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    Ogre in the Playground
     
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    May 2008
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    Default (Base Class) The Power of the Mind [P.E.A.C.H.]

    The Psionicist

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    ĒBalance is the essence of creation, destruction, movement, energy, knowledge, understanding, and shape. Balance is the key to all. By achieving balance in your mind, you can achieve balance in form, and balance in the universe. Balance is like a cascading effect. As one becomes balanced, so does one balance those around him. ď
    ~Kikkisirak Oturik, Xanie Psionicist of the Clairsentience Discipline.

    Adventures: Psionicists adventure to understand themselves. Psionics requires a huge amount of personal control, but more often than not that control eradicates some part of the Psionicistís mind, the things he likes, the things he holds dearest to him. That much mental stability removes some of the things we hold dearest to us, love, hate, anger, fear, sorrow, happiness. Many Psionicists adventure in order to try to feel again, to remove some of their iron control and peek through into the world.

    Characteristics: Psionicists are very personal, in many ways. They tend to focus on self more than others, because their power requires such aforementioned control. To not focus on oneís self might be a detriment to their power. In addition, the training it takes to become a Psionicist is almost entirely done on oneís own. They rarely are able to interact in meaningful ways with other creatures, even those Psionicists who employ the Telepathy discipline. They often are able to understand what others are thinking but not really understand how the person thinks in general, nor able to communicate his own emotions. In many ways, it is easier for the Psionicist to remain alone, without the impartiality and unbalanced quality of relationships.

    Alignment: Psionicists can of any alignment. The rigid control they employ might imply more Lawful alignments, but truly, it is not oneís actions towards oneís self that ascribe alignment, but to those around them. Psionics can be used for evil, good, chaotic, lawful, and any spectrum in between.

    Religion: Psionicists, because of their personal nature, tend to pass off worship and religion. To be sure, many Psionicists hold faith, but not like how others tend to. They do not really hold to gods so much as ideals or concepts held by said gods. So, a Psionicist might hold faith in say, peace, but not in a god of peace. To be sure, they in general dislike organized worship heartily.

    Background: Psionicists come from literally any background. Psionics is not based on innate ability or some inborn quality but instead on personal control and intense training. As such, Psionicists can come from literally any culture or race.

    Races: Psionicists can come from any race.

    Other Classes: Psionicists can have trouble with other classes, especially classes that are dissimilar to the Psionicist, such as warriors or rogues. They can handle casters (if they exist, depends on setting), or other Psionics users.

    Role: Psionicists have a fairly varied role, going from battlefield control, damage buffing, healing, to transportation, to more utility roles, to the face character. It all depends on the Discipline the Psionicist chooses. In general, though, the Psionicist can regularly deal some damage, which ties through the whole class.

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    Abilities: The Psionicistís manifesting ability score modifier is the most important Ability score that he possesses, since it allows him to manifest his powers, and many class features are based upon it, followed then by Constitution, granting him more health. After that is essentially up to the Psionicist, but usually Dexterity can be fairly important for Armor Class.
    Alignment: Any
    Hit Die: d6
    Starting Age: As Wizard.
    Starting Gold: As Wizard.

    Class Skills: The psionicistís 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). In addition, a psion gains access to additional class skills based on his discipline:
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    Seer (Clairsentience)
    Gather Information (Cha), Listen (Wis), and Spot (Wis).
    Shaper (Metacreativity)
    Bluff (Cha), Disguise (Cha), and Use Psionic Device (Cha).
    Kineticist (Psychokinesis)
    Autohypnosis (Wis), Disable Device (Dex), and Intimidate (Cha).
    Egoist (Psychometabolism)
    Autohypnosis (Wis), Balance (Dex) and Heal (Wis).
    Nomad (Psychoportation)
    Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).
    Telepath (Telepathy)
    Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis).

    Skill Points at 1st Level: (6 + Intelligence modifier)*4
    Skill Points at Each Additional Level: 6 + Intelligence modifier

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    The Psionicist
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|PP/Day|Maximum Power Level Known

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |By Will Word or Wit, Discipline|
    2
    |
    1

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Inner Conflict 1d6|
    6
    |
    1

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Discipline Focus (First)|
    11
    |
    1

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Inner Conflict 2d6|
    17
    |
    2

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Calm Power (First Level)|
    24
    |
    2

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Inner Conflict 3d6|
    32
    |
    2

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Discipline Focus (Second)|
    41
    |
    3

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Inner Conflict 4d6|
    51
    |
    3

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Calm Power (Second Level)|
    62
    |
    3

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Inner Conflict 5d6|
    74
    |
    4

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Discipline Focus (Third)|
    87
    |
    4

    12th|
    +6
    |
    +4
    |
    +4
    |
    +8
    |Inner Conflict 6d6, Greater Conflict|
    101
    |
    4

    13th|
    +6
    |
    +4
    |
    +4
    |
    +8
    |Calm Power (Third Level)|
    116
    |
    5

    14th|
    +7
    |
    +4
    |
    +4
    |
    +9
    |Inner Conflict 7d6|
    132
    |
    5

    15th|
    +7
    |
    +5
    |
    +5
    |
    +9
    |Discipline Focus (Fourth)|
    149
    |
    5

    16th|
    +8
    |
    +5
    |
    +5
    |
    +10
    |Inner Conflict 8d6|
    167
    |
    6

    17th|
    +8
    |
    +5
    |
    +5
    |
    +10
    |Calm Power (Fourth Level)|
    186
    |
    6

    18th|
    +9
    |
    +6
    |
    +6
    |
    +11
    |Inner Conflict 9d6|
    206
    |
    6

    19th|
    +9
    |
    +6
    |
    +6
    |
    +11
    |Discipline Focus (Fifth)|
    227
    |
    7

    20th|
    +10
    |
    +6
    |
    +6
    |
    +12
    |Inner Conflict 10d6, Inner Mastery|
    249
    |
    7
    [/table]

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    Weapon Proficiencies: The Psionicist is proficient with all simple weapons, but no armor or shields.

