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Gaiyamato
2017-06-23, 09:28 AM
Class: Psionic Salvager
Alignment: Any.
Hit Die: D6

Class Skills:
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration(Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering, Local, Psionics, The planes) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), and Use Rope (Dex).

Skill Points: 6+INT

Weapon and Armor Proficiency:
Proficient with all simple weapons, all light martial weapons. Light armor and shields (including tower shields). Psionic Salvager is also automatically proficient with any new exotic armor and weapons they design (see below).



Level
BAB
Fort
Ref
Will
Special
Power Points/day
Max Power Level Known


1
+0
+0
+2
+2
Scavenger, Tinkerer, Weak Manifester, Blueprints
1
1st


2
+1
+0
+3
+3
Bonus Feat, Jury-rig+1
4
1st


3
+2
+1
+3
+3
Intuitive Designer (Light Armor, Engineer), Wild surge +1
8
1st


4
+3
+1
+4
+4
Bonus Feat
12
2nd


5
+3
+1
+4
+4
Drug Designer, Jury-rig+2
17
2nd


6
+4
+2
+5
+5
Intuitive Designer (Medium Armor, Light Weapons)
22
3rd


7
+5
+2
+5
+5
Wild surge +2, Bonus Feat
28
3rd


8
+6/+1
+2
+6
+6
Jury-rig+3
35
4th


9
+6/+1
+3
+6
+6
Intuitive Designer (Shields, One-handed Weapons)
44
4th


10
+7/+2
+3
+7
+7
Quicksearch, Improved Drugs, Bonus Feat
55
5th


11
+8/+3
+3
+7
+7
Wild surge +3, Jury-rig+4
68
5th


12
+9/+4
+4
+8
+8
Intuitive Designer (Heavy Armor, Ranged Weapons)
81
6th


13
+9/+4
+4
+8
+8
Bonus Feat
98
6th


14
+10/+5
+4
+9
+9
Jury-rig+5
115
7th


15
+11/+6/+1
+5
+9
+9
Intuitive Designer (Siege Weapons), Wild surge +4, Bonus Feat
135
7th


16
+12/+7/+2
+5
+10
+10
Drug Mastery
158
8th


17
+12/+7/+2
+5
+10
+10
Jury-rig+6
185
8th


18
+13/+8/+3
+6
+11
+11
Intuitive Designer (Two-handed weapons, Polearms), Bonus Feat
215
9th


19
+14/+9/+4
+6
+11
+11
Wild surge +5
240
9th


20
+15/+10/+5
+6
+12
+12
Master Scavenger, Master Designer, Bonus Feat
280
9th



Psionic Powers
A Psionic Salvager's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high Charisma score. His race may also provide bonus power points per day, as may certain feats and items.

Blueprints
A Psionic Salvager does not intuitively know Psionic powers like other Psionic classes. Instead he has to design or find (on scrolls or books) Psionic powers to develop into item blueprints. Any Blueprint made counts as a power known, even if the blueprints are lost, stolen or destroyed, and the Psionic Salvager can forever manifest any of those powers (see Weak Manifester however). However the Psionic Salvager requires access to blueprints for creating Psionic items or for special class features that require the use of a power. A Psionic Salvager starts at level 1 with 2 powers known. He gains knowledge of no additional Psionic Powers for gaining levels. Any Psionic power can be learned as a blueprint.

Weak Manifester
When Manifesting powers all powers cost 50% additional points (round up), always take a full round to manifest, and cannot be augmented. In addition when manifesting a power a Concentration check (DC 10+Power level, must be made, or a random known power is manifested instead (targeting must be legal or the spell will random re-target to a legal target).

Scavenger
Can Scavenge any area that contains debris of any sort with normal use of the Search Skill, consult the table below to see what is found by matching the area with the highest Dc met by the dice roll.

All Part types:
Soft Scrap (Leather, Cloth, Wood etc. )
Hard Scrap (Metal, Stone, Crystal etc.)
Soft Armor Piece (Leather, Padded etc.)
Hard Armor Piece (Metal, Stone, Scales etc.)
Clockwork Part
Weapon Part
Ranged Weapon Ammunition Part
Psionic Conduit (super rare)



Area Type
DC10
DC15
DC20
DC25
DC30
DC35+


Open Wild
Nothing
Nothing
1 Soft Scrap
1D3 Soft Scrap
1D3+1 Soft Scrap
1D3+1 Soft Scrap, 1 Hard Scrap


Empty Room
Nothing
Nothing
1 Soft Scrap
1D2 Soft Scrap, 1D2 Hard Scrap
1D3 Soft Scrap, 1D3 Hard Scrap
1 Clockwork Part, 1D3+1 Hard Scrap


