of his class abilities, but he does gain an increased manifester level when using his invocations and increased damage with his Weapon of the Master. Levels of prestige classes that provide +1 level of manifeststing effectively stack with the warlock's level to determine his Weapon of the Master damage (treat his combined manifester level as his Zealot class level when looking at the advancement table to determine Weapon of the Master damage) and his Weapon of the Master manifster level (half his total caster level from his Zealot levels and his levels in the prestige class that grant him an increased manifesting level). A Zealot also gains new invocations known at these prestige class levels as though he had gained a level in the Zealot class.

A Zealot cannot qualify for prestige classes with manifesting level requirements, as he never actually learns to manifest powers. However, prestige classes with manifester level requirements, such as the Metamind, are well suited to the Zealot. A Zealot's manifester level for his invocations fulfills this requirement.
« Last Edit: September 03, 2015, 09:14:50 PM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #6 on: May 14, 2015, 02:54:22 AM »
BATTLEMIND aka Psychic Warrior


   
"Once we have a war there is only one thing to do. It must be won. For defeat brings worse things than any that can ever happen in war."

 Battleminds are psionically powered individuals who are caught at a young age, and indoctrinated into the local military.  They are warriors above all, and have a mindset quite different from most manifesters.  They see the development of their psychic abilities not as a goal unto itself, but a tool to aid them in battle.

MAKING A BATTLEMIND
 Battleminds are not generalists.  They specialize in a specific tactic, and then branch out from there to other disciplines which will support that tactic.
 Abilities: Wisdom is your Key manifesting stat, your secondary choices will depend on your fighting style (but will most likely be Str, Dex or Con).
 Races: Humans tend to have a marked preference for Battleminds, but they are found in all races.
 Alignment: Any.
 Starting Gold: As Fighter.
 Starting Age: As Fighter.

Class Skills
 The Battlemind's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (psionics) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).  Additional Skills are available depending on the Battleminds Military Occupational Specialty.

Aegis (Metacreativity) Spot (Wis)
Amplifier (Psychometabolism) Use Psionic Device (Cha)
Beckoner (Metacreativity) Spot (Wis)
Blocker (Clairsentience) Listen or Spot (Wis)
Commander (Telepathy) Diplomacy (Cha)
Elocator (Psychoportation) Tumble (Dex)
Ordnance (Psychokinesis) Spot (Wis)
Overseer (Psychokinesis) Spot (Wis)
Partisan (Psychometabolism) Intimidate (Cha)
Seditionist (Telepathy) Bluff (Cha)
Spoiler (Psychoportation) Spot (Wis)
Vanguard (Clairsentience) Listen or Spot (Wis)

Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    Military Occupational Specialty
2. +2    +0     +0     +3    Bonus Feat
3. +3    +1     +1     +3    Military Occupational Specialty
4. +4    +1     +1     +4    Bonus Feat
5. +5    +1     +1     +4   
6. +6    +2     +2     +5    Military Occupational Specialty
7. +7    +2     +2     +5    Bonus Feat
8. +8    +2     +2     +6   
9. +9    +3     +3     +6    Military Occupational Specialty
10.+10   +3     +3     +7    Bonus Feat
11.+11   +3     +3     +7   
12.+12   +4     +4     +8    Military Occupational Specialty
13.+13   +4     +4     +8    Bonus Feat
14.+14   +4     +4     +9   
15.+15   +5     +5     +9    Military Occupational Specialty
16.+16   +5     +5     +10   Bonus Feat
17.+17   +5     +5     +10   
18.+18   +6     +6     +11    Military Occupational Specialty
19.+18   +6     +6     +11    Bonus Feat
20.+20   +6     +6     +12    Veteran

Code: [Select]
[b] Max Power Level Known  Powers Known  PP/Day[/b]
1.           1               1          1
2.           1               2          2
3.           1               3          5
4.           2               4          7
5.           2               5          11
6.           2               6          15
7.           3               7          19
8.           3               8          23
9.           3               9          27
10.          4               10         35
11.          4               11         43
12.          4               12         51
13.          5               13         59
14.          5               14         67
15.          5               15         79
16.          6               16         91
17.          6               17         103
18.          6               18         115
19.          6               19         127
20.          6               20         139

Weapon Proficiencies: Battleminds are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
 
Power Points/Day:A Battlemind’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known:  A Battlemind begins play knowing one Battlemind power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.  He also gains one power per level from his Military Occupational Specialty, which don't count towards the maximum amount of powers you can know.

Choose the powers known from the Battlemind power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Battlemind to learn powers from the lists of other classes.) A Battlemind can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a Battlemind can manifest in a day is limited only by his daily power points.

A Battlemind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Battlemind powers is 10 + the power’s level + the Battlemind’s Wisdom modifier.

Maximum Power Level Known:  A Battlemind begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power’s level.

Military Occupational Specialty: At 1st Level all Battleminds choose a Military Occupational Specialty.  At 1st Level it initially only gives them access to a list of Powers for that Specialty (similar to a Psion's Disciplines).  But at Levels 3, 6, 9, 12,15, and 18 it gives them some form of Ability as well.  Aegis provde arms, armor and walls of crystal.  Amplifiers boost psionic powers manifested on their person.  Beckoners create walls or constructs out of ectoplasm when backup or defense are necessary.  Blockers make it difficult for teleporters, and take advantage of opponents mistakes. Commanders use telepathy to direct their teams, and give them boosts.  Elocators are nimble strikers who teleport around the battlefield, and strike opponents from odd angles.  Ordnance provides ranged fire support with their psychokinetic blasts.  Overseers use their telekinetic abilities to control the battlefield.  Partisans are self-buffers who fight on the front lines.  Seditionists use mind reading, telepathic domination and communication to commit sabotage and break up enemy forces.  Spoilers use their teleportive abilities to steal from the enemies or move them around.  Vanguards are scouts who use clairvoyance to view the battlefield and predict outcomes.

Aegis At 3rd Level, powers you manifest from the Aegis list that allow you to create objects make objects with an additional 5 hit points.

At 6th Level, powers you manifest from the Aegis list that allow you to create objects make Objects with an additional +2 Hardness.

At 9th Level, powers you manifest that make weapons or armor create them with a +1 Enhancement Bonus (this stacks with any Bonus granted by the power).

At 12th Level, powers you manifest from the Aegis list that allow you to create objects make objects with an additional 10 hit points.

At 15th Level, powers you manifest from the Aegis list that allow you to create objects make Objects with an additional +5 Hardness.

At 18th Level, powers you manifest that make weapons or armor create them with a +2 Enhancement Bonus (this stacks with any Bonus granted by the power).

Amplifier At Levels 3, 6, 9, 12, 15, and 18 you gain one Bonus Psionic or Metapsionic Feat you qualify for.  Allies may manifest beneficial powers on you that have a range of Personal as  though they have a range of Touch.  In addition if you pay the costs you may apply an applicable Psionic or Metapsionic Feat to the power as though you had manifested it yourself (this may be done once per round as an Immediate Action).

Beckoner At 3rd Level, powers you Manifest from the Metacreativity Discipline such as Ectoplasmic Walls or Astral Constructs (i.e. anything with hit points) gain temporary hit points equal to half your Manifester Level.

At Levels 6, 12, and 18 you gain Ectopic Form as a Bonus Feat.

At Level 9 you can Manifest the Astral Construct Power as a Standard Action a number of times per day equal to your Wisdom Modifier.

At 15th Level you can Manifest multiple Astral Constructs.  Spending +2 Power Points gains you 2 Level 1 Constructs.  Spending +4 Power Points gains you 3 Level 1 Constructs. Spending +6 Power Points gains you 4 Level 1 Constructs. 

Blocker At 3rd Level, whenever an Opponent attempts to Manifest a power from the Psychoportation Discipline within 10 feet of you, he must make an opposed check against you (you both roll 1d20 plus your key manifesting stats modifier), or his power fails (he does not lose the power points he attempted to use to manifest it.

At 6th Level you may choose to either increase the range of your ability an additional 10 feet, gain a +2 Bonus on the opposed check, or you can make Psychoportation powers that successfully manifest in the area of your ability cost +1 power point.  Any of these may chosen again at future levels, and they stack.  For example if you choose the last option three times, manifesting a psychoportation power in your area of effect costs +3 power points.

At 9th Level you may choose one of the options from Level 6, or you can choose the following: If your Opponent fails the opposed check to manifest his power, he must make a Willpower Save (Save DC is Wis based) or lose his psionic focus.  If this option is chosen again at a later level, your opponent doesn't get a Save.

At 12th Level you may choose one of the options from Level 9, or you can choose the following: If your Opponent fails the opposed check to manifest his power, he must make a Willpower Save (Save DC is Wis based) or lose half the power points (round down) he used to attempt manifesting the power.  If chosen again at a later level, your opponent doesn't get a save.  If chosen a third time he loses all the power points, not half.

At 15th Level you may choose one of the options from Level 12, or you can choose the following: If your Opponent fails the opposed check to manifest his power, he must make a Willpower Save (Save DC is Wis based) or be Flat-footed for one round.  If chosen again at a later level, your opponent doesn't get a save.

At 18th Level you may choose one of the options from Level 15, or you can choose the following: If your Opponent fails the opposed check to manifest his power, he must make a Willpower Save (Save DC is Wis based) or temporarily lose the use of that power for the next 24 hours.

