[Class] Ranger

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schpeelah
Knight-Baron
Posts: 509
Joined: Sun Jun 08, 2008 7:38 pm

[Class] Ranger

Post by schpeelah »

Hello, it's me again with more horribly mediocre bullshit. The following is my attempt at figuring out what can be done with the 'versatility=power' idea and if it is possible to fulfil what the PHB tells us about Fighters (versatile warrior) and wizards (that preparing the right spells for the right monster is the key to success).

The Ranger


Starting Age: As Fighter
Starting Equipment: 150gp
Alignment: Any

Hit Die: d8
Base Attack Bonus: Full
Saving throws: All good
Skill points: 6
Class skills: [Everything minus UMD and Disable Device] Appraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Decipher Script(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Wis), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Jump(Str), Knowledge(Int), Listen(Wis), Perform(Cha), Profession(Wis), Ride(Dex), Search(Int), Sense Motive(Wis), Sleight Of Hand(Dex), Speak Language(-), Spellcraft(Int), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex), Use Rope(Dex)

Level – Abilities
1: Monster Hunting, Spells
2: Killer Instinct, Explorer, Strike Weak Spot
3: Bonus Feat, +1d6 damage
4: Always Ready, Uncanny Dodge, Explorer
5: Crazy Prepared, Energy Substitution
6: Bonus Feat, Explorer, +2d6 damage, Ranged Smite
7: Uncanny Recast
8: Detect Hostile Intent
9: Improved Uncanny Dodge, Explorer, +3d6 damage
10: Crazy Prepared 2/day, True Ranger

Class Features:
Proficiency: Rangers are proficient with simple and martial weapons, light, medium and heavy armor and shields except tower shields.

Monster Hunting: The Ranger may use Survival checks instead of Knowledge to identify creatures.

Spellcasting: The Ranger may prepare a number of spells equal to 1 +1/2 class levels drawn from the Ranger spell list below. Preparing and changing spells prepared takes 15 minutes. These spells are cast as spell-like abilities at will, with the following changes:
- You still need to use expensive material components.
- The spell’s effects end automatically if you no longer have it prepared or the same target is affected by the same spell again – so, for example, Energy Resistance can protect from only one type of energy at a time.
- Spells on the list that are separated with a slash instead of a comma are considered one spell both for purposes of preparation and the restriction above.
- There is no cap for level-dependant effects.
- Casting Ranger spells with a casting time 1 round or less does not provoke AoOs.
- There are some psionic powers as well. When ysing those you are assumed to be spending your CL's worth of Power Points and the base PP cost is equal to minimum level required. I'm using Lycanthromancer's Altered Psionic Powers, the ones on the list are sblocked below it.
- Some spells have additional modifications, noted on the list.
The save DC is always 10 + 1/2 caster level + Wis, the caster level is equal to character level, in order to cast a spell you need a wisdom of 10 + spell level and your Ranger level + ½ your levels in other classes (counting LA, if any) must be at least equal to twice spell level minus one.

Explorer(Ex): Rangers are capable of adventuring in a range of different environments. At second level and every two levels thereafter, the Ranger may gain one ability from the list below. Unlike most class features, the player may choose to delay choosing and gaining a new ability after gaining the appropriate level, so they do not need to guess where the next adventure will take them. When an ability gained allows the Ranger to substitute Survival for another skill, they may retrain that skill at the closest level-up in addition to any other retraining they may be doing.
- Aquatic: The Ranger may use Survival in place of Swim for swim checks, can take 10 on swim checks and hold breath indefinitely.
- Arctic: The Ranger never needs to make Balance checks on slippery ice, may ignore ice for purposes of other checks (so, for example, an ice-covered cliff isn’t harder to climb than a regular cliff), is immune to being frostbitten and can see thrice as far if adverse weather conditions (snowstorm, sandstorm, mist) are limiting his field of vision.
- Caves: The Ranger gains low-light vision and 60ft. Darkvision and his movement is not hampered by poor visibility or difficult terrain.
- Desert: The Ranger may persist indefinitely without food and water and automatically passes Fortitude checks made due to high/low temperatures.
- Mountains: The Ranger can easily judge the difficulty of any given path of climbing (the player learns the DC) allowing him to find climbable paths. He also may use Survival for Climb checks and take 10 on them.
- Urban: The Ranger gains the Urban Tracking and may use Survival or Sense Motive for Gather Information and Knowledge (Local) checks.
- Wilderness: The Ranger gains the Track and Legendary tracker feats.
- Fire and Ice: If you take damage simply by virtue of being on a given plane, you are immune to that type of damage. Requires: Desert Explorer
- Energy Planes: Immunity to blindness and death by positive energy
overload(you do not gain temporary HP), prefect darkvision (as Baatezu) and immunity to energy drain. Requires: Cave Explorer
- Outer Planes: Immunity to confusion and madness, the entrapping
trait, memory loss and forced alignment change. And you don't get penalties due to being on a plane of opposed alignment.
- Water and Air: Immunity to falling damage, automatic success on checks to change the direction of gravity, breathe water, Swim speed equal to base land speed. Requires: Water Explorer
- Limbo/Astral/Ethereal: You can use Survival instead of Control (described in the 4th chapter of Planescape Campaign Setting 3.5), the first check may be made as an Immidiate action, the DC to maintain the spell-like effects doesn not rise and you can take 10 on Control checks.
- Far Realm: Ageless and immunity to body-altering effects(polymorph and petrification). Requires: Outer Planes and Limbo explorer


Killer Instinct(Ex): A hunter always knows when prey is near. Whenever a creature with a type other than Humanoid or Animal comes within Close range, the Ranger rolls Sense Motive opposed by their Bluff. If he succeeds, he knows of the creature’s presence. If he wins by 5, he knows the general direction, if he beats them by 10 he knows their position and may identify them with a -5 modifier (if you succeed or fail by 5 or less, the result is upgraded by one step once you would be able to identify them them normally). The Ranger is continuously aware of the presence of detected creatures as long as they remain in range.

Strike Weak Spot(Ex): Whenever the Ranger deals damage with a type of attack the target is particularly vulnerable to (energy vulnerability, [Swarm] subtype, DR being bypassed) or an attack that is specifically more effective against that type of creature (Disrupt Undead, Bane weapon), he deals extra damage equal to his Wisdom modifier.

Bonus Feats: On 3rd and 6th level each the Ranger one of the following feats as a bonus feat: Blindfighting, Giant Slayer, Hunter, Ghost Hunter, Insightful Strike, Mage Slayer, Zen Archery, Weapon Finesse

Bonus damage: Beginning at 3rd level, you add 1d6 bonus damage to melee weapon attacks. This bonus increases to 2d6 on 6th and 3d6 on 9th level. This bonus czn be added only to a mximum number of attacks equal to 1 +1/5 points of BaB beyond 1.

Energy Substitution: On 4th level the Ranger can modify his Ranger spells as per the metamagic feat.

Always Ready: Rangers are used to adventuring on their own when there is nobody to take the watch for them. A 4th level Ranger needs only 4 hours of sleep, can sleep in nearly any position and are penalized for sleeping in heavy armor. In addition he can use all senses (including Killer Instinct) except for sight with no penalties while sleeping, does not count as unconscious and waking up is a non-action for him.

Uncanny Dodge at 4th level, Imp. Uncanny Dodge at 9th level.

Ranges Smite: A 6th level Ranger may add normally melee-only damage bonuses - Power Attack (call that Called Shot if you wish), Blitz (yes I know it doesn't work like that RAW) and bonus damage from classes - to ranged attacks against targets engaged in melee. A creature is considered engaged if it has made a melee attack, or has been attacked in melee by another creature with CR no less than the Ranger's minus 4.

Crazy Prepared: You only need to be right once for the paranoia to be worthwhile. Once per day per 5 levels, you may retroactively declare to have prepared different spells than you did, effectively changing spells prepared as an Immediate action.

Uncanny Recast: At the beginning of your turn, as a non-action, on every target currently affected by one of your [Harmless] Ranger spells you may cast that spell again. The target must be within range (touch spells have Close range for purposes of this ability). Essentially, your Harmless spells have unlimited duration while you are present and you can change their version (of Energy Resistance, for example) at the beginning of your turn.

Detect Hostile Intent: The Ranger is automatically aware of the attitude of creatures detected with Killer Instinct and the range of Killer Instinct becomes Medium.

True Ranger: You have 10 levels of Ranger. That’s the maximum amount of Ranger a human body can take. Nobody can be more Ranger than you are. For that reason, your Ranger level for purposes of all Ranger class abilities (including new spell slots, new spells known, daily uses of Crazy Prepared and Uncanny Dodge) is equal to your character level.


Spell list
1: Air Breathing, Bless Water, Bless Weapon, Burning Hands (+5ft./level range), Curse Water, Delay Disease, Delay Poison, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Undead, Greater Disrupt Undead, Disrupt, Ectoplasmic Armor, Endure Elements, Expeditious Retreat/Wings of the Sea(gain both benefits), Horrible Taste, Joyful Noise, Polar Ray, Produce Flame, Remove Fear, Speak with Animals, Synesthete

2: Align Weapon, Animal Trance (1d6/2levels), Antidragon Aura (no material component), Cloak of Bravery, Countermoon, Discern Shapechanger, Faerie Fire, Ghost Touch Armor, Ghost Touch Weapon, Hide from Animals, Hide from Undead, Protection from [Alignment], Ray of Deanimation, Remove Paralysis, Resist Energy, Spark of Life, Status, Suppress Breath Weapon Water Breathing, Dimension Slide,

3: Avoid Planar Effects, Blight, Chaos Hammer, Daylight, Detect Scrying, Dimensional Anchor, Downdraft/Earthbind, Ethereal Chamber, Eradicate Earth, Holy Smite, Hide from Dragons, Ice Axe, Invisibility Purge, Life Ward, Magic Circle, Make Manifest, Greater Magic Weapon, Order’s Wrath, Quench, Remove Blindness/Deafness, Repel Vermin, Lesser Restoration, Searing Light, See Invisibility, Shadowblast, Spell Vulnerability, Zone of Revelation, Kinetic Slide, Anchored Navigation,

4: Death Ward, Ether Blast, Freedom of Movement, Holy Sword(and it’s different alignment versions), Mass Make Manifest Neutralize Poison, Remove Disease, Psionic True Seeing, Strength Of My Enemy,

5: False Vision, Delayed Blast Fireball, Hallow, Mass Make Manifest, Restoration, , Catapsi, Divert Teleport, Energy Discorporation

6: Antimagic Field, Dimensional Lock, Sunbeam, Energy Immunity

7: Holy Aura, Greater Restoration, Sunburst, True Seeing
Psionic Powers (shortened)
Reminder: When casting those, the numbero of points you can spend on auguments is equal to the difference between the base cost and your CL.

Synthestate
Casting: 1 standard action; Range: Presonal; Duration: 10min/level; Base Cost: 1;
Effect: You can feel light with the skin of your face, allowing you to see normally even when blinded or closing eyes to protect yourself from gaze attacks.
Auguments:
#1. Cost 2 points; Range becomes Touch, target becomes 1 creature touched (harmless); for every 2 points you can affect an additional creature
#2. For every 3 additional power points you spend, this power’s duration increases by 10 min/lvl.
#3. If you spend 6 additional power points, this power’s manifesting time becomes “1 immediate action.”

Dimention Slide
Casting: 1 standard action; Target: You and objects and creatures you touch up to medium load total, determined with Wis instead of Str; Duration: Instantaneous; Save: Will negates; Base Cost: 1
Effect: Teleport to another spot within Close range, must have line of sight. You can teleport through a portal the above criteria are otherwise met.
Auguments:
#1 Cost: 1 point; You no longer need LoS, works as close-range D-Door.
#2 Cost 2 points; You can take up to a heavy load's worth of objects/creatures.
#3 Cost: 4 points; You can teleport one creature insead of you.
#4 Cost: 4 points; Casting time becomes 1 move action.

Not sure whether to include the teleport trigger and teleport nomad-only options.

Catapsi
Casting: 1 standard action; Area: 30 ft radius emanation centered on you; Duration: 1 round/lvl; Saving Throw: Will negates, see text; Base Cost: 9;
Effect: Each time someone in the area of effect casts, they must make a Will save or be forced to use a spell slot 2 higher than normal (or pay +4 power points). Alternately, they may get a lower-level version (e.g. Cure Serious->Cure Light, Summon Monster III->Summon Monster I). The last one is the only way prepared casters are affected.
Augment:
1. For every 2 additional power points you spend, the duration of this power increases by 1 round.
2. For every 4 additional power points you spend, this power’s range and the radius of its area both increase by 5 ft.
3. For every 4 additional power points you spend, you increase the excess power point expenditure of those affected by the catapsi effect by 1. For every 2 power points affected, spellcasters are forced to pay spell slots 1 level higher.

Psionic True Seeing
Base Cost: 7 points.
As regular True Seeing, but you must pass an opposed caster level check with a +4 bonus. You also gain a +2 insight bonus bonus to saves, skill checks, and ability checks against all illusions, including any spells, powers, and spell-and psi-like abilities with the shadow descriptor (this includes any abilities possessed by creatures summoned or conjured using such abilities).
Augument:
#1 Cost: 2 points; Range becomes Touch
#3 (#2 is waste of space) Cost: 6 points; As a Swift action you can alter the spell to let you see another coexistent plane instead of Ethereal. If you don't know your options, you can cycle through them randomly and guess based on what you see (Knowledge DC 10 for standard ones, up to 30 for more obscure ones your DM has made up)

Kinetic Slide
Casting: 1 standard action; Target: You; Duration: 1 round/2 levels;
Effect: You can treat any spot within Close range as your position for purposes of the origin point and range of your spells.
Augument:
#1 Cost: 2 points; The benefits of this power apply to your weapon attacks as well.
#2 cost: 2 points; Duration becomes 1 round per level.
#3 Cost: 6 points; Casting time becomes 1 Swift action.
#4 cost: 6 points; You can shift your virtual position out to Medium range.

Divert Teleport
Casting: 1 standard action or 1 immediate action, see text; Range: Medium; Duration: 1 min/lvl [D](if cast as a Standard action) or Instantaneous (if cast as Immidate action); Save: Will negates; Base Cost: 9
Effect: You can change the destiination of any teleport effect that begins or ends within range. You use your knowledge of the new destination, but it otherwise works as if the original caster chose a different destination. This power does not give you special knowledge of teleportation effects in the area, but you are assumed to have enough time to react to seeing somebody teleport in.
Augument: Cost 4 points; Range becomes Long.

Energy Discorporation
You know, read the full description. This one is pretty damn original and can't be described shortly.

Sterngth of my enemy
Casting: 1 standard action; Range: Touch; Target: one melee weapon; Duration: i round/level; Base Cost: 5
Effect: The affected weapon deals 1 point of Strength damage per hit. You gain the highest amount of Strength damage inflicted on any one creature as enhancement bonus to Strength.
Auguments:
#1 Cost: 2 points; You can affect ranged weapons and siphon off Dexterity instead.
#2 For every 4 points spent, You can affect another weapon with the same casting.
#3 For every 4 points spent, duration increases by 1 round/level.
#4 Cost: 6 points; Casting time becomes Swift action.
#5 Cost: 9 points; You can siphon off Constitution.
Psionic Powers (loooong)
Synesthete (A)*
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/lvl [D]
Power Points: 1

You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or feel sound. You can shift your stimulated sense between these two options once per round as a swift action. Your senses continue to work normally as well, unless they are impaired for some reason.
Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver.
If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4 circumstance bonus on all Spot and Search checks. While feeling light, you are immune to gaze attacks, so long as your eyes remain closed or you are otherwise blinded.
If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with a +4 circumstance bonus on Listen checks.
Psionic or magical displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.
You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not deafened or blinded).
Augment: 1. If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes “One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance becomes “Yes (harmless).”
1a. For every 2 additional power points you spend, you can target another creature.
2. For every 3 additional power points you spend, this power’s duration increases by 10 min/lvl.
3. If you spend 6 additional power points, this power’s manifesting time becomes “1 immediate action.”


Dimension Slide (AX)
Psychoportation (Teleportation)
Level: Nomad 1, psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Touch and Close (25 ft + 5 ft/2 lvls); see text
Target: You, the object(s) you touch, and creatures that weigh no more than your light load; see text
Duration: Instantaneous
Saving Throw: Will negates (object); see text
Power Resistance: Yes (object)
Power Points: Nomad 1, psion/wilder 3, psychic warrior 3, XP (see text)

You instantly transfer yourself from your current location to any other spot within range to which you have line of sight, through the Astral Plane. You can bring along possessions that amount to as much as a medium load, including living creatures that weigh as much as your light load (as determined by your key manifesting ability score, rather than your Strength). Movement caused by the use of dimension slide does not provoke attacks of opportunity.
If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can not see the power simply fails to function.
Your destination location must be on the same plane as your starting location, unless your line of sight extends through a portal or other interdimensional breach that you would otherwise be able to pass through; generally speaking, however, you can not plane-hop using dimension slide.
XP Cost, Nomad (Optional): If you spend 10 XP and 9 or more power points manifesting this power (through augmentation or otherwise), you can set up a contingencied teleportation effect. The range for the power becomes “Personal,” its target becomes “You,” and its duration becomes “1 hour/lvl, or until discharged [D].” You specify a situation that triggers your automatic manifestation of dimension slide. Manifestations with a range of Close, Medium, or Long teleport you according to the augmentations you make when you manifest the power, but you make the decisions on where you teleport when the contingency is triggered. Manifestations with longer ranges teleport you to a predetermined location. The contingency goes off on the initiative count immediately after the specified situation occurs, even if you are flat-footed or you have already taken your turn in the current round. The specified situation can be described in general terms or specific terms. This is often called the teleport trigger option. The contingency created by this option does not interfere with those created by the psionic contingency power, though you can only have one teleport trigger at one time.
Augment: 1. If you spend 1 additional power point, you need not have line of sight to the area you transport yourself to. However, you must be able to specify where you wish to appear. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating distance and direction. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 ft of the intended location. If there is no free space within 100 ft, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 ft. If there is no free space within 1,000 ft, you and each creature traveling with you take an additional 4d6 points of damage and the power simply fails. This is often called the psionic dimension door augment.
2. If you spend 2 additional power points, you can bring possessions that amount to as much as your heavy load, and can bring along one Medium or smaller creature.
2a. [Nomad] For every additional power point you spend, you can bring a creature one size category larger, or you can exchange smaller creatures for larger ones. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
2b. For every 2 additional power points you spend, you receive the benefits of augment #2a.
3. If you spend 4 additional power points, this power’s target becomes “1 Medium creature or object touched.” You are no longer the target of the power; instead, you can teleport another creature or object to anywhere within range, as if it were you.
3a. [Nomad] For every additional power point you spend, you can affect a creature one size category larger, or you can exchange smaller creatures for larger ones. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
3b. For every 2 additional power points you spend, you receive the benefits of augment #3a.
4. If you spend 4 additional power points, you can manifest this power as a move action.
5. [Nomad] If you spend 6 additional power points, this power’s range becomes “100 miles/lvl,” but you can only transport yourself somewhere you have line of effect to, or someplace you have been before (though certain effects, such as anchored navigation, can bypass these restrictions). In this case, “a place you have been” includes the space you occupied and 1000 ft in every direction to which you had line of effect at that time; you need not currently have line of effect to transport yourself somewhere you have already been. This is often called the psionic teleport augment.
5b. If you spend 5 additional power points, this power has no range limit. This is often called the greater psionic teleport augment.
This power’s range depends on how many power points are used to augment it. If you spend 2 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).” If you spend 4 additional power points, it becomes “Long (400 ft + 40 ft/lvl).” (But see augment #5.)

CataPsi (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 5, psychic warrior 5
Display: Mental and visual
Manifesting Time: 1 standard action
Area: 30 ft radius emanation centered on you
Duration: 1 round/lvl
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 9

By manifesting this power, you generate psychic static, interfering with the ability of other characters to manifest their powers, cast spontaneous spells, or use psi-like abilities (you are not affected by your own catapsi manifestation). Psionic activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will save each time he attempts to manifest a power. Using a psi-like ability becomes a full-round action, instead of a standard action, in a catapsi field. If two or more fields of catapsi overlap, the effects are not cumulative.
The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended.
Spontaneous spellcasters, such as sorcerers and bards (and clerics and druids, when they drop a prepared spell for another spell) are also affected by the catapsi field, and must make a Will save each time they cast spontaneously, else they receive the results of a lesser spell (see below); alternatively they must use a spell-slot two higher than normal to cast the spell they intend. If they do not have a high enough spell-slot available, the spell fails. In the special case of a cleric or druid, the spell they receive when spontaneously casting is two spell-levels lower than it otherwise would be (a cure light wounds, rather than cure serious wounds, for instance) on a failed save. Wizards and other casters who prepare their spells ahead of time are affected only if they are casting a spell that has a lesser version. A wizard casting summon monster III would have the same effects of a summon monster I spell.
Upon entering a catapsi field, creatures are entitled to a Psicraft check to determine that it will interfere with their manifestations, and how many power points of interference it entails (DC 29).
Augment: 1. For every 2 additional power points you spend, the duration of this power increases by 1 round.
2. For every 4 additional power points you spend, this power’s range and the radius of its area both increase by 5 ft.
3. For every 4 additional power points you spend, you increase the excess power point expenditure of those affected by the catapsi effect by 1. For every 2 power points affected, spellcasters are forced to pay spell slots 1 level higher.

True Seeing, Psionic (NA)*
Clairsentience
Level: Psychic warrior 4, psion/wilder 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl
Power Points: Psychic warrior 7, psion/wilder 9

You improve your chances of seeing all magically hidden things as they actually are. Any time you are within 120 ft of magical or psionic darkness, secret doors or traps hidden by magic, creatures under blur or displacement effects, invisible creatures or objects, illusions, or things under the effects of polymorph, metamorphosis, or other transmutation effects, you are entitled to an opposed manifester level check (with a +4 bonus) against the originator of the effect you are attempting to see through. If you succeed, the attempt to hide the truth from you in such a way fails, and you successfully perceive the reality of the situation, overlaid with a transparent image of what you would otherwise see. If you fail, you can make Will saves, Spot checks, Sense Motive checks, and so on, as normal. You are entitled to a new manifester level check once per minute until you succeed, for the length of this power’s duration.
In addition, you gain a +2 insight bonus to saves, skill checks, and ability checks against all illusions, including any spells, powers, and spell-and psi-like abilities with the shadow descriptor (this includes any abilities-mundane, extraordinary, or supernatural-possessed by creatures summoned or conjured using such abilities).
Furthermore, you can see into the Ethereal Plane (but not into other extradimensional spaces); you can either suppress or resume this ability as a swift action. Objects and creatures of the Ethereal Plane appear to be misty and dreamlike, and you can distinguish between ethereal and material denizens without effort.
Psionic true seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by natural darkness, mundane fog, and similar. Psionic true seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the power effects can not normally be further enhanced with known psionics, so one can not use psionic true seeing through a crystal ball or in conjunction with clairvoyant sense (unless the power states otherwise). This power also can not penetrate the mind-controlling effects of cloud mind or other charm and compulsion effects.
Augment: 1. [Seer] If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes “One creature touched,” its saving throw becomes “Will negates (harmless),” and its power resistance becomes “Yes (harmless).”
2. For every 4 additional power points you spend, the insight bonus against illusions and abilities with the shadow descriptor increases by 1.
3. If you spend 6 additional power points, you can take a swift action once per round to alter your vision to see into any single plane that is coexistent with the plane you are currently on, rather than just the Ethereal (generally the Astral, Ethereal, and the Plane of Shadows, for a given Material Plane). You can see creatures, objects, forces, and the landscape in general. These images are superimposed over your normal senses, and you can immediately tell the difference between what is on your plane and what is on the coexistent plane. If you are not aware of what planes might be coexistent with the plane you inhabit, you can randomly cycle through all of the planes available, and can make an educated guess as to which plane you are looking at (Knowledge: The Planes, DC 10 to DC 30, depending on the obscurity of the plane). You can not see onto planes that are blocked from planar travel by any means, nor can you see into obscure extradimensional spaces, such as the inside of a bag of holding or a portable hole.
4. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 round/lvl.”
4a. If you spend 4 fewer power points, it becomes “1 round.”



Kinetic Slide (NA)
Psychokinesis
Level: Kineticist 4, wilder/psychic warrior 5, psion 6
Display: Auditory, visual
Manifesting Time: 1 standard action
Range: Personal and Close (25 ft + 5 ft/2 lvls); see text
Target: You
Duration: 1 round/2 lvls
Power Points: Kineticist 7, wilder/psychic warrior 9, psion 11

You can transfer the kinetic energy of your manifested powers to a different location than you normally could.
While you are under the effect of kinetic slide, you can manifest powers and psi-like abilities and cast spells and spell-like abilities with ranges greater than personal and targets (if any) other than you, as if their origin point was somewhere within Close range rather than your space. In addition, you can make touch attacks against targets at Close range, even if the effect was originally targeted at you (such as the hammer power). You can position and align each manifestation as you wish (such as aiming the cone version of the energy burst power onto foes from straight overhead, for example).
To do this, you must have line of effect to the surrogate origin point, and have line of effect to the targets or areas to be affected from the origin point. If the effect has a specific target entry, you must be able to see the target(s) from your current position (including through effects such as clairvoyant sense).
Other than the stipulations noted above, kinetic slide does not change the way you manifest or target powers. You still provoke attacks of opportunity, and still suffer the effects of defensive measures from other creatures (such as the miss chance granted by the concealing amorpha power, or the retributive properties of energy retort). Note that most damaging powers (such as energy burst) can hurt you if you are within the power’s area of effect.
You take a -10 penalty to your Hide checks on the rounds that you manifest powers with displays while hiding; if you suppress the displays or hide after you manifest, this penalty does not apply.
Augment: 1. [Egoist, wilder or psychic warrior] You can use the energy transference to make attacks using any melee or ranged weapon you hold (including natural weapons), aiming them as if they were psionic powers.
2. If you spend 2 additional power points, you gain the benefits of augment #1.
3. If you spend 2 additional power points, this power’s duration becomes “1 round/lvl.”
4. [Kineticist] If you spend 4 additional power points, the range of this power becomes “Touch and Close (25 ft + 5 ft/2 lvls)” and the target becomes “One creature touched.” The saving throw becomes “Will negates (harmless)” and power resistance becomes “Yes (harmless).”
5. If you spend 6 additional power points, this power’s manifesting time becomes “1 swift action.”
6. If you spend 6 additional power points, this power’s range becomes “Personal and Medium (100 ft + 10 ft/lvl); see text.”
6a. If you spend a total of 12 additional power points, it becomes “Personal and Long (400 ft + 40 ft/lvl); see text.”
7. [Negative] If you spend 6 fewer power points, this power’s duration becomes “1 round,” and it lasts until the end of your next turn.

Divert Teleport (NA)
Psychoportation (Teleportation)
Level: Psion/wilder 7
Display: Visual
Manifesting Time: 1 standard action or 1 immediate action; see text
Range: Medium (100 ft + 10 ft/lvl)
Effect: Diverts the teleportation of any object or creature within range
Duration: 1 min/lvl [D] or Instantaneous; see text
Saving Throw: Will negates (object) (foils diversion)
Power Resistance: Yes (foils diversion)
Power Points: 13

You can divert the final destination of any teleportation attempt made by others within the area.
Upon manifesting this power, you immediately know the destination of any power, spell, and spell-or psi-like ability used to teleport within range of this power. The effect must either originate or have its destination within range of this power, however. You can choose to divert the destination of both incoming and outgoing teleportations, both psionic and magical in nature (you can utilize this power quickly enough to affect a creature that is teleporting in, as there is a brief moment where it is not yet fully formed). You must overcome the power resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.
For the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location. You use the parameters of the effect you are diverting (ie, the spell or power used, the originator’s caster or manifester level, augmentation, and other such miscellanea); you simply choose the destination within range of the original effect, though you do use your own knowledge of potential destinations for the diversion.
If you manifest this power as a standard action, it lasts for 1 minute per level, and you are able to use your immediate actions to divert any teleportation effect within range any time during the duration of the power. If you manifest it as an immediate action, it affects only one teleportation effect, and its duration is instantaneous.
This power works best if coupled with the detect teleportation power.
Augment: 1. If you spend 4 additional power points, this power’s range becomes “Long (400 ft + 40 ft/lvl).”
2. [Negative] If you spend 6 fewer power points, this power’s duration becomes “1 round/lvl.”



Energy Discorporation (A)
Psychokinesis [See text, Teleportation]
Level: Kineticist 5
Display: Visual; see text
Manifesting Time: 1 immediate action
Range: Medium (100 ft + 10 ft/lvl)
Target: You, and one energy source
Area: One 5 ft cube + one 5 ft cube/3 levels, and a 5 ft radius burst; see text
Duration: Up to 1 round/lvl
Saving Throw: None and Fortitude or Reflex for half; see text
Power Resistance: Yes; see text
Power Points: 9

You can use your mastery of energy to cheat death, avoid harm, or as a strategic gambit during combat.
You can manifest this power if you are within range of an energy effect (mundane or otherwise) with the acid, cold, electricity, fire or sonic descriptor that also has an area of effect. This includes torches, campfires, lakes of acid, and the like. You and a portion of the effect (see the Area description above) both immediately disappear in a flash of light, with your body breaking up into its component particles (along with all your gear and any objects you are holding or carrying) and merging with the energy source. Sources with areas too small to support the entirety of this power’s area are snuffed out and are essentially dispelled. You can choose which 5 ft cubes dissipate out of the energy effect, which you can strategically use to circumvent harm from anything in those spaces. Ongoing effects fill these empty spaces 1 round later.
Once dissipated, you are reduced to a Tiny-sized, 6 inch radius wisp of visible energy that appears in your previous location; it is both incorporeal and innately harmless, has a fly speed of 30 ft (perfect), has immunity to any and all effects except for dispel psionics and similar effects; while affected by this power, you can not enter a null psionics field, and are shunted harmlessly to the nearest unaffected space if caught in one. It shines like a torch with a 10 ft radius of bright light and an additional 20 ft of shadowy illumination, and it allows you to see the world as only vague, shadowy shapes and contours (enough to tell where living creatures and solid objects are but little more), and all of your other senses are temporarily negated. You can not interact with your original plane in any way, nor can it interact with you, other than those means specified by this power. Any effects you were under when you manifested this power are suppressed for its duration, but their durations do not continue to expire until you reintegrate.
You can choose to reintegrate yourself at any time by using a standard action, and can do so in two ways; in either case, your body and all of your equipment reappear in the space occupied by the wisp of energy. You can either appear in a burst of harmless light, or in a burst of energy that deals 9d6 damage in a 5 ft radius (Reflex or Fortitude for half-see below); this effect does not harm you or anything you are wearing or carrying. You automatically reintegrate at the end of this power’s duration.
Acid: A blast of acid ignores an object’s hardness.
Cold: A blast of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold discorporation is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a blast of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A blast of this energy type deals +1 point of damage per die.
Sonic: A blast of this energy type deals -1 point of damage per die (to a minimum of 1 point of damage per damage die) and ignores an object’s hardness.
The energy type of this power is the same as the effect used to discorporate.
If you reintegrate somewhere that you would not be able to fit, or do so within a solid object or creature, you are shunted to the nearest open space that could hold you, and you take 1d6 bludgeoning damage for every 10 ft that you must move to get there. The burst of energy or light occurs at your actual point of entry, rather than where the effect ended.
Despite being a psychokinesis power, use of this power can be negated by powers and spells such as dimensional anchor, and your movement while under its effect is hampered by force effects, such as forcecage.
Augment: 1. For every additional power point you spend, the damage this power deals upon re-entry increases by 1d6.
2. If you spend 2 additional power points, you can reintegrate yourself as a move action.
2a. If you spend a total of 4 additional power points, this becomes a swift action.
2b. If you spend a total of 6 additional power points, this becomes an immediate action.
3. If you spend 4 additional power points, the energy wisp is totally invisible (as the spell), and can not be located outside of extraordinary means, such as psionic true seeing.
4. [Seer] If you spend 4 additional power points, you can see and hear through the energy wisp normally, treating it as if it were a mobile viewpoint for the clairvoyance sense power.
For every 4 power points you spend on this power (via one of these augmentations, or simply by spending additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such as a globe of invulnerability.



Anchored Navigation (NAX)*
Clairsentience
Level: Seer 4, Nomad 4
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Touch
Area: 100 ft radius, and 1 mile/lvl; see text
Target: One immobile structure touched
Duration: 1 hour/lvl
Saving Throw: Fortitude negates (object, harmless)
Power Resistance: Yes (object, harmless)
Power Points: 7, XP (see text)

You set up a teleport beacon that broadcasts your position to anyone manifesting a long-range teleportation power, allowing them to home-in on your location, even if they have never been there before. You manifest this power on a stationary object, such as a building, statue, fountain, or other immovable structure (hereafter known as the teleportation beacon). For the remainder of this power’s duration, the beacon broadcasts its location to all psionic creatures within range (1 mile/lvl; treat as a spread effect), as well as a short description (up to 10 words long) that you specify, generally a name or evocative depiction of the area’s topography (such as The Forest of Doom, The Market Square in Sapphire City, or Derivoth’s Lair). Once per round, any psionic creature can make a DC 15 Concentration check as a free action to immediately become aware of any and all teleportation beacons whose range they currently reside within, including their direction, distance, and descriptions.
So long as the beacon is within range of a teleportation effect, the manifesting creature can teleport there without mishap (though powers and other effects can interrupt or disrupt the effect), appearing within 100 ft of the target of this power, in an open area large enough to safely hold them, as normal.
The beacon created by this power does not broadcast across planar boundaries.
Note that this power gives you all of the information needed to easily target using the clairvoyant sense power.
XP Cost (Optional): If you spend 1,000 XP, this power’s manifesting time becomes “1 hour” and its duration becomes “Permanent.”
Augment: 1. [Seer] You can designate a starting point using this power before entering a potentially dangerous area; you are constantly aware of the beacon you create, which allows you to retrace your steps through a maze automatically while the power lasts, without resorting to a map. Note that this power does not work across planar boundaries, which means that using it prior to being the target of a maze spell is of no assistance whatsoever, unless you utilize augment #7, in which case you automatically succeed at the Intelligence check to escape the maze. You can not combine this augment with augment #6.
2. For every additional power point you spend, this power’s area increases by 10 ft and 1 mile (see text).
3. For every 2 additional power points you spend, the effective manifester for this power increases by 1 for dispel attempts (but only if made permanent through expending XP).
4. If you spend 4 additional power points, you can require a password or other requirement (such as holding a specific key-item, performing a specific action, or having a certain race, gender, or even name) that must be met in order to successfully teleport to the teleportation beacon. You can have multiple requirements that must all be met, or several separate requirements, any of which can be met for anchored navigation to work. Creatures that make the Concentration check are still aware of the beacon, as normal, though any teleportation effect used to travel to the beacon automatically fails unless they have been to the location before. (Creatures are aware that a requirement must be met prior to their teleportation attempt.) A manifester without the requirement that uses the anchored navigation effect to target the clairvoyant sense power must make an opposed manifester level check in order to view the beacon or the surrounding area, else the power fails. Creatures manifesting clairvoyant sense without using the teleportation beacon remain unaffected.
4a. If you spend 2 additional power points, creatures do not gain awareness of the teleportation beacon unless they are already fulfilling the password requirements (such as knowing the correct password, holding the pass-key, and so on).
5. If you spend 4 additional power points, this power’s area becomes “100 ft radius and 100 miles/lvl; see text.”
6. [Nomad] If you spend 4 additional power points, the target of this power becomes “Creature or object touched,” and it can be used to target a creature or mobile object, such as a hat, a key, or some other small portable thing.
7. [Seer] If you spend 4 additional power points, the teleportation beacon broadcasts across planar boundaries, but only into those planes that are coexistent or coterminous with the plane the beacon is on. The broadcast still only extends to the maximal range, even when passing across such boundaries.
8. [Negative] If you spend 2 fewer power points, this power’s duration becomes “10 min/lvl.” This augment cannot be combined with the XP option above.
8a. If you spend a total of 3 fewer power points, it becomes “1 min/lvl.”
8b. If you spend a total of 4 fewer power points, it becomes “1 round/lvl.”



Strength of My Enemy (A)
Psychometabolism
Level: Psychic warrior 2
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal or touch; see text
Target: One natural or manufactured melee weapon
Duration: 1 round/lvl [D]
Power Points: 3

You gain the ability to siphon away your enemies’ strength for your own use. Choose one of your natural weapons, or a manufactured melee weapon you are holding; that weapon deals 1 point of Strength damage on each successful hit, and you gain that point of Strength as an enhancement bonus to your Strength score. Multiple points of Strength damage that you absorb from a single foe stack (up to a maximum of +8), but Strength bonuses from different foes are tracked separately. You gain only the highest total. All Strength bonuses dissipate at the end of this power’s duration, but Strength damage you deal remains until healed.
Augment: 1. If you spend 2 additional power points, this power can affect a ranged weapon, and you can siphon off Dexterity instead of Strength. You can only drain a single point of Dexterity per attack roll, which means that use of abilities such as the Manyshot feat deals only 1 point of Dexterity damage. This is often called the agility depletion augment.
2. For every 3 additional power points you spend, the maximum enhancement bonus you can add to the appropriate ability score increases by 2.
3. For every 4 additional power points you spend, you can affect another of your natural or manufactured weapons.
4. For every 4 additional power points you spend, you increase the duration of this power by an additional 1 round/lvl.
5. If you spend 6 additional power points, you can manifest this power as a swift action.
6. If you spend 9 additional power points, you can siphon off Constitution instead of Strength, as noted above. This is often called the vampiric strike augment.
The class is obviously lacking, I'll add more stuff once I figure it out.[/b]
Last edited by schpeelah on Wed Dec 30, 2009 9:06 pm, edited 3 times in total.
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Judging__Eagle
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Post by Judging__Eagle »

With a restricted spell list; just give them spontaneous casting.

Stealth needs to be a skill for creatures that live in the wilderness and hunt other creatures.

Sonic can seriously be a fine option. Kenjitsu has whole sections on vocalization of attacks (stolen when Lucas created his bullshit "Force" stuff; the Dune movie made up some stuff as well; and had sonic weapons).

This line is confusing:

Rangers are proficient with simple and martial weapons, shields except tower shields, light, medium and heavy armor.

So... no armour? That's sort of odd.
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Post by schpeelah »

Answering in order:

Not gonna happen. Choosing spells for upcoming challenges ahead of time is a major part of the class concept. Doesn't the at-will thing compensate?

I'm not sure about stealth. Maybe.

Show me a list of creatures with Sonic Energy Vulnerability. Or at least ones you want to attack with energy damage but are resistant to other types. Keep in mind attack spells are supposed to be a secondary tactic - I'm going to have to hand out some bonus weapon damage or feats to buff it up.

Har har, very funny I phrased that wrong.

There's some stuff I don't know whether to include:
Judge Strength(Ex): The Ranger can instinctively judge strengths and weaknesses of creatures he encounters. The Ranger may attempt a special version of the Assess Opponent Sense Motive check as a free action once per type of opponent (that is 1/opponent and creatures with identical stats count as one opponent) per day. If successful, you know not only their strength relative to you, but also their most important attacks and defenses. If you beat the DC by 5, you learn their type and subtypes. If you beat the DC by 10, you learn all their Special Qualities and Special Attacks. If you exceed the DC by 15, you learn their spell-like abilities (if not listed in their Special Attacks/Qualities line) and character class, if any.

Spells: Aura of Evasion, Knight's Move, Lionheart, all SpC

And Explorer abilities keyed to planar terrain. Probably with requirements.
- Fire and Ice: If you take damage simply by being on a given plane, you are immune to that type of damage.
- Positive and Negative: Immunity to blindness and death by positive energy overload, prefect darkvision and immunity to energy drain.
- Outer Planes: Immunity to confusion and madness, the entrapping trait, memory loss and forced alignment change. And you don't get penalties due to being on a plane of opposed alignment.
- Water and Air: Immunity to falling damage, automatic success on checks to change the direction of gravity, breathe water, Swim speed.
- Far Realm: Ageless and immunity to body-altering effects(polymorph and petrification).
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Judging__Eagle
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Post by Judging__Eagle »

Ah, they're at-will. Characters can't prepare much, but that's old news.

For stealth; if you're a person who hangs out and fights in places like the wilderness; you learn about cover and hiding. At least, if you don't want to die like a chump.

The list of creatures with sonic vulnerability? Sussuruss, Crystalline Troll, some other 'fragile' things; like glass or crystal creatures.

There are seriously more creatures vulnerable to sonic sources of damage than are vulnerable to acid or poison or electricity.

In any case, spell damage is an aside for this character idea.

On prof's, no worries, I was just making sure.
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Post by schpeelah »

OK, you sold me on stealth and sonic damage.

Added +1d6/3levels damage dice and this ability

Ranges Smite: A 6th level Ranger may add normally melee-only damage bonuses - Power Attack (call that Called Shot if you wish), Blitz (yes I know it doesn't work like that RAW) and bonus damage from classes - to ranged attacks against targets engaged in melee. A creature is considered engaged if it has made a melee attack, or has been attacked in melee by another creature with CR no less than the Ranger's minus 4.

This one should allow archers to contribute equally in mixed melee-ranged parties, while keeping the from being really awesome at kiting.

Any thoughts on the Explorer abilities or the inclusion of psionic powers?

Also, I know it's slow around here lately and I've never gotten much responses but come on, only one person got interested? Really?

Edit: Because I forgot
JE wrote:Kenjitsu has whole sections on vocalization of attacks (stolen when Lucas created his bullshit "Force" stuff; the Dune movie made up some stuff as well; and had sonic weapons).
What does that have to do with anything?
Last edited by schpeelah on Sat Dec 26, 2009 11:23 am, edited 1 time in total.
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Post by Meikle641 »

More psionics is always a welcome thing. Rock on, schpeelah.
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Post by schpeelah »

Hello, your favourite attention whore here. This is the last update, because I'm writing the whole thing as a failure. I still wanted to post the changes I've been working on, though.

Added Planar Explorer abilities and shortened explanation of the effects of the psionic powers, since the full list is twice as long as the rest of the post. Was meaning to put up a replacement for Always Ready that was merely meh instead of utter shit, but ran out of time. Will be up tomorrow.

I blame my failure on the fact that I didn't have a clear idea of what exactly sort of tactics the class was supposed to use in combat. As far as I can see, having an ambigous answer tho the question "what does it o" always produces wrong results, examples being both the Fighter and the Druid (too many answers simultaneously).

While trying to find a niche for this class to fit in, I got an idea what should be done with the Fighter.

[WARNING: The following spoiler tag contains talking about yet another fighter fix. If you do not wish to read such things, DON'T OPEN]
As far as I know, most builds involving more than 2 levels of PHB Fighter focus on maxxing out a certain maneuver - trip, charge etc. As of now, there is no Tome class that focus on that. Thus I propose it to be the new Fighter niche.

My musings produced three possible ability paths:

Fighter, Controller
Maneuvers: Trip, Disarm, Sunder (Bullrush?)
Other: Ability to fix sundered stuff, AoOs, extended reach, Ranged Trip/Sunder, entangle, maybe bullrushing people in any direction you wish
Tactics: Ranged: Preventing enemy form getting to and attacking you. Melee: Locking down enemies with you.

Fighter, Dungeoncrasher
Maneuvers: Charge, bullrush
Other: Move-by-Attack, ability to charge through Walls of Fire/Walls of Stone/other battlefield control, increased mobility, maybe Acrobatic Charge, mounted combat
Tactics: Move-by-Attack to melee kite, bullrushing people into walls/battlefield control effects.

Fighter, Grappler
Maneuvers: Grapple
Other: Devil Bringer kind of ability (initiate grapple from a distance, weaker enemies get pulled towards you, you get pulled towards lager ones' faces), climbing bodies of large enemies and attacking from difficult to reach spots
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