Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 16 of 16
  1. - Top - End - #1
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Master of Mind and Body (3.5 Base Class Series, PEACH)

    This is something of an attempt to fix the Monk, but really I made these because I thought it sounded cool (is another reason ever really needed?).

    The Master of Mind and Body

    The Master of Mind and Body is a person who has dedicated themselves to obtaining perfection of their mind and their body. They shun physical weapons, believing their bodies and minds should be enough to get them through their conflicts.

    In actuality, this is six classes, each one dedicated to a different psionic discipline.

    The Dedicated Nomad

    Skills: The Dedicated Nomad’s class skills (and the key ability for each skill) are Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int), Ride (Dex), Speak Language (None), Survival (Wis), Swim (Str).
    Skill Points: 6+Int Mod (x4 at 1st level)
    Hit Die: D8

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Speed Bonus

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Oath of Perfection, Improved Unarmed Strike|2|+10ft

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Evasion|6|+10ft

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Piercing Power +1|11|+10ft

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Increased Power +1|17|+20ft

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Dedicated Nomad|25|+20ft

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Piercing Power +2|35|+20ft

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |Attack On The Move|46|+30ft

    8th|
    +6/1
    |
    +6
    |
    +6
    |
    +2
    |Increased Power +2|58|+30ft

    9th|
    +6/1
    |
    +6
    |
    +6
    |
    +3
    |Piercing Power +3|72|+30ft

    10th|
    +7/2
    |
    +7
    |
    +7
    |
    +3
    |Obsessive Nomad|88|+40ft

    11th|
    +8/3
    |
    +7
    |
    +7
    |
    +3
    |Improved Evasion|106|+40ft

    12th|
    +9/4
    |
    +8
    |
    +8
    |
    +4
    |Piercing Power +4, Increased Power +3|126|+40ft

    13th|
    +9/4
    |
    +8
    |
    +8
    |
    +8
    ||147|+50ft

    14th|
    +10/5
    |
    +9
    |
    +9
    |
    +4
    |Mind In Motion|170|+50ft

    15th|
    +11/6/1
    |
    +9
    |
    +9
    |
    +5
    |Piercing Power +5, Zealous Nomad|195|+50ft

    16th|
    +12/7/2
    |
    +10
    |
    +10
    |
    +5
    |Increased Power +4|221|+60ft

    17th|
    +12/7/2
    |
    +10
    |
    +10
    |
    +5
    |Perfect Attack On The Move|250|+60ft

    18th|
    +13/8/3
    |
    +11
    |
    +11
    |
    +6
    |Piercing Power +6|280|+60ft

    19th|
    +14/9/4
    |
    +11
    |
    +11
    |
    +6
    ||311|+60ft

    20th|
    +15/10/5
    |
    +12
    |
    +12
    |
    +6
    |Increased Power +5, Perfect Nomad|343|+70ft[/table]

    Proficiencies: The Dedicated Nomad gains no proficiencies except for unarmed.

    Oath of Perfection: All Masters of Mind and Body have sworn off the use of all weapons and armor in their belief that there is no weapon more perfect than the one they were born in: their bodies and minds. They will never willingly equip any weapon or armor. Doing so causes a penalty to all attack rolls, damage rolls, skill rolls, manifester checks, and saves equal to 1/2 their level in Master of Mind and Body. This penalty lasts for one minute per level, and cannot be overcome by any means. Should a Master of Mind and Body be forced to equip a weapon or armor unwillingly (such as by a dominate person effect), they do not gain this penalty.

    Improved Unarmed Strike: This functions as the Monk ability of the same name.

    Unarmed Damage: As the Monk class ability. This is an inherent bonus, not an enhancement.

    Unarmored AC Bonus: As the Monk class ability. This is an inherent bonus, not an enhancement.

    Unarmored Speed Bonus: As the Monk class ability, only using the numbers listed on the table here instead. This is an inherent bonus, not an enhancement.

    Powers: A Dedicated Nomad’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items.

    The number of times a Dedicated Nomad can manifest powers in a day is limited only by his daily power points.

    A Dedicated Nomad's list of powers is the list of powers on the Psychoportation discipline. He 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 night’s sleep each day to regain all his spent power points.

    To learn or manifest a power, a Dedicated Nomad must have a Wisdom score of at least 10 + the power’s level. The Difficulty Class for saving throws against a Dedicated Nomad's powers is 10 + the power’s level + the Dedicated Nomad’s Wisdom modifier.

    Evasion: As the Monk class ability.

    Piercing Power: A Dedicated Nomad's powers are hard to resist. At 3rd level, he gets a +1 bonus to overcome power resistance. At 6th level, and every three levels thereafter, this bonus increases by an additional +1.

    Increased Power: A Dedicated Nomad's power continues to grow as he levels up. At 4th level, he gains a +1 bonus to the save DC of all his powers. At 8th level, and every four levels thereafter, this bonus increases by an additional +1.

    Dedicated Nomad: At 5th level, a Dedicated Nomad is dedicated to going everywhere. He gains one of the following options:

    Aquatic Nomad: A Dedicated Nomad with this ability gains a swim speed equal to 1/2 his land speed.

    Underground Nomad: A Dedicated Nomad with this ability gains a burrow speed equal to 1/2 his land speed.

    Airborne Nomad: A Dedicated Nomad with this ability gains a fly speed equal to his 1/2 land speed with average maneuverability.

    Earthbound Nomad: A Dedicated Nomad with this ability gains Run as a bonus feat, and may apply his Dexterity instead of his Strength to all attacks as if he had Weapon Finesse (this counts as Weapon Finesse for the purpose of feat and Prestige Class qualifications).

    Attack On The Move: A Dedicated Nomad learns to move and attack at the same time. Starting at 7th level, whenever he takes a move action, he may attack one foe he passes as a free action at his highest attack bonus, and he no longer provokes AoOs for moving into or out of a foe's threatened area.

    Obsessed Nomad: A Dedicated Nomad continues to gain in power. At 10th level he gains either a new movement type chosen from Dedicated Nomad ability, or improves the power he chose as follows:

    Aquatic Nomad: A Dedicated Nomad with this ability increases his swim speed to equal his move speed and can breath normally underwater.

    Underground Nomad: A Dedicated Nomad with this ability has their burrow speed improve to equal his land speed, and gains tremorsense out to 30 feet.

    Airborne Nomad: A Dedicated Nomad with this ability has his flight speed increase to equal his land speed, and gains Flyby Attack as a bonus feat.

    Earthbound Nomad: A Dedicated Nomad with this ability can run at 6 times his movement speed, and never suffers from fatigue or exhaustion for running or forced marching.

    Improved Evasion: As the Monk class ability.

    Mind In Motion: Moving is no distraction or hindrance to a Nomad using his powers. A Nomad may move in the same action he manifests a power at no penalty.

    Zealous Nomad: A Dedicated Nomad is becoming a master of travel. At 15th level, he gains either a new movement type off the Dedicated Nomad list, increases one of his move speeds to the Obsessed Nomad strength, or increases his existing movement type to the appropriate ability here:

    Aquatic Nomad: A Dedicated Nomad with this ability has sight that is unaffected by water. He way see any distance through it as though the water were normal air. He is still effected by the light in the water around him, but he now sees four times further in low light and has darkvision out to 60 feet. These new vision types only function underwater.

    Underground Nomad: A Dedicated Nomad with this ability has his tremorsense range increase out to 60 feet and their burrowing instead becomes the earth glide ability of earth elementals.

    Airborne Nomad: A Dedicated Nomad with this ability has his flight increase to good maneuverability, and gains Diving Charge as a bonus feat.

    Earthbound Nomad: A Dedicated Nomad with this ability can run at 8 times his movement speed, and can perform a full attack action on the end of a charge.

    Perfect Attack On The Move: A Dedicated Nomad learns to strike rapidly on the run. His Attack On The Move ability improves, and he may make one attack at his highest attack bonus against every foe he passes when he moves.

