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    Jun 2008

    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    GEOMETRIST


    ”If you could please just... oh no, please get back in... stop moving around please... GET IN LINE. NOW.” - Theodore Quistus - Geometrist

    Psionic studies have a tendency to attract a certain category of individual. Certainly, a great deal of them are as hardened and typical an adventurer as the fighter they call friend, but in any order dedicated to studying and elucidating the power of the mind you will find some who are a touch... off. Maybe they read one too many books, maybe their mind just works differently than others, but whatever may have been the cause they found refuge in the well-defined world of mathematics and theory.

    Unfortunately, the real world never works quite as nicely as their books call it to.

    These unique men, then, seek to order the world around them as best they can. Their own offices typically meticulously clean and ordered, everything having a place and everything being in that place. Eventually, though, they have to venture outside of this zone of safety, and when that occurs, these psionic folk face the choice between dealing with it, running from it, or putting everything in its proper place.

    Geometrists opt for the latter.

    BECOMING A GEOMETRIST
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Alignment: Any Lawful
    Special: Kineticist Psion
    Feat: Psionic Meditation

    Class Skills
    The Geometrist’s class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge(all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int), Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha).

    Skills Points at Each Level: 4 + int

    Hit Dice: d4

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Ordering Power
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Ducks in a Row

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Everything in its Place

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Stillness of Mind

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Reorientation

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Matching Set

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Place Everything

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Clean and Neat

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Psionic Tether

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Your Place in the Universe[/table]

    Weapon Proficiencies: A place to put the different proficiencies.

    Powers Known: At every level from 2nd through 9th, a geometrist gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of geometrist to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

    If a character had more than one manifesting class before she became a geometrist, he must decide to which class he adds the new level of geometrist for the purpose of determining power points per day, powers known, and manifester level.

    Ordering Power (Ex): The Geometrist likes nothing more than for things to be neat and tidy. This can have a variety of meanings, and in a pinch, objects existing in an arrangement as simple as a circle or line is enough, especially when dealing with terminally disorganized things like living creatures.

    When the Geometrist manifests a psionic power that affects an Area (i.e. burst, emanation, spread, cone, line, sphere, etc.) he may expend his Psionic focus to make that power an Ordering Power.

    Ordering Powers exert their manifester’s will on creatures near their area of effect. All creatures within 10ft of an Area targeted by an Ordering Power must make a Fortitude Save (DC 10 + the Power’s level + Int Mod + ½ class level) to resist this powerful draw.

    A creature that makes its save remains unmoved. Creatures failing the save by 5 or less are pulled 5’ closer to the nearest square affected by the power. Creatures failing by 10 or less are pulled inexorably into the nearest square affected by the power. All other creatures failing their save are pulled inexorably into the nearest square affected by the power and knocked prone.

    Creatures moved into the area affected by the power are affected by the power as if they had been within the area when the power was manifested.

    Ducks in a Row (Ex): The Geometrist works best when he can keep himself well organized. Nice, straight lines are mentally stimulating, and not surprisingly, that has a very visceral effect when that mental power is unleashed.

    Any time the Geometrist manifests a power that affects multiple targets but not an area, this effect activates. If the Geometrist and at least two targets of the power occupy the same line, the Power being manifested is automatically and freely Empowered.

    Everything in its Place (Ps): Sentient beings are chronically uncooperative with the Geometrist’s preferences for organization. Even if he puts them in a nice, neat order they will rebel and move about and generally wreak havoc on his schemes. A simple solution is called for, which comes in the form of a unique ability they develop.

    The Geometrist can manifest Everything in its Place at-will as a Psi-like ability.

    Everything in its Place
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    Level: Psion 3
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Medium (100 ft. +10 ft./level)
    Target: One creature
    Duration: Concentration, up to 1 min/level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 5

    Directed Psionic Energies lace the ground around your target, forming a flowing field of telekinetic power that glows in a directed field, pointed toward where your target is currently standing.

    The square(s) the creature is currently occupying will be referred to as “center square(s)” in the following description. All squares within 10’ of the target that are not center squares become Difficult Terrain. Any creature ending its turn within the area of the field is automatically moved in a straight line to the nearest center square. If this movement is obstructed, the creature is moved as close as possible along the straight line but is otherwise unharmed.

    Augment

    For every 4 additional power points you spend, the area this power affects increases by 5’.

    By spending an additional 5 power points, the each square of difficult terrain created by this power costs 3 squares of movement.


    Stillness of Mind: Now and then, everyone needs a moment to catch their breath. A calm time to themselves to recoup and come back swinging harder. For the Geometrist, taking even a brief moment to quiet their minds in the midst of the chaos of battle can be a powerful thing.

    As a move action, the Geometrist can make a Concentration check. The next power he manifests that round is considered Heightened 1 level for every 5 points the Concentration check exceeds the power’s DC (10 + power level + Int mod.)

    Reorientation: As any Geometrist will tell you, they are nothing but flexible. They understand the world can’t revolve around them, and not everything can be perfectly lined up just for them. As long as things are lined up for someone they can make do. See? Perfectly flexible.

    When manifesting any power that affects a Line area, the Geometrist can manifest it as if he were standing anywhere within a circle centered on him with radius equal to the spell’s range to which he has line of sight. The spell can be aimed in any direction from this point, but any area that would be affected beyond this circle is, instead, not.

    Matching Set: Organization goes beyond simple spatial placement but still, please don’t move that, it’s there for a reason. If possible, things should share common characteristics as well, or at least all receive the same treatment so one doesn’t stand out.

    Any time the Geometrist and at least two allies occupy the same line, all Personal effects affecting the Geometrist are shared among all of his allies occupying that line.

    Placing Everything: Sometimes, you just need to move something and move it fast. Creatures don’t understand that there is a place for them, no matter how gently you might suggest it to them. Eventually, you can’t be gentle anymore.

    The Geometrist can manifest Shunt as a psi-like ability.

    Shunt

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    Level: 5
    Display: Material and visual
    Manifesting Time: 1 standard action (See below)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will Negates (See below)
    Power Resistance: Yes
    Power Points: 9

    You forcibly teleport one creature against its will up to 25’ in any direction. Creatures cannot be teleported to an environment that cannot support them.

    If this power is manifested as a standard action, there is no save. This power can, alternatively, be manifested as a Swift action. In this case, or any other case where it is manifested as less than a Standard action, a successful Will save prevents the teleportation.

    Augment

    For every additional power point you spend, the distance you can teleport the target increases by 5’. For ever 10’ this distance increases, the save DC increases by 1.



    Clean and Neat: Efficiency is key. The more efficiently something can be done, the more that thing should be done. It just makes sense.

    By expending his Psionic Focus, the Geometrist can cause Powers he manifests that affect an area have additional, powerful effects based on the number of creatures affected.

    {table=head]Number of Creatures | Additional Effect
    1 | None
    2 | Power is Empowered
    3 | Power is Twinned
    4 | Power is Maximized
    5 | Power is Maximized and Empowered
    6+ | Power is Maximized, Empowered, and Twinned
    [/table]

    Psionic Tether (Ps): No matter how hard you try, some things will just never work the way you want them to. A little delusion never hurts. Just pretend that orc is standing dutifully in its spot, and act accordingly.

    At will, as a swift action, the Geometrist can mentally “tether” a creature to a point. The creature and the square it is in are both marked for a number of rounds equal to the Geometrist’s Int score. For this duration, a glowing psionic tether connects the creature with the square it was in when this ability was used. During this time, for the purposes of the Geometrist’s Powers and abilities, the Geometrist can target any square the tether passes through as if the creature occupied that square. Abilities that affect multiple squares still only affect the creature once.

    Point of Order: The Geometrist is a bastion of control, of himself and, in the ideal case, others as well. Though his power has become very great, he still cannot influence the whole of the world. He can, however, dominate what is near him - caught in his ultimate sphere of influence. As a singular point of order, approaching the Geometrist is a dangerous prospect.

    The Geometrist gains Psychokinesis as a Psi-like ability at will as a free action.

    The Geometrist can manifest his Shunt Psi-like ability as an Immediate action on any creature that enters a square he threatens.

    By expending his Psionic Focus and spending the required Power Points, the Geometrist can manifest Psionic Telekinetic Sphere, centered on himself, as an Immediate Action.

    PLAYING A GEOMETRIST
    The world just won't cooperate with you, so you'll have to make something happen. Orderliness is ideal, but it's up to you what that means, really. You don't necessarily want to control everyone around you, but damned if they don't make it tempting.
    Combat: The Geometrist functions, by and large, like a blaster with some controller twist. Through careful battlefield manipulation, your area spells can be truly devastating, and foes will have a hard time getting anywhere near you for long.
    Advancement: Increasing the power and DC of your Powers is key. This really is the center of the class.
    Resources: Geometrists only work so well with others. Sometimes, they can be convinced to leave their office or home or what-have-you to go on some mad adventure, but other than the contacts they have made on their own, like Universities and the like, he may find himself wishing for more friends.

    GEOMETRISTS IN THE WORLD
    "Professor Tullius is not to be disturbed. The last student to intrude on his studies was trapped in a cupboard for hours."

    Geometrists are quintessential oddballs, eccentrics and oddballs. People around them may appreciate their hard work and results, but cannot begin to fathom how they survive day to day living within their brains.

    Daily Life: Typically, they take up academic works, where they can get quite a lot done sealed away in an office or otherwise maintaining a space for themselves they can organize and optimize to their satisfaction and keep it that way.
    Notables: Professor Tullius was a renowned teacher at the College in Redhelm for many years. His research in the fields of Psychokinesis and Psychoportation were unmatched, and his propensity for scaring students half to death with his insistence on "arranging" them spread quickly. No student deaths have ever been definitively tied to him, which, paired with his key role in the defense of the University when it fell under attack, earned him tenure.
    Organizations: No organizations in particular, save the occasional Telepathic study, take interest in Geometrists. They tend to instill themselves in organizations almost against the will of said organization, but since their contributions are typically of the highest quality, they only complain so much.

    NPC Reaction
    The average Drizzt on the street will typically find the Geometrist eccentric at best, more typically annoying, and infuriating at worst. They tend to have trouble fitting into broader society.

    GEOMETRISTS IN THE GAME
    The class is primarily a blaster with some battlefield control abilities sprinkled in liberally. It can definitely have a powerful affect in certain combats, but the power of his ability to move foes essentially at will will be offset by requiring him to blast less often and less powerfully.

    That said, given the right arrangement of foes, his blasting abilities should not be underestimated.
    Adaptation: Rather than a neatness-obsessed psion, the Geometrist could function, with liberal adaptation, as some form of vector-themed mage or control-obsessed ruler.
    Last edited by Hyooz; 2012-12-03 at 08:25 PM.

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