Holocron Coder
2007-02-21, 10:29 AM
Alright, here is my High Templar PrC, as proposed in the thread for creating the Protoss races. I still have to add the descriptions of each of the class skills, but otherwise, I believe everything is in place... suggestions about the mechanics would be good.
High Templar
(In shock and disarray) An illusion? Are you afraid to face me, Templar? - Infested Kerrigan.
So long as you continue to be so predictable, O Queen, I need not face you at all. You are your own worst enemy. - Executor Tassadar.
High Templars represent those warriors who have reached an inner plateau within themselves and look to expand their arsenal to better server the Khala. They are often generals or leaders amongst their warrior people, leading the charge and providing inspiration to those below them. Despite not being as physically hardy as if they had remained the martial course, high templar strike even more fear into their enemies with their great psionic power, devastating in its might.
Because of its origins, Psionic Warriors are most likely to follow this course once they feel they have reached their martial peak. It is not unknown for Psions to follow this path in order to make up for their poor close-combat abilities.
NPC high templar are most likely to be leaders in their communities, giving orders to normal soldiers.
Hit Die: d6.
http://tn3-2.deviantart.com/fs10/300W/i/2006/135/3/4/Protoss_High_Templar_by_Tanathiel.jpg
Protoss High Templar. Picture by Tanathiel on DeviantArt.
Requirements
To qualify to become a High Templar, a character must follow all of the following criteria.
Base Attack Bonus: +5.
Psionics: Able to manifest 3rd level powers.
Race: High Protoss.
Class Skills
The high templar's class skills (and key ability for each skill) are Athletics (Str), Autohypnosis* (Wis), Concentration* (Con), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Psionics)* (Int), Listen (Wis), Psicraft* (Int), Sense Motive (Cha), Spot (Wis), Use Psionic Device* (Cha).
* See new skills and expanded uses of existing skills in Chapter 3 of the Expanded Psionics Handbook. See Chapter 4 of the The Player's Handbook for other skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
High Templar
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers
1st|
+0|
+2|
+0|
+2|Lesser Hallucination|+1 level of existing manifesting class
2nd|
+1|
+3|
+0|
+3|Psionic Shock|+1 level of existing manifesting class
3rd|
+2|
+3|
+1|
+3|Psionic Blast|+1 level of existing manifesting class
4th|
+3|
+4|
+1|
+4|Greater Hallucination|+1 level of existing manifesting class
5th|
+3|
+4|
+1|
+4|Lesser Psionic Storm|--
6th|
+4|
+5|
+2|
+5|Expanded Reservoir|+1 level of existing manifesting class
7th|
+5|
+5|
+2|
+5|Perfected Hallucination|+1 level of existing manifesting class
8th|
+6|
+6|
+2|
+6|Greater Psionic Storm|+1 level of existing manifesting class
9th|
+6|
+6|
+3|
+6|Perfected Psionic Blast|+1 level of existing manifesting class
10th|
+7|
+7|
+3|
+7|Archon Knowledge|-- [/table]
Class Features
All the following are class features of the high templar prestige class.
Weapon and Armor Proficiency: High Templar gain no proficiency with any weapon or armor.
Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of high templar to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character has more than one manifesting class before he became a high templar, he must decide to which class he adds the new level of high templar for the purpose of determining power points per day, powers know, and manifester level.
Lesser Hallucination: This ability is identical to the spell Project Image (http://www.d20srd.org/srd/spells/projectimage.htm) with the following differences. The image created can be a duplicate of any single object within 25 ft of the caster. The image has hitpoints equal to 1/3 the copied object's hitpoint total. Only one hallucination can be created by a high templar at any one time, and it lasts a number of rounds equal to twice the high templar's manifester level, or until its hit points reach zero. This ability can be used a number of times per day equal to 1 + the high templar's Wis modifier.
Psionic Shock: As a full-round action, a high templar can manifest the beginnings of a psionic storm, in the form of a single psionic bolt. This attack does 1/2 class level 1d8 + Wis modifier of damage, to a number of creatures equal to the high templar's Wis modifier. The high templar chooses the initial creature to be targeted, within a distance of 25ft + 5ft / 2 manifester levels, and the bolt jumps to the nearest creature that hasn't already been targeted by this ability. The adjacent creature must be within 10ft of the initial creature.
Psionic Blast: Once per round, as a standard action, a high templar may manifest psionic powers to attack a single creature within 25ft + 5ft / class level. The attack deals damage equal to class level d6 + Wis modifier. This is resolved as a ranged touch attack.
Greater Hallucination: As the high templar grows in power, their Hallucination grows in realism. The image becomes solid and can no longer be moved through. Additionally, it is granted a rudimentary intelligence, allowing it to move on its own will, acting as whatever it is a copy of. Its hit point total increases to 2/3 of the hitpoint total of its copied target. The hallucination can now speak Common believably. This ability supersedes Lesser Hallucination.
Lesser Psionic Storm: As a full-round action, a high templar may designate a square withing 25ft + 5ft / class level. The area within a 15ft radius of this point is wracked by psionic lightning, damaging all creatures in it. All creatures, including allies, within this radius take damage equal to the high templar's manifester level in d4. A successful Will save (DC 10 + 1/2 manifester level + Wis modifier) halves this damage. The area is affected for a number of rounds equal class level. Once cast, this ability cannot be used for 1d4+1 rounds beginning once the previous duration ends.
Expanded Reservoir: As a high templar becomes more in tune with their psionic potential, he unlocks hidden pools of power within himself. A high templar, at 6th level, can add twice his class level to power points per day.
Perfected Hallucination: A high templar eventually perfects his hallucinatory powers. A hallucination created by a high templar is no longer disbelievable other than by characters who saw its creation, is solid, moves of its own will, has hit points equal to its copied target, and does 1 damage on a successful attack. Additionally, the hallucination lasts until it is destroyed, or for 1 full day and can speak in any language the copied creature knew. This ability supersedes Greater and Lesser Hallucination.
Greater Psionic Storm: As Lesser Psionic Storm, with range 50ft + 10ft / class level, radius 25ft, and allies are immune to the damage within the radius. Additionally, the damage per manifester level increases to 1d4+Wisdom modifier (up to 20d4 + 20 x Wisdom modifier damage). This ability supersedes Lesser Psionic Storm.
Perfected Psionic Blast: The high templar expands upon his psionic blast technique, allowing it to be cast faster and stronger. At level 9, a high templar can manifest a psionic blast in a full-attack action (for example, a high templar with a base attack bonus of +16 can make 3 psionic blasts as a full attack action). Additionally, each creature successfully hit by at least a single psionic blast must make a Will save (DC equal to 10 + 1/2 manifester level + Wis modifier), or be stunned for 1 round. If a creature suffers more than one psionic blast, the DC of the save increases by 2 for each successful strike. This ability supersedes Psionic Blast.
Archon Knowledge: Once per day, and this the assistance of a willing psionic ally, a high templar may merge with his ally to form an Archon. Using this ability drains both characters of all their power points for that day. See below for information regarding this. Upon reverting from this form, which occurs after a number of rounds equal to 1/2 the high templar's manifester level, both characters are exhausted until they have a full 8 hours of rest. If the archon is destroyed, the characters are instead unconscious at -9 hitpoints and stable.
http://ewancient.lysator.liu.se/pic/fanq/f/m/fmzoot/archon.jpg
Archon. Picture by Eric Chen on Elfwood.
When two creatures merge to become an Archon, their statistics change dramatically. An archon has the best stats, saves, and base attack of either character and has health equal to 3/4 the characters' total health, all ignoring magical items being used by the base characters.. Its size increases to large with a reach of 10ft. The Archon gains +6 natural armor, +10 Deflection bonus, and adds its Wis bonus to armor. It gains a single attack that does Wis mod * 2d8 damage of force damage, with creatures adjacent to the creature being attacked taking 1/4 damage. This attack can be used in a full attack as a normal attack. Any creature hit directly by this attack must make a Will save (DC 10 + manifester level + Wis modifier) or be stunned. Any creature killed by this attack explodes with a dramatic display of energy, causing a fear effect with the same DC to all creatures adjacent to the destroyed creature. The attack is resolved as a touch attack using the Archon's Wis mod instead of his Dex or Str modifier. Finally, the movement speed of the archon is the sum of the two creature's movement speed and the Archon is of type Elemental (Psionic).
High Templar
(In shock and disarray) An illusion? Are you afraid to face me, Templar? - Infested Kerrigan.
So long as you continue to be so predictable, O Queen, I need not face you at all. You are your own worst enemy. - Executor Tassadar.
High Templars represent those warriors who have reached an inner plateau within themselves and look to expand their arsenal to better server the Khala. They are often generals or leaders amongst their warrior people, leading the charge and providing inspiration to those below them. Despite not being as physically hardy as if they had remained the martial course, high templar strike even more fear into their enemies with their great psionic power, devastating in its might.
Because of its origins, Psionic Warriors are most likely to follow this course once they feel they have reached their martial peak. It is not unknown for Psions to follow this path in order to make up for their poor close-combat abilities.
NPC high templar are most likely to be leaders in their communities, giving orders to normal soldiers.
Hit Die: d6.
http://tn3-2.deviantart.com/fs10/300W/i/2006/135/3/4/Protoss_High_Templar_by_Tanathiel.jpg
Protoss High Templar. Picture by Tanathiel on DeviantArt.
Requirements
To qualify to become a High Templar, a character must follow all of the following criteria.
Base Attack Bonus: +5.
Psionics: Able to manifest 3rd level powers.
Race: High Protoss.
Class Skills
The high templar's class skills (and key ability for each skill) are Athletics (Str), Autohypnosis* (Wis), Concentration* (Con), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Psionics)* (Int), Listen (Wis), Psicraft* (Int), Sense Motive (Cha), Spot (Wis), Use Psionic Device* (Cha).
* See new skills and expanded uses of existing skills in Chapter 3 of the Expanded Psionics Handbook. See Chapter 4 of the The Player's Handbook for other skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
High Templar
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers
1st|
+0|
+2|
+0|
+2|Lesser Hallucination|+1 level of existing manifesting class
2nd|
+1|
+3|
+0|
+3|Psionic Shock|+1 level of existing manifesting class
3rd|
+2|
+3|
+1|
+3|Psionic Blast|+1 level of existing manifesting class
4th|
+3|
+4|
+1|
+4|Greater Hallucination|+1 level of existing manifesting class
5th|
+3|
+4|
+1|
+4|Lesser Psionic Storm|--
6th|
+4|
+5|
+2|
+5|Expanded Reservoir|+1 level of existing manifesting class
7th|
+5|
+5|
+2|
+5|Perfected Hallucination|+1 level of existing manifesting class
8th|
+6|
+6|
+2|
+6|Greater Psionic Storm|+1 level of existing manifesting class
9th|
+6|
+6|
+3|
+6|Perfected Psionic Blast|+1 level of existing manifesting class
10th|
+7|
+7|
+3|
+7|Archon Knowledge|-- [/table]
Class Features
All the following are class features of the high templar prestige class.
Weapon and Armor Proficiency: High Templar gain no proficiency with any weapon or armor.
Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of high templar to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character has more than one manifesting class before he became a high templar, he must decide to which class he adds the new level of high templar for the purpose of determining power points per day, powers know, and manifester level.
Lesser Hallucination: This ability is identical to the spell Project Image (http://www.d20srd.org/srd/spells/projectimage.htm) with the following differences. The image created can be a duplicate of any single object within 25 ft of the caster. The image has hitpoints equal to 1/3 the copied object's hitpoint total. Only one hallucination can be created by a high templar at any one time, and it lasts a number of rounds equal to twice the high templar's manifester level, or until its hit points reach zero. This ability can be used a number of times per day equal to 1 + the high templar's Wis modifier.
Psionic Shock: As a full-round action, a high templar can manifest the beginnings of a psionic storm, in the form of a single psionic bolt. This attack does 1/2 class level 1d8 + Wis modifier of damage, to a number of creatures equal to the high templar's Wis modifier. The high templar chooses the initial creature to be targeted, within a distance of 25ft + 5ft / 2 manifester levels, and the bolt jumps to the nearest creature that hasn't already been targeted by this ability. The adjacent creature must be within 10ft of the initial creature.
