User:Leziad/Psychic Vampire

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Psychic Vampire[edit]

<-general description->.

Making a Psychic Vampire[edit]

Abilities:

Races:

Alignment:

Starting Gold:

Starting Age: Simple.

Table: The Psychic Vampire

Hit Die: d6

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)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

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 power 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 classes or 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 needs her race possess.

Undetectable (Ex): A 2nd level Psychic Vampire has natural defenses against those trying to discover it, she is constantly 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 race.

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.

Transformation III (Ex): At 10th level the Psychic Vampire become biologically immortal, gaining Fast Healing 2 as long as she is not starving and ceasing to age. She still accrue bonus from aging and any penalty she suffered from are reversed.

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.

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