Beastmaster Psion (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 18:04, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing campaign information


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Beastmind Psion[edit]

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[edit]

Alignment: Any chaotic.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Simple.

Table: The Beastmind

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +0 +2 Run of animals, Bite attack 1d6, Claws 2 1 1st
2nd +1 +0 +0 +3 Bite hand 6 2 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
7th +5 +2 +2 +5 46 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
10th +7/+2 +3 +3 +7 88 6 5th
11th +8/+3 +3 +3 +7 106 6 5th
12th +9/+4 +4 +4 +8 class="left" 126 7 6th
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
15th +11/+6/+1 +5 +5 +9 195 8 7th
16th +12/+7/+2 +5 +5 +10 221 9 8th
17th +12/+7/+2 +5 +5 +10 250 9 8th
18th +13/+8/+3 +6 +6 +11 280 10 9th
19th +14/+9/+4 +6 +6 +11 311 10 9th
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)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

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.

Powers Known: A beastmind psion begins play knowing one wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.

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.

The total number of powers a beastmind can manifest in a day is limited only by her daily power points.

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.

The Difficulty Class for saving throws against beastmindpowers is 10 + the power’s level + the beastmind's Wisdom modifier.

Maximum Power Level Known: A beastmind begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

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.

Epic Beastmind[edit]

Table: The Epic Beastmind

Hit Die: d6

Level Special
21st Volatile Mind (5 Power Points)
22nd
23rd
24th
25th Volatile Mind (6 Power Points)
26th
27th
28th
29th Volatile Mind (7 Power Points)
30th

4 + Int modifier skill points per level.

Powers: The epic beastmind's manifester level is equal to her class level. The beastmind's power points and powers known do not increase after 20th level (except through the use of epic feats).

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).

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors