Pyromancer999
2011-02-06, 07:46 PM
Background- I like the Psion. I really do. It's THE psionic base class. However, if you want to specialize(which it has you do anyways), what do you get? A few different class skills, and a special power list. Not that the special power list isn't nifty, but it seems to me that there should be more than that to show just how good a specialist is at their chosen discipline. So, I've decided to make specialist psionic classes for each of the disciplines so that they get more than a few different class skills and a power list to show what they are, starting with the one for Psychometabolism: The Bio-Sculptor.
The Bio-Sculptor
Many who know of psionics and transformation know of Egoists-the supposed psionic master of anything having to do with the body or the forms it takes. However, less known to the general psionic population, there are those to whom psionic form-changing is as natural to them as breathing. These are the Bio-Sculptors. The true masters of the Psychometabolism discipline, these beings can change their form almost at-will, eventually learning how to assume forms only seen in one's dreams-or nightmares, and also learn how to control the forms of others.
HD: d6
Skill points: 2 + Int mod (4 + Int mod x 4 at first level)
Skills:Autohypnosis(Wis), Concentration (Con), Craft (Int), Disable Device(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int)
The Bio-Sculptor
{table=head]Level|Base Attack <br> Bonus|Fort Save|Ref Save|Will Save|Special |Power <br> Points/ <br> Day | Powers <br> Known| Maximum <br> Power <br> Level <br> Known
1st|
+0|
+0|
+0|
+2|Psicrystal, Form-Shift|3|2|1st
2nd|
+1|
+0|
+0|
+3|Evolution, Mutable Form|5|3|1st
3rd|
+2|
+1|
+1|
+3|Body Twist 1d8|10|5|2nd
4th|
+3|
+1|
+1|
+4|Evolved Companion, Shape Alteration|16|6|2nd
5th|
+3|
+1|
+1|
+4|Body Twist 2d8|24|8|3rd
6th|
+4|
+2|
+2|
+5|Shape Alteration|33|9|3rd
7th|
+5|
+2|
+2|
+5|Body Twist 3d8|44|11|4th
8th|
+6|
+2|
+2|
+6|Bio-Sculptor's Boost, Shape Alteration|56|12|4th
9th|
+6|
+3|
+3|
+6|Body Twist 4d8|70|14|5th
10th|
+7|
+3|
+3|
+7|Shape Alteration|85|15|5th
11th|
+8|
+3|
+3|
+7|Body Twist 5d8|102|17|6th
12th|
+9|
+4|
+4|
+8|Imposed Form, Shape Alteration|120|18|6th
13th|
+9|
+4|
+4|
+8|Body Twist 6d8|140|20|7th
14th|
+10|
+4|
+4|
+9|Shape Alteration|161|21|7th
15th|
+11|
+5|
+5|
+9|Body Twist 7d8|184|23|8th
16th|
+12|
+5|
+5|
+10|Dreamed Shape, Shape Alteration|208|24|8th
17th|
+12|
+5|
+5|
+10|Body Twist 8d8|234|26|9th
18th|[center]+13/center]|
+6|
+6|
+11|Shape Alteration|261|27|9th
19th|
+14|
+6|
+6|
+11|Body Twist 9d8|289|29|9th
20th|
+15|
+6|
+6|
+12| Master of Many Forms, Shape Alteration|318|30|9th[/table]
Class Features
Armor and Weapon Proficiencies: Bio-Sculptors are profiecient with all simple weapons and 1 martial weapon of their choice. Bio-Sculptors are not proficient with any armor.
Power Points/Day: A Bio-Sculptor's Power Points Per Day are as on the table above.
Powers Known: The Bio-Sculptor begins play knowing two powers of the player's choice. The Bio-Sculptor may choose any power of the Psychometabolism discipline when choosing powers. However, the Bio-Sculptor may never learn powers from other disciplines unless he has a separate psionic class that learns them. Manifesting stat is Charisma.
Form-Shift: The Bio-Sculptor shows his mastery of form transformation at early stages. The Bio-Sculptor may choose the form of any creature he has encountered in place of a power, when he chooses powers. This creature may not be of the construct or undead types, nor may it have the swarm or incorporeal subtypes. The power equivalent is based on the creature's CR, as seen on the table below. In all respects, the Bio-Sculptor is treated as though he had used the Metamorphosis power to transform into that creature. The Bio-Sculptor gains a +1 to attack and damage rolls in this form, and gains an additional +1 to attack and damage rolls for each three levels it is below the highest level power he can mainifest. The Bio-Sculptor may not choose a form whose CR exceeds his or her manifester level.
