D20r:Medium

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The medium is a practitioner of the psionic arts on par with the psion, but where the psion gains his power by focusing his mind, the medium gains hers by using her mind as a focusing crystal for the spirits of the slain.

Class Features

HD: d6

Class Skills (2 + Int, x4 at first level): Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Disguise (Cha), Knowledge (the planes) (Int), Knowledge (psionics) (Int), Psicraft (Int), Sense Motive (Wis), Speak Language (None),

Proficiencies: A medium is proficient with simple weapons and one other weapon group. The medium is not proficient with armor or shields.

Power Points/Day: A medium's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table. In addition, she receives bonus power points per day if she has a high Charisma score. Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A medium begins play knowing two medium powers of your choice. At the levels indicated on the table, she unlocks the knowledge of new powers.

Choose the powers known from the medium power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a medium to learn powers from the lists of other classes.) A medium can manifest any power that has a power point cost equal to or lower than her manifester level.

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

A medium 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 medium powers is 10 + the power's level + the medium's Charisma modifier.

Maximum Power Level Known: A medium 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 medium must have a Charisma score of at least 10 + the power's level.

Psiumbral Companion (Su): Like a psicrystal, a psiumbral is a fragment of a psionic person's personaly. However, unlike a psicrystal, a psiumbral is a manifestation of a psychic talent now deceased, brought back into metaphysical form and a semblance of life. A psiumbral appears as a ball of ectoplasm about the size of a human hand.

Due to the unique bond between a Medium and their psiumbral companion, a Medium treats their companion nearly as an extension of their physical selves.

A psiumbral is treated as an undead creature for the purposes of all effects that depend on its type.

A psiumbral grants special abilities to its owner, as shown on the Psiumbral Special Abilities table below. In addition, a psiumbral manifests a specific amount of knowledge from their experience. Unfortunately, their entire repertoire of experience has largely been erased by the rigors of time, but they do retain a significant amount of practical knowledge that they are readily able to apply, which gives its owner a bonus on certain types of checks or saving throws, as given on the Psiumbral Personalities table below. These special abilities and bonuses apply only when the owner and the psiumbral are within 1 mile of each other.

Unlike psicrystals, psiumbrals abilities are based on the owner's levels in the Medium class. Levels from other classes that specifically do not state they advance a psiumbral companion do not count toward the owner's level for purposes of psiumbral abilities.

A psiumbral can speak one language it spoke in life, as well as the language of it's owner. A psiumbral can understand all other languages known by its owner, but cannot speak them. This is a supernatural ability.

Psiumbral Basics

Use the statistics listed here, but make the following changes:

Saving Throws: A psiumbral uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Abilities: Due to their incorporeality and their Undead type, a psiumbral companion has no Strength or Constitution score.

Skills: A psiumbral has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Spot, Listen, Sense Motive, and Search. (Even if its owner has no ranks in these skills, a psiumbral has 4 ranks in each.) A psiumbral uses its own ability modifiers on skill checks.

Psiumbral Special Abilities

Owner Level Bonus HD Deflection Bonus Int Bonus Fly Speed Special
1st - 2nd +0 +0 +0 Fly 15' (Poor) Chill of the Grave, Skinride, Personality, Share Powers, Sighted, Telepathic Link, Incorporeal and Undead Traits
3rd - 4th +1 +1 +1 Fly 20' (Poor) Deliver Touch Powers
5th - 6th +1 +2 +2 Fly 25' (Poor) Telepathic Speech
7th - 8th +2 +3 +3 Fly 30' (Average) -
9th - 10th +2 +4 +4 Fly 35' (Average) -
11th - 12th +3 +5 +5 Fly 40' (Average) Power Resistance
13th - 14th +3 +6 +6 Fly 45' (Good) Sight Link
15th - 16th +4 +7 +7 Fly 50' (Good) Channel Power
17th - 18th +4 +8 +8 Fly 55' (Good) -
19th - 20th +5 +9 +9 Fly 60' (Perfect) -

Psiumbral Ability Descriptions: All psiumbrals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.

Deflection Bonus (Ex): This number noted here is an improvement to the psiumbral's defelection bonus to AC (normally based on Charisma.). It represents a psiumbrals's preternatural durability.

