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View Full Version : [3.5 PRC] Hemokineticist [PEACH]



Ferrin
2010-05-22, 11:27 AM
Hemokineticist Prestige Class

The Hemokineticist is someone with a knack for psionics who gives his own lifeblood for power. The power to heal, kill, or control, it's up to the individual. The devout transfer the pain of there allies to themselves while the wicked bring there wounds to the enemy.

Every time the Hemokineticist manifests a power he loses life equal to the points spent on that power. I think this balances some of the other abilities he is granted a bit. Though I do want to know whether some things are to powerfull or to weak. Hope the Exceed ability balances it somewhat. Was thinking of having this balanced arround tier 2-3, if that helps any. I didn't think of a specific class when I made this PRC because it's to specific for a base class. It has quite a bit of overlap with the psychic warrior, which I'm a bit worried about. It has more health, power points, and the few powers it has gain additional powerfull augment options. So... Please let me know what you think, and what needs to be changed. I'm thinking of getting rid of "Talent" alltogether.


Entry Requirements
To qualify to become a Hemokineticist, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Skills: Autohypnosis 4 ranks, Concentration 8 ranks, Psicraft 4 ranks.
Feats: Great Fortitude, Iron Will
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have had at least one near-death experience(fallen below 0 hit points and lived).



Hemokineticist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special | Power Points | Powers Known | Maximum Power Level Known

1st|
+0|
+2|
+2|
+2|Exceed, Stanch, Unflinching | 2 | 1 | 1

2nd|
+1|
+3|
+0|
+3|Talent | 6 | 2 | 1

3rd|
+2|
+3|
+0|
+3|Scarification, Hemofusion | 12 | 3 | 2

4th|
+3|
+4|
+1|
+4|Talent, Pure Body | 20 | 4 | 2

5th|
+3|
+4|
+1|
+4|Hemofusion(1 hour/level) | 30 | 5 | 3

6th|
+4|
+5|
+1|
+5|Talent | 46 | 6 | 3

7th|
+5|
+5|
+2|
+5|Timeless Body, Hemokything | 62 | 7 | 4

8th|
+6|
+6|
+2|
+6|Talent | 86 | 8 | 4

9th|
+6|
+6|
+2|
+6|Power In The Blood | 110 | 9 | 5

10th|
+7|
+7|
+3|
+7|Talent, Eternal Body, Hemoportal | 142 | 10 | 5[/table]


Class Skills: Autohypnosis(Wis), Concentration(Con), Craft(Int), Heal(Wis), Knowledge(Psionics)(Int), Listen(Wis), Profession(Wis), Psicraft(Int), Spot(Wis).
Skill Points at each level: 2 + Int modifier.


Class Features
All the following are class features of the Hemokineticist prestige class.

Weapon and Armor Proficiency: Hemokineticist's gain no proficiency with any weapons or armor.

Power Points/Day: A Hemokineticist 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: The Hemokineticist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2–1: Ability Modifiers and Bonus Power Points in the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items. If a Hemokineticist 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 Hemokineticist chooses his powers from his own power list. At 1st level, a Hemokineticist knows one power of your choice from the Hemokineticist power list(See below). Each time he attains a new level, he learns one new power. A Hemokineticist can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a Hemokineticist can manifest per day is limited only by his daily power points. In other words, a 5th-level Hemokineticist (with a total of 30 power points, not counting any gained for a high Wisdom score) could manifest a power costing 1 power point thirty times in one day, a power costing 5 power points six times in one day, or any combination of power point costs that does not exceed 30 power points in total. A Hemokineticist 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 Hemokineticist powers is 10 + the power’s level + the Hemokineticists Wisdom modifier. For example, the saving throw against a 2nd level power has a DC of 12 + Wis modifier.

Exceed(Ex): The Hemokineticist's manifester level is equal to his character level, up to twice his levels in the Hemokineticist class. Whenever the Hemokineticist manifests a Hemokineticist power he takes 1 point of damage for every Power Point spent on that power, this damage can't be reduced in any way, and it isn't shared by powers or similiar effects as Share pain. If the Hemokineticist does not actualy spend power points, like with a cognizance crystal, he does not take damage from the points spent with it. Likewise the Hemokineticist doesn't lose extra power points when using Wild Surge(Expanded Psionics Handbook, page 31), only the points he spent on the power from his own Power Point total.

Stanch(Ex): A Hemokineticist Automatically becomes stable when his hit points drop below 0. He still dies if he reaches -10 hit points or lower.

Unflinching(Ex): A Hemokineticist has a knack for being able to concentrate on manifesting powers and maintaining them despite taking damage while doing so. For the purpose of making a Concentration check to manifest, concentrate on, or direct a power when he might be distracted by damage, a Hemokineticist subtracts his level from any hit point damage dealt to him by an attack that strikes him during the action (or whenever he is subject to a source of continuous damage, such as Matter Agitation). A Hemokineticist still takes all the damage dealt to him, but the damage is less likely to affect his ability to cast, concentrate on, or direct spells successfully. For example, a 1st-level Hemokineticist can “ignore” 1 point of damage from each source that damages him while manifesting a power for the purpose of determining the DC of his Concentration check to cast successfully. If struck for 5 points of damage while manifesting a power, he must make a Concentration check to successfully cast, but the DC is only 10 + 4 (damage dealt minus 1) + the power's level. A 5th-level Hemokineticist could ignore up to 5 points of damage dealt from each source that damages him while manifesting (and thus wouldn’t have to make a Concentration check if struck for 5 points of damage or less). Because of this ability, damage a Hemokineticist takes from using his Exceed special ability doesn't require him to make a Concentration check to manifest the power as long as he doesn't pay more power points then his Hemokineticist level.

Talent: At 2nd, 4th, 6th, 8th, and 10th level the Hemokineticist becomes talented with a power from the Hemokineticist list. The power gains an additional augment option(s) depending on the power chosen, the list of powers can be found below:

Level 1 Powers:
Adrenaline Boost: Augment: You can spend an additional 6 power points to increase this power's duration to 1/round level.
Biofeedback: Augment: If you spend an additional 4 power points you can manifest this power as an immediate action.
Hungry Touch: Augment: For every 3 addtional power points you spend to augment this power to increase the damage it deals it lasts an additional round and allows you to make another touch in each round.
Sustenance: Augment: If you spend 4 additional power points you no longer need to breathe for 24 hours and are immune to inhaled substances.
Thicken Skin: Augment: The augment cost of Thicken Skin is reduced by 1. So for every 2 additional power points you spend beyond the first the natural armor bonus provided by Thicken Skin is increased by 1.
Vigor: Augment: If you spend an additional 4 power points you can manifest this power as an immediate action.


Level 2 Powers:
Body Adjustment: Augment: If you spend an additional 2 power points this power is maximized as if you had used the Maximize Power feat on it, but without expending your psionic focus.
Body Purification: Augment: If you spend an additional 2 power points Body Purification restores Ability Drain as well.
Empathic Transfer: Augment: Empathic Transfer no longer has a maximum number of damage it can transfer and damage you take from it is non-lethal rather then lethal.
Graft Weapon: Augment: For every 4 additional power points you spend on this power increase the competence bonus to attack and damage rolls by 1.
Share Pain: Augment: For every 4 additional power points you spend you can change percentile value of Share Pain by 10%, for example; if you spend 11 power points to manifest Share Pain you can choose to take only 30% damage and the recipient 70%. You can also Choose to take 70% of the damage and the recipient only 30%. You can't augment this power more then three times.
Strength of My Enemy: Augment: If you spend an additional 4 power points the bonus to your strength is no longer tracked separately, in addition the enhancement bonus becomes untyped, stacking with any other enhancement bonuses.


Level 3 Powers:
Empathic Feedback: Augment: 1. If you spend an additional 2 power points to manifest this power it effects anyone damaging you if they are within close range(25 ft + 5ft/2 levels). 2. if you spend an additional 5 power points to manifest this power the maximum damage taken is doubled, so if you spend 11 power points to manifest this power, 5 to double the damage it transfer and 1 to increase the damage it transfer by 1, it can transfer a maximum of 12 damage per attack(5 + 1 * 2).
Empathic Transfer, Hostile: Augment: For every 2 additional power points spent to augment this power increase it's save DC by 1.
Immovability: Augment: If you spend an additional 4 power points to manifest this power you can concentrate on it as a move action.
Share Pain, Forced: Augment: For every 4 additional power points you spend you can target a willing creature within range to also share 50% of it's damage taken with the target, and add + 2 to the save DC of this power.
Vampiric Blade: Augment: 1. If you spend an additional 4 powers points you can manifest this power as an immidiate action. 2. If you spend an additional 4 power points you are healed for the weapons full damage instead of half.


Level 4 Powers:
Control Body: Augment: 1. If you spend an additional 6 power points to manifest this power you can concentrate on it as a swift action. 2. For every 2 power points spent to augment this power to increase the maximum size of a creature it can effect or to let you concentrate on it as a swift action it's save DC is increased by 1.
Freedom of Movement, Psionic: Augment: If you spend an additional 2 power points this power's range becomes touch and you can effect willing allies with it.
Psychofeedback: Augment: If you spend an additional 4 power points to manifest this power the ability burn caused by this power goes away at the end of its duration.
Restore Extremity: Augment: 1. For every 2 additional power points you spend to manifest this power you can restore another extremity of the target. 2. For every power point spent to manifest and augment this power the target is healed by 5 points, this is not positive or negative energy so it can be used to heal the undead.


