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- Join Date
- Oct 2012
- In the Playground, duh.
The Implanter (3.5 PrC, by request)
Buckle up, you guys. This'll be a weird one.
Manifesting: Must be able to manifest crystal shard or swarm of crystals as well as at least one third-level power.
Skills: Craft (Gemcutting) 8 ranks
Feats: Psicrystal Affinity
Level BAB Fort Ref Will SpecialPsionics 1st +0 +0 +0 +2 Crystal Implant, Aberrant Psicrystal 2nd +1 +0 +0 +3 Secrets in Stone+1 level of existing psionic class 3rd +1 +1 +1 +3 Crystal Implant+1 level of existing psionic class 4th +2 +1 +1 +4 Aberrant Psicrystal+1 level of existing psionic class 5th +2 +1 +1 +4 Crystal Implant, Secrets in Stone+1 level of existing psionic class 6th +3 +2 +2 +5 Rapid Implanting+1 level of existing psionic class 7th +3 +2 +2 +5 Crystal Implant, Aberrant Psicrystal+1 level of existing psionic class 8th +4 +2 +2 +6 Secrets in Stone+1 level of existing psionic class 9th +4 +3 +3 +6 Crystal Implant+1 level of existing psionic class 10th +5 +3 +3 +7 Crystalline Soul, Aberrant Psicrystal+1 level of existing psionic class
Hit Die: 1d6
The implanter's class skills are Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Knowldge (all skills, taken individually) (Int), Psicraft (Int) and Use Psionic Device (Cha).
Skill Points at Each Level: 4 + Int modifier
Weapon and Armour Proficiency
The implanter gains no proficiency in any kind of weapon or armour.
At every level except first, the implanter's psionic ability advances as though the implanter had taken a level in whichever class grants the implanter the ability to use third-level powers.
Crystal Implant (Su)
An implanter has the ability to make crystal implants, which are crystals inserted in the body for a variety of effects. They can implant crystals into any creature with soft, corporeal areas of their body, which includes many plants, some undead and rare deathless as well as almost all members of other creature types except construct, which can rarely sustain the implants. Creating a crystal ready for implantation takes 4 hours. Implanting a crystal into a creature takes 4 hours and is no fun for the creature recieving the implant. Removing a crystal only takes 15 minutes but is still no fun for the creature having the implant taken out. Implanting or removing the crystal requires the creature to be present and either co-operative or helpless (the process will wake a creature under most types of sleep, including regular sleep, immediately). You can absolutely implant crystals in yourself.
A creature who sustains a crystal implant immediately loses a point of constitution and then takes another 6 points of constitution damage. If this damage kills them, they can't sustain the implant and can't be resurrected by any means unless the implant is removed first. Removing the implant restores the point of constitution lost but inflicts another 6 points of constitution damage if the creature is still alive. Essentially, this means that a crature must have at least 8 points of constitution to survive the process.
The constitution damage can be healed just fine, but the point of constitution lost can never ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever, ever, ever be restored by any means short of removing the implant. Don't make me come over there.
It's very difficult, but not impossible, to damage a crystal implant, as it sticks out from the creature's body and is large enough that the creature has to be missing part of their armour (for example, the shoulder plating from a set of full plate) to accomodate it. While the creature's AC isn't reduced, their armour can't protect the crystal implant. A crystal implant has hardness 10 and 10 hit points, and to strike one requires a successful sunder attempt against it at a -8 penalty on the attack roll, or to use an ability which damages objects (shatter is a favourite) on it directly, in which case it can save since it's attended. Mending, make whole and similar can repair a damaged crystal implant, but very few abilities (a timely rebuild item among them) can repair a destroyed one. Instead of repairing one, the nearest possibility for most implanters is to remove it and then add a new one.
