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Closet_Skeleton
2006-06-08, 05:13 AM
Whilst mages, priests and warriors roam the lands seeking wealth and power, the masters of the mental arts tend to be more reclusive. In hidden mountain monestries and forest communties they train their minds and bodies in order to master a single art. For some this is the art of war and such living weapons would be feared by all if they were confirmed to exist. Deep within the earth, darker terrors such as the Illithid plot to rule the world above which considers them to be no more than the stuff of bed time stories.

Closet_Skeleton
2006-06-08, 05:16 AM
Clairvoyant Swordsman
The Clairvoyant Swordsman is one who studies the more secretive and subtle powers of the mind and applies them to melee combat. The Clairvoyant is a single rock of mental calm within the raging tide of battle.
Hit Die: d8

Requirements
The following are all requirements of the Clairvoyant Swordsman prestige class.
Base Attack Bonus: +5
Feats: Combat Manifestation, Weapon Focus (Any sword or mindblade) and Ghost attack or Psionic Weapon.
Psionics: Ability to manifest the Read Thoughts Telepathy power and at least one Clairsentience and at least one Psychokinetic power.

Class Skills
The Clairvoyant Swordsman’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Iaijutsu focus (Cha), Jump (Str), Knowledge (Psionics), Ride (Dex), Search (Int) and Swim (Str).
Skill Points at Each Level: 2 + Int modifier

Class Features
All of the following are class features of the Clairvoyant Swordsman.
Weapon and Armour Proficiency: The Clairvoyant Swordsman gains no additional weapons or armour proficiencies.
Bonus Power Points: A Clairvoyant Swordsman gains bonus power points as he levels up, but does not gain any other additional powers known. He gains a bonus to manifester level equal to one half of his class level.
Telepathic Insight [Ps]: From 1st level, the Clairvoyant Swordsman’s mind reading powers grant him a defence against attacks. At the start of each round he may choose a number of opponents equal to his intelligence modifier and gain a insight bonus to armour class equal to half his class level against attacks made by those chosen targets. He may not choose to designate this AC bonus against creatures without an intelligence score, against creatures protected from telepathy or against creatures with minds utterly alien to the Clairvoyant Swordsman.
Focused Edge [Ex]: At 2nd level, the Clairvoyant Swordsman becomes able to focus his mental prowess onto the thin edge of his sword. He may choose to substitute to apply his Intelligence bonus to melee damage rolls instead of his strength bonus with any slashing weapon he has weapon focus in. When using this ability, his melee attacks count as force attacks.
Precognitive Reflexes [Ps]: At 3rd level, by drawing on his telepathic and precognitive abilities, the Clairvoyant Swordsman adds an insight bonus to all reflex saves equal to his intelligence bonus and still adds his dexterity bonus as normal.
Precognitive Initiative [Ps]: At 4th level, the Clairvoyant Swordsman’s telepathic powers allow him to stay a step ahead of all but the fastest creatures. He adds his Intelligence score as well as his Dexterity score to initiative checks.
Anticipation [Ps]: At 5th level the Clairvoyant Swordsman gains the precognitive ability to sense incoming attack before they happen. He may use this ability in any of three ways. First, when in a surprise round in which he is surprised, he may spend 2 power points in order to stop being flatfooted. Secondly he may spend 2 power points in order to gain a +8 insight bonus to armour class against attacks of opportunity. Thirdly he may spend 5 power points in order to make a 5 ft. step away from an enemy who he has designated for his telepathic insight ability that declares an action against him as long as he has not already made a 5 ft. step that round and he may make no further 5 ft. steps after he uses this ability. If he manages to move outside of his enemy’s reach he is not affected by the enemy’s action. The enemy that this ability is used against does not get an attack of opportunity against the Clairvoyant Swordsman though any other enemies that normally would when the Clairvoyant Swordsman moves do.
Keen Mind [Ex]: At 6th level and onwards, the Clairvoyant Swordsman’s mental and martial abilities become sharper than steel. He may activate this power for the cost of 5 power points, causing the threat range of the weapon to double for 10-minutes/manifester level. This ability does not stack with any other abilities that increase the threat range of a weapon.
Tactical Precognition [Ps]: At 7th level, the Clairvoyant Swordsman’s Clairsentient powers allow him to make tactical decisions based on how the combat may come out. Once every 1d3+1 rounds, he may declare that he is using this power at the start of his turn before he acts at the cost of 5 power points. When he does so, he also declares a path of action in the same way as he normally would and rolls his attack and damage rolls as though he was actually attacking and anyone effected by any of his actions make saving throws as though they were actually being affected or attacks of opportunity as though the Clairvoyant Swordsman actually caused them. He may then either choose to actually make those actions in the exact same way and use those same attack, damage and saving throw rolls in the real combat. Otherwise he all dice are rolled as normal and the Clairvoyant Swordsman must take a radically different course of action.
The mind is quicker than the eye [Ps]: At 8th level, the Clairvoyant Swordsman gains the ability to move almost as fast as a thought. He may declare that he is using this ability at the beginning of the round. When he activates this ability he gains an extra partial action and a +4 dodge bonus to armour class, 50% concealment and acts at initiative 100 for that round. He may use this ability for a number of times per day equal his intelligence modifier.
Eyes of a Seer [Ex]: At 9th level, the Clairvoyant Swordsman’s eyes turn a pale white and pearly.
Stroke of Destiny [Ps]: At 10th level, the Clairvoyant Swordsman gains the ability to make the most of everything he has learnt about reading his opponent’s minds, precognition and focusing his energy into one strike. By spending 12 power points, may use this technique as a single melee attack or as part of a charge (though he may not use any ability that would allow him to make his full number of attacks on a charge). He adds an insight bonus equal to his intelligence modifier to the attack roll, his class level to damage and the target counts as flat-footed, even if he would normally retain his Dexterity bonus to armour class when caught flat footed.

Base Fort Ref Will Bonus
Level Attack Bonus Save Save Save Power Points
1st +1 +0 +2 +2 4
2nd +2 +0 +3 +3 8
3rd +3 +1 +3 +3 12
4th +4 +1 +4 +4 16
5th +5 +1 +4 +4 20
6th +6 +2 +5 +5 24
7th +7 +2 +5 +5 28
8th +8 +2 +6 +6 32
9th +9 +3 +6 +6 36
10th +10 +3 +7 +7 40

Closet_Skeleton
2006-06-08, 05:23 AM
The Mind Hunger
Gargantuan Aberration
Hit Dice: 18d8+252 (333 hp)
Initiative: -3
Speed: 10 ft., Climb 20 ft, Burrow 20 ft.
AC: 8 (-3 Size –3 Dex +4 Natural), Flat-footed 8, Touch 4
Attack: Tentacle +23 melee (2d6+13 + Psi-drain)
Full Attack: 4 Tentacles +23 melee (2d6+13 + Psi-drain)
Grapple: +26
Space/Reach: 20 ft./50 ft.
Special Attacks: Improved Grab, Psi-drain, Swallow Whole, Psionic Powers
Special Qualities: Aberration traits, Psionic Metabolism
Saves: Fort +20, Ref +3, Will +15
Abilities: Str 36 +13, Dex 4 -3, Con 38 +14, Int -, Wis 18 +4, Cha 30 +10.
Skills: Climb +21
Feats: None
Challenge Rating: 20
The Mind Hunger is an ancient creature rumoured to be the results of a mad Githyanki’s experimentation on the illithid race. The Mind Hunger appears to be a 30 ft. tall monstrous illithid larvae. However, unlike the illithid larvae which burrows into the mind of a humanoid to create a new illithid, the Mind Hunger takes humanoids within itself to use as it’s brain. The bodies of numerous captive psions can be seen dormant within the translucent sacks at the back of the creature’s body and its body is covered in psicrystals mocking the fat reserves of normal creatures. Legends say it’s creator set it loose on an illithid city and that it still dwells amongst the ruins.

Combat
The Mind Hunger has a poor defence and will try to burrow its body underground whilst using its tentacle to attack from 50 ft. away. The Mind Hunger usually has at least 6 psions of 5th level within it at any time, generally granting it 150 power points a day.
Improved Grab
If the Mind Hunger hits an opponent with two tentacle attacks, it may make a grapple check, if it succeeds, it drains 2d8 power points and may make a swallow attack against the grappled creature the next round.
Psi-drain
Anyone who is hit by one of the Mind Hunger’s tentacle attacks immediately loses 2d6 power points and anyone grappled by the Mind Hunger loses 2d8 power points each round they remain grappled. The Mind Hunger gains these power points added to its own power point pool. The Mind Hunger has immediate access to the power points of any creature it has swallowed.
Swallow Whole
The Mind Hunger may choose to swallow anyone it has maintained in a Grapple for at least a round. Swallowed creatures suffer 1d6 points of charisma damage (Fort DC 33 half) a round from the neurotoxins within the Mind Hunger’s body. A Swallowed character may attempt to cut his way out of the Mind Hunger before the neurotoxins send him comatose by dealing 20 damage to the inside of the Mind Hunger’s stomach. Psions who pass out due to the toxins are incorporated into the fleshy sacks at the back of the Mind Hunger whilst characters without power points are digested and fed to the captives. The Mind Hunger keeps it’s captives comatose and fed with nutrients whilst uses their psionics to gain more food. Captives
Psionics
The Mind Hunger has access to any power points from any of its captured creatures as well as any it has gained from it’s Psi-drain ability as well as reserves in the psicrystals covering it’s body usually equal to 80 power points. It can manifest any powers known by it’s captives and uses the manifester level of the highest level captive that knows the power it wishes to manifest. The Mind Hunger also has access to any psionic based special attacks of its captives.
Psionic Metabolism
The Mind Hunger lives of psionic energy and can easily convert it into solid matter. The Mind Hunger can convert power points directly into hit points at a maximum rate of 20 hit points a round. It can also spend 4 power points to cure a single point of ability drain a round.