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The Demented One
2006-08-12, 01:34 PM
Githzerai Monk
Githzerai Monks utilize psionic meditation and katas in fighting. They lose some of the speed and agility of a standard Monk, but gain improved resistance to telepathy and the ability to move in ways most Monks could never dream of.

HD: d8

Requirements
To take a Githzerai Monk level, a character must be a psionic Githzerai and be about to take his 3rd, 6th, or 9th level of Monk.

Class Skills
Githzerai Monks have the same class skill list and skill points per level as a normal Monk, except that they add Autohypnosis and Knowledge (Psionics) to their list of class skills.

{table]
Level
BABFort
Ref
WillSpecial
Speed Bonus
3+2+3
+3+3
Seal the Mind+10 ft.
6+4+5+5
+5Psionic Fist, Slow Fall 30 ft., Up the Walls+10 ft. 9+6/+1+6
+6+6
Telepathic Reversal, Psionic Charge+20 ft.[/table]
Seal the Mind (Ex)
A 3rd level Githzerai Monk gets a +4 bonus on saving throws against powers and psi-like abilities of the telepathy discipline while psionically focused. This replaces the standard Monk’s Still Mind class feature.

Psionic Fist (Ex)
A 6th level Githzerai Monk gains Psionic Fist as a bonus feat. This replaces the standard Monk bonus feat received at 6th level.

Up the Walls (Ex)
A 6th level Githzerai Monk gains Up the Walls as a bonus feat. This replaces the standard Monk’s speed bonus received at 6th level. The Githzerai Monk’s speed bonus is 10 ft. less than that of a standard Monk from this point forward.

Telepathic Reversal (Ex)
Whenever a 9th level Githzerai Monk successfully saves against a power or psi-like ability of the telepathy discipline, he may expend his psionic focus to turn it back on its manifester.

Psionic Charge (Ex)
A 9th level Githzerai Monk gains Psionic Charge as a bonus feat. This replaces the standard Monk’s speed bonus received at 9th level. The Githzerai Monk’s speed bonus is 10 ft. less than that of a standard Monk from this point forward.

The Demented One
2006-08-12, 01:34 PM
Xeph Lurk
Xeph Lurks utilize their natural proficiency for psychoportation. Though they lose same of the attack augments most Lurks possess, they gain psychoportative augments–the ability to move after dropping a foe, and to cast a foe forward in time are the weapons of a Xeph Lurk.

HD: d6

Requirements
To take a Xeph Lurk level, a character must be a Xeph and be about to take his 1st, 6th, or 11th level of Lurk.

Class Skills
Xeph Lurks have the same class skill list and skill points per level as a normal Lurk.

{table]
Level
BAB
Fort
Ref
Will
Special
1+0+0+2+2Lurk Augment, Cleaving Strike
6+4+2+5+5Xeph Dodge
11+8/+3+3+7+7Temporal Displacement
[/table]
Cleaving Strike (Ex)
A 1st level Xeph Lurk may use the Cleaving Strike lurk augment. If he drops a foe with his next attack, he may immediately attack another foe, as if he had the Cleave feat. If he spends 4 power points, he may take a 5 ft. step before he makes the attack. If he spends 8 power points, he may take two 5 ft. steps before he makes the attack. This replaces either of the two standard lurk augments, additional sneak attack or unfocusing strike, gained at 1st level.

Xeph Dodge (Ex)
A 6th level Xeph Lurk may add his Intelligence bonus to AC as a dodge bonus while unarmored. This replaces the standard Lurk’s Initiative Boost class feature.

Temporal Displacement (Ex)
An 11th level Xeph Lurk may use the Temporal Displacement lurk augment. If he hits an opponent with his next attack, that opponent must make a Will save, DC 10 + ½ the Lurk’s class level + the Lurk’s Int modifier. If he fails, he is propelled forward 5 rounds in time. He seems to disappear in a burst of silvery light, and then reappears in the same space 5 rounds later. In each round before the subject reappears, he may attempt another save. If he succeeds, he reappears prematurely. If the space where the subject reappears is occupied, it appears in the closest unoccupied space. For every power point spent, the subject is propelled an additional round forward in time. This replaces either of the three standard lurk augments, ghost touch, power drain or aligned attack, gained at 11th level.