    Perfect Nomad: By 20th level, a Dedicated Nomad has become a Paragon of motion, a champion of travel. Your gain one enhancement to each movement type (so if you hadn't improved a specific movement type yet as per Dedicated Nomad, you gain them now, and any type you do have increases by one rank in power). If you had obtained Zealous Nomad rank in a movement type, you increase your power as follows:

    Aquatic Nomad: A Dedicated Nomad with this ability no longer needs to breathe. Further, he may open a Gate to the elemental plane of water once per day as a psi-like ability. Treat this as the spell with a caster level equal to the Dedicated Nomad's level.

    Underground Nomad: A Dedicated Nomad with this ability can see through earth as if it were air, and he gains blindsight out to 60 feet. Further, he may open a Gate to the elemental plane of earth once per day as a psi-like ability. Treat this as the spell with a caster level equal to the Dedicated Nomad's level.

    Airborne Nomad: A Dedicated Nomad with this ability has his flight increase to perfect maneuverability, and gains Improved Flyby Attack as a bonus feat. Further, he may open a Gate to the elemental plane of air once per day as a psi-like ability. Treat this as the spell with a caster level equal to the Dedicated Nomad's level.

    Earthbound Nomad: A Dedicated Nomad with this ability can run at 10 times his movement speed, and is considered to be under a continuous haste effect. Because this is haste effect is an Ex ability, it stacks with other such effects. Further, he may open a Gate to the elemental plane of fire once per day as a psi-like ability. Treat this as the spell with a caster level equal to the Dedicated Nomad's level.
    Last edited by Noctis Vigil; 2012-05-20 at 06:28 PM.

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    This is incomplete! I will be updating it at a later time to finish it! Please post any PEACH below. Suggestions are also welcome, as the class is somewhat bare.

    The Dedicated Egoist

    Skills: The Dedicated Egoist’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int).
    Skill Points: 4+Int Mod (x4 at 1st level)
    Hit Die: D12

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Speed Bonus

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Oath of Perfection, Improved Unarmed Strike|2|+10ft

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Evasion|6|+10ft

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Piercing Power +1|11|+10ft

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Increased Power +1|17|+20ft

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Dedicated Egoist|25|+20ft

    6th|
    +6/1
    |
    +5
    |
    +5
    |
    +2
    |Piercing Power +2|35|+20ft

    7th|
    +7/2
    |
    +5
    |
    +5
    |
    +2
    ||46|+30ft

    8th|
    +8/3
    |
    +6
    |
    +6
    |
    +2
    |Increased Power +2|58|+30ft

    9th|
    +9/4
    |
    +6
    |
    +6
    |
    +3
    |Piercing Power +3|72|+30ft

    10th|
    +10/5
    |
    +7
    |
    +7
    |
    +3
    |Stalwart Egoist, Self-Sufficient|88|+40ft

    11th|
    +11/6/1
    |
    +7
    |
    +7
    |
    +3
    |Improved Evasion|106|+40ft

    12th|
    +12/7/2
    |
    +8
    |
    +8
    |
    +4
    |Piercing Power +4, Increased Power +3|126|+40ft

    13th|
    +13/8/3
    |
    +8
    |
    +8
    |
    +8
    ||147|+50ft

    14th|
    +14/9/4
    |
    +9
    |
    +9
    |
    +4
    ||170|+50ft

    15th|
    +15/10/5
    |
    +9
    |
    +9
    |
    +5
    |Piercing Power +5, Mighty Egoist|195|+50ft

    16th|
    +16/11/6/1
    |
    +10
    |
    +10
    |
    +5
    |Increased Power +4|221|+60ft

    17th|
    +17/12/7/2
    |
    +10
    |
    +10
    |
    +5
    ||250|+60ft

    18th|
    +18/13/8/3
    |
    +11
    |
    +11
    |
    +6
    |Piercing Power +6|280|+60ft

    19th|
    +19/14/9/4
    |
    +11
    |
    +11
    |
    +6
    ||311|+60ft

    20th|
    +20/15/10/5
    |
    +12
    |
    +12
    |
    +6
    |Increased Power +5, Perfect Egoist|343|+70ft[/table]

    Proficiencies: The Dedicated Egoist gains no proficiencies except for unarmed.

    Oath of Perfection: All Masters of Mind and Body have sworn off the use of all weapons and armor in their belief that there is no weapon more perfect than the one they were born in: their bodies and minds. They will never willingly equip any weapon or armor. Doing so causes a penalty to all attack rolls, damage rolls, skill rolls, manifester checks, and saves equal to 1/2 their level in Master of Mind and Body. This penalty lasts for one minute per level, and cannot be overcome by any means. Should a Master of Mind and Body be forced to equip a weapon or armor unwillingly (such as by a dominate person effect), they do not gain this penalty.

    Improved Unarmed Strike: This functions as the Monk ability of the same name.

    Unarmed Damage: As the Monk class ability. This is an inherent bonus, not an enhancement.

    Unarmored AC Bonus: As the Monk class ability. This is an inherent bonus, not an enhancement.

    Unarmored Speed Bonus: As the Monk class ability, only using the numbers listed above instead. This is an inherent bonus, not an enhancement.

    Powers: A Dedicated Egoist’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Constitution score. His race may also provide bonus power points per day, as may certain feats and items.

    The number of times a Dedicated Egoist can manifest powers in a day is limited only by his daily power points.

    A Dedicated Egoist's list of powers is the list of powers on the Psychometabolism discipline. He 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 night’s sleep each day to regain all his spent power points.

    To learn or manifest a power, a Dedicated Egoist must have a Constitution score of at least 10 + the power’s level. The Difficulty Class for saving throws against a Dedicated Nomad's powers is 10 + the power’s level + the Dedicated Egoist’s Constitution modifier.

    Evasion: As the Monk class ability.

    Piercing Power: A Dedicated Egoist's powers are hard to resist. At 3rd level, he gets a +1 bonus to overcome power resistance. At 6th level, and every three levels thereafter, this bonus increases by an additional +1.

    Increased Power: A Dedicated Egoist's power continues to grow as he levels up. At 4th level, he gains a +1 bonus to the save DC of all his powers. At 8th level, and every four levels thereafter, this bonus increases by an additional +1.

    Dedicated Egoist: A Dedicated Egoist's power grows in two specific ways: offensive and defensive. At 5th level, he gains one of the following abilities:

    Defensive Egoist: Your unarmored bonus to AC increases by +3. In addition, this bonus now applies while you are flat-footed and applies to touch attacks.

    Offensive Egoist: You may make one extra attack per round at your highest base attack bonus whenever you attack at no penalty.

    Healing Egoist: You gain Body Adjustment and Body Purification as 3rd level powers. In addition, you gain the following additional augment for them: If you spend an additional 5 Power Points, you may manifest them on another person you touch. If you apply this augment to Body Adjustment, it deals 1D12 damage to any undead you use it on.

    Stalwart Egoist: Your attack and defense continue to improve. At 10th level, you may take a second option from Dedicated Egoist, or you may enhance the option you chose in the following manner:

    Defensive Egoist: Your unarmored bonus to AC gained by Dedicated Egoist improves to +6. This applies to all attacks, including attacks made while you are flat-footed and touch attacks. In addition, you gain Power Resistance equal to 10 plus your Dedicated Egoist level.

    Offensive Egoist: You may make two extra attacks per round at your highest base attack bonus whenever you attack at no penalty (this overrides the Dedicated Egoist offensive ability). In addition, the size of the die you roll on attacks increases by one step (so if the Monk unarmed damage table says 2d6, you use 2d8).

    Healing Egoist: You gain the power Suspend Life as a 5th level power. In addition, you may use Body Adjustment, Body Purification and Psionic Revivify on any creature within 30 feet if you spend an additional 2 power points when you manifest it (this is added on top of the 5 additional power points needed to use it on another creature).

