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Elegonn
2011-07-25, 09:27 PM
I'm working on a campaign setting for pathfinder using psionics and alchemy as the only source of magic. Magic items still exist as brews and relics from before magic was forgotten. The goblinoids, orcs, and kobolds have banded together to fight the eternals, mad magi from the past, who start a new magocracy and kill the psions.

Classes (Work In Progress)

Psion
Description

Psions have attained total peace of mind and body, allowing them to affect the world around them. For some it is just picking up thoughts and lifting up paper clips, but for masters: the world rests at their finger tips - minds like boxex waiting to opened.

Role

Psions accel in will and in negotiations. Some are talented ranged combatants, others strong healers, and for the best it means controlling a person or object as a combatant

Lvl:BAB;FORT;WILL;REF;Special
1:0;0;2;0;+2 Psion Points, 1 Psion Feat, Psion Point Pool
2:1;0;3;0;+3 Psion Points
3:2;1;3;1;+2 Psion Points, 1 Psion Feat
4:3;1;4;1;+3 Psion Points
5:3;1;4;1;+2 Psion Points, Psion Path 1
6:4;2;5;2;+3 Psion Points, 1 Psion Feat
7:5;2;5;2;+2 Psion Points
8:6/1;2;6;2;+3 Psion Points
9:6/1;3;6;3;+2 Psion Points, 1 Psion Feat
10:7/2;3;7;3;+3 Psion Points, Psion Path 2
11:8/3;3;7;3;+2 Psion Points
12:9/4;4;8;4;+3 Psion Points, 1 Psion Feat
13:9/4;4;8;4;+2 Psion Points
14:10/5;4;9;4;+3 Psion Points
15:11/6/1;5;9;5;+2 Psion Points, 1 Psion Feat, Psion Path 3
16:12/7/2;5;10;5;+3 Psion Points
17:12/7/2;5;10;5;+2 Psion Points
18:13/8/3;6;11;6;+3 Psion Points, 1 Psion Feat
19:14/9/4;6;11;6;+2 Psion Points
20:15/10/5;6;12;6;+3 Psion Points, Psion Path 4
W&A Proficencies: Simple Weapons, Light Armor

Psion Point Pool: Psions can all perform feats of psionic power by making either a Telepathy, Kinesis, or Anarchy roll. Telepathy starts equal to wisdom, Kinesis starts equal to intelligence, and anarchy starts equal to charisma. Your telepathy represents your mind-powers. Your kinesis is your ability to move things. Your anarchy is your ability to cause evil effects: fear, greed, unluck, etc.

+X Psion Points: Distribute X*points among your psion powers. The difference between your highest and second highest powers' scores may differ by no more than 10.

1 Psion Feat: Gain a psychic feat*

Psion Path 1:
In your travels one of your psychic abilities has become more powerful. Gain the ability corrosponding to the highest psion power score. If multiple power scores are tied for the top choose your choice.

Telepathy: Your mental strength now allows you to control opponents you gain the ability to use charm person by suceeding a DC 20 Telepathy check, if the spell is successfulyou may choose to control the creature rather then charm it the rest of the power is identical to the spell
Kinesis: Your kinetic abilities are so good that you can manipulate things finely, like turing a key or fighting with a weapon
Anarchy: You are so chaotic that you gain a 100 ft aura of -1 all rolls for enemies

Psion Path 2
Gain the power corresponding to your first path

Telepathy: Your Psion Path 1 Ability now is like charm monster or dominate person
Kinesis: You can use you telekinetic powers on yourself to make you fly; while not doing anything else you can use fly speed 60
Anarchy: You have become insane at the power you hold, become chaotic evil. You may now use the spell lightning bolt with a DC 25 Anarchy Check as a full-round action. To make the lighting again in the subsequent turn no check is neccesary, but you lose half your health as subdual damage

Psion Path 3
Gain the power corresponding to your first path

Telepathy: You may use the Psion Path 1 Power on any amount of people, increasing the DC by 3 for each additional person
Kinesis: You can bend light around you, causing you to become invisibile as greater invisibility as an supernatural power, you can use ithe psion powers while invisible
Anarchy: You have gone beyond insane, in order to gain this power you must kill someone for no purpose at all. You can try to kill someone within 50 ft. First make a DC 30 Anarchy Check. Then, have the target make a DC 10 Fortitude save. Every turn after that, lose 1/4 health as subdual and have the victim make the check at +5. You may not stop using this power voluntarily

Psion Path 4
Gain the power corresponding to your first path
[LIST]
Telepathy: You can use PP1 with Dominate Monster, Also checks are made at +2 DC per person rather then 3
Kinesis: You can literally freeze the world in a 200 ft aura. First make a DC 30 Kinesisz Check. If you succeed, you can do a round's actions. If any of those moves were not moving, you take the remainder of your health as subdual damage. If you only move, you may do this power again at +5 DC or feint as described above
Anarchy: You can use you PP3 on many victims each additional victim's DC to cast increases by 5Seer

Description

Seers have been watching and changing Zaxator's history throughout the ages. Seers view the world like a movie. Rewinding anpausing for consideration. Most seers are odd and a little crazy making fake seers very hard to tell from the real deal.

