Getsugaru
2011-12-01, 08:55 PM
This is a restart of an older thread. To see the older thread, click here (http://www.giantitp.com/forums/showthread.php?t=110315&highlight=Elfen+Lied).
This thread is to create race, feats, a paragon class, racial substitution levels, etc. for this race. Help would most certainly be appreciated. I take no credit as the original creator. I am just expanding upon what is already there. Thanks to locksmyth for the original version.
Here's my version based off of the older version.
http://godofotakus.no.comunidades.net/1807061234/103_lucy_53759_1440x900theanimegallery.com.jpg
Kaede, a Diclonii
Diclonii are very similar to humans, yet possess psychokinetic abilities far beyond. They are both physically and physiologically different to humans in only a small number of ways. Most notably from a physical stance they have ‘cat-ear’ horns that protrude from their skulls. Their brains contains a significantly larger pineal gland, this provides several benefits, they can detect other Diclonius over short distances and have several invisible appendages, called vectors. These arms are telekinetic in nature; they can be made partly of whole physical at will and are otherwise always invisible.
DICLONIUS RACIAL TRAITS:
+2 Constitution, +2 Intelligence, -2 Wisdom
Medium: As Medium creatures, Diclonius have no special bonuses or penalties due to their size.
Base land speed is 30 feet.
Weapon Proficiency: Diclonii are proficient with any one martial or exotic weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.
Vectors(Su). (see description below)
Psychic Connection(Su): A Diclonius can detect the presence of all other Diclonii within 60ft as a swift action. They can also check the attitude the other Diclonius/Diclonii has towards them as part of the same action with a DC 18 Perception/Sense Motive check.
Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Vectors(Su): A Diclonius has a number of telekinetic arms called Vectors. This ability is constantly active and can not only manipulate objects but also use magic items like wands, staffs, rods, and some wondrous items (like a bag of tricks). Vectors cannot activate items that must be worn to utilize an effect (such as a helm of brilliance). A Diclonii's vectors have an effective Strength score equal to the Diclonii's character level or the Diclonii's actual Strength score, which ever is higher (The same goes for the vectors' Dexterity score). Vectors can be used to perform any attack or defensive action for which a regular hand can be used. Much like a monk’s unarmed attack, vectors are treated both as manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Vectors can reach up to 5ft away, and otherwise deal unarmed damage. A Diclonius starts off with two vectors at first level (the only way to get more is through feats, etc.).
Like a Soulknife's Mind Blade, vectors are made of psychic energy distilled from the Diclonii's own mind. They are unaffected by magic or psionic effects such as dispelling. Even in places where psionic effects do not normally function (such as within a null psionics field), a diclonius can attempt to sustain her vectors by making a DC 20 Will save. On a successful save, the diclonius' may use her vectors for a number of rounds equal to her character level before needing to check again. On an unsuccessful attempt, the vectors vanish. As a move action on her turn, the Diclonius can attempt a new Will save to rematerialize her vectors while still within the psionics negating effect. Vectors are incorporeal and can extend through solid objects but not through force effects. Vectors are not ethereal and do not have a miss chance when striking a physical object. Vectors are invisible and undetectable by any ordinary means. However, opponents are never denied their dex bonus to AC unless they would ordinary be denied that bonus. Vectors can be seen by those under the effect of see invisibility or a similar effect.
Any vector not currently used in combat provide a +1 deflection bonus to AC. If a diclonius has more than two idle or defensive vectors, she can replace her dexterity bonus to AC with her intelligence bonus in addition to the above AC bonus.
Bonus Feat: Improved Unarmed Strike
Level Adjustment: +2
Feats:
Extra Vectors[Racial]
The power of your mind increases the number of vectors you possess
Prerequisites: Vectors ability, Int 15, 3rd level
Benefit: You gain 2 additional vectors.
Special: You can gain this feat multiple times. Each time you take it after the first, your total additional vectors increases to equal the number of times you've taken this feat times 2(in other words, if Ramoura, a 3rd level Diclonius Rogue with an Int score of 17, were to take this feat 2 times, she would have 2 feats x2 vectors, or 4 vectors.).
Extended Reach[Monstrous]
Your flexible body allows you to reach farther than normal.
Prerequisite: Small or larger size, nonrigid body or a nonrigid attack form such as a tentacle, feeler, or pseudopod [Diclonius also require 5th(if Pathfinder) or 6th(if 3.5) level & must have an Int score of >20].
Benefit: Your body or a part of your body with which you can deliver a melee attack is boneless and flexible, allowing you to threaten a larger than normal area with melee attacks. Add +5 feet to your normal reach.
(No, I didn't make this feat; it's in Savage Species on page 34. I'm reposting it here because I think it should also be able to apply to vectors. In the case of extending vectors, you may take this feat multiple times. Its effect stacks.)
Racial Substitution/Class Levels:
Diclonius Rogue*
The diclonius rogue learns to use the traits of its race in secret, so as to avoid the cruel treatment that comes with its abilities. Many Diclonii begin their careers as rogues in order to benefit from the class’s wide range of skills. Though she gives up some of his adventure-oriented talents, the diclonius rogue gains new abilities that aid her in more civilized settings. Focusing on social deception and blending with the crowd, she uses her racial abilities in conjunction with the rogue's skills to strong advantage.
Hit Die: d6.
Requirements
To take a diclonius rogue substitution level, a character must be a diclonius about to take her 1st, (level suggestions needed) level of rogue.
Class Skills
Diclnoius rogue substitution levels have the class skills of the standard rogue class, plus Survival.
Skill Points at Each Level: 10 + Int modifier (or four times this number as a beginning character).
Class Features
All the following are features of the changeling rogue’s racial substitution levels.
Social Intuition (Ex): A diclonius rogue has an uncanny awareness of the tone of any social situation in which he finds himself. This grants benefits to a number of his skill checks (see Chapter 4 of the Player’s Handbook for skill descriptions).
• Making a Gather Information check to gain knowledge takes a diclonius rogue only 1d4+1×10 minutes, instead of the normal 1d4+1 hours.
• A gut assessment of a social situation with a Sense Motive check can be made as a full-round action instead of taking a full minute.
• A diclonius rogue can take 10 on Bluff, Diplomacy, Gather Information, Hide, Move Silently, and Sense Motive checks, even if stress or distraction would normally prevent him from doing so.
This substitution feature replaces the standard rogue’s trapfinding ability. A diclonius rogue without trapfinding can still use the Search skill to find a trap whose DC is 20 or lower, and can still disarm mundane (but not magic) traps with Disable Device, just as any other character without trapfinding.
Diclonius Erudite
Mind of Manifested Magic (Ex): The Diclonius's mind is more highly developed than that of an average human. As such, they benefit most from the Erudite, a Psion who's developed past the normal limitations of powers known. Unlike a typical Erudite, however, a Diclonius Erudite also recognizes the power of both Arcane and Divine magic, and has improved upon an ability possessed by some Erudites called Spell-to-Power Conversion.
You add Spellcraft to your class skill list, which allows you to attempt to convert an arcane or divine spell into a power you can add to your repertoire. You treat the spell as a discipline power for the basis of learning it, and you must first succeed on a Spellcraft check (DC 15 + the spell's level) and then a Psicraft check as per the normal rules of learning a discipline power (see page 154 of Complete Psionic).
Each spell costs a certain number of power points to manifest. The higher the level of the spell, the more power points it costs. The table below describes each spell's cost.
{table]Spell Level|Power Point Cost
0|0*
1|1
2|3
3|5
4|7
5|9
6|11
7|13
8|15
9|17[/table]
* 0-level spells cost no power points to manifest. Instead you may manifest a number of different 0-level spells each day equal to three + the number of power points gained by that class at 1st level.
The erudite uses her manifester level for determining the effects of the spell being manifested. Spells based on caster level use the erudite's manifester level to determine damage and all other effects, including range and duration.
Spells that allow a character to recall or recast a spell cannot be learned.
Because the spells are now effectively psionic powers, they are no longer affected by metamagic feats. However, metapsionic feats can affect them as they would a psionic power.
