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View Full Version : [PEACH]3.5 Psionic varient of the Stranger with Burning Eyes [PEACH]



Ahus
2009-09-02, 01:28 PM
This version is specific to a game in planning on the recruitment thread allowing some home-brew... The concept is for a Warforged "Soul" expelled from a creation forge when it was shut down mid stream. this Version nerfs some overpowered stuff in the Stranger with Burning Eyes PrC(Here (http://www.dandwiki.com/wiki/Tome_of_Necromancy_%28DnD_Other%29/Necromancy_with_Class)) in exchange for easier prerequisites.


Stranger:
Entry Requirements Alignment: Must not be good.
Skills: Concentration 8 ranks, PsiCraft 8 ranks.
Feats: Psionic Body, Body Fuel
Manifesting: Must be able to manifest 3rd level powers, Knowledge of 3 powers from the Telepathy Discipline one of which must be "Brain Lock"

Special: Your true body must have been destroyed.
Hit Die: d4

{table] Level | BAB | Fort | Ref | Will | Special |Manifesting
1st | +0|+0|+0|+2|Soul Hop, Token, Atrophy|+1 Manifenster Level
2nd | +1|+0|+0|+3| Empathic Memory (Personal Knowledge) |
3rd | +1|+1|+1|+3| |+1 Manifenster Level
4th | +2|+1|+1|+4| Explosive Reaction |+1 Manifenster Level
5th | +2|+1|+1|+4| Empathic Memory (Feats) |+1 Manifenster Level
6th | +3|+2|+2|+5| Empathic Memory (Skills) |
7th | +3|+2|+2|+5|Token Transference|+1 Manifenster Level
8th | +4|+2|+2|+6|Wild Abandon |+1 Manifenster Level
9th | +4|+3|+3|+6| |+1 Manifenster Level
10th | +5|+3|+3|+7| Eternal Soul|+1 Manifenster Level[/table]
Class Skills (2 + Int modifier per level)
Concentration (Con), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int).
Class Features

Manifesting
A Stranger 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 Stranger 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 Stranger, she must decide to which class she adds the new level of Stranger for the purpose of determining power points per day, powers known, and manifester level.
Soul Hop (Su): At 1st level, the Stranger has discovered the ability to move between bodies. He may use magic jar at will as a Psi-like ability with an indefinite duration, however doing so is taxing on both the Stranger and the body he is possessing. At first level the Stranger takes 4 points of ability damage to each of his mental ability scores, and is Fatigued until the stranger rests or the fatigue is magically removed. At second level the damage to the stranger's mental abilities is reduced to 2 and the fatigue is reduced to 2d6 rounds. At level three the penalty is further reduced to 1 and the Duration of the Fatigue is reduced to 1d4 rounds. At fourth level the Stranger has mastered this ability and no longer suffers from any penalties for doing so. Additionally, in order to take control of the body from the resident soul that soul must be brain locked per the power. A stranger may inhabit the body of another (acting similarly to the Schism power) but each round during which the resident soul is not brain locked grants the soul a new will save to expel the intruder. For the purposes of this power, any body he is possessing (and in control of) also counts as both a receptacle and his own body. Therefore, he may use the senses granted by being in a magic jar receptacle and possess new bodies from this form, and he returns to the last body he possessed if his current body is killed, if it is within range (it gets a save as usual, and must be brain locked in order for the Stranger to take control). If it is not within range, he is killed. Since bodies count as receptacles for this effect, the Stranger does not need line of effect to possess a new body. The stranger may also treat any body he is possessing as his own per the body fuel feat. The Stranger no longer ages, though bodies he is possessing will age. The save for this ability is 10 + 1/2 stranger class level + the strangers primary manifesting stat modifier.

Atrophy: Each time the Stranger rests, sufficiently to regain PP, in a particular body the stranger must make a Fortitude Save or all of that bodies physical stats changes by one point to become closer to the Stranger’s original score. Any stat already equal to the Stranger’s original score is not affected. When the Stranger exits a body the body’s physical state gradually return to normal treated as stat damage.
DC = Absolute value of total stat difference * the number of days since change
Ex. Stranger’s base Strength = 10 Dex = 10 Con = 14
Inhabited creature’s Str = 20 Dex = 10 Con = 12
It has been 2 days since the Stranger took control of the body.
20-10 = 10
10-10 = 0
12-14 = -2 = 2
DC = 10+0+2 *2 = 24
If the Stranger fails the save the next day’s DC would = 9+0+1 * 1 = 10
If the Stranger makes the save the next day’s DC would = 10+0+2 * 3 = 36


Token: At 1st level, the Stranger is magically followed by a token whenever he changes bodies. This is a simple piece of jewelry worth at least 1,000 gp, and it can be enchanted with any enchantment suitable for rings, rods, wondrous items, and armor. This item is has hardness 20 and 20 hp, and progresses as an item Familiar of the Stranger’s character level. If removed from a body the Stranger is possessing he is immediately forced to possess a new body (he cannot possess that body ever again). If he cannot possess a new body, he dies. (Note: if the victim of the Stranger’s possession attack is ever given a second Will save to resist his possession from an effect like Slippery Mind, a successful save means the victim removes the token). The token is magically recreated or moved each time the Stranger possesses a new body, so as long as he lives it continues to exist.


Reactive Soul Hop: At 4th level, when the Stranger with the Burning Eyes is in a body that is killed, he may take an immediate action to possess a new body (or return to his last body, as usual).

Empathic Memory : at second level a Stranger may partially unlock the soul native to a body that it inhabits by manifesting the Schism power allowing him to access the Personal Knowledge of the suppressed mind. This negates the extra standard action normally granted by the power. At 5th level a Stranger may access the possessed creature’s feats, and at 6th level he can access skills.
Token Transference : Once the Stranger with the Burning Eyes has achieved 7th level, if he is in a body that is killed, and he cannot successfully possess any body, his soul is instead transferred into his Token and it counts as a receptacle. Should the Token be destroyed while it holds the soul of the Stranger, he immediately dies without a chance to possess new bodies.

Wild Abandon : At 8th level, the Stranger may use his Soul Hop ability a number of times a round equal to his Charisma modifier as a full round action. This enables a Stranger to make possession attempts very quickly and even travel large distances in heavily populated areas. If any creatures making their save against the Soul Hop ability it still counts against the number of attempts per round.

Eternal Soul: Should the Stranger ever be killed once he has achieved 10th level, he returns to life with his soul in his Token one year later (it is recreated 1d4 miles from the location of his death). He does not lose a level from this return from the dead.

FlamingKobold
2009-09-02, 09:03 PM
This looks okay to me. Approved, unless anybody else sees a glaring error in it. (I'm the DM, by the way)