Psyker Class

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Judging__Eagle
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Psyker Class

Post by Judging__Eagle »

Ok, so someone in my group wants to play a Pskyer, which is cool, but I need some idears. This is what they sent me when last they messaged me.

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Also, I've hit a hitch;

Having levels in Arbiter isn't really the best setup for a cha-based telepathic translator/bargainer. If the party is a bunch of traders, I could see my guy fitting in by being just that--someone able to bridge the language gap and dicker down to the last piece of copper. So I need some kind of Assault-tier genuine pysker.

I'm working on a Psyker base class to submit for your examination an approval. The PrCs are going to be Mindspeaker (Choose between sharing a mind, blinding a mind, and raping a mind), Psyker Warrior (Buffs and big booms, along with weapons. Also have an idea that allows them to go all Soulknife and create ammo for their weapons which, while not permanent, lasts long enough.)

I don't know about the 3rd PrC. I was tinkering with a guy who actually warps space and fiddles with the forces of the universe. The Bender or something.

Anyways, I'll work up some abilties, but I can tell you that chassis should be looking like...

d6 HP
6 + Int Skill Points
Good Will and possibly another good save.
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Maxus
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Post by Maxus »

Here's what I've worked up so far:

It needs spell-likes and supernatural abilities. Maybe groups of them, like the Psyker feats.

They also need some combat-applicable abilities and defenses. And, the worst part is, they could use a lot of choose-two-from-the-list type features because Psykers are all over the place with their powers as far I know.

I did have this, though:

Psyker: You're a Psyker, and get one of the Psyker feats. You could totally get another, because you're just that awesome.

Focused Psyke: You get more uses per-day of abilities, equal to your Charisma modifier (or whatever).

And, a random ability I was kicking around for this Psyker...

Reverse Empathy: You use your Psykic powers to nudge people into an appropriate mental state, giving you a bonus to social skills equal to your level.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Koumei
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Post by Koumei »

Well I'd probably make Psykers something like this, if you didn't just want to use a bunch of the feats:

(Note: I'm totally putting off working on Assassin PrCls)

Sanctioned Psyker:

(whether military or free-roaming but allowed to exist)

"GREETINGS, MIND-SLAVE!"

Hit Die: 1d8
BAB: Medium
Skill Points: 6+Int
Good Saves: Fortitude and Willpower*

*Chaos Psykers have Fortitude and Reflex. You have the mental discipline to NOT explode into a tentacled mess.
Level:Abilities:
1Psyker, Minor Powers, Telepathy 100' (Su)
2Auxiliary Power, Detect Thoughts 50' (Su), Charm Person (Sp)
3Advanced Psyker, Auxiliary Power, Suggestion (Sp), Telepathy 200' (Su)

Proficient: Simple Weapons, Light Armour, Pistol Firearms

Psyker: select one [Psyker] feat. You are a Psyker, and also gain additional Telepath powers as you advance.

Minor Powers: you receive this bonus feat.

Telepathy: you gain Telepathy. At level 3, it doubles in range.

Auxiliary Power: at level 2, you may gain a single 1st level Sorcerer, Wizard, Cleric or Druid spell as a Spell-like Ability a number of times per hour equal to your Charisma modifier. At level 3, you may also gain a 2nd level spell (from one of the above lists) available once per hour.

Detect Thoughts: this is a permanent ability that you cannot suppress.

Charm Person: this power may be used a number of times per day equal to your Charisma modifier.

Advanced Psyker: you may either gain an additional [Psyker] feat, even if it takes you over the limit, or you may gain the next level of abilities on one of the existing ones you possess (and when you reach that next level normally, you get the one above that).

Suggestion: you may use Suggestion once per hour.

Equipment: thick robes (counts as Studded Leather), Las Pistol, Staff, Dagger, Psionic Resonator Device (adds +5 to Spell Penetration and to Concentration checks).

Prestige Classes:Inquisitorial Acolyte (see: Arbiter), Primaris Psyker, Mind Ravager

Primaris Psyker:

"Are you completely braindead? Oh, right, that was my doing, sorry."

Hit Die: 1d10
BAB: Good
Skill Points: 4+Int
Good Saves: Fortitude and Willpower
Level:Abilities:
1Aura of the Psyche, Mental Shock, Psykic Strike +1d8+Cha
2Psykic Vampire, Bastion, Telepathy 500'
3Psykic Apocalypse, The Horror, Auxiliary Power

Aura of the Psyche: the Primaris Psyker can, as a Swift Action, raise a Blur effect, also adding their Charisma modifier to Hide checks and their level to Intimidate checks. At level 3 this becomes Greater Blur, and anyone the Psyker intimidates becomes Frightened for 1d6 rounds.

Mental Shock: the Primaris Psyker can, with a melee touch attack or as part of a regular attack with a Force Weapon or a Psykic Strike, deal 1d6 Electricity damage per level, plus their Charisma modifier. The target is entitled to a Fortitude save (Cha-based) for half.

Psykic Strike: just like the Inquisitorial Acolyte.

Psykic Vampre: when using Mental Shock, if the target fails the save they become Fatigued and the Psyker regains half the damage dealt in healing (excess is wasted).

Bastion: as an Immediate Action, the Psyker can make an opposed Caster Level check to instantly negate the casting of any spell, spell-like ability or [Psyker] ability within 100'. If this succeeds by 5 or more, the caster must make a Will save (Cha-based) or be Stunned for 1d4 rounds.

Psykic Apocalypse: once per day, the Primaris Psyker may spend a Standard Action invoking Mental Shock upon all targets they designate within 100 feet. All affected must also pass a Will save or be Helpless for 1 round, Dazed for the next 2 rounds, and then Blind and Panicked for 2d4 rounds.

The Horror: any enemy who moves adjacent to a Primaris Psyker must pass a Will save (Cha-based). If they fail, they become unable to actually attack the Psyker for 1d4+1 rounds.

Auxiliary Power: the Psyker gains another spell from one of the above lists, of level 4 or lower, that does not have an XP cost or expensive material component. They may cast it 3 times per day as a spell-like ability.

Additional Equipment: Force Sword, Flak Armour, Familiar, 3 doses of Spook (count as potions of Fox Cunning + Eagle's Splendour)
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Maxus
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Post by Maxus »

Thank you.

I'd say it more often and much more emphatically, but my brain just shorted out from delight.

You are not just awesome, you're awesomely awesome, Koumei.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Mask_De_H
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Post by Mask_De_H »

Its...beautiful...

This is really well-worked and generally sweet. I haven't been this interested in a set of classes since before reading the Book of Weeaboo Fightan Majik.
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Judging__Eagle
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Post by Judging__Eagle »

Welcome to the Den. May I reccomend Races of War?

It's an okay book. By "okay" I mean that it has replaced everything to do with martial characters, the value of BaB, feats meant for martial characters and the options that players have in combat for not only my gaming group, but other gaming groups that have played with us.

RoW is the gaming equivalent of a virus every time that I've seen it used.

A virus that no one has ever succeeded in being able to not get infected by, and one that changes its subject into some sort of super creature. Even naysayers and critics lift sections wholesale, and cripple, then claim that they made original work.
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While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
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