View Full Version : Pathfinder The Meditist (Psionic Monk) WIP [Advice Seeking)

2014-03-16, 09:26 PM
This is a first rough draft, just an idea I had for a class. Ignore the bits that aren't there. If you need to know the chart for the psionics look up the Erudite, only this time it actually does say powers per day none of this powers per level per day stuff.

The Weapon of Focus progression is the same as the Monk's Unarmed Damage.

This is a PATHFINDER homebrew.

Meditist's have the following game statistics.
Abilities: The Meditist primary focus is the Wisdom gained through years of martial discipline and meditation. The physical aspects of the Meditist life has made Strength and Dexterity vital as well.
Alignment: Always Lawful
Hit Die: d10
Starting Age: As Cleric
Starting Gold: As Cleric

Class Skills
The Meditist's class skills (and the key ability for each skill) are...
Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Psionics) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Psicraft [Spellcraft] (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Survival (Wis)

Skill Points at First Level: (6 + Int modifier)
Skill Points at Each Additional Level: 6 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Dancing Strikes|W o F Damage|Point Points/Day|Unique Powers/Day|Power Level

+2|Bonus feat, wise defense, dancing strikes, devoted weapon focus, weapon of focus|-1/-1|1d6|3|1|1st

+3|Bonus feat, fleet feet, evasion, detect psionics|+0/+0|1d6|6|2|1st

+3|Maneuver training, insightful words|+1/+1|1d6|11|2|2nd

+4|Mental strike (magic)|+2/+2|1d8|17|3|2nd

+4|Insightful strike|+3/+3|1d8|25|3|3rd

+5|Bonus feat, telepathy|+4/+4/-1|1d8|35|4|3rd

+5|Mental bonds, mental strike (cold iron/silver)|+5/+5/+0|1d8|46|4|4th

+6|Wise defense (medium armor), dancing strikes|+6/+6/+1/+1|1d10|58|5|4th

+6|Insightful strike|+7/+7/+2/+2|1d10|72|5|5th

+7|Bonus feat, mental strike (alignment), mental bonds|+8/+8/+3/+3|1d10|88|6|5th

+7|Innate gifts|+9/+9/+4/+4/-1|1d10|106|6|6th

+8|Touch of the focused mind|+10/+10/+5/+5/+0|2d6|126|7|6th

+8|Mental strike (adamantine)|+11/+11/+6/+6/+1|2d6|147|7|7th

+9|Bonus feat|+12/+12/+7/+7/+2|2d6|170|8|7th

+9|Dancing strikes, insightful strike|+13/+13/+8/+8/+3/+3|2d6|195|8|8th

+10|Mental stike (damage reduction)|+14/+14/+9/+9/+4/+4/-1|2d8|221|9|8th

+10|Innate gifts|+15/+15/+10/+10/+5/+5/+0|2d8|250|9|9th

+11|Bonus feat|+16/+16/+11/+11/+6/+6/+1|2d8|280|10|9th

+11|Insightful strike|+17/+17/+12/+12/+7/+7/+2|2d8|311|10|9th

+12|Innate gifts, touch of the focused mind|+18/+18/+13/+13/+8/+8/+3|2d10|343|11|9th[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Meditist are proficient with the unarmed strike, brass knuckles. Cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, katana, kukri, longsword, naginata, nodachi, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword, and wakizashi.

Meditist are also proficient with light armor but not shields.

Point Points/Day:
A meditist's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Meditist. In addition he recieves bonus point points per day if he has a high Wisdom score. His race might also provide bonus power points per day, as might certain feats and items.

Unique Powers per Day:
Meditist manifest psionic powers, paying for each manifestation with an expenditure of power points. Unlike a psion or other psionic class, a meditist is limited to manifesting a certain number of unique psionic powers per day from, the repertoire of powers he knows, according to his class level. Thus, a 1st-level meditist can manifest only one unique power per day; however, the total number of powers he can manifest per day is limited only by his daily power points (that is, the meditist can manifest the unique power as many times per day as he has point points to pay for it.). A meditist simply knows his powers; they are part of his mind. He does not need to prepare them, though he must get a good night's sleep to regain all spent power points the next day, or at least 8 hours meditating if the meditist does not need sleep.

Powers Discovered (Repertoire):
A meditist selects powers from the psychic warrior, psion/wilder, vitalist, and psion discipline lists but only those with the Psychokinesis, Psychometabolism, and Telepathy descriptors. A meditist begins play knowing three 1st-level powers of your choice. For each point of Wisdom bonus your character possesses, he knows one additional 1st-level power when you begin play. If a power appears on multiple list at different levels count the power as being at the most common level available. Each time he achieves a new level, he unlocks the knowledge of three new powers of any level or levels that he can manifest (according to his new level) from his available power levels.

A meditist cannot automatically learn powers from any of the discipline power lists not included in his list of available lists.

To learn or manifest a power, a meditist must have a Wisdom score of at least 10 + the power's level. The difficulty class for saving throws against meditist powers is 10 + the powers level + the meditist Wis modifier. A meditist can later learn new powers from power stones, from minds of other willing psionic characters, and from the minds of unwilling unconscious psionic characters (see Adding Powers to a Meditist Repertoire, below)

Psionic Talents
A meditist may select 2 + their Wisdom bonus from level 0 psionic powers. Once these talents are selected they may not otherwise be changed. These talents may not be augmented and do not count toward the meditist unique powers per day. If the same power is used as a unique power per day it can be augmented normally.

Wise Defense (Ex)
A Meditist adds his Wisdom bonus (if any) to his armor class as long as he is unarmored, unencumbered, or wearing light armor. At 8th level the Meditist retains his wisdom bonus while wearing medium armor. Any time he would lose his Dexterity bonus to AC, he loses his Wisdom bonus, as well.

Dancing Strikes (Ex)
Starting at 1st level, a meditist can make a dancing strikes as a full-round action.

When doing so, he may make one additional attack, taking a -2 penalty to all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with any of his devoted weapons (he does not need to use two weapons to utilize this ability) and always attack against the opponents touch AC.

At 8th level, the meditist can make two additional attacks when he uses dancing strikes, as if using Improved Two-Weapon Fighting (even if the meditist does not meet the prerequisites for the feat).

At 15th level, the meditist can make three additional attacks using dancing strikes, as if using Greater Two-Weapon Fighting (even if the meditist does not mee the prerequisites for the feat).

A meditist applies 1.5x his strength bonus to his damage rolls for all successful attacks made with dancing strikes, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A meditist can substitute disarm, sunder, grapple, and trip combat maneuvers for unarmed attacks as part of the dancing strikes. A meditist with natural weapons cannot use such weapons as part of the dancing strike, nor can he make natural attacks in addition to his dancing strikes.

Devoted Weapon Focus:
At 1st level, a meditist receives Weapon focus as a bonus feat (choosing any weapon he is proficient in). If the meditist chooses unarmed strike, the meditist gains the Improved Unarmed Strike feat as well.

Weapon of Focus (Ps)
Weapon wielded by a meditist are charged with the power of his mind. A meditist can designate a weapon as a weapon of focus by selecting that weapon with the Weapon focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the meditist is wielding a weapon of focus, he treats his meditist level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.

In addition, the meditist weapon of focus damage is based on his level and not the weapon type. The damage for Medium Warpriest is listed on Table: Meditist. If the weapon normally deals more damage then this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. The meditist can decide to use the weapon's base damage instead of the weapon of focus damage this must be declared before the attack roll.

If the weapon of focus is an unarmed strike the unarmed strike counts as a masterwork constructed weapon for the purposes of enhancement.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a meditist may select a bonus feat. These feats must be psionic feats, metapsionic feats, or psionic item creation feats.

These bonus feats are in addition to the feats that a character of any class gains every other level. A meditist is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

Fleet Feet (Ex)
At 2nd level, as a swift action the meditist can choose to move up to the full length of his base movement speed. If this ability is used the meditist cannot make a normal move action in the same round.

Evasion (Ex)
At 2nd level or higher, a meditist can avoid damage from many area-effect attacks. If a meditist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a meditist is unarmored, unencumbered, wearing light or medium armor (if the monk as reached 8th level). A helpless monk does not gain the benefit of evasion.

Detect Psionics (Ps)
At 2nd level, all meditist gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

Maneuver Training
At 3rd level, a meditist may add his Wisdom bonus (if any) to his Combat maneuver bonus. A meditist also adds his Wisdom bonus to his Combat maneuver defense against any combat maneuver that he has the appropriate improved feat with.

Insightful Words
At 3rd level, the meditist adds his Wisdom bonus to his Intelligence and Charisma based skills. The meditist may also now make all knowledge skill checks untrained.

Mental Strike [Ps]
At 4th level, the meditist attacks count as magic for the purpose of overcoming damage reduction.
At 7th level, the meditist attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, the meditist attacks are also treated as either lawful, chaotic, good, or evil depending on the meditist choice. Once the choice has been made it will also be counted as that type. A Meditist may expend his level in power points to allow the attack to count as one additional type for the purpose of overcoming damage reduction.
At 13th level, his attacks are treated ad adamantine weapon for the purpose of overcoming damage reduction and bypassing hardness.
At 16th level, a meditist can pay his level in power points per turn to ignore damage reduction.

Insightful Strike (Ps)
At 5th level, the meditist gains the ability to apply his Wisdom bonus to either his to hit or to damage roll. He must declare this insight bonus before he makes his attack roll, a failed attack uses up the insight bonus this round.

At 9th, the meditist can add the wisdom bonus to both hit and damage. At 15th, the meditist can add 1.5 x wisdom to hit and damage. At 19th level, the meditist can add wisdom bonus to the end of all dice rolls not the collective amount of damage done.

