Empowerist (3.5e Class)
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Proud and crafty, the Empowerist struggles against mainstream psionics and does not manifest any powers. Instead an Empowerist manipulates objects around him using his psionic energy. Using their unique abilities, Empowerists force objects to become lethal weapons by charging them with mind effecting energies. As a result of their powers Empowerists are always armed and ready for combat. The speed of the object being used depends on the general aerodynamics, weight, and approximate wind speed at the time.
Making an Empowerist
Adventures: Empowerists are normally unhappy staying in one place for to long. They are always traveling and see life as a road which will lead them to whatever they need. As they don't have need of weapons, Empowerists normally carry other object which would be overlooked as a weapon.
Characteristics: An Empowerist's real power dwells in her ability to charge items with psionic energy and to release it to deal damage. As this is an ability which is nearly undetectable most Empowerists are tricksters or troublemakers by nature. That does not mean that Empowerists are all bad people, they all come from diverse backgrounds and have different personalities.
Alignment: Most Empowerists tend to be more chaotic then lawful, as their powers are not a learned discipline but rather an innate talent. Empowerists can be any alignment.
Religion: As Empowerists are wanderers, they tend to favor Fharlanghn, some may worship Olidammara whom they see as a great trickster. More evil Empowerists may revere Nerull or Erythnul.
Background: All Empowerists come from a psionic background, they all posses psionic abilities. Most Empowerists are born with the ability to affect objects psionicly, some learn through self actualization. Empowerist can be found in all walks of life.
Races: Any Race can become an Empowerist, but it is more likely to have a race who already has some psionic abilities to become one.
Other Classes: Empowerists work well with Wizards, even though they may look down on them for having to study to know their powers. Empowerists find a kinship with Soulknives, who have the same kind of abilities as they do. Sorcerers and Empowerists go along well together, as each has the ability to manifest their abilities innately. Paladins sometimes annoy Empowerists because of their religious zealousness, and Fighters make Empowerists feel less of a warrior. Rogues get along well with Empowerists as they are both tricksters at heart.
Role: An Empowerists role in a group can be diverse, from a ranged attacker, to a close-up fighter they are capable of preforming many tasks.
Game Rule Information
Empowerists have the following game statistics.
Abilities: Empowerists benefit from a high Constitution score as it helps them stay psionicly focused. Dexterity is important for an Empowerists ranged attacks and Strength important for close combat. A high Dexterity also provides a better Armor Class. Intelligence is an important ability to give higher skill points.
Alignment: Any, Empowerists tend to be more chaotically aligned.
Starting Gold: 2d8x5
Starting Age: Moderate
Starting Items Simply 2 medium-weight rocks, and a lead pipe.
|Saving Throws||Special||Power Points per Day|
|1st||+0||+0||+0||+2||Psionic Charge, Improvised Weapons||1|
|6th||+4||+2||+2||+5||Greater Psionic Charge, Improved Improvised Weapons||6|
|8th||+6||+2||+2||+6||Bonded item, Bonus Feat||10|
|11th||+8/+3||+3||+3||+7||Ranged Psionic Charge, Greater Improvised Weapons||18|
|12th||+9/+4||+4||+4||+8||Soul Item, Bonus Feat||22|
|16th||+12/+7/+2||+5||+5||+10||Delayed Psionic Charge, Superior Improved Weapons, Bonus Feat||40|
Class Skills (3 + Int modifier per level), ×4 at 1st level)
All of the following are class features of the Empowerist.
Weapon and Armor Proficiency: An Empowerist is proficient with all Simple Weapons, Light Armor, Medium Armor, and all Shields.
Psionic Charge: As a move action, an Empowerist can imbue whatever he is touching with a Psionic Charge. By spending power points the Empowerist can cause the charged item to admit a painful psionic attack that deals an extra 1d4 damage per power point.
Improvised Weapons: An Empowerist does not have the need to use complex weapons; they may use anything they may find. Be it a tankard, furniture, farm implements, or anything else at hand to attack his foes. The improvised weapon deals as much damage as an improved unarmed strike plus an extra 1d4 as lethal damage.
Personal Item: A personal item is an improvised weapon that the Empowerist has grown used to using, be it tankards, forks, torches... The Empowerist starts to grow accustom to using these items and now has a specialization with them. The Empowerist gains the feat Weapon Focus for the selected improved weapon. This is used the same way as a normal weapon with the feat Weapon Focus.
Greater Psionic Charge: As a Free action, an Empowerist can imbue whatever he is touching with a Psionic Charge. By spending power points the Empowerist can cause the charged item to admit a painful psionic attack that deals an extra 1d8 damage per power point.
Improved Improvised Weapons: At level 6 an Empowerist gains the ability to use long improvised weapons (such as a coat hanger) according to their length. They can also use weapons with protrusions (such as a chair) which can provide +2 to a disarm check. Empowerists can now use large objects (like a table) as an improvised shield.
Bonded Item: Your Personal Item becomes part of who you are and your connection with it grows stronger. You know where to find these items and you grow even more accustomed to using it. As a free action you can instantly teleport the nearest item not being held into your hands. You also gain the feat Weapon Specialization with the selected Item.
Ranged Psionic Charge: As an Empowerist at level 11, you may now charge any item which is up to 100 feet away from you, and within your line of sight, with psionic energy. You must make a ranged touch attack to succeed with the charge. If you fail the check you do not lose power points. A ranged Psionic charge deals 1d8 per power point spent.
Greater Improvised Weapons: At level 11 you now deal an extra 1d8 instead of 1d4 when using an improvised weapon.
Soul Item: Your connection with your personal item becomes so strong that you can psionicaly manifest these items with your will. By spending 10 power points you can manifest a perfect Personal Item in your hands. These items fade if they leave your hands.
Delayed Psionic Charge: You may now choose when to activate the charge when you use the Psionic Charge ability, as long as you are anywhere within 100 feet of the psionicaly charged item you may chose when to release its power. You also gain a power pool. You may deposit as many power points as you wish within a specific item (usually an item that‘s associated with your Soul item). This item may hold up to 10 power points maximum. These power points stay in the selected item until you wish to use them. You may go over your regular limit of power points per day is you take power points from your power pool.
Superior Improved Weapons: An Empowerist wielding an improvised weapon from now on deals an extra 1d12 damage instead of 1d8.
Psionic Item: Your Personal Item is now so attached to you that you gain the ability to charge it safely with all your power points, dealing extra damage equal to 2 times the amount of power points imbued. Every time you hit an opponent with your Psionic Item it losses one imbued power point.
The only Ex-Empowerist is one who losses all their power points and psionic ability.