    Self-Sufficient: A Dedicated Egoist always has the advantage in combat. Starting at 10th level, any time he makes a full attack action, he may use a power with a manifesting time of one round or less that has a range of personal at no penalty. He must pay the full power point cost to manifest the power, but he may not spend power points equaling more than half his manifester level on this power. Even if you have some means of gaining more than one full attack in a round (such as through Zealous Egoist), you may only use this ability once a round.

    Improved Evasion: As the Monk class ability.

    Mighty Egoist: Your attack and defense continue to improve. At 10th level, you may take another option from Dedicated Egoist, enhance one Dedicated Egoist ability to its Stalwart Egoist level, or you may enhance a Stalwart Egoist ability you chose in the following manner:

    Defensive Egoist: Your permanent inherent bonus to your AC gained by Dedicated Egoist improves to +9. This applies to all attacks, including attacks made while you are flat-footed and touch attacks. In addition, you gain Spell Resistance equal to 10 plus your Dedicated Egoist level.

    Offensive Egoist: You may make three extra attacks per round at your highest base attack bonus whenever you attack at no penalty (this overrides the Dedicated Egoist and Stalwart Egoist offensive ability). In addition, your unarmed strikes now have a critical hit range of 19-20, and a critical multiplier of 3.

    Healing Egoist:
    Last edited by Noctis Vigil; 2012-05-25 at 02:57 AM.

  3. - Top - End - #3
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    Reserved for third discipline class

  4. - Top - End - #4
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    Reserved for fourth discipline class

  5. - Top - End - #5
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    Reserved for fifth discipline class

  6. - Top - End - #6
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    Reserved for sixth discipline class

  7. - Top - End - #7
    Troll in the Playground
     
    Amechra's Avatar

    Join Date
    Dec 2010
    Location
    Where I live.

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    You want Psychoportation, not Nomad, for the first discipline. A Nomad is a Psion that specializes in Psychoportation.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    I do Let's Plays now. Current Game: Marron Helps A Friend

  8. - Top - End - #8
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    Quote Originally Posted by Amechra View Post
    You want Psychoportation, not Nomad, for the first discipline. A Nomad is a Psion that specializes in Psychoportation.
    Good catch, thank you. What did you think of the class overall, if I may ask?

  9. - Top - End - #9
    Bugbear in the Playground
     
    RedWizardGuy

    Join Date
    Jun 2010

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    The fluff for the Dedicated Nomad is good. However, this does look slightly more powerful than a normal psion. In exchange for its bonus feats and some restrictions, it gets a host of awesome class features, along with a better BAB, HD, and saves. Still, it is focused on psychoportation. I'd rate it a high-powered tier 3, maybe mid-powered tier 2. The only other thing I'd have to say is that the Oath of Perfection might not be as much of a hindrance as it's trying to be. Most psionic characters that people have played in my games mainly hung back and let their powers do the talking.
    Newest Work: Pyromancer - My submission for Base Class Contest X
    Vote here.

    Awesome Quotes:

    Quote Originally Posted by chess435 View Post
    May Chuck Norris smile upon you.


    Finall got an Extended Homebrew Signature, courtesy of Cipherthe3vil

  10. - Top - End - #10
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    Quote Originally Posted by Pyromancer999 View Post
    The fluff for the Dedicated Nomad is good. However, this does look slightly more powerful than a normal psion. In exchange for its bonus feats and some restrictions, it gets a host of awesome class features, along with a better BAB, HD, and saves. Still, it is focused on psychoportation. I'd rate it a high-powered tier 3, maybe mid-powered tier 2. The only other thing I'd have to say is that the Oath of Perfection might not be as much of a hindrance as it's trying to be. Most psionic characters that people have played in my games mainly hung back and let their powers do the talking.
    T2-3 was the goal, so it's fine. Each different discipline will have different saves, hit die, skills, et cetera. A few things will carry over from each (Piercing Power, Increased Power, Unarmed Attack, Unarmored AC Bonus, Oath of Perfection), but the goal is to let the person basically be what they're called (Dedicated Kineticists will get energy fists and the ability to move things with their minds, Dedicated Telepaths will get free mind reading and some other interesting abilities, Dedicated Egoists will be heavily combat focused, et cetera).

