View Full Version : The Supplicant (AVOCADO)

2006-02-28, 07:08 PM
The psionic counterpart to the cleric, for use in my new 'supercool' world.



Hit Die


Base Attack Bonus

+3/4 HD.

Saving Throws

Fort/Will: Good
Reflex: Poor

Class Skills

The supplicant's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Knowledge [History] (Int), Knowledge [Religion] (Int), Knowledge [The Planes] (Int), Knowledge [Psionics] (Int), Profession (Wis), and Psicraft (Int).

Skill Points at 1st Level

(2 + Int modifier) ×4.

Skill Points at Each Additional Level

2 + Int modifier.

Class Features

All the following are class features of the supplicant.

Weapon and Armor Proficiency

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

Power Points/Day

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

Powers Known

A supplicant begins play knowing two supplicant powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the supplicant power list. A supplicant can manifest any memorized power that has a power point cost equal to or lower than his manifester level. Supplicants may never take the feat Expanded Knowledge.

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

A supplicant's knowledge of his powers is implanted into his mind by a diety. Unlike many other psionic classes, a supplicant must prepare the psionic powers he will use each day before he can manifest them. By meditating in prayer to his god for one hour, he gains knowledge of the powers that he will use throughout the day. He can prepare three powers at first level, and an additional power at every level after that. He must get a good night’s sleep each day to regain all his spent power points.

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

Maximum Power Level Known

A supplicant begins play with the ability to learn 1st-level powers. As he attains higher levels, he gains the ability to master more complex powers.

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

Deity, Paths, and Path Powers

A supplicant’s deity influences his alignment, what powers he can perform, his values, and how others see him. A supplicant chooses three paths from among those belonging to his deity. A supplicant can select an alignment path (Chaos, Evil, Good, or Law) only if his alignment matches that path.

If a supplicant is not devoted to a particular deity, he still selects three paths to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each path gives the supplicant access to a pathed power at each power level he can manifest, from 1st on up, as well as a granted ability. The supplicant starts with the granted ability of one of the paths at first level, and gains access to additional abilities at 6th level, and again at 11th level.

A supplicant must prepare at least one power from each path each day.

Table: The Supplicant

{table]LevelPower Points/DayPowers KnownPowers PreparedMaximum Power Level

2006-02-28, 07:43 PM
How would you prepare powers? I mean, they are integrated in your mind. You gain them from meditation and experimentation. I really don't see how you would prepare them.

Still, a pretty cool class.

2006-02-28, 07:48 PM
Yeah. Divine psionics makes little to no sense. You could make a psionic healer class, I suppose--but other classes would snag their healing powers with Expanded Knowledge.

Yuki Akuma
2006-02-28, 07:53 PM
The "prepared" powers could work like the Spirit Shaman and her retrieved spells. Your deity (or whatever force you worship) simply lets you make use of them. Your mind doesn't contain powers, just raw psionic energy, which can be expended to manifest powers granted by your deity.

2006-02-28, 08:08 PM
Supplicant Powers:

First Level Powers:

Astral Traveler
Detect Psionics
Detect Teleportation
Inertial Armor
My Light
Call to Mind
Empty Mind

Second Level Powers:

Bestow Power
Body Adjustment
Body Purification
Clairvoyant Sense
Missive, Mass
Thought Shield

Third Level Powers:

Aura Sight
Identify, Psionic
Tongues, Psionic
Dismiss Ectoplasm
Solicit Psicrystal

Fourth Level Powers:

Steafast Perception
Dispel Psionics
Detect Remote Viewing
Divination, Psionic
Trace Teleport

Fifth Level Powers:

Adapt Body
Psychic Reformation
True Seeing, Psionic

Sixth Level Powers:

Aura Alteration
Contingency, Psionic
Dispelling Buffer
Power Resistance
Suspend Life

Seventh Level Powers:

Divert Teleport
Mind Blank, Personal
Null Psionics Field
Restoration, Psionic

Eighth Level Powers:

Bend Reality
Mind Blank, Psionic
Sequester, Psionic
Timeless Body

Psionic Paths

The Path of Thunder

Granted Ability: Sonic powers you manifest as a supplicant do double damage to objects and constructs.

First: Energy Ray [Sonic]
Second: Energy Adaptation [Sonic]
Third: Control Air
Fourth: Energy Burst [Sonic]
Fifth: Disintegrate, Psionic
Sixth: Null Psionics Field
Seventh: Energy Wave [Sonic]
Eighth: Tornado Blast

The Path of Embers

Granted Ability: May cast Control Flames as a psi ability 1/day.

First: Matter Agitation
Second: Energy Adaptation [Fire]
Third: Energy Cone [Fire]
Fourth: Weapon of Energy [Fire]
Fifth: Energy Current [Fire]
Sixth: Fiery Discorporation
Seventh: Energy Conversion
Eighth: Ultrablast [Fire]

The Hammer

Granted Ability: Weapon proficiency with the Warhammer.

First: Hammer
Second: Biofeedback
Third: Telekinetic Thrust
Fourth: Inertial Barrier
Fifth: Oak Body
Sixth: Decerebrate
Seventh: Reddopsi
Eighth: Iron Body, Psionic

The Meditant

Granted Ability: Gain psionic focus 1/day as an immediate action.

First: Precognition, Defensive
Second: Detect Hostile Intent
Third: Cloud Mind
Fourth: Mental Barrier
Fifth: Cloud Mind, Mass
Sixth: Temporal Acceleration
Seventh: Moment of Prescience, Psionic
Eighth: Fate of One

The Destroyer

Granted Ability: Get a +4 bonus to a single attack roll and +4d6 to damage, before the outcome is known, 1/day.

