| Sphynx |
I think I'm becoming reknown for my underpowered attempt at this class, so i've seriously pumped up the power level as well as the diversity. My main concern (and why I'm posting) is to make sure I didn't go overboard on it. Please, let me know if any aspect of this is overpowered. Or worse, if it still seems too weak to bother with...
(Special thanks to Keirako for the assist)
Psychic Warrior
Wizards and Sorcerers are able to access a cosmic force and bend that force in ways that confound the mortal mind. This gives them a wide array of possibilities as the cosmic forces entail all. A Psychic does not have that sort of access, instead having only access to the force of the Mind, which channels the energy from the Astral Plane. The mind acts as a filter, channeling that energy into thought patterns and emotions. A Psychic is a person who can use that energy to alter the filter itself, to alter his mind in a manner that allows him to exceed what other mortals can do. However, his power is still all from within, and as such he can never truly exert energy to the levels that Sorcerers and Wizards do. But, because that energy is internal, his supply to it is closer and requires fewer procedures to safely access it.
Psychic Warriors are the people who fine tune their bodies and minds to the levels required to access this power. The martial studies they incur help them focus, and the better they learn their bodies, the better they know their own minds; and visa versa. The most common characteristic shared amongst Psychic Warriors is that dedication to bettering their minds and bodies, and using their mental prowess to improve their physical prowess.
Role: Psychic Warriors fill the role of utility warriors. Through the use of their mental abilities, they can turn the tides of a battle quickly for themselves and other combatants. They also excel at overcoming non-combat obstacles that a party may otherwise be overwhelmed by.
Abilities: Intelligence is the primary ability used by Psychic Warriors to fuel their Psychic Powers, however for the Clairsentient, Wisdom would be just as important. Dexterity is the most important Physical ability for the Psychic Warrior.
Note: Saves against Psychic Abilities must target a DC of 10 + ½ Class Level + Int Modifier.
Hit Die: D8
Class Skills
Craft (Int), Knowledge (Psionics)(Int), Stealth (Dex) (see Disciplines for additional class skills)
Skill Ranks per Level: 4 + Intelligence Modifier
BAB: Equal to Level (+1 to +20)
Fort: +0 to +6
Refl: +0 to +6
Will: +2 to +12
Class Features
Weapon and Armor Proficiencies: Psychic Warriors are proficient with all simple and martial weapons and with light armor and medium armor, and shields, but not the tower shield.
Discipline Manifestation: The most determining ability that the Psychic Warriors possess is that of Psychic Warrior Powers. At the end of this Class description, is a list of powers separated by the 3 primary disciplines of Telekinesis, Telepathy, and Clairsentience. As a beginning Psychic, you may chose the 1st of any Discipline’s power (Telekinesis, Fine or Extrasensory or Communicate) as a starting power. You may select another power every other level, starting at 3rd level, as long as you meet any prerequisites for the power.
Mental Stealth: Each discipline has an innate ability to grant a competence bonus to Stealth. Whether it be the subtle suggestion by the telepath into their minds to not look behind this bush, or the Clairsentient knowledge that they won’t look behind this tree, or the Telekinetic movement of stuff on the other side, each receives the same bonus to Stealth of 1, +1/5 Class Levels.
Psi Crystal: Each Psychic Warrior starts off with a crystal that houses a shard of their mind. This psi crystal grants the Psychic Warrior a +3 bonus to one skill, a +2 bonus to one save (Fortitude, Reflex or Willpower), or +3 hp. The Psychic Warrior chooses which benefit it offers at first level, and cannot change it thereafter. This Crystal cannot be destroyed except through a spell like Disintegrate, Limited Wish, or Wish. If it is destroyed, replacing it requires a crystal that costs as much as an Intelligent item of the same power level, and 48 hours of meditation. If the Crystal leaves the Psychic Warrior’s possession, he loses the benefits of the Crystal.
A Psi Crystal is treated as an intelligent item and starts off with a 10 in each attribute score, Empathy, and Sense (30 ft) (see page 533, core rulebook), but no Purpose. A Psychic Warrior can only advance his Psi Crystal through leveling up. Each level that a Psychic Warrior gains grants 1,000 GP worth of Powers or Abilities to the stone. Once spent, these cannot be unspent. You cannot spend GP to enhance it further. Many Psychic Warriors bear their Psi Crystal upon their skin through a Ritual of Ascension. It most commonly appears on the forehead of the Psychic Warrior.
Psychic Combo: As soon as 3rd level, a Psychic Warrior can fuel his combat with his Psychic potential. To do this requires at least 2 powers in the same discipline (Such as 2 Telekinetic powers). Depending on what disciplines you have more than 1 power in, determines what bonuses you receive in combat. If you possess 2 or more Telekinetic Powers, you gain a bonus to damage equal to the number of Telekinetic Powers you possess; as you telekinetically enhance your strength during attacks. If you possess 2 or more Clairsentient Powers, you gain a bonus to attack rolls equal to half the number of Clairsentient Powers you possess; due to being presciently aware of where a target will be a split second before he’s there. If you possess 2 Telepathic Powers, you gain a competence bonus equal to the number of Telepathic Powers you possess, to your CMB; as you plant a small dissuasion into the foe’s mind.
If you have 2 powers in more than a single Discipline, you receive a bonus to initiative equal to twice the number of Disciplines in which you have more than 2 powers. (+4 for 2 Disciplines with more than 1 power, +6 for all 3 Disciplines with more than 1 power)
Psychic Interference: At 11th level, it is possible for a Psychic Warrior to ward of spells through overdosing his body with Psychic Energy. This has the effect of pushing spells away. Using this power is an immediate action, but requires an immediate Constitution roll against a DC of 15 to resist Fatigue. If you are already Fatigued, you become Exhausted should you fail the roll. Regardless of the roll, you get a +4 bonus to any saves against spells for the rest of the round.
Immune to Charm: At 14th level, you are immune to all Charm and Charm-like effects.
Greater Psychic Interference: At 17th level, your Psychic Interference Fatigue check has a DC of 10, and lasts until the end of the next round.
Enlightened: At 20th level, you may use your Intelligence to perform tasks that are dependent upon a Physical Ability (Strength, Dexterity or Constitution), via a Standard Action. This works in 1 of 2 manners. The first way allows you to replace the selected Physical Ability with your Intelligence a number of times a day equal to your Intelligence Modifier; this effect lasts for a number of rounds also equal to your Intelligence Modifier. Alternately, you can channel your Intelligence into a Physical Ability in a manner that you add your Intelligence Modifier to the Modifier for that Ability (they stack). Using your Intelligence in this manner lasts for only a single round, and you may do this a number of times a day equal to your Intelligence Modifier.
Telekinetic Powers
Telekinesis, Fine (Su):
At 1st level, this ability allows you, with a Standard Action, to mentally lift and move any object within close range (25’ + 5’/2 levels), and weighing less than or equal to 5 pounds/Class Level, a distance of up to 15 feet. You may concentrate, using a Standard Action, to maintain this movement, but if the object exceeds the range of the ability, you lose control of the object, causing it to fall. At 3rd level, you can perform fine maneuvering of items, such as turning a key, or flipping an item over as long as it does not weigh more than 5 pounds. At 5th level you can use this ability to perform skill tasks from a distance. Working at a distance increases the DC of any action by 5. This cannot be used to wield a weapon and attack with it. At 7th level, you can fine tune your telekinesis so well that it can perform any task that a person can do, such as simple chores like cleaning or triggering traps.
Bonus: Fly, and Sleight of Hand become Class Skills for this character.
Telekinetic Motion (Ex): Prerequisite: Telekinesis, Fine.
Use of Telekinetic Motion is as simple for you as walking, and as such you do not need to expend an action to use it once activated; however you do need to use a Standard Action to activate this ability. At 3rd level, you can reduce your own kinetic energy, changing the rate at which you fall to a mere 60’ per round, the equivalent of falling just a few feet. At 5th level you can not only completely negate your own kinetic energy at will, but generate it as well, allowing you to move either up or down at a speed of 20’ per round. If there is any sort of light surface below you, such as water or snow, you can even propel yourself across it as If you were weightless. At 7th level you can expand it to where you can also propel yourself across air as if it were solid, but never at an angle greater than you could walk on the ground (approximately 45 degrees upward). If there is a strong wind you can ride it at whatever speed it’s travelling. By 9th level your control over your personal kinetic energy is sufficient to allow you the ability to fly at a speed of 60 feet (or 40 feet if you are wearing medium or heavy armor). You can use this ability on others, as long as they are willing, but doing so reduces your Class Level by 3, and you must use a Standard Action to maintain the effect each turn. You must be touching anyone you use this ability on.
Telekinetic Field (Ex): Prerequisite: Telekinesis, Fine.
Your ability to reduce kinetic energy can also be used defensively. Once you have this ability, you receive a +1 bonus to AC against any attack that is not incorporeal by creating a field which dampens kinetic energy around yourself. Beginning at 5th level, you grant yourself a bonus to your AC against corporeal, non-energy, ranged attacks. This bonus is equal to your Class Level/5 +1 (with a maximum of +4), and bonus to your AC against melee weapons and energy attacks equal to your Class Level/5 (with a maximum of +2). These AC bonuses have no affect against incorporeal attacks. At 9th level, you can expand this field into a dome with a diameter equal to your class level, doing so grants AC to those within, but only against ranged attacks; and requires the expenditure of a Standard Action to do, as well as a Standard Action to maintain.
