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InaVegt
2006-05-15, 02:20 PM
The history of the world, chapter one
Once the world was nothing, then Merla appeared, she was the world and the world was her. She felt lonely and created the world. The world still was her and her first creations were Arlan, the mind of the universe and Esfer, the muscle of the universe. Everything sprung forth of them. Everything except Krasheltra, first of the fallen. Krasheltra was the doughter of Arlan and Esfer and as such equally powerfull. The only thing she lacked was the power to create, instead she had the ability to corrupt. Arlan created the pinnacle of creation, it was the mindflayer. But Krasheltra corrupted some of them and those mindflayers became the loathed arcane mindflayers. She did the same to the Aboleths, Blues, Couatls and Duergar, other creations of Arlan. As Arlan created the creatures of the mind Esfer created the mundane creatures. The creations of Esfer were harder to corrupt but quickly grasped power when they were corrupted. After gaining power from her corrupted creatures Krasheltra finally was able to create a creaure of her own. These creatures quickly became hunted and gained the worst of nicknames, it meant mindless for they did not have the chance to develop the powers of the mind. This name was human.

The history of the world, chapter two
The humans found a way around the lack of development of the powers of the mind. They found crystals laden with wild psionics. They called these rocks the rocks of the mind. They could craft a magical meal out of it that when ingested gave them wild psionic powers, these powers were found around the creatures of Arlan and Esfer. The practioners of these powers were called wilders. The sorcerers with the powers of the wilder started calling themselves Cerebremancers and became leaders of the humans. With the cerebremancers they started corrupting the world. They seized all of the multiverse, all except the underdark. In their empire they mastered the art of Cerebremancy. These leaders were called high corrupters. When the armies of the high corrupters ventured into the underdark the rocks of the mind stirred. Suddenly they gained sentience and life. They attacked the humans and for abusing their powers. After this battle the armies of the humans were destroyed and their was only one human left for every tenthousend humans there were before the destruction.

The history of the world, chapter three
The humans reformed into small tribes across the multiverse and were hated even more than before the empire. The time of the halflings had come. Under the reign of Tew mindcaller the halflings reforged the world to look like it looked before the reign of the humans. Psionic were studied across the multiverse. Then the humans found a way to tap into the powers of Arlan, Esfer and Krasheltra, they had to pray to one of them and praise them, praise them a lot. Then when they braught their attention to those cultists those cultists gained a spark of their divinity. Those were called favored souls even though they weren’t really favored. With those powers the humans became dangerous again…

Crunchy stuff: no psionic / magic transparancy, dragons gain psionics/magic as psions instead of sorcerers , most creatures which had spell resistance gained power resistance instead and DR/magic becomes DR/psionics.

InaVegt
2006-05-15, 02:21 PM
Rock of the mind
Size/Type:
Diminutive Construct (living/psionic)

Hit Dice: 6d12 (19)
Initiative: +2

Speed: 0 ft. (0 squares), fly 40 ft.
Armor Class: 18 (+4 size, +2 Dex, +2 natural), touch 16, flat-footed 14

Base Attack/Grapple: +4/-13

Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Mind ray
Special Qualities: Living construct traits, DR 5/psionic, power resistance 12, Psionic powers, wild surge + 2
Saves: Fort: +5, Ref: +4, Will: +4
Abilities: Str 1, Dex 16, Con 1, Int 11, Wis 14, Cha 16
Skills: Climb: +10, Listen: +6, Move Silently: +6, Search: +2, Spot: +6

Feats: Alertness, Two metapsionic feats

Environment: Any hills or mountains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Chaotic neutral
Advancement: By character level
Level Adjustment: —

Mind ray: while a rock of the mind is psionically focused she gets a ray attack with a range of 30 ft that deals 1d6 + 3 damage (charisma based)

Living construct traits: as in various recources

Psionic powers: a rock of the mind manifests powers as a 6th level wilder.

Wild surge + 2: as the wilder ability, this also has a chance to invoke psychic enervation (5% at + 1, 10% at + 2)

These rocks are living entities of psionic powers and are used by humans to give them psionic powers. They look like the psicrystals of shapers and wilders.

