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MorkaisChosen
2008-02-17, 03:05 PM
This here is my first attempt at a PrC, slightly inspired by the character I have worked out for Progress and Plight (and he may end up getting the class, depending on DM adjudication). As I say, I'm quite new to this, so please don't bite too much!

Without further ado...

Beastmind Warrior

A Beastmind Warrior is a psychic, but they rarely think of themselves as such. They tap into their inner bestiality, able to become as a raging bear or a swooping eagle through the power of their minds alone. Using the might of their inner beast, the Beastmind Warrior must strike a balance between control and raw power- they can access the most powerful abilities only at the expense of others, as they unleash the beast within.

Although any martially-inclined character with psionic abilities can become a Beastmind Warrior, the overwhelming majority are Psychic Warriors, with their combination of psychic and martial might.

Adventuring: many Beastmind Warriors adventure to become closer to nature, trying to understand their powerful abilities or guard Nature against intrusions and threats. Good-aligned Beastmind Warriors are often protectors of the lost and afraid, emerging from the tree line to guide travellers to the closest settlement, while evil Beastminds use the power of their inner beast for personal gain or the sheer joy of rending flesh- sometimes attacking the same travellers the good-aligned Beastmind Warriors strive to aid.

Religion: Beastmind Warriors tend to follow Gods of Nature, such as Obad-Hai, although some incline to deities of strength or slaughter. A significant proportion acknowledge no Gods, instead worshipping Nature in all its unbridled glory.

Beastmind Warriors get on well with other nature-focused classes, such as Druids and Rangers, and psionic classes like Psions and Soulknives. They can also identify with Barbarians, whose rage can is sometimes likened to an inner animal. However, close to nature as they are, Beastmind Warriors are often mistrustful of Wizards, Archivists and Artificers, whose bookish ways seem mysterious and unnatural. They also feel some rivalry with Monks, who have a similar inner power, but whose ordered, lawful nature is anathema to the free-spirited Beastmind.

Prerequisites:
Alignment: Any non-lawful
Base Attack Bonus: +6 or better
Power point reserve

Hit Dice: d8
Skill points/level: 2+ Int bonus
Class Skills: Autohypnosis, Concentration, Craft (all skills, taken individually), Handle Animal, Heal, Knowledge (Nature), Knowledge (Psionics), Listen, Profession, Spot, Survival
Proficiencies: gains no extra weapon or armour proficiencies.


Level BAB Fort Ref Will Class Features
1 +0 +2 +0 +0 Wild Empathy, Beastmind Trait
2 +1 +3 +0 +0 Beastmind Trait, Manifesting
3 +2 +3 +1 +1 Beastmind Trait
4 +3 +4 +1 +1 Beastmind Trait
5 +3 +4 +1 +1 Beastmind Trait

Class Features

Wild Empathy: (Ex) Beastmind Warriors gain Wild Empathy as the Druid ability, with an effective Druid level of twice their Beastmind Warrior level. This stacks with Wild Empathy from other classes (effective Druid level cannot exceed the character's Hit Dice).

Beastmind Trait: (Su) At every level of Beastmind Warrior, select one Beastmind Trait from the following list:

n Bull's Hide: When psionically focused, the Beastmind Warrior gains his Wisdom modifier as an enhancement bonus to his Natural Armour, with a maximum bonus equal to his class level.
n Wolf's Bite: While psionically focused, the Beastmind Warrior gains the Trip ability, identical to a Wolf.
n Bear's Anger: To use this ability, the Beastmind Warrior must expend his psionic focus. The Beastmind Warrior enters a Rage. In a rage, a character temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the Beastmind Warrior’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Beastmind cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to class level + the character’s (newly improved) Constitution modifier. A Beastmind Warrior may prematurely end his rage. At the end of the rage, the character loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Note that this ability will not improve with Barbarian levels.

n Imbue Claw: Any touch-range psionic power with a manifesting time of a Standard Action or faster may be channelled through a natural weapon attack- make an attack roll as normal (NOT a touch attack) and, if it hits, apply the damage of the attack and the effects of the spell. This may be used as part of an Attack or Full Attack action, with the manifesting time of the power included in the action. EDIT: This ability can only be used with hostile powers, and requires the character to expend his psionic focus. Note that this does not allow the character to channel a spell, only psionic powers.
n Woodland Stride: While psionically focused, the Beastmind Warrior may use the Trackless Step ability, identical to the Druid class feature.
n Bat's Sight: While psionically focused, the Beastmind Warrior has Blindsense in a 10ft radius.
n Climber: While psionically focused, the Beastmind Warrior has a climb speed of 10 feet/round. By expending his focus, he may increase this to his base land speed for a number of rounds equal to his Beastmind Warrior level plus his Wisdom modifier.
n Burrower: By expending his focus, the Beastmind Warrior may gain a Burrow speed equal to his base land speed for a number of rounds equal to his Beastmind Warrior level plus his Wisdom modifier.
n Amphibian:By expending his focus, the Beastmind Warrior may gain the Aquatic trait and a swim speed equal to his base land speed for a number of rounds equal to his Beastmind Warrior level plus his Wisdom modifier.
n Avian: By expending his psionic focus, the Beastmind Warrior may may gain a Fly speed equal to his base land speed (Average manoeuvrability) for a number of rounds equal to his Beastmind Warrior level plus his Wisdom modifier.

Manifester level, power points and powers known: at every level other than 1st, a Beastmind Warrior gains powers known, manifester level and power points as if he had gained a level in Psychic Warrior; this stacks with Psychic Warrior levels. EDIT: Beastmind Warrior levels stack with Psychic Warrior levels for determining the damage of the Bite of the Wolf power.

Reasoning
The class is a modification of Psychic Warrior, trading in one manifester level and some feats for some (hopefully) interesting and useful abilities. Class skills are modified to fit in with the flavour, and most other factors are identical. The prerequisites seem a bit easy at the moment- are they and, if so, what else would work flavour- and mechanics-wise?

EDIT: Realised this might be better as a feat tree, so:

Beastmind Adept [Psionic]
Prerequisites: Wis 13
Your psionic talents allow you to get in touch with your inner beast, granting you understanding of the ways of animals and the seasons.
Grants Wild Empathy (effective Druid level equal to half your Hit Dice, not counting levels in classes that stack with Wild Empathy- these count for full) and Nature Sense while the character is psionically focused.
Example: a 12 HD character with Beastmind Adept counts as a Level 6 Druid for purposes of Wild Empathy. If the character was a level 6 druid, they have 6 non-druid HD and 6 Druid levels, so they have an effective Druid level of 6+6/2=9.

Lizardskin [Psionic]
Prerequisites: Wis 13, Beastmind Adept
Your understanding of lizardkind is so deep that your skin can thicken and protect you.
While psionically focused, gain your Wisdom as an Enhancement bonus to Natural Armour, to a maximum of one-quarter of your Hit Dice (note that this overlaps (does not stack with) the bonus from an Amulet of Natural Armour.

Wolf's Bite [Psionic]
Prerequisites: Wis 13, Beastmind Adept
You have run with the wolves, and learnt their ways. You can trip opponents with a Bite attack.
While psionically focused, you gain the Trip ability, identical to that of a Wolf.

Bear's Anger [Psionic]
Prerequisites: Wis 13, Con 13, Beastmind Adept
With a thought, you can unleash the beast within in a frenzy of anger.
To use this ability, you must expend psionic focus. You enter a Rage. In a rage, a character temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the Beastmind Warrior’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Beastmind cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Beastmind Warrior may prematurely end his rage. At the end of the rage, the character loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Note that this ability does not improve with Barbarian levels.

Beastmind Strider [Psionic]
Prerequisites: Wis 13, Beastmind Adept
You can move through the wild with astounding sped and grace, leaving no tracks.
While psionically focused, you gain the Trackless Step and Woodland Stride abilities, identical to the Druid class features.

Bat's Sight [Psionic]
Prerequisites: Wis 13, Beastmind Adept
You can emit a pulse of ultrasound, using it to detect objects even in the darkest conditions.
While psionically focused, tyou have Blindsense in a 10ft radius.

Beastmind Climber [Psionic]
Prerequisites: Wis 13, Dex 13, Beastmind Adept
Your agility allows you to climb with superhuman skill as you become closer to the beasts.
While psionically focused, you have a climb speed of 10 feet/round. By expending your focus, you may increase this to your base land speed for a number of rounds equal to 3+Wisdom modifier.

Beastmind Burrower [Psionic]
Prerequisites: Wis 13, Dex 13, Beastmind Adept
You can transform your hands into digging claws, allowing you to burrow through the earth.
By expending psionic focus, you may gain a burrow speed equal to base land speed for 3+Wisdom modifier rounds.

Beastmind Amphibian [Psionic]
Prerequisites: Dex 13, Wis 13, Beastmind Adept
With a thought, you grow webbed feet and hands and your neck splits into gills, allowing you to join the fish in their aquatic home.
By expending psionic focus, you gain the Aquatic trait and a Swim speed equal to base land speed for 3+Wisdom modifier rounds.

Beastmind Avian [Psionic]
Prerequisites: Wis 13, Dex 13, Beastmind Adept
Unleashing your inner eagle, you grow mighty wings to soar upon the currents of the air.
By expending psionic focus, you may gain a Fly speed equal to base land speed for 3+Wisdom modifier rounds (Average manoeuvrability).

MorkaisChosen
2008-02-17, 04:54 PM
Just realised this'd work a hell of a lot better as a feat tree. Something along the lines of:

Beastmind Adept [Psionic]
Prerequisites: Wis 13

Grants Wild Empathy and Nature Sense while the character is psionically focused.

Then just bung in all the traits as child feats, with a prerequisite of Wis 13 and Beastmind stuck on the front, but otherwise identical.

Thoughts?

TempusCCK
2008-02-17, 05:03 PM
Bulls don't really strike most people as thick skinned, so an increase in Natural Armor should be called something different, like... I dunno, Rhinos Hide, or Elephants Epidermis (Mangled that I think, but still eff'ing hilariou sto think about.)

Meh, just a fluff issue I noticed.

MorkaisChosen
2008-02-17, 05:05 PM
I would've ghone for rhino hide if it wasn't a type of armour... Maybe Lizardskin?

FlyMolo
2008-02-17, 05:08 PM
These are cool. I kinda like.

Well flavored, seasoned for happiness. The traits could be both. You get them from the class or as feats. But bull's/bear's/beast's/elephant's hide is kinda overpowered. I see druids dipping one level into this just for that.

Pyroconstruct
2008-02-17, 08:17 PM
[Thingy's] Hide isn't a dip problem; it caps at class level.

The one that might be a problem is Imbue Claw. It's definitely better than any of the other abilities, and can be "dipped" easily. Typical comparable abilities require a move action to channel in. You also want to specify "hostile power" so that people can't use it to slap themself for free-action buffs. I'd be inclined to model it after the Ordained Champion channeling power, but include a "hostile powers only" clause.

MorkaisChosen
2008-02-18, 05:48 AM
How would you balance Hide as a feat? I was thinking of making it only in druid-armour, but that keeps the risk of Druids taking Wild Talent just to pick it up and get an insane AC. Either a cap for the feat (something character-level or HD-related? Cap it at 1/4 of HD/charaacter level/ manifester level?)

A manifester level cap would stop Druids dipping the ability too much, I suppose.

The Imbue was based on the Duskblade's one; I'll bung in a "hostile" clause on there.

Any other thoughts?

EDIT: Imbue now specifies Hostile powers, and requires expenditure of psionic focus. Bear's Anger clarified.

MorkaisChosen
2008-02-18, 10:54 AM
Posting here to say I have the full Feat Tree up- it's in red at the bottom of the first post of the topic.

So which is more balanced? You may notice I dropped Imbue from the feats- it seemed a bit good for a feat, since you can pick them up so easily (a 2-level Psychic Warrior dip grabs two Psionic or Fighter feats, and these are all Psionic).