View Full Version : Advanced Critique: The Recondite PrC [3.5]

2009-10-17, 10:21 PM
-Image by cokolbe (http://clkolbe.deviantart.com/).

Strange things exist in the world, and it many believe it is the duty of the educated and logical to explore such oddities. But what if it is the scientist who is the source of the abnormalities?

Recondites are those who have harnessed the mental capacities of their mind until they encounter an epiphany, allowing the universe to unravel around them. Growing more and more unconnected with the world, recondite wield a mysterious power that seems to alter the fundamental foundations of the universe.

Requirements: To qualify to become an recondite, a character must fulfill all the following criteria.
Skill: Knowledge (psionics) 9 ranks
Special: Must have taken at least 1 engineer vocation.

Table: The Recondite{table=head]Level|BAB|Fort|Ref|Will|Special|

+2|Cerebral Phenomenon, Vocation, Wild Talent|

+3|Psionic Hole, Void Mind|


+4|Hostile Mind, Improvised Psionicist|

+4|Nullifying Resonance, Vocation|

Hit Die: d6
Class Skills: The recondite's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), and Use Psionic Device (Cha).
Skill Points at Each Additional Level: 4 + Int Modifier

Class Features
All the following are class features of the recondite prestige class.

Weapon and Armor Proficiency: Recondites gain no proficiency with any weapon or armor.

Cerebral Phenomenon (Su): At 1st level, a recondite's brilliant mind manifests strange energies that take the form of an ever-expanding 'chip' in the recondite's mind. This anomaly greatly enhances the mental energies of the recondite, granting him the Wild Talent feat. In addition, a recondite can convert some of his daily pool of innovation for a equal number of power points equal to twice his level as a swift action. These newly earned power points function as normal, and disappear whenever innovation is re-gained.

The cerebral phenomenon is strengthened as the recondite gains levels. At level 2, he receives Psionic Hole as a bonus feat, and at level 4, he receives Hostile Mind as a bonus feat. These bonus feats are received regardless of the recondite's ability scores, and can be taken despite a recondite being a psionic creature.

Innovation (Ex): The powers of a recondite are fueled by his abilities of invention, amplified to affect the world around him. A recondite receives innovation points in the amount listed on Table: The Recondite, plus his Intelligence modifier, on a daily basis. A recondite must rest uninterrupted for 8 hours to recharge this amount. A recondite's pool of innovation stacks with innovation gained through engineer levels.

Vocation (Su): Much like an engineer, a recondite gains vocations that represent his specialized abilities. At first level and every odd level after (3rd and 5th) a recondite chooses one vocation from either the recondite or the engineer vocation lists. Similar to feats, a recondite must meet all prerequisites before taking a vocation. Unless otherwise stated, a vocation can only be taken once. Unlike an engineer, the mental reveberations of a recondite are supernatural in nature, and are affected by spells like Antimagic Field (http://www.d20srd.org/srd/spells/antimagicField.htm) and other similar effects. Vocations that grant spell-like abilities use the recondite's Charisma modifier for determining save DC's.

Deviant Gravity
Prerequisite: -
Description: Normal physics seem to end around you and you are capable of altering the gravity around you. By spending 3 Innovation points, you can change the gravitational pull to heavy or light gravity (http://www.d20srd.org/srd/planes.htm#Gravity) within a 30 ft. radius centered on yourself for a number of rounds equal to your engineer level + your recondite level x 2. All creatures and free objects within the radius are affected. Ranged weapons are completely unaffected by this effect.

Dimensional Rift
Prerequisite: -
Description: Holes and portals start to form where ever you go, and you can create these rifts at a whim. By spending 4 Innovation points, you can cast Dimensional Anchor (http://www.d20srd.org/srd/spells/dimensionalAnchor.htm), Dimension Door (http://www.d20srd.org/srd/spells/dimensionDoor.htm), Dismissal (http://www.d20srd.org/srd/spells/dismissal.htm), or Teleport (http://www.d20srd.org/srd/spells/teleport.htm) as a spell-like ability.

Light Disruption
Prerequisite: -
Description: With a thought, you are able to distort visible light around you, reflecting and bending it in order to evade attacks. By weaving light around yourself, you gain concealment even when you have no cover as if under a Blur (http://www.d20srd.org/srd/spells/blur.htm) spell. By spending 4 Innovation points, you can cast Greater Invisibility (http://www.d20srd.org/srd/spells/invisibilitygreater.htm) as a spell-like ability with your caster level equal to half your level.

Spacial Incongruity
Prerequisite: -
Description: You can warp your very matter until you no longer take up the space you once did. You are able to occupy squares occupied by other creatures as if they were helpless and are able to charge while moving through a square occupied by a friendly character. Occupying a square shared by an opponent provokes an attack of opportunity. You still cannot move or share space with solid barriers such as a wall, or with creatures that fully occupy their square of space. By spending 4 points of Innovation, you can cast Freedom of Movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) as a spell-like ability with your caster level equal to half your level.

Temporal Paradox
Prerequisite: -
Description: Time is not simply static for you, rippling back and forth at your command. By spending 4 Innovation points, you can speed or slow time within a 30 ft. radius centered on yourself for a number of rounds equal to your engineer level + your recondite level. All creatures and free objects within the radius are affected by either a Haste (http://www.d20srd.org/srd/spells/Haste.htm) or Slow (http://www.d20srd.org/srd/spells/Slow.htm) spell, at your choice.
Void Mind (Ex): The mind of a recondite is something out of this world, and as such, at 2nd level he receives a bonus to Will saves made to resist mind-affecting spells and powers equal to his recondite level. In addition, he is no longer required to sleep, and gains immunity to sleep effects. However, a recondite must still rest for the required amount of time to regain effects such as spellcasting or innovation.

Improvised Psionicist (Su): At 4th level, a recondite can craft psionic items, even if he cannot manifest the power using one of his vocations. He must still take the necessary item creation feat to craft magic item then make a Use Psionic Device check of DC 20 + the power level. A recondite is considered to have a manifester level equal to half his engineer level plus his recondite level.

Nullifying Resonance (Ex): At 5th level, the energies that surround a recondite begin to interfere with magical auras. He gains either Spell Resistance or Power Resistance (but not both) equal to 10 + HD.

2009-10-20, 12:24 PM
With Cerebral Anomaly does innovation convert into power points on a 1 to 1 basis?

In addition, you gain a +1 enhancement bonus with the augmented appendage equal to half your recondite level.

You should mention that you DON'T get an augmentation at 10th level.

2009-10-21, 10:47 AM
Why do you get so much more Innovation with this than you would if you were an Engineer?

I know that you can convert it into PP, but there doesn't appear to be a particularly good reason not to throw the lot down the barrel of a souped up Dynamo-cannon, which would probably do more damage...

2010-05-07, 10:20 PM
You do realize that Psionic hole and Hostile mind are both unselectable if the character is psionic right? And due to the free power points, they ARE psionic?:smallconfused: