Psionicist 2
Class Group | Psionicist |
---|---|
Ability Score Requirements | Constitution 11 Intelligence 12 Wisdom 15 |
Prime Requisite | Constitution, Wisdom |
Allowed Races | |
Alignments Allowed | Any non-chaotic |
Level | XP Needed | Hit Dice (d6) | Total Disciplines | Total Sciences | Total Devotions | Def Modes | THAC0/BAB |
---|---|---|---|---|---|---|---|
1 | 0 | 1 | 1 | 1 | 3 | 1 | 20/+0 |
2 | 2,200 | 2 | 2 | 1 | 5 | 1 | 20/+0 |
3 | 4,400 | 3 | 2 | 2 | 7 | 2 | 19/+1 |
4 | 8,800 | 4 | 2 | 2 | 9 | 2 | 19/+1 |
5 | 16,500 | 5 | 2 | 3 | 10 | 3 | 18/+2 |
6 | 30,000 | 6 | 3 | 3 | 11 | 3 | 18/+2 |
7 | 55,000 | 7 | 3 | 4 | 12 | 4 | 17/+3 |
8 | 100,000 | 8 | 3 | 4 | 13 | 4 | 17/+3 |
9 | 200,000 | 9 | 3 | 5 | 14 | 5 | 16/+4 |
10 | 400,000 | 9+2 | 4 | 5 | 15 | 5 | 16/+4 |
11 | 600,000 | 9+4 | 4 | 6 | 16 | 5 | 15/+5 |
12 | 800,000 | 9+6 | 4 | 6 | 17 | 5 | 15/+5 |
13 | 1,000,000 | 9+8 | 4 | 7 | 18 | 5 | 14/+6 |
14 | 1,200,000 | 9+10 | 5 | 7 | 19 | 5 | 14/+6 |
15 | 1,500,000 | 9+12 | 5 | 8 | 20 | 5 | 13/+7 |
16 | 1,800,000 | 9+14 | 5 | 8 | 21 | 5 | 13/+7 |
17 | 2,100,000 | 9+16 | 5 | 9 | 22 | 5 | 12/+8 |
18 | 2,400,000 | 9+18 | 6 | 9 | 23 | 5 | 12/+8 |
19 | 2,700,000 | 9+20 | 6 | 10 | 24 | 5 | 11/+9 |
20 | 3,000,000 | 9+22 | 6 | 10 | 25 | 5 | 11/+9 |
Class Features
Hit Points
Hit Dice (Levels 1-9): 1d6 + HP Adjustment per levelHit Dice (Levels 10+): +2 HP per level
Starting Equipment
Start with a spellbook and 3d4 x 10 gp to purchase starting equipment with. Can keep left over money.Using the Alternate Starting Wealth house rule, the psion can instead begin play with 75 gp or the following pre-selected equipment:
Combat Proficiency
- Allowed Armor: Can use any armor, but heavier armor has increasing penalties. Small shield.
- Wearing helmets blocks the Psion using their powers entirely. The exception is certain psionic or magical helmets.
- Allowed Weapons: Short bow, throwing axe, hand crossbow, horseman's mace, light crossbow, horseman's pick, dagger, scimitar, dirk, spear, knife, short sword, club, war hammer, hand axe.
Proficiencies
Non-Weapon Proficiencies
- Starts with 3 Non-Weapon Proficiencies
- Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
- Can chose a Non-Weapon Proficiency at normal cost in the General and Psionicist categories
- Can choose a Non-Weapon Proficiency at +1 cost from any other category.
Weapon Proficiencies
- Starts at Level 1 with 2 Weapon Proficiency Slots
- -4 Penalty to hit with weapons without proficiency
- Gains a Weapon Proficiency Slot every multiple of 5 levels (level 5, 10, 15, 20)
Psionic Discipline
Every psionic power belongs to one of the six disciplines: Clairsentience, Psychokinesis, Psychometabolism, Psychoportation, Telepathy, & Metapsionics. Psionic characters begin play with access to only one discipline, which is their primary discipline. Looking at the table at the top of this article will tell you when you unlock additional disciplines. (Levels 2, 6, 10, 14, 18). The first discipline always remains the primary. You only can learn Psionic Powers in a Psionic Discipline you belong. To cast Psionic Powers, you spend PSP.Psionic Powers
List of Psionic Powers here: Psionic PowersAt 1st level, a Psion knows four powers from their primary discipline: one science (major power) and three devotions (minor powers). Players must follow two simple rules when choosing new powers for their characters:
- Within a single discipline, the number of devotions that a character knows must be at least twice the number of sciences.
- A character can never learn as many sciences or devotions in another discipline as they currently know in their primary discipline.
Defense Modes
Psionicists automatically learn defense modes at 1st, 3rd, 5th, 7th, and 9th until they know them all. Defense modes do not count toward the psionicist's maximum number of powers. Nor are they counted when characters determine the relative number of sciences and devotions they can acquire within a given discipline. Psionicists can learn defense modes even if they don't have access to the telepathic discipline. There are the five psionic defense modes:- Mind Blank
- Thought Shield
- Mental Barrier
- Tower of Iron Will
- Intellect Fortress
Using Psionic Powers
Psionic Powers will cost PSP to cast, and not have initiative modifiers. A Psionicist character can initiate only one psionic power per round. There are two key exceptions:- Once a power is initiated, a character can maintain that power for as long as they can continue paying the maintenance cost (this assumes that the power has a maintenance cost; if no such cost is mentioned in the description, the power cannot be maintained beyond its initial duration).
- Psionic defense modes (mind blank, thought shield, mental barrier, intellect fortress, and tower of iron will) do not count against the one-power-per-round limit. A character can always use a defense mode and initiate one other psionic power in the same round.
Psionic Strength Points (PSPs)
To manifest Psionic Powers, you use up PSP.- PSPs cannot be lost because of sleep or unconsciousness; they can only be expended or drained.
Working out Initial PSP value
Follow these steps to calculate a character's total PSPs:- Look up the Psionicist's Base Score by using their Wisdom on the table below.
- Look up Intelligence and Constitution on the table and adjust the scores by their "Ability Modifier's.
- Wisdom Base Score + Intelligence Ability Modifier + Constitution Ability Modifier = Total PSP at level 1.
Wisdom | Base Score | Ability Modifier | Intelligence | Ability Modifier | Constitution | Ability Modifier | ||
---|---|---|---|---|---|---|---|---|
15 | 20 | 0 | 15 | 0 | 15 | 0 | ||
16 | 22 | +1 | 16 | +1 | 16 | +1 | ||
17 | 24 | +2 | 17 | +2 | 17 | +2 | ||
18 | 26 | +3 | 18 | +3 | 18 | +3 |
Leveling up PSP
Each time you level up:- Current PSP + 10 + Wisdom Ability Modifer
Recovering PSP
The rate of PSP return can be found on the table below. The rate within in brackets is if the DM is using optional "faster" PSP recovery instead of the default.Physical Activity | PSPs Recovered |
---|---|
Hard exertion1 | none |
Walking, riding | 3/hour (1 every 2 turns) |
Sitting, resting, reading | 6/hour (1/turn) |
Sleeping | 12/hour (2/turn) |
Maintaining Self-Control
Discipline is the foundation of all psionic power. A character whose creed is chaos cannot achieve the level of self-control that psionicists require. A character who becomes chaotic for any reason will quickly lose their psionic powers. Every day a Psionicist's alignment is chaotic, they must make an ability check against one-half of their Wisdom score, rounded down.- Each failure means the Psionicist loses access to one of their disciplines, selected randomly by the Dungeon Master.
Strongholds & Followers
At 9th level a psionicist becomes a "contemplative master". They can build a sanctuary (usually in an isolated place), and use it as their headquarters. They also begin to attract followers. One neophyte psionicist (1st or 2nd level) will arrive each month, coming to study at the feet of the master. These neophytes will arrive regardless of whether or not the master builds a sanctuary. If the master does have a sanctuary, however, they will attract a maximum number of followers equal to their Charisma score. If not, the maximum number is halved (rounded down). These followers want only to learn. They will serve in any capacity the master chooses. In return, the master must spend at least 10 hours per week instructing their followers, or they will leave.Saving Throws
Experience Level | Paralyzation, Poison, or Death Magic | Rod, Staff, or Wand | Petrification or Polymorph1 | Breath Weapon2 | Spell3 |
---|---|---|---|---|---|
1-4 | 13 | 15 | 10 | 16 | 15 |
5-8 | 12 | 13 | 9 | 15 | 14 |
9-12 | 11 | 11 | 8 | 13 | 12 |
13-16 | 10 | 9 | 7 | 12 | 11 |
17-20 | 9 | 7 | 6 | 11 | 9 |
21+ | 8 | 5 | 5 | 9 | 7 |
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
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