Most recent forum topics

Custom Search

Google Ads




Psionicist, the Scholar of the Mind


Psionicists are individuals who have explored the corridors of the mind. They develop their mental powers by continuously studying their memories, subconsciousness and reasoning.

Psionicists are also called psions. They often join adventurers in order to stimulate their mind and acquire new experiences. Good Psionicists use their powers to fight injustice in the world, while evil ones use their powers to mold others according to their desires.

Psionic powers may not always have the same magnitude as arcane and divine spells, but they are usually more flexible. The intensity of many powers can be adjusted freely by the manifester and most offensive powers allow him to select an energy type.





Hit Dice, Proficiencies, Alignment


D6 Hit Die. No armour or shield proficiency. No selectable weapon-group proficiency. Starts with simple-weapons proficiency only. Psionicists can be of any alignment.


Special Abilities


Psionics: Psionic powers do not have a vocal or somatic component and cannot be counterspelled (or used to counterspell). Wearing armour does not result in a spell failure chance. Using a power is a mental action (usually a standard action) that triggers attacks of opportunity from enemies, unless you're manifesting the power on the defensive. Psionic powers can be disrupted or dispelled just like spells. Metamagic feats do not apply to psionic powers. The leading ability for Psionicist powers is Intelligence.

Depending on the leading ability, a psionic user can have bonus power points, just like a magic user can get bonus spell slots. Activating a power expends a number of power points (PP) that depends on the level of the power. It is often possible to augment a power by spending more power points than the minimum. However, a character cannot spend more PP on a power than his character level. At level 1, a psionicist gains a number of powers known equal to 3 + Intelligence modifier. At all other levels, a psionicist gains two more powers known.

Psionic Powers


LEVEL 1: 18 powers (Cost 1 PP)

Entangling Ectoplasm (Ranged touch attack makes a single target entangled, but not stuck, for four rounds, +1 PP to increase duration by one round. No save.)

Demoralise (All enemy targets in a 30' caster-centred circle are shaken, +2 PP to increase DC by +1. Willpower save negates.)

Crystal Shard (Close-range ranged touch deals 1d6 piercing damage, +1 PP to increase damage by 1d6. No save.)

Sicken (Melee touch makes the target sickened for 2d4 rounds. No save.)

Dissipating Touch (Melee touch attack deals 1d6 damage, +1 PP to increase by 1d6. No save.)

Energy Ray (Choose an energy type: fire, cold, electricity or sonic. No save. Ranged touch to target in close range deals 1d6+1 points of damage of that energy type. +1 PP to increase damage by 1d6+1.)

Force Screen (Personal, Duration Until End of Combat, you gain a +4 shield bonus to Armour Class. +4 PP to increase the AC bonus by +1.)

Grease (4 rounds + 1 per two levels, 10' square is covered with a slippery layer. All non-immune targets in the area of effect gain the balancing condition (no save), meaning that they lose their dexterity bonus to AC. Secondly, all targets must make a reflex save or fall prone. Large creatures with some squares outside the grease gain +2 on the spell's Reflex saves. Creatures in the area must save again each round, just before the caster acts, in order to avoid falling. Moving into a Grease square, at half speed, requires a reflex save or the creature falls. Trying to stand up (as a move action) requires a reflex save. If a creature takes damage from an enemy while balancing, it must succeed on a reflex save or fall prone. If a creature is bull rushed while balancing, the bull rush is automatically successful. If a balancing creature is affected by a wind spell, including Vortex of Doom, Whirlwind, Sirocco, Tornado Blast, Gust of Wind and Greater Gust of Wind, then it automatically fails on the saving throw to resist the effect of the spell and the bludgeoning damage it receives is increased by 1d6 points. If you fall down while balancing on a slope square, you automatically slide to the unoccupied square of lowest altitude, like the bottom of a staircase. Sliding occurs in the four main directions, not diagonally. A character cannot take a 5-foot step or a charge action in difficult terrain. Similar to the Web spell, any fire-based area effect with a reflex save used in the greased area sets the grease on fire, dealing 1d4 fire damage to anyone in the area and removing the grease. Small flying creatures (that don't need to land to fight, unlike dragons), incorporeal creatures, creatures without legs (oozes and snakes), swimming and underwater creatures are all considered to be immune to the Trip combat action, the Prone condition and the effects of the spell Grease. Big flying creatures can be tripped but they fly over Grease areas.)

Grip of Iron (Manifesting time Free action, Duration 4 rounds + 1 per two levels, you get a +4 bonus on all grapple checks, +4 PP for another +2 bonus to grapple checks.)

Inertial Armour (Personal, Duration Until Rest, you gain a +4 Armour bonus to Armour Class. Not bypassed by ghosts. +2 PP to increase the AC bonus by +1.)

Heat and Freeze Armour (No save. This power must be targeted at a creature wearing armour and in close range. Choose fire or cold damage. The power heats up or cools down the target's armour to extreme levels. As long as it wears armour (anything on the torso slot), the target takes 1d6 points of fire or cold damage per round, for five rounds. The condition also decreases the target's AC by two and forces a concentration check of DC 12 + half of damage last dealt by the condition + spell level when casting spells. +2 PP to increase the damage by 1d6.)

Enhance Weapon (Duration Until End of Combat, Touch Range, your manufactured and natural weapons gain a +1 enhancement bonus to attack roll and damage roll. +4 PP to increase the enhancement by +1.)

Mind Thrust (Mind affecting power, single target in close range takes 1d10 points of damage, willpower negates, +1 PP to increase damage by 1d10 and the DC by 0.5.)

Precognition (Personal, 10 rounds, you gain a +1 insight bonus to AC and saving throws. This bonus does not apply whenever you lose you dexterity bonus to AC. +3 PP for an additional +1 bonus.)

Adrenaline Rush (Personal, 10 rounds, you gain a +1 competence bonus to attack rolls. +3 PP for an additional +1 bonus.)

Stomp (20' radius cone spell, targets fall prone and take 1d4 damage. Reflex save negates. +1 PP to increase the damage by 1d4.)

Thicken Skin (Personal. Duration Until Rest. You gain a +1 natural armour enhancement bonus to AC. +3 PP to increase the bonus by +1.)

Life Drain (Melee touch deals 1d6+1 points of damage to a living creature and you gain temporary HPs equal to the damage dealt. Fortitude save reduces the damage by 50%. +2 PP to increase the damage by 1d6+1 and the DC by 1.)

LEVEL 2: 18 powers (Cost 3 PP)

Biofeedback (Personal spell gives DR 2/- for 4 rounds + 1 per two levels, +3 PP to increase the DR by 1.)

Mind Lock (Mind affecting, Medium Range. A single humanoid target is dazed for 1d4+1 rounds, unless it succeeds on a Willpower saving throw. +2 PP to increase the DC by 1.)

Lesser Concealment (Personal, Duration Until Rest, you gain 20% concealment.)

Energy Absorption (Personal, Select an energy type, you gain resistance 15 to damage of that type, up to 1 round per level and up to 10*level absorbed points of damage. +6 PP to get resistance 30 up to 20*level points, instead.)

Enhance Ability (For 10 rounds, the target gains a +4 enhancement bonus to either Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma. From CL 9, the bonus increases to +6. From CL 15, the bonus increases to +8.)

Concussion Blast (No save, single target in medium range takes 1d6 points of force damage. +2 PP to increase the damage by 1d6.)

Greater Swap (You can swap the position of two allies in medium range, or the position of an ally and yourself.)

Dissolving Touch (No save, melee touch attack deals 4d6 acid damage. +2 PP to increase damage by 1d6.)

Lend Life (You heal a target for 2d10, while taking damage equal to half that amount. If you don't have enough HPs, the spell transfers only two times the amount of HPs that you have, and leaves the manifester with 1 HP. +1 PP to increase the amount healed by 2d10, up to 10d10.)

Energy Missile (Choose cold, fire, electricity or sonic. You deal 3d6 damage to one creature per level, up to five (the same target can't be selected several times). Sonic and Cold require a fortitude save for half damage. Fire and Electricity require a reflex save for half damage. +1 PP to increase the damage by 1d6 and the DC by 0.5.)

Energy Push (Choose cold, fire, electricity or sonic. You deal 2d6 points of energy damage to a single target in medium range. Save for half damage (cold & sonic: fortitude save, fire & electricity: reflex save). The target must also perform a Strength check of DC equal to the spell DC. If this fails, the target is pushed back along the effect line by 5 feet plus an extra 5 feet for every 5 points of damage taken (or until an obstacle, creature or entangle effect is met). If movement is blocked by an obstacle or a creature, the target instead takes an additional 2d6 points of bludgeoning damage from the collision. +2 PP to increase damages by 1d6 and DC by 1.)

Energy Stun (5' circle spell. Choose cold, fire, electricity or sonic. All targets in the area of effect take 1d6 damage. Save for half damage (cold & sonic: fortitude save, fire & electricity: reflex save). Targets that failed their save must succeed on a willpower save or be stunned for 1 round. +1 PP to increase damage by 1d6 and DC by 0.5.)

Mind Hammer (Close Range. Mind-Affecting. For 1d4+1 rounds, you make a single target confused if it fails on a Willpower saving throw. +2 PP to increase the DC by 1 and the maximum number of targets by 1. No target can be selected more than once.)

Inflict Pain (For 1 round per 2 levels, you cause agony in a single target, resulting in a penalty of -4 on attack rolls, concentration checks and strength checks. Willpower save to reduce the penalty to -2. +2 PP to increase the DC by 1 and the maximum number of targets by 1. No target can be selected more than once.)

Mental Disruption (Mind affecting. In 10' caster-centred circle, all enemies become dazed for 1 round if they fail a willpower save. +2 PP to increase DC by 1.)

Share Pain (Duration Until Rest. Choose two allied creatures, or you and one ally. Whenever you take damage, half of the damage is applied to the ally and half of the damage is applied to you. The spell ends if either character becomes unconscious, or if the damage would make either character unconscious.)

Swarm of Crystals (15' cone deals 3d4 slashing damage to all in the area of effect, no save, +1 PP to increase damage by 1d4.)

Bestow Power (You transfer 2 PP to a psionicist or psychic warrior. +3 PP to increase the transfer by 2 points.)

LEVEL 3: 17 powers (Cost 5 PP)

Cell Division (Personal, cures 1d12 HP. Removes the bleeding and dying conditions. +2 PP to increase HP cured by 1d12.)

Purification (Personal. Removes all ability damage and ability drain.)

Greater Concealment (Personal, 1 round per level, you gain 50% concealment.)

Dimension Slide (With a standard action, you teleport yourself to a square within line of sight and in medium range. +4 PP to do it as a move action, +8 PP to do it as a free action.)

Dispel Magic (Select Single Effect, Effects on Creature or Effects on Area:
Single Effect: Choose a single creature, then choose an ongoing magical or psionic effect on that creature. It is dispelled if you succeed on a check of 1d20 + level (up to 10) versus DC of 11 + level of the mage who created the effect. If the effect is 'summoned', the creature is unsummoned.
Effects on Creature: Choose a single creature. You make a check for each ongoing effect on the creature (but not effects from items). A successful check dispels that effect.
Dispel Area: Select a 20' circle area. For each area effect in the circle, you make a dispel check and for each creature in the circle, you make a dispel check against the ongoing effect of highest caster level. A successful check dispels that effect.)

Suppress Sword (Select a target in medium range. It receives the Suppressed Sword condition: for one round per two levels, any manufactured weapon held by the target and any manufactured armour worn by the target lose their enhancement bonus and magical properties. The spell does not affect magical belts, gloves, bracers, boots, helmets, cloaks, amulets or rings. Willpower negates. +2 PP to increase DC by 1.)

Empathic Feedback (Each time a living creature strikes you in melee, it takes damage equal to the amount dealt to you, up to five points. +1 PP to increase the maximum damage level by one point.)

Hostile Empathic Transfer (With a melee touch, you transfer up to 50 points of damage to a living target. A successful Willpower saving throw reduces the damage by half. The caster recovers the amount of damage dealt. +1 PP to increase the limit by 10 points, up to 90.)

Energy Bolt (120' line power. Choose cold, fire, electricity or sonic. You deal 5d6+5 points of damage to all creatures in the area. Cold and sonic: fortitude half, fire and electricity: reflex half. +1 PP to increase damage by 1d6+1 and the DC by 0.5.)

Energy Cone (60' cone power. Choose cold, fire, electricity or sonic. You deal 5d6+5 points of damage to all creatures in the area. Cold and sonic: fortitude half, fire and electricity: reflex half. +1 PP to increase damage by 1d6+1 and the DC by 0.5.)

Energy Shield (Choose cold, fire, electricity or sonic. For 1 round per level, any creature who hits the recipient in melee takes 2d6 points of damage of that type. +2 PP to increase damage by 1d6.)

Energy Wall (4 rounds + 1 per two levels, 10'x25' rectangle effect. Select fire, cold, acid or electricity. Creatures inside the wall take 2d6 + 1 per level points of damage of the appropriate type. No save. The dice damage increases to 3d6 at Caster Level 11, 4d6 at CL 15 and 5d6 at CL 19. The damage is applied upon the casting of this spell and every round just before the caster acts. Creatures also take damage when entering a Wall (if several energy squares are crossed, only the first one triggers the damage). Casting a spell or activating a power while standing in the wall requires a concentration check of DC 14 + half of the damage last dealt by the wall + spell level. Undead creatures take an additional 2d6 points of damage. Widening a wall doubles the length but not the width.)

Psionic Blast (30' cone power, mind affecting, all creatures in area of effect are stunned for 1 round if they fail a Willpower saving throw. +2 PP to increase the stunned duration by 1 round.)

Psionic Eye, Touch (Touch power, removes the Blinded condition and makes the recipient immune to Blindness for 1 round per level.)

Omnidirectional Eye (Touch power, for 1 round per level the recipient cannot be flanked.)

Ectoplasmic Cocoon (Close range. Four rounds. No Spell resistance. Reflex negates. A single target of size medium or small is encased in a cocoon. It cannot move or attack. It can activate psionics and cast stilled spells. It is not helpless. It retains its dexterity score. As a full-round action, the creature can try to break free by succeeding on a Strength check of DC equal to the spell's DC. The cocoon can be removed with the spells Freedom, Dispel and Greater Dispel. +2 PP to increase the DC by one and the duration by one round.)

Psychic Containment (Upon a failed Will save, a single target cannot use Powers or Spells for 1 rounds per 2 levels. Each round, a new save is allowed. +1 PP to affect one more creature. +2 PP for +1 DC.)

LEVEL 4: 13 powers (Cost 7 PP)

Dismissal (Extraplanar creature is forced back to its proper plane if it fails a special Will save of DC equal to: spell's save DC creature's HD + your caster level.)

Energy Adaptation (Personal, you gain resistance 15 to all energy damage (including fire, cold, electricity, acid and sonic damage), up to 1 round per level and up to 10*level absorbed points of damage. +6 PP to get resistance 30 up to 20*level points, instead. Energy resistance equal to a number of points is also called Energy Damage Reduction.)

Inertial Barrier (Duration Until Rest. You gain DR 5/-.)

Freedom of Movement, Psionic (1 round per level. Personal. The character is freed from the following conditions: Paralyzed, Slowed, Stuck, Entangled, Quicksand. The subject also gains immunity to all these effects for the spell's duration. The spell does not affect the spell Grease, underwater movement, being grappled or pinned or swallowed whole.)

Psychic Disarm (Will negates. Long Range. For four rounds, the target cannot wield anything. All weapons, shields and bow held go back to the inventory. +2 PP to increase the Will DC by 1 and the duration by one round. The DC increases by 2 against humanoid targets.)

Energy Ball (20' circle spell. Choose cold, fire, electricity or sonic. You deal 7d6+7 points of damage to all creatures in the area. Cold and sonic: fortitude half, fire and electricity: reflex half. +1 PP to increase damage by 1d6+1 and DC by 0.5.)

Mindwipe (Fortitude negates, single target takes two negative levels, +3 PP to increase the number of negative levels and the DC by 1.)

Power Drain (Fortitude negates, melee touch reduces the target's pool of power points by 2 PP per manifester level, or if the target is not a psionic creature but a spellcaster, it loses magic slots of equivalent value. A level-2 slot is worth 3 PP, a level-3 slot is worth 5 PP, etc. High slots are lost first.)

Wall of Stone (2d6 rounds. 5'x25' rectangle. The spell creates a magical wall at the location you specify. A magical wall of stone can be removed by a Dispel or Greater Dispel spell.)

Shatter Mind Blank (Select a target, the target's mind blank effect is dispelled if you succeed on a check of 1d20 + level (up to 20) versus DC of 11 + level of the mage who created the effect.)

Water Breathing (Duration Until Rest, 10' circle spell, the targets gain the ability to breathe water. Without this spell, the player characters take 1d4 points of damage per round when fighting underwater, or when moving outside combat, every 20'.)

Delta Waves (25' radius cone, all targets in the area of effect who fail on a willpower saving throw fall asleep (they acquire the prone and sleeping conditions). Duration Until End of Combat. Against humanoid targets, the DC increases by 2. +2 PP to increase the Will DC by 1.)

Ectoplasmic Ray (60' line, all targets in the area are slowed for 1d4+1 rounds if they fail on a Reflex saving throw. +2 PP to increase the Reflex DC by 1.)

LEVEL 5: 11 powers (Cost 9 PP)

Control Body (Duration: five rounds. Fortitude negates. Not mind affecting. One hostile creature (even undead or construct) now fights for the caster. You psychokinetically control the actions of the target. It cannot cast spells or use special powers. It takes a -6 penalty on attack rolls. +2 PP to increase DC by 1 and the maximum number of targets by one. No target can be selected more than once. Casting time full round action.)

Baleful Teleport (Fortitude half, you deal 9d6 nondescript damage to a corporeal creature. +1PP to increase damage by 1d6 and the DC by 0.5 and to gain a spell resistance check bonus of 0.5.)

Psionic Fog (1 round per level. 30' radius circle. As with Wizard spell Fog Cloud, everyone inside the area benefits from 20% concealment against melee attacks and 50% concealment against ranged attacks. Creatures inside a psionic fog move at half speed and cannot charge. In addition, each round they take 1 point of damage per two manifester levels. Casting or using a power requires a concentration check DC 10 + damage per round + spell level. +1 PP to increase the damage per round by 1.)

Hail of Crystals (Medium Range. 20' radius burst aimed at a creature, deals 9d4 slashing points of damage to all in the area of effect centred on the target, except the target, which takes 14d4 slashing damage instead. Reflex half. +1 PP to increase the target and area damage by 1d4.)

Spell and Power Resistance (Touch power gives the target Spell Resistance 12 + manifester level for 1 round per level.)

Raise Dead (Dead player character is brought back to life, loses excess XP for his level. Gold cost 5,000.)

Psychic Crush (Mind affecting. Single target falls unconscious and dying at -1 HP, unless it succeeds on a willpower save with a +4 bonus. If the target is not a player character, it dies immediately. On a successful save the target takes 3d6 damage.)

Tower of Iron Will (Casting time free action, 10' radius circle, everyone in the area gains Spell Resistance 19 for two rounds. +1 PP to increase the SR by 1 and the duration by 1 round.)

Psionic True Seeing (For 1 round per level, you gain the True Seeing ability.)

Greater Stomp (Line spell, targets fall prone and take 7d6 damage, reflex save negates, +2 PP to increase the damage by 1d6 and the DC by +1.)

Greater Ectoplasmic Cocoon (Medium range. Four rounds. No Spell resistance. Reflex negates. A single target of size large, medium or small is encased in a cocoon. It cannot move or attack. It can activate psionics and cast stilled spells. It is not helpless. It retains its dexterity score. As a full-round action, the creature can try to break free by succeeding on a Strength check of DC equal to the spell's DC. The cocoon can be removed with the spells Freedom, Dispel and Greater Dispel. +2 PP to increase the DC by one and the duration by one round.)

LEVEL 6: 9 powers (Cost 11 PP)

Greater Dispel Magic Same as Dispel Magic, but you dispel checks are equal to 1d20 + level (up to 20).

Energy Chain (Select a number of targets equal to 1 + your level. The first target takes 11d6 damage and all the other targets take 50% of 11d6 damage. The same target cannot be selected two times. Cold and sonic: fortitude half, fire and electricity: reflex half. +1 PP to increase damage by 1d6.)

Breath of the Black Dragon (30' cone, deals 11d6 acid damage to all in the area, reflex half, no Spell Resistance. +1 PP to increase damage by 1d6.)

Disintegrate (Ranged touch attack, then fortitude saving throw. Deals 22d6 damage on failed save, or 5d6 on succeeded save. +2 PP to increase the DC by 1 and the failed-save damage by 2d6.)

Dispelling Buffer (Duration Until Rest. Single target gains the buffered condition, which gives a +5 bonus to the DC against dispelling by the Dispel and Greater Dispel spells and powers. Against a 'Dispel Effects on Creature' effect, the buffered effect is checked last.)

Mind Blast (Mind affecting. Single target loses 80% of its HP on a failed Will save. +2 PP to increase DC by 1.)

Concussive Detonation (20' radius burst, medium range, creatures in the area of effect take 6d6 force damage, reflex half, +1 PP to increase damage by 1d6 and DC by 0.5.)

Stygian Bolt (Line spell, reflex negates, living targets take 1d4 negative levels, +4 PP to increase by 1d4.)

Greater Delta Waves (50' radius cone, all targets in the area of effect who fail on a willpower saving throw fall asleep (they acquire the prone and sleeping conditions). Duration Until End of Combat. Against humanoid targets, the DC increases by 2. +2 PP to increase the Will DC by 1.)

LEVEL 7: 9 powers (Cost 13 PP)

Dominate (Duration: eight rounds. Willpower negates. Mind affecting. One hostile living creature now fights for the psionicist. +2 PP to increase DC by 1 and the maximum number of targets by one. No target can be selected more than once. Casting time full round action.)

Lower Spell and Power Resistance (Duration 1 round per level, select a creature in close range, no saving throw but SR applies with spell penetration roll receiving a +6 bonus. The target SR drops by half the psionicist level. Not cumulative.)

Decerebrate (Select a living creature in close range. If it fails a fortitude save, it gains the decerebrated condition. It is helpless and cannot take any action. Permanent. Removed with a Heal spell. +2 PP to increase DC by 1.)

Energy Wave (120' cone. Choose cold, fire, electricity or sonic. You deal 13d6+13 points of damage to all creatures in the area. Cold and sonic: fortitude half, fire and electricity: reflex half. Creatures who fail their saving throw are Sickened for one round. +1 PP to increase damage by 1d6+1 and the DC by 0.5.)

Evade Burst (Personal. Move-action activation time. Duration 1 round per level. You gain the same effect as the 'Evasion' class power. Whenever the character suffers damage from an effect requiring a reflex saving throw (for example, a fireball or a breath weapon), the damage inflicted to the character is reduced by 50%. The character must not be paralyzed and he must be wearing no armour or light armour to benefit from this.)

Insanity (Willpower negates, mind affecting, select a creature in medium range, the target becomes confused permanently. +2 PP to increase the DC by 1 and to increase the number of affected creatures by 1.)

Mind Blank (Personal. Duration Until Rest. You gain immunity to hostile mind effects, such as the effect of Color Spray, Fear, Bane, Confusion, Crushing Despair, Hold Person, Feeblemind, Rainbow Pattern, Deep Slumber, Dominate Person, Irresistible Dance. The spell doesn't protect against True Strike or True Seeing. Gold cost 250.)

Oak Body (For 1 round per two levels: you gain immunity to stunning, ability damage and drain, a +4 circumstance bonus to strength and a +4 natural armour enhancement bonus.)

Ultrablast (15' radius caster-centred circle, mind affecting. Willpower half, all enemies in the area of effect take 13d6 damage from your psionic attack. +1 PP to increase damage by 1d6.)

LEVEL 8: 7 powers (Cost 15 PP)

Psychic Chirurgery (Touch power. The power removes from the recipient the following conditions: agony, berserk, confused, containment, controlled, cowering, dazed, decerebrated, dominated, feebleminded, shaken, stunned. It also removes all negative levels and all ability damage and drain.)

Accelerated Spell and Power (Activation time: Move action. For four rounds, every standard-action spell cast (or power activated) by the character now requires only a move action. A full-round-action spell now requires a standard action. A move-action spell now requires a free action. You cannot cast more than one free-action spell in a round. If you cast a second free-action spell, it requires a move action instead.)

Iron Body (Personal. 1 round per level. You gain DR 15 / adamantine and magic. You become immune to blindness, stunning, critical hits, ability damage and ability drain. You also gain 50% resistance to fire. You still suffer drowning damage when exploring underwater areas.)

Mass Mind Blank (1 round per level. 10' circle spell. Every ally in the area of effect gains immunity to hostile mind effects.)

Recall Death (Mind affecting and Death effect, single target in medium range automatically dies if it fails a willpower save, otherwise it takes 5d6 points of damage. +2 PP to increase DC by 1.)

True Metabolism (Touch spell. 1 round per level. The recipient gains fast healing 10 points per round. Characters with fast healing recover all their HP at the end of the fight.)

Mass Greater Ectoplasmic Cocoon (20' radius circle. Four rounds. No Spell resistance. Reflex negates. All creatures in the area of size large, medium or small are encased in a cocoon. They cannot move or attack. They can activate psionics and cast stilled spells. They are not helpless. They retains their dexterity score. As a full-round action, the creatures can try to break free by succeeding on a Strength check of DC equal to the spell's DC. A cocoon can be removed with the spells Freedom, Dispel and Greater Dispel. +2 PP to increase the DC by one and the duration by one round.)

LEVEL 9: 5 powers (Cost 17 PP)

Spell and Power Surge (Activation time: free action. You gain a DC bonus of +4 on your next spell or power.)

Assimilate (Melee touch attack and fortitude half. You deal 20d6 damage to a living creature. You gain temporary HP equal to half the damage dealt, up to the creature's remaining HP.)

Microcosm (Select a living creature in close range and with up to 100 HPs. No save. It gains the decerebrated condition. It is helpless and cannot take any action. Permanent. Removed with a Heal spell. +1 PP to increase maximum HP of target by 10.)

Tornado Blast (40' radius spread aimed at a creature. Long Range, Reflex Half. You launch a vortex of air towards a creature. The vortex explodes and everyone in the area of effect takes 17d6 bludgeoning damage, except the target creature, which takes 25d6 bludgeoning damage. All creatures who failed their reflex save become prone. The spell automatically disperses any magical Cloud and Fog effect it comes into contact with, including Acid Fog and Solid Fog. Natural fogs cannot be dispersed. Creatures balancing on Grease squares automatically fail on their Reflex saving throw and the bludgeoning damage they receive is increased by 1d6 points. +1 PP to increase the area damage by 1d6 and the DC by 0.5.)

Shadow Storm (15-foot radius circle spell. Medium Range, all living targets take 1d4 negative levels. A successful Reflex saving throw reduces the number of negative levels to 1. The negative levels disappear upon resting. +2 PP to increase the number of negative levels acquired on a failed save to 1d6.)

Psionicist Feats


Fast Cell Division: You can activate the psionic power Cell Division as a move action rather than a standard action.

Crystal Focus: The number of damage dice with the powers Crystal Shard, Swarm of Crystals and Hail of Crystals increases by one. Requires: Psionicist Level 1.

Discipline Focus Telepathy: The Difficulty Class of your powers Demoralise, Mind Thrust, Mind Lock, Mind Hammer, Inflict Pain, Mental Disruption, Hostile Empathic Transfer, Psionic Blast, Psychic Containment, Psychic Disarm, Mindwipe, Power Drain, Shatter Mind Blank, Delta Waves, Psychic Crush, Mind Blast, Greater Delta Waves, Dominate, Decerebrate, Insanity, Ultrablast and Recall Death increases by one point.

Discipline Focus Psychokinesis: The Difficulty Class of your powers Stomp, Energy Missile, Energy Push, Energy Stun, Dispel Magic, Suppress Sword, Energy Bolt, Energy Cone, Energy Ball, Control Body, Baleful Teleport, Greater Stomp, Greater Dispel Magic, Energy Chain, Disintegrate, Concussive Detonation, Stygian Bolt, Energy Wave, Tornado Blast and Shadow Storm increases by one point.

Discipline Focus Psychometabolism: You can activate the psionic powers Enhance Weapon, Precognition, Adrenaline Rush, Biofeedback and Energy Absorption as move-action powers, rather than standard-action powers.

Discipline Focus Metacreativity: The Difficulty Class of your powers Grease, Ectoplasmic Cocoon, Ectoplasmic Ray, Greater Ectoplasmic Cocoon and Mass Greater Ectoplasmic Cocoon increases by two points.

Energy Sculpting: Select one of the following powers: Energy Bolt, Energy Cone, Energy Ball and Energy Wave. When you activate the selected power, you manipulate the area of effect so that allies standing within the normal area of effect remain unaffected by the spell.

Energy Specialisation: You deal an extra two points of damage with the powers Energy Ray, Energy Bolt, Energy Cone, Energy Ball and Energy Wave. Requires: Psionicist Level 3.

Greater Energy Specialisation: You deal an extra four points of damage with the powers Energy Ray, Energy Bolt, Energy Cone, Energy Ball and Energy Wave. Requires: Psionicist Level 12, Energy Specialisation.

Energy Conversion: You can select 'acid' as an alternative damage type with the powers Energy Ray, Energy Bolt, Energy Cone, Energy Ball and Energy Wave. If a saving throw is allowed, it is a Fortitude saving throw. Requires: Level 6.

Expanded Knowledge: Add to your powers known one additional power of any power level up to the highest you can manifest. Requires: Level 3.

Psionic Talent: You gain an additional number of power points equal to your level. The bonus increases automatically when you gain a level. This feat cannot be taken more than once.



HeroicFantasyGames.com

March 2011-2017. Last updated 7 May 2017. All rights reserved.