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 verbal 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: 17 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. Duration Until End of Combat.)
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.
This bonus also applies against incorporeal attacks and you gain immunity to the
spell Magic Missile. +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. +2 PP to increase the DC by one.)
Grip of Iron (Manifesting time Free action, Duration 4 rounds + 1 per two
levels, you get a +4 bonus on all grapple checks, +2 PP for another +1 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.)
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
bonus to attack rolls. +3 PP for an additional +1 bonus.)
Stomp (20' radius cone spell, targets fall prone and take 1d4 points of bludgeoning 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.)
Psionic 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: 16 powers (Cost 3 PP)
Biofeedback (Personal power gives DR 2/- for 4 rounds + 1 per three levels,
+2 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.
This effect is negated by the True Seeing condition.)
Energy Absorption (Personal, Select an energy type, you
gain resistance 15 to damage of that type, 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.)
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. This power works on all creatures, including the undead and constructs.
Removes the bleeding and dying conditions.)
Energy Missile (Choose cold, fire, electricity or sonic. You deal
3d6 damage to one creature per level, up to five (the same target
cannot 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.)
Gust of Wind (30' Line. Large creatures are unaffected. Reflex negates.
All creatures are knocked prone and moved back by 1d4 squares (jumping over other creatures in between
if necessary, but not over walls). If the destination square is occupied, the creature is moved to
any free square adjacent to the destination square. Medium creatures take 1d6 bludgeoning damage,
small creatures 2d6 damage, tiny creatures 3d6 damage. Creatures balancing on Grease squares
automatically fail on their Reflex saving throw and the bludgeoning damage they receive is
increased by 1d6 points. Gust of Wind and Greater Gust of Wind automatically disperse
any magical Cloud and Fog effect they come into contact with. However, Acid Fog and Solid Fog
are only dispersed by Greater Gust of Wind. Natural fogs cannot be dispersed. +2 PP to increase DC by +1.)
Energy Stun (10' 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. If a target fails on its saving throw by
five points or more, it gains the berserk condition instead. +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.)
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 (With this power, you grant two power points to a psionics user. +3 PP to increase
the amount granted by two points. Outside combat, a character's power points cannot exceed the maximum.)
Cell Division (Personal, cures 1d12 HP. Removes the bleeding and dying conditions.
+2 PP to increase HP cured by 1d12. This power works on all creatures, including the undead and constructs.)
LEVEL 3: 14 powers (Cost 5 PP)
Purification (Personal. Removes all ability damage and ability drain.)
Greater Concealment (Personal, 1 round per level, you gain 50% concealment.
This effect is negated by the True Seeing condition.)
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.)
Mind Leech (Mind Affecting. With a melee touch, you deal 25 points of damage
to a living target. A successful Willpower saving throw reduces the damage by half.
The manifester recovers a number of Hit Points equal to the damage inflicted to the victim,
without exceeding the manifester's maximum Hit Points. You may not gain more than the
target's current Hit Points. +1 PP to increase the amount of damage dealt by 5 points, up to 50.)
Energy Bolt (70' 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 (50' 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 (Evocation. Touch power. 1 round per level. Select [fire], [cold], [acid] or
[electricity]. Any creature dealing damage to the subject in melee takes 1d6 points of damage of the
chosen energy type, plus one point per manifester level. The spell also gives resistance 10 against the
chosen energy type. Using this power on someone who is already benefiting from an Energy
Shield effect will remove the existing effect. In addition, the power cannot be used on creatures
who have a racial body defence and on creatures who are wearing a Cloak of Lightning, a Cloak of
Flames, a Cloak of Ice or a Cloak of Acid. A creature cannot benefit from more than one Energy Shield
effect at any given time.)
Energy Wall (Conjuration. 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 level 11, 4d6 at level 15 and 5d6 at level
19. The damage is applied upon activation and every round just before the manifester
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.)
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. +4 PP to increase the stunned duration
by 1 round, the DC by one point and the radius by 10'.)
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 power'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.)
Resilient Grease (Conjuration. Resilient Grease functions like Grease, but
the effect covers a 15' square and it cannot be removed with an area-of-effect spell
that deals fire damage. +2 PP to increase the DC by one.)
LEVEL 4: 12 powers (Cost 7 PP)
Dismissal (Alteration. Close Range. With this power, a single outsider, elemental, extra-planar or
summoned creature is forced back to its proper plane if it fails on a special Will save.
