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View Full Version : [3.5 Base Class] The Elocater in 20 levels [PEACH]



Jarian
2011-03-25, 12:29 PM
Elocater

http://img836.imageshack.us/img836/4702/astraleaf001prog6qv4.jpg
As an Elocater arrives at her destination, her rending psychoportation ability shatters a fraction of reality.

Class Skills
The Elocater's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (local), Knowledge (psionics), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level: 2 + int

Alignment: Any.

Hit Dice: d6

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Power Points/Day|Powers Known|Power Level

1st| +0 | +0 | +2 | +2 |dimension hop, Opportunistic Strike +1d6| 2|2|1st

2nd| +1 | +0| +3 | +3 |Dodge, Scorn Earth|5|3|1st

3rd| +2 | +1 | +3 | +3 |Opportunistic Strike +2d6, Sidestep Charge|9|4|1st

4th| +3 | +1 | +4 | +4 |Capricious Step|14|5|2nd

5th| +3 | +1 | +4| +4 |Mobility, Opportunistic Strike +3d6| 20|6|2nd

6th| +4 | +2 | +5 | +5 |Transporter, Up the Walls|27|7|2nd

7th| +5 | +2 | +5 | +5 |Opportunistic Strike +4d6, Spring Attack |35|8|3rd

8th| +6/+1 | +2 | +6 | +6 |Adaptable Flanker|44|9|3rd

9th| +6/+1 | +3 | +6 | +6 |Opportunistic Strike +5d6, Scorn Gravity|54|10|3rd

10th| +7/+2 | +3 | +7 | +7 |Dimension Step, Quicken Power|65|11|4th

11th| +8/+3 | +3 | +7 | +7 |Dimensional Assault, Opportunistic Strike +6d6|77|12|4th

12th| +9/+4 | +4 | +8 | +8 |Bounding Assault|90|13|4th

13th| +9/+4 | +4 | +8 | +8 |Opportunistic Strike +7d6|104|14|5th

14th| +10/+5 | +4 | +9 | +9 |Rending Psychoportation|129|15|5th

15th| +11/+6/+1 | +5 | +9 | +9 |Opportunistic Strike +8d6|145|16|5th

16th| +12/+7/+2 | +5 | +10 | +10 |temporal acceleration|162|17|6th

17th| +12/+7/+2 | +5 | +10 | +10 |Opportunistic Strike +9d6|180|18|6th

18th| +13/+8/+3 | +6 | +11 | +11 |Psychoportive Strike, Rapid Blitz|199|19|6th

19th| +14/+9/+4 | +6 | +11 | +11 |Opportunistic Strike +10d6|219|20|7th

20th| +15/+10/+5 | +6 | +12 | +12 |Accelerated Action|240|21|7th[/table]

Weapon and Armor Proficiency: Elocaters are proficient with all simple weapons and with three martial weapons of their choice, with light and medium armor, and with light and heavy shields (but not tower shields).

Power Points per Day: An Elocater's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Intelligence score. Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: An Elocater begins play knowing two Elocater powers of your choice. Each time she attains a new level, she unlocks the knowledge of a new power.

Choose the powers known from the Elocater power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow an Elocater to learn powers from the lists of other classes.) An Elocater can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers an Elocater can manifest in a day is limited only by her daily power points.

An Elocater simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spell casters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Elocater powers is 10 + the power’s level + the Elocater’s Intelligence modifier.

Maximum Power Level Known: An Elocater begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, an Elocater must have an Intelligence score of at least 10 + the power’s level.

Opportunistic Strike (Ex): Starting at 1st level, an Elocater's hyperawareness of spatial relations gives her an instinctive view of the battlefield, which allows her to make a cunning attack against distracted opponents. The Elocater deals an additional 1d6 damage on the first successful attack in a round she makes against an opponent that has been dealt damage in melee by another character since her last turn. At 3rd level and every 2 levels thereafter, this bonus damage increases by an additional 1d6 points.

Opportunistic Strike is considered Sneak Attack for all intents and purposes, except that it is not truly precision damage, and as such can affect creatures that are normally immune to precision damage.

Dimension Hop: At 1st level, the Elocater gains Dimension Hop as a bonus power known.

Dodge: At 2nd level, the Elocater gains Dodge as a bonus feat, even if she does not meet the prerequisites. If she already possesses the Dodge feat, she instead gains a Fighter bonus feat for which she meets the prerequisites.

Scorn Earth (Su): At 2nd level, an Elocater’s feet lift from the ground. From now on, she can float up to a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of any flat, solid surface, such as stone or ice, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed).

This ability does not allow the Elocater to traverse other surfaces in this fashion; she will still fall through liquids such as water or acid normally.

Sidestep Charge: At 3rd level, the Elocater gains Sidestep Charge as a bonus feat. If she already possesses the Sidestep Charge feat, she instead gains a Fighter bonus feat for which she meets the prerequisites.

Capricious Step (Ex): At 4th level, an Elocater can take an extra 5-foot step in any round when she doesn’t perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. The character can take the extra 5-foot step immediately after taking the first, or wait until the end of her other actions for the round. In all other ways, the rules for taking a 5-foot step apply.

Mobility: At 5th level, the Elocater gains Mobility as a bonus feat, even if she does not meet the prerequisites. If she already possesses the Mobility feat, she instead gains a Fighter bonus feat for which she meets the prerequisites.

Transporter (Ex): At 6th level, the Elocater's manifester level for all Psychoportation powers increases by 1.

Up the Walls: At 6th level, the Elocater gains Up the Walls as a bonus feat, even if she does not meet the prerequisites. If she already possesses the Up the Walls feat, she instead gains a [Psionic] feat for which she meets the prerequisites.

Spring Attack: At 7th level, the Elocater gains Spring Attack as a bonus feat, even if she does not meet the prerequisites. If she already possesses the Spring Attack feat, she instead gains a Fighter bonus feat for which she meets the prerequisites.

Adaptable Flanker (Ex): At 8th level, the Elocater can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.

Scorn Gravity (Su): At 9th level, the Elocater gains a flight speed of 60 feet with perfect maneuverability.

Dimension Step (Su): At 10th level, the Elocater gains the ability to manifest the dimension hop power as a free action once per round instead of taking a 5-foot step. The base power point cost of dimension hop is waived when manifesting it in this fashion, though the Elocater must still pay any augmentation cost as normal. The Elocater cannot use her Capricious Step ability in the same round as Dimension Step.

Quicken Power: At 10th level, the Elocater gains Quicken Power as a bonus feat. If she already possesses the Quicken Power feat, she instead gains another metapsionic feat for which she meets the prerequisites.

In addition, the Elocater reduces the power point cost for applying the Quicken Power feat by 1.

Dimensional Assault (Su): At 11th level, whenever the Elocater manifests a Psychoportation (Teleportation) power, she may spend a full-round action instead of the power's normal manifesting time (if the power has a manifesting time of longer than a full-round action, she cannot use that power with this ability), and designate a waypoint between her starting and ending locations.

In addition to teleporting to her ending location, the Elocater first appears at her waypoint, and may make an attack with her Spring Attack feat, then conclude her teleportation to her ending location.

The Elocater calculates the distance traveled first to her waypoint, then from there to her ending location. The total distance traveled cannot exceed the teleportation distance from the manifested power. The Elocater must have line of effect to both her ending location and her waypoint from her initial location to use Dimensional Assault.

If the Elocater has the Bounding Assault or Rapid Blitz feats, she may designate additional waypoints to make additional attacks from these feats accordingly.

Bounding Assault: At 12th level, the Elocater gains Bounding Assault as a bonus feat, even if she does not meet the prerequisites. If she already possesses the Bounding Assault feat, she instead gains a Fighter bonus feat for which she meets the prerequisites.

Rending Psychoportation (Su): At 13th level, whenever the Elocater manifests a Psychoportation power, all foes adjacent to her upon conclusion of the power take 1d6 damage damage for every 3 power points spent on the power as reality distorts around her. If the power moves the Elocater, this damage is applied at her ending location.

Rending Psychoportation cannot damage a given foe more than once per round.

The Elocater may suppress and resume the function of this ability as a free action.

Temporal Acceleration: At 16th level, the Elocater gains Temporal Acceleration as a bonus power known.

Psychoportive Strike (Su): At 18th level, the Elocater can make a Psychoportive Strike with a melee weapon as a standard action. If the attack hits, the Elocater can manifest a Psychoportation (Teleportation) power that she knows with the struck foe as the subject, even if the power would normally only be able to affect the Elocater. This ability does not allow a save unless the Elocater attempts to transport her foe into a solid surface, or one incapable of supporting it (such as a flightless creature teleported into the air), in which case a Will save, DC 10+1/2 class level+Int modifier negates the teleportation.

Rapid Blitz: At 18th level, the Elocater gains Rapid Blitz as a bonus feat, even if she does not meet the prerequisites. If she already possesses the Rapid Blitz feat, she instead gains a Fighter bonus feat for which she meets the prerequisites.

Accelerated Action (Ex): At 20th level, the Elocater's long interaction with Psychoportive powers permanently augments her action and reaction speeds. She gains the ability to make an additional standard, move, or swift action each round.




Elocater Power List

1st: burst, catfall, crystal shard, deceleration, detect teleportation, far hand, float, force screen, inertial armor, know direction and location, mighty spring, precognition (defensive), precognition (offensive), prescience (offensive), skate, urban strider.

2nd: body equilibrium, concealing amorpha, crystal storm, damp power, dimensional swap, evade attack, hustle, psionic levitate, psionic lion's charge, powess, swarm of crystals, thought shield, wall walker.

3rd: danger sense, dimensional twister, dimensional slide, ectoplasmic form, escape detection, evade burst, heavy earth, psionic fly, telekinetic boomerang, telekinetic force, telekinetic thrust, time hop.

4th: energy adaption, greater concealing amorpha, psionic dimension anchor, psionic dimension door, psionic freedom of movement, psionic teleport, telekinetic maneuver, trace teleport.

5th: anticipatory strike, baleful teleport, ethereal agent, hail of crystals, perfect riposte, psionic plane shift, telekinetic buffer, teleport trigger, temporal reiteration.

6th: dream travel, ethereal abduction, inconsistent location, mass cloud mind, personal mind blank, psionic contingency, psionic ethereal jaunt, psionic greater teleport, retrieve, suspend life

7th: divert teleport, mass time hop, psionic moment of prescience, psionic phase door, psionic teleportation circle, shadow body, timeless body, time regression

Draz74
2011-03-25, 02:53 PM
Two skill points per level? Owch.

Jarian
2011-03-25, 02:54 PM
Two skill points per level? Owch.

Int-based manifesting?

Dusk Eclipse
2011-03-25, 03:10 PM
Considering that the original elocater was clearly intended as a skill monkey class (as shown by the thorough skill list and the 6+int skill points), I feel that 2+int is too low, perhaps 4+int would be better.

Also I have to say this is a great class, it looks quite fun, and while I lament the lack of a feature similar to shadowpounce, I feel it is quite playable, and definitively in the tier 3 ballpark (I don't see any particularly offensive game-breakers in the power list)

cmakonline
2011-08-10, 08:13 PM
Great class!

I see you took out the sneakiness part of the PrC (which I person loved), but I would include the Autohypnosis skill. Doesn't seem like a pscionic character without it being listed.

Less of a skill monkey, but makes up for it with ability! I feel there should be more skill points for the amount of skills. Maybe 4+int instead. I know this is an int based class, but the extra 2 skill points makes the class better.

Other classes with 2 skill points:
{table]Fighter|7
Paladin|10
Sorcerer|6
Wizard| 6
Cleric|10
Psychic Warrior|10
Psion|18-19*[/table]
*11 being Knowledge skills

Classes with 4 skill points:
{table]Barbarian|9
Druid|13
Monk|18
Wilder|17
Soulknife|12
[/table]

If you look in the spoiler you would notice that the amount of skill points is closer to the 4 skill points/level area.