Macbeth
First Post
My proposal for the Psychic Samurai class, based on the Psychic Adept from the Psychic's Handbook:
Hit Die: d8
Requirements:
Feats: Psychic Ability and Psychometabolism
Intimidate: 6 ranks
Enhance Ability: 5 ranks
Concentration: 3 ranks
Kiai Smite class ability
Alignment: Any Lawful
Special: Must be in service of a Lord with a Samurai's oath of service.
Skill Points: 4 + Int Mod
Class Skills:
Balance (Dex), Concentration (Con), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Psychic) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Wis), Tumble (Wis), and any two skills with the Psychometabolism feat as a prerequisite of the Psychic Samurai's choice.
Intimidation Focus: Psychic Samurai levels stack with Samurai levels for the purposes of gaining the Staredown, Mass Staredown, Improved Staredwn and Firghtful Presence class abilites. So a Samurai 4/Psychic Samurai 10 would have the Staredown, Mass Staredown, And Improved Staredown abilites as if he was a 14th level Samurai.
Psychic Stamina: The Psychic Samurai gains the Psychic Stamina feat.
Battlemind: The Psychic Samurai applies his Wisdom bonus to armor Class, just as a Monk would.
Imbue Weapon: The Psychic Samurai gains the Imbue Weapon feat.
Show of Skill: At 3rd level a Psychic Samurai's can discourage others through a show of his abilites. Any time the Psychic Samurai uses a Psychic Skill or takes a full attack action, he gains a +4 bonus to Intimidate checks for the following round.
Body Equilibrium(Su): The Psychic Samurai can move across any surface (sand, snow, quicksand, water, etc.) without sinking, provided he moves at least 5 feet each round. He is invisble to tremorsense.
Up the Walls(Su): The Psychic Samurai can use his innate Psychic abilities to adjust the effect of gravity on himself. By slipping some of the pull of gravity, the Samurai can move across a vertical wall as part of his movement for a round. If he ends his movement on a vertical surface, he must make a Climb check to avoid falling.
Psychic Leap: The Psychic Samurai can make jump checks without a 20ft. running start. He suffers no increase in DC for standing Jump checks.
Psychic Speed (Su): The Psychic Samurai can increase his speed by 10 times for 1 round as a full round action which costs 5 points of strain. This multiplies his jump distance by 5.
Improved Psychic Healing: The Psychic Samurai can make a Psychic Healing check as a move action. He can use the Psychic Healing skill twice as often as usual (Heal hit points twice per hour per subject, and ability damage twice per day per subject)
Improved Ability Enhancement: The Psychic Samurai can always take 10 on Enhance Ability checks, and may make Enhance Ability checks as a move action.
Notoreity: The Psychic Samurai's service and power give him a reputation that attracts followers. The Psychic Samurai gains the Leadership feat. (I would actaully like to replace this with the other feat we discussed that is like Leadership, but without the Cohort, and represents running a school of some type. However, I do not know the name of the feat off the top of my head, and I don't have the book it is in.)
Body Mastery: The Psychic Samurai can take 10 on any Psychometabolism skill check.
I am a bit worried the class is too powerful, but it I tried to keep all the abilites equal with the Psychic Adept. If it is too powerful, here are some of my ideas to balance it:
-Make one save a Bad save, Probably Reflex or Fortitude.
-Remove Intimidation Focus.
-Remove the two Psychic Class Skills.
So, what does everybody think?
Hit Die: d8
Requirements:
Feats: Psychic Ability and Psychometabolism
Intimidate: 6 ranks
Enhance Ability: 5 ranks
Concentration: 3 ranks
Kiai Smite class ability
Alignment: Any Lawful
Special: Must be in service of a Lord with a Samurai's oath of service.
Skill Points: 4 + Int Mod
Class Skills:
Balance (Dex), Concentration (Con), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Psychic) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Wis), Tumble (Wis), and any two skills with the Psychometabolism feat as a prerequisite of the Psychic Samurai's choice.
Code:
Level BAB Fort Save Ref Save Will Save Special
1 +1 +2 +2 +2 Psychic Stamina, Battlemind,
Intimidation Focus
2 +2 +3 +3 +3 Imbue Weapon
3 +3 +3 +3 +3 Show of Skill, Body Equilibrium
4 +4 +4 +4 +4 Up the Walls
5 +5 +4 +4 +4 Psychic Leap
6 +6 +5 +5 +5 Psychic Speed
7 +7 +5 +5 +5 Improved Psychic Healing
8 +8 +6 +6 +5 Improved Ability Enhancement
9 +9 +6 +6 +6 Notoriety
10 +10 +7 +7 +7 Body Mastery
Intimidation Focus: Psychic Samurai levels stack with Samurai levels for the purposes of gaining the Staredown, Mass Staredown, Improved Staredwn and Firghtful Presence class abilites. So a Samurai 4/Psychic Samurai 10 would have the Staredown, Mass Staredown, And Improved Staredown abilites as if he was a 14th level Samurai.
Psychic Stamina: The Psychic Samurai gains the Psychic Stamina feat.
Battlemind: The Psychic Samurai applies his Wisdom bonus to armor Class, just as a Monk would.
Imbue Weapon: The Psychic Samurai gains the Imbue Weapon feat.
Show of Skill: At 3rd level a Psychic Samurai's can discourage others through a show of his abilites. Any time the Psychic Samurai uses a Psychic Skill or takes a full attack action, he gains a +4 bonus to Intimidate checks for the following round.
Body Equilibrium(Su): The Psychic Samurai can move across any surface (sand, snow, quicksand, water, etc.) without sinking, provided he moves at least 5 feet each round. He is invisble to tremorsense.
Up the Walls(Su): The Psychic Samurai can use his innate Psychic abilities to adjust the effect of gravity on himself. By slipping some of the pull of gravity, the Samurai can move across a vertical wall as part of his movement for a round. If he ends his movement on a vertical surface, he must make a Climb check to avoid falling.
Psychic Leap: The Psychic Samurai can make jump checks without a 20ft. running start. He suffers no increase in DC for standing Jump checks.
Psychic Speed (Su): The Psychic Samurai can increase his speed by 10 times for 1 round as a full round action which costs 5 points of strain. This multiplies his jump distance by 5.
Improved Psychic Healing: The Psychic Samurai can make a Psychic Healing check as a move action. He can use the Psychic Healing skill twice as often as usual (Heal hit points twice per hour per subject, and ability damage twice per day per subject)
Improved Ability Enhancement: The Psychic Samurai can always take 10 on Enhance Ability checks, and may make Enhance Ability checks as a move action.
Notoreity: The Psychic Samurai's service and power give him a reputation that attracts followers. The Psychic Samurai gains the Leadership feat. (I would actaully like to replace this with the other feat we discussed that is like Leadership, but without the Cohort, and represents running a school of some type. However, I do not know the name of the feat off the top of my head, and I don't have the book it is in.)
Body Mastery: The Psychic Samurai can take 10 on any Psychometabolism skill check.
I am a bit worried the class is too powerful, but it I tried to keep all the abilites equal with the Psychic Adept. If it is too powerful, here are some of my ideas to balance it:
-Make one save a Bad save, Probably Reflex or Fortitude.
-Remove Intimidation Focus.
-Remove the two Psychic Class Skills.
So, what does everybody think?
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