Magrok
Theorycrafter
Hello! ^_^ I have completed another project, this time (as the title says): Psion as a wizard archetype, along with Kalashtar as a race and its accompanying iconic. It always bothered me that kalashtar was not in DDO, but to be fair you basically have to have psionics in order for them to work. Therefore, they were the perfect accompaniment to my psion conversion. How does it work? Is it superfluous what with DDO already using 'spell points'? Read on!
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Lose
Progression of Spell Slots:
Feat: Augment Spell [Metamagic]
Usage: Active, Toggled Metamagic
Prerequisite: Psionic spell bar, Must be able to cast 2nd level spells
Description: This Feat makes spells more damaging by raising the effective level of the spell to the highest spell level your character can cast, but causes the spell to consume 5 more spell points per level raised. Each level raised increases its damage by 2 points per caster level for single-target spells, or by 1 point per caster level for area-of-effect or damage-over-time spells. (This only affects spells that normally deal damage which scales by caster level, with a minimum base damage scaling of +2 per caster level.)
Psion Spells Affected by Augment Spell:
Through Kalashtar, it is possible for Augment Spell to affect damage-dealing spells not on the psion list. But this should give an idea of what is or is not affected by it.
Racial Traits
Past Life Feats
Once again, this is courtesy of the information in Races of Eberron.
Past Life Feats
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If you got this far, thank you for reading! Please leave an insightful comment if you have any feedback for me.
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Psion
Psion Class Features
Psion is a variant Wizard archetype which focuses on augmenting fewer spells for great effect.Changes from Base Class
Lose
Archmage enhancements
Some spell slots (see below)
GainBase Psion has each discipline add class skills. DDO cannot handle this, as skill points are spent on an earlier screen in character creation than class features are chosen. So, I have the disciplines purely in the enhancement tree, and the best I can do is add skill bonuses there for their associated skills.
Skills aside, there is not much difference wrt class features between 3.5e Psion and DDO's Wizard as implemented. They both even get the same number of bonus feats! If other features had been converted to DDO, such as the familiar, this might be different.
Psion spells do not cause arcane spell failure, though psions also do not gain proficiency with any armor.
Psions use a "psionic" spell points bar (purple instead of blue), which is a prerequisite for the Augment Spell feat.
Progression of Spell Slots:
Code:
1/2/3/4/5/6/7/8/9
Level
1st 2/-/-/-/-/-/-/-/-
2nd 3/-/-/-/-/-/-/-/-
3rd 4/1/-/-/-/-/-/-/-
4th 4/2/-/-/-/-/-/-/-
5th 4/2/1/-/-/-/-/-/-
6th 4/3/2/-/-/-/-/-/-
7th 4/3/2/1/-/-/-/-/-
8th 4/4/3/2/-/-/-/-/-
9th 4/4/3/2/1/-/-/-/-
10th 4/4/4/3/2/-/-/-/-
11th 4/4/4/3/2/1/-/-/-
12th 4/4/4/4/3/2/-/-/-
13th 4/4/4/4/3/2/1/-/-
14th 4/4/4/4/4/3/2/-/-
15th 4/4/4/4/4/3/2/1/-
16th 4/4/4/4/4/3/3/2/-
17th 4/4/4/4/4/3/3/2/1
18th 4/4/4/4/4/3/3/3/2
19th 4/4/4/4/4/3/3/3/3
20th 4/4/4/4/4/3/3/3/3
Psion Spell List
One of my main goals with this project was to NOT convert all of Expanded Psionics Handbook, or add a new system of powers. That's just redundant with DDO already using spell points. Instead, Psions cast spells, which are magic, and they just get access to the Augment Spell metamagic feat and significant bonuses to Spell Penetration from the enhancement tree.
Alongside this goal, I wanted to not add any new spells, if possible, to minimize the work this would take to implement.
Spells which are not on the Sorcerer/Wizard list are denoted in red.
Alongside this goal, I wanted to not add any new spells, if possible, to minimize the work this would take to implement.
Spells which are not on the Sorcerer/Wizard list are denoted in red.
---1st level---
Cause Fear
Caustic Bolt
Chill Touch
Command
Detect Secret Doors
Doom
Entangle
Feather Fall
Flaming Bolt
Freezing Bolt
Grease
Hypnotism
Jump
Lesser Vigor
Healing?! Yes. 3.5e psions literally get Vigor.
Longstrider
Mage Armor
Master's Touch
Merfolk's Blessing
Nightshield
Produce Flame
Ram's Might
Ray of Enfeeblement
Shield
Shocking Bolt
Sleep
Sonic Blast
Thorn Strike
Thorn spells are reflavored as crystal spells, but are functionally identical.
---2nd level---
Barkskin
Bear's Endurance
Blindness
Bull's Strength
Cat's Grace
Command Undead
Creeping Cold
Daze Monster
Eagle's Splendor
False Life
Flaming Sphere
Fox's Cunning
Glitterdust
Hypnotic Pattern
Invisibility
Knock
Lesser Death Aura
Ooze Puppet
Otto's Resistible Dance
Owl's Wisdom
Resist Energy
Scare
Scorch
See Invisibility
Silence Creature
Soundburst
Spawn Screen
Splinterbolt
Touch of Idiocy
Web
---3rd level---
Chain Missiles
Deep Slumber
Dispel Magic
Displacement
Halt Undead
Haste
Heroism
Hold Person
Protection from Energy
Rage
Ray of Exhaustion
Salt Ray
Snare
Slow
Thorn Bloom
Vigor
Water Breathing
---4th level---
Bestow Curse
Burning Blood
Charm Monster
Contagion
Crushing Despair
Death Aura
Dimension Door
Enervation
Fear
Fire Shield
Force Missiles
Freedom of Movement
Good Hope
Lesser Globe of Invulnerability
Lesser Vigor, Mass
Negative Energy Burst
Neutralize Poison
Phantasmal Killer
Poison
Rising Fury
Shout
Stoneskin
---5th level---
Binding Chain
Break Enchantment
Cyclonic Blast
Evard's Black Tentacles
Feeblemind
Greater Command
Greater Vigor
Hold Monster
Mind Fog
Panacea
Prismatic Ray
Protection from Elements
Reincarnate
Teleport
Waves of Fatigue
---6th level---
Bear's Endurance, Mass
Bull's Strength, Mass
Cat's Grace, Mass
Circle of Death
Disintegrate
Eagle's Splendor, Mass
Flesh to Stone
Fox's Cunning, Mass
Globe of Invulnerability
Greater Creeping Cold
Greater Dispel Magic
Greater Heroism
Necrotic Ray
Owl's Wisdom, Mass
Shadow Walk
Stone to Flesh
Tenser's Transformation
True Seeing
Undeath to Death
Vigor, Mass
---7th level---
Control Undead
Creeping Doom
Finger of Death
Greater Teleport
Greater Vigor, Mass
Hold Person, Mass
Insidious Spores
Invisibility, Mass
Otto's Sphere of Dancing
Power Word: Blind
Prismatic Spray
Protection from Elements, Mass
Waves of Exhaustion
---8th level---
Arcane Tempest
Earthquake
Greater Shout
Horrid Wilting
Howl of Terror
Mass Charm Monster
Otto's Irresistible Dance
Poison Breath
Power Word: Stun
Stormrage
Thorn Lance
Trap the Soul
Unstoppable
---9th level---
Dominate Monster
Energy Drain
Hold Monster, Mass
Mordenkainen's Disjunction
Power Word: Kill
Rend the Soul
Tsunami
Wail of the Banshee
Feat: Augment Spell [Metamagic]
Usage: Active, Toggled Metamagic
Prerequisite: Psionic spell bar, Must be able to cast 2nd level spells
Description: This Feat makes spells more damaging by raising the effective level of the spell to the highest spell level your character can cast, but causes the spell to consume 5 more spell points per level raised. Each level raised increases its damage by 2 points per caster level for single-target spells, or by 1 point per caster level for area-of-effect or damage-over-time spells. (This only affects spells that normally deal damage which scales by caster level, with a minimum base damage scaling of +2 per caster level.)
Psion Spells Affected by Augment Spell:
Arcane Tempest
Banishment
Caustic Bolt
Chill Touch
Cyclonic Blast
Disintegrate
Dismissal
Evard's Black Tentacles
Finger of Death
Flaming Bolt
Freezing Bolt
Greater Shout
Horrid Wilting
Ki Bolt
Necrotic Ray
Negative Energy Burst
Phantasmal Killer
Poison Breath
Prismatic Ray
Prismatic Spray
Produce Flame
Salt Ray
Scorch
Shocking Bolt
Shout
Sonic Blast
Soundburst
Splinterbolt
Thorn Bloom
Thorn Lance
Thorn Strike
Thorn Wave
(as 9th-level spells already, this list does not include Rend the Soul or Tsunami)Through Kalashtar, it is possible for Augment Spell to affect damage-dealing spells not on the psion list. But this should give an idea of what is or is not affected by it.
Psion Enhancements
Core abilities
- Psionic Discipline I: Choose a discipline from which to add a spell to your list. In addition, each enhancement point spent in the Psion tree grants +0.5 Universal Spell Power and +3 to your Maximum Spell points.
- Egoist: Stiffen Skin is added to your spellbook as a level 1 spell.
Obviously, this will have a different animation. - Kineticist: Magic Missile is added to your spellbook as a level 1 spell.
- Nomad: Expeditious Retreat is added to your spellbook as a level 1 spell.
- Shaper: Repair Light Damage is added to your spellbook as a level 1 spell.
- Telepath: Charm Person is added to your spellbook as a level 1 spell.
Note that I am not trying to convert Seer, just as DDO does not allow Archmage to specialize in Divination. There aren't enough spells for it to be practical.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Wizard level 1 - Egoist: Stiffen Skin is added to your spellbook as a level 1 spell.
- Psionic Discipline II: Gain a more powerful spell from the discipline you have chosen.
- Egoist: Cure Moderate Wounds is added to your spellbook as a level 2 spell.
- Kineticist: Ki Bolt is added to your spellbook as a level 2 spell.
- Nomad: Blur is added to your spellbook as a level 2 spell.
- Shaper: Repair Moderate Damage is added to your spellbook as a level 2 spell.
- Telepath: Ghoul Touch is added to your spellbook as a level 2 spell.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Psionic Discipline I, Wizard level 3 - Psionic Discipline III: Gain a more powerful spell from the discipline you have chosen.
- Egoist: Positive Energy Infusion is added to your spellbook as a level 3 spell.
- Kineticist: Elemental Weapons is added to your spellbook as a level 3 spell.
- Nomad: Mass Longstrider is added to your spellbook as a level 4 spell.
- Shaper: Repair Serious Damage is added to your spellbook as a level 3 spell.
- Telepath: Suggestion is added to your spellbook as a level 3 spell.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Psionic Discipline II, Wizard level 6 - Psionic Discipline IV: Gain a more powerful spell from the discipline you have chosen.:
- Egoist: Restoration is added to your spellbook as a level 4 spell.
- Kineticist: Dark Discorporation is added to your spellbook as a level 4 spell.
- Nomad: Dismissal is added to your spellbook as a level 5 spell.
- Shaper: Thorn Wave is added to your spellbook as a level 5 spell.
None of the disciplines should have a single usage that all five spells support, and Shaper gets Hail of Crystals in 3.5e. - Telepath: Dominate Person is added to your spellbook as a level 5 spell.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Psionic Discipline III, Wizard level 12 - Psionic Discipline V: Gain a more powerful spell from the discipline you have chosen.:
- Egoist: Regenerate is added to your spellbook as a level 7 spell.
- Kineticist: Elemental Toughness is added to your spellbook as a level 7 spell.
- Nomad: Banishment is added to your spellbook as a level 7 spell.
- Shaper: Reconstruct is added to your spellbook as a level 6 spell.
- Telepath: Mass Suggestion is added to your spellbook as a level 6 spell.
With these being added to spell list instead of SLAs, it shouldn't be a problem for them to be higher level than the Archmage specializations they closely resemble.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Psionic Discipline IV, Wizard level 18 - Master Psion: You gain +4 Intelligence, +10 Spellcraft, +10 Universal Spell Power, and all metamagic feats cost 1 fewer spell point to use. (Heighten Spell and Augment Spell cost 1 fewer spell point per level of increase.)
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Psionic Discipline V, Wizard level 20
Requires Psionic Discipline I, Wizard level 1
- Crystal Strike: Spell Like Ability: Thorn Strike. (Activation Cost: 4/3/2 Spell Points. Cooldown 12/8/4 seconds.)
AP Cost: 1 Ranks: 3 Progression: 1 No requirements - Energy of the Scholar: +[30/60/100] Maximum Spell Points.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements - Wand and Scroll Mastery: +25%/+50%/+75% damage and healing from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DC of your offensive wands. Antireq: Wand and Scroll Mastery
AP Cost: 1 Ranks: 3 Progression: 1 No requirements - Spell Critical: Force I: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
With not including other elements I feel +2% is justifiable.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements - Discipline Skills: Gain bonuses based on your chosen discipline:
- Egoist: +1/2/3 Balance, Heal, and Will saves.
- Kineticist: +1/2/3 Haggle, Intimidate, and Will saves.
- Nomad: +1/2/3 Jump, Swim, and Will saves.
- Shaper: +1/2/3 Repair, Use Magic Device, and Will saves.
- Telepath: +1/2/3 Bluff, Diplomacy, and Will saves.
As mentioned, these are the skill bonuses for each discipline.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Requires Psion level 2, 5 APs spent in tree
- Efficient Metamagic: Choose another Metamagic feat to enhance.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Efficient Metamagic (Tier 2) - Efficient Metamagic: Select a Metamagic Feat to enhance.
- Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
- Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
- Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
- Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: No requirements - Efficient Metamagic: Choose another Metamagic feat to enhance.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Efficient Metamagic (Tier 2) - Spell Critical: Force II: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Spell Critical: Force I - Action Boost Spellpower: You gain a +10/20/30 Action Boost bonus to Universal Spell Power for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Requires Psion level 3, 10 APs spent in tree
- Crystal Bolt: Spell Like Ability: Splinterbolt. (Activation Cost: 8/6/4 Spell Points. Cooldown 15/10/5 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 No requirements - Feedback Loop: Whenever you cast a Force or Physical spell, you gain +5 to your Force and Physical Spell Power for 6 seconds. This stacks up to 1/3/5 times.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements - Force Affinity: +[3/6/10] Force Spell Power.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements - Spell Critical: Force III: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Spell Critical: Force II - Intelligence: +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Requires Psion level 4, 20 APs spent in tree
- Crystal Bloom: Spell Like Ability: Thorn Bloom. (Activation Cost: 12/8/6 Spell Points. Cooldown 18/12/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 20 No requirements - Efficient Metamagic: Select a Metamagic Feat to enhance.
- Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Points per heightened level.
- Efficient Augment: Using the Augment Spell Metamagic costs you 1/2 fewer Spell Points per augmented level.
AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 2) - Force Affinity II: +[3/6/10] Force Spell Power.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Force Affinity (Tier 3) - Spell Critical: Force IV: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical: Force III - Intelligence: +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Intelligence (Tier 3)
Requires character level 12, Psion level 5, 30 APs spent in tree
- Elemental Wave: Taking this Enhancement grants you five SLAs, in Fire, Cold, Electric, Acid, and Sonic. All five share a single cooldown. Creates a wave of elemental power that deals 1d6+3 <element> and force damage per caster level. This ability counts as a level 6 Psion spell. Scales with 100% Spell Power. Allowed metamagic: Maximize, Empower, Quicken, and Augment. (Activation Cost: 35/30/25 Spell Points. Cooldown: 20/15/12 seconds.)
This is based off of Incinerating Wave, which is available as early as Paladin 11, so going by character level it should be considered a 6th level spell when converting to a full caster. I have priced it as such, based on Cometfall from Angel of Vengeance.
AP Cost: 1 Ranks: 3 Progression: 30 No requirements - Blast Crystals: Your Splinter Bolt and Thorn Spells now also cause an additional 1 point of Force damage for every caster level. This scales with spell power.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements - Reality Manipulation: Spells you cast cost 5% less Spell Points.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements - Power Critical: +3% Universal Spell Critical Chance.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Spell Critical: Force IV - Psionic Focus: Gain +1 Bonus to Enchantment, Evocation, and Necromancy DCs.
Although Tainted Scholar proves I could add to all spell DCs instead, these are the three schools that have the most affected spells on their list.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Kalashtar
Kalashtar are beings with two souls, having merged with renegade good-aligned quori eighteen hundred years ago. They are highly empathetic and innately psionic, with vague memories from across the ages. Although they strongly resemble humans, each generation of kalashtar is slightly more divergent than the last.Racial Traits
- +2 racial bonus on saving throws against mind-affecting effects
- +2 racial bonus on Bluff, Diplomacy, Haggle, and Intimidate
- Gains +3 spell points per character level, independent of class(es)
- Uses psionic spell points bar (purple instead of blue).
- Hidden Effect: +100% threat when attacking Quori.
Core abilities
Note that these enchantments do not add the Good damage type, so as to continue bypassing all damage reduction.
Tier Three
- Psionic Talent: +2% racial bonus to Maximum Spell Points.
AP Cost: 1 Level: 1 Progression: 0 No requirements - Kalashtar Ability: Choose between +1 Wisdom, Intelligence, or Charisma
AP Cost: 2 Level: 4 Progression: 1 Requires: Psionic Talent - Psionic Talent: +2% stacking (now +4%) racial bonus to Maximum Spell Points.
AP Cost: 1 Level: 7 Progression: 3 Requires: Kalashtar Ability - Kalashtar Ability: Choose between +1 Wisdom, Intelligence, or Charisma
AP Cost: 2 Level: 11 Progression: 4 Requires: Psionic Talent - Psionic Talent: +2% stacking (now 6%) racial bonus to Maximum Spell Points.
AP Cost: 1 Level: 16 Progression: 6 Requires: Kalashtar Ability
Requires Psionic Talent
Kalashtar are a spellcasting race. I am going to force the player to take a casting-focused enhancement in Tier One before they can get to anything else in the higher Tiers, to better intuit this.- Psicraft: +2/+4/+6 Spellcraft.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements - Wand and Scroll Mastery: +25%/+50%/+75% damage and healing from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DC of your offensive wands. Antireq: Wand and Scroll Mastery
AP Cost: 1 Ranks: 3 Progression: 1 No requirements - Psionic Arcanum: +[25/50/100] Maximum Spell Points and +3/+6/+10 psionic bonus to Spell Penetration.
As a psionic bonus, this won't stack with the ridiculous bonuses to Spell Penetration that Psion gets... look, either this isn't a big deal or it's incredibly overpowered; I don't know which, but you can't have psionics without it and I'm not sure what else should be given up in balance.
AP Cost: 2 Ranks: 3 Progression: 1 No requirements - Subtle Spellcasting: Your damaging spells generate 10%/20%/30% less hate than they normally would, making enemies less likely to attack you.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements - Traditionalist Caster: +3/+6/+10 Universal Spell Power when wielding an Orb or Staff.
AP Cost: 1 Ranks: 3 Progression: 1 Requires: Magical Training
Requires 5 APs spent in tree
Much of this tree comes from Races of Eberron. If something seems like a nonsequitur or like it's named weirdly, it's probably a direct conversion.- Master Artisans: +3/6/10 to all Crafting skills.
AP Cost: 2 Ranks: 3 Progression: 5 No requirements - Shadow Watcher or Lightbringer:
- +2/+4/+6 to Saving Throws and Armor Class against Quori.
- +1/+2/+3 Concentration and Will Saves. Rank 3: Your passive ki regeneration is increased by 1.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements - Dance of Shadows: +1/+2/+3 Balance, Bluff, Diplomacy, and Perform.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements - Kalashtar Weapon Training: +2 to hit and +1 damage with ki weapons, including mind blades.
AP Cost: 1 Ranks: 1 Progression: 5 No requirements - Mental Weaponry: You can craft semi-permanent manifestations of psionic energy. This grants the ability to conjure physical Mind Blades to wield as weapons. This enhancement has two components:
Conjure Mind Blade: Mind Blades are Shortswords made of force and may use your Intelligence modifier for their attack and damage. As you level up, they become more powerful. They appear in your Weapon slot; you can see their description box as with any weapon. If you unequip your Mind Blade, they will dissipate into nothingness and must be summoned again. Mind Blades are ki weapons (you stay centered).Conjure Dual Mind Blades: Creates a Mind Blade in each hand.[add table for their stats. Good-aligned.]
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Caster Level 1-4: | [1d6] + 1 Force | +1 Enhancement Bonus, Shadowblade, Holy 1 |
Caster Level 5-9: | [1d6] + 2 Force | +2 Enhancement Bonus, Shadowblade, Holy 2, Good Blast 2 |
Caster Level 10-14: | 1.5[1d6] + 4 Force | +4 Enhancement Bonus, Shadowblade, Holy 3, Good Blast 3, Banishing |
Caster Level 15-19: | 2[1d6] + 6 Force | +6 Enhancement Bonus, Shadowblade, Holy 4, Good Blast 4, Improved Banishing |
Caster Level 20-24: | 3[1d6] + 8 Force | +8 Enhancement Bonus, Shadowblade, Holy 4, Good Blast 4, Improved Banishing |
Caster Level 25-29: | 4[1d6] + 10 Force | +10 Enhancement Bonus, Shadowblade, Holy 5, Good Blast 5, Sovereign Banishing |
Caster Level 30+: | 5[1d6] + 15 Force | +15 Enhancement Bonus, Shadowblade, Holy 6, Good Blast 6, Sovereign Banishing |
Tier Three
Requires 10 APs spent in tree
- Mindlink: Spell Like Ability: Focusing Chant. (Activation Cost: 2 Spell Points. Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 1 Progression: 10 No requirements - Strong Mind: +1/+2/+3 Will saves.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements - Friendly Disposition: +10 Healing Amplification.
AP Cost: 1 Ranks: 1 Progression: 10 No requirements - Kalashtar Weapon Training: +2 to hit and damage with ki weapons, including mind blades.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Kalashtar Weapon Training (Tier 2) - Imbue with Mind: This effect changes your equipped weapons, shields, and orbs to the Force material type, causes them to be treated as implements, and grants a +1 enhancement bonus. This is considered an Item Enchantment. As an object made of force, it's immune to damage from oozes & rust monsters, although any special material properties of the original weapon remain.
I deliberately separated this from the initial Mental Weaponry, as it seems the most useful of the three and should require more investment.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Mental Weaponry
Requires 15 APs spent in tree
- Greater Mindlink: Spell Like Ability: Good Hope. (Activation Cost: 5 Spell Points. Cooldown: 6 seconds.)
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Mindlink - Mind Fortress: +3/+6/+10 MRR cap.
AP Cost: 1 Ranks: 3 Progression: 15 No requirements - Ancestral Memories: +1 to all skills.
AP Cost: 2 Ranks: 1 Progression: 15 No requirements - Kalashtar Weapon Training: +2 to hit and damage with ki weapons, including mind blades. +1 Competence bonus to Critical Threat Range with the same weapons.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Kalashtar Weapon Training (Tier 3) - Favored Enemy: Evil Outsider: Gain evil outsiders as a favored enemy.
AP Cost: 2 Ranks: 1 Progression: 15 No requirements
Past Life Feats
- +1 Concentration
- +1 Wisdom
- +1 Racial Action Point
Kalashtar Atavist Iconic
Kalashtar Atavists have awakened to more of their dormant quori soul, and gain additional traits based on its personality. They specialize in coordinated combat against the Dreaming Dark.Once again, this is courtesy of the information in Races of Eberron.
- Kalashtar Traits
- Dual Soul: Choose a trait for your quori soul. This will determine several racial choices.
- Aggressive: +2 racial Balance, Jump, and Tumble
- Cautious: +2 racial Hide, Move Silently, and Search
- Insightful: +2 racial Listen and Spot
- Sociable: +2 (stacking) racial Bluff and Diplomacy
Core abilities
- Psionic Talent: +2% racial bonus to Maximum Spell Points.
AP Cost: 1 Level: 1 Progression: 0 No requirements - Atavist Ability: Choose between +1 Strength, Wisdom, Intelligence, or Charisma
AP Cost: 2 Level: 4 Progression: 1 Requires: Psionic Talent - Psionic Talent: +2% stacking (now +4%) racial bonus to Maximum Spell Points.
AP Cost: 1 Level: 7 Progression: 3 Requires: Atavist Ability - Atavist Ability: Choose between +1 Strength, Wisdom, Intelligence, or Charisma
AP Cost: 2 Level: 11 Progression: 4 Requires: Psionic Talent - Psionic Talent: +2% stacking (now 6%) racial bonus to Maximum Spell Points.
AP Cost: 1 Level: 16 Progression: 6 Requires: Atavist Ability
Requires character level 1, 1 AP spent in tree
- Spell Power Boost: Activate to gain a +20 Action Boost bonus to Universal Spell Power for 20 seconds. Racial boosts share a cooldown with class action boosts but grant extra uses per rest.
AP Cost: 1 Ranks: 1 Progression: 1 No requirements - Wand and Scroll Mastery: +25%/+50%/+75% damage and healing from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DC of your offensive wands. Antireq: Wand and Scroll Mastery
AP Cost: 1 Ranks: 3 Progression: 1 No requirements - Arcanum: +[25/50/100] Maximum Spell Points and +1/+2/+3 bonus to Spell Penetration.
This switches back to the normal version so the Spell Penetration bonus will stack, since we expect Atavist to be playing Psion.
AP Cost: 2 Ranks: 3 Progression: 1 No requirements - Force or Subtlety: How do you spellcast?
- Brutal Spellcasting: Your damaging spells generate [25/50/75]% more hate than they normally would, making enemies more likely to attack you. Antireq: Cautious Dual Soul
- Subtle Spellcasting: Your damaging spells generate 10%/20%/30% less hate than they normally would, making enemies less likely to attack you. Antireq: Aggressive Dual Soul
AP Cost: 1 Ranks: 3 Progression: 1 No requirements - Traditionalist Caster: +3/+6/+10 Universal Spell Power when wielding an Orb or Staff.
AP Cost: 1 Ranks: 3 Progression: 1 Requires: Magical Training
Requires 5 APs spent in tree
- Action Boost: Gain a boost based on your dual soul. Racial boosts share a cooldown with class action boosts but grant extra uses per rest.
- Melee & Ranged Power Boost: Activate to gain a +20 Action Boost bonus to Melee and Ranged Power for 20 seconds. Requires Aggressive Dual Soul
- Saves Boost: Activate to gain a +4 Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail Saving Throws on a roll of a Natural 1. Requires Cautious Dual Soul
- Skill Boost: Activate to gain a +4 Action Boost bonus to all skills for 20 seconds. Requires Insightful Dual Soul
- Rallying Cry: You and all allies within 15 meters gain +15% Action Boost bonus to movement speed and +2 Action Boost bonus to Saving Throws for 20 seconds. This ability can be used while feared and dispels fear effects. Requires Sociable Dual Soul
AP Cost: 1 Ranks: 1 Progression: 5 No requirements - Shadow Watcher: +1/+2/+3 to hit and damage against Quori.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements - Throw Mind Blade: Conjure a psionic blade that flies forward at a single target. The enemy struck takes 1d6+2 Force damage per caster level, with a Will save vs. (DC 17 + Evocation bonuses + Intelligence) for half damage. (Activation Cost: 10/8/6 Spell Points. Cooldown: 8/6/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 5 No requirements - Kalashtar Weapon Training: +2 to hit and +1 damage with ki weapons, including mind blades.
AP Cost: 1 Ranks: 1 Progression: 5 No requirements - Mental Weaponry: You can craft semi-permanent manifestations of psionic energy. This grants the ability to conjure physical Mind Blades to wield as weapons. This enhancement has two components:
Conjure Mind Blade: Mind Blades are Shortswords made of force and may use your Intelligence modifier for their attack and damage. As you level up, they become more powerful. They appear in your Weapon slot; you can see their description box as with any weapon. If you unequip your Mind Blade, they will dissipate into nothingness and must be summoned again. Mind Blades are ki weapons (you stay centered).Conjure Dual Mind Blades: Creates a Mind Blade in each hand.AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Requires 10 APs spent in tree
- Mindlink: Spell Like Ability: Focusing Chant. (Activation Cost: 2 Spell Points. Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 1 Progression: 10 No requirements - Combative Soul: Gain effects based on your dual soul.
- Aggressive: +2 action boost bonus to Attack.
- Cautious: +5% action boost bonus to movement speed.
- Insightful: While you have 100 or more spell points, you are able to see invisible creatures and pierce illusions.
- Sociable: Fear and shaken effects are removed from you after 6 seconds.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements - Dismissing Strike: You perform a melee attack that attempts to force an extraplanar enemy back to its proper plane. A successful Will save negates this effect (DC = 10 + Intelligence modifier + your character level + stunning bonuses). (Activation Cost: 25 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 1 Progression: 10 No requirements - Kalashtar Weapon Training: +2 to hit and damage with ki weapons, including mind blades.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Kalashtar Weapon Training (Tier 2) - Imbue with Mind: This effect changes your equipped weapons, shields, and orbs to the Force material type, causes them to be treated as implements, and grants a +1 enhancement bonus. This is considered an Item Enchantment. As an object made of force, it's immune to damage from oozes & rust monsters, although any special material properties of the original weapon remain.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Mental Weaponry
Requires 15 APs spent in tree
- Greater Mindlink: Spell Like Ability: Good Hope. (Activation Cost: 5 Spell Points. Cooldown: 6 seconds.)
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Mindlink - Augmented Mindlink: Choose an SLA to improve.
- Self: Your bonuses from Focusing Chant increases by 1 for every 6 character levels. (to a maximum of +4 at 18th level.) This only affects the SLA you gain from Mindlink. Antireq: Sociable Dual Soul
- Others: The bonuses from Good Hope increase by 1 for every 6 character levels. (to a maximum of +5 at 18th level.) This only affects the SLA you gain from Greater Mindlink. Antireq: Insightful Dual Soul
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Greater Mindlink - Ancestral Memories: Gain skill bonuses based on your dual soul.
- Aggressive: +5 Balance, Jump, and Tumble
- Cautious: +5 Hide, Move Silently, and Search
- Insightful: +5 Listen and Spot
- Sociable: +5 Bluff and Diplomacy
Yes, these bonuses are high, but I notice Deep Gnome gets +5/+10/+20 (!) Spellcraft. Which is generally more useful of a skill.
AP Cost: 2 Ranks: 1 Progression: 15 No requirements - Kalashtar Weapon Training: +2 to hit and damage with ki weapons, including mind blades. +1 Competence bonus to Critical Threat Range with the same weapons.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Kalashtar Weapon Training (Tier 3) - Favored Enemy: Evil Outsider: Gain evil outsiders as a favored enemy.
AP Cost: 2 Ranks: 1 Progression: 15 No requirements
Past Life Feats
Stance: +3%/+6%/+10% Maximum Spell Points.
Passive: +1%/+2%/+3% Universal Spell Critical Chance.
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