First: Dissipating Touch
Second: Recall Agony
Third: Psionic Blast
Fourth: Death Urge
Fifth: Psychic Crush
Sixth: Disintegrate, Psionic
Seventh: Crisis of Life
Eighth: Recall Death

The Preserver

Granted Ability: You get Psionic Body as a bonus feat.

First: Vigor
Second: Biofeedback
Third: Fate Link
Fourth: Wall of Ectoplasm
Fifth: Incarnate
Sixth: Immovability
Seventh: Reddopsi
Eighth: Iron Body, Psionic

The Path of Restoration

Granted Ability: You get Rapid Metabolism as a bonus feat.

First: Body Adjustment
Second: Empathic Transfer
Third: Empathic Transfer, Hostile
Fourth: Psychic Reformation
Fifth: Restore Extremity
Sixth: Restoration, Psionic
Seventh: True Metabolism
Eighth: Reality Revision

The Path of Fate

Granted Ability: You may roll twice for any skill check, saving throw, or attack once per day. You must declare the use of this ability before you roll; you take the higher roll.

First: Precognition
Second: Prescience, Offensive
Third: Danger Sense
Fourth: Fate Link
Fifth: Second Chance
Sixth: Precognition, Greater
Seventh: Fate of One
Eighth: Hypercognition

The Psion

Granted Ability: You gain knowledge of any one power of eigth level or lower, by way of the feat Expanded Knowledge. You may now take Expanded Knowledge as a feat.

First: Mindlink
Second: Read Thoughts
Third: Dispel Psionics
Fourth: Schism
Fifth: Mind Probe
Sixth: Co-opt Concentration
Seventh: Moment of Prescience, Psionic
Eighth: Psychic Chirurgery

The Warlord

Granted Ability: You gain proficiency with any one weapon

First: Call Weaponry
Second: Prowess
Third: Keen Edge, Psionic
Fourth: Weapon of Energy
Fifth: Psychofeedback
Sixth: Temporal Acceleration
Seventh: Form of Doom
Eighth: Iron Body, Psionic

The Path of Shards

Granted Ability: You gain Craft Cognizance Crystal as a bonus feat.

First: Crystal Shard
Second: Swarm of Crystals
Third: Keen Edge, Psionic
Fourth: Intellect Fortress
Fifth: Hail of Crystals
Sixth: Crystallize
Seventh: Oak Body
Eighth: Iron Body, Psionic

The Creator

Granted Ability: When you manifest Creation powers with an experience point cost, you only pay 80% of the requisite experience point cost.

First: Minor Creation, Psionic
Second: Call Weaponry
Third: Ubiquitous Vision
Fourth: Quintessence
Fifth: Major Creation, Psionic
Sixth: Fabricate, Greater Psionic
Seventh: True Creation
Eighth: Genesis

The Path of the Beast

Granted Ability: Your natural attacks are augmented as if by the Improved Natural Attack feat. This ability stacks with power augmentations such as Claws of the Beast.

First: Bite of the Wolf, Claws of the Beast
Second: Psionic Lion's Charge
Third: Claws of the Vampire
Fourth: Duodimensional Claw
Fifth: Power Resistance
Sixth: Temporal Acceleration
Seventh: Mind Blank, Personal
Eighth: Assimilate

The Traveler

Granted Ability: You gain Speed of Thought as a bonus feat.

First: Burst
Second: Body Equilibrium
Third: Astral Caravan
Fourth: Fly, Psionic
Fifth: Teleport, Psionic
Sixth: Dream Travel
Seventh: Divert Teleport
Eighth: Teleport, Psionic Greater

The Abomination

Granted Ability: Add +1 to the DC against Acid powers you manifest.

First: Prevenom Weapon
Second: Dissolving Touch
Third: Exhalation of the Black Dragon
Fourth: Truevemon Weapon
Fifth: Fuse Flesh
Sixth: Breath of the Black Dragon
Seventh: Fission
Eighth: Fusion

The Path of Domination

Granted Ability: Add +1 to the DC of Mind-Affecting powers you manifest.

First: Charm, Psionic
Second: Brain Lock
Third: False Sensory Input
Fourth: Dominate, Psionic
Fifth: Shatter Mind Blank
Sixth: Cloud Mind, Mass
Seventh: Insanity
Eighth: Microcosm

The Path of Ectoplasmiosis

Granted Ability: You gain the Boost Construct feat for free.

First: Astral Construct
Second: Ectoplasmic Cocoon
Third: Ectoplasmic Form
Fourth: Quintessence
Fifth: Wall of Ectoplasm
Sixth: Suspend Life
Seventh: Ectoplasmic Cocoon, Mass
Eighth: Astral Seed

Gorbash Kazdar
2006-02-28, 08:11 PM
This seems quite similar in both concept and execution to the Erudite, which was presented in Dragon #319.

EDIT: Just looked at the Erudite, which is similar to this in that it would be a wizard/psion concept. I suggest checking it out - one tweak that might be useful is to modify it so that you can't pick only powers of your best levels. The Erudite avoids this by listing unique powers at each level - ie. 3 unique 1st level powers and 2 unique 2nd level powers.

2006-02-28, 08:11 PM
How it works:

As you see, the supplicant has more powers known than even a psion.

However, they cannot use all of thier powers known each day. They have to prepare a more limited power list each day, based on the total number of powers known.

Edit: Gorby, it may be, but I don't read Dragon. I wish I did, though. $$$ :-/