    By Will Word or Wit: When the Psionicist takes their first level in this class, they must choose whether to have their manifesting be based off of Intelligence, Charisma, or Wisdom. After making this choice, they may not switch it.

    Discipline: Starting at first level, the Psionicist must choose a discipline to focus in. The six disciplines are:
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    Clairsentience
    A psionicist who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
    Metacreativity
    A psionicist specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaperís command.
    Psychokinesis
    Psionicists who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
    Psychometabolism
    A psionicist who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psionís psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.
    Psychoportation
    A psionicist who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
    Telepathy
    A psionicist who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.


    Manifesting: The Psionicistís powers known depend entirely on the Discipline he chooses to focus in. He knows all powers on his Disciplineís powers list. Starting at fourth level, and every three levels thereafter, the Psionicist may learn a power that is on another Discipline besides his ownís power list. He may not change the powers chosen in this way.

    The number of times a psionicist can manifest powers in a day is limited only by his daily power points.
    A psionicist 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 nightís sleep each day to regain all his spent power points.

    The Difficulty Class for saving throws against psionicist powers is 10 + 1/2 Manifester Level + the psionicistís manifesting ability score modifier modifier. Maximum Power Level Known: A psionicist begins play with the ability to learn 1st-level powers. As he attains higher levels, a psionicist may gain the ability to master more complex powers.

    To manifest a power, a psionicist must have a manifesting ability score of at least 10 + the powerís level.

    Inner Conflict (Su): Manifesting powers, for a psionicist, is to put yourself in an imbalance. There is too much power flowing one way, and that gives the power form and function. However, imbalance is also the opposite of the creed of the psionicists, and something that psionicists dread more than anything in the world. Thus, they developed a technique to rebalance themselves, via redistribution of power. This technique involves simply blasting energy out of the system, causing it to automatically balance itself. Starting at second level, after the Psionicist casts manifests a power, he may, as a swift action, make a Concentration check (DC 10 + 2*the level of the power). If he fails, the swift action is wasted. If he succeeds, he may automatically deal 1d6 damage to one creature within 30 feet. This damage increases to 2d6 at level four, and by 1d6 every two levels thereafter (3d6 at level six, 4d6 at level eight, etc).

    Discipline Focus: Starting at third level, the Psionicist gains additional benefit from their chosen Discipline.
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    Clairsentience
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    First: Starting at third level, the Psionicist gains a clear sight of the future, even without manifesting a power that allows him to see it. The Psionicist gains an Insight bonus to any Attack, Armor Class, and Saves equal to one sixth of his Psionicist levels, minimum 1.

    Second: Starting at seventh level, the Psionicist may use even his mundane knowledge to find someone with his second sight. He may make a Knowledge (Geography) check (DC 21) in order to gain the effects of the Clairfoyant Sense power. He need not spend any power points for this effect. Making the knowledge check is a 10 minute ritual.

    Third: Starting at eleventh level, the Psionicist may look with half of his vision, half ranging over a large area. He gains the effects of the Arcane Eye spell, permanently, but the Eye cannot be attacked, and has no form to speak of. It has a movement speed equal to the base land speed of the Psionicist. His regular vision still functions.

    Fourth: Starting at fifteenth level, the Psionicist may subtly change the outcomes of an event, for better or worse. As an immediate action, once per encounter per five Psionicist levels, the Psionicist may force one target within 30 feet to reroll one roll they just rolled. If they are an enemy, they take the lower roll. If they are an ally, they take the higher roll.

    Fifth: Starting at nineteenth level, by spending 19 Power points, the Psionicist may once per day as a full round action, gain the effects of the Hypercognition power for three rounds.



    Metacreativity
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    First: Starting at third level, any astral construct the Psionicist creates gains an additional ability from each list that they gain access to based on the level of the Astral Construct power used to create them.

    Second: Starting at seventh level, once per encounter, the Psionicist may create a wave of ectoplasm, as a full round action. All creatures in a 40 foot line take 1d6 damage per two Psionicist levels the Psionicist possesses, and are pushed back 20 feet. They may make a Reflex save (DC 10 + 1/2 Psionicist level + manifesting ability score modifier) to halve the distance.

    Third: Starting at eleventh level, the Psionicist may make one Astral construct he possesses permanent. That astral construct does not fade away after the duration has ended. If the Psionicist were to try to do this when he already possesses a permanent astral construct through this ability, he replaces his current astral construct with the new one. Designating an astral construct as permanent is a ten minute ritual. After an astral construct is not longer designated as permanent, it fades away, melting into molten ectoplasm.