    Oath of Perfection is more a flavor thing, really. The Masters of Mind and Body are so disgusted at their weakness that they can't attack to their fullest.

    As for the abilities, they're mostly focused on straight up movement. The most powerful abilities require you to go all the way with one movement type. In addition, the Nomad has a pretty weak power selection when compared to things like the Telepath list (which is pretty much all save-or-sucks and save-or-dies). He can dart around quick and get where he needs to, though, and he hits pretty hard, but melee isn't all that good. Not sure this one would hit T2, but I can see at least two of the other disciplines hitting it.

  11. - Top - End - #11
    Titan in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    All righty, let's see what we've got.

    Quote Originally Posted by Noctis Vigil View Post
    Skills: The Dedicated Nomad’s class skills (and the key ability for each skill) are Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int), Ride (Dex), Speak Language (None), Survival (Wis), Swim (Str).
    Skill Points: 6+Int Mod (x4 at 1st level)
    Hit Die: D8
    Nice skill list, yeah. Good start.

    Oath of Perfection: All Masters of Mind and Body have sworn off the use of all weapons and armor in their belief that there is no weapon more perfect than the one they were born in: their bodies and minds. They will never willingly equip any weapon or armor. Doing so causes a penalty to all attack rolls, damage rolls, skill rolls, manifester checks, and saves equal to 1/2 their level in Master of Mind and Body. This penalty lasts for one minute per level, and cannot be overcome by any means. Should a Master of Mind and Body be forced to equip a weapon or armor unwillingly (such as by a dominate person effect), they do not gain this penalty.
    Not bad. Nicer than the standard "you lose ALL the class features" arbitrary ban in the normal monk.

    Improved Unarmed Strike: This functions as the Monk ability of the same name.

    Unarmed Damage: As the Monk class ability.

    Unarmored AC Bonus: As the Monk class ability.

    Unarmored Speed Bonus: As the Monk class ability, only using the numbers listed on the table here instead.
    All solid. You might want to make the speed bonus inherent, not enhancement, though, for easier stacking with movement-boosting powers.

    Powers: A Dedicated Nomad’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items.

    The number of times a Dedicated Nomad can manifest powers in a day is limited only by his daily power points.

    A Dedicated Nomad's list of powers is the list of powers on the Psychoportation discipline. He 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 night’s sleep each day to regain all his spent power points.

    To learn or manifest a power, a Dedicated Nomad must have a Wisdom score of at least 10 + the power’s level. The Difficulty Class for saving throws against a Dedicated Nomad's powers is 10 + the power’s level + the Dedicated Nomad’s Wisdom modifier.
    Ok, then. One-discipline casting, point of the class, yeah... an awful lot of power points for such a limited list. And not all of the powers are useful-- as of now, Burst won't stack with the class movement bonus, Astral Caravan isn't useful without the Astral Traveler power, and 2/17 total powers, Dismissal and Banishment, are a bit redundant. Honestly, I might go back and add some more flavorful powers to the list, especially things from the Psionic Warrior list-- stuff like Skate and Hustle-- heck, Dimension Door-- all feel like they belong on the list of a class like this one.

    Evasion: As the Monk class ability.
    Yes.

    Piercing Power: A Dedicated Nomad's powers are hard to resist. At 3rd level, he gets a +1 bonus to overcome power resistance. At 6th level, and every three levels thereafter, this bonus increases by an additional +1.
    A nice touch... but there are only 4 powers on his list that this applies to.

    Increased Power: A Dedicated Nomad's power continues to grow as he levels up. At 4th level, he gains a +1 bonus to the save DC of all his powers. At 8th level, and every four levels thereafter, this bonus increases by an additional +1.
    Again, not really a big deal, since there are only 4 offensive powers on the list. Also, since he'll already need a high Wisdom modifier for monk-type abilities, maybe not necessary to begin with.