Dungeon Room/Corridor
Nothing
1 Soft Scrap or 1 Hard Scrap (50%)
1 Hard Armour Piece
1D3 Soft Scrap or 1D3 Hard Scrap (50%)
1D3 Hard Scrap, 1 Armor or Weapon/Ammunition piece (random 25% chance for each)
1 Clockwork Part, 1D3+1 armor pieces (randomize each piece, 50% chance)


Rubbish Pile
1 Soft Scrap
1D6 random Hard/Soft Scrap
1D3 Random Armor Parts
1D3 Weapon Pieces, 2D3 Random Armor Parts
1D3 Clockwork Parts
1 Psionic Conduit, 1D4 Clockwork Parts OR 2D6 Random Scrap Parts



In addition items can be broken down into scrap parts, which takes 10 minutes per 1lb weight. Any item breaks into 1 Hard/Soft Scrap per 1lb of weight and 1 appropriate Weapon/Armor part. Clockwork Parts can be obtained from anything clockwork and Psionic conduit can be obtained from Psionic or magical machinery or complex universal items (Constructs, Warforged etc.).

Tinkerer
Any non-magical, non-armor/weapon miscellaneous item can be crafted by expending 1 power point per 5sp cost (round up) and using 1 scrap part of the appropriate material per 0.5lb weight and passing the correct Craft Check (no additional cost is required). This takes a 1 minute to complete per 2 scrap and requires full concentration during the process.

More complex components for crafting can also be assembled from scrap parts by expending a number of power points and scrap parts as noted in the chart below.

In addition when crafting Universal Psionic Items (once he possesses the required feat), the gp cost may be substituted by expending 1 power point per 1gp point cost to create, and 1 appropriate scrap part per 10gp cost.



Part Name
Scrap Required
Power Point Cost


Soft Armor Piece
2 Soft Scrap
1


Hard Armor Piece
2 Hard Scrap, 1 Soft Scrap
2


Clockwork Part
1 Hard Scrap
1


Psionic Conduit
1 Soft Scrap, 1 Hard Scrap
5


Weapon Part
2 Hard Scrap
5


Ranged Weapon Ammunition Part
2 Hard Scrap
2



Jury-rig
Can repair damaged/destroyed objects by using scrap parts, the GM can decide on the parts required, but at least 1 scrap part per 50gp value, and 1 complex part per 100gp value. This includes complex machinery, anything really. Requires appropriate craft check. Gain the noted bonus to appropriate Craft checks to repair objects.

Intuitive Designer
Can craft any non-magical weapons or armor of the types noted in the brackets by expending an appropriate amount and type of parts (typically 1 part of the right type per 0.5lbs weight of the item) and 1 power point per 5gp cost of the item. Craft (Weapons) or Craft(Armour) checks are still required, however they have no additional cost associated.

Weapons and Armor made by the Psionic Salvager gain the "Scrap-made" type. The Psionic Salvager counts as proficient in Scrap-made items that only he made himself using this class ability. He is not proficient in correctly forged versions of those items or those same exotic weapons and armor made by any other Psionic Salvager unles he purchases the required feats. Scrap-made items are always exotic weapons and armor for all other characters. To become proficient in these items a character must take the Exotic Weapon(Scrap-made <character>) and Exotic Armor(Scrap-made <character>) feats.

In addition upon first gaining this ability, the Psionic Salvager may craft any complex mundane equipment, vehicle (cart for example) or complex engineering component (like a drawbridge, catapault etc.) using an appropriate amount of parts and by expending 1 power point per 20gp value.

Wild surge
A Psionic Salvager may choose to Wild Surge a manifested power. The Power is automatically augmented by the noted increase. However so is the Concentration DC for a chance of a wild manifestation (see Weak Manifester). If the power manifested cannot be augmented it gains no benefit from this ability.

Bonus Feat
Choose any feat from the following list:

Alertness, Autonomous, Body Fuel, Chaotic Mind, Combat Manifestation, Craft Universal Item , Craft Cognizance Crystal, Craft Psionic Arms And Armor, Craft Psionic Construct, Craft Psicrown, Disciplined (Dragonlance), Focused Skill User (Complete Psionic), Greater Improvise Weapon(Dragonlance), Haggler (Dragonlance), Improvise Weapon(Dragonlance), Imprint Stone, Investigator, Inquisitor, Iron Will, Master of Poisons (Drow of the Underdark), Negotiator, Mind Over Body, Overchannel, Practiced Manifester (Complete Psionic), Persuasive, Poison Immunity, Psionic Body, Psionic Meditation, Psionic Talent, Power Attack, Quick Draw, Quick-Thinking (Dragonlance), Run, Skill Focus, Sharp-Eyed (Dragonlance, Street Smart (Dragonlance), Talented, Track, Trader (Darksun), Wastelander (Darksun), Weapon Focus.