The Difficulty Class is equal to: power's save DC – creature's HD + your caster level.
+2 PP to increase the DC by one.)
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 / Adamantine. +6 PP to increase
the DR amount by one point.)
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.)
Energy Ball (20' circle spell. Long Range. 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 (Mind affecting. Close Range. Fortitude negates, single target takes two negative levels,
+3 PP to increase the number of negative levels and the DC by 1.)
Power Drain (Mind affecting. Fortitude negates, melee touch attack reduces the target's pool of
power points by 2 PP per manifester level, or if the target is not a psionics user 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. +2 PP to increase the DC by one point and
the number of lost power points by five.)
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.)
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.)
Greater Gust of Wind (Evocation. 60' Line. Huge creatures are unaffected. Reflex negates.
All creatures are knocked prone and moved back by 1d6 squares (jumping over other creatures in between
if necessary, but not over walls). If the destination square is occupied, the creature is moved to
any free square adjacent to the destination square. Large creatures take 1d6 bludgeoning damage,
medium creatures 2d6 damage, small creatures 3d6 damage, tiny creatures 4d6 damage. Creatures balancing
on Grease squares automatically fail on their Reflex saving throw and the bludgeoning damage they
receive is increased by 1d6 points. Gust of Wind and Greater Gust of Wind automatically
disperse any magical Cloud and Fog effect they come into contact with. However, Acid Fog and Solid Fog
are only dispersed by Greater Gust of Wind. Natural fogs cannot be dispersed. +2 PP to increase DC by +1.)
Ectoplasmic Ray (60' line, all targets in the area are slowed for 1d4+2 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 Ray (Fortitude half, you deal 9d6 damage to a single creature.
+1 PP 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 of the attempted spell.
+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. The manifester is not affected. 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.)
Slay Living (Necromancy. Melee touch attack kills a living creature.
Fortitude saving throw negates. If the saving throw is successful, the target
receives 3d6 + 1 per caster level points of damage.)
Tower of Iron Will (Casting time free action, 15' 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.)
True Seeing (Alteration. Touch power, Duration Until End of Combat,
the recipient gains the True Seeing ability.)
Greater Stomp (30' radius cone 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 power'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: 10 powers (Cost 11 PP)
Greater Dispel Magic Same as Dispel Magic, but your dispel checks are equal to 1d20 + level.
Energy Chain (Select up to ten enemies. The first target takes
11d6 damage and all other targets take 50% of the 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. +1 PP to increase the DC by 0.5 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 (Long Range. Mind affecting. Willpower negates.
Single target loses 80% of its HP on a failed Will save. +1 PP to increase the Difficulty Class by one point.)
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.
The negative levels disappear upon resting.)
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.)
Mental Disruption (Mind affecting. In a 30' caster-centred circle, all enemies become
dazed for 1 round if they fail a willpower save. Additionally, creatures who fail their save
by five points or more fall prone. +2 PP to increase 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 (80' 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 paralysed or sleeping 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. If the target fails its saving throw by five points or more, it
gains the berserk condition instead. +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 Colour Spray, Hideous Laughter, Fear, Bane, Confusion, Crushing
Despair, Hold Person, Feeblemind, Rainbow Pattern, Deep Slumber, Dominate Person,
Irresistible Dance. This does not 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 circle, Medium Range, 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, 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 power. 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: 6 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.
+1 PP to increase damage by 1d6.)
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.)
Tornado Blast (30' 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.
The manifester is not affected. 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.)
Sunburst (Evocation. 35' radius, Long Range, all creatures are blinded permanently and take 6d6 damage,
unless they succeed on a reflex save, then they take half damage and are not blinded. Undead creatures and oozes take
1d6 per level points of damage instead, reflex half.)
Mass Mind Blast (Enchantment. Long Range. 10' radius. Mind affecting. Willpower negates. Hostile creatures in the
area of effect lose 80% of their HP on a failed Will save. +1 PP to increase the Difficulty Class by one point.)
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.
Crystal Range: The range of the power Crystal Shard increases from Close to Medium.
The radius of the power Swarm of Crystals increases from 15' to 25'. The radius of the power
Hail of Crystals increases from 20' to 30'. Requires: Psionicist Level 1.
Improved Hail Of Crystals: The range of your Psionic Power
Hail of Crystals increases from Medium to Long. In addition,
allies in the area of effect are no longer affected.
