PDA

View Full Version : Psion subclass abilities?



Alex12
2007-11-08, 09:15 AM
I was thinking (yeah, insert mandatory "did it hurt?" comment here) about psionic characters, and had an interesting little idea. Feel free to comment/criticize/borrow/adapt for your campaign/whatever.


All subclasses retain psion progression of manifester level, BAB, saves, bonus feats, powers known, etc., unless otherwise noted.

Kineticist progression of abilities is below.

Level|Special
1st|
Extra knowledge|
2nd|
3rd|
Psionic Hand|
4th|
5th|
Kinetic Control|
6th|
7th|
Psychokinetic Field|
8th|
9th|
Psychoenergic Field|
10th|
11th|
Force of Will|
12th|
13th|
Psychokinetic Mastery|
14th|
15th|
16th|
Psionic Cancellation|
17th|
18th|
Pyric Control, Pyric Life|
19th|
20th|
Kinetic Superiority, Master Field|

Abilities:
Extra Knowledge: Beginning at level 1, and every odd Kineticist level afterwards, a Kineticist may learn one additional power with the Psychokinesis descriptor.
Psionic Hand: At third level, the Kineticist may manifest Far Hand as a Psi-like ability (even if he doesn't have Far Hand as a power) up to a number of times per day equal to his manifester level + his Int modifier (minimum 1) Far Hand manifested this way is considered to be augmented with a number of power points equal to the Kineticist's manifester level-4 (minimum 0)
Kinetic Control: At fifth level, the Kineticist may expend one use of his Psionic Hand ability to instead manifest Control Object as a Psi-like ability, or to increase the Save DC of any power he manifests with the Psychokinesis descriptor by 1. The latter action may only be used once on any given manifestation.
Psychokinetic Field: At seventh level, all Bludgeoning, Slashing, and Piercing damage that the Kineticist would take is reduced by 1 (per attack dealt). As a swift action, the Kineticist can, for 1 round, remove this benefit from himself to apply it to another character.
Psychoenergic Field: As Psychokinetic Field, except protects from Fire, Cold, Lightning, and Sonic damage. The Kineticist may transfer this at the same time as Psychokinetic Field (with no additional time spent) or may choose to split it up.
Force of Will: At eleventh level, when manifesting any power that allows a choice of damage type (between Fire, Sonic, Cold, or Lightning) the Kineticist also has Force as an option. Choosing Force damage does not change damage dealt per die, but it automatically hits the target or targets, ignoring anything less than total cover or total concealment, and can strike incorporeal creatures.
Psychokinetic Mastery: At thirteenth level, the Kineticist may, by expending one use of Psionic Hand, use Telekinesis, as the Wizard/Sorcerer spell, replacing caster level with manifester level, with a few differences. The weight cap is removed, and the formula for maximum weight becomes 25*(manifester level+Int modifier) Additionally, if the Kineticist knows Telekinetic Force, Telekinetic Thrust, and/or Telekinetic Maneuver, one of those powers (Kineticist's choice) becomes Telekinesis except that caster level is replaced by manifester level, and the Power Point cost stays the same. If the Kineticist knows more than one of those powers, he may replace the second and third with any other Psychokinesis power he is capable of learning, or any non-Psychokinesis power one power level lower than the maximum he is capable of learning.
Psionic Cancellation: At 16th level, the Kineticist may manifest Dispel Psionics at will as a Psi-like ability. If the Kineticist already knows Dispel Psionics, he may choose to replace it with another power of his choice.
Pyric Control:At 18th level, the Kineticist may expend one use of Psionic Hand in order to manifest Control Flames as a Psi-like ability, with one difference: once per round, as a free action, the Kineticist may increase or decrease the size of the fire by one.
Pyric Life: At 18th level, the Kineticist may, in response to damage that would reduce him to 0 or fewer hit points, expend 3 uses of Psionic Hand to be affected as if he had manifested Fiery Discorporation. This is considered a Psi-like ability.
Kinetic Superiority: At 20th level, the Kineticist may expend one use of his Psionic Hand ability to manifest any Psychokinesis power he knows up to 3rd level as a Psi-like ability. Powers manifested this way are considered to be augmented, if applicable, by a number of PP equal to manifester level-5. The kineticist may expend 2 additional uses of this ability to increase the maximum power level capable of being manifested in this way by one, up to the limit of his ability.
Master Field: At 20th level, the protection provided by Psychokinetic Field and Psychoenergic field increases to 4 points.