Telepathy (Ps)
When a meditist reaches 6th level, all willing members of his party (Including the meditist himself) can communicate with each other telepathically, even if they do not share a common language. Animals do not count as part of the party unless the animal in question is a companion or familiar with an Int score higher then 3. The range of this telepathy is 20 feet per 2 meditist levels. Party members (including the meditist himself) can remove themselves from this telepathy as a free action and rejoin as a free action as well. The comings and goings of those to the telepathy are known to the meditist.

Mental Bonds (Ps)
When a meditist reaches 7th level the meditist while connected via telepathy can allow one party member to manifest a psionic talent as the cost of expending his psionic focus. This psionic talent cannot be augmented, the powers DC is equal to 10 + Power level + the party member's Wis modifier

At 10th level the meditist can expand this to allow two party members to manifest a psionic talent.

Innate Gifts (Ps)
At 11th level, the meditist gains the ability to select 2 level 1 psionic powers known. These abilities are treated as psi-like abilities and can be used 3/day as a swift action. These abilities do not use power points to manifest, but these powers cannot be augmented.

At 17th level, the meditist can select two additional psionic powers these from level 2 psionic powers known. These abilities are treated as psi-like abilities and can be used 3/day. The psi-like abilities chosen at 11th level are now treated as at-will abilities and can be augmented as normal. The newly selected psi-like abilities cannot be augmented.

At 20th level, the meditist can choose to count all of his psi-like abilities DC as based off his Wis x1.5. All psi-like abilities granted by this ability can be augmented as normal.

Touch of the Focused Mind (Ps)
At 12th level, the medtist can imbue his physical strikes with psionic power, adding any touch ranged power to be added to any of the meditist physical blows.

At 20th level, the meditist can imbue his physical strikes with a psionic power, including those with a range beyond touch. These powers can only effect the target hit by the strike, if the power possesses a saving throw downgrade it one stage (Reflex to negate will become reflex to half, fortitude to negate will remove the saving throw altogether.)

[After the class features]
Adding Powers To A Meditist's Repertoire
In addition to learning new powers for gaining a level like other psionic classes, meditist can add new powers to their repertoire through some other methods.
Powers gained at new level:
Meditist and other psionics characters perform a certain amoutn of personal meditation between adventures in attempt to unlock latent mental abilities. Each time a psionic character attains a new level, he learns additional powers according to his class schedule.
A meditist learns three powers of his choice to add to his repertoire in this fashion. These represent powers unlocked through study, practice, and accumulation of psionic lore. The three free powers must be of levels the meditist can manfiest and they cannot be selected from outside his appropriate list.

Learning Additional Powers:
A meditist can learn additional powers outside of those learned at the beginning of a new level by directly learning a power from another's repertoire, learning it from a power stone, or taking the Expanded Knowledge feat.

No matter what the powers source, the character must first make mental contact (a process similar to addressing a power stone, requiring a psicraft check against a DC of 15 + the highest-level power contained in the stone or the repertoire). He can make mental contact only with a willing psionic character or creature (unconscious creature are considered willing, but not psionic characters under the effect of other immobilized conditions or mind affecting spells.)

Mental contact requires 1 round of physical contact. Once mental contact is achieved, the meditist becomes aware of all the powers stored in the power stone or all the powers known by the target up to the highest level of power the erudite knows himself (if the powers' host fails a Will save [DC 13+Meditist Wis bonus]).

Next, the meditist must make a Psicraft check (DC 15 + powers level) for each power he is trying to learn to see if he understands that power. If the selected power is not on his class list or on any of the selected discipline lists, he automatically fails this check. If the check fails the meditist cannot understand, manifest, or learn the power. He cannot attempt to manifest or learn it again, even if he studies it from another source, until he gains another rank in Psicraft. I the power was being learned from a power stone, it does not vanish from the stone.

If the check succeeds, the meditist understands the selected power. He can attempt to manifest the power normally on his next turn. Or he can attempt to permanently commit the power to his own repertoire.

Committing the Power to Repertoire:
Once a meditist understands a new power through the procedure of contact described above, he can learn it, permanently adding it to his repertoire.
Physical Requirements: The meditist doesn't need to keep the power stone or other psionic source bearby while he foxes the candidate power in his repertoire. However, should he manifest any other power during the time requirement, he loses focus on the4 power to be added, forgoing the change to learn the power till he gains at least one more rank in Psicraft.
Time: The process requires 8 hours, regardless of the power's level. During those 8 hours, the meditist must remain in meditation.

[I need some ideas for the rest of the class, and input on what is above]

2014-03-17, 12:32 AM
As you can see from my table levels 9, 11, 12, 17, 19, 20 are empty levels. I need a capstone for this class and a bit of something to fill out the later levels.

2014-03-17, 10:34 AM
Happy Monkday

2014-03-17, 09:53 PM
Completed the list, feel free to begin tearing it apart :)