[Tome] Untamed Psychic

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Koumei
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[Tome] Untamed Psychic

Post by Koumei »

UNTAMED PSYCHIC

"Shut up shut up shut up SHUT UP! ...no, I killed them all... what's happening to me?"

Note: this has very little to do with the Psion. In fact, it doesn't even have much to do with "traditional" psychics. Yes, it can take Telekinesis and Telepathy, but basically 100% of the influence is the Psyker from Warhammer. Really it's a Chaos Sorcerer.

Still, aside from the various extra powers, the main disciplines available are Telepathy (split into Telepathy and Empathy and pretending there's a meaningful difference between the two, even though they share very similar spells) and Telekinesis (split into Telekinesis and Psychokinesis, the latter being "I like dealing elemental damage"). There may or may not be others added later, if I can think of anything that fits. I didn't want to split Psycho into Pyro and Electro (and Cryo, which could conceivably be folded into Pyro as "I control heat. Including taking heat out of things.") as I'd rather there be one "buffet cart of elemental effects" choice.

Age: as Sorcerer
Alignment: many are Chaotic, but it makes no difference
Starting wealth: just watch me care

Hit Die: d6
Skill Points: 4+Int
BAB: Medium
Good Saves: Fort and Will
Proficiencies: Simple Weapons, Light Armour
Class Skills: Bluff, Concentration, Disguise, Escape Artist, Forgery, Hide, Intimidate, Know (Planes), Listen, Move Silently, Search, Spot, Survival, Use Magic Device
Level:Special:Psionic Disciplines
1Psion, Minor Powers1
2Aura, Psychic Strike1
3Spell-like Power I1
4Psychic Vampire1
5Whispers1
6Minor Mutation, Body Fuel1
7Spell-like Power II1
8Psychic Bastion1
9Moderate Mutation1
10Mark of Chaos2
11Summon Daemons2
12Gift of Chaos2
13Spell-like Power III2
14Major Mutation2
15Daemonic Possession2
16Fleshbound Familiar2
17Spell-like Power IV2
18Limitless Power2
19Force of Chaos2
20Psychic Abomination3

Psion: (Su)
At first level, the Untamed Psychic becomes a Psionic character, though they have no PP. This does nothing in and of itself, but see below.

Psychic Disciplines: (Su)
At levels 1, 10 and 20 the Untamed Psychic gains access to a Psychic Discipline. Each discipline consists of one permanent or at will ability (available at level 1), five charged abilities (available at levels 1, 5, 9, 13 and 17) and 3 daily abilities (available at levels 1, 7 and 15). They may not select the same discipline more than once.

All Psychic abilities are Supernatural abilities unless specified otherwise. The Caster Level is always equal to the Character Level, Save DCs are 10 + half hit dice + Charisma modifier and they require the same casting times as the spells normally would, unless specified otherwise. If it is based on a Psionic power, assume power points have been spent equal to the Character Level, fully augmenting it.

To use a charged ability, a full round action must first be spent focusing the user's power. They must then use a charged power on their next turn, or lose the charge. In an emergency, they may use a charged power without a charge, by expending their own energy. This causes them to immediately drop to 0 hit points after the power goes off.

The current disciplines are Telepathy (mental communication and getting inside people's minds), Empathy (tampering with/controlling people's emotions to alter the way they act), Telekinesis (using Force effects to move things) and Psychokinesis (creating/moving energy around and tearing things from one place to another instantly).

Minor Powers: (Su)
At first level, the Untamed Psychic gains access to a number of minor powers that can be used at will:
  • Magic Missile
  • Featherfall
  • Cure Minor Wounds
  • Mage Armour
  • Light
  • Message
Aura: (Su)
At second level, the Untamed Psychic starts to radiate an aura of pure energy that distorts their image. With a move action, they gain Concealment for one full round and may add their Int mod as an Enhancement bonus to Hide and Intimidate checks during this time.

Psychic Strike: (Su)
At second level, the Untamed Psychic gains the ability to hit people with powerful blasts of focused energy, channelled through a melee attack. They must build up their focus, either requiring a DC 25 Concentration check and a swift action, or no check and a move action. Then, before their next turn they may use this charge on the first melee attack they make, adding their Charisma modifier to hit, and +1d6 damage per level.

Spell-like Power: (Sp)
At third level, the Untamed Psychic gains access to a spell-like ability that may be used at will. It may be any spell from the Sorcerer/Wizard list that is second level or less.
At level seven, they gain access to another. This one may be level four or less. At level thirteen, they gain access to a spell of level six or less, and at level seventeen they gain access to a spell of level eight or less.
If a spell has an XP component, it still must be paid.

Psychic Vampire: (Su)
At fourth level, the Untamed Psychic starts to feed off the mental energy of others. Whenever he deals damage using Psychic Strike or an ability from a Psychic Discipline, he regains lost HP equal to his Hit Dice, and the target must pass a Will save or become Fatigued. If the power already requires or allows a Will save, just use that, don't force two saves.

Whispers: (Ex)
At level five, the Untamed Psychic starts to hear voices from an unknown source, probably a daemon. This allows him to attempt Knowledge checks untrained, using his class level as a substitute for skill ranks.

Minor Mutation: (Ex)
At level six, the Untamed Psychic starts to lose control of his body, and mutates slightly. It should be fairly minor (such as the taint of taking a [Fiend] feat), and does nothing other than cause a -2 racial penalty to Diplomacy checks. Oh boo hoo.

Mental Fuel: (Su)
At level six, the Untamed Psychic also gains the ability to overcharge his powers by fuelling them with his own mental power, however this is risky. Every option requires a number of risk dice to be rolled - 1d6 per risk die. Each 1 rolled causes the Untamed Psychic to be Dazed for one round, even if he is immune to being Dazed.
  • Concussion: all affected targets in an area of effect power must make a Reflex save or be hurled to the edge of the effect in the most logical direction, and once at the edge, travel that distance again, before landing prone. If anything prevents them from moving, they take 1d6 damage for every 10' they failed to move. 1 risk die
  • Irresistible: Evasion, Improved Evasion, Mettle and Improved Mettle do not apply against the power, and it ignores any cover less than full. 1 risk die
  • Widen: the area of effect is doubled in size. 2 risk dice
  • Empower: all damage is multiplied by 1.5. 2 risk dice
  • Weakening: anyone affected must make a Fortitude save or take a -6 Morale penalty to Strength for 1 minute. 2 risk dice
  • Sickening: anyone affected must make a Fortitude save or become Sickened for 1 minute. If already Sickened, a failed save makes them Nauseated for 3 rounds. 3 risk dice
  • Scary: anyone affected must make a Will save or become Shaken for 1 minute. If already Shaken, a failed save makes them Frightened for 1 minute. If already Frightened or Cowering, a failed save makes them Panic for 3 rounds. 3 risk dice
Psychic Bastion: (Su)
At level eight, the Untamed Psychic gains the ability to lock down magical and planar powers most forcefully, using the strength of his mind. He may cast Greater Dispel as a Supernatural ability at will, and may use an Immediate action to attempt to Counterspell. Any time he successfully dispels, he regains lost HP equal to his HD, and any time he successfully counterspells a spell, he regains the HP and the caster is Stunned for 1 round (no save). He may also cast Dimensional Anchor as a Supernatural ability at will.

Moderate Mutation: (Ex)
At level nine, the Untamed Psychic mutates even further, becoming a true freak to behold. he gains a bonus feat. It must be a [Fiend] feat, and aside from the basic requirement of all [Fiend] feats (being a Fiend), he must still meet the requirements.

Mark of Chaos: (Ex)
At level ten, the Untamed Psychic is actually marked by the forces of Chaos and Evil, a symbol appearing somewhere on his body. This allows him to take [Fiend] feats that he otherwise meets the requirements of, and grants a +6 Enhancement bonus to Intimidate/Diplomacy when dealing with Chaotic Evil Outsiders. Additionally, select one ability, based on the ruinous power that claimed him:
  • Baphomet: Bellow (as per Baphomet)
  • Dagon: Doomsong (as per Dagon)
  • Demogorgon: Insanity Gaze (as per Demogorgon)
  • Fraz-Urb'Luu: Programmed Image (Sp) once per day
  • Graz'zt: Symbol of Persuasion (Sp) once per day
  • Juiblex: Create Slime (as per Juiblex)
  • Kostchtchie: Stunning Blow (as per Kostchtchie)
  • Malcanthet: Profane Beauty (as per Malcanthet)
  • Obox-Ob: Discordant Drone (as per Obox-Ob)
  • Orcus: Summon Undead (as Orcus, automatically roll minimum)
  • Pale Night: Embrace (as per Pale Night)
  • Pazuzu: Locust Breath (as Pazuzu)
  • Yeenoghu: Power Word: Stun (Sp) once per day
  • Zuggtmoy: Summon Fungi (as Zuggtmoy)
At this point, he is effectively owned by the ruinous power, and if slain, it is altogether possible the power will claim his soul as theirs. On the other hand, they might bring him back at no cost, if they feel he is of use to them.

Summon Daemons: (Su)
At level eleven, the Untamed Psychic gains the ability to summon Demons to help him even if he doesn't actually like them. Possibly the voices in his head summon them to protect the host. Once per day, he may summon any Tanar'ri that has a CR at least 2 less than his level. it lasts for one hour, and may not use any summoning ability of its own.

Gift of Chaos: (Ex)
At level twelve, the Untamed Psychic is gifted with some mighty items of power, tainted by the ruinous powers:
  • Daemon Armour: any kind of armour, with an enhancement bonus of +1 per 3 levels (round up). The Psychic is automatically proficient with this armour. It also treats the wearer as though he possessed every single Fiendish Heritor feat.
  • Possessed Blade: this may be any kind of melee weapon, and the Psychic is automatically proficient with it. it has an enhancement bonus of +1 per 3 levels (round up), and deals a temporary negative level with every successful hit. It may also store and "cast" At-Will Psionic Powers as though it were a Spellstoring Weapon. Any time the Psychic Strike is delivered through the Possessed Blade, the target must pass a Will save or be instantly slain. This is a [Death] effect.
Major Mutation: (Ex)
At level fourteen, the Untamed Psychic is warped beyond recognition. he gains one mutation from the following list:
  • Slug Body: the character gains a +8 bonus to resist being tripped, and leaves a trail of slime wherever he goes. This takes 3 rounds to dissipate, and is treated as a Caustic Mire. He gains 50% immunity to critical hits and a Slam attack that deals 1d8+Str damage (Medium), and has a free Engulf attack if it hits. The Engulf attack deals 8d6 Acid damage.
  • Giant Mouth in Belly: the character gains a Bite attack that deals 4d6+2xStr damage (Medium) with Improved Grab. Furthermore, every time it succeeds on Pinning or Dealing Damage in a Grapple, it deals automatic Bite damage.
  • Serpent Tail with Stinger: the character gains a 30' Climb and Swim speed, along with the bonuses they entail, a +8 racial bonus to Grapple checks, and a Slam attack that does 1d6+Str damage (Medium) with Improved Grab. It gains a Constrict attack that deals double Slam damage and stings the target, forcing a (Con-based) Fort save against Poison (1d6 Str/1d6 Con).
  • Innards of Fire: the character can breathe a 50' cone of fire at will. This deals 1d6 Fire damage per level, with a Ref save for half, and those who fail the save catch fire. He is also immune to Fire and has 50% immunity to critical hits. Anyone who strikes him in melee suffers 5d6 Fire damage.
  • Inside Out: the character may turn inside-out or back again at will. This causes all in line of sight to have to make a Will save (Cha-based) or Cower for 1 minute, and all within 15' to make a Fort save (Con-based) or be Nauseated for 1d4 rounds. Additionally, everything within 5' takes 10d6 Acid damage (Ref negates, Con-based).
  • Tentacled Monstrosity: the character gains six tentacle attacks as primary natural weapons. Each deals 1d8+Str damage (Medium) and 1 Con damage through blood loss. In a grapple, whenever he successfully pins or damages a foe (via the "Damage in Grapple" option), all tentacles automatically strike.
Daemonic Possession: (Su)
At level fifteen, the Untamed Psychic is prone to being possessed by daemons, but it tends to actually work out in his favour, because they value keeping him alive. This ability may intentionally be used once per day, however it also automatically happens any time he is forced to sleep (so, not regular sleep periods), knocked out, rendered comatose or stunned. In the first case it lasts for one hour, in the latter case it lasts for the duration of the condition. For this duration, the following changes occur:
  • Type becomes Outsider [Chaotic, Evil, Extraplanar, Tanar'ri]
  • Gains a Natural Armour bonus of +6
  • Gains a +4 Enhancement bonus to all ability scores
  • Has a Gaze attack (Charisma-based) out to 60' that causes Panic for 1d4+1 rounds in all who fail the save.
  • Gains two Claw attacks and a Bite attack (unless he already has them)
  • Gains Damage Reduction 15/Good
  • Gains Fast Healing 5
  • Can breathe a 30' cone of poison once per minute, requiring a Fort save (Con-based) against 2d6 Con/2d6 Con
  • Gains Winged Flight speed of 60' (Poor)
Fleshbound Familiar: (Ex)
At level sixteen, a special familiar grows on the Untamed Psychic's body, whether he consents to it or otherwise. This is treated as a Fiendish Familiar (Fiendish Codex), though the Psychic doesn't suffer from the drawbacks: he enjoys them. The familiar has Basic access to one sphere of the Psychic's choice, but generally only uses the spell-like abilities to serve its own interests. the Psychic should always remind it "If I die, you die" to help it co-operate.

Limitless Power: (Su)
At level eighteen, the Untamed Psychic becomes even more adept at using the powers he already has available. He may freely use his Charged powers without needing to charge them and without suffering any side effects. His Daily powers suddenly become "once per hour".

Force of Chaos: (Su)
At level nineteen, the Untamed Psychic repels the universe itself with his mind. He can open Gates (travel version only) at will, at no cost, constantly hovers up to 5' off the ground, completely ignores all [Force] effects and is immune to harmful plane-specific traits.

Psychic Abomination: (Su)
At level twenty, the Untamed Psychic becomes too powerful for the setting and either breaks it, winning the game, or is ejected by nature, losing the game.

Psychic Disciplines:
DisciplineAt WillCharged 1Daily 1Charged 5Daily 7
TelepathyTelepathy (always on)Whelming BurstCharm PersonDetect ThoughtsMind Blast
EmpathyTongues (always on)Cause FearSuggestionEmpathic TransmissionCharm Monster
TelekinesisGreater Mage Hand (always on)Battering RamHold Monster*FlyWingbind
PsychokinesisShocking GraspBurning Hands**Dimension DoorBalor NimbusExplosive Cascade**
Dimensional ForceBlink (always on)Create SoundVision of EntropyEnergy WallFreedom of Movement
EntropyReaving Aura (always on)Death KnellTouch of YearsDispel MagicSlay Living

*Not [Mind Affecting], but a [Force] effect. Requires a Fort save instead of a Will save.
DisciplineCharged 9Charged 13Daily 15Charged 17
TelepathyOverwhelmDeath UrgeMind ProbeMicrocosm
EmpathyGreater RebukeFinal RebukeDominate MonsterProgrammed Amnesia
TelekinesisTelekinesisHowling ChainForcecageSphere of Ultimate Destruction
PsychokinesisBaleful TeleportationFreezing FogLightning RingLash of Force**
Dimensional ForcePlane ShiftDisintegrateGenesisSphere of Ultimate Annihilation
EntropyAntimagic FieldEnervationDisjunctionEnergy Drain

**Deals twice as many dice of damage in all instances, plus the Psychic's Charisma modifier.
Last edited by Koumei on Sat Jun 26, 2010 1:44 pm, edited 3 times in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

In D&D I think this would be called an "alienist", because psychiatrists are clearly psychic and demons are clearly aliens.

It's a bit arbitrary, but pairing dimension door with handshake trick at first level is pretty cool. Unfortunately, both handshake trick and warm hands are crap. 1d6 or 1d4 damage at 1st level? At least let them add Cha. Even then warm hands takes two rounds to deal about 7 points of damage.
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Koumei
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Post by Koumei »

Okay, I added a bit of explanatory text about Psychic Disciplines, and also gave more Psychokinetic things a boost - they deal twice the dice of damage, plus Cha. Handshake Trick is still crap, but whatever.
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Koumei
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Post by Koumei »

I'm pondering adding:
Clairvoyancy (which would be various seer stuff)

But I can't think of anything else that's traditionally psychic and actually able to be stretched over 20 levels - including things like Warhammer disciplines (Biomancy and the like) would make it less psychic and more magic.
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CatharzGodfoot
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Post by CatharzGodfoot »

Koumei wrote:I'm pondering adding:
Clairvoyancy (which would be various seer stuff)

But I can't think of anything else that's traditionally psychic and actually able to be stretched over 20 levels - including things like Warhammer disciplines (Biomancy and the like) would make it less psychic and more magic.
I'd avoid biomancy; that's probably for another class. You already get crazy mutations. You could overhaul telepathy to include seer abilities. That would make it more distinct from empathy, at least.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

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