User:Leziad/Psimender

From Dungeons and Dragons Wiki
< User:Leziad
Revision as of 03:21, 18 April 2019 by Leziad (talk | contribs) (Created page with "==Psimender== <-general description->. ===Making a Psimender=== <-Strong points and weak points, and effectiveness with party members.-> '''Abilities:''' <-Description of...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Psimender[edit]

<-general description->.

Making a Psimender[edit]

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <-Description of most important attributes for this class.->

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Psimender

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +2 +0 +2 Expert Healer, Gentle Touch 0 1 1st
2nd +1 +3 +0 +3 Psychic Shield 1 2 1st
3rd +2 +3 +1 +3 Living Weapon 3 2 1st
4th +3 +4 +1 +4 Regenerative Aura 5 3 2nd
5th +3 +4 +1 +4 Healing Efficiency 7 3 2nd
6th +4 +5 +2 +5 Synchronize 11 4 2nd
7th +5 +5 +2 +5 15 4 3rd
8th +6/+1 +6 +2 +6 19 5 3rd
9th +6/+1 +6 +3 +6 23 5 3rd
10th +7/+2 +7 +3 +7 27 6 4th
11th +8/+3 +7 +3 +7 35 6 4th
12th +9/+4 +8 +4 +8 43 7 4th
13th +9/+4 +8 +4 +8 51 7 5th
14th +10/+5 +9 +4 +9 59 8 5th
15th +11/+6/+1 +9 +5 +9 67 8 5th
16th +12/+7/+2 +10 +5 +10 79 9 6th
17th +12/+7/+2 +10 +5 +10 91 9 6th
18th +13/+8/+3 +11 +6 +11 103 10 6th
19th +14/+9/+4 +11 +6 +11 115 10 6th
20th +15/+10/+5 +12 +6 +12 127 11 6th

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Psimender.

Weapon and Armor Proficiency: A Psimender is proficient with all simple weapon, a single martial weapon of her choice as well as light shield. She is not proficient with any armor.

Power Points/Day: A Psimender’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: Psimender. In addition, she receives bonus power points per day if she has a high Wisdom 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.

Powers Known: A psimender begins play knowing one of her power of your choice and gain more as she level (see Table: Psimender). A psimender can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a psimender can manifest in a day is limited only by her daily power points. A psimender simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points. The Difficulty Class for saving throws against psychic agent powers is 10 + the power’s level + the psimender's Wisdom modifier. Psimenders choose their powers from the following list:

1st— mend wound, psionic charm

2nd— psychotherapeutic healing

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power a Psimender can learn at this level.

To learn or manifest a power, a Psimender must have an Wisdom score of at least 10 + the power’s level.

Expert Healer (Ex): A Psimender gain half her class level as a bonus on Heal. If the psimender provide Long-Term Care for a creature, it heal both damage and ability damage twice as fast as normal. If the psimender succeed on a DC 25 Heal check, any creature she provide Long-Term Care is able to recover a single point of permanent ability drain to one of it ability score.

Gentle Touch (Ex): A psimender can channel her psionic energy in her attacks, allowing her to deal nonlethal damage with any of her attack or power even if it normally could not deal non-lethal damage. When dealing non-lethal damage she deal an additional 1d6 + her Charisma modifier in damage.

Psychic Shield (Su): A 2nd level Psimender gain her Charisma modifier as a deflection bonus to her AC as long as she does not wear armor.

Living Weapon (Su): A 3rd psimender can infuse her weapon with psychokinesis and life energy, becoming part of her. Once per day as a full-round action she may choose a single weapon she is proficient with in her possession. When wielding that weapon you may use your Charisma instead of your Strength of Dexterity for attack roll and damage roll. While a weapon is your living weapon it gain the Floating enhancement.

A living weapon also heal damage inflicted to it at the rate of 1 per round. However if her living weapon is broken the psimender is psionically and physically traumatized, taking 1 point of nonlethal damage per HD and losing 1 power point per manifester level.

Regenerative Aura (Su): Whenever a 4th level psimender manifest a power of the [healing] subdiscipline with a range of personal on herself, she may radiate an aura of healing as a swift action. If she does she heal a number of creature up to her Charisma modifier, chosen when this ability is activated, the same amount of hit point the power would allow to recover.

Healing Efficiency (Ex): At 5th level a psimender is capable of manifesting healing powers with heightened efficiency and lower cost, she reduce the cost of manifesting any power of the [Healing] subdiscipline by a further 1 for each 4 power points the final power cost would be above 1 (5, 9, 13, etc). By example if a psimender manifest a [healing] power that would cost 15 to manifest, she instead pay 12 power points to manifest that power.

Synchronize (Su): A 6th level psimender is capable of creating a psionic link between her and those who would harm her. Whenever a creature within 10 ft. per level would give her a status effect, inflict ability damage, ability drain or negative level they are inflicted upon it as well. This does not apply to being rendered disabled, staggered or unconscious through damage or non-lethal damage and never apply to normal damage or death. If the effect would allow a save to against the effect, the target is allowed to make it as normal with it original DC. However if it succeed then the psimender also count as having succeeded.

<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="<-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->