CR| Power Level Equivalent
1 or less|1
2-3|2
4-5|3
6-7|4
8-9|5
10-11|6
11-14|7
14-17|8
18-20|9
Evolution: At 2nd level, the Bio-Sculptor learns how to evolve and make his body meet his needs, just a lot quicker. At the beginning of each day, he gains a pool of binding points to apply to himself as though he were an eidolon (http://www.giantitp.com/forums/showthread.php?t=155181)that has one binding point per class level, although he may not purchase HD this way. The benefits this class feature brings are only applicable when in the Bio-Sculptor's natural form.
Mutable Form: At 2nd level, the Bio-Sculptor's form becomes more susceptible to change shape. He gains the Minor Change Shape ability that Changelings do, except that he also assume the form of any creature not of the Construct, Elemental, or Undead types and does not have the Incorporeal or Swarm subtypes whose CR is less than 1 and is of the same size or one size smaller than your natural form.
Body Twist: At 3rd level, the Bio-Sculptor learns how to focus his psionic energies so that he can change others' forms in ways that hurt. While psionically focused, as a standard action, the Bio-Sculptor may expend his psionic focus to make a ranged attack against any opponent within 30 feet. If this succeeds, the form of the target changes in a way that causes pain, dealing 1d8 damage. This damage increases by 1d8 at 5th level and every two levels after.
Evolved Companion: At 4th level, the Psicrystal of the Bio-Sculptor becomes more biological. The psicrystal becomes any living creature available to a Druid of 3 levels lower than the Bio-Sculptor's class level. It gains the benefits of the Psicrystal Affinity feat as though it were a psicrystal, except that it loses the Self-Propulsion and Flight abilities. Additionally, it gains its own pool of binding points that act in the same manner as the Evolution ability, except that its pool of binding points is half that of the Bio-Sculptor's.
Shape Alteration: At 4th level, and every two levels after, the Bio-Sculptor learns how to change his form(s) for the better, altering them to better suit his purposes. In order to use this class feature, the Bio-Sculptor must expend his psionic focus(except in the case of Natural Alteration). Each alteration lasts for 1 round/level, or the duration of the power, whichever is less. At each level this class feature is gained, he learns an additional ability from the list below:
Natural Alteration: The Bio-Sculptor chooses one alteration he knows. He now no longer needs to expend his psionic focus in order to alter a form with that alteration. A new alteration the Bio-Sculptor knows may be selected each time.
Physically Fit: The Bio-Sculptor may make the form more powerful, granting it a bonus to either Constitution, Dexterity, or Strength, chosen when this alteration is chosen. The Bio-Sculptor must expend a number of power points equal to twice the bonus he wishes to grant. A new ability score may be chosen each time this alteration is selected
Physically Skilled: The Bio-Sculptor may grant a bonus to any skill that involves Strength, Dexterity, or Constitution, by expending a number of power points equal to the bonus he wishes to grant. This skill must be chosen when the alteration is, and a new skill may be chosen each time.
Resistant: The Bio-Sculptor learns how to make a form more resistant by expending power points. The Bio-Sculptor chooses one type of effect when this alteration is chosen, and may select another type of effect by choosing this alteration again. This alteration grants a bonus equal to 1/2 the power points expended, unless energy effects are chosen, in which case it grants energy resistance equal to twice the power points spent.
Speedy: The Bio-Sculptor may choose to make his current form more swift. He grants a +5 bonus to any one speed the form possesses per 2 Power Points spent this way.
Unusual Movement: The Bio-Sculptor grants a new kind of movement to the form he is currently in. So long as the form does not already possess the type of movement the Bio-Sculptor has chosen, he may grant it a speed in that type of movement equal to 5 ft per 2 power points spent this way. The Bio-Sculptor chooses one type of movement each time this alteration is chosen.
Bio-Sculptor's Boost: At 8th level, the Bio-Sculptor learns how to enhance his allies' forms as well. He may enhance any of his allies' forms with any alteration he knows by expending his psionic focus, as normal(unless the alteration is affected by Natural Alteration), and expending 1 additional power point for each 10 feet the ally is away from the Bio-Sculptor(minimum 1).
Imposed Form: At 12th level, the Bio-Sculptor may force people to change form, whether they like it or not. The Bio-Sculptor may force people into any form he can assume by expending the power points necessary to normally change into that form, and by expending 1 additional power points per 2 CR of the creature(minimum 1). The target is granted a Will save against this effect.
Dreamed Shape: At 16th level, the Bio-Sculptor learns how to assume shapes of creatures that previously only existed in his dreams-or nightmares, depending on the Bio-Sculptor. When choosing forms as powers, he may create an imaginary form, using binding points, as though the form was an eidolon. The Form gains 5 points per CR of the creature, and gains additional binding points equal to 1/4 the Bio-Sculptor's level/
Master of Many Forms: At 20th level, the Bio-Sculptor reaches the pinnacle of mastery over forms. First, he gains the Shapechanger subtype. Secondly, for a total number of rounds per day equal to his Bio-Sculptor level, all powers and alterations are manifested freely, and he may change into any form he could using his powers as a free action once per round.