Discipline Focus Telepathy: The Difficulty Class of your powers Demoralise, Mind Thrust, Mind Lock,
Mind Hammer, Inflict Pain, Mental Disruption, Mind Leech, Psionic Blast, Mindwipe, Power Drain,
Shatter Mind Blank, Delta Waves, Psychic Crush, Mind Blast, Greater Delta Waves, Dominate,
Decerebrate, Insanity, Ultrablast, Recall Death and Mass Mind Blast increases by one point.
Discipline Focus Psychokinesis: The Difficulty Class of your powers Stomp, Energy Missile,
Energy Stun, Dispel Magic, Suppress Sword, Energy Bolt, Energy Cone, Energy Ball, Control Body,
Greater Stomp, Greater Dispel Magic, Energy Chain, Disintegrate, Concussive Detonation,
Stygian Bolt, Energy Wave, Gust of Wind, Greater of Gust of Wind, Tornado Blast and Shadow Storm increases by one point.
Discipline Focus Psychometabolism: You can activate the psionic powers Enhance Weapon, Precognition,
Adrenaline Rush, Biofeedback, Energy Absorption and Freedom of Movement Psionic as move-action powers,
rather than standard-action powers.
Discipline Focus Metacreativity: The Difficulty Class of your powers Grease, Resilient 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 Stun, 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 power.
Improved Biofeedback: Damage Reduction from Biofeedback increases by two points.
Improved Stomp: The range of your powers Stomp and Greater Stomp increases by 10' and
allied creatures in the area of effect are no longer affected.
Improved Mind Thrust: You deal an extra two points of damage with the power
Mind Thrust and the range increases from Close to Medium.
Improved Energy Ray: You deal an extra two points of damage with the power
Energy Ray and the range increases from Close to Medium.
Improved Energy Missile: The range of the power Energy Missile increases from Medium to Long.
In addition, this power no longer requires Ranged Touch attacks as all missiles strike their target unerringly.
Improved Energy Stun: You deal an extra two points of damage with the power
Energy Stun and the range increases from Close to Medium.
Improved Mind Hammer: The range of the power Mind Hammer increases from Close to Medium,
and affected creatures automatically gain the Berserk condition rather than the Confusion condition.
Improved Mind Leech: The augmentation limit of the power Mind Leech is removed.
Improved Range Mind Leech: The range of the power Mind Leech increases
from Touch to Medium. A ranged touch attack is now required, rather than a melee touch attack.
Improved Radius Energy Cone: The radius of the power Energy Cone increases from 50' to 65'.
Improved Radius Energy Ball: The radius of the power Energy Ball increases from 20' to 30'.
Improved Ultrablast: The radius of the power Ultrablast increases from 15' to 20'
and the range increases from Medium to Long.
Improved Inflict Pain: The range of the power Inflict Pain increases from Close to Medium,
and the duration increases by four rounds.
Improved Baleful Ray: The range of the power Baleful Ray increases from Medium to Long,
and the difficulty class increases by two points.
Improved Control And Dominate: The range of the Psionic Powers
Control Body and Dominate increases from Close to Medium.
Greater Control And Dominate: Your Psionic Powers Control Body
and Dominate are improved from Full Round Action Casting Time to
Standard Action Casting Time. Requires: Improved Control And Dominate.
Swift Assimilate: Your Psionic Power Assimilate is improved from
Standard Action Casting Time to Move Action Casting Time.
Fast Power Drain: Your Power Drain psionic power is
improved from Standard Action Casting Time to Move Action Casting Time.
Psychic Healing: Your psionic powers Cell Division and Purification
become Touch-range powers, instead of being strictly Personal-range powers.
Improved Psychic Healing: Your psionic powers Cell Division and Purification
become Medium-range powers. Requires: Psychic Healing.
Energy Specialisation: You deal an extra two points of damage with the powers
Energy Ray, Energy Missile, Energy Bolt, Energy Cone, Energy Ball, Energy Chain and Energy Wave. Requires: Psionicist Level 3.
Greater Energy Specialisation: You deal an extra four points of damage with the powers
Energy Ray, Energy Missile, Energy Bolt, Energy Cone, Energy Ball, Energy Chain 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 Missile, Energy Stun, Energy Bolt, Energy Cone, Energy Ball, Energy Chain and Energy Wave. If a saving throw is allowed,
it is a Fortitude saving throw. Requires: Level 6.
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 2011-2021. Last Update 30 September 2022. All rights reserved.