Another base class for my Magipunk setting, kind of a cross between Soulknife and PsyWar. Hope it pleases.
PsykinPicture Credit: Google Image Search "The power I wield would destroy a lesser being. In fact, it already has -- many times."-Janowyn Steele, Psykin Master
Thing.
MAKING A PSYKIN Thing
Abilities: Wisdom>Str=Con>Dex>Int=Cha
Races: Any.
Alignment: Any.
Starting Gold: As cleric.
Starting Age: As cleric.
Class SkillsThe Psykin's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Perception (Wis), Profession (Wis), Psi (Int), and Stealth (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int
Table: The Psykin | HD: d10 |
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Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +1 | +2 | +3 | +4 | +5 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 | +16 | /+11 | /+6 | /+1 | +17 | /+12 | /+7 | /+2 | +18 | /+13 | /+8 | /+3 | +19 | /+14 | /+9 | /+4 | +20 | /+15 | /+10 | /+5 |
| | | Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
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Special | Force armor, force blade | Psychic augment | Disruptive field | Focused attack | Channel | Disruptive armor | Improved disruptive field | Focused defense | Improved channel | Psychic body | Disruptive strike | Improved focused attack | Psychic ward | Improved focused defense | Improved psychic body | Greater disruptive strike | Burst strike | Improved psychic ward | Absorptive strike | Psychic reflection |
| | | Power Points/ Day | 1 | 3 | 7 | 11 | 16 | 23 | 31 | 38 | 48 | 58 | 70 | 84 | 99 | 114 | 131 | 150 | 170 | 191 | 213 | 235 |
| | | Powers Known | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 |
| | | Max Power Level | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 |
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Weapon and Armor Proficiencies: Psykin are proficient with all simple weapons, light armor and shields, and with their own force blades and force armor.
Power Points/Day: A psykin's ability to manifest powers and use many of her class features is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Wisdom score. Her race may also provide bonus power points per day, as may certain feats and items. A psykin cannot spend more power points at any one time on a power or class feature than her psykin level.
Powers Known: A psykin begins play knowing one psykin power of her choice, and she unlocks the knowledge of new powers at every odd level, chosen from the psykin power list below. A psykin can manifest any power that has a power point cost equal to or lower than her manifester level. The number of times a psykin can manifest powers in a day is limited only by her daily power points. A psykin 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 psykin's powers is 10 + the power’s level + the psykin's Wisdom modifier.
Force armor (Su): A psykin's mind generates a tangible field of force that provides a +5 armor bonus to Armor Class. The psykin can raise or lower the force armor by spending a swift action at any time. Unlike mundane armor, force armor entails no armor check penalty or speed reduction. Because force armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. A psykin's force armor can be invisible or can appear as a colored glow, at her option. A psykin can wear physical armor as well, but the two armor bonuses to AC don't stack (use the larger value); in this way the psykin could gain two sets of armor properties with her Psychic Augment class feature (see below).
Force blade (Su): As a swift action, a psykin can create a semisolid blade composed of psychic force. The blade can take the form of any simple or martial weapon; the psykin can use it two-handed if she chooses, and the reach of the weapon and any additional effects are governed by the form chosen. The force blade deals 1d8 damage per two psykin levels rounded down, minimum 1d8 (crit 19-20/x2), and is counted as masterwork (the benefit of masterwork does not stack with the Psychic Augment ability below). The psykin gains the usual benefits to her attack and damage rolls from a high Strength bonus.
The force blade can be broken (it has hardness 10 and 10 hit points); however, a psykin can simply create another with her next swift action. The moment she relinquishes her grip on the force blade, it dissipates. A force blade is considered a magic weapon for the purpose of overcoming damage reduction.
A psykin can use feats such as Power Attack or Combat Expertise in conjunction with the force blade just as if it were a normal weapon. She can also choose force blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade, and several psykin class features can improve a force blade (see below).
Even in places where psionic effects do not normally function (such as within a null psionics field), a psykin can attempt to sustain her force blade by making a DC 20 Will save. On a successful save, the psykin maintains her force blade for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the force blade vanishes. As a swift action on her turn, the psykin can attempt a new Will save to rematerialize her force blade while she remains within the psionics-negating effect.
Psychic augment (Su): Beginning at 2nd level, a psykin can spend a standard action to augment her force blade or force armor. She can apply weapon or armor properties, up to a total bonus of +10 (gaining an equal enhancement bonus, as normal), which lasts for 10 minutes per class level; the force blade and armor cannot be enhanced with properties which carry a flat gold cost instead of a bonus equivalent. To use this ability, a psykin must spend power points equal to twice the total bonus - 1. For example, a 5th-level psykin could apply up to a total bonus of +3 to her force blade or force armor, since she cannot spend more than 5 power points on her class features.
Disruptive field (Su): A psykin of 3rd level or higher may spend 1 power point as an immediate action to generate a psychic field which disrupts spellcasting and psionics around her. The field is an emanation which extends to a radius of 10 feet, and lasts for 1 round per psykin level; any opponent within the area of the field must make a caster or manifester level check (DC equal to 5 + the psykin's manifester level) to cast spells or manifest powers. For each power point the psykin spends, increase the radius of the emanation by 5 feet.
Focused attack (Ex): At 4th level, a psykin can expend her psionic focus to improve her combat skill. She gains an insight bonus to one attack roll equal to her Wisdom modifier, and 1d6 bonus damage for that attack per point of Wisdom modifier.
Channel (Su): Upon reaching 5th level, a psykin learns to channel her powers through her force blade. The psykin can use a standard action to manifest a power she knows and deliver the power through her force blade with a melee 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, and be a targeted power. The power does not take effect unless the attack is successful. If the power deals damage and the attack is a confirmed critical hit, apply the critical multiplier to the damage dealt by the power as well.
Disruptive armor (Su): Beginning at 6th level, a psykin's force armor provides her some protection against magical and psionic attacks. Whenever a psykin is protected by her force armor, she gains power and spell resistance equal to 10 + the armor bonus of the force armor. She may voluntarily raise and lower this resistance as a swift action.
Improved disruptive field: Whenever a psykin of 7th level or higher uses her Disruptive Field ability, the DC of the caster or manifester level check is 10 + the psykin's manifester level.
Focused defense (Ex): Beginning at 8th level, whenever a psykin is psionically focused, she gains an insight bonus to AC equal to her Wisdom modifier.
Improved channel (Su): At 9th level, a psykin can channel a power she knows as part of a full attack action, and the power affects each target she hits in melee combat that round. Doing so discharges the power at the end of the round, in the case of a touch-range power that would otherwise last longer than 1 round. This ability works in all other ways like the Channel class feature.
Psychic body (Ex): Upon reaching 10th level, a psykin learns how to supplement their psionic ability by drawing on their own physical essence. The psykin can sacrifice hit points instead of spending power points, on a one-for-one basis; these surrogate power points cannot be used on powers or abilities which would heal hit points or grant power points, nor to create items or grant abilities which would do so.
Disruptive strike (Su): At 11th level, a psykin learns to disrupt magic and psionic effects with her force blade. Whenever the psykin makes a successful attack with her force blade, she may spend 5 power points as part of the same action to affect her opponent with a targeted dispel that affects both magic and psionics. Her bonus on the dispel check is equal to her psykin level, with no maximum.
Improved focused attack: Beginning at 12th level, whenever a psykin uses her focused attack ability, the bonus to attack and damage last until the beginning of her next turn.
Psychic ward (Su): At 13th level, whenever a psykin is subject to an effect that allows a saving throw, she may spend 1 power point as an immediate action to gain an insight bonus on the save equal to her Wisdom modifier.
Improved focused defense (Ex): Whenever a psykin of 14th level or higher is psionically focused, she adds twice her Wisdom modifier as an insight bonus to AC. This ability replaces the effect of the focused defense ability.
Improved psychic body: Beginning at 15th level, whenever a psykin uses her psychic body ability, she gains 2 power points for each hit point she spends, instead of one.
Greater disruptive strike (Su): At 16th level, a psykin learns to completely shut down magical and psionic effects with her force blade. Whenever the psykin makes a successful attack with her force blade, she may pay 11 power points as part of the same action. If she does, the struck opponent must make a Will save (DC 16 + the psykin's Wisdom modifier) or be affected as if by an
antimagic field and
null psionics field for 1 round. The effect has no radius, and only affects the struck opponent and their equipment.
Burst strike (Su): A psykin of 17th level or higher can spend power points to have her melee attacks affect multiple opponents at the same time. Whenever the psykin makes an attack with her force blade, for every 2 power points she spends, her attack affects an additional opponent who is adjacent to the initial target. She uses the same attack and damage rolls for all targets, and any target which is successfully struck takes damage and additional affects (such as Disruptive Strike or Channel) as if they were the only target.
Improved psychic ward: At 18th level, whenever a psykin uses her psychic ward ability, the bonus to saving throws applies to all allies within 60 feet.
Absorptive strike (Su): Whenever a psykin of 19th level or higher successfully dispels an effect with her disruptive strike ability, she may spend 3 power points to steal the effect for herself, as per the
reaving dispel spell.
Psychic reflection: Upon reaching at 20th level, a psykin can turn spells and powers back on their creators. Whenever the psykin is targeted by a spell or power (but not subject to an area of effect), as a free action she may turn the spell or power back on the caster or manifester, as per
spell turning or
reddopsi, respectively.
PLAYING A PSYKINThing.
Combat: Thing.
Advancement: Thing.
PSYKIN IN THE WORLD"Thing."-Guy
A brief description of how your class is persevered in the world and how he interacts with the world.
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Organizations: Thing.
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GUYThing
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
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Speed 30 ft. (6 squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities STATS
SQ Feats Skills Possessions