The psychic is able to use pure mental discipline, natural talent, or raw emotion to unlock his natural psychic power. Intellectual fortitude and steady control of ones psionic potential are the hallmarks of the psychic. Of course, that potential must be there to begin with, but sometimes this can even be developed through training and meditation. In Fζrith, psychics receive the same degree of scholarly respect as mages. They are regarded as specialists in the paranormal and all matters parapsychological.
Hit Die: d4
Starting Cash: 3d4 Χ 100
Class Skills
The psychic's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis),
and Psicraft (Int). In addition, a psychic gains access to additional class
skills based on his discipline:
Seer (Clairsentience): Gather Information (Cha), Listen (Wis), and Spot (Wis).
Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), and Use Psionic
Device (Cha).
Kineticist (Psychokinesis): Autohypnosis (Wis), Disable Device (Dex), and
Intimidate (Cha).
Egoist (Psychometabolism): Autohypnosis (Wis), Balance (Dex) and Heal (Wis).
Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis),
and Swim (Str).
Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), Gather Information
(Cha), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) Χ 4.
Skill Points at Each Additional Level: 2 + Int modifier.
|
Table 3-11: The Psychic |
||||||
|
Level |
Base Attack Bonus |
AC Bonus |
Fort Save |
Ref Save |
Will Save |
Psychic Special Abilities |
|
1st |
±0 |
±0 |
±0 |
±0 |
+2 |
Psionic powers, discipline |
|
2nd |
+1 |
±0 |
±0 |
±0 |
+3 |
|
|
3rd |
+1 |
±0 |
+1 |
+1 |
+3 |
|
|
4th |
+2 |
±0 |
+1 |
+1 |
+4 |
|
|
5th |
+2 |
±0 |
+1 |
+1 |
+4 |
Bonus feat |
|
6th |
+3 |
±0 |
+2 |
+2 |
+5 |
|
|
7th |
+3 |
+1 |
+2 |
+2 |
+5 |
|
|
8th |
+4 |
+1 |
+2 |
+2 |
+6 |
|
|
9th |
+4 |
+1 |
+3 |
+3 |
+6 |
|
|
10th |
+5 |
+1 |
+3 |
+3 |
+7 |
Bonus feat |
|
11th |
+5 |
+1 |
+3 |
+3 |
+7 |
|
|
12th |
+6/+1 |
+1 |
+4 |
+4 |
+8 |
|
|
13th |
+6/+1 |
+1 |
+4 |
+4 |
+8 |
|
|
14th |
+7/+2 |
+2 |
+4 |
+4 |
+9 |
|
|
15th |
+7/+2 |
+2 |
+5 |
+5 |
+9 |
Bonus feat |
|
16th |
+8/+3 |
+2 |
+5 |
+5 |
+10 |
|
|
17th |
+8/+3 |
+2 |
+5 |
+5 |
+10 |
|
|
18th |
+9/+4 |
+2 |
+6 |
+6 |
+11 |
|
|
19th |
+9/+4 |
+2 |
+6 |
+6 |
+11 |
|
|
20th |
+10/+5 |
+2 |
+6 |
+6 |
+12 |
Bonus feat |
Class Features
All of the following are class features of the psychic.
Starting Feats: Psychics begin with Simple Weapons Proficiency and
Psicrystal.
Psionics:
A psychic manifests psionic powers from the psion power list. A psychic does not
prepare his powers ahead of time, but instead fixes them in his mind upon
manifesting them (see below).
To learn or manifest a power, the psychic must have an Intelligence score equal
to at least 10 + the power level. The Difficulty Class for a saving throw
against a psychics power is 10 + the power level + the psychics Intelligence
modifier.
|
Table 3-12: Unique Psychic Powers Per Day |
||||||||||
|
Level |
Base PP Per Day |
Spell Level |
||||||||
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
||
|
1st |
2 |
1 |
|
|
|
|
|
|
|
|
|
2nd |
6 |
2 |
|
|
|
|
|
|
|
|
|
3rd |
11 |
2 |
1 |
|
|
|
|
|
|
|
|
4th |
17 |
3 |
1 |
|
|
|
|
|
|
|
|
5th |
25 |
3 |
1 |
1 |
|
|
|
|
|
|
|
6th |
35 |
3 |
2 |
1 |
|
|
|
|
|
|
|
7th |
46 |
3 |
2 |
1 |
1 |
|
|
|
|
|
|
8th |
58 |
3 |
2 |
2 |
1 |
|
|
|
|
|
|
9th |
72 |
3 |
3 |
2 |
1 |
1 |
|
|
|
|
|
10th |
88 |
3 |
3 |
2 |
2 |
1 |
|
|
|
|
|
11th |
106 |
3 |
3 |
3 |
2 |
1 |
1 |
|
|
|
|
12th |
126 |
3 |
3 |
3 |
2 |
2 |
1 |
|
|
|
|
13th |
147 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
|
|
|
14th |
170 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
|
|
|
15th |
195 |
3 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
|
|
16th |
221 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
|
|
17th |
250 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
|
18th |
280 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
|
19th |
311 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
|
20th |
343 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
Like spellcasters, a psychic can only manifest a certain number of powers of
each power level per day. However, unlike a spellcaster, these powers do not
need to be selected in advance, but simply become fixed after they are used. A
5th level psychic, for example, can manifest up to 3 individual 1st-level powers
in a day, and these may be any three powers he knows, but once three of his
1st-level powers have been used, only these three powers may continue to be used
for the rest of that day (though there is no limit to how many times a single
power can be manifested, so long as the psychic still has power points to
spend). The psychic's base daily allotment of unique powers per day is given on
Table 3-12: Psychic Powers. Note that the number of power slots is fixed --
psychics do not have additional unique power slots for having a high
Intelligence score.
A psychic may know any number of powers. Psychics begin the game knowing 3
1st-level powers (plus one additional power for each point of Intelligence
bonus). They earn 2 free powers at each level, and they can also draw new
powers out of power stones or the minds of other psychics. To draw a power from
an outside source is a complex process, similar to an arcane spellcaster
scribing a spell from a scroll into a spellbook.
The psychic must first make psionic contact with the source of the power, which
requires a full round of physical contact and a Psicraft check vs. DC 15 + the
highest level power contained in the power stone or the other psychics
repertoire. A psychic can only make contact with another psychic who is willing,
or unconscious. Once mental contact is achieved, the psychic becomes aware of
all the powers stored in the stone or all the powers the other character knows,
up to the level he is able to manifest.
Next, the psychic must make a Psicraft check vs. DC 15 + the powers level to
see if he understands the power. If the power belongs to a discipline that the
psychic does not have access to, this check automatically fails. If the check
fails, the psychic cannot understand, manifest, or learn the power, even from a
different source, until gaining a rank in Psicraft. If the psychic does
understand the power, he can attempt to manifest it normally on his next turn,
or he may attempt to permanently commit it to his own repertoire.
This process requires 8 hours of uninterrupted meditation. The psychic does not
need to keep in contact with the power stone or other character, but he may not
manifest any other psionic power while meditating, or else the process fails and
may not be attempted again until a rank in Psicraft is gained.
A psychic may clear his unique power slots the same way he regains his power
points, with eight hours of rest and 1 hour of meditation.
In order to manifest a power, the psychic must expend the appropriate amount of
power points. A psychic's total power points are equal to his base PP per Day
(see Table 3-12: Psychic Powers) plus bonus power points earned for high
Intelligence. Bonus PP are equal to the psychic's Intelligence modifier Χ
psychic level Χ one-half.
Base PP Cost by Power Level
Power Level 0 1 2 3 4 5 6 7 8 9 Power Points * 1 3 5 7 9 11 13 15 17
|
Discipline: Every psychic must decide at 1st level which psionic discipline
he will specialize in. Choosing a discipline provides a psychic with access to
the class skills associated with that discipline (see above), and the ability to
freely learn powers from that discipline when gaining a level. Psychics may
still learn powers from other disciplines, but they must draw the power out of
another psychic or a power stone to do so.
Bonus Feats: A psychic gains a bonus feat at 5th level, 10th level, 15th
level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or
a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class
gains every three levels. A psychic is not limited to psionic feats, metapsionic
feats, and psionic item creation feats when choosing these other feats.