Pyromancer999
2011-02-19, 03:13 PM
Background- The sixth and last psionic class based around the disciplines.
The Transient Psyche
Every person has felt a desire to go roam their country, go to some exotic place, or just generally escape a situation. Nomads know this feeling, and use their psionic abilities to transport themselves to many places. However, when one desires to go anywhere, they go to a Transient Psyche, able to go anywhere, everywhere, and any time.
HD: d6
Skill points: 2 + Int mod (4 + Int mod x 4 at first level)
Skills:Climb (Str), Concentration (Con), Craft (Int), Jump(Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft(Int), Ride(Dex), Survival(Wis), and Swim(Str)
The Transient Psyche
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special |Power Points/ Day | Powers Known| Maximum Power Level Known
1st|
+0|
+0|
+0|
+2|Psicrystal, Here and There, Transference|3|2|1st
2nd|
+1|
+0|
+0|
+3|Crystalline Transport|5|3|1st
3rd|
+2|
+1|
+1|
+3|Harmful Transposition 1d8|10|5|2nd
4th|
+3|
+1|
+1|
+4|Me And You, Conveyance, Time Jump|16|6|2nd
5th|
+3|
+1|
+1|
+4|Harmful Transposition 2d8|24|8|3rd
6th|
+4|
+2|
+2|
+5|Conveyance|33|9|3rd
7th|
+5|
+2|
+2|
+5|Harmful Transposition 3d8|44|11|4th
8th|
+6|
+2|
+2|
+6|Conveyance, Long-Distance Travel|56|12|4th
9th|
+6|
+3|
+3|
+6|Harmful Transposition 4d8|70|14|5th
10th|
+7|
+3|
+3|
+7|Conveyance|85|15|5th
11th|
+8|
+3|
+3|
+7|Harmful Transposition 5d8|102|17|6th
12th|
+9|
+4|
+4|
+8|All-Terrain Vehicle, Conveyance|120|18|6th
13th|
+9|
+4|
+4|
+8|Harmful Transposition 6d8|140|20|7th
14th|
+10|
+4|
+4|
+9|Conveyance |161|21|7th
15th|
+11|
+5|
+5|
+9|Harmful Transposition 7d8|184|23|8th
16th|
+12|
+5|
+5|
+10|Calypso, Conveyance|208|24|8th
17th|
+12|
+5|
+5|
+10|Harmful Transposition 8d8|234|26|9th
18th|
+13|
+6|
+6|
+11|Conveyance|261|27|9th
19th|
+14|
+6|
+6|
+11|Harmful Transposition 9d8|289|29|9th
20th|
+15|
+6|
+6|
+12|Conveyance, Master of Space and Time|318|30|9th[/table]
Class Features
Armor and Weapon Proficiencies: Transient Psyche are proficient with all simple weapons. Transient Psyche are not proficient with any armor nor shield .
Power Points/Day: An Transient Psyche's Power Points Per Day are as on the table above.
Powers Known: The Mind Puppeteers begins play knowing two powers of the player's choice. The Mind Puppeteers may choose any power of the Psychoporation discipline when choosing powers. Manifesting stat is Wisdom.
Here and There: Transient Psyches know how to get anywhere they want, and fast. The Transient Psyche may teleport themselves up to 10 x their level + 5 x their Wisdom modifier ft per day. This must be spend in 5 ft increments. Transient Psyches may expend power points to teleport an additional number of feet per day equal to 1 power point per 5 feet.
Transference:Transient Psyches can transport anything and move stuff around. Transient Psyches can learn Conjuration spells with the Summoning, Calling, and Teleportation descriptors as though they were powers of the same level, excepting spells that summon creatures, which count as being one level higher for the purpose of learning as a power.
Crystalline Transport:At 2nd level, the Transient Psyche's psicrystal become a much larger crystalline construct. It becomes treated as an Astral Construct of a level equal to 1/2 the Transient Psyche's class level, except that it does not gain abilities from the Astral Construct menu, are always Large until an equivalent Astral Construct would be larger, and the land speed of the construct can be exchanged for an equal, different type of speed(Ex. Land speed 30 ft becomes flight speed 30 ft). Crystalline Companions still are treated as psicrystals in all other respects, except they do not gain the self-propulsion or flight abilities.
Harmful Transposition: At 3rd level, the Mind Puppeteer can use the power of transportation to harm their enemies by focusing their psionic energies, then releasing them. This can manifest in a variety of ways: Transporting objects to appear in the subject's body momentarily, brief transportation to a harmful location, etc. As a standard action, the Transient Psyche can expend his psionic focus to deal 1d8 damage to one enemy within 30 ft. This damage increases by one die at 5th level and every two levels after.
Conveyance: At 4th level, and every two levels after, the Transient Psyche comes upon a new way to use transportation, and selects one of the abilities below:
Forcibly Moved: You may treat up to one enemy per encounter as though he were you for the purpose of the Me and You class feature. You may select this ability again in order to increase the number of enemies by one.
From Above: You may transport a random creature or object of up to Large size to fall upon a creature by expending feet from the Me and you class feature. The creature falls from a height equal to the feet expended. The creature targeted takes the falling creatures damage that it would be dealt for falling(minimum 1d6), and takes an additional 1d6 damage for every size larger than it the object or creature falling is. You may expend up to 15 ft at a time on this ability. You may choose this ability again in order to increase the height the creature falls from by 15 feet, or increase the size of the object to one size larger. The latter option can only be chosen every other time you can choose a Conveyance ability.
Move It Like This: Choose one type of speed a creature can possess. By expending feet able to travel from your Here and There class feature, you may grant a target creature within 30 ft a speed of the type you chose equal to the number of feet able to travel you expended(Ex. A Transient Psyche chooses Swim speed for this, and expends 20 ft of movement from Here and There to grant an ally a swim speed of 20 ft). This lasts for 1 round per class level.You cannot expend more feet than 5 x 1/2 your class level.You may select this ability again to select a new type of speed, or increase the limit of feet expended by 10 ft.
Reactive Movement: As an immediate action, whenever you are targeted for an attack from an opponent within 20 ft, you may expend up to 10 + distance to attacker to make an attack of opportunity. You may select this ability again in order to increase the range of this ability by 15 ft.
Walking on Water: You may treat yourself as though under the effect of the Water Walk spell for one round by expending 10 ft from your Here and There class feature. You may extend the duration of this ability for one round by expending an additional 10 ft. You may select this ability again, allowing you to extend it an additional round for each time this ability is selected.
Walking on Sunshine: You may treat yourself as though under the effect of the Air Walk spell for one round by expending 10 ft from your Here and There class feature. You may extend the duration of this ability for one round by expending an additional 10 ft. You may select this ability again, allowing you to extend it an additional round for each time this ability is selected.
Door to Door: The Transient Psyche knows how to link places together to shorten the distance between them and other places. The Transient Psyche may, as a standard action, create a portal that is 10 feet tall by 10 feet wide. This portal may be linked to another existing portal made by the Transient Psyche, or, should no other portal currently exists or is linked to it, just teleports anyone who enters it 5 ft in a random direction. Portals may be traveled through by moving to the same space it occupies. These portals last for 10 minutes per class level. The Transient Psyche may initially make 1 + his Wisdom modifier portals, and by taking this ability again, may make an additional portal.
Me and You: At 4th level, you may treat your allies as yourself for the purpose of your Psychoportation powers.
Time Jump: Once per encounter, as a full-round action,a Transient Psyche may travel to a future round to act. During this round, the Transient Psyche is not on the field of battle at all, returning the field the round after this class feature is used. Essentially, for one round within 5 rounds of this class feature of using this class feature, a time duplicate of the Transient Psyche when he used this class feature appears. This time duplicate can use class features and powers, but they are all drawn from the current time's Transient Psyche's use. After the round is over, the time duplicate vanishes back to the past.
Long-Distance Travel: At 8th level, the Transient Psyche may travel for a long distance. By expending all remaining feet he is able to teleport using Here and There, he and a number of creatures equal to the Transient Psyche's Wisdom modifier may travel up to 1 mile per 50 ft that was expended.
All-Terrain Vehicle: At 12th level, the Transient Psyche's Crystalline Companion improves. As a full-round action, the Transient Psyche may change their Crystalline Companion's speed to any other type. Also, difficult terrain has no effect on the Crystalline Companion's movement, and by concentrating for 1 minute, the Crystalline Companion grows a barrier to cover all riding it, granting creatures riding it a +2 bonus to AC.
Calypso: At 16th level, by expending feet from their Here and There class feature, and a number of power points equal to 1 per 5ft expended, the Transient Psyche may teleport all creatures on the battlefield a number of feet equal to the amount expended from Here and There, enemies and allies alike. The direction of this movement is determined by the Transient Psyche.
Master of Time and Space: At 20th level, the Transient Psyche may move anywhere and anywhen. This grants multiple benefits. Firstly, for a number of rounds equal to 1/2 the Transient Psyche's class level, the Transient Psyche may use any ability or power from this class at no cost. Secondly, once per encounter, he may summon a time duplicate as per the Time Jump class feature without having to disappear for a round. This does not count against the Transient Psyche's uses of Time Jump. Thirdly, the Transient Psyche may teleport 30 ft as a move action. Lastly, as long as he is not used in combat, the Transient Psyche may travel 1 mile by expending 20 ft from his Here and There class feature.
Well, that's it for now. Please comment and PEACH.
The Transient Psyche
Every person has felt a desire to go roam their country, go to some exotic place, or just generally escape a situation. Nomads know this feeling, and use their psionic abilities to transport themselves to many places. However, when one desires to go anywhere, they go to a Transient Psyche, able to go anywhere, everywhere, and any time.
HD: d6
Skill points: 2 + Int mod (4 + Int mod x 4 at first level)
Skills:Climb (Str), Concentration (Con), Craft (Int), Jump(Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft(Int), Ride(Dex), Survival(Wis), and Swim(Str)
The Transient Psyche
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special |Power Points/ Day | Powers Known| Maximum Power Level Known
1st|
+0|
+0|
+0|
+2|Psicrystal, Here and There, Transference|3|2|1st
2nd|
+1|
+0|
+0|
+3|Crystalline Transport|5|3|1st
3rd|
+2|
+1|
+1|
+3|Harmful Transposition 1d8|10|5|2nd
4th|
+3|
+1|
+1|
+4|Me And You, Conveyance, Time Jump|16|6|2nd
5th|
+3|
+1|
+1|
+4|Harmful Transposition 2d8|24|8|3rd
6th|
+4|
+2|
+2|
+5|Conveyance|33|9|3rd
7th|
+5|
+2|
+2|
+5|Harmful Transposition 3d8|44|11|4th
8th|
+6|
+2|
+2|
+6|Conveyance, Long-Distance Travel|56|12|4th
9th|
+6|
+3|
+3|
+6|Harmful Transposition 4d8|70|14|5th
10th|
+7|
+3|
+3|
+7|Conveyance|85|15|5th
11th|
+8|
+3|
+3|
+7|Harmful Transposition 5d8|102|17|6th
12th|
+9|
+4|
+4|
+8|All-Terrain Vehicle, Conveyance|120|18|6th
13th|
+9|
+4|
+4|
+8|Harmful Transposition 6d8|140|20|7th
14th|
+10|
+4|
+4|
+9|Conveyance |161|21|7th
15th|
+11|
+5|
+5|
+9|Harmful Transposition 7d8|184|23|8th
16th|
+12|
+5|
+5|
+10|Calypso, Conveyance|208|24|8th
17th|
+12|
+5|
+5|
+10|Harmful Transposition 8d8|234|26|9th
18th|
+13|
+6|
+6|
+11|Conveyance|261|27|9th
19th|
+14|
+6|
+6|
+11|Harmful Transposition 9d8|289|29|9th
20th|
+15|
+6|
+6|
+12|Conveyance, Master of Space and Time|318|30|9th[/table]
Class Features
Armor and Weapon Proficiencies: Transient Psyche are proficient with all simple weapons. Transient Psyche are not proficient with any armor nor shield .
Power Points/Day: An Transient Psyche's Power Points Per Day are as on the table above.
Powers Known: The Mind Puppeteers begins play knowing two powers of the player's choice. The Mind Puppeteers may choose any power of the Psychoporation discipline when choosing powers. Manifesting stat is Wisdom.
Here and There: Transient Psyches know how to get anywhere they want, and fast. The Transient Psyche may teleport themselves up to 10 x their level + 5 x their Wisdom modifier ft per day. This must be spend in 5 ft increments. Transient Psyches may expend power points to teleport an additional number of feet per day equal to 1 power point per 5 feet.
Transference:Transient Psyches can transport anything and move stuff around. Transient Psyches can learn Conjuration spells with the Summoning, Calling, and Teleportation descriptors as though they were powers of the same level, excepting spells that summon creatures, which count as being one level higher for the purpose of learning as a power.
Crystalline Transport:At 2nd level, the Transient Psyche's psicrystal become a much larger crystalline construct. It becomes treated as an Astral Construct of a level equal to 1/2 the Transient Psyche's class level, except that it does not gain abilities from the Astral Construct menu, are always Large until an equivalent Astral Construct would be larger, and the land speed of the construct can be exchanged for an equal, different type of speed(Ex. Land speed 30 ft becomes flight speed 30 ft). Crystalline Companions still are treated as psicrystals in all other respects, except they do not gain the self-propulsion or flight abilities.
Harmful Transposition: At 3rd level, the Mind Puppeteer can use the power of transportation to harm their enemies by focusing their psionic energies, then releasing them. This can manifest in a variety of ways: Transporting objects to appear in the subject's body momentarily, brief transportation to a harmful location, etc. As a standard action, the Transient Psyche can expend his psionic focus to deal 1d8 damage to one enemy within 30 ft. This damage increases by one die at 5th level and every two levels after.
Conveyance: At 4th level, and every two levels after, the Transient Psyche comes upon a new way to use transportation, and selects one of the abilities below:
Forcibly Moved: You may treat up to one enemy per encounter as though he were you for the purpose of the Me and You class feature. You may select this ability again in order to increase the number of enemies by one.
From Above: You may transport a random creature or object of up to Large size to fall upon a creature by expending feet from the Me and you class feature. The creature falls from a height equal to the feet expended. The creature targeted takes the falling creatures damage that it would be dealt for falling(minimum 1d6), and takes an additional 1d6 damage for every size larger than it the object or creature falling is. You may expend up to 15 ft at a time on this ability. You may choose this ability again in order to increase the height the creature falls from by 15 feet, or increase the size of the object to one size larger. The latter option can only be chosen every other time you can choose a Conveyance ability.
Move It Like This: Choose one type of speed a creature can possess. By expending feet able to travel from your Here and There class feature, you may grant a target creature within 30 ft a speed of the type you chose equal to the number of feet able to travel you expended(Ex. A Transient Psyche chooses Swim speed for this, and expends 20 ft of movement from Here and There to grant an ally a swim speed of 20 ft). This lasts for 1 round per class level.You cannot expend more feet than 5 x 1/2 your class level.You may select this ability again to select a new type of speed, or increase the limit of feet expended by 10 ft.
Reactive Movement: As an immediate action, whenever you are targeted for an attack from an opponent within 20 ft, you may expend up to 10 + distance to attacker to make an attack of opportunity. You may select this ability again in order to increase the range of this ability by 15 ft.
Walking on Water: You may treat yourself as though under the effect of the Water Walk spell for one round by expending 10 ft from your Here and There class feature. You may extend the duration of this ability for one round by expending an additional 10 ft. You may select this ability again, allowing you to extend it an additional round for each time this ability is selected.
Walking on Sunshine: You may treat yourself as though under the effect of the Air Walk spell for one round by expending 10 ft from your Here and There class feature. You may extend the duration of this ability for one round by expending an additional 10 ft. You may select this ability again, allowing you to extend it an additional round for each time this ability is selected.
Door to Door: The Transient Psyche knows how to link places together to shorten the distance between them and other places. The Transient Psyche may, as a standard action, create a portal that is 10 feet tall by 10 feet wide. This portal may be linked to another existing portal made by the Transient Psyche, or, should no other portal currently exists or is linked to it, just teleports anyone who enters it 5 ft in a random direction. Portals may be traveled through by moving to the same space it occupies. These portals last for 10 minutes per class level. The Transient Psyche may initially make 1 + his Wisdom modifier portals, and by taking this ability again, may make an additional portal.
Me and You: At 4th level, you may treat your allies as yourself for the purpose of your Psychoportation powers.
Time Jump: Once per encounter, as a full-round action,a Transient Psyche may travel to a future round to act. During this round, the Transient Psyche is not on the field of battle at all, returning the field the round after this class feature is used. Essentially, for one round within 5 rounds of this class feature of using this class feature, a time duplicate of the Transient Psyche when he used this class feature appears. This time duplicate can use class features and powers, but they are all drawn from the current time's Transient Psyche's use. After the round is over, the time duplicate vanishes back to the past.
Long-Distance Travel: At 8th level, the Transient Psyche may travel for a long distance. By expending all remaining feet he is able to teleport using Here and There, he and a number of creatures equal to the Transient Psyche's Wisdom modifier may travel up to 1 mile per 50 ft that was expended.
All-Terrain Vehicle: At 12th level, the Transient Psyche's Crystalline Companion improves. As a full-round action, the Transient Psyche may change their Crystalline Companion's speed to any other type. Also, difficult terrain has no effect on the Crystalline Companion's movement, and by concentrating for 1 minute, the Crystalline Companion grows a barrier to cover all riding it, granting creatures riding it a +2 bonus to AC.
Calypso: At 16th level, by expending feet from their Here and There class feature, and a number of power points equal to 1 per 5ft expended, the Transient Psyche may teleport all creatures on the battlefield a number of feet equal to the amount expended from Here and There, enemies and allies alike. The direction of this movement is determined by the Transient Psyche.
Master of Time and Space: At 20th level, the Transient Psyche may move anywhere and anywhen. This grants multiple benefits. Firstly, for a number of rounds equal to 1/2 the Transient Psyche's class level, the Transient Psyche may use any ability or power from this class at no cost. Secondly, once per encounter, he may summon a time duplicate as per the Time Jump class feature without having to disappear for a round. This does not count against the Transient Psyche's uses of Time Jump. Thirdly, the Transient Psyche may teleport 30 ft as a move action. Lastly, as long as he is not used in combat, the Transient Psyche may travel 1 mile by expending 20 ft from his Here and There class feature.
Well, that's it for now. Please comment and PEACH.