Difference between revisions of "Manifester"

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(Expertise)
 
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==Expertise==
 
==Expertise==
 
===Azoicist===
 
===Azoicist===
An Azoicist is intimately familiar with the idea of an immovable object, and understands how to get them to move, of a sort. They are accompanied by a construct of their own designing.
 
 
====Azoicist 1====
 
An Azoicist always possesses a psionic construct known as a Adumbration. This construct is a Tiny object, commonly crystalline or ectoplasmic in nature. It has 6HP per HD of the Azoicist. It does not have any limbs or protrusions, any sensory organs, and cannot move. It is able to communicate telepathically with the Azoicist. Each adumbration is proficient in 2 non-adventuring skills, and has a shard of the Azoicist's personality within it, which provide the Azoicist with benefits.
 
 
{| class="wikitable"
 
! Personality
 
! Benefit
 
|-
 
| Watchful
 
| +2 to Perception checks
 
|-
 
| Sly
 
| +2 to Stealth checks
 
|-
 
| Mindful
 
| +2 to Concentration checks
 
|-
 
| Wise
 
| +2 to Insight checks
 
|-
 
| Glib
 
| +2 to Bluff checks
 
|-
 
| Imperious
 
| +2 to Intimidate checks
 
|-
 
| Mediating
 
| +2 to Diplomacy checks
 
|-
 
| Handy
 
| +2 to Craft checks
 
|-
 
| Astute
 
| +2 to Knowledge checks
 
|-
 
| Flashy
 
| +2 to Perform checks
 
|-
 
| Sharp
 
| +2 to Profession checks
 
|-
 
| Protective
 
| +2 to AC
 
|-
 
| Dauntless
 
| +2 to Fortitude
 
|-
 
| Wily
 
| +2 to Reflex
 
|-
 
| Stubborn
 
| +2 to Will
 
|}
 
 
Adumbrations can be improved by the Aziocist. At level 1, they gain 2 points to spend on the following effects. Effects can be taken more than once.
 
 
{| class="wikitable"
 
! +1
 
! +2
 
|-
 
| +20ft appropriate move speed
 
| +1 personality
 
|-
 
| +1 non-manipulating limb, granting a slam attack (1d3 at standard size)
 
| +1 manipulating limb, granting the ability to use weapons
 
|-
 
| +1 size category
 
| +3HP/HD
 
|-
 
| Telepathy with creatures that share the Azoicist's language within +60ft
 
| Telepathy with all creatures within +60ft
 
|-
 
| +1 Skill Proficiency
 
| +1 Feat
 
|
 
|-
 
| +2 to all Defences
 
|
 
|}
 
 
The Azoicist can reconfigure their adumbration during any long rest.
 
 
====Azoicist 2====
 
An adept Azoicist gains another 2 point to spend on their adumbration. Additionally, as a move action, they may attempt a DC15 concentration check to share senses with their adumbration.
 
 
====Azoicist 3====
 
An expert Azoicist gains a further 2 points to spend on their adumbration, for a total of 6 points. Additionally, they may store a number of PP in their adumbration equal to 3 times their HD. These power points remain through short and long rests, until the adumbration is destroyed, reformed, or they are spent.
 
 
====Azoicist X====
 
A master Azoicist gains another 2 points to spend on their adumbration, for a total of 8. Additionally, they may manifest their powers through it, as if it were casting them.
 
 
 
===Inexorable===
 
===Inexorable===
An Inexorable stands opposed to the Azoicist; the unstoppable force to their immovable object. They bring the force of impulse itself to bear against their enemies.
 
 
====Inexorable 1====
 
An Inexorable's actions are not stopped by attacks of opportunity. Additionally, they receive advantage to all Concentration checks.
 
 
====Inexorable 2====
 
An Inexorable's powers that force or permit movement have their movement increased by 5ft / 1sq.
 
 
====Inexorable 3====
 
Expert Inexorables are not effected by rough terrain, and they ignore 25% of all concealment and cover.
 
 
====Inexorable X====
 
Master Inexorables are not stopped by many mundane things. They ignore all mundane concealment and cover. Magical sources of concealment and cover are only reduced by 25%.
 
 
===Acquisitor===
 
Acquisitors have innate ability to understand the world around them. Via covert methods, they can take on the guises and skills of their allies and enemies, though never to the same level of expertise.
 
 
====Acquisitor 1====
 
As a readied standard action, an Acquisitor may observe another entity perform an action. They may perform the same action until the end of the encounter, if they are physically able. For instance, an Orc cannot swim like a shark, lacking fins and gills, but they can run like a cheetah, possessing 4 limbs.
 
 
====Acquisitor 2====
 
An adept Acquisitor can retain one acquired ability until the next long rest.
 
 
====Acquisitor 3====
 
If the limitation on the Aquisitor's ability to replicate an ability is physical, they may pay 1PP per 2HD of the observed entity to overcome that limitation. For instance, an Orc can be made to swim like a shark.
 
 
====Acquisitor X====
 
A master Acquisitor can retain one acquired ability indefinitely, until it is replaced by another. They may retain 2 other abilities until the next long rest.
 
 
 
===Ephemeric===
 
===Ephemeric===
Ephemerics have some level of temporal cognition, being able to see momentarily forward or back in time, granting them a certain level of protection and prowess in most situations.
 
 
====Ephemeric 1====
 
As reaction, once per round, a number of times per day equal to the Ephemeric's Manifester level, an Ephemeric may gain a +2 Class bonus to their next save, or to their defence against the next attack.
 
 
====Ephemeric 2====
 
As a move action, an Ephemeric may gain a +4 bonus to Perception, Sense Motive, and Knowledge checks until the start of their next turn. This ability shares the times-per-day restriction of their previous class ability.
 
 
====Ephemeric 3====
 
Once per day, an Ephemeric may make a DC20 Concentration check as a full round action to gain information from their environment. For instance, they may study an object to gain an idea of its history, or focus on a room to figure out what happened a week ago. This ability rarely gives completely accurate answers, but should be enough to give a lead.
 
 
====Ephemeric X====
 
Master Ephemerics are granted a glimpse into a potentially horrible future. Twice a day, they may force a reroll of a critical failure that an ally has suffered, or a critical success that an enemy has achieved.
 
 
This ability can be used on rolls made in secret by the GM, but the context of the rolls should not be made apparent because of it. Most commonly, in this situation, the Ephemeric has a horrible chill run down their spine, feels as though they are falling, or has some other brief sensory schism.
 
  
 
==Proficiencies==
 
==Proficiencies==
 
[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Psionic Power Source]]
 
[[Category:Psionic Power Source]]

Latest revision as of 23:27, 21 December 2018

Manifester is a Psionic class which grants the ability to affect the world by the force of one's own will.

Power Source

Summary Table

Class Summary Table: Manifester

HD: d6Skill Points/Level: 8 + [Int]

Level Level Bonus Corporeal Spiritual Visceral Life Gained (avg) PP Gained Special Abilities
1 +0 +2 +0 +2 6 5 Expertise 1.1
2 +1 +3 +0 +3 3 11 Offense
3 +1 +3 +1 +3 4 18 Basic Off-Type Bonus
4 +2 +4 +1 +4 3 26 Expertise 1.2
5 +2 +4 +1 +4 4 34 Offense
6 +3 +5 +2 +5 3 42 Basic Off-Type Bonus
7 +3 +5 +2 +5 4 51 Expertise 1.3
8 +4 +6 +2 +6 3 60 Offense
9 +4 +6 +3 +6 4 69 Basic Off-Type Bonus
10 +5 +7 +3 +7 3 79 Expertise 1.X
11 +5 +7 +3 +7 4 88 Expertise 2.1
12 +6 +8 +4 +8 3 98 Offense
13 +6 +8 +4 +8 4 108 Basic Off-Type Bonus
14 +7 +9 +4 +9 3 118 Expertise 2.2
15 +7 +9 +5 +9 4 128 Offense
16 +8 +10 +5 +10 3 139 Basic Off-Type Bonus
17 +8 +10 +5 +10 4 149 Expertise 2.3
18 +9 +11 +6 +11 3 160 Offense
19 +9 +11 +6 +11 4 171 Basic Off-Type Bonus
20 +10 +12 +6 +12 3 182 Expertise 2.X
21 +10 +12 +7 +12 4 193 Expertise 3.1
22 +11 +13 +7 +13 3 204 Offense
23 +11 +13 +7 +13 4 215 Basic Off-Type Bonus
24 +12 +14 +8 +14 3 226 Expertise 3.2
25 +12 +14 +8 +14 4 237 Offense
26 +13 +15 +8 +15 3 249 Basic Off-Type Bonus
27 +13 +15 +9 +15 4 260 Expertise 3.3
28 +14 +16 +9 +16 3 272 Offense
29 +14 +16 +9 +16 4 284 Basic Off-Type Bonus
30 +15 +17 +10 +17 3 296 Expertise 3.X

Expertise

Azoicist

Inexorable

Ephemeric

Proficiencies