Class: Psionicist

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The Psionicist
  ----------------- Powers Known -----------------  
Level BAB Fort Ref Will Special PPs Disciplines Devotions Sciences Arts
1 +0 +0 +0 +2 Psionic Focus 1 1 2 --- ---
2 +1 +0 +0 +3   2 1 3 --- ---
3 +1 +1 +1 +3   3 1 4 0 ---
4 +2 +1 +1 +4   4 2 6 1 ---
5 +2 +1 +1 +4   5 2 7 1 ---
6 +3 +2 +2 +5   7 2 8 2 ---
7 +3 +2 +2 +5   8 2 10 2 ---
8 +4 +2 +2 +6   10 3 11 3 ---
9 +4 +3 +3 +6   12 3 12 3 ---
10 +5 +3 +3 +7 Psionicist Talent 14 3 14 4 0
11 +5 +3 +3 +7   17 3 15 4 0
12 +6/+1 +4 +4 +8 Psionicist Talent 18 4 16 5 0
13 +6/+1 +4 +4 +8   22 4 18 5 1
14 +7/+2 +4 +4 +9 Psionicist Talent 25 4 19 6 1
15 +7/+2 +5 +5 +9   28 4 20 6 1
16 +8/+3 +5 +5 +10 Psionicist Talent 31 5 22 7 2
17 +8/+3 +5 +5 +10   34 5 23 7 2
18 +9/+4 +6 +6 +11 Psionicist Talent 38 5 24 8 2
19 +9/+4 +6 +6 +11   41 5 26 8 2
20 +10/+5 +6 +6 +12 Psionicist Talent 45 6 27 9 3

 

Psionicist

A psionicist (or is she?).

PPs are used to boost powers.

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... blah.

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: As a rogue.

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.

Telepathy
  • Manifesting Ability: Wisdom.
  • Bonus Class Skills: Sense Motive (Wis).

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.

A psionicist gains additional powers known based upon her manifesting ability. She gains additional disciplines known equal to her modifier; additional sciences equal to her modifier / 3; and additional arts equal to her modifier / 6 (round down in all cases).

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