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    Skills & Powers Psionicist

    This article originally appeared as part of the Sage Advice column in Dragon Magazine

    #231, by Skip Williams.

    Here's an unofficial method for building psionicists with character points, largely

    based on some excellent suggestions from reader Emery Wilson:

    A psionicist receives 35 character points to spend on class abilities. Abilities cost 5-15

    points. Any unspent points can be saved to buy proficiencies or saved for use in the

    game.

    All psionicists use the saving throw and MTHAC0 tables on page 149 of the Skills &

    Powers book.

    Psionicists use the THAC0 table on page 149 of the Skills & Powers book unless they

    purchase better combat abilities during character creation.

    All psionicists use the experience level table on page 154 of the Skills & Powers book.Psionicists use the Psionic Progression table on page 154 Skills & Powers book unless

    they purchase better psychic abilities during character creation.

    Psionicist roll six-sided dice to determine hit points unless they purchase larger hit

    dice.

    Unless stated otherwise, a character can take each ability only once and only when

    the character is first created.

    Armor Use (5/10): The psionicist can employ small shields and padded, leather,

    studded leather, or hide armor. As a 10-point ability the psionicist can use small or

    medium shields, any of the armor types listed above, plus brigandine, chain mail, ringmail, scale mail, or metal lamellar armor. If the psionicist does not take this ability, he

    can wear no armor and cannot employ shields.

    Attack Mode of Choice (10): The psionicist develops extra skill in using one

    particular psionic attack mode and gains a +1 bonus to mental attack rolls when using

    that attack mode. This ability is useless without the contact ability.

    Combat Bonus (10): The psionicist uses the priest THAC0 chart.

    Contact (5/10): The psionicist receives the contact proficiency and gains attack modes

    as shown on the Psionic Progression table in the Skills & Powers book. As a 10-point

    ability, the psionicist receives extra attack modes as though he were two levels higherthan his actual level. For example, a 1st-level psionicist would receives two attack

    modes. The character can never have more than five attack modes. If the psionicist does

    not take this power, he can purchase the contact proficiency any time he has five

    character points available.

    Followers (5/10): The psionicist become a contemplative master at 9th level. A 1st-

    level psionicist arrives each month to study with the master. Students serve without

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    pay if they receive at least 10 hours of training each week (they leave to seek new

    masters if they do not receive sufficient training). The maximum number of students the

    master attracts is equal to one half the masters Charisma score, rounded down. If the

    master builds a sanctuary, he can attract a number of students equal to his Charisma

    score. As a 10-point ability, the psionicist becomes a renowned teacher and can attract

    students at any level, subject to the limits noted above. If the psionicist does not choose

    this ability, he never attracts followers, but can hire servants and henchmen for pay just

    as any other character can.

    Guarded Mind (5/10): The psionicist can block or resist attempts to usurp his will

    and gains a +1 bonus to all saving throws against spells from the enchantment/charm

    school. As a 10-point ability, the psionicist gains a +2 bonus to all saving throws against

    spells from the enchantment/charm school.

    Hit Point Bonus (10): Psionicists with this ability roll eight-sided dice for hit points

    rather than six-sided dice. The psionicist still gains only two extra hit points per level at10th level and beyond.

    Mental Defense (5/10): The psionicist can close his mind to psychic contact and gains

    defense modes as shown on the Psionic progression table in the Skills & Powers book.

    As a 10-point ability, the psionicist receives extra defense modes as though he was two

    levels higher than his actual level. For example, a 1st-level psionicist receives two

    defense modes. The character can never have more than five defense modes. If the

    psionicist does not take this power, he has an open mind, just as if he were a non-

    psionic character. If the psionicist does not choose this ability at the beginning of play,

    he can purchase the five-point version whenever he has five character points to spend.The 10-point version is available only at the beginning of play. The character gains the

    mental armor proficiency for free with the purchase of this ability.

    Penetrating Mind (10): The psionicist can penetrate physical barriers with his mind

    more readily than other psionicists can. It takes two inches of lead or iron, four inches of

    obsidian, or two feet of rock to block the psionicists clairsentient and telepathic powers.

    Note that most psionic powers require line of sight; this ability does not negate a

    blocked line of sight (see Skills & Powers, page 150). This ability has no effect on psionic

    combat and does not allow the psionicist to ignore magical or psychic barriers that

    block psionic powers. PSP bonus (10): The psionicist has a potent mind and rolls eight-sided dice for

    psionic strength points instead of six-sided dice. The psionicist still gains only three

    extra PSPs plus his Wisdom bonus per level at 10th level and beyond.

    Psychic Adept (10): The psionicist receives extra powers according to the table below

    instead of the Psionic Progression table in the Skills & Powers book. The two disciplines

    the psionicist chooses at first level count as primary disciplines (see Skills & Powers,

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    page 154).

    Psychic Adept Power Progression

    Exp. Total Total To

    Level Disciplines Sciences Devotions

    1224

    2326

    3338

    4331

    5341

    6441

    7451

    8451

    9461

    10561

    11571

    12571

    13581

    14582

    15592

    16592

    175102

    185102

    195112

    205112

    Range Boost (5/10): The ranges of all powers within the psionicists primary

    discipline increase by 25%. If the psionicist is a psychic adept, he has two primary

    disciplines. At base cost (5), the ranges of only one disciplines powers increase. For a

    cost of 10 character points, the ranges of powers for both disciplines increase. All

    powers with ranges of 0, self, or touch remain unaffected by this ability.

    Warrior Hit Point Bonus (5): The psionicist gains bonus hit points from a high

    Constitution score as if he were a warrior.

    Weapon Specialization (15): The psionicist can specialize in the use of a particular

    weapon. This ability is useless unless the character also chooses the weapon use ability

    (below), even if the psionicist specializes in a martial art or nonlethal combat. The

    character-point cost for gaining proficiency and specialization in the weapon must be

    met when the character chooses weapon proficiencies.

    Weapon Use (5/10): The psionicist can employ the following small weapons: hand

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    crossbow, dagger, dart, dirk, knife, scourge, sickle, and short sword. As a 10-point

    ability the psionicist can use any of the weapons above, plus the following slightly

    larger weapons: short bow, club, light crossbow, hand/throwing axe, javelin,

    quarterstaff, sling, spear, and war club. If the psionicist does not take this ability, he can

    employ no weapons at all, relying instead on his mental powers in combat.

    Psionics and subabilities: If the rules for subabilities are in play, then

    Constitution/Fitness, Intelligence/Reason, and Wisdom/Intuition determine a

    psionicists PSP total. Wild talent checks use the same set of scores.

    Wisdom/Willpower determines a characters base MAC, and Intelligence/ Reason

    determines a characters MAC modifier.

    Buying Wild Talents: A character can purchase a wild talent as a trait for 9 character

    points. The character need not make a wild talent check, but must roll randomly to

    determine what the wild talent is (see Skills & Powers, page 156). Note that a character

    could make a normal wild talent check and use a character point to reroll if the checkfails.

    Weapon Proficiencies: Once the psionicist has purchased class abilities he receives 6

    character points for weapon proficiencies. The psionicist can spend these points as

    designated in Table 1.

    Nonweapon proficiencies: Once the psionicist has purchased class abilities and

    weapon proficiencies he receives 6 character points for nonweapon proficiencies. The

    psionicist can choose proficiencies from the general and psionicist groups. Refer to the

    Skills & Powers book, Chapter 6, and to the table below.

    Additional psionicist nonweapon proficiencies

    Proficiency Cost* Initial Rating Relevant Ability

    Contact** 5 N/A Wisdom/Intuition

    Mental Armor** 3 N/A Wisdom/Willpower

    Psioni

    Gem Cutting 3 6 Dexterity/Aim

    Harness Subconscious** 6 7 Wisdom/Willpower

    Meditative Focus** 5 8 Wisdom/Intuition

    Musical Instrument 2 7 Charisma/LeadershipReading/Writing 2 8 Intelligence/Knowle d g e

    Rejuvenation** 3 6 Wisdom/Willpower

    * Cost in character points

    ** Proficiency described in Chapter 9 of the Skills & Powers book.

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