The Demented One
2006-08-12, 01:34 PM
Maenad Bard
Maenad Bards weave together ingenius music and irrational passion. Though they lack the learning of most bards, their sheer passion raises their music to nex, unexplored heights.

HD: d6

Requirements
To take a Maenad Bard level, a character must be a Maenad and be about to take her 1st, 9th, or 12th level of Bard.

Class Skills
Maenad Bards have the same class skill list and skill points per level as a normal Bard, except that they add Autohypnosis, Intimidate, and Psicraft to their list of class skills.

{table]
Level
BAB
Fort
Ref
Will
Special
1+0+0+2+2Bardic Music (Countersong, Fascinate, Inspire Courage +1), Passionate Song
9+6/+1+3+6+6Inspire Genius
12+9/+4+4+8+8Sonic Devastation
[/table]
Passionate Song (Su)
Whenever a 1st level Maenad Bard uses her bardic music, she may choose to make it a passionate song. All bonuses granted by a passionate song are increased by one. At 10th level, she may also increase the bonuses by 2, and at 20th level, she may increase the bonuses by 3. At the end of the passionate song, there is a chance, 10% per the amount the bonus was increased by, that the Maenad Bard will be drained, physically and emotionally. She becomes dazed until the end of her next round and loses one daily use of her bardic music ability. This replaces the standard Bard’s Bardic Lore class feature.

Inspire Genius (Su)
A 9th level Maenad Bard with 12 or more ranks in a Perform skill can use music or poetics to inspire genius in herself or a single willing ally within 30 feet, granting him or her extra psionic potential. For every three levels a Maenad Bard attains beyond 9th, she can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire genius, a Maenad Bard must sing and an ally must hear her sing. The effect lasts for as long as the ally hears the Maenad Bard sing and for 5 rounds thereafter. A psionic creature inspired with genius gains a +1 bonus to his manifester level, has the DC of any powers or psi-like abilities he manifests increased by 1, and may gain his psionic focus as a move action. This replaces the standard Bard’s Inspire Greatness bardic music.

Sonic Devastation (Su)
A 12th level Maenad Bard with 15 or more ranks in a perform skill may unleash a screaming current of sonic energy at a foe within 30 ft. To unleash sonic devastation, a Maenad Bard must sing and the enemy must hear her sing. The effect lasts for as long as the ally hears the Maenad Bard sing and for 5 rounds thereafter. Each round, the targeted enemy takes 10d4 points of sonic damage, with a Reflex save, DC 10 + ½ the Maenad Bard’s class level + the Maenad Bard’s Cha modifier, for half damage. When the Maenad Bard begins using this ability, she may spend a number of additional daily uses of bardic music less than or equal to her class level divided by four. For every additional use of music spent, the damage per round is increased by 1d4. This replaces the standard Bard’s Song of Freedom bardic music.

The Demented One
2006-08-12, 01:34 PM
Kobold Soulknife
Kobold Soulknives, are rare lot, make up for their lack of strength with cunning and subtlety. They learn to use their mind blades as both traps and channels for their draconic ancestry.

HD: d8

Requirements
To take a Kobold Soulknife level, a character must be a Kobold and be about to take his 2nd, 5th, 9th, or 20th level of Soulknife. In addition, a Kobold seeking to take the 20th level of Kobold Soulknife must have taken all prior levels of Kobold Soulknife.

Class Skills
Kobold Soulknives have the same class skill list as normal Soulknife, but the gain 2 extra skill points at each level.

