Dungeons and Dragons Psionic Prestige Classes 3.5 PBP RPG

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Psionic Prestige Classes

Cerebremancer

Hit Die: d4.

Requirements

To qualify to become a cerebremancer, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 6 ranks, Knowledge (psionics) 6 ranks.

Spells: Able to cast 2nd-level arcane spells.

Psionics: Able to manifest 2nd-level powers.

Class Skills

The cerebremancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) Int, Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table: The Cerebremancer

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Spells per Day/Powers Known

1st

+0

+0

+0

+2

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

2nd

+1

+0

+0

+3

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

3rd

+1

+1

+1

+3

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

4th

+2

+1

+1

+4

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

5th

+2

+1

+1

+4

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

6th

+3

+2

+2

+5

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

7th

+3

+2

+2

+5

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

8th

+4

+2

+2

+6

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

9th

+4

+3

+3

+6

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

10th

+5

+3

+3

+7

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

Class Features

All the following are class features of the cerebremancer prestige class.

Weapon and Armor Proficiency: Cerebremancers gain no proficiency with any weapon or armor.

Spells per Day/Powers Known: When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.

If a character had more than one arcane spellcasting class or more than one manifesting class before he became a cerebremancer, he must decide to which class he adds each level of cerebremancer for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.

Elocater

Hit Die: d6.

Requirements

To qualify to become an elocater, a character must fulfill all the following criteria.

Base Attack Bonus: +3.

Skills: Concentration 8 ranks.

Feats: Mobility, Spring Attack.

Psionics: Able to manifest 1st-level powers.

Class Skills

The elocater's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (psionics), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

Table: The Elocater

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Powers Known

1st

+0

+0

+2

+2

Scorn earth, Sidestep Charge

+1 level of existing manifesting class

2nd

+1

+0

+3

+3

Opportunistic strike +2

-

3rd

+2

+1

+3

+3

Dimension step

+1 level of existing manifesting class

4th

+3

+1

+4

+4

Flanker

+1 level of existing manifesting class

5th

+3

+1

+4

+4

Opportunistic strike +4

-

6th

+4

+2

+5

+5

Transporter

+1 level of existing manifesting class

7th

+5

+2

+5

+5

Capricious step

+1 level of existing manifesting class

8th

+6

+2

+6

+6

Opportunistic strike +6

-

9th

+6

+3

+6

+6

Dimension spring attack

+1 level of existing manifesting class

10th

+7

+3

+7

+7

Accelerated action

+1 level of existing manifesting class

Class Features

All the following are class features of the elocater prestige class.

Weapon and Armor Proficiency: Elocaters are proficient with all simple and martial weapons and with light armor.

Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She 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 she adds the level of elocater to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

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

Scorn Earth (Su): At 1st level, an elocater's feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even 'run' at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.

While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the psionic levitate power.

Sidestep Charge (Ex): At 1st level, an elocater gains Sidestep Charge as a bonus feat, even if she does not meet the prerequisites. If the character already has this feat, she gains no benefit.

Opportunistic Strike (Ex): Beginning at 2nd level, an elocater's hyperawareness of spatial relations gives her an instinctive view of the battlefield, which allows her to make a cunning attack against distracted opponents. The elocater gains a +2 insight bonus on her attack roll and her damage roll (if the attack hits) for the first attack she makes against an opponent that has been dealt damage in melee by another character since the elocater's last action. At 5th level the insight bonus increases to +4, and at 8th level the insight bonus increases to +6.

Dimension Step (Su): An elocater of 3rd level or higher can slip psionically between spaces as if using the psionic dimension door power, once per day. The elocater cannot bring any other creatures with her. Her manifester level for this effect is equal to her elocater level.

Flanker (Ex): An elocater of 4th level or higher can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.

Transporter (Ex): At 6th level, an elocater learns both psionic teleport and psionic plane shift. These powers are in addition to any powers the elocater normally learns by advancing a level.

