User:Leziad/Meditant

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Meditant[edit]

<-general description->.

Making a <-class name->[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 Meditant

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 +2 +2 Focused Strike +1d6, Psychic Finesse, Philosophy I 2 1 1st
2nd +1 +3 +3 +3 Combat Insight, Zen Flurry 6 2 1st
3rd +2 +3 +3 +3 Core Meditation, Focused Strike +2d6, Psychic Agility 11 2 1st
4th +3 +4 +4 +4 Learned Mantra (-1 DC) 17 3 2nd
5th +3 +4 +4 +4 Bonus Feat, Philosophy II 25 3 2nd
6th +4 +5 +5 +5 Focused Strike +3d6 35 4 2nd
7th +5 +5 +5 +5 Trick 46 4 3rd
8th +6/+1 +6 +6 +6 Learned Mantra (-2 DC) 58 5 3rd
9th +6/+1 +6 +6 +6 Focused Strike +4d6, Trick 72 5 3rd
10th +7/+2 +7 +7 +7 Philosophy III 88 6 4th
11th +8/+3 +7 +7 +7 Trick 106 6 4th
12th +9/+4 +8 +8 +8 Focused Strike +5d6, Learned Mantra (-3 DC) 126 7 4th
13th +9/+4 +8 +8 +8 147 7 5th
14th +10/+5 +9 +9 +9 170 8 5th
15th +11/+6/+1 +9 +9 +9 Focused Strike +6d6, Philosophy VI 195 8 5th
16th +12/+7/+2 +10 +10 +10 Learned Mantra (-4 DC) 221 9 6th
17th +12/+7/+2 +10 +10 +10 250 9 6th
18th +13/+8/+3 +11 +11 +11 Focused Strike +7d6 280 10 6th
19th +14/+9/+4 +11 +11 +11 311 10 7th
20th +15/+10/+5 +12 +12 +12 Learned Mantra (-5 DC), Philosophy (Enlightenment) 343 11 7th

Class Skills (4 + 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 Meditant .

Weapon and Armor Proficiency: A meditant is proficient with all simple weapon, a single martial weapon or exotic weapon of her choice and she possess Improved Unarmed Strike. A meditant is proficient with light armor and light shield.

Power Points/Day: A Meditant’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: Meditant. In addition, she receives bonus power points per day if she has a high Intelligence or 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 meditant draw her power known from the Psion/Wilder list as well as one discipline list of her choice, unlike most manifester she may change a single power she know every time she rest to regain her power points. She must have a single power of each level she can manifest however. A meditant use her Intelligence or her Wisdom for the purpose of determining the DC of the power she can manifest.

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

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

Focused Strike: A meditant is capable of striking a foe right where it hurt, whenever she strike a creature that she is flanking with an ally or otherwise denied it Dexterity to AC she deal an additional +1d6 precision damage. She is unable to A meditant must be psionically focused in order to use this ability to it full potential, if she isn't she automatically deal minimum damage with any extra dice granted by focused strike. The damage dice granted by focused increases by +1d6 at 3rd level and every third level beyond (6th, 9th, 12th, and so on).

Focused Strike count as Sneak Attack for the purpose of prerequisites.

Philosophy: A Meditant choose a single philosophy from the list of available philosophy and gain one of it first ability. The philosophy do not impair her alignment or give her a code of conduct, and often her own personal views will greatly shape how she understand her philosophy.

Psychic Finesse (Ex): A 1st level Meditant may use her Dexterity, Intelligence or Wisdom instead of her Strength for the purpose of determining her attack bonus, combat maneuver roll and damage bonus when attacking with light weapon, finessable weapon or no weapon. This count as Weapon Finesse for the purpose of meeting prerequisites.

Combat Insight {Ex}}: As long a 2nd level Meditant is psionically focused she add her Intelligence or Wisdom bonus as an insight bonus to her AC as long as she wear light or no armor, it is limited to her armor Max Dexterity if any.

Core Meditation: A 3rd level Meditant gain Psionic Meditation as a bonus feat even if she does not meet the prerequisite.

Psychic Agility (Su): A 3rd level meditant is capable of highly specialized use of telekinesis, she never provoke for her first 5 ft. of movement, she automatically succeed on her first 10 foot of movement without rolling when climbing, jumping or swimming and when she fall she ignore 10 feet of fall per class level, if she negate the fall damage entirely her fall is completely silent.

Learned Mantra: At 4th level and each 4 levels thereafter a Meditant gain a single [Mantra] feat she meet the prerequisite for as a bonus feat. Additionally every time she gain Learned Mantra the DC to become psionically focused decrease by 1. If a [Mantra] feat she wishes to select as a non-[Mantra] feat prerequisite she may ignore it.

A Meditant may use her Intelligence or Wisdom instead of Constitution on Concentration checks. If you play pathfinder she gain a +3 bonus on Concentration check to become psionically focused instead.

Bonus Feat: At 5th level a meditant gain a [Psionic] feat as a bonus feat, she must meet the prerequisite of the feat as normal.

<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->

<-Lather, rinse...->

Meditant's Philosophy[edit]

A meditant has a clearer path to her own enlightenment, whether she know it or not. The philosophy written here are broad and can fit multiple viewpoints, the individual meditant's player is encouraged to develop on their own personal views and tenets of their personal philosophy. They are not based on alignment and do not force an absolute code of conduct on the meditant, however whenever she broadly act against her philosophy and ignore her philosophy she loses her psionic focus, if the offense is grave she cannot regain it for 24 hours. She may redefine some tenets of her own viewpoints after any of such event or after any alignment change.

Whenever she gain a new philosophy bonus she must select between two bonuses, this cannot be changed later except through rebuilding. At 20th level she gain her Final Philosphy bonus known as enlightenment.

Might[edit]

  • I: Gain access to a new power known whenever you receive a discipline bonus OR Weapon Focus as a bonus feat.
  • II: Use Psychic Finesse ability score instead of Strength on checks and skill checks OR Buff Body as a bonus feat.
  • III: Slippery Mind OR Immunity to Disease and Poison
  • VI: Bonus OR Bonus
  • Enlightenment: Bonus

The search for might is endless, whether it is selfish or selfless. Some only see inner strength while others are more practical in their view, all the while others strive for balance. The strength philosophy is about cultivating strength, power, wisdom and other virtues, often for it own sake sometime not.

Peace[edit]

  • I: False Swipe (High) as a bonus feat OR +1 luck bonus to AC and Saving throws in round you don't attack or use offensive powers.
  • II: Bonus OR Bonus
  • III: Bonus OR Bonus
  • VI: Bonus OR Bonus
  • Enlightenment: Bonus

Reason[edit]



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