User:Leziad/Sandbox 10

From Dungeons and Dragons Wiki
Jump to: navigation, search

{{author |author_name= |date_created= |adopter= |date_adopted= |status=<-how close to completion-> |editing= |balance=Very High }}<div class="blank"> [[Summary::<!-- A short description of your class. This will show up on the class navigation page. -->]] [[Minimum Level::1]] [[Class Ability::Psionics]] [[Class Ability Progression::Full]] {{3.5e Class Alignments |ng, cg, n, cn, ne, ce}} </div>


Mantralist[edit]

<-general description->.

Making a Mantralist[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Mantralist

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +0 +2 Bonus Feat, Psicrystal Affinity, Psigem Prayer, Prescient Spirit 2 2 1st
2nd +1 +0 +0 +3 Psionic Body (Equilibrum) 6 4 1st
3rd +1 +1 +1 +3 Power Mantra 11 5 2nd
4th +2 +1 +1 +4 Bonus Feat, Psionic Meditation 17 7 2nd
5th +2 +1 +1 +4 Share Power, Psionic Body (Hover) 25 8 3rd
6th +3 +2 +2 +5 Power Mantra, Mantra Thesis 35 8 3rd
7th +3 +2 +2 +5 Bonus Feat 46 10 4th
8th +4 +2 +2 +6 Linked Mind 58 11 4th
9th +4 +3 +3 +6 Power Mantra 72 13 5th
10th +5 +3 +3 +7 Bonus Feat 88 14 5th
11th +5 +3 +3 +7 Shivaism 106 16 6th
12th +6/+1 +4 +4 +8 Power Mantra 126 17 6th
13th +6/+1 +4 +4 +8 Bonus Feat 147 19 7th
14th +7/+2 +4 +4 +9 Mantra of the Eternal Life 170 20 7th
15th +7/+2 +5 +5 +9 Power Mantra 195 22 8th
16th +8/+3 +5 +5 +10 Bonus Feat 221 23 8th
17th +8/+3 +5 +5 +10 250 25 9th
18th +9/+4 +6 +6 +11 Power Mantra 280 26 9th
19th +9/+4 +6 +6 +11 Bonus Feat 311 28 9th
20th +10/+5 +6 +6 +12 Mantra of Forever 343 29 9th

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iajitsu Focus (), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).


Class Features[edit]

All of the following are class features of the Mantralist .

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Power Points/Day: A Mantralist’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Mantralist. In addition, he receives bonus power points per day if he has a high wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: Mantralist's save DC and additional power points are based on her wisdom modifier. Mantralists choose their powers from the following list:

powername powername

1st— attraction, call to mind, catfall, control flames, control light, control sound, crystal shard, energy ray, energy grasp, ethereal smoke, empathy, entangling ectoplasm, force screen, inertial armor, know direction and location, mind thrust, missive, skate, precognition, psionic grease, psionic scarf, magnetic oscillation, mental watchguard, vigor

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—psionic body outside body

9th— reality revision, psionic etherealness, powername, sky iron fortress, primal energy cataclysm

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a mantralist must have an wisdom score of at least 10 + the power’s level.

Bonus Feat: At 1st, 4th and 7th level and each 3 level thereafter the mantralist gain a bonus metapsionic feat.

Psicrystal Affinity: A 1st level mantralist gain the psicrystal affinity feat as a bonus feat.

Psigem Prayer (Su): A mantralist is capable of creating psigem out of her own psionic energy, doing so require 1 hour of uninterrupted meditation per power level (so a 5th level power would require 5 hours), the psigem can only house a power on the mantralist power list and be of a level the matralist could manifest. The psigem only last for 24 hours unless she know the power infused in the psigem, in witch case the creation is permanent. She may only have her wisdom modifier in created psigem at any time, she may as a full-round action destroy one previously created psigem no matter the distance between her and the psigem, allowing her to create others should some of her psigems are stolen or otherwise missing.

Prescient Spirit (Ps): A mantralist is capable of incredible foresight, as long as she is psionically focused she can once per day manifest defensive precognition, offensive precognition or offensive prescience as an immediate action as initiative is rolled for an encounter.

Psionic Body (Su): A mantralist slowly evolve into a greater creature as her psionic power develop, at 2nd level she is always under the effect of body equilibrium as long as she is psionically focused. At 5th level she gain an over speed equal to her base land speed (perfect) as long as she is psionically focused.

Power Mantra: At 3rd level, and every three levels thereafter, a mantralist can choose one power known to her that then becomes permanently modified as though affected by one of the following metapsionic feats: burrowing power, enlarge power, extend power, unconditional power or widen power. The power's cost do not increase nor require the mantralist to expend her psionic focus manifesting it (unless the power is further modified by other metapsionic feats). As the mantralist goes up in level, she can choose the same power to be modified in different ways with multiple power mantras. She does not need to know the feat she applies to the spell.

Psionic Meditation: A 4th level mantralist gain the Psionic Meditation feat even if she does not meet the prerequisites.

Share Power (Ps): A 5th level mantralist may manifest bestow power as a psi-like ability 3/day. The creature she bestowed power must follow all her taboo or otherwise lose all bestowed power points.

Linked Mind: At 8th level a mantralist may share her prescient spirit with all allies within close range. At

Shivaism: A level 11th mantralist gain the extra arms feat even if she does not meet the prerequisites. She may now take extra arms feat as if it didn't had the [fiend] tag. As a move action she may hide any number of pairs of arms beyond her original inside her body and may reveal them as a free action.

Mantra of the Eternal Life: A 14th level mantralist do not age as long as she is psionically focused.

Mantra of Forever: A level 20th mantralist is now a master of metapsionicist without peer, she do not require to expend her psionic focus in order to manifest a power modified by metapsonic.

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.