The elocater treats these powers as if they were 3rd-level powers on her class list. This means, among other things, that manifesting these powers costs 5 power points. (If the character does not have a high enough manifester level to manifest 3rd-level powers the character cannot manifest these powers until she has attained the required manifester level.)

Capricious Step (Ex): At 7th level, an elocater can take an extra 5-foot step in any round when she doesn't perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. The character can take the extra 5-foot step immediately after taking the first, or wait until the end of her other actions for the round. In all other ways, the rules for taking a 5-foot step apply.

Dimension Spring Attack (Su): An elocater of 9th level or higher can use her dimension step ability in conjunction with her Spring Attack feat once per day. This ability can be used only against opponents within 60 feet to which the elocater has line of sight. She can dimension step up to the target, use Spring Attack, and then use dimension step to return to her starting point. (When she uses this ability, the total distance she can travel before and after the attack is not limited by her speed.) The use of this ability counts as her use of the dimension step ability on that day (and this ability is not available during a day when she has already used dimension step).

Accelerated Action (Su): When she attains 10th level, an elocater can accelerate herself and thereby take more actions than normal. An elocater can accelerate herself for a total of 5 rounds per day. She can choose to parcel out her accelerated actions in 1-round increments. (This effect is not cumulative with similar effects that provide additional actions, such as schism or a haste spell-and in fact an elocater can't take an accelerated action if affected by these or similar effects.)

If she makes a full attack while accelerated, an elocater can make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. If the elocater uses her accelerated action to move, she gains an enhancement bonus to her speed of +30 feet. The elocater can use her accelerated action to manifest a power, as long as she has not already manifested a power in the current round and the one she wants to manifest has a manifesting time of 1 standard action or shorter. While accelerated, she gains a +2 dodge bonus on attack rolls and Reflex saves and a +2 dodge bonus to Armor Class. Any condition that makes her lose her Dexterity bonus to Armor Class (if any) also makes her lose these dodge bonuses.

Psionic Fist

Hit Die: d6.

Requirements

To qualify to become a Psionic Fist, a character must fulfill all the following criteria.

Base Attack Bonus: +4.

Skill: Concentration 9 ranks.

Feat: Wild Talent.

Special: Still mind class feature.

Class Skills

The Psionic Fist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: The Psionic Fist

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Points/Day

Powers Known

Level Known

1st

+0

+0

+2

+2

Monk abilities

1

1

1st

2nd

+1

+0

+3

+3

-

3

2

1st

3rd

+2

+1

+3

+3

-

6

3

2nd

4th

+3

+1

+4

+4

-

10

4

2nd

5th

+3

+1

+4

+4

Bonus psionic feat

15

5

3rd

6th

+4

+2

+5

+5

-

23

6

3rd

7th

+5

+2

+5

+5

-

31

7

4th

8th

+6

+2

+6

+6

-

43

8

4th

9th

+6

+3

+6

+6

-

55

9

5th

10th

+7

+3

+7

+7

Bonus psionic feat

71

10

5th

Class Features

All the following are class features of the Psionic Fist prestige class.

Weapon and Armor Proficiency: Psionic Fists gain no proficiency with any weapon or armor.

Monk Abilities: A Psionic Fist's class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.

Power Points/Day: A Psionic Fist can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psionic Fist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a Psionic Fist has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.

Powers Known: A Psionic Fist chooses his powers from the psychic warrior power list. At 1st level, a Psionic Fist knows one psychic warrior power of your choice. Each time he attains a new level, he learns one new power. A Psionic Fist can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a Psionic Fist can manifest per day is limited only by his daily power points.

A Psionic Fist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters pre pare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Psionic Fist powers is 10 + the power's level + the Psionic Fist's Wisdom modifier.

Maximum Power Level Known: A Psionic Fist gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Psionic Fist gains the ability to master more complex powers.

To learn or manifest a power, a Psionic Fist must have a Wisdom score of at least 10 + the power's level.

