The Vorpal Tribble
2007-05-16, 10:23 AM
This is my go at a psionic NPC class.
-=-=-=-=-=-
Mental
http://my.photosleeve.com/TheVorpalTribble-albums/album03/ahj.jpg
Many possess great strength of mind yet do not know the proper paths to enlightenment and knowledge of self. Others are simply wary of what they could become or not truly devoted. Instead they but touch upon their potential and limit themselves to humbler understandings.
They often take more socially acceptable roles in society, becoming known as fakirs, yogis, fortune tellers, counselors, and wiseman.
Hit Die: d4
Class Skills
The mental's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
-=-=-=-=-=-
NPC BAB Fort Ref Will PP/Day Powers Maximum Power
Level Known Level Known
1st +0 +0 +0 +2 0* 1 1st
2nd +1 +0 +0 +3 1 2 1st
3rd +1 +1 +1 +3 3 3 1st
4th +2 +1 +1 +4 5 4 2nd
5th +2 +1 +1 +4 7 5 2nd
6th +3 +2 +2 +5 11 6 2nd
7th +3 +2 +2 +5 15 7 3rd
8th +4 +2 +2 +6 19 8 3rd
9th +4 +3 +3 +6 23 9 3rd
10th +5 +3 +3 +7 27 10 4th
11th +5 +3 +3 +7 35 11 4th
12th +6/+1 +4 +4 +8 43 12 4th
13th +6/+1 +4 +4 +8 51 13 5th
14th +7/+2 +4 +4 +9 59 14 5th
15th +7/+2 +5 +5 +9 67 15 5th
16th +8/+3 +5 +5 +10 79 16 5th
17th +8/+3 +5 +5 +10 91 17 6th
18th +9/+4 +6 +6 +11 103 18 6th
19th +9/+4 +6 +6 +11 115 19 6th
20th +10/+5 +6 +6 +12 127 20 6th*The mental gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.
Class Features
All the following are class features of the mental.
Weapon and Armor Proficiency: Mentals are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day: A mental's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level mental gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.
Powers Known: A mental begins play knowing one mental power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.
Choose the powers known from the mental power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a mental to learn powers from the lists of other classes.) A mental can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a mental can manifest in a day is limited only by his daily power points.
A mental simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against a mental's powers is 10 + the power’s level + the mental's Wisdom modifier.
Starting Gear
2d4 x 10 gp worth of equipment.
-=-=-=-=-=-
Mental Power List
Mentals choose their powers from the following list.
1st level: catfall, detect psionics, empathy, energy ray, entangling ectoplasm, far hand, inertial armor, matter agitation, mind thrust, missive, precognition, psionic charm, stomp, synesthete, telempathic projection, thicken skin, vigor
2nd level: animal affinity, concussion blast, body equilibrium, detect hostile intent, ego whip, energy push, mass missive, psionic knock, psionic levitate, psionic suggestion, psionic tongues, read thoughts, sensitivity to psychic impressions, sustenance
3rd level: body adjustment, body purification, dispel psionics, energy bolt, energy burst, false sensory input, greater concealing amorpha, psionic blast, telekinetic force, telekinetic thrust
4th level: correspond, energy adaption, mindwipe, psionic divination, psionic dimension door, psionic dominate, psionic fly, remote viewing, telekinetic maneuver
5th level: adapt body, hail of crystals, incarnate, mind probe, psionic teleport, psionic true seeing, power resistance, psychic crush
6th level: greater precognition, mind switch, personal mind blank, psionic contingency, psionic overland flight, retrieve, suspend life, temporal acceleration
-=-=-=-=-=-
Mental
http://my.photosleeve.com/TheVorpalTribble-albums/album03/ahj.jpg
Many possess great strength of mind yet do not know the proper paths to enlightenment and knowledge of self. Others are simply wary of what they could become or not truly devoted. Instead they but touch upon their potential and limit themselves to humbler understandings.
They often take more socially acceptable roles in society, becoming known as fakirs, yogis, fortune tellers, counselors, and wiseman.
Hit Die: d4
Class Skills
The mental's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
-=-=-=-=-=-
NPC BAB Fort Ref Will PP/Day Powers Maximum Power
Level Known Level Known
1st +0 +0 +0 +2 0* 1 1st
2nd +1 +0 +0 +3 1 2 1st
3rd +1 +1 +1 +3 3 3 1st
4th +2 +1 +1 +4 5 4 2nd
5th +2 +1 +1 +4 7 5 2nd
6th +3 +2 +2 +5 11 6 2nd
7th +3 +2 +2 +5 15 7 3rd
8th +4 +2 +2 +6 19 8 3rd
9th +4 +3 +3 +6 23 9 3rd
10th +5 +3 +3 +7 27 10 4th
11th +5 +3 +3 +7 35 11 4th
12th +6/+1 +4 +4 +8 43 12 4th
13th +6/+1 +4 +4 +8 51 13 5th
14th +7/+2 +4 +4 +9 59 14 5th
15th +7/+2 +5 +5 +9 67 15 5th
16th +8/+3 +5 +5 +10 79 16 5th
17th +8/+3 +5 +5 +10 91 17 6th
18th +9/+4 +6 +6 +11 103 18 6th
19th +9/+4 +6 +6 +11 115 19 6th
20th +10/+5 +6 +6 +12 127 20 6th*The mental gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.
Class Features
All the following are class features of the mental.
Weapon and Armor Proficiency: Mentals are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day: A mental's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level mental gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.
Powers Known: A mental begins play knowing one mental power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.
Choose the powers known from the mental power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a mental to learn powers from the lists of other classes.) A mental can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a mental can manifest in a day is limited only by his daily power points.
A mental simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against a mental's powers is 10 + the power’s level + the mental's Wisdom modifier.
Starting Gear
2d4 x 10 gp worth of equipment.
-=-=-=-=-=-
Mental Power List
Mentals choose their powers from the following list.
1st level: catfall, detect psionics, empathy, energy ray, entangling ectoplasm, far hand, inertial armor, matter agitation, mind thrust, missive, precognition, psionic charm, stomp, synesthete, telempathic projection, thicken skin, vigor
2nd level: animal affinity, concussion blast, body equilibrium, detect hostile intent, ego whip, energy push, mass missive, psionic knock, psionic levitate, psionic suggestion, psionic tongues, read thoughts, sensitivity to psychic impressions, sustenance
3rd level: body adjustment, body purification, dispel psionics, energy bolt, energy burst, false sensory input, greater concealing amorpha, psionic blast, telekinetic force, telekinetic thrust
4th level: correspond, energy adaption, mindwipe, psionic divination, psionic dimension door, psionic dominate, psionic fly, remote viewing, telekinetic maneuver
5th level: adapt body, hail of crystals, incarnate, mind probe, psionic teleport, psionic true seeing, power resistance, psychic crush
6th level: greater precognition, mind switch, personal mind blank, psionic contingency, psionic overland flight, retrieve, suspend life, temporal acceleration