Role

Seers use the future to create several effects, like heavy damage or large check penalties. Seers are great supporters and healers, but not great melee combatants

Lvl:BAB;FORT;WILL;REF;Special
1:0;0;2;0;+2 Seer Points
2:1;0;3;0;+3 Seer Points, Seer Power
3:2;1;3;1;+2 Seer Points
4:3;1;4;1;+3 Seer Points, Seer Power
5:3;1;4;1;+2 Seer Points
6:4;2;5;2;+3 Seer Points, Seer Power
7:5;2;5;2;+2 Seer Points
8:6/1;2;6;2;+3 Seer Points, Seer Power
9:6/1;3;6;3;+2 Seer Points
10:7/2;3;7;3;+3 Seer Points, Seer Power
11:8/3;3;7;3;+2 Seer Points
12:9/4;4;8;4;+3 Seer Points, Seer Power
13:9/4;4;8;4;+2 Seer Points
14:10/5;4;9;4;+3 Seer Points, Seer Power
15:11/6/1;5;9;5;+2 Seer Points
16:12/7/2;5;10;5;+3 Seer Points, Seer Power
17:12/7/2;5;10;5;+2 Seer Points
18:13/8/3;6;11;6;+3 Seer Points, Seer Power
19:14/9/4;6;11;6;+2 Seer Points
20:15/10/5;6;12;6;+3 Seer Points, Seer Power
W&A Proficencies: Simple Weapons, Light Armor

Seer Point Pool: Seers can all perform feats of psionic power by making either a Time, Space, or Teleport roll. Time rolls start equal to Intellegence, Space Rolls start equal to Wisdom, and Teleport Rolls equal to Charisma.

+X Seer Points: Distribute X points between your seer points. The difference between your highest and your next highest scores may not exceed 10 the difference between your highest score and your lowest may not exceed 25.

Seer Power: As a seer progresses they gain some innate powers. If your Time is higher, you can reroll 1 check per day or 1 more check per day. If your space is higher, you gain +1 AC. And if your teleport is higher, gain a teleport 15 speed or add 15 to your teleport

Psychic

Description

Psychics control all of the elements of psionics, psion powers (anarchy, kinesis, telepathy) and seer powers (space, time, teleport), but not the fine details of each art

Role

Psychics are so diverse; they can work at any roll, except maybe a melee-combatant. Their saves are much more well rounded and their psion and seer powers much more balanced.

1:0;1;1;1;+4 Psychic Points, Psychic Power Pool
2:1;2;2;2;+4 Psychic Points
3:2;2;2;2;+4 Psychic Points
4:3;3;3;3;+4 Psychic Points
5:3;3;3;3;+4 Psychic Points
6:4;3;3;3;+4 Psychic Points
7:5;4;4;4;+4 Psychic Points
8:6/1;4;4;4;+4 Psychic Points
9:6/1;5;5;5;+4 Psychic Points
10:7/2;5;5;5;+4 Psychic Points
11:8/3;5;5;5;+4 Psychic Points
12:9/4;6;6;6;+4 Psychic Points
13:9/4;6;6;6;+4 Psychic Points
14:10/5;7;7;7;+4 Psychic Points
15:11/6/1;7;7;7;4 Psychic Points
16:12/7/2;7;7;7;+4 Psychic Points
17:12/7/2;8;8;8;+4 Psychic Points
18:13/8/3;8;8;8;+4 Psychic Points
19:14/9/4;9;9;9;+4 Psychic Points
20:15/10/5;9;9;9;+4 Psychic Points
Psychic Power Pool: You can use psion and seer powers. Kinesis and Time start equal to Intellegence, Telepathy and Space start equal to Wisdom, and Anarchy and Teleport start equal to Charisma.

+4 Psychic Points: You can distribute 4 points to all your powers, the difference between any 2, other than anarchy, may differ than no more than 10