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Djinn_in_Tonic
2007-07-03, 11:21 AM
The Raver

“Some say I’m insane. They may be right. But who can say for certain? All I know is that at last my mind is free of all restraints. If the price of that is madness, then I will go mad.” -Kelsis Madric, Raver

Ravers are psychics who have become consumed by their own minds, and have turned to insanity as a means of embracing the psionic powers flooding their bodies. Sane they are not, but to them sanity is but a crutch of humanity, and true power comes only to those unconcerned with the cost. After all, is one’s mind really that much a price to pay?


Requirements
Alignment: Any Chaotic
Skills: Knowledge (Psionics) 9 ranks, Psicraft 9 ranks.
Powers: Ability to manifest 3rd level powers.
Special: Wild Surge class feature.

Hit Die : d6
Skill Points : 4+Int modifier/level

Class Skills:
The Raver’s class skills (and the key ability for each) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Psicraft (Int), Swim (Str), and Tumble (Dex).


Raver

Level BAB Fortitude Reflex Will Special
1 +0 +0 +2 +0 Madness, Twisted Mind +1, Wild Surge +1
2 +1 +0 +3 +0 Telepathy, Loss of Sanity
3 +2 +1 +3 +1 Insane Denial
4 +3 +1 +4 +1 Twisted Mind +2, Wild Surge +2
5 +3 +1 +4 +1 Loss of Sanity
6 +4 +2 +5 +2 Offensive Thought
7 +5 +2 +5 +2 Twisted Mind +3, Wild Surge +3
8 +6 +2 +6 +2 Loss of Sanity
9 +6 +3 +6 +3 Insane Assault
10 +7 +3 +7 +3 True Madness, Wild Surge +4

Class Features
All the following are features of the Raver prestige class.
Weapon and Armor Proficiency: A Raver gains no weapon or armor proficiency.
Powers Known: At every class level (except first), the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of Raver to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a Raver, she must decide to which class she adds the new level of Raver for the purpose of determining power points per day, powers known, and manifester level.
Madness (Ex): Your innate psionic talent manifested itself much earlier than it shows in most other manifesters. It also appeared with much more power and potency. This sudden rush of psionic force eventually drove you mad. You now add your Charisma modifier to all Will saves instead of your Wisdom modifier.
You gain a madness score equal to half your class level (rounded down). Once per day per class level you may add this score to the save DC of any psionic power you manifest. This number (the entire number, no max) is also subtracted from all skills you use based on Wisdom, and added to Intimidate.
Twisted Mind (Ex): A 2nd level Raver adds +1 to his Will saves against mind-affecting attacks. This bonus improves at the 4th and 7th levels.
Wild Surge (Ex): A Raver’s Wild Surge ability continues to progress. He may increase his manifester level by an additional amount as indicated above.
Telepathy (Su): A Raver may communicate telepathically with any sentient being that has a language within 100ft + 10ft per class level.
Loss of Sanity (Ex): At each stage of this ability the Raver loses 2 points of Wisdom and gains 2 points of Charisma. This may not lower the Raver’s Wisdom below 3.
Insane Denial (Ex): A Raver fails to accept defeat at the hands of another. His madness pushes him to extreme. He adds his Charisma bonus to all saves.
Offensive Thought (Su): As a standard action every 1d4 rounds, a Raver may use his telepathic ability to brutally invade another’s mind. He may target any sentient being within his telepathy range. The target must make a Will save (DC 10 + Raver’s class level + Raver’s Cha modifier) or take 1d8 damage per class level. A Raver may instead choose to have this ability affect all sentient beings within his telepathy range, but then the damage is split in half.
Insane Assault (Ex): A 9th level Raver may sacrifice mental abilities to make a furious attack attempt. He gains a bonus to attack rolls and damage equal to his Charisma modifier and gains damage reduction 10/psionic. In addition, the Raver gains an extra attack each round at his highest attack bonus. He cannot manifest any powers while under this effect and it lasts for any number of rounds, but may be ended at will. He loses 5 power points each round he remains in this state.
True Madness (Ex): A 10th level Raver is completely and utterly mad. He is immune to fear and all mind-affecting powers, spells, attacks and all damage or drain to mental ability scores. The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence a Raver. This replaces all bonuses granted by Twisted Mind.

Xuincherguixe
2007-07-03, 11:35 AM
Me likes!

I don't particularly like insanity=low wisdom but that's not exactly you that's deciding things.

Djinn_in_Tonic
2007-07-03, 11:57 AM
Well, I'm basing it off the insanity things found in D&D...namely, the Derro, who gets -6 Wis and +6 Cha. The point of the class is that you lose your intuition/common sense as a general rule, although DMs can feel free to change that flavor as needed.