    Fourth: Starting at fifteenth level, the Psionicist may grant his Astral Construct (if he possesses one) a single ability from the following list as a swift action:
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    Skin of Aether Steel: The Astral Construct gains a +10 bonus to Constitution, and gains a Deflection bonus to Armor Class equal to the Psionicistís manifesting ability score modifier, and gains Damage Reduction equal to one half of the Psionicistís Manifester level.
    Psionic Reservoir: The Astral Construct gains a reservoir of Power Points equal to Psionicistís Manifester level plus his manifesting ability score modifier. He knows a number of powers that the Psionicist knows equal to the Psionicistís manifesting ability score modifier, none of which may be of the highest level of powers that the Psioncist knows. The Astral Construct refreshes itís Power Points as the Psionicist does. The Power Points are based on the Psionicist, not the astral construct, so resummoning an astral construct and giving it this ability causes the construct to remain at the same number of Power Points as before.
    Insubstantial Assassin: The Astral Construct gains a +10 bonus to Dexterity, a Dodge bonus to Armor Class equal to the Psioncistís manifesting ability score modifier, and gains Sneak Attack as a rogue of the Psionicistís Psionicist level -3.
    Bladed Warrior: The Astral Construct gains a +10 bonus to Strength, and gains Base Attack Bonus equal to the Astral Constructís hit dice. In addition, the Astral Construct may grow a blade from its form as a move action. The blade counts as a longsword of the Astral Constructís size, with a Enhancement bonus equal to the Psionicistís manifester level divided by 4. The Astral Construct may grow the blades only on its arms, and may only use two at a time.
    Ballast Form: The Astral Construct gains a +10 bonus to Dexterity, and a +20 enhancement bonus to base land speed, and Skirmish as a Scout of the Psionicistís level -3. In addition, the Astral Construct may shoot blasts of astral energy, as an attack action. The blasts deal 1d6 damage per three hit dice the Astral Construct has.

    The effect lasts until the Psionicist chooses to change it.

    Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the True Creation power as an hour long ritual, by paying 19 power points. He still must pay any Experience costs for the power. The items created by the power fade after 24 hours.



    Psychokinesis
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    First: Starting at third level, The Psionicist gains a bonus to all attack and damage rolls equal to one fifth of his Psionicist levels, minimum +1, as his powers unconsciously guide his strikes into the best locations.

    Second: Starting at seventh level, once per encounter, the Psionicist may make a ranged touch attack against one target within 30 feet. Any one elemental resistance that that target possesses is reduced by a number equal to the Psionicistís Psionicist levels. Immunity is considered Resistance 40 for the purposes of this ability.

    Third: Starting at eleventh level, the Psionicist deals an additional amount of damage whenever he manifests a power that that allows for him to choose the type of elemental damage it deals equal to his manifesting ability score modifier, and increases the DC of the power by a number equal to to the one fifth of the Psionicistís Psionicist levels, rounded down.

    Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicistís Psionicist levels divided by 5, the Psionicist may make a melee touch attack against a target as an attack action, and if he hits, that target takes a number of d6 elemental damage (one of Acid, Cold, Electricity, Fire, or Sonic) equal to the Psionicistís manifesting ability score modifier.

    Fifth: Starting at nineteenth level, once per day, the Psionicist may, once per day, shoot a blastwave of energies against all targets within 50 feet of the Psionicist. All creatures caught in the wave take 2d6 damage per manifester level the Psionicist possesses, the damage being equal parts Acid, Cold, Electricity, Fire and Sonic damage. Any creature may make a Reflex save (DC 10 + 1/2 Psionicist level + manifesting ability score modifier) for half damage.



    Psychometabolism
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    First: Starting at third level, the Psionicist gains Fast healing equal to one half of the Psionicistís Psionicist levels, rounded down, minimum 1. This becomes regeneration equal to one fifth of the Psionicistís Psionicist levels, at level 15, bypassed by Acid, Fire, Sonic, or damage from Cold Iron weapons.

    Second: Starting at seventh level, once per encounter, the Psionicist may gain a standard action, as a swift action. He may not use it to manifest a power.

    Third: Starting at eleventh level, the Psionicist gains two secondary claw attacks, which deal 2d6 damage plus a number equal to the Psionicistís manifesting ability score modifier. The Psionicist heals for an equal amount of damage deal with the claws.

    Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicistís Psionicist levels divided by 5, the Psionicist may touch an ally, and heal them for a number of hit points equal to the Psioncistís manifesting ability score modifier d6. This ability may not be used to harm undead.

    Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the Greater Metamorphosis power by spending 19 power points. He must pay the Experience cost. The power cannot last longer than a total of 1 hour of time spent transformed.



    Psychoportation
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    First: Starting at third level, the Psionicist gains a Dodge bonus to Armor Class and Reflex saves equal to one fourth of the Psionicistís Psionicist levels, minimum +1.

    Second: Starting at seventh level, once per encounter, the Psionicist may teleport up to 20 feet as an immediate action, in any direction.

    Third: Starting at eleventh level, the Psionicist gains an enhancement bonus to base land speed equal to the Psionicistís manifesting ability score modifier times 5. This bonus may not exceed twice the Psionicistís base land speed.

    Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicistís Psionicist levels divided by 5, the Psionicist may make a melee touch attack as an attack action, and if he hits, the target teleports up to 20 feet in any direction, chosen by the Psionicist. They may make a will save (DC 10 + 1/2 Psionicist level + manifesting ability score modifier) for half distance. If the target is an enemy, they take 1d10 damage per 5 feet they move.

    Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the Psionic Teleportation Circle power, as a 10 minute ritual, by spending 19 power points.



    Telepathy
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    First: Starting at third level, the Psionicist gains an Insight bonus to all social skills or skills involving Charisma equal to one fourth of his Psionicist levels, minimum +1.