As with casting a spell, manifesting a spell may require certain components (see page 174 of the Player's Handbook). Some of the components remain unchanged, such as verbal, somatic, and XP cost. Spells with expensive material components (non-negligible) require you to spend an additional 2 power points when manifesting the spell in lieu of the material components. If you happen to have the material components, no additional power point cost is assessed. Spells with a focus are treated the same as those with a material component. If the spell has an expensive material component and a focus, the additional power point cost would be 4.
Compound Psicrystal (Ex): Like the Diclonius race itself, the psicrystal of a Diclonius Erudite manifests a hybrid nature. A 3rd-level Diclonius Erudite can choose two different personalities for her psicrystal, and gains the benefits of both personalities simultaneously. A Diclonius Erudite can even choose Sage as both personalities, but must select different Knowledge skills for each.
Mantled Mind (Ex): At 5th, 10th, 15th, and 20th level, you may sacrifice your bonus feat to gain a psionic mantle. You gain the granted ability of the mantle, and the powers of that mantle are considered general psion/wilder powers for the purpose of learning.
Diclonius Wizard*
(Only decided on 1st and 5th level abilities)
Dual Specialization (Ex): At 1st level, a diclonius wizard can choose to pursue a dual specialization in illusion and divination. To do so, he must give up three other schools of magic.
A diclonius wizard can prepare one additional spell per spell level each day, chosen from either of his specialty schools. For instance, he might choose to prepare ghost sound (illusion) as his additional 0- level spell and true strike (divination) as his additional 1st-level spell.
In addition, he gains a +2 bonus on Spellcraft checks to learn spells from either of these schools.
This substitution feature replaces the standard wizard’s specialization option.
Focused Specialist (Ex): At 5th level, a diclonius wizard gains Spell Focus in both illusion and divination as bonus feats.
This substitution feature replaces the standard wizard's bonus feat at 5th level.
Diclonii Paragon:*
*(Need Help with the other Class abilities)
Any other help would be appreciated.
Changelog:10-11-2012: Finally finished Psion RSL; Changed Vectors to Supernatural ability.
5-14-12: Edited Psion RSL; Added Paragon Class
5-13-12: Edited Extended Vectors, Extra Vectors, Vectors, Racial Traits(Attributes)
12-4-11: Removed Power Resistance, Favored Class restrictions; Edited Range of Psychic Connection, Number of Vectors; added "Feats" Section, Racial Substitution Levels section;
This thread is to create race, feats, a paragon class, racial substitution levels, etc. for this race. Help would most certainly be appreciated. I take no credit as the original creator. I am just expanding upon what is already there. Thanks to locksmyth for the original version.
Here's my version based off of the older version.
http://godofotakus.no.comunidades.net/1807061234/103_lucy_53759_1440x900theanimegallery.com.jpg
Kaede, a Diclonii
Diclonii are very similar to humans, yet possess psychokinetic abilities far beyond. They are both physically and physiologically different to humans in only a small number of ways. Most notably from a physical stance they have ‘cat-ear’ horns that protrude from their skulls. Their brains contains a significantly larger pineal gland, this provides several benefits, they can detect other Diclonius over short distances and have several invisible appendages, called vectors. These arms are telekinetic in nature; they can be made partly of whole physical at will and are otherwise always invisible.
DICLONIUS RACIAL TRAITS:
+2 Constitution, +2 Intelligence, -2 Wisdom
Medium: As Medium creatures, Diclonius have no special bonuses or penalties due to their size.
Base land speed is 30 feet.
Weapon Proficiency: Diclonii are proficient with any one martial or exotic weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.
Vectors(Su). (see description below)
Psychic Connection(Su): A Diclonius can detect the presence of all other Diclonii within 60ft as a swift action. They can also check the attitude the other Diclonius/Diclonii has towards them as part of the same action with a DC 18 Perception/Sense Motive check.
Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Vectors(Su): A Diclonius has a number of telekinetic arms called Vectors. This ability is constantly active and can not only manipulate objects but also use magic items like wands, staffs, rods, and some wondrous items (like a bag of tricks). Vectors cannot activate items that must be worn to utilize an effect (such as a helm of brilliance). A Diclonii's vectors have an effective Strength score equal to the Diclonii's character level or the Diclonii's actual Strength score, which ever is higher (The same goes for the vectors' Dexterity score). Vectors can be used to perform any attack or defensive action for which a regular hand can be used. Much like a monk’s unarmed attack, vectors are treated both as manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Vectors can reach up to 5ft away, and otherwise deal unarmed damage. A Diclonius starts off with two vectors at first level (the only way to get more is through feats, etc.).