Drug Designer
A Psionic Salvager learns to create novel formula to craft drugs and non-magical potions. He may substitute any ingredients of value up to half the cost of normally crafting the drug, and expend 1 power point per 10gp of the remaining cost. Alchemy Check must be passed as normal.

Quicksearch
The Psionic Salvager is now able to Scavenge an area as a move action with a -2 penalty to the Search roll.

Improved Drugs
The Psionic Salvager may use Charisma for Craft(Alchemy) or Intelligence, whichever is higher at the time, for the purpose of using the Drug Designer ability.

Drug Mastery
When designing a drug each power point now equates to 20gp of the material value. In addition he may expend a number of power points up to half his levels in Psionic Salvager, each point spent lowers the Alchemy DC by 1.

Master Scavenger
When Scavenging can expend up to 10 Power Points, add these points to the Search roll as a Master Scavenger bonus.

Master Designer
When using Tinkerer or Intuitive Designer to craft non-magical items all final power point costs are halved and Craft DC checks are at a +5 Miscellaneous bonus. In addition gain 1 Blueprint of any level Power you are able to know for each point of Charisma you possess when you gain this class ability.

Gaiyamato
2017-06-23, 10:24 AM
War Scavenger [Prestige Class]

Instead of mucking about in rubbish heaps War Scavenger's instead specialize in raiding settlements or salvaging material from battle fields to find the parts they need for their creations.
Note: This is a Fields of Blood based class for use in larger campaigns and large scale warfare.

Requirements

Alignment: Any non-lawful, non-good.
Class Features: Quicksearch, Scavenger, Tinkerer.
Feats: Logistics Expert

Class Features

Class Skills: Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration(Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering, Local, Psionics, The planes, Strategy, Economics) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), and Use Rope (Dex).

Skill Points: 4+INT
Hit Dice: 1D8



Level
BAB
Fort
Ref
Will
Special
Psionic Class Level


1
+1
+2
+0
+2
Wild surge +3, Improved Manifesting, Discipline
+1 Level of Existing Psionic Class


2
+2
+3
+0
+3
Intuitive Designer (Heavy Armor, Ranged Weapons), Unit scavenging
+1 Level of Existing Psionic Class


3
+3
+3
+1
+3
Wild surge +4, Master Craftsman, Slaver
+1 Level of Existing Psionic Class


4
+4
+4
+1
+4
Rally, Guerrilla Warfare
+1 Level of Existing Psionic Class


5
+5
+4
+1
+4
Intuitive Designer (Siege Engineer, Siege Weapons), Wild surge +5
+1 Level of Existing Psionic Class


6
+6/+1
+5
+2
+5
Mobile Workshop, Bonus Blueprints
+1 Level of Existing Psionic Class


7
+7/+2
+5
+2
+5
Wild surge +6, Gadget Boost
+1 Level of Existing Psionic Class


8
+8/+3
+6
+2
+6
Intuitive Designer (Two-handed weapons, Polearms), Missile Volley
+1 Level of Existing Psionic Class


9
+9/+4
+6
+3
+6
Wild surge +7, Master Scavenger
+1 Level of Existing Psionic Class


10
+10/+5
+7
+3
+7
Master Designer, Economic Warfare
+1 Level of Existing Psionic Class



Class features not noted here work exactly as the base class.

Improved Manifesting
War Scavenger's are better suited to combat roles than most Psionic Salvagers. As a consequence power costs are only increased by 25% (round up) and can manifest those powers at normal speed. They also receive a +2 class bonus to all Concentration checks.

Discipline
War Scavenger's lead loyal and disciplined units, ruling with a mixture of feat and love. All allied units that have LOS to the War Scavenger, and do not have a Secunded leader of their own, may add the War Scavenger's class level to all Command checks. The War Scavenger adds twice his class level to his own Command checks.

Unit scavenging
When a War Scavenger's unit successfully enters a settlement during a siege they may secure scrap and bonus loot for the War Scavenger. When a unit is ordered to plunder or raze a settlement they also gain bonus scrap. For each 10RP of Seasonal production for the settlement gain 3D6 of each hard and soft scrap, 1D3+1 of each other component. This cannot be used twice on the same settlement in a single season (so you cannot plunder then raise to get this twice for example).

In addition each destroyed unit provides 2D6 Armor parts of the appropriate type if they wore armor, and 2D6 weapon parts if they used weapons. Mechanical units or Constructs also provide 1D4+1 Clockwork components and Constructs provide 1D3 Psionic Conduits.

