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Vaynor
2006-05-15, 08:27 PM
The Psionic Mauler *

(for reference, I wanted this to be a class, but it was declined, though it makes more sense as one)

Spawned from the savage tribes of the Zakken (zack-kehn), Psionic Mauler's use their brute force to channel their power, not their intelligence, but from their will to survive. *Exotic spectacles, Maulers tend to be slightly ferocious, much like a Barbarian, but have learned to channel that rage into powerful manifestations. *
Known for their brute mentality, this class aspires to many, but mostly to Barbarians. *Though, other combat-oriented classes may find this useful. *To take this class the character must not have a previous psionic class, but must attain the power points either by a psionic race or by the Wild Talent feat. *The character may take a psionic class afterwards however.

Hit Die: d12

Requirements:

Psionics: Must have a power-point reserve of at least 1

Alignment: Chaotic

Base Attack Bonus: +1

Feats: Psionic Attack (Described later)

Skills: Intimidate 2 Ranks

Special: Must have gone through the Zakken initiation ceremony

Class Skills: The Psionic Mauler's class skills are Intimidate (Cha), and Psicraft (Int).

Skill Points at Each Level: 2 + Intelligence Modifier



Level *BAB *Fort *Ref *Will *Special * * * * * * *PP/Day * * * *Max level known
1st * * +1 * +2 * *+2 *+0 * *Psionic Rage * * * * * 2 * * * * * * * * *1st
2nd * * +2 * +3 * *+3 *+0 * *Ecto Skin +2 * * * * **5 * * * * * * * ** 1st
3rd * * +3 * +3 * *+3 *+1 * *DM 1/day * * * * * * * 9 * * * * * * * * *2nd
4th * * +4 * +4 * *+4 *+1 * *Ecto Skin +4 * * * ** 14 * * * * * * * * *2nd
5th * * +5 * +4 * *+4 *+1 * *DM 2/day * * * * * * *20 * * * * * * * * *3rd
6th * * +6 * +5 * *+5 *+2 * *Ecto Skin +6 * * * ** 28 * * * * * * * * *3rd
7th * * +7 * +5 * *+5 *+2 * *DM 3/day * * * * * * *37 * * * * * * * * *4th
8th * * +8 * +6 * *+6 *+2 * *Ecto Skin +8 * * * ** 47 * * * * * * * * *4th
9th * * +9 * +6 * *+6 *+3 * *DM 4/day * * * * * * *58 * * * * * * * * *5th
10th * +10 * +7 * *+7 *+3 * *Ecto Skin +10 * * * * 70 * * * * * * * * *5th
* * * * ** * * * ** * * * * Psionic Stomp

Weapon and Armor Proficiencies:
Psionic Mauler's gain proficiency with Simple, and Martial Weapons, Light and Medium Armor, and the Falquan (described later on).

Power Point/Day: A psionic mauler manifests powers through his Strength score, and uses that score to determine bonus power points (since the psionic maulers power list only goes up to 5th level powers, a mauler may not achieve higher level spells through the means of bonus spells). *If a psionic mauler gains power points from a separate class, keep them as two different numbers, as a psionic mauler may only use power points form his race or this prestige class to manifest psionic mauler powers.

Powers Known: A psionic mauler knows all psionic mauler powers, which are taken from the psionic mauler power list. *Though the list is extremely limited, it gives a mauler all he/she needs to gain the advantage in a fight. *A mauler need not prepare powers, as they are able to be manifested without choosing them ahead of time. *
The DC for saving throws for powers cast by a psionic mauler are determined as explained here. *DC = 10 + powers level + the mauler's Strength bonus.

