Elemental Psionicists

Post/Author/DateTimePost
#1

lyric

Jun 25, 2005 16:11:37
To me it makes great sense that psionics on Athas would have ample room for an Elemental Twist. The Pyrokineticist being a perfect example. I think there is room for additional types dealing in the other Element and Para-elements. Below I'll post the Pyrokineticist, minus some text, and then I'll post ideas on other variants.. any comments or suggestions would be great..
#2

lyric

Jun 25, 2005 16:51:53
Requirements-

Alignment : Any Chaotic
skills : Concentration 8 ranks, Craft(Alchemy) 1 rank, Knowledge (psionics) 2 ranks.
Psionics : Must have a power point reserve of at least 1 power point.
Special : Must have set fire to a structure of any size just to watch it burn.

Class Skills-
Climb (Str), Concentration(Con), Craft(any)(Int), Intimidate(cha), Jump(Str), Psicraft (Int).
Skill Points at Each Level : 2 + Int Modifier

Table : The Pyrokineticist

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +2 +0 Fire Lash
2nd +1 +3 +3 +0 Fire Adaptation, Hand of fire
3rd +2 +3 +3 +1 Bolt of Fire
4th +3 +4 +4 +1 Weapon afire
5th +3 +4 +4 +1 Nimbus
6th +4 +5 +5 +2 Firewalk
7th +5 +5 +5 +2 Fear no Fire
8th +6 +6 +6 +2 Greater Weapon afire
9th +6 +6 +6 +3 Heat Death
10th +7 +7 +7 +3 conflagration


Class Features -

Weapon and Armor Proficiency :
Pyrokineticists gain no proficiency with any weapon or armor.

Fire Lash (PS)
Fire Adaptation (Ex)
Hand of Fire (Ps)
Bolt of Fire (Ps)
Weapon afire (Ps)
Nimbus (Ps)
Firewalk (Su)
Fear No Fire (Ex)
Greater Weapon Afire (PS)
Heat Death (Ps)
Conflagration (PS)


(how do I fix that to look like a table??)
#3

lyric

Jun 25, 2005 19:26:39
Requirements-

Alignment : Any Lawful
skills : Concentration 8 ranks, Knowledge(geology) 1 rank, Knowledge (psionics) 2 ranks.
Psionics : Must have a power point reserve of at least 1 power point.
Special : Must have spent an extended time underground meditating on the movements of the deep earth.

Class Skills-
Climb (Str), Concentration(Con), Craft(any)(Int), Knowledge(Geography)(Int), Hide(Dex), Psicraft (Int).
Skill Points at Each Level : 2 + Int Modifier


Table : The Seismologist

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +2 +0 Seizmic Stomp
2nd +1 +3 +3 +0 Stone Skin, Fist of Iron
3rd +2 +3 +3 +1 shockwave
4th +3 +4 +4 +1 Weapon Density
5th +3 +4 +4 +1 Statue
6th +4 +5 +5 +2 Burrow
7th +5 +5 +5 +2 Earth's confidence
8th +6 +6 +6 +2 Greater Weapon Density
9th +6 +6 +6 +3 Earth's Grasp
10th +7 +7 +7 +3 Earthquake


Class Features -

Weapon and Armor Proficiency :
Pyrokineticists gain no proficiency with any weapon or armor

Seizmic Stomp - knock foes prone in a small area
Stone Skin - as spell
Fist of Iron - hand acts as iron club in unarmed attacks, +4 to strength
Shockwave - vibration wave travels through hard rock or earth and deals structural damage to nearby walls.
Weapon Density - Weapon density but not weight increases, deals 2d6 extra damage.
Iron Body - As spell
Burrow - travel through rock and soil at your normal movement rate
Earth's confidence - +8 to saves vs earth spells & effects and a resistance of 20 / magic.
Greater Weapon Density - weapon does 4d6 damage and includes razor sharp obsidian edges.. bludgeoning and slashing damage both
Earth's Grasp - Earth Swallows up foe.
Earthquake - as spell..

ok, this is my rough rough draft of this class.. very little mechanics drawn in, I just wanted some input back on what people thought so far..
#4

Pennarin

Jun 25, 2005 22:14:36
If you got time to hunt for it, look in the Psi Boards, since many board members have tried their hand at energy-type manifesters.
#5

Kamelion

Jun 26, 2005 4:43:21
The old Mind's Eye collections from the WotC site also contain a kineticist prcl that adapts the pyrokineticist to the other energy types - this could be used as a template for an elemental version of the same.
#6

lyric

Jun 30, 2005 20:11:58
Found them, checking them out, they may come in handy, but I don't want them separated by energy types, that doesn't have enough of a dark sun feel to me.. I want them to have a real elemental feel..

Which is why I thought of the earth side having the ability to make earth quakes, and move through earth.. and I thought of water having the ability to dehydrate, does that sound ok, does that sound fitting? Also, for waters movement, (since I don't want them all to simply fly) I'd think a swimming bonus would be too small, and the ability to walk through ice would be useless on a dessert plannet.. any recomendations?? and as for air.. it could be modeled after fire's, having little tufts of cloud appear under their feet.. Rain I'd like to be able to travel by electric burst.. litterally zapping themselves from one place to another.. I want rains psion prc to be more in the form of a storm, not the gentle pattering of tiny droplets.. hence, lots of lightning, thoughts??
#7

lyric

Jul 05, 2005 16:30:59
No thoughts?? I figured a better combo of powers would be nice, something that would fit both a stand alone character, and a future elemental AB would be worth dreaming up, wouldn't it?? or perhaps waiting till the AB rules come out for the clerics and such maybe??
#8

elonarc

Jul 05, 2005 16:52:12
I see all things related to "Elemental" as the domain of clerics. I would not wish to take this away from them, as this is what makes them unique IMHO.
But if it works for your campaign, why not? You did put quite some effort in this, go ahead. I look forward what it will look like in the end.
#9

ruhl-than_sage

Jul 05, 2005 19:12:40
No thoughts?? I figured a better combo of powers would be nice, something that would fit both a stand alone character, and a future elemental AB would be worth dreaming up, wouldn't it?? or perhaps waiting till the AB rules come out for the clerics and such maybe??

I have thoughts :D , considering the lack of water perhaps you could give them a greater mobility ability in relation to it. Why not just give them the ability to walk or even skate on water (increaseing their movement beyond normal). At least that way when they do get the chance to use it, it'll be worthwhile.

I think dehydrate sounds fine for water, though you could go the opposite route too and pump extra water into people till the pop or throw up or something.

Actually I think this whole affair would be easier to conceptualize as energy types rather than elements. Fire is both an energy type and an element afterall. If you took it in that direction, than you could have the Cryokinetist, Electrokinetist, .... Acidokentist (that one doesn't really work does it?), and Vibrokinetist (sonic).

I think the Seismokinetist you already have works fine to even though its not one of the energy types... its kind of a variation on Sonic.
#10

lyric

Jul 05, 2005 21:19:50
yes it is a bit of a spinoff of the sonic variety, I did look at the energy types mentioned above, but I didn't think they had the right feel completely, as you noticed with the acid.. and ice didn't seem to fit the concept of the burt world of athas either.. I figured, with earth.. something along the lines of seizmic activity, a blend of earth and kinetics, moving earth.. the basic sonic style could also work for air, I 'could' simply go strait across with that and keep it as is.. so, while air and fire are 'well enough' taken care of, I thought earth and water and the remainder could use a hand.. plus, I don't quite like the idea of the generic energy whip thing, nor of giving them all the ability to fly.. I didn't think it fit every idiom.. So, I'll try to use those kineticist PrC's as a template or guide, but I feel there should be a little more variety..

That sudden death kill higher power they have.. it occurs to me, a water guy could dehydrate someone to dust.. air and earth could probably be passable with the same power.. while fire just combusts someone.. but personally, I like more variety.. giving them each a unique flavor beyond simply a color code and an energy type... (I'm being repetative here I know, I'm sorry)

Yes, the elements are the province of the clerics, I realise this.. however, I felt, that in a world where psionics and magic (of a divine or arcane nature) was so closely intertwined.. it would make sense that such a PrC would come into being.. in a tribe where psionics are used, but an element worshiped.. doesn't it make sense they'd want to model their abilities after that element?? Mostly I thought it would be fun to have such a PrC be of potential use (somewhat like the mind mage and other wizardly / psion PrC's) for a cleric on the way towards the status of Advanced Being within his element..

(boy that was a cumbersome way of saying extra fire abilities on a mental level would be appropriate for a fire cleric, same for the other elements respectively)...

Ok, I'm done rambling now I do appreciate any comments anyone has. keep them coming, I'll try to put more thought into what I've got so far when I get back from vacation this weekend..