Difference between revisions of "Prestige Class: Zzithrani Zoanthrope"

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(Mutations and Evolutions)
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'''Tyranid Legacy (Ps/Na):''' At third level, the zzithrani zoanthrope has unlocked the dormant genetic code within its ''zzith'', allowing it to undertake psionic-guided evolution. Add zzithrani zoanthrope mutations to your mutation list.
 
'''Tyranid Legacy (Ps/Na):''' At third level, the zzithrani zoanthrope has unlocked the dormant genetic code within its ''zzith'', allowing it to undertake psionic-guided evolution. Add zzithrani zoanthrope mutations to your mutation list.
 +
 +
'''Psionic ''Zzith'' (Ps):''' You have learned how to produce ''zzith'' that act as nodes for your psionic powers, enhancing them in some fashion and improving your psionic abilities. The new breeds of ''zzith'' you can produce are dependant upon which psionic disciplines you have chosen as a psionic focus.
 +
 +
* ''Clairsentience:'' Something.
 +
* ''Imagiportation:'' Something.
 +
* ''Metacreativity:'' Something.
 +
* ''Psychokinesis:'' Something.
 +
* ''Ratiovitality:'' Whenever you would regain hit points from fast healing, you can instead choose to regain PP; for every 10 hit points you would have healed, you can instead regain 1 PP. You can convert any amount of hit points from fast healing into PP (thus you can choose to regain some hit points and some PP).
 +
* ''Telepathy:'' Something.
  
 
==Mutations and Evolutions==
 
==Mutations and Evolutions==

Revision as of 14:02, 27 June 2015

The Zzithrani Zoanthrope
Level BAB Fort Ref Will Special Manifester Level Geomancer Level
1 +0 +2 +0 +2 Psionic Evolution +1 level of existing manifester class +1 level of existing geomancer class
2 +1 +3 +0 +3   +1 level of existing manifester class -----
3 +1 +3 +1 +3 Tyranid Legacy ----- +1 level of existing geomancer class
4 +2 +4 +1 +4   +1 level of existing manifester class +1 level of existing geomancer class
5 +2 +4 +1 +4 Psionic Zzith +1 level of existing manifester class -----
6 +3 +5 +2 +5   ----- +1 level of existing geomancer class
7 +3 +5 +2 +5 Ability 4 +1 level of existing manifester class +1 level of existing geomancer class
8 +4 +6 +2 +6   +1 level of existing manifester class -----
9 +4 +6 +3 +6 Ability 5 ----- +1 level of existing geomancer class
10 +5 +7 +3 +7 Capstone, Talents +1 level of existing manifester class +1 level of existing geomancer class

 

Zzithrani Zoanthrope

"The mind and body are malleable."

Zzithrani who seek to unlock the potential of the genetic legacy left to them by the tyranids, as well as the psionic limits of their hive minds, reach an apotheosis among their kin: the zoanthrope, an incredibly adaptable zzith hive led and controlled by an incredibly strong psionic queen.

Requirements

To qualify for the Zzithrani Zoanthrope prestige class, you must fulfill the following requirements.

Race: Zzithrani.

Force Alignment: Psionics and Nature.

Psionics: Must know at least one Telepathy Science.

Nature: Must have access to Lesser Mutations.

Special: You must be considered a manifester and a geomancer.

Game Rule Information

Zzithrani Zoanthropes have the following game statistics.

Force Alignment: Psionics and Nature.

Force Resistances: SR 5 + level, TR 5 + level, DI 5 + level, VI 5 + level.

Abilities: Whatever ability scores were important to the zzithrani's prior classes are important to the zzithrani zoanthrope, as this prestige class is an extension of those classes.

Hit Die: d8.

Class Skills: The zzithrani zoanthrope's class skills are Autohypnosis (Con), Concentration (Con), Heal (Wis), Knowledge (Nature) (Int), Knowledge (Psionics) (Int), Knowledge (The Forces) (Int), Naturecraft (Wis), Psicraft (Int), Search (Int), and Vitality (Con).

Skill Points at Each Level: 4 + Int modifier.

Ethos: Any.

Class Features

All of the following are class features of the zzithrani zoanthrope.

Weapon and Armor Proficiency: Zzithrani zoanthropes gain no new weapon or armor proficiencies.

Manifester Levels: At the levels on the table above, the zzithrani zoanthrope gains new abilities as though he had also gained a level in any one manifester class he belonged to before he added the prestige class.

Geomancer Level: At the levels on the table above, the zzithrani zoanthrope gains new abilities as though he had also gained a level in any one geomancer class he belonged to before he added the prestige class.

Psionic Evolution (Ps/Na): After a night's rest, the zzithrani zoanthrope can choose to reroute some of its psionic power into its component zzith. At the beginning of each day, you can choose to convert your PP into MP, as though a metamorph; 3 PP can be converted into 1 MP. The maximum amount of MP you can gain in this manner is equal to your class level.

You can also convert your latent evolutionary power into raw psionic strength, though doing so requires the sacrifice of zzith. You can choose to sacrifice a mutation you currently possess, gaining PP equal to the MP required for that mutation; if you do, you take damage equal to that amount, as those zzith dedicated to that mutation are drained of their essence by the queen of the hive.

In addition, your natural weapons are considered Psionic-aligned.

Tyranid Legacy (Ps/Na): At third level, the zzithrani zoanthrope has unlocked the dormant genetic code within its zzith, allowing it to undertake psionic-guided evolution. Add zzithrani zoanthrope mutations to your mutation list.

Psionic Zzith (Ps): You have learned how to produce zzith that act as nodes for your psionic powers, enhancing them in some fashion and improving your psionic abilities. The new breeds of zzith you can produce are dependant upon which psionic disciplines you have chosen as a psionic focus.

  • Clairsentience: Something.
  • Imagiportation: Something.
  • Metacreativity: Something.
  • Psychokinesis: Something.
  • Ratiovitality: Whenever you would regain hit points from fast healing, you can instead choose to regain PP; for every 10 hit points you would have healed, you can instead regain 1 PP. You can convert any amount of hit points from fast healing into PP (thus you can choose to regain some hit points and some PP).
  • Telepathy: Something.

Mutations and Evolutions

These abilities are accessible only to a zzithrani zoanthrope who has acquired the tyranid legacy class feature. These mutations are added to the zzithrani's mutation list. All of these abilities are both Natural and Psionic.

 

Minor Zzithrani Zoanthrope Mutations
Mutation Name Effect
Enhanced Brainstem Gain +2 Intelligence.
Psionic Nodes Choose a psionic discipline. You gain a +1 bonus to Manifestation checks for that discipline. If you have this ability as both a mutation and an evolution, you can choose another psionic discipline, or increase the existing bonus to +3.
Information Retrieval Gain a +8 bonus on Knowledge checks.

 

Lesser Zzithrani Zoanthrope Mutations
Mutation Name Effect
Mettle Gain mettle, but only in regards to Will saves. If you have this ability as both a mutation and an evolution, it improves to improved mettle.
Mind Shield Gain a +8 bonus on saving throws against mind-affecting effects.
Resilient Control Lose your hive mind racial ability.
Psychic Resistance Gain resist psychic 10.

 

Improved Zzithrani Zoanthrope Mutations
Mutation Name Effect
Illithid's Brain Gain +8 Intelligence.
Psychic Feedback Whenever a creature attempts to contact your mind and you successfully resist the effect, you affect the creature as though you had manifested mind thrust with PP allocated equal to one-half your manifester level. If you have this ability as a mutation and an evolution, the mind thrust is treated as though it had PP allocated equal to your manifester level. This effect is subject to PR and NI.
Undetectable Mind You are invisible to thoughtsense.
Synapse Node You can attempt to telepathically control creatures with the Synaptic template (such as tyranids). This effect is subject to PR and NI.

 

Greater Zzithrani Zoanthrope Mutations
Mutation Name Effect
Shadow of the Warp You exude an aura that prevents teleportation effects. Whenever a teleportation effect would affect a creature, object, or area within 30 feet of you, the origin must make a level check against DC 11 + your manifester level, or else the effect fails. If you take this ability as a mutation and an evolution, this ability also affects teleportation effects that would bring a creature or object to within 30 feet of you. This effect is subject to PR and NI.
Psychic Static You exude an aura that interferes with psionic abilities. All creatures within 30 feet of you suffer a penalty on Manifestation checks equal to your Charisma modifier (min 1). If you take this ability as a mutation and an evolution, choose one - extend the range to 60 feet; or increase the penalty to Manifestation checks by your Charisma modifier (so the effective penalty is double your Charisma modifier; min 2). This effect is subject to PR and NI.