Bonus Psionic Feat: At 5th and 10th level, a Psionic Fist can take any psionic feat as a bonus feat. He must still meet the prerequisites for the feat.

Multiclass Note: A monk who becomes a Psionic Fist may continue advancing as a monk.

Slayer

Hit Die: d8.

Requirements

To qualify to become a slayer, a character must fulfill all the following criteria.

Base Attack Bonus: +4.

Skill: Knowledge (dungeoneering) 4 ranks.

Feat: Track.

Psionics: Must have a power point reserve of at least 1 power point.

Class Skills

The slayer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (dungeoneering) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

Skill Points at Each Level: 4 + Int modifier.

Table: The Slayer

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Powers Known

1st

+1

+0

+0

+2

Favored enemy +2, enemy sense

-

2nd

+2

+0

+0

+3

Brain nausea

+1 level of existing manifesting class

3rd

+3

+1

+1

+3

Lucid buffer

+1 level of existing manifesting class

4th

+4

+1

+1

+4

Favored enemy +4

+1 level of existing manifesting class

5th

+5

+1

+1

+4

-

+1 level of existing manifesting class

6th

+6

+2

+2

+5

Cerebral blind

+1 level of existing manifesting class

7th

+7

+2

+2

+5

Favored enemy +6

+1 level of existing manifesting class

8th

+8

+2

+2

+6

Breach power resistance

+1 level of existing manifesting class

9th

+9

+3

+3

+6

Cerebral immunity

+1 level of existing manifesting class

10th

+10

+3

+3

+7

Blast feedback, favored enemy +8

+1 level of existing manifesting class

Class Features

All the following are class features of the slayer prestige class.

Weapon and Armor Proficiency: Slayers are proficient with all simple and martial weapons and with all types of armor.

Powers Known: Beginning at 2nd level, a slayer gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She 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 she adds the level of slayer to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

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

If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels.

Favored Enemy (Ex): When she enters the class, a slayer formally declares a type of psionic creature as the enemy she detests above all others. Due to her extensive study of her foes and training in the proper techniques for combating them, she gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against her favored enemy.

Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8.

Enemy Sense (Su): A slayer can sense the presence of her favored enemy within 60 feet of herself, even if they are hidden by darkness or walls, but she cannot discern their exact location.

Brain Nausea (Su): At 2nd level, a slayer gains a constant defensive ability somewhat similar to the aversion power. Any creature that attempts to eat the slayer's brain must succeed on a Will save (DC 15 + slayer's class level) or become disinclined to do so for 24 hours thereafter. A creature that fails this save may take any action it desires except extracting the slayer's brain (but does not realize it is being so affected). This ability is active even if the slayer is unconscious, stunned, or otherwise helpless.

Lucid Buffer (Ex): At 3rd level, a slayer becomes especially skilled at resisting mental attacks. She gains a +4 competence bonus on saving throws against all compulsions and mind-affecting effects. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless.

Cerebral Blind (Su): After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location.

The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the slayer's location (however, metafaculty can pierce this protective barrier). In the case of remote viewing or scrying that scans an area a slayer is in, the effect works, but the slayer simply isn't detected. remote viewing or scrying attempts that are targeted specifically at a slayer do not work. This ability is active as long as the slayer is psionically focused.

Breach Power Resistance (Su): A slayer of 8th level or higher can enhance her weapon with psionic might. Each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature with power resistance temporarily reduces its power resistance by 1. Unless the creature is slain, its lost power resistance returns all at once 12 hours later. This ability is active as long as the slayer is psionically focused.

Cerebral Immunity (Su): On reaching 9th level, a slayer gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the slayer can selectively allow powers or spells to affect her). The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence a slayer. This ability is active as long as the slayer is psionically focused.

Blast Feedback (Su): At 10th level, if a slayer makes her saving throw when attacked with mind blast, the mind blast rebounds upon the attacker. Only the original attacker is targeted in the rebound effect. If the original attacker fails a Will saving throw (DC equal to that of the original attack), the attacker is affected normally by the mind blast.