Intelligence Bonus (Ex): Add this value to the psiumbral's Intelligence score. Psiumbrals recover their memories and their intelligence as their bond with the Medium improves.

Chill of the Grave (Su): A psiumbral occupying the same square as another creature--other than its master--inflicts a -1 penalty on saving throws to that creature.

Skinride (Su): A psiumbral occupying its master's square can "ride" her body. Mechanically, this means that the medium carries the psiumbral within their flesh, and the psiumbral moves with the medium. A psiumbral that is skinriding cannot be specifically targeted or affected by powers or abilities.

Personality (Ex): Every psiumbral has a remnant personality. See Psiumbral Personality, below.

Share Powers (Su): At the owner’s option, she can have any power (but not any psi-like ability) she manifests on himself also affect her psiumbral. The psiumbral must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psiumbral if it moves farther than 5 feet away, and will not affect the psiumbral again, even if it returns to its owner before the duration expires.

Additionally, the owner can manifest a power with a target of “You” on her psiumbral (as a touch range power) instead of on himself. The owner and psiumbral cannot share powers if the powers normally do not affect creatures of the psiumbral's type (incorporeal undead).

Sighted (Ex): Although it has no physical sensory organs, a psiumbral can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psiumbral still can't discern invisible or ethereal beings. A psiumbral's sighted range is 40 feet.

Telepathic Link (Su): The owner has a telepathic link with her psiumbral out to a distance of up to 1 mile. The owner cannot see through the psiumbral's senses, but the two of them can communicate telepathically as if the psiumbral were the target of a mindlink power manifested by the owner. For instance, a psiumbral in a distant room could relay the activities occurring in that room.

Because of the telepathic link between a psiumbral and its owner, the owner has the same connection to an item or place that the psiumbral does. For instance, if her psiumbral has seen a room, the owner can teleport into that room as if she has seen it too.

Undead Traits: Psiumbrals share similarities with all other forms of undead. See the Undead type for details.

Incorporeal Traits: Psiumbrals, being essentially ghosts, are incorporeal creatures. This grants them a number of benefits. See the Incorporeal subtype for details.

Deliver Touch Powers (Su): If the owner is 3rd level or higher, her psiumbral can deliver touch powers for him. If the owner and psiumbral are in contact at the time the owner manifests a touch power, she can designate her psiumbral as the "toucher." The psiumbral can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.

Telepathic Speech (Ex): If the owner is 5th level or higher, the psiumbral can communicate telepathically with any creature that has a language and is within 30 feet of the psiumbral , while the psiumbral is also within 1 mile of the owner.

Power Resistance (Ex): If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner's level + 5. To affect the psiumbral with a power, another manifester must get a result on a manifester level check that equals or exceeds the psiumbral's power resistance.

Sight Link (Sp): If the owner is 13th level or higher, the character can remote view the psiumbral (as if manifesting the remote view power) once per day.

Channel Power (Sp): If the owner is 15th level or higher, she can manifest powers through the psiumbral to a distance of up to 1 mile. The psiumbral is treated as the power's originator, and all ranges are calculated from its location.

When channeling a power through her psiumbral , the owner manifests the power by paying its power point cost. she is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, she becomes visible when manifesting an offensive power if invisible, as does the psiumbral).

Psiumbral Past Life(Ex): Each psiumbral has a distinct personality and knowledge remaining from its past life, chosen from among those given on the following table. At lower levels, the personality is usually very subdued, but as the psiumbral reawakens to the knowledge of their past life, their personality becomes more pronounced. At higher levels, it is not uncommon for a psiumbral to constantly ply its owner with observations and advice, often severely slanted toward the psiumbral's particular worldview. The owner always sees a bit of himself in her psiumbral , even if magnified and therefore distorted.

Personality Benefit to Owner
Acrobat +2 bonus on Balance and Tumble checks
Actor +2 bonus on Bluff and Disguise checks
Artisan +2 bonus on two Craft skills
Athlete +2 bonus on Climb and Jump checks
Diplomat +2 bonus on Diplomacy checks; one extra language known
Guard +2 bonus on Listen and Spot checks
Healer +2 bonus on Heal and Handle Animal checks
Hunter +2 bonus on Knowledge (Nature) and Survival checks
Knight +2 bonus on Ride and Knowledge (Nobility and Royalty) checks
Loremaster +2 bonus on two Knowledge skills
Mage +2 bonus on Spellcraft and Knowledge (Arcana) checks
Meditant +2 bonus on Autohypnosis and Concentration checks
Merchant +2 bonus on Appraise and Sense Motive checks
Pickpocket +2 bonus on Forgery and Sleight of Hand checks
Psion +2 bonus on Psicraft and Knowledge (Psionics) checks
Sage +2 bonus on Decipher Script and Knowledge (History) checks
Sailor +2 bonus on Profession (Sailor), Swim, and Use Rope checks
Sneak +2 bonus on Hide and Move Silently checks
Stage Magician +2 bonus on Escape Artist and one Perform skill
Thief +2 bonus on Disable Device and Open Lock checks
Trapper +2 bonus on Search and Craft (Trapmaking) checks
Trickster +2 bonus on Use Magic Device and Use Psionic Device checks
Watchman +2 bonus on Gather Information and Intimidate checks

Spiritspeech (Ps): A medium, through their connection to the deceased, have a moderate ability to speak with the fallen regardless of their form. Once per day per point of Charisma modifier, a medium can manifest the deathvoice power as a psi-like ability.

Voices of the Fallen (Su): Starting at second level, a medium can tap into the knowledge of those slain before him and use some of their experience. Once per day at second level, and once more for each three class levels thereafter, a medium can add an insight bonus to any one skill check equal to half her class level (round down). Activating this ability is a full-round action that provokes attacks of opportunity. The bonus remains for a number of rounds equal to the medium's Intelligence modifier or until the medium fails a skill check.

Frightful Manifestation (Su): At third level, a medium's manifestation of powers emanates fell energies from the spirits she draws power from. Creatures within 10' of a medium whenever she manifests a power must succeed on a Will save (DC 10 + power level) or become shaken. A creature who successfully saves against this effect is immune to it for 24 hours. This is a mind-affecting fear ability.

Clutch of the Grave (Su): Foes that perish near a medium fuel her powers. Starting at fourth level, whenever a foe drops within 10 feet of a medium, she immediately gains 5 temporary hit points and adds her Charisma modifier to damage rolls (including that of manifested powers). Both effects last until the end of her next turn.

Resistant Mind (Su): At fifth level, a medium gains the understanding of how ghosts and other spirits occasionally inhabit the bodies of the living. She gains immunity to possession. This ability does not interfere with her psiumbral's skinride ability.

At tenth level, this ability improves. A medium begins to be able to emulate the hard-to-hit nature of incorporeal creatures. She applies her Charisma modifier to her Armor Class as a Deflection bonus.

At sixteenth level, this ability further improves. A medium at that point is shielded both mind and body, and is able to apply a bonus equal to her Charisma modifier to her saving throws.

Wrath of the Fallen (Su): Channeling the will of the deceased, a medium of seventh level or higher is able to increase her ability to strike her opponents. To activate this ability, the medium must spend power points equal to or less than her manifester level. In exchange, her attacks--both of natural attacks and of wielded weapons--gain the ghost touch property, and she gains a bonus to attack rolls equal to half the power points spent. This ability lasts for one minute, and is a standard action that does not provoke attacks of opportunity to activate.

Visages: A medium of seventh level or higher gains the ability to invoke a primal essence of death, inflicting the terrors of a particular demise on her opponents. This manifests itself as a gaze attack. A medium knows one visage at seventh level, and learns one additional visage at thirteenth and nineteenth levels. Each visage has its own unique gaze attack that is activated by expending ones psionic focus and a number power points as part of a standard action. Once activated, a visage stays active for a number of rounds equal to the power points spent to activate it.

A visage's effect is treated as any other gaze attack is. A visage's DC is 10 + half the number of power points spent to activate it (round down) + the medium's Charisma modifier. The effects of a visage affect an opponent for a number of rounds equal to the medium's Intelligence modifier.

Despair: A medium wearing a visage of despair gains the ability to demoralize her opponents. Foes who fail a Will save take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Fate: A medium wearing a visage of fate gains the ability to terrify her opponents. Foes who fail a Will save become frightened.

Madness: A medium wearing a visage of madness gains the ability to confuse her opponents. Foes who fail a Will save become confused.

Martyrdom: A medium wearing a visage of martyrdom gains the ability to retributively deal damage to her opponents. Foes who fail a Will save become unable to damage their opponents without damaging themselves. For each two points of damage dealt to another, they are likewise dealt one point of damage in return of the same type.

Mystery: A medium wearing a visage of mystery gains the ability to alter the perceptions of her foes. Opponents who fail a Will save are affected as if by the false sensory input power.

Plague: A medium wearing a visage of plague gains the ability to cause disease with but a glance. Foes who fail a Fortitude save become afflicted with a disease, as per the contagion spell.

Violence: A medium wearing a visage of violence gains the ability to transfer wounds with her stare. Foes who fail a Fortitude save are affected as if by the death urge power.

Assume Likeness (Su): A medium of 8th level and higher can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character’s abilities do not change, but she appears to be the creature that she assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at her true nature. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature’s Sense Motive check) to convince the creature of the medium's new appearance. The medium must not do anything to give away her true nature in order for the bluff to be successful.

When using her assume likeness ability, a medium has an additional +10 circumstance bonus on Disguise checks. If she can read an opponent's mind, she gets a further +4 circumstance bonus on Bluff and Disguise checks.

Fearsome Manifestiation (Su): At 11th level, a medium's frightful manifestation ability improves. Its radius expands to 20', and the DC for the ability becomes 10 + power level + Charisma modifier.

Spiritual Emulation (Su): At 20th level, a medium can call upon the experiences of the slain and departed to grant him some of their abilities. As a full round action that does not provoke attacks of opportunity, she may spend power points equal to or less than her medium level, as well as expending her psionic focus. Upon doing this, she may temporarily gain one specific class feature from another class, of a maximum level up to one-half the power points spent on this ability. For instance, a medium that spent fourteen power points on this ability could gain a class feature from any other base class of up to seventh level. This is only for that one class ability, not the whole class feature progression. Continuing the example, the medium could select the sneak attack ability of a 7th level rogue, the wild shape ability of a 7th level druid, or the bonus feat gained by a 6th level fighter. In all instances where the class feature acquired mentions levels of the granting class, the medium can treat her medium levels as levels in that class for determining the strength of effects. This temporary ability lasts for a number of rounds equal to the medium's Intelligence modifier. While a medium is using this ability, she cannot regain psychic focus.

Class Progression

Level BAB Fort Ref Will Special PP Per Day Powers Known Max Level Visages
1st +0 +2 +0 +2 Psiumbral Companion, Spiritspeech 2 2 1st 0
2nd +1 +3 +0 +3 Voices of the Fallen 4 4 1st 0
3rd +2 +3 +1 +3 Frightful Manifestation 8 5 2nd 0
4th +3 +4 +1 +4 Clutch of the Grave 12 7 2nd 0
5th +3 +4 +1 +4 Resistant Mind (Possession) 18 8 3rd 0
6th +4 +5 +2 +5 - 24 10 3rd 0
7th +5 +5 +2 +5 Wrath of the Fallen 32 11 4th 1
8th +6/+1 +6 +2 +6 Assume Likeness 40 13 4th 1
9th +6/+1 +6 +3 +6 - 50 14 5th 1
10th +7/+2 +7 +3 +7 Resistant Mind (Armor Class) 60 16 5th 1
11th +8/+3 +7 +3 +7 Fearsome Manifestation 72 17 6th 1
12th +9/+4 +8 +4 +8 - 84 19 6th 1
13th +9/+4 +8 +4 +8 - 98 20 7th 2
14th +10/+5 +9 +4 +9 - 112 22 7th 2
15th +11/+6/+1 +9 +5 +9 - 128 23 8th 2
16th +12/+7/+2 +10 +5 +10 Resistant Mind (Saves) 144 25 8th 2
17th +12/+7/+2 +10 +5 +10 - 162 26 9th 2
18th +13/+8/+3 +11 +6 +11 - 178 28 9th 2
19th +14/+9/+4 +11 +6 +11 - 194 29 9th 3
20th +15/+10/+5 +12 +6 +12 Spiritual Emulation 210 31 9th 3
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