Psionic Blast: Once per round, as a standard action, a high templar may manifest psionic powers to attack a single creature within 25ft + 5ft / class level. The attack deals damage equal to class level d6 + Wis modifier. This is resolved as a ranged touch attack.
Greater Hallucination: As the high templar grows in power, their Hallucination grows in realism. The image becomes solid and can no longer be moved through. Additionally, it is granted a rudimentary intelligence, allowing it to move on its own will, acting as whatever it is a copy of. Its hit point total increases to 2/3 of the hitpoint total of its copied target. The hallucination can now speak Common believably. This ability supersedes Lesser Hallucination.
Lesser Psionic Storm: As a full-round action, a high templar may designate a square withing 25ft + 5ft / class level. The area within a 15ft radius of this point is wracked by psionic lightning, damaging all creatures in it. All creatures, including allies, within this radius take damage equal to the high templar's manifester level in d4. A successful Will save (DC 10 + 1/2 manifester level + Wis modifier) halves this damage. The area is affected for a number of rounds equal class level. Once cast, this ability cannot be used for 1d4+1 rounds beginning once the previous duration ends.
Expanded Reservoir: As a high templar becomes more in tune with their psionic potential, he unlocks hidden pools of power within himself. A high templar, at 6th level, can add twice his class level to power points per day.
Perfected Hallucination: A high templar eventually perfects his hallucinatory powers. A hallucination created by a high templar is no longer disbelievable other than by characters who saw its creation, is solid, moves of its own will, has hit points equal to its copied target, and does 1 damage on a successful attack. Additionally, the hallucination lasts until it is destroyed, or for 1 full day and can speak in any language the copied creature knew. This ability supersedes Greater and Lesser Hallucination.
Greater Psionic Storm: As Lesser Psionic Storm, with range 50ft + 10ft / class level, radius 25ft, and allies are immune to the damage within the radius. Additionally, the damage per manifester level increases to 1d4+Wisdom modifier (up to 20d4 + 20 x Wisdom modifier damage). This ability supersedes Lesser Psionic Storm.
Perfected Psionic Blast: The high templar expands upon his psionic blast technique, allowing it to be cast faster and stronger. At level 9, a high templar can manifest a psionic blast in a full-attack action (for example, a high templar with a base attack bonus of +16 can make 3 psionic blasts as a full attack action). Additionally, each creature successfully hit by at least a single psionic blast must make a Will save (DC equal to 10 + 1/2 manifester level + Wis modifier), or be stunned for 1 round. If a creature suffers more than one psionic blast, the DC of the save increases by 2 for each successful strike. This ability supersedes Psionic Blast.
Archon Knowledge: Once per day, and this the assistance of a willing psionic ally, a high templar may merge with his ally to form an Archon. Using this ability drains both characters of all their power points for that day. See below for information regarding this. Upon reverting from this form, which occurs after a number of rounds equal to 1/2 the high templar's manifester level, both characters are exhausted until they have a full 8 hours of rest. If the archon is destroyed, the characters are instead unconscious at -9 hitpoints and stable.
http://ewancient.lysator.liu.se/pic/fanq/f/m/fmzoot/archon.jpg
Archon. Picture by Eric Chen on Elfwood.
When two creatures merge to become an Archon, their statistics change dramatically. An archon has the best stats, saves, and base attack of either character and has health equal to 3/4 the characters' total health, all ignoring magical items being used by the base characters.. Its size increases to large with a reach of 10ft. The Archon gains +6 natural armor, +10 Deflection bonus, and adds its Wis bonus to armor. It gains a single attack that does Wis mod * 2d8 damage of force damage, with creatures adjacent to the creature being attacked taking 1/4 damage. This attack can be used in a full attack as a normal attack. Any creature hit directly by this attack must make a Will save (DC 10 + manifester level + Wis modifier) or be stunned. Any creature killed by this attack explodes with a dramatic display of energy, causing a fear effect with the same DC to all creatures adjacent to the destroyed creature. The attack is resolved as a touch attack using the Archon's Wis mod instead of his Dex or Str modifier. Finally, the movement speed of the archon is the sum of the two creature's movement speed and the Archon is of type Elemental (Psionic).