User:Leziad/Psychokinetic

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Psychokinetic[edit]

<-general description->.

Making a Psychokinetic[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 Psychokinetic

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Psi-Talent
Known
Fort Ref Will α β γ δ σ/ω
1st +0 +0 +0 +2 PSI Novice (α access), Psychic Strain, Wild Talent 4
2nd +1 +0 +0 +3 Mental Quirk, Psionic Meditation 4
3rd +2 +1 +1 +3 Sheer Force 5
4th +3 +1 +1 +4 PSI Student (β access) 4 1
5th +3 +1 +1 +4 Overmanifest 4 2
6th +4 +2 +2 +5 Mental Quirk 3 3
7th +5 +2 +2 +5 [[#|]] 3 4
8th +6/+1 +2 +2 +6 PSI Challenger (γ access) 2 4 1
9th +6/+1 +3 +3 +6 2 4 2
10th +7/+2 +3 +3 +7 Mental Quirk 1 4 3
11th +8/+3 +3 +3 +7 1 4 4
12th +9/+4 +4 +4 +8 PSI Pro (δ access) 0 4 4 1
13th +9/+4 +4 +4 +8 0 4 4 2
14th +10/+5 +4 +4 +9 Mental Quirk 0 3 4 3
15th +11/+6/+1 +5 +5 +9 0 3 4 4
16th +12/+7/+2 +5 +5 +10 PSI Master (σ and ω access) 0 2 4 4 1
17th +12/+7/+2 +5 +5 +10 0 2 4 4 2
18th +13/+8/+3 +6 +6 +11 Mental Quirk 0 1 4 4 3
19th +14/+9/+4 +6 +6 +11 0 1 4 4 4
20th +15/+10/+5 +6 +6 +12 0 0 4 4 5

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 <-class name->.

Weapon and Armor Proficiency: <-Description of class weapon & armor proficiencies.->

Psi-Talent (Su): A psychokinetic use special psionic powers called psi-talents, which are not limited by a daily pool. While manifesting a psi-talent is a supernatural ability they require emotional components (see occult casting), otherwise they are purely mental action which do not provoke attacks of opportunities by virtue of manifesting them. If a psi-talent allow extra movement or a ranged attack, these provoke as normal. The DCs of her Psi-Talent is 10 + 1/2 class level + the psychokinetic's Charisma modifier. The list of Psi-Talents available can be found here: User:Leziad/Psychokinetic/Psi-Talents

At 1st level a Psychokinetic start the game with 1 offensive psi-talent, 1 defensive psi-talent and 1 utility talent and a fourth talent from a list of her choice. At each odd level she gain a new psi-talent of her choice from any of the lists at the alpha grade level. Her psi-talent exist in various grade, and the psychokinetic start with only access to the basic alpha (α) level for each psi-talent she know. She may later upgrade them, and she is always able to use the lower grade versions of an upgrade talent.

Using an offensive or utility psi-talent require the psychokinetic to expend her psionic focus, unless she make a special 'psychic focus' check to retain her focus (DC based on the power's grade). The special focus check is her class level + the psychokinetic's Charisma modifier. If she succeed she manifest the psi-talent without expending her psionic focus. If she fail the check she fail to manifest the psi-talent but do not lose her psionic focus. If a psychokinetic use a talent at a lower grade than that talent's current grade attained, she may take 10 on the psychic focus check.

Table: Retaining Focus
Talent Grade DC
Alpha (α) 15
Beta (β) 20
Gamma (γ) 25
Delta (δ) 30
Sigma (σ)/Omega (ω) 40

As a swift action, a Psychokinetic can raise a single psychic defense, which is described in each of her defensive psi-talent, these defenses last indefinitely or until the psychokinetic goes unconscious or die. As a standard action she may use the active defense of her defensive psi-talent as long as the psi-talents's psychic defense if raised. She may raise more than one psychic defense at the same time, but doing so inflict 1 point of temporary psychic strain on her for each defense raised beyond the first. These points of strain automatically vanish once she dismiss the defenses, which can be done as a free action. Unlike a offensive or utility talent, a defensive talent do not require the psychokinetic to expend her psionic focus.

Psychic Strain (Ex): The overusage of psychic power is a dangerous prospect, a psychokinetic who overexert herself may end up causing herself some psychic strain. This condition exist in two form, harsh strain and temporary strain. In the former case the strain only goes away once the psychokinetic get 8 hours of rest. In the case of temporary psychic strain it goes away on it own, as described in the ability inflicting it. If not mentioned otherwise, all psychic strain is harsh strain.

A psychokinetic is suffering from strain, she become unable to manifest any of her Offensive or Utility Psi-Talent for 1 round after she used one. This increase by 1 round for each 2 points of strain gained thereafter (2 rounds at 3, 3 rounds at 5, etc). She may reduce the cooldown by 1 round by gathering her strength as a move action.

If a psychokinetic is suffering from 2 or more strain she gain a nosebleed, which inflict a number of nonlethal damage equal to her HD which cannot be cured until she the strain is removed. If she suffer from 4 or more strains, she gain a headache which cannot be cured and bypass immunities until the strain is removed. If it become 6 or more strain the headache turn into a migraine.

If she suffer from a number of psychic strain equal to her 8 + Constitution bonus (minimum of 8), she suffer from a deadly brainstroke and fall to -1 hit points and dying unless she succeed a DC 20 Fortitude save. If she is stabilized and healed, or if she succeed on the save, she is completely unable to use any psi-talent until the strain is healed.

PSI User: A Psychockinetic start only being able to use the alpha (α) grade of all of her psi-talents. At 4th level she gain access to the beta () grade of psi-talents, immediately upgrading one of her alpha grade into beta grade talent. At each levels thereafter she upgrade another of her psi-talent from an alpha into a beta grade, including a newly acquired alpha.

At 8th level and each 4 levels thereafter, she gain a new grade of psi-talents. She upgrade one psi-talent who belong to each grade to the next whenever she level, thus slowly depleting her lower level and advancing her technique. She may only upgrade an individual power once per level, thus she may not make a newly acquired alpha power into a gamma or delta power. The progression of her psi-talents can be seen on the Psychokinetic Table.

At 16th level she reach the highest level of power a psychokinetic can learn. Once a delta (δ) is upgraded, the psychokinetic must choose between the sigma (σ) or omega (ω) grade version. Once this choice is made it cannot be changed. This choice is made individually for each psi-talent, as both represent an ultimate expression of a psi-talent.

Wild Talent: A 1st level psychokinetic gain Wild Talent as a bonus feat.

Mental Quirk: At 2nd level and each 4 levels thereafter, a psychokinetic's mind mutate slightly, gaining a new ability. Once chosen a mental quirk cannot be changed and she must meet the prerequisite for any mental quirk she wishes to take. A psychokinetic may only select a mental quirk once unless stated otherwise. A psychokinetic choose from the following list of mental quirk:

Distracted Mind (Ex): Whenever a creature attempt to read your mind or memories, you may willingly fail the save to give them no useful result except distracted thoughts. However you are unaware that they attempted or are reading your mind. If a creature attempt to change your memory, you may accept 1 strain to undo the effect. You do not need to be (and isn't) aware of a offending creature attempting to read it mind to use this ability.

Psychic Constructor (Ex): You may create one temporary psychic construct of one grade lower than your normally could. This construct last 24 hours and you do not suffer strain if it destroyed, you may only have one of such construct at any time, destroying her old one if she create another. When she gain access to psychic construct γ and psychic construct δ she gain an additional temporary construct. This mental quirk require psychic construct β.

Two-Fold Defense (Ex): You lower the amount of strain inflicted by using multiple psychic defense by 1, to a minimum of 0. You may use two active defense ability at the same time as a full-round action. This mental quirk require a minimum class level of 6th.

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

Psionic Meditation: A 2nd level Psychokinetic gain the Psionic Meditation feat as a bonus feat even if she does not meet the prerequisites.

Sheer Force (Ex): A 3rd level Psychokinetic can push through adversity to deliver a psychic attack, whenever she manifest an offensive or utility psi-talent or attempt to activate her active psychic defense and she is unable to, she may take 1 point of harsh strain to be able to manifest it. This allow her to manifest a psi-talent while under the cooldown from being strained, while not having her psionic focus, while being unable to act due to a status condition (dazed, stunned) and ignore any action failure chance (such as having a migraine or being cursed). The only limit of this ability is that it cannot be used while the psychokinetic is unconscious or dead.

Overmanifest (Ex): At 5th level, a Psychokinetic can push herself even further. When she manifest a offensive or utility psi-talent she may lengthen the casting time to a full-round action and inflict 1 point of harsh strain on herself. If she does she may manifest the psi-talent as one grade higher than she normally could.

If used on a delta (δ) grade power she must choose between the sigma (σ) or omega (ω) version of the talent and she cannot use this ability manifest the other until she gained a level. If used on a sigma (σ) or omega (ω) power, she maximize the damage, double the range and/or duration, whichever are relevant.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): amount of strain inflicted by using multiple psychic defense by 1, to a minimum of 0.

<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->