Master Craftsman
Any unit the War Scavenger is Secunded to may act as if they had the Combat Engineer subtype. The War Scavenger must be Secunded to the unit for at least a day before they gain this benefit. If he leaves the unit it loses the benefit.

Slaver
In addition to loot and scrap when raiding settlements the War Scavenger also gains slaves that can be sold or used to bolster his own tribe's population. When using the Plunder or Raze action on a settlement gain 10% of the plundered/razed settlements base production (size x terrain) or gain a single use 10% discount on increasing the size of one nomad camp that can be used at any time.

Rally
Once per combat turn the War Scavenger can direct any Allied unit that has failed a morale save to take an additional attempt. The unit may use the War Scavenger's Command bonus if it is higher than their own.

Guerrilla Warfare
All Allied units within LOS of the War Scavenger can execute Move orders at -2DC. In Addition when a unit executes the command to withdraw from Melee intersecting units do not gain a free attack action unless they pass a DC 8 Command Check.

Intuitive Designer (Siege Engineer, Siege Weapons)
The War Scavenger gains the ability to craft Siege Weapons. In Addition when acting as a combat engineer in a secunded unit (as per Master Craftsman), the War Scavenger may expend Power Points to increase the Engineering capacity of the unit. For each 10 power points expended, to a maximum of 50 power points, the unit counts as an additional unit for the purpose of constructing fortifications. These power points must be spent each day for the duration that the War Scavenger is Secunded to the unit.

Mobile Workshop
Collapsible tables, clever pockets and specially designed bags allow the War Scavenger's complete workshop requirements to be carried with him on the march and even into battle. He may perform repairs or any Crafting that can be performed within the time available, even in the midst of battle. He cannot command units while he does this, and if forced to fight, cannot craft.

Bonus Blueprints
The War Scavenger gains 2 new Blueprints for any Psionic Power he is able to manifest.

Gadget Boost
For a cost of 100RP a War Scavenger can craft an array of strange gadgetry for any unit he is in command of. This takes a full week to complete. A unit may only carry one set of Gadgets, these are consumed during a battle and need to be replaced. Their effects last for the entire duration of a battle. When created a benefit from the following can be gained:


+1 Unit Movement and boost-flight. (can fly over obstacles, but is landed at the start and end of the move action).
Darkvision and See Invisible
+2 MAB
+2 RAB
+2 Toughness
+2 Command


Missile Volley
When Secunded to a unit with the Archers subtype the War Scavenger may make a second Massed Fire action if the Massed Fire action is used. This second action is at +2 Command DC instead of the normal +1 for Archer units. In addition, units with thrown weapons that the War Scavenger is Secunded to may make a DC 10 command check to throw a volley of weapons when executing the charge action, regardless of subtype.

Economic Warfare
By ordering groups or individuals to make small raids on trade caravans, harassing farmers in the fields, small acts of sabotage. Once per turn the War Scavenger may take an action against a settlement. A Unit is assigned to the task and breaks up into smaller groups to infiltrate the area and conduct the harassment. This works the same as the Espionage action, except it costs 0RPs and requires a unit to spend the entire game turn unavailable and the unit's command score is added to the role instead of the War Scavenger's scores for the action. Spy Guilds etc. can still boost the action also.

Nifft
2017-06-23, 11:14 AM
Powers cannot be augmented?! What's the intention here?

Regarding the Tinkering, that's pretty cool -- but it would be fine as a stand-alone power, too. It's like a weak version of the fabricate spell, which is cool.

Gaiyamato
2017-06-23, 11:22 AM
Isn't supposed to *manifest* powers, but can in a pinch. Also gets a free Wild surge without the damage part.

Supposed to a weak rogue-like manifester.

Work in progress still though. Not even 2 hours old yet. :P

Gaiyamato
2017-06-23, 09:37 PM
Fixed some typos, strange errors (made at 3am) and added a prestige class that uses the Fields of Blood book rules for warfare.

noob
2017-06-24, 06:18 PM
So basically in exchange for a delay of one manifester level you get all the power of an erudite but without the option to power up faculties and with the ability to manifest an infinity of different faculties in a day(as long as you have pp but gaining tons of pp is a trivial thing)
And then if stp erudites exists you can become some kind of stp erudite without any limitation(other than spending a bit more pp and not being able to boost the abilities)
Then you get some class features you mostly will not care about.(unless you use the option to craft universal psionic items and then go mad and laugh maniacally like an artificer and proceed to break the game even more)
Oh and you cast the highest level faculties you know better than everybody else because you can not miss the concentration check for surging because it is way too low.
Furthermore this class gives its best class features at level 1 and then you get some extra crafting feats and better wild surge but those latter two are less important.(unless you want the gm to strike you 100000000 times per second with lightning because you go through the psionic artificer route and in this case the only thing that mattered was the extra crafting feats)
Finally I think that delaying faculty access of one level is probably balancing enough but that stops being true on even levels.

