[PrC] Psicanthrope - Needs Revising, Help!

HellHound

ENnies winner and NOT Scrappy Doo
Please help me figure out how to fix the bloody AFFINITY power (italicized below) for 3.5 standards. BLEH.

Psicanthrope

Some have said that within the hearts of men, there is a beast that wishes to escape. But the psicanthrope has looked not into his soul, but his subconscious, and has sought out the creatures within and has learned to remake himself in their form. A psicantrhope fulfills a primal urge within himself to become the animals that he has tapped with the animal affinity powers, and learn to master their form in addition to his own.

Most psicanthropes are egoists, masters of Psychometabolism, or psychic warriors. Without fail, all psicanthropes are strong specimens of their kind due to the physical demands of their art. Few seek any formal training in these arts, but find the path unfolds before them as they seek the forms of animals. Most seek out a life away from civilization, often among the animals that the psicanthrope feels most at home with. In these environments, it is not surprising that most psicanthropes are initially mistaken as druids or natural lycanthropes. Some powerful psicanthropes (level 8 and above) can spend their entire day in animal form, only returning to human shape when the need for tool-use becomes apparent.

Hit Die: d8

Requirements
To qualify to become a psicanthrope, a character must fulfill all of the following criteria.
Base Attack Bonus: +5
Survival: 3 ranks
Feats: Rapid Metabolism and one of Psionic Fist or Psionic Weapon
Manifesting: Ability to manifest animal affinity and either graft weapon or metamorphosis powers

Class Skills
The psicanthrope’s class skills (and the key ability for each skill) are Concentration (Con), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Psicraft (Int), Survival (Wis) and Swim (Str). See Core Rulebook 1 for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Base Attack Bonus: Medium (rogue / cleric)
Fort Save: Strong
Ref Save: Weak
Will Save: Strong

Progression
Level 1 - Wild Shape 1/day, Dire Claws
Level 2 - Woodland Stride, +1 Manifester Level
Level 3 - Wild Shape 2/day, Affinity
Level 4 - Wild Empathy, +1 Manifester Level
Level 5 - Wild Shape (Large), Affinity
Level 6 - +1 Manifester Level
Level 7 - Wild Shape 3/day, Affinity
Level 8 - Dire Claws (Magic), +1 Manifester Level
Level 9 - Wild Shape 4/day, Affinity
Level 10 - Wild Shape (Tiny / Huge), +1 Manifester Level

Class Features
All of the following are class features of the psicanthrope prestige class.

Weapon and Armor Proficiency: Psicanthropes are proficient with all simple weapons, but gain no additional proficiency with armor or shields.

Effective Manifester Level: At every level indicated on the table for the prestige class, the character gains new power points per day and access to discovered powers as if he had also gained a level in the psionic class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (such as bonus feats, metapsionic or item creation feats, hit points beyond those he receives from the prestige class, and so on). He does gain the following benefits: an increased effective level of psionic manifestation, additional power points, and effective additional levels for psicrystal powers (if he has a psicrystal). If a character had more than one psionic class before becoming a member of this prestige class, he must decide to which class he adds the new level for purposes of determining Effective Manifester Level.

Wild Shape (Su): At 1st level, a psicanthrope gains the psionic ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per psicanthrope level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the psicanthrope is familiar with.
A psicanthrope loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A psicanthrope can use this ability more times per day at 3rd, 7th, and 9th level, as noted on Table X-X: Psicanthrope Level Advancement. In addition, he gains the ability to take the shape of a Large animal at 5th level, and a Tiny or Huge animal at 10th level.
The new form’s Hit Dice can’t exceed twice the character’s psicanthrope level.

Woodland Stride (Ex): Starting at 2nd level, a psicanthrope may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Affinity (Ex): At level 3, and at each odd level thereafter, the psicanthrope gains additional power points per day that can only be used for the Deep Impact, Psionic Fist, Psionic Weapon and Unavoidable Strike feats, or for the manifestation of the animal affinity power. These are treated identically to the Inner Strength feat – the character gains one additional power point in this special power point pool at level 3, two more points (for a total of three) at level 5, three more (for a total of six) at level 7 and four more (for a total of ten) at level 9.

Wild Empathy (Ex): Beginning at level 4, a psicanthrope can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The psicanthrope rolls 1d20 and adds his psicanthrope level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the psicanthrope and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A psicanthrope can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but suffers a -4 penalty on the check.

Dire Claws (Ex): Any attack made using the natural weaponry of a psicanthrope’s alternate forms (via wild shape, polymorph or shapechange or similar powers) are always able to benefit from the Psionic Fist or Psionic Weapon feats of the psicanthrope. At level 8, the psicanthrope’s natural attacks in wild shape, polymorphed or shapechanged form are considered to be magical weapons, and when the psicanthrope uses either the Psionic Fist or Psionic Weapon feats with them, they are also treated as being adamantine.
 

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My suggestions:

Woodland Stride (Su): Starting at 2nd level, while psionically focused, a psicanthrope may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been supernaturally manipulated to impede motion still affect him.

Affinity Surge (Su): At 3rd level, the Psicanthrope pays one less power point (to a minimum of 1 power point spent) when manifesting Claws of the Beast, Animal Affinity, Claw of Energy, Duodimensional Claw, Claws of the Vampire, Claw of blah blah... etc.

At 5th level, the Psicanthrope pays 2 fewer power points when manifesting the above powers, at 7th level he pays 3 fewer power points, and at 9th level he pays 4 fewer power points (to a minimum of 1 power point spent).

This power point reduction is compatible with Wild Surge or Overchannel.

Dire Claws (Ex): Any claw natural attack is treated as either a natural weapon or a manufactured weapon for the purpose of effects which enhance either weapon type.

-- N
 

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