Telekinetic Maneuvers (Su): Prerequisite: Telekinesis, Fine.
Upon reaching 3rd level, you can exert your telekinesis into a force useful in combat, against a single foe, by conducting Combat Maneuvers at close range (25’ + 5’/2 levels) as a standard action. To use this ability, use your Class Level + Int modifier as your CMB, size does not matter. At 3rd level, you can attempt the Trip Combat Maneuver. At 6th level you can perform Disarm Combat Maneuver. At 9th level, you can add Bullrush to the list of Combat Maneuvers available to you through this ability, and finally at 12th level, you can perform the Grapple Combat Maneuver with this ability.
Note: Unless the targets are within melee range of you, using these Combat Maneuvers do not provoke attacks of opportunity from your targets.
Telekinesis, Brute (Su): Prerequisite: Telekinetic Maneuvers, 9th level.
At 9th level, your ability to push kinetic energy into items gives you the ability to perform much stronger feats of mind than through Telekinesis, Fine. You can exert enough pressure to lift up to 20 pounds per Class Level in any direction, from a range of close (25’ + 5’/2 levels), and a number of items equal to your Class Level at a time. If an item leaves your range, you lose control of the object causing it to fall. At 12th level, as long as the items are within a number of feet equal to your Class Level, you can double the weight, and ignore the maximum on number of items. It requires a Standard Action to use this ability and a Standard Action for each turn that you wish to maintain the effect.
At any level, you can also use this ability to physically push all objects and creatures within 10 feet of you, out to a distance of Close (25’ + 5’/2 levels) via a Full-Round Action. Using the power in this manner causes a check for Fatigue using your Constitution against a DC of 10. If you are already fatigued, and fail this roll, you become Exhausted. If the objects slam into other objects, they take damage as from falling 10’ (1d6). Creatures are allowed a Fortitude save to remain in place, at a -2 to the roll.
Clairsentience
Extransensory (Ex): At 1st level your senses become keener, giving you the ability to hear more and see greater distances and with greater clarity. This grants you a bonus to Perception equal to your Level/5 +1. At 3rd level, you gain Low Light vision, or if you already have Low Light vision, it doubles the distance you can see in low lighting. At 6th level you gain Dark Vision 30’, or if you already have Dark Vision, it increases the range of your Dark Vision by 30’. At 9th level, you gain the Scent ability. At 12th level, you gain Blind Vision, or if you already have Blind Vision, it increases the range of your Blind Vision by 10’.
Bonus: Perception (Wis), and Sense Motive (Wis) become Class Skills for this character.
Postcognition (Su): Prerequisite: Extrasensory.
At 3rd level, you can, as a Standard Action, read impressions off of any object that you hold in your hand. You gain images of the faces for anyone who has held the item for the past year. If anyone owned the item for more than a year, but not having held it for the past year, you can also get an image of their face as well. At 5th level, you can get impressions from the location you are at, knowing who has been there recently as long as they did more than just pass through. You also get a feel for any major or important activities that happened at the locale, such as rituals or killings. This requires a Standard Action to use. At 7th level, you gain impressions from anyone you touch, knowing any activities they’ve performed in the past year that left an emotional impact on either them or someone else. Again, this also requires the use of a Standard Action. This ability does not work against Outsiders, Undead, or non-humanoids until 9th level.
Precognition (Ex): Prerequisite: Extrasensory.
At 3rd level, you begin to receive insights into future events, allowing you to prepare for them. This manifests itself as a defensive bonus to your AC equal to your Class Level/5, but only if you would be able to keep your Dexterity bonus to AC. At 6th level, the same bonus is applied to your Reflex saves. At 9th level, you can never be caught flat-footed, or surprised.
Clairsentience (Su): Prerequisite: Extrasensory.
Using Clairsentience allows you to project your senses beyond your body. Until 12th level, doing this removes your ability to sense what is at your current location unless specifically specified otherwise, making you Blind to events locally. At 3rd level, you can touch any obstacle and, as a Standard Action, see what’s on the other side as long as you would normally be able to see if you were on the other side. Ie: If it is pitch dark on the other side of a barrier, and you don’t have Dark Vision, you would not be able to see the other side. By 6th level you can project your senses to a specific location within Close Range (25’ + 5/2levels) as a Standard Action, and maintain it as a Swift Action. That location does not have to be within line of sight, but you must be aware of the location, having seen that location before, if it is not within line of sight. This can allow you to see around corners, or even a bird’s eye view of an area. At 9th level you can project your senses to any location you know, and move them about at your base speed with a Move Action. Projecting is a Standard Action, but maintaining is part of the Move Action. If you don’t have a Move Action available, you can maintain the projection as a Free Action, but cannot move the projected senses. At 12th level, you are able to sense foreign locations at the same time that you sense what is in your current surroundings, you are not treated as being Blind when using Clairsentience.
Astral Projection (Su): Prerequisite: Clairsentience, 9th level.
At 9th level, you gain the ability to project more than just your senses; you are able to meld your body into the Astral Plane as a Standard Action. Doing this makes you Ethereal for the duration, but is exhausting to attempt. Any use of Astral Projection requires that you make a Constitution roll with a DC of 10 to avoid Fatigue. If you are already Fatigued, and fail the roll, you become Exhausted instead, and immediately become Corporeal. You cannot use Astral Projection while Exhausted. It requires a Standard Action to maintain this, and you must roll for Fatigue every round that you are Projecting. At 9th level, you can move about at your normal speed. At 12th level, you can Fly while Astral Projecting at your normal speed, and gain a +2 to your Fatigue roll, making it easier to use and maintain this ability.
Telepathy
Communication (Su): At 1st level, you can project a single word or image into an ally’s mind with a Swift Action. The target, must be within Medium Range (100’ + 10’/level), and is completely aware of whom the word or image is coming from, and the target must be someone you know on a first name basis. At 3rd level, with a Swift Action, you can speak a full sentence or send a very short motion image to someone mentally, And should the target wish, they can project a single image or word back in reply as part of the same action. At 5th level, you can telepathically bond with a single individual and use Free Actions to communicate back and forth equally. At 7th level, you can telepathically bond with a number of people equal to half your level, allowing full communication between you and each of them individually, but they cannot communicate back and forth to each other. These are Free Actions. You can also target a single individual with a sentence or series of images anonymously. This is a Standard Action to do. At 9th level, you and a group of people equal to half your level can fully communicate with Free Actions, mentally.
Bonus: Bluff (Cha), and Diplomacy (Cha) become Class Skills for this character.
Suggestion (Su): Prerequisite: Communication.
At 3rd level, you can plant a simple idea or word into the mind of a target within close range (25’ + 5’/2 levels); such as “stop”, “sit”, or “roll over”. They resist with a Will save. If the suggestion is something they would have done anyhow, they perform the action. If it is a suggestion they would not normally do, but is not life altering, they receive a +2 to their roll to resist. If it is life altering or threatening, they may automatically pass their Will save. This requires a Standard Action to do, and the duration is until the suggestion is completed, which at higher levels can take longer such as “Go home to your family.” At 5th level, it expands to a complete phrase or concept instead of a simple idea or word; such as “These are not the elves you’re looking for”, “You should go home for the day”, or “You heard something behind the bushes”. At 7th level they do not receive a +2 to resist, even if it is life altering, however, they still automatically resist anything life threatening. At 9th level you can affect multiple foes with the same suggestion, a number of foes equal to half your level. At 12th level, targets receive a -2 to their save, and you can expand it to a number of foes equal to your level.
Control (Su): Prerequisite: Communication.
At 3rd level, with a Standard Action, you can prevent a target from performing a certain action, if they fail a Will save and are within Close Range (25’ + 5’/2 levels). This could be preventing them from doing such things as unsheathing a weapon, shooting or throwing a weapon, or opening a door. At 6th level, the control improves, allowing you to hold them from performing any task at all, unable to move. At 12th level you can take over the control of their motor functions. If you have the target fight for you, you must use your own Basic Attack Bonus and CMB in place of its own. Anytime it performs a life threatening act that it would not normally do, it gets a new roll to resist the domination. Each round of control requires that a Swift Action be spent to maintain the control.
Detect/Read Thoughts (Su): Prerequisite: Communication.
At 3rd level, you can sense the existence or absence of thoughts within Close Range (25’ + 5’/2 levels), with a Standard Action. This is not resisted. At 5th level, you can separate the thoughts out in order to count the number of individuals in range. At 7th level, you can detect the direction and distance of each individual that you detect. At 9th level, you can read the surface thoughts of any individual within range (what they’re currently thinking about), if they fail a Will save roll. At 12th level you can delve into their thoughts and pull out memories. This is represented by being able to ask the GM 3 questions on a single topic that have a yes or no answer, and him answering honestly (assuming that the Will roll failed) those 3 questions. Using Detect/Read Thoughts this way requires a Constitution task roll against a DC of 10 to avoid Fatigue, or if already Fatigued, to avoid Exhaustion. You cannot delve into their thoughts if you are Exhausted.
Subtlety (Ex): Prerequisite: Suggestion, 9th level.
At 9th level, your ability to suggest becomes 2nd nature, allowing you to dissuade enemies with no effort. When in a combat situation, if more than 1 possible target exists of which you are one, the enemy will always chose someone other than you. They do not see you as a friend, they just see someone else as a better target, and when there are no other targets, and they are just as happy to attack you as they were your allies. At 12th level this improves to a sort of mental invisibility. They just don’t register your being there, even if you stand in the midst of them. However, they don’t fail to notice you should you physically attack them, though your dissuasion does give them a -2 to all rolls to attack you.
Psionic Feats
Power Crystal:
Your Crystal is more powerful than that of other Psionic Warriors of equal level.
Prerequisite: Psi Crystal Ability.
Benefit: Your Psi Crystal advances faster than normal. Every time you gain a level, your Crystal gains up to 1,500 GP worth of Powers and Abilities instead of the standard 1,000 GP worth.
Empowered Maneuvers:
You are able to channel your Telekinetic Maneuvers through a particular Ranged Weapon that you have developed a bond with.
Prerequisite: Weapon Focus, Telekinetic Maneuvers
Benefit: Select a particular Ranged Weapon belonging to a Ranged Weapon Type that you have a Weapon Focus with. When using this weapon, you can add your Telekinetic Maneuvers to attacks done by that weapon. Attacks with the weapon, for the purpose of Telekinetic Maneuvers, are made as normal, and do damage as per the weapon, in addition to the Maneuver used. This may only be done once per day, though you can continue grappling an opponent held by your missile through Telekinetic Maneuvers. You may change weapons by spending 6 hours in meditation with the new weapon that you wish to use this Feat with.
Prescient Weapon:
You bond with your weapon in such a manner that you can treat it as an extension of your Prescience.
Prerequisite: Weapon Focus, Precognition
Benefit: Choose a single weapon with which you have a Weapon Focus with, any use of that weapon grants you a +1 to attack rolls with that weapon. You may change weapons by spending 6 hours in meditation with the new weapon that you wish to use this feat with.
Intelligent Weapon:
Your weapon compensates for mistakes due to an inherent intellect you temporarily grant the weapon.
Prerequisite: Weapon Focus, Detect/Read Thoughts
Benefit: Select a Melee Weapon with which you have a Weapon Focus with. When using that weapon in combat, you may once per day, reroll a missed attack, but you must take the 2nd roll. As long as you have 15 minutes of meditation or sleep between each use of this ability, you may use it again on the same day.
| Ringtail |
My initial reaction through the class so far (I've read as far as Enlightened - will go through powers and feats next):
What first hit me was that for an INT based class with 4+ skill ranks the list of class skills was rather small (3). I glanced briefly ahead and saw that the various disciplines added a couple of more, but in general it looks as though you will almost always be cross classing a few skills. I'd prefer to see their skill list expanded upon to at least house some general physical skills such as Acrobatics, Climb, and Swim, representing a physical training as well as a mental one. Also, Perception and Sense Motive seem to fit thematically for a Psycic Warrior, I'd like to see them on the base list of skills with Clairsentience opening up some others - perhaps a couple of Knowledge skills of the players choice, or 1 Knowledge skill per power taken.
When I looked at the saving throws I felt that Fortitude should have been full progression along with Will, representing a control of one's physicality. While reading later and seeing that the Psicrystal could increase it I feel less strongly about the point, but to me it just seems to be a unusal weakness in the class.
The BAB and HD progression look good. I initially thought they should be full and d10's respectively until I got to the Psychic Combo ability when it balanced out nicely.
The only three disciplines made me a bit sad. I would've liked to have seen a Nomadic and Egotist tree as well, but again, I have yet to look into the power list to see if any of their traits were rolled in and understand that with abilities like Psychic Combo the class could get convoluted quickly if too many factors were added.
On the Psicrystal... Choosing between the +3 HP, the +2 to a saving throw, and the +3 to a skill of the character's choice seems uneven. The saving throw bonus is the clear victor here. 3 HPs is little past the initial couple of levels and the benefit of adding 3 to a skill quickly tapers off. Rather I suggest simply having the crystal provide a bonus feat with che choice of Toughness, Great Fortitude, Iron Will, Lightning Relexes, or Skill Focus. That way the HPs and skill points scale better with level, the saving throw bonuses don't stack quite so well, and the character meets prerequisites for the next step of the saving throw feat tree. I'd also recommend the Psicrystal providing the owner with Alertness, just as a familiar does, if nothing more than for flavor reasons.
On Psychic Combo all looked well with the exception of the Clairsentience ability. I felt that it would be better both flavorwise and mechanically if the bonus provided was to CMD instead of, or in addition to, CMB, or at the very least providing the character with the choice at time of aquisition.
Psychic Interference - you may wish to consider making it unusable should the character be exhausted, since they get the bonus whether or not they succeed on the CON check. Otherwise if you fail the roll twice there is no reason not to use it every round. Also, do you become fatigued before or after the saving throw is rolled, as it would affect a Reflex save?
And lastly (at least until I get to look through the powers), I'm a bit confused on the Enlightened ability - ironic, huh? Anyway must the player choose between the two uses upon reaching 20th level or are both an option at any given time?
| Ringtail |
Only partway through powers but I wanted to stop to post to make sure I didn't lose any of my thoughts.
TK field seems a bit weak. 1/5 (kind of like Mental Stealth - I don't see the bonus mattering much) is just too little to make an impact. Perhaps 1/4 or even 1/3 and dropping proficency to only light armor and shields as a psiwarrior might wish to rely more on their phsycial and mental prowess than mundane equipment. Maintaining the field should cost an action, but not a standard action, it just isn't good enough against range to warrant spending the round. Now if it functioned similar to windwall at higher levels...
As far as TK manuevers goes I'd like to see Drag and Reposition added to the list of 9th level abilities, barring that, as a bit higher level, maybe even dirty trick at high levels for the sneaky scroundrel types.
For the Extrasensory power, at level 12 characters get "blindvision". Is that supposed to be Blindsense or Blindsight. The latter would likely be too goo. Just a bit confused on the wording is all.
Also, Postcognition seems to be the type of ability that would make DMing a bit difficult just do to the vague nature of the ability and the instances in which it may be used but not relevent. It'll force DM's to come up with and track new information that may not have been intended. It would also make running a mystery that much more difficult.
Precognition you might want to change the wording so that it is a dodge bonus to AC. Also as it scales the character should just get either uncanny dodge or a combination of the Blindfight and Combat Reflexes feats. In hindsight, perhaps the 1/5 levels isn't too bad, but it taxes your power selection to keep the AC bonuses relevent.
There seems to only be 15 powers to choose from, and a character will wind up with 10. That's 2/3 of the powers. So powerwise there will be little difference from psiwarrior to psiwarrior other than the order in which they are recieved. I'd like to see either a broader selection of powers or a lesser amount of powers known (and supplemented with combat feats) to make the choices more relevent. A few energy based offensive powers might be nice as well, not many however, and not neccessarily that strong, but something to provide a ranged, touch, or AoE in a pinch.
More to come, I'm sure.
| Sphynx |
What first hit me was that for an INT based class with 4+ skill ranks the list of class skills was rather small (3). I glanced briefly ahead and saw that the various disciplines added a couple of more, but in general it looks as though you will almost always be cross classing a few skills. I'd prefer to see their skill list expanded upon to at least house some general physical skills such as Acrobatics, Climb, and Swim, representing a physical training as well as a mental one.Duly noted, and added.
Something not to forget, most Psychic will (especially if they go the whole 20 levels) have all 3 Disciplines. Those 2 skills just fit too well with a Sentient discipline to go switching them around.Also, Perception and Sense Motive seem to fit thematically for a Psycic Warrior, I'd like to see them on the base list of skills with Clairsentience opening up some others - perhaps a couple of Knowledge skills of the players choice, or 1 Knowledge skill per power taken.
Fortitude seems to represent more of a "I take it!" attitude/save. The Barbarian or Fighter type. The Psychic Warrior gains most of his combat advantage through mental processes, which is more represented by Willpower. I just don't "feel" Fortitude as a primary...
When I looked at the saving throws I felt that Fortitude should have been full progression along with Will, representing a control of one's physicality. While reading later and seeing that the Psicrystal could increase it I feel less strongly about the point, but to me it just seems to be a unusal weakness in the class.
On my later versions, I actually lowered the BAB to a +0 to +15 scale because I came to realize that the 'balance' of classes is the BAB vs Utility. A high BAB won't have much Utility in powers. It's off to have such a high BAB, but due to the seeming lack of interest in this thread, I didn't post my change earlier.
The BAB and HD progression look good. I initially thought they should be full and d10's respectively until I got to the Psychic Combo ability when it balanced out nicely.
The 3 was my most adamant decision of all. It's these other 'new' Psionic powers which bothered me so much as to create my own version of Psychics (that and them always working as spells instead of abilities). Even if it wouldn't be convoluted, I would never add more than the three disciplines.
The only three disciplines made me a bit sad. I would've liked to have seen a Nomadic and Egotist tree as well, but again, I have yet to look into the power list to see if any of their traits were rolled in and understand that with abilities like Psychic Combo the class could get convoluted quickly if too many factors were added.
I agree completely. But I think they were chosen because from a Feats point of view, Toughness, Skill Focus, and the 3 Saving Feats are at those numerical values. The Psi Crystal wasn't my addition, and as such I'm trying to leave it as untouched as possible unless Kierato wants to make changes to his/her idea. I like the idea of the Alertness...
On the Psicrystal... Choosing between the +3 HP, the +2 to a saving throw, and the +3 to a skill of the character's choice seems uneven. The saving throw bonus is the clear victor here. 3 HPs is little past the initial couple of levels and the benefit of adding 3 to a skill quickly tapers off. Rather I suggest simply having the crystal provide a bonus feat with che choice of Toughness, Great Fortitude, Iron Will, Lightning Relexes, or Skill Focus. That way the HPs and skill points scale better with level, the saving throw bonuses don't stack quite so well, and the character meets prerequisites for the next step of the saving throw feat tree. I'd also recommend the Psicrystal providing the owner with Alertness, just as a familiar does, if nothing more than for flavor reasons.
I have to be careful here, not only because you will have multiple Disciplines and thus an improved CMB for those TK Maneuvers, but because without a bonus to attack, the BAB would be a bit too low, and raising it would be a fail for reasons already mentioned.
On Psychic Combo all looked well with the exception of the Clairsentience ability. I felt that it would be better both flavorwise and mechanically if the bonus provided was to CMD instead of, or in addition to, CMB, or at the very least providing the character with the choice at time of aquisition.
In my later editions of this, I did throw in the "Doesn't work if Exhausted" clause, just didn't post it due to the reason previously given. The saving throw is to see if you become Fatigued, so after the saving throw of course.
Psychic Interference - you may wish to consider making it unusable should the character be exhausted, since they get the bonus whether or not they succeed on the CON check. Otherwise if you fail the roll twice there is no reason not to use it every round. Also, do you become fatigued before or after the saving throw is rolled, as it would affect a Reflex save?
And lastly (at least until I get to look through the powers), I'm a bit confused on the Enlightened ability - ironic, huh? Anyway must the player choose between the two uses upon reaching 20th level or are both an option at any given time?
I reworded it better later, Enlightened can be used a number of times a day equal to your Intelligence Modifier. Each of those uses may be used to either do A or B.
| Sphynx |
If I increase the power of the field, I need to make it take an action to use. The fact that it's weak lets me keep it up without an action (except when I use it on others). However, I'm not set in stone on that, just explaining my reasoning. But I want to make sure that a part of the Warrior is visible in the class, lowering to only Light armour is probably a bad idea.Only partway through powers but I wanted to stop to post to make sure I didn't lose any of my thoughts.
TK field seems a bit weak. 1/5 (kind of like Mental Stealth - I don't see the bonus mattering much) is just too little to make an impact. Perhaps 1/4 or even 1/3 and dropping proficency to only light armor and shields as a psiwarrior might wish to rely more on their phsycial and mental prowess than mundane equipment. Maintaining the field should cost an action, but not a standard action, it just isn't good enough against range to warrant spending the round. Now if it functioned similar to windwall at higher levels...
Agreed. (pulling down someone's pants with TK should work :P)As far as TK manuevers goes I'd like to see Drag and Reposition added to the list of 9th level abilities, barring that, as a bit higher level, maybe even dirty trick at high levels for the sneaky scroundrel types.
You're right, typo. Blindsight was intended.
For the Extrasensory power, at level 12 characters get "blindvision". Is that supposed to be Blindsense or Blindsight. The latter would likely be too goo. Just a bit confused on the wording is all.
Dodge bonus to AC, done. Combat Reflexes might be a good idea, Blindfighting might be pointless since they're almost impossible to blind.
Also, Postcognition seems to be the type of ability that would make DMing a bit difficult just do to the vague nature of the ability and the instances in which it may be used but not relevent. It'll force DM's to come up with and track new information that may not have been intended. It would also make running a mystery that much more difficult.Precognition you might want to change the wording so that it is a dodge bonus to AC. Also as it scales the character should just get either uncanny dodge or a combination of the Blindfight and Combat Reflexes feats. In hindsight, perhaps the 1/5 levels isn't too bad, but it taxes your power selection to keep the AC bonuses relevent.
There seems to only be 15 powers to choose from, and a character will wind up with 10. That's 2/3 of the powers. So powerwise there will be little difference from psiwarrior to psiwarrior other than the order in which they are recieved. I'd like to see either a broader selection of powers or a lesser amount...
As long as we can keep all the Disciplines about equal in number of powers and power levels, I don't mind a broader selection.
| Ringtail |
Finishing up powers:
Clairsentience seems far too good. Its effects are superior to those it otherwise mimic and usuable at will(?).
Is there a max duartion on Astral Projection?
A lot of the powers look as though they could be cleanly rolled into (SP) with an inflated save DC, perhaps with a number of times per day equal to 3+INT modifier.
For example, Suggestion could easily break down into getting, Command, Suggestion, and Greater Command at comparable levels. Control could be broken down nicely into Calm Emotions, Rage, Crushing Dispair, Good Hope, and even Dominate. Detect and Read Thoughts would be simply Detect Thoughts (SP) and Seek Thoughts(SP). Sublety could be Santuary (SP, constant), Invisiblity (SP, constant, mind-affecting). And then add any changes or additional effects onto the (SP). That way a lot of them would retain their descriptor and could be simpler to adjucate. Many of the powers are simply too good to be usable at will as well, a cap on the number ot times per day, even if it was level plus INT modifier in times per day for powers total in any combination. That way they must responsibly use and limit resources.
Feats next.
| Sphynx |
You roll Fatigue every round that you're Projecting (DC 10), and if you become Exhausted, you become immediately Corporeal. That's the only duration.Finishing up powers:
Clairsentience seems far too good. Its effects are superior to those it otherwise mimic and usuable at will(?).
Is there a max duartion on Astral Projection?
That was the 2nd primary purpose behind this. No Spells or Sp or x-times per day. Those are "Arcane" feel, spell-feel, not Psychic (at least, in my opinion)
A lot of the powers look as though they could be cleanly rolled into (SP) with an inflated save DC, perhaps with a number of times per day equal to 3+INT modifier.
For example, Suggestion could easily break down into getting, Command, Suggestion, and Greater Command at comparable levels. Control could be broken down nicely into Calm Emotions, Rage, Crushing Dispair, Good Hope, and even Dominate. Detect and Read Thoughts would be simply Detect Thoughts (SP) and Seek Thoughts(SP). Sublety could be Santuary (SP, constant), Invisiblity (SP, constant, mind-affecting). And then add any changes or additional effects onto the (SP). That way a lot of them would retain their descriptor and could be simpler to adjucate. Many of the powers are simply too good to be usable at will as well, a cap on the number ot times per day, even if it was level plus INT modifier in times per day for powers total in any combination. That way they must responsibly use and limit resources.
That's what I'm trying to find out... which ones are too powerful to have 'at will'. If it's too powerful, I need to reduce the power of it, rather than put limitations on it. I'm trying to make Fatigue/Exhaustion the only limitation available to Psychic Powers.
| Ringtail |
Feats and a response:
Power Crystal seems nice. It scales with level and remains relevent. It only provides another 10000 GP over 20 levels (hardly unbalancing compared to what the base crystal itself can do anyways). I like it.
Empower Manuevers is really neat. A few things I didn't like though, was that it needed to be a ranged weapon. I'd like to see it work with any. Also the only once / day is rather restrictive for a feat. Perhaps the Stunning Fist route where it is usable a number of times for every so many levels.
Intelligent Weapon I think should have Prescient Weapon as a prerequisite, as well as, or in place of, Detect Thoughts. But I think it should also be able to be done more than once before needing 15 minutes of rest. Not a whole lot, but more than once. Perhaps a number of times equal to INT modifier but no more than once / opponent / encounter?
Perhaps you could make it stronger and use swift actions to maintain on oneself. That way you could eschew heavier armors, not use the power in conjunction with other swift action powers, and not have the field up when not allowed to take actions. When I said that it should cost an action for the field I should have been more clear though. I was specifically mentioning the area that weakened ranged attacks, and I think a move action would be better served. The feld isn't strong enough to warrant giving up offensive actions for, but worth doing if you don't need to move.]Agreed. (pulling down someone's pants with TK should work :P)[/quote wrote:
Exactly what I was thinking.]You're right, typo. Blindsight was intended.[/quote wrote:
Blindsight is a very rare and powerful ability, even dragons only have Blindsense. I'd be weary about giving Blindsight to a player too soon, if at all.
| Sphynx |
Feats and a response:
Power Crystal seems nice. It scales with level and remains relevent. It only provides another 10000 GP over 20 levels (hardly unbalancing compared to what the base crystal itself can do anyways). I like it.
Empower Manuevers is really neat. A few things I didn't like though, was that it needed to be a ranged weapon. I'd like to see it work with any. Also the only once / day is rather restrictive for a feat. Perhaps the Stunning Fist route where it is usable a number of times for every so many levels.
Intelligent Weapon I think should have Prescient Weapon as a prerequisite, as well as, or in place of, Detect Thoughts. But I think it should also be able to be done more than once before needing 15 minutes of rest. Not a whole lot, but more than once. Perhaps a number of times equal to INT modifier but no more than once / opponent / encounter?
The 3 feats are broken down as 1 per discipline. The Clairsentient uses Prescience, the Telepath uses Intelligent.
]If I increase the power of the field, I need to make it take an action to use. The fact that it's weak lets me keep it up without an action (except when I use it on others). However, I'm not set in stone on that, just explaining my reasoning. But I want to make sure that a part of the Warrior is visible in the class, lowering to only Light armour is probably a bad idea.[/quote wrote:I understand the want for making it an Action to maintain, but my reasoning on not doing that (I originally had it as a Standard Acton actually), was because it's like "kinetic sense", not so much that you are putting a field around yourself (I don't think that's very psychokinetic at all, despite the fact that nearly every game seems to have a TK Shield), but that you sense kinetic energy near you and it's reflexive to dissipate it (or perhaps, absorb it) much as you breathe without knowing or caring if the molecules of oxygen are available to do so. If it's unbalanced, I will happily put a Swift Action limitation to it, just explaining why I took the Action away to begin with. It just felt wrong because you're not really covering yourself in a sleeve of some imagined kinetic-energy forcefield, but rather, just absorbing/reflecting all kinetic energy coming at you as 2nd nature.
Perhaps you could make it stronger and use swift actions to maintain on oneself. That way you could eschew heavier armors, not use the power in conjunction with other swift action powers, and not have the field up when not allowed to take actions. When I said that it should cost an action for the field I should have been more clear though. I was specifically mentioning the area that weakened ranged attacks, and I think a move action would be better served. The feld isn't strong enough to warrant giving up offensive actions for, but worth doing if you don't need to move.
Quote:
]Agreed. (pulling down someone's pants with TK should work :P)[/quote wrote:
Exactly what I was thinking.]You're right, typo. Blindsight was intended.[/quote wrote:
Blindsight is a very rare and powerful ability, even dragons only have Blindsense. I'd be weary about giving Blindsight to a player too soon, if at all.Agreed, Blindsense it is.
| Ringtail |
Getting the CON check DC right is going to be difficult. Getting a +9 CON modifier isn't exceedingly difficult by high levels, which makes you immune to failure, however placing the CON check too high is going to make the player NEED to focus on CON rather than appreciate a nice one. But I suppose you just have to determine if you think this feature is on par with other equivilent level abilities.]That's what I'm trying to find out... which ones are too powerful to have 'at will'. If it's too powerful, I need to reduce the power of it, rather than put limitations on it. I'm trying to make Fatigue/Exhaustion the only limitation available to Psychic Powers.[/quote wrote:
There are few powers in and of themselves that I think are too good. Going through I'd just say that Extrasensory and Clairsentience are too powerful. The rest all falls to limitations. Do they function in a zone of antimagic? Are they considered mind-affection for immunities and resistances? Are they considered to be magical in nature and thus subject to surpression or dismissal by a Dispell Magic? Et cetera.I like the idea of the limitation on psionics being completely up to whether or not one is exhausted, however many of the powers are static and only a few of the powers can actually cause exhaustion, meaning that there is virtually no limit for many VERY good abilities. I can see them outclassing many core classes easily. Perhaps an inflated CON check for prolongued usage of many of the powers, or simply stating that many of the powers require swift actions to maintain and thus can't always be used in conjunction?
| Sphynx |
Well, we could say that Magic Items do not work when in Astral Form, so they couldn't get the +6 Con bonus from items... That should fix the Astral Projection at least.Getting the CON check DC right is going to be difficult. Getting a +9 CON modifier isn't exceedingly difficult by high levels, which makes you immune to failure, however placing the CON check too high is going to make the player NEED to focus on CON rather than appreciate a nice one. But I suppose you just have to determine if you think this feature is on par with other equivilent level abilities.
Extrasensory still too much with Blindsense instead of Blindsight? Why Clairsentience?
There are few powers in and of themselves that I think are too good. Going through I'd just say that Extrasensory and Clairsentience are too powerful. The rest all falls to limitations.
Do they function in a zone of antimagic? Yes Are they considered mind-affection for immunities and resistances? Telepathic Powers are, not the others Are they considered to be magical in nature and thus subject to surpression or dismissal by a Dispell Magic? No. Et cetera.
I can see them outclassing many core classes easily. Perhaps an inflated CON check for prolongued usage of many of the powers, or simply stating that many of the powers require swift actions to maintain and thus can't always be used in conjunction?
Then we need to figure out which ones should use Swift Actions. My next post will be the updated version of the class, including changes recently made.
| Ringtail |
Ringtail wrote:Well, we could say that Magic Items do not work when in Astral Form, so they couldn't get the +6 Con bonus from items... That should fix the Astral Projection at least.Getting the CON check DC right is going to be difficult. Getting a +9 CON modifier isn't exceedingly difficult by high levels, which makes you immune to failure, however placing the CON check too high is going to make the player NEED to focus on CON rather than appreciate a nice one. But I suppose you just have to determine if you think this feature is on par with other equivilent level abilities.
That would help temper Astral Projection specifically. Not a bad choice, but more powers need limitations of some sort.
With blindsense instead of blindsight the power is probably find, though depending on its range I may or may not like to see a standard action to activate and a swift to maintain. I typed my last post up before seeing you change it.
Looking forward to reading through it again. If nothing else I like your spin on the psiwarrior allot more than the old PP system from ExPH.
| Sphynx |
Psychic Warrior
Wizards and Sorcerers are able to access a cosmic force and bend that force in ways that confound the mortal mind. This gives them a wide array of possibilities as the cosmic forces entail all. A Psychic does not have that sort of access, instead having only access to the force of the Mind, which channels the energy from the Astral Plane. The mind acts as a filter, channeling that energy into thought patterns and emotions. A Psychic is a person who can use that energy to alter the filter itself, to alter his mind in a manner that allows him to exceed what other mortals can do. However, his power is still all from within, and as such he can never truly exert energy to the levels that Sorcerers and Wizards do. But, because that energy is internal, his supply to it is closer and requires fewer procedures to safely access it.
Psychic Warriors are the people who fine tune their bodies and minds to the levels required to access this power. The martial studies they incur help them focus, and the better they learn their bodies, the better they know their own minds; and visa versa. The most common characteristic shared amongst Psychic Warriors is that dedication to bettering their minds and bodies, and using their mental prowess to improve their physical prowess.
Role: Psychic Warriors fill the role of utility warriors. Through the use of their mental abilities, they can turn the tides of a battle quickly for themselves and other combatants. They also excel at overcoming non-combat obstacles that a party may otherwise be overwhelmed by.
Abilities: Intelligence is the primary ability used by Psychic Warriors to fuel their Psychic Powers, however for the Clairsentient, Wisdom would be just as important. Dexterity is usually the most important Physical ability for the Psychic Warrior.
Note: Saves against Psychic Warrior Powers must target a DC of 10 + ½ Class Level + Int Modifier.
Hit Die: D8
Class Skills
Acrobatics (Dex), Climb (Str), Craft (Int), Knowledge (Psionics)(Int), Stealth (Dex), Swim (Str) (see Disciplines for additional class skills)
Skill Ranks per Level:[/b] 4 + Intelligence Modifier
BAB: Medium (+0 to +15)
Fort: +0 to +6
Refl: +0 to +6
Will: +2 to +12
Class Features
Weapon and Armor Proficiencies: Psychic Warriors are proficient with all simple and martial weapons as well as with light armor, medium armor, and shields; but not tower shields.
Discipline Manifestation: The most determining ability that the Psychic Warriors possess is that of Psychic Warrior Powers. At the end of this Class description, is a list of powers separated by the 3 primary disciplines of Telekinesis, Telepathy, and Clairsentience. As a beginning Psychic, you may chose the 1st of any Discipline’s power (Telekinesis, Fine or Extrasensory or Communicate) as a starting power. You may select another power every other level, starting at 3rd level, as long as you meet any prerequisites for the power.
Mental Stealth (Ex): Each discipline has an innate ability to grant a competence bonus to Stealth. Whether it be the subtle suggestion by the telepath into their minds to not look behind this bush, the Clairsentient knowledge that they won’t look behind this tree, or the Telekinetic movement of stuff on the other side, each receives the same bonus to Stealth of 1, +1 for every 5 Class Levels, starting at 5th level, to a cap of +5 at 20th level.
Psi Crystal: Each Psychic Warrior starts off with a crystal that houses a shard of their mind. This Psi Crystal grants the Psychic Warrior one of the Following Feats: Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus, or Toughness. The Psychic Warrior chooses which benefit it offers at first level, and cannot change it thereafter. This Psi Crystal cannot be destroyed except through a powerful spell like Disintegrate, Limited Wish, or Wish. If it is destroyed, replacing it requires a crystal that costs as much as an Intelligent item of the same power level, and 48 hours of meditation. If the Crystal leaves the Psychic Warrior’s possession, he loses the benefits of the Crystal.
A Psi Crystal is treated as an intelligent item and starts off with Empathy, Sense (30 ft), and a 10 in each attribute score (see page 533, core rulebook). A Psychic Warrior can only advance his Psi Crystal through leveling up. Each level that a Psychic Warrior gains, grants 1,000 GP worth of Powers or Abilities to the stone. Once spent, these cannot be unspent. You cannot spend GP to enhance it further. Many Psychic Warriors bear their Psi Crystal upon their skin through a Ritual of Ascension. It most commonly appears on the forehead of the Psychic Warrior.
While the Psi Crystal is in contact with the Psychic Warrior, the Psychic Warrior gains the Alertness Feat.
Weapon Focus: Psychic Warriors tend to focus almost exclusively on a single weapon, often granting it limited intelligence as they try to become one with their weapons. At 2nd level you gain the Weapon Focus feat.
Psychic Combo (Ex): As soon as 3rd level, a Psychic Warrior can fuel his combat with his Psychic potential. To do this requires at least 2 powers in the same discipline (Such as 2 Telekinetic powers). The disciplines in which you have more than 1 power in, determines what bonuses you receive in combat. If you possess 2 or more Telekinetic Powers, you gain a bonus to damage rolls equal to the number of Telekinetic Powers you possess (to a maximum of +5); as you telekinetically enhance your strength during attacks. If you possess 2 or more Clairsentient Powers, you gain a bonus to attack rolls for every Clairsentient Power that you possess, starting with the second power (to a maximum of +4); due to being presciently aware of where a target will be a split second before he’s there. If you possess 2 Telepathic Powers, you gain a competence bonus to your CMB equal to the number of Telepathic Powers you possess (To a maximum of +5); as you plant small dissuasions into the mind’s of your foes.
If you have 2 powers in more than a single Discipline, you receive a bonus to initiative equal to twice the number of Disciplines in which you have more than 2 powers. (+4 for 2 Disciplines with more than 1 power, +6 for all 3 Disciplines with more than 1 power)
Psychic Interference (Su): At 11th level, it is possible for a Psychic Warrior to ward of spells through overdosing his body with Psychic Energy. This has the effect of pushing spells away. Using this power is an immediate action, but requires an immediate Constitution roll against a DC of 15 to resist Fatigue. If you are already Fatigued, you become Exhausted should you fail the roll. Regardless of the roll, you get a +4 bonus to any saves against spells for the rest of the round. You cannot use this ability if you are Exhausted.
Immune to Charm (Ex): At 14th level, you are immune to all Charm and Charm-like effects. Additionally, you receive a +2 bonus to all mind altering effects, including compulsion checks.
Greater Psychic Interference (Su): At 17th level, your Psychic Interference Fatigue check has a DC of 10, and lasts until the end of the next round. Every use after the 1st use incurs a +1 cumulative target number on the DC. This is reset after 8 hours of rest.
Enlightened (Su): At 20th level, you may use your Intelligence to perform tasks that are dependent upon a Physical Ability (Strength, Dexterity or Constitution) as a Free Action, a number of times per day equal to your Intelligence Modifier. This works in 1 of 2 manners; the first way allows you to replace the selected Physical Ability with your Intelligence; this effect lasts for a number of rounds also equal to your Intelligence Modifier. Alternately, you can channel your Intelligence into a Physical Ability in a manner that you add your Intelligence Modifier to the Modifier for that Ability (they stack). Using your Intelligence in this manner lasts for only a single round. Ie: You can use your Int in place of your Str, for so many rounds, or you can add the modifier of your Int to the modifier of your Str for a single round.
Telekinesis is the most literal interpretation of Mind over Matter. By exerting your mental energies, you can manipulate the kinetic energy of objects around you, and around yourself.Telekinesis, Fine (Su): At 1st level, this power allows you, with a Standard Action, to mentally lift and move any object within close range (25’ + 5’/2 levels), and weighing less than or equal to 5 pounds/Class Level, a distance of up to 15 feet. You may concentrate, using a Standard Action, to maintain this movement, but if the object exceeds the range of the power, you lose control of the object, causing it to fall. At 3rd level, you can perform fine maneuvering of items, such as turning a key, or flipping an item over as long as it does not weigh more than 5 pounds. At 5th level you can use this power to perform skill tasks from a distance. Working at a distance increases the DC of any action by 5. This cannot be used to wield a weapon and attack with it. At 7th level, not only can you maintain this power with a Swift Action, but you can fine tune your telekinesis so well that it can perform any task that a person can do, from chores like cleaning to leaving footprints or triggering traps.
Bonus: Fly, and Sleight of Hand become Class Skills for this character.Telekinetic Motion (Ex): Prerequisite: Telekinesis, Fine. Use of Telekinetic Motion is as simple for you as walking, and as such you do not need to expend an action to maintain it once activated. You do still need to use Move Actions to Move (with the exception of falling) using this Power, and need to use a Standard Action to activate this power. At 3rd level, you can reduce your own kinetic energy, changing the rate at which you fall to a mere 60’ per round, the equivalent of falling just a few feet. At 5th level you can not only completely negate your own kinetic energy at will, but generate it as well, allowing you to move either up or down at a speed of 20’ per round. If there is any sort of light surface below you, such as water or snow, you can even propel yourself across it as If you were weightless. At 7th level you can expand it to where you can also propel yourself across air as if it were solid, but never at an angle greater than you could walk on the ground (approximately 45 degrees upward). If there is a strong wind you can ride it at whatever speed it’s travelling. By 9th level your control over your personal kinetic energy is sufficient to allow you the power to fly at a speed of 60 feet (or 40 feet if you are wearing medium or heavy armor). You can use this power on others, as long as they are willing, but doing so reduces your Class Level by 3 for determining what movement you can use on them, and you must use a Standard Action to maintain the effect each turn. Using the power in this manner requires the target to be within Close Range (25 ft + 5 ft/2 levels), and they must stay within range or you lose control over them, causing them to drop and appropriate falling damage.
Telekinetic Field (Ex/Su): Prerequisite: Telekinesis, Fine. Your power to reduce kinetic energy can also be used defensively. Once you have this power, you receive a +1 bonus to AC against any attack that is not incorporeal, by creating a field which dampens kinetic energy around yourself. Beginning at 5th level, you improve the bonus to your AC against corporeal, non-energy, ranged attacks. This bonus is equal to your Class Level/5 +1 (with a maximum of +4), you also improve the bonus to your AC against melee weapons and energy attacks. That bonus is equal to your Class Level/5 (with a maximum of +2). These AC bonuses have no affect against incorporeal attacks. At 9th level, you can expand this field into a dome with a diameter equal to your class level, doing so grants AC to those within, but only against ranged attacks; and requires the expenditure of a Standard Action to do, as well as a Standard Action to maintain.
Telekinetic Maneuvers (Su): Prerequisite: Telekinesis, Fine. Starting at 3rd level, you can exert your telekinesis into a force useful in combat, against a single foe, by conducting Combat Maneuvers at close range (25’ + 5’/2 levels) as a standard action. To use this power, use your Class Level + Intelligence modifier as your CMB. Your size does not matter, but you can only use these maneuvers against someone size Large or smaller. At 3rd level, you can attempt the Trip Combat Maneuver. At 6th level you can perform Disarm Combat Maneuver. At 9th level, you can add Bullrush, Drag, and Reposition to the list of Combat Maneuvers available to you through this power, and finally at 12th level, you can perform the Grapple Combat Maneuver, as well as the Dirty Trick maneuver, with this power.
Note: Unless the targets are within melee range of you, using these Combat Maneuvers do not provoke attacks of opportunity from your targets.Telekinesis, Brute (Su): Prerequisite: Telekinetic Maneuvers, 9th level. At 9th level, your power to push kinetic energy into items gives you the power to perform much stronger feats of mind than through Telekinesis, Fine. You can exert enough pressure to lift up to 20 pounds per Class Level in any direction, within close range (25’ + 5’/2 levels), and a number of items equal to your Class Level at a time. If an item leaves your range, you lose control of the object causing it to fall. At 12th level, as long as the items are within a number of feet equal to your Class Level, you can double the weight, and ignore the maximum on number of items. It requires a Standard Action to use this power and a Standard Action for each turn that you wish to maintain the effect.
At any level, you can also use this power to physically push all objects and creatures within 10 feet of you, out to a distance of Close (25’ + 5’/2 levels) via a Full-Round Action. Using the power in this manner causes a check for Fatigue using your Constitution against a DC of 10. If you are already fatigued, and fail this roll, you become Exhausted. If the objects slam into other objects, they take damage as from falling 10’ (1d6). Creatures are allowed a Fortitude save to remain in place, but at a -2 to their roll.
The polar opposite of Telepathy, the Clairsentient focuses inward, towards their own mind, learning to expand it, and in doing so, expand their senses until eventually, their body and their senses become one.
Note: All Clairsentient powers work only for the Psychic Warrior. They cannot be targeted on other beings, or allies. As such, there are no saves vs Clairsentient powers, though magical means of preventing Scrying will block out Clairsentient powers.Extransensory (Ex): At 1st level your senses become keener, giving you the power to hear more and see greater distances and with greater clarity. This grants you a bonus to Perception equal to your Level/5 +1. At 3rd level, you gain Low Light vision, or if you already have Low Light vision, it doubles the distance you can see in low lighting. At 6th level you gain Dark Vision 30’, or if you already have Dark Vision, it increases the range of your Dark Vision by 30’. At 9th level, you gain the Scent power. At 12th level, you gain Blindsense, or if you already have Blindsense, it increases the range of your Blindsense by 10’.
Bonus: Perception (Wis), and Sense Motive (Wis) become Class Skills for this character.Postcognition (Su): Prerequisite: Extrasensory. At 3rd level, you can, as a Standard Action, read impressions off of any object that you hold in your hand. You gain images of the faces for anyone who has held the item for the past year, or has owned the item for more than a year. At 5th level, you can get impressions from the location you are at, knowing who has been there recently as long as they did more than just pass through. You also get a feel for any major or important activities that happened at the locale, such as rituals or killings. This requires a Standard Action to use. At 7th level, you gain impressions from anyone you touch, knowing any activities they’ve performed in the past year that left an emotional impact on either them or someone else. Again, this also requires the use of a Standard Action. This power does not work against Outsiders, Undead, or non-humanoids until 9th level.
Precognition (Ex): Prerequisite: Extrasensory. At 3rd level, you begin to receive insights into future events, allowing you to prepare for them. This manifests itself as a Dodge bonus to your AC equal to your Class Level/5, but only if you would be able to keep your Dexterity bonus to AC. At 6th level, the same bonus is applied to your Reflex saves. At 9th level, you can never be caught flat-footed, or surprised.
Clairsentience (Su): Prerequisite: Extrasensory. Using Clairsentience allows you to project your senses beyond your body. Until 12th level, doing this removes your ability to sense what is at your current location, making you Blind to events locally.
At 3rd level, you can touch any obstacle and, as a Standard Action, see what’s on the other side; as long as you would normally be able to see on the other side. Ie: If it is pitch dark on the other side of a barrier, and you don’t have Dark Vision, you would not be able to see the other side. By 6th level you can project your senses to a specific location within Close Range (25’ + 5/2levels) as a Standard Action, and maintain it as a Swift Action. That location does not have to be within line of sight, but then you must be aware of the location, having seen that location before. This can allow you to see around corners, or even a bird’s eye view of an area. At 9th level you can project your senses to any location you know, and move them about at your base speed with a Move Action. Projecting is a Standard Action, but maintaining is part of the Move Action. You can also choose to maintain the projection as a Free Action, but then you cannot move the projected senses. At 12th level, you are able to sense foreign locations at the same time that you sense what is in your current surroundings, you are no longer treated as being Blind when using Clairsentience.Astral Projection (Su): Prerequisite: Clairsentience, 9th level. At 9th level, you gain the power to project more than just your senses; you are able to meld your body into the Astral Plane as a Standard Action. Doing this makes you Ethereal for the duration, but is exhausting to attempt. Any use of Astral Projection requires that you make a Constitution roll with a DC of 10 to avoid Fatigue. If you are already Fatigued, and fail the roll, you become Exhausted instead, and immediately become Corporeal. You cannot use Astral Projection while Exhausted. It requires a Standard Action to maintain this, and you must roll for Fatigue every round that you are Projecting. At 9th level, you can move about at your normal speed. At 12th level, you can Fly while Astral Projecting at your normal speed, and gain a +2 to your Fatigue roll, making it easier to use and maintain this power. If you become Exhausted, your body immediately becomes Corporeal, and if you were Flying, you descend the first 60 ft, as if under the Feather Fall spell. If you are higher than 60’ when you become Corporeal, subtract 60’ from the distance you fall for determining damage. Note: Astral Energy does not work with Magic, as such, while you are Astrally Projecting, you will gain no bonuses or be able to use any Magic Item, other than as a mundane item. You can still swing the Magic Sword and attack another incorporeal being, but would not gain the inherent bonuses granted by the Magic Sword.
The polar opposite of Clairsentience, Telepathy focuses on the minds of others. A telepath learns first to read the astral energy paths in a targets mind, and later, to control them in much the same way that a Telekinetic learns to control kinetic energy.
Note: None of the powers under Telepathy work with or against creatures immune to mental powers, or which lack mental capabilities such as Zombies, Oozes, or non-sentient Plants. They do however, work against any natural creature regardless of intelligence levels.Communication (Su): At 1st level, you can project a single word or image into a friend’s mind, with a Swift Action. The target, must be within Medium Range (100’ + 10’/level), and is completely aware of whom the word or image is coming from. At 3rd level, with a Swift Action, you can speak a full sentence or send a very short motion image to someone who considers you a friend, mentally, And should the target wish, they can project a single image or word back in reply as part of the same action. At 5th level, you can use a Standard Action to telepathically bond with a single individual and use Free Actions to communicate back and forth equally. This bond lasts until you choose to telepathically bond with someone else, or decide to break the bond. At 7th level, you can telepathically bond, as a Standard Action, with a number of people equal to half your level, allowing full communication between you and each of them individually, but they cannot communicate back and forth to each other. These are Free Actions. You can also target a single individual with a sentence or series of images anonymously. This is a Standard Action to do. At 9th level, you and a group of people equal to half your level, with whom you’ve telepathically bonded with, can fully communicate telepathically with Free Actions.
Bonus: Bluff (Cha), and Diplomacy (Cha) become Class Skills for this character.Control (Su): Prerequisite: Communication. At 3rd level, with a Standard Action, you can prevent a target from performing a certain action, if they fail a Will save and are within Close Range (25’ + 5’/2 levels). This could be preventing them from doing such things as unsheathing a weapon, shooting or throwing a weapon, or opening a door. At 6th level, the control improves, allowing you to hold them from performing any task at all, completely unable to move. At 12th level you can take over the control of their motor functions. If you have the target fight for you, you must use your own Basic Attack Bonus and CMB in place of its own, but at a -5 to your rolls. Each round in which it performs a life threatening act, that it would not normally do, it gets a new roll to resist the domination. Each round of control requires that a Swift Action be spent to maintain the control.
Suggestion (Su): Prerequisite: Communication. At 3rd level, you can plant a simple idea or word into the mind of a target within close range (25’ + 5’/2 levels); such as “stop”, “sit”, or “roll over”. They resist with a Will save. If the suggestion is something they would have done anyhow, and they failed their saving throw, they perform the action. If it is a suggestion they would not normally do, but is not life altering, they receive a +2 to their saving throw. If it is life altering or threatening, they may automatically pass their Will save. This requires a Standard Action to do, and the duration is until the suggestion is completed, which at higher levels can take longer such as “Go home to your family.” The target is unaware where the thought came from. At 5th level, it expands to a complete phrase or concept instead of a simple idea or word; such as “These are not the elves you’re looking for”, “You should go home for the day”, or “You heard something behind the bushes”. At 7th level they do not receive a +2 to resist, even if it is life altering, however, they still automatically resist anything life threatening. At 9th level you can affect a number of foes equal to half your level with the same suggestion. At 12th level, targets receive a -2 to their save, and you can expand it to a number of foes equal to your level.
Detect/Read Thoughts (Su): Prerequisite: Communication. At 3rd level, you can sense the existence or absence of thoughts within Close Range (25’ + 5’/2 levels), with a Standard Action. This is not resisted. At 5th level, you can separate the thoughts out in order to count the number of individuals in range. At 7th level, you can detect the direction and distance of each individual that you detect. At 9th level, you can, as a Standard Action, read the surface thoughts of any individual within range (what they’re currently thinking about), if they fail a Will save roll. At 12th level you can, with a Standard Action, delve into their thoughts and pull out memories. This is represented by being able to ask the GM 3 questions on a single topic that have a yes or no answer, and him answering honestly (assuming that the Will roll failed) those 3 questions. Using Detect/Read Thoughts this way requires a Constitution task roll against a DC of 10 to avoid Fatigue, or if already Fatigued, to avoid Exhaustion. You cannot delve into their thoughts if you are Exhausted.
Subtlety (Ex): Prerequisite: Suggestion, 9th level. At 9th level, your ability to suggest becomes 2nd nature, allowing you to dissuade enemies with no effort. When in a combat situation, if more than 1 possible target exists of which you are one, the enemy will always chose someone other than you. They do not see you as a friend, they just see someone else as a better target, and when there are no other targets, and they are just as happy to attack you as they were your allies. At 12th level you may use Stealth, even if you are being observed, as if you had succeeded in a Bluff test.
Psionic Feats
Power Crystal:
Your Crystal is more powerful than that of other Psionic Warriors of equal level.
Prerequisite: Psi Crystal.
Benefit: Your Psi Crystal advances faster than normal. Every time you gain a level, your Crystal gains up to 1,500 GP worth of Powers and Abilities instead of the standard 1,000 GP worth.
Empowered Maneuvers:
You are able to channel your Telekinetic Maneuvers through a particular Ranged Weapon that you have developed a bond with.
Prerequisite: Weapon Focus, Telekinetic Maneuvers
Benefit: Select a particular Ranged Weapon belonging to a Ranged Weapon Type that you have a Weapon Focus with. When using this weapon, you can add your Telekinetic Maneuvers to attacks done by that weapon. Attacks with the weapon, for the purpose of Telekinetic Maneuvers, are made as normal, and do damage as per the weapon, in addition to the Maneuver used. This may only be done once per encounter, and may not be used with the Grapple Maneuver.
Prescient Weapon:
You bond with your weapon in such a manner that you can treat it as an extension of your Prescience.
Prerequisite: Weapon Focus, Precognition
Benefit: Choose a single weapon which belongs to a weapon type in which you have a Weapon Focus with, using that weapon in combat grants you a +1 to attack rolls. You may change weapons by spending 6 hours in meditation with the new weapon that you wish to use this feat with.
Intelligent Weapon:
Your weapon compensates for mistakes due to an inherent intellect you temporarily grant the weapon.
Prerequisite: Weapon Focus, Detect/Read Thoughts
Benefit: Select a Melee Weapon with which you have a Weapon Focus with. When using that weapon in combat, you may once per encounter, reroll a missed attack, but you must take the 2nd roll.
| Ringtail |
Before going back through the powers I would like to say a few things about the class and feats.
The skill points are much better, now that they hover at 2+, just like other INT based classes. I'd have liked to see a couple more class skills, though they aren't neccessary. With the change as it is a player won't need to worry about having too many cross class skills past the first couple of levels of opening up disciplines.
A note on Knowledge Psionics though. What knowledge do you intend rolling this skill to impart?
For the psicrystal I found the addition of Alertness to be a small but welcome change. I still think it would be a good idea to change the bonus granted to a choice in feat just to even things out, but thus far it is working nicely. Since many of the abilities granted by intelligent items are spell abilities should Psiwarriors have Knowldege Arcana or Spellcraft to imbue their crystal with said properties, or should these spell like abilities be considered innate knowledge or common knowledge?
Psionic Intererence is better with the restriction but the Greater version I'm still concerned about. The DC becomes too low. In fact, if you don't mind me throwing out suggestion after suggestion I think a scalling throw might be more applicable, representing the fatiguing effects of constantly using an ability. Perhaps a DC10 CON check +1 for everytime the power has been manifested since the user last had 8 hours of rest and sufficent meditation time.
I missed something the first time around. Psichic warriors become immune to Charms; I think this should be expanded upon and be granted a bonus against compulsion or even all mind affecting abilities as well; something minor, maybe a +2.
Enlightened is cleaner and easier to read now. Looks good.
The Empower Weapon and Intelligent Weapon feats are a bit better with their limitations, but I would alter it to be 1/enemy/encounter, rather than 1/encounter. That way, instead of being an arbritary limitation it can represent a foe's awareness and resistance to the ability being used on them a second time in such a short period.
| Sphynx |
With the exception of your last suggestion, I've edited in all the changes you asked for, and increased the skill total back to 4+ instead of 2+ (because they really have a LOT of skills to choose from now, since they will probably get all 6 discipline-only skills at some point).
The suggestion for 1/encounter/enemy I didn't do because of the Psychic Combos they receive. Don't want to make them too good in combat...
As for the Knowledge (Psionics), I have nothing. Just seemed like if wizards/sorcerers have Knowledge (Arcane), then Psionics should have this. Maybe not the best logic, but not giving them a Knowledge feels more wrong, and even more wrong to give them Arcana. These aren't people who studied in a Tower or a University (generally speaking), despite their Gems, they shouldn't have Arcane knowledge...
Maybe our next step should be to replace the Intelligent Gem building process to include Psychic Powers instead of Arcane ones...?
| Ringtail |
I understand the want to have Knowledge Psionics, but I doubt many players will take it if it doesn't apply to much if at all. After all, a player character would understand his or her own abilities and limitations even without a knowledge check, and since powers aren't manifested in the traditional sense (like a spellcaster understanding magic effects) there is little to give to Psionics unless you want to apply it to certain abberations or other specific creatures, even then, without a psionic campaign to keep it relavent the skill isn't really worth counting. Having a few knowledges as class skills wouldn't be a bad thing, though you don't neccessarily have to specify which. For Clairsentience, perhaps, give them Sense Motive plus one Knowledge skill of their choice for every power in that tree they take and move perception over to a class skill.
If you were feeling particularly creative I would instead have the psicrystal have its own chart, like animal companions, familiars, and eidolons - probably most similiar to eidolons - where you would pointbuild its abilities off a level scaling chart to keep it balanced, and then allow for whatever power level you want to come from the crystal by increasing or decreasing the base power of the class itself.
EDIT: Perhaps knowldege psionics can be used in the same sense that Autohypnosis was used in 3.X - for such things as stabilizing, helping against poison and disease, and having a photographic memory. Basically using it as an innate understanding of the mind and how it interacts with the body, granting abilities or bonuses. Alternately, you could have psychic warriors need to make a Knowledge Psionics check to manifest an ability, and failure to do so represents them not being able to must up the mental resolve that round. It is asking a lot in 6 seconds after all.
| Sphynx |
Ok, added some stuff to Knowledge (Psionics) to give it meat.
Next up, where do we need to add Swift/Standard Actions if anywhere?
Let's make a chart. :P But all Psychic Powers the Gem possesses should be limited to powers which start at 3rd level, and only the lowest tier of the power, and only if the Psionicist actually has that power (since the Gem is suppose to me a shard of his own mind)... which kinda makes the Chart pretty easy... What else could we add which wouldn't be more powerful than a 1st level spell?
| Ringtail |
Sorry, had to step away and actually work for a few minutes there. I'll go through what powers I personally feel should take each type of action in a moment here. For a potential psicrystal, though it is a second level divine spell, it can easily be reskinned, I recommend giving an option similar to Augury every so often (1/day, 1/week, 1/hour, etc). Might give a fun intuitive sense about 'seeing' into the future, without causing DM difficulty.
| Ringtail |
For the Telekenetic powers I would say TK, Fine Standard to start and Swift to mantain, as you have it is good, though I would think that if you intend to use it to accomplish a task that requires a skill check while still using your standard elsewhere, such as attempting to pick a lock with your swift action while attacking with your standard in combat perhaps a K. Psionics check should be made...?
TK, Motion should take a standard action to turn on or off with no action to maintain, though I would think it should be SU not EX.
TK, Field. The field dampening ranged attacks against your allies is too weak to warrent a standard action. I would activate it as a move action. A swift to maintain thereafter for the personal bonus, the area bonus, or both. This would mean that you could not gain your +1/5 levels AC and use the TK, Fine as a swift in one round already. Mybe more effects when done looking through the list.
TK, Manuevers and TK, Brute I agree with. A standard action to activate.
| Ringtail |
No real change in the actions of Clairsentience powers, but a few notes:
Postcog. I think that, at least everything, but the touching an creature ability, should be a full round action, potentially even a minute or longer duration. Still is my least favorite ability, speaking as a regular DM.
Precognition would still be cleaner to give Uncanny Dodge. I'd also wonder whether or not the ability should be considered EX or SU. While it is a dodge bonus (or perhaps an insight bonus, both would work, dodge stacks better), how the information to dodge is recieved might be considered SU in nature. It is one of those wierd abilities that doesn't much fit cleanly into either category.
Clairsentience itself looks fine. As does AP, but I'd still prefer a scaling CON DC.
EDIT: Well, I have to roll out of here, but I'll check back in tomorrow evening and finish up my analysis. Good luck to you with your class creation endevors until then.
| Sphynx |
Sorry, had to step away and actually work for a few minutes there. I'll go through what powers I personally feel should take each type of action in a moment here. For a potential psicrystal, though it is a second level divine spell, it can easily be reskinned, I recommend giving an option similar to Augury every so often (1/day, 1/week, 1/hour, etc). Might give a fun intuitive sense about 'seeing' into the future, without causing DM difficulty.
Actually, focusing on Divine spells might not be so bad... I mean, to a Crystal, the owner would be "God". We grant powers that we ourselves can't even use. Each Crystal could be aligned (at character creation, based on the first discipline they choose), to a specific Discipline. Clairsentience would grant access to the Divination and Knowledge domains. Telekinetic to Travel and Protection. Telepathy to Trickery and Charm. While at initial look, this may seem a lot, they're still limited to only 20k Gold Pieces by 20th level to advance this gem. This means that, should the gem forgo any ability advancement short of a 17 Wisdom, the gem does nothing until 20th level when it gets 3/day a level 3 spell... (nobody would do that). Though, admittedly, this seems over-the-top weak (and useless)... maybe we should rethink it some more...
| Sphynx |
Yeah, I think it's good as-is right now, added in the Knowledge check to perform actions. Base 15, +5 if the action being performed requires a Skill Check to do. So 2 rolls, 1 to have the power try to do the action (Knowledge), 1 to see if you actually succeed in it (Sleight of Hand or whatever)For the Telekenetic powers I would say TK, Fine Standard to start and Swift to maintain, as you have it is good, though I would think that if you intend to use it to accomplish a task that requires a skill check while still using your standard elsewhere, such as attempting to pick a lock with your swift action while attacking with your standard in combat perhaps a K. Psionics check should be made...?
Changed to SU (the rest was already in the description)
TK, Motion should take a standard action to turn on or off with no action to maintain, though I would think it should be SU not EX.
Kept Standard to activate, changed to Swift for maintaining.
TK, Field. The field dampening ranged attacks against your allies is too weak to warrant a standard action. I would activate it as a move action. A swift to maintain thereafter for the personal bonus, the area bonus, or both. This would mean that you could not gain your +1/5 levels AC and use the TK, Fine as a swift in one round already. Maybe more effects when done looking through the list.
TK, Manuevers and TK, Brute I agree with. A standard action to activate.
| Sphynx |
Done. Also added in that you may require an attack roll if the target (creature) is unwilling to be touched.No real change in the actions of Clairsentience powers, but a few notes:
Postcog. I think that, at least everything, but the touching an creature ability, should be a full round action, potentially even a minute or longer duration. Still is my least favorite ability, speaking as a regular DM.
I'll just leave it as-is. :P
Precognition would still be cleaner to give Uncanny Dodge. I'd also wonder whether or not the ability should be considered EX or SU. While it is a dodge bonus (or perhaps an insight bonus, both would work, dodge stacks better), how the information to dodge is recieved might be considered SU in nature. It is one of those wierd abilities that doesn't much fit cleanly into either category.
Without magic items, I think it should be ok. Ethereal Jaunt is 1 round/level, for 13 whole rounds from the time you get the spell (14 for a Sorcerer), and lasting up to 20 rounds at highest levels. Scaling the Con would nerf it a bit too much since they have to roll every round anyhows. Especially since other classes can re-cast, you as a Psi are completed exhausted and can't use the spell again until 8 hours of rest... not to mention all the other things you can't do because you're exhausted...
Clairsentience itself looks fine. As does AP, but I'd still prefer a scaling CON DC.
EDIT: Well, I have to roll out of here, but I'll check back in tomorrow evening and finish up my analysis. Good luck to you with your class creation endevors until then.