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View Full Version : Psionic Version of Effigy Master (CAr)



Helgraf
2007-05-05, 10:42 PM
Okay, I'm working on a concept character, and am trying to convert the Effigy Master from Complete Arcane to a Psionic format. A lot of it is easy, given the general notion that Psionics = Magic. The biggest problem is the lack of a psionic power equivalent to simulacrum; need ideas for how to adjust the Prestige Class to account for this; what sort of additional/alternate requirement to give.

Here's the rebuild thus far.

Effigy Master (Psionic)
Hit Die: d4
Class Skills: Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Psicraft (Int) [modified from Spellcraft].
Skill Points at Each Level: 2 + Int modifier.
Weapon and Armor Proficiency: Effigy Masters gain no proficiency with any weapon or armor.

Requirements
Skills:
Craft (Leatherworking, Metalworking or Woodworking) 10 Ranks
Knowledge (Psionics) 5 Ranks [Converted from Knowledge (Arcana)]
Psicraft 5 Ranks [Converted from Spellcraft]
Use Psionic Device 2 Ranks [Converted from Use Magic Device]
Feat:
Craft Universal Item [Converted from Craft Wonderous Item]
Special:
Must have the [u]simulacrum spell on a class spell list, whether or not the character can currently cast it.

Lvl..BA..Frt..Rfl..Wil..MFL..Special
..1..+0...+0...+0...+2.. - ... Craft Effigy
..2..+1...+0...+0...+3..+1... -
..3..+1...+1...+1...+3..+1... Improved Effigy
..4..+2...+1...+1...+4..+1... -
..5..+2...+1...+1...+4..+1... Effigy Link

MFL - At every class level except 1st, an effigy master gains new power points per day and an increase in manifester level (and powers known, if applicable) as if he had also gained a level in a manifesting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one manifesting class before becoming an effigy master, he must decide to which class to add each level for the purposes of determining power points per day, manifester level, and powers known.

Craft Effigy (Su) An effigy master can create constructs known as effigies (see page 151, Complete Arcane). Unlike other creators, she need not possess the Craft Construct feat to complete this task, nor does she need the feat or ranks in Knowledge (Architecture and Engineering) to repair an effigy she creates (see page 151 for details on reparing an effigy). An effigy master can add her class level to his manifester level to determine the maximum Hit Dice of effigy the she can create.
Crafting an effigy requires a body to be built from wood, leather, metal and wire. This requires a DC 15 Craft (woodworking, leatherworking or metalworking) check. The gp and XP required to create an effigy depends on its size, as described on page 155.

Improved Effigy (Ex) An effigy master of 3rd level or higher can improve upon his creations, granting them a permanent +2 competence bonus on attack rolls, damage, and saves. This requires one day of work and costs 100 gp of supplies per Hit Die of the effigy to be improved, but has no XP cost.

Effigy Link (Su) At 5th level, an effigy master can create a supernatural bond between himself and one of his effigies. This requires a 1-hour ritual. Afterward, the effigy master can sense the effigy's condition (as if he had cast status upon the effigy), and can scry on the effigy (as if casting the scrying spell) once per day.

Furthermore, an effigy master gains +1 morale bonus on saving throws and caster level checks as long as she is within 5 feet of his bonded effigy.

An effigy master can only be bonded to one effigy at any time. If the linked effigy is destroyed, or if the effigy master wants to establish a new link, he can create a link to another effigy (and eliminate the old link) by performing the ritual with the new effigy.

Notes: Cast should probably be substituted with manifest in the description of Effigy Link, but only if scrying and status have equivalent psionic effects.

Jack_Simth
2007-05-06, 09:41 AM
Perhaps...
Control Object (animate stuff)
Incarnate (keep something active)
Telekenetic Force (push things around)
?

Helgraf
2007-05-14, 02:20 AM
Perhaps Control Object and Incarnate together. I'll look those up, see if they fit the feel (and make sure they're not both discipline exclusive powers).

Iethloc
2007-05-14, 02:25 AM
The biggest problem is the lack of a psionic power equivalent to simulacrum;

Fission (http://www.d20srd.org/srd/psionic/powers/fission.htm) is the closest psionic equivalent to Simulacrum that I know of. Except it only makes a copy of yourself...

Oh! There's also Astral Construct. Perhaps the ability to make a 7th level Astral Construct?

Helgraf
2007-05-14, 01:17 PM
Fission (http://www.d20srd.org/srd/psionic/powers/fission.htm) is the closest psionic equivalent to Simulacrum that I know of. Except it only makes a copy of yourself...

Oh! There's also Astral Construct. Perhaps the ability to make a 7th level Astral Construct?

Bleh, Egoist list only. Ideally, I need a power on the master Psion list. Otherwise that (Fission) would be almost perfect. Forcing the character to take Expanded Knowledge on a power that high seems like too high a prerequisite replacement.

Since the original required you just to have the spell on your spell list (not to be able to cast it) if I went with AC, that would limit the PC to Shapers and those who took Expanded Knowledge to get AC as a power; that seems too limiting.

Hrm... the process goes on.