Metamind

Hit Die: d4.

Requirements

To qualify to become a metamind, a character must fulfill all the following criteria.

Skills: Knowledge (psionics) 8 ranks, Psicraft 4 ranks.

Feat: Psicrystal Affinity.

Psionics: Manifester level 4th.

Class Skills

The metamind's class skills are Autohypnosis (Wis), Concentration* (Con), Craft (any) (Int), Knowledge (psionics), and Psicraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table: The Metamind

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Powers Known

1st

+0

+0

+0

+2

Free manifesting 1st, 3/day

-

2nd

+1

+0

+0

+3

Cognizance psicrystal 5 points

+1 level of existing manifesting class

3rd

+1

+1

+1

+3

Free manifesting 2nd, 3/day

-

4th

+2

+1

+1

+4

Cognizance psicrystal 7 points

+1 level of existing manifesting class

5th

+2

+1

+1

+4

Free manifesting 3rd, 1/day

-

6th

+3

+2

+2

+5

Cognizance psicrystal 9 points

+1 level of existing manifesting class

7th

+3

+2

+2

+5

Free manifesting 4th, 1/day

-

8th

+4

+2

+2

+6

Cognizance psicrystal 11 points

+1 level of existing manifesting class

9th

+4

+3

+3

+6

Free manifesting 5th, 1/day

-

10th

+5

+3

+3

+7

Font of power

+1 level of existing manifesting class

Class Features

All the following are class features of the metamind prestige class.

Weapon and Armor Proficiency: Metaminds gain no proficiency with any weapon or armor.

Powers Known: At every even-numbered level, a metamind 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, and so on). This essentially means that he adds the level of metamind 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 a metamind, he must decide to which class he adds the new level of metamind for the purpose of determining power points per day, powers known, and manifester level.

Free Manifesting (Ps): At 1st level, a metamind can manifest any 1st-level power he knows for free (without spending power points) three times per day.

At higher levels, a metamind gains the ability to freely manifest additional higher-level powers: three 2nd-level powers per day at 3rd level; one 3rd-level power per day at 5th level; one 4th-level power per day at 7th level; and one 5th-level power per day at 9th level.

This benefit applies only to the power point cost of an unaugmented power. Points spent to augment a power and an experience point cost (if any) must be paid as normal.

Cognizance Psicrystal (Ex): At 2nd level, a metamind masters the trick of storing excess power points in a psicrystal. The psicrystal is now treated as a cognizance crystal capable of storing 5 power points, in addition to its psicrystal abilities. At every even-numbered level, a metamind becomes able to store an additional 2 power points in his psicrystal, to a maximum of 11 points at 8th level.

Font of Power (Ps): A 10th-level metamind can act as a living cognizance crystal, producing seemingly endless power points once per day, for up to 1 minute. His eyes shine like tiny stars, and faint illumination seems to beam out of his mouth and the end of each of his fingers. While so empowered, he can manifest any of his powers without drawing from his power point reserve. He finds the power points he needs welling up within his own body.

If a metamind using this ability enters a metaconcert, his power point reserve is accessed normally for the purpose of his contributing to the pool.

Psion Uncarnate

Hit Die: d4.

Requirements

To qualify to become a psion uncarnate, a character must fulfill all the following criteria.

Skills: Knowledge (psionics) 8 ranks, Psicraft 8 ranks.

Feat: Psionic Body.

Psionics: Able to manifest 3rd-level powers.

Special: Must have had some instruction by another psion uncarnate.

Class Skills

The psion uncarnate's class skills are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Disguise (Cha), Knowledge (the planes) (Int), Knowledge (psionics) (Int), Psicraft (Int), and Sense Motive (Wis).

Skill Points at Each Level: 2 + Int modifier.

Table: The Psion Uncarnate

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Powers Known

1st

+0

+0

+0

+2

Incorporeal touch 1d6, uncarnate armor

-

2nd

+1

+0

+0

+3

Shed body 1/day

+1 level of existing manifesting class

3rd

+1

+1

+1

+3

Assume equipment

+1 level of existing manifesting class

4th

+2

+1

+1

+4

Assume likeness

-

5th

+2

+1

+1

+4

Incorporeal touch 2d6

+1 level of existing manifesting class

6th

+3

+2

+2

+5

Shed body 2/day

+1 level of existing manifesting class

7th

+3

+2

+2

+5

Telekinetic force

-

8th

+4

+2

+2

+6

Uncarnate bridge

+1 level of existing manifesting class

9th

+4

+3

+3

+6

Incorporeal touch 3d6

+1 level of existing manifesting class

10th

+5

+3

+3

+7

Uncarnate

-

Class Features

All the following are class features of the psion uncarnate prestige class.

Weapon and Armor Proficiency: Psion uncarnates gain no proficiency with any weapon or armor.

Powers Known: At every level indicated on Table: The Psion Uncarnate, a psion uncarnate 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 psion uncarnate 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 a psion uncarnate, he must decide to which class he adds the new level of psion uncarnate for the purpose of determining power points per day, powers known, and manifester level.

Incorporeal Touch (Su): Beginning at 1st level, a psion uncarnate can make up to three melee touch attacks per day that each deal 1d6 points of damage if they hit. The character's Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The character's hand and arm seem to become slightly translucent when he makes these attacks. A miss still counts as a use of the ability.

While uncarnate (see below), a psion uncarnate can make melee touch attacks at will that do not count against his uses of this ability.

For every four levels higher than 1st the psion uncarnate attains, the damage on these attacks increases by 1d6 points.

Uncarnate Armor (Su): A psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal (see Shed Body, below). However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. This ability works even if the armor being worn becomes incorporeal (such as through the use of the assume equipment ability described below).

Shed Body (Su): Starting at 2nd level, a psion uncarnate can become incorporeal (or 'uncarnate') once per day as a standard action. The character can remain uncarnate for up to 1 minute. During this time, the character's body fades into an immaterial form that retains the character's basic likeness. While uncarnate, the character gains the incorporeal subtype (see below). He gains a fly speed equal to his land speed (perfect maneuverability). His material armor remains in place and continues to provide its armor bonus to AC (see Uncarnate Armor, above). His material weapons also remain corporeal. Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate.

He can use equipment normally, deriving benefits from items that enhance his capabilities; however, all his equipment remains material even when the character is uncarnate (but see the assume equipment ability, described below).

Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesn't make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment, he can pass through solid objects at will as described below.

At 6th level and higher, a psion uncarnate can shed his body twice per day for up to 1 minute each time.

Incorporeal Subtype: An incorporeal psion uncarnate has no physical body. He can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).

An incorporeal psion uncarnate has no natural armor bonus-and, unlike other incorporeal creatures, does not gain a deflection bonus from his Charisma modifier. An incorporeal psion uncarnate can enter or pass through solid objects (subject to the restrictions described in the shed body and assume equipment abilities), but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than his own. He can sense the presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from an incorporeal psion uncarnate that is inside an object. To see farther from the object he is in and attack normally, the incorporeal psion uncarnate must emerge. An incorporeal psion uncarnate inside an object has total cover, but when he attacks a creature outside the object he only has cover, so a creature outside with a readied action could strike at him as he attacks. An incorporeal psion uncarnate cannot pass through a force effect.

An incorporeal psion uncarnate's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against him. He can pass through and operate in water as easily as he does in air. An incorporeal psion uncarnate cannot fall or take falling damage. He cannot make trip or grapple attacks, nor can he be tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment, nor is he subject to such actions.

Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attack rolls and its ranged attack rolls. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Assume Equipment (Su): Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including armor and weapons) equal to his psion uncarnate level to become incorporeal when he uses his shed body ability. This has no effect on the equipment's function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires.

Assume Likeness (Su): At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character's abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature's Sense Motive check) to convince the creature of the psion uncarnate's new appearance. The psion uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the psion uncarnate uses his telekinetic force ability (see below) to hold the received item.

When using his assume likeness ability, a psion uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent's mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.

Telekinetic Force (Su): Beginning at 7th level, while incorporeal, a psion uncarnate can use a telekinetic force effect as a standard action that does not provoke attacks of opportunity. The save DC is equal to 14 + the psion uncarnate's key ability modifier (either Int, Wis, or Cha). The character's manifester level is the manifester level of the effect.

Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).

Uncarnate Bridge (Su): At 8th level, as a creature of almost pure mind, a psion uncarnate becomes more closely attuned to the minds of other creatures. He gains the ability to transport himself via the minds of living creatures. Once per day as a standard action while incorporeal, he can seamlessly enter any living creature with an Intelligence score and pass to another living creature with an Intelligence score that is within line of sight of the first creature.

The psion uncarnate must be in a space adjacent to the entry creature before transporting, and he appears in a space adjacent to the destination creature after transporting. The entry and destination creatures need not be familiar to the character. A psion uncarnate cannot use himself as the entry or destination creature. Neither creature need be a willing participant.

When exiting the destination creature, the psion uncarnate chooses an adjacent square in which to appear. Entering and leaving a creature is painless, unless the psion uncarnate wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a mental bridge surprising and quite unsettling.

If he desires, a psion uncarnate can destructively exit the destination creature. If the creature fails a Will save (DC 15 + psion uncarnate's key ability modifier), the exiting psion uncarnate tunes his mental form to destructively interfere with the target's mind. He bursts forth explosively from the creature's body, dealing it 10d6 points of damage.

Uncarnate (Ex): At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. This ability is similar to shed body, except the character is permanently incorporeal (and gains that subtype). If the character desires, he can become corporeal once per day for up to 1 minute, but he spends the rest of his time as an entity of mind untethered by the physical world.

Pyrokineticist

Hit Die: d8.

Requirements

To qualify to become a pyrokineticist, a character must fulfill all the following criteria.

Alignment: Any chaotic.

Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks.

Psionics: Must have a power point reserve of at least 1 power point.

Special: Must have set fire to a structure of any size just to watch it burn.

Class Skills

The pyrokineticist's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), and Psicraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table: The Pyrokineticist

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+2

+0

Fire lash

2nd

+1

+3

+3

+0

Fire adaptation, hand afire

3rd

+2

+3

+3

+1

Bolt of fire

4th

+3

+4

+4

+1

Weapon afire

5th

+3

+4

+4

+1

Nimbus

6th

+4

+5

+5

+2

Firewalk

7th

+5

+5

+5

+2

Fear no fire

8th

+6

+6

+6

+2

Greater weapon afire

9th

+6

+6

+6

+3

Heat death

10th

+7

+7

+7

+3

Conflagration

Class Features

All the following are class features of the pyrokineticist prestige class.

Weapon and Armor Proficiency: Pyrokineticists gain no proficiency with any weapon or armor.

Fire Lash (Ps): A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.

Fire Adaptation (Ex): At 2nd level, a pyrokineticist becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she gains fire resistance 10.

Hand Afire (Ps): A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist's hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.

Bolt of Fire (Ps): Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has.

Weapon Afire (Ps): At 4th level and higher, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it.

Nimbus (Ps): Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, the character's Charisma score increases by 4, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level and is usable once per day.

Firewalk (Su): Beginning at 6th level, as a free action a pyrokineticist can expend her psionic focus (see the Concentration skill description) to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.

Fear No Fire (Ex): At 7th level, a pyrokineticist becomes highly resistant to fire, gaining a +8 bonus on all saving throws against fire and heat spells and effects and also gaining fire resistance 20.