Egoist progression below, in spoiler.
Level|Special
1st|
Extra knowledge, Medical Knowledge|
2nd|
3rd|
Immune Control|
4th|
5th|
Shift Form, Enhanced Healing|
6th|
7th|
Secrete Cure, Total Immunity|
8th|
9th|
Store Poison|
10th|
11th|
Acid Spray|
12th|
13th|
Body Reconstruction|
14th|
15th|
16th|
Living Weapon|
17th|
18th|
Armorskin|
19th|
20th|
Metabolic Perfection|

Abilities:
Extra Knowledge: Beginning at level 1, and every odd Egoist level afterwards, you may learn one additional power with the Psychometabolism descriptor.
Medical Knowledge: You gain a +1 bonus to all Heal checks, and an additional +1 bonus for every 3 Egoist levels afterward (4, 7, 10, etc.)
Immune Control: At third level, you become immune to all nonmagical poisons and diseases, and gain +2 on all saves to resist the effects of magical poisons and diseases. You can detect, identify, and neutralize any nonmagical poison you come into physical contact with. This is an Extraordinary ability.
Shift Form: At fifth level, you can change your physical form as the spell Alter Self, except that the duration is until you determine otherwise. You may Shift Form a number of times per day equal to your manifester level + your Int modifier (minimum 1) Shifting back to your normal shape doesn’t count as a use of this ability. This is a Psi-like ability.
Enhanced Healing: At fifth level, you gain Fast Healing 1
Secrete Cure: Beginning at seventh level, you can expend one use of your Shift Form ability to generate a drinkable potion of Cure Disease, Neutralize Poison, or Cure Light Wounds. Potions created this way lose their potency after 1 hour. This is a Supernatural ability.
Total Immunity At seventh level, you become immune to all poisons and diseases, nonmagical or otherwise. You can detect, identify, and neutralize any poison or disease you come in contact with, and can even detect and neutralize airborne poisons and diseases. This is a Supernatural ability.
Store Poison:At ninth level, you can absorb poisons you contact into your own body to store and use later. You may use them in any way that the poison could initially be used, but have no chance of accidents. Absorbing and using poisons this way is a Supernatural ability.
Acid Spit: At eleventh level, you may expend one use of your Shift Form ability to spit acid. You choose to spray either a cone of acid with a 15-foot spread that deals 5d6 acid damage initially and 2d6 acid damage/round for 2d4 rounds after (Reflex half initial, half secondary) or you may spit a glob of acid as a ranged touch attack dealing 10d6 damage initially and 4d6 damage every round for 2d6 rounds afterward. You may also choose to simply salivate acid, giving your next Bite attack additional acid damage (same as spitting acid glob) or drool on an object to damage it (same damage as spitting glob). Creatures without mouths that still somehow consume physical food may use this ability, but creatures without chemical digestive systems are incapable of this. This is a Supernatural ability. You are immune to your own acid, which denatures after the duration is over. You may also spit globs of stored poison with this ability, replacing the acid damage with the poison’s effect.
Body Reconstruction: At thirteenth level, your body significantly reconfigures itself internally over a period of 6d4+4 hours. Your type changes to Abberation (though your alignment, mind, and physical appearance stay the same, and your Shift Form ability allows you to shift into creatures of the type you were originally, though even then you remain an Abberation. You gain Low-light vision and darkvision out to 60 feet, your Str, Con, and Dex all gain a permanent +2 bonus, and the uses per day of your Shift Form ability becomes 2*(your manifester level + your Int Modifier)
Living Weapon: At sixteenth level, you may expend a use of your Shift Form ability to gain the following benefits: 2 claw attacks in addition to whatever other weapons (2d4 damage/claw), a naturally acidic bite attack (4d4 acid damage+2d4 bite damage) a stinger-tipped tail (2d6 Piercing damage, able to inject stored poison on successful hit), +10 to base speed, +2 each to Str, Con, and Dex, a +4 bonus on Intimidate checks agains creatures that can see you, and a -4 to Diplomacy checks against people that can see you. The duration of this effect is a number of rounds equal to your half your level + your Int modifier + your improved Con modifier. This is a Supernatural ability.
Armorskin:At eighteenth level, you gain DR 4/-, +4 natural armor (this stacks with any other natural armor you might have), and your gain 1 hit point per HD you have.
Metabolic Perfection: At twentieth level, your control over your own body is supreme. Your body returns to its peak, removing all age-related penalties (though bonuses remain) and you have no maximum age. Additionally, you gain Regeneration 5 with no vulnerabilities (though you can be killed by being reduced to negative hit points and then Disintegrated, or have Wish, Miracle, or Reality Revision cast/manifested specifically to keep you dead. but that is the only way to overcome this Regeneration) and no longer need to eat, drink, or even breathe. Your Shift Form uses per day increases by 5.

Nomad progression of abilities is below.

Level|Special
1st|
Extra knowledge, Planar Knowledge|
2nd|
3rd|
Expert Navigator|
4th|
5th|
Extraplanar Sense|
6th|
7th|
Enter|
8th|
9th|
Teleportation Sense|
10th|
11th|
Extraplanar Hand, Psiskate|
12th|
13th|
Dimensional Jump, Planar Jitters|
14th|
15th|
16th|
Up in the Sky|
17th|
18th|
Reroute Teleport|
19th|
20th|
Master of Momentum, Time Lord, Teleport Mastery|

Abilities:
Extra Knowledge: Beginning at level 1, and every odd Nomad level afterwards, a Nomad may learn one additional power with the Psychoportation descriptor or that has some variant of either the word Teleport or Time in the title.
Planar Knowledge: At first level, and every three levels afterwards, a Nomad gains a cumulative +1 bonus to Knowledge(the planes), which is also treated as a trained skill, even if no skill points are allocated to it.
Expert Navigator: At third level, the Nomad may use Know Location and Direction at will as a psi-like ability. If he already knows Know Location and Direction, he may replace it with another first-level power he can learn.
Extraplanar Sense: At fifth level, the Nomad sees into cotangent planes in addition to normal vision. If ethereal, his vision range into the Material Plane is doubled. If in the Material Plane, he can see ethereal beings (but not invisible or otherwise hidden ones) as if under the effect of a True Seeing spell.
Enter:At seventh level, the Nomad gains the ability to manifest Psionic Knock a number of times per day equal to his Nomad level + his Int modifier (minimum 1)
Teleportation Sense: Starting at ninth level, the Nomad functions as if constantly under the effect of an unaugmented Detect Teleportation power as a Psi-like ability, without requiring Concentration to maintain the effect. He may make Concentration checks to treat the ability as if the power it duplicates were augmented by 2 PP, with a maximum duration of the augmentation being at most 1 minute/level, though failing a check or otherwise ending this augmentation requires him to wait at least one minute before attempting to expand the range again (though the unaugmented ability is still in effect)
Extraplanar Hand: Beginning at eleventh level, the Nomad can temporarily shift parts of himself and objects he is touching into cotangent planes. He may attempt a DC 15 Reflex save to prevent objects in a portable hole, Bag of Holding, or other extradimensional space from being lost if he is in the same square or adjacent to the square they are in if something would cause the objects within to be lost, with the DC increasing by 5 for each object after the first he tries to save. He may designate objects to save first, second, etc, and save the next-priority object for each 5 he gets over 15. He may also strike ethereal creatures, or those under the effect of Blink or similar effects, and ignore their miss chance, and can even manifest powers into the Ethereal Plane.
Psiskate: Beginning at eleventh level, the Nomad acts as if constantly under the effects of the Skate power. This stacks with any actual manifestation of Skate, or any other speed-boosting effects
Dimensional Jump: At thirteenth level, the Nomad may expend one use of his Enter ability in order to manifest Quickened Dimension Door (replacing caster level with manifester level where applicable) as a Psi-like ability. This ability is different from the spell in that those being moved may take actions afterwards if they still have any.
Planar Jitters:At thirteenth level, the Nomad may, at will, activate or deactivate Blink, as the spell (activating or deactivating this effect is a free action that can be performed even when it isn’t the Nomad’s turn). He may ignore the miss chance imposed on himself due to his Extraplanar hand ability. This is a Supernatural ability.
Up in the Sky: At sixteenth level, the Nomad may expend one use of his Enter ability to manifest either Psionic Overland Flight or Psionic Fly as a Psi-like ability.
Reroute Teleport: At eighteenth level, the Nomad’s Teleportation Sense duplicates the effects of Divert Teleport, rather than Detect Teleportation
Master of Momentum: At twentieth level, the Nomad may manifest Deceleration and Burst as Psi-like abilities at will.
Time Lord: At twentieth level, the Nomad is immune to all time-affecting spells he doesn’t want to be affected by. For example, if a Wizard casts Time Stop, the Nomad is unaffected by it, and gets as much time as the Wizard does.
Teleport Mastery: At twentieth level, manifesting any Psychoportation power costs 2 PP less than normal, with a minimum of 0 (so first-level Psychoportation powers cost 0 PP). Additionally, teleportation effects including the Nomad in the effect, or manifested by the Nomad, are incapable of Mishap, with rolls that would result in Mishap instead resulting in Similar Location.


