Zoanthrope
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"... Prepare to die, mortal!"
- A Tyranid Zoanthrope Adept
A general description of whatever the class is!
BECOMING A Zoanthrope
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Must be a Tyranid
Must have at least 5 HD levels as a Tyranid
Must have a ranged energy weapon
Class Skills
The Zoanthrope's class skills (and the key ability for each skill) are....Autohypnosis, Balance, Concentration, Intimidate, Jump, Knowledge( Psionics ), Listen, Psicraft, Search, Spot, Survival, Tumble, Use Psionic Device
Skills Points at Each Level: 4 + int
Hit Dice: Same as Tyranid HD
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+1 |
+0 |
+0 |
+2 |
Psionics, Warp Blast 1d6, Decay |
2nd |
+1 |
+0 |
+0 |
+3 |
Warp Blast 2d8, +2 Intelligence |
3rd |
+2 |
+1 |
+1 |
+3 |
Psyker Apprentice |
4th |
+3 |
+1 |
+1 |
+4 |
Psionic Advancement, Warp Blast 3d10, Levitate, Psionic |
5th |
+3 |
+1 |
+1 |
+4 |
Psyker Lord |
6th |
+4 |
+2 |
+2 |
+5 |
Warp Blast 4d12, +2 Intelligence, Telepathy |
7th |
+5 |
+2 |
+2 |
+5 |
Psyker King, Psionic Advancement |
8th |
+5 |
+2 |
+2 |
+6 |
Warp Blast 5d12, Psionic Treatise |
9th |
+6 |
+3 |
+3 |
+6 |
+2 Intelligence, Psionic Advancement |
10th |
+7 |
+3 |
+3 |
+7 |
Lord of All Psykers, Warp Blast 6d12, Psionic Treatise, Psionic Tyranid |
Weapon Proficiencies: A Zoanthrope gains no new Weapon or Armor Proficiencies.
Psionics: A Zoanthrope gains power points per day, and powers known, at a rate equal to a Psion, of one level less than a Zoanthrope's level. Levels as a Zoanthrope are added to
any levels as a Tyranid, and these combined, with a single level taken off, give you the Power Points per Day, Bonus Power Points, and Powers Known. ( Note: you do not need to take any level advancement to have Psionic Power. For example, an ECL 6, Tyranid 5/Zoanthrope 1, would Manifest as a Psion 5. )
Warp Blast: Warp Blast is a ranged energy touch attack, which replaces a Tyranid's standard ranged energy weapon. A warp blast deals force damage, and can be used 3 times per day, increasing by 2 at every class level past first. The standard damage for a Warp Blast is 1d6, at first level, which increases to 2d8 at second level, 3d10 at third level, and 4d12 at sixth level. Past sixth level, it increases the amount of dice rolled at eighth and tenth level.
Decay: At first level, a Zoanthrope's body starts to decay, causing all natural weapons to go down in damage, for example, a weapon that would deal 1d8 damage would be reduced to 1d6, and at every level, they get worse and worse. At fourth level, a Zoanthrope no longer has limbs, and it's only means of movement is levitating it's body forwards and backwards; up and down. At sixth level, a Zoanthrope's face falls off, and they become, essentially, a brain surrounded by a torso, and a chitinous shell.
Ability Enhancement: At second, sixth, and ninth level, a Zoanthrope's intelligence increases by 2.
Psyker Apprentice: At third level, a Psyker can choose a discipline to specialize in, out of the list given to a Psion at level one.
Psionic Advancement: At fourth, seventh, and ninth levels, a Zoanthrope gains power points equal to his Intelligence multiplied by half of his Intelligence Modifier.
Levitate, Psionic: At fourth level, a Zoanthrope gains a perpetual
levitate effect on itself, which can be dispelled, but if it is dispelled, it will automatically reactivate in 5 turns. A Zoanthrope's levitation speed is equal to his Base Land speed.
Psyker Lord: At fifth level, a Zoanthrope's effective Manifester Level increases by one, but he does not gain power points or powers known due to this increase in Manifester Level.
Telepathy: At sixth level, a Zoanthrope gains the ability of
Telepathy, which works in a way similar to how Mind Flayers communicate.
Psyker King: At seventh level, a Zoanthrope gains power points and powers known that would make him equal in those aspects when compared to a Psion of an equivalent Manifester Level. Or, in a simpler wording, it is as if a Zoanthrope leveled up twice on this level, and is now on par with other full progression manifesters.
Psionic Treatise: At eighth and tenth level, a Zoanthrope can create any DM-approved Power that he would like, without paying any sort of expense.
Lord of All Psykers: At tenth level, a Zoanthrope's effective Manifester Level increases by one, and makes it so that he is effectively one lever higher in the Zoanthrope class, for the interest of determining Power Points for day, Bonus Power Points per day, and Powers Known. This stacks with Psyker King.
Psionic Tyranid: At tenth level, a Zoanthrope learns how to change his body structure, and due to this, a Zoanthrope can, one per month, repick
all of his Tyranid abilities.
PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: A Zoanthrope has a myriad of different combat abilities, as well as utility powers and ways to shape the battle field, to call upon, which allows it to easily occupy many different positions in an army, or adventuring group.
Advancement: As they advance in power, a Tyranid might decide to go down the path of a Psion, to further increase his Psionic Powers, or he might decide to further his Tyranid abilities.
Resources: About as much as the Hive Mind allow him.
Zoanthrope IN THE WORLD
Those bugs... they ain't the kind that you smash with your boot. If'in you make 'em angry, you ain't gonna live m'ch longer.
Most Zoanthrope live in secret; they occupy little burrows under ground, following the orders of the Hive Mind. However, you can sometimes encounter a Zoanthrope wandering above ground, most likely doing some work for the Hive Mind.
Daily Life: On a normal day, a Zoanthrope will go about and do anything that the Hive Mind commands it to do, with little to no resistance. It can be said, however, that Zoanthropes do, in fact, make an attempt to be more powerful than his peers, so that he can become more powerful than all other ' Psykers ', their name for Psions.
Notables: Ura'lid is the only true notable of the Zoanthrope, due to her extreme power, rivaling even some of the great psions in their control over the power of the mind. In fact, Ura'lid has been known to be able to take out an entire army, with only a small squadran of troops to assist her.
Organizations: The Zoanthrope are members of the Hive Mind, and that is all they are members of.
NPC Reaction
Most people are afraid of Zoanthropes, because of their immense power, and, in some countries, Zoanthrope are considered threats, and are actively hunted. However, Zoanthrope have no care for these reactions, because they know that they can easily defeat those who would hunt them, and the people who could defeat them are too careful to hunt a powerful " Psyker. "
Zoanthrope IN THE GAME
Zoanthrope can fit the same role as a blaster, and as a off-caster.
Adaptation: All you would really need to do is introduce the Tyranid, which would be easy if you read their history.
Encounters: They would simply see them going about their own business, though sometimes this business could be illegal and seemingly evil, which might lead to encounters with a Zoanthrope.