Greater Weapon Afire (Ps): At 8th level, when a pyrokineticist activates her hand afire ability or her weapon afire ability, her unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.

Heat Death (Ps): A pyrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + pyro's Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat.

Conflagration (Ps): At 10th level, a pyrokineticist gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + pyro's Cha modifier) for half damage. Anyone failing the Reflex save against the Conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat.

Thrallherd

Hit Die: d4.

Requirements

To qualify to become a thrallherd, a character must fulfill all the following criteria.

Skills: Diplomacy 4 ranks, Knowledge (psionics) 8 ranks.

Feat: Inquisitor.

Psionics: Manifester level 5th and able to manifest mindlink.

Class Skills

The thrallherd's class skills are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Knowledge (psionics), Psicraft (Int), and Sense Motive (Wis).

Skill Points at Each Level: 2 + Int modifier.

Table: The Thrallherd

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Powers Known

1st

+0

+0

+0

+2

Thrallherd

-

2nd

+1

+0

+0

+3

-

+1 level of existing manifesting class

3rd

+1

+1

+1

+3

Psionic charm

+1 level of existing manifesting class

4th

+2

+1

+1

+4

-

+1 level of existing manifesting class

5th

+2

+1

+1

+4

Psionic dominate

+1 level of existing manifesting class

6th

+3

+2

+2

+5

-

+1 level of existing manifesting class

7th

+3

+2

+2

+5

Greater dominate

+1 level of existing manifesting class

8th

+4

+2

+2

+6

-

+1 level of existing manifesting class

9th

+4

+3

+3

+6

Superior dominate

+1 level of existing manifesting class

10th

+5

+3

+3

+7

Twofold master

-

Class Features

All the following are class features of the thrallherd prestige class.

Weapon and Armor Proficiency: Thrallherds gain no proficiency with any weapon or armor.

Powers Known: At every level from 2nd through 9th, a thrallherd gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She 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 she adds the level of thrallherd to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

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

Thrallherd (Ex): A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences.

Those who answer a thrallherd's call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.

As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd's Leadership score is equal to her character level + her Cha modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat.

As with the Leadership feat, the called thrall's level is limited, even if the character's Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character's total level minus 1 (not level minus 2, as is true for cohorts).

A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd's first thrall and believers arrive within 24 hours of her entry into this class; likewise, lost thralls and believers are replaced within 24 hours.

Use the following table instead of the one with the Leadership feat to determine the level of a thrallherd's thrall and the number of believers of various levels a thrallherd can attract.

Leadership Score

Thrall Level

- Number of Believers by Level -

1st

2nd

3rd

4th

5th

6th

1 or lower

-

-

-

-

-

-

-

2

1st

-

-

-

-

-

-

3

2nd

-

-

-

-

-

-

4

3rd

-

-

-

-

-

-

5

3rd

-

-

-

-

-

-

6

4th

-

-

-

-

-

-

7

5th

-

-

-

-

-

-

8

5th

-

-

-

-

-

-

9

6th

-

-

-

-

-

-

10

7th

5

-

-

-

-

-

11

7th

6

-

-

-

-

-

12

8th

8

-

-

-

-

-

13

9th

10

1

-

-

-

-

14

10th

15

1

-

-

-

-

15

10th

20

2

1

-

-

-

16

11th

25

2

1

-

-

-

17

12th

30

3

1

1

-

-

18

12th

35

3

1

1

-

-

19

13th

40

4

2

1

1

-

20

14th

50

5

3

2

1

-

21

15th

60

6

3

2

1

1

22

15th

75

7

4

2

2

1

23

16th

90

9

5

3

2

1

24

17th

110

11

6

3

2

1

25 or higher

17th

135

13

7

4

2

2

Psionic Charm (Ex): At 3rd level, a thrallherd adds psionic charm to her powers known (if she doesn't already know it). Once per day, she can manifest psionic charm at a reduced power point cost. The cost of psionic charm is reduced by the thrallherd's level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd's manifester level.

Psionic Dominate (Ex): At 5th level, a thrallherd adds psionic dominate to her powers known (if she doesn't already know it) Once per day, she can manifest psionic dominate at a reduced power point cost. The cost of psionic dominate is reduced by the thrallherd's level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd's manifester level.

Greater Dominate (Ex): At 7th level and higher, a thrallherd does not have to pay 2 additional power points when she augments psionic dominate to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.

Superior Dominate (Ex): At 9th level, a thrallherd does not have to pay 4 additional power points when she augments psionic dominate to affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater dominate ability). This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.

Twofold Master (Ex): At 10th level, a thrallherd can add a second thrall to her herd. This second thrall's maximum level is equal to the thrallherd's level minus 2, even if her Leadership score would indicate a higher-level thrall.

War Mind

Hit Die: d10.

Requirements

To qualify to become a war mind, a character must fulfill all the following criteria.

Alignment: Any nonchaotic.

Base Attack Bonus: +3.

Skills: Knowledge (history) 2 ranks, Knowledge (psionics) 8 ranks.

Psionics: Must have a power point reserve of at least 1 power point.

Special: Must have had some instruction by another war mind.

Class Skills

The war mind's class skills (and the key ability for each skill) are Auto hypnosis (Wis), Concentration (Con), Intimidate (Cha), Knowledge (history) (Int), Knowledge (psionics) (Int), and Psicraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table: The War Mind

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Power Points/Day

Powers Known

Maximum Power Level Known

1st

+1

+2

+2

+0

Chain of personal superiority +2

2

1

1st

2nd

+2

+3

+3

+0

Chain of defensive posture +2

5

2

1st

3rd

+3

+3

+3

+1

Enduring body (DR 1/-)

9

2

1st

4th

+4

+4

+4

+1

-

14

3

2nd

5th

+5

+4

+4

+1

Sweeping strike

20

3

2nd

6th

+6

+5

+5

+2

Enduring body (DR 2/-)

28

4

3rd

7th

+7

+5

+5

+2

Chain of personal superiority +4

37

4

3rd

8th

+8

+6

+6

+2

Chain of defensive posture +4

47

5

4th

9th

+9

+6

+6

+3

Enduring body (DR 3/-)

58

5

4th

10th

+10

+7

+7

+3

Chain of overwhelming force

70

6

5th

Class Features

All the following are class features of the war mind prestige class.

Weapon and Armor Proficiency: War minds gain no proficiency with any weapon or armor.

Power Points/Day: A war mind can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The War Mind. 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. If a war mind has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.

Powers Known: A war mind chooses his powers from the psychic warrior power list. At 1st level, a war mind knows one psychic warrior power of your choice. At every even-numbered level higher than 1st, he learns one new power. A war mind can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a war mind can manifest per day is limited only by his daily power points.

A war mind 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.

The Difficulty Class for saving throws against war mind powers is 10 + the power's level + the war mind's Wisdom modifier.

Maximum Power Level Known: A war mind gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each even-numbered level beyond 2nd, a war mind gains the ability to master more complex powers.

To learn or manifest a power, a war mind must have a Wisdom score of at least 10 + the power's level.

Chain of Personal Superiority (Ex): At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.

Chain of Defensive Posture (Ex): At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy's counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.

Enduring Body (Ex): At 3rd level, a war mind learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body. The spirit of the ideal body transforms a war mind, granting him damage reduction 1/-. At 6th level, his damage reduction improves to 2/-. At 9th level, his damage reduction improves to 3/-.

Sweeping Strike (Ex): At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.

A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.

Chain of Overwhelming Force (Su): At 10th level, a war mind learns the fourth principle of warfare for the individual combatant: to discover the underlying violence of the world and deliver it in a perfectly executed attack.

The war mind taps into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of damage. A war mind can use this power once per day. Activating this power is a free action. If the attack misses, the power is wasted.


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