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View Full Version : The Carapace [Base Class and Feats]



Iethloc
2008-02-14, 03:35 AM
The Carapace:
Hit Dice: D12
Alignment: Non-chaotic
A lightly armored, mounted scout rode up to an important looking man, clad in heavy plate, writing down something on a clipboard. He looks at the scout rather severely as he comes up to him.
“What is it?” General Awkraan asked impatiently.
“The siege is going well. The walls and the gate are about to fall, and then our troops can rush the city!” the scout recited nervously.
“Excellent news! Nothing can stop us from taking Monthelorad now!” the General whooped with joy. He nearly tossed his clipboard in the air, but he restrained himself and turned towards the collapsing walls. As expected, they fell, but what was revealed behind them was much less satisfying. “Lieutenant! What's this?!” Awkraan shouted, pointing at a solid line of burly soldiers clad fully in dark blue armor.
“They're...um...” the scout hesitated. “Carapace Troops...?”
“I don't care if they're clerics of Pelor! March over them!” Awkraan shouted angrily. The scout then rode back to the line of infantry and began shouting orders at them. They started marching forward, and the armored defenders did not move, their blades not even drawn.
“WHAT are they doing?!” the General asked out loud to no one in particular. His own infantry then finally charged, and suddenly the blue-clad Carapaces drew their blades, and brought tower shields to bear, stopping the enemy soldiers in their tracks as they collided with the shields. Then, in succession, each swung their sword at the enemy in front of them, showering the infantry line with mortal blows.
“...but...” the scout choked, unable to form a coherent sentence.
“WHAT?! No! Who are these people?!” Awkraan yelled, his voice echoing to the indifferent Carapace blockade.
Not all cities are familiar or even aware of potential psychic beings. In places where psychic talent is the exception instead of the rule, there are sometimes programs to train or suppress this talent. Many cities take advantage of their psychic ability to strengthen their military force, and the stalwart Carapace is a prime example of this. The Carapace ritually bonds himself to his armor, devoting himself to it. With this bond in their minds, they unlock their psychic power, eventually becoming a paragon of martial ability.

Class Skills: Autohypnosis, Concentration, Climb, Craft, Knowledge (Psionics), Listen, Sense Motive, Spot, Survival
Skill Points: 2+INT mod, x4 at 1st level

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|PP/day|Powers Known|Max Power Level

1st|
+1|
+2|
+0|
+0|One of Two, Wild Talent|
-|
-|
-

2nd|
+2|
+3|
+0|
+0|Endurance|
-|
-|
-

3rd|
+3|
+3|
+1|
+1|Smite Infidel|
-|
-|
-

4th|
+4|
+4|
+1|
+1| |
1|
1|
1

5th|
+5|
+4|
+1|
+1|Perfect Soldier|
2|
1|
1

6th|
+6/+1|
+5|
+2|
+2| |
3|
2|
1

7th|
+7/+2|
+5|
+2|
+2| |
5|
3|
1

8th|
+8/+3|
+6|
+2|
+2|One of Three|
7|
3|
1

9th|
+9/+4|
+6|
+3|
+3| |
9|
4|
2

10th|
+10/+5|
+7|
+3|
+3| |
12|
5|
2

11th|
+11/+6/+1|
+7|
+3|
+3|Repel Infidels|
15|
5|
2

12th|
+12/+7/+2|
+8|
+4|
+4| |
18|
6|
3

13th|
+13/+8/+3|
+8|
+4|
+4| |
23|
7|
3

14th|
+14/+9/+4|
+9|
+4|
+4|Mindful March|
28|
7|
3

15th|
+15/+10/+5|
+9|
+5|
+5| |
33|
8|
3

16th|
+16/+11/+6/+1|
+10|
+5|
+5| |
40|
9|
4

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Living Wall|
47|
9|
4

18th|
+18/+13/+8/+3|
+11|
+6|
+6| |
54|
10|
4

19th|
+19/+14/+9/+4|
+12|
+6|
+6| |
63|
11|
4

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Brotherhood of Four|
72|
11|
4[/table]

Weapon and Armor Proficiencies: Carapaces have Light, Medium and Heavy armor proficiencies, and Shield Proficiencies (including tower shields). They also have Simple and Martial weapon proficiencies.

Power Points/Day: A Carapace’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Carapace. 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.

Powers Known: At fourth level, the Carapace gains one power of your choice. After level 4, he unlocks a new power at the rate shown on Table: The Carapace.
Choose the powers known from the Carapace power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Carapace to learn powers from the lists of other classes.) A Carapace can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a Carapace can manifest in a day is limited only by his daily power points.
A Carapace 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 Carapace powers is 10 + the power’s level + the Carapace's Wisdom modifier.

Maximum Power Level Known: At fourth level, a Carapace gains the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a Carapace must have a Wisdom score of at least 10 + the power’s level.

One of Two (Su): At level one, a Carapace picks their suit of armor that they shall likely use for their career. Whenever they are wearing it, they receive a +1 dodge bonus to their AC and +1 morale bonus against fear effects. This increases to +2 at level 5 and an additional +1 every 5 levels afterwards. If they move on to a different set of armor, or their current set is damaged beyond repair, they are treated as having one negative level and they lose all these bonuses until they devote themselves to another set (if they are level one, they instead receive 2 points of constitution drain). To devote themselves to another set of armor takes one hour of contemplation without interruption. A Carapace must be Psionically focused to gain these bonuses.

Wild Talent (Ex): At level one, a Carapace gains Wild Talent as a bonus feat.

Endurance (Ex): At level two, a Carapace gains Endurance as a bonus feat.

Smite Infidel (Su): Starting at Level 3, a number of times a day equal to 1+the Carapace's WIS mod (minimum 1), a Carapace may attempt to smite any creature who successfully struck and dealt damage at least once to the Carapace during the last 4 rounds. The Carapace adds his Wisdom bonus (if any) to his attack roll and deals 1 extra point of damage per Carapace level. If the Carapace attempts to use this against a creature that did not successfully strike and deal damage to him, it simply does not function. This ability takes a Psionic Focus.
In addition, The Carapace may opt to spend up to 5 power points when using this ability. For each power point the Carapace spends, their smite attack gains an additional +1 to the attack roll and +2 to the damage. Using this still takes a Psionic Focus.

Perfect Soldier (Ex): Starting at 5th level, when attempting a bull rush, trip, disarm or sunder, the Carapce may expend his Psionic Focus in order to add half his class level as a competence bonus on either the strength check (for a bull rush or trip) or dexterity check (for a trip), the disarm check or the damage roll for a sunder. The Carapace must declare he is using this ability once he declares the attempt, so a failed attempt wastes the psionic focus.

One of Three (Su): At 8th level, a Carapace may choose to devote themselves to either their shield or their weapon, and gain bonuses based on such a decision. If they pick their shield, they gain a +1 Deflection bonus, and an additional +1 for every 6 Carapace levels while wielding their shield. If they pick their weapon, they gain a +1 competency bonus to their attack rolls and an additional +1 bonus for every 6 Carapace levels. Unlike One of Two, you receive no penalties from losing your weapon or shield. You may switch your devotion between the two. Devoting yourself for the first time, or any subsequent time, takes one hour of contemplation with the object uninterrupted. The Carapace must be psionically focused to gain these bonuses. A double weapon counts as two weapons for the purpose of this ability. A spiked shield or a shield used for shield bashes can count as either a shield or a weapon, but not both.

Repel Infidels (Ex): At 11th level or above, if, while wearing their selected armor, a Carapace is struck in combat on a critical hit, and are not flat-footed, they may, as an immediate action, make a special bull rush attempt. A Carapace does not have to move with the attacker if they can opt to move them more than 5 feet away, but they may only be pushed away a number of feet equal to the Carapace's class levels (maximum 20). A Carapace must be psionically focused to be able to use this ability, though he may still activate his Perfect Soldier ability on the bull rush attmept.

Mindful March (Ex): Starting at Level 14, The Carapace's AC bonus from One of Two increases by 4 against attacks of opportunity if the Carapace moved in their last turn (including a 5-foot step). In addition, this bonus applies against any traps the Carapace springs.

Living Wall (Ex): Starting at 17th level, when an opponent attempts a bull rush, a charge, or provokes an attack of opportunity from leaving a Carapace's threatened area, the Carapace immediately gains an attack of opportunity against that opponent (or a second one, in the latter case). If the enemy is making a tumble check, he must make another tumble check at a DC equal to the Carapace's attack roll. This attack of opportunity does not count towards the normal limit. If the attack of opportunity succeeds and deals damage, the bull rush fails, the charging opponent loses the charging bonus (but keeps the penalties) or is subject to an additional trip attempt (which does not require a separate touch attack) to prevent them from moving away, as appropriate. A Carapace must be psionically focused to gain these benefits. The Carapace must not have moved on his last turn (except for a 5-foot step) in order to use this ability.

A Carapace may not use this ability in conjunction with the Robilar's Gambit feat, but may use it in conjunction with the Hold the Line feat (though only an enemy charging into a threatened square provokes two attacks of opportunity). Any other ability that allows the Carapace to make an additional attack of opportunity in any of the previously mentioned cases, or use two weapons in an attack of opportunity, does not function with Living Wall.

Brotherhood of Four (Su): Starting at level 20, The Carapace may receive the One of Three bonus to both their shields and their weapons if they spend 1 hour in contemplation over their armor, shield and weapon. In addition, they are counted as having 1 more hitpoint per 4 Carapace levels than they normally would as long as they use their armor, weapon and shield simultaneously. Alternatively, a Carapace may devote themselves to another weapon (or the other side of a double weapon, or the spikes of a shield), and gain the benefits as per normal.


