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ghost_warlock
2009-06-30, 03:18 AM
Hey, all, I've been playing around with developing a psionic class to fill the role of the druid for a homebrew campaign setting. In the setting, there is no arcane or divine magic but I'd still like there to be a nature-themed class with abilities somewhat similar to the druid's (though not as game-breaking).

This is what I've come up with, please give me some feedback. :smallsmile:

PRIMAL SAVANT
The natural world is abuzz with latent psionic energy, says the primal savant. By studying and deeply contemplating nature, one can learn secrets and power unknown to others. Where the psion gains power through discipline and self-reflection, and the wilder seeks to harness raw emotion to fuel her psionic power, the primal savant looks to the natural world for inspiration and delves deep into the ancient parts of his mind. Members of other psionic classes consider these realms of the mind to be far ‘too primitive’ to harbor psionic potential, but the primal savant knows better. As he gathers more knowledge, he can learn to harness the psionic power hidden away there to smite his enemies, augment his form, heal himself and his friends, and sustain his own life effortlessly.

Like many others, primal savants recognize that knowledge is power – particularly, for them, knowledge of the natural world and the various creatures and other forms of life that inhabit the world. To a primal savant, the wonders of the natural world never cease and the various solutions that life finds to overcome problems are an inspiration. Even a raging forest fire has a life of its own that he can study and learn to control and emulate. As he becomes more powerful, a primal savant can learn to make the strengths of the natural world his own, to use them how he will. The natural world is neither good nor evil and bears no allegiance to any race or nation, primal savants recognize. As such, most primal savants tend towards neutrality but representatives of all alignments number among them.

Primal savants manifest psionic powers in much the same way as psions, wilders, and other psionic classes, learning an increasingly potent array of powers and abilities. Though the things he observes in nature inspire his abilities, the power to fuel them comes from within. He is bound by no oaths and can do with his powers as he chooses. Like most psionic characters, primal savants tend to get along well with other self-motivated individuals, regardless of race or occupation, though they tend to prefer the company of others who respect, revere, or find inspiration in the natural world. The destruction of natural habitats are seen as a tragic loss by many primal savants, while others hold to the maxim of ‘only the strong survive.’

GAME RULE INFORMATION
Primal savants have the following game statistics.
Abilities: Intelligence determines how powerful a power a primal savant can manifest, how many powers he can manifest, and how hard those powers are to resist. Wisdom is also important to a primal savant, since many of his class skills are based on this ability. A high Constitution score, or other physical ability scores, are also useful for primal savants who support their allies in melee combat.
Alignment: Any.
Hit Die: d6.

Class Skills
The primal savant’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature), Knowledge (psionics), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier (x4 at 1st level).

