Difference between revisions of "Cosplayer (3.5e Class)/Psychic"

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Your ML is equal to your costume level, while your effective HD are also equal to your costume level plus any levels you might have in other classes for the purpose of abilities like Practiced Manifester (Complete Psionic).
 
Your ML is equal to your costume level, while your effective HD are also equal to your costume level plus any levels you might have in other classes for the purpose of abilities like Practiced Manifester (Complete Psionic).
  
<!--CANNOT HIDE MANIFESTATION OF POWERS, PP CAN ONLY BE USED FOR PSYCHIC COSPLAYER POWERS
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'''{{Anchor|Psychic Kit}}:''' You gain a number of traits of the traditional psychic while using the Psychic costume. Gain these abilities:
 
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*If you had an [[Intelligence]] of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your [[Intelligence]].
When you use the Magician costume you may cast spells in a similar way to the [[sorcerer]], though they have their spells pre-picked for them from the above list, and you use up spell levels and regain them as per [[Recharging_Magic_(3.5e_Variant_Rule)|this variant]], treating himself as a prepared caster for the purpose of recharging spells. See the table above for the highest-level spell you can cast depending on your level, and your effective CL is equal to your costume level.
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*Your Will save progression becomes good for your cosplayer levels (as per a [[psion]]).
 
 
Upon putting on the costume, the Magician picks three spells of each level that he can cast. These are the only ones that he may cast without the use of his Spellbook (see below).
 
 
 
'''{{Anchor|Magician Kit}}:''' You gain a number of traits of the traditional healer while using the Healer costume. Gain these abilities:
 
*If you had a [[Charisma]] of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your [[Charisma]].
 
*Your Will save progression becomes good for your cosplayer levels (as per a [[sorcerer]]).
 
 
*You count as though you had a number of ranks equal to your HD + 3 in the following skills:
 
*You count as though you had a number of ranks equal to your HD + 3 in the following skills:
**Bluff
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**Autohypnosis
 
**Concentration
 
**Concentration
**Decipher Script
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**Intimidate
**Knowledge (Arcana)
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**Knowledge (Dungeoneering)
**Knowledge (History)
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**Knowledge (Psionics)
 
**Knowledge (The Planes)
 
**Knowledge (The Planes)
**Perform (all)
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**Listen
**Spellcraft
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**Psicraft
 
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**Spot
'''{{Anchor|Spellbook}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Upon donning the costume, a magical book filled with strange arcane writing that only you can read appears in your hand, in a container on you, or beside you (your choice). When you have the book in hand and it is open and you can read it, you may recharge your spells as though you were a spontaneous caster and may cast any of your spells spontaneously, rather than being limited to only the three spells chosen upon donning the costume. If the spellbook leaves your person for more than one minute, is destroyed, or if you remove the Magician costume it disappears, reappearing the next time you don the costume.
 
 
 
'''{{Anchor|Magical Runes}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As your power grows and deepens, you can create arcane marks on the ground as a move action, which glow and revolve slowly in fascinating lines and curves. Upon activating this, runes glow in your square an every adjacent square to you. Any creature who stands in that area increases their effective caster or manifester level by one. You can use this ability once every five minutes, and it lasts for a single minute. This is a +1 bonus at 3rd level, which increases by another one at every three levels hence.
 
  
'''{{Anchor|Summon Familiar}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' You would hardly be a wizard, sorcerer, or other spellcaster without a familiar, would you? At 5th level you gain a familiar as though you were a sorcerer with a number of levels equal to your Costume Level. Upon gaining this class feature you choose a single familiar, and that choice is permanent. If your familiar dies, at least 24 hours must pass before it reforms upon the next time that you don this costume.
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'''{{Anchor|Concussive Reaction}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Building on your psychic potential, once per day you can allow it to culminate into a massive scream which knocks enemies back when you are surprised or threatened. Once per day at third level as an immediate action, you can let out a scream which pushes enemies back. Treat this as a bull rush of a large creature with a Strength equal to your Intelligence modifier which does not provoke an attack of opportunity, and affects all creatures in a 30' cone. Creatures who are pushed back take 1d6 damage for every square that they are pushed, and an additional 1d6 damage for every 2 of your costume levels.
  
'''{{Anchor|Immediate Blast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Upon reaching the pinnacle of your magical study, you learn one of the greatest secrets of the craft. Upon gaining level 20, you gain the ability to cast a spell of 4th level or lower as an immediate action once per encounter.
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'''{{Anchor|Time Regression}} ([[SRD:Special_Abilities_Overview#Psi-Like|Psi]]):''' As your psychic power reaches its peak, you find yourself with the power to force back time with your very mind. Once per day you can manifest [[SRD:Time_Regression|Time Regression]] as a psi-like ability with no XP cost.
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Revision as of 06:15, 8 June 2012

Psychic

Psychic Costume Reference Table
Cosplayer Level Special Abilities Highest Level Power Available
1 Magician Kit First
2 First
3 Concussive Reaction 1/day First
4 Second
5 Second
6 Concussive Reaction 2/day Second
7 Third
8 Third
9 Concussive Reaction 3/day Third
10 Fourth
11 Fourth
12 Concussive Reaction 4/day Fourth
13 Fifth
14 Fifth
15 Concussive Reaction 5/day Fifth
16 Sixth
17 Sixth
18 Concussive Reaction 6/day Sixth
19 Seventh
20 Time Regression Seventh

Psychic powers:

  • First level: Attraction, Conceal Thoughts, Control Flames, Control Object, Daze (Psionic), Demoralize, Destiny Dissonance, Detect Psionics, Disable, Distract, Eidetic Lock*, Empathy, Empty Mind, Matter Agitation, Mind Thrust, Missive, Primal Fear*, Sense Link, Sensory Gloom*, Synthestate, Telempathic Projection
  • Second level: Body Equilibrium, Cloud Mind, Detect Hostile Intent, Empathic Transfer, Feat Leech, From the Brink*, Id Insinuation, Mind Link, Missive (Mass), Precognition, Read Thoughts, Recall Agony, Sense Link (Forced), Suggestion (Psionic), Thought Shield, Zone of Alertness*, Zone of Truth (Psionic)*
  • Third level: Aversion, Clairvoyant Sense, Danger Sense, Dispel Psionics, Mental Barrier, Mental Disruption*, Mind Trap, Object Reading, Telekinetic Force, Telekinetic Thrust
  • Fourth level: Aura Sight, Cerebral Phantasm*, Correspond, Death Urge, Discern Lies (Psionic), False Sensory Input, Intellect Fortress, Mind Link, Mindwipe, Power Leech, Suggestion (Implanted)*), Telekinetic Maneuver
  • Fifth level: Baleful Teleport, Control Body, Mental Turmoil*, Psychotic Break*, Restore Extremity, Shatter Mind Blank, Tower of Iron Will, True Seeing (Psionic)
  • Sixth level: Aura Alteration, Cloud Mind (Mass), Concussive Detonation*, Cranial Deluge*, Mind Probe, Psychofeedback, Psychometry*, Suspend Life
  • Seventh level: Divert Teleport, Dream Travel, Mind Blank (Personal), Modify Memory (Psionic), Recall Death, Ultrablast

*Denotes that this spell comes from Complete Psionic

When you use the Psychic costume you may manifest powers in a similar way to the psion, though your power are pre-picked and you may choose from any of them when you have access to the appropriate level. You use this variant for your power points, treating yourself as a full manifester, though you cannot hide the manifestation of your powers. If you have levels in another class that would grant you manifesting, you cannot use power points from this class to fuel powers from that one, or vice versa unless they also use the variant.

Your ML is equal to your costume level, while your effective HD are also equal to your costume level plus any levels you might have in other classes for the purpose of abilities like Practiced Manifester (Complete Psionic).

Psychic Kit: You gain a number of traits of the traditional psychic while using the Psychic costume. Gain these abilities:

  • If you had an Intelligence of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your Intelligence.
  • Your Will save progression becomes good for your cosplayer levels (as per a psion).
  • You count as though you had a number of ranks equal to your HD + 3 in the following skills:
    • Autohypnosis
    • Concentration
    • Intimidate
    • Knowledge (Dungeoneering)
    • Knowledge (Psionics)
    • Knowledge (The Planes)
    • Listen
    • Psicraft
    • Spot

Concussive Reaction (Su): Building on your psychic potential, once per day you can allow it to culminate into a massive scream which knocks enemies back when you are surprised or threatened. Once per day at third level as an immediate action, you can let out a scream which pushes enemies back. Treat this as a bull rush of a large creature with a Strength equal to your Intelligence modifier which does not provoke an attack of opportunity, and affects all creatures in a 30' cone. Creatures who are pushed back take 1d6 damage for every square that they are pushed, and an additional 1d6 damage for every 2 of your costume levels.

Time Regression (Psi): As your psychic power reaches its peak, you find yourself with the power to force back time with your very mind. Once per day you can manifest Time Regression as a psi-like ability with no XP cost.