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The Reminisentient of Taratai

Entry Requirements:
Race: Kalashtar
Alignment: Any Good.
Skills: concentration+8, knowledge (planes)+2, knowledge (psionics)+2, knowledge (religion)+2
Psionics: Able to manifest 2nd-level powers
Special: Ability to bind Taratai
Special: Must worship the Path of Light

Hit Die D10

1 - +1 BAB +2F/+0R/+2W - Psionic Advancement, Tribond Spirit, Code of Conduct, Target of Shadows.
2 - +1 BAB +1F/+0R/+1W - Insuperable Mind
3 - +1 BAB +0F/+1R/+0W - Granted Knowledge 1/d
4 - +1 BAB +1F/+0R/+1W - Channel Taratai [Persuade]
5 - +1 BAB +0F/+1R/+0W - Mettle
6 - +1 BAB +1F/+0R/+1W - Granted Knowledge 2/d
7 - +1 BAB +0F/+1R/+0W - Channel Taratai [Resist]
8 - +1 BAB +1F/+0R/+1W - Epiphany
9 - +1 BAB +0F/+1R/+0W - Granted Knowledge 3/d
10 - +1 BAB +1F/+0R/+1W - Channel Taratai [Metamorphosis]

Skills (2+int modifier) concentration, craft, decipher script, diplomacy, gather information, heal, knowledge (planes), knowledge (psionics), knowledge (religion), profession, psicraft, use psionic device, Search, Autohypnosis, ride and sense motive.

Psionic Advancement: At each level of the prestige class, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of Reminisentient to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became an Reminisentient, he must decide to which class he adds the new level of Reminisentient for the purpose of determining power points per day, powers known, and manifester level.

Target of Shadows : Taratai's vestige makes you a significant asset in the conflict with the Dreaming Dark. You are uncomfortable to be around as your mind is under an almost constant struggle to remain secret and safe. You recieve a -2 on Bluff and Diplomacy additionally those around you become mistrustful. At the beginning of every encounter with a friendly group or individual roll a d% on a roll of 01-10 the group or individual becomes unfriendly to you personally. All items bought at stores cost +10% more.

Tribond Spirit (Ex): You no longer need to summon Taratai every day; you are bound to her constantly. You cannot choose a different vestige in her place. You can still attempt a binding check each day to negate her influence. At each level of the Reminisentient of Taratai class your bond with Taratai grows stronger. Your Reminisentient levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of the abilities granted by binding Taratai. You do not, however, gain any other benefit a binder would have gained.

Code of Conduct: A Reminisentient of Taratai must be of good alignment and loses all prestige class abilities if he ever willingly commits an act of evil. This includes all binding benefits, manifester levels, and special abilities granted by the Reminisentient class. He may recover these abilities by atoning as a Paladin would. An Ex-Reminisentient retains the hit dice, base attack bonus and base saves granted by the prestige class but no other abilities.

Insuperable Mind (Su): You gain immunity to sleep, charm and fear effects.

Granted Knowledge (Su): You may, an according number of times per day, take 20 on a single knowledge or craft check.

Channel Taratai (Ex): The three abilities are as follows:

Persuade - You gain +2 Charisma as Taratai further infuses your mind.
Resist - You gain +2 Constitution as Taratai toughens your body.
Metamorphosis - You become an Outsider [native]. Your life span quadruples. You are immune to death effects, poison and gain resistance 5 to all elements.

Epiphany - You no longer suffer from the negative effects of Target of Shadows.


Hey. I'm Lawmongers friend in this scenario; he pointed me at this thread so I thought I'd chime in a little. The second Vestige is a colaborative between Lawmonger and I, and I should point to a vested interest in that I will probably end up playing with the Vestige.

My approach to this Vestige is based on an understanding of Taratai. I think Taratai's defining quality is a desire to protect allies against tyranny and madness, to the point of self sacrifice. She supports this through themes of knowledge/psionics, travel/movement, leadership and pre-emptive protection. The abilities should tie to those qualities. What you see as a Cleric feel I see as an Archivist feel, a bit of a pet class of mine.

Lawmonger mailed be earlier today about the widened circle against good/evil thing. I think simply removing that whole second function in Strengthen Mind is probably the cleanest design option; the ability is supposed to represent the pre-emptive protection from madness element of Taratai and it does that without the magic circle facet.

In terms of the power level of Taratai's Boon my personal opinion is that its situational enough that sometimes it will be fantastic but a lot of the time you would rather simply have a round and use your psi points and psi focus somewhere else. It appeals to the movement element of Taratai to me as well as the self sacrificing bit. A caveat is that I do tend to think abilities of this ilk are OK in general being high powered.

Power level becomes an issue for me when it impinges on the enjoyment of the group. We have all played in parties where one character beats encounters immediately and seemingly alone whether with +35 diplomacy, metamagic spells, magic items or just crazy melee damage, I can freely admit to playing such characters in Lawmongers early campaigns. Abilities that grant the power to the other players create enjoyment as well as, if those abilities are sufficiently situational, providing interesting choices for the player using the character. My go to for this is always Snakes Swiftness, Mass - its a great tool in the box for any party. I think this goes a way to explain how I can see the smite, diplomacy and psi points are over powered yet find a strong ability like Boon as just very good.

Thanks for the input Bill - I know Lawmonger and I both enjoy the design process and it seems like you probably do to :-).

LemonNlimE