{table]
Level
BAB
Fort
Ref
Will
Special
2+1+0+3+3Mind Blade Trap
5+3+1+4+4Free Draw, Mind Spear
9+6/+1+3+6+6Breath of the Mind, Greater Weapon Focus (Mind Blade)
20+15/+10/+5+6+12+12Soul Dragon[/table]
Mind Blade Trap (Su)
A 2nd level Kobold Soulknife may, as a standard action shape his mind blade into a small, invisible sphere of energy that drops to his feet, charging the space he occupies with energy. Any creature that enters the space other than the Kobold Soulknife or any creature designated by the Kobold Soulknife when he creates the trap triggers the trap. It resumes mind blade form and automatically strikes the creature that triggered it, damaging it as normal. The Kobold Soulknife’s Str modifier is not included in the damage, but any enhancement bonus or special abilities of the mind blade are. In addition, if the mind blade was charged with the energy of a psychic strike, it also deals psychic strike damage. When the Kobold Soulknife creates the mind blade trap, he makes a Craft (Trapmaking) check. The Search and Disable Device DC’s of the trap are equal to the result of the Psicraft check, and it is treated as a magical trap. A Kobold Soulknife may not create another mind blade while he has a mind blade trap set. If a Kobold Soulknife goes more than 100 ft. away from his mind blade trap, the trap dissipates harmlessly. This replaces the standard Soulknife’s Throw Mind Blade class feature.

Mind Spear (Su)
A 5th level Kobold Soulknife gains the ability to shape his mind blade into a shortspear, longspear, or spear. If he shapes it into longspear form, it becomes a reach weapon. If he shapes it into spear form, he may throw it, with a range increment of 20 ft. This replaces the standard Soulknife’s Shape Mind Blade class feature.

Breath of the Mind (Su)
As a standard action, a 9th level Kobold Soulknife may absorb his mind blade into his body. As a standard action, he may exhale its energies in the form of a breath weapon. The breath weapon is either a 20 ft. cone or a 40 ft. line, and deals either acid, cold, electricity, or fire damage. The Kobold Soulknife chooses the shape and energy type each time he uses the breath weapon. The breath weapon deals 5d6 points of damage, which increases by 1d6 at every subsequent odd level. Creatures caught in the breath weapon may attempt a Reflex save, DC 10 + ½ the Kobold Soulknife’s class level + the Kobold Soulknife’s Cha modifier, for half damage. There is no limit to the number of times a Kobold Soulknife may use his breath weapon, but he must wait 1d4 rounds in between uses. A Kobold Soulknife may not create a mind blade while he has one absorbed in him. As a swift action, a Kobold Soulknife may remove an absorbed mind blade from himself. This replaces the standard Soulknife’s Bladewind class feature.

Soul Dragon (Ps)
By spending a minute in concentration, a Kobold Soulknife may reshape his mind blade into a draconic variant of an astral construct known as a soul dragon, which mindlessly serves the Kobold Soulknife. A Kobold Soulknife may not form another mind blade while he has one shaped into a soul dragon. If a Kobold Soulknife goes more than 100 ft. away from his soul dragon, it dissipates harmlessly. Effects that harm or aid an astral construct, such as dismiss ectoplasm or ecto protection affect a soul dragon as if it were an astral construct. A Kobold Soulknife’s mind blade may remain in soul dragon form for one hour each day, which may be split up as the Kobold Soulknife sees fit. As a swift action, a Kobold Soulknife may unshape a soul dragon he has created, returning it to mind blade form. The mind blade returns to his hand at the end of his round. This replaces the standard Soulknife's +5 Mind Blade class feature.

Soul Dragon
Size/Type: Large Construct (Psionic)
Hit Dice: 15d10+30 (120 hp)
Initiative: +0
Speed: 30 ft., fly 60 ft. (average)
Armor Class: 23 (-1 size, +14 natural), touch 9, flatfooted 23
Base Attack/Grapple: +11/+25
Attack: Bite +25 melee (1d8+15)
Full Attack: Bite +25 melee (1d8+15) and 2 Claws +20 melee (1d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mindborn weapons, breath weapon
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, DR 15/magic
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 30, Dex 10, Con –, Int –, Wis 11, Cha 10
Skills: –
Feats: –
Alignment: As Creator

Mindborn Weapons (Su)
Being formed from a mind blade, a soul dragon retains its properties. Its natural weapons have a +5 enhancement bonus on attack and damage rolls, and they gain any special abilities the mind blade had when it was formed into a soul dragon.

Breath Weapon (Su)
A soul dragon has a single breath weapon. It is either a 40 ft. cone or a 80 ft. line, and deals acid, cold, electricity, or fire damage. The shape and energy type are chosen by the creator at the soul dragon’s creation, and cannot be changed until the creator creates another soul dragon. The soul dragon’s breath weapon deals 10d6 points of damage, with a Reflex save, DC 10 + 1/2 the HD of the dragon's creator + the dragon's creator's Cha modifier, for half damage. The soul dragon must wait 1d4 rounds between uses of its breath weapon.

The Demented One
2006-08-12, 01:35 PM
Psiforged Psychic Warrior
Though not as psionically powerful as their fleshy brethren, Psiforged Psychic Warriors gain strength and resilience as long as they maintain their focus.

HD: d8

Requirements
To take a Psiforged Psychic Warrior level, a character must be a Warforged with the Psiforged Body feat and be about to take his 1st, 5th, or 8th level of Psychic Warrior.

Class Skills
Warforged Psychic Warriors have the same class skill list and skill points per level as normal Psychic Warrior.

{table]
Level
BABFort
RefWill
SpecialPP
Powers Known
Max Power Level
1+0+2+0+0Body Augmentation, Psiforged Channeling011st
5+3+4+1+1Body Augmentation, Psychic Mettle752nd
8+6/+1+6+2+2Body Augmentation, Psionic Powerful Build1573rd[/table]
Body Augmentation (Ex)
Upon taking its first level of Psiforged Psychic Warrior, a Psiforged Psychic Warrior gains any one body feat of its choice. Its effects stack with those of the Psiforged Body feat. A Psiforged Psychic Warrior does not gain this ability multiple times from taking more than 1 level of Psiforged Psychic Warrior.

Psiforged Channeling (Su)
While psionically focused, a 1st level Psiforged Psychic Warrior’s slam attack and composite plating gain an enhancement bonus equal to half the number of power points stored in its Psiforged Body, rounded up, to a maximum bonus of +5. This replaces the standard Psychic Warrior’s bonus feat gained at 1st level.

Psychic Mettle (Su)
While psionically focused, a 5th level Psiforged Psychic Warrior that successfully saves against an effect that allows a Fortitude or Will save for half damage or a partial effect instead takes no damage and completely negates the effect. In addition, as a swift action, he may expend his psionic focus to gain a +4 bonus on all Fortitude and Will saves until the beginning of his next round. This replaces the standard Psychic Warrior’s bonus feat gained at 5th level.

Psionic Powerful Build (Su)
While psionically focused, an 8th level Psiforged Psychic Warrior gains a +2 bonus to Strength. In addition, while psionically focused, whenever it is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the it is treated as one size larger if doing so is advantageous to him. It is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. It can use weapons designed for a creature one size larger without penalty, and the damage die of its slam attack increases by one step. However, its space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category. This replaces the standard Psychic Warrior’s bonus feat gained at 8th level, as while as the extra power points and powers known gained at 8th level. The Psiforged Psychic Warrior knows 1 less power and gains 4 less power points per day from this point forward.

The Demented One
2006-08-12, 03:30 PM
Synad Telepath
Synad Telepaths utilize their multiple minds in many ways. They can specialize in two disciplines and perfirm great acts of mental prowess in the briefest of instants.

HD: d4

Requirements
To take a Synad Telepath level, a character must be a Synad and be about to take his 1st, 5th, or 9thth level of Telepath.

Class Skills
Synad Telepaths have the same class skill list and skill points per level as normal Telepaths.

{table]
Level
BAB
Fort
Ref
Will
Special
PP
Powers Known
Max Power Level
1+0+0+0+2Dual Specialization, Bonus Feat231st
5+2+1+1+4Swift Meditation25113rd
9+4+3+3+6Swift Manifesting72185th[/table]
Dual Specialization (Ex)
A 1st level Syndad Telepath may specialize in one other discipline besides telepathy. He does not add the skills of the other discipline to his list of class skills. When choosing powers from the other discipline’s list, he treats them as one level higher than normal. In addition to the two disciplines he has specialized in, he chooses a third discipline to be familiar with. He may not learn powers from disciplines he is not either specialized in or familiar with.

Swift Meditation (Ex)
A 5th level Synad Telepath may, as a swift action, make a Concentration check to gain psionic focus. He may do this a number of times per day equal to his Int modifier. This replaces the standard Psion bonus feat gained at 5th level.

Swift Manifesting (Su)
Once per day as a swift action, a 9th level Synad Telepath may expend his psionic focus to manifest a power. Doing so does not increase its power point cost. After manifesting the power, the Syndad Telepath is dazed until the end of his next turn. This replaces the standard one of the powers known gained at 9th level. The Synad Telepath knows one less power from this point forward.

The Demented One
2006-08-12, 03:31 PM
Aasimar Ardent
Aasimar Ardents forsake some variety in their choice of powers and mantles in exchange for th ability to psionically manifest their own inherent goodness.

HD: d8

Requirements
To take an Aasimar Ardent level, a character must be a good-aligned Aasimar and be about to take his 1st, 9th, or 15thth level of Ardent.

Class Skills
Aasimar Ardents have the same class skill list and skill points per level as normal Ardents, except that they add Diplomacy to their list of class skills.

{table]
Level
BAB
Fort
Ref
Will
Special
PP
Powers Known
1+0+0+0+2Assume Psionic Mantles (2), Psionic Turn Undead21
9+6/+1+3+3+6Holy Mantra729
15+11/+6/+1+3+3+7Wings of Faith19516[/table]
Psionic Turn Undead (Su)
As a standard action, a 1st level Aasimar Ardent may expend his psionic focus and spend any amount of power points less than or equal to his manifester level to turn undead as a cleric whose level is equal to the amount of power points spent. He may not use this ability to use divine feats. This replaces the one of the powers known gained at 1st level. The Aasimar Ardent knows one less power from this point forward.

Holy Mantra (Su)
As long as a 9th level Aasimar Ardent maintains psionic focus, any weapon he wields gains the holy special ability. This replaces the one of the powers known gained at 9th level. The Aasimar Ardent knows one less power from this point forward.

Wings of Faith (Su)
As long as a 15th level Aasimar Ardent maintains psionic focus, shimmering wings of ectoplasm sprout from his back. While psionically focused, he gains a fly speed of 60 ft., with good maneuverability. This replaces the fifth mantle normally gained at 15th level.

The Demented One
2006-08-12, 04:16 PM
Bump for completeness. Get to reviewing, schmucks!

ghost_warlock
2006-08-12, 05:28 PM
I would've posted earlier but I didn't want to interrupt the steady stream of awesome psionic goodies with some random banter by yours truly. *I'm going to gank most of these for use in my upcoming homebrew campaign. *I'm using every race here except the aasimar as standard races. *

The githzerai monk is great, exactly what's been needed for some time, now! *I especially like substituting out the 6th-level monk feat because I never use either feat anyway. *:) *Telepathic reversal is fairly powerful but it's a logical capstone ability for the githzerai monk substitution to have and the character will likely be 'turning off' a lot of special enhancements (e.g., Seal the Mind, other psionic feats, etc.), to use it. *I'm assuming that these levels advance unarmed damage/flurry/etc. but it doesn't explicitly state that they do (I'm not sure that it has to state it).

I was expecting the Xeph substitution to be soulknife...but the lurk turned out pleasantly surprising. *Good job! *Variant lurk augments are a great concept to work off. *Something tells me that the party in my game may be encountering a xeph lurk/soulknife assassin at some point... :P *Cleaving Strike is an especially nice touch given the xeph penalty to Str makes it harder for him to get the Cleave feat. *The way I see the xeph lurk, he's a fast bugger and Cleaving Strike is more akin to a 'whirling frenzy'-ish ability than a brute-force attack. *:D

I made a psionic version of the bard (called the "Muse") that has a power progression instead of spell slots (keeps the same class abilities) for my campaign. *Having a maenad bard substitution class makes it all the sweeter since I'm using the maenad stat adjustments from the DRAGON magazine update of DarkSun (so maenads get +2 Str and +4 Cha). *That'll make one sweet bard! *:D *I'm not sure about the way passionate song works, though. *Maybe make it so the maenad activates passionate song my expending her outburst ability - the Maenad Fury feat makes it so the character could have 3 or more outbusts/day so it's a good trade off.

The kobold soulknife is simply inspired... *I've never seen a racial substitution with 4 levels (or one with a 20th-level substitute) but I'm warming up to the idea. *Soul Dragon seemed a bit powerful until I realized that the kobold soulknife himself would be taking a drastic cut in power to use it since he can't create his mindblade while the dragon exists. *I think it balances out nicely. *Out of curiosity, shouldn't the Soul Dragon only have a +4 enhancement bonus on its attacks/damage since the kobold gave up his +5 mind blade? *The Mind Blade Trap is simply brilliant. *I have a couple questions, though: 1) can the kobold form another mind blade while the trap exists? *2) does the trap hit automatically or does it need to make an attack roll?

Will review more later...must sleep!

The Demented One
2006-08-12, 08:01 PM
I'm assuming that these levels advance unarmed damage/flurry/etc. but it doesn't explicitly state that they do (I'm not sure that it has to state it).
When not otherwise stated, it's assumed to remain the same.


I was expecting the Xeph substitution to be soulknife
Tempest Stormwind and his crew did that in Untapped Potential, and I tried not to step on their toes.


I'm not sure about the way passionate song works, though.
It's like wild surge for bardic music. No limit on how often you can do it, but you can do whatever you feel like.


Out of curiosity, shouldn't the Soul Dragon only have a +4 enhancement bonus on its attacks/damage since the kobold gave up his +5 mind blade?
Thought giving it the +5 would be a nice little boost, to make up for the soulknife losing pretty much every class ability he has. It also makes the dragon's attack bonuses nice, round numbers.


1) can the kobold form another mind blade while the trap exists?
Nope.


2) does the trap hit automatically or does it need to make an attack roll?
Automatically.


Will review more later...must sleep!
What kinda crazy time zone do you live in? Thanks for your comments.

TheOOB
2006-08-12, 09:01 PM
These are all great classes, especially the kobold soulknife. I've never seen a class before that catches the flavor and idealology of a kobold so much before. Great Job.

One thing i noticed, the Maenad Bard's sonic devestation ability relies on a reflex save to avoid damage. That works fine as it, though I think it should be mentioned that sonic effects tend to rely on fortitude saves.

Also you mentioned that a soul dragons breath weapon DC is con based, but since they do not have a con score that doesn't work. I'd imagine if working off of cha, though under normal circumstanced that wouldn't change the ability at all. DC 17 is kinda low however.

The Demented One
2006-08-12, 09:37 PM
One thing i noticed, the Maenad Bard's sonic devestation ability relies on a reflex save to avoid damage. That works fine as it, though I think it should be mentioned that sonic effects tend to rely on fortitude saves.
It's based off the energy current power, which uses a Reflex save.


Also you mentioned that a soul dragons breath weapon DC is con based, but since they do not have a con score that doesn't work. I'd imagine if working off of cha, though under normal circumstanced that wouldn't change the ability at all.
Check the Iron Golem's breath weapon. Just because something's a nonability doesn't mean it can't be used in determing DC's.


DC 17 is kinda low however.
Hmm...You know, I think I'll just make it work of the Kobold's HD and Con.

TheOOB
2006-08-12, 09:46 PM
At level/HD 20 even a creature with poor reflex saves and no dex bonus will make the save almost half the time, and how many CR 20 bad guys only have 20hd, no dex bonus, and no other abilities to increase reflex saves.

The Demented One
2006-08-12, 09:48 PM
At level/HD 20 even a creature with poor reflex saves and no dex bonus will make the save almost half the time, and how many CR 20 bad guys only have 20hd, no dex bonus, and no other abilities to increase reflex saves.
Huh? Assuming the Kobold puts a 12 in Cha, that's a DC 21 Reflex save. A 20 HD creature with poor reflex saves and no Dexterity bonus has, at most, a +6 bonus on Reflex saves. He'd need a 15 or higher to save. Now, most CR 20 creatures will make that save, but that's more a fault of the scaling of DC's when compared to the scaling of saves, compounded by the fact monsters don't use epic save progressions, which would balance things nicely.

TheOOB
2006-08-12, 10:02 PM
I was talking about how the old DC 17 save worked (or rather didn't)

The Demented One
2006-08-12, 10:43 PM
I was talking about how the old DC 17 save worked (or rather didn't)
Ah. Good thing I revised it, then.

TheOOB
2006-08-13, 02:03 AM
Hmm, speaking of the kobold soulknife, I noticed something about the Mind Blade Trap. The Search and Disable Device DC are based on Psicraft, which isn't even a class skill. Perhaps making the DC based off of another skill, or off of level (something like DC 10+HD+Cha Mod) would work better.

Also, does the mind blade trap need to make an attack roll to hit the target, and if someone has see insivibility or true seeing do they notice it's presence (I'd imagine not as it's not invisible so much made of psionics)

The Demented One
2006-08-13, 02:20 AM
Also, does the mind blade trap need to make an attack roll to hit the target
As stated, it hits automatically.

[quotepand if someone has see insivibility or true seeing do they notice it's presence (I'd imagine not as it's not invisible so much made of psionics)[/quote]
The latter.

ghost_warlock
2006-08-13, 10:43 AM
It's like wild surge for bardic music. No limit on how often you can do it, but you can do whatever you feel like.
I meant that I wasn't sure I liked the way it worked. But, hey, whatever! That explanation of it makes it more comfortable. I don't really mess with wilders so I didn't see the connection between passionate song and wild surge.


What kinda crazy time zone do you live in? Thanks for your comments.
I live in Central U.S. time. I work nights - the Graveyard shift! Spoooooky! (but not really... :( )

Lord Iames Osari
2006-08-13, 12:51 PM
Ummm... What/where is the Psiforged feat?

The Demented One
2006-08-13, 12:58 PM
Ummm... What/where is the Psiforged feat?
Magic of Eberron. Turns a warforged into a living cognizance crystal.

Lord Iames Osari
2006-08-13, 01:08 PM
Ohhhhhhhhhhhhhhhhhhhhhhh.

martyboy74
2006-08-13, 03:49 PM
Magic of Eberron. Turns a warforged into a living cognizance crystal.
Now I ask my question again.

What happens if one of those runs into a crysmal?

The Demented One
2006-08-13, 04:18 PM
Now I ask my question again.

What happens if one of those runs into a crysmal?
As far as I know, nothing. The berks aren't made of crystal, just got bits of it. And this is what, the third time you've asked that?

storybookknight
2006-08-13, 06:13 PM
Sonic Devastation seems a little overpowered to me... 10d4 a round, for a minimum of 6 rounds? (one round, plus 5 rounds thereafter) That's an average 150 damage, assuming all failed saves, for the price of 1 bardic music attempt. If it's a creature without evasion, that's still 75 damage for all successful saves. At level 12, that's still really powerful for a bard spending one standard action and no spells.

Fax Celestis
2006-08-14, 12:53 PM
...what about the pooooor poooooor droooooomites? No love for the dromites?

martyboy74
2006-08-14, 01:04 PM
...what about the pooooor poooooor droooooomites? No love for the dromites?
Nope, no love for the dromites.

The Demented One
2006-08-14, 01:21 PM
...what about the pooooor poooooor droooooomites? No love for the dromites?
Couldn't think of anything good for them that UT hadn't already done. Is there a class you have in mind? I'm always open to requests.

Fax Celestis
2006-08-14, 01:32 PM
Couldn't think of anything good for them that UT hadn't already done. Is there a class you have in mind? I'm always open to requests.
No, not really. I just appear to be the only person on the planet who likes dromites for more than plot devices.