The implanter learns a single implant at first level and another one at every second level thereafter. An implanter can implant as many crystals of any type the implanter knows as desired (or at least until the implanter runs out of viable creatures). An implanter can even implant multiple copies of the same crystal in one creature, though the effects might not stack. "Level", unless otherwise specified, refers to the implanter's current level (or the level the implanter had when they died), not the level when the crystal was implanted. The possible implants are as follows:
Blasting Crystal: A creature with a blasting crystal can, once per minute, release a blast of psionic energy which deals 1d6 points of damage per level to a target within 100 feet as a standard action. This is a psi-like ability.
Control Crystal: You control the creature implanted so long as your class level is equal to or higher than that creature's character level. You can control creatures with no more levels than four times your class level in this way. However, while you control or if you would lose control of a creature, you may elect to have the crystal explode messily inside them, killing them. If you don't, when you lose control of a creature the crystal shatters around them, with a piece still embedded in them.
Forcefield Crystal: A creature with a forcefield crystal gets a deflection bonus to armour class equal to half the implanter's level, minimum 1.
Knowledge Crystal: A knowledge crystal is keyed to a skill chosen upon its creation (not just a knowledge skill). The creature with the knowledge crystal gets an enhancement bonus equal to the implanter's level to checks using that skill.
Mindlink Crystal: A creature with a mindlink crystal can communicate with any creature within 60 feet telepathically. Further, they can detect any non-mindless creature within that range even if they can't see that creature, so long as the creature's level is lower than the implanter's level.
Talon Crystal: A creature with a talon crystal grows translucent talons at the end of one limb, which can be used to make a talon attack with that limb. A creature can grow talons at the end of any limb which bears its weight or is used as a manipulating limb, effectively an arm, leg, or arm- or leg-equivalent.
Aberrant Psicrystal (Su)
Your psicrystal becomes tainted by your psionics and its form becomes warped. Your psicrystal gains an ability from the list below at 1st level and every 3rd level thereafter. You can't choose the same ability twice. If you create a new psicrystal (because the old one was destroyed) you can choose a new set of abilities for it. Your implanter levels count towards determining the hit dice and abilities of your psicrystal. The abilities are as follows:
Crystal Missile: If the crystal can deliver touch powers (which it should be able to barring shenanigans), you can attempt to throw it as part of the same action you use to manifest a touch power, if you declare it as the toucher. In this case, you make a ranged touch attack to hit the target with the crystal.
Illumination: The psicrystal can, as a free action, start glowing like a torch. It can also stop glowing as a free action.
Shard Launch: The crystal can launch a minuscule shard off itself as a standard action, dealing 1d6 points of damage to a creature within 100 feet (requiring a ranged attack to hit) and not meaningfully compromising its own structural integrity or hit point total.
Speedy Crystal: The crystal's base speeds are 50 (climb 40, fly 80 (poor)). It doesn't have the fly speed if it can't fly normally.
Secret in Stone (Su)
At 2nd level, and every 3rd level thereafter, an implanter gains one of the following abilities:
Golemsong: You learn how to heal from attacks which would normally deal damage to you. Once per day, you can prevent any damage that would be dealt to you by an attack and instead are healed for one third as much.
Haemoplague: Your bite transmits a poison just like the homunculus'. (The DC is 10 + half your total hit dice + your constitution modifier). If you don't normally have a bite attack, you can bite but it does no damage.
Object's Permanence: You learn the animated object's secrets of hardness. You gain hardness equal to half your implanter level.
Shield Wall: You are shielded from attacks as if by a shield guardian: attacks against you take a penalty to hit equal to half your implanter level.
The Sweet Sound of Inevitability: You are difficult to keep down. You heal hit points every hour equal to twice your implanter level, unless you were damaged by a chaotic weapon during that hour.
From 6th level, you can create, add or remove implant crystals twice as fast.
Crystalline Soul (Ex)
From 10th level, the implanter becomes a living construct. If the implanter was already a construct, this ability has no effect.
- Join Date
- Feb 2006