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.

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

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 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.

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

  • Evasion (Ps): So long as you have at least 1 PP remaining, you gain Evasion. (Prerequisite: Must have access to the Psychoportation discipline)
  • Improved Evasion (Ps): So long as you have at least 5 PP remaining, you gain Improved Evasion. (Prerequisite: Evasion)
  • Uncanny Dodge (Ps): So long as you have at least 1 PP remaining, you gain Uncanny Dodge. (Prerequisite: Must have 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)
  • Mettle (Ps): So long as you have at least 1 PP remaining, you gain Mettle. (Prerequisite: Must have access to the Psychometabolism discipline)
  • Improved Mettle (Ps): So long as you have at least 5 PP remaining, you gain Improved Mettle. (Prerequisite: Mettle)