Commander Beginning at 3rd Level, when you Manifest powers from your Military Occupational Specialty list, they cost one less power point.

Beginning at 6th Level, the power point cost of applying a Metapsionic Feat to one of the powers from your MOS list is reduced by 1

Beginning at 9th Level, powers from your MOS list have their Save DC increased by +1 (this stacks with Feats like Psionic Endowment).

Beginning at 12th Level, when you Manifest powers from your Military Occupational Specialty list on an Ally, they last a number of rounds longer than normal equal to your Wisdom Modifier.

Beginning at 15th Level, when you Manifest one of your MOS powers on one of your Allies, they gain a +2 Morale Bonus to attack and damage rolls for the duration of the power.

Beginning at 18th Level, powers from your MOS list have their Save DC increased by +2 (this stacks with Feats like Psionic Endowment).

Elocator  At 3rd level, an elocater’s feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.

While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the psionic levitate power.

Beginning at 6th level, an elocater’s hyperawareness of spatial relations gives her an instinctive view of the battlefield, which allows her to make a cunning attack against distracted opponents. The elocater gains a +2 insight bonus on her attack roll and her damage roll (if the attack hits) for the first attack she makes against an opponent that has been dealt damage in melee by another character since the elocater’s last action.

An elocater of 9th level or higher can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.

At 12th level, an elocater can take an extra 5-foot step in any round when she doesn’t perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. The character can take the extra 5-foot step immediately after taking the first, or wait until the end of her other actions for the round. In all other ways, the rules for taking a 5-foot step apply.

At 15th Level an Elocator who uses a power from the Teleport subdiscipline can move part of the distance, attack, and then move the rest of the distance so long as he can Manifest the power as a Swift, Immediate, Free, or Move Action.  For example let us say an Elocator uses Psionic Dimension Door (augmented to be a Move Action).  Your movement is limited by range (which in this case is well over 400 feet), so you can move just about any distance short of the full amount, take a Standard Action (usually an attack) and then move the rest of the distance remaining.

 When she attains 18th level, an elocater can accelerate herself and thereby take more actions than normal. An elocater can accelerate herself for a total of 5 rounds per day. She can choose to parcel out her accelerated actions in 1-round increments. (This effect is not cumulative with similar effects that provide additional actions, such as schism or a haste spell—and in fact an elocater can’t take an accelerated action if affected by these or similar effects.)

If she makes a full attack while accelerated, an elocater can make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. If the elocater uses her accelerated action to move, she gains an enhancement bonus to her speed of +30 feet. The elocater can use her accelerated action to manifest a power, as long as she has not already manifested a power in the current round and the one she wants to manifest has a manifesting time of 1 standard action or shorter. While accelerated, she gains a +2 dodge bonus on attack rolls and Reflex saves and a +2 dodge bonus to Armor Class. Any condition that makes her lose her Dexterity bonus to Armor Class (if any) also makes her lose these dodge bonuses.

Ordnance Beginning at 3rd Level, when you Manifest powers from your Military Occupational Specialty list, they cost one less power point.

Beginning at 6th Level, the power point cost of applying a Metapsionic Feat to one of the powers from your MOS list is reduced by 1

Beginning at 9th Level, powers from your MOS list do +1d6 damage.

Beginning at 12th Level, when you Manifest powers from your Military Occupational Specialty list, they cost two less power points.

Beginning at 15th Level, when you apply a Metapsionic Feat to one of your MOS powers you do not need to lose your psionic focus

Beginning at 18th Level, powers from your MOS list do +3d6 damage.

Overseer Beginning at 3rd Level, when you Manifest powers from your Military Occupational Specialty list, they cost one less power point.

Beginning at 6th Level, the power point cost of applying a Metapsionic Feat to one of the powers from your MOS list is reduced by 1

Beginning at 9th Level, powers from your MOS list have their Save DC increased by +1 (this stacks with Feats like Psionic Endowment).

Beginning at 12th Level, when you Manifest powers from your Military Occupational Specialty list that allow you to make an opposed combat check (bull rush, trip, etc) you gain a +2 Bonus to the Check (this stacks with Augments). 

Beginning at 15th Level, powers from your MOS list that allow you to make an attack roll gain a +2 Competence Bonus.

Beginning at 18th Level, powers from your MOS list have their Save DC increased by +2 (this stacks with Feats like Psionic Endowment).

Partisan Beginning at 3rd Level you can harden your body as a Free Action 3/day (this is a Supernatural Ability).  At Level three you gain a +2 Insight Bonus to Str and Con for 1 Minute.

At 6th Level you may use this ability an additional time per day, and may now opt to gain a +2 Insight Bonus to AC instead.  If you want to raise both Ability Scores and AC you may use 2 Daily uses of this ability at once, but it is now a Swift Action to use.

At 9th Level you may use this ability an additional time per day, and may now opt to gain DR 2/- instead.  If you want to use all three options, it costs three daily uses of this power, and is a Standard Action.

At 12th Level you may use this ability an additional time per day, and when using it to boost your Str/Con the Insight Bonus is now +4.

At 15th Level you may use this ability an additional time per day, and when using it to boost your AC the Insight Bonus is now +4.

At 18th Level you may use this ability an additional time per day, and when using to to give your self damage reduction you now get DR 4/-.

Seditionist At 3rd Level Powers from the Seditionist List have their Save DC increased by +1 (This stacks with Feats and other abilities producing similar effects).

At 6th Level Powers from the Seditionist List cost 1 power point less to Manifest.

At 9th Level Powers from the Seditionist List are Manifested at +1 Manifester Level.

At 12th Level Powers from the Seditionist List have their Save DC increased by +1

At 15th Level Powers from the Seditionist List cost 2 power points less to Manifest.

At 18th Level Powers from the Seditionist List are Manifested at +2 Manifester Levels.

Spoiler  At 3rd Level Powers from the Spoiler List that are a Standard Action to use, you may now use as a Move Action a number of times per day equal to your Wisdom Modifier.

At 6th Level Powers from the Spoiler List cost 1 power point less to Manifest.

At 9th Level Powers from the Spoiler List are Manifested at +1 Manifester Level.

At 12th Level Powers from the Spoiler List that allow you to Teleport have their maximum movement range increased by +10 ft.

At 15th Level Powers from the Spoiler List cost 2 power points less to Manifest.

At 18th Level Powers from the Spoiler List that are a Standard Action to use, you may now use as a Swift Action a number of times per day equal to your Wisdom Modifier.

Vanguard At 3rd, 6th, 9th, 12th, 15th and 18th Levels you may choose to permanently gain one of the following:
A +1 Insight Bonus to AC
A +2 Insight Bonus to one skill
A +1 Insight Bonus to attack rolls
A +1 Insight Bonus to damage rolls
A +1 Insight Bonus to a specific Saving Throw (Fort, Ref or Will)
A +1 Insight Bonus to Initiative rolls
Each of these Bonuses may be taken multiple times, and stack if they are.

Bonus Feat: At 2nd level, a Battlemind gets a bonus combat-oriented feat. The psychic warrior gains an additional bonus feat at 2nd level, and one more at Levels 4, 7, 10, 13, 16, and 19. These bonus feats must be drawn from the feats noted as Fighter bonus feats or Psionic/Metapsionic feats. The Battlemind must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A Battlemind cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.

Veteran:  Your focus becomes extraordinary once you reach 20th Level.  The DC check to gain your Psionic Focus is only a 15, and only requires a Swift Action.  In addition you retain your focus, even when sleeping, unconscious, or after your power point reserve drops to 0.

PLAYING A BATTLEMIND
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

BATTLEMINDS IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

BATTLEMINDS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC BATTLEMIND

Hit Die: d8
Skills Points at Each  Level : 4 + int
Powers The Battlemind’s manifester level is equal to her class level. The Battlemind’s base power points do not increase after 20th level. The epic Battlemind gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on).
Psicrystal The epic Battlemind’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Military Occupational Specialty At Level 22 the Battlemind gains it's final ability from it's MOS:

Aegis Powers you manifest from the Aegis list that allow you to create objects have their duration extended to 24 hours.  You may use this ability a number of times per day equal to your Wisdom modifier.

Amplifier Allies may manifest beneficial powers on you that have a range of Personal as though they have a range of Medium (100 ft. + 10 ft./ level).

Beckoner Powers you Manifest from the Metacreativity Discipline such as Ectoplasmic Walls or Astral Constructs (i.e. anything with hit points) have a duration of 24 hours.  You may use this ability a number of times per day equal to your Wisdom modifier.

Blocker Powers from the Psychoportation list cannot be manifested adjacent to you, or be used to move adjacent to you.  This ability does not interfere with your possible use of Psychoportation powers, and you may turn this ability on or off as a Free Action once per round (usually to allow an Ally to manifest a power).

Commander When you Manifest one of your MOS powers on one of your Allies, they gain one additional attack per round at their highest BAB for the duration of the power.

Elocator The Elocator may now use her 18th Level ability for 10 rounds per day instead for 5, and while accelerated her Dodge Bonuses now increase to +4.

Ordnance Powers from your MOS list can be manifested as though they were manifested with the Maximize Power Feat for a number of times per day equal to your Wisdom modifier.

Overseer All powers you manifest from your MOS list now have a range of Long (400 feet + 40 feet per caster level).

