Exposcient (3.5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 11/14/2016
Status: Complete
Editing: Clarity edits only please
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The Psionic Warlock, with a tiny but self-regenerating Power Point pool. The perfect candidate for Metamind. 20 1 Moderate Poor Poor Good Psionics, Invocations, Other Other


Where Warlocks have innate power granted by a bloodline and enhanced by pacts, the Exposcient (From Expo-, meaning large, expanded; And -scient, meaning knowing, being aware of) acts as a direct conduit for psychic power. Much like the Wilder, the Exposcient's power is innate, brought forth by emotion and willpower. However, much more of it comes from within than a Wilders power does, resulting in less power to begin with, but his power, while considered small by some, can outlast most other manifesters.

Making an Exposcient[edit]

Exposcients, being effectively Psionic Warlocks, fit much the same role as the Warlock, but with a Psionic bent.

Abilities: Constitution is important because it governs your health, boosts your low Fortitude saves and dictates your Power Point reserves. Charisma governs your manifesting and invocations, and Dexterity helps to boost your low AC.

Races: Psionic races, such as Xephs and Maenads, are the most likely to discover this power.

Alignment: Any.

Starting Gold: 3d10×10 gp (165 gp).

Starting Age: Simple.

Table: The Exposcient

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Painwaves Damage Enlightenments
Maximum Enlightenment
Grade Known
Psychic Rejuvenation
Fort Ref Will
1st +0 +0 +0 +2 Painwaves, Wild Surge +1, Psychic Enervation, AC Bonus, Psychic Rejuvenation, Least Enlightenments 1d6 1 Least 1
2nd +1 +0 +0 +3 Bonus Feat 1d6 2 Least 1
3rd +2 +1 +1 +3 Wild Surge +2 1d6 2 Least 1
4th +3 +1 +1 +4 Bonus Feat, Surging Euphoria 1d6 3 Least 1
5th +3 +1 +1 +4 Deceive Item, Volatile Mind 2d6 4 Least 1
6th +4 +2 +2 +5 Lesser Enlightenments, Dazing Pain 2d6 5 Lesser 2
7th +5 +2 +2 +5 Wild Surge +3 2d6 5 Lesser 2
8th +6/+1 +2 +2 +6 Bonus Feat 2d6 6 Lesser 2
9th +6/+1 +3 +3 +6 Enlightened Resilience, Wracking Pain 3d6 6 Lesser 2
10th +7/+2 +3 +3 +7 Greater Enlightenments 3d6 7 Greater 3
11th +8/+3 +3 +3 +7 Wild Surge +4 3d6 8 Greater 3
12th +9/+4 +4 +4 +8 Bonus Feat 3d6 9 Greater 3
13th +9/+4 +4 +4 +8 Imbue Item 4d6 9 Greater 3
14th +10/+5 +4 +4 +9 Forbidden Enlightenments, Stunning Pain 4d6 10 Forbidden 4
15th +11/+6/+1 +5 +5 +9 Wild Surge +5 4d6 10 Forbidden 4
16th +12/+7/+2 +5 +5 +10 Bonus Feat 4d6 11 Forbidden 4
17th +12/+7/+2 +5 +5 +10 5d6 12 Forbidden 4
18th +13/+8/+3 +6 +6 +11 5d6 13 Forbidden 5
19th +14/+9/+4 +6 +6 +11 Wild Surge +6 5d6 13 Forbidden 5
20th +15/+10/+5 +6 +6 +12 Bonus Feat 5d6 14 Forbidden 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Psionic Device (Cha).

Class Features[edit]

All of the following are class features of the Exposcient.

Weapon and Armor Proficiency: Exposcients are proficient with all simple weapons. They are also proficient with light armor, and with shields (But not tower shields).

Enlightenment Points/Day (Ps): An Exposcient’s ability to manifest powers is limited by the Enlightenment points he has available. These points function is all ways the same as Power Points, except that classes other than the Exposcient cannot use them to manifest Powers. His base pool of Enlightenment points is equal to his Manifester Level multiplied by his Constitution modifier. In addition, he receives bonus Enlightenment points if he has a high Charisma 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.

Enlightenments Known (Ps): At 1st level, the Exposcient learns an Enlightenment. This is either a 1st- or 2nd-level Power from any class list, or a Least Invocation from any class list. Thereafter, the Exposcient learns a new Power or Invocation at the levels listed on the table of any level or grade they can know. The save DCs for the Exposcient's Enlightenments is equal to 10 + the Power's level/Invocation's effective level + the Exposcient's Charisma modifier. The Exposcient has an Arcane Caster Level equal to his Exposcient class Manifester level, thus allowing him to meet the prerequisites for some feats, prestige classes and items as if he were a Warlock. At 4th level, and every level divisible by 4 thereafter, the Exposcient may switch out one of their Enlightenments known for another of equivalent power (An invocation for another of the same grade, or a Power for another of the same level). Powers the Exposcient learns draw from his Enlightenment pool. Unlike most psionic Powers, an Exposcient's Enlightenments are Psi-Like Abilities, and unlike most Warlock invocations, are unaffected by armor. Enlightenments that are Invocations cost Power Points to Manifest just as if they were a Power of the same level as the Invocation's effective level (This does not apply to Blast Shape or Eldritch Essence Invocations) and can be improved with Metapsionic Feats.

