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View Full Version : Pathfinder The Kingmaker. Psionic/Path of War Support Class. (In progress)



The Shadowmind
2017-11-28, 03:38 PM
The inspiration of the Kingmaker is the Chessmaster*, and Zealot.

Alignment: A Kingmaker may be of any Alignment, while most favor the extremes of LG, CG, LE, and CE.


Hit Die d8.
Class Skills:


The Kingmaker's class skills are Autohypnosis (Wis), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (martial) (Int), Knowledge (nobility) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).

Skill Ranks per Level: 4 + Int modifier.



BAB
Fort
Ref
Will
Special
PP/day
Maneuvers Known
Maneuvers Readied
Stances Known



1
0
2
0
2
Collective, Astral Knight, Kingdom's Armory, Rank Up(A), Marking
1
5
3
1



2
1
3
0
3
Spirit Of the Kingdom, Spoils to the Victor.
2
6
4
2



3
2
3
1
3
Telepathy, Rank Up (2)
3
7
4
2



4
3
4
1
4
Castling(2), En garde
5
7
4
2



5
3
4
1
4
Wanted Poster,Rank Up (Expanded)
7
8
5
3



6
4
5
2
5
Stand Together
9
8
5
3



7
5
5
2
5
Rank Up(B)
11
9
5
3



8
6/1
6
2
6
Castling (3)
14
9
6
3



9
6/1
6
3
6

17
10
6
4



10
7/2
7
3
7

20
10
6
4



11
8/3
7
3
7

24
11
7
5



12
9/4
8
4
8
Rank Up (4), Queen's Waltz
28
11
7
5



13
9/4
8
4
8
Rank Up(C)
32
12
7
5



14
10/5
9
4
9

37
12
8
8



15
11/6/1
9
5
9
Collective Range(Unlimited)
42
13
8
6



16
12/7/2
10
5
10
Castling(All)
47
13
8
6



17
12/7/2
10
5
10

52
14
9
6



18
13/8/3
11
6
11

58
14
9
7



19
14/9/4
11
6
11
Collective Range(Planar)
64
15
9
7





20
15/10/5
12
6
12

70
16
10
7





Collective (http://www.d20pfsrd.com/path-of-war/classes/zealot/#TOC-Collective-Su-Collective.)
A Kingmaker is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).

A Kingmaker begins her career with knowledge of five martial maneuvers. The disciplines available to her are Eternal Guardian, Riven Hourglass, Sleeping Goddess, Solar Wind, and Unquiet Grave.

The Kingmaker may recover a maneuver as a standard action. She recovers a number of expended maneuvers equal to her Kingmarker initiation modifier (minimum 2) whenever a member of her collective reduced a Cursed target to 0 Hitpoints or less.
A Kingmaker's initiation modifier is Charisma.

Power Points: A Kingmaker gains bonus power points from Charisma.



Augmenting Abilities: The Kingmaker has several class features, that allow augmenting, despite not being a power. The Kingmaker is still limited to spending no power points than her manifestor level when augmenting her class features.

Marking Whenever a Kingmaker, or her Astral Knight hit a target with a melee or ranged attack, the gain the Cursed condition for a number of rounds equal to the Kingmaker's initiation modifier(minimum 1.)

Astral Knight.

A Kingmaker is able to form a creature created from distilled zeal and passion. Creating a Astral Knight takes one minute of concentration to complete and the Astral Knight remains until dismissed by the Kingmaker.

This Astral Knight functions as a summoner’s eidolon using the Kingmaker’s class level as the summoner level, with the following exceptions. A Astral Knight is a mindless construct like an astral construct and not an outsider, so it is subject to effects like dismiss ectoplasm instead of effects like banishment. Commanding a Astral Knight is the same as commanding an astral construct. An Astral Knight disperses in a number of rounds equal to 1/2 of Kingmaker's class level plus their initiation modifier if the Kingmaker is rendered unconscious or dies. It continues to follow the Kingmaker's last order until then.

An Astral Knight is is always a member of her collective, and does not count towards the maximum number of creatures in her collective.

A Kingmaker's Astral Knight gains the ability to initiate counters and strikes that the Kingmaker has readied (expending them from the Kingmaker's readied maneuvers as normal). The Astral Knight’s uses the Kingmaker's initiation modifier, and its initiator level is equal to the Kingmakes initiator level. Only one of the Kingmaker or her Astral Knight can initiate a strike in a single round (that is, if the Astral Knight initiates a strike, the Kingmaker may not initiate a strike until the next round, and vice versa).

The Astral Knight gains the benefit of whichever stance the Kingmaker currently has active.



1.Kingdom's Armory
The Kingmaker, has a manifester level equal to their class level. She gains gains a bonus equal to 1/2 her class level on all skill checks made as part of the crafting process.

1.Rank Up(Su):
As a standard action, the Kingmaker
can expend psionic focus to grant an ally in her collective
one benefit from Astral Construct Menu A. At 7th level,
the Kingmaker may instead choose an option from
Menu B, and at 13th level, she may choose from Menu
C. This benefit lasts 1/2 Kingmaker's level+Cha Mod rounds.

At 3rd level, the Kingmaker may either choose, to grant a member two menu options, or grant two members of her collective a single menu option as a standard option.

At 5th level, the Kingmaker may select menu options from the [url=http://www.d20pfsrd.com/psionics-unleashed/feats/advanced-constructs-psionic/] feat to grant members of her collective, when using the Rank Up ability.


2. Spirit of the Kingdom.
Whenever a member of the collective casts a spell with range of touch or greater, uses a booster maneuver with a duration greater than instant, or manifests a power with a range of touch or greater, an an immediate action the Kingmaker may expended her psionic focus to give it the Network Descriptor, and then she may spend power points as if it had the following augment:
Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.

2. Spoils to the Victor.
Wherever a member of the Kingmaker's collective gains temporary hit points, through a maneuver, spell, or power the Kingmaker may augment them. By spending an power point, for each target within the collective, they gain half as many temporary as those gained by the maneuver, spell, or power. These stack with other sources of temporary hit points, unto 1/2 the target's maximum hit-points and last for one hour.

3.Telepathy (Su)
As Zealot.

4.Castling (Su):As a move action, the Kingmaker may swap the position for any two members of her collective as a teleporation effect. At 8th level, 12th, her may move one additional member of her collective with this ability. At 16th level she can swap the the positions of any and all members of her collective.

4. En garde(Su).
As an immediate action, the Kingmaker may expend her psionic focus, to swap places with her Astral Knight. If either was the subject of an attack, the other is now.

At 8th level this maybe be used a swift action, if they Kingmaker expends her psionic focus.

5. Wanted Poster. When a member of her collective attacks a cursed target, the Kingmaker, as a free action, even if it isn’t her turn, may augment the attack in the following ways.
For every 2 power points you spend, its AC it reduced by 1.
For every 2 power points you spend, its Damage Reduction is reduced by 1.
For every 2 power points you spend, its Energy resistance is reduced by 1.

6. Stand Together..
As long as she is psionically focused, all members of her collective gain the benefit of her Stance.



12. Queen's Waltz
The Kingmaker make be in two Stances at once. When she chances stances she may change one or booth of her Stances.


*From April Augmented 2017.