Sollir Furryfoot
Explorer
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.
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]
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]
Last edited: