Psy-Cobo (3.5e Class)
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Though chocobo are intellectually weak, some still develop powerful mental abilities.
Making a Psy-Cobo
In site of their disadvantage with natual intelligence, chocobos can still make powerful psions by focusing their talents.
Please see the discussion for an explanation of the following
|Special:||Any creature not completely a chocobo cannot enter this class.|
Abilities: Intelligence is the most important ability score for a psy-cobo. Constitution helps compensate for their small hit die.
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: Complex.
|Saving Throws||Special|| Power
| Maximum Power|
|1st||+0||+0||+0||+2||Bonus Feat, Discipline||2||3||1st|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Psy-Cobo abilities focus on the mind and expanding knowledge. All the following are class features of the psy-cobo.
Weapon and Armor Proficiency: Psy-Cobos are proficient with the wing brace, talon, beak tooth, and sling. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day: A psy-cobo’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: The Psy-Cobo. In addition, he receives bonus power points per day if he has a high Intelligence 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.
Discipline: Every psy-cobo must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psy-cobo with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psy-cobo cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from restricted discipline lists other than your chosen discipline lists. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psy-cobo to learn powers from the lists of other disciplines or even other classes.) A psy-cobo can manifest any power that has a power point cost equal to or lower than his manifester level.
A psy-cobo 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.
To learn or manifest a power, a psy-cobo must have an Intelligence score of at least 10 + the power’s level.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A psy-cobo is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.
Clairsentience: A psy-cobo who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
Metacreativity: A psy-cobo specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.
Psychokinesis: Psy-Cobos who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
Psychometabolism: A psy-cobo who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.
Telepathy: A psy-cobo who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
2 + Int modifier skill points per level.
Powers: The psion’s manifester level is equal to his class level. The psion’s base power points do not increase after 20th level. Each time the psion attains a new level, he learns two new powers of any level or levels that he can manifest.
Psicrystal: The epic psion’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Chocobo Psy-Cobo Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Psicrystal Affinity.
Bonus Feats: Psionic Endowment.
Gear: Feed, water sack.
Gold: 5 gp.