Gaiyamato
2017-06-24, 08:20 PM
So basically in exchange for a delay of one manifester level you get all the power of an erudite but without the option to power up faculties and with the ability to manifest an infinity of different faculties in a day(as long as you have pp but gaining tons of pp is a trivial thing)
And then if stp erudites exists you can become some kind of stp erudite without any limitation(other than spending a bit more pp and not being able to boost the abilities)
Then you get some class features you mostly will not care about.(unless you use the option to craft universal psionic items and then go mad and laugh maniacally like an artificer and proceed to break the game even more)
Oh and you cast the highest level faculties you know better than everybody else because you can not miss the concentration check for surging because it is way too low.
Furthermore this class gives its best class features at level 1 and then you get some extra crafting feats and better wild surge but those latter two are less important.(unless you want the gm to strike you 100000000 times per second with lightning because you go through the psionic artificer route and in this case the only thing that mattered was the extra crafting feats)
Finally I think that delaying faculty access of one level is probably balancing enough but that stops being true on even levels.

Yeah I slapped this up at 3am one morning. It needs a lot of work still. I need to sit down and do some maths to balance it out a bit more.
Compared to the rest of the players in the game I am using this in I am pretty much as unoptimized as it gets though. lol

You seemed to have missed the slower psionic power progression, less power points, higher points costs, inability to augment powers and the fact that the class abilities make non-magical, not magical, items. I can't make infinite universal items, I can make infinite mundane miscellaneous items and sets of chain-mail! lol

noob
2017-06-24, 08:33 PM
You seemed to have missed the slower psionic power progression, less power points, higher points costs, inability to augment powers and the fact that the class abilities make non-magical, not magical, items. I can't make infinite universal items, I can make infinite mundane miscellaneous items and sets of chain-mail! lol
Except you forgot the 342534545 ways to get thousands of pp and the fact that tons of powers who matters are cool without augmenting.
And you can use tinker class feature(the only one who matters all the create stuff class features after are 1000 times less cool in comparison) to make 1000 gp of psionic items per day if you have 1000 pp which is not hard(and you need to get 100 scraps but that is not hard either if you got correct search and walk around searching a bit)
also I took in account the fact it had a slower psionic power progression and less power points and higher power point cost and inability to augment powers: read the post I wrote above yours line per line instead of just seeing a blob.
One simple way to get pp at level 8 is to use the psionic version of that spell that turns spells cast at you in pp and then manifest summons who then use slas at you for gaining pp.
There is tons of other ways but that one is very simple.

Gaiyamato
2017-06-24, 11:18 PM
Except you forgot the 342534545 ways to get thousands of pp and the fact that tons of powers who matters are cool without augmenting.
And you can use tinker class feature(the only one who matters all the create stuff class features after are 1000 times less cool in comparison) to make 1000 gp of psionic items per day if you have 1000 pp which is not hard(and you need to get 100 scraps but that is not hard either if you got correct search and walk around searching a bit)
also I took in account the fact it had a slower psionic power progression and less power points and higher power point cost and inability to augment powers: read the post I wrote above yours line per line instead of just seeing a blob.
One simple way to get pp at level 8 is to use the psionic version of that spell that turns spells cast at you in pp and then manifest summons who then use slas at you for gaining pp.
There is tons of other ways but that one is very simple.

Getting lots of pp isn't that easy at all. Not enough to distort things with this class feature. Also you forget that you use those pp for other things. Several actions will be draining them, as will actually manifesting powers at 50% increased cost.

This class cannot make psionic items, not without large wbl and xp expenditures. It can offset a tiny fraction of the wbl needed to make low level universal psionic items. It pretty much just makes normal mundane items, like lamps, shovels, clocks, or can be used to spend weeks making a single complex item like a set of exotic armor or weapon etc.

1000pp is almost impossible to achieve without cheese and bending the rules. Any DM that allows that deserves worse.

While I do need to go over the patch this class up a bit - I need some consistency in the value of parts for a start - if you can abuse those things to break the game, I'll just take a normal psion, do those same things to get that pp and mind-seed the entire planet anyway.

Your argument doesn't really make any sense.. "Psionics can be abused, therefore your class that uses Psionics is broken" is an argument against the game system itself, not my class.