Telepath progression below

Level|Special
1st|
Extra knowledge, Detect Minds|
2nd|
3rd|
Psychology|
4th|
5th|
Telepathy|
6th|
7th|
Strong Willed|
8th|
9th|
Mind Reader|
10th|
11th|
Telepathic Hub, Mindsense|
12th|
13th|
Mental Interference|
14th|
15th|
16th|
Mental Block|
17th|
18th|
Mind Blast, Enter Mind|
19th|
20th|
Unnoticed, Dual Mind|

Abilities:
Extra Knowledge: Beginning at level 1, and every odd Telepath level afterwards, a Telepath may learn one additional power with the Telepathy descriptor.
Detect Minds: At first level, the Telepath gains the ability to manifest Detect Thoughts as the spell as a psi-like ability, with the exception that she cannot detect surface thoughts, only the presence/absence of thoughts, number of thinking creatures, and their Int scores (effectively removing the third round of study)
Psychology: At third level, the Telepath may add her Int modifier as well as her Cha modifier to all Bluff, Diplomacy, Gather Information, Sense Motive, and Intimidate checks.
Telepathy: At fifth level, the Telepath gains Telepathy as a Supernatural ability, with a range of 100 feet+5 feet/level
Strong Willed: At seventh level and above, the Telepath gains a +1 bonus for every three levels to all saves against mind-affecting powers and effects.
Mind Reader: At ninth level, the Telepath can read the surface thoughts of others when scanning for thoughts. This gives the Detect Minds ability the third round of study as in the Detect Thoughts spell.
Telepathic Hub: At eleventh level, the Telepath can allow anyone within range of her telepathy to communicate telepathically with any other being within range of her telepathy. Allies linked like this may mentally speak with each other, and provides a +1 bonus to AC to every linked creature that can be seen by any other linked creature. Additionally, when linked creatures flank an unlinked creature, the flanking bonus increases by 1 for each linked creature doing the flanking. The Telepath is aware of all communications she relays, and can cut off or add any number of individuals as a free action. Telepaths can also multi-relay using this, allowing them to transmit telepathic messages over long distances relatively quickly.
Mindsense: The Telepath cannot be flanked except by four or more enemies.
Mental Interference: At thirteenth level, the Telepath can generate mental interference, making the casting, manifesting, or maintaining of any spell, power, or psi-like/spell-like ability within range of her telepathy require a Concentration check (DC 10 + spell/power level + Telepath’s Int modifier) to use. If other conditions would already require a Concentration check, this ability increases the DC by 5 + Telepath’s Int modifier. She may use this ability a number of times per day equal to half her level+her Int modifier (minimum 1). While this ability is in use, her telepathy is nonfunctional, but she may exclude allies from the disruptive effects. Using this ability requires DC Concentration checks each round, and has a maximum duration of a number of rounds equal to the Telepath’s level.
Mental Block:At sixteenth level, the Telepath acts as if constantly under the effects of a Personal Mind Blank, except that she can permit any effect through if she so desires. She is instantly aware of the presence and nature of any effect that she is protected from.
Mind Blast: At eighteenth level, the Telepath may use Mind Blast as the Mind Flayer ability at will.
Enter Mind: At eighteenth level, the telepath may enter the minds of others by touching them. She may use this in the following ways: Mind Probe (as the power, but with a range of touch), a shared mindscape (similar to the effect of Microcosm, except the “landscape” is controlled by the initiator, who can end the effect at any time by willing it), and/or Modify Memory (as the power, except that any length of time may be affected, provided the Telepath spends that much time) This ability may be resisted by a successful Will save.
Unnoticed: At twentieth level, every person in range of the Telepath’s telepathy ability is considered to be the target of Cloud Mind with regards to the Telepath and everyone she designates as immune. The Telepath may designate or un-designate anyone as a free action, and may also render creatures able to see some, but not all, of the designated people, while still allowing the designated people to all see each other.
Dual Mind: At twentieth level, the Telepath is considered to be constantly under the effects of the Schism power, except that the second mind may manifest powers even if one had already been manifested that turn. This also halves the time requirement for Modify Memory


Shaper progression is below.

Level|Special
1st|
Extra Knowledge, Expert Crafter|
2nd|
3rd|
Astral Minion|
4th|
5th|
Astral Mount|
6th|
7th|
Ectoplasmic Weapon|
8th|
9th|
Ectoskeleton|
10th|
11th|
Shaper’s Knowledge|
12th|
13th|
Astral Armor|
14th|
15th|
16th|
Astral Shift|
17th|
18th|
Shaper’s Shift|
19th|
20th|
Construction, Astral Space|

Abilities:
Extra Knowledge: Beginning at level 1, and every odd Shaper level afterwards, a Shaper may learn one additional power with the Metacreativity descriptor.
Expert Crafter: At first level and every 3 levels thereafter (4, 7, 10, etc), a Shaper gains a +1 bonus to all Craft checks he makes.
Astral Minion: At third level, the Shaper gains an Astral Minion. An Astral Minion is similar to an Astral Construct, with the following differences: the duration is permanent, the minion is half the level of the Shaper, the Shaper may alter the Minion’s abilities as a free action once per round, the Minion can shrink and grow up to the maximum possible size determined by level, the Shaper may concentrate for 1 minute (during this time the Shaper is considered prone) to fully heal the Minion, the Minion may be given enduring orders as a Golem (but ownership cannot be transferred) and if the Minion is destroyed, it takes 8 hours of meditation for the Shaper to generate a new one.
Astral Mount: As the Paladin Celestial Mount ability, except that the mount is a variation of an Astral Construct, the Shaper can see through the mount’s eyes instead of being told (due to the construct’s nonintelligence), and instead of being able to command others of the same type, the Astral Mount can store up to it’s master’s level in Power Points, which are accessible as long as the Mount is within one mile. Otherwise, treat it like another Astral Minion.
Ectoplasmic Weapon: At seventh level, you can either coat a weapon you hold with ectoplasm, improving its enhancement bonus by +1, or create a +1 weapon of your choice. Weapons created this way are composed of solidified ectoplasm, and dissipate if you do not touch them for two consecutive rounds, as does the added enhancement of ectoplasm-coated weapons. Otherwise, they remain until returned by you. You are automatically proficient with weapons you create in this way, though not necessarily with mundane weapons of the same type. When creating a weapon this way, you may upgrade it with an additional +1 bonus or an ability of equivalent value by expending 3 PP, with maximum PP expenditure being no greater than your level. For example, by spending 6 PP, you can create a weapon with a +3 bonus, a flaming +2 weapon, a flaming giantsbane ghost touch weapon, or similar.
Ectoskeleton: At ninth level, any armor you wear has a thin coating of ectoplasm, and gains a +1 enhancement bonus as long as you are wearing it.
Shaper’s Knowledge: At eleventh level, you gain a +1 bonus to all checks relating to the Astral Plane, ectoplasm, crystal (including Appraise checks for gems), and metacreativity powers. Additionally, you may treat any nonmagical object as if it’s hardness were one lower than it actually is.
Astral Armor: At thirteenth level, your skin turns into an extremely tough but very flexible composite of ectoplasm and astral crystal. Your natural armor increases by 1 (if you had no natural armor, you gain natural armor 1) you gain DR 2/sonic and there is a 5% chance that offensive ray spells directed at you will fail
Astral Shift: At sixteenth level, once per day, as a psi-like ability, you may Plane Shift (as the spell). You may only use this to go to the Astral Plane from the Material Plane or from the Astral Plane to the Material Plane.
Shaper’s Shift: At eighteenth level, your body, through long exposure to the Astral Plane and the materials within it, gains some of the traits of a construct. You are immune to poison, critical hits, and precision-based damage, and you no longer need to eat, drink, or breathe. Repair spells and effects targeting you restore half the hit points they would if targeting an object.
Construction: At level twenty, a Shaper can manifest True Creation as a psi-like ability once every 2 days. This does not carry the normal XP cost, but only nonmagical, non-psionic objects may be created.
Astral Space: At twentieth level, you gain a private demiplane as if you had manifested Genesis one time. You may enter and leave this demiplane with Astral Shift, and the demiplane counts as the Astral Plane for purposes of Astral Seed. You may permit or restrict entry to this demiplane, and alter these restrictions as a standard action requiring mental action only (so you can do so even in Astral Seed form)


Seer progression of abilities is below.

