PDA

View Full Version : Psycho Master (psionic/ToB prc)



Tobrecan
2007-05-11, 11:39 PM
I posted this class a couple of months ago on the WotC boards and I wanted a little more feedback before I presented it to my DM

Psycho Master
“I can hurl you about with my mind, what chance do you have if we cross swords?”
-Kastya Githom-vaas, githyanki psycho master

Psycho masters learn to control their anger and focus it to strike down their enemies. Originally only known to elite Githyanki warriors, the melding of natural telekinetic abilities with the sublime way is now being taught throughout Tu’narath and, thanks to githzerai spies, elsewhere in the multiverse as well.

Entry Requirements


Skills: Balance 9 ranks, Concentration 9 ranks, Knowledge (Psionics) 4 ranks


Martial Maneuvers: Must know at least two martial maneuvers, including one strike


Martial Stances: Must know at least one martial stance


Powers: Ability to manifest 2nd-level powers


Special: Must have the Psychokinesis discipline, must be able to use a power from the psychokinesis discipline as a psi-like ability.

HD: d8
Class Skills (2 + Int modifier per level): Autohypnosis, Balance, Concentration, Craft, Intimidate, Knowledge (Psionics), Martial Lore, Psicraft, Tumble

Psycho Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Man. Known|Man. Readied|Stances Known|Special|Powers Known

1st|
+1|
+2|
+0|
+0|
1|
0|
0|Improved Telekinesis|-

2nd|
+2|
+3|
+0|
+0|
0|
0|
0|Scorn Earth|+1 level of existing manifesting class

3rd|
+3|
+3|
+1|
+1|
1|
1|
0|Irresistible Force +1|+1 level of existing manifesting class

4th|
+4|
+4|
+1|
+1|
0|
0|
0|Psycho Stance|+1 level of existing manifesting class

5th|
+5|
+4|
+1|
+1|
1|
0|
1|Immovable Object, Lesser|+1 level of existing manifesting class

6th|
+6|
+5|
+2|
+2|
0|
1|
0|Hurling Strike|-

7th|
+7|
+5|
+2|
+2|
1|
0|
0|Irresistible Force +2|+1 level of existing manifesting class

8th|
+8|
+6|
+2|
+2|
0|
0|
0|Psycho Driver|+1 level of existing manifesting class

9th|
+9|
+6|
+3|
+3|
1|
1|
0|Immovable Object, Greater|+1 level of existing manifesting class

10th|
+10|
+7|
+3|
+3|
0|
0|
0|Kinetic Rage|+1 level of existing manifesting class [/table]


Class Features


Powers Known: At each level except 1st and 6th you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a Psycho Master, you must decide to which class to add each level for the purpose f determining power points per day, manifester level, and powers known.


Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Diamond Mind, Setting Sun or Stone Dragon disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Psycho Master levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.

Additionally, any "throw" maneuver learned from now on (or has already learned) visually appears to be telekinetic in nature, throwing the target without actually coming into contact. These maneuvers become Supernatural effects but are otherwise mechanically the same as normal.
Stances Known: At 5th level, you learn a new martial stance from the Diamond Mind, Setting Sun or Stone Dragon disciplines. You must meet a stance’s prerequisite to learn it.


Improved Telekinesis (Ex): You can lift (carry, hold throw, etc) more, increasing the weight factor of your psychokinesis powers (manifested or from psi-like abilities) by 10% per Psycho Master level. For example: a 10th level Psycho Master using the far hand power can lift an object up to 10 pounds in weight, if he chose to augment it he could lift an additional 4 pounds per power point spent.


Scorn Earth (Su): At 2nd level, a Psycho Master can float a foot above the ground. Instead of walking you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of a flat surface of any solid or liquid, you can take normal actions and make normal attacks, and can move at your normal speed (you can even “run” at four times your normal speed). However, at distances higher than 1 foot above any surface, your speed diminishes to 10 feet per round.

While you remain within 1 foot of a surface, you can make melee and ranged attacks normally, but if you move any higher, you incur the penalties on melee and ranged attack rolls as if you were the subject of the psionic levitate power (see the levitate spell description, page 248 of the Player’s Handbook)


Irresistible Force (Ex): Beginning at level 3, a Psycho Master’s telekinesis becomes harder to resist, you gain a +1 bonus to the DC of all powers with the force descriptor. This bonus increases to +2 at 7th level.


Psycho Stance (Su): At 4th level, while in any martial stance you may forgo its normal benefit as a swift action to gain the effect of psycho stance, doing so provokes attacks of opportunity as if you were manifesting a 3rd level power (you can defensively manifest as normal). This ability lasts as long as you maintain concentration, up to a maximum of 1 round per manifester level. You can stop using psycho stance and resume gaining the normal benefit of the stance as a swift action.

Entering psycho stance costs 10 power points, while in this stance you may, as a standard action, manifest the powers telekinetic force, telekinetic maneuver, and telekinetic thrust. Doing this does not provoke attacks of opportunity nor does it cost additional power points (or uses of the psi-like ability). Power points can be spent to augment powers, but augmentations last only for that specific use.

While in psycho stance, you are surrounded by telekinetic energy that causes loose pebbles, leaves and other light objects in your space to float and swirl around you, granting you concealment. The DM can rule, however, that there isn’t enough debris is available to you, if the situation warrants it.

Using telekinetic thrust ends psycho stance as does moving more than 5 feet in a single round, though forced movement such as from an attackers bull rush or telekinetic thrust does not.
You must have access to the telekinetic power you wish to use as either one of your powers known through a psionic class or as a psi-like ability.


Immovable Object, Lesser (Ex): Beginning at 5th level the Psycho Master become able to telekinetically root himself in place. You gain a +4 bonus on all ability checks to resist bull rush, overrun, and trip attempts.


Hurling Strike (Su): At 6th level, you learn how to knock away opponents with a devastating blow. As a standard action that does not provoke attacks of opportunity, make a single attack against an opponent you threaten. If this attack hits, the enemy is dealt damage from the attack as normal and is also affected by a telekinetic thrust (as the power). You must pay power points (or expend a use of a racial telekinetic thrust psi-like ability) as normal for the power and a missed attack still uses the power points or racial usage. For every 5 points of damage done on the attack, you gain a +1 bonus to the power’s save DC. Creatures affected by the telekinetic thrust are forced directly away from you, to the maximum distance of the power.


Psycho Driver (Ex): Beginning at 8th level, whenever you manifest telekinetic thrust, you can hurl yourself in such a controlled manner that you can make one attack against anything that you threaten during this movement. Any opponent whose space you enter is also affected as if you initiated an overrun against it. You move the maximum distance allowed be the power. If you fail any overrun attempted or fail to destroy an object that blocks your path you stop moving in the last legal space you occupied. You do not provoke attack of opportunity for the movement or the overrun attempts.


Immovable Object, Greater (Ex): At 9th level the Psycho Master’s telekinetic stability improves, you now cannot be knocked prone. Forced movement, such as from a bull rush attack, a telekinesis power or spell, etc. does not end any martial stances you are in.


Kinetic Rage (Su): As psycho stance except the power point cost is 20, and using telekinetic thrust no longer ends the stance, though you cannot use another telekinetic thrust for 1d4 rounds.
While under the effects of kinetic rage, the telekinetic field that surrounds you improves, picking up all unattended objects within 5 feet that weigh 10 pounds or less. This grants you total concealment and any creature entering your space takes 1d6 points of bludgeoning damage. The DM can modify this as appropriate; feathers and leaves may not cause any damage at all, while shards of glass may instead deal slashing damage, etc.

Lord Iames Osari
2007-05-11, 11:45 PM
Ummm... why is it called the "Psycho Master"? That word has pretty negative connotations.

Tobrecan
2007-05-11, 11:53 PM
'Cause its all about Psychokinesis, and using it in a violent way. Would adding an alignment requirement like any non good, make sense then?

Lord Iames Osari
2007-05-12, 12:00 AM
Well then why not call it the Psychokinetic Master, or the Kinetic Master, or something?

Tobrecan
2007-05-12, 01:36 PM
Well, 'cause I kinda like the name and it fits with the personality of the character I created it for, a chaotic neutral extremely violent githyanki.

Lord Iames Osari
2007-05-12, 02:00 PM
Well, is there anything about the class itself that would make it "psycho"?

ZeroNumerous
2007-05-12, 03:07 PM
Better question: Why increase spellcasting class levels? Do you mean manifesting levels?

Tobrecan
2007-05-12, 03:32 PM
Better question: Why increase spellcasting class levels? Do you mean manifesting levels?

Sorry about that forgot to change it from the template

ZeroNumerous
2007-05-12, 03:35 PM
You sure it should be an 8/10 manifesting class with full BAB?

Tobrecan
2007-05-12, 04:59 PM
Both spellcasting classes in the ToB (jade phoenix mage and ruby knight vindicator) have full BAB and 8/10 progression IIRC.

ZeroNumerous
2007-05-12, 05:17 PM
Yes, but Jade Phoenix Mage has steep entry requirements for a spellcaster. RKV is just all kinds of screwed up.

With this class, a one level dip in any martial adept class gives you access to it.

Tobrecan
2007-05-12, 06:00 PM
This class has more requirements than the JPM though, and you can meet the requirements for both of them without taking a single level in a martial adept class if you want to take the feat heavy route with the martial stance and martial study feats.

Tyrael
2007-05-22, 02:27 AM
When I saw "Psycho Master", this popped to mind:

http://upload.wikimedia.org/wikipedia/en/thumb/9/93/Mantisss.jpg/250px-Mantisss.jpg

Behold_the_Void
2007-05-22, 12:51 PM
The psi-like ability requirement makes this unaccessible to any non-LA character.

elliott20
2007-05-22, 12:57 PM
When I saw "Psycho Master", this popped to mind:

http://upload.wikimedia.org/wikipedia/en/thumb/9/93/Mantisss.jpg/250px-Mantisss.jpg

Really? Cuz this is what came up in mine

http://www.absoluteanime.com/street_fighter/bison.jpg

Tobrecan
2007-06-03, 01:58 AM
Really? Cuz this is what came up in mine

http://www.absoluteanime.com/street_fighter/bison.jpg

Thats excactly where I got the name