Class Features
All of the following are class features of the primal savant.
Weapon and Armor Proficiency: Primal savants are proficient with all simple weapons and with light armor. They are not proficient with any type of shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day: A primal savant’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on table X-1: The Primal Savant. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Power Points in the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A primal savant beings play knowing two powers of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.
Choose the powers from the primal savant power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge, found on pages 46 and 34 of the Expanded Psionics Handbook, do allow a primal savant to learn powers from the lists of other classes.) A primal savant can manifest any power that has a power point cost equal or lower than his manifester level.
The total number of powers a primal savant can manifest in a day is limited only by his daily power points. In other words, a 9th-level primal savant (with a total of 72 power points) could manifest a power costing 1 power point seventy-two times in one day, or a power costing 9 power points eight times in one day, or any combination of power point costs that does not exceed 72 power points in total.
A primal savant simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against primal savant powers is 10 + the power’s level + the primal savant’s Intelligence modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Intelligence modifier.
Maximum Power Level Known: A primal savant begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers – for example, a 3rd-level primal savant can learn powers of 2nd level or lower, a 5th-level primal savant can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a primal savant must have an Intelligence score of at least 10 + the power’s level. For example, a primal savant with a 16 Intelligence can manifest powers of 6th level or lower.
Claws of the Beast: Through their developing connection with the primitive portions of their mind, all primal savants learn a minor shapeshifting trick that allows them to unleash primal fury upon their enemies. At 1st level, a primal savant adds the claws of the beast power to his list of powers known.
Track: At 1st level, a primal savant gains the Track feat as a bonus feat.
Beast Telempathy (Su): At 2nd level, a primal savant learns how to reach out with his mind to alter the mood of an animal. Using this ability costs 1 power point and functions like the power telempathic projection, except that the target must be a creature of the animal type. A primal savant with a manifester level of 5 or more can, instead, expend 5 power points to affect a creature of the magical beast type, so long as the target creature has an Intelligence score of 1 or 2.
Wild Step (Su): So long as he maintains his psionic focus, a primal savant of 3rd level and higher may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. Additionally, so long as he maintains his psionic focus, he leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Beast Speech (Su): At 6th level, a primal savant unlocks the language of animals, allowing him to communicate with them. This ability costs 3 power points, lasts one minute per manifester level per use, and otherwise functions as the spell speak with animals.
Shapeshift (Su): Starting at 5th level, you can shapeshift into powerful nature-oriented forms. Your first form is that of the hungry predator. As you advance in the primal savant class, you gain access to more powerful forms, which require a larger expenditure of power points to assume. Each time you use this shapeshift, you can choose which of your available forms you wish to assume. As your manifester level increases, you may spend additional power points, in a manner similar to augmenting a psionic power, to gain access to additional abilities chosen from among those a form would normally have access to. Like manifesting a power, the number of power points you may spend when using shapeshift is limited by your manifester level.
Shapeshift functions in most ways like a power, and can thus be affected by metapsionic feats that are applicable to powers with similar durations (1 minute per manifester level), range (personal), and target (you). A primal savant with the Overchannel feat or wild surge class feature may use those abilities normally when shapeshifting, taking damage or risking enervation for doing so. Shapeshift forms are considered individual powers for these effects, their base cost determining the effective level of power (so hungry predator, cost 5, would be considerd a 3rd level power while the Behemoth, cost 17, would be considered a 9th level power). You may not share shapeshift with your psicrystal like you could other applicable powers, however (see below).
It requires a move action to shapeshift and you must expend power points to assume a given form. There is no daily limit to the number of times you may shapeshift using this ability, other than your daily number of power points. However, each use of shapeshift has a maximum duration equal to your manifester level, after which you resume your normal form. By expending the appropriate number of power points, you can use shapeshift to assume a different form available to you or renew the duration of your current shapeshift.
You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score.
You keep all extraordinary, supernatural, spell-like and psi-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.
All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can't cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while shape shifted. You retain the ability to manifest psionic powers, however.
You may only shapeshift while your mind inhabits your own body and while you inhabit your base form or another shapeshift form (for instance, you can't be metamorphed or polymorphed). If you are polymorphed or manifest metamorphosis while in a shapeshifted form, the duration of shapeshift immediately ends. However, you may still manifest your claws of the beast power while shapeshifted. In this case, you must choose on a round-by-round basis if you want to attack with your shapeshifted form's natural attack(s) or your claws of the beast attack(s).
Your psicrystal also merges with your new form (automatically teleporting back to you if not on your person when you shapeshift) and loses its self-propulsion ability as well as any other abilities dependent upon self-propulsion (improved evasion, deliver touch powers, flight, sight link, and channel power). It otherwise retains its other abilities and properties except as noted here. While merged, your psicrystal cannot normally be targetted by any attack or effect caused by another creature (however, see below). You retain the ability to target your psicrystal with your own powers if you choose to do so, however, though it remains melded and cannot be seperated from you for the duration of shapeshift. Any healing done to you while shapeshifted heals your psicrystal of an equal amount even if the abilty would not normally affect creatures of the construct type. While merged, your psicrystal retains its own senses and continues to provide you with the benefit of its Alertness feat and its personality bonus.
Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtype, regardless of the nature of the form assumed. You don't gain any special attacks or qualities while shapeshifted except as described below.
When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons). Each time you assume a form, you may designate the natural attacks it grants as either a bite, claw, or slam attack. These natural weapons are treated as magic weapons for the purpose of overcoming damage reduction but provide no enhancement bonus to attack or damage rolls (though you may manifest metaphysical claw to provide them with one if you know that power). The damage dice given are for Medium primal savants; smaller or larger primal savants should adjust those values according to the table on page 28 of the Dungeon Master's Guide.
Each time you assume a form, you choose its special abilities or qualities based on the menus that form grants access to and the number of abilities from each menu the form specifies. Menu D abilities are the most powerful while Menu A abilities are the least powerful. If you decide to do so, you may choose abilities from less powerful menus than those a form normally gains access to, but you may not choose abilities from more powerful menus. For example, an 11th-level primal savant assuming the top of the food chain form may choose a Menu A ability in place of one of its Menu B or Menu C abilities, but he may not choose Menu C abilities when assuming the ferocious slayer form. All abilities gained from the shapeshift menus are considered extraordinary unless a bonus feat gained from shapeshift says otherwise in its description.
By spending additional power points when assuming a form, you may gain extra abilities from any menu that form normally grants or from less powerful menus. An additional Menu A ability costs 1 power point. An additional Menu B ability costs 2 power points. Additional Menu C abilities cost 4 power points each and additional Menu D abilities cost 8 power points each.
Unless otherwise noted, you do not need to meet the prerequisites for bonus feats granted by shapeshift forms. You lose any ability (including bonus feats) gained from shapeshift when the duration of the shapeshift expires or ends prematurely. Bonus feats or other special abilities gained while shapeshifted may not be used to meet the prerequisites for feats earned when you gain a new level, nor for entry into prestige classes except those that make a specific exception for feats and abilities gained while using wildshape or other similar abilities.
You cannot use shapeshift to assume to form of specific individuals, though you may otherwise freely assign the cosmetic appearance of your form.
If knocked unconscious or slain in shapeshifted form, you revert to your original form.
Hungry Predator: The form of the hungry predator has a base cost of 5 power points. While in this form, you gain a +4 enhancement bonus to Strength and your natural armor bonus impoves by 4 points. You have the reach of a long creature of your size (5 feet for Small or Medium character). You gain a primary natural attack that deals 1d6 points of damage. The hungry predator form grants you two abilities from Menu A.
Rampaging Beast: Gained at 7th level, the base cost of the rampaging beast form is 7 power points. While in this form, you gain a +6 enhancement bonus to Strength and your natural armor bonus improves by 6 points. Each time you assume this form, choose one of Fortitude, Reflex, or Will. For the duration of the shapeshift, you gain a +2 enhancement bonus on all saves of that type. You gain a primary natural attack that deals 1d6 points of damage. Your reach in this form is that of a long creature of your size (5 ft. for Small or Medium characters). The rampaging beast form grants access to one ability from Menu A and one ability from Menu B.
Ferocious Slayer: At 9th level you gain access to the form of the ferocious slayer at a base cost of 9 power points. While in this form, you gain a +8 enhancement bonus to Strength and your natural armor bonus improves by 8. Each time you assume this form, choose one of Fortitude, Reflex, or Will. For the duration of the shapeshift, you gain a +4 enhancement bonus on all saves of that type. This form provides you with two primary natural attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a long creature of that size. The ferocious slayer form provides you with two abilities from Menu B.
Top of the Food Chain: Gained at 11th level, this form has a base cost of 11 power points. While in this form you gain a +10 enhancement bonus to Strength and your natural armor bonus improves by 10. Each time you assume this form, choose two of Fortitude, Reflex, or Will. For the duration of the shapeshift, you gain a +4 enhancement bonus on all saves of those types. This form provides you with two primary natural attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a long creature of that size (5 feet for Medium or Large). The top of the food chain form provides you with one ability from Menu B and one ability from Menu C.
Natural Horror: At 13th level, you gain access to the natural horror form, with a base cost of 13 power points. This form grants a +12 enhancement bonus to Strength and improves your natural armor bonus by 12. Each time you assume this form, choose two of Fortitude, Reflex, or Will. For the duration of the shapeshift, you gain a +4 enhancement bonus on all saves of those types. This form provides you with two primary natural attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of that size (5 feet for Medium, 10 feet for Large). The natural horror form grants two abilities from Menu C.
Wrath of Nature: You gain access to the wrath of nature form upon reaching 15th level. The base cost of this form is 15 power points. While in this form, you gain a +14 enhancement bonus to Strength and your natural armor bonus improves by 14. Each time you assume this form, choose two of Fortitude, Reflex, or Will. For the duration of the shapeshift, you gain a +4 enhancement bonus on all saves of those types. This form provides you with two primary natural attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal) and you have the reach of a tall creature of that size (10 feet for Large, 15 feet for Huge). The wrath of nature form provides you with one ability from Menu C and one ability from Menu D.
The Behemoth: Your final shapeshift form, you gain access to the form of the Behemoth at 17th level. The base cost for this form is 17 power points. While in this form, you gain a +16 enhancement bonus to Strength, a +4 enhacement bonus on all saving throws, and your natural armor bonus improves by 16. This form provides you with two primary natural attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal) and you have the reach of a tall creature of that size (10 feet for Large, 15 feet for Huge). The wrath of nature form provides you with two abilities from Menu D.
Plant Speech (Su): At 8th level, a primal savant becomes capable of communicating with plants. This ability costs 5 power points, lasts one minute per manifester level per use, and otherwise functions as the spell speak with plants.
Sustenance (Ex): After attaining 10th level, a primal savant never needs to eat or drink again, and instead relies entirely on his own psionic metabolism to provide optimum nutrition and hydration.
Purity (Ex): At 12th level, a primal savant gains immunity to poisons of all kinds and immunity to non-magical diseases.
Autochronicity (Ex): After attaining 16th level, a primal savant no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.

X-1: The Primal Savant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|PP/Day|Powers Known|Max Power Level

1st|
+0|
+0|
+0|
+2|Claws of the Beast, Track|2|2|1st

2nd|
+1|
+0|
+0|
+3|Beast Telempathy|6|3|1st

3rd|
+2|
+1|
+1|
+3|Wild Step|11|4|2nd

4th|
+3|
+1|
+1|
+4|-|17|5|2nd

5th|
+3|
+1|
+1|
+4|Shapeshift (Hungry Predator)|25|6|3rd

6th|
+4|
+2|
+2|
+5|Beast Speech|35|7|3rd

7th|
+5|
+2|
+2|
+5|Shapeshift (Rampaging Beast)|46|8|4th

8th|
+6|
+2|
+2|
+6|Plant Speech|58|9|4th

9th|
+6|
+3|
+3|
+6|Shapeshift (Ferocious Slayer)|72|10|5th

10th|
+7|
+3|
+3|
+7|Sustenance|88|11|5th

11th|
+8|
+3|
+3|
+7|Shapeshift (Top of the Food Chain)|106|12|6th

12th|
+9|
+4|
+4|
+8|Purity|126|13|6th

13th|
+9|
+4|
+4|
+8|Shapeshift (Natural Horror)|147|14|7th

14th|
+10|
+4|
+4|
+9|-|170|15|7th

15th|
+11|
+5|
+5|
+9|Shapeshift (Wrath of Nature)|195|16|8th

16th|
+12|
+5|
+5|
+10|Autochronicity|221|17|8th

17th|
+12|
+5|
+5|
+10|Shapeshift (The Behemoth)|250|18|9th

18th|
+13|
+6|
+6|
+11|-|280|19|9th

19th|
+14|
+6|
+6|
+11|-|311|20|9th

20th|
+15|
+6|
+6|
+12|-|343|21|9th[/table]

Shapeshift Form Overview
{table=head]Form|Base Cost|+Str/Armor|Saves|Natural Attack|Size/Orient|Abilities

Hungry Predator|
5|
4|
-|
1x 1d6|norm/long|2A

Rampaging Beast|
7|
6|
2/0/0|
1x 1d6|norm/long|1A,1B

Ferocious Slayer|
9|
8|
4/0/0|
2x 1d8|+1/long|2B

Top of the Food Chain|
11|
10|
4/4/0|
2x 1d8|+1/long|1B,1C

Natural Horror|
13|
12|
4/4/0|
2x 1d8|+1/tall|2C

Wrath of Nature|
15|
14|
4/4/0|
2x 2d6|+2/tall|1C, 1D

The Behemoth|
17|
16|
4/4/4|
2x 2d6|+2/tall|2D[/table]

Shapeshift Form Ability Menus
Menu A:
Bonus Feat: Choose one of the following: Cleave, Earth Sense (Races of Stone, p. 138), Flyby Attack (requires fly speed), Improved Bull Rush, Improved Natural Attack (bite, claw, or slam), Mobility, Power Attack. You may choose this ability more than once, gaining a different feat each time.
Celerity: Gain a +20-ft. enhancement bonus to your land speed.
Climb: Gain a climb speed equal to 1/2 your base land speed.
Low-Light Vision: Gain Low-Light Vision. You may choose this ability up to two times, gaining Superior Low-Light Vision by doing so.
Resistance: Choose one of the following energy types: acid, cold, electricity, fire, or sonic. Gain resistance 5 to that energy type. You can choose this ability up to three times, gaining a different resistance each time.
Swim: Gain a swim speed equal to your base land speed.

Menu B:
Bonus Feat: Choose one of the following: Great Cleave, Hover (requires fly speed), Improved Critical (applies to all natural attacks), Improved Flyby Attack (requires fly speed), Improved Grapple, Improved Overrun, Improved Trip, Multiattack, Spring Attack, or Wingover (requires fly speed). You may choose this ability more than once, gaining a different feat each time.
Burrow: Gain a burrow speed equal to your base land speed.
Darkvision: Gain darkvision out to 30 feet or increase the range or your existing darkvision by 30 feet. You may choose this ability up to four times, gaining a maximum of 120-ft. darkvison.
Extra Attack: Your shapeshift form grants two natural attacks instead of one when you make a full attack. If your shapeshift form already grants two attacks, you gain three natural attacks instead of two when making a full attack. Your attacks are otherwise unchanged.
Improved Grab: To use this ability, you must hit with a natural attack. You can use this ability only if the target is at least one size smaller than yourself.
Fly: You gain a fly speed of 40 feet (good maneuverability).
Poison: If you hit with a melee attack, the target must make an initial Fortitude save (DC 10 + 1/2 your manifester level + your Int modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.
Pounce: If you charge a foe, you can make a full attack.
Improved Resistance: As the Menu A ability, but the grants resistance 15. You can choose this ability up to three times, gaining a different resistance each time.
Scent: You gain the scent ability.
Water Breathing: Gain the ability to breathe water as well as air.

Menu C:
Blindsense: Gain blindsense out to 20 ft.
Bonus Feat: Choose one of the following: Awesome Blow, Improved Multiattack, Snatch, or Whirlwind Attack. You may choose this ability more than once, gaining a different feat each time.
Constrict: (requires Improved Grab) On a successful grapple check, you deal damage equal to your natural attack damage.
Damage Reduction: Choose one of the following: bludgeoning, slashing, or piercing. Gain damage reduction 5 that is bypassed by that type of damage.
Energy: Your physical attacks are wreathed in an energy type of your choice (acid, cold, electricity, or fire), dealing an extra 1d4 points of energy damage.
Minor Fast Healing: Gain fast healing 2.
Fortification: You gain 25% chance to avoid extra damage from critical hits. You can choose this ability up to three times, stacking the chance to avoid extra damage from a critical hit to a maximum of 75%.
Greater Celerity: Gain a +20-ft enhancement bonus to all movement speeds you possess.
Greater Resistance: Choose two of the following energy types: acid, cold, electricity, fire, or sonic. Gain resistance 20 to those energy types. You can choose this ability up to two times, gaining different resistances each time.
Trample: As a standard action your turn each round, you can literally run over an opponent at least one size smaller than yourself. You merely have to move over the opponent to deal bludgeoning damage equal to 1d8 + your Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 your manifester level + your Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

Menu D:
Blindsight: Gain blindsight out to 30 ft.
Breathless: You don't need to breathe.
Energy Immunity: Choose one of the following energy types: acid, cold, electricity, fire, or sonic. Gain immunity to that energy type. You can choose this ability up to three times, gaining a different immunity each time.
Extreme Damage Reduction: Gain DR 5/-. You can choose this ability up to two times, stacking to a maximum of DR 10/-.
Fast Healing: Gain fast healing 5.
Heavy Fortification: Gain immunity to extra damage from critical hits.
True Resistance: Gain resistance 30 to acid, cold, electricity, fire, and sonic damage.
Rend: If you hit the same opponent with two claw attacks in the same round you can rend that foe, dealing extra damage equal to 2d6 + 1-1/2 your Strength modifier.

Primal Savant Power List
1st-Level Primal Savant Powers
Adrenaline Boost
Burst
Catfall
Control Flames
Detect Psionics
Endure Elements, Psionic
Energy Arc
Know Direction and Location
Matter Agitation
Metaphysical Claw
Minor Creation, Psionic
Precognition, Defensive
Precognition, Offensive
Prescience, Offensive
Prevenom
Primal Fear
Slow Breathing
Soothe*
Stone Mind
Synesthete
Thicken Skin
Vigor

2nd-Level Primal Savant Powers
Animal Affinity
Biofeedback
Body Equilibrium
Chameleon
Control Air
Damp Power
Detect Hostile Intent
Earth Walk
Embrace the Wild, Psionic*
Entangle, Psionic*
Empathic Transfer
Energy Adaptation, Specified
Energy Emanation
Energy Push
Psionic Lion’s Charge
Psionic Repair Damage
Psionic Scent
Share Pain
Sustenance
Wood Shape, Psionic*
Zone of Alertness

3rd-Level Primal Savant Powers
Body Adjustment
Body Purification
Breathless
Crisis of Breath
Darkvision, Psionic
Duodimensional Claw
Empathic Transfer, Hostile
Energy Bolt
Energy Burst
Energy Wall
Exhalation of the Black Dragon
Exhalation of the Bronze Dragon
Heavy Earth
Hustle
Share Pain, Forced
Touchsight
Ubiquitous Vision

4th-Level Primal Savant Powers
Aura Sight
Claw of Energy
Dimensional Anchor, Psionic
Dismissal, Psionic
Divination, Psionic
Empathic Feedback
Energy Adaptation
Fabricate, Psionic
Freedom of Movement, Psionic
Immovability
Intellect Fortress
Metamorphosis
Psychic Reformation
Spike Growth, Psionic*
Steadfast Perception
Truevenom

5th-Level Primal Savant Powers
Adapt Body
Cranial Deluge
Ectoplasmic Shambler
Energy Manipulation
Fiery Discorporation
Incarnate
Major Creation, Psionic
Oak Body
Plane Shift, Psionic
Power Resistance
Psionic Revivify
Psychofeedback
Restore Extremity, Psionic
Tower of Iron Will
True Seeing, Psionic

6th-Level Primal Savant Powers
Aura Alteration
Banishment, Psionic
Breath of the Black Dragon
Commune with Nature, Psionic*
Energy Nullification Field
Fabricate, Greater Psionic
Fuse Flesh
Ironwood, Psionic*
Lifeburst*
Mind Over Energy
Rage of the Remorhaz
Restoration, Psionic
Suspend Life

7th-Level Primal Savant Powers
Animate Plants, Psionic
Control Weather, Psionic*
Crisis of Life
Energy Claw
Energy Conversion
Energy Wave
Eyes of the Basilisk
Fission
Phase Door, Psionic

8th-Level Primal Savant Powers
Astral Seed
Fusion
Iron Body, Psionic
Master Earth, Psionic*
Matter Manipulation
Mind Blank, Psionic
Spirit of War
True Metabolism

9th-Level Primal Savant Powers
Affinity Field
Earthquake, Psionic
Metamorphosis, Greater
Timeless Body
Tornado Blast
True Creation

*Homebrew psionic power. Details in the following post.
Note: Soothe and Lifeburst are meant to compensate for the lack of divine healing in the campaign setting this class was initially intended for; availability in other settings is (like everything) subject to DM's discretion.

ghost_warlock
2009-06-30, 03:35 PM
Homebrew Primal Savant Powers
Commune with Nature, Psionic
Clairsentience
Level: Primal Savant 6
Display: Mental
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 11

You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

Control Weather, Psionic
Psychokinesis
Level: Primal Savant 7
Display: Auditory, olfactory, and visual
Manifesting Time: 10 minutes; see text
Range: 2 miles
Area: 2-mile-radius circle, centered on you; see text
Duration: 4d12 hours; see text
Saving Throw: None
Power Resistance: No
Power Points: 13

You change the weather in the local area. It takes 10 minutes to manifest the power and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.

{table=head]Season|Possible Weather
Spring|Tornado, thunderstorm, sleet storm, or hot weather
Summer|Torrential rain, heat wave, or hailstorm
Autumn|Hot or cold weather, fog, or sleet
Winter|Frigid cold, blizzard, or thaw
Late winter|Hurricane-force winds or early spring (coastal area) [/table]

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

Embrace the Wild, Psionic
Psychometabolism
Level: Primal Savant 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 3

As the spell (Spell Compendium, 79), except as noted above.

Entangle, Psionic
Psychokinesis
Level: Primal Savant 2
Display: Mental
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 30-ft.-radius spread
Duration: Concentration + 2 levels
Saving Throw: Reflex partial; see text
Power Resistance: No
Power Points: 3

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Note: The effects of the power may be altered somewhat, based on the nature of the entangling plants.

Ironwood, Psionic
Metacreativity
Level: Primal Savant 6
Display: Material
Manifesting Time: 1 minute/lb. created
Range: 0 ft.
Effect: An ironwood object weighing up to 5 lb./level
Duration: One day/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 11

Ironwood is a psionic substance created by primal savants from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Powers that affect metal or iron do not function on ironwood. Powers that affect wood do affect ironwood, although ironwood does not burn. Using this power with psionic wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.

Further, if you make only half as much ironwood as the power would normally allow, any weapon, shield, or suit of armor so created is treated as a psionic item with a +1 enhancement bonus.

Lifeburst
Psychometabolism (Healing)
Level: Egoist 6, Primal Savant 6
Display: Material and visual
Manifesting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless) or Will half
Power Resistance: Yes
Power Points: 11

With an explosive burst of light, you cause a surge of ectoplasmic growth in the target, healing wounds and curing afflictions.
Lifeburst enables you to cause a rapid surge of growth in a living creature’s natural ectoplasm to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. In addition, this power cures 110 damage. This power deals damage to undead creatures instead of healing them.
This power may be augmented in one or both of the following ways:
1. For every additional power point you spend, you cure an additional 10 points of damage or deal an additional 10 points of damage to an undead creature.
2. For an additional 4 power points, you may augment this power to affect all creatures within 20 feet.

Master Earth, Psionic
Psychoportation
Level: Primal Savant 8
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 15

As the spell (Spell Compendium, 139), except as noted above.

Soothe
Psychometabolism (Healing)
Level: Egoist 1, Primal Savant 1
Display: Material
Manifesting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless) or Will half
Power Resistance: Yes
Power Points: 1

By stimulating the natural ectoplasm found within all living things, the manifester heals the target’s wounds.
When manifested, this power heals 5 hit points of damage to the target. Since the bodies of corporeal undead are composed of the same materials as living creatures, this power can be used on such creatures as well, although it has the opposite effect and injures them instead of repairing damage.
This power may be augmented in any or all of the following ways:
1. For every additional power point you spend, you can cure 5 more points or damage or deal 5 more points of damage to an undead target.
2. For an additional 2 power points, you may affect a creature at a range of Close (25 ft. + 5 ft./2 levels) instead of Touch.
3. For an additional 6 power points, you may manifest this power as a swift action. Doing so counts against your normal limit of one quickened power per round.
4. For an additional 8 power points, you may affect every creature within 20 feet.

Spike Growth, Psionic
Metacreativity
Level: Primal Savant 4
Display: Visual and material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Power Resistance: Yes
Power Points: 7

Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.

In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this power must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives magical healing (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the power's save DC.

Psionic spike growth can’t be disabled with the Disable Device skill.

Note: Magic traps such as psionic spike growth are hard to detect. A rogue (only) can use the Search skill to find a psionic spike growth. The DC is 25 + spell level, or DC 29 for psionic spike growth.

Wood Shape, Psionic
Metacreativity
Level: Primal Savant 2
Diplay: Material
Manifesting Time: 1 standard action
Range: Touch
Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: 3

Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.

PairO'Dice Lost
2009-06-30, 09:42 PM
So, any ideas for spicing things up without making it obviously outclass the competitors (primarily the ardent, psion, & wilder in this case)?

The problem is all the dead levels. Yes, the psion has dead levels too--but he gets bonus feats instead of minor druid class features or spell-like/psi-like abilities, and both the psion and this class would want to PrC out as soon as they could.

What you need is more flavorful abilities--more flavorful, as in fewer dead levels, and more flavorful as in more than "as the spell" abilities.

Some suggestions:

--An ability to automatically detect the minds of nearby creatures with Int 1 or 2.

--The ability to channel powers through nearby animals (kind of like the arcane heirophant).

--A companion creature resembling a cross between an animal companion and a psicrystal.

--The ability to let his powers ignore plants in the area (and possibly to trace line of effect through plants).

--An ability to learn certain druid spells as powers.

--A wild-shape-ish ability based on metamorphosis rather than polymorph (allowing wild shaping into plants very early on, etc.).

Pie Guy
2009-06-30, 10:14 PM
The Shapeshifting alternate class feature in Phb2.

ghost_warlock
2009-07-01, 01:26 AM
The problem is all the dead levels. Yes, the psion has dead levels too--but he gets bonus feats instead of minor druid class features or spell-like/psi-like abilities, and both the psion and this class would want to PrC out as soon as they could.

What you need is more flavorful abilities--more flavorful, as in fewer dead levels, and more flavorful as in more than "as the spell" abilities.
Yeah, most psionic classes tend to have several dead levels it seems. http://i194.photobucket.com/albums/z257/kerisrain/other/5979666e.png Well, the psion, ardent, and psychic warrior do. Wilder has abilities, but they tend towards 'same as last level +1' type-stuff. And I've never really been to thrilled with many of the PrCs WotC puts out so it's better, imo, to just have a decent class to stick with to 20th.


--An ability to automatically detect the minds of nearby creatures with Int 1 or 2.
Kind of like a variant form of the Earth Sense feat? Hm...


--The ability to channel powers through nearby animals (kind of like the arcane heirophant).

--The ability to let his powers ignore plants in the area (and possibly to trace line of effect through plants).
These are both very similar and somewhat circumstantial. I've never been fond those particular abilities of the arcane hierophant, just didn't really strike me as all that interesting/useful. But, YMMV.


--A companion creature resembling a cross between an animal companion and a psicrystal.
I was actually strongly considering giving Psicrystal Affinity as a 1st-level bonus feat. I wonder if something could be worked out to kind of merge the druidic 'bogun' thing with the psicrystal. Have it give the same basic utility as a psicrystal (including ability to take the Psicrystal Containment feat) but still being a bit different.

Edit: Also, the campaign setting the class is aimed for focuses a lot on crystals and crystalline creatures so the psicrystal would fit in well. Maybe have some class features that build off the psicrystal?


--An ability to learn certain druid spells as powers.
I like this concept a lot, which is why I worked it into the class already for the Beast Speech ability. :smallwink: It'd have to be limited to certain effects instead of a "learn a druid spell of your choice of X-level as a psionic power" or it could quickly break the class.


--A wild-shape-ish ability based on metamorphosis rather than polymorph (allowing wild shaping into plants very early on, etc.).
I really like this idea, but I think I'd like to restrict it to PHBII shapeshifter-type stuff to avoid the metagamed broken-ness of players flipping through Monster Manuals to find abilities to cheese out on.


The Shapeshifting alternate class feature in Phb2.
Maybe something like that, but I want to avoid giving it at 1st level to differentiate the class a bit more from druid and also because I think the benefits of the lowest-level shapeshift are a little too good for an @will 1st-level feature.

Edit2: I think the ideas I like best are the psicrystal bonus (maybe an ability or two that builds off of it) and a shapeshifting class feature. The idea I have is to base the shapeshifting somewhat off the druid variant, but instead of making it an @will ability or limiting the number of uses per day, make a few forms that each cost as certain number of power points to assume and can be augmented (both to preserve the psionics feel as well as preseve balance by avoiding 'freebies').

ghost_warlock
2009-07-01, 02:15 PM
Changes made! :smallsmile: What do you all think?

(Also, sorry for the double post. :smallredface:)

Added a section to the shapeshift description:
"Shapeshift functions in most ways like a power, and can thus be affected by metapsionic feats that are applicable to powers with similar durations (1 minute per manifester level), range (personal), and target (you). A primal savant with the Overchannel feat or wild surge class feature may use those abilities normally when shapeshifting, taking damage or risking enervation for doing so. Shapeshift forms are considered individual powers for these effects, their base cost determining the effective level of power (so hungry predator, cost 5, would be considerd a 3rd level power while the Behemoth, cost 17, would be considered a 9th level power). You may not share shapeshift with your psicrystal like you could other applicable powers, however (see below)."

PairO'Dice Lost
2009-07-02, 03:24 PM
Changes made! :smallsmile: What do you all think?

Much better. I like the shapeshift alterations; the class feels more solid in general.

ghost_warlock
2009-07-04, 12:56 AM
Much better. I like the shapeshift alterations; the class feels more solid in general.

Thanks. :smallsmile: So do we have any more suggestions, or should I just hit the 'print' button? :smallwink: