Elemental Psychic

The Elemental Psychic focuses her mental strength into controling the raw power of energy. She learns powers and abilities that allow her to manipulate either the elemental powers of Acid, Cold, Electricity, Fire, or Sonic. Through mental focus and experimentation the Elemental Psychic can manifest powers of great destruction and to even use the elements to protect herself.
Select this advanced class if you want your character to master the psionic art of energy control and become an Elemental Psychic.
the fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.

Requirements
To qualify to become an Elemental Psychic, a character must fulfill the following criteria.
Skills: Consentration 3 ranks, Investigate 6 ranks, and research 6 ranks.
Feat: Wild Talent

Class Level BAB Fort Save

Ref
Save

Will Save Special Def Bonus Rep Bonus
1st +0 +2 +0 +0 Elemental Focus +0 +1
2nd +1 +3 +0 +0 Enlarge Power +1 +1
3rd +1 +3 +1 +1 Bonus Feat +1 +1
4th +2 +4 +1 +1 Elemental Adaption +1 +2
5th +2 +4 +1 +1 Combat Manifestation +2 +2
6th +3 +5 +2 +2 Bonus Feat +2 +2
7th +3 +5 +2 +2 Nimbus +2 +3
8th +4 +6 +2 +2 Power Penetration +3 +3
9th +4 +6 +3 +3 Bonus Feat +3 +3
10th +5 +7 +3 +3 Greater Nimbus +3 +4

 

Class Information
The following information pertains to the Elemental Psychic advanced class.

Hit Die
The Elemental Psychic gains 1d6 hit points per level. The character's Constitution modifier applies.

Action Points
The Elemental Psychic gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills
The Elemental Psychic's class skills are as follows.
Autohypnosis (Wis), Concentration (Con), Demolitions (Int), Disable Device (Int), Intimidate (Cha), Investigate (Int), Knowledge (current events, physical sciences, earth and life sciences), Profession (Wis), Psicraft (Int) Read/Write Language (none) Research (Int), Search (Int), Speak Language (none).

Skill Points at Each Level: 5 + Int Modifier.

Class Features
All of the following features pertain to the Elemental Psychic advanced class.

Psionic Skills
An Elemental Psychic gains access to the Autohypnosis skill, as detailed on p. 305 and the expanded Concentration skill and Psicraft skill, detailed on p. 306 of the D20M core rulebook.

Psionic Powers
An Elemental Psychic gains powers identically to a Telepath, on page 307 of the D20M core rulebook, except that their bonus power points are based on their Intelligence score.

Chosen Element Type
Upon gaining this advanced class, the Elemental Psychic chooses a type of element to focus all of her attention on. Choose one element: acid, cold, electricity, fire, or sonic. All powers that the Elemental Psychic knows with an element designator are modified to use the chosen type of energy instead. The power works normally in all respects except the type of damage dealt. All other abilities of this prestige class also follow the type of energy focus chosen.

Elemental Focus
At 1st level the Elemental Psychic learns to better manipulate the element of her chosen type. The save DC for any energy-based power that she manifests is increased by +2.

Enlarge Power
At 2nd level, an Elemental Psychic becomes adept at manifesting powers farther than normal. An enlarged power has its range doubled. Powers whose ranges are not definded by distance do not have their ranged increased. Determine an enlarged power's area or effect as if you were two manifester levels higher than you actually are. An enlarged power costs a number of power points equal to its standard cost +2.

Bonus Feats
At 3rd, 6th, and 9th level, the Elemental Psychic gets a bonus feat. The bonus feat must be selected from the foloowing list, and the Elemental Psychic must meet all the prerequisites of the feat to select it.

Attentive, Blind-Fight, Cautious, Combat Expertise, Educated, Focused, Frightful Presence, Great Fortitude, Psi Adept, Studious

Elemental Adaption
At 4th level, the Elemental Psychic becomes resistant to her chosen element, gaining a +10 bonus on all saving throws against her chosen element. In addition, she takes the first 1d6 points of damage from any attack of her chosen element as non-lethal damage. This extraordinary ability constantly protects the character as long as her power point reserve is 3 or more.

Combat Manifestation
At 5th level, the Elemental Psychic becomes adept at manifesting psionic powers in combat. He gets a +4 bonus on Concentration checks to manifest a power while on the defensive.

Nimbus
At 7th level, the Elemental Psychic can activate this ability as a move equivalent action. Her entire body is surrounded by an aura of her chosen element that harm neither her nor her equipment. While surrounded by this aura, the character's Charisma modifier (not score) increases by +2, she can make melee touch attacks as with the Elemental Grasp Power, and she gains damage reduction 10/opposing element.

Element Opposing Element
Acid Electricity
Cold Fire
Electricity Acid
Fire Cold
Sonic --

She must pay 9 power points per minute she uses the nimbus ability.

Power Penetration
At 8th level, the Elemental Psychic's powers become especially potent, breaking through power resistance more readily than normal. She gets a +2 bonus on manifester level checks (1d20 + manifester level) to beat a creature's power resistance.

Greater Nimbus
At 10th level, the Elemental Psychic's nimbus ability improves. Now the damage reduction gained by the aura is increased to 20/+2. The power still costs 9 power points per minute of use.

Elemental Psychic Powers
The Elemental Psychic chooses her psionic powers from the following list.
Those powers not found in the D20 Modern core rulebook can be found in the Psionics Handbook, are in The Mind's Eye feature at wizards.com, or are detailed below. Mind's Eye featured powers replace "Energy" with "Element".

0-Level Elemental Psychic Powers
Acid Splash (Int). You deal 1d3 points of acid damage to one foe.
Burst (Dex)
Catfall (Dex).
Chilling Mist (Int). You deal 1d3 points of cold damage to creatures or objects in a 5-foot area.
Daze (Cha)
Deafening Burst (Int). You deal 1 point of sonic damage to one foe.
Detect Psionics
(Wis).
Electric Jolt (Int). You deal 1d3 points of electricity damage to one target.
Finger of Fire (Int). You deal 1d3 points of fire damage to one target.
Low-Light Vision
(Str).
My Light (Con).
Verve (Int).

1st-Level Elemental Psychic Powers
Combat Precognition (Wis).
Control Light (Con).
Elemental Grasp(Int).
Feather Fall (Dex).
Lesser Body Adjustment (Str).
Vigor (Str)

2nd-Level Elemental Psychic Powers
Body Adjustment (Str).
Combat Prescience (Wis).
Control Air (Con).
Darkvision (Wis).
Elemental Control (Int).

3rd-Level Elemental Psychic Powers
Elemental Bolt(Int).
Gust of Wind (Int).
Haste (Dex).
Negate Psionics (Con).
Rejuvination (Str).

4th-Level Elemental Psychic Powers
Elemental Spheres (Int).You create five energy spheres that you can use for defense or offense.
Freedom of Movement (Dex).
Natural Armor (Str).
Psychofeedback (Str).

5th-Level Elemental Psychic Powers
Elemental Cone (Int).
Adapt Body (Str).
Power Resistance (Wis).

 

New Feats

Psi-Adept
You have exceptional psionic skills.
Benefit: You get a +2 bonus on all Autohypnosis and Psicraft Checks.
Special: Remember that the Autohypnosis and Psicraft skills can't be used untrained.