XPH Races, Classes & PrCs

Nifft

Penguin Herder
Dromite 2.0 -- Humanoid (Insectile)
Size: Small (+1 attack, +1 AC, +4 Hide, -4 Grapple, 3/4 carrying capacity)
Speed: 20 ft.
Abilities: -2 Str
Darkvision 60 ft.
Skill Bonuses: +2 Spot

Caste Chitin: Your body is protected by a tough chitinous carapace, which grants you a +1 natural armor bonus. Your carapace is tinted one of the following colors, and you have Energy Resistance 5 against damage of the corresponding energy type:
- Red: Fire
- White: Cold
- Blue: Electricity
- Yellow: Sonic

Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.
Favored Class: Wilder


Special: Dromites may take a 4-level Racial Prestige Class. (As a PrC, these levels cannot cause an XP penalty.)


Dromite PrC
HD: d6
BAB: Average (as Wilder)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 4 + Int bonus
Class Skills: Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowlege(Psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Code:
[u]Lev	BAB	Ft/Rf/Wi    Psionics		Special Abilities[/u]
1	+0 	+0/+2/+2    --			Energy Resistance 10, Chitin +2
2	+1	+0/+3/+3    +1 Level Wilder	Blind-Fight
3	+2	+1/+3/+3    --			Elemental Surge, Chitin +3
4	+3	+1/+4/+4    +1 Level Wilder	Scent, Charisma +2

Special Abilities:
  • Energy Resistance 10 (Ex): This replaces (does not stack with) the racial energy resistance that the Dromite chose at character creation. His carapace become more vibrant in color.
  • Chitin (Ex): The specified value replaces the Dromite's racial Natural Armor bonus.
  • Blind-Fight: The Dromite's antennae grow more sensitive, granting it the benefit of the Blind-Fight feat.
  • Elemental Surge (Su): When manifesting powers with the energy descriptor that matches the Dromite's energy resistance, the character gains all the benefits of a wild surge +1, with no chance of psychic enervation. If combined with a wild surge, the effects stack, but the Dromite risks psychic enervation from the wild surge as normal.
  • Scent (Ex): The Dromite's antennae grow sensitive enough to grant it scent. A Dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a Dromite detects a scent, the exact location of the source is not revealed -- only its presence somewhere within range. The Dromite can take a move action to note the direction of the scent. Whenever the Dromite comes within 5 feet of the source, it pinpoints the source's location.
  • Charisma: The Dromite gains these bonus points as if through level advancement.
 
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Master of Claws for 3.5e & XPH

Role: Melee Specialist

Prerequisites:
- BAB: 5+
- Feats: Weapon Focus (Claws), Psionic Fist
- Powers: Must be able to manifest Claws of the Beast


Class Benefits:
- HD: d10
- BAB: Good (as Fighter)
- Good Save: Fortitude / Bad Saves: Reflex, Will
- Skill Points: 2 + Int bonus
- Class Skills: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha)


Code:
[u]
Level	BAB	Fort	Ref	Will	Special Abilities[/u]
1	+1	+2	+0	+0	Manifester, Metaphysical Claws (Magic)
2	+2	+3	+0	+0	Flurry of Claws (-2)
3	+3	+3	+1	+1	[i]Align Claws[/i]
4	+4	+4	+1	+1	Flurry of Claws (-1)
5	+5	+4	+1	+1	[i]Ghost Claws[/i]
6	+6	+5	+2	+2	Flurry of Claws (-0)
7	+7	+5	+2	+2	Claw Pounce
8	+8	+6	+2	+2	Greater Flurry, Rend


Special Abilities:
  • Manifester: Your Master of Claws levels stack with your previous Psionic class for the purpose of manifester level (and therefore also power point spending limit). You do not gain additional base power points or powers, though you may gain either through feats or bonus power points due to a high ability score and manifester level.
  • Metaphysical Claws (Magic) (Su): While psionically focused, the character's Claws of the Beast penetrate DR x/magic.
  • Align Claws (Su): While psionically focused, a Master of Claws may make his claws good, evil, lawful, or chaotic, as he chooses. This is a free action.
  • Flurry of Claws (Ex): When making a full attack using only Claws of the Beast, the character gains extra attacks. At 2nd level, the Master of Claws may make one additional claw attack, but all attacks are at -2. At 4th level, the Master of Claws only takes a -1 penalty to his attacks.
  • Flurry of Claws (Ex): When making a full attack using only Claws of the Beast, the character gains extra attacks. At 2nd level, the Master of Claws may make one additional claw attack, but all attacks are at -2. At 4th level, the Master of Claws only takes a -1 penalty to his attacks. At 6th level, the Master of Claws may flurry with no penalty.
  • Ghost Claws (Su): While psionically focused, the character's Claws of the Beast gain the Ghost Touch special ability.
  • Claw Pounce (Ex): By expending psionic focus when charging, the Master of Claws may make a full attack using his Claws of the Beast.
  • Greater Flurry (Ex): When making a full attack using only Claws of the Beast, the character gains extra attacks. At 8th level, the Master of Claws may make two additional attacks at no penalty.
  • Rend (Ex): When making a full attack using only Claws of the Beast, if the character strikes the same opponent twice, he may give up all additional attacks to instead automatically Rend his foe. The Rend attack deals twice the Claw's base damage plus 1.5 x Str bonus.
 

(This is a re-post.)

My thinking was to make the Mind Blade into a [Psionic] feat, and then have a Soulknife PrC which was similar to the CompWar's Kensai class. However, it's not fully fleshed out yet. People here seem to be very passionate about the Soulknife, so I'm hoping that there's some smart people willing to run the numbers on power balance.

Mind Blade [Psionic]
You can manifest a blade of pure will.
Prereqs:BAB 2+, Psionic Body and either Psionic Weapon or Psionic Fist
Benefit: As a move action, you can manifest a short sword composed of mental energy. You are proficient with the mindblade, and can treat it as a natural or manufactured weapon. The mindblade cannot be sundered. It is considered magic for the purpose of striking incorporeal foes and penetrating DR. If it leaves your hand, or you release it, it instantly disappears. The Mind Blade is a finessable weapon, but is not considered Light. Otherwise, it behaves exactly like a short sword.

Mind Blade, Swift [Psionic]
You can quickly manifest your Mind Blade.
Prereq: Mind Blade
Benefit: You can manifest your Mind Blade as a free action (instead of as a move action).

Mind Blade, Thrown [Psionic]
You can throw your Mind Blade.
Prereqs: Point Blank Shot, Mind Blade
Benefit: You can throw your Mind Blade with a range increment of 30 ft. If you can manifest Mind Blades as a free action, the number you can throw is limited only by your iterative attacks. Note that any shape Mind Blade you throw deals 1d6, 19/x2 damage -- the thrown blade reverts to its original short sword form when it leaves your hand.

Mind Blade, Shaped [Psionic]
You can emulate different weapons with mental energy.
Prereq: Mind Blade
Benefit: You can manifest your Mind Blade to emulate any of the following: normal short sword (1d6, 19/x2), long sword (1d8, 19/x2), bastard sword (1d10, 19/x2), or pair of short swords (1d6, 19/x2). If you choose to manifest a pair of short swords, the one in your off hand is considered Light. Note that for the purpose of Weapon Focus, Weapon Specialization, Improved Critical and the like, all three forms are considered to be the same weapon type (Mind Blade).

Mind Blade, Soul [Psionic]
You can deal ability damage with your Mind Blade.
Prereq: Mind Blade
Benefit: When you use your Psychic Weapon or Psionic Fist feat with your Mind Blade, instead of dealing extra damage, you can deal 2 points of ability damage to a mental ability score (Intelligence, Wisdom or Charisma). If you miss, your psionic focus is lost as usual.

Mind Blade, Deep Soul [Psionic]
You can deal more ability damage with your Mind Blade.
Prereq: Mind Blade (Soul), Greater Psionic Weapon or Greater Psionic Fist
Benefit: When you use your Psychic Weapon or Psionic Fist feat with your Mind Blade, instead of dealing extra damage, you can deal 4 points of ability damage to a mental ability score (Intelligence, Wisdom or Charisma). If you miss, your psionic focus is lost as usual.


Soulknife PrC

Role: Melee Specialist

Prerequisites:
BAB: +4
Skill Ranks: Concentration 5+, Psicraft 5+, Tumble 3+
Feats: Mind Blade, Weapon Focus (Mind Blade)

Benefits:
HD: d6 -- but see below!
Skill Points: 4 + Int bonus / level
Class Skills: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowlege (Psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex).

Code:
[u]Lev  BAB Fo/Re/Wi	Special Abilities[/u]
1    +0  +0/+2/+0	Manifester, Blade Enhancement +1
2    +1  +0/+3/+0	Psionic Talent, Psychic Strike +1d6
3    +2  +1/+3/+1	Psionic Talent, Blade Ability (+1)
4    +3  +1/+4/+1	Psionic Talent, Blade Enhancement +2
5    +3  +1/+4/+1	Psionic Talent, Psychic Strike +2d6
6    +4  +2/+5/+2	Psionic Talent, Blade Ability (+2)
7    +5  +2/+5/+2	Psionic Talent, Blade Enhancement +3
8    +6  +2/+6/+2	Psionic Talent, Psychic Strike +3d6
9    +6  +3/+6/+3	Psionic Talent, Blade Ability (+3)
10   +7  +3/+7/+3	Psionic Talent, Blade Enhancement +4

Special Abilities:
  • Manifester: Your Soul Knife levels stack with any single previous manifesting class that you choose for the purpose of manifester level and power point spending limit. You do not gain extra powers or power points, except via Feats.
  • Psionic Talent: You gain this as a bonus feat at each level after first.
  • Blade Enhancement (Su): Your Mind Blade gains the indicated enhancement bonus to attack and damage rolls.
  • Psychic Strike (Su): When you use your Mind Blade in conjunction with the Psionic Weapon or Psionic Fist, or either greater version, you deal extra damage as indicated.
  • Blade Ability (Su): While you maintain your Psionic Focus, your Mind Blade gains additional powers. You may add special abilites from the table below, up to the total indicated value (+1 at 3rd level, +2 at 6th, +3 at 9th). The specific special abilities are chosen at dawn (or whenever you regain power points). Changing the special abilities at any other time requires one minute of uninterrupted concentration and an expenditure of 17 power points. (For the purpose of resisting interruption, consider this the equivalent of manifesting a 5th-level Power with a manifestation time of 1 minute.)
    +1 Bane, Flaming, Frost, Ghost Touch, Keen, Merciful, Psychokinetic, Shock, Thundering, Vicious
    +2 Flaming Burst, Icy Burst, Mindcrusher, Psychokinetic Burst, Shocking Burst, Suppression, Wounding
    +3 Body Feeder, Mind Feeder, Speed, Soulbreaker


The idea would be that you could choose to be a PsiWarrior with a Mind Blade, and you enhance it with your Psi Warrior powers -- since they're so great at enhancing weapons anyway, and a Mind Blade is a weapon. Alternately, you could become a specialist in the Mind Blade by taking the Prestige Class, and give up power progression for abilities that can't be dispelled.

If you take all 10 levels of this PrC, you gain 9 Psionic Feats (+18 hp and at least +54 pp), a +7 weapon that can't be sundered (+4 enhancement, +3 flexible special abilities), and you can deal either +5d6 or +7d6 damage with a Psychic Strike (depending on whether you take the Greater Psionic Weapon/Fist feat or not).
 
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Gith
Medium Humanoid (Gith)
+2 Dex
Naturally Psionic: Gith gain 1 power point.
Automatic Language: Gith. Bonus Languages: Draconic, Auran, Aquan, Terran, Ignan, Celestial, Infernal, Abyssal.
Favored Class: Fighter or Monk


Githyanki PrC
Requirement: Gith
Benefits: d8 HD, good Fort save, full BAB, bonus +1 power point each level
Proficencies: all Simple weapons, all Armor, and Shields.
Skill Points: 2 + Int/level
Class Skills: The githyanki’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (Arcana, Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis) and Swim (Str).

Code:
[u]
Level	BAB	Fort	Ref	Will	Special Abilities[/u]
1	+1	+2	+0	+0	Darkvision 60 ft., Ability Exchange (+2 Int / -2 Wis), [i]Far Hand[/i] 3/day
2	+2	+3	+0	+0	Ability Boost (+2 Dex), [i]Psionic Daze[/i] 3/day
3	+3	+3	+1	+1	Ability Boost (+2 Con), Concealing Amphora 3/day
4	+4	+4	+1	+1	Telekinetic Thrust 1/day, Power Resistance



Githzerai PrC
Requirement: Gith
Benefits: d8 HD, good Reflex save, 3/4 BAB, bonus +1 power point every even level
Proficencies: all Simple weapons, no Armor or Shields
Skill Points: 6 + Int /level
Class Skills: The githzerai's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (Psionics, Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).

Code:
[u]
Level	BAB	Fort	Ref	Will	Special Abilities[/u]
1	+0	+0	+2	+0	Darkvision 60 ft., Ability Exchange (+2 Wis/-2 Int), [i]Inertial Armor[/i] 3/day
2	+1	+0	+3	+0	Ability Boost (+2 Dex), [i]Catfall[/i] 3/day, [i]Psionic Daze[/i] 1/day
3	+2	+1	+3	+1	Ability Boost (+2 Dex), [i]Concussion[/i] 3/day
4	+3	+1	+4	+1	Power Resistance, Monk Bonus +2

Monk Bonus: If the character has any Monk levels, he gains Monk class abilities (including flurry, unarmed strike damage and AC bonus) as though he were this many levels higher.

-- N
 

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