Post by Stix on Jul 26, 2008 22:03:20 GMT -5
Ability Requirements: Constitution 11, Intelligence 12, Wisdom 15
Prime Requisite: Constitution, Wisdom
Hit Die: d6
Weapon: Hand Axe, Short Bow, Club, War Club, Hand Crossbow, Light Crossbow, Dagger, Dart, Javelin, Knife, Quarterstaff, Scourge, Sickle, Sling, Spear, Short sword
Armor: Any (but only Padded, Leather, Studded Leather, and Hide may be worn without penalizing psionic powers)
Psionics: The psionicist may make use of any power to which he has access, provided he can pay its cost in PSPs.
Guarded mind: The psionicist gains a +2 bonus to all saving throws against spells from the enchantment/charm school.
Followers: The PC at 9th level gains followers as described in the Psionics Handbook.
A psionicist may use Character Points to buy the following abilities at character creation:
Combat bonus (10): The psionicist uses the priest THAC0 chart.
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 at 10th level and beyond.
PSP bonus (10/15): For 10 CPs, the psionicist receives 5 extra PSPs at 1st level, and an additional 3 PSPs every subsequent level. For 15 CPs, the values are increased to 10 PSPs at 1st level and 5 every level.
Psychic adept (10): The psionicist receives extra powers at every level. The two disciplines the psionicist chooses at first level count as primary disciplines.
A psionicist may buy the following abilities at any level:
Detect psionics (5): The character can detect psionics in use and/or creatures actively using psionic abilities within 90’ and in line-of-sight when the character spends a full round concentrating.
Decreased PSP costs (10): The psionicist’s mind is very efficient, allowing the PC to use PSPs more economically. The cost to use or maintain all psionic powers in the PC’s primary discipline(s) is decreased by one (minimum 1 PSP).
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. Penalties from wearing metal armor are reduced by one.
Range boost (10): The ranges of all powers within the psionicists primary discipline(s) increase by 25%. All powers with ranges of 0, self, or touch remain unaffected by this ability.
Unarmed combat specialization (10): The psionicist is a specialist in martial arts. At 5th level and every 4 levels after, he receives a proficiency slot to devote to an advanced martial arts style, maneuver, or weapon style.
Warrior ability bonuses (10): Psionicists with this option use the warrior Strength and Constitution bonuses for exceptional scores.
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 non-lethal combat. The character-point cost for gaining proficiency and specialization in the weapon must be met when the character chooses weapon proficiencies.
Psionicists may also select any of the following limitations:
Armor restriction (3/5): For 3 points, the psionicist may only wear padded, leather, studded leather, or hide armor. For 5 points, the psionicist may not wear armor.
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
Weapon restriction (5/10): For 5 points, the psionicist may never have proficiency in any weapon. For 10 points, the psionicist is not allowed to attempt to wield a weapon at all and may never try to injure another creature with a weapon.
Prime Requisite: Constitution, Wisdom
Hit Die: d6
Weapon: Hand Axe, Short Bow, Club, War Club, Hand Crossbow, Light Crossbow, Dagger, Dart, Javelin, Knife, Quarterstaff, Scourge, Sickle, Sling, Spear, Short sword
Armor: Any (but only Padded, Leather, Studded Leather, and Hide may be worn without penalizing psionic powers)
Level | XP Required | Hit Dice |
1 | 0 | 1 |
2 | 2,200 | 2 |
3 | 4,400 | 3 |
4 | 8,800 | 4 |
5 | 16,500 | 5 |
6 | 30,000 | 6 |
7 | 55,000 | 7 |
8 | 100,000 | 8 |
9 | 200,000 | 9 |
10 | 400,000 | 9+2 |
11 | 600,000 | 9+4 |
12 | 800,000 | 9+6 |
13 | 1,000,000 | 9+8 |
14 | 1,200,000 | 9+10 |
15 | 1,500,000 | 9+12 |
16 | 1,800,000 | 9+14 |
17 | 2,100,000 | 9+16 |
18 | 2,400,000 | 9+18 |
19 | 2,700,000 | 9+20 |
20 | 3,000,000 | 9+22 |
Psionics: The psionicist may make use of any power to which he has access, provided he can pay its cost in PSPs.
Guarded mind: The psionicist gains a +2 bonus to all saving throws against spells from the enchantment/charm school.
Followers: The PC at 9th level gains followers as described in the Psionics Handbook.
A psionicist may use Character Points to buy the following abilities at character creation:
Combat bonus (10): The psionicist uses the priest THAC0 chart.
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 at 10th level and beyond.
PSP bonus (10/15): For 10 CPs, the psionicist receives 5 extra PSPs at 1st level, and an additional 3 PSPs every subsequent level. For 15 CPs, the values are increased to 10 PSPs at 1st level and 5 every level.
Psychic adept (10): The psionicist receives extra powers at every level. The two disciplines the psionicist chooses at first level count as primary disciplines.
A psionicist may buy the following abilities at any level:
Detect psionics (5): The character can detect psionics in use and/or creatures actively using psionic abilities within 90’ and in line-of-sight when the character spends a full round concentrating.
Decreased PSP costs (10): The psionicist’s mind is very efficient, allowing the PC to use PSPs more economically. The cost to use or maintain all psionic powers in the PC’s primary discipline(s) is decreased by one (minimum 1 PSP).
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. Penalties from wearing metal armor are reduced by one.
Range boost (10): The ranges of all powers within the psionicists primary discipline(s) increase by 25%. All powers with ranges of 0, self, or touch remain unaffected by this ability.
Unarmed combat specialization (10): The psionicist is a specialist in martial arts. At 5th level and every 4 levels after, he receives a proficiency slot to devote to an advanced martial arts style, maneuver, or weapon style.
Warrior ability bonuses (10): Psionicists with this option use the warrior Strength and Constitution bonuses for exceptional scores.
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 non-lethal combat. The character-point cost for gaining proficiency and specialization in the weapon must be met when the character chooses weapon proficiencies.
Psionicists may also select any of the following limitations:
Armor restriction (3/5): For 3 points, the psionicist may only wear padded, leather, studded leather, or hide armor. For 5 points, the psionicist may not wear armor.
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
- potions, oils, and scrolls
- rods, staves, wands, and miscellaneous magical items
- weapons
- armor
Weapon restriction (5/10): For 5 points, the psionicist may never have proficiency in any weapon. For 10 points, the psionicist is not allowed to attempt to wield a weapon at all and may never try to injure another creature with a weapon.