Level|Special
1st|
Extra knowledge|
2nd|
3rd|
Recogitation|
4th|
5th|
Lifesense|
6th|
7th|
Combat Precognition|
8th|
9th|
Scrying Sense|
10th|
11th|
Reactive Dissonance|
12th|
13th|
Enhanced Viewing|
14th|
15th|
16th|
Visual Acuity|
17th|
18th|
Trusight, See the Truth|
19th|
20th|
Limited Omniscience, See Through|

Abilities:
Extra Knowledge: Beginning at level 1, and every odd Seer level afterwards, a Seer may learn one additional power with the Clarisentience descriptor.
Recogitation: Beginning at third level, the Seer may take 10 on any Knowledge check she makes.
Lifesense: At fifth level, the Seer is constantly aware of the positions of all living things within a radius of 30 feet + 5 feet/level.
Combat Precognition: At seventh level, the Seer may expend 1 PP to increase all saving throws she makes until the beginning of her next turn by 1. Using this ability is a free action that is a Psi-like ability
Scrying Sense: Beginning at ninth level, the Seer is effectively the center of a Detect Scrying field with a radius of 40 feet + 5 feet/2 levels
Reactive Dissonance: Beginning at eleventh level, whenever any creature targets the Seer with a damaging effect, the Seer may expend psionic focus to affect the attacker as if they had been the subject of the Destiny Dissonance power.
Enhanced Viewing: At thirteenth level, the Seer may pay 2 extra PP to negate the XP cost of the Remote Viewing power.
Visual Acuity: At sixteenth level, the Seer’s experience at seeing the unseen improves her eyesight. She gains low-light vision and darkvision 60 feet. If she already had darkvision, it’s range increases by 60 feet. If she already had low-light vision, her darkvision range increases by 30 feet (the increases stack, so a creature with both low-light and darkvision would gain a cumulative 90-foot bonus to darkvision range.) Additionally, she gains +2 to all Search and Spot checks. These are Extraordinary abilities.
Trusight:At eighteenth level, the Seer is treated as if constantly under the effect of True Seeing. She may suppress this as a free action. If she knew the Psionic True Seeing power, she may replace it with any other power of the same level or lower. She may also expend 5 PP to emulate the spell True Seeing, granting a touched creature True Seeing.
See the Truth: At eighteenth level, the Seer gets a +5 bonus to all Appraise, Bluff, Forgery, Gather Information, Intimidate, and Sense Motive checks. She may also reduce the manifesting time of Psionic Identify Item to 1 hour.
Limited Omniscience: At twentieth level, the Seer gains Blindsight, Tremorsense, Scent, ignores all forms of concealment, and gains a +5 to all Listen, Search, Sense Motive, and Spot checks, and +2 to Disguise, Hide, and Move Silently checks. The range of all of these effects is 120 feet.
See Through: At twentieth level, the Seer can even see through solid objects with a little effort. She may expend her psionic focus to act as if using a Ring of X-ray Vision, with one difference. After the first 10 minutes each day, instead of taking Con damage, she may pay 1 PP per 5 minutes. If all PP are spent, then she starts taking Con damage at a rate of 1 point every 5 minutes.





spoiler below contains the old version, I think the new one is better.
As a psion specializes in a certain discipline, he becomes more powerful, slowly learning to harness his powers and abilities without significant expenditures of psionic energy. However, this harnessing requires an undivided psyche, meaning that those with psicrystals cannot benefit from them
Psionic subclass abilities (1 for each type eventually)
Kinetic Control
Your mastery of psychokinesis allows you to manipulate matter and energy more easily.
You gain this ability automatically at psion 9 if you are a Kineticist. You do not get this ability's benefits if you have a psicrystal.
Benefit: You may do any of the following up to a total number of times per day equal to one half your manifester level+your Int Modifier. These are treated as psi-like abilities. You may only have one of these abilities active at a time. Activating one of these abilities is a standard action unless noted otherwise, and dismissing one is a free action. Using one of these abilities requires a character to be psionically focused, and using it includes a Concentration check (DC 25) to avoid expending this focus.
Telekinesis: as the Wizard spell of the same name, except replace all instances of caster level with manifester level, and you may apply Sustained Force to as many different objects as you want within range, provided the total amount of force you are applying to every object does not exceed the weight limit.
Kinetic Buffer: Reduce all Bludgeoning, Slashing, or Piercing damage directed at you by 1 and increase AC against any attack that would do damage to you from one or more of those types by 1 for every 6 manifester levels you have. The duration is 1 round/manifester level. This effect stacks with any other damage resistance you might have.
Energy Protection: As Kinetic Buffer, except this protects from Fire, Cold, Sonic, and Lightning, instead of Bludgeoning, Slashing, or Piercing.
Energy Boost: Using this ability is an immediate action, and reduces the PP cost of using any power with the Psychokinesis descriptor by 2 (to a minimum of 1). Doing this automatically expends your psionic focus.

Spatial Sensitivity
Your mastery of psychoportation allows you to sense and use the subtle energies of teleportation more effectively.
You gain this ability automatically at psion 9 if you are a Nomad. You do not get this ability's benefits if you have a psicrystal.
Benefits:
Detect Teleportation at will as a psi-like ability, like the Paldin's Detect Evil ability.
Any teleportation power you use (from any source) that would result in mishap results instead in being transported to a similar area, unless you desire otherwise.
Also, as a standard action, you may psionically affect any single throweable object that you are holding or have equipped. You may then, as a move action, cause it to teleport back to you. Weapons will appear in your free hand, armor will appear on your body in the appropriate slot, and other equipment will appear at your feet (as will equipment that would occupy a slot that you already have occupied) You may trigger this effect at will, though effects that block teleportation prevent this, as does, oddly enough, being appraised, which instantly dispels this effect. This effect may be applied multiple times to any piece of equipment. If the affected object no longer exists as it did, the teleportation simply fails (for example, a thrown bottle of alchemist's fire cannot be teleported back to you.) You may use this ability as a number of times equal to half your manifester level+ your Int modifier per day. Treat this as a psi-like ability that requires a character to be psionically focused, and using it includes a Concentration check (DC 25) to avoid expending this focus (though it still works)

Mental Mastery
You have become more attuned to the minds of others, and can use this ability to your advantage
You gain this ability automatically at Psion 9 if you are a Telepath. You do not get this ability's benefits if you have a psicrystal.
Benefits
Detect Thoughts (as the spell) at will as a psi-like ability.
Duration of non-instantaneous powers with the Telepathy descriptor increases by 1 round for every 3 manifester levels.
You gain a +2 bonus to Will saves against mind-affecting powers and spells (this stacks with any other bonuses you may have). You may also spend PP up to your level + your Int modifier to gain an additional +1 Will bonus to mind-affecting effects per PP spent until the end of your next turn. You can trigger this with an instant thought, quickly enough to gain the benefit even if such an effect has already been activated. You can trigger this even when it isn’t your turn.

Metabolic Manipulation
You have significant control over the functions of your own body, and can do things with it that are normally impossible
You gain this ability automatically at Psion 9 if you are an Egoist. You do not get this ability's benefits if you have a psicrystal.
Benefits: You are immune to poison and nonmagical diseases. If you would already be immune to them, for any reason, you are instead immune to all poisons and diseases, including magical ones, and the first time each day that you would be subjected to ability damage or ability drain, that damage/drain is reduced by 1.
Your natural healing rate is doubled.
You may use any of the following abilities a number of times per day equal to half your level + your Int modifier
Acid Spray: You choose to emit either a cone of acid with a 15-foot spread that deals 2d6 acid damage initially and 1d6 acid damage/round for 1d4 rounds after, or a ray of acid (range 25 feet + 5 feet/2 levels) that deals 4d6 damage initially and 2d6 acid damage/round for 1d4 rounds after. This is a Supernatural ability.
Poison Storage: Whenever you come into contact with poison (even if it isn't in a form that would harm you the way you are touching it, such as simply touching an ingested poison) you can, as a free action, absorb it into your body for later use. You can then use this poison as you could normally, or to replace the acid from Acid Spray (above) or, as a free action, to coat any natural weapons you have that do Slashing or Piercing damage. Poison stored this way doesn't add to your encumbrance. Using the poison takes as long as it normally takes for the relevant action. Poison storage is an Extraordinary ability.


The others will be somewhat like these in effect, but thematically appropriate. What do people think so far?


I'm trying to give each subclass its own flavor. I mean, I have a certain mental image about how each class looks at level 20, and that's kinda what this is an attempt to do, make them more like that. One of the things I think of would be "What would this class be like at level X going all-out trying to kill someone?" and for psions, at least, I see it as being really freaking scary.
Any and all comments are welcome!

Alex12
2007-11-08, 09:17 AM
Saved in case I need it.

Alex12
2007-11-09, 12:57 PM
:smallfrown: *is sad that people have yet to comment on these*
I added the Nomad and Telepath abilities after the initial post.

pyrefiend
2007-11-09, 05:55 PM
I love these abilities, they're perfect for my campaign. However, there are some issues. I don't know how psionics worked before, but in 3.5 you need a feat to get a psicrystal. I think you intended these abilities to substitute for other psion abilities, which as of now, they don't. Other than that, these are great.

Alex12
2007-11-09, 07:59 PM
Actually, I didn't mean to have them sub for other psion abilities. This is actually meant more to give them a little more power at higher levels, since arcane/divine spells scale up by caster level, while psionic powers need augmentation. Plus, some of the abilities just plain make sense (I mean, one would think something like Telekinesis would at least be on the Kineticist power list, but no, there are two different powers that partly emulate it, but aren't nearly as good)
The whole "if you have a psicrystal you don't get the benefits of this" thing was partly to make it so psions didn't have too many different powers and such, and partly because I don't really care for psicrystals, personally.

I'll try to get the Egoist, Seer, and Shaper versions up ASAP, but don't hold your breath.

EDIT: egoist done. Once I finish these, I might add some higher-level ones.

Mewtarthio
2007-11-09, 09:00 PM
(I mean, one would think something like Telekinesis would at least be on the Kineticist power list, but no, there are two different powers that partly emulate it, but aren't nearly as good)

Three, actually: TK force, TK maneuver, and TK thrust.

So now you get to burn three "Powers Known" slots to duplicate one arcane spell! Yay!

Alex12
2007-11-09, 09:15 PM
Three, actually: TK force, TK maneuver, and TK thrust.

So now you get to burn three "Powers Known" slots to duplicate one arcane spell! Yay!

And this even when you've got a subclass that specifically specializes in psychokinesis. I didn't really think that (and various other differences) was fair, so I added a few class abilities.

Alex12
2007-11-10, 06:54 PM
You know what? I'm going to change these. They won't be all clumped together under one ability gained at level 9. I'll make a progression of them for each psion subclass. I don't know when it'll go up, but it should strengthen psions noticeably. If anyone has any suggestions for class abilities they think I should include, put them here. I'll try to include most of what is in the above ones into the classes. Oh, and telepaths will get telepathy at-will, because that just plain makes sense.

Kai-Palin
2007-11-11, 11:54 AM
Ah, thank you!! I was thinking about suggesting you make this a progression, it just makes a lot more sense.
For telepaths, the detect thoughts and telepathy should come earlier and the Mental Ward later, because it seems logical that a telepath would have to learn how to open their mind to their surroundings, then learn how to close it off.

Alex12
2007-11-13, 09:49 AM
Bumped due to editing in OP. Kineticist progression is up!:smallbiggrin:

EDIT: Just finished Egoist! I'm sticking each subclass under a separate spoiler tag for easy reference.

Alex12
2007-11-14, 12:00 PM
Yay, updated with Nomad progression, go me!:smallbiggrin:
I wouldn't mind some feedback on the revised versions.

Skelengar
2007-11-14, 08:13 PM
Wow.

I've been following this thread for a bit, and I must say that the new version is amazing.

Alex12
2007-11-14, 08:37 PM
Wow.

I've been following this thread for a bit, and I must say that the new version is amazing.

thanks:smallsmile:
fell free to take them if you want. I'll try to get the other subclasses up soon.

EDIT: Telepath progression is up!

EDIT 2: Shaper progression just went up. Now I just need to do the Seer progression.

If anyone thinks these are unbalanced or or anything, tell me.

Alex12
2007-11-16, 01:08 PM
Bumped due to newest subclasses.

Alex12
2007-11-19, 10:43 AM
Bumped, because I finally finished! :smallbiggrin: :smallbiggrin: :smallbiggrin:

Okay, now that everything's up, I'm expecting some input here.

MindFlayerSlayer
2007-11-19, 07:04 PM
It's weird, these feel overpowered, but I'd love to both play a psion with these and throw a villain with these at my PCs

Nicely Done!

Alex12
2007-11-20, 09:39 AM
It's weird, these feel overpowered, but I'd love to both play a psion with these and throw a villain with these at my PCs

Nicely Done!

Thank you! If you do adopt this idea for any games you play, let me know how it goes, okay?:smallsmile: