Dragonhelm wrote:
Agreed. I love psionics, and I think 3rd edition actually added to psionic flavor. The 3.5 rules finally seem to have merged the best of 2e psionics and 3.0 psionics into a nifty whole. I'd like to find a way to simplify some of that for C&C.
THE PSIONICIST
The psionicist (or psion) is a member of a class devoted to the exercise of innate mental powers. Certain individuals have within them a talent for that sort of thing, and these persons can opt to be psionicists.
Many people assume that psionics is just another type of magic. Magic is the ability to shape, control, harness, and utilize natural forces that infuse the game world and surround the characters. It is based on the principle that, through the use of words, gestures, and catalyzing materials of unique power, these external energies can be controlled. The key element of that statement is external energy.
Magical effects are produced externally by manipulating outside forces. The power does not come from inside the spellcaster but from somewhere else. Psionics is the complete opposite of this. The psionicist shapes, controls, harnesses, and utilizes natural forces that infuse his own being. His effort is focused inward rather than outward. He must be completely in touch with and aware of even the tiniest workings of his body and mind. This type of knowledge comes from long and intense meditation coupled with physical extremes. The psionicist finds enlightenment in both complete exhaustion and complete relaxation, in both pain and pleasure. The mind and body are only parts of a much greater unity. Indeed, discussing one without the other, as so many people do, seems nonsensical to a psionicist; they cannot be separated. The body produces energy and vitality; the mind gives it shape and reality. Neither does the psionicist study or pray for his powers. He carries them with him wherever he goes. As long as his mind and body are rested his psionic strength-his powers are available to him.
More than a character of any other class, the psionicist is self-contained. Unlike the fighter and thief, he needs no weapons or tools to practice his art. Unlike the cleric, he needs no deity. Unlike the magic-user, he relies on no outside energies. His power comes from within, and he alone gives it shape. The psionicist strives to unite every aspect of his self into a single, powerful whole. He looks inward to the essence of his own being, and gains control of his subconscious. Through extraordinary discipline, contemplation, and self -awareness, he unlocks the full potential of his mind.
Psionicist
Level Progression: As per the Cleric class
BtH Progression: As per the Rogue class
Prime Requisite: Charisma
Hit Die: d6
Alignment: Any non-chaotic
Races: Dwarf, elf, gnome, half-elf, half-orc, halfling, human
Weapons: Broadsword, club, dagger, dart, throwing hammer, longsword, quarterstaff, scimitar, short sword and spear
Armor: None*
Abilities: Attack and defense modes, psionic powers
*a psionicist may not use psionic powers, attack modes or defense modes in armor.
Attack and Defense Modes: All psionicists, as they progress in their training, master offensive and defensive modes of mental combat. All of these modes, except for psionic blast, may only be employed against psionicists or psionically active creatures.
These attack and defense modes make use of power points and require varied levels of expertise, just like psionic powers (see below). They differ from powers in that attack and defense modes do not count against the psionicists limit of known powers. All psionicists of sufficient level have access to the modes listed below.
Attack modes may be used once per round, using the listed power points with each use. Defensive modes take one round to activate, requiring the expenditure of listed number of power point. Once activated, a psionicist only need expend 1 additional power point each round to maintain that defense and is free to take other actions when doing so (maintaining defense modes does not require concentration on the psionicists part).
Attack Modes/Required Level/Power Points/Range, Area of Effect
Mind Thrust / 1 / 1 / 30 range, 1 creature
Ego Whip / 4 / 2 / 30 range, 1 creature
ID insinuation / 4 / 2 / 30 range, 10 radius
Psionic Blast / 6 / 3 / 30 cone
Psychic Crush / 10 / 5 / 30 range, 1 creature
Mind Thrust: Mind Thrust is a stabbing attack that seeks to short the synapses of the defender. It deals 1d8 points of damage to a psionically active creature. The defender may make a Wisdom save to negate this damage.
Ego Whip: Ego Whip attacks the ego, either by feelings of inferiority and worthlessness or by superiority and megalomania. The attack affects but a single psionically active creature, dealing 1-2 point of Charisma damage and stunning the foe for 1d4 rounds. The defender may make a Charisma save for no damage. Those making their save are not stunned.
Id Insinuation: Id Insinuation seeks to loose the uncontrolled subconscious mind of the defender, pitting it against the super-ego. The attack affects all psionically active creatures in 10 radius, acting as a confusion spell for such targets. A successful Wisdom save negates the confusion effect.
Psionic Blast: Psionic Blast is a wave of brain force, in effect much like "stunning news" to the mind. It is the only psionic attack mode that can affect non-psionic creatures, stunning all creatures in 30 cone for 1 round. A Wisdom save negates this effect.
Psychic Crush: Psychic Crush is a massive assault upon all neurons in the brain of a psionically active creature, attempting to destroy all by a massive overload of signals. The target must make a Wisdom save or collapse, unconscious and dying, at -1 hit points. If the target succeeds on its save, it takes 3d6 points of damage.
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Defense Modes /Required Level/Power Points/Range, Area of Effect
Thought Shield / 4 / 2 / Personal
Mental Barrier / 6 / 3 / Personal
Intellect Fortress / 8 / 4 / Personal, 10 x 10 cylinder
Tower of Iron Will / 10 / 5 / Personal, 10 radius sphere
Mind Blank/ 14 / 7 / Personal
Thought Shield: Thought Shield cloaks the mind so as to hide first one part, then another. It grants the psionicist Psionic Resistance of +10.
Mental Barrier: Mental Barrier is a carefully built thought repetition wall that exposes only that small area of the psionicists mind. This power grants the psionicist a +4 bonus to their saves and armor class versus psionic attacks.
Intellect Fortress: Intellect Fortress is a defense that calls forth the powers of the ego and super-ego to stop attacks within 10 of the psionicist. All damage dealt by psionic powers and attack modes, including ability damage, is halved for those within the fortress.
Tower of Iron Will: Tower of Iron Will relies only upon the super-ego to build an unassailable haven for the brain. It effects all within 10 of the psionicist, granting Psionic Resistance of +15 to all creatures within 10.
Mind Blank: Mind Blank attempts to hide the mind from attack, making its parts unidentifiable. This power works exactly as the spell mind blank except that it defends against psionic devices and powers that detect, influence, or read emotions or thoughts for 24 hours.
Psionic Powers: Psions use powers selected from the Psionicist Powers table below. Unlike spellcasters, psionicists can use any power he knows without preparing it ahead of time. Additionally, instead of having a set number of powers of various power levels that they may use each day, a psionicist expends power points in order to use their powers.
To use a power, a psionicist must have a minimum charisma of 9. Their maximum power level is equal to one half of their charisma, rounding fractions up, as shown on the following table. A psionicists power point allotment and maximum power level are given on the table.
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Psionic Power Usage Per Day
Psionicist level/Power Points/Maximum Power Level/Required Charisma
1 / 5 / 1 / 9
2 / 7 / 1 / 9
3 / 9 / 1 / 9
4 / 13 / 2 / 9
5 / 17 / 2 / 9
6 / 25 / 3 / 9
7 / 33 / 3 / 9
8 / 45 / 4 / 9
9 / 57 / 4 / 9
10 / 72 / 5 / 9
11 / 87 / 5 / 9
12 / 104 / 6 / 11
13 / 121 / 6 / 11
14 / 140 / 7 / 13
15 / 159 / 7 / 13
16 / 182 / 8 / 15
17 / 205 / 8 / 15
18 / 230 / 9 / 17
19 / 255 / 9 / 17
20 / 280 / 9 / 17
A power requires the expenditure of a number of points equal to its power level. 0-level powers require the psionicist to expend of a power point per usage.
An 8th level power would require 8 power points in order to function while a 4th level power would require the expenditure of 4 power points.
He can use any power he knows at any time, assuming he has enough power points available for a power of that particular level. He does not have to decide ahead of time which powers hell use.
A psionicist of 9th level with 54 power points, for example, may use up to 4th level powers. If he so chose he could use 13-4th level abilities (costing 52 points) and use the 2 remaining points as he saw fit, could use 54-1st level abilities, could use 18-3rd level powers, etc.
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Bonus Power Points: In addition to the level-based power points a psionicist gains, he receives bonus power points each day if his charisma is 13 or higher. The following table shows the bonus points gained for having an exceptional charisma:
Psionicists Level /Charisma Score
13-15 / 16-17 / 18 / 19 / 20 / 21 / 22 / 23 / 24 / 25
1 1 / 1 / 1 / 1 / 1 / 2 / 2 / 2 / 2 / 3
2 1 / 1 / 1 / 1 / 1 / 2 / 2 / 2 / 2 / 3
3 1 / 1 / 1 / 1 / 1 / 2 / 2 / 2 / 2 / 3
4 1 / 3 / 3 / 3 / 3 / 4 / 6 / 6 / 6 / 9
5 1 / 3 / 3 / 3 / 3 / 4 / 6 / 6 / 6 / 9
6 1 / 3 / 6 / 6 / 6 / 7 / 9 / 12 / 12 / 18
7 1 / 3 / 6 / 6 / 6 / 7 / 9 / 12 / 12 / 18
8 1 / 3 / 6 / 10 / 10 / 11 / 13 / 16 / 20 / 30
9 1 / 3 / 6 / 10 / 10 / 11 / 13 / 16 / 20 / 30
10 1 / 3 / 6 / 10 / 15 / 16 / 18 / 21 / 25 / 40
11 1 / 3 / 6 / 10 / 15 / 16 / 18 / 21 / 25 / 40
12 1 / 3 / 6 / 10 / 15 / 22 / 24 / 27 / 31 / 46
13 1 / 3 / 6 / 10 / 15 / 22 / 24 / 27 / 31 / 46
14 1 / 3 / 6 / 10 / 15 / 22 / 31 / 34 / 38 / 53
15 1 / 3 / 6 / 10 / 15 / 22 / 31 / 34 / 38 / 53
16 1 / 3 / 6 / 10 / 15 / 22 / 31 / 42 / 46 / 61
17 1 / 3 / 6 / 10 / 15 / 22 / 31 / 42 / 46 / 61
18 1 / 3 / 6 / 10 / 15 / 22 / 31 / 42 / 55 / 70
19 1 / 3 / 6 / 10 / 15 / 22 / 31 / 42 / 55 / 70
20 1 / 3 / 6 / 10 / 15 / 22 / 31 / 42 / 55 / 70
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Known Powers: A psionicists selection of powers is extremely limited. A psionicist begins play knowing four 0-level powers and two 1st-level powers of their choice. At each new psionicist level, he gains one or more new powers, as indicated on the Psionics Powers Known table. The number of powers known is not affected by his charisma score.
Powers Known
Psionics / Powers Known
level / 0 / 1st / 2nd / 3rd / 4th / 5th / 6th / 7th / 8th / 9th
1 / 4 / 2
2 / 5 / 2
3 / 5 / 3
4 / 6 / 3 / 1
5 / 6 / 4 / 2
6 / 7 / 4 / 2 / 1
7 / 7 / 5 / 3 / 2
8 / 8 / 5 / 3 / 2 / 1
9 / 8 / 5 / 4 / 3 / 2
10 / 9 / 5 / 4 / 3 / 2 / 1
11 / 9 / 5 / 5 / 4 / 3 / 2
12 / 9 / 5 / 5 / 4 / 3 / 2 / 1
13 / 9 / 5 / 5 / 4 / 4 / 3 / 2
14 / 9 / 5 / 5 / 4 / 4 / 3 / 2 / 1
15 / 9 / 5 / 5 / 4 / 4 / 4 / 3 / 2
16 / 9 / 5 / 5 / 4 / 4 / 4 / 3 / 2 / 1
17 / 9 / 5 / 5 / 4 / 4 / 4 / 3 / 3 / 2
18 / 9 / 5 / 5 / 4 / 4 / 4 / 3 / 3 / 2 / 1
19 / 9 / 5 / 5 / 4 / 4 / 4 / 3 / 3 / 3 / 2
20 / 9 / 5 / 5 / 4 / 4 / 4 / 3 / 3 / 3 / 3
Upon reaching 4th level, and at every even-numbered psionicist level after that (6th, 8th, and so on), a psionicist can choose to learn a new power in place of one he already knows. In effect, the psionicist loses the old power in exchange for the new one. The new powers level must be the same as that of the power being exchanged, and it must be at least two levels lower than the highest-level psionicist power known. A psionicist may swap only a single power at any given level, and must choose whether or not to swap the power at the same time that he gains new powers known for the level.
Recovery of Power Points: Psionic strength points expended in any way can be restored by resting for a period of 8 hours each day. The character need not sleep for the entirety of that time, but must refrain from movement, combat, power use or any other fairly demanding physical or mental task during the rest period.
If the character's rest is interrupted, each interruption adds one hour to the total amount of time the character has to rest, in order to clear his mind.
If the character does not need to sleep for some reason, the character still must have eight hours of restful calm each day before preparing recovering power points.
Followers for High-Level Psionicists: Upon reaching 10th level, the Psionicist attains the title of Master, and can found a school if he desires. He will have to outfit a lab and assemble a library. Costs for this are similar to those for outfitting a resident alchemist or sage.
The school will attract 2-5 students (1st level psionicists), who conform to the category of followers generally, and can advance in levels. They will not pay for their tuition, but the Master could always take students for pay, of course. However, having more than 5 students at one time (whether they are followers or customers) will cut significantly into the Masters adventuring/research time.
Starting Funds: Psionicists begin play with 6-36 gold pieces (6d6) with which to purchase their initial equipment.
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Psionic Powers
For a list of powers see the Unearthed Arcana pdf on my website.
I'll add them later BUT am going out for a bit.
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.