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>50452642 >50445234 Got back so late that the thread died.

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>50452642
>50445234

Got back so late that the thread died.

3.P Homebrew class creation, display and discussion thread.

Going to toss up the two I'd mentioned in the earlier thread and see where we go from there.
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>>50457098
My stuff's on a lameass one-drive excel sheet right now so I'm just going to transpose it here.

>Necropath

Telepathy tends to be something of things and beings with a mind and a pulse, strange and supernatural as it already is. Those with a certain psionic talent who've less a connection with their living peers and a macabre interest in the afterlife might find their way into Necropathy. A Necropath calls to ghosts and spirits much the same way that a Thrallherd does to living minds.

d6 HD
3/4ths BAB
Poor Fortitude and Reflex Saves, Good Will save.
4+Int modifier skill points per level, 4x at 1st in 3.5.
Power Points per level as a Psion.
1 Power Known at each level, plus a bonus Power Known based on which Path is selected.

3.5 skill list: Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (History, Planes, Psionics, Religion), Perform, Profession, Psicraft, Sense Motive, Use Magic Device.

Numbers in #) for level in a lineup, descriptions in the next post.

1)Psionic Powers (STP Necromancy Spells), Rebuke/Control Undead, Staying Alive.
2) Walk the Path 1
3)Lesser Animate Dead (Psi-Like Ability)
4)1st Posession
5)Walk the Path 2
6) Staying Alive (Immediate Action)
7)Spiritual Aid 1, Animate Dead (PLA)
8)2nd Posession
9)Walk the Path 3
10) Necropathic Apotheosis
11) Spiritual Aid 2
12) 3rd Posession
13) Walk the Path 4
14)Necropathic Apotheosis (Evolved Undead)
15)Spiritual Aid 3
16)4th Posession
17)Walk the Path 5
18)Necropathic Apotheosis 2
19)Spiritual Aid 4
20)5th Posession, Final Destination
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>>50457523
Necropathic Powers
The Necropath draws its powers known from the Necromancy School via Spell-to-Power conversion. All spells of the Necromancy School may be selected as Powers Known as long as they do not exceed the highest level of powers known (As Psychic Warrior). At 2nd level and each even level after, the Necropath gains an additional Power Known from any other psionic manifesting class's power list (Psion, Psychic Warrior, Ardent Mantles, etc).
A Necropath must have an Intelligence of at least 10 plus the level of the power to manifest it. The DC for their powers' is 10+ the power's level + their Wisdom Modifier. The number of HD they can control at once is equal to their Charisma modifier multiplied by their Necropath level.

A Necropath may Rebuke or Control undead as a Cleric of their Necropath Level.

Staying Alive (PLA): You are a conduit for lingering spirits and vestigial minds to live again, and accordingly they lend you what power they can to protect that conduit. You may manifest the Vigor Power as if youd spent a number of Power Points equal to your Necropath level 3+Charisma Mod times per day. At 6th level you may make use of this as an Immediate Action in response to taking damage that would reduce you to 0 or fewer HP.

Bonus Powers Known: As Above, selected from any Psionic Manifesting class's power lists. The level of these may not be higher than the highest level power known (As per above).

Walk the Path: Necropaths are already a narrow manifestation of psionic power, but the practical application of this discipline varies from one practicioner to the next. A Necropath selects a single path to walk in the ractice and must not deviate from it once they've begun. ((Two paths currently done, with a third in concept not yet put together.))

Lesser Animate Dead (PLA): As their powers develop, Necropaths begin to reach out to the residual psychic energy left in bodies of the dead and can use it to create a fascimile of life.
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>>50457746
Posession: At 4th level and each four levels after, the Necropath gains control or alliance of a particularly potent spirit. The Spirit's aid functions as an Evil Outsider with HD equal to the Necropath's Level, though the spirit's actual alignment and type are not required to be that of an Evil Outsider. The rules for this are in the Book of Vile Darkness, but only as an Ally or Posessed Object: Not as a Controller or Enemy.

Spiritual Aid(Su): Lesser spirits still do what little they can to aid you in return for their vicarious livelihood. As long as the Necropath has at least one Posession active, they may select from the following bonuses; +1 to attack rolls, +1 to damage roles, +1 to AC, +1 to saving throws, DR1/-, Resist Energy 5, or +5 HP. At 11th, 15th, and 19th level another of these may be selected. Each bonus may be cumulative, so a 19th level Necropath might select +1 AC twice and +1 to saving throws twice, gaining +2 AC and +2 to their saves. These bonuses are untyped, and may be re-allocated after a full 8 hours' rest.

Animate Dead (PLA): The necropath will be able to make more with less as they continue to learn. At 7th level they may reanimate the bodies of the dead as Animate Dead rather than Lesser Animate Dead.

Necropathic Apotheosis: At 10th level one of the myriad spirits of which have begun to follow the Necropath proves to be more lucid and aware of reality than the others. You gain a cohort as per the Leadership Feat, with their ECL being one lower than would normally be indicated by your Leadership Score, and the restriction of cohorts being no more than your ECL -2: This additional penalty restricts them to the Necropath's level -3. The cohort must be some manner of incorporeal spirit, such as with Ghostwalk's Ghost Template, or an Incorporeal Undead.

Final Destination: At the peak of their development, a Necropath's powers are fine-tuned to their methodology.
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>>50457963
The Martial Path: If the spirits the Necropath calls on tend to be heroes and warriors of years past, they are likely to find themselves folowing in the footsteps of their allies.

1st step: At the first stage of a Martial Necropath's development, they gain the insight of warriors and soldiers who have passed on. They gain Martial Weapon Proficiency, and they grant their own Weapon and Armor profficiency to any undead they control or create. In addition, they do not learn Bonus Powers from other psionic classes, but instead learn Martial Adept Maneuvers. They must still spend Power Points as a Spell or Power of the Martial maneuver's level.
2nd step: At the second stage of a Martial Necropath's growth, they gain Medium Armor Proficiency and may ignore one point of Armor Check Penalty per posessing spirit (to a maximum of ignoring 5ACP at 20th level)
3rd step: The Necropath gains Shield Proficiency and the effects of the Toughness Feat (As per Pathfinder's Toughness or 3.5's Improved Toughness feat). This does not prevent them from taking the feat itself if they chose.
4th step: The Necropath gains Heavy Armor Proficiency and never takes any penalty to their movement due to wearing Medium or Heavy armor.
5th step: The Necropath's weapons, when chosen for a possession augmentation, deal permanent damage which cannot be healed except with a Wish or Miracle cast to undo it. This ability Only works with weapons of which have been augmented with a Necropath's Possession as per the Possessed Object rules.
Final Destination, Ghastly Resilience: The final result of Martial Necropathy is not one warrior, but an army in one body. They may ignore one effect or penalties per possession currently active on their person or equipped items for a number of rounds equal to their charisma modifier.
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>>50458251
The Hive path is one for a less...assertive Necropath. Being more willing to let your spiritual allies guide your hands and efforts has its advantages, but when you rely on being personable you'll have to be careful who you trust.

1st step: The Hive Necropath isn't so much in command of the residual psyches and spirits that congregate around them, often being at their behest. When all parties agree this is a beneficial arrangement. The Hive Necropath uses Charisma to determine their highest available Powers to manifest instead of Intelligence, as well as the DCs of their powers and bonus power points.
2nd step: Not every spirit or mind is that of an ally. The second part of the Hive Path allows the Necropath to gain additional multi-tasking skill at the risk of betrayal. The Necropath may forgo the effects of one Possession for 1d4 rounds in order to gain an extra move action, but there is a 15% chance that giving up this control allows a capricious spirit to take over for a moment, leaving the action's use up to the DM's choice.
3rd step: No risk, no reward. Hopefully you can trust your ghostly friends. The 3rd path allows the Necropath to forego the effects of Two possessions for 1d6 rounds in order to gain an extra Standard Action in their turn, but there is a 25% chance the DM will decide how it is used.
4th step. While some of your "allies" are unhelpful at times, the majority give you greater insights and protection with their influence of your actions. Gain the Unearthly Grace feature, adding your Charisma modifier to your saving throws as an Insight modifier and to your AC as a Deflection modifier.
5th step: Who's even in your head anymore? Up to Three possessions may now e suppressed so as to redirect those spirits to other actions. They'll need 1d8 rounds to return to service and grant a full-round action in adition to your current round's actions, but this risks a 35% chance of the DM deciding what gets done with it.
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>>50458473
Hive Path Final Destination: Everyone do SOMETHING. You may suppress all of your possession effects to gain 5 additional full-round actions. Each full-round action granted has a 35% chance of being directed by the DM. Take each action separately; First take the normal turn, then each subsequent full-round action takes place at your initiative -4, then -4 more additionally untill all 5 have been handled in the round going After anyone whose initiative matches the possession-granted full-round.
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