Partisan When using your harden body ability, one daily use of it now grants you a +8 Insight Bonus ot Str, Con, and AC; as well as DR 8/-.

Seditionist A number of times per day equal to your Wisdom modifier, you can ignore an opponents Power Resistance when manifesting a power from your Seditionist list.

Spoiler When using any power that allows you to Teleport that you can manifest as a Move Action, you may attack after the teleport, and you get a +4 Bonus on the attack and damage rolls.

Vanguard One Insight Bonus of your choice is increased by +4.

Bonus Feats: The Epic Battlemind gains a Bonus Feat at 21st level and every three levels thereafter.
« Last Edit: September 03, 2015, 09:16:11 PM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #7 on: May 14, 2015, 10:21:49 PM »
AMBUSCADE


   
"Justification?  I am a murderer, not a soldier.  I do not need justification."

 Ambuscades are in some ways similar to Battleminds, except that generally eschew battlefields for ambush skirmishes and outright assassination.  The Battlemind looks to gain glory or protect his employer.  The Ambuscade simply seeks to kill what he is pointed at.

MAKING AN AMBUSCADE
 You're generally hired for less than legal work, so make sure you have connections to get you out of trouble.  Or better yet, don't get caught.
 Abilities: The key ability score for your powers is Int, so make it a priority.  Dex will also be necessary due to your Armor proficiencies.
 Races: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
 Alignment: Ambuscade's have no Alignment restrictions, but given their vocation they are not generally Good or Lawful.
 Starting Gold: As Rogue.
 Starting Age: As Rogue.

Class Skills
 The Ambuscade's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local, [psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Psicraft (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Sneak attack +1d6, Augments, Trapmaking
2. +1    +0     +3     +3    Evasion
3. +1    +1     +3     +3   
4. +2    +1     +4     +4    Sneak attack +2d6
5. +2    +1     +4     +4    Targeting Sense
6. +3    +2     +5     +5   
7. +3    +2     +5     +5    Sneak attack +3d6, Targeting Sense
8. +4    +2     +6     +6   
9. +4    +3     +6     +6    Targeting Sense
10.+5    +3     +7     +7    Sneak attack +4d6, Augments
11.+5    +3     +7     +7    Special ability
12.+6    +4     +8     +8   
13.+6    +4     +8     +8    Sneak attack +5d6
14.+7    +4     +9     +9    Special ability
15.+7    +5     +9     +9   
16.+8    +5     +10    +10   Sneak attack +6d6
17.+8    +5     +10    +10    Special ability
18.+9    +6     +11    +11    Augments
19.+9    +6     +11    +11    Sneak attack +7d6
20.+10   +6     +12    +12    Special ability

Code: [Select]
[b] Max Power Level Known  Powers Known  PP/Day[/b]
1.           1               1          1
2.           1               2          2
3.           1               3          5
4.           2               4          7
5.           2               5          11
6.           2               6          15
7.           3               7          19
8.           3               8          23
9.           3               9          27
10.          4               10         35
11.          4               11         43
12.          4               12         51
13.          5               13         59
14.          5               14         67
15.          5               15         79
16.          6               16         91
17.          6               17         103
18.          6               18         115
19.          6               19         127
20.          6               20         139

Weapon Proficiencies: Ambuscades are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).
 
Power Points/Day: An Ambuscade's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given above.  In addition, she receives bonus power points per day if she has a high Intelligence score (see Table 2—1: Ability Modifiers and Bonus Power Points, EPH 18). Her race might also provide bonus power points per day, as might certain feats and items.

Powers Known: An Ambuscade begins play knowing one Ambuscade' power of the player's choice. Each time she achieves a new level, she unlocks the knowledge of a new power.

Powers are chosen from the Ambuscade power list. (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats from Expanded Psionics Handbook allow a Ambuscade to learn powers from the lists of other classes.) An Ambuscade can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers an Ambuscade can manifest in a day is limited only by her daily power points.

An Ambuscade simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Ambuscade powers is 10 + the power's level + the Ambuscade's Int modifier.

Maximum Power Level Known: An Ambuscade begins play with the ability to learn 1st-level powers. As she attains higher levels, she can gain the ability to master more complex powers—for example, a 4th-level Ambuscade can learn powers of 2nd level or lower, a 7th-level Ambuscade can learn powers of 3rd level or lower, and so on. To learn or manifest a power, an Ambuscade must have an Intelligence score of at least 10 + the power's level.

Sneak attack (Ex): Identical to the Rogue Ability on page 50 of the PHB.

Augments (Ex): Beginning at 1st level, an Ambuscade can augment her melee attack by selecting an ability from her available augments. Her level determines the abilities available for her to use. In some cases, she can also use power points to increase the power of her augment. The power of the augment lasts for 1 round or until the Ambuscade's next attack. If that attack misses, that use is wasted.

Using an augment is a swift action. When powering an augment with power points, an Ambuscade cannot spend more total power points than her Ambuscade level on any single augment. An Ambuscade can use her augments a total number of times per day equal to her Ambuscade level + her Int modifier.

At 10th level, an Ambuscade can choose two augments from the list in the same swift action. Both augments count against her daily total. The total power points spent on the augments is still limited to her manifester level. For example, an 11th-level Ambuscade could choose to include a mental assault and a solid strike in her attack, and spend a total of 11 power points between the two abilities.

At 18th level, an Ambuscade can choose three augments from the list in the same swift action, which counts as three against her daily limit. The total power points spent is still limited to her manifester level.  Augments are listed in the Powers Section

Trapmaking (Su): You gain the Psychic Trap Feat as a Bonus Feat.

Evasion (Ex): Identical to the Rogue Ability on page 50 of the PHB.

Targeting Sense (Su): At 5th Level the Ambuscade can sense the living by opening her mind.  You effectively have Blindsight out to a range of 30 feet, but only against living creatures.  At Level 7 the range increases by an additional +10 feet, and you can now 'see' non-living creatures that have an Intelligence score.  At Level 9 the range increases by an additional +10 feet, and you can now sense any opponent.

Special Abilities: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a psychic rogue gains a special ability of his choice from among the following options.

Blind Spot (Ps): The Ambuscade can use this ability once per day. While in effect, the Ambuscade can attempt to make himself completely undetectable to any single creature as if manifesting the cloud mind power with a manifester level equal to his Ambuscade level. If the target creature fails its save, the Ambuscade can remain hidden as long as he maintains concentration on this ability.

Decoy (Ps): Once a day, the Ambuscade can create an illusionary duplicate of himself. The illusion functions as a project image spell with a caster level equal to his Ambuscade level, except that it lasts as long as he maintains concentration, to a maximum of 1 round per caster level.

Enhanced Sneak Attack (Su):
When the Ambuscade has psionic focus, he adds psionic damage to his sneak attacks. This ability increases his sneak attack damage by +1d6. (For example, an 11th-level Ambuscade would deal +5d6 damage with a sneak attack instead of +4d6). This ability may be selected up to three times.

Improved Evasion (Ex):
This ability works like evasion, except that while the Ambuscade still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless psychic rogue does not gain the benefit of improved evasion.

Mind Cripple (Su): An Ambuscade with this ability has learned to focus psychic energy into his sneak attacks, which disrupts the mental capability of his foe. An opponent damaged by one of his sneak attacks also takes 2 points of Intelligence damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Shadow Jump (Ps): The Ambuscade gains the ability to travel between shadows. This ability works like the psionic dimension door power with a manifester level equal to his Ambuscade level, except as follows: The transport must begin and end in an area with at least some shadow. A Ambuscade can jump up to a total of 60 feet each day in this way; this can be a single jump of 60 feet or he can split the total distance he can jump each day among many jumps, but each one, no matter how small, counts as a 10-foot jump.

The Ambuscade can select this ability up to three times and he adds 60 feet to the daily total each time he selects it.

The Ambuscade can expend his psionic focus to use this ability as a move action.

Skill Mastery: The Ambuscade becomes so certain in the use of specific skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A psychic rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the Ambuscade's ability to wriggle free from magical or psionic effects that would otherwise control or compel him. If a Ambuscade with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same Difficulty Class. He gets only this one extra chance to succeed on his saving throw.

Feat: An Ambuscade can gain a bonus feat in place of a special ability.

PLAYING AN AMBUSCADE
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

AMBUSCADES IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

AMBUSCADES IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC AMBUSCADE

Hit Die: d6
Skills Points at Each  Level : 6 + int
Powers  An epic Ambuscade's manifester level is equal to her Ambuscade level. A Ambuscade's base power points and powers known do not increase after 20th level (except through the use of epic feats).
Psicrystal The epic Ambuscade’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Augments An epic Ambuscade continues to gain additional uses of her augments after 20th level. Her total number of augments each day is equal to her Ambuscade level +3.
Sneak Attack An epic Ambuscade continues to increase her sneak attack after 20th level. At 22nd level and every five levels thereafter, an Ambuscade's sneak attack deals an additional 1d6 points of damage (+8d6 at 22nd level, +9d6 at 27th level, and so on).
Special Abilities The Ambuscade does not gain additional Ambuscade special abilities after 19th level, but can choose one of the Ambuscade class special abilities instead of a bonus feat.
Bonus Feats: An epic Ambuscade gains a bonus feat at 22nd level and every four levels thereafter (26th, 30th, and so on).
« Last Edit: September 03, 2015, 09:41:22 PM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #8 on: May 15, 2015, 03:32:38 AM »
DRAGON SHAMAN alternative class features for Gem Dragons

Totem Dragon :
Amethyst: Must be any Alignment within one step of Neutral.  Class Skills are Bluff, Hide, Move Silently. Breath Weapon is a Line of Force.