Carapace Power List:
Level 1 (1PP):
Biofeedback
Compression
Force Screen
Expansion
Metaphysical Weapon
Stomp
Synesthete
Thicken Skin
Vigor

Level 2 (3PP):
Body Adjustment
Body Equilibrium
Body Purification
Concealing Amorpha
Empathic Transfer
Energy Adaption, Specified
Hustle
Strength of my Enemy
Sustenance

Level 3 (5PP):
Concealing Amorpha, Greater
Danger Sense
Empathic Feedback
Graft Weapon
Keen Edge, Psionic
Mental Barrier
Ubiquitous Vision
Vampiric Blade

Level 4 (7PP):
Energy Adaption
Freedom of Movement, Psionic
Inertial Barrier
Psychofeedback
Steadfast Perception


New Feats:
Carapace Feats:
Improved Brotherhood [Epic, Psionic]
You can ritually bond yourself with another weapon.
Prerequisites
Wis 15, Two-weapon fighting, Improved two-weapon fighting (OR Multi-weapon fighting and Improved multi-weapon fighting), Brotherhood of Four
Benefits:
You can devote yourself to another weapon that you wield and gain all the benefits (but at a -1 penalty to all weapons). You may devote yourself to more weapons, but to each one beyond three that you choose, you gain a cumulative -1 penalty to your competency bonus to attack rolls, to a mininum of +0.

Abundant Infidel Smiting [Psionic]
You can Smite Infidels more often.
Prerequisites
Wis 15, Smite Infidel class feature
Benefits:
You may add 2 to the number of times you may use Smite Infidel per day.
Normal:
You may use Smite Infidel 1+wis mod times per day.
Special: You may select this feat more than once. Each time you take it, you may use Smite Infidel 1 more time per day.

Other Psionic Feats:
Psionic Desperation [Psionic]
You can survive blows that would have killed others.
Prerequisites
Wis 15, Psionic Body
Benefit:
If, in combat, you are hit, you may expend your Psionic Focus before the damage is rolled. You gain Damage Reduction 3/- versus this attack only. This does not stack with damage reduction granted by magic/psionic items or nonpermanent magical/psionic effects, but it does stack with any damage reduction granted by permanent magical/psionic effects, class features, or the Damage Reduction epic feat.

Spiteful Rest [Psionic]
You can get restful sleep in even the worst conditions.
Prerequisites
Con 15, Endurance, Psionic Body
Benefit:
To use this feat, you must expend your psionic focus before you rest for the night. You are not fatigued after waking up even if you sleep in heavy armor, or if you're sleeping on a rock floor, or any other terrain or uncomfortable position that would normally interrupt sleep. However, you must still sleep for a full 8 hours. This feat can only be used once per day (meaning if your sleep is interrupted, you cannot use this feat again that night).
Normal: You are fatigued after waking up when you sleep in heavy armor (or possibly uncomfortable terrain). You are fatigued after sleeping in medium armor without the Endurance feat. Bad sleeping conditions may cause you to be fatigued or even exhausted when you wake up.

Psionic Fighter Feats:
Martial Adjustment [Psionic, Fighter]
Your mind still easily guides your muscles when you swing hard.
Prerequisites
BAB 6+, Str 13, Wis 15, Power Attack, Psionic Weapon OR Psionic Fist
Benefit:
To use this feat, you must expend your psionic focus. When you use your power attack with a manufactured or natural weapon, you may apply Power Attack differently to each of your attacks. Meaning, each of your attacks may subtract a different amount from their attack roll (and thus add a different amount to their damage roll).

Psionic Two-Weapon Fighting [Psionic, Fighter]
Whenever you fight with two weapons, you can split your focus between them more easily.
Prerequisites
BAB 5+, Dex 13, Wis 13, Two-Weapon Fighting
Benefit:
When you are psionically focused, you may add an amount of your strength modifier to your off-hand damage rolls equal to your Wis mod (this does not allow you to exceed your strength modifier for your off-hand weapons), and your attack roll penalties for fighting with two weapons is reduced by one (to a maximum of -0/-0).
Normal:
You may apply only ½ your strength modifier on offhand weapon damage and take penalties according to the Two-Weapon Fighting Penalty table.

Psionic Two-Weapon Defense [Psionic, Fighter]
Your twin weapons fly into the paths of your enemy's attacks nearly of their own volition.
Prerequisites
BAB 6+, Dex 13, Wis 15, Two-Weapon Fighting, Two-Weapon Defense, Psionic Two-Weapon Fighting
Benefit:
When you are psionically focused, you gain an additional +1 shield bonus from your Two-Weapon Defense feat (or any of its successors).
Normal:
Two Weapon Defense gives you a +1 shield bonus to your AC.

Mental Expertise [Psionic, Fighter]
You always seem to know where to guide your weapon to block enemy attacks.
Prerequisites
Dex 13, Int 13, Combat Expertise
Benefit:
To use this feat, you must expend your Psionic focus. When using the Combat Expertise feat, you gain an additional +2 insight bonus to your AC until your next turn.

Intuitive Reflexes [Psionic, Fighter]
Your mind can easily handle all the attacks you make.
Prerequisites
Wis 13, Combat Reflexes
Benefit:
You may add your wisdom modifier to the number of attacks of opportunity you can make each round. You must be psionically focused to gain the benefits of this feat.
Normal:
You may make a number of attacks of opportunity equal to one more than your Dexterity Modifier with the Combat Reflexes feat.