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

    This is my go at a psionic NPC class.

    -=-=-=-=-=-

    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.

    -=-=-=-=-=-

    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.

    -=-=-=-=-=-

    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.

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    Default Re: [Class] Let me see your palm...

    Seems nifty. Kinda like a Psionic Ardent. Personally, don't really like the name, but that's just a flavor thing.
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

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    Default Re: [Class] Let me see your palm...

    Name is absolutely terrible. I guess it doesn't matter since you'd rename the class for specific instances.

    It sort of works in that it's a boring class for NPCs.
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    Default Re: [Class] Let me see your palm...

    Quote Originally Posted by Closet_Skeleton View Post
    Name is absolutely terrible. I guess it doesn't matter since you'd rename the class for specific instances.
    Hey, its a legitimate title thats been used in RL. Open to suggestions though.

    It sort of works in that it's a boring class for NPCs.
    Well, if it was interesting it wouldn't be an NPC class now would it?

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    Default Re: [Class] Let me see your palm...

    I don't understand what's wrong with the name, it fits quite well.

    Anyway, I'm surprised that WotC didn't came up with such a class, as they first brought the psionics. I think you've filled an important gap.
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    Default Re: [Class] Let me see your palm...

    Quote Originally Posted by Assasinater View Post
    I don't understand what's wrong with the name, it fits quite well.

    Anyway, I'm surprised that WotC didn't came up with such a class, as they first brought the psionics. I think you've filled an important gap.
    Agreed. And maybe "Mentalist" would be more to people's liking?
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    Default Re: [Class] Let me see your palm...

    Quote Originally Posted by Gaurd Juris View Post
    Agreed. And maybe "Mentalist" would be more to people's liking?
    sounds good to me
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    Default Re: [Class] Let me see your palm...

    I've did a couple drafts of NPC psionic classes, but as you have a deeper understanding of the psionics system, I'll just copy yours. Mine was boring anyways; the one I kept was basically an expert with 4 skill points/ level, Hidden Talent as a bonus feat at first level and a bonus psionic feat at 4th, 8th, 12th, 16th, and 20th. I called it "Gifted."

    Before I do that though, I'd suggest that even using the Power point and powers known progression from the psychic warrior, and striping out their feats, isn't enough to really peel it back to NPC power level. Compare the adept to the cleric, and the magewright (from Eberron, if you have it) to the wizard. Or, easier, the Warrior to the Fighter. The Fighter has an extra skill and a ton of feats. The Mental, compared to the psychic warrior, only loses the feats and the BAB progression.

    I'd suggest doing the same thing the adept does, only taking it to fifth level in powers, and also scaling back both powers known and power points available. Remember, they aren't supposed to have a fighting chance against the PCs. A Mental at the first few levels (and, with luck, the higher levels) does. Re-balancing the powers known, power level capable of, and power point progression would be a trial, I know, but I think you might want to do it.

    Edit: I may as well display exactly what I'm talking about.
    Suggested NPC progression
    {table=head]Level|PP/D|P. Known|Highest Level[br]Power Known

    1st|
    0*
    |
    1
    |
    1

    2nd|
    0*
    |
    2
    |
    1

    3rd|
    1
    |
    2
    |
    1

    4th|
    2
    |
    3
    |
    2

    5th|
    3
    |
    4
    |
    2

    6th|
    6
    |
    4
    |
    2

    7th|
    9
    |
    5
    |
    2

    8th|
    12
    |
    6
    |
    3

    9th|
    15
    |
    7
    |
    3

    10th|
    18
    |
    7
    |
    3

    11th|
    25
    |
    8
    |
    3

    12th|
    32
    |
    9
    |
    4

    13th|
    39
    |
    10
    |
    4

    14th|
    46
    |
    11
    |
    4

    15th|
    53
    |
    11
    |
    4

    16th|
    64
    |
    12
    |
    5

    17th|
    75
    |
    13
    |
    5

    18th|
    86
    |
    14
    |
    5

    19th|
    97
    |
    15
    |
    5

    20th|
    108
    |
    16
    |
    5
    [/table]
    *The mental gains no power points from his class at 1st or 2nd 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.
    Last edited by Blue_C.; 2007-05-17 at 12:25 AM.
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    Default Re: [Class] Let me see your palm...

    I agree that it seems like he has too many powers known for an NPC class. He should get less power points than a psychic warrior, and it seems wrong that the mental ends up knowing nearly twices as many powers as a wilder.

    However, in addition to decreasing power points and powers known, I'd consider expanding the list they can choose from slightly. In particular, I'm thinking of the powers that used to be the "classic" psionic combat defenses: empty mind, thought shield, mental barrier, intellect fortress, and tower of iron will.

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    Default Re: [Class] Let me see your palm...

    Looks handy, and new simple NPC classes are always nice.

    Although I know completely nothing about psionics. I need to look into that sometime.
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    Default Re: [Class] Let me see your palm...

    Quote Originally Posted by Blue_C. View Post
    Before I do that though, I'd suggest that even using the Power point and powers known progression from the psychic warrior, and striping out their feats, isn't enough to really peel it back to NPC power level.

    Compare the adept to the cleric, and the magewright (from Eberron, if you have it) to the wizard. Or, easier, the Warrior to the Fighter. The Fighter has an extra skill and a ton of feats. The Mental, compared to the psychic warrior, only loses the feats and the BAB progression.
    As well as the weapon and shield profs, powers, and d4's instead of d8's.

    An adept gets d6 and a familiar as well as almost the same ammount of spells known.

    I'd suggest doing the same thing the adept does, only taking it to fifth level in powers, and also scaling back both powers known and power points available. Remember, they aren't supposed to have a fighting chance against the PCs. A Mental at the first few levels (and, with luck, the higher levels) does.
    They could only stand up to a Psychic Warrior, and only then power wise. The warrior would then cut them to shreds.

    Re-balancing the powers known, power level capable of, and power point progression would be a trial, I know, but I think you might want to do it.
    I'll think on it and look things over, though not sure they can take more gimping.

    and it seems wrong that the mental ends up knowing nearly twices as many powers as a wilder.


    Wilders are so gimped power-wise that they are nearly impossible to play. Basically the only thing worth doing with them is get the most bombastic powers and rev them up. Wilders are like Warlocks, about all they are good for is doing blasting damage.

    However, in addition to decreasing power points and powers known, I'd consider expanding the list they can choose from slightly. In particular, I'm thinking of the powers that used to be the "classic" psionic combat defenses: empty mind, thought shield, mental barrier, intellect fortress, and tower of iron will.
    Will think on it.

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