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Thread: [Class] Let me see your palm...

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    The Vorpal Tribble's Avatar

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    Lightbulb [Class] Let me see your palm...

    This is my go at a psionic NPC class.

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    Mental



    Many possess great strength of mind yet do not know the proper paths to enlightenment and knowledge of self. Others are simply wary of what they could become or not truly devoted. Instead they but touch upon their potential and limit themselves to humbler understandings.
    They often take more socially acceptable roles in society, becoming known as fakirs, yogis, fortune tellers, counselors, and wiseman.
    Hit Die: d4

    Class Skills
    The mental's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).

    Skill Points at 1st Level: (2 + Int modifier) x4.
    Skill Points at Each Additional Level: 2 + Int modifier.

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    Code:
    NPC       BAB     Fort  Ref  Will  PP/Day Powers  Maximum Power 
    Level                                     Known   Level Known
    1st       +0      +0    +0   +2    0*     1       1st
    2nd       +1      +0    +0   +3    1      2       1st 
    3rd       +1      +1    +1   +3    3      3       1st
    4th       +2      +1    +1   +4    5      4       2nd
    5th       +2      +1    +1   +4    7      5       2nd
    6th       +3      +2    +2   +5    11     6       2nd
    7th       +3      +2    +2   +5    15     7       3rd
    8th       +4      +2    +2   +6    19     8       3rd
    9th       +4      +3    +3   +6    23     9       3rd
    10th      +5      +3    +3   +7    27     10      4th
    11th      +5      +3    +3   +7    35     11      4th 
    12th      +6/+1   +4    +4   +8    43     12      4th
    13th      +6/+1   +4    +4   +8    51     13      5th
    14th      +7/+2   +4    +4   +9    59     14      5th
    15th      +7/+2   +5    +5   +9    67     15      5th 
    16th      +8/+3   +5    +5   +10   79     16      5th
    17th      +8/+3   +5    +5   +10   91     17      6th
    18th      +9/+4   +6    +6   +11   103    18      6th
    19th      +9/+4   +6    +6   +11   115    19      6th 
    20th      +10/+5  +6    +6   +12   127    20      6th
    *The mental gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.

    Class Features
    All the following are class features of the mental.

    Weapon and Armor Proficiency: Mentals are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

    Power Points/Day: A mental's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level mental gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.

    Powers Known: A mental begins play knowing one mental power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.
    Choose the powers known from the mental power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a mental to learn powers from the lists of other classes.) A mental can manifest any power that has a power point cost equal to or lower than his manifester level.
    The total number of powers a mental can manifest in a day is limited only by his daily power points.
    A mental simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
    The Difficulty Class for saving throws against a mental's powers is 10 + the power’s level + the mental's Wisdom modifier.

    Starting Gear
    2d4 x 10 gp worth of equipment.

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    Mental Power List
    Mentals choose their powers from the following list.

    1st level: catfall, detect psionics, empathy, energy ray, entangling ectoplasm, far hand, inertial armor, matter agitation, mind thrust, missive, precognition, psionic charm, stomp, synesthete, telempathic projection, thicken skin, vigor

    2nd level: animal affinity, concussion blast, body equilibrium, detect hostile intent, ego whip, energy push, mass missive, psionic knock, psionic levitate, psionic suggestion, psionic tongues, read thoughts, sensitivity to psychic impressions, sustenance

    3rd level: body adjustment, body purification, dispel psionics, energy bolt, energy burst, false sensory input, greater concealing amorpha, psionic blast, telekinetic force, telekinetic thrust

    4th level: correspond, energy adaption, mindwipe, psionic divination, psionic dimension door, psionic dominate, psionic fly, remote viewing, telekinetic maneuver

    5th level: adapt body, hail of crystals, incarnate, mind probe, psionic teleport, psionic true seeing, power resistance, psychic crush

    6th level: greater precognition, mind switch, personal mind blank, psionic contingency, psionic overland flight, retrieve, suspend life, temporal acceleration
    Last edited by The Vorpal Tribble; 2007-05-16 at 10:24 AM.