Class: Psionicist

From Trinity Wiki
Revision as of 11:34, 23 February 2015 by GnomeWorks (Talk | contribs)

Jump to: navigation, search
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."

The mind is a powerful thing. Nearly every culture in Trinity has stories of individuals who were able to accomplish extraordinary feats with no training, summoning forth power from some hidden reserve that transcends what would seem possible. The path of the psionicist is one of unlocking the hidden powers of the conscious mind, unlocking the ability to manipulate reality in ways that twist the rules to their breaking point.

Psionics is a very personal Force, and psionicists come from every walk of life. Unlike the other Forces of Reality, the manifestations of psionics vary from person to person: for some, the use of their powers is accompanied by those nearby experiencing unusual scents or strange tastes, while for others the psionicist may experience slight nosebleeds or exhibit some other physical sign of power usage. Regardless, these signs are significantly more subtle than the uses of Magic or Technology, and so the usage of psionics has been viewed with suspicion many times in the history of Trinity.

Any thinking sentient creature can walk the path of the psionicist. Even artilects, with fully mechanical minds, have at times - much to their chagrin - manifested the ability to use psionics. The precise mechanism for this event is seemingly unexplainable, but the nature of Psionics itself is such that its usage is rooted in inexplicable means.

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: d6.

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 (Physics) (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.

The table below lists the psionic disciplines, their key manifesting ability, their bonus class skills, and ability she gains related to that discipline. Once you choose a psionic focus, the decision cannot be changed later.

Psionic Disciplines
Discipline Manifesting Ability Class Skills Psionic Focus Ability
Clairsentience Per Analysis (Int), Initiative (Dex) Perfect Recall (Ps): You have photographic memory, and can recall anything you have seen, heard, or otherwise perceived.
Metacreativity Cha Disguise (Cha), Perform (Cha) Something (Ps): I have no idea yet.
Psychokinesis Int Balance (Dex), Sleight of Hand (Dex) Levitate (Po): You can levitate small objects as a move action. This ability functions as per mage hand.
Psychometabolism Con Autohypnosis (Con), Vitality (Con) Sustenance (Ps): You require half as much nutrition and sleep as a normal member of your race.
Psychoportation Dex Balance (Dex), Tumble (Dex) Deny Gravity (Ps): Whenever you move, you may opt to ignore up to one square's worth of difficult or impassible terrain.
Telepathy Wis Diplomacy (Cha), Sense Motive (Wis) Telepathy (Ps): You gain telepathy, with a range of Close (25 feet + 5 feet/2 manifester levels).

Whenever you would gain access to a new discipline, you can instead choose to forego gaining access to that new discipline in exchange for strengthening your existing powers in some fashion. If you do so, you can choose one of the following benefits.

  • Focused Mind: Gain a number of PP equal to the level at which you gained the new discipline. These bonus PP are permanent, stack with bonus PP gained for a high key manifesting ability, and stack with themselves if you take this ability multiple times.
  • Mental Versatility: Choose one of your existing disciplines. That discipline is now considered a psionic focus for you, and you gain all the advantages associated with that psionic focus.
  • Psionic Clarity: Choose one of your existing disciplines. You gain a +3 bonus to Manifestation checks to manifest those powers; this bonus stacks with all other bonuses to Manifestation checks.
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 powers; powers are divided into 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 discipline of 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. The Manifestation DC of a power is based upon its grade: devotions require a 13, sciences a 16, and arts a 19. You cannot take 10 or take 20 on this check.

A psionicist gains additional powers known based upon her manifesting ability. She gains additional powers 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.

Power Points (Ps): In addition to being able to use her powers at will, psionicists have a reserve of additional power they can use to improve their abilities. A psionicist has a number of power points at each level, per the table above; psionicists gain bonus power points based upon their key manifesting ability (see Psionic Focus, above), per the table to the right. These values are not cumulative; at each level, recalculate your total power points.

When you manifest a power, you can choose to spend any amount of PP on it; doing so is considered part of the manifestation action. Each power has a number of different augmentations on which you can spend PP. If you spend any amount of PP on a power, the Manifestation check to manifest the power automatically succeeds. You can choose to expend 1 PP when you manifest a power without using a specific augmentation to automatically make the Manifestation check.

Psionicist Bonus PP
Key Level
Mod 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
+1 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 2 2 2 2 2
+2 0 0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5
+3 0 0 1 1 1 2 2 3 3 3 4 4 5 5 5 6 6 7 7 7
+4 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
+5 0 1 1 2 3 3 4 5 5 6 6 7 8 8 9 10 10 11 11 12
+6 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15
+7 0 1 2 3 4 5 6 7 7 8 9 10 11 12 13 14 14 15 16 17
+8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+9 1 2 3 4 5 6 7 9 10 11 12 13 14 15 17 18 19 20 21 22
+10 1 2 3 5 6 7 8 10 11 12 13 15 16 17 18 20 21 22 23 25

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 5 PP remaining, you gain Evasion. (Prerequisite: Access to the Psychoportation discipline)
    • Improved Evasion (Ps): So long as you have at least 15 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 5 PP remaining, you gain Mettle. (Prerequisite: Access to the Psychometabolism discipline)
    • Improved Mettle (Ps): So long as you have at least 15 PP remaining, you gain Improved Mettle. (Prerequisite: Mettle)
  • Parallel Thoughts (Ps): While concentrating on a power that requires concentration to be maintained, you may make a Concentration check (DC equal to 10 + the power's Manifestation DC) as a swift action. If you do, maintaining concentration on that power requires only a swift action each round, rather than a move.
    • Improved Parallel Thoughts (Ps): If you are concentrating on a power that requires only a swift action to maintain, you may instead use power points, rather than an action, to maintain the effect. A devotion requires 3 PP; a science requires 6 PP; and an art requires 9 PP. If you expend the indicated power points at the beginning of your turn, you automatically maintain concentration on the power without expending an action to do so. (Prerequisites: Parallel Thoughts)
  • Uncanny Dodge (Ps): So long as you have at least 5 PP remaining, you gain Uncanny Dodge. (Prerequisite: Access to the Clairsentience discipline)
    • Improved Uncanny Dodge (Ps): So long as you have at least 15 PP remaining, you gain Improved Uncanny Dodge. (Prerequisite: Uncanny Dodge)

Design Notes

Need to work on figuring out the progression for bonus powers known. Also need to clean this formatting up, or something. I don't like it at the moment.