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Full BAB Psionic Base Class: Attuned Warrior
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<blockquote data-quote="Nifft" data-source="post: 4001330" data-attributes="member: 6562"><p>Agree, and yes!</p><p></p><p> Noooo! The conflict is awesome! Forcing people to choose how & when to use a scarce resource is cool!</p><p></p><p>- - -</p><p></p><p>Anyway, I'd prefer to make the Focus retainment / expenditure <u>more</u> of a conflict rather than less. Also, let's <u>not</u> give him bonus feats. Barbarians don't get those, and they're just dandy.</p><p></p><p><span style="font-size: 12px"><strong>Attuned Dude</strong></span></p><p>HD: d10</p><p>Good Save: Fortitude</p><p>BAB: Full</p><p>Skills: <strong>4 + Int</strong> -- Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft, Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession, Psicraft (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).</p><p></p><p></p><p>[code][u]</p><p>Level P / L / PP Special Abilities:[/u]</p><p>1 1 1 0* Attunement</p><p>2 - - 1 Skill Focus (Concentration)</p><p>3 2 - 2 Quick Refocus</p><p>4 - - 4 Attunement</p><p>5 3 - 6 Bastion +2</p><p>6 - - 9 Attunement</p><p>7 4 2 12 </p><p>8 - - 15 Attunement Disciple</p><p>9 5 - 18 Bastion +3</p><p>10 - - 22 Attunement Disciple</p><p>11 6 3 26 </p><p>12 - - 30 Attunement Disciple</p><p>13 7 - 35 Bastion +4</p><p>14 - - 40 Attunement Master</p><p>15 8 4 45 </p><p>16 - - 51 Attunement Master</p><p>17 9 - 57 Bastion +5</p><p>18 - - 63 Attunement Master</p><p>19 10 - 70 </p><p>20 11 - 77 Bastion +6, Attunement ULTRA</p><p>[/code] * Like the Psychic Warrior class, this class grants no power points at 1st level. You gain bonus power points for having a high ability score as usual.</p><p></p><p><strong>Psionics</strong>: Columns are <strong>P</strong>owers known / max. power <strong>L</strong>evel / Power Points. Choose your powers from this list:</p><p>1 - burst, call weaponry, catfall, conceal thoughts, detect psionics, elfsight, float, hammer, metaphysical weapon, my light, defensive precognition, offensive precognition, offensive prescience, synesthete, thicken skin, vigor</p><p>2 - body adjustment, body purification, psi darkvision, detect hostile intent, empathic transfer, specified energy adaptation, prowess, sustenance, thought shield</p><p>3 - danger sense, empathic feedback, escape detection, evade burst, psi keen edge, mental barrier, ubiquitous vision</p><p>4 - energy adaptation, psi freedom of movement, immovability, intellect fortress, weapon of energy</p><p></p><p><strong>Quick Refocus</strong> (Ex): You may regain your Psionic Focus as a Move action (instead of as a full-round action). If you have (or later gain) the feat Psionic Meditation, you may additionally attempt to regain your Psionic Focus as a Swift action, but doing so requires a DC 35 Concentration check.</p><p></p><p><strong>Bastion</strong> (Su): You may expend your Psionic Focus as an Immediate action to give yourself or an ally within 30 ft. the indicated bonus on any one saving throw.</p><p></p><p><strong>Attunement</strong> (Ex): Choose an Attunement (see below). You gain this Attunement's Normal benefit.</p><p></p><p><strong>Attunement Disciple</strong>: You may advance one Normal-level Attunement to Disciple level, or you may choose a new Attunement (and gain its Normal benefit).</p><p></p><p><strong>Attunement Master</strong>: You may advance one Disciple-level Attunement to Master level, or you may advance one Normal-level Attunement to Disciple level, or you may choose a new Attunement (and gain its Normal benefit).</p><p></p><p><strong>Attunement ULTRA</strong>: You may advance one Master-level Attunement to ULTRA level, or you may advance one Disciple-level Attunement to Master level, or you may advance one Normal-level Attunement to Disciple level, or you may choose a new Attunement (and gain its Normal benefit).</p><p></p><p></p><p><span style="font-size: 10px">Attunements:</span></p><p>Each <strong>Attunement</strong> has four level of potency: normal, disciple, master and ULTRA. You gain the benefit of your Attunements while you maintain your Psionic focus. A higher Attunement level's benefit replaces (does not stack with) the benefit provided by previous levels.</p><p></p><p><strong>Striker</strong></p><p>Normal: Your melee attacks deal +1 point of damage.</p><p>Disciple: Your melee attacks deal +2 points of damage.</p><p>Master: Your melee attacks deal +4 points of damage.</p><p>ULTRA: Your melee attacks deal +6 points of damage.</p><p></p><p><strong>Stoic</strong></p><p>Normal: You gain DR 1/--.</p><p>Disciple: You gain DR 2/--.</p><p>Master: You gain DR 4/--.</p><p>ULTRA: You gain DR 6/--.</p><p></p><p><strong>Archer</strong></p><p>Normal: Your ranged attacks deal +1 point of damage.</p><p>Disciple: Your ranged attacks deal +2 points of damage.</p><p>Master: Your ranged attacks deal +3 points of damage.</p><p>ULTRA: Your ranged attacks deal +4 points of damage.</p><p></p><p><strong>Skirmisher</strong></p><p>Normal: You gain a +2 bonus to AC against AoOs.</p><p>Disciple: You gain a +4 bonus to AC against AoOs.</p><p>Master: You gain a +6 bonus to AC against AoOs.</p><p>ULTRA: You gain a +8 bonus to AC against AoOs.</p><p></p><p><strong>Duelist</strong></p><p>Normal: You gain a +1 Dodge bonus to AC against one opponent.</p><p>Disciple: You gain a +2 Dodge bonus to AC against one opponent.</p><p>Master: You gain a +3 Dodge bonus to AC against one opponent.</p><p>ULTRA: You gain a +4 Dodge bonus to AC against one opponent.</p><p></p><p><strong>Elementalist</strong> (you may select this Attunement multiple times, each time choosing a different energy type: Acid, Cold, Electricity, Fire, Sonic)</p><p>Normal: You gain energy resistance 5 against your chosen energy type.</p><p>Disciple: You gain energy resistance 10 against your chosen energy type.</p><p>Master: You gain energy resistance 20 against your chosen energy type.</p><p>ULTRA: You gain energy resistance 50 against your chosen energy type.</p><p></p><p><strong>Monolith</strong></p><p>Normal: You gain a +2 bonus to resist trip, grapple, and bull rush attempts.</p><p>Disciple: You gain a +4 bonus to resist trip, grapple, and bull rush attempts.</p><p>Master: You gain a +8 bonus to resist trip, grapple, and bull rush attempts.</p><p>ULTRA: You gain a +12 bonus to resist trip, grapple, and bull rush attempts.</p><p></p><p><strong>Tower</strong></p><p>Normal: You gain a +1 bonus to Will saves.</p><p>Disciple: You gain a +2 bonus to Will saves.</p><p>Master: You gain a +4 bonus to Will saves.</p><p>ULTRA: You gain a +6 bonus to Will saves.</p><p></p><p><strong>River</strong></p><p>Normal: You gain Uncanny Dodge.</p><p>Disciple: You gain Improved Uncanny Dodge.</p><p>Master: You gain Evasion.</p><p>ULTRA: You gain Improved Evasion.</p><p></p><p><strong>Wind</strong></p><p>Normal: You gain a +5 ft. bonus to your land speed.</p><p>Disciple: You gain a +10 ft. bonus to your land speed.</p><p>Master: You gain a +20 ft. bonus to your land speed.</p><p>ULTRA: You gain a +30 ft. bonus to your land speed.</p><p></p><p><strong>Inferno</strong></p><p>Normal: Your melee attacks deal +2 points of Fire damage.</p><p>Disciple: Your melee attacks deal +1d6 Fire damage.</p><p>Master: Your melee attacks deal +2d6 Fire damage.</p><p>ULTRA: Your melee attacks deal +4d6 Fire damage.</p><p></p><p>- - -</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 4001330, member: 6562"] Agree, and yes! Noooo! The conflict is awesome! Forcing people to choose how & when to use a scarce resource is cool! - - - Anyway, I'd prefer to make the Focus retainment / expenditure [u]more[/u] of a conflict rather than less. Also, let's [u]not[/u] give him bonus feats. Barbarians don't get those, and they're just dandy. [size=3][b]Attuned Dude[/b][/size] HD: d10 Good Save: Fortitude BAB: Full Skills: [b]4 + Int[/b] -- Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft, Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession, Psicraft (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str). [code][u] Level P / L / PP Special Abilities:[/u] 1 1 1 0* Attunement 2 - - 1 Skill Focus (Concentration) 3 2 - 2 Quick Refocus 4 - - 4 Attunement 5 3 - 6 Bastion +2 6 - - 9 Attunement 7 4 2 12 8 - - 15 Attunement Disciple 9 5 - 18 Bastion +3 10 - - 22 Attunement Disciple 11 6 3 26 12 - - 30 Attunement Disciple 13 7 - 35 Bastion +4 14 - - 40 Attunement Master 15 8 4 45 16 - - 51 Attunement Master 17 9 - 57 Bastion +5 18 - - 63 Attunement Master 19 10 - 70 20 11 - 77 Bastion +6, Attunement ULTRA [/code] * Like the Psychic Warrior class, this class grants no power points at 1st level. You gain bonus power points for having a high ability score as usual. [b]Psionics[/b]: Columns are [b]P[/b]owers known / max. power [b]L[/b]evel / Power Points. Choose your powers from this list: 1 - burst, call weaponry, catfall, conceal thoughts, detect psionics, elfsight, float, hammer, metaphysical weapon, my light, defensive precognition, offensive precognition, offensive prescience, synesthete, thicken skin, vigor 2 - body adjustment, body purification, psi darkvision, detect hostile intent, empathic transfer, specified energy adaptation, prowess, sustenance, thought shield 3 - danger sense, empathic feedback, escape detection, evade burst, psi keen edge, mental barrier, ubiquitous vision 4 - energy adaptation, psi freedom of movement, immovability, intellect fortress, weapon of energy [b]Quick Refocus[/b] (Ex): You may regain your Psionic Focus as a Move action (instead of as a full-round action). If you have (or later gain) the feat Psionic Meditation, you may additionally attempt to regain your Psionic Focus as a Swift action, but doing so requires a DC 35 Concentration check. [b]Bastion[/b] (Su): You may expend your Psionic Focus as an Immediate action to give yourself or an ally within 30 ft. the indicated bonus on any one saving throw. [b]Attunement[/b] (Ex): Choose an Attunement (see below). You gain this Attunement's Normal benefit. [b]Attunement Disciple[/b]: You may advance one Normal-level Attunement to Disciple level, or you may choose a new Attunement (and gain its Normal benefit). [b]Attunement Master[/b]: You may advance one Disciple-level Attunement to Master level, or you may advance one Normal-level Attunement to Disciple level, or you may choose a new Attunement (and gain its Normal benefit). [b]Attunement ULTRA[/b]: You may advance one Master-level Attunement to ULTRA level, or you may advance one Disciple-level Attunement to Master level, or you may advance one Normal-level Attunement to Disciple level, or you may choose a new Attunement (and gain its Normal benefit). [size=2]Attunements:[/size] Each [b]Attunement[/b] has four level of potency: normal, disciple, master and ULTRA. You gain the benefit of your Attunements while you maintain your Psionic focus. A higher Attunement level's benefit replaces (does not stack with) the benefit provided by previous levels. [b]Striker[/b] Normal: Your melee attacks deal +1 point of damage. Disciple: Your melee attacks deal +2 points of damage. Master: Your melee attacks deal +4 points of damage. ULTRA: Your melee attacks deal +6 points of damage. [b]Stoic[/b] Normal: You gain DR 1/--. Disciple: You gain DR 2/--. Master: You gain DR 4/--. ULTRA: You gain DR 6/--. [b]Archer[/b] Normal: Your ranged attacks deal +1 point of damage. Disciple: Your ranged attacks deal +2 points of damage. Master: Your ranged attacks deal +3 points of damage. ULTRA: Your ranged attacks deal +4 points of damage. [b]Skirmisher[/b] Normal: You gain a +2 bonus to AC against AoOs. Disciple: You gain a +4 bonus to AC against AoOs. Master: You gain a +6 bonus to AC against AoOs. ULTRA: You gain a +8 bonus to AC against AoOs. [b]Duelist[/b] Normal: You gain a +1 Dodge bonus to AC against one opponent. Disciple: You gain a +2 Dodge bonus to AC against one opponent. Master: You gain a +3 Dodge bonus to AC against one opponent. ULTRA: You gain a +4 Dodge bonus to AC against one opponent. [b]Elementalist[/b] (you may select this Attunement multiple times, each time choosing a different energy type: Acid, Cold, Electricity, Fire, Sonic) Normal: You gain energy resistance 5 against your chosen energy type. Disciple: You gain energy resistance 10 against your chosen energy type. Master: You gain energy resistance 20 against your chosen energy type. ULTRA: You gain energy resistance 50 against your chosen energy type. [b]Monolith[/b] Normal: You gain a +2 bonus to resist trip, grapple, and bull rush attempts. Disciple: You gain a +4 bonus to resist trip, grapple, and bull rush attempts. Master: You gain a +8 bonus to resist trip, grapple, and bull rush attempts. ULTRA: You gain a +12 bonus to resist trip, grapple, and bull rush attempts. [b]Tower[/b] Normal: You gain a +1 bonus to Will saves. Disciple: You gain a +2 bonus to Will saves. Master: You gain a +4 bonus to Will saves. ULTRA: You gain a +6 bonus to Will saves. [b]River[/b] Normal: You gain Uncanny Dodge. Disciple: You gain Improved Uncanny Dodge. Master: You gain Evasion. ULTRA: You gain Improved Evasion. [b]Wind[/b] Normal: You gain a +5 ft. bonus to your land speed. Disciple: You gain a +10 ft. bonus to your land speed. Master: You gain a +20 ft. bonus to your land speed. ULTRA: You gain a +30 ft. bonus to your land speed. [b]Inferno[/b] Normal: Your melee attacks deal +2 points of Fire damage. Disciple: Your melee attacks deal +1d6 Fire damage. Master: Your melee attacks deal +2d6 Fire damage. ULTRA: Your melee attacks deal +4d6 Fire damage. - - - Cheers, -- N [/QUOTE]
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