The Matter Manipulator
The Matter Manipulator
За да сефтосам тая секция слагам нещо доста старичко, което бях правил преди години. Престижен клас за псиони психокинетисти. Трябва да му измъдря и някаква хубава картинка
The Matter Manipulator(TMM)
According to some philosophical teachings if we look at the continuum and take the time to peaces everything is static. In space everything has its own place in the coordinate system of x, y and z. The Matter Manipulators are a group of mentalists sharing that common view of the world – “ It’s all about applying pressure in the right place, in the right direction and in the right moment!”. They tend to be self-centered individuals who rarely care of the world surrounding them while playing with the fabrics of reality. Some become mischievous tricksters, others mighty leaders or vile tyrants.
Hit Dice: d4.
Таблица:
https://2img.net/r/ihimizer/f/mattermanipulator.jpg
Requirements:
Skills: Concentration 8 ranks, Psicraft 8 ranks.
Feats: Psionic Meditation, Combat Manifesting.
Powers: Telekinetic Force, Telekinetic Thrust.
CLASS SKILLS:
The Matter Manipulator’s class skills are: Concentration(Con), Psicraft(Int), Knowledge(Psionics) (Int), Jump(Str), Balance(Dex), Autohypnosis (Wis).
Skill Points at each level: 2+Inteligence Modifier.
Class Features:
All of the fallowing are Matter Manipulator’s class features:
Manifesting Progression: The Matter manipulator’s manifesting progression skips his 1st and 6th class levels.
Manifester Level: At 1st level the Matter Manipulator receives a +1 to his manifester level for the purpose of manifesting powers with the Psychokinesis descriptor. At 6th level this bonus becomes +2.
Mental Leap: Due to his awareness of the time and space continuum and the principals of physics a Matter Manipulator has mastered the skills of enhancing their physical capabilities. At 2nd level he gets the Mental Leap feat as a bonus feat giving him a +10 to all Jump checks, and he gets it again at 7th level giving him an additional +10 to all Jump checks. The bonus applies only while psionically focused.
Find The Flaw: By concentrating the Matter Manipulator is able to find even the smallest flaw in an object, pick it and then tear it apart. At 4th level TMM is able to sense the resonance of objects and when using the Telekinetic Force power to brake an item he reduces the initial 5 rounds of concentration by 1 for every three TMM class levels he has(therefore at 4th level he needs 4 rounds, at 6th – 3 rounds and at 9th – 2 rounds). Additionally he gets a bonus to the Intelligence check to break them equal to half his TMM class level. The bonus applies only while psionically focused.
Master of Matter: At 3rd, 9th and 6th level TMM receives a bonus power known chosen from this list: Telekinetic Maneuver, Concussion Blast, Control Body, Control Object, Touchsight.
Sustained Concentration: At 4th level a TMM becomes adept at moving and fighting while maintaining his telekinesis ability. It only takes a move action, not a standard action to use the effect of the Telekinetic Force(or simply to maintain concentration so that the ability doesn’t end). He can even manifest a power or cast a spell while maintaining concentration on telekinesis, but doing so requires a concentration Check as if the caster was distracted by a non-damaging spell(Concentration check DC is equal to the Telekinetic Force’s Save DC).
Full Attack Telekinesis: At 5th level a TMM is as skilled in telekinetic combat as a fighter in melee. When using Telekinetic Maneuver TMM can make a full attack, potentially attacking, bull rushing, disarming, grappling, or tripping more than once per round. Just as with non-telekinetic attacks TMM gains an additional attack for every 5 points of BAB above +1(using manifester level as described in the description of the Telekinetic Maneuver power).
Bonus Feat: At 5th and again at 8th level a TMM gets a bonus psionic or metapsionic feat from those shown in the EPH.
Force of Isolation: At 10th level TMM’s mind is so attuned to the resonance of the world that he is able to send his devastating emotions in all directions in a wave of telekinetic force blowing everything away. As a full round action a TMM can once per day expend his psionic focus to generate a telekinetic burst centered on him. All creatures and objects no larger than two size categories of the TMM within 100 feet of him must make a Strength check each round against a DC equal to 10+1/2(rounded up)manifester level +TMM’s key ability modifier. If they fail they are thrown away prone 1d10x10 feet from their current location and take 1d6 crushing damage for every 10 feet. To enter the affected area a character must make a Strength check again or be repelled again in the same way. The effect is active as long as TMM maintains concentration on it and expends 5 power points each round. While maintaining isolation TMM moves at half his normal speed.
[url][/url]
The Matter Manipulator(TMM)
According to some philosophical teachings if we look at the continuum and take the time to peaces everything is static. In space everything has its own place in the coordinate system of x, y and z. The Matter Manipulators are a group of mentalists sharing that common view of the world – “ It’s all about applying pressure in the right place, in the right direction and in the right moment!”. They tend to be self-centered individuals who rarely care of the world surrounding them while playing with the fabrics of reality. Some become mischievous tricksters, others mighty leaders or vile tyrants.
Hit Dice: d4.
Таблица:
https://2img.net/r/ihimizer/f/mattermanipulator.jpg
Requirements:
Skills: Concentration 8 ranks, Psicraft 8 ranks.
Feats: Psionic Meditation, Combat Manifesting.
Powers: Telekinetic Force, Telekinetic Thrust.
CLASS SKILLS:
The Matter Manipulator’s class skills are: Concentration(Con), Psicraft(Int), Knowledge(Psionics) (Int), Jump(Str), Balance(Dex), Autohypnosis (Wis).
Skill Points at each level: 2+Inteligence Modifier.
Class Features:
All of the fallowing are Matter Manipulator’s class features:
Manifesting Progression: The Matter manipulator’s manifesting progression skips his 1st and 6th class levels.
Manifester Level: At 1st level the Matter Manipulator receives a +1 to his manifester level for the purpose of manifesting powers with the Psychokinesis descriptor. At 6th level this bonus becomes +2.
Mental Leap: Due to his awareness of the time and space continuum and the principals of physics a Matter Manipulator has mastered the skills of enhancing their physical capabilities. At 2nd level he gets the Mental Leap feat as a bonus feat giving him a +10 to all Jump checks, and he gets it again at 7th level giving him an additional +10 to all Jump checks. The bonus applies only while psionically focused.
Find The Flaw: By concentrating the Matter Manipulator is able to find even the smallest flaw in an object, pick it and then tear it apart. At 4th level TMM is able to sense the resonance of objects and when using the Telekinetic Force power to brake an item he reduces the initial 5 rounds of concentration by 1 for every three TMM class levels he has(therefore at 4th level he needs 4 rounds, at 6th – 3 rounds and at 9th – 2 rounds). Additionally he gets a bonus to the Intelligence check to break them equal to half his TMM class level. The bonus applies only while psionically focused.
Master of Matter: At 3rd, 9th and 6th level TMM receives a bonus power known chosen from this list: Telekinetic Maneuver, Concussion Blast, Control Body, Control Object, Touchsight.
Sustained Concentration: At 4th level a TMM becomes adept at moving and fighting while maintaining his telekinesis ability. It only takes a move action, not a standard action to use the effect of the Telekinetic Force(or simply to maintain concentration so that the ability doesn’t end). He can even manifest a power or cast a spell while maintaining concentration on telekinesis, but doing so requires a concentration Check as if the caster was distracted by a non-damaging spell(Concentration check DC is equal to the Telekinetic Force’s Save DC).
Full Attack Telekinesis: At 5th level a TMM is as skilled in telekinetic combat as a fighter in melee. When using Telekinetic Maneuver TMM can make a full attack, potentially attacking, bull rushing, disarming, grappling, or tripping more than once per round. Just as with non-telekinetic attacks TMM gains an additional attack for every 5 points of BAB above +1(using manifester level as described in the description of the Telekinetic Maneuver power).
Bonus Feat: At 5th and again at 8th level a TMM gets a bonus psionic or metapsionic feat from those shown in the EPH.
Force of Isolation: At 10th level TMM’s mind is so attuned to the resonance of the world that he is able to send his devastating emotions in all directions in a wave of telekinetic force blowing everything away. As a full round action a TMM can once per day expend his psionic focus to generate a telekinetic burst centered on him. All creatures and objects no larger than two size categories of the TMM within 100 feet of him must make a Strength check each round against a DC equal to 10+1/2(rounded up)manifester level +TMM’s key ability modifier. If they fail they are thrown away prone 1d10x10 feet from their current location and take 1d6 crushing damage for every 10 feet. To enter the affected area a character must make a Strength check again or be repelled again in the same way. The effect is active as long as TMM maintains concentration on it and expends 5 power points each round. While maintaining isolation TMM moves at half his normal speed.
[url][/url]
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Join date : 31.01.2011
Местожителство : Macabeus Quintus
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