Beastmaster Psion (3.5e Class)
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Most think of a raging barbarian or mindless animal when someone mentions a beastmind psion. Although less civilized, beastmind psions are still quite sane, which they show in their genious tactics and psionic abilities.
Making a Beastmind Psion
Alignment: Any chaotic.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Simple.
|Saving Throws||Special|| Power
| Maximum Power|
|1st||+0||+0||+0||+2||Run of animals, Bite attack 1d6, Claws||2||1||1st|
|3rd||+2||+1||+1||+3||Speed increase +5'||11||2||1st|
|4th||+3||+1||+1||+4||Bite attack 1d8||17||3||2nd|
|5th||+3||+1||+1||+4||Volatile Mind (1 Power Point)||25||3||2nd|
|6th||+4||+2||+2||+5||Jump up, Claws 1d10||35||4||3rd|
|8th||+6/+1||+2||+2||+6||Bite attack 1d10, Claws 1d12||58||5||4th|
|9th||+6/+1||+3||+3||+6||Volatile Mind (2 Power Points)||72||5||4th|
|13th||+9/+4||+4||+4||+8||Volatile Mind (3 Power Points)||147||7||6th|
|14th||+10/+5||+4||+4||+9||Bite attack 1d10+2||170||8||7th|
|20th||+15/+10/+5||+6||+6||+12||Bite attack 1d12+2||343||11||9th|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All the following are class features of the beastmind psion.
Weapon and Armor Proficiency: Beastmind are proficient with all simple weapons, and with [[SRD:Armor Proficiency (Light)|light armor]
Power Points/Day: A beastmaster psion's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Beastmind. In addition, she receives bonus power points per day if she has a high wisdom score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.
Bite attack: A beastmind starts off with a 1d6 damage bite attack. As their body starts to become more feral, the bite damage increases as fangs grow.
Claws: A beastmind grows its fingernails long, which eventuall form into sharp claws. These do 1d6 damage at level one, and increase to 1d10 and 1d12 at levels 6 and 14.
Choose the powers known from the wilder power list or the Psychic warrior powers:psychic warrior power list. A beastmind can manifest any power that has a power point cost equal to or lower than her manifester level.
A beastmind simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.
To learn or manifest a power, a beastmind must have a Wisdom score of at least 10 + the power’s level.
Bite Hand (Ex): Starting at 2nd level, a beastmind's instincts supersede her intellect, alerting her to danger from touch attacks (not including rays). She gains the ability to make a bite attack (1d6 or more if bite damage is increased whenever an adjacent creature makes a touch attack against her.
Run of Animals: A beastmind can run on all fours, doubling their land speed. Going onto all fours is a swift action, getting up is a move action until level 6, when it becomes a swift action as well. (See Jump Up ability in chart above.)
Volatile Mind (Ex): A beastmind's alien mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The beastmind's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
At 9th level, the penalty assessed against telepathy powers manifested on a beastmind is increased to 2 power points. At 13th level, the penalty increases to 3 [[SRD:Power Points|power points]. As a standard action, a wilder can choose to lower this effect for 1 round.
|21st||Volatile Mind (5 Power Points)|
|25th||Volatile Mind (6 Power Points)|
|29th||Volatile Mind (7 Power Points)|
4 + Int modifier skill points per level.
Volatile Mind: The epic beastmind's volatile mind ability continues to increase. At 21st level and every four levels higher than 21st, the penalty assessed against telepathy powers manifested on the beastmind is increased by 1 power point (5 points at 21st, 6 points at 25th, and so on).