View Full Version : [Psionics] (M F PrC R I) Mind over Matter

2006-05-16, 07:55 PM
(Placeholder for Mythology. I have the mythology written down, I just haven't gotten around to typing it yet.)

2006-05-16, 08:02 PM
Psionoid Racial Feats:

Iron Plating
Prerequisites: 1st level soulnoid living construct
Benefit: +3 natural armor bonus. This does not stack with any other natural armor bonuses. Iron plating grants a damage reduction 2/adamantine, but also provides a 20% arcane spell failure chance; -2 armor check penalty to the Hide, Tumble, and Move Silently skills; and a +4 maximum Dexterity bonus. This racial feat can only be acquired at 1st level in place of your 1st level feat.

Reinforced Psychosomite
Prerequistes: 1st level psionoid
Benefit: +1 natural armor bonus. This does not stack with any other natural armor bonuses. Reinforced psychosomite has a 5% arcane spell failure chance; however, it does not have an armor check penalty. With a maximum Dex bonus of +8, this racial feat grants and additional 1 bonus power point at first level, and a +2 cumulative bonus to skill checks dealing with psionics. This racial feat can only be acquired at 1st level in place of your 1st level feat.

2006-05-16, 08:02 PM
The exact origin of the mind reacher is unknown. The conjectures and theories of how it originated, however, extend far and between. Some believe that it was originated as a means to establish a fighting preference for melee fighters who preferred not to fight close quarters, or as a means for those acquainted with psionics to better protect themselves. It is also thought that the qualities of a mind reacher first manifest itself during a last act of desperation. Theories even extend as far out as to say that it gave rise as a means for a wizard who was acquainted with psionics to better maneuver his library or laboratory using the psionic ‘arms’ of the class. Regardless of its origin, the mind reacher prestige class offers a means of fighting, protection, and/or maneuverability that reflects the styles of each individual mind reacher.

The Mind Reacher

To qualify to become a mind reacher, a character must fulfill all the following criteria.
Base Attack Bonus: +6
Feats: Combat Manifestation
Skills: Autoypnosis 4 ranks; Knowledge (psionics) 8 ranks; Psicraft 8 ranks
Psionics: The ability to manifest 3rd level powers OR the ability to create a +2 mind blade

Game Rule Information
Mind Reachers have the following game statistics:

Abilities: Intelligence is the most important ability to a Mind Reacher, since almost all of his special abilities involve Intelligence in some form or another. Wisdom is also important, considering that the amount of bonus damage dealt with their psionic arms is dependent on this. Dexterity and Constitution also benefit a Mind Reacher.

Hit Die: d6

Class Skills
The Mind Reacher’s class skills (and the key ability for each skill) are; Autohypnosis (Wis) Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (geography, history, local, psionics) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), Use Psionic Device (Cha).

Skill Points at Each Level: 2 + Int modifier

Class Psi Arm
Level BAB FS RS WS Dmg B. Special Powers Known
1 +0 +0 +0 +2 +0 Psionic Arm (1 arm); Psychosomatics ----
2 +1 +0 +0 +3 +0 Psionic Guard +1 level of existing manifesting class
3 +2 +1 +1 +3 +1 Psionic Arm (2 arms); Psionic Leaping ----
4 +3 +1 +1 +4 +1 Mind Reach (+5ft) +1 level of existing manifesting class
5 +3 +1 +1 +4 +1 Armwalk ----
6 +4 +2 +2 +5 +2 Psionic Arm (3 arms) +1 level of existing manifesting class
7 +5 +2 +2 +5 +2 Mind Reach (+10ft); Mind Maul ----
8 +6 +2 +2 +6 +2 Psionic Pin +1 level of existing manifesting class
9 +6 +3 +3 +6 +3 Psionic Arm (4 arms); Mind over Matter ----
10 +7 +3 +3 +7 +3 Mind Reach (+15ft) +1 level of existing manifesting class

Class Features
All the following are class features of the mind reacher prestige class.

Weapon and Armor Proficiency: Mind reachers do not gain any proficiency with weapons or armor.

Powers per Day/Powers Known: At every even numbered level, as indicated on the table, the character gains additional power points per day, powers known, 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, psicrystal special abilities, and so on). This essentially means that he adds the level of mind reacher to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a mind reacher, he must decide to which class he adds the new level of mind reacher for the purpose of determining power points per day, powers known, and manifester level.

Psionic Arm: Because of their intense mental power, Mind Reachers are able to create a shapeless, translucent mental ‘arm’ out of psionics, which extend from his body. A Minder Reacher acquires his first psionic arm at 1st level, acquiring additional psionic arms at 3rd, 6th, and 9th level. The normal reach for a psionic arm is equal to his natural reach. These arms are able to function as normal humanoid hands would, meaning that they can feel, touch, grab, hold, lift, push, punch, and even wield weapons. On the other hand, since the arms are made up psionic energy, they are physically intangible due to the fact that they have no structure to them, meaning that they cannot be struck or damaged. This also means that they cannot wear such things as rings, gauntlets, gloves, or any other articles that are to be placed on the arm or hand. Even though they cannot be touched, the arms can be faintly seen upon a successful Spot check (DC 10 + class level). All sensory information felt by the psionic arms is felt empathically by the Mind Reacher using them. A Mind Reacher takes the normal non-proficiency penalties for using his psionic arms to attack with a weapon in which he is not proficient with. Mind Blades created from the soulknife’s class ability can be wielded by mind reacher’s psionic arms. A mind reacher’s psionic arms cannot be used to wield a two-handed weapon in only one of his natural hands, nor can feats that involve weapons be used while they are held by his psionic arms. However, any magical properties that the weapon has still apply. Furthermore, a Mind Reacher cannot use his psionic arms to make attacks of opportunity. In addition to his normal attacks, a Minder Reacher is able to make one additional attack with each psionic arm at his highest base attack bonus. He receives a -1 penalty on each of these additional attacks for each psionic arm he chooses to attack with that round. These extra attacks do not stack with those granted from those granted from haste, a frenzied berserker’s frenzy, or a monk’s flurry of blows. A Mind Reacher applies his Intelligence modifier instead of his Strength or Dexterity modifier to his attack bonus for melee and ranged attacks with his psionic arms. In addition, when attacking with his psionic arms, a Mind Reacher uses his Intelligence bonus instead of his Strength bonus for determining the attack bonus to damage. An unarmed attack from a psionic arm deals non-lethal damage equal to the damage dealt by the Mind Reacher’s normal unarmed attack. Spell/Psionic resistance does not apply when attacking with a psionic arm. When fighting defensively, a Mind Reacher’s attacks with psionic arms take the normal penalty for doing so. He cannot attack with his psionic arms while taking a total defense action, with the exception of the Mind Maul ability.
Each unarmed psionic arm grants a +2 to grapple attempts, Climb checks, and Search checks by the Mind Reacher using them. He must be in the same square as the target or in an adjacent square to grapple the target with the help of his psionic arms. If he moves from this range, the grapple ends. The Mind Reacher can also bull rush with his psionic arms, using his Intelligence bonus instead of his Strength bonus for the attempt. He also uses his Intelligence modifier to resist disarm attempts against his psionic arms. Touch attacks cannot be delivered using these arms. The psionic arms cannot be, grappled, pinned, or held, except by spells, psionics, or spell-like abilities that have an effect similar to hold person; however, a mind reacher cannot materialize psionic arms or attack using them while grappling or pinned unless you succeed a DC 20 Concentration check
Even in places where psionic effects do not normally function (such as within a null psionics field), a mind reacher can attempt to sustain his psionic arms by making a DC 20 Will save (much like a soulknife can with is mind blades). On a successful save, the mind reacher maintains his psionic arms for a number of rounds equal to his prestige class level before he needs to check again. On an unsuccessful attempt, his psionic arms vanish, dropping anything that they may be holding. As a move action on his turn, the mind reacher can attempt a new Will save to rematerialize his psionic arms while he remains within the psionics negating effect.

Psychosomatics: The Mind Reacher gains enough understanding of his psionic arms that he is able to deal a little extra damage with them. He is able to add 1 point of his Wisdom modifier bonus (min: +0), starting at 3rd level and every 3 mind reacher levels thereafter, to the amount damage done from an attack with a psionic arm.

Psionic Guard: A Mind Reacher gains a bonus on his saving throws against enchantment spells and telepathy psionics equal to 1 point of his Intelligence modifier for every psionic arm he possesses. When determining the bonus to saving throws, do not include arms that are being used to grapple/pin or carry out the Armwalk ability.

Mind Reach: The natural reach for the Mind Reacher’s psionic arms is increased by 5ft starting at 4th level and increases by an additional 5ft every 3 levels thereafter.

Psionic Leaping: The Mind Reacher can use his currently unarmed psionic arms to better improve his jumping. By slamming his psionic arms against the ground when jumping, he gets an additional +1 circumstance bonus to his Jump check for each psionic arm he devotes to the use of this ability. In addition, his jump height increases by 5ft for every psionic arm that he uses for this ability. This jump height increase does not apply towards a Mind Reacher’s Speed or the total distance that he has traveled in one round. A Mind Reacher cannot use this ability while taking a total defense action.

Armwalk: A Mind Reacher can use two or more psionic arms to lift him off the ground for a distance equal to the natural reach of his psionic arms minus his own height. He can then move using these psionic arms, increasing his land speed by 5ft for every psionic arm that he devotes to the use of this ability. While moving in this fashion, the Mind Reacher is unaffected by terrain that hinders movement, bestows a condition upon a target, or inflicts damage up to the height that the character is lifted off of the ground. This ability can be started or ended as a move action during the mind reacher’s turn. A Mind Reacher cannot use this ability while taking a total defense action.

Psionic Pin: Every time a Mind Reacher succeeds in making a grapple check with the help of his psionic arms, he can choose to make a second grapple check (without applying the bonuses from his psionic arms). If he succeeds, the opponent becomes pinned. The second grapple attempt does not provoke an attack of opportunity from the target he is grappling. This ability can be used as long as the Mind Reacher has a psionic arm that is unarmed and is not currently being used for a different ability.

Mind over Matter: Objects attacked by a Mind Reacher’s psionic arms do not receive bonuses from hardness.

Mind Maul: While a Mind Reacher is taking a total defense action, he can choose for his psionic arms, whether armed or unarmed, to occupy the range adjacent to himself (all adjacent squares). As long as he continues to take a total defense action, when a creature enters a square adjacent to himself, the Mind Reacher can make one attack with a single psionic arm on that creature. The rules for attacking with a psionic arm are applied normally, in addition that the Mind Reacher takes a penalty to your attack roll as if he were fighting defensively (though, he does not gain an increase to his AC bonus as if he were). The Mind Reacher is, however, still considered to have taken a total defense action while using this ability, and gains an increase to his AC thusly. A Mind Reacher cannot attack a creature more times than the number of psionic arms he is willing to devote to the use of this ability.

(Note: The mind reacher was formerly a psionics base class that I had made, but is now adapted into a prestige class for purposes of this contest. The original, base class version had a couple of more class abilities which happened to make it more customizable to the player's taste than this version. In fact, that happened to be the reason to why I designed the class: to be a class that can produce many variations of itself based on the distinctness of the player's roleplaying taste; to be one that has the capacity to produce many different and unique outcomes.)

2006-05-16, 08:07 PM
Psionoids are psionic versions of their soulnoid brethren (which I created for a campaign a long time ago and will not be posting because they don't fall within the rules of the contest). Sleek and smooth in design, they are very dexterous construct races in comparison to the warforged. Upon inspecting a psionoid, you can tell that they almost seems elven in the nature of their form. The primary distinguishing features of psioniods would be their eyeless faces along with their hands and feet, which seem to float in place.


Living Construct: Psionoids are the creation of their soulnoid ancestors. Using the newly discovered material called ‘psychosomite’, a natural composite material infused with psionics (which was thought to be the essence of the planet’s will), the ancient soulnoids created this psionically-enhanced version of themselves shortly after having received liberation from virtual slavery from the civilizations that created them. Even today, many races, including the soulnoids, claim the psionoids to be the living incarnates of the very will of the earth.

+2 Dexterity, -2 Charisma, -2 Strength: The model build of the psionoids, like most soulnoids, lack in mechanical strength and weight, but make up for it in speed and agility, making them quite dexterous constructs.

Medium: As Medium constructs, Psionoids have no special bonuses or penalties due to their size.

Psionoid base land speed is 40 when wearing light or no armor. However, while wearing medium armor a psionoid’s base land speed becomes 30, and while wearing heavy armor a psionoid’s base land speed becomes 20.

Unlike other constructs, psionoids have a Constitution score.

Unlike other constructs, a psionoid does not have low-light vision, nor is a psionoid immune to paralysis and mind-affecting spells and effects.

Immunity to blindness: A psionoid is immune blinding spells and effects.

Immunity to fatigue and exhaustion: Being a construct, psionoids are immune to the effects of fatigue or exhaustion. Being a construct also means that a psionoid has no need to eat, drink, sleep, or breathe. However, a psionoid must still rest for 8 uninterrupted hours in order to regain spell slots or power points.

A psionoid has immunity to sleep effects, poison, disease, nausea, effects that cause the sickened condition, and energy drain.

Being a construct, a psionoid is not affected by resurrection spells and effects and is not effected normally by effects that cure wounds. A psionoid can recover hp by means of a repair spell, by recieving repair from a craftsman with the right expertise, or by the partial means of a healing effect. When targeted by the effect of a healing effect similar to that of a cure spell, the body adjustment psionic power, or the wholeness of body and lay on hands class abilities, a psionoid recovers half the hp that us usually healed by such methods. For the purpose of healing, a Craft check in armorsmithing can be performed on a soulnoid to the same effect as a Heal check, but it can not be performed during combat. If a psionoid’s hp is reduced to 0, it is considered destroyed and cannot be revived except by a wish spell or by being rebuilt (DC 23 + psionoid’s character level). A psionoid can be rebuilt in 1d6 weeks.

Blindsense: The design frame and structure of the psionoid race does not include the presence of eyes or any other type of optical organ. However, psionoids have the innate ability to sense their surroundings in detail, as the vision of a human would. This blindsense ability of a psionoid is limited to how normal human vision functions, except that it is not hindered by darkness, acting as though under the effect of darkvision.

Naturally Psionic: Psionoids are made of a special material called “psychosomite”. This material is a special composite material (very similar to the composite found in a warforged) that is infused with psionics. Being mostly made of this material, psionoids gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Psi-Like Ability: 3pp—ray of magnetism: Psionoids have magnets running throughout their bodies as most soulnoid constructs do: ferro-magnets and electromagnetic coils perpetually powering that which brings them to life. In fact, instead of having wrists and ankles, the position of their hands and feet are fixed to their body by the use of these magnets, making their hands and feet appear to just float there. By utilizing these magnets, a psionoid can fire a magnetic ray with a close range (25ft + 5ft/2 levels of psionoid) as a standard action from its hand as a ranged touch attack upon a target. Upon success, if the target has any decent source of metal on his or her person, the psionoid can choose to pull the target towards its body, or push the target away from itself for a distance up to 5ft + 5ft/manifester level as a bull rush attempt that does not provoke an attack of opportunity. The psionoid applies his Wisdom modifier instead of his Strength modifier to the Strength check made during the bull rush attempt. This extraordinary ability cannot be used to force a target into the same square as the psionoid, nor can this ability be used on another soulnoid construct with an HD equal to or lower than his own. Manifester level is equal to 1/2 Hit Dice (minimum 1st). If a psionoid does not take a level in a psionic class, this ability becomes a once/day supernatural ability that does not cost power points.

Automatic Languages: Common, and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

Favored Class: Psion or Psionic Warrior. If a psionoid gains levels as both a Psion and Psionic Warrior, its highest level class out of the two does not count when determining whether a multiclass psionoid takes an experience point penalty.

Level Adjustment: +1

2006-05-16, 09:40 PM
(placeholder for item)

(This is where I will be presenting psychosomite, which I mentioned in earlier posts, along with its properties and purposes.)

2006-05-16, 09:41 PM
You all can now comment if you wish to...

The Glyphstone
2006-05-17, 07:24 PM
Why make them unable to use cure spells? Warforged are Living Constructs, and they gain 1/2 the benefits of a cure spell applied to them. And what about psychometablic powers like Body Adjustment?

2006-05-17, 10:42 PM
hmm...good point...I hadn't noticed that I had typed that (again, they are based off of a race I had made long ago, which I never actually playtested). I guess when writing down the racial properties of the psionoids, I forgot to put that into account.

Well, with that brought to mind, I updated the post to current status. Anyways, thanks for the input Glyphstone...