    Second: Starting at seventh level, once per encounter, the Psionicist may strip one creature within 30 feet of himself of their immunity to mind affecting spells, powers, and abilities for 5 rounds, as a full round action. They gain a +6 bonus to all will saves against mind affecting spells, powers, and abilities.

    Third: Starting at eleventh level, the Psionicist gains Telepathy out to his Psionicist levels times 5 feet.

    Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicistís Psionicist levels divided by 5, the Psionicist may make a melee touch attack against a foe as an attack action, and if he hits, he may read that foeís inner most thoughts for 1 round. This ability functions as the Mindprobe power, only lasting for but one round.

    Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the Psychic Chirurgery power as a 10 minute ritual by paying 19 power points. The Psychic Repair section of the power is altered to say ďIn fact, you can remove any instantaneous or permanent effect caused by a spell or power with psychic chirurgery.Ē and the third paragraph of said section becomes ďYou can also remove all effects penalizing the subjectís ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms ofinsanity, confusion, the effect of such powers as Microcosm, and so on, but it does not restore levels or Constitution points lost due to death.Ē In addition, you do not have to pay any experience point costs from this ability, unless you use the Transfer Knowledge option of the power, in which case you must pay the full experience cost.


    Calm Power (Ps): Starting at fifth level, the Psionicist gains control of several out of combat powers and effects. He can wield them with greater dexterity and control than his normal powers and effects.

    He must choose one power at fifth level, and gains an additional one every four levels thereafter. He gains access to a new level of powers each time he is able to choose a new spell. He may choose first level spells at fifth level, second at ninth level, third at thirteenth level, etc.

    His manifester level for these powers is equal to his Psionicist level. He may manifest the powers as a 10 minute ritual, at will. He pays no power point, or material cost for these powers. He must pay all experience costs.
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    1st-- Astral Traveler, Catfall, Detect Psionics, Empathy, Far Hand, Know Direction and Location, Missive, My Light.
    2nd-- Body Equilibrium, Psionic Identify, Psionic Knock, Psionic Levitate, Mass Missive, Sustenance, Psionic Tongues.
    3rd-- Psionic Darkvision, Ubiquitous Vision, Dispel Psionics.
    4th-- Correspond, Psionic Fly, Psychic Reformation, Incarnate.


    Greater Conflict: Starting at twelfth level, the Psionicist gains greater power and effect with his Inner Conflict ability. His Inner Conflict ability gains an additional effect, depending on the Discipline of the psionicist:
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    Clairsentience: Manifesting Clairsentience powers against that target take one action step less to manifest (one round->full round action->standard action->move action->swift action->free action, and time higher than one round is divided by two, rounded down) for 24 hours. This effect may only affect one target at any time.

    Metacreativity: The blast is ectoplasmic, and the target of the blast is entangled in it. The target of the Psionicistís Inner Conflict ability must make a Balance check (DC 10 + 1/2 Psionicist levels + manifesting ability score modifier) or fall prone. After being so affected, an enemy may not be affected for the duration of the encounter.

    Psychokinesis: The Kineticist is adept and controlling and shaping energies. His Inner Conflict ability deals an extra amount of damage equal to twice his manifesting ability score modifier.

    Psychometabolism: The Psionicistís blast can actively destroy the targetís physiology. Whenever the Psionicist uses his blast on a target, they take 2d4 Strength or Dexterity damage, or 1d4 Constitution damage. They may make a Fortitude save (DC 10 + 1/2 Psionicist levels + manifesting ability score modifier) for half damage on this effect. A creature may be affected by the ability damage from this ability once per encounter.

    Psychoportation: The Psionicistís blast can actively move enemies around. After a target has been hit by the Psionicistís Inner Conflict ability, the target is moved 20 feet in any direction. He may make a Will save (DC 10 + 1/2 Psionicist levels + manifesting ability score modifier) to move half of the distance, instead.

    Telepathy: The Psionicistís blast allows him to read the thoughts of a target. Any target hit by the blastís thoughts are automatically known to the Psionicist, as if he had been manifesting the Mind Probe power. Any creature that has had this ability use on them may not be so affected for the duration of the encounter.


    Inner Mastery (Ps): Starting at level twenty, the Psionicust may twist and shape the very universe and its energies with his will, through a massive release of energy, once per day. He may, as a 10 minute ritual, manifest the Bend Reality power. He may not choose to manifest a lower level power with this effect. He does not pay the experience cost when manifesting the power.

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    Power List:
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    Clairsentience
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    1st-- Destiny Dissonance, Detect Psionics, Precognition, Call to Mind, Empathy, Know Direction and Location, Defensive Precognition, Offensive Precognition, Sense Link, and Offensive Prescience.
    2nd-- Detect Hostile Intent, Elfsight, Psionic Identify, Clairvoyant Sense, Object Reading, Sensitivity to Psychic Impressions, and Forced Sense Link.
    3rd-- Escape Detection, Fate Link, Danger Sense, Psionic Darkvision, Eradicate Invisibility, Touchsight, Mental Barrier, and Ubiquitous Vision.
    4th-- Anchored Navigation, Remote Viewing, Aura Sight, Detect Remote Viewing, Psionic Divination, and Trace Teleport.
    5th-- Clairtangent Hand, Second Chance, Psionic True Seeing, Incarnate, and Power Resistance.
    6th-- Greater Precognition, Psionic Contingency, Remote View Trap, Remote View Snag and Temporal Acceleration.
    7th-- Fate of One, Psionic Moment of Prescience, Concurrent Teleport, Psionic Sequester, and Personal Mindblank.


