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View Full Version : New class psi-ranger, please comment!



Antimus
2006-01-19, 06:27 PM
Here's what we came up with. To be honest this was created by myself and a player about 2 years ago, it;s been so long since I even looked at classes, especially psionics classes, that I have no idea if this is even balanced or not, soooo I thought I'd throw it at the forums to see if you lot can help me refine it!
So, criticism is welcome, just so long as I get this into a balanced class that doesnt make this player too powerful, he's a bit of a power freak and I seem to recall having the feeling the class was overpowered, but it was a while ago.
Anyway, here it is, have a looksie.
ok, I did just post the entire class, but it didnt work too well, so here's a link to the file.

http://www.geocities.com/antimus_marlin/PsiRanger.doc

TomBoniface
2006-01-19, 07:45 PM
I might be more willing to comment if I wasn't having to download something. That's a big security risk (viruses etc). Are you sure you cannot get the class to post here?

anime713
2006-01-19, 08:16 PM
This is a 3.0 class. Are you planning to update to 3.5? I'm not really all that familiar with the older rules.

Antimus
2006-01-20, 08:13 AM
well I could copy/paste it into here, but it always comes out..well unreadable.

As for upgrading it to 3.5, I have yet to fork out for the latest books, so if you want to let me know how to change it too, that would be helpful. Though I dont know if I'm running it as 3.5 or 3 yet.

sigh, here's the whole sheet:

Psi Ranger

Alignment: Any
Hit Die: d8.
Class Skills: The Psi Ranger’s key skills are :Animal Empathy (Cha, exclusive skill), Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Stabilize Self (Str), Use Rope (Dex), Search (Int), Spot (Wis), Swim (Str), Use Psionic Device (Cha), and Wilderness Lore (Wis).

Skill Points: At first level (4+int modifier) x 4
At every level thereafter 4+int modifier.

Weapon and armour proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.



Table: The Psi Ranger
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
----- ----- ---- ---- ---- -------
1 +0 +2 +1 +0 Track, PsiCrystal, Favoured Enemy
two psionic combat modes
2 +1 +2 +1 +0 Bonus feat
3 +2 +3 +2 +1 Psionic combat mode
4 +3 +3 +2 +1
5 +3 +4 +2 +1 Psionic combat mode
6 +4 +4 +2 +2 2nd Favoured Enemy
7 +5 +5 +3 +2 Psionic combat mode
8 +6/+1 +5 +3 +2 Bonus feat
9 +6/+1 +6 +3 +2 Psionic combat mode
10 +7/+2 +6 +3 +3 Psionic combat mode
11 +8/+3 +7 +4 +3 Bonus feat
12 +9/+4 +7 +4 +3 3rd Favoured Enemy
13 +9/+4 +8 +4 +3 Psionic combat mode
14 +10/+5 +8 +4 +4 Bonus feat
15 +11/+6/+1 +9 +5 +4 Psionic combat mode
16 +12/+7/+2 +9 +5 +4
17 +12/+7/+2 +10 +5 +4 Bonus feat
18 +13/+8/+3 +10 +6 +5 4th Favoured Enemy
19 +14/+9/+4 +11 +6 +5 Psionic combat mode
20 +15/+10/+5 +11 +6 +5 Bonus feat


Table: Psi Ranger Powers

Power —————— Powers Discovered ——————
Level Pts/Day 0 1 2 3 4 5 6
----- ------- - - - - - - -

1 2 2 — — — — — —
2 3 3 — — — — — —
3 4 3 1 — — — — —
4 5 3 2 — — — — —
5 8 3 3 1 — — — —
6 11 3+d 3+d 2 — — — —
7 16 3+d 3+d 2+d 1 — — —
8 21 3+d 3+d 3+d 1 — — —
9 26 3+d 3+d 3+d 2 — — —
10 33 3+d 3+d 3+d 2+d 1 — —
11 40 3+d 3+d 3+d 3+d 1 — —
12 47 3+d 3+d 3+d 3+d 2 — —
13 56 3+d 3+d 3+d 3+d 2+d 1 —
14 65 3+d 3+d 3+d 3+d 3+d 1 —
15 74 3+d 3+d 3+d 3+d 3+d 2 —
16 85 3+d 3+d 3+d 3+d 3+d 2+d 1
17 96 3+d 3+d 3+d 3+d 3+d 3+d 1
18 107 3+d 3+d 3+d 3+d 3+d 3+d 2
19 118 3+d 4+d 3+d 3+d 3+d 3+d 2
20 129 3+d 4+d 3+d 3+d 3+d 3+d 3

Power Points/Day: How many psionic power points the psi Ranger has access to each day. The psi Ranger possesses a maximum number of power points equal to the given number of power points per day plus any bonus power points per day.
“d”: A single extra power from the Psi Ranger’s chosen discipline. Which can only be from these three choices

Table: Disciplines and Associated Abilities

Associated
Discipline Ability Nickname
---------- ---------- --------
Psychometabolism Strength Egoist Ranger
Psychoportation Dexterity Nomad Ranger
Clairsentience Wisdom Seer Ranger


Table: Psi Ranger Bonus Power Points

Ability — Bonus Power Points (by Psi Ranger Level) —
Score 6-7 8–9 10–11 12–13 14–15 16–17 18–19 20
------- --- --- ---- ----- ----- ----- ----- ---

1–9 —-— Can’t manifest powers with this key ability ——
10–11 — — — — — — — —
12–13 1 — — — — — — —
14–15 1 2 — — — — — —
16–17 1 2 4 — — — — —
18–19 1 2 4 6 — — — —
20–21 2 2 4 6 8 — — —
22–23 2 4 4 6 8 10 — —
24–25 2 4 6 6 8 10 12 —
26–27 2 4 6 8 8 10 12 14
28–29 4 4 6 8 10 10 12 14
30–31 4 6 6 8 10 12 12 14
32–33 4 6 8 8 10 12 14 14
34–35 4 6 8 10 10 12 14 16
36–37 6 6 8 10 12 12 14 16
38–39 6 8 8 10 12 14 14 16
40–41 6 8 10 10 12 14 16 16
etc. . . .


Powers: A Psi Ranger manifests psionic powers. A Psi Ranger begins play knowing two 0-level powers (talents). At each level, the Psi Ranger discovers one or more powers, as indicated on Table: Psi Ranger Powers. These powers are chosen from the Psi Ranger power list.

To manifest a power within a particular discipline, a Psi Ranger must have a key ability score of at least 10 + the power’s level. (Psionic attack and defense modes are exempt from this restriction and do not possess levels). The DC for saving throws to resist a Psi Ranger’s powers is 1d20 + the power’s level + the Psi Ranger’s key ability modifier. The 1d20 roll is made by the attacking Psi Ranger when the power is manifested. (Psionic attack and defense modes add a special modifier instead.)

Certain powers can be enhanced as they are manifested, at the cost of additional power points.

Note: A Psi Ranger may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement.

Power Points: A Psi Ranger can manifest a certain number of 1st-level and higher powers per day based on his or her available power points. Psi Rangers do not gain bonus power points for exceptional ability scores. Special rules govern the manifestation of 0-level powers and psionic combat modes.

0-level Powers: Also called talents, 0-level powers have a special power point cost. A Psi Ranger can manifest any talent he or she knows for free a number of times per day equal to his or her level +2. After exhausting his or her daily allotment, the Psi Ranger must pay 1 power point per manifestation of a 0-level power for the rest of the day.

Psionic Combat Modes: At 1st level, a Psi Ranger can choose to learn two of the ten psionic combat modes. At succeeding levels, he or she can learn one additional psionic combat mode according to the schedule shown on Table: The Psi Ranger.



When wearing light armor or no armor, a psi ranger can fight with two weapons as if he or she had the feats Ambidexterity and Two-Weapon Fighting. The psi ranger loses this special bonus when fighting in medium or heavy armor, or when using a double-headed weapon (such as a double sword).

Track: A psi ranger gains Track as a bonus feat

Favored Enemy: At 1st level, a psi ranger may select a type of creature as a favored enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits.
At 6th level and at every six levels thereafter (12th, 18th), the psi ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1.




Table: Psi Ranger Favored Enemies
Type
• Aberrations
• Animals
• Beasts
• Constructs
• Dragons
• Elementals
• Fey
• Giants
• Humanoid type
• Magical beasts
• Oozes
• Outsider type
• Plants
• Shapechangers
• Undead
• Vermin
* Psi Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider. A psi ranger can only select his own race as a favored enemy if he is evil.

Psicrystal: A psion can encode a psicrystal. Doing so takes a day and requires materials that cost 100 gp (the gem used as the basis for the psicrystal represents at least 50% of the total cost). A psicrystal is a psionically charged crystalline stone no more than 1 inch in diameter. It carries a fragment personality seeded from the psion’s own mind, with which the psion can empathically interact and from which he or she can derive benefits. A psion may possess no more than one psicrystal at any one time.

The psion chooses the type of psicrystal he or she gets. As the psion increases in level, his or her psicrystal also increases in utility, as shown on Table: Psicrystal Special Abilities.

If the psicrystal is destroyed the psion must attempt a Fortitude save (DC 15). If the saving throw fails, the psion loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a psion’s experience can never go below 0 as the result of a psicrystal’s destruction. A destroyed psicrystal cannot be replaced for six months.

Psicrystals

A psicrystal grants a special ability to its psion owner depending on the fragment personality seeded in the stone. Physically, psicrystals have AC 13, hardness 8, and 20 hit points. Psicrystals “regenerate” their crystal matrix at rate of 2d4 hit points per day if damaged. If a psicrystal is brought to 0 hit points, it is destroyed.

Table: Psicrystals

Psicrystal
Personality Special
----------- -------

Artiste Owner gains +2 bonus on Craft checks.
Bully Owner gains +2 bonus on Intimidate checks.
Coward Owner gains +2 bonus on Hide checks.
Friendly Owner gains +2 bonus on Diplomacy checks.
Hero Owner gains +2 bonus on Fortitude saves.
Liar Owner gains +2 bonus on Bluff checks.
Meticulous Owner gains +2 bonus on Search checks.
Observant Owner gains +2 bonus on Spot checks.
Poised Owner gains +2 bonus on Balance checks.
Resolve Owner gains +2 bonus on Will checks.
Sage Owner gains +2 bonus on any one knowledge skill he or she
already knows; once chosen, this does not vary.
Singleminded Owner gains +1 bonus on Concentration checks.
Sneak Owner gains +2 bonus on Move Silently checks.
Sympathetic Owner gains +2 bonus on Sense Motive checks.

Psicrystal Personality Descriptions: All psicrystals have distinct personalities.

Psicrystal Ability Descriptions: All psicrystals have special abilities that depend on the level of the owner. These abilities are cumulative.

Table: Psicrystal Special Abilities

Psion Psicrystal
Level Intelligence Special
----- ------------ -------

1–2 6 Sighted, empathic link
3–4 7 Telepathic link
5–6 8 Self-propulsion
7–8 9 Speak with other creatures
9–10 10
1–12 11 Power resistance
13–14 12 Sight link
15–16 13 Channel power
17–18 14
19–20 15

Intelligence: The psicrystal’s Intelligence score. Psi¬crystals are smart, but their personality trait colors all empathic, telepathic, or verbal interaction.

Sighted: A psicrystal can sense its environment as well as a sighted, hearing creature can. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. The psicrystal’s sighted range is 40 feet.

Empathic Link: The psion has an empathic link with his or her psicrystal to a distance of up to one mile. Psions cannot see using the psicrystal’s sighted ability, but they can communicate empathetically. The empathic link between a psicrystal and its owner limits communication to strong feelings, so misunderstandings are always possible.

Telepathic Link: The psion has a telepathic link with his or her psicrystal to a distance of up to one mile. Psions cannot see using the psicrystal’s sighted ability, but they can communicate telepathically. The telepathic link allows actual communication. Psicrystals know all the languages their psion owners know.

Self-Propulsion: If the psion pays the cost of 1 power point, his or her psicrystal forms spidery, ectoplasmic legs for a day. The legs grant the psicrystal a speed of 30 feet. The psicrystal can climb walls and ceilings with its legs at a speed of 20 feet. The legs fade to nothingness when their duration expires, or if the psicrystal takes 1 or more points of damage that penetrate its hardness.

Speak with Other Creatures: The psicrystal can communicate mentally with its owner, other creatures, or psicrystals within 60 feet, using any language known to its psion owner (other creatures must speak aloud to return communication, except for the owner and other psicrystals).

Power Resistance: The psicrystal’s power resistance (PR) equals the psion owner’s level plus 5. To affect the psicrystal with a power, an enemy manifester must make a manifester check (1d20 + enemy’s manifester level) at least equal to the psicrystal’s power resistance. The psicrystal’s spell resistance (SR) equals its power resistance.

Sight Link: Once per day, the psicrystal’s owner can see what the crystal sees for a period of 1 hour, as long as the psion and the crystal are not separated by more than one mile.

Channel Power: The psion can manifest powers through the psicrystal to a distance of up to one mile. The psicrystal is treated as the power’s originator, and all ranges are calculated from that location. When channeling a power through his psicrystal, the psion manifests the power by paying its cost. The psion is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable.

TomBoniface
2006-01-20, 11:21 AM
Doen't seem any less balanced than the other Psi Classes.