Level 5 Powers:
Cranial Deluge: Augment: For every 2 additional power points you spend to manifest this power it's damage increases by 4d6 and the save DC by 1.
Fuse Flesh: Augment: If you spend an additonal 6 power points to manifest this power the duration becomes permanent and it's save DC increases by 3.
Metamorphosis: Augment: For every two additional power points you spend this power's duration increases by 1 hour and the maximum HD of a creature you can transform in increases by one.
Suspend Life: Augment: 1. If you spend an additional 2 power points you no longer need to eat, breathe or drink while this power is in effect. 2. If you spend an additional 2 power points you comes out of your trance the round after you take damage instead of 4 rounds later, in addition you can come out of your stasis without waiting 10 rounds.


Scarification(Ex): Beginning at 3rd level, a Hemokineticist can inscribe powers on his own skin for later use. This process involves deeply scratching the skin(which deals no damage but often leaves scars). The scratches remain fresh until the inscribed power is manifested, at which time the wound heals normally. Effectively, a Hemokineticist gains the Scribe Tattoo feat(Expanded Psionics Handbook) except that you can scribe powers of up to 5th level and can only scribe them on your own skin, you do not need to pay any gold cost for the power you wish to have inscribed but you must still pay the experience cost. You can only have one of these scars on you for every Hemokineticist level.

Hemofusion(Ps): At 3rd level you can enter a creature's bloodstream and hide there until you make a bloody exit, using this ability is a standard action and requires 7 power points to use, you take 7 damage from Exceed(ex) as though you manifested a power. You must succeed on a touch attack if the target is unwilling, if the target fails a fortitude saving throw(DC 10 + Hemokineticist level + Wisdom modifier) you can choose to remain inside for up to 1 minute per Hemokineticist level or until you choose to leave voluntarily, you may choose to make a bloody exit, dealing 1d6 damage per Hemokineticist level(Fortitude half). When you are forced out(either because the duration of this ability ended or the creature you are in dies) you take 5d6 damage and are dazed for 1 round, you take no damage if you leave voluntarily as a move action. At 5th level the duration increases to 1 hour/Hemokineticist level.

Pure Body(Ex): At 4th level the Hemokineticist becomes immune to all non-magical or supernatural poisons and diseases.

Timeless Body(Ex): Upon attaining 7th level, a Hemokineticist no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the -/- still dies of old age when her time is up.

Hemokything(Ps): At 7th level you can hear, see, smell and feel through the senses of any creature you have entered through Hemofusion using your own bonus to skill checks.

Power In The Blood(Ex): At 9th level you add your Constitution bonus to your Wisdom score for determining Bonus Power Points for a high ability score.

Eternal Body(Ex): Upon attaining 10th level the Hemokineticist no longer has a maximum life span, forever sustained by the psychic power that suffuses him. In addition you get a +2 untyped bonus to Constitution.

Hemoportal(Ps): At 10th level you can pay 11 power points while using Hemokinesis to enter another creature's bloodstream, you take 11 damage from Exceed(ex) as though you manifested a power. The target must have a blood relationship with or the owner of a drop of blood(in a vial or on some bloodied clothes etc.) you have with you. You do not need to know the creature's location and there's no maximum range for this ability. Using this ability resets the time you can stay inside of a creature. The target can make a fortitude saving throw, if he succeeds you remain inside of the creature you were in previously. The creature is not aware of your presence inside of it.

Hemokineticist powers list:
A lot of powers from the Hemokineticist list are listed as a lower level then that of the psion or psychic warrior, the minimum power point cost of a power is 1 for 1st level powers, 3 for 2nd level powers, 5 for 3rd level powers, 7 for 4th level powers, and 9 for 5th level powers.


Level 1:
Adrenaline Boost
Biofeedback
Hungry Touch
Sustenance
Thicken Skin
Vigor

Level 2:
Body Adjustment
Body Purification
Empathic Transfer
Graft Weapon
Share Pain
Strength of My Enemy

Level 3:
Empathic Feedback
Empathic Transfer, Hostile
Immovability
Share Pain, Forced
Vampiric Blade

Level 4:
Control Body
Freedom of Movement, Psionic
Psychofeedback
Restore Extremity

Level 5:
Cranial Deluge
Fuse Flesh
Metamorphosis
Suspend Life