Like a Soulknife's Mind Blade, vectors are made of psychic energy distilled from the Diclonii's own mind. They are unaffected by magic or psionic effects such as dispelling. Even in places where psionic effects do not normally function (such as within a null psionics field), a diclonius can attempt to sustain her vectors by making a DC 20 Will save. On a successful save, the diclonius' may use her vectors for a number of rounds equal to her character level before needing to check again. On an unsuccessful attempt, the vectors vanish. As a move action on her turn, the Diclonius can attempt a new Will save to rematerialize her vectors while still within the psionics negating effect. Vectors are incorporeal and can extend through solid objects but not through force effects. Vectors are not ethereal and do not have a miss chance when striking a physical object. Vectors are invisible and undetectable by any ordinary means. However, opponents are never denied their dex bonus to AC unless they would ordinary be denied that bonus. Vectors can be seen by those under the effect of see invisibility or a similar effect.
Any vector not currently used in combat provide a +1 deflection bonus to AC. If a diclonius has more than two idle or defensive vectors, she can replace her dexterity bonus to AC with her intelligence bonus in addition to the above AC bonus.
Bonus Feat: Improved Unarmed Strike
Level Adjustment: +2
Feats:
Extra Vectors[Racial]
The power of your mind increases the number of vectors you possess
Prerequisites: Vectors ability, Int 15, 3rd level
Benefit: You gain 2 additional vectors.
Special: You can gain this feat multiple times. Each time you take it after the first, your total additional vectors increases to equal the number of times you've taken this feat times 2(in other words, if Ramoura, a 3rd level Diclonius Rogue with an Int score of 17, were to take this feat 2 times, she would have 2 feats x2 vectors, or 4 vectors.).
Extended Reach[Monstrous]
Your flexible body allows you to reach farther than normal.
Prerequisite: Small or larger size, nonrigid body or a nonrigid attack form such as a tentacle, feeler, or pseudopod [Diclonius also require 5th(if Pathfinder) or 6th(if 3.5) level & must have an Int score of >20].
Benefit: Your body or a part of your body with which you can deliver a melee attack is boneless and flexible, allowing you to threaten a larger than normal area with melee attacks. Add +5 feet to your normal reach.
(No, I didn't make this feat; it's in Savage Species on page 34. I'm reposting it here because I think it should also be able to apply to vectors. In the case of extending vectors, you may take this feat multiple times. Its effect stacks.)
Racial Substitution/Class Levels:
Diclonius Rogue*
The diclonius rogue learns to use the traits of its race in secret, so as to avoid the cruel treatment that comes with its abilities. Many Diclonii begin their careers as rogues in order to benefit from the class’s wide range of skills. Though she gives up some of his adventure-oriented talents, the diclonius rogue gains new abilities that aid her in more civilized settings. Focusing on social deception and blending with the crowd, she uses her racial abilities in conjunction with the rogue's skills to strong advantage.
Hit Die: d6.
Requirements
To take a diclonius rogue substitution level, a character must be a diclonius about to take her 1st, (level suggestions needed) level of rogue.
Class Skills
Diclnoius rogue substitution levels have the class skills of the standard rogue class, plus Survival.
Skill Points at Each Level: 10 + Int modifier (or four times this number as a beginning character).
Class Features
All the following are features of the changeling rogue’s racial substitution levels.
Social Intuition (Ex): A diclonius rogue has an uncanny awareness of the tone of any social situation in which he finds himself. This grants benefits to a number of his skill checks (see Chapter 4 of the Player’s Handbook for skill descriptions).
• Making a Gather Information check to gain knowledge takes a diclonius rogue only 1d4+1×10 minutes, instead of the normal 1d4+1 hours.
• A gut assessment of a social situation with a Sense Motive check can be made as a full-round action instead of taking a full minute.
• A diclonius rogue can take 10 on Bluff, Diplomacy, Gather Information, Hide, Move Silently, and Sense Motive checks, even if stress or distraction would normally prevent him from doing so.
This substitution feature replaces the standard rogue’s trapfinding ability. A diclonius rogue without trapfinding can still use the Search skill to find a trap whose DC is 20 or lower, and can still disarm mundane (but not magic) traps with Disable Device, just as any other character without trapfinding.
Diclonius Erudite
Mind of Manifested Magic (Ex): The Diclonius's mind is more highly developed than that of an average human. As such, they benefit most from the Erudite, a Psion who's developed past the normal limitations of powers known. Unlike a typical Erudite, however, a Diclonius Erudite also recognizes the power of both Arcane and Divine magic, and has improved upon an ability possessed by some Erudites called Spell-to-Power Conversion.
You add Spellcraft to your class skill list, which allows you to attempt to convert an arcane or divine spell into a power you can add to your repertoire. You treat the spell as a discipline power for the basis of learning it, and you must first succeed on a Spellcraft check (DC 15 + the spell's level) and then a Psicraft check as per the normal rules of learning a discipline power (see page 154 of Complete Psionic).
Each spell costs a certain number of power points to manifest. The higher the level of the spell, the more power points it costs. The table below describes each spell's cost.
{table]Spell Level|Power Point Cost
0|0*
1|1
2|3
3|5
4|7
5|9
6|11
7|13
8|15
9|17[/table]
* 0-level spells cost no power points to manifest. Instead you may manifest a number of different 0-level spells each day equal to three + the number of power points gained by that class at 1st level.
The erudite uses her manifester level for determining the effects of the spell being manifested. Spells based on caster level use the erudite's manifester level to determine damage and all other effects, including range and duration.
Spells that allow a character to recall or recast a spell cannot be learned.
Because the spells are now effectively psionic powers, they are no longer affected by metamagic feats. However, metapsionic feats can affect them as they would a psionic power.
As with casting a spell, manifesting a spell may require certain components (see page 174 of the Player's Handbook). Some of the components remain unchanged, such as verbal, somatic, and XP cost. Spells with expensive material components (non-negligible) require you to spend an additional 2 power points when manifesting the spell in lieu of the material components. If you happen to have the material components, no additional power point cost is assessed. Spells with a focus are treated the same as those with a material component. If the spell has an expensive material component and a focus, the additional power point cost would be 4.
Compound Psicrystal (Ex): Like the Diclonius race itself, the psicrystal of a Diclonius Erudite manifests a hybrid nature. A 3rd-level Diclonius Erudite can choose two different personalities for her psicrystal, and gains the benefits of both personalities simultaneously. A Diclonius Erudite can even choose Sage as both personalities, but must select different Knowledge skills for each.
Mantled Mind (Ex): At 5th, 10th, 15th, and 20th level, you may sacrifice your bonus feat to gain a psionic mantle. You gain the granted ability of the mantle, and the powers of that mantle are considered general psion/wilder powers for the purpose of learning.
Diclonius Wizard*
(Only decided on 1st and 5th level abilities)
Dual Specialization (Ex): At 1st level, a diclonius wizard can choose to pursue a dual specialization in illusion and divination. To do so, he must give up three other schools of magic.
A diclonius wizard can prepare one additional spell per spell level each day, chosen from either of his specialty schools. For instance, he might choose to prepare ghost sound (illusion) as his additional 0- level spell and true strike (divination) as his additional 1st-level spell.
In addition, he gains a +2 bonus on Spellcraft checks to learn spells from either of these schools.
This substitution feature replaces the standard wizard’s specialization option.
Focused Specialist (Ex): At 5th level, a diclonius wizard gains Spell Focus in both illusion and divination as bonus feats.
This substitution feature replaces the standard wizard's bonus feat at 5th level.
Diclonii Paragon:*
*(Need Help with the other Class abilities)
Any other help would be appreciated.
Changelog:10-11-2012: Finally finished Psion RSL; Changed Vectors to Supernatural ability.
5-14-12: Edited Psion RSL; Added Paragon Class
5-13-12: Edited Extended Vectors, Extra Vectors, Vectors, Racial Traits(Attributes)
12-4-11: Removed Power Resistance, Favored Class restrictions; Edited Range of Psychic Connection, Number of Vectors; added "Feats" Section, Racial Substitution Levels section;