Machiavelli
First Post
As the title describes, this class was inspired by Tectorman's idea for creating a full-BAB psionic class. His creation, found on the WotC boards, was based on the ranger, but I got the idea for a rage-like psionic ability, around which I created a full barbarian-inspired base class. Balanced against the barbarian, I believe attunement < rage, bonus feats supplement attunement, powers list = fast movement/Uncanny Dodge/DR/etc, d8 and skills < d12 and better skills, proficiencies > armor restrictions.
What do you all think about the intuitiveness of the class features, the balance of the class, the flavor of the class, the attunement mechanics, and the specific Power Styles I created?
[sblock=The Attuned Warrior]Alignment: Any
Hit Die: d8
Class Skills:
The attuned warrior's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Weapon and Armor Proficiency:
An attuned warrior is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with all shields (except tower shields).
Powers Known:
The attuned warrior can spend power points to manifest powers. At first level he must choose from one of four Power Styles, shown below, which lists the powers he learns, with the powers' levels marked in brackets. As he gains levels, he learns the powers in his chosen Power Style in the order they are listed. These powers are manifested the same way as those same powers from the psychic warrior's power list (see Expanded Psionics Handbook), including manifesting time, power point cost, duration, range, etc. The exception is Temporal Acceleration, which is drawn from the Psion's power list. An attuned warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against attuned warrior powers is 10 + the power’s level + the attuned warrior’s Wisdom modifier. As shown on the above table, an attuned warrior's manifester level is half his class level, rounded down, plus one.
Power Points Per Day:
An attuned warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points, Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items.
Power Styles:
Skirmisher: Vigor[1], Burst[1], Hustle[2], Psionic Lion's Charge[2], Mental Barrier[3], Dimension Slide[3], Psionic Freedom of Movement[4], Psionic Dimension Door[4], Psychofeedback[5], Temporal Acceleration[6]
Tank: Vigor[1], Biofeedback[1], Body Adjustment[2], Empathic Transfer[2], Vampiric Blade[3], Hostile Empathic Transfer[3], Energy Adaptation[4], Inertial Barrier[4], Oak Body[5], Personal Mind Blank[6]
Strongman: Grip of Iron[1], Expansion[1], Animal Affinity[2], Strength of My Enemy[2], Telekinetic Force[3], Telekinetic Thrust[3], Immovability[4], Freedom of Movement[4], Psychofeedback[5], Form Of Doom[6]
Beastman: Bite of the Wolf[1], Claws of the Beast[1], Psionic Lion's Charge[2], Painful Strike[2], Claws of the Vampire[3], Duodimensional Claw[3], Truevenom[4], Claw of Energy[4], Adapt Body[5], Dispelling Buffer[6]
Attunement:
A certain number of times per day an attuned warrior can achieve a state of near-perfect focus upon his extraordinary combat maneuvers. In this state an attuned warrior regains psionic focus for free once at the beginning of each round and is treated as constantly psionically focused for gaining the benefits of psionic feats that only function while maintaining focus. If the attuned warrior is not psionically focused at the beginning of his round, but he achieves attunement during that round, he does not become psionically focused; he automatically regains focus only at the beginning of his next turn. While in attunement an attuned warrior cannot use any Intelligence- or Charisma-based skills, nor can he activate psionic or magical items, manifest powers, or cast spells if doing so requires more than a swift, immediate, or free action.
Attunement lasts for a number of rounds up to 3 + the character’s Wisdom modifier. To maintain attunement, every round the attuned warrior must make at least a single successful melee attack (possibly as a standard action or part of a charge or full attack action) that deals damage to an opponent. If he is not able to do so, he must make a Will save DC 15 + his character level to avoid ending his attunement. The attuned warrior may choose to end his attunement prematurely. At the end of the attunement, the attuned warrior loses the attunement benefits and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is an 18th-level attuned warrior, at which point this fatigue no longer applies).
An attuned warrior can achieve attunement only once per encounter. At 1st level he can use his attunement ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Achieving attunement takes a move action (until 7th level, when it becomes a swift action).
Bonus Feats:
At 2nd, 5th, 10th, and 14th level the attuned warrior gains bonus feats. These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The attuned warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. An attuned warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class. These bonus feats are in addition to the feats that a character of any class gains every three levels. An attuned warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.
Quick Attunement: At 7th level a focused warrior may achieve attunement as a swift action, instead of a move action.
Tireless Attunement: At 18th level a focused warrior no longer becomes fatigued after attunement ends.[/sblock]
Thanks to Tectorman for the inspiration, and thanks in advance to anyone who offers advice or criticism. New Power Styles would also be welcomed!
What do you all think about the intuitiveness of the class features, the balance of the class, the flavor of the class, the attunement mechanics, and the specific Power Styles I created?
[sblock=The Attuned Warrior]Alignment: Any
Hit Die: d8
Class Skills:
The attuned warrior's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Code:
Base Power
Attack Fort Ref Will Points Manifester
Level Bonus Save Save Save Special Per Day Level
1st +1 +2 +0 +0 New Power[1], Attunement 1/day 1 1
2nd +2 +3 +0 +0 Bonus Feat 2 2
3rd +3 +3 +1 +1 New Power[1] 3 2
4th +4 +4 +1 +1 Attunement 2/day 5 3
5th +5 +4 +1 +1 Bonus Feat 7 3
6th +6/+1 +5 +2 +2 New Power[2] 9 4
7th +7/+2 +5 +2 +2 Quick attunement 12 4
8th +8/+3 +6 +2 +2 Attunement 3/day 15 5
9th +9/+4 +6 +3 +3 New Power[2] 18 5
10th +10/+5 +7 +3 +3 Bonus Feat 22 6
11th +11/+6/+1 +7 +3 +3 New Power[3] 26 6
12th +12/+7/+2 +8 +4 +4 Attunement 4/day 30 7
13th +13/+8/+3 +8 +4 +4 New Power[3] 35 7
14th +14/+9/+4 +9 +4 +4 Bonus Feat 40 8
15th +15/+10/+5 +9 +5 +5 New Power[4] 45 8
16th +16/+11/+6/+1 +10 +5 +5 Attunement 5/day 51 9
17th +17/+12/+7/+2 +10 +5 +5 New Power[4] 57 9
18th +18/+13/+8/+3 +11 +6 +6 Tireless attunement 63 10
19th +19/+14/+9/+4 +11 +6 +6 New Power[5] 70 10
20th +20/+15/+10/+5 +12 +6 +6 New Power[6], Attunement 6/day 77 11
Weapon and Armor Proficiency:
An attuned warrior is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with all shields (except tower shields).
Powers Known:
The attuned warrior can spend power points to manifest powers. At first level he must choose from one of four Power Styles, shown below, which lists the powers he learns, with the powers' levels marked in brackets. As he gains levels, he learns the powers in his chosen Power Style in the order they are listed. These powers are manifested the same way as those same powers from the psychic warrior's power list (see Expanded Psionics Handbook), including manifesting time, power point cost, duration, range, etc. The exception is Temporal Acceleration, which is drawn from the Psion's power list. An attuned warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against attuned warrior powers is 10 + the power’s level + the attuned warrior’s Wisdom modifier. As shown on the above table, an attuned warrior's manifester level is half his class level, rounded down, plus one.
Power Points Per Day:
An attuned warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points, Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items.
Power Styles:
Skirmisher: Vigor[1], Burst[1], Hustle[2], Psionic Lion's Charge[2], Mental Barrier[3], Dimension Slide[3], Psionic Freedom of Movement[4], Psionic Dimension Door[4], Psychofeedback[5], Temporal Acceleration[6]
Tank: Vigor[1], Biofeedback[1], Body Adjustment[2], Empathic Transfer[2], Vampiric Blade[3], Hostile Empathic Transfer[3], Energy Adaptation[4], Inertial Barrier[4], Oak Body[5], Personal Mind Blank[6]
Strongman: Grip of Iron[1], Expansion[1], Animal Affinity[2], Strength of My Enemy[2], Telekinetic Force[3], Telekinetic Thrust[3], Immovability[4], Freedom of Movement[4], Psychofeedback[5], Form Of Doom[6]
Beastman: Bite of the Wolf[1], Claws of the Beast[1], Psionic Lion's Charge[2], Painful Strike[2], Claws of the Vampire[3], Duodimensional Claw[3], Truevenom[4], Claw of Energy[4], Adapt Body[5], Dispelling Buffer[6]
Attunement:
A certain number of times per day an attuned warrior can achieve a state of near-perfect focus upon his extraordinary combat maneuvers. In this state an attuned warrior regains psionic focus for free once at the beginning of each round and is treated as constantly psionically focused for gaining the benefits of psionic feats that only function while maintaining focus. If the attuned warrior is not psionically focused at the beginning of his round, but he achieves attunement during that round, he does not become psionically focused; he automatically regains focus only at the beginning of his next turn. While in attunement an attuned warrior cannot use any Intelligence- or Charisma-based skills, nor can he activate psionic or magical items, manifest powers, or cast spells if doing so requires more than a swift, immediate, or free action.
Attunement lasts for a number of rounds up to 3 + the character’s Wisdom modifier. To maintain attunement, every round the attuned warrior must make at least a single successful melee attack (possibly as a standard action or part of a charge or full attack action) that deals damage to an opponent. If he is not able to do so, he must make a Will save DC 15 + his character level to avoid ending his attunement. The attuned warrior may choose to end his attunement prematurely. At the end of the attunement, the attuned warrior loses the attunement benefits and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is an 18th-level attuned warrior, at which point this fatigue no longer applies).
An attuned warrior can achieve attunement only once per encounter. At 1st level he can use his attunement ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Achieving attunement takes a move action (until 7th level, when it becomes a swift action).
Bonus Feats:
At 2nd, 5th, 10th, and 14th level the attuned warrior gains bonus feats. These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The attuned warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. An attuned warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class. These bonus feats are in addition to the feats that a character of any class gains every three levels. An attuned warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.
Quick Attunement: At 7th level a focused warrior may achieve attunement as a swift action, instead of a move action.
Tireless Attunement: At 18th level a focused warrior no longer becomes fatigued after attunement ends.[/sblock]
Thanks to Tectorman for the inspiration, and thanks in advance to anyone who offers advice or criticism. New Power Styles would also be welcomed!