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Author Topic: Psionic material compilation [3.5]  (Read 4385 times)
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Prime32
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« on: August 28, 2010, 08:43:17 PM »

What with an all-psionic PbP game starting, I thought it might be a good idea to collate psionic adaptations of existing mechanics, and maybe homebrew material which would be of interest to psionic characters. Feel free to post simple adaptations in this thread if you don't have a thread for them already. Official WotC material which is freely available will be listed in bold.

First I'll give a link to the Dreamscarred Press SRD, an excellent resource which expands your available options greatly. Second, the Mind's Eye corner at the Wizards site has plenty of material, though some of it uses the 3.0 psionics system (much of the 3.5 material is linked in this list).

Races
Kalashtar (Eberron Campaign Setting)
Puppeteer, Races of War style (Prime32)

Base Classes
Alternate Class Features (Web article)
Duskblade, psionic (Risada)
Erudite (variant psion) (Complete Psionic)
Psychic Rogue (Web article)
Summoner, psionic (Nick, PhaedrusXY)

Prestige Classes
Arch Psion (3.5 update) (Garryl)
Assassin, psychic (Web article)
Ballisteer (3.5 update) (Garryl)
Body Leech (Web article)
Constructor (Web article)
Crystal Master (Web article)
Grim Psion (3.5 update) (Garryl)
Kineticist (3.5 update) (Garryl)
Metamind reworked (Prime32)
Percipient (3.5 update) (Garryl)
Psicrystal Master (Prime32)
Psychic theurge (psionic/divine dual-progression) (Web article)
Psychic weapon master (Web article)
Pyrokineticist variants (cold, acid, electric, sonic) (Web article)
Sangehirn (psionic healer) (Web article)
Shadow Mind (3.5 update) (Garryl)
Soulbow (Complete Psionic)
Soul Manifester (psionic/incarnum dual-progresion) (Web article)
Subverted psion (uses taint mechanics) (Web article)
Swiftblade, psionic (Prime32)
Truth Seeker (3.5 update) (Garryl)

Feats
Ectopic Shift, Psicrystal Speech, Strong Personality (Prime32)
Flowing Blade (treat mindblade as monk weapon) (Web article)
Focused Body, Psionic Feint, Psionic Tumble (Web article)
Improved Speak Without Sound, Serpentine Mind (Web article)
Manifesting Prodigy (Prime32)
Powergrace, Psychic Sight (Web article)
Psychic Meditation, Deep Psychic Meditation (Web article)
Subpsionic feats (3.5 update) (Garryl)

Powers
Breath Barrier (Web article)
Burrowing Bonds, Call Armor (Complete Psionic)
Call Armor, Call Item, Change Fate, Combat Transformation, Ectoplasmic Repair, Reach (Web article)
Create Tether Hound, Stasis Cocoon, Greater Stasis Cocoon (Web article)
Energy Claw, Mental Rage, Spontaneous Combustion (Web article)
Inconstant Location (Sandstorm, Complete Psionic)
Induce Awe (Magic of Eberron)
Living Arrow (Races of the Wild)
Psychic rogue powers (Web article)
Truth Seeker powers (3.5 update) (Garryl)

Items
Getting Re-Wired: Expanded Psionic Tatoos (Lokyin, PhaedrusXY)
Subpsionic items (3.5 update) (Garryl)

Monsters

Misc.
Additional element choices (Prime32)
Mantles: Air, Earth, Fire, Water (Web article)
Mantles: Conflict, Freedom (Complete Psionic)
Mantle: Life (Complete Psionic)
Modified powers (w/ scaling areas) (Prime32)
Psionic Naruto Builds (out of date, but still helpful) (various)
Psionic Vestiges (Web article)
« Last Edit: January 09, 2011, 10:45:50 AM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Prime32
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« Reply #1 on: August 28, 2010, 09:11:32 PM »

Puppeteer
Because Puppeteers are awesome, a rebuild using the guidelines in Races of War.

Quote
ECL: 2
HD: 2d4 (Poor BAB, all good saves)
Str -8, Wis +2, Cha +2

Fine size (+8 attack/AC, -16 grapple, +16 Hide)
Natural weapon: Bite (1d2)
Speed: 5ft

Psi-Like Abilities (Ps): 3/day— detect psionics, mental barrier, psionic charm. Manifester level equals half the puppeteer's character level. A puppeteer uses Charisma as the primary manifesting stat for his PLAs.

Enthrall (Ex): If a puppeteer is in physical contact with a person it has charmed (the puppeteer establishes a physical hold by means of slender infiltrating tendrils), the subject acts as if dominated. (Puppeteers often seek to charm victims first and then “ask” to be picked up.) So long as the puppeteer remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken.

Hide Mind (Su): A puppeteer cannot be identified as psionic by divination spells or clairsentience powers.

Host Protection (Ex): A puppeteer in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the puppeteer is specifically targeted. A puppeteer that is attached to its host is treated as a creature in a grapple for the purpose of striking at the puppeteer instead of the host (but the host is not considered grappled in turn).

Blindsight (Ex): A puppeteer can ascertain creatures by nonvisual means within 60 feet.

Telepathy (Su): A puppeteer can communicate telepathically with any creature within 20 feet that has a language.

A puppeteer is so small it can use its psicrystal as a mount. You know that's awesome.
« Last Edit: December 19, 2010, 09:16:15 AM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Prime32
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« Reply #2 on: August 28, 2010, 09:38:49 PM »

Swiftblade, psionic
Original class here. Physical acceleration power here.

Quote
Entry Requirements
Base Attack Bonus: +3.
Skills: Concentration 6 ranks, Psicraft 6 ranks.
Spellcasting: Ability to manifest physical acceleration.
Feats: Dodge or Psionic Dodge, Mobility.
Weapon Proficiency: Must be proficient with at least one martial weapon.

Hit Die: D6
BAB: Good
Saves: Fort poor, Ref good, Will good

Class Skills (4 + Int modifier per level): Balance, Craft, Concentration, Gather Information, Jump, Knowledge (psionics), Listen, Profession, Spot, Psicraft, Swim, Tumble.

Powers known: At each level other than 1st, 4th, 7th and 10th, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do 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 you add the level of swiftblade to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became a swiftblade, you must decide to which class you add the new level of swiftblade for the purpose of determining power points per day, powers known, and manifester level.

Spring Attack: Beginning at 1st level, you gain Spring Attack as a bonus feat. If you already have Spring Attack, choose a different feat for which you do meet the prerequisites.

Swift Surge (Ex): Your body is augmented with the residual energy of previous physical acceleration manifestings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the physical acceleration power and skirmish ability.

Blurred Alacrity (Ex): At 2nd level, your understanding of the physical acceleration power makes you difficult to target with melee and ranged attacks. While under the effect of the physical acceleration power, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with concealing amorpha or similar psionic effects.

Sudden Manifesting (Ex):  At 3rd level, you learn how to seamlessly manifest the physical acceleration power. You may manifest physical acceleration as a swift action without paying 6 additional power points to do so.

Psychic Reflexes (Ex): At 4th level, you infuse the energy of previous physical acceleration manifestings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your primary manifesting ability modifier.

Evasive Celerity (Ex): At 5th level, your knowledge of the physical acceleration power makes you difficult to target with psionic powers. While under the effect of the physical acceleration power, individually targeted powers have a 20% chance of failing against you. This power failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar psionic effects.

Fortified Hustle (Ex): At 6th level, you learn how to intuitively absorb the physical acceleration power into your body. While under the effect of the physical acceleration power, the effect becomes extraordinary rather than a continuous psionic power effect, and therefore cannot be dispelled by any means. The physical acceleration power otherwise functions as it normally would, and is expended normally.

Bounding Assault: At 7th level, you gain Bounding Assault as a bonus feat. You need not have the prerequisites normally required for Bounding Assault to gain this feat. If you already have Bounding Assault, choose a different feat for which you do meet the prerequisites.

Diligent Rapidity (Ex): At 8th level, you automatically overcome psionic and mundane obstacles with the physical acceleration power. While under the effect of a physical acceleration power, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement, psionic power. As an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water.

Perpetual Options (Ex): At 9th level, you can perform even more actions with the physical acceleration power. Instead of making one extra attack at your highest base attack bonus while under the effect of a physical acceleration power, you now have the choice of making one extra move action or one extra standard action. For example, you could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action.

Innervated Speed (Ex): At 10th level, your mastery of the physical acceleration power can bring the world around you to a standstill. You may spend 6 additional power points when manifesting physical acceleration to create a temporal acceleration effect instead (this does not allow you to exceed the normal number of pp you may spend on a single power). You may augment this power as with the normal temporal acceleration power, but at a cost of only 2pp per additional round.
« Last Edit: July 13, 2011, 10:49:28 AM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Garryl
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Posts: 1240


« Reply #3 on: August 29, 2010, 09:39:28 AM »

I've been working on updating some of the old 3.0 psionics PrCs to 3.5. Can I post them here?
I'm working from the list in the guide to free D&D. It's mostly from the Mind's Eye articles. Some of them are easy to adapt, some are impossible to (relying on deprecated mechanics like mental combat). So far I've done the Arch Psion and the Kineticist (I tried to make it similar to the original without stepping on the toes of the pyrokineticist).
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A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Prime32
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Modding since 03/12/10


« Reply #4 on: August 29, 2010, 10:20:40 AM »

I've been working on updating some of the old 3.0 psionics PrCs to 3.5. Can I post them here?
I'm working from the list in the guide to free D&D. It's mostly from the Mind's Eye articles. Some of them are easy to adapt, some are impossible to (relying on deprecated mechanics like mental combat). So far I've done the Arch Psion and the Kineticist (I tried to make it similar to the original without stepping on the toes of the pyrokineticist).
Sure, go ahead.
Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Prime32
Honorary Moderator
Organ Grinder
*
Posts: 7534


Modding since 03/12/10


« Reply #5 on: August 29, 2010, 10:23:29 AM »

Feats

Manifesting Prodigy [Psionic]
You have an exceptional gift for psionics.
Benefit: You gain 1 additional power point per character level.
Special: You may select this feat only as a 1st-level character.
Note: Based on Spellcasting Prodigy - compare the non-psionic kalashtar variant
« Last Edit: August 29, 2010, 10:54:59 AM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Garryl
Hong Kong
****
Posts: 1240


« Reply #6 on: August 29, 2010, 02:43:19 PM »

Arch Psion (Prestige Class) (Updated to 3.5 from http://www.wizards.com/default.asp?x=dnd/psm/20021122b)

   Manifesting: Must be able to manifest 7th-level or higher powers. Must know 4th-level or higher powers from at least 3 disciplines.
   Skills: Knowledge (Psionics) 15 ranks, Psicraft 15 ranks.
   Feats: Greater Psionic Endowment, Psionic Endowment, Skill Focus (Psicraft).


Hit Die: d4
        Base                                       -----Manifesting-----
        Attack  Fort Ref  Will
Level   Bonus   Save Save Save    Special
1       +0      +0   +0   +2      High Psionics    +1 of existing class
2       +1      +0   +0   +3      High Psionics    +1 of existing class
3       +1      +1   +1   +3      High Psionics    +1 of existing class
4       +2      +1   +1   +4      High Psionics    +1 of existing class
5       +2      +1   +1   +4      High Psionics    +1 of existing class


Class skills (2 + Int modifier per level): Concentration, Craft (alchemy), Knowledge (all skills, taken individually), Profession, Psicraft.
   An Arch-Psion with a chosen discipline (such as from the Psion class) also treats skills associated with that discipline as class skills.
   Seer (Clairsentience): Gather Information, Listen, Spot.
   Shaper (Metacreativity): Bluff, Craft (all skills, taken individually), Disguise, Use Psionic Device.
   Kineticist (Psychokinesis): Autohypnosis, Disable Device, Intimidate.
   Egoist (Psychometabolism): Autohypnosis, Balance, Heal.
   Nomad (Psychoportation): Climb, Jump, Ride, Survival, Swim.
   Telepath (Telepathy): Bluff, Diplomacy, Gather Information, Sense Motive.

Weapon and Armor Proficiency: Arch Psions gain no new weapon or armor proficiencies.

Manifesting: At each level an Arch Psion gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She 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 she adds the level of Arch Psion 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 she became an Arch Psion, she must decide to which class she adds the new level of Arch Psion for the purpose of determining power points per day, powers known, and manifester level.

High Psionics: The arch psion discovers secrets unknown to lesser psions. She gains the ability to select a special ability from among the following by permanently decreasing her daily power points total. The number of power points that are lost are listed below. At each level of this class, the Arch Psion can permanently select one of the following abilities. Each ability can be selected no more than once, unless otherwise stated.

Extra Power: You gain the Expanded Knowledge feat as a bonus feat. This High Psionics option permanently costs a number of power points equal to the normal power point cost to manifest the power learned this way. If the power learned is changed (such as through the psychic reformation power) the number of lost power points changes appropriately. This High Psionics option can be selected more than once. Each time, you gain Expanded Knowledge as a bonus feat again and lose an appropriate number of power points.

Innate Psionics (Ps): You gain the ability to manifest any one power you know as a psi-like ability twice per day using your highest manifester level as your manifester level for the psi-like ability. However, the power is only augmented to a total number of power points chosen at the time that this ability is selected (this is an exception to the rule that psi-like abilities are manifested as though augmented with a number of power points equal to their manifester level). This must be at least equal to the normal power point cost of the power and at most equal to the Arch Psion's manifester level when selecting this ability. She loses 11 power points, plus a number of power points equal to the chosen power point cost of the selected power. The Arch Psion can reduce the total power points spent to augment the psi-like ability by 6 to be able to use the psi-like ability 4 times per day, or reduce it by 12 to be able to use it 6 times per day (this reduction in augmentation cannot reduce the effective number of power points spent to less that the normal power point cost of the power). This High Psionics option can be selected multiple times. Each time, it can apply to a different power, or to the same power. In the latter case, additional uses of that psi-like ability can be gained at different augmentation levels as appropriate to the power points lost each time.

Mastery of Power Negation: An Arch Psion that knows the dispel psionics power can select to alter it so that it can be used to counter spells and powers as dispel magic. When used this way, the power gains the Counterspell option of the dispel magic spell, except that it can affect both spells and powers. This is an exception to the rule that powers cannot be countered. A spell (but not a power) countered this way is turned back on its caster as though it were affected by a spell turning spell, or is simply countered if it could not normally be affected by spell turning. This High Psionics option permanently costs 11 power points.

Power Focus: Your manifester level increases by 1. This High Psionics option permanently costs 11 power points. This option can be selected multiple times. It stacks with itself, but each time it is selected it costs 2 more power points than the previous time.

Psionic Energy Discharge: When you manifest a power that allows you to select the type of energy that it deals from among cold, electricity, fire, or sonic energy, you gain an additional option. You can choose to manifest the power using raw psionic energy. A power using such energy gains no special descriptor, deals damage of one die size smaller (1d6 becomes 1d4, 1d8 becomes 1d6, and so on), and deals untyped damage unaffected by resistances or damage reduction. Such a power is unaffected by power resistance. This High Psionics option permanently costs 11 power points.

Psionic Reach: You can use touch powers on targets up to 30 feet away. If the power requires a touch attack (melee or ranged), the arch psion must make a ranged touch attack. If selected a second time as a special ability, the range increases to 60 feet. This ability permanently costs 11 power points. This High Psionics option can be selected up to two times.

Sculpt Power: You can modify an area power by changing the area's shape. The new area must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot radius spread). The sculpted power works normally in all respects except for its shape. You can further alter the shape to create spaces within the power's area of effect that are not subject to the power. The minimum dimension for these spaces is a 5-foot cube. This High Psionics option permanently costs 9 power points.

Comments
The Arch Psion is based on the Archmage PrC but adapted to psionics. Not all of the abilities translate correctly, but most are close enough. This version is updated to 3.5 psionics, so some of it has changed again.

Innate Psionics: This seems like a clunky wording. Basically, you pay a number of PP, minimum = powers normal cost, maximum = manifester level. The psi-like ability forever more manifests at the chosen PP value. If you spend 6 extra PP above that, you get it 4/day, 12 extra PP for 6/day, to a maximum total PP spent equal to your ML. Then you lose 11 more PP and call it a day.

Power Focus: Since manifester level boosts are generally rarer and more powerful than equivalent caster level boosts (and also grant extra power points in and of themselves), I gave this option a slightly higher cost that scales with how often it's been selected. The 3.0 version boosted save DCs and manifester level checks. The change from DC boosters to caster level boosters is another of the game design changes that occurred between 3.0 and 3.5, and can be seen in the Archmage PrC.

Psionic Energy Discharge: This is changed from the original version, which was an equivalent of the Archmage's Arcane Fire ability. I felt it stepped too much on the toes of energy ray and similar powers with psionics's augmentations, so I changed it to be a new option for those powers. This is especially relevant with Psionic Energy Substitution being rendered all but irrelevant by similar changes to the psionics system.
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A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Prime32
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Posts: 7534


Modding since 03/12/10


« Reply #7 on: August 29, 2010, 02:49:32 PM »

Well, save the Sardior material for me. Tongue
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My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Prime32
Honorary Moderator
Organ Grinder
*
Posts: 7534


Modding since 03/12/10


« Reply #8 on: August 29, 2010, 03:15:52 PM »

(Work in Progress)

Quote from: Sardior Mantle
Granted Ability: ?

1 Sardior's Mount
2 Sardior's Scout
3 Sardior's Calling
4 Sardior's Presence
5 Sardior's Breath
6 Sardior's Flight
7 Sardior's Sight
8 Sardior's Transference
9 Sardior's Wrath
Powers
Sardior's/Blithen's Calling
Quote
Psychoportation [Calling]
Level: Sardior 3
Display: Ma, Vi, Au
Manifestation Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 5

You touch on the power of Sardior to call forth a wyrmling gem dragon to aid you with an immediate task. If you know the name of the young dragon, you can call upon it specifically, otherwise you get a random dragon. The task you choose is to have it fight for you or to perform actions that take no more than 1 minute per manifester level. In return, the dragon expects compensation. Normally this is coin, gems, or magic items in the amount of least 100 gp per Hit Die, but it can be some other form of barter as determined by you and the dragon (as determined by the DM). The type of random gem dragon called is determined by the chart below. The gem dragon is transported back to its lair when it desires. This is normally after the task is finished and payment received, but if it decides to leave before this, the gem dragon forfeits payment.
Roll d20   Gem Dragon Type
1-4Crystal
5-8Sapphire
9-12Emerald
13-16Amethyst
17-20Topaz

Augment: For each 2 additional power points you spend, the age category of the called dragon increases by one (max 12 additional pp).
Quote
Blithen's Calling
As Sardior's calling, but use the following chart to determine the species of the dragon called.
Roll d6   Gem Dragon Type
1-2Crystal
3-4Emerald
5-6Obsidian

Sardior's Scout
Quote
Metacreativity [Creation]
Level: Sardior 2
Display: Ma
Manifestation Time: 1 full round
Effect: One created construct
Duration: 1 min/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3

You create a construct of ruby red crystallized ectoplasm in the form of a Tiny dragon. The construct moves out, scouts around, and returns as you direct it .The construct has darkvision with a range of 60 feet and low-light vision.

The construct has AC 13, hardness 8, and 12 hit points. It flies at a speed of 30 feet with perfect maneuverability, and has a +8 Hide modifier. It has a Spot modifier equal to your manifester level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings.

When you create the construct, you specify instructions you want it to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the construct as well.

To report its findings, the construct must return to your hand. It then replays in your mind all it has seen during its existence. It takes the construct 1 round to replay 1 minute of recorded images. After it returns to you, you can send out the construct again with a new set of orders.

If the construct ever gets more than one mile away from you, it instantly ceases to exist. However, your link with the construct is such that you won't know if the construct was destroyed because it wandered out of range or because of some other event.

If the construct is targeted by dismiss ectoplasm, it saves as a psionic item; if it fails the save, it takes 3d8 points of damage instead of the normal results.

Augment: You may augment this power in one of the following ways.
  • For every extra pp you spend on this option, your scout gains +4 hit points. For every 2pp spent in this way, its hardness increases by 1.
  • If you spend 6 extra pp, you may manifest powers through the scout as though it were a psicrystal with the Channel Power ability.

Sardior's Guardian [Psionic]
Prerequisites: Ability to manifest astral construct, manifester level 6th
Benefit: Your astral constructs gain +4 Wisdom, and their slam attacks are replaced by claw attacks. In addition, you may expend your psionic focus when manifesting astral construct to grant it the following abilities. These take the place of the menu option it would normally receive. Additional menu items from the Boost Construct feat are not affected.
  • Fiery Bite (Ex): Your construct gains a bite attack with damage as a claw of one size category larger. The construct's bite attack deals +1 point of fire damage per level.
  • Ectoplasm Resistance (Ex): Your construct cannot be dismissed by the dismiss ectoplasm power. It suffers 3d8 points of damage on a failed save.
« Last Edit: August 31, 2010, 07:40:48 PM by Prime32 » Logged

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The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #9 on: August 29, 2010, 03:51:16 PM »

Ballisteer (Prestige Class) (Originally found at http://www.wizards.com/default.asp?x=dnd/psm/20030426b)

   Base Attack Bonus: +3
   Manifesting: Must be able to manifest 2nd-level or higher powers.
   Skills: Autohypnosis 6 ranks, Tumble 2 ranks.
   Feats: Dodge, Point Blank Shot, Precise Shot, Psionic Shot.


Hit Die: d8
        Base                                                                -----Manifesting-----
        Attack  Fort Ref  Will                                              
Level   Bonus   Save Save Save    Special                                  
1       +0      +0   +2   +2      Psionic Sidestep, Throw Anything          ---
2       +1      +0   +3   +3      Invisible Shot                            +1 of existing class
3       +2      +1   +3   +3      Rebound Shot                              +1 of existing class
4       +3      +1   +4   +4      Energy Shot                               +1 of existing class
5       +3      +1   +4   +4      Ghost Shot                                +1 of existing class
6       +4      +2   +5   +5      Improved Precise Shot                     +1 of existing class
7       +5      +2   +5   +5      Explosive Shot                            ---
8       +6      +2   +6   +6      Focused Shot                              +1 of existing class
9       +6      +3   +6   +6      Phase Shot                                +1 of existing class
10      +7      +3   +7   +7      Infused Shot                              +1 of existing class


Class skills (2 + Int modifier per level): Autohypnosis, Balance, Climb, Concentration, Craft (all skills, taken individually), Jump, Knowledge (Psionics), Profession, Spot, Survival, Swim, Tumble, Use Rope

Weapon and Armor Proficiency: Ballisteers gain no new weapon or armor proficiencies.

Manifesting: At each level, with the exception of 1st level and 7th level, a Ballisteer gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She 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 she adds the level of Ballisteer 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 she became a Ballisteer, she must decide to which class she adds the new level of Ballisteer for the purpose of determining power points per day, powers known, and manifester level.

Psionic Sidestep: You gain the Psionic Sidestep feat as a bonus feat, even if you do not qualify for it.

Throw Anything: You gain the Throw Anything feat as a bonus feat, even if you do not qualify for it.

Invisible Shot (Su): Beginning at 2nd level, you can expend your psionic focus to treat all ranged attacks you make this round as though you were invisible.

Rebound Shot (Su): Beginning at 3rd level, while you are psionically focused, your thrown weapons gain the Teleporting ability when you attack with them.

Energy Shot (Su): Beginning at 4th level, when you use your Psionic Shot feat or your Improved Psionic Shot feat, the benefit applies to all ranged attacks you make this round.

Ghost Shot (Su): Beginning at 5th level, while you are psionically focused, your ranged weapons gain the Ghost Touch ability when you attack with them.

Improved Precise Shot: At 6th level, you gain the Improved Precise Shot feat as a bonus feat, even if you do not qualify for it.

Explosive Shot (Su): Beginning at 7th level, when you use your Psionic Shot feat or your Improved Psionic Shot feat with ranged attacks, you can choose to have the psychokinetic energy explode around your target. Each successful attack made this way explode in a 20 foot radius burst, dealing Psionic Shot's bonus damage (or Improved Psionic Shot's bonus damage if you are using that feat instead) to all creatures within the burst other than the initial target. Affected creatures can make a Reflex save (DC 10 plus your Ballisteer level plus your Wisdom modifier) to reduce the damage to half. Missed attacks have no effect.

Focused Shot (Su): Beginning at 8th level, when you make a full attack using only ranged weapon attacks, you can attempt to regain your psionic focus as a free action. You can only attempt to regain your psionic focus once per round this way. If you declare that you will only use ranged weapon attacks in a given full attack, you can attempt to regain your psionic focus before making any of the attacks.

Phase Shot (Su): Beginning at 9th level, you can expend your psionic focus to throw your weapons or shoot ammunition at your target through the Astral plane. All ranged attacks you make this round can pass through solid barriers and other obstacles that provide cover or interfere with line of effect (although they still may provide concealment and attacks against targets you cannot see still have total concealment). However, due to inconsistencies in the Astral plane, all attacks you make this way have a 20% chance of failing (this is not a miss chance and is checked separately from normal miss chances). In such a case, the thrown weapon or ammunition reappears at your feet at the beginning of your next turn (or earlier if the weapon has the Returning or Teleporting abilities, as normal for those abilities). This is considered a teleportation effect.

Infused Shot (Su): Beginning at 10th level, while you are psionically focused, your ranged weapons gain the Psychokinetic Burst ability when you attack with them. Additionally, if you use your Explosive Shot ability with a thrown weapon that has the Psychokinetic or Psychokinetic Burst abilities, the area damage is increased by the weapon ability's bonus damage (normally 1d4, plus 1d6 or more on a critical hit).


Feats
Improved Psionic Sidestep [Psionic]
Prerequisites: Dex 15, Wis 15, Dodge, Psionic Sidestep
Benefit: You can use your Psionic Sidestep feat an additional time per round (to a total of twice per round). It allows you to move up to 5 additional feet (to a total of 10 feet) and the dodge bonus to your Armor Class improves by +2 (to a total of +4).

Psionic Sidestep [Psionic]
Prerequisites: Dex 13, Wis 13, Dodge
Benefit: While you maintain your psionic focus, once per round when you provoke an attack of opportunity, you can move up to 5 feet as a free action. If this movement takes you out of the attacker's reach, the attack of opportunity fails. This 5 feet of movement does not itself provoke any attacks of opportunity. If your free 5 feet of movement does not take you out of the attacker's reach, the attack does not automatically fail; however, you gain an additional +2 dodge bonus to your Armor Class for this attack.
Special: This feat also counts as the Mobility feat for the purposes of qualifying for feats, prestige classes, and other options.

Comments
The original Ballisteer was based on ranged attacks with ammunition, yet oddly granted the Throw Anything feat. all of its abilities cost power points, making it easy to run out with the Psychic Warrior's limited supply. This version works for thrown weapons as well as projectiles. Rather than expending power points, it expends psionic focus, letting it work all day without worrying about going nova. Additionally, this updated only loses 2 manifester levels instead of the original's 4 lost MLs. This should be enough to dissuade most Psions and be a reasonable but not excessive cost for Psychic Warriors.

The Pinpoint Shot feat was very weak. In 3.5, Imp Precise Shot does the same thing but better. Psionic Sidestep is like a different form of Mobility (probably better in most cases). I added Focused Shot instead of Improved Psionic Sidestep to play off the expenditure and maintenance of psionic focus that the class now uses, and because Imp Psi Sidestep is a bit redundant with the benefits granted by the basic feat. I updated it anyways so you can still pick it up as a normal feat if you want it.

The original had two abilities, Ethereal Shot and Incorporeal Shot. Both were fairly circumstantial. This version has Ghost Shot. While it doesn't affect ethereal anymore, when was the last time that ever came up? Granting Ghost Touch is a much simpler method of doing what Incorporeal Shot tried to. Ethereal Shot has been replaced with Rebound Shot which is very useful for throwers. Unlike Returning, the Teleporting ability allows for full attacks with the same thrown weapon. If you want the original effect, replace Ghost Shot with the following ability:
Force Shot (Su): Beginning at 5th level, while you are psionically focused, your ranged weapons gain the Force descriptor when you attack with them. This allows them to fully affect ethereal and incorporeal creatures. Your ranged weapons are still affected by damage reduction, as normal.
« Last Edit: November 05, 2010, 07:14:36 PM by Garryl » Logged

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General listing of my homebrew.
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Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Garryl
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« Reply #10 on: August 29, 2010, 03:52:32 PM »

Kineticist (Prestige Class) (Originally found at http://www.wizards.com/default.asp?x=dnd/psm/20030328b)

   Alignment: Any chaotic.
   Manifesting: Must be able to manifest 3rd-level or higher powers. Must know at least one power that can have the energy descriptor of his or her favored type when manifested.
   Skills: Concentration 8 ranks, Knowledge (Psionics) 4 ranks, Psicraft 4 ranks.
   Feats: Must have damaged or destroyed a structure or object by the use of a power of the favored energy type just to see what would happen or have survived a traumatic experience related to the character's favored energy such as being trapped in a burning building where someone close to the character died.


Hit Die: d6
        Base                                                                           -----Manifesting-----
        Attack  Fort Ref  Will                                              
Level   Bonus   Save Save Save    Special                                  
1       +0      +2   +0   +2      Energy Focus +1, Energy Lash, Favored Energy Type    ---
2       +1      +3   +0   +3      Lesser Energy Barrier                                +1 of existing class
3       +2      +3   +1   +3      Bolt of Energy                                       +1 of existing class
4       +3      +4   +1   +4      Energize Weapon                                      +1 of existing class
5       +3      +4   +1   +4      Energy Breath, Energy Focus +2                       ---
6       +4      +5   +2   +5      Energy Walk                                          +1 of existing class
7       +5      +5   +2   +5      Nimbus of Energy                                     +1 of existing class
8       +6      +6   +2   +6      Piercing Energy                                      +1 of existing class
9       +6      +6   +3   +6      Energy Death, Energy Focus +3,                       +1 of existing class
10      +7      +7   +3   +7      Energy Lord, Greater Energy Barrier                  +1 of existing class


Class skills (2 + Int modifier per level): Bluff, Climb, Concentration, Craft (all skills, taken individually), Intimidate, Jump, Knowledge (Psionics), Psicraft

Weapon and Armor Proficiency: Kineticists gain proficiency with the whip.

Manifesting: At each level, with the exception of 1st level and 5th level, a Kineticist gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She 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 she adds the level of Kineticist 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 she became a Kineticist, she must decide to which class she adds the new level of Kineticist for the purpose of determining power points per day, powers known, and manifester level.

Favored Energy Type: At 1st level, a Kineticist chooses a favored energy type. This must be either acid, cold, electricity, fire, or sonic. As she gains levels in this class, she gains abilities that focus on the chosen energy type.
   If you select acid for your favored energy type, you gain an additional option when manifesting powers that allow you to select the type of energy to deal from among cold, electricity, fire, and sonic energy, but not acid. You can choose for such a power to deal acid damage instead. In such a case, the power ignores half of an object's hardness and requires a Fortitude save instead of a Reflex save to reduce the damage if applicable.

Energy Focus (Ex): At 1st level, you gain a +1 bonus to your manifester level when manifesting powers with descriptors of your favored energy type. This bonus increases to +2 at 5th level and +3 at 9th level.

Energy Lash (Ps): A Kineticist gains the ability to fashion a 15-foot-long whip of her favored energy type from unstable ectoplasm as a move-equivalent action. You take no damage from holding an energy lash you create, and if you release your hold, it immediately dissipates. The lash deals 1d8 points of damage of the favored energy to a target within 15 feet on a successful ranged touch attack. You can take Weapon Focus and Weapon Specialization (if you otherwise meet the prerequisites) in conjunction with the energy lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as you hold it.

Lesser Energy Barrier (Ex): At 2nd level, you learn the energy adaptation, specified power as a 2nd level power. If you already know it, you can choose to instead learn a single power of 2nd level or lower that can have your favored energy type as a descriptor when manifested, even from another class's power list. In either case, you gain the ability to expend your psionic focus while manifesting energy adaptation, specified to reduce its power point cost by 2 after including augmentations and metapsionics (to a minimum cost of 1), but only if you choose for the power to grant resistance to your favored energy type. The effect of this power is still limited by your manifester level.

Bolt of Energy (Ex): At 3rd level, you learn the energy bolt power as a 3rd level power. If you already know it, you can choose to instead learn a single power of 3rd level or lower that can have your favored energy type as a descriptor when manifested, even from another class's power list. In either case, you gain the ability to expend your psionic focus while manifesting energy bolt to reduce its power point cost by 4 after including augmentations and metapsionics (to a minimum cost of 1), but only if you choose for the power to deal damage of your favored energy type. The effect of this power is still limited by your manifester level.

Energize Weapon (Ex): At 4th level, you learn the claw of energy and weapon of energy powers as 4th level powers. If you already know both of them, you can choose to instead learn a single power of 4th level or lower that can have your favored energy type as a descriptor when manifested, even from another class's power list. In either case, you gain the ability to expend your psionic focus while manifesting claw of energy or weapon of energy to reduce the power's power point cost by 6 after including augmentations and metapsionics (to a minimum cost of 1), but only if you choose for the power to deal damage of your favored energy type. The effect of this power is still limited by your manifester level.
   Additionally, you gain the ability to have claw of energy and weapon of energy deal damage of your favored energy type instead of their normal energy types. This must be chosen when you manifest the power. If you do so, you can manifest it as a move-equivalent action instead of as a standard action.

Energy Breath (Ps): Beginning at 5th level, you can use the breath of the black dragon power as a psi-like ability once per day. It has a manifester level equal to your manifester level and deals damage and has the energy descriptor of your favored energy type instead of acid. If your favored energy type is acid, you can instead choose for the power to ignore half of the hardness of any object it damages and to require a Fortitude save instead of a Reflex save to reduce the damage. This choice must be made each time you use this psi-like ability.
   Additionally, once you know a power of 6th level or higher, you learn breath of the black dragon as a 6th level power. It deals damage and has the energy descriptor of your favored energy type instead of acid. If your favored energy type is acid, you can instead choose for the power to ignore half of the hardness of any object it damages and to require a Fortitude save instead of a Reflex save to reduce the damage. This choice must be made each time you manifest it.

Energy Walk (Su): Beginning at 6th level, as a free action a you can expend your psionic focus to literally walk on air. You can move at your normal speed in all directions, including vertically, but cannot move more than double your speed in a round. While energy walking, you leave footprints in the form of your favored energy type in the air (footprints of flame, a sheet of ice, sparking thunderclouds, floating globs of weak acid, invisible but audible sources of a buzzing sound, or other thematically appropriate effects) that disperse in 2 rounds, but your tread does not deal damage. You must pay 1 power point per round spent traveling in this fashion.

Nimbus of Energy (Su): Beginning at 7th level, you can activate this ability as a move-equivalent action. Motes of your favored energy that harm neither you nor your equipment engulf your entire body. While you are aflame, your primary manifesting score increases by 4, you can make a melee touch attack in place of a normal attack for 2d6 points of damage of your favored energy, and you gain damage reduction 5/magic. If you are struck in melee, the attacker takes 2d6 points of damage of your favored energy. This ability lasts for up to 1 minute per Kineticist level and is usable once per day.

Piercing Energy (Ex): Beginning at 8th level, you can expend your psionic focus while manifesting a power or activating a psi-like ability that deals damage of your favored energy to have half of the damage that it deals of your favored energy to ignore resistances and immunities.

Energy Death (Ps): Beginning at 9th level, you can expend your psionic focus and pay 13 power points as a full round action to overwhelm one living creature within 100 feet with lethal levels of your favored energy (such as through boiling its blood, freezing its heart, electrocuting its nervous system, dissolving its internal organs, causing it to explode due to vibrations at its resonant frequency, or other thematically appropriate effects). The target must succeed on a Fortitude saving throw (DC 17 + your primary manifesting ability modifier) or die horrifically. Even on a successful save, the target takes 4d8 points of damage of your favored energy type. Even creatures normally immune to your favored energy type can be killed by this ability (although they are still immune to the energy damage on a successful saving throw). This is the equivalent of a 7th level power.