Maximum Power Level Known: At the first level of psionic mauler, the character gains the ability to manifest first level spells. *Every odd level thereafter, he/she gains the ability to manifest powers of an additional level. (A fifth level mauler would be able to manifest 3rd level powers)

Psionic Mauler Power List:
First Level Powers:
Bolt, Crystal Shard, Demoralize, Energy Ray, Hammer, Inertial Armor, Mind Thrust, Vigor, Biofeedback, Defensive/Offensive Precognition, Offensive Prescience, Stomp, Thicken Skin
Second Level Powers:
Concussion Blast, Energy Push, Energy Stun, Inflict Pain, Recall Agony, Swarm of Crystals, Body Adjustment, Dissolving Weapon, Painful Strike, Prowess, Psionic Lion's Charge, Energy Missile, Brain Lock
Third Level Powers:
Energy Bolt, Energy Burst, Energy Retort, Forced Share Pain, Telekinetic Thrust, Empathic Feedback, Exhalation of the Black Dragon, Graft Weapon, Vampiric Blade, Psionic Keen Edge, Energy Cone, Crisis of Breath
Fourth Level Powers:
Telekinetic Maneuver, Psionic Freedom of Movement, Immovability, Inertial Barrier, Truevenom Weapon, Weapon of Energy, Energy Ball
Fifth Level Powers:
Ectoplasmic Shambler, Psychic Crush, Oak Body, Psychofeedback, Energy Current, Hail of Crystals, Alta's Gift

Psionic Rage:
As Barbarian rage, except it lasts a number of rounds equal to the characters maximum power level + Strength modifier. *This ability is gained at first level.

Ectoplasmic Skin:
The skin of the character begins to attract a layer of ectoplasm, giving a +2 bonus to natural armor, which starts at level two, and is enhanced by two more points every other level.

Destructive Manifestations:
Starting at level three, a psionic mauler gains the ability to empower or maximize any damage dealing power, once per day, which increases by one every other level after three.

Bonus Feats:
At 3rd level, the psionic mauler gains either the Improved Psionic Attack feat or the Psionic Weapon feat.
At 8th level, the psionic mauler may select either Psionic Demolish or Greater Psionic Weapon.

Psionic Stomp:
At level 10, the psionic mauler gains the psionic stomp ability. *This ability allows the character to stomp the ground, dealing 10d4+Strength bonus energy damage in an area of 20 feet in every direction around the mauler. This ability is usable 5 times per day.


Special Requirement:
The Zakken initiation ceremony is a small celebration for young Zakken turning the age of 15. *Most Zakken take one level of barbarian beforehand, since Zakken are trained from a young age, and only can take the Psionic Mauler prestige class once they complete this ceremony. *Most of the time, a non-Zakken cannot participate in this ceremony, yet the Zakken are very generous, and any well received guests, or people that help the tribe in any way, are welcome to become a part of it, and learn the Psionic Mauler prestige class if they want.

Vaynor
2006-05-15, 08:27 PM
The Zakken

The Zakken live in small, slightly organized tribes, usually strew about in various jungles. *With a very large build, they are much like half-hiants, but they are not as smart, less civilized, and almost always in a bad mood. *Looking much like a half-orc, they are savage by looks and by nature. *Usually dressed in rough leather armor, or some kind of animal hide, they are frequently thought to be ogres.

+2 Strength, +2 Constitution, -2 Charisma: Zakken are strong and burly, but not very sociable.
Size: Medium
Base Land Speed: 40 Feet
Low-Light Vision
Powerful Build (See Half-Giant (http://www.d20srd.org/srd/psionic/psionicRaces.htm#halfGiants) description)
Alta's Power: This gives the fire-happy Zakken resistance to fire 5, and all powers they manifest gain the fire descriptor.
Naturally Psionic: Zakken gain 1 extra power point at first level.
Languages: Common, Zakken; Bonus Languages: Orc, Goblin, Giant, Draconic, and Gnoll.
Favored Class: Psionic Mauler
Level Adjustment: +1

Height: Use Half-Orc statistics.
Weight: Use Half-Orc statistics.
Age: Use Human statistics.

Ecology
The Zakken live in uncivilized tribes, somewhat like city-states. *The tribes will defend one another in times of war, though most of the time, the enemy is an opposing Zakken tribe. *The head of each tribe is an old warrior, long past his days, yet still young enough to lead his small thralls into victory. *The Zakken camps are usually centered around large hot springs found frequently in the Zakken territory. *

The Caano (ruler of a tribe) is the alpha of the tribe, usually a strong warrior who wins the rule of the tribe. *A new Caano is decided upon when the old one dies. *The tribes are centered on war, and normal everyday life even revolves around it. *

The tribesman are always making Falquans to suit their everyday needs, and the other men, ones not so skilled in forging, go off into the jungle to hunt Morcos (described later), which they make the ceremonial armor out of (Morco hide makes hide armor).

Ironically, many of the Morco hides are made to be worn on other Morcos, as barding in battle. *Battle for the Zakken is not just fighting, they treat it as an art form, and practice every day new techniques to improve their skills.

They worship a primitive god of valor, Alta Nehr (funnily enough their word for "big man", as Alta Nehr is over 60 ft. tall). *According to Zakken legend, Alta Nehr came down from Oron (a nearby mountain), where he lives, over a thousand years ago to forge the Zakken out of the materials of nature, creating 11 different kinds, on each of the eleven days of their week.*

Once these tribes developed, the almighty Alta Nehr gave them a gift to help them, fire. *They call this Alta's Gift, and use it often as a sacred implement and as a common every day item, to help them get by in the world.

Only different by appearance, they fight because of these small things, as they will not agree on a superior race to be lord and master over the rest.

They do not realize that if they just stopped fighting, they'd probably be a much more advanced race, yet they fight on...

Vaynor
2006-05-15, 08:27 PM
Falquan

This rather large sword, almost six feet in length, is very primitive in it's make. *Composed of a large sharpened blade, fastened onto a hard piece of wood, which is carved to fit the owner's grip, the falquan is simple, yet effective. *Any Zakken wielding a falquan receives a +2 inherent enhancement bonus on all attack rolls and damage rolls while using this weapon. *To wield this sword, the user must use both hands, as it is large and rather cumbersome. *Any person not proficient with this item takes a -6 penalty on attack rolls, compared to the normal -4 due to it's truly exotic nature.
Some falquans, those of higher quality, usually possessed by the great warriors of the tribe), are adorned with a miril (see below) (these are considered masterwork weapons).

Damage: 3d4 (1d10 small)
Critical: x4
Range Increment: None (cannot be thrown)
Weight: 18 pounds
Type: Slashing
Cost: 75 gp (800 gp for miril adorned ones)


Miril

This gem, about 3 inches in diameter, has a light blue tone, with a golden spark in the middle. *This gem, though ordinary in appearance, has a special psionic quality. *Any psionic character in possession of this gem is given a private fuel of power points. *This gem is much like a wand, having charges (20), though the charges instead act as extra power points, which are usable up to an amount of five per day. *The gems may not be recharged, they must be bought again.

Cost: 500 gp


Morco Hide Armor

This hide, made from a Morco carcass, is very useful. With it's feathery outside, in addition to it's normal AC bonus, it also grants a +1 bonus to natural armor. It looks like a normal set of hide armor, except for the red feathers adorning it on the shoulders, over the chest area, and on various other places.

AC Bonus: +4 (+1 Nat. Armor)
Maximum Dexterity Bonus: +3
Armor Check Penalty: -2 (-1 if donned by a Zakken)
ASFC: 30%
Speed: 30/20 (40 for Zakken)
Weight: 35 lbs.
Cost: 350 gp. (considered masterwork)

Vaynor
2006-05-15, 08:27 PM
Psionic Attack
Prerequisite: At least one power point.
Benefit: You may use power points, instead of for powers, to help in some attacks. *Using your PP/Day, you may subtract power points from your total amount for the day, to add to your attack and damage rolls. *You may add any number of power points up to a maximum of 10 per attack. *In example, if a psion invested 5 power points on an attack, he would receive a +5 bonus on his attacks that round. *This effect lasts one round.


Improved Psionic Attack
Prerequisite: Psionic Attack
Benefit: You may use up to 20 power points per attack.
Normal: You may only use 10 power points per attack.
Special: A Psionic Mauler may select this as a bonus feat.


Psionic Demolish
Prerequisite: Psionic Attack, Improved Psionic Attack, 30 or more total power points.
Benefit: Any power point invested, for the Psionic Attack feat, allows +2 on attack and damage rolls.
Normal: Each power point invested gives only +1 on attack and damage rolls.
Special: A Psionic Mauler may select this as a bonus feat.

Vaynor
2006-05-16, 08:06 PM
Alta's GiftA
Psychokinesis
Level: Psion 4, Psionic Mauler 5, Psionic Warrior 5
Manifesting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instant
Area: 15 Feet
Saving Throw: Reflex Half
Power Resistance: Yes
Power Points: 9

Manifesting this power summons Alta's might, focusing it into a large blast of lava. *This power deals 10d6 fire damage, and 2d6 fire damage to any within five feet of the area of affect. *A large spout of lava blasts from the ground in the area the manifester chooses. *The consequent 2d6 damage is a result from the large drops of molten rock splashing from the initial blast.

Augmentation:
Every extra two power points spent increases the damage by one die, up to a maximum of 15d6 damage. *Every dice increase results in the DC increasing by one.

Vaynor
2006-05-16, 10:06 PM
Morco
Large Magical Beast (Psionic)
Hit Dice: 3d10+6 (22 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Fly 20 ft. (poor)
Armor Class: 15 (-1 size, +3 Dexterity, +3 Natural Armor), Touch 12, Flat-Footed 12
Base Attack/Grapple: +2/+9
Attack: Bite +5 melee (1d8+3)
Full Attack: Bite +6 melee (1d8+5) and Slam +5 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Lava Shot
Special Qualities: Jungle Walk, Low-light Vision, DR 1/-, Zakken Familiarity
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 17, Dex 17, Con 15, Int 2, Wis 11, Cha 8
Skills: Intimidate +3 (Cha), Jump +6 (Str)
Feats: Endurance, Diehard
Environment: Temperate Jungles
Organization: Solitary, pair, or flock (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral
Advancement: None

The Morco is a peculiar bird, with four legs, a red-streaked feathery body, and short stubby wings with an elongated neck.

Morcos are most often found in small packs, with the largest one as a the alpha. Bred by the Zakken, the Morco are used for many things, such as for mounts, or for meat, and for making the Zakken's war-wear. Their short, stubby wings can only be used to fly for short distances, and they must end each round on the ground, or they fall. Their most formidable weapon is the fearsome shot of lava they can spout from their beaks, which they use to protect themselves, hunt, and mark their territory.

Combat
Morcos are not very brave, but will defend their flock at the cost of their life. *They attack in packs, or usually with Zakken riders.
Jungle Walk: Morcos may walk through rough terrain unhindered.
Zakken Familiarity: Any Zakken riding a Morco gains use of the Mounted Combat feat and may take ten on Ride checks.
Lava Shot: Once every 1d6 rounds, a Morco can shoot out a small bolt of lava, out to a maximum of 35 ft. *This shot deals 1d6+1 damage, as well as 1d2 damage to anyone adjacent to the target creature. *Any creature being affected by this attack may make a Reflex save for half damage at a DC of 16.

Vaynor
2006-05-17, 11:06 AM
Everything is done, I just don't want to enter it until more people have pointed out any mistakes.

The Glyphstone
2006-05-17, 05:44 PM
The Zakken is at least a LA +1. They're very similar to the half-giant, gaining Strength and Constitution instead of just Constitution, losing Intelligence and Charisma instead of Dexterity. Powerful build both ways, and Zakken have inherent fire resistance. Plus, their land speed is 40ft to the half-giant's 30. Maybe even a LA +2.

The power looks fairly decent, though a little overpowered (doing 13d6 damage to a 10ft radus for only 9 PP is excellent, plus the extra damage in the remainder of the 30ft.

Vaynor
2006-05-17, 06:17 PM
Yeah, the choice of an LA was an iffy one, I just decided not to do it until some people responded. And, yeah, I based them off of the half-giant, trying to make them less powerful, but also had to go with the concept...

And, also, the power, I meant that to be 2 PP per dice increase.... woops.
The area was also an iffy thing, I'll probably change it to 10 ft., and have the splash damage be any adjacent things.

Thanks for the help!

Kord
2006-05-27, 02:53 PM
I agree with the Glyphstone. Though know that it is corrected, it is quite good.

The title looks a bit weird with that sentence after it. You might want to fix that (put the sentence in parathenses just below the title?).

Other than that, its great! :D

Vaynor
2006-05-27, 03:40 PM
Thanks, it has been changed. :D