Ideal Armsman (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 11-27-18
Status: Complete
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A psionic warrior who embodies their strength into weapons and armor, allowing them to retain their abilities across any weapon or armor they use. 20 0 Good Good Poor Good Psionics Partial


Ideal Armsman[edit]

This is actually a rebuild, and a stronger version of the Psychic Warrior and as such should be used in place of it.

Making a Ideal Armsman[edit]

Abilities: As a melee class, Strength and Constitution are ever important, while Wisdom powers their power points. Most of their abilities do not involve requiring high save DCs, so it is more a matter of how long they can retain their psychic powers.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Ideal Armsman

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +1 +2 +0 +2 Bonus Feat, Ideal Weapon & Armor +1 (Change per level) 01 1 1st
2nd +2 +3 +0 +3 Detect Psionics, Glamoured Weapon & Armor 1 2 1st
3rd +3 +3 +1 +3 Flare Aura 3 3 1st
4th +4 +4 +1 +4 Ideal Weapon & Armor +2 5 4 2nd
5th +5 +4 +1 +4 Bonus Feat 7 5 2nd
6th +6 +5 +2 +5 Mind over Matter 1/day 11 6 2nd
7th +7 +5 +2 +5 Ideal Weapon & Armor +3 (Change per day) 15 7 3rd
8th +8 +6 +2 +6 Persistent Ideal 19 8 3rd
9th +9 +6 +3 +6 Bonus Feat 23 9 3rd
10th +10 +7 +3 +7 Ideal Weapon & Armor +4 27 10 4th
11th +11 +7 +3 +7 Mental Refresh 1 35 11 4th
12th +12 +8 +4 +8 Mind over Matter 2/day 43 12 4th
13th +13 +8 +4 +8 Bonus Feat, Ideal Weapon & Armor +5 (Change per hour) 51 13 5th
14th +14 +9 +4 +9 Mental Refresh 3 59 14 5th
15th +15 +9 +5 +9 Mental Imprint 67 15 5th
16th +16 +10 +5 +10 Ideal Weapon & Armor +6 79 16 6th
17th +17 +10 +5 +10 Bonus Feat, Mental Refresh 5 91 17 6th
18th +18 +11 +6 +11 Mind over Matter 3/day 103 18 6th
19th +19 +11 +6 +11 Ideal Weapon & Armor +7 (Quick change 1/day) 115 19 6th
20th +20 +12 +6 +12 Artifact Items, Mental Refresh 7 127 20 6th

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Ideal Armsman.

Weapon and Armor Proficiency: Ideal armsmen are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day: An ideal armsman’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Ideal Armsman. 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.

Powers Known: An ideal armsman begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the psychic warrior power list. The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points. An ideal armsman 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 ideal armsman's powers is 10 + the power’s level + the ideal armsman’s Wisdom modifier.

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

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

Bonus Feat: The ideal armsman gains a bonus feat at 1st level and every four levels beyond (5th, 9th, etc) from the Fighter or Psionic bonus feat lists. He must qualify for these feats as normal.

Ideal Weapon & Armor (Su): The weapon an ideal armsman wields is not merely any sword or shield, but an ideal, a thought made real. They embody would be legendary weapons with grand titles and the ideal armsman mantles its power using other weapons as a medium for it. Choose a broad weapon category such as "swords" or "axes". You may attune with any weapon of the chosen category as a 1 round action that provokes attacks of opportunity, often by raising the weapon up high and pronouncing something such as "By the power of Grayskull" or "Sword give me sight". The weapon will take on the qualities of their ideal weapon, which at 1st level is simply a +1 weapon of its kind. In the same action the ideal armsman may transform one armor of the same category or one shield of the same category into their ideal armor or shield, also +1.

One set of weapon and armor or shield can be present at one time. This change persists for as long as the ideal armsman has said item on their person and 1 round after dropping it, and they may dismiss the change as a free action. If the original weapon, armor, or shield had a special material it retains this material when transformed. If the original weapon, armor, or shield had any enhancements these enhancements are suppressed and overwritten while transformed. Cursed items retain their curses.

At first the armsman can only create one +1 weapon and one +1 armor or shield. At each level they can change what weapon type or armor/shield category they enhance. Once they reach 4th level they may make up to +2 weapons, armor, or shields and may apply special enhancements, changing them if they wish each level. The enhancement bonus increases at 7th and every three levels beyond.

In addition at 7th level, the armsman can change out their selection of enhancements and weapon and armor/shield type once per day. This improves to once per hour at 13th. At 19th level they can switch it out instantly without provoking attacks of opportunity as a swift action, but only 1/day.

Detect Psionics (Ps): At 2nd level the ideal armsman may use detect psionics as a psi-like ability at will.

Glamoured Weapon & Armor (Su): The 2nd level ideal armsman can change the appearance of their ideal weapons and armor or shields when they activate their ideal weapon ability. An identify spell or an Psicraft check DC 10 + the ideal armsman's manifester level reveals that this appearance is false.

Flare Aura (Su): As a show of force the 3rd level ideal armsman can flare up their psionic aura around them as a standard action, and maintain concentration to keep it up as a free action. Anyone can make a DC 10 Psicraft check to identify the ideal armsman's HD through this method. The ideal armsman glows like a torch of any color they desire while their aura is manifested. Beyond showing off and as a light source the ideal armsman can use the aura as a means of intimidation, and can make an intimidation check against any number of creatures within 30 ft as part of the standard action to flare their aura.

Mind Over Matter (Ex): The 6th level ideal armsman has a determined mind able to push past their weaknesses. 1/day as a non-action they can delay any one status effect, including death, by 1 round. This does not cure the effect through steps may be taken to negate or restore the status effect. They gain an additional use at 12th and 18th, and they may use it consecutively to delay a single effect or spread it amongst multiple effects.

Persistent Ideal (Ex): At 8th level, the ideal armsman's ideal weapon and armor continue to persist in their transformed forms even after being removed or dropped. This allows other creatures to use said items, though the ideal armsman still is limited to one set of ideal weapons and armor or shield at any one time. A creature can attempt to remove the transformation with an standard action and an opposed manifester level check against DC 13 + the ideal armsman's manifester level.

Mental Refresh (Su): The 11th level ideal armsman keeps a steady flow of energy through their efforts in combat. Any time they make an attack roll, the ideal armsman gains 1 temporary power point (temporary power points overlap, they do not stack) which they can then use to fuel their powers. The amount gained increases to 3 temporary power points at 14th, 5 temporary power points at 17th, and 7 temporary power points at 20th.

Mental Imprint: If the 15th level ideal armsman perishes, they can immediately imprint their mind onto one of their ideal items as a non-action. This item remains in its transformed state and resists all attempts to undo the transformation. Anyone in physical contact with the item gains telepathy with the ideal armsman who continues to persist as a mental ghost within the item. While unable to do anything other than speak mentally, the item in question counts as the ideal armsman's complete body for the purposes of revival attempts such as raise dead. If the item is broken, the ideal armsman passes on as normal.

As a result of this ability, it renders the ideal armsman immune to any attempts to remove their soul as long as they are wielding or wearing their ideal items.

Artifact Items: At 20th level, the ideal armsman's ideal items are considered major artifacts. This means they continue to retain their powers while in an antimagic field and they cannot be destroyed so long as they are in their ideal state.

Human Ideal Armsman Starting Package[edit]

Weapons: Longsword.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Autohypnosis 4 Wis
Concentration 4 Con
Know Psionics 4 Int
Psicraft 4 Int
Spot 4 Wis

Feat: Power Attack.

Bonus Feats: Cleave.

Gear: Padded Armor

Gold: 105 gp.

Campaign Information[edit]

Playing a Ideal Armsman[edit]

Religion: There is not anything special about ideal armsmen and religion, but some may have religious or pseudo-religious trends, especially if their ideal items are associated with a particular god or power.

Other Classes: For most, the ideal armsman is just a fighter who has the versatility of psionics on their side. But their real strength is always having the right tools for the job.

Combat: While you are little more than a psychic warrior with a magic weapon to start, you quickly become able to change your weapon as challenges present itself so that you are never left investing in a Goblin Bane weapon in a time where there are no goblins to fight.

Advancement: Any prestige class suitable for the psychic warrior is suitable for the ideal armsman.

Ideal Armsmen in the World[edit]

Sword of Light, give me strength!
—Gallery McGuffain, Human Ideal Armsman

Daily Life: Just because you're a superpowered psionic fighter doesn't mean you don't have a normal life.

Organizations: Ideal armsman are likely the fighters in any psionic-heavy kingdom, or merely talented warriors amongst others.

NPC Reactions: While the psionics may be strange, it is not uncommon for ideal armsmen to become famous in their transformed states only to be forgotten on who they may be when not sporting the famous weapons and armor of their alter ego.

Ideal Armsman Lore[edit]

Characters with ranks in Knowledge Psionics can research Ideal Armsmen to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Psionics
DC Result
10 Ideal armsmen carry their "ideal items", weapons and armor born of normal items but reforged to appear like the weapons and armor in their mind. These items carry magical properties only for them.
15 Ideal armsmen can power through tough times through sheer willpower, and reforge their ideal weapons and armor at ever quicker times.
20 Powerful ideal armsmen can end up being bonded to their ideal items even through death, or wield artifacts of great power that belong to only them.
30 Those that reach this level of success can research specific ideal armsmen, their ideal items of choice, motivations, and any other trivia or lore around them.

Ideal Armsmen in the Game[edit]

Adaptation: Consider replacing the psychic warrior with this class.


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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityPsionics +
Class Ability ProgressionPartial +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Balance +, Climb +, Concentration +, Craft +, Disguise +, Handle Animal +, Intimidate +, Jump +, Knowledge +, Listen +, Profession +, Psicraft +, Ride +, Search +, Spot +, Survival +, Swim + and Tumble +
Skill Points4 +
SummaryA psionic warrior who embodies their strength into weapons and armor, allowing them to retain their abilities across any weapon or armor they use. +
TitleIdeal Armsman +
Will Save ProgressionGood +