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Gnorman
2012-01-07, 08:39 AM
The Aspirant


http://www.wizards.com/dnd/images/lom_gallery/88165.jpg

HD: d10
Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (local), Knowledge (psionics), Profession, Psicraft, Ride, Sense Motive, Swim, Tumble
Skill Points: 4 + Int per level (4x at 1st)

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

1st|+1|+2|+0|+0|Manifesting, Archetype, Martial Training|3|2|1st

2nd|+2|+3|+0|+0|Lesser Archetype Power|5|3|1st

3rd|+3|+3|+1|+1|Fuel for the Fire|7|4|1st

4th|+4|+4|+1|+1|Moderate Archetype Power|11|5|2nd

5th|+5|+4|+1|+1|Preternatural Reflexes|15|6|2nd

6th|+6/+1|+5|+2|+2|Greater Archetype Power, Capstone PLA|19|7|2nd[/table]

Proficiencies: The aspirant is proficient with light armor, medium armor, heavy armor, shields (including tower shields), as well as simple and martial weapons.

Manifesting: The aspirant manifests powers as a psychic warrior does, chosen from the psychic warrior's list (http://www.d20srd.org/srd/psionic/powerList.htm#psychicWarriorPowers). The aspirant's sole manifesting stat is Wisdom.

Archetype: At 1st level, the aspirant chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power, and a Capstone PLA associated with it, which the aspirant receives at the levels noted above. Each archetype also adds bonus powers known, which are listed below.

Martial Training: At 1st level, the aspirant qualifies for feats as if he were a fighter of his own level. He gains a single fighter bonus feat at 1st level, and a second at 5th level.

Lesser Archetype Power: At 2nd level, the aspirant gains the appropriate power for his archetype.

Fuel for the Fire: At 3rd level, the aspirant gains an enhancement bonus to all weapons, natural attacks, or unarmed attacks based on how many power points remain in his reserve. If he has between one and fifteen power points, he gains an enhancement bonus of +1. If he has between sixteen and twenty-four, he gains an enhancement bonus of +2. If he has twenty-five or more, he gains an enhancement bonus of +3. If the weapon in question already has an enhancement bonus, they are not cumulative - only the higher of the two applies.

Moderate Archetype Power: At 4th level, the aspirant gains the appropriate power for his archetype.

Preternatural Reflexes: At 5th level, the aspirant may expend psionic focus to take a five-foot step as an immediate action.

Greater Archetype Power: At 6th level, the aspirant gains the appropriate power for his archetype.

Capstone PLA: At 6th level, the aspirant gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.


Archetypes:

Animus

http://www.wizards.com/dnd/images/DrowUnderdark_Gallery/104488.jpg

Bonus Powers
1st: Prevenom Weapon
2nd: Strength of My Enemy
Capstone PLA: Vampiric Blade

Lesser Archetype Power: An animus gains the ability to form a mind blade (http://www.d20srd.org/srd/psionic/classes/soulknife.htm#mindBlade)as a soulknife of his level, with the following caveats: he may form the mind blade into any simple or martial weapon that does slashing or piercing damage and is appropriate for a creature of his size, (he may choose to create two mind blades and dual wield them, but both weapons must be light), he may do so as a free action once per round, and he may throw a mind blade as a ranged weapon with a range increment of thirty feet.
Moderate Archetype Power: While psionically focused, an animus may apply a single enchantment with a +1 enhancement bonus to his mind blade (if he chooses to dual-wield, he must apply the same enchantment to both weapons). He may apply a single enchantment of up to a +2 enhancement bonus at 6th level (if he chooses to dual-wield, he may only apply +1 enchantments to each blade). The bonuses are selected the first time the animus manifests his mind blade each day, and may be changed by spending five minutes in meditation.
Greater Archetype Power: An animus may animate a mind blade as a standard action, allowing it to attack on its own, using the animus' base attack bonus and his Wisdom modifier in place of Strength when determining both attack and damage bonuses. It has a movement speed of thirty feet, lasts for a number of rounds equal to the animus' Wisdom modifier, and retains any relevant enhancement bonuses, though it may not benefit from any enchantments offered by the animus' moderate archetype ability. While his mind blade is animated, an animus may manifest a new one to use as a weapon, but any enchantments given by the animus' moderate archetype ability are suppressed while an animated mind blade is in effect. The animated mind blade may be sundered as a normal mind blade, and possesses hardness 10 and 10 hit points.


Atavist

http://www.wizards.com/dnd/images/moi_gallery/91040.jpg

Bonus Powers
1st: Bite of the Wolf
2nd: Endorphin Surge (http://dsp-d20-srd.wikidot.com/endorphin-surge)
Capstone PLA: Vampiric Claws

Lesser Archetype Power: An atavist gains the ability to manifest Claws of the Beast on himself as a psi-like ability at will, and his effective manifester level is treated as two higher than it actually is for purposes of determining how much damage his claws do. He also gains an insight bonus on Reflex saves equal to half his level (rounded down, minimum of one).
Moderate Archetype Power: While psionically focused, an atavist gains Pounce and Scent as extraordinary abilities.
Greater Archetype Power: An atavist gains fast healing equal to his Constitution modifier when he is at or below 50% of his hit points.


Pugilist

http://132.209.40.23/w4/campagne/images/WotC_Art_Galleries/ExpandedPsionicsHandbook/Fist%20of%20Zuoken%20by%20Jim%20Pavelec.jpg

Bonus Powers
1st: Expansion
2nd: Body Adjustment
Capstone PLA: Greater Concealing Amorpha

Lesser Archetype Power: A pugilist gains the unarmed damage progression of a monk of his level. He also gains Improved Unarmed Strike as a bonus feat, and is considered proficient in his own unarmed strikes.
Moderate Archetype Power: While psionically focused, a pugilist gains Evasion and his unarmed strikes do extra damage equal to his Wisdom modifier. This extra damage is psionic and may not be reduced by damage reduction.
Greater Archetype Power: As a full-round action, a pugilist may make a stunning strike. If it connects, the attack does extra damage equal to the pugilist's Strength modifier multiplied by his Wisdom modifier and the target is stunned for one round unless it makes a Will save (the DC equals 10 + 1/2 the pugilist's HD + the pugilist's Wisdom modifier). This extra damage is psionic and may not be reduced by damage reduction.


Tempest

http://www.wizards.com/dnd/images/xph_gallery/80476.jpg

Bonus Powers
1st: Burst
2nd: Hustle
Capstone PLA: Dimension Slide

Lesser Archetype Power: A tempest may move without penalty through difficult terrain or areas of poor visibility, and may at his normal speed even while wearing medium or heavy armor or when encumbered.
Moderate Archetype Power: A tempest gains a bonus on melee damage rolls equal to the number of feet he has moved in that round divided by five (minimum of zero).
Greater Archetype Power: While psionically focused, a tempest may take an additional swift or immediate action each round.


Warden

http://www.wizards.com/dnd/images/cpsi_gallery/96370.jpg

Bonus Powers
1st: Thicken Skin
2nd: Damp Power (CP)
Capstone PLA: Earthshaker (http://dsp-d20-srd.wikidot.com/earthshaker)

Lesser Archetype Power: A warden gains the ability to form a shield out of psychic power as a swift action - treat this is as a heavy steel shield with an enhancement bonus equal to the warden's Wisdom modifier. The shield is weightless and levitates in front of the warden, instinctively moving to block attacks and therefore does not require the warden to use one of his hands to wield it nor does it apply a penalty to attack rolls or armor checks. The bonus to his armor class from the shield also still applies if he is denied his Dexterity bonus to his armor class. The shield may be dismissed as a free action and disappears if the warden is knocked unconscious, asleep, or otherwise mentally unaware.
Moderate Archetype Power: A warden gains the ability to throw his psychic shield as a standard action. Treat this ability as a ranged touch attack with a range increment of twenty feet, using the warden's Wisdom modifier instead of his Dexterity modifier. The shield does 2d6 plus the aspirant's Wisdom modifier in bludgeoning damage with a 19-20/x2 critical modifier. It ignores material-based damage reduction and on a critical hit the target is stunned for one round with no save. The shield instantly returns once thrown, allowing the warden to retain its defensive abilities. In addition, his shield now applies to his touch AC.
Greater Archetype Power: While psionically focused, a warden with his psychic shield ability active blocks line of effect for hostile spells and abilities, allowing him to shield allies from a dragon's breath weapon, for example. In addition, his psychic shield now functions as if it were a tower shield, and while using the shield as total cover, spellcasters may not target the shield to target the warden as normal.

Gnorman
2012-01-08, 02:30 AM
Aspirant is complete, and much more comic-booky than any other class I've done yet.

Eldest
2012-01-08, 12:17 PM
It's not comic-booky, I can only name two of those as specific X-Men.
Wait a second...
Anyway, Fuel for the Fire is useless at the level you get it, unless you get bonus PP. You should be getting some extra from a high wisdom at least, but you might want to think about how that works a bit.
Scratch that. At level 3, if you are able to manifest the powers at all, you will have exactly 8 PP. Sneaky.

Gnorman
2012-01-08, 08:34 PM
It's not comic-booky, I can only name two of those as specific X-Men.
Wait a second...
Anyway, Fuel for the Fire is useless at the level you get it, unless you get bonus PP. You should be getting some extra from a high wisdom at least, but you might want to think about how that works a bit.
Scratch that. At level 3, if you are able to manifest the powers at all, you will have exactly 8 PP. Sneaky.

It was sneaky, but I changed it so as to not punish low-level aspirants for actually using their powers.

stack
2012-01-10, 08:42 AM
I would learn psionics to play this class. Great class.

Gnorman
2012-01-15, 07:07 AM
Tempest archetype added, for you speedy-warrior types.