New Psionic PrC - Need suggestions

SylverFlame

First Post
Hey,

Writing up a PrC and need to have it done for Sunday night's game. Hopeing you all could help me. I have the feeling there are some balance problems. Okay, okay, knowing me there are BIG balance problems. So here you go...



Roort ran nimbly among the treetops, his feet barely touching one branch before he landed on the next. The leaves did not even betray his presence. The foray had been an unbridled success. He had a good grasp of the orcs’ camp and only had to make it back to his troupe before the orc patrol reached them. He moved as if on wings among the treetops.
Returning to his camp he saw the orc patrol begin their charge against his companions. The thought of improving his speed passed briefly through his mind as a second thought brought his crystal blade from his arm into his hand. He leaped to the ground with a slight curve to his lips. At least he wouldn’t miss all the fun.


The Psi-Blades are a flexible group in two ways; one, they can fill the role of scout while holding their own in combat, and two, they exist as a group only in the minds of others. Since most of their abilities are seem to self-taught, even the most learned of their number can only offer advice. This suits the Psi-Blades just fine. Since some amount of psionic talent is required Psychic Warriors form the bulk of this Prestige Class. Rogues and Psions are the next most common. Bards, Fighters and Rangers are not uncommon either. Wizards and Sorcerers, however, rarely choose this class as they have their own powers to cultivate.

Hit Die: d8

Requirements:

BAB: +5
Manifesting: Ability to manifest a 3rd-level power
Skills: Balance 5 ranks, Jump 5 ranks, Tumble 5 ranks
Feats: Dodge, Inertial Armour, Mental Leap, Speed of Thought, Weapon Focus
(chosen weapon)
Special: When the character is able to manifest 5th-level powers they must select Graft Weapon first. This may be done after selecting this Prestige Class

Class Skills:
The Psi-Blade’s class skills (and the key ability for each) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Stabilize Self (Con), Tumble (Dex)

Skill Points at Each Level: 4 + Int Modifier




LEVEL BAB FORT REF WILL ABILITY MANIFESTER
1 +1 +0 +2 +0 Bonus Feat; Psi-Crystal No Manifester Gain
2 +2 +0 +3 +0 Leap of the Clouds +1 Level
3 +3 +1 +3 +1 Essence of the Blade I +1 Level
4 +4 +1 +4 +1 Evasion +1 Level
5* +5 +1 +4 +1 Bonus Feat No Manifester Gain
6 +6 +2 +5 +2 Essence of the Blade II +1 Level
7 +7 +2 +5 +2 One With the Blade +1 Level
8 +8 +2 +6 +2 Mental Battery +1 Level
9 +9 +3 +6 +3 Bonus Feat No Manifester Gain
10 +10 +3 +7 +3 Essence of the Blade III +1 Level


Class Features

Weapon and Armour Proficiency: The Psi-Blade receives no new weapon or armour proficiencies.

Power Points and Powers Discovered: With the exception of 1st, 5th, and 9th level, Psi-Blades gain Power Points and discover Powers as if they had gained a level of Psychic Warrior.

Bonus Feats: The character recieves one bonus feat from the Psychic Warrior bonus feat list. All requirements must be met.

Evasion: As the Rogue ability.

Essence of the Blade: The Psi-Blade may, with experience sacrifices and meditation, add magical or psionic abilities to its chosen weapon, which must be the crystal weapon described in Psi-Cyrstal. These abilities are outlined below. If the character imbues only one level of Essence of the Blade, then they pay only the cost of that level.
A character may choose to combine two of these features though special rules apply. The experience cost is doubled for each feature combined, and the meditation time is the sum. For example: Tilda wishes to combine Essence of the Blade I with Essence of the Blade II. This would result in an experience cost of 1200xp (200 + 400 doubled) and a total meditation time of 18 hours (6 +12 hours) over 3 days. She would then be able to add a single ability of up to +5 to the weapon or multiple abilities adding up to this amount. If she wished to combine all three features, the cost would be 2400xp, with 36 hours of meditation over 6 days, and a bonus of +9.

Essence of the Blade I: 200xp; 6 hours (1 day); bonus +2

Essence of the Blade II: 400xp; 12 hours (over 2 days); bonus of +3

Essence of the Blade III: 800xp; 18 hours (over 3 days); bonus of +4

Leap of the Clouds: A Psi-Blades jumping distance (vertical or horizontal) is not limited to its height.

Mental Battery: The character is so used to its psionic feats that all reserve point costs for feats are reduced by one.

One with the Blade: The Psi-Blade has become so attuned to its chosen weapon that it may use stored power points for maintaining feats as if they were in the Psi-Blades reserve. This ability can only be used while the weapon is grafted and the character must still activate the weapon to use the points to manifest powers.

Psi-Crystal: At first level a Psi-Blade may expend 200 xp and spend eight hours (all within the same day) in meditation. The Psi-Blade is required to not spend power points on this day, though they may use Psionic feats and skills. When this period of meditation is over, the chosen weapon of the Psi-Blade becomes a crystal weapon of the same type. The weapon also functions as a Psi-Crystal (see Psion). To determine the level benefits of the crystal, determine cyrstal benefits based on Psi-Blade levels and half of either Psion or Psychic Warrior (whichever is higher). The weapon however, will never develop the Self-Propulsion or Channel Power abilities.
The weapon also acts as a Crystal Capacitor with a total storage capacity of [(2 x Psi-Blade levels) –1]. The Psi-Blade may store up to this amount of points (though no more than 17).
If the weapon is ever broken, the Psi-Blade must make an immediate Fortitude check (DC 15 + any bonuses). If the Psi-Blade fails this check, it immediately loses 500xp; if the check is passed the Psi-Blade loses only 250xp. A new weapon may be created after this experience is regained and one month has passed.

*Special: A Psi-Blade with the Graft Weapon power and at least 5 levels in this prestige class receives the Sheath the Blade feat at no cost. The requirements of this feat must first be met.

Sheath the Blade [Psionic]
You may draw grafted weapons into your body, freeing your hand and concealing the weapon.
Prerequisite: Str 12+, Con 12+, Graft Weapon power
Benefit: A character may sheath up to 10 slots worth of weapons in its body. Each weapon’s slots are determined by size (Small = 1 slot, Medium = 2, etc). Small characters double a weapon’s slot requirements unless the weapon is sized for small characters (example: Halfling Kukri). Sheathing a weapon in this manner is a partial action, as is drawing a sheathed weapon. Weapons may be grafted in the sheathed position. Sheath the Blade has a reserve point cost equal to the number of slots used.
Normal: Grafted weapons are always in the character’s hand.
Special: Ammunition can be drawn and un-grafted for as a free action with no power point cost if it is fired in the same turn. Also, 5 arrows take only one slot and stones (or sling bullets) take one slot for ten. The Quick Draw feat can be used with this feat.
Note: If the character’s can not meet the reserve power points cost, sheathed weapons are violently ejected from the body at a rate of one weapon per turn. Once the reserve cost can be covered, these ejections stop.
Damage taken is 1d4 per slot ejected. A successful Fortitude save (DC 18 + slots ejected in the turn) reduces the damage by half. A character chooses the order weapons are ejected, with the final ejection staying grafted to the character’s hand.





This feat isn't part of the class, but I just couldn't pass it up for review because I came up with it about two seconds after Sheath the Blade.



Porcupine Cloak [Psionic]
You may graft weapons to parts of your body other than your hands.
Requirement: Str 12+, Con 14+, Graft Weapon power, Sheath the Blade
Benefit: You may graft up to eight weapons anywhere on your body (other than your head) so that the blades stick out like a Porcupine’s quills. Any one-handed weapon may be used (proficiency not required). The quills cause all your unarmed attacks are now armed; as well you do 1d2 normal damage for each weapon slot used with Porcupine Cloak. Any grapple attack against you deals 1d2 normal damage to the attacker for each weapon slot used with this feat. Weapons can be grafted into “Porcupine” position. Slots used for Porcupine cloak plus slots used for Sheath the Blade may not exceed 14. The reserve cost of this is 1 point for each weapon slot used with this feat.
Normal: Grafted weapons only appear in your hand and Sheath the Blade only allows weapons to be hidden inside the body.
Special: This feat may not be used while wearing armour. Ejected weapon damage is the same as Sheath the Blade.




I used the WotC PrC's as a base and Walk on Air can be found in the "Mind's Eye Section" there.

So what's the verdict? (Sorry about the mess it's in up there. This is my first Enworld thread! Poppin' my thread-cherry.)

Yes, I am an idiot. A fuzzy-idiot to be exact.:D
 
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Ouch, ouch, ouch what a mess of balance, and confusion. A lot of interesting things, and I can see you based it a bit off of the Diamond Warrior and Psychic Weapon Master classes off of the WotC site as well as some isnpiration from the Bond Blade prestige class I printed out. The overall prestige class seems to be based on movement and surprise (the hidden grafted weaponry).

Prerequisites: I see no real problem here. Drop the Weapon Specialization thing though.

Abilities:

Bonus Feats: I think that you should either just flat out give those feats (Improved Inertial Armor, Up The Walls, Walk On Air, Sheathe The Blade) or just give bonus feats that you can use to purchase these as wanted. I vote for the second as it contributes more to the 'flexibility' the class is stated to have. (Plus you never know what other cool feats you could come up with that Mr. Bastard DM might let you have)

Psi-blade: I don't see a real point of making this a Psi-crystal (with the exception of eventually getting the Sight Link Ability) and it is a bit unbalancing as when you first take a level in this class you would automatically get all abilities up to and including Speak With Creatures (as 8th level is the soonest you can get this class). If you really want a psionic weapon companion (and want me to do possible voice overs during the campaign ;)) I suggest having it either based off of Psi-blade levels, or half previous psionic class levels + Psi-blade levels (so a level 10 Psychic warrior/10 Psi Blade has a psi-crystal of level 15).
The Crystal Capacitor part is interesting, though the points shouldn't automatically regenerate.

Leap Of The Clouds: No Problems

Evasion: Personally, I think this should wait till 4th level and you should move Essence Of The Blade I should be moved to third level to smoothe out the progression of the Essence of the Blade abilities.

Essence Of The Blade: This is the most confusing part. Can you apply this to any weapon or just the one you have Weapon Focus in? Multiple weapons? If just your chosen weapon and only one if you imbue your weapon with ability I and then later go to imbue your weapon with ability II you have to pay 1200?

One With The Blade: Brilliant. Just what I was thinking as I was reading the Psi-crystal part.

Mental Battery: Simplify it by stating the power point reserve requirements are lowered by one for all psionic feats.

Feats are a little confusing as well, but I need to think about them. Definatly cool though.
 

I made msisden's suggested changes, plus I up-ed the BAB progression to fighter-type. I'm a little worried the BAB may be too high... could blend the two and see what happens...

What about +1, +1, +2, +3, +4, +5, +5, +6, +7, +8?

As for the feats, I'll try to smooth them out. I'm a scatter brain so... The best way to describe my mind is a room full of Post-It notes and the glue is starting to give.:p
 
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