Maximum Enlightenment Grade Known: This column determines the highest level power an Exposcient can learn at this level. Least Enlightenments can be Least Invocations or Powers of 1st- or 2nd- level; Lesser can be Lesser invocations or 3rd- or 4th-level Powers, Greater can be Greater invocations or 5th- or 6th-level Powers, and Forbidden can be Dark Invocations or Powers of 7th level or higher.

To learn or manifest an Enlightenment, an Exposcient must have a Charisma score of at least 10 + the Enlightenment's level.

Painwaves (Su): Beginning at 1st level, the Exposcient can send out a ripple of mental agony to deal damage. This is an attack action with a range increment of Close range (Reducing the save DC instead of the attack roll past the first increment), and deals 1d6 Psychic damage to the target, with a Will ave for half damage (DC 10 + 1/2 manifester level + Charisma modifier). This damage increases by +1d6 every 5 levels after 1st (5th, 9th, 13th, etc). Spell/Power Resistance does apply, as does resistance to Psychic damage, and resistance or immunity to [mind-Affecting} effects. This counts as a Telepathy power, with the [Mind-Affecting] descriptor. Any penalties that would apply to an attack roll - Such as from range, iterative attacks, or etc., are instead applied to the save DC of this ability.

Beginning at 6th level, a target who fails their save against your Painwaves attack is also Dazed for one round. At 9th level, a target who fails their save against your Painwaves attack also suffers a penalty to attack rolls, saving throws, skill checks and ability checks (With the penalty being equal to 1/4 of your Manifester Level, min -1) for one round. At 14th level, a target that fails its save is stunned for 1 round, and Dazed for 1d4 rounds on a successful save. Creatures immune to pain are immune to these secondary effects.

The Exposcient can also learn Blast Shape or Eldritch Essence Enlightenments to augment their Painwaves. When these are used, the Exposcient doesn't further increase the save DC for using a Shape or Essence of a particular effective spell level. Painwaves can be affected with Metapsionic feats as if it were a Power, of an effective Power level equal to 1/2 your manifester level (Min 1, Max 9); The number of Power Points you can use to improve your Paiwaves is still limited my your Manifest Level (Thus, if your Manifest Level is 20, and your Painwaves count as a 9th-level Telepathy Power, which would cost 17 PP to manifest if it were an actual power, you can only spend 3 Power Points on it to Augment it without having to use Wild Surge, Overchannel or etc).

Psychic Rejuvenation (Su): While the Exposcient has a low base number of Enlightenment Points, their reserve slowly recharges. As long as the Exposcient is psionically focused,and he hasn't manifested any powers this round, his Enlightenment Point pool regains a number of points per round, as shown on the table, as if it had Fast Healing equal to the number on the table. However, this regeneration cannot exceed his Constitution modifier, nor does it function in any round in which the Exposcient is affected by any effect that changes the Exposcient's emotions (Fear, rage, or any other emotion-affecting effect, even if beneficial) or that affects the Exposcient's mental state (Confusion, penalties or damage to any of his mental ability scores, or penalties to Will saves), he cannot regain Enlightenment Points.

Wild Surge (Su): An Exposcient can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power an Exposcient manifests with her wild surge. This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on), except for potentially increasing her Painwave damage. Unlike a Wilder, the Exposcient can use the Overchannel psionic feat and invoke her wild surge at the same time, but doing so automatically subjects her to Psychic Enervation in addition to the damage.

At 3rd level, an Exposcient can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the Exposcient’s Enlightenment point reserve. Every dice of Painwave damage counts as 1d6 Eldritch Blast damage for the purposes of prerequisites.

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, an Exposcient may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.

An Exposcient who is overcome by psychic enervation is staggered until the end of her next turn and her Enlightenment Point Pool is wiped clean, emptied completely.

AC Bonus (Su): As long as the Exposcient is psionically focused, she gains a Deflection bonus to armor class equal to one point of her Charisma bonus per class level. Unlike other Deflection bonuses, this bonus is lost if the Exposcient is denied her Dexterity bonus to AC, and stacks with other Deflection bonuses.

Aura Sight (Su): An Exposcient of 2nd level or higher can see magical and psionic auras. The Exposcient with this ability is treated as constantly under the effects of the Detect Magic spell and Detect Psionics power, thus able to detect the presence of auras, as per the 1st-round ability. However, in order to use any of the other functions of the spell or power, they must spend the normal amount of time focusing on the ability, just as if they had cast it.

Bonus Feats: At 2nd level and every level divisible by 4, the Exposcient gains a bonus feat. The feat maybe be a Psionic, Metapsionic, or Item Creation feat, Skill Focus in any of the Exposcient's class skills, or the Extra Invocation, Obtain Familiar or Improved Familiar feats. The Exposcient must still meet the prerequisites for any feats gained by manner of this class feature, as normal. Note that with Obtain Familiar and Improved Familiar, his arcane caster level for the purposes of his Familiar's bonuses is equal to his Manifester level.

Surging Euphoria (Su): Beginning at 4th level, whenever an Exposcient successfully uses Wild Surge without incurring Psychic Enervation, she gains a bonus to attack rolls, damage rolls and saving throws equal to her Wild Surge bonus, for a number of rounds equal to the number of Enlightenment Points she regains each round with her Psychic Rejuvenation.

Deceive Item (Ex): At 5th level and higher, an Exposcient has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device or Use Psionic Device check, an Exposcient can take 10 even if distracted or threatened.

Volatile Mind (Su): An Exposcient's temperamental mind is hard to encompass with the discipline of telepathy. Beginning at 5th level, to affect the Exposcient with a Telepathy power, the manifester of the power is forced to spend a number of additional power points equal to the Exposcient's Wild Surge bonus. The extra cost is not a natural part of that power’s cost, and does not augment the power; It is simply a wasted power point. The Exposcient’s volatile mind can force the manifester of the Telepathy power to exceed the normal power point limit of 1 point per manifester level; If the extra cost raises the Telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.

Enlightened Resilience (Su): The Exposcient is an especially resilient creature, and at 9th level or higher, his mind can be as resilient as his body. As a free action, the Exposcient can enter a trance; While in this trance, he gains Fast Healing equal to the amount of Enlightenment Points his Psychic Rejuvenation ability grants him each round. Furthermore, at level 15 an higher, this becomes Regeneration rather than Fast Healing; Silver and Cold Iron weapons, as well as Psibane weapons and psychic damage, deal lethal damage to the Exposcient in this state. The Exposcient can use this ability for a number of rounds each day equal to his Constitution modifier plus his Exposcient manifester level, and he may divide the duration up as he pleases. This ability counts as Fiendish Resilience for the purposes of qualifying for things.

Imbue Item (Su): An Exposcient of 13th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast; Or a Use Psionic Device check (DC 15 + Power level) to emulate a power he doesn't know or can't manifest. If the check succeeds, the Exposcient can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

Epic Exposcient[edit]

Table: The Epic Exposcient

Hit Die: d6

Level Special
23rd Wild Surge +7
24th Bonus Feat
27th Wild Surge +8
28th Bonus Feat

4 + Int modifier skill points per level.

Manifesting: The Exposcient's Manifester level (And subsequently, Invoker Level) increases as normal after 20th level. Hw does not gain any new Powers or Invocations known, however.

Wild Surge: The Exposcient's Wild Surge continues to improve after 20th level. At 23rd level and every 4 levels thereafter, the bonus from Wild Surge increases by +1.

Bonus Feats: The epic Exposcient gains a bonus feat every 4 levels after 20th. These may be Psionic or Metapsionic feats, or feats chosen from the epic Wilder and epic Warlock bonus feat lists.

Xeph Exposcient Starting Package[edit]

Weapons: Morningstar.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Concentration 4 Con -
Diplomacy 4 Cha -
Heal 4 Wis -
Intimidate 4 Cha -
Listen 4 Wis -
Spellcraft 4 Int -
Spot 4 Wis -
Use Magic Device 4 Cha -

Feat: Psycrystal Affinity.

Enlightenments: Energy Ray, plus Psychic Blast.

Gear: Chain Shirt; Backpack, bedroll, flint and steel, belt pouch, 2 weeks of trail rations, torch, waterskin.

Gold: 65 gp.

Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionModerate +
Class AbilityPsionics +, Invocations + and Other +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated BySpanambula +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillAutohypnosis +, Bluff +, Concentration +, Control Shape +, Craft +, Decipher Script +, Diplomacy +, Heal +, Intimidate +, Knowledge +, Listen +, Profession +, Psicraft +, Sense Motive +, Spellcraft +, Spot +, Use Magic Device + and Use Psionic Device +
Skill Points4 +
SummaryThe Psionic Warlock, with a tiny but self-regenerating Power Point pool. The perfect candidate for Metamind. +
TitleExposcient +
Will Save ProgressionGood +