    Dedicated Nomad: At 5th level, a Dedicated Nomad is dedicated to going everywhere. He gains one of the following options:

    Aquatic Nomad: A Dedicated Nomad with this ability gains a swim speed equal to 1/2 his land speed.

    Underground Nomad: A Dedicated Nomad with this ability gains a burrow speed equal to 1/2 his land speed.

    Airborne Nomad: A Dedicated Nomad with this ability gains a fly speed equal to his 1/2 land speed with average maneuverability.

    Earthbound Nomad: A Dedicated Nomad with this ability gains Run as a bonus feat.
    Eesh. Earthbound Nomad is terrible. When was the last time you saw someone use Run in combat? Even leaving that aside... a fly speed is probably the best and most important movement type in the game. A burrow speed can be pretty useful, and is difficult to obtain normally. Aquatic Nomad... well, it's appropriate, I guess, but still worse than the big two. Let it include water breathing, at the very least. You really need that to make the move speed work for you. But Earthbound? A bonus feat? And a crappy one, at that?

    Dodge: A Dedicated Nomad gains Dodge as a bonus feat. If he already had dodge, his bonus from the feat increases by +1.
    +1 AC at 7th level? Err... if you really think it's necessary, make it scale, please.

    Obsessed Nomad: A Dedicated Nomad continues to gain in power. At 10th level he gains either a new movement type chosen from Dedicated Nomad ability, or improves the power he chose as follows:

    Aquatic Nomad: A Dedicated Nomad with this ability increases his swim speed to equal his move speed and can breath normally underwater.

    Underground Nomad: A Dedicated Nomad with this ability has their burrow speed improve to equal his land speed, and gains tremorsense out to 30 feet.

    Airborne Nomad: A Dedicated Nomad with this ability has his flight speed increase to equal his land speed, and gains Flyby Attack as a bonus feat.

    Earthbound Nomad: A Dedicated Nomad with this ability can run at 6 times his movement speed, and never suffers from fatigue or exhaustion for running or forced marching.
    As I mentioned before, add the waterbreathing in at the last step (it's kind of necessary for a generally situational ability). Let this step come with the underwater-freedom-of-movement thing. Earthbound Normal is still head and shoulders below the other abilities, though.

    Improved Evasion: As the Monk class ability.
    Yup.

    Mind In Motion: Moving is no distraction or hindrance to a Nomad using his powers. A Nomad may move in the same action he manifests a power at no penalty.
    So... I can take a move action, then use my standard action to manifest and move up to my speed? A nice, flavorful ability.

    Zealous Nomad: A Dedicated Nomad is becoming a master of travel. At 15th level, he gains either a new movement type off the Dedicated Nomad list, increases one of his move speeds to the Obsessed Nomad strength, or increases his existing movement type to the appropriate ability here:

    Aquatic Nomad: A Dedicated Nomad with this ability has sight that is unaffected by water. He way see any distance through it as though the water were normal air. He is still effected by the light in the water around him, but he now sees four times further in low light and has darkvision out to 60 feet. These new vision types only function underwater.

    Underground Nomad: A Dedicated Nomad with this ability has his tremorsense range increase out to 60 feet and their burrowing instead becomes the earth glide ability of earth elementals.

    Airborne Nomad: A Dedicated Nomad with this ability has his flight increase to good maneuverability, and gains Diving Charge as a bonus feat.

    Earthbound Nomad: A Dedicated Nomad with this ability can run at 8 times his movement speed, and can perform a full attack action on the end of a charge.
    Well. Earthbound Nomad now gives a useful ability... many, many levels too late. Seriously; this class should give pounce to everyone, maybe back around level 7. Aquatic continues to lag as well.

    Mobility: A Dedicated Nomad of 17th level gains Mobility as a bonus feat. If he already has Mobility, its bonus increases by +4.
    I probably picked up the whole dodge-mobility-spring attack line ages ago. Even if not, Mobility is a generally crappy feat, especially at 17th level. Even the ability to never provoke attacks of opportunity would be late at this point.

    Perfect Nomad: By 20th level, a Dedicated Nomad has become a Paragon of motion, a champion of travel. Your gain one enhancement to each movement type (so if you hadn't improved a specific movement type yet as per Dedicated Nomad, you gain them now, and any type you do have increases by one rank in power). If you had obtained Zealous Nomad rank in a movement type, you increase your power as follows:

    Aquatic Nomad: A Dedicated Nomad with this ability no longer needs to breathe. Further, he may open a Gate to the elemental plane of water once per day as a psi-like ability. Treat this as the spell with a caster level equal to the Dedicated Nomad's level.

    Underground Nomad: A Dedicated Nomad with this ability can see through earth as if it were air, and he gains blindsight out to 60 feet. Further, he may open a Gate to the elemental plane of earth once per day as a psi-like ability. Treat this as the spell with a caster level equal to the Dedicated Nomad's level.

    Airborne Nomad: A Dedicated Nomad with this ability has his flight increase to perfect maneuverability, and gains Improved Flyby Attack as a bonus feat. Further, he may open a Gate to the elemental plane of air once per day as a psi-like ability. Treat this as the spell with a caster level equal to the Dedicated Nomad's level.

    Earthbound Nomad: A Dedicated Nomad with this ability can run at 10 times his movement speed, and is considered to be under a continuous haste effect. Because this is haste effect is an Ex ability, it stacks with other such effects. Further, he may open a Gate to the elemental plane of fire once per day as a psi-like ability. Treat this as the spell with a caster level equal to the Dedicated Nomad's level.
    I like the gate ability, although fire and the Earthbound Nomad doesn't quite fit. Earthbound Nomad and Aquatic Nomad continue to be very weak; in this case, I'm actually not sure which is worse. (Also, why does the Aquatic Nomad suddenly cease to need to breath?)

    In summery, a cool idea, but some of the elemental-movement based abilities are weak, and the class as a whole lacks offensive punch. The need to make full attacks to deal any kind of decent damage cuts away from the skirmisher ideal, which is already unsupported by the class features. I'd add in more offensive abilities, like pounce, free spring attack feats-- heck, put flurry of blows back in, but make it usable anytime he attacks.

    In any case, I look forward to seeing the rest of these.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

  12. - Top - End - #12
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    Grod, I made some edits based on your suggestions, and I intend to make more later. How's it look now?

  13. - Top - End - #13
    Titan in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    Attack on the Move is cool, flavorful, and fitting. The change to the first Earthbound Nomad ability is... useful, but doesn't quite seem to fit the flavor...

    I know! Rename "Underground Nomad" to "Earthbound Nomad" and cut out the Earthbound Nomad abilities altogether. Maybe put them back in as general class abilities if you want. That way, you get rid of the slightly-awkward name, have a neat three abilities, all with very similar effects, and all are worth taking, at least in certain situations.

    Anyway, that's all I can tell that's new?

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

  14. - Top - End - #14
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    Well, I haven't had a ton of free time to work lately, but a very rough and still incomplete draft of the Dedicated Egoist is up.

    I'm thinking of taking Grod's suggestion and adding a few extra powers via paths in the Dedicated Nomad class, so I'd like suggestions for that as well.

  15. - Top - End - #15
    Titan in the Playground
     
    Quellian-dyrae's Avatar

    Join Date
    Dec 2006
    Location
    CA
    Gender
    Male

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    I'm a bit confused on the powers. Are they "all psionic powers of discipline X", "all Psion/Wilder powers of discipline X (including exclusive powers)", or "all powers on the exclusive discipline X list"?
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  16. - Top - End - #16
    Barbarian in the Playground
    Join Date
    Aug 2011
    Location
    lost in my own mind

    Default Re: Master of Mind and Body (3.5 Base Class Series, PEACH)

    It's specifically only the powers of the exclusive discipline list.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •