The Psyker (Alternate, Customizable "Psychic" Warlock)

New class for my next campaign. A hybrid of ideas, using the Warlock as a template. Slightly more of a Blaster than the Warlock, but its also more customizable. You get to choose what Element (called Force here) you blast with from the start, which also influences what kind of Disciplines (Invocations) you have available. You also choose a specialty area with Psychic Focus. While I'm using psychic-themed flavor for this class, with a few tweaks it could be more Warlock or Sorcerer like. Still under construction, though the base class itself is probably 70% finished (although not playtested). Comments, critiques, suggestions all welcome!


Table of Contents:
Post 1: Designer Notes, Psyker Class Table and Basic Abilities
Post 2: The Forces, Blast Patterns, Disciplines
Post 3: New Feats, Prestige Classes, Psyker as a Template
Post 4: Misc.


Notable Differences:
[sblock]-"Eldritch Blast" replaced by "X Blast", where X is an element chosen from the start. All Psykers have a generic 'Force' blast and then another force type of their choosing.
-Psykers lack a Warlock's defensive capability, magic item using ability
-In addition to choosing the element they specialize in, each Psyker can gain a little extra definition by choosing a Psychic Focus. This gives them some abilities outside of blasting.
-Instead of using 'Essences' to change the shape of a Blast, Psykers use 'Blast Patterns' which are similar to Essences in a sense that it can change the range, shape, etc... of a Blast. You can apply multiple Blast Patterns at the same time, but each pattern reduces your Blast damage by a certain amount (1-3 dice lost), so for instance you could increase the range (Blast Pattern: Spear which costs 1 Die) and give it a Fireball shape (Blast Pattern: Burst which costs 2 Dice) but you have to have at least a Blast with 4 Dice to use both and doing so would reduce the damage to 1 Die. Using multiple Blast Patterns is only practical when either using the Power Surge ability of Psykers or investing in feats such as Favored Blast Pattern.
-Blast Patterns unlike Essences do not provide an additional effect on a failed save like Blindness or Confusion or such. Instead, these effects are built into the Force you choose, so if you choose Electricity as your Blast force, then on a successful critical hit you have a chance to stun your opponent in addition to the damage. The 'Concentrated' and 'Power' Blast Patterns make the status effects occur more often or with more tenacity (respectively).
-The equivalent of Invocations, or Disciplines are tied to a Psyker's chosen Force, similar to how Clerics gain certain spells based on the Domain they choose. A Discipline often offers the Psyker a type of extra defense, expands their options slightly, and at the third tier offers them an ability definitive of their Force.[/sblock]
Balance Notes:
[sblock]-Most Psyker's Blasts are stronger than your average Eldritch Blast. Eldritch Blast uses d6's whereas a Psyker's Blast damage is determined by what Force they use (ex: A Psyker with Fire Blast uses d10's for damage). Eldritch Blasts are unaffected by DR, Elemental Resistances, Saves, etc..., and later on doesn't have to worry about SR. Most stronger types of Blasts, such as Fire Blast are rationalized as balanced since Fire Resistance is the most common of elemental resistances. A Psyker has a few options for bypassing an opponent's resistance with a select few Blast Patterns, but almost always the damage is reduced in some fashion.
-All Psyker's have acess to an additional element, 'Basic Force'. Force Blast deals force damage ala magic missile, using d4's. Generally I only see a Psyker using this ability versus someone is highly resistant or completely immune to their main Force, or vs. the occasional ethereal opponent. The application of Basic Force is also how I rationalize Psyker's Blast shapes.
-Most Force's status effects seldom add that much power to the Blast, they're mostly there for flavor.
-I worry about Blast Damage at lower levels, but even with ranged touch attacks, at the earliest levels Psykers are more likely to only successfully attack just a bit more than the party fighter. At higher levels due to the near necessity of using at least one or two Blast Patterns regularly I don't worry so much about a Psyker being overpowering. It seems obvious that the Warlock's Eldritch Blast ability can't keep up with a spellcaster's ability to damage starting mid-levels even, though I'm hoping a Psyker will fare slightly better than the Warlock.
-There will be no item that has the ability to increase a Psyker's Blast's damage. This feature is built into the class with Power Surge.[/sblock]

The Psyker

Psykers come from all sorts of backgrounds but what they all have in common is the offensive focus of their psychic talents. Every Psyker has a special Force (physical, elemental, or esoteric) they are naturally attuned to. While each Psyker focuses on a particular Force they also have control over basic force, the invisible energy that runs through reality they are able to tap and cause to manifest. They may use this basic force offensively, but it is weak and instead generally used in conjunction with a Psyker's special Force ito transform it into new forms.

Early on a Psyker's use of their special Force is crude, but as they achieve mastery with their Force they are able to control and use it in versatile ways. A Psyker's Psychic Focus plays an important role in his development, giving him additional capabilities depending on where he either chooses to focus his abilities or where his natural talents lie.

Code:
[b]Lvl  BAB  Fort Ref Will  Special:[/b]
1    +0   +0   +0   +2   Blast 1, Discipline (Tier 1), Power Surge +1
2    +1   +0   +0   +3   Discipline (Tier 1), Psychic Focus I
3    +2   +1   +1   +3   Blast 2
4    +3   +1   +1   +4   Discipline (Tier 1)
5    +3   +1   +1   +4   Blast 3, Psychic Focus II
6    +4   +2   +2   +5   Discipline (Tier 2)
7    +5   +2   +2   +5   Blast 4
8    +6   +2   +2   +6   Discipline (Tier 2), Power Surge +2
9    +6   +3   +3   +6   Blast 5
10   +7   +3   +3   +7   Discipline (Tier 2*), Psychic Focus III
11   +8   +3   +3   +7   Blast 6
12   +9   +4   +4   +8   Discipline (Tier 3)
13   +9   +4   +4   +8   Blast 7
14  +10   +4   +4   +9   Discipline (Tier 3)
15  +11   +5   +5   +9   Blast 8, Psychic Focus IV
16  +12   +5   +5  +10   Discipline (Tier 3), Power Surge +3
17  +12   +5   +5  +10   Blast 9
18  +13   +6   +6  +11   Discipline (Tier 3)
19  +14   +6   +6  +11   Blast 10
20  +15   +6   +6  +12   Overpower

Game Rule Information:
Abilities: Charisma makes the status effects of a Psyker's Blast as well as some Psyker's Disciplines/Psychic Focus harder to resist. High Dexterty is valuable to a Blast-oriented Psyker, allowing him to fire more accurately. Finally, a decent Wisdom score is required for a Psyker who wants to juggle multiple active Disciplines at once.
Alignment: Any
Hit Dice: d6

Class Skills: Bluff (Cha), Concentration (Wis), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Skill Points: 4 + Int mod

Weapon and Armor Proficiency: Psykers are proficient with all simple weapons. They are proficient with light armor but not with shields.
--Although the energy that powers a Psyker's abilities are mental, all of his abilities from Blast to his Disciplines require basic Somatic gestures. A Psyker in medium or heavy armor receives a -1 penalty to hit his Blast's ranged touch attacks for every 5% chance of Spell Failure the armor incurs. His use of Disciplines suffers from an armor's normal chance of Spell Failure.

Class Features:
Blast (Sp) At 1st level a Psyker chooses a Force to be proficient in (see Forces, below), once he chooses this Force he may not ever change it. All Psykers are also proficient with Basic Force. Blasts are concentrated amounts of a force Psykers can use to deal damage and sometimes cause harrying effects to their enemies.
--A Blast is a ray with a range of 60'. It is a ranged touch attack that affects a single target, allowing no saving throw. A Blast deals 1 die worth of damage at 1st level, the die used determined by the type of force used, either the Force the Psyker specializes in or Basic Force. At 3rd level and every odd level afterwards, a Psyker gains additional die worth of Blast damage. A blast is the equivalent of a spell with a level equal to one-half the Psyker's class level (round down) with a minimum spell level of 1st and a maximum of 9th (at 18th level or higher). Often on a confirmed critical, a Blast has an additional effect. Where a save is required, the DC is 10 + Blast's Spell level + the Psyker's charisma modifier.
--A Blast is affected by spell resistance, although feats like Spell Penetration that improve CL checks to overcome SR also apply to Blast. Metamagic feats cannot improve a Psyker's Blast but feats that Metamagic spell-like Abilities apply, as well as feats that effect Rays (Point Blank Shot line, Weapon Focus line) and feats like Ability Focus (which increase the DC where applicable).

Disciplines: At 1st level, 2nd level, and every even level after that a Psyker gains a Discipline from a Tier corresponding to the chart. A Psyker may only choose a Discipline from the Basic Force list and from the list of the Force he is specialized in. Alternatively, the Psyker may learn a Blast Pattern with a cost equal to the Discipline available (i.e. 1 Die cost Blast Pattern is equivalent to a Tier 1 Discipline). A Psyker may opt to choose a Discipline or Blast Pattern that is of a lower tier than the one he is available to if he so wishes. A Psyker may choose to swap out a single Discipline or Blast Pattern for another Discipline or Blast Pattern of equivalent tier once every even level.

Power Surge (Su): By using up their inner reserves of power a Psyker may boost up his Blasts in a limited fashion. Starting at 1st level, a Psyker may apply one die worth of Blast Patterns to his Blast ability once per day per point of Charisma modifier (minimum 1). At 8th level the amount of dice his Power Surge grants is increased to two, at 16th level it is increased to three. The use of this ability is a swift-action that affects the next Blast the Psyker fires within the round Power Surge was activated.

Psychic Focus (Su): All psychics have a special area of focus, apart from what sort of forces they control. At 2nd level the Psyker chooses what Psychic Focus path he follows and gains an ability based on this focus. At 5th, 10th, and 15th levels the Psyker gains more abilities corresponding to his path.

Psychic Focus Paths: (Under construction)
[sblock]Biofeedback (Mastery of one’s body)
Description: (flavor text)
Suggested Forces: (Elemental Forces), Life, Mental
Rank I: +2 to Fortitude
Rank II: +2 to Reflex
Rank III: Evasion
Rank IV: Mettle

Empathy (Tuned towards people):
Description: (flavor text)
Suggested Forces: Life, Light, Mental, Water
Rank I: +4 to Sense Motive, may make a Sense Motive check as a free action
Rank II: +6 to Diplomacy/Sense Motive
Rank III: +8 to Bluff/Diplomacy/Sense Motive
Rank IV: Skill Mastery (Bluff/Diplomacy/Sense Motive)

Healing (Ability to channel positive energy):
Description: (flavor text)
Suggested Forces: (Physical Forces), Fire, Life, Light
Rank I: +4 to Heal, may bind another’s wounds as a free action
Rank II: Lay on Hands (Wisdom based)
Rank III: Stunning Blow
Rank IV: Quivering Palm

Lucky (Psychic powers manifest in small ways): (Destined?)
Description: (flavor text)
Suggested Forces: Mental, Temporal
Rank I: +1 luck bonus to all skill checks, saving throws
Rank II: 1/day may reroll a save or ability check (as per Luck Domain)
Rank III: 1/day may reroll damage from a Blast power
Rank IV: Automatically make a save once per day, must declare this ability before a roll would have to be made.

Oracle (Sees split seconds into the future):
Description: (flavor text)
Suggested Forces: (Physical Forces), Darkness, Light, Mental, Temporal
Rank I: +2 Initiative, May use Wisdom instead of Dex for Initiative
Rank II: Uncanny Dodge
Rank III: +4 Initiative
Rank IV: Immune to Surprise

Psychic Vampire (Mentally drains others):
Description: (flavor text)
Suggested Forces: (Elemental Forces), Darkness, Mental
Rank I:
Rank II:
Rank III:
Rank IV:

Reincarnate (Reborn mind):
Description: (flavor text)
Suggested Forces: Any
Rank I: Bonus feat from following list: Weapon Proficiency, Armor Proficiency, Skill Focus (or any feat that only boosts skills).
Rank II: Add any one skill to your class skill list.
Rank III: Bonus Feat (Any)
Rank IV:

Sensitive (Receptive to the powers of others):
Description: (flavor text)
Suggested Forces: (Elemental Forces)
Rank I:
Rank II:
Rank III:
Rank IV:

Talented (Ability to channel an extra force):
Description: (flavor text)
Suggested Forces: Any
Rank I: Gain access to another element.
Rank II: Gain extra Tier 1 ability
Rank III: Gain extra Tier 2 ability
Rank IV: Gain extra Tier 3 ability

Wild Power (Stronger, but more chaotic power): ~ needs strict balancing
Description: (flavor text)
Suggested Forces: (Physical Forces), (Elemental Forces)
Rank I: Upgrade blast damage by 1 Die type (Gravity becomes 2d8), on a roll of natural 1, power causes feedback to the psychic, causing 1 damage/level.
Rank II: After applying Basic Shapes to a power, roll 1d6 an consult the chart (1, -2 Dice/2, -1 Dice/3, no change/4-5, +1 Dice/6, +2 Dice). This affects the damage of the power.
Rank III:
Rank IV:
[/sblock]
 
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The Forces (Under Heavy Construction)
Most of these are just from my notes, I'll do a full write up when I have the time.

[sblock]Basic:
Basic Force (Force)-d4, cannot be shaped, affects Ethereal

Physical: (Affected by DR, More General boosts):
Earth (Piercing)-d8, Critical: 19-20/x2
Water (Bludgeoning)-d8, Critical: 20/x3
Wind (Slashing)-d6, Critical: 19-20/x3

Elemental: (Affected by Energy Resistance):
Acid (Acid)-d6, deals half (non-critical) damage following round (Reflex negates)
Lightning (Electricity)-d8, Stun (Fortitude negates)
Fire (Fire)-d10, set aflame (Reflex negates)
Ice (Cold)-d8, Slow (Fortitude negates)
Sound (Sonic)-d6, Deafen (Fortitude negates)

Esoteric: (Untyped damage, Unique properties):
Darkness-d4, Nauseate (Fatigue?), Easy to Shape (1 Free equivalent die to use on a Blast Pattern)
Gravity-d10, Sicken (Nauseate?), Hard to Shape (Must use 1 extra die to use a Blast Pattern)
Life-d8, Fort save half (no attack roll), Nauseate on natural 1
Light-d4, Blindness, Easy to Shape (1 Free equivalent die to use on a Blast Pattern)
Mental-d8, Will save half (no attack roll), Confuse on natural 1
Telekinesis-d6 P/B/S, affected by DR, special*
Temporal-d4, Stasis (Paralyze?)[/sblock]
Blast Patterns (5/6/7):
[sblock]The application of Basic Force with another force
-You can take these in place of Disciplines, the number of Dice a Blast Pattern uses is its Discipline level. You subtract the allotted dice from your damage to apply a shape pattern. You can apply multiple shapes to an attack, but no more patterns than the blast damage dice you have available.

Tier 1:
Discerning (1 Die)-+4 attack bonus/+2 Save DC
Emanate (1 Die)-Area effect (5 ft. radius around self, +5 ft. for every extra Die spent)
Penetrating (1 Die)-Ignore first 10 resistance (Elemental Immunity counts as 40 base resistance)
Selective (1 Die)-Only on area powers, choose who your ability affects
Spear (1 Die)-Improves Range

Tier 2:
Burst (2 Dice)-Area effect
Cone (2 Dice)-Area effect
Knock back (2 Dice)-Knocks back target
Line (2 Dice)-Area effect
Power (2 Dice)-Increased critical effect (can be combined with Concentrated?)
Tripping (2 Dice)-Trip target

Tier 3:
Aura (3 Dice)-Apply as melee attack, also provides offensive shield (ala Fire Shield) - Can only apply Concentrated, Discerning, Knock back, Penetrating, Power, Selective, Tripping on this.
Chain (3 Dice)-Area effect
Concentrated (3 Dice)-Automatic Status Effect (according to Element)
Summons (3 Dice)-Constant effect (ala Dancing weapon/Spiritual Weapon, 3 round duration and/or needs normal attack roll?), works with Life/Mental funnily
Trap (3 Dice)-Attempt to entrap subject
Wall (3 Dice)-Area effect. Creates a wall of energy (ala Wall of Fire)[/sblock]

Disciplines:
[sblock]Disciplines are applications of psychic abilities that go beyond simply using them in forceful displays of power. You can only take a discipline for an element you have available, they’re generally at will abilities that require a swift action (I.e. they can‘t be used the same round Power Surge is used).
*Constant effects must be maintained every round as a free action (cannot do it if stunned or such).
**Maintaining 2 or more Constant effects requires a Concentration check (DC 15 for two effects, 25 for three, 35 for four) every round. Generally a Psychic begins battle with only one Constant effect.
DC = 10 + 1/2 Psychic Level + Cha Mod

Tier 1 is (usually) a personal, defensive ability.
Tier 2 is a personal, option-enhancing ability, generally boosted at 10th level
Tier 3 is a power definitive of the force (all these abilities are tiring and cause fatigue, exhausted status if already fatigued, or unconsciousness if already exhausted)

Basic: (open to everyone)
Force:
Barrier (Tier 1)-Gain Deflection bonus to AC (+1/3 levels, minimum +1)
Flight (Tier 2)-Gain fly speed equal to normal movement (Good maneuverability). (Requires free action to maintain.)
Ultimate Guard (Tier 3)-(Immediate action)-Ignore first 30 points of damage from any attack

Physical:
Earth:
Earth Shield (Boost) (Tier 1)-Gain DR 3/Piercing, at 4th level and every other even level this DR increases by 1 to a maximum of 12/Piercing damage reduction.
Great Stamina (Boost) (Tier 2)-+2 Fortitude saves, +2 on Strength/Grapple checks. At 10th level: +4 Fortitude saves, +4 on Strength/Grapple checks
Quake? (Terrain) (Tier 3)-Terrain status (Trip each round, chance for falling rocks, Earth attacks are increased by 1 die)

Water:
Water Shield (Tier 1)-Gain DR 3/Bludgeoning, at 4th level and every other even level this DR increases by 1 to a maximum of 12/Piercing damage reduction.
Mental Strength (Tier 2)-+2 Will saves, +1 Insight bonus to AC. At 10th level: +4 Will saves, +2 insight bonus to AC.
Maelstrom? (Tier 3)-Terrain status (Magic becomes unreliable? Concentration checks?, Water attacks are increased by 1 die)

Wind:
Wind Shield (Tier 1)-Gain DR 3/Slashing, at 4th level and every other even level this DR increases by 1 to a maximum of 12/Piercing damage reduction.
Increase Speed (Tier 2)-+2 Reflex saves, +10 Move speed. At 10th level: +4 Reflex saves, +20 Move speed.
Whirlwind (Tier 3)-Terrain Status (All other’s ranged attacks receive penalty, Wind attacks are increased by 1 die)

Elemental:

...

Esoteric:

Darkness:
Reflect Attack (Counter) (Tier 1)-(Immediate action), can make opposed attack roll to turn physical attack backwards. Psychic is flat-footed until beginning of next turn..
Shadow Twin (Boost) (Tier 2)-Create illusionary figment that can Aid Another (+2 to attack rolls or AC or skill checks). At 10th level the Aid Another bonus increases to +4.
Pitch Black (Terrain) (Tier 3)-Everyone receives Total Cover, you can see through your own darkness, Dark powers are increased by 1 die

Light:
Reflect Spell (Counter) (Tier 1)-(Immediate action), can make opposed caster level check (using Psychic level) to turn spell backwards. Psychic is flat-footed until beginning of next turn.
Luminosity (Boost) (Tier 2)-All light attacks have a chance to blind target for 1 round. At 10th level, the blindness lasts for 1d4 rounds.
Heaven’s Light (Terrain) (Tier 3)-Dispels darkness and illusions, all creatures lose any kind of concealment, Light powers are increased by 1 die

Mental:
Control (Status) (Tier 1)-Command 1 creature for 1 round.
Boost Mind (Boost) (Tier 2)-+2 to all Mental scores. At 10th Level: +4 to all mental scores.
Master’s Control (Status) (Tier 3)-Command 1 creature/2 levels (minimum 1) for 1 round.

Temporal:
Instant Reaction (Boost) (Tier 1)-+1 Initiative rolls/2 Levels (Minimum +1).
Temporal Sidestep (Boost) (Tier 2)-Any normal move counts as a double move (can move twice base speed, do not provoke attacks of opportunity). At 10th Level may additionally, choose to make a move-equivalent action as a swift action.
Stop Time (Boost) (Tier 3)-Gain a full round action (Swift action to use).[/sblock]
 
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Under Even Heavier Construction than the Post Above!
This is last on my list, it probably won't be done for another month.

Suggested Feats for a Psychic:
Improved Critical (Blast)
(Metamagic) Spell-like Ability (Blast)
Point Blank Shot
Precise Shot
Shot on the Run

Feats ():
Easy Multiclass Feats (Psychic Monk, Psychic Rogue-Tie them to a Psychic Focus)
Extra Discipline-Gain one extra discipline of a tier equal or lower than the ones you have access to.
Extra Power Surge-Gain an additional 3 uses of Power Surge
Extra Psychic Focus (Prequisite-Level 5)-Gain secondary psychic focus, but at Psychic level -5
Favored Shape-Choose any single Shape. It costs 1 less Die to shape this ability (stacks with Light/Darkness easy shaping ability).
***Really handy in combination with Penetrating Blast shape for Elemental users or Discerning for Life/Mind users.

Prestige Classes:
Dark Psychic (5 Level)
Light Psychic (5 Level)
Master of Time (5 Level)
Mentalist (5 Level)
Psychic Hunter (5 Level)-Gain resistance, detect psychics, dispel/counter abilities
Psychic Warrior (5 Level)-”Enchant” weapon, good BAB, Fort, reflex saves, poor Will
Psychomancer (10 Level)-Mystic Theurge-like
 
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