    Metacreativity
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    1st-- Astral Construct, Psionic Minor Creation, Bolt, Crystal Shard, Ecto Protection, Psionic Grease, and Entangling Ectoplasm.
    2nd-- Psionic Repair Damage, Concealing Amorpha, Swarm of Crystals, Psionic, and Sustenance.
    3rd-- Greater Concealing Amorpha, Ectoplasmic Cocoon, Psionic Keen Edge, and Dismiss Ectoplasm.
    4th-- Psionic Fabricate, Quintessence, Ectoplasmic Sword, Ectoplasmic Cannon and Wall of Ectoplasm.
    5th-- Hail of Crystals, Psionic Major Creation, Ectoplasmic Shambler, Ectoplasmic Armor, and Incarnate.
    6th-- Crystallize, Greater Psionic Fabricate, Fuse Flesh, and Psionic Disintegrate.
    7th-- Mass Ectoplasmic Cocoon, Ectoplasmic Explosion and Matter Manipulation.


    Psychokinesis
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    1st-- Control Object, Control Flames, Control Light, Create Sound, Energy Ray, Far Hand, Force Screen, Inertial Armor, Matter Agitation, and My Light.
    2nd-- Control Air, Energy Missile, Concussive Blast, Control Sound, Energy Push, and Energy Stun.
    3rd-- Energy Cone, Dispel Psionics, Energy Bolt, Energy Burst, Energy Retort, Energy Wall, Telekinetic Force, and Telekinetic Thrust.
    4th-- Control Body, Energy Ball, Inertial Barrier, Energy Adaption, Intellect Fortress, and Telekinetic Maneuver.
    5th-- Energy Current, Fiery Discorporation, Energy Shield and Incarnate.
    6th-- Dispelling Buffer, Energy Flow, Psionic Contingency, and Null Psionics Field.
    7th-- Reddopsi, Energy Conversion, Energy Consumption and Energy Wave.


    Psychometabolism
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    1st-- Thicken Skin, Hammer, Synesthate, Ameliorate, and Vigor.
    2nd-- Animal Affinity, Chameleon, Empathetic Transfer, Biofeedback, Body Equilibrium, Specific Energy Adaption, and Sustenance.
    3rd-- Ectoplasmic Form, Hustle, Body Adjustment, Body Purification, and Touchsight.
    4th-- Metamorphosis, Psychic Vampire, Rejuvinate, and Energy Adaption.
    5th-- Psionic Revivify, Psychofeedback, Restore Extremity, Adapt Body, and Leech Field.
    6th-- Psionic Restoration, Breath of the Black Dragon, Fuse Flesh, and Suspend Life.
    7th-- Fission, Energy Conversion, Evade Burst, Mass Ameliorate, and Oak Body.


    Psychoportation
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    1st-- Burst, Detect Teleportation, Astral Traveler, Catfall, Deceleration, Dissipating Touch, Float, and Skate.
    2nd-- Dimension Swap, Psionic Levitate, Psionic Knock, Passage and Psionic Lock.
    3rd-- Astral Caravan, Psionic Blink, Psionic Slow and Time Hop.
    4th-- Psionic Dimension Door, Psionic Dismissal, Psionic Fly, and Psionic Freedom of Movement.
    5th-- Baleful Teleport, Psionic Teleport, Trigger Teleport, and Psionic Plane Shift.
    6th-- Psionic Banishment, Psionic Shadow Walk, Psionic Phase Door, and Psionic Overland Flight.
    7th-- Dream Travel, Psionic Ethereal Jaunt, Decerebrate, Divert Teleport, and Psionic Greater Teleport.


    Telepathy
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    1st-- Psionic Charm, Mindlink, Attraction, Conceal Thoughts, Psionic Daze, Deja Vu, Demoralize, Disable, Distract, Empathy, Empty Mind, Mind Thrust, Missive, and Telempathic
    Projection.

    2nd-- Aversion, Brain Lock, Read Thoughts, Psionic Suggestion, Bestow Power, Cloud Mind, Ego Whip, Id Insinuation, Inflict Pain, Mental Disruption, Mass Missive, Recall Agony, Share Pain, Thought Shield, and Tongues.
    3rd-- Crisis of Breath, Hostile Empathetic Transfer, False Sensory Input, Mind Trap, Psionic Blast, Forced Share Pain, and Solicit Psicrystal.
    4th-- Psionic Dominate, Thieving Mindlink, Psionic Modify Memory, Schism, Correspond, Death Urge, Empathetic Feedback, Mindwipe, Personality Parasite, and Psychic Reformation.
    5th-- Metaconcert, Mindprobe, Catapsi, Psychic Crush, Shatter Mind Blank, and Tower of Iron Will.
    6th-- Mindswitch, Aura Alteration, Mass Cloud Mind, Psionic Geas and Co-opt Concentration.
    7th-- Crisis of Life, Insanity, Personal Mind Blank, and Ultablast.
    Last edited by unosarta; 2011-09-19 at 10:28 PM.
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    Default Re: (Base Class) The Power of the Mind [P.E.A.C.H.]

    New Powers

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    Ameliorate
    Psychometabolism (Healing)
    Level: Psionicist (Psychometabolism) 1
    Display: Visual
    Manifesting Time: 1 full round action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fort negates; harmless
    Power Resistance: Yes
    Power Points: 1

    When you manifest this power, the target heals 1d6 damage, plus a number equal to half of your manifester level, rounded down (minimum 1).

    Augment: For every 2 additional power points you spend, the number of healing increases by 1d6.


    Rejuvinate
    Psychometabolism (Healing)
    Level: Psionicist (Psychometabolism) 4
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 3 rounds
    Saving Throw: Fort negates; harmless
    Power Resistance: Yes
    Power Points: 7

    When you manifest this power, the target begins to rejuvinate. They gain Fast healing equal to your manifester level for three rounds.

    Augment: For every 3 additional power points you spend, the duration increases by 1 round.


    Mass Ameliorate
    Psychometabolism (Healing)
    Level: Psionicist (Psychometabolism) 7
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature/Level
    Duration: Instantaneous
    Saving Throw: Fort negates; harmless
    Power Resistance: Yes
    Power Points: 13

    When you manifest this power, the targets heal for 7d4 damage plus a number equal to half of your manifester level, rounded down.

    Augment: For every 3 additional power points you spend, the number of healing increases by 1d4.


    Psionic Geas
    Telepathy (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Psionicist (Telepathy) 6
    Display: Mental
    Manifesting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: One day/level, or until Discharged
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 11

    This power functions exactly as the Geas/Quest spell, except as noted here.


    Psionic Shadow Walk
    Psychoportation [Shadow]
    Level: Psionicist (Psychoportation) 6
    Display: Visual, Audial
    Manifesting Time: 1 standard
    Range: Touch
    Target: 1 touched creature
    Duration: 1 hour/level
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 11

    This power function exactly as the Shadow Walk spell except as noted here.

    Augment: For every 4 additional power points spent, the power may affect an additional creature.


    Psionic Blink
    Psychoportation
    Level: Psionicist (Psychoportation) 3
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: 3 rounds
    Power Points: 5

    This power functions exactly as the Blink spell, except as follows.

    Augment: For every 3 additional power points spent, the duration of this power increases by 1 round.


    Passage
    Psychoportation
    Level: Psionicist (Psychoportation) 2
    Display: Auditory
    Manifesting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: 1 minute
    Power Points: 3

    You gain a move speed that you did not possess before manifesting this power. Your base speed with that speed is equal to half of your base land speed. If the move speed has a maneuverability, your maneuverability is automatically the lowest possible.


    Psionic Slow
    Psychoportation
    Level: Psionicist (Psychoportation) 3
    Display: Visual, Auditory
    Manifesting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 3 rounds
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 5

    This power functions exactly like the Slow spell, except for as noted.

    Augment: For every 4 additional power points spent, the duration of this power increases by one round.


    Energy Flow
    Psychokinesis [see text]
    Level: Psionicist (Psychokinesis) 6
    Display: Visual, Auditory
    Manifesting Time: 1 standard action
    Effect: 90 ft. line
    Duration: 5 rounds
    Saving Throw: Reflex half
    Power Resistance: Yes
    Power Points: 11

    You create a line of energy, radiating from yourself. Every round, any creature that moves through the line or who is caught in the effect of the line takes 6d6 damage. The damage changes depending on the round, as shown in the following table:
    {table=head]Round|Damage Type
    1
    |Acid
    2
    |Cold
    3
    |Electricity
    4
    |Fire
    5
    |Sonic[/table]

    Augment: For every 3 additional power points spent, the damage of this power is increased by 1d6 damage per round.


    Energy Consumption
    Psychometabolism
    Level: Psionicist (Psychokinesis) 7
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: 1 minute
    Power Points: 13

    You gain resistance 15 to either acid, cold, electricity, fire, or sonic damage. When you absorb damage, you automatically convert it to Temporary Hit Points equal to the damage absorbed. These Temporary Hit Points do not stack with each other, or other Temporary Hit Points.

    This resistance increases to 30 at 18th manifester level. This protects your equipment as well.

    The resistance provided by this power does not stack with other forms of energy resistance.
    This powerís subtype is the same as the type of damage it protects against.

    Augment: For every 3 additional power points spent, the Resistance granted by this power increases by 1.
    Last edited by unosarta; 2011-09-29 at 09:22 AM.
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    Default Re: (Base Class) The Power of the Mind [P.E.A.C.H.]

    New Powers II

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    Energy Shield
    Psychokinesis [see text]
    Level: Psionicist (Psychokinesis) 5
    Display: Visual, Auditory
    Manifesting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: 1 minute/level
    Saving Throw: No
    Power Resistance: Yes
    Power Points: 9

    You gain a shield of an energy type, either Acid, Cold, Electricity, Fire or Sonic. Anytime you are hit by a melee attack, the attacker takes 3d6 damage of the appropriate type.

    The powerís subtype is the same as the energy type of the shield.

    Augment: For every 2 additional power points spent, the shield deals an additional +1 damage to attackers.


    Ectoplasmic Explosion
    Metacreativity (Creation)
    Level: Psionicist (Metacreativity) 7
    Display: Visual, Auditory
    Manifesting Time: 1 standard
    Effect: 20 ft. radius spread
    Duration: Instantaneous; 5 rounds (see text)
    Saving Throw: Reflex half
    Power Resistance: Yes
    Power Points: 13

    You create a blast ectoplasm, radiating outward from yourself. All creatures within a 20 foot radius take 5d10 bludgeoning damage. They may make a Reflex save for half. Any creature who takes damage from this effect becomes entangled, as the Condition for 5 rounds.

    Augment: For every 3 additional power points spent, the damage increases by 1d10.
    For every 4 additional power points spent, the duration increases by 1 round.


    Ectoplasmic Sword
    Metacreativity (Creation)
    Level: Psionicist (Metacreativity) 4
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 minute
    Saving Throw: No
    Power Resistance: No
    Power Points: 7

    You create a sword made of ectoplasm in the targetís hand. The sword deals a based 2d6 damage plus the wielderís Strength modifier. It has a +2 Enhancement bonus. The sword has the Manifester ability. The sword lasts for up to 1 minute, before dissipating harmlessly.

    Augment: For every 4 additional power points spent, the Enhancement bonus increases by +1.


    Ectoplasmic Armor
    Metacreativity (Creation)
    Level: Psionicist (Metacreativity) 5
    Display: Visual
    Manifesting Time: 1 standard
    Range: Personal
    Target: Self
    Duration: 5 rounds
    Power Points: 9

    You can create Ectoplasmic armor, which appears upon your body, perfectly fitting to your form. You gain a +6 Deflection bonus to Armor Class, and Damage Reduction equal to one half of your manifester level, bypassed by piercing weapons. The armor lasts for up to 5 rounds, before dissipating harmlessly.

    Augment: For every 3 additional power points spent, the AC bonus increases by +1.
    For every 4 additional power points spent, the duration increases by 1 round.


    Ectoplasmic Cannon
    Metacreativity (Creation)
    Level: Psionicist (Metacreativity) 4
    Display: Visual
    Manifesting Time: 1 full round action
    Range: Personal
    Target: Self
    Duration: 5 rounds
    Saving Throw: No; Reflex half (see text)
    Power Resistance: No
    Power Points: 7

    You create an ectoplasmic cannon, attached to your arm, that shoots blasts of ectoplasm as an attack action. Those blasts of ectoplasm resolve as a ranged touch attack, and deal 3d6 bludgeoning damage, and an addition 1d6 bludgeoning damage to all targets within 10 feet of the initial target. Secondary targets may make a reflex save for half. This cannon only lasts for 5 rounds.

    Augment: For every 3 additional power points spent, the cannon deals an extra +2 damage.
    For every 5 additional power points spent, the duration increases by 1 round.


    Concurrent Teleport
    Psychoportation (Teleportation)
    Level: Psionicist (Clairsentience) 7
    Display: Visual, Auditory
    Manifesting Time: 1 immediate action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One teleporting creature
    Duration: Instantaneous
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 13

    You follow a teleporting target, as they leave. Any target within range who casts a Teleportation spell, power, or effect may be followed in this way. You go to the exact same location the target does, an equivalent distance away from the target as before you teleported.


    Remote View Snag
    Clairsentience (Teleportation)
    Level: Psionicist (Clairsentience) 6
    Display: Visual
    Manifesting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 24 hours
    Power Points: 11

    When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, you may teleport directly to their location as a free action. You teleport to within 5 feet of the target, and provoke no attacks of opportunity from the target or any creature that would threaten you at the new location. If they are viewing you from a different plane, you are aware of which plane, and where they are upon said plane, but cannot teleport there.
    Last edited by unosarta; 2011-08-17 at 02:11 AM.
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    Default Re: (Base Class) The Power of the Mind [P.E.A.C.H.]

    The Explanation


    In the same vein as the Priest and the Planar Mage, albeit some time after the first two, the Psionicist is an attempt to remake the Psion, but going only to 7th level powers, and gaining more actual class features.

    They are intended for a setting with 3 material planes, one with Arcane magic, one with Divine magic, and one with Psionics. As such, I thought it most efficient to make only one class for each plane, each able to complete all of the roles that magic sets out to fill, albeit not all at the same time. This is the reason for the features like ďBy Word Will or WitĒ and other class features.

    Some Questions I Have For You


    What tier do you think this is? What is the closest class of equivalent power?

    Also, I would love for any typos and mistakes in writing to be pointed out to me. Don't be afraid.

    Finally, is there anything here that you think is overpowered to the point that it is ridiculous? Not necessarily overpowered for the tier, but just overpowered in general?

    I eagerly await your answers, and thank you for reading this.
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    Default Re: (Base Class) The Power of the Mind [P.E.A.C.H.]

    In this homebrew would there be other psions wizards or clerics? Druids?

    For tier level I would put it at tier 3 ish. The lack of higher level powers is not as troubling for psionics since they can just augment their powers anyway, they still get temporal acceleration etc (I haven't checked your power lists yet so they actually might not >.>)

    Just some notes
    Psychokinesis' greater conflict sucks pretty badly. Especially since the one directly below it deals more damage than it (even 1 con damage will probably deal more damage than the psion's int modifier)

    Also for Psychokinesis their 1st level discipline focus seems a bit weird. Their power for deflecting attacks gives them a bonus to attack rolls? Huh? May be a typo.

    Looks like an interesting class.
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    Default Re: (Base Class) The Power of the Mind [P.E.A.C.H.]

    I'm not that familiar with psionics, but it definitely looks more interesting than the normal psionic classes. I've always found it irritating when a class granted nothing but spells/powers, but didn't have actual class features and I think this remedies that.
    The only feature I'm not sure about is inner conflict. It seems a bit weird. Why does the forceful release of energy only strike one target? I think fluff-wise it might be better as a burst (though you might want to lower damage to balance it back out if you do that).

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    Default Re: (Base Class) The Power of the Mind [P.E.A.C.H.]

    Quote Originally Posted by eftexar View Post
    I'm not that familiar with psionics, but it definitely looks more interesting than the normal psionic classes. I've always found it irritating when a class granted nothing but spells/powers, but didn't have actual class features and I think this remedies that.
    The only feature I'm not sure about is inner conflict. It seems a bit weird. Why does the forceful release of energy only strike one target? I think fluff-wise it might be better as a burst (though you might want to lower damage to balance it back out if you do that).
    Well spells tend to be stronger than 90% of other class features .

    If you made inner conflict a burst though that would be tremendously worse. It would force the psion to go into melee to use this ability. Maybe a choice between one or the other would be good but don't force the caster into melee.
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    Default Re: (Base Class) The Power of the Mind [P.E.A.C.H.]

    Quote Originally Posted by eftexar View Post
    I'm not that familiar with psionics, but it definitely looks more interesting than the normal psionic classes. I've always found it irritating when a class granted nothing but spells/powers, but didn't have actual class features and I think this remedies that.
    Yeah, that is another reason why I made the classes. Casters in general, unless they actually end up getting class features, like the Dread Necromancer, just have so many dead levels, it makes no sense from a design perspective.

    Quote Originally Posted by eftexar View Post
    The only feature I'm not sure about is inner conflict. It seems a bit weird. Why does the forceful release of energy only strike one target? I think fluff-wise it might be better as a burst (though you might want to lower damage to balance it back out if you do that).
    Quote Originally Posted by Silva Stormrage View Post
    If you made inner conflict a burst though that would be tremendously worse. It would force the psion to go into melee to use this ability. Maybe a choice between one or the other would be good but don't force the caster into melee.
    Basically this. The Psionicist also would then have to deal with Friendly Fire, which is just not a good thing to have at all.

    Quote Originally Posted by Silva Stormrage View Post
    In this homebrew would there be other psions wizards or clerics? Druids?
    The setting itself? No. If others would want to use it, it is quite possible they could use it along side other Psions, Wizards, Clerics or Druids. Of course, they don't have nearly the capability of those classes, but they were designed that way.

    Quote Originally Posted by Silva Stormrage View Post
    For tier level I would put it at tier 3 ish. The lack of higher level powers is not as troubling for psionics since they can just augment their powers anyway, they still get temporal acceleration etc (I haven't checked your power lists yet so they actually might not >.>)
    Okay, that is what I was planning for. I think one of the power's list gets Temporal Acceleration. Yeah, Clairsentience gets it. Is it a problem power? If so, I will gladly remove it.

    Quote Originally Posted by Silva Stormrage View Post
    Just some notes
    Psychokinesis' greater conflict sucks pretty badly. Especially since the one directly below it deals more damage than it (even 1 con damage will probably deal more damage than the psion's int modifier)
    I had it dealing twice the Psionicist's manifesting ability score modifier (which is chosen by the Psionicist at first level, in case you had that mixed up. It doesn't have to be Intelligence) originally. Would that make it better?

    Quote Originally Posted by Silva Stormrage View Post
    Also for Psychokinesis their 1st level discipline focus seems a bit weird. Their power for deflecting attacks gives them a bonus to attack rolls? Huh? May be a typo.
    Typo. It should be granting them a bonus to attack rolls and damage rolls.

    Quote Originally Posted by Silva Stormrage View Post
    Looks like an interesting class.
    Thank you.
    Last edited by unosarta; 2011-08-16 at 09:38 PM.
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    Default Re: (Base Class) The Power of the Mind [P.E.A.C.H.]

    In your power list, the links for Remote View Snag, Concurrent Teleport, Ectoplasmic Sword, Ectoplasmic Cannon, Ectoplasmic Armor, Ectoplasmic Explosion. In addition, Ectoplasmic Cannon is written as "Ectoplasmicl Cannon".

    But the class looks freaking awesome. I'm totally checking out the Priest and Planar Mage.

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    Default Re: (Base Class) The Power of the Mind [P.E.A.C.H.]

    Quote Originally Posted by YouLostMe View Post
    In your power list, the links for Remote View Snag, Concurrent Teleport, Ectoplasmic Sword, Ectoplasmic Cannon, Ectoplasmic Armor, Ectoplasmic Explosion. In addition, Ectoplasmic Cannon is written as "Ectoplasmicl Cannon".

    But the class looks freaking awesome. I'm totally checking out the Priest and Planar Mage.
    Those links don't work because I haven't written them out and added them to the third post yet. I have 3 of the powers of the second set of powers done, and I am working on the others now.
    Yeah, I noticed the Ectoplasmicl Cannon in the Google Docs document, but I had yet to update it in the actual thread. Thanks for reminding me.

    Thanks! Planar Mage is the most similar, with schools being based on the Planes (Astral=Divination+some transportation effects, Shadow=Illusion+Enchantment, Elemental=Evocation, Material=Conjuration, Positive=Healing spells+Buffs, Negative=Necromancy, Limbo=Transmutation+Chaotic spells, Mechanus=Abjuration+Lawful spells), where as the Priest is more like a Cleric from 2e, from what I have heard, gaining their spells only from Domains, and gaining specific abilities from those domains.
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    Default Re: (Base Class) The Power of the Mind [P.E.A.C.H.]

    All of the powers are now done. Any comments on their power levels would be greatly appreciated.
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