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  1. - Top - End - #1
    Troll in the Playground
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    Default "Turquoise bicycle shoe fins actualize radishes greenly!" [PrC]

    Esoteric Energist

    Hardumm Dullite evoking the power of raw chaos.

    Psionics are the powers of the mind over those of the material plane, and sometimes other adjacent or surrounding planes. Esoteric energists are masters of harnessing elemental energies by piercing a hole through the material and astral planes and directly into the perpetual chaos of Limbo. Each time they deliver devastating damage through their minds, they are literally taking pieces of Limbo and forcing them onto the material plane, making them more volatile and entropic. The best way to become an esoteric energist is to be a psychokinesis disciplined psion, though other psionic characters are capable of becoming members of this class through feats or other abilities.

    HD: d6

    Requirements
    Alignment: Any chaotic
    Skills: Knowledge (the planes) 8 ranks, Psicraft 8 ranks
    Feats: Paraelemental Power
    Psionics: Ability to use 3rd level powers, including energy missile and energy cone.
    Special: Must have taken energy damage from a floating element of Limbo.

    Class Skills: Autohypnosis, Concentration, Craft, Disable Device, Intimidate, Knowledge (psionics), Knowledge (the planes), Profession and Psicraft.
    Skill-points per level: 2+Int modifier

    {table="head"]Level|BAB|Fort|Ref|Will|Special Abilities|Psionics
    1st|+0|+0|+0|+2|Paraelemental limbo, aura of chaos|--
    2nd|+1|+0|+0|+3|Elemental chaos|+1 of existing psionic manifesting class
    3rd|+1|+1|+1|+3|Kineticist +1|+1 of existing psionic manifesting class
    4th|+2|+1|+1|+4|Entropic energy|+1 of existing psionic manifesting class
    5th|+2|+1|+1|+4|Bonus Feat|+1 of existing psionic manifesting class
    6th|+3|+2|+2|+5|Duality of energy|+1 of existing psionic manifesting class
    7th|+3|+2|+2|+5|Field of chaos|--
    8th|+4|+2|+2|+6|Kineticist +2|+1 of existing psionic manifesting class
    9th|+4|+3|+3|+6|Fourfold energist|+1 of existing psionic manifesting class
    10th|+5|+3|+3|+7|Part of limbo|+1 of existing psionic manifesting class
    [/table]

    Weapon and armor proficiencies: Esoteric energists recieve no additional weapon or armor proficiencies.

    Manifesting:
    At every level but 1st and 7th, an esoteric energist gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of esoteric energist to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
    If a character had more than one manifesting class before he became an esoteric energist, he must decide to which class he adds the new level of esoteric energist for the purpose of determining power points per day, powers known, and manifester level.

    Paraelemental Limbo (Su): At first level, you tap into the harmful elemental power of the Ever-changing Chaos of Limbo. The effects of your Paraelemental Power feat count for all energy types you can manifest using psionics, the cost to use the Paraelemental Power feat is reduced to the normal cost of the power(though you must still expend your psionic focus), and any time you use a psionic power that deals energy damage it is considered to have the Chaos descriptor. As a drawback of this feature, each time you use an energy power, you do not pick which energy type you attach to the power but roll randomly to determine the energy type, however, by making a Concentration check(DC 10+Power points used to manifest power), you may select which energy type your power deals instead of rolling randomly.

    Aura of Chaos: Just as a chaotic cleric of your manifester level.

    Elemental Chaos (Su): At 2nd level, the area around you inflicts an element of chaos into the raw elements around you. Anytime there is a nonmagical, nonplanar element of no greater equivalent size of a large creature within 30 feet of you, such as an open flame, patch of soil, small pond or creek or strong gust of wind(but not normal wind or still air), it begins to take on aspects of another, random element. Things such as fire burning cold, soil becoming as light as air or similar can happen and is always random. Almost no two occurrences of this ability's effect are ever the same.

    Kineticist (Ex): At 3rd level, you are more adept at increasing the raw power of your kinetics. Any discipline psychokinesis power you manifest have a +1 to the DC to resist it. At 8th level, this bonus increases to +2.

    Entropic Energy (Su): At 4th level, the force at which your powers spring from your mind and Limbo are made in a way to disrupt the orderly way objects are held together. Any psionic power you use that has the Chaos descriptor deals double damage to objects as it's slowly broken down to it's most basic elements. Objects destroyed in this way disappear in a burst of chaotic energy, no two bursts are the same.

    Bonus Feat:
    An esoteric energist gains a bonus feat at 5th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.

    Duality of Energy (Su): At 6th level, you are capable of squeezing a little more of Limbo out through your mind, making your powers capable of using more than just one energy type. Any time you manifest an energy power, it deals half it's damage of one element, and other half of another. The power has all the special effects the power normally has of each element has of both the normal power and those of the Paraelemental Power feat.
    Because of the paraelemental limbo class feature(see above), you must roll randomly for both energy types(it cannot be the same element twice) and if you want to control the energy type, you must make two Concentration checks to determine each energy type.

    Field of Chaos (Ps): At 7th level, the energies that surround you becomes far more chaotic as Limbo spills through you ever more. By expending 7 power points as a swift action, you make an area with a radius of 30 feet around you be affected as though by a field of wild magic, which effects psionics as equally as it does magic. Once you use this ability you cannot do so again for another 1d10 rounds.

    Fourfold Energist (Su):
    At 9th level, you are more adept at mixing the eternal chaos of the elements into your powers. By expending 4 additional power points on any energy power, you make it deal each fourth of it's damage be that of a different element. The power has the effects of each energy type of the initial power and that of the Paraelemental Power feat, though similar effects do not stack(such as extra damage per die, more than one Fortitude save). Two of the element types are chosen by you, but the other two are determined randomly(following the same rules for controlling it with a Concentration check as the duality of energy class feature). Once you use this power you cannot do so again for another 1d10 rounds.

    Part of Limbo (Ps): At 10th level, you become wholly capable of becoming a tear in extraplanar space, combining the world you're in now with the Ever-changing Chaos of Limbo. To use this ability you must take a standard action, causing you to literally become a field of Limbo. You effectively disappear, but are still capable of sensing all of the area in your radius. Everything within 30 feet of where you used this ability is treated exactly as if it were the Ever-changing Limbo of Chaos, though leaving the area puts you back on whatever plane you were on before and the random chance to meet a native or the running into a patch of raw element turns from hours to rounds. While in this state, you cannot be harmed or effected by anything, though dispelling the effect (the area has an effective manifester level equal to yours) deals 6d6 points of damage to you.
    This ability is usable once per day and lasts a number of rounds equal to your manifester level, or until you decide to return to your normal state, which wastes the remaining duration of the ability still unused for the day.
    Last edited by Krimm_Blackleaf; 2008-08-20 at 02:11 PM.
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  2. - Top - End - #2
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    wadledo's Avatar

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    Default Re: "Turquoise bicycle shoe fins actualize radishes greenly!" [PrC]

    It seems very.... strong.
    The only equivalent non-psionic class would possibly be Wild Mage, which is significantly weaker.
    Taking out another manefester level at 7th would fit a little, as Field of Chaos is pretty good.
    It also seems to be something that wilders would excel in, but as far as I can tell, wilders wouldn't benefit very much from this class at all.
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    Titan in the Playground
     
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    Default Re: "Turquoise bicycle shoe fins actualize radishes greenly!" [PrC]

    Elemental Chaos sounds like it would take a LOT of effort on the GMs part to institute consistently... could be worth it for mood creation, but it would be a LOT of work IMHO.
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  4. - Top - End - #4
    Troll in the Playground
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    Default Re: "Turquoise bicycle shoe fins actualize radishes greenly!" [PrC]

    Quote Originally Posted by wadledo View Post
    It seems very.... strong.
    The only equivalent non-psionic class would possibly be Wild Mage, which is significantly weaker.
    Taking out another manefester level at 7th would fit a little, as Field of Chaos is pretty good.
    It also seems to be something that wilders would excel in, but as far as I can tell, wilders wouldn't benefit very much from this class at all.
    Quote Originally Posted by DracoDei View Post
    Elemental Chaos sounds like it would take a LOT of effort on the GMs part to institute consistently... could be worth it for mood creation, but it would be a LOT of work IMHO.
    I was actually considering just removing both of these, they both seem very shaky to me.
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  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: "Turquoise bicycle shoe fins actualize radishes greenly!" [PrC]

    Quote Originally Posted by Krimm_Blackleaf View Post
    I was actually considering just removing both of these, they both seem very shaky to me.
    Well if you took out the aspect of Elemental Chaos that it has to be different each time that might make it more ok. (I think it has a yummy flavor). I agree that taking an ML out at 7 might make sense.

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    Default Re: "Turquoise bicycle shoe fins actualize radishes greenly!" [PrC]

    umm.. do you know that you can't chose chaotic mind if you are psionic?
    or is that on purpose (and you wnat them to start out as a non psionic class and then take a feat that they can't use for the rest of their cariar?)

  7. - Top - End - #7
    Troll in the Playground
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    Default Re: "Turquoise bicycle shoe fins actualize radishes greenly!" [PrC]

    Quote Originally Posted by vegetalss4 View Post
    umm.. do you know that you can't chose chaotic mind if you are psionic?
    or is that on purpose (and you wnat them to start out as a non psionic class and then take a feat that they can't use for the rest of their cariar?)
    .....Oh.
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  8. - Top - End - #8
    Ogre in the Playground
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    Default Re: "Turquoise bicycle shoe fins actualize radishes greenly!" [PrC]

    Quote Originally Posted by Krimm_Blackleaf View Post
    .....Oh.
    Maybe they should get Chaotic Mind as a bonus feat at the first level with the stated note that they get it even though the prereqs normally would prevent them from doing so?

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