Please PEACH.
The Bio-Sculptor
Many who know of psionics and transformation know of Egoists-the supposed psionic master of anything having to do with the body or the forms it takes. However, less known to the general psionic population, there are those to whom psionic form-changing is as natural to them as breathing. These are the Bio-Sculptors. The true masters of the Psychometabolism discipline, these beings can change their form almost at-will, eventually learning how to assume forms only seen in one's dreams-or nightmares, and also learn how to control the forms of others.
HD: d6
Skill points: 2 + Int mod (4 + Int mod x 4 at first level)
Skills:Autohypnosis(Wis), Concentration (Con), Craft (Int), Disable Device(Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int)
The Bio-Sculptor
{table=head]Level|Base Attack <br> Bonus|Fort Save|Ref Save|Will Save|Special |Power <br> Points/ <br> Day | Powers <br> Known| Maximum <br> Power <br> Level <br> Known
1st|
+0|
+0|
+0|
+2|Psicrystal, Form-Shift|3|2|1st
2nd|
+1|
+0|
+0|
+3|Evolution, Mutable Form|5|3|1st
3rd|
+2|
+1|
+1|
+3|Body Twist 1d8|10|5|2nd
4th|
+3|
+1|
+1|
+4|Evolved Companion, Shape Alteration|16|6|2nd
5th|
+3|
+1|
+1|
+4|Body Twist 2d8|24|8|3rd
6th|
+4|
+2|
+2|
+5|Shape Alteration|33|9|3rd
7th|
+5|
+2|
+2|
+5|Body Twist 3d8|44|11|4th
8th|
+6|
+2|
+2|
+6|Bio-Sculptor's Boost, Shape Alteration|56|12|4th
9th|
+6|
+3|
+3|
+6|Body Twist 4d8|70|14|5th
10th|
+7|
+3|
+3|
+7|Shape Alteration|85|15|5th
11th|
+8|
+3|
+3|
+7|Body Twist 5d8|102|17|6th
12th|
+9|
+4|
+4|
+8|Imposed Form, Shape Alteration|120|18|6th
13th|
+9|
+4|
+4|
+8|Body Twist 6d8|140|20|7th
14th|
+10|
+4|
+4|
+9|Shape Alteration|161|21|7th
15th|
+11|
+5|
+5|
+9|Body Twist 7d8|184|23|8th
16th|
+12|
+5|
+5|
+10|Dreamed Shape, Shape Alteration|208|24|8th
17th|
+12|
+5|
+5|
+10|Body Twist 8d8|234|26|9th
18th|[center]+13/center]|
+6|
+6|
+11|Shape Alteration|261|27|9th
19th|
+14|
+6|
+6|
+11|Body Twist 9d8|289|29|9th
20th|
+15|
+6|
+6|
+12| Master of Many Forms, Shape Alteration|318|30|9th[/table]
Class Features
Armor and Weapon Proficiencies: Bio-Sculptors are profiecient with all simple weapons and 1 martial weapon of their choice. Bio-Sculptors are not proficient with any armor.
Power Points/Day: A Bio-Sculptor's Power Points Per Day are as on the table above.
Powers Known: The Bio-Sculptor begins play knowing two powers of the player's choice. The Bio-Sculptor may choose any power of the Psychometabolism discipline when choosing powers. However, the Bio-Sculptor may never learn powers from other disciplines unless he has a separate psionic class that learns them. Manifesting stat is Charisma.
Form-Shift: The Bio-Sculptor shows his mastery of form transformation at early stages. The Bio-Sculptor may choose the form of any creature he has encountered in place of a power, when he chooses powers. This creature may not be of the construct or undead types, nor may it have the swarm or incorporeal subtypes. The power equivalent is based on the creature's CR, as seen on the table below. In all respects, the Bio-Sculptor is treated as though he had used the Metamorphosis power to transform into that creature. The Bio-Sculptor gains a +1 to attack and damage rolls in this form, and gains an additional +1 to attack and damage rolls for each three levels it is below the highest level power he can mainifest. The Bio-Sculptor may not choose a form whose CR exceeds his or her manifester level.
CR| Power Level Equivalent
1 or less|1
2-3|2
4-5|3
6-7|4
8-9|5
10-11|6
11-14|7
14-17|8
18-20|9
Evolution: At 2nd level, the Bio-Sculptor learns how to evolve and make his body meet his needs, just a lot quicker. At the beginning of each day, he gains a pool of binding points to apply to himself as though he were an eidolon (http://www.giantitp.com/forums/showthread.php?t=155181)that has one binding point per class level, although he may not purchase HD this way. The benefits this class feature brings are only applicable when in the Bio-Sculptor's natural form.
Mutable Form: At 2nd level, the Bio-Sculptor's form becomes more susceptible to change shape. He gains the Minor Change Shape ability that Changelings do, except that he also assume the form of any creature not of the Construct, Elemental, or Undead types and does not have the Incorporeal or Swarm subtypes whose CR is less than 1 and is of the same size or one size smaller than your natural form.
Body Twist: At 3rd level, the Bio-Sculptor learns how to focus his psionic energies so that he can change others' forms in ways that hurt. While psionically focused, as a standard action, the Bio-Sculptor may expend his psionic focus to make a ranged attack against any opponent within 30 feet. If this succeeds, the form of the target changes in a way that causes pain, dealing 1d8 damage. This damage increases by 1d8 at 5th level and every two levels after.
Evolved Companion: At 4th level, the Psicrystal of the Bio-Sculptor becomes more biological. The psicrystal becomes any living creature available to a Druid of 3 levels lower than the Bio-Sculptor's class level. It gains the benefits of the Psicrystal Affinity feat as though it were a psicrystal, except that it loses the Self-Propulsion and Flight abilities. Additionally, it gains its own pool of binding points that act in the same manner as the Evolution ability, except that its pool of binding points is half that of the Bio-Sculptor's.
Shape Alteration: At 4th level, and every two levels after, the Bio-Sculptor learns how to change his form(s) for the better, altering them to better suit his purposes. In order to use this class feature, the Bio-Sculptor must expend his psionic focus(except in the case of Natural Alteration). Each alteration lasts for 1 round/level, or the duration of the power, whichever is less. At each level this class feature is gained, he learns an additional ability from the list below:
Natural Alteration: The Bio-Sculptor chooses one alteration he knows. He now no longer needs to expend his psionic focus in order to alter a form with that alteration. A new alteration the Bio-Sculptor knows may be selected each time.
Physically Fit: The Bio-Sculptor may make the form more powerful, granting it a bonus to either Constitution, Dexterity, or Strength, chosen when this alteration is chosen. The Bio-Sculptor must expend a number of power points equal to twice the bonus he wishes to grant. A new ability score may be chosen each time this alteration is selected
Physically Skilled: The Bio-Sculptor may grant a bonus to any skill that involves Strength, Dexterity, or Constitution, by expending a number of power points equal to the bonus he wishes to grant. This skill must be chosen when the alteration is, and a new skill may be chosen each time.
Resistant: The Bio-Sculptor learns how to make a form more resistant by expending power points. The Bio-Sculptor chooses one type of effect when this alteration is chosen, and may select another type of effect by choosing this alteration again. This alteration grants a bonus equal to 1/2 the power points expended, unless energy effects are chosen, in which case it grants energy resistance equal to twice the power points spent.
Speedy: The Bio-Sculptor may choose to make his current form more swift. He grants a +5 bonus to any one speed the form possesses per 2 Power Points spent this way.
Unusual Movement: The Bio-Sculptor grants a new kind of movement to the form he is currently in. So long as the form does not already possess the type of movement the Bio-Sculptor has chosen, he may grant it a speed in that type of movement equal to 5 ft per 2 power points spent this way. The Bio-Sculptor chooses one type of movement each time this alteration is chosen.
Bio-Sculptor's Boost: At 8th level, the Bio-Sculptor learns how to enhance his allies' forms as well. He may enhance any of his allies' forms with any alteration he knows by expending his psionic focus, as normal(unless the alteration is affected by Natural Alteration), and expending 1 additional power point for each 10 feet the ally is away from the Bio-Sculptor(minimum 1).
Imposed Form: At 12th level, the Bio-Sculptor may force people to change form, whether they like it or not. The Bio-Sculptor may force people into any form he can assume by expending the power points necessary to normally change into that form, and by expending 1 additional power points per 2 CR of the creature(minimum 1). The target is granted a Will save against this effect.
Dreamed Shape: At 16th level, the Bio-Sculptor learns how to assume shapes of creatures that previously only existed in his dreams-or nightmares, depending on the Bio-Sculptor. When choosing forms as powers, he may create an imaginary form, using binding points, as though the form was an eidolon. The Form gains 5 points per CR of the creature, and gains additional binding points equal to 1/4 the Bio-Sculptor's level/
Master of Many Forms: At 20th level, the Bio-Sculptor reaches the pinnacle of mastery over forms. First, he gains the Shapechanger subtype. Secondly, for a total number of rounds per day equal to his Bio-Sculptor level, all powers and alterations are manifested freely, and he may change into any form he could using his powers as a free action once per round.
Please PEACH.