Energy Lord (Su): At 10th level, you gain the ability to become a greater fire elemental once per day for up to 1 hour, as though using the metamorphosis power (despite the fact that a greater fire elemental with a changed subtype is not normally an allowed choice for the power). The elemental's energy type and subtype are altered to match the your favored type of energy and you do not gain the burn ability (unless your favored energy type is fire, see below). Additionally, you gain darkvision out to 60 feet and DR 10/- in this form. You and your equipment are unharmed by your new body for the duration, and are immune to damage of your favored energy type for the duration. You must maintain your psionic focus while using the ability or it may end prematurely. Each round in which you do not maintain your psionic focus counts at 10 minutes with respect to the remaining duration of this ability.
   In this form, you gain a subtype, an ability (in place of the fire elemental's burn ability) and a restriction according to your energy type.

   Acid Lord: An acid lord is forbidden from entering water or any other liquid except acid. You gain the Acid subtype and the Dissolve ability.
Acid Subtype (Ex): Acid immunity, +50% damage from electricity.
Dissolve (Ex): An acid lord's slam attack deals an extra 2d6 acid damage from the elemental’s acidic body. This acid damage ignores half the hardness of objects. Living creatures hit by a acid lord's slam attack also must succeed on a Fortitude save or be sickened from the fumes for 1d4 rounds. The save DC is equal to 10 plus 1/2 the elemental's hit dice plus the elemental's Constitution modifier. Creatures hitting an acid lord with natural weapons or unarmed attacks take acid damage as though hit by the elemental’s attack, and may also sickened if they are living creatures unless they succeed on a Fortitude save. Manufactured weapons that strike the acid lord take acid damage as though hit by the elemental’s attack, which ignores half of the weapon's hardness.

   Cold Lord: A cold lord cannot enter water but can walk on the surface of the water, which causes 5 cubic feet of water to instantly freeze beneath their feat; they cannot otherwise enter liquids. You gain the Cold subtype and the Freeze ability.
Cold Subtype (Ex): Cold immunity, +50% damage from fire.
Freeze (Ex): A cold lord's slam attack deals an extra 2d8 cold damage from the elemental’s frozen body. Those hit by a cold lord's slam attack also must succeed on a Fortitude save or be entangled by ice and chilled bodies for 1d4 rounds. The save DC is equal to 10 plus 1/2 the elemental's hit dice plus the elemental's Constitution modifier. Creatures hitting a cold lord with natural weapons or unarmed attacks take cold damage as though hit by the elemental’s attack, and are also chilled unless they succeed on a Fortitude save.

   Electricity Lord: An electricity lord is forbidden from entering water or any other liquid. You gain the Electricity subtype and the Shock ability.
Electricity Subtype (Ex): Electricity immunity, +50% damage from acid.
Shock (Ex): An electricity lord's slam attack deals an extra 2d6 electricity damage from the elemental’s electrified body. Those hit by an electricity lord's slam attack also must succeed on a Reflex save or become psionically and electrically charged. Charged creatures attract attract weapons, magic, and psionic powers, providing a -3 penalty to their armor class, spell resistance, and power resistance. This lasts for 1d4 rounds. The save DC is equal to 10 plus 1/2 the elemental's hit dice plus the elemental's Constitution modifier. Creatures hitting an electricity lord with natural weapons or unarmed attacks take electricity damage as though hit by the elemental’s attack, and also become charged unless they succeed on a Reflex save.

   Fire Lord: A fire lord cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier unless the fire elemental can step or jump over it. You gain the Fire subtype and the Burn ability.
Fire Subtype (Ex): Fire immunity, +50% damage from cold.
Burn (Ex): A fire lord's slam attack deals an extra 2d8 fire damage from the elemental’s flaming body. Those hit by a fire lord's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC is equal to 10 plus 1/2 the elemental's hit dice plus the elemental's Constitution modifier. A burning creature can take a move action to put out the flame. Creatures hitting a fire lord with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

   Sonic Lord: A sonic lord is forbidden from entering areas affected by silence. You gain the Sonic subtype and the Resonate ability.
Sonic Subtype (Ex): Sonic immunity. All abilities based on sonic energy cease to function in an area of magical silence provided you fail the Will save. You may attempt the save to negate the silence, if centered on you, each round. If you succeed within the duration of the energy lord ability, you return to that form.
Resonate (Ex): A sonic lord's slam attack deals an extra 2d4 sonic damage from the elemental’s resonant body. This sonic damage ignores the hardness of objects. Those hit by a sonic lord's slam attack also must succeed on a Reflex save or begin resonating for 1d4 rounds. Resonating creatures suffer a -1 penalty to their attack rolls, weapon damage rolls, saving throws, skill checks, ability checks, and level dependent effects. The save DC is equal to 10 plus 1/2 the elemental's hit dice plus the elemental's Constitution modifier. Creatures hitting a sonic lord with natural weapons or unarmed attacks take sonic damage as though hit by the elemental’s attack, and also begin resonating unless they succeed on a Reflex save. Manufactured weapons that strike the sonic lord take sonic damage as though hit by the elemental’s attack, which ignores the weapon's hardness.

Greater Energy Barrier (Ex): Beginning at 10th level, you gain an additional augmentation option when manifesting energy adaptation, specified. If you expend 12 additional power points while manifesting energy adaptation, specified to gain resistance to your favored energy type, you also gain immunity to that energy type.

Comments
The Kineticist evolved formally into the Pyrokineticist. However, the two are very different. Pyro is focused on martial prowess with the energy type of choice (Mind's Eye added variants for the other 4 types). Kineticist is designed for psions and other full manifesters who want to spice up their blasting and add a little martial capability. The original version was also 7/10 manifesting. This one is 8/10 so you actually get a small ML boost to your favored energy in the end (or a significant one if you take Practiced Manifester). Since many of the abilities of the class are just replicas of existing powers, you now just get those powers (or a different, appropriate power if you already know it).

Energized Touch was kind of weak. It's a 1st level ACF for Psions (Kineticists), anyways, so it's not a big deal. Instead, Energy Lash is moved up like with the 3.5 Pyrokineticist.

Lesser Energy Barrier and Greater Energy Barrier are in place of the Energy Barrier ability. The 3.0 one was a weak version of a 2nd level power, but for free 1/day. Instead you just get the aforementioned 2nd level power for cheap when you want it, at least for your favored energy type. Energy immunity is also available at 10th level with Greater Energy Barrier.

Bolt of Energy gave low powered, at will energy damage with the option to augment it. This felt like it was basically replicating the energy ray power. Instead, Bolt of Energy now gives you a slightly more powerful power (the area effect energy bolt) for cheap, but not free.

Energized Weapon works with weapon of energy. It seemed the closest equivalent power.

Piercing Energy replaces the dead level at 8th from the changed Energy Barrier. Since psionics doesn't have an equivalent of Piercing Cold or Searing Fir,e (did I remember those two metamagics right?) a blaster focused on a single energy type has to deal with resistances and immunities somehow. It feels appropriate at 8th level, and has an appropriate cost compared to saving 4 PP on energy bolt.

Unlike the pyro's Heat Death, Energy Death costs PP. You're a near-full manifesting psion, you don't need free save or dies.

The 3.0 Kineticist was based on the fire-only Pyrokineticist. They didn't adapt the greater fire elemental form of Energy Lord at all to the other energy types, other than the subtype and restrictions. Now they each have a unique ability to replace Burn, too. Basing it on Metamorphosis seemed the simplest way of transforming, too.
« Last Edit: November 05, 2010, 07:25:32 PM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Garryl
Hong Kong
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Posts: 1240


« Reply #11 on: August 29, 2010, 03:57:00 PM »

Well, save the Sardior material for me. Tongue

Sardior is all yours. Don't forget the rest of Sardior's PrCs and Blithen's stuff.

http://www.wizards.com/default.asp?x=dnd/psm/20040327a
http://www.wizards.com/default.asp?x=dnd/psm/20030124c
http://www.wizards.com/default.asp?x=dnd/psm/20040227a
http://www.wizards.com/default.asp?x=dnd/psm/20030926b
http://www.wizards.com/default.asp?x=dnd/psb/20040123d

Oh, and please, please, change those superfluous powers that do the same thing but stronger at a higher level to augments. I hate those power chains on principle after typing out Power/least/lesser/greater/superior/improved/minor/true when I was adding those to the free stuff guide.

Edit: If anyone has access to the Psionic Artificer class that I've heard so much about, I think the Crystalsinger would work well with that in concept, even though much of its original features are built into the system now (Channeling, anyways, and that's about a third of the class right there). Metacreative Creation is very similar to the Artificer's ability to craft things 2 levels earlier than normal.
« Last Edit: August 29, 2010, 06:20:48 PM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Garryl
Hong Kong
****
Posts: 1240


« Reply #12 on: August 29, 2010, 05:58:31 PM »

Percipient (Prestige Class) (Updated to 3.5 from http://www.wizards.com/default.asp?x=dnd/psm/20031024a)

   Manifesting: Must be able to manifest 3rd-level or higher powers.
   Skills: Intimidate 2 ranks, Knowledge (Psionics) 8 ranks, Spot 4 ranks.
   Feats: Alertness. Must also have any one of the following feats: Burrowing Power, Craft Universal Item, Improved Initiative, Inquisitor, or Opportunity Power.
   Special: Must perform the Ritual of the Oculist.

Ritual of the Oculist: Individual DMs should tailor the ritual to fit their campaign as far as gold piece expenditures and XP cost (it should have a negligible cost for 5th level characters, if any). It should be a psionic process that allows the character to grow a third eye.


Hit Die: d4
        Base                                                                                     -----Manifesting-----
        Attack  Fort Ref  Will                                              
Level   Bonus   Save Save Save    Special                                  
1       +0      +0   +0   +2      Foresight (-2), Low-Light Vision, Skill Bonus +2, Third Eye    +1 of existing class
2       +1      +0   +0   +3      Insightful Precognition, Uncanny Dodge                         +1 of existing class
3       +1      +1   +1   +3      Skill Bonus +4, Vigilant Sight                                 +1 of existing class
4       +2      +1   +1   +4      Foresight (+0), Mesmerizing Gaze                               +1 of existing class
5       +2      +1   +1   +4      Darkvision, Focused Eye, Skill Bonus +6                        +1 of existing class
6       +3      +2   +2   +5      Pain Gaze                                                      +1 of existing class
7       +3      +2   +2   +5      Auric Sight, Foresight (+2)  Skill Bonus +8                    +1 of existing class
8       +4      +2   +2   +6      Improved Uncanny Dodge                                         +1 of existing class
9       +4      +3   +3   +6      Skill Bonus +10, True Sight                                    +1 of existing class
10      +5      +3   +3   +7      Death Gaze, Foresight (+4), Gaze of Many                       +1 of existing class


Class skills (4 + Int modifier per level): Bluff, Concentration, Craft (all skills, taken individually), Diplomacy, Intimidate, Knowledge (all skills, taken individually), Listen, Profession, Psicraft, Search, Sense Motive, Spot

Weapon and Armor Proficiency: Percipients gain no new weapon or armor proficiencies.

Manifesting: At each level a Percipient gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She 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 she adds the level of Percipient 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 she became a Percipient, she must decide to which class she adds the new level of Percipient for the purpose of determining power points per day, powers known, and manifester level.

Foresight (Ex): Starting at 1st level, the Percipient adds a modifier to her initiative roll. Initially this is a -2 penalty due to the increased amount of information processed by her third eye, which includes occasional glimpses into the immediate future. As she gains levels as a Percipient, she gains the ability to better deal with this increased information in tense situations. At 4th level this penalty is negated. At 7th level this becomes a +2 bonus. At 10th level this becomes a +4 bonus.

Low-Light Vision (Su): At 1st level, you gain low-light vision or have your range tripled if you already possess it. This ability only functions while you maintain your psychic focus.

Skill Bonus (Ex): At 1st level, you gain a +2 bonus on Search and Spot checks. This bonus increases by +2 at every odd Percipient level thereafter.

Third Eye (Ex): When you finish the ritual at 1st level, you grow a physical third eye. While this eye provides many benefits, you lose the ability to directly use any third eye psionic items. Instead, by meditating for 1 minute with a third eye item in your possession, you can transfer its enchantments into your own third eye. If you do not have any enchantments already in your third eye, the psionic item becomes a mundane gemstone suitable for re-enchantment into a new third eye item. Otherwise, it gains the enchantments already present in your eye as your eye takes on the item's original abilities. The enchantments in your third eye can be suppressed as a psionic item, but are maintained even if your face item slot is occupied, such as by goggles or a mask.

Insightful Precognition (Ex): Beginning at 2nd level, you gain an insight bonus to your armor class equal to one half your Percipient level.

Uncanny Dodge (Ex): At 2nd level, you gain the Uncanny Dodge ability as the 2nd level Barbarian ability.

Vigilant Sight (Su): Beginning at 3rd level, you gain blindsense out to 30 feet and blindsight out to 10 feet. These effects are based on your ability to read the psychic auras of your environment, so magical silence does not obstruct it. This ability only functions while you maintain your psychic focus.

Mesmerizing Gaze (Su): At 4th level, you learn the brain lock power as a 2nd level power. When you manifest it against a living creature that can see you, it's save DC increases by 1, it can target and affect any living creature independent of its type and the power's augmentation, and it can affect creatures immune to mind-affecting effects. These benefits only apply against living creatures.

Darkvision (Su): Beginning at 5th level, you gain darkvision out to 60 feet, or add 60 feet to your existing darkvision range. This ability only functions while you maintain your psychic focus.

Focused Eye (Ex): Beginning at 5th level, all powers from the Clairsentience discipline cost 1 less power point to manifest than normal, to a minimum cost of 1 power point.

Pain Gaze (Su): At 6th level, you learn the inflict pain power as a 2nd level power. When you manifest it against a living creature that can see you, it's save DC increases by 2 and it can affect creatures immune to mind-affecting effects. These benefits only apply against living creatures.

Auric Sight (Su): Beginning at 7th level, you can see psionic auras clearly. While you maintain your psychic focus, you are considered to be under the effects of the arcane sight spell.

Improved Uncanny Dodge (Ex): At 8th level, you gain the Improved Uncanny Dodge ability as the 5th level Barbarian ability.

True Sight (Ex): At 9th level, you learn the true seeing, psionic power as a 5th level power. It costs 1 less power point to manifest than normal, to a minimum cost of 1 power point. This benefit stacks with the one granted by your Focused Eye ability.

Death Gaze (Su): At 10th level, you learn the recall death power as an 8th level power. When you manifest it against a living creature that can see you, it can affect creatures immune to mind-affecting effects. This benefit only applies against living creatures.

Gaze of Many (Su): Starting at 10th level, your ability to channel certain psionic powers through your third eye increases. Whenever you manifest or concentrate upon brain lock, inflict pain, or recall death as a standard action against a living creature that can see you, you can manifest or concentrate upon one of the above powers (the same or a different one) against a living creature that can see you as a swift action in the same round, instead of as a standard action. You can do this for a number of rounds each day equal to your Wisdom modifier plus one (minimum once per day).

Comments
Feat requirements changed. I don't like feat taxes. It's assumed you get Alertness via a psicrystal. The other feat is a thematic one from a list that should have something useful. Craft Universal makes Third Eyes and other useful items. Inquisitor gets you into Thrallherd. Stuff like that.

The gazes have been changed into modifications to existing powers against living creatures that can see you. Auric Sight is now a constant effect. The rest is pretty much the same, other than a bit of psychic focus use.

Overall, it gives a couple of powers known, the ability to actually use them against creatures immune to mind-affecting abilities (like every high-end wizard with mind blank), a few powers passively in effect, and a bit of a skill boost.
« Last Edit: November 05, 2010, 07:31:26 PM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Prime32
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Posts: 7534


Modding since 03/12/10


« Reply #13 on: August 30, 2010, 09:18:44 PM »

How do you think the augment costs on Sardior's scout look?
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My work
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Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Garryl
Hong Kong
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Posts: 1240


« Reply #14 on: August 30, 2010, 11:16:01 PM »

Shadow Mind (Prestige Class) (Updated to 3.5 from http://www.wizards.com/default.asp?x=dnd/psm/20021025b)

   Alignment: Any nongood.
   Manifesting: Must be able to manifest 3rd-level or higher powers.
   Skills: Knowledge (psionics) 8 ranks, Psicraft 8 ranks.
   Feats: Conjunctive Mind and at least one metapsionic feat.


Hit Die: d4
        Base                                                                          -----Manifesting-----
        Attack  Fort Ref  Will                                              
Level   Bonus   Save Save Save    Special                                  
1       +0      +0   +0   +2      Control Shadow, Subpsionic Feats                    +1 of existing class
2       +1      +0   +0   +3      Low-light Vision, Subpsionic Defense +1             +1 of existing class
3       +1      +1   +1   +3      Subpsionic Power +1, Tainted Construction           +1 of existing class
4       +2      +1   +1   +4      Subpsionic Shield                                   +1 of existing class
5       +2      +1   +1   +4      Subpsionic Defense +2                               +1 of existing class
6       +3      +2   +2   +5      Subpsionic Power +2                                 +1 of existing class
7       +3      +2   +2   +5      Darkvision, Dream Travel                            +1 of existing class
8       +4      +2   +2   +6      Greater Subpsionic Shield, Subpsionic Defense +3    +1 of existing class
9       +4      +3   +3   +6      Shadow Body, Subpsionic Power +3                    +1 of existing class
10      +5      +3   +3   +7      Subpsionic Double                                   +1 of existing class


Class skills (4 + Int modifier per level): Bluff, Concentration, Craft (all skills, taken individually), Disguise, Hide, Knowledge (Psionics), Profession, Psicraft

Weapon and Armor Proficiency: Shadow Minds gain no new weapon or armor proficiencies.

Manifesting: At each level, a Shadow Mind gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She 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 she adds the level of Shadow Mind 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 she became a Shadow Mind, she must decide to which class she adds the new level of Shadow Mind for the purpose of determining power points per day, powers known, and manifester level.

Subpsionic Feats: You gain the Insidious Mind and Tenacious Mind feats as bonus feats.

Control Shadow (Ps): You can manifest the control light power as a psi-like ability a number of times per day equal to your Shadow Mind level. When you manifest it this way, it has the Darkness descriptor instead of the Light descriptor.
   You learn the control light power as a 1st level power. Whenever you manifest control light, it has the Darkness descriptor instead of the Light descriptor.

Low-light Vision (Su): You gain low-light vision at 2nd level if you don't already have it.

Subpsionic Defense (Ex): Beginning at 2nd level, you gain a +1 bonus on your saving throws against powers from the Psychometabolism, Psychoportation, or Psychokinesis disciplines. This bonus increases by +1 for every three Shadow Mind levels you possess beyond 2nd.

Tainted Construction: You gain the Tainted Construction feat at 3rd-level as a bonus feat if you know the astral construct power. If you don't know the astral construct power, you instead gain the Expanded Knowledge (astral construct) feat as a bonus feat.

Subpsionic Power (Ex): Beginning at 3rd level, you gain a +1 bonus to your manifester level when manifesting powers from the Metacreativity, Clairsentience, and Telepathy disciplines. This bonus increases by +1 for every three Shadow Mind levels you possess beyond 3rd.

Subpsionic Shield (Su): Beginning at 4th level, you gain the ability to create a mobile disk of purple-black force as a swift action. This subpsionic shield is made up of shadowstuff and psychokinetic force and intercepts attacks, providing a +4 deflection bonus to your Armor Class and a 20% miss chance against attacks. You can see and reach through the shield and it moves out of the way when you attack, so it does not provide cover or concealment to opponents.
   The subpsionic shield lasts 1 round per manifester level per day and need not be used all at once. Creating or dismissing a subpsionic shield is a swift action.

Darkvision (Su): Beginning at 7th level, you gain darkvision out to 60 feet.

Dream Travel (Ps): Beginning at 7th level, you gain the ability to use dream travel as a psi-like ability once per day. In addition, once you gain the ability to manifest 7th level powers, you learn the dream travel power as a 7th level power.

Greater Subpsionic Shield (Su): Beginning at 8th level, your mastery of the subpsionic shield improves. It also grants you power resistance of 12 + your manifester level.

Shadow Body (Ps): Beginning at 9th level, you gain the ability to use shadow body as a psi-like ability once per day. In addition, once you gain the ability to manifest 8th level powers, you learn the shadow body power as an 8th level power.

Subpsionic Double (Su): Once per day at 10th level, you can use a standard action to create a double of yourself within 30 feet woven from shadowstuff and psychokinetic force. The double looks, sounds, and smells like you and has your ability scores, base AC, hit points, saves, attack bonuses, natural attacks, senses, and movement modes, but no equipment. Any apparent clothing or equipment is nonfunctional and the double's aforementioned statistics are as you would be without your equipment. Similarly, it does not benefit from any powers or effects active on you, even though it appears to. The double mimics your actions (including speech) unless you concentrate on making it act differently (a free action, see below). It can attack your enemies if given a weapon or items (since it can use anything you can). It does not have any other abilities you possess, even though it appears to use them as you do.
   You can see through the double's eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from seeing through its eyes to seeing normally, or back again, as a free action. If you desire, any power you manifest whose range is touch or greater can originate from the double instead of from you. The double is quasi-real -- just real enough to manifest powers that you originate. You can use it to manifest powers on itself only if those powers affect non-living creatures.
   Mentally commanding the double is a free action. Using it as the originator of a power counts as an action for you and the double (the same action as manifesting the power). You must maintain a line of effect to the double at all times. If your line of effect is obstructed, or you manifest a power that teleports or plane shifts you or your double but not both, the double is dismissed. Causing you or your double to leave the plane you share dismisses the double.
   The double lasts 1 round per manifester level. The death of the double does not affect you or vice versa. The double still lasts to the end of its duration if you die, acting as you would were you still alive, including seeming to manifest illusionary powers. If the double dies before its duration ends, it acts as you would if you were dead (usually by slumping on the ground as a corpse).


Feats
Conjunctive Mind [Psionic]
Prerequisite: Intelligence, Wisdom, or Charisma 15.
Benefit: From now on, your powers and psionic abilities have become integrated with your subconscious mind. You can also activate subpsionic items without taking damage.
   You gain a +1 bonus to your manifester level when manifesting powers or psi-like abilities from the Metacreativity, Clairsentience, and Telepathy disciplines.
   The subconscious mind proves less than optimal for powers from the Psychometabolism, Psychoportation, and Psychokinesis disciplines. You suffer a -1 penalty to your manifester level when manifesting powers or psi-like abilities from these disciplines. You cannot use a psi-like ability if this reduces your manifester level to less than the normal power point cost of the power it mimics.
   From now on any psionic item you create is a subpsionic item.
Special: Knowledge of the subconscious mind has a price. When you acquire this feat, choose one of your Intelligence, Wisdom, or Charisma scores. You suffer a -2 penalty to the chosen ability score for the purposes of ability checks, skill checks, fulfilling prerequisites, determining save DCs, and determining bonus spells and power points per day.


Insidious Mind [Psionic]
Prerequisite: Conjunctive Mind.
Benefit: You can use your subconscious mind to make your powers harder for non-subpsionic creatures to detect. When a non-subpsionic creature employs a psi-like ability, a psionic item, or a power (such as detect psionics) that can detect the psionic aura of one of your powers, the non-subpsionic creature must make a manifester level check (DC 11 + your manifester level) to successful detect your powers. Similarly, a non-subpsionic creature attempting to use a power to reveal the effects of one of your powers, such as detect teleportation, must make a manifester level check to reveal your power's effects. The non-subpsionic creature can check only once for each power used, no matter how many of your powers effects are operating in an area. This benefit only extends to powers you manifest from the Metacreativity, Clairsentience, and Telepathy disciplines.
   From now on, your ability to detect non-subpsionic powers is impaired. Any power you use to detect a non-subpsionic power from the Psychometabolism, Psychoportation, or Psychokinesis disciplines is successful only if you make a manifester level check against a DC of 9 + the manifester level. This penalty does not extend to powers from other disciplines; you detect them normally.
Special: Any creature that does not possess the Conjunctive Mind feat is considered to be a non-subpsionic creature. Non-subpsionic powers are powers manifested by creatures that were non-subpsionic at the time of manifesting.


Tenacious Mind [Psionic]
Prerequisite: Conjunctive Mind.
Benefit: You can use your subconscious mind to make your powers harder for non-subpsionic creatures to nullify. Your powers resist dispel attempts by non-subpsionic creatures. When a non-subpsionic creature makes a dispel check to dispel one of your Metacreativity, Clairsentience, or Telepathy powers, the DC increases by +4 (to 15 + your manifester level). This benefit does not extend to powers from other disciplines.
   From now on your ability to dispel powers manifested by non-subpsionic creatures is impaired. You suffer a -2 penalty on dispel checks to dispel a Psychometabolism, Psychoportation, or Psychokinesis power manifested by a non-subpsionic creature.
Special: Any creature that does not possess the Conjunctive Mind feat is considered to be a non-subpsionic creature.


Tainted Construction [Psionic]
Prerequisite: Conjunctive Mind, ability to manifest astral construct.
Benefit: As a subpsionic character, you can tap into the subconscious mind when shaping astral constructs. You can select astral construct abilities from an extended menu. Each special ability can come from your normal menu or Table 1-1: Subpsionic Extended Construct Abilities. Astral constructs you create are formed from a darker tainted ectoplasm. Their surface is a shimmering black bathed in a deep purple glow. As an additional benefit, the natural weapons and manufactured weapons that your tainted constructs use bypass damage reduction as though they were Evil-aligned.


Table 1-1: Subpsionic Extended Construct Abilities

Menu A
  • Lesser Aura of Fear (Su): Creatures within 10 feet of the construct must make a Will save (DC 5 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the aura of fear or greater aura of fear abilities.
  • Lesser Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 5 + 1/2 the construct's HD) or take 1 point of ability damage to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the withering or greater withering abilities.

Menu B
  • Aura of Fear (Su): Creatures within 20 feet of the construct must make a Will save (DC 10 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become frightened for as long as they remain within the aura's range. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the lesser aura of fear or greater aura of fear abilities.
  • Putrescence (Su): Any creature struck by the construct must make a Fortitude save (DC 10 + 1/2 construct's HD) or contract astral rot (incubation period 1d6 days; damage 1d3 Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. Successful saving throws are not sufficient to cure a victim of astral rot.
  • Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 10 + 1/2 the construct's HD) or take 1d3 points of ability damage to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the lesser withering or greater withering abilities.

Menu C
  • Greater Aura of Fear (Su): Creatures within 30 feet of the construct must make a Will save (DC 15 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become panicked for as long as they remain within the aura's range. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the lesser aura of fear or aura of fear abilities.
  • Greater Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 15 + 1/2 the construct's HD) or take 1d3 points of ability damage and 1 point of ability drain to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the lesser withering or greater withering abilities.


Subpsionics (Psionics of the subconscious mind) (Originally found at http://www.wizards.com/default.asp?x=dnd/pse/20021025a)
Subpsionic Items
   Psionic items created by those who use the subconscious mind are rare and dangerous. These items are nearly identical to items created by the conscious mind, but the differences that exist are profound.
   Powerlike effects manifested from subpsionic items have the same benefits and limitations that a subpsionic manifester has: Effects from the Metacreativity, Clairsentience, and Telepathy disciplines gain a +1 bonus to their manifester levels (though their costs are based on the original manifester level). Effects from the Psychometabolism, Psychoportation, and Psychokinesis disciplines have their manifester levels reduced by -1 (though their costs are based on the original manifester level).
   Subpsionic items can pose a serious danger to users that are not familiar with the subconscious mind. Activating a subpsionic item through power trigger, command thought, or use-activation deals 1d4 points of ability damage to the user unless the user has the Conjunctive Mind feat. The ability damage is applied to the primary manifesting ability score of characters with levels in psionic classes (or the highest of them if a character has multiple primary manifesting ability scores); creatures without levels in manifesting classes instead suffer Charisma damage. If the item functions continuously, the ability damage occurs at dusk each day or when the user takes off or puts aside the item, whichever comes first.


Forgotten Realms: When using these psionic feats in the Forgotten Realms setting, the subconscious mind is directly linked to the shadow weave. Psions that use these feats understand that they are using the shadow weave and are subject to all limitations and penalties that may be imposed as a result.

Comments
Shadow Mind is a useful class. You gain ML boosts, a few utility powers, extra skills, and as many feats as you gave up by not going straight Psion (although two of them are somewhat limited in their use). It might be worth a lost manifester level, but it's close. In any case, it wouldn't be the end of the world for psionics to get a full ML PrC with good class features like magic often gets.

Subpsionic Shield no longer has facing. Instead, it gives a deflection bonus to AC and its defensive bonuses have been reduced to about 2/3 of the original. Greater Subpsionic Shield is now a modification to the original rather than a separate ability, and its power resistance is actually meaningful now. Finally, Subpsionic Shield is now a swift action to generate. No more round/level defensive buffs as a standard action.

Subpsionic Double is a bit more restrictive than the original, but also clearer as it accounts for more situations.

Subpsionics's save DC boost has been changed to a manifester level boost across the board in being consistent with the 3.0 to 3.5 design changes along those lines. Tainted Construction's Putrescence ability has been moved from Menu C to B. It won't even show up in most fights and effectively only affects the PCs in the very long term (several days at least), if they don't just cure it immediately. The fear auras have also been changed. Aura of Fear (menu B) was exactly the same as the lesser aura of fear other than an improved DC.

Note that for the purposes of psionics-magic transparency, Claisentience, Metacreativity, and Telepathy are equivalent to Divination, Conjuration, and Enchantment, respectively, and that Psychokinesis and Psychometabolism are equivalent to Evocation and Transmutation, respectively, and Psychoportation has no equivalent school of magic. Abjuration, Illusion, and Necromancy have no equivalent psionic disciplines.

« Last Edit: November 05, 2010, 07:45:57 PM by Garryl » Logged

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« Reply #15 on: August 30, 2010, 11:37:30 PM »

Powers
Sardior's/Blithen's Calling
Quote
Psychoportation [Calling]
Level: Sardior 3
Display: Ma, Vi, Au
Manifestation Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 5

You touch on the power of Sardior to call forth a wyrmling gem dragon to aid you with an immediate task. If you know the name of the young dragon, you can call upon it specifically, otherwise you get a random dragon. The task you choose is to have it fight for you or to perform actions that take no more than 1 minute per manifester level. In return, the dragon expects compensation. Normally this is coin, gems, or magic items in the amount of least 100 gp per Hit Die, but it can be some other form of barter as determined by you and the dragon (as determined by the DM). The type of random gem dragon called is determined by the chart below. The gem dragon is transported back to its lair when it desires. This is normally after the task is finished and payment received, but if it decides to leave before this, the gem dragon forfeits payment.
Roll d20   Gem Dragon Type
1-4Crystal
5-8Sapphire
9-12Emerald
13-16Amethyst
17-20Topaz

Augment: For each 2 additional power points you spend, the age category of the called dragon increases by one.
Quote
Blithen's Calling
As Sardior's calling, but use the following chart to determine the species of the dragon called.
Roll d6   Gem Dragon Type
1-2Crystal
3-4Emerald
5-6Obsidian

Sardior's Scout
Quote
Metacreativity [Creation]
Level: Sardior 2
Display: Ma
Manifestation Time: 1 full round
Effect: One created construct
Duration: 1 min/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3

You create a construct of ruby red crystallized ectoplasm in the form of a Tiny dragon. The construct moves out, scouts around, and returns as you direct it .The construct has darkvision with a range of 60 feet and low-light vision.

The construct has AC 13, hardness 8, and 12 hit points. It flies at a speed of 30 feet with perfect maneuverability, and has a +8 Hide modifier. It has a Spot modifier equal to your manifester level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings.

When you create the construct, you specify instructions you want it to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the construct as well.

To report its findings, the construct must return to your hand. It then replays in your mind all it has seen during its existence. It takes the construct 1 round to replay 1 minute of recorded images. After it returns to you, you can send out the construct again with a new set of orders.

If the construct ever gets more than one mile away from you, it instantly ceases to exist. However, your link with the construct is such that you won't know if the construct was destroyed because it wandered out of range or because of some other event.

If the construct is targeted by dismiss ectoplasm, it saves as a psionic item; if it fails the save, it takes 3d8 points of damage instead of the normal results.

Augment: You may augment this power in one of the following ways.
  • For every extra pp you spend on this option, your scout gains +4 hit points. For every 2pp spent in this way, its hardness increases by 1.
  • If you spend 6 extra pp, you may manifest powers through the scout as though it were a psicrystal with the Channel Power ability.

Sardior's Guardian [Psionic]
Prerequisites: Ability to manifest astral construct, manifester level 6th
Benefit: Your astral constructs gain +4 Wisdom, and their slam attacks are replaced by claw attacks. In addition, you may expend your psionic focus when manifesting astral construct to grant it the following abilities. These take the place of the menu option it would normally receive. Additional menu items from the Boost Construct feat are not affected.
  • Fiery Bite (Ex): Your construct gains a bite attack with damage as a claw of one size category larger. The construct's bite attack deals +1 point of fire damage per level.
  • Ectoplasm Resistance (Ex): Your construct cannot be dismissed by the dismiss ectoplasm power. It suffers 3d8 points of damage on a failed save.

How do you think the augment costs on Sardior's scout look?

They sound about right as conversions. I'm guessing Sardior's Guradian the feat is a replacement for the power of the same name? It seems reasonable for a feat.

Edit: Don't forget that you'll be able to augment Sardior's Calling to 19 or higher PP, calling older gem dragons than the 3.0 version allowed as a 9th level power. You're getting into serious power issues akin to gate at that point, since they only cost a linear amount of gold.
« Last Edit: August 31, 2010, 06:30:43 PM by Garryl » Logged

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« Reply #16 on: August 31, 2010, 09:26:35 PM »

Truth Seeker (Prestige Class) (Updated to 3.5 from http://www.wizards.com/default.asp?x=dnd/psm/20020623c)

   Alignment: Any non-evil.
   Base Attack Bonus: +5.
   Feats: Improved Unarmed Strike, Combat Reflexes.
   Skills: Diplomacy 8 ranks, Sense Motive 4 ranks.


Hit Die: d8
        Base                                                       -----Manifesting-----
        Attack  Fort Ref  Will                                     Power   Powers  Level
Level   Bonus   Save Save Save    Special                          Points  Known   Known
1       +0      +2   +0   +2      Monk Abilities, Share Mind        1       1      1st
2       +1      +3   +0   +3      Share Mind (AC bonus +1)          3       2      1st
3       +2      +3   +1   +3      Psychoanalyst                     6       3      2nd
4       +3      +4   +1   +4      Share Mind (Cannot be flanked)   10       4      2nd
5       +3      +4   +1   +4      Share Mind (AC bonus +2)         15       5      3rd
6       +4      +5   +2   +5      Share Mind (Attack bonus)        23       6      3rd
7       +5      +5   +2   +5      Inquisitor                       31       7      4rd
8       +6      +6   +2   +6      Share Mind (Swap initiative)     43       8      4th
9       +6      +6   +3   +6      Share Mind (AC bonus +3)         55       9      5th
10      +7      +7   +3   +7      Share Mind (Grant Share Mind)    71      10      5th


Class skills (4 + Int modifier per level): Concentration, Diplomacy, Disguise, Forgery, Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Psionics), Listen, Psicraft, Sense Motive

Weapon and Armor Proficiency: Truth Seekers gain no new weapon or armor proficiencies.

Monk Abilities: A Truth Seeker's class levels stack with his Monk levels for the purpose of determining his unarmed damage, or with levels in other classes that grant that ability as a Monk. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on. A Truth Seeker without levels in Monk or similar classes instead gains the unaarmed damage of a Monk of his Truth Seeker level.

Power Points/Day: A Truth Seeker can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a Truth Seeker has power points from a different class, those points are pooled together and usable to manifest powers from either class.

Powers Known: A Truth Seeker chooses his powers from the Psion power list, the Seer power list, and the Telepath power list, but only those of the Clairsentience or Telepathy disciplines. At 1st level, a Truth Seeker knows one such power of his choice. Each time he attains a new level, he learns one new power. A Truth Seeker can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a Truth Seeker can manifest per day is limited only by his daily power points.
   A Truth Seeker simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
   The Difficulty Class for saving throws against Truth Seeker powers is 10 + the power’s level + the Truth Seeker's Wisdom modifier.

Maximum Power Level Known: A Truth Seeker gains the ability to learn 1st-level powers when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Truth Seeker gains the ability to master more complex powers.
   To learn or manifest a power, a Truth Seeker must have a Wisdom score of at least 10 + the power’s level.

Share Mind (Ps): Truth seekers have the ability to connect to other minds and share thoughts and senses. Once per class level per day, you can create a lesser mindlink with one willing target. This functions as the mindlink power with a manifester level equal to your Truth Seeker manifester level, except that it can never be augmented. You can maintain Share Mind with only one creature at a time.
   In addition to the mindlink, you (not your partner) gain some advantages, based on your level:
  • At 1st level, you tap into the emotions of your partner's mind. As a result, you gain any morale bonus or penalty that affects your partner.
  • At 2nd level, the additional awareness of your partner's mind gives you a +1 insight bonus to AC. This bonus increases to +2 at 5th level and to +3 at 9th level.
  • At 4th level, you gain even greater perception of your surroundings and cannot be flanked, provided you and your partner are within line of sight. You can still be flanked by a Rogue of four levels higher than your character level.
  • At 6th level, by understanding how your partner is moving, you gain a +2 insight bonus to attack rolls against any target that both you and your partner threaten.
  • At 8th level, you can communicate to such a degree with your partner's mind that you are able to act when your partner would normally act, or cause your partner to act more quickly. Once during the duration of any share mind, your can swap initiatives with your partner. This must be declared at the beginning of a round, before anyone has acted, and your partner must be willing.
  • At 10th level, you can filter information back to your partner, bestowing any of the above abilities onto your partner, who acts as if he had used Share Mind on you. This ability lasts for 1 minute and can be used once per day. It can be activated as a free action.
  You gain these benefits whenever a mindlink is established between you another willing creature, regardless of whether or not it came from your Share Mind ability or even if it was you who manifested it. If you are already mindlinked with another creature when a new mindlink is established, you must choose whether to maintain your original partner or switch to the new linked creature. You can only have one partner at any given time.

Psychoanalyst (Su): Beginning at 3rd level, you gain a +2 bonus to Diplomacy, Bluff, Intimidate, and Charisma checks (but not other Charisma-based skill checks), but only while you maintain you psionic focus.

Inquisitor: You gain the Inquisitor feat as a bonus feat at 7th level, even if you do not qualify for it.


Comments
A simple conversion. The class's base manifesting progression became equal to the Psionic Fist's. The +2 bonus to AC got moved to level 5 to fill the dead level caused by removing psionic combat modes.

« Last Edit: November 05, 2010, 07:51:42 PM by Garryl » Logged

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« Reply #17 on: August 31, 2010, 11:51:14 PM »

Powers of the Truth Seekers (Updated from http://www.wizards.com/default.asp?x=dnd/psm/20020623c)
Brittle Psyche, Discover Truth, Distraction, Fairy Tale, Find the Heart, Narrow Thoughts
Brittle Psyche
Telepathy [Mind-Affecting]
Level: Psychic Warrior 4, Telepath 3
Display: Au
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None or Will negates; See text
Power Resistance: Yes
Power Points: Psychic Warrior 7, Telepath 5

The affected creature suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. Creatures with 10 or more Hit Dice can avoid this effect with a successful Will save. Creatures with less than 10 Hit Dice get no saving throw to reduce the initial effect. Creatures who succeed at their first save are immune to the further effects of the power.

Furthermore, when the affected creature takes damage during a round, the penalties increase. At the beginning of each of the subject's turns, it must make an additional saving throw if it has taken any damage since the beginning of its previous turn. On a failed saving throw, the morale penalty increases by an additional -2. Successfully making a saving throw prevents the penalty from increasing but does nothing to prevent the penalty from increasing next round, nor does it rid the creature of penalties already accrued.

Augment: For every additional power point that you spend, the number of hit dice required to get a saving throw against this power's initial effect increases by 1. For every 2 power points spent this way, this power's save DC increases by 1.


Discover Truth
Clairsentience
Level: Psion 2
Display: Au
Manifestation Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

This subtle power uses the subject's memories to uncover hidden truths. When activated, the subject can visualize a specific 30-second period of time that he remembers. The subject sees not what he remembers but rather what was truly there. In the subject's memory, invisible creatures and objects can be seen, and illusions have no effect. For discover truth to work, the time period recalled must have occurred at least 24 hours before the power's activation.

Augment: For every 2 additional power points you spend, length of time that the subject can remember increases by 30 seconds and the save DC increases by 1.


Distraction
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion 1
Display: Vi
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

This power affects the mind of the subject, clouding his anticipation of attacks and disrupting his ability to focus on an attacker. The subject suffers a -2 circumstance penalty to its Armor Class, and it can be affected by Sneak Attack, Sudden Strike, and other abilities as though it was denied its Dexterity modifier to its Armor Class.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 4 additional power points, the subject also provokes an attack of opportunity from all creatures that threaten it if it fails its saving throw against this power as you manifest it.
  • For every 2 additional power points that you spend, the circumstance penalty to the subject's Armor Class increases by -1.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.


Fairy Tale
Telepathy [Mind-Affecting]
Level: Psion 2
Display: Me
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration + 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

Where illusions create images or sounds that do not exist, fairy tale causes its target to believe that something that does or did exist is merely imaginary. The caster chooses one object that becomes imaginary in the mind of the subject. The target acts as though any memories or appearances of the chosen object of creature are merely caused by her imagination.

Because the mind is very hard to influence in this way, the use of fairy tale is difficult. The target can avoid the power's effects with a successful Will save. Furthermore, even if the target fails her saving throw, each time she is exposed to the "imaginary" object, she gets another saving throw. The DM has the final word on what circumstances allow the target an additional saving throw. Any time the target of fairy tale is attacked by the object she believes to be imaginary, the effect automatically ends. Also, if the target comes in physical contact with the "imaginary" object or creature, the effects of fairy tale end.

Augment: You can augment this power in one or more of the following ways:
  • If you spend 2 additional power points, the duration of this power is permanent instead of Concentration + 1 round/level. It can still end if the subject is exposed to an "imaginary" object.
  • For every 2 additional power points that you spend, you can cause the target to believe that an additional object or thing is imaginary. After failing the initial saving throw, a successful Will save after being exposed to an "imaginary" object only ends this power with respect to that object.
  • For every 3 additional power points that you spend, you can affect one additional creature with this power. Each creature to be affected must be within 15 feet of every other creature to be affected when this power is manifested. Each creature treats the same objects as being imaginary.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.


Find the Heart
Clairsentience
Level: Psychic Warrior 2, Seer 2
Display: Vi, Ma
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 3

Find the heart gives its user an intuitive feel for striking a creature's anatomy. Using this insight allows you to make more precise, damaging strikes. This power grants you the equivalent of +2d6 Sneak Attack damage, as the Rogue ability. Unlike the actual Rogue ability, this bonus damage only applies to melee attacks. If you already have the Sneak Attack ability from another source, the bonus damage stacks when both apply.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 6 additional power points, you can manifest this power as a swift action.
  • For every 3 additional power points that you spend, you gain an additional +1d6 melee Sneak Attack damage.


Narrow Thoughts
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion 1
Display: Vi, Au
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

Like its counterpart distraction, narrow thoughts affects the subject's ability to concentrate on combat. However, where distraction dulls the perceptions and focus of the target, narrow thoughts heightens the subject's awareness of a single foe.

A creature affected by narrow thoughts must choose one visible creature that it considers an enemy to focus on when the power is manifested. For the duration of the power, the subject's Dexterity bonus, dodge bonuses, and shield bonus to AC apply only when attacked by the chosen enemy. Furthermore, the subject gains an additional +2 dodge bonus to AC against the chosen enemy. If the subject's chosen enemy is killed, destroyed, flees the battle, surrenders in a manner that the subject trusts to be genuine, or is otherwise rendered unable to hurt the subject, this power immediately ends.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 4 additional power points, you can choose which creature the subject focuses on when you manifest this power. The chosen creature must be a valid option that the subject could have chosen.
  • For every 2 additional power points that you spend, the subject also suffers a -1 circumstance penalty to its Armor Class, even against the creature that it focuses on.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.



Comments
Augments! I may have gone a little overboard. Generally, I tried to add augments that improved the effects that were already present or add a little more utility.
Since I made the Truth Seeker work off the Seer/Telepath/Psion lists, I made the Truth Seeker only powers into specific discipline powers.
I made Fairy Tale be Concentration + 1 round/level with a 2 point augment for permanent since it got dropped from level 3 to 2 for Psions to accommodate letting Truth Seekers get it as 2nd level.

« Last Edit: January 23, 2011, 01:47:34 AM by Garryl » Logged

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« Reply #18 on: September 01, 2010, 03:37:32 PM »

Here's a psionic adaptation of the Summoner class from Pathfinder, which Nick is using in PhaedrusXY's game Exiled. Credit goes to Nick and PhaedrusXY. See the original for full details on the Eidolon class feature.

Summoner, psionic
Hit Die: d6
BAB: Average
Saves: Fort poor, Ref poor, Will good
Class Skills (4+Int): The summoner’s class skills are Craft (Int), Decipher Script (Int), Handle Animal (Cha), Knowledge (all) (Int), Profession (Wis), Ride (Dex), Psicraft (Int), and Use Psionic Device (Cha).
Quote
Lv        Class FeaturesPP/dayPowers Known*
1Eidolon, Life link, Astral construct22
2Bond senses63
3-114
4Shield ally175
5-256
6Maker's call357
7-468
8Transposition589
9-7210
10Aspect8811
11-10612
12Greater shield ally12613
13-14714
14Life bond17015
15-19516
16Merge forms22117
17-25018
18Greater aspect28019
19Gate31120
20Twin eidolon34321

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons, and with light armor.

Power Points/Day: A summoner can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Charisma score. His race may also provide bonus power points per day, as may certain feats and items. If a summoner has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character’s highest psionic class.

Powers Known: A summoner chooses his powers as if he were a psion of the shaper discipline. At 1st level, a summoner knows two powers of your choice, plus astral construct. At every subsequent level, he learns one new power. A summoner can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a summoner can manifest per day is limited only by his daily power points.

A summoner simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against war mind powers is 10 + the power’s level + the summoner’s Charisma modifier.

Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel psionics, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through powers that changes appearance, such as metamorphosis (although invisibility, psionic does conceal it as long as the spell lasts).

Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Astral construct (Ps): A summoner adds astral construct to his list of powers known. He may manifest astral construct as a standard action, and its duration is increased to 1 minute/level. In addition, he may use astral construct as a psi-like ability a number of times per day equal to 3 + his Charisma modifier (the manifester level for this ability is the same as if he had manifested it normally). Drawing upon the psi-like version of this power uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned.

Bond Senses (Su): Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker’s Call (Su): At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, psionic, using the summoner’s manifester level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transposition (Su): At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Aspect (Su): At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

Greater Shield Ally (Su): At 12th level, whenever an ally is within an eidolon’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su): At 14th level, a summoner’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the summoner cannot be killed. Damage in excess of that which would kill the summoner is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to -10 hit points, all excess damage remains with the summoner, killing him. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like crystallise, microcosm, or other spells that do not cause actual damage.

Merge Forms (Su): At 16th level, as a full-round action, a summoner can touch his eidolon and the two can merge forms. This transformation includes all of the summoner’s gear. While merged in this way, the summoner is protected from harm and cannot be the target of powers or effects. All effects and powers currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).

The summoner can manifest powers while inside the eidolon by taking control of the eidolon for the duration of the casting. The summoner can direct all of the eidolon’s actions while merged, can perceive through its senses, and can speak through its voice.

The summoner can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a swift action. The summoner emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.

Greater Aspect (Su): At 18th level, a summoner can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Gate (Sp): At 19th level, a summoner can expend a use of his astral construct psi-like ability to create a gate effect with a caster level equal to his manifester level.

Twin Eidolon (Su): At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon’s evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.
« Last Edit: November 30, 2010, 10:35:53 AM by Prime32 » Logged

My work
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Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Garryl
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« Reply #19 on: September 01, 2010, 08:20:01 PM »

Powers (Updated from http://www.wizards.com/default.asp?x=dnd/pse/20030426a)
Darkness Cloak, Psionic Armor, Psionic Weapon, Targeted Mind
Darkness Cloak
Clairsentience [Darkness]
Level: Psion 4, Psychic Warrior 4
Display: Vi
Manifestation Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7

This power shrouds the subject in an aura of shadow. This aura grants the recipient a +5 deflection bonus to Armor Class. The subject sees through the cloak as though it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any light powers or effects.

Augment: For every 4 additional power points that you spend, the deflection bonus to Armor Class granted by this power increases by 1.


Psionic Armor
Metacreativity
Level: Psion 1, Psychic Warrior 1
Display: Vi, Au, Me
Manifestation Time: 1 round
Range: Touch
Target: 1 set of crystal armor or a crystal shield you possess
Duration: 1 minute/level
Power Points: 1

You infuse a set of crystal armor or a crystal shield with psionic energy. The item gains one or more special psionic abilities it does not currently have. A given item can only gain abilities appropriate to its type. Only abilities that are priced as an equivalent enhancement bonus and that require the Craft Psionic Arms and Armor feat can be added. You select the abilities when the power is manifested. The total number of abilities that can be selected cannot exceed one and the total market modifier of the selected abilities cannot exceed +1. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. You can only infuse a given ability once per day, no matter how many times you manifest this power or how many crystal items you use it on. This power only affects items made of crystal and similar substances, such as deep crystal.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 3 additional power points, the duration of this power becomes 10 minutes per level. If you instead spend 6 additional power points, the duration becomes 1 hour per level instead.
  • For every 3 additional power points that you spend, the maximum number of abilities that you can add at once increases by 1.
In addition, for every 3 additional power points you spend to achieve any of these effects, the total market modifier of the abilities you add increases by +1.


Psionic Weapon
Metacreativity
Level: Psion 1, Psychic Warrior 1
Display: Vi, Au, Me
Manifestation Time: 1 round
Range: Touch
Target: 1 crystal weapon you possess
Duration: 1 minute/level
Power Points: 1

You infuse a crystal weapon with psionic energy. The item gains one or more special psionic abilities it does not currently have from the appropriate table. A given item can only gain abilities appropriate to its type. Only abilities that are priced as an equivalent enhancement bonus and that require the Craft Psionic Arms and Armor feat can be added. You select the abilities when the power is manifested. The total number of abilities that can be selected cannot exceed one and the total market modifier of the selected abilities cannot exceed +1. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. You can only infuse a given ability once per day, no matter how many times you manifest this power or how many crystal items you use it on. This power only affects items made of crystal and similar substances, such as deep crystal. If you possess a mind blade, you can affect your own mind blade with this power as though it was made of crystal, and the limit of the total market modifier of all bonuses and special abilities does not count the bonuses and special abilities of your mind blade that you gain as class features.
   Alternatively, you can affect up to fifty crystal arrows, bolts, bullets, or other units of ammunition. The projectiles must be of the same type, and they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their abilities when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this power.) If you possess the ability to create mind arrows, you can choose to affect the next fifty of them that you would create as though they were made of crystal and were together, even though they don't exist yet. (The duration of this power counts from when you manifest it, not from when you create the mind arrows.)

Augment: You can augment this power in one or both of the following ways:
  • If you spend 3 additional power points, the duration of this power becomes 10 minutes per level. If you instead spend 6 additional power points, the duration becomes 1 hour per level instead.
  • For every 3 additional power points that you spend, the maximum number of abilities that you can add at once increases by 1.
In addition, for every 3 additional power points you spend to achieve any of these effects, the total market modifier of the abilities you add increases by +1.


Targeted Mind
Clairsentience [Mind-Affecting]
Level: Psion 2, Psychic Warrior 2
Display: Vi
Manifestation Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature with an Intelligence score
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 3

You can pinpoint the location of a creature by knowing the location of its mind. The creature loses any concealment bonus it might have had. You must be able to perceive the creature initially when manifesting this power. If the target moves out of your line of sight after being targeted, you still know where it is. If the creature becomes immune to mind-affecting powers, this power ends. If the creature moves out of range, the power ends.

Augment: If you spend 6 additional power points, the duration of this power becomes 1 hour per level and it does not end if the subject moves out of range. You cannot pinpoint a creature on another plane, but you can tell what plane it is on.



Comments
I like making augments that add a little extra functionality. The basic Targeted Mind is a limited, single target version of blindsense. This new augment makes it good for tracking a fleeing creature as well.




Vile Powers (Updated from http://www.wizards.com/default.asp?x=dnd/pse/20030628a)
Burning Blood, Ectoplasmic Mist, Multiply Pain, Scream of Death, Synaptic Shock, Vile Claw
Burning Blood
Psychokinesis [Evil]
Level: Psion 5
Display: Vi (see text)
Manifestation Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature at a time
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates (see text)
Power Resistance: Yes
Power Points: 9

Similar to matter agitation, you excite the blood of a living creature, heating it to the point of combustion over time. The subject of this power receives a Fortitude save to avoid the effect. If the save succeeds, it cannot be affected by this manifestation of the power, otherwise the subject's blood begins to heat up. If you shift your focus to another subject (normally a move action), the first subject's blood cools and the second subject begins to heat up. You automatically lose concentration if the subject leaves the power's range.

1st Round: The creature's blood heats up, causing 2d6 points of fire damage. The creature must also make an additional Fortitude save to avoid taking 1 point of Strength damage.

2nd Round: The creature's blood boils, causing 3d6 points of fire damage. The creature must also make an additional Fortitude save to avoid taking 2 points of Strength damage.

3rd Round: The creature's blood ignites, causing 4d6 points of fire damage and 1d4+1 points of Strength damage. The creature must also make an additional Fortitude save or fall unconscious for as long as the power affects the creature.

4th+ Round: For every round of concentration beyond the 3rd, the subject takes 1d6 points of fire damage, since its blood continues to burn, and 1 point of Strength damage. The creature must also make an additional Fortitude save each round to avoid falling unconscious for as long as the power affects the creature.

Augment: You can augment this power in one or more of the following ways:
  • For every additional power point that you spend, the damage dealt each round by this power increases by 1, and the Strength damage dealt in the 3rd round increases by 1. Every 2 power points spent this way also increases this power's save DC by 1.
  • For every 4 additional power points you spend, this power can affect a secondary target. Any secondary target cannot be more than 15 feet from another target of the power.
  • If you spend 2 additional power points, this power's range becomes medium (100 ft. + 10 ft./level).


Ectoplasmic Mist
Metacreativity
Level: Psion 2
Display: Ma, Ol
Manifestation Time: 1 full-round action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud that spreads in 20-ft. radius, 20 ft. high
Duration: 10 minutes/level
Saving Throw: None; Will negates; Reflex half; See text
Power Resistance: No
Power Points: 3

You call forth a deep purple mist of ectoplasm that billows out from the point you designate. The mist obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the mist in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round. The power does not function underwater.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 2 additional power points, this power gains the [Evil] descriptor and anyone in the area takes 1d6 points of vile damage per round. A successful Will save negates the damage for the round for that creature, but provides no protection against damage in future rounds, nor does it allow the creature to see through the mist.
  • If you spend 4 additional power points, this power gains the [Fire] descriptor and the mist that it creates bursts into flames 3 rounds after you manifest this power. This burst of flame instantly deals 6d6 points of damage to all creatures within the mist (Reflex half), but burns up and dissipates the mist at the end of the round. For each additional power point you spend beyond that, the ectoplasmic mist smolders for an additional round instead of dissipating, dealing another 2d6 points of fire damage to those within (no save).
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.


Multiply Pain
Telepathy [Mind-Affecting]
Level: Psion 2
Display: Me
Manifestation Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

This power causes the subject to believe that any wounds it suffers while this power is in effect are worse than they actually are. This belief is so strong that the sheer mental stress causes the subject to suffer physically, taking an additional 1d6 points of nonlethal damage for each attack against it that causes damage, once per round.

Augment: You can augment this power in one or both of the following ways:
  • For every 2 additional power points you spend, the number of times per round that the subject can suffer additional damage increases by 1 and this power's save DC increases by 1.
  • For every 2 additional power points you spend, this power can affect a secondary target. Any secondary target cannot be more than 15 feet from another target of the power.


Scream of Death
Psychokinesis [Death, Evil, Sonic]
Level: Psion 9
Display: Au
Manifestation Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level, all unattended objects, and all undead creatures within a 30-ft-radius spread, centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Power Resistance: Yes
Power Points: 17

You release a terrible scream of negatively charged sonic energy that kills living creatures (except for yourself). Creatures closest to the point of origin are affected first. Creatures who successfully make their initial Fortitude save to avoid death, as well as unattended inanimate objects, still suffer 3d6 points of vile damage, as unseen razor sharp claws rip and tear at them relentlessly, rending large swatches of flesh from living victims. Damage dealt this way ignores hardness.

If the damage caused to an interposing barrier shatters or breaks through it, the sound may continue beyond the barrier if the power's range permits; otherwise, it stops there just as any other power effect does.

The negative energy of this power also rebukes undead creatures, causing them to cower in fear. Undead in the area may be rebuked. You make a turning check to rebuke them as a cleric of 2 levels lower than your manifester level. You cannot control undead through this power unless you have the ability to rebuke and control undead through other sources, in which case your normal limitations for controlling undead from those abilities apply.

Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points and its save DC increases by 1.


Synaptic Shock
Psychometabolism
Level: Psion 1, Psychic Warrior 1
Display: Vi, Me
Manifestation Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Power Resistance: Yes
Power Points: 1

This power shrouds your hand in a shimmering violet radiance that can cause synaptic damage to living opponent. A successful melee touch attack overloads synapses in the subject's body, causing 1d6 points of nonlethal damage and 2 points of Constitution damage. If the subject succeeds at a Fortitude save, it does not suffer any Constitution damage.

Augment: You can augment this power in one or more of the following ways:
  • For every additional power point that you spend, the nonlethal damage dealt by this power increases by 1d6. If you spend at least 4 additional power points this way, the damage dealt by this power becomes lethal damage instead of nonlethal.
  • If you spend 2 additional power points, this power gains the [Evil] descriptor, all Constitution damage and lethal damage it deals (if any) is considered vile damage, and a successful saving throw does not prevent the Constitution damage.
  • If you spend 2 additional power points, this power gains the [Evil] descriptor, causes 2d6 additional points of damage, and causes the subject to be dazed for 1d3 rounds on a failed Fortitude save, but it does not cause any Constitution damage.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.


Vile Claw
Psychometabolism [Evil]
Level: Psion 3, Psychic Warrior 3
Display: Vi, Ma
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 5

Your fingers grow into long, dark talons that drip with ichor. The power grants you a natural claw attack with a base damage of 1d8 for a medium creature. You can use this claw attack with any free hand, but you can only make attacks as though you had one claw (you can use other claw attacks and take advantage of bonus attacks with this claw as normal).

Augment: You can augment this power in one or more of the following ways:
  • If you spend 2 additional power points, the base damage of the claw increases by one step and it causes 1 point of Constitution damage on each hit.
  • If you spend 2 additional power points, the base damage of the claw increases by one step and the damage it causes is considered vile damage.
  • If you spend 6 additional power points, the claw becomes semimaterial when you attack with it, allowing you to use it as an incorporeal touch attack instead of as a normal claw, whichever is more beneficial.



Comments
Spontaneous Combustion was already officially updated.
Hellish Mist and Vile Mist have been folded into Ectoplasmic Mist
Bloodletting and Caducity of Flesh have been rolled into Synaptic Shock
Claw of Abomination, Claw of the Fiend, and Claw of the Shadow Demon have been rolled together and renamed Vile Claw.


« Last Edit: January 23, 2011, 02:03:26 AM by Garryl » Logged

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