InaVegt
2006-05-15, 02:21 PM
Favored of Krasheltra
Preruiquisites: Human, charisma of 13 or higher, spellcasting or manifesting ability
Benefit: you gain a + 1 divine bonus on all charisma based checks

Champion of Krasheltra
Preruiquisites: Human, charisma of 17 or higher, spellcasting or manifesting ability, Favored of Krasheltra
Benefit: You gain bonus spells or power points as if your charisma was 2 higher than normal

InaVegt
2006-05-15, 02:22 PM
Meal of the mind
This is a large meal which takes an hour to ingest after having finished the meal you gain a permanent + 2 tnherent bonus to charisma and the wild talent feat if you haven’t got a single power point, after the ingestion of this meal whether you gained charisma and the feat or not you’ll have to take a level in wilder after this level.
Price: 50000 gp, strong transmutation or strong Telepathy, prerequisites: Craft wondrous item + eagle’s splendor + permanancy or Craft universal item + Powerleach Cost: 15000 gp, 1200 exp + 20000 gp cost for the material component (an inanimate (dead or never been alive) rock of the mind)

InaVegt
2006-05-15, 02:22 PM
Null magics Field
Psychokinesis
Level: Kineticist 6
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: See text
Power Points: 11

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magic effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. A null magics field suppresses any spell or magic effect used within, brought into, or manifested into its area, but does not negate it. Time spent within a null magics field counts against a suppressed effect’s duration.

Astral constructs and summoned creatures wink out if they enter a null magics field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the spell that is maintaining the construct or summoned creature.

Creation spells with instantaneous durations and calling spells are not affected by a null magics field because the spell itself is no longer in effect, only its result.

A normal creature (a normally encountered construct rather than a created one, for instance) can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned or have a limited duration, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field.

Dispel psionics does not remove the field. Two or more null magics fields sharing any of the same space have no effect on each other. Certain spells may be unaffected by null psionics field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal spells such as this. Should a creature’s space extend across the boundary of the area enclosed by the field, any part of the creature that lies outside the effect is unaffected by the field.

InaVegt
2006-05-15, 02:23 PM
Dark corrupter

Prerequisites:
Skills:
Knowledge (arcane) 12 ranks
Knowledge (psionics) 12 ranks
Spells/psionics
Ability to manifest 5th level powers
Ability to cast 5th level arcane spells without preperation
Class abilities
Wild surge + 2 or higher
Alignment: any evil
Race: human

Benefits
HD: d4
BAB: + 0
Good save: will
1st level: + 1 level of existing manifesting class, Psionics arcane
2nd level: + 1 level of existing arcane spellcasting class, Psionics arcane
3rd level: +1 level of existing arcane spellcasting class/
+1 level of existing manifesting class
4th level: + 1 level of existing arcane spellcasting class, Psionics arcane
5th level: + 1 level of existing mabifesting class, Psionics arcane

Spells per Day/Powers Known
When a new dark corrupter level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of dark corrupter to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.
If a character had more than one arcane spellcasting class or more than one manifesting class before he became a dark corrupter, he must decide to which class he adds each level of dark corrupter for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.

Psionics arcane: at every level except 3rd a dark corrupter gains a new type of psionics arcane, these are special tricks usable by the dark corrupter. Every trick can be taken only once

Power to the arcane: with this psionic arcane a dark corrupter can spend a number of power points with a maximum of his manifester level to cast an arcane spell with a caster level equal to the number of power points spent, this can be increased using wild surge

Arcane wild surge: you can use wild surge to increase the power of your arcane spells, this works as if you had cast it with the improved caster level. This is subject to psychic enervation as well.

Improved wild surge: your maximum with wild surge increases by two.

Arcane to the mind: you can spend an arcane spell slot for power points equal to the spell level X 2, max caster level.

Supernatural psionics: you can spend an arcane spell slot at the moment you manifest a power to make the power a supernatural ability, the spell slot must be of an equal level or higher as the power

InaVegt
2006-05-15, 02:23 PM
Corrupted Blue

These are the corrupted version of the blue, they are the creations of Arlan and were corrupted by Krasheltra. Strangely enough their psionic prowess has increased due to the corruption although some have lost the connection entirely

-2 Strength, +2 Intelligence, +2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ of those of Medium characters.
Blue base land speed is 30 feet.
Darkvision out to 60 feet.
Spell like ability: touch of fatigue
Naturally psionic: they gain a number of power points equal to their intelligence bonus
Racial Skills: A blue character has a +4 racial bonus on Move Silently checks and Ride checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: sorcerer
Level Adjustment: +2

InaVegt
2006-05-15, 02:23 PM
you can now comment

Vaynor
2006-05-17, 11:35 AM
I liked the corrupted blue, though giving it PP equal to it's intelligence bonus, it just seems a little too powerful, though the LA +2 helps a bit.

Also, the feat Champion of Krasheltra seems a bit powerful, maybe if you made it not stackable, then it might work.

Just trying to help! :D

InaVegt
2006-05-17, 11:48 AM
IIRC if a feat doesn't say it stacks, it doesn't.

and for the corrupted blue: A gray elf psion 3 with 20 int has 18 PP, while a corrupted blue psion 1 with 20 int has 9 PP and can only use powers with a maximum cost of 1 PP

Vaynor
2006-05-17, 05:11 PM
Oh, woops, it just seemed a bit powerful...

InaVegt
2006-05-17, 05:13 PM
He gains an amount of bonus PP (normal bonus + racial) equal to what he would get at 2 levels higher, but he doesn't get the PP of the class levels

Rei_Jin
2006-05-19, 04:21 PM
Its a good start on your entry.

There are a few things that could be done to improve it though, so take this as constructive criticism please.

Your mythology has some good ideas, but it comes across as a little jumbled. Maybe a slight rewrite to make it a little clearer?

Some formatting for your entries will make them easier for people to read. More fluff information in your entries would be good too.

The mind crystals are an interesting take, but I can't see why anyone in their right mind would eat them with no prompting. Is there some reason why the first person at them? Could we have a short story on this?

You mention the Halfllings reforging the world as it was before the humans came. What kind of halflings? Are there specific psionic halflings?

For your dragons remember that there are already psionic dragons (sapphire, ruby, emerald, etc). If they were the "true" dragons in your world and the other dragons (red, blue, gold, etc) were the corrupted ones...

I would be more interested in finding out about these halflings who did cool stuff, as opposed to the bad guys. What you have done is good, but people generally want to find out about the protagonists, not the antagonists.

InaVegt
2006-05-19, 04:35 PM
Its a good start on your entry.

There are a few things that could be done to improve it though, so take this as constructive criticism please.

i will take it as that

Your mythology has some good ideas, but it comes across as a little jumbled. Maybe a slight rewrite to make it a little clearer?

english isn't my first language and it seems pretty clear to me so i would need some more pointers there

Some formatting for your entries will make them easier for people to read. More fluff information in your entries would be good too.

Made it in word and only realized formatting doesn't come over to good now you said it and i looked over it :-[

The mind crystals are an interesting take, but I can't see why anyone in their right mind would eat them with no prompting. Is there some reason why the first person at them? Could we have a short story on this?

will try to work it in

You mention the Halfllings reforging the world as it was before the humans came. What kind of halflings? Are there specific psionic halflings?

Since halflings aren't magical nor psionical they would be standard haflings

For your dragons remember that there are already psionic dragons (sapphire, ruby, emerald, etc). If they were the "true" dragons in your world and the other dragons (red, blue, gold, etc) were the corrupted ones...

gem dragons are in MM2 right, i don't have it

I would be more interested in finding out about these halflings who did cool stuff, as opposed to the bad guys. What you have done is good, but people generally want to find out about the protagonists, not the antagonists.

yeah, i should do that, but if i do that i will find myself starting to write entire books about it and i wanted to keep it a little brief