I'm working on some new psionic prestige classes for my game. Here's the first one so I can get some feedback.
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Metallurge
Metal is one of the primary instruments of war, and this fact is felt most keenly by the metallurge, who strives to achieve greater efficiency and power in combat through oneness with the nature of metal. He consumes it, absorbs it into his body and laces his brains with it in order to gain greater strength and understanding. Metallurges eschew the crude tools produced by others in favor of their own metallic metabolisms.
Hit die: d8
Requirements
To become a metallurge, a character must fulfill all the following criteria.
Skills: Autohypnosis 8 ranks, Craft(Metalworking) 3 ranks, Knowledge(psionics) 3 ranks
Base Attack +6
Powers: ability to manifest Graft Weapon
BAB: Medium
Saving throws: Fort, Will
Skills per level: 4+int
Class skills: Autohypnosis, Appraise, Climb, Concentration, Craft, Disable Device, Jump, Knowledge(Psionics), Profession, Search, Swim
1st level: Iron Stomach, Shape Metal, +1 manifestor level
2nd level: Vanadium Nails, Tin Eyes
3rd level: Steel Skin, Eschew Tools, +1 manifestor level
4th level: Copper Nerves
5th level: Quicksilver Blood, +1 manifestor level
6th level: Magnetic Mind, +1 manifestor level
7th level: Silver Tongue
8th level: Gold Aura, +1 manifestor level
9th level: Platinum Soul, +1 manifestor level
10th level: Titanium Bones
Iron Stomach (Ex): due to the metallurge’s disciplined ingestion of metals, he becomes immune to all poisons.
Shape Metal (Su): A metallurge can alter the shape of metal objects with his bare hands, giving him a +10 to the Craft: Metalworking skill and enabling him to dispose of a forge and metalworking tools.
Vanadium Nails (Ex): The metallurge’s fingernails and teeth grow thick and hard and take on a metallic cast, granting him two claws and a bite appropriate for his size (claws are the primary attack). If he already has natural weapons, the damage die increases by one step.
Tin Eyes (Ex): The metallurge's sense of contrivances grows more acute, allowing him to search for traps as a rogue.
Steel Skin (Ex): The metallurge’s skin becomes imbued with metal and hardens, granting him a +2 natural armor bonus that increases to +3 at 6th level, and +4 at 9th level.
Eschew Tools: The metallurge can no longer tolerate the crudeness of ordinary tools. He loses all weapon, armor and shield proficiencies and cannot acquire new ones. He also loses the ability to manifest Graft Weapon and it is removed from his list of powers known.
Copper Nerves (Ex): Metal suffuses the metallurge’s nervous system, granting quicker reflexes and a grounding effect. He gains the Evasion ability and electrical resistance 10.
Quicksilver Blood (Su): The metallurge’s blood takes on a silvery cast and flows with greater speed. The metallurge has hustle added to his list of powers known (as a 2nd-level power) and can manifest it once per day without paying the power point cost.
Magnetic Mind (Su): The metallurge has telekinetic force (as a 3rd), telekinetic thrust (as a 3rd), and telekinetic maneuver (as a 4th) added to his list of powers known.
Silver Tongue (Ex): The metallurge adds psionic tongues to his list of powers known (as a 2nd-level power).
Gold Aura (Ex): The metallurge becomes immune to all fear effects.
Platinum Soul (Ex): The metallurge gains a +2 to will saving throws against mind-affecting effects.
Titanium Bones (Ex): the metallurge becomes immune to sneak attacks and critical hits.
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The others I am working on are: Dissonant (which is based around sound/tones and crystals and may be a bit like a psionic bard), Cognomenati (which is themed around learning and using True Names), Eyeless Mind (in which a psion blinds himself to gain gaze-like attacks), The Majestic (in which you give up 5 levels of useful abilities to max out your base stats and hit points, granted this isn't exactly psionic in nature), and Vitalist (manipulating life energy).
I will post those others in this thread as I get them finished.
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Metallurge
Metal is one of the primary instruments of war, and this fact is felt most keenly by the metallurge, who strives to achieve greater efficiency and power in combat through oneness with the nature of metal. He consumes it, absorbs it into his body and laces his brains with it in order to gain greater strength and understanding. Metallurges eschew the crude tools produced by others in favor of their own metallic metabolisms.
Hit die: d8
Requirements
To become a metallurge, a character must fulfill all the following criteria.
Skills: Autohypnosis 8 ranks, Craft(Metalworking) 3 ranks, Knowledge(psionics) 3 ranks
Base Attack +6
Powers: ability to manifest Graft Weapon
BAB: Medium
Saving throws: Fort, Will
Skills per level: 4+int
Class skills: Autohypnosis, Appraise, Climb, Concentration, Craft, Disable Device, Jump, Knowledge(Psionics), Profession, Search, Swim
1st level: Iron Stomach, Shape Metal, +1 manifestor level
2nd level: Vanadium Nails, Tin Eyes
3rd level: Steel Skin, Eschew Tools, +1 manifestor level
4th level: Copper Nerves
5th level: Quicksilver Blood, +1 manifestor level
6th level: Magnetic Mind, +1 manifestor level
7th level: Silver Tongue
8th level: Gold Aura, +1 manifestor level
9th level: Platinum Soul, +1 manifestor level
10th level: Titanium Bones
Iron Stomach (Ex): due to the metallurge’s disciplined ingestion of metals, he becomes immune to all poisons.
Shape Metal (Su): A metallurge can alter the shape of metal objects with his bare hands, giving him a +10 to the Craft: Metalworking skill and enabling him to dispose of a forge and metalworking tools.
Vanadium Nails (Ex): The metallurge’s fingernails and teeth grow thick and hard and take on a metallic cast, granting him two claws and a bite appropriate for his size (claws are the primary attack). If he already has natural weapons, the damage die increases by one step.
Tin Eyes (Ex): The metallurge's sense of contrivances grows more acute, allowing him to search for traps as a rogue.
Steel Skin (Ex): The metallurge’s skin becomes imbued with metal and hardens, granting him a +2 natural armor bonus that increases to +3 at 6th level, and +4 at 9th level.
Eschew Tools: The metallurge can no longer tolerate the crudeness of ordinary tools. He loses all weapon, armor and shield proficiencies and cannot acquire new ones. He also loses the ability to manifest Graft Weapon and it is removed from his list of powers known.
Copper Nerves (Ex): Metal suffuses the metallurge’s nervous system, granting quicker reflexes and a grounding effect. He gains the Evasion ability and electrical resistance 10.
Quicksilver Blood (Su): The metallurge’s blood takes on a silvery cast and flows with greater speed. The metallurge has hustle added to his list of powers known (as a 2nd-level power) and can manifest it once per day without paying the power point cost.
Magnetic Mind (Su): The metallurge has telekinetic force (as a 3rd), telekinetic thrust (as a 3rd), and telekinetic maneuver (as a 4th) added to his list of powers known.
Silver Tongue (Ex): The metallurge adds psionic tongues to his list of powers known (as a 2nd-level power).
Gold Aura (Ex): The metallurge becomes immune to all fear effects.
Platinum Soul (Ex): The metallurge gains a +2 to will saving throws against mind-affecting effects.
Titanium Bones (Ex): the metallurge becomes immune to sneak attacks and critical hits.
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The others I am working on are: Dissonant (which is based around sound/tones and crystals and may be a bit like a psionic bard), Cognomenati (which is themed around learning and using True Names), Eyeless Mind (in which a psion blinds himself to gain gaze-like attacks), The Majestic (in which you give up 5 levels of useful abilities to max out your base stats and hit points, granted this isn't exactly psionic in nature), and Vitalist (manipulating life energy).
I will post those others in this thread as I get them finished.
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