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Thread: Base Class Request
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2012-06-07, 06:49 PM (ISO 8601)
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Base Class Request
There are probably some people who like making homebrew but need some inspiration. I need a base class for the world building project I have. So, I am looking for some help. In exchange I will make a cool trophy for your sig.
Details:
I need a psionic class that doesn't use powers. Similar to the Channeler perhaps? Or like many of the other non-vatican spellcasters popping up on this forum.
I want it to work for The Brain in the Jar.
The reason: I'm trying to use all homebrew classes in my world, and I find this forum to lack psionic-flavor classes which would fit well in the world I'm building.
Don't make it broken, I like T3-4, but don't let it hold you back. Anyways, is anyone out there that would help me?
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2012-06-07, 07:11 PM (ISO 8601)
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Re: Base Class Request
I might be able to make this happen, but first I'd like to clarify a few things.
- You want the class to be something akin to a psionic warlock, with at-will psionic powers?
- Do you want the psionic augmentation inherent to many powers to play a role in the totally-not-powers-PLA's the class would get?
- Is the class intended to more closely model a fullcaster, mobile skirmisher, beatstick, or something else?
- Does the class have to be entirely devoid of power points, or just not use them to manifest powers normally?
My forum avatars appear to have decomposed in my absence. C'est la vie.Homebrewer's Signature
If you use any of my homebrew, or even if you just have a strong opinion on it, please let me know. Feedback is always useful.
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2012-06-07, 07:35 PM (ISO 8601)
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2012-06-07, 09:23 PM (ISO 8601)
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Re: Base Class Request
I might try my hand at this as well.
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2012-06-07, 09:34 PM (ISO 8601)
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Re: Base Class Request
Well, it would be rather silly to have two classes that fill the same role, so if you feel interested, I suggest picking one of the other races
Mindflayers(Probably not, since there already will be a psionic class, unless you think you can make one different enough)
Minotaurs:
Centaurs:
Kuo-Toa:
Imp:
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2012-06-07, 10:59 PM (ISO 8601)
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Re: Base Class Request
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2012-06-08, 07:02 AM (ISO 8601)
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2012-06-08, 07:27 AM (ISO 8601)
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Re: Base Class Request
when the contest finishes up, I might throw the elan up here...
Avatar by Szilard, thank you sir for the fine work!
my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender
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2012-06-08, 07:43 AM (ISO 8601)
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2012-06-08, 08:04 AM (ISO 8601)
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Re: Base Class Request
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2012-06-08, 08:20 AM (ISO 8601)
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2012-06-08, 05:21 PM (ISO 8601)
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Re: Base Class Request
yeah, the contest requires that the entry be exclusive to that thread until the contest is over...
Avatar by Szilard, thank you sir for the fine work!
my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender
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2012-06-09, 02:21 AM (ISO 8601)
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Re: Base Class Request
Hmm, to a psion as a warlock is to a sorcerer...
Resonanzgeist
Sometimes a psionic mind resonates with a fundamental principle of the world or of the universal subconscious. Thus is created a resonanzgeist. Their powers are similar to those of a psion. Mostly they are weaker, since these universals are not so easily bent to one's will as one's own mind is. They do have one great advantage, though: their powers cannot be exhausted unless the principle they resonate with is extinguished from the multiverse.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|special|pp/round|max power level|powers known
1st|0|0|0|2|resonance: skill|1|0|2
2nd|1|0|0|3|resonance: power|1|0|4
3rd|1|1|1|3||1|1|6
4th|2|1|1|4||2|1|7
5th|2|1|1|4|resonance: skill focus|2|1|9
6th|3|2|2|5||3|1|10
7th|3|2|2|5||3|2|11
8th|4|2|2|6||4|2|12
9th|4|3|3|6|resonance: power list|4|2|14
10th|5|3|3|7||5|2|15
11th|5|3|3|7||5|3|16
12th|6|4|4|8||6|3|17
13th|6|4|4|8|resonance: skill comfort|6|3|19
14th|7|4|4|9||7|3|20
15th|7|5|5|9||7|4|21
16th|8|5|5|10||8|4|22
17th|8|5|5|10|resonance: power boost|8|4|24
18th|9|6|6|11||9|4|25
19th|9|6|6|11||9|5|26
20th|10|6|6|12|gather power|9|5|27[/table]
HD: d4
Skills: 2+int
Class Skills: Autohypnosis, Concentration, Knowledge(psionics), Psicraft
Resonanzgeists cast from the psion list, with save dcs based on wisdom.
Many of a resonanzgeist's class features depend on what principle his mind resonates with. Here is a table of principles and their effects on those features. Other principles are possible, and have linked abilities that are of roughly comparable power and usefullness.
{table=head]principle|power list|skill|power
creativity|shaper|craft(any)|conjure 1 handful / pp of a common substance
faith|egoist|knowledge(religion)|heal 1 hp/pp for yourself or a touched creature
empathy|telepath|sense motive|become aware of the general emotional state of 1 creature/pp within 30 ft -- will negates
the physical elements|kineticist|knowledge(the planes)|deal 1 hp/pp raw energy damage to chosen target within 30 ft, no save
curiosity|seer|search|use one sense as if your sense organs were 1 ft/pp away from where they really are
one's nation|nomad|knowledge(history)|become aware of things of great relevance to your nation within 10ft/pp[/table]
resonance: skill: The skill associated with the resonant principle is added to the resonanzgeist's clas skill list.
resonance: power: The resonanzgeist gains the power associated with his principle. This does not count against powers known.
resonance: skill focus: The resonanzgeist gains skill focus with the associated skill as a bonus feat. If he already has this, he gains any feat for which he qualifies.
resonance: power list: The resonanzgeist may select powers known from the associated power list.
resonance: skill comfort: The resonanzgeist may take 10 on the associated skill even if rushed or threatened.
resonance: power boost: The resonanzgeist has one additional power point to spend when casting the associated power or a power from the associated list.
gather power: Instead of manifesting a power, a resonanzgeist may gather power for a future round. He may add up to 5pp to his gathered power each turn. At the end of any round at which he is holding power, he must make a will save dc 15+pp gathered. If he fails, all the gathered energy is released doing 1d6/pp damage to the resonanzgeist and anyone within 30 ft (reflex negates, same dc, for people who are nearby -- no save for the resonanzgeist himself). When a resonanzgeist manifests a power with power gathered, he adds the gathered points to his normal points.
Level 0 powers:
While normally psionics does not include level 0 powers, beginning resonanzgeists depend on them. Here are a few:
Slide: As a move action, levitate slightly and move 1ft/pp along the ground. Ignore terrain obstacles. You may manifest this even if paralyzed.
Shatter: Destroy a nonmagical, unattended object of up to 2(hp+dr)/pp
Social Enhancement: Gain an enhancement bonus to bluff, sense motive and intimidate checks equal to pp spent.
Physical Enhancement: Gain an enhancement bonus to climb, jump and swim checks equal to pp spent.
Awareness Enhancement: Gain an enhancement bonus to spot, listen and search checks equal to pp spent. Also, a dc 15 spot check reveals otherwise invisible magical or psionic effects.
Push: Apply up to 1 lb/pp of force at any point in any direction. If the point is on a creature or an object held by a creature, that creature gets a reflex save to avoid the force.
Channel Heat: Increase or decrease the temperature of an unattended object weighing up to 5lbs by 10K/pp.Looking for a monster? Making a monster?
Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
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2012-06-10, 08:42 AM (ISO 8601)
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2012-06-11, 09:30 AM (ISO 8601)
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Re: Base Class Request
You get that many pp each round. They refresh at the beginning of your turn.
Or did you mean what it turns into in game? I'd expect casting multiple powers per round would be very rare, so each turn you'd pick a known power at full augmentation and manifest it. The ultimate effect should be fairly warlock-like.Looking for a monster? Making a monster?
Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
All My Homebrew
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2012-06-11, 09:45 AM (ISO 8601)
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2012-06-11, 12:39 PM (ISO 8601)
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Re: Base Class Request
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2012-06-11, 12:47 PM (ISO 8601)
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Re: Base Class Request
Here is a psionic invocation-using "fix" of the Soulknife. It is less castery than you wanted, but it's a start.
I know there was a psionic invoker fullcaster on GitP once, as I saw it come by and liked it, but I dunno its name.Homebrewer's Signature | Avatar by Strawberries
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2012-06-11, 01:50 PM (ISO 8601)
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2012-06-11, 09:44 PM (ISO 8601)
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Re: Base Class Request
No, the Resonanzgeist gets no bonus pp. Wisdom only effects save dcs.
Same pattern as the warlock. Plus any additional pp/round would be too strong.Looking for a monster? Making a monster?
Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
All My Homebrew
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2012-06-12, 12:47 PM (ISO 8601)
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Re: Base Class Request
Try this class.
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2012-06-13, 08:28 PM (ISO 8601)
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2012-06-14, 10:11 PM (ISO 8601)
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Re: Base Class Request
Here's something I've been toying with for ages and just realized mostly fit your description:
The Ectoplancer
An ectoplancer is an almost-psion, whose mind can shape the world in powerful but limited ways: specifically, by coating it in various forms of ectoplasm.
Level BAB Fort Save Ref Save Will Save Special Power Points Augments 1st 0 0 0 2 Spew Ectoplasm 4 lubricant, adhesive, energy, hardness 2nd 1 0 0 3 Anchored Ectoplasm 12 movement 3rd 1 1 1 3 Ectoplasmic Mist 21 4th 2 1 1 4 Ectoplasmic Wall 31 force, nausea 5th 2 1 1 4 Ectoplasmic Power 1 45 6th 3 2 2 5 Ectoplasmic Cage 61 teleport (limited) 7th 3 2 2 5 78 8th 4 2 2 6 96 glamoured 9th 4 3 3 6 Lesser Astral Construct 115 distraction 10th 5 3 3 7 Ectoplasmic Power 2 136 11th 5 3 3 7 159 teleport (general) 12th 6 4 4 8 183 necrotic, deep 13th 6 4 4 8 206 power-proof 14th 7 4 4 9 Ectoplasmic Power 3 229 15th 7 5 5 9 253 plane-shift 16th 8 5 5 10 276 dominate 17th 8 5 5 10 Ectoplasmic Power 4 300 18th 9 6 6 11 322 19th 9 6 6 11 Ectoplasmic Power 5 342 20th 10 6 6 12 Augment Synergy 360
Hit die: d4
Class Skills: Concentration, Craft (any), Knowledge (any), Listen, Psicraft, Spot
Skills: 2+int
Ectoplancers gain additional power points for intelligence, as psions do. Any save dcs they inflict are 10 + int mod + ceil(pp spent / 2). While their abilities are not exactly powers, they are similar enough for metapsionic feats to apply to them. Their abilities have a range of 50 ft + 5 ft/level. Anything they create lasts for concentration plus 1 round/level.
Spew Ectoplasm(su): As a standard action, an ectoplancer can coat an object or a part of an object in ectoplasm. The total surface coated cannot exceed 25 square feet. A reflex save can prevent the ectoplasm from hitting the target (if the target is or is held by someone capable of making reflex saves). The ectoplasm is translucent, has 2 hp, 10 hardness, and requires a dc 15 strength check to tear. The ectoplancer may spend power points to coat a larger area, at a rate of 1 point per additional 25 square feet.
Anchored Ectoplasm(su): As a standard action, for 2 power points, an ectoplancer can spread a sheet of ectoplasm across open space, anchored on both sides. The sheet may be up to 25 square feet, The ectoplasm has the same properties as before, and again can be grown by 25 sq ft per pp.
Ectoplasmic Mist(su): As a standard action, for 3 power points, an ectoplancer can spread ectoplasm into a diffuse mist. The mist fills a 5x5x5 cube, and additional cubes can be created for 1pp each. The mist is opaque: white with occasional sheens of all other colors. Mist is harder to augment than regular ectoplasm, so that only three augmentations (energy, nausea and necrotic) can be applied, and at greater costs.
Ectoplasmic Wall(su): Like Anchored Ectoplasm, but costs 4 power points and does not require anchors.
Ectoplasmic Power(su): There is a natural tension of ectoplasm wishing to enter the material plane. An experienced ectoplancer can use this energy to help fuel her powers. At first, she can source 1 power point of the cost of an ectoplasmic projection from this source rather than from her own power pool. As she gains experience, this increases to 5. At no time does this increase the total number of points she can channel -- it only decreases the cost to her. A cost can be zero, but not negative. If she has any actual psionic powers (for example, by being a multiclass psion) this does not apply to them.
Ectoplasmic Cage(su): As a standard action, for 6 power points, an ectoplancer can create 6 ectoplasmic walls at once forming a cube with no gaps. Each additional power point increases the size of any or all of the walls by 25 sq ft, but the cage must always form a rectangular prism.
Lesser Astral Construct(su): An ectoplancer can bring forth a blob of ectoplasm that acts somewhat like a living being. This acts like the Astral Construct power, except that it costs twice the power points and the resulting creature always looks like an ugly, conspicuous blob. The normal ectoplancer augments still apply normally.
Augment Synergy(su): When a master ectoplancer applies two different augmentations to a lump of ectoplasm, she need only pay power points for the more expensive of the two. If she applies more than two, she must pay for the rest normally.
Augmentations
Whenever an ectoplancer brings forth ectoplasm, she can augment it in the following ways:
lubricant: For 1 power point, an Ectoplancer can make the ectoplasm slippery like grease. Anyone attempting to hold or stand on the ectoplasm must make a reflex save or fail. This cannot be combined with the adhesive augmentation.
adhesive: For 1 power point, an Ectoplancer can make the ectoplasm sticky. Overcoming this is a dc 15 strength check. For every two additional pp spend, the dc increases by 1. This cannot be combined with the lubricant augmentation.
energy: An Ectoplancer can fill the ectoplasm with harmful energy. Anyone who touches it suffers 1d6 damage per power point spent. This damage can be fire, electricity or cold at the ectoplancer's choice. This augmentation can also be applied to ectoplasmic mists, but then the damage is only 1d4/pp.
hardness: For each power point spent, an Ectoplancer can increase the hardness of ectoplasm by 5 and the tear dc by 2.
movement: For 2 power points, an Ectoplancer can fill ectoplasm with movement. Anyone touching it is moved 5ft/round along the ectoplasm in the direction of the ectoplancer's choosing (this stops if the movement takes the creature out of contact with the ectoplasm). Resisting the flow is a dc 10 strength check that requires something to hold on to. If the ectoplasm is also sticky, sum the dcs. If relevant, gravity adds or subtracts 5 from the check. For every 2 additional power points spent, the speed increases 5ft/rnd and the dc increases by 1.
[b]force[b] For 4 power points, an Ectoplancer can harden the ectoplasm so that it behaves like force (see the wall of force spell).
nausea: For 4 power points, an Ectoplancer can fill the ectoplasm with inharmonious energy. Anyone touching it must make a fort save or be nauseated for one round. Anyone who continues touching it is effected again each round. For each additional power point spent, the duration increases by one round. This can be applied to an ectoplasmic mist, but then it costs 6 power points.
teleport (limited): For 6 power points, an Ectoplancer can tie the ectoplasm to space itself. Anyone who touches it is teleported up to 15 ft in a direction of the ectoplancer's choosing (but not into a solid object). Will negates. Every additional 3 points increases the distance by 5 ft.
glamoured: For 8 power points, an Ectoplancer can transform the way ectoplasm interacts with light. Anyone looking through the ectoplasm sees what the ectoplancer chooses. This is an optical effect, so it cannot be disbelieved (though reality can always be deduced from other clues). This does not effect non-visual senses.
distraction: For 9 power points, an Ectoplancer can fill the ectoplasm with emotion. Anyone attempting to manifest a power, cast a spell, or otherwise use an ability that requires concentration must make a dc 20 concentration check. For every additional point spent, the dc increases by 2.
teleport (general): Like teleport(lesser), but there is no distance limit. The destination must be familiar to the ectoplancer.
necrotic: For 12 power points, an Ectoplancer can fill the ectoplasm with raw death-energy. Any living being touching the ectoplasm must make a fort save or die. This can be applied to an ectoplasmic mist, but then it costs 15 points.
deep: For 12 power points, an Ectoplancer can tie the ectoplasm deep into the nature of reality. No one can teleport through the ectoplasm, nor pass through it on the ethereal or astral plane. The ectoplasm can still be circumvented if a route exists around it within the distance limits of the teleport.
power-proof: For 13 power points, an Ectoplancer can instill the ectoplasm with raw mundanity. Powers, spells and similar effects cannot cross the ectoplasm.
plane-shift: Like teleport(greater), but 15 power points and the destination can be on any plane.
dominate: For 16 power points, an Ectoplancer can infuse the ectoplasm with her own will. Any creature touching it must make a will save or be dominated.Last edited by dspeyer; 2015-06-03 at 09:02 PM.
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Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
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