Crystal: Must be any Alignment within one step of Chaotic Neutral.  Class Skills are Gather Information, Jump, and Swim. Breath Weapon is a Cone of Fire.

Emerald: Must be any Alignment within one step of Lawful Neutral.  Class Skills are Gather Information, Hide, and Swim. Breath Weapon is a Cone of Sonic.

Obsidian: Must be any Alignment within one step of Neutral Evil.  Class Skills are Appraise, Psicraft, Survival.  Breath Weapon is a Cone of Fire.

Sapphire: Must be any Alignment within one step of Lawful Neutral.  Class Skills are Climb, Jump, and Move Silently.. Breath Weapon is a Cone of Sonic.

Topaz: Must be any Alignment within one step of Chaotic Neutral.  Class Skills are Hide, Survival, and Swim. Breath Weapon is a Cone doing desiccation damage (see Sandstorm).

Draconic Adaptation:
Amethyst: Swarm of Crystals (Ps): You can manifest Swarm of Crystals at will as a Psi-Like Ability.

Crystal: Psionic Suggestion (Ps): You can manifest Psionic Suggestion at will as a Psi-Like Ability.

Emerald: Cloud Mind (Ps): You can manifest Cloud Mind at will as a Psi-Like Ability.

Obsidian: Biodfeedback (Ps): You can manifest Biofeedback at will as a Psi-Like Ability.

Sapphire: Sense Psychoportation (Su): The Dragon Shaman can sense the use of any power or spell that enhances movement or allows instant transit from one place to another. This ability is always active, and it functions at a range of 10 feet + 10 feet per caster level of the detected power or spell. The Dragon Shaman does not need a line of sight; it is instantly aware of the distance and direction to the detected power

Topaz: Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).


DRAGONFIRE ADEPT alternative class features for Gem Dragons
The Dragonfire Adept uses Psionic Invocations, similar to the Zealot.  They can be found in the powers section.
« Last Edit: May 15, 2015, 08:49:10 PM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #9 on: May 15, 2015, 04:19:46 AM »
NECROLOGIST


   
"The Dead do not forget."

 Necrologists are psionicists with a dark and unusual connection to the Dead.  They can animate dead bodies, manipulate negative energy, and act as Mediums.  Like Necromancers they can eventually become one of the many variants of Lich.  Many see themselves as intermediaries between the Dead and the Living, or as seekers of justice for the wrongly killed.

MAKING A NECROLOGIST
 Despite whatever you tell people, they will almost always consider you a Necromancer, and indeed many of you end up becoming something similar as you find yourself pushed down that path to survive.
 Abilities: You key manifesting stat is Int, so it takes priority.  You'll want a decent Con and Dex as well.
 Races: Races with significant curiosity about the Dead or the undead, or that have ties to the Negative Plane often have Necrologists.  They are otherwise quite rare.
 Alignment: Cannot be Good.
 Starting Gold: As Wizard.
 Starting Age: As Wizard.

Class Skills
 The Necrologist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (Psionics, Religion) (Int), Profession (Wis), and Psicraft (Int)
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Charnel Touch, Dominate Undead
2. +1    +0     +0     +3    Lich body DR 2
3. +1    +1     +1     +3    Channeling 1/day
4. +2    +1     +1     +4    Mental Bastion +2, Expanded Knowledge
5. +2    +1     +1     +4    Fear aura
6. +3    +2     +2     +5    Numbing Touch 1/day
7. +3    +2     +2     +5    Lich body DR 4, Psicrystal Affinity
8. +4    +2     +2     +6    Expanded Knowledge, Undead Mastery, Channeling 2/day
9. +4    +3     +3     +6    Negative energy resistance
10.+5    +3     +3     +7    Light fortification 25%
11.+5    +3     +3     +7    Lich body DR 6, Numbing Touch 2/day
12.+6    +4     +4     +8    Expanded Knowledge, Draining Touch 3/day
13.+6    +4     +4     +8    Channeling 3/day
14.+7    +4     +4     +9    Mental Bastion +4
15.+7    +5     +5     +9    Lich body DR 8
16.+8    +5     +5     +10   Expanded Knowledge, Numbing Touch 3/day
17.+8    +5     +5     +10    Light fortification 50%, Draining Touch 5/day
18.+9    +6     +6     +11    Channeling 4/day
19.+9    +6     +6     +11    Astral Seed
20.+10   +6     +6     +12   Psionic Lich Transformation, Expanded Knowledge


Code: [Select]
[b] Max Power Level Known  Powers Known  PP/Day[/b]
1.           1               3          2
2.           1               5          6
3.           2               7          11
4.           2               9          17
5.           3               11          25
6.           3               13          35
7.           4               15          46
8.           4               17          58
9.           5               19          72
10.          5               21         88
11.          6               22         106
12.          6               24         126
13.          7               25         147
14.          7               27         170
15.          8               28         195
16.          8               30         221
17.          9               31         250
18.          9               33         280
19.          9               34         311
20.          9               36         343


Weapon Proficiencies: A Necrologist is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of Necrologist and cannot be changed.  Necrologist's are also proficient with light armor.

Power Points/Day: A Necrologist’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A Necrologist begins play knowing three Necrologist powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the Necrologist power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Necrologist to learn powers from the lists of other classes.) A Necrologist can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a Necrologist can manifest powers in a day is limited only by his daily power points.

A Necrologist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Necrologist powers is 10 + the power’s level + the Necrologist’s Intelligence modifier.

Power Level Known: A Necrologist begins play with the ability to learn 1st-level powers. As he attains higher levels, a Necrologist may gain the ability to master more complex powers.

To learn or manifest a power, a Necrologist must have an Intelligence score of at least 10 + the power’s level.

Charnel Touch (Su): Negative energy flows through a Necrologist's body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A Necrologist can use the x power to deliver this attack from a distance.

Dominate Undead (Su): The Necrologist can attempt to take control of a single Undead creature a number of times per day equal to (3 plus her Intelligence Modifier).  If the Undead is Mindless and lower than the Necrologist's Level this is automatically successful.  If they have an Int score, and have less Hit Dice than the Necroologist (or are Mindless and have equal Hit Dice), the Necrologist must succeed in an opposed Level Check (1d20 plus Hit Dice plus Int Modifier) to assume control.  The Necrologist gains a +2 Insight Bonus on this Check.  If the Undead has an Int Score and it's Hit Dice are equal to the Necrologists, he must still make the Check but without the Insight Bonus.  If the Necrologist succeeds he gains control of the Undead.  If not, the Undead realizes what the Necrologist has done.  For the next Minute it must make a Willpower Save (DC is 10 plus Hit Dice plus Int Modifier) ir it wishes to attack the Necrologist in revenge.  It only needs to successfully Save once.  Using this ability is a Standard Action, and even though it can only be used on one Undead at a time, the Necrologist can use it to control multiple Undead, so long as their Hit Dice combined is no greater than his.  Mindless Undead are controlled until the Necrologist relinquishes control or they are destroyed.  Undead with an Int score get a Willpower Save with a +2 bonus to the roll (DC is 10 plus Hit Dice plus Int Modifier) to break free whenever the Necrologist orders them to do anything obviously suicidal or against their best interests.  This otherwise  pretty much works like the Dominate Person spell. 

The Necrologist can also expend a use of this ability to take control of an Undead from someone else, or to counter a Cleric attempting to Turn/Rebuke an Undead within 60 feet of him.  In either case he makes an Opposed Check (both sides roll 1d20 plus Hit Dice.  The Necrologist adds his Int Modifier, and the other uses the ability modifier they use to turn/rebuke undead, usually Charisma).  If the Necrologist succeeds the Undead is under his control (or the Turn/Rebuke attempts fail).

Lich Body: Starting at 2nd level, a Necrologist begins her journey into undeath. The first symptom is her body's increased resilience to physical harm. She gains DR 2/bludgeoning and magic. As the Necrologist increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.

Channeling (Su): Beginning at 3rd Level the Necrologist can channel the negative energy harbored inside his body with a melee touch attack.  Undead he uses this ability upon add the Necologist's Int Bonus to their attack and damage rolls for the rest of the encounter.  Living beings take a penalty to their saving throws equal to the Necrologist's Int Bonus for the rest of the encounter.  Initially the Necrologist may use this ability once per day, but gains an additional daily use at Levels 8, 13, and 18.

Mental Bastion: Starting at 4th level, a dread Necrologist gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 14th level.

Expanded Knowledge: A Necrologist gains Expanded Knowledge as a Bonus Feat at Levels 4, 8, 12, 16, and 20.

Fear Aura (Su): Beginning at 5th level, a Necrologist radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. A creature who successfully saves cannot be affected by that Necrologist's fear aura for 24 hours.

Numbing Touch (Su): Starting at 6th level, once per day a Necrologist can use her charnel touch to inflict fatigue or exhaustion upon her victim as per the Ray of Exhaustion spell, unless the target makes a successful Fortitude save (DC10 + 1/2 her class level + her Cha modifier).

Activating this class feature is a swift action. The effect lasts until the Necrologist makes a successful charnel touch attack. The x power enables a Necrologist to deliver a numbing touch attack from a distance.

A Necrologist can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level.

Psicrystal Affinity: At 7th Level the Necrologist gains Psicrystal Affinity as a Bonus Feat.

Undead Mastery:  All undead creatures created by a Necrologist who has reached 8th level or higher gain +4 Turn Resistance (or have it increased by +4 if they possess it already).

In addition, when a Necrologist uses her Control Undead ability, she can now control up to 4 times her Hit Dice worth of Undead.

Additionally, Undead controlled by the Necrologist may use the Necrologist's Saving Throws instead of it's own if the Necrologist's are higher.

Negative Energy Resistance: Beginning at 9th level, a Necrologist gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

Light Fortification: Starting at 10th level, a Necrologist gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability described on page 219 of the Dungeon Master's Guide. At 17th level, this fortification increases to 50%.

Draining Touch (Su): When a Necrologist reaches 12th level, she gains the ability to drain power points when she uses her charnel touch attack unless her opponent makes a Willpower saving throw (DC of 10 + 1/2 her class level + her Charisma modifier).  Initially she may do this 3/day.  Non-psionic characters are Dazed 1 round instead.

Activating this class feature is a swift action. The effect lasts until she makes a successful charnel touch attack.

A Necrologist can use the x power to deliver this attack from a distance.

Beginning at 17th level, she can use her Draining Touch 5/day.

Astral Seed (Ps): At 19th level, you gain the ability to use a form of astral seed power at will as a psi-like ability, although with its normal manifesting time of 10 minutes. This astral phylactery functions identically to the astral seed power, except as follows:

   Unlike with an astral seed, you cannot use ectoplasm to grow a new body for yourself. Instead, you must find a corpse of your original size and type (as appropriate to your type from before you entered this class and became undead) that was slain within the past 9 days. Upon making contact with the corpse, you may will the transfer, causing the storage crystal to shatter into dust. You become helpless for 24 hours, as the body decays to match your skeletal state.

   An astral phylactery counts as an astral seed to determine the total number of astral seeds that you can have in existence at any given time. It also counts as a lich's phylactery for the purposes of powers and other effects.

   Additionally, unlike with the astral seed power, you do not suffer any negative levels, level loss, or diminished psionic abilities for using this effect. Your powers known and maximum power points are as they were when you died, instead of when you manifested the power. In addition, you do not suffer an incurable negative level in your crystalline form, and you do not lose a level when you acquire a new body.

Psionic Lich Transformation: When a Necrologist attains 20th level, she undergoes a hideous transformation and becomes a Psionic lich (see monster section). Her type changes to undead, and she gains all the traits of the undead (see page 317 of the Monster Manual). She no longer has a Constitution score, all her existing Hit Dice become d12s, and she must reroll her hit points. A Necrologist need not pay experience points or gold to create her phylactery.
 
PLAYING A NECROLOGIST
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

NECROLOGISTS IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

NECROLOGISTS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC NECROLOGIST

Hit Die: d2
Skills Points at Each  Level : 2 + int
Powers The Necrologist’s manifester level is equal to his class level. The Necrologist’s base power points do not increase after 20th level. Each time the Necrologist attains a new level, he learns two new powers of any level or levels that he can manifest.
Psicrystal The epic Necrologist’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Lich Body At Level 30 the psionic bonds holding the Psionic Liches body fail as the Lich himself no longer feels the need for them.  He becomes an Uncarnate Psionic Lich (see monster section).
Bonus Feats: The Epic Necrologist gains a Bonus Feat every x levels higher than 20th
« Last Edit: September 03, 2015, 09:58:19 PM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #10 on: May 15, 2015, 09:32:07 PM »
CENOBITE


   
"Work out your own salvation. Do not depend on others."

 Cenobites are members of monastic religious orders who were born with, or have somehow acquired, psionic powers.  In all likelihood they joined their order to learn the self control needed to use their powers wisely (or perhaps just to control them).

MAKING A CENOBITE
 People tend to see you as some sort of spooky, supernatural figure.  It's perhaps best you focus more on your religion around others so that they associate you with i, rather than with powers they don't understand.
 Abilities: Wisdom is your main priority.  Considering the role you will likely play in most parties good physical stats would be helpful as well.
 Races: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
 Alignment: Alignment must contain a Neutral component.
 Starting Gold: As Monk.
 Starting Age: As Monk.

Class Skills
 The Cenobite's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Bonus Feat, Unarmed Strike, Unarmored AC Bonus, Mind Over Body
2. +1    +3     +3     +3    Bonus Feat, Evasion
3. +2    +3     +3     +3    Still Mind, Catfall
4. +3    +4     +4     +4    Hands of the Psion
5. +3    +4     +4     +4    Purity of Body, Mind Over Body
6. +4    +5     +5     +5    Bonus Feat
7. +5    +5     +5     +5    Still Mind
8. +6    +6     +6     +6   
9. +6    +6     +6     +6    Improved Evasion, Mind Over Body
10.+7    +7     +7     +7    Hands of the Psion
11.+8    +7     +7     +7    Crystal Body, Mind Over Body
12.+9    +8     +8     +8    Temporal Acceleration
13.+9    +8     +8     +8    Crystal Soul
14.+10   +9     +9     +9   
15.+11   +9     +9     +9    Improved Still Mind
16.+12   +10    +10    +10   Hands of the Psion
17.+13   +10    +10    +10    Unaging, Mindspeaker
18.+13   +11    +11    +11   
19.+14   +11    +11    +11    Timeless Body
20.+15   +12    +12    +12   Enlightenment

Code: [Select]
[b] Max Power Level Known  Powers Known  PP/Day[/b]
1.           1               1          1
2.           1               2          2
3.           1               3          5
4.           2               4          7
5.           2               5          11
6.           2               6          15
7.           3               7          19
8.           3               8          23
9.           3               9          27
10.          4               10         35
11.          4               11         43
12.          4               12         51
13.          5               13         59
14.          5               14         67
15.          5               15         79
16.          6               16         91
17.          6               17         103
18.          6               18         115
19.          6               19         127
20.          6               20         139

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!

Power Points/Day: A Cenobite’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known:  A Cenobite begins play knowing one Cenobite power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.  He also gains one power per level from his Military Occupational Specialty, which don't count towards the maximum amount of powers you can know.

Choose the powers known from the Cenobite power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Cenobite to learn powers from the lists of other classes.) A Cenobite can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a Cenobite can manifest in a day is limited only by his daily power points.

A Cenobite simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Cenobite powers is 10 + the power’s level + the Cenobite’s Wisdom modifier.

Maximum Power Level Known:
  A Cenobite begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a Cenobite must have a Wisdom score of at least 10 + the power’s level.
 
Unarmed Strike:  At 1st level, a Cenobite gains Improved Unarmed Strike as a bonus feat. A Cenobite’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Cenobite may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A Cenobite may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a Cenobite’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A Cenobite’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Cenobite also deals more damage with her unarmed strikes than a normal person would. Initially her unarmed strike damage does 1d6 damage.  This increases to 1d8 at Level 4, 1d10 at Level 8, 2d6 at Level 12, 2d8 at Level 16, and 2d10 at Level 20.

Bonus Feat: At 1st level, a Cenobite may select either Psionic Fist or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Greater Psionic Fist as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

AC Bonus (Ex): When unarmored and unencumbered, the Cenobite adds her Wisdom bonus (if any) to her AC. In addition, a Cenobite gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Cenobite levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the Cenobite is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Mind Over Body: Beginning at 1st Level the Cenobite's manifester Level is considered to be 1 higher than it actually is, but only for powers with a range of Personal.  At 5th Level this increases to +2 manifester levels.  At 9th Level this increases to +3 manifester levels.  At 11th Level these extra manifester Levels also apply to Psychometabolism powers.

Evasion (Ex): Identical the Rogue ability listed on page 50 of the PHB.

Still Mind (Ex): A Cenobite of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the telepathy discipline.  At 7th Level this bonus applies to powers of any discipline.

Catfall (Ps): At 3rd Level the Cenobite gains Catfall as a Psi-like Ability at will.

Hands of the Psion (Su): At 4th Level a Cenobite's unarmed strike attacks are considered magical for the purposes of overcoming Damage Reduction.  At 10th Level the Cenobites unarmed strikes gain one of the following weapon properties as though they were magical weapons: Collision, Ghost Touch, Psychokinetic, Suppression.  This ability cannot be changed once chosen.  At 16th Level it gains one additional weapon property from the following list: Brilliant Energy, Dissipater, Mindcrusher, Mindfeeder, Psibane, or Psychokinetic Burst.

Purity of Body (Ex): At 5th level, a Cenobite gains immunity to all diseases except for supernatural and magical diseases.
 
Improved Evasion (Ex): Identical the Rogue ability listed on page 51 of the PHB.

Crystal Body (Su): At 11th level, a Cenobite gains immunity to poisons of all kinds.

Temporal Acceleration (Ps): At 12th Level the Cenobite can use Temporal Acceleration 1/day as a Psi-like ability.

Crystal Soul (Ex): At 13th level, a Cenobite gains power resistance equal to her current Cenobite level + 10. In order to affect the Cenobite with a power, a manifester must get a result on a manifester level check (1d20 + manifester level) that equals or exceeds the Cenobite’s power resistance.

Improved Still Mind (Su): The Cenobite permanently gains the benefits of the Psionic Mind Blank power.

Unaging (Ex): Upon attaining 17th level, a Cenobite no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the Cenobite still dies of old age when her time is up.

Mindspeaker (Ex): A Cenobite of 17th level or higher can speak with any living creature.

Timeless Body (Ps): At 19th Level the Cenobite can use Timeless Body as a Psi-Like Ability 3/day.

Enlightenment: At 20th level, a Cenobite becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the Cenobite’s creature type was) for the purpose of spells, powers and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Cenobite can still be brought back from the dead as if she were a member of her previous creature type. 

PLAYING A CENOBITE
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

CENOBITES IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CENOBITES IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC CENOBITE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Powers The Cenobite’s manifester level is equal to her class level. The Cenobite’s base power points do not increase after 20th level. The epic Cenobite gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on).
Psicrystal The epic Cenobite’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Unarmored AC Bonus The Cenobite’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.
Stunning Fist If the The Cenobite has the Stunning Fist feat use the The Cenobite’s class level when determining the DC to resist this attack, as normal.
Temporal Acceleration Use the Cenobite’s class level when determining the effective manifester level of this ability, as normal.
Crystal Soul The epic Cenobite’s power resistance is equal to his or her class level +10, as normal.
Improved Still Mind Use the Cenobite’s class level when determining the effective manifester level of this ability, as normal.
Timeless Body Use the Cenobite’s class level when determining the effective manifester level of this ability, as normal.
Bonus Feats: The Epic Cenobite gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: September 04, 2015, 02:04:20 AM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #11 on: May 15, 2015, 10:45:04 PM »
CHARLATAN


   
"Opportunity makes a thief."

 Charlatans are generally members of Thieve's Guild or similar organizations practicing espionage.  Unlike the more mundane members, they back up their skills with psychic power.

MAKING A CHARLATAN
 Always remember you are likely on the wrong side of the law, or were at one point.  Always be on the lookout for past victims wanting retribution, or rival Guilds.
 Abilities: Int is your primary concern, with Dexterity a close second.  After that it probably depends on what kind of specialty you prefer.
 Races: Charlatans are found in just about any race capable of psionic power.
 Alignment: Charlatans aren't restricted, but their vocation makes Good or Lawfulness uncommon.
 Starting Gold: Same as Rogue.
 Starting Age: Same as Rogue.

Class Skills
 The Charlatan's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local, psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Sneak attack +1d6, Trapfinding, Criminal Focus
2. +1    +0     +0     +3    Evasion
3. +2    +1     +1     +3   
4. +3    +1     +1     +4    Sneak attack +2d6
5. +3    +1     +1     +4    Criminal Focus
6. +4    +2     +2     +5   
7. +5    +2     +2     +5    Sneak attack +3d6, Criminal Focus
8. +6    +2     +2     +6   
9. +6    +3     +3     +6    Criminal Focus
10.+7    +3     +3     +7    Sneak attack +4d6
11.+8    +3     +3     +7    Special Ability
12.+9    +4     +4     +8   
13.+9    +4     +4     +8    Sneak attack +5d6
14.+10   +4     +4     +9    Special Ability
15.+11   +5     +5     +9   
16.+12   +5     +5     +10   Sneak attack +6d6
17.+12   +5     +5     +10    Special Ability
18.+13   +6     +6     +11   
19.+14   +6     +6     +11    Sneak attack +7d6
20.+15   +6     +6     +12   Special Ability

Code: [Select]
[b] Max Power Level Known  Powers Known  PP/Day[/b]
1.           1               1          1
2.           1               2          2
3.           1               3          5
4.           2               4          7
5.           2               5          11
6.           2               6          15
7.           3               7          19
8.           3               8          23
9.           3               9          27
10.          4               10         35
11.          4               11         43
12.          4               12         51
13.          5               13         59
14.          5               14         67
15.          5               15         79
16.          6               16         91
17.          6               17         103
18.          6               18         115
19.          6               19         127
20.          6               20         139

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!

Power Points/Day: A Charlatan's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given above.  In addition, she receives bonus power points per day if she has a high Intelligence score (see Table 2—1: Ability Modifiers and Bonus Power Points, EPH 18). Her race might also provide bonus power points per day, as might certain feats and items.

Powers Known: A Charlatan begins play knowing one Charlatan power of the player's choice. Each time she achieves a new level, she unlocks the knowledge of a new power.

Powers are chosen from the Charlatan power list. (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats from Expanded Psionics Handbook allow a Charlatan to learn powers from the lists of other classes.) A Charlatan can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a Charlatan can manifest in a day is limited only by her daily power points.

A Charlatan simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Charlatan powers is 10 + the power's level + the Charlatan's Int modifier.

Maximum Power Level Known: A Charlatan begins play with the ability to learn 1st-level powers. As she attains higher levels, she can gain the ability to master more complex powers—for example, a 4th-level Charlatan can learn powers of 2nd level or lower, a 7th-level Charlatan can learn powers of 3rd level or lower, and so on. To learn or manifest a power, a Charlatan must have an Intelligence score of at least 10 + the power's level.

Sneak attack (Ex): Identical to the Rogue Ability on page 50 of the PHB.

Trapfinding (Ex): Identical to the Rogue Ability on page 50 of the PHB.

Criminal Focus (Su): Beginning at first Level the Charlatan chooses one set of abilities he will develop during his career.  He gains one initial ability at 1st Level, and the next ability at Levels 5, 7, and 9.  The various Focuses are as follows:

Infiltrator Starting at 1st level, an Infiltrator can spend one power point to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

At 5th level and higher, an Infiltrator can spend one power point to cause an attack against her to miss when it might otherwise hit. When an Infiltrator activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

Starting at 7th level, an Infiltrator can spend three power points to become invisible for 1 round per Manifester Level. Using this ability is a swift action that does not provoke attacks of opportunity.

At 9th level and higher, an Infiltrator can spend five power points to cause an attack against her to miss when it might otherwise hit. When an Infiltrator activates this ability, her outline shifts and wavers, granting her concealment (50% miss chance) against all attacks for 1 round per Manifester Level. Using this ability is a swift action that does not provoke attacks of opportunity.

Pantologist Before making an attack roll, damage roll, or saving throw, you can spend 1 power point to gain a competence bonus on the roll equal to your Intelligence modifier. This does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the power points to spend. Because this ability provides a competence bonus, it does not stack with itself.

You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 power point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.

At 5th Level when making a check involving a skill in which you have at least 1 rank, you can spend 3 power points to gain a bonus on the check equal to your Charlatan level. You can use this ability once per day for a particular skill. For example, if you use it to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

With a quick study of a vulnerable opponent’s defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 7th level, you can spend 3 power points to gain 1d6 points of sneak attack damage. You must spend the power points to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your Charlatan level as your rogue level.

Starting at 7th Level you may use your Int modifier in place of your Wisdom or Charisma Modifier for skill and ability checks.

Starting at 9th level, you learn to push yourself when needed. By spending 7 power points, you can take an extra standard action during your turn.

Psibond Agent  You know how to create a mental link between yourself and a subject.  You must be psionically focused to forge the psibond, but afterward you can expend your focus as needed to use other abilities. Establishing a psibond requires a standard
action, and an unwilling subject is allowed a Will save (DC 10 + your half Hit Dice+ your Int modifier) to resist. Once established, a psibond lasts as long as you concentrate, up to a maximum of 1 minute per class level. The maximum range at which a psibond can be established is 100 feet, but once in place it persists even if the subject moves out of this range (the psibond is suppressed, but not broken, while the subject is on a different plane). A psibond  grants you various options for gathering information or controlling the subject, based on your class level.
 At 1st level, you can use a swift action to perceive what the subject perceives using its sight, hearing, taste, or smell.  This sense link lasts until you take another swift action to end it, or until the psibond’s duration ends.  Only one sense is linked, and you cannot switch between
senses with the same psibond.  You make any skill checks involving senses, such as Spot or Listen, as if you were the subject (using that individual’s skill modifiers), and as if you were in the subject’s location.  You lose your Dexterity
bonus to AC while directly sensing what the subject senses.  This ability otherwise works like the forced sense link power (Expanded Psionics Handbook 131).

 Beginning at 3rd level, you can subtly influence the subject of your psibond.  As an immediate action, you can implant a subtle suggestion about which course of action the subject takes if presented with a choice.  You cannot communicate any specific action to your subject; you can only nudge it toward a specific choice.  For example, if your subject is offered a choice of shifts for the night watch, you can suggest which one to take.  No saving throw applies against this effect, but if the suggested action presents any obvious danger to the subject, your nudge fails; the psibond isn’t broken.  You can’t implant the same nonverbal
suggestion more than once during the same psibond.
 
 At 5th level, you can detect the surface emotions of the subject of your psibond as a free action.  You also gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive check made against that subject as long as the psibond is in place.
 
 Beginning at 7th level, you can use a swift action to use suggestion (as the spell) on the subject of your psibond.  The subject is allowed a Will save (DC 13 + your Cha modifier) to resist the effect.  You can’t use this ability more than once during the same psibond.

 At 9th level, you gain a limited ability to falsify one of the senses of your psibond’s subject.  This requires a swift action to activate or maintain each round,  and  otherwise  works  like  the false  sensory  input power (Expanded Psionics Handbook 106), though no save is
allowed.

Psithief A Psithief can siphon power points away from his target and use it himself. A Psithief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal power points. If the target is willing, a spellthief can steal a spell with a touch as a standard action.  At 1st Level this steals 1 power point per hit.   This increases to 3 points at Level 4, 6 points at Level 7, 7 points at Level 10, 9 points at Level 13, and 11 points at Level 16.  The Psithief may 'hold' a number of Psipoints equal to his maximum PP/day doubled.  For example if a 1st Level Psithief only gets 1 power point per day, he can hold up to 2.  He still drains power points with successful uses of this ability once he maxes out, but instead of gaining them they simply bleed out into the ether.  The Psithief must use these stolen power points within an hour or they fade away.  The victim regains his lost PP at the usual rate.

Beginning at 3rd level, a Psithief can siphon an active power effect from another creature. A Psithief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single power affecting the target. If the target is willing, a Psithief can steal a spell effect with a touch as a standard action.

The Psithief can choose which power effect to steal; otherwise, the DM determines the stolen power effect randomly. If a Psithief tries to steal a power effect that isn't present, the stolen power effect is determined randomly from among those currently in effect on the target. A Psithief can't steal a spell effect if its caster level exceeds his class level + his Intelligence modifier.

Upon stealing a  power effect, a Psithief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the power's duration expires, whichever comes first). If the power effect's duration hasn't expired by this time, the power effect returns to the creature that originally benefited from it.

A Psithief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a Psithief couldn't gain the effect of an Adapt Body power since that spell's range is personal. If a Psithief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per Psithief class level.

This ability does not work on spell effects that are immune to dispel psionics.

At 5th level and higher, a Psithief can use a sneak attack to temporarily steal a creature's psi-like ability. A Psithief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's psi-like abilities. If the target is willing, a Psithief can steal a psi-like ability with a touch as a standard action.

This psi-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the Psithief's class level. A Psithief can select a specific psi-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the Psithief can't steal the ability. If the target can't use its ability at the present time, the Psithief can't steal it.

A Psithief can use a stolen psi-like ability once. For all purposes (caster level, save DC, and so on), treat the psi-like ability as if it were being used by the original possessor of the ability. A Psithief must use the stolen psi-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the Psithief uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Beginning at 7th level, if a Psithief makes a successful save against a power that targets him, he can attempt to absorb the power energy for later use. This ability affects only powers that have the Psithief as a target, not effect or area spells. A Psithief can't absorb a power of a higher power level than he could steal with his steal power points ability (see above).

To absorb a power that targets him, a Psithief must succeed on a level check (1d20 + Psithief class level) against a DC of 10 + the power's caster level. Failure indicates that the power has its normal effect. Success means that the Psithief suffers no effect from the power, and gains the power points used to Manifest it. His normal limit of total power points stolen still applies.

Beginning at 9th level, a Psithief can use the Second Sight power as a swift action a number of times per day equal to his Intelligence modifier (minimum 1). His caster level is equal to his Psithief class level.

Saboteur: Starting at 1st level, a Saboteur's powers become more effective when cast against an unwary foe. You gain a +1 bonus to the power's save DC when you cast a power that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).

Starting at 3rd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next power you manifest. You must remain in melee with the target, and the attack must be made or the power cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not manifest defensively.

At 5th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.

At 7th level, you gain a +2 bonus on rolls made to overcome the power resistance of any affected target denied its Dexterity bonus to AC.

At 9th level, the bonus to your power's save DC increases to +2.

Solo: At first Level you gain the benefits of the Precognition power as long as you are psionically focused.

At 3rd Level you may instead opt to gain the benefits of the Detect Hostile Intent power instead (you may switch between the two once per round as a Swift Action.

At 5th Level you may instead opt to gain the benefits of the Danger Sense power.

At 7th level, the Charlatan's danger sense ability gains the effects of a single augmentation and he is granted the effects of the uncanny dodge ability. While his danger sense ability is active, the Charlatan can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Charlatan already has uncanny dodge from a different class (a Charlatan with at least two levels of barbarian, for example), he automatically gains improved uncanny dodge (see below) instead.

At 9th level, he gains a second augmentation and is granted the effects of the improved uncanny dodge ability. While his danger sense ability is active, the Charlatan cannot be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Evasion (Ex): Identical to the Rogue Ability on page 50 of the PHB.

Special Abilities: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a Charlatan gains a special ability of his choice from among the following options.

Blind Spot (Ps): The Charlatan can use this ability once per day. While in effect, the Charlatan can attempt to make himself completely undetectable to any single creature as if manifesting the cloud mind power with a manifester level equal to his Charlatan level. If the target creature fails its save, the Charlatan can remain hidden as long as he maintains concentration on this ability.

Decoy (Ps): Once a day, the Charlatan can create an illusionary duplicate of himself. The illusion functions as a project image spell with a caster level equal to his Charlatan level, except that it lasts as long as he maintains concentration, to a maximum of 1 round per caster level.

Enhanced Sneak Attack (Su): When the Charlatan has psionic focus, he adds psionic damage to his sneak attacks. This ability increases his sneak attack damage by +1d6. (For example, an 11th-level Charlatan would deal +5d6 damage with a sneak attack instead of +4d6). This ability may be selected up to three times.

Improved Evasion (Ex): This ability works like evasion, except that while the Charlatan still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Charlatan does not gain the benefit of improved evasion.

Infiltrator (Ps) (Prerequisite: Criminal Focus-Infiltrator) You can now use the spell Passwall 1/day as a Psilike Ability.

Mind Cripple (Su): A Charlatan with this ability has learned to focus psychic energy into his sneak attacks, which disrupts the mental capability of his foe. An opponent damaged by one of his sneak attacks also takes 2 points of Intelligence damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Pantologist (Su): (Criminal Focus-Pantologist) Your broad knowledge allows you to study an opponent and gain a brief flash of insight to breach her defenses. By spending 9 power points as a free action, you can ignore a single target’s power resistance and damage reduction for 1 round. The target automatically fails any power resistance check that she attempts to avoid your power.

Psibond (Su): (Criminal Focus-Psibond) you gain the ability to fully control the subject of your psibond.  This works like the dominate monster spell (PH 224) and requires a standard action to activate.  The subject is allowed a Will save (DC 19 + your Int modifier) to resist the effect.  If you successfully dominate the subject, the effect lasts for 1 hour.  Using this ability automatically ends your psibond with the subject,
regardless of whether it succeeds on the save.

Psithief (Su): (Prerequisite: (Criminal Focus-Psithief) When the Psitheif uses one of his Focus abilities on a creature with no power points or psi-like abilities, the victim is Stunned one round instead. 

Saboteur (Su): (Prerequisite: Criminal Focus-Saboteur) Your Bonus to rolls made to overcome the power resistance of targets Denied their Dex Modifier to AC raises to a +4.

Shadow Jump (Ps): The Charlatan gains the ability to travel between shadows. This ability works like the psionic dimension door power with a manifester level equal to his Charlatan level, except as follows: The transport must begin and end in an area with at least some shadow. A Charlatan can jump up to a total of 60 feet each day in this way; this can be a single jump of 60 feet or he can split the total distance he can jump each day among many jumps, but each one, no matter how small, counts as a 10-foot jump.

The Charlatan can select this ability up to three times and he adds 60 feet to the daily total each time he selects it.

The Charlatan can expend his psionic focus to use this ability as a move action.

Skill Mastery: The Charlatan becomes so certain in the use of specific skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A Charlatan may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the Charlatan's ability to wriggle free from magical or psionic effects that would otherwise control or compel him. If a Charlatan with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same Difficulty Class. He gets only this one extra chance to succeed on his saving throw.

Solo (Ex): (Prerequisite: Criminal Focus-Saboteur) You now gain the benefits of the Danger Sense power, Uncanny Dodge, and Improved Uncanny Dodge even when you are not psionically focused.

Feat: An Ambuscade can gain a bonus feat in place of a special ability.

PLAYING A CHARLATAN
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

CHARLATANS IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CHARLATANS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC CHARLATAN

Hit Die: d6
Skills Points at Each  Level : 6 + int
Powers
Psicrystal The epic Charlatan’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Class Ability
Bonus Feats: The Epic Charlatan gains a Bonus Feat every x levels higher than 20th
« Last Edit: September 04, 2015, 02:11:52 AM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #12 on: May 28, 2015, 06:14:10 PM »
INTONER (bard)


   
"Nothing is more sad than the death of an illusion."

 Intoners are psychic entertainers, crafting songs and art that exist only in the mind.  More versatile than the average telepath they are generally perceived either as great artists or eminent threats.

MAKING AN INTONER
 Your form of artistry is new, and not well understood, and people fear what they do not understand.  Always remember that.
 Abilities: An in detail section on what ability scores are good for the class, and usually in the order of priority.
 Races: Any race with strong telepaths will have Intoners among them.
 Alignment: Charisma is your primary stat.  You may also want a decent Dex and Wis.
 Starting Gold: As Bard.
 Starting Age: As Bard.

