Difference between revisions of "User:Leziad/Psychic Vampire"
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Unlike most manifester, a Psychic Vampire only recover her power points after resting if she 'fed' in the last 24 hours (see Mindleech). If she does not instead of recovering she instead lose a single power point per hit dice. | Unlike most manifester, a Psychic Vampire only recover her power points after resting if she 'fed' in the last 24 hours (see Mindleech). If she does not instead of recovering she instead lose a single power point per hit dice. | ||
− | '''{{Anchor|Powers Known}}:''' A Psychic Vampire start the game with two power known, additionally each time she level she may unlock the knowledge of more powers. She choose those powers from the Psion/Wilder list as well as the Egoist, Nomad and Telepath discipline list. Unlike a Psion a Psychic Vampire possess a single power that she may change whenever she successfully recover her power points each night, that power must always belong to the Telepathy discipline. At 9th and 19th level she | + | '''{{Anchor|Powers Known}}:''' A Psychic Vampire start the game with two power known, additionally each time she level she may unlock the knowledge of more powers. She choose those powers from the Psion/Wilder list as well as the Egoist, Nomad and Telepath discipline list. Unlike a Psion a Psychic Vampire possess a single power that she may change whenever she successfully recover her power points each night, that power must always belong to the Telepathy discipline. At 9th and 19th level, she gains an additional 'floating power' known. |
The Difficulty Class for saving throws against Psychic Vampire powers is 10 + the power’s level + her [[Charisma]] modifier. | The Difficulty Class for saving throws against Psychic Vampire powers is 10 + the power’s level + her [[Charisma]] modifier. | ||
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'''{{Anchor|Mindleech}} {{Su}}:''' A Psychic Vampire is capable of absorbing nearby psychic energy, seeping it from others. The field around her is passive, draining only the tiniest piece of energy out of others. As long as a psychic vampire is nearby other living creatures she regain 1 power point each hours. The amount of power point recovered every hour increase by 1 at 4th level and each 4 levels thereafter. While the field is imperceptible, nearby creature feel the psychic vampire's mental drain and thus tend to ostracize and shun her, sapient creatures are one step less friendly towards you than normal (to a minimum of Hostile). This is only an 'initial attitude' – if you take any actions that harm or offend them, their attitude will adjust appropriately. | '''{{Anchor|Mindleech}} {{Su}}:''' A Psychic Vampire is capable of absorbing nearby psychic energy, seeping it from others. The field around her is passive, draining only the tiniest piece of energy out of others. As long as a psychic vampire is nearby other living creatures she regain 1 power point each hours. The amount of power point recovered every hour increase by 1 at 4th level and each 4 levels thereafter. While the field is imperceptible, nearby creature feel the psychic vampire's mental drain and thus tend to ostracize and shun her, sapient creatures are one step less friendly towards you than normal (to a minimum of Hostile). This is only an 'initial attitude' – if you take any actions that harm or offend them, their attitude will adjust appropriately. | ||
− | If a creature dies while within 10 feet of a Psychic Vampire, or while affected by one of the Psychic Vampire's telepathy | + | If a creature dies while within 10 feet of a Psychic Vampire, or while affected by one of the Psychic Vampire's telepathy effects, the psychic vampire gain a number of temporary hit points equal to the slain creature's 4 + the creature's [[Intelligence]] modifier (minimum of 0). These temporary power point do not stack and last for 1 hour. If the victim had [[Intelligence]] 6 or higher, she count as having fed for the day. |
Any prestige classes which advance her manifesting ability also advance her Mindleech ability. | Any prestige classes which advance her manifesting ability also advance her Mindleech ability. | ||
− | '''{{Anchor|Transformation I}} {{Ex}}:''' A 1st level Psychic Vampire's type change to [[SRD:Aberration Type|Aberration]], she | + | '''{{Anchor|Transformation I}} {{Ex}}:''' A 1st level Psychic Vampire's type change to [[SRD:Aberration Type|Aberration]], she keeps her racial traits and previous appearance as the change is completely internal. The Psychic Vampire also hunger for psionic energy, causing her to start starving when she is at 0 power points. This is in addition to any normal need her race possess. The Psychic Vampire cease to age, not accrue any bonus or penalty from aging. |
'''{{Anchor|Undetectable}} {{Ex}}:''' A 2nd level Psychic Vampire has natural defenses against those trying to discover it, she is conatantly under the effect of [[SRD:Nondetection|''nondetection'']] with a caster level equal to her class level +2. | '''{{Anchor|Undetectable}} {{Ex}}:''' A 2nd level Psychic Vampire has natural defenses against those trying to discover it, she is conatantly under the effect of [[SRD:Nondetection|''nondetection'']] with a caster level equal to her class level +2. | ||
− | '''{{Anchor|Psychic Vampire}}:''' A 3rd level Psychic Vampire | + | '''{{Anchor|Psychic Vampire}}:''' A 3rd level Psychic Vampire receives the [[Psychic Vampire (3.5e Feat)|Psychic Vampire]] feat as a bonus feat, even if she does not meet the prerequisites. |
− | '''{{Anchor|False Death}} {{Su}}:''' A 4th level Psychic Vampire can enter a state of pure psionic relaxation as a full-round action. In this stance she appear unmoving and breathless, dead but not decaying. While in False Death the False Vampire does not need to breath, eat, drink or sleep and gain [[Rapid Healing (3.5e Creature Ability)|Rapid Healing]] equal to her class level. This state require the Psychic Vampire to expend a single power point each day and she is unable to recover her power points in any other manners. The Psychic Vampire cannot act and is helpless, although she may still perform purely mental action except manifesting powers. | + | '''{{Anchor|False Death}} {{Su}}:''' A 4th level Psychic Vampire can enter a state of pure psionic relaxation as a full-round action. In this stance she appear unmoving and breathless, dead but not decaying. While in False Death the False Vampire does not need to breath, eat, drink, or sleep and gain [[Rapid Healing (3.5e Creature Ability)|Rapid Healing]] equal to her class level. This state require the Psychic Vampire to expend a single power point each day and she is unable to recover her power points in any other manners. The Psychic Vampire cannot act and is helpless, although she may still perform purely mental action except manifesting powers. |
The Psychic Vampire may 'wake up' as a full-round action, but she is [[SRD:Staggered|Staggered]] for a minute afterward. | The Psychic Vampire may 'wake up' as a full-round action, but she is [[SRD:Staggered|Staggered]] for a minute afterward. | ||
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'''{{Anchor|Transformation II}} {{Ex}}:''' At 5th level the Psychic Vampire become immune to diseases and gain 25% fortification. At this point her internal organs start to mutate and cease to resemble those of her original specie. | '''{{Anchor|Transformation II}} {{Ex}}:''' At 5th level the Psychic Vampire become immune to diseases and gain 25% fortification. At this point her internal organs start to mutate and cease to resemble those of her original specie. | ||
− | '''{{Anchor|Improved Psychic Vampire}}:''' At 6th level the Psychic Vampire may convert two temporary hit points received through the [[Psychic Vampire (3.5e Feat)|Psychic Vampire]] feat into a single point of healing. This conversion occurs before she | + | '''{{Anchor|Improved Psychic Vampire}}:''' At 6th level, the Psychic Vampire may convert two temporary hit points received through the [[Psychic Vampire (3.5e Feat)|Psychic Vampire]] feat into a single point of healing. This conversion occurs before she accepts them as temporary hit points. |
− | '''{{Anchor|Host of Minds}} {{Su}}:''' A 7th level Psychic Vampire gain the ability to affect the mind of others in dangerous ways, any powers with the [Charm] or [Compulsion] she manifests have their DC increase by +1. If used against a flat-footed opponent the DC | + | '''{{Anchor|Host of Minds}} {{Su}}:''' A 7th level Psychic Vampire gain the ability to affect the mind of others in dangerous ways, any powers with the [Charm] or [Compulsion] tags she manifests have their DC increase by +1. If used against a flat-footed opponent, the DC increases by +2 instead. |
− | The Psychic Vampire also gain the ability to control weak-minded animals and vermin easily, she gain the [[SRD:Vampire|Vampire]'s ''children of the night'' ability. In order to use it she must be psionically focused and expend 7 power points. | + | The Psychic Vampire also gain the ability to control weak-minded animals and vermin easily, she gain# the [[SRD:Vampire|Vampire]]'s ''children of the night'' ability. In order to use it, she must be psionically focused and expend 7 power points. |
'''{{Anchor|Host of Minds}} {{Su}}:''' | '''{{Anchor|Host of Minds}} {{Su}}:''' |
Revision as of 01:18, 11 September 2018
Psychic Vampire
<-general description->.
Making a Psychic Vampire
Abilities:
Races:
Alignment:
Starting Gold:
Starting Age: Simple.
Level | Base Attack Bonus |
Saving Throws | Special | Power Points/Day |
Powers Known |
Maximum Power Level Known | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Mindleech (1), Transformation I | 0 | 1+1 | 1st | |||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Undetectable | 1 | 2+1 | 1st | |||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | Psychic Vampire | 3 | 2+1 | 2nd | |||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | False Death, Mindleech (2) | 5 | 3+1 | 2nd | |||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Transformation II | 7 | 3+1 | 3rd | |||||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Improved Psychic Vampire | 11 | 4+1 | 3rd | |||||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | Host of Minds | 15 | 4+1 | 4th | |||||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Mindleech (3) | 19 | 5+1 | 4th | |||||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | Extra Telepathic Power | 23 | 5+2 | 5th | |||||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Transformation III | 27 | 6+2 | 5th | |||||||||||||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | Thrallmind | 35 | 6+2 | 6th | |||||||||||||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +8 | Mindleech (4) | 43 | 7+2 | 6th | |||||||||||||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +8 | 51 | 7+2 | 7th | ||||||||||||||||||||||||||||||||||
14th | +7/+2 | +4 | +4 | +9 | 59 | 8+2 | 7th | ||||||||||||||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +9 | 67 | 8+2 | 8th | ||||||||||||||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +10 | Mindleech (5) | 79 | 9+2 | 8th | |||||||||||||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +10 | 91 | 9+2 | 9th | ||||||||||||||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +11 | 103 | 10+2 | 9th | ||||||||||||||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +11 | Extra Telepathic Power | 115 | 10+3 | 9th | |||||||||||||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +12 | Mindleech (6) | 127 | 11+3 | 9th | |||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Psychic Vampire.
Weapon and Armor Proficiency: Psychic Vampires are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day: A Psychic Vampire’s ability to manifest powers is limited by the power points she has available. His base daily allotment of power points is given on Table: Psychic Vampire. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.
Unlike most manifester, a Psychic Vampire only recover her power points after resting if she 'fed' in the last 24 hours (see Mindleech). If she does not instead of recovering she instead lose a single power point per hit dice.
Powers Known: A Psychic Vampire start the game with two power known, additionally each time she level she may unlock the knowledge of more powers. She choose those powers from the Psion/Wilder list as well as the Egoist, Nomad and Telepath discipline list. Unlike a Psion a Psychic Vampire possess a single power that she may change whenever she successfully recover her power points each night, that power must always belong to the Telepathy discipline. At 9th and 19th level, she gains an additional 'floating power' known.
The Difficulty Class for saving throws against Psychic Vampire powers is 10 + the power’s level + her Charisma modifier.
Mindleech (Su): A Psychic Vampire is capable of absorbing nearby psychic energy, seeping it from others. The field around her is passive, draining only the tiniest piece of energy out of others. As long as a psychic vampire is nearby other living creatures she regain 1 power point each hours. The amount of power point recovered every hour increase by 1 at 4th level and each 4 levels thereafter. While the field is imperceptible, nearby creature feel the psychic vampire's mental drain and thus tend to ostracize and shun her, sapient creatures are one step less friendly towards you than normal (to a minimum of Hostile). This is only an 'initial attitude' – if you take any actions that harm or offend them, their attitude will adjust appropriately.
If a creature dies while within 10 feet of a Psychic Vampire, or while affected by one of the Psychic Vampire's telepathy effects, the psychic vampire gain a number of temporary hit points equal to the slain creature's 4 + the creature's Intelligence modifier (minimum of 0). These temporary power point do not stack and last for 1 hour. If the victim had Intelligence 6 or higher, she count as having fed for the day.
Any prestige classes which advance her manifesting ability also advance her Mindleech ability.
Transformation I (Ex): A 1st level Psychic Vampire's type change to Aberration, she keeps her racial traits and previous appearance as the change is completely internal. The Psychic Vampire also hunger for psionic energy, causing her to start starving when she is at 0 power points. This is in addition to any normal need her race possess. The Psychic Vampire cease to age, not accrue any bonus or penalty from aging.
Undetectable (Ex): A 2nd level Psychic Vampire has natural defenses against those trying to discover it, she is conatantly under the effect of nondetection with a caster level equal to her class level +2.
Psychic Vampire: A 3rd level Psychic Vampire receives the Psychic Vampire feat as a bonus feat, even if she does not meet the prerequisites.
False Death (Su): A 4th level Psychic Vampire can enter a state of pure psionic relaxation as a full-round action. In this stance she appear unmoving and breathless, dead but not decaying. While in False Death the False Vampire does not need to breath, eat, drink, or sleep and gain Rapid Healing equal to her class level. This state require the Psychic Vampire to expend a single power point each day and she is unable to recover her power points in any other manners. The Psychic Vampire cannot act and is helpless, although she may still perform purely mental action except manifesting powers.
The Psychic Vampire may 'wake up' as a full-round action, but she is Staggered for a minute afterward.
Transformation II (Ex): At 5th level the Psychic Vampire become immune to diseases and gain 25% fortification. At this point her internal organs start to mutate and cease to resemble those of her original specie.
Improved Psychic Vampire: At 6th level, the Psychic Vampire may convert two temporary hit points received through the Psychic Vampire feat into a single point of healing. This conversion occurs before she accepts them as temporary hit points.
Host of Minds (Su): A 7th level Psychic Vampire gain the ability to affect the mind of others in dangerous ways, any powers with the [Charm] or [Compulsion] tags she manifests have their DC increase by +1. If used against a flat-footed opponent, the DC increases by +2 instead.
The Psychic Vampire also gain the ability to control weak-minded animals and vermin easily, she gain# the Vampire's children of the night ability. In order to use it, she must be psionically focused and expend 7 power points.
Host of Minds (Su):
Thrallmind (Su): A 11th level Psychic Vampire can now subtly control minds around her, her Mindleech ability no longer cause creature to become more hostile toward her and she gain followers as if she possessed the Leadership feat. If she already possessed the feat she double the amount of followers she possess.
<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->
<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->
<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->
<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->
<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->
<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->
<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->
<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
<-Lather, rinse...->
<-... repeat as necessary.->