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Dhavaer
2009-12-22, 07:46 PM
Shaman

Hit Die: d8

Class Skills (4 + Int modifier per level, x4 at first level): Balance, Bluff, Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Sense Motive, Spellcraft, Spot, Survival

Weapon and Armour Proficiency: You are proficient with simple and martial weapons and no armour.

Maneuvers: You begin your career with knowledge of one martial maneuver. The disciplines available to you are Diamond Mind, Setting Sun and Tiger Claw. You do not have to ready your maneuvers, all maneuvers you know can be used once per encounter, and are refreshed after five minutes rest.

Spells: A shaman casts arcane spells, which are drawn from the shaman spell list. They can cast any spell known without preparing it ahead of time. To learn or cast a spell, a shaman must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell level + the shaman’s Charisma modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. In addition, they receive bonus spells per day if they have a high Charisma score. When the table indicates that the shaman gets 0 spells per day of a given spell level, they gain only the bonus spells they would be entitled to based on their Charisma score for that spell level.
The shaman’s selection of spells is extremely limited. A shaman begins play knowing four 0-level spells of your choice. At most new shaman levels, they gain one or more new spells, as indicated on the table.
Upon reaching 5th level, and at every third shaman level after that (8th, 11th, and so on), a shaman can choose to learn a new spell in place of one they already know. In effect, the shaman "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level shaman spell the shaman can cast. A shaman may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
As noted above, a shaman need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their allotment of spells per day for the spell’s level.

Power Points/Day: A shaman’s ability to manifest powers is limited by the power points they have available. In addition, they receive bonus power points per day if they have a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items. A 1st-level shaman gains no power points for their class level, but they gain bonus power points (if they are entitled to any), and can manifest the single power they know with those power points.

Powers Known: A shaman begins play knowing one shaman power of your choice. Each time they achieve a new level, they unlock the knowledge of a new power.
Choose the powers known from the shaman power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a shaman to learn powers from the lists of other classes.) A shaman can manifest any power that has a power point cost equal to or lower than their manifester level.
The total number of powers a shaman can manifest in a day is limited only by their daily power points.
A shaman simply knows their powers; they are ingrained in their mind. They do not need to prepare them (in the way that some spellcasters prepare their spells), though they must get a good night’s sleep each day to regain all their spent power points.
The Difficulty Class for saving throws against shaman powers is 10 + the power’s level + the shaman’s Charisma modifier.

Maximum Power Level Known: A shaman begins play with the ability to learn 1st-level powers. As they attain higher levels, they may gain the ability to master more complex powers.
To learn or manifest a power, a shaman must have a Charisma score of at least 10 + the power’s level.

Cheat Death: Shamans are immensely difficult to kill. A dead shaman returns to life at dawn as if a raise dead spell had been cast upon them (assuming they are not ineligable to return to life in this way, by being animated as an undead or being dismembered too greatly for the spell to heal). A shaman who cheats death in this way becomes sought by death. A shaman who is being sought by death cannot cheat death. Cheat Death is a supernatural ability

Cheated by Death: Death does not like being cheated. A living enemy slain (or wounded and dying due to failing to stabilise) by a shaman who is sought by death has a 20% chance to return as an undead at sunset and relentlessly hunt the shaman until one or the other is slain. The enemy must have an intelligence score and have been aware of the shaman. A shaman whose enemy rises in this way is no longer being sought by death. Cheated by Death is a supernatural ability.

Foreknowledge: Shamans have a slight precognitive ability even without their spells and powers. A shaman adds their Wisdom bonus to their armour class when they are unarmoured and unencumbered. At 8th level they gain the effects of the Uncanny Dodge ability. At 13th level they gain the effects of the Improved Uncanny Dodge ability. Foreknowledge is a supernatural ability.

Extended Lifespan: At 5th, 10th and 15th levels, the shaman gains the epic feat Extended Lifespan.

Timeless Body: At 15th level the shaman gains Timeless Body, as the monk ability.

Escape Death: At 20th level, the shaman becomes a fey creature instead of a humanoid (or whatever type they were previously) and ceases to age. They are no longer sought by death after using their Cheat Death ability.

Shaman Power List
1 - Attraction, Call to Mind, Conceal Thoughts, Defensive Precognition, Deja Vu, Demoralise, Detect Psionics, Disable, Empathy, Empty Mind, Know Direction and Location, Missive, Offensive Precognition, Offensive Prescience, Psionic Daze, Sense Link ,Synesthete, Telempathic Projection
2 - Cloud Mind, Detect Hostile Intent, Ego Whip, Forced Sense Link, Id Insinuation, Inflict Pain, Mental Disruption, Psionic Identify, Psionic Tongues, Recall Agony, Sustenance, Thought Shield
3 - Body Adjustment, Body Purification, Danger Sense, Dispel Psionics, Mind Trap, Psionic Blast, Ubiquitous Vision
4 - Aura Sight, Correspond, Death Urge, Detect Remote Viewing, Empathic Feedback, Intellect Fortress, Mindwipe, Personality Parasite, Power Leech, Psychic Reformation
5 - Catapsi, Leech Field, Power Resistance, Psychic Crush, Shatter Mind Blank, Tower of Iron Will, Psionic True Seeing

Shaman Spell List
0 - Cure Minor Wounds, Daze, Detect Magic, Detect Poison, Guidance, Know Direction, Mending, Prestidigitation, Purify Food and Drink, Read Magic, Resistance, Touch of Fatigue
1 - Calm Animals, Cause Fear, Charm Animal, Charm Person, Comprehend Languages, Cure Light Wounds, Death Watch, Detect Animals or Plants, Detect Secret Doors, Detect Snares and Pits, Detect Undead, Endure Elements, Goodberry, Hide from Animals, Hide from Undead, Hypnotism, Identify, Longstrider, Magic Aura, Magic Stone, Magic Weapon, Pass Without Trace, Sleep, Speak With Animals, True Strike, Ventriloquism
2 - Animal Messenger, Animal Trance, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Cat's Grace, Command Undead, Cure Moderate Wounds, Daze Monster, Delay Poison, Enthrall, Hold Animal, Hold Person, Hypnotic Pattern, Lesser Restoration, Misdirection, Remove Paralysis, Resist Energy, Scare, See Invisibility, Whispering Wind
3 - Arcane Sight, Bestow Curse, Blindness/Deafness, Clairaudience/Clairvoyance, Contagion, Cure Serious Wounds, Deep Slumber, Diminish Plants, Dispel Magic, Greater Magic Weapon, Halt Undead, Locate Object, Magic Circle against X, Neutralise Poison, Nondetection, Obscure Object, Plant Growth, Protection from Energy, Quench, Remove Curse, Remove Disease, Speak With Plants, Suggestion, Tongues, Water Breathing
4 - Antiplant Shell, Arcane Eye, Charm Monster, Confusion, Crushing Despair, Detect Scrying, Command Plants, Cure Critical Wounds, Death Ward, Discern Lies, Divination, Fear, Freedom of Movement, Hallucinatory Terrain, Lesser Geas, Lesser Globe of Invulnerability, Locate Person, Rainbow Pattern, Repel Vermin, Restoration, Scrying (as Druid), Sending, Spell Immunity

{table]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1 | +0 | +0 | +0 | +2 |
2 | +1 | +0 | +0 | +3 | Cheat Death, Cheated By Death
3 | +2 | +1 | +1 | +3 | Foreknowledge
4 | +3 | +1 | +1 | +4 |
5 | +3 | +1 | +1 | +4 | Extended Lifespan
6 | +4 | +2 | +2 | +5 |
7 | +5 | +2 | +2 | +5 |
8 | +6 | +2 | +2 | +6 | Improved Foreknowledge
9 | +6 | +3 | +3 | +6 |
10 | +7 | +3 | +3 | +7 | Extended Lifespan
11| +8 | +3 | +3 | +7 |
12 | +9 | +4 | +4 | +8 |
13 | +9 | +4 | +4 | +8 | Greater Foreknowledge
14 | +10 | +4 | +4 | +9 |
15 | +11 | +5 | +5 | +9 | Timeless Body, Extended Lifespan
16 | +12 | +5 | +5 | +10 |
17 | +12 | +5 | +5 | +10 |
18 | +13 | +6 | +6 | +11 |
19 | +14 | +6 | +6 | +11 |
20 | +15 | +6 | +6 | +12 | Escape Death
[/table]

{table]Level | Maneuvers Known | Stances Known | Power Points Per Day | Powers Known | Maximum Power Level Known
1 | 1 | 0 | 0 | 1 | 1
2 | 1 | 0 | 1 | 2 | 1
3 | 1 | 0 | 3 | 3 | 1
4 | 2 | 0 | 4 | 4 | 1
5 | 2 | 0 | 6 | 5 | 2
6 | 2 | 1 | 7 | 6 | 2
7 | 2 | 1 | 9 | 7 | 2
8 | 3 | 1 | 10 | 8 | 2
9 | 3 | 1 | 12 | 9 | 3
10 | 3 | 1 | 13 | 10 | 3
11| 3 | 1 | 15 | 11| 3
12 | 4 | 2 | 16 | 12 | 3
13 | 4 | 2 | 18 | 13 | 4
14 | 4 | 2 | 19 | 14 | 4
15 | 4 | 2 | 21 | 15 | 4
16 | 5 | 2 | 22 | 16 | 4
17 | 5 | 2 | 24 | 17 | 5
18 | 5 | 3 | 25 | 18 | 5
19 | 5 | 3 | 27 | 19 | 5
20 | 6 | 3 | 28 | 20 | 5
[/table]

{table]Level | Level 0 | Level 1 | Level 2 | Level 3 | Level 4
1 | 4 | | | |
2 | 5 | | | |
3 | 6 | 1 | | |
4 | 6 | 1 | | |
5 | 6 | 1 | 1 | |
6 | 6 | 2 | 1 | |
7 | 6 | 2 | 1 | 1 |
8 | 6 | 2 | 2 | 1 |
9 | 6 | 3 | 2 | 1 |
10 | 6 | 3 | 2 | 1 | 1
11| 6 | 3 | 2 | 2| 1
12 | 6 | 3 | 3 | 2 | 1
13 | 6 | 3 | 3 | 2 | 1
14 | 6 | 3 | 3 | 2 | 2
15 | 6 | 4 | 3 | 2 | 2
16 | 6 | 4 | 3 | 3 | 2
17 | 6 | 4 | 4 | 3 | 2
18 | 6 | 4 | 4 | 3 | 3
19 | 6 | 4 | 4 | 3 | 3
20 | 6 | 4 | 4 | 3 | 3
[/table]

{table]Level | Level 0 | Level 1 | Level 2 | Level 3 | Level 4
1 | 2 | | | |
2 | 3 | | | |
3 | 3 | 0 | | |
4 | 3 | 1 | | |
5 | 3 | 1 | 0 | |
6 | 3 | 1 | 1 | |
7 | 3 | 2 | 1 | 0 |
8 | 3 | 2 | 1 | 1 |
9 | 4 | 2 | 2 | 1 |
10 | 4 | 3 | 2 | 1 | 0
11| 4 | 3 | 2 | 2| 1
12 | 4 | 3 | 3 | 2 | 1
13 | 4 | 4 | 3 | 2 | 1
14 | 4 | 4 | 3 | 3 | 2
15 | 4 | 4 | 4 | 3 | 2
16 | 5 | 4 | 4 | 3 | 2
17 | 5 | 4 | 4 | 4 | 3
18 | 5 | 4 | 4 | 4 | 3
19 | 5 | 4 | 4 | 4 | 3
20 | 5 | 4 | 4 | 4 | 4
[/table]

Milskidasith
2009-12-22, 08:41 PM
So it's a horrible mishmash of three different things, with too few power points to even manifest two fully augmented powers at level 20, but still gets ninth level maneuvers?

I dunno about balance (well, actually, with it's pitiful amount of psionic powers, those can be entirely ignored, so it's basically a full initiator with a small number of maneuvers known and some light spellcasting, so probably T3 due to it's limited spell list), but what is the idea behind this class?

erikun
2009-12-22, 10:23 PM
An evil Cleric with two levels in this class would make an excellent necromancer - they produce undead just by smacking stuff in the head! Heck, that's a 25 gp x level (approx.) free spell right there.

DaTedinator
2009-12-22, 11:26 PM
It's a fun idea, but probably better as a prestige class. Also, yeah, its levels shouldn't count as initiator levels, in order to avoid getting high-level maneuvers.