Class Skills
 The Intoner's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Bardic Knowledge, Intonation, Telepathic Counter, Instill Emotion +1, Fascinate
2. +1    +0     +3     +3   
3. +2    +1     +3     +3    Id Insinuation
4. +3    +1     +4     +4   
5. +3    +1     +4     +4   
6. +4    +2     +5     +5    Psionic Suggestion
7. +5    +2     +5     +5   
8. +6    +2     +6     +6    Instill Emotion +2
9. +6    +3     +6     +6    Tower of Iron Will
10.+7    +3     +7     +7   
11.+8    +3     +7     +7   
12.+9    +4     +8     +8    Dispelling Buffer
13.+9    +4     +8     +8   
14.+10   +4     +9     +9    Instill Emotion +3
15.+11   +5     +9     +9    Psionic Mind Blank
16.+12   +5     +10    +10   
17.+12   +5     +10    +10   
18.+13   +6     +11    +11    Mass Cloud Mind
19.+14   +6     +11    +11   
20.+15   +6     +12    +12   Instill Emotion +4

Code: [Select]
[b] Max Power Level Known  Powers Known  PP/Day[/b]
1.           1               1          1
2.           1               2          2
3.           1               3          5
4.           2               4          7
5.           2               5          11
6.           2               6          15
7.           3               7          19
8.           3               8          23
9.           3               9          27
10.          4               10         35
11.          4               11         43
12.          4               12         51
13.          5               13         59
14.          5               14         67
15.          5               15         79
16.          6               16         91
17.          6               17         103
18.          6               18         115
19.          6               19         127
20.          6               20         139

Weapon Proficiencies: An Intoner is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Intoners are proficient with light armor and shields (except tower shields).

Power Points/Day: An Intoner's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given above.  In addition, she receives bonus power points per day if she has a high Charisma score (see Table 2—1: Ability Modifiers and Bonus Power Points, EPH 18). Her race might also provide bonus power points per day, as might certain feats and items.

Powers Known: An Intoner begins play knowing one Intoner power of the player's choice. Each time she achieves a new level, she unlocks the knowledge of a new power.

Powers are chosen from the Intoner power list. (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats from Expanded Psionics Handbook allow a Intoner to learn powers from the lists of other classes.) A Intoner can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a Intoner can manifest in a day is limited only by her daily power points.

An Intoner simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Intoner powers is 10 + the power's level + the Intoner's Cha modifier.

Maximum Power Level Known: An Intoner begins play with the ability to learn 1st-level powers. As she attains higher levels, she can gain the ability to master more complex powers—for example, a 4th-level Intoner can learn powers of 2nd level or lower, a 7th-level Intoner can learn powers of 3rd level or lower, and so on. To learn or manifest a power, an Intoner must have a Charisma score of at least 10 + the power's level.

Bardic Knowledge: Identical to the Bard ability of the same name listed in the PHB.

Intonation (Su): Once per day per Intoner level, an Intoner can use his telepathic "singing" to produce psychic effects on those around him (usually including himself, if desired). Each ability requires both a minimum Intoner level and a minimum number of ranks in the Perform (Intonation) skill to qualify; if an Intoner does not have the required number of ranks in Perform (Intonation), he does not gain the Intonation ability until he acquires the needed ranks.

Starting a Intonation effect is a standard action. Some Intonation abilities require concentration, which means the Intoner must take a standard action each round to maintain the ability. Even while using Intonations that don’t require concentration, an Intoner cannot manifest powers, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word.

Telepathic Counter (Su): An Intoner with 3 or more ranks in the Perform (Intonation) skill

Instill Emotion (Su): An Intoner with 3 or more ranks in the Perform (Intonation) skill

Fascinate (Ps): An Intoner with 3 or more ranks in the Perform (Intonation) skill

Id Insinuation (Ps): An Intoner of 3rd Level or higher, with 6 or more ranks in the Perform (Intonation) skill

Psionic Suggestion (Ps): An Intoner of 6th Level or higher, with 9 or more ranks in the Perform (Intonation) skill

Tower of Iron Will (Ps): An Intoner of 9th Level or higher, with 12 or more ranks in the Perform (Intonation) skill

Dispelling Buffer (Ps): An Intoner of 12th Level or higher, with 15 or more ranks in the Perform (Intonation) skill

Psionic Mind Blank (Ps): An Intoner of 15th Level or higher, with 18 or more ranks in the Perform (Intonation) skill

Mass Cloud Mind (Ps): An Intoner of 18th Level or higher, with 21 or more ranks in the Perform (Intonation) skill

PLAYING AN INTONER
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

INTONERS IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

INTONERS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC INTONER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Intoner gains a Bonus Feat every x levels higher than 20th
« Last Edit: September 04, 2015, 02:16:55 AM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #13 on: May 29, 2015, 02:30:42 AM »
CHANNELER


   
"Who calls me from death?"

 Channelers send out random psychic 'calls' to the Astral and Ethereal planes in the hopes that something answers.  Many of them make a living pretending to do so, with only the occasional true instance of mediumship.  Allowing spirits to possess you is dangerous after all.  And sometimes what you go looking for isn't what you find waiting for you...

MAKING A CHANNELER
 People tend to assume you are a fraud, or that you are toying with things you cannot control.  This will make them a danger to you.  Even worse are the desperate ones who need you.
 Abilities: Charisma is your most important ability.  After that it rather depends on what you want your PC to be able to do.
 Races: Races who give birth to Necrologists will also typically have Channelers among them.
 Alignment: Given your experiences, you more than likely lean towards some variation of Neutrality.  Channelers are ot the sort who have strong ideological opinions, many are not devoutly religious, and most keep strictly to themselves.
 Starting Gold: As Cleric.
 Starting Age: As Cleric.

Class Skills
 The Channeler's class skills (and the key ability for each skill) are....
Skills Per Day at 1st Level : (x + int)x4
Skills Per Day at Each Additional Level : x + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Spirit Possession (1 connection)
2. +1    +3     +0     +3    Power of the Possessed, Appear Normal
3. +2    +3     +1     +3   
4. +3    +4     +1     +4    Bonus Feat
5. +3    +4     +1     +4    Power of the Possessed
6. +4    +5     +2     +5    Mental Defense
7. +5    +5     +2     +5   
8. +6    +6     +2     +6    Spirit Possession (2 connections)
9. +6    +6     +3     +6    Mental Defense
10.+7    +7     +3     +7    Power of the Possessed
11.+8    +7     +3     +7    Bonus Feat
12.+9    +8     +4     +8   
13.+9    +8     +4     +8    Mental Defense
14.+10   +9     +4     +9    Spirit Possession (3 connections)
15.+11   +9     +5     +9   
16.+12   +10    +5     +10   Power of the Possessed
17.+12   +10    +5     +10   
18.+13   +11    +6     +11    Bonus Feat
19.+14   +11    +6     +11    Mental Defense
20.+15   +12    +6     +12   Spirit Possession (4 connections), Power of the Possessed

Weapon Proficiencies: Channelers have proficiency with all Simple weapons and Light Armor.

Spirit Possession (Su): At 1st Level a Channeler may open herself to possession by a 'spirit'.  In this case spirit is defined as any Incorporeal Undead or entity on the nearby Astral or Ethereal Planes.  This can be done to query the Dead for information, or to bargain with more powerful entities to be lent their power.  However, it is incredibly risky as it opens the Channeler to unwilling possession by a more powerful being who takes over the Channelers body.  Initially opening oneself to possession is a 1 minute action requiring concentration.  After that, sending out a psychic 'call' into the void takes another Full Round to be answered.  Your call is then answered by a random being that is 'nearby' on another Plane, or by a Spirit you know personally.  At 1st Level you only have one spirit entity that you have a connection to, but you can potentially gain different or better knowledge and powers with a random roll.  You gain a connection to an additional spirit you can always call up at Levels 8, 14, and 20.

Regardless of which choice you make you must make a Binding Check.  The Checks is 1d20 plus your effective Channeler Level plus your Charisma Modifier.  The DC you must make varies per spirit entity, and is listed with their description.  Regardless of the Check's outcome you gain the abilities listed for the spirit.  If you fail the Check, then the spirit gains some influence over you and alters your personality.  The exact effects vary and are listed with each spirits description.  If you roll a Natural 1, then you have been possessed and the entity has complete control of your body until it is removed via exorcism, or succeed in a Willpower Save to cast it out yourself and regain control.  You may make the save once every 24 hours after being Possessed, and the Save DC is listed with each Spirit.  There are also entities that will specifically attempt to possess you, and fighting them will be detailed in their entries. 

Normally it is very obvious when you are possessed, as you will physically appear different.  Exact changes are listed with each spirit.

Power of the Possessed (Su):

Appear Normal (Su): At 2nd Level you no longer appear abnormal when making a successful Binding Check.  Unfortunately if you are forcibly possessed by an entity of some sort then it can make you appear normal as well.

Bonus Feat: At 4th, 11th and 18th Levels you can choose a Bonus Feat from the following list whose prerequisites you meet:

Mental Defense (Su):
 
PLAYING A CHANNELER
 Brief description on how to play the class you are designing.
 Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
 Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.

CHANNELERS IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CHANNELERS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



EPIC CHANNELER

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability.
Bonus Feats: The Epic Channeler gains a Bonus Feat every x levels higher than 20th
« Last Edit: September 04, 2015, 02:30:57 AM by bhu »

Offline bhu

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Re: Spookery Psychic Stuff
« Reply #14 on: August 01, 2015, 10:23:27 PM »
PSION

Psions can now choose from among the following new Disciplines: