Hey I am fairly certain this has been posted before but I figured since I have suggested ideas before in some other forums I figured I should post my own psychic class ideas here. I didn't see a sticky thread saying not to post class ideas so if this is a faux pas sorry for any anger and/or annoyance this thread may cause.
Class 01: Psychic Warrior (Name WIP)
Basic info: A class that specialises in making weapons out of psychic energy to do battle. Main stats are Willpower for weapon damage, Reflexes and Physique or Aim depending on the build. Mostly passive perks.
Level 01 Form Psi Blade and Psi Bow: Easy implementation idea maybe to add an extra tab to the personal info section next to preferred gender to generate either of them into your inventory. Base damage of either weapon equal to Willpower divided by two round up.
Perks
Level 02 Psychic Feedback: Your Psi blades and Psi Bows restore 5 energy per hit
Level 03 Psychic Resistance: Resistance to Psychic Damage 10%
Level 04: Foresight: Gain +5 to hit and dodge as your psychic abilities allow you to partially see into the future
Level 05: Psychic Flight: Gain the ability to fly a few feet off of the ground at will, half travel time and negates ground based traps like land mines or tripwires. If flight mechanics from stuff like wings become a thing then maybe remove the height limit of psychic flight
Level 06 Psychic Resistance 2: Resistance to Psychic damage now 15%
Level 07 Psychic Focus: Gain +20% damage to all Psi Blades and Psi Bows
Level 08 Heroic Reserves
Psychic Swordsman
Level 02a Stunning Blade: Stun chance added to your psi blades based on your Willpower.
Level 03a Life Leech: Heal yourself whenever you damage a foe with an attack from your psi blade equal to 1/10(maybe more or less depending on game balance) of the damage you dealt
Level 04a Refined Psi Blade: Allows you to make a short sword (-3 damage but no penalties to aim for extra attacks), long sword (new default psi blade +5 damage) or a great sword (+10 damage but gain a penalty to accuracy)
Level 05a Sword Blast: Expend 25 energy to swing your psi blade in a 180 degree arc in front of you shooting out a blast of psychic energy dealing high damage to all foes in front of you
Level 06a Penetrating Blade: Your psi blades now ignore half of your opponents armour.
Level 07a Blink Strike: Quickly teleport behind your foe and strike them unaware for a guaranteed critical hit and then return to your starting position. Costs 25 energy
Level 08a Second Attack
Psychic Archer
Level 02b Blinding shot: Blind chance added to your psi bow based on Willpower (maybe twice as likely as Stunning Blade)
Level 03b Barbed Arrows: Adds bleeding DoT to your psi bow based on Willpower (only works on living organic targets)
Level 04b Refined Psi Bow: Allows you to make a short bow (-3 damage but no penalties to aim for extra attacks), long bow (new default psi bow +5 damage) and crossbow (+5 damage and ignores armour but has to spend an action to reload or if you get second shot you only shoot once)
Level 05b Concentrated Arrow: Expend 25 energy to fire a single massive arrow/bolt that deals very high damage to a single target
Level 06 Disruptive Arrows: Your psi bow now deals extra damage to shields and robotic enemies with the extra damage being determined by Willpower
Level 07b Confusing Arrows: Your psi bow now has a chance of confusing your foes as well
Level 08b Second Shot
Psychomancer (Name WIP)
Basic info: A class that makes constructs out of psychic energy as well as blasting them with their psychic powers. Willpower is the most important stat and none of their abilities are dependent on weaponry. Lots of Crowd Control
Level 01 Psi Beam: Expend 15 Energy to blast a single foe with a beam of pure psychic damage
Perks
Level 02 Mind Over Matter: Gain a bonus to resist all status effects based on Willpower
Level 03 Mental Fortress: Gain 10% Psychic damage resistance
Level 04 Psychic Mastery: Reduce the energy cost of all psychic abilities by 5
Level 05 Energy Within: Once per battle you may recover all of your energy
Level 06 Mental Fortress 2: Gain 15% psychic damage reduction
Level 07 Psychic Mastery 2: Reduce the energy cost of all psychic abilities by 10
Level 08 Heroic Reserves
Creationist
Level 02a Summon Minions: You summon 3 minions that attack your foes that have HP equal to your Willpower and they deal damage based on your Willpower. This ability costs 25 energy and the minions last for four turns or until they are slain.
Level 03a Summon Barrier: You summon a barrier made of psychic energy that absorbs all damage from all enemy attacks until it is destroyed or four turns have passed. This ability costs 30 energy and has hp equal to 2.5x your Willpower.
Level 04a Summon Tentacles: You cover the field in tentacles made of psychic energy that attack, grapple and crush your foes. The tentacles can't be attacked but once someone breaks free from their grapple they are destroyed. Their is one tentacle for each enemy, their damage and accuracy is based off of your Willpower and once they hit their target they then make a grapple check. Should they succeed on grappling their foe they just automatically hit until the target breaks free or their timer runs out. They last for four turns. This ability costs 30 energy.
Level 05a Summon Guardian: You summon a large hulking giant suit of armour that blocks attacks for you and attacks your foes. The guardians stats are based off of Willpower and he lasts for four turns. This ability costs 35 energy.
Level 06a Summoning Potency: Your Summons now last 20% longer as well as being able to deal and take 20% more damage.
Level 07a Wild Summon: For 85 energy you will summon a random number of the summons you know with Willpower influencing the odds of the number of summons that you summon.
Level 08a Second Attack:
Blaster
Level 02b Lightning Storm: Blast all enemies in front of you with electricity for 20 energy with damage based on Willpower.
Level 03b Flame Blast: Blast all enemies in front of you with fire for 30 energy with a chance to apply a burning DoT and damage is based on Willpower.
Level 04b Psychic Storm: You create a raging storm of pure psychic energy that lasts for 3 rounds and deals damage based on Willpower. This ability costs 40 energy.
Level 05b Multi Blast: You can now fire up to X number of psi beams where X is equal to half your Willpower round down. You can choose to focus fire on a single target to hit them Y amount of times where Y is equal to one fifth of your Willpower or have it start at the top of the enemy list and work its way down and starting again until it runs out of psi beams.
Level 06b Blasting Potency: Your Blaster abilities now do 20% more damage
Level 07b Hyper Beam: You unleash a massive beam of psychic energy onto a single target that deals very high energy damage. Costs 45 energy
Level 08b Second Shot
Class 01: Psychic Warrior (Name WIP)
Basic info: A class that specialises in making weapons out of psychic energy to do battle. Main stats are Willpower for weapon damage, Reflexes and Physique or Aim depending on the build. Mostly passive perks.
Level 01 Form Psi Blade and Psi Bow: Easy implementation idea maybe to add an extra tab to the personal info section next to preferred gender to generate either of them into your inventory. Base damage of either weapon equal to Willpower divided by two round up.
Perks
Level 02 Psychic Feedback: Your Psi blades and Psi Bows restore 5 energy per hit
Level 03 Psychic Resistance: Resistance to Psychic Damage 10%
Level 04: Foresight: Gain +5 to hit and dodge as your psychic abilities allow you to partially see into the future
Level 05: Psychic Flight: Gain the ability to fly a few feet off of the ground at will, half travel time and negates ground based traps like land mines or tripwires. If flight mechanics from stuff like wings become a thing then maybe remove the height limit of psychic flight
Level 06 Psychic Resistance 2: Resistance to Psychic damage now 15%
Level 07 Psychic Focus: Gain +20% damage to all Psi Blades and Psi Bows
Level 08 Heroic Reserves
Psychic Swordsman
Level 02a Stunning Blade: Stun chance added to your psi blades based on your Willpower.
Level 03a Life Leech: Heal yourself whenever you damage a foe with an attack from your psi blade equal to 1/10(maybe more or less depending on game balance) of the damage you dealt
Level 04a Refined Psi Blade: Allows you to make a short sword (-3 damage but no penalties to aim for extra attacks), long sword (new default psi blade +5 damage) or a great sword (+10 damage but gain a penalty to accuracy)
Level 05a Sword Blast: Expend 25 energy to swing your psi blade in a 180 degree arc in front of you shooting out a blast of psychic energy dealing high damage to all foes in front of you
Level 06a Penetrating Blade: Your psi blades now ignore half of your opponents armour.
Level 07a Blink Strike: Quickly teleport behind your foe and strike them unaware for a guaranteed critical hit and then return to your starting position. Costs 25 energy
Level 08a Second Attack
Psychic Archer
Level 02b Blinding shot: Blind chance added to your psi bow based on Willpower (maybe twice as likely as Stunning Blade)
Level 03b Barbed Arrows: Adds bleeding DoT to your psi bow based on Willpower (only works on living organic targets)
Level 04b Refined Psi Bow: Allows you to make a short bow (-3 damage but no penalties to aim for extra attacks), long bow (new default psi bow +5 damage) and crossbow (+5 damage and ignores armour but has to spend an action to reload or if you get second shot you only shoot once)
Level 05b Concentrated Arrow: Expend 25 energy to fire a single massive arrow/bolt that deals very high damage to a single target
Level 06 Disruptive Arrows: Your psi bow now deals extra damage to shields and robotic enemies with the extra damage being determined by Willpower
Level 07b Confusing Arrows: Your psi bow now has a chance of confusing your foes as well
Level 08b Second Shot
Psychomancer (Name WIP)
Basic info: A class that makes constructs out of psychic energy as well as blasting them with their psychic powers. Willpower is the most important stat and none of their abilities are dependent on weaponry. Lots of Crowd Control
Level 01 Psi Beam: Expend 15 Energy to blast a single foe with a beam of pure psychic damage
Perks
Level 02 Mind Over Matter: Gain a bonus to resist all status effects based on Willpower
Level 03 Mental Fortress: Gain 10% Psychic damage resistance
Level 04 Psychic Mastery: Reduce the energy cost of all psychic abilities by 5
Level 05 Energy Within: Once per battle you may recover all of your energy
Level 06 Mental Fortress 2: Gain 15% psychic damage reduction
Level 07 Psychic Mastery 2: Reduce the energy cost of all psychic abilities by 10
Level 08 Heroic Reserves
Creationist
Level 02a Summon Minions: You summon 3 minions that attack your foes that have HP equal to your Willpower and they deal damage based on your Willpower. This ability costs 25 energy and the minions last for four turns or until they are slain.
Level 03a Summon Barrier: You summon a barrier made of psychic energy that absorbs all damage from all enemy attacks until it is destroyed or four turns have passed. This ability costs 30 energy and has hp equal to 2.5x your Willpower.
Level 04a Summon Tentacles: You cover the field in tentacles made of psychic energy that attack, grapple and crush your foes. The tentacles can't be attacked but once someone breaks free from their grapple they are destroyed. Their is one tentacle for each enemy, their damage and accuracy is based off of your Willpower and once they hit their target they then make a grapple check. Should they succeed on grappling their foe they just automatically hit until the target breaks free or their timer runs out. They last for four turns. This ability costs 30 energy.
Level 05a Summon Guardian: You summon a large hulking giant suit of armour that blocks attacks for you and attacks your foes. The guardians stats are based off of Willpower and he lasts for four turns. This ability costs 35 energy.
Level 06a Summoning Potency: Your Summons now last 20% longer as well as being able to deal and take 20% more damage.
Level 07a Wild Summon: For 85 energy you will summon a random number of the summons you know with Willpower influencing the odds of the number of summons that you summon.
Level 08a Second Attack:
Blaster
Level 02b Lightning Storm: Blast all enemies in front of you with electricity for 20 energy with damage based on Willpower.
Level 03b Flame Blast: Blast all enemies in front of you with fire for 30 energy with a chance to apply a burning DoT and damage is based on Willpower.
Level 04b Psychic Storm: You create a raging storm of pure psychic energy that lasts for 3 rounds and deals damage based on Willpower. This ability costs 40 energy.
Level 05b Multi Blast: You can now fire up to X number of psi beams where X is equal to half your Willpower round down. You can choose to focus fire on a single target to hit them Y amount of times where Y is equal to one fifth of your Willpower or have it start at the top of the enemy list and work its way down and starting again until it runs out of psi beams.
Level 06b Blasting Potency: Your Blaster abilities now do 20% more damage
Level 07b Hyper Beam: You unleash a massive beam of psychic energy onto a single target that deals very high energy damage. Costs 45 energy
Level 08b Second Shot
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