Difference between revisions of "Class: Psionicist"

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Revision as of 02:35, 4 February 2010

The Psionicist
  ----------------- Powers Known -----------------
Level BAB Fort Ref Will Special PPs Disciplines Devotions Sciences Arts
1 +0 +0 +0 +2 Psionic Focus 3 1 2 --- ---
2 +1 +0 +0 +3   6 1 3 --- ---
3 +1 +1 +1 +3   9 1 4 0 ---
4 +2 +1 +1 +4   12 2 6 1 ---
5 +2 +1 +1 +4   15 2 7 1 ---
6 +3 +2 +2 +5   18 2 8 2 ---
7 +3 +2 +2 +5   21 2 10 2 ---
8 +4 +2 +2 +6   24 3 11 3 ---
9 +4 +3 +3 +6   27 3 12 3 ---
10 +5 +3 +3 +7 Psionicist Talent 30 3 14 4 0
11 +5 +3 +3 +7   33 3 15 4 0
12 +6/+1 +4 +4 +8 Psionicist Talent 36 4 16 5 0
13 +6/+1 +4 +4 +8   39 4 18 5 1
14 +7/+2 +4 +4 +9 Psionicist Talent 42 4 19 6 1
15 +7/+2 +5 +5 +9   45 4 20 6 1
16 +8/+3 +5 +5 +10 Psionicist Talent 48 5 22 7 2
17 +8/+3 +5 +5 +10   51 5 23 7 2
18 +9/+4 +6 +6 +11 Psionicist Talent 54 5 24 8 2
19 +9/+4 +6 +6 +11   57 5 26 8 2
20 +10/+5 +6 +6 +12 Psionicist Talent 60 6 27 9 3

 

Psionicist

River, iconic psionicist
"I can kill you with my brain."

Psionics is an unusual force, perhaps the least-understood - by common folk, at least - of the Trinity of Reality. Magic is flashy and requires awkward incantations; technology is always accompanied by gadgets and gleaming metal. But psionics? Psionics has none of these. There is no outward sign of a psionicist; when she causes an object to lift into the air of its own accord, when she reads the thoughts of those nearby, when she conjures items out of nothingness... there is no sign.

Of course, there is a rationale behind all of these things. The physical laws of the universe are not without their holes: to move an object, force must be applied, but there is no requirement that it be a physical force. The way of the psionicist is an adventure into the realm of physics and cognitive science, learning how the normal functioning of the mind can be twisted, bent, and channeled into doing things that should seem impossible.

Adventures: Coming soon...

Characteristics: Coming soon...

Alignment: Coming soon...

Religion: Coming soon...

Background: Coming soon...

Races: Coming soon...

Other Classes: Coming soon...

Game Rule Information

Psionicists have the following game statistics.

Force Alignment: Psionics.

Force Resistances: SR 5 + level, TR 5 + level.

Abilities: The primary ability score for a psionicist is dependent upon their psionic focus ability; this will be one of the following - Constitution, Intelligence, Wisdom, Charisma, or Perception.

Hit Die: d4.

Class Skills: The Psionicist's class skills (and the key ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Investigate (Int), Knowledge (Epistemology) (Edu), Knowledge (Psionics) (Edu), Knowledge (Psychology) (Edu), Psicraft (Int), Research (Edu), and Search (Per).

Skill Points at First Level: (4 + Intelligence modifier) × 4.

Skill Points at Each Level: 4 + Intelligence modifier.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the psionicist.

Weapons and Armor Proficiency: Psionicists are proficient with simple weapons and light armor, but not shields.

Psionic Focus: At first level, a psionicist chooses a specific psionic discipline (the one which she has access to at first level). This selection impacts her progression in this class, and also grants her additional benefits related to that discipline.

The metapsionic cap for any psionic power that is not within your chosen psionic discipline is one-half your manifester level, while the metapsionic cap for psionic powers within your discipline is equal to your manifester level.

Psychoportation

  • Manifesting Ability: Dexterity.
  • Bonus Class Skills: Balance (Dex), Tumble (Dex).
  • Psionic Focus (Ps): Whenever you move, you may opt to ignore up to one square's worth of difficult or impassible terrain.

Psychometabolism

  • Manifesting Ability: Constitution.
  • Bonus Class Skills: Autohypnosis (Con), Vitality (Con).
  • Psionic Focus (Ps): You require half as much nutrition and sleep as a normal member of your race.

Psychokinesis

  • Manifesting Ability: Intelligence.
  • Bonus Class Skills: Balance (Dex), Sleight of Hand (Dex).
  • Psionic Focus (Ps): You can levitate small objects as a standard action. This ability functions as per mage hand.

Telepathy

  • Manifesting Ability: Wisdom.
  • Bonus Class Skills: Manipulate (Cha), Sense Motive (Wis).
  • Psionic Focus (Ps): You gain telepathy, with a range of Close (25 feet + 5 feet/2 manifester levels). You can activate and deactivate this ability as a standard action.

Metacreativity

  • Manifesting Ability: Charisma.
  • Bonus Class Skills: Disguise (Cha), Perform (Cha).
  • Psionic Focus (Ps):

Clairsentience

  • Manifesting Ability: Perception.
  • Bonus Class Skills: Analysis (Int), Initiative (Dex).
  • Psionic Focus (Ps): You gain perfect recall, granting you photographic memory and the ability to perfectly recall anything you have heard or seen. Any Listen, Search, or Spot checks you make via this ability suffer a -4 penalty.
Bonus Powers
Mod Dev Sci Art
+0 --- --- ---
+1 0 --- ---
+2 1 --- ---
+3 1 0 ---
+4 2 1 ---
+5 2 1 0
+6 3 1 1
+7 3 1 1
+8 4 2 1
+9 4 2 1
+10 5 2 1
+11 5 2 1
+12 6 3 2
...and so on...

Powers (Ps): The abilities of psionicists are called simply powers, but they come in three grades.

  • Devotions are simple, specific applications of psionic power.
  • Sciences are more broad and complex, encompassing a few different aspects of the discipline.
  • Arts are the most complicated of psionic powers, enabling the psionicist to unlock the greatest secrets of the discipline.

A psionicist can use any power she knows at will, and can improve her powers by expending power points (see below). Some powers have drawbacks when used, though these can sometimes be overcome by expending power points.

In addition, a psionicist must succeed at an Manifestation check to successfully use a power. She receives a +3 bonus to this check if the power being used is her psionic focus, and receives an additional +1 bonus for each devotion of that discipline she knows, a +2 for each science, and a +3 for each art. If any amount of power points are spent on a power, this check succeeds automatically. The Manifestation DC of a power is based upon its grade: devotions require a 13, sciences a 16, and arts a 19.

A psionicist gains additional powers known based upon her manifesting ability. She gains additional disciplines known based on the table to the right (but also pay attention to the minimum ability score requirements for accessing power grades).

A psionicist must have a manifesting ability score of at least 13 to use devotions, 16 to use sciences, and 19 to use arts.

The saving throw DCs are calculated as: for devotions, 11 + manifesting ability score modifier; for sciences, the base is 14; and for arts, the base is 17.

Note that augmentation effects of psionic powers are independent of each other; that is, if you spend points on reddopsi to increase its duration by 2 rounds and reduce the Manifestation check penalty by 3, you must spend 9 PP (3 for each additional round, 1 for each point of penalty reduction).

Psionicist Talent: At 10th level, and every two levels thereafter, choose one of the following abilities.

  • Confidence (Ex): You can take 10 on Manifestation checks for your psionic focus discipline. You can take this talent multiple times; each time you do, select a different discipline.
  • Evasion (Ps): So long as you have at least 1 PP remaining, you gain Evasion. (Prerequisite: Access to the Psychoportation discipline)
    • Improved Evasion (Ps): So long as you have at least 5 PP remaining, you gain Improved Evasion. (Prerequisite: Evasion)
  • Free Your Mind (Ex): The range of your Telepathy powers with Close range increases to Medium (100 feet + 10 feet/power point). (Prerequisite: Access to the Telepathy discipline)
  • Intensity (Ex): You gain a +1 bonus on Manifestation checks. You can take this talent multiple times.
  • Mettle (Ps): So long as you have at least 1 PP remaining, you gain Mettle. (Prerequisite: Access to the Psychometabolism discipline)
    • Improved Mettle (Ps): So long as you have at least 5 PP remaining, you gain Improved Mettle. (Prerequisite: Mettle)
  • Uncanny Dodge (Ps): So long as you have at least 1 PP remaining, you gain Uncanny Dodge. (Prerequisite: Access to the Clairsentience discipline)
    • Improved Uncanny Dodge (Ps): So long as you have at least 5 PP remaining, you